visual_shader.cpp 174 KB

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  1. /*************************************************************************/
  2. /* visual_shader.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "visual_shader.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. void VisualShaderNode::set_output_port_for_preview(int p_index) {
  45. port_preview = p_index;
  46. }
  47. int VisualShaderNode::get_output_port_for_preview() const {
  48. return port_preview;
  49. }
  50. void VisualShaderNode::set_input_port_default_value(int p_port, const Variant &p_value, const Variant &p_prev_value) {
  51. Variant value = p_value;
  52. if (p_prev_value.get_type() != Variant::NIL) {
  53. switch (p_value.get_type()) {
  54. case Variant::FLOAT: {
  55. switch (p_prev_value.get_type()) {
  56. case Variant::INT: {
  57. value = (float)p_prev_value;
  58. } break;
  59. case Variant::FLOAT: {
  60. value = p_prev_value;
  61. } break;
  62. case Variant::VECTOR2: {
  63. Vector2 pv = p_prev_value;
  64. value = pv.x;
  65. } break;
  66. case Variant::VECTOR3: {
  67. Vector3 pv = p_prev_value;
  68. value = pv.x;
  69. } break;
  70. case Variant::QUATERNION: {
  71. Quaternion pv = p_prev_value;
  72. value = pv.x;
  73. } break;
  74. default:
  75. break;
  76. }
  77. } break;
  78. case Variant::INT: {
  79. switch (p_prev_value.get_type()) {
  80. case Variant::INT: {
  81. value = p_prev_value;
  82. } break;
  83. case Variant::FLOAT: {
  84. value = (int)p_prev_value;
  85. } break;
  86. case Variant::VECTOR2: {
  87. Vector2 pv = p_prev_value;
  88. value = (int)pv.x;
  89. } break;
  90. case Variant::VECTOR3: {
  91. Vector3 pv = p_prev_value;
  92. value = (int)pv.x;
  93. } break;
  94. case Variant::QUATERNION: {
  95. Quaternion pv = p_prev_value;
  96. value = (int)pv.x;
  97. } break;
  98. default:
  99. break;
  100. }
  101. } break;
  102. case Variant::VECTOR2: {
  103. switch (p_prev_value.get_type()) {
  104. case Variant::INT: {
  105. float pv = (float)(int)p_prev_value;
  106. value = Vector2(pv, pv);
  107. } break;
  108. case Variant::FLOAT: {
  109. float pv = p_prev_value;
  110. value = Vector2(pv, pv);
  111. } break;
  112. case Variant::VECTOR2: {
  113. value = p_prev_value;
  114. } break;
  115. case Variant::VECTOR3: {
  116. Vector3 pv = p_prev_value;
  117. value = Vector2(pv.x, pv.y);
  118. } break;
  119. case Variant::QUATERNION: {
  120. Quaternion pv = p_prev_value;
  121. value = Vector2(pv.x, pv.y);
  122. } break;
  123. default:
  124. break;
  125. }
  126. } break;
  127. case Variant::VECTOR3: {
  128. switch (p_prev_value.get_type()) {
  129. case Variant::INT: {
  130. float pv = (float)(int)p_prev_value;
  131. value = Vector3(pv, pv, pv);
  132. } break;
  133. case Variant::FLOAT: {
  134. float pv = p_prev_value;
  135. value = Vector3(pv, pv, pv);
  136. } break;
  137. case Variant::VECTOR2: {
  138. Vector2 pv = p_prev_value;
  139. value = Vector3(pv.x, pv.y, pv.y);
  140. } break;
  141. case Variant::VECTOR3: {
  142. value = p_prev_value;
  143. } break;
  144. case Variant::QUATERNION: {
  145. Quaternion pv = p_prev_value;
  146. value = Vector3(pv.x, pv.y, pv.z);
  147. } break;
  148. default:
  149. break;
  150. }
  151. } break;
  152. case Variant::QUATERNION: {
  153. switch (p_prev_value.get_type()) {
  154. case Variant::INT: {
  155. float pv = (float)(int)p_prev_value;
  156. value = Quaternion(pv, pv, pv, pv);
  157. } break;
  158. case Variant::FLOAT: {
  159. float pv = p_prev_value;
  160. value = Quaternion(pv, pv, pv, pv);
  161. } break;
  162. case Variant::VECTOR2: {
  163. Vector2 pv = p_prev_value;
  164. value = Quaternion(pv.x, pv.y, pv.y, pv.y);
  165. } break;
  166. case Variant::VECTOR3: {
  167. Vector3 pv = p_prev_value;
  168. value = Quaternion(pv.x, pv.y, pv.z, pv.z);
  169. } break;
  170. case Variant::QUATERNION: {
  171. value = p_prev_value;
  172. } break;
  173. default:
  174. break;
  175. }
  176. } break;
  177. default:
  178. break;
  179. }
  180. }
  181. default_input_values[p_port] = value;
  182. emit_changed();
  183. }
  184. Variant VisualShaderNode::get_input_port_default_value(int p_port) const {
  185. if (default_input_values.has(p_port)) {
  186. return default_input_values[p_port];
  187. }
  188. return Variant();
  189. }
  190. void VisualShaderNode::remove_input_port_default_value(int p_port) {
  191. if (default_input_values.has(p_port)) {
  192. default_input_values.erase(p_port);
  193. emit_changed();
  194. }
  195. }
  196. void VisualShaderNode::clear_default_input_values() {
  197. if (!default_input_values.is_empty()) {
  198. default_input_values.clear();
  199. emit_changed();
  200. }
  201. }
  202. bool VisualShaderNode::is_port_separator(int p_index) const {
  203. return false;
  204. }
  205. bool VisualShaderNode::is_output_port_connected(int p_port) const {
  206. if (connected_output_ports.has(p_port)) {
  207. return connected_output_ports[p_port] > 0;
  208. }
  209. return false;
  210. }
  211. void VisualShaderNode::set_output_port_connected(int p_port, bool p_connected) {
  212. if (p_connected) {
  213. connected_output_ports[p_port]++;
  214. } else {
  215. connected_output_ports[p_port]--;
  216. }
  217. }
  218. bool VisualShaderNode::is_input_port_connected(int p_port) const {
  219. if (connected_input_ports.has(p_port)) {
  220. return connected_input_ports[p_port];
  221. }
  222. return false;
  223. }
  224. void VisualShaderNode::set_input_port_connected(int p_port, bool p_connected) {
  225. connected_input_ports[p_port] = p_connected;
  226. }
  227. bool VisualShaderNode::is_generate_input_var(int p_port) const {
  228. return true;
  229. }
  230. bool VisualShaderNode::is_output_port_expandable(int p_port) const {
  231. return false;
  232. }
  233. bool VisualShaderNode::has_output_port_preview(int p_port) const {
  234. return true;
  235. }
  236. void VisualShaderNode::_set_output_ports_expanded(const Array &p_values) {
  237. for (int i = 0; i < p_values.size(); i++) {
  238. expanded_output_ports[p_values[i]] = true;
  239. }
  240. emit_changed();
  241. }
  242. Array VisualShaderNode::_get_output_ports_expanded() const {
  243. Array arr;
  244. for (int i = 0; i < get_output_port_count(); i++) {
  245. if (_is_output_port_expanded(i)) {
  246. arr.push_back(i);
  247. }
  248. }
  249. return arr;
  250. }
  251. void VisualShaderNode::_set_output_port_expanded(int p_port, bool p_expanded) {
  252. expanded_output_ports[p_port] = p_expanded;
  253. emit_changed();
  254. }
  255. bool VisualShaderNode::_is_output_port_expanded(int p_port) const {
  256. if (expanded_output_ports.has(p_port)) {
  257. return expanded_output_ports[p_port];
  258. }
  259. return false;
  260. }
  261. int VisualShaderNode::get_expanded_output_port_count() const {
  262. int count = get_output_port_count();
  263. int count2 = count;
  264. for (int i = 0; i < count; i++) {
  265. if (is_output_port_expandable(i) && _is_output_port_expanded(i)) {
  266. switch (get_output_port_type(i)) {
  267. case PORT_TYPE_VECTOR_2D: {
  268. count2 += 2;
  269. } break;
  270. case PORT_TYPE_VECTOR_3D: {
  271. count2 += 3;
  272. } break;
  273. case PORT_TYPE_VECTOR_4D: {
  274. count2 += 4;
  275. } break;
  276. default:
  277. break;
  278. }
  279. }
  280. }
  281. return count2;
  282. }
  283. bool VisualShaderNode::is_code_generated() const {
  284. return true;
  285. }
  286. bool VisualShaderNode::is_show_prop_names() const {
  287. return false;
  288. }
  289. bool VisualShaderNode::is_use_prop_slots() const {
  290. return false;
  291. }
  292. bool VisualShaderNode::is_disabled() const {
  293. return disabled;
  294. }
  295. void VisualShaderNode::set_disabled(bool p_disabled) {
  296. disabled = p_disabled;
  297. }
  298. Vector<VisualShader::DefaultTextureParam> VisualShaderNode::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  299. return Vector<VisualShader::DefaultTextureParam>();
  300. }
  301. String VisualShaderNode::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  302. return String();
  303. }
  304. String VisualShaderNode::generate_global_per_node(Shader::Mode p_mode, int p_id) const {
  305. return String();
  306. }
  307. String VisualShaderNode::generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  308. return String();
  309. }
  310. Vector<StringName> VisualShaderNode::get_editable_properties() const {
  311. return Vector<StringName>();
  312. }
  313. HashMap<StringName, String> VisualShaderNode::get_editable_properties_names() const {
  314. return HashMap<StringName, String>();
  315. }
  316. Array VisualShaderNode::get_default_input_values() const {
  317. Array ret;
  318. for (const KeyValue<int, Variant> &E : default_input_values) {
  319. ret.push_back(E.key);
  320. ret.push_back(E.value);
  321. }
  322. return ret;
  323. }
  324. void VisualShaderNode::set_default_input_values(const Array &p_values) {
  325. if (p_values.size() % 2 == 0) {
  326. for (int i = 0; i < p_values.size(); i += 2) {
  327. default_input_values[p_values[i + 0]] = p_values[i + 1];
  328. }
  329. }
  330. emit_changed();
  331. }
  332. String VisualShaderNode::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  333. return String();
  334. }
  335. bool VisualShaderNode::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  336. return false;
  337. }
  338. void VisualShaderNode::_bind_methods() {
  339. ClassDB::bind_method(D_METHOD("set_output_port_for_preview", "port"), &VisualShaderNode::set_output_port_for_preview);
  340. ClassDB::bind_method(D_METHOD("get_output_port_for_preview"), &VisualShaderNode::get_output_port_for_preview);
  341. ClassDB::bind_method(D_METHOD("_set_output_port_expanded", "port"), &VisualShaderNode::_set_output_port_expanded);
  342. ClassDB::bind_method(D_METHOD("_is_output_port_expanded"), &VisualShaderNode::_is_output_port_expanded);
  343. ClassDB::bind_method(D_METHOD("_set_output_ports_expanded", "values"), &VisualShaderNode::_set_output_ports_expanded);
  344. ClassDB::bind_method(D_METHOD("_get_output_ports_expanded"), &VisualShaderNode::_get_output_ports_expanded);
  345. ClassDB::bind_method(D_METHOD("set_input_port_default_value", "port", "value", "prev_value"), &VisualShaderNode::set_input_port_default_value, DEFVAL(Variant()));
  346. ClassDB::bind_method(D_METHOD("get_input_port_default_value", "port"), &VisualShaderNode::get_input_port_default_value);
  347. ClassDB::bind_method(D_METHOD("remove_input_port_default_value", "port"), &VisualShaderNode::remove_input_port_default_value);
  348. ClassDB::bind_method(D_METHOD("clear_default_input_values"), &VisualShaderNode::clear_default_input_values);
  349. ClassDB::bind_method(D_METHOD("set_default_input_values", "values"), &VisualShaderNode::set_default_input_values);
  350. ClassDB::bind_method(D_METHOD("get_default_input_values"), &VisualShaderNode::get_default_input_values);
  351. ADD_PROPERTY(PropertyInfo(Variant::INT, "output_port_for_preview"), "set_output_port_for_preview", "get_output_port_for_preview");
  352. 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");
  353. 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");
  354. ADD_SIGNAL(MethodInfo("editor_refresh_request"));
  355. BIND_ENUM_CONSTANT(PORT_TYPE_SCALAR);
  356. BIND_ENUM_CONSTANT(PORT_TYPE_SCALAR_INT);
  357. BIND_ENUM_CONSTANT(PORT_TYPE_VECTOR_2D);
  358. BIND_ENUM_CONSTANT(PORT_TYPE_VECTOR_3D);
  359. BIND_ENUM_CONSTANT(PORT_TYPE_VECTOR_4D);
  360. BIND_ENUM_CONSTANT(PORT_TYPE_BOOLEAN);
  361. BIND_ENUM_CONSTANT(PORT_TYPE_TRANSFORM);
  362. BIND_ENUM_CONSTANT(PORT_TYPE_SAMPLER);
  363. BIND_ENUM_CONSTANT(PORT_TYPE_MAX);
  364. }
  365. VisualShaderNode::VisualShaderNode() {
  366. }
  367. /////////////////////////////////////////////////////////
  368. void VisualShaderNodeCustom::update_ports() {
  369. {
  370. input_ports.clear();
  371. int input_port_count;
  372. if (GDVIRTUAL_CALL(_get_input_port_count, input_port_count)) {
  373. for (int i = 0; i < input_port_count; i++) {
  374. Port port;
  375. if (!GDVIRTUAL_CALL(_get_input_port_name, i, port.name)) {
  376. port.name = "in" + itos(i);
  377. }
  378. if (!GDVIRTUAL_CALL(_get_input_port_type, i, port.type)) {
  379. port.type = (int)PortType::PORT_TYPE_SCALAR;
  380. }
  381. input_ports.push_back(port);
  382. }
  383. }
  384. }
  385. {
  386. output_ports.clear();
  387. int output_port_count;
  388. if (GDVIRTUAL_CALL(_get_output_port_count, output_port_count)) {
  389. for (int i = 0; i < output_port_count; i++) {
  390. Port port;
  391. if (!GDVIRTUAL_CALL(_get_output_port_name, i, port.name)) {
  392. port.name = "out" + itos(i);
  393. }
  394. if (!GDVIRTUAL_CALL(_get_output_port_type, i, port.type)) {
  395. port.type = (int)PortType::PORT_TYPE_SCALAR;
  396. }
  397. output_ports.push_back(port);
  398. }
  399. }
  400. }
  401. }
  402. String VisualShaderNodeCustom::get_caption() const {
  403. String ret;
