visual_shader.cpp 194 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) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "visual_shader.h"
  31. #include "core/templates/rb_map.h"
  32. #include "core/templates/vmap.h"
  33. #include "servers/rendering/shader_types.h"
  34. #include "visual_shader_nodes.h"
  35. #include "visual_shader_particle_nodes.h"
  36. #include "visual_shader_sdf_nodes.h"
  37. String make_unique_id(VisualShader::Type p_type, int p_id, const String &p_name) {
  38. static const char *typepf[VisualShader::TYPE_MAX] = { "vtx", "frg", "lgt", "start", "process", "collide", "start_custom", "process_custom", "sky", "fog" };
  39. return p_name + "_" + String(typepf[p_type]) + "_" + itos(p_id);
  40. }
  41. bool VisualShaderNode::is_simple_decl() const {
  42. return simple_decl;
  43. }
  44. int VisualShaderNode::get_default_input_port(PortType p_type) const {
  45. return 0;
  46. }
  47. void VisualShaderNode::set_output_port_for_preview(int p_index) {
  48. port_preview = p_index;
  49. }
  50. int VisualShaderNode::get_output_port_for_preview() const {
  51. return port_preview;
  52. }
  53. void VisualShaderNode::set_input_port_default_value(int p_port, const Variant &p_value, const Variant &p_prev_value) {
  54. Variant value = p_value;
  55. if (p_prev_value.get_type() != Variant::NIL) {
  56. switch (p_value.get_type()) {
  57. case Variant::FLOAT: {
  58. switch (p_prev_value.get_type()) {
  59. case Variant::INT: {
  60. value = (float)p_prev_value;
  61. } break;
  62. case Variant::FLOAT: {
  63. value = p_prev_value;
  64. } break;
  65. case Variant::VECTOR2: {
  66. Vector2 pv = p_prev_value;
  67. value = pv.x;
  68. } break;
  69. case Variant::VECTOR3: {
  70. Vector3 pv = p_prev_value;
  71. value = pv.x;
  72. } break;
  73. case Variant::QUATERNION: {
  74. Quaternion pv = p_prev_value;
  75. value = pv.x;
  76. } break;
  77. default:
  78. break;
  79. }
  80. } break;
  81. case Variant::INT: {
  82. switch (p_prev_value.get_type()) {
  83. case Variant::INT: {
  84. value = p_prev_value;
  85. } break;
  86. case Variant::FLOAT: {
  87. value = (int)p_prev_value;
  88. } break;
  89. case Variant::VECTOR2: {
  90. Vector2 pv = p_prev_value;
  91. value = (int)pv.x;
  92. } break;
  93. case Variant::VECTOR3: {
  94. Vector3 pv = p_prev_value;
  95. value = (int)pv.x;
  96. } break;
  97. case Variant::QUATERNION: {
  98. Quaternion pv = p_prev_value;
  99. value = (int)pv.x;
  100. } break;
  101. default:
  102. break;
  103. }
  104. } break;
  105. case Variant::VECTOR2: {
  106. switch (p_prev_value.get_type()) {
  107. case Variant::INT: {
  108. float pv = (float)(int)p_prev_value;
  109. value = Vector2(pv, pv);
  110. } break;
  111. case Variant::FLOAT: {
  112. float pv = p_prev_value;
  113. value = Vector2(pv, pv);
  114. } break;
  115. case Variant::VECTOR2: {
  116. value = p_prev_value;
  117. } break;
  118. case Variant::VECTOR3: {
  119. Vector3 pv = p_prev_value;
  120. value = Vector2(pv.x, pv.y);
  121. } break;
  122. case Variant::QUATERNION: {
  123. Quaternion pv = p_prev_value;
  124. value = Vector2(pv.x, pv.y);
  125. } break;
  126. default:
  127. break;
  128. }
  129. } break;
  130. case Variant::VECTOR3: {
  131. switch (p_prev_value.get_type()) {
  132. case Variant::INT: {
  133. float pv = (float)(int)p_prev_value;
  134. value = Vector3(pv, pv, pv);
  135. } break;
  136. case Variant::FLOAT: {
  137. float pv = p_prev_value;
  138. value = Vector3(pv, pv, pv);
  139. } break;
  140. case Variant::VECTOR2: {
  141. Vector2 pv = p_prev_value;
  142. value = Vector3(pv.x, pv.y, pv.y);
  143. } break;
  144. case Variant::VECTOR3: {
  145. value = p_prev_value;
  146. } break;
  147. case Variant::QUATERNION: {
  148. Quaternion pv = p_prev_value;
  149. value = Vector3(pv.x, pv.y, pv.z);
  150. } break;
  151. default:
  152. break;
  153. }
  154. } break;
  155. case Variant::QUATERNION: {
  156. switch (p_prev_value.get_type()) {
  157. case Variant::INT: {
  158. float pv = (float)(int)p_prev_value;
  159. value = Quaternion(pv, pv, pv, pv);
  160. } break;
  161. case Variant::FLOAT: {
  162. float pv = p_prev_value;
  163. value = Quaternion(pv, pv, pv, pv);
  164. } break;
  165. case Variant::VECTOR2: {
  166. Vector2 pv = p_prev_value;
  167. value = Quaternion(pv.x, pv.y, pv.y, pv.y);
  168. } break;
  169. case Variant::VECTOR3: {
  170. Vector3 pv = p_prev_value;
  171. value = Quaternion(pv.x, pv.y, pv.z, pv.z);
  172. } break;
  173. case Variant::QUATERNION: {
  174. value = p_prev_value;
  175. } break;
  176. default:
  177. break;
  178. }
  179. } break;
  180. default:
  181. break;
  182. }
  183. }
  184. default_input_values[p_port] = value;
  185. emit_changed();
  186. }
  187. Variant VisualShaderNode::get_input_port_default_value(int p_port) const {
  188. if (default_input_values.has(p_port)) {
  189. return default_input_values[p_port];
  190. }
  191. return Variant();
  192. }
  193. void VisualShaderNode::remove_input_port_default_value(int p_port) {
  194. if (default_input_values.has(p_port)) {
  195. default_input_values.erase(p_port);
  196. emit_changed();
  197. }
  198. }
  199. void VisualShaderNode::clear_default_input_values() {
  200. if (!default_input_values.is_empty()) {
  201. default_input_values.clear();
  202. emit_changed();
  203. }
  204. }
  205. bool VisualShaderNode::is_port_separator(int p_index) const {
  206. return false;
  207. }
  208. bool VisualShaderNode::is_output_port_connected(int p_port) const {
  209. if (connected_output_ports.has(p_port)) {
  210. return connected_output_ports[p_port] > 0;
  211. }
  212. return false;
  213. }
  214. void VisualShaderNode::set_output_port_connected(int p_port, bool p_connected) {
  215. if (p_connected) {
  216. connected_output_ports[p_port]++;
  217. } else {
  218. connected_output_ports[p_port]--;
  219. }
  220. }
  221. bool VisualShaderNode::is_input_port_connected(int p_port) const {
  222. if (connected_input_ports.has(p_port)) {
  223. return connected_input_ports[p_port];
  224. }
  225. return false;
  226. }
  227. void VisualShaderNode::set_input_port_connected(int p_port, bool p_connected) {
  228. connected_input_ports[p_port] = p_connected;
  229. }
  230. bool VisualShaderNode::is_any_port_connected() const {
  231. for (const KeyValue<int, bool> &E : connected_input_ports) {
  232. if (E.value) {
  233. return true;
  234. }
  235. }
  236. for (const KeyValue<int, int> &E : connected_output_ports) {
  237. if (E.value > 0) {
  238. return true;
  239. }
  240. }
  241. return false;
  242. }
  243. bool VisualShaderNode::is_generate_input_var(int p_port) const {
  244. return true;
  245. }
  246. bool VisualShaderNode::is_output_port_expandable(int p_port) const {
  247. VisualShaderNode::PortType port = get_output_port_type(p_port);
  248. if (get_output_port_count() == 1 && (port == PORT_TYPE_VECTOR_2D || port == PORT_TYPE_VECTOR_3D || port == PORT_TYPE_VECTOR_4D)) {
  249. return true;
  250. }
  251. return false;
  252. }
  253. bool VisualShaderNode::has_output_port_preview(int p_port) const {
  254. return true;
  255. }
  256. void VisualShaderNode::_set_output_ports_expanded(const Array &p_values) {
  257. for (int i = 0; i < p_values.size(); i++) {
  258. expanded_output_ports[p_values[i]] = true;
  259. }
  260. emit_changed();
  261. }
  262. Array VisualShaderNode::_get_output_ports_expanded() const {
  263. Array arr;
  264. for (int i = 0; i < get_output_port_count(); i++) {
  265. if (_is_output_port_expanded(i)) {
  266. arr.push_back(i);
  267. }
  268. }
  269. return arr;
  270. }
  271. void VisualShaderNode::_set_output_port_expanded(int p_port, bool p_expanded) {
  272. expanded_output_ports[p_port] = p_expanded;
  273. emit_changed();
  274. }
  275. bool VisualShaderNode::_is_output_port_expanded(int p_port) const {
  276. if (expanded_output_ports.has(p_port)) {
  277. return expanded_output_ports[p_port];
  278. }
  279. return false;
  280. }
  281. int VisualShaderNode::get_expanded_output_port_count() const {
  282. int count = get_output_port_count();
  283. int count2 = count;
  284. for (int i = 0; i < count; i++) {
  285. if (is_output_port_expandable(i) && _is_output_port_expanded(i)) {
  286. switch (get_output_port_type(i)) {
  287. case PORT_TYPE_VECTOR_2D: {
  288. count2 += 2;
  289. } break;
  290. case PORT_TYPE_VECTOR_3D: {
  291. count2 += 3;
  292. } break;
  293. case PORT_TYPE_VECTOR_4D: {
  294. count2 += 4;
  295. } break;
  296. default:
  297. break;
  298. }
  299. }
  300. }
  301. return count2;
  302. }
  303. bool VisualShaderNode::is_code_generated() const {
  304. return true;
  305. }
  306. bool VisualShaderNode::is_show_prop_names() const {
  307. return false;
  308. }
  309. bool VisualShaderNode::is_use_prop_slots() const {
  310. return false;
  311. }
  312. bool VisualShaderNode::is_disabled() const {
  313. return disabled;
  314. }
  315. void VisualShaderNode::set_disabled(bool p_disabled) {
  316. disabled = p_disabled;
  317. }
  318. bool VisualShaderNode::is_deletable() const {
  319. return closable;
  320. }
  321. void VisualShaderNode::set_deletable(bool p_closable) {
  322. closable = p_closable;
  323. }
  324. void VisualShaderNode::set_frame(int p_node) {
  325. linked_parent_graph_frame = p_node;
  326. }
  327. int VisualShaderNode::get_frame() const {
  328. return linked_parent_graph_frame;
  329. }
  330. Vector<VisualShader::DefaultTextureParam> VisualShaderNode::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  331. return Vector<VisualShader::DefaultTextureParam>();
  332. }
  333. String VisualShaderNode::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  334. return String();
  335. }
  336. String VisualShaderNode::generate_global_per_node(Shader::Mode p_mode, int p_id) const {
  337. return String();
  338. }
  339. String VisualShaderNode::generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  340. return String();
  341. }
  342. Vector<StringName> VisualShaderNode::get_editable_properties() const {
  343. return Vector<StringName>();
  344. }
  345. HashMap<StringName, String> VisualShaderNode::get_editable_properties_names() const {
  346. return HashMap<StringName, String>();
  347. }
  348. Array VisualShaderNode::get_default_input_values() const {
  349. Array ret;
  350. for (const KeyValue<int, Variant> &E : default_input_values) {
  351. ret.push_back(E.key);
  352. ret.push_back(E.value);
  353. }
  354. return ret;
  355. }
  356. void VisualShaderNode::set_default_input_values(const Array &p_values) {
  357. if (p_values.size() % 2 == 0) {
  358. for (int i = 0; i < p_values.size(); i += 2) {
  359. default_input_values[p_values[i + 0]] = p_values[i + 1];
  360. }
  361. }
  362. emit_changed();
  363. }
  364. String VisualShaderNode::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  365. return String();
  366. }
  367. VisualShaderNode::Category VisualShaderNode::get_category() const {
  368. WARN_PRINT(get_caption() + " is missing a category.");
  369. return CATEGORY_NONE;
  370. }
  371. bool VisualShaderNode::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  372. return false;
  373. }
  374. void VisualShaderNode::_bind_methods() {
  375. ClassDB::bind_method(D_METHOD("get_default_input_port", "type"), &VisualShaderNode::get_default_input_port);
  376. ClassDB::bind_method(D_METHOD("set_output_port_for_preview", "port"), &VisualShaderNode::set_output_port_for_preview);
  377. ClassDB::bind_method(D_METHOD("get_output_port_for_preview"), &VisualShaderNode::get_output_port_for_preview);
  378. ClassDB::bind_method(D_METHOD("_set_output_port_expanded", "port"), &VisualShaderNode::_set_output_port_expanded);
  379. ClassDB::bind_method(D_METHOD("_is_output_port_expanded"), &VisualShaderNode::_is_output_port_expanded);
  380. ClassDB::bind_method(D_METHOD("_set_output_ports_expanded", "values"), &VisualShaderNode::_set_output_ports_expanded);
  381. ClassDB::bind_method(D_METHOD("_get_output_ports_expanded"), &VisualShaderNode::_get_output_ports_expanded);
  382. ClassDB::bind_method(D_METHOD("set_input_port_default_value", "port", "value", "prev_value"), &VisualShaderNode::set_input_port_default_value, DEFVAL(Variant()));
  383. ClassDB::bind_method(D_METHOD("get_input_port_default_value", "port"), &VisualShaderNode::get_input_port_default_value);
  384. ClassDB::bind_method(D_METHOD("remove_input_port_default_value", "port"), &VisualShaderNode::remove_input_port_default_value);
  385. ClassDB::bind_method(D_METHOD("clear_default_input_values"), &VisualShaderNode::clear_default_input_values);
  386. ClassDB::bind_method(D_METHOD("set_default_input_values", "values"), &VisualShaderNode::set_default_input_values);
  387. ClassDB::bind_method(D_METHOD("get_default_input_values"), &VisualShaderNode::get_default_input_values);
  388. ClassDB::bind_method(D_METHOD("set_frame", "frame"), &VisualShaderNode::set_frame);
  389. ClassDB::bind_method(D_METHOD("get_frame"), &VisualShaderNode::get_frame);
  390. ADD_PROPERTY(PropertyInfo(Variant::INT, "output_port_for_preview"), "set_output_port_for_preview", "get_output_port_for_preview");
  391. ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "default_input_values", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "set_default_input_values", "get_default_input_values");
  392. ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "expanded_output_ports", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "_set_output_ports_expanded", "_get_output_ports_expanded");
  393. ADD_PROPERTY(PropertyInfo(Variant::INT, "linked_parent_graph_frame", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_frame", "get_frame");
  394. BIND_ENUM_CONSTANT(PORT_TYPE_SCALAR);
  395. BIND_ENUM_CONSTANT(PORT_TYPE_SCALAR_INT);
  396. BIND_ENUM_CONSTANT(PORT_TYPE_SCALAR_UINT);
  397. BIND_ENUM_CONSTANT(PORT_TYPE_VECTOR_2D);
  398. BIND_ENUM_CONSTANT(PORT_TYPE_VECTOR_3D);
  399. BIND_ENUM_CONSTANT(PORT_TYPE_VECTOR_4D);
  400. BIND_ENUM_CONSTANT(PORT_TYPE_BOOLEAN);
  401. BIND_ENUM_CONSTANT(PORT_TYPE_TRANSFORM);
  402. BIND_ENUM_CONSTANT(PORT_TYPE_SAMPLER);
  403. BIND_ENUM_CONSTANT(PORT_TYPE_MAX);
  404. }
  405. VisualShaderNode::VisualShaderNode() {
  406. }
  407. /////////////////////////////////////////////////////////
  408. void VisualShaderNodeCustom::update_property_default_values() {
  409. int prop_count;
  410. if (GDVIRTUAL_CALL(_get_property_count, prop_count)) {
  411. for (int i = 0; i < prop_count; i++) {
  412. int selected = 0;
  413. if (GDVIRTUAL_CALL(_get_property_default_index, i, selected)) {
  414. dp_selected_cache[i] = selected;
  415. }
  416. }
  417. }
  418. }
  419. void VisualShaderNodeCustom::update_input_port_default_values() {
  420. int input_port_count;
  421. if (GDVIRTUAL_CALL(_get_input_port_count, input_port_count)) {
  422. for (int i = 0; i < input_port_count; i++) {
  423. Variant value;
  424. if (GDVIRTUAL_CALL(_get_input_port_default_value, i, value)) {
  425. default_input_values[i] = value;
  426. }
  427. }
  428. }
  429. }
  430. void VisualShaderNodeCustom::update_ports() {
  431. {
  432. dp_props.clear();
  433. int prop_count;
  434. if (GDVIRTUAL_CALL(_get_property_count, prop_count)) {
  435. for (int i = 0; i < prop_count; i++) {
  436. DropDownListProperty prop;
  437. if (!GDVIRTUAL_CALL(_get_property_name, i, prop.name)) {
  438. prop.name = "prop";
  439. }
  440. if (!GDVIRTUAL_CALL(_get_property_options, i, prop.options)) {
  441. prop.options.push_back("Default");
  442. }
  443. dp_props.push_back(prop);
  444. }
  445. }
  446. }
  447. {
  448. Vector<String> vprops = properties.split(";", false);
  449. for (int i = 0; i < vprops.size(); i++) {
  450. Vector<String> arr = vprops[i].split(",", false);
  451. ERR_FAIL_COND(arr.size() != 2);
  452. ERR_FAIL_COND(!arr[0].is_valid_int());
  453. ERR_FAIL_COND(!arr[1].is_valid_int());
  454. int index = arr[0].to_int();
  455. int selected = arr[1].to_int();
  456. dp_selected_cache[index] = selected;
  457. }
  458. }
  459. {
  460. input_ports.clear();
  461. int input_port_count;
  462. if (GDVIRTUAL_CALL(_get_input_port_count, input_port_count)) {
  463. for (int i = 0; i < input_port_count; i++) {
  464. Port port;
  465. if (!GDVIRTUAL_CALL(_get_input_port_name, i, port.name)) {
  466. port.name = "in" + itos(i);
  467. }
  468. PortType port_type;
  469. if (GDVIRTUAL_CALL(_get_input_port_type, i, port_type)) {
  470. port.type = (int)port_type;
  471. } else {
  472. port.type = (int)PortType::PORT_TYPE_SCALAR;
  473. }
  474. input_ports.push_back(port);
  475. }
  476. }
  477. }
  478. {
  479. output_ports.clear();
  480. int output_port_count;
  481. if (GDVIRTUAL_CALL(_get_output_port_count, output_port_count)) {
  482. for (int i = 0; i < output_port_count; i++) {
  483. Port port;
  484. if (!GDVIRTUAL_CALL(_get_output_port_name, i, port.name)) {
  485. port.name = "out" + itos(i);
  486. }
  487. PortType port_type;
  488. if (GDVIRTUAL_CALL(_get_output_port_type, i, port_type)) {
  489. port.type = (int)port_type;
  490. } else {
  491. port.type = (int)PortType::PORT_TYPE_SCALAR;
  492. }
  493. output_ports.push_back(port);
  494. }
  495. }
  496. }
  497. }
  498. void VisualShaderNodeCustom::update_properties() {
  499. properties = "";
  500. for (const KeyValue<int, int> &p : dp_selected_cache) {
  501. if (p.value != 0) {
  502. properties += itos(p.key) + "," + itos(p.value) + ";";
  503. }
  504. }
  505. }
  506. String VisualShaderNodeCustom::get_caption() const {
  507. String ret = "Unnamed";
  508. GDVIRTUAL_CALL(_get_name, ret);
  509. return ret;
  510. }
  511. int VisualShaderNodeCustom::get_input_port_count() const {
  512. return input_ports.size();
  513. }
  514. VisualShaderNodeCustom::PortType VisualShaderNodeCustom::get_input_port_type(int p_port) const {
  515. ERR_FAIL_INDEX_V(p_port, input_ports.size(), PORT_TYPE_SCALAR);
  516. return (PortType)input_ports.get(p_port).type;
  517. }
  518. String VisualShaderNodeCustom::get_input_port_name(int p_port) const {
  519. ERR_FAIL_INDEX_V(p_port, input_ports.size(), "");
  520. return input_ports.get(p_port).name;
  521. }
  522. int VisualShaderNodeCustom::get_default_input_port(PortType p_type) const {
  523. int ret = 0;
  524. GDVIRTUAL_CALL(_get_default_input_port, p_type, ret);
  525. return ret;
  526. }
  527. int VisualShaderNodeCustom::get_output_port_count() const {
  528. return output_ports.size();
  529. }
  530. VisualShaderNodeCustom::PortType VisualShaderNodeCustom::get_output_port_type(int p_port) const {
  531. ERR_FAIL_INDEX_V(p_port, output_ports.size(), PORT_TYPE_SCALAR);
  532. return (PortType)output_ports.get(p_port).type;
  533. }
  534. String VisualShaderNodeCustom::get_output_port_name(int p_port) const {
  535. ERR_FAIL_INDEX_V(p_port, output_ports.size(), "");
  536. return output_ports.get(p_port).name;
  537. }
  538. 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 {
  539. ERR_FAIL_COND_V(!GDVIRTUAL_IS_OVERRIDDEN(_get_code), "");
  540. TypedArray<String> input_vars;
  541. for (int i = 0; i < get_input_port_count(); i++) {
  542. input_vars.push_back(p_input_vars[i]);
  543. }
  544. TypedArray<String> output_vars;
  545. for (int i = 0; i < get_output_port_count(); i++) {
  546. output_vars.push_back(p_output_vars[i]);
  547. }
  548. String _code;
  549. GDVIRTUAL_CALL(_get_code, input_vars, output_vars, p_mode, p_type, _code);
  550. if (_is_valid_code(_code)) {
  551. String code = " {\n";
  552. bool nend = _code.ends_with("\n");
  553. _code = _code.insert(0, " ");
  554. _code = _code.replace("\n", "\n ");
  555. code += _code;
  556. if (!nend) {
  557. code += "\n }";
  558. } else {
  559. code.remove_at(code.size() - 1);
  560. code += "}";
  561. }
  562. code += "\n";
  563. return code;
  564. }
  565. return String();
  566. }
  567. String VisualShaderNodeCustom::generate_global_per_node(Shader::Mode p_mode, int p_id) const {
  568. String _code;
  569. if (GDVIRTUAL_CALL(_get_global_code, p_mode, _code)) {
  570. if (_is_valid_code(_code)) {
  571. String code = "// " + get_caption() + "\n";
  572. code += _code;
  573. code += "\n";
  574. return code;
  575. }
  576. }
  577. return String();
  578. }
  579. String VisualShaderNodeCustom::generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  580. String _code;
  581. if (GDVIRTUAL_CALL(_get_func_code, p_mode, p_type, _code)) {
  582. if (_is_valid_code(_code)) {
  583. bool nend = _code.ends_with("\n");
  584. String code = "// " + get_caption() + "\n";
  585. code += " {\n";
  586. _code = _code.insert(0, " ");
  587. _code = _code.replace("\n", "\n ");
  588. code += _code;
  589. if (!nend) {
  590. code += "\n }";
  591. } else {
  592. code.remove_at(code.size() - 1);
  593. code += "}";
  594. }
  595. code += "\n";
  596. return code;
  597. }
  598. }
  599. return String();
  600. }
  601. bool VisualShaderNodeCustom::is_available(Shader::Mode p_mode, VisualShader::Type p_type) const {
  602. bool ret = true;
  603. GDVIRTUAL_CALL(_is_available, p_mode, p_type, ret);
  604. return ret;
  605. }
  606. void VisualShaderNodeCustom::set_input_port_default_value(int p_port, const Variant &p_value, const Variant &p_prev_value) {
  607. if (!is_initialized) {
  608. VisualShaderNode::set_input_port_default_value(p_port, p_value, p_prev_value);
  609. }
  610. }
  611. void VisualShaderNodeCustom::set_default_input_values(const Array &p_values) {
  612. if (!is_initialized) {
  613. VisualShaderNode::set_default_input_values(p_values);
  614. }
  615. }
  616. void VisualShaderNodeCustom::remove_input_port_default_value(int p_port) {
  617. if (!is_initialized) {
  618. VisualShaderNode::remove_input_port_default_value(p_port);
  619. }
  620. }
