visual_shader.cpp 107 KB

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  1. /*************************************************************************/
  2. /* visual_shader.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "visual_shader.h"
  31. #include "core/vmap.h"
  32. #include "servers/rendering/shader_types.h"
  33. #include "visual_shader_nodes.h"
  34. bool VisualShaderNode::is_simple_decl() const {
  35. return simple_decl;
  36. }
  37. void VisualShaderNode::set_output_port_for_preview(int p_index) {
  38. port_preview = p_index;
  39. }
  40. int VisualShaderNode::get_output_port_for_preview() const {
  41. return port_preview;
  42. }
  43. void VisualShaderNode::set_input_port_default_value(int p_port, const Variant &p_value) {
  44. default_input_values[p_port] = p_value;
  45. emit_changed();
  46. }
  47. Variant VisualShaderNode::get_input_port_default_value(int p_port) const {
  48. if (default_input_values.has(p_port)) {
  49. return default_input_values[p_port];
  50. }
  51. return Variant();
  52. }
  53. bool VisualShaderNode::is_port_separator(int p_index) const {
  54. return false;
  55. }
  56. Vector<VisualShader::DefaultTextureParam> VisualShaderNode::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  57. return Vector<VisualShader::DefaultTextureParam>();
  58. }
  59. String VisualShaderNode::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  60. return String();
  61. }
  62. String VisualShaderNode::generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  63. return String();
  64. }
  65. String VisualShaderNode::generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  66. return String();
  67. }
  68. Vector<StringName> VisualShaderNode::get_editable_properties() const {
  69. return Vector<StringName>();
  70. }
  71. Array VisualShaderNode::get_default_input_values() const {
  72. Array ret;
  73. for (Map<int, Variant>::Element *E = default_input_values.front(); E; E = E->next()) {
  74. ret.push_back(E->key());
  75. ret.push_back(E->get());
  76. }
  77. return ret;
  78. }
  79. void VisualShaderNode::set_default_input_values(const Array &p_values) {
  80. if (p_values.size() % 2 == 0) {
  81. for (int i = 0; i < p_values.size(); i += 2) {
  82. default_input_values[p_values[i + 0]] = p_values[i + 1];
  83. }
  84. }
  85. emit_changed();
  86. }
  87. String VisualShaderNode::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  88. return String();
  89. }
  90. String VisualShaderNode::get_input_port_default_hint(int p_port) const {
  91. return "";
  92. }
  93. void VisualShaderNode::_bind_methods() {
  94. ClassDB::bind_method(D_METHOD("set_output_port_for_preview", "port"), &VisualShaderNode::set_output_port_for_preview);
  95. ClassDB::bind_method(D_METHOD("get_output_port_for_preview"), &VisualShaderNode::get_output_port_for_preview);
  96. ClassDB::bind_method(D_METHOD("set_input_port_default_value", "port", "value"), &VisualShaderNode::set_input_port_default_value);
  97. ClassDB::bind_method(D_METHOD("get_input_port_default_value", "port"), &VisualShaderNode::get_input_port_default_value);
  98. ClassDB::bind_method(D_METHOD("set_default_input_values", "values"), &VisualShaderNode::set_default_input_values);
  99. ClassDB::bind_method(D_METHOD("get_default_input_values"), &VisualShaderNode::get_default_input_values);
  100. ADD_PROPERTY(PropertyInfo(Variant::INT, "output_port_for_preview"), "set_output_port_for_preview", "get_output_port_for_preview");
  101. ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "default_input_values", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL), "set_default_input_values", "get_default_input_values");
  102. ADD_SIGNAL(MethodInfo("editor_refresh_request"));
  103. BIND_ENUM_CONSTANT(PORT_TYPE_SCALAR);
  104. BIND_ENUM_CONSTANT(PORT_TYPE_SCALAR_INT);
  105. BIND_ENUM_CONSTANT(PORT_TYPE_VECTOR);
  106. BIND_ENUM_CONSTANT(PORT_TYPE_BOOLEAN);
  107. BIND_ENUM_CONSTANT(PORT_TYPE_TRANSFORM);
  108. BIND_ENUM_CONSTANT(PORT_TYPE_SAMPLER);
  109. BIND_ENUM_CONSTANT(PORT_TYPE_MAX);
  110. }
  111. VisualShaderNode::VisualShaderNode() {
  112. port_preview = -1;
  113. simple_decl = true;
  114. }
  115. /////////////////////////////////////////////////////////
  116. void VisualShaderNodeCustom::update_ports() {
  117. ERR_FAIL_COND(!get_script_instance());
  118. input_ports.clear();
  119. if (get_script_instance()->has_method("_get_input_port_count")) {
  120. int input_port_count = (int)get_script_instance()->call("_get_input_port_count");
  121. bool has_name = get_script_instance()->has_method("_get_input_port_name");
  122. bool has_type = get_script_instance()->has_method("_get_input_port_type");
  123. for (int i = 0; i < input_port_count; i++) {
  124. Port port;
  125. if (has_name) {
  126. port.name = (String)get_script_instance()->call("_get_input_port_name", i);
  127. } else {
  128. port.name = "in" + itos(i);
  129. }
  130. if (has_type) {
  131. port.type = (int)get_script_instance()->call("_get_input_port_type", i);
  132. } else {
  133. port.type = (int)PortType::PORT_TYPE_SCALAR;
  134. }
  135. input_ports.push_back(port);
  136. }
  137. }
  138. output_ports.clear();
  139. if (get_script_instance()->has_method("_get_output_port_count")) {
  140. int output_port_count = (int)get_script_instance()->call("_get_output_port_count");
  141. bool has_name = get_script_instance()->has_method("_get_output_port_name");
  142. bool has_type = get_script_instance()->has_method("_get_output_port_type");
  143. for (int i = 0; i < output_port_count; i++) {
  144. Port port;
  145. if (has_name) {
  146. port.name = (String)get_script_instance()->call("_get_output_port_name", i);
  147. } else {
  148. port.name = "out" + itos(i);
  149. }
  150. if (has_type) {
  151. port.type = (int)get_script_instance()->call("_get_output_port_type", i);
  152. } else {
  153. port.type = (int)PortType::PORT_TYPE_SCALAR;
  154. }
  155. output_ports.push_back(port);
  156. }
  157. }
  158. }
  159. String VisualShaderNodeCustom::get_caption() const {
  160. ERR_FAIL_COND_V(!get_script_instance(), "");
  161. if (get_script_instance()->has_method("_get_name")) {
  162. return (String)get_script_instance()->call("_get_name");
  163. }
  164. return "Unnamed";
  165. }
  166. int VisualShaderNodeCustom::get_input_port_count() const {
  167. return input_ports.size();
  168. }
  169. VisualShaderNodeCustom::PortType VisualShaderNodeCustom::get_input_port_type(int p_port) const {
  170. ERR_FAIL_INDEX_V(p_port, input_ports.size(), PORT_TYPE_SCALAR);
  171. return (PortType)input_ports[p_port].type;
  172. }
  173. String VisualShaderNodeCustom::get_input_port_name(int p_port) const {
  174. ERR_FAIL_INDEX_V(p_port, input_ports.size(), "");
  175. return input_ports[p_port].name;
  176. }
  177. int VisualShaderNodeCustom::get_output_port_count() const {
  178. return output_ports.size();
  179. }
  180. VisualShaderNodeCustom::PortType VisualShaderNodeCustom::get_output_port_type(int p_port) const {
  181. ERR_FAIL_INDEX_V(p_port, output_ports.size(), PORT_TYPE_SCALAR);
  182. return (PortType)output_ports[p_port].type;
  183. }
  184. String VisualShaderNodeCustom::get_output_port_name(int p_port) const {
  185. ERR_FAIL_INDEX_V(p_port, output_ports.size(), "");
  186. return output_ports[p_port].name;
  187. }
  188. String VisualShaderNodeCustom::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  189. ERR_FAIL_COND_V(!get_script_instance(), "");
  190. ERR_FAIL_COND_V(!get_script_instance()->has_method("_get_code"), "");
  191. Array input_vars;
  192. for (int i = 0; i < get_input_port_count(); i++) {
  193. input_vars.push_back(p_input_vars[i]);
  194. }
  195. Array output_vars;
  196. for (int i = 0; i < get_output_port_count(); i++) {
  197. output_vars.push_back(p_output_vars[i]);
  198. }
  199. String code = "\t{\n";
  200. String _code = (String)get_script_instance()->call("_get_code", input_vars, output_vars, (int)p_mode, (int)p_type);
  201. bool nend = _code.ends_with("\n");
  202. _code = _code.insert(0, "\t\t");
  203. _code = _code.replace("\n", "\n\t\t");
  204. code += _code;
  205. if (!nend) {
  206. code += "\n\t}";
  207. } else {
  208. code.remove(code.size() - 1);
  209. code += "}";
  210. }
  211. code += "\n";
  212. return code;
  213. }
  214. String VisualShaderNodeCustom::generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  215. ERR_FAIL_COND_V(!get_script_instance(), "");
  216. if (get_script_instance()->has_method("_get_global_code")) {
  217. String code = "// " + get_caption() + "\n";
  218. code += (String)get_script_instance()->call("_get_global_code", (int)p_mode);
  219. code += "\n";
  220. return code;
  221. }
  222. return "";
  223. }
  224. void VisualShaderNodeCustom::_bind_methods() {
  225. BIND_VMETHOD(MethodInfo(Variant::STRING, "_get_name"));
  226. BIND_VMETHOD(MethodInfo(Variant::STRING, "_get_description"));
  227. BIND_VMETHOD(MethodInfo(Variant::STRING, "_get_category"));
  228. BIND_VMETHOD(MethodInfo(Variant::INT, "_get_return_icon_type"));
  229. BIND_VMETHOD(MethodInfo(Variant::INT, "_get_input_port_count"));
  230. BIND_VMETHOD(MethodInfo(Variant::INT, "_get_input_port_type", PropertyInfo(Variant::INT, "port")));
  231. BIND_VMETHOD(MethodInfo(Variant::STRING_NAME, "_get_input_port_name", PropertyInfo(Variant::INT, "port")));
  232. BIND_VMETHOD(MethodInfo(Variant::INT, "_get_output_port_count"));
  233. BIND_VMETHOD(MethodInfo(Variant::INT, "_get_output_port_type", PropertyInfo(Variant::INT, "port")));
  234. BIND_VMETHOD(MethodInfo(Variant::STRING_NAME, "_get_output_port_name", PropertyInfo(Variant::INT, "port")));
  235. BIND_VMETHOD(MethodInfo(Variant::STRING, "_get_code", PropertyInfo(Variant::ARRAY, "input_vars"), PropertyInfo(Variant::ARRAY, "output_vars"), PropertyInfo(Variant::INT, "mode"), PropertyInfo(Variant::INT, "type")));
  236. BIND_VMETHOD(MethodInfo(Variant::STRING, "_get_global_code", PropertyInfo(Variant::INT, "mode")));
  237. BIND_VMETHOD(MethodInfo(Variant::BOOL, "_is_highend"));
  238. }
  239. VisualShaderNodeCustom::VisualShaderNodeCustom() {
  240. simple_decl = false;
  241. }
  242. /////////////////////////////////////////////////////////
  243. void VisualShader::set_version(const String &p_version) {
  244. version = p_version;
  245. }
  246. String VisualShader::get_version() const {
  247. return version;
  248. }
  249. void VisualShader::update_version(const String &p_new_version) {
  250. if (version == "") {
  251. for (int i = 0; i < TYPE_MAX; i++) {
  252. for (Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) {
  253. Ref<VisualShaderNodeExpression> expression = Object::cast_to<VisualShaderNodeExpression>(E->get().node.ptr());
  254. if (expression.is_valid()) {
  255. for (int j = 0; j < expression->get_input_port_count(); j++) {
  256. int type = expression->get_input_port_type(j);
  257. if (type > 0) { // + PORT_TYPE_SCALAR_INT
  258. type += 1;
  259. }
  260. expression->set_input_port_type(j, type);
  261. }
  262. for (int j = 0; j < expression->get_output_port_count(); j++) {
  263. int type = expression->get_output_port_type(j);
  264. if (type > 0) { // + PORT_TYPE_SCALAR_INT
  265. type += 1;
  266. }
  267. expression->set_output_port_type(j, type);
  268. }
  269. }
  270. Ref<VisualShaderNodeCompare> compare = Object::cast_to<VisualShaderNodeCompare>(E->get().node.ptr());
  271. if (compare.is_valid()) {
  272. int ctype = int(compare->get_comparison_type());
  273. if (int(ctype) > 0) { // + PORT_TYPE_SCALAR_INT
  274. ctype += 1;
  275. }
  276. compare->set_comparison_type(VisualShaderNodeCompare::ComparisonType(ctype));
  277. }
  278. }
  279. }
  280. }
  281. set_version(p_new_version);
  282. }
  283. void VisualShader::add_node(Type p_type, const Ref<VisualShaderNode> &p_node, const Vector2 &p_position, int p_id) {
  284. ERR_FAIL_COND(p_node.is_null());
  285. ERR_FAIL_COND(p_id < 2);
  286. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  287. Graph *g = &graph[p_type];
  288. ERR_FAIL_COND(g->nodes.has(p_id));
  289. Node n;
  290. n.node = p_node;
  291. n.position = p_position;
  292. Ref<VisualShaderNodeUniform> uniform = n.node;
  293. if (uniform.is_valid()) {
  294. String valid_name = validate_uniform_name(uniform->get_uniform_name(), uniform);
  295. uniform->set_uniform_name(valid_name);
  296. }
  297. Ref<VisualShaderNodeInput> input = n.node;
  298. if (input.is_valid()) {
  299. input->shader_mode = shader_mode;
  300. input->shader_type = p_type;
  301. input->connect("input_type_changed", callable_mp(this, &VisualShader::_input_type_changed), varray(p_type, p_id));
  302. }
  303. n.node->connect("changed", callable_mp(this, &VisualShader::_queue_update));
  304. Ref<VisualShaderNodeCustom> custom = n.node;
  305. if (custom.is_valid()) {
  306. custom->update_ports();
  307. }
  308. g->nodes[p_id] = n;
  309. _queue_update();
  310. }
  311. void VisualShader::set_node_position(Type p_type, int p_id, const Vector2 &p_position) {
  312. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  313. Graph *g = &graph[p_type];
  314. ERR_FAIL_COND(!g->nodes.has(p_id));
  315. g->nodes[p_id].position = p_position;
  316. }
  317. Vector2 VisualShader::get_node_position(Type p_type, int p_id) const {
  318. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Vector2());
  319. const Graph *g = &graph[p_type];
