visual_shader.cpp 95 KB

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  1. /*************************************************************************/
  2. /* visual_shader.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.h"
  31. #include "core/vmap.h"
  32. #include "servers/visual/shader_types.h"
  33. void VisualShaderNode::set_output_port_for_preview(int p_index) {
  34. port_preview = p_index;
  35. }
  36. int VisualShaderNode::get_output_port_for_preview() const {
  37. return port_preview;
  38. }
  39. void VisualShaderNode::set_input_port_default_value(int p_port, const Variant &p_value) {
  40. default_input_values[p_port] = p_value;
  41. emit_changed();
  42. }
  43. Variant VisualShaderNode::get_input_port_default_value(int p_port) const {
  44. if (default_input_values.has(p_port)) {
  45. return default_input_values[p_port];
  46. }
  47. return Variant();
  48. }
  49. bool VisualShaderNode::is_port_separator(int p_index) const {
  50. return false;
  51. }
  52. Vector<VisualShader::DefaultTextureParam> VisualShaderNode::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  53. return Vector<VisualShader::DefaultTextureParam>();
  54. }
  55. String VisualShaderNode::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  56. return String();
  57. }
  58. String VisualShaderNode::generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  59. return String();
  60. }
  61. String VisualShaderNode::generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  62. return String();
  63. }
  64. Vector<StringName> VisualShaderNode::get_editable_properties() const {
  65. return Vector<StringName>();
  66. }
  67. Array VisualShaderNode::_get_default_input_values() const {
  68. Array ret;
  69. for (Map<int, Variant>::Element *E = default_input_values.front(); E; E = E->next()) {
  70. ret.push_back(E->key());
  71. ret.push_back(E->get());
  72. }
  73. return ret;
  74. }
  75. void VisualShaderNode::_set_default_input_values(const Array &p_values) {
  76. if (p_values.size() % 2 == 0) {
  77. for (int i = 0; i < p_values.size(); i += 2) {
  78. default_input_values[p_values[i + 0]] = p_values[i + 1];
  79. }
  80. }
  81. emit_changed();
  82. }
  83. String VisualShaderNode::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  84. return String();
  85. }
  86. String VisualShaderNode::get_input_port_default_hint(int p_port) const {
  87. return "";
  88. }
  89. void VisualShaderNode::_bind_methods() {
  90. ClassDB::bind_method(D_METHOD("set_output_port_for_preview", "port"), &VisualShaderNode::set_output_port_for_preview);
  91. ClassDB::bind_method(D_METHOD("get_output_port_for_preview"), &VisualShaderNode::get_output_port_for_preview);
  92. ClassDB::bind_method(D_METHOD("set_input_port_default_value", "port", "value"), &VisualShaderNode::set_input_port_default_value);
  93. ClassDB::bind_method(D_METHOD("get_input_port_default_value", "port"), &VisualShaderNode::get_input_port_default_value);
  94. ClassDB::bind_method(D_METHOD("_set_default_input_values", "values"), &VisualShaderNode::_set_default_input_values);
  95. ClassDB::bind_method(D_METHOD("_get_default_input_values"), &VisualShaderNode::_get_default_input_values);
  96. ADD_PROPERTY(PropertyInfo(Variant::INT, "output_port_for_preview"), "set_output_port_for_preview", "get_output_port_for_preview");
  97. ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "default_input_values", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "_set_default_input_values", "_get_default_input_values");
  98. ADD_SIGNAL(MethodInfo("editor_refresh_request"));
  99. BIND_ENUM_CONSTANT(PORT_TYPE_SCALAR);
  100. BIND_ENUM_CONSTANT(PORT_TYPE_VECTOR);
  101. BIND_ENUM_CONSTANT(PORT_TYPE_BOOLEAN);
  102. BIND_ENUM_CONSTANT(PORT_TYPE_TRANSFORM);
  103. BIND_ENUM_CONSTANT(PORT_TYPE_SAMPLER);
  104. BIND_ENUM_CONSTANT(PORT_TYPE_MAX);
  105. }
  106. VisualShaderNode::VisualShaderNode() {
  107. port_preview = -1;
  108. }
  109. /////////////////////////////////////////////////////////
  110. void VisualShaderNodeCustom::update_ports() {
  111. ERR_FAIL_COND(!get_script_instance());
  112. input_ports.clear();
  113. if (get_script_instance()->has_method("_get_input_port_count")) {
  114. int input_port_count = (int)get_script_instance()->call("_get_input_port_count");
  115. bool has_name = get_script_instance()->has_method("_get_input_port_name");
  116. bool has_type = get_script_instance()->has_method("_get_input_port_type");
  117. for (int i = 0; i < input_port_count; i++) {
  118. Port port;
  119. if (has_name) {
  120. port.name = (String)get_script_instance()->call("_get_input_port_name", i);
  121. } else {
  122. port.name = "in" + itos(i);
  123. }
  124. if (has_type) {
  125. port.type = (int)get_script_instance()->call("_get_input_port_type", i);
  126. } else {
  127. port.type = (int)PortType::PORT_TYPE_SCALAR;
  128. }
  129. input_ports.push_back(port);
  130. }
  131. }
  132. output_ports.clear();
  133. if (get_script_instance()->has_method("_get_output_port_count")) {
  134. int output_port_count = (int)get_script_instance()->call("_get_output_port_count");
  135. bool has_name = get_script_instance()->has_method("_get_output_port_name");
  136. bool has_type = get_script_instance()->has_method("_get_output_port_type");
  137. for (int i = 0; i < output_port_count; i++) {
  138. Port port;
  139. if (has_name) {
  140. port.name = (String)get_script_instance()->call("_get_output_port_name", i);
  141. } else {
  142. port.name = "out" + itos(i);
  143. }
  144. if (has_type) {
  145. port.type = (int)get_script_instance()->call("_get_output_port_type", i);
  146. } else {
  147. port.type = (int)PortType::PORT_TYPE_SCALAR;
  148. }
  149. output_ports.push_back(port);
  150. }
  151. }
  152. }
  153. String VisualShaderNodeCustom::get_caption() const {
  154. ERR_FAIL_COND_V(!get_script_instance(), "");
  155. if (get_script_instance()->has_method("_get_name")) {
  156. return (String)get_script_instance()->call("_get_name");
  157. }
  158. return "Unnamed";
  159. }
  160. int VisualShaderNodeCustom::get_input_port_count() const {
  161. return input_ports.size();
  162. }
  163. VisualShaderNodeCustom::PortType VisualShaderNodeCustom::get_input_port_type(int p_port) const {
  164. ERR_FAIL_INDEX_V(p_port, input_ports.size(), PORT_TYPE_SCALAR);
  165. return (PortType)input_ports[p_port].type;
  166. }
  167. String VisualShaderNodeCustom::get_input_port_name(int p_port) const {
  168. ERR_FAIL_INDEX_V(p_port, input_ports.size(), "");
  169. return input_ports[p_port].name;
  170. }
  171. int VisualShaderNodeCustom::get_output_port_count() const {
  172. return output_ports.size();
  173. }
  174. VisualShaderNodeCustom::PortType VisualShaderNodeCustom::get_output_port_type(int p_port) const {
  175. ERR_FAIL_INDEX_V(p_port, output_ports.size(), PORT_TYPE_SCALAR);
  176. return (PortType)output_ports[p_port].type;
  177. }
  178. String VisualShaderNodeCustom::get_output_port_name(int p_port) const {
  179. ERR_FAIL_INDEX_V(p_port, output_ports.size(), "");
  180. return output_ports[p_port].name;
  181. }
  182. String VisualShaderNodeCustom::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  183. ERR_FAIL_COND_V(!get_script_instance(), "");
  184. ERR_FAIL_COND_V(!get_script_instance()->has_method("_get_code"), "");
  185. Array input_vars;
  186. for (int i = 0; i < get_input_port_count(); i++) {
  187. input_vars.push_back(p_input_vars[i]);
  188. }
  189. Array output_vars;
  190. for (int i = 0; i < get_output_port_count(); i++) {
  191. output_vars.push_back(p_output_vars[i]);
  192. }
  193. String code = "\t{\n";
  194. String _code = (String)get_script_instance()->call("_get_code", input_vars, output_vars, (int)p_mode, (int)p_type);
  195. bool nend = _code.ends_with("\n");
  196. _code = _code.insert(0, "\t\t");
  197. _code = _code.replace("\n", "\n\t\t");
  198. code += _code;
  199. if (!nend) {
  200. code += "\n\t}";
  201. } else {
  202. code.remove(code.size() - 1);
  203. code += "}";
  204. }
  205. return code;
  206. }
  207. String VisualShaderNodeCustom::generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  208. ERR_FAIL_COND_V(!get_script_instance(), "");
  209. if (get_script_instance()->has_method("_get_global_code")) {
  210. String code = "// " + get_caption() + "\n";
  211. code += (String)get_script_instance()->call("_get_global_code", (int)p_mode);
  212. code += "\n";
  213. return code;
  214. }
  215. return "";
  216. }
  217. void VisualShaderNodeCustom::_bind_methods() {
  218. BIND_VMETHOD(MethodInfo(Variant::STRING, "_get_name"));
  219. BIND_VMETHOD(MethodInfo(Variant::STRING, "_get_description"));
  220. BIND_VMETHOD(MethodInfo(Variant::STRING, "_get_category"));
  221. BIND_VMETHOD(MethodInfo(Variant::STRING, "_get_subcategory"));
  222. BIND_VMETHOD(MethodInfo(Variant::INT, "_get_return_icon_type"));
  223. BIND_VMETHOD(MethodInfo(Variant::INT, "_get_input_port_count"));
  224. BIND_VMETHOD(MethodInfo(Variant::INT, "_get_input_port_type", PropertyInfo(Variant::INT, "port")));
  225. BIND_VMETHOD(MethodInfo(Variant::STRING, "_get_input_port_name", PropertyInfo(Variant::INT, "port")));
  226. BIND_VMETHOD(MethodInfo(Variant::INT, "_get_output_port_count"));
  227. BIND_VMETHOD(MethodInfo(Variant::INT, "_get_output_port_type", PropertyInfo(Variant::INT, "port")));
  228. BIND_VMETHOD(MethodInfo(Variant::STRING, "_get_output_port_name", PropertyInfo(Variant::INT, "port")));
  229. BIND_VMETHOD(MethodInfo(Variant::STRING, "_get_code", PropertyInfo(Variant::ARRAY, "input_vars"), PropertyInfo(Variant::ARRAY, "output_vars"), PropertyInfo(Variant::INT, "mode"), PropertyInfo(Variant::INT, "type")));
  230. BIND_VMETHOD(MethodInfo(Variant::STRING, "_get_global_code", PropertyInfo(Variant::INT, "mode")));
  231. }
  232. VisualShaderNodeCustom::VisualShaderNodeCustom() {
  233. }
  234. /////////////////////////////////////////////////////////
  235. void VisualShader::add_node(Type p_type, const Ref<VisualShaderNode> &p_node, const Vector2 &p_position, int p_id) {
  236. ERR_FAIL_COND(p_node.is_null());
  237. ERR_FAIL_COND(p_id < 2);
  238. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  239. Graph *g = &graph[p_type];
  240. ERR_FAIL_COND(g->nodes.has(p_id));
  241. Node n;
  242. n.node = p_node;
  243. n.position = p_position;
  244. Ref<VisualShaderNodeUniform> uniform = n.node;
  245. if (uniform.is_valid()) {
  246. String valid_name = validate_uniform_name(uniform->get_uniform_name(), uniform);
  247. uniform->set_uniform_name(valid_name);
  248. }
  249. Ref<VisualShaderNodeInput> input = n.node;
  250. if (input.is_valid()) {
  251. input->shader_mode = shader_mode;
  252. input->shader_type = p_type;
  253. input->connect("input_type_changed", this, "_input_type_changed", varray(p_type, p_id));
  254. }
  255. n.node->connect("changed", this, "_queue_update");
  256. Ref<VisualShaderNodeCustom> custom = n.node;
  257. if (custom.is_valid()) {
  258. custom->update_ports();
  259. }
  260. g->nodes[p_id] = n;
  261. _queue_update();
  262. }
  263. void VisualShader::set_node_position(Type p_type, int p_id, const Vector2 &p_position) {
  264. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  265. Graph *g = &graph[p_type];
  266. ERR_FAIL_COND(!g->nodes.has(p_id));
  267. g->nodes[p_id].position = p_position;
  268. }
  269. Vector2 VisualShader::get_node_position(Type p_type, int p_id) const {
  270. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Vector2());
  271. const Graph *g = &graph[p_type];
  272. ERR_FAIL_COND_V(!g->nodes.has(p_id), Vector2());
  273. return g->nodes[p_id].position;
  274. }
  275. Ref<VisualShaderNode> VisualShader::get_node(Type p_type, int p_id) const {
  276. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Ref<VisualShaderNode>());
  277. const Graph *g = &graph[p_type];
  278. ERR_FAIL_COND_V(!g->nodes.has(p_id), Ref<VisualShaderNode>());
