visual_shader_nodes.cpp 120 KB

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  1. /*************************************************************************/
  2. /* visual_shader_nodes.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "visual_shader_nodes.h"
  31. ////////////// Scalar
  32. String VisualShaderNodeScalarConstant::get_caption() const {
  33. return "Scalar";
  34. }
  35. int VisualShaderNodeScalarConstant::get_input_port_count() const {
  36. return 0;
  37. }
  38. VisualShaderNodeScalarConstant::PortType VisualShaderNodeScalarConstant::get_input_port_type(int p_port) const {
  39. return PORT_TYPE_SCALAR;
  40. }
  41. String VisualShaderNodeScalarConstant::get_input_port_name(int p_port) const {
  42. return String();
  43. }
  44. int VisualShaderNodeScalarConstant::get_output_port_count() const {
  45. return 1;
  46. }
  47. VisualShaderNodeScalarConstant::PortType VisualShaderNodeScalarConstant::get_output_port_type(int p_port) const {
  48. return PORT_TYPE_SCALAR;
  49. }
  50. String VisualShaderNodeScalarConstant::get_output_port_name(int p_port) const {
  51. return ""; //no output port means the editor will be used as port
  52. }
  53. String VisualShaderNodeScalarConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  54. return "\t" + p_output_vars[0] + " = " + vformat("%.6f", constant) + ";\n";
  55. }
  56. void VisualShaderNodeScalarConstant::set_constant(float p_value) {
  57. constant = p_value;
  58. emit_changed();
  59. }
  60. float VisualShaderNodeScalarConstant::get_constant() const {
  61. return constant;
  62. }
  63. Vector<StringName> VisualShaderNodeScalarConstant::get_editable_properties() const {
  64. Vector<StringName> props;
  65. props.push_back("constant");
  66. return props;
  67. }
  68. void VisualShaderNodeScalarConstant::_bind_methods() {
  69. ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeScalarConstant::set_constant);
  70. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeScalarConstant::get_constant);
  71. ADD_PROPERTY(PropertyInfo(Variant::REAL, "constant"), "set_constant", "get_constant");
  72. }
  73. VisualShaderNodeScalarConstant::VisualShaderNodeScalarConstant() {
  74. constant = 0;
  75. }
  76. ////////////// Boolean
  77. String VisualShaderNodeBooleanConstant::get_caption() const {
  78. return "Boolean";
  79. }
  80. int VisualShaderNodeBooleanConstant::get_input_port_count() const {
  81. return 0;
  82. }
  83. VisualShaderNodeBooleanConstant::PortType VisualShaderNodeBooleanConstant::get_input_port_type(int p_port) const {
  84. return PORT_TYPE_BOOLEAN;
  85. }
  86. String VisualShaderNodeBooleanConstant::get_input_port_name(int p_port) const {
  87. return String();
  88. }
  89. int VisualShaderNodeBooleanConstant::get_output_port_count() const {
  90. return 1;
  91. }
  92. VisualShaderNodeBooleanConstant::PortType VisualShaderNodeBooleanConstant::get_output_port_type(int p_port) const {
  93. return PORT_TYPE_BOOLEAN;
  94. }
  95. String VisualShaderNodeBooleanConstant::get_output_port_name(int p_port) const {
  96. return ""; //no output port means the editor will be used as port
  97. }
  98. String VisualShaderNodeBooleanConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  99. return "\t" + p_output_vars[0] + " = " + (constant ? "true" : "false") + ";\n";
  100. }
  101. void VisualShaderNodeBooleanConstant::set_constant(bool p_value) {
  102. constant = p_value;
  103. emit_changed();
  104. }
  105. bool VisualShaderNodeBooleanConstant::get_constant() const {
  106. return constant;
  107. }
  108. Vector<StringName> VisualShaderNodeBooleanConstant::get_editable_properties() const {
  109. Vector<StringName> props;
  110. props.push_back("constant");
  111. return props;
  112. }
  113. void VisualShaderNodeBooleanConstant::_bind_methods() {
  114. ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeBooleanConstant::set_constant);
  115. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeBooleanConstant::get_constant);
  116. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "constant"), "set_constant", "get_constant");
  117. }
  118. VisualShaderNodeBooleanConstant::VisualShaderNodeBooleanConstant() {
  119. constant = false;
  120. }
  121. ////////////// Color
  122. String VisualShaderNodeColorConstant::get_caption() const {
  123. return "Color";
  124. }
  125. int VisualShaderNodeColorConstant::get_input_port_count() const {
  126. return 0;
  127. }
  128. VisualShaderNodeColorConstant::PortType VisualShaderNodeColorConstant::get_input_port_type(int p_port) const {
  129. return PORT_TYPE_VECTOR;
  130. }
  131. String VisualShaderNodeColorConstant::get_input_port_name(int p_port) const {
  132. return String();
  133. }
  134. int VisualShaderNodeColorConstant::get_output_port_count() const {
  135. return 2;
  136. }
  137. VisualShaderNodeColorConstant::PortType VisualShaderNodeColorConstant::get_output_port_type(int p_port) const {
  138. return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
  139. }
  140. String VisualShaderNodeColorConstant::get_output_port_name(int p_port) const {
  141. return p_port == 0 ? "" : "alpha"; //no output port means the editor will be used as port
  142. }
  143. String VisualShaderNodeColorConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  144. String code;
  145. code += "\t" + p_output_vars[0] + " = " + vformat("vec3(%.6f,%.6f,%.6f)", constant.r, constant.g, constant.b) + ";\n";
  146. code += "\t" + p_output_vars[1] + " = " + vformat("%.6f", constant.a) + ";\n";
  147. return code;
  148. }
  149. void VisualShaderNodeColorConstant::set_constant(Color p_value) {
  150. constant = p_value;
  151. emit_changed();
  152. }
  153. Color VisualShaderNodeColorConstant::get_constant() const {
  154. return constant;
  155. }
  156. Vector<StringName> VisualShaderNodeColorConstant::get_editable_properties() const {
  157. Vector<StringName> props;
  158. props.push_back("constant");
  159. return props;
  160. }
  161. void VisualShaderNodeColorConstant::_bind_methods() {
  162. ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeColorConstant::set_constant);
  163. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeColorConstant::get_constant);
  164. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "constant"), "set_constant", "get_constant");
  165. }
  166. VisualShaderNodeColorConstant::VisualShaderNodeColorConstant() {
  167. constant = Color(1, 1, 1, 1);
  168. }
  169. ////////////// Vector
  170. String VisualShaderNodeVec3Constant::get_caption() const {
  171. return "Vector";
  172. }
  173. int VisualShaderNodeVec3Constant::get_input_port_count() const {
  174. return 0;
  175. }
  176. VisualShaderNodeVec3Constant::PortType VisualShaderNodeVec3Constant::get_input_port_type(int p_port) const {
  177. return PORT_TYPE_VECTOR;
  178. }
  179. String VisualShaderNodeVec3Constant::get_input_port_name(int p_port) const {
  180. return String();
  181. }
  182. int VisualShaderNodeVec3Constant::get_output_port_count() const {
  183. return 1;
  184. }
  185. VisualShaderNodeVec3Constant::PortType VisualShaderNodeVec3Constant::get_output_port_type(int p_port) const {
  186. return PORT_TYPE_VECTOR;
  187. }
  188. String VisualShaderNodeVec3Constant::get_output_port_name(int p_port) const {
  189. return ""; //no output port means the editor will be used as port
  190. }
  191. String VisualShaderNodeVec3Constant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  192. return "\t" + p_output_vars[0] + " = " + vformat("vec3(%.6f,%.6f,%.6f)", constant.x, constant.y, constant.z) + ";\n";
  193. }
  194. void VisualShaderNodeVec3Constant::set_constant(Vector3 p_value) {
  195. constant = p_value;
  196. emit_changed();
  197. }
  198. Vector3 VisualShaderNodeVec3Constant::get_constant() const {
  199. return constant;
  200. }
  201. Vector<StringName> VisualShaderNodeVec3Constant::get_editable_properties() const {
  202. Vector<StringName> props;
  203. props.push_back("constant");
  204. return props;
  205. }
  206. void VisualShaderNodeVec3Constant::_bind_methods() {
  207. ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeVec3Constant::set_constant);
  208. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeVec3Constant::get_constant);
  209. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant"), "set_constant", "get_constant");
  210. }
  211. VisualShaderNodeVec3Constant::VisualShaderNodeVec3Constant() {
  212. }
  213. ////////////// Transform
  214. String VisualShaderNodeTransformConstant::get_caption() const {
  215. return "Transform";
  216. }
  217. int VisualShaderNodeTransformConstant::get_input_port_count() const {
  218. return 0;
  219. }
  220. VisualShaderNodeTransformConstant::PortType VisualShaderNodeTransformConstant::get_input_port_type(int p_port) const {
  221. return PORT_TYPE_VECTOR;
  222. }
  223. String VisualShaderNodeTransformConstant::get_input_port_name(int p_port) const {
  224. return String();
  225. }
  226. int VisualShaderNodeTransformConstant::get_output_port_count() const {
  227. return 1;
  228. }
  229. VisualShaderNodeTransformConstant::PortType VisualShaderNodeTransformConstant::get_output_port_type(int p_port) const {
  230. return PORT_TYPE_TRANSFORM;
  231. }
  232. String VisualShaderNodeTransformConstant::get_output_port_name(int p_port) const {
  233. return ""; //no output port means the editor will be used as port
  234. }
  235. String VisualShaderNodeTransformConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  236. Transform t = constant;
  237. t.basis.transpose();
  238. String code = "\t" + p_output_vars[0] + " = mat4(";
  239. code += vformat("vec4(%.6f,%.6f,%.6f,0.0),", t.basis[0].x, t.basis[0].y, t.basis[0].z);
  240. code += vformat("vec4(%.6f,%.6f,%.6f,0.0),", t.basis[1].x, t.basis[1].y, t.basis[1].z);
  241. code += vformat("vec4(%.6f,%.6f,%.6f,0.0),", t.basis[2].x, t.basis[2].y, t.basis[2].z);
  242. code += vformat("vec4(%.6f,%.6f,%.6f,1.0) );\n", t.origin.x, t.origin.y, t.origin.z);
  243. return code;
  244. }
  245. void VisualShaderNodeTransformConstant::set_constant(Transform p_value) {
  246. constant = p_value;
  247. emit_changed();
  248. }
  249. Transform VisualShaderNodeTransformConstant::get_constant() const {
  250. return constant;
  251. }
  252. Vector<StringName> VisualShaderNodeTransformConstant::get_editable_properties() const {
  253. Vector<StringName> props;
  254. props.push_back("constant");
  255. return props;
  256. }
  257. void VisualShaderNodeTransformConstant::_bind_methods() {
  258. ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeTransformConstant::set_constant);
  259. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeTransformConstant::get_constant);
  260. ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM, "constant"), "set_constant", "get_constant");
  261. }
  262. VisualShaderNodeTransformConstant::VisualShaderNodeTransformConstant() {
  263. }
  264. ////////////// Texture
  265. String VisualShaderNodeTexture::get_caption() const {
  266. return "Texture";
  267. }
  268. int VisualShaderNodeTexture::get_input_port_count() const {
  269. return 3;
  270. }
  271. VisualShaderNodeTexture::PortType VisualShaderNodeTexture::get_input_port_type(int p_port) const {
  272. switch (p_port) {
  273. case 0:
  274. return PORT_TYPE_VECTOR;
  275. case 1:
  276. return PORT_TYPE_SCALAR;
  277. case 2:
  278. return PORT_TYPE_SAMPLER;
  279. default:
  280. return PORT_TYPE_SCALAR;
  281. }
  282. }
  283. String VisualShaderNodeTexture::get_input_port_name(int p_port) const {
  284. switch (p_port) {
  285. case 0:
  286. return "uv";
  287. case 1:
  288. return "lod";
  289. case 2:
  290. return "sampler2D";
  291. default:
  292. return "";
  293. }
  294. }
  295. int VisualShaderNodeTexture::get_output_port_count() const {
  296. return 2;
  297. }
  298. VisualShaderNodeTexture::PortType VisualShaderNodeTexture::get_output_port_type(int p_port) const {
  299. if (p_port == 0 && source == SOURCE_DEPTH)
  300. return PORT_TYPE_SCALAR;
  301. return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
  302. }
  303. String VisualShaderNodeTexture::get_output_port_name(int p_port) const {
  304. if (p_port == 0 && source == SOURCE_DEPTH)
  305. return "depth";
  306. return p_port == 0 ? "rgb" : "alpha";
  307. }
  308. String VisualShaderNodeTexture::get_input_port_default_hint(int p_port) const {
  309. if (p_port == 0) {
  310. return "UV.xy";
  311. }
  312. return "";
  313. }
  314. static String make_unique_id(VisualShader::Type p_type, int p_id, const String &p_name) {
  315. static const char *typepf[VisualShader::TYPE_MAX] = { "vtx", "frg", "lgt" };
  316. return p_name + "_" + String(typepf[p_type]) + "_" + itos(p_id);
  317. }
  318. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  319. VisualShader::DefaultTextureParam dtp;
  320. dtp.name = make_unique_id(p_type, p_id, "tex");
  321. dtp.param = texture;
  322. Vector<VisualShader::DefaultTextureParam> ret;
  323. ret.push_back(dtp);
  324. return ret;
  325. }
  326. String VisualShaderNodeTexture::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  327. if (source == SOURCE_TEXTURE) {
  328. String u = "uniform sampler2D " + make_unique_id(p_type, p_id, "tex");
  329. switch (texture_type) {
  330. case TYPE_DATA: break;
  331. case TYPE_COLOR: u += " : hint_albedo"; break;
  332. case TYPE_NORMALMAP: u += " : hint_normal"; break;
  333. }
  334. return u + ";";
  335. }
  336. return String();
  337. }
  338. String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  339. if (source == SOURCE_TEXTURE) {
  340. String id = make_unique_id(p_type, p_id, "tex");
  341. String code;
  342. if (p_input_vars[0] == String()) { // Use UV by default.
  343. if (p_input_vars[1] == String()) {
  344. code += "\tvec4 " + id + "_read = texture( " + id + " , UV.xy );\n";
  345. } else {
  346. code += "\tvec4 " + id + "_read = textureLod( " + id + " , UV.xy , " + p_input_vars[1] + " );\n";
  347. }
  348. } else if (p_input_vars[1] == String()) {
  349. //no lod
  350. code += "\tvec4 " + id + "_read = texture( " + id + " , " + p_input_vars[0] + ".xy );\n";
  351. } else {
  352. code += "\tvec4 " + id + "_read = textureLod( " + id + " , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n";
  353. }
  354. code += "\t" + p_output_vars[0] + " = " + id + "_read.rgb;\n";
  355. code += "\t" + p_output_vars[1] + " = " + id + "_read.a;\n";
  356. return code;
  357. }
  358. if (source == SOURCE_PORT) {
  359. String id = p_input_vars[2];
  360. String code;
  361. if (id == String()) {
  362. code += "\tvec4 " + id + "_tex_read = vec4(0.0);\n";
  363. } else {
  364. if (p_input_vars[0] == String()) { // Use UV by default.
  365. if (p_input_vars[1] == String()) {
  366. code += "\tvec4 " + id + "_tex_read = texture( " + id + " , UV.xy );\n";
  367. } else {
  368. code += "\tvec4 " + id + "_tex_read = textureLod( " + id + " , UV.xy , " + p_input_vars[1] + " );\n";
  369. }
  370. } else if (p_input_vars[1] == String()) {
  371. //no lod
  372. code += "\tvec4 " + id + "_tex_read = texture( " + id + " , " + p_input_vars[0] + ".xy );\n";
  373. } else {
  374. code += "\tvec4 " + id + "_tex_read = textureLod( " + id + " , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n";
  375. }
  376. code += "\t" + p_output_vars[0] + " = " + id + "_tex_read.rgb;\n";
  377. code += "\t" + p_output_vars[1] + " = " + id + "_tex_read.a;\n";
  378. }
  379. return code;
  380. }
  381. if (source == SOURCE_SCREEN && (p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) {
  382. String code = "\t{\n";
  383. if (p_input_vars[0] == String() || p_for_preview) { // Use UV by default.
  384. if (p_input_vars[1] == String()) {
  385. code += "\t\tvec4 _tex_read = textureLod( SCREEN_TEXTURE , UV.xy , 0.0 );\n";
  386. } else {
  387. code += "\t\tvec4 _tex_read = textureLod( SCREEN_TEXTURE , UV.xy , " + p_input_vars[1] + ");\n";
  388. }
  389. } else if (p_input_vars[1] == String()) {
  390. //no lod
  391. code += "\t\tvec4 _tex_read = textureLod( SCREEN_TEXTURE , " + p_input_vars[0] + ".xy , 0.0 );\n";
  392. } else {
  393. code += "\t\tvec4 _tex_read = textureLod( SCREEN_TEXTURE , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n";
  394. }
  395. code += "\t\t" + p_output_vars[0] + " = _tex_read.rgb;\n";
  396. code += "\t\t" + p_output_vars[1] + " = _tex_read.a;\n";
  397. code += "\t}\n";
  398. return code;
  399. }
  400. if (source == SOURCE_2D_TEXTURE && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
  401. String code = "\t{\n";
  402. if (p_input_vars[0] == String()) { // Use UV by default.
  403. if (p_input_vars[1] == String()) {
  404. code += "\t\tvec4 _tex_read = texture( TEXTURE , UV.xy );\n";
  405. } else {
  406. code += "\t\tvec4 _tex_read = textureLod( TEXTURE , UV.xy , " + p_input_vars[1] + " );\n";
  407. }
  408. } else if (p_input_vars[1] == String()) {
  409. //no lod
  410. code += "\t\tvec4 _tex_read = texture( TEXTURE , " + p_input_vars[0] + ".xy );\n";
  411. } else {
  412. code += "\t\tvec4 _tex_read = textureLod( TEXTURE , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n";
  413. }
  414. code += "\t\t" + p_output_vars[0] + " = _tex_read.rgb;\n";
  415. code += "\t\t" + p_output_vars[1] + " = _tex_read.a;\n";
  416. code += "\t}\n";
  417. return code;
  418. }
  419. if (source == SOURCE_2D_NORMAL && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
  420. String code = "\t{\n";
  421. if (p_input_vars[0] == String()) { // Use UV by default.