  404. if (GDVIRTUAL_CALL(_get_name, ret)) {
  405. return ret;
  406. }
  407. return "Unnamed";
  408. }
  409. int VisualShaderNodeCustom::get_input_port_count() const {
  410. return input_ports.size();
  411. }
  412. VisualShaderNodeCustom::PortType VisualShaderNodeCustom::get_input_port_type(int p_port) const {
  413. ERR_FAIL_INDEX_V(p_port, input_ports.size(), PORT_TYPE_SCALAR);
  414. return (PortType)input_ports[p_port].type;
  415. }
  416. String VisualShaderNodeCustom::get_input_port_name(int p_port) const {
  417. ERR_FAIL_INDEX_V(p_port, input_ports.size(), "");
  418. return input_ports[p_port].name;
  419. }
  420. int VisualShaderNodeCustom::get_output_port_count() const {
  421. return output_ports.size();
  422. }
  423. VisualShaderNodeCustom::PortType VisualShaderNodeCustom::get_output_port_type(int p_port) const {
  424. ERR_FAIL_INDEX_V(p_port, output_ports.size(), PORT_TYPE_SCALAR);
  425. return (PortType)output_ports[p_port].type;
  426. }
  427. String VisualShaderNodeCustom::get_output_port_name(int p_port) const {
  428. ERR_FAIL_INDEX_V(p_port, output_ports.size(), "");
  429. return output_ports[p_port].name;
  430. }
  431. 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 {
  432. ERR_FAIL_COND_V(!GDVIRTUAL_IS_OVERRIDDEN(_get_code), "");
  433. TypedArray<String> input_vars;
  434. for (int i = 0; i < get_input_port_count(); i++) {
  435. input_vars.push_back(p_input_vars[i]);
  436. }
  437. TypedArray<String> output_vars;
  438. for (int i = 0; i < get_output_port_count(); i++) {
  439. output_vars.push_back(p_output_vars[i]);
  440. }
  441. String _code;
  442. GDVIRTUAL_CALL(_get_code, input_vars, output_vars, p_mode, p_type, _code);
  443. if (_is_valid_code(_code)) {
  444. String code = " {\n";
  445. bool nend = _code.ends_with("\n");
  446. _code = _code.insert(0, " ");
  447. _code = _code.replace("\n", "\n ");
  448. code += _code;
  449. if (!nend) {
  450. code += "\n }";
  451. } else {
  452. code.remove_at(code.size() - 1);
  453. code += "}";
  454. }
  455. code += "\n";
  456. return code;
  457. }
  458. return String();
  459. }
  460. String VisualShaderNodeCustom::generate_global_per_node(Shader::Mode p_mode, int p_id) const {
  461. String _code;
  462. if (GDVIRTUAL_CALL(_get_global_code, p_mode, _code)) {
  463. if (_is_valid_code(_code)) {
  464. String code = "// " + get_caption() + "\n";
  465. code += _code;
  466. code += "\n";
  467. return code;
  468. }
  469. }
  470. return String();
  471. }
  472. String VisualShaderNodeCustom::generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  473. String _code;
  474. if (GDVIRTUAL_CALL(_get_func_code, p_mode, p_type, _code)) {
  475. if (_is_valid_code(_code)) {
  476. bool nend = _code.ends_with("\n");
  477. String code = "// " + get_caption() + "\n";
  478. code += " {\n";
  479. _code = _code.insert(0, " ");
  480. _code = _code.replace("\n", "\n ");
  481. code += _code;
  482. if (!nend) {
  483. code += "\n }";
  484. } else {
  485. code.remove_at(code.size() - 1);
  486. code += "}";
  487. }
  488. code += "\n";
  489. return code;
  490. }
  491. }
  492. return String();
  493. }
  494. bool VisualShaderNodeCustom::is_available(Shader::Mode p_mode, VisualShader::Type p_type) const {
  495. bool ret;
  496. if (GDVIRTUAL_CALL(_is_available, p_mode, p_type, ret)) {
  497. return ret;
  498. }
  499. return true;
  500. }
  501. void VisualShaderNodeCustom::set_input_port_default_value(int p_port, const Variant &p_value, const Variant &p_prev_value) {
  502. if (!is_initialized) {
  503. VisualShaderNode::set_input_port_default_value(p_port, p_value, p_prev_value);
  504. }
  505. }
  506. void VisualShaderNodeCustom::set_default_input_values(const Array &p_values) {
  507. if (!is_initialized) {
  508. VisualShaderNode::set_default_input_values(p_values);
  509. }
  510. }
  511. void VisualShaderNodeCustom::remove_input_port_default_value(int p_port) {
  512. if (!is_initialized) {
  513. VisualShaderNode::remove_input_port_default_value(p_port);
  514. }
  515. }
  516. void VisualShaderNodeCustom::clear_default_input_values() {
  517. if (!is_initialized) {
  518. VisualShaderNode::clear_default_input_values();
  519. }
  520. }
  521. void VisualShaderNodeCustom::_set_input_port_default_value(int p_port, const Variant &p_value) {
  522. VisualShaderNode::set_input_port_default_value(p_port, p_value);
  523. }
  524. bool VisualShaderNodeCustom::_is_valid_code(const String &p_code) const {
  525. if (p_code.is_empty() || p_code == "null") {
  526. return false;
  527. }
  528. return true;
  529. }
  530. bool VisualShaderNodeCustom::_is_initialized() {
  531. return is_initialized;
  532. }
  533. void VisualShaderNodeCustom::_set_initialized(bool p_enabled) {
  534. is_initialized = p_enabled;
  535. }
  536. void VisualShaderNodeCustom::_bind_methods() {
  537. GDVIRTUAL_BIND(_get_name);
  538. GDVIRTUAL_BIND(_get_description);
  539. GDVIRTUAL_BIND(_get_category);
  540. GDVIRTUAL_BIND(_get_return_icon_type);
  541. GDVIRTUAL_BIND(_get_input_port_count);
  542. GDVIRTUAL_BIND(_get_input_port_type, "port");
  543. GDVIRTUAL_BIND(_get_input_port_name, "port");
  544. GDVIRTUAL_BIND(_get_output_port_count);
  545. GDVIRTUAL_BIND(_get_output_port_type, "port");
  546. GDVIRTUAL_BIND(_get_output_port_name, "port");
  547. GDVIRTUAL_BIND(_get_code, "input_vars", "output_vars", "mode", "type");
  548. GDVIRTUAL_BIND(_get_func_code, "mode", "type");
  549. GDVIRTUAL_BIND(_get_global_code, "mode");
  550. GDVIRTUAL_BIND(_is_highend);
  551. GDVIRTUAL_BIND(_is_available, "mode", "type");
  552. ClassDB::bind_method(D_METHOD("_set_initialized", "enabled"), &VisualShaderNodeCustom::_set_initialized);
  553. ClassDB::bind_method(D_METHOD("_is_initialized"), &VisualShaderNodeCustom::_is_initialized);
  554. ClassDB::bind_method(D_METHOD("_set_input_port_default_value", "port", "value"), &VisualShaderNodeCustom::_set_input_port_default_value);
  555. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "initialized", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "_set_initialized", "_is_initialized");
  556. }
  557. VisualShaderNodeCustom::VisualShaderNodeCustom() {
  558. simple_decl = false;
  559. }
  560. /////////////////////////////////////////////////////////
  561. void VisualShader::set_shader_type(Type p_type) {
  562. current_type = p_type;
  563. }
  564. VisualShader::Type VisualShader::get_shader_type() const {
  565. return current_type;
  566. }
  567. void VisualShader::add_varying(const String &p_name, VaryingMode p_mode, VaryingType p_type) {
  568. ERR_FAIL_COND(!p_name.is_valid_identifier());
  569. ERR_FAIL_INDEX((int)p_mode, (int)VARYING_MODE_MAX);
  570. ERR_FAIL_INDEX((int)p_type, (int)VARYING_TYPE_MAX);
  571. ERR_FAIL_COND(varyings.has(p_name));
  572. Varying var = Varying(p_name, p_mode, p_type);
  573. varyings[p_name] = var;
  574. varyings_list.push_back(var);
  575. _queue_update();
  576. }
  577. void VisualShader::remove_varying(const String &p_name) {
  578. ERR_FAIL_COND(!varyings.has(p_name));
  579. varyings.erase(p_name);
  580. for (List<Varying>::Element *E = varyings_list.front(); E; E = E->next()) {
  581. if (E->get().name == p_name) {
  582. varyings_list.erase(E);
  583. break;
  584. }
  585. }
  586. _queue_update();
  587. }
  588. bool VisualShader::has_varying(const String &p_name) const {
  589. return varyings.has(p_name);
  590. }
  591. int VisualShader::get_varyings_count() const {
  592. return varyings_list.size();
  593. }
  594. const VisualShader::Varying *VisualShader::get_varying_by_index(int p_idx) const {
  595. ERR_FAIL_INDEX_V(p_idx, varyings_list.size(), nullptr);
  596. return &varyings_list[p_idx];
  597. }
  598. void VisualShader::set_varying_mode(const String &p_name, VaryingMode p_mode) {
  599. ERR_FAIL_INDEX((int)p_mode, (int)VARYING_MODE_MAX);
  600. ERR_FAIL_COND(!varyings.has(p_name));
  601. if (varyings[p_name].mode == p_mode) {
  602. return;
  603. }
  604. varyings[p_name].mode = p_mode;
  605. _queue_update();
  606. }
  607. VisualShader::VaryingMode VisualShader::get_varying_mode(const String &p_name) {
  608. ERR_FAIL_COND_V(!varyings.has(p_name), VARYING_MODE_MAX);
  609. return varyings[p_name].mode;
  610. }
  611. void VisualShader::set_varying_type(const String &p_name, VaryingType p_type) {
  612. ERR_FAIL_INDEX((int)p_type, (int)VARYING_TYPE_MAX);
  613. ERR_FAIL_COND(!varyings.has(p_name));
  614. if (varyings[p_name].type == p_type) {
  615. return;
  616. }
  617. varyings[p_name].type = p_type;
  618. _queue_update();
  619. }
  620. VisualShader::VaryingType VisualShader::get_varying_type(const String &p_name) {
  621. ERR_FAIL_COND_V(!varyings.has(p_name), VARYING_TYPE_MAX);
  622. return varyings[p_name].type;
  623. }
  624. void VisualShader::add_node(Type p_type, const Ref<VisualShaderNode> &p_node, const Vector2 &p_position, int p_id) {
  625. ERR_FAIL_COND(p_node.is_null());
  626. ERR_FAIL_COND(p_id < 2);
  627. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  628. Graph *g = &graph[p_type];
  629. ERR_FAIL_COND(g->nodes.has(p_id));
  630. Node n;
  631. n.node = p_node;
  632. n.position = p_position;
  633. Ref<VisualShaderNodeUniform> uniform = n.node;
  634. if (uniform.is_valid()) {
  635. String valid_name = validate_uniform_name(uniform->get_uniform_name(), uniform);
  636. uniform->set_uniform_name(valid_name);
  637. }
  638. Ref<VisualShaderNodeInput> input = n.node;
  639. if (input.is_valid()) {
  640. input->shader_mode = shader_mode;
  641. input->shader_type = p_type;
  642. }
  643. n.node->connect("changed", callable_mp(this, &VisualShader::_queue_update));
  644. Ref<VisualShaderNodeCustom> custom = n.node;
  645. if (custom.is_valid()) {
  646. custom->update_ports();
  647. }
  648. g->nodes[p_id] = n;
  649. _queue_update();
  650. }
  651. void VisualShader::set_node_position(Type p_type, int p_id, const Vector2 &p_position) {
  652. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  653. Graph *g = &graph[p_type];
  654. ERR_FAIL_COND(!g->nodes.has(p_id));
  655. g->nodes[p_id].position = p_position;
  656. }
  657. Vector2 VisualShader::get_node_position(Type p_type, int p_id) const {
  658. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Vector2());
  659. const Graph *g = &graph[p_type];
  660. ERR_FAIL_COND_V(!g->nodes.has(p_id), Vector2());
  661. return g->nodes[p_id].position;
  662. }
  663. Ref<VisualShaderNode> VisualShader::get_node(Type p_type, int p_id) const {
  664. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Ref<VisualShaderNode>());
  665. const Graph *g = &graph[p_type];
  666. ERR_FAIL_COND_V(!g->nodes.has(p_id), Ref<VisualShaderNode>());
  667. return g->nodes[p_id].node;
  668. }
  669. Vector<int> VisualShader::get_node_list(Type p_type) const {
  670. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Vector<int>());
  671. const Graph *g = &graph[p_type];
  672. Vector<int> ret;
  673. for (const KeyValue<int, Node> &E : g->nodes) {
  674. ret.push_back(E.key);
  675. }
  676. return ret;
  677. }
  678. int VisualShader::get_valid_node_id(Type p_type) const {
  679. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, NODE_ID_INVALID);
  680. const Graph *g = &graph[p_type];
  681. return g->nodes.size() ? MAX(2, g->nodes.back()->key() + 1) : 2;
  682. }
  683. int VisualShader::find_node_id(Type p_type, const Ref<VisualShaderNode> &p_node) const {
  684. for (const KeyValue<int, Node> &E : graph[p_type].nodes) {
  685. if (E.value.node == p_node) {
  686. return E.key;
  687. }
  688. }
  689. return NODE_ID_INVALID;
  690. }
  691. void VisualShader::remove_node(Type p_type, int p_id) {
  692. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  693. ERR_FAIL_COND(p_id < 2);
  694. Graph *g = &graph[p_type];
  695. ERR_FAIL_COND(!g->nodes.has(p_id));
  696. g->nodes[p_id].node->disconnect("changed", callable_mp(this, &VisualShader::_queue_update));
  697. g->nodes.erase(p_id);
  698. for (List<Connection>::Element *E = g->connections.front(); E;) {
  699. List<Connection>::Element *N = E->next();
  700. if (E->get().from_node == p_id || E->get().to_node == p_id) {
  701. g->connections.erase(E);
  702. if (E->get().from_node == p_id) {
  703. g->nodes[E->get().to_node].prev_connected_nodes.erase(p_id);
  704. g->nodes[E->get().to_node].node->set_input_port_connected(E->get().to_port, false);
  705. }
  706. }
  707. E = N;
  708. }
  709. _queue_update();
  710. }
  711. void VisualShader::replace_node(Type p_type, int p_id, const StringName &p_new_class) {
  712. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  713. ERR_FAIL_COND(p_id < 2);
  714. Graph *g = &graph[p_type];
  715. ERR_FAIL_COND(!g->nodes.has(p_id));
  716. if (g->nodes[p_id].node->get_class_name() == p_new_class) {
  717. return;
  718. }
  719. VisualShaderNode *vsn = Object::cast_to<VisualShaderNode>(ClassDB::instantiate(p_new_class));
  720. VisualShaderNode *prev_vsn = g->nodes[p_id].node.ptr();
  721. // Update connection data.