  279. return g->nodes[p_id].node;
  280. }
  281. Vector<int> VisualShader::get_node_list(Type p_type) const {
  282. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Vector<int>());
  283. const Graph *g = &graph[p_type];
  284. Vector<int> ret;
  285. for (Map<int, Node>::Element *E = g->nodes.front(); E; E = E->next()) {
  286. ret.push_back(E->key());
  287. }
  288. return ret;
  289. }
  290. int VisualShader::get_valid_node_id(Type p_type) const {
  291. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, NODE_ID_INVALID);
  292. const Graph *g = &graph[p_type];
  293. return g->nodes.size() ? MAX(2, g->nodes.back()->key() + 1) : 2;
  294. }
  295. int VisualShader::find_node_id(Type p_type, const Ref<VisualShaderNode> &p_node) const {
  296. for (const Map<int, Node>::Element *E = graph[p_type].nodes.front(); E; E = E->next()) {
  297. if (E->get().node == p_node)
  298. return E->key();
  299. }
  300. return NODE_ID_INVALID;
  301. }
  302. void VisualShader::remove_node(Type p_type, int p_id) {
  303. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  304. ERR_FAIL_COND(p_id < 2);
  305. Graph *g = &graph[p_type];
  306. ERR_FAIL_COND(!g->nodes.has(p_id));
  307. Ref<VisualShaderNodeInput> input = g->nodes[p_id].node;
  308. if (input.is_valid()) {
  309. input->disconnect("input_type_changed", this, "_input_type_changed");
  310. }
  311. g->nodes[p_id].node->disconnect("changed", this, "_queue_update");
  312. g->nodes.erase(p_id);
  313. for (List<Connection>::Element *E = g->connections.front(); E;) {
  314. List<Connection>::Element *N = E->next();
  315. if (E->get().from_node == p_id || E->get().to_node == p_id) {
  316. g->connections.erase(E);
  317. }
  318. E = N;
  319. }
  320. _queue_update();
  321. }
  322. bool VisualShader::is_node_connection(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) const {
  323. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, false);
  324. const Graph *g = &graph[p_type];
  325. for (const List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
  326. if (E->get().from_node == p_from_node && E->get().from_port == p_from_port && E->get().to_node == p_to_node && E->get().to_port == p_to_port) {
  327. return true;
  328. }
  329. }
  330. return false;
  331. }
  332. bool VisualShader::can_connect_nodes(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) const {
  333. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, false);
  334. const Graph *g = &graph[p_type];
  335. if (!g->nodes.has(p_from_node))
  336. return false;
  337. if (p_from_node == p_to_node)
  338. return false;
  339. if (p_from_port < 0 || p_from_port >= g->nodes[p_from_node].node->get_output_port_count())
  340. return false;
  341. if (!g->nodes.has(p_to_node))
  342. return false;
  343. if (p_to_port < 0 || p_to_port >= g->nodes[p_to_node].node->get_input_port_count())
  344. return false;
  345. VisualShaderNode::PortType from_port_type = g->nodes[p_from_node].node->get_output_port_type(p_from_port);
  346. VisualShaderNode::PortType to_port_type = g->nodes[p_to_node].node->get_input_port_type(p_to_port);
  347. if (!is_port_types_compatible(from_port_type, to_port_type)) {
  348. return false;
  349. }
  350. for (const List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
  351. if (E->get().from_node == p_from_node && E->get().from_port == p_from_port && E->get().to_node == p_to_node && E->get().to_port == p_to_port) {
  352. return false;
  353. }
  354. }
  355. return true;
  356. }
  357. bool VisualShader::is_port_types_compatible(int p_a, int p_b) const {
  358. return MAX(0, p_a - 2) == (MAX(0, p_b - 2));
  359. }
  360. void VisualShader::connect_nodes_forced(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  361. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  362. Graph *g = &graph[p_type];
  363. Connection c;
  364. c.from_node = p_from_node;
  365. c.from_port = p_from_port;
  366. c.to_node = p_to_node;
  367. c.to_port = p_to_port;
  368. g->connections.push_back(c);
  369. _queue_update();
  370. }
  371. Error VisualShader::connect_nodes(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  372. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, ERR_CANT_CONNECT);
  373. Graph *g = &graph[p_type];
  374. ERR_FAIL_COND_V(!g->nodes.has(p_from_node), ERR_INVALID_PARAMETER);
  375. ERR_FAIL_INDEX_V(p_from_port, g->nodes[p_from_node].node->get_output_port_count(), ERR_INVALID_PARAMETER);
  376. ERR_FAIL_COND_V(!g->nodes.has(p_to_node), ERR_INVALID_PARAMETER);
  377. ERR_FAIL_INDEX_V(p_to_port, g->nodes[p_to_node].node->get_input_port_count(), ERR_INVALID_PARAMETER);
  378. VisualShaderNode::PortType from_port_type = g->nodes[p_from_node].node->get_output_port_type(p_from_port);
  379. VisualShaderNode::PortType to_port_type = g->nodes[p_to_node].node->get_input_port_type(p_to_port);
  380. ERR_FAIL_COND_V_MSG(!is_port_types_compatible(from_port_type, to_port_type), ERR_INVALID_PARAMETER, "Incompatible port types (scalar/vec/bool) with transform.");
  381. for (List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
  382. if (E->get().from_node == p_from_node && E->get().from_port == p_from_port && E->get().to_node == p_to_node && E->get().to_port == p_to_port) {
  383. ERR_FAIL_V(ERR_ALREADY_EXISTS);
  384. }
  385. }
  386. Connection c;
  387. c.from_node = p_from_node;
  388. c.from_port = p_from_port;
  389. c.to_node = p_to_node;
  390. c.to_port = p_to_port;
  391. g->connections.push_back(c);
  392. _queue_update();
  393. return OK;
  394. }
  395. void VisualShader::disconnect_nodes(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  396. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  397. Graph *g = &graph[p_type];
  398. for (List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
  399. if (E->get().from_node == p_from_node && E->get().from_port == p_from_port && E->get().to_node == p_to_node && E->get().to_port == p_to_port) {
  400. g->connections.erase(E);
  401. _queue_update();
  402. return;
  403. }
  404. }
  405. }
  406. Array VisualShader::_get_node_connections(Type p_type) const {
  407. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Array());
  408. const Graph *g = &graph[p_type];
  409. Array ret;
  410. for (const List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
  411. Dictionary d;
  412. d["from_node"] = E->get().from_node;
  413. d["from_port"] = E->get().from_port;
  414. d["to_node"] = E->get().to_node;
  415. d["to_port"] = E->get().to_port;
  416. ret.push_back(d);
  417. }
  418. return ret;
  419. }
  420. void VisualShader::get_node_connections(Type p_type, List<Connection> *r_connections) const {
  421. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  422. const Graph *g = &graph[p_type];
  423. for (const List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
  424. r_connections->push_back(E->get());
  425. }
  426. }
  427. void VisualShader::set_mode(Mode p_mode) {
  428. if (shader_mode == p_mode) {
  429. return;
  430. }
  431. //erase input/output connections
  432. modes.clear();
  433. flags.clear();
  434. shader_mode = p_mode;
  435. for (int i = 0; i < TYPE_MAX; i++) {
  436. for (Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) {
  437. Ref<VisualShaderNodeInput> input = E->get().node;
  438. if (input.is_valid()) {
  439. input->shader_mode = shader_mode;
  440. //input->input_index = 0;
  441. }
  442. }
  443. Ref<VisualShaderNodeOutput> output = graph[i].nodes[NODE_ID_OUTPUT].node;
  444. output->shader_mode = shader_mode;
  445. // clear connections since they are no longer valid
  446. for (List<Connection>::Element *E = graph[i].connections.front(); E;) {
  447. bool keep = true;
  448. List<Connection>::Element *N = E->next();
  449. int from = E->get().from_node;
  450. int to = E->get().to_node;
  451. if (!graph[i].nodes.has(from)) {
  452. keep = false;
  453. } else {
  454. Ref<VisualShaderNode> from_node = graph[i].nodes[from].node;
  455. if (from_node->is_class("VisualShaderNodeOutput") || from_node->is_class("VisualShaderNodeInput")) {
  456. keep = false;
  457. }
  458. }
  459. if (!graph[i].nodes.has(to)) {
  460. keep = false;
  461. } else {
  462. Ref<VisualShaderNode> to_node = graph[i].nodes[to].node;
  463. if (to_node->is_class("VisualShaderNodeOutput") || to_node->is_class("VisualShaderNodeInput")) {
  464. keep = false;
  465. }
  466. }
  467. if (!keep) {
  468. graph[i].connections.erase(E);
  469. }
  470. E = N;
  471. }
  472. }
  473. _queue_update();
  474. _change_notify();
  475. }
  476. void VisualShader::set_graph_offset(const Vector2 &p_offset) {
  477. graph_offset = p_offset;
  478. }
  479. Vector2 VisualShader::get_graph_offset() const {
  480. return graph_offset;
  481. }
  482. Shader::Mode VisualShader::get_mode() const {
  483. return shader_mode;
  484. }
  485. bool VisualShader::is_text_shader() const {
  486. return false;
  487. }
  488. String VisualShader::generate_preview_shader(Type p_type, int p_node, int p_port, Vector<DefaultTextureParam> &default_tex_params) const {
  489. Ref<VisualShaderNode> node = get_node(p_type, p_node);
  490. ERR_FAIL_COND_V(!node.is_valid(), String());
  491. ERR_FAIL_COND_V(p_port < 0 || p_port >= node->get_output_port_count(), String());
  492. ERR_FAIL_COND_V(node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_TRANSFORM, String());
  493. StringBuilder global_code;
  494. StringBuilder global_code_per_node;
  495. Map<Type, StringBuilder> global_code_per_func;
  496. StringBuilder code;
  497. Set<StringName> classes;
  498. global_code += String() + "shader_type canvas_item;\n";
  499. String global_expressions;
  500. for (int i = 0, index = 0; i < TYPE_MAX; i++) {
  501. for (Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) {
  502. Ref<VisualShaderNodeGlobalExpression> global_expression = Object::cast_to<VisualShaderNodeGlobalExpression>(E->get().node.ptr());
  503. if (global_expression.is_valid()) {
  504. String expr = "";
  505. expr += "// " + global_expression->get_caption() + ":" + itos(index++) + "\n";
  506. expr += global_expression->generate_global(get_mode(), Type(i), -1);
  507. expr = expr.replace("\n", "\n\t");
  508. expr += "\n";
  509. global_expressions += expr;
  510. }
  511. }
  512. }
  513. global_code += "\n";
  514. global_code += global_expressions;
  515. //make it faster to go around through shader
  516. VMap<ConnectionKey, const List<Connection>::Element *> input_connections;
  517. VMap<ConnectionKey, const List<Connection>::Element *> output_connections;
  518. for (const List<Connection>::Element *E = graph[p_type].connections.front(); E; E = E->next()) {
  519. ConnectionKey from_key;
  520. from_key.node = E->get().from_node;
  521. from_key.port = E->get().from_port;
  522. output_connections.insert(from_key, E);
  523. ConnectionKey to_key;
  524. to_key.node = E->get().to_node;
  525. to_key.port = E->get().to_port;
  526. input_connections.insert(to_key, E);
  527. }
  528. code += "\nvoid fragment() {\n";
  529. Set<int> processed;
  530. Error err = _write_node(p_type, global_code, global_code_per_node, global_code_per_func, code, default_tex_params, input_connections, output_connections, p_node, processed, true, classes);
  531. ERR_FAIL_COND_V(err != OK, String());
  532. if (node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_SCALAR) {
  533. code += "\tCOLOR.rgb = vec3( n_out" + itos(p_node) + "p" + itos(p_port) + " );\n";
  534. } else if (node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_BOOLEAN) {
  535. code += "\tCOLOR.rgb = vec3( n_out" + itos(p_node) + "p" + itos(p_port) + " ? 1.0 : 0.0 );\n";
  536. } else {
  537. code += "\tCOLOR.rgb = n_out" + itos(p_node) + "p" + itos(p_port) + ";\n";
  538. }
  539. code += "}\n";
  540. //set code secretly
  541. global_code += "\n\n";
  542. String final_code = global_code;
  543. final_code += global_code_per_node;