  422. if (p_input_vars[1] == String()) {
  423. code += "\t\tvec4 _tex_read = texture( NORMAL_TEXTURE , UV.xy );\n";
  424. } else {
  425. code += "\t\tvec4 _tex_read = textureLod( NORMAL_TEXTURE , UV.xy , " + p_input_vars[1] + " );\n";
  426. }
  427. } else if (p_input_vars[1] == String()) {
  428. //no lod
  429. code += "\t\tvec4 _tex_read = texture( NORMAL_TEXTURE , " + p_input_vars[0] + ".xy );\n";
  430. } else {
  431. code += "\t\tvec4 _tex_read = textureLod( NORMAL_TEXTURE , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n";
  432. }
  433. code += "\t\t" + p_output_vars[0] + " = _tex_read.rgb;\n";
  434. code += "\t\t" + p_output_vars[1] + " = _tex_read.a;\n";
  435. code += "\t}\n";
  436. return code;
  437. }
  438. if (p_for_preview) // DEPTH_TEXTURE is not supported in preview(canvas_item) shader
  439. {
  440. if (source == SOURCE_DEPTH) {
  441. String code;
  442. code += "\t" + p_output_vars[0] + " = 0.0;\n";
  443. code += "\t" + p_output_vars[1] + " = 1.0;\n";
  444. return code;
  445. }
  446. }
  447. if (source == SOURCE_DEPTH && p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) {
  448. String code = "\t{\n";
  449. if (p_input_vars[0] == String()) { // Use UV by default.
  450. if (p_input_vars[1] == String()) {
  451. code += "\t\tfloat _depth = texture( DEPTH_TEXTURE , UV.xy ).r;\n";
  452. } else {
  453. code += "\t\tfloat _depth = textureLod( DEPTH_TEXTURE , UV.xy , " + p_input_vars[1] + " ).r;\n";
  454. }
  455. } else if (p_input_vars[1] == String()) {
  456. //no lod
  457. code += "\t\tfloat _depth = texture( DEPTH_TEXTURE , " + p_input_vars[0] + ".xy ).r;\n";
  458. } else {
  459. code += "\t\tfloat _depth = textureLod( DEPTH_TEXTURE , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " ).r;\n";
  460. }
  461. code += "\t\t" + p_output_vars[0] + " = _depth;\n";
  462. code += "\t\t" + p_output_vars[1] + " = 1.0;\n";
  463. code += "\t}\n";
  464. return code;
  465. } else if (source == SOURCE_DEPTH) {
  466. String code;
  467. code += "\t" + p_output_vars[0] + " = 0.0;\n";
  468. code += "\t" + p_output_vars[1] + " = 1.0;\n";
  469. return code;
  470. }
  471. //none
  472. String code;
  473. code += "\t" + p_output_vars[0] + " = vec3(0.0);\n";
  474. code += "\t" + p_output_vars[1] + " = 1.0;\n";
  475. return code;
  476. }
  477. void VisualShaderNodeTexture::set_source(Source p_source) {
  478. source = p_source;
  479. emit_changed();
  480. emit_signal("editor_refresh_request");
  481. }
  482. VisualShaderNodeTexture::Source VisualShaderNodeTexture::get_source() const {
  483. return source;
  484. }
  485. void VisualShaderNodeTexture::set_texture(Ref<Texture> p_value) {
  486. texture = p_value;
  487. emit_changed();
  488. }
  489. Ref<Texture> VisualShaderNodeTexture::get_texture() const {
  490. return texture;
  491. }
  492. void VisualShaderNodeTexture::set_texture_type(TextureType p_type) {
  493. texture_type = p_type;
  494. emit_changed();
  495. }
  496. VisualShaderNodeTexture::TextureType VisualShaderNodeTexture::get_texture_type() const {
  497. return texture_type;
  498. }
  499. Vector<StringName> VisualShaderNodeTexture::get_editable_properties() const {
  500. Vector<StringName> props;
  501. props.push_back("source");
  502. if (source == SOURCE_TEXTURE) {
  503. props.push_back("texture");
  504. props.push_back("texture_type");
  505. }
  506. return props;
  507. }
  508. String VisualShaderNodeTexture::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  509. if (source == SOURCE_TEXTURE) {
  510. return String(); // all good
  511. }
  512. if (source == SOURCE_PORT) {
  513. return String(); // all good
  514. }
  515. if (source == SOURCE_SCREEN && (p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) {
  516. return String(); // all good
  517. }
  518. if (source == SOURCE_2D_TEXTURE && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
  519. return String(); // all good
  520. }
  521. if (source == SOURCE_2D_NORMAL && p_mode == Shader::MODE_CANVAS_ITEM) {
  522. return String(); // all good
  523. }
  524. if (source == SOURCE_DEPTH && p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) {
  525. if (get_output_port_for_preview() == 0) { // DEPTH_TEXTURE is not supported in preview(canvas_item) shader
  526. return TTR("Invalid source for preview.");
  527. }
  528. return String(); // all good
  529. }
  530. return TTR("Invalid source for shader.");
  531. }
  532. void VisualShaderNodeTexture::_bind_methods() {
  533. ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeTexture::set_source);
  534. ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeTexture::get_source);
  535. ClassDB::bind_method(D_METHOD("set_texture", "value"), &VisualShaderNodeTexture::set_texture);
  536. ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeTexture::get_texture);
  537. ClassDB::bind_method(D_METHOD("set_texture_type", "value"), &VisualShaderNodeTexture::set_texture_type);
  538. ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeTexture::get_texture_type);
  539. ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,Screen,Texture2D,NormalMap2D,Depth,SamplerPort"), "set_source", "get_source");
  540. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture");
  541. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normalmap"), "set_texture_type", "get_texture_type");
  542. BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
  543. BIND_ENUM_CONSTANT(SOURCE_SCREEN);
  544. BIND_ENUM_CONSTANT(SOURCE_2D_TEXTURE);
  545. BIND_ENUM_CONSTANT(SOURCE_2D_NORMAL);
  546. BIND_ENUM_CONSTANT(SOURCE_DEPTH);
  547. BIND_ENUM_CONSTANT(TYPE_DATA);
  548. BIND_ENUM_CONSTANT(TYPE_COLOR);
  549. BIND_ENUM_CONSTANT(TYPE_NORMALMAP);
  550. }
  551. VisualShaderNodeTexture::VisualShaderNodeTexture() {
  552. texture_type = TYPE_DATA;
  553. source = SOURCE_TEXTURE;
  554. }
  555. ////////////// CubeMap
  556. String VisualShaderNodeCubeMap::get_caption() const {
  557. return "CubeMap";
  558. }
  559. int VisualShaderNodeCubeMap::get_input_port_count() const {
  560. return 3;
  561. }
  562. VisualShaderNodeCubeMap::PortType VisualShaderNodeCubeMap::get_input_port_type(int p_port) const {
  563. switch (p_port) {
  564. case 0:
  565. return PORT_TYPE_VECTOR;
  566. case 1:
  567. return PORT_TYPE_SCALAR;
  568. case 2:
  569. return PORT_TYPE_SAMPLER;
  570. default:
  571. return PORT_TYPE_SCALAR;
  572. }
  573. }
  574. String VisualShaderNodeCubeMap::get_input_port_name(int p_port) const {
  575. switch (p_port) {
  576. case 0:
  577. return "uv";
  578. case 1:
  579. return "lod";
  580. case 2:
  581. return "samplerCube";
  582. default:
  583. return "";
  584. }
  585. }
  586. int VisualShaderNodeCubeMap::get_output_port_count() const {
  587. return 2;
  588. }
  589. VisualShaderNodeCubeMap::PortType VisualShaderNodeCubeMap::get_output_port_type(int p_port) const {
  590. return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
  591. }
  592. String VisualShaderNodeCubeMap::get_output_port_name(int p_port) const {
  593. return p_port == 0 ? "rgb" : "alpha";
  594. }
  595. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCubeMap::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  596. VisualShader::DefaultTextureParam dtp;
  597. dtp.name = make_unique_id(p_type, p_id, "cube");
  598. dtp.param = cube_map;
  599. Vector<VisualShader::DefaultTextureParam> ret;
  600. ret.push_back(dtp);
  601. return ret;
  602. }
  603. String VisualShaderNodeCubeMap::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  604. if (source == SOURCE_TEXTURE) {
  605. String u = "uniform samplerCube " + make_unique_id(p_type, p_id, "cube");
  606. switch (texture_type) {
  607. case TYPE_DATA: break;
  608. case TYPE_COLOR: u += " : hint_albedo"; break;
  609. case TYPE_NORMALMAP: u += " : hint_normal"; break;
  610. }
  611. return u + ";";
  612. }
  613. return String();
  614. }
  615. String VisualShaderNodeCubeMap::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  616. String code;
  617. String id;
  618. if (source == SOURCE_TEXTURE) {
  619. id = make_unique_id(p_type, p_id, "cube");
  620. } else if (source == SOURCE_PORT) {
  621. id = p_input_vars[2];
  622. } else {
  623. return String();
  624. }
  625. if (id == String()) {
  626. code += "\tvec4 " + id + "_read = vec4(0.0);\n";
  627. code += "\t" + p_output_vars[0] + " = " + id + "_read.rgb;\n";
  628. code += "\t" + p_output_vars[1] + " = " + id + "_read.a;\n";
  629. return code;
  630. }
  631. if (p_input_vars[0] == String()) { // Use UV by default.
  632. if (p_input_vars[1] == String()) {
  633. code += "\tvec4 " + id + "_read = texture( " + id + " , vec3( UV, 0.0 ) );\n";
  634. } else {
  635. code += "\tvec4 " + id + "_read = textureLod( " + id + " , vec3( UV, 0.0 )" + " , " + p_input_vars[1] + " );\n";
  636. }
  637. } else if (p_input_vars[1] == String()) {
  638. //no lod
  639. code += "\tvec4 " + id + "_read = texture( " + id + " , " + p_input_vars[0] + " );\n";
  640. } else {
  641. code += "\tvec4 " + id + "_read = textureLod( " + id + " , " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n";
  642. }
  643. code += "\t" + p_output_vars[0] + " = " + id + "_read.rgb;\n";
  644. code += "\t" + p_output_vars[1] + " = " + id + "_read.a;\n";
  645. return code;
  646. }
  647. String VisualShaderNodeCubeMap::get_input_port_default_hint(int p_port) const {
  648. if (p_port == 0) {
  649. return "vec3(UV, 0.0)";
  650. }
  651. return "";
  652. }
  653. void VisualShaderNodeCubeMap::set_source(Source p_source) {
  654. source = p_source;
  655. emit_changed();
  656. emit_signal("editor_refresh_request");
  657. }
  658. VisualShaderNodeCubeMap::Source VisualShaderNodeCubeMap::get_source() const {
  659. return source;
  660. }
  661. void VisualShaderNodeCubeMap::set_cube_map(Ref<CubeMap> p_value) {
  662. cube_map = p_value;
  663. emit_changed();
  664. }
  665. Ref<CubeMap> VisualShaderNodeCubeMap::get_cube_map() const {
  666. return cube_map;
  667. }
  668. void VisualShaderNodeCubeMap::set_texture_type(TextureType p_type) {
  669. texture_type = p_type;
  670. emit_changed();
  671. }
  672. VisualShaderNodeCubeMap::TextureType VisualShaderNodeCubeMap::get_texture_type() const {
  673. return texture_type;
  674. }
  675. Vector<StringName> VisualShaderNodeCubeMap::get_editable_properties() const {
  676. Vector<StringName> props;
  677. props.push_back("source");
  678. if (source == SOURCE_TEXTURE) {
  679. props.push_back("cube_map");
  680. props.push_back("texture_type");
  681. }
  682. return props;
  683. }
  684. void VisualShaderNodeCubeMap::_bind_methods() {
  685. ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeCubeMap::set_source);
  686. ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeCubeMap::get_source);
  687. ClassDB::bind_method(D_METHOD("set_cube_map", "value"), &VisualShaderNodeCubeMap::set_cube_map);
  688. ClassDB::bind_method(D_METHOD("get_cube_map"), &VisualShaderNodeCubeMap::get_cube_map);
  689. ClassDB::bind_method(D_METHOD("set_texture_type", "value"), &VisualShaderNodeCubeMap::set_texture_type);
  690. ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeCubeMap::get_texture_type);
  691. ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,SamplerPort"), "set_source", "get_source");
  692. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "cube_map", PROPERTY_HINT_RESOURCE_TYPE, "CubeMap"), "set_cube_map", "get_cube_map");
  693. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normalmap"), "set_texture_type", "get_texture_type");
  694. BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
  695. BIND_ENUM_CONSTANT(SOURCE_PORT);
  696. BIND_ENUM_CONSTANT(TYPE_DATA);
  697. BIND_ENUM_CONSTANT(TYPE_COLOR);
  698. BIND_ENUM_CONSTANT(TYPE_NORMALMAP);
  699. }
  700. VisualShaderNodeCubeMap::VisualShaderNodeCubeMap() {
  701. texture_type = TYPE_DATA;
  702. }
  703. ////////////// Scalar Op
  704. String VisualShaderNodeScalarOp::get_caption() const {
  705. return "ScalarOp";
  706. }
  707. int VisualShaderNodeScalarOp::get_input_port_count() const {
  708. return 2;
  709. }
  710. VisualShaderNodeScalarOp::PortType VisualShaderNodeScalarOp::get_input_port_type(int p_port) const {
  711. return PORT_TYPE_SCALAR;
  712. }
  713. String VisualShaderNodeScalarOp::get_input_port_name(int p_port) const {
  714. return p_port == 0 ? "a" : "b";
  715. }
  716. int VisualShaderNodeScalarOp::get_output_port_count() const {
  717. return 1;
  718. }
  719. VisualShaderNodeScalarOp::PortType VisualShaderNodeScalarOp::get_output_port_type(int p_port) const {
  720. return PORT_TYPE_SCALAR;
  721. }
  722. String VisualShaderNodeScalarOp::get_output_port_name(int p_port) const {
  723. return "op"; //no output port means the editor will be used as port
  724. }
  725. String VisualShaderNodeScalarOp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  726. String code = "\t" + p_output_vars[0] + " = ";
  727. switch (op) {
  728. case OP_ADD: code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n"; break;
  729. case OP_SUB: code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n"; break;
  730. case OP_MUL: code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n"; break;
  731. case OP_DIV: code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n"; break;
  732. case OP_MOD: code += "mod( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
  733. case OP_POW: code += "pow( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
  734. case OP_MAX: code += "max( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
  735. case OP_MIN: code += "min( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
  736. case OP_ATAN2: code += "atan( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
  737. case OP_STEP: code += "step( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
  738. }
  739. return code;
  740. }
  741. void VisualShaderNodeScalarOp::set_operator(Operator p_op) {
  742. op = p_op;
  743. emit_changed();
  744. }
  745. VisualShaderNodeScalarOp::Operator VisualShaderNodeScalarOp::get_operator() const {
  746. return op;
  747. }
  748. Vector<StringName> VisualShaderNodeScalarOp::get_editable_properties() const {
  749. Vector<StringName> props;
  750. props.push_back("operator");
  751. return props;
  752. }
  753. void VisualShaderNodeScalarOp::_bind_methods() {
  754. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeScalarOp::set_operator);
  755. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeScalarOp::get_operator);
  756. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Sub,Multiply,Divide,Remainder,Power,Max,Min,Atan2,Step"), "set_operator", "get_operator");
  757. BIND_ENUM_CONSTANT(OP_ADD);
  758. BIND_ENUM_CONSTANT(OP_SUB);
  759. BIND_ENUM_CONSTANT(OP_MUL);
  760. BIND_ENUM_CONSTANT(OP_DIV);
  761. BIND_ENUM_CONSTANT(OP_MOD);
  762. BIND_ENUM_CONSTANT(OP_POW);
  763. BIND_ENUM_CONSTANT(OP_MAX);
  764. BIND_ENUM_CONSTANT(OP_MIN);
  765. BIND_ENUM_CONSTANT(OP_ATAN2);
  766. BIND_ENUM_CONSTANT(OP_STEP);
  767. }
  768. VisualShaderNodeScalarOp::VisualShaderNodeScalarOp() {
  769. op = OP_ADD;
  770. set_input_port_default_value(0, 0.0);
  771. set_input_port_default_value(1, 0.0);
  772. }
  773. ////////////// Vector Op
  774. String VisualShaderNodeVectorOp::get_caption() const {
  775. return "VectorOp";
  776. }
  777. int VisualShaderNodeVectorOp::get_input_port_count() const {
  778. return 2;
  779. }
  780. VisualShaderNodeVectorOp::PortType VisualShaderNodeVectorOp::get_input_port_type(int p_port) const {
  781. return PORT_TYPE_VECTOR;
  782. }
  783. String VisualShaderNodeVectorOp::get_input_port_name(int p_port) const {
  784. return p_port == 0 ? "a" : "b";
  785. }
  786. int VisualShaderNodeVectorOp::get_output_port_count() const {
  787. return 1;
  788. }
  789. VisualShaderNodeVectorOp::PortType VisualShaderNodeVectorOp::get_output_port_type(int p_port) const {
  790. return PORT_TYPE_VECTOR;
  791. }
  792. String VisualShaderNodeVectorOp::get_output_port_name(int p_port) const {
  793. return "op"; //no output port means the editor will be used as port
  794. }
  795. String VisualShaderNodeVectorOp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  796. String code = "\t" + p_output_vars[0] + " = ";
  797. switch (op) {
  798. case OP_ADD: code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n"; break;
  799. case OP_SUB: code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n"; break;