  621. void VisualShaderNodeCustom::clear_default_input_values() {
  622. if (!is_initialized) {
  623. VisualShaderNode::clear_default_input_values();
  624. }
  625. }
  626. void VisualShaderNodeCustom::_set_input_port_default_value(int p_port, const Variant &p_value) {
  627. VisualShaderNode::set_input_port_default_value(p_port, p_value);
  628. }
  629. bool VisualShaderNodeCustom::_is_valid_code(const String &p_code) const {
  630. if (p_code.is_empty() || p_code == "null") {
  631. return false;
  632. }
  633. return true;
  634. }
  635. bool VisualShaderNodeCustom::_is_initialized() {
  636. return is_initialized;
  637. }
  638. void VisualShaderNodeCustom::_set_initialized(bool p_enabled) {
  639. is_initialized = p_enabled;
  640. }
  641. void VisualShaderNodeCustom::_set_properties(const String &p_properties) {
  642. properties = p_properties;
  643. }
  644. String VisualShaderNodeCustom::_get_properties() const {
  645. return properties;
  646. }
  647. String VisualShaderNodeCustom::_get_name() const {
  648. String ret;
  649. GDVIRTUAL_CALL(_get_name, ret);
  650. return ret;
  651. }
  652. String VisualShaderNodeCustom::_get_description() const {
  653. String ret;
  654. GDVIRTUAL_CALL(_get_description, ret);
  655. return ret;
  656. }
  657. String VisualShaderNodeCustom::_get_category() const {
  658. String ret;
  659. GDVIRTUAL_CALL(_get_category, ret);
  660. return ret;
  661. }
  662. VisualShaderNodeCustom::PortType VisualShaderNodeCustom::_get_return_icon_type() const {
  663. PortType ret = PORT_TYPE_SCALAR;
  664. GDVIRTUAL_CALL(_get_return_icon_type, ret);
  665. return ret;
  666. }
  667. bool VisualShaderNodeCustom::_is_highend() const {
  668. bool ret = false;
  669. GDVIRTUAL_CALL(_is_highend, ret);
  670. return ret;
  671. }
  672. void VisualShaderNodeCustom::_set_option_index(int p_option, int p_value) {
  673. dp_selected_cache[p_option] = p_value;
  674. update_properties();
  675. update_ports();
  676. update_input_port_default_values();
  677. emit_changed();
  678. }
  679. int VisualShaderNodeCustom::get_option_index(int p_option) const {
  680. if (!dp_selected_cache.has(p_option)) {
  681. return 0;
  682. }
  683. return dp_selected_cache[p_option];
  684. }
  685. void VisualShaderNodeCustom::_bind_methods() {
  686. GDVIRTUAL_BIND(_get_name);
  687. GDVIRTUAL_BIND(_get_description);
  688. GDVIRTUAL_BIND(_get_category);
  689. GDVIRTUAL_BIND(_get_return_icon_type);
  690. GDVIRTUAL_BIND(_get_input_port_count);
  691. GDVIRTUAL_BIND(_get_input_port_type, "port");
  692. GDVIRTUAL_BIND(_get_input_port_name, "port");
  693. GDVIRTUAL_BIND(_get_input_port_default_value, "port");
  694. GDVIRTUAL_BIND(_get_default_input_port, "type");
  695. GDVIRTUAL_BIND(_get_output_port_count);
  696. GDVIRTUAL_BIND(_get_output_port_type, "port");
  697. GDVIRTUAL_BIND(_get_output_port_name, "port");
  698. GDVIRTUAL_BIND(_get_property_count);
  699. GDVIRTUAL_BIND(_get_property_name, "index");
  700. GDVIRTUAL_BIND(_get_property_default_index, "index");
  701. GDVIRTUAL_BIND(_get_property_options, "index");
  702. GDVIRTUAL_BIND(_get_code, "input_vars", "output_vars", "mode", "type");
  703. GDVIRTUAL_BIND(_get_func_code, "mode", "type");
  704. GDVIRTUAL_BIND(_get_global_code, "mode");
  705. GDVIRTUAL_BIND(_is_highend);
  706. GDVIRTUAL_BIND(_is_available, "mode", "type");
  707. ClassDB::bind_method(D_METHOD("_set_initialized", "enabled"), &VisualShaderNodeCustom::_set_initialized);
  708. ClassDB::bind_method(D_METHOD("_is_initialized"), &VisualShaderNodeCustom::_is_initialized);
  709. ClassDB::bind_method(D_METHOD("_set_input_port_default_value", "port", "value"), &VisualShaderNodeCustom::_set_input_port_default_value);
  710. ClassDB::bind_method(D_METHOD("_set_option_index", "option", "value"), &VisualShaderNodeCustom::_set_option_index);
  711. ClassDB::bind_method(D_METHOD("_set_properties", "properties"), &VisualShaderNodeCustom::_set_properties);
  712. ClassDB::bind_method(D_METHOD("_get_properties"), &VisualShaderNodeCustom::_get_properties);
  713. ClassDB::bind_method(D_METHOD("get_option_index", "option"), &VisualShaderNodeCustom::get_option_index);
  714. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "initialized", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "_set_initialized", "_is_initialized");
  715. ADD_PROPERTY(PropertyInfo(Variant::STRING, "properties", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "_set_properties", "_get_properties");
  716. }
  717. VisualShaderNodeCustom::VisualShaderNodeCustom() {
  718. simple_decl = false;
  719. }
  720. /////////////////////////////////////////////////////////
  721. void VisualShader::set_shader_type(Type p_type) {
  722. current_type = p_type;
  723. }
  724. VisualShader::Type VisualShader::get_shader_type() const {
  725. return current_type;
  726. }
  727. void VisualShader::add_varying(const String &p_name, VaryingMode p_mode, VaryingType p_type) {
  728. ERR_FAIL_COND(!p_name.is_valid_identifier());
  729. ERR_FAIL_INDEX((int)p_mode, (int)VARYING_MODE_MAX);
  730. ERR_FAIL_INDEX((int)p_type, (int)VARYING_TYPE_MAX);
  731. ERR_FAIL_COND(varyings.has(p_name));
  732. Varying var = Varying(p_name, p_mode, p_type);
  733. varyings[p_name] = var;
  734. varyings_list.push_back(var);
  735. _queue_update();
  736. }
  737. void VisualShader::remove_varying(const String &p_name) {
  738. ERR_FAIL_COND(!varyings.has(p_name));
  739. varyings.erase(p_name);
  740. for (List<Varying>::Element *E = varyings_list.front(); E; E = E->next()) {
  741. if (E->get().name == p_name) {
  742. varyings_list.erase(E);
  743. break;
  744. }
  745. }
  746. _queue_update();
  747. }
  748. bool VisualShader::has_varying(const String &p_name) const {
  749. return varyings.has(p_name);
  750. }
  751. int VisualShader::get_varyings_count() const {
  752. return varyings_list.size();
  753. }
  754. const VisualShader::Varying *VisualShader::get_varying_by_index(int p_idx) const {
  755. ERR_FAIL_INDEX_V(p_idx, varyings_list.size(), nullptr);
  756. return &varyings_list.get(p_idx);
  757. }
  758. void VisualShader::set_varying_mode(const String &p_name, VaryingMode p_mode) {
  759. ERR_FAIL_INDEX((int)p_mode, (int)VARYING_MODE_MAX);
  760. ERR_FAIL_COND(!varyings.has(p_name));
  761. if (varyings[p_name].mode == p_mode) {
  762. return;
  763. }
  764. varyings[p_name].mode = p_mode;
  765. _queue_update();
  766. }
  767. VisualShader::VaryingMode VisualShader::get_varying_mode(const String &p_name) {
  768. ERR_FAIL_COND_V(!varyings.has(p_name), VARYING_MODE_MAX);
  769. return varyings[p_name].mode;
  770. }
  771. void VisualShader::set_varying_type(const String &p_name, VaryingType p_type) {
  772. ERR_FAIL_INDEX((int)p_type, (int)VARYING_TYPE_MAX);
  773. ERR_FAIL_COND(!varyings.has(p_name));
  774. if (varyings[p_name].type == p_type) {
  775. return;
  776. }
  777. varyings[p_name].type = p_type;
  778. _queue_update();
  779. }
  780. VisualShader::VaryingType VisualShader::get_varying_type(const String &p_name) {
  781. ERR_FAIL_COND_V(!varyings.has(p_name), VARYING_TYPE_MAX);
  782. return varyings[p_name].type;
  783. }
  784. void VisualShader::add_node(Type p_type, const Ref<VisualShaderNode> &p_node, const Vector2 &p_position, int p_id) {
  785. ERR_FAIL_COND(p_node.is_null());
  786. ERR_FAIL_COND(p_id < 2);
  787. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  788. Graph *g = &graph[p_type];
  789. ERR_FAIL_COND(g->nodes.has(p_id));
  790. Node n;
  791. n.node = p_node;
  792. n.position = p_position;
  793. Ref<VisualShaderNodeParameter> parameter = n.node;
  794. if (parameter.is_valid()) {
  795. String valid_name = validate_parameter_name(parameter->get_parameter_name(), parameter);
  796. parameter->set_parameter_name(valid_name);
  797. }
  798. Ref<VisualShaderNodeInput> input = n.node;
  799. if (input.is_valid()) {
  800. input->shader_mode = shader_mode;
  801. input->shader_type = p_type;
  802. }
  803. n.node->connect_changed(callable_mp(this, &VisualShader::_queue_update));
  804. Ref<VisualShaderNodeCustom> custom = n.node;
  805. if (custom.is_valid()) {
  806. custom->update_ports();
  807. }
  808. g->nodes[p_id] = n;
  809. _queue_update();
  810. }
  811. void VisualShader::set_node_position(Type p_type, int p_id, const Vector2 &p_position) {
  812. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  813. Graph *g = &graph[p_type];
  814. ERR_FAIL_COND(!g->nodes.has(p_id));
  815. g->nodes[p_id].position = p_position;
  816. }
  817. Vector2 VisualShader::get_node_position(Type p_type, int p_id) const {
  818. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Vector2());
  819. const Graph *g = &graph[p_type];
  820. ERR_FAIL_COND_V(!g->nodes.has(p_id), Vector2());
  821. return g->nodes[p_id].position;
  822. }
  823. Ref<VisualShaderNode> VisualShader::get_node(Type p_type, int p_id) const {
  824. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Ref<VisualShaderNode>());
  825. const Graph *g = &graph[p_type];
  826. if (!g->nodes.has(p_id)) {
  827. return Ref<VisualShaderNode>();
  828. }
  829. ERR_FAIL_COND_V(!g->nodes.has(p_id), Ref<VisualShaderNode>());
  830. return g->nodes[p_id].node;
  831. }
  832. Vector<int> VisualShader::get_node_list(Type p_type) const {
  833. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Vector<int>());
  834. const Graph *g = &graph[p_type];
  835. Vector<int> ret;
  836. for (const KeyValue<int, Node> &E : g->nodes) {
  837. ret.push_back(E.key);
  838. }
  839. return ret;
  840. }
  841. int VisualShader::get_valid_node_id(Type p_type) const {
  842. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, NODE_ID_INVALID);
  843. const Graph *g = &graph[p_type];
  844. return g->nodes.size() ? MAX(2, g->nodes.back()->key() + 1) : 2;
  845. }
  846. int VisualShader::find_node_id(Type p_type, const Ref<VisualShaderNode> &p_node) const {
  847. for (const KeyValue<int, Node> &E : graph[p_type].nodes) {
  848. if (E.value.node == p_node) {
  849. return E.key;
  850. }
  851. }
  852. return NODE_ID_INVALID;
  853. }
  854. void VisualShader::remove_node(Type p_type, int p_id) {
  855. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  856. ERR_FAIL_COND(p_id < 2);
  857. Graph *g = &graph[p_type];
  858. ERR_FAIL_COND(!g->nodes.has(p_id));
  859. g->nodes[p_id].node->disconnect_changed(callable_mp(this, &VisualShader::_queue_update));
  860. g->nodes.erase(p_id);
  861. for (List<Connection>::Element *E = g->connections.front(); E;) {
  862. List<Connection>::Element *N = E->next();
  863. const VisualShader::Connection &connection = E->get();
  864. if (connection.from_node == p_id || connection.to_node == p_id) {
  865. if (connection.from_node == p_id) {
  866. g->nodes[connection.to_node].prev_connected_nodes.erase(p_id);
  867. g->nodes[connection.to_node].node->set_input_port_connected(connection.to_port, false);
  868. } else if (connection.to_node == p_id) {
  869. g->nodes[connection.from_node].next_connected_nodes.erase(p_id);
  870. }
  871. g->connections.erase(E);
  872. }
  873. E = N;
  874. }
  875. _queue_update();
  876. }
  877. void VisualShader::replace_node(Type p_type, int p_id, const StringName &p_new_class) {
  878. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  879. ERR_FAIL_COND(p_id < 2);
  880. Graph *g = &graph[p_type];
  881. ERR_FAIL_COND(!g->nodes.has(p_id));
  882. if (g->nodes[p_id].node->get_class_name() == p_new_class) {
  883. return;
  884. }
  885. VisualShaderNode *vsn = Object::cast_to<VisualShaderNode>(ClassDB::instantiate(p_new_class));
  886. VisualShaderNode *prev_vsn = g->nodes[p_id].node.ptr();
  887. // Update connection data.
  888. for (int i = 0; i < vsn->get_output_port_count(); i++) {
  889. if (i < prev_vsn->get_output_port_count()) {
  890. if (prev_vsn->is_output_port_connected(i)) {
  891. vsn->set_output_port_connected(i, true);
  892. }
  893. if (prev_vsn->is_output_port_expandable(i) && prev_vsn->_is_output_port_expanded(i) && vsn->is_output_port_expandable(i)) {
  894. vsn->_set_output_port_expanded(i, true);
  895. int component_count = 0;
  896. switch (prev_vsn->get_output_port_type(i)) {
  897. case VisualShaderNode::PORT_TYPE_VECTOR_2D:
  898. component_count = 2;
  899. break;
  900. case VisualShaderNode::PORT_TYPE_VECTOR_3D:
  901. component_count = 3;
  902. break;
  903. case VisualShaderNode::PORT_TYPE_VECTOR_4D:
  904. component_count = 4;
  905. break;
  906. default:
  907. break;
  908. }
  909. for (int j = 0; j < component_count; j++) {
  910. int sub_port = i + 1 + j;
  911. if (prev_vsn->is_output_port_connected(sub_port)) {
  912. vsn->set_output_port_connected(sub_port, true);
  913. }
  914. }
  915. i += component_count;
  916. }
  917. } else {
  918. break;
  919. }
  920. }
  921. vsn->connect_changed(callable_mp(this, &VisualShader::_queue_update));
  922. g->nodes[p_id].node = Ref<VisualShaderNode>(vsn);
  923. _queue_update();
  924. }
  925. 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 {
  926. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, false);
  927. const Graph *g = &graph[p_type];
  928. for (const Connection &E : g->connections) {
  929. if (E.from_node == p_from_node && E.from_port == p_from_port && E.to_node == p_to_node && E.to_port == p_to_port) {
  930. return true;
  931. }
  932. }
  933. return false;
  934. }
  935. bool VisualShader::is_nodes_connected_relatively(const Graph *p_graph, int p_node, int p_target) const {
  936. bool result = false;
  937. const VisualShader::Node &node = p_graph->nodes[p_node];
  938. for (const int &E : node.prev_connected_nodes) {
  939. if (E == p_target) {
  940. return true;
  941. }
  942. result = is_nodes_connected_relatively(p_graph, E, p_target);
  943. if (result) {
  944. break;
  945. }
  946. }
  947. return result;
  948. }
  949. bool VisualShader::_check_reroute_subgraph(Type p_type, int p_target_port_type, int p_reroute_node, List<int> *r_visited_reroute_nodes) const {
  950. const Graph *g = &graph[p_type];
  951. // BFS to check whether connecting to the given subgraph (rooted at p_reroute_node) is valid.
  952. List<int> queue;
  953. queue.push_back(p_reroute_node);
  954. if (r_visited_reroute_nodes != nullptr) {
  955. r_visited_reroute_nodes->push_back(p_reroute_node);
  956. }
  957. while (!queue.is_empty()) {
  958. int current_node_id = queue.front()->get();
  959. VisualShader::Node current_node = g->nodes[current_node_id];
  960. queue.pop_front();
  961. for (const int &next_node_id : current_node.next_connected_nodes) {
  962. Ref<VisualShaderNodeReroute> next_vsnode = g->nodes[next_node_id].node;
  963. if (next_vsnode.is_valid()) {
  964. queue.push_back(next_node_id);
  965. if (r_visited_reroute_nodes != nullptr) {
  966. r_visited_reroute_nodes->push_back(next_node_id);
  967. }
  968. continue;
  969. }
  970. // Check whether all ports connected with the reroute node are compatible.
  971. for (const Connection &c : g->connections) {
  972. VisualShaderNode::PortType to_port_type = g->nodes[next_node_id].node->get_input_port_type(c.to_port);
  973. if (c.from_node == current_node_id &&
  974. c.to_node == next_node_id &&
  975. !is_port_types_compatible(p_target_port_type, to_port_type)) {
  976. return false;
  977. }
  978. }
  979. }
  980. }
  981. return true;
  982. }
  983. 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 {
  984. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, false);
  985. const Graph *g = &graph[p_type];
  986. if (!g->nodes.has(p_from_node)) {
  987. return false;
  988. }
  989. if (p_from_node == p_to_node) {
  990. return false;
  991. }
  992. if (p_from_port < 0 || p_from_port >= g->nodes[p_from_node].node->get_expanded_output_port_count()) {
  993. return false;
  994. }
  995. if (!g->nodes.has(p_to_node)) {
  996. return false;
  997. }
  998. if (p_to_port < 0 || p_to_port >= g->nodes[p_to_node].node->get_input_port_count()) {
  999. return false;
  1000. }
  1001. VisualShaderNode::PortType from_port_type = g->nodes[p_from_node].node->get_output_port_type(p_from_port);
  1002. VisualShaderNode::PortType to_port_type = g->nodes[p_to_node].node->get_input_port_type(p_to_port);
  1003. Ref<VisualShaderNodeReroute> to_node_reroute = g->nodes[p_to_node].node;
  1004. if (to_node_reroute.is_valid()) {
  1005. if (!_check_reroute_subgraph(p_type, from_port_type, p_to_node)) {
  1006. return false;
  1007. }
  1008. } else if (!is_port_types_compatible(from_port_type, to_port_type)) {
  1009. return false;
  1010. }
  1011. for (const Connection &E : g->connections) {
  1012. if (E.from_node == p_from_node && E.from_port == p_from_port && E.to_node == p_to_node && E.to_port == p_to_port) {
  1013. return false;
  1014. }
  1015. }
  1016. if (is_nodes_connected_relatively(g, p_from_node, p_to_node)) {
  1017. return false;
  1018. }
  1019. return true;
  1020. }
  1021. bool VisualShader::is_port_types_compatible(int p_a, int p_b) const {
  1022. return MAX(0, p_a - (int)VisualShaderNode::PORT_TYPE_BOOLEAN) == (MAX(0, p_b - (int)VisualShaderNode::PORT_TYPE_BOOLEAN));
  1023. }
  1024. void VisualShader::attach_node_to_frame(Type p_type, int p_node, int p_frame) {
  1025. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  1026. ERR_FAIL_COND(p_frame < 0);
  1027. Graph *g = &graph[p_type];
  1028. ERR_FAIL_COND(!g->nodes.has(p_node));
  1029. g->nodes[p_node].node->set_frame(p_frame);
  1030. Ref<VisualShaderNodeFrame> vsnode_frame = g->nodes[p_frame].node;
  1031. if (vsnode_frame.is_valid()) {
  1032. vsnode_frame->add_attached_node(p_node);
  1033. }
  1034. }
  1035. void VisualShader::detach_node_from_frame(Type p_type, int p_node) {
  1036. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  1037. Graph *g = &graph[p_type];
  1038. ERR_FAIL_COND(!g->nodes.has(p_node));
  1039. int parent_frame_id = g->nodes[p_node].node->get_frame();
  1040. Ref<VisualShaderNodeFrame> vsnode_frame = g->nodes[parent_frame_id].node;
  1041. if (vsnode_frame.is_valid()) {
  1042. vsnode_frame->remove_attached_node(p_node);
  1043. }
  1044. g->nodes[p_node].node->set_frame(-1);
  1045. }
  1046. String VisualShader::get_reroute_parameter_name(Type p_type, int p_reroute_node) const {
  1047. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, "");
  1048. const Graph *g = &graph[p_type];
  1049. ERR_FAIL_COND_V(!g->nodes.has(p_reroute_node), "");
  1050. const VisualShader::Node *node = &g->nodes[p_reroute_node];
  1051. while (node->prev_connected_nodes.size() > 0) {
  1052. int connected_node_id = node->prev_connected_nodes[0];
  1053. node = &g->nodes[connected_node_id];
  1054. Ref<VisualShaderNodeParameter> parameter_node = node->node;
  1055. if (parameter_node.is_valid() && parameter_node->get_output_port_type(0) == VisualShaderNode::PORT_TYPE_SAMPLER) {
  1056. return parameter_node->get_parameter_name();
  1057. }
  1058. Ref<VisualShaderNodeInput> input_node = node->node;
  1059. if (input_node.is_valid() && input_node->get_output_port_type(0) == VisualShaderNode::PORT_TYPE_SAMPLER) {
  1060. return input_node->get_input_real_name();
  1061. }
  1062. }
  1063. return "";
  1064. }
  1065. void VisualShader::connect_nodes_forced(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  1066. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  1067. Graph *g = &graph[p_type];
  1068. ERR_FAIL_COND(!g->nodes.has(p_from_node));
  1069. ERR_FAIL_INDEX(p_from_port, g->nodes[p_from_node].node->get_expanded_output_port_count());
  1070. ERR_FAIL_COND(!g->nodes.has(p_to_node));
  1071. ERR_FAIL_INDEX(p_to_port, g->nodes[p_to_node].node->get_input_port_count());
  1072. for (const Connection &E : g->connections) {
  1073. if (E.from_node == p_from_node && E.from_port == p_from_port && E.to_node == p_to_node && E.to_port == p_to_port) {
  1074. return;
  1075. }
  1076. }
  1077. Connection c;
  1078. c.from_node = p_from_node;
  1079. c.from_port = p_from_port;
  1080. c.to_node = p_to_node;
  1081. c.to_port = p_to_port;
  1082. g->connections.push_back(c);
  1083. g->nodes[p_from_node].next_connected_nodes.push_back(p_to_node);
  1084. g->nodes[p_to_node].prev_connected_nodes.push_back(p_from_node);
  1085. g->nodes[p_from_node].node->set_output_port_connected(p_from_port, true);
  1086. g->nodes[p_to_node].node->set_input_port_connected(p_to_port, true);
  1087. _queue_update();
  1088. }
  1089. Error VisualShader::connect_nodes(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  1090. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, ERR_CANT_CONNECT);
  1091. Graph *g = &graph[p_type];
  1092. ERR_FAIL_COND_V(!g->nodes.has(p_from_node), ERR_INVALID_PARAMETER);
  1093. ERR_FAIL_INDEX_V(p_from_port, g->nodes[p_from_node].node->get_expanded_output_port_count(), ERR_INVALID_PARAMETER);
  1094. ERR_FAIL_COND_V(!g->nodes.has(p_to_node), ERR_INVALID_PARAMETER);
  1095. ERR_FAIL_INDEX_V(p_to_port, g->nodes[p_to_node].node->get_input_port_count(), ERR_INVALID_PARAMETER);
  1096. Ref<VisualShaderNodeReroute> from_node_reroute = g->nodes[p_from_node].node;
  1097. Ref<VisualShaderNodeReroute> to_node_reroute = g->nodes[p_to_node].node;
  1098. // Allow connection with incompatible port types only if the reroute node isn't connected to anything.
  1099. VisualShaderNode::PortType from_port_type = g->nodes[p_from_node].node->get_output_port_type(p_from_port);
  1100. VisualShaderNode::PortType to_port_type = g->nodes[p_to_node].node->get_input_port_type(p_to_port);
  1101. bool port_types_are_compatible = is_port_types_compatible(from_port_type, to_port_type);
  1102. if (to_node_reroute.is_valid()) {
  1103. List<int> visited_reroute_nodes;
  1104. port_types_are_compatible = _check_reroute_subgraph(p_type, from_port_type, p_to_node, &visited_reroute_nodes);
  1105. if (port_types_are_compatible) {
  1106. // Set the port type of all reroute nodes.