  544. final_code += code;
  545. return final_code;
  546. }
  547. #define IS_INITIAL_CHAR(m_d) (((m_d) >= 'a' && (m_d) <= 'z') || ((m_d) >= 'A' && (m_d) <= 'Z'))
  548. #define IS_SYMBOL_CHAR(m_d) (((m_d) >= 'a' && (m_d) <= 'z') || ((m_d) >= 'A' && (m_d) <= 'Z') || ((m_d) >= '0' && (m_d) <= '9') || (m_d) == '_')
  549. String VisualShader::validate_port_name(const String &p_name, const List<String> &p_input_ports, const List<String> &p_output_ports) const {
  550. String name = p_name;
  551. while (name.length() && !IS_INITIAL_CHAR(name[0])) {
  552. name = name.substr(1, name.length() - 1);
  553. }
  554. if (name != String()) {
  555. String valid_name;
  556. for (int i = 0; i < name.length(); i++) {
  557. if (IS_SYMBOL_CHAR(name[i])) {
  558. valid_name += String::chr(name[i]);
  559. } else if (name[i] == ' ') {
  560. valid_name += "_";
  561. }
  562. }
  563. name = valid_name;
  564. }
  565. String valid_name = name;
  566. bool is_equal = false;
  567. for (int i = 0; i < p_input_ports.size(); i++) {
  568. if (name == p_input_ports[i]) {
  569. is_equal = true;
  570. break;
  571. }
  572. }
  573. if (!is_equal) {
  574. for (int i = 0; i < p_output_ports.size(); i++) {
  575. if (name == p_output_ports[i]) {
  576. is_equal = true;
  577. break;
  578. }
  579. }
  580. }
  581. if (is_equal) {
  582. name = "";
  583. }
  584. return name;
  585. }
  586. String VisualShader::validate_uniform_name(const String &p_name, const Ref<VisualShaderNodeUniform> &p_uniform) const {
  587. String name = p_name; //validate name first
  588. while (name.length() && !IS_INITIAL_CHAR(name[0])) {
  589. name = name.substr(1, name.length() - 1);
  590. }
  591. if (name != String()) {
  592. String valid_name;
  593. for (int i = 0; i < name.length(); i++) {
  594. if (IS_SYMBOL_CHAR(name[i])) {
  595. valid_name += String::chr(name[i]);
  596. } else if (name[i] == ' ') {
  597. valid_name += "_";
  598. }
  599. }
  600. name = valid_name;
  601. }
  602. if (name == String()) {
  603. name = p_uniform->get_caption();
  604. }
  605. int attempt = 1;
  606. while (true) {
  607. bool exists = false;
  608. for (int i = 0; i < TYPE_MAX; i++) {
  609. for (const Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) {
  610. Ref<VisualShaderNodeUniform> node = E->get().node;
  611. if (node == p_uniform) { //do not test on self
  612. continue;
  613. }
  614. if (node.is_valid() && node->get_uniform_name() == name) {
  615. exists = true;
  616. break;
  617. }
  618. }
  619. if (exists) {
  620. break;
  621. }
  622. }
  623. if (exists) {
  624. //remove numbers, put new and try again
  625. attempt++;
  626. while (name.length() && name[name.length() - 1] >= '0' && name[name.length() - 1] <= '9') {
  627. name = name.substr(0, name.length() - 1);
  628. }
  629. ERR_FAIL_COND_V(name == String(), String());
  630. name += itos(attempt);
  631. } else {
  632. break;
  633. }
  634. }
  635. return name;
  636. }
  637. VisualShader::RenderModeEnums VisualShader::render_mode_enums[] = {
  638. { Shader::MODE_SPATIAL, "blend" },
  639. { Shader::MODE_SPATIAL, "depth_draw" },
  640. { Shader::MODE_SPATIAL, "cull" },
  641. { Shader::MODE_SPATIAL, "diffuse" },
  642. { Shader::MODE_SPATIAL, "specular" },
  643. { Shader::MODE_CANVAS_ITEM, "blend" },
  644. { Shader::MODE_CANVAS_ITEM, NULL }
  645. };
  646. static const char *type_string[VisualShader::TYPE_MAX] = {
  647. "vertex",
  648. "fragment",
  649. "light"
  650. };
  651. bool VisualShader::_set(const StringName &p_name, const Variant &p_value) {
  652. String name = p_name;
  653. if (name == "mode") {
  654. set_mode(Shader::Mode(int(p_value)));
  655. return true;
  656. } else if (name.begins_with("flags/")) {
  657. StringName flag = name.get_slicec('/', 1);
  658. bool enable = p_value;
  659. if (enable) {
  660. flags.insert(flag);
  661. } else {
  662. flags.erase(flag);
  663. }
  664. _queue_update();
  665. return true;
  666. } else if (name.begins_with("modes/")) {
  667. String mode = name.get_slicec('/', 1);
  668. int value = p_value;
  669. if (value == 0) {
  670. modes.erase(mode); //means it's default anyway, so don't store it
  671. } else {
  672. modes[mode] = value;
  673. }
  674. _queue_update();
  675. return true;
  676. } else if (name.begins_with("nodes/")) {
  677. String typestr = name.get_slicec('/', 1);
  678. Type type = TYPE_VERTEX;
  679. for (int i = 0; i < TYPE_MAX; i++) {
  680. if (typestr == type_string[i]) {
  681. type = Type(i);
  682. break;
  683. }
  684. }
  685. String index = name.get_slicec('/', 2);
  686. if (index == "connections") {
  687. Vector<int> conns = p_value;
  688. if (conns.size() % 4 == 0) {
  689. for (int i = 0; i < conns.size(); i += 4) {
  690. connect_nodes_forced(type, conns[i + 0], conns[i + 1], conns[i + 2], conns[i + 3]);
  691. }
  692. }
  693. return true;
  694. }
  695. int id = index.to_int();
  696. String what = name.get_slicec('/', 3);
  697. if (what == "node") {
  698. add_node(type, p_value, Vector2(), id);
  699. return true;
  700. } else if (what == "position") {
  701. set_node_position(type, id, p_value);
  702. return true;
  703. } else if (what == "size") {
  704. ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->set_size(p_value);
  705. return true;
  706. } else if (what == "input_ports") {
  707. ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->set_inputs(p_value);
  708. return true;
  709. } else if (what == "output_ports") {
  710. ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->set_outputs(p_value);
  711. return true;
  712. } else if (what == "expression") {
  713. ((VisualShaderNodeExpression *)get_node(type, id).ptr())->set_expression(p_value);
  714. return true;
  715. }
  716. }
  717. return false;
  718. }
  719. bool VisualShader::_get(const StringName &p_name, Variant &r_ret) const {
  720. String name = p_name;
  721. if (name == "mode") {
  722. r_ret = get_mode();
  723. return true;
  724. } else if (name.begins_with("flags/")) {
  725. StringName flag = name.get_slicec('/', 1);
  726. r_ret = flags.has(flag);
  727. return true;
  728. } else if (name.begins_with("modes/")) {
  729. String mode = name.get_slicec('/', 1);
  730. if (modes.has(mode)) {
  731. r_ret = modes[mode];
  732. } else {
  733. r_ret = 0;
  734. }
  735. return true;
  736. } else if (name.begins_with("nodes/")) {
  737. String typestr = name.get_slicec('/', 1);
  738. Type type = TYPE_VERTEX;
  739. for (int i = 0; i < TYPE_MAX; i++) {
  740. if (typestr == type_string[i]) {
  741. type = Type(i);
  742. break;
  743. }
  744. }
  745. String index = name.get_slicec('/', 2);
  746. if (index == "connections") {
  747. Vector<int> conns;
  748. for (const List<Connection>::Element *E = graph[type].connections.front(); E; E = E->next()) {
  749. conns.push_back(E->get().from_node);
  750. conns.push_back(E->get().from_port);
  751. conns.push_back(E->get().to_node);
  752. conns.push_back(E->get().to_port);
  753. }
  754. r_ret = conns;
  755. return true;
  756. }
  757. int id = index.to_int();
  758. String what = name.get_slicec('/', 3);
  759. if (what == "node") {
  760. r_ret = get_node(type, id);
  761. return true;
  762. } else if (what == "position") {
  763. r_ret = get_node_position(type, id);
  764. return true;
  765. } else if (what == "size") {
  766. r_ret = ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->get_size();
  767. return true;
  768. } else if (what == "input_ports") {
  769. r_ret = ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->get_inputs();
  770. return true;
  771. } else if (what == "output_ports") {
  772. r_ret = ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->get_outputs();
  773. return true;
  774. } else if (what == "expression") {
  775. r_ret = ((VisualShaderNodeExpression *)get_node(type, id).ptr())->get_expression();
  776. return true;
  777. }
  778. }
  779. return false;
  780. }
  781. void VisualShader::_get_property_list(List<PropertyInfo> *p_list) const {
  782. //mode
  783. p_list->push_back(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Spatial,CanvasItem,Particles"));
  784. //render modes
  785. Map<String, String> blend_mode_enums;
  786. Set<String> toggles;
  787. for (int i = 0; i < ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader_mode)).size(); i++) {
  788. String mode = ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader_mode))[i];
  789. int idx = 0;
  790. bool in_enum = false;
  791. while (render_mode_enums[idx].string) {
  792. if (mode.begins_with(render_mode_enums[idx].string)) {
  793. String begin = render_mode_enums[idx].string;
  794. String option = mode.replace_first(begin + "_", "");
  795. if (!blend_mode_enums.has(begin)) {
  796. blend_mode_enums[begin] = option;
  797. } else {
  798. blend_mode_enums[begin] += "," + option;
  799. }
  800. in_enum = true;
  801. break;
  802. }
  803. idx++;
  804. }
  805. if (!in_enum) {
  806. toggles.insert(mode);
  807. }
  808. }
  809. for (Map<String, String>::Element *E = blend_mode_enums.front(); E; E = E->next()) {
  810. p_list->push_back(PropertyInfo(Variant::INT, "modes/" + E->key(), PROPERTY_HINT_ENUM, E->get()));
  811. }
  812. for (Set<String>::Element *E = toggles.front(); E; E = E->next()) {
  813. p_list->push_back(PropertyInfo(Variant::BOOL, "flags/" + E->get()));
  814. }
  815. for (int i = 0; i < TYPE_MAX; i++) {
  816. for (Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) {
  817. String prop_name = "nodes/";
  818. prop_name += type_string[i];
  819. prop_name += "/" + itos(E->key());
  820. if (E->key() != NODE_ID_OUTPUT) {
  821. p_list->push_back(PropertyInfo(Variant::OBJECT, prop_name + "/node", PROPERTY_HINT_RESOURCE_TYPE, "VisualShaderNode", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE));
  822. }
  823. p_list->push_back(PropertyInfo(Variant::VECTOR2, prop_name + "/position", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
  824. if (Object::cast_to<VisualShaderNodeGroupBase>(E->get().node.ptr()) != NULL) {
  825. p_list->push_back(PropertyInfo(Variant::VECTOR2, prop_name + "/size", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
  826. p_list->push_back(PropertyInfo(Variant::STRING, prop_name + "/input_ports", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
  827. p_list->push_back(PropertyInfo(Variant::STRING, prop_name + "/output_ports", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
  828. }
  829. if (Object::cast_to<VisualShaderNodeExpression>(E->get().node.ptr()) != NULL) {
  830. p_list->push_back(PropertyInfo(Variant::STRING, prop_name + "/expression", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
  831. }
  832. }
  833. p_list->push_back(PropertyInfo(Variant::POOL_INT_ARRAY, "nodes/" + String(type_string[i]) + "/connections", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
  834. }
  835. }
  836. Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBuilder &global_code_per_node, Map<Type, StringBuilder> &global_code_per_func, StringBuilder &code, Vector<VisualShader::DefaultTextureParam> &def_tex_params, const VMap<ConnectionKey, const List<Connection>::Element *> &input_connections, const VMap<ConnectionKey, const List<Connection>::Element *> &output_connections, int node, Set<int> &processed, bool for_preview, Set<StringName> &r_classes) const {
  837. const Ref<VisualShaderNode> vsnode = graph[type].nodes[node].node;
  838. //check inputs recursively first
  839. int input_count = vsnode->get_input_port_count();
  840. for (int i = 0; i < input_count; i++) {
  841. ConnectionKey ck;
  842. ck.node = node;
  843. ck.port = i;
  844. if (input_connections.has(ck)) {
  845. int from_node = input_connections[ck]->get().from_node;
  846. if (processed.has(from_node)) {
  847. continue;
  848. }