  800. case OP_MUL: code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n"; break;
  801. case OP_DIV: code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n"; break;
  802. case OP_MOD: code += "mod( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
  803. case OP_POW: code += "pow( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
  804. case OP_MAX: code += "max( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
  805. case OP_MIN: code += "min( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
  806. case OP_CROSS: code += "cross( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
  807. case OP_ATAN2: code += "atan( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
  808. case OP_REFLECT: code += "reflect( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
  809. case OP_STEP: code += "step( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
  810. }
  811. return code;
  812. }
  813. void VisualShaderNodeVectorOp::set_operator(Operator p_op) {
  814. op = p_op;
  815. emit_changed();
  816. }
  817. VisualShaderNodeVectorOp::Operator VisualShaderNodeVectorOp::get_operator() const {
  818. return op;
  819. }
  820. Vector<StringName> VisualShaderNodeVectorOp::get_editable_properties() const {
  821. Vector<StringName> props;
  822. props.push_back("operator");
  823. return props;
  824. }
  825. void VisualShaderNodeVectorOp::_bind_methods() {
  826. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeVectorOp::set_operator);
  827. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeVectorOp::get_operator);
  828. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Sub,Multiply,Divide,Remainder,Power,Max,Min,Cross,Atan2,Reflect,Step"), "set_operator", "get_operator");
  829. BIND_ENUM_CONSTANT(OP_ADD);
  830. BIND_ENUM_CONSTANT(OP_SUB);
  831. BIND_ENUM_CONSTANT(OP_MUL);
  832. BIND_ENUM_CONSTANT(OP_DIV);
  833. BIND_ENUM_CONSTANT(OP_MOD);
  834. BIND_ENUM_CONSTANT(OP_POW);
  835. BIND_ENUM_CONSTANT(OP_MAX);
  836. BIND_ENUM_CONSTANT(OP_MIN);
  837. BIND_ENUM_CONSTANT(OP_CROSS);
  838. BIND_ENUM_CONSTANT(OP_ATAN2);
  839. BIND_ENUM_CONSTANT(OP_REFLECT);
  840. BIND_ENUM_CONSTANT(OP_STEP);
  841. }
  842. VisualShaderNodeVectorOp::VisualShaderNodeVectorOp() {
  843. op = OP_ADD;
  844. set_input_port_default_value(0, Vector3());
  845. set_input_port_default_value(1, Vector3());
  846. }
  847. ////////////// Color Op
  848. String VisualShaderNodeColorOp::get_caption() const {
  849. return "ColorOp";
  850. }
  851. int VisualShaderNodeColorOp::get_input_port_count() const {
  852. return 2;
  853. }
  854. VisualShaderNodeColorOp::PortType VisualShaderNodeColorOp::get_input_port_type(int p_port) const {
  855. return PORT_TYPE_VECTOR;
  856. }
  857. String VisualShaderNodeColorOp::get_input_port_name(int p_port) const {
  858. return p_port == 0 ? "a" : "b";
  859. }
  860. int VisualShaderNodeColorOp::get_output_port_count() const {
  861. return 1;
  862. }
  863. VisualShaderNodeColorOp::PortType VisualShaderNodeColorOp::get_output_port_type(int p_port) const {
  864. return PORT_TYPE_VECTOR;
  865. }
  866. String VisualShaderNodeColorOp::get_output_port_name(int p_port) const {
  867. return "op"; //no output port means the editor will be used as port
  868. }
  869. String VisualShaderNodeColorOp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  870. String code;
  871. static const char *axisn[3] = { "x", "y", "z" };
  872. switch (op) {
  873. case OP_SCREEN: {
  874. code += "\t" + p_output_vars[0] + "=vec3(1.0)-(vec3(1.0)-" + p_input_vars[0] + ")*(vec3(1.0)-" + p_input_vars[1] + ");\n";
  875. } break;
  876. case OP_DIFFERENCE: {
  877. code += "\t" + p_output_vars[0] + "=abs(" + p_input_vars[0] + "-" + p_input_vars[1] + ");\n";
  878. } break;
  879. case OP_DARKEN: {
  880. code += "\t" + p_output_vars[0] + "=min(" + p_input_vars[0] + "," + p_input_vars[1] + ");\n";
  881. } break;
  882. case OP_LIGHTEN: {
  883. code += "\t" + p_output_vars[0] + "=max(" + p_input_vars[0] + "," + p_input_vars[1] + ");\n";
  884. } break;
  885. case OP_OVERLAY: {
  886. for (int i = 0; i < 3; i++) {
  887. code += "\t{\n";
  888. code += "\t\tfloat base=" + p_input_vars[0] + "." + axisn[i] + ";\n";
  889. code += "\t\tfloat blend=" + p_input_vars[1] + "." + axisn[i] + ";\n";
  890. code += "\t\tif (base < 0.5) {\n";
  891. code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = 2.0 * base * blend;\n";
  892. code += "\t\t} else {\n";
  893. code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);\n";
  894. code += "\t\t}\n";
  895. code += "\t}\n";
  896. }
  897. } break;
  898. case OP_DODGE: {
  899. code += "\t" + p_output_vars[0] + "=(" + p_input_vars[0] + ")/(vec3(1.0)-" + p_input_vars[1] + ");\n";
  900. } break;
  901. case OP_BURN: {
  902. code += "\t" + p_output_vars[0] + "=vec3(1.0)-(vec3(1.0)-" + p_input_vars[0] + ")/(" + p_input_vars[1] + ");\n";
  903. } break;
  904. case OP_SOFT_LIGHT: {
  905. for (int i = 0; i < 3; i++) {
  906. code += "\t{\n";
  907. code += "\t\tfloat base=" + p_input_vars[0] + "." + axisn[i] + ";\n";
  908. code += "\t\tfloat blend=" + p_input_vars[1] + "." + axisn[i] + ";\n";
  909. code += "\t\tif (base < 0.5) {\n";
  910. code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (base * (blend+0.5));\n";
  911. code += "\t\t} else {\n";
  912. code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0-base) * (1.0-(blend-0.5)));\n";
  913. code += "\t\t}\n";
  914. code += "\t}\n";
  915. }
  916. } break;
  917. case OP_HARD_LIGHT: {
  918. for (int i = 0; i < 3; i++) {
  919. code += "\t{\n";
  920. code += "\t\tfloat base=" + p_input_vars[0] + "." + axisn[i] + ";\n";
  921. code += "\t\tfloat blend=" + p_input_vars[1] + "." + axisn[i] + ";\n";
  922. code += "\t\tif (base < 0.5) {\n";
  923. code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (base * (2.0*blend));\n";
  924. code += "\t\t} else {\n";
  925. code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0-base) * (1.0-2.0*(blend-0.5)));\n";
  926. code += "\t\t}\n";
  927. code += "\t}\n";
  928. }
  929. } break;
  930. }
  931. return code;
  932. }
  933. void VisualShaderNodeColorOp::set_operator(Operator p_op) {
  934. op = p_op;
  935. emit_changed();
  936. }
  937. VisualShaderNodeColorOp::Operator VisualShaderNodeColorOp::get_operator() const {
  938. return op;
  939. }
  940. Vector<StringName> VisualShaderNodeColorOp::get_editable_properties() const {
  941. Vector<StringName> props;
  942. props.push_back("operator");
  943. return props;
  944. }
  945. void VisualShaderNodeColorOp::_bind_methods() {
  946. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeColorOp::set_operator);
  947. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeColorOp::get_operator);
  948. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Screen,Difference,Darken,Lighten,Overlay,Dodge,Burn,SoftLight,HardLight"), "set_operator", "get_operator");
  949. BIND_ENUM_CONSTANT(OP_SCREEN);
  950. BIND_ENUM_CONSTANT(OP_DIFFERENCE);
  951. BIND_ENUM_CONSTANT(OP_DARKEN);
  952. BIND_ENUM_CONSTANT(OP_LIGHTEN);
  953. BIND_ENUM_CONSTANT(OP_OVERLAY);
  954. BIND_ENUM_CONSTANT(OP_DODGE);
  955. BIND_ENUM_CONSTANT(OP_BURN);
  956. BIND_ENUM_CONSTANT(OP_SOFT_LIGHT);
  957. BIND_ENUM_CONSTANT(OP_HARD_LIGHT);
  958. }
  959. VisualShaderNodeColorOp::VisualShaderNodeColorOp() {
  960. op = OP_SCREEN;
  961. set_input_port_default_value(0, Vector3());
  962. set_input_port_default_value(1, Vector3());
  963. }
  964. ////////////// Transform Mult
  965. String VisualShaderNodeTransformMult::get_caption() const {
  966. return "TransformMult";
  967. }
  968. int VisualShaderNodeTransformMult::get_input_port_count() const {
  969. return 2;
  970. }
  971. VisualShaderNodeTransformMult::PortType VisualShaderNodeTransformMult::get_input_port_type(int p_port) const {
  972. return PORT_TYPE_TRANSFORM;
  973. }
  974. String VisualShaderNodeTransformMult::get_input_port_name(int p_port) const {
  975. return p_port == 0 ? "a" : "b";
  976. }
  977. int VisualShaderNodeTransformMult::get_output_port_count() const {
  978. return 1;
  979. }
  980. VisualShaderNodeTransformMult::PortType VisualShaderNodeTransformMult::get_output_port_type(int p_port) const {
  981. return PORT_TYPE_TRANSFORM;
  982. }
  983. String VisualShaderNodeTransformMult::get_output_port_name(int p_port) const {
  984. return "mult"; //no output port means the editor will be used as port
  985. }
  986. String VisualShaderNodeTransformMult::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  987. if (op == OP_AxB) {
  988. return "\t" + p_output_vars[0] + " = " + p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
  989. } else if (op == OP_BxA) {
  990. return "\t" + p_output_vars[0] + " = " + p_input_vars[1] + " * " + p_input_vars[0] + ";\n";
  991. } else if (op == OP_AxB_COMP) {
  992. return "\t" + p_output_vars[0] + " = matrixCompMult( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n";
  993. } else {
  994. return "\t" + p_output_vars[0] + " = matrixCompMult( " + p_input_vars[1] + " , " + p_input_vars[0] + " );\n";
  995. }
  996. }
  997. void VisualShaderNodeTransformMult::set_operator(Operator p_op) {
  998. op = p_op;
  999. emit_changed();
  1000. }
  1001. VisualShaderNodeTransformMult::Operator VisualShaderNodeTransformMult::get_operator() const {
  1002. return op;
  1003. }
  1004. Vector<StringName> VisualShaderNodeTransformMult::get_editable_properties() const {
  1005. Vector<StringName> props;
  1006. props.push_back("operator");
  1007. return props;
  1008. }
  1009. void VisualShaderNodeTransformMult::_bind_methods() {
  1010. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeTransformMult::set_operator);
  1011. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeTransformMult::get_operator);
  1012. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "A x B,B x A,A x B(per component),B x A(per component)"), "set_operator", "get_operator");
  1013. BIND_ENUM_CONSTANT(OP_AxB);
  1014. BIND_ENUM_CONSTANT(OP_BxA);
  1015. BIND_ENUM_CONSTANT(OP_AxB_COMP);
  1016. BIND_ENUM_CONSTANT(OP_BxA_COMP);
  1017. }
  1018. VisualShaderNodeTransformMult::VisualShaderNodeTransformMult() {
  1019. op = OP_AxB;
  1020. set_input_port_default_value(0, Transform());
  1021. set_input_port_default_value(1, Transform());
  1022. }
  1023. ////////////// TransformVec Mult
  1024. String VisualShaderNodeTransformVecMult::get_caption() const {
  1025. return "TransformVectorMult";
  1026. }
  1027. int VisualShaderNodeTransformVecMult::get_input_port_count() const {
  1028. return 2;
  1029. }
  1030. VisualShaderNodeTransformVecMult::PortType VisualShaderNodeTransformVecMult::get_input_port_type(int p_port) const {
  1031. return p_port == 0 ? PORT_TYPE_TRANSFORM : PORT_TYPE_VECTOR;
  1032. }
  1033. String VisualShaderNodeTransformVecMult::get_input_port_name(int p_port) const {
  1034. return p_port == 0 ? "a" : "b";
  1035. }
  1036. int VisualShaderNodeTransformVecMult::get_output_port_count() const {
  1037. return 1;
  1038. }
  1039. VisualShaderNodeTransformVecMult::PortType VisualShaderNodeTransformVecMult::get_output_port_type(int p_port) const {
  1040. return PORT_TYPE_VECTOR;
  1041. }
  1042. String VisualShaderNodeTransformVecMult::get_output_port_name(int p_port) const {
  1043. return ""; //no output port means the editor will be used as port
  1044. }
  1045. String VisualShaderNodeTransformVecMult::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1046. if (op == OP_AxB) {
  1047. return "\t" + p_output_vars[0] + " = ( " + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 1.0) ).xyz;\n";
  1048. } else if (op == OP_BxA) {
  1049. return "\t" + p_output_vars[0] + " = ( vec4(" + p_input_vars[1] + ", 1.0) * " + p_input_vars[0] + " ).xyz;\n";
  1050. } else if (op == OP_3x3_AxB) {
  1051. return "\t" + p_output_vars[0] + " = ( " + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 0.0) ).xyz;\n";
  1052. } else {
  1053. return "\t" + p_output_vars[0] + " = ( vec4(" + p_input_vars[1] + ", 0.0) * " + p_input_vars[0] + " ).xyz;\n";
  1054. }
  1055. }
  1056. void VisualShaderNodeTransformVecMult::set_operator(Operator p_op) {
  1057. op = p_op;
  1058. emit_changed();
  1059. }
  1060. VisualShaderNodeTransformVecMult::Operator VisualShaderNodeTransformVecMult::get_operator() const {
  1061. return op;
  1062. }
  1063. Vector<StringName> VisualShaderNodeTransformVecMult::get_editable_properties() const {
  1064. Vector<StringName> props;
  1065. props.push_back("operator");
  1066. return props;
  1067. }
  1068. void VisualShaderNodeTransformVecMult::_bind_methods() {
  1069. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeTransformVecMult::set_operator);
  1070. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeTransformVecMult::get_operator);
  1071. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "A x B,B x A,A x B (3x3),B x A (3x3)"), "set_operator", "get_operator");
  1072. BIND_ENUM_CONSTANT(OP_AxB);
  1073. BIND_ENUM_CONSTANT(OP_BxA);
  1074. BIND_ENUM_CONSTANT(OP_3x3_AxB);
  1075. BIND_ENUM_CONSTANT(OP_3x3_BxA);
  1076. }
  1077. VisualShaderNodeTransformVecMult::VisualShaderNodeTransformVecMult() {
  1078. op = OP_AxB;
  1079. set_input_port_default_value(0, Transform());
  1080. set_input_port_default_value(1, Vector3());
  1081. }
  1082. ////////////// Scalar Func
  1083. String VisualShaderNodeScalarFunc::get_caption() const {
  1084. return "ScalarFunc";
  1085. }
  1086. int VisualShaderNodeScalarFunc::get_input_port_count() const {
  1087. return 1;
  1088. }
  1089. VisualShaderNodeScalarFunc::PortType VisualShaderNodeScalarFunc::get_input_port_type(int p_port) const {
  1090. return PORT_TYPE_SCALAR;
  1091. }
  1092. String VisualShaderNodeScalarFunc::get_input_port_name(int p_port) const {
  1093. return "";
  1094. }
  1095. int VisualShaderNodeScalarFunc::get_output_port_count() const {
  1096. return 1;
  1097. }
  1098. VisualShaderNodeScalarFunc::PortType VisualShaderNodeScalarFunc::get_output_port_type(int p_port) const {
  1099. return PORT_TYPE_SCALAR;
  1100. }
  1101. String VisualShaderNodeScalarFunc::get_output_port_name(int p_port) const {
  1102. return ""; //no output port means the editor will be used as port
  1103. }
  1104. String VisualShaderNodeScalarFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1105. static const char *scalar_func_id[FUNC_ONEMINUS + 1] = {
  1106. "sin($)",
  1107. "cos($)",
  1108. "tan($)",
  1109. "asin($)",
  1110. "acos($)",
  1111. "atan($)",
  1112. "sinh($)",
  1113. "cosh($)",
  1114. "tanh($)",
  1115. "log($)",
  1116. "exp($)",
  1117. "sqrt($)",
  1118. "abs($)",
  1119. "sign($)",
  1120. "floor($)",
  1121. "round($)",
  1122. "ceil($)",
  1123. "fract($)",
  1124. "min(max($,0.0),1.0)",
  1125. "-($)",
  1126. "acosh($)",
  1127. "asinh($)",
  1128. "atanh($)",
  1129. "degrees($)",
  1130. "exp2($)",
  1131. "inversesqrt($)",
  1132. "log2($)",
  1133. "radians($)",
  1134. "1.0/($)",
  1135. "roundEven($)",
  1136. "trunc($)",
  1137. "1.0-$"
  1138. };
  1139. return "\t" + p_output_vars[0] + " = " + String(scalar_func_id[func]).replace("$", p_input_vars[0]) + ";\n";
  1140. }
  1141. void VisualShaderNodeScalarFunc::set_function(Function p_func) {
  1142. func = p_func;
  1143. emit_changed();
  1144. }
  1145. VisualShaderNodeScalarFunc::Function VisualShaderNodeScalarFunc::get_function() const {
  1146. return func;
  1147. }
  1148. Vector<StringName> VisualShaderNodeScalarFunc::get_editable_properties() const {
  1149. Vector<StringName> props;
  1150. props.push_back("function");
  1151. return props;
  1152. }
  1153. void VisualShaderNodeScalarFunc::_bind_methods() {
  1154. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeScalarFunc::set_function);
  1155. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeScalarFunc::get_function);
  1156. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Sin,Cos,Tan,ASin,ACos,ATan,SinH,CosH,TanH,Log,Exp,Sqrt,Abs,Sign,Floor,Round,Ceil,Frac,Saturate,Negate,ACosH,ASinH,ATanH,Degrees,Exp2,InverseSqrt,Log2,Radians,Reciprocal,RoundEven,Trunc,OneMinus"), "set_function", "get_function");
  1157. BIND_ENUM_CONSTANT(FUNC_SIN);
  1158. BIND_ENUM_CONSTANT(FUNC_COS);
  1159. BIND_ENUM_CONSTANT(FUNC_TAN);
  1160. BIND_ENUM_CONSTANT(FUNC_ASIN);
  1161. BIND_ENUM_CONSTANT(FUNC_ACOS);
  1162. BIND_ENUM_CONSTANT(FUNC_ATAN);
  1163. BIND_ENUM_CONSTANT(FUNC_SINH);