  722. for (int i = 0; i < vsn->get_output_port_count(); i++) {
  723. if (i < prev_vsn->get_output_port_count()) {
  724. if (prev_vsn->is_output_port_connected(i)) {
  725. vsn->set_output_port_connected(i, true);
  726. }
  727. if (prev_vsn->is_output_port_expandable(i) && prev_vsn->_is_output_port_expanded(i) && vsn->is_output_port_expandable(i)) {
  728. vsn->_set_output_port_expanded(i, true);
  729. int component_count = 0;
  730. switch (prev_vsn->get_output_port_type(i)) {
  731. case VisualShaderNode::PORT_TYPE_VECTOR_2D:
  732. component_count = 2;
  733. break;
  734. case VisualShaderNode::PORT_TYPE_VECTOR_3D:
  735. component_count = 3;
  736. break;
  737. case VisualShaderNode::PORT_TYPE_VECTOR_4D:
  738. component_count = 4;
  739. break;
  740. default:
  741. break;
  742. }
  743. for (int j = 0; j < component_count; j++) {
  744. int sub_port = i + 1 + j;
  745. if (prev_vsn->is_output_port_connected(sub_port)) {
  746. vsn->set_output_port_connected(sub_port, true);
  747. }
  748. }
  749. i += component_count;
  750. }
  751. } else {
  752. break;
  753. }
  754. }
  755. vsn->connect("changed", callable_mp(this, &VisualShader::_queue_update));
  756. g->nodes[p_id].node = Ref<VisualShaderNode>(vsn);
  757. _queue_update();
  758. }
  759. 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 {
  760. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, false);
  761. const Graph *g = &graph[p_type];
  762. for (const Connection &E : g->connections) {
  763. 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) {
  764. return true;
  765. }
  766. }
  767. return false;
  768. }
  769. bool VisualShader::is_nodes_connected_relatively(const Graph *p_graph, int p_node, int p_target) const {
  770. bool result = false;
  771. const VisualShader::Node &node = p_graph->nodes[p_node];
  772. for (const int &E : node.prev_connected_nodes) {
  773. if (E == p_target) {
  774. return true;
  775. }
  776. result = is_nodes_connected_relatively(p_graph, E, p_target);
  777. if (result) {
  778. break;
  779. }
  780. }
  781. return result;
  782. }
  783. 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 {
  784. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, false);
  785. const Graph *g = &graph[p_type];
  786. if (!g->nodes.has(p_from_node)) {
  787. return false;
  788. }
  789. if (p_from_node == p_to_node) {
  790. return false;
  791. }
  792. if (p_from_port < 0 || p_from_port >= g->nodes[p_from_node].node->get_expanded_output_port_count()) {
  793. return false;
  794. }
  795. if (!g->nodes.has(p_to_node)) {
  796. return false;
  797. }
  798. if (p_to_port < 0 || p_to_port >= g->nodes[p_to_node].node->get_input_port_count()) {
  799. return false;
  800. }
  801. VisualShaderNode::PortType from_port_type = g->nodes[p_from_node].node->get_output_port_type(p_from_port);
  802. VisualShaderNode::PortType to_port_type = g->nodes[p_to_node].node->get_input_port_type(p_to_port);
  803. if (!is_port_types_compatible(from_port_type, to_port_type)) {
  804. return false;
  805. }
  806. for (const Connection &E : g->connections) {
  807. 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) {
  808. return false;
  809. }
  810. }
  811. if (is_nodes_connected_relatively(g, p_from_node, p_to_node)) {
  812. return false;
  813. }
  814. return true;
  815. }
  816. bool VisualShader::is_port_types_compatible(int p_a, int p_b) const {
  817. return MAX(0, p_a - 4) == (MAX(0, p_b - 4));
  818. }
  819. void VisualShader::connect_nodes_forced(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  820. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  821. Graph *g = &graph[p_type];
  822. ERR_FAIL_COND(!g->nodes.has(p_from_node));
  823. ERR_FAIL_INDEX(p_from_port, g->nodes[p_from_node].node->get_expanded_output_port_count());
  824. ERR_FAIL_COND(!g->nodes.has(p_to_node));
  825. ERR_FAIL_INDEX(p_to_port, g->nodes[p_to_node].node->get_input_port_count());
  826. for (const Connection &E : g->connections) {
  827. 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) {
  828. return;
  829. }
  830. }
  831. Connection c;
  832. c.from_node = p_from_node;
  833. c.from_port = p_from_port;
  834. c.to_node = p_to_node;
  835. c.to_port = p_to_port;
  836. g->connections.push_back(c);
  837. g->nodes[p_to_node].prev_connected_nodes.push_back(p_from_node);
  838. g->nodes[p_from_node].node->set_output_port_connected(p_from_port, true);
  839. g->nodes[p_to_node].node->set_input_port_connected(p_to_port, true);
  840. _queue_update();
  841. }
  842. Error VisualShader::connect_nodes(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  843. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, ERR_CANT_CONNECT);
  844. Graph *g = &graph[p_type];
  845. ERR_FAIL_COND_V(!g->nodes.has(p_from_node), ERR_INVALID_PARAMETER);
  846. ERR_FAIL_INDEX_V(p_from_port, g->nodes[p_from_node].node->get_expanded_output_port_count(), ERR_INVALID_PARAMETER);
  847. ERR_FAIL_COND_V(!g->nodes.has(p_to_node), ERR_INVALID_PARAMETER);
  848. ERR_FAIL_INDEX_V(p_to_port, g->nodes[p_to_node].node->get_input_port_count(), ERR_INVALID_PARAMETER);
  849. VisualShaderNode::PortType from_port_type = g->nodes[p_from_node].node->get_output_port_type(p_from_port);
  850. VisualShaderNode::PortType to_port_type = g->nodes[p_to_node].node->get_input_port_type(p_to_port);
  851. ERR_FAIL_COND_V_MSG(!is_port_types_compatible(from_port_type, to_port_type), ERR_INVALID_PARAMETER, "Incompatible port types (scalar/vec/bool) with transform.");
  852. for (const Connection &E : g->connections) {
  853. 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) {
  854. ERR_FAIL_V(ERR_ALREADY_EXISTS);
  855. }
  856. }
  857. Connection c;
  858. c.from_node = p_from_node;
  859. c.from_port = p_from_port;
  860. c.to_node = p_to_node;
  861. c.to_port = p_to_port;
  862. g->connections.push_back(c);
  863. g->nodes[p_to_node].prev_connected_nodes.push_back(p_from_node);
  864. g->nodes[p_from_node].node->set_output_port_connected(p_from_port, true);
  865. g->nodes[p_to_node].node->set_input_port_connected(p_to_port, true);
  866. _queue_update();
  867. return OK;
  868. }
  869. void VisualShader::disconnect_nodes(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  870. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  871. Graph *g = &graph[p_type];
  872. for (const List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
  873. 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) {
  874. g->connections.erase(E);
  875. g->nodes[p_to_node].prev_connected_nodes.erase(p_from_node);
  876. g->nodes[p_from_node].node->set_output_port_connected(p_from_port, false);
  877. g->nodes[p_to_node].node->set_input_port_connected(p_to_port, false);
  878. _queue_update();
  879. return;
  880. }
  881. }
  882. }
  883. TypedArray<Dictionary> VisualShader::_get_node_connections(Type p_type) const {
  884. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Array());
  885. const Graph *g = &graph[p_type];
  886. TypedArray<Dictionary> ret;
  887. for (const Connection &E : g->connections) {
  888. Dictionary d;
  889. d["from_node"] = E.from_node;
  890. d["from_port"] = E.from_port;
  891. d["to_node"] = E.to_node;
  892. d["to_port"] = E.to_port;
  893. ret.push_back(d);
  894. }
  895. return ret;
  896. }
  897. void VisualShader::get_node_connections(Type p_type, List<Connection> *r_connections) const {
  898. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  899. const Graph *g = &graph[p_type];
  900. for (const Connection &E : g->connections) {
  901. r_connections->push_back(E);
  902. }
  903. }
  904. void VisualShader::set_mode(Mode p_mode) {
  905. ERR_FAIL_INDEX_MSG(p_mode, Mode::MODE_MAX, vformat("Invalid shader mode: %d.", p_mode));
  906. if (shader_mode == p_mode) {
  907. return;
  908. }
  909. //erase input/output connections
  910. modes.clear();
  911. flags.clear();
  912. shader_mode = p_mode;
  913. for (int i = 0; i < TYPE_MAX; i++) {
  914. for (KeyValue<int, Node> &E : graph[i].nodes) {
  915. Ref<VisualShaderNodeInput> input = E.value.node;
  916. if (input.is_valid()) {
  917. input->shader_mode = shader_mode;
  918. //input->input_index = 0;
  919. }
  920. }
  921. Ref<VisualShaderNodeOutput> output = graph[i].nodes[NODE_ID_OUTPUT].node;
  922. output->shader_mode = shader_mode;
  923. // clear connections since they are no longer valid
  924. for (List<Connection>::Element *E = graph[i].connections.front(); E;) {
  925. bool keep = true;
  926. List<Connection>::Element *N = E->next();
  927. int from = E->get().from_node;
  928. int to = E->get().to_node;
  929. if (!graph[i].nodes.has(from)) {
  930. keep = false;
  931. } else {
  932. Ref<VisualShaderNode> from_node = graph[i].nodes[from].node;
  933. if (from_node->is_class("VisualShaderNodeOutput") || from_node->is_class("VisualShaderNodeInput")) {
  934. keep = false;
  935. }
  936. }
  937. if (!graph[i].nodes.has(to)) {
  938. keep = false;
  939. } else {
  940. Ref<VisualShaderNode> to_node = graph[i].nodes[to].node;
  941. if (to_node->is_class("VisualShaderNodeOutput") || to_node->is_class("VisualShaderNodeInput")) {
  942. keep = false;
  943. }
  944. }
  945. if (!keep) {
  946. graph[i].connections.erase(E);
  947. }
  948. E = N;
  949. }
  950. }
  951. _queue_update();
  952. notify_property_list_changed();
  953. }
  954. void VisualShader::set_graph_offset(const Vector2 &p_offset) {
  955. graph_offset = p_offset;
  956. }
  957. Vector2 VisualShader::get_graph_offset() const {
  958. return graph_offset;
  959. }
  960. Shader::Mode VisualShader::get_mode() const {
  961. return shader_mode;
  962. }
  963. bool VisualShader::is_text_shader() const {
  964. return false;
  965. }
  966. String VisualShader::generate_preview_shader(Type p_type, int p_node, int p_port, Vector<DefaultTextureParam> &default_tex_params) const {
  967. Ref<VisualShaderNode> node = get_node(p_type, p_node);
  968. ERR_FAIL_COND_V(!node.is_valid(), String());
  969. ERR_FAIL_COND_V(p_port < 0 || p_port >= node->get_expanded_output_port_count(), String());
  970. ERR_FAIL_COND_V(node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_TRANSFORM, String());
  971. StringBuilder global_code;
  972. StringBuilder global_code_per_node;
  973. HashMap<Type, StringBuilder> global_code_per_func;
  974. StringBuilder code;
  975. HashSet<StringName> classes;
  976. global_code += String() + "shader_type canvas_item;\n";
  977. String global_expressions;
  978. for (int i = 0, index = 0; i < TYPE_MAX; i++) {
  979. for (const KeyValue<int, Node> &E : graph[i].nodes) {
  980. Ref<VisualShaderNodeGlobalExpression> global_expression = E.value.node;
  981. if (global_expression.is_valid()) {
  982. String expr = "";
  983. expr += "// " + global_expression->get_caption() + ":" + itos(index++) + "\n";
  984. expr += global_expression->generate_global(get_mode(), Type(i), -1);
  985. expr = expr.replace("\n", "\n ");
  986. expr += "\n";
  987. global_expressions += expr;
  988. }
  989. }
  990. }
  991. global_code += "\n";
  992. global_code += global_expressions;
  993. //make it faster to go around through shader
  994. VMap<ConnectionKey, const List<Connection>::Element *> input_connections;
  995. VMap<ConnectionKey, const List<Connection>::Element *> output_connections;
  996. for (const List<Connection>::Element *E = graph[p_type].connections.front(); E; E = E->next()) {
  997. ConnectionKey from_key;
  998. from_key.node = E->get().from_node;
  999. from_key.port = E->get().from_port;
  1000. output_connections.insert(from_key, E);
  1001. ConnectionKey to_key;
  1002. to_key.node = E->get().to_node;
  1003. to_key.port = E->get().to_port;
  1004. input_connections.insert(to_key, E);
  1005. }
  1006. code += "\nvoid fragment() {\n";
  1007. HashSet<int> processed;
  1008. Error err = _write_node(p_type, &global_code, &global_code_per_node, &global_code_per_func, code, default_tex_params, input_connections, output_connections, p_node, processed, true, classes);
  1009. ERR_FAIL_COND_V(err != OK, String());
  1010. switch (node->get_output_port_type(p_port)) {
  1011. case VisualShaderNode::PORT_TYPE_SCALAR: {
  1012. code += " COLOR.rgb = vec3(n_out" + itos(p_node) + "p" + itos(p_port) + ");\n";
  1013. } break;
  1014. case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
  1015. code += " COLOR.rgb = vec3(float(n_out" + itos(p_node) + "p" + itos(p_port) + "));\n";
  1016. } break;
  1017. case VisualShaderNode::PORT_TYPE_BOOLEAN: {
  1018. code += " COLOR.rgb = vec3(n_out" + itos(p_node) + "p" + itos(p_port) + " ? 1.0 : 0.0);\n";
  1019. } break;
  1020. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1021. code += " COLOR.rgb = vec3(n_out" + itos(p_node) + "p" + itos(p_port) + ", 0.0);\n";