  1107. for (const int &E : visited_reroute_nodes) {
  1108. Ref<VisualShaderNodeReroute> reroute_node = g->nodes[E].node;
  1109. reroute_node->_set_port_type(from_port_type);
  1110. }
  1111. }
  1112. } else if (from_node_reroute.is_valid() && !from_node_reroute->is_input_port_connected(0)) {
  1113. from_node_reroute->_set_port_type(to_port_type);
  1114. port_types_are_compatible = true;
  1115. }
  1116. ERR_FAIL_COND_V_MSG(!port_types_are_compatible, ERR_INVALID_PARAMETER, "Incompatible port types.");
  1117. for (const Connection &E : g->connections) {
  1118. if (E.from_node == p_from_node && E.from_port == p_from_port && E.to_node == p_to_node && E.to_port == p_to_port) {
  1119. ERR_FAIL_V(ERR_ALREADY_EXISTS);
  1120. }
  1121. }
  1122. Connection c;
  1123. c.from_node = p_from_node;
  1124. c.from_port = p_from_port;
  1125. c.to_node = p_to_node;
  1126. c.to_port = p_to_port;
  1127. g->connections.push_back(c);
  1128. g->nodes[p_from_node].next_connected_nodes.push_back(p_to_node);
  1129. g->nodes[p_to_node].prev_connected_nodes.push_back(p_from_node);
  1130. g->nodes[p_from_node].node->set_output_port_connected(p_from_port, true);
  1131. g->nodes[p_to_node].node->set_input_port_connected(p_to_port, true);
  1132. _queue_update();
  1133. return OK;
  1134. }
  1135. void VisualShader::disconnect_nodes(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  1136. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  1137. Graph *g = &graph[p_type];
  1138. for (const List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
  1139. 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) {
  1140. g->connections.erase(E);
  1141. g->nodes[p_from_node].next_connected_nodes.erase(p_to_node);
  1142. g->nodes[p_to_node].prev_connected_nodes.erase(p_from_node);
  1143. g->nodes[p_from_node].node->set_output_port_connected(p_from_port, false);
  1144. g->nodes[p_to_node].node->set_input_port_connected(p_to_port, false);
  1145. _queue_update();
  1146. return;
  1147. }
  1148. }
  1149. }
  1150. TypedArray<Dictionary> VisualShader::_get_node_connections(Type p_type) const {
  1151. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Array());
  1152. const Graph *g = &graph[p_type];
  1153. TypedArray<Dictionary> ret;
  1154. for (const Connection &E : g->connections) {
  1155. Dictionary d;
  1156. d["from_node"] = E.from_node;
  1157. d["from_port"] = E.from_port;
  1158. d["to_node"] = E.to_node;
  1159. d["to_port"] = E.to_port;
  1160. ret.push_back(d);
  1161. }
  1162. return ret;
  1163. }
  1164. void VisualShader::get_node_connections(Type p_type, List<Connection> *r_connections) const {
  1165. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  1166. const Graph *g = &graph[p_type];
  1167. for (const Connection &E : g->connections) {
  1168. r_connections->push_back(E);
  1169. }
  1170. }
  1171. void VisualShader::set_mode(Mode p_mode) {
  1172. ERR_FAIL_INDEX_MSG(p_mode, Mode::MODE_MAX, vformat("Invalid shader mode: %d.", p_mode));
  1173. if (shader_mode == p_mode) {
  1174. return;
  1175. }
  1176. //erase input/output connections
  1177. modes.clear();
  1178. flags.clear();
  1179. shader_mode = p_mode;
  1180. for (int i = 0; i < TYPE_MAX; i++) {
  1181. for (KeyValue<int, Node> &E : graph[i].nodes) {
  1182. Ref<VisualShaderNodeInput> input = E.value.node;
  1183. if (input.is_valid()) {
  1184. input->shader_mode = shader_mode;
  1185. //input->input_index = 0;
  1186. }
  1187. }
  1188. Ref<VisualShaderNodeOutput> output = graph[i].nodes[NODE_ID_OUTPUT].node;
  1189. output->shader_mode = shader_mode;
  1190. // clear connections since they are no longer valid
  1191. for (List<Connection>::Element *E = graph[i].connections.front(); E;) {
  1192. bool keep = true;
  1193. List<Connection>::Element *N = E->next();
  1194. int from = E->get().from_node;
  1195. int to = E->get().to_node;
  1196. if (!graph[i].nodes.has(from)) {
  1197. keep = false;
  1198. } else {
  1199. Ref<VisualShaderNode> from_node = graph[i].nodes[from].node;
  1200. if (from_node->is_class("VisualShaderNodeOutput") || from_node->is_class("VisualShaderNodeInput")) {
  1201. keep = false;
  1202. }
  1203. }
  1204. if (!graph[i].nodes.has(to)) {
  1205. keep = false;
  1206. } else {
  1207. Ref<VisualShaderNode> to_node = graph[i].nodes[to].node;
  1208. if (to_node->is_class("VisualShaderNodeOutput") || to_node->is_class("VisualShaderNodeInput")) {
  1209. keep = false;
  1210. }
  1211. }
  1212. if (!keep) {
  1213. graph[i].connections.erase(E);
  1214. }
  1215. E = N;
  1216. }
  1217. }
  1218. _queue_update();
  1219. notify_property_list_changed();
  1220. }
  1221. void VisualShader::set_graph_offset(const Vector2 &p_offset) {
  1222. graph_offset = p_offset;
  1223. }
  1224. Vector2 VisualShader::get_graph_offset() const {
  1225. return graph_offset;
  1226. }
  1227. Shader::Mode VisualShader::get_mode() const {
  1228. return shader_mode;
  1229. }
  1230. bool VisualShader::is_text_shader() const {
  1231. return false;
  1232. }
  1233. String VisualShader::generate_preview_shader(Type p_type, int p_node, int p_port, Vector<DefaultTextureParam> &default_tex_params) const {
  1234. Ref<VisualShaderNode> node = get_node(p_type, p_node);
  1235. ERR_FAIL_COND_V(!node.is_valid(), String());
  1236. ERR_FAIL_COND_V(p_port < 0 || p_port >= node->get_expanded_output_port_count(), String());
  1237. ERR_FAIL_COND_V(node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_TRANSFORM, String());
  1238. StringBuilder global_code;
  1239. StringBuilder global_code_per_node;
  1240. HashMap<Type, StringBuilder> global_code_per_func;
  1241. StringBuilder shader_code;
  1242. HashSet<StringName> classes;
  1243. global_code += String() + "shader_type canvas_item;\n";
  1244. String global_expressions;
  1245. for (int i = 0, index = 0; i < TYPE_MAX; i++) {
  1246. for (const KeyValue<int, Node> &E : graph[i].nodes) {
  1247. Ref<VisualShaderNodeGlobalExpression> global_expression = E.value.node;
  1248. if (global_expression.is_valid()) {
  1249. String expr = "";
  1250. expr += "// " + global_expression->get_caption() + ":" + itos(index++) + "\n";
  1251. expr += global_expression->generate_global(get_mode(), Type(i), -1);
  1252. expr = expr.replace("\n", "\n ");
  1253. expr += "\n";
  1254. global_expressions += expr;
  1255. }
  1256. }
  1257. }
  1258. global_code += "\n";
  1259. global_code += global_expressions;
  1260. //make it faster to go around through shader
  1261. VMap<ConnectionKey, const List<Connection>::Element *> input_connections;
  1262. VMap<ConnectionKey, const List<Connection>::Element *> output_connections;
  1263. for (const List<Connection>::Element *E = graph[p_type].connections.front(); E; E = E->next()) {
  1264. ConnectionKey from_key;
  1265. from_key.node = E->get().from_node;
  1266. from_key.port = E->get().from_port;
  1267. output_connections.insert(from_key, E);
  1268. ConnectionKey to_key;
  1269. to_key.node = E->get().to_node;
  1270. to_key.port = E->get().to_port;
  1271. input_connections.insert(to_key, E);
  1272. }
  1273. shader_code += "\nvoid fragment() {\n";
  1274. HashSet<int> processed;
  1275. Error err = _write_node(p_type, &global_code, &global_code_per_node, &global_code_per_func, shader_code, default_tex_params, input_connections, output_connections, p_node, processed, true, classes);
  1276. ERR_FAIL_COND_V(err != OK, String());
  1277. switch (node->get_output_port_type(p_port)) {
  1278. case VisualShaderNode::PORT_TYPE_SCALAR: {
  1279. shader_code += " COLOR.rgb = vec3(n_out" + itos(p_node) + "p" + itos(p_port) + ");\n";
  1280. } break;
  1281. case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
  1282. shader_code += " COLOR.rgb = vec3(float(n_out" + itos(p_node) + "p" + itos(p_port) + "));\n";
  1283. } break;
  1284. case VisualShaderNode::PORT_TYPE_SCALAR_UINT: {
  1285. shader_code += " COLOR.rgb = vec3(float(n_out" + itos(p_node) + "p" + itos(p_port) + "));\n";
  1286. } break;
  1287. case VisualShaderNode::PORT_TYPE_BOOLEAN: {
  1288. shader_code += " COLOR.rgb = vec3(n_out" + itos(p_node) + "p" + itos(p_port) + " ? 1.0 : 0.0);\n";
  1289. } break;
  1290. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1291. shader_code += " COLOR.rgb = vec3(n_out" + itos(p_node) + "p" + itos(p_port) + ", 0.0);\n";
  1292. } break;
  1293. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1294. shader_code += " COLOR.rgb = n_out" + itos(p_node) + "p" + itos(p_port) + ";\n";
  1295. } break;
  1296. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1297. shader_code += " COLOR.rgb = n_out" + itos(p_node) + "p" + itos(p_port) + ".xyz;\n";
  1298. } break;
  1299. default: {
  1300. shader_code += " COLOR.rgb = vec3(0.0);\n";
  1301. } break;
  1302. }
  1303. shader_code += "}\n";
  1304. //set code secretly
  1305. global_code += "\n\n";
  1306. String final_code = global_code;
  1307. final_code += global_code_per_node;
  1308. final_code += shader_code;
  1309. return final_code;
  1310. }
  1311. String VisualShader::validate_port_name(const String &p_port_name, VisualShaderNode *p_node, int p_port_id, bool p_output) const {
  1312. String port_name = p_port_name;
  1313. if (port_name.is_empty()) {
  1314. return String();
  1315. }
  1316. while (port_name.length() && !is_ascii_alphabet_char(port_name[0])) {
  1317. port_name = port_name.substr(1, port_name.length() - 1);
  1318. }
  1319. if (!port_name.is_empty()) {
  1320. String valid_name;
  1321. for (int i = 0; i < port_name.length(); i++) {
  1322. if (is_ascii_identifier_char(port_name[i])) {
  1323. valid_name += String::chr(port_name[i]);
  1324. } else if (port_name[i] == ' ') {
  1325. valid_name += "_";
  1326. }
  1327. }
  1328. port_name = valid_name;
  1329. } else {
  1330. return String();
  1331. }
  1332. List<String> input_names;
  1333. List<String> output_names;
  1334. for (int i = 0; i < p_node->get_input_port_count(); i++) {
  1335. if (!p_output && i == p_port_id) {
  1336. continue;
  1337. }
  1338. if (port_name == p_node->get_input_port_name(i)) {
  1339. return String();
  1340. }
  1341. }
  1342. for (int i = 0; i < p_node->get_output_port_count(); i++) {
  1343. if (p_output && i == p_port_id) {
  1344. continue;
  1345. }
  1346. if (port_name == p_node->get_output_port_name(i)) {
  1347. return String();
  1348. }
  1349. }
  1350. return port_name;
  1351. }
  1352. String VisualShader::validate_parameter_name(const String &p_name, const Ref<VisualShaderNodeParameter> &p_parameter) const {
  1353. String param_name = p_name; //validate name first
  1354. while (param_name.length() && !is_ascii_alphabet_char(param_name[0])) {
  1355. param_name = param_name.substr(1, param_name.length() - 1);
  1356. }
  1357. if (!param_name.is_empty()) {
  1358. String valid_name;
  1359. for (int i = 0; i < param_name.length(); i++) {
  1360. if (is_ascii_identifier_char(param_name[i])) {
  1361. valid_name += String::chr(param_name[i]);
  1362. } else if (param_name[i] == ' ') {
  1363. valid_name += "_";
  1364. }
  1365. }
  1366. param_name = valid_name;
  1367. }
  1368. if (param_name.is_empty()) {
  1369. param_name = p_parameter->get_caption();
  1370. }
  1371. int attempt = 1;
  1372. while (true) {
  1373. bool exists = false;
  1374. for (int i = 0; i < TYPE_MAX; i++) {
  1375. for (const KeyValue<int, Node> &E : graph[i].nodes) {
  1376. Ref<VisualShaderNodeParameter> node = E.value.node;
  1377. if (node == p_parameter) { //do not test on self
  1378. continue;
  1379. }
  1380. if (node.is_valid() && node->get_parameter_name() == param_name) {
  1381. exists = true;
  1382. break;
  1383. }
  1384. }
  1385. if (exists) {
  1386. break;
  1387. }
  1388. }
  1389. if (exists) {
  1390. //remove numbers, put new and try again
  1391. attempt++;
  1392. while (param_name.length() && is_digit(param_name[param_name.length() - 1])) {
  1393. param_name = param_name.substr(0, param_name.length() - 1);
  1394. }
  1395. ERR_FAIL_COND_V(param_name.is_empty(), String());
  1396. param_name += itos(attempt);
  1397. } else {
  1398. break;
  1399. }
  1400. }
  1401. return param_name;
  1402. }
  1403. static const char *type_string[VisualShader::TYPE_MAX] = {
  1404. "vertex",
  1405. "fragment",
  1406. "light",
  1407. "start",
  1408. "process",
  1409. "collide",
  1410. "start_custom",
  1411. "process_custom",
  1412. "sky",
  1413. "fog",
  1414. };
  1415. bool VisualShader::_set(const StringName &p_name, const Variant &p_value) {
  1416. String prop_name = p_name;
  1417. if (prop_name == "mode") {
  1418. set_mode(Shader::Mode(int(p_value)));
  1419. return true;
  1420. } else if (prop_name.begins_with("flags/")) {
  1421. StringName flag = prop_name.get_slicec('/', 1);
  1422. bool enable = p_value;
  1423. if (enable) {
  1424. flags.insert(flag);
  1425. } else {
  1426. flags.erase(flag);
  1427. }
  1428. _queue_update();
  1429. return true;
  1430. } else if (prop_name.begins_with("modes/")) {
  1431. String mode_name = prop_name.get_slicec('/', 1);
  1432. int value = p_value;
  1433. if (value == 0) {
  1434. modes.erase(mode_name); //means it's default anyway, so don't store it
  1435. } else {
  1436. modes[mode_name] = value;
  1437. }
  1438. _queue_update();
  1439. return true;
  1440. } else if (prop_name.begins_with("varyings/")) {
  1441. String var_name = prop_name.get_slicec('/', 1);
  1442. Varying value = Varying();
  1443. value.name = var_name;
  1444. if (value.from_string(p_value) && !varyings.has(var_name)) {
  1445. varyings[var_name] = value;
  1446. varyings_list.push_back(value);
  1447. }
  1448. _queue_update();
  1449. return true;
  1450. } else if (prop_name.begins_with("nodes/")) {
  1451. String typestr = prop_name.get_slicec('/', 1);
  1452. Type type = TYPE_VERTEX;
  1453. for (int i = 0; i < TYPE_MAX; i++) {
  1454. if (typestr == type_string[i]) {
  1455. type = Type(i);
  1456. break;
  1457. }
  1458. }
  1459. String index = prop_name.get_slicec('/', 2);
  1460. if (index == "connections") {
  1461. Vector<int> conns = p_value;
  1462. if (conns.size() % 4 == 0) {
  1463. for (int i = 0; i < conns.size(); i += 4) {
  1464. connect_nodes_forced(type, conns[i + 0], conns[i + 1], conns[i + 2], conns[i + 3]);
  1465. }
  1466. }
  1467. return true;
  1468. }
  1469. int id = index.to_int();
  1470. String what = prop_name.get_slicec('/', 3);
  1471. if (what == "node") {
  1472. add_node(type, p_value, Vector2(), id);
  1473. return true;
  1474. } else if (what == "position") {
  1475. set_node_position(type, id, p_value);
  1476. return true;
  1477. } else if (what == "size") {
  1478. ((VisualShaderNodeResizableBase *)get_node(type, id).ptr())->set_size(p_value);
  1479. return true;
  1480. } else if (what == "input_ports") {
  1481. ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->set_inputs(p_value);
  1482. return true;
  1483. } else if (what == "output_ports") {
  1484. ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->set_outputs(p_value);
  1485. return true;
  1486. } else if (what == "expression") {
  1487. ((VisualShaderNodeExpression *)get_node(type, id).ptr())->set_expression(p_value);
  1488. return true;
  1489. }
  1490. }
  1491. return false;
  1492. }
  1493. bool VisualShader::_get(const StringName &p_name, Variant &r_ret) const {
  1494. String prop_name = p_name;
  1495. if (prop_name == "mode") {
  1496. r_ret = get_mode();
  1497. return true;
  1498. } else if (prop_name.begins_with("flags/")) {
  1499. StringName flag = prop_name.get_slicec('/', 1);
  1500. r_ret = flags.has(flag);
  1501. return true;
  1502. } else if (prop_name.begins_with("modes/")) {
  1503. String mode_name = prop_name.get_slicec('/', 1);
  1504. if (modes.has(mode_name)) {
  1505. r_ret = modes[mode_name];
  1506. } else {
  1507. r_ret = 0;
  1508. }
  1509. return true;
  1510. } else if (prop_name.begins_with("varyings/")) {
  1511. String var_name = prop_name.get_slicec('/', 1);
  1512. if (varyings.has(var_name)) {
  1513. r_ret = varyings[var_name].to_string();
  1514. } else {
  1515. r_ret = String();
  1516. }
  1517. return true;
  1518. } else if (prop_name.begins_with("nodes/")) {
  1519. String typestr = prop_name.get_slicec('/', 1);
  1520. Type type = TYPE_VERTEX;
  1521. for (int i = 0; i < TYPE_MAX; i++) {
  1522. if (typestr == type_string[i]) {
  1523. type = Type(i);
  1524. break;
  1525. }
  1526. }
  1527. String index = prop_name.get_slicec('/', 2);
  1528. if (index == "connections") {
  1529. Vector<int> conns;
  1530. for (const Connection &E : graph[type].connections) {
  1531. conns.push_back(E.from_node);
  1532. conns.push_back(E.from_port);
  1533. conns.push_back(E.to_node);
  1534. conns.push_back(E.to_port);
  1535. }
  1536. r_ret = conns;
  1537. return true;
  1538. }
  1539. int id = index.to_int();
  1540. String what = prop_name.get_slicec('/', 3);
  1541. if (what == "node") {
  1542. r_ret = get_node(type, id);
  1543. return true;
  1544. } else if (what == "position") {
  1545. r_ret = get_node_position(type, id);
  1546. return true;
  1547. } else if (what == "size") {
  1548. r_ret = ((VisualShaderNodeResizableBase *)get_node(type, id).ptr())->get_size();
  1549. return true;
  1550. } else if (what == "input_ports") {
  1551. r_ret = ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->get_inputs();
  1552. return true;
  1553. } else if (what == "output_ports") {
  1554. r_ret = ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->get_outputs();
  1555. return true;
  1556. } else if (what == "expression") {
  1557. r_ret = ((VisualShaderNodeExpression *)get_node(type, id).ptr())->get_expression();
  1558. return true;
  1559. }
  1560. }
  1561. return false;
  1562. }
  1563. void VisualShader::reset_state() {
  1564. // TODO: Everything needs to be cleared here.
  1565. emit_changed();
  1566. }
  1567. void VisualShader::_get_property_list(List<PropertyInfo> *p_list) const {
  1568. //mode
  1569. p_list->push_back(PropertyInfo(Variant::INT, PNAME("mode"), PROPERTY_HINT_ENUM, "Node3D,CanvasItem,Particles,Sky,Fog"));
  1570. //render modes
  1571. HashMap<String, String> blend_mode_enums;
  1572. HashSet<String> toggles;
  1573. const Vector<ShaderLanguage::ModeInfo> &rmodes = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode));
  1574. for (int i = 0; i < rmodes.size(); i++) {
  1575. const ShaderLanguage::ModeInfo &info = rmodes[i];
  1576. if (!info.options.is_empty()) {
  1577. const String begin = String(info.name);
  1578. for (int j = 0; j < info.options.size(); j++) {
  1579. const String option = String(info.options[j]).capitalize();
  1580. if (!blend_mode_enums.has(begin)) {
  1581. blend_mode_enums[begin] = option;
  1582. } else {
  1583. blend_mode_enums[begin] += "," + option;
  1584. }
  1585. }
  1586. } else {
  1587. toggles.insert(String(info.name));
  1588. }
  1589. }
  1590. for (const KeyValue<String, String> &E : blend_mode_enums) {
  1591. p_list->push_back(PropertyInfo(Variant::INT, vformat("%s/%s", PNAME("modes"), E.key), PROPERTY_HINT_ENUM, E.value));
  1592. }
  1593. for (const String &E : toggles) {
  1594. p_list->push_back(PropertyInfo(Variant::BOOL, vformat("%s/%s", PNAME("flags"), E)));
  1595. }
  1596. for (const KeyValue<String, Varying> &E : varyings) {
  1597. p_list->push_back(PropertyInfo(Variant::STRING, vformat("%s/%s", PNAME("varyings"), E.key), PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  1598. }
  1599. for (int i = 0; i < TYPE_MAX; i++) {
  1600. for (const KeyValue<int, Node> &E : graph[i].nodes) {
  1601. String prop_name = "nodes/";
  1602. prop_name += type_string[i];
  1603. prop_name += "/" + itos(E.key);
  1604. if (E.key != NODE_ID_OUTPUT) {
  1605. p_list->push_back(PropertyInfo(Variant::OBJECT, prop_name + "/node", PROPERTY_HINT_RESOURCE_TYPE, "VisualShaderNode", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_ALWAYS_DUPLICATE));
  1606. }
  1607. p_list->push_back(PropertyInfo(Variant::VECTOR2, prop_name + "/position", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  1608. if (Object::cast_to<VisualShaderNodeGroupBase>(E.value.node.ptr()) != nullptr) {
  1609. p_list->push_back(PropertyInfo(Variant::VECTOR2, prop_name + "/size", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  1610. p_list->push_back(PropertyInfo(Variant::STRING, prop_name + "/input_ports", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  1611. p_list->push_back(PropertyInfo(Variant::STRING, prop_name + "/output_ports", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  1612. }
  1613. if (Object::cast_to<VisualShaderNodeExpression>(E.value.node.ptr()) != nullptr) {
  1614. p_list->push_back(PropertyInfo(Variant::STRING, prop_name + "/expression", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  1615. }
  1616. }
  1617. p_list->push_back(PropertyInfo(Variant::PACKED_INT32_ARRAY, "nodes/" + String(type_string[i]) + "/connections", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  1618. }
  1619. }
  1620. Error VisualShader::_write_node(Type type, StringBuilder *p_global_code, StringBuilder *p_global_code_per_node, HashMap<Type, StringBuilder> *p_global_code_per_func, StringBuilder &r_code, Vector<VisualShader::DefaultTextureParam> &r_def_tex_params, const VMap<ConnectionKey, const List<Connection>::Element *> &p_input_connections, const VMap<ConnectionKey, const List<Connection>::Element *> &p_output_connections, int p_node, HashSet<int> &r_processed, bool p_for_preview, HashSet<StringName> &r_classes) const {
  1621. const Ref<VisualShaderNode> vsnode = graph[type].nodes[p_node].node;
  1622. if (vsnode->is_disabled()) {
  1623. r_code += "// " + vsnode->get_caption() + ":" + itos(p_node) + "\n";
  1624. r_code += " // Node is disabled and code is not generated.\n";
  1625. return OK;
  1626. }
  1627. //check inputs recursively first
  1628. int input_count = vsnode->get_input_port_count();
  1629. for (int i = 0; i < input_count; i++) {
  1630. ConnectionKey ck;
  1631. ck.node = p_node;
  1632. ck.port = i;
  1633. if (p_input_connections.has(ck)) {
  1634. int from_node = p_input_connections[ck]->get().from_node;
  1635. if (r_processed.has(from_node)) {
  1636. continue;
  1637. }
  1638. Error err = _write_node(type, p_global_code, p_global_code_per_node, p_global_code_per_func, r_code, r_def_tex_params, p_input_connections, p_output_connections, from_node, r_processed, p_for_preview, r_classes);
  1639. if (err) {
  1640. return err;
  1641. }
  1642. }
  1643. }
  1644. // then this node
  1645. Vector<VisualShader::DefaultTextureParam> params = vsnode->get_default_texture_parameters(type, p_node);
  1646. for (int i = 0; i < params.size(); i++) {
  1647. r_def_tex_params.push_back(params[i]);
  1648. }
  1649. Ref<VisualShaderNodeInput> input = vsnode;
  1650. bool skip_global = input.is_valid() && p_for_preview;
  1651. if (!skip_global) {
  1652. Ref<VisualShaderNodeParameter> parameter = vsnode;
  1653. if (!parameter.is_valid() || !parameter->is_global_code_generated()) {
  1654. if (p_global_code) {
  1655. *p_global_code += vsnode->generate_global(get_mode(), type, p_node);
  1656. }
  1657. }
  1658. String class_name = vsnode->get_class_name();
  1659. if (class_name == "VisualShaderNodeCustom") {
  1660. class_name = vsnode->get_script_instance()->get_script()->get_path();
  1661. }
  1662. if (!r_classes.has(class_name)) {
  1663. if (p_global_code_per_node) {
  1664. *p_global_code_per_node += vsnode->generate_global_per_node(get_mode(), p_node);
  1665. }
  1666. for (int i = 0; i < TYPE_MAX; i++) {
  1667. if (p_global_code_per_func) {
  1668. (*p_global_code_per_func)[Type(i)] += vsnode->generate_global_per_func(get_mode(), Type(i), p_node);
  1669. }
  1670. }
  1671. r_classes.insert(class_name);
  1672. }
  1673. }
  1674. if (!vsnode->is_code_generated()) { // just generate globals and ignore locals
  1675. r_processed.insert(p_node);
  1676. return OK;
  1677. }
  1678. String node_name = "// " + vsnode->get_caption() + ":" + itos(p_node) + "\n";
  1679. String node_code;
  1680. Vector<String> input_vars;
  1681. input_vars.resize(vsnode->get_input_port_count());
  1682. String *inputs = input_vars.ptrw();
  1683. for (int i = 0; i < input_count; i++) {
  1684. ConnectionKey ck;
  1685. ck.node = p_node;
  1686. ck.port = i;
  1687. if (p_input_connections.has(ck)) {
  1688. //connected to something, use that output
  1689. int from_node = p_input_connections[ck]->get().from_node;
  1690. if (graph[type].nodes[from_node].node->is_disabled()) {
  1691. continue;
  1692. }
  1693. int from_port = p_input_connections[ck]->get().from_port;
  1694. VisualShaderNode::PortType in_type = vsnode->get_input_port_type(i);
  1695. VisualShaderNode::PortType out_type = graph[type].nodes[from_node].node->get_output_port_type(from_port);
  1696. String src_var = "n_out" + itos(from_node) + "p" + itos(from_port);
  1697. if (in_type == VisualShaderNode::PORT_TYPE_SAMPLER && out_type == VisualShaderNode::PORT_TYPE_SAMPLER) {
  1698. VisualShaderNode *ptr = const_cast<VisualShaderNode *>(graph[type].nodes[from_node].node.ptr());
  1699. // FIXME: This needs to be refactored at some point.
