visual_shader_nodes.cpp 241 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027102810291030103110321033103410351036103710381039104010411042104310441045104610471048104910501051105210531054105510561057105810591060106110621063106410651066106710681069107010711072107310741075107610771078107910801081108210831084108510861087108810891090109110921093109410951096109710981099110011011102110311041105110611071108110911101111111211131114111511161117111811191120112111221123112411251126112711281129113011311132113311341135113611371138113911401141114211431144114511461147114811491150115111521153115411551156115711581159116011611162116311641165116611671168116911701171117211731174117511761177117811791180118111821183118411851186118711881189119011911192119311941195119611971198119912001201120212031204120512061207120812091210121112121213121412151216121712181219122012211222122312241225122612271228122912301231123212331234123512361237123812391240124112421243124412451246124712481249125012511252125312541255125612571258125912601261126212631264126512661267126812691270127112721273127412751276127712781279128012811282128312841285128612871288128912901291129212931294129512961297129812991300130113021303130413051306130713081309131013111312131313141315131613171318131913201321132213231324132513261327132813291330133113321333133413351336133713381339134013411342134313441345134613471348134913501351135213531354135513561357135813591360136113621363136413651366136713681369137013711372137313741375137613771378137913801381138213831384138513861387138813891390139113921393139413951396139713981399140014011402140314041405140614071408140914101411141214131414141514161417141814191420142114221423142414251426142714281429143014311432143314341435143614371438143914401441144214431444144514461447144814491450145114521453145414551456145714581459146014611462146314641465146614671468146914701471147214731474147514761477147814791480148114821483148414851486148714881489149014911492149314941495149614971498149915001501150215031504150515061507150815091510151115121513151415151516151715181519152015211522152315241525152615271528152915301531153215331534153515361537153815391540154115421543154415451546154715481549155015511552155315541555155615571558155915601561156215631564156515661567156815691570157115721573157415751576157715781579158015811582158315841585158615871588158915901591159215931594159515961597159815991600160116021603160416051606160716081609161016111612161316141615161616171618161916201621162216231624162516261627162816291630163116321633163416351636163716381639164016411642164316441645164616471648164916501651165216531654165516561657165816591660166116621663166416651666166716681669167016711672167316741675167616771678167916801681168216831684168516861687168816891690169116921693169416951696169716981699170017011702170317041705170617071708170917101711171217131714171517161717171817191720172117221723172417251726172717281729173017311732173317341735173617371738173917401741174217431744174517461747174817491750175117521753175417551756175717581759176017611762176317641765176617671768176917701771177217731774177517761777177817791780178117821783178417851786178717881789179017911792179317941795179617971798179918001801180218031804180518061807180818091810181118121813181418151816181718181819182018211822182318241825182618271828182918301831183218331834183518361837183818391840184118421843184418451846184718481849185018511852185318541855185618571858185918601861186218631864186518661867186818691870187118721873187418751876187718781879188018811882188318841885188618871888188918901891189218931894189518961897189818991900190119021903190419051906190719081909191019111912191319141915191619171918191919201921192219231924192519261927192819291930193119321933193419351936193719381939194019411942194319441945194619471948194919501951195219531954195519561957195819591960196119621963196419651966196719681969197019711972197319741975197619771978197919801981198219831984198519861987198819891990199119921993199419951996199719981999200020012002200320042005200620072008200920102011201220132014201520162017201820192020202120222023202420252026202720282029203020312032203320342035203620372038203920402041204220432044204520462047204820492050205120522053205420552056205720582059206020612062206320642065206620672068206920702071207220732074207520762077207820792080208120822083208420852086208720882089209020912092209320942095209620972098209921002101210221032104210521062107210821092110211121122113211421152116211721182119212021212122212321242125212621272128212921302131213221332134213521362137213821392140214121422143214421452146214721482149215021512152215321542155215621572158215921602161216221632164216521662167216821692170217121722173217421752176217721782179218021812182218321842185218621872188218921902191219221932194219521962197219821992200220122022203220422052206220722082209221022112212221322142215221622172218221922202221222222232224222522262227222822292230223122322233223422352236223722382239224022412242224322442245224622472248224922502251225222532254225522562257225822592260226122622263226422652266226722682269227022712272227322742275227622772278227922802281228222832284228522862287228822892290229122922293229422952296229722982299230023012302230323042305230623072308230923102311231223132314231523162317231823192320232123222323232423252326232723282329233023312332233323342335233623372338233923402341234223432344234523462347234823492350235123522353235423552356235723582359236023612362236323642365236623672368236923702371237223732374237523762377237823792380238123822383238423852386238723882389239023912392239323942395239623972398239924002401240224032404240524062407240824092410241124122413241424152416241724182419242024212422242324242425242624272428242924302431243224332434243524362437243824392440244124422443244424452446244724482449245024512452245324542455245624572458245924602461246224632464246524662467246824692470247124722473247424752476247724782479248024812482248324842485248624872488248924902491249224932494249524962497249824992500250125022503250425052506250725082509251025112512251325142515251625172518251925202521252225232524252525262527252825292530253125322533253425352536253725382539254025412542254325442545254625472548254925502551255225532554255525562557255825592560256125622563256425652566256725682569257025712572257325742575257625772578257925802581258225832584258525862587258825892590259125922593259425952596259725982599260026012602260326042605260626072608260926102611261226132614261526162617261826192620262126222623262426252626262726282629263026312632263326342635263626372638263926402641264226432644264526462647264826492650265126522653265426552656265726582659266026612662266326642665266626672668266926702671267226732674267526762677267826792680268126822683268426852686268726882689269026912692269326942695269626972698269927002701270227032704270527062707270827092710271127122713271427152716271727182719272027212722272327242725272627272728272927302731273227332734273527362737273827392740274127422743274427452746274727482749275027512752275327542755275627572758275927602761276227632764276527662767276827692770277127722773277427752776277727782779278027812782278327842785278627872788278927902791279227932794279527962797279827992800280128022803280428052806280728082809281028112812281328142815281628172818281928202821282228232824282528262827282828292830283128322833283428352836283728382839284028412842284328442845284628472848284928502851285228532854285528562857285828592860286128622863286428652866286728682869287028712872287328742875287628772878287928802881288228832884288528862887288828892890289128922893289428952896289728982899290029012902290329042905290629072908290929102911291229132914291529162917291829192920292129222923292429252926292729282929293029312932293329342935293629372938293929402941294229432944294529462947294829492950295129522953295429552956295729582959296029612962296329642965296629672968296929702971297229732974297529762977297829792980298129822983298429852986298729882989299029912992299329942995299629972998299930003001300230033004300530063007300830093010301130123013301430153016301730183019302030213022302330243025302630273028302930303031303230333034303530363037303830393040304130423043304430453046304730483049305030513052305330543055305630573058305930603061306230633064306530663067306830693070307130723073307430753076307730783079308030813082308330843085308630873088308930903091309230933094309530963097309830993100310131023103310431053106310731083109311031113112311331143115311631173118311931203121312231233124312531263127312831293130313131323133313431353136313731383139314031413142314331443145314631473148314931503151315231533154315531563157315831593160316131623163316431653166316731683169317031713172317331743175317631773178317931803181318231833184318531863187318831893190319131923193319431953196319731983199320032013202320332043205320632073208320932103211321232133214321532163217321832193220322132223223322432253226322732283229323032313232323332343235323632373238323932403241324232433244324532463247324832493250325132523253325432553256325732583259326032613262326332643265326632673268326932703271327232733274327532763277327832793280328132823283328432853286328732883289329032913292329332943295329632973298329933003301330233033304330533063307330833093310331133123313331433153316331733183319332033213322332333243325332633273328332933303331333233333334333533363337333833393340334133423343334433453346334733483349335033513352335333543355335633573358335933603361336233633364336533663367336833693370337133723373337433753376337733783379338033813382338333843385338633873388338933903391339233933394339533963397339833993400340134023403340434053406340734083409341034113412341334143415341634173418341934203421342234233424342534263427342834293430343134323433343434353436343734383439344034413442344334443445344634473448344934503451345234533454345534563457345834593460346134623463346434653466346734683469347034713472347334743475347634773478347934803481348234833484348534863487348834893490349134923493349434953496349734983499350035013502350335043505350635073508350935103511351235133514351535163517351835193520352135223523352435253526352735283529353035313532353335343535353635373538353935403541354235433544354535463547354835493550355135523553355435553556355735583559356035613562356335643565356635673568356935703571357235733574357535763577357835793580358135823583358435853586358735883589359035913592359335943595359635973598359936003601360236033604360536063607360836093610361136123613361436153616361736183619362036213622362336243625362636273628362936303631363236333634363536363637363836393640364136423643364436453646364736483649365036513652365336543655365636573658365936603661366236633664366536663667366836693670367136723673367436753676367736783679368036813682368336843685368636873688368936903691369236933694369536963697369836993700370137023703370437053706370737083709371037113712371337143715371637173718371937203721372237233724372537263727372837293730373137323733373437353736373737383739374037413742374337443745374637473748374937503751375237533754375537563757375837593760376137623763376437653766376737683769377037713772377337743775377637773778377937803781378237833784378537863787378837893790379137923793379437953796379737983799380038013802380338043805380638073808380938103811381238133814381538163817381838193820382138223823382438253826382738283829383038313832383338343835383638373838383938403841384238433844384538463847384838493850385138523853385438553856385738583859386038613862386338643865386638673868386938703871387238733874387538763877387838793880388138823883388438853886388738883889389038913892389338943895389638973898389939003901390239033904390539063907390839093910391139123913391439153916391739183919392039213922392339243925392639273928392939303931393239333934393539363937393839393940394139423943394439453946394739483949395039513952395339543955395639573958395939603961396239633964396539663967396839693970397139723973397439753976397739783979398039813982398339843985398639873988398939903991399239933994399539963997399839994000400140024003400440054006400740084009401040114012401340144015401640174018401940204021402240234024402540264027402840294030403140324033403440354036403740384039404040414042404340444045404640474048404940504051405240534054405540564057405840594060406140624063406440654066406740684069407040714072407340744075407640774078407940804081408240834084408540864087408840894090409140924093409440954096409740984099410041014102410341044105410641074108410941104111411241134114411541164117411841194120412141224123412441254126412741284129413041314132413341344135413641374138413941404141414241434144414541464147414841494150415141524153415441554156415741584159416041614162416341644165416641674168416941704171417241734174417541764177417841794180418141824183418441854186418741884189419041914192419341944195419641974198419942004201420242034204420542064207420842094210421142124213421442154216421742184219422042214222422342244225422642274228422942304231423242334234423542364237423842394240424142424243424442454246424742484249425042514252425342544255425642574258425942604261426242634264426542664267426842694270427142724273427442754276427742784279428042814282428342844285428642874288428942904291429242934294429542964297429842994300430143024303430443054306430743084309431043114312431343144315431643174318431943204321432243234324432543264327432843294330433143324333433443354336433743384339434043414342434343444345434643474348434943504351435243534354435543564357435843594360436143624363436443654366436743684369437043714372437343744375437643774378437943804381438243834384438543864387438843894390439143924393439443954396439743984399440044014402440344044405440644074408440944104411441244134414441544164417441844194420442144224423442444254426442744284429443044314432443344344435443644374438443944404441444244434444444544464447444844494450445144524453445444554456445744584459446044614462446344644465446644674468446944704471447244734474447544764477447844794480448144824483448444854486448744884489449044914492449344944495449644974498449945004501450245034504450545064507450845094510451145124513451445154516451745184519452045214522452345244525452645274528452945304531453245334534453545364537453845394540454145424543454445454546454745484549455045514552455345544555455645574558455945604561456245634564456545664567456845694570457145724573457445754576457745784579458045814582458345844585458645874588458945904591459245934594459545964597459845994600460146024603460446054606460746084609461046114612461346144615461646174618461946204621462246234624462546264627462846294630463146324633463446354636463746384639464046414642464346444645464646474648464946504651465246534654465546564657465846594660466146624663466446654666466746684669467046714672467346744675467646774678467946804681468246834684468546864687468846894690469146924693469446954696469746984699470047014702470347044705470647074708470947104711471247134714471547164717471847194720472147224723472447254726472747284729473047314732473347344735473647374738473947404741474247434744474547464747474847494750475147524753475447554756475747584759476047614762476347644765476647674768476947704771477247734774477547764777477847794780478147824783478447854786478747884789479047914792479347944795479647974798479948004801480248034804480548064807480848094810481148124813481448154816481748184819482048214822482348244825482648274828482948304831483248334834483548364837483848394840484148424843484448454846484748484849485048514852485348544855485648574858485948604861486248634864486548664867486848694870487148724873487448754876487748784879488048814882488348844885488648874888488948904891489248934894489548964897489848994900490149024903490449054906490749084909491049114912491349144915491649174918491949204921492249234924492549264927492849294930493149324933493449354936493749384939494049414942494349444945494649474948494949504951495249534954495549564957495849594960496149624963496449654966496749684969497049714972497349744975497649774978497949804981498249834984498549864987498849894990499149924993499449954996499749984999500050015002500350045005500650075008500950105011501250135014501550165017501850195020502150225023502450255026502750285029503050315032503350345035503650375038503950405041504250435044504550465047504850495050505150525053505450555056505750585059506050615062506350645065506650675068506950705071507250735074507550765077507850795080508150825083508450855086508750885089509050915092509350945095509650975098509951005101510251035104510551065107510851095110511151125113511451155116511751185119512051215122512351245125512651275128512951305131513251335134513551365137513851395140514151425143514451455146514751485149515051515152515351545155515651575158515951605161516251635164516551665167516851695170517151725173517451755176517751785179518051815182518351845185518651875188518951905191519251935194519551965197519851995200520152025203520452055206520752085209521052115212521352145215521652175218521952205221522252235224522552265227522852295230523152325233523452355236523752385239524052415242524352445245524652475248524952505251525252535254525552565257525852595260526152625263526452655266526752685269527052715272527352745275527652775278527952805281528252835284528552865287528852895290529152925293529452955296529752985299530053015302530353045305530653075308530953105311531253135314531553165317531853195320532153225323532453255326532753285329533053315332533353345335533653375338533953405341534253435344534553465347534853495350535153525353535453555356535753585359536053615362536353645365536653675368536953705371537253735374537553765377537853795380538153825383538453855386538753885389539053915392539353945395539653975398539954005401540254035404540554065407540854095410541154125413541454155416541754185419542054215422542354245425542654275428542954305431543254335434543554365437543854395440544154425443544454455446544754485449545054515452545354545455545654575458545954605461546254635464546554665467546854695470547154725473547454755476547754785479548054815482548354845485548654875488548954905491549254935494549554965497549854995500550155025503550455055506550755085509551055115512551355145515551655175518551955205521552255235524552555265527552855295530553155325533553455355536553755385539554055415542554355445545554655475548554955505551555255535554555555565557555855595560556155625563556455655566556755685569557055715572557355745575557655775578557955805581558255835584558555865587558855895590559155925593559455955596559755985599560056015602560356045605560656075608560956105611561256135614561556165617561856195620562156225623562456255626562756285629563056315632563356345635563656375638563956405641564256435644564556465647564856495650565156525653565456555656565756585659566056615662566356645665566656675668566956705671567256735674567556765677567856795680568156825683568456855686568756885689569056915692569356945695569656975698569957005701570257035704570557065707570857095710571157125713571457155716571757185719572057215722572357245725572657275728572957305731573257335734573557365737573857395740574157425743574457455746574757485749575057515752575357545755575657575758575957605761576257635764576557665767576857695770577157725773577457755776577757785779578057815782578357845785578657875788578957905791579257935794579557965797579857995800580158025803580458055806580758085809581058115812581358145815581658175818581958205821582258235824582558265827582858295830583158325833583458355836583758385839584058415842584358445845584658475848584958505851585258535854585558565857585858595860586158625863586458655866586758685869587058715872587358745875587658775878587958805881588258835884588558865887588858895890589158925893589458955896589758985899590059015902590359045905590659075908590959105911591259135914591559165917591859195920592159225923592459255926592759285929593059315932593359345935593659375938593959405941594259435944594559465947594859495950595159525953595459555956595759585959596059615962596359645965596659675968596959705971597259735974597559765977597859795980598159825983598459855986598759885989599059915992599359945995599659975998599960006001600260036004600560066007600860096010601160126013601460156016601760186019602060216022602360246025602660276028602960306031603260336034603560366037603860396040604160426043604460456046604760486049605060516052605360546055605660576058605960606061606260636064606560666067606860696070607160726073607460756076607760786079608060816082608360846085608660876088608960906091609260936094609560966097609860996100610161026103610461056106610761086109611061116112611361146115611661176118611961206121612261236124612561266127612861296130613161326133613461356136613761386139614061416142614361446145614661476148614961506151615261536154615561566157615861596160616161626163616461656166616761686169617061716172617361746175617661776178617961806181618261836184618561866187618861896190619161926193619461956196619761986199620062016202620362046205620662076208620962106211621262136214621562166217621862196220622162226223622462256226622762286229623062316232623362346235623662376238623962406241624262436244624562466247624862496250625162526253625462556256625762586259626062616262626362646265626662676268626962706271627262736274627562766277627862796280628162826283628462856286628762886289629062916292629362946295629662976298629963006301630263036304630563066307630863096310631163126313631463156316631763186319632063216322632363246325632663276328632963306331633263336334633563366337633863396340634163426343634463456346634763486349635063516352635363546355635663576358635963606361636263636364636563666367636863696370637163726373637463756376637763786379638063816382638363846385638663876388638963906391639263936394639563966397639863996400640164026403640464056406640764086409641064116412641364146415641664176418641964206421642264236424642564266427642864296430643164326433643464356436643764386439644064416442644364446445644664476448644964506451645264536454645564566457645864596460646164626463646464656466646764686469647064716472647364746475647664776478647964806481648264836484648564866487648864896490649164926493649464956496649764986499650065016502650365046505650665076508650965106511651265136514651565166517651865196520652165226523652465256526652765286529653065316532653365346535653665376538653965406541654265436544654565466547654865496550655165526553655465556556655765586559656065616562656365646565656665676568656965706571657265736574657565766577657865796580658165826583658465856586658765886589659065916592659365946595659665976598659966006601660266036604660566066607660866096610661166126613661466156616661766186619662066216622662366246625662666276628662966306631663266336634663566366637663866396640664166426643664466456646664766486649665066516652665366546655665666576658665966606661666266636664666566666667666866696670667166726673667466756676667766786679668066816682668366846685668666876688668966906691669266936694669566966697669866996700670167026703670467056706670767086709671067116712671367146715671667176718671967206721672267236724672567266727672867296730673167326733673467356736673767386739674067416742674367446745674667476748674967506751675267536754675567566757675867596760676167626763676467656766676767686769677067716772677367746775677667776778677967806781678267836784678567866787678867896790679167926793679467956796679767986799680068016802680368046805680668076808680968106811681268136814681568166817681868196820682168226823682468256826682768286829683068316832683368346835683668376838683968406841684268436844684568466847684868496850685168526853685468556856685768586859686068616862686368646865686668676868686968706871687268736874687568766877687868796880688168826883688468856886688768886889689068916892689368946895689668976898689969006901690269036904690569066907690869096910691169126913691469156916691769186919692069216922692369246925692669276928692969306931693269336934693569366937693869396940694169426943694469456946694769486949695069516952695369546955695669576958695969606961696269636964696569666967696869696970697169726973697469756976697769786979698069816982698369846985698669876988698969906991699269936994699569966997699869997000700170027003700470057006700770087009701070117012701370147015701670177018701970207021702270237024702570267027702870297030703170327033703470357036703770387039704070417042704370447045704670477048704970507051705270537054705570567057705870597060706170627063706470657066706770687069707070717072707370747075707670777078707970807081708270837084708570867087708870897090709170927093709470957096709770987099710071017102710371047105710671077108710971107111711271137114711571167117711871197120712171227123712471257126712771287129713071317132713371347135713671377138713971407141714271437144714571467147714871497150715171527153715471557156715771587159716071617162716371647165716671677168716971707171717271737174717571767177717871797180718171827183718471857186718771887189719071917192719371947195719671977198719972007201720272037204720572067207720872097210721172127213721472157216721772187219722072217222722372247225722672277228722972307231723272337234723572367237723872397240724172427243724472457246724772487249725072517252725372547255725672577258725972607261726272637264726572667267726872697270727172727273727472757276727772787279728072817282728372847285728672877288728972907291729272937294729572967297729872997300730173027303730473057306730773087309731073117312731373147315731673177318731973207321732273237324732573267327732873297330733173327333733473357336733773387339734073417342734373447345734673477348734973507351735273537354735573567357735873597360736173627363736473657366736773687369737073717372737373747375737673777378737973807381738273837384738573867387738873897390739173927393739473957396739773987399740074017402740374047405740674077408740974107411741274137414741574167417741874197420742174227423742474257426742774287429743074317432743374347435743674377438743974407441744274437444744574467447744874497450745174527453745474557456745774587459746074617462746374647465746674677468746974707471747274737474747574767477747874797480748174827483748474857486748774887489749074917492749374947495749674977498749975007501750275037504750575067507750875097510751175127513751475157516751775187519752075217522752375247525752675277528752975307531753275337534753575367537753875397540754175427543754475457546754775487549755075517552755375547555755675577558755975607561756275637564756575667567756875697570757175727573757475757576757775787579758075817582758375847585758675877588758975907591759275937594759575967597759875997600760176027603760476057606760776087609761076117612761376147615761676177618761976207621762276237624762576267627762876297630763176327633763476357636763776387639764076417642764376447645764676477648764976507651765276537654765576567657765876597660766176627663766476657666766776687669767076717672767376747675767676777678767976807681768276837684768576867687768876897690769176927693769476957696769776987699770077017702770377047705770677077708770977107711771277137714771577167717771877197720772177227723772477257726772777287729773077317732773377347735773677377738773977407741774277437744774577467747774877497750775177527753775477557756775777587759776077617762776377647765776677677768776977707771777277737774777577767777777877797780778177827783778477857786778777887789779077917792779377947795779677977798779978007801780278037804780578067807780878097810781178127813781478157816781778187819782078217822782378247825782678277828782978307831783278337834783578367837783878397840784178427843784478457846784778487849785078517852785378547855785678577858785978607861786278637864786578667867786878697870787178727873787478757876787778787879788078817882788378847885788678877888788978907891789278937894789578967897789878997900790179027903790479057906790779087909791079117912791379147915791679177918791979207921792279237924792579267927792879297930793179327933793479357936793779387939794079417942794379447945794679477948794979507951795279537954
  1. /**************************************************************************/
  2. /* visual_shader_nodes.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  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. ////////////// Scalar(UInt)
  183. String VisualShaderNodeUIntConstant::get_caption() const {
  184. return "UIntConstant";
  185. }
  186. int VisualShaderNodeUIntConstant::get_input_port_count() const {
  187. return 0;
  188. }
  189. VisualShaderNodeUIntConstant::PortType VisualShaderNodeUIntConstant::get_input_port_type(int p_port) const {
  190. return PORT_TYPE_SCALAR_UINT;
  191. }
  192. String VisualShaderNodeUIntConstant::get_input_port_name(int p_port) const {
  193. return String();
  194. }
  195. int VisualShaderNodeUIntConstant::get_output_port_count() const {
  196. return 1;
  197. }
  198. VisualShaderNodeUIntConstant::PortType VisualShaderNodeUIntConstant::get_output_port_type(int p_port) const {
  199. return PORT_TYPE_SCALAR_UINT;
  200. }
  201. String VisualShaderNodeUIntConstant::get_output_port_name(int p_port) const {
  202. return ""; // No output port means the editor will be used as port.
  203. }
  204. String VisualShaderNodeUIntConstant::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] + " = " + itos(constant) + "u;\n";
  206. }
  207. void VisualShaderNodeUIntConstant::set_constant(int p_constant) {
  208. if (constant == p_constant) {
  209. return;
  210. }
  211. constant = p_constant;
  212. emit_changed();
  213. }
  214. int VisualShaderNodeUIntConstant::get_constant() const {
  215. return constant;
  216. }
  217. Vector<StringName> VisualShaderNodeUIntConstant::get_editable_properties() const {
  218. Vector<StringName> props;
  219. props.push_back("constant");
  220. return props;
  221. }
  222. void VisualShaderNodeUIntConstant::_bind_methods() {
  223. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeUIntConstant::set_constant);
  224. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeUIntConstant::get_constant);
  225. ADD_PROPERTY(PropertyInfo(Variant::INT, "constant"), "set_constant", "get_constant");
  226. }
  227. VisualShaderNodeUIntConstant::VisualShaderNodeUIntConstant() {
  228. }
  229. ////////////// Boolean
  230. String VisualShaderNodeBooleanConstant::get_caption() const {
  231. return "BooleanConstant";
  232. }
  233. int VisualShaderNodeBooleanConstant::get_input_port_count() const {
  234. return 0;
  235. }
  236. VisualShaderNodeBooleanConstant::PortType VisualShaderNodeBooleanConstant::get_input_port_type(int p_port) const {
  237. return PORT_TYPE_BOOLEAN;
  238. }
  239. String VisualShaderNodeBooleanConstant::get_input_port_name(int p_port) const {
  240. return String();
  241. }
  242. int VisualShaderNodeBooleanConstant::get_output_port_count() const {
  243. return 1;
  244. }
  245. VisualShaderNodeBooleanConstant::PortType VisualShaderNodeBooleanConstant::get_output_port_type(int p_port) const {
  246. return PORT_TYPE_BOOLEAN;
  247. }
  248. String VisualShaderNodeBooleanConstant::get_output_port_name(int p_port) const {
  249. return ""; //no output port means the editor will be used as port
  250. }
  251. 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 {
  252. return " " + p_output_vars[0] + " = " + (constant ? "true" : "false") + ";\n";
  253. }
  254. void VisualShaderNodeBooleanConstant::set_constant(bool p_constant) {
  255. if (constant == p_constant) {
  256. return;
  257. }
  258. constant = p_constant;
  259. emit_changed();
  260. }
  261. bool VisualShaderNodeBooleanConstant::get_constant() const {
  262. return constant;
  263. }
  264. Vector<StringName> VisualShaderNodeBooleanConstant::get_editable_properties() const {
  265. Vector<StringName> props;
  266. props.push_back("constant");
  267. return props;
  268. }
  269. void VisualShaderNodeBooleanConstant::_bind_methods() {
  270. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeBooleanConstant::set_constant);
  271. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeBooleanConstant::get_constant);
  272. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "constant"), "set_constant", "get_constant");
  273. }
  274. VisualShaderNodeBooleanConstant::VisualShaderNodeBooleanConstant() {
  275. }
  276. ////////////// Color
  277. String VisualShaderNodeColorConstant::get_caption() const {
  278. return "ColorConstant";
  279. }
  280. int VisualShaderNodeColorConstant::get_input_port_count() const {
  281. return 0;
  282. }
  283. VisualShaderNodeColorConstant::PortType VisualShaderNodeColorConstant::get_input_port_type(int p_port) const {
  284. return PORT_TYPE_VECTOR_4D;
  285. }
  286. String VisualShaderNodeColorConstant::get_input_port_name(int p_port) const {
  287. return String();
  288. }
  289. int VisualShaderNodeColorConstant::get_output_port_count() const {
  290. return 1;
  291. }
  292. VisualShaderNodeColorConstant::PortType VisualShaderNodeColorConstant::get_output_port_type(int p_port) const {
  293. return p_port == 0 ? PORT_TYPE_VECTOR_4D : PORT_TYPE_SCALAR;
  294. }
  295. String VisualShaderNodeColorConstant::get_output_port_name(int p_port) const {
  296. return "";
  297. }
  298. bool VisualShaderNodeColorConstant::is_output_port_expandable(int p_port) const {
  299. if (p_port == 0) {
  300. return true;
  301. }
  302. return false;
  303. }
  304. 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 {
  305. return " " + p_output_vars[0] + " = " + vformat("vec4(%.6f, %.6f, %.6f, %.6f)", constant.r, constant.g, constant.b, constant.a) + ";\n";
  306. }
  307. void VisualShaderNodeColorConstant::set_constant(const Color &p_constant) {
  308. if (constant.is_equal_approx(p_constant)) {
  309. return;
  310. }
  311. constant = p_constant;
  312. emit_changed();
  313. }
  314. Color VisualShaderNodeColorConstant::get_constant() const {
  315. return constant;
  316. }
  317. Vector<StringName> VisualShaderNodeColorConstant::get_editable_properties() const {
  318. Vector<StringName> props;
  319. props.push_back("constant");
  320. return props;
  321. }
  322. void VisualShaderNodeColorConstant::_bind_methods() {
  323. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeColorConstant::set_constant);
  324. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeColorConstant::get_constant);
  325. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "constant"), "set_constant", "get_constant");
  326. }
  327. VisualShaderNodeColorConstant::VisualShaderNodeColorConstant() {
  328. }
  329. ////////////// Vector2
  330. String VisualShaderNodeVec2Constant::get_caption() const {
  331. return "Vector2Constant";
  332. }
  333. int VisualShaderNodeVec2Constant::get_input_port_count() const {
  334. return 0;
  335. }
  336. VisualShaderNodeVec2Constant::PortType VisualShaderNodeVec2Constant::get_input_port_type(int p_port) const {
  337. return PORT_TYPE_VECTOR_2D;
  338. }
  339. String VisualShaderNodeVec2Constant::get_input_port_name(int p_port) const {
  340. return String();
  341. }
  342. int VisualShaderNodeVec2Constant::get_output_port_count() const {
  343. return 1;
  344. }
  345. VisualShaderNodeVec2Constant::PortType VisualShaderNodeVec2Constant::get_output_port_type(int p_port) const {
  346. return PORT_TYPE_VECTOR_2D;
  347. }
  348. String VisualShaderNodeVec2Constant::get_output_port_name(int p_port) const {
  349. return ""; //no output port means the editor will be used as port
  350. }
  351. 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 {
  352. return " " + p_output_vars[0] + " = " + vformat("vec2(%.6f, %.6f)", constant.x, constant.y) + ";\n";
  353. }
  354. void VisualShaderNodeVec2Constant::set_constant(const Vector2 &p_constant) {
  355. if (constant.is_equal_approx(p_constant)) {
  356. return;
  357. }
  358. constant = p_constant;
  359. emit_changed();
  360. }
  361. Vector2 VisualShaderNodeVec2Constant::get_constant() const {
  362. return constant;
  363. }
  364. Vector<StringName> VisualShaderNodeVec2Constant::get_editable_properties() const {
  365. Vector<StringName> props;
  366. props.push_back("constant");
  367. return props;
  368. }
  369. void VisualShaderNodeVec2Constant::_bind_methods() {
  370. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeVec2Constant::set_constant);
  371. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeVec2Constant::get_constant);
  372. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "constant"), "set_constant", "get_constant");
  373. }
  374. VisualShaderNodeVec2Constant::VisualShaderNodeVec2Constant() {
  375. }
  376. ////////////// Vector3
  377. String VisualShaderNodeVec3Constant::get_caption() const {
  378. return "Vector3Constant";
  379. }
  380. int VisualShaderNodeVec3Constant::get_input_port_count() const {
  381. return 0;
  382. }
  383. VisualShaderNodeVec3Constant::PortType VisualShaderNodeVec3Constant::get_input_port_type(int p_port) const {
  384. return PORT_TYPE_VECTOR_3D;
  385. }
  386. String VisualShaderNodeVec3Constant::get_input_port_name(int p_port) const {
  387. return String();
  388. }
  389. int VisualShaderNodeVec3Constant::get_output_port_count() const {
  390. return 1;
  391. }
  392. VisualShaderNodeVec3Constant::PortType VisualShaderNodeVec3Constant::get_output_port_type(int p_port) const {
  393. return PORT_TYPE_VECTOR_3D;
  394. }
  395. String VisualShaderNodeVec3Constant::get_output_port_name(int p_port) const {
  396. return ""; //no output port means the editor will be used as port
  397. }
  398. 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 {
  399. return " " + p_output_vars[0] + " = " + vformat("vec3(%.6f, %.6f, %.6f)", constant.x, constant.y, constant.z) + ";\n";
  400. }
  401. void VisualShaderNodeVec3Constant::set_constant(const Vector3 &p_constant) {
  402. if (constant.is_equal_approx(p_constant)) {
  403. return;
  404. }
  405. constant = p_constant;
  406. emit_changed();
  407. }
  408. Vector3 VisualShaderNodeVec3Constant::get_constant() const {
  409. return constant;
  410. }
  411. Vector<StringName> VisualShaderNodeVec3Constant::get_editable_properties() const {
  412. Vector<StringName> props;
  413. props.push_back("constant");
  414. return props;
  415. }
  416. void VisualShaderNodeVec3Constant::_bind_methods() {
  417. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeVec3Constant::set_constant);
  418. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeVec3Constant::get_constant);
  419. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant"), "set_constant", "get_constant");
  420. }
  421. VisualShaderNodeVec3Constant::VisualShaderNodeVec3Constant() {
  422. }
  423. ////////////// Vector4
  424. String VisualShaderNodeVec4Constant::get_caption() const {
  425. return "Vector4Constant";
  426. }
  427. int VisualShaderNodeVec4Constant::get_input_port_count() const {
  428. return 0;
  429. }
  430. VisualShaderNodeVec4Constant::PortType VisualShaderNodeVec4Constant::get_input_port_type(int p_port) const {
  431. return PORT_TYPE_VECTOR_4D;
  432. }
  433. String VisualShaderNodeVec4Constant::get_input_port_name(int p_port) const {
  434. return String();
  435. }
  436. int VisualShaderNodeVec4Constant::get_output_port_count() const {
  437. return 1;
  438. }
  439. VisualShaderNodeVec4Constant::PortType VisualShaderNodeVec4Constant::get_output_port_type(int p_port) const {
  440. return PORT_TYPE_VECTOR_4D;
  441. }
  442. String VisualShaderNodeVec4Constant::get_output_port_name(int p_port) const {
  443. return ""; // No output port means the editor will be used as port.