  320. ERR_FAIL_COND_V(!g->nodes.has(p_id), Vector2());
  321. return g->nodes[p_id].position;
  322. }
  323. Ref<VisualShaderNode> VisualShader::get_node(Type p_type, int p_id) const {
  324. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Ref<VisualShaderNode>());
  325. const Graph *g = &graph[p_type];
  326. ERR_FAIL_COND_V(!g->nodes.has(p_id), Ref<VisualShaderNode>());
  327. return g->nodes[p_id].node;
  328. }
  329. Vector<int> VisualShader::get_node_list(Type p_type) const {
  330. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Vector<int>());
  331. const Graph *g = &graph[p_type];
  332. Vector<int> ret;
  333. for (Map<int, Node>::Element *E = g->nodes.front(); E; E = E->next()) {
  334. ret.push_back(E->key());
  335. }
  336. return ret;
  337. }
  338. int VisualShader::get_valid_node_id(Type p_type) const {
  339. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, NODE_ID_INVALID);
  340. const Graph *g = &graph[p_type];
  341. return g->nodes.size() ? MAX(2, g->nodes.back()->key() + 1) : 2;
  342. }
  343. int VisualShader::find_node_id(Type p_type, const Ref<VisualShaderNode> &p_node) const {
  344. for (const Map<int, Node>::Element *E = graph[p_type].nodes.front(); E; E = E->next()) {
  345. if (E->get().node == p_node) {
  346. return E->key();
  347. }
  348. }
  349. return NODE_ID_INVALID;
  350. }
  351. void VisualShader::remove_node(Type p_type, int p_id) {
  352. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  353. ERR_FAIL_COND(p_id < 2);
  354. Graph *g = &graph[p_type];
  355. ERR_FAIL_COND(!g->nodes.has(p_id));
  356. Ref<VisualShaderNodeInput> input = g->nodes[p_id].node;
  357. if (input.is_valid()) {
  358. input->disconnect("input_type_changed", callable_mp(this, &VisualShader::_input_type_changed));
  359. }
  360. g->nodes[p_id].node->disconnect("changed", callable_mp(this, &VisualShader::_queue_update));
  361. g->nodes.erase(p_id);
  362. for (List<Connection>::Element *E = g->connections.front(); E;) {
  363. List<Connection>::Element *N = E->next();
  364. if (E->get().from_node == p_id || E->get().to_node == p_id) {
  365. g->connections.erase(E);
  366. if (E->get().from_node == p_id) {
  367. g->nodes[E->get().to_node].prev_connected_nodes.erase(p_id);
  368. }
  369. }
  370. E = N;
  371. }
  372. _queue_update();
  373. }
  374. bool VisualShader::is_node_connection(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) const {
  375. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, false);
  376. const Graph *g = &graph[p_type];
  377. for (const List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
  378. if (E->get().from_node == p_from_node && E->get().from_port == p_from_port && E->get().to_node == p_to_node && E->get().to_port == p_to_port) {
  379. return true;
  380. }
  381. }
  382. return false;
  383. }
  384. bool VisualShader::is_nodes_connected_relatively(const Graph *p_graph, int p_node, int p_target) const {
  385. bool result = false;
  386. const VisualShader::Node &node = p_graph->nodes[p_node];
  387. for (const List<int>::Element *E = node.prev_connected_nodes.front(); E; E = E->next()) {
  388. if (E->get() == p_target) {
  389. return true;
  390. }
  391. result = is_nodes_connected_relatively(p_graph, E->get(), p_target);
  392. if (result) {
  393. break;
  394. }
  395. }
  396. return result;
  397. }
  398. bool VisualShader::can_connect_nodes(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) const {
  399. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, false);
  400. const Graph *g = &graph[p_type];
  401. if (!g->nodes.has(p_from_node)) {
  402. return false;
  403. }
  404. if (p_from_node == p_to_node) {
  405. return false;
  406. }
  407. if (p_from_port < 0 || p_from_port >= g->nodes[p_from_node].node->get_output_port_count()) {
  408. return false;
  409. }
  410. if (!g->nodes.has(p_to_node)) {
  411. return false;
  412. }
  413. if (p_to_port < 0 || p_to_port >= g->nodes[p_to_node].node->get_input_port_count()) {
  414. return false;
  415. }
  416. VisualShaderNode::PortType from_port_type = g->nodes[p_from_node].node->get_output_port_type(p_from_port);
  417. VisualShaderNode::PortType to_port_type = g->nodes[p_to_node].node->get_input_port_type(p_to_port);
  418. if (!is_port_types_compatible(from_port_type, to_port_type)) {
  419. return false;
  420. }
  421. for (const List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
  422. if (E->get().from_node == p_from_node && E->get().from_port == p_from_port && E->get().to_node == p_to_node && E->get().to_port == p_to_port) {
  423. return false;
  424. }
  425. }
  426. if (is_nodes_connected_relatively(g, p_from_node, p_to_node)) {
  427. return false;
  428. }
  429. return true;
  430. }
  431. bool VisualShader::is_port_types_compatible(int p_a, int p_b) const {
  432. return MAX(0, p_a - 3) == (MAX(0, p_b - 3));
  433. }
  434. void VisualShader::connect_nodes_forced(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  435. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  436. Graph *g = &graph[p_type];
  437. Connection c;
  438. c.from_node = p_from_node;
  439. c.from_port = p_from_port;
  440. c.to_node = p_to_node;
  441. c.to_port = p_to_port;
  442. g->connections.push_back(c);
  443. g->nodes[p_to_node].prev_connected_nodes.push_back(p_from_node);
  444. _queue_update();
  445. }
  446. Error VisualShader::connect_nodes(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  447. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, ERR_CANT_CONNECT);
  448. Graph *g = &graph[p_type];
  449. ERR_FAIL_COND_V(!g->nodes.has(p_from_node), ERR_INVALID_PARAMETER);
  450. ERR_FAIL_INDEX_V(p_from_port, g->nodes[p_from_node].node->get_output_port_count(), ERR_INVALID_PARAMETER);
  451. ERR_FAIL_COND_V(!g->nodes.has(p_to_node), ERR_INVALID_PARAMETER);
  452. ERR_FAIL_INDEX_V(p_to_port, g->nodes[p_to_node].node->get_input_port_count(), ERR_INVALID_PARAMETER);
  453. VisualShaderNode::PortType from_port_type = g->nodes[p_from_node].node->get_output_port_type(p_from_port);
  454. VisualShaderNode::PortType to_port_type = g->nodes[p_to_node].node->get_input_port_type(p_to_port);
  455. ERR_FAIL_COND_V_MSG(!is_port_types_compatible(from_port_type, to_port_type), ERR_INVALID_PARAMETER, "Incompatible port types (scalar/vec/bool) with transform.");
  456. for (List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
  457. if (E->get().from_node == p_from_node && E->get().from_port == p_from_port && E->get().to_node == p_to_node && E->get().to_port == p_to_port) {
  458. ERR_FAIL_V(ERR_ALREADY_EXISTS);
  459. }
  460. }
  461. Connection c;
  462. c.from_node = p_from_node;
  463. c.from_port = p_from_port;
  464. c.to_node = p_to_node;
  465. c.to_port = p_to_port;
  466. g->connections.push_back(c);
  467. g->nodes[p_to_node].prev_connected_nodes.push_back(p_from_node);
  468. _queue_update();
  469. return OK;
  470. }
  471. void VisualShader::disconnect_nodes(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  472. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  473. Graph *g = &graph[p_type];
  474. for (List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
  475. if (E->get().from_node == p_from_node && E->get().from_port == p_from_port && E->get().to_node == p_to_node && E->get().to_port == p_to_port) {
  476. g->connections.erase(E);
  477. g->nodes[p_to_node].prev_connected_nodes.erase(p_from_node);
  478. _queue_update();
  479. return;
  480. }
  481. }
  482. }
  483. Array VisualShader::_get_node_connections(Type p_type) const {
  484. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Array());
  485. const Graph *g = &graph[p_type];
  486. Array ret;
  487. for (const List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
  488. Dictionary d;
  489. d["from_node"] = E->get().from_node;
  490. d["from_port"] = E->get().from_port;
  491. d["to_node"] = E->get().to_node;
  492. d["to_port"] = E->get().to_port;
  493. ret.push_back(d);
  494. }
  495. return ret;
  496. }
  497. void VisualShader::get_node_connections(Type p_type, List<Connection> *r_connections) const {
  498. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  499. const Graph *g = &graph[p_type];
  500. for (const List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
  501. r_connections->push_back(E->get());
  502. }
  503. }
  504. void VisualShader::set_mode(Mode p_mode) {
  505. if (shader_mode == p_mode) {
  506. return;
  507. }
  508. //erase input/output connections
  509. modes.clear();
  510. flags.clear();
  511. shader_mode = p_mode;
  512. for (int i = 0; i < TYPE_MAX; i++) {
  513. for (Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) {
  514. Ref<VisualShaderNodeInput> input = E->get().node;
  515. if (input.is_valid()) {
  516. input->shader_mode = shader_mode;
  517. //input->input_index = 0;
  518. }
  519. }
  520. Ref<VisualShaderNodeOutput> output = graph[i].nodes[NODE_ID_OUTPUT].node;
  521. output->shader_mode = shader_mode;
  522. // clear connections since they are no longer valid
  523. for (List<Connection>::Element *E = graph[i].connections.front(); E;) {
  524. bool keep = true;
  525. List<Connection>::Element *N = E->next();
  526. int from = E->get().from_node;
  527. int to = E->get().to_node;
  528. if (!graph[i].nodes.has(from)) {
  529. keep = false;
  530. } else {
  531. Ref<VisualShaderNode> from_node = graph[i].nodes[from].node;
  532. if (from_node->is_class("VisualShaderNodeOutput") || from_node->is_class("VisualShaderNodeInput")) {
  533. keep = false;
  534. }
  535. }
  536. if (!graph[i].nodes.has(to)) {
  537. keep = false;
  538. } else {
  539. Ref<VisualShaderNode> to_node = graph[i].nodes[to].node;
  540. if (to_node->is_class("VisualShaderNodeOutput") || to_node->is_class("VisualShaderNodeInput")) {
  541. keep = false;
  542. }
  543. }
  544. if (!keep) {
  545. graph[i].connections.erase(E);
  546. }
  547. E = N;
  548. }
  549. }
  550. _queue_update();
  551. _change_notify();
  552. }
  553. void VisualShader::set_graph_offset(const Vector2 &p_offset) {
  554. graph_offset = p_offset;
  555. }
  556. Vector2 VisualShader::get_graph_offset() const {
  557. return graph_offset;
  558. }
  559. Shader::Mode VisualShader::get_mode() const {
  560. return shader_mode;
  561. }
  562. bool VisualShader::is_text_shader() const {
  563. return false;
  564. }
  565. String VisualShader::generate_preview_shader(Type p_type, int p_node, int p_port, Vector<DefaultTextureParam> &default_tex_params) const {
  566. Ref<VisualShaderNode> node = get_node(p_type, p_node);
  567. ERR_FAIL_COND_V(!node.is_valid(), String());
  568. ERR_FAIL_COND_V(p_port < 0 || p_port >= node->get_output_port_count(), String());
  569. ERR_FAIL_COND_V(node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_TRANSFORM, String());
  570. StringBuilder global_code;
  571. StringBuilder global_code_per_node;
  572. Map<Type, StringBuilder> global_code_per_func;
  573. StringBuilder code;
  574. Set<StringName> classes;
  575. global_code += String() + "shader_type canvas_item;\n";
  576. String global_expressions;
  577. for (int i = 0, index = 0; i < TYPE_MAX; i++) {
  578. for (Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) {
  579. Ref<VisualShaderNodeGlobalExpression> global_expression = Object::cast_to<VisualShaderNodeGlobalExpression>(E->get().node.ptr());
  580. if (global_expression.is_valid()) {
  581. String expr = "";
  582. expr += "// " + global_expression->get_caption() + ":" + itos(index++) + "\n";
  583. expr += global_expression->generate_global(get_mode(), Type(i), -1);
  584. expr = expr.replace("\n", "\n\t");
  585. expr += "\n";
  586. global_expressions += expr;
  587. }
  588. }
  589. }
  590. global_code += "\n";
  591. global_code += global_expressions;
  592. //make it faster to go around through shader
  593. VMap<ConnectionKey, const List<Connection>::Element *> input_connections;
  594. VMap<ConnectionKey, const List<Connection>::Element *> output_connections;
  595. for (const List<Connection>::Element *E = graph[p_type].connections.front(); E; E = E->next()) {
  596. ConnectionKey from_key;
  597. from_key.node = E->get().from_node;
  598. from_key.port = E->get().from_port;
  599. output_connections.insert(from_key, E);
  600. ConnectionKey to_key;
  601. to_key.node = E->get().to_node;
  602. to_key.port = E->get().to_port;
  603. input_connections.insert(to_key, E);
  604. }
  605. code += "\nvoid fragment() {\n";
  606. Set<int> processed;
  607. Error err = _write_node(p_type, global_code, global_code_per_node, global_code_per_func, code, default_tex_params, input_connections, output_connections, p_node, processed, true, classes);
  608. ERR_FAIL_COND_V(err != OK, String());
  609. if (node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_SCALAR) {
  610. code += "\tCOLOR.rgb = vec3(n_out" + itos(p_node) + "p" + itos(p_port) + " );\n";
  611. } else if (node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_SCALAR_INT) {
  612. code += "\tCOLOR.rgb = vec3(float(n_out" + itos(p_node) + "p" + itos(p_port) + "));\n";
  613. } else if (node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_BOOLEAN) {
  614. code += "\tCOLOR.rgb = vec3(n_out" + itos(p_node) + "p" + itos(p_port) + " ? 1.0 : 0.0);\n";
  615. } else {
  616. code += "\tCOLOR.rgb = n_out" + itos(p_node) + "p" + itos(p_port) + ";\n";
  617. }
  618. code += "}\n";
  619. //set code secretly