  1700. if (ptr->has_method("get_input_real_name")) {
  1701. inputs[i] = ptr->call("get_input_real_name");
  1702. } else if (ptr->has_method("get_parameter_name")) {
  1703. inputs[i] = ptr->call("get_parameter_name");
  1704. } else {
  1705. Ref<VisualShaderNodeReroute> reroute = graph[type].nodes[from_node].node;
  1706. if (reroute.is_valid()) {
  1707. inputs[i] = get_reroute_parameter_name(type, from_node);
  1708. } else {
  1709. inputs[i] = "";
  1710. }
  1711. }
  1712. } else if (in_type == out_type) {
  1713. inputs[i] = src_var;
  1714. } else {
  1715. switch (in_type) {
  1716. case VisualShaderNode::PORT_TYPE_SCALAR: {
  1717. switch (out_type) {
  1718. case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
  1719. inputs[i] = "float(" + src_var + ")";
  1720. } break;
  1721. case VisualShaderNode::PORT_TYPE_SCALAR_UINT: {
  1722. inputs[i] = "float(" + src_var + ")";
  1723. } break;
  1724. case VisualShaderNode::PORT_TYPE_BOOLEAN: {
  1725. inputs[i] = "(" + src_var + " ? 1.0 : 0.0)";
  1726. } break;
  1727. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1728. inputs[i] = src_var + ".x";
  1729. } break;
  1730. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1731. inputs[i] = src_var + ".x";
  1732. } break;
  1733. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1734. inputs[i] = src_var + ".x";
  1735. } break;
  1736. default:
  1737. break;
  1738. }
  1739. } break;
  1740. case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
  1741. switch (out_type) {
  1742. case VisualShaderNode::PORT_TYPE_SCALAR: {
  1743. inputs[i] = "int(" + src_var + ")";
  1744. } break;
  1745. case VisualShaderNode::PORT_TYPE_SCALAR_UINT: {
  1746. inputs[i] = "int(" + src_var + ")";
  1747. } break;
  1748. case VisualShaderNode::PORT_TYPE_BOOLEAN: {
  1749. inputs[i] = "(" + src_var + " ? 1 : 0)";
  1750. } break;
  1751. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1752. inputs[i] = "int(" + src_var + ".x)";
  1753. } break;
  1754. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1755. inputs[i] = "int(" + src_var + ".x)";
  1756. } break;
  1757. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1758. inputs[i] = "int(" + src_var + ".x)";
  1759. } break;
  1760. default:
  1761. break;
  1762. }
  1763. } break;
  1764. case VisualShaderNode::PORT_TYPE_SCALAR_UINT: {
  1765. switch (out_type) {
  1766. case VisualShaderNode::PORT_TYPE_SCALAR: {
  1767. inputs[i] = "uint(" + src_var + ")";
  1768. } break;
  1769. case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
  1770. inputs[i] = "uint(" + src_var + ")";
  1771. } break;
  1772. case VisualShaderNode::PORT_TYPE_BOOLEAN: {
  1773. inputs[i] = "(" + src_var + " ? 1u : 0u)";
  1774. } break;
  1775. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1776. inputs[i] = "uint(" + src_var + ".x)";
  1777. } break;
  1778. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1779. inputs[i] = "uint(" + src_var + ".x)";
  1780. } break;
  1781. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1782. inputs[i] = "uint(" + src_var + ".x)";
  1783. } break;
  1784. default:
  1785. break;
  1786. }
  1787. } break;
  1788. case VisualShaderNode::PORT_TYPE_BOOLEAN: {
  1789. switch (out_type) {
  1790. case VisualShaderNode::PORT_TYPE_SCALAR: {
  1791. inputs[i] = src_var + " > 0.0 ? true : false";
  1792. } break;
  1793. case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
  1794. inputs[i] = src_var + " > 0 ? true : false";
  1795. } break;
  1796. case VisualShaderNode::PORT_TYPE_SCALAR_UINT: {
  1797. inputs[i] = src_var + " > 0u ? true : false";
  1798. } break;
  1799. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1800. inputs[i] = "all(bvec2(" + src_var + "))";
  1801. } break;
  1802. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1803. inputs[i] = "all(bvec3(" + src_var + "))";
  1804. } break;
  1805. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1806. inputs[i] = "all(bvec4(" + src_var + "))";
  1807. } break;
  1808. default:
  1809. break;
  1810. }
  1811. } break;
  1812. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1813. switch (out_type) {
  1814. case VisualShaderNode::PORT_TYPE_SCALAR: {
  1815. inputs[i] = "vec2(" + src_var + ")";
  1816. } break;
  1817. case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
  1818. inputs[i] = "vec2(float(" + src_var + "))";
  1819. } break;
  1820. case VisualShaderNode::PORT_TYPE_SCALAR_UINT: {
  1821. inputs[i] = "vec2(float(" + src_var + "))";
  1822. } break;
  1823. case VisualShaderNode::PORT_TYPE_BOOLEAN: {
  1824. inputs[i] = "vec2(" + src_var + " ? 1.0 : 0.0)";
  1825. } break;
  1826. case VisualShaderNode::PORT_TYPE_VECTOR_3D:
  1827. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1828. inputs[i] = "vec2(" + src_var + ".xy)";
  1829. } break;
  1830. default:
  1831. break;
  1832. }
  1833. } break;
  1834. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1835. switch (out_type) {
  1836. case VisualShaderNode::PORT_TYPE_SCALAR: {
  1837. inputs[i] = "vec3(" + src_var + ")";
  1838. } break;
  1839. case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
  1840. inputs[i] = "vec3(float(" + src_var + "))";
  1841. } break;
  1842. case VisualShaderNode::PORT_TYPE_SCALAR_UINT: {
  1843. inputs[i] = "vec3(float(" + src_var + "))";
  1844. } break;
  1845. case VisualShaderNode::PORT_TYPE_BOOLEAN: {
  1846. inputs[i] = "vec3(" + src_var + " ? 1.0 : 0.0)";
  1847. } break;
  1848. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1849. inputs[i] = "vec3(" + src_var + ", 0.0)";
  1850. } break;
  1851. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1852. inputs[i] = "vec3(" + src_var + ".xyz)";
  1853. } break;
  1854. default:
  1855. break;
  1856. }
  1857. } break;
  1858. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1859. switch (out_type) {
  1860. case VisualShaderNode::PORT_TYPE_SCALAR: {
  1861. inputs[i] = "vec4(" + src_var + ")";
  1862. } break;
  1863. case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
  1864. inputs[i] = "vec4(float(" + src_var + "))";
  1865. } break;
  1866. case VisualShaderNode::PORT_TYPE_SCALAR_UINT: {
  1867. inputs[i] = "vec4(float(" + src_var + "))";
  1868. } break;
  1869. case VisualShaderNode::PORT_TYPE_BOOLEAN: {
  1870. inputs[i] = "vec4(" + src_var + " ? 1.0 : 0.0)";
  1871. } break;
  1872. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1873. inputs[i] = "vec4(" + src_var + ", 0.0, 0.0)";
  1874. } break;
  1875. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1876. inputs[i] = "vec4(" + src_var + ", 0.0)";
  1877. } break;
  1878. default:
  1879. break;
  1880. }
  1881. } break;
  1882. default:
  1883. break;
  1884. }
  1885. }
  1886. } else {
  1887. if (!vsnode->is_generate_input_var(i)) {
  1888. continue;
  1889. }
  1890. Variant defval = vsnode->get_input_port_default_value(i);
  1891. if (defval.get_type() == Variant::FLOAT) {
  1892. float val = defval;
  1893. inputs[i] = "n_in" + itos(p_node) + "p" + itos(i);
  1894. node_code += " float " + inputs[i] + " = " + vformat("%.5f", val) + ";\n";
  1895. } else if (defval.get_type() == Variant::INT) {
  1896. int val = defval;
  1897. inputs[i] = "n_in" + itos(p_node) + "p" + itos(i);
  1898. if (vsnode->get_input_port_type(i) == VisualShaderNode::PORT_TYPE_SCALAR_UINT) {
  1899. node_code += " uint " + inputs[i] + " = " + itos(val) + "u;\n";
  1900. } else {
  1901. node_code += " int " + inputs[i] + " = " + itos(val) + ";\n";
  1902. }
  1903. } else if (defval.get_type() == Variant::BOOL) {
  1904. bool val = defval;
  1905. inputs[i] = "n_in" + itos(p_node) + "p" + itos(i);
  1906. node_code += " bool " + inputs[i] + " = " + (val ? "true" : "false") + ";\n";
  1907. } else if (defval.get_type() == Variant::VECTOR2) {
  1908. Vector2 val = defval;
  1909. inputs[i] = "n_in" + itos(p_node) + "p" + itos(i);
  1910. node_code += " vec2 " + inputs[i] + " = " + vformat("vec2(%.5f, %.5f);\n", val.x, val.y);
  1911. } else if (defval.get_type() == Variant::VECTOR3) {
  1912. Vector3 val = defval;
  1913. inputs[i] = "n_in" + itos(p_node) + "p" + itos(i);
  1914. node_code += " vec3 " + inputs[i] + " = " + vformat("vec3(%.5f, %.5f, %.5f);\n", val.x, val.y, val.z);
  1915. } else if (defval.get_type() == Variant::VECTOR4) {
  1916. Vector4 val = defval;
  1917. inputs[i] = "n_in" + itos(p_node) + "p" + itos(i);
  1918. node_code += " vec4 " + inputs[i] + " = " + vformat("vec4(%.5f, %.5f, %.5f, %.5f);\n", val.x, val.y, val.z, val.w);
  1919. } else if (defval.get_type() == Variant::QUATERNION) {
  1920. Quaternion val = defval;
  1921. inputs[i] = "n_in" + itos(p_node) + "p" + itos(i);
  1922. node_code += " vec4 " + inputs[i] + " = " + vformat("vec4(%.5f, %.5f, %.5f, %.5f);\n", val.x, val.y, val.z, val.w);
  1923. } else if (defval.get_type() == Variant::TRANSFORM3D) {
  1924. Transform3D val = defval;
  1925. val.basis.transpose();
  1926. inputs[i] = "n_in" + itos(p_node) + "p" + itos(i);
  1927. Array values;
  1928. for (int j = 0; j < 3; j++) {
  1929. values.push_back(val.basis[j].x);
  1930. values.push_back(val.basis[j].y);
  1931. values.push_back(val.basis[j].z);
  1932. }
  1933. values.push_back(val.origin.x);
  1934. values.push_back(val.origin.y);
  1935. values.push_back(val.origin.z);
  1936. bool err = false;
  1937. node_code += " mat4 " + 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);
  1938. } else {
  1939. //will go empty, node is expected to know what it is doing at this point and handle it
  1940. }
  1941. }
  1942. }
  1943. int output_count = vsnode->get_output_port_count();
  1944. int initial_output_count = output_count;
  1945. HashMap<int, bool> expanded_output_ports;
  1946. for (int i = 0; i < initial_output_count; i++) {
  1947. bool expanded = false;
  1948. if (vsnode->is_output_port_expandable(i) && vsnode->_is_output_port_expanded(i)) {
  1949. expanded = true;
  1950. switch (vsnode->get_output_port_type(i)) {
  1951. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1952. output_count += 2;
  1953. } break;
  1954. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1955. output_count += 3;
  1956. } break;
  1957. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1958. output_count += 4;
  1959. } break;
  1960. default:
  1961. break;
  1962. }
  1963. }
  1964. expanded_output_ports.insert(i, expanded);
  1965. }
  1966. Vector<String> output_vars;
  1967. output_vars.resize(output_count);
  1968. String *outputs = output_vars.ptrw();
  1969. if (vsnode->is_simple_decl()) { // less code to generate for some simple_decl nodes
  1970. for (int i = 0, j = 0; i < initial_output_count; i++, j++) {
  1971. String var_name = "n_out" + itos(p_node) + "p" + itos(j);
  1972. switch (vsnode->get_output_port_type(i)) {
  1973. case VisualShaderNode::PORT_TYPE_SCALAR:
  1974. outputs[i] = "float " + var_name;
  1975. break;
  1976. case VisualShaderNode::PORT_TYPE_SCALAR_INT:
  1977. outputs[i] = "int " + var_name;
  1978. break;
  1979. case VisualShaderNode::PORT_TYPE_SCALAR_UINT:
  1980. outputs[i] = "uint " + var_name;
  1981. break;
  1982. case VisualShaderNode::PORT_TYPE_VECTOR_2D:
  1983. outputs[i] = "vec2 " + var_name;
  1984. break;
  1985. case VisualShaderNode::PORT_TYPE_VECTOR_3D:
  1986. outputs[i] = "vec3 " + var_name;
  1987. break;
  1988. case VisualShaderNode::PORT_TYPE_VECTOR_4D:
  1989. outputs[i] = "vec4 " + var_name;
  1990. break;
  1991. case VisualShaderNode::PORT_TYPE_BOOLEAN:
  1992. outputs[i] = "bool " + var_name;
  1993. break;
  1994. case VisualShaderNode::PORT_TYPE_TRANSFORM:
  1995. outputs[i] = "mat4 " + var_name;
  1996. break;
  1997. default:
  1998. break;
  1999. }
  2000. if (expanded_output_ports[i]) {
  2001. switch (vsnode->get_output_port_type(i)) {
  2002. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  2003. j += 2;
  2004. } break;
  2005. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  2006. j += 3;
  2007. } break;
  2008. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  2009. j += 4;
  2010. } break;
  2011. default:
  2012. break;
  2013. }
  2014. }
  2015. }
  2016. } else {
  2017. for (int i = 0, j = 0; i < initial_output_count; i++, j++) {
  2018. outputs[i] = "n_out" + itos(p_node) + "p" + itos(j);
  2019. switch (vsnode->get_output_port_type(i)) {
  2020. case VisualShaderNode::PORT_TYPE_SCALAR:
  2021. r_code += " float " + outputs[i] + ";\n";
  2022. break;
  2023. case VisualShaderNode::PORT_TYPE_SCALAR_INT:
  2024. r_code += " int " + outputs[i] + ";\n";
  2025. break;
  2026. case VisualShaderNode::PORT_TYPE_SCALAR_UINT:
  2027. r_code += " uint " + outputs[i] + ";\n";
  2028. break;
  2029. case VisualShaderNode::PORT_TYPE_VECTOR_2D:
  2030. r_code += " vec2 " + outputs[i] + ";\n";
  2031. break;
  2032. case VisualShaderNode::PORT_TYPE_VECTOR_3D:
  2033. r_code += " vec3 " + outputs[i] + ";\n";
  2034. break;
  2035. case VisualShaderNode::PORT_TYPE_VECTOR_4D:
  2036. r_code += " vec4 " + outputs[i] + ";\n";
  2037. break;
  2038. case VisualShaderNode::PORT_TYPE_BOOLEAN:
  2039. r_code += " bool " + outputs[i] + ";\n";
  2040. break;
  2041. case VisualShaderNode::PORT_TYPE_TRANSFORM:
  2042. r_code += " mat4 " + outputs[i] + ";\n";
  2043. break;
  2044. default:
  2045. break;
  2046. }
  2047. if (expanded_output_ports[i]) {
  2048. switch (vsnode->get_output_port_type(i)) {
  2049. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  2050. j += 2;
  2051. } break;
  2052. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  2053. j += 3;
  2054. } break;
  2055. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  2056. j += 4;
  2057. } break;
  2058. default:
  2059. break;
  2060. }
  2061. }
  2062. }
  2063. }
  2064. node_code += vsnode->generate_code(get_mode(), type, p_node, inputs, outputs, p_for_preview);
  2065. if (!node_code.is_empty()) {
  2066. r_code += node_name;
  2067. r_code += node_code;
  2068. }
  2069. for (int i = 0; i < output_count; i++) {
  2070. if (expanded_output_ports[i]) {
  2071. switch (vsnode->get_output_port_type(i)) {
  2072. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  2073. if (vsnode->is_output_port_connected(i + 1) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 1))) { // red-component
  2074. String r = "n_out" + itos(p_node) + "p" + itos(i + 1);
  2075. r_code += " float " + r + " = n_out" + itos(p_node) + "p" + itos(i) + ".r;\n";
  2076. outputs[i + 1] = r;
  2077. }
  2078. if (vsnode->is_output_port_connected(i + 2) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 2))) { // green-component
  2079. String g = "n_out" + itos(p_node) + "p" + itos(i + 2);
  2080. r_code += " float " + g + " = n_out" + itos(p_node) + "p" + itos(i) + ".g;\n";
  2081. outputs[i + 2] = g;
  2082. }
  2083. i += 2;
  2084. } break;
  2085. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  2086. if (vsnode->is_output_port_connected(i + 1) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 1))) { // red-component
  2087. String r = "n_out" + itos(p_node) + "p" + itos(i + 1);
  2088. r_code += " float " + r + " = n_out" + itos(p_node) + "p" + itos(i) + ".r;\n";
  2089. outputs[i + 1] = r;
  2090. }
  2091. if (vsnode->is_output_port_connected(i + 2) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 2))) { // green-component
  2092. String g = "n_out" + itos(p_node) + "p" + itos(i + 2);
  2093. r_code += " float " + g + " = n_out" + itos(p_node) + "p" + itos(i) + ".g;\n";
  2094. outputs[i + 2] = g;
  2095. }
  2096. if (vsnode->is_output_port_connected(i + 3) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 3))) { // blue-component
  2097. String b = "n_out" + itos(p_node) + "p" + itos(i + 3);
  2098. r_code += " float " + b + " = n_out" + itos(p_node) + "p" + itos(i) + ".b;\n";
  2099. outputs[i + 3] = b;
  2100. }
  2101. i += 3;
  2102. } break;
  2103. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  2104. if (vsnode->is_output_port_connected(i + 1) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 1))) { // red-component
  2105. String r = "n_out" + itos(p_node) + "p" + itos(i + 1);
  2106. r_code += " float " + r + " = n_out" + itos(p_node) + "p" + itos(i) + ".r;\n";
  2107. outputs[i + 1] = r;
  2108. }
  2109. if (vsnode->is_output_port_connected(i + 2) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 2))) { // green-component
  2110. String g = "n_out" + itos(p_node) + "p" + itos(i + 2);
  2111. r_code += " float " + g + " = n_out" + itos(p_node) + "p" + itos(i) + ".g;\n";
  2112. outputs[i + 2] = g;
  2113. }
  2114. if (vsnode->is_output_port_connected(i + 3) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 3))) { // blue-component
  2115. String b = "n_out" + itos(p_node) + "p" + itos(i + 3);
  2116. r_code += " float " + b + " = n_out" + itos(p_node) + "p" + itos(i) + ".b;\n";
  2117. outputs[i + 3] = b;
  2118. }
  2119. if (vsnode->is_output_port_connected(i + 4) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 4))) { // alpha-component
  2120. String a = "n_out" + itos(p_node) + "p" + itos(i + 4);
  2121. r_code += " float " + a + " = n_out" + itos(p_node) + "p" + itos(i) + ".a;\n";
  2122. outputs[i + 4] = a;
  2123. }
  2124. i += 4;
  2125. } break;
  2126. default:
  2127. break;
  2128. }
  2129. }
  2130. }
  2131. if (!node_code.is_empty()) {
  2132. r_code += "\n\n";
  2133. }
  2134. r_processed.insert(p_node);
  2135. return OK;
  2136. }
  2137. bool VisualShader::has_func_name(RenderingServer::ShaderMode p_mode, const String &p_func_name) const {
  2138. if (!ShaderTypes::get_singleton()->get_functions(p_mode).has(p_func_name)) {
  2139. if (p_mode == RenderingServer::ShaderMode::SHADER_PARTICLES) {
  2140. if (p_func_name == "start_custom" || p_func_name == "process_custom" || p_func_name == "collide") {
  2141. return true;
  2142. }
  2143. }
  2144. return false;
  2145. }
  2146. return true;
  2147. }
  2148. void VisualShader::_update_shader() const {
  2149. if (!dirty.is_set()) {
  2150. return;
  2151. }
  2152. dirty.clear();
  2153. StringBuilder global_code;
  2154. StringBuilder global_code_per_node;
  2155. HashMap<Type, StringBuilder> global_code_per_func;
  2156. StringBuilder shader_code;
  2157. Vector<VisualShader::DefaultTextureParam> default_tex_params;
  2158. HashSet<StringName> classes;
  2159. HashMap<int, int> insertion_pos;
  2160. static const char *shader_mode_str[Shader::MODE_MAX] = { "spatial", "canvas_item", "particles", "sky", "fog" };
  2161. global_code += String() + "shader_type " + shader_mode_str[shader_mode] + ";\n";
  2162. String render_mode;
  2163. {
  2164. const Vector<ShaderLanguage::ModeInfo> &rmodes = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode));
  2165. Vector<String> flag_names;
  2166. // Add enum modes first.
  2167. for (int i = 0; i < rmodes.size(); i++) {
  2168. const ShaderLanguage::ModeInfo &info = rmodes[i];
  2169. const String temp = String(info.name);
  2170. if (!info.options.is_empty()) {
  2171. if (!render_mode.is_empty()) {
  2172. render_mode += ", ";
  2173. }
  2174. // Always write out a render_mode for the enumerated modes as having no render mode is not always
  2175. // the same as the default. i.e. for depth_draw_opaque, the render mode has to be declared for it
  2176. // to work properly, no render mode is an invalid option.
  2177. if (modes.has(temp) && modes[temp] < info.options.size()) {
  2178. render_mode += temp + "_" + info.options[modes[temp]];
  2179. } else {
  2180. // Use the default.
  2181. render_mode += temp + "_" + info.options[0];
  2182. }
  2183. } else if (flags.has(temp)) {
  2184. flag_names.push_back(temp);
  2185. }
  2186. }
  2187. // Add flags afterward.
  2188. for (int i = 0; i < flag_names.size(); i++) {
  2189. if (!render_mode.is_empty()) {
  2190. render_mode += ", ";
  2191. }
  2192. render_mode += flag_names[i];
  2193. }
  2194. }
  2195. if (!render_mode.is_empty()) {
  2196. global_code += "render_mode " + render_mode + ";\n\n";
  2197. }
  2198. static const char *func_name[TYPE_MAX] = { "vertex", "fragment", "light", "start", "process", "collide", "start_custom", "process_custom", "sky", "fog" };
  2199. String global_expressions;
  2200. HashSet<String> used_parameter_names;
  2201. List<VisualShaderNodeParameter *> parameters;
  2202. HashMap<int, List<int>> emitters;
  2203. HashMap<int, List<int>> varying_setters;
  2204. for (int i = 0, index = 0; i < TYPE_MAX; i++) {
  2205. if (!has_func_name(RenderingServer::ShaderMode(shader_mode), func_name[i])) {
  2206. continue;
  2207. }
  2208. for (const KeyValue<int, Node> &E : graph[i].nodes) {
  2209. Ref<VisualShaderNodeGlobalExpression> global_expression = E.value.node;
  2210. if (global_expression.is_valid()) {
  2211. String expr = "";
  2212. expr += "// " + global_expression->get_caption() + ":" + itos(index++) + "\n";
  2213. expr += global_expression->generate_global(get_mode(), Type(i), -1);
  2214. expr = expr.replace("\n", "\n ");
  2215. expr += "\n";
  2216. global_expressions += expr;
  2217. }
  2218. Ref<VisualShaderNodeParameterRef> parameter_ref = E.value.node;
  2219. if (parameter_ref.is_valid()) {
  2220. used_parameter_names.insert(parameter_ref->get_parameter_name());
  2221. }
  2222. Ref<VisualShaderNodeParameter> parameter = E.value.node;
  2223. if (parameter.is_valid()) {
  2224. parameters.push_back(parameter.ptr());
  2225. }
  2226. Ref<VisualShaderNodeVaryingSetter> varying_setter = E.value.node;
  2227. if (varying_setter.is_valid() && varying_setter->is_input_port_connected(0)) {
  2228. if (!varying_setters.has(i)) {
  2229. varying_setters.insert(i, List<int>());
  2230. }
  2231. varying_setters[i].push_back(E.key);
  2232. }
  2233. Ref<VisualShaderNodeParticleEmit> emit_particle = E.value.node;
  2234. if (emit_particle.is_valid()) {
  2235. if (!emitters.has(i)) {
  2236. emitters.insert(i, List<int>());
  2237. }
  2238. emitters[i].push_back(E.key);
  2239. }
  2240. }
  2241. }
  2242. int idx = 0;
  2243. for (List<VisualShaderNodeParameter *>::Iterator itr = parameters.begin(); itr != parameters.end(); ++itr, ++idx) {
  2244. VisualShaderNodeParameter *parameter = *itr;
  2245. if (used_parameter_names.has(parameter->get_parameter_name())) {
  2246. global_code += parameter->generate_global(get_mode(), Type(idx), -1);
  2247. const_cast<VisualShaderNodeParameter *>(parameter)->set_global_code_generated(true);
  2248. } else {
  2249. const_cast<VisualShaderNodeParameter *>(parameter)->set_global_code_generated(false);
  2250. }
  2251. }
  2252. if (!varyings.is_empty()) {
  2253. global_code += "\n// Varyings\n";
  2254. for (const KeyValue<String, Varying> &E : varyings) {
  2255. global_code += "varying ";
  2256. switch (E.value.type) {
  2257. case VaryingType::VARYING_TYPE_FLOAT:
  2258. global_code += "float ";
  2259. break;
  2260. case VaryingType::VARYING_TYPE_INT:
  2261. if (E.value.mode == VaryingMode::VARYING_MODE_VERTEX_TO_FRAG_LIGHT) {
  2262. global_code += "flat ";
  2263. }
  2264. global_code += "int ";
  2265. break;
  2266. case VaryingType::VARYING_TYPE_UINT:
  2267. if (E.value.mode == VaryingMode::VARYING_MODE_VERTEX_TO_FRAG_LIGHT) {
  2268. global_code += "flat ";
  2269. }
  2270. global_code += "uint ";
  2271. break;
  2272. case VaryingType::VARYING_TYPE_VECTOR_2D:
  2273. global_code += "vec2 ";
  2274. break;
  2275. case VaryingType::VARYING_TYPE_VECTOR_3D:
  2276. global_code += "vec3 ";
  2277. break;
  2278. case VaryingType::VARYING_TYPE_VECTOR_4D:
  2279. global_code += "vec4 ";
  2280. break;
  2281. case VaryingType::VARYING_TYPE_BOOLEAN:
  2282. global_code += "bool ";
  2283. break;
  2284. case VaryingType::VARYING_TYPE_TRANSFORM:
  2285. global_code += "mat4 ";
  2286. break;
  2287. default:
  2288. break;
  2289. }
  2290. global_code += vformat("var_%s;\n", E.key);
  2291. }
  2292. global_code += "\n";
  2293. }
  2294. HashMap<int, String> code_map;
  2295. HashSet<int> empty_funcs;
  2296. for (int i = 0; i < TYPE_MAX; i++) {
  2297. if (!has_func_name(RenderingServer::ShaderMode(shader_mode), func_name[i])) {
  2298. continue;
  2299. }
  2300. //make it faster to go around through shader
  2301. VMap<ConnectionKey, const List<Connection>::Element *> input_connections;
  2302. VMap<ConnectionKey, const List<Connection>::Element *> output_connections;
  2303. StringBuilder func_code;
  2304. HashSet<int> processed;
  2305. bool is_empty_func = false;
  2306. if (shader_mode != Shader::MODE_PARTICLES && shader_mode != Shader::MODE_SKY && shader_mode != Shader::MODE_FOG) {
  2307. is_empty_func = true;
  2308. }
  2309. String varying_code;
  2310. if (shader_mode == Shader::MODE_SPATIAL || shader_mode == Shader::MODE_CANVAS_ITEM) {
  2311. for (const KeyValue<String, Varying> &E : varyings) {
  2312. if ((E.value.mode == VARYING_MODE_VERTEX_TO_FRAG_LIGHT && i == TYPE_VERTEX) || (E.value.mode == VARYING_MODE_FRAG_TO_LIGHT && i == TYPE_FRAGMENT)) {
  2313. bool found = false;
  2314. for (int key : varying_setters[i]) {
  2315. Ref<VisualShaderNodeVaryingSetter> setter = Object::cast_to<VisualShaderNodeVaryingSetter>(const_cast<VisualShaderNode *>(graph[i].nodes[key].node.ptr()));
  2316. if (setter.is_valid() && E.value.name == setter->get_varying_name()) {
  2317. found = true;
  2318. break;
  2319. }
  2320. }
  2321. if (!found) {
  2322. String code2;
  2323. switch (E.value.type) {
  2324. case VaryingType::VARYING_TYPE_FLOAT:
  2325. code2 += "0.0";
  2326. break;
  2327. case VaryingType::VARYING_TYPE_INT:
  2328. code2 += "0";
  2329. break;
  2330. case VaryingType::VARYING_TYPE_UINT:
  2331. code2 += "0u";
  2332. break;
  2333. case VaryingType::VARYING_TYPE_VECTOR_2D:
  2334. code2 += "vec2(0.0)";
  2335. break;
  2336. case VaryingType::VARYING_TYPE_VECTOR_3D:
  2337. code2 += "vec3(0.0)";
  2338. break;
  2339. case VaryingType::VARYING_TYPE_VECTOR_4D:
  2340. code2 += "vec4(0.0)";
  2341. break;
  2342. case VaryingType::VARYING_TYPE_BOOLEAN:
  2343. code2 += "false";
  2344. break;
  2345. case VaryingType::VARYING_TYPE_TRANSFORM:
  2346. code2 += "mat4(1.0)";
  2347. break;
  2348. default:
  2349. break;
  2350. }
  2351. varying_code += vformat(" var_%s = %s;\n", E.key, code2);
  2352. }
  2353. is_empty_func = false;
  2354. }
  2355. }
  2356. }
  2357. for (const List<Connection>::Element *E = graph[i].connections.front(); E; E = E->next()) {
  2358. ConnectionKey from_key;
  2359. from_key.node = E->get().from_node;
  2360. from_key.port = E->get().from_port;
  2361. output_connections.insert(from_key, E);
  2362. ConnectionKey to_key;
  2363. to_key.node = E->get().to_node;
  2364. to_key.port = E->get().to_port;
  2365. input_connections.insert(to_key, E);
  2366. if (is_empty_func && to_key.node == NODE_ID_OUTPUT) {
  2367. is_empty_func = false;
  2368. }
  2369. }
  2370. if (is_empty_func) {
  2371. empty_funcs.insert(i);
  2372. continue;
  2373. }
  2374. if (shader_mode != Shader::MODE_PARTICLES) {
  2375. func_code += "\nvoid " + String(func_name[i]) + "() {\n";
  2376. }
  2377. insertion_pos.insert(i, shader_code.get_string_length() + func_code.get_string_length());
  2378. Error err = _write_node(Type(i), &global_code, &global_code_per_node, &global_code_per_func, func_code, default_tex_params, input_connections, output_connections, NODE_ID_OUTPUT, processed, false, classes);
  2379. ERR_FAIL_COND(err != OK);
  2380. if (varying_setters.has(i)) {
  2381. for (int &E : varying_setters[i]) {
  2382. err = _write_node(Type(i), &global_code, nullptr, nullptr, func_code, default_tex_params, input_connections, output_connections, E, processed, false, classes);
  2383. ERR_FAIL_COND(err != OK);
  2384. }
  2385. }
  2386. if (emitters.has(i)) {
  2387. for (int &E : emitters[i]) {
  2388. err = _write_node(Type(i), &global_code, &global_code_per_node, &global_code_per_func, func_code, default_tex_params, input_connections, output_connections, E, processed, false, classes);
  2389. ERR_FAIL_COND(err != OK);
  2390. }
  2391. }
  2392. if (shader_mode == Shader::MODE_PARTICLES) {
  2393. code_map.insert(i, func_code);
  2394. } else {
  2395. func_code += varying_code;
  2396. func_code += "}\n";
  2397. shader_code += func_code;
  2398. }
  2399. }
  2400. String global_compute_code;
  2401. if (shader_mode == Shader::MODE_PARTICLES) {
  2402. bool has_start_custom = !code_map[TYPE_START_CUSTOM].is_empty();
  2403. bool has_process = !code_map[TYPE_PROCESS].is_empty();
  2404. bool has_process_custom = !code_map[TYPE_PROCESS_CUSTOM].is_empty();
  2405. bool has_collide = !code_map[TYPE_COLLIDE].is_empty();
  2406. shader_code += "void start() {\n";
  2407. shader_code += " uint __seed = __hash(NUMBER + uint(1) + RANDOM_SEED);\n";
  2408. shader_code += "\n";
  2409. shader_code += " {\n";
  2410. shader_code += code_map[TYPE_START].replace("\n ", "\n ");