  444. }
  445. 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 {
  446. return " " + p_output_vars[0] + " = " + vformat("vec4(%.6f, %.6f, %.6f, %.6f)", constant.x, constant.y, constant.z, constant.w) + ";\n";
  447. }
  448. void VisualShaderNodeVec4Constant::set_constant(const Quaternion &p_constant) {
  449. if (constant.is_equal_approx(p_constant)) {
  450. return;
  451. }
  452. constant = p_constant;
  453. emit_changed();
  454. }
  455. Quaternion VisualShaderNodeVec4Constant::get_constant() const {
  456. return constant;
  457. }
  458. Vector<StringName> VisualShaderNodeVec4Constant::get_editable_properties() const {
  459. Vector<StringName> props;
  460. props.push_back("constant");
  461. return props;
  462. }
  463. void VisualShaderNodeVec4Constant::_bind_methods() {
  464. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeVec4Constant::set_constant);
  465. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeVec4Constant::get_constant);
  466. ADD_PROPERTY(PropertyInfo(Variant::QUATERNION, "constant"), "set_constant", "get_constant");
  467. }
  468. VisualShaderNodeVec4Constant::VisualShaderNodeVec4Constant() {
  469. }
  470. ////////////// Transform3D
  471. String VisualShaderNodeTransformConstant::get_caption() const {
  472. return "TransformConstant";
  473. }
  474. int VisualShaderNodeTransformConstant::get_input_port_count() const {
  475. return 0;
  476. }
  477. VisualShaderNodeTransformConstant::PortType VisualShaderNodeTransformConstant::get_input_port_type(int p_port) const {
  478. return PORT_TYPE_VECTOR_3D;
  479. }
  480. String VisualShaderNodeTransformConstant::get_input_port_name(int p_port) const {
  481. return String();
  482. }
  483. int VisualShaderNodeTransformConstant::get_output_port_count() const {
  484. return 1;
  485. }
  486. VisualShaderNodeTransformConstant::PortType VisualShaderNodeTransformConstant::get_output_port_type(int p_port) const {
  487. return PORT_TYPE_TRANSFORM;
  488. }
  489. String VisualShaderNodeTransformConstant::get_output_port_name(int p_port) const {
  490. return ""; //no output port means the editor will be used as port
  491. }
  492. 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 {
  493. Transform3D t = constant;
  494. t.basis.transpose();
  495. String code = " " + p_output_vars[0] + " = mat4(";
  496. code += vformat("vec4(%.6f, %.6f, %.6f, 0.0), ", t.basis[0].x, t.basis[0].y, t.basis[0].z);
  497. code += vformat("vec4(%.6f, %.6f, %.6f, 0.0), ", t.basis[1].x, t.basis[1].y, t.basis[1].z);
  498. code += vformat("vec4(%.6f, %.6f, %.6f, 0.0), ", t.basis[2].x, t.basis[2].y, t.basis[2].z);
  499. code += vformat("vec4(%.6f, %.6f, %.6f, 1.0));\n", t.origin.x, t.origin.y, t.origin.z);
  500. return code;
  501. }
  502. void VisualShaderNodeTransformConstant::set_constant(const Transform3D &p_constant) {
  503. if (constant.is_equal_approx(p_constant)) {
  504. return;
  505. }
  506. constant = p_constant;
  507. emit_changed();
  508. }
  509. Transform3D VisualShaderNodeTransformConstant::get_constant() const {
  510. return constant;
  511. }
  512. Vector<StringName> VisualShaderNodeTransformConstant::get_editable_properties() const {
  513. Vector<StringName> props;
  514. props.push_back("constant");
  515. return props;
  516. }
  517. void VisualShaderNodeTransformConstant::_bind_methods() {
  518. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeTransformConstant::set_constant);
  519. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeTransformConstant::get_constant);
  520. ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "constant"), "set_constant", "get_constant");
  521. }
  522. VisualShaderNodeTransformConstant::VisualShaderNodeTransformConstant() {
  523. }
  524. ////////////// Texture
  525. String VisualShaderNodeTexture::get_caption() const {
  526. return "Texture2D";
  527. }
  528. int VisualShaderNodeTexture::get_input_port_count() const {
  529. return 3;
  530. }
  531. VisualShaderNodeTexture::PortType VisualShaderNodeTexture::get_input_port_type(int p_port) const {
  532. switch (p_port) {
  533. case 0:
  534. return PORT_TYPE_VECTOR_2D;
  535. case 1:
  536. return PORT_TYPE_SCALAR;
  537. case 2:
  538. return PORT_TYPE_SAMPLER;
  539. default:
  540. return PORT_TYPE_SCALAR;
  541. }
  542. }
  543. String VisualShaderNodeTexture::get_input_port_name(int p_port) const {
  544. switch (p_port) {
  545. case 0:
  546. return "uv";
  547. case 1:
  548. return "lod";
  549. case 2:
  550. return "sampler2D";
  551. default:
  552. return "";
  553. }
  554. }
  555. int VisualShaderNodeTexture::get_output_port_count() const {
  556. return 1;
  557. }
  558. VisualShaderNodeTexture::PortType VisualShaderNodeTexture::get_output_port_type(int p_port) const {
  559. switch (p_port) {
  560. case 0:
  561. return PORT_TYPE_VECTOR_4D;
  562. default:
  563. return PORT_TYPE_SCALAR;
  564. }
  565. }
  566. String VisualShaderNodeTexture::get_output_port_name(int p_port) const {
  567. switch (p_port) {
  568. case 0:
  569. return "color";
  570. default:
  571. return "";
  572. }
  573. }
  574. bool VisualShaderNodeTexture::is_output_port_expandable(int p_port) const {
  575. if (p_port == 0) {
  576. return true;
  577. }
  578. return false;
  579. }
  580. bool VisualShaderNodeTexture::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  581. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  582. if (p_port == 0) {
  583. return true;
  584. }
  585. }
  586. return false;
  587. }
  588. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  589. VisualShader::DefaultTextureParam dtp;
  590. dtp.name = make_unique_id(p_type, p_id, "tex");
  591. dtp.params.push_back(texture);
  592. Vector<VisualShader::DefaultTextureParam> ret;
  593. ret.push_back(dtp);
  594. return ret;
  595. }
  596. String VisualShaderNodeTexture::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  597. String code;
  598. switch (source) {
  599. case SOURCE_TEXTURE: {
  600. code += "uniform sampler2D " + make_unique_id(p_type, p_id, "tex");
  601. switch (texture_type) {
  602. case TYPE_DATA: {
  603. } break;
  604. case TYPE_COLOR: {
  605. code += " : source_color";
  606. } break;
  607. case TYPE_NORMAL_MAP: {
  608. code += " : hint_normal";
  609. } break;
  610. default: {
  611. } break;
  612. }
  613. code += ";\n";
  614. } break;
  615. case SOURCE_SCREEN: {
  616. if ((p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) {
  617. code += "uniform sampler2D " + make_unique_id(p_type, p_id, "screen_tex") + " : hint_screen_texture;\n";
  618. }
  619. } break;
  620. case SOURCE_DEPTH:
  621. case SOURCE_3D_NORMAL:
  622. case SOURCE_ROUGHNESS: {
  623. if (p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) {
  624. String sampler_name = "";
  625. String hint = " : ";
  626. if (source == SOURCE_DEPTH) {
  627. sampler_name = "depth_tex";
  628. hint += "hint_depth_texture;\n";
  629. } else {
  630. sampler_name = source == SOURCE_ROUGHNESS ? "roughness_tex" : "normal_roughness_tex";
  631. hint += "hint_normal_roughness_texture;\n";
  632. }
  633. code += "uniform sampler2D " + make_unique_id(p_type, p_id, sampler_name) + hint;
  634. }
  635. } break;
  636. default: {
  637. } break;
  638. }
  639. return code;
  640. }
  641. 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 {
  642. String default_uv;
  643. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  644. if (source == SOURCE_SCREEN) {
  645. default_uv = "SCREEN_UV";
  646. } else {
  647. default_uv = "UV";
  648. }
  649. } else {
  650. default_uv = "vec2(0.0)";
  651. }
  652. String code;
  653. String uv = p_input_vars[0].is_empty() ? default_uv : p_input_vars[0];
  654. switch (source) {
  655. case SOURCE_PORT:
  656. case SOURCE_TEXTURE: {
  657. String id;
  658. if (source == SOURCE_PORT) {
  659. id = p_input_vars[2];
  660. if (id.is_empty()) {
  661. break;
  662. }
  663. } else { // SOURCE_TEXTURE
  664. id = make_unique_id(p_type, p_id, "tex");
  665. }
  666. if (p_input_vars[1].is_empty()) {
  667. code += " " + p_output_vars[0] + " = texture(" + id + ", " + uv + ");\n";
  668. } else {
  669. code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + uv + ", " + p_input_vars[1] + ");\n";
  670. }
  671. return code;
  672. } break;
  673. case SOURCE_SCREEN: {
  674. if ((p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) {
  675. String id = make_unique_id(p_type, p_id, "screen_tex");
  676. if (p_input_vars[1].is_empty()) {
  677. code += " " + p_output_vars[0] + " = texture(" + id + ", " + uv + ");\n";
  678. } else {
  679. code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + uv + ", " + p_input_vars[1] + ");\n";
  680. }
  681. return code;
  682. }
  683. } break;
  684. case SOURCE_2D_NORMAL:
  685. case SOURCE_2D_TEXTURE: {
  686. if (p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
  687. String id = source == SOURCE_2D_TEXTURE ? "TEXTURE" : "NORMAL_TEXTURE";
  688. if (p_input_vars[1].is_empty()) {
  689. code += " " + p_output_vars[0] + " = texture(" + id + ", " + uv + ");\n";
  690. } else {
  691. code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + uv + ", " + p_input_vars[1] + ");\n";
  692. }
  693. return code;
  694. }
  695. } break;
  696. case SOURCE_3D_NORMAL:
  697. case SOURCE_ROUGHNESS:
  698. case SOURCE_DEPTH: {
  699. if (!p_for_preview && p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) {
  700. String var_name = "";
  701. String sampler_name = "";
  702. switch (source) {
  703. case SOURCE_DEPTH: {
  704. var_name = "_depth";
  705. sampler_name = "depth_tex";
  706. } break;
  707. case SOURCE_ROUGHNESS: {
  708. var_name = "_roughness";
  709. sampler_name = "roughness_tex";
  710. } break;
  711. case SOURCE_3D_NORMAL: {
  712. var_name = "_normal";
  713. sampler_name = "normal_roughness_tex";
  714. } break;
  715. default: {
  716. } break;
  717. }
  718. String id = make_unique_id(p_type, p_id, sampler_name);
  719. String type = source == SOURCE_3D_NORMAL ? "vec3" : "float";
  720. String components = source == SOURCE_3D_NORMAL ? "rgb" : "r";
  721. code += " {\n";
  722. if (p_input_vars[1].is_empty()) {
  723. code += " " + type + " " + var_name + " = texture(" + id + ", " + uv + ")." + components + ";\n";
  724. } else {
  725. code += " " + type + " " + var_name + " = textureLod(" + id + ", " + uv + ", " + p_input_vars[1] + ")." + components + ";\n";
  726. }
  727. if (source == SOURCE_3D_NORMAL) {
  728. code += " " + p_output_vars[0] + " = vec4(" + var_name + ", 1.0);\n";
  729. } else {
  730. code += " " + p_output_vars[0] + " = vec4(" + var_name + ", " + var_name + ", " + var_name + ", 1.0);\n";
  731. }
  732. code += " }\n";
  733. return code;
  734. }
  735. } break;
  736. default: {
  737. } break;
  738. }
  739. code += " " + p_output_vars[0] + " = vec4(0.0);\n";
  740. return code;
  741. }
  742. void VisualShaderNodeTexture::set_source(Source p_source) {
  743. ERR_FAIL_INDEX(int(p_source), int(SOURCE_MAX));
  744. if (source == p_source) {
  745. return;
  746. }
  747. switch (p_source) {
  748. case SOURCE_TEXTURE:
  749. simple_decl = true;
  750. break;
  751. case SOURCE_SCREEN:
  752. simple_decl = false;
  753. break;
  754. case SOURCE_2D_TEXTURE:
  755. simple_decl = false;
  756. break;
  757. case SOURCE_2D_NORMAL:
  758. simple_decl = false;
  759. break;
  760. case SOURCE_DEPTH:
  761. simple_decl = false;
  762. break;
  763. case SOURCE_PORT:
  764. simple_decl = false;
  765. break;
  766. case SOURCE_3D_NORMAL:
  767. simple_decl = false;
  768. break;
  769. case SOURCE_ROUGHNESS:
  770. simple_decl = false;
  771. break;
  772. default:
  773. break;
  774. }
  775. source = p_source;
  776. emit_changed();
  777. }
  778. VisualShaderNodeTexture::Source VisualShaderNodeTexture::get_source() const {
  779. return source;
  780. }
  781. void VisualShaderNodeTexture::set_texture(Ref<Texture2D> p_texture) {
  782. texture = p_texture;
  783. emit_changed();
  784. }
  785. Ref<Texture2D> VisualShaderNodeTexture::get_texture() const {
  786. return texture;
  787. }
  788. void VisualShaderNodeTexture::set_texture_type(TextureType p_texture_type) {
  789. ERR_FAIL_INDEX(int(p_texture_type), int(TYPE_MAX));
  790. if (texture_type == p_texture_type) {
  791. return;
  792. }
  793. texture_type = p_texture_type;
  794. emit_changed();
  795. }
  796. VisualShaderNodeTexture::TextureType VisualShaderNodeTexture::get_texture_type() const {
  797. return texture_type;
  798. }
  799. Vector<StringName> VisualShaderNodeTexture::get_editable_properties() const {
  800. Vector<StringName> props;
  801. props.push_back("source");
  802. if (source == SOURCE_TEXTURE) {
  803. props.push_back("texture");
  804. props.push_back("texture_type");
  805. }
  806. return props;
  807. }
  808. String VisualShaderNodeTexture::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  809. if (is_input_port_connected(2) && source != SOURCE_PORT) {
  810. return RTR("The sampler port is connected but not used. Consider changing the source to 'SamplerPort'.");
  811. }
  812. switch (source) {
  813. case SOURCE_TEXTURE:
  814. case SOURCE_PORT: {
  815. return String(); // All good.
  816. } break;
  817. case SOURCE_SCREEN: {
  818. if ((p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) {
  819. return String(); // All good.
  820. }
  821. } break;
  822. case SOURCE_2D_NORMAL:
  823. case SOURCE_2D_TEXTURE: {
  824. if (p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
  825. return String(); // All good.
  826. }
  827. } break;
  828. case SOURCE_3D_NORMAL:
  829. case SOURCE_ROUGHNESS:
  830. case SOURCE_DEPTH: {
  831. if (p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) {
  832. if (get_output_port_for_preview() == 0) { // Not supported in preview(canvas_item) shader.
  833. return RTR("Invalid source for preview.");
  834. }
  835. return String(); // All good.
  836. }
  837. } break;
  838. default: {
  839. } break;
  840. }
  841. return RTR("Invalid source for shader.");
  842. }
  843. void VisualShaderNodeTexture::_bind_methods() {
  844. ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeTexture::set_source);
  845. ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeTexture::get_source);
  846. ClassDB::bind_method(D_METHOD("set_texture", "value"), &VisualShaderNodeTexture::set_texture);
  847. ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeTexture::get_texture);
  848. ClassDB::bind_method(D_METHOD("set_texture_type", "value"), &VisualShaderNodeTexture::set_texture_type);
  849. ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeTexture::get_texture_type);
  850. ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,Screen,Texture2D,NormalMap2D,Depth,SamplerPort,Normal3D,Roughness"), "set_source", "get_source");
  851. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture");
  852. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normal Map"), "set_texture_type", "get_texture_type");
  853. BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
  854. BIND_ENUM_CONSTANT(SOURCE_SCREEN);
  855. BIND_ENUM_CONSTANT(SOURCE_2D_TEXTURE);
  856. BIND_ENUM_CONSTANT(SOURCE_2D_NORMAL);
  857. BIND_ENUM_CONSTANT(SOURCE_DEPTH);
  858. BIND_ENUM_CONSTANT(SOURCE_PORT);
  859. BIND_ENUM_CONSTANT(SOURCE_3D_NORMAL);
  860. BIND_ENUM_CONSTANT(SOURCE_ROUGHNESS);
  861. BIND_ENUM_CONSTANT(SOURCE_MAX);
  862. BIND_ENUM_CONSTANT(TYPE_DATA);
  863. BIND_ENUM_CONSTANT(TYPE_COLOR);
  864. BIND_ENUM_CONSTANT(TYPE_NORMAL_MAP);
  865. BIND_ENUM_CONSTANT(TYPE_MAX);
  866. }
  867. VisualShaderNodeTexture::VisualShaderNodeTexture() {
  868. }
  869. ////////////// CurveTexture
  870. String VisualShaderNodeCurveTexture::get_caption() const {
  871. return "CurveTexture";
  872. }
  873. int VisualShaderNodeCurveTexture::get_input_port_count() const {
  874. return 1;
  875. }
  876. VisualShaderNodeCurveTexture::PortType VisualShaderNodeCurveTexture::get_input_port_type(int p_port) const {
  877. return PORT_TYPE_SCALAR;
  878. }
  879. String VisualShaderNodeCurveTexture::get_input_port_name(int p_port) const {
  880. return String();
  881. }
  882. int VisualShaderNodeCurveTexture::get_output_port_count() const {
  883. return 1;
  884. }
  885. VisualShaderNodeCurveTexture::PortType VisualShaderNodeCurveTexture::get_output_port_type(int p_port) const {
  886. return PORT_TYPE_SCALAR;
  887. }
  888. String VisualShaderNodeCurveTexture::get_output_port_name(int p_port) const {
  889. return String();
  890. }
  891. void VisualShaderNodeCurveTexture::set_texture(Ref<CurveTexture> p_texture) {
  892. texture = p_texture;
  893. emit_changed();
  894. }
  895. Ref<CurveTexture> VisualShaderNodeCurveTexture::get_texture() const {
  896. return texture;
  897. }
  898. Vector<StringName> VisualShaderNodeCurveTexture::get_editable_properties() const {
  899. Vector<StringName> props;
  900. props.push_back("texture");
  901. return props;
  902. }
  903. String VisualShaderNodeCurveTexture::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  904. return "uniform sampler2D " + make_unique_id(p_type, p_id, "curve") + " : repeat_disable;\n";
  905. }
  906. 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 {
  907. if (p_input_vars[0].is_empty()) {
  908. return " " + p_output_vars[0] + " = 0.0;\n";
  909. }
  910. String id = make_unique_id(p_type, p_id, "curve");
  911. String code;
  912. code += " " + p_output_vars[0] + " = texture(" + id + ", vec2(" + p_input_vars[0] + ")).r;\n";
  913. return code;
  914. }
  915. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCurveTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  916. VisualShader::DefaultTextureParam dtp;
  917. dtp.name = make_unique_id(p_type, p_id, "curve");
  918. dtp.params.push_back(texture);
  919. Vector<VisualShader::DefaultTextureParam> ret;
  920. ret.push_back(dtp);
  921. return ret;
  922. }
  923. void VisualShaderNodeCurveTexture::_bind_methods() {
  924. ClassDB::bind_method(D_METHOD("set_texture", "texture"), &VisualShaderNodeCurveTexture::set_texture);
  925. ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeCurveTexture::get_texture);
  926. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_texture", "get_texture");
  927. }
  928. bool VisualShaderNodeCurveTexture::is_use_prop_slots() const {
  929. return true;
  930. }
  931. VisualShaderNodeCurveTexture::VisualShaderNodeCurveTexture() {
  932. set_input_port_default_value(0, 0.0);
  933. simple_decl = true;
  934. allow_v_resize = false;
  935. }
  936. ////////////// CurveXYZTexture
  937. String VisualShaderNodeCurveXYZTexture::get_caption() const {
  938. return "CurveXYZTexture";
  939. }
  940. int VisualShaderNodeCurveXYZTexture::get_input_port_count() const {
  941. return 1;
  942. }
  943. VisualShaderNodeCurveXYZTexture::PortType VisualShaderNodeCurveXYZTexture::get_input_port_type(int p_port) const {
  944. return PORT_TYPE_SCALAR;
  945. }
  946. String VisualShaderNodeCurveXYZTexture::get_input_port_name(int p_port) const {
  947. return String();
  948. }
  949. int VisualShaderNodeCurveXYZTexture::get_output_port_count() const {
  950. return 1;
  951. }
  952. VisualShaderNodeCurveXYZTexture::PortType VisualShaderNodeCurveXYZTexture::get_output_port_type(int p_port) const {
  953. return PORT_TYPE_VECTOR_3D;
  954. }
  955. String VisualShaderNodeCurveXYZTexture::get_output_port_name(int p_port) const {
  956. return String();
  957. }
  958. void VisualShaderNodeCurveXYZTexture::set_texture(Ref<CurveXYZTexture> p_texture) {
  959. texture = p_texture;
  960. emit_changed();
  961. }
  962. Ref<CurveXYZTexture> VisualShaderNodeCurveXYZTexture::get_texture() const {
  963. return texture;
  964. }
  965. Vector<StringName> VisualShaderNodeCurveXYZTexture::get_editable_properties() const {
  966. Vector<StringName> props;
  967. props.push_back("texture");
  968. return props;
  969. }
  970. String VisualShaderNodeCurveXYZTexture::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  971. return "uniform sampler2D " + make_unique_id(p_type, p_id, "curve3d") + ";\n";
  972. }
  973. 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 {
  974. if (p_input_vars[0].is_empty()) {
  975. return " " + p_output_vars[0] + " = vec3(0.0);\n";
  976. }
  977. String id = make_unique_id(p_type, p_id, "curve3d");
  978. String code;
  979. code += " " + p_output_vars[0] + " = texture(" + id + ", vec2(" + p_input_vars[0] + ")).rgb;\n";
  980. return code;
  981. }
  982. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCurveXYZTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  983. VisualShader::DefaultTextureParam dtp;
  984. dtp.name = make_unique_id(p_type, p_id, "curve3d");
  985. dtp.params.push_back(texture);
  986. Vector<VisualShader::DefaultTextureParam> ret;
  987. ret.push_back(dtp);
  988. return ret;
  989. }
  990. void VisualShaderNodeCurveXYZTexture::_bind_methods() {
  991. ClassDB::bind_method(D_METHOD("set_texture", "texture"), &VisualShaderNodeCurveXYZTexture::set_texture);
  992. ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeCurveXYZTexture::get_texture);
  993. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "CurveXYZTexture"), "set_texture", "get_texture");
  994. }
  995. bool VisualShaderNodeCurveXYZTexture::is_use_prop_slots() const {
  996. return true;
  997. }
  998. VisualShaderNodeCurveXYZTexture::VisualShaderNodeCurveXYZTexture() {
  999. set_input_port_default_value(0, 0.0);
  1000. simple_decl = true;
  1001. allow_v_resize = false;
  1002. }
  1003. ////////////// Sample3D
  1004. int VisualShaderNodeSample3D::get_input_port_count() const {
  1005. return 3;
  1006. }
  1007. VisualShaderNodeSample3D::PortType VisualShaderNodeSample3D::get_input_port_type(int p_port) const {
  1008. switch (p_port) {
  1009. case 0:
  1010. return PORT_TYPE_VECTOR_3D;
  1011. case 1:
  1012. return PORT_TYPE_SCALAR;
  1013. case 2:
  1014. return PORT_TYPE_SAMPLER;
  1015. default:
  1016. return PORT_TYPE_SCALAR;
  1017. }
  1018. }
  1019. String VisualShaderNodeSample3D::get_input_port_name(int p_port) const {
  1020. switch (p_port) {
  1021. case 0:
  1022. return "uvw";
  1023. case 1:
  1024. return "lod";
  1025. default:
  1026. return "";
  1027. }
  1028. }
  1029. int VisualShaderNodeSample3D::get_output_port_count() const {
  1030. return 1;
  1031. }
  1032. VisualShaderNodeSample3D::PortType VisualShaderNodeSample3D::get_output_port_type(int p_port) const {
  1033. return p_port == 0 ? PORT_TYPE_VECTOR_4D : PORT_TYPE_SCALAR;
  1034. }
  1035. String VisualShaderNodeSample3D::get_output_port_name(int p_port) const {
  1036. return "color";
  1037. }
  1038. bool VisualShaderNodeSample3D::is_output_port_expandable(int p_port) const {
  1039. if (p_port == 0) {
  1040. return true;
  1041. }
  1042. return false;
  1043. }
  1044. bool VisualShaderNodeSample3D::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  1045. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  1046. if (p_port == 0) {
  1047. return true;
  1048. }
  1049. }
  1050. return false;
  1051. }
  1052. 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 {
  1053. String code;
  1054. String id;
  1055. if (source == SOURCE_TEXTURE) {
  1056. id = make_unique_id(p_type, p_id, "tex3d");
  1057. } else { // SOURCE_PORT
  1058. id = p_input_vars[2];
  1059. if (id.is_empty()) {
  1060. code += " " + p_output_vars[0] + " = vec4(0.0);\n";
  1061. return code;
  1062. }
  1063. }
  1064. String default_uv;
  1065. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  1066. default_uv = "vec3(UV, 0.0)";
  1067. } else {
  1068. default_uv = "vec3(0.0)";
  1069. }
  1070. String uv = p_input_vars[0].is_empty() ? default_uv : p_input_vars[0];
  1071. if (p_input_vars[1].is_empty()) {
  1072. code += " " + p_output_vars[0] + " = texture(" + id + ", " + uv + ");\n";
  1073. } else {
  1074. code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + uv + ", " + p_input_vars[1] + ");\n";
  1075. }
  1076. return code;
  1077. }
  1078. void VisualShaderNodeSample3D::set_source(Source p_source) {
  1079. ERR_FAIL_INDEX(int(p_source), int(SOURCE_MAX));
  1080. if (source == p_source) {
  1081. return;
  1082. }
  1083. source = p_source;
  1084. emit_changed();
  1085. }
  1086. VisualShaderNodeSample3D::Source VisualShaderNodeSample3D::get_source() const {
  1087. return source;
  1088. }
  1089. void VisualShaderNodeSample3D::_bind_methods() {
  1090. ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeSample3D::set_source);
  1091. ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeSample3D::get_source);
  1092. ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,SamplerPort"), "set_source", "get_source");
  1093. BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
  1094. BIND_ENUM_CONSTANT(SOURCE_PORT);
  1095. BIND_ENUM_CONSTANT(SOURCE_MAX);
  1096. }
  1097. String VisualShaderNodeSample3D::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  1098. if (is_input_port_connected(2) && source != SOURCE_PORT) {
  1099. return RTR("The sampler port is connected but not used. Consider changing the source to 'SamplerPort'.");
  1100. }
  1101. return String();
  1102. }
  1103. VisualShaderNodeSample3D::VisualShaderNodeSample3D() {
  1104. simple_decl = false;
  1105. }
  1106. ////////////// Texture2DArray
  1107. String VisualShaderNodeTexture2DArray::get_caption() const {
  1108. return "Texture2DArray";
  1109. }
  1110. String VisualShaderNodeTexture2DArray::get_input_port_name(int p_port) const {
  1111. if (p_port == 2) {
  1112. return "sampler2DArray";
  1113. }
  1114. return VisualShaderNodeSample3D::get_input_port_name(p_port);
  1115. }
  1116. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture2DArray::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  1117. VisualShader::DefaultTextureParam dtp;
  1118. dtp.name = make_unique_id(p_type, p_id, "tex3d");
  1119. dtp.params.push_back(texture_array);
  1120. Vector<VisualShader::DefaultTextureParam> ret;
  1121. ret.push_back(dtp);
  1122. return ret;
  1123. }
  1124. String VisualShaderNodeTexture2DArray::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  1125. if (source == SOURCE_TEXTURE) {
  1126. return "uniform sampler2DArray " + make_unique_id(p_type, p_id, "tex3d") + ";\n";
  1127. }
  1128. return String();
  1129. }
  1130. void VisualShaderNodeTexture2DArray::set_texture_array(Ref<Texture2DArray> p_texture_array) {
  1131. texture_array = p_texture_array;
  1132. emit_changed();
  1133. }
  1134. Ref<Texture2DArray> VisualShaderNodeTexture2DArray::get_texture_array() const {
  1135. return texture_array;
  1136. }
  1137. Vector<StringName> VisualShaderNodeTexture2DArray::get_editable_properties() const {
  1138. Vector<StringName> props;
  1139. props.push_back("source");
  1140. if (source == SOURCE_TEXTURE) {
  1141. props.push_back("texture_array");
  1142. }
  1143. return props;
  1144. }
  1145. void VisualShaderNodeTexture2DArray::_bind_methods() {
  1146. ClassDB::bind_method(D_METHOD("set_texture_array", "value"), &VisualShaderNodeTexture2DArray::set_texture_array);
  1147. ClassDB::bind_method(D_METHOD("get_texture_array"), &VisualShaderNodeTexture2DArray::get_texture_array);
  1148. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_array", PROPERTY_HINT_RESOURCE_TYPE, "Texture2DArray"), "set_texture_array", "get_texture_array");
  1149. }
  1150. VisualShaderNodeTexture2DArray::VisualShaderNodeTexture2DArray() {
  1151. }
  1152. ////////////// Texture3D
  1153. String VisualShaderNodeTexture3D::get_caption() const {
  1154. return "Texture3D";
  1155. }
  1156. String VisualShaderNodeTexture3D::get_input_port_name(int p_port) const {
  1157. if (p_port == 2) {
  1158. return "sampler3D";
  1159. }
  1160. return VisualShaderNodeSample3D::get_input_port_name(p_port);
  1161. }
  1162. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture3D::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  1163. VisualShader::DefaultTextureParam dtp;
  1164. dtp.name = make_unique_id(p_type, p_id, "tex3d");
  1165. dtp.params.push_back(texture);
  1166. Vector<VisualShader::DefaultTextureParam> ret;
  1167. ret.push_back(dtp);
  1168. return ret;
  1169. }
  1170. String VisualShaderNodeTexture3D::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  1171. if (source == SOURCE_TEXTURE) {
  1172. return "uniform sampler3D " + make_unique_id(p_type, p_id, "tex3d") + ";\n";
  1173. }
  1174. return String();
  1175. }
  1176. void VisualShaderNodeTexture3D::set_texture(Ref<Texture3D> p_texture) {
  1177. texture = p_texture;
  1178. emit_changed();
  1179. }
  1180. Ref<Texture3D> VisualShaderNodeTexture3D::get_texture() const {
  1181. return texture;
  1182. }
  1183. Vector<StringName> VisualShaderNodeTexture3D::get_editable_properties() const {
  1184. Vector<StringName> props;
  1185. props.push_back("source");
  1186. if (source == SOURCE_TEXTURE) {
  1187. props.push_back("texture");
  1188. }
  1189. return props;
  1190. }
  1191. void VisualShaderNodeTexture3D::_bind_methods() {
  1192. ClassDB::bind_method(D_METHOD("set_texture", "value"), &VisualShaderNodeTexture3D::set_texture);
  1193. ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeTexture3D::get_texture);
  1194. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture3D"), "set_texture", "get_texture");
  1195. }
  1196. VisualShaderNodeTexture3D::VisualShaderNodeTexture3D() {
  1197. }
  1198. ////////////// Cubemap
  1199. String VisualShaderNodeCubemap::get_caption() const {
  1200. return "Cubemap";
  1201. }
  1202. int VisualShaderNodeCubemap::get_input_port_count() const {
  1203. return 3;
  1204. }
  1205. VisualShaderNodeCubemap::PortType VisualShaderNodeCubemap::get_input_port_type(int p_port) const {
  1206. switch (p_port) {
  1207. case 0:
  1208. return PORT_TYPE_VECTOR_3D;
  1209. case 1:
  1210. return PORT_TYPE_SCALAR;
  1211. case 2:
  1212. return PORT_TYPE_SAMPLER;
  1213. default:
  1214. return PORT_TYPE_SCALAR;
  1215. }
  1216. }
  1217. String VisualShaderNodeCubemap::get_input_port_name(int p_port) const {
  1218. switch (p_port) {
  1219. case 0:
  1220. return "uv";
  1221. case 1:
  1222. return "lod";
  1223. case 2:
  1224. return "samplerCube";
  1225. default:
  1226. return "";
  1227. }
  1228. }
  1229. int VisualShaderNodeCubemap::get_output_port_count() const {
  1230. return 1;
  1231. }
  1232. VisualShaderNodeCubemap::PortType VisualShaderNodeCubemap::get_output_port_type(int p_port) const {
  1233. return PORT_TYPE_VECTOR_4D;
  1234. }
  1235. String VisualShaderNodeCubemap::get_output_port_name(int p_port) const {
  1236. return "color";
  1237. }
  1238. bool VisualShaderNodeCubemap::is_output_port_expandable(int p_port) const {
  1239. if (p_port == 0) {
  1240. return true;
  1241. }
  1242. return false;
  1243. }
  1244. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCubemap::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  1245. VisualShader::DefaultTextureParam dtp;
  1246. dtp.name = make_unique_id(p_type, p_id, "cube");
  1247. dtp.params.push_back(cube_map);
  1248. Vector<VisualShader::DefaultTextureParam> ret;
  1249. ret.push_back(dtp);
  1250. return ret;
  1251. }
  1252. String VisualShaderNodeCubemap::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  1253. if (source == SOURCE_TEXTURE) {
  1254. String u = "uniform samplerCube " + make_unique_id(p_type, p_id, "cube");
  1255. switch (texture_type) {
  1256. case TYPE_DATA:
  1257. break;
  1258. case TYPE_COLOR:
  1259. u += " : source_color";
  1260. break;
  1261. case TYPE_NORMAL_MAP:
  1262. u += " : hint_normal";
  1263. break;
  1264. default:
  1265. break;
  1266. }
  1267. return u + ";\n";
  1268. }
  1269. return String();
  1270. }
  1271. 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 {
  1272. String code;
  1273. String id;
  1274. if (source == SOURCE_TEXTURE) {
  1275. id = make_unique_id(p_type, p_id, "cube");
  1276. } else { // SOURCE_PORT
  1277. id = p_input_vars[2];
  1278. if (id.is_empty()) {
  1279. code += " " + p_output_vars[0] + " = vec4(0.0);\n";
  1280. return code;
  1281. }
  1282. }
  1283. String default_uv;
  1284. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  1285. default_uv = "vec3(UV, 0.0)";
  1286. } else {
  1287. default_uv = "vec3(0.0)";
  1288. }
  1289. String uv = p_input_vars[0].is_empty() ? default_uv : p_input_vars[0];
  1290. if (p_input_vars[1].is_empty()) {
  1291. code += " " + p_output_vars[0] + " = texture(" + id + ", " + uv + ");\n";
  1292. } else {
  1293. code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + uv + ", " + p_input_vars[1] + ");\n";
  1294. }
  1295. return code;
  1296. }
  1297. bool VisualShaderNodeCubemap::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  1298. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  1299. if (p_port == 0) {
  1300. return true;
  1301. }
  1302. }
  1303. return false;
  1304. }
  1305. void VisualShaderNodeCubemap::set_source(Source p_source) {
  1306. ERR_FAIL_INDEX(int(p_source), int(SOURCE_MAX));
  1307. if (source == p_source) {
  1308. return;
  1309. }
  1310. source = p_source;
  1311. emit_changed();
  1312. }
  1313. VisualShaderNodeCubemap::Source VisualShaderNodeCubemap::get_source() const {
  1314. return source;
  1315. }
  1316. void VisualShaderNodeCubemap::set_cube_map(Ref<Cubemap> p_cube_map) {
  1317. cube_map = p_cube_map;
  1318. emit_changed();
  1319. }
  1320. Ref<Cubemap> VisualShaderNodeCubemap::get_cube_map() const {
  1321. return cube_map;
  1322. }
  1323. void VisualShaderNodeCubemap::set_texture_type(TextureType p_texture_type) {
  1324. ERR_FAIL_INDEX(int(p_texture_type), int(TYPE_MAX));
  1325. if (texture_type == p_texture_type) {
  1326. return;
  1327. }
  1328. texture_type = p_texture_type;
  1329. emit_changed();
  1330. }
  1331. VisualShaderNodeCubemap::TextureType VisualShaderNodeCubemap::get_texture_type() const {
  1332. return texture_type;
  1333. }
  1334. Vector<StringName> VisualShaderNodeCubemap::get_editable_properties() const {
  1335. Vector<StringName> props;
  1336. props.push_back("source");
  1337. if (source == SOURCE_TEXTURE) {
  1338. props.push_back("cube_map");
  1339. props.push_back("texture_type");
  1340. }
  1341. return props;
  1342. }
  1343. String VisualShaderNodeCubemap::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  1344. if (is_input_port_connected(2) && source != SOURCE_PORT) {
  1345. return RTR("The sampler port is connected but not used. Consider changing the source to 'SamplerPort'.");
  1346. }
  1347. return String();
  1348. }
  1349. void VisualShaderNodeCubemap::_bind_methods() {
  1350. ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeCubemap::set_source);
  1351. ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeCubemap::get_source);
  1352. ClassDB::bind_method(D_METHOD("set_cube_map", "value"), &VisualShaderNodeCubemap::set_cube_map);
  1353. ClassDB::bind_method(D_METHOD("get_cube_map"), &VisualShaderNodeCubemap::get_cube_map);
  1354. ClassDB::bind_method(D_METHOD("set_texture_type", "value"), &VisualShaderNodeCubemap::set_texture_type);
  1355. ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeCubemap::get_texture_type);
  1356. ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,SamplerPort"), "set_source", "get_source");
  1357. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "cube_map", PROPERTY_HINT_RESOURCE_TYPE, "Cubemap"), "set_cube_map", "get_cube_map");
  1358. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normal Map"), "set_texture_type", "get_texture_type");
  1359. BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
  1360. BIND_ENUM_CONSTANT(SOURCE_PORT);
  1361. BIND_ENUM_CONSTANT(SOURCE_MAX);
  1362. BIND_ENUM_CONSTANT(TYPE_DATA);
  1363. BIND_ENUM_CONSTANT(TYPE_COLOR);
  1364. BIND_ENUM_CONSTANT(TYPE_NORMAL_MAP);
  1365. BIND_ENUM_CONSTANT(TYPE_MAX);
  1366. }
  1367. VisualShaderNodeCubemap::VisualShaderNodeCubemap() {
  1368. simple_decl = false;
  1369. }
  1370. ////////////// Linear Depth
  1371. String VisualShaderNodeLinearSceneDepth::get_caption() const {
  1372. return "LinearSceneDepth";
  1373. }
  1374. int VisualShaderNodeLinearSceneDepth::get_input_port_count() const {
  1375. return 0;
  1376. }
  1377. VisualShaderNodeLinearSceneDepth::PortType VisualShaderNodeLinearSceneDepth::get_input_port_type(int p_port) const {
  1378. return PORT_TYPE_SCALAR;
  1379. }
  1380. String VisualShaderNodeLinearSceneDepth::get_input_port_name(int p_port) const {
  1381. return "";
  1382. }
  1383. int VisualShaderNodeLinearSceneDepth::get_output_port_count() const {
  1384. return 1;
  1385. }
  1386. VisualShaderNodeLinearSceneDepth::PortType VisualShaderNodeLinearSceneDepth::get_output_port_type(int p_port) const {
  1387. return PORT_TYPE_SCALAR;
  1388. }
  1389. String VisualShaderNodeLinearSceneDepth::get_output_port_name(int p_port) const {
  1390. return "linear depth";
  1391. }
  1392. bool VisualShaderNodeLinearSceneDepth::has_output_port_preview(int p_port) const {
  1393. return false;
  1394. }
  1395. String VisualShaderNodeLinearSceneDepth::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  1396. return "uniform sampler2D " + make_unique_id(p_type, p_id, "depth_tex") + " : hint_depth_texture;\n";
  1397. }
  1398. String VisualShaderNodeLinearSceneDepth::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 {
  1399. String code;
  1400. code += " {\n";
  1401. code += " float __log_depth = textureLod(" + make_unique_id(p_type, p_id, "depth_tex") + ", SCREEN_UV, 0.0).x;\n";
  1402. code += " vec3 __depth_ndc = vec3(SCREEN_UV * 2.0 - 1.0, __log_depth);\n";
  1403. code += " vec4 __depth_view = INV_PROJECTION_MATRIX * vec4(__depth_ndc, 1.0);\n";
  1404. code += " __depth_view.xyz /= __depth_view.w;\n";
  1405. code += vformat(" %s = -__depth_view.z;\n", p_output_vars[0]);
  1406. code += " }\n";
  1407. return code;
  1408. }
  1409. VisualShaderNodeLinearSceneDepth::VisualShaderNodeLinearSceneDepth() {
  1410. simple_decl = false;
  1411. }
  1412. ////////////// Float Op
  1413. String VisualShaderNodeFloatOp::get_caption() const {
  1414. return "FloatOp";
  1415. }
  1416. int VisualShaderNodeFloatOp::get_input_port_count() const {
  1417. return 2;
  1418. }
  1419. VisualShaderNodeFloatOp::PortType VisualShaderNodeFloatOp::get_input_port_type(int p_port) const {
  1420. return PORT_TYPE_SCALAR;
  1421. }
  1422. String VisualShaderNodeFloatOp::get_input_port_name(int p_port) const {
  1423. return p_port == 0 ? "a" : "b";
  1424. }
  1425. int VisualShaderNodeFloatOp::get_output_port_count() const {
  1426. return 1;
  1427. }
  1428. VisualShaderNodeFloatOp::PortType VisualShaderNodeFloatOp::get_output_port_type(int p_port) const {
  1429. return PORT_TYPE_SCALAR;
  1430. }
  1431. String VisualShaderNodeFloatOp::get_output_port_name(int p_port) const {
  1432. return "op"; //no output port means the editor will be used as port
  1433. }
  1434. 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 {
  1435. String code = " " + p_output_vars[0] + " = ";
  1436. switch (op) {
  1437. case OP_ADD:
  1438. code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
  1439. break;
  1440. case OP_SUB:
  1441. code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n";
  1442. break;
  1443. case OP_MUL:
  1444. code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
  1445. break;
  1446. case OP_DIV:
  1447. code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n";
  1448. break;
  1449. case OP_MOD:
  1450. code += "mod(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1451. break;
  1452. case OP_POW:
  1453. code += "pow(" + 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_ATAN2:
  1462. code += "atan(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1463. break;
  1464. case OP_STEP:
  1465. code += "step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1466. break;
  1467. default:
  1468. break;
  1469. }
  1470. return code;
  1471. }
  1472. void VisualShaderNodeFloatOp::set_operator(Operator p_op) {
  1473. ERR_FAIL_INDEX(int(p_op), int(OP_ENUM_SIZE));
  1474. if (op == p_op) {
  1475. return;
  1476. }
  1477. op = p_op;
  1478. emit_changed();
  1479. }
  1480. VisualShaderNodeFloatOp::Operator VisualShaderNodeFloatOp::get_operator() const {
  1481. return op;
  1482. }
  1483. Vector<StringName> VisualShaderNodeFloatOp::get_editable_properties() const {
  1484. Vector<StringName> props;
  1485. props.push_back("operator");
  1486. return props;
  1487. }
  1488. void VisualShaderNodeFloatOp::_bind_methods() {
  1489. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeFloatOp::set_operator);
  1490. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeFloatOp::get_operator);
  1491. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Subtract,Multiply,Divide,Remainder,Power,Max,Min,ATan2,Step"), "set_operator", "get_operator");
  1492. BIND_ENUM_CONSTANT(OP_ADD);
  1493. BIND_ENUM_CONSTANT(OP_SUB);
  1494. BIND_ENUM_CONSTANT(OP_MUL);
  1495. BIND_ENUM_CONSTANT(OP_DIV);
  1496. BIND_ENUM_CONSTANT(OP_MOD);
  1497. BIND_ENUM_CONSTANT(OP_POW);
  1498. BIND_ENUM_CONSTANT(OP_MAX);
  1499. BIND_ENUM_CONSTANT(OP_MIN);
  1500. BIND_ENUM_CONSTANT(OP_ATAN2);
  1501. BIND_ENUM_CONSTANT(OP_STEP);
  1502. BIND_ENUM_CONSTANT(OP_ENUM_SIZE);
  1503. }
  1504. VisualShaderNodeFloatOp::VisualShaderNodeFloatOp() {
  1505. set_input_port_default_value(0, 0.0);
  1506. set_input_port_default_value(1, 0.0);
  1507. }
  1508. ////////////// Integer Op
  1509. String VisualShaderNodeIntOp::get_caption() const {
  1510. return "IntOp";
  1511. }
  1512. int VisualShaderNodeIntOp::get_input_port_count() const {
  1513. return 2;
  1514. }
  1515. VisualShaderNodeIntOp::PortType VisualShaderNodeIntOp::get_input_port_type(int p_port) const {
  1516. return PORT_TYPE_SCALAR_INT;
  1517. }
  1518. String VisualShaderNodeIntOp::get_input_port_name(int p_port) const {
  1519. return p_port == 0 ? "a" : "b";
  1520. }
  1521. int VisualShaderNodeIntOp::get_output_port_count() const {
  1522. return 1;
  1523. }
  1524. VisualShaderNodeIntOp::PortType VisualShaderNodeIntOp::get_output_port_type(int p_port) const {
  1525. return PORT_TYPE_SCALAR_INT;
  1526. }
  1527. String VisualShaderNodeIntOp::get_output_port_name(int p_port) const {
  1528. return "op"; // No output port means the editor will be used as port.
