visual_shader_nodes.cpp 215 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) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 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. ////////////// Vector Base
  32. VisualShaderNodeVectorBase::PortType VisualShaderNodeVectorBase::get_input_port_type(int p_port) const {
  33. switch (op_type) {
  34. case OP_TYPE_VECTOR_2D:
  35. return PORT_TYPE_VECTOR_2D;
  36. case OP_TYPE_VECTOR_3D:
  37. return PORT_TYPE_VECTOR_3D;
  38. case OP_TYPE_VECTOR_4D:
  39. return PORT_TYPE_VECTOR_4D;
  40. default:
  41. break;
  42. }
  43. return PORT_TYPE_SCALAR;
  44. }
  45. VisualShaderNodeVectorBase::PortType VisualShaderNodeVectorBase::get_output_port_type(int p_port) const {
  46. switch (op_type) {
  47. case OP_TYPE_VECTOR_2D:
  48. return PORT_TYPE_VECTOR_2D;
  49. case OP_TYPE_VECTOR_3D:
  50. return PORT_TYPE_VECTOR_3D;
  51. case OP_TYPE_VECTOR_4D:
  52. return PORT_TYPE_VECTOR_4D;
  53. default:
  54. break;
  55. }
  56. return PORT_TYPE_SCALAR;
  57. }
  58. void VisualShaderNodeVectorBase::set_op_type(OpType p_op_type) {
  59. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  60. if (op_type == p_op_type) {
  61. return;
  62. }
  63. op_type = p_op_type;
  64. emit_changed();
  65. }
  66. VisualShaderNodeVectorBase::OpType VisualShaderNodeVectorBase::get_op_type() const {
  67. return op_type;
  68. }
  69. void VisualShaderNodeVectorBase::_bind_methods() {
  70. ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeVectorBase::set_op_type);
  71. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeVectorBase::get_op_type);
  72. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Vector2,Vector3,Vector4"), "set_op_type", "get_op_type");
  73. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
  74. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
  75. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
  76. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  77. }
  78. Vector<StringName> VisualShaderNodeVectorBase::get_editable_properties() const {
  79. Vector<StringName> props;
  80. props.push_back("op_type");
  81. return props;
  82. }
  83. VisualShaderNodeVectorBase::VisualShaderNodeVectorBase() {
  84. }
  85. ////////////// Constants Base
  86. VisualShaderNodeConstant::VisualShaderNodeConstant() {
  87. }
  88. ////////////// Scalar(Float)
  89. String VisualShaderNodeFloatConstant::get_caption() const {
  90. return "FloatConstant";
  91. }
  92. int VisualShaderNodeFloatConstant::get_input_port_count() const {
  93. return 0;
  94. }
  95. VisualShaderNodeFloatConstant::PortType VisualShaderNodeFloatConstant::get_input_port_type(int p_port) const {
  96. return PORT_TYPE_SCALAR;
  97. }
  98. String VisualShaderNodeFloatConstant::get_input_port_name(int p_port) const {
  99. return String();
  100. }
  101. int VisualShaderNodeFloatConstant::get_output_port_count() const {
  102. return 1;
  103. }
  104. VisualShaderNodeFloatConstant::PortType VisualShaderNodeFloatConstant::get_output_port_type(int p_port) const {
  105. return PORT_TYPE_SCALAR;
  106. }
  107. String VisualShaderNodeFloatConstant::get_output_port_name(int p_port) const {
  108. return ""; //no output port means the editor will be used as port
  109. }
  110. String VisualShaderNodeFloatConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  111. return " " + p_output_vars[0] + " = " + vformat("%.6f", constant) + ";\n";
  112. }
  113. void VisualShaderNodeFloatConstant::set_constant(float p_constant) {
  114. if (Math::is_equal_approx(constant, p_constant)) {
  115. return;
  116. }
  117. constant = p_constant;
  118. emit_changed();
  119. }
  120. float VisualShaderNodeFloatConstant::get_constant() const {
  121. return constant;
  122. }
  123. Vector<StringName> VisualShaderNodeFloatConstant::get_editable_properties() const {
  124. Vector<StringName> props;
  125. props.push_back("constant");
  126. return props;
  127. }
  128. void VisualShaderNodeFloatConstant::_bind_methods() {
  129. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeFloatConstant::set_constant);
  130. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeFloatConstant::get_constant);
  131. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "constant"), "set_constant", "get_constant");
  132. }
  133. VisualShaderNodeFloatConstant::VisualShaderNodeFloatConstant() {
  134. }
  135. ////////////// Scalar(Int)
  136. String VisualShaderNodeIntConstant::get_caption() const {
  137. return "IntConstant";
  138. }
  139. int VisualShaderNodeIntConstant::get_input_port_count() const {
  140. return 0;
  141. }
  142. VisualShaderNodeIntConstant::PortType VisualShaderNodeIntConstant::get_input_port_type(int p_port) const {
  143. return PORT_TYPE_SCALAR_INT;
  144. }
  145. String VisualShaderNodeIntConstant::get_input_port_name(int p_port) const {
  146. return String();
  147. }
  148. int VisualShaderNodeIntConstant::get_output_port_count() const {
  149. return 1;
  150. }
  151. VisualShaderNodeIntConstant::PortType VisualShaderNodeIntConstant::get_output_port_type(int p_port) const {
  152. return PORT_TYPE_SCALAR_INT;
  153. }
  154. String VisualShaderNodeIntConstant::get_output_port_name(int p_port) const {
  155. return ""; //no output port means the editor will be used as port
  156. }
  157. String VisualShaderNodeIntConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  158. return " " + p_output_vars[0] + " = " + itos(constant) + ";\n";
  159. }
  160. void VisualShaderNodeIntConstant::set_constant(int p_constant) {
  161. if (constant == p_constant) {
  162. return;
  163. }
  164. constant = p_constant;
  165. emit_changed();
  166. }
  167. int VisualShaderNodeIntConstant::get_constant() const {
  168. return constant;
  169. }
  170. Vector<StringName> VisualShaderNodeIntConstant::get_editable_properties() const {
  171. Vector<StringName> props;
  172. props.push_back("constant");
  173. return props;
  174. }
  175. void VisualShaderNodeIntConstant::_bind_methods() {
  176. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeIntConstant::set_constant);
  177. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeIntConstant::get_constant);
  178. ADD_PROPERTY(PropertyInfo(Variant::INT, "constant"), "set_constant", "get_constant");
  179. }
  180. VisualShaderNodeIntConstant::VisualShaderNodeIntConstant() {
  181. }
  182. ////////////// Boolean
  183. String VisualShaderNodeBooleanConstant::get_caption() const {
  184. return "BooleanConstant";
  185. }
  186. int VisualShaderNodeBooleanConstant::get_input_port_count() const {
  187. return 0;
  188. }
  189. VisualShaderNodeBooleanConstant::PortType VisualShaderNodeBooleanConstant::get_input_port_type(int p_port) const {
  190. return PORT_TYPE_BOOLEAN;
  191. }
  192. String VisualShaderNodeBooleanConstant::get_input_port_name(int p_port) const {
  193. return String();
  194. }
  195. int VisualShaderNodeBooleanConstant::get_output_port_count() const {
  196. return 1;
  197. }
  198. VisualShaderNodeBooleanConstant::PortType VisualShaderNodeBooleanConstant::get_output_port_type(int p_port) const {
  199. return PORT_TYPE_BOOLEAN;
  200. }
  201. String VisualShaderNodeBooleanConstant::get_output_port_name(int p_port) const {
  202. return ""; //no output port means the editor will be used as port
  203. }
  204. 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 {
  205. return " " + p_output_vars[0] + " = " + (constant ? "true" : "false") + ";\n";
  206. }
  207. void VisualShaderNodeBooleanConstant::set_constant(bool p_constant) {
  208. if (constant == p_constant) {
  209. return;
  210. }
  211. constant = p_constant;
  212. emit_changed();
  213. }
  214. bool VisualShaderNodeBooleanConstant::get_constant() const {
  215. return constant;
  216. }
  217. Vector<StringName> VisualShaderNodeBooleanConstant::get_editable_properties() const {
  218. Vector<StringName> props;
  219. props.push_back("constant");
  220. return props;
  221. }
  222. void VisualShaderNodeBooleanConstant::_bind_methods() {
  223. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeBooleanConstant::set_constant);
  224. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeBooleanConstant::get_constant);
  225. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "constant"), "set_constant", "get_constant");
  226. }
  227. VisualShaderNodeBooleanConstant::VisualShaderNodeBooleanConstant() {
  228. }
  229. ////////////// Color
  230. String VisualShaderNodeColorConstant::get_caption() const {
  231. return "ColorConstant";
  232. }
  233. int VisualShaderNodeColorConstant::get_input_port_count() const {
  234. return 0;
  235. }
  236. VisualShaderNodeColorConstant::PortType VisualShaderNodeColorConstant::get_input_port_type(int p_port) const {
  237. return PORT_TYPE_VECTOR_4D;
  238. }
  239. String VisualShaderNodeColorConstant::get_input_port_name(int p_port) const {
  240. return String();
  241. }
  242. int VisualShaderNodeColorConstant::get_output_port_count() const {
  243. return 1;
  244. }
  245. VisualShaderNodeColorConstant::PortType VisualShaderNodeColorConstant::get_output_port_type(int p_port) const {
  246. return p_port == 0 ? PORT_TYPE_VECTOR_4D : PORT_TYPE_SCALAR;
  247. }
  248. String VisualShaderNodeColorConstant::get_output_port_name(int p_port) const {
  249. return "";
  250. }
  251. bool VisualShaderNodeColorConstant::is_output_port_expandable(int p_port) const {
  252. if (p_port == 0) {
  253. return true;
  254. }
  255. return false;
  256. }
  257. 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 {
  258. return " " + p_output_vars[0] + " = " + vformat("vec4(%.6f, %.6f, %.6f, %.6f)", constant.r, constant.g, constant.b, constant.a) + ";\n";
  259. }
  260. void VisualShaderNodeColorConstant::set_constant(const Color &p_constant) {
  261. if (constant.is_equal_approx(p_constant)) {
  262. return;
  263. }
  264. constant = p_constant;
  265. emit_changed();
  266. }
  267. Color VisualShaderNodeColorConstant::get_constant() const {
  268. return constant;
  269. }
  270. Vector<StringName> VisualShaderNodeColorConstant::get_editable_properties() const {
  271. Vector<StringName> props;
  272. props.push_back("constant");
  273. return props;
  274. }
  275. void VisualShaderNodeColorConstant::_bind_methods() {
  276. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeColorConstant::set_constant);
  277. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeColorConstant::get_constant);
  278. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "constant"), "set_constant", "get_constant");
  279. }
  280. VisualShaderNodeColorConstant::VisualShaderNodeColorConstant() {
  281. }
  282. ////////////// Vector2
  283. String VisualShaderNodeVec2Constant::get_caption() const {
  284. return "Vector2Constant";
  285. }
  286. int VisualShaderNodeVec2Constant::get_input_port_count() const {
  287. return 0;
  288. }
  289. VisualShaderNodeVec2Constant::PortType VisualShaderNodeVec2Constant::get_input_port_type(int p_port) const {
  290. return PORT_TYPE_VECTOR_2D;
  291. }
  292. String VisualShaderNodeVec2Constant::get_input_port_name(int p_port) const {
  293. return String();
  294. }
  295. int VisualShaderNodeVec2Constant::get_output_port_count() const {
  296. return 1;
  297. }
  298. VisualShaderNodeVec2Constant::PortType VisualShaderNodeVec2Constant::get_output_port_type(int p_port) const {
  299. return PORT_TYPE_VECTOR_2D;
  300. }
  301. String VisualShaderNodeVec2Constant::get_output_port_name(int p_port) const {
  302. return ""; //no output port means the editor will be used as port
  303. }
  304. String VisualShaderNodeVec2Constant::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 {
  305. return " " + p_output_vars[0] + " = " + vformat("vec2(%.6f, %.6f)", constant.x, constant.y) + ";\n";
  306. }
  307. void VisualShaderNodeVec2Constant::set_constant(const Vector2 &p_constant) {
  308. if (constant.is_equal_approx(p_constant)) {
  309. return;
  310. }
  311. constant = p_constant;
  312. emit_changed();
  313. }
  314. Vector2 VisualShaderNodeVec2Constant::get_constant() const {
  315. return constant;
  316. }
  317. Vector<StringName> VisualShaderNodeVec2Constant::get_editable_properties() const {
  318. Vector<StringName> props;
  319. props.push_back("constant");
  320. return props;
  321. }
  322. void VisualShaderNodeVec2Constant::_bind_methods() {
  323. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeVec2Constant::set_constant);
  324. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeVec2Constant::get_constant);
  325. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "constant"), "set_constant", "get_constant");
  326. }
  327. VisualShaderNodeVec2Constant::VisualShaderNodeVec2Constant() {
  328. }
  329. ////////////// Vector3
  330. String VisualShaderNodeVec3Constant::get_caption() const {
  331. return "Vector3Constant";
  332. }
  333. int VisualShaderNodeVec3Constant::get_input_port_count() const {
  334. return 0;
  335. }
  336. VisualShaderNodeVec3Constant::PortType VisualShaderNodeVec3Constant::get_input_port_type(int p_port) const {
  337. return PORT_TYPE_VECTOR_3D;
  338. }
  339. String VisualShaderNodeVec3Constant::get_input_port_name(int p_port) const {
  340. return String();
  341. }
  342. int VisualShaderNodeVec3Constant::get_output_port_count() const {
  343. return 1;
  344. }
  345. VisualShaderNodeVec3Constant::PortType VisualShaderNodeVec3Constant::get_output_port_type(int p_port) const {
  346. return PORT_TYPE_VECTOR_3D;
  347. }
  348. String VisualShaderNodeVec3Constant::get_output_port_name(int p_port) const {
  349. return ""; //no output port means the editor will be used as port
  350. }
  351. 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 {
  352. return " " + p_output_vars[0] + " = " + vformat("vec3(%.6f, %.6f, %.6f)", constant.x, constant.y, constant.z) + ";\n";
  353. }
  354. void VisualShaderNodeVec3Constant::set_constant(const Vector3 &p_constant) {
  355. if (constant.is_equal_approx(p_constant)) {
  356. return;
  357. }
  358. constant = p_constant;
  359. emit_changed();
  360. }
  361. Vector3 VisualShaderNodeVec3Constant::get_constant() const {
  362. return constant;
  363. }
  364. Vector<StringName> VisualShaderNodeVec3Constant::get_editable_properties() const {
  365. Vector<StringName> props;
  366. props.push_back("constant");
  367. return props;
  368. }
  369. void VisualShaderNodeVec3Constant::_bind_methods() {
  370. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeVec3Constant::set_constant);
  371. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeVec3Constant::get_constant);
  372. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant"), "set_constant", "get_constant");
  373. }
  374. VisualShaderNodeVec3Constant::VisualShaderNodeVec3Constant() {
  375. }
  376. ////////////// Vector4
  377. String VisualShaderNodeVec4Constant::get_caption() const {
  378. return "Vector4Constant";
  379. }
  380. int VisualShaderNodeVec4Constant::get_input_port_count() const {
  381. return 0;
  382. }
  383. VisualShaderNodeVec4Constant::PortType VisualShaderNodeVec4Constant::get_input_port_type(int p_port) const {
  384. return PORT_TYPE_VECTOR_4D;
  385. }
  386. String VisualShaderNodeVec4Constant::get_input_port_name(int p_port) const {
  387. return String();
  388. }
  389. int VisualShaderNodeVec4Constant::get_output_port_count() const {
  390. return 1;
  391. }
  392. VisualShaderNodeVec4Constant::PortType VisualShaderNodeVec4Constant::get_output_port_type(int p_port) const {
  393. return PORT_TYPE_VECTOR_4D;
  394. }
  395. String VisualShaderNodeVec4Constant::get_output_port_name(int p_port) const {
  396. return ""; // No output port means the editor will be used as port.
  397. }
  398. String VisualShaderNodeVec4Constant::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 {
  399. return " " + p_output_vars[0] + " = " + vformat("vec4(%.6f, %.6f, %.6f, %.6f)", constant.x, constant.y, constant.z, constant.w) + ";\n";
  400. }
  401. void VisualShaderNodeVec4Constant::set_constant(const Quaternion &p_constant) {
  402. if (constant.is_equal_approx(p_constant)) {
  403. return;
  404. }
  405. constant = p_constant;
  406. emit_changed();
  407. }
  408. Quaternion VisualShaderNodeVec4Constant::get_constant() const {
  409. return constant;
  410. }
  411. Vector<StringName> VisualShaderNodeVec4Constant::get_editable_properties() const {
  412. Vector<StringName> props;
  413. props.push_back("constant");
  414. return props;
  415. }
  416. void VisualShaderNodeVec4Constant::_bind_methods() {
  417. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeVec4Constant::set_constant);
  418. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeVec4Constant::get_constant);
  419. ADD_PROPERTY(PropertyInfo(Variant::QUATERNION, "constant"), "set_constant", "get_constant");
  420. }
  421. VisualShaderNodeVec4Constant::VisualShaderNodeVec4Constant() {
  422. }
  423. ////////////// Transform3D
  424. String VisualShaderNodeTransformConstant::get_caption() const {
  425. return "TransformConstant";
  426. }
  427. int VisualShaderNodeTransformConstant::get_input_port_count() const {
  428. return 0;
  429. }
  430. VisualShaderNodeTransformConstant::PortType VisualShaderNodeTransformConstant::get_input_port_type(int p_port) const {
  431. return PORT_TYPE_VECTOR_3D;
  432. }
  433. String VisualShaderNodeTransformConstant::get_input_port_name(int p_port) const {
  434. return String();
  435. }
  436. int VisualShaderNodeTransformConstant::get_output_port_count() const {
  437. return 1;
  438. }
  439. VisualShaderNodeTransformConstant::PortType VisualShaderNodeTransformConstant::get_output_port_type(int p_port) const {
  440. return PORT_TYPE_TRANSFORM;
  441. }
  442. String VisualShaderNodeTransformConstant::get_output_port_name(int p_port) const {
  443. return ""; //no output port means the editor will be used as port
  444. }
  445. 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 {
  446. Transform3D t = constant;
  447. t.basis.transpose();
  448. String code = " " + p_output_vars[0] + " = mat4(";
  449. code += vformat("vec4(%.6f, %.6f, %.6f, 0.0), ", t.basis[0].x, t.basis[0].y, t.basis[0].z);
  450. code += vformat("vec4(%.6f, %.6f, %.6f, 0.0), ", t.basis[1].x, t.basis[1].y, t.basis[1].z);
  451. code += vformat("vec4(%.6f, %.6f, %.6f, 0.0), ", t.basis[2].x, t.basis[2].y, t.basis[2].z);
  452. code += vformat("vec4(%.6f, %.6f, %.6f, 1.0));\n", t.origin.x, t.origin.y, t.origin.z);
  453. return code;
  454. }
  455. void VisualShaderNodeTransformConstant::set_constant(const Transform3D &p_constant) {
  456. if (constant.is_equal_approx(p_constant)) {
  457. return;
  458. }
  459. constant = p_constant;
  460. emit_changed();
  461. }
  462. Transform3D VisualShaderNodeTransformConstant::get_constant() const {
  463. return constant;
  464. }
  465. Vector<StringName> VisualShaderNodeTransformConstant::get_editable_properties() const {
  466. Vector<StringName> props;
  467. props.push_back("constant");
  468. return props;
  469. }
  470. void VisualShaderNodeTransformConstant::_bind_methods() {
  471. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeTransformConstant::set_constant);
  472. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeTransformConstant::get_constant);
  473. ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "constant"), "set_constant", "get_constant");
  474. }
  475. VisualShaderNodeTransformConstant::VisualShaderNodeTransformConstant() {
  476. }
  477. ////////////// Texture
  478. String VisualShaderNodeTexture::get_caption() const {
  479. return "Texture2D";
  480. }
  481. int VisualShaderNodeTexture::get_input_port_count() const {
  482. return 3;
  483. }
  484. VisualShaderNodeTexture::PortType VisualShaderNodeTexture::get_input_port_type(int p_port) const {
  485. switch (p_port) {
  486. case 0:
  487. return PORT_TYPE_VECTOR_2D;
  488. case 1:
  489. return PORT_TYPE_SCALAR;
  490. case 2:
  491. return PORT_TYPE_SAMPLER;
  492. default:
  493. return PORT_TYPE_SCALAR;
  494. }
  495. }
  496. String VisualShaderNodeTexture::get_input_port_name(int p_port) const {
  497. switch (p_port) {
  498. case 0:
  499. return "uv";
  500. case 1:
  501. return "lod";
  502. case 2:
  503. return "sampler2D";
  504. default:
  505. return "";
  506. }
  507. }
  508. int VisualShaderNodeTexture::get_output_port_count() const {
  509. return 1;
  510. }
  511. VisualShaderNodeTexture::PortType VisualShaderNodeTexture::get_output_port_type(int p_port) const {
  512. switch (p_port) {
  513. case 0:
  514. return PORT_TYPE_VECTOR_4D;
  515. default:
  516. return PORT_TYPE_SCALAR;
  517. }
  518. }
  519. String VisualShaderNodeTexture::get_output_port_name(int p_port) const {
  520. switch (p_port) {
  521. case 0:
  522. return "color";
  523. default:
  524. return "";
  525. }
  526. }
  527. bool VisualShaderNodeTexture::is_output_port_expandable(int p_port) const {
  528. if (p_port == 0) {
  529. return true;
  530. }
  531. return false;
  532. }
  533. bool VisualShaderNodeTexture::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  534. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  535. if (p_port == 0) {
  536. return true;
  537. }
  538. }
  539. return false;
  540. }
  541. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  542. VisualShader::DefaultTextureParam dtp;
  543. dtp.name = make_unique_id(p_type, p_id, "tex");
  544. dtp.params.push_back(texture);
  545. Vector<VisualShader::DefaultTextureParam> ret;
  546. ret.push_back(dtp);
  547. return ret;
  548. }
  549. String VisualShaderNodeTexture::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  550. if (source == SOURCE_TEXTURE) {
  551. String u = "uniform sampler2D " + make_unique_id(p_type, p_id, "tex");
  552. switch (texture_type) {
  553. case TYPE_DATA:
  554. break;
  555. case TYPE_COLOR:
  556. u += " : hint_albedo";
  557. break;
  558. case TYPE_NORMAL_MAP:
  559. u += " : hint_normal";
  560. break;
  561. default:
  562. break;
  563. }
  564. return u + ";\n";
  565. }
  566. return String();
  567. }
  568. 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 {
  569. String default_uv;
  570. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  571. default_uv = "UV";
  572. } else {
  573. default_uv = "vec2(0.0)";
  574. }
  575. String code;
  576. if (source == SOURCE_TEXTURE) {
  577. String id = make_unique_id(p_type, p_id, "tex");
  578. if (p_input_vars[0].is_empty()) { // Use UV by default.
  579. if (p_input_vars[1].is_empty()) {
  580. code += " " + p_output_vars[0] + " = texture(" + id + ", " + default_uv + ");\n";
  581. } else {
  582. code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
  583. }
  584. } else if (p_input_vars[1].is_empty()) {
  585. //no lod
  586. code += " " + p_output_vars[0] + " = texture(" + id + ", " + p_input_vars[0] + ");\n";
  587. } else {
  588. code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  589. }
  590. return code;
  591. }
  592. if (source == SOURCE_PORT) {
  593. String id = p_input_vars[2];
  594. if (id.is_empty()) {
  595. code += " " + p_output_vars[0] + " = vec4(0.0);\n";
  596. } else {
  597. if (p_input_vars[0].is_empty()) { // Use UV by default.
  598. if (p_input_vars[1].is_empty()) {
  599. code += " " + p_output_vars[0] + " = texture(" + id + ", " + default_uv + ");\n";
  600. } else {
  601. code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
  602. }
  603. } else if (p_input_vars[1].is_empty()) {
  604. //no lod
  605. code += " " + p_output_vars[0] + " = texture(" + id + ", " + p_input_vars[0] + ");\n";
  606. } else {
  607. code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  608. }
  609. }
  610. return code;
  611. }
  612. if (source == SOURCE_SCREEN && (p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) {
  613. if (p_input_vars[0].is_empty() || p_for_preview) { // Use UV by default.
  614. if (p_input_vars[1].is_empty()) {
  615. code += " " + p_output_vars[0] + " = textureLod(SCREEN_TEXTURE, " + default_uv + ", 0.0);\n";
  616. } else {
  617. code += " " + p_output_vars[0] + " = textureLod(SCREEN_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
  618. }
  619. } else if (p_input_vars[1].is_empty()) {
  620. //no lod
  621. code += " " + p_output_vars[0] + " = textureLod(SCREEN_TEXTURE, " + p_input_vars[0] + ", 0.0);\n";
  622. } else {
  623. code += " " + p_output_vars[0] + " = textureLod(SCREEN_TEXTURE, " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  624. }
  625. return code;
  626. }
  627. if (source == SOURCE_2D_TEXTURE && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
  628. if (p_input_vars[0].is_empty()) { // Use UV by default.
  629. if (p_input_vars[1].is_empty()) {
  630. code += " " + p_output_vars[0] + " = texture(TEXTURE, " + default_uv + ");\n";
  631. } else {
  632. code += " " + p_output_vars[0] + " = textureLod(TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
  633. }
  634. } else if (p_input_vars[1].is_empty()) {
  635. //no lod
  636. code += " " + p_output_vars[0] + " = texture(TEXTURE, " + p_input_vars[0] + ");\n";
  637. } else {
  638. code += " " + p_output_vars[0] + " = textureLod(TEXTURE, " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  639. }
  640. return code;
  641. }
  642. if (source == SOURCE_2D_NORMAL && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
  643. if (p_input_vars[0].is_empty()) { // Use UV by default.
  644. if (p_input_vars[1].is_empty()) {
  645. code += " " + p_output_vars[0] + " = texture(NORMAL_TEXTURE, " + default_uv + ");\n";
  646. } else {
  647. code += " " + p_output_vars[0] + " = textureLod(NORMAL_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
  648. }
  649. } else if (p_input_vars[1].is_empty()) {
  650. //no lod
  651. code += " " + p_output_vars[0] + " = texture(NORMAL_TEXTURE, " + p_input_vars[0] + ".xy);\n";
  652. } else {
  653. code += " " + p_output_vars[0] + " = textureLod(NORMAL_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
  654. }
  655. return code;
  656. }
  657. if (source == SOURCE_DEPTH) {
  658. if (!p_for_preview && p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) {
  659. code += " {\n";
  660. if (p_input_vars[0].is_empty()) { // Use UV by default.