  1164. BIND_ENUM_CONSTANT(FUNC_COSH);
  1165. BIND_ENUM_CONSTANT(FUNC_TANH);
  1166. BIND_ENUM_CONSTANT(FUNC_LOG);
  1167. BIND_ENUM_CONSTANT(FUNC_EXP);
  1168. BIND_ENUM_CONSTANT(FUNC_SQRT);
  1169. BIND_ENUM_CONSTANT(FUNC_ABS);
  1170. BIND_ENUM_CONSTANT(FUNC_SIGN);
  1171. BIND_ENUM_CONSTANT(FUNC_FLOOR);
  1172. BIND_ENUM_CONSTANT(FUNC_ROUND);
  1173. BIND_ENUM_CONSTANT(FUNC_CEIL);
  1174. BIND_ENUM_CONSTANT(FUNC_FRAC);
  1175. BIND_ENUM_CONSTANT(FUNC_SATURATE);
  1176. BIND_ENUM_CONSTANT(FUNC_NEGATE);
  1177. BIND_ENUM_CONSTANT(FUNC_ACOSH);
  1178. BIND_ENUM_CONSTANT(FUNC_ASINH);
  1179. BIND_ENUM_CONSTANT(FUNC_ATANH);
  1180. BIND_ENUM_CONSTANT(FUNC_DEGREES);
  1181. BIND_ENUM_CONSTANT(FUNC_EXP2);
  1182. BIND_ENUM_CONSTANT(FUNC_INVERSE_SQRT);
  1183. BIND_ENUM_CONSTANT(FUNC_LOG2);
  1184. BIND_ENUM_CONSTANT(FUNC_RADIANS);
  1185. BIND_ENUM_CONSTANT(FUNC_RECIPROCAL);
  1186. BIND_ENUM_CONSTANT(FUNC_ROUNDEVEN);
  1187. BIND_ENUM_CONSTANT(FUNC_TRUNC);
  1188. BIND_ENUM_CONSTANT(FUNC_ONEMINUS);
  1189. }
  1190. VisualShaderNodeScalarFunc::VisualShaderNodeScalarFunc() {
  1191. func = FUNC_SIGN;
  1192. set_input_port_default_value(0, 0.0);
  1193. }
  1194. ////////////// Vector Func
  1195. String VisualShaderNodeVectorFunc::get_caption() const {
  1196. return "VectorFunc";
  1197. }
  1198. int VisualShaderNodeVectorFunc::get_input_port_count() const {
  1199. return 1;
  1200. }
  1201. VisualShaderNodeVectorFunc::PortType VisualShaderNodeVectorFunc::get_input_port_type(int p_port) const {
  1202. return PORT_TYPE_VECTOR;
  1203. }
  1204. String VisualShaderNodeVectorFunc::get_input_port_name(int p_port) const {
  1205. return "";
  1206. }
  1207. int VisualShaderNodeVectorFunc::get_output_port_count() const {
  1208. return 1;
  1209. }
  1210. VisualShaderNodeVectorFunc::PortType VisualShaderNodeVectorFunc::get_output_port_type(int p_port) const {
  1211. return PORT_TYPE_VECTOR;
  1212. }
  1213. String VisualShaderNodeVectorFunc::get_output_port_name(int p_port) const {
  1214. return ""; //no output port means the editor will be used as port
  1215. }
  1216. String VisualShaderNodeVectorFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1217. static const char *vec_func_id[FUNC_ONEMINUS + 1] = {
  1218. "normalize($)",
  1219. "max(min($,vec3(1.0)),vec3(0.0))",
  1220. "-($)",
  1221. "1.0/($)",
  1222. "",
  1223. "",
  1224. "abs($)",
  1225. "acos($)",
  1226. "acosh($)",
  1227. "asin($)",
  1228. "asinh($)",
  1229. "atan($)",
  1230. "atanh($)",
  1231. "ceil($)",
  1232. "cos($)",
  1233. "cosh($)",
  1234. "degrees($)",
  1235. "exp($)",
  1236. "exp2($)",
  1237. "floor($)",
  1238. "fract($)",
  1239. "inversesqrt($)",
  1240. "log($)",
  1241. "log2($)",
  1242. "radians($)",
  1243. "round($)",
  1244. "roundEven($)",
  1245. "sign($)",
  1246. "sin($)",
  1247. "sinh($)",
  1248. "sqrt($)",
  1249. "tan($)",
  1250. "tanh($)",
  1251. "trunc($)",
  1252. "vec3(1.0, 1.0, 1.0)-$"
  1253. };
  1254. String code;
  1255. if (func == FUNC_RGB2HSV) {
  1256. code += "\t{\n";
  1257. code += "\t\tvec3 c = " + p_input_vars[0] + ";\n";
  1258. code += "\t\tvec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);\n";
  1259. code += "\t\tvec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));\n";
  1260. code += "\t\tvec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));\n";
  1261. code += "\t\tfloat d = q.x - min(q.w, q.y);\n";
  1262. code += "\t\tfloat e = 1.0e-10;\n";
  1263. code += "\t\t" + p_output_vars[0] + "=vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);\n";
  1264. code += "\t}\n";
  1265. } else if (func == FUNC_HSV2RGB) {
  1266. code += "\t{\n";
  1267. code += "\t\tvec3 c = " + p_input_vars[0] + ";\n";
  1268. code += "\t\tvec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n";
  1269. code += "\t\tvec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n";
  1270. code += "\t\t" + p_output_vars[0] + "=c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n";
  1271. code += "\t}\n";
  1272. } else {
  1273. code += "\t" + p_output_vars[0] + "=" + String(vec_func_id[func]).replace("$", p_input_vars[0]) + ";\n";
  1274. }
  1275. return code;
  1276. }
  1277. void VisualShaderNodeVectorFunc::set_function(Function p_func) {
  1278. func = p_func;
  1279. emit_changed();
  1280. }
  1281. VisualShaderNodeVectorFunc::Function VisualShaderNodeVectorFunc::get_function() const {
  1282. return func;
  1283. }
  1284. Vector<StringName> VisualShaderNodeVectorFunc::get_editable_properties() const {
  1285. Vector<StringName> props;
  1286. props.push_back("function");
  1287. return props;
  1288. }
  1289. void VisualShaderNodeVectorFunc::_bind_methods() {
  1290. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeVectorFunc::set_function);
  1291. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeVectorFunc::get_function);
  1292. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Normalize,Saturate,Negate,Reciprocal,RGB2HSV,HSV2RGB,Abs,ACos,ACosH,ASin,ASinH,ATan,ATanH,Ceil,Cos,CosH,Degrees,Exp,Exp2,Floor,Frac,InverseSqrt,Log,Log2,Radians,Round,RoundEven,Sign,Sin,SinH,Sqrt,Tan,TanH,Trunc,OneMinus"), "set_function", "get_function");
  1293. BIND_ENUM_CONSTANT(FUNC_NORMALIZE);
  1294. BIND_ENUM_CONSTANT(FUNC_SATURATE);
  1295. BIND_ENUM_CONSTANT(FUNC_NEGATE);
  1296. BIND_ENUM_CONSTANT(FUNC_RECIPROCAL);
  1297. BIND_ENUM_CONSTANT(FUNC_RGB2HSV);
  1298. BIND_ENUM_CONSTANT(FUNC_HSV2RGB);
  1299. BIND_ENUM_CONSTANT(FUNC_ABS);
  1300. BIND_ENUM_CONSTANT(FUNC_ACOS);
  1301. BIND_ENUM_CONSTANT(FUNC_ACOSH);
  1302. BIND_ENUM_CONSTANT(FUNC_ASIN);
  1303. BIND_ENUM_CONSTANT(FUNC_ASINH);
  1304. BIND_ENUM_CONSTANT(FUNC_ATAN);
  1305. BIND_ENUM_CONSTANT(FUNC_ATANH);
  1306. BIND_ENUM_CONSTANT(FUNC_CEIL);
  1307. BIND_ENUM_CONSTANT(FUNC_COS);
  1308. BIND_ENUM_CONSTANT(FUNC_COSH);
  1309. BIND_ENUM_CONSTANT(FUNC_DEGREES);
  1310. BIND_ENUM_CONSTANT(FUNC_EXP);
  1311. BIND_ENUM_CONSTANT(FUNC_EXP2);
  1312. BIND_ENUM_CONSTANT(FUNC_FLOOR);
  1313. BIND_ENUM_CONSTANT(FUNC_FRAC);
  1314. BIND_ENUM_CONSTANT(FUNC_INVERSE_SQRT);
  1315. BIND_ENUM_CONSTANT(FUNC_LOG);
  1316. BIND_ENUM_CONSTANT(FUNC_LOG2);
  1317. BIND_ENUM_CONSTANT(FUNC_RADIANS);
  1318. BIND_ENUM_CONSTANT(FUNC_ROUND);
  1319. BIND_ENUM_CONSTANT(FUNC_ROUNDEVEN);
  1320. BIND_ENUM_CONSTANT(FUNC_SIGN);
  1321. BIND_ENUM_CONSTANT(FUNC_SIN);
  1322. BIND_ENUM_CONSTANT(FUNC_SINH);
  1323. BIND_ENUM_CONSTANT(FUNC_SQRT);
  1324. BIND_ENUM_CONSTANT(FUNC_TAN);
  1325. BIND_ENUM_CONSTANT(FUNC_TANH);
  1326. BIND_ENUM_CONSTANT(FUNC_TRUNC);
  1327. BIND_ENUM_CONSTANT(FUNC_ONEMINUS);
  1328. }
  1329. VisualShaderNodeVectorFunc::VisualShaderNodeVectorFunc() {
  1330. func = FUNC_NORMALIZE;
  1331. set_input_port_default_value(0, Vector3());
  1332. }
  1333. ////////////// ColorFunc
  1334. String VisualShaderNodeColorFunc::get_caption() const {
  1335. return "ColorFunc";
  1336. }
  1337. int VisualShaderNodeColorFunc::get_input_port_count() const {
  1338. return 1;
  1339. }
  1340. VisualShaderNodeColorFunc::PortType VisualShaderNodeColorFunc::get_input_port_type(int p_port) const {
  1341. return PORT_TYPE_VECTOR;
  1342. }
  1343. String VisualShaderNodeColorFunc::get_input_port_name(int p_port) const {
  1344. return "";
  1345. }
  1346. int VisualShaderNodeColorFunc::get_output_port_count() const {
  1347. return 1;
  1348. }
  1349. VisualShaderNodeColorFunc::PortType VisualShaderNodeColorFunc::get_output_port_type(int p_port) const {
  1350. return PORT_TYPE_VECTOR;
  1351. }
  1352. String VisualShaderNodeColorFunc::get_output_port_name(int p_port) const {
  1353. return "";
  1354. }
  1355. String VisualShaderNodeColorFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1356. String code;
  1357. switch (func) {
  1358. case FUNC_GRAYSCALE:
  1359. code += "\t{\n";
  1360. code += "\t\tvec3 c = " + p_input_vars[0] + ";\n";
  1361. code += "\t\tfloat max1 = max(c.r, c.g);\n";
  1362. code += "\t\tfloat max2 = max(max1, c.b);\n";
  1363. code += "\t\tfloat max3 = max(max1, max2);\n";
  1364. code += "\t\t" + p_output_vars[0] + " = vec3(max3, max3, max3);\n";
  1365. code += "\t}\n";
  1366. break;
  1367. case FUNC_SEPIA:
  1368. code += "\t{\n";
  1369. code += "\t\tvec3 c = " + p_input_vars[0] + ";\n";
  1370. code += "\t\tfloat r = (c.r * .393) + (c.g *.769) + (c.b * .189);\n";
  1371. code += "\t\tfloat g = (c.r * .349) + (c.g *.686) + (c.b * .168);\n";
  1372. code += "\t\tfloat b = (c.r * .272) + (c.g *.534) + (c.b * .131);\n";
  1373. code += "\t\t" + p_output_vars[0] + " = vec3(r, g, b);\n";
  1374. code += "\t}\n";
  1375. break;
  1376. }
  1377. return code;
  1378. }
  1379. void VisualShaderNodeColorFunc::set_function(Function p_func) {
  1380. func = p_func;
  1381. emit_changed();
  1382. }
  1383. VisualShaderNodeColorFunc::Function VisualShaderNodeColorFunc::get_function() const {
  1384. return func;
  1385. }
  1386. Vector<StringName> VisualShaderNodeColorFunc::get_editable_properties() const {
  1387. Vector<StringName> props;
  1388. props.push_back("function");
  1389. return props;
  1390. }
  1391. void VisualShaderNodeColorFunc::_bind_methods() {
  1392. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeColorFunc::set_function);
  1393. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeColorFunc::get_function);
  1394. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Grayscale,Sepia"), "set_function", "get_function");
  1395. BIND_ENUM_CONSTANT(FUNC_GRAYSCALE);
  1396. BIND_ENUM_CONSTANT(FUNC_SEPIA);
  1397. }
  1398. VisualShaderNodeColorFunc::VisualShaderNodeColorFunc() {
  1399. func = FUNC_GRAYSCALE;
  1400. set_input_port_default_value(0, Vector3());
  1401. }
  1402. ////////////// Transform Func
  1403. String VisualShaderNodeTransformFunc::get_caption() const {
  1404. return "TransformFunc";
  1405. }
  1406. int VisualShaderNodeTransformFunc::get_input_port_count() const {
  1407. return 1;
  1408. }
  1409. VisualShaderNodeTransformFunc::PortType VisualShaderNodeTransformFunc::get_input_port_type(int p_port) const {
  1410. return PORT_TYPE_TRANSFORM;
  1411. }
  1412. String VisualShaderNodeTransformFunc::get_input_port_name(int p_port) const {
  1413. return "";
  1414. }
  1415. int VisualShaderNodeTransformFunc::get_output_port_count() const {
  1416. return 1;
  1417. }
  1418. VisualShaderNodeTransformFunc::PortType VisualShaderNodeTransformFunc::get_output_port_type(int p_port) const {
  1419. return PORT_TYPE_TRANSFORM;
  1420. }
  1421. String VisualShaderNodeTransformFunc::get_output_port_name(int p_port) const {
  1422. return "";
  1423. }
  1424. String VisualShaderNodeTransformFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1425. static const char *funcs[FUNC_TRANSPOSE + 1] = {
  1426. "inverse($)",
  1427. "transpose($)"
  1428. };
  1429. String code;
  1430. code += "\t" + p_output_vars[0] + "=" + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
  1431. return code;
  1432. }
  1433. void VisualShaderNodeTransformFunc::set_function(Function p_func) {
  1434. func = p_func;
  1435. emit_changed();
  1436. }
  1437. VisualShaderNodeTransformFunc::Function VisualShaderNodeTransformFunc::get_function() const {
  1438. return func;
  1439. }
  1440. Vector<StringName> VisualShaderNodeTransformFunc::get_editable_properties() const {
  1441. Vector<StringName> props;
  1442. props.push_back("function");
  1443. return props;
  1444. }
  1445. void VisualShaderNodeTransformFunc::_bind_methods() {
  1446. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeTransformFunc::set_function);
  1447. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeTransformFunc::get_function);
  1448. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Inverse,Transpose"), "set_function", "get_function");
  1449. BIND_ENUM_CONSTANT(FUNC_INVERSE);
  1450. BIND_ENUM_CONSTANT(FUNC_TRANSPOSE);
  1451. }
  1452. VisualShaderNodeTransformFunc::VisualShaderNodeTransformFunc() {
  1453. func = FUNC_INVERSE;
  1454. set_input_port_default_value(0, Transform());
  1455. }
  1456. ////////////// Dot Product
  1457. String VisualShaderNodeDotProduct::get_caption() const {
  1458. return "DotProduct";
  1459. }
  1460. int VisualShaderNodeDotProduct::get_input_port_count() const {
  1461. return 2;
  1462. }
  1463. VisualShaderNodeDotProduct::PortType VisualShaderNodeDotProduct::get_input_port_type(int p_port) const {
  1464. return PORT_TYPE_VECTOR;
  1465. }
  1466. String VisualShaderNodeDotProduct::get_input_port_name(int p_port) const {
  1467. return p_port == 0 ? "a" : "b";
  1468. }
  1469. int VisualShaderNodeDotProduct::get_output_port_count() const {
  1470. return 1;
  1471. }
  1472. VisualShaderNodeDotProduct::PortType VisualShaderNodeDotProduct::get_output_port_type(int p_port) const {
  1473. return PORT_TYPE_SCALAR;
  1474. }
  1475. String VisualShaderNodeDotProduct::get_output_port_name(int p_port) const {
  1476. return "dot";
  1477. }
  1478. String VisualShaderNodeDotProduct::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1479. return "\t" + p_output_vars[0] + " = dot( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n";
  1480. }
  1481. VisualShaderNodeDotProduct::VisualShaderNodeDotProduct() {
  1482. set_input_port_default_value(0, Vector3());
  1483. set_input_port_default_value(1, Vector3());
  1484. }
  1485. ////////////// Vector Len
  1486. String VisualShaderNodeVectorLen::get_caption() const {
  1487. return "VectorLen";
  1488. }
  1489. int VisualShaderNodeVectorLen::get_input_port_count() const {
  1490. return 1;
  1491. }
  1492. VisualShaderNodeVectorLen::PortType VisualShaderNodeVectorLen::get_input_port_type(int p_port) const {
  1493. return PORT_TYPE_VECTOR;
  1494. }
  1495. String VisualShaderNodeVectorLen::get_input_port_name(int p_port) const {
  1496. return "";
  1497. }
  1498. int VisualShaderNodeVectorLen::get_output_port_count() const {
  1499. return 1;
  1500. }
  1501. VisualShaderNodeVectorLen::PortType VisualShaderNodeVectorLen::get_output_port_type(int p_port) const {
  1502. return PORT_TYPE_SCALAR;
  1503. }
  1504. String VisualShaderNodeVectorLen::get_output_port_name(int p_port) const {
  1505. return "length";
  1506. }
  1507. String VisualShaderNodeVectorLen::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1508. return "\t" + p_output_vars[0] + " = length( " + p_input_vars[0] + " );\n";
  1509. }
  1510. VisualShaderNodeVectorLen::VisualShaderNodeVectorLen() {
  1511. set_input_port_default_value(0, Vector3());
  1512. }
  1513. ////////////// Determinant
  1514. String VisualShaderNodeDeterminant::get_caption() const {
  1515. return "Determinant";
  1516. }
  1517. int VisualShaderNodeDeterminant::get_input_port_count() const {
  1518. return 1;
  1519. }
  1520. VisualShaderNodeDeterminant::PortType VisualShaderNodeDeterminant::get_input_port_type(int p_port) const {
  1521. return PORT_TYPE_TRANSFORM;
  1522. }
  1523. String VisualShaderNodeDeterminant::get_input_port_name(int p_port) const {
  1524. return "";
  1525. }
  1526. int VisualShaderNodeDeterminant::get_output_port_count() const {
  1527. return 1;
  1528. }
  1529. VisualShaderNodeDeterminant::PortType VisualShaderNodeDeterminant::get_output_port_type(int p_port) const {
  1530. return PORT_TYPE_SCALAR;
  1531. }
  1532. String VisualShaderNodeDeterminant::get_output_port_name(int p_port) const {
  1533. return "";
  1534. }
  1535. String VisualShaderNodeDeterminant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1536. return "\t" + p_output_vars[0] + " = determinant( " + p_input_vars[0] + " );\n";
  1537. }
  1538. VisualShaderNodeDeterminant::VisualShaderNodeDeterminant() {
  1539. set_input_port_default_value(0, Transform());
  1540. }
  1541. ////////////// Scalar Derivative Function
  1542. String VisualShaderNodeScalarDerivativeFunc::get_caption() const {
  1543. return "ScalarDerivativeFunc";
  1544. }
  1545. int VisualShaderNodeScalarDerivativeFunc::get_input_port_count() const {
  1546. return 1;
  1547. }
  1548. VisualShaderNodeScalarDerivativeFunc::PortType VisualShaderNodeScalarDerivativeFunc::get_input_port_type(int p_port) const {
  1549. return PORT_TYPE_SCALAR;
  1550. }
  1551. String VisualShaderNodeScalarDerivativeFunc::get_input_port_name(int p_port) const {
  1552. return "";
  1553. }
  1554. int VisualShaderNodeScalarDerivativeFunc::get_output_port_count() const {
  1555. return 1;
  1556. }