  1529. }
  1530. 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 {
  1531. String code = " " + p_output_vars[0] + " = ";
  1532. switch (op) {
  1533. case OP_ADD:
  1534. code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
  1535. break;
  1536. case OP_SUB:
  1537. code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n";
  1538. break;
  1539. case OP_MUL:
  1540. code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
  1541. break;
  1542. case OP_DIV:
  1543. code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n";
  1544. break;
  1545. case OP_MOD:
  1546. code += p_input_vars[0] + " % " + p_input_vars[1] + ";\n";
  1547. break;
  1548. case OP_MAX:
  1549. code += "max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1550. break;
  1551. case OP_MIN:
  1552. code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1553. break;
  1554. case OP_BITWISE_AND:
  1555. code += p_input_vars[0] + " & " + p_input_vars[1] + ";\n";
  1556. break;
  1557. case OP_BITWISE_OR:
  1558. code += p_input_vars[0] + " | " + p_input_vars[1] + ";\n";
  1559. break;
  1560. case OP_BITWISE_XOR:
  1561. code += p_input_vars[0] + " ^ " + p_input_vars[1] + ";\n";
  1562. break;
  1563. case OP_BITWISE_LEFT_SHIFT:
  1564. code += p_input_vars[0] + " << " + p_input_vars[1] + ";\n";
  1565. break;
  1566. case OP_BITWISE_RIGHT_SHIFT:
  1567. code += p_input_vars[0] + " >> " + p_input_vars[1] + ";\n";
  1568. break;
  1569. default:
  1570. break;
  1571. }
  1572. return code;
  1573. }
  1574. void VisualShaderNodeIntOp::set_operator(Operator p_op) {
  1575. ERR_FAIL_INDEX(int(p_op), OP_ENUM_SIZE);
  1576. if (op == p_op) {
  1577. return;
  1578. }
  1579. op = p_op;
  1580. emit_changed();
  1581. }
  1582. VisualShaderNodeIntOp::Operator VisualShaderNodeIntOp::get_operator() const {
  1583. return op;
  1584. }
  1585. Vector<StringName> VisualShaderNodeIntOp::get_editable_properties() const {
  1586. Vector<StringName> props;
  1587. props.push_back("operator");
  1588. return props;
  1589. }
  1590. void VisualShaderNodeIntOp::_bind_methods() {
  1591. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeIntOp::set_operator);
  1592. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeIntOp::get_operator);
  1593. 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");
  1594. BIND_ENUM_CONSTANT(OP_ADD);
  1595. BIND_ENUM_CONSTANT(OP_SUB);
  1596. BIND_ENUM_CONSTANT(OP_MUL);
  1597. BIND_ENUM_CONSTANT(OP_DIV);
  1598. BIND_ENUM_CONSTANT(OP_MOD);
  1599. BIND_ENUM_CONSTANT(OP_MAX);
  1600. BIND_ENUM_CONSTANT(OP_MIN);
  1601. BIND_ENUM_CONSTANT(OP_BITWISE_AND);
  1602. BIND_ENUM_CONSTANT(OP_BITWISE_OR);
  1603. BIND_ENUM_CONSTANT(OP_BITWISE_XOR);
  1604. BIND_ENUM_CONSTANT(OP_BITWISE_LEFT_SHIFT);
  1605. BIND_ENUM_CONSTANT(OP_BITWISE_RIGHT_SHIFT);
  1606. BIND_ENUM_CONSTANT(OP_ENUM_SIZE);
  1607. }
  1608. VisualShaderNodeIntOp::VisualShaderNodeIntOp() {
  1609. set_input_port_default_value(0, 0);
  1610. set_input_port_default_value(1, 0);
  1611. }
  1612. ////////////// Unsigned Integer Op
  1613. String VisualShaderNodeUIntOp::get_caption() const {
  1614. return "UIntOp";
  1615. }
  1616. int VisualShaderNodeUIntOp::get_input_port_count() const {
  1617. return 2;
  1618. }
  1619. VisualShaderNodeUIntOp::PortType VisualShaderNodeUIntOp::get_input_port_type(int p_port) const {
  1620. return PORT_TYPE_SCALAR_UINT;
  1621. }
  1622. String VisualShaderNodeUIntOp::get_input_port_name(int p_port) const {
  1623. return p_port == 0 ? "a" : "b";
  1624. }
  1625. int VisualShaderNodeUIntOp::get_output_port_count() const {
  1626. return 1;
  1627. }
  1628. VisualShaderNodeUIntOp::PortType VisualShaderNodeUIntOp::get_output_port_type(int p_port) const {
  1629. return PORT_TYPE_SCALAR_UINT;
  1630. }
  1631. String VisualShaderNodeUIntOp::get_output_port_name(int p_port) const {
  1632. return "op"; // No output port means the editor will be used as port.
  1633. }
  1634. String VisualShaderNodeUIntOp::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 {
  1635. String code = " " + p_output_vars[0] + " = ";
  1636. switch (op) {
  1637. case OP_ADD:
  1638. code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
  1639. break;
  1640. case OP_SUB:
  1641. code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n";
  1642. break;
  1643. case OP_MUL:
  1644. code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
  1645. break;
  1646. case OP_DIV:
  1647. code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n";
  1648. break;
  1649. case OP_MOD:
  1650. code += p_input_vars[0] + " % " + p_input_vars[1] + ";\n";
  1651. break;
  1652. case OP_MAX:
  1653. code += "max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1654. break;
  1655. case OP_MIN:
  1656. code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1657. break;
  1658. case OP_BITWISE_AND:
  1659. code += p_input_vars[0] + " & " + p_input_vars[1] + ";\n";
  1660. break;
  1661. case OP_BITWISE_OR:
  1662. code += p_input_vars[0] + " | " + p_input_vars[1] + ";\n";
  1663. break;
  1664. case OP_BITWISE_XOR:
  1665. code += p_input_vars[0] + " ^ " + p_input_vars[1] + ";\n";
  1666. break;
  1667. case OP_BITWISE_LEFT_SHIFT:
  1668. code += p_input_vars[0] + " << " + p_input_vars[1] + ";\n";
  1669. break;
  1670. case OP_BITWISE_RIGHT_SHIFT:
  1671. code += p_input_vars[0] + " >> " + p_input_vars[1] + ";\n";
  1672. break;
  1673. default:
  1674. break;
  1675. }
  1676. return code;
  1677. }
  1678. void VisualShaderNodeUIntOp::set_operator(Operator p_op) {
  1679. ERR_FAIL_INDEX(int(p_op), OP_ENUM_SIZE);
  1680. if (op == p_op) {
  1681. return;
  1682. }
  1683. op = p_op;
  1684. emit_changed();
  1685. }
  1686. VisualShaderNodeUIntOp::Operator VisualShaderNodeUIntOp::get_operator() const {
  1687. return op;
  1688. }
  1689. Vector<StringName> VisualShaderNodeUIntOp::get_editable_properties() const {
  1690. Vector<StringName> props;
  1691. props.push_back("operator");
  1692. return props;
  1693. }
  1694. void VisualShaderNodeUIntOp::_bind_methods() {
  1695. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeUIntOp::set_operator);
  1696. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeUIntOp::get_operator);
  1697. 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");
  1698. BIND_ENUM_CONSTANT(OP_ADD);
  1699. BIND_ENUM_CONSTANT(OP_SUB);
  1700. BIND_ENUM_CONSTANT(OP_MUL);
  1701. BIND_ENUM_CONSTANT(OP_DIV);
  1702. BIND_ENUM_CONSTANT(OP_MOD);
  1703. BIND_ENUM_CONSTANT(OP_MAX);
  1704. BIND_ENUM_CONSTANT(OP_MIN);
  1705. BIND_ENUM_CONSTANT(OP_BITWISE_AND);
  1706. BIND_ENUM_CONSTANT(OP_BITWISE_OR);
  1707. BIND_ENUM_CONSTANT(OP_BITWISE_XOR);
  1708. BIND_ENUM_CONSTANT(OP_BITWISE_LEFT_SHIFT);
  1709. BIND_ENUM_CONSTANT(OP_BITWISE_RIGHT_SHIFT);
  1710. BIND_ENUM_CONSTANT(OP_ENUM_SIZE);
  1711. }
  1712. VisualShaderNodeUIntOp::VisualShaderNodeUIntOp() {
  1713. set_input_port_default_value(0, 0);
  1714. set_input_port_default_value(1, 0);
  1715. }
  1716. ////////////// Vector Op
  1717. String VisualShaderNodeVectorOp::get_caption() const {
  1718. return "VectorOp";
  1719. }
  1720. int VisualShaderNodeVectorOp::get_input_port_count() const {
  1721. return 2;
  1722. }
  1723. String VisualShaderNodeVectorOp::get_input_port_name(int p_port) const {
  1724. return p_port == 0 ? "a" : "b";
  1725. }
  1726. int VisualShaderNodeVectorOp::get_output_port_count() const {
  1727. return 1;
  1728. }
  1729. String VisualShaderNodeVectorOp::get_output_port_name(int p_port) const {
  1730. return "op";
  1731. }
  1732. 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 {
  1733. String code = " " + p_output_vars[0] + " = ";
  1734. switch (op) {
  1735. case OP_ADD:
  1736. code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
  1737. break;
  1738. case OP_SUB:
  1739. code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n";
  1740. break;
  1741. case OP_MUL:
  1742. code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
  1743. break;
  1744. case OP_DIV:
  1745. code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n";
  1746. break;
  1747. case OP_MOD:
  1748. code += "mod(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1749. break;
  1750. case OP_POW:
  1751. code += "pow(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1752. break;
  1753. case OP_MAX:
  1754. code += "max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1755. break;
  1756. case OP_MIN:
  1757. code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1758. break;
  1759. case OP_CROSS:
  1760. if (op_type == OP_TYPE_VECTOR_2D) { // Not supported.
  1761. code += "vec2(0.0);\n";
  1762. } else if (op_type == OP_TYPE_VECTOR_4D) { // Not supported.
  1763. code += "vec4(0.0);\n";
  1764. } else {
  1765. code += "cross(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1766. }
  1767. break;
  1768. case OP_ATAN2:
  1769. code += "atan(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1770. break;
  1771. case OP_REFLECT:
  1772. code += "reflect(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1773. break;
  1774. case OP_STEP:
  1775. code += "step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1776. break;
  1777. default:
  1778. break;
  1779. }
  1780. return code;
  1781. }
  1782. void VisualShaderNodeVectorOp::set_op_type(OpType p_op_type) {
  1783. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  1784. if (op_type == p_op_type) {
  1785. return;
  1786. }
  1787. switch (p_op_type) {
  1788. case OP_TYPE_VECTOR_2D: {
  1789. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  1790. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
  1791. } break;
  1792. case OP_TYPE_VECTOR_3D: {
  1793. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  1794. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
  1795. } break;
  1796. case OP_TYPE_VECTOR_4D: {
  1797. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  1798. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
  1799. } break;
  1800. default:
  1801. break;
  1802. }
  1803. op_type = p_op_type;
  1804. emit_changed();
  1805. }
  1806. void VisualShaderNodeVectorOp::set_operator(Operator p_op) {
  1807. ERR_FAIL_INDEX(int(p_op), int(OP_ENUM_SIZE));
  1808. if (op == p_op) {
  1809. return;
  1810. }
  1811. op = p_op;
  1812. emit_changed();
  1813. }
  1814. VisualShaderNodeVectorOp::Operator VisualShaderNodeVectorOp::get_operator() const {
  1815. return op;
  1816. }
  1817. Vector<StringName> VisualShaderNodeVectorOp::get_editable_properties() const {
  1818. Vector<StringName> props = VisualShaderNodeVectorBase::get_editable_properties();
  1819. props.push_back("operator");
  1820. return props;
  1821. }
  1822. String VisualShaderNodeVectorOp::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  1823. bool invalid_type = false;
  1824. if (op_type == OP_TYPE_VECTOR_2D || op_type == OP_TYPE_VECTOR_4D) {
  1825. if (op == OP_CROSS) {
  1826. invalid_type = true;
  1827. }
  1828. }
  1829. if (invalid_type) {
  1830. return RTR("Invalid operator for that type.");
  1831. }
  1832. return String();
  1833. }
  1834. void VisualShaderNodeVectorOp::_bind_methods() {
  1835. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeVectorOp::set_operator);
  1836. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeVectorOp::get_operator);
  1837. 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");
  1838. BIND_ENUM_CONSTANT(OP_ADD);
  1839. BIND_ENUM_CONSTANT(OP_SUB);
  1840. BIND_ENUM_CONSTANT(OP_MUL);
  1841. BIND_ENUM_CONSTANT(OP_DIV);
  1842. BIND_ENUM_CONSTANT(OP_MOD);
  1843. BIND_ENUM_CONSTANT(OP_POW);
  1844. BIND_ENUM_CONSTANT(OP_MAX);
  1845. BIND_ENUM_CONSTANT(OP_MIN);
  1846. BIND_ENUM_CONSTANT(OP_CROSS);
  1847. BIND_ENUM_CONSTANT(OP_ATAN2);
  1848. BIND_ENUM_CONSTANT(OP_REFLECT);
  1849. BIND_ENUM_CONSTANT(OP_STEP);
  1850. BIND_ENUM_CONSTANT(OP_ENUM_SIZE);
  1851. }
  1852. VisualShaderNodeVectorOp::VisualShaderNodeVectorOp() {
  1853. switch (op_type) {
  1854. case OP_TYPE_VECTOR_2D: {
  1855. set_input_port_default_value(0, Vector2());
  1856. set_input_port_default_value(1, Vector2());
  1857. } break;
  1858. case OP_TYPE_VECTOR_3D: {
  1859. set_input_port_default_value(0, Vector3());
  1860. set_input_port_default_value(1, Vector3());
  1861. } break;
  1862. case OP_TYPE_VECTOR_4D: {
  1863. set_input_port_default_value(0, Quaternion());
  1864. set_input_port_default_value(1, Quaternion());
  1865. } break;
  1866. default:
  1867. break;
  1868. }
  1869. }
  1870. ////////////// Color Op
  1871. String VisualShaderNodeColorOp::get_caption() const {
  1872. return "ColorOp";
  1873. }
  1874. int VisualShaderNodeColorOp::get_input_port_count() const {
  1875. return 2;
  1876. }
  1877. VisualShaderNodeColorOp::PortType VisualShaderNodeColorOp::get_input_port_type(int p_port) const {
  1878. return PORT_TYPE_VECTOR_3D;
  1879. }
  1880. String VisualShaderNodeColorOp::get_input_port_name(int p_port) const {
  1881. return p_port == 0 ? "a" : "b";
  1882. }
  1883. int VisualShaderNodeColorOp::get_output_port_count() const {
  1884. return 1;
  1885. }
  1886. VisualShaderNodeColorOp::PortType VisualShaderNodeColorOp::get_output_port_type(int p_port) const {
  1887. return PORT_TYPE_VECTOR_3D;
  1888. }
  1889. String VisualShaderNodeColorOp::get_output_port_name(int p_port) const {
  1890. return "op"; //no output port means the editor will be used as port
  1891. }
  1892. 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 {
  1893. String code;
  1894. static const char *axisn[3] = { "x", "y", "z" };
  1895. switch (op) {
  1896. case OP_SCREEN: {
  1897. code += " " + p_output_vars[0] + " = vec3(1.0) - (vec3(1.0) - " + p_input_vars[0] + ") * (vec3(1.0) - " + p_input_vars[1] + ");\n";
  1898. } break;
  1899. case OP_DIFFERENCE: {
  1900. code += " " + p_output_vars[0] + " = abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ");\n";
  1901. } break;
  1902. case OP_DARKEN: {
  1903. code += " " + p_output_vars[0] + " = min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1904. } break;
  1905. case OP_LIGHTEN: {
  1906. code += " " + p_output_vars[0] + " = max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1907. } break;
  1908. case OP_OVERLAY: {
  1909. for (int i = 0; i < 3; i++) {
  1910. code += " {\n";
  1911. code += " float base = " + p_input_vars[0] + "." + axisn[i] + ";\n";
  1912. code += " float blend = " + p_input_vars[1] + "." + axisn[i] + ";\n";
  1913. code += " if (base < 0.5) {\n";
  1914. code += " " + p_output_vars[0] + "." + axisn[i] + " = 2.0 * base * blend;\n";
  1915. code += " } else {\n";
  1916. code += " " + p_output_vars[0] + "." + axisn[i] + " = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);\n";
  1917. code += " }\n";
  1918. code += " }\n";
  1919. }
  1920. } break;
  1921. case OP_DODGE: {
  1922. code += " " + p_output_vars[0] + " = (" + p_input_vars[0] + ") / (vec3(1.0) - " + p_input_vars[1] + ");\n";
  1923. } break;
  1924. case OP_BURN: {
  1925. code += " " + p_output_vars[0] + " = vec3(1.0) - (vec3(1.0) - " + p_input_vars[0] + ") / (" + p_input_vars[1] + ");\n";
  1926. } break;
  1927. case OP_SOFT_LIGHT: {
  1928. for (int i = 0; i < 3; i++) {
  1929. code += " {\n";
  1930. code += " float base = " + p_input_vars[0] + "." + axisn[i] + ";\n";
  1931. code += " float blend = " + p_input_vars[1] + "." + axisn[i] + ";\n";
  1932. code += " if (base < 0.5) {\n";
  1933. code += " " + p_output_vars[0] + "." + axisn[i] + " = (base * (blend + 0.5));\n";
  1934. code += " } else {\n";
  1935. code += " " + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0 - base) * (1.0 - (blend - 0.5)));\n";
  1936. code += " }\n";
  1937. code += " }\n";
  1938. }
  1939. } break;
  1940. case OP_HARD_LIGHT: {
  1941. for (int i = 0; i < 3; i++) {
  1942. code += " {\n";
  1943. code += " float base = " + p_input_vars[0] + "." + axisn[i] + ";\n";
  1944. code += " float blend = " + p_input_vars[1] + "." + axisn[i] + ";\n";
  1945. code += " if (base < 0.5) {\n";
  1946. code += " " + p_output_vars[0] + "." + axisn[i] + " = (base * (2.0 * blend));\n";
  1947. code += " } else {\n";
  1948. code += " " + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0 - base) * (1.0 - 2.0 * (blend - 0.5)));\n";
  1949. code += " }\n";
  1950. code += " }\n";
  1951. }
  1952. } break;
  1953. default:
  1954. break;
  1955. }
  1956. return code;
  1957. }
  1958. void VisualShaderNodeColorOp::set_operator(Operator p_op) {
  1959. ERR_FAIL_INDEX(int(p_op), int(OP_MAX));
  1960. if (op == p_op) {
  1961. return;
  1962. }
  1963. switch (p_op) {
  1964. case OP_SCREEN:
  1965. simple_decl = true;
  1966. break;
  1967. case OP_DIFFERENCE:
  1968. simple_decl = true;
  1969. break;
  1970. case OP_DARKEN:
  1971. simple_decl = true;
  1972. break;
  1973. case OP_LIGHTEN:
  1974. simple_decl = true;
  1975. break;
  1976. case OP_OVERLAY:
  1977. simple_decl = false;
  1978. break;
  1979. case OP_DODGE:
  1980. simple_decl = true;
  1981. break;
  1982. case OP_BURN:
  1983. simple_decl = true;
  1984. break;
  1985. case OP_SOFT_LIGHT:
  1986. simple_decl = false;
  1987. break;
  1988. case OP_HARD_LIGHT:
  1989. simple_decl = false;
  1990. break;
  1991. default:
  1992. break;
  1993. }
  1994. op = p_op;
  1995. emit_changed();
  1996. }
  1997. VisualShaderNodeColorOp::Operator VisualShaderNodeColorOp::get_operator() const {
  1998. return op;
  1999. }
  2000. Vector<StringName> VisualShaderNodeColorOp::get_editable_properties() const {
  2001. Vector<StringName> props;
  2002. props.push_back("operator");
  2003. return props;
  2004. }
  2005. void VisualShaderNodeColorOp::_bind_methods() {
  2006. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeColorOp::set_operator);
  2007. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeColorOp::get_operator);
  2008. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Screen,Difference,Darken,Lighten,Overlay,Dodge,Burn,Soft Light,Hard Light"), "set_operator", "get_operator");
  2009. BIND_ENUM_CONSTANT(OP_SCREEN);
  2010. BIND_ENUM_CONSTANT(OP_DIFFERENCE);
  2011. BIND_ENUM_CONSTANT(OP_DARKEN);
  2012. BIND_ENUM_CONSTANT(OP_LIGHTEN);
  2013. BIND_ENUM_CONSTANT(OP_OVERLAY);
  2014. BIND_ENUM_CONSTANT(OP_DODGE);
  2015. BIND_ENUM_CONSTANT(OP_BURN);
  2016. BIND_ENUM_CONSTANT(OP_SOFT_LIGHT);
  2017. BIND_ENUM_CONSTANT(OP_HARD_LIGHT);
  2018. BIND_ENUM_CONSTANT(OP_MAX);
  2019. }
  2020. VisualShaderNodeColorOp::VisualShaderNodeColorOp() {
  2021. set_input_port_default_value(0, Vector3());
  2022. set_input_port_default_value(1, Vector3());
  2023. }
  2024. ////////////// Transform Op
  2025. String VisualShaderNodeTransformOp::get_caption() const {
  2026. return "TransformOp";
  2027. }
  2028. int VisualShaderNodeTransformOp::get_input_port_count() const {
  2029. return 2;
  2030. }
  2031. VisualShaderNodeTransformOp::PortType VisualShaderNodeTransformOp::get_input_port_type(int p_port) const {
  2032. return PORT_TYPE_TRANSFORM;
  2033. }
  2034. String VisualShaderNodeTransformOp::get_input_port_name(int p_port) const {
  2035. return p_port == 0 ? "a" : "b";
  2036. }
  2037. int VisualShaderNodeTransformOp::get_output_port_count() const {
  2038. return 1;
  2039. }
  2040. VisualShaderNodeTransformOp::PortType VisualShaderNodeTransformOp::get_output_port_type(int p_port) const {
  2041. return PORT_TYPE_TRANSFORM;
  2042. }
  2043. String VisualShaderNodeTransformOp::get_output_port_name(int p_port) const {
  2044. return "mult"; //no output port means the editor will be used as port
  2045. }
  2046. 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 {
  2047. switch (op) {
  2048. case OP_AxB:
  2049. return " " + p_output_vars[0] + " = " + p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
  2050. case OP_BxA:
  2051. return " " + p_output_vars[0] + " = " + p_input_vars[1] + " * " + p_input_vars[0] + ";\n";
  2052. case OP_AxB_COMP:
  2053. return " " + p_output_vars[0] + " = matrixCompMult(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  2054. case OP_BxA_COMP:
  2055. return " " + p_output_vars[0] + " = matrixCompMult(" + p_input_vars[1] + ", " + p_input_vars[0] + ");\n";
  2056. case OP_ADD:
  2057. return " " + p_output_vars[0] + " = " + p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
  2058. case OP_A_MINUS_B:
  2059. return " " + p_output_vars[0] + " = " + p_input_vars[0] + " - " + p_input_vars[1] + ";\n";
  2060. case OP_B_MINUS_A:
  2061. return " " + p_output_vars[0] + " = " + p_input_vars[1] + " - " + p_input_vars[0] + ";\n";
  2062. case OP_A_DIV_B:
  2063. return " " + p_output_vars[0] + " = " + p_input_vars[0] + " / " + p_input_vars[1] + ";\n";
  2064. case OP_B_DIV_A:
  2065. return " " + p_output_vars[0] + " = " + p_input_vars[1] + " / " + p_input_vars[0] + ";\n";
  2066. default:
  2067. return "";
  2068. }
  2069. }
  2070. void VisualShaderNodeTransformOp::set_operator(Operator p_op) {
  2071. ERR_FAIL_INDEX(int(p_op), int(OP_MAX));
  2072. if (op == p_op) {
  2073. return;
  2074. }
  2075. op = p_op;
  2076. emit_changed();
  2077. }
  2078. VisualShaderNodeTransformOp::Operator VisualShaderNodeTransformOp::get_operator() const {
  2079. return op;
  2080. }
  2081. Vector<StringName> VisualShaderNodeTransformOp::get_editable_properties() const {
  2082. Vector<StringName> props;
  2083. props.push_back("operator");
  2084. return props;
  2085. }
  2086. void VisualShaderNodeTransformOp::_bind_methods() {
  2087. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeTransformOp::set_operator);
  2088. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeTransformOp::get_operator);
  2089. 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");
  2090. BIND_ENUM_CONSTANT(OP_AxB);
  2091. BIND_ENUM_CONSTANT(OP_BxA);
  2092. BIND_ENUM_CONSTANT(OP_AxB_COMP);
  2093. BIND_ENUM_CONSTANT(OP_BxA_COMP);
  2094. BIND_ENUM_CONSTANT(OP_ADD);
  2095. BIND_ENUM_CONSTANT(OP_A_MINUS_B);
  2096. BIND_ENUM_CONSTANT(OP_B_MINUS_A);
  2097. BIND_ENUM_CONSTANT(OP_A_DIV_B);
  2098. BIND_ENUM_CONSTANT(OP_B_DIV_A);
  2099. BIND_ENUM_CONSTANT(OP_MAX);
  2100. }
  2101. VisualShaderNodeTransformOp::VisualShaderNodeTransformOp() {
  2102. set_input_port_default_value(0, Transform3D());
  2103. set_input_port_default_value(1, Transform3D());
  2104. }
  2105. ////////////// TransformVec Mult
  2106. String VisualShaderNodeTransformVecMult::get_caption() const {
  2107. return "TransformVectorMult";
  2108. }
  2109. int VisualShaderNodeTransformVecMult::get_input_port_count() const {
  2110. return 2;
  2111. }
  2112. VisualShaderNodeTransformVecMult::PortType VisualShaderNodeTransformVecMult::get_input_port_type(int p_port) const {
  2113. return p_port == 0 ? PORT_TYPE_TRANSFORM : PORT_TYPE_VECTOR_3D;
  2114. }
  2115. String VisualShaderNodeTransformVecMult::get_input_port_name(int p_port) const {
  2116. return p_port == 0 ? "a" : "b";
  2117. }
  2118. int VisualShaderNodeTransformVecMult::get_output_port_count() const {
  2119. return 1;
  2120. }
  2121. VisualShaderNodeTransformVecMult::PortType VisualShaderNodeTransformVecMult::get_output_port_type(int p_port) const {
  2122. return PORT_TYPE_VECTOR_3D;
  2123. }
  2124. String VisualShaderNodeTransformVecMult::get_output_port_name(int p_port) const {
  2125. return ""; //no output port means the editor will be used as port
  2126. }
  2127. 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 {
  2128. if (op == OP_AxB) {
  2129. return " " + p_output_vars[0] + " = (" + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 1.0)).xyz;\n";
  2130. } else if (op == OP_BxA) {
  2131. return " " + p_output_vars[0] + " = (vec4(" + p_input_vars[1] + ", 1.0) * " + p_input_vars[0] + ").xyz;\n";
  2132. } else if (op == OP_3x3_AxB) {
  2133. return " " + p_output_vars[0] + " = (" + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 0.0)).xyz;\n";
  2134. } else {
  2135. return " " + p_output_vars[0] + " = (vec4(" + p_input_vars[1] + ", 0.0) * " + p_input_vars[0] + ").xyz;\n";
  2136. }
  2137. }
  2138. void VisualShaderNodeTransformVecMult::set_operator(Operator p_op) {
  2139. ERR_FAIL_INDEX(int(p_op), int(OP_MAX));
  2140. if (op == p_op) {
  2141. return;
  2142. }
  2143. op = p_op;
  2144. emit_changed();
  2145. }
  2146. VisualShaderNodeTransformVecMult::Operator VisualShaderNodeTransformVecMult::get_operator() const {
  2147. return op;
  2148. }
  2149. Vector<StringName> VisualShaderNodeTransformVecMult::get_editable_properties() const {
  2150. Vector<StringName> props;
  2151. props.push_back("operator");
  2152. return props;
  2153. }
  2154. void VisualShaderNodeTransformVecMult::_bind_methods() {
  2155. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeTransformVecMult::set_operator);
  2156. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeTransformVecMult::get_operator);
  2157. 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");
  2158. BIND_ENUM_CONSTANT(OP_AxB);
  2159. BIND_ENUM_CONSTANT(OP_BxA);
  2160. BIND_ENUM_CONSTANT(OP_3x3_AxB);
  2161. BIND_ENUM_CONSTANT(OP_3x3_BxA);
  2162. BIND_ENUM_CONSTANT(OP_MAX);
  2163. }
  2164. VisualShaderNodeTransformVecMult::VisualShaderNodeTransformVecMult() {
  2165. set_input_port_default_value(0, Transform3D());
  2166. set_input_port_default_value(1, Vector3());
  2167. }
  2168. ////////////// Float Func
  2169. String VisualShaderNodeFloatFunc::get_caption() const {
  2170. return "FloatFunc";
  2171. }
  2172. int VisualShaderNodeFloatFunc::get_input_port_count() const {
  2173. return 1;
  2174. }
  2175. VisualShaderNodeFloatFunc::PortType VisualShaderNodeFloatFunc::get_input_port_type(int p_port) const {
  2176. return PORT_TYPE_SCALAR;
  2177. }
  2178. String VisualShaderNodeFloatFunc::get_input_port_name(int p_port) const {
  2179. return "";
  2180. }
  2181. int VisualShaderNodeFloatFunc::get_output_port_count() const {
  2182. return 1;
  2183. }
  2184. VisualShaderNodeFloatFunc::PortType VisualShaderNodeFloatFunc::get_output_port_type(int p_port) const {
  2185. return PORT_TYPE_SCALAR;
  2186. }
  2187. String VisualShaderNodeFloatFunc::get_output_port_name(int p_port) const {
  2188. return ""; //no output port means the editor will be used as port
  2189. }
  2190. 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 {
  2191. static const char *functions[FUNC_MAX] = {
  2192. "sin($)",
  2193. "cos($)",
  2194. "tan($)",
  2195. "asin($)",
  2196. "acos($)",
  2197. "atan($)",
  2198. "sinh($)",
  2199. "cosh($)",
  2200. "tanh($)",
  2201. "log($)",
  2202. "exp($)",
  2203. "sqrt($)",
  2204. "abs($)",
  2205. "sign($)",
  2206. "floor($)",
  2207. "round($)",
  2208. "ceil($)",
  2209. "fract($)",
  2210. "min(max($, 0.0), 1.0)",
  2211. "-($)",
  2212. "acosh($)",
  2213. "asinh($)",
  2214. "atanh($)",
  2215. "degrees($)",
  2216. "exp2($)",
  2217. "inversesqrt($)",
  2218. "log2($)",
  2219. "radians($)",
  2220. "1.0 / ($)",
  2221. "roundEven($)",
  2222. "trunc($)",
  2223. "1.0 - $"
  2224. };
  2225. return " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
  2226. }
  2227. void VisualShaderNodeFloatFunc::set_function(Function p_func) {
  2228. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2229. if (func == p_func) {
  2230. return;
  2231. }
  2232. func = p_func;
  2233. emit_changed();
  2234. }
  2235. VisualShaderNodeFloatFunc::Function VisualShaderNodeFloatFunc::get_function() const {
  2236. return func;
  2237. }
  2238. Vector<StringName> VisualShaderNodeFloatFunc::get_editable_properties() const {
  2239. Vector<StringName> props;
  2240. props.push_back("function");
  2241. return props;
  2242. }
  2243. void VisualShaderNodeFloatFunc::_bind_methods() {
  2244. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeFloatFunc::set_function);
  2245. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeFloatFunc::get_function);
  2246. 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,Fract,Saturate,Negate,ACosH,ASinH,ATanH,Degrees,Exp2,InverseSqrt,Log2,Radians,Reciprocal,RoundEven,Trunc,OneMinus"), "set_function", "get_function");
  2247. BIND_ENUM_CONSTANT(FUNC_SIN);
  2248. BIND_ENUM_CONSTANT(FUNC_COS);
  2249. BIND_ENUM_CONSTANT(FUNC_TAN);
  2250. BIND_ENUM_CONSTANT(FUNC_ASIN);
  2251. BIND_ENUM_CONSTANT(FUNC_ACOS);
  2252. BIND_ENUM_CONSTANT(FUNC_ATAN);
  2253. BIND_ENUM_CONSTANT(FUNC_SINH);
  2254. BIND_ENUM_CONSTANT(FUNC_COSH);
  2255. BIND_ENUM_CONSTANT(FUNC_TANH);
  2256. BIND_ENUM_CONSTANT(FUNC_LOG);
  2257. BIND_ENUM_CONSTANT(FUNC_EXP);
  2258. BIND_ENUM_CONSTANT(FUNC_SQRT);
  2259. BIND_ENUM_CONSTANT(FUNC_ABS);
  2260. BIND_ENUM_CONSTANT(FUNC_SIGN);
  2261. BIND_ENUM_CONSTANT(FUNC_FLOOR);
  2262. BIND_ENUM_CONSTANT(FUNC_ROUND);
  2263. BIND_ENUM_CONSTANT(FUNC_CEIL);
  2264. BIND_ENUM_CONSTANT(FUNC_FRACT);
  2265. BIND_ENUM_CONSTANT(FUNC_SATURATE);
  2266. BIND_ENUM_CONSTANT(FUNC_NEGATE);
  2267. BIND_ENUM_CONSTANT(FUNC_ACOSH);
  2268. BIND_ENUM_CONSTANT(FUNC_ASINH);
  2269. BIND_ENUM_CONSTANT(FUNC_ATANH);
  2270. BIND_ENUM_CONSTANT(FUNC_DEGREES);
  2271. BIND_ENUM_CONSTANT(FUNC_EXP2);
  2272. BIND_ENUM_CONSTANT(FUNC_INVERSE_SQRT);
  2273. BIND_ENUM_CONSTANT(FUNC_LOG2);
  2274. BIND_ENUM_CONSTANT(FUNC_RADIANS);
  2275. BIND_ENUM_CONSTANT(FUNC_RECIPROCAL);
  2276. BIND_ENUM_CONSTANT(FUNC_ROUNDEVEN);
  2277. BIND_ENUM_CONSTANT(FUNC_TRUNC);
  2278. BIND_ENUM_CONSTANT(FUNC_ONEMINUS);
  2279. BIND_ENUM_CONSTANT(FUNC_MAX);
  2280. }
  2281. VisualShaderNodeFloatFunc::VisualShaderNodeFloatFunc() {
  2282. set_input_port_default_value(0, 0.0);
  2283. }
  2284. ////////////// Int Func
  2285. String VisualShaderNodeIntFunc::get_caption() const {
  2286. return "IntFunc";
  2287. }
  2288. int VisualShaderNodeIntFunc::get_input_port_count() const {
  2289. return 1;
  2290. }
  2291. VisualShaderNodeIntFunc::PortType VisualShaderNodeIntFunc::get_input_port_type(int p_port) const {
  2292. return PORT_TYPE_SCALAR_INT;
  2293. }
  2294. String VisualShaderNodeIntFunc::get_input_port_name(int p_port) const {
  2295. return "";
  2296. }
  2297. int VisualShaderNodeIntFunc::get_output_port_count() const {
  2298. return 1;
  2299. }
  2300. VisualShaderNodeIntFunc::PortType VisualShaderNodeIntFunc::get_output_port_type(int p_port) const {
  2301. return PORT_TYPE_SCALAR_INT;
  2302. }
  2303. String VisualShaderNodeIntFunc::get_output_port_name(int p_port) const {
  2304. return ""; //no output port means the editor will be used as port
  2305. }
  2306. 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 {
  2307. static const char *functions[FUNC_MAX] = {
  2308. "abs($)",
  2309. "-($)",
  2310. "sign($)",
  2311. "~($)"
  2312. };
  2313. return " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
  2314. }
  2315. void VisualShaderNodeIntFunc::set_function(Function p_func) {
  2316. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2317. if (func == p_func) {
  2318. return;
  2319. }
  2320. func = p_func;
  2321. emit_changed();
  2322. }
  2323. VisualShaderNodeIntFunc::Function VisualShaderNodeIntFunc::get_function() const {
  2324. return func;
  2325. }
  2326. Vector<StringName> VisualShaderNodeIntFunc::get_editable_properties() const {
  2327. Vector<StringName> props;
  2328. props.push_back("function");
  2329. return props;
  2330. }
  2331. void VisualShaderNodeIntFunc::_bind_methods() {
  2332. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeIntFunc::set_function);
  2333. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeIntFunc::get_function);
  2334. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Abs,Negate,Sign,Bitwise NOT"), "set_function", "get_function");
  2335. BIND_ENUM_CONSTANT(FUNC_ABS);
  2336. BIND_ENUM_CONSTANT(FUNC_NEGATE);
  2337. BIND_ENUM_CONSTANT(FUNC_SIGN);
  2338. BIND_ENUM_CONSTANT(FUNC_BITWISE_NOT);
  2339. BIND_ENUM_CONSTANT(FUNC_MAX);
  2340. }
  2341. VisualShaderNodeIntFunc::VisualShaderNodeIntFunc() {
  2342. set_input_port_default_value(0, 0);
  2343. }
  2344. ////////////// Unsigned Int Func
  2345. String VisualShaderNodeUIntFunc::get_caption() const {
  2346. return "UIntFunc";
  2347. }
  2348. int VisualShaderNodeUIntFunc::get_input_port_count() const {
  2349. return 1;
  2350. }
  2351. VisualShaderNodeUIntFunc::PortType VisualShaderNodeUIntFunc::get_input_port_type(int p_port) const {
  2352. return PORT_TYPE_SCALAR_UINT;
  2353. }
  2354. String VisualShaderNodeUIntFunc::get_input_port_name(int p_port) const {
  2355. return "";
  2356. }
  2357. int VisualShaderNodeUIntFunc::get_output_port_count() const {
  2358. return 1;
  2359. }
  2360. VisualShaderNodeUIntFunc::PortType VisualShaderNodeUIntFunc::get_output_port_type(int p_port) const {
  2361. return PORT_TYPE_SCALAR_UINT;
  2362. }
  2363. String VisualShaderNodeUIntFunc::get_output_port_name(int p_port) const {
  2364. return ""; // No output port means the editor will be used as port.