  661. if (p_input_vars[1].is_empty()) {
  662. code += " float _depth = texture(DEPTH_TEXTURE, " + default_uv + ").r;\n";
  663. } else {
  664. code += " float _depth = textureLod(DEPTH_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ").r;\n";
  665. }
  666. } else if (p_input_vars[1].is_empty()) {
  667. //no lod
  668. code += " float _depth = texture(DEPTH_TEXTURE, " + p_input_vars[0] + ".xy).r;\n";
  669. } else {
  670. code += " float _depth = textureLod(DEPTH_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ").r;\n";
  671. }
  672. code += " " + p_output_vars[0] + " = vec4(_depth, _depth, _depth, 1.0);\n";
  673. code += " }\n";
  674. return code;
  675. }
  676. }
  677. code += " " + p_output_vars[0] + " = vec4(0.0);\n";
  678. return code;
  679. }
  680. void VisualShaderNodeTexture::set_source(Source p_source) {
  681. ERR_FAIL_INDEX(int(p_source), int(SOURCE_MAX));
  682. if (source == p_source) {
  683. return;
  684. }
  685. switch (p_source) {
  686. case SOURCE_TEXTURE:
  687. simple_decl = true;
  688. break;
  689. case SOURCE_SCREEN:
  690. simple_decl = false;
  691. break;
  692. case SOURCE_2D_TEXTURE:
  693. simple_decl = false;
  694. break;
  695. case SOURCE_2D_NORMAL:
  696. simple_decl = false;
  697. break;
  698. case SOURCE_DEPTH:
  699. simple_decl = false;
  700. break;
  701. case SOURCE_PORT:
  702. simple_decl = false;
  703. break;
  704. default:
  705. break;
  706. }
  707. source = p_source;
  708. emit_changed();
  709. emit_signal(SNAME("editor_refresh_request"));
  710. }
  711. VisualShaderNodeTexture::Source VisualShaderNodeTexture::get_source() const {
  712. return source;
  713. }
  714. void VisualShaderNodeTexture::set_texture(Ref<Texture2D> p_texture) {
  715. texture = p_texture;
  716. emit_changed();
  717. }
  718. Ref<Texture2D> VisualShaderNodeTexture::get_texture() const {
  719. return texture;
  720. }
  721. void VisualShaderNodeTexture::set_texture_type(TextureType p_texture_type) {
  722. ERR_FAIL_INDEX(int(p_texture_type), int(TYPE_MAX));
  723. if (texture_type == p_texture_type) {
  724. return;
  725. }
  726. texture_type = p_texture_type;
  727. emit_changed();
  728. }
  729. VisualShaderNodeTexture::TextureType VisualShaderNodeTexture::get_texture_type() const {
  730. return texture_type;
  731. }
  732. Vector<StringName> VisualShaderNodeTexture::get_editable_properties() const {
  733. Vector<StringName> props;
  734. props.push_back("source");
  735. if (source == SOURCE_TEXTURE) {
  736. props.push_back("texture");
  737. props.push_back("texture_type");
  738. }
  739. return props;
  740. }
  741. String VisualShaderNodeTexture::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  742. if (is_input_port_connected(2) && source != SOURCE_PORT) {
  743. return RTR("The sampler port is connected but not used. Consider changing the source to 'SamplerPort'.");
  744. }
  745. if (source == SOURCE_TEXTURE) {
  746. return String(); // all good
  747. }
  748. if (source == SOURCE_PORT) {
  749. return String(); // all good
  750. }
  751. if (source == SOURCE_SCREEN && (p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) {
  752. return String(); // all good
  753. }
  754. if (source == SOURCE_2D_TEXTURE && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
  755. return String(); // all good
  756. }
  757. if (source == SOURCE_2D_NORMAL && p_mode == Shader::MODE_CANVAS_ITEM) {
  758. return String(); // all good
  759. }
  760. if (source == SOURCE_DEPTH && p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) {
  761. if (get_output_port_for_preview() == 0) { // DEPTH_TEXTURE is not supported in preview(canvas_item) shader
  762. return RTR("Invalid source for preview.");
  763. }
  764. return String(); // all good
  765. }
  766. return RTR("Invalid source for shader.");
  767. }
  768. void VisualShaderNodeTexture::_bind_methods() {
  769. ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeTexture::set_source);
  770. ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeTexture::get_source);
  771. ClassDB::bind_method(D_METHOD("set_texture", "value"), &VisualShaderNodeTexture::set_texture);
  772. ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeTexture::get_texture);
  773. ClassDB::bind_method(D_METHOD("set_texture_type", "value"), &VisualShaderNodeTexture::set_texture_type);
  774. ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeTexture::get_texture_type);
  775. ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,Screen,Texture2D,NormalMap2D,Depth,SamplerPort"), "set_source", "get_source");
  776. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture");
  777. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normal Map"), "set_texture_type", "get_texture_type");
  778. BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
  779. BIND_ENUM_CONSTANT(SOURCE_SCREEN);
  780. BIND_ENUM_CONSTANT(SOURCE_2D_TEXTURE);
  781. BIND_ENUM_CONSTANT(SOURCE_2D_NORMAL);
  782. BIND_ENUM_CONSTANT(SOURCE_DEPTH);
  783. BIND_ENUM_CONSTANT(SOURCE_PORT);
  784. BIND_ENUM_CONSTANT(SOURCE_MAX);
  785. BIND_ENUM_CONSTANT(TYPE_DATA);
  786. BIND_ENUM_CONSTANT(TYPE_COLOR);
  787. BIND_ENUM_CONSTANT(TYPE_NORMAL_MAP);
  788. BIND_ENUM_CONSTANT(TYPE_MAX);
  789. }
  790. VisualShaderNodeTexture::VisualShaderNodeTexture() {
  791. }
  792. ////////////// CurveTexture
  793. String VisualShaderNodeCurveTexture::get_caption() const {
  794. return "CurveTexture";
  795. }
  796. int VisualShaderNodeCurveTexture::get_input_port_count() const {
  797. return 1;
  798. }
  799. VisualShaderNodeCurveTexture::PortType VisualShaderNodeCurveTexture::get_input_port_type(int p_port) const {
  800. return PORT_TYPE_SCALAR;
  801. }
  802. String VisualShaderNodeCurveTexture::get_input_port_name(int p_port) const {
  803. return String();
  804. }
  805. int VisualShaderNodeCurveTexture::get_output_port_count() const {
  806. return 1;
  807. }
  808. VisualShaderNodeCurveTexture::PortType VisualShaderNodeCurveTexture::get_output_port_type(int p_port) const {
  809. return PORT_TYPE_SCALAR;
  810. }
  811. String VisualShaderNodeCurveTexture::get_output_port_name(int p_port) const {
  812. return String();
  813. }
  814. void VisualShaderNodeCurveTexture::set_texture(Ref<CurveTexture> p_texture) {
  815. texture = p_texture;
  816. emit_changed();
  817. }
  818. Ref<CurveTexture> VisualShaderNodeCurveTexture::get_texture() const {
  819. return texture;
  820. }
  821. Vector<StringName> VisualShaderNodeCurveTexture::get_editable_properties() const {
  822. Vector<StringName> props;
  823. props.push_back("texture");
  824. return props;
  825. }
  826. String VisualShaderNodeCurveTexture::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  827. return "uniform sampler2D " + make_unique_id(p_type, p_id, "curve") + ";\n";
  828. }
  829. String VisualShaderNodeCurveTexture::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  830. if (p_input_vars[0].is_empty()) {
  831. return " " + p_output_vars[0] + " = 0.0;\n";
  832. }
  833. String id = make_unique_id(p_type, p_id, "curve");
  834. String code;
  835. code += " " + p_output_vars[0] + " = texture(" + id + ", vec2(" + p_input_vars[0] + ")).r;\n";
  836. return code;
  837. }
  838. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCurveTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  839. VisualShader::DefaultTextureParam dtp;
  840. dtp.name = make_unique_id(p_type, p_id, "curve");
  841. dtp.params.push_back(texture);
  842. Vector<VisualShader::DefaultTextureParam> ret;
  843. ret.push_back(dtp);
  844. return ret;
  845. }
  846. void VisualShaderNodeCurveTexture::_bind_methods() {
  847. ClassDB::bind_method(D_METHOD("set_texture", "texture"), &VisualShaderNodeCurveTexture::set_texture);
  848. ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeCurveTexture::get_texture);
  849. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_texture", "get_texture");
  850. }
  851. bool VisualShaderNodeCurveTexture::is_use_prop_slots() const {
  852. return true;
  853. }
  854. VisualShaderNodeCurveTexture::VisualShaderNodeCurveTexture() {
  855. set_input_port_default_value(0, 0.0);
  856. simple_decl = true;
  857. allow_v_resize = false;
  858. }
  859. ////////////// CurveXYZTexture
  860. String VisualShaderNodeCurveXYZTexture::get_caption() const {
  861. return "CurveXYZTexture";
  862. }
  863. int VisualShaderNodeCurveXYZTexture::get_input_port_count() const {
  864. return 1;
  865. }
  866. VisualShaderNodeCurveXYZTexture::PortType VisualShaderNodeCurveXYZTexture::get_input_port_type(int p_port) const {
  867. return PORT_TYPE_SCALAR;
  868. }
  869. String VisualShaderNodeCurveXYZTexture::get_input_port_name(int p_port) const {
  870. return String();
  871. }
  872. int VisualShaderNodeCurveXYZTexture::get_output_port_count() const {
  873. return 1;
  874. }
  875. VisualShaderNodeCurveXYZTexture::PortType VisualShaderNodeCurveXYZTexture::get_output_port_type(int p_port) const {
  876. return PORT_TYPE_VECTOR_3D;
  877. }
  878. String VisualShaderNodeCurveXYZTexture::get_output_port_name(int p_port) const {
  879. return String();
  880. }
  881. void VisualShaderNodeCurveXYZTexture::set_texture(Ref<CurveXYZTexture> p_texture) {
  882. texture = p_texture;
  883. emit_changed();
  884. }
  885. Ref<CurveXYZTexture> VisualShaderNodeCurveXYZTexture::get_texture() const {
  886. return texture;
  887. }
  888. Vector<StringName> VisualShaderNodeCurveXYZTexture::get_editable_properties() const {
  889. Vector<StringName> props;
  890. props.push_back("texture");
  891. return props;
  892. }
  893. String VisualShaderNodeCurveXYZTexture::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  894. return "uniform sampler2D " + make_unique_id(p_type, p_id, "curve3d") + ";\n";
  895. }
  896. String VisualShaderNodeCurveXYZTexture::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  897. if (p_input_vars[0].is_empty()) {
  898. return " " + p_output_vars[0] + " = vec3(0.0);\n";
  899. }
  900. String id = make_unique_id(p_type, p_id, "curve3d");
  901. String code;
  902. code += " " + p_output_vars[0] + " = texture(" + id + ", vec2(" + p_input_vars[0] + ")).rgb;\n";
  903. return code;
  904. }
  905. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCurveXYZTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  906. VisualShader::DefaultTextureParam dtp;
  907. dtp.name = make_unique_id(p_type, p_id, "curve3d");
  908. dtp.params.push_back(texture);
  909. Vector<VisualShader::DefaultTextureParam> ret;
  910. ret.push_back(dtp);
  911. return ret;
  912. }
  913. void VisualShaderNodeCurveXYZTexture::_bind_methods() {
  914. ClassDB::bind_method(D_METHOD("set_texture", "texture"), &VisualShaderNodeCurveXYZTexture::set_texture);
  915. ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeCurveXYZTexture::get_texture);
  916. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "CurveXYZTexture"), "set_texture", "get_texture");
  917. }
  918. bool VisualShaderNodeCurveXYZTexture::is_use_prop_slots() const {
  919. return true;
  920. }
  921. VisualShaderNodeCurveXYZTexture::VisualShaderNodeCurveXYZTexture() {
  922. set_input_port_default_value(0, 0.0);
  923. simple_decl = true;
  924. allow_v_resize = false;
  925. }
  926. ////////////// Sample3D
  927. int VisualShaderNodeSample3D::get_input_port_count() const {
  928. return 3;
  929. }
  930. VisualShaderNodeSample3D::PortType VisualShaderNodeSample3D::get_input_port_type(int p_port) const {
  931. switch (p_port) {
  932. case 0:
  933. return PORT_TYPE_VECTOR_3D;
  934. case 1:
  935. return PORT_TYPE_SCALAR;
  936. case 2:
  937. return PORT_TYPE_SAMPLER;
  938. default:
  939. return PORT_TYPE_SCALAR;
  940. }
  941. }
  942. String VisualShaderNodeSample3D::get_input_port_name(int p_port) const {
  943. switch (p_port) {
  944. case 0:
  945. return "uvw";
  946. case 1:
  947. return "lod";
  948. default:
  949. return "";
  950. }
  951. }
  952. int VisualShaderNodeSample3D::get_output_port_count() const {
  953. return 1;
  954. }
  955. VisualShaderNodeSample3D::PortType VisualShaderNodeSample3D::get_output_port_type(int p_port) const {
  956. return p_port == 0 ? PORT_TYPE_VECTOR_4D : PORT_TYPE_SCALAR;
  957. }
  958. String VisualShaderNodeSample3D::get_output_port_name(int p_port) const {
  959. return "color";
  960. }
  961. bool VisualShaderNodeSample3D::is_output_port_expandable(int p_port) const {
  962. if (p_port == 0) {
  963. return true;
  964. }
  965. return false;
  966. }
  967. bool VisualShaderNodeSample3D::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  968. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  969. if (p_port == 0) {
  970. return true;
  971. }
  972. }
  973. return false;
  974. }
  975. String VisualShaderNodeSample3D::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  976. String default_uv;
  977. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  978. default_uv = "vec3(UV, 0.0)";
  979. } else {
  980. default_uv = "vec3(0.0)";
  981. }
  982. String code;
  983. if (source == SOURCE_TEXTURE || source == SOURCE_PORT) {
  984. String id;
  985. if (source == SOURCE_TEXTURE) {
  986. id = make_unique_id(p_type, p_id, "tex3d");
  987. } else {
  988. id = p_input_vars[2];
  989. }
  990. if (!id.is_empty()) {
  991. if (p_input_vars[0].is_empty()) { // Use UV by default.
  992. if (p_input_vars[1].is_empty()) {
  993. code += " " + p_output_vars[0] + " = texture(" + id + ", " + default_uv + ");\n";
  994. } else {
  995. code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
  996. }
  997. } else if (p_input_vars[1].is_empty()) {
  998. //no lod
  999. code += " " + p_output_vars[0] + " = texture(" + id + ", " + p_input_vars[0] + ");\n";
  1000. } else {
  1001. code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1002. }
  1003. } else {
  1004. code += " " + p_output_vars[0] + " = vec4(0.0);\n";
  1005. }
  1006. return code;
  1007. }
  1008. code += " " + p_output_vars[0] + " = vec4(0.0);\n";
  1009. return code;
  1010. }
  1011. void VisualShaderNodeSample3D::set_source(Source p_source) {
  1012. ERR_FAIL_INDEX(int(p_source), int(SOURCE_MAX));
  1013. if (source == p_source) {
  1014. return;
  1015. }
  1016. source = p_source;
  1017. emit_changed();
  1018. emit_signal(SNAME("editor_refresh_request"));
  1019. }
  1020. VisualShaderNodeSample3D::Source VisualShaderNodeSample3D::get_source() const {
  1021. return source;
  1022. }
  1023. void VisualShaderNodeSample3D::_bind_methods() {
  1024. ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeSample3D::set_source);
  1025. ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeSample3D::get_source);
  1026. ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,SamplerPort"), "set_source", "get_source");
  1027. BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
  1028. BIND_ENUM_CONSTANT(SOURCE_PORT);
  1029. BIND_ENUM_CONSTANT(SOURCE_MAX);
  1030. }
  1031. String VisualShaderNodeSample3D::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  1032. if (is_input_port_connected(2) && source != SOURCE_PORT) {
  1033. return RTR("The sampler port is connected but not used. Consider changing the source to 'SamplerPort'.");
  1034. }
  1035. if (source == SOURCE_TEXTURE) {
  1036. return String(); // all good
  1037. }
  1038. if (source == SOURCE_PORT) {
  1039. return String(); // all good
  1040. }
  1041. return RTR("Invalid source for shader.");
  1042. }
  1043. VisualShaderNodeSample3D::VisualShaderNodeSample3D() {
  1044. simple_decl = false;
  1045. }
  1046. ////////////// Texture2DArray
  1047. String VisualShaderNodeTexture2DArray::get_caption() const {
  1048. return "Texture2DArray";
  1049. }
  1050. String VisualShaderNodeTexture2DArray::get_input_port_name(int p_port) const {
  1051. if (p_port == 2) {
  1052. return "sampler2DArray";
  1053. }
  1054. return VisualShaderNodeSample3D::get_input_port_name(p_port);
  1055. }
  1056. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture2DArray::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  1057. VisualShader::DefaultTextureParam dtp;
  1058. dtp.name = make_unique_id(p_type, p_id, "tex3d");
  1059. dtp.params.push_back(texture_array);
  1060. Vector<VisualShader::DefaultTextureParam> ret;
  1061. ret.push_back(dtp);
  1062. return ret;
  1063. }
  1064. String VisualShaderNodeTexture2DArray::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  1065. if (source == SOURCE_TEXTURE) {
  1066. return "uniform sampler2DArray " + make_unique_id(p_type, p_id, "tex3d") + ";\n";
  1067. }
  1068. return String();
  1069. }
  1070. void VisualShaderNodeTexture2DArray::set_texture_array(Ref<Texture2DArray> p_texture_array) {
  1071. texture_array = p_texture_array;
  1072. emit_changed();
  1073. }
  1074. Ref<Texture2DArray> VisualShaderNodeTexture2DArray::get_texture_array() const {
  1075. return texture_array;
  1076. }
  1077. Vector<StringName> VisualShaderNodeTexture2DArray::get_editable_properties() const {
  1078. Vector<StringName> props;
  1079. props.push_back("source");
  1080. if (source == SOURCE_TEXTURE) {
  1081. props.push_back("texture_array");
  1082. }
  1083. return props;
  1084. }
  1085. void VisualShaderNodeTexture2DArray::_bind_methods() {
  1086. ClassDB::bind_method(D_METHOD("set_texture_array", "value"), &VisualShaderNodeTexture2DArray::set_texture_array);
  1087. ClassDB::bind_method(D_METHOD("get_texture_array"), &VisualShaderNodeTexture2DArray::get_texture_array);
  1088. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_array", PROPERTY_HINT_RESOURCE_TYPE, "Texture2DArray"), "set_texture_array", "get_texture_array");
  1089. }
  1090. VisualShaderNodeTexture2DArray::VisualShaderNodeTexture2DArray() {
  1091. }
  1092. ////////////// Texture3D
  1093. String VisualShaderNodeTexture3D::get_caption() const {
  1094. return "Texture3D";
  1095. }
  1096. String VisualShaderNodeTexture3D::get_input_port_name(int p_port) const {
  1097. if (p_port == 2) {
  1098. return "sampler3D";
  1099. }
  1100. return VisualShaderNodeSample3D::get_input_port_name(p_port);
  1101. }
  1102. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture3D::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  1103. VisualShader::DefaultTextureParam dtp;
  1104. dtp.name = make_unique_id(p_type, p_id, "tex3d");
  1105. dtp.params.push_back(texture);
  1106. Vector<VisualShader::DefaultTextureParam> ret;
  1107. ret.push_back(dtp);
  1108. return ret;
  1109. }
  1110. String VisualShaderNodeTexture3D::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  1111. if (source == SOURCE_TEXTURE) {
  1112. return "uniform sampler3D " + make_unique_id(p_type, p_id, "tex3d") + ";\n";
  1113. }
  1114. return String();
  1115. }
  1116. void VisualShaderNodeTexture3D::set_texture(Ref<Texture3D> p_texture) {
  1117. texture = p_texture;
  1118. emit_changed();
  1119. }
  1120. Ref<Texture3D> VisualShaderNodeTexture3D::get_texture() const {
  1121. return texture;
  1122. }
  1123. Vector<StringName> VisualShaderNodeTexture3D::get_editable_properties() const {
  1124. Vector<StringName> props;
  1125. props.push_back("source");
  1126. if (source == SOURCE_TEXTURE) {
  1127. props.push_back("texture");
  1128. }
  1129. return props;
  1130. }
  1131. void VisualShaderNodeTexture3D::_bind_methods() {
  1132. ClassDB::bind_method(D_METHOD("set_texture", "value"), &VisualShaderNodeTexture3D::set_texture);
  1133. ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeTexture3D::get_texture);
  1134. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture3D"), "set_texture", "get_texture");
  1135. }
  1136. VisualShaderNodeTexture3D::VisualShaderNodeTexture3D() {
  1137. }
  1138. ////////////// Cubemap
  1139. String VisualShaderNodeCubemap::get_caption() const {
  1140. return "Cubemap";
  1141. }
  1142. int VisualShaderNodeCubemap::get_input_port_count() const {
  1143. return 3;
  1144. }
  1145. VisualShaderNodeCubemap::PortType VisualShaderNodeCubemap::get_input_port_type(int p_port) const {
  1146. switch (p_port) {
  1147. case 0:
  1148. return PORT_TYPE_VECTOR_3D;
  1149. case 1:
  1150. return PORT_TYPE_SCALAR;
  1151. case 2:
  1152. return PORT_TYPE_SAMPLER;
  1153. default:
  1154. return PORT_TYPE_SCALAR;
  1155. }
  1156. }
  1157. String VisualShaderNodeCubemap::get_input_port_name(int p_port) const {
  1158. switch (p_port) {
  1159. case 0:
  1160. return "uv";
  1161. case 1:
  1162. return "lod";
  1163. case 2:
  1164. return "samplerCube";
  1165. default:
  1166. return "";
  1167. }
  1168. }
  1169. int VisualShaderNodeCubemap::get_output_port_count() const {
  1170. return 1;
  1171. }
  1172. VisualShaderNodeCubemap::PortType VisualShaderNodeCubemap::get_output_port_type(int p_port) const {
  1173. return PORT_TYPE_VECTOR_4D;
  1174. }
  1175. String VisualShaderNodeCubemap::get_output_port_name(int p_port) const {
  1176. return "color";
  1177. }
  1178. bool VisualShaderNodeCubemap::is_output_port_expandable(int p_port) const {
  1179. if (p_port == 0) {
  1180. return true;
  1181. }
  1182. return false;
  1183. }
  1184. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCubemap::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  1185. VisualShader::DefaultTextureParam dtp;
  1186. dtp.name = make_unique_id(p_type, p_id, "cube");
  1187. dtp.params.push_back(cube_map);
  1188. Vector<VisualShader::DefaultTextureParam> ret;
  1189. ret.push_back(dtp);
  1190. return ret;
  1191. }
  1192. String VisualShaderNodeCubemap::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  1193. if (source == SOURCE_TEXTURE) {
  1194. String u = "uniform samplerCube " + make_unique_id(p_type, p_id, "cube");
  1195. switch (texture_type) {
  1196. case TYPE_DATA:
  1197. break;
  1198. case TYPE_COLOR:
  1199. u += " : hint_albedo";
  1200. break;
  1201. case TYPE_NORMAL_MAP:
  1202. u += " : hint_normal";
  1203. break;
  1204. default:
  1205. break;
  1206. }
  1207. return u + ";\n";
  1208. }
  1209. return String();
  1210. }
  1211. 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 {
  1212. String default_uv;
  1213. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  1214. default_uv = "vec3(UV, 0.0)";
  1215. } else {
  1216. default_uv = "vec3(0.0)";
  1217. }
  1218. String code;
  1219. String id;
  1220. if (source == SOURCE_TEXTURE) {
  1221. id = make_unique_id(p_type, p_id, "cube");
  1222. } else if (source == SOURCE_PORT) {
  1223. id = p_input_vars[2];
  1224. } else {
  1225. return code;
  1226. }
  1227. if (id.is_empty()) {
  1228. code += " " + p_output_vars[0] + " = vec4(0.0);\n";
  1229. return code;
  1230. }
  1231. if (p_input_vars[0].is_empty()) { // Use UV by default.
  1232. if (p_input_vars[1].is_empty()) {
  1233. code += " " + p_output_vars[0] + " = texture(" + id + ", " + default_uv + ");\n";
  1234. } else {
  1235. code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
  1236. }
  1237. } else if (p_input_vars[1].is_empty()) {
  1238. //no lod
  1239. code += " " + p_output_vars[0] + " = texture(" + id + ", " + p_input_vars[0] + ");\n";
  1240. } else {
  1241. code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1242. }
  1243. return code;
  1244. }
  1245. bool VisualShaderNodeCubemap::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  1246. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  1247. if (p_port == 0) {
  1248. return true;
  1249. }
  1250. }
  1251. return false;
  1252. }
  1253. void VisualShaderNodeCubemap::set_source(Source p_source) {
  1254. ERR_FAIL_INDEX(int(p_source), int(SOURCE_MAX));
  1255. if (source == p_source) {
  1256. return;
  1257. }
  1258. source = p_source;
  1259. emit_changed();
  1260. emit_signal(SNAME("editor_refresh_request"));
  1261. }
  1262. VisualShaderNodeCubemap::Source VisualShaderNodeCubemap::get_source() const {
  1263. return source;
  1264. }
  1265. void VisualShaderNodeCubemap::set_cube_map(Ref<Cubemap> p_cube_map) {
  1266. cube_map = p_cube_map;
  1267. emit_changed();
  1268. }
  1269. Ref<Cubemap> VisualShaderNodeCubemap::get_cube_map() const {
  1270. return cube_map;
  1271. }
  1272. void VisualShaderNodeCubemap::set_texture_type(TextureType p_texture_type) {
  1273. ERR_FAIL_INDEX(int(p_texture_type), int(TYPE_MAX));
  1274. if (texture_type == p_texture_type) {
  1275. return;
  1276. }
  1277. texture_type = p_texture_type;
  1278. emit_changed();
  1279. }
  1280. VisualShaderNodeCubemap::TextureType VisualShaderNodeCubemap::get_texture_type() const {
  1281. return texture_type;
  1282. }
  1283. Vector<StringName> VisualShaderNodeCubemap::get_editable_properties() const {
  1284. Vector<StringName> props;
  1285. props.push_back("source");
  1286. if (source == SOURCE_TEXTURE) {
  1287. props.push_back("cube_map");
  1288. props.push_back("texture_type");
  1289. }
  1290. return props;
  1291. }
  1292. String VisualShaderNodeCubemap::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  1293. if (is_input_port_connected(2) && source != SOURCE_PORT) {
  1294. return RTR("The sampler port is connected but not used. Consider changing the source to 'SamplerPort'.");
  1295. }
  1296. return String();
  1297. }
  1298. void VisualShaderNodeCubemap::_bind_methods() {
  1299. ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeCubemap::set_source);
  1300. ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeCubemap::get_source);
  1301. ClassDB::bind_method(D_METHOD("set_cube_map", "value"), &VisualShaderNodeCubemap::set_cube_map);
  1302. ClassDB::bind_method(D_METHOD("get_cube_map"), &VisualShaderNodeCubemap::get_cube_map);
  1303. ClassDB::bind_method(D_METHOD("set_texture_type", "value"), &VisualShaderNodeCubemap::set_texture_type);
  1304. ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeCubemap::get_texture_type);
  1305. ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,SamplerPort"), "set_source", "get_source");
  1306. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "cube_map", PROPERTY_HINT_RESOURCE_TYPE, "Cubemap"), "set_cube_map", "get_cube_map");
  1307. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normal Map"), "set_texture_type", "get_texture_type");
  1308. BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
  1309. BIND_ENUM_CONSTANT(SOURCE_PORT);
  1310. BIND_ENUM_CONSTANT(SOURCE_MAX);
  1311. BIND_ENUM_CONSTANT(TYPE_DATA);
  1312. BIND_ENUM_CONSTANT(TYPE_COLOR);
  1313. BIND_ENUM_CONSTANT(TYPE_NORMAL_MAP);
  1314. BIND_ENUM_CONSTANT(TYPE_MAX);
  1315. }
  1316. VisualShaderNodeCubemap::VisualShaderNodeCubemap() {
  1317. simple_decl = false;
  1318. }
  1319. ////////////// Float Op
  1320. String VisualShaderNodeFloatOp::get_caption() const {
  1321. return "FloatOp";
  1322. }
  1323. int VisualShaderNodeFloatOp::get_input_port_count() const {
  1324. return 2;
  1325. }
  1326. VisualShaderNodeFloatOp::PortType VisualShaderNodeFloatOp::get_input_port_type(int p_port) const {
  1327. return PORT_TYPE_SCALAR;
  1328. }
  1329. String VisualShaderNodeFloatOp::get_input_port_name(int p_port) const {
  1330. return p_port == 0 ? "a" : "b";
  1331. }
  1332. int VisualShaderNodeFloatOp::get_output_port_count() const {
  1333. return 1;
  1334. }
  1335. VisualShaderNodeFloatOp::PortType VisualShaderNodeFloatOp::get_output_port_type(int p_port) const {
  1336. return PORT_TYPE_SCALAR;
  1337. }
  1338. String VisualShaderNodeFloatOp::get_output_port_name(int p_port) const {
  1339. return "op"; //no output port means the editor will be used as port
  1340. }
  1341. String VisualShaderNodeFloatOp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1342. String code = " " + p_output_vars[0] + " = ";
  1343. switch (op) {
  1344. case OP_ADD:
  1345. code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
  1346. break;
  1347. case OP_SUB:
  1348. code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n";
  1349. break;
  1350. case OP_MUL:
  1351. code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
  1352. break;
  1353. case OP_DIV:
  1354. code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n";
  1355. break;
  1356. case OP_MOD:
  1357. code += "mod(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1358. break;
  1359. case OP_POW:
  1360. code += "pow(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1361. break;
  1362. case OP_MAX:
  1363. code += "max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1364. break;
  1365. case OP_MIN:
  1366. code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1367. break;
  1368. case OP_ATAN2:
  1369. code += "atan(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1370. break;
  1371. case OP_STEP:
  1372. code += "step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1373. break;
  1374. default:
  1375. break;
  1376. }
  1377. return code;
  1378. }
  1379. void VisualShaderNodeFloatOp::set_operator(Operator p_op) {
  1380. ERR_FAIL_INDEX(int(p_op), int(OP_ENUM_SIZE));
  1381. if (op == p_op) {
  1382. return;
  1383. }
  1384. op = p_op;
  1385. emit_changed();
  1386. }
  1387. VisualShaderNodeFloatOp::Operator VisualShaderNodeFloatOp::get_operator() const {
  1388. return op;
  1389. }
  1390. Vector<StringName> VisualShaderNodeFloatOp::get_editable_properties() const {
  1391. Vector<StringName> props;
  1392. props.push_back("operator");
  1393. return props;
  1394. }
  1395. void VisualShaderNodeFloatOp::_bind_methods() {
  1396. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeFloatOp::set_operator);
  1397. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeFloatOp::get_operator);
  1398. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Subtract,Multiply,Divide,Remainder,Power,Max,Min,ATan2,Step"), "set_operator", "get_operator");
  1399. BIND_ENUM_CONSTANT(OP_ADD);
  1400. BIND_ENUM_CONSTANT(OP_SUB);
  1401. BIND_ENUM_CONSTANT(OP_MUL);
  1402. BIND_ENUM_CONSTANT(OP_DIV);
  1403. BIND_ENUM_CONSTANT(OP_MOD);
  1404. BIND_ENUM_CONSTANT(OP_POW);
  1405. BIND_ENUM_CONSTANT(OP_MAX);
  1406. BIND_ENUM_CONSTANT(OP_MIN);
  1407. BIND_ENUM_CONSTANT(OP_ATAN2);
  1408. BIND_ENUM_CONSTANT(OP_STEP);
  1409. BIND_ENUM_CONSTANT(OP_ENUM_SIZE);
  1410. }
  1411. VisualShaderNodeFloatOp::VisualShaderNodeFloatOp() {
  1412. set_input_port_default_value(0, 0.0);
  1413. set_input_port_default_value(1, 0.0);
  1414. }
  1415. ////////////// Integer Op
  1416. String VisualShaderNodeIntOp::get_caption() const {
  1417. return "IntOp";
  1418. }
  1419. int VisualShaderNodeIntOp::get_input_port_count() const {
  1420. return 2;
  1421. }
  1422. VisualShaderNodeIntOp::PortType VisualShaderNodeIntOp::get_input_port_type(int p_port) const {
  1423. return PORT_TYPE_SCALAR_INT;
  1424. }
  1425. String VisualShaderNodeIntOp::get_input_port_name(int p_port) const {
  1426. return p_port == 0 ? "a" : "b";
  1427. }
  1428. int VisualShaderNodeIntOp::get_output_port_count() const {
  1429. return 1;
  1430. }
  1431. VisualShaderNodeIntOp::PortType VisualShaderNodeIntOp::get_output_port_type(int p_port) const {
  1432. return PORT_TYPE_SCALAR_INT;
  1433. }
  1434. String VisualShaderNodeIntOp::get_output_port_name(int p_port) const {
  1435. return "op"; //no output port means the editor will be used as port
  1436. }
  1437. String VisualShaderNodeIntOp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1438. String code = " " + p_output_vars[0] + " = ";
  1439. switch (op) {
  1440. case OP_ADD:
  1441. code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
  1442. break;
  1443. case OP_SUB:
  1444. code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n";
  1445. break;
  1446. case OP_MUL:
  1447. code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
  1448. break;
  1449. case OP_DIV:
  1450. code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n";
  1451. break;
  1452. case OP_MOD:
  1453. code += p_input_vars[0] + " % " + p_input_vars[1] + ";\n";
  1454. break;
  1455. case OP_MAX:
  1456. code += "max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1457. break;
  1458. case OP_MIN:
  1459. code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1460. break;
  1461. case OP_BITWISE_AND:
  1462. code += p_input_vars[0] + " & " + p_input_vars[1] + ";\n";
  1463. break;
  1464. case OP_BITWISE_OR:
  1465. code += p_input_vars[0] + " | " + p_input_vars[1] + ";\n";
  1466. break;
  1467. case OP_BITWISE_XOR:
  1468. code += p_input_vars[0] + " ^ " + p_input_vars[1] + ";\n";
  1469. break;
  1470. case OP_BITWISE_LEFT_SHIFT:
  1471. code += p_input_vars[0] + " << " + p_input_vars[1] + ";\n";
  1472. break;
  1473. case OP_BITWISE_RIGHT_SHIFT:
  1474. code += p_input_vars[0] + " >> " + p_input_vars[1] + ";\n";
  1475. break;
  1476. default:
  1477. break;
  1478. }
  1479. return code;
  1480. }
  1481. void VisualShaderNodeIntOp::set_operator(Operator p_op) {
  1482. ERR_FAIL_INDEX(int(p_op), OP_ENUM_SIZE);
  1483. if (op == p_op) {
  1484. return;
  1485. }
  1486. op = p_op;
  1487. emit_changed();
  1488. }
  1489. VisualShaderNodeIntOp::Operator VisualShaderNodeIntOp::get_operator() const {
  1490. return op;
  1491. }
  1492. Vector<StringName> VisualShaderNodeIntOp::get_editable_properties() const {
  1493. Vector<StringName> props;
  1494. props.push_back("operator");
  1495. return props;
  1496. }
  1497. void VisualShaderNodeIntOp::_bind_methods() {
  1498. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeIntOp::set_operator);
  1499. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeIntOp::get_operator);
  1500. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Subtract,Multiply,Divide,Remainder,Max,Min,Bitwise AND,Bitwise OR,Bitwise XOR,Bitwise Left Shift,Bitwise Right Shift"), "set_operator", "get_operator");
  1501. BIND_ENUM_CONSTANT(OP_ADD);
  1502. BIND_ENUM_CONSTANT(OP_SUB);
  1503. BIND_ENUM_CONSTANT(OP_MUL);
  1504. BIND_ENUM_CONSTANT(OP_DIV);
  1505. BIND_ENUM_CONSTANT(OP_MOD);
  1506. BIND_ENUM_CONSTANT(OP_MAX);
  1507. BIND_ENUM_CONSTANT(OP_MIN);
  1508. BIND_ENUM_CONSTANT(OP_BITWISE_AND);
  1509. BIND_ENUM_CONSTANT(OP_BITWISE_OR);
  1510. BIND_ENUM_CONSTANT(OP_BITWISE_XOR);
  1511. BIND_ENUM_CONSTANT(OP_BITWISE_LEFT_SHIFT);
  1512. BIND_ENUM_CONSTANT(OP_BITWISE_RIGHT_SHIFT);
  1513. BIND_ENUM_CONSTANT(OP_ENUM_SIZE);
  1514. }
  1515. VisualShaderNodeIntOp::VisualShaderNodeIntOp() {
  1516. set_input_port_default_value(0, 0);
  1517. set_input_port_default_value(1, 0);
  1518. }
  1519. ////////////// Vector Op
  1520. String VisualShaderNodeVectorOp::get_caption() const {
  1521. return "VectorOp";
  1522. }
  1523. int VisualShaderNodeVectorOp::get_input_port_count() const {
  1524. return 2;
  1525. }
  1526. String VisualShaderNodeVectorOp::get_input_port_name(int p_port) const {
  1527. return p_port == 0 ? "a" : "b";
  1528. }
  1529. int VisualShaderNodeVectorOp::get_output_port_count() const {
  1530. return 1;
  1531. }
  1532. String VisualShaderNodeVectorOp::get_output_port_name(int p_port) const {
  1533. return "op";
  1534. }
  1535. 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 {
  1536. String code = " " + p_output_vars[0] + " = ";
  1537. switch (op) {
  1538. case OP_ADD:
  1539. code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
  1540. break;
  1541. case OP_SUB:
  1542. code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n";
  1543. break;
  1544. case OP_MUL:
  1545. code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
  1546. break;
  1547. case OP_DIV:
  1548. code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n";
  1549. break;
  1550. case OP_MOD:
  1551. code += "mod(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1552. break;
  1553. case OP_POW:
  1554. code += "pow(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1555. break;
  1556. case OP_MAX:
  1557. code += "max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1558. break;
  1559. case OP_MIN:
  1560. code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1561. break;
  1562. case OP_CROSS:
  1563. if (op_type == OP_TYPE_VECTOR_2D) { // Not supported.
  1564. code += "vec2(0.0);\n";
  1565. } else if (op_type == OP_TYPE_VECTOR_4D) { // Not supported.
  1566. code += "vec4(0.0);\n";
  1567. } else {
  1568. code += "cross(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1569. }
  1570. break;
  1571. case OP_ATAN2:
  1572. code += "atan(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1573. break;
  1574. case OP_REFLECT:
  1575. if (op_type == OP_TYPE_VECTOR_2D) { // Not supported.