  1022. } break;
  1023. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1024. code += " COLOR.rgb = n_out" + itos(p_node) + "p" + itos(p_port) + ";\n";
  1025. } break;
  1026. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1027. code += " COLOR.rgb = n_out" + itos(p_node) + "p" + itos(p_port) + ".xyz;\n";
  1028. } break;
  1029. default: {
  1030. code += " COLOR.rgb = vec3(0.0);\n";
  1031. } break;
  1032. }
  1033. code += "}\n";
  1034. //set code secretly
  1035. global_code += "\n\n";
  1036. String final_code = global_code;
  1037. final_code += global_code_per_node;
  1038. final_code += code;
  1039. return final_code;
  1040. }
  1041. String VisualShader::validate_port_name(const String &p_port_name, VisualShaderNode *p_node, int p_port_id, bool p_output) const {
  1042. String name = p_port_name;
  1043. if (name.is_empty()) {
  1044. return String();
  1045. }
  1046. while (name.length() && !is_ascii_char(name[0])) {
  1047. name = name.substr(1, name.length() - 1);
  1048. }
  1049. if (!name.is_empty()) {
  1050. String valid_name;
  1051. for (int i = 0; i < name.length(); i++) {
  1052. if (is_ascii_identifier_char(name[i])) {
  1053. valid_name += String::chr(name[i]);
  1054. } else if (name[i] == ' ') {
  1055. valid_name += "_";
  1056. }
  1057. }
  1058. name = valid_name;
  1059. } else {
  1060. return String();
  1061. }
  1062. List<String> input_names;
  1063. List<String> output_names;
  1064. for (int i = 0; i < p_node->get_input_port_count(); i++) {
  1065. if (!p_output && i == p_port_id) {
  1066. continue;
  1067. }
  1068. if (name == p_node->get_input_port_name(i)) {
  1069. return String();
  1070. }
  1071. }
  1072. for (int i = 0; i < p_node->get_output_port_count(); i++) {
  1073. if (p_output && i == p_port_id) {
  1074. continue;
  1075. }
  1076. if (name == p_node->get_output_port_name(i)) {
  1077. return String();
  1078. }
  1079. }
  1080. return name;
  1081. }
  1082. String VisualShader::validate_uniform_name(const String &p_name, const Ref<VisualShaderNodeUniform> &p_uniform) const {
  1083. String name = p_name; //validate name first
  1084. while (name.length() && !is_ascii_char(name[0])) {
  1085. name = name.substr(1, name.length() - 1);
  1086. }
  1087. if (!name.is_empty()) {
  1088. String valid_name;
  1089. for (int i = 0; i < name.length(); i++) {
  1090. if (is_ascii_identifier_char(name[i])) {
  1091. valid_name += String::chr(name[i]);
  1092. } else if (name[i] == ' ') {
  1093. valid_name += "_";
  1094. }
  1095. }
  1096. name = valid_name;
  1097. }
  1098. if (name.is_empty()) {
  1099. name = p_uniform->get_caption();
  1100. }
  1101. int attempt = 1;
  1102. while (true) {
  1103. bool exists = false;
  1104. for (int i = 0; i < TYPE_MAX; i++) {
  1105. for (const KeyValue<int, Node> &E : graph[i].nodes) {
  1106. Ref<VisualShaderNodeUniform> node = E.value.node;
  1107. if (node == p_uniform) { //do not test on self
  1108. continue;
  1109. }
  1110. if (node.is_valid() && node->get_uniform_name() == name) {
  1111. exists = true;
  1112. break;
  1113. }
  1114. }
  1115. if (exists) {
  1116. break;
  1117. }
  1118. }
  1119. if (exists) {
  1120. //remove numbers, put new and try again
  1121. attempt++;
  1122. while (name.length() && is_digit(name[name.length() - 1])) {
  1123. name = name.substr(0, name.length() - 1);
  1124. }
  1125. ERR_FAIL_COND_V(name.is_empty(), String());
  1126. name += itos(attempt);
  1127. } else {
  1128. break;
  1129. }
  1130. }
  1131. return name;
  1132. }
  1133. static const char *type_string[VisualShader::TYPE_MAX] = {
  1134. "vertex",
  1135. "fragment",
  1136. "light",
  1137. "start",
  1138. "process",
  1139. "collide",
  1140. "start_custom",
  1141. "process_custom",
  1142. "sky",
  1143. "fog",
  1144. };
  1145. bool VisualShader::_set(const StringName &p_name, const Variant &p_value) {
  1146. String name = p_name;
  1147. if (name == "mode") {
  1148. set_mode(Shader::Mode(int(p_value)));
  1149. return true;
  1150. } else if (name.begins_with("flags/")) {
  1151. StringName flag = name.get_slicec('/', 1);
  1152. bool enable = p_value;
  1153. if (enable) {
  1154. flags.insert(flag);
  1155. } else {
  1156. flags.erase(flag);
  1157. }
  1158. _queue_update();
  1159. return true;
  1160. } else if (name.begins_with("modes/")) {
  1161. String mode = name.get_slicec('/', 1);
  1162. int value = p_value;
  1163. if (value == 0) {
  1164. modes.erase(mode); //means it's default anyway, so don't store it
  1165. } else {
  1166. modes[mode] = value;
  1167. }
  1168. _queue_update();
  1169. return true;
  1170. } else if (name.begins_with("varyings/")) {
  1171. String var_name = name.get_slicec('/', 1);
  1172. Varying value = Varying();
  1173. value.name = var_name;
  1174. if (value.from_string(p_value) && !varyings.has(var_name)) {
  1175. varyings[var_name] = value;
  1176. varyings_list.push_back(value);
  1177. }
  1178. _queue_update();
  1179. return true;
  1180. } else if (name.begins_with("nodes/")) {
  1181. String typestr = name.get_slicec('/', 1);
  1182. Type type = TYPE_VERTEX;
  1183. for (int i = 0; i < TYPE_MAX; i++) {
  1184. if (typestr == type_string[i]) {
  1185. type = Type(i);
  1186. break;
  1187. }
  1188. }
  1189. String index = name.get_slicec('/', 2);
  1190. if (index == "connections") {
  1191. Vector<int> conns = p_value;
  1192. if (conns.size() % 4 == 0) {
  1193. for (int i = 0; i < conns.size(); i += 4) {
  1194. connect_nodes_forced(type, conns[i + 0], conns[i + 1], conns[i + 2], conns[i + 3]);
  1195. }
  1196. }
  1197. return true;
  1198. }
  1199. int id = index.to_int();
  1200. String what = name.get_slicec('/', 3);
  1201. if (what == "node") {
  1202. add_node(type, p_value, Vector2(), id);
  1203. return true;
  1204. } else if (what == "position") {
  1205. set_node_position(type, id, p_value);
  1206. return true;
  1207. } else if (what == "size") {
  1208. ((VisualShaderNodeResizableBase *)get_node(type, id).ptr())->set_size(p_value);
  1209. return true;
  1210. } else if (what == "input_ports") {
  1211. ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->set_inputs(p_value);
  1212. return true;
  1213. } else if (what == "output_ports") {
  1214. ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->set_outputs(p_value);
  1215. return true;
  1216. } else if (what == "expression") {
  1217. ((VisualShaderNodeExpression *)get_node(type, id).ptr())->set_expression(p_value);
  1218. return true;
  1219. }
  1220. }
  1221. return false;
  1222. }
  1223. bool VisualShader::_get(const StringName &p_name, Variant &r_ret) const {
  1224. String name = p_name;
  1225. if (name == "mode") {
  1226. r_ret = get_mode();
  1227. return true;
  1228. } else if (name.begins_with("flags/")) {
  1229. StringName flag = name.get_slicec('/', 1);
  1230. r_ret = flags.has(flag);
  1231. return true;
  1232. } else if (name.begins_with("modes/")) {
  1233. String mode = name.get_slicec('/', 1);
  1234. if (modes.has(mode)) {
  1235. r_ret = modes[mode];
  1236. } else {
  1237. r_ret = 0;
  1238. }
  1239. return true;
  1240. } else if (name.begins_with("varyings/")) {
  1241. String var_name = name.get_slicec('/', 1);
  1242. if (varyings.has(var_name)) {
  1243. r_ret = varyings[var_name].to_string();
  1244. } else {
  1245. r_ret = String();
  1246. }
  1247. return true;
  1248. } else if (name.begins_with("nodes/")) {
  1249. String typestr = name.get_slicec('/', 1);
  1250. Type type = TYPE_VERTEX;
  1251. for (int i = 0; i < TYPE_MAX; i++) {
  1252. if (typestr == type_string[i]) {
  1253. type = Type(i);
  1254. break;
  1255. }
  1256. }
  1257. String index = name.get_slicec('/', 2);
  1258. if (index == "connections") {
  1259. Vector<int> conns;
  1260. for (const Connection &E : graph[type].connections) {
  1261. conns.push_back(E.from_node);
  1262. conns.push_back(E.from_port);
  1263. conns.push_back(E.to_node);
  1264. conns.push_back(E.to_port);
  1265. }
  1266. r_ret = conns;
  1267. return true;
  1268. }
  1269. int id = index.to_int();
  1270. String what = name.get_slicec('/', 3);
  1271. if (what == "node") {
  1272. r_ret = get_node(type, id);
  1273. return true;
  1274. } else if (what == "position") {
  1275. r_ret = get_node_position(type, id);
  1276. return true;
  1277. } else if (what == "size") {
  1278. r_ret = ((VisualShaderNodeResizableBase *)get_node(type, id).ptr())->get_size();
  1279. return true;
  1280. } else if (what == "input_ports") {
  1281. r_ret = ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->get_inputs();
  1282. return true;
  1283. } else if (what == "output_ports") {
  1284. r_ret = ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->get_outputs();
  1285. return true;
  1286. } else if (what == "expression") {
  1287. r_ret = ((VisualShaderNodeExpression *)get_node(type, id).ptr())->get_expression();
  1288. return true;
  1289. }
  1290. }
  1291. return false;
  1292. }
  1293. void VisualShader::reset_state() {
  1294. #ifndef _MSC_VER
  1295. #warning everything needs to be cleared here
  1296. #endif
  1297. emit_changed();
  1298. }
  1299. void VisualShader::_get_property_list(List<PropertyInfo> *p_list) const {
  1300. //mode
  1301. p_list->push_back(PropertyInfo(Variant::INT, PNAME("mode"), PROPERTY_HINT_ENUM, "Node3D,CanvasItem,Particles,Sky,Fog"));
  1302. //render modes
  1303. HashMap<String, String> blend_mode_enums;
  1304. HashSet<String> toggles;
  1305. const Vector<ShaderLanguage::ModeInfo> &rmodes = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode));
  1306. for (int i = 0; i < rmodes.size(); i++) {
  1307. const ShaderLanguage::ModeInfo &info = rmodes[i];
  1308. if (!info.options.is_empty()) {
  1309. const String begin = String(info.name);
  1310. for (int j = 0; j < info.options.size(); j++) {
  1311. const String option = String(info.options[j]).capitalize();
  1312. if (!blend_mode_enums.has(begin)) {
  1313. blend_mode_enums[begin] = option;
  1314. } else {
  1315. blend_mode_enums[begin] += "," + option;
  1316. }
  1317. }
  1318. } else {
  1319. toggles.insert(String(info.name));
  1320. }
  1321. }
  1322. for (const KeyValue<String, String> &E : blend_mode_enums) {
  1323. p_list->push_back(PropertyInfo(Variant::INT, vformat("%s/%s", PNAME("modes"), E.key), PROPERTY_HINT_ENUM, E.value));
  1324. }
  1325. for (const String &E : toggles) {
  1326. p_list->push_back(PropertyInfo(Variant::BOOL, vformat("%s/%s", PNAME("flags"), E)));
  1327. }
  1328. for (const KeyValue<String, Varying> &E : varyings) {
  1329. p_list->push_back(PropertyInfo(Variant::STRING, vformat("%s/%s", PNAME("varyings"), E.key)));
  1330. }
  1331. for (int i = 0; i < TYPE_MAX; i++) {
  1332. for (const KeyValue<int, Node> &E : graph[i].nodes) {
  1333. String prop_name = "nodes/";
  1334. prop_name += type_string[i];
  1335. prop_name += "/" + itos(E.key);
  1336. if (E.key != NODE_ID_OUTPUT) {
  1337. p_list->push_back(PropertyInfo(Variant::OBJECT, prop_name + "/node", PROPERTY_HINT_RESOURCE_TYPE, "VisualShaderNode", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE));
  1338. }
  1339. p_list->push_back(PropertyInfo(Variant::VECTOR2, prop_name + "/position", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  1340. if (Object::cast_to<VisualShaderNodeGroupBase>(E.value.node.ptr()) != nullptr) {
  1341. p_list->push_back(PropertyInfo(Variant::VECTOR2, prop_name + "/size", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  1342. p_list->push_back(PropertyInfo(Variant::STRING, prop_name + "/input_ports", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  1343. p_list->push_back(PropertyInfo(Variant::STRING, prop_name + "/output_ports", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  1344. }
  1345. if (Object::cast_to<VisualShaderNodeExpression>(E.value.node.ptr()) != nullptr) {
  1346. p_list->push_back(PropertyInfo(Variant::STRING, prop_name + "/expression", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  1347. }
  1348. }
  1349. p_list->push_back(PropertyInfo(Variant::PACKED_INT32_ARRAY, "nodes/" + String(type_string[i]) + "/connections", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  1350. }
  1351. }
  1352. Error VisualShader::_write_node(Type type, StringBuilder *global_code, StringBuilder *global_code_per_node, HashMap<Type, StringBuilder> *global_code_per_func, StringBuilder &code, Vector<VisualShader::DefaultTextureParam> &def_tex_params, const VMap<ConnectionKey, const List<Connection>::Element *> &input_connections, const VMap<ConnectionKey, const List<Connection>::Element *> &output_connections, int node, HashSet<int> &processed, bool for_preview, HashSet<StringName> &r_classes) const {