  849. Error err = _write_node(type, global_code, global_code_per_node, global_code_per_func, code, def_tex_params, input_connections, output_connections, from_node, processed, for_preview, r_classes);
  850. if (err)
  851. return err;
  852. }
  853. }
  854. // then this node
  855. code += "// " + vsnode->get_caption() + ":" + itos(node) + "\n";
  856. Vector<String> input_vars;
  857. input_vars.resize(vsnode->get_input_port_count());
  858. String *inputs = input_vars.ptrw();
  859. for (int i = 0; i < input_count; i++) {
  860. ConnectionKey ck;
  861. ck.node = node;
  862. ck.port = i;
  863. if (input_connections.has(ck)) {
  864. //connected to something, use that output
  865. int from_node = input_connections[ck]->get().from_node;
  866. int from_port = input_connections[ck]->get().from_port;
  867. VisualShaderNode::PortType in_type = vsnode->get_input_port_type(i);
  868. VisualShaderNode::PortType out_type = graph[type].nodes[from_node].node->get_output_port_type(from_port);
  869. String src_var = "n_out" + itos(from_node) + "p" + itos(from_port);
  870. if (in_type == VisualShaderNode::PORT_TYPE_SAMPLER && out_type == VisualShaderNode::PORT_TYPE_SAMPLER) {
  871. VisualShaderNodeUniform *uniform = (VisualShaderNodeUniform *)graph[type].nodes[from_node].node.ptr();
  872. if (uniform) {
  873. inputs[i] = uniform->get_uniform_name();
  874. } else {
  875. inputs[i] = "";
  876. }
  877. } else if (in_type == out_type) {
  878. inputs[i] = src_var;
  879. } else if (in_type == VisualShaderNode::PORT_TYPE_SCALAR && out_type == VisualShaderNode::PORT_TYPE_VECTOR) {
  880. inputs[i] = "dot(" + src_var + ",vec3(0.333333,0.333333,0.333333))";
  881. } else if (in_type == VisualShaderNode::PORT_TYPE_VECTOR && out_type == VisualShaderNode::PORT_TYPE_SCALAR) {
  882. inputs[i] = "vec3(" + src_var + ")";
  883. } else if (in_type == VisualShaderNode::PORT_TYPE_BOOLEAN && out_type == VisualShaderNode::PORT_TYPE_VECTOR) {
  884. inputs[i] = "all(bvec3(" + src_var + "))";
  885. } else if (in_type == VisualShaderNode::PORT_TYPE_BOOLEAN && out_type == VisualShaderNode::PORT_TYPE_SCALAR) {
  886. inputs[i] = src_var + ">0.0?true:false";
  887. } else if (in_type == VisualShaderNode::PORT_TYPE_SCALAR && out_type == VisualShaderNode::PORT_TYPE_BOOLEAN) {
  888. inputs[i] = src_var + "?1.0:0.0";
  889. } else if (in_type == VisualShaderNode::PORT_TYPE_VECTOR && out_type == VisualShaderNode::PORT_TYPE_BOOLEAN) {
  890. inputs[i] = "vec3(" + src_var + "?1.0:0.0)";
  891. }
  892. } else {
  893. Variant defval = vsnode->get_input_port_default_value(i);
  894. if (defval.get_type() == Variant::REAL || defval.get_type() == Variant::INT) {
  895. float val = defval;
  896. inputs[i] = "n_in" + itos(node) + "p" + itos(i);
  897. code += "\tfloat " + inputs[i] + " = " + vformat("%.5f", val) + ";\n";
  898. } else if (defval.get_type() == Variant::BOOL) {
  899. bool val = defval;
  900. inputs[i] = "n_in" + itos(node) + "p" + itos(i);
  901. code += "\tbool " + inputs[i] + " = " + (val ? "true" : "false") + ";\n";
  902. } else if (defval.get_type() == Variant::VECTOR3) {
  903. Vector3 val = defval;
  904. inputs[i] = "n_in" + itos(node) + "p" + itos(i);
  905. code += "\tvec3 " + inputs[i] + " = " + vformat("vec3(%.5f,%.5f,%.5f);\n", val.x, val.y, val.z);
  906. } else if (defval.get_type() == Variant::TRANSFORM) {
  907. Transform val = defval;
  908. val.basis.transpose();
  909. inputs[i] = "n_in" + itos(node) + "p" + itos(i);
  910. Array values;
  911. for (int j = 0; j < 3; j++) {
  912. values.push_back(val.basis[j].x);
  913. values.push_back(val.basis[j].y);
  914. values.push_back(val.basis[j].z);
  915. }
  916. values.push_back(val.origin.x);
  917. values.push_back(val.origin.y);
  918. values.push_back(val.origin.z);
  919. bool err = false;
  920. code += "\tmat4 " + inputs[i] + " = " + String("mat4( vec4(%.5f,%.5f,%.5f,0.0),vec4(%.5f,%.5f,%.5f,0.0),vec4(%.5f,%.5f,%.5f,0.0),vec4(%.5f,%.5f,%.5f,1.0) );\n").sprintf(values, &err);
  921. } else {
  922. //will go empty, node is expected to know what it is doing at this point and handle it
  923. }
  924. }
  925. }
  926. int output_count = vsnode->get_output_port_count();
  927. Vector<String> output_vars;
  928. output_vars.resize(vsnode->get_output_port_count());
  929. String *outputs = output_vars.ptrw();
  930. for (int i = 0; i < output_count; i++) {
  931. outputs[i] = "n_out" + itos(node) + "p" + itos(i);
  932. switch (vsnode->get_output_port_type(i)) {
  933. case VisualShaderNode::PORT_TYPE_SCALAR: code += String() + "\tfloat " + outputs[i] + ";\n"; break;
  934. case VisualShaderNode::PORT_TYPE_VECTOR: code += String() + "\tvec3 " + outputs[i] + ";\n"; break;
  935. case VisualShaderNode::PORT_TYPE_BOOLEAN: code += String() + "\tbool " + outputs[i] + ";\n"; break;
  936. case VisualShaderNode::PORT_TYPE_TRANSFORM: code += String() + "\tmat4 " + outputs[i] + ";\n"; break;
  937. default: {
  938. }
  939. }
  940. }
  941. Vector<VisualShader::DefaultTextureParam> params = vsnode->get_default_texture_parameters(type, node);
  942. for (int i = 0; i < params.size(); i++) {
  943. def_tex_params.push_back(params[i]);
  944. }
  945. Ref<VisualShaderNodeInput> input = vsnode;
  946. bool skip_global = input.is_valid() && for_preview;
  947. if (!skip_global) {
  948. global_code += vsnode->generate_global(get_mode(), type, node);
  949. String class_name = vsnode->get_class_name();
  950. if (class_name == "VisualShaderNodeCustom") {
  951. class_name = vsnode->get_script_instance()->get_script()->get_language()->get_global_class_name(vsnode->get_script_instance()->get_script()->get_path());
  952. }
  953. if (!r_classes.has(class_name)) {
  954. global_code_per_node += vsnode->generate_global_per_node(get_mode(), type, node);
  955. for (int i = 0; i < TYPE_MAX; i++) {
  956. global_code_per_func[Type(i)] += vsnode->generate_global_per_func(get_mode(), Type(i), node);
  957. }
  958. r_classes.insert(class_name);
  959. }
  960. }
  961. code += vsnode->generate_code(get_mode(), type, node, inputs, outputs, for_preview);
  962. code += "\n"; //
  963. processed.insert(node);
  964. return OK;
  965. }
  966. void VisualShader::_update_shader() const {
  967. if (!dirty)
  968. return;
  969. dirty = false;
  970. StringBuilder global_code;
  971. StringBuilder global_code_per_node;
  972. Map<Type, StringBuilder> global_code_per_func;
  973. StringBuilder code;
  974. Vector<VisualShader::DefaultTextureParam> default_tex_params;
  975. Set<StringName> classes;
  976. List<int> insertion_pos;
  977. static const char *shader_mode_str[Shader::MODE_MAX] = { "spatial", "canvas_item", "particles" };
  978. global_code += String() + "shader_type " + shader_mode_str[shader_mode] + ";\n";
  979. String render_mode;
  980. {
  981. //fill render mode enums
  982. int idx = 0;
  983. while (render_mode_enums[idx].string) {
  984. if (shader_mode == render_mode_enums[idx].mode) {
  985. if (modes.has(render_mode_enums[idx].string)) {
  986. int which = modes[render_mode_enums[idx].string];
  987. int count = 0;
  988. for (int i = 0; i < ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader_mode)).size(); i++) {
  989. String mode = ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader_mode))[i];
  990. if (mode.begins_with(render_mode_enums[idx].string)) {
  991. if (count == which) {
  992. if (render_mode != String()) {
  993. render_mode += ", ";
  994. }
  995. render_mode += mode;
  996. break;
  997. }
  998. count++;
  999. }
  1000. }
  1001. }
  1002. }
  1003. idx++;
  1004. }
  1005. //fill render mode flags
  1006. for (int i = 0; i < ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader_mode)).size(); i++) {
  1007. String mode = ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader_mode))[i];
  1008. if (flags.has(mode)) {
  1009. if (render_mode != String()) {
  1010. render_mode += ", ";
  1011. }
  1012. render_mode += mode;
  1013. }
  1014. }
  1015. }
  1016. if (render_mode != String()) {
  1017. global_code += "render_mode " + render_mode + ";\n\n";
  1018. }
  1019. static const char *func_name[TYPE_MAX] = { "vertex", "fragment", "light" };
  1020. String global_expressions;
  1021. for (int i = 0, index = 0; i < TYPE_MAX; i++) {
  1022. for (Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) {
  1023. Ref<VisualShaderNodeGlobalExpression> global_expression = Object::cast_to<VisualShaderNodeGlobalExpression>(E->get().node.ptr());
  1024. if (global_expression.is_valid()) {
  1025. String expr = "";
  1026. expr += "// " + global_expression->get_caption() + ":" + itos(index++) + "\n";
  1027. expr += global_expression->generate_global(get_mode(), Type(i), -1);
  1028. expr = expr.replace("\n", "\n\t");
  1029. expr += "\n";
  1030. global_expressions += expr;
  1031. }
  1032. }
  1033. }
  1034. for (int i = 0; i < TYPE_MAX; i++) {
  1035. //make it faster to go around through shader
  1036. VMap<ConnectionKey, const List<Connection>::Element *> input_connections;
  1037. VMap<ConnectionKey, const List<Connection>::Element *> output_connections;
  1038. for (const List<Connection>::Element *E = graph[i].connections.front(); E; E = E->next()) {
  1039. ConnectionKey from_key;
  1040. from_key.node = E->get().from_node;
  1041. from_key.port = E->get().from_port;
  1042. output_connections.insert(from_key, E);
  1043. ConnectionKey to_key;
  1044. to_key.node = E->get().to_node;
  1045. to_key.port = E->get().to_port;
  1046. input_connections.insert(to_key, E);
  1047. }
  1048. code += "\nvoid " + String(func_name[i]) + "() {\n";
  1049. Set<int> processed;
  1050. Error err = _write_node(Type(i), global_code, global_code_per_node, global_code_per_func, code, default_tex_params, input_connections, output_connections, NODE_ID_OUTPUT, processed, false, classes);
  1051. ERR_FAIL_COND(err != OK);
  1052. insertion_pos.push_back(code.get_string_length());
  1053. code += "}\n";
  1054. }
  1055. //set code secretly
  1056. global_code += "\n\n";
  1057. String final_code = global_code;
  1058. final_code += global_code_per_node;
  1059. final_code += global_expressions;
  1060. String tcode = code;
  1061. for (int i = 0; i < TYPE_MAX; i++) {
  1062. tcode = tcode.insert(insertion_pos[i], global_code_per_func[Type(i)]);
  1063. }
  1064. final_code += tcode;
  1065. const_cast<VisualShader *>(this)->set_code(final_code);
  1066. for (int i = 0; i < default_tex_params.size(); i++) {
  1067. const_cast<VisualShader *>(this)->set_default_texture_param(default_tex_params[i].name, default_tex_params[i].param);
  1068. }
  1069. if (previous_code != final_code) {
  1070. const_cast<VisualShader *>(this)->emit_signal("changed");
  1071. }
  1072. previous_code = final_code;
  1073. }
  1074. void VisualShader::_queue_update() {
  1075. if (dirty) {
  1076. return;
  1077. }
  1078. dirty = true;
  1079. call_deferred("_update_shader");
  1080. }
  1081. void VisualShader::_input_type_changed(Type p_type, int p_id) {
  1082. //erase connections using this input, as type changed
  1083. Graph *g = &graph[p_type];
  1084. for (List<Connection>::Element *E = g->connections.front(); E;) {
  1085. List<Connection>::Element *N = E->next();
  1086. if (E->get().from_node == p_id) {
  1087. g->connections.erase(E);
  1088. }
  1089. E = N;
  1090. }
  1091. }
  1092. void VisualShader::rebuild() {
  1093. dirty = true;
  1094. _update_shader();
  1095. }
  1096. void VisualShader::_bind_methods() {
  1097. ClassDB::bind_method(D_METHOD("set_mode", "mode"), &VisualShader::set_mode);
  1098. ClassDB::bind_method(D_METHOD("add_node", "type", "node", "position", "id"), &VisualShader::add_node);
  1099. ClassDB::bind_method(D_METHOD("get_node", "type", "id"), &VisualShader::get_node);
  1100. ClassDB::bind_method(D_METHOD("set_node_position", "type", "id", "position"), &VisualShader::set_node_position);
  1101. ClassDB::bind_method(D_METHOD("get_node_position", "type", "id"), &VisualShader::get_node_position);