  2365. }
  2366. String VisualShaderNodeUIntFunc::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 {
  2367. static const char *functions[FUNC_MAX] = {
  2368. "-($)",
  2369. "~($)"
  2370. };
  2371. return " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
  2372. }
  2373. void VisualShaderNodeUIntFunc::set_function(Function p_func) {
  2374. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2375. if (func == p_func) {
  2376. return;
  2377. }
  2378. func = p_func;
  2379. emit_changed();
  2380. }
  2381. VisualShaderNodeUIntFunc::Function VisualShaderNodeUIntFunc::get_function() const {
  2382. return func;
  2383. }
  2384. Vector<StringName> VisualShaderNodeUIntFunc::get_editable_properties() const {
  2385. Vector<StringName> props;
  2386. props.push_back("function");
  2387. return props;
  2388. }
  2389. void VisualShaderNodeUIntFunc::_bind_methods() {
  2390. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeUIntFunc::set_function);
  2391. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeUIntFunc::get_function);
  2392. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Negate,Bitwise NOT"), "set_function", "get_function");
  2393. BIND_ENUM_CONSTANT(FUNC_NEGATE);
  2394. BIND_ENUM_CONSTANT(FUNC_BITWISE_NOT);
  2395. BIND_ENUM_CONSTANT(FUNC_MAX);
  2396. }
  2397. VisualShaderNodeUIntFunc::VisualShaderNodeUIntFunc() {
  2398. set_input_port_default_value(0, 0);
  2399. }
  2400. ////////////// Vector Func
  2401. String VisualShaderNodeVectorFunc::get_caption() const {
  2402. return "VectorFunc";
  2403. }
  2404. int VisualShaderNodeVectorFunc::get_input_port_count() const {
  2405. return 1;
  2406. }
  2407. String VisualShaderNodeVectorFunc::get_input_port_name(int p_port) const {
  2408. return "";
  2409. }
  2410. int VisualShaderNodeVectorFunc::get_output_port_count() const {
  2411. return 1;
  2412. }
  2413. String VisualShaderNodeVectorFunc::get_output_port_name(int p_port) const {
  2414. return "result";
  2415. }
  2416. 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 {
  2417. static const char *funcs[FUNC_MAX] = {
  2418. "normalize($)",
  2419. "", // FUNC_SATURATE
  2420. "-($)",
  2421. "1.0 / ($)",
  2422. "abs($)",
  2423. "acos($)",
  2424. "acosh($)",
  2425. "asin($)",
  2426. "asinh($)",
  2427. "atan($)",
  2428. "atanh($)",
  2429. "ceil($)",
  2430. "cos($)",
  2431. "cosh($)",
  2432. "degrees($)",
  2433. "exp($)",
  2434. "exp2($)",
  2435. "floor($)",
  2436. "fract($)",
  2437. "inversesqrt($)",
  2438. "log($)",
  2439. "log2($)",
  2440. "radians($)",
  2441. "round($)",
  2442. "roundEven($)",
  2443. "sign($)",
  2444. "sin($)",
  2445. "sinh($)",
  2446. "sqrt($)",
  2447. "tan($)",
  2448. "tanh($)",
  2449. "trunc($)",
  2450. "" // FUNC_ONEMINUS
  2451. };
  2452. if (func == FUNC_SATURATE) {
  2453. String code;
  2454. if (op_type == OP_TYPE_VECTOR_2D) {
  2455. code = "max(min($, vec2(1.0)), vec2(0.0))";
  2456. } else if (op_type == OP_TYPE_VECTOR_3D) {
  2457. code = "max(min($, vec3(1.0)), vec3(0.0))";
  2458. } else {
  2459. code = "max(min($, vec4(1.0)), vec4(0.0))";
  2460. }
  2461. return " " + p_output_vars[0] + " = " + code.replace("$", p_input_vars[0]) + ";\n";
  2462. }
  2463. if (func == FUNC_ONEMINUS) {
  2464. String code;
  2465. if (op_type == OP_TYPE_VECTOR_2D) {
  2466. code = "vec2(1.0) - $";
  2467. } else if (op_type == OP_TYPE_VECTOR_3D) {
  2468. code = "vec3(1.0) - $";
  2469. } else {
  2470. code = "vec4(1.0) - $";
  2471. }
  2472. return " " + p_output_vars[0] + " = " + code.replace("$", p_input_vars[0]) + ";\n";
  2473. }
  2474. return " " + p_output_vars[0] + " = " + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
  2475. }
  2476. void VisualShaderNodeVectorFunc::set_op_type(OpType p_op_type) {
  2477. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  2478. if (op_type == p_op_type) {
  2479. return;
  2480. }
  2481. switch (p_op_type) {
  2482. case OP_TYPE_VECTOR_2D: {
  2483. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  2484. } break;
  2485. case OP_TYPE_VECTOR_3D: {
  2486. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  2487. } break;
  2488. case OP_TYPE_VECTOR_4D: {
  2489. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  2490. } break;
  2491. default:
  2492. break;
  2493. }
  2494. op_type = p_op_type;
  2495. emit_changed();
  2496. }
  2497. void VisualShaderNodeVectorFunc::set_function(Function p_func) {
  2498. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2499. if (func == p_func) {
  2500. return;
  2501. }
  2502. func = p_func;
  2503. emit_changed();
  2504. }
  2505. VisualShaderNodeVectorFunc::Function VisualShaderNodeVectorFunc::get_function() const {
  2506. return func;
  2507. }
  2508. Vector<StringName> VisualShaderNodeVectorFunc::get_editable_properties() const {
  2509. Vector<StringName> props = VisualShaderNodeVectorBase::get_editable_properties();
  2510. props.push_back("function");
  2511. return props;
  2512. }
  2513. void VisualShaderNodeVectorFunc::_bind_methods() {
  2514. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeVectorFunc::set_function);
  2515. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeVectorFunc::get_function);
  2516. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Normalize,Saturate,Negate,Reciprocal,Abs,ACos,ACosH,ASin,ASinH,ATan,ATanH,Ceil,Cos,CosH,Degrees,Exp,Exp2,Floor,Fract,InverseSqrt,Log,Log2,Radians,Round,RoundEven,Sign,Sin,SinH,Sqrt,Tan,TanH,Trunc,OneMinus"), "set_function", "get_function");
  2517. BIND_ENUM_CONSTANT(FUNC_NORMALIZE);
  2518. BIND_ENUM_CONSTANT(FUNC_SATURATE);
  2519. BIND_ENUM_CONSTANT(FUNC_NEGATE);
  2520. BIND_ENUM_CONSTANT(FUNC_RECIPROCAL);
  2521. BIND_ENUM_CONSTANT(FUNC_ABS);
  2522. BIND_ENUM_CONSTANT(FUNC_ACOS);
  2523. BIND_ENUM_CONSTANT(FUNC_ACOSH);
  2524. BIND_ENUM_CONSTANT(FUNC_ASIN);
  2525. BIND_ENUM_CONSTANT(FUNC_ASINH);
  2526. BIND_ENUM_CONSTANT(FUNC_ATAN);
  2527. BIND_ENUM_CONSTANT(FUNC_ATANH);
  2528. BIND_ENUM_CONSTANT(FUNC_CEIL);
  2529. BIND_ENUM_CONSTANT(FUNC_COS);
  2530. BIND_ENUM_CONSTANT(FUNC_COSH);
  2531. BIND_ENUM_CONSTANT(FUNC_DEGREES);
  2532. BIND_ENUM_CONSTANT(FUNC_EXP);
  2533. BIND_ENUM_CONSTANT(FUNC_EXP2);
  2534. BIND_ENUM_CONSTANT(FUNC_FLOOR);
  2535. BIND_ENUM_CONSTANT(FUNC_FRACT);
  2536. BIND_ENUM_CONSTANT(FUNC_INVERSE_SQRT);
  2537. BIND_ENUM_CONSTANT(FUNC_LOG);
  2538. BIND_ENUM_CONSTANT(FUNC_LOG2);
  2539. BIND_ENUM_CONSTANT(FUNC_RADIANS);
  2540. BIND_ENUM_CONSTANT(FUNC_ROUND);
  2541. BIND_ENUM_CONSTANT(FUNC_ROUNDEVEN);
  2542. BIND_ENUM_CONSTANT(FUNC_SIGN);
  2543. BIND_ENUM_CONSTANT(FUNC_SIN);
  2544. BIND_ENUM_CONSTANT(FUNC_SINH);
  2545. BIND_ENUM_CONSTANT(FUNC_SQRT);
  2546. BIND_ENUM_CONSTANT(FUNC_TAN);
  2547. BIND_ENUM_CONSTANT(FUNC_TANH);
  2548. BIND_ENUM_CONSTANT(FUNC_TRUNC);
  2549. BIND_ENUM_CONSTANT(FUNC_ONEMINUS);
  2550. BIND_ENUM_CONSTANT(FUNC_MAX);
  2551. }
  2552. VisualShaderNodeVectorFunc::VisualShaderNodeVectorFunc() {
  2553. switch (op_type) {
  2554. case OP_TYPE_VECTOR_2D: {
  2555. set_input_port_default_value(0, Vector2());
  2556. } break;
  2557. case OP_TYPE_VECTOR_3D: {
  2558. set_input_port_default_value(0, Vector3());
  2559. } break;
  2560. case OP_TYPE_VECTOR_4D: {
  2561. set_input_port_default_value(0, Quaternion());
  2562. } break;
  2563. default:
  2564. break;
  2565. }
  2566. }
  2567. ////////////// ColorFunc
  2568. String VisualShaderNodeColorFunc::get_caption() const {
  2569. return "ColorFunc";
  2570. }
  2571. int VisualShaderNodeColorFunc::get_input_port_count() const {
  2572. return 1;
  2573. }
  2574. VisualShaderNodeColorFunc::PortType VisualShaderNodeColorFunc::get_input_port_type(int p_port) const {
  2575. return PORT_TYPE_VECTOR_3D;
  2576. }
  2577. String VisualShaderNodeColorFunc::get_input_port_name(int p_port) const {
  2578. return "";
  2579. }
  2580. int VisualShaderNodeColorFunc::get_output_port_count() const {
  2581. return 1;
  2582. }
  2583. VisualShaderNodeColorFunc::PortType VisualShaderNodeColorFunc::get_output_port_type(int p_port) const {
  2584. return PORT_TYPE_VECTOR_3D;
  2585. }
  2586. String VisualShaderNodeColorFunc::get_output_port_name(int p_port) const {
  2587. return "";
  2588. }
  2589. 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 {
  2590. String code;
  2591. switch (func) {
  2592. case FUNC_GRAYSCALE:
  2593. code += " {\n";
  2594. code += " vec3 c = " + p_input_vars[0] + ";\n";
  2595. code += " float max1 = max(c.r, c.g);\n";
  2596. code += " float max2 = max(max1, c.b);\n";
  2597. code += " " + p_output_vars[0] + " = vec3(max2, max2, max2);\n";
  2598. code += " }\n";
  2599. break;
  2600. case FUNC_HSV2RGB:
  2601. code += " {\n";
  2602. code += " vec3 c = " + p_input_vars[0] + ";\n";
  2603. code += " vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n";
  2604. code += " vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n";
  2605. code += " " + p_output_vars[0] + " = c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n";
  2606. code += " }\n";
  2607. break;
  2608. case FUNC_RGB2HSV:
  2609. code += " {\n";
  2610. code += " vec3 c = " + p_input_vars[0] + ";\n";
  2611. code += " vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);\n";
  2612. code += " vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));\n";
  2613. code += " vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));\n";
  2614. code += " float d = q.x - min(q.w, q.y);\n";
  2615. code += " float e = 1.0e-10;\n";
  2616. code += " " + p_output_vars[0] + " = vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);\n";
  2617. code += " }\n";
  2618. break;
  2619. case FUNC_SEPIA:
  2620. code += " {\n";
  2621. code += " vec3 c = " + p_input_vars[0] + ";\n";
  2622. code += " float r = (c.r * .393) + (c.g *.769) + (c.b * .189);\n";
  2623. code += " float g = (c.r * .349) + (c.g *.686) + (c.b * .168);\n";
  2624. code += " float b = (c.r * .272) + (c.g *.534) + (c.b * .131);\n";
  2625. code += " " + p_output_vars[0] + " = vec3(r, g, b);\n";
  2626. code += " }\n";
  2627. break;
  2628. default:
  2629. break;
  2630. }
  2631. return code;
  2632. }
  2633. void VisualShaderNodeColorFunc::set_function(Function p_func) {
  2634. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2635. if (func == p_func) {
  2636. return;
  2637. }
  2638. func = p_func;
  2639. emit_changed();
  2640. }
  2641. VisualShaderNodeColorFunc::Function VisualShaderNodeColorFunc::get_function() const {
  2642. return func;
  2643. }
  2644. Vector<StringName> VisualShaderNodeColorFunc::get_editable_properties() const {
  2645. Vector<StringName> props;
  2646. props.push_back("function");
  2647. return props;
  2648. }
  2649. void VisualShaderNodeColorFunc::_bind_methods() {
  2650. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeColorFunc::set_function);
  2651. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeColorFunc::get_function);
  2652. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Grayscale,HSV2RGB,RGB2HSV,Sepia"), "set_function", "get_function");
  2653. BIND_ENUM_CONSTANT(FUNC_GRAYSCALE);
  2654. BIND_ENUM_CONSTANT(FUNC_HSV2RGB);
  2655. BIND_ENUM_CONSTANT(FUNC_RGB2HSV);
  2656. BIND_ENUM_CONSTANT(FUNC_SEPIA);
  2657. BIND_ENUM_CONSTANT(FUNC_MAX);
  2658. }
  2659. VisualShaderNodeColorFunc::VisualShaderNodeColorFunc() {
  2660. simple_decl = false;
  2661. set_input_port_default_value(0, Vector3());
  2662. }
  2663. ////////////// Transform Func
  2664. String VisualShaderNodeTransformFunc::get_caption() const {
  2665. return "TransformFunc";
  2666. }
  2667. int VisualShaderNodeTransformFunc::get_input_port_count() const {
  2668. return 1;
  2669. }
  2670. VisualShaderNodeTransformFunc::PortType VisualShaderNodeTransformFunc::get_input_port_type(int p_port) const {
  2671. return PORT_TYPE_TRANSFORM;
  2672. }
  2673. String VisualShaderNodeTransformFunc::get_input_port_name(int p_port) const {
  2674. return "";
  2675. }
  2676. int VisualShaderNodeTransformFunc::get_output_port_count() const {
  2677. return 1;
  2678. }
  2679. VisualShaderNodeTransformFunc::PortType VisualShaderNodeTransformFunc::get_output_port_type(int p_port) const {
  2680. return PORT_TYPE_TRANSFORM;
  2681. }
  2682. String VisualShaderNodeTransformFunc::get_output_port_name(int p_port) const {
  2683. return "";
  2684. }
  2685. 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 {
  2686. static const char *functions[FUNC_MAX] = {
  2687. "inverse($)",
  2688. "transpose($)"
  2689. };
  2690. String code;
  2691. code += " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
  2692. return code;
  2693. }
  2694. void VisualShaderNodeTransformFunc::set_function(Function p_func) {
  2695. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2696. if (func == p_func) {
  2697. return;
  2698. }
  2699. func = p_func;
  2700. emit_changed();
  2701. }
  2702. VisualShaderNodeTransformFunc::Function VisualShaderNodeTransformFunc::get_function() const {
  2703. return func;
  2704. }
  2705. Vector<StringName> VisualShaderNodeTransformFunc::get_editable_properties() const {
  2706. Vector<StringName> props;
  2707. props.push_back("function");
  2708. return props;
  2709. }
  2710. void VisualShaderNodeTransformFunc::_bind_methods() {
  2711. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeTransformFunc::set_function);
  2712. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeTransformFunc::get_function);
  2713. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Inverse,Transpose"), "set_function", "get_function");
  2714. BIND_ENUM_CONSTANT(FUNC_INVERSE);
  2715. BIND_ENUM_CONSTANT(FUNC_TRANSPOSE);
  2716. BIND_ENUM_CONSTANT(FUNC_MAX);
  2717. }
  2718. VisualShaderNodeTransformFunc::VisualShaderNodeTransformFunc() {
  2719. set_input_port_default_value(0, Transform3D());
  2720. }
  2721. ////////////// UV Func
  2722. String VisualShaderNodeUVFunc::get_caption() const {
  2723. return "UVFunc";
  2724. }
  2725. int VisualShaderNodeUVFunc::get_input_port_count() const {
  2726. return 3;
  2727. }
  2728. VisualShaderNodeUVFunc::PortType VisualShaderNodeUVFunc::get_input_port_type(int p_port) const {
  2729. switch (p_port) {
  2730. case 0:
  2731. return PORT_TYPE_VECTOR_2D; // uv
  2732. case 1:
  2733. return PORT_TYPE_VECTOR_2D; // scale
  2734. case 2:
  2735. return PORT_TYPE_VECTOR_2D; // offset & pivot
  2736. default:
  2737. break;
  2738. }
  2739. return PORT_TYPE_SCALAR;
  2740. }
  2741. String VisualShaderNodeUVFunc::get_input_port_name(int p_port) const {
  2742. switch (p_port) {
  2743. case 0:
  2744. return "uv";
  2745. case 1:
  2746. return "scale";
  2747. case 2:
  2748. switch (func) {
  2749. case FUNC_PANNING:
  2750. return "offset";
  2751. case FUNC_SCALING:
  2752. return "pivot";
  2753. default:
  2754. break;
  2755. }
  2756. break;
  2757. default:
  2758. break;
  2759. }
  2760. return "";
  2761. }
  2762. bool VisualShaderNodeUVFunc::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  2763. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  2764. if (p_port == 0) {
  2765. return true;
  2766. }
  2767. }
  2768. return false;
  2769. }
  2770. int VisualShaderNodeUVFunc::get_output_port_count() const {
  2771. return 1;
  2772. }
  2773. VisualShaderNodeUVFunc::PortType VisualShaderNodeUVFunc::get_output_port_type(int p_port) const {
  2774. return PORT_TYPE_VECTOR_2D;
  2775. }
  2776. String VisualShaderNodeUVFunc::get_output_port_name(int p_port) const {
  2777. return "uv";
  2778. }
  2779. bool VisualShaderNodeUVFunc::is_show_prop_names() const {
  2780. return true;
  2781. }
  2782. 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 {
  2783. String code;
  2784. String uv;
  2785. if (p_input_vars[0].is_empty()) {
  2786. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  2787. uv = "UV";
  2788. } else {
  2789. uv = "vec2(0.0)";
  2790. }
  2791. } else {
  2792. uv = vformat("%s", p_input_vars[0]);
  2793. }
  2794. String scale = vformat("%s", p_input_vars[1]);
  2795. String offset_pivot = vformat("%s", p_input_vars[2]);
  2796. switch (func) {
  2797. case FUNC_PANNING: {
  2798. code += vformat(" %s = fma(%s, %s, %s);\n", p_output_vars[0], offset_pivot, scale, uv);
  2799. } break;
  2800. case FUNC_SCALING: {
  2801. code += vformat(" %s = fma((%s - %s), %s, %s);\n", p_output_vars[0], uv, offset_pivot, scale, offset_pivot);
  2802. } break;
  2803. default:
  2804. break;
  2805. }
  2806. return code;
  2807. }
  2808. void VisualShaderNodeUVFunc::set_function(VisualShaderNodeUVFunc::Function p_func) {
  2809. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2810. if (func == p_func) {
  2811. return;
  2812. }
  2813. if (p_func == FUNC_PANNING) {
  2814. set_input_port_default_value(2, Vector2(), get_input_port_default_value(2)); // offset
  2815. } else { // FUNC_SCALING
  2816. set_input_port_default_value(2, Vector2(0.5, 0.5), get_input_port_default_value(2)); // pivot
  2817. }
  2818. func = p_func;
  2819. emit_changed();
  2820. }
  2821. VisualShaderNodeUVFunc::Function VisualShaderNodeUVFunc::get_function() const {
  2822. return func;
  2823. }
  2824. Vector<StringName> VisualShaderNodeUVFunc::get_editable_properties() const {
  2825. Vector<StringName> props;
  2826. props.push_back("function");
  2827. return props;
  2828. }
  2829. void VisualShaderNodeUVFunc::_bind_methods() {
  2830. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeUVFunc::set_function);
  2831. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeUVFunc::get_function);
  2832. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Panning,Scaling"), "set_function", "get_function");
  2833. BIND_ENUM_CONSTANT(FUNC_PANNING);
  2834. BIND_ENUM_CONSTANT(FUNC_SCALING);
  2835. BIND_ENUM_CONSTANT(FUNC_MAX);
  2836. }
  2837. VisualShaderNodeUVFunc::VisualShaderNodeUVFunc() {
  2838. set_input_port_default_value(1, Vector2(1.0, 1.0)); // scale
  2839. set_input_port_default_value(2, Vector2()); // offset
  2840. }
  2841. ////////////// UV PolarCoord
  2842. String VisualShaderNodeUVPolarCoord::get_caption() const {
  2843. return "UVPolarCoord";
  2844. }
  2845. int VisualShaderNodeUVPolarCoord::get_input_port_count() const {
  2846. return 4;
  2847. }
  2848. VisualShaderNodeUVPolarCoord::PortType VisualShaderNodeUVPolarCoord::get_input_port_type(int p_port) const {
  2849. switch (p_port) {
  2850. case 0:
  2851. return PORT_TYPE_VECTOR_2D; // uv
  2852. case 1:
  2853. return PORT_TYPE_VECTOR_2D; // center
  2854. case 2:
  2855. return PORT_TYPE_SCALAR; // zoom
  2856. case 3:
  2857. return PORT_TYPE_SCALAR; // repeat
  2858. default:
  2859. break;
  2860. }
  2861. return PORT_TYPE_SCALAR;
  2862. }
  2863. String VisualShaderNodeUVPolarCoord::get_input_port_name(int p_port) const {
  2864. switch (p_port) {
  2865. case 0:
  2866. return "uv";
  2867. case 1:
  2868. return "scale";
  2869. case 2:
  2870. return "zoom strength";
  2871. case 3:
  2872. return "repeat";
  2873. default:
  2874. break;
  2875. }
  2876. return "";
  2877. }
  2878. bool VisualShaderNodeUVPolarCoord::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  2879. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  2880. if (p_port == 0) {
  2881. return true;
  2882. }
  2883. }
  2884. return false;
  2885. }
  2886. int VisualShaderNodeUVPolarCoord::get_output_port_count() const {
  2887. return 1;
  2888. }
  2889. VisualShaderNodeUVPolarCoord::PortType VisualShaderNodeUVPolarCoord::get_output_port_type(int p_port) const {
  2890. return PORT_TYPE_VECTOR_2D;
  2891. }
  2892. String VisualShaderNodeUVPolarCoord::get_output_port_name(int p_port) const {
  2893. return "uv";
  2894. }
  2895. String VisualShaderNodeUVPolarCoord::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 {
  2896. String code;
  2897. code += " {\n";
  2898. String uv;
  2899. if (p_input_vars[0].is_empty()) {
  2900. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  2901. uv = "UV";
  2902. } else {
  2903. uv = "vec2(0.0)";
  2904. }
  2905. } else {
  2906. uv = vformat("%s", p_input_vars[0]);
  2907. }
  2908. String center = vformat("%s", p_input_vars[1]);
  2909. String zoom = vformat("%s", p_input_vars[2]);
  2910. String repeat = vformat("%s", p_input_vars[3]);
  2911. if (p_mode == Shader::MODE_CANVAS_ITEM) {
  2912. code += vformat(" vec2 __dir = %s - %s;\n", uv, center);
  2913. code += " float __radius = length(__dir) * 2.0;\n";
  2914. code += " float __angle = atan(__dir.y, __dir.x) * 1.0 / (PI * 2.0);\n";
  2915. code += vformat(" %s = mod(vec2(__radius * %s, __angle * %s), 1.0);\n", p_output_vars[0], zoom, repeat);
  2916. } else {
  2917. code += vformat(" vec2 __dir = %s - %s;\n", uv, center);
  2918. code += " float __radius = length(__dir) * 2.0;\n";
  2919. code += " float __angle = atan(__dir.y, __dir.x) * 1.0 / (PI * 2.0);\n";
  2920. code += vformat(" %s = vec2(__radius * %s, __angle * %s);\n", p_output_vars[0], zoom, repeat);
  2921. }
  2922. code += " }\n";
  2923. return code;
  2924. }
  2925. VisualShaderNodeUVPolarCoord::VisualShaderNodeUVPolarCoord() {
  2926. set_input_port_default_value(1, Vector2(0.5, 0.5)); // center
  2927. set_input_port_default_value(2, 1.0); // zoom
  2928. set_input_port_default_value(3, 1.0); // repeat
  2929. simple_decl = false;
  2930. }
  2931. ////////////// Dot Product
  2932. String VisualShaderNodeDotProduct::get_caption() const {
  2933. return "DotProduct";
  2934. }
  2935. int VisualShaderNodeDotProduct::get_input_port_count() const {
  2936. return 2;
  2937. }
  2938. VisualShaderNodeDotProduct::PortType VisualShaderNodeDotProduct::get_input_port_type(int p_port) const {
  2939. return PORT_TYPE_VECTOR_3D;
  2940. }
  2941. String VisualShaderNodeDotProduct::get_input_port_name(int p_port) const {
  2942. return p_port == 0 ? "a" : "b";
  2943. }
  2944. int VisualShaderNodeDotProduct::get_output_port_count() const {
  2945. return 1;
  2946. }
  2947. VisualShaderNodeDotProduct::PortType VisualShaderNodeDotProduct::get_output_port_type(int p_port) const {
  2948. return PORT_TYPE_SCALAR;
  2949. }
  2950. String VisualShaderNodeDotProduct::get_output_port_name(int p_port) const {
  2951. return "dot";
  2952. }
  2953. 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 {
  2954. return " " + p_output_vars[0] + " = dot(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  2955. }
  2956. VisualShaderNodeDotProduct::VisualShaderNodeDotProduct() {
  2957. set_input_port_default_value(0, Vector3());
  2958. set_input_port_default_value(1, Vector3());
  2959. }
  2960. ////////////// Vector Len
  2961. String VisualShaderNodeVectorLen::get_caption() const {
  2962. return "VectorLen";
  2963. }
  2964. int VisualShaderNodeVectorLen::get_input_port_count() const {
  2965. return 1;
  2966. }
  2967. String VisualShaderNodeVectorLen::get_input_port_name(int p_port) const {
  2968. return "";
  2969. }
  2970. int VisualShaderNodeVectorLen::get_output_port_count() const {
  2971. return 1;
  2972. }
  2973. VisualShaderNodeVectorLen::PortType VisualShaderNodeVectorLen::get_output_port_type(int p_port) const {
  2974. return PORT_TYPE_SCALAR;
  2975. }
  2976. String VisualShaderNodeVectorLen::get_output_port_name(int p_port) const {
  2977. return "length";
  2978. }
  2979. void VisualShaderNodeVectorLen::set_op_type(OpType p_op_type) {
  2980. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  2981. if (op_type == p_op_type) {
  2982. return;
  2983. }
  2984. switch (p_op_type) {
  2985. case OP_TYPE_VECTOR_2D: {
  2986. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  2987. } break;
  2988. case OP_TYPE_VECTOR_3D: {
  2989. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  2990. } break;
  2991. case OP_TYPE_VECTOR_4D: {
  2992. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  2993. } break;
  2994. default:
  2995. break;
  2996. }
  2997. op_type = p_op_type;
  2998. emit_changed();
  2999. }
  3000. 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 {
  3001. return " " + p_output_vars[0] + " = length(" + p_input_vars[0] + ");\n";
  3002. }
  3003. VisualShaderNodeVectorLen::VisualShaderNodeVectorLen() {
  3004. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  3005. }
  3006. ////////////// Determinant
  3007. String VisualShaderNodeDeterminant::get_caption() const {
  3008. return "Determinant";
  3009. }
  3010. int VisualShaderNodeDeterminant::get_input_port_count() const {
  3011. return 1;
  3012. }
  3013. VisualShaderNodeDeterminant::PortType VisualShaderNodeDeterminant::get_input_port_type(int p_port) const {
  3014. return PORT_TYPE_TRANSFORM;
  3015. }
  3016. String VisualShaderNodeDeterminant::get_input_port_name(int p_port) const {
  3017. return "";
  3018. }
  3019. int VisualShaderNodeDeterminant::get_output_port_count() const {
  3020. return 1;
  3021. }
  3022. VisualShaderNodeDeterminant::PortType VisualShaderNodeDeterminant::get_output_port_type(int p_port) const {
  3023. return PORT_TYPE_SCALAR;
  3024. }
  3025. String VisualShaderNodeDeterminant::get_output_port_name(int p_port) const {
  3026. return "";
  3027. }
  3028. 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 {
  3029. return " " + p_output_vars[0] + " = determinant(" + p_input_vars[0] + ");\n";
  3030. }
  3031. VisualShaderNodeDeterminant::VisualShaderNodeDeterminant() {
  3032. set_input_port_default_value(0, Transform3D());
  3033. }
  3034. ////////////// Derivative Function
  3035. String VisualShaderNodeDerivativeFunc::get_caption() const {
  3036. return "DerivativeFunc";
  3037. }
  3038. int VisualShaderNodeDerivativeFunc::get_input_port_count() const {
  3039. return 1;
  3040. }
  3041. VisualShaderNodeDerivativeFunc::PortType VisualShaderNodeDerivativeFunc::get_input_port_type(int p_port) const {
  3042. switch (op_type) {
  3043. case OP_TYPE_VECTOR_2D:
  3044. return PORT_TYPE_VECTOR_2D;
  3045. case OP_TYPE_VECTOR_3D:
  3046. return PORT_TYPE_VECTOR_3D;
  3047. case OP_TYPE_VECTOR_4D:
  3048. return PORT_TYPE_VECTOR_4D;
  3049. default:
  3050. break;
  3051. }
  3052. return PORT_TYPE_SCALAR;
  3053. }
  3054. String VisualShaderNodeDerivativeFunc::get_input_port_name(int p_port) const {
  3055. return "p";
  3056. }
  3057. int VisualShaderNodeDerivativeFunc::get_output_port_count() const {
  3058. return 1;
  3059. }
  3060. VisualShaderNodeDerivativeFunc::PortType VisualShaderNodeDerivativeFunc::get_output_port_type(int p_port) const {
  3061. switch (op_type) {
  3062. case OP_TYPE_VECTOR_2D:
  3063. return PORT_TYPE_VECTOR_2D;
  3064. case OP_TYPE_VECTOR_3D:
  3065. return PORT_TYPE_VECTOR_3D;
  3066. case OP_TYPE_VECTOR_4D:
  3067. return PORT_TYPE_VECTOR_4D;
  3068. default:
  3069. break;
  3070. }
  3071. return PORT_TYPE_SCALAR;
  3072. }
  3073. String VisualShaderNodeDerivativeFunc::get_output_port_name(int p_port) const {
  3074. return "result";
  3075. }
  3076. 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 {
  3077. static const char *functions[FUNC_MAX] = {
  3078. "fwidth$($)",
  3079. "dFdx$($)",
  3080. "dFdy$($)"
  3081. };
  3082. static const char *precisions[PRECISION_MAX] = {
  3083. "",
  3084. "Coarse",
  3085. "Fine"
  3086. };
  3087. String code;
  3088. if (OS::get_singleton()->get_current_rendering_method() == "gl_compatibility") {
  3089. code += " " + p_output_vars[0] + " = " + String(functions[func]).replace_first("$", "").replace_first("$", p_input_vars[0]) + ";\n";
  3090. return code;
  3091. }
  3092. code += " " + p_output_vars[0] + " = " + String(functions[func]).replace_first("$", String(precisions[precision])).replace_first("$", p_input_vars[0]) + ";\n";
  3093. return code;
  3094. }
  3095. String VisualShaderNodeDerivativeFunc::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  3096. if (precision != PRECISION_NONE && OS::get_singleton()->get_current_rendering_method() == "gl_compatibility") {
  3097. String precision_str;
  3098. switch (precision) {
  3099. case PRECISION_COARSE: {
  3100. precision_str = "Coarse";
  3101. } break;
  3102. case PRECISION_FINE: {
  3103. precision_str = "Fine";
  3104. } break;
  3105. default: {
  3106. } break;
  3107. }
  3108. return vformat(RTR("`%s` precision mode is not available for `gl_compatibility` profile.\nReverted to `None` precision."), precision_str);
  3109. }
  3110. return String();
  3111. }
  3112. void VisualShaderNodeDerivativeFunc::set_op_type(OpType p_op_type) {
  3113. ERR_FAIL_INDEX((int)p_op_type, int(OP_TYPE_MAX));
  3114. if (op_type == p_op_type) {
  3115. return;
  3116. }
  3117. switch (p_op_type) {
  3118. case OP_TYPE_SCALAR: {
  3119. set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
  3120. } break;
  3121. case OP_TYPE_VECTOR_2D: {
  3122. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  3123. } break;
  3124. case OP_TYPE_VECTOR_3D: {
  3125. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  3126. } break;
  3127. case OP_TYPE_VECTOR_4D: {
  3128. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  3129. } break;
  3130. default:
  3131. break;
  3132. }
  3133. op_type = p_op_type;
  3134. emit_changed();
  3135. }
  3136. VisualShaderNodeDerivativeFunc::OpType VisualShaderNodeDerivativeFunc::get_op_type() const {
  3137. return op_type;
  3138. }
  3139. void VisualShaderNodeDerivativeFunc::set_function(Function p_func) {
  3140. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  3141. if (func == p_func) {
  3142. return;
  3143. }
  3144. func = p_func;
  3145. emit_changed();
  3146. }
  3147. VisualShaderNodeDerivativeFunc::Function VisualShaderNodeDerivativeFunc::get_function() const {
  3148. return func;
  3149. }
  3150. void VisualShaderNodeDerivativeFunc::set_precision(Precision p_precision) {
  3151. ERR_FAIL_INDEX(int(p_precision), int(PRECISION_MAX));
  3152. if (precision == p_precision) {
  3153. return;
  3154. }
  3155. precision = p_precision;
  3156. emit_changed();
  3157. }
  3158. VisualShaderNodeDerivativeFunc::Precision VisualShaderNodeDerivativeFunc::get_precision() const {
  3159. return precision;
  3160. }
  3161. Vector<StringName> VisualShaderNodeDerivativeFunc::get_editable_properties() const {
  3162. Vector<StringName> props;
  3163. props.push_back("op_type");
  3164. props.push_back("function");
  3165. props.push_back("precision");
  3166. return props;
  3167. }
  3168. void VisualShaderNodeDerivativeFunc::_bind_methods() {
  3169. ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeDerivativeFunc::set_op_type);
  3170. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeDerivativeFunc::get_op_type);
  3171. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeDerivativeFunc::set_function);
  3172. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeDerivativeFunc::get_function);
  3173. ClassDB::bind_method(D_METHOD("set_precision", "precision"), &VisualShaderNodeDerivativeFunc::set_precision);
  3174. ClassDB::bind_method(D_METHOD("get_precision"), &VisualShaderNodeDerivativeFunc::get_precision);
  3175. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector2,Vector3,Vector4"), "set_op_type", "get_op_type");
  3176. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Sum,X,Y"), "set_function", "get_function");
  3177. ADD_PROPERTY(PropertyInfo(Variant::INT, "precision", PROPERTY_HINT_ENUM, "None,Coarse,Fine"), "set_precision", "get_precision");
  3178. BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
  3179. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
  3180. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
  3181. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
  3182. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  3183. BIND_ENUM_CONSTANT(FUNC_SUM);
  3184. BIND_ENUM_CONSTANT(FUNC_X);
  3185. BIND_ENUM_CONSTANT(FUNC_Y);
  3186. BIND_ENUM_CONSTANT(FUNC_MAX);
  3187. BIND_ENUM_CONSTANT(PRECISION_NONE);
  3188. BIND_ENUM_CONSTANT(PRECISION_COARSE);
  3189. BIND_ENUM_CONSTANT(PRECISION_FINE);
  3190. BIND_ENUM_CONSTANT(PRECISION_MAX);
  3191. }
  3192. VisualShaderNodeDerivativeFunc::VisualShaderNodeDerivativeFunc() {
  3193. set_input_port_default_value(0, 0.0);
  3194. }
  3195. ////////////// Clamp
  3196. String VisualShaderNodeClamp::get_caption() const {
  3197. return "Clamp";
  3198. }
  3199. int VisualShaderNodeClamp::get_input_port_count() const {
  3200. return 3;
  3201. }
  3202. VisualShaderNodeClamp::PortType VisualShaderNodeClamp::get_input_port_type(int p_port) const {
  3203. switch (op_type) {
  3204. case OP_TYPE_INT:
  3205. return PORT_TYPE_SCALAR_INT;
  3206. case OP_TYPE_UINT:
  3207. return PORT_TYPE_SCALAR_UINT;
  3208. case OP_TYPE_VECTOR_2D:
  3209. return PORT_TYPE_VECTOR_2D;
  3210. case OP_TYPE_VECTOR_3D:
  3211. return PORT_TYPE_VECTOR_3D;
  3212. case OP_TYPE_VECTOR_4D:
  3213. return PORT_TYPE_VECTOR_4D;
  3214. default:
  3215. break;
  3216. }
  3217. return PORT_TYPE_SCALAR;
  3218. }
  3219. String VisualShaderNodeClamp::get_input_port_name(int p_port) const {
  3220. if (p_port == 0) {
  3221. return "";
  3222. } else if (p_port == 1) {
  3223. return "min";
  3224. } else if (p_port == 2) {
  3225. return "max";
  3226. }
  3227. return "";
  3228. }
  3229. int VisualShaderNodeClamp::get_output_port_count() const {
  3230. return 1;
  3231. }
  3232. VisualShaderNodeClamp::PortType VisualShaderNodeClamp::get_output_port_type(int p_port) const {
  3233. switch (op_type) {
  3234. case OP_TYPE_INT:
  3235. return PORT_TYPE_SCALAR_INT;
  3236. case OP_TYPE_UINT:
  3237. return PORT_TYPE_SCALAR_UINT;
  3238. case OP_TYPE_VECTOR_2D:
  3239. return PORT_TYPE_VECTOR_2D;
  3240. case OP_TYPE_VECTOR_3D:
  3241. return PORT_TYPE_VECTOR_3D;
  3242. case OP_TYPE_VECTOR_4D:
  3243. return PORT_TYPE_VECTOR_4D;
  3244. default:
  3245. break;
  3246. }
  3247. return PORT_TYPE_SCALAR;
  3248. }
  3249. String VisualShaderNodeClamp::get_output_port_name(int p_port) const {
  3250. return "";
  3251. }
  3252. 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 {
  3253. return " " + p_output_vars[0] + " = clamp(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  3254. }
  3255. void VisualShaderNodeClamp::set_op_type(OpType p_op_type) {
  3256. ERR_FAIL_INDEX((int)p_op_type, int(OP_TYPE_MAX));
  3257. if (op_type == p_op_type) {
  3258. return;
  3259. }
  3260. switch (p_op_type) {
  3261. case OP_TYPE_FLOAT:
  3262. set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
  3263. set_input_port_default_value(1, 0.0, get_input_port_default_value(1));
  3264. set_input_port_default_value(2, 0.0, get_input_port_default_value(2));
  3265. break;
  3266. case OP_TYPE_UINT:
  3267. case OP_TYPE_INT:
  3268. set_input_port_default_value(0, 0, get_input_port_default_value(0));
  3269. set_input_port_default_value(1, 0, get_input_port_default_value(1));
  3270. set_input_port_default_value(2, 0, get_input_port_default_value(2));
  3271. break;
  3272. case OP_TYPE_VECTOR_2D:
  3273. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  3274. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
  3275. set_input_port_default_value(2, Vector2(), get_input_port_default_value(2));
  3276. break;
  3277. case OP_TYPE_VECTOR_3D:
  3278. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  3279. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
  3280. set_input_port_default_value(2, Vector3(), get_input_port_default_value(2));
  3281. break;
  3282. case OP_TYPE_VECTOR_4D:
  3283. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  3284. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
  3285. set_input_port_default_value(2, Quaternion(), get_input_port_default_value(2));
  3286. break;
  3287. default:
  3288. break;
  3289. }
  3290. op_type = p_op_type;
  3291. emit_changed();
  3292. }