  620. global_code += "\n\n";
  621. String final_code = global_code;
  622. final_code += global_code_per_node;
  623. final_code += code;
  624. return final_code;
  625. }
  626. #define IS_INITIAL_CHAR(m_d) (((m_d) >= 'a' && (m_d) <= 'z') || ((m_d) >= 'A' && (m_d) <= 'Z'))
  627. #define IS_SYMBOL_CHAR(m_d) (((m_d) >= 'a' && (m_d) <= 'z') || ((m_d) >= 'A' && (m_d) <= 'Z') || ((m_d) >= '0' && (m_d) <= '9') || (m_d) == '_')
  628. String VisualShader::validate_port_name(const String &p_name, const List<String> &p_input_ports, const List<String> &p_output_ports) const {
  629. String name = p_name;
  630. while (name.length() && !IS_INITIAL_CHAR(name[0])) {
  631. name = name.substr(1, name.length() - 1);
  632. }
  633. if (name != String()) {
  634. String valid_name;
  635. for (int i = 0; i < name.length(); i++) {
  636. if (IS_SYMBOL_CHAR(name[i])) {
  637. valid_name += String::chr(name[i]);
  638. } else if (name[i] == ' ') {
  639. valid_name += "_";
  640. }
  641. }
  642. name = valid_name;
  643. }
  644. String valid_name = name;
  645. bool is_equal = false;
  646. for (int i = 0; i < p_input_ports.size(); i++) {
  647. if (name == p_input_ports[i]) {
  648. is_equal = true;
  649. break;
  650. }
  651. }
  652. if (!is_equal) {
  653. for (int i = 0; i < p_output_ports.size(); i++) {
  654. if (name == p_output_ports[i]) {
  655. is_equal = true;
  656. break;
  657. }
  658. }
  659. }
  660. if (is_equal) {
  661. name = "";
  662. }
  663. return name;
  664. }
  665. String VisualShader::validate_uniform_name(const String &p_name, const Ref<VisualShaderNodeUniform> &p_uniform) const {
  666. String name = p_name; //validate name first
  667. while (name.length() && !IS_INITIAL_CHAR(name[0])) {
  668. name = name.substr(1, name.length() - 1);
  669. }
  670. if (name != String()) {
  671. String valid_name;
  672. for (int i = 0; i < name.length(); i++) {
  673. if (IS_SYMBOL_CHAR(name[i])) {
  674. valid_name += String::chr(name[i]);
  675. } else if (name[i] == ' ') {
  676. valid_name += "_";
  677. }
  678. }
  679. name = valid_name;
  680. }
  681. if (name == String()) {
  682. name = p_uniform->get_caption();
  683. }
  684. int attempt = 1;
  685. while (true) {
  686. bool exists = false;
  687. for (int i = 0; i < TYPE_MAX; i++) {
  688. for (const Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) {
  689. Ref<VisualShaderNodeUniform> node = E->get().node;
  690. if (node == p_uniform) { //do not test on self
  691. continue;
  692. }
  693. if (node.is_valid() && node->get_uniform_name() == name) {
  694. exists = true;
  695. break;
  696. }
  697. }
  698. if (exists) {
  699. break;
  700. }
  701. }
  702. if (exists) {
  703. //remove numbers, put new and try again
  704. attempt++;
  705. while (name.length() && name[name.length() - 1] >= '0' && name[name.length() - 1] <= '9') {
  706. name = name.substr(0, name.length() - 1);
  707. }
  708. ERR_FAIL_COND_V(name == String(), String());
  709. name += itos(attempt);
  710. } else {
  711. break;
  712. }
  713. }
  714. return name;
  715. }
  716. VisualShader::RenderModeEnums VisualShader::render_mode_enums[] = {
  717. { Shader::MODE_SPATIAL, "blend" },
  718. { Shader::MODE_SPATIAL, "depth_draw" },
  719. { Shader::MODE_SPATIAL, "cull" },
  720. { Shader::MODE_SPATIAL, "diffuse" },
  721. { Shader::MODE_SPATIAL, "specular" },
  722. { Shader::MODE_CANVAS_ITEM, "blend" },
  723. { Shader::MODE_CANVAS_ITEM, nullptr }
  724. };
  725. static const char *type_string[VisualShader::TYPE_MAX] = {
  726. "vertex",
  727. "fragment",
  728. "light"
  729. };
  730. bool VisualShader::_set(const StringName &p_name, const Variant &p_value) {
  731. String name = p_name;
  732. if (name == "mode") {
  733. set_mode(Shader::Mode(int(p_value)));
  734. return true;
  735. } else if (name.begins_with("flags/")) {
  736. StringName flag = name.get_slicec('/', 1);
  737. bool enable = p_value;
  738. if (enable) {
  739. flags.insert(flag);
  740. } else {
  741. flags.erase(flag);
  742. }
  743. _queue_update();
  744. return true;
  745. } else if (name.begins_with("modes/")) {
  746. String mode = name.get_slicec('/', 1);
  747. int value = p_value;
  748. if (value == 0) {
  749. modes.erase(mode); //means it's default anyway, so don't store it
  750. } else {
  751. modes[mode] = value;
  752. }
  753. _queue_update();
  754. return true;
  755. } else if (name.begins_with("nodes/")) {
  756. String typestr = name.get_slicec('/', 1);
  757. Type type = TYPE_VERTEX;
  758. for (int i = 0; i < TYPE_MAX; i++) {
  759. if (typestr == type_string[i]) {
  760. type = Type(i);
  761. break;
  762. }
  763. }
  764. String index = name.get_slicec('/', 2);
  765. if (index == "connections") {
  766. Vector<int> conns = p_value;
  767. if (conns.size() % 4 == 0) {
  768. for (int i = 0; i < conns.size(); i += 4) {
  769. connect_nodes_forced(type, conns[i + 0], conns[i + 1], conns[i + 2], conns[i + 3]);
  770. }
  771. }
  772. return true;
  773. }
  774. int id = index.to_int();
  775. String what = name.get_slicec('/', 3);
  776. if (what == "node") {
  777. add_node(type, p_value, Vector2(), id);
  778. return true;
  779. } else if (what == "position") {
  780. set_node_position(type, id, p_value);
  781. return true;
  782. } else if (what == "size") {
  783. ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->set_size(p_value);
  784. return true;
  785. } else if (what == "input_ports") {
  786. ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->set_inputs(p_value);
  787. return true;
  788. } else if (what == "output_ports") {
  789. ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->set_outputs(p_value);
  790. return true;
  791. } else if (what == "expression") {
  792. ((VisualShaderNodeExpression *)get_node(type, id).ptr())->set_expression(p_value);
  793. return true;
  794. }
  795. }
  796. return false;
  797. }
  798. bool VisualShader::_get(const StringName &p_name, Variant &r_ret) const {
  799. String name = p_name;
  800. if (name == "mode") {
  801. r_ret = get_mode();
  802. return true;
  803. } else if (name.begins_with("flags/")) {
  804. StringName flag = name.get_slicec('/', 1);
  805. r_ret = flags.has(flag);
  806. return true;
  807. } else if (name.begins_with("modes/")) {
  808. String mode = name.get_slicec('/', 1);
  809. if (modes.has(mode)) {
  810. r_ret = modes[mode];
  811. } else {
  812. r_ret = 0;
  813. }
  814. return true;
  815. } else if (name.begins_with("nodes/")) {
  816. String typestr = name.get_slicec('/', 1);
  817. Type type = TYPE_VERTEX;
  818. for (int i = 0; i < TYPE_MAX; i++) {
  819. if (typestr == type_string[i]) {
  820. type = Type(i);
  821. break;
  822. }
  823. }
  824. String index = name.get_slicec('/', 2);
  825. if (index == "connections") {
  826. Vector<int> conns;
  827. for (const List<Connection>::Element *E = graph[type].connections.front(); E; E = E->next()) {
  828. conns.push_back(E->get().from_node);
  829. conns.push_back(E->get().from_port);
  830. conns.push_back(E->get().to_node);
  831. conns.push_back(E->get().to_port);
  832. }
  833. r_ret = conns;
  834. return true;
  835. }
  836. int id = index.to_int();
  837. String what = name.get_slicec('/', 3);
  838. if (what == "node") {
  839. r_ret = get_node(type, id);
  840. return true;
  841. } else if (what == "position") {
  842. r_ret = get_node_position(type, id);
  843. return true;
  844. } else if (what == "size") {
  845. r_ret = ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->get_size();
  846. return true;
  847. } else if (what == "input_ports") {
  848. r_ret = ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->get_inputs();
  849. return true;
  850. } else if (what == "output_ports") {
  851. r_ret = ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->get_outputs();
  852. return true;
  853. } else if (what == "expression") {
  854. r_ret = ((VisualShaderNodeExpression *)get_node(type, id).ptr())->get_expression();
  855. return true;
  856. }
  857. }
  858. return false;
  859. }
  860. void VisualShader::_get_property_list(List<PropertyInfo> *p_list) const {
  861. //mode
  862. p_list->push_back(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Node3D,CanvasItem,Particles,Sky"));
  863. //render modes
  864. Map<String, String> blend_mode_enums;
  865. Set<String> toggles;
  866. for (int i = 0; i < ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode)).size(); i++) {
  867. String mode = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode))[i];
  868. int idx = 0;
  869. bool in_enum = false;
  870. while (render_mode_enums[idx].string) {
  871. if (mode.begins_with(render_mode_enums[idx].string)) {
  872. String begin = render_mode_enums[idx].string;
  873. String option = mode.replace_first(begin + "_", "");
  874. if (!blend_mode_enums.has(begin)) {
  875. blend_mode_enums[begin] = option;
  876. } else {
  877. blend_mode_enums[begin] += "," + option;
  878. }
  879. in_enum = true;
  880. break;
  881. }
  882. idx++;
  883. }
  884. if (!in_enum) {
  885. toggles.insert(mode);
  886. }
  887. }
  888. for (Map<String, String>::Element *E = blend_mode_enums.front(); E; E = E->next()) {
  889. p_list->push_back(PropertyInfo(Variant::INT, "modes/" + E->key(), PROPERTY_HINT_ENUM, E->get()));
  890. }
  891. for (Set<String>::Element *E = toggles.front(); E; E = E->next()) {
  892. p_list->push_back(PropertyInfo(Variant::BOOL, "flags/" + E->get()));
  893. }
  894. for (int i = 0; i < TYPE_MAX; i++) {
  895. for (Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) {
  896. String prop_name = "nodes/";
  897. prop_name += type_string[i];
  898. prop_name += "/" + itos(E->key());
  899. if (E->key() != NODE_ID_OUTPUT) {
  900. p_list->push_back(PropertyInfo(Variant::OBJECT, prop_name + "/node", PROPERTY_HINT_RESOURCE_TYPE, "VisualShaderNode", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE));
  901. }
  902. p_list->push_back(PropertyInfo(Variant::VECTOR2, prop_name + "/position", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
  903. if (Object::cast_to<VisualShaderNodeGroupBase>(E->get().node.ptr()) != nullptr) {
  904. p_list->push_back(PropertyInfo(Variant::VECTOR2, prop_name + "/size", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
  905. p_list->push_back(PropertyInfo(Variant::STRING, prop_name + "/input_ports", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
  906. p_list->push_back(PropertyInfo(Variant::STRING, prop_name + "/output_ports", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
  907. }
  908. if (Object::cast_to<VisualShaderNodeExpression>(E->get().node.ptr()) != nullptr) {
  909. p_list->push_back(PropertyInfo(Variant::STRING, prop_name + "/expression", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
  910. }
  911. }
  912. p_list->push_back(PropertyInfo(Variant::PACKED_INT32_ARRAY, "nodes/" + String(type_string[i]) + "/connections", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
  913. }
  914. }
  915. Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBuilder &global_code_per_node, Map<Type, StringBuilder> &global_code_per_func, StringBuilder &code, Vector<VisualShader::DefaultTextureParam> &def_tex_params, const VMap<ConnectionKey, const List<Connection>::Element *> &input_connections, const VMap<ConnectionKey, const List<Connection>::Element *> &output_connections, int node, Set<int> &processed, bool for_preview, Set<StringName> &r_classes) const {
  916. const Ref<VisualShaderNode> vsnode = graph[type].nodes[node].node;
  917. //check inputs recursively first
  918. int input_count = vsnode->get_input_port_count();
  919. for (int i = 0; i < input_count; i++) {
  920. ConnectionKey ck;
  921. ck.node = node;
  922. ck.port = i;
  923. if (input_connections.has(ck)) {
  924. int from_node = input_connections[ck]->get().from_node;
  925. if (processed.has(from_node)) {
  926. continue;
  927. }
  928. Error err = _write_node(type, global_code, global_code_per_node, global_code_per_func, code, def_tex_params, input_connections, output_connections, from_node, processed, for_preview, r_classes);
  929. if (err) {
  930. return err;
  931. }
  932. }
  933. }
  934. // then this node
  935. code += "// " + vsnode->get_caption() + ":" + itos(node) + "\n";
  936. Vector<String> input_vars;
  937. input_vars.resize(vsnode->get_input_port_count());
  938. String *inputs = input_vars.ptrw();
  939. for (int i = 0; i < input_count; i++) {
  940. ConnectionKey ck;
  941. ck.node = node;
  942. ck.port = i;
  943. if (input_connections.has(ck)) {
  944. //connected to something, use that output
  945. int from_node = input_connections[ck]->get().from_node;
  946. int from_port = input_connections[ck]->get().from_port;
  947. VisualShaderNode::PortType in_type = vsnode->get_input_port_type(i);
  948. VisualShaderNode::PortType out_type = graph[type].nodes[from_node].node->get_output_port_type(from_port);
  949. String src_var = "n_out" + itos(from_node) + "p" + itos(from_port);
  950. if (in_type == VisualShaderNode::PORT_TYPE_SAMPLER && out_type == VisualShaderNode::PORT_TYPE_SAMPLER) {
  951. VisualShaderNode *ptr = const_cast<VisualShaderNode *>(graph[type].nodes[from_node].node.ptr());
  952. if (ptr->has_method("get_input_real_name")) {
  953. inputs[i] = ptr->call("get_input_real_name");
  954. } else if (ptr->has_method("get_uniform_name")) {
  955. inputs[i] = ptr->call("get_uniform_name");