  2411. shader_code += " }\n";
  2412. if (has_start_custom) {
  2413. shader_code += " \n";
  2414. shader_code += " {\n";
  2415. shader_code += code_map[TYPE_START_CUSTOM].replace("\n ", "\n ");
  2416. shader_code += " }\n";
  2417. }
  2418. shader_code += "}\n\n";
  2419. if (has_process || has_process_custom || has_collide) {
  2420. shader_code += "void process() {\n";
  2421. shader_code += " uint __seed = __hash(NUMBER + uint(1) + RANDOM_SEED);\n";
  2422. shader_code += "\n";
  2423. if (has_process || has_collide) {
  2424. shader_code += " {\n";
  2425. }
  2426. String tab = " ";
  2427. if (has_collide) {
  2428. shader_code += " if (COLLIDED) {\n\n";
  2429. shader_code += code_map[TYPE_COLLIDE].replace("\n ", "\n ");
  2430. if (has_process) {
  2431. shader_code += " } else {\n\n";
  2432. tab += " ";
  2433. }
  2434. }
  2435. if (has_process) {
  2436. shader_code += code_map[TYPE_PROCESS].replace("\n ", "\n " + tab);
  2437. }
  2438. if (has_collide) {
  2439. shader_code += " }\n";
  2440. }
  2441. if (has_process || has_collide) {
  2442. shader_code += " }\n";
  2443. }
  2444. if (has_process_custom) {
  2445. if (has_process || has_collide) {
  2446. shader_code += " \n";
  2447. }
  2448. shader_code += " {\n";
  2449. shader_code += code_map[TYPE_PROCESS_CUSTOM].replace("\n ", "\n ");
  2450. shader_code += " }\n";
  2451. }
  2452. shader_code += "}\n\n";
  2453. }
  2454. global_compute_code += "float __rand_from_seed(inout uint seed) {\n";
  2455. global_compute_code += " int k;\n";
  2456. global_compute_code += " int s = int(seed);\n";
  2457. global_compute_code += " if (s == 0)\n";
  2458. global_compute_code += " s = 305420679;\n";
  2459. global_compute_code += " k = s / 127773;\n";
  2460. global_compute_code += " s = 16807 * (s - k * 127773) - 2836 * k;\n";
  2461. global_compute_code += " if (s < 0)\n";
  2462. global_compute_code += " s += 2147483647;\n";
  2463. global_compute_code += " seed = uint(s);\n";
  2464. global_compute_code += " return float(seed % uint(65536)) / 65535.0;\n";
  2465. global_compute_code += "}\n\n";
  2466. global_compute_code += "float __rand_from_seed_m1_p1(inout uint seed) {\n";
  2467. global_compute_code += " return __rand_from_seed(seed) * 2.0 - 1.0;\n";
  2468. global_compute_code += "}\n\n";
  2469. global_compute_code += "float __randf_range(inout uint seed, float from, float to) {\n";
  2470. global_compute_code += " return __rand_from_seed(seed) * (to - from) + from;\n";
  2471. global_compute_code += "}\n\n";
  2472. global_compute_code += "uint __hash(uint x) {\n";
  2473. global_compute_code += " x = ((x >> uint(16)) ^ x) * uint(73244475);\n";
  2474. global_compute_code += " x = ((x >> uint(16)) ^ x) * uint(73244475);\n";
  2475. global_compute_code += " x = (x >> uint(16)) ^ x;\n";
  2476. global_compute_code += " return x;\n";
  2477. global_compute_code += "}\n\n";
  2478. global_compute_code += "mat3 __build_rotation_mat3(vec3 axis, float angle) {\n";
  2479. global_compute_code += " axis = normalize(axis);\n";
  2480. global_compute_code += " float s = sin(angle);\n";
  2481. global_compute_code += " float c = cos(angle);\n";
  2482. global_compute_code += " float oc = 1.0 - c;\n";
  2483. global_compute_code += " return mat3(vec3(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s), vec3(oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s), vec3(oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c));\n";
  2484. global_compute_code += "}\n\n";
  2485. global_compute_code += "mat4 __build_rotation_mat4(vec3 axis, float angle) {\n";
  2486. global_compute_code += " axis = normalize(axis);\n";
  2487. global_compute_code += " float s = sin(angle);\n";
  2488. global_compute_code += " float c = cos(angle);\n";
  2489. global_compute_code += " float oc = 1.0 - c;\n";
  2490. global_compute_code += " return mat4(vec4(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, 0), vec4(oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, 0), vec4(oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c, 0), vec4(0, 0, 0, 1));\n";
  2491. global_compute_code += "}\n\n";
  2492. global_compute_code += "vec2 __get_random_unit_vec2(inout uint seed) {\n";
  2493. global_compute_code += " return normalize(vec2(__rand_from_seed_m1_p1(seed), __rand_from_seed_m1_p1(seed)));\n";
  2494. global_compute_code += "}\n\n";
  2495. global_compute_code += "vec3 __get_random_unit_vec3(inout uint seed) {\n";
  2496. global_compute_code += " return normalize(vec3(__rand_from_seed_m1_p1(seed), __rand_from_seed_m1_p1(seed), __rand_from_seed_m1_p1(seed)));\n";
  2497. global_compute_code += "}\n\n";
  2498. }
  2499. //set code secretly
  2500. global_code += "\n\n";
  2501. String final_code = global_code;
  2502. final_code += global_compute_code;
  2503. final_code += global_code_per_node;
  2504. final_code += global_expressions;
  2505. String tcode = shader_code;
  2506. for (int i = 0; i < TYPE_MAX; i++) {
  2507. if (!has_func_name(RenderingServer::ShaderMode(shader_mode), func_name[i])) {
  2508. continue;
  2509. }
  2510. String func_code = global_code_per_func[Type(i)].as_string();
  2511. if (empty_funcs.has(Type(i)) && !func_code.is_empty()) {
  2512. func_code = vformat("%s%s%s", String("\nvoid " + String(func_name[i]) + "() {\n"), func_code, "}\n");
  2513. }
  2514. tcode = tcode.insert(insertion_pos[i], func_code);
  2515. }
  2516. final_code += tcode;
  2517. const_cast<VisualShader *>(this)->set_code(final_code);
  2518. for (int i = 0; i < default_tex_params.size(); i++) {
  2519. int j = 0;
  2520. for (List<Ref<Texture2D>>::ConstIterator itr = default_tex_params[i].params.begin(); itr != default_tex_params[i].params.end(); ++itr, ++j) {
  2521. const_cast<VisualShader *>(this)->set_default_texture_parameter(default_tex_params[i].name, *itr, j);
  2522. }
  2523. }
  2524. if (previous_code != final_code) {
  2525. const_cast<VisualShader *>(this)->emit_signal(CoreStringName(changed));
  2526. }
  2527. previous_code = final_code;
  2528. }
  2529. void VisualShader::_queue_update() {
  2530. if (dirty.is_set()) {
  2531. return;
  2532. }
  2533. dirty.set();
  2534. call_deferred(SNAME("_update_shader"));
  2535. }
  2536. void VisualShader::rebuild() {
  2537. dirty.set();
  2538. _update_shader();
  2539. }
  2540. void VisualShader::_bind_methods() {
  2541. ClassDB::bind_method(D_METHOD("set_mode", "mode"), &VisualShader::set_mode);
  2542. ClassDB::bind_method(D_METHOD("add_node", "type", "node", "position", "id"), &VisualShader::add_node);
  2543. ClassDB::bind_method(D_METHOD("get_node", "type", "id"), &VisualShader::get_node);
  2544. ClassDB::bind_method(D_METHOD("set_node_position", "type", "id", "position"), &VisualShader::set_node_position);
  2545. ClassDB::bind_method(D_METHOD("get_node_position", "type", "id"), &VisualShader::get_node_position);
  2546. ClassDB::bind_method(D_METHOD("get_node_list", "type"), &VisualShader::get_node_list);
  2547. ClassDB::bind_method(D_METHOD("get_valid_node_id", "type"), &VisualShader::get_valid_node_id);
  2548. ClassDB::bind_method(D_METHOD("remove_node", "type", "id"), &VisualShader::remove_node);
  2549. ClassDB::bind_method(D_METHOD("replace_node", "type", "id", "new_class"), &VisualShader::replace_node);
  2550. ClassDB::bind_method(D_METHOD("is_node_connection", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::is_node_connection);
  2551. ClassDB::bind_method(D_METHOD("can_connect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::can_connect_nodes);
  2552. ClassDB::bind_method(D_METHOD("connect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::connect_nodes);
  2553. ClassDB::bind_method(D_METHOD("disconnect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::disconnect_nodes);
  2554. ClassDB::bind_method(D_METHOD("connect_nodes_forced", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::connect_nodes_forced);
  2555. ClassDB::bind_method(D_METHOD("get_node_connections", "type"), &VisualShader::_get_node_connections);
  2556. ClassDB::bind_method(D_METHOD("set_graph_offset", "offset"), &VisualShader::set_graph_offset);
  2557. ClassDB::bind_method(D_METHOD("get_graph_offset"), &VisualShader::get_graph_offset);
  2558. ClassDB::bind_method(D_METHOD("attach_node_to_frame", "type", "id", "frame"), &VisualShader::attach_node_to_frame);
  2559. ClassDB::bind_method(D_METHOD("detach_node_from_frame", "type", "id"), &VisualShader::detach_node_from_frame);
  2560. ClassDB::bind_method(D_METHOD("add_varying", "name", "mode", "type"), &VisualShader::add_varying);
  2561. ClassDB::bind_method(D_METHOD("remove_varying", "name"), &VisualShader::remove_varying);
  2562. ClassDB::bind_method(D_METHOD("has_varying", "name"), &VisualShader::has_varying);
  2563. ClassDB::bind_method(D_METHOD("_update_shader"), &VisualShader::_update_shader);
  2564. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "graph_offset", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_graph_offset", "get_graph_offset");
  2565. ADD_PROPERTY_DEFAULT("code", ""); // Inherited from Shader, prevents showing default code as override in docs.
  2566. BIND_ENUM_CONSTANT(TYPE_VERTEX);
  2567. BIND_ENUM_CONSTANT(TYPE_FRAGMENT);
  2568. BIND_ENUM_CONSTANT(TYPE_LIGHT);
  2569. BIND_ENUM_CONSTANT(TYPE_START);
  2570. BIND_ENUM_CONSTANT(TYPE_PROCESS);
  2571. BIND_ENUM_CONSTANT(TYPE_COLLIDE);
  2572. BIND_ENUM_CONSTANT(TYPE_START_CUSTOM);
  2573. BIND_ENUM_CONSTANT(TYPE_PROCESS_CUSTOM);
  2574. BIND_ENUM_CONSTANT(TYPE_SKY);
  2575. BIND_ENUM_CONSTANT(TYPE_FOG);
  2576. BIND_ENUM_CONSTANT(TYPE_MAX);
  2577. BIND_ENUM_CONSTANT(VARYING_MODE_VERTEX_TO_FRAG_LIGHT);
  2578. BIND_ENUM_CONSTANT(VARYING_MODE_FRAG_TO_LIGHT);
  2579. BIND_ENUM_CONSTANT(VARYING_MODE_MAX);
  2580. BIND_ENUM_CONSTANT(VARYING_TYPE_FLOAT);
  2581. BIND_ENUM_CONSTANT(VARYING_TYPE_INT);
  2582. BIND_ENUM_CONSTANT(VARYING_TYPE_UINT);
  2583. BIND_ENUM_CONSTANT(VARYING_TYPE_VECTOR_2D);
  2584. BIND_ENUM_CONSTANT(VARYING_TYPE_VECTOR_3D);
  2585. BIND_ENUM_CONSTANT(VARYING_TYPE_VECTOR_4D);
  2586. BIND_ENUM_CONSTANT(VARYING_TYPE_BOOLEAN);
  2587. BIND_ENUM_CONSTANT(VARYING_TYPE_TRANSFORM);
  2588. BIND_ENUM_CONSTANT(VARYING_TYPE_MAX);
  2589. BIND_CONSTANT(NODE_ID_INVALID);
  2590. BIND_CONSTANT(NODE_ID_OUTPUT);
  2591. }
  2592. VisualShader::VisualShader() {
  2593. dirty.set();
  2594. for (int i = 0; i < TYPE_MAX; i++) {
  2595. if (i > (int)TYPE_LIGHT && i < (int)TYPE_SKY) {
  2596. Ref<VisualShaderNodeParticleOutput> output;
  2597. output.instantiate();
  2598. output->shader_type = Type(i);
  2599. output->shader_mode = shader_mode;
  2600. graph[i].nodes[NODE_ID_OUTPUT].node = output;
  2601. } else {
  2602. Ref<VisualShaderNodeOutput> output;
  2603. output.instantiate();
  2604. output->shader_type = Type(i);
  2605. output->shader_mode = shader_mode;
  2606. graph[i].nodes[NODE_ID_OUTPUT].node = output;
  2607. }
  2608. graph[i].nodes[NODE_ID_OUTPUT].position = Vector2(400, 150);
  2609. }
  2610. }
  2611. ///////////////////////////////////////////////////////////
  2612. const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
  2613. // Node3D
  2614. // Node3D, Vertex
  2615. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "vertex", "VERTEX" },
  2616. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "vertex_id", "VERTEX_ID" },
  2617. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
  2618. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent", "TANGENT" },
  2619. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "BINORMAL" },
  2620. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2621. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV2" },
  2622. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  2623. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" },
  2624. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "instance_id", "INSTANCE_ID" },
  2625. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "instance_custom", "INSTANCE_CUSTOM" },
  2626. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
  2627. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_matrix", "MODEL_MATRIX" },
  2628. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "modelview_matrix", "MODELVIEW_MATRIX" },
  2629. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_view_matrix", "INV_VIEW_MATRIX" },
  2630. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "view_matrix", "VIEW_MATRIX" },
  2631. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection_matrix", "PROJECTION_MATRIX" },
  2632. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection_matrix", "INV_PROJECTION_MATRIX" },
  2633. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2634. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "exposure", "EXPOSURE" },
  2635. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "VIEWPORT_SIZE" },
  2636. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
  2637. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_index", "VIEW_INDEX" },
  2638. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_mono_left", "VIEW_MONO_LEFT" },
  2639. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_right", "VIEW_RIGHT" },
  2640. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "eye_offset", "EYE_OFFSET" },
  2641. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "node_position_world", "NODE_POSITION_WORLD" },
  2642. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "camera_position_world", "CAMERA_POSITION_WORLD" },
  2643. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "camera_direction_world", "CAMERA_DIRECTION_WORLD" },
  2644. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "camera_visible_layers", "CAMERA_VISIBLE_LAYERS" },
  2645. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "node_position_view", "NODE_POSITION_VIEW" },
  2646. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom0", "CUSTOM0" },
  2647. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom1", "CUSTOM1" },
  2648. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom2", "CUSTOM2" },
  2649. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom3", "CUSTOM3" },
  2650. // Node3D, Fragment
  2651. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
  2652. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "vertex", "VERTEX" },
  2653. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
  2654. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent", "TANGENT" },
  2655. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "BINORMAL" },
  2656. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "view", "VIEW" },
  2657. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2658. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV2" },
  2659. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  2660. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "point_coord", "POINT_COORD" },
  2661. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
  2662. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_matrix", "MODEL_MATRIX" },
  2663. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "view_matrix", "VIEW_MATRIX" },
  2664. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_view_matrix", "INV_VIEW_MATRIX" },
  2665. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection_matrix", "PROJECTION_MATRIX" },
  2666. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection_matrix", "INV_PROJECTION_MATRIX" },
  2667. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2668. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "exposure", "EXPOSURE" },
  2669. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "VIEWPORT_SIZE" },
  2670. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
  2671. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "front_facing", "FRONT_FACING" },
  2672. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_index", "VIEW_INDEX" },
  2673. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_mono_left", "VIEW_MONO_LEFT" },
  2674. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_right", "VIEW_RIGHT" },
  2675. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "eye_offset", "EYE_OFFSET" },
  2676. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "node_position_world", "NODE_POSITION_WORLD" },
  2677. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "camera_position_world", "CAMERA_POSITION_WORLD" },
  2678. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "camera_direction_world", "CAMERA_DIRECTION_WORLD" },
  2679. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "camera_visible_layers", "CAMERA_VISIBLE_LAYERS" },
  2680. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "node_position_view", "NODE_POSITION_VIEW" },
  2681. // Node3D, Light
  2682. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
  2683. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
  2684. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2685. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV2" },
  2686. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "view", "VIEW" },
  2687. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light", "LIGHT" },
  2688. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_color", "LIGHT_COLOR" },
  2689. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_BOOLEAN, "light_is_directional", "LIGHT_IS_DIRECTIONAL" },
  2690. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "attenuation", "ATTENUATION" },
  2691. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "albedo", "ALBEDO" },
  2692. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "backlight", "BACKLIGHT" },
  2693. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "diffuse", "DIFFUSE_LIGHT" },
  2694. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "specular", "SPECULAR_LIGHT" },
  2695. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
  2696. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "metallic", "METALLIC" },
  2697. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_matrix", "MODEL_MATRIX" },
  2698. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "view_matrix", "VIEW_MATRIX" },
  2699. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_view_matrix", "INV_VIEW_MATRIX" },
  2700. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection_matrix", "PROJECTION_MATRIX" },
  2701. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection_matrix", "INV_PROJECTION_MATRIX" },
  2702. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2703. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "exposure", "EXPOSURE" },
  2704. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "VIEWPORT_SIZE" },
  2705. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
  2706. // Canvas Item
  2707. // Canvas Item, Vertex
  2708. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "vertex", "VERTEX" },
  2709. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2710. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  2711. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" },
  2712. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "texture_pixel_size", "TEXTURE_PIXEL_SIZE" },
  2713. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_matrix", "MODEL_MATRIX" },
  2714. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "canvas_matrix", "CANVAS_MATRIX" },
  2715. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "screen_matrix", "SCREEN_MATRIX" },
  2716. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2717. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_light_pass", "AT_LIGHT_PASS" },
  2718. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom0", "CUSTOM0" },
  2719. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom1", "CUSTOM1" },
  2720. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "instance_custom", "INSTANCE_CUSTOM" },
  2721. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "instance_id", "INSTANCE_ID" },
  2722. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "vertex_id", "VERTEX_ID" },
  2723. // Canvas Item, Fragment
  2724. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
  2725. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2726. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  2727. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
  2728. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "texture_pixel_size", "TEXTURE_PIXEL_SIZE" },
  2729. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_pixel_size", "SCREEN_PIXEL_SIZE" },
  2730. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "point_coord", "POINT_COORD" },
  2731. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2732. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_light_pass", "AT_LIGHT_PASS" },
  2733. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "texture", "TEXTURE" },
  2734. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "normal_texture", "NORMAL_TEXTURE" },
  2735. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "specular_shininess", "SPECULAR_SHININESS" },
  2736. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "specular_shininess_texture", "SPECULAR_SHININESS_TEXTURE" },
  2737. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "vertex", "VERTEX" },
  2738. // Canvas Item, Light
  2739. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
  2740. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2741. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
  2742. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  2743. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "light", "LIGHT" },
  2744. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "light_color", "LIGHT_COLOR" },
  2745. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_position", "LIGHT_POSITION" },
  2746. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_direction", "LIGHT_DIRECTION" },
  2747. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_BOOLEAN, "light_is_directional", "LIGHT_IS_DIRECTIONAL" },
  2748. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_energy", "LIGHT_ENERGY" },
  2749. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_vertex", "LIGHT_VERTEX" },
  2750. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "shadow", "SHADOW_MODULATE" },
  2751. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
  2752. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "texture_pixel_size", "TEXTURE_PIXEL_SIZE" },
  2753. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "point_coord", "POINT_COORD" },
  2754. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2755. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SAMPLER, "texture", "TEXTURE" },
  2756. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "specular_shininess", "SPECULAR_SHININESS" },
  2757. // Particles, Start
  2758. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
  2759. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  2760. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
  2761. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
  2762. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
  2763. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom", "CUSTOM" },
  2764. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  2765. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
  2766. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
  2767. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "index", "INDEX" },
  2768. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "number", "NUMBER" },
  2769. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "random_seed", "RANDOM_SEED" },
  2770. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
  2771. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2772. // Particles, Start (Custom)
  2773. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
  2774. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  2775. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
  2776. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
  2777. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
  2778. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom", "CUSTOM" },
  2779. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  2780. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
  2781. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
  2782. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "index", "INDEX" },
  2783. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "number", "NUMBER" },
  2784. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "random_seed", "RANDOM_SEED" },
  2785. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
  2786. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2787. // Particles, Process
  2788. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
  2789. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  2790. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
  2791. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
  2792. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
  2793. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom", "CUSTOM" },
  2794. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  2795. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
  2796. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
  2797. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "index", "INDEX" },
  2798. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "number", "NUMBER" },
  2799. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "random_seed", "RANDOM_SEED" },
  2800. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
  2801. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2802. // Particles, Process (Custom)
  2803. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
  2804. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  2805. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
  2806. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
  2807. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
  2808. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom", "CUSTOM" },
  2809. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  2810. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
  2811. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
  2812. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "index", "INDEX" },
  2813. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "number", "NUMBER" },
  2814. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "random_seed", "RANDOM_SEED" },
  2815. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
  2816. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2817. // Particles, Collide
  2818. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
  2819. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "collision_depth", "COLLISION_DEPTH" },
  2820. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_3D, "collision_normal", "COLLISION_NORMAL" },
  2821. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  2822. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
  2823. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
  2824. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
  2825. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom", "CUSTOM" },
  2826. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  2827. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
  2828. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
  2829. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "index", "INDEX" },
  2830. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "number", "NUMBER" },
  2831. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "random_seed", "RANDOM_SEED" },
  2832. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
  2833. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2834. // Sky, Sky
  2835. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_cubemap_pass", "AT_CUBEMAP_PASS" },
  2836. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_half_res_pass", "AT_HALF_RES_PASS" },
  2837. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_quarter_res_pass", "AT_QUARTER_RES_PASS" },
  2838. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "eyedir", "EYEDIR" },
  2839. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_4D, "half_res_color", "HALF_RES_COLOR" },
  2840. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light0_color", "LIGHT0_COLOR" },
  2841. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light0_direction", "LIGHT0_DIRECTION" },
  2842. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "light0_enabled", "LIGHT0_ENABLED" },
  2843. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "light0_energy", "LIGHT0_ENERGY" },
  2844. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light1_color", "LIGHT1_COLOR" },
  2845. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light1_direction", "LIGHT1_DIRECTION" },