  1557. VisualShaderNodeScalarDerivativeFunc::PortType VisualShaderNodeScalarDerivativeFunc::get_output_port_type(int p_port) const {
  1558. return PORT_TYPE_SCALAR;
  1559. }
  1560. String VisualShaderNodeScalarDerivativeFunc::get_output_port_name(int p_port) const {
  1561. return "";
  1562. }
  1563. String VisualShaderNodeScalarDerivativeFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1564. static const char *funcs[FUNC_Y + 1] = {
  1565. "fwidth($)",
  1566. "dFdx($)",
  1567. "dFdy($)"
  1568. };
  1569. String code;
  1570. code += "\t" + p_output_vars[0] + "=" + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
  1571. return code;
  1572. }
  1573. void VisualShaderNodeScalarDerivativeFunc::set_function(Function p_func) {
  1574. func = p_func;
  1575. emit_changed();
  1576. }
  1577. VisualShaderNodeScalarDerivativeFunc::Function VisualShaderNodeScalarDerivativeFunc::get_function() const {
  1578. return func;
  1579. }
  1580. Vector<StringName> VisualShaderNodeScalarDerivativeFunc::get_editable_properties() const {
  1581. Vector<StringName> props;
  1582. props.push_back("function");
  1583. return props;
  1584. }
  1585. void VisualShaderNodeScalarDerivativeFunc::_bind_methods() {
  1586. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeScalarDerivativeFunc::set_function);
  1587. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeScalarDerivativeFunc::get_function);
  1588. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Sum,X,Y"), "set_function", "get_function");
  1589. BIND_ENUM_CONSTANT(FUNC_SUM);
  1590. BIND_ENUM_CONSTANT(FUNC_X);
  1591. BIND_ENUM_CONSTANT(FUNC_Y);
  1592. }
  1593. VisualShaderNodeScalarDerivativeFunc::VisualShaderNodeScalarDerivativeFunc() {
  1594. func = FUNC_SUM;
  1595. set_input_port_default_value(0, 0.0);
  1596. }
  1597. ////////////// Vector Derivative Function
  1598. String VisualShaderNodeVectorDerivativeFunc::get_caption() const {
  1599. return "VectorDerivativeFunc";
  1600. }
  1601. int VisualShaderNodeVectorDerivativeFunc::get_input_port_count() const {
  1602. return 1;
  1603. }
  1604. VisualShaderNodeVectorDerivativeFunc::PortType VisualShaderNodeVectorDerivativeFunc::get_input_port_type(int p_port) const {
  1605. return PORT_TYPE_VECTOR;
  1606. }
  1607. String VisualShaderNodeVectorDerivativeFunc::get_input_port_name(int p_port) const {
  1608. return "";
  1609. }
  1610. int VisualShaderNodeVectorDerivativeFunc::get_output_port_count() const {
  1611. return 1;
  1612. }
  1613. VisualShaderNodeVectorDerivativeFunc::PortType VisualShaderNodeVectorDerivativeFunc::get_output_port_type(int p_port) const {
  1614. return PORT_TYPE_VECTOR;
  1615. }
  1616. String VisualShaderNodeVectorDerivativeFunc::get_output_port_name(int p_port) const {
  1617. return "";
  1618. }
  1619. String VisualShaderNodeVectorDerivativeFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1620. static const char *funcs[FUNC_Y + 1] = {
  1621. "fwidth($)",
  1622. "dFdx($)",
  1623. "dFdy($)"
  1624. };
  1625. String code;
  1626. code += "\t" + p_output_vars[0] + "=" + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
  1627. return code;
  1628. }
  1629. void VisualShaderNodeVectorDerivativeFunc::set_function(Function p_func) {
  1630. func = p_func;
  1631. emit_changed();
  1632. }
  1633. VisualShaderNodeVectorDerivativeFunc::Function VisualShaderNodeVectorDerivativeFunc::get_function() const {
  1634. return func;
  1635. }
  1636. Vector<StringName> VisualShaderNodeVectorDerivativeFunc::get_editable_properties() const {
  1637. Vector<StringName> props;
  1638. props.push_back("function");
  1639. return props;
  1640. }
  1641. void VisualShaderNodeVectorDerivativeFunc::_bind_methods() {
  1642. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeVectorDerivativeFunc::set_function);
  1643. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeVectorDerivativeFunc::get_function);
  1644. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Sum,X,Y"), "set_function", "get_function");
  1645. BIND_ENUM_CONSTANT(FUNC_SUM);
  1646. BIND_ENUM_CONSTANT(FUNC_X);
  1647. BIND_ENUM_CONSTANT(FUNC_Y);
  1648. }
  1649. VisualShaderNodeVectorDerivativeFunc::VisualShaderNodeVectorDerivativeFunc() {
  1650. func = FUNC_SUM;
  1651. set_input_port_default_value(0, Vector3());
  1652. }
  1653. ////////////// Scalar Clamp
  1654. String VisualShaderNodeScalarClamp::get_caption() const {
  1655. return "ScalarClamp";
  1656. }
  1657. int VisualShaderNodeScalarClamp::get_input_port_count() const {
  1658. return 3;
  1659. }
  1660. VisualShaderNodeScalarClamp::PortType VisualShaderNodeScalarClamp::get_input_port_type(int p_port) const {
  1661. return PORT_TYPE_SCALAR;
  1662. }
  1663. String VisualShaderNodeScalarClamp::get_input_port_name(int p_port) const {
  1664. if (p_port == 0)
  1665. return "";
  1666. else if (p_port == 1)
  1667. return "min";
  1668. else if (p_port == 2)
  1669. return "max";
  1670. return "";
  1671. }
  1672. int VisualShaderNodeScalarClamp::get_output_port_count() const {
  1673. return 1;
  1674. }
  1675. VisualShaderNodeScalarClamp::PortType VisualShaderNodeScalarClamp::get_output_port_type(int p_port) const {
  1676. return PORT_TYPE_SCALAR;
  1677. }
  1678. String VisualShaderNodeScalarClamp::get_output_port_name(int p_port) const {
  1679. return "";
  1680. }
  1681. String VisualShaderNodeScalarClamp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1682. return "\t" + p_output_vars[0] + " = clamp( " + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + " );\n";
  1683. }
  1684. VisualShaderNodeScalarClamp::VisualShaderNodeScalarClamp() {
  1685. set_input_port_default_value(0, 0.0);
  1686. set_input_port_default_value(1, 0.0);
  1687. set_input_port_default_value(2, 1.0);
  1688. }
  1689. ////////////// Vector Clamp
  1690. String VisualShaderNodeVectorClamp::get_caption() const {
  1691. return "VectorClamp";
  1692. }
  1693. int VisualShaderNodeVectorClamp::get_input_port_count() const {
  1694. return 3;
  1695. }
  1696. VisualShaderNodeVectorClamp::PortType VisualShaderNodeVectorClamp::get_input_port_type(int p_port) const {
  1697. return PORT_TYPE_VECTOR;
  1698. }
  1699. String VisualShaderNodeVectorClamp::get_input_port_name(int p_port) const {
  1700. if (p_port == 0)
  1701. return "";
  1702. else if (p_port == 1)
  1703. return "min";
  1704. else if (p_port == 2)
  1705. return "max";
  1706. return "";
  1707. }
  1708. int VisualShaderNodeVectorClamp::get_output_port_count() const {
  1709. return 1;
  1710. }
  1711. VisualShaderNodeVectorClamp::PortType VisualShaderNodeVectorClamp::get_output_port_type(int p_port) const {
  1712. return PORT_TYPE_VECTOR;
  1713. }
  1714. String VisualShaderNodeVectorClamp::get_output_port_name(int p_port) const {
  1715. return "";
  1716. }
  1717. String VisualShaderNodeVectorClamp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1718. return "\t" + p_output_vars[0] + " = clamp( " + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + " );\n";
  1719. }
  1720. VisualShaderNodeVectorClamp::VisualShaderNodeVectorClamp() {
  1721. set_input_port_default_value(0, Vector3(0, 0, 0));
  1722. set_input_port_default_value(1, Vector3(0, 0, 0));
  1723. set_input_port_default_value(2, Vector3(1, 1, 1));
  1724. }
  1725. ////////////// FaceForward
  1726. String VisualShaderNodeFaceForward::get_caption() const {
  1727. return "FaceForward";
  1728. }
  1729. int VisualShaderNodeFaceForward::get_input_port_count() const {
  1730. return 3;
  1731. }
  1732. VisualShaderNodeFaceForward::PortType VisualShaderNodeFaceForward::get_input_port_type(int p_port) const {
  1733. return PORT_TYPE_VECTOR;
  1734. }
  1735. String VisualShaderNodeFaceForward::get_input_port_name(int p_port) const {
  1736. switch (p_port) {
  1737. case 0:
  1738. return "N";
  1739. case 1:
  1740. return "I";
  1741. case 2:
  1742. return "Nref";
  1743. default:
  1744. return "";
  1745. }
  1746. }
  1747. int VisualShaderNodeFaceForward::get_output_port_count() const {
  1748. return 1;
  1749. }
  1750. VisualShaderNodeFaceForward::PortType VisualShaderNodeFaceForward::get_output_port_type(int p_port) const {
  1751. return PORT_TYPE_VECTOR;
  1752. }
  1753. String VisualShaderNodeFaceForward::get_output_port_name(int p_port) const {
  1754. return "";
  1755. }
  1756. String VisualShaderNodeFaceForward::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1757. return "\t" + p_output_vars[0] + " = faceforward( " + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + " );\n";
  1758. }
  1759. VisualShaderNodeFaceForward::VisualShaderNodeFaceForward() {
  1760. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  1761. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  1762. set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
  1763. }
  1764. ////////////// Outer Product
  1765. String VisualShaderNodeOuterProduct::get_caption() const {
  1766. return "OuterProduct";
  1767. }
  1768. int VisualShaderNodeOuterProduct::get_input_port_count() const {
  1769. return 2;
  1770. }
  1771. VisualShaderNodeOuterProduct::PortType VisualShaderNodeOuterProduct::get_input_port_type(int p_port) const {
  1772. return PORT_TYPE_VECTOR;
  1773. }
  1774. String VisualShaderNodeOuterProduct::get_input_port_name(int p_port) const {
  1775. switch (p_port) {
  1776. case 0:
  1777. return "c";
  1778. case 1:
  1779. return "r";
  1780. default:
  1781. return "";
  1782. }
  1783. }
  1784. int VisualShaderNodeOuterProduct::get_output_port_count() const {
  1785. return 1;
  1786. }
  1787. VisualShaderNodeOuterProduct::PortType VisualShaderNodeOuterProduct::get_output_port_type(int p_port) const {
  1788. return PORT_TYPE_TRANSFORM;
  1789. }
  1790. String VisualShaderNodeOuterProduct::get_output_port_name(int p_port) const {
  1791. return "";
  1792. }
  1793. String VisualShaderNodeOuterProduct::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1794. return "\t" + p_output_vars[0] + " = outerProduct( vec4(" + p_input_vars[0] + ", 0.0), vec4(" + p_input_vars[1] + ", 0.0) );\n";
  1795. }
  1796. VisualShaderNodeOuterProduct::VisualShaderNodeOuterProduct() {
  1797. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  1798. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  1799. }
  1800. ////////////// Vector-Scalar Step
  1801. String VisualShaderNodeVectorScalarStep::get_caption() const {
  1802. return "VectorScalarStep";
  1803. }
  1804. int VisualShaderNodeVectorScalarStep::get_input_port_count() const {
  1805. return 2;
  1806. }
  1807. VisualShaderNodeVectorScalarStep::PortType VisualShaderNodeVectorScalarStep::get_input_port_type(int p_port) const {
  1808. if (p_port == 0) {
  1809. return PORT_TYPE_SCALAR;
  1810. }
  1811. return PORT_TYPE_VECTOR;
  1812. }
  1813. String VisualShaderNodeVectorScalarStep::get_input_port_name(int p_port) const {
  1814. if (p_port == 0)
  1815. return "edge";
  1816. else if (p_port == 1)
  1817. return "x";
  1818. return "";
  1819. }
  1820. int VisualShaderNodeVectorScalarStep::get_output_port_count() const {
  1821. return 1;
  1822. }
  1823. VisualShaderNodeVectorScalarStep::PortType VisualShaderNodeVectorScalarStep::get_output_port_type(int p_port) const {
  1824. return PORT_TYPE_VECTOR;
  1825. }
  1826. String VisualShaderNodeVectorScalarStep::get_output_port_name(int p_port) const {
  1827. return "";
  1828. }
  1829. String VisualShaderNodeVectorScalarStep::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1830. return "\t" + p_output_vars[0] + " = step( " + p_input_vars[0] + ", " + p_input_vars[1] + " );\n";
  1831. }
  1832. VisualShaderNodeVectorScalarStep::VisualShaderNodeVectorScalarStep() {
  1833. set_input_port_default_value(0, 0.0);
  1834. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  1835. }
  1836. ////////////// Scalar SmoothStep
  1837. String VisualShaderNodeScalarSmoothStep::get_caption() const {
  1838. return "ScalarSmoothStep";
  1839. }
  1840. int VisualShaderNodeScalarSmoothStep::get_input_port_count() const {
  1841. return 3;
  1842. }
  1843. VisualShaderNodeScalarSmoothStep::PortType VisualShaderNodeScalarSmoothStep::get_input_port_type(int p_port) const {
  1844. return PORT_TYPE_SCALAR;
  1845. }
  1846. String VisualShaderNodeScalarSmoothStep::get_input_port_name(int p_port) const {
  1847. if (p_port == 0)
  1848. return "edge0";
  1849. else if (p_port == 1)
  1850. return "edge1";
  1851. else if (p_port == 2)
  1852. return "x";
  1853. return "";
  1854. }
  1855. int VisualShaderNodeScalarSmoothStep::get_output_port_count() const {
  1856. return 1;
  1857. }
  1858. VisualShaderNodeScalarSmoothStep::PortType VisualShaderNodeScalarSmoothStep::get_output_port_type(int p_port) const {
  1859. return PORT_TYPE_SCALAR;
  1860. }
  1861. String VisualShaderNodeScalarSmoothStep::get_output_port_name(int p_port) const {
  1862. return "";
  1863. }
  1864. String VisualShaderNodeScalarSmoothStep::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1865. return "\t" + p_output_vars[0] + " = smoothstep( " + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + " );\n";
  1866. }
  1867. VisualShaderNodeScalarSmoothStep::VisualShaderNodeScalarSmoothStep() {
  1868. set_input_port_default_value(0, 0.0);
  1869. set_input_port_default_value(1, 0.0);
  1870. set_input_port_default_value(2, 0.0);
  1871. }
  1872. ////////////// Vector SmoothStep
  1873. String VisualShaderNodeVectorSmoothStep::get_caption() const {
  1874. return "VectorSmoothStep";
  1875. }
  1876. int VisualShaderNodeVectorSmoothStep::get_input_port_count() const {
  1877. return 3;
  1878. }
  1879. VisualShaderNodeVectorSmoothStep::PortType VisualShaderNodeVectorSmoothStep::get_input_port_type(int p_port) const {
  1880. return PORT_TYPE_VECTOR;
  1881. }
  1882. String VisualShaderNodeVectorSmoothStep::get_input_port_name(int p_port) const {
  1883. if (p_port == 0)
  1884. return "edge0";
  1885. else if (p_port == 1)
  1886. return "edge1";
  1887. else if (p_port == 2)
  1888. return "x";
  1889. return "";
  1890. }
  1891. int VisualShaderNodeVectorSmoothStep::get_output_port_count() const {
  1892. return 1;
  1893. }
  1894. VisualShaderNodeVectorSmoothStep::PortType VisualShaderNodeVectorSmoothStep::get_output_port_type(int p_port) const {
  1895. return PORT_TYPE_VECTOR;
  1896. }
  1897. String VisualShaderNodeVectorSmoothStep::get_output_port_name(int p_port) const {
  1898. return "";
  1899. }
  1900. String VisualShaderNodeVectorSmoothStep::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1901. return "\t" + p_output_vars[0] + " = smoothstep( " + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + " );\n";
  1902. }
  1903. VisualShaderNodeVectorSmoothStep::VisualShaderNodeVectorSmoothStep() {
  1904. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  1905. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  1906. set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
  1907. }
  1908. ////////////// Vector-Scalar SmoothStep
  1909. String VisualShaderNodeVectorScalarSmoothStep::get_caption() const {
  1910. return "VectorScalarSmoothStep";
  1911. }
  1912. int VisualShaderNodeVectorScalarSmoothStep::get_input_port_count() const {
  1913. return 3;
  1914. }
  1915. VisualShaderNodeVectorScalarSmoothStep::PortType VisualShaderNodeVectorScalarSmoothStep::get_input_port_type(int p_port) const {
  1916. if (p_port == 0) {
  1917. return PORT_TYPE_SCALAR;
  1918. } else if (p_port == 1) {
  1919. return PORT_TYPE_SCALAR;
  1920. }
  1921. return PORT_TYPE_VECTOR;
  1922. }
  1923. String VisualShaderNodeVectorScalarSmoothStep::get_input_port_name(int p_port) const {
  1924. if (p_port == 0)
  1925. return "edge0";
  1926. else if (p_port == 1)
  1927. return "edge1";
  1928. else if (p_port == 2)
  1929. return "x";
  1930. return "";
  1931. }
  1932. int VisualShaderNodeVectorScalarSmoothStep::get_output_port_count() const {
  1933. return 1;
  1934. }
  1935. VisualShaderNodeVectorScalarSmoothStep::PortType VisualShaderNodeVectorScalarSmoothStep::get_output_port_type(int p_port) const {
  1936. return PORT_TYPE_VECTOR;
  1937. }
  1938. String VisualShaderNodeVectorScalarSmoothStep::get_output_port_name(int p_port) const {
  1939. return "";
  1940. }
  1941. String VisualShaderNodeVectorScalarSmoothStep::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1942. return "\t" + p_output_vars[0] + " = smoothstep( " + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + " );\n";
  1943. }