  3293. VisualShaderNodeClamp::OpType VisualShaderNodeClamp::get_op_type() const {
  3294. return op_type;
  3295. }
  3296. Vector<StringName> VisualShaderNodeClamp::get_editable_properties() const {
  3297. Vector<StringName> props;
  3298. props.push_back("op_type");
  3299. return props;
  3300. }
  3301. void VisualShaderNodeClamp::_bind_methods() {
  3302. ClassDB::bind_method(D_METHOD("set_op_type", "op_type"), &VisualShaderNodeClamp::set_op_type);
  3303. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeClamp::get_op_type);
  3304. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Float,Int,UInt,Vector2,Vector3,Vector4"), "set_op_type", "get_op_type");
  3305. BIND_ENUM_CONSTANT(OP_TYPE_FLOAT);
  3306. BIND_ENUM_CONSTANT(OP_TYPE_INT);
  3307. BIND_ENUM_CONSTANT(OP_TYPE_UINT);
  3308. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
  3309. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
  3310. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
  3311. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  3312. }
  3313. VisualShaderNodeClamp::VisualShaderNodeClamp() {
  3314. set_input_port_default_value(0, 0.0);
  3315. set_input_port_default_value(1, 0.0);
  3316. set_input_port_default_value(2, 1.0);
  3317. }
  3318. ////////////// FaceForward
  3319. String VisualShaderNodeFaceForward::get_caption() const {
  3320. return "FaceForward";
  3321. }
  3322. int VisualShaderNodeFaceForward::get_input_port_count() const {
  3323. return 3;
  3324. }
  3325. String VisualShaderNodeFaceForward::get_input_port_name(int p_port) const {
  3326. switch (p_port) {
  3327. case 0:
  3328. return "N";
  3329. case 1:
  3330. return "I";
  3331. case 2:
  3332. return "Nref";
  3333. default:
  3334. return "";
  3335. }
  3336. }
  3337. int VisualShaderNodeFaceForward::get_output_port_count() const {
  3338. return 1;
  3339. }
  3340. String VisualShaderNodeFaceForward::get_output_port_name(int p_port) const {
  3341. return "";
  3342. }
  3343. void VisualShaderNodeFaceForward::set_op_type(OpType p_op_type) {
  3344. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  3345. if (op_type == p_op_type) {
  3346. return;
  3347. }
  3348. switch (p_op_type) {
  3349. case OP_TYPE_VECTOR_2D: {
  3350. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  3351. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
  3352. set_input_port_default_value(2, Vector2(), get_input_port_default_value(2));
  3353. } break;
  3354. case OP_TYPE_VECTOR_3D: {
  3355. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  3356. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
  3357. set_input_port_default_value(2, Vector3(), get_input_port_default_value(2));
  3358. } break;
  3359. case OP_TYPE_VECTOR_4D: {
  3360. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  3361. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
  3362. set_input_port_default_value(2, Quaternion(), get_input_port_default_value(2));
  3363. } break;
  3364. default:
  3365. break;
  3366. }
  3367. op_type = p_op_type;
  3368. emit_changed();
  3369. }
  3370. 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 {
  3371. return " " + p_output_vars[0] + " = faceforward(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  3372. }
  3373. VisualShaderNodeFaceForward::VisualShaderNodeFaceForward() {
  3374. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  3375. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  3376. set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
  3377. }
  3378. ////////////// Outer Product
  3379. String VisualShaderNodeOuterProduct::get_caption() const {
  3380. return "OuterProduct";
  3381. }
  3382. int VisualShaderNodeOuterProduct::get_input_port_count() const {
  3383. return 2;
  3384. }
  3385. VisualShaderNodeOuterProduct::PortType VisualShaderNodeOuterProduct::get_input_port_type(int p_port) const {
  3386. return PORT_TYPE_VECTOR_3D;
  3387. }
  3388. String VisualShaderNodeOuterProduct::get_input_port_name(int p_port) const {
  3389. switch (p_port) {
  3390. case 0:
  3391. return "c";
  3392. case 1:
  3393. return "r";
  3394. default:
  3395. return "";
  3396. }
  3397. }
  3398. int VisualShaderNodeOuterProduct::get_output_port_count() const {
  3399. return 1;
  3400. }
  3401. VisualShaderNodeOuterProduct::PortType VisualShaderNodeOuterProduct::get_output_port_type(int p_port) const {
  3402. return PORT_TYPE_TRANSFORM;
  3403. }
  3404. String VisualShaderNodeOuterProduct::get_output_port_name(int p_port) const {
  3405. return "";
  3406. }
  3407. 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 {
  3408. return " " + p_output_vars[0] + " = outerProduct(vec4(" + p_input_vars[0] + ", 0.0), vec4(" + p_input_vars[1] + ", 0.0));\n";
  3409. }
  3410. VisualShaderNodeOuterProduct::VisualShaderNodeOuterProduct() {
  3411. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  3412. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  3413. }
  3414. ////////////// Step
  3415. String VisualShaderNodeStep::get_caption() const {
  3416. return "Step";
  3417. }
  3418. int VisualShaderNodeStep::get_input_port_count() const {
  3419. return 2;
  3420. }
  3421. VisualShaderNodeStep::PortType VisualShaderNodeStep::get_input_port_type(int p_port) const {
  3422. switch (op_type) {
  3423. case OP_TYPE_VECTOR_2D:
  3424. return PORT_TYPE_VECTOR_2D;
  3425. case OP_TYPE_VECTOR_2D_SCALAR:
  3426. if (p_port == 1) {
  3427. return PORT_TYPE_VECTOR_2D;
  3428. }
  3429. break;
  3430. case OP_TYPE_VECTOR_3D:
  3431. return PORT_TYPE_VECTOR_3D;
  3432. case OP_TYPE_VECTOR_3D_SCALAR:
  3433. if (p_port == 1) {
  3434. return PORT_TYPE_VECTOR_3D;
  3435. }
  3436. break;
  3437. case OP_TYPE_VECTOR_4D:
  3438. return PORT_TYPE_VECTOR_4D;
  3439. case OP_TYPE_VECTOR_4D_SCALAR:
  3440. if (p_port == 1) {
  3441. return PORT_TYPE_VECTOR_4D;
  3442. }
  3443. break;
  3444. default:
  3445. break;
  3446. }
  3447. return PORT_TYPE_SCALAR;
  3448. }
  3449. String VisualShaderNodeStep::get_input_port_name(int p_port) const {
  3450. switch (p_port) {
  3451. case 0:
  3452. return "edge";
  3453. case 1:
  3454. return "x";
  3455. }
  3456. return String();
  3457. }
  3458. int VisualShaderNodeStep::get_output_port_count() const {
  3459. return 1;
  3460. }
  3461. VisualShaderNodeStep::PortType VisualShaderNodeStep::get_output_port_type(int p_port) const {
  3462. switch (op_type) {
  3463. case OP_TYPE_VECTOR_2D:
  3464. return PORT_TYPE_VECTOR_2D;
  3465. case OP_TYPE_VECTOR_2D_SCALAR:
  3466. return PORT_TYPE_VECTOR_2D;
  3467. case OP_TYPE_VECTOR_3D:
  3468. return PORT_TYPE_VECTOR_3D;
  3469. case OP_TYPE_VECTOR_3D_SCALAR:
  3470. return PORT_TYPE_VECTOR_3D;
  3471. case OP_TYPE_VECTOR_4D:
  3472. return PORT_TYPE_VECTOR_4D;
  3473. case OP_TYPE_VECTOR_4D_SCALAR:
  3474. return PORT_TYPE_VECTOR_4D;
  3475. default:
  3476. break;
  3477. }
  3478. return PORT_TYPE_SCALAR;
  3479. }
  3480. String VisualShaderNodeStep::get_output_port_name(int p_port) const {
  3481. return "";
  3482. }
  3483. void VisualShaderNodeStep::set_op_type(OpType p_op_type) {
  3484. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  3485. if (op_type == p_op_type) {
  3486. return;
  3487. }
  3488. switch (p_op_type) {
  3489. case OP_TYPE_SCALAR: {
  3490. set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
  3491. set_input_port_default_value(1, 0.0, get_input_port_default_value(1));
  3492. } break;
  3493. case OP_TYPE_VECTOR_2D: {
  3494. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  3495. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
  3496. } break;
  3497. case OP_TYPE_VECTOR_2D_SCALAR: {
  3498. set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
  3499. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
  3500. } break;
  3501. case OP_TYPE_VECTOR_3D: {
  3502. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  3503. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
  3504. } break;
  3505. case OP_TYPE_VECTOR_3D_SCALAR: {
  3506. set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
  3507. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
  3508. } break;
  3509. case OP_TYPE_VECTOR_4D: {
  3510. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  3511. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
  3512. } break;
  3513. case OP_TYPE_VECTOR_4D_SCALAR: {
  3514. set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
  3515. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
  3516. } break;
  3517. default:
  3518. break;
  3519. }
  3520. op_type = p_op_type;
  3521. emit_changed();
  3522. }
  3523. VisualShaderNodeStep::OpType VisualShaderNodeStep::get_op_type() const {
  3524. return op_type;
  3525. }
  3526. 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 {
  3527. return " " + p_output_vars[0] + " = step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  3528. }
  3529. Vector<StringName> VisualShaderNodeStep::get_editable_properties() const {
  3530. Vector<StringName> props;
  3531. props.push_back("op_type");
  3532. return props;
  3533. }
  3534. void VisualShaderNodeStep::_bind_methods() {
  3535. ClassDB::bind_method(D_METHOD("set_op_type", "op_type"), &VisualShaderNodeStep::set_op_type);
  3536. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeStep::get_op_type);
  3537. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector2,Vector2Scalar,Vector3,Vector3Scalar,Vector4,Vector4Scalar"), "set_op_type", "get_op_type");
  3538. BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
  3539. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
  3540. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D_SCALAR);
  3541. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
  3542. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D_SCALAR);
  3543. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
  3544. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D_SCALAR);
  3545. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  3546. }
  3547. VisualShaderNodeStep::VisualShaderNodeStep() {
  3548. set_input_port_default_value(0, 0.0);
  3549. set_input_port_default_value(1, 0.0);
  3550. }
  3551. ////////////// SmoothStep
  3552. String VisualShaderNodeSmoothStep::get_caption() const {
  3553. return "SmoothStep";
  3554. }
  3555. int VisualShaderNodeSmoothStep::get_input_port_count() const {
  3556. return 3;
  3557. }
  3558. VisualShaderNodeSmoothStep::PortType VisualShaderNodeSmoothStep::get_input_port_type(int p_port) const {
  3559. switch (op_type) {
  3560. case OP_TYPE_VECTOR_2D:
  3561. return PORT_TYPE_VECTOR_2D;
  3562. case OP_TYPE_VECTOR_2D_SCALAR:
  3563. if (p_port == 2) {
  3564. return PORT_TYPE_VECTOR_2D; // x
  3565. }
  3566. break;
  3567. case OP_TYPE_VECTOR_3D:
  3568. return PORT_TYPE_VECTOR_3D;
  3569. case OP_TYPE_VECTOR_3D_SCALAR:
  3570. if (p_port == 2) {
  3571. return PORT_TYPE_VECTOR_3D; // x
  3572. }
  3573. break;
  3574. case OP_TYPE_VECTOR_4D:
  3575. return PORT_TYPE_VECTOR_4D;
  3576. case OP_TYPE_VECTOR_4D_SCALAR:
  3577. if (p_port == 2) {
  3578. return PORT_TYPE_VECTOR_4D; // x
  3579. }
  3580. break;
  3581. default:
  3582. break;
  3583. }
  3584. return PORT_TYPE_SCALAR;
  3585. }
  3586. String VisualShaderNodeSmoothStep::get_input_port_name(int p_port) const {
  3587. switch (p_port) {
  3588. case 0:
  3589. return "edge0";
  3590. case 1:
  3591. return "edge1";
  3592. case 2:
  3593. return "x";
  3594. }
  3595. return String();
  3596. }
  3597. int VisualShaderNodeSmoothStep::get_output_port_count() const {
  3598. return 1;
  3599. }
  3600. VisualShaderNodeSmoothStep::PortType VisualShaderNodeSmoothStep::get_output_port_type(int p_port) const {
  3601. switch (op_type) {
  3602. case OP_TYPE_VECTOR_2D:
  3603. return PORT_TYPE_VECTOR_2D;
  3604. case OP_TYPE_VECTOR_2D_SCALAR:
  3605. return PORT_TYPE_VECTOR_2D;
  3606. case OP_TYPE_VECTOR_3D:
  3607. return PORT_TYPE_VECTOR_3D;
  3608. case OP_TYPE_VECTOR_3D_SCALAR:
  3609. return PORT_TYPE_VECTOR_3D;
  3610. case OP_TYPE_VECTOR_4D:
  3611. return PORT_TYPE_VECTOR_4D;
  3612. case OP_TYPE_VECTOR_4D_SCALAR:
  3613. return PORT_TYPE_VECTOR_4D;
  3614. default:
  3615. break;
  3616. }
  3617. return PORT_TYPE_SCALAR;
  3618. }
  3619. String VisualShaderNodeSmoothStep::get_output_port_name(int p_port) const {
  3620. return "";
  3621. }
  3622. void VisualShaderNodeSmoothStep::set_op_type(OpType p_op_type) {
  3623. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  3624. if (op_type == p_op_type) {
  3625. return;
  3626. }
  3627. switch (p_op_type) {
  3628. case OP_TYPE_SCALAR:
  3629. set_input_port_default_value(0, 0.0, get_input_port_default_value(0)); // edge0
  3630. set_input_port_default_value(1, 0.0, get_input_port_default_value(1)); // edge1
  3631. set_input_port_default_value(2, 0.0, get_input_port_default_value(2)); // x
  3632. break;
  3633. case OP_TYPE_VECTOR_2D:
  3634. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0)); // edge0
  3635. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1)); // edge1
  3636. set_input_port_default_value(2, Vector2(), get_input_port_default_value(2)); // x
  3637. break;
  3638. case OP_TYPE_VECTOR_2D_SCALAR:
  3639. set_input_port_default_value(0, 0.0, get_input_port_default_value(0)); // edge0
  3640. set_input_port_default_value(1, 0.0, get_input_port_default_value(1)); // edge1
  3641. set_input_port_default_value(2, Vector2(), get_input_port_default_value(2)); // x
  3642. break;
  3643. case OP_TYPE_VECTOR_3D:
  3644. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0)); // edge0
  3645. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1)); // edge1
  3646. set_input_port_default_value(2, Vector3(), get_input_port_default_value(2)); // x
  3647. break;
  3648. case OP_TYPE_VECTOR_3D_SCALAR:
  3649. set_input_port_default_value(0, 0.0, get_input_port_default_value(0)); // edge0
  3650. set_input_port_default_value(1, 0.0, get_input_port_default_value(1)); // edge1
  3651. set_input_port_default_value(2, Vector3(), get_input_port_default_value(2)); // x
  3652. break;
  3653. case OP_TYPE_VECTOR_4D:
  3654. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0)); // edge0
  3655. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1)); // edge1
  3656. set_input_port_default_value(2, Quaternion(), get_input_port_default_value(2)); // x
  3657. break;
  3658. case OP_TYPE_VECTOR_4D_SCALAR:
  3659. set_input_port_default_value(0, 0.0, get_input_port_default_value(0)); // edge0
  3660. set_input_port_default_value(1, 0.0, get_input_port_default_value(1)); // edge1
  3661. set_input_port_default_value(2, Quaternion(), get_input_port_default_value(2)); // x
  3662. break;
  3663. default:
  3664. break;
  3665. }
  3666. op_type = p_op_type;
  3667. emit_changed();
  3668. }
  3669. VisualShaderNodeSmoothStep::OpType VisualShaderNodeSmoothStep::get_op_type() const {
  3670. return op_type;
  3671. }
  3672. 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 {
  3673. return " " + p_output_vars[0] + " = smoothstep(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  3674. }
  3675. Vector<StringName> VisualShaderNodeSmoothStep::get_editable_properties() const {
  3676. Vector<StringName> props;
  3677. props.push_back("op_type");
  3678. return props;
  3679. }
  3680. void VisualShaderNodeSmoothStep::_bind_methods() {
  3681. ClassDB::bind_method(D_METHOD("set_op_type", "op_type"), &VisualShaderNodeSmoothStep::set_op_type);
  3682. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeSmoothStep::get_op_type);
  3683. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector2,Vector2Scalar,Vector3,Vector3Scalar,Vector4,Vector4Scalar"), "set_op_type", "get_op_type");
  3684. BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
  3685. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
  3686. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D_SCALAR);
  3687. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
  3688. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D_SCALAR);
  3689. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
  3690. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D_SCALAR);
  3691. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  3692. }
  3693. VisualShaderNodeSmoothStep::VisualShaderNodeSmoothStep() {
  3694. set_input_port_default_value(0, 0.0); // edge0
  3695. set_input_port_default_value(1, 1.0); // edge1
  3696. set_input_port_default_value(2, 0.5); // x
  3697. }
  3698. ////////////// Distance
  3699. String VisualShaderNodeVectorDistance::get_caption() const {
  3700. return "Distance";
  3701. }
  3702. int VisualShaderNodeVectorDistance::get_input_port_count() const {
  3703. return 2;
  3704. }
  3705. String VisualShaderNodeVectorDistance::get_input_port_name(int p_port) const {
  3706. switch (p_port) {
  3707. case 0:
  3708. return "a";
  3709. case 1:
  3710. return "b";
  3711. }
  3712. return String();
  3713. }
  3714. int VisualShaderNodeVectorDistance::get_output_port_count() const {
  3715. return 1;
  3716. }
  3717. VisualShaderNodeVectorDistance::PortType VisualShaderNodeVectorDistance::get_output_port_type(int p_port) const {
  3718. return PORT_TYPE_SCALAR;
  3719. }
  3720. String VisualShaderNodeVectorDistance::get_output_port_name(int p_port) const {
  3721. return "";
  3722. }
  3723. void VisualShaderNodeVectorDistance::set_op_type(OpType p_op_type) {
  3724. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  3725. if (op_type == p_op_type) {
  3726. return;
  3727. }
  3728. switch (p_op_type) {
  3729. case OP_TYPE_VECTOR_2D: {
  3730. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0)); // a
  3731. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1)); // b
  3732. } break;
  3733. case OP_TYPE_VECTOR_3D: {
  3734. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0)); // a
  3735. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1)); // b
  3736. } break;
  3737. case OP_TYPE_VECTOR_4D: {
  3738. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0)); // a
  3739. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1)); // b
  3740. } break;
  3741. default:
  3742. break;
  3743. }
  3744. op_type = p_op_type;
  3745. emit_changed();
  3746. }
  3747. 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 {
  3748. return " " + p_output_vars[0] + " = distance(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  3749. }
  3750. VisualShaderNodeVectorDistance::VisualShaderNodeVectorDistance() {
  3751. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0)); // a
  3752. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0)); // b
  3753. }
  3754. ////////////// Refract Vector
  3755. String VisualShaderNodeVectorRefract::get_caption() const {
  3756. return "Refract";
  3757. }
  3758. int VisualShaderNodeVectorRefract::get_input_port_count() const {
  3759. return 3;
  3760. }
  3761. String VisualShaderNodeVectorRefract::get_input_port_name(int p_port) const {
  3762. switch (p_port) {
  3763. case 0:
  3764. return "I";
  3765. case 1:
  3766. return "N";
  3767. case 2:
  3768. return "eta";
  3769. }
  3770. return String();
  3771. }
  3772. int VisualShaderNodeVectorRefract::get_output_port_count() const {
  3773. return 1;
  3774. }
  3775. String VisualShaderNodeVectorRefract::get_output_port_name(int p_port) const {
  3776. return "";
  3777. }
  3778. 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 {
  3779. return " " + p_output_vars[0] + " = refract(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  3780. }
  3781. void VisualShaderNodeVectorRefract::set_op_type(OpType p_op_type) {
  3782. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  3783. if (op_type == p_op_type) {
  3784. return;
  3785. }
  3786. switch (p_op_type) {
  3787. case OP_TYPE_VECTOR_2D: {
  3788. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  3789. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
  3790. } break;
  3791. case OP_TYPE_VECTOR_3D: {
  3792. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  3793. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
  3794. } break;
  3795. case OP_TYPE_VECTOR_4D: {
  3796. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  3797. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
  3798. } break;
  3799. default:
  3800. break;
  3801. }
  3802. op_type = p_op_type;
  3803. emit_changed();
  3804. }
  3805. VisualShaderNodeVectorRefract::VisualShaderNodeVectorRefract() {
  3806. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  3807. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  3808. set_input_port_default_value(2, 0.0);
  3809. }
  3810. ////////////// Mix
  3811. String VisualShaderNodeMix::get_caption() const {
  3812. return "Mix";
  3813. }
  3814. int VisualShaderNodeMix::get_input_port_count() const {
  3815. return 3;
  3816. }
  3817. VisualShaderNodeMix::PortType VisualShaderNodeMix::get_input_port_type(int p_port) const {
  3818. switch (op_type) {
  3819. case OP_TYPE_VECTOR_2D:
  3820. return PORT_TYPE_VECTOR_2D;
  3821. case OP_TYPE_VECTOR_2D_SCALAR:
  3822. if (p_port == 2) {
  3823. break;
  3824. }
  3825. return PORT_TYPE_VECTOR_2D;
  3826. case OP_TYPE_VECTOR_3D:
  3827. return PORT_TYPE_VECTOR_3D;
  3828. case OP_TYPE_VECTOR_3D_SCALAR:
  3829. if (p_port == 2) {
  3830. break;
  3831. }
  3832. return PORT_TYPE_VECTOR_3D;
  3833. case OP_TYPE_VECTOR_4D:
  3834. return PORT_TYPE_VECTOR_4D;
  3835. case OP_TYPE_VECTOR_4D_SCALAR:
  3836. if (p_port == 2) {
  3837. break;
  3838. }
  3839. return PORT_TYPE_VECTOR_4D;
  3840. default:
  3841. break;
  3842. }
  3843. return PORT_TYPE_SCALAR;
  3844. }
  3845. String VisualShaderNodeMix::get_input_port_name(int p_port) const {
  3846. if (p_port == 0) {
  3847. return "a";
  3848. } else if (p_port == 1) {
  3849. return "b";
  3850. } else {
  3851. return "weight";
  3852. }
  3853. }
  3854. int VisualShaderNodeMix::get_output_port_count() const {
  3855. return 1;
  3856. }
  3857. VisualShaderNodeMix::PortType VisualShaderNodeMix::get_output_port_type(int p_port) const {
  3858. switch (op_type) {
  3859. case OP_TYPE_VECTOR_2D:
  3860. return PORT_TYPE_VECTOR_2D;
  3861. case OP_TYPE_VECTOR_2D_SCALAR:
  3862. return PORT_TYPE_VECTOR_2D;
  3863. case OP_TYPE_VECTOR_3D:
  3864. return PORT_TYPE_VECTOR_3D;
  3865. case OP_TYPE_VECTOR_3D_SCALAR:
  3866. return PORT_TYPE_VECTOR_3D;
  3867. case OP_TYPE_VECTOR_4D:
  3868. return PORT_TYPE_VECTOR_4D;
  3869. case OP_TYPE_VECTOR_4D_SCALAR:
  3870. return PORT_TYPE_VECTOR_4D;
  3871. default:
  3872. break;
  3873. }
  3874. return PORT_TYPE_SCALAR;
  3875. }
  3876. String VisualShaderNodeMix::get_output_port_name(int p_port) const {
  3877. return "mix";
  3878. }
  3879. void VisualShaderNodeMix::set_op_type(OpType p_op_type) {
  3880. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  3881. if (op_type == p_op_type) {
  3882. return;
  3883. }
  3884. switch (p_op_type) {
  3885. case OP_TYPE_SCALAR: {
  3886. set_input_port_default_value(0, 0.0, get_input_port_default_value(0)); // a
  3887. set_input_port_default_value(1, 0.0, get_input_port_default_value(1)); // b
  3888. set_input_port_default_value(2, 0.0, get_input_port_default_value(2)); // weight
  3889. } break;
  3890. case OP_TYPE_VECTOR_2D: {
  3891. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0)); // a
  3892. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1)); // b
  3893. set_input_port_default_value(2, Vector2(), get_input_port_default_value(2)); // weight
  3894. } break;
  3895. case OP_TYPE_VECTOR_2D_SCALAR: {
  3896. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0)); // a
  3897. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1)); // b
  3898. set_input_port_default_value(2, 0.0, get_input_port_default_value(2)); // weight
  3899. } break;
  3900. case OP_TYPE_VECTOR_3D: {
  3901. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0)); // a
  3902. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1)); // b
  3903. set_input_port_default_value(2, Vector3(), get_input_port_default_value(2)); // weight
  3904. } break;
  3905. case OP_TYPE_VECTOR_3D_SCALAR: {
  3906. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0)); // a
  3907. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1)); // b
  3908. set_input_port_default_value(2, 0.0, get_input_port_default_value(2)); // weight
  3909. } break;
  3910. case OP_TYPE_VECTOR_4D: {
  3911. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0)); // a
  3912. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1)); // b
  3913. set_input_port_default_value(2, Quaternion(), get_input_port_default_value(2)); // weight
  3914. } break;
  3915. case OP_TYPE_VECTOR_4D_SCALAR: {
  3916. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0)); // a
  3917. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1)); // b
  3918. set_input_port_default_value(2, 0.0, get_input_port_default_value(2)); // weight
  3919. } break;
  3920. default:
  3921. break;
  3922. }
  3923. op_type = p_op_type;
  3924. emit_changed();
  3925. }
  3926. VisualShaderNodeMix::OpType VisualShaderNodeMix::get_op_type() const {
  3927. return op_type;
  3928. }
  3929. 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 {
  3930. return " " + p_output_vars[0] + " = mix(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  3931. }
  3932. Vector<StringName> VisualShaderNodeMix::get_editable_properties() const {
  3933. Vector<StringName> props;
  3934. props.push_back("op_type");
  3935. return props;
  3936. }
  3937. void VisualShaderNodeMix::_bind_methods() {
  3938. ClassDB::bind_method(D_METHOD("set_op_type", "op_type"), &VisualShaderNodeMix::set_op_type);
  3939. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeMix::get_op_type);
  3940. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector2,Vector2Scalar,Vector3,Vector3Scalar,Vector4,Vector4Scalar"), "set_op_type", "get_op_type");
  3941. BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
  3942. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
  3943. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D_SCALAR);
  3944. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
  3945. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D_SCALAR);
  3946. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
  3947. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D_SCALAR);
  3948. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  3949. }
  3950. VisualShaderNodeMix::VisualShaderNodeMix() {
  3951. set_input_port_default_value(0, 0.0); // a
  3952. set_input_port_default_value(1, 1.0); // b
  3953. set_input_port_default_value(2, 0.5); // weight
  3954. }
  3955. ////////////// Vector Compose
  3956. String VisualShaderNodeVectorCompose::get_caption() const {
  3957. return "VectorCompose";
  3958. }
  3959. int VisualShaderNodeVectorCompose::get_input_port_count() const {
  3960. switch (op_type) {
  3961. case OP_TYPE_VECTOR_2D:
  3962. return 2;
  3963. case OP_TYPE_VECTOR_3D:
  3964. return 3;
  3965. case OP_TYPE_VECTOR_4D:
  3966. return 4;
  3967. default:
  3968. break;
  3969. }
  3970. return 0;
  3971. }
  3972. VisualShaderNodeVectorCompose::PortType VisualShaderNodeVectorCompose::get_input_port_type(int p_port) const {
  3973. return PORT_TYPE_SCALAR;
  3974. }
  3975. String VisualShaderNodeVectorCompose::get_input_port_name(int p_port) const {
  3976. switch (op_type) {
  3977. case OP_TYPE_VECTOR_2D: {
  3978. switch (p_port) {
  3979. case 0:
  3980. return "x";
  3981. case 1:
  3982. return "y";
  3983. }
  3984. } break;
  3985. case OP_TYPE_VECTOR_3D: {
  3986. switch (p_port) {
  3987. case 0:
  3988. return "x";
  3989. case 1:
  3990. return "y";
  3991. case 2:
  3992. return "z";
  3993. }
  3994. } break;
  3995. case OP_TYPE_VECTOR_4D: {
  3996. switch (p_port) {
  3997. case 0:
  3998. return "x";
  3999. case 1:
  4000. return "y";
  4001. case 2:
  4002. return "z";
  4003. case 3:
  4004. return "w";
  4005. }
  4006. } break;
  4007. default:
  4008. break;
  4009. }
  4010. return String();
  4011. }
  4012. int VisualShaderNodeVectorCompose::get_output_port_count() const {
  4013. return 1;
  4014. }
  4015. String VisualShaderNodeVectorCompose::get_output_port_name(int p_port) const {
  4016. return "vec";
  4017. }
  4018. void VisualShaderNodeVectorCompose::set_op_type(OpType p_op_type) {
  4019. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  4020. if (op_type == p_op_type) {
  4021. return;
  4022. }
  4023. switch (p_op_type) {
  4024. case OP_TYPE_VECTOR_2D: {
  4025. float p1 = get_input_port_default_value(0);
  4026. float p2 = get_input_port_default_value(1);
  4027. set_input_port_default_value(0, p1);
  4028. set_input_port_default_value(1, p2);
  4029. } break;
  4030. case OP_TYPE_VECTOR_3D: {
  4031. float p1 = get_input_port_default_value(0);
  4032. float p2 = get_input_port_default_value(1);
  4033. set_input_port_default_value(0, p1);
  4034. set_input_port_default_value(1, p2);
  4035. set_input_port_default_value(2, 0.0);
  4036. } break;
  4037. case OP_TYPE_VECTOR_4D: {
  4038. float p1 = get_input_port_default_value(0);
  4039. float p2 = get_input_port_default_value(1);
  4040. set_input_port_default_value(0, p1);
  4041. set_input_port_default_value(1, p2);
  4042. set_input_port_default_value(2, 0.0);
  4043. set_input_port_default_value(3, 0.0);
  4044. } break;
  4045. default:
  4046. break;
  4047. }
  4048. op_type = p_op_type;
  4049. emit_changed();
  4050. }
  4051. 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 {
  4052. String code;
  4053. switch (op_type) {
  4054. case OP_TYPE_VECTOR_2D: {
  4055. code += " " + p_output_vars[0] + " = vec2(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  4056. } break;
  4057. case OP_TYPE_VECTOR_3D: {
  4058. code += " " + p_output_vars[0] + " = vec3(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  4059. } break;
  4060. case OP_TYPE_VECTOR_4D: {
  4061. code += " " + p_output_vars[0] + " = vec4(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ", " + p_input_vars[3] + ");\n";
  4062. } break;
  4063. default:
  4064. break;
  4065. }
  4066. return code;
  4067. }
  4068. VisualShaderNodeVectorCompose::VisualShaderNodeVectorCompose() {
  4069. set_input_port_default_value(0, 0.0);
  4070. set_input_port_default_value(1, 0.0);
  4071. set_input_port_default_value(2, 0.0);
  4072. }
  4073. ////////////// Transform Compose
  4074. String VisualShaderNodeTransformCompose::get_caption() const {
  4075. return "TransformCompose";
  4076. }
  4077. int VisualShaderNodeTransformCompose::get_input_port_count() const {
  4078. return 4;
  4079. }
  4080. VisualShaderNodeTransformCompose::PortType VisualShaderNodeTransformCompose::get_input_port_type(int p_port) const {
  4081. return PORT_TYPE_VECTOR_3D;
  4082. }
  4083. String VisualShaderNodeTransformCompose::get_input_port_name(int p_port) const {
  4084. if (p_port == 0) {
  4085. return "x";
  4086. } else if (p_port == 1) {
  4087. return "y";
  4088. } else if (p_port == 2) {
  4089. return "z";
  4090. } else {
  4091. return "origin";
  4092. }
  4093. }
  4094. int VisualShaderNodeTransformCompose::get_output_port_count() const {
  4095. return 1;
  4096. }
  4097. VisualShaderNodeTransformCompose::PortType VisualShaderNodeTransformCompose::get_output_port_type(int p_port) const {
  4098. return PORT_TYPE_TRANSFORM;
  4099. }
  4100. String VisualShaderNodeTransformCompose::get_output_port_name(int p_port) const {
  4101. return "xform";
  4102. }
  4103. 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 {
  4104. 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";
  4105. }
  4106. VisualShaderNodeTransformCompose::VisualShaderNodeTransformCompose() {
  4107. set_input_port_default_value(0, Vector3());
  4108. set_input_port_default_value(1, Vector3());
  4109. set_input_port_default_value(2, Vector3());
  4110. set_input_port_default_value(3, Vector3());
  4111. }
  4112. ////////////// Vector Decompose
  4113. String VisualShaderNodeVectorDecompose::get_caption() const {
  4114. return "VectorDecompose";
  4115. }
  4116. int VisualShaderNodeVectorDecompose::get_input_port_count() const {
  4117. return 1;
  4118. }
  4119. String VisualShaderNodeVectorDecompose::get_input_port_name(int p_port) const {
  4120. return "vec";
  4121. }
  4122. int VisualShaderNodeVectorDecompose::get_output_port_count() const {
  4123. switch (op_type) {
  4124. case OP_TYPE_VECTOR_2D:
  4125. return 2;
  4126. case OP_TYPE_VECTOR_3D:
  4127. return 3;
  4128. case OP_TYPE_VECTOR_4D:
  4129. return 4;
  4130. default:
  4131. break;
  4132. }
  4133. return 0;
  4134. }
  4135. VisualShaderNodeVectorDecompose::PortType VisualShaderNodeVectorDecompose::get_output_port_type(int p_port) const {
  4136. return PORT_TYPE_SCALAR;
  4137. }
  4138. String VisualShaderNodeVectorDecompose::get_output_port_name(int p_port) const {
  4139. switch (op_type) {
  4140. case OP_TYPE_VECTOR_2D: {
  4141. switch (p_port) {
  4142. case 0:
  4143. return "x";
  4144. case 1:
  4145. return "y";
  4146. }
  4147. } break;
  4148. case OP_TYPE_VECTOR_3D: {
  4149. switch (p_port) {
  4150. case 0:
  4151. return "x";
  4152. case 1:
  4153. return "y";
  4154. case 2:
  4155. return "z";
  4156. }
  4157. } break;
  4158. case OP_TYPE_VECTOR_4D: {
  4159. switch (p_port) {
  4160. case 0:
  4161. return "x";
  4162. case 1:
  4163. return "y";
  4164. case 2:
  4165. return "z";
  4166. case 3:
  4167. return "w";
  4168. }
  4169. } break;
  4170. default:
  4171. break;
  4172. }
  4173. return String();
  4174. }
  4175. void VisualShaderNodeVectorDecompose::set_op_type(OpType p_op_type) {
  4176. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  4177. if (op_type == p_op_type) {
  4178. return;
  4179. }
  4180. switch (p_op_type) {
  4181. case OP_TYPE_VECTOR_2D: {
  4182. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  4183. } break;
  4184. case OP_TYPE_VECTOR_3D: {
  4185. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  4186. } break;
  4187. case OP_TYPE_VECTOR_4D: {
  4188. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  4189. } break;
  4190. default:
  4191. break;
  4192. }
  4193. op_type = p_op_type;
  4194. emit_changed();
  4195. }
  4196. 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 {
  4197. String code;
  4198. switch (op_type) {
  4199. case OP_TYPE_VECTOR_2D: {
  4200. code += " " + p_output_vars[0] + " = " + p_input_vars[0] + ".x;\n";
  4201. code += " " + p_output_vars[1] + " = " + p_input_vars[0] + ".y;\n";
  4202. } break;
  4203. case OP_TYPE_VECTOR_3D: {
  4204. code += " " + p_output_vars[0] + " = " + p_input_vars[0] + ".x;\n";
  4205. code += " " + p_output_vars[1] + " = " + p_input_vars[0] + ".y;\n";
  4206. code += " " + p_output_vars[2] + " = " + p_input_vars[0] + ".z;\n";
  4207. } break;
  4208. case OP_TYPE_VECTOR_4D: {
  4209. code += " " + p_output_vars[0] + " = " + p_input_vars[0] + ".x;\n";
  4210. code += " " + p_output_vars[1] + " = " + p_input_vars[0] + ".y;\n";
  4211. code += " " + p_output_vars[2] + " = " + p_input_vars[0] + ".z;\n";
  4212. code += " " + p_output_vars[3] + " = " + p_input_vars[0] + ".w;\n";
  4213. } break;
  4214. default:
  4215. break;
  4216. }
  4217. return code;
  4218. }
  4219. VisualShaderNodeVectorDecompose::VisualShaderNodeVectorDecompose() {
  4220. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  4221. }
  4222. ////////////// Transform Decompose
  4223. String VisualShaderNodeTransformDecompose::get_caption() const {
  4224. return "TransformDecompose";
  4225. }
  4226. int VisualShaderNodeTransformDecompose::get_input_port_count() const {
  4227. return 1;
  4228. }