  956. } else {
  957. inputs[i] = "";
  958. }
  959. } else if (in_type == out_type) {
  960. inputs[i] = src_var;
  961. } else if (in_type == VisualShaderNode::PORT_TYPE_SCALAR && out_type == VisualShaderNode::PORT_TYPE_VECTOR) {
  962. inputs[i] = "dot(" + src_var + ", vec3(0.333333, 0.333333, 0.333333))";
  963. } else if (in_type == VisualShaderNode::PORT_TYPE_SCALAR_INT && out_type == VisualShaderNode::PORT_TYPE_VECTOR) {
  964. inputs[i] = "dot(float(" + src_var + "), vec3(0.333333, 0.333333, 0.333333))";
  965. } else if (in_type == VisualShaderNode::PORT_TYPE_VECTOR && out_type == VisualShaderNode::PORT_TYPE_SCALAR) {
  966. inputs[i] = "vec3(" + src_var + ")";
  967. } else if (in_type == VisualShaderNode::PORT_TYPE_VECTOR && out_type == VisualShaderNode::PORT_TYPE_SCALAR_INT) {
  968. inputs[i] = "vec3(float(" + src_var + "))";
  969. } else if (in_type == VisualShaderNode::PORT_TYPE_BOOLEAN && out_type == VisualShaderNode::PORT_TYPE_VECTOR) {
  970. inputs[i] = "all(bvec3(" + src_var + "))";
  971. } else if (in_type == VisualShaderNode::PORT_TYPE_BOOLEAN && out_type == VisualShaderNode::PORT_TYPE_SCALAR) {
  972. inputs[i] = src_var + " > 0.0 ? true : false";
  973. } else if (in_type == VisualShaderNode::PORT_TYPE_BOOLEAN && out_type == VisualShaderNode::PORT_TYPE_SCALAR_INT) {
  974. inputs[i] = src_var + " > 0 ? true : false";
  975. } else if (in_type == VisualShaderNode::PORT_TYPE_SCALAR && out_type == VisualShaderNode::PORT_TYPE_BOOLEAN) {
  976. inputs[i] = src_var + " ? 1.0 : 0.0";
  977. } else if (in_type == VisualShaderNode::PORT_TYPE_SCALAR_INT && out_type == VisualShaderNode::PORT_TYPE_BOOLEAN) {
  978. inputs[i] = src_var + " ? 1 : 0";
  979. } else if (in_type == VisualShaderNode::PORT_TYPE_VECTOR && out_type == VisualShaderNode::PORT_TYPE_BOOLEAN) {
  980. inputs[i] = "vec3(" + src_var + " ? 1.0 : 0.0)";
  981. } else if (in_type == VisualShaderNode::PORT_TYPE_SCALAR && out_type == VisualShaderNode::PORT_TYPE_SCALAR_INT) {
  982. inputs[i] = "float(" + src_var + ")";
  983. } else if (in_type == VisualShaderNode::PORT_TYPE_SCALAR_INT && out_type == VisualShaderNode::PORT_TYPE_SCALAR) {
  984. inputs[i] = "int(" + src_var + ")";
  985. }
  986. } else {
  987. Variant defval = vsnode->get_input_port_default_value(i);
  988. if (defval.get_type() == Variant::FLOAT) {
  989. float val = defval;
  990. inputs[i] = "n_in" + itos(node) + "p" + itos(i);
  991. code += "\tfloat " + inputs[i] + " = " + vformat("%.5f", val) + ";\n";
  992. } else if (defval.get_type() == Variant::INT) {
  993. int val = defval;
  994. inputs[i] = "n_in" + itos(node) + "p" + itos(i);
  995. code += "\tint " + inputs[i] + " = " + itos(val) + ";\n";
  996. } else if (defval.get_type() == Variant::BOOL) {
  997. bool val = defval;
  998. inputs[i] = "n_in" + itos(node) + "p" + itos(i);
  999. code += "\tbool " + inputs[i] + " = " + (val ? "true" : "false") + ";\n";
  1000. } else if (defval.get_type() == Variant::VECTOR3) {
  1001. Vector3 val = defval;
  1002. inputs[i] = "n_in" + itos(node) + "p" + itos(i);
  1003. code += "\tvec3 " + inputs[i] + " = " + vformat("vec3(%.5f, %.5f, %.5f);\n", val.x, val.y, val.z);
  1004. } else if (defval.get_type() == Variant::TRANSFORM) {
  1005. Transform val = defval;
  1006. val.basis.transpose();
  1007. inputs[i] = "n_in" + itos(node) + "p" + itos(i);
  1008. Array values;
  1009. for (int j = 0; j < 3; j++) {
  1010. values.push_back(val.basis[j].x);
  1011. values.push_back(val.basis[j].y);
  1012. values.push_back(val.basis[j].z);
  1013. }
  1014. values.push_back(val.origin.x);
  1015. values.push_back(val.origin.y);
  1016. values.push_back(val.origin.z);
  1017. bool err = false;
  1018. code += "\tmat4 " + inputs[i] + " = " + String("mat4(vec4(%.5f, %.5f, %.5f, 0.0), vec4(%.5f, %.5f, %.5f, 0.0), vec4(%.5f, %.5f, %.5f, 0.0), vec4(%.5f, %.5f, %.5f, 1.0));\n").sprintf(values, &err);
  1019. } else {
  1020. //will go empty, node is expected to know what it is doing at this point and handle it
  1021. }
  1022. }
  1023. }
  1024. int output_count = vsnode->get_output_port_count();
  1025. Vector<String> output_vars;
  1026. output_vars.resize(vsnode->get_output_port_count());
  1027. String *outputs = output_vars.ptrw();
  1028. if (vsnode->is_simple_decl()) { // less code to generate for some simple_decl nodes
  1029. for (int i = 0; i < output_count; i++) {
  1030. String var_name = "n_out" + itos(node) + "p" + itos(i);
  1031. switch (vsnode->get_output_port_type(i)) {
  1032. case VisualShaderNode::PORT_TYPE_SCALAR:
  1033. outputs[i] = "float " + var_name;
  1034. break;
  1035. case VisualShaderNode::PORT_TYPE_SCALAR_INT:
  1036. outputs[i] = "int " + var_name;
  1037. break;
  1038. case VisualShaderNode::PORT_TYPE_VECTOR:
  1039. outputs[i] = "vec3 " + var_name;
  1040. break;
  1041. case VisualShaderNode::PORT_TYPE_BOOLEAN:
  1042. outputs[i] = "bool " + var_name;
  1043. break;
  1044. case VisualShaderNode::PORT_TYPE_TRANSFORM:
  1045. outputs[i] = "mat4 " + var_name;
  1046. break;
  1047. default: {
  1048. }
  1049. }
  1050. }
  1051. } else {
  1052. for (int i = 0; i < output_count; i++) {
  1053. outputs[i] = "n_out" + itos(node) + "p" + itos(i);
  1054. switch (vsnode->get_output_port_type(i)) {
  1055. case VisualShaderNode::PORT_TYPE_SCALAR:
  1056. code += String() + "\tfloat " + outputs[i] + ";\n";
  1057. break;
  1058. case VisualShaderNode::PORT_TYPE_SCALAR_INT:
  1059. code += String() + "\tint " + outputs[i] + ";\n";
  1060. break;
  1061. case VisualShaderNode::PORT_TYPE_VECTOR:
  1062. code += String() + "\tvec3 " + outputs[i] + ";\n";
  1063. break;
  1064. case VisualShaderNode::PORT_TYPE_BOOLEAN:
  1065. code += String() + "\tbool " + outputs[i] + ";\n";
  1066. break;
  1067. case VisualShaderNode::PORT_TYPE_TRANSFORM:
  1068. code += String() + "\tmat4 " + outputs[i] + ";\n";
  1069. break;
  1070. default: {
  1071. }
  1072. }
  1073. }
  1074. }
  1075. Vector<VisualShader::DefaultTextureParam> params = vsnode->get_default_texture_parameters(type, node);
  1076. for (int i = 0; i < params.size(); i++) {
  1077. def_tex_params.push_back(params[i]);
  1078. }
  1079. Ref<VisualShaderNodeInput> input = vsnode;
  1080. bool skip_global = input.is_valid() && for_preview;
  1081. if (!skip_global) {
  1082. global_code += vsnode->generate_global(get_mode(), type, node);
  1083. String class_name = vsnode->get_class_name();
  1084. if (class_name == "VisualShaderNodeCustom") {
  1085. class_name = vsnode->get_script_instance()->get_script()->get_path();
  1086. }
  1087. if (!r_classes.has(class_name)) {
  1088. global_code_per_node += vsnode->generate_global_per_node(get_mode(), type, node);
  1089. for (int i = 0; i < TYPE_MAX; i++) {
  1090. global_code_per_func[Type(i)] += vsnode->generate_global_per_func(get_mode(), Type(i), node);
  1091. }
  1092. r_classes.insert(class_name);
  1093. }
  1094. }
  1095. code += vsnode->generate_code(get_mode(), type, node, inputs, outputs, for_preview);
  1096. code += "\n"; //
  1097. processed.insert(node);
  1098. return OK;
  1099. }
  1100. void VisualShader::_update_shader() const {
  1101. if (!dirty) {
  1102. return;
  1103. }
  1104. dirty = false;
  1105. StringBuilder global_code;
  1106. StringBuilder global_code_per_node;
  1107. Map<Type, StringBuilder> global_code_per_func;
  1108. StringBuilder code;
  1109. Vector<VisualShader::DefaultTextureParam> default_tex_params;
  1110. Set<StringName> classes;
  1111. Map<int, int> insertion_pos;
  1112. static const char *shader_mode_str[Shader::MODE_MAX] = { "spatial", "canvas_item", "particles", "sky" };
  1113. global_code += String() + "shader_type " + shader_mode_str[shader_mode] + ";\n";
  1114. String render_mode;
  1115. {
  1116. //fill render mode enums
  1117. int idx = 0;
  1118. while (render_mode_enums[idx].string) {
  1119. if (shader_mode == render_mode_enums[idx].mode) {
  1120. if (modes.has(render_mode_enums[idx].string)) {
  1121. int which = modes[render_mode_enums[idx].string];
  1122. int count = 0;
  1123. for (int i = 0; i < ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode)).size(); i++) {
  1124. String mode = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode))[i];
  1125. if (mode.begins_with(render_mode_enums[idx].string)) {
  1126. if (count == which) {
  1127. if (render_mode != String()) {
  1128. render_mode += ", ";
  1129. }
  1130. render_mode += mode;
  1131. break;
  1132. }
  1133. count++;
  1134. }
  1135. }
  1136. }
  1137. }
  1138. idx++;
  1139. }
  1140. //fill render mode flags
  1141. for (int i = 0; i < ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode)).size(); i++) {
  1142. String mode = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode))[i];
  1143. if (flags.has(mode)) {
  1144. if (render_mode != String()) {
  1145. render_mode += ", ";
  1146. }
  1147. render_mode += mode;
  1148. }
  1149. }
  1150. }
  1151. if (render_mode != String()) {
  1152. global_code += "render_mode " + render_mode + ";\n\n";
  1153. }
  1154. static const char *func_name[TYPE_MAX] = { "vertex", "fragment", "light" };
  1155. String global_expressions;
  1156. for (int i = 0, index = 0; i < TYPE_MAX; i++) {
  1157. if (!ShaderTypes::get_singleton()->get_functions(RenderingServer::ShaderMode(shader_mode)).has(func_name[i])) {
  1158. continue;
  1159. }
  1160. for (Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) {
  1161. Ref<VisualShaderNodeGlobalExpression> global_expression = Object::cast_to<VisualShaderNodeGlobalExpression>(E->get().node.ptr());
  1162. if (global_expression.is_valid()) {
  1163. String expr = "";
  1164. expr += "// " + global_expression->get_caption() + ":" + itos(index++) + "\n";
  1165. expr += global_expression->generate_global(get_mode(), Type(i), -1);
  1166. expr = expr.replace("\n", "\n\t");
  1167. expr += "\n";
  1168. global_expressions += expr;
  1169. }
  1170. }
  1171. }
  1172. for (int i = 0; i < TYPE_MAX; i++) {
  1173. if (!ShaderTypes::get_singleton()->get_functions(RenderingServer::ShaderMode(shader_mode)).has(func_name[i])) {
  1174. continue;
  1175. }
  1176. //make it faster to go around through shader
  1177. VMap<ConnectionKey, const List<Connection>::Element *> input_connections;
  1178. VMap<ConnectionKey, const List<Connection>::Element *> output_connections;
  1179. for (const List<Connection>::Element *E = graph[i].connections.front(); E; E = E->next()) {
  1180. ConnectionKey from_key;
  1181. from_key.node = E->get().from_node;
  1182. from_key.port = E->get().from_port;
  1183. output_connections.insert(from_key, E);
  1184. ConnectionKey to_key;
  1185. to_key.node = E->get().to_node;
  1186. to_key.port = E->get().to_port;
  1187. input_connections.insert(to_key, E);
  1188. }
  1189. code += "\nvoid " + String(func_name[i]) + "() {\n";
  1190. Set<int> processed;
  1191. Error err = _write_node(Type(i), global_code, global_code_per_node, global_code_per_func, code, default_tex_params, input_connections, output_connections, NODE_ID_OUTPUT, processed, false, classes);
  1192. ERR_FAIL_COND(err != OK);
  1193. insertion_pos.insert(i, code.get_string_length());
  1194. code += "}\n";
  1195. }
  1196. //set code secretly
  1197. global_code += "\n\n";
  1198. String final_code = global_code;
  1199. final_code += global_code_per_node;
  1200. final_code += global_expressions;
  1201. String tcode = code;
  1202. for (int i = 0; i < TYPE_MAX; i++) {
  1203. if (!ShaderTypes::get_singleton()->get_functions(RenderingServer::ShaderMode(shader_mode)).has(func_name[i])) {
  1204. continue;
  1205. }
  1206. tcode = tcode.insert(insertion_pos[i], global_code_per_func[Type(i)]);
  1207. }
  1208. final_code += tcode;
  1209. const_cast<VisualShader *>(this)->set_code(final_code);
  1210. for (int i = 0; i < default_tex_params.size(); i++) {
  1211. const_cast<VisualShader *>(this)->set_default_texture_param(default_tex_params[i].name, default_tex_params[i].param);
  1212. }
  1213. if (previous_code != final_code) {
  1214. const_cast<VisualShader *>(this)->emit_signal("changed");
  1215. }
  1216. previous_code = final_code;
  1217. }
  1218. void VisualShader::_queue_update() {
  1219. if (dirty) {
  1220. return;
  1221. }
  1222. dirty = true;
  1223. call_deferred("_update_shader");
  1224. }
  1225. void VisualShader::_input_type_changed(Type p_type, int p_id) {
  1226. //erase connections using this input, as type changed
  1227. Graph *g = &graph[p_type];
  1228. for (List<Connection>::Element *E = g->connections.front(); E;) {
  1229. List<Connection>::Element *N = E->next();
  1230. if (E->get().from_node == p_id) {
  1231. g->connections.erase(E);
  1232. g->nodes[E->get().to_node].prev_connected_nodes.erase(p_id);
  1233. }
  1234. E = N;
  1235. }
  1236. }
  1237. void VisualShader::rebuild() {
  1238. dirty = true;
  1239. _update_shader();
  1240. }
  1241. void VisualShader::_bind_methods() {
  1242. ClassDB::bind_method(D_METHOD("set_mode", "mode"), &VisualShader::set_mode);
  1243. ClassDB::bind_method(D_METHOD("add_node", "type", "node", "position", "id"), &VisualShader::add_node);
  1244. ClassDB::bind_method(D_METHOD("get_node", "type", "id"), &VisualShader::get_node);
  1245. ClassDB::bind_method(D_METHOD("set_node_position", "type", "id", "position"), &VisualShader::set_node_position);
  1246. ClassDB::bind_method(D_METHOD("get_node_position", "type", "id"), &VisualShader::get_node_position);