  2846. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "light1_enabled", "LIGHT1_ENABLED" },
  2847. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "light1_energy", "LIGHT1_ENERGY" },
  2848. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light2_color", "LIGHT2_COLOR" },
  2849. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light2_direction", "LIGHT2_DIRECTION" },
  2850. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "light2_enabled", "LIGHT2_ENABLED" },
  2851. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "light2_energy", "LIGHT2_ENERGY" },
  2852. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light3_color", "LIGHT3_COLOR" },
  2853. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light3_direction", "LIGHT3_DIRECTION" },
  2854. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "light3_enabled", "LIGHT3_ENABLED" },
  2855. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "light3_energy", "LIGHT3_ENERGY" },
  2856. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "position", "POSITION" },
  2857. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_4D, "quarter_res_color", "QUARTER_RES_COLOR" },
  2858. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SAMPLER, "radiance", "RADIANCE" },
  2859. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
  2860. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
  2861. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_2D, "sky_coords", "SKY_COORDS" },
  2862. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2863. // Fog, Fog
  2864. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "world_position", "WORLD_POSITION" },
  2865. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "object_position", "OBJECT_POSITION" },
  2866. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "uvw", "UVW" },
  2867. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "size", "SIZE" },
  2868. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_SCALAR, "sdf", "SDF" },
  2869. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2870. { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, nullptr, nullptr },
  2871. };
  2872. const VisualShaderNodeInput::Port VisualShaderNodeInput::preview_ports[] = {
  2873. // Spatial, Vertex
  2874. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "vec3(0.0, 0.0, 1.0)" },
  2875. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent", "vec3(0.0, 1.0, 0.0)" },
  2876. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "vec3(1.0, 0.0, 0.0)" },
  2877. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2878. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV" },
  2879. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec4(1.0)" },
  2880. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "vec2(1.0)" },
  2881. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2882. // Spatial, Fragment
  2883. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
  2884. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "vec3(0.0, 0.0, 1.0)" },
  2885. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent", "vec3(0.0, 1.0, 0.0)" },
  2886. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "vec3(1.0, 0.0, 0.0)" },
  2887. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2888. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV" },
  2889. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec4(1.0)" },
  2890. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "UV" },
  2891. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "vec2(1.0)" },
  2892. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2893. // Spatial, Light
  2894. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
  2895. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "vec3(0.0, 0.0, 1.0)" },
  2896. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2897. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV" },
  2898. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "vec2(1.0)" },
  2899. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2900. // Canvas Item, Vertex
  2901. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "vertex", "VERTEX" },
  2902. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2903. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec4(1.0)" },
  2904. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2905. // Canvas Item, Fragment
  2906. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
  2907. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2908. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec4(1.0)" },
  2909. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "UV" },
  2910. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2911. // Canvas Item, Light
  2912. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
  2913. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2914. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "vec3(0.0, 0.0, 1.0)" },
  2915. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec4(1.0)" },
  2916. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "UV" },
  2917. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2918. // Particles
  2919. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2920. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2921. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2922. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2923. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2924. // Sky
  2925. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "UV" },
  2926. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2927. // Fog
  2928. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2929. { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, nullptr, nullptr },
  2930. };
  2931. int VisualShaderNodeInput::get_input_port_count() const {
  2932. return 0;
  2933. }
  2934. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_port_type(int p_port) const {
  2935. return PORT_TYPE_SCALAR;
  2936. }
  2937. String VisualShaderNodeInput::get_input_port_name(int p_port) const {
  2938. return "";
  2939. }
  2940. int VisualShaderNodeInput::get_output_port_count() const {
  2941. return 1;
  2942. }
  2943. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_output_port_type(int p_port) const {
  2944. return p_port == 0 ? get_input_type_by_name(input_name) : PORT_TYPE_SCALAR;
  2945. }
  2946. String VisualShaderNodeInput::get_output_port_name(int p_port) const {
  2947. return "";
  2948. }
  2949. String VisualShaderNodeInput::get_caption() const {
  2950. return "Input";
  2951. }
  2952. bool VisualShaderNodeInput::is_output_port_expandable(int p_port) const {
  2953. if (p_port == 0) {
  2954. switch (get_input_type_by_name(input_name)) {
  2955. case PORT_TYPE_VECTOR_2D:
  2956. return true;
  2957. case PORT_TYPE_VECTOR_3D:
  2958. return true;
  2959. case PORT_TYPE_VECTOR_4D:
  2960. return true;
  2961. default:
  2962. return false;
  2963. }
  2964. }
  2965. return false;
  2966. }
  2967. 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 {
  2968. if (get_output_port_type(0) == PORT_TYPE_SAMPLER) {
  2969. return "";
  2970. }
  2971. if (p_for_preview) {
  2972. int idx = 0;
  2973. String code;
  2974. while (preview_ports[idx].mode != Shader::MODE_MAX) {
  2975. if (preview_ports[idx].mode == shader_mode && preview_ports[idx].shader_type == shader_type && preview_ports[idx].name == input_name) {
  2976. code = " " + p_output_vars[0] + " = " + preview_ports[idx].string + ";\n";
  2977. break;
  2978. }
  2979. idx++;
  2980. }
  2981. if (code.is_empty()) {
  2982. switch (get_output_port_type(0)) {
  2983. case PORT_TYPE_SCALAR: {
  2984. code = " " + p_output_vars[0] + " = 0.0;\n";
  2985. } break;
  2986. case PORT_TYPE_SCALAR_INT: {
  2987. code = " " + p_output_vars[0] + " = 0;\n";
  2988. } break;
  2989. case PORT_TYPE_VECTOR_2D: {
  2990. code = " " + p_output_vars[0] + " = vec2(0.0);\n";
  2991. } break;
  2992. case PORT_TYPE_VECTOR_3D: {
  2993. code = " " + p_output_vars[0] + " = vec3(0.0);\n";
  2994. } break;
  2995. case PORT_TYPE_VECTOR_4D: {
  2996. code = " " + p_output_vars[0] + " = vec4(0.0);\n";
  2997. } break;
  2998. case PORT_TYPE_BOOLEAN: {
  2999. code = " " + p_output_vars[0] + " = false;\n";
  3000. } break;
  3001. default:
  3002. break;
  3003. }
  3004. }
  3005. return code;
  3006. } else {
  3007. int idx = 0;
  3008. String code;
  3009. while (ports[idx].mode != Shader::MODE_MAX) {
  3010. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == input_name) {
  3011. code = " " + p_output_vars[0] + " = " + ports[idx].string + ";\n";
  3012. break;
  3013. }
  3014. idx++;
  3015. }
  3016. if (code.is_empty()) {
  3017. code = " " + p_output_vars[0] + " = 0.0;\n"; //default (none found) is scalar
  3018. }
  3019. return code;
  3020. }
  3021. }
  3022. void VisualShaderNodeInput::set_input_name(String p_name) {
  3023. PortType prev_type = get_input_type_by_name(input_name);
  3024. input_name = p_name;
  3025. emit_changed();
  3026. if (get_input_type_by_name(input_name) != prev_type) {
  3027. emit_signal(SNAME("input_type_changed"));
  3028. }
  3029. }
  3030. String VisualShaderNodeInput::get_input_name() const {
  3031. return input_name;
  3032. }
  3033. String VisualShaderNodeInput::get_input_real_name() const {
  3034. int idx = 0;
  3035. while (ports[idx].mode != Shader::MODE_MAX) {
  3036. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == input_name) {
  3037. return String(ports[idx].string);
  3038. }
  3039. idx++;
  3040. }
  3041. return "";
  3042. }
  3043. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_type_by_name(String p_name) const {
  3044. int idx = 0;
  3045. while (ports[idx].mode != Shader::MODE_MAX) {
  3046. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == p_name) {
  3047. return ports[idx].type;
  3048. }
  3049. idx++;
  3050. }
  3051. return PORT_TYPE_SCALAR;
  3052. }
  3053. int VisualShaderNodeInput::get_input_index_count() const {
  3054. int idx = 0;
  3055. int count = 0;
  3056. while (ports[idx].mode != Shader::MODE_MAX) {
  3057. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  3058. count++;
  3059. }
  3060. idx++;
  3061. }
  3062. return count;
  3063. }
  3064. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_index_type(int p_index) const {
  3065. int idx = 0;
  3066. int count = 0;
  3067. while (ports[idx].mode != Shader::MODE_MAX) {
  3068. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  3069. if (count == p_index) {
  3070. return ports[idx].type;
  3071. }
  3072. count++;
  3073. }
  3074. idx++;
  3075. }
  3076. return PORT_TYPE_SCALAR;
  3077. }
  3078. String VisualShaderNodeInput::get_input_index_name(int p_index) const {
  3079. int idx = 0;
  3080. int count = 0;
  3081. while (ports[idx].mode != Shader::MODE_MAX) {
  3082. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  3083. if (count == p_index) {
  3084. return ports[idx].name;
  3085. }
  3086. count++;
  3087. }
  3088. idx++;
  3089. }
  3090. return "";
  3091. }
  3092. void VisualShaderNodeInput::_validate_property(PropertyInfo &p_property) const {
  3093. if (p_property.name == "input_name") {
  3094. String port_list;
  3095. int idx = 0;
  3096. while (ports[idx].mode != Shader::MODE_MAX) {
  3097. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  3098. if (!port_list.is_empty()) {
  3099. port_list += ",";
  3100. }
  3101. port_list += ports[idx].name;
  3102. }
  3103. idx++;
  3104. }
  3105. if (port_list.is_empty()) {
  3106. port_list = RTR("None");
  3107. }
  3108. p_property.hint_string = port_list;
  3109. }
  3110. }
  3111. Vector<StringName> VisualShaderNodeInput::get_editable_properties() const {
  3112. Vector<StringName> props;
  3113. props.push_back("input_name");
  3114. return props;
  3115. }
  3116. void VisualShaderNodeInput::set_shader_type(VisualShader::Type p_shader_type) {
  3117. shader_type = p_shader_type;
  3118. }
  3119. void VisualShaderNodeInput::set_shader_mode(Shader::Mode p_shader_mode) {
  3120. shader_mode = p_shader_mode;
  3121. }
  3122. void VisualShaderNodeInput::_bind_methods() {
  3123. ClassDB::bind_method(D_METHOD("set_input_name", "name"), &VisualShaderNodeInput::set_input_name);
  3124. ClassDB::bind_method(D_METHOD("get_input_name"), &VisualShaderNodeInput::get_input_name);
  3125. ClassDB::bind_method(D_METHOD("get_input_real_name"), &VisualShaderNodeInput::get_input_real_name);
  3126. ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "input_name", PROPERTY_HINT_ENUM, ""), "set_input_name", "get_input_name");
  3127. ADD_SIGNAL(MethodInfo("input_type_changed"));
  3128. }
  3129. VisualShaderNodeInput::VisualShaderNodeInput() {
  3130. }
  3131. ////////////// ParameterRef
  3132. RBMap<RID, List<VisualShaderNodeParameterRef::Parameter>> parameters;
  3133. void VisualShaderNodeParameterRef::add_parameter(RID p_shader_rid, const String &p_name, ParameterType p_type) {
  3134. parameters[p_shader_rid].push_back({ p_name, p_type });
  3135. }
  3136. void VisualShaderNodeParameterRef::clear_parameters(RID p_shader_rid) {
  3137. parameters[p_shader_rid].clear();
  3138. }
  3139. bool VisualShaderNodeParameterRef::has_parameter(RID p_shader_rid, const String &p_name) {
  3140. for (const VisualShaderNodeParameterRef::Parameter &E : parameters[p_shader_rid]) {
  3141. if (E.name == p_name) {
  3142. return true;
  3143. }
  3144. }
  3145. return false;
  3146. }
  3147. String VisualShaderNodeParameterRef::get_caption() const {
  3148. return "ParameterRef";
  3149. }
  3150. int VisualShaderNodeParameterRef::get_input_port_count() const {
  3151. return 0;
  3152. }
  3153. VisualShaderNodeParameterRef::PortType VisualShaderNodeParameterRef::get_input_port_type(int p_port) const {
  3154. return PortType::PORT_TYPE_SCALAR;
  3155. }
  3156. String VisualShaderNodeParameterRef::get_input_port_name(int p_port) const {
  3157. return "";
  3158. }
  3159. int VisualShaderNodeParameterRef::get_output_port_count() const {
  3160. switch (param_type) {
  3161. case PARAMETER_TYPE_FLOAT:
  3162. return 1;
  3163. case PARAMETER_TYPE_INT:
  3164. return 1;
  3165. case PARAMETER_TYPE_UINT:
  3166. return 1;
  3167. case PARAMETER_TYPE_BOOLEAN:
  3168. return 1;
  3169. case PARAMETER_TYPE_VECTOR2:
  3170. return 1;
  3171. case PARAMETER_TYPE_VECTOR3:
  3172. return 1;
  3173. case PARAMETER_TYPE_VECTOR4:
  3174. return 1;
  3175. case PARAMETER_TYPE_TRANSFORM:
  3176. return 1;
  3177. case PARAMETER_TYPE_COLOR:
  3178. return 2;
  3179. case UNIFORM_TYPE_SAMPLER:
  3180. return 1;
  3181. default:
  3182. break;
  3183. }
  3184. return 1;
  3185. }
  3186. VisualShaderNodeParameterRef::PortType VisualShaderNodeParameterRef::get_output_port_type(int p_port) const {
  3187. switch (param_type) {
  3188. case PARAMETER_TYPE_FLOAT:
  3189. return PortType::PORT_TYPE_SCALAR;
  3190. case PARAMETER_TYPE_INT:
  3191. return PortType::PORT_TYPE_SCALAR_INT;
  3192. case PARAMETER_TYPE_UINT:
  3193. return PortType::PORT_TYPE_SCALAR_UINT;
  3194. case PARAMETER_TYPE_BOOLEAN:
  3195. return PortType::PORT_TYPE_BOOLEAN;
  3196. case PARAMETER_TYPE_VECTOR2:
  3197. return PortType::PORT_TYPE_VECTOR_2D;
  3198. case PARAMETER_TYPE_VECTOR3:
  3199. return PortType::PORT_TYPE_VECTOR_3D;
  3200. case PARAMETER_TYPE_VECTOR4:
  3201. return PortType::PORT_TYPE_VECTOR_4D;
  3202. case PARAMETER_TYPE_TRANSFORM:
  3203. return PortType::PORT_TYPE_TRANSFORM;
  3204. case PARAMETER_TYPE_COLOR:
  3205. if (p_port == 0) {
  3206. return PortType::PORT_TYPE_VECTOR_3D;
  3207. } else if (p_port == 1) {
  3208. return PORT_TYPE_SCALAR;
  3209. }
  3210. break;
  3211. case UNIFORM_TYPE_SAMPLER:
  3212. return PortType::PORT_TYPE_SAMPLER;
  3213. default:
  3214. break;
  3215. }
  3216. return PORT_TYPE_SCALAR;
  3217. }
  3218. String VisualShaderNodeParameterRef::get_output_port_name(int p_port) const {
  3219. switch (param_type) {
  3220. case PARAMETER_TYPE_FLOAT:
  3221. return "";
  3222. case PARAMETER_TYPE_INT:
  3223. return "";
  3224. case PARAMETER_TYPE_UINT:
  3225. return "";
  3226. case PARAMETER_TYPE_BOOLEAN:
  3227. return "";
  3228. case PARAMETER_TYPE_VECTOR2:
  3229. return "";
  3230. case PARAMETER_TYPE_VECTOR3:
  3231. return "";
  3232. case PARAMETER_TYPE_VECTOR4:
  3233. return "";
  3234. case PARAMETER_TYPE_TRANSFORM:
  3235. return "";
  3236. case PARAMETER_TYPE_COLOR:
  3237. if (p_port == 0) {
  3238. return "rgb";
  3239. } else if (p_port == 1) {
  3240. return "alpha";
  3241. }
  3242. break;
  3243. case UNIFORM_TYPE_SAMPLER:
  3244. return "";
  3245. break;
  3246. default:
  3247. break;
  3248. }
  3249. return "";
  3250. }
  3251. bool VisualShaderNodeParameterRef::is_shader_valid() const {
  3252. return shader_rid.is_valid();
  3253. }
  3254. void VisualShaderNodeParameterRef::set_shader_rid(const RID &p_shader_rid) {
  3255. shader_rid = p_shader_rid;
  3256. }
  3257. void VisualShaderNodeParameterRef::set_parameter_name(const String &p_name) {
  3258. parameter_name = p_name;
  3259. if (shader_rid.is_valid()) {
  3260. update_parameter_type();
  3261. }
  3262. emit_changed();
  3263. }
  3264. void VisualShaderNodeParameterRef::update_parameter_type() {
  3265. if (parameter_name != "[None]") {
  3266. param_type = get_parameter_type_by_name(parameter_name);
  3267. } else {
  3268. param_type = PARAMETER_TYPE_FLOAT;
  3269. }
  3270. }
  3271. String VisualShaderNodeParameterRef::get_parameter_name() const {
  3272. return parameter_name;
  3273. }
  3274. int VisualShaderNodeParameterRef::get_parameters_count() const {
  3275. ERR_FAIL_COND_V(!shader_rid.is_valid(), 0);
  3276. return parameters[shader_rid].size();
  3277. }
  3278. String VisualShaderNodeParameterRef::get_parameter_name_by_index(int p_idx) const {
  3279. ERR_FAIL_COND_V(!shader_rid.is_valid(), String());
  3280. if (p_idx >= 0 && p_idx < parameters[shader_rid].size()) {
  3281. return parameters[shader_rid].get(p_idx).name;
  3282. }
  3283. return "";
  3284. }
  3285. VisualShaderNodeParameterRef::ParameterType VisualShaderNodeParameterRef::get_parameter_type_by_name(const String &p_name) const {
  3286. ERR_FAIL_COND_V(!shader_rid.is_valid(), PARAMETER_TYPE_FLOAT);
  3287. for (const VisualShaderNodeParameterRef::Parameter &parameter : parameters[shader_rid]) {
  3288. if (parameter.name == p_name) {
  3289. return parameter.type;
  3290. }
  3291. }
  3292. return PARAMETER_TYPE_FLOAT;
  3293. }
  3294. VisualShaderNodeParameterRef::ParameterType VisualShaderNodeParameterRef::get_parameter_type_by_index(int p_idx) const {
  3295. ERR_FAIL_COND_V(!shader_rid.is_valid(), PARAMETER_TYPE_FLOAT);
  3296. if (p_idx >= 0 && p_idx < parameters[shader_rid].size()) {
  3297. return parameters[shader_rid].get(p_idx).type;
  3298. }
  3299. return PARAMETER_TYPE_FLOAT;
  3300. }
  3301. VisualShaderNodeParameterRef::PortType VisualShaderNodeParameterRef::get_port_type_by_index(int p_idx) const {
  3302. ERR_FAIL_COND_V(!shader_rid.is_valid(), PORT_TYPE_SCALAR);
  3303. if (p_idx >= 0 && p_idx < parameters[shader_rid].size()) {
  3304. switch (parameters[shader_rid].get(p_idx).type) {
  3305. case PARAMETER_TYPE_FLOAT:
  3306. return PORT_TYPE_SCALAR;
  3307. case PARAMETER_TYPE_INT:
  3308. return PORT_TYPE_SCALAR_INT;
  3309. case PARAMETER_TYPE_UINT:
  3310. return PORT_TYPE_SCALAR_UINT;
  3311. case UNIFORM_TYPE_SAMPLER:
  3312. return PORT_TYPE_SAMPLER;
  3313. case PARAMETER_TYPE_VECTOR2:
  3314. return PORT_TYPE_VECTOR_2D;
  3315. case PARAMETER_TYPE_VECTOR3:
  3316. return PORT_TYPE_VECTOR_3D;
  3317. case PARAMETER_TYPE_VECTOR4:
  3318. return PORT_TYPE_VECTOR_4D;
  3319. case PARAMETER_TYPE_TRANSFORM:
  3320. return PORT_TYPE_TRANSFORM;
  3321. case PARAMETER_TYPE_COLOR:
  3322. return PORT_TYPE_VECTOR_3D;
  3323. default:
  3324. break;
  3325. }
  3326. }
  3327. return PORT_TYPE_SCALAR;
  3328. }
  3329. String VisualShaderNodeParameterRef::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 {
  3330. switch (param_type) {
  3331. case PARAMETER_TYPE_FLOAT:
  3332. if (parameter_name == "[None]") {
  3333. return " " + p_output_vars[0] + " = 0.0;\n";
  3334. }
  3335. break;
  3336. case PARAMETER_TYPE_COLOR: {
  3337. String code = " " + p_output_vars[0] + " = " + get_parameter_name() + ".rgb;\n";
  3338. code += " " + p_output_vars[1] + " = " + get_parameter_name() + ".a;\n";
  3339. return code;
  3340. } break;
  3341. case UNIFORM_TYPE_SAMPLER:
  3342. return String();
  3343. default:
  3344. break;
  3345. }
  3346. return " " + p_output_vars[0] + " = " + get_parameter_name() + ";\n";
  3347. }
  3348. void VisualShaderNodeParameterRef::_set_parameter_type(int p_type) {
  3349. param_type = (ParameterType)p_type;
  3350. }
  3351. int VisualShaderNodeParameterRef::_get_parameter_type() const {
  3352. return (int)param_type;
  3353. }
  3354. void VisualShaderNodeParameterRef::_bind_methods() {
  3355. ClassDB::bind_method(D_METHOD("set_parameter_name", "name"), &VisualShaderNodeParameterRef::set_parameter_name);
  3356. ClassDB::bind_method(D_METHOD("get_parameter_name"), &VisualShaderNodeParameterRef::get_parameter_name);
  3357. ClassDB::bind_method(D_METHOD("_set_parameter_type", "type"), &VisualShaderNodeParameterRef::_set_parameter_type);
  3358. ClassDB::bind_method(D_METHOD("_get_parameter_type"), &VisualShaderNodeParameterRef::_get_parameter_type);
  3359. ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "parameter_name", PROPERTY_HINT_ENUM, ""), "set_parameter_name", "get_parameter_name");
  3360. ADD_PROPERTY(PropertyInfo(Variant::INT, "param_type", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "_set_parameter_type", "_get_parameter_type");
  3361. }
  3362. Vector<StringName> VisualShaderNodeParameterRef::get_editable_properties() const {
  3363. Vector<StringName> props;
  3364. props.push_back("parameter_name");
  3365. props.push_back("param_type");
  3366. return props;
  3367. }
  3368. VisualShaderNodeParameterRef::VisualShaderNodeParameterRef() {
  3369. }
  3370. ////////////////////////////////////////////
  3371. const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = {
  3372. ////////////////////////////////////////////////////////////////////////
  3373. // Node3D.
  3374. ////////////////////////////////////////////////////////////////////////
  3375. // Node3D, Vertex.
  3376. ////////////////////////////////////////////////////////////////////////
  3377. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Vertex", "VERTEX" },
  3378. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Normal", "NORMAL" },
  3379. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Tangent", "TANGENT" },
  3380. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Binormal", "BINORMAL" },
  3381. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "UV", "UV" },
  3382. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "UV2", "UV2" },
  3383. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Color", "COLOR.rgb" },
  3384. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha", "COLOR.a" },
  3385. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "Roughness", "ROUGHNESS" },
  3386. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "Point Size", "POINT_SIZE" },
  3387. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "Model View Matrix", "MODELVIEW_MATRIX" },
  3388. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "Projection Matrix", "PROJECTION_MATRIX" },
  3389. ////////////////////////////////////////////////////////////////////////
  3390. // Node3D, Fragment.
  3391. ////////////////////////////////////////////////////////////////////////
  3392. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Albedo", "ALBEDO" },
  3393. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha", "ALPHA" },
  3394. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Metallic", "METALLIC" },
  3395. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Roughness", "ROUGHNESS" },
  3396. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Specular", "SPECULAR" },
  3397. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Emission", "EMISSION" },
  3398. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "AO", "AO" },
  3399. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "AO Light Affect", "AO_LIGHT_AFFECT" },
  3400. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Normal", "NORMAL" },
  3401. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Normal Map", "NORMAL_MAP" },
  3402. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Normal Map Depth", "NORMAL_MAP_DEPTH" },
  3403. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Rim", "RIM" },
  3404. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Rim Tint", "RIM_TINT" },
  3405. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Clearcoat", "CLEARCOAT" },
  3406. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Clearcoat Roughness", "CLEARCOAT_ROUGHNESS" },
  3407. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Anisotropy", "ANISOTROPY" },
  3408. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "Anisotropy Flow", "ANISOTROPY_FLOW" },
  3409. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Subsurf Scatter", "SSS_STRENGTH" },
  3410. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Backlight", "BACKLIGHT" },
  3411. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha Scissor Threshold", "ALPHA_SCISSOR_THRESHOLD" },
  3412. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha Hash Scale", "ALPHA_HASH_SCALE" },
  3413. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha AA Edge", "ALPHA_ANTIALIASING_EDGE" },
  3414. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "Alpha UV", "ALPHA_TEXTURE_COORDINATE" },
  3415. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Depth", "DEPTH" },
  3416. ////////////////////////////////////////////////////////////////////////
  3417. // Node3D, Light.
  3418. ////////////////////////////////////////////////////////////////////////
  3419. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Diffuse", "DIFFUSE_LIGHT" },
  3420. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Specular", "SPECULAR_LIGHT" },
  3421. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha", "ALPHA" },
  3422. ////////////////////////////////////////////////////////////////////////
  3423. // Canvas Item.
  3424. ////////////////////////////////////////////////////////////////////////
  3425. // Canvas Item, Vertex.
  3426. ////////////////////////////////////////////////////////////////////////
  3427. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "Vertex", "VERTEX" },
  3428. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "UV", "UV" },
  3429. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Color", "COLOR.rgb" },
  3430. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha", "COLOR.a" },
  3431. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "Point Size", "POINT_SIZE" },
  3432. ////////////////////////////////////////////////////////////////////////
  3433. // Canvas Item, Fragment.
  3434. ////////////////////////////////////////////////////////////////////////
  3435. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Color", "COLOR.rgb" },
  3436. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha", "COLOR.a" },
  3437. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Normal", "NORMAL" },
  3438. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Normal Map", "NORMAL_MAP" },
  3439. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Normal Map Depth", "NORMAL_MAP_DEPTH" },
  3440. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Light Vertex", "LIGHT_VERTEX" },
  3441. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "Shadow Vertex", "SHADOW_VERTEX" },
  3442. ////////////////////////////////////////////////////////////////////////
  3443. // Canvas Item, Light.
  3444. ////////////////////////////////////////////////////////////////////////
  3445. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Light", "LIGHT.rgb" },
  3446. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "Light Alpha", "LIGHT.a" },
  3447. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Shadow Modulate", "SHADOW_MODULATE.rgb" },
  3448. ////////////////////////////////////////////////////////////////////////
  3449. // Sky, Sky.
  3450. ////////////////////////////////////////////////////////////////////////
  3451. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Color", "COLOR" },
  3452. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha", "ALPHA" },
  3453. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Fog", "FOG.rgb" },
  3454. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "Fog Alpha", "FOG.a" },
  3455. ////////////////////////////////////////////////////////////////////////
  3456. // Fog, Fog.