  1944. VisualShaderNodeVectorScalarSmoothStep::VisualShaderNodeVectorScalarSmoothStep() {
  1945. set_input_port_default_value(0, 0.0);
  1946. set_input_port_default_value(1, 0.0);
  1947. set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
  1948. }
  1949. ////////////// Distance
  1950. String VisualShaderNodeVectorDistance::get_caption() const {
  1951. return "Distance";
  1952. }
  1953. int VisualShaderNodeVectorDistance::get_input_port_count() const {
  1954. return 2;
  1955. }
  1956. VisualShaderNodeVectorDistance::PortType VisualShaderNodeVectorDistance::get_input_port_type(int p_port) const {
  1957. return PORT_TYPE_VECTOR;
  1958. }
  1959. String VisualShaderNodeVectorDistance::get_input_port_name(int p_port) const {
  1960. if (p_port == 0) {
  1961. return "p0";
  1962. } else if (p_port == 1) {
  1963. return "p1";
  1964. }
  1965. return "";
  1966. }
  1967. int VisualShaderNodeVectorDistance::get_output_port_count() const {
  1968. return 1;
  1969. }
  1970. VisualShaderNodeVectorDistance::PortType VisualShaderNodeVectorDistance::get_output_port_type(int p_port) const {
  1971. return PORT_TYPE_SCALAR;
  1972. }
  1973. String VisualShaderNodeVectorDistance::get_output_port_name(int p_port) const {
  1974. return "";
  1975. }
  1976. String VisualShaderNodeVectorDistance::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1977. return "\t" + p_output_vars[0] + " = distance( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n";
  1978. }
  1979. VisualShaderNodeVectorDistance::VisualShaderNodeVectorDistance() {
  1980. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  1981. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  1982. }
  1983. ////////////// Refract Vector
  1984. String VisualShaderNodeVectorRefract::get_caption() const {
  1985. return "Refract";
  1986. }
  1987. int VisualShaderNodeVectorRefract::get_input_port_count() const {
  1988. return 3;
  1989. }
  1990. VisualShaderNodeVectorRefract::PortType VisualShaderNodeVectorRefract::get_input_port_type(int p_port) const {
  1991. if (p_port == 2) {
  1992. return PORT_TYPE_SCALAR;
  1993. }
  1994. return PORT_TYPE_VECTOR;
  1995. }
  1996. String VisualShaderNodeVectorRefract::get_input_port_name(int p_port) const {
  1997. if (p_port == 0) {
  1998. return "I";
  1999. } else if (p_port == 1) {
  2000. return "N";
  2001. } else if (p_port == 2) {
  2002. return "eta";
  2003. }
  2004. return "";
  2005. }
  2006. int VisualShaderNodeVectorRefract::get_output_port_count() const {
  2007. return 1;
  2008. }
  2009. VisualShaderNodeVectorRefract::PortType VisualShaderNodeVectorRefract::get_output_port_type(int p_port) const {
  2010. return PORT_TYPE_VECTOR;
  2011. }
  2012. String VisualShaderNodeVectorRefract::get_output_port_name(int p_port) const {
  2013. return "";
  2014. }
  2015. String VisualShaderNodeVectorRefract::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2016. return "\t" + p_output_vars[0] + " = refract( " + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + " );\n";
  2017. }
  2018. VisualShaderNodeVectorRefract::VisualShaderNodeVectorRefract() {
  2019. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  2020. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  2021. set_input_port_default_value(2, 0.0);
  2022. }
  2023. ////////////// Scalar Mix
  2024. String VisualShaderNodeScalarInterp::get_caption() const {
  2025. return "ScalarMix";
  2026. }
  2027. int VisualShaderNodeScalarInterp::get_input_port_count() const {
  2028. return 3;
  2029. }
  2030. VisualShaderNodeScalarInterp::PortType VisualShaderNodeScalarInterp::get_input_port_type(int p_port) const {
  2031. return PORT_TYPE_SCALAR;
  2032. }
  2033. String VisualShaderNodeScalarInterp::get_input_port_name(int p_port) const {
  2034. if (p_port == 0) {
  2035. return "a";
  2036. } else if (p_port == 1) {
  2037. return "b";
  2038. } else {
  2039. return "weight";
  2040. }
  2041. }
  2042. int VisualShaderNodeScalarInterp::get_output_port_count() const {
  2043. return 1;
  2044. }
  2045. VisualShaderNodeScalarInterp::PortType VisualShaderNodeScalarInterp::get_output_port_type(int p_port) const {
  2046. return PORT_TYPE_SCALAR;
  2047. }
  2048. String VisualShaderNodeScalarInterp::get_output_port_name(int p_port) const {
  2049. return "mix";
  2050. }
  2051. String VisualShaderNodeScalarInterp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2052. return "\t" + p_output_vars[0] + " = mix( " + p_input_vars[0] + " , " + p_input_vars[1] + " , " + p_input_vars[2] + " );\n";
  2053. }
  2054. VisualShaderNodeScalarInterp::VisualShaderNodeScalarInterp() {
  2055. set_input_port_default_value(0, 0.0);
  2056. set_input_port_default_value(1, 1.0);
  2057. set_input_port_default_value(2, 0.5);
  2058. }
  2059. ////////////// Vector Mix
  2060. String VisualShaderNodeVectorInterp::get_caption() const {
  2061. return "VectorMix";
  2062. }
  2063. int VisualShaderNodeVectorInterp::get_input_port_count() const {
  2064. return 3;
  2065. }
  2066. VisualShaderNodeVectorInterp::PortType VisualShaderNodeVectorInterp::get_input_port_type(int p_port) const {
  2067. return PORT_TYPE_VECTOR;
  2068. }
  2069. String VisualShaderNodeVectorInterp::get_input_port_name(int p_port) const {
  2070. if (p_port == 0) {
  2071. return "a";
  2072. } else if (p_port == 1) {
  2073. return "b";
  2074. } else {
  2075. return "weight";
  2076. }
  2077. }
  2078. int VisualShaderNodeVectorInterp::get_output_port_count() const {
  2079. return 1;
  2080. }
  2081. VisualShaderNodeVectorInterp::PortType VisualShaderNodeVectorInterp::get_output_port_type(int p_port) const {
  2082. return PORT_TYPE_VECTOR;
  2083. }
  2084. String VisualShaderNodeVectorInterp::get_output_port_name(int p_port) const {
  2085. return "mix";
  2086. }
  2087. String VisualShaderNodeVectorInterp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2088. return "\t" + p_output_vars[0] + " = mix( " + p_input_vars[0] + " , " + p_input_vars[1] + " , " + p_input_vars[2] + " );\n";
  2089. }
  2090. VisualShaderNodeVectorInterp::VisualShaderNodeVectorInterp() {
  2091. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  2092. set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0));
  2093. set_input_port_default_value(2, Vector3(0.5, 0.5, 0.5));
  2094. }
  2095. ////////////// Vector Mix (by scalar)
  2096. String VisualShaderNodeVectorScalarMix::get_caption() const {
  2097. return "VectorScalarMix";
  2098. }
  2099. int VisualShaderNodeVectorScalarMix::get_input_port_count() const {
  2100. return 3;
  2101. }
  2102. VisualShaderNodeVectorScalarMix::PortType VisualShaderNodeVectorScalarMix::get_input_port_type(int p_port) const {
  2103. if (p_port == 2)
  2104. return PORT_TYPE_SCALAR;
  2105. return PORT_TYPE_VECTOR;
  2106. }
  2107. String VisualShaderNodeVectorScalarMix::get_input_port_name(int p_port) const {
  2108. if (p_port == 0) {
  2109. return "a";
  2110. } else if (p_port == 1) {
  2111. return "b";
  2112. } else {
  2113. return "weight";
  2114. }
  2115. }
  2116. int VisualShaderNodeVectorScalarMix::get_output_port_count() const {
  2117. return 1;
  2118. }
  2119. VisualShaderNodeVectorScalarMix::PortType VisualShaderNodeVectorScalarMix::get_output_port_type(int p_port) const {
  2120. return PORT_TYPE_VECTOR;
  2121. }
  2122. String VisualShaderNodeVectorScalarMix::get_output_port_name(int p_port) const {
  2123. return "mix";
  2124. }
  2125. String VisualShaderNodeVectorScalarMix::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2126. return "\t" + p_output_vars[0] + " = mix( " + p_input_vars[0] + " , " + p_input_vars[1] + " , " + p_input_vars[2] + " );\n";
  2127. }
  2128. VisualShaderNodeVectorScalarMix::VisualShaderNodeVectorScalarMix() {
  2129. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  2130. set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0));
  2131. set_input_port_default_value(2, 0.5);
  2132. }
  2133. ////////////// Vector Compose
  2134. String VisualShaderNodeVectorCompose::get_caption() const {
  2135. return "VectorCompose";
  2136. }
  2137. int VisualShaderNodeVectorCompose::get_input_port_count() const {
  2138. return 3;
  2139. }
  2140. VisualShaderNodeVectorCompose::PortType VisualShaderNodeVectorCompose::get_input_port_type(int p_port) const {
  2141. return PORT_TYPE_SCALAR;
  2142. }
  2143. String VisualShaderNodeVectorCompose::get_input_port_name(int p_port) const {
  2144. if (p_port == 0) {
  2145. return "x";
  2146. } else if (p_port == 1) {
  2147. return "y";
  2148. } else {
  2149. return "z";
  2150. }
  2151. }
  2152. int VisualShaderNodeVectorCompose::get_output_port_count() const {
  2153. return 1;
  2154. }
  2155. VisualShaderNodeVectorCompose::PortType VisualShaderNodeVectorCompose::get_output_port_type(int p_port) const {
  2156. return PORT_TYPE_VECTOR;
  2157. }
  2158. String VisualShaderNodeVectorCompose::get_output_port_name(int p_port) const {
  2159. return "vec";
  2160. }
  2161. String VisualShaderNodeVectorCompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2162. return "\t" + p_output_vars[0] + " = vec3( " + p_input_vars[0] + " , " + p_input_vars[1] + " , " + p_input_vars[2] + " );\n";
  2163. }
  2164. VisualShaderNodeVectorCompose::VisualShaderNodeVectorCompose() {
  2165. set_input_port_default_value(0, 0.0);
  2166. set_input_port_default_value(1, 0.0);
  2167. set_input_port_default_value(2, 0.0);
  2168. }
  2169. ////////////// Transform Compose
  2170. String VisualShaderNodeTransformCompose::get_caption() const {
  2171. return "TransformCompose";
  2172. }
  2173. int VisualShaderNodeTransformCompose::get_input_port_count() const {
  2174. return 4;
  2175. }
  2176. VisualShaderNodeTransformCompose::PortType VisualShaderNodeTransformCompose::get_input_port_type(int p_port) const {
  2177. return PORT_TYPE_VECTOR;
  2178. }
  2179. String VisualShaderNodeTransformCompose::get_input_port_name(int p_port) const {
  2180. if (p_port == 0) {
  2181. return "x";
  2182. } else if (p_port == 1) {
  2183. return "y";
  2184. } else if (p_port == 2) {
  2185. return "z";
  2186. } else {
  2187. return "origin";
  2188. }
  2189. }
  2190. int VisualShaderNodeTransformCompose::get_output_port_count() const {
  2191. return 1;
  2192. }
  2193. VisualShaderNodeTransformCompose::PortType VisualShaderNodeTransformCompose::get_output_port_type(int p_port) const {
  2194. return PORT_TYPE_TRANSFORM;
  2195. }
  2196. String VisualShaderNodeTransformCompose::get_output_port_name(int p_port) const {
  2197. return "xform";
  2198. }
  2199. String VisualShaderNodeTransformCompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2200. return "\t" + p_output_vars[0] + " = mat4( vec4(" + p_input_vars[0] + ", 0.0) , vec4(" + p_input_vars[1] + ", 0.0) , vec4(" + p_input_vars[2] + ",0.0), vec4(" + p_input_vars[3] + ",1.0) );\n";
  2201. }
  2202. VisualShaderNodeTransformCompose::VisualShaderNodeTransformCompose() {
  2203. set_input_port_default_value(0, Vector3());
  2204. set_input_port_default_value(1, Vector3());
  2205. set_input_port_default_value(2, Vector3());
  2206. set_input_port_default_value(3, Vector3());
  2207. }
  2208. ////////////// Vector Decompose
  2209. String VisualShaderNodeVectorDecompose::get_caption() const {
  2210. return "VectorDecompose";
  2211. }
  2212. int VisualShaderNodeVectorDecompose::get_input_port_count() const {
  2213. return 1;
  2214. }
  2215. VisualShaderNodeVectorDecompose::PortType VisualShaderNodeVectorDecompose::get_input_port_type(int p_port) const {
  2216. return PORT_TYPE_VECTOR;
  2217. }
  2218. String VisualShaderNodeVectorDecompose::get_input_port_name(int p_port) const {
  2219. return "vec";
  2220. }
  2221. int VisualShaderNodeVectorDecompose::get_output_port_count() const {
  2222. return 3;
  2223. }
  2224. VisualShaderNodeVectorDecompose::PortType VisualShaderNodeVectorDecompose::get_output_port_type(int p_port) const {
  2225. return PORT_TYPE_SCALAR;
  2226. }
  2227. String VisualShaderNodeVectorDecompose::get_output_port_name(int p_port) const {
  2228. if (p_port == 0) {
  2229. return "x";
  2230. } else if (p_port == 1) {
  2231. return "y";
  2232. } else {
  2233. return "z";
  2234. }
  2235. }
  2236. String VisualShaderNodeVectorDecompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2237. String code;
  2238. code += "\t" + p_output_vars[0] + " = " + p_input_vars[0] + ".x;\n";
  2239. code += "\t" + p_output_vars[1] + " = " + p_input_vars[0] + ".y;\n";
  2240. code += "\t" + p_output_vars[2] + " = " + p_input_vars[0] + ".z;\n";
  2241. return code;
  2242. }
  2243. VisualShaderNodeVectorDecompose::VisualShaderNodeVectorDecompose() {
  2244. set_input_port_default_value(0, Vector3());
  2245. }
  2246. ////////////// Transform Decompose
  2247. String VisualShaderNodeTransformDecompose::get_caption() const {
  2248. return "TransformDecompose";
  2249. }
  2250. int VisualShaderNodeTransformDecompose::get_input_port_count() const {
  2251. return 1;
  2252. }
  2253. VisualShaderNodeTransformDecompose::PortType VisualShaderNodeTransformDecompose::get_input_port_type(int p_port) const {
  2254. return PORT_TYPE_TRANSFORM;
  2255. }
  2256. String VisualShaderNodeTransformDecompose::get_input_port_name(int p_port) const {
  2257. return "xform";
  2258. }
  2259. int VisualShaderNodeTransformDecompose::get_output_port_count() const {
  2260. return 4;
  2261. }
  2262. VisualShaderNodeTransformDecompose::PortType VisualShaderNodeTransformDecompose::get_output_port_type(int p_port) const {
  2263. return PORT_TYPE_VECTOR;
  2264. }
  2265. String VisualShaderNodeTransformDecompose::get_output_port_name(int p_port) const {
  2266. if (p_port == 0) {
  2267. return "x";
  2268. } else if (p_port == 1) {
  2269. return "y";
  2270. } else if (p_port == 2) {
  2271. return "z";
  2272. } else {
  2273. return "origin";
  2274. }
  2275. }
  2276. String VisualShaderNodeTransformDecompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2277. String code;
  2278. code += "\t" + p_output_vars[0] + " = " + p_input_vars[0] + "[0].xyz;\n";
  2279. code += "\t" + p_output_vars[1] + " = " + p_input_vars[0] + "[1].xyz;\n";
  2280. code += "\t" + p_output_vars[2] + " = " + p_input_vars[0] + "[2].xyz;\n";
  2281. code += "\t" + p_output_vars[3] + " = " + p_input_vars[0] + "[3].xyz;\n";
  2282. return code;
  2283. }
  2284. VisualShaderNodeTransformDecompose::VisualShaderNodeTransformDecompose() {
  2285. set_input_port_default_value(0, Transform());
  2286. }
  2287. ////////////// Scalar Uniform
  2288. String VisualShaderNodeScalarUniform::get_caption() const {
  2289. return "ScalarUniform";
  2290. }
  2291. int VisualShaderNodeScalarUniform::get_input_port_count() const {
  2292. return 0;
  2293. }
  2294. VisualShaderNodeScalarUniform::PortType VisualShaderNodeScalarUniform::get_input_port_type(int p_port) const {
  2295. return PORT_TYPE_SCALAR;
  2296. }
  2297. String VisualShaderNodeScalarUniform::get_input_port_name(int p_port) const {
  2298. return String();
  2299. }
  2300. int VisualShaderNodeScalarUniform::get_output_port_count() const {
  2301. return 1;
  2302. }
  2303. VisualShaderNodeScalarUniform::PortType VisualShaderNodeScalarUniform::get_output_port_type(int p_port) const {
  2304. return PORT_TYPE_SCALAR;
  2305. }
  2306. String VisualShaderNodeScalarUniform::get_output_port_name(int p_port) const {
  2307. return ""; //no output port means the editor will be used as port
  2308. }
  2309. String VisualShaderNodeScalarUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  2310. return "uniform float " + get_uniform_name() + ";\n";
  2311. }
  2312. String VisualShaderNodeScalarUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2313. return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  2314. }
  2315. VisualShaderNodeScalarUniform::VisualShaderNodeScalarUniform() {
  2316. }
  2317. ////////////// Boolean Uniform
  2318. String VisualShaderNodeBooleanUniform::get_caption() const {
  2319. return "BooleanUniform";
  2320. }
  2321. int VisualShaderNodeBooleanUniform::get_input_port_count() const {
  2322. return 0;
  2323. }
  2324. VisualShaderNodeBooleanUniform::PortType VisualShaderNodeBooleanUniform::get_input_port_type(int p_port) const {
  2325. return PORT_TYPE_BOOLEAN;
  2326. }
  2327. String VisualShaderNodeBooleanUniform::get_input_port_name(int p_port) const {