  4229. VisualShaderNodeTransformDecompose::PortType VisualShaderNodeTransformDecompose::get_input_port_type(int p_port) const {
  4230. return PORT_TYPE_TRANSFORM;
  4231. }
  4232. String VisualShaderNodeTransformDecompose::get_input_port_name(int p_port) const {
  4233. return "xform";
  4234. }
  4235. int VisualShaderNodeTransformDecompose::get_output_port_count() const {
  4236. return 4;
  4237. }
  4238. VisualShaderNodeTransformDecompose::PortType VisualShaderNodeTransformDecompose::get_output_port_type(int p_port) const {
  4239. return PORT_TYPE_VECTOR_3D;
  4240. }
  4241. String VisualShaderNodeTransformDecompose::get_output_port_name(int p_port) const {
  4242. if (p_port == 0) {
  4243. return "x";
  4244. } else if (p_port == 1) {
  4245. return "y";
  4246. } else if (p_port == 2) {
  4247. return "z";
  4248. } else {
  4249. return "origin";
  4250. }
  4251. }
  4252. 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 {
  4253. String code;
  4254. code += " " + p_output_vars[0] + " = " + p_input_vars[0] + "[0].xyz;\n";
  4255. code += " " + p_output_vars[1] + " = " + p_input_vars[0] + "[1].xyz;\n";
  4256. code += " " + p_output_vars[2] + " = " + p_input_vars[0] + "[2].xyz;\n";
  4257. code += " " + p_output_vars[3] + " = " + p_input_vars[0] + "[3].xyz;\n";
  4258. return code;
  4259. }
  4260. VisualShaderNodeTransformDecompose::VisualShaderNodeTransformDecompose() {
  4261. set_input_port_default_value(0, Transform3D());
  4262. }
  4263. ////////////// Float Parameter
  4264. String VisualShaderNodeFloatParameter::get_caption() const {
  4265. return "FloatParameter";
  4266. }
  4267. int VisualShaderNodeFloatParameter::get_input_port_count() const {
  4268. return 0;
  4269. }
  4270. VisualShaderNodeFloatParameter::PortType VisualShaderNodeFloatParameter::get_input_port_type(int p_port) const {
  4271. return PORT_TYPE_SCALAR;
  4272. }
  4273. String VisualShaderNodeFloatParameter::get_input_port_name(int p_port) const {
  4274. return String();
  4275. }
  4276. int VisualShaderNodeFloatParameter::get_output_port_count() const {
  4277. return 1;
  4278. }
  4279. VisualShaderNodeFloatParameter::PortType VisualShaderNodeFloatParameter::get_output_port_type(int p_port) const {
  4280. return PORT_TYPE_SCALAR;
  4281. }
  4282. String VisualShaderNodeFloatParameter::get_output_port_name(int p_port) const {
  4283. return ""; //no output port means the editor will be used as port
  4284. }
  4285. String VisualShaderNodeFloatParameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4286. String code = "";
  4287. if (hint == HINT_RANGE) {
  4288. code += _get_qual_str() + "uniform float " + get_parameter_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ")";
  4289. } else if (hint == HINT_RANGE_STEP) {
  4290. code += _get_qual_str() + "uniform float " + get_parameter_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ", " + rtos(hint_range_step) + ")";
  4291. } else {
  4292. code += _get_qual_str() + "uniform float " + get_parameter_name();
  4293. }
  4294. if (default_value_enabled) {
  4295. code += " = " + rtos(default_value);
  4296. }
  4297. code += ";\n";
  4298. return code;
  4299. }
  4300. String VisualShaderNodeFloatParameter::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 {
  4301. return " " + p_output_vars[0] + " = " + get_parameter_name() + ";\n";
  4302. }
  4303. bool VisualShaderNodeFloatParameter::is_show_prop_names() const {
  4304. return true;
  4305. }
  4306. bool VisualShaderNodeFloatParameter::is_use_prop_slots() const {
  4307. return true;
  4308. }
  4309. void VisualShaderNodeFloatParameter::set_hint(Hint p_hint) {
  4310. ERR_FAIL_INDEX(int(p_hint), int(HINT_MAX));
  4311. if (hint == p_hint) {
  4312. return;
  4313. }
  4314. hint = p_hint;
  4315. emit_changed();
  4316. }
  4317. VisualShaderNodeFloatParameter::Hint VisualShaderNodeFloatParameter::get_hint() const {
  4318. return hint;
  4319. }
  4320. void VisualShaderNodeFloatParameter::set_min(float p_value) {
  4321. if (Math::is_equal_approx(hint_range_min, p_value)) {
  4322. return;
  4323. }
  4324. hint_range_min = p_value;
  4325. emit_changed();
  4326. }
  4327. float VisualShaderNodeFloatParameter::get_min() const {
  4328. return hint_range_min;
  4329. }
  4330. void VisualShaderNodeFloatParameter::set_max(float p_value) {
  4331. if (Math::is_equal_approx(hint_range_max, p_value)) {
  4332. return;
  4333. }
  4334. hint_range_max = p_value;
  4335. emit_changed();
  4336. }
  4337. float VisualShaderNodeFloatParameter::get_max() const {
  4338. return hint_range_max;
  4339. }
  4340. void VisualShaderNodeFloatParameter::set_step(float p_value) {
  4341. if (Math::is_equal_approx(hint_range_step, p_value)) {
  4342. return;
  4343. }
  4344. hint_range_step = p_value;
  4345. emit_changed();
  4346. }
  4347. float VisualShaderNodeFloatParameter::get_step() const {
  4348. return hint_range_step;
  4349. }
  4350. void VisualShaderNodeFloatParameter::set_default_value_enabled(bool p_enabled) {
  4351. if (default_value_enabled == p_enabled) {
  4352. return;
  4353. }
  4354. default_value_enabled = p_enabled;
  4355. emit_changed();
  4356. }
  4357. bool VisualShaderNodeFloatParameter::is_default_value_enabled() const {
  4358. return default_value_enabled;
  4359. }
  4360. void VisualShaderNodeFloatParameter::set_default_value(float p_value) {
  4361. if (Math::is_equal_approx(default_value, p_value)) {
  4362. return;
  4363. }
  4364. default_value = p_value;
  4365. emit_changed();
  4366. }
  4367. float VisualShaderNodeFloatParameter::get_default_value() const {
  4368. return default_value;
  4369. }
  4370. void VisualShaderNodeFloatParameter::_bind_methods() {
  4371. ClassDB::bind_method(D_METHOD("set_hint", "hint"), &VisualShaderNodeFloatParameter::set_hint);
  4372. ClassDB::bind_method(D_METHOD("get_hint"), &VisualShaderNodeFloatParameter::get_hint);
  4373. ClassDB::bind_method(D_METHOD("set_min", "value"), &VisualShaderNodeFloatParameter::set_min);
  4374. ClassDB::bind_method(D_METHOD("get_min"), &VisualShaderNodeFloatParameter::get_min);
  4375. ClassDB::bind_method(D_METHOD("set_max", "value"), &VisualShaderNodeFloatParameter::set_max);
  4376. ClassDB::bind_method(D_METHOD("get_max"), &VisualShaderNodeFloatParameter::get_max);
  4377. ClassDB::bind_method(D_METHOD("set_step", "value"), &VisualShaderNodeFloatParameter::set_step);
  4378. ClassDB::bind_method(D_METHOD("get_step"), &VisualShaderNodeFloatParameter::get_step);
  4379. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeFloatParameter::set_default_value_enabled);
  4380. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeFloatParameter::is_default_value_enabled);
  4381. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeFloatParameter::set_default_value);
  4382. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeFloatParameter::get_default_value);
  4383. ADD_PROPERTY(PropertyInfo(Variant::INT, "hint", PROPERTY_HINT_ENUM, "None,Range,Range+Step"), "set_hint", "get_hint");
  4384. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "min"), "set_min", "get_min");
  4385. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "max"), "set_max", "get_max");
  4386. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "step"), "set_step", "get_step");
  4387. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  4388. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "default_value"), "set_default_value", "get_default_value");
  4389. BIND_ENUM_CONSTANT(HINT_NONE);
  4390. BIND_ENUM_CONSTANT(HINT_RANGE);
  4391. BIND_ENUM_CONSTANT(HINT_RANGE_STEP);
  4392. BIND_ENUM_CONSTANT(HINT_MAX);
  4393. }
  4394. bool VisualShaderNodeFloatParameter::is_qualifier_supported(Qualifier p_qual) const {
  4395. return true; // all qualifiers are supported
  4396. }
  4397. bool VisualShaderNodeFloatParameter::is_convertible_to_constant() const {
  4398. return true; // conversion is allowed
  4399. }
  4400. Vector<StringName> VisualShaderNodeFloatParameter::get_editable_properties() const {
  4401. Vector<StringName> props = VisualShaderNodeParameter::get_editable_properties();
  4402. props.push_back("hint");
  4403. if (hint == HINT_RANGE || hint == HINT_RANGE_STEP) {
  4404. props.push_back("min");
  4405. props.push_back("max");
  4406. }
  4407. if (hint == HINT_RANGE_STEP) {
  4408. props.push_back("step");
  4409. }
  4410. props.push_back("default_value_enabled");
  4411. if (default_value_enabled) {
  4412. props.push_back("default_value");
  4413. }
  4414. return props;
  4415. }
  4416. VisualShaderNodeFloatParameter::VisualShaderNodeFloatParameter() {
  4417. }
  4418. ////////////// Integer Parameter
  4419. String VisualShaderNodeIntParameter::get_caption() const {
  4420. return "IntParameter";
  4421. }
  4422. int VisualShaderNodeIntParameter::get_input_port_count() const {
  4423. return 0;
  4424. }
  4425. VisualShaderNodeIntParameter::PortType VisualShaderNodeIntParameter::get_input_port_type(int p_port) const {
  4426. return PORT_TYPE_SCALAR_INT;
  4427. }
  4428. String VisualShaderNodeIntParameter::get_input_port_name(int p_port) const {
  4429. return String();
  4430. }
  4431. int VisualShaderNodeIntParameter::get_output_port_count() const {
  4432. return 1;
  4433. }
  4434. VisualShaderNodeIntParameter::PortType VisualShaderNodeIntParameter::get_output_port_type(int p_port) const {
  4435. return PORT_TYPE_SCALAR_INT;
  4436. }
  4437. String VisualShaderNodeIntParameter::get_output_port_name(int p_port) const {
  4438. return ""; //no output port means the editor will be used as port
  4439. }
  4440. String VisualShaderNodeIntParameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4441. String code = "";
  4442. if (hint == HINT_RANGE) {
  4443. code += _get_qual_str() + "uniform int " + get_parameter_name() + " : hint_range(" + itos(hint_range_min) + ", " + itos(hint_range_max) + ")";
  4444. } else if (hint == HINT_RANGE_STEP) {
  4445. code += _get_qual_str() + "uniform int " + get_parameter_name() + " : hint_range(" + itos(hint_range_min) + ", " + itos(hint_range_max) + ", " + itos(hint_range_step) + ")";
  4446. } else {
  4447. code += _get_qual_str() + "uniform int " + get_parameter_name();
  4448. }
  4449. if (default_value_enabled) {
  4450. code += " = " + itos(default_value);
  4451. }
  4452. code += ";\n";
  4453. return code;
  4454. }
  4455. String VisualShaderNodeIntParameter::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 {
  4456. return " " + p_output_vars[0] + " = " + get_parameter_name() + ";\n";
  4457. }
  4458. bool VisualShaderNodeIntParameter::is_show_prop_names() const {
  4459. return true;
  4460. }
  4461. bool VisualShaderNodeIntParameter::is_use_prop_slots() const {
  4462. return true;
  4463. }
  4464. void VisualShaderNodeIntParameter::set_hint(Hint p_hint) {
  4465. ERR_FAIL_INDEX(int(p_hint), int(HINT_MAX));
  4466. if (hint == p_hint) {
  4467. return;
  4468. }
  4469. hint = p_hint;
  4470. emit_changed();
  4471. }
  4472. VisualShaderNodeIntParameter::Hint VisualShaderNodeIntParameter::get_hint() const {
  4473. return hint;
  4474. }
  4475. void VisualShaderNodeIntParameter::set_min(int p_value) {
  4476. if (hint_range_min == p_value) {
  4477. return;
  4478. }
  4479. hint_range_min = p_value;
  4480. emit_changed();
  4481. }
  4482. int VisualShaderNodeIntParameter::get_min() const {
  4483. return hint_range_min;
  4484. }
  4485. void VisualShaderNodeIntParameter::set_max(int p_value) {
  4486. if (hint_range_max == p_value) {
  4487. return;
  4488. }
  4489. hint_range_max = p_value;
  4490. emit_changed();
  4491. }
  4492. int VisualShaderNodeIntParameter::get_max() const {
  4493. return hint_range_max;
  4494. }
  4495. void VisualShaderNodeIntParameter::set_step(int p_value) {
  4496. if (hint_range_step == p_value) {
  4497. return;
  4498. }
  4499. hint_range_step = p_value;
  4500. emit_changed();
  4501. }
  4502. int VisualShaderNodeIntParameter::get_step() const {
  4503. return hint_range_step;
  4504. }
  4505. void VisualShaderNodeIntParameter::set_default_value_enabled(bool p_default_value_enabled) {
  4506. if (default_value_enabled == p_default_value_enabled) {
  4507. return;
  4508. }
  4509. default_value_enabled = p_default_value_enabled;
  4510. emit_changed();
  4511. }
  4512. bool VisualShaderNodeIntParameter::is_default_value_enabled() const {
  4513. return default_value_enabled;
  4514. }
  4515. void VisualShaderNodeIntParameter::set_default_value(int p_default_value) {
  4516. if (default_value == p_default_value) {
  4517. return;
  4518. }
  4519. default_value = p_default_value;
  4520. emit_changed();
  4521. }
  4522. int VisualShaderNodeIntParameter::get_default_value() const {
  4523. return default_value;
  4524. }
  4525. void VisualShaderNodeIntParameter::_bind_methods() {
  4526. ClassDB::bind_method(D_METHOD("set_hint", "hint"), &VisualShaderNodeIntParameter::set_hint);
  4527. ClassDB::bind_method(D_METHOD("get_hint"), &VisualShaderNodeIntParameter::get_hint);
  4528. ClassDB::bind_method(D_METHOD("set_min", "value"), &VisualShaderNodeIntParameter::set_min);
  4529. ClassDB::bind_method(D_METHOD("get_min"), &VisualShaderNodeIntParameter::get_min);
  4530. ClassDB::bind_method(D_METHOD("set_max", "value"), &VisualShaderNodeIntParameter::set_max);
  4531. ClassDB::bind_method(D_METHOD("get_max"), &VisualShaderNodeIntParameter::get_max);
  4532. ClassDB::bind_method(D_METHOD("set_step", "value"), &VisualShaderNodeIntParameter::set_step);
  4533. ClassDB::bind_method(D_METHOD("get_step"), &VisualShaderNodeIntParameter::get_step);
  4534. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeIntParameter::set_default_value_enabled);
  4535. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeIntParameter::is_default_value_enabled);
  4536. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeIntParameter::set_default_value);
  4537. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeIntParameter::get_default_value);
  4538. ADD_PROPERTY(PropertyInfo(Variant::INT, "hint", PROPERTY_HINT_ENUM, "None,Range,Range + Step"), "set_hint", "get_hint");
  4539. ADD_PROPERTY(PropertyInfo(Variant::INT, "min"), "set_min", "get_min");
  4540. ADD_PROPERTY(PropertyInfo(Variant::INT, "max"), "set_max", "get_max");
  4541. ADD_PROPERTY(PropertyInfo(Variant::INT, "step"), "set_step", "get_step");
  4542. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  4543. ADD_PROPERTY(PropertyInfo(Variant::INT, "default_value"), "set_default_value", "get_default_value");
  4544. BIND_ENUM_CONSTANT(HINT_NONE);
  4545. BIND_ENUM_CONSTANT(HINT_RANGE);
  4546. BIND_ENUM_CONSTANT(HINT_RANGE_STEP);
  4547. BIND_ENUM_CONSTANT(HINT_MAX);
  4548. }
  4549. bool VisualShaderNodeIntParameter::is_qualifier_supported(Qualifier p_qual) const {
  4550. return true; // all qualifiers are supported
  4551. }
  4552. bool VisualShaderNodeIntParameter::is_convertible_to_constant() const {
  4553. return true; // conversion is allowed
  4554. }
  4555. Vector<StringName> VisualShaderNodeIntParameter::get_editable_properties() const {
  4556. Vector<StringName> props = VisualShaderNodeParameter::get_editable_properties();
  4557. props.push_back("hint");
  4558. if (hint == HINT_RANGE || hint == HINT_RANGE_STEP) {
  4559. props.push_back("min");
  4560. props.push_back("max");
  4561. }
  4562. if (hint == HINT_RANGE_STEP) {
  4563. props.push_back("step");
  4564. }
  4565. props.push_back("default_value_enabled");
  4566. if (default_value_enabled) {
  4567. props.push_back("default_value");
  4568. }
  4569. return props;
  4570. }
  4571. VisualShaderNodeIntParameter::VisualShaderNodeIntParameter() {
  4572. }
  4573. ////////////// Unsigned Integer Parameter
  4574. String VisualShaderNodeUIntParameter::get_caption() const {
  4575. return "UIntParameter";
  4576. }
  4577. int VisualShaderNodeUIntParameter::get_input_port_count() const {
  4578. return 0;
  4579. }
  4580. VisualShaderNodeUIntParameter::PortType VisualShaderNodeUIntParameter::get_input_port_type(int p_port) const {
  4581. return PORT_TYPE_SCALAR_UINT;
  4582. }
  4583. String VisualShaderNodeUIntParameter::get_input_port_name(int p_port) const {
  4584. return String();
  4585. }
  4586. int VisualShaderNodeUIntParameter::get_output_port_count() const {
  4587. return 1;
  4588. }
  4589. VisualShaderNodeUIntParameter::PortType VisualShaderNodeUIntParameter::get_output_port_type(int p_port) const {
  4590. return PORT_TYPE_SCALAR_UINT;
  4591. }
  4592. String VisualShaderNodeUIntParameter::get_output_port_name(int p_port) const {
  4593. return ""; // No output port means the editor will be used as port.
  4594. }
  4595. String VisualShaderNodeUIntParameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4596. String code = _get_qual_str() + "uniform uint " + get_parameter_name();
  4597. if (default_value_enabled) {
  4598. code += " = " + itos(default_value);
  4599. }
  4600. code += ";\n";
  4601. return code;
  4602. }
  4603. String VisualShaderNodeUIntParameter::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 {
  4604. return " " + p_output_vars[0] + " = " + get_parameter_name() + ";\n";
  4605. }
  4606. bool VisualShaderNodeUIntParameter::is_show_prop_names() const {
  4607. return true;
  4608. }
  4609. bool VisualShaderNodeUIntParameter::is_use_prop_slots() const {
  4610. return true;
  4611. }
  4612. void VisualShaderNodeUIntParameter::set_default_value_enabled(bool p_default_value_enabled) {
  4613. if (default_value_enabled == p_default_value_enabled) {
  4614. return;
  4615. }
  4616. default_value_enabled = p_default_value_enabled;
  4617. emit_changed();
  4618. }
  4619. bool VisualShaderNodeUIntParameter::is_default_value_enabled() const {
  4620. return default_value_enabled;
  4621. }
  4622. void VisualShaderNodeUIntParameter::set_default_value(int p_default_value) {
  4623. if (default_value == p_default_value) {
  4624. return;
  4625. }
  4626. default_value = p_default_value;
  4627. emit_changed();
  4628. }
  4629. int VisualShaderNodeUIntParameter::get_default_value() const {
  4630. return default_value;
  4631. }
  4632. void VisualShaderNodeUIntParameter::_bind_methods() {
  4633. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeUIntParameter::set_default_value_enabled);
  4634. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeUIntParameter::is_default_value_enabled);
  4635. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeUIntParameter::set_default_value);
  4636. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeUIntParameter::get_default_value);
  4637. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  4638. ADD_PROPERTY(PropertyInfo(Variant::INT, "default_value"), "set_default_value", "get_default_value");
  4639. }
  4640. bool VisualShaderNodeUIntParameter::is_qualifier_supported(Qualifier p_qual) const {
  4641. return true; // All qualifiers are supported.
  4642. }
  4643. bool VisualShaderNodeUIntParameter::is_convertible_to_constant() const {
  4644. return true; // Conversion is allowed.
  4645. }
  4646. Vector<StringName> VisualShaderNodeUIntParameter::get_editable_properties() const {
  4647. Vector<StringName> props = VisualShaderNodeParameter::get_editable_properties();
  4648. props.push_back("default_value_enabled");
  4649. if (default_value_enabled) {
  4650. props.push_back("default_value");
  4651. }
  4652. return props;
  4653. }
  4654. VisualShaderNodeUIntParameter::VisualShaderNodeUIntParameter() {
  4655. }
  4656. ////////////// Boolean Parameter
  4657. String VisualShaderNodeBooleanParameter::get_caption() const {
  4658. return "BooleanParameter";
  4659. }
  4660. int VisualShaderNodeBooleanParameter::get_input_port_count() const {
  4661. return 0;
  4662. }
  4663. VisualShaderNodeBooleanParameter::PortType VisualShaderNodeBooleanParameter::get_input_port_type(int p_port) const {
  4664. return PORT_TYPE_BOOLEAN;
  4665. }
  4666. String VisualShaderNodeBooleanParameter::get_input_port_name(int p_port) const {
  4667. return String();
  4668. }
  4669. int VisualShaderNodeBooleanParameter::get_output_port_count() const {
  4670. return 1;
  4671. }
  4672. VisualShaderNodeBooleanParameter::PortType VisualShaderNodeBooleanParameter::get_output_port_type(int p_port) const {
  4673. return PORT_TYPE_BOOLEAN;
  4674. }
  4675. String VisualShaderNodeBooleanParameter::get_output_port_name(int p_port) const {
  4676. return ""; //no output port means the editor will be used as port
  4677. }
  4678. void VisualShaderNodeBooleanParameter::set_default_value_enabled(bool p_default_value_enabled) {
  4679. if (default_value_enabled == p_default_value_enabled) {
  4680. return;
  4681. }
  4682. default_value_enabled = p_default_value_enabled;
  4683. emit_changed();
  4684. }
  4685. bool VisualShaderNodeBooleanParameter::is_default_value_enabled() const {
  4686. return default_value_enabled;
  4687. }
  4688. void VisualShaderNodeBooleanParameter::set_default_value(bool p_default_value) {
  4689. if (default_value == p_default_value) {
  4690. return;
  4691. }
  4692. default_value = p_default_value;
  4693. emit_changed();
  4694. }
  4695. bool VisualShaderNodeBooleanParameter::get_default_value() const {
  4696. return default_value;
  4697. }
  4698. String VisualShaderNodeBooleanParameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4699. String code = _get_qual_str() + "uniform bool " + get_parameter_name();
  4700. if (default_value_enabled) {
  4701. if (default_value) {
  4702. code += " = true";
  4703. } else {
  4704. code += " = false";
  4705. }
  4706. }
  4707. code += ";\n";
  4708. return code;
  4709. }
  4710. String VisualShaderNodeBooleanParameter::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 {
  4711. return " " + p_output_vars[0] + " = " + get_parameter_name() + ";\n";
  4712. }
  4713. bool VisualShaderNodeBooleanParameter::is_show_prop_names() const {
  4714. return true;
  4715. }
  4716. bool VisualShaderNodeBooleanParameter::is_use_prop_slots() const {
  4717. return true;
  4718. }
  4719. void VisualShaderNodeBooleanParameter::_bind_methods() {
  4720. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeBooleanParameter::set_default_value_enabled);
  4721. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeBooleanParameter::is_default_value_enabled);
  4722. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeBooleanParameter::set_default_value);
  4723. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeBooleanParameter::get_default_value);
  4724. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  4725. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value"), "set_default_value", "get_default_value");
  4726. }
  4727. bool VisualShaderNodeBooleanParameter::is_qualifier_supported(Qualifier p_qual) const {
  4728. return true; // all qualifiers are supported
  4729. }
  4730. bool VisualShaderNodeBooleanParameter::is_convertible_to_constant() const {
  4731. return true; // conversion is allowed
  4732. }
  4733. Vector<StringName> VisualShaderNodeBooleanParameter::get_editable_properties() const {
  4734. Vector<StringName> props = VisualShaderNodeParameter::get_editable_properties();
  4735. props.push_back("default_value_enabled");
  4736. if (default_value_enabled) {
  4737. props.push_back("default_value");
  4738. }
  4739. return props;
  4740. }
  4741. VisualShaderNodeBooleanParameter::VisualShaderNodeBooleanParameter() {
  4742. }
  4743. ////////////// Color Parameter
  4744. String VisualShaderNodeColorParameter::get_caption() const {
  4745. return "ColorParameter";
  4746. }
  4747. int VisualShaderNodeColorParameter::get_input_port_count() const {
  4748. return 0;
  4749. }
  4750. VisualShaderNodeColorParameter::PortType VisualShaderNodeColorParameter::get_input_port_type(int p_port) const {
  4751. return PORT_TYPE_SCALAR;
  4752. }
  4753. String VisualShaderNodeColorParameter::get_input_port_name(int p_port) const {
  4754. return String();
  4755. }
  4756. int VisualShaderNodeColorParameter::get_output_port_count() const {
  4757. return 1;
  4758. }
  4759. VisualShaderNodeColorParameter::PortType VisualShaderNodeColorParameter::get_output_port_type(int p_port) const {
  4760. return p_port == 0 ? PORT_TYPE_VECTOR_4D : PORT_TYPE_SCALAR;
  4761. }
  4762. String VisualShaderNodeColorParameter::get_output_port_name(int p_port) const {
  4763. return "color";
  4764. }
  4765. bool VisualShaderNodeColorParameter::is_output_port_expandable(int p_port) const {
  4766. if (p_port == 0) {
  4767. return true;
  4768. }
  4769. return false;
  4770. }
  4771. void VisualShaderNodeColorParameter::set_default_value_enabled(bool p_enabled) {
  4772. if (default_value_enabled == p_enabled) {
  4773. return;
  4774. }
  4775. default_value_enabled = p_enabled;
  4776. emit_changed();
  4777. }
  4778. bool VisualShaderNodeColorParameter::is_default_value_enabled() const {
  4779. return default_value_enabled;
  4780. }
  4781. void VisualShaderNodeColorParameter::set_default_value(const Color &p_value) {
  4782. if (default_value.is_equal_approx(p_value)) {
  4783. return;
  4784. }
  4785. default_value = p_value;
  4786. emit_changed();
  4787. }
  4788. Color VisualShaderNodeColorParameter::get_default_value() const {
  4789. return default_value;
  4790. }
  4791. String VisualShaderNodeColorParameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4792. String code = _get_qual_str() + "uniform vec4 " + get_parameter_name() + " : source_color";
  4793. if (default_value_enabled) {
  4794. code += vformat(" = vec4(%.6f, %.6f, %.6f, %.6f)", default_value.r, default_value.g, default_value.b, default_value.a);
  4795. }
  4796. code += ";\n";
  4797. return code;
  4798. }
  4799. String VisualShaderNodeColorParameter::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 {
  4800. return " " + p_output_vars[0] + " = " + get_parameter_name() + ";\n";
  4801. }
  4802. bool VisualShaderNodeColorParameter::is_show_prop_names() const {
  4803. return true;
  4804. }
  4805. void VisualShaderNodeColorParameter::_bind_methods() {
  4806. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeColorParameter::set_default_value_enabled);
  4807. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeColorParameter::is_default_value_enabled);
  4808. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeColorParameter::set_default_value);
  4809. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeColorParameter::get_default_value);
  4810. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  4811. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "default_value"), "set_default_value", "get_default_value");
  4812. }
  4813. bool VisualShaderNodeColorParameter::is_qualifier_supported(Qualifier p_qual) const {
  4814. return true; // all qualifiers are supported
  4815. }
  4816. bool VisualShaderNodeColorParameter::is_convertible_to_constant() const {
  4817. return true; // conversion is allowed
  4818. }
  4819. Vector<StringName> VisualShaderNodeColorParameter::get_editable_properties() const {
  4820. Vector<StringName> props = VisualShaderNodeParameter::get_editable_properties();
  4821. props.push_back("default_value_enabled");
  4822. if (default_value_enabled) {
  4823. props.push_back("default_value");
  4824. }
  4825. return props;
  4826. }
  4827. VisualShaderNodeColorParameter::VisualShaderNodeColorParameter() {
  4828. }
  4829. ////////////// Vector2 Parameter
  4830. String VisualShaderNodeVec2Parameter::get_caption() const {
  4831. return "Vector2Parameter";
  4832. }
  4833. int VisualShaderNodeVec2Parameter::get_input_port_count() const {
  4834. return 0;
  4835. }
  4836. VisualShaderNodeVec2Parameter::PortType VisualShaderNodeVec2Parameter::get_input_port_type(int p_port) const {
  4837. return PORT_TYPE_VECTOR_2D;
  4838. }
  4839. String VisualShaderNodeVec2Parameter::get_input_port_name(int p_port) const {
  4840. return String();
  4841. }
  4842. int VisualShaderNodeVec2Parameter::get_output_port_count() const {
  4843. return 1;
  4844. }
  4845. VisualShaderNodeVec2Parameter::PortType VisualShaderNodeVec2Parameter::get_output_port_type(int p_port) const {
  4846. return PORT_TYPE_VECTOR_2D;
  4847. }
  4848. String VisualShaderNodeVec2Parameter::get_output_port_name(int p_port) const {
  4849. return String();
  4850. }
  4851. void VisualShaderNodeVec2Parameter::set_default_value_enabled(bool p_enabled) {
  4852. default_value_enabled = p_enabled;
  4853. emit_changed();
  4854. }
  4855. bool VisualShaderNodeVec2Parameter::is_default_value_enabled() const {
  4856. return default_value_enabled;
  4857. }
  4858. void VisualShaderNodeVec2Parameter::set_default_value(const Vector2 &p_value) {
  4859. default_value = p_value;
  4860. emit_changed();
  4861. }
  4862. Vector2 VisualShaderNodeVec2Parameter::get_default_value() const {
  4863. return default_value;
  4864. }
  4865. String VisualShaderNodeVec2Parameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4866. String code = _get_qual_str() + "uniform vec2 " + get_parameter_name();
  4867. if (default_value_enabled) {
  4868. code += vformat(" = vec2(%.6f, %.6f)", default_value.x, default_value.y);
  4869. }
  4870. code += ";\n";
  4871. return code;
  4872. }
  4873. String VisualShaderNodeVec2Parameter::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 {
  4874. return " " + p_output_vars[0] + " = " + get_parameter_name() + ";\n";
  4875. }
  4876. void VisualShaderNodeVec2Parameter::_bind_methods() {
  4877. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeVec2Parameter::set_default_value_enabled);
  4878. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeVec2Parameter::is_default_value_enabled);
  4879. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeVec2Parameter::set_default_value);
  4880. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeVec2Parameter::get_default_value);
  4881. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  4882. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "default_value"), "set_default_value", "get_default_value");
  4883. }
  4884. bool VisualShaderNodeVec2Parameter::is_show_prop_names() const {
  4885. return true;
  4886. }
  4887. bool VisualShaderNodeVec2Parameter::is_use_prop_slots() const {
  4888. return true;
  4889. }
  4890. bool VisualShaderNodeVec2Parameter::is_qualifier_supported(Qualifier p_qual) const {
  4891. return true; // all qualifiers are supported
  4892. }
  4893. bool VisualShaderNodeVec2Parameter::is_convertible_to_constant() const {
  4894. return true; // conversion is allowed
  4895. }
  4896. Vector<StringName> VisualShaderNodeVec2Parameter::get_editable_properties() const {
  4897. Vector<StringName> props = VisualShaderNodeParameter::get_editable_properties();
  4898. props.push_back("default_value_enabled");
  4899. if (default_value_enabled) {
  4900. props.push_back("default_value");
  4901. }
  4902. return props;
  4903. }
  4904. VisualShaderNodeVec2Parameter::VisualShaderNodeVec2Parameter() {
  4905. }
  4906. ////////////// Vector3 Parameter
  4907. String VisualShaderNodeVec3Parameter::get_caption() const {
  4908. return "Vector3Parameter";
  4909. }
  4910. int VisualShaderNodeVec3Parameter::get_input_port_count() const {
  4911. return 0;
  4912. }
  4913. VisualShaderNodeVec3Parameter::PortType VisualShaderNodeVec3Parameter::get_input_port_type(int p_port) const {
  4914. return PORT_TYPE_VECTOR_3D;
  4915. }
  4916. String VisualShaderNodeVec3Parameter::get_input_port_name(int p_port) const {
  4917. return String();
  4918. }
  4919. int VisualShaderNodeVec3Parameter::get_output_port_count() const {
  4920. return 1;
  4921. }
  4922. VisualShaderNodeVec3Parameter::PortType VisualShaderNodeVec3Parameter::get_output_port_type(int p_port) const {
  4923. return PORT_TYPE_VECTOR_3D;
  4924. }
  4925. String VisualShaderNodeVec3Parameter::get_output_port_name(int p_port) const {
  4926. return ""; //no output port means the editor will be used as port
  4927. }
  4928. void VisualShaderNodeVec3Parameter::set_default_value_enabled(bool p_enabled) {
  4929. default_value_enabled = p_enabled;
  4930. emit_changed();
  4931. }
  4932. bool VisualShaderNodeVec3Parameter::is_default_value_enabled() const {
  4933. return default_value_enabled;
  4934. }
  4935. void VisualShaderNodeVec3Parameter::set_default_value(const Vector3 &p_value) {
  4936. default_value = p_value;
  4937. emit_changed();
  4938. }
  4939. Vector3 VisualShaderNodeVec3Parameter::get_default_value() const {
  4940. return default_value;
  4941. }
  4942. String VisualShaderNodeVec3Parameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4943. String code = _get_qual_str() + "uniform vec3 " + get_parameter_name();
  4944. if (default_value_enabled) {
  4945. code += vformat(" = vec3(%.6f, %.6f, %.6f)", default_value.x, default_value.y, default_value.z);
  4946. }
  4947. code += ";\n";
  4948. return code;
  4949. }
  4950. String VisualShaderNodeVec3Parameter::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 {
  4951. return " " + p_output_vars[0] + " = " + get_parameter_name() + ";\n";
  4952. }
  4953. void VisualShaderNodeVec3Parameter::_bind_methods() {
  4954. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeVec3Parameter::set_default_value_enabled);
  4955. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeVec3Parameter::is_default_value_enabled);
  4956. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeVec3Parameter::set_default_value);
  4957. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeVec3Parameter::get_default_value);
  4958. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  4959. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "default_value"), "set_default_value", "get_default_value");
  4960. }
  4961. bool VisualShaderNodeVec3Parameter::is_show_prop_names() const {
  4962. return true;
  4963. }
  4964. bool VisualShaderNodeVec3Parameter::is_use_prop_slots() const {
  4965. return true;
  4966. }
  4967. bool VisualShaderNodeVec3Parameter::is_qualifier_supported(Qualifier p_qual) const {
  4968. return true; // all qualifiers are supported
  4969. }
  4970. bool VisualShaderNodeVec3Parameter::is_convertible_to_constant() const {
  4971. return true; // conversion is allowed
  4972. }
  4973. Vector<StringName> VisualShaderNodeVec3Parameter::get_editable_properties() const {
  4974. Vector<StringName> props = VisualShaderNodeParameter::get_editable_properties();
  4975. props.push_back("default_value_enabled");
  4976. if (default_value_enabled) {
  4977. props.push_back("default_value");
  4978. }
  4979. return props;
  4980. }
  4981. VisualShaderNodeVec3Parameter::VisualShaderNodeVec3Parameter() {
  4982. }
  4983. ////////////// Vector4 Parameter
  4984. String VisualShaderNodeVec4Parameter::get_caption() const {
  4985. return "Vector4Parameter";
  4986. }
  4987. int VisualShaderNodeVec4Parameter::get_input_port_count() const {
  4988. return 0;
  4989. }
  4990. VisualShaderNodeVec4Parameter::PortType VisualShaderNodeVec4Parameter::get_input_port_type(int p_port) const {
  4991. return PORT_TYPE_VECTOR_4D;
  4992. }
  4993. String VisualShaderNodeVec4Parameter::get_input_port_name(int p_port) const {
  4994. return String();
  4995. }
  4996. int VisualShaderNodeVec4Parameter::get_output_port_count() const {
  4997. return 1;
  4998. }
  4999. VisualShaderNodeVec4Parameter::PortType VisualShaderNodeVec4Parameter::get_output_port_type(int p_port) const {
  5000. return PORT_TYPE_VECTOR_4D;
  5001. }
  5002. String VisualShaderNodeVec4Parameter::get_output_port_name(int p_port) const {
  5003. return ""; // No output port means the editor will be used as port.