  1576. code += "vec2(0.0);\n";
  1577. } else if (op_type == OP_TYPE_VECTOR_4D) { // Not supported.
  1578. code += "vec4(0.0);\n";
  1579. } else {
  1580. code += "reflect(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1581. }
  1582. break;
  1583. case OP_STEP:
  1584. code += "step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1585. break;
  1586. default:
  1587. break;
  1588. }
  1589. return code;
  1590. }
  1591. void VisualShaderNodeVectorOp::set_op_type(OpType p_op_type) {
  1592. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  1593. if (op_type == p_op_type) {
  1594. return;
  1595. }
  1596. switch (p_op_type) {
  1597. case OP_TYPE_VECTOR_2D: {
  1598. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  1599. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
  1600. } break;
  1601. case OP_TYPE_VECTOR_3D: {
  1602. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  1603. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
  1604. } break;
  1605. case OP_TYPE_VECTOR_4D: {
  1606. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  1607. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
  1608. } break;
  1609. default:
  1610. break;
  1611. }
  1612. op_type = p_op_type;
  1613. emit_changed();
  1614. }
  1615. void VisualShaderNodeVectorOp::set_operator(Operator p_op) {
  1616. ERR_FAIL_INDEX(int(p_op), int(OP_ENUM_SIZE));
  1617. if (op == p_op) {
  1618. return;
  1619. }
  1620. op = p_op;
  1621. emit_changed();
  1622. }
  1623. VisualShaderNodeVectorOp::Operator VisualShaderNodeVectorOp::get_operator() const {
  1624. return op;
  1625. }
  1626. Vector<StringName> VisualShaderNodeVectorOp::get_editable_properties() const {
  1627. Vector<StringName> props = VisualShaderNodeVectorBase::get_editable_properties();
  1628. props.push_back("operator");
  1629. return props;
  1630. }
  1631. String VisualShaderNodeVectorOp::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  1632. bool invalid_type = false;
  1633. if (op_type == OP_TYPE_VECTOR_2D || op_type == OP_TYPE_VECTOR_4D) {
  1634. if (op == OP_CROSS || op == OP_REFLECT) {
  1635. invalid_type = true;
  1636. }
  1637. }
  1638. if (invalid_type) {
  1639. return RTR("Invalid operator for that type.");
  1640. }
  1641. return String();
  1642. }
  1643. void VisualShaderNodeVectorOp::_bind_methods() {
  1644. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeVectorOp::set_operator);
  1645. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeVectorOp::get_operator);
  1646. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Subtract,Multiply,Divide,Remainder,Power,Max,Min,Cross,ATan2,Reflect,Step"), "set_operator", "get_operator");
  1647. BIND_ENUM_CONSTANT(OP_ADD);
  1648. BIND_ENUM_CONSTANT(OP_SUB);
  1649. BIND_ENUM_CONSTANT(OP_MUL);
  1650. BIND_ENUM_CONSTANT(OP_DIV);
  1651. BIND_ENUM_CONSTANT(OP_MOD);
  1652. BIND_ENUM_CONSTANT(OP_POW);
  1653. BIND_ENUM_CONSTANT(OP_MAX);
  1654. BIND_ENUM_CONSTANT(OP_MIN);
  1655. BIND_ENUM_CONSTANT(OP_CROSS);
  1656. BIND_ENUM_CONSTANT(OP_ATAN2);
  1657. BIND_ENUM_CONSTANT(OP_REFLECT);
  1658. BIND_ENUM_CONSTANT(OP_STEP);
  1659. BIND_ENUM_CONSTANT(OP_ENUM_SIZE);
  1660. }
  1661. VisualShaderNodeVectorOp::VisualShaderNodeVectorOp() {
  1662. switch (op_type) {
  1663. case OP_TYPE_VECTOR_2D: {
  1664. set_input_port_default_value(0, Vector2());
  1665. set_input_port_default_value(1, Vector2());
  1666. } break;
  1667. case OP_TYPE_VECTOR_3D: {
  1668. set_input_port_default_value(0, Vector3());
  1669. set_input_port_default_value(1, Vector3());
  1670. } break;
  1671. case OP_TYPE_VECTOR_4D: {
  1672. set_input_port_default_value(0, Quaternion());
  1673. set_input_port_default_value(1, Quaternion());
  1674. } break;
  1675. default:
  1676. break;
  1677. }
  1678. }
  1679. ////////////// Color Op
  1680. String VisualShaderNodeColorOp::get_caption() const {
  1681. return "ColorOp";
  1682. }
  1683. int VisualShaderNodeColorOp::get_input_port_count() const {
  1684. return 2;
  1685. }
  1686. VisualShaderNodeColorOp::PortType VisualShaderNodeColorOp::get_input_port_type(int p_port) const {
  1687. return PORT_TYPE_VECTOR_3D;
  1688. }
  1689. String VisualShaderNodeColorOp::get_input_port_name(int p_port) const {
  1690. return p_port == 0 ? "a" : "b";
  1691. }
  1692. int VisualShaderNodeColorOp::get_output_port_count() const {
  1693. return 1;
  1694. }
  1695. VisualShaderNodeColorOp::PortType VisualShaderNodeColorOp::get_output_port_type(int p_port) const {
  1696. return PORT_TYPE_VECTOR_3D;
  1697. }
  1698. String VisualShaderNodeColorOp::get_output_port_name(int p_port) const {
  1699. return "op"; //no output port means the editor will be used as port
  1700. }
  1701. 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 {
  1702. String code;
  1703. static const char *axisn[3] = { "x", "y", "z" };
  1704. switch (op) {
  1705. case OP_SCREEN: {
  1706. code += " " + p_output_vars[0] + " = vec3(1.0) - (vec3(1.0) - " + p_input_vars[0] + ") * (vec3(1.0) - " + p_input_vars[1] + ");\n";
  1707. } break;
  1708. case OP_DIFFERENCE: {
  1709. code += " " + p_output_vars[0] + " = abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ");\n";
  1710. } break;
  1711. case OP_DARKEN: {
  1712. code += " " + p_output_vars[0] + " = min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1713. } break;
  1714. case OP_LIGHTEN: {
  1715. code += " " + p_output_vars[0] + " = max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1716. } break;
  1717. case OP_OVERLAY: {
  1718. for (int i = 0; i < 3; i++) {
  1719. code += " {\n";
  1720. code += " float base = " + p_input_vars[0] + "." + axisn[i] + ";\n";
  1721. code += " float blend = " + p_input_vars[1] + "." + axisn[i] + ";\n";
  1722. code += " if (base < 0.5) {\n";
  1723. code += " " + p_output_vars[0] + "." + axisn[i] + " = 2.0 * base * blend;\n";
  1724. code += " } else {\n";
  1725. code += " " + p_output_vars[0] + "." + axisn[i] + " = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);\n";
  1726. code += " }\n";
  1727. code += " }\n";
  1728. }
  1729. } break;
  1730. case OP_DODGE: {
  1731. code += " " + p_output_vars[0] + " = (" + p_input_vars[0] + ") / (vec3(1.0) - " + p_input_vars[1] + ");\n";
  1732. } break;
  1733. case OP_BURN: {
  1734. code += " " + p_output_vars[0] + " = vec3(1.0) - (vec3(1.0) - " + p_input_vars[0] + ") / (" + p_input_vars[1] + ");\n";
  1735. } break;
  1736. case OP_SOFT_LIGHT: {
  1737. for (int i = 0; i < 3; i++) {
  1738. code += " {\n";
  1739. code += " float base = " + p_input_vars[0] + "." + axisn[i] + ";\n";
  1740. code += " float blend = " + p_input_vars[1] + "." + axisn[i] + ";\n";
  1741. code += " if (base < 0.5) {\n";
  1742. code += " " + p_output_vars[0] + "." + axisn[i] + " = (base * (blend + 0.5));\n";
  1743. code += " } else {\n";
  1744. code += " " + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0 - base) * (1.0 - (blend - 0.5)));\n";
  1745. code += " }\n";
  1746. code += " }\n";
  1747. }
  1748. } break;
  1749. case OP_HARD_LIGHT: {
  1750. for (int i = 0; i < 3; i++) {
  1751. code += " {\n";
  1752. code += " float base = " + p_input_vars[0] + "." + axisn[i] + ";\n";
  1753. code += " float blend = " + p_input_vars[1] + "." + axisn[i] + ";\n";
  1754. code += " if (base < 0.5) {\n";
  1755. code += " " + p_output_vars[0] + "." + axisn[i] + " = (base * (2.0 * blend));\n";
  1756. code += " } else {\n";
  1757. code += " " + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0 - base) * (1.0 - 2.0 * (blend - 0.5)));\n";
  1758. code += " }\n";
  1759. code += " }\n";
  1760. }
  1761. } break;
  1762. default:
  1763. break;
  1764. }
  1765. return code;
  1766. }
  1767. void VisualShaderNodeColorOp::set_operator(Operator p_op) {
  1768. ERR_FAIL_INDEX(int(p_op), int(OP_MAX));
  1769. if (op == p_op) {
  1770. return;
  1771. }
  1772. switch (p_op) {
  1773. case OP_SCREEN:
  1774. simple_decl = true;
  1775. break;
  1776. case OP_DIFFERENCE:
  1777. simple_decl = true;
  1778. break;
  1779. case OP_DARKEN:
  1780. simple_decl = true;
  1781. break;
  1782. case OP_LIGHTEN:
  1783. simple_decl = true;
  1784. break;
  1785. case OP_OVERLAY:
  1786. simple_decl = false;
  1787. break;
  1788. case OP_DODGE:
  1789. simple_decl = true;
  1790. break;
  1791. case OP_BURN:
  1792. simple_decl = true;
  1793. break;
  1794. case OP_SOFT_LIGHT:
  1795. simple_decl = false;
  1796. break;
  1797. case OP_HARD_LIGHT:
  1798. simple_decl = false;
  1799. break;
  1800. default:
  1801. break;
  1802. }
  1803. op = p_op;
  1804. emit_changed();
  1805. }
  1806. VisualShaderNodeColorOp::Operator VisualShaderNodeColorOp::get_operator() const {
  1807. return op;
  1808. }
  1809. Vector<StringName> VisualShaderNodeColorOp::get_editable_properties() const {
  1810. Vector<StringName> props;
  1811. props.push_back("operator");
  1812. return props;
  1813. }
  1814. void VisualShaderNodeColorOp::_bind_methods() {
  1815. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeColorOp::set_operator);
  1816. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeColorOp::get_operator);
  1817. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Screen,Difference,Darken,Lighten,Overlay,Dodge,Burn,Soft Light,Hard Light"), "set_operator", "get_operator");
  1818. BIND_ENUM_CONSTANT(OP_SCREEN);
  1819. BIND_ENUM_CONSTANT(OP_DIFFERENCE);
  1820. BIND_ENUM_CONSTANT(OP_DARKEN);
  1821. BIND_ENUM_CONSTANT(OP_LIGHTEN);
  1822. BIND_ENUM_CONSTANT(OP_OVERLAY);
  1823. BIND_ENUM_CONSTANT(OP_DODGE);
  1824. BIND_ENUM_CONSTANT(OP_BURN);
  1825. BIND_ENUM_CONSTANT(OP_SOFT_LIGHT);
  1826. BIND_ENUM_CONSTANT(OP_HARD_LIGHT);
  1827. BIND_ENUM_CONSTANT(OP_MAX);
  1828. }
  1829. VisualShaderNodeColorOp::VisualShaderNodeColorOp() {
  1830. set_input_port_default_value(0, Vector3());
  1831. set_input_port_default_value(1, Vector3());
  1832. }
  1833. ////////////// Transform Op
  1834. String VisualShaderNodeTransformOp::get_caption() const {
  1835. return "TransformOp";
  1836. }
  1837. int VisualShaderNodeTransformOp::get_input_port_count() const {
  1838. return 2;
  1839. }
  1840. VisualShaderNodeTransformOp::PortType VisualShaderNodeTransformOp::get_input_port_type(int p_port) const {
  1841. return PORT_TYPE_TRANSFORM;
  1842. }
  1843. String VisualShaderNodeTransformOp::get_input_port_name(int p_port) const {
  1844. return p_port == 0 ? "a" : "b";
  1845. }
  1846. int VisualShaderNodeTransformOp::get_output_port_count() const {
  1847. return 1;
  1848. }
  1849. VisualShaderNodeTransformOp::PortType VisualShaderNodeTransformOp::get_output_port_type(int p_port) const {
  1850. return PORT_TYPE_TRANSFORM;
  1851. }
  1852. String VisualShaderNodeTransformOp::get_output_port_name(int p_port) const {
  1853. return "mult"; //no output port means the editor will be used as port
  1854. }
  1855. String VisualShaderNodeTransformOp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1856. switch (op) {
  1857. case OP_AxB:
  1858. return " " + p_output_vars[0] + " = " + p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
  1859. case OP_BxA:
  1860. return " " + p_output_vars[0] + " = " + p_input_vars[1] + " * " + p_input_vars[0] + ";\n";
  1861. case OP_AxB_COMP:
  1862. return " " + p_output_vars[0] + " = matrixCompMult(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1863. case OP_BxA_COMP:
  1864. return " " + p_output_vars[0] + " = matrixCompMult(" + p_input_vars[1] + ", " + p_input_vars[0] + ");\n";
  1865. case OP_ADD:
  1866. return " " + p_output_vars[0] + " = " + p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
  1867. case OP_A_MINUS_B:
  1868. return " " + p_output_vars[0] + " = " + p_input_vars[0] + " - " + p_input_vars[1] + ";\n";
  1869. case OP_B_MINUS_A:
  1870. return " " + p_output_vars[0] + " = " + p_input_vars[1] + " - " + p_input_vars[0] + ";\n";
  1871. case OP_A_DIV_B:
  1872. return " " + p_output_vars[0] + " = " + p_input_vars[0] + " / " + p_input_vars[1] + ";\n";
  1873. case OP_B_DIV_A:
  1874. return " " + p_output_vars[0] + " = " + p_input_vars[1] + " / " + p_input_vars[0] + ";\n";
  1875. default:
  1876. return "";
  1877. }
  1878. }
  1879. void VisualShaderNodeTransformOp::set_operator(Operator p_op) {
  1880. ERR_FAIL_INDEX(int(p_op), int(OP_MAX));
  1881. if (op == p_op) {
  1882. return;
  1883. }
  1884. op = p_op;
  1885. emit_changed();
  1886. }
  1887. VisualShaderNodeTransformOp::Operator VisualShaderNodeTransformOp::get_operator() const {
  1888. return op;
  1889. }
  1890. Vector<StringName> VisualShaderNodeTransformOp::get_editable_properties() const {
  1891. Vector<StringName> props;
  1892. props.push_back("operator");
  1893. return props;
  1894. }
  1895. void VisualShaderNodeTransformOp::_bind_methods() {
  1896. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeTransformOp::set_operator);
  1897. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeTransformOp::get_operator);
  1898. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "A x B,B x A,A x B(per component),B x A(per component),A + B,A - B,B - A,A / B,B / A"), "set_operator", "get_operator");
  1899. BIND_ENUM_CONSTANT(OP_AxB);
  1900. BIND_ENUM_CONSTANT(OP_BxA);
  1901. BIND_ENUM_CONSTANT(OP_AxB_COMP);
  1902. BIND_ENUM_CONSTANT(OP_BxA_COMP);
  1903. BIND_ENUM_CONSTANT(OP_ADD);
  1904. BIND_ENUM_CONSTANT(OP_A_MINUS_B);
  1905. BIND_ENUM_CONSTANT(OP_B_MINUS_A);
  1906. BIND_ENUM_CONSTANT(OP_A_DIV_B);
  1907. BIND_ENUM_CONSTANT(OP_B_DIV_A);
  1908. BIND_ENUM_CONSTANT(OP_MAX);
  1909. }
  1910. VisualShaderNodeTransformOp::VisualShaderNodeTransformOp() {
  1911. set_input_port_default_value(0, Transform3D());
  1912. set_input_port_default_value(1, Transform3D());
  1913. }
  1914. ////////////// TransformVec Mult
  1915. String VisualShaderNodeTransformVecMult::get_caption() const {
  1916. return "TransformVectorMult";
  1917. }
  1918. int VisualShaderNodeTransformVecMult::get_input_port_count() const {
  1919. return 2;
  1920. }
  1921. VisualShaderNodeTransformVecMult::PortType VisualShaderNodeTransformVecMult::get_input_port_type(int p_port) const {
  1922. return p_port == 0 ? PORT_TYPE_TRANSFORM : PORT_TYPE_VECTOR_3D;
  1923. }
  1924. String VisualShaderNodeTransformVecMult::get_input_port_name(int p_port) const {
  1925. return p_port == 0 ? "a" : "b";
  1926. }
  1927. int VisualShaderNodeTransformVecMult::get_output_port_count() const {
  1928. return 1;
  1929. }
  1930. VisualShaderNodeTransformVecMult::PortType VisualShaderNodeTransformVecMult::get_output_port_type(int p_port) const {
  1931. return PORT_TYPE_VECTOR_3D;
  1932. }
  1933. String VisualShaderNodeTransformVecMult::get_output_port_name(int p_port) const {
  1934. return ""; //no output port means the editor will be used as port
  1935. }
  1936. 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 {
  1937. if (op == OP_AxB) {
  1938. return " " + p_output_vars[0] + " = (" + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 1.0)).xyz;\n";
  1939. } else if (op == OP_BxA) {
  1940. return " " + p_output_vars[0] + " = (vec4(" + p_input_vars[1] + ", 1.0) * " + p_input_vars[0] + ").xyz;\n";
  1941. } else if (op == OP_3x3_AxB) {
  1942. return " " + p_output_vars[0] + " = (" + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 0.0)).xyz;\n";
  1943. } else {
  1944. return " " + p_output_vars[0] + " = (vec4(" + p_input_vars[1] + ", 0.0) * " + p_input_vars[0] + ").xyz;\n";
  1945. }
  1946. }
  1947. void VisualShaderNodeTransformVecMult::set_operator(Operator p_op) {
  1948. ERR_FAIL_INDEX(int(p_op), int(OP_MAX));
  1949. if (op == p_op) {
  1950. return;
  1951. }
  1952. op = p_op;
  1953. emit_changed();
  1954. }
  1955. VisualShaderNodeTransformVecMult::Operator VisualShaderNodeTransformVecMult::get_operator() const {
  1956. return op;
  1957. }
  1958. Vector<StringName> VisualShaderNodeTransformVecMult::get_editable_properties() const {
  1959. Vector<StringName> props;
  1960. props.push_back("operator");
  1961. return props;
  1962. }
  1963. void VisualShaderNodeTransformVecMult::_bind_methods() {
  1964. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeTransformVecMult::set_operator);
  1965. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeTransformVecMult::get_operator);
  1966. 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");
  1967. BIND_ENUM_CONSTANT(OP_AxB);
  1968. BIND_ENUM_CONSTANT(OP_BxA);
  1969. BIND_ENUM_CONSTANT(OP_3x3_AxB);
  1970. BIND_ENUM_CONSTANT(OP_3x3_BxA);
  1971. BIND_ENUM_CONSTANT(OP_MAX);
  1972. }
  1973. VisualShaderNodeTransformVecMult::VisualShaderNodeTransformVecMult() {
  1974. set_input_port_default_value(0, Transform3D());
  1975. set_input_port_default_value(1, Vector3());
  1976. }
  1977. ////////////// Float Func
  1978. String VisualShaderNodeFloatFunc::get_caption() const {
  1979. return "FloatFunc";
  1980. }
  1981. int VisualShaderNodeFloatFunc::get_input_port_count() const {
  1982. return 1;
  1983. }
  1984. VisualShaderNodeFloatFunc::PortType VisualShaderNodeFloatFunc::get_input_port_type(int p_port) const {
  1985. return PORT_TYPE_SCALAR;
  1986. }
  1987. String VisualShaderNodeFloatFunc::get_input_port_name(int p_port) const {
  1988. return "";
  1989. }
  1990. int VisualShaderNodeFloatFunc::get_output_port_count() const {
  1991. return 1;
  1992. }
  1993. VisualShaderNodeFloatFunc::PortType VisualShaderNodeFloatFunc::get_output_port_type(int p_port) const {
  1994. return PORT_TYPE_SCALAR;
  1995. }
  1996. String VisualShaderNodeFloatFunc::get_output_port_name(int p_port) const {
  1997. return ""; //no output port means the editor will be used as port
  1998. }
  1999. String VisualShaderNodeFloatFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2000. static const char *functions[FUNC_MAX] = {
  2001. "sin($)",
  2002. "cos($)",
  2003. "tan($)",
  2004. "asin($)",
  2005. "acos($)",
  2006. "atan($)",
  2007. "sinh($)",
  2008. "cosh($)",
  2009. "tanh($)",
  2010. "log($)",
  2011. "exp($)",
  2012. "sqrt($)",
  2013. "abs($)",
  2014. "sign($)",
  2015. "floor($)",
  2016. "round($)",
  2017. "ceil($)",
  2018. "fract($)",
  2019. "min(max($, 0.0), 1.0)",
  2020. "-($)",
  2021. "acosh($)",
  2022. "asinh($)",
  2023. "atanh($)",
  2024. "degrees($)",
  2025. "exp2($)",
  2026. "inversesqrt($)",
  2027. "log2($)",
  2028. "radians($)",
  2029. "1.0 / ($)",
  2030. "roundEven($)",
  2031. "trunc($)",
  2032. "1.0 - $"
  2033. };
  2034. return " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
  2035. }
  2036. void VisualShaderNodeFloatFunc::set_function(Function p_func) {
  2037. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2038. if (func == p_func) {
  2039. return;
  2040. }
  2041. func = p_func;
  2042. emit_changed();
  2043. }
  2044. VisualShaderNodeFloatFunc::Function VisualShaderNodeFloatFunc::get_function() const {
  2045. return func;
  2046. }
  2047. Vector<StringName> VisualShaderNodeFloatFunc::get_editable_properties() const {
  2048. Vector<StringName> props;
  2049. props.push_back("function");
  2050. return props;
  2051. }
  2052. void VisualShaderNodeFloatFunc::_bind_methods() {
  2053. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeFloatFunc::set_function);
  2054. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeFloatFunc::get_function);
  2055. 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");
  2056. BIND_ENUM_CONSTANT(FUNC_SIN);
  2057. BIND_ENUM_CONSTANT(FUNC_COS);
  2058. BIND_ENUM_CONSTANT(FUNC_TAN);
  2059. BIND_ENUM_CONSTANT(FUNC_ASIN);
  2060. BIND_ENUM_CONSTANT(FUNC_ACOS);
  2061. BIND_ENUM_CONSTANT(FUNC_ATAN);
  2062. BIND_ENUM_CONSTANT(FUNC_SINH);
  2063. BIND_ENUM_CONSTANT(FUNC_COSH);
  2064. BIND_ENUM_CONSTANT(FUNC_TANH);
  2065. BIND_ENUM_CONSTANT(FUNC_LOG);
  2066. BIND_ENUM_CONSTANT(FUNC_EXP);
  2067. BIND_ENUM_CONSTANT(FUNC_SQRT);
  2068. BIND_ENUM_CONSTANT(FUNC_ABS);
  2069. BIND_ENUM_CONSTANT(FUNC_SIGN);
  2070. BIND_ENUM_CONSTANT(FUNC_FLOOR);
  2071. BIND_ENUM_CONSTANT(FUNC_ROUND);
  2072. BIND_ENUM_CONSTANT(FUNC_CEIL);
  2073. BIND_ENUM_CONSTANT(FUNC_FRAC);
  2074. BIND_ENUM_CONSTANT(FUNC_SATURATE);
  2075. BIND_ENUM_CONSTANT(FUNC_NEGATE);
  2076. BIND_ENUM_CONSTANT(FUNC_ACOSH);
  2077. BIND_ENUM_CONSTANT(FUNC_ASINH);
  2078. BIND_ENUM_CONSTANT(FUNC_ATANH);
  2079. BIND_ENUM_CONSTANT(FUNC_DEGREES);
  2080. BIND_ENUM_CONSTANT(FUNC_EXP2);
  2081. BIND_ENUM_CONSTANT(FUNC_INVERSE_SQRT);
  2082. BIND_ENUM_CONSTANT(FUNC_LOG2);
  2083. BIND_ENUM_CONSTANT(FUNC_RADIANS);
  2084. BIND_ENUM_CONSTANT(FUNC_RECIPROCAL);
  2085. BIND_ENUM_CONSTANT(FUNC_ROUNDEVEN);
  2086. BIND_ENUM_CONSTANT(FUNC_TRUNC);
  2087. BIND_ENUM_CONSTANT(FUNC_ONEMINUS);
  2088. BIND_ENUM_CONSTANT(FUNC_MAX);
  2089. }
  2090. VisualShaderNodeFloatFunc::VisualShaderNodeFloatFunc() {
  2091. set_input_port_default_value(0, 0.0);
  2092. }
  2093. ////////////// Int Func
  2094. String VisualShaderNodeIntFunc::get_caption() const {
  2095. return "IntFunc";
  2096. }
  2097. int VisualShaderNodeIntFunc::get_input_port_count() const {
  2098. return 1;
  2099. }
  2100. VisualShaderNodeIntFunc::PortType VisualShaderNodeIntFunc::get_input_port_type(int p_port) const {
  2101. return PORT_TYPE_SCALAR_INT;
  2102. }
  2103. String VisualShaderNodeIntFunc::get_input_port_name(int p_port) const {
  2104. return "";
  2105. }
  2106. int VisualShaderNodeIntFunc::get_output_port_count() const {
  2107. return 1;
  2108. }
  2109. VisualShaderNodeIntFunc::PortType VisualShaderNodeIntFunc::get_output_port_type(int p_port) const {
  2110. return PORT_TYPE_SCALAR_INT;
  2111. }
  2112. String VisualShaderNodeIntFunc::get_output_port_name(int p_port) const {
  2113. return ""; //no output port means the editor will be used as port
  2114. }
  2115. String VisualShaderNodeIntFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2116. static const char *functions[FUNC_MAX] = {
  2117. "abs($)",
  2118. "-($)",
  2119. "sign($)",
  2120. "~($)"
  2121. };
  2122. return " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
  2123. }
  2124. void VisualShaderNodeIntFunc::set_function(Function p_func) {
  2125. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2126. if (func == p_func) {
  2127. return;
  2128. }
  2129. func = p_func;
  2130. emit_changed();
  2131. }
  2132. VisualShaderNodeIntFunc::Function VisualShaderNodeIntFunc::get_function() const {
  2133. return func;
  2134. }
  2135. Vector<StringName> VisualShaderNodeIntFunc::get_editable_properties() const {
  2136. Vector<StringName> props;
  2137. props.push_back("function");
  2138. return props;
  2139. }
  2140. void VisualShaderNodeIntFunc::_bind_methods() {
  2141. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeIntFunc::set_function);
  2142. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeIntFunc::get_function);
  2143. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Abs,Negate,Sign,Bitwise NOT"), "set_function", "get_function");
  2144. BIND_ENUM_CONSTANT(FUNC_ABS);
  2145. BIND_ENUM_CONSTANT(FUNC_NEGATE);
  2146. BIND_ENUM_CONSTANT(FUNC_SIGN);
  2147. BIND_ENUM_CONSTANT(FUNC_BITWISE_NOT);
  2148. BIND_ENUM_CONSTANT(FUNC_MAX);
  2149. }
  2150. VisualShaderNodeIntFunc::VisualShaderNodeIntFunc() {
  2151. set_input_port_default_value(0, 0);
  2152. }
  2153. ////////////// Vector Func
  2154. String VisualShaderNodeVectorFunc::get_caption() const {
  2155. return "VectorFunc";
  2156. }
  2157. int VisualShaderNodeVectorFunc::get_input_port_count() const {
  2158. return 1;
  2159. }
  2160. String VisualShaderNodeVectorFunc::get_input_port_name(int p_port) const {
  2161. return "";
  2162. }
  2163. int VisualShaderNodeVectorFunc::get_output_port_count() const {
  2164. return 1;
  2165. }
  2166. String VisualShaderNodeVectorFunc::get_output_port_name(int p_port) const {
  2167. return "result";
  2168. }
  2169. 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 {
  2170. static const char *funcs[FUNC_MAX] = {
  2171. "normalize($)",
  2172. "", // FUNC_SATURATE
  2173. "-($)",
  2174. "1.0 / ($)",
  2175. "", // FUNC_RGB2HSV
  2176. "", // FUNC_HSV2RGB
  2177. "abs($)",
  2178. "acos($)",
  2179. "acosh($)",
  2180. "asin($)",
  2181. "asinh($)",
  2182. "atan($)",
  2183. "atanh($)",
  2184. "ceil($)",
  2185. "cos($)",
  2186. "cosh($)",
  2187. "degrees($)",
  2188. "exp($)",
  2189. "exp2($)",
  2190. "floor($)",
  2191. "fract($)",
  2192. "inversesqrt($)",
  2193. "log($)",
  2194. "log2($)",
  2195. "radians($)",
  2196. "round($)",
  2197. "roundEven($)",
  2198. "sign($)",
  2199. "sin($)",
  2200. "sinh($)",
  2201. "sqrt($)",
  2202. "tan($)",
  2203. "tanh($)",
  2204. "trunc($)",
  2205. "" // FUNC_ONEMINUS
  2206. };
  2207. if (func == FUNC_SATURATE) {
  2208. String code;
  2209. if (op_type == OP_TYPE_VECTOR_2D) {
  2210. code = "max(min($, vec2(1.0)), vec2(0.0))";
  2211. } else if (op_type == OP_TYPE_VECTOR_3D) {
  2212. code = "max(min($, vec3(1.0)), vec3(0.0))";
  2213. } else {
  2214. code = "max(min($, vec4(1.0)), vec4(0.0))";
  2215. }
  2216. return " " + p_output_vars[0] + " = " + code.replace("$", p_input_vars[0]) + ";\n";
  2217. }
  2218. if (func == FUNC_ONEMINUS) {
  2219. String code;
  2220. if (op_type == OP_TYPE_VECTOR_2D) {
  2221. code = "vec2(1.0) - $";
  2222. } else if (op_type == OP_TYPE_VECTOR_3D) {
  2223. code = "vec3(1.0) - $";
  2224. } else {
  2225. code = "vec4(1.0) - $";
  2226. }
  2227. return " " + p_output_vars[0] + " = " + code.replace("$", p_input_vars[0]) + ";\n";
  2228. }
  2229. String code;
  2230. if (func == FUNC_RGB2HSV) {
  2231. if (op_type == OP_TYPE_VECTOR_2D) { // Not supported.
  2232. return " " + p_output_vars[0] + " = vec2(0.0);\n";
  2233. }
  2234. if (op_type == OP_TYPE_VECTOR_4D) { // Not supported.
  2235. return " " + p_output_vars[0] + " = vec4(0.0);\n";
  2236. }
  2237. code += " {\n";
  2238. code += " vec3 c = " + p_input_vars[0] + ";\n";
  2239. code += " vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);\n";
  2240. code += " vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));\n";
  2241. code += " vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));\n";
  2242. code += " float d = q.x - min(q.w, q.y);\n";
  2243. code += " float e = 1.0e-10;\n";
  2244. code += " " + p_output_vars[0] + " = vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);\n";
  2245. code += " }\n";
  2246. } else if (func == FUNC_HSV2RGB) {
  2247. if (op_type == OP_TYPE_VECTOR_2D) { // Not supported.
  2248. return " " + p_output_vars[0] + " = vec2(0.0);\n";
  2249. }
  2250. if (op_type == OP_TYPE_VECTOR_4D) { // Not supported.