  3457. ////////////////////////////////////////////////////////////////////////
  3458. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_SCALAR, "Density", "DENSITY" },
  3459. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Albedo", "ALBEDO" },
  3460. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Emission", "EMISSION" },
  3461. ////////////////////////////////////////////////////////////////////////
  3462. { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, nullptr, nullptr },
  3463. };
  3464. int VisualShaderNodeOutput::get_input_port_count() const {
  3465. int idx = 0;
  3466. int count = 0;
  3467. while (ports[idx].mode != Shader::MODE_MAX) {
  3468. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  3469. count++;
  3470. }
  3471. idx++;
  3472. }
  3473. return count;
  3474. }
  3475. VisualShaderNodeOutput::PortType VisualShaderNodeOutput::get_input_port_type(int p_port) const {
  3476. int idx = 0;
  3477. int count = 0;
  3478. while (ports[idx].mode != Shader::MODE_MAX) {
  3479. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  3480. if (count == p_port) {
  3481. return ports[idx].type;
  3482. }
  3483. count++;
  3484. }
  3485. idx++;
  3486. }
  3487. return PORT_TYPE_SCALAR;
  3488. }
  3489. String VisualShaderNodeOutput::get_input_port_name(int p_port) const {
  3490. int idx = 0;
  3491. int count = 0;
  3492. while (ports[idx].mode != Shader::MODE_MAX) {
  3493. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  3494. if (count == p_port) {
  3495. return String(ports[idx].name);
  3496. }
  3497. count++;
  3498. }
  3499. idx++;
  3500. }
  3501. return String();
  3502. }
  3503. Variant VisualShaderNodeOutput::get_input_port_default_value(int p_port) const {
  3504. return Variant();
  3505. }
  3506. int VisualShaderNodeOutput::get_output_port_count() const {
  3507. return 0;
  3508. }
  3509. VisualShaderNodeOutput::PortType VisualShaderNodeOutput::get_output_port_type(int p_port) const {
  3510. return PORT_TYPE_SCALAR;
  3511. }
  3512. String VisualShaderNodeOutput::get_output_port_name(int p_port) const {
  3513. return String();
  3514. }
  3515. bool VisualShaderNodeOutput::is_port_separator(int p_index) const {
  3516. if (shader_mode == Shader::MODE_SPATIAL && shader_type == VisualShader::TYPE_VERTEX) {
  3517. String port_name = get_input_port_name(p_index);
  3518. return bool(port_name == "Model View Matrix");
  3519. }
  3520. if (shader_mode == Shader::MODE_SPATIAL && shader_type == VisualShader::TYPE_FRAGMENT) {
  3521. String port_name = get_input_port_name(p_index);
  3522. return bool(port_name == "AO" || port_name == "Normal" || port_name == "Rim" || port_name == "Clearcoat" || port_name == "Anisotropy" || port_name == "Subsurf Scatter" || port_name == "Alpha Scissor Threshold" || port_name == "Depth");
  3523. }
  3524. return false;
  3525. }
  3526. String VisualShaderNodeOutput::get_caption() const {
  3527. return "Output";
  3528. }
  3529. 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 {
  3530. int idx = 0;
  3531. int count = 0;
  3532. String shader_code;
  3533. while (ports[idx].mode != Shader::MODE_MAX) {
  3534. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  3535. if (!p_input_vars[count].is_empty()) {
  3536. String s = ports[idx].string;
  3537. if (s.contains(":")) {
  3538. shader_code += " " + s.get_slicec(':', 0) + " = " + p_input_vars[count] + "." + s.get_slicec(':', 1) + ";\n";
  3539. } else {
  3540. shader_code += " " + s + " = " + p_input_vars[count] + ";\n";
  3541. }
  3542. }
  3543. count++;
  3544. }
  3545. idx++;
  3546. }
  3547. return shader_code;
  3548. }
  3549. VisualShaderNodeOutput::VisualShaderNodeOutput() {
  3550. }
  3551. ///////////////////////////
  3552. void VisualShaderNodeParameter::set_parameter_name(const String &p_name) {
  3553. parameter_name = p_name;
  3554. emit_signal(SNAME("name_changed"));
  3555. emit_changed();
  3556. }
  3557. String VisualShaderNodeParameter::get_parameter_name() const {
  3558. return parameter_name;
  3559. }
  3560. void VisualShaderNodeParameter::set_qualifier(VisualShaderNodeParameter::Qualifier p_qual) {
  3561. ERR_FAIL_INDEX(int(p_qual), int(QUAL_MAX));
  3562. if (qualifier == p_qual) {
  3563. return;
  3564. }
  3565. qualifier = p_qual;
  3566. emit_changed();
  3567. }
  3568. VisualShaderNodeParameter::Qualifier VisualShaderNodeParameter::get_qualifier() const {
  3569. return qualifier;
  3570. }
  3571. void VisualShaderNodeParameter::set_global_code_generated(bool p_enabled) {
  3572. global_code_generated = p_enabled;
  3573. }
  3574. bool VisualShaderNodeParameter::is_global_code_generated() const {
  3575. return global_code_generated;
  3576. }
  3577. #ifndef DISABLE_DEPRECATED
  3578. // Kept for compatibility from 3.x to 4.0.
  3579. bool VisualShaderNodeParameter::_set(const StringName &p_name, const Variant &p_value) {
  3580. if (p_name == "uniform_name") {
  3581. set_parameter_name(p_value);
  3582. return true;
  3583. }
  3584. return false;
  3585. }
  3586. #endif
  3587. void VisualShaderNodeParameter::_bind_methods() {
  3588. ClassDB::bind_method(D_METHOD("set_parameter_name", "name"), &VisualShaderNodeParameter::set_parameter_name);
  3589. ClassDB::bind_method(D_METHOD("get_parameter_name"), &VisualShaderNodeParameter::get_parameter_name);
  3590. ClassDB::bind_method(D_METHOD("set_qualifier", "qualifier"), &VisualShaderNodeParameter::set_qualifier);
  3591. ClassDB::bind_method(D_METHOD("get_qualifier"), &VisualShaderNodeParameter::get_qualifier);
  3592. ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "parameter_name"), "set_parameter_name", "get_parameter_name");
  3593. ADD_PROPERTY(PropertyInfo(Variant::INT, "qualifier", PROPERTY_HINT_ENUM, "None,Global,Instance"), "set_qualifier", "get_qualifier");
  3594. BIND_ENUM_CONSTANT(QUAL_NONE);
  3595. BIND_ENUM_CONSTANT(QUAL_GLOBAL);
  3596. BIND_ENUM_CONSTANT(QUAL_INSTANCE);
  3597. BIND_ENUM_CONSTANT(QUAL_MAX);
  3598. }
  3599. String VisualShaderNodeParameter::_get_qual_str() const {
  3600. if (is_qualifier_supported(qualifier)) {
  3601. switch (qualifier) {
  3602. case QUAL_NONE:
  3603. break;
  3604. case QUAL_GLOBAL:
  3605. return "global ";
  3606. case QUAL_INSTANCE:
  3607. return "instance ";
  3608. default:
  3609. break;
  3610. }
  3611. }
  3612. return String();
  3613. }
  3614. String VisualShaderNodeParameter::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  3615. List<String> keyword_list;
  3616. ShaderLanguage::get_keyword_list(&keyword_list);
  3617. if (keyword_list.find(parameter_name)) {
  3618. return RTR("Shader keywords cannot be used as parameter names.\nChoose another name.");
  3619. }
  3620. if (!is_qualifier_supported(qualifier)) {
  3621. String qualifier_str;
  3622. switch (qualifier) {
  3623. case QUAL_NONE:
  3624. break;
  3625. case QUAL_GLOBAL:
  3626. qualifier_str = "global";
  3627. break;
  3628. case QUAL_INSTANCE:
  3629. qualifier_str = "instance";
  3630. break;
  3631. default:
  3632. break;
  3633. }
  3634. return vformat(RTR("This parameter type does not support the '%s' qualifier."), qualifier_str);
  3635. } else if (qualifier == Qualifier::QUAL_GLOBAL) {
  3636. RS::GlobalShaderParameterType gvt = RS::get_singleton()->global_shader_parameter_get_type(parameter_name);
  3637. if (gvt == RS::GLOBAL_VAR_TYPE_MAX) {
  3638. return vformat(RTR("Global parameter '%s' does not exist.\nCreate it in the Project Settings."), parameter_name);
  3639. }
  3640. bool incompatible_type = false;
  3641. switch (gvt) {
  3642. case RS::GLOBAL_VAR_TYPE_FLOAT: {
  3643. if (!Object::cast_to<VisualShaderNodeFloatParameter>(this)) {
  3644. incompatible_type = true;
  3645. }
  3646. } break;
  3647. case RS::GLOBAL_VAR_TYPE_INT: {
  3648. if (!Object::cast_to<VisualShaderNodeIntParameter>(this)) {
  3649. incompatible_type = true;
  3650. }
  3651. } break;
  3652. case RS::GLOBAL_VAR_TYPE_BOOL: {
  3653. if (!Object::cast_to<VisualShaderNodeBooleanParameter>(this)) {
  3654. incompatible_type = true;
  3655. }
  3656. } break;
  3657. case RS::GLOBAL_VAR_TYPE_COLOR: {
  3658. if (!Object::cast_to<VisualShaderNodeColorParameter>(this)) {
  3659. incompatible_type = true;
  3660. }
  3661. } break;
  3662. case RS::GLOBAL_VAR_TYPE_VEC3: {
  3663. if (!Object::cast_to<VisualShaderNodeVec3Parameter>(this)) {
  3664. incompatible_type = true;
  3665. }
  3666. } break;
  3667. case RS::GLOBAL_VAR_TYPE_VEC4: {
  3668. if (!Object::cast_to<VisualShaderNodeVec4Parameter>(this)) {
  3669. incompatible_type = true;
  3670. }
  3671. } break;
  3672. case RS::GLOBAL_VAR_TYPE_TRANSFORM: {
  3673. if (!Object::cast_to<VisualShaderNodeTransformParameter>(this)) {
  3674. incompatible_type = true;
  3675. }
  3676. } break;
  3677. case RS::GLOBAL_VAR_TYPE_SAMPLER2D: {
  3678. if (!Object::cast_to<VisualShaderNodeTextureParameter>(this)) {
  3679. incompatible_type = true;
  3680. }
  3681. } break;
  3682. case RS::GLOBAL_VAR_TYPE_SAMPLER3D: {
  3683. if (!Object::cast_to<VisualShaderNodeTexture3DParameter>(this)) {
  3684. incompatible_type = true;
  3685. }
  3686. } break;
  3687. case RS::GLOBAL_VAR_TYPE_SAMPLER2DARRAY: {
  3688. if (!Object::cast_to<VisualShaderNodeTexture2DArrayParameter>(this)) {
  3689. incompatible_type = true;
  3690. }
  3691. } break;
  3692. case RS::GLOBAL_VAR_TYPE_SAMPLERCUBE: {
  3693. if (!Object::cast_to<VisualShaderNodeCubemapParameter>(this)) {
  3694. incompatible_type = true;
  3695. }
  3696. } break;
  3697. default:
  3698. break;
  3699. }
  3700. if (incompatible_type) {
  3701. return vformat(RTR("Global parameter '%s' has an incompatible type for this kind of node.\nChange it in the Project Settings."), parameter_name);
  3702. }
  3703. }
  3704. return String();
  3705. }
  3706. Vector<StringName> VisualShaderNodeParameter::get_editable_properties() const {
  3707. Vector<StringName> props;
  3708. props.push_back("qualifier");
  3709. return props;
  3710. }
  3711. VisualShaderNodeParameter::VisualShaderNodeParameter() {
  3712. }
  3713. ////////////// ResizeableBase
  3714. void VisualShaderNodeResizableBase::set_size(const Size2 &p_size) {
  3715. size = p_size;
  3716. }
  3717. Size2 VisualShaderNodeResizableBase::get_size() const {
  3718. return size;
  3719. }
  3720. void VisualShaderNodeResizableBase::set_allow_v_resize(bool p_enabled) {
  3721. allow_v_resize = p_enabled;
  3722. }
  3723. bool VisualShaderNodeResizableBase::is_allow_v_resize() const {
  3724. return allow_v_resize;
  3725. }
  3726. void VisualShaderNodeResizableBase::_bind_methods() {
  3727. ClassDB::bind_method(D_METHOD("set_size", "size"), &VisualShaderNodeResizableBase::set_size);
  3728. ClassDB::bind_method(D_METHOD("get_size"), &VisualShaderNodeResizableBase::get_size);
  3729. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "size"), "set_size", "get_size");
  3730. }
  3731. VisualShaderNodeResizableBase::VisualShaderNodeResizableBase() {
  3732. set_allow_v_resize(true);
  3733. }
  3734. ////////////// Frame
  3735. String VisualShaderNodeFrame::get_caption() const {
  3736. return title;
  3737. }
  3738. int VisualShaderNodeFrame::get_input_port_count() const {
  3739. return 0;
  3740. }
  3741. VisualShaderNodeFrame::PortType VisualShaderNodeFrame::get_input_port_type(int p_port) const {
  3742. return PortType::PORT_TYPE_SCALAR;
  3743. }
  3744. String VisualShaderNodeFrame::get_input_port_name(int p_port) const {
  3745. return String();
  3746. }
  3747. int VisualShaderNodeFrame::get_output_port_count() const {
  3748. return 0;
  3749. }
  3750. VisualShaderNodeFrame::PortType VisualShaderNodeFrame::get_output_port_type(int p_port) const {
  3751. return PortType::PORT_TYPE_SCALAR;
  3752. }
  3753. String VisualShaderNodeFrame::get_output_port_name(int p_port) const {
  3754. return String();
  3755. }
  3756. void VisualShaderNodeFrame::set_title(const String &p_title) {
  3757. title = p_title;
  3758. }
  3759. String VisualShaderNodeFrame::get_title() const {
  3760. return title;
  3761. }
  3762. void VisualShaderNodeFrame::set_tint_color_enabled(bool p_enabled) {
  3763. tint_color_enabled = p_enabled;
  3764. }
  3765. bool VisualShaderNodeFrame::is_tint_color_enabled() const {
  3766. return tint_color_enabled;
  3767. }
  3768. void VisualShaderNodeFrame::set_tint_color(const Color &p_color) {
  3769. tint_color = p_color;
  3770. }
  3771. Color VisualShaderNodeFrame::get_tint_color() const {
  3772. return tint_color;
  3773. }
  3774. void VisualShaderNodeFrame::set_autoshrink_enabled(bool p_enable) {
  3775. autoshrink = p_enable;
  3776. }
  3777. bool VisualShaderNodeFrame::is_autoshrink_enabled() const {
  3778. return autoshrink;
  3779. }
  3780. String VisualShaderNodeFrame::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 {
  3781. return String();
  3782. }
  3783. void VisualShaderNodeFrame::add_attached_node(int p_node) {
  3784. attached_nodes.insert(p_node);
  3785. }
  3786. void VisualShaderNodeFrame::remove_attached_node(int p_node) {
  3787. attached_nodes.erase(p_node);
  3788. }
  3789. void VisualShaderNodeFrame::set_attached_nodes(const PackedInt32Array &p_attached_nodes) {
  3790. attached_nodes.clear();
  3791. for (const int &node_id : p_attached_nodes) {
  3792. attached_nodes.insert(node_id);
  3793. }
  3794. }
  3795. PackedInt32Array VisualShaderNodeFrame::get_attached_nodes() const {
  3796. PackedInt32Array attached_nodes_arr;
  3797. for (const int &node_id : attached_nodes) {
  3798. attached_nodes_arr.push_back(node_id);
  3799. }
  3800. return attached_nodes_arr;
  3801. }
  3802. void VisualShaderNodeFrame::_bind_methods() {
  3803. ClassDB::bind_method(D_METHOD("set_title", "title"), &VisualShaderNodeFrame::set_title);
  3804. ClassDB::bind_method(D_METHOD("get_title"), &VisualShaderNodeFrame::get_title);
  3805. ClassDB::bind_method(D_METHOD("set_tint_color_enabled", "enable"), &VisualShaderNodeFrame::set_tint_color_enabled);
  3806. ClassDB::bind_method(D_METHOD("is_tint_color_enabled"), &VisualShaderNodeFrame::is_tint_color_enabled);
  3807. ClassDB::bind_method(D_METHOD("set_tint_color", "color"), &VisualShaderNodeFrame::set_tint_color);
  3808. ClassDB::bind_method(D_METHOD("get_tint_color"), &VisualShaderNodeFrame::get_tint_color);
  3809. ClassDB::bind_method(D_METHOD("set_autoshrink_enabled", "enable"), &VisualShaderNodeFrame::set_autoshrink_enabled);
  3810. ClassDB::bind_method(D_METHOD("is_autoshrink_enabled"), &VisualShaderNodeFrame::is_autoshrink_enabled);
  3811. ClassDB::bind_method(D_METHOD("add_attached_node", "node"), &VisualShaderNodeFrame::add_attached_node);
  3812. ClassDB::bind_method(D_METHOD("remove_attached_node", "node"), &VisualShaderNodeFrame::remove_attached_node);
  3813. ClassDB::bind_method(D_METHOD("set_attached_nodes", "attached_nodes"), &VisualShaderNodeFrame::set_attached_nodes);
  3814. ClassDB::bind_method(D_METHOD("get_attached_nodes"), &VisualShaderNodeFrame::get_attached_nodes);
  3815. ADD_PROPERTY(PropertyInfo(Variant::STRING, "title"), "set_title", "get_title");
  3816. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "tint_color_enabled"), "set_tint_color_enabled", "is_tint_color_enabled");
  3817. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "tint_color"), "set_tint_color", "get_tint_color");
  3818. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "autoshrink"), "set_autoshrink_enabled", "is_autoshrink_enabled");
  3819. ADD_PROPERTY(PropertyInfo(Variant::PACKED_INT32_ARRAY, "attached_nodes", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_attached_nodes", "get_attached_nodes");
  3820. }
  3821. VisualShaderNodeFrame::VisualShaderNodeFrame() {
  3822. }
  3823. ////////////// Comment (Deprecated)
  3824. #ifndef DISABLE_DEPRECATED
  3825. void VisualShaderNodeComment::_bind_methods() {
  3826. ClassDB::bind_method(D_METHOD("set_description", "description"), &VisualShaderNodeComment::set_description);
  3827. ClassDB::bind_method(D_METHOD("get_description"), &VisualShaderNodeComment::get_description);
  3828. ADD_PROPERTY(PropertyInfo(Variant::STRING, "description"), "set_description", "get_description");
  3829. }
  3830. void VisualShaderNodeComment::set_description(const String &p_description) {
  3831. description = p_description;
  3832. }
  3833. String VisualShaderNodeComment::get_description() const {
  3834. return description;
  3835. }
  3836. #endif
  3837. ////////////// GroupBase
  3838. void VisualShaderNodeGroupBase::set_inputs(const String &p_inputs) {
  3839. if (inputs == p_inputs) {
  3840. return;
  3841. }
  3842. clear_input_ports();
  3843. inputs = p_inputs;
  3844. Vector<String> input_strings = inputs.split(";", false);
  3845. int input_port_count = input_strings.size();
  3846. for (int i = 0; i < input_port_count; i++) {
  3847. Vector<String> arr = input_strings[i].split(",");
  3848. ERR_FAIL_COND(arr.size() != 3);
  3849. int port_idx = arr[0].to_int();
  3850. int port_type = arr[1].to_int();
  3851. String port_name = arr[2];
  3852. Port port;
  3853. port.type = (PortType)port_type;
  3854. port.name = port_name;
  3855. input_ports[port_idx] = port;
  3856. }
  3857. }
  3858. String VisualShaderNodeGroupBase::get_inputs() const {
  3859. return inputs;
  3860. }
  3861. void VisualShaderNodeGroupBase::set_outputs(const String &p_outputs) {
  3862. if (outputs == p_outputs) {
  3863. return;
  3864. }
  3865. clear_output_ports();
  3866. outputs = p_outputs;
  3867. Vector<String> output_strings = outputs.split(";", false);
  3868. int output_port_count = output_strings.size();
  3869. for (int i = 0; i < output_port_count; i++) {
  3870. Vector<String> arr = output_strings[i].split(",");
  3871. ERR_FAIL_COND(arr.size() != 3);
  3872. int port_idx = arr[0].to_int();
  3873. int port_type = arr[1].to_int();
  3874. String port_name = arr[2];
  3875. Port port;
  3876. port.type = (PortType)port_type;
  3877. port.name = port_name;
  3878. output_ports[port_idx] = port;
  3879. }
  3880. }
  3881. String VisualShaderNodeGroupBase::get_outputs() const {
  3882. return outputs;
  3883. }
  3884. bool VisualShaderNodeGroupBase::is_valid_port_name(const String &p_name) const {
  3885. if (!p_name.is_valid_identifier()) {
  3886. return false;
  3887. }
  3888. for (int i = 0; i < get_input_port_count(); i++) {
  3889. if (get_input_port_name(i) == p_name) {
  3890. return false;
  3891. }
  3892. }
  3893. for (int i = 0; i < get_output_port_count(); i++) {
  3894. if (get_output_port_name(i) == p_name) {
  3895. return false;
  3896. }
  3897. }
  3898. return true;
  3899. }
  3900. void VisualShaderNodeGroupBase::add_input_port(int p_id, int p_type, const String &p_name) {
  3901. ERR_FAIL_INDEX(p_type, int(PORT_TYPE_MAX));
  3902. ERR_FAIL_COND(!is_valid_port_name(p_name));
  3903. String str = itos(p_id) + "," + itos(p_type) + "," + p_name + ";";
  3904. Vector<String> inputs_strings = inputs.split(";", false);
  3905. int index = 0;
  3906. if (p_id < inputs_strings.size()) {
  3907. for (int i = 0; i < inputs_strings.size(); i++) {
  3908. if (i == p_id) {
  3909. inputs = inputs.insert(index, str);
  3910. break;
  3911. }
  3912. index += inputs_strings[i].size();
  3913. }
  3914. } else {
  3915. inputs += str;
  3916. }
  3917. inputs_strings = inputs.split(";", false);
  3918. index = 0;
  3919. for (int i = 0; i < inputs_strings.size(); i++) {
  3920. int count = 0;
  3921. for (int j = 0; j < inputs_strings[i].size(); j++) {
  3922. if (inputs_strings[i][j] == ',') {
  3923. break;
  3924. }
  3925. count++;
  3926. }
  3927. inputs = inputs.left(index) + inputs.substr(index + count);
  3928. inputs = inputs.insert(index, itos(i));
  3929. index += inputs_strings[i].size();
  3930. }
  3931. _apply_port_changes();
  3932. emit_changed();
  3933. }
  3934. void VisualShaderNodeGroupBase::remove_input_port(int p_id) {
  3935. ERR_FAIL_COND(!has_input_port(p_id));
  3936. Vector<String> inputs_strings = inputs.split(";", false);
  3937. int count = 0;
  3938. int index = 0;
  3939. for (int i = 0; i < inputs_strings.size(); i++) {
  3940. Vector<String> arr = inputs_strings[i].split(",");
  3941. if (arr[0].to_int() == p_id) {
  3942. count = inputs_strings[i].size();
  3943. break;
  3944. }
  3945. index += inputs_strings[i].size();
  3946. }
  3947. inputs = inputs.left(index) + inputs.substr(index + count);
  3948. inputs_strings = inputs.split(";", false);
  3949. inputs = inputs.substr(0, index);
  3950. for (int i = p_id; i < inputs_strings.size(); i++) {
  3951. inputs += inputs_strings[i].replace_first(inputs_strings[i].split(",")[0], itos(i)) + ";";
  3952. }
  3953. _apply_port_changes();
  3954. emit_changed();
  3955. }
  3956. int VisualShaderNodeGroupBase::get_input_port_count() const {
  3957. return input_ports.size();
  3958. }
  3959. bool VisualShaderNodeGroupBase::has_input_port(int p_id) const {
  3960. return input_ports.has(p_id);
  3961. }
  3962. void VisualShaderNodeGroupBase::add_output_port(int p_id, int p_type, const String &p_name) {
  3963. ERR_FAIL_INDEX(p_type, int(PORT_TYPE_MAX));
  3964. ERR_FAIL_COND(!is_valid_port_name(p_name));
  3965. String str = itos(p_id) + "," + itos(p_type) + "," + p_name + ";";
  3966. Vector<String> outputs_strings = outputs.split(";", false);
  3967. int index = 0;
  3968. if (p_id < outputs_strings.size()) {
  3969. for (int i = 0; i < outputs_strings.size(); i++) {
  3970. if (i == p_id) {
  3971. outputs = outputs.insert(index, str);
  3972. break;
  3973. }
  3974. index += outputs_strings[i].size();
  3975. }
  3976. } else {
  3977. outputs += str;
  3978. }
  3979. outputs_strings = outputs.split(";", false);
  3980. index = 0;
  3981. for (int i = 0; i < outputs_strings.size(); i++) {
  3982. int count = 0;
  3983. for (int j = 0; j < outputs_strings[i].size(); j++) {
  3984. if (outputs_strings[i][j] == ',') {
  3985. break;
  3986. }
  3987. count++;
  3988. }
  3989. outputs = outputs.left(index) + outputs.substr(index + count);
  3990. outputs = outputs.insert(index, itos(i));
  3991. index += outputs_strings[i].size();
  3992. }
  3993. _apply_port_changes();
  3994. emit_changed();
  3995. }
  3996. void VisualShaderNodeGroupBase::remove_output_port(int p_id) {
  3997. ERR_FAIL_COND(!has_output_port(p_id));
  3998. Vector<String> outputs_strings = outputs.split(";", false);
  3999. int count = 0;
  4000. int index = 0;
  4001. for (int i = 0; i < outputs_strings.size(); i++) {
  4002. Vector<String> arr = outputs_strings[i].split(",");
  4003. if (arr[0].to_int() == p_id) {
  4004. count = outputs_strings[i].size();
  4005. break;
  4006. }
  4007. index += outputs_strings[i].size();
  4008. }
  4009. outputs = outputs.left(index) + outputs.substr(index + count);
  4010. outputs_strings = outputs.split(";", false);
  4011. outputs = outputs.substr(0, index);
  4012. for (int i = p_id; i < outputs_strings.size(); i++) {
  4013. outputs += outputs_strings[i].replace_first(outputs_strings[i].split(",")[0], itos(i)) + ";";
  4014. }
  4015. _apply_port_changes();
  4016. emit_changed();
  4017. }
  4018. int VisualShaderNodeGroupBase::get_output_port_count() const {
  4019. return output_ports.size();
  4020. }
  4021. bool VisualShaderNodeGroupBase::has_output_port(int p_id) const {
  4022. return output_ports.has(p_id);
  4023. }