  2328. return String();
  2329. }
  2330. int VisualShaderNodeBooleanUniform::get_output_port_count() const {
  2331. return 1;
  2332. }
  2333. VisualShaderNodeBooleanUniform::PortType VisualShaderNodeBooleanUniform::get_output_port_type(int p_port) const {
  2334. return PORT_TYPE_BOOLEAN;
  2335. }
  2336. String VisualShaderNodeBooleanUniform::get_output_port_name(int p_port) const {
  2337. return ""; //no output port means the editor will be used as port
  2338. }
  2339. String VisualShaderNodeBooleanUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  2340. return "uniform bool " + get_uniform_name() + ";\n";
  2341. }
  2342. String VisualShaderNodeBooleanUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2343. return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  2344. }
  2345. VisualShaderNodeBooleanUniform::VisualShaderNodeBooleanUniform() {
  2346. }
  2347. ////////////// Color Uniform
  2348. String VisualShaderNodeColorUniform::get_caption() const {
  2349. return "ColorUniform";
  2350. }
  2351. int VisualShaderNodeColorUniform::get_input_port_count() const {
  2352. return 0;
  2353. }
  2354. VisualShaderNodeColorUniform::PortType VisualShaderNodeColorUniform::get_input_port_type(int p_port) const {
  2355. return PORT_TYPE_VECTOR;
  2356. }
  2357. String VisualShaderNodeColorUniform::get_input_port_name(int p_port) const {
  2358. return String();
  2359. }
  2360. int VisualShaderNodeColorUniform::get_output_port_count() const {
  2361. return 2;
  2362. }
  2363. VisualShaderNodeColorUniform::PortType VisualShaderNodeColorUniform::get_output_port_type(int p_port) const {
  2364. return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
  2365. }
  2366. String VisualShaderNodeColorUniform::get_output_port_name(int p_port) const {
  2367. return p_port == 0 ? "color" : "alpha"; //no output port means the editor will be used as port
  2368. }
  2369. String VisualShaderNodeColorUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  2370. return "uniform vec4 " + get_uniform_name() + " : hint_color;\n";
  2371. }
  2372. String VisualShaderNodeColorUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2373. String code = "\t" + p_output_vars[0] + " = " + get_uniform_name() + ".rgb;\n";
  2374. code += "\t" + p_output_vars[1] + " = " + get_uniform_name() + ".a;\n";
  2375. return code;
  2376. }
  2377. VisualShaderNodeColorUniform::VisualShaderNodeColorUniform() {
  2378. }
  2379. ////////////// Vector Uniform
  2380. String VisualShaderNodeVec3Uniform::get_caption() const {
  2381. return "VectorUniform";
  2382. }
  2383. int VisualShaderNodeVec3Uniform::get_input_port_count() const {
  2384. return 0;
  2385. }
  2386. VisualShaderNodeVec3Uniform::PortType VisualShaderNodeVec3Uniform::get_input_port_type(int p_port) const {
  2387. return PORT_TYPE_VECTOR;
  2388. }
  2389. String VisualShaderNodeVec3Uniform::get_input_port_name(int p_port) const {
  2390. return String();
  2391. }
  2392. int VisualShaderNodeVec3Uniform::get_output_port_count() const {
  2393. return 1;
  2394. }
  2395. VisualShaderNodeVec3Uniform::PortType VisualShaderNodeVec3Uniform::get_output_port_type(int p_port) const {
  2396. return PORT_TYPE_VECTOR;
  2397. }
  2398. String VisualShaderNodeVec3Uniform::get_output_port_name(int p_port) const {
  2399. return ""; //no output port means the editor will be used as port
  2400. }
  2401. String VisualShaderNodeVec3Uniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  2402. return "uniform vec3 " + get_uniform_name() + ";\n";
  2403. }
  2404. String VisualShaderNodeVec3Uniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2405. return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  2406. }
  2407. VisualShaderNodeVec3Uniform::VisualShaderNodeVec3Uniform() {
  2408. }
  2409. ////////////// Transform Uniform
  2410. String VisualShaderNodeTransformUniform::get_caption() const {
  2411. return "TransformUniform";
  2412. }
  2413. int VisualShaderNodeTransformUniform::get_input_port_count() const {
  2414. return 0;
  2415. }
  2416. VisualShaderNodeTransformUniform::PortType VisualShaderNodeTransformUniform::get_input_port_type(int p_port) const {
  2417. return PORT_TYPE_VECTOR;
  2418. }
  2419. String VisualShaderNodeTransformUniform::get_input_port_name(int p_port) const {
  2420. return String();
  2421. }
  2422. int VisualShaderNodeTransformUniform::get_output_port_count() const {
  2423. return 1;
  2424. }
  2425. VisualShaderNodeTransformUniform::PortType VisualShaderNodeTransformUniform::get_output_port_type(int p_port) const {
  2426. return PORT_TYPE_TRANSFORM;
  2427. }
  2428. String VisualShaderNodeTransformUniform::get_output_port_name(int p_port) const {
  2429. return ""; //no output port means the editor will be used as port
  2430. }
  2431. String VisualShaderNodeTransformUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  2432. return "uniform mat4 " + get_uniform_name() + ";\n";
  2433. }
  2434. String VisualShaderNodeTransformUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2435. return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  2436. }
  2437. VisualShaderNodeTransformUniform::VisualShaderNodeTransformUniform() {
  2438. }
  2439. ////////////// Texture Uniform
  2440. String VisualShaderNodeTextureUniform::get_caption() const {
  2441. return "TextureUniform";
  2442. }
  2443. int VisualShaderNodeTextureUniform::get_input_port_count() const {
  2444. return 2;
  2445. }
  2446. VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_input_port_type(int p_port) const {
  2447. return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
  2448. }
  2449. String VisualShaderNodeTextureUniform::get_input_port_name(int p_port) const {
  2450. return p_port == 0 ? "uv" : "lod";
  2451. }
  2452. int VisualShaderNodeTextureUniform::get_output_port_count() const {
  2453. return 3;
  2454. }
  2455. VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_output_port_type(int p_port) const {
  2456. switch (p_port) {
  2457. case 0:
  2458. return PORT_TYPE_VECTOR;
  2459. case 1:
  2460. return PORT_TYPE_SCALAR;
  2461. case 2:
  2462. return PORT_TYPE_SAMPLER;
  2463. default:
  2464. return PORT_TYPE_SCALAR;
  2465. }
  2466. }
  2467. String VisualShaderNodeTextureUniform::get_output_port_name(int p_port) const {
  2468. switch (p_port) {
  2469. case 0:
  2470. return "rgb";
  2471. case 1:
  2472. return "alpha";
  2473. case 2:
  2474. return "sampler2D";
  2475. default:
  2476. return "";
  2477. }
  2478. }
  2479. String VisualShaderNodeTextureUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  2480. String code = "uniform sampler2D " + get_uniform_name();
  2481. switch (texture_type) {
  2482. case TYPE_DATA:
  2483. if (color_default == COLOR_DEFAULT_BLACK)
  2484. code += " : hint_black;\n";
  2485. else
  2486. code += ";\n";
  2487. break;
  2488. case TYPE_COLOR:
  2489. if (color_default == COLOR_DEFAULT_BLACK)
  2490. code += " : hint_black_albedo;\n";
  2491. else
  2492. code += " : hint_albedo;\n";
  2493. break;
  2494. case TYPE_NORMALMAP: code += " : hint_normal;\n"; break;
  2495. case TYPE_ANISO: code += " : hint_aniso;\n"; break;
  2496. }
  2497. return code;
  2498. }
  2499. String VisualShaderNodeTextureUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2500. String id = get_uniform_name();
  2501. String code = "\t{\n";
  2502. if (p_input_vars[0] == String()) { // Use UV by default.
  2503. if (p_input_vars[1] == String()) {
  2504. code += "\t\tvec4 n_tex_read = texture( " + id + " , UV.xy );\n";
  2505. } else {
  2506. code += "\t\tvec4 n_tex_read = textureLod( " + id + " , UV.xy , " + p_input_vars[1] + " );\n";
  2507. }
  2508. } else if (p_input_vars[1] == String()) {
  2509. //no lod
  2510. code += "\t\tvec4 n_tex_read = texture( " + id + " , " + p_input_vars[0] + ".xy );\n";
  2511. } else {
  2512. code += "\t\tvec4 n_tex_read = textureLod( " + id + " , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n";
  2513. }
  2514. code += "\t\t" + p_output_vars[0] + " = n_tex_read.rgb;\n";
  2515. code += "\t\t" + p_output_vars[1] + " = n_tex_read.a;\n";
  2516. code += "\t}\n";
  2517. return code;
  2518. }
  2519. void VisualShaderNodeTextureUniform::set_texture_type(TextureType p_type) {
  2520. texture_type = p_type;
  2521. emit_changed();
  2522. }
  2523. VisualShaderNodeTextureUniform::TextureType VisualShaderNodeTextureUniform::get_texture_type() const {
  2524. return texture_type;
  2525. }
  2526. void VisualShaderNodeTextureUniform::set_color_default(ColorDefault p_default) {
  2527. color_default = p_default;
  2528. emit_changed();
  2529. }
  2530. VisualShaderNodeTextureUniform::ColorDefault VisualShaderNodeTextureUniform::get_color_default() const {
  2531. return color_default;
  2532. }
  2533. Vector<StringName> VisualShaderNodeTextureUniform::get_editable_properties() const {
  2534. Vector<StringName> props;
  2535. props.push_back("texture_type");
  2536. props.push_back("color_default");
  2537. return props;
  2538. }
  2539. void VisualShaderNodeTextureUniform::_bind_methods() {
  2540. ClassDB::bind_method(D_METHOD("set_texture_type", "type"), &VisualShaderNodeTextureUniform::set_texture_type);
  2541. ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeTextureUniform::get_texture_type);
  2542. ClassDB::bind_method(D_METHOD("set_color_default", "type"), &VisualShaderNodeTextureUniform::set_color_default);
  2543. ClassDB::bind_method(D_METHOD("get_color_default"), &VisualShaderNodeTextureUniform::get_color_default);
  2544. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normalmap,Aniso"), "set_texture_type", "get_texture_type");
  2545. ADD_PROPERTY(PropertyInfo(Variant::INT, "color_default", PROPERTY_HINT_ENUM, "White Default,Black Default"), "set_color_default", "get_color_default");
  2546. BIND_ENUM_CONSTANT(TYPE_DATA);
  2547. BIND_ENUM_CONSTANT(TYPE_COLOR);
  2548. BIND_ENUM_CONSTANT(TYPE_NORMALMAP);
  2549. BIND_ENUM_CONSTANT(TYPE_ANISO);
  2550. BIND_ENUM_CONSTANT(COLOR_DEFAULT_WHITE);
  2551. BIND_ENUM_CONSTANT(COLOR_DEFAULT_BLACK);
  2552. }
  2553. String VisualShaderNodeTextureUniform::get_input_port_default_hint(int p_port) const {
  2554. if (p_port == 0) {
  2555. return "UV.xy";
  2556. }
  2557. return "";
  2558. }
  2559. VisualShaderNodeTextureUniform::VisualShaderNodeTextureUniform() {
  2560. texture_type = TYPE_DATA;
  2561. color_default = COLOR_DEFAULT_WHITE;
  2562. }
  2563. ////////////// Texture Uniform (Triplanar)
  2564. String VisualShaderNodeTextureUniformTriplanar::get_caption() const {
  2565. return "TextureUniformTriplanar";
  2566. }
  2567. int VisualShaderNodeTextureUniformTriplanar::get_input_port_count() const {
  2568. return 2;
  2569. }
  2570. VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniformTriplanar::get_input_port_type(int p_port) const {
  2571. if (p_port == 0) {
  2572. return PORT_TYPE_VECTOR;
  2573. } else if (p_port == 1) {
  2574. return PORT_TYPE_VECTOR;
  2575. }
  2576. return PORT_TYPE_SCALAR;
  2577. }
  2578. String VisualShaderNodeTextureUniformTriplanar::get_input_port_name(int p_port) const {
  2579. if (p_port == 0) {
  2580. return "weights";
  2581. } else if (p_port == 1) {
  2582. return "pos";
  2583. }
  2584. return "";
  2585. }
  2586. String VisualShaderNodeTextureUniformTriplanar::generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  2587. String code;
  2588. code += "// TRIPLANAR FUNCTION GLOBAL CODE\n";
  2589. code += "\tvec4 triplanar_texture(sampler2D p_sampler, vec3 p_weights, vec3 p_triplanar_pos) {\n";
  2590. code += "\t\tvec4 samp = vec4(0.0);\n";
  2591. code += "\t\tsamp += texture(p_sampler, p_triplanar_pos.xy) * p_weights.z;\n";
  2592. code += "\t\tsamp += texture(p_sampler, p_triplanar_pos.xz) * p_weights.y;\n";
  2593. code += "\t\tsamp += texture(p_sampler, p_triplanar_pos.zy * vec2(-1.0, 1.0)) * p_weights.x;\n";
  2594. code += "\t\treturn samp;\n";
  2595. code += "\t}\n";
  2596. code += "\n";
  2597. code += "\tuniform vec3 triplanar_scale = vec3(1.0, 1.0, 1.0);\n";
  2598. code += "\tuniform vec3 triplanar_offset;\n";
  2599. code += "\tuniform float triplanar_sharpness = 0.5;\n";
  2600. code += "\n";
  2601. code += "\tvarying vec3 triplanar_power_normal;\n";
  2602. code += "\tvarying vec3 triplanar_pos;\n";
  2603. return code;
  2604. }
  2605. String VisualShaderNodeTextureUniformTriplanar::generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  2606. String code;
  2607. if (p_type == VisualShader::TYPE_VERTEX) {
  2608. code += "\t// TRIPLANAR FUNCTION VERTEX CODE\n";
  2609. code += "\t\ttriplanar_power_normal = pow(abs(NORMAL), vec3(triplanar_sharpness));\n";
  2610. code += "\t\ttriplanar_power_normal /= dot(triplanar_power_normal, vec3(1.0));\n";
  2611. code += "\t\ttriplanar_pos = VERTEX * triplanar_scale + triplanar_offset;\n";
  2612. code += "\t\ttriplanar_pos *= vec3(1.0, -1.0, 1.0);\n";
  2613. }
  2614. return code;
  2615. }
  2616. String VisualShaderNodeTextureUniformTriplanar::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2617. String id = get_uniform_name();
  2618. String code = "\t{\n";
  2619. if (p_input_vars[0] == String() && p_input_vars[1] == String()) {
  2620. code += "\t\tvec4 n_tex_read = triplanar_texture( " + id + ", triplanar_power_normal, triplanar_pos );\n";
  2621. } else if (p_input_vars[0] != String() && p_input_vars[1] == String()) {
  2622. code += "\t\tvec4 n_tex_read = triplanar_texture( " + id + ", " + p_input_vars[0] + ", triplanar_pos );\n";
  2623. } else if (p_input_vars[0] == String() && p_input_vars[1] != String()) {
  2624. code += "\t\tvec4 n_tex_read = triplanar_texture( " + id + ", triplanar_power_normal," + p_input_vars[1] + " );\n";
  2625. } else {
  2626. code += "\t\tvec4 n_tex_read = triplanar_texture( " + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + " );\n";
  2627. }
  2628. code += "\t\t" + p_output_vars[0] + " = n_tex_read.rgb;\n";
  2629. code += "\t\t" + p_output_vars[1] + " = n_tex_read.a;\n";
  2630. code += "\t}\n";
  2631. return code;
  2632. }
  2633. String VisualShaderNodeTextureUniformTriplanar::get_input_port_default_hint(int p_port) const {
  2634. if (p_port == 0) {
  2635. return "default";
  2636. } else if (p_port == 1) {
  2637. return "default";
  2638. }
  2639. return "";
  2640. }
  2641. VisualShaderNodeTextureUniformTriplanar::VisualShaderNodeTextureUniformTriplanar() {
  2642. }
  2643. ////////////// CubeMap Uniform
  2644. String VisualShaderNodeCubeMapUniform::get_caption() const {
  2645. return "CubeMapUniform";
  2646. }
  2647. int VisualShaderNodeCubeMapUniform::get_output_port_count() const {
  2648. return 1;
  2649. }
  2650. VisualShaderNodeCubeMapUniform::PortType VisualShaderNodeCubeMapUniform::get_output_port_type(int p_port) const {
  2651. return PORT_TYPE_SAMPLER;
  2652. }
  2653. String VisualShaderNodeCubeMapUniform::get_output_port_name(int p_port) const {
  2654. return "samplerCube";
  2655. }
  2656. int VisualShaderNodeCubeMapUniform::get_input_port_count() const {
  2657. return 0;
  2658. }
  2659. VisualShaderNodeCubeMapUniform::PortType VisualShaderNodeCubeMapUniform::get_input_port_type(int p_port) const {
  2660. return PORT_TYPE_SCALAR;
  2661. }
  2662. String VisualShaderNodeCubeMapUniform::get_input_port_name(int p_port) const {
  2663. return "";
  2664. }
  2665. String VisualShaderNodeCubeMapUniform::get_input_port_default_hint(int p_port) const {
  2666. return "";
  2667. }
  2668. String VisualShaderNodeCubeMapUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  2669. String code = "uniform samplerCube " + get_uniform_name();
  2670. switch (texture_type) {
  2671. case TYPE_DATA:
  2672. if (color_default == COLOR_DEFAULT_BLACK)
  2673. code += " : hint_black;\n";
  2674. else
  2675. code += ";\n";
  2676. break;
  2677. case TYPE_COLOR:
  2678. if (color_default == COLOR_DEFAULT_BLACK)
  2679. code += " : hint_black_albedo;\n";
  2680. else
  2681. code += " : hint_albedo;\n";
  2682. break;
  2683. case TYPE_NORMALMAP: code += " : hint_normal;\n"; break;
  2684. case TYPE_ANISO: code += " : hint_aniso;\n"; break;
  2685. }
  2686. return code;
  2687. }
  2688. String VisualShaderNodeCubeMapUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2689. return String();
  2690. }
  2691. VisualShaderNodeCubeMapUniform::VisualShaderNodeCubeMapUniform() {
  2692. }
  2693. ////////////// If