  2251. return " " + p_output_vars[0] + " = vec4(0.0);\n";
  2252. }
  2253. code += " {\n";
  2254. code += " vec3 c = " + p_input_vars[0] + ";\n";
  2255. code += " vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n";
  2256. code += " vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n";
  2257. code += " " + p_output_vars[0] + " = c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n";
  2258. code += " }\n";
  2259. } else {
  2260. code += " " + p_output_vars[0] + " = " + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
  2261. }
  2262. return code;
  2263. }
  2264. void VisualShaderNodeVectorFunc::set_op_type(OpType p_op_type) {
  2265. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  2266. if (op_type == p_op_type) {
  2267. return;
  2268. }
  2269. switch (p_op_type) {
  2270. case OP_TYPE_VECTOR_2D: {
  2271. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  2272. } break;
  2273. case OP_TYPE_VECTOR_3D: {
  2274. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  2275. } break;
  2276. case OP_TYPE_VECTOR_4D: {
  2277. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  2278. } break;
  2279. default:
  2280. break;
  2281. }
  2282. op_type = p_op_type;
  2283. emit_changed();
  2284. }
  2285. void VisualShaderNodeVectorFunc::set_function(Function p_func) {
  2286. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2287. if (func == p_func) {
  2288. return;
  2289. }
  2290. if (p_func == FUNC_RGB2HSV) {
  2291. simple_decl = false;
  2292. } else if (p_func == FUNC_HSV2RGB) {
  2293. simple_decl = false;
  2294. } else {
  2295. simple_decl = true;
  2296. }
  2297. func = p_func;
  2298. emit_changed();
  2299. }
  2300. VisualShaderNodeVectorFunc::Function VisualShaderNodeVectorFunc::get_function() const {
  2301. return func;
  2302. }
  2303. Vector<StringName> VisualShaderNodeVectorFunc::get_editable_properties() const {
  2304. Vector<StringName> props = VisualShaderNodeVectorBase::get_editable_properties();
  2305. props.push_back("function");
  2306. return props;
  2307. }
  2308. String VisualShaderNodeVectorFunc::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  2309. bool invalid_type = false;
  2310. if (op_type == OP_TYPE_VECTOR_2D || op_type == OP_TYPE_VECTOR_4D) {
  2311. if (func == FUNC_RGB2HSV || func == FUNC_HSV2RGB) {
  2312. invalid_type = true;
  2313. }
  2314. }
  2315. if (invalid_type) {
  2316. return RTR("Invalid function for that type.");
  2317. }
  2318. return String();
  2319. }
  2320. void VisualShaderNodeVectorFunc::_bind_methods() {
  2321. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeVectorFunc::set_function);
  2322. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeVectorFunc::get_function);
  2323. 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");
  2324. BIND_ENUM_CONSTANT(FUNC_NORMALIZE);
  2325. BIND_ENUM_CONSTANT(FUNC_SATURATE);
  2326. BIND_ENUM_CONSTANT(FUNC_NEGATE);
  2327. BIND_ENUM_CONSTANT(FUNC_RECIPROCAL);
  2328. BIND_ENUM_CONSTANT(FUNC_RGB2HSV);
  2329. BIND_ENUM_CONSTANT(FUNC_HSV2RGB);
  2330. BIND_ENUM_CONSTANT(FUNC_ABS);
  2331. BIND_ENUM_CONSTANT(FUNC_ACOS);
  2332. BIND_ENUM_CONSTANT(FUNC_ACOSH);
  2333. BIND_ENUM_CONSTANT(FUNC_ASIN);
  2334. BIND_ENUM_CONSTANT(FUNC_ASINH);
  2335. BIND_ENUM_CONSTANT(FUNC_ATAN);
  2336. BIND_ENUM_CONSTANT(FUNC_ATANH);
  2337. BIND_ENUM_CONSTANT(FUNC_CEIL);
  2338. BIND_ENUM_CONSTANT(FUNC_COS);
  2339. BIND_ENUM_CONSTANT(FUNC_COSH);
  2340. BIND_ENUM_CONSTANT(FUNC_DEGREES);
  2341. BIND_ENUM_CONSTANT(FUNC_EXP);
  2342. BIND_ENUM_CONSTANT(FUNC_EXP2);
  2343. BIND_ENUM_CONSTANT(FUNC_FLOOR);
  2344. BIND_ENUM_CONSTANT(FUNC_FRAC);
  2345. BIND_ENUM_CONSTANT(FUNC_INVERSE_SQRT);
  2346. BIND_ENUM_CONSTANT(FUNC_LOG);
  2347. BIND_ENUM_CONSTANT(FUNC_LOG2);
  2348. BIND_ENUM_CONSTANT(FUNC_RADIANS);
  2349. BIND_ENUM_CONSTANT(FUNC_ROUND);
  2350. BIND_ENUM_CONSTANT(FUNC_ROUNDEVEN);
  2351. BIND_ENUM_CONSTANT(FUNC_SIGN);
  2352. BIND_ENUM_CONSTANT(FUNC_SIN);
  2353. BIND_ENUM_CONSTANT(FUNC_SINH);
  2354. BIND_ENUM_CONSTANT(FUNC_SQRT);
  2355. BIND_ENUM_CONSTANT(FUNC_TAN);
  2356. BIND_ENUM_CONSTANT(FUNC_TANH);
  2357. BIND_ENUM_CONSTANT(FUNC_TRUNC);
  2358. BIND_ENUM_CONSTANT(FUNC_ONEMINUS);
  2359. BIND_ENUM_CONSTANT(FUNC_MAX);
  2360. }
  2361. VisualShaderNodeVectorFunc::VisualShaderNodeVectorFunc() {
  2362. switch (op_type) {
  2363. case OP_TYPE_VECTOR_2D: {
  2364. set_input_port_default_value(0, Vector2());
  2365. } break;
  2366. case OP_TYPE_VECTOR_3D: {
  2367. set_input_port_default_value(0, Vector3());
  2368. } break;
  2369. case OP_TYPE_VECTOR_4D: {
  2370. set_input_port_default_value(0, Quaternion());
  2371. } break;
  2372. default:
  2373. break;
  2374. }
  2375. }
  2376. ////////////// ColorFunc
  2377. String VisualShaderNodeColorFunc::get_caption() const {
  2378. return "ColorFunc";
  2379. }
  2380. int VisualShaderNodeColorFunc::get_input_port_count() const {
  2381. return 1;
  2382. }
  2383. VisualShaderNodeColorFunc::PortType VisualShaderNodeColorFunc::get_input_port_type(int p_port) const {
  2384. return PORT_TYPE_VECTOR_3D;
  2385. }
  2386. String VisualShaderNodeColorFunc::get_input_port_name(int p_port) const {
  2387. return "";
  2388. }
  2389. int VisualShaderNodeColorFunc::get_output_port_count() const {
  2390. return 1;
  2391. }
  2392. VisualShaderNodeColorFunc::PortType VisualShaderNodeColorFunc::get_output_port_type(int p_port) const {
  2393. return PORT_TYPE_VECTOR_3D;
  2394. }
  2395. String VisualShaderNodeColorFunc::get_output_port_name(int p_port) const {
  2396. return "";
  2397. }
  2398. 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 {
  2399. String code;
  2400. switch (func) {
  2401. case FUNC_GRAYSCALE:
  2402. code += " {\n";
  2403. code += " vec3 c = " + p_input_vars[0] + ";\n";
  2404. code += " float max1 = max(c.r, c.g);\n";
  2405. code += " float max2 = max(max1, c.b);\n";
  2406. code += " " + p_output_vars[0] + " = vec3(max2, max2, max2);\n";
  2407. code += " }\n";
  2408. break;
  2409. case FUNC_SEPIA:
  2410. code += " {\n";
  2411. code += " vec3 c = " + p_input_vars[0] + ";\n";
  2412. code += " float r = (c.r * .393) + (c.g *.769) + (c.b * .189);\n";
  2413. code += " float g = (c.r * .349) + (c.g *.686) + (c.b * .168);\n";
  2414. code += " float b = (c.r * .272) + (c.g *.534) + (c.b * .131);\n";
  2415. code += " " + p_output_vars[0] + " = vec3(r, g, b);\n";
  2416. code += " }\n";
  2417. break;
  2418. default:
  2419. break;
  2420. }
  2421. return code;
  2422. }
  2423. void VisualShaderNodeColorFunc::set_function(Function p_func) {
  2424. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2425. if (func == p_func) {
  2426. return;
  2427. }
  2428. func = p_func;
  2429. emit_changed();
  2430. }
  2431. VisualShaderNodeColorFunc::Function VisualShaderNodeColorFunc::get_function() const {
  2432. return func;
  2433. }
  2434. Vector<StringName> VisualShaderNodeColorFunc::get_editable_properties() const {
  2435. Vector<StringName> props;
  2436. props.push_back("function");
  2437. return props;
  2438. }
  2439. void VisualShaderNodeColorFunc::_bind_methods() {
  2440. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeColorFunc::set_function);
  2441. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeColorFunc::get_function);
  2442. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Grayscale,Sepia"), "set_function", "get_function");
  2443. BIND_ENUM_CONSTANT(FUNC_GRAYSCALE);
  2444. BIND_ENUM_CONSTANT(FUNC_SEPIA);
  2445. BIND_ENUM_CONSTANT(FUNC_MAX);
  2446. }
  2447. VisualShaderNodeColorFunc::VisualShaderNodeColorFunc() {
  2448. simple_decl = false;
  2449. set_input_port_default_value(0, Vector3());
  2450. }
  2451. ////////////// Transform Func
  2452. String VisualShaderNodeTransformFunc::get_caption() const {
  2453. return "TransformFunc";
  2454. }
  2455. int VisualShaderNodeTransformFunc::get_input_port_count() const {
  2456. return 1;
  2457. }
  2458. VisualShaderNodeTransformFunc::PortType VisualShaderNodeTransformFunc::get_input_port_type(int p_port) const {
  2459. return PORT_TYPE_TRANSFORM;
  2460. }
  2461. String VisualShaderNodeTransformFunc::get_input_port_name(int p_port) const {
  2462. return "";
  2463. }
  2464. int VisualShaderNodeTransformFunc::get_output_port_count() const {
  2465. return 1;
  2466. }
  2467. VisualShaderNodeTransformFunc::PortType VisualShaderNodeTransformFunc::get_output_port_type(int p_port) const {
  2468. return PORT_TYPE_TRANSFORM;
  2469. }
  2470. String VisualShaderNodeTransformFunc::get_output_port_name(int p_port) const {
  2471. return "";
  2472. }
  2473. 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 {
  2474. static const char *functions[FUNC_MAX] = {
  2475. "inverse($)",
  2476. "transpose($)"
  2477. };
  2478. String code;
  2479. code += " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
  2480. return code;
  2481. }
  2482. void VisualShaderNodeTransformFunc::set_function(Function p_func) {
  2483. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2484. if (func == p_func) {
  2485. return;
  2486. }
  2487. func = p_func;
  2488. emit_changed();
  2489. }
  2490. VisualShaderNodeTransformFunc::Function VisualShaderNodeTransformFunc::get_function() const {
  2491. return func;
  2492. }
  2493. Vector<StringName> VisualShaderNodeTransformFunc::get_editable_properties() const {
  2494. Vector<StringName> props;
  2495. props.push_back("function");
  2496. return props;
  2497. }
  2498. void VisualShaderNodeTransformFunc::_bind_methods() {
  2499. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeTransformFunc::set_function);
  2500. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeTransformFunc::get_function);
  2501. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Inverse,Transpose"), "set_function", "get_function");
  2502. BIND_ENUM_CONSTANT(FUNC_INVERSE);
  2503. BIND_ENUM_CONSTANT(FUNC_TRANSPOSE);
  2504. BIND_ENUM_CONSTANT(FUNC_MAX);
  2505. }
  2506. VisualShaderNodeTransformFunc::VisualShaderNodeTransformFunc() {
  2507. set_input_port_default_value(0, Transform3D());
  2508. }
  2509. ////////////// UV Func
  2510. String VisualShaderNodeUVFunc::get_caption() const {
  2511. return "UVFunc";
  2512. }
  2513. int VisualShaderNodeUVFunc::get_input_port_count() const {
  2514. return 3;
  2515. }
  2516. VisualShaderNodeUVFunc::PortType VisualShaderNodeUVFunc::get_input_port_type(int p_port) const {
  2517. switch (p_port) {
  2518. case 0:
  2519. return PORT_TYPE_VECTOR_2D; // uv
  2520. case 1:
  2521. return PORT_TYPE_VECTOR_2D; // scale
  2522. case 2:
  2523. return PORT_TYPE_VECTOR_2D; // offset & pivot
  2524. default:
  2525. break;
  2526. }
  2527. return PORT_TYPE_SCALAR;
  2528. }
  2529. String VisualShaderNodeUVFunc::get_input_port_name(int p_port) const {
  2530. switch (p_port) {
  2531. case 0:
  2532. return "uv";
  2533. case 1:
  2534. return "scale";
  2535. case 2:
  2536. switch (func) {
  2537. case FUNC_PANNING:
  2538. return "offset";
  2539. case FUNC_SCALING:
  2540. return "pivot";
  2541. default:
  2542. break;
  2543. }
  2544. break;
  2545. default:
  2546. break;
  2547. }
  2548. return "";
  2549. }
  2550. bool VisualShaderNodeUVFunc::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  2551. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  2552. if (p_port == 0) {
  2553. return true;
  2554. }
  2555. }
  2556. return false;
  2557. }
  2558. int VisualShaderNodeUVFunc::get_output_port_count() const {
  2559. return 1;
  2560. }
  2561. VisualShaderNodeUVFunc::PortType VisualShaderNodeUVFunc::get_output_port_type(int p_port) const {
  2562. return PORT_TYPE_VECTOR_2D;
  2563. }
  2564. String VisualShaderNodeUVFunc::get_output_port_name(int p_port) const {
  2565. return "uv";
  2566. }
  2567. bool VisualShaderNodeUVFunc::is_show_prop_names() const {
  2568. return true;
  2569. }
  2570. String VisualShaderNodeUVFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2571. String code;
  2572. String uv;
  2573. if (p_input_vars[0].is_empty()) {
  2574. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  2575. uv = "UV";
  2576. } else {
  2577. uv = "vec2(0.0)";
  2578. }
  2579. } else {
  2580. uv = vformat("%s", p_input_vars[0]);
  2581. }
  2582. String scale = vformat("%s", p_input_vars[1]);
  2583. String offset_pivot = vformat("%s", p_input_vars[2]);
  2584. switch (func) {
  2585. case FUNC_PANNING: {
  2586. code += vformat(" %s = fma(%s, %s, %s);\n", p_output_vars[0], offset_pivot, scale, uv);
  2587. } break;
  2588. case FUNC_SCALING: {
  2589. code += vformat(" %s = fma((%s - %s), %s, %s);\n", p_output_vars[0], uv, offset_pivot, scale, offset_pivot);
  2590. } break;
  2591. default:
  2592. break;
  2593. }
  2594. return code;
  2595. }
  2596. void VisualShaderNodeUVFunc::set_function(VisualShaderNodeUVFunc::Function p_func) {
  2597. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2598. if (func == p_func) {
  2599. return;
  2600. }
  2601. if (p_func == FUNC_PANNING) {
  2602. set_input_port_default_value(2, Vector2()); // offset
  2603. } else { // FUNC_SCALING
  2604. set_input_port_default_value(2, Vector2(0.5, 0.5)); // pivot
  2605. }
  2606. func = p_func;
  2607. emit_changed();
  2608. }
  2609. VisualShaderNodeUVFunc::Function VisualShaderNodeUVFunc::get_function() const {
  2610. return func;
  2611. }
  2612. Vector<StringName> VisualShaderNodeUVFunc::get_editable_properties() const {
  2613. Vector<StringName> props;
  2614. props.push_back("function");
  2615. return props;
  2616. }
  2617. void VisualShaderNodeUVFunc::_bind_methods() {
  2618. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeUVFunc::set_function);
  2619. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeUVFunc::get_function);
  2620. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Panning,Scaling"), "set_function", "get_function");
  2621. BIND_ENUM_CONSTANT(FUNC_PANNING);
  2622. BIND_ENUM_CONSTANT(FUNC_SCALING);
  2623. BIND_ENUM_CONSTANT(FUNC_MAX);
  2624. }
  2625. VisualShaderNodeUVFunc::VisualShaderNodeUVFunc() {
  2626. set_input_port_default_value(1, Vector2(1.0, 1.0)); // scale
  2627. set_input_port_default_value(2, Vector2()); // offset
  2628. }
  2629. ////////////// Dot Product
  2630. String VisualShaderNodeDotProduct::get_caption() const {
  2631. return "DotProduct";
  2632. }
  2633. int VisualShaderNodeDotProduct::get_input_port_count() const {
  2634. return 2;
  2635. }
  2636. VisualShaderNodeDotProduct::PortType VisualShaderNodeDotProduct::get_input_port_type(int p_port) const {
  2637. return PORT_TYPE_VECTOR_3D;
  2638. }
  2639. String VisualShaderNodeDotProduct::get_input_port_name(int p_port) const {
  2640. return p_port == 0 ? "a" : "b";
  2641. }
  2642. int VisualShaderNodeDotProduct::get_output_port_count() const {
  2643. return 1;
  2644. }
  2645. VisualShaderNodeDotProduct::PortType VisualShaderNodeDotProduct::get_output_port_type(int p_port) const {
  2646. return PORT_TYPE_SCALAR;
  2647. }
  2648. String VisualShaderNodeDotProduct::get_output_port_name(int p_port) const {
  2649. return "dot";
  2650. }
  2651. 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 {
  2652. return " " + p_output_vars[0] + " = dot(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  2653. }
  2654. VisualShaderNodeDotProduct::VisualShaderNodeDotProduct() {
  2655. set_input_port_default_value(0, Vector3());
  2656. set_input_port_default_value(1, Vector3());
  2657. }
  2658. ////////////// Vector Len
  2659. String VisualShaderNodeVectorLen::get_caption() const {
  2660. return "VectorLen";
  2661. }
  2662. int VisualShaderNodeVectorLen::get_input_port_count() const {
  2663. return 1;
  2664. }
  2665. String VisualShaderNodeVectorLen::get_input_port_name(int p_port) const {
  2666. return "";
  2667. }
  2668. int VisualShaderNodeVectorLen::get_output_port_count() const {
  2669. return 1;
  2670. }
  2671. VisualShaderNodeVectorLen::PortType VisualShaderNodeVectorLen::get_output_port_type(int p_port) const {
  2672. return PORT_TYPE_SCALAR;
  2673. }
  2674. String VisualShaderNodeVectorLen::get_output_port_name(int p_port) const {
  2675. return "length";
  2676. }
  2677. void VisualShaderNodeVectorLen::set_op_type(OpType p_op_type) {
  2678. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  2679. if (op_type == p_op_type) {
  2680. return;
  2681. }
  2682. switch (p_op_type) {
  2683. case OP_TYPE_VECTOR_2D: {
  2684. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  2685. } break;
  2686. case OP_TYPE_VECTOR_3D: {
  2687. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  2688. } break;
  2689. case OP_TYPE_VECTOR_4D: {
  2690. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  2691. } break;
  2692. default:
  2693. break;
  2694. }
  2695. op_type = p_op_type;
  2696. emit_changed();
  2697. }
  2698. 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 {
  2699. return " " + p_output_vars[0] + " = length(" + p_input_vars[0] + ");\n";
  2700. }
  2701. VisualShaderNodeVectorLen::VisualShaderNodeVectorLen() {
  2702. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  2703. }
  2704. ////////////// Determinant
  2705. String VisualShaderNodeDeterminant::get_caption() const {
  2706. return "Determinant";
  2707. }
  2708. int VisualShaderNodeDeterminant::get_input_port_count() const {
  2709. return 1;
  2710. }
  2711. VisualShaderNodeDeterminant::PortType VisualShaderNodeDeterminant::get_input_port_type(int p_port) const {
  2712. return PORT_TYPE_TRANSFORM;
  2713. }
  2714. String VisualShaderNodeDeterminant::get_input_port_name(int p_port) const {
  2715. return "";
  2716. }
  2717. int VisualShaderNodeDeterminant::get_output_port_count() const {
  2718. return 1;
  2719. }
  2720. VisualShaderNodeDeterminant::PortType VisualShaderNodeDeterminant::get_output_port_type(int p_port) const {
  2721. return PORT_TYPE_SCALAR;
  2722. }
  2723. String VisualShaderNodeDeterminant::get_output_port_name(int p_port) const {
  2724. return "";
  2725. }
  2726. 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 {
  2727. return " " + p_output_vars[0] + " = determinant(" + p_input_vars[0] + ");\n";
  2728. }
  2729. VisualShaderNodeDeterminant::VisualShaderNodeDeterminant() {
  2730. set_input_port_default_value(0, Transform3D());
  2731. }
  2732. ////////////// Derivative Function
  2733. String VisualShaderNodeDerivativeFunc::get_caption() const {
  2734. return "DerivativeFunc";
  2735. }
  2736. int VisualShaderNodeDerivativeFunc::get_input_port_count() const {
  2737. return 1;
  2738. }
  2739. VisualShaderNodeDerivativeFunc::PortType VisualShaderNodeDerivativeFunc::get_input_port_type(int p_port) const {
  2740. switch (op_type) {
  2741. case OP_TYPE_VECTOR_2D:
  2742. return PORT_TYPE_VECTOR_2D;
  2743. case OP_TYPE_VECTOR_3D:
  2744. return PORT_TYPE_VECTOR_3D;
  2745. case OP_TYPE_VECTOR_4D:
  2746. return PORT_TYPE_VECTOR_4D;
  2747. default:
  2748. break;
  2749. }
  2750. return PORT_TYPE_SCALAR;
  2751. }
  2752. String VisualShaderNodeDerivativeFunc::get_input_port_name(int p_port) const {
  2753. return "p";
  2754. }
  2755. int VisualShaderNodeDerivativeFunc::get_output_port_count() const {
  2756. return 1;
  2757. }
  2758. VisualShaderNodeDerivativeFunc::PortType VisualShaderNodeDerivativeFunc::get_output_port_type(int p_port) const {
  2759. switch (op_type) {
  2760. case OP_TYPE_VECTOR_2D:
  2761. return PORT_TYPE_VECTOR_2D;
  2762. case OP_TYPE_VECTOR_3D:
  2763. return PORT_TYPE_VECTOR_3D;
  2764. case OP_TYPE_VECTOR_4D:
  2765. return PORT_TYPE_VECTOR_4D;
  2766. default:
  2767. break;
  2768. }
  2769. return PORT_TYPE_SCALAR;
  2770. }
  2771. String VisualShaderNodeDerivativeFunc::get_output_port_name(int p_port) const {
  2772. return "result";
  2773. }
  2774. String VisualShaderNodeDerivativeFunc::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 {
  2775. static const char *functions[FUNC_MAX] = {
  2776. "fwidth($)",
  2777. "dFdx($)",
  2778. "dFdy($)"
  2779. };
  2780. String code;
  2781. code += " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
  2782. return code;
  2783. }
  2784. void VisualShaderNodeDerivativeFunc::set_op_type(OpType p_op_type) {
  2785. ERR_FAIL_INDEX((int)p_op_type, int(OP_TYPE_MAX));
  2786. if (op_type == p_op_type) {
  2787. return;
  2788. }
  2789. switch (p_op_type) {
  2790. case OP_TYPE_SCALAR: {
  2791. set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
  2792. } break;
  2793. case OP_TYPE_VECTOR_2D: {
  2794. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  2795. } break;
  2796. case OP_TYPE_VECTOR_3D: {
  2797. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  2798. } break;
  2799. case OP_TYPE_VECTOR_4D: {
  2800. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  2801. } break;
  2802. default:
  2803. break;
  2804. }
  2805. op_type = p_op_type;
  2806. emit_changed();
  2807. }
  2808. VisualShaderNodeDerivativeFunc::OpType VisualShaderNodeDerivativeFunc::get_op_type() const {
  2809. return op_type;
  2810. }
  2811. void VisualShaderNodeDerivativeFunc::set_function(Function p_func) {
  2812. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2813. if (func == p_func) {
  2814. return;
  2815. }
  2816. func = p_func;
  2817. emit_changed();
  2818. }
  2819. VisualShaderNodeDerivativeFunc::Function VisualShaderNodeDerivativeFunc::get_function() const {
  2820. return func;
  2821. }
  2822. Vector<StringName> VisualShaderNodeDerivativeFunc::get_editable_properties() const {
  2823. Vector<StringName> props;
  2824. props.push_back("op_type");
  2825. props.push_back("function");
  2826. return props;
  2827. }
  2828. void VisualShaderNodeDerivativeFunc::_bind_methods() {
  2829. ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeDerivativeFunc::set_op_type);
  2830. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeDerivativeFunc::get_op_type);
  2831. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeDerivativeFunc::set_function);
  2832. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeDerivativeFunc::get_function);
  2833. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector2,Vector3,Vector4"), "set_op_type", "get_op_type");
  2834. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Sum,X,Y"), "set_function", "get_function");
  2835. BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
  2836. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
  2837. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
  2838. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
  2839. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  2840. BIND_ENUM_CONSTANT(FUNC_SUM);
  2841. BIND_ENUM_CONSTANT(FUNC_X);
  2842. BIND_ENUM_CONSTANT(FUNC_Y);
  2843. BIND_ENUM_CONSTANT(FUNC_MAX);
  2844. }
  2845. VisualShaderNodeDerivativeFunc::VisualShaderNodeDerivativeFunc() {
  2846. set_input_port_default_value(0, 0.0);
  2847. }
  2848. ////////////// Clamp
  2849. String VisualShaderNodeClamp::get_caption() const {
  2850. return "Clamp";
  2851. }
  2852. int VisualShaderNodeClamp::get_input_port_count() const {
  2853. return 3;
  2854. }
  2855. VisualShaderNodeClamp::PortType VisualShaderNodeClamp::get_input_port_type(int p_port) const {
  2856. switch (op_type) {
  2857. case OP_TYPE_INT:
  2858. return PORT_TYPE_SCALAR_INT;
  2859. case OP_TYPE_VECTOR_2D:
  2860. return PORT_TYPE_VECTOR_2D;
  2861. case OP_TYPE_VECTOR_3D:
  2862. return PORT_TYPE_VECTOR_3D;
  2863. case OP_TYPE_VECTOR_4D:
  2864. return PORT_TYPE_VECTOR_4D;
  2865. default:
  2866. break;
  2867. }
  2868. return PORT_TYPE_SCALAR;
  2869. }
  2870. String VisualShaderNodeClamp::get_input_port_name(int p_port) const {
  2871. if (p_port == 0) {
  2872. return "";
  2873. } else if (p_port == 1) {
  2874. return "min";
  2875. } else if (p_port == 2) {
  2876. return "max";
  2877. }
  2878. return "";
  2879. }
  2880. int VisualShaderNodeClamp::get_output_port_count() const {
  2881. return 1;
  2882. }
  2883. VisualShaderNodeClamp::PortType VisualShaderNodeClamp::get_output_port_type(int p_port) const {
  2884. switch (op_type) {
  2885. case OP_TYPE_INT:
  2886. return PORT_TYPE_SCALAR_INT;
  2887. case OP_TYPE_VECTOR_2D:
  2888. return PORT_TYPE_VECTOR_2D;
  2889. case OP_TYPE_VECTOR_3D:
  2890. return PORT_TYPE_VECTOR_3D;
  2891. case OP_TYPE_VECTOR_4D:
  2892. return PORT_TYPE_VECTOR_4D;
  2893. default:
  2894. break;
  2895. }
  2896. return PORT_TYPE_SCALAR;
  2897. }
  2898. String VisualShaderNodeClamp::get_output_port_name(int p_port) const {
  2899. return "";
  2900. }
  2901. String VisualShaderNodeClamp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2902. return " " + p_output_vars[0] + " = clamp(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  2903. }
  2904. void VisualShaderNodeClamp::set_op_type(OpType p_op_type) {
  2905. ERR_FAIL_INDEX((int)p_op_type, int(OP_TYPE_MAX));
  2906. if (op_type == p_op_type) {
  2907. return;
  2908. }
  2909. switch (p_op_type) {
  2910. case OP_TYPE_FLOAT:
  2911. set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
  2912. set_input_port_default_value(1, 0.0, get_input_port_default_value(1));
  2913. set_input_port_default_value(2, 0.0, get_input_port_default_value(2));
  2914. break;
  2915. case OP_TYPE_INT:
  2916. set_input_port_default_value(0, 0, get_input_port_default_value(0));
  2917. set_input_port_default_value(1, 0, get_input_port_default_value(1));
  2918. set_input_port_default_value(2, 0, get_input_port_default_value(2));
  2919. break;
  2920. case OP_TYPE_VECTOR_2D:
  2921. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  2922. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
  2923. set_input_port_default_value(2, Vector2(), get_input_port_default_value(2));
  2924. break;
  2925. case OP_TYPE_VECTOR_3D:
  2926. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  2927. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
  2928. set_input_port_default_value(2, Vector3(), get_input_port_default_value(2));
  2929. break;
  2930. case OP_TYPE_VECTOR_4D:
  2931. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  2932. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
  2933. set_input_port_default_value(2, Quaternion(), get_input_port_default_value(2));
  2934. break;
  2935. default:
  2936. break;
  2937. }
  2938. op_type = p_op_type;
  2939. emit_changed();
  2940. }
  2941. VisualShaderNodeClamp::OpType VisualShaderNodeClamp::get_op_type() const {
  2942. return op_type;
  2943. }
  2944. Vector<StringName> VisualShaderNodeClamp::get_editable_properties() const {
  2945. Vector<StringName> props;
  2946. props.push_back("op_type");
  2947. return props;
  2948. }
  2949. void VisualShaderNodeClamp::_bind_methods() {
  2950. ClassDB::bind_method(D_METHOD("set_op_type", "op_type"), &VisualShaderNodeClamp::set_op_type);
  2951. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeClamp::get_op_type);
  2952. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Float,Int,Vector2,Vector3,Vector4"), "set_op_type", "get_op_type");
  2953. BIND_ENUM_CONSTANT(OP_TYPE_FLOAT);
  2954. BIND_ENUM_CONSTANT(OP_TYPE_INT);
  2955. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
  2956. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
  2957. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
  2958. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  2959. }
  2960. VisualShaderNodeClamp::VisualShaderNodeClamp() {
  2961. set_input_port_default_value(0, 0.0);
  2962. set_input_port_default_value(1, 0.0);
  2963. set_input_port_default_value(2, 1.0);
  2964. }
  2965. ////////////// FaceForward
  2966. String VisualShaderNodeFaceForward::get_caption() const {
  2967. return "FaceForward";
  2968. }
  2969. int VisualShaderNodeFaceForward::get_input_port_count() const {
  2970. return 3;
  2971. }
  2972. String VisualShaderNodeFaceForward::get_input_port_name(int p_port) const {
  2973. switch (p_port) {
  2974. case 0:
  2975. return "N";
  2976. case 1:
  2977. return "I";
  2978. case 2:
  2979. return "Nref";
  2980. default:
  2981. return "";
  2982. }
  2983. }
  2984. int VisualShaderNodeFaceForward::get_output_port_count() const {
  2985. return 1;
  2986. }
  2987. String VisualShaderNodeFaceForward::get_output_port_name(int p_port) const {
  2988. return "";
  2989. }
  2990. void VisualShaderNodeFaceForward::set_op_type(OpType p_op_type) {
  2991. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  2992. if (op_type == p_op_type) {
  2993. return;
  2994. }
  2995. switch (p_op_type) {
  2996. case OP_TYPE_VECTOR_2D: {
  2997. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  2998. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
  2999. set_input_port_default_value(2, Vector2(), get_input_port_default_value(2));
  3000. } break;
  3001. case OP_TYPE_VECTOR_3D: {
  3002. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  3003. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
  3004. set_input_port_default_value(2, Vector3(), get_input_port_default_value(2));
  3005. } break;
  3006. case OP_TYPE_VECTOR_4D: {
  3007. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  3008. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
  3009. set_input_port_default_value(2, Quaternion(), get_input_port_default_value(2));
  3010. } break;
  3011. default:
  3012. break;
  3013. }
  3014. op_type = p_op_type;
  3015. emit_changed();
  3016. }
  3017. 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 {
  3018. return " " + p_output_vars[0] + " = faceforward(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  3019. }
  3020. VisualShaderNodeFaceForward::VisualShaderNodeFaceForward() {
  3021. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  3022. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  3023. set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
  3024. }
  3025. ////////////// Outer Product
  3026. String VisualShaderNodeOuterProduct::get_caption() const {
  3027. return "OuterProduct";
  3028. }
  3029. int VisualShaderNodeOuterProduct::get_input_port_count() const {
  3030. return 2;
  3031. }
  3032. VisualShaderNodeOuterProduct::PortType VisualShaderNodeOuterProduct::get_input_port_type(int p_port) const {
  3033. return PORT_TYPE_VECTOR_3D;
  3034. }
  3035. String VisualShaderNodeOuterProduct::get_input_port_name(int p_port) const {
  3036. switch (p_port) {
  3037. case 0:
  3038. return "c";
  3039. case 1:
  3040. return "r";
  3041. default:
  3042. return "";
  3043. }
  3044. }
  3045. int VisualShaderNodeOuterProduct::get_output_port_count() const {
  3046. return 1;
  3047. }
  3048. VisualShaderNodeOuterProduct::PortType VisualShaderNodeOuterProduct::get_output_port_type(int p_port) const {
  3049. return PORT_TYPE_TRANSFORM;
  3050. }
  3051. String VisualShaderNodeOuterProduct::get_output_port_name(int p_port) const {
  3052. return "";
  3053. }
  3054. 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 {