  1353. const Ref<VisualShaderNode> vsnode = graph[type].nodes[node].node;
  1354. if (vsnode->is_disabled()) {
  1355. code += "// " + vsnode->get_caption() + ":" + itos(node) + "\n";
  1356. code += " // Node is disabled and code is not generated.\n";
  1357. return OK;
  1358. }
  1359. //check inputs recursively first
  1360. int input_count = vsnode->get_input_port_count();
  1361. for (int i = 0; i < input_count; i++) {
  1362. ConnectionKey ck;
  1363. ck.node = node;
  1364. ck.port = i;
  1365. if (input_connections.has(ck)) {
  1366. int from_node = input_connections[ck]->get().from_node;
  1367. if (processed.has(from_node)) {
  1368. continue;
  1369. }
  1370. Error err = _write_node(type, global_code, global_code_per_node, global_code_per_func, code, def_tex_params, input_connections, output_connections, from_node, processed, for_preview, r_classes);
  1371. if (err) {
  1372. return err;
  1373. }
  1374. }
  1375. }
  1376. // then this node
  1377. Vector<VisualShader::DefaultTextureParam> params = vsnode->get_default_texture_parameters(type, node);
  1378. for (int i = 0; i < params.size(); i++) {
  1379. def_tex_params.push_back(params[i]);
  1380. }
  1381. Ref<VisualShaderNodeInput> input = vsnode;
  1382. bool skip_global = input.is_valid() && for_preview;
  1383. if (!skip_global) {
  1384. Ref<VisualShaderNodeUniform> uniform = vsnode;
  1385. if (!uniform.is_valid() || !uniform->is_global_code_generated()) {
  1386. if (global_code) {
  1387. *global_code += vsnode->generate_global(get_mode(), type, node);
  1388. }
  1389. }
  1390. String class_name = vsnode->get_class_name();
  1391. if (class_name == "VisualShaderNodeCustom") {
  1392. class_name = vsnode->get_script_instance()->get_script()->get_path();
  1393. }
  1394. if (!r_classes.has(class_name)) {
  1395. if (global_code_per_node) {
  1396. *global_code_per_node += vsnode->generate_global_per_node(get_mode(), node);
  1397. }
  1398. for (int i = 0; i < TYPE_MAX; i++) {
  1399. if (global_code_per_func) {
  1400. (*global_code_per_func)[Type(i)] += vsnode->generate_global_per_func(get_mode(), Type(i), node);
  1401. }
  1402. }
  1403. r_classes.insert(class_name);
  1404. }
  1405. }
  1406. if (!vsnode->is_code_generated()) { // just generate globals and ignore locals
  1407. processed.insert(node);
  1408. return OK;
  1409. }
  1410. String node_name = "// " + vsnode->get_caption() + ":" + itos(node) + "\n";
  1411. String node_code;
  1412. Vector<String> input_vars;
  1413. input_vars.resize(vsnode->get_input_port_count());
  1414. String *inputs = input_vars.ptrw();
  1415. for (int i = 0; i < input_count; i++) {
  1416. ConnectionKey ck;
  1417. ck.node = node;
  1418. ck.port = i;
  1419. if (input_connections.has(ck)) {
  1420. //connected to something, use that output
  1421. int from_node = input_connections[ck]->get().from_node;
  1422. if (graph[type].nodes[from_node].node->is_disabled()) {
  1423. continue;
  1424. }
  1425. int from_port = input_connections[ck]->get().from_port;
  1426. VisualShaderNode::PortType in_type = vsnode->get_input_port_type(i);
  1427. VisualShaderNode::PortType out_type = graph[type].nodes[from_node].node->get_output_port_type(from_port);
  1428. String src_var = "n_out" + itos(from_node) + "p" + itos(from_port);
  1429. if (in_type == VisualShaderNode::PORT_TYPE_SAMPLER && out_type == VisualShaderNode::PORT_TYPE_SAMPLER) {
  1430. VisualShaderNode *ptr = const_cast<VisualShaderNode *>(graph[type].nodes[from_node].node.ptr());
  1431. if (ptr->has_method("get_input_real_name")) {
  1432. inputs[i] = ptr->call("get_input_real_name");
  1433. } else if (ptr->has_method("get_uniform_name")) {
  1434. inputs[i] = ptr->call("get_uniform_name");
  1435. } else {
  1436. inputs[i] = "";
  1437. }
  1438. } else if (in_type == out_type) {
  1439. inputs[i] = src_var;
  1440. } else {
  1441. switch (in_type) {
  1442. case VisualShaderNode::PORT_TYPE_SCALAR: {
  1443. switch (out_type) {
  1444. case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
  1445. inputs[i] = "float(" + src_var + ")";
  1446. } break;
  1447. case VisualShaderNode::PORT_TYPE_BOOLEAN: {
  1448. inputs[i] = "(" + src_var + " ? 1.0 : 0.0)";
  1449. } break;
  1450. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1451. inputs[i] = src_var + ".x";
  1452. } break;
  1453. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1454. inputs[i] = src_var + ".x";
  1455. } break;
  1456. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1457. inputs[i] = src_var + ".x";
  1458. } break;
  1459. default:
  1460. break;
  1461. }
  1462. } break;
  1463. case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
  1464. switch (out_type) {
  1465. case VisualShaderNode::PORT_TYPE_SCALAR: {
  1466. inputs[i] = "int(" + src_var + ")";
  1467. } break;
  1468. case VisualShaderNode::PORT_TYPE_BOOLEAN: {
  1469. inputs[i] = "(" + src_var + " ? 1 : 0)";
  1470. } break;
  1471. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1472. inputs[i] = "dot(float(" + src_var + "), vec2(0.5, 0.5))";
  1473. } break;
  1474. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1475. inputs[i] = "dot(float(" + src_var + "), vec3(0.333333, 0.333333, 0.333333))";
  1476. } break;
  1477. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1478. inputs[i] = "dot(float(" + src_var + "), vec4(0.25, 0.25, 0.25, 0.25))";
  1479. } break;
  1480. default:
  1481. break;
  1482. }
  1483. } break;
  1484. case VisualShaderNode::PORT_TYPE_BOOLEAN: {
  1485. switch (out_type) {
  1486. case VisualShaderNode::PORT_TYPE_SCALAR: {
  1487. inputs[i] = src_var + " > 0.0 ? true : false";
  1488. } break;
  1489. case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
  1490. inputs[i] = src_var + " > 0 ? true : false";
  1491. } break;
  1492. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1493. inputs[i] = "all(bvec2(" + src_var + "))";
  1494. } break;
  1495. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1496. inputs[i] = "all(bvec3(" + src_var + "))";
  1497. } break;
  1498. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1499. inputs[i] = "all(bvec4(" + src_var + "))";
  1500. } break;
  1501. default:
  1502. break;
  1503. }
  1504. } break;
  1505. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1506. switch (out_type) {
  1507. case VisualShaderNode::PORT_TYPE_SCALAR: {
  1508. inputs[i] = "vec2(" + src_var + ")";
  1509. } break;
  1510. case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
  1511. inputs[i] = "vec2(float(" + src_var + "))";
  1512. } break;
  1513. case VisualShaderNode::PORT_TYPE_BOOLEAN: {
  1514. inputs[i] = "vec2(" + src_var + " ? 1.0 : 0.0)";
  1515. } break;
  1516. case VisualShaderNode::PORT_TYPE_VECTOR_3D:
  1517. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1518. inputs[i] = "vec2(" + src_var + ".xy)";
  1519. } break;
  1520. default:
  1521. break;
  1522. }
  1523. } break;
  1524. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1525. switch (out_type) {
  1526. case VisualShaderNode::PORT_TYPE_SCALAR: {
  1527. inputs[i] = "vec3(" + src_var + ")";
  1528. } break;
  1529. case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
  1530. inputs[i] = "vec3(float(" + src_var + "))";
  1531. } break;
  1532. case VisualShaderNode::PORT_TYPE_BOOLEAN: {
  1533. inputs[i] = "vec3(" + src_var + " ? 1.0 : 0.0)";
  1534. } break;
  1535. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1536. inputs[i] = "vec3(" + src_var + ", 0.0)";
  1537. } break;
  1538. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1539. inputs[i] = "vec3(" + src_var + ".xyz)";
  1540. } break;
  1541. default:
  1542. break;
  1543. }
  1544. } break;
  1545. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1546. switch (out_type) {
  1547. case VisualShaderNode::PORT_TYPE_SCALAR: {
  1548. inputs[i] = "vec4(" + src_var + ")";
  1549. } break;
  1550. case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
  1551. inputs[i] = "vec4(float(" + src_var + "))";
  1552. } break;
  1553. case VisualShaderNode::PORT_TYPE_BOOLEAN: {
  1554. inputs[i] = "vec4(" + src_var + " ? 1.0 : 0.0)";
  1555. } break;
  1556. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1557. inputs[i] = "vec4(" + src_var + ", 0.0, 0.0)";
  1558. } break;
  1559. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1560. inputs[i] = "vec4(" + src_var + ", 0.0)";
  1561. } break;
  1562. default:
  1563. break;
  1564. }
  1565. } break;
  1566. default:
  1567. break;
  1568. }
  1569. }
  1570. } else {
  1571. if (!vsnode->is_generate_input_var(i)) {
  1572. continue;
  1573. }
  1574. Variant defval = vsnode->get_input_port_default_value(i);
  1575. if (defval.get_type() == Variant::FLOAT) {
  1576. float val = defval;
  1577. inputs[i] = "n_in" + itos(node) + "p" + itos(i);
  1578. node_code += " float " + inputs[i] + " = " + vformat("%.5f", val) + ";\n";
  1579. } else if (defval.get_type() == Variant::INT) {
  1580. int val = defval;
  1581. inputs[i] = "n_in" + itos(node) + "p" + itos(i);
  1582. node_code += " int " + inputs[i] + " = " + itos(val) + ";\n";
  1583. } else if (defval.get_type() == Variant::BOOL) {
  1584. bool val = defval;
  1585. inputs[i] = "n_in" + itos(node) + "p" + itos(i);
  1586. node_code += " bool " + inputs[i] + " = " + (val ? "true" : "false") + ";\n";
  1587. } else if (defval.get_type() == Variant::VECTOR2) {
  1588. Vector2 val = defval;
  1589. inputs[i] = "n_in" + itos(node) + "p" + itos(i);
  1590. node_code += " vec2 " + inputs[i] + " = " + vformat("vec2(%.5f, %.5f);\n", val.x, val.y);
  1591. } else if (defval.get_type() == Variant::VECTOR3) {
  1592. Vector3 val = defval;
  1593. inputs[i] = "n_in" + itos(node) + "p" + itos(i);
  1594. node_code += " vec3 " + inputs[i] + " = " + vformat("vec3(%.5f, %.5f, %.5f);\n", val.x, val.y, val.z);
  1595. } else if (defval.get_type() == Variant::QUATERNION) {
  1596. Quaternion val = defval;
  1597. inputs[i] = "n_in" + itos(node) + "p" + itos(i);
  1598. node_code += " vec4 " + inputs[i] + " = " + vformat("vec4(%.5f, %.5f, %.5f, %.5f);\n", val.x, val.y, val.z, val.w);
  1599. } else if (defval.get_type() == Variant::TRANSFORM3D) {
  1600. Transform3D val = defval;
  1601. val.basis.transpose();
  1602. inputs[i] = "n_in" + itos(node) + "p" + itos(i);
  1603. Array values;
  1604. for (int j = 0; j < 3; j++) {
  1605. values.push_back(val.basis[j].x);
  1606. values.push_back(val.basis[j].y);
  1607. values.push_back(val.basis[j].z);
  1608. }
  1609. values.push_back(val.origin.x);
  1610. values.push_back(val.origin.y);
  1611. values.push_back(val.origin.z);
  1612. bool err = false;
  1613. 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);
  1614. } else {
  1615. //will go empty, node is expected to know what it is doing at this point and handle it
  1616. }
  1617. }
  1618. }
  1619. int output_count = vsnode->get_output_port_count();
  1620. int initial_output_count = output_count;
  1621. HashMap<int, bool> expanded_output_ports;
  1622. for (int i = 0; i < initial_output_count; i++) {
  1623. bool expanded = false;
  1624. if (vsnode->is_output_port_expandable(i) && vsnode->_is_output_port_expanded(i)) {
  1625. expanded = true;
  1626. switch (vsnode->get_output_port_type(i)) {
  1627. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1628. output_count += 2;
  1629. } break;
  1630. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1631. output_count += 3;
  1632. } break;
  1633. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1634. output_count += 4;
  1635. } break;
  1636. default:
  1637. break;
  1638. }
  1639. }
  1640. expanded_output_ports.insert(i, expanded);
  1641. }
  1642. Vector<String> output_vars;
  1643. output_vars.resize(output_count);
  1644. String *outputs = output_vars.ptrw();
  1645. if (vsnode->is_simple_decl()) { // less code to generate for some simple_decl nodes
  1646. for (int i = 0, j = 0; i < initial_output_count; i++, j++) {
  1647. String var_name = "n_out" + itos(node) + "p" + itos(j);
  1648. switch (vsnode->get_output_port_type(i)) {
  1649. case VisualShaderNode::PORT_TYPE_SCALAR:
  1650. outputs[i] = "float " + var_name;
  1651. break;
  1652. case VisualShaderNode::PORT_TYPE_SCALAR_INT:
  1653. outputs[i] = "int " + var_name;
  1654. break;
  1655. case VisualShaderNode::PORT_TYPE_VECTOR_2D:
  1656. outputs[i] = "vec2 " + var_name;
  1657. break;
  1658. case VisualShaderNode::PORT_TYPE_VECTOR_3D:
  1659. outputs[i] = "vec3 " + var_name;
  1660. break;
  1661. case VisualShaderNode::PORT_TYPE_VECTOR_4D:
  1662. outputs[i] = "vec4 " + var_name;
  1663. break;
  1664. case VisualShaderNode::PORT_TYPE_BOOLEAN:
  1665. outputs[i] = "bool " + var_name;
  1666. break;
  1667. case VisualShaderNode::PORT_TYPE_TRANSFORM:
  1668. outputs[i] = "mat4 " + var_name;
  1669. break;
  1670. default:
  1671. break;
  1672. }
  1673. if (expanded_output_ports[i]) {
  1674. switch (vsnode->get_output_port_type(i)) {
  1675. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1676. j += 2;
  1677. } break;
  1678. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1679. j += 3;
  1680. } break;
  1681. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1682. j += 4;
  1683. } break;
  1684. default:
  1685. break;
  1686. }
  1687. }
  1688. }
  1689. } else {
  1690. for (int i = 0, j = 0; i < initial_output_count; i++, j++) {
  1691. outputs[i] = "n_out" + itos(node) + "p" + itos(j);
  1692. switch (vsnode->get_output_port_type(i)) {
  1693. case VisualShaderNode::PORT_TYPE_SCALAR:
  1694. code += " float " + outputs[i] + ";\n";
  1695. break;
  1696. case VisualShaderNode::PORT_TYPE_SCALAR_INT:
  1697. code += " int " + outputs[i] + ";\n";
  1698. break;
  1699. case VisualShaderNode::PORT_TYPE_VECTOR_2D:
  1700. code += " vec2 " + outputs[i] + ";\n";
  1701. break;
  1702. case VisualShaderNode::PORT_TYPE_VECTOR_3D:
  1703. code += " vec3 " + outputs[i] + ";\n";
  1704. break;
  1705. case VisualShaderNode::PORT_TYPE_VECTOR_4D:
  1706. code += " vec4 " + outputs[i] + ";\n";
  1707. break;
  1708. case VisualShaderNode::PORT_TYPE_BOOLEAN:
  1709. code += " bool " + outputs[i] + ";\n";
  1710. break;
  1711. case VisualShaderNode::PORT_TYPE_TRANSFORM:
  1712. code += " mat4 " + outputs[i] + ";\n";
  1713. break;
  1714. default:
  1715. break;
  1716. }
  1717. if (expanded_output_ports[i]) {
  1718. switch (vsnode->get_output_port_type(i)) {
  1719. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1720. j += 2;
  1721. } break;
  1722. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1723. j += 3;
  1724. } break;
  1725. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1726. j += 4;
  1727. } break;
  1728. default:
  1729. break;
  1730. }
  1731. }
  1732. }
  1733. }
  1734. node_code += vsnode->generate_code(get_mode(), type, node, inputs, outputs, for_preview);
  1735. if (!node_code.is_empty()) {
  1736. code += node_name;
  1737. code += node_code;
  1738. }
  1739. for (int i = 0; i < output_count; i++) {
  1740. if (expanded_output_ports[i]) {
  1741. switch (vsnode->get_output_port_type(i)) {
  1742. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1743. if (vsnode->is_output_port_connected(i + 1) || (for_preview && vsnode->get_output_port_for_preview() == (i + 1))) { // red-component
  1744. String r = "n_out" + itos(node) + "p" + itos(i + 1);
  1745. code += " float " + r + " = n_out" + itos(node) + "p" + itos(i) + ".r;\n";
  1746. outputs[i + 1] = r;
  1747. }
  1748. if (vsnode->is_output_port_connected(i + 2) || (for_preview && vsnode->get_output_port_for_preview() == (i + 2))) { // green-component
  1749. String g = "n_out" + itos(node) + "p" + itos(i + 2);
  1750. code += " float " + g + " = n_out" + itos(node) + "p" + itos(i) + ".g;\n";
  1751. outputs[i + 2] = g;
  1752. }
  1753. i += 2;
  1754. } break;
  1755. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1756. if (vsnode->is_output_port_connected(i + 1) || (for_preview && vsnode->get_output_port_for_preview() == (i + 1))) { // red-component
  1757. String r = "n_out" + itos(node) + "p" + itos(i + 1);
  1758. code += " float " + r + " = n_out" + itos(node) + "p" + itos(i) + ".r;\n";
  1759. outputs[i + 1] = r;
  1760. }
  1761. if (vsnode->is_output_port_connected(i + 2) || (for_preview && vsnode->get_output_port_for_preview() == (i + 2))) { // green-component
  1762. String g = "n_out" + itos(node) + "p" + itos(i + 2);
  1763. code += " float " + g + " = n_out" + itos(node) + "p" + itos(i) + ".g;\n";
  1764. outputs[i + 2] = g;
  1765. }
  1766. if (vsnode->is_output_port_connected(i + 3) || (for_preview && vsnode->get_output_port_for_preview() == (i + 3))) { // blue-component
  1767. String b = "n_out" + itos(node) + "p" + itos(i + 3);
  1768. code += " float " + b + " = n_out" + itos(node) + "p" + itos(i) + ".b;\n";
  1769. outputs[i + 3] = b;
  1770. }
  1771. i += 3;
  1772. } break;
  1773. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1774. if (vsnode->is_output_port_connected(i + 1) || (for_preview && vsnode->get_output_port_for_preview() == (i + 1))) { // red-component
  1775. String r = "n_out" + itos(node) + "p" + itos(i + 1);
  1776. code += " float " + r + " = n_out" + itos(node) + "p" + itos(i) + ".r;\n";
  1777. outputs[i + 1] = r;
  1778. }
  1779. if (vsnode->is_output_port_connected(i + 2) || (for_preview && vsnode->get_output_port_for_preview() == (i + 2))) { // green-component
  1780. String g = "n_out" + itos(node) + "p" + itos(i + 2);
  1781. code += " float " + g + " = n_out" + itos(node) + "p" + itos(i) + ".g;\n";
  1782. outputs[i + 2] = g;
  1783. }
  1784. if (vsnode->is_output_port_connected(i + 3) || (for_preview && vsnode->get_output_port_for_preview() == (i + 3))) { // blue-component
  1785. String b = "n_out" + itos(node) + "p" + itos(i + 3);
  1786. code += " float " + b + " = n_out" + itos(node) + "p" + itos(i) + ".b;\n";
  1787. outputs[i + 3] = b;
  1788. }
  1789. if (vsnode->is_output_port_connected(i + 4) || (for_preview && vsnode->get_output_port_for_preview() == (i + 4))) { // alpha-component
  1790. String a = "n_out" + itos(node) + "p" + itos(i + 4);
  1791. code += " float " + a + " = n_out" + itos(node) + "p" + itos(i) + ".a;\n";
  1792. outputs[i + 4] = a;
  1793. }
  1794. i += 4;
  1795. } break;
  1796. default:
  1797. break;
  1798. }
  1799. }
  1800. }
  1801. if (!node_code.is_empty()) {
  1802. code += "\n";
  1803. }
  1804. code += "\n"; //
  1805. processed.insert(node);
  1806. return OK;
  1807. }
  1808. bool VisualShader::has_func_name(RenderingServer::ShaderMode p_mode, const String &p_func_name) const {
  1809. if (!ShaderTypes::get_singleton()->get_functions(p_mode).has(p_func_name)) {
  1810. if (p_mode == RenderingServer::ShaderMode::SHADER_PARTICLES) {
  1811. if (p_func_name == "start_custom" || p_func_name == "process_custom" || p_func_name == "collide") {
  1812. return true;
  1813. }
  1814. }
  1815. return false;
  1816. }
  1817. return true;
  1818. }
  1819. void VisualShader::_update_shader() const {
  1820. if (!dirty.is_set()) {
  1821. return;
  1822. }
  1823. dirty.clear();
  1824. StringBuilder global_code;
  1825. StringBuilder global_code_per_node;
  1826. HashMap<Type, StringBuilder> global_code_per_func;
  1827. StringBuilder code;
  1828. Vector<VisualShader::DefaultTextureParam> default_tex_params;
  1829. HashSet<StringName> classes;
  1830. HashMap<int, int> insertion_pos;
  1831. static const char *shader_mode_str[Shader::MODE_MAX] = { "spatial", "canvas_item", "particles", "sky", "fog" };
  1832. global_code += String() + "shader_type " + shader_mode_str[shader_mode] + ";\n";
  1833. String render_mode;
  1834. {
  1835. const Vector<ShaderLanguage::ModeInfo> &rmodes = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode));
  1836. Vector<String> flag_names;
  1837. // Add enum modes first.
  1838. for (int i = 0; i < rmodes.size(); i++) {
  1839. const ShaderLanguage::ModeInfo &info = rmodes[i];
  1840. const String temp = String(info.name);
  1841. if (!info.options.is_empty()) {
  1842. if (modes.has(temp) && modes[temp] < info.options.size()) {
  1843. if (!render_mode.is_empty()) {
  1844. render_mode += ", ";
  1845. }
  1846. render_mode += temp + "_" + info.options[modes[temp]];
  1847. }
  1848. } else if (flags.has(temp)) {
  1849. flag_names.push_back(temp);
  1850. }
  1851. }
  1852. // Add flags afterward.
  1853. for (int i = 0; i < flag_names.size(); i++) {
  1854. if (!render_mode.is_empty()) {
  1855. render_mode += ", ";
  1856. }
  1857. render_mode += flag_names[i];
  1858. }
  1859. }
  1860. if (!render_mode.is_empty()) {
  1861. global_code += "render_mode " + render_mode + ";\n\n";
  1862. }
  1863. static const char *func_name[TYPE_MAX] = { "vertex", "fragment", "light", "start", "process", "collide", "start_custom", "process_custom", "sky", "fog" };
  1864. String global_expressions;
  1865. HashSet<String> used_uniform_names;
  1866. List<VisualShaderNodeUniform *> uniforms;
  1867. HashMap<int, List<int>> emitters;
  1868. HashMap<int, List<int>> varying_setters;
  1869. for (int i = 0, index = 0; i < TYPE_MAX; i++) {
  1870. if (!has_func_name(RenderingServer::ShaderMode(shader_mode), func_name[i])) {
  1871. continue;
  1872. }
  1873. for (const KeyValue<int, Node> &E : graph[i].nodes) {
  1874. Ref<VisualShaderNodeGlobalExpression> global_expression = E.value.node;
  1875. if (global_expression.is_valid()) {
  1876. String expr = "";
  1877. expr += "// " + global_expression->get_caption() + ":" + itos(index++) + "\n";
  1878. expr += global_expression->generate_global(get_mode(), Type(i), -1);
  1879. expr = expr.replace("\n", "\n ");
  1880. expr += "\n";
  1881. global_expressions += expr;
  1882. }
  1883. Ref<VisualShaderNodeUniformRef> uniform_ref = E.value.node;
  1884. if (uniform_ref.is_valid()) {
  1885. used_uniform_names.insert(uniform_ref->get_uniform_name());
  1886. }
  1887. Ref<VisualShaderNodeUniform> uniform = E.value.node;
  1888. if (uniform.is_valid()) {
  1889. uniforms.push_back(uniform.ptr());
  1890. }
  1891. Ref<VisualShaderNodeVaryingSetter> varying_setter = E.value.node;
  1892. if (varying_setter.is_valid() && varying_setter->is_input_port_connected(0)) {
  1893. if (!varying_setters.has(i)) {
  1894. varying_setters.insert(i, List<int>());
  1895. }
  1896. varying_setters[i].push_back(E.key);
  1897. }
  1898. Ref<VisualShaderNodeParticleEmit> emit_particle = E.value.node;
  1899. if (emit_particle.is_valid()) {
  1900. if (!emitters.has(i)) {
  1901. emitters.insert(i, List<int>());
  1902. }
  1903. emitters[i].push_back(E.key);
  1904. }
  1905. }
  1906. }
  1907. for (int i = 0; i < uniforms.size(); i++) {
  1908. VisualShaderNodeUniform *uniform = uniforms[i];
  1909. if (used_uniform_names.has(uniform->get_uniform_name())) {
  1910. global_code += uniform->generate_global(get_mode(), Type(i), -1);
  1911. const_cast<VisualShaderNodeUniform *>(uniform)->set_global_code_generated(true);
  1912. } else {
  1913. const_cast<VisualShaderNodeUniform *>(uniform)->set_global_code_generated(false);
  1914. }
  1915. }
  1916. if (!varyings.is_empty()) {
  1917. global_code += "\n// Varyings\n";
  1918. for (const KeyValue<String, Varying> &E : varyings) {
  1919. global_code += "varying ";
  1920. switch (E.value.type) {
  1921. case VaryingType::VARYING_TYPE_FLOAT:
  1922. global_code += "float ";
  1923. break;
  1924. case VaryingType::VARYING_TYPE_INT:
  1925. if (E.value.mode == VaryingMode::VARYING_MODE_VERTEX_TO_FRAG_LIGHT) {
  1926. global_code += "flat ";
  1927. }
  1928. global_code += "int ";
  1929. break;
  1930. case VaryingType::VARYING_TYPE_VECTOR_2D:
  1931. global_code += "vec2 ";
  1932. break;
  1933. case VaryingType::VARYING_TYPE_VECTOR_3D:
  1934. global_code += "vec3 ";
  1935. break;
  1936. case VaryingType::VARYING_TYPE_VECTOR_4D:
  1937. global_code += "vec4 ";
  1938. break;
  1939. case VaryingType::VARYING_TYPE_BOOLEAN:
  1940. if (E.value.mode == VaryingMode::VARYING_MODE_VERTEX_TO_FRAG_LIGHT) {
  1941. global_code += "flat ";
  1942. }
  1943. global_code += "bool ";
  1944. break;
  1945. case VaryingType::VARYING_TYPE_TRANSFORM:
  1946. global_code += "mat4 ";
  1947. break;
  1948. default:
  1949. break;
  1950. }
  1951. global_code += E.key + ";\n";
  1952. }
  1953. global_code += "\n";
  1954. }
  1955. HashMap<int, String> code_map;
  1956. HashSet<int> empty_funcs;
  1957. for (int i = 0; i < TYPE_MAX; i++) {
  1958. if (!has_func_name(RenderingServer::ShaderMode(shader_mode), func_name[i])) {
  1959. continue;
  1960. }
  1961. //make it faster to go around through shader
  1962. VMap<ConnectionKey, const List<Connection>::Element *> input_connections;
  1963. VMap<ConnectionKey, const List<Connection>::Element *> output_connections;
  1964. StringBuilder func_code;
  1965. HashSet<int> processed;
  1966. bool is_empty_func = false;
  1967. if (shader_mode != Shader::MODE_PARTICLES && shader_mode != Shader::MODE_SKY && shader_mode != Shader::MODE_FOG) {
  1968. is_empty_func = true;
  1969. }
  1970. String varying_code;
  1971. if (shader_mode == Shader::MODE_SPATIAL || shader_mode == Shader::MODE_CANVAS_ITEM) {
  1972. for (const KeyValue<String, Varying> &E : varyings) {
  1973. if ((E.value.mode == VARYING_MODE_VERTEX_TO_FRAG_LIGHT && i == TYPE_VERTEX) || (E.value.mode == VARYING_MODE_FRAG_TO_LIGHT && i == TYPE_FRAGMENT)) {