  1102. ClassDB::bind_method(D_METHOD("get_node_list", "type"), &VisualShader::get_node_list);
  1103. ClassDB::bind_method(D_METHOD("get_valid_node_id", "type"), &VisualShader::get_valid_node_id);
  1104. ClassDB::bind_method(D_METHOD("remove_node", "type", "id"), &VisualShader::remove_node);
  1105. ClassDB::bind_method(D_METHOD("is_node_connection", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::is_node_connection);
  1106. ClassDB::bind_method(D_METHOD("can_connect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::is_node_connection);
  1107. ClassDB::bind_method(D_METHOD("connect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::connect_nodes);
  1108. ClassDB::bind_method(D_METHOD("disconnect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::disconnect_nodes);
  1109. ClassDB::bind_method(D_METHOD("connect_nodes_forced", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::connect_nodes_forced);
  1110. ClassDB::bind_method(D_METHOD("get_node_connections", "type"), &VisualShader::_get_node_connections);
  1111. ClassDB::bind_method(D_METHOD("set_graph_offset", "offset"), &VisualShader::set_graph_offset);
  1112. ClassDB::bind_method(D_METHOD("get_graph_offset"), &VisualShader::get_graph_offset);
  1113. ClassDB::bind_method(D_METHOD("_queue_update"), &VisualShader::_queue_update);
  1114. ClassDB::bind_method(D_METHOD("_update_shader"), &VisualShader::_update_shader);
  1115. ClassDB::bind_method(D_METHOD("_input_type_changed"), &VisualShader::_input_type_changed);
  1116. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "graph_offset", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_graph_offset", "get_graph_offset");
  1117. BIND_ENUM_CONSTANT(TYPE_VERTEX);
  1118. BIND_ENUM_CONSTANT(TYPE_FRAGMENT);
  1119. BIND_ENUM_CONSTANT(TYPE_LIGHT);
  1120. BIND_ENUM_CONSTANT(TYPE_MAX);
  1121. BIND_CONSTANT(NODE_ID_INVALID);
  1122. BIND_CONSTANT(NODE_ID_OUTPUT);
  1123. }
  1124. VisualShader::VisualShader() {
  1125. shader_mode = Shader::MODE_SPATIAL;
  1126. for (int i = 0; i < TYPE_MAX; i++) {
  1127. Ref<VisualShaderNodeOutput> output;
  1128. output.instance();
  1129. output->shader_type = Type(i);
  1130. output->shader_mode = shader_mode;
  1131. graph[i].nodes[NODE_ID_OUTPUT].node = output;
  1132. graph[i].nodes[NODE_ID_OUTPUT].position = Vector2(400, 150);
  1133. }
  1134. dirty = true;
  1135. }
  1136. ///////////////////////////////////////////////////////////
  1137. const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
  1138. // Spatial, Vertex
  1139. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX" },
  1140. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
  1141. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "TANGENT" },
  1142. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "BINORMAL" },
  1143. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" },
  1144. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "vec3(UV2,0.0)" },
  1145. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1146. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1147. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" },
  1148. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
  1149. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "modelview", "MODELVIEW_MATRIX" },
  1150. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "camera", "CAMERA_MATRIX" },
  1151. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_camera", "INV_CAMERA_MATRIX" },
  1152. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" },
  1153. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection", "INV_PROJECTION_MATRIX" },
  1154. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1155. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(VIEWPORT_SIZE, 0)" },
  1156. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
  1157. // Spatial, Fragment
  1158. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" },
  1159. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX" },
  1160. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
  1161. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "TANGENT" },
  1162. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "BINORMAL" },
  1163. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "view", "VIEW" },
  1164. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" },
  1165. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "vec3(UV2,0.0)" },
  1166. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1167. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1168. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "point_coord", "vec3(POINT_COORD,0.0)" },
  1169. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV,0.0)" },
  1170. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "side", "float(FRONT_FACING ? 1.0 : 0.0)" },
  1171. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
  1172. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_camera", "INV_CAMERA_MATRIX" },
  1173. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "camera", "CAMERA_MATRIX" },
  1174. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" },
  1175. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection", "INV_PROJECTION_MATRIX" },
  1176. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1177. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(VIEWPORT_SIZE, 0.0)" },
  1178. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
  1179. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "front_facing", "FRONT_FACING" },
  1180. // Spatial, Light
  1181. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" },
  1182. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
  1183. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "view", "VIEW" },
  1184. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light", "LIGHT" },
  1185. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_color", "LIGHT_COLOR" },
  1186. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "attenuation", "ATTENUATION" },
  1187. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "albedo", "ALBEDO" },
  1188. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "transmission", "TRANSMISSION" },
  1189. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "diffuse", "DIFFUSE_LIGHT" },
  1190. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "specular", "SPECULAR_LIGHT" },
  1191. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
  1192. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
  1193. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_camera", "INV_CAMERA_MATRIX" },
  1194. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "camera", "CAMERA_MATRIX" },
  1195. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" },
  1196. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection", "INV_PROJECTION_MATRIX" },
  1197. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1198. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(VIEWPORT_SIZE, 0.0)" },
  1199. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
  1200. // Canvas Item, Vertex
  1201. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "vec3(VERTEX,0.0)" },
  1202. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" },
  1203. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1204. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1205. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" },
  1206. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "texture_pixel_size", "vec3(TEXTURE_PIXEL_SIZE, 1.0)" },
  1207. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
  1208. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" },
  1209. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "extra", "EXTRA_MATRIX" },
  1210. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1211. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "light_pass", "float(AT_LIGHT_PASS ? 1.0 : 0.0)" },
  1212. // Canvas Item, Fragment
  1213. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" },
  1214. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" },
  1215. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1216. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1217. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV,0.0)" },
  1218. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "texture_pixel_size", "vec3(TEXTURE_PIXEL_SIZE, 1.0)" },
  1219. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_pixel_size", "vec3(SCREEN_PIXEL_SIZE, 1.0)" },
  1220. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "point_coord", "vec3(POINT_COORD,0.0)" },
  1221. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1222. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "light_pass", "float(AT_LIGHT_PASS ? 1.0 : 0.0)" },
  1223. // Canvas Item, Light
  1224. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" },
  1225. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" },
  1226. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
  1227. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1228. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1229. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_vec", "vec3(LIGHT_VEC,0.0)" },
  1230. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_height", "LIGHT_HEIGHT" },
  1231. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_color", "LIGHT_COLOR.rgb" },
  1232. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_alpha", "LIGHT_COLOR.a" },
  1233. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_uv", "vec3(LIGHT_UV,0.0)" },
  1234. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "shadow_color", "SHADOW_COLOR.rgb" },
  1235. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV,0.0)" },
  1236. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "texture_pixel_size", "vec3(TEXTURE_PIXEL_SIZE, 1.0)" },
  1237. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "point_coord", "vec3(POINT_COORD,0.0)" },
  1238. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1239. // Particles, Vertex
  1240. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1241. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1242. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "VELOCITY" },
  1243. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "restart", "float(RESTART ? 1.0 : 0.0)" },
  1244. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "active", "float(ACTIVE ? 1.0 : 0.0)" },
  1245. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "custom", "CUSTOM.rgb" },
  1246. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
  1247. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  1248. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
  1249. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
  1250. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "index", "float(INDEX)" },
  1251. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
  1252. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1253. { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, NULL, NULL },
  1254. };
  1255. const VisualShaderNodeInput::Port VisualShaderNodeInput::preview_ports[] = {
  1256. // Spatial, Fragment
  1257. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "vec3(0.0,0.0,1.0)" },
  1258. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "vec3(0.0,1.0,0.0)" },
  1259. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "vec3(1.0,0.0,0.0)" },
  1260. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" },
  1261. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "vec3(UV,0.0)" },
  1262. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
  1263. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  1264. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV,0.0)" },
  1265. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "side", "1.0" },
  1266. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1267. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(1.0,1.0, 0.0)" },
  1268. // Spatial, Light