  5004. }
  5005. void VisualShaderNodeVec4Parameter::set_default_value_enabled(bool p_enabled) {
  5006. default_value_enabled = p_enabled;
  5007. emit_changed();
  5008. }
  5009. bool VisualShaderNodeVec4Parameter::is_default_value_enabled() const {
  5010. return default_value_enabled;
  5011. }
  5012. void VisualShaderNodeVec4Parameter::set_default_value(const Vector4 &p_value) {
  5013. default_value = p_value;
  5014. emit_changed();
  5015. }
  5016. Vector4 VisualShaderNodeVec4Parameter::get_default_value() const {
  5017. return default_value;
  5018. }
  5019. String VisualShaderNodeVec4Parameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  5020. String code = _get_qual_str() + "uniform vec4 " + get_parameter_name();
  5021. if (default_value_enabled) {
  5022. code += vformat(" = vec4(%.6f, %.6f, %.6f, %.6f)", default_value.x, default_value.y, default_value.z, default_value.w);
  5023. }
  5024. code += ";\n";
  5025. return code;
  5026. }
  5027. String VisualShaderNodeVec4Parameter::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 {
  5028. return " " + p_output_vars[0] + " = " + get_parameter_name() + ";\n";
  5029. }
  5030. void VisualShaderNodeVec4Parameter::_bind_methods() {
  5031. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeVec4Parameter::set_default_value_enabled);
  5032. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeVec4Parameter::is_default_value_enabled);
  5033. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeVec4Parameter::set_default_value);
  5034. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeVec4Parameter::get_default_value);
  5035. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  5036. ADD_PROPERTY(PropertyInfo(Variant::VECTOR4, "default_value"), "set_default_value", "get_default_value");
  5037. }
  5038. bool VisualShaderNodeVec4Parameter::is_show_prop_names() const {
  5039. return true;
  5040. }
  5041. bool VisualShaderNodeVec4Parameter::is_use_prop_slots() const {
  5042. return true;
  5043. }
  5044. bool VisualShaderNodeVec4Parameter::is_qualifier_supported(Qualifier p_qual) const {
  5045. return true; // All qualifiers are supported.
  5046. }
  5047. bool VisualShaderNodeVec4Parameter::is_convertible_to_constant() const {
  5048. return true; // Conversion is allowed.
  5049. }
  5050. Vector<StringName> VisualShaderNodeVec4Parameter::get_editable_properties() const {
  5051. Vector<StringName> props = VisualShaderNodeParameter::get_editable_properties();
  5052. props.push_back("default_value_enabled");
  5053. if (default_value_enabled) {
  5054. props.push_back("default_value");
  5055. }
  5056. return props;
  5057. }
  5058. VisualShaderNodeVec4Parameter::VisualShaderNodeVec4Parameter() {
  5059. }
  5060. ////////////// Transform Parameter
  5061. String VisualShaderNodeTransformParameter::get_caption() const {
  5062. return "TransformParameter";
  5063. }
  5064. int VisualShaderNodeTransformParameter::get_input_port_count() const {
  5065. return 0;
  5066. }
  5067. VisualShaderNodeTransformParameter::PortType VisualShaderNodeTransformParameter::get_input_port_type(int p_port) const {
  5068. return PORT_TYPE_VECTOR_3D;
  5069. }
  5070. String VisualShaderNodeTransformParameter::get_input_port_name(int p_port) const {
  5071. return String();
  5072. }
  5073. int VisualShaderNodeTransformParameter::get_output_port_count() const {
  5074. return 1;
  5075. }
  5076. VisualShaderNodeTransformParameter::PortType VisualShaderNodeTransformParameter::get_output_port_type(int p_port) const {
  5077. return PORT_TYPE_TRANSFORM;
  5078. }
  5079. String VisualShaderNodeTransformParameter::get_output_port_name(int p_port) const {
  5080. return ""; //no output port means the editor will be used as port
  5081. }
  5082. void VisualShaderNodeTransformParameter::set_default_value_enabled(bool p_enabled) {
  5083. default_value_enabled = p_enabled;
  5084. emit_changed();
  5085. }
  5086. bool VisualShaderNodeTransformParameter::is_default_value_enabled() const {
  5087. return default_value_enabled;
  5088. }
  5089. void VisualShaderNodeTransformParameter::set_default_value(const Transform3D &p_value) {
  5090. default_value = p_value;
  5091. emit_changed();
  5092. }
  5093. Transform3D VisualShaderNodeTransformParameter::get_default_value() const {
  5094. return default_value;
  5095. }
  5096. String VisualShaderNodeTransformParameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  5097. String code = _get_qual_str() + "uniform mat4 " + get_parameter_name();
  5098. if (default_value_enabled) {
  5099. Vector3 row0 = default_value.basis.rows[0];
  5100. Vector3 row1 = default_value.basis.rows[1];
  5101. Vector3 row2 = default_value.basis.rows[2];
  5102. Vector3 origin = default_value.origin;
  5103. 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) + ")";
  5104. }
  5105. code += ";\n";
  5106. return code;
  5107. }
  5108. String VisualShaderNodeTransformParameter::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 {
  5109. return " " + p_output_vars[0] + " = " + get_parameter_name() + ";\n";
  5110. }
  5111. void VisualShaderNodeTransformParameter::_bind_methods() {
  5112. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeTransformParameter::set_default_value_enabled);
  5113. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeTransformParameter::is_default_value_enabled);
  5114. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeTransformParameter::set_default_value);
  5115. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeTransformParameter::get_default_value);
  5116. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  5117. ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "default_value"), "set_default_value", "get_default_value");
  5118. }
  5119. bool VisualShaderNodeTransformParameter::is_show_prop_names() const {
  5120. return true;
  5121. }
  5122. bool VisualShaderNodeTransformParameter::is_use_prop_slots() const {
  5123. return true;
  5124. }
  5125. bool VisualShaderNodeTransformParameter::is_qualifier_supported(Qualifier p_qual) const {
  5126. if (p_qual == Qualifier::QUAL_INSTANCE) {
  5127. return false;
  5128. }
  5129. return true;
  5130. }
  5131. bool VisualShaderNodeTransformParameter::is_convertible_to_constant() const {
  5132. return true; // conversion is allowed
  5133. }
  5134. Vector<StringName> VisualShaderNodeTransformParameter::get_editable_properties() const {
  5135. Vector<StringName> props = VisualShaderNodeParameter::get_editable_properties();
  5136. props.push_back("default_value_enabled");
  5137. if (default_value_enabled) {
  5138. props.push_back("default_value");
  5139. }
  5140. return props;
  5141. }
  5142. VisualShaderNodeTransformParameter::VisualShaderNodeTransformParameter() {
  5143. }
  5144. //////////////
  5145. String get_sampler_hint(VisualShaderNodeTextureParameter::TextureType p_texture_type, VisualShaderNodeTextureParameter::ColorDefault p_color_default, VisualShaderNodeTextureParameter::TextureFilter p_texture_filter, VisualShaderNodeTextureParameter::TextureRepeat p_texture_repeat, VisualShaderNodeTextureParameter::TextureSource p_texture_source) {
  5146. String code;
  5147. bool has_colon = false;
  5148. // type
  5149. {
  5150. String type_code;
  5151. switch (p_texture_type) {
  5152. case VisualShaderNodeTextureParameter::TYPE_DATA:
  5153. if (p_color_default == VisualShaderNodeTextureParameter::COLOR_DEFAULT_BLACK) {
  5154. type_code = "hint_default_black";
  5155. } else if (p_color_default == VisualShaderNodeTextureParameter::COLOR_DEFAULT_TRANSPARENT) {
  5156. type_code = "hint_default_transparent";
  5157. }
  5158. break;
  5159. case VisualShaderNodeTextureParameter::TYPE_COLOR:
  5160. type_code = "source_color";
  5161. if (p_color_default == VisualShaderNodeTextureParameter::COLOR_DEFAULT_BLACK) {
  5162. type_code += ", hint_default_black";
  5163. } else if (p_color_default == VisualShaderNodeTextureParameter::COLOR_DEFAULT_TRANSPARENT) {
  5164. type_code += ", hint_default_transparent";
  5165. }
  5166. break;
  5167. case VisualShaderNodeTextureParameter::TYPE_NORMAL_MAP:
  5168. type_code = "hint_normal";
  5169. break;
  5170. case VisualShaderNodeTextureParameter::TYPE_ANISOTROPY:
  5171. type_code = "hint_anisotropy";
  5172. break;
  5173. default:
  5174. break;
  5175. }
  5176. if (!type_code.is_empty()) {
  5177. code += " : " + type_code;
  5178. has_colon = true;
  5179. }
  5180. }
  5181. // filter
  5182. {
  5183. String filter_code;
  5184. switch (p_texture_filter) {
  5185. case VisualShaderNodeTextureParameter::FILTER_NEAREST:
  5186. filter_code = "filter_nearest";
  5187. break;
  5188. case VisualShaderNodeTextureParameter::FILTER_LINEAR:
  5189. filter_code = "filter_linear";
  5190. break;
  5191. case VisualShaderNodeTextureParameter::FILTER_NEAREST_MIPMAP:
  5192. filter_code = "filter_nearest_mipmap";
  5193. break;
  5194. case VisualShaderNodeTextureParameter::FILTER_LINEAR_MIPMAP:
  5195. filter_code = "filter_linear_mipmap";
  5196. break;
  5197. case VisualShaderNodeTextureParameter::FILTER_NEAREST_MIPMAP_ANISOTROPIC:
  5198. filter_code = "filter_nearest_mipmap_anisotropic";
  5199. break;
  5200. case VisualShaderNodeTextureParameter::FILTER_LINEAR_MIPMAP_ANISOTROPIC:
  5201. filter_code = "filter_linear_mipmap_anisotropic";
  5202. break;
  5203. default:
  5204. break;
  5205. }
  5206. if (!filter_code.is_empty()) {
  5207. if (!has_colon) {
  5208. code += " : ";
  5209. has_colon = true;
  5210. } else {
  5211. code += ", ";
  5212. }
  5213. code += filter_code;
  5214. }
  5215. }
  5216. // repeat
  5217. {
  5218. String repeat_code;
  5219. switch (p_texture_repeat) {
  5220. case VisualShaderNodeTextureParameter::REPEAT_ENABLED:
  5221. repeat_code = "repeat_enable";
  5222. break;
  5223. case VisualShaderNodeTextureParameter::REPEAT_DISABLED:
  5224. repeat_code = "repeat_disable";
  5225. break;
  5226. default:
  5227. break;
  5228. }
  5229. if (!repeat_code.is_empty()) {
  5230. if (!has_colon) {
  5231. code += " : ";
  5232. } else {
  5233. code += ", ";
  5234. }
  5235. code += repeat_code;
  5236. }
  5237. }
  5238. {
  5239. String source_code;
  5240. switch (p_texture_source) {
  5241. case VisualShaderNodeTextureParameter::SOURCE_SCREEN:
  5242. source_code = "hint_screen_texture";
  5243. break;
  5244. case VisualShaderNodeTextureParameter::SOURCE_DEPTH:
  5245. source_code = "hint_depth_texture";
  5246. break;
  5247. case VisualShaderNodeTextureParameter::SOURCE_NORMAL_ROUGHNESS:
  5248. source_code = "hint_normal_roughness_texture";
  5249. break;
  5250. default:
  5251. break;
  5252. }
  5253. if (!source_code.is_empty()) {
  5254. if (!has_colon) {
  5255. code += " : ";
  5256. } else {
  5257. code += ", ";
  5258. }
  5259. code += source_code;
  5260. }
  5261. }
  5262. return code;
  5263. }
  5264. ////////////// Texture Parameter
  5265. int VisualShaderNodeTextureParameter::get_input_port_count() const {
  5266. return 0;
  5267. }
  5268. VisualShaderNodeTextureParameter::PortType VisualShaderNodeTextureParameter::get_input_port_type(int p_port) const {
  5269. return PORT_TYPE_SCALAR;
  5270. }
  5271. String VisualShaderNodeTextureParameter::get_input_port_name(int p_port) const {
  5272. return "";
  5273. }
  5274. int VisualShaderNodeTextureParameter::get_output_port_count() const {
  5275. return 1;
  5276. }
  5277. VisualShaderNodeTextureParameter::PortType VisualShaderNodeTextureParameter::get_output_port_type(int p_port) const {
  5278. switch (p_port) {
  5279. case 0:
  5280. return PORT_TYPE_SAMPLER;
  5281. default:
  5282. return PORT_TYPE_SCALAR;
  5283. }
  5284. }
  5285. String VisualShaderNodeTextureParameter::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 {
  5286. return "";
  5287. }
  5288. void VisualShaderNodeTextureParameter::set_texture_type(TextureType p_texture_type) {
  5289. ERR_FAIL_INDEX(int(p_texture_type), int(TYPE_MAX));
  5290. if (texture_type == p_texture_type) {
  5291. return;
  5292. }
  5293. texture_type = p_texture_type;
  5294. emit_changed();
  5295. }
  5296. VisualShaderNodeTextureParameter::TextureType VisualShaderNodeTextureParameter::get_texture_type() const {
  5297. return texture_type;
  5298. }
  5299. void VisualShaderNodeTextureParameter::set_color_default(ColorDefault p_color_default) {
  5300. ERR_FAIL_INDEX(int(p_color_default), int(COLOR_DEFAULT_MAX));
  5301. if (color_default == p_color_default) {
  5302. return;
  5303. }
  5304. color_default = p_color_default;
  5305. emit_changed();
  5306. }
  5307. VisualShaderNodeTextureParameter::ColorDefault VisualShaderNodeTextureParameter::get_color_default() const {
  5308. return color_default;
  5309. }
  5310. void VisualShaderNodeTextureParameter::set_texture_filter(TextureFilter p_filter) {
  5311. ERR_FAIL_INDEX(int(p_filter), int(FILTER_MAX));
  5312. if (texture_filter == p_filter) {
  5313. return;
  5314. }
  5315. texture_filter = p_filter;
  5316. emit_changed();
  5317. }
  5318. VisualShaderNodeTextureParameter::TextureFilter VisualShaderNodeTextureParameter::get_texture_filter() const {
  5319. return texture_filter;
  5320. }
  5321. void VisualShaderNodeTextureParameter::set_texture_repeat(TextureRepeat p_repeat) {
  5322. ERR_FAIL_INDEX(int(p_repeat), int(REPEAT_MAX));
  5323. if (texture_repeat == p_repeat) {
  5324. return;
  5325. }
  5326. texture_repeat = p_repeat;
  5327. emit_changed();
  5328. }
  5329. VisualShaderNodeTextureParameter::TextureRepeat VisualShaderNodeTextureParameter::get_texture_repeat() const {
  5330. return texture_repeat;
  5331. }
  5332. void VisualShaderNodeTextureParameter::set_texture_source(TextureSource p_source) {
  5333. ERR_FAIL_INDEX(int(p_source), int(SOURCE_MAX));
  5334. if (texture_source == p_source) {
  5335. return;
  5336. }
  5337. texture_source = p_source;
  5338. emit_changed();
  5339. }
  5340. VisualShaderNodeTextureParameter::TextureSource VisualShaderNodeTextureParameter::get_texture_source() const {
  5341. return texture_source;
  5342. }
  5343. Vector<StringName> VisualShaderNodeTextureParameter::get_editable_properties() const {
  5344. Vector<StringName> props = VisualShaderNodeParameter::get_editable_properties();
  5345. props.push_back("texture_type");
  5346. if (texture_type == TYPE_DATA || texture_type == TYPE_COLOR) {
  5347. props.push_back("color_default");
  5348. }
  5349. props.push_back("texture_filter");
  5350. props.push_back("texture_repeat");
  5351. props.push_back("texture_source");
  5352. return props;
  5353. }
  5354. bool VisualShaderNodeTextureParameter::is_show_prop_names() const {
  5355. return true;
  5356. }
  5357. HashMap<StringName, String> VisualShaderNodeTextureParameter::get_editable_properties_names() const {
  5358. HashMap<StringName, String> names;
  5359. names.insert("texture_type", RTR("Type"));
  5360. names.insert("color_default", RTR("Default Color"));
  5361. names.insert("texture_filter", RTR("Filter"));
  5362. names.insert("texture_repeat", RTR("Repeat"));
  5363. names.insert("texture_source", RTR("Source"));
  5364. return names;
  5365. }
  5366. void VisualShaderNodeTextureParameter::_bind_methods() {
  5367. ClassDB::bind_method(D_METHOD("set_texture_type", "type"), &VisualShaderNodeTextureParameter::set_texture_type);
  5368. ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeTextureParameter::get_texture_type);
  5369. ClassDB::bind_method(D_METHOD("set_color_default", "color"), &VisualShaderNodeTextureParameter::set_color_default);
  5370. ClassDB::bind_method(D_METHOD("get_color_default"), &VisualShaderNodeTextureParameter::get_color_default);
  5371. ClassDB::bind_method(D_METHOD("set_texture_filter", "filter"), &VisualShaderNodeTextureParameter::set_texture_filter);
  5372. ClassDB::bind_method(D_METHOD("get_texture_filter"), &VisualShaderNodeTextureParameter::get_texture_filter);
  5373. ClassDB::bind_method(D_METHOD("set_texture_repeat", "repeat"), &VisualShaderNodeTextureParameter::set_texture_repeat);
  5374. ClassDB::bind_method(D_METHOD("get_texture_repeat"), &VisualShaderNodeTextureParameter::get_texture_repeat);
  5375. ClassDB::bind_method(D_METHOD("set_texture_source", "source"), &VisualShaderNodeTextureParameter::set_texture_source);
  5376. ClassDB::bind_method(D_METHOD("get_texture_source"), &VisualShaderNodeTextureParameter::get_texture_source);
  5377. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normal Map,Anisotropic"), "set_texture_type", "get_texture_type");
  5378. ADD_PROPERTY(PropertyInfo(Variant::INT, "color_default", PROPERTY_HINT_ENUM, "White,Black,Transparent"), "set_color_default", "get_color_default");
  5379. 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");
  5380. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_repeat", PROPERTY_HINT_ENUM, "Default,Enabled,Disabled"), "set_texture_repeat", "get_texture_repeat");
  5381. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_source", PROPERTY_HINT_ENUM, "None,Screen,Depth,NormalRoughness"), "set_texture_source", "get_texture_source");
  5382. BIND_ENUM_CONSTANT(TYPE_DATA);
  5383. BIND_ENUM_CONSTANT(TYPE_COLOR);
  5384. BIND_ENUM_CONSTANT(TYPE_NORMAL_MAP);
  5385. BIND_ENUM_CONSTANT(TYPE_ANISOTROPY);
  5386. BIND_ENUM_CONSTANT(TYPE_MAX);
  5387. BIND_ENUM_CONSTANT(COLOR_DEFAULT_WHITE);
  5388. BIND_ENUM_CONSTANT(COLOR_DEFAULT_BLACK);
  5389. BIND_ENUM_CONSTANT(COLOR_DEFAULT_TRANSPARENT);
  5390. BIND_ENUM_CONSTANT(COLOR_DEFAULT_MAX);
  5391. BIND_ENUM_CONSTANT(FILTER_DEFAULT);
  5392. BIND_ENUM_CONSTANT(FILTER_NEAREST);
  5393. BIND_ENUM_CONSTANT(FILTER_LINEAR);
  5394. BIND_ENUM_CONSTANT(FILTER_NEAREST_MIPMAP);
  5395. BIND_ENUM_CONSTANT(FILTER_LINEAR_MIPMAP);
  5396. BIND_ENUM_CONSTANT(FILTER_NEAREST_MIPMAP_ANISOTROPIC);
  5397. BIND_ENUM_CONSTANT(FILTER_LINEAR_MIPMAP_ANISOTROPIC);
  5398. BIND_ENUM_CONSTANT(FILTER_MAX);
  5399. BIND_ENUM_CONSTANT(REPEAT_DEFAULT);
  5400. BIND_ENUM_CONSTANT(REPEAT_ENABLED);
  5401. BIND_ENUM_CONSTANT(REPEAT_DISABLED);
  5402. BIND_ENUM_CONSTANT(REPEAT_MAX);
  5403. BIND_ENUM_CONSTANT(SOURCE_NONE);
  5404. BIND_ENUM_CONSTANT(SOURCE_SCREEN);
  5405. BIND_ENUM_CONSTANT(SOURCE_DEPTH);
  5406. BIND_ENUM_CONSTANT(SOURCE_NORMAL_ROUGHNESS);
  5407. BIND_ENUM_CONSTANT(SOURCE_MAX);
  5408. }
  5409. bool VisualShaderNodeTextureParameter::is_qualifier_supported(Qualifier p_qual) const {
  5410. switch (p_qual) {
  5411. case Qualifier::QUAL_NONE:
  5412. return true;
  5413. case Qualifier::QUAL_GLOBAL:
  5414. return true;
  5415. case Qualifier::QUAL_INSTANCE:
  5416. return false;
  5417. default:
  5418. break;
  5419. }
  5420. return false;
  5421. }
  5422. bool VisualShaderNodeTextureParameter::is_convertible_to_constant() const {
  5423. return false; // conversion is not allowed
  5424. }
  5425. VisualShaderNodeTextureParameter::VisualShaderNodeTextureParameter() {
  5426. }
  5427. ////////////// Texture2D Parameter
  5428. String VisualShaderNodeTexture2DParameter::get_caption() const {
  5429. return "Texture2DParameter";
  5430. }
  5431. String VisualShaderNodeTexture2DParameter::get_output_port_name(int p_port) const {
  5432. switch (p_port) {
  5433. case 0:
  5434. return "sampler2D";
  5435. default:
  5436. return "";
  5437. }
  5438. }
  5439. String VisualShaderNodeTexture2DParameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  5440. String code = _get_qual_str() + "uniform sampler2D " + get_parameter_name();
  5441. code += get_sampler_hint(texture_type, color_default, texture_filter, texture_repeat, texture_source);
  5442. code += ";\n";
  5443. return code;
  5444. }
  5445. VisualShaderNodeTexture2DParameter::VisualShaderNodeTexture2DParameter() {
  5446. }
  5447. ////////////// Texture Parameter (Triplanar)
  5448. String VisualShaderNodeTextureParameterTriplanar::get_caption() const {
  5449. return "TextureParameterTriplanar";
  5450. }
  5451. int VisualShaderNodeTextureParameterTriplanar::get_input_port_count() const {
  5452. return 2;
  5453. }
  5454. VisualShaderNodeTextureParameterTriplanar::PortType VisualShaderNodeTextureParameterTriplanar::get_input_port_type(int p_port) const {
  5455. if (p_port == 0 || p_port == 1) {
  5456. return PORT_TYPE_VECTOR_3D;
  5457. }
  5458. return PORT_TYPE_SCALAR;
  5459. }
  5460. String VisualShaderNodeTextureParameterTriplanar::get_input_port_name(int p_port) const {
  5461. if (p_port == 0) {
  5462. return "weights";
  5463. } else if (p_port == 1) {
  5464. return "pos";
  5465. }
  5466. return "";
  5467. }
  5468. int VisualShaderNodeTextureParameterTriplanar::get_output_port_count() const {
  5469. return 2;
  5470. }
  5471. VisualShaderNodeTextureParameterTriplanar::PortType VisualShaderNodeTextureParameterTriplanar::get_output_port_type(int p_port) const {
  5472. switch (p_port) {
  5473. case 0:
  5474. return PORT_TYPE_VECTOR_4D;
  5475. case 1:
  5476. return PORT_TYPE_SAMPLER;
  5477. default:
  5478. return PORT_TYPE_SCALAR;
  5479. }
  5480. }
  5481. String VisualShaderNodeTextureParameterTriplanar::get_output_port_name(int p_port) const {
  5482. switch (p_port) {
  5483. case 0:
  5484. return "color";
  5485. case 1:
  5486. return "sampler2D";
  5487. default:
  5488. return "";
  5489. }
  5490. }
  5491. String VisualShaderNodeTextureParameterTriplanar::generate_global_per_node(Shader::Mode p_mode, int p_id) const {
  5492. String code;
  5493. code += "// " + get_caption() + "\n";
  5494. code += " vec4 triplanar_texture(sampler2D p_sampler, vec3 p_weights, vec3 p_triplanar_pos) {\n";
  5495. code += " vec4 samp = vec4(0.0);\n";
  5496. code += " samp += texture(p_sampler, p_triplanar_pos.xy) * p_weights.z;\n";
  5497. code += " samp += texture(p_sampler, p_triplanar_pos.xz) * p_weights.y;\n";
  5498. code += " samp += texture(p_sampler, p_triplanar_pos.zy * vec2(-1.0, 1.0)) * p_weights.x;\n";
  5499. code += " return samp;\n";
  5500. code += " }\n";
  5501. code += "\n";
  5502. code += " uniform vec3 triplanar_scale = vec3(1.0, 1.0, 1.0);\n";
  5503. code += " uniform vec3 triplanar_offset;\n";
  5504. code += " uniform float triplanar_sharpness = 0.5;\n";
  5505. code += "\n";
  5506. code += " varying vec3 triplanar_power_normal;\n";
  5507. code += " varying vec3 triplanar_pos;\n";
  5508. return code;
  5509. }
  5510. String VisualShaderNodeTextureParameterTriplanar::generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  5511. String code;
  5512. if (p_type == VisualShader::TYPE_VERTEX) {
  5513. code += "// " + get_caption() + "\n";
  5514. code += " {\n";
  5515. code += " triplanar_power_normal = pow(abs(NORMAL), vec3(triplanar_sharpness));\n";
  5516. code += " triplanar_power_normal /= dot(triplanar_power_normal, vec3(1.0));\n";
  5517. code += " triplanar_pos = VERTEX * triplanar_scale + triplanar_offset;\n";
  5518. code += " triplanar_pos *= vec3(1.0, -1.0, 1.0);\n";
  5519. code += " }\n";
  5520. }
  5521. return code;
  5522. }
  5523. String VisualShaderNodeTextureParameterTriplanar::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  5524. String code = _get_qual_str() + "uniform sampler2D " + get_parameter_name();
  5525. code += get_sampler_hint(texture_type, color_default, texture_filter, texture_repeat, texture_source);
  5526. code += ";\n";
  5527. return code;
  5528. }
  5529. String VisualShaderNodeTextureParameterTriplanar::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 {
  5530. String id = get_parameter_name();
  5531. String code;
  5532. if (p_input_vars[0].is_empty() && p_input_vars[1].is_empty()) {
  5533. code += " " + p_output_vars[0] + " = triplanar_texture(" + id + ", triplanar_power_normal, triplanar_pos);\n";
  5534. } else if (!p_input_vars[0].is_empty() && p_input_vars[1].is_empty()) {
  5535. code += " " + p_output_vars[0] + " = triplanar_texture(" + id + ", " + p_input_vars[0] + ", triplanar_pos);\n";
  5536. } else if (p_input_vars[0].is_empty() && !p_input_vars[1].is_empty()) {
  5537. code += " " + p_output_vars[0] + " = triplanar_texture(" + id + ", triplanar_power_normal, " + p_input_vars[1] + ");\n";
  5538. } else {
  5539. code += " " + p_output_vars[0] + " = triplanar_texture(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  5540. }
  5541. return code;
  5542. }
  5543. bool VisualShaderNodeTextureParameterTriplanar::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  5544. if (p_port == 0) {
  5545. return true;
  5546. } else if (p_port == 1) {
  5547. return true;
  5548. }
  5549. return false;
  5550. }
  5551. VisualShaderNodeTextureParameterTriplanar::VisualShaderNodeTextureParameterTriplanar() {
  5552. }
  5553. ////////////// Texture2DArray Parameter
  5554. String VisualShaderNodeTexture2DArrayParameter::get_caption() const {
  5555. return "Texture2DArrayParameter";
  5556. }
  5557. String VisualShaderNodeTexture2DArrayParameter::get_output_port_name(int p_port) const {
  5558. return "sampler2DArray";
  5559. }
  5560. String VisualShaderNodeTexture2DArrayParameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  5561. String code = _get_qual_str() + "uniform sampler2DArray " + get_parameter_name();
  5562. code += get_sampler_hint(texture_type, color_default, texture_filter, texture_repeat, texture_source);
  5563. code += ";\n";
  5564. return code;
  5565. }
  5566. VisualShaderNodeTexture2DArrayParameter::VisualShaderNodeTexture2DArrayParameter() {
  5567. }
  5568. ////////////// Texture3D Parameter
  5569. String VisualShaderNodeTexture3DParameter::get_caption() const {
  5570. return "Texture3DParameter";
  5571. }
  5572. String VisualShaderNodeTexture3DParameter::get_output_port_name(int p_port) const {
  5573. return "sampler3D";
  5574. }
  5575. String VisualShaderNodeTexture3DParameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  5576. String code = _get_qual_str() + "uniform sampler3D " + get_parameter_name();
  5577. code += get_sampler_hint(texture_type, color_default, texture_filter, texture_repeat, texture_source);
  5578. code += ";\n";
  5579. return code;
  5580. }
  5581. VisualShaderNodeTexture3DParameter::VisualShaderNodeTexture3DParameter() {
  5582. }
  5583. ////////////// Cubemap Parameter
  5584. String VisualShaderNodeCubemapParameter::get_caption() const {
  5585. return "CubemapParameter";
  5586. }
  5587. String VisualShaderNodeCubemapParameter::get_output_port_name(int p_port) const {
  5588. return "samplerCube";
  5589. }
  5590. String VisualShaderNodeCubemapParameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  5591. String code = _get_qual_str() + "uniform samplerCube " + get_parameter_name();
  5592. code += get_sampler_hint(texture_type, color_default, texture_filter, texture_repeat, texture_source);
  5593. code += ";\n";
  5594. return code;
  5595. }
  5596. VisualShaderNodeCubemapParameter::VisualShaderNodeCubemapParameter() {
  5597. }
  5598. ////////////// If
  5599. String VisualShaderNodeIf::get_caption() const {
  5600. return "If";
  5601. }
  5602. int VisualShaderNodeIf::get_input_port_count() const {
  5603. return 6;
  5604. }
  5605. VisualShaderNodeIf::PortType VisualShaderNodeIf::get_input_port_type(int p_port) const {
  5606. if (p_port == 0 || p_port == 1 || p_port == 2) {
  5607. return PORT_TYPE_SCALAR;
  5608. }
  5609. return PORT_TYPE_VECTOR_3D;
  5610. }
  5611. String VisualShaderNodeIf::get_input_port_name(int p_port) const {
  5612. switch (p_port) {
  5613. case 0:
  5614. return "a";
  5615. case 1:
  5616. return "b";
  5617. case 2:
  5618. return "tolerance";
  5619. case 3:
  5620. return "a == b";
  5621. case 4:
  5622. return "a > b";
  5623. case 5:
  5624. return "a < b";
  5625. default:
  5626. return "";
  5627. }
  5628. }
  5629. int VisualShaderNodeIf::get_output_port_count() const {
  5630. return 1;
  5631. }
  5632. VisualShaderNodeIf::PortType VisualShaderNodeIf::get_output_port_type(int p_port) const {
  5633. return PORT_TYPE_VECTOR_3D;
  5634. }
  5635. String VisualShaderNodeIf::get_output_port_name(int p_port) const {
  5636. return "result";
  5637. }
  5638. 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 {
  5639. String code;
  5640. code += " if(abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ")\n"; // abs(a - b) < tolerance eg. a == b
  5641. code += " {\n";
  5642. code += " " + p_output_vars[0] + " = " + p_input_vars[3] + ";\n";
  5643. code += " }\n";
  5644. code += " else if(" + p_input_vars[0] + " < " + p_input_vars[1] + ")\n"; // a < b
  5645. code += " {\n";
  5646. code += " " + p_output_vars[0] + " = " + p_input_vars[5] + ";\n";
  5647. code += " }\n";
  5648. code += " else\n"; // a > b (or a >= b if abs(a - b) < tolerance is false)
  5649. code += " {\n";
  5650. code += " " + p_output_vars[0] + " = " + p_input_vars[4] + ";\n";
  5651. code += " }\n";
  5652. return code;
  5653. }
  5654. VisualShaderNodeIf::VisualShaderNodeIf() {
  5655. simple_decl = false;
  5656. set_input_port_default_value(0, 0.0);
  5657. set_input_port_default_value(1, 0.0);
  5658. set_input_port_default_value(2, CMP_EPSILON);
  5659. set_input_port_default_value(3, Vector3(0.0, 0.0, 0.0));
  5660. set_input_port_default_value(4, Vector3(0.0, 0.0, 0.0));
  5661. set_input_port_default_value(5, Vector3(0.0, 0.0, 0.0));
  5662. }
  5663. ////////////// Switch
  5664. String VisualShaderNodeSwitch::get_caption() const {
  5665. return "Switch";
  5666. }
  5667. int VisualShaderNodeSwitch::get_input_port_count() const {
  5668. return 3;
  5669. }
  5670. VisualShaderNodeSwitch::PortType VisualShaderNodeSwitch::get_input_port_type(int p_port) const {
  5671. if (p_port == 0) {
  5672. return PORT_TYPE_BOOLEAN;
  5673. }
  5674. if (p_port == 1 || p_port == 2) {
  5675. switch (op_type) {
  5676. case OP_TYPE_INT:
  5677. return PORT_TYPE_SCALAR_INT;
  5678. case OP_TYPE_UINT:
  5679. return PORT_TYPE_SCALAR_UINT;
  5680. case OP_TYPE_VECTOR_2D:
  5681. return PORT_TYPE_VECTOR_2D;
  5682. case OP_TYPE_VECTOR_3D:
  5683. return PORT_TYPE_VECTOR_3D;
  5684. case OP_TYPE_VECTOR_4D:
  5685. return PORT_TYPE_VECTOR_4D;
  5686. case OP_TYPE_BOOLEAN:
  5687. return PORT_TYPE_BOOLEAN;
  5688. case OP_TYPE_TRANSFORM:
  5689. return PORT_TYPE_TRANSFORM;
  5690. default:
  5691. break;
  5692. }
  5693. }
  5694. return PORT_TYPE_SCALAR;
  5695. }
  5696. String VisualShaderNodeSwitch::get_input_port_name(int p_port) const {
  5697. switch (p_port) {
  5698. case 0:
  5699. return "value";
  5700. case 1:
  5701. return "true";
  5702. case 2:
  5703. return "false";
  5704. default:
  5705. return "";
  5706. }
  5707. }
  5708. int VisualShaderNodeSwitch::get_output_port_count() const {
  5709. return 1;
  5710. }
  5711. VisualShaderNodeSwitch::PortType VisualShaderNodeSwitch::get_output_port_type(int p_port) const {
  5712. switch (op_type) {
  5713. case OP_TYPE_INT:
  5714. return PORT_TYPE_SCALAR_INT;
  5715. case OP_TYPE_UINT:
  5716. return PORT_TYPE_SCALAR_UINT;
  5717. case OP_TYPE_VECTOR_2D:
  5718. return PORT_TYPE_VECTOR_2D;
  5719. case OP_TYPE_VECTOR_3D:
  5720. return PORT_TYPE_VECTOR_3D;
  5721. case OP_TYPE_VECTOR_4D:
  5722. return PORT_TYPE_VECTOR_4D;
  5723. case OP_TYPE_BOOLEAN:
  5724. return PORT_TYPE_BOOLEAN;
  5725. case OP_TYPE_TRANSFORM:
  5726. return PORT_TYPE_TRANSFORM;
  5727. default:
  5728. break;
  5729. }
  5730. return PORT_TYPE_SCALAR;
  5731. }
  5732. String VisualShaderNodeSwitch::get_output_port_name(int p_port) const {
  5733. return "result";
  5734. }
  5735. void VisualShaderNodeSwitch::set_op_type(OpType p_op_type) {
  5736. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  5737. if (op_type == p_op_type) {
  5738. return;
  5739. }
  5740. switch (p_op_type) {
  5741. case OP_TYPE_FLOAT:
  5742. set_input_port_default_value(1, 1.0, get_input_port_default_value(1));
  5743. set_input_port_default_value(2, 0.0, get_input_port_default_value(2));
  5744. break;
  5745. case OP_TYPE_UINT:
  5746. case OP_TYPE_INT:
  5747. set_input_port_default_value(1, 1, get_input_port_default_value(1));
  5748. set_input_port_default_value(2, 0, get_input_port_default_value(2));
  5749. break;
  5750. case OP_TYPE_VECTOR_2D:
  5751. set_input_port_default_value(1, Vector2(1.0, 1.0), get_input_port_default_value(1));
  5752. set_input_port_default_value(2, Vector2(0.0, 0.0), get_input_port_default_value(2));
  5753. break;
  5754. case OP_TYPE_VECTOR_3D:
  5755. set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0), get_input_port_default_value(1));
  5756. set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0), get_input_port_default_value(2));
  5757. break;
  5758. case OP_TYPE_VECTOR_4D:
  5759. set_input_port_default_value(1, Quaternion(1.0, 1.0, 1.0, 1.0), get_input_port_default_value(1));
  5760. set_input_port_default_value(2, Quaternion(0.0, 0.0, 0.0, 0.0), get_input_port_default_value(2));
  5761. break;
  5762. case OP_TYPE_BOOLEAN:
  5763. set_input_port_default_value(1, true);
  5764. set_input_port_default_value(2, false);
  5765. break;
  5766. case OP_TYPE_TRANSFORM:
  5767. set_input_port_default_value(1, Transform3D());
  5768. set_input_port_default_value(2, Transform3D());
  5769. break;
  5770. default:
  5771. break;
  5772. }
  5773. op_type = p_op_type;
  5774. emit_changed();
  5775. }
  5776. VisualShaderNodeSwitch::OpType VisualShaderNodeSwitch::get_op_type() const {
  5777. return op_type;
  5778. }
  5779. Vector<StringName> VisualShaderNodeSwitch::get_editable_properties() const {
  5780. Vector<StringName> props;
  5781. props.push_back("op_type");
  5782. return props;
  5783. }
  5784. void VisualShaderNodeSwitch::_bind_methods() { // static
  5785. ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeSwitch::set_op_type);
  5786. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeSwitch::get_op_type);
  5787. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Float,Int,UInt,Vector2,Vector3,Vector4,Boolean,Transform"), "set_op_type", "get_op_type");
  5788. BIND_ENUM_CONSTANT(OP_TYPE_FLOAT);
  5789. BIND_ENUM_CONSTANT(OP_TYPE_INT);
  5790. BIND_ENUM_CONSTANT(OP_TYPE_UINT);
  5791. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
  5792. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
  5793. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
  5794. BIND_ENUM_CONSTANT(OP_TYPE_BOOLEAN);
  5795. BIND_ENUM_CONSTANT(OP_TYPE_TRANSFORM);