  1974. bool found = false;
  1975. for (int key : varying_setters[i]) {
  1976. Ref<VisualShaderNodeVaryingSetter> setter = Object::cast_to<VisualShaderNodeVaryingSetter>(const_cast<VisualShaderNode *>(graph[i].nodes[key].node.ptr()));
  1977. if (setter.is_valid() && E.value.name == setter->get_varying_name()) {
  1978. found = true;
  1979. break;
  1980. }
  1981. }
  1982. if (!found) {
  1983. String code2;
  1984. switch (E.value.type) {
  1985. case VaryingType::VARYING_TYPE_FLOAT:
  1986. code2 += "0.0";
  1987. break;
  1988. case VaryingType::VARYING_TYPE_INT:
  1989. code2 += "0";
  1990. break;
  1991. case VaryingType::VARYING_TYPE_VECTOR_2D:
  1992. code2 += "vec2(0.0)";
  1993. break;
  1994. case VaryingType::VARYING_TYPE_VECTOR_3D:
  1995. code2 += "vec3(0.0)";
  1996. break;
  1997. case VaryingType::VARYING_TYPE_VECTOR_4D:
  1998. code2 += "vec4(0.0)";
  1999. break;
  2000. case VaryingType::VARYING_TYPE_BOOLEAN:
  2001. code2 += "false";
  2002. break;
  2003. case VaryingType::VARYING_TYPE_TRANSFORM:
  2004. code2 += "mat4(1.0)";
  2005. break;
  2006. default:
  2007. break;
  2008. }
  2009. varying_code += vformat(" %s = %s;\n", E.key, code2);
  2010. }
  2011. is_empty_func = false;
  2012. }
  2013. }
  2014. }
  2015. for (const List<Connection>::Element *E = graph[i].connections.front(); E; E = E->next()) {
  2016. ConnectionKey from_key;
  2017. from_key.node = E->get().from_node;
  2018. from_key.port = E->get().from_port;
  2019. output_connections.insert(from_key, E);
  2020. ConnectionKey to_key;
  2021. to_key.node = E->get().to_node;
  2022. to_key.port = E->get().to_port;
  2023. input_connections.insert(to_key, E);
  2024. if (is_empty_func && to_key.node == NODE_ID_OUTPUT) {
  2025. is_empty_func = false;
  2026. }
  2027. }
  2028. if (is_empty_func) {
  2029. empty_funcs.insert(i);
  2030. continue;
  2031. }
  2032. if (shader_mode != Shader::MODE_PARTICLES) {
  2033. func_code += "\nvoid " + String(func_name[i]) + "() {\n";
  2034. }
  2035. insertion_pos.insert(i, code.get_string_length() + func_code.get_string_length());
  2036. 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);
  2037. ERR_FAIL_COND(err != OK);
  2038. if (varying_setters.has(i)) {
  2039. for (int &E : varying_setters[i]) {
  2040. err = _write_node(Type(i), nullptr, nullptr, nullptr, func_code, default_tex_params, input_connections, output_connections, E, processed, false, classes);
  2041. ERR_FAIL_COND(err != OK);
  2042. }
  2043. }
  2044. if (emitters.has(i)) {
  2045. for (int &E : emitters[i]) {
  2046. 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);
  2047. ERR_FAIL_COND(err != OK);
  2048. }
  2049. }
  2050. if (shader_mode == Shader::MODE_PARTICLES) {
  2051. code_map.insert(i, func_code);
  2052. } else {
  2053. func_code += varying_code;
  2054. func_code += "}\n";
  2055. code += func_code;
  2056. }
  2057. }
  2058. String global_compute_code;
  2059. if (shader_mode == Shader::MODE_PARTICLES) {
  2060. bool has_start = !code_map[TYPE_START].is_empty();
  2061. bool has_start_custom = !code_map[TYPE_START_CUSTOM].is_empty();
  2062. bool has_process = !code_map[TYPE_PROCESS].is_empty();
  2063. bool has_process_custom = !code_map[TYPE_PROCESS_CUSTOM].is_empty();
  2064. bool has_collide = !code_map[TYPE_COLLIDE].is_empty();
  2065. code += "void start() {\n";
  2066. if (has_start || has_start_custom) {
  2067. code += " uint __seed = __hash(NUMBER + uint(1) + RANDOM_SEED);\n";
  2068. code += " vec3 __diff = TRANSFORM[3].xyz - EMISSION_TRANSFORM[3].xyz;\n";
  2069. code += " float __radians;\n";
  2070. code += " vec3 __vec3_buff1;\n";
  2071. code += " vec3 __vec3_buff2;\n";
  2072. code += " float __scalar_buff1;\n";
  2073. code += " float __scalar_buff2;\n";
  2074. code += " int __scalar_ibuff;\n";
  2075. code += " vec4 __vec4_buff;\n";
  2076. code += " vec3 __ndiff = normalize(__diff);\n\n";
  2077. }
  2078. if (has_start) {
  2079. code += " {\n";
  2080. code += code_map[TYPE_START].replace("\n ", "\n ");
  2081. code += " }\n";
  2082. if (has_start_custom) {
  2083. code += " \n";
  2084. }
  2085. }
  2086. if (has_start_custom) {
  2087. code += " {\n";
  2088. code += code_map[TYPE_START_CUSTOM].replace("\n ", "\n ");
  2089. code += " }\n";
  2090. }
  2091. code += "}\n\n";
  2092. code += "void process() {\n";
  2093. if (has_process || has_process_custom || has_collide) {
  2094. code += " uint __seed = __hash(NUMBER + uint(1) + RANDOM_SEED);\n";
  2095. code += " vec3 __vec3_buff1;\n";
  2096. code += " vec3 __diff = TRANSFORM[3].xyz - EMISSION_TRANSFORM[3].xyz;\n";
  2097. code += " vec3 __ndiff = normalize(__diff);\n\n";
  2098. }
  2099. code += " {\n";
  2100. String tab = " ";
  2101. if (has_collide) {
  2102. code += " if (COLLIDED) {\n\n";
  2103. code += code_map[TYPE_COLLIDE].replace("\n ", "\n ");
  2104. if (has_process) {
  2105. code += " } else {\n\n";
  2106. tab += " ";
  2107. }
  2108. }
  2109. if (has_process) {
  2110. code += code_map[TYPE_PROCESS].replace("\n ", "\n " + tab);
  2111. }
  2112. if (has_collide) {
  2113. code += " }\n";
  2114. }
  2115. code += " }\n";
  2116. if (has_process_custom) {
  2117. code += " {\n\n";
  2118. code += code_map[TYPE_PROCESS_CUSTOM].replace("\n ", "\n ");
  2119. code += " }\n";
  2120. }
  2121. code += "}\n\n";
  2122. global_compute_code += "float __rand_from_seed(inout uint seed) {\n";
  2123. global_compute_code += " int k;\n";
  2124. global_compute_code += " int s = int(seed);\n";
  2125. global_compute_code += " if (s == 0)\n";
  2126. global_compute_code += " s = 305420679;\n";
  2127. global_compute_code += " k = s / 127773;\n";
  2128. global_compute_code += " s = 16807 * (s - k * 127773) - 2836 * k;\n";
  2129. global_compute_code += " if (s < 0)\n";
  2130. global_compute_code += " s += 2147483647;\n";
  2131. global_compute_code += " seed = uint(s);\n";
  2132. global_compute_code += " return float(seed % uint(65536)) / 65535.0;\n";
  2133. global_compute_code += "}\n\n";
  2134. global_compute_code += "float __rand_from_seed_m1_p1(inout uint seed) {\n";
  2135. global_compute_code += " return __rand_from_seed(seed) * 2.0 - 1.0;\n";
  2136. global_compute_code += "}\n\n";
  2137. global_compute_code += "float __randf_range(inout uint seed, float from, float to) {\n";
  2138. global_compute_code += " return __rand_from_seed(seed) * (to - from) + from;\n";
  2139. global_compute_code += "}\n\n";
  2140. global_compute_code += "vec2 __randv2_range(inout uint seed, vec2 from, vec2 to) {\n";
  2141. global_compute_code += " return vec2(__randf_range(seed, from.x, to.x), __randf_range(seed, from.y, to.y));\n";
  2142. global_compute_code += "}\n\n";
  2143. global_compute_code += "vec3 __randv3_range(inout uint seed, vec3 from, vec3 to) {\n";
  2144. global_compute_code += " return vec3(__randf_range(seed, from.x, to.x), __randf_range(seed, from.y, to.y), __randf_range(seed, from.z, to.z));\n";
  2145. global_compute_code += "}\n\n";
  2146. global_compute_code += "uint __hash(uint x) {\n";
  2147. global_compute_code += " x = ((x >> uint(16)) ^ x) * uint(73244475);\n";
  2148. global_compute_code += " x = ((x >> uint(16)) ^ x) * uint(73244475);\n";
  2149. global_compute_code += " x = (x >> uint(16)) ^ x;\n";
  2150. global_compute_code += " return x;\n";
  2151. global_compute_code += "}\n\n";
  2152. global_compute_code += "mat3 __build_rotation_mat3(vec3 axis, float angle) {\n";
  2153. global_compute_code += " axis = normalize(axis);\n";
  2154. global_compute_code += " float s = sin(angle);\n";
  2155. global_compute_code += " float c = cos(angle);\n";
  2156. global_compute_code += " float oc = 1.0 - c;\n";
  2157. 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";
  2158. global_compute_code += "}\n\n";
  2159. global_compute_code += "mat4 __build_rotation_mat4(vec3 axis, float angle) {\n";
  2160. global_compute_code += " axis = normalize(axis);\n";
  2161. global_compute_code += " float s = sin(angle);\n";
  2162. global_compute_code += " float c = cos(angle);\n";
  2163. global_compute_code += " float oc = 1.0 - c;\n";
  2164. 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";
  2165. global_compute_code += "}\n\n";
  2166. global_compute_code += "vec2 __get_random_unit_vec2(inout uint seed) {\n";
  2167. global_compute_code += " return normalize(vec2(__rand_from_seed_m1_p1(seed), __rand_from_seed_m1_p1(seed)));\n";
  2168. global_compute_code += "}\n\n";
  2169. global_compute_code += "vec3 __get_random_unit_vec3(inout uint seed) {\n";
  2170. 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";
  2171. global_compute_code += "}\n\n";
  2172. }
  2173. //set code secretly
  2174. global_code += "\n\n";
  2175. String final_code = global_code;
  2176. final_code += global_compute_code;
  2177. final_code += global_code_per_node;
  2178. final_code += global_expressions;
  2179. String tcode = code;
  2180. for (int i = 0; i < TYPE_MAX; i++) {
  2181. if (!has_func_name(RenderingServer::ShaderMode(shader_mode), func_name[i])) {
  2182. continue;
  2183. }
  2184. String func_code = global_code_per_func[Type(i)].as_string();
  2185. if (empty_funcs.has(Type(i)) && !func_code.is_empty()) {
  2186. func_code = vformat("%s%s%s", String("\nvoid " + String(func_name[i]) + "() {\n"), func_code, "}\n");
  2187. }
  2188. tcode = tcode.insert(insertion_pos[i], func_code);
  2189. }
  2190. final_code += tcode;
  2191. const_cast<VisualShader *>(this)->set_code(final_code);
  2192. for (int i = 0; i < default_tex_params.size(); i++) {
  2193. for (int j = 0; j < default_tex_params[i].params.size(); j++) {
  2194. const_cast<VisualShader *>(this)->set_default_texture_param(default_tex_params[i].name, default_tex_params[i].params[j], j);
  2195. }
  2196. }
  2197. if (previous_code != final_code) {
  2198. const_cast<VisualShader *>(this)->emit_signal(SNAME("changed"));
  2199. }
  2200. previous_code = final_code;
  2201. }
  2202. void VisualShader::_queue_update() {
  2203. if (dirty.is_set()) {
  2204. return;
  2205. }
  2206. dirty.set();
  2207. call_deferred(SNAME("_update_shader"));
  2208. }
  2209. void VisualShader::rebuild() {
  2210. dirty.set();
  2211. _update_shader();
  2212. }
  2213. void VisualShader::_bind_methods() {
  2214. ClassDB::bind_method(D_METHOD("set_mode", "mode"), &VisualShader::set_mode);
  2215. ClassDB::bind_method(D_METHOD("add_node", "type", "node", "position", "id"), &VisualShader::add_node);
  2216. ClassDB::bind_method(D_METHOD("get_node", "type", "id"), &VisualShader::get_node);
  2217. ClassDB::bind_method(D_METHOD("set_node_position", "type", "id", "position"), &VisualShader::set_node_position);
  2218. ClassDB::bind_method(D_METHOD("get_node_position", "type", "id"), &VisualShader::get_node_position);
  2219. ClassDB::bind_method(D_METHOD("get_node_list", "type"), &VisualShader::get_node_list);
  2220. ClassDB::bind_method(D_METHOD("get_valid_node_id", "type"), &VisualShader::get_valid_node_id);
  2221. ClassDB::bind_method(D_METHOD("remove_node", "type", "id"), &VisualShader::remove_node);
  2222. ClassDB::bind_method(D_METHOD("replace_node", "type", "id", "new_class"), &VisualShader::replace_node);
  2223. ClassDB::bind_method(D_METHOD("is_node_connection", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::is_node_connection);
  2224. ClassDB::bind_method(D_METHOD("can_connect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::can_connect_nodes);
  2225. ClassDB::bind_method(D_METHOD("connect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::connect_nodes);
  2226. ClassDB::bind_method(D_METHOD("disconnect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::disconnect_nodes);
  2227. ClassDB::bind_method(D_METHOD("connect_nodes_forced", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::connect_nodes_forced);
  2228. ClassDB::bind_method(D_METHOD("get_node_connections", "type"), &VisualShader::_get_node_connections);
  2229. ClassDB::bind_method(D_METHOD("set_graph_offset", "offset"), &VisualShader::set_graph_offset);
  2230. ClassDB::bind_method(D_METHOD("get_graph_offset"), &VisualShader::get_graph_offset);
  2231. ClassDB::bind_method(D_METHOD("add_varying", "name", "mode", "type"), &VisualShader::add_varying);
  2232. ClassDB::bind_method(D_METHOD("remove_varying", "name"), &VisualShader::remove_varying);
  2233. ClassDB::bind_method(D_METHOD("has_varying", "name"), &VisualShader::has_varying);
  2234. ClassDB::bind_method(D_METHOD("_update_shader"), &VisualShader::_update_shader);
  2235. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "graph_offset", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_graph_offset", "get_graph_offset");