  1247. ClassDB::bind_method(D_METHOD("get_node_list", "type"), &VisualShader::get_node_list);
  1248. ClassDB::bind_method(D_METHOD("get_valid_node_id", "type"), &VisualShader::get_valid_node_id);
  1249. ClassDB::bind_method(D_METHOD("remove_node", "type", "id"), &VisualShader::remove_node);
  1250. ClassDB::bind_method(D_METHOD("is_node_connection", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::is_node_connection);
  1251. ClassDB::bind_method(D_METHOD("can_connect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::can_connect_nodes);
  1252. ClassDB::bind_method(D_METHOD("connect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::connect_nodes);
  1253. ClassDB::bind_method(D_METHOD("disconnect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::disconnect_nodes);
  1254. ClassDB::bind_method(D_METHOD("connect_nodes_forced", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::connect_nodes_forced);
  1255. ClassDB::bind_method(D_METHOD("get_node_connections", "type"), &VisualShader::_get_node_connections);
  1256. ClassDB::bind_method(D_METHOD("set_version", "version"), &VisualShader::set_version);
  1257. ClassDB::bind_method(D_METHOD("get_version"), &VisualShader::get_version);
  1258. ClassDB::bind_method(D_METHOD("set_graph_offset", "offset"), &VisualShader::set_graph_offset);
  1259. ClassDB::bind_method(D_METHOD("get_graph_offset"), &VisualShader::get_graph_offset);
  1260. ClassDB::bind_method(D_METHOD("_update_shader"), &VisualShader::_update_shader);
  1261. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "graph_offset", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_graph_offset", "get_graph_offset");
  1262. ADD_PROPERTY(PropertyInfo(Variant::STRING, "version", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_version", "get_version");
  1263. BIND_ENUM_CONSTANT(TYPE_VERTEX);
  1264. BIND_ENUM_CONSTANT(TYPE_FRAGMENT);
  1265. BIND_ENUM_CONSTANT(TYPE_LIGHT);
  1266. BIND_ENUM_CONSTANT(TYPE_MAX);
  1267. BIND_CONSTANT(NODE_ID_INVALID);
  1268. BIND_CONSTANT(NODE_ID_OUTPUT);
  1269. }
  1270. VisualShader::VisualShader() {
  1271. shader_mode = Shader::MODE_SPATIAL;
  1272. for (int i = 0; i < TYPE_MAX; i++) {
  1273. Ref<VisualShaderNodeOutput> output;
  1274. output.instance();
  1275. output->shader_type = Type(i);
  1276. output->shader_mode = shader_mode;
  1277. graph[i].nodes[NODE_ID_OUTPUT].node = output;
  1278. graph[i].nodes[NODE_ID_OUTPUT].position = Vector2(400, 150);
  1279. }
  1280. dirty = true;
  1281. }
  1282. ///////////////////////////////////////////////////////////
  1283. const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
  1284. // Spatial, Vertex
  1285. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX" },
  1286. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
  1287. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "TANGENT" },
  1288. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "BINORMAL" },
  1289. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
  1290. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "vec3(UV2, 0.0)" },
  1291. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1292. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1293. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" },
  1294. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
  1295. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "modelview", "MODELVIEW_MATRIX" },
  1296. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "camera", "CAMERA_MATRIX" },
  1297. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_camera", "INV_CAMERA_MATRIX" },
  1298. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" },
  1299. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection", "INV_PROJECTION_MATRIX" },
  1300. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1301. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(VIEWPORT_SIZE, 0)" },
  1302. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
  1303. // Spatial, Fragment
  1304. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" },
  1305. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX" },
  1306. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
  1307. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "TANGENT" },
  1308. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "BINORMAL" },
  1309. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "view", "VIEW" },
  1310. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
  1311. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "vec3(UV2, 0.0)" },
  1312. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1313. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1314. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "point_coord", "vec3(POINT_COORD, 0.0)" },
  1315. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" },
  1316. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "side", "float(FRONT_FACING ? 1.0 : 0.0)" },
  1317. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
  1318. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_camera", "INV_CAMERA_MATRIX" },
  1319. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "camera", "CAMERA_MATRIX" },
  1320. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" },
  1321. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection", "INV_PROJECTION_MATRIX" },
  1322. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1323. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(VIEWPORT_SIZE, 0.0)" },
  1324. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
  1325. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "front_facing", "FRONT_FACING" },
  1326. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "screen_texture", "SCREEN_TEXTURE" },
  1327. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "depth_texture", "DEPTH_TEXTURE" },
  1328. // Spatial, Light
  1329. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" },
  1330. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
  1331. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "view", "VIEW" },
  1332. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light", "LIGHT" },
  1333. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_color", "LIGHT_COLOR" },
  1334. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "attenuation", "ATTENUATION" },
  1335. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "albedo", "ALBEDO" },
  1336. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "transmission", "TRANSMISSION" },
  1337. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "diffuse", "DIFFUSE_LIGHT" },
  1338. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "specular", "SPECULAR_LIGHT" },
  1339. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
  1340. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
  1341. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_camera", "INV_CAMERA_MATRIX" },
  1342. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "camera", "CAMERA_MATRIX" },
  1343. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" },
  1344. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection", "INV_PROJECTION_MATRIX" },
  1345. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1346. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(VIEWPORT_SIZE, 0.0)" },
  1347. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
  1348. // Canvas Item, Vertex
  1349. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "vec3(VERTEX, 0.0)" },
  1350. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" },
  1351. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1352. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1353. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" },
  1354. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "texture_pixel_size", "vec3(TEXTURE_PIXEL_SIZE, 1.0)" },
  1355. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
  1356. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" },
  1357. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "extra", "EXTRA_MATRIX" },
  1358. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1359. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "light_pass", "float(AT_LIGHT_PASS ? 1.0 : 0.0)" },
  1360. // Canvas Item, Fragment
  1361. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" },
  1362. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
  1363. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1364. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1365. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" },
  1366. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "texture_pixel_size", "vec3(TEXTURE_PIXEL_SIZE, 1.0)" },
  1367. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_pixel_size", "vec3(SCREEN_PIXEL_SIZE, 1.0)" },
  1368. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "point_coord", "vec3(POINT_COORD, 0.0)" },
  1369. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1370. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "light_pass", "float(AT_LIGHT_PASS ? 1.0 : 0.0)" },
  1371. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "texture", "TEXTURE" },
  1372. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "normal_texture", "NORMAL_TEXTURE" },
  1373. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "screen_texture", "SCREEN_TEXTURE" },
  1374. // Canvas Item, Light
  1375. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" },
  1376. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
  1377. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
  1378. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1379. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1380. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_vec", "vec3(LIGHT_VEC, 0.0)" },
  1381. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_height", "LIGHT_HEIGHT" },
  1382. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_color", "LIGHT_COLOR.rgb" },
  1383. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_alpha", "LIGHT_COLOR.a" },
  1384. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_uv", "vec3(LIGHT_UV, 0.0)" },
  1385. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "shadow_color", "SHADOW_COLOR.rgb" },
  1386. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "shadow_alpha", "SHADOW_COLOR.a" },
  1387. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "shadow_vec", "vec3(SHADOW_VEC, 0.0)" },
  1388. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" },
  1389. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "texture_pixel_size", "vec3(TEXTURE_PIXEL_SIZE, 1.0)" },
  1390. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "point_coord", "vec3(POINT_COORD, 0.0)" },
  1391. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1392. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SAMPLER, "texture", "TEXTURE" },
  1393. // Particles, Vertex
  1394. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1395. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1396. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "VELOCITY" },
  1397. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "restart", "float(RESTART ? 1.0 : 0.0)" },
  1398. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "active", "float(ACTIVE ? 1.0 : 0.0)" },
  1399. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "custom", "CUSTOM.rgb" },
  1400. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
  1401. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  1402. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
  1403. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
  1404. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "index", "INDEX" },
  1405. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
  1406. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1407. // Sky, Fragment
  1408. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_cubemap_pass", "AT_CUBEMAP_PASS" },
  1409. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_half_res_pass", "AT_HALF_RES_PASS" },
  1410. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_quarter_res_pass", "AT_QUARTER_RES_PASS" },
  1411. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "eyedir", "EYEDIR" },
  1412. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "half_res_color", "HALF_RES_COLOR.rgb" },
  1413. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "half_res_alpha", "HALF_RES_COLOR.a" },
  1414. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "light0_color", "LIGHT0_COLOR" },
  1415. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "light0_direction", "LIGHT0_DIRECTION" },
  1416. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "light0_enabled", "LIGHT0_ENABLED" },
  1417. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "light0_energy", "LIGHT0_ENERGY" },
  1418. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "light1_color", "LIGHT1_COLOR" },
  1419. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "light1_direction", "LIGHT1_DIRECTION" },
  1420. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "light1_enabled", "LIGHT1_ENABLED" },
  1421. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "light1_energy", "LIGHT1_ENERGY" },
  1422. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "light2_color", "LIGHT2_COLOR" },
  1423. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "light2_direction", "LIGHT2_DIRECTION" },
  1424. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "light2_enabled", "LIGHT2_ENABLED" },