  2694. String VisualShaderNodeIf::get_caption() const {
  2695. return "If";
  2696. }
  2697. int VisualShaderNodeIf::get_input_port_count() const {
  2698. return 6;
  2699. }
  2700. VisualShaderNodeIf::PortType VisualShaderNodeIf::get_input_port_type(int p_port) const {
  2701. if (p_port == 0 || p_port == 1 || p_port == 2) {
  2702. return PORT_TYPE_SCALAR;
  2703. }
  2704. return PORT_TYPE_VECTOR;
  2705. }
  2706. String VisualShaderNodeIf::get_input_port_name(int p_port) const {
  2707. switch (p_port) {
  2708. case 0:
  2709. return "a";
  2710. case 1:
  2711. return "b";
  2712. case 2:
  2713. return "tolerance";
  2714. case 3:
  2715. return "a == b";
  2716. case 4:
  2717. return "a > b";
  2718. case 5:
  2719. return "a < b";
  2720. default:
  2721. return "";
  2722. }
  2723. }
  2724. int VisualShaderNodeIf::get_output_port_count() const {
  2725. return 1;
  2726. }
  2727. VisualShaderNodeIf::PortType VisualShaderNodeIf::get_output_port_type(int p_port) const {
  2728. return PORT_TYPE_VECTOR;
  2729. }
  2730. String VisualShaderNodeIf::get_output_port_name(int p_port) const {
  2731. return "result";
  2732. }
  2733. String VisualShaderNodeIf::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2734. String code;
  2735. code += "\tif(abs(" + p_input_vars[0] + "-" + p_input_vars[1] + ")<" + p_input_vars[2] + ")\n"; // abs(a - b) < tolerance eg. a == b
  2736. code += "\t{\n";
  2737. code += "\t\t" + p_output_vars[0] + "=" + p_input_vars[3] + ";\n";
  2738. code += "\t}\n";
  2739. code += "\telse if(" + p_input_vars[0] + "<" + p_input_vars[1] + ")\n"; // a < b
  2740. code += "\t{\n";
  2741. code += "\t\t" + p_output_vars[0] + "=" + p_input_vars[5] + ";\n";
  2742. code += "\t}\n";
  2743. code += "\telse\n"; // a > b (or a >= b if abs(a - b) < tolerance is false)
  2744. code += "\t{\n";
  2745. code += "\t\t" + p_output_vars[0] + "=" + p_input_vars[4] + ";\n";
  2746. code += "\t}\n";
  2747. return code;
  2748. }
  2749. VisualShaderNodeIf::VisualShaderNodeIf() {
  2750. set_input_port_default_value(0, 0.0);
  2751. set_input_port_default_value(1, 0.0);
  2752. set_input_port_default_value(2, CMP_EPSILON);
  2753. set_input_port_default_value(3, Vector3(0.0, 0.0, 0.0));
  2754. set_input_port_default_value(4, Vector3(0.0, 0.0, 0.0));
  2755. set_input_port_default_value(5, Vector3(0.0, 0.0, 0.0));
  2756. }
  2757. ////////////// Switch
  2758. String VisualShaderNodeSwitch::get_caption() const {
  2759. return "VectorSwitch";
  2760. }
  2761. int VisualShaderNodeSwitch::get_input_port_count() const {
  2762. return 3;
  2763. }
  2764. VisualShaderNodeSwitch::PortType VisualShaderNodeSwitch::get_input_port_type(int p_port) const {
  2765. if (p_port == 0) {
  2766. return PORT_TYPE_BOOLEAN;
  2767. }
  2768. return PORT_TYPE_VECTOR;
  2769. }
  2770. String VisualShaderNodeSwitch::get_input_port_name(int p_port) const {
  2771. switch (p_port) {
  2772. case 0:
  2773. return "value";
  2774. case 1:
  2775. return "true";
  2776. case 2:
  2777. return "false";
  2778. default:
  2779. return "";
  2780. }
  2781. }
  2782. int VisualShaderNodeSwitch::get_output_port_count() const {
  2783. return 1;
  2784. }
  2785. VisualShaderNodeSwitch::PortType VisualShaderNodeSwitch::get_output_port_type(int p_port) const {
  2786. return PORT_TYPE_VECTOR;
  2787. }
  2788. String VisualShaderNodeSwitch::get_output_port_name(int p_port) const {
  2789. return "result";
  2790. }
  2791. String VisualShaderNodeSwitch::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2792. String code;
  2793. code += "\tif(" + p_input_vars[0] + ")\n";
  2794. code += "\t{\n";
  2795. code += "\t\t" + p_output_vars[0] + "=" + p_input_vars[1] + ";\n";
  2796. code += "\t}\n";
  2797. code += "\telse\n";
  2798. code += "\t{\n";
  2799. code += "\t\t" + p_output_vars[0] + "=" + p_input_vars[2] + ";\n";
  2800. code += "\t}\n";
  2801. return code;
  2802. }
  2803. VisualShaderNodeSwitch::VisualShaderNodeSwitch() {
  2804. set_input_port_default_value(0, false);
  2805. set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0));
  2806. set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
  2807. }
  2808. ////////////// Switch(scalar)
  2809. String VisualShaderNodeScalarSwitch::get_caption() const {
  2810. return "ScalarSwitch";
  2811. }
  2812. VisualShaderNodeScalarSwitch::PortType VisualShaderNodeScalarSwitch::get_input_port_type(int p_port) const {
  2813. if (p_port == 0) {
  2814. return PORT_TYPE_BOOLEAN;
  2815. }
  2816. return PORT_TYPE_SCALAR;
  2817. }
  2818. VisualShaderNodeScalarSwitch::PortType VisualShaderNodeScalarSwitch::get_output_port_type(int p_port) const {
  2819. return PORT_TYPE_SCALAR;
  2820. }
  2821. VisualShaderNodeScalarSwitch::VisualShaderNodeScalarSwitch() {
  2822. set_input_port_default_value(0, false);
  2823. set_input_port_default_value(1, 1.0);
  2824. set_input_port_default_value(2, 0.0);
  2825. }
  2826. ////////////// Fresnel
  2827. String VisualShaderNodeFresnel::get_caption() const {
  2828. return "Fresnel";
  2829. }
  2830. int VisualShaderNodeFresnel::get_input_port_count() const {
  2831. return 4;
  2832. }
  2833. VisualShaderNodeFresnel::PortType VisualShaderNodeFresnel::get_input_port_type(int p_port) const {
  2834. switch (p_port) {
  2835. case 0:
  2836. return PORT_TYPE_VECTOR;
  2837. case 1:
  2838. return PORT_TYPE_VECTOR;
  2839. case 2:
  2840. return PORT_TYPE_BOOLEAN;
  2841. case 3:
  2842. return PORT_TYPE_SCALAR;
  2843. default:
  2844. return PORT_TYPE_VECTOR;
  2845. }
  2846. }
  2847. String VisualShaderNodeFresnel::get_input_port_name(int p_port) const {
  2848. switch (p_port) {
  2849. case 0:
  2850. return "normal";
  2851. case 1:
  2852. return "view";
  2853. case 2:
  2854. return "invert";
  2855. case 3:
  2856. return "power";
  2857. default:
  2858. return "";
  2859. }
  2860. }
  2861. int VisualShaderNodeFresnel::get_output_port_count() const {
  2862. return 1;
  2863. }
  2864. VisualShaderNodeFresnel::PortType VisualShaderNodeFresnel::get_output_port_type(int p_port) const {
  2865. return PORT_TYPE_SCALAR;
  2866. }
  2867. String VisualShaderNodeFresnel::get_output_port_name(int p_port) const {
  2868. return "result";
  2869. }
  2870. String VisualShaderNodeFresnel::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2871. return "\t" + p_output_vars[0] + " = " + p_input_vars[2] + " ? (pow(clamp(dot(" + p_input_vars[0] + ", " + p_input_vars[1] + "), 0.0, 1.0), " + p_input_vars[3] + ")) : (pow(1.0 - clamp(dot(" + p_input_vars[0] + ", " + p_input_vars[1] + "), 0.0, 1.0), " + p_input_vars[3] + "));";
  2872. }
  2873. VisualShaderNodeFresnel::VisualShaderNodeFresnel() {
  2874. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  2875. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  2876. set_input_port_default_value(2, false);
  2877. set_input_port_default_value(3, 1.0);
  2878. }
  2879. ////////////// Is
  2880. String VisualShaderNodeIs::get_caption() const {
  2881. return "Is";
  2882. }
  2883. int VisualShaderNodeIs::get_input_port_count() const {
  2884. return 1;
  2885. }
  2886. VisualShaderNodeIs::PortType VisualShaderNodeIs::get_input_port_type(int p_port) const {
  2887. return PORT_TYPE_SCALAR;
  2888. }
  2889. String VisualShaderNodeIs::get_input_port_name(int p_port) const {
  2890. return "";
  2891. }
  2892. int VisualShaderNodeIs::get_output_port_count() const {
  2893. return 1;
  2894. }
  2895. VisualShaderNodeIs::PortType VisualShaderNodeIs::get_output_port_type(int p_port) const {
  2896. return PORT_TYPE_BOOLEAN;
  2897. }
  2898. String VisualShaderNodeIs::get_output_port_name(int p_port) const {
  2899. return "";
  2900. }
  2901. String VisualShaderNodeIs::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2902. static const char *funcs[FUNC_IS_NAN + 1] = {
  2903. "isinf($)",
  2904. "isnan($)"
  2905. };
  2906. String code;
  2907. code += "\t" + p_output_vars[0] + "=" + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
  2908. return code;
  2909. }
  2910. void VisualShaderNodeIs::set_function(Function p_func) {
  2911. func = p_func;
  2912. emit_changed();
  2913. }
  2914. VisualShaderNodeIs::Function VisualShaderNodeIs::get_function() const {
  2915. return func;
  2916. }
  2917. Vector<StringName> VisualShaderNodeIs::get_editable_properties() const {
  2918. Vector<StringName> props;
  2919. props.push_back("function");
  2920. return props;
  2921. }
  2922. void VisualShaderNodeIs::_bind_methods() {
  2923. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeIs::set_function);
  2924. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeIs::get_function);
  2925. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Inf,NaN"), "set_function", "get_function");
  2926. BIND_ENUM_CONSTANT(FUNC_IS_INF);
  2927. BIND_ENUM_CONSTANT(FUNC_IS_NAN);
  2928. }
  2929. VisualShaderNodeIs::VisualShaderNodeIs() {
  2930. func = FUNC_IS_INF;
  2931. set_input_port_default_value(0, 0.0);
  2932. }
  2933. ////////////// Compare
  2934. String VisualShaderNodeCompare::get_caption() const {
  2935. return "Compare";
  2936. }
  2937. int VisualShaderNodeCompare::get_input_port_count() const {
  2938. if (ctype == CTYPE_SCALAR && (func == FUNC_EQUAL || func == FUNC_NOT_EQUAL)) {
  2939. return 3;
  2940. }
  2941. return 2;
  2942. }
  2943. VisualShaderNodeCompare::PortType VisualShaderNodeCompare::get_input_port_type(int p_port) const {
  2944. if (p_port == 2)
  2945. return PORT_TYPE_SCALAR;
  2946. switch (ctype) {
  2947. case CTYPE_SCALAR:
  2948. return PORT_TYPE_SCALAR;
  2949. case CTYPE_VECTOR:
  2950. return PORT_TYPE_VECTOR;
  2951. case CTYPE_BOOLEAN:
  2952. return PORT_TYPE_BOOLEAN;
  2953. case CTYPE_TRANSFORM:
  2954. return PORT_TYPE_TRANSFORM;
  2955. }
  2956. return PORT_TYPE_VECTOR;
  2957. }
  2958. String VisualShaderNodeCompare::get_input_port_name(int p_port) const {
  2959. if (p_port == 0)
  2960. return "a";
  2961. else if (p_port == 1)
  2962. return "b";
  2963. else if (p_port == 2)
  2964. return "tolerance";
  2965. return "";
  2966. }
  2967. int VisualShaderNodeCompare::get_output_port_count() const {
  2968. return 1;
  2969. }
  2970. VisualShaderNodeCompare::PortType VisualShaderNodeCompare::get_output_port_type(int p_port) const {
  2971. return PORT_TYPE_BOOLEAN;
  2972. }
  2973. String VisualShaderNodeCompare::get_output_port_name(int p_port) const {
  2974. if (p_port == 0)
  2975. return "result";
  2976. return "";
  2977. }
  2978. String VisualShaderNodeCompare::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  2979. if (ctype == CTYPE_BOOLEAN || ctype == CTYPE_TRANSFORM) {
  2980. if (func > FUNC_NOT_EQUAL) {
  2981. return TTR("Invalid comparison function for that type.");
  2982. }
  2983. }
  2984. return "";
  2985. }
  2986. String VisualShaderNodeCompare::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2987. static const char *ops[FUNC_LESS_THAN_EQUAL + 1] = {
  2988. "==",
  2989. "!=",
  2990. ">",
  2991. ">=",
  2992. "<",
  2993. "<=",
  2994. };
  2995. static const char *funcs[FUNC_LESS_THAN_EQUAL + 1] = {
  2996. "equal($)",
  2997. "notEqual($)",
  2998. "greaterThan($)",
  2999. "greaterThanEqual($)",
  3000. "lessThan($)",
  3001. "lessThanEqual($)",
  3002. };
  3003. static const char *conds[COND_ANY + 1] = {
  3004. "all($)",
  3005. "any($)",
  3006. };
  3007. String code;
  3008. switch (ctype) {
  3009. case CTYPE_SCALAR:
  3010. if (func == FUNC_EQUAL) {
  3011. code += "\t" + p_output_vars[0] + "=(abs(" + p_input_vars[0] + "-" + p_input_vars[1] + ")<" + p_input_vars[2] + ");";
  3012. } else if (func == FUNC_NOT_EQUAL) {
  3013. code += "\t" + p_output_vars[0] + "=!(abs(" + p_input_vars[0] + "-" + p_input_vars[1] + ")<" + p_input_vars[2] + ");";
  3014. } else {
  3015. code += "\t" + p_output_vars[0] + "=" + (p_input_vars[0] + "$" + p_input_vars[1]).replace("$", ops[func]) + ";\n";
  3016. }
  3017. break;
  3018. case CTYPE_VECTOR:
  3019. code += "\t{\n";
  3020. code += "\t\tbvec3 _bv=" + String(funcs[func]).replace("$", p_input_vars[0] + ", " + p_input_vars[1]) + ";\n";
  3021. code += "\t\t" + p_output_vars[0] + "=" + String(conds[condition]).replace("$", "_bv") + ";\n";
  3022. code += "\t}\n";
  3023. break;
  3024. case CTYPE_BOOLEAN:
  3025. if (func > FUNC_NOT_EQUAL)
  3026. return "\t" + p_output_vars[0] + "=false;\n";
  3027. code += "\t" + p_output_vars[0] + "=" + (p_input_vars[0] + "$" + p_input_vars[1]).replace("$", ops[func]) + ";\n";
  3028. break;
  3029. case CTYPE_TRANSFORM:
  3030. if (func > FUNC_NOT_EQUAL)
  3031. return "\t" + p_output_vars[0] + "=false;\n";
  3032. code += "\t" + p_output_vars[0] + "=" + (p_input_vars[0] + "$" + p_input_vars[1]).replace("$", ops[func]) + ";\n";
  3033. break;
  3034. default:
  3035. break;
  3036. }
  3037. return code;
  3038. }
  3039. void VisualShaderNodeCompare::set_comparsion_type(ComparsionType p_type) {
  3040. ctype = p_type;
  3041. switch (ctype) {
  3042. case CTYPE_SCALAR:
  3043. set_input_port_default_value(0, 0.0);
  3044. set_input_port_default_value(1, 0.0);
  3045. break;
  3046. case CTYPE_VECTOR:
  3047. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  3048. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  3049. break;
  3050. case CTYPE_BOOLEAN:
  3051. set_input_port_default_value(0, false);
  3052. set_input_port_default_value(1, false);
  3053. break;
  3054. case CTYPE_TRANSFORM:
  3055. set_input_port_default_value(0, Transform());
  3056. set_input_port_default_value(1, Transform());
  3057. break;
  3058. }
  3059. emit_changed();
  3060. }
  3061. VisualShaderNodeCompare::ComparsionType VisualShaderNodeCompare::get_comparsion_type() const {
  3062. return ctype;
  3063. }
  3064. void VisualShaderNodeCompare::set_function(Function p_func) {
  3065. func = p_func;
  3066. emit_changed();
  3067. }
  3068. VisualShaderNodeCompare::Function VisualShaderNodeCompare::get_function() const {
  3069. return func;
  3070. }
  3071. void VisualShaderNodeCompare::set_condition(Condition p_cond) {
  3072. condition = p_cond;
  3073. emit_changed();
  3074. }
  3075. VisualShaderNodeCompare::Condition VisualShaderNodeCompare::get_condition() const {
  3076. return condition;
  3077. }
  3078. Vector<StringName> VisualShaderNodeCompare::get_editable_properties() const {
  3079. Vector<StringName> props;
  3080. props.push_back("type");
  3081. props.push_back("function");
  3082. if (ctype == CTYPE_VECTOR)
  3083. props.push_back("condition");
  3084. return props;
  3085. }
  3086. void VisualShaderNodeCompare::_bind_methods() {
  3087. ClassDB::bind_method(D_METHOD("set_comparsion_type", "type"), &VisualShaderNodeCompare::set_comparsion_type);
  3088. ClassDB::bind_method(D_METHOD("get_comparsion_type"), &VisualShaderNodeCompare::get_comparsion_type);
  3089. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeCompare::set_function);
  3090. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeCompare::get_function);
  3091. ClassDB::bind_method(D_METHOD("set_condition", "condition"), &VisualShaderNodeCompare::set_condition);
  3092. ClassDB::bind_method(D_METHOD("get_condition"), &VisualShaderNodeCompare::get_condition);
  3093. ADD_PROPERTY(PropertyInfo(Variant::INT, "type", PROPERTY_HINT_ENUM, "Scalar,Vector,Boolean,Transform"), "set_comparsion_type", "get_comparsion_type");
  3094. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "a == b,a != b,a > b,a >= b,a < b,a <= b"), "set_function", "get_function");
  3095. ADD_PROPERTY(PropertyInfo(Variant::INT, "condition", PROPERTY_HINT_ENUM, "All,Any"), "set_condition", "get_condition");
  3096. BIND_ENUM_CONSTANT(CTYPE_SCALAR);
  3097. BIND_ENUM_CONSTANT(CTYPE_VECTOR);
  3098. BIND_ENUM_CONSTANT(CTYPE_BOOLEAN);
  3099. BIND_ENUM_CONSTANT(CTYPE_TRANSFORM);
  3100. BIND_ENUM_CONSTANT(FUNC_EQUAL);
  3101. BIND_ENUM_CONSTANT(FUNC_NOT_EQUAL);
  3102. BIND_ENUM_CONSTANT(FUNC_GREATER_THAN);
  3103. BIND_ENUM_CONSTANT(FUNC_GREATER_THAN_EQUAL);
  3104. BIND_ENUM_CONSTANT(FUNC_LESS_THAN);
  3105. BIND_ENUM_CONSTANT(FUNC_LESS_THAN_EQUAL);
  3106. BIND_ENUM_CONSTANT(COND_ALL);
  3107. BIND_ENUM_CONSTANT(COND_ANY);
  3108. }
  3109. VisualShaderNodeCompare::VisualShaderNodeCompare() {
  3110. ctype = CTYPE_SCALAR;
  3111. func = FUNC_EQUAL;
  3112. condition = COND_ALL;
  3113. set_input_port_default_value(0, 0.0);
  3114. set_input_port_default_value(1, 0.0);
  3115. set_input_port_default_value(2, CMP_EPSILON);
  3116. }