  2236. ADD_PROPERTY_DEFAULT("code", ""); // Inherited from Shader, prevents showing default code as override in docs.
  2237. BIND_ENUM_CONSTANT(TYPE_VERTEX);
  2238. BIND_ENUM_CONSTANT(TYPE_FRAGMENT);
  2239. BIND_ENUM_CONSTANT(TYPE_LIGHT);
  2240. BIND_ENUM_CONSTANT(TYPE_START);
  2241. BIND_ENUM_CONSTANT(TYPE_PROCESS);
  2242. BIND_ENUM_CONSTANT(TYPE_COLLIDE);
  2243. BIND_ENUM_CONSTANT(TYPE_START_CUSTOM);
  2244. BIND_ENUM_CONSTANT(TYPE_PROCESS_CUSTOM);
  2245. BIND_ENUM_CONSTANT(TYPE_SKY);
  2246. BIND_ENUM_CONSTANT(TYPE_FOG);
  2247. BIND_ENUM_CONSTANT(TYPE_MAX);
  2248. BIND_ENUM_CONSTANT(VARYING_MODE_VERTEX_TO_FRAG_LIGHT);
  2249. BIND_ENUM_CONSTANT(VARYING_MODE_FRAG_TO_LIGHT);
  2250. BIND_ENUM_CONSTANT(VARYING_MODE_MAX);
  2251. BIND_ENUM_CONSTANT(VARYING_TYPE_FLOAT);
  2252. BIND_ENUM_CONSTANT(VARYING_TYPE_INT);
  2253. BIND_ENUM_CONSTANT(VARYING_TYPE_VECTOR_2D);
  2254. BIND_ENUM_CONSTANT(VARYING_TYPE_VECTOR_3D);
  2255. BIND_ENUM_CONSTANT(VARYING_TYPE_VECTOR_4D);
  2256. BIND_ENUM_CONSTANT(VARYING_TYPE_BOOLEAN);
  2257. BIND_ENUM_CONSTANT(VARYING_TYPE_TRANSFORM);
  2258. BIND_ENUM_CONSTANT(VARYING_TYPE_MAX);
  2259. BIND_CONSTANT(NODE_ID_INVALID);
  2260. BIND_CONSTANT(NODE_ID_OUTPUT);
  2261. }
  2262. VisualShader::VisualShader() {
  2263. dirty.set();
  2264. for (int i = 0; i < TYPE_MAX; i++) {
  2265. if (i > (int)TYPE_LIGHT && i < (int)TYPE_SKY) {
  2266. Ref<VisualShaderNodeParticleOutput> output;
  2267. output.instantiate();
  2268. output->shader_type = Type(i);
  2269. output->shader_mode = shader_mode;
  2270. graph[i].nodes[NODE_ID_OUTPUT].node = output;
  2271. } else {
  2272. Ref<VisualShaderNodeOutput> output;
  2273. output.instantiate();
  2274. output->shader_type = Type(i);
  2275. output->shader_mode = shader_mode;
  2276. graph[i].nodes[NODE_ID_OUTPUT].node = output;
  2277. }
  2278. graph[i].nodes[NODE_ID_OUTPUT].position = Vector2(400, 150);
  2279. }
  2280. }
  2281. ///////////////////////////////////////////////////////////
  2282. const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
  2283. // Node3D
  2284. // Node3D, Vertex
  2285. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "vertex", "VERTEX" },
  2286. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "vertex_id", "VERTEX_ID" },
  2287. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
  2288. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent", "TANGENT" },
  2289. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "BINORMAL" },
  2290. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2291. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV2" },
  2292. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  2293. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" },
  2294. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "instance_id", "INSTANCE_ID" },
  2295. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "instance_custom", "INSTANCE_CUSTOM" },
  2296. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
  2297. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_matrix", "MODEL_MATRIX" },
  2298. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "modelview_matrix", "MODELVIEW_MATRIX" },
  2299. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_view_matrix", "INV_VIEW_MATRIX" },
  2300. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "view_matrix", "VIEW_MATRIX" },
  2301. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection_matrix", "PROJECTION_MATRIX" },
  2302. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection_matrix", "INV_PROJECTION_MATRIX" },
  2303. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2304. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "VIEWPORT_SIZE" },
  2305. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
  2306. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_index", "VIEW_INDEX" },
  2307. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_mono_left", "VIEW_MONO_LEFT" },
  2308. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_right", "VIEW_RIGHT" },
  2309. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "node_position_world", "NODE_POSITION_WORLD" },
  2310. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "camera_position_world", "CAMERA_POSITION_WORLD" },
  2311. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "camera_direction_world", "CAMERA_DIRECTION_WORLD" },
  2312. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "node_position_view", "NODE_POSITION_VIEW" },
  2313. // Node3D, Fragment
  2314. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
  2315. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "vertex", "VERTEX" },
  2316. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
  2317. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent", "TANGENT" },
  2318. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "BINORMAL" },
  2319. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "view", "VIEW" },
  2320. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2321. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV2" },
  2322. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  2323. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "point_coord", "POINT_COORD" },
  2324. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
  2325. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_matrix", "MODEL_MATRIX" },
  2326. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "view_matrix", "VIEW_MATRIX" },
  2327. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_view_matrix", "INV_VIEW_MATRIX" },
  2328. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection_matrix", "PROJECTION_MATRIX" },
  2329. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection_matrix", "INV_PROJECTION_MATRIX" },
  2330. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2331. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "VIEWPORT_SIZE" },
  2332. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
  2333. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "front_facing", "FRONT_FACING" },
  2334. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "screen_texture", "SCREEN_TEXTURE" },
  2335. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "normal_roughness_texture", "NORMAL_ROUGHNESS_TEXTURE" },
  2336. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "depth_texture", "DEPTH_TEXTURE" },
  2337. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_index", "VIEW_INDEX" },
  2338. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_mono_left", "VIEW_MONO_LEFT" },
  2339. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_right", "VIEW_RIGHT" },
  2340. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "node_position_world", "NODE_POSITION_WORLD" },
  2341. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "camera_position_world", "CAMERA_POSITION_WORLD" },
  2342. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "camera_direction_world", "CAMERA_DIRECTION_WORLD" },
  2343. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "node_position_view", "NODE_POSITION_VIEW" },
  2344. // Node3D, Light
  2345. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
  2346. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
  2347. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2348. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV2" },
  2349. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "view", "VIEW" },
  2350. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light", "LIGHT" },
  2351. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_color", "LIGHT_COLOR" },
  2352. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "attenuation", "ATTENUATION" },
  2353. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "albedo", "ALBEDO" },
  2354. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "backlight", "BACKLIGHT" },
  2355. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "diffuse", "DIFFUSE_LIGHT" },
  2356. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "specular", "SPECULAR_LIGHT" },
  2357. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
  2358. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "metallic", "METALLIC" },
  2359. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_matrix", "MODEL_MATRIX" },
  2360. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "view_matrix", "VIEW_MATRIX" },
  2361. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_view_matrix", "INV_VIEW_MATRIX" },
  2362. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection_matrix", "PROJECTION_MATRIX" },
  2363. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection_matrix", "INV_PROJECTION_MATRIX" },
  2364. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2365. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "VIEWPORT_SIZE" },
  2366. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
  2367. // Canvas Item
  2368. // Canvas Item, Vertex
  2369. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "vertex", "VERTEX" },
  2370. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2371. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  2372. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" },
  2373. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "texture_pixel_size", "TEXTURE_PIXEL_SIZE" },
  2374. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_matrix", "MODEL_MATRIX" },
  2375. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "canvas_matrix", "CANVAS_MATRIX" },
  2376. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "screen_matrix", "SCREEN_MATRIX" },
  2377. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2378. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_light_pass", "AT_LIGHT_PASS" },
  2379. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "instance_custom", "INSTANCE_CUSTOM" },
  2380. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "instance_id", "INSTANCE_ID" },
  2381. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "vertex_id", "VERTEX_ID" },
  2382. // Canvas Item, Fragment
  2383. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
  2384. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2385. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  2386. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
  2387. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "texture_pixel_size", "TEXTURE_PIXEL_SIZE" },
  2388. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_pixel_size", "SCREEN_PIXEL_SIZE" },
  2389. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "point_coord", "POINT_COORD" },
  2390. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2391. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_light_pass", "AT_LIGHT_PASS" },
  2392. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "texture", "TEXTURE" },
  2393. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "normal_texture", "NORMAL_TEXTURE" },
  2394. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "screen_texture", "SCREEN_TEXTURE" },
  2395. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "specular_shininess", "SPECULAR_SHININESS" },
  2396. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "specular_shininess_texture", "SPECULAR_SHININESS_TEXTURE" },
  2397. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "vertex", "VERTEX" },
  2398. // Canvas Item, Light
  2399. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
  2400. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2401. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
  2402. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  2403. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "light", "LIGHT" },
  2404. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "light_color", "LIGHT_COLOR" },
  2405. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_position", "LIGHT_POSITION" },
  2406. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_vertex", "LIGHT_VERTEX" },
  2407. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "shadow", "SHADOW_MODULATE" },
  2408. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
  2409. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "texture_pixel_size", "TEXTURE_PIXEL_SIZE" },
  2410. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "point_coord", "POINT_COORD" },
  2411. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2412. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SAMPLER, "texture", "TEXTURE" },
  2413. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "specular_shininess", "SPECULAR_SHININESS" },
  2414. // Particles, Start
  2415. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
  2416. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  2417. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
  2418. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
  2419. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
  2420. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom", "CUSTOM" },
  2421. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  2422. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
  2423. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
  2424. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR_INT, "index", "INDEX" },
  2425. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
  2426. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2427. // Particles, Start (Custom)
  2428. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
  2429. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  2430. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
  2431. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
  2432. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
  2433. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom", "CUSTOM" },
  2434. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  2435. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
  2436. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
  2437. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR_INT, "index", "INDEX" },
  2438. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
  2439. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2440. // Particles, Process
  2441. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
  2442. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  2443. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
  2444. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
  2445. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
  2446. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom", "CUSTOM" },
  2447. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  2448. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
  2449. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
  2450. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR_INT, "index", "INDEX" },
  2451. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
  2452. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2453. // Particles, Process (Custom)
  2454. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
  2455. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  2456. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
  2457. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
  2458. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
  2459. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom", "CUSTOM" },
  2460. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  2461. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
  2462. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
  2463. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR_INT, "index", "INDEX" },
  2464. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
  2465. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2466. // Particles, Collide
  2467. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
  2468. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "collision_depth", "COLLISION_DEPTH" },
  2469. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_3D, "collision_normal", "COLLISION_NORMAL" },
  2470. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  2471. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
  2472. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
  2473. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
  2474. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom", "CUSTOM" },
  2475. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  2476. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
  2477. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
  2478. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR_INT, "index", "INDEX" },
  2479. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
  2480. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2481. // Sky, Sky
  2482. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_cubemap_pass", "AT_CUBEMAP_PASS" },
  2483. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_half_res_pass", "AT_HALF_RES_PASS" },
  2484. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_quarter_res_pass", "AT_QUARTER_RES_PASS" },
  2485. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "eyedir", "EYEDIR" },
  2486. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_4D, "half_res_color", "HALF_RES_COLOR" },
  2487. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light0_color", "LIGHT0_COLOR" },
  2488. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light0_direction", "LIGHT0_DIRECTION" },
  2489. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "light0_enabled", "LIGHT0_ENABLED" },
  2490. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "light0_energy", "LIGHT0_ENERGY" },
  2491. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light1_color", "LIGHT1_COLOR" },
  2492. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light1_direction", "LIGHT1_DIRECTION" },
  2493. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "light1_enabled", "LIGHT1_ENABLED" },
  2494. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "light1_energy", "LIGHT1_ENERGY" },
  2495. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light2_color", "LIGHT2_COLOR" },
  2496. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light2_direction", "LIGHT2_DIRECTION" },
  2497. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "light2_enabled", "LIGHT2_ENABLED" },
  2498. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "light2_energy", "LIGHT2_ENERGY" },
  2499. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light3_color", "LIGHT3_COLOR" },
  2500. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light3_direction", "LIGHT3_DIRECTION" },
  2501. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "light3_enabled", "LIGHT3_ENABLED" },
  2502. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "light3_energy", "LIGHT3_ENERGY" },
  2503. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "position", "POSITION" },
  2504. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_4D, "quarter_res_color", "QUARTER_RES_COLOR" },
  2505. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SAMPLER, "radiance", "RADIANCE" },
  2506. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
  2507. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
  2508. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_2D, "sky_coords", "SKY_COORDS" },
  2509. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2510. // Fog, Fog
  2511. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "world_position", "WORLD_POSITION" },
  2512. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "object_position", "OBJECT_POSITION" },
  2513. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "uvw", "UVW" },
  2514. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "extents", "EXTENTS" },
  2515. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_SCALAR, "sdf", "SDF" },
  2516. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2517. { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, nullptr, nullptr },
  2518. };
  2519. const VisualShaderNodeInput::Port VisualShaderNodeInput::preview_ports[] = {
  2520. // Spatial, Vertex
  2521. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "vec3(0.0, 0.0, 1.0)" },
  2522. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent", "vec3(0.0, 1.0, 0.0)" },
  2523. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "vec3(1.0, 0.0, 0.0)" },
  2524. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2525. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV" },
  2526. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec4(1.0)" },
  2527. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  2528. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "vec2(1.0)" },
  2529. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2530. // Spatial, Fragment
  2531. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
  2532. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "vec3(0.0, 0.0, 1.0)" },
  2533. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent", "vec3(0.0, 1.0, 0.0)" },
  2534. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "vec3(1.0, 0.0, 0.0)" },
  2535. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2536. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV" },
  2537. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec4(1.0)" },
  2538. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  2539. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
  2540. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "vec2(1.0)" },
  2541. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2542. // Spatial, Light
  2543. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
  2544. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "vec3(0.0, 0.0, 1.0)" },
  2545. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2546. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV" },
  2547. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "vec2(1.0)" },
  2548. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2549. // Canvas Item, Vertex
  2550. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "vertex", "VERTEX" },
  2551. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2552. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec4(1.0)" },
  2553. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  2554. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2555. // Canvas Item, Fragment
  2556. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
  2557. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2558. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec3(1.0)" },
  2559. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  2560. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
  2561. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2562. // Canvas Item, Light
  2563. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
  2564. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2565. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "vec3(0.0, 0.0, 1.0)" },
  2566. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec4(1.0)" },
  2567. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  2568. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
  2569. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2570. // Particles
  2571. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2572. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2573. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2574. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2575. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2576. // Sky
  2577. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
  2578. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2579. // Fog
  2580. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2581. { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, nullptr, nullptr },
  2582. };
  2583. int VisualShaderNodeInput::get_input_port_count() const {
  2584. return 0;
  2585. }
  2586. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_port_type(int p_port) const {
  2587. return PORT_TYPE_SCALAR;
  2588. }
  2589. String VisualShaderNodeInput::get_input_port_name(int p_port) const {
  2590. return "";
  2591. }
  2592. int VisualShaderNodeInput::get_output_port_count() const {
  2593. return 1;
  2594. }
  2595. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_output_port_type(int p_port) const {
  2596. return p_port == 0 ? get_input_type_by_name(input_name) : PORT_TYPE_SCALAR;
  2597. }
  2598. String VisualShaderNodeInput::get_output_port_name(int p_port) const {
  2599. return "";
  2600. }
  2601. String VisualShaderNodeInput::get_caption() const {
  2602. return "Input";
  2603. }
  2604. bool VisualShaderNodeInput::is_output_port_expandable(int p_port) const {
  2605. if (p_port == 0) {
  2606. switch (get_input_type_by_name(input_name)) {
  2607. case PORT_TYPE_VECTOR_2D:
  2608. return true;
  2609. case PORT_TYPE_VECTOR_3D:
  2610. return true;
  2611. case PORT_TYPE_VECTOR_4D:
  2612. return true;
  2613. default:
  2614. return false;
  2615. }
  2616. }
  2617. return false;
  2618. }
  2619. 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 {
  2620. if (get_output_port_type(0) == PORT_TYPE_SAMPLER) {
  2621. return "";
  2622. }
  2623. if (p_for_preview) {
  2624. int idx = 0;
  2625. String code;
  2626. while (preview_ports[idx].mode != Shader::MODE_MAX) {
  2627. if (preview_ports[idx].mode == shader_mode && preview_ports[idx].shader_type == shader