  1425. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "light2_energy", "LIGHT2_ENERGY" },
  1426. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "light3_color", "LIGHT3_COLOR" },
  1427. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "light3_direction", "LIGHT3_DIRECTION" },
  1428. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "light3_enabled", "LIGHT3_ENABLED" },
  1429. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "light3_energy", "LIGHT3_ENERGY" },
  1430. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "position", "POSITION" },
  1431. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "quarter_res_color", "QUARTER_RES_COLOR.rgb" },
  1432. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "quarter_res_alpha", "QUARTER_RES_COLOR.a" },
  1433. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "radiance", "RADIANCE" },
  1434. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" },
  1435. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "sky_coords", "vec3(SKY_COORDS, 0.0)" },
  1436. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1437. { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, nullptr, nullptr },
  1438. };
  1439. const VisualShaderNodeInput::Port VisualShaderNodeInput::preview_ports[] = {
  1440. // Spatial, Fragment
  1441. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "vec3(0.0, 0.0, 1.0)" },
  1442. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "vec3(0.0, 1.0, 0.0)" },
  1443. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "vec3(1.0, 0.0, 0.0)" },
  1444. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
  1445. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "vec3(UV, 0.0)" },
  1446. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
  1447. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  1448. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" },
  1449. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "side", "1.0" },
  1450. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1451. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(1.0,1.0, 0.0)" },
  1452. // Spatial, Light
  1453. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "vec3(0.0, 0.0, 1.0)" },
  1454. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1455. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(1.0, 1.0, 0.0)" },
  1456. // Canvas Item, Vertex
  1457. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "vec3(VERTEX, 0.0)" },
  1458. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
  1459. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
  1460. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  1461. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1462. // Canvas Item, Fragment
  1463. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
  1464. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
  1465. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  1466. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" },
  1467. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1468. // Canvas Item, Light
  1469. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
  1470. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "vec3(0.0, 0.0, 1.0)" },
  1471. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
  1472. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  1473. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" },
  1474. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1475. // Particles, Vertex
  1476. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
  1477. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  1478. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "vec3(0.0, 0.0, 1.0)" },
  1479. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1480. { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, nullptr, nullptr },
  1481. };
  1482. int VisualShaderNodeInput::get_input_port_count() const {
  1483. return 0;
  1484. }
  1485. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_port_type(int p_port) const {
  1486. return PORT_TYPE_SCALAR;
  1487. }
  1488. String VisualShaderNodeInput::get_input_port_name(int p_port) const {
  1489. return "";
  1490. }
  1491. int VisualShaderNodeInput::get_output_port_count() const {
  1492. return 1;
  1493. }
  1494. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_output_port_type(int p_port) const {
  1495. return get_input_type_by_name(input_name);
  1496. }
  1497. String VisualShaderNodeInput::get_output_port_name(int p_port) const {
  1498. return "";
  1499. }
  1500. String VisualShaderNodeInput::get_caption() const {
  1501. return "Input";
  1502. }
  1503. String VisualShaderNodeInput::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1504. if (get_output_port_type(0) == PORT_TYPE_SAMPLER) {
  1505. return "";
  1506. }
  1507. if (p_for_preview) {
  1508. int idx = 0;
  1509. String code;
  1510. while (preview_ports[idx].mode != Shader::MODE_MAX) {
  1511. if (preview_ports[idx].mode == shader_mode && preview_ports[idx].shader_type == shader_type && preview_ports[idx].name == input_name) {
  1512. code = "\t" + p_output_vars[0] + " = " + preview_ports[idx].string + ";\n";
  1513. break;
  1514. }
  1515. idx++;
  1516. }
  1517. if (code == String()) {
  1518. switch (get_output_port_type(0)) {
  1519. case PORT_TYPE_SCALAR: {
  1520. code = "\t" + p_output_vars[0] + " = 0.0;\n";
  1521. } break;
  1522. case PORT_TYPE_SCALAR_INT: {
  1523. code = "\t" + p_output_vars[0] + " = 0;\n";
  1524. } break;
  1525. case PORT_TYPE_VECTOR: {
  1526. code = "\t" + p_output_vars[0] + " = vec3(0.0);\n";
  1527. } break;
  1528. case PORT_TYPE_TRANSFORM: {
  1529. code = "\t" + p_output_vars[0] + " = mat4( vec4(1.0,0.0,0.0,0.0), vec4(0.0,1.0,0.0,0.0), vec4(0.0,0.0,1.0,0.0), vec4(0.0,0.0,0.0,1.0) );\n";
  1530. } break;
  1531. case PORT_TYPE_BOOLEAN: {
  1532. code = "\t" + p_output_vars[0] + " = false;\n";
  1533. } break;
  1534. default: //default (none found) is scalar
  1535. break;
  1536. }
  1537. }
  1538. return code;
  1539. } else {
  1540. int idx = 0;
  1541. String code;
  1542. while (ports[idx].mode != Shader::MODE_MAX) {
  1543. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == input_name) {
  1544. code = "\t" + p_output_vars[0] + " = " + ports[idx].string + ";\n";
  1545. break;
  1546. }
  1547. idx++;
  1548. }
  1549. if (code == String()) {
  1550. code = "\t" + p_output_vars[0] + " = 0.0;\n"; //default (none found) is scalar
  1551. }
  1552. return code;
  1553. }
  1554. }
  1555. void VisualShaderNodeInput::set_input_name(String p_name) {
  1556. PortType prev_type = get_input_type_by_name(input_name);
  1557. input_name = p_name;
  1558. emit_changed();
  1559. if (get_input_type_by_name(input_name) != prev_type) {
  1560. emit_signal("input_type_changed");
  1561. }
  1562. }
  1563. String VisualShaderNodeInput::get_input_name() const {
  1564. return input_name;
  1565. }
  1566. String VisualShaderNodeInput::get_input_real_name() const {
  1567. int idx = 0;
  1568. while (ports[idx].mode != Shader::MODE_MAX) {
  1569. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == input_name) {
  1570. return String(ports[idx].string);
  1571. }
  1572. idx++;
  1573. }
  1574. return "";
  1575. }
  1576. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_type_by_name(String p_name) const {
  1577. int idx = 0;
  1578. while (ports[idx].mode != Shader::MODE_MAX) {
  1579. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == p_name) {
  1580. return ports[idx].type;
  1581. }
  1582. idx++;
  1583. }
  1584. return PORT_TYPE_SCALAR;
  1585. }
  1586. int VisualShaderNodeInput::get_input_index_count() const {
  1587. int idx = 0;
  1588. int count = 0;
  1589. while (ports[idx].mode != Shader::MODE_MAX) {
  1590. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  1591. count++;
  1592. }
  1593. idx++;
  1594. }
  1595. return count;
  1596. }
  1597. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_index_type(int p_index) const {
  1598. int idx = 0;
  1599. int count = 0;
  1600. while (ports[idx].mode != Shader::MODE_MAX) {
  1601. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  1602. if (count == p_index) {
  1603. return ports[idx].type;
  1604. }
  1605. count++;
  1606. }
  1607. idx++;
  1608. }
  1609. return PORT_TYPE_SCALAR;
  1610. }
  1611. String VisualShaderNodeInput::get_input_index_name(int p_index) const {
  1612. int idx = 0;
  1613. int count = 0;
  1614. while (ports[idx].mode != Shader::MODE_MAX) {
  1615. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  1616. if (count == p_index) {
  1617. return ports[idx].name;
  1618. }
  1619. count++;
  1620. }
  1621. idx++;
  1622. }
  1623. return "";
  1624. }
  1625. void VisualShaderNodeInput::_validate_property(PropertyInfo &property) const {
  1626. if (property.name == "input_name") {
  1627. String port_list;
  1628. int idx = 0;
  1629. while (ports[idx].mode != Shader::MODE_MAX) {
  1630. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  1631. if (port_list != String()) {
  1632. port_list += ",";
  1633. }
  1634. port_list += ports[idx].name;
  1635. }
  1636. idx++;
  1637. }
  1638. if (port_list == "") {
  1639. port_list = TTR("None");
  1640. }
  1641. property.hint_string = port_list;
  1642. }
  1643. }
  1644. Vector<StringName> VisualShaderNodeInput::get_editable_properties() const {
  1645. Vector<StringName> props;
  1646. props.push_back("input_name");
  1647. return props;
  1648. }
  1649. void VisualShaderNodeInput::_bind_methods() {
  1650. ClassDB::bind_method(D_METHOD("set_input_name", "name"), &VisualShaderNodeInput::set_input_name);
  1651. ClassDB::bind_method(D_METHOD("get_input_name"), &VisualShaderNodeInput::get_input_name);
  1652. ClassDB::bind_method(D_METHOD("get_input_real_name"), &VisualShaderNodeInput::get_input_real_name);
  1653. ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "input_name", PROPERTY_HINT_ENUM, ""), "set_input_name", "get_input_name");
  1654. ADD_SIGNAL(MethodInfo("input_type_changed"));
  1655. }
  1656. VisualShaderNodeInput::VisualShaderNodeInput() {
  1657. input_name = "[None]";
  1658. // changed when set
  1659. shader_type = VisualShader::TYPE_MAX;
  1660. shader_mode = Shader::MODE_MAX;
  1661. }
  1662. ////////////////////////////////////////////
  1663. const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = {
  1664. // Spatial, Vertex
  1665. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX" },
  1666. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
  1667. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "TANGENT" },
  1668. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "BINORMAL" },
  1669. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "UV:xy" },
  1670. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "UV2:xy" },
  1671. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1672. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1673. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
  1674. // Spatial, Fragment
  1675. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "albedo", "ALBEDO" },
  1676. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "ALPHA" },
  1677. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "metallic", "METALLIC" },
  1678. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
  1679. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "specular", "SPECULAR" },
  1680. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "emission", "EMISSION" },
  1681. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "ao", "AO" },
  1682. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
  1683. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normalmap", "NORMALMAP" },
  1684. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "normalmap_depth", "NORMALMAP_DEPTH" },
  1685. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "rim", "RIM" },
  1686. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "rim_tint", "RIM_TINT" },
  1687. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "clearcoat", "CLEARCOAT" },
  1688. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "clearcoat_gloss", "CLEARCOAT_GLOSS" },
  1689. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "anisotropy", "ANISOTROPY" },
  1690. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "anisotropy_flow", "ANISOTROPY_FLOW:xy" },
  1691. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "subsurf_scatter", "SSS_STRENGTH" },
  1692. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "transmission", "TRANSMISSION" },
  1693. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha_scissor", "ALPHA_SCISSOR" },
  1694. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "ao_light_affect", "AO_LIGHT_AFFECT" },
  1695. // Spatial, Light
  1696. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "diffuse", "DIFFUSE_LIGHT" },
  1697. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "specular", "SPECULAR_LIGHT" },
  1698. // Canvas Item, Vertex
  1699. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX:xy" },
  1700. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "UV:xy" },
  1701. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1702. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1703. // Canvas Item, Fragment
  1704. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1705. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1706. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