  3055. return " " + p_output_vars[0] + " = outerProduct(vec4(" + p_input_vars[0] + ", 0.0), vec4(" + p_input_vars[1] + ", 0.0));\n";
  3056. }
  3057. VisualShaderNodeOuterProduct::VisualShaderNodeOuterProduct() {
  3058. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  3059. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  3060. }
  3061. ////////////// Step
  3062. String VisualShaderNodeStep::get_caption() const {
  3063. return "Step";
  3064. }
  3065. int VisualShaderNodeStep::get_input_port_count() const {
  3066. return 2;
  3067. }
  3068. VisualShaderNodeStep::PortType VisualShaderNodeStep::get_input_port_type(int p_port) const {
  3069. switch (op_type) {
  3070. case OP_TYPE_VECTOR_2D:
  3071. return PORT_TYPE_VECTOR_2D;
  3072. case OP_TYPE_VECTOR_2D_SCALAR:
  3073. if (p_port == 1) {
  3074. return PORT_TYPE_VECTOR_2D;
  3075. }
  3076. break;
  3077. case OP_TYPE_VECTOR_3D:
  3078. return PORT_TYPE_VECTOR_3D;
  3079. case OP_TYPE_VECTOR_3D_SCALAR:
  3080. if (p_port == 1) {
  3081. return PORT_TYPE_VECTOR_3D;
  3082. }
  3083. break;
  3084. case OP_TYPE_VECTOR_4D:
  3085. return PORT_TYPE_VECTOR_4D;
  3086. case OP_TYPE_VECTOR_4D_SCALAR:
  3087. if (p_port == 1) {
  3088. return PORT_TYPE_VECTOR_4D;
  3089. }
  3090. break;
  3091. default:
  3092. break;
  3093. }
  3094. return PORT_TYPE_SCALAR;
  3095. }
  3096. String VisualShaderNodeStep::get_input_port_name(int p_port) const {
  3097. switch (p_port) {
  3098. case 0:
  3099. return "edge";
  3100. case 1:
  3101. return "x";
  3102. }
  3103. return String();
  3104. }
  3105. int VisualShaderNodeStep::get_output_port_count() const {
  3106. return 1;
  3107. }
  3108. VisualShaderNodeStep::PortType VisualShaderNodeStep::get_output_port_type(int p_port) const {
  3109. switch (op_type) {
  3110. case OP_TYPE_VECTOR_2D:
  3111. return PORT_TYPE_VECTOR_2D;
  3112. case OP_TYPE_VECTOR_2D_SCALAR:
  3113. return PORT_TYPE_VECTOR_2D;
  3114. case OP_TYPE_VECTOR_3D:
  3115. return PORT_TYPE_VECTOR_3D;
  3116. case OP_TYPE_VECTOR_3D_SCALAR:
  3117. return PORT_TYPE_VECTOR_3D;
  3118. case OP_TYPE_VECTOR_4D:
  3119. return PORT_TYPE_VECTOR_4D;
  3120. case OP_TYPE_VECTOR_4D_SCALAR:
  3121. return PORT_TYPE_VECTOR_4D;
  3122. default:
  3123. break;
  3124. }
  3125. return PORT_TYPE_SCALAR;
  3126. }
  3127. String VisualShaderNodeStep::get_output_port_name(int p_port) const {
  3128. return "";
  3129. }
  3130. void VisualShaderNodeStep::set_op_type(OpType p_op_type) {
  3131. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  3132. if (op_type == p_op_type) {
  3133. return;
  3134. }
  3135. switch (p_op_type) {
  3136. case OP_TYPE_SCALAR: {
  3137. set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
  3138. set_input_port_default_value(1, 0.0, get_input_port_default_value(1));
  3139. } break;
  3140. case OP_TYPE_VECTOR_2D: {
  3141. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  3142. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
  3143. } break;
  3144. case OP_TYPE_VECTOR_2D_SCALAR: {
  3145. set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
  3146. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
  3147. } break;
  3148. case OP_TYPE_VECTOR_3D: {
  3149. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  3150. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
  3151. } break;
  3152. case OP_TYPE_VECTOR_3D_SCALAR: {
  3153. set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
  3154. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
  3155. } break;
  3156. case OP_TYPE_VECTOR_4D: {
  3157. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  3158. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
  3159. } break;
  3160. case OP_TYPE_VECTOR_4D_SCALAR: {
  3161. set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
  3162. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
  3163. } break;
  3164. default:
  3165. break;
  3166. }
  3167. op_type = p_op_type;
  3168. emit_changed();
  3169. }
  3170. VisualShaderNodeStep::OpType VisualShaderNodeStep::get_op_type() const {
  3171. return op_type;
  3172. }
  3173. String VisualShaderNodeStep::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3174. return " " + p_output_vars[0] + " = step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  3175. }
  3176. Vector<StringName> VisualShaderNodeStep::get_editable_properties() const {
  3177. Vector<StringName> props;
  3178. props.push_back("op_type");
  3179. return props;
  3180. }
  3181. void VisualShaderNodeStep::_bind_methods() {
  3182. ClassDB::bind_method(D_METHOD("set_op_type", "op_type"), &VisualShaderNodeStep::set_op_type);
  3183. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeStep::get_op_type);
  3184. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector2,Vector2Scalar,Vector3,Vector3Scalar,Vector4,Vector4Scalar"), "set_op_type", "get_op_type");
  3185. BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
  3186. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
  3187. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D_SCALAR);
  3188. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
  3189. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D_SCALAR);
  3190. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
  3191. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D_SCALAR);
  3192. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  3193. }
  3194. VisualShaderNodeStep::VisualShaderNodeStep() {
  3195. set_input_port_default_value(0, 0.0);
  3196. set_input_port_default_value(1, 0.0);
  3197. }
  3198. ////////////// SmoothStep
  3199. String VisualShaderNodeSmoothStep::get_caption() const {
  3200. return "SmoothStep";
  3201. }
  3202. int VisualShaderNodeSmoothStep::get_input_port_count() const {
  3203. return 3;
  3204. }
  3205. VisualShaderNodeSmoothStep::PortType VisualShaderNodeSmoothStep::get_input_port_type(int p_port) const {
  3206. switch (op_type) {
  3207. case OP_TYPE_VECTOR_2D:
  3208. return PORT_TYPE_VECTOR_2D;
  3209. case OP_TYPE_VECTOR_2D_SCALAR:
  3210. if (p_port == 2) {
  3211. return PORT_TYPE_VECTOR_2D; // x
  3212. }
  3213. break;
  3214. case OP_TYPE_VECTOR_3D:
  3215. return PORT_TYPE_VECTOR_3D;
  3216. case OP_TYPE_VECTOR_3D_SCALAR:
  3217. if (p_port == 2) {
  3218. return PORT_TYPE_VECTOR_3D; // x
  3219. }
  3220. break;
  3221. case OP_TYPE_VECTOR_4D:
  3222. return PORT_TYPE_VECTOR_4D;
  3223. case OP_TYPE_VECTOR_4D_SCALAR:
  3224. if (p_port == 2) {
  3225. return PORT_TYPE_VECTOR_4D; // x
  3226. }
  3227. break;
  3228. default:
  3229. break;
  3230. }
  3231. return PORT_TYPE_SCALAR;
  3232. }
  3233. String VisualShaderNodeSmoothStep::get_input_port_name(int p_port) const {
  3234. switch (p_port) {
  3235. case 0:
  3236. return "edge0";
  3237. case 1:
  3238. return "edge1";
  3239. case 2:
  3240. return "x";
  3241. }
  3242. return String();
  3243. }
  3244. int VisualShaderNodeSmoothStep::get_output_port_count() const {
  3245. return 1;
  3246. }
  3247. VisualShaderNodeSmoothStep::PortType VisualShaderNodeSmoothStep::get_output_port_type(int p_port) const {
  3248. switch (op_type) {
  3249. case OP_TYPE_VECTOR_2D:
  3250. return PORT_TYPE_VECTOR_2D;
  3251. case OP_TYPE_VECTOR_2D_SCALAR:
  3252. return PORT_TYPE_VECTOR_2D;
  3253. case OP_TYPE_VECTOR_3D:
  3254. return PORT_TYPE_VECTOR_3D;
  3255. case OP_TYPE_VECTOR_3D_SCALAR:
  3256. return PORT_TYPE_VECTOR_3D;
  3257. case OP_TYPE_VECTOR_4D:
  3258. return PORT_TYPE_VECTOR_4D;
  3259. case OP_TYPE_VECTOR_4D_SCALAR:
  3260. return PORT_TYPE_VECTOR_4D;
  3261. default:
  3262. break;
  3263. }
  3264. return PORT_TYPE_SCALAR;
  3265. }
  3266. String VisualShaderNodeSmoothStep::get_output_port_name(int p_port) const {
  3267. return "";
  3268. }
  3269. void VisualShaderNodeSmoothStep::set_op_type(OpType p_op_type) {
  3270. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  3271. if (op_type == p_op_type) {
  3272. return;
  3273. }
  3274. switch (p_op_type) {
  3275. case OP_TYPE_SCALAR:
  3276. set_input_port_default_value(0, 0.0, get_input_port_default_value(0)); // edge0
  3277. set_input_port_default_value(1, 0.0, get_input_port_default_value(1)); // edge1
  3278. set_input_port_default_value(2, 0.0, get_input_port_default_value(2)); // x
  3279. break;
  3280. case OP_TYPE_VECTOR_2D:
  3281. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0)); // edge0
  3282. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1)); // edge1
  3283. set_input_port_default_value(2, Vector2(), get_input_port_default_value(2)); // x
  3284. break;
  3285. case OP_TYPE_VECTOR_2D_SCALAR:
  3286. set_input_port_default_value(0, 0.0, get_input_port_default_value(0)); // edge0
  3287. set_input_port_default_value(1, 0.0, get_input_port_default_value(1)); // edge1
  3288. set_input_port_default_value(2, Vector2(), get_input_port_default_value(2)); // x
  3289. break;
  3290. case OP_TYPE_VECTOR_3D:
  3291. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0)); // edge0
  3292. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1)); // edge1
  3293. set_input_port_default_value(2, Vector3(), get_input_port_default_value(2)); // x
  3294. break;
  3295. case OP_TYPE_VECTOR_3D_SCALAR:
  3296. set_input_port_default_value(0, 0.0, get_input_port_default_value(0)); // edge0
  3297. set_input_port_default_value(1, 0.0, get_input_port_default_value(1)); // edge1
  3298. set_input_port_default_value(2, Vector3(), get_input_port_default_value(2)); // x
  3299. break;
  3300. case OP_TYPE_VECTOR_4D:
  3301. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0)); // edge0
  3302. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1)); // edge1
  3303. set_input_port_default_value(2, Quaternion(), get_input_port_default_value(2)); // x
  3304. break;
  3305. case OP_TYPE_VECTOR_4D_SCALAR:
  3306. set_input_port_default_value(0, 0.0, get_input_port_default_value(0)); // edge0
  3307. set_input_port_default_value(1, 0.0, get_input_port_default_value(1)); // edge1
  3308. set_input_port_default_value(2, Quaternion(), get_input_port_default_value(2)); // x
  3309. break;
  3310. default:
  3311. break;
  3312. }
  3313. op_type = p_op_type;
  3314. emit_changed();
  3315. }
  3316. VisualShaderNodeSmoothStep::OpType VisualShaderNodeSmoothStep::get_op_type() const {
  3317. return op_type;
  3318. }
  3319. String VisualShaderNodeSmoothStep::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3320. return " " + p_output_vars[0] + " = smoothstep(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  3321. }
  3322. Vector<StringName> VisualShaderNodeSmoothStep::get_editable_properties() const {
  3323. Vector<StringName> props;
  3324. props.push_back("op_type");
  3325. return props;
  3326. }
  3327. void VisualShaderNodeSmoothStep::_bind_methods() {
  3328. ClassDB::bind_method(D_METHOD("set_op_type", "op_type"), &VisualShaderNodeSmoothStep::set_op_type);
  3329. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeSmoothStep::get_op_type);
  3330. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector2,Vector2Scalar,Vector3,Vector3Scalar,Vector4,Vector4Scalar"), "set_op_type", "get_op_type");
  3331. BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
  3332. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
  3333. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D_SCALAR);
  3334. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
  3335. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D_SCALAR);
  3336. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
  3337. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D_SCALAR);
  3338. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  3339. }
  3340. VisualShaderNodeSmoothStep::VisualShaderNodeSmoothStep() {
  3341. set_input_port_default_value(0, 0.0); // edge0
  3342. set_input_port_default_value(1, 1.0); // edge1
  3343. set_input_port_default_value(2, 0.5); // x
  3344. }
  3345. ////////////// Distance
  3346. String VisualShaderNodeVectorDistance::get_caption() const {
  3347. return "Distance";
  3348. }
  3349. int VisualShaderNodeVectorDistance::get_input_port_count() const {
  3350. return 2;
  3351. }
  3352. String VisualShaderNodeVectorDistance::get_input_port_name(int p_port) const {
  3353. switch (p_port) {
  3354. case 0:
  3355. return "a";
  3356. case 1:
  3357. return "b";
  3358. }
  3359. return String();
  3360. }
  3361. int VisualShaderNodeVectorDistance::get_output_port_count() const {
  3362. return 1;
  3363. }
  3364. VisualShaderNodeVectorDistance::PortType VisualShaderNodeVectorDistance::get_output_port_type(int p_port) const {
  3365. return PORT_TYPE_SCALAR;
  3366. }
  3367. String VisualShaderNodeVectorDistance::get_output_port_name(int p_port) const {
  3368. return "";
  3369. }
  3370. void VisualShaderNodeVectorDistance::set_op_type(OpType p_op_type) {
  3371. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  3372. if (op_type == p_op_type) {
  3373. return;
  3374. }
  3375. switch (p_op_type) {
  3376. case OP_TYPE_VECTOR_2D: {
  3377. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0)); // a
  3378. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1)); // b
  3379. } break;
  3380. case OP_TYPE_VECTOR_3D: {
  3381. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0)); // a
  3382. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1)); // b
  3383. } break;
  3384. case OP_TYPE_VECTOR_4D: {
  3385. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0)); // a
  3386. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1)); // b
  3387. } break;
  3388. default:
  3389. break;
  3390. }
  3391. op_type = p_op_type;
  3392. emit_changed();
  3393. }
  3394. 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 {
  3395. return " " + p_output_vars[0] + " = distance(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  3396. }
  3397. VisualShaderNodeVectorDistance::VisualShaderNodeVectorDistance() {
  3398. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0)); // a
  3399. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0)); // b
  3400. }
  3401. ////////////// Refract Vector
  3402. String VisualShaderNodeVectorRefract::get_caption() const {
  3403. return "Refract";
  3404. }
  3405. int VisualShaderNodeVectorRefract::get_input_port_count() const {
  3406. return 3;
  3407. }
  3408. VisualShaderNodeVectorRefract::PortType VisualShaderNodeVectorRefract::get_input_port_type(int p_port) const {
  3409. if (p_port == 2) {
  3410. return PORT_TYPE_SCALAR;
  3411. }
  3412. return PORT_TYPE_VECTOR_3D;
  3413. }
  3414. String VisualShaderNodeVectorRefract::get_input_port_name(int p_port) const {
  3415. switch (p_port) {
  3416. case 0:
  3417. return "I";
  3418. case 1:
  3419. return "N";
  3420. case 2:
  3421. return "eta";
  3422. }
  3423. return String();
  3424. }
  3425. int VisualShaderNodeVectorRefract::get_output_port_count() const {
  3426. return 1;
  3427. }
  3428. VisualShaderNodeVectorRefract::PortType VisualShaderNodeVectorRefract::get_output_port_type(int p_port) const {
  3429. return PORT_TYPE_VECTOR_3D;
  3430. }
  3431. String VisualShaderNodeVectorRefract::get_output_port_name(int p_port) const {
  3432. return "";
  3433. }
  3434. 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 {
  3435. return " " + p_output_vars[0] + " = refract(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  3436. }
  3437. VisualShaderNodeVectorRefract::VisualShaderNodeVectorRefract() {
  3438. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  3439. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  3440. set_input_port_default_value(2, 0.0);
  3441. }
  3442. ////////////// Mix
  3443. String VisualShaderNodeMix::get_caption() const {
  3444. return "Mix";
  3445. }
  3446. int VisualShaderNodeMix::get_input_port_count() const {
  3447. return 3;
  3448. }
  3449. VisualShaderNodeMix::PortType VisualShaderNodeMix::get_input_port_type(int p_port) const {
  3450. switch (op_type) {
  3451. case OP_TYPE_VECTOR_2D:
  3452. return PORT_TYPE_VECTOR_2D;
  3453. case OP_TYPE_VECTOR_2D_SCALAR:
  3454. if (p_port == 2) {
  3455. break;
  3456. }
  3457. return PORT_TYPE_VECTOR_2D;
  3458. case OP_TYPE_VECTOR_3D:
  3459. return PORT_TYPE_VECTOR_3D;
  3460. case OP_TYPE_VECTOR_3D_SCALAR:
  3461. if (p_port == 2) {
  3462. break;
  3463. }
  3464. return PORT_TYPE_VECTOR_3D;
  3465. case OP_TYPE_VECTOR_4D:
  3466. return PORT_TYPE_VECTOR_4D;
  3467. case OP_TYPE_VECTOR_4D_SCALAR:
  3468. if (p_port == 2) {
  3469. break;
  3470. }
  3471. return PORT_TYPE_VECTOR_4D;
  3472. default:
  3473. break;
  3474. }
  3475. return PORT_TYPE_SCALAR;
  3476. }
  3477. String VisualShaderNodeMix::get_input_port_name(int p_port) const {
  3478. if (p_port == 0) {
  3479. return "a";
  3480. } else if (p_port == 1) {
  3481. return "b";
  3482. } else {
  3483. return "weight";
  3484. }
  3485. }
  3486. int VisualShaderNodeMix::get_output_port_count() const {
  3487. return 1;
  3488. }
  3489. VisualShaderNodeMix::PortType VisualShaderNodeMix::get_output_port_type(int p_port) const {
  3490. switch (op_type) {
  3491. case OP_TYPE_VECTOR_2D:
  3492. return PORT_TYPE_VECTOR_2D;
  3493. case OP_TYPE_VECTOR_2D_SCALAR:
  3494. return PORT_TYPE_VECTOR_2D;
  3495. case OP_TYPE_VECTOR_3D:
  3496. return PORT_TYPE_VECTOR_3D;
  3497. case OP_TYPE_VECTOR_3D_SCALAR:
  3498. return PORT_TYPE_VECTOR_3D;
  3499. case OP_TYPE_VECTOR_4D:
  3500. return PORT_TYPE_VECTOR_4D;
  3501. case OP_TYPE_VECTOR_4D_SCALAR:
  3502. return PORT_TYPE_VECTOR_4D;
  3503. default:
  3504. break;
  3505. }
  3506. return PORT_TYPE_SCALAR;
  3507. }
  3508. String VisualShaderNodeMix::get_output_port_name(int p_port) const {
  3509. return "mix";
  3510. }
  3511. void VisualShaderNodeMix::set_op_type(OpType p_op_type) {
  3512. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  3513. if (op_type == p_op_type) {
  3514. return;
  3515. }
  3516. switch (p_op_type) {
  3517. case OP_TYPE_SCALAR: {
  3518. set_input_port_default_value(0, 0.0, get_input_port_default_value(0)); // a
  3519. set_input_port_default_value(1, 0.0, get_input_port_default_value(1)); // b
  3520. set_input_port_default_value(2, 0.0, get_input_port_default_value(2)); // weight
  3521. } break;
  3522. case OP_TYPE_VECTOR_2D: {
  3523. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0)); // a
  3524. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1)); // b
  3525. set_input_port_default_value(2, Vector2(), get_input_port_default_value(2)); // weight
  3526. } break;
  3527. case OP_TYPE_VECTOR_2D_SCALAR: {
  3528. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0)); // a
  3529. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1)); // b
  3530. set_input_port_default_value(2, 0.0, get_input_port_default_value(2)); // weight
  3531. } break;
  3532. case OP_TYPE_VECTOR_3D: {
  3533. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0)); // a
  3534. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1)); // b
  3535. set_input_port_default_value(2, Vector3(), get_input_port_default_value(2)); // weight
  3536. } break;
  3537. case OP_TYPE_VECTOR_3D_SCALAR: {
  3538. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0)); // a
  3539. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1)); // b
  3540. set_input_port_default_value(2, 0.0, get_input_port_default_value(2)); // weight
  3541. } break;
  3542. case OP_TYPE_VECTOR_4D: {
  3543. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0)); // a
  3544. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1)); // b
  3545. set_input_port_default_value(2, Quaternion(), get_input_port_default_value(2)); // weight
  3546. } break;
  3547. case OP_TYPE_VECTOR_4D_SCALAR: {
  3548. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0)); // a
  3549. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1)); // b
  3550. set_input_port_default_value(2, 0.0, get_input_port_default_value(2)); // weight
  3551. } break;
  3552. default:
  3553. break;
  3554. }
  3555. op_type = p_op_type;
  3556. emit_changed();
  3557. }
  3558. VisualShaderNodeMix::OpType VisualShaderNodeMix::get_op_type() const {
  3559. return op_type;
  3560. }
  3561. String VisualShaderNodeMix::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3562. return " " + p_output_vars[0] + " = mix(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  3563. }
  3564. Vector<StringName> VisualShaderNodeMix::get_editable_properties() const {
  3565. Vector<StringName> props;
  3566. props.push_back("op_type");
  3567. return props;
  3568. }
  3569. void VisualShaderNodeMix::_bind_methods() {
  3570. ClassDB::bind_method(D_METHOD("set_op_type", "op_type"), &VisualShaderNodeMix::set_op_type);
  3571. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeMix::get_op_type);
  3572. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector2,Vector2Scalar,Vector3,Vector3Scalar,Vector4,Vector4Scalar"), "set_op_type", "get_op_type");
  3573. BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
  3574. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
  3575. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D_SCALAR);
  3576. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
  3577. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D_SCALAR);
  3578. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
  3579. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D_SCALAR);
  3580. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  3581. }
  3582. VisualShaderNodeMix::VisualShaderNodeMix() {
  3583. set_input_port_default_value(0, 0.0); // a
  3584. set_input_port_default_value(1, 1.0); // b
  3585. set_input_port_default_value(2, 0.5); // weight
  3586. }
  3587. ////////////// Vector Compose
  3588. String VisualShaderNodeVectorCompose::get_caption() const {
  3589. return "VectorCompose";
  3590. }
  3591. int VisualShaderNodeVectorCompose::get_input_port_count() const {
  3592. switch (op_type) {
  3593. case OP_TYPE_VECTOR_2D:
  3594. return 2;
  3595. case OP_TYPE_VECTOR_3D:
  3596. return 3;
  3597. case OP_TYPE_VECTOR_4D:
  3598. return 4;
  3599. default:
  3600. break;
  3601. }
  3602. return 0;
  3603. }
  3604. VisualShaderNodeVectorCompose::PortType VisualShaderNodeVectorCompose::get_input_port_type(int p_port) const {
  3605. return PORT_TYPE_SCALAR;
  3606. }
  3607. String VisualShaderNodeVectorCompose::get_input_port_name(int p_port) const {
  3608. switch (op_type) {
  3609. case OP_TYPE_VECTOR_2D: {
  3610. switch (p_port) {
  3611. case 0:
  3612. return "x";
  3613. case 1:
  3614. return "y";
  3615. }
  3616. } break;
  3617. case OP_TYPE_VECTOR_3D: {
  3618. switch (p_port) {
  3619. case 0:
  3620. return "x";
  3621. case 1:
  3622. return "y";
  3623. case 2:
  3624. return "z";
  3625. }
  3626. } break;
  3627. case OP_TYPE_VECTOR_4D: {
  3628. switch (p_port) {
  3629. case 0:
  3630. return "x";
  3631. case 1:
  3632. return "y";
  3633. case 2:
  3634. return "z";
  3635. case 3:
  3636. return "w";
  3637. }
  3638. } break;
  3639. default:
  3640. break;
  3641. }
  3642. return String();
  3643. }
  3644. int VisualShaderNodeVectorCompose::get_output_port_count() const {
  3645. return 1;
  3646. }
  3647. String VisualShaderNodeVectorCompose::get_output_port_name(int p_port) const {
  3648. return "vec";
  3649. }
  3650. void VisualShaderNodeVectorCompose::set_op_type(OpType p_op_type) {
  3651. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  3652. if (op_type == p_op_type) {
  3653. return;
  3654. }
  3655. switch (p_op_type) {
  3656. case OP_TYPE_VECTOR_2D: {
  3657. float p1 = get_input_port_default_value(0);
  3658. float p2 = get_input_port_default_value(1);
  3659. set_input_port_default_value(0, p1);
  3660. set_input_port_default_value(1, p2);
  3661. } break;
  3662. case OP_TYPE_VECTOR_3D: {
  3663. float p1 = get_input_port_default_value(0);
  3664. float p2 = get_input_port_default_value(1);
  3665. set_input_port_default_value(0, p1);
  3666. set_input_port_default_value(1, p2);
  3667. set_input_port_default_value(2, 0.0);
  3668. } break;
  3669. case OP_TYPE_VECTOR_4D: {
  3670. float p1 = get_input_port_default_value(0);
  3671. float p2 = get_input_port_default_value(1);
  3672. set_input_port_default_value(0, p1);
  3673. set_input_port_default_value(1, p2);
  3674. set_input_port_default_value(2, 0.0);
  3675. set_input_port_default_value(3, 0.0);
  3676. } break;
  3677. default:
  3678. break;
  3679. }
  3680. op_type = p_op_type;
  3681. emit_changed();
  3682. }
  3683. 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 {
  3684. String code;
  3685. switch (op_type) {
  3686. case OP_TYPE_VECTOR_2D: {
  3687. code += " " + p_output_vars[0] + " = vec2(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  3688. } break;
  3689. case OP_TYPE_VECTOR_3D: {
  3690. code += " " + p_output_vars[0] + " = vec3(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  3691. } break;
  3692. case OP_TYPE_VECTOR_4D: {
  3693. code += " " + p_output_vars[0] + " = vec4(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ", " + p_input_vars[3] + ");\n";
  3694. } break;
  3695. default:
  3696. break;
  3697. }
  3698. return code;
  3699. }
  3700. VisualShaderNodeVectorCompose::VisualShaderNodeVectorCompose() {
  3701. set_input_port_default_value(0, 0.0);
  3702. set_input_port_default_value(1, 0.0);
  3703. set_input_port_default_value(2, 0.0);
  3704. }
  3705. ////////////// Transform Compose
  3706. String VisualShaderNodeTransformCompose::get_caption() const {
  3707. return "TransformCompose";
  3708. }
  3709. int VisualShaderNodeTransformCompose::get_input_port_count() const {
  3710. return 4;
  3711. }
  3712. VisualShaderNodeTransformCompose::PortType VisualShaderNodeTransformCompose::get_input_port_type(int p_port) const {
  3713. return PORT_TYPE_VECTOR_3D;
  3714. }
  3715. String VisualShaderNodeTransformCompose::get_input_port_name(int p_port) const {
  3716. if (p_port == 0) {
  3717. return "x";
  3718. } else if (p_port == 1) {
  3719. return "y";
  3720. } else if (p_port == 2) {
  3721. return "z";
  3722. } else {
  3723. return "origin";
  3724. }
  3725. }
  3726. int VisualShaderNodeTransformCompose::get_output_port_count() const {
  3727. return 1;
  3728. }
  3729. VisualShaderNodeTransformCompose::PortType VisualShaderNodeTransformCompose::get_output_port_type(int p_port) const {
  3730. return PORT_TYPE_TRANSFORM;
  3731. }
  3732. String VisualShaderNodeTransformCompose::get_output_port_name(int p_port) const {
  3733. return "xform";
  3734. }
  3735. 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 {
  3736. return " " + p_output_vars[0] + " = mat4(vec4(" + p_input_vars[0] + ", 0.0), vec4(" + p_input_vars[1] + ", 0.0), vec4(" + p_input_vars[2] + ", 0.0), vec4(" + p_input_vars[3] + ", 1.0));\n";
  3737. }
  3738. VisualShaderNodeTransformCompose::VisualShaderNodeTransformCompose() {
  3739. set_input_port_default_value(0, Vector3());
  3740. set_input_port_default_value(1, Vector3());
  3741. set_input_port_default_value(2, Vector3());
  3742. set_input_port_default_value(3, Vector3());
  3743. }
  3744. ////////////// Vector Decompose
  3745. String VisualShaderNodeVectorDecompose::get_caption() const {
  3746. return "VectorDecompose";
  3747. }
  3748. int VisualShaderNodeVectorDecompose::get_input_port_count() const {
  3749. return 1;
  3750. }
  3751. String VisualShaderNodeVectorDecompose::get_input_port_name(int p_port) const {
  3752. return "vec";
  3753. }
  3754. int VisualShaderNodeVectorDecompose::get_output_port_count() const {
  3755. switch (op_type) {
  3756. case OP_TYPE_VECTOR_2D:
  3757. return 2;
  3758. case OP_TYPE_VECTOR_3D:
  3759. return 3;
  3760. case OP_TYPE_VECTOR_4D:
  3761. return 4;
  3762. default:
  3763. break;
  3764. }
  3765. return 0;
  3766. }
  3767. VisualShaderNodeVectorDecompose::PortType VisualShaderNodeVectorDecompose::get_output_port_type(int p_port) const {
  3768. return PORT_TYPE_SCALAR;
  3769. }
  3770. String VisualShaderNodeVectorDecompose::get_output_port_name(int p_port) const {
  3771. switch (op_type) {
  3772. case OP_TYPE_VECTOR_2D: {
  3773. switch (p_port) {
  3774. case 0:
  3775. return "x";
  3776. case 1:
  3777. return "y";
  3778. }
  3779. } break;
  3780. case OP_TYPE_VECTOR_3D: {
  3781. switch (p_port) {
  3782. case 0:
  3783. return "x";
  3784. case 1:
  3785. return "y";
  3786. case 2:
  3787. return "z";
  3788. }
  3789. } break;
  3790. case OP_TYPE_VECTOR_4D: {
  3791. switch (p_port) {
  3792. case 0:
  3793. return "x";
  3794. case 1:
  3795. return "y";
  3796. case 2:
  3797. return "z";
  3798. case 3:
  3799. return "w";
  3800. }
  3801. } break;
  3802. default:
  3803. break;
  3804. }
  3805. return String();
  3806. }
  3807. void VisualShaderNodeVectorDecompose::set_op_type(OpType p_op_type) {
  3808. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  3809. if (op_type == p_op_type) {
  3810. return;
  3811. }
  3812. switch (p_op_type) {
  3813. case OP_TYPE_VECTOR_2D: {
  3814. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  3815. } break;
  3816. case OP_TYPE_VECTOR_3D: {
  3817. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  3818. } break;
  3819. case OP_TYPE_VECTOR_4D: {
  3820. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  3821. } break;
  3822. default:
  3823. break;
  3824. }
  3825. op_type = p_op_type;
  3826. emit_changed();
  3827. }
  3828. 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 {
  3829. String code;
  3830. switch (op_type) {
  3831. case OP_TYPE_VECTOR_2D: {
  3832. code += " " + p_output_vars[0] + " = " + p_input_vars[0] + ".x;\n";
  3833. code += " " + p_output_vars[1] + " = " + p_input_vars[0] + ".y;\n";
  3834. } break;
  3835. case OP_TYPE_VECTOR_3D: {
  3836. code += " " + p_output_vars[0] + " = " + p_input_vars[0] + ".x;\n";
  3837. code += " " + p_output_vars[1] + " = " + p_input_vars[0] + ".y;\n";
  3838. code += " " + p_output_vars[2] + " = " + p_input_vars[0] + ".z;\n";
  3839. } break;
  3840. case OP_TYPE_VECTOR_4D: {
  3841. code += " " + p_output_vars[0] + " = " + p_input_vars[0] + ".x;\n";
  3842. code += " " + p_output_vars[1] + " = " + p_input_vars[0] + ".y;\n";
  3843. code += " " + p_output_vars[2] + " = " + p_input_vars[0] + ".z;\n";
  3844. code += " " + p_output_vars[3] + " = " + p_input_vars[0] + ".w;\n";
  3845. } break;
  3846. default:
  3847. break;
  3848. }
  3849. return code;
  3850. }
  3851. VisualShaderNodeVectorDecompose::VisualShaderNodeVectorDecompose() {
  3852. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  3853. }
  3854. ////////////// Transform Decompose
  3855. String VisualShaderNodeTransformDecompose::get_caption() const {
  3856. return "TransformDecompose";
  3857. }
  3858. int VisualShaderNodeTransformDecompose::get_input_port_count() const {
  3859. return 1;
  3860. }
  3861. VisualShaderNodeTransformDecompose::PortType VisualShaderNodeTransformDecompose::get_input_port_type(int p_port) const {