  1269. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "vec3(0.0,0.0,1.0)" },
  1270. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1271. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(1.0, 1.0, 0.0)" },
  1272. // Canvas Item, Vertex
  1273. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "vec3(VERTEX,0.0)" },
  1274. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" },
  1275. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
  1276. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  1277. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1278. // Canvas Item, Fragment
  1279. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" },
  1280. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
  1281. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  1282. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV,0.0)" },
  1283. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1284. // Canvas Item, Light
  1285. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" },
  1286. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "vec3(0.0,0.0,1.0)" },
  1287. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
  1288. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  1289. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV,0.0)" },
  1290. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1291. // Particles, Vertex
  1292. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
  1293. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  1294. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "vec3(0.0,0.0,1.0)" },
  1295. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1296. { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, NULL, NULL },
  1297. };
  1298. int VisualShaderNodeInput::get_input_port_count() const {
  1299. return 0;
  1300. }
  1301. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_port_type(int p_port) const {
  1302. return PORT_TYPE_SCALAR;
  1303. }
  1304. String VisualShaderNodeInput::get_input_port_name(int p_port) const {
  1305. return "";
  1306. }
  1307. int VisualShaderNodeInput::get_output_port_count() const {
  1308. return 1;
  1309. }
  1310. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_output_port_type(int p_port) const {
  1311. return get_input_type_by_name(input_name);
  1312. }
  1313. String VisualShaderNodeInput::get_output_port_name(int p_port) const {
  1314. return "";
  1315. }
  1316. String VisualShaderNodeInput::get_caption() const {
  1317. return TTR("Input");
  1318. }
  1319. String VisualShaderNodeInput::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1320. if (p_for_preview) {
  1321. int idx = 0;
  1322. String code;
  1323. while (preview_ports[idx].mode != Shader::MODE_MAX) {
  1324. if (preview_ports[idx].mode == shader_mode && preview_ports[idx].shader_type == shader_type && preview_ports[idx].name == input_name) {
  1325. code = "\t" + p_output_vars[0] + " = " + preview_ports[idx].string + ";\n";
  1326. break;
  1327. }
  1328. idx++;
  1329. }
  1330. if (code == String()) {
  1331. switch (get_output_port_type(0)) {
  1332. case PORT_TYPE_SCALAR: {
  1333. code = "\t" + p_output_vars[0] + " = 0.0;\n";
  1334. } break; //default (none found) is scalar
  1335. case PORT_TYPE_VECTOR: {
  1336. code = "\t" + p_output_vars[0] + " = vec3(0.0);\n";
  1337. } break; //default (none found) is scalar
  1338. case PORT_TYPE_TRANSFORM: {
  1339. code = "\t" + p_output_vars[0] + " = mat4( vec4(1.0,0.0,0.0,0.0), vec4(0.0,1.0,0.0,0.0), vec4(0.0,0.0,1.0,0.0), vec4(0.0,0.0,0.0,1.0) );\n";
  1340. } break; //default (none found) is scalar
  1341. case PORT_TYPE_BOOLEAN: {
  1342. code = "\t" + p_output_vars[0] + " = false;\n";
  1343. } break;
  1344. default:
  1345. break;
  1346. }
  1347. }
  1348. return code;
  1349. } else {
  1350. int idx = 0;
  1351. String code;
  1352. while (ports[idx].mode != Shader::MODE_MAX) {
  1353. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == input_name) {
  1354. code = "\t" + p_output_vars[0] + " = " + ports[idx].string + ";\n";
  1355. break;
  1356. }
  1357. idx++;
  1358. }
  1359. if (code == String()) {
  1360. code = "\t" + p_output_vars[0] + " = 0.0;\n"; //default (none found) is scalar
  1361. }
  1362. return code;
  1363. }
  1364. }
  1365. void VisualShaderNodeInput::set_input_name(String p_name) {
  1366. PortType prev_type = get_input_type_by_name(input_name);
  1367. input_name = p_name;
  1368. emit_changed();
  1369. if (get_input_type_by_name(input_name) != prev_type) {
  1370. emit_signal("input_type_changed");
  1371. }
  1372. }
  1373. String VisualShaderNodeInput::get_input_name() const {
  1374. return input_name;
  1375. }
  1376. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_type_by_name(String p_name) const {
  1377. int idx = 0;
  1378. while (ports[idx].mode != Shader::MODE_MAX) {
  1379. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == p_name) {
  1380. return ports[idx].type;
  1381. }
  1382. idx++;
  1383. }
  1384. return PORT_TYPE_SCALAR;
  1385. }
  1386. int VisualShaderNodeInput::get_input_index_count() const {
  1387. int idx = 0;
  1388. int count = 0;
  1389. while (ports[idx].mode != Shader::MODE_MAX) {
  1390. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  1391. count++;
  1392. }
  1393. idx++;
  1394. }
  1395. return count;
  1396. }
  1397. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_index_type(int p_index) const {
  1398. int idx = 0;
  1399. int count = 0;
  1400. while (ports[idx].mode != Shader::MODE_MAX) {
  1401. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  1402. if (count == p_index) {
  1403. return ports[idx].type;
  1404. }
  1405. count++;
  1406. }
  1407. idx++;
  1408. }
  1409. return PORT_TYPE_SCALAR;
  1410. }
  1411. String VisualShaderNodeInput::get_input_index_name(int p_index) const {
  1412. int idx = 0;
  1413. int count = 0;
  1414. while (ports[idx].mode != Shader::MODE_MAX) {
  1415. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  1416. if (count == p_index) {
  1417. return ports[idx].name;
  1418. }
  1419. count++;
  1420. }
  1421. idx++;
  1422. }
  1423. return "";
  1424. }
  1425. void VisualShaderNodeInput::_validate_property(PropertyInfo &property) const {
  1426. if (property.name == "input_name") {
  1427. String port_list;
  1428. int idx = 0;
  1429. while (ports[idx].mode != Shader::MODE_MAX) {
  1430. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  1431. if (port_list != String()) {
  1432. port_list += ",";
  1433. }
  1434. port_list += ports[idx].name;
  1435. }
  1436. idx++;
  1437. }
  1438. if (port_list == "") {
  1439. port_list = TTR("None");
  1440. }
  1441. property.hint_string = port_list;
  1442. }
  1443. }
  1444. Vector<StringName> VisualShaderNodeInput::get_editable_properties() const {
  1445. Vector<StringName> props;
  1446. props.push_back("input_name");
  1447. return props;
  1448. }
  1449. void VisualShaderNodeInput::_bind_methods() {
  1450. ClassDB::bind_method(D_METHOD("set_input_name", "name"), &VisualShaderNodeInput::set_input_name);
  1451. ClassDB::bind_method(D_METHOD("get_input_name"), &VisualShaderNodeInput::get_input_name);
  1452. ADD_PROPERTY(PropertyInfo(Variant::STRING, "input_name", PROPERTY_HINT_ENUM, ""), "set_input_name", "get_input_name");
  1453. ADD_SIGNAL(MethodInfo("input_type_changed"));
  1454. }
  1455. VisualShaderNodeInput::VisualShaderNodeInput() {
  1456. input_name = "[None]";
  1457. // changed when set
  1458. shader_type = VisualShader::TYPE_MAX;
  1459. shader_mode = Shader::MODE_MAX;
  1460. }
  1461. ////////////////////////////////////////////
  1462. const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = {
  1463. // Spatial, Vertex
  1464. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX" },
  1465. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
  1466. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "TANGENT" },
  1467. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "BINORMAL" },
  1468. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "UV:xy" },
  1469. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "UV2:xy" },
  1470. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1471. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1472. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
  1473. // Spatial, Fragment
  1474. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "albedo", "ALBEDO" },
  1475. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "ALPHA" },
  1476. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "metallic", "METALLIC" },
  1477. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
  1478. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "specular", "SPECULAR" },
  1479. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "emission", "EMISSION" },
  1480. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "ao", "AO" },
  1481. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
  1482. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normalmap", "NORMALMAP" },
  1483. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "normalmap_depth", "NORMALMAP_DEPTH" },
  1484. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "rim", "RIM" },
  1485. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "rim_tint", "RIM_TINT" },
  1486. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "clearcoat", "CLEARCOAT" },
  1487. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "clearcoat_gloss", "CLEARCOAT_GLOSS" },
  1488. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "anisotropy", "ANISOTROPY" },
  1489. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "anisotropy_flow", "ANISOTROPY_FLOW:xy" },
  1490. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "subsurf_scatter", "SSS_STRENGTH" },
  1491. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "transmission", "TRANSMISSION" },
  1492. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha_scissor", "ALPHA_SCISSOR" },
  1493. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "ao_light_affect", "AO_LIGHT_AFFECT" },
  1494. // Spatial, Light
  1495. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "diffuse", "DIFFUSE_LIGHT" },
  1496. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "specular", "SPECULAR_LIGHT" },
  1497. // Canvas Item, Vertex
  1498. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX:xy" },
  1499. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "UV:xy" },
  1500. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1501. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1502. // Canvas Item, Fragment
  1503. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1504. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1505. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
  1506. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normalmap", "NORMALMAP" },
  1507. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "normalmap_depth", "NORMALMAP_DEPTH" },
  1508. // Canvas Item, Light
  1509. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light", "LIGHT.rgb" },
  1510. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_alpha", "LIGHT.rgb" },
  1511. // Particles, Vertex
  1512. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1513. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1514. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "VELOCITY" },
  1515. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "custom", "CUSTOM.rgb" },
  1516. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
  1517. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  1518. { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, NULL, NULL },
  1519. };
  1520. int VisualShaderNodeOutput::get_input_port_count() const {
  1521. int idx = 0;
  1522. int count = 0;
  1523. while (ports[idx].mode != Shader::MODE_MAX) {
  1524. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  1525. count++;
  1526. }
  1527. idx++;