  1707. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normalmap", "NORMALMAP" },
  1708. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "normalmap_depth", "NORMALMAP_DEPTH" },
  1709. // Canvas Item, Light
  1710. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light", "LIGHT.rgb" },
  1711. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_alpha", "LIGHT.a" },
  1712. // Particles, Vertex
  1713. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1714. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1715. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "VELOCITY" },
  1716. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "custom", "CUSTOM.rgb" },
  1717. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
  1718. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  1719. // Sky, Fragment
  1720. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR" },
  1721. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "ALPHA" },
  1722. { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, nullptr, nullptr },
  1723. };
  1724. int VisualShaderNodeOutput::get_input_port_count() const {
  1725. int idx = 0;
  1726. int count = 0;
  1727. while (ports[idx].mode != Shader::MODE_MAX) {
  1728. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  1729. count++;
  1730. }
  1731. idx++;
  1732. }
  1733. return count;
  1734. }
  1735. VisualShaderNodeOutput::PortType VisualShaderNodeOutput::get_input_port_type(int p_port) const {
  1736. int idx = 0;
  1737. int count = 0;
  1738. while (ports[idx].mode != Shader::MODE_MAX) {
  1739. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  1740. if (count == p_port) {
  1741. return ports[idx].type;
  1742. }
  1743. count++;
  1744. }
  1745. idx++;
  1746. }
  1747. return PORT_TYPE_SCALAR;
  1748. }
  1749. String VisualShaderNodeOutput::get_input_port_name(int p_port) const {
  1750. int idx = 0;
  1751. int count = 0;
  1752. while (ports[idx].mode != Shader::MODE_MAX) {
  1753. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  1754. if (count == p_port) {
  1755. return String(ports[idx].name).capitalize();
  1756. }
  1757. count++;
  1758. }
  1759. idx++;
  1760. }
  1761. return String();
  1762. }
  1763. Variant VisualShaderNodeOutput::get_input_port_default_value(int p_port) const {
  1764. return Variant();
  1765. }
  1766. int VisualShaderNodeOutput::get_output_port_count() const {
  1767. return 0;
  1768. }
  1769. VisualShaderNodeOutput::PortType VisualShaderNodeOutput::get_output_port_type(int p_port) const {
  1770. return PORT_TYPE_SCALAR;
  1771. }
  1772. String VisualShaderNodeOutput::get_output_port_name(int p_port) const {
  1773. return String();
  1774. }
  1775. bool VisualShaderNodeOutput::is_port_separator(int p_index) const {
  1776. if (shader_mode == Shader::MODE_SPATIAL && shader_type == VisualShader::TYPE_FRAGMENT) {
  1777. String name = get_input_port_name(p_index);
  1778. return (name == "Normal" || name == "Rim" || name == "Alpha Scissor");
  1779. }
  1780. return false;
  1781. }
  1782. String VisualShaderNodeOutput::get_caption() const {
  1783. return "Output";
  1784. }
  1785. String VisualShaderNodeOutput::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1786. int idx = 0;
  1787. int count = 0;
  1788. String code;
  1789. while (ports[idx].mode != Shader::MODE_MAX) {
  1790. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  1791. if (p_input_vars[count] != String()) {
  1792. String s = ports[idx].string;
  1793. if (s.find(":") != -1) {
  1794. code += "\t" + s.get_slicec(':', 0) + " = " + p_input_vars[count] + "." + s.get_slicec(':', 1) + ";\n";
  1795. } else {
  1796. code += "\t" + s + " = " + p_input_vars[count] + ";\n";
  1797. }
  1798. }
  1799. count++;
  1800. }
  1801. idx++;
  1802. }
  1803. return code;
  1804. }
  1805. VisualShaderNodeOutput::VisualShaderNodeOutput() {
  1806. }
  1807. ///////////////////////////
  1808. void VisualShaderNodeUniform::set_uniform_name(const String &p_name) {
  1809. uniform_name = p_name;
  1810. emit_signal("name_changed");
  1811. emit_changed();
  1812. }
  1813. String VisualShaderNodeUniform::get_uniform_name() const {
  1814. return uniform_name;
  1815. }
  1816. void VisualShaderNodeUniform::set_qualifier(VisualShaderNodeUniform::Qualifier p_qual) {
  1817. qualifier = p_qual;
  1818. emit_changed();
  1819. }
  1820. VisualShaderNodeUniform::Qualifier VisualShaderNodeUniform::get_qualifier() const {
  1821. return qualifier;
  1822. }
  1823. void VisualShaderNodeUniform::_bind_methods() {
  1824. ClassDB::bind_method(D_METHOD("set_uniform_name", "name"), &VisualShaderNodeUniform::set_uniform_name);
  1825. ClassDB::bind_method(D_METHOD("get_uniform_name"), &VisualShaderNodeUniform::get_uniform_name);
  1826. ClassDB::bind_method(D_METHOD("set_qualifier", "qualifier"), &VisualShaderNodeUniform::set_qualifier);
  1827. ClassDB::bind_method(D_METHOD("get_qualifier"), &VisualShaderNodeUniform::get_qualifier);
  1828. ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "uniform_name"), "set_uniform_name", "get_uniform_name");
  1829. ADD_PROPERTY(PropertyInfo(Variant::INT, "qualifier", PROPERTY_HINT_ENUM, "None,Global,Instance"), "set_qualifier", "get_qualifier");
  1830. BIND_ENUM_CONSTANT(QUAL_NONE);
  1831. BIND_ENUM_CONSTANT(QUAL_GLOBAL);
  1832. BIND_ENUM_CONSTANT(QUAL_INSTANCE);
  1833. }
  1834. String VisualShaderNodeUniform::_get_qual_str() const {
  1835. if (is_qualifier_supported(qualifier)) {
  1836. switch (qualifier) {
  1837. case QUAL_NONE:
  1838. break;
  1839. case QUAL_GLOBAL:
  1840. return "global ";
  1841. case QUAL_INSTANCE:
  1842. return "instance ";
  1843. }
  1844. }
  1845. return String();
  1846. }
  1847. String VisualShaderNodeUniform::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  1848. List<String> keyword_list;
  1849. ShaderLanguage::get_keyword_list(&keyword_list);
  1850. if (keyword_list.find(uniform_name)) {
  1851. return TTR("Uniform name cannot be equal to a shader keyword. Choose another name.");
  1852. }
  1853. if (!is_qualifier_supported(qualifier)) {
  1854. return "This uniform type does not support that qualifier.";
  1855. }
  1856. return String();
  1857. }
  1858. Vector<StringName> VisualShaderNodeUniform::get_editable_properties() const {
  1859. Vector<StringName> props;
  1860. props.push_back("qualifier");
  1861. return props;
  1862. }
  1863. VisualShaderNodeUniform::VisualShaderNodeUniform() {
  1864. qualifier = QUAL_NONE;
  1865. }
  1866. ////////////// GroupBase
  1867. String VisualShaderNodeGroupBase::get_caption() const {
  1868. return "Group";
  1869. }
  1870. void VisualShaderNodeGroupBase::set_size(const Vector2 &p_size) {
  1871. size = p_size;
  1872. }
  1873. Vector2 VisualShaderNodeGroupBase::get_size() const {
  1874. return size;
  1875. }
  1876. void VisualShaderNodeGroupBase::set_inputs(const String &p_inputs) {
  1877. if (inputs == p_inputs) {
  1878. return;
  1879. }
  1880. clear_input_ports();
  1881. inputs = p_inputs;
  1882. Vector<String> input_strings = inputs.split(";", false);
  1883. int input_port_count = input_strings.size();
  1884. for (int i = 0; i < input_port_count; i++) {
  1885. Vector<String> arr = input_strings[i].split(",");
  1886. ERR_FAIL_COND(arr.size() != 3);
  1887. int port_idx = arr[0].to_int();
  1888. int port_type = arr[1].to_int();
  1889. String port_name = arr[2];
  1890. Port port;
  1891. port.type = (PortType)port_type;
  1892. port.name = port_name;
  1893. input_ports[port_idx] = port;
  1894. }
  1895. }
  1896. String VisualShaderNodeGroupBase::get_inputs() const {
  1897. return inputs;
  1898. }
  1899. void VisualShaderNodeGroupBase::set_outputs(const String &p_outputs) {
  1900. if (outputs == p_outputs) {
  1901. return;
  1902. }
  1903. clear_output_ports();
  1904. outputs = p_outputs;
  1905. Vector<String> output_strings = outputs.split(";", false);
  1906. int output_port_count = output_strings.size();
  1907. for (int i = 0; i < output_port_count; i++) {
  1908. Vector<String> arr = output_strings[i].split(",");
  1909. ERR_FAIL_COND(arr.size() != 3);
  1910. int port_idx = arr[0].to_int();
  1911. int port_type = arr[1].to_int();
  1912. String port_name = arr[2];
  1913. Port port;
  1914. port.type = (PortType)port_type;
  1915. port.name = port_name;
  1916. output_ports[port_idx] = port;
  1917. }
  1918. }
  1919. String VisualShaderNodeGroupBase::get_outputs() const {
  1920. return outputs;
  1921. }
  1922. bool VisualShaderNodeGroupBase::is_valid_port_name(const String &p_name) const {
  1923. if (!p_name.is_valid_identifier()) {
  1924. return false;
  1925. }
  1926. for (int i = 0; i < get_input_port_count(); i++) {
  1927. if (get_input_port_name(i) == p_name) {
  1928. return false;
  1929. }
  1930. }
  1931. for (int i = 0; i < get_output_port_count(); i++) {
  1932. if (get_output_port_name(i) == p_name) {
  1933. return false;
  1934. }
  1935. }
  1936. return true;
  1937. }
  1938. void VisualShaderNodeGroupBase::add_input_port(int p_id, int p_type, const String &p_name) {
  1939. String str = itos(p_id) + "," + itos(p_type) + "," + p_name + ";";
  1940. Vector<String> inputs_strings = inputs.split(";", false);
  1941. int index = 0;
  1942. if (p_id < inputs_strings.size()) {
  1943. for (int i = 0; i < inputs_strings.size(); i++) {
  1944. if (i == p_id) {
  1945. inputs = inputs.insert(index, str);
  1946. break;
  1947. }
  1948. index += inputs_strings[i].size();
  1949. }
  1950. } else {
  1951. inputs += str;
  1952. }
  1953. inputs_strings = inputs.split(";", false);
  1954. index = 0;
  1955. for (int i = 0; i < inputs_strings.size(); i++) {
  1956. int count = 0;
  1957. for (int j = 0; j < inputs_strings[i].size(); j++) {
  1958. if (inputs_strings[i][j] == ',') {
  1959. break;
  1960. }
  1961. count++;
  1962. }
  1963. inputs.erase(index, count);
  1964. inputs = inputs.insert(index, itos(i));
  1965. index += inputs_strings[i].size();
  1966. }
  1967. _apply_port_changes();
  1968. }
  1969. void VisualShaderNodeGroupBase::remove_input_port(int p_id) {
  1970. ERR_FAIL_COND(!has_input_port(p_id));
  1971. Vector<String> inputs_strings = inputs.split(";", false);
  1972. int count = 0;
  1973. int index = 0;
  1974. for (int i = 0; i < inputs_strings.size(); i++) {
  1975. Vector<String> arr = inputs_strings[i].split(",");
  1976. if (arr[0].to_int() == p_id) {
  1977. count = inputs_strings[i].size();
  1978. break;
  1979. }
  1980. index += inputs_strings[i].size();
  1981. }
  1982. inputs.erase(index, count);
  1983. inputs_strings = inputs.split(";", false);
  1984. for (int i = p_id; i < inputs_strings.size(); i++) {
  1985. inputs = inputs.replace_first(inputs_strings[i].split(",")[0], itos(i));
  1986. }
  1987. _apply_port_changes();
  1988. }
  1989. int VisualShaderNodeGroupBase::get_input_port_count() const {
  1990. return input_ports.size();
  1991. }
  1992. bool VisualShaderNodeGroupBase::has_input_port(int p_id) const {
  1993. return input_ports.has(p_id);
  1994. }
  1995. void VisualShaderNodeGroupBase::add_output_port(int p_id, int p_type, const String &p_name) {
  1996. String str = itos(p_id) + "," + itos(p_type) + "," + p_name + ";";
  1997. Vector<String> outputs_strings = outputs.split(";", false);
  1998. int index = 0;
  1999. if (p_id < outputs_strings.size()) {
  2000. for (int i = 0; i < outputs_strings.size(); i++) {
  2001. if (i == p_id) {
  2002. outputs = outputs.insert(index, str);
  2003. break;
  2004. }
  2005. index += outputs_strings[i].size();
  2006. }
  2007. } else {
  2008. outputs += str;
  2009. }
  2010. outputs_strings = outputs.split(";", false);
  2011. index = 0;
  2012. for (int i = 0; i < outputs_strings.size(); i++) {
  2013. int count = 0;
  2014. for (int j = 0; j < outputs_strings[i].size(); j++) {
  2015. if (outputs_strings[i][j] == ',') {
  2016. break;
  2017. }
  2018. count++;
  2019. }
  2020. outputs.erase(index, count);
  2021. outputs = outputs.insert(index, itos(i));
  2022. index += outputs_strings[i].size();
  2023. }
  2024. _apply_port_changes();
  2025. }
  2026. void VisualShaderNodeGroupBase::remove_output_port(int p_id) {
  2027. ERR_FAIL_COND(!has_output_port(p_id));
  2028. Vector<String> outputs_strings = outputs.split(";", false);
  2029. int count = 0;
  2030. int index = 0;
  2031. for (int i = 0; i < outputs_strings.size(); i++) {
  2032. Vector<String> arr = outputs_strings[i].split(",");
  2033. if (arr[0].to_int() == p_id) {
  2034. count = outputs_strings[i].size();
  2035. break;
  2036. }
  2037. index += outputs_strings[i].size();
  2038. }
  2039. outputs.erase(index, count);
  2040. outputs_strings = outputs.split(";", false);
  2041. for (int i = p_id; i < outputs_strings.size(); i++) {
  2042. outputs = outputs.replace_first(outputs_strings[i].split(",")[0], itos(i));
  2043. }
  2044. _apply_port_changes();
  2045. }
  2046. int VisualShaderNodeGroupBase::get_output_port_count() const {
  2047. return output_ports.size();
  2048. }
  2049. bool VisualShaderNodeGroupBase::has_output_port(int p_id) const {
  2050. return output_ports.has(p_id);
  2051. }
  2052. void VisualShaderNodeGroupBase::clear_input_ports() {
  2053. input_ports.clear();
  2054. }
  2055. void VisualShaderNodeGroupBase::clear_output_ports() {
  2056. output_ports.clear();
  2057. }