  3862. return PORT_TYPE_TRANSFORM;
  3863. }
  3864. String VisualShaderNodeTransformDecompose::get_input_port_name(int p_port) const {
  3865. return "xform";
  3866. }
  3867. int VisualShaderNodeTransformDecompose::get_output_port_count() const {
  3868. return 4;
  3869. }
  3870. VisualShaderNodeTransformDecompose::PortType VisualShaderNodeTransformDecompose::get_output_port_type(int p_port) const {
  3871. return PORT_TYPE_VECTOR_3D;
  3872. }
  3873. String VisualShaderNodeTransformDecompose::get_output_port_name(int p_port) const {
  3874. if (p_port == 0) {
  3875. return "x";
  3876. } else if (p_port == 1) {
  3877. return "y";
  3878. } else if (p_port == 2) {
  3879. return "z";
  3880. } else {
  3881. return "origin";
  3882. }
  3883. }
  3884. 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 {
  3885. String code;
  3886. code += " " + p_output_vars[0] + " = " + p_input_vars[0] + "[0].xyz;\n";
  3887. code += " " + p_output_vars[1] + " = " + p_input_vars[0] + "[1].xyz;\n";
  3888. code += " " + p_output_vars[2] + " = " + p_input_vars[0] + "[2].xyz;\n";
  3889. code += " " + p_output_vars[3] + " = " + p_input_vars[0] + "[3].xyz;\n";
  3890. return code;
  3891. }
  3892. VisualShaderNodeTransformDecompose::VisualShaderNodeTransformDecompose() {
  3893. set_input_port_default_value(0, Transform3D());
  3894. }
  3895. ////////////// Float Uniform
  3896. String VisualShaderNodeFloatUniform::get_caption() const {
  3897. return "FloatUniform";
  3898. }
  3899. int VisualShaderNodeFloatUniform::get_input_port_count() const {
  3900. return 0;
  3901. }
  3902. VisualShaderNodeFloatUniform::PortType VisualShaderNodeFloatUniform::get_input_port_type(int p_port) const {
  3903. return PORT_TYPE_SCALAR;
  3904. }
  3905. String VisualShaderNodeFloatUniform::get_input_port_name(int p_port) const {
  3906. return String();
  3907. }
  3908. int VisualShaderNodeFloatUniform::get_output_port_count() const {
  3909. return 1;
  3910. }
  3911. VisualShaderNodeFloatUniform::PortType VisualShaderNodeFloatUniform::get_output_port_type(int p_port) const {
  3912. return PORT_TYPE_SCALAR;
  3913. }
  3914. String VisualShaderNodeFloatUniform::get_output_port_name(int p_port) const {
  3915. return ""; //no output port means the editor will be used as port
  3916. }
  3917. String VisualShaderNodeFloatUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  3918. String code = "";
  3919. if (hint == HINT_RANGE) {
  3920. code += _get_qual_str() + "uniform float " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ")";
  3921. } else if (hint == HINT_RANGE_STEP) {
  3922. code += _get_qual_str() + "uniform float " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ", " + rtos(hint_range_step) + ")";
  3923. } else {
  3924. code += _get_qual_str() + "uniform float " + get_uniform_name();
  3925. }
  3926. if (default_value_enabled) {
  3927. code += " = " + rtos(default_value);
  3928. }
  3929. code += ";\n";
  3930. return code;
  3931. }
  3932. String VisualShaderNodeFloatUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3933. return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  3934. }
  3935. bool VisualShaderNodeFloatUniform::is_show_prop_names() const {
  3936. return true;
  3937. }
  3938. bool VisualShaderNodeFloatUniform::is_use_prop_slots() const {
  3939. return true;
  3940. }
  3941. void VisualShaderNodeFloatUniform::set_hint(Hint p_hint) {
  3942. ERR_FAIL_INDEX(int(p_hint), int(HINT_MAX));
  3943. if (hint == p_hint) {
  3944. return;
  3945. }
  3946. hint = p_hint;
  3947. emit_changed();
  3948. }
  3949. VisualShaderNodeFloatUniform::Hint VisualShaderNodeFloatUniform::get_hint() const {
  3950. return hint;
  3951. }
  3952. void VisualShaderNodeFloatUniform::set_min(float p_value) {
  3953. if (Math::is_equal_approx(hint_range_min, p_value)) {
  3954. return;
  3955. }
  3956. hint_range_min = p_value;
  3957. emit_changed();
  3958. }
  3959. float VisualShaderNodeFloatUniform::get_min() const {
  3960. return hint_range_min;
  3961. }
  3962. void VisualShaderNodeFloatUniform::set_max(float p_value) {
  3963. if (Math::is_equal_approx(hint_range_max, p_value)) {
  3964. return;
  3965. }
  3966. hint_range_max = p_value;
  3967. emit_changed();
  3968. }
  3969. float VisualShaderNodeFloatUniform::get_max() const {
  3970. return hint_range_max;
  3971. }
  3972. void VisualShaderNodeFloatUniform::set_step(float p_value) {
  3973. if (Math::is_equal_approx(hint_range_step, p_value)) {
  3974. return;
  3975. }
  3976. hint_range_step = p_value;
  3977. emit_changed();
  3978. }
  3979. float VisualShaderNodeFloatUniform::get_step() const {
  3980. return hint_range_step;
  3981. }
  3982. void VisualShaderNodeFloatUniform::set_default_value_enabled(bool p_enabled) {
  3983. if (default_value_enabled == p_enabled) {
  3984. return;
  3985. }
  3986. default_value_enabled = p_enabled;
  3987. emit_changed();
  3988. }
  3989. bool VisualShaderNodeFloatUniform::is_default_value_enabled() const {
  3990. return default_value_enabled;
  3991. }
  3992. void VisualShaderNodeFloatUniform::set_default_value(float p_value) {
  3993. if (Math::is_equal_approx(default_value, p_value)) {
  3994. return;
  3995. }
  3996. default_value = p_value;
  3997. emit_changed();
  3998. }
  3999. float VisualShaderNodeFloatUniform::get_default_value() const {
  4000. return default_value;
  4001. }
  4002. void VisualShaderNodeFloatUniform::_bind_methods() {
  4003. ClassDB::bind_method(D_METHOD("set_hint", "hint"), &VisualShaderNodeFloatUniform::set_hint);
  4004. ClassDB::bind_method(D_METHOD("get_hint"), &VisualShaderNodeFloatUniform::get_hint);
  4005. ClassDB::bind_method(D_METHOD("set_min", "value"), &VisualShaderNodeFloatUniform::set_min);
  4006. ClassDB::bind_method(D_METHOD("get_min"), &VisualShaderNodeFloatUniform::get_min);
  4007. ClassDB::bind_method(D_METHOD("set_max", "value"), &VisualShaderNodeFloatUniform::set_max);
  4008. ClassDB::bind_method(D_METHOD("get_max"), &VisualShaderNodeFloatUniform::get_max);
  4009. ClassDB::bind_method(D_METHOD("set_step", "value"), &VisualShaderNodeFloatUniform::set_step);
  4010. ClassDB::bind_method(D_METHOD("get_step"), &VisualShaderNodeFloatUniform::get_step);
  4011. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeFloatUniform::set_default_value_enabled);
  4012. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeFloatUniform::is_default_value_enabled);
  4013. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeFloatUniform::set_default_value);
  4014. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeFloatUniform::get_default_value);
  4015. ADD_PROPERTY(PropertyInfo(Variant::INT, "hint", PROPERTY_HINT_ENUM, "None,Range,Range+Step"), "set_hint", "get_hint");
  4016. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "min"), "set_min", "get_min");
  4017. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "max"), "set_max", "get_max");
  4018. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "step"), "set_step", "get_step");
  4019. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  4020. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "default_value"), "set_default_value", "get_default_value");
  4021. BIND_ENUM_CONSTANT(HINT_NONE);
  4022. BIND_ENUM_CONSTANT(HINT_RANGE);
  4023. BIND_ENUM_CONSTANT(HINT_RANGE_STEP);
  4024. BIND_ENUM_CONSTANT(HINT_MAX);
  4025. }
  4026. bool VisualShaderNodeFloatUniform::is_qualifier_supported(Qualifier p_qual) const {
  4027. return true; // all qualifiers are supported
  4028. }
  4029. bool VisualShaderNodeFloatUniform::is_convertible_to_constant() const {
  4030. return true; // conversion is allowed
  4031. }
  4032. Vector<StringName> VisualShaderNodeFloatUniform::get_editable_properties() const {
  4033. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  4034. props.push_back("hint");
  4035. if (hint == HINT_RANGE || hint == HINT_RANGE_STEP) {
  4036. props.push_back("min");
  4037. props.push_back("max");
  4038. }
  4039. if (hint == HINT_RANGE_STEP) {
  4040. props.push_back("step");
  4041. }
  4042. props.push_back("default_value_enabled");
  4043. if (default_value_enabled) {
  4044. props.push_back("default_value");
  4045. }
  4046. return props;
  4047. }
  4048. VisualShaderNodeFloatUniform::VisualShaderNodeFloatUniform() {
  4049. }
  4050. ////////////// Integer Uniform
  4051. String VisualShaderNodeIntUniform::get_caption() const {
  4052. return "IntUniform";
  4053. }
  4054. int VisualShaderNodeIntUniform::get_input_port_count() const {
  4055. return 0;
  4056. }
  4057. VisualShaderNodeIntUniform::PortType VisualShaderNodeIntUniform::get_input_port_type(int p_port) const {
  4058. return PORT_TYPE_SCALAR_INT;
  4059. }
  4060. String VisualShaderNodeIntUniform::get_input_port_name(int p_port) const {
  4061. return String();
  4062. }
  4063. int VisualShaderNodeIntUniform::get_output_port_count() const {
  4064. return 1;
  4065. }
  4066. VisualShaderNodeIntUniform::PortType VisualShaderNodeIntUniform::get_output_port_type(int p_port) const {
  4067. return PORT_TYPE_SCALAR_INT;
  4068. }
  4069. String VisualShaderNodeIntUniform::get_output_port_name(int p_port) const {
  4070. return ""; //no output port means the editor will be used as port
  4071. }
  4072. String VisualShaderNodeIntUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4073. String code = "";
  4074. if (hint == HINT_RANGE) {
  4075. code += _get_qual_str() + "uniform int " + get_uniform_name() + " : hint_range(" + itos(hint_range_min) + ", " + itos(hint_range_max) + ")";
  4076. } else if (hint == HINT_RANGE_STEP) {
  4077. code += _get_qual_str() + "uniform int " + get_uniform_name() + " : hint_range(" + itos(hint_range_min) + ", " + itos(hint_range_max) + ", " + itos(hint_range_step) + ")";
  4078. } else {
  4079. code += _get_qual_str() + "uniform int " + get_uniform_name();
  4080. }
  4081. if (default_value_enabled) {
  4082. code += " = " + itos(default_value);
  4083. }
  4084. code += ";\n";
  4085. return code;
  4086. }
  4087. String VisualShaderNodeIntUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  4088. return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  4089. }
  4090. bool VisualShaderNodeIntUniform::is_show_prop_names() const {
  4091. return true;
  4092. }
  4093. bool VisualShaderNodeIntUniform::is_use_prop_slots() const {
  4094. return true;
  4095. }
  4096. void VisualShaderNodeIntUniform::set_hint(Hint p_hint) {
  4097. ERR_FAIL_INDEX(int(p_hint), int(HINT_MAX));
  4098. if (hint == p_hint) {
  4099. return;
  4100. }
  4101. hint = p_hint;
  4102. emit_changed();
  4103. }
  4104. VisualShaderNodeIntUniform::Hint VisualShaderNodeIntUniform::get_hint() const {
  4105. return hint;
  4106. }
  4107. void VisualShaderNodeIntUniform::set_min(int p_value) {
  4108. if (hint_range_min == p_value) {
  4109. return;
  4110. }
  4111. hint_range_min = p_value;
  4112. emit_changed();
  4113. }
  4114. int VisualShaderNodeIntUniform::get_min() const {
  4115. return hint_range_min;
  4116. }
  4117. void VisualShaderNodeIntUniform::set_max(int p_value) {
  4118. if (hint_range_max == p_value) {
  4119. return;
  4120. }
  4121. hint_range_max = p_value;
  4122. emit_changed();
  4123. }
  4124. int VisualShaderNodeIntUniform::get_max() const {
  4125. return hint_range_max;
  4126. }
  4127. void VisualShaderNodeIntUniform::set_step(int p_value) {
  4128. if (hint_range_step == p_value) {
  4129. return;
  4130. }
  4131. hint_range_step = p_value;
  4132. emit_changed();
  4133. }
  4134. int VisualShaderNodeIntUniform::get_step() const {
  4135. return hint_range_step;
  4136. }
  4137. void VisualShaderNodeIntUniform::set_default_value_enabled(bool p_default_value_enabled) {
  4138. if (default_value_enabled == p_default_value_enabled) {
  4139. return;
  4140. }
  4141. default_value_enabled = p_default_value_enabled;
  4142. emit_changed();
  4143. }
  4144. bool VisualShaderNodeIntUniform::is_default_value_enabled() const {
  4145. return default_value_enabled;
  4146. }
  4147. void VisualShaderNodeIntUniform::set_default_value(int p_default_value) {
  4148. if (default_value == p_default_value) {
  4149. return;
  4150. }
  4151. default_value = p_default_value;
  4152. emit_changed();
  4153. }
  4154. int VisualShaderNodeIntUniform::get_default_value() const {
  4155. return default_value;
  4156. }
  4157. void VisualShaderNodeIntUniform::_bind_methods() {
  4158. ClassDB::bind_method(D_METHOD("set_hint", "hint"), &VisualShaderNodeIntUniform::set_hint);
  4159. ClassDB::bind_method(D_METHOD("get_hint"), &VisualShaderNodeIntUniform::get_hint);
  4160. ClassDB::bind_method(D_METHOD("set_min", "value"), &VisualShaderNodeIntUniform::set_min);
  4161. ClassDB::bind_method(D_METHOD("get_min"), &VisualShaderNodeIntUniform::get_min);
  4162. ClassDB::bind_method(D_METHOD("set_max", "value"), &VisualShaderNodeIntUniform::set_max);
  4163. ClassDB::bind_method(D_METHOD("get_max"), &VisualShaderNodeIntUniform::get_max);
  4164. ClassDB::bind_method(D_METHOD("set_step", "value"), &VisualShaderNodeIntUniform::set_step);
  4165. ClassDB::bind_method(D_METHOD("get_step"), &VisualShaderNodeIntUniform::get_step);
  4166. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeIntUniform::set_default_value_enabled);
  4167. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeIntUniform::is_default_value_enabled);
  4168. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeIntUniform::set_default_value);
  4169. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeIntUniform::get_default_value);
  4170. ADD_PROPERTY(PropertyInfo(Variant::INT, "hint", PROPERTY_HINT_ENUM, "None,Range,Range + Step"), "set_hint", "get_hint");
  4171. ADD_PROPERTY(PropertyInfo(Variant::INT, "min"), "set_min", "get_min");
  4172. ADD_PROPERTY(PropertyInfo(Variant::INT, "max"), "set_max", "get_max");
  4173. ADD_PROPERTY(PropertyInfo(Variant::INT, "step"), "set_step", "get_step");
  4174. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  4175. ADD_PROPERTY(PropertyInfo(Variant::INT, "default_value"), "set_default_value", "get_default_value");
  4176. BIND_ENUM_CONSTANT(HINT_NONE);
  4177. BIND_ENUM_CONSTANT(HINT_RANGE);
  4178. BIND_ENUM_CONSTANT(HINT_RANGE_STEP);
  4179. BIND_ENUM_CONSTANT(HINT_MAX);
  4180. }
  4181. bool VisualShaderNodeIntUniform::is_qualifier_supported(Qualifier p_qual) const {
  4182. return true; // all qualifiers are supported
  4183. }
  4184. bool VisualShaderNodeIntUniform::is_convertible_to_constant() const {
  4185. return true; // conversion is allowed
  4186. }
  4187. Vector<StringName> VisualShaderNodeIntUniform::get_editable_properties() const {
  4188. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  4189. props.push_back("hint");
  4190. if (hint == HINT_RANGE || hint == HINT_RANGE_STEP) {
  4191. props.push_back("min");
  4192. props.push_back("max");
  4193. }
  4194. if (hint == HINT_RANGE_STEP) {
  4195. props.push_back("step");
  4196. }
  4197. props.push_back("default_value_enabled");
  4198. if (default_value_enabled) {
  4199. props.push_back("default_value");
  4200. }
  4201. return props;
  4202. }
  4203. VisualShaderNodeIntUniform::VisualShaderNodeIntUniform() {
  4204. }
  4205. ////////////// Boolean Uniform
  4206. String VisualShaderNodeBooleanUniform::get_caption() const {
  4207. return "BooleanUniform";
  4208. }
  4209. int VisualShaderNodeBooleanUniform::get_input_port_count() const {
  4210. return 0;
  4211. }
  4212. VisualShaderNodeBooleanUniform::PortType VisualShaderNodeBooleanUniform::get_input_port_type(int p_port) const {
  4213. return PORT_TYPE_BOOLEAN;
  4214. }
  4215. String VisualShaderNodeBooleanUniform::get_input_port_name(int p_port) const {
  4216. return String();
  4217. }
  4218. int VisualShaderNodeBooleanUniform::get_output_port_count() const {
  4219. return 1;
  4220. }
  4221. VisualShaderNodeBooleanUniform::PortType VisualShaderNodeBooleanUniform::get_output_port_type(int p_port) const {
  4222. return PORT_TYPE_BOOLEAN;
  4223. }
  4224. String VisualShaderNodeBooleanUniform::get_output_port_name(int p_port) const {
  4225. return ""; //no output port means the editor will be used as port
  4226. }
  4227. void VisualShaderNodeBooleanUniform::set_default_value_enabled(bool p_default_value_enabled) {
  4228. if (default_value_enabled == p_default_value_enabled) {
  4229. return;
  4230. }
  4231. default_value_enabled = p_default_value_enabled;
  4232. emit_changed();
  4233. }
  4234. bool VisualShaderNodeBooleanUniform::is_default_value_enabled() const {
  4235. return default_value_enabled;
  4236. }
  4237. void VisualShaderNodeBooleanUniform::set_default_value(bool p_default_value) {
  4238. if (default_value == p_default_value) {
  4239. return;
  4240. }
  4241. default_value = p_default_value;
  4242. emit_changed();
  4243. }
  4244. bool VisualShaderNodeBooleanUniform::get_default_value() const {
  4245. return default_value;
  4246. }
  4247. String VisualShaderNodeBooleanUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4248. String code = _get_qual_str() + "uniform bool " + get_uniform_name();
  4249. if (default_value_enabled) {
  4250. if (default_value) {
  4251. code += " = true";
  4252. } else {
  4253. code += " = false";
  4254. }
  4255. }
  4256. code += ";\n";
  4257. return code;
  4258. }
  4259. 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 {
  4260. return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  4261. }
  4262. bool VisualShaderNodeBooleanUniform::is_show_prop_names() const {
  4263. return true;
  4264. }
  4265. bool VisualShaderNodeBooleanUniform::is_use_prop_slots() const {
  4266. return true;
  4267. }
  4268. void VisualShaderNodeBooleanUniform::_bind_methods() {
  4269. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeBooleanUniform::set_default_value_enabled);
  4270. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeBooleanUniform::is_default_value_enabled);
  4271. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeBooleanUniform::set_default_value);
  4272. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeBooleanUniform::get_default_value);
  4273. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  4274. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value"), "set_default_value", "get_default_value");
  4275. }
  4276. bool VisualShaderNodeBooleanUniform::is_qualifier_supported(Qualifier p_qual) const {
  4277. return true; // all qualifiers are supported
  4278. }
  4279. bool VisualShaderNodeBooleanUniform::is_convertible_to_constant() const {
  4280. return true; // conversion is allowed
  4281. }
  4282. Vector<StringName> VisualShaderNodeBooleanUniform::get_editable_properties() const {
  4283. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  4284. props.push_back("default_value_enabled");
  4285. if (default_value_enabled) {
  4286. props.push_back("default_value");
  4287. }
  4288. return props;
  4289. }
  4290. VisualShaderNodeBooleanUniform::VisualShaderNodeBooleanUniform() {
  4291. }
  4292. ////////////// Color Uniform
  4293. String VisualShaderNodeColorUniform::get_caption() const {
  4294. return "ColorUniform";
  4295. }
  4296. int VisualShaderNodeColorUniform::get_input_port_count() const {
  4297. return 0;
  4298. }
  4299. VisualShaderNodeColorUniform::PortType VisualShaderNodeColorUniform::get_input_port_type(int p_port) const {
  4300. return PORT_TYPE_SCALAR;
  4301. }
  4302. String VisualShaderNodeColorUniform::get_input_port_name(int p_port) const {
  4303. return String();
  4304. }
  4305. int VisualShaderNodeColorUniform::get_output_port_count() const {
  4306. return 1;
  4307. }
  4308. VisualShaderNodeColorUniform::PortType VisualShaderNodeColorUniform::get_output_port_type(int p_port) const {
  4309. return p_port == 0 ? PORT_TYPE_VECTOR_4D : PORT_TYPE_SCALAR;
  4310. }
  4311. String VisualShaderNodeColorUniform::get_output_port_name(int p_port) const {
  4312. return "color";
  4313. }
  4314. bool VisualShaderNodeColorUniform::is_output_port_expandable(int p_port) const {
  4315. if (p_port == 0) {
  4316. return true;
  4317. }
  4318. return false;
  4319. }
  4320. void VisualShaderNodeColorUniform::set_default_value_enabled(bool p_enabled) {
  4321. if (default_value_enabled == p_enabled) {
  4322. return;
  4323. }
  4324. default_value_enabled = p_enabled;
  4325. emit_changed();
  4326. }
  4327. bool VisualShaderNodeColorUniform::is_default_value_enabled() const {
  4328. return default_value_enabled;
  4329. }
  4330. void VisualShaderNodeColorUniform::set_default_value(const Color &p_value) {
  4331. if (default_value.is_equal_approx(p_value)) {
  4332. return;
  4333. }
  4334. default_value = p_value;
  4335. emit_changed();
  4336. }
  4337. Color VisualShaderNodeColorUniform::get_default_value() const {
  4338. return default_value;
  4339. }
  4340. String VisualShaderNodeColorUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4341. String code = _get_qual_str() + "uniform vec4 " + get_uniform_name() + " : hint_color";
  4342. if (default_value_enabled) {
  4343. code += vformat(" = vec4(%.6f, %.6f, %.6f, %.6f)", default_value.r, default_value.g, default_value.b, default_value.a);
  4344. }
  4345. code += ";\n";
  4346. return code;
  4347. }
  4348. 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 {
  4349. return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  4350. }
  4351. bool VisualShaderNodeColorUniform::is_show_prop_names() const {
  4352. return true;
  4353. }
  4354. void VisualShaderNodeColorUniform::_bind_methods() {
  4355. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeColorUniform::set_default_value_enabled);
  4356. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeColorUniform::is_default_value_enabled);
  4357. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeColorUniform::set_default_value);
  4358. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeColorUniform::get_default_value);
  4359. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  4360. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "default_value"), "set_default_value", "get_default_value");
  4361. }
  4362. bool VisualShaderNodeColorUniform::is_qualifier_supported(Qualifier p_qual) const {
  4363. return true; // all qualifiers are supported
  4364. }
  4365. bool VisualShaderNodeColorUniform::is_convertible_to_constant() const {
  4366. return true; // conversion is allowed
  4367. }
  4368. Vector<StringName> VisualShaderNodeColorUniform::get_editable_properties() const {
  4369. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  4370. props.push_back("default_value_enabled");
  4371. if (default_value_enabled) {
  4372. props.push_back("default_value");
  4373. }
  4374. return props;
  4375. }
  4376. VisualShaderNodeColorUniform::VisualShaderNodeColorUniform() {
  4377. }
  4378. ////////////// Vector2 Uniform
  4379. String VisualShaderNodeVec2Uniform::get_caption() const {
  4380. return "Vector2Uniform";
  4381. }
  4382. int VisualShaderNodeVec2Uniform::get_input_port_count() const {
  4383. return 0;
  4384. }
  4385. VisualShaderNodeVec2Uniform::PortType VisualShaderNodeVec2Uniform::get_input_port_type(int p_port) const {
  4386. return PORT_TYPE_VECTOR_2D;
  4387. }
  4388. String VisualShaderNodeVec2Uniform::get_input_port_name(int p_port) const {
  4389. return String();
  4390. }
  4391. int VisualShaderNodeVec2Uniform::get_output_port_count() const {
  4392. return 1;
  4393. }
  4394. VisualShaderNodeVec2Uniform::PortType VisualShaderNodeVec2Uniform::get_output_port_type(int p_port) const {
  4395. return PORT_TYPE_VECTOR_2D;
  4396. }
  4397. String VisualShaderNodeVec2Uniform::get_output_port_name(int p_port) const {
  4398. return String();
  4399. }
  4400. void VisualShaderNodeVec2Uniform::set_default_value_enabled(bool p_enabled) {
  4401. default_value_enabled = p_enabled;
  4402. emit_changed();
  4403. }
  4404. bool VisualShaderNodeVec2Uniform::is_default_value_enabled() const {
  4405. return default_value_enabled;
  4406. }
  4407. void VisualShaderNodeVec2Uniform::set_default_value(const Vector2 &p_value) {
  4408. default_value = p_value;
  4409. emit_changed();
  4410. }
  4411. Vector2 VisualShaderNodeVec2Uniform::get_default_value() const {
  4412. return default_value;
  4413. }
  4414. String VisualShaderNodeVec2Uniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4415. String code = _get_qual_str() + "uniform vec2 " + get_uniform_name();
  4416. if (default_value_enabled) {
  4417. code += vformat(" = vec2(%.6f, %.6f)", default_value.x, default_value.y);
  4418. }
  4419. code += ";\n";
  4420. return code;
  4421. }
  4422. String VisualShaderNodeVec2Uniform::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 {
  4423. return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  4424. }
  4425. void VisualShaderNodeVec2Uniform::_bind_methods() {
  4426. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeVec2Uniform::set_default_value_enabled);
  4427. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeVec2Uniform::is_default_value_enabled);
  4428. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeVec2Uniform::set_default_value);
  4429. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeVec2Uniform::get_default_value);
  4430. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  4431. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "default_value"), "set_default_value", "get_default_value");
  4432. }
  4433. bool VisualShaderNodeVec2Uniform::is_show_prop_names() const {
  4434. return true;
  4435. }
  4436. bool VisualShaderNodeVec2Uniform::is_use_prop_slots() const {
  4437. return true;
  4438. }
  4439. bool VisualShaderNodeVec2Uniform::is_qualifier_supported(Qualifier p_qual) const {
  4440. return true; // all qualifiers are supported
  4441. }
  4442. bool VisualShaderNodeVec2Uniform::is_convertible_to_constant() const {
  4443. return true; // conversion is allowed
  4444. }
  4445. Vector<StringName> VisualShaderNodeVec2Uniform::get_editable_properties() const {
  4446. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  4447. props.push_back("default_value_enabled");
  4448. if (default_value_enabled) {
  4449. props.push_back("default_value");
  4450. }
  4451. return props;
  4452. }
  4453. VisualShaderNodeVec2Uniform::VisualShaderNodeVec2Uniform() {
  4454. }
  4455. ////////////// Vector3 Uniform
  4456. String VisualShaderNodeVec3Uniform::get_caption() const {
  4457. return "Vector3Uniform";
  4458. }
  4459. int VisualShaderNodeVec3Uniform::get_input_port_count() const {
  4460. return 0;
  4461. }
  4462. VisualShaderNodeVec3Uniform::PortType VisualShaderNodeVec3Uniform::get_input_port_type(int p_port) const {
  4463. return PORT_TYPE_VECTOR_3D;
  4464. }
  4465. String VisualShaderNodeVec3Uniform::get_input_port_name(int p_port) const {
  4466. return String();
  4467. }
  4468. int VisualShaderNodeVec3Uniform::get_output_port_count() const {
  4469. return 1;
  4470. }
  4471. VisualShaderNodeVec3Uniform::PortType VisualShaderNodeVec3Uniform::get_output_port_type(int p_port) const {
  4472. return PORT_TYPE_VECTOR_3D;
  4473. }
  4474. String VisualShaderNodeVec3Uniform::get_output_port_name(int p_port) const {
  4475. return ""; //no output port means the editor will be used as port
  4476. }
  4477. void VisualShaderNodeVec3Uniform::set_default_value_enabled(bool p_enabled) {
  4478. default_value_enabled = p_enabled;
  4479. emit_changed();
  4480. }
  4481. bool VisualShaderNodeVec3Uniform::is_default_value_enabled() const {
  4482. return default_value_enabled;
  4483. }
  4484. void VisualShaderNodeVec3Uniform::set_default_value(const Vector3 &p_value) {
  4485. default_value = p_value;
  4486. emit_changed();
  4487. }
  4488. Vector3 VisualShaderNodeVec3Uniform::get_default_value() const {
  4489. return default_value;
  4490. }
  4491. String VisualShaderNodeVec3Uniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4492. String code = _get_qual_str() + "uniform vec3 " + get_uniform_name();
  4493. if (default_value_enabled) {
  4494. code += vformat(" = vec3(%.6f, %.6f, %.6f)", default_value.x, default_value.y, default_value.z);
  4495. }
  4496. code += ";\n";
  4497. return code;
  4498. }
  4499. 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 {
  4500. return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  4501. }
  4502. void VisualShaderNodeVec3Uniform::_bind_methods() {
  4503. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeVec3Uniform::set_default_value_enabled);
  4504. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeVec3Uniform::is_default_value_enabled);
  4505. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeVec3Uniform::set_default_value);
  4506. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeVec3Uniform::get_default_value);
  4507. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  4508. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "default_value"), "set_default_value", "get_default_value");
  4509. }
  4510. bool VisualShaderNodeVec3Uniform::is_show_prop_names() const {
  4511. return true;
  4512. }
  4513. bool VisualShaderNodeVec3Uniform::is_use_prop_slots() const {
  4514. return true;
  4515. }
  4516. bool VisualShaderNodeVec3Uniform::is_qualifier_supported(Qualifier p_qual) const {
  4517. return true; // all qualifiers are supported
  4518. }
  4519. bool VisualShaderNodeVec3Uniform::is_convertible_to_constant() const {
  4520. return true; // conversion is allowed
  4521. }
  4522. Vector<StringName> VisualShaderNodeVec3Uniform::get_editable_properties() const {
  4523. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  4524. props.push_back("default_value_enabled");
  4525. if (default_value_enabled) {
  4526. props.push_back("default_value");
  4527. }
  4528. return props;
  4529. }
  4530. VisualShaderNodeVec3Uniform::VisualShaderNodeVec3Uniform() {
  4531. }
  4532. ////////////// Vector4 Uniform
  4533. String VisualShaderNodeVec4Uniform::get_caption() const {
  4534. return "Vector4Uniform";
  4535. }
  4536. int VisualShaderNodeVec4Uniform::get_input_port_count() const {
  4537. return 0;
  4538. }
  4539. VisualShaderNodeVec4Uniform::PortType VisualShaderNodeVec4Uniform::get_input_port_type(int p_port) const {
  4540. return PORT_TYPE_VECTOR_4D;
  4541. }
  4542. String VisualShaderNodeVec4Uniform::get_input_port_name(int p_port) const {
  4543. return String();
  4544. }
  4545. int VisualShaderNodeVec4Uniform::get_output_port_count() const {
  4546. return 1;
  4547. }
  4548. VisualShaderNodeVec4Uniform::PortType VisualShaderNodeVec4Uniform::get_output_port_type(int p_port) const {
  4549. return PORT_TYPE_VECTOR_4D;
  4550. }
  4551. String VisualShaderNodeVec4Uniform::get_output_port_name(int p_port) const {
  4552. return ""; // No output port means the editor will be used as port.