  1528. }
  1529. return count;
  1530. }
  1531. VisualShaderNodeOutput::PortType VisualShaderNodeOutput::get_input_port_type(int p_port) const {
  1532. int idx = 0;
  1533. int count = 0;
  1534. while (ports[idx].mode != Shader::MODE_MAX) {
  1535. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  1536. if (count == p_port) {
  1537. return ports[idx].type;
  1538. }
  1539. count++;
  1540. }
  1541. idx++;
  1542. }
  1543. return PORT_TYPE_SCALAR;
  1544. }
  1545. String VisualShaderNodeOutput::get_input_port_name(int p_port) const {
  1546. int idx = 0;
  1547. int count = 0;
  1548. while (ports[idx].mode != Shader::MODE_MAX) {
  1549. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  1550. if (count == p_port) {
  1551. return String(ports[idx].name).capitalize();
  1552. }
  1553. count++;
  1554. }
  1555. idx++;
  1556. }
  1557. return String();
  1558. }
  1559. Variant VisualShaderNodeOutput::get_input_port_default_value(int p_port) const {
  1560. return Variant();
  1561. }
  1562. int VisualShaderNodeOutput::get_output_port_count() const {
  1563. return 0;
  1564. }
  1565. VisualShaderNodeOutput::PortType VisualShaderNodeOutput::get_output_port_type(int p_port) const {
  1566. return PORT_TYPE_SCALAR;
  1567. }
  1568. String VisualShaderNodeOutput::get_output_port_name(int p_port) const {
  1569. return String();
  1570. }
  1571. bool VisualShaderNodeOutput::is_port_separator(int p_index) const {
  1572. if (shader_mode == Shader::MODE_SPATIAL && shader_type == VisualShader::TYPE_FRAGMENT) {
  1573. String name = get_input_port_name(p_index);
  1574. return (name == "Normal" || name == "Rim" || name == "Alpha Scissor");
  1575. }
  1576. return false;
  1577. }
  1578. String VisualShaderNodeOutput::get_caption() const {
  1579. return TTR("Output");
  1580. }
  1581. String VisualShaderNodeOutput::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1582. int idx = 0;
  1583. int count = 0;
  1584. String code;
  1585. while (ports[idx].mode != Shader::MODE_MAX) {
  1586. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  1587. if (p_input_vars[count] != String()) {
  1588. String s = ports[idx].string;
  1589. if (s.find(":") != -1) {
  1590. code += "\t" + s.get_slicec(':', 0) + " = " + p_input_vars[count] + "." + s.get_slicec(':', 1) + ";\n";
  1591. } else {
  1592. code += "\t" + s + " = " + p_input_vars[count] + ";\n";
  1593. }
  1594. }
  1595. count++;
  1596. }
  1597. idx++;
  1598. }
  1599. return code;
  1600. }
  1601. VisualShaderNodeOutput::VisualShaderNodeOutput() {
  1602. }
  1603. ///////////////////////////
  1604. void VisualShaderNodeUniform::set_uniform_name(const String &p_name) {
  1605. uniform_name = p_name;
  1606. emit_signal("name_changed");
  1607. emit_changed();
  1608. }
  1609. String VisualShaderNodeUniform::get_uniform_name() const {
  1610. return uniform_name;
  1611. }
  1612. void VisualShaderNodeUniform::_bind_methods() {
  1613. ClassDB::bind_method(D_METHOD("set_uniform_name", "name"), &VisualShaderNodeUniform::set_uniform_name);
  1614. ClassDB::bind_method(D_METHOD("get_uniform_name"), &VisualShaderNodeUniform::get_uniform_name);
  1615. ADD_PROPERTY(PropertyInfo(Variant::STRING, "uniform_name"), "set_uniform_name", "get_uniform_name");
  1616. }
  1617. VisualShaderNodeUniform::VisualShaderNodeUniform() {
  1618. }
  1619. ////////////// GroupBase
  1620. String VisualShaderNodeGroupBase::get_caption() const {
  1621. return "Group";
  1622. }
  1623. void VisualShaderNodeGroupBase::set_size(const Vector2 &p_size) {
  1624. size = p_size;
  1625. }
  1626. Vector2 VisualShaderNodeGroupBase::get_size() const {
  1627. return size;
  1628. }
  1629. void VisualShaderNodeGroupBase::set_inputs(const String &p_inputs) {
  1630. if (inputs == p_inputs)
  1631. return;
  1632. clear_input_ports();
  1633. inputs = p_inputs;
  1634. Vector<String> input_strings = inputs.split(";", false);
  1635. int input_port_count = input_strings.size();
  1636. for (int i = 0; i < input_port_count; i++) {
  1637. Vector<String> arr = input_strings[i].split(",");
  1638. ERR_FAIL_COND(arr.size() != 3);
  1639. int port_idx = arr[0].to_int();
  1640. int port_type = arr[1].to_int();
  1641. String port_name = arr[2];
  1642. Port port;
  1643. port.type = (PortType)port_type;
  1644. port.name = port_name;
  1645. input_ports[port_idx] = port;
  1646. }
  1647. }
  1648. String VisualShaderNodeGroupBase::get_inputs() const {
  1649. return inputs;
  1650. }
  1651. void VisualShaderNodeGroupBase::set_outputs(const String &p_outputs) {
  1652. if (outputs == p_outputs)
  1653. return;
  1654. clear_output_ports();
  1655. outputs = p_outputs;
  1656. Vector<String> output_strings = outputs.split(";", false);
  1657. int output_port_count = output_strings.size();
  1658. for (int i = 0; i < output_port_count; i++) {
  1659. Vector<String> arr = output_strings[i].split(",");
  1660. ERR_FAIL_COND(arr.size() != 3);
  1661. int port_idx = arr[0].to_int();
  1662. int port_type = arr[1].to_int();
  1663. String port_name = arr[2];
  1664. Port port;
  1665. port.type = (PortType)port_type;
  1666. port.name = port_name;
  1667. output_ports[port_idx] = port;
  1668. }
  1669. }
  1670. String VisualShaderNodeGroupBase::get_outputs() const {
  1671. return outputs;
  1672. }
  1673. bool VisualShaderNodeGroupBase::is_valid_port_name(const String &p_name) const {
  1674. if (!p_name.is_valid_identifier()) {
  1675. return false;
  1676. }
  1677. for (int i = 0; i < get_input_port_count(); i++) {
  1678. if (get_input_port_name(i) == p_name) {
  1679. return false;
  1680. }
  1681. }
  1682. for (int i = 0; i < get_output_port_count(); i++) {
  1683. if (get_output_port_name(i) == p_name) {
  1684. return false;
  1685. }
  1686. }
  1687. return true;
  1688. }
  1689. void VisualShaderNodeGroupBase::add_input_port(int p_id, int p_type, const String &p_name) {
  1690. String str = itos(p_id) + "," + itos(p_type) + "," + p_name + ";";
  1691. Vector<String> inputs_strings = inputs.split(";", false);
  1692. int index = 0;
  1693. if (p_id < inputs_strings.size()) {
  1694. for (int i = 0; i < inputs_strings.size(); i++) {
  1695. if (i == p_id) {
  1696. inputs = inputs.insert(index, str);
  1697. break;
  1698. }
  1699. index += inputs_strings[i].size();
  1700. }
  1701. } else {
  1702. inputs += str;
  1703. }
  1704. inputs_strings = inputs.split(";", false);
  1705. index = 0;
  1706. for (int i = 0; i < inputs_strings.size(); i++) {
  1707. int count = 0;
  1708. for (int j = 0; j < inputs_strings[i].size(); j++) {
  1709. if (inputs_strings[i][j] == ',') {
  1710. break;
  1711. }
  1712. count++;
  1713. }
  1714. inputs.erase(index, count);
  1715. inputs = inputs.insert(index, itos(i));
  1716. index += inputs_strings[i].size();
  1717. }
  1718. _apply_port_changes();
  1719. }
  1720. void VisualShaderNodeGroupBase::remove_input_port(int p_id) {
  1721. ERR_FAIL_COND(!has_input_port(p_id));
  1722. Vector<String> inputs_strings = inputs.split(";", false);
  1723. int count = 0;
  1724. int index = 0;
  1725. for (int i = 0; i < inputs_strings.size(); i++) {
  1726. Vector<String> arr = inputs_strings[i].split(",");
  1727. if (arr[0].to_int() == p_id) {
  1728. count = inputs_strings[i].size();
  1729. break;
  1730. }
  1731. index += inputs_strings[i].size();
  1732. }
  1733. inputs.erase(index, count);
  1734. inputs_strings = inputs.split(";", false);
  1735. for (int i = p_id; i < inputs_strings.size(); i++) {
  1736. inputs = inputs.replace_first(inputs_strings[i].split(",")[0], itos(i));
  1737. }
  1738. _apply_port_changes();
  1739. }
  1740. int VisualShaderNodeGroupBase::get_input_port_count() const {
  1741. return input_ports.size();
  1742. }
  1743. bool VisualShaderNodeGroupBase::has_input_port(int p_id) const {
  1744. return input_ports.has(p_id);
  1745. }
  1746. void VisualShaderNodeGroupBase::add_output_port(int p_id, int p_type, const String &p_name) {
  1747. String str = itos(p_id) + "," + itos(p_type) + "," + p_name + ";";
  1748. Vector<String> outputs_strings = outputs.split(";", false);
  1749. int index = 0;
  1750. if (p_id < outputs_strings.size()) {
  1751. for (int i = 0; i < outputs_strings.size(); i++) {
  1752. if (i == p_id) {
  1753. outputs = outputs.insert(index, str);
  1754. break;
  1755. }
  1756. index += outputs_strings[i].size();
  1757. }
  1758. } else {
  1759. outputs += str;
  1760. }
  1761. outputs_strings = outputs.split(";", false);
  1762. index = 0;
  1763. for (int i = 0; i < outputs_strings.size(); i++) {
  1764. int count = 0;
  1765. for (int j = 0; j < outputs_strings[i].size(); j++) {
  1766. if (outputs_strings[i][j] == ',') {
  1767. break;
  1768. }
  1769. count++;
  1770. }
  1771. outputs.erase(index, count);
  1772. outputs = outputs.insert(index, itos(i));
  1773. index += outputs_strings[i].size();
  1774. }
  1775. _apply_port_changes();
  1776. }
  1777. void VisualShaderNodeGroupBase::remove_output_port(int p_id) {
  1778. ERR_FAIL_COND(!has_output_port(p_id));
  1779. Vector<String> outputs_strings = outputs.split(";", false);
  1780. int count = 0;
  1781. int index = 0;
  1782. for (int i = 0; i < outputs_strings.size(); i++) {
  1783. Vector<String> arr = outputs_strings[i].split(",");
  1784. if (arr[0].to_int() == p_id) {
  1785. count = outputs_strings[i].size();
  1786. break;
  1787. }
  1788. index += outputs_strings[i].size();
  1789. }
  1790. outputs.erase(index, count);
  1791. outputs_strings = outputs.split(";", false);
  1792. for (int i = p_id; i < outputs_strings.size(); i++) {
  1793. outputs = outputs.replace_first(outputs_strings[i].split(",")[0], itos(i));
  1794. }
  1795. _apply_port_changes();
  1796. }
  1797. int VisualShaderNodeGroupBase::get_output_port_count() const {
  1798. return output_ports.size();
  1799. }
  1800. bool VisualShaderNodeGroupBase::has_output_port(int p_id) const {
  1801. return output_ports.has(p_id);
  1802. }
  1803. void VisualShaderNodeGroupBase::clear_input_ports() {
  1804. input_ports.clear();
  1805. }
  1806. void VisualShaderNodeGroupBase::clear_output_ports() {
  1807. output_ports.clear();
  1808. }
  1809. void VisualShaderNodeGroupBase::set_input_port_type(int p_id, int p_type) {
  1810. ERR_FAIL_COND(!has_input_port(p_id));
  1811. ERR_FAIL_COND(p_type < 0 || p_type >= PORT_TYPE_MAX);
  1812. if (input_ports[p_id].type == p_type)
  1813. return;
  1814. Vector<String> inputs_strings = inputs.split(";", false);
  1815. int count = 0;
  1816. int index = 0;
  1817. for (int i = 0; i < inputs_strings.size(); i++) {
  1818. Vector<String> arr = inputs_strings[i].split(",");
  1819. if (arr[0].to_int() == p_id) {
  1820. index += arr[0].size();
  1821. count = arr[1].size() - 1;
  1822. break;
  1823. }
  1824. index += inputs_strings[i].size();
  1825. }
  1826. inputs.erase(index, count);
  1827. inputs = inputs.insert(index, itos(p_type));
  1828. _apply_port_changes();
  1829. }
  1830. VisualShaderNodeGroupBase::PortType VisualShaderNodeGroupBase::get_input_port_type(int p_id) const {
  1831. ERR_FAIL_COND_V(!input_ports.has(p_id), (PortType)0);
  1832. return input_ports[p_id].type;
  1833. }
  1834. void VisualShaderNodeGroupBase::set_input_port_name(int p_id, const String &p_name) {
  1835. ERR_FAIL_COND(!has_input_port(p_id));
  1836. ERR_FAIL_COND(!is_valid_port_name(p_name));
  1837. if (input_ports[p_id].name == p_name)
  1838. return;
  1839. Vector<String> inputs_strings = inputs.split(";", false);
  1840. int count = 0;
  1841. int index = 0;
  1842. for (int i = 0; i < inputs_strings.size(); i++) {
  1843. Vector<String> arr = inputs_strings[i].split(",");
  1844. if (arr[0].to_int() == p_id) {
  1845. index += arr[0].size() + arr[1].size();
  1846. count = arr[2].size() - 1;
  1847. break;
  1848. }
  1849. index += inputs_strings[i].size();
  1850. }
  1851. inputs.erase(index, count);