  4024. void VisualShaderNodeGroupBase::clear_input_ports() {
  4025. input_ports.clear();
  4026. }
  4027. void VisualShaderNodeGroupBase::clear_output_ports() {
  4028. output_ports.clear();
  4029. }
  4030. void VisualShaderNodeGroupBase::set_input_port_type(int p_id, int p_type) {
  4031. ERR_FAIL_COND(!has_input_port(p_id));
  4032. ERR_FAIL_INDEX(p_type, int(PORT_TYPE_MAX));
  4033. if (input_ports[p_id].type == p_type) {
  4034. return;
  4035. }
  4036. Vector<String> inputs_strings = inputs.split(";", false);
  4037. int count = 0;
  4038. int index = 0;
  4039. for (int i = 0; i < inputs_strings.size(); i++) {
  4040. Vector<String> arr = inputs_strings[i].split(",");
  4041. ERR_FAIL_COND(arr.size() != 3);
  4042. if (arr[0].to_int() == p_id) {
  4043. index += arr[0].size();
  4044. count = arr[1].size() - 1;
  4045. break;
  4046. }
  4047. index += inputs_strings[i].size();
  4048. }
  4049. inputs = inputs.left(index) + inputs.substr(index + count);
  4050. inputs = inputs.insert(index, itos(p_type));
  4051. _apply_port_changes();
  4052. emit_changed();
  4053. }
  4054. VisualShaderNodeGroupBase::PortType VisualShaderNodeGroupBase::get_input_port_type(int p_id) const {
  4055. ERR_FAIL_COND_V(!input_ports.has(p_id), (PortType)0);
  4056. return input_ports[p_id].type;
  4057. }
  4058. void VisualShaderNodeGroupBase::set_input_port_name(int p_id, const String &p_name) {
  4059. ERR_FAIL_COND(!has_input_port(p_id));
  4060. ERR_FAIL_COND(!is_valid_port_name(p_name));
  4061. if (input_ports[p_id].name == p_name) {
  4062. return;
  4063. }
  4064. Vector<String> inputs_strings = inputs.split(";", false);
  4065. int count = 0;
  4066. int index = 0;
  4067. for (int i = 0; i < inputs_strings.size(); i++) {
  4068. Vector<String> arr = inputs_strings[i].split(",");
  4069. ERR_FAIL_COND(arr.size() != 3);
  4070. if (arr[0].to_int() == p_id) {
  4071. index += arr[0].size() + arr[1].size();
  4072. count = arr[2].size() - 1;
  4073. break;
  4074. }
  4075. index += inputs_strings[i].size();
  4076. }
  4077. inputs = inputs.left(index) + inputs.substr(index + count);
  4078. inputs = inputs.insert(index, p_name);
  4079. _apply_port_changes();
  4080. emit_changed();
  4081. }
  4082. String VisualShaderNodeGroupBase::get_input_port_name(int p_id) const {
  4083. ERR_FAIL_COND_V(!input_ports.has(p_id), "");
  4084. return input_ports[p_id].name;
  4085. }
  4086. void VisualShaderNodeGroupBase::set_output_port_type(int p_id, int p_type) {
  4087. ERR_FAIL_COND(!has_output_port(p_id));
  4088. ERR_FAIL_INDEX(p_type, int(PORT_TYPE_MAX));
  4089. if (output_ports[p_id].type == p_type) {
  4090. return;
  4091. }
  4092. Vector<String> output_strings = outputs.split(";", false);
  4093. int count = 0;
  4094. int index = 0;
  4095. for (int i = 0; i < output_strings.size(); i++) {
  4096. Vector<String> arr = output_strings[i].split(",");
  4097. ERR_FAIL_COND(arr.size() != 3);
  4098. if (arr[0].to_int() == p_id) {
  4099. index += arr[0].size();
  4100. count = arr[1].size() - 1;
  4101. break;
  4102. }
  4103. index += output_strings[i].size();
  4104. }
  4105. outputs = outputs.left(index) + outputs.substr(index + count);
  4106. outputs = outputs.insert(index, itos(p_type));
  4107. _apply_port_changes();
  4108. emit_changed();
  4109. }
  4110. VisualShaderNodeGroupBase::PortType VisualShaderNodeGroupBase::get_output_port_type(int p_id) const {
  4111. ERR_FAIL_COND_V(!output_ports.has(p_id), (PortType)0);
  4112. return output_ports[p_id].type;
  4113. }
  4114. void VisualShaderNodeGroupBase::set_output_port_name(int p_id, const String &p_name) {
  4115. ERR_FAIL_COND(!has_output_port(p_id));
  4116. ERR_FAIL_COND(!is_valid_port_name(p_name));
  4117. if (output_ports[p_id].name == p_name) {
  4118. return;
  4119. }
  4120. Vector<String> output_strings = outputs.split(";", false);
  4121. int count = 0;
  4122. int index = 0;
  4123. for (int i = 0; i < output_strings.size(); i++) {
  4124. Vector<String> arr = output_strings[i].split(",");
  4125. ERR_FAIL_COND(arr.size() != 3);
  4126. if (arr[0].to_int() == p_id) {
  4127. index += arr[0].size() + arr[1].size();
  4128. count = arr[2].size() - 1;
  4129. break;
  4130. }
  4131. index += output_strings[i].size();
  4132. }
  4133. outputs = outputs.left(index) + outputs.substr(index + count);
  4134. outputs = outputs.insert(index, p_name);
  4135. _apply_port_changes();
  4136. emit_changed();
  4137. }
  4138. String VisualShaderNodeGroupBase::get_output_port_name(int p_id) const {
  4139. ERR_FAIL_COND_V(!output_ports.has(p_id), "");
  4140. return output_ports[p_id].name;
  4141. }
  4142. int VisualShaderNodeGroupBase::get_free_input_port_id() const {
  4143. return input_ports.size();
  4144. }
  4145. int VisualShaderNodeGroupBase::get_free_output_port_id() const {
  4146. return output_ports.size();
  4147. }
  4148. void VisualShaderNodeGroupBase::set_ctrl_pressed(Control *p_control, int p_index) {
  4149. controls[p_index] = p_control;
  4150. }
  4151. Control *VisualShaderNodeGroupBase::is_ctrl_pressed(int p_index) {
  4152. ERR_FAIL_COND_V(!controls.has(p_index), nullptr);
  4153. return controls[p_index];
  4154. }
  4155. void VisualShaderNodeGroupBase::_apply_port_changes() {
  4156. Vector<String> inputs_strings = inputs.split(";", false);
  4157. Vector<String> outputs_strings = outputs.split(";", false);
  4158. clear_input_ports();
  4159. clear_output_ports();
  4160. for (int i = 0; i < inputs_strings.size(); i++) {
  4161. Vector<String> arr = inputs_strings[i].split(",");
  4162. ERR_FAIL_COND(arr.size() != 3);
  4163. Port port;
  4164. port.type = (PortType)arr[1].to_int();
  4165. port.name = arr[2];
  4166. input_ports[i] = port;
  4167. }
  4168. for (int i = 0; i < outputs_strings.size(); i++) {
  4169. Vector<String> arr = outputs_strings[i].split(",");
  4170. ERR_FAIL_COND(arr.size() != 3);
  4171. Port port;
  4172. port.type = (PortType)arr[1].to_int();
  4173. port.name = arr[2];
  4174. output_ports[i] = port;
  4175. }
  4176. }
  4177. void VisualShaderNodeGroupBase::set_editable(bool p_enabled) {
  4178. editable = p_enabled;
  4179. }
  4180. bool VisualShaderNodeGroupBase::is_editable() const {
  4181. return editable;
  4182. }
  4183. void VisualShaderNodeGroupBase::_bind_methods() {
  4184. ClassDB::bind_method(D_METHOD("set_inputs", "inputs"), &VisualShaderNodeGroupBase::set_inputs);
  4185. ClassDB::bind_method(D_METHOD("get_inputs"), &VisualShaderNodeGroupBase::get_inputs);
  4186. ClassDB::bind_method(D_METHOD("set_outputs", "outputs"), &VisualShaderNodeGroupBase::set_outputs);
  4187. ClassDB::bind_method(D_METHOD("get_outputs"), &VisualShaderNodeGroupBase::get_outputs);
  4188. ClassDB::bind_method(D_METHOD("is_valid_port_name", "name"), &VisualShaderNodeGroupBase::is_valid_port_name);
  4189. ClassDB::bind_method(D_METHOD("add_input_port", "id", "type", "name"), &VisualShaderNodeGroupBase::add_input_port);
  4190. ClassDB::bind_method(D_METHOD("remove_input_port", "id"), &VisualShaderNodeGroupBase::remove_input_port);
  4191. ClassDB::bind_method(D_METHOD("get_input_port_count"), &VisualShaderNodeGroupBase::get_input_port_count);
  4192. ClassDB::bind_method(D_METHOD("has_input_port", "id"), &VisualShaderNodeGroupBase::has_input_port);
  4193. ClassDB::bind_method(D_METHOD("clear_input_ports"), &VisualShaderNodeGroupBase::clear_input_ports);
  4194. ClassDB::bind_method(D_METHOD("add_output_port", "id", "type", "name"), &VisualShaderNodeGroupBase::add_output_port);
  4195. ClassDB::bind_method(D_METHOD("remove_output_port", "id"), &VisualShaderNodeGroupBase::remove_output_port);
  4196. ClassDB::bind_method(D_METHOD("get_output_port_count"), &VisualShaderNodeGroupBase::get_output_port_count);
  4197. ClassDB::bind_method(D_METHOD("has_output_port", "id"), &VisualShaderNodeGroupBase::has_output_port);
  4198. ClassDB::bind_method(D_METHOD("clear_output_ports"), &VisualShaderNodeGroupBase::clear_output_ports);
  4199. ClassDB::bind_method(D_METHOD("set_input_port_name", "id", "name"), &VisualShaderNodeGroupBase::set_input_port_name);
  4200. ClassDB::bind_method(D_METHOD("set_input_port_type", "id", "type"), &VisualShaderNodeGroupBase::set_input_port_type);
  4201. ClassDB::bind_method(D_METHOD("set_output_port_name", "id", "name"), &VisualShaderNodeGroupBase::set_output_port_name);
  4202. ClassDB::bind_method(D_METHOD("set_output_port_type", "id", "type"), &VisualShaderNodeGroupBase::set_output_port_type);
  4203. ClassDB::bind_method(D_METHOD("get_free_input_port_id"), &VisualShaderNodeGroupBase::get_free_input_port_id);
  4204. ClassDB::bind_method(D_METHOD("get_free_output_port_id"), &VisualShaderNodeGroupBase::get_free_output_port_id);
  4205. }
  4206. 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 {
  4207. return "";
  4208. }
  4209. VisualShaderNodeGroupBase::VisualShaderNodeGroupBase() {
  4210. simple_decl = false;
  4211. }
  4212. ////////////// Expression
  4213. String VisualShaderNodeExpression::get_caption() const {
  4214. return "Expression";
  4215. }
  4216. void VisualShaderNodeExpression::set_expression(const String &p_expression) {
  4217. expression = p_expression;
  4218. emit_changed();
  4219. }
  4220. String VisualShaderNodeExpression::get_expression() const {
  4221. return expression;
  4222. }
  4223. bool VisualShaderNodeExpression::_is_valid_identifier_char(char32_t p_c) const {
  4224. return p_c == '_' || (p_c >= 'A' && p_c <= 'Z') || (p_c >= 'a' && p_c <= 'z') || (p_c >= '0' && p_c <= '9');
  4225. }
  4226. String VisualShaderNodeExpression::_replace_port_names(const Vector<Pair<String, String>> &p_pairs, const String &p_expression) const {
  4227. String _expression = p_expression;
  4228. for (const Pair<String, String> &pair : p_pairs) {
  4229. String from = pair.first;
  4230. String to = pair.second;
  4231. int search_idx = 0;
  4232. int len = from.length();
  4233. while (true) {
  4234. int index = _expression.find(from, search_idx);
  4235. if (index == -1) {
  4236. break;
  4237. }
  4238. int left_index = index - 1;
  4239. int right_index = index + len;
  4240. bool left_correct = left_index <= 0 || !_is_valid_identifier_char(_expression[left_index]);
  4241. bool right_correct = right_index >= _expression.length() || !_is_valid_identifier_char(_expression[right_index]);
  4242. if (left_correct && right_correct) {
  4243. _expression = _expression.erase(index, len);
  4244. _expression = _expression.insert(index, to);
  4245. search_idx = index + to.length();
  4246. } else {
  4247. search_idx = index + len;
  4248. }
  4249. }
  4250. }
  4251. return _expression;
  4252. }
  4253. 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 {
  4254. String _expression = expression;
  4255. _expression = _expression.insert(0, "\n");
  4256. _expression = _expression.replace("\n", "\n ");
  4257. Vector<Pair<String, String>> input_port_names;
  4258. for (int i = 0; i < get_input_port_count(); i++) {
  4259. input_port_names.push_back(Pair<String, String>(get_input_port_name(i), p_input_vars[i]));
  4260. }
  4261. _expression = _replace_port_names(input_port_names, _expression);
  4262. Vector<Pair<String, String>> output_port_names;
  4263. for (int i = 0; i < get_output_port_count(); i++) {
  4264. output_port_names.push_back(Pair<String, String>(get_output_port_name(i), p_output_vars[i]));
  4265. }
  4266. _expression = _replace_port_names(output_port_names, _expression);
  4267. String output_initializer;
  4268. for (int i = 0; i < get_output_port_count(); i++) {
  4269. int port_type = get_output_port_type(i);
  4270. String tk = "";
  4271. switch (port_type) {
  4272. case PORT_TYPE_SCALAR:
  4273. tk = "0.0";
  4274. break;
  4275. case PORT_TYPE_SCALAR_INT:
  4276. tk = "0";
  4277. break;
  4278. case PORT_TYPE_VECTOR_2D:
  4279. tk = "vec2(0.0, 0.0)";
  4280. break;
  4281. case PORT_TYPE_VECTOR_3D:
  4282. tk = "vec3(0.0, 0.0, 0.0)";
  4283. break;
  4284. case PORT_TYPE_VECTOR_4D:
  4285. tk = "vec4(0.0, 0.0, 0.0, 0.0)";
  4286. break;
  4287. case PORT_TYPE_BOOLEAN:
  4288. tk = "false";
  4289. break;
  4290. case PORT_TYPE_TRANSFORM:
  4291. tk = "mat4(1.0)";
  4292. break;
  4293. default:
  4294. continue;
  4295. }
  4296. output_initializer += " " + p_output_vars[i] + " = " + tk + ";\n";
  4297. }
  4298. String code;
  4299. code += output_initializer;
  4300. code += " {";
  4301. code += _expression;
  4302. code += "\n }\n";
  4303. return code;
  4304. }
  4305. bool VisualShaderNodeExpression::is_output_port_expandable(int p_port) const {
  4306. return false;
  4307. }
  4308. void VisualShaderNodeExpression::_bind_methods() {
  4309. ClassDB::bind_method(D_METHOD("set_expression", "expression"), &VisualShaderNodeExpression::set_expression);
  4310. ClassDB::bind_method(D_METHOD("get_expression"), &VisualShaderNodeExpression::get_expression);
  4311. ADD_PROPERTY(PropertyInfo(Variant::STRING, "expression"), "set_expression", "get_expression");
  4312. }
  4313. VisualShaderNodeExpression::VisualShaderNodeExpression() {
  4314. set_editable(true);
  4315. }
  4316. ////////////// Global Expression
  4317. String VisualShaderNodeGlobalExpression::get_caption() const {
  4318. return "GlobalExpression";
  4319. }
  4320. String VisualShaderNodeGlobalExpression::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4321. return expression;
  4322. }
  4323. VisualShaderNodeGlobalExpression::VisualShaderNodeGlobalExpression() {
  4324. set_editable(false);
  4325. }
  4326. ////////////// Varying
  4327. RBMap<RID, List<VisualShaderNodeVarying::Varying>> varyings;
  4328. void VisualShaderNodeVarying::add_varying(RID p_shader_rid, const String &p_name, VisualShader::VaryingMode p_mode, VisualShader::VaryingType p_type) { // static
  4329. varyings[p_shader_rid].push_back({ p_name, p_mode, p_type });
  4330. }
  4331. void VisualShaderNodeVarying::clear_varyings(RID p_shader_rid) { // static
  4332. varyings[p_shader_rid].clear();
  4333. }
  4334. bool VisualShaderNodeVarying::has_varying(RID p_shader_rid, const String &p_name) { // static
  4335. for (const VisualShaderNodeVarying::Varying &E : varyings[p_shader_rid]) {
  4336. if (E.name == p_name) {
  4337. return true;
  4338. }
  4339. }
  4340. return false;
  4341. }
  4342. void VisualShaderNodeVarying::set_shader_rid(const RID &p_shader_rid) {
  4343. shader_rid = p_shader_rid;
  4344. }
  4345. int VisualShaderNodeVarying::get_varyings_count() const {
  4346. return varyings[shader_rid].size();
  4347. }
  4348. String VisualShaderNodeVarying::get_varying_name_by_index(int p_idx) const {
  4349. if (p_idx >= 0 && p_idx < varyings[shader_rid].size()) {
  4350. return varyings[shader_rid].get(p_idx).name;
  4351. }
  4352. return "";
  4353. }
  4354. VisualShader::VaryingType VisualShaderNodeVarying::get_varying_type_by_name(const String &p_name) const {
  4355. for (const VisualShaderNodeVarying::Varying &varying : varyings[shader_rid]) {
  4356. if (varying.name == p_name) {
  4357. return varying.type;
  4358. }
  4359. }
  4360. return VisualShader::VARYING_TYPE_FLOAT;
  4361. }
  4362. VisualShader::VaryingType VisualShaderNodeVarying::get_varying_type_by_index(int p_idx) const {
  4363. if (p_idx >= 0 && p_idx < varyings[shader_rid].size()) {
  4364. return varyings[shader_rid].get(p_idx).type;
  4365. }
  4366. return VisualShader::VARYING_TYPE_FLOAT;
  4367. }
  4368. VisualShader::VaryingMode VisualShaderNodeVarying::get_varying_mode_by_name(const String &p_name) const {
  4369. for (const VisualShaderNodeVarying::Varying &varying : varyings[shader_rid]) {
  4370. if (varying.name == p_name) {
  4371. return varying.mode;
  4372. }
  4373. }
  4374. return VisualShader::VARYING_MODE_VERTEX_TO_FRAG_LIGHT;
  4375. }
  4376. VisualShader::VaryingMode VisualShaderNodeVarying::get_varying_mode_by_index(int p_idx) const {
  4377. if (p_idx >= 0 && p_idx < varyings[shader_rid].size()) {
  4378. return varyings[shader_rid].get(p_idx).mode;
  4379. }
  4380. return VisualShader::VARYING_MODE_VERTEX_TO_FRAG_LIGHT;
  4381. }
  4382. VisualShaderNodeVarying::PortType VisualShaderNodeVarying::get_port_type_by_index(int p_idx) const {
  4383. if (p_idx >= 0 && p_idx < varyings[shader_rid].size()) {
  4384. return get_port_type(varyings[shader_rid].get(p_idx).type, 0);
  4385. }
  4386. return PORT_TYPE_SCALAR;
  4387. }
  4388. //////////////
  4389. void VisualShaderNodeVarying::_bind_methods() {
  4390. ClassDB::bind_method(D_METHOD("set_varying_name", "name"), &VisualShaderNodeVarying::set_varying_name);
  4391. ClassDB::bind_method(D_METHOD("get_varying_name"), &VisualShaderNodeVarying::get_varying_name);
  4392. ClassDB::bind_method(D_METHOD("set_varying_type", "type"), &VisualShaderNodeVarying::set_varying_type);
  4393. ClassDB::bind_method(D_METHOD("get_varying_type"), &VisualShaderNodeVarying::get_varying_type);
  4394. ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "varying_name"), "set_varying_name", "get_varying_name");
  4395. ADD_PROPERTY(PropertyInfo(Variant::INT, "varying_type", PROPERTY_HINT_ENUM, "Float,Int,Vector2,Vector3,Vector4,Boolean,Transform"), "set_varying_type", "get_varying_type");
  4396. }
  4397. String VisualShaderNodeVarying::get_type_str() const {
  4398. switch (varying_type) {
  4399. case VisualShader::VARYING_TYPE_FLOAT:
  4400. return "float";
  4401. case VisualShader::VARYING_TYPE_INT:
  4402. return "int";
  4403. case VisualShader::VARYING_TYPE_UINT:
  4404. return "uint";
  4405. case VisualShader::VARYING_TYPE_VECTOR_2D:
  4406. return "vec2";
  4407. case VisualShader::VARYING_TYPE_VECTOR_3D:
  4408. return "vec3";
  4409. case VisualShader::VARYING_TYPE_VECTOR_4D:
  4410. return "vec4";
  4411. case VisualShader::VARYING_TYPE_BOOLEAN:
  4412. return "bool";
  4413. case VisualShader::VARYING_TYPE_TRANSFORM:
  4414. return "mat4";
  4415. default:
  4416. break;
  4417. }
  4418. return "";
  4419. }
  4420. VisualShaderNodeVarying::PortType VisualShaderNodeVarying::get_port_type(VisualShader::VaryingType p_type, int p_port) const {
  4421. switch (p_type) {
  4422. case VisualShader::VARYING_TYPE_INT:
  4423. return PORT_TYPE_SCALAR_INT;
  4424. case VisualShader::VARYING_TYPE_UINT:
  4425. return PORT_TYPE_SCALAR_UINT;
  4426. case VisualShader::VARYING_TYPE_VECTOR_2D:
  4427. return p_port == 0 ? PORT_TYPE_VECTOR_2D : PORT_TYPE_SCALAR;
  4428. case VisualShader::VARYING_TYPE_VECTOR_3D:
  4429. return p_port == 0 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR;
  4430. case VisualShader::VARYING_TYPE_VECTOR_4D:
  4431. return p_port == 0 ? PORT_TYPE_VECTOR_4D : PORT_TYPE_SCALAR;
  4432. case VisualShader::VARYING_TYPE_BOOLEAN:
  4433. return PORT_TYPE_BOOLEAN;
  4434. case VisualShader::VARYING_TYPE_TRANSFORM:
  4435. return PORT_TYPE_TRANSFORM;
  4436. default:
  4437. break;
  4438. }
  4439. return PORT_TYPE_SCALAR;
  4440. }
  4441. void VisualShaderNodeVarying::set_varying_name(String p_varying_name) {
  4442. if (varying_name == p_varying_name) {
  4443. return;
  4444. }
  4445. varying_name = p_varying_name;
  4446. emit_changed();
  4447. }
  4448. String VisualShaderNodeVarying::get_varying_name() const {
  4449. return varying_name;
  4450. }
  4451. void VisualShaderNodeVarying::set_varying_type(VisualShader::VaryingType p_varying_type) {
  4452. ERR_FAIL_INDEX(p_varying_type, VisualShader::VARYING_TYPE_MAX);
  4453. if (varying_type == p_varying_type) {
  4454. return;
  4455. }
  4456. varying_type = p_varying_type;
  4457. emit_changed();
  4458. }
  4459. VisualShader::VaryingType VisualShaderNodeVarying::get_varying_type() const {
  4460. return varying_type;
  4461. }
  4462. VisualShaderNodeVarying::VisualShaderNodeVarying() {
  4463. }
  4464. ////////////// Varying Setter
  4465. String VisualShaderNodeVaryingSetter::get_caption() const {
  4466. return "VaryingSetter";
  4467. }
  4468. int VisualShaderNodeVaryingSetter::get_input_port_count() const {
  4469. return 1;
  4470. }
  4471. VisualShaderNodeVaryingSetter::PortType VisualShaderNodeVaryingSetter::get_input_port_type(int p_port) const {
  4472. return get_port_type(varying_type, p_port);
  4473. }
  4474. String VisualShaderNodeVaryingSetter::get_input_port_name(int p_port) const {
  4475. return "";
  4476. }
  4477. int VisualShaderNodeVaryingSetter::get_output_port_count() const {
  4478. return 0;
  4479. }
  4480. VisualShaderNodeVaryingSetter::PortType VisualShaderNodeVaryingSetter::get_output_port_type(int p_port) const {
  4481. return PORT_TYPE_SCALAR;
  4482. }
  4483. String VisualShaderNodeVaryingSetter::get_output_port_name(int p_port) const {
  4484. return "";
  4485. }
  4486. String VisualShaderNodeVaryingSetter::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 {
  4487. String code;
  4488. if (varying_name == "[None]") {
  4489. return code;
  4490. }
  4491. code += vformat(" var_%s = %s;\n", varying_name, p_input_vars[0]);
  4492. return code;
  4493. }
  4494. VisualShaderNodeVaryingSetter::VisualShaderNodeVaryingSetter() {
  4495. }
  4496. ////////////// Varying Getter
  4497. String VisualShaderNodeVaryingGetter::get_caption() const {
  4498. return "VaryingGetter";
  4499. }
  4500. int VisualShaderNodeVaryingGetter::get_input_port_count() const {
  4501. return 0;
  4502. }
  4503. VisualShaderNodeVaryingGetter::PortType VisualShaderNodeVaryingGetter::get_input_port_type(int p_port) const {
  4504. return PORT_TYPE_SCALAR;
  4505. }
  4506. String VisualShaderNodeVaryingGetter::get_input_port_name(int p_port) const {
  4507. return "";
  4508. }
  4509. int VisualShaderNodeVaryingGetter::get_output_port_count() const {
  4510. return 1;
  4511. }
  4512. VisualShaderNodeVaryingGetter::PortType VisualShaderNodeVaryingGetter::get_output_port_type(int p_port) const {
  4513. return get_port_type(varying_type, p_port);
  4514. }
  4515. String VisualShaderNodeVaryingGetter::get_output_port_name(int p_port) const {
  4516. return "";
  4517. }
  4518. bool VisualShaderNodeVaryingGetter::has_output_port_preview(int p_port) const {
  4519. return false;
  4520. }
  4521. String VisualShaderNodeVaryingGetter::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 {
  4522. String from = varying_name;
  4523. String from2;
  4524. if (varying_name == "[None]" || p_for_preview) {
  4525. switch (varying_type) {
  4526. case VisualShader::VARYING_TYPE_FLOAT:
  4527. from = "0.0";
  4528. break;
  4529. case VisualShader::VARYING_TYPE_INT:
  4530. from = "0";
  4531. break;
  4532. case VisualShader::VARYING_TYPE_UINT:
  4533. from = "0u";
  4534. break;
  4535. case VisualShader::VARYING_TYPE_VECTOR_2D:
  4536. from = "vec2(0.0)";
  4537. break;
  4538. case VisualShader::VARYING_TYPE_VECTOR_3D:
  4539. from = "vec3(0.0)";
  4540. break;
  4541. case VisualShader::VARYING_TYPE_VECTOR_4D:
  4542. from = "vec4(0.0)";
  4543. break;
  4544. case VisualShader::VARYING_TYPE_BOOLEAN:
  4545. from = "false";
  4546. break;
  4547. case VisualShader::VARYING_TYPE_TRANSFORM:
  4548. from = "mat4(1.0)";
  4549. break;
  4550. default:
  4551. break;
  4552. }
  4553. return vformat(" %s = %s;\n", p_output_vars[0], from);
  4554. }
  4555. return vformat(" %s = var_%s;\n", p_output_vars[0], from);
  4556. }
  4557. VisualShaderNodeVaryingGetter::VisualShaderNodeVaryingGetter() {
  4558. varying_name = "[None]";
  4559. }