  5796. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  5797. }
  5798. 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 {
  5799. bool use_mix = false;
  5800. switch (op_type) {
  5801. case OP_TYPE_FLOAT: {
  5802. use_mix = true;
  5803. } break;
  5804. case OP_TYPE_VECTOR_2D: {
  5805. use_mix = true;
  5806. } break;
  5807. case OP_TYPE_VECTOR_3D: {
  5808. use_mix = true;
  5809. } break;
  5810. case OP_TYPE_VECTOR_4D: {
  5811. use_mix = true;
  5812. } break;
  5813. default: {
  5814. } break;
  5815. }
  5816. String code;
  5817. if (use_mix) {
  5818. code += " " + p_output_vars[0] + " = mix(" + p_input_vars[2] + ", " + p_input_vars[1] + ", float(" + p_input_vars[0] + "));\n";
  5819. } else {
  5820. code += " if (" + p_input_vars[0] + ") {\n";
  5821. code += " " + p_output_vars[0] + " = " + p_input_vars[1] + ";\n";
  5822. code += " } else {\n";
  5823. code += " " + p_output_vars[0] + " = " + p_input_vars[2] + ";\n";
  5824. code += " }\n";
  5825. }
  5826. return code;
  5827. }
  5828. VisualShaderNodeSwitch::VisualShaderNodeSwitch() {
  5829. simple_decl = false;
  5830. set_input_port_default_value(0, false);
  5831. set_input_port_default_value(1, 1.0);
  5832. set_input_port_default_value(2, 0.0);
  5833. }
  5834. ////////////// Fresnel
  5835. String VisualShaderNodeFresnel::get_caption() const {
  5836. return "Fresnel";
  5837. }
  5838. int VisualShaderNodeFresnel::get_input_port_count() const {
  5839. return 4;
  5840. }
  5841. VisualShaderNodeFresnel::PortType VisualShaderNodeFresnel::get_input_port_type(int p_port) const {
  5842. switch (p_port) {
  5843. case 0:
  5844. return PORT_TYPE_VECTOR_3D;
  5845. case 1:
  5846. return PORT_TYPE_VECTOR_3D;
  5847. case 2:
  5848. return PORT_TYPE_BOOLEAN;
  5849. case 3:
  5850. return PORT_TYPE_SCALAR;
  5851. default:
  5852. return PORT_TYPE_VECTOR_3D;
  5853. }
  5854. }
  5855. String VisualShaderNodeFresnel::get_input_port_name(int p_port) const {
  5856. switch (p_port) {
  5857. case 0:
  5858. return "normal";
  5859. case 1:
  5860. return "view";
  5861. case 2:
  5862. return "invert";
  5863. case 3:
  5864. return "power";
  5865. default:
  5866. return "";
  5867. }
  5868. }
  5869. int VisualShaderNodeFresnel::get_output_port_count() const {
  5870. return 1;
  5871. }
  5872. VisualShaderNodeFresnel::PortType VisualShaderNodeFresnel::get_output_port_type(int p_port) const {
  5873. return PORT_TYPE_SCALAR;
  5874. }
  5875. String VisualShaderNodeFresnel::get_output_port_name(int p_port) const {
  5876. return "result";
  5877. }
  5878. bool VisualShaderNodeFresnel::is_generate_input_var(int p_port) const {
  5879. if (p_port == 2) {
  5880. return false;
  5881. }
  5882. return true;
  5883. }
  5884. 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 {
  5885. String normal;
  5886. String view;
  5887. if (p_input_vars[0].is_empty()) {
  5888. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  5889. normal = "NORMAL";
  5890. } else {
  5891. normal = "vec3(0.0)";
  5892. }
  5893. } else {
  5894. normal = p_input_vars[0];
  5895. }
  5896. if (p_input_vars[1].is_empty()) {
  5897. if (p_mode == Shader::MODE_SPATIAL) {
  5898. view = "VIEW";
  5899. } else {
  5900. view = "vec3(0.0)";
  5901. }
  5902. } else {
  5903. view = p_input_vars[1];
  5904. }
  5905. if (is_input_port_connected(2)) {
  5906. 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";
  5907. } else {
  5908. if (get_input_port_default_value(2)) {
  5909. return " " + p_output_vars[0] + " = pow(clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ");\n";
  5910. } else {
  5911. return " " + p_output_vars[0] + " = pow(1.0 - clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ");\n";
  5912. }
  5913. }
  5914. }
  5915. bool VisualShaderNodeFresnel::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  5916. if (p_port == 0) {
  5917. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  5918. return true;
  5919. }
  5920. } else if (p_port == 1) {
  5921. if (p_mode == Shader::MODE_SPATIAL) {
  5922. return true;
  5923. }
  5924. }
  5925. return false;
  5926. }
  5927. VisualShaderNodeFresnel::VisualShaderNodeFresnel() {
  5928. set_input_port_default_value(2, false);
  5929. set_input_port_default_value(3, 1.0);
  5930. }
  5931. ////////////// Is
  5932. String VisualShaderNodeIs::get_caption() const {
  5933. return "Is";
  5934. }
  5935. int VisualShaderNodeIs::get_input_port_count() const {
  5936. return 1;
  5937. }
  5938. VisualShaderNodeIs::PortType VisualShaderNodeIs::get_input_port_type(int p_port) const {
  5939. return PORT_TYPE_SCALAR;
  5940. }
  5941. String VisualShaderNodeIs::get_input_port_name(int p_port) const {
  5942. return "";
  5943. }
  5944. int VisualShaderNodeIs::get_output_port_count() const {
  5945. return 1;
  5946. }
  5947. VisualShaderNodeIs::PortType VisualShaderNodeIs::get_output_port_type(int p_port) const {
  5948. return PORT_TYPE_BOOLEAN;
  5949. }
  5950. String VisualShaderNodeIs::get_output_port_name(int p_port) const {
  5951. return "";
  5952. }
  5953. 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 {
  5954. static const char *functions[FUNC_MAX] = {
  5955. "isinf($)",
  5956. "isnan($)"
  5957. };
  5958. String code;
  5959. code += " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
  5960. return code;
  5961. }
  5962. void VisualShaderNodeIs::set_function(Function p_func) {
  5963. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  5964. if (func == p_func) {
  5965. return;
  5966. }
  5967. func = p_func;
  5968. emit_changed();
  5969. }
  5970. VisualShaderNodeIs::Function VisualShaderNodeIs::get_function() const {
  5971. return func;
  5972. }
  5973. Vector<StringName> VisualShaderNodeIs::get_editable_properties() const {
  5974. Vector<StringName> props;
  5975. props.push_back("function");
  5976. return props;
  5977. }
  5978. void VisualShaderNodeIs::_bind_methods() {
  5979. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeIs::set_function);
  5980. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeIs::get_function);
  5981. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Inf,NaN"), "set_function", "get_function");
  5982. BIND_ENUM_CONSTANT(FUNC_IS_INF);
  5983. BIND_ENUM_CONSTANT(FUNC_IS_NAN);
  5984. BIND_ENUM_CONSTANT(FUNC_MAX);
  5985. }
  5986. VisualShaderNodeIs::VisualShaderNodeIs() {
  5987. set_input_port_default_value(0, 0.0);
  5988. }
  5989. ////////////// Compare
  5990. String VisualShaderNodeCompare::get_caption() const {
  5991. return "Compare";
  5992. }
  5993. int VisualShaderNodeCompare::get_input_port_count() const {
  5994. if (comparison_type == CTYPE_SCALAR && (func == FUNC_EQUAL || func == FUNC_NOT_EQUAL)) {
  5995. return 3;
  5996. }
  5997. return 2;
  5998. }
  5999. VisualShaderNodeCompare::PortType VisualShaderNodeCompare::get_input_port_type(int p_port) const {
  6000. switch (comparison_type) {
  6001. case CTYPE_SCALAR:
  6002. return PORT_TYPE_SCALAR;
  6003. case CTYPE_SCALAR_INT:
  6004. return PORT_TYPE_SCALAR_INT;
  6005. case CTYPE_SCALAR_UINT:
  6006. return PORT_TYPE_SCALAR_UINT;
  6007. case CTYPE_VECTOR_2D:
  6008. return PORT_TYPE_VECTOR_2D;
  6009. case CTYPE_VECTOR_3D:
  6010. return PORT_TYPE_VECTOR_3D;
  6011. case CTYPE_VECTOR_4D:
  6012. return PORT_TYPE_VECTOR_4D;
  6013. case CTYPE_BOOLEAN:
  6014. return PORT_TYPE_BOOLEAN;
  6015. case CTYPE_TRANSFORM:
  6016. return PORT_TYPE_TRANSFORM;
  6017. default:
  6018. return PORT_TYPE_SCALAR;
  6019. }
  6020. }
  6021. String VisualShaderNodeCompare::get_input_port_name(int p_port) const {
  6022. if (p_port == 0) {
  6023. return "a";
  6024. } else if (p_port == 1) {
  6025. return "b";
  6026. } else if (p_port == 2) {
  6027. return "tolerance";
  6028. }
  6029. return "";
  6030. }
  6031. int VisualShaderNodeCompare::get_output_port_count() const {
  6032. return 1;
  6033. }
  6034. VisualShaderNodeCompare::PortType VisualShaderNodeCompare::get_output_port_type(int p_port) const {
  6035. return PORT_TYPE_BOOLEAN;
  6036. }
  6037. String VisualShaderNodeCompare::get_output_port_name(int p_port) const {
  6038. if (p_port == 0) {
  6039. return "result";
  6040. }
  6041. return "";
  6042. }
  6043. String VisualShaderNodeCompare::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  6044. if (comparison_type == CTYPE_BOOLEAN || comparison_type == CTYPE_TRANSFORM) {
  6045. if (func > FUNC_NOT_EQUAL) {
  6046. return RTR("Invalid comparison function for that type.");
  6047. }
  6048. }
  6049. return "";
  6050. }
  6051. 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 {
  6052. static const char *operators[FUNC_MAX] = {
  6053. "==",
  6054. "!=",
  6055. ">",
  6056. ">=",
  6057. "<",
  6058. "<=",
  6059. };
  6060. static const char *functions[FUNC_MAX] = {
  6061. "equal($)",
  6062. "notEqual($)",
  6063. "greaterThan($)",
  6064. "greaterThanEqual($)",
  6065. "lessThan($)",
  6066. "lessThanEqual($)",
  6067. };
  6068. static const char *conditions[COND_MAX] = {
  6069. "all($)",
  6070. "any($)",
  6071. };
  6072. String code;
  6073. switch (comparison_type) {
  6074. case CTYPE_SCALAR: {
  6075. if (func == FUNC_EQUAL) {
  6076. code += " " + p_output_vars[0] + " = (abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ");";
  6077. } else if (func == FUNC_NOT_EQUAL) {
  6078. code += " " + p_output_vars[0] + " = !(abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ");";
  6079. } else {
  6080. code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", operators[func]) + ";\n";
  6081. }
  6082. } break;
  6083. case CTYPE_SCALAR_UINT:
  6084. case CTYPE_SCALAR_INT: {
  6085. code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", operators[func]) + ";\n";
  6086. } break;
  6087. case CTYPE_VECTOR_2D: {
  6088. code += " {\n";
  6089. code += " bvec2 _bv = " + String(functions[func]).replace("$", p_input_vars[0] + ", " + p_input_vars[1]) + ";\n";
  6090. code += " " + p_output_vars[0] + " = " + String(conditions[condition]).replace("$", "_bv") + ";\n";
  6091. code += " }\n";
  6092. } break;
  6093. case CTYPE_VECTOR_3D: {
  6094. code += " {\n";
  6095. code += " bvec3 _bv = " + String(functions[func]).replace("$", p_input_vars[0] + ", " + p_input_vars[1]) + ";\n";
  6096. code += " " + p_output_vars[0] + " = " + String(conditions[condition]).replace("$", "_bv") + ";\n";
  6097. code += " }\n";
  6098. } break;
  6099. case CTYPE_VECTOR_4D: {
  6100. code += " {\n";
  6101. code += " bvec4 _bv = " + String(functions[func]).replace("$", p_input_vars[0] + ", " + p_input_vars[1]) + ";\n";
  6102. code += " " + p_output_vars[0] + " = " + String(conditions[condition]).replace("$", "_bv") + ";\n";
  6103. code += " }\n";
  6104. } break;
  6105. case CTYPE_BOOLEAN: {
  6106. if (func > FUNC_NOT_EQUAL) {
  6107. return " " + p_output_vars[0] + " = false;\n";
  6108. }
  6109. code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", operators[func]) + ";\n";
  6110. } break;
  6111. case CTYPE_TRANSFORM: {
  6112. if (func > FUNC_NOT_EQUAL) {
  6113. return " " + p_output_vars[0] + " = false;\n";
  6114. }
  6115. code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", operators[func]) + ";\n";
  6116. } break;
  6117. default:
  6118. break;
  6119. }
  6120. return code;
  6121. }
  6122. void VisualShaderNodeCompare::set_comparison_type(ComparisonType p_comparison_type) {
  6123. ERR_FAIL_INDEX(int(p_comparison_type), int(CTYPE_MAX));
  6124. if (comparison_type == p_comparison_type) {
  6125. return;
  6126. }
  6127. switch (p_comparison_type) {
  6128. case CTYPE_SCALAR:
  6129. set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
  6130. set_input_port_default_value(1, 0.0, get_input_port_default_value(1));
  6131. simple_decl = true;
  6132. break;
  6133. case CTYPE_SCALAR_UINT:
  6134. case CTYPE_SCALAR_INT:
  6135. set_input_port_default_value(0, 0, get_input_port_default_value(0));
  6136. set_input_port_default_value(1, 0, get_input_port_default_value(1));
  6137. simple_decl = true;
  6138. break;
  6139. case CTYPE_VECTOR_2D:
  6140. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  6141. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
  6142. simple_decl = false;
  6143. break;
  6144. case CTYPE_VECTOR_3D:
  6145. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  6146. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
  6147. simple_decl = false;
  6148. break;
  6149. case CTYPE_VECTOR_4D:
  6150. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  6151. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
  6152. simple_decl = false;
  6153. break;
  6154. case CTYPE_BOOLEAN:
  6155. set_input_port_default_value(0, false);
  6156. set_input_port_default_value(1, false);
  6157. simple_decl = true;
  6158. break;
  6159. case CTYPE_TRANSFORM:
  6160. set_input_port_default_value(0, Transform3D());
  6161. set_input_port_default_value(1, Transform3D());
  6162. simple_decl = true;
  6163. break;
  6164. default:
  6165. break;
  6166. }
  6167. comparison_type = p_comparison_type;
  6168. emit_changed();
  6169. }
  6170. VisualShaderNodeCompare::ComparisonType VisualShaderNodeCompare::get_comparison_type() const {
  6171. return comparison_type;
  6172. }
  6173. void VisualShaderNodeCompare::set_function(Function p_func) {
  6174. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  6175. if (func == p_func) {
  6176. return;
  6177. }
  6178. func = p_func;
  6179. emit_changed();
  6180. }
  6181. VisualShaderNodeCompare::Function VisualShaderNodeCompare::get_function() const {
  6182. return func;
  6183. }
  6184. void VisualShaderNodeCompare::set_condition(Condition p_condition) {
  6185. ERR_FAIL_INDEX(int(p_condition), int(COND_MAX));
  6186. if (condition == p_condition) {
  6187. return;
  6188. }
  6189. condition = p_condition;
  6190. emit_changed();
  6191. }
  6192. VisualShaderNodeCompare::Condition VisualShaderNodeCompare::get_condition() const {
  6193. return condition;
  6194. }
  6195. Vector<StringName> VisualShaderNodeCompare::get_editable_properties() const {
  6196. Vector<StringName> props;
  6197. props.push_back("type");
  6198. props.push_back("function");
  6199. if (comparison_type == CTYPE_VECTOR_2D || comparison_type == CTYPE_VECTOR_3D || comparison_type == CTYPE_VECTOR_4D) {
  6200. props.push_back("condition");
  6201. }
  6202. return props;
  6203. }
  6204. void VisualShaderNodeCompare::_bind_methods() {
  6205. ClassDB::bind_method(D_METHOD("set_comparison_type", "type"), &VisualShaderNodeCompare::set_comparison_type);
  6206. ClassDB::bind_method(D_METHOD("get_comparison_type"), &VisualShaderNodeCompare::get_comparison_type);
  6207. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeCompare::set_function);
  6208. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeCompare::get_function);
  6209. ClassDB::bind_method(D_METHOD("set_condition", "condition"), &VisualShaderNodeCompare::set_condition);
  6210. ClassDB::bind_method(D_METHOD("get_condition"), &VisualShaderNodeCompare::get_condition);
  6211. ADD_PROPERTY(PropertyInfo(Variant::INT, "type", PROPERTY_HINT_ENUM, "Float,Int,UInt,Vector2,Vector3,Vector4,Boolean,Transform"), "set_comparison_type", "get_comparison_type");
  6212. 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");
  6213. ADD_PROPERTY(PropertyInfo(Variant::INT, "condition", PROPERTY_HINT_ENUM, "All,Any"), "set_condition", "get_condition");
  6214. BIND_ENUM_CONSTANT(CTYPE_SCALAR);
  6215. BIND_ENUM_CONSTANT(CTYPE_SCALAR_INT);
  6216. BIND_ENUM_CONSTANT(CTYPE_SCALAR_UINT);
  6217. BIND_ENUM_CONSTANT(CTYPE_VECTOR_2D);
  6218. BIND_ENUM_CONSTANT(CTYPE_VECTOR_3D);
  6219. BIND_ENUM_CONSTANT(CTYPE_VECTOR_4D);
  6220. BIND_ENUM_CONSTANT(CTYPE_BOOLEAN);
  6221. BIND_ENUM_CONSTANT(CTYPE_TRANSFORM);
  6222. BIND_ENUM_CONSTANT(CTYPE_MAX);
  6223. BIND_ENUM_CONSTANT(FUNC_EQUAL);
  6224. BIND_ENUM_CONSTANT(FUNC_NOT_EQUAL);
  6225. BIND_ENUM_CONSTANT(FUNC_GREATER_THAN);
  6226. BIND_ENUM_CONSTANT(FUNC_GREATER_THAN_EQUAL);
  6227. BIND_ENUM_CONSTANT(FUNC_LESS_THAN);
  6228. BIND_ENUM_CONSTANT(FUNC_LESS_THAN_EQUAL);
  6229. BIND_ENUM_CONSTANT(FUNC_MAX);
  6230. BIND_ENUM_CONSTANT(COND_ALL);
  6231. BIND_ENUM_CONSTANT(COND_ANY);
  6232. BIND_ENUM_CONSTANT(COND_MAX);
  6233. }
  6234. VisualShaderNodeCompare::VisualShaderNodeCompare() {
  6235. set_input_port_default_value(0, 0.0);
  6236. set_input_port_default_value(1, 0.0);
  6237. set_input_port_default_value(2, CMP_EPSILON);
  6238. }
  6239. ////////////// Fma
  6240. String VisualShaderNodeMultiplyAdd::get_caption() const {
  6241. return "MultiplyAdd";
  6242. }
  6243. int VisualShaderNodeMultiplyAdd::get_input_port_count() const {
  6244. return 3;
  6245. }
  6246. VisualShaderNodeMultiplyAdd::PortType VisualShaderNodeMultiplyAdd::get_input_port_type(int p_port) const {
  6247. switch (op_type) {
  6248. case OP_TYPE_VECTOR_2D:
  6249. return PORT_TYPE_VECTOR_2D;
  6250. case OP_TYPE_VECTOR_3D:
  6251. return PORT_TYPE_VECTOR_3D;
  6252. case OP_TYPE_VECTOR_4D:
  6253. return PORT_TYPE_VECTOR_4D;
  6254. default:
  6255. break;
  6256. }
  6257. return PORT_TYPE_SCALAR;
  6258. }
  6259. String VisualShaderNodeMultiplyAdd::get_input_port_name(int p_port) const {
  6260. if (p_port == 0) {
  6261. return "a";
  6262. } else if (p_port == 1) {
  6263. return "b(*)";
  6264. } else if (p_port == 2) {
  6265. return "c(+)";
  6266. }
  6267. return "";
  6268. }
  6269. int VisualShaderNodeMultiplyAdd::get_output_port_count() const {
  6270. return 1;
  6271. }
  6272. VisualShaderNodeMultiplyAdd::PortType VisualShaderNodeMultiplyAdd::get_output_port_type(int p_port) const {
  6273. switch (op_type) {
  6274. case OP_TYPE_VECTOR_2D:
  6275. return PORT_TYPE_VECTOR_2D;
  6276. case OP_TYPE_VECTOR_3D:
  6277. return PORT_TYPE_VECTOR_3D;
  6278. case OP_TYPE_VECTOR_4D:
  6279. return PORT_TYPE_VECTOR_4D;
  6280. default:
  6281. break;
  6282. }
  6283. return PORT_TYPE_SCALAR;
  6284. }
  6285. String VisualShaderNodeMultiplyAdd::get_output_port_name(int p_port) const {
  6286. return "";
  6287. }
  6288. 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 {
  6289. return " " + p_output_vars[0] + " = fma(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  6290. }
  6291. void VisualShaderNodeMultiplyAdd::set_op_type(OpType p_op_type) {
  6292. ERR_FAIL_INDEX((int)p_op_type, int(OP_TYPE_MAX));
  6293. if (op_type == p_op_type) {
  6294. return;
  6295. }
  6296. switch (p_op_type) {
  6297. case OP_TYPE_SCALAR: {
  6298. set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
  6299. set_input_port_default_value(1, 1.0, get_input_port_default_value(1));
  6300. set_input_port_default_value(2, 0.0, get_input_port_default_value(2));
  6301. } break;
  6302. case OP_TYPE_VECTOR_2D: {
  6303. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  6304. set_input_port_default_value(1, Vector2(1.0, 1.0), get_input_port_default_value(1));
  6305. set_input_port_default_value(2, Vector2(), get_input_port_default_value(2));
  6306. } break;
  6307. case OP_TYPE_VECTOR_3D: {
  6308. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  6309. set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0), get_input_port_default_value(1));
  6310. set_input_port_default_value(2, Vector3(), get_input_port_default_value(2));
  6311. } break;
  6312. case OP_TYPE_VECTOR_4D: {
  6313. set_input_port_default_value(0, Vector4(), get_input_port_default_value(0));
  6314. set_input_port_default_value(1, Vector4(1.0, 1.0, 1.0, 1.0), get_input_port_default_value(1));
  6315. set_input_port_default_value(2, Vector4(), get_input_port_default_value(2));
  6316. } break;
  6317. default:
  6318. break;
  6319. }
  6320. op_type = p_op_type;
  6321. emit_changed();
  6322. }
  6323. VisualShaderNodeMultiplyAdd::OpType VisualShaderNodeMultiplyAdd::get_op_type() const {
  6324. return op_type;
  6325. }
  6326. Vector<StringName> VisualShaderNodeMultiplyAdd::get_editable_properties() const {
  6327. Vector<StringName> props;
  6328. props.push_back("op_type");
  6329. return props;
  6330. }
  6331. void VisualShaderNodeMultiplyAdd::_bind_methods() {
  6332. ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeMultiplyAdd::set_op_type);
  6333. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeMultiplyAdd::get_op_type);
  6334. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector2,Vector3,Vector4"), "set_op_type", "get_op_type");
  6335. BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
  6336. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
  6337. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
  6338. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
  6339. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  6340. }
  6341. VisualShaderNodeMultiplyAdd::VisualShaderNodeMultiplyAdd() {
  6342. set_input_port_default_value(0, 0.0);
  6343. set_input_port_default_value(1, 1.0);
  6344. set_input_port_default_value(2, 0.0);
  6345. }
  6346. ////////////// Billboard
  6347. String VisualShaderNodeBillboard::get_caption() const {
  6348. return "GetBillboardMatrix";
  6349. }
  6350. int VisualShaderNodeBillboard::get_input_port_count() const {
  6351. return 0;
  6352. }
  6353. VisualShaderNodeBillboard::PortType VisualShaderNodeBillboard::get_input_port_type(int p_port) const {
  6354. return PORT_TYPE_SCALAR;
  6355. }
  6356. String VisualShaderNodeBillboard::get_input_port_name(int p_port) const {
  6357. return "";
  6358. }
  6359. int VisualShaderNodeBillboard::get_output_port_count() const {
  6360. return 1;
  6361. }
  6362. VisualShaderNodeBillboard::PortType VisualShaderNodeBillboard::get_output_port_type(int p_port) const {
  6363. return PORT_TYPE_TRANSFORM;
  6364. }
  6365. String VisualShaderNodeBillboard::get_output_port_name(int p_port) const {
  6366. return "model_view_matrix";
  6367. }
  6368. 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 {
  6369. String code;
  6370. switch (billboard_type) {
  6371. case BILLBOARD_TYPE_ENABLED:
  6372. code += " {\n";
  6373. code += " mat4 __mvm = VIEW_MATRIX * mat4(INV_VIEW_MATRIX[0], INV_VIEW_MATRIX[1], INV_VIEW_MATRIX[2], MODEL_MATRIX[3]);\n";
  6374. if (keep_scale) {
  6375. 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";
  6376. }
  6377. code += " " + p_output_vars[0] + " = __mvm;\n";
  6378. code += " }\n";
  6379. break;
  6380. case BILLBOARD_TYPE_FIXED_Y:
  6381. code += " {\n";
  6382. 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";
  6383. if (keep_scale) {
  6384. 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";
  6385. } else {
  6386. 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";
  6387. }
  6388. code += " " + p_output_vars[0] + " = __mvm;\n";
  6389. code += " }\n";
  6390. break;
  6391. case BILLBOARD_TYPE_PARTICLES:
  6392. code += " {\n";
  6393. 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";
  6394. 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";
  6395. code += " " + p_output_vars[0] + " = VIEW_MATRIX * __wm;\n";
  6396. code += " }\n";
  6397. break;
  6398. default:
  6399. code += " " + p_output_vars[0] + " = mat4(1.0);\n";
  6400. break;
  6401. }
  6402. return code;
  6403. }
  6404. bool VisualShaderNodeBillboard::is_show_prop_names() const {
  6405. return true;
  6406. }
  6407. void VisualShaderNodeBillboard::set_billboard_type(BillboardType p_billboard_type) {
  6408. ERR_FAIL_INDEX(int(p_billboard_type), int(BILLBOARD_TYPE_MAX));
  6409. if (billboard_type == p_billboard_type) {
  6410. return;
  6411. }
  6412. billboard_type = p_billboard_type;
  6413. simple_decl = bool(billboard_type == BILLBOARD_TYPE_DISABLED);
  6414. set_disabled(simple_decl);
  6415. emit_changed();
  6416. }
  6417. VisualShaderNodeBillboard::BillboardType VisualShaderNodeBillboard::get_billboard_type() const {
  6418. return billboard_type;
  6419. }
  6420. void VisualShaderNodeBillboard::set_keep_scale_enabled(bool p_enabled) {
  6421. keep_scale = p_enabled;
  6422. emit_changed();
  6423. }
  6424. bool VisualShaderNodeBillboard::is_keep_scale_enabled() const {
  6425. return keep_scale;
  6426. }
  6427. Vector<StringName> VisualShaderNodeBillboard::get_editable_properties() const {
  6428. Vector<StringName> props;
  6429. props.push_back("billboard_type");
  6430. if (billboard_type == BILLBOARD_TYPE_ENABLED || billboard_type == BILLBOARD_TYPE_FIXED_Y) {
  6431. props.push_back("keep_scale");
  6432. }
  6433. return props;
  6434. }
  6435. void VisualShaderNodeBillboard::_bind_methods() {
  6436. ClassDB::bind_method(D_METHOD("set_billboard_type", "billboard_type"), &VisualShaderNodeBillboard::set_billboard_type);
  6437. ClassDB::bind_method(D_METHOD("get_billboard_type"), &VisualShaderNodeBillboard::get_billboard_type);
  6438. ClassDB::bind_method(D_METHOD("set_keep_scale_enabled", "enabled"), &VisualShaderNodeBillboard::set_keep_scale_enabled);
  6439. ClassDB::bind_method(D_METHOD("is_keep_scale_enabled"), &VisualShaderNodeBillboard::is_keep_scale_enabled);
  6440. ADD_PROPERTY(PropertyInfo(Variant::INT, "billboard_type", PROPERTY_HINT_ENUM, "Disabled,Enabled,Y-Billboard,Particles"), "set_billboard_type", "get_billboard_type");
  6441. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "keep_scale"), "set_keep_scale_enabled", "is_keep_scale_enabled");
  6442. BIND_ENUM_CONSTANT(BILLBOARD_TYPE_DISABLED);
  6443. BIND_ENUM_CONSTANT(BILLBOARD_TYPE_ENABLED);
  6444. BIND_ENUM_CONSTANT(BILLBOARD_TYPE_FIXED_Y);
  6445. BIND_ENUM_CONSTANT(BILLBOARD_TYPE_PARTICLES);
  6446. BIND_ENUM_CONSTANT(BILLBOARD_TYPE_MAX);
  6447. }
  6448. VisualShaderNodeBillboard::VisualShaderNodeBillboard() {
  6449. simple_decl = false;
  6450. }
  6451. ////////////// DistanceFade
  6452. String VisualShaderNodeDistanceFade::get_caption() const {
  6453. return "DistanceFade";
  6454. }
  6455. int VisualShaderNodeDistanceFade::get_input_port_count() const {
  6456. return 2;
  6457. }
  6458. VisualShaderNodeDistanceFade::PortType VisualShaderNodeDistanceFade::get_input_port_type(int p_port) const {
  6459. switch (p_port) {
  6460. case 0:
  6461. return PORT_TYPE_SCALAR;
  6462. case 1:
  6463. return PORT_TYPE_SCALAR;
  6464. }
  6465. return PORT_TYPE_SCALAR;
  6466. }
  6467. String VisualShaderNodeDistanceFade::get_input_port_name(int p_port) const {
  6468. switch (p_port) {
  6469. case 0:
  6470. return "min";
  6471. case 1:
  6472. return "max";
  6473. }
  6474. return "";
  6475. }
  6476. int VisualShaderNodeDistanceFade::get_output_port_count() const {
  6477. return 1;
  6478. }
  6479. VisualShaderNodeDistanceFade::PortType VisualShaderNodeDistanceFade::get_output_port_type(int p_port) const {
  6480. return PORT_TYPE_SCALAR;
  6481. }
  6482. String VisualShaderNodeDistanceFade::get_output_port_name(int p_port) const {
  6483. return "amount";
  6484. }
  6485. bool VisualShaderNodeDistanceFade::has_output_port_preview(int p_port) const {
  6486. return false;
  6487. }
  6488. String VisualShaderNodeDistanceFade::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 {
  6489. String code;
  6490. code += vformat(" %s = clamp(smoothstep(%s, %s,-VERTEX.z),0.0,1.0);\n", p_output_vars[0], p_input_vars[0], p_input_vars[1]);
  6491. return code;
  6492. }
  6493. VisualShaderNodeDistanceFade::VisualShaderNodeDistanceFade() {
  6494. set_input_port_default_value(0, 0.0);
  6495. set_input_port_default_value(1, 10.0);
  6496. }
  6497. ////////////// ProximityFade
  6498. String VisualShaderNodeProximityFade::get_caption() const {
  6499. return "ProximityFade";
  6500. }
  6501. int VisualShaderNodeProximityFade::get_input_port_count() const {
  6502. return 1;
  6503. }
  6504. VisualShaderNodeProximityFade::PortType VisualShaderNodeProximityFade::get_input_port_type(int p_port) const {
  6505. return PORT_TYPE_SCALAR;
  6506. }
  6507. String VisualShaderNodeProximityFade::get_input_port_name(int p_port) const {
  6508. return "distance";
  6509. }
  6510. int VisualShaderNodeProximityFade::get_output_port_count() const {
  6511. return 1;
  6512. }
  6513. VisualShaderNodeProximityFade::PortType VisualShaderNodeProximityFade::get_output_port_type(int p_port) const {
  6514. return PORT_TYPE_SCALAR;
  6515. }
  6516. String VisualShaderNodeProximityFade::get_output_port_name(int p_port) const {
  6517. return "fade";
  6518. }
  6519. bool VisualShaderNodeProximityFade::has_output_port_preview(int p_port) const {
  6520. return false;
  6521. }
  6522. String VisualShaderNodeProximityFade::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  6523. return "uniform sampler2D " + make_unique_id(p_type, p_id, "depth_tex") + " : hint_depth_texture;\n";
  6524. }
  6525. String VisualShaderNodeProximityFade::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 {
  6526. String code;
  6527. code += " {\n";
  6528. code += " float __depth_tex = texture(" + make_unique_id(p_type, p_id, "depth_tex") + ", SCREEN_UV).r;\n";
  6529. if (!RenderingServer::get_singleton()->is_low_end()) {
  6530. code += " vec4 __depth_world_pos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV * 2.0 - 1.0, __depth_tex, 1.0);\n";
  6531. } else {
  6532. code += " vec4 __depth_world_pos = INV_PROJECTION_MATRIX * vec4(vec3(SCREEN_UV, __depth_tex) * 2.0 - 1.0, 1.0);\n";
  6533. }
  6534. code += " __depth_world_pos.xyz /= __depth_world_pos.w;\n";
  6535. code += vformat(" %s = clamp(1.0 - smoothstep(__depth_world_pos.z + %s, __depth_world_pos.z, VERTEX.z), 0.0, 1.0);\n", p_output_vars[0], p_input_vars[0]);
  6536. code += " }\n";
  6537. return code;
  6538. }
  6539. VisualShaderNodeProximityFade::VisualShaderNodeProximityFade() {
  6540. set_input_port_default_value(0, 1.0);
  6541. simple_decl = false;
  6542. }
  6543. ////////////// Random Range
  6544. String VisualShaderNodeRandomRange::get_caption() const {
  6545. return "RandomRange";
  6546. }
  6547. int VisualShaderNodeRandomRange::get_input_port_count() const {
  6548. return 3;
  6549. }
  6550. VisualShaderNodeRandomRange::PortType VisualShaderNodeRandomRange::get_input_port_type(int p_port) const {
  6551. switch (p_port) {
  6552. case 0:
  6553. return PORT_TYPE_VECTOR_3D;
  6554. case 1:
  6555. return PORT_TYPE_SCALAR;
  6556. case 2:
  6557. return PORT_TYPE_SCALAR;
  6558. default:
  6559. break;
  6560. }
  6561. return PORT_TYPE_SCALAR;
  6562. }
  6563. String VisualShaderNodeRandomRange::get_input_port_name(int p_port) const {
  6564. switch (p_port) {
  6565. case 0:
  6566. return "seed";
  6567. case 1:
  6568. return "min";
  6569. case 2:
  6570. return "max";
  6571. default:
  6572. break;
  6573. }
  6574. return "";
  6575. }
  6576. int VisualShaderNodeRandomRange::get_output_port_count() const {
  6577. return 1;
  6578. }
  6579. VisualShaderNodeRandomRange::PortType VisualShaderNodeRandomRange::get_output_port_type(int p_port) const {
  6580. return PORT_TYPE_SCALAR;
  6581. }
  6582. String VisualShaderNodeRandomRange::get_output_port_name(int p_port) const {
  6583. return "value";
  6584. }
  6585. String VisualShaderNodeRandomRange::generate_global_per_node(Shader::Mode p_mode, int p_id) const {
  6586. String code;
  6587. code += "\n\n";
  6588. code += "// 3D Noise with friendly permission by Inigo Quilez\n";
  6589. code += "vec3 hash_noise_range( vec3 p ) {\n";
  6590. code += " p *= mat3(vec3(127.1, 311.7, -53.7), vec3(269.5, 183.3, 77.1), vec3(-301.7, 27.3, 215.3));\n";
  6591. code += " return 2.0 * fract(fract(p)*4375.55) -1.;\n";
  6592. code += "}\n";
  6593. code += "\n";
  6594. return code;
  6595. }
  6596. String VisualShaderNodeRandomRange::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 {
  6597. String code;
  6598. code += vformat(" %s = mix(%s, %s, hash_noise_range(%s).x);\n", p_output_vars[0], p_input_vars[1], p_input_vars[2], p_input_vars[0]);
  6599. return code;
  6600. }
  6601. VisualShaderNodeRandomRange::VisualShaderNodeRandomRange() {
  6602. set_input_port_default_value(0, Vector3(1.0, 1.0, 1.0));
  6603. set_input_port_default_value(1, 0.0);
  6604. set_input_port_default_value(2, 1.0);
  6605. }
  6606. ////////////// Remap
  6607. String VisualShaderNodeRemap::get_caption() const {
  6608. return "Remap";
  6609. }
  6610. int VisualShaderNodeRemap::get_input_port_count() const {
  6611. return 5;
  6612. }
  6613. VisualShaderNodeRemap::PortType VisualShaderNodeRemap::get_input_port_type(int p_port) const {
  6614. switch (p_port) {
  6615. case 0:
  6616. return PORT_TYPE_SCALAR;
  6617. case 1:
  6618. return PORT_TYPE_SCALAR;
  6619. case 2:
  6620. return PORT_TYPE_SCALAR;
  6621. case 3:
  6622. return PORT_TYPE_SCALAR;
  6623. case 4:
  6624. return PORT_TYPE_SCALAR;
  6625. default:
  6626. break;
  6627. }
  6628. return PORT_TYPE_SCALAR;
  6629. }
  6630. String VisualShaderNodeRemap::get_input_port_name(int p_port) const {
  6631. switch (p_port) {
  6632. case 0:
  6633. return "value";
  6634. case 1:
  6635. return "input min";
  6636. case 2:
  6637. return "input max";
  6638. case 3:
  6639. return "output min";
  6640. case 4:
  6641. return "output max";
  6642. default:
  6643. break;
  6644. }
  6645. return "";
  6646. }
  6647. int VisualShaderNodeRemap::get_output_port_count() const {
  6648. return 1;
  6649. }
  6650. VisualShaderNodeRemap::PortType VisualShaderNodeRemap::get_output_port_type(int p_port) const {
  6651. return PORT_TYPE_SCALAR;
  6652. }
  6653. String VisualShaderNodeRemap::get_output_port_name(int p_port) const {
  6654. return "value";
  6655. }
  6656. String VisualShaderNodeRemap::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 {
  6657. String code;
  6658. code += " {\n";
  6659. code += vformat(" float __input_range = %s - %s;\n", p_input_vars[2], p_input_vars[1]);
  6660. code += vformat(" float __output_range = %s - %s;\n", p_input_vars[4], p_input_vars[3]);
  6661. code += vformat(" %s = %s + __output_range * ((%s - %s) / __input_range);\n", p_output_vars[0], p_input_vars[3], p_input_vars[0], p_input_vars[1]);
  6662. code += " }\n";
  6663. return code;
  6664. }
  6665. VisualShaderNodeRemap::VisualShaderNodeRemap() {
  6666. set_input_port_default_value(1, 0.0);
  6667. set_input_port_default_value(2, 1.0);
  6668. set_input_port_default_value(3, 0.0);
  6669. set_input_port_default_value(4, 1.0);
  6670. simple_decl = false;
  6671. }