  1852. inputs = inputs.insert(index, p_name);
  1853. _apply_port_changes();
  1854. }
  1855. String VisualShaderNodeGroupBase::get_input_port_name(int p_id) const {
  1856. ERR_FAIL_COND_V(!input_ports.has(p_id), "");
  1857. return input_ports[p_id].name;
  1858. }
  1859. void VisualShaderNodeGroupBase::set_output_port_type(int p_id, int p_type) {
  1860. ERR_FAIL_COND(!has_output_port(p_id));
  1861. ERR_FAIL_COND(p_type < 0 || p_type >= PORT_TYPE_MAX);
  1862. if (output_ports[p_id].type == p_type)
  1863. return;
  1864. Vector<String> output_strings = outputs.split(";", false);
  1865. int count = 0;
  1866. int index = 0;
  1867. for (int i = 0; i < output_strings.size(); i++) {
  1868. Vector<String> arr = output_strings[i].split(",");
  1869. if (arr[0].to_int() == p_id) {
  1870. index += arr[0].size();
  1871. count = arr[1].size() - 1;
  1872. break;
  1873. }
  1874. index += output_strings[i].size();
  1875. }
  1876. outputs.erase(index, count);
  1877. outputs = outputs.insert(index, itos(p_type));
  1878. _apply_port_changes();
  1879. }
  1880. VisualShaderNodeGroupBase::PortType VisualShaderNodeGroupBase::get_output_port_type(int p_id) const {
  1881. ERR_FAIL_COND_V(!output_ports.has(p_id), (PortType)0);
  1882. return output_ports[p_id].type;
  1883. }
  1884. void VisualShaderNodeGroupBase::set_output_port_name(int p_id, const String &p_name) {
  1885. ERR_FAIL_COND(!has_output_port(p_id));
  1886. ERR_FAIL_COND(!is_valid_port_name(p_name));
  1887. if (output_ports[p_id].name == p_name)
  1888. return;
  1889. Vector<String> output_strings = outputs.split(";", false);
  1890. int count = 0;
  1891. int index = 0;
  1892. for (int i = 0; i < output_strings.size(); i++) {
  1893. Vector<String> arr = output_strings[i].split(",");
  1894. if (arr[0].to_int() == p_id) {
  1895. index += arr[0].size() + arr[1].size();
  1896. count = arr[2].size() - 1;
  1897. break;
  1898. }
  1899. index += output_strings[i].size();
  1900. }
  1901. outputs.erase(index, count);
  1902. outputs = outputs.insert(index, p_name);
  1903. _apply_port_changes();
  1904. }
  1905. String VisualShaderNodeGroupBase::get_output_port_name(int p_id) const {
  1906. ERR_FAIL_COND_V(!output_ports.has(p_id), "");
  1907. return output_ports[p_id].name;
  1908. }
  1909. int VisualShaderNodeGroupBase::get_free_input_port_id() const {
  1910. return input_ports.size();
  1911. }
  1912. int VisualShaderNodeGroupBase::get_free_output_port_id() const {
  1913. return output_ports.size();
  1914. }
  1915. void VisualShaderNodeGroupBase::set_control(Control *p_control, int p_index) {
  1916. controls[p_index] = p_control;
  1917. }
  1918. Control *VisualShaderNodeGroupBase::get_control(int p_index) {
  1919. ERR_FAIL_COND_V(!controls.has(p_index), NULL);
  1920. return controls[p_index];
  1921. }
  1922. void VisualShaderNodeGroupBase::_apply_port_changes() {
  1923. Vector<String> inputs_strings = inputs.split(";", false);
  1924. Vector<String> outputs_strings = outputs.split(";", false);
  1925. clear_input_ports();
  1926. clear_output_ports();
  1927. for (int i = 0; i < inputs_strings.size(); i++) {
  1928. Vector<String> arr = inputs_strings[i].split(",");
  1929. Port port;
  1930. port.type = (PortType)arr[1].to_int();
  1931. port.name = arr[2];
  1932. input_ports[i] = port;
  1933. }
  1934. for (int i = 0; i < outputs_strings.size(); i++) {
  1935. Vector<String> arr = outputs_strings[i].split(",");
  1936. Port port;
  1937. port.type = (PortType)arr[1].to_int();
  1938. port.name = arr[2];
  1939. output_ports[i] = port;
  1940. }
  1941. }
  1942. void VisualShaderNodeGroupBase::set_editable(bool p_enabled) {
  1943. editable = p_enabled;
  1944. }
  1945. bool VisualShaderNodeGroupBase::is_editable() const {
  1946. return editable;
  1947. }
  1948. void VisualShaderNodeGroupBase::_bind_methods() {
  1949. ClassDB::bind_method(D_METHOD("set_size", "size"), &VisualShaderNodeGroupBase::set_size);
  1950. ClassDB::bind_method(D_METHOD("get_size"), &VisualShaderNodeGroupBase::get_size);
  1951. ClassDB::bind_method(D_METHOD("set_inputs", "inputs"), &VisualShaderNodeGroupBase::set_inputs);
  1952. ClassDB::bind_method(D_METHOD("get_inputs"), &VisualShaderNodeGroupBase::get_inputs);
  1953. ClassDB::bind_method(D_METHOD("set_outputs", "outputs"), &VisualShaderNodeGroupBase::set_outputs);
  1954. ClassDB::bind_method(D_METHOD("get_outputs"), &VisualShaderNodeGroupBase::get_outputs);
  1955. ClassDB::bind_method(D_METHOD("is_valid_port_name", "name"), &VisualShaderNodeGroupBase::is_valid_port_name);
  1956. ClassDB::bind_method(D_METHOD("add_input_port", "id", "type", "name"), &VisualShaderNodeGroupBase::add_input_port);
  1957. ClassDB::bind_method(D_METHOD("remove_input_port", "id"), &VisualShaderNodeGroupBase::remove_input_port);
  1958. ClassDB::bind_method(D_METHOD("get_input_port_count"), &VisualShaderNodeGroupBase::get_input_port_count);
  1959. ClassDB::bind_method(D_METHOD("has_input_port", "id"), &VisualShaderNodeGroupBase::has_input_port);
  1960. ClassDB::bind_method(D_METHOD("clear_input_ports"), &VisualShaderNodeGroupBase::clear_input_ports);
  1961. ClassDB::bind_method(D_METHOD("add_output_port", "id", "type", "name"), &VisualShaderNodeGroupBase::add_output_port);
  1962. ClassDB::bind_method(D_METHOD("remove_output_port", "id"), &VisualShaderNodeGroupBase::remove_output_port);
  1963. ClassDB::bind_method(D_METHOD("get_output_port_count"), &VisualShaderNodeGroupBase::get_output_port_count);
  1964. ClassDB::bind_method(D_METHOD("has_output_port", "id"), &VisualShaderNodeGroupBase::has_output_port);
  1965. ClassDB::bind_method(D_METHOD("clear_output_ports"), &VisualShaderNodeGroupBase::clear_output_ports);
  1966. ClassDB::bind_method(D_METHOD("set_input_port_name", "id", "name"), &VisualShaderNodeGroupBase::set_input_port_name);
  1967. ClassDB::bind_method(D_METHOD("set_input_port_type", "id", "type"), &VisualShaderNodeGroupBase::set_input_port_type);
  1968. ClassDB::bind_method(D_METHOD("set_output_port_name", "id", "name"), &VisualShaderNodeGroupBase::set_output_port_name);
  1969. ClassDB::bind_method(D_METHOD("set_output_port_type", "id", "type"), &VisualShaderNodeGroupBase::set_output_port_type);
  1970. ClassDB::bind_method(D_METHOD("get_free_input_port_id"), &VisualShaderNodeGroupBase::get_free_input_port_id);
  1971. ClassDB::bind_method(D_METHOD("get_free_output_port_id"), &VisualShaderNodeGroupBase::get_free_output_port_id);
  1972. ClassDB::bind_method(D_METHOD("set_control", "control", "index"), &VisualShaderNodeGroupBase::set_control);
  1973. ClassDB::bind_method(D_METHOD("get_control", "index"), &VisualShaderNodeGroupBase::get_control);
  1974. ClassDB::bind_method(D_METHOD("set_editable", "enabled"), &VisualShaderNodeGroupBase::set_editable);
  1975. ClassDB::bind_method(D_METHOD("is_editable"), &VisualShaderNodeGroupBase::is_editable);
  1976. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "editable"), "set_editable", "is_editable");
  1977. }
  1978. String VisualShaderNodeGroupBase::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1979. return "";
  1980. }
  1981. VisualShaderNodeGroupBase::VisualShaderNodeGroupBase() {
  1982. size = Size2(0, 0);
  1983. inputs = "";
  1984. outputs = "";
  1985. editable = false;
  1986. }
  1987. ////////////// Expression
  1988. String VisualShaderNodeExpression::get_caption() const {
  1989. return "Expression";
  1990. }
  1991. void VisualShaderNodeExpression::set_expression(const String &p_expression) {
  1992. expression = p_expression;
  1993. }
  1994. void VisualShaderNodeExpression::build() {
  1995. emit_changed();
  1996. }
  1997. String VisualShaderNodeExpression::get_expression() const {
  1998. return expression;
  1999. }
  2000. String VisualShaderNodeExpression::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2001. String _expression = expression;
  2002. _expression = _expression.insert(0, "\n");
  2003. _expression = _expression.replace("\n", "\n\t\t");
  2004. static Vector<String> pre_symbols;
  2005. if (pre_symbols.empty()) {
  2006. pre_symbols.push_back("\t");
  2007. pre_symbols.push_back(",");
  2008. pre_symbols.push_back(";");
  2009. pre_symbols.push_back("{");
  2010. pre_symbols.push_back("[");
  2011. pre_symbols.push_back("]");
  2012. pre_symbols.push_back("(");
  2013. pre_symbols.push_back(" ");
  2014. pre_symbols.push_back("-");
  2015. pre_symbols.push_back("*");
  2016. pre_symbols.push_back("/");
  2017. pre_symbols.push_back("+");
  2018. pre_symbols.push_back("=");
  2019. pre_symbols.push_back("&");
  2020. pre_symbols.push_back("|");
  2021. pre_symbols.push_back("!");
  2022. }
  2023. static Vector<String> post_symbols;
  2024. if (post_symbols.empty()) {
  2025. post_symbols.push_back("\t");
  2026. post_symbols.push_back("\n");
  2027. post_symbols.push_back(",");
  2028. post_symbols.push_back(";");
  2029. post_symbols.push_back("}");
  2030. post_symbols.push_back("[");
  2031. post_symbols.push_back("]");
  2032. post_symbols.push_back(")");
  2033. post_symbols.push_back(" ");
  2034. post_symbols.push_back(".");
  2035. post_symbols.push_back("-");
  2036. post_symbols.push_back("*");
  2037. post_symbols.push_back("/");
  2038. post_symbols.push_back("+");
  2039. post_symbols.push_back("=");
  2040. post_symbols.push_back("&");
  2041. post_symbols.push_back("|");
  2042. post_symbols.push_back("!");
  2043. }
  2044. for (int i = 0; i < get_input_port_count(); i++) {
  2045. for (int j = 0; j < pre_symbols.size(); j++) {
  2046. for (int k = 0; k < post_symbols.size(); k++) {
  2047. _expression = _expression.replace(pre_symbols[j] + get_input_port_name(i) + post_symbols[k], pre_symbols[j] + p_input_vars[i] + post_symbols[k]);
  2048. }
  2049. }
  2050. }
  2051. for (int i = 0; i < get_output_port_count(); i++) {
  2052. for (int j = 0; j < pre_symbols.size(); j++) {
  2053. for (int k = 0; k < post_symbols.size(); k++) {
  2054. _expression = _expression.replace(pre_symbols[j] + get_output_port_name(i) + post_symbols[k], pre_symbols[j] + p_output_vars[i] + post_symbols[k]);
  2055. }
  2056. }
  2057. }
  2058. String output_initializer;
  2059. for (int i = 0; i < get_output_port_count(); i++) {
  2060. int port_type = get_output_port_type(i);
  2061. String tk = "";
  2062. switch (port_type) {
  2063. case PORT_TYPE_SCALAR:
  2064. tk = "0.0";
  2065. break;
  2066. case PORT_TYPE_VECTOR:
  2067. tk = "vec3(0.0, 0.0, 0.0)";
  2068. break;
  2069. case PORT_TYPE_BOOLEAN:
  2070. tk = "false";
  2071. break;
  2072. case PORT_TYPE_TRANSFORM:
  2073. tk = "mat4(1.0)";
  2074. break;
  2075. default:
  2076. continue;
  2077. }
  2078. output_initializer += "\t" + p_output_vars[i] + "=" + tk + ";\n";
  2079. }
  2080. String code;
  2081. code += output_initializer;
  2082. code += "\t{";
  2083. code += _expression;
  2084. code += "\n\t}";
  2085. return code;
  2086. }
  2087. void VisualShaderNodeExpression::_bind_methods() {
  2088. ClassDB::bind_method(D_METHOD("set_expression", "expression"), &VisualShaderNodeExpression::set_expression);
  2089. ClassDB::bind_method(D_METHOD("get_expression"), &VisualShaderNodeExpression::get_expression);
  2090. ClassDB::bind_method(D_METHOD("build"), &VisualShaderNodeExpression::build);
  2091. ADD_PROPERTY(PropertyInfo(Variant::STRING, "expression"), "set_expression", "get_expression");
  2092. }
  2093. VisualShaderNodeExpression::VisualShaderNodeExpression() {
  2094. expression = "";
  2095. set_editable(true);
  2096. }
  2097. ////////////// Global Expression
  2098. String VisualShaderNodeGlobalExpression::get_caption() const {
  2099. return "GlobalExpression";
  2100. }
  2101. String VisualShaderNodeGlobalExpression::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  2102. return expression;
  2103. }
  2104. VisualShaderNodeGlobalExpression::VisualShaderNodeGlobalExpression() {
  2105. set_editable(false);
  2106. }