  4553. }
  4554. void VisualShaderNodeVec4Uniform::set_default_value_enabled(bool p_enabled) {
  4555. default_value_enabled = p_enabled;
  4556. emit_changed();
  4557. }
  4558. bool VisualShaderNodeVec4Uniform::is_default_value_enabled() const {
  4559. return default_value_enabled;
  4560. }
  4561. void VisualShaderNodeVec4Uniform::set_default_value(const Quaternion &p_value) {
  4562. default_value = p_value;
  4563. emit_changed();
  4564. }
  4565. Quaternion VisualShaderNodeVec4Uniform::get_default_value() const {
  4566. return default_value;
  4567. }
  4568. String VisualShaderNodeVec4Uniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4569. String code = _get_qual_str() + "uniform vec4 " + get_uniform_name();
  4570. if (default_value_enabled) {
  4571. code += vformat(" = vec4(%.6f, %.6f, %.6f, %.6f)", default_value.x, default_value.y, default_value.z, default_value.w);
  4572. }
  4573. code += ";\n";
  4574. return code;
  4575. }
  4576. String VisualShaderNodeVec4Uniform::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 {
  4577. return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  4578. }
  4579. void VisualShaderNodeVec4Uniform::_bind_methods() {
  4580. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeVec4Uniform::set_default_value_enabled);
  4581. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeVec4Uniform::is_default_value_enabled);
  4582. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeVec4Uniform::set_default_value);
  4583. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeVec4Uniform::get_default_value);
  4584. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  4585. ADD_PROPERTY(PropertyInfo(Variant::QUATERNION, "default_value"), "set_default_value", "get_default_value");
  4586. }
  4587. bool VisualShaderNodeVec4Uniform::is_show_prop_names() const {
  4588. return true;
  4589. }
  4590. bool VisualShaderNodeVec4Uniform::is_use_prop_slots() const {
  4591. return true;
  4592. }
  4593. bool VisualShaderNodeVec4Uniform::is_qualifier_supported(Qualifier p_qual) const {
  4594. return true; // All qualifiers are supported.
  4595. }
  4596. bool VisualShaderNodeVec4Uniform::is_convertible_to_constant() const {
  4597. return true; // Conversion is allowed.
  4598. }
  4599. Vector<StringName> VisualShaderNodeVec4Uniform::get_editable_properties() const {
  4600. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  4601. props.push_back("default_value_enabled");
  4602. if (default_value_enabled) {
  4603. props.push_back("default_value");
  4604. }
  4605. return props;
  4606. }
  4607. VisualShaderNodeVec4Uniform::VisualShaderNodeVec4Uniform() {
  4608. }
  4609. ////////////// Transform Uniform
  4610. String VisualShaderNodeTransformUniform::get_caption() const {
  4611. return "TransformUniform";
  4612. }
  4613. int VisualShaderNodeTransformUniform::get_input_port_count() const {
  4614. return 0;
  4615. }
  4616. VisualShaderNodeTransformUniform::PortType VisualShaderNodeTransformUniform::get_input_port_type(int p_port) const {
  4617. return PORT_TYPE_VECTOR_3D;
  4618. }
  4619. String VisualShaderNodeTransformUniform::get_input_port_name(int p_port) const {
  4620. return String();
  4621. }
  4622. int VisualShaderNodeTransformUniform::get_output_port_count() const {
  4623. return 1;
  4624. }
  4625. VisualShaderNodeTransformUniform::PortType VisualShaderNodeTransformUniform::get_output_port_type(int p_port) const {
  4626. return PORT_TYPE_TRANSFORM;
  4627. }
  4628. String VisualShaderNodeTransformUniform::get_output_port_name(int p_port) const {
  4629. return ""; //no output port means the editor will be used as port
  4630. }
  4631. void VisualShaderNodeTransformUniform::set_default_value_enabled(bool p_enabled) {
  4632. default_value_enabled = p_enabled;
  4633. emit_changed();
  4634. }
  4635. bool VisualShaderNodeTransformUniform::is_default_value_enabled() const {
  4636. return default_value_enabled;
  4637. }
  4638. void VisualShaderNodeTransformUniform::set_default_value(const Transform3D &p_value) {
  4639. default_value = p_value;
  4640. emit_changed();
  4641. }
  4642. Transform3D VisualShaderNodeTransformUniform::get_default_value() const {
  4643. return default_value;
  4644. }
  4645. String VisualShaderNodeTransformUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4646. String code = _get_qual_str() + "uniform mat4 " + get_uniform_name();
  4647. if (default_value_enabled) {
  4648. Vector3 row0 = default_value.basis.rows[0];
  4649. Vector3 row1 = default_value.basis.rows[1];
  4650. Vector3 row2 = default_value.basis.rows[2];
  4651. Vector3 origin = default_value.origin;
  4652. code += " = mat4(" + vformat("vec4(%.6f, %.6f, %.6f, 0.0)", row0.x, row0.y, row0.z) + vformat(", vec4(%.6f, %.6f, %.6f, 0.0)", row1.x, row1.y, row1.z) + vformat(", vec4(%.6f, %.6f, %.6f, 0.0)", row2.x, row2.y, row2.z) + vformat(", vec4(%.6f, %.6f, %.6f, 1.0)", origin.x, origin.y, origin.z) + ")";
  4653. }
  4654. code += ";\n";
  4655. return code;
  4656. }
  4657. 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 {
  4658. return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  4659. }
  4660. void VisualShaderNodeTransformUniform::_bind_methods() {
  4661. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeTransformUniform::set_default_value_enabled);
  4662. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeTransformUniform::is_default_value_enabled);
  4663. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeTransformUniform::set_default_value);
  4664. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeTransformUniform::get_default_value);
  4665. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  4666. ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "default_value"), "set_default_value", "get_default_value");
  4667. }
  4668. bool VisualShaderNodeTransformUniform::is_show_prop_names() const {
  4669. return true;
  4670. }
  4671. bool VisualShaderNodeTransformUniform::is_use_prop_slots() const {
  4672. return true;
  4673. }
  4674. bool VisualShaderNodeTransformUniform::is_qualifier_supported(Qualifier p_qual) const {
  4675. if (p_qual == Qualifier::QUAL_INSTANCE) {
  4676. return false;
  4677. }
  4678. return true;
  4679. }
  4680. bool VisualShaderNodeTransformUniform::is_convertible_to_constant() const {
  4681. return true; // conversion is allowed
  4682. }
  4683. Vector<StringName> VisualShaderNodeTransformUniform::get_editable_properties() const {
  4684. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  4685. props.push_back("default_value_enabled");
  4686. if (default_value_enabled) {
  4687. props.push_back("default_value");
  4688. }
  4689. return props;
  4690. }
  4691. VisualShaderNodeTransformUniform::VisualShaderNodeTransformUniform() {
  4692. }
  4693. ////////////// Texture Uniform
  4694. String VisualShaderNodeTextureUniform::get_caption() const {
  4695. return "TextureUniform";
  4696. }
  4697. int VisualShaderNodeTextureUniform::get_input_port_count() const {
  4698. return 0;
  4699. }
  4700. VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_input_port_type(int p_port) const {
  4701. return PORT_TYPE_SCALAR;
  4702. }
  4703. String VisualShaderNodeTextureUniform::get_input_port_name(int p_port) const {
  4704. return "";
  4705. }
  4706. int VisualShaderNodeTextureUniform::get_output_port_count() const {
  4707. return 1;
  4708. }
  4709. VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_output_port_type(int p_port) const {
  4710. switch (p_port) {
  4711. case 0:
  4712. return PORT_TYPE_SAMPLER;
  4713. default:
  4714. return PORT_TYPE_SCALAR;
  4715. }
  4716. }
  4717. String VisualShaderNodeTextureUniform::get_output_port_name(int p_port) const {
  4718. switch (p_port) {
  4719. case 0:
  4720. return "sampler2D";
  4721. default:
  4722. return "";
  4723. }
  4724. }
  4725. String VisualShaderNodeTextureUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4726. bool has_colon = false;
  4727. String code = _get_qual_str() + "uniform sampler2D " + get_uniform_name();
  4728. // type
  4729. {
  4730. String type_code;
  4731. switch (texture_type) {
  4732. case TYPE_DATA:
  4733. if (color_default == COLOR_DEFAULT_BLACK) {
  4734. type_code = "hint_black";
  4735. }
  4736. break;
  4737. case TYPE_COLOR:
  4738. if (color_default == COLOR_DEFAULT_BLACK) {
  4739. type_code = "hint_black_albedo";
  4740. } else {
  4741. type_code = "hint_albedo";
  4742. }
  4743. break;
  4744. case TYPE_NORMAL_MAP:
  4745. type_code = "hint_normal";
  4746. break;
  4747. case TYPE_ANISOTROPY:
  4748. type_code = "hint_anisotropy";
  4749. break;
  4750. default:
  4751. break;
  4752. }
  4753. if (!type_code.is_empty()) {
  4754. code += " : " + type_code;
  4755. has_colon = true;
  4756. }
  4757. }
  4758. // filter
  4759. {
  4760. String filter_code;
  4761. switch (texture_filter) {
  4762. case FILTER_NEAREST:
  4763. filter_code = "filter_nearest";
  4764. break;
  4765. case FILTER_LINEAR:
  4766. filter_code = "filter_linear";
  4767. break;
  4768. case FILTER_NEAREST_MIPMAP:
  4769. filter_code = "filter_nearest_mipmap";
  4770. break;
  4771. case FILTER_LINEAR_MIPMAP:
  4772. filter_code = "filter_linear_mipmap";
  4773. break;
  4774. case FILTER_NEAREST_MIPMAP_ANISOTROPIC:
  4775. filter_code = "filter_nearest_mipmap_anisotropic";
  4776. break;
  4777. case FILTER_LINEAR_MIPMAP_ANISOTROPIC:
  4778. filter_code = "filter_linear_mipmap_anisotropic";
  4779. break;
  4780. default:
  4781. break;
  4782. }
  4783. if (!filter_code.is_empty()) {
  4784. if (!has_colon) {
  4785. code += " : ";
  4786. has_colon = true;
  4787. } else {
  4788. code += ", ";
  4789. }
  4790. code += filter_code;
  4791. }
  4792. }
  4793. // repeat
  4794. {
  4795. String repeat_code;
  4796. switch (texture_repeat) {
  4797. case REPEAT_ENABLED:
  4798. repeat_code = "repeat_enable";
  4799. break;
  4800. case REPEAT_DISABLED:
  4801. repeat_code = "repeat_disable";
  4802. break;
  4803. default:
  4804. break;
  4805. }
  4806. if (!repeat_code.is_empty()) {
  4807. if (!has_colon) {
  4808. code += " : ";
  4809. } else {
  4810. code += ", ";
  4811. }
  4812. code += repeat_code;
  4813. }
  4814. }
  4815. code += ";\n";
  4816. return code;
  4817. }
  4818. 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 {
  4819. return "";
  4820. }
  4821. void VisualShaderNodeTextureUniform::set_texture_type(TextureType p_texture_type) {
  4822. ERR_FAIL_INDEX(int(p_texture_type), int(TYPE_MAX));
  4823. if (texture_type == p_texture_type) {
  4824. return;
  4825. }
  4826. texture_type = p_texture_type;
  4827. emit_changed();
  4828. }
  4829. VisualShaderNodeTextureUniform::TextureType VisualShaderNodeTextureUniform::get_texture_type() const {
  4830. return texture_type;
  4831. }
  4832. void VisualShaderNodeTextureUniform::set_color_default(ColorDefault p_color_default) {
  4833. ERR_FAIL_INDEX(int(p_color_default), int(COLOR_DEFAULT_MAX));
  4834. if (color_default == p_color_default) {
  4835. return;
  4836. }
  4837. color_default = p_color_default;
  4838. emit_changed();
  4839. }
  4840. VisualShaderNodeTextureUniform::ColorDefault VisualShaderNodeTextureUniform::get_color_default() const {
  4841. return color_default;
  4842. }
  4843. void VisualShaderNodeTextureUniform::set_texture_filter(TextureFilter p_filter) {
  4844. ERR_FAIL_INDEX(int(p_filter), int(FILTER_MAX));
  4845. if (texture_filter == p_filter) {
  4846. return;
  4847. }
  4848. texture_filter = p_filter;
  4849. emit_changed();
  4850. }
  4851. VisualShaderNodeTextureUniform::TextureFilter VisualShaderNodeTextureUniform::get_texture_filter() const {
  4852. return texture_filter;
  4853. }
  4854. void VisualShaderNodeTextureUniform::set_texture_repeat(TextureRepeat p_repeat) {
  4855. ERR_FAIL_INDEX(int(p_repeat), int(REPEAT_MAX));
  4856. if (texture_repeat == p_repeat) {
  4857. return;
  4858. }
  4859. texture_repeat = p_repeat;
  4860. emit_changed();
  4861. }
  4862. VisualShaderNodeTextureUniform::TextureRepeat VisualShaderNodeTextureUniform::get_texture_repeat() const {
  4863. return texture_repeat;
  4864. }
  4865. Vector<StringName> VisualShaderNodeTextureUniform::get_editable_properties() const {
  4866. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  4867. props.push_back("texture_type");
  4868. if (texture_type == TYPE_DATA || texture_type == TYPE_COLOR) {
  4869. props.push_back("color_default");
  4870. }
  4871. props.push_back("texture_filter");
  4872. props.push_back("texture_repeat");
  4873. return props;
  4874. }
  4875. bool VisualShaderNodeTextureUniform::is_show_prop_names() const {
  4876. return true;
  4877. }
  4878. Map<StringName, String> VisualShaderNodeTextureUniform::get_editable_properties_names() const {
  4879. Map<StringName, String> names;
  4880. names.insert("texture_type", RTR("Type"));
  4881. names.insert("color_default", RTR("Default Color"));
  4882. names.insert("texture_filter", RTR("Filter"));
  4883. names.insert("texture_repeat", RTR("Repeat"));
  4884. return names;
  4885. }
  4886. void VisualShaderNodeTextureUniform::_bind_methods() {
  4887. ClassDB::bind_method(D_METHOD("set_texture_type", "type"), &VisualShaderNodeTextureUniform::set_texture_type);
  4888. ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeTextureUniform::get_texture_type);
  4889. ClassDB::bind_method(D_METHOD("set_color_default", "type"), &VisualShaderNodeTextureUniform::set_color_default);
  4890. ClassDB::bind_method(D_METHOD("get_color_default"), &VisualShaderNodeTextureUniform::get_color_default);
  4891. ClassDB::bind_method(D_METHOD("set_texture_filter", "filter"), &VisualShaderNodeTextureUniform::set_texture_filter);
  4892. ClassDB::bind_method(D_METHOD("get_texture_filter"), &VisualShaderNodeTextureUniform::get_texture_filter);
  4893. ClassDB::bind_method(D_METHOD("set_texture_repeat", "type"), &VisualShaderNodeTextureUniform::set_texture_repeat);
  4894. ClassDB::bind_method(D_METHOD("get_texture_repeat"), &VisualShaderNodeTextureUniform::get_texture_repeat);
  4895. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normal Map,Anisotropic"), "set_texture_type", "get_texture_type");
  4896. ADD_PROPERTY(PropertyInfo(Variant::INT, "color_default", PROPERTY_HINT_ENUM, "White,Black"), "set_color_default", "get_color_default");
  4897. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_filter", PROPERTY_HINT_ENUM, "Default,Nearest,Linear,Nearest Mipmap,Linear Mipmap,Nearest Mipmap Anisotropic,Linear Mipmap Anisotropic"), "set_texture_filter", "get_texture_filter");
  4898. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_repeat", PROPERTY_HINT_ENUM, "Default,Enabled,Disabled"), "set_texture_repeat", "get_texture_repeat");
  4899. BIND_ENUM_CONSTANT(TYPE_DATA);
  4900. BIND_ENUM_CONSTANT(TYPE_COLOR);
  4901. BIND_ENUM_CONSTANT(TYPE_NORMAL_MAP);
  4902. BIND_ENUM_CONSTANT(TYPE_ANISOTROPY);
  4903. BIND_ENUM_CONSTANT(TYPE_MAX);
  4904. BIND_ENUM_CONSTANT(COLOR_DEFAULT_WHITE);
  4905. BIND_ENUM_CONSTANT(COLOR_DEFAULT_BLACK);
  4906. BIND_ENUM_CONSTANT(COLOR_DEFAULT_MAX);
  4907. BIND_ENUM_CONSTANT(FILTER_DEFAULT);
  4908. BIND_ENUM_CONSTANT(FILTER_NEAREST);
  4909. BIND_ENUM_CONSTANT(FILTER_LINEAR);
  4910. BIND_ENUM_CONSTANT(FILTER_NEAREST_MIPMAP);
  4911. BIND_ENUM_CONSTANT(FILTER_LINEAR_MIPMAP);
  4912. BIND_ENUM_CONSTANT(FILTER_NEAREST_MIPMAP_ANISOTROPIC);
  4913. BIND_ENUM_CONSTANT(FILTER_LINEAR_MIPMAP_ANISOTROPIC);
  4914. BIND_ENUM_CONSTANT(FILTER_MAX);
  4915. BIND_ENUM_CONSTANT(REPEAT_DEFAULT);
  4916. BIND_ENUM_CONSTANT(REPEAT_ENABLED);
  4917. BIND_ENUM_CONSTANT(REPEAT_DISABLED);
  4918. BIND_ENUM_CONSTANT(REPEAT_MAX);
  4919. }
  4920. bool VisualShaderNodeTextureUniform::is_qualifier_supported(Qualifier p_qual) const {
  4921. switch (p_qual) {
  4922. case Qualifier::QUAL_NONE:
  4923. return true;
  4924. case Qualifier::QUAL_GLOBAL:
  4925. return true;
  4926. case Qualifier::QUAL_INSTANCE:
  4927. return false;
  4928. default:
  4929. break;
  4930. }
  4931. return false;
  4932. }
  4933. bool VisualShaderNodeTextureUniform::is_convertible_to_constant() const {
  4934. return false; // conversion is not allowed
  4935. }
  4936. VisualShaderNodeTextureUniform::VisualShaderNodeTextureUniform() {
  4937. }
  4938. ////////////// Texture Uniform (Triplanar)
  4939. String VisualShaderNodeTextureUniformTriplanar::get_caption() const {
  4940. return "TextureUniformTriplanar";
  4941. }
  4942. int VisualShaderNodeTextureUniformTriplanar::get_input_port_count() const {
  4943. return 2;
  4944. }
  4945. VisualShaderNodeTextureUniformTriplanar::PortType VisualShaderNodeTextureUniformTriplanar::get_input_port_type(int p_port) const {
  4946. if (p_port == 0 || p_port == 1) {
  4947. return PORT_TYPE_VECTOR_3D;
  4948. }
  4949. return PORT_TYPE_SCALAR;
  4950. }
  4951. String VisualShaderNodeTextureUniformTriplanar::get_input_port_name(int p_port) const {
  4952. if (p_port == 0) {
  4953. return "weights";
  4954. } else if (p_port == 1) {
  4955. return "pos";
  4956. }
  4957. return "";
  4958. }
  4959. int VisualShaderNodeTextureUniformTriplanar::get_output_port_count() const {
  4960. return 2;
  4961. }
  4962. VisualShaderNodeTextureUniformTriplanar::PortType VisualShaderNodeTextureUniformTriplanar::get_output_port_type(int p_port) const {
  4963. switch (p_port) {
  4964. case 0:
  4965. return PORT_TYPE_VECTOR_4D;
  4966. case 1:
  4967. return PORT_TYPE_SAMPLER;
  4968. default:
  4969. return PORT_TYPE_SCALAR;
  4970. }
  4971. }
  4972. String VisualShaderNodeTextureUniformTriplanar::get_output_port_name(int p_port) const {
  4973. switch (p_port) {
  4974. case 0:
  4975. return "color";
  4976. case 1:
  4977. return "sampler2D";
  4978. default:
  4979. return "";
  4980. }
  4981. }
  4982. String VisualShaderNodeTextureUniformTriplanar::generate_global_per_node(Shader::Mode p_mode, int p_id) const {
  4983. String code;
  4984. code += "// " + get_caption() + "\n";
  4985. code += " vec4 triplanar_texture(sampler2D p_sampler, vec3 p_weights, vec3 p_triplanar_pos) {\n";
  4986. code += " vec4 samp = vec4(0.0);\n";
  4987. code += " samp += texture(p_sampler, p_triplanar_pos.xy) * p_weights.z;\n";
  4988. code += " samp += texture(p_sampler, p_triplanar_pos.xz) * p_weights.y;\n";
  4989. code += " samp += texture(p_sampler, p_triplanar_pos.zy * vec2(-1.0, 1.0)) * p_weights.x;\n";
  4990. code += " return samp;\n";
  4991. code += " }\n";
  4992. code += "\n";
  4993. code += " uniform vec3 triplanar_scale = vec3(1.0, 1.0, 1.0);\n";
  4994. code += " uniform vec3 triplanar_offset;\n";
  4995. code += " uniform float triplanar_sharpness = 0.5;\n";
  4996. code += "\n";
  4997. code += " varying vec3 triplanar_power_normal;\n";
  4998. code += " varying vec3 triplanar_pos;\n";
  4999. return code;
  5000. }
  5001. String VisualShaderNodeTextureUniformTriplanar::generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  5002. String code;
  5003. if (p_type == VisualShader::TYPE_VERTEX) {
  5004. code += "// " + get_caption() + "\n";
  5005. code += " {\n";
  5006. code += " triplanar_power_normal = pow(abs(NORMAL), vec3(triplanar_sharpness));\n";
  5007. code += " triplanar_power_normal /= dot(triplanar_power_normal, vec3(1.0));\n";
  5008. code += " triplanar_pos = VERTEX * triplanar_scale + triplanar_offset;\n";
  5009. code += " triplanar_pos *= vec3(1.0, -1.0, 1.0);\n";
  5010. code += " }\n";
  5011. }
  5012. return code;
  5013. }
  5014. 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 {
  5015. String id = get_uniform_name();
  5016. String code;
  5017. if (p_input_vars[0].is_empty() && p_input_vars[1].is_empty()) {
  5018. code += " " + p_output_vars[0] + " = triplanar_texture(" + id + ", triplanar_power_normal, triplanar_pos);\n";
  5019. } else if (!p_input_vars[0].is_empty() && p_input_vars[1].is_empty()) {
  5020. code += " " + p_output_vars[0] + " = triplanar_texture(" + id + ", " + p_input_vars[0] + ", triplanar_pos);\n";
  5021. } else if (p_input_vars[0].is_empty() && !p_input_vars[1].is_empty()) {
  5022. code += " " + p_output_vars[0] + " = triplanar_texture(" + id + ", triplanar_power_normal, " + p_input_vars[1] + ");\n";
  5023. } else {
  5024. code += " " + p_output_vars[0] + " = triplanar_texture(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  5025. }
  5026. return code;
  5027. }
  5028. bool VisualShaderNodeTextureUniformTriplanar::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  5029. if (p_port == 0) {
  5030. return true;
  5031. } else if (p_port == 1) {
  5032. return true;
  5033. }
  5034. return false;
  5035. }
  5036. VisualShaderNodeTextureUniformTriplanar::VisualShaderNodeTextureUniformTriplanar() {
  5037. }
  5038. ////////////// Texture2DArray Uniform
  5039. String VisualShaderNodeTexture2DArrayUniform::get_caption() const {
  5040. return "Texture2DArrayUniform";
  5041. }
  5042. String VisualShaderNodeTexture2DArrayUniform::get_output_port_name(int p_port) const {
  5043. return "sampler2DArray";
  5044. }
  5045. String VisualShaderNodeTexture2DArrayUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  5046. String code = _get_qual_str() + "uniform sampler2DArray " + get_uniform_name();
  5047. switch (texture_type) {
  5048. case TYPE_DATA:
  5049. if (color_default == COLOR_DEFAULT_BLACK) {
  5050. code += " : hint_black;\n";
  5051. } else {
  5052. code += ";\n";
  5053. }
  5054. break;
  5055. case TYPE_COLOR:
  5056. if (color_default == COLOR_DEFAULT_BLACK) {
  5057. code += " : hint_black_albedo;\n";
  5058. } else {
  5059. code += " : hint_albedo;\n";
  5060. }
  5061. break;
  5062. case TYPE_NORMAL_MAP:
  5063. code += " : hint_normal;\n";
  5064. break;
  5065. case TYPE_ANISOTROPY:
  5066. code += " : hint_anisotropy;\n";
  5067. break;
  5068. default:
  5069. code += ";\n";
  5070. break;
  5071. }
  5072. return code;
  5073. }
  5074. String VisualShaderNodeTexture2DArrayUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  5075. return String();
  5076. }
  5077. VisualShaderNodeTexture2DArrayUniform::VisualShaderNodeTexture2DArrayUniform() {
  5078. }
  5079. ////////////// Texture3D Uniform
  5080. String VisualShaderNodeTexture3DUniform::get_caption() const {
  5081. return "Texture3DUniform";
  5082. }
  5083. String VisualShaderNodeTexture3DUniform::get_output_port_name(int p_port) const {
  5084. return "sampler3D";
  5085. }
  5086. String VisualShaderNodeTexture3DUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  5087. String code = _get_qual_str() + "uniform sampler3D " + get_uniform_name();
  5088. switch (texture_type) {
  5089. case TYPE_DATA:
  5090. if (color_default == COLOR_DEFAULT_BLACK) {
  5091. code += " : hint_black;\n";
  5092. } else {
  5093. code += ";\n";
  5094. }
  5095. break;
  5096. case TYPE_COLOR:
  5097. if (color_default == COLOR_DEFAULT_BLACK) {
  5098. code += " : hint_black_albedo;\n";
  5099. } else {
  5100. code += " : hint_albedo;\n";
  5101. }
  5102. break;
  5103. case TYPE_NORMAL_MAP:
  5104. code += " : hint_normal;\n";
  5105. break;
  5106. case TYPE_ANISOTROPY:
  5107. code += " : hint_anisotropy;\n";
  5108. break;
  5109. default:
  5110. code += ";\n";
  5111. break;
  5112. }
  5113. return code;
  5114. }
  5115. String VisualShaderNodeTexture3DUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  5116. return String();
  5117. }
  5118. VisualShaderNodeTexture3DUniform::VisualShaderNodeTexture3DUniform() {
  5119. }
  5120. ////////////// Cubemap Uniform
  5121. String VisualShaderNodeCubemapUniform::get_caption() const {
  5122. return "CubemapUniform";
  5123. }
  5124. String VisualShaderNodeCubemapUniform::get_output_port_name(int p_port) const {
  5125. return "samplerCube";
  5126. }
  5127. String VisualShaderNodeCubemapUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  5128. String code = _get_qual_str() + "uniform samplerCube " + get_uniform_name();
  5129. switch (texture_type) {
  5130. case TYPE_DATA:
  5131. if (color_default == COLOR_DEFAULT_BLACK) {
  5132. code += " : hint_black;\n";
  5133. } else {
  5134. code += ";\n";
  5135. }
  5136. break;
  5137. case TYPE_COLOR:
  5138. if (color_default == COLOR_DEFAULT_BLACK) {
  5139. code += " : hint_black_albedo;\n";
  5140. } else {
  5141. code += " : hint_albedo;\n";
  5142. }
  5143. break;
  5144. case TYPE_NORMAL_MAP:
  5145. code += " : hint_normal;\n";
  5146. break;
  5147. case TYPE_ANISOTROPY:
  5148. code += " : hint_anisotropy;\n";
  5149. break;
  5150. default:
  5151. code += ";\n";
  5152. break;
  5153. }
  5154. return code;
  5155. }
  5156. 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 {
  5157. return String();
  5158. }
  5159. VisualShaderNodeCubemapUniform::VisualShaderNodeCubemapUniform() {
  5160. }
  5161. ////////////// If
  5162. String VisualShaderNodeIf::get_caption() const {
  5163. return "If";
  5164. }
  5165. int VisualShaderNodeIf::get_input_port_count() const {
  5166. return 6;
  5167. }
  5168. VisualShaderNodeIf::PortType VisualShaderNodeIf::get_input_port_type(int p_port) const {
  5169. if (p_port == 0 || p_port == 1 || p_port == 2) {
  5170. return PORT_TYPE_SCALAR;
  5171. }
  5172. return PORT_TYPE_VECTOR_3D;
  5173. }
  5174. String VisualShaderNodeIf::get_input_port_name(int p_port) const {
  5175. switch (p_port) {
  5176. case 0:
  5177. return "a";
  5178. case 1:
  5179. return "b";
  5180. case 2:
  5181. return "tolerance";
  5182. case 3:
  5183. return "a == b";
  5184. case 4:
  5185. return "a > b";
  5186. case 5:
  5187. return "a < b";
  5188. default:
  5189. return "";
  5190. }
  5191. }
  5192. int VisualShaderNodeIf::get_output_port_count() const {
  5193. return 1;
  5194. }
  5195. VisualShaderNodeIf::PortType VisualShaderNodeIf::get_output_port_type(int p_port) const {
  5196. return PORT_TYPE_VECTOR_3D;
  5197. }
  5198. String VisualShaderNodeIf::get_output_port_name(int p_port) const {
  5199. return "result";
  5200. }
  5201. 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 {
  5202. String code;
  5203. code += " if(abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ")\n"; // abs(a - b) < tolerance eg. a == b
  5204. code += " {\n";
  5205. code += " " + p_output_vars[0] + " = " + p_input_vars[3] + ";\n";
  5206. code += " }\n";
  5207. code += " else if(" + p_input_vars[0] + " < " + p_input_vars[1] + ")\n"; // a < b
  5208. code += " {\n";
  5209. code += " " + p_output_vars[0] + " = " + p_input_vars[5] + ";\n";
  5210. code += " }\n";
  5211. code += " else\n"; // a > b (or a >= b if abs(a - b) < tolerance is false)
  5212. code += " {\n";
  5213. code += " " + p_output_vars[0] + " = " + p_input_vars[4] + ";\n";
  5214. code += " }\n";
  5215. return code;
  5216. }
  5217. VisualShaderNodeIf::VisualShaderNodeIf() {
  5218. simple_decl = false;
  5219. set_input_port_default_value(0, 0.0);
  5220. set_input_port_default_value(1, 0.0);
  5221. set_input_port_default_value(2, CMP_EPSILON);
  5222. set_input_port_default_value(3, Vector3(0.0, 0.0, 0.0));
  5223. set_input_port_default_value(4, Vector3(0.0, 0.0, 0.0));
  5224. set_input_port_default_value(5, Vector3(0.0, 0.0, 0.0));
  5225. }
  5226. ////////////// Switch
  5227. String VisualShaderNodeSwitch::get_caption() const {
  5228. return "Switch";
  5229. }
  5230. int VisualShaderNodeSwitch::get_input_port_count() const {
  5231. return 3;
  5232. }
  5233. VisualShaderNodeSwitch::PortType VisualShaderNodeSwitch::get_input_port_type(int p_port) const {
  5234. if (p_port == 0) {
  5235. return PORT_TYPE_BOOLEAN;
  5236. }
  5237. if (p_port == 1 || p_port == 2) {
  5238. switch (op_type) {
  5239. case OP_TYPE_INT:
  5240. return PORT_TYPE_SCALAR_INT;
  5241. case OP_TYPE_VECTOR_2D:
  5242. return PORT_TYPE_VECTOR_2D;
  5243. case OP_TYPE_VECTOR_3D:
  5244. return PORT_TYPE_VECTOR_3D;
  5245. case OP_TYPE_VECTOR_4D:
  5246. return PORT_TYPE_VECTOR_4D;
  5247. case OP_TYPE_BOOLEAN:
  5248. return PORT_TYPE_BOOLEAN;
  5249. case OP_TYPE_TRANSFORM:
  5250. return PORT_TYPE_TRANSFORM;
  5251. default:
  5252. break;
  5253. }
  5254. }
  5255. return PORT_TYPE_SCALAR;
  5256. }
  5257. String VisualShaderNodeSwitch::get_input_port_name(int p_port) const {
  5258. switch (p_port) {
  5259. case 0:
  5260. return "value";
  5261. case 1:
  5262. return "true";
  5263. case 2:
  5264. return "false";
  5265. default:
  5266. return "";
  5267. }
  5268. }
  5269. int VisualShaderNodeSwitch::get_output_port_count() const {
  5270. return 1;
  5271. }
  5272. VisualShaderNodeSwitch::PortType VisualShaderNodeSwitch::get_output_port_type(int p_port) const {
  5273. switch (op_type) {
  5274. case OP_TYPE_INT:
  5275. return PORT_TYPE_SCALAR_INT;
  5276. case OP_TYPE_VECTOR_2D:
  5277. return PORT_TYPE_VECTOR_2D;
  5278. case OP_TYPE_VECTOR_3D:
  5279. return PORT_TYPE_VECTOR_3D;
  5280. case OP_TYPE_VECTOR_4D:
  5281. return PORT_TYPE_VECTOR_4D;
  5282. case OP_TYPE_BOOLEAN:
  5283. return PORT_TYPE_BOOLEAN;
  5284. case OP_TYPE_TRANSFORM:
  5285. return PORT_TYPE_TRANSFORM;
  5286. default:
  5287. break;
  5288. }
  5289. return PORT_TYPE_SCALAR;
  5290. }
  5291. String VisualShaderNodeSwitch::get_output_port_name(int p_port) const {
  5292. return "result";
  5293. }
  5294. void VisualShaderNodeSwitch::set_op_type(OpType p_op_type) {
  5295. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  5296. if (op_type == p_op_type) {
  5297. return;
  5298. }
  5299. switch (p_op_type) {
  5300. case OP_TYPE_FLOAT:
  5301. set_input_port_default_value(1, 1.0, get_input_port_default_value(1));
  5302. set_input_port_default_value(2, 0.0, get_input_port_default_value(2));
  5303. break;
  5304. case OP_TYPE_INT:
  5305. set_input_port_default_value(1, 1, get_input_port_default_value(1));
  5306. set_input_port_default_value(2, 0, get_input_port_default_value(2));
  5307. break;
  5308. case OP_TYPE_VECTOR_2D:
  5309. set_input_port_default_value(1, Vector2(1.0, 1.0), get_input_port_default_value(1));
  5310. set_input_port_default_value(2, Vector2(0.0, 0.0), get_input_port_default_value(2));
  5311. break;
  5312. case OP_TYPE_VECTOR_3D:
  5313. set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0), get_input_port_default_value(1));
  5314. set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0), get_input_port_default_value(2));
  5315. break;
  5316. case OP_TYPE_VECTOR_4D:
  5317. set_input_port_default_value(1, Quaternion(1.0, 1.0, 1.0, 1.0), get_input_port_default_value(1));
  5318. set_input_port_default_value(2, Quaternion(0.0, 0.0, 0.0, 0.0), get_input_port_default_value(2));
  5319. break;
  5320. case OP_TYPE_BOOLEAN:
  5321. set_input_port_default_value(1, true);
  5322. set_input_port_default_value(2, false);
  5323. break;
  5324. case OP_TYPE_TRANSFORM:
  5325. set_input_port_default_value(1, Transform3D());
  5326. set_input_port_default_value(2, Transform3D());
  5327. break;
  5328. default:
  5329. break;
  5330. }
  5331. op_type = p_op_type;
  5332. emit_changed();
  5333. }
  5334. VisualShaderNodeSwitch::OpType VisualShaderNodeSwitch::get_op_type() const {
  5335. return op_type;
  5336. }
  5337. Vector<StringName> VisualShaderNodeSwitch::get_editable_properties() const {
  5338. Vector<StringName> props;
  5339. props.push_back("op_type");
  5340. return props;
  5341. }
  5342. void VisualShaderNodeSwitch::_bind_methods() { // static
  5343. ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeSwitch::set_op_type);
  5344. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeSwitch::get_op_type);
  5345. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Float,Int,Vector2,Vector3,Vector4,Boolean,Transform"), "set_op_type", "get_op_type");
  5346. BIND_ENUM_CONSTANT(OP_TYPE_FLOAT);
  5347. BIND_ENUM_CONSTANT(OP_TYPE_INT);
  5348. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
  5349. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
  5350. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
  5351. BIND_ENUM_CONSTANT(OP_TYPE_BOOLEAN);
  5352. BIND_ENUM_CONSTANT(OP_TYPE_TRANSFORM);
  5353. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  5354. }
  5355. 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 {
  5356. String code;
  5357. code += " if(" + p_input_vars[0] + ")\n";
  5358. code += " {\n";
  5359. code += " " + p_output_vars[0] + " = " + p_input_vars[1] + ";\n";
  5360. code += " }\n";
  5361. code += " else\n";
  5362. code += " {\n";
  5363. code += " " + p_output_vars[0] + " = " + p_input_vars[2] + ";\n";
  5364. code += " }\n";
  5365. return code;
  5366. }
  5367. VisualShaderNodeSwitch::VisualShaderNodeSwitch() {
  5368. simple_decl = false;
  5369. set_input_port_default_value(0, false);
  5370. set_input_port_default_value(1, 1.0);
  5371. set_input_port_default_value(2, 0.0);
  5372. }
  5373. ////////////// Fresnel
  5374. String VisualShaderNodeFresnel::get_caption() const {
  5375. return "Fresnel";
  5376. }
  5377. int VisualShaderNodeFresnel::get_input_port_count() const {
  5378. return 4;
  5379. }
  5380. VisualShaderNodeFresnel::PortType VisualShaderNodeFresnel::get_input_port_type(int p_port) const {
  5381. switch (p_port) {
  5382. case 0:
  5383. return PORT_TYPE_VECTOR_3D;
  5384. case 1:
  5385. return PORT_TYPE_VECTOR_3D;
  5386. case 2:
  5387. return PORT_TYPE_BOOLEAN;
  5388. case 3:
  5389. return PORT_TYPE_SCALAR;
  5390. default:
  5391. return PORT_TYPE_VECTOR_3D;
  5392. }
  5393. }
  5394. String VisualShaderNodeFresnel::get_input_port_name(int p_port) const {
  5395. switch (p_port) {
  5396. case 0:
  5397. return "normal";
  5398. case 1:
  5399. return "view";
  5400. case 2:
  5401. return "invert";
  5402. case 3:
  5403. return "power";
  5404. default:
  5405. return "";
  5406. }
  5407. }
  5408. int VisualShaderNodeFresnel::get_output_port_count() const {
  5409. return 1;
  5410. }
  5411. VisualShaderNodeFresnel::PortType VisualShaderNodeFresnel::get_output_port_type(int p_port) const {
  5412. return PORT_TYPE_SCALAR;
  5413. }
  5414. String VisualShaderNodeFresnel::get_output_port_name(int p_port) const {
  5415. return "result";
  5416. }
  5417. bool VisualShaderNodeFresnel::is_generate_input_var(int p_port) const {
  5418. if (p_port == 2) {
  5419. return false;
  5420. }
  5421. return true;
  5422. }
  5423. 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 {
  5424. String normal;
  5425. String view;
  5426. if (p_input_vars[0].is_empty()) {
  5427. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  5428. normal = "NORMAL";
  5429. } else {
  5430. normal = "vec3(0.0)";
  5431. }
  5432. } else {
  5433. normal = p_input_vars[0];
  5434. }
  5435. if (p_input_vars[1].is_empty()) {
  5436. if (p_mode == Shader::MODE_SPATIAL) {
  5437. view = "VIEW";
  5438. } else {
  5439. view = "vec3(0.0)";
  5440. }
  5441. } else {
  5442. view = p_input_vars[1];
  5443. }
  5444. if (is_input_port_connected(2)) {
  5445. return " " + p_output_vars[0] + " = " + p_input_vars[2] + " ? (pow(clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ")) : (pow(1.0 - clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + "));\n";
  5446. } else {
  5447. if (get_input_port_default_value(2)) {
  5448. return " " + p_output_vars[0] + " = pow(clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ");\n";
  5449. } else {
  5450. return " " + p_output_vars[0] + " = pow(1.0 - clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ");\n";
  5451. }
  5452. }
  5453. }
  5454. bool VisualShaderNodeFresnel::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  5455. if (p_port == 0) {
  5456. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  5457. return true;
  5458. }
  5459. } else if (p_port == 1) {
  5460. if (p_mode == Shader::MODE_SPATIAL) {
  5461. return true;
  5462. }
  5463. }
  5464. return false;
  5465. }
  5466. VisualShaderNodeFresnel::VisualShaderNodeFresnel() {
  5467. set_input_port_default_value(2, false);
  5468. set_input_port_default_value(3, 1.0);
  5469. }
  5470. ////////////// Is
  5471. String VisualShaderNodeIs::get_caption() const {
  5472. return "Is";
  5473. }
  5474. int VisualShaderNodeIs::get_input_port_count() const {
  5475. return 1;
  5476. }
  5477. VisualShaderNodeIs::PortType VisualShaderNodeIs::get_input_port_type(int p_port) const {
  5478. return PORT_TYPE_SCALAR;
  5479. }
  5480. String VisualShaderNodeIs::get_input_port_name(int p_port) const {
  5481. return "";
  5482. }
  5483. int VisualShaderNodeIs::get_output_port_count() const {
  5484. return 1;
  5485. }
  5486. VisualShaderNodeIs::PortType VisualShaderNodeIs::get_output_port_type(int p_port) const {
  5487. return PORT_TYPE_BOOLEAN;
  5488. }
  5489. String VisualShaderNodeIs::get_output_port_name(int p_port) const {
  5490. return "";
  5491. }
  5492. 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 {
  5493. static const char *functions[FUNC_MAX] = {
  5494. "isinf($)",
  5495. "isnan($)"
  5496. };
  5497. String code;
  5498. code += " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
  5499. return code;
  5500. }
  5501. void VisualShaderNodeIs::set_function(Function p_func) {
  5502. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  5503. if (func == p_func) {
  5504. return;
  5505. }
  5506. func = p_func;
  5507. emit_changed();
  5508. }
  5509. VisualShaderNodeIs::Function VisualShaderNodeIs::get_function() const {
  5510. return func;
  5511. }
  5512. Vector<StringName> VisualShaderNodeIs::get_editable_properties() const {
  5513. Vector<StringName> props;
  5514. props.push_back("function");
  5515. return props;
  5516. }
  5517. void VisualShaderNodeIs::_bind_methods() {
  5518. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeIs::set_function);
  5519. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeIs::get_function);
  5520. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Inf,NaN"), "set_function", "get_function");
  5521. BIND_ENUM_CONSTANT(FUNC_IS_INF);
  5522. BIND_ENUM_CONSTANT(FUNC_IS_NAN);
  5523. BIND_ENUM_CONSTANT(FUNC_MAX);
  5524. }
  5525. VisualShaderNodeIs::VisualShaderNodeIs() {
  5526. set_input_port_default_value(0, 0.0);
  5527. }
  5528. ////////////// Compare
  5529. String VisualShaderNodeCompare::get_caption() const {
  5530. return "Compare";
  5531. }
  5532. int VisualShaderNodeCompare::get_input_port_count() const {
  5533. if (comparison_type == CTYPE_SCALAR && (func == FUNC_EQUAL || func == FUNC_NOT_EQUAL)) {
  5534. return 3;
  5535. }
  5536. return 2;
  5537. }
  5538. VisualShaderNodeCompare::PortType VisualShaderNodeCompare::get_input_port_type(int p_port) const {
  5539. switch (comparison_type) {
  5540. case CTYPE_SCALAR:
  5541. return PORT_TYPE_SCALAR;
  5542. case CTYPE_SCALAR_INT:
  5543. return PORT_TYPE_SCALAR_INT;
  5544. case CTYPE_VECTOR_2D:
  5545. return PORT_TYPE_VECTOR_2D;
  5546. case CTYPE_VECTOR_3D:
  5547. return PORT_TYPE_VECTOR_3D;
  5548. case CTYPE_VECTOR_4D:
  5549. return PORT_TYPE_VECTOR_4D;
  5550. case CTYPE_BOOLEAN:
  5551. return PORT_TYPE_BOOLEAN;
  5552. case CTYPE_TRANSFORM:
  5553. return PORT_TYPE_TRANSFORM;
  5554. default:
  5555. return PORT_TYPE_SCALAR;
  5556. }
  5557. }
  5558. String VisualShaderNodeCompare::get_input_port_name(int p_port) const {
  5559. if (p_port == 0) {
  5560. return "a";
  5561. } else if (p_port == 1) {
  5562. return "b";
  5563. } else if (p_port == 2) {
  5564. return "tolerance";
  5565. }
  5566. return "";
  5567. }
  5568. int VisualShaderNodeCompare::get_output_port_count() const {
  5569. return 1;
  5570. }
  5571. VisualShaderNodeCompare::PortType VisualShaderNodeCompare::get_output_port_type(int p_port) const {
  5572. return PORT_TYPE_BOOLEAN;
  5573. }
  5574. String VisualShaderNodeCompare::get_output_port_name(int p_port) const {
  5575. if (p_port == 0) {
  5576. return "result";
  5577. }
  5578. return "";
  5579. }
  5580. String VisualShaderNodeCompare::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  5581. if (comparison_type == CTYPE_BOOLEAN || comparison_type == CTYPE_TRANSFORM) {
  5582. if (func > FUNC_NOT_EQUAL) {
  5583. return RTR("Invalid comparison function for that type.");
  5584. }
  5585. }
  5586. return "";
  5587. }
  5588. 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 {
  5589. static const char *operators[FUNC_MAX] = {
  5590. "==",
  5591. "!=",
  5592. ">",
  5593. ">=",
  5594. "<",
  5595. "<=",
  5596. };
  5597. static const char *functions[FUNC_MAX] = {
  5598. "equal($)",
  5599. "notEqual($)",
  5600. "greaterThan($)",
  5601. "greaterThanEqual($)",
  5602. "lessThan($)",
  5603. "lessThanEqual($)",
  5604. };
  5605. static const char *conditions[COND_MAX] = {
  5606. "all($)",
  5607. "any($)",
  5608. };
  5609. String code;
  5610. switch (comparison_type) {
  5611. case CTYPE_SCALAR: {
  5612. if (func == FUNC_EQUAL) {
  5613. code += " " + p_output_vars[0] + " = (abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ");";
  5614. } else if (func == FUNC_NOT_EQUAL) {
  5615. code += " " + p_output_vars[0] + " = !(abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ");";
  5616. } else {
  5617. code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", operators[func]) + ";\n";
  5618. }
  5619. } break;
  5620. case CTYPE_SCALAR_INT: {
  5621. code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", operators[func]) + ";\n";
  5622. } break;
  5623. case CTYPE_VECTOR_2D: {
  5624. code += " {\n";
  5625. code += " bvec2 _bv = " + String(functions[func]).replace("$", p_input_vars[0] + ", " + p_input_vars[1]) + ";\n";
  5626. code += " " + p_output_vars[0] + " = " + String(conditions[condition]).replace("$", "_bv") + ";\n";
  5627. code += " }\n";
  5628. } break;
  5629. case CTYPE_VECTOR_3D: {
  5630. code += " {\n";
  5631. code += " bvec3 _bv = " + String(functions[func]).replace("$", p_input_vars[0] + ", " + p_input_vars[1]) + ";\n";
  5632. code += " " + p_output_vars[0] + " = " + String(conditions[condition]).replace("$", "_bv") + ";\n";
  5633. code += " }\n";
  5634. } break;
  5635. case CTYPE_VECTOR_4D: {
  5636. code += " {\n";
  5637. code += " bvec4 _bv = " + String(functions[func]).replace("$", p_input_vars[0] + ", " + p_input_vars[1]) + ";\n";
  5638. code += " " + p_output_vars[0] + " = " + String(conditions[condition]).replace("$", "_bv") + ";\n";
  5639. code += " }\n";
  5640. } break;
  5641. case CTYPE_BOOLEAN: {
  5642. if (func > FUNC_NOT_EQUAL) {
  5643. return " " + p_output_vars[0] + " = false;\n";
  5644. }
  5645. code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", operators[func]) + ";\n";
  5646. } break;
  5647. case CTYPE_TRANSFORM: {
  5648. if (func > FUNC_NOT_EQUAL) {
  5649. return " " + p_output_vars[0] + " = false;\n";
  5650. }
  5651. code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", operators[func]) + ";\n";
  5652. } break;
  5653. default:
  5654. break;
  5655. }
  5656. return code;
  5657. }
  5658. void VisualShaderNodeCompare::set_comparison_type(ComparisonType p_comparison_type) {
  5659. ERR_FAIL_INDEX(int(p_comparison_type), int(CTYPE_MAX));
  5660. if (comparison_type == p_comparison_type) {
  5661. return;
  5662. }
  5663. switch (p_comparison_type) {
  5664. case CTYPE_SCALAR:
  5665. set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
  5666. set_input_port_default_value(1, 0.0, get_input_port_default_value(1));
  5667. simple_decl = true;
  5668. break;
  5669. case CTYPE_SCALAR_INT:
  5670. set_input_port_default_value(0, 0, get_input_port_default_value(0));
  5671. set_input_port_default_value(1, 0, get_input_port_default_value(1));
  5672. simple_decl = true;
  5673. break;
  5674. case CTYPE_VECTOR_2D:
  5675. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  5676. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
  5677. simple_decl = false;
  5678. break;
  5679. case CTYPE_VECTOR_3D:
  5680. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  5681. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
  5682. simple_decl = false;
  5683. break;
  5684. case CTYPE_VECTOR_4D:
  5685. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  5686. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
  5687. simple_decl = false;
  5688. break;
  5689. case CTYPE_BOOLEAN:
  5690. set_input_port_default_value(0, false);
  5691. set_input_port_default_value(1, false);
  5692. simple_decl = true;
  5693. break;
  5694. case CTYPE_TRANSFORM:
  5695. set_input_port_default_value(0, Transform3D());
  5696. set_input_port_default_value(1, Transform3D());
  5697. simple_decl = true;
  5698. break;
  5699. default:
  5700. break;
  5701. }
  5702. comparison_type = p_comparison_type;
  5703. emit_changed();
  5704. }
  5705. VisualShaderNodeCompare::ComparisonType VisualShaderNodeCompare::get_comparison_type() const {
  5706. return comparison_type;
  5707. }
  5708. void VisualShaderNodeCompare::set_function(Function p_func) {
  5709. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  5710. if (func == p_func) {
  5711. return;
  5712. }
  5713. func = p_func;
  5714. emit_changed();
  5715. }
  5716. VisualShaderNodeCompare::Function VisualShaderNodeCompare::get_function() const {
  5717. return func;
  5718. }
  5719. void VisualShaderNodeCompare::set_condition(Condition p_condition) {
  5720. ERR_FAIL_INDEX(int(p_condition), int(COND_MAX));
  5721. if (condition == p_condition) {
  5722. return;
  5723. }
  5724. condition = p_condition;
  5725. emit_changed();
  5726. }
  5727. VisualShaderNodeCompare::Condition VisualShaderNodeCompare::get_condition() const {
  5728. return condition;
  5729. }
  5730. Vector<StringName> VisualShaderNodeCompare::get_editable_properties() const {
  5731. Vector<StringName> props;
  5732. props.push_back("type");
  5733. props.push_back("function");
  5734. if (comparison_type == CTYPE_VECTOR_2D || comparison_type == CTYPE_VECTOR_3D || comparison_type == CTYPE_VECTOR_4D) {
  5735. props.push_back("condition");
  5736. }
  5737. return props;
  5738. }
  5739. void VisualShaderNodeCompare::_bind_methods() {
  5740. ClassDB::bind_method(D_METHOD("set_comparison_type", "type"), &VisualShaderNodeCompare::set_comparison_type);
  5741. ClassDB::bind_method(D_METHOD("get_comparison_type"), &VisualShaderNodeCompare::get_comparison_type);
  5742. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeCompare::set_function);
  5743. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeCompare::get_function);
  5744. ClassDB::bind_method(D_METHOD("set_condition", "condition"), &VisualShaderNodeCompare::set_condition);
  5745. ClassDB::bind_method(D_METHOD("get_condition"), &VisualShaderNodeCompare::get_condition);
  5746. ADD_PROPERTY(PropertyInfo(Variant::INT, "type", PROPERTY_HINT_ENUM, "Float,Int,Vector2,Vector3,Vector4,Boolean,Transform"), "set_comparison_type", "get_comparison_type");
  5747. 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");
  5748. ADD_PROPERTY(PropertyInfo(Variant::INT, "condition", PROPERTY_HINT_ENUM, "All,Any"), "set_condition", "get_condition");
  5749. BIND_ENUM_CONSTANT(CTYPE_SCALAR);
  5750. BIND_ENUM_CONSTANT(CTYPE_SCALAR_INT);
  5751. BIND_ENUM_CONSTANT(CTYPE_VECTOR_2D);
  5752. BIND_ENUM_CONSTANT(CTYPE_VECTOR_3D);
  5753. BIND_ENUM_CONSTANT(CTYPE_VECTOR_4D);
  5754. BIND_ENUM_CONSTANT(CTYPE_BOOLEAN);
  5755. BIND_ENUM_CONSTANT(CTYPE_TRANSFORM);
  5756. BIND_ENUM_CONSTANT(CTYPE_MAX);
  5757. BIND_ENUM_CONSTANT(FUNC_EQUAL);
  5758. BIND_ENUM_CONSTANT(FUNC_NOT_EQUAL);
  5759. BIND_ENUM_CONSTANT(FUNC_GREATER_THAN);
  5760. BIND_ENUM_CONSTANT(FUNC_GREATER_THAN_EQUAL);
  5761. BIND_ENUM_CONSTANT(FUNC_LESS_THAN);
  5762. BIND_ENUM_CONSTANT(FUNC_LESS_THAN_EQUAL);
  5763. BIND_ENUM_CONSTANT(FUNC_MAX);
  5764. BIND_ENUM_CONSTANT(COND_ALL);
  5765. BIND_ENUM_CONSTANT(COND_ANY);
  5766. BIND_ENUM_CONSTANT(COND_MAX);
  5767. }
  5768. VisualShaderNodeCompare::VisualShaderNodeCompare() {
  5769. set_input_port_default_value(0, 0.0);
  5770. set_input_port_default_value(1, 0.0);
  5771. set_input_port_default_value(2, CMP_EPSILON);
  5772. }
  5773. ////////////// Fma
  5774. String VisualShaderNodeMultiplyAdd::get_caption() const {
  5775. return "MultiplyAdd";
  5776. }
  5777. int VisualShaderNodeMultiplyAdd::get_input_port_count() const {
  5778. return 3;
  5779. }
  5780. VisualShaderNodeMultiplyAdd::PortType VisualShaderNodeMultiplyAdd::get_input_port_type(int p_port) const {
  5781. switch (op_type) {
  5782. case OP_TYPE_VECTOR_2D:
  5783. return PORT_TYPE_VECTOR_2D;
  5784. case OP_TYPE_VECTOR_3D:
  5785. return PORT_TYPE_VECTOR_3D;
  5786. case OP_TYPE_VECTOR_4D:
  5787. return PORT_TYPE_VECTOR_4D;
  5788. default:
  5789. break;
  5790. }
  5791. return PORT_TYPE_SCALAR;
  5792. }
  5793. String VisualShaderNodeMultiplyAdd::get_input_port_name(int p_port) const {
  5794. if (p_port == 0) {
  5795. return "a";
  5796. } else if (p_port == 1) {
  5797. return "b(*)";
  5798. } else if (p_port == 2) {
  5799. return "c(+)";
  5800. }
  5801. return "";
  5802. }
  5803. int VisualShaderNodeMultiplyAdd::get_output_port_count() const {
  5804. return 1;
  5805. }
  5806. VisualShaderNodeMultiplyAdd::PortType VisualShaderNodeMultiplyAdd::get_output_port_type(int p_port) const {
  5807. switch (op_type) {
  5808. case OP_TYPE_VECTOR_2D:
  5809. return PORT_TYPE_VECTOR_2D;
  5810. case OP_TYPE_VECTOR_3D:
  5811. return PORT_TYPE_VECTOR_3D;
  5812. case OP_TYPE_VECTOR_4D:
  5813. return PORT_TYPE_VECTOR_4D;
  5814. default:
  5815. break;
  5816. }
  5817. return PORT_TYPE_SCALAR;
  5818. }
  5819. String VisualShaderNodeMultiplyAdd::get_output_port_name(int p_port) const {
  5820. return "";
  5821. }
  5822. String VisualShaderNodeMultiplyAdd::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  5823. return " " + p_output_vars[0] + " = fma(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  5824. }
  5825. void VisualShaderNodeMultiplyAdd::set_op_type(OpType p_op_type) {
  5826. ERR_FAIL_INDEX((int)p_op_type, int(OP_TYPE_MAX));
  5827. if (op_type == p_op_type) {
  5828. return;
  5829. }
  5830. switch (p_op_type) {
  5831. case OP_TYPE_SCALAR: {
  5832. set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
  5833. set_input_port_default_value(1, 0.0, get_input_port_default_value(1));
  5834. set_input_port_default_value(2, 0.0, get_input_port_default_value(2));
  5835. } break;
  5836. case OP_TYPE_VECTOR_2D: {
  5837. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  5838. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
  5839. set_input_port_default_value(2, Vector2(), get_input_port_default_value(2));
  5840. } break;
  5841. case OP_TYPE_VECTOR_3D: {
  5842. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  5843. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
  5844. set_input_port_default_value(2, Vector3(), get_input_port_default_value(2));
  5845. } break;
  5846. case OP_TYPE_VECTOR_4D: {
  5847. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  5848. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
  5849. set_input_port_default_value(2, Quaternion(), get_input_port_default_value(2));
  5850. } break;
  5851. default:
  5852. break;
  5853. }
  5854. op_type = p_op_type;
  5855. emit_changed();
  5856. }
  5857. VisualShaderNodeMultiplyAdd::OpType VisualShaderNodeMultiplyAdd::get_op_type() const {
  5858. return op_type;
  5859. }
  5860. Vector<StringName> VisualShaderNodeMultiplyAdd::get_editable_properties() const {
  5861. Vector<StringName> props;
  5862. props.push_back("op_type");
  5863. return props;
  5864. }
  5865. void VisualShaderNodeMultiplyAdd::_bind_methods() {
  5866. ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeMultiplyAdd::set_op_type);
  5867. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeMultiplyAdd::get_op_type);
  5868. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector2,Vector3,Vector4"), "set_op_type", "get_op_type");
  5869. BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
  5870. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
  5871. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
  5872. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
  5873. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  5874. }
  5875. VisualShaderNodeMultiplyAdd::VisualShaderNodeMultiplyAdd() {
  5876. set_input_port_default_value(0, 0.0);
  5877. set_input_port_default_value(1, 0.0);
  5878. set_input_port_default_value(2, 0.0);
  5879. }
  5880. ////////////// Billboard
  5881. String VisualShaderNodeBillboard::get_caption() const {
  5882. return "GetBillboardMatrix";
  5883. }
  5884. int VisualShaderNodeBillboard::get_input_port_count() const {
  5885. return 0;
  5886. }
  5887. VisualShaderNodeBillboard::PortType VisualShaderNodeBillboard::get_input_port_type(int p_port) const {
  5888. return PORT_TYPE_SCALAR;
  5889. }
  5890. String VisualShaderNodeBillboard::get_input_port_name(int p_port) const {
  5891. return "";
  5892. }
  5893. int VisualShaderNodeBillboard::get_output_port_count() const {
  5894. return 1;
  5895. }
  5896. VisualShaderNodeBillboard::PortType VisualShaderNodeBillboard::get_output_port_type(int p_port) const {
  5897. return PORT_TYPE_TRANSFORM;
  5898. }
  5899. String VisualShaderNodeBillboard::get_output_port_name(int p_port) const {
  5900. return "model_view_matrix";
  5901. }
  5902. String VisualShaderNodeBillboard::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  5903. String code;
  5904. switch (billboard_type) {
  5905. case BILLBOARD_TYPE_ENABLED:
  5906. code += " {\n";
  5907. code += " mat4 __mvm = VIEW_MATRIX * mat4(INV_VIEW_MATRIX[0], INV_VIEW_MATRIX[1], INV_VIEW_MATRIX[2], MODEL_MATRIX[3]);\n";
  5908. if (keep_scale) {
  5909. code += " __mvm = __mvm * mat4(vec4(length(MODEL_MATRIX[0].xyz), 0.0, 0.0, 0.0), vec4(0.0, length(MODEL_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, length(MODEL_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
  5910. }
  5911. code += " " + p_output_vars[0] + " = __mvm;\n";
  5912. code += " }\n";
  5913. break;
  5914. case BILLBOARD_TYPE_FIXED_Y:
  5915. code += " {\n";
  5916. code += " mat4 __mvm = VIEW_MATRIX * mat4(INV_VIEW_MATRIX[0], MODEL_MATRIX[1], vec4(normalize(cross(INV_VIEW_MATRIX[0].xyz, MODEL_MATRIX[1].xyz)), 0.0), MODEL_MATRIX[3]);\n";
  5917. if (keep_scale) {
  5918. code += " __mvm = __mvm * mat4(vec4(length(MODEL_MATRIX[0].xyz), 0.0, 0.0, 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(0.0, 0.0, length(MODEL_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
  5919. } else {
  5920. code += " __mvm = __mvm * mat4(vec4(1.0, 0.0, 0.0, 0.0), vec4(0.0, 1.0 / length(MODEL_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
  5921. }
  5922. code += " " + p_output_vars[0] + " = __mvm;\n";
  5923. code += " }\n";
  5924. break;
  5925. case BILLBOARD_TYPE_PARTICLES:
  5926. code += " {\n";
  5927. code += " mat4 __wm = mat4(normalize(INV_VIEW_MATRIX[0]) * length(MODEL_MATRIX[0]), normalize(INV_VIEW_MATRIX[1]) * length(MODEL_MATRIX[0]), normalize(INV_VIEW_MATRIX[2]) * length(MODEL_MATRIX[2]), MODEL_MATRIX[3]);\n";
  5928. code += " __wm = __wm * mat4(vec4(cos(INSTANCE_CUSTOM.x), -sin(INSTANCE_CUSTOM.x), 0.0, 0.0), vec4(sin(INSTANCE_CUSTOM.x), cos(INSTANCE_CUSTOM.x), 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
  5929. code += " " + p_output_vars[0] + " = VIEW_MATRIX * __wm;\n";
  5930. code += " }\n";
  5931. break;
  5932. default:
  5933. code += " " + p_output_vars[0] + " = mat4(1.0);\n";
  5934. break;
  5935. }
  5936. return code;
  5937. }
  5938. bool VisualShaderNodeBillboard::is_show_prop_names() const {
  5939. return true;
  5940. }
  5941. void VisualShaderNodeBillboard::set_billboard_type(BillboardType p_billboard_type) {
  5942. ERR_FAIL_INDEX(int(p_billboard_type), int(BILLBOARD_TYPE_MAX));
  5943. if (billboard_type == p_billboard_type) {
  5944. return;
  5945. }
  5946. billboard_type = p_billboard_type;
  5947. simple_decl = bool(billboard_type == BILLBOARD_TYPE_DISABLED);
  5948. set_disabled(simple_decl);
  5949. emit_changed();
  5950. }
  5951. VisualShaderNodeBillboard::BillboardType VisualShaderNodeBillboard::get_billboard_type() const {
  5952. return billboard_type;
  5953. }
  5954. void VisualShaderNodeBillboard::set_keep_scale_enabled(bool p_enabled) {
  5955. keep_scale = p_enabled;
  5956. emit_changed();
  5957. }
  5958. bool VisualShaderNodeBillboard::is_keep_scale_enabled() const {
  5959. return keep_scale;
  5960. }
  5961. Vector<StringName> VisualShaderNodeBillboard::get_editable_properties() const {
  5962. Vector<StringName> props;
  5963. props.push_back("billboard_type");
  5964. if (billboard_type == BILLBOARD_TYPE_ENABLED || billboard_type == BILLBOARD_TYPE_FIXED_Y) {
  5965. props.push_back("keep_scale");
  5966. }
  5967. return props;
  5968. }
  5969. void VisualShaderNodeBillboard::_bind_methods() {
  5970. ClassDB::bind_method(D_METHOD("set_billboard_type", "billboard_type"), &VisualShaderNodeBillboard::set_billboard_type);
  5971. ClassDB::bind_method(D_METHOD("get_billboard_type"), &VisualShaderNodeBillboard::get_billboard_type);
  5972. ClassDB::bind_method(D_METHOD("set_keep_scale_enabled", "enabled"), &VisualShaderNodeBillboard::set_keep_scale_enabled);
  5973. ClassDB::bind_method(D_METHOD("is_keep_scale_enabled"), &VisualShaderNodeBillboard::is_keep_scale_enabled);
  5974. ADD_PROPERTY(PropertyInfo(Variant::INT, "billboard_type", PROPERTY_HINT_ENUM, "Disabled,Enabled,Y-Billboard,Particles"), "set_billboard_type", "get_billboard_type");
  5975. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "keep_scale"), "set_keep_scale_enabled", "is_keep_scale_enabled");
  5976. BIND_ENUM_CONSTANT(BILLBOARD_TYPE_DISABLED);
  5977. BIND_ENUM_CONSTANT(BILLBOARD_TYPE_ENABLED);
  5978. BIND_ENUM_CONSTANT(BILLBOARD_TYPE_FIXED_Y);
  5979. BIND_ENUM_CONSTANT(BILLBOARD_TYPE_PARTICLES);
  5980. BIND_ENUM_CONSTANT(BILLBOARD_TYPE_MAX);
  5981. }
  5982. VisualShaderNodeBillboard::VisualShaderNodeBillboard() {
  5983. simple_decl = false;
  5984. }