  2058. void VisualShaderNodeGroupBase::set_input_port_type(int p_id, int p_type) {
  2059. ERR_FAIL_COND(!has_input_port(p_id));
  2060. ERR_FAIL_COND(p_type < 0 || p_type >= PORT_TYPE_MAX);
  2061. if (input_ports[p_id].type == p_type) {
  2062. return;
  2063. }
  2064. Vector<String> inputs_strings = inputs.split(";", false);
  2065. int count = 0;
  2066. int index = 0;
  2067. for (int i = 0; i < inputs_strings.size(); i++) {
  2068. Vector<String> arr = inputs_strings[i].split(",");
  2069. ERR_FAIL_COND(arr.size() != 3);
  2070. if (arr[0].to_int() == p_id) {
  2071. index += arr[0].size();
  2072. count = arr[1].size() - 1;
  2073. break;
  2074. }
  2075. index += inputs_strings[i].size();
  2076. }
  2077. inputs.erase(index, count);
  2078. inputs = inputs.insert(index, itos(p_type));
  2079. _apply_port_changes();
  2080. }
  2081. VisualShaderNodeGroupBase::PortType VisualShaderNodeGroupBase::get_input_port_type(int p_id) const {
  2082. ERR_FAIL_COND_V(!input_ports.has(p_id), (PortType)0);
  2083. return input_ports[p_id].type;
  2084. }
  2085. void VisualShaderNodeGroupBase::set_input_port_name(int p_id, const String &p_name) {
  2086. ERR_FAIL_COND(!has_input_port(p_id));
  2087. ERR_FAIL_COND(!is_valid_port_name(p_name));
  2088. if (input_ports[p_id].name == p_name) {
  2089. return;
  2090. }
  2091. Vector<String> inputs_strings = inputs.split(";", false);
  2092. int count = 0;
  2093. int index = 0;
  2094. for (int i = 0; i < inputs_strings.size(); i++) {
  2095. Vector<String> arr = inputs_strings[i].split(",");
  2096. ERR_FAIL_COND(arr.size() != 3);
  2097. if (arr[0].to_int() == p_id) {
  2098. index += arr[0].size() + arr[1].size();
  2099. count = arr[2].size() - 1;
  2100. break;
  2101. }
  2102. index += inputs_strings[i].size();
  2103. }
  2104. inputs.erase(index, count);
  2105. inputs = inputs.insert(index, p_name);
  2106. _apply_port_changes();
  2107. }
  2108. String VisualShaderNodeGroupBase::get_input_port_name(int p_id) const {
  2109. ERR_FAIL_COND_V(!input_ports.has(p_id), "");
  2110. return input_ports[p_id].name;
  2111. }
  2112. void VisualShaderNodeGroupBase::set_output_port_type(int p_id, int p_type) {
  2113. ERR_FAIL_COND(!has_output_port(p_id));
  2114. ERR_FAIL_COND(p_type < 0 || p_type >= PORT_TYPE_MAX);
  2115. if (output_ports[p_id].type == p_type) {
  2116. return;
  2117. }
  2118. Vector<String> output_strings = outputs.split(";", false);
  2119. int count = 0;
  2120. int index = 0;
  2121. for (int i = 0; i < output_strings.size(); i++) {
  2122. Vector<String> arr = output_strings[i].split(",");
  2123. ERR_FAIL_COND(arr.size() != 3);
  2124. if (arr[0].to_int() == p_id) {
  2125. index += arr[0].size();
  2126. count = arr[1].size() - 1;
  2127. break;
  2128. }
  2129. index += output_strings[i].size();
  2130. }
  2131. outputs.erase(index, count);
  2132. outputs = outputs.insert(index, itos(p_type));
  2133. _apply_port_changes();
  2134. }
  2135. VisualShaderNodeGroupBase::PortType VisualShaderNodeGroupBase::get_output_port_type(int p_id) const {
  2136. ERR_FAIL_COND_V(!output_ports.has(p_id), (PortType)0);
  2137. return output_ports[p_id].type;
  2138. }
  2139. void VisualShaderNodeGroupBase::set_output_port_name(int p_id, const String &p_name) {
  2140. ERR_FAIL_COND(!has_output_port(p_id));
  2141. ERR_FAIL_COND(!is_valid_port_name(p_name));
  2142. if (output_ports[p_id].name == p_name) {
  2143. return;
  2144. }
  2145. Vector<String> output_strings = outputs.split(";", false);
  2146. int count = 0;
  2147. int index = 0;
  2148. for (int i = 0; i < output_strings.size(); i++) {
  2149. Vector<String> arr = output_strings[i].split(",");
  2150. ERR_FAIL_COND(arr.size() != 3);
  2151. if (arr[0].to_int() == p_id) {
  2152. index += arr[0].size() + arr[1].size();
  2153. count = arr[2].size() - 1;
  2154. break;
  2155. }
  2156. index += output_strings[i].size();
  2157. }
  2158. outputs.erase(index, count);
  2159. outputs = outputs.insert(index, p_name);
  2160. _apply_port_changes();
  2161. }
  2162. String VisualShaderNodeGroupBase::get_output_port_name(int p_id) const {
  2163. ERR_FAIL_COND_V(!output_ports.has(p_id), "");
  2164. return output_ports[p_id].name;
  2165. }
  2166. int VisualShaderNodeGroupBase::get_free_input_port_id() const {
  2167. return input_ports.size();
  2168. }
  2169. int VisualShaderNodeGroupBase::get_free_output_port_id() const {
  2170. return output_ports.size();
  2171. }
  2172. void VisualShaderNodeGroupBase::set_control(Control *p_control, int p_index) {
  2173. controls[p_index] = p_control;
  2174. }
  2175. Control *VisualShaderNodeGroupBase::get_control(int p_index) {
  2176. ERR_FAIL_COND_V(!controls.has(p_index), nullptr);
  2177. return controls[p_index];
  2178. }
  2179. void VisualShaderNodeGroupBase::_apply_port_changes() {
  2180. Vector<String> inputs_strings = inputs.split(";", false);
  2181. Vector<String> outputs_strings = outputs.split(";", false);
  2182. clear_input_ports();
  2183. clear_output_ports();
  2184. for (int i = 0; i < inputs_strings.size(); i++) {
  2185. Vector<String> arr = inputs_strings[i].split(",");
  2186. ERR_FAIL_COND(arr.size() != 3);
  2187. Port port;
  2188. port.type = (PortType)arr[1].to_int();
  2189. port.name = arr[2];
  2190. input_ports[i] = port;
  2191. }
  2192. for (int i = 0; i < outputs_strings.size(); i++) {
  2193. Vector<String> arr = outputs_strings[i].split(",");
  2194. ERR_FAIL_COND(arr.size() != 3);
  2195. Port port;
  2196. port.type = (PortType)arr[1].to_int();
  2197. port.name = arr[2];
  2198. output_ports[i] = port;
  2199. }
  2200. }
  2201. void VisualShaderNodeGroupBase::set_editable(bool p_enabled) {
  2202. editable = p_enabled;
  2203. }
  2204. bool VisualShaderNodeGroupBase::is_editable() const {
  2205. return editable;
  2206. }
  2207. void VisualShaderNodeGroupBase::_bind_methods() {
  2208. ClassDB::bind_method(D_METHOD("set_size", "size"), &VisualShaderNodeGroupBase::set_size);
  2209. ClassDB::bind_method(D_METHOD("get_size"), &VisualShaderNodeGroupBase::get_size);
  2210. ClassDB::bind_method(D_METHOD("set_inputs", "inputs"), &VisualShaderNodeGroupBase::set_inputs);
  2211. ClassDB::bind_method(D_METHOD("get_inputs"), &VisualShaderNodeGroupBase::get_inputs);
  2212. ClassDB::bind_method(D_METHOD("set_outputs", "outputs"), &VisualShaderNodeGroupBase::set_outputs);
  2213. ClassDB::bind_method(D_METHOD("get_outputs"), &VisualShaderNodeGroupBase::get_outputs);
  2214. ClassDB::bind_method(D_METHOD("is_valid_port_name", "name"), &VisualShaderNodeGroupBase::is_valid_port_name);
  2215. ClassDB::bind_method(D_METHOD("add_input_port", "id", "type", "name"), &VisualShaderNodeGroupBase::add_input_port);
  2216. ClassDB::bind_method(D_METHOD("remove_input_port", "id"), &VisualShaderNodeGroupBase::remove_input_port);
  2217. ClassDB::bind_method(D_METHOD("get_input_port_count"), &VisualShaderNodeGroupBase::get_input_port_count);
  2218. ClassDB::bind_method(D_METHOD("has_input_port", "id"), &VisualShaderNodeGroupBase::has_input_port);
  2219. ClassDB::bind_method(D_METHOD("clear_input_ports"), &VisualShaderNodeGroupBase::clear_input_ports);
  2220. ClassDB::bind_method(D_METHOD("add_output_port", "id", "type", "name"), &VisualShaderNodeGroupBase::add_output_port);
  2221. ClassDB::bind_method(D_METHOD("remove_output_port", "id"), &VisualShaderNodeGroupBase::remove_output_port);
  2222. ClassDB::bind_method(D_METHOD("get_output_port_count"), &VisualShaderNodeGroupBase::get_output_port_count);
  2223. ClassDB::bind_method(D_METHOD("has_output_port", "id"), &VisualShaderNodeGroupBase::has_output_port);
  2224. ClassDB::bind_method(D_METHOD("clear_output_ports"), &VisualShaderNodeGroupBase::clear_output_ports);
  2225. ClassDB::bind_method(D_METHOD("set_input_port_name", "id", "name"), &VisualShaderNodeGroupBase::set_input_port_name);
  2226. ClassDB::bind_method(D_METHOD("set_input_port_type", "id", "type"), &VisualShaderNodeGroupBase::set_input_port_type);
  2227. ClassDB::bind_method(D_METHOD("set_output_port_name", "id", "name"), &VisualShaderNodeGroupBase::set_output_port_name);
  2228. ClassDB::bind_method(D_METHOD("set_output_port_type", "id", "type"), &VisualShaderNodeGroupBase::set_output_port_type);
  2229. ClassDB::bind_method(D_METHOD("get_free_input_port_id"), &VisualShaderNodeGroupBase::get_free_input_port_id);
  2230. ClassDB::bind_method(D_METHOD("get_free_output_port_id"), &VisualShaderNodeGroupBase::get_free_output_port_id);
  2231. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "size"), "set_size", "get_size");
  2232. }
  2233. String VisualShaderNodeGroupBase::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2234. return "";
  2235. }
  2236. VisualShaderNodeGroupBase::VisualShaderNodeGroupBase() {
  2237. size = Size2(0, 0);
  2238. inputs = "";
  2239. outputs = "";
  2240. editable = false;
  2241. simple_decl = false;
  2242. }
  2243. ////////////// Expression
  2244. String VisualShaderNodeExpression::get_caption() const {
  2245. return "Expression";
  2246. }
  2247. void VisualShaderNodeExpression::set_expression(const String &p_expression) {
  2248. expression = p_expression;
  2249. }
  2250. String VisualShaderNodeExpression::get_expression() const {
  2251. return expression;
  2252. }
  2253. String VisualShaderNodeExpression::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2254. String _expression = expression;
  2255. _expression = _expression.insert(0, "\n");
  2256. _expression = _expression.replace("\n", "\n\t\t");
  2257. static Vector<String> pre_symbols;
  2258. if (pre_symbols.empty()) {
  2259. pre_symbols.push_back("\t");
  2260. pre_symbols.push_back(",");
  2261. pre_symbols.push_back(";");
  2262. pre_symbols.push_back("{");
  2263. pre_symbols.push_back("[");
  2264. pre_symbols.push_back("]");
  2265. pre_symbols.push_back("(");
  2266. pre_symbols.push_back(" ");
  2267. pre_symbols.push_back("-");
  2268. pre_symbols.push_back("*");
  2269. pre_symbols.push_back("/");
  2270. pre_symbols.push_back("+");
  2271. pre_symbols.push_back("=");
  2272. pre_symbols.push_back("&");
  2273. pre_symbols.push_back("|");
  2274. pre_symbols.push_back("!");
  2275. }
  2276. static Vector<String> post_symbols;
  2277. if (post_symbols.empty()) {
  2278. post_symbols.push_back("\t");
  2279. post_symbols.push_back("\n");
  2280. post_symbols.push_back(",");
  2281. post_symbols.push_back(";");
  2282. post_symbols.push_back("}");
  2283. post_symbols.push_back("[");
  2284. post_symbols.push_back("]");
  2285. post_symbols.push_back(")");
  2286. post_symbols.push_back(" ");
  2287. post_symbols.push_back(".");
  2288. post_symbols.push_back("-");
  2289. post_symbols.push_back("*");
  2290. post_symbols.push_back("/");
  2291. post_symbols.push_back("+");
  2292. post_symbols.push_back("=");
  2293. post_symbols.push_back("&");
  2294. post_symbols.push_back("|");
  2295. post_symbols.push_back("!");
  2296. }
  2297. for (int i = 0; i < get_input_port_count(); i++) {
  2298. for (int j = 0; j < pre_symbols.size(); j++) {
  2299. for (int k = 0; k < post_symbols.size(); k++) {
  2300. _expression = _expression.replace(pre_symbols[j] + get_input_port_name(i) + post_symbols[k], pre_symbols[j] + p_input_vars[i] + post_symbols[k]);
  2301. }
  2302. }
  2303. }
  2304. for (int i = 0; i < get_output_port_count(); i++) {
  2305. for (int j = 0; j < pre_symbols.size(); j++) {
  2306. for (int k = 0; k < post_symbols.size(); k++) {
  2307. _expression = _expression.replace(pre_symbols[j] + get_output_port_name(i) + post_symbols[k], pre_symbols[j] + p_output_vars[i] + post_symbols[k]);
  2308. }
  2309. }
  2310. }
  2311. String output_initializer;
  2312. for (int i = 0; i < get_output_port_count(); i++) {
  2313. int port_type = get_output_port_type(i);
  2314. String tk = "";
  2315. switch (port_type) {
  2316. case PORT_TYPE_SCALAR:
  2317. tk = "0.0";
  2318. break;
  2319. case PORT_TYPE_SCALAR_INT:
  2320. tk = "0";
  2321. break;
  2322. case PORT_TYPE_VECTOR:
  2323. tk = "vec3(0.0, 0.0, 0.0)";
  2324. break;
  2325. case PORT_TYPE_BOOLEAN:
  2326. tk = "false";
  2327. break;
  2328. case PORT_TYPE_TRANSFORM:
  2329. tk = "mat4(1.0)";
  2330. break;
  2331. default:
  2332. continue;
  2333. }
  2334. output_initializer += "\t" + p_output_vars[i] + " = " + tk + ";\n";
  2335. }
  2336. String code;
  2337. code += output_initializer;
  2338. code += "\t{";
  2339. code += _expression;
  2340. code += "\n\t}\n";
  2341. return code;
  2342. }
  2343. void VisualShaderNodeExpression::_bind_methods() {
  2344. ClassDB::bind_method(D_METHOD("set_expression", "expression"), &VisualShaderNodeExpression::set_expression);
  2345. ClassDB::bind_method(D_METHOD("get_expression"), &VisualShaderNodeExpression::get_expression);
  2346. ADD_PROPERTY(PropertyInfo(Variant::STRING, "expression"), "set_expression", "get_expression");
  2347. }
  2348. VisualShaderNodeExpression::VisualShaderNodeExpression() {
  2349. expression = "";
  2350. set_editable(true);
  2351. }
  2352. ////////////// Global Expression
  2353. String VisualShaderNodeGlobalExpression::get_caption() const {
  2354. return "GlobalExpression";
  2355. }
  2356. String VisualShaderNodeGlobalExpression::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  2357. return expression;
  2358. }
  2359. VisualShaderNodeGlobalExpression::VisualShaderNodeGlobalExpression() {
  2360. set_editable(false);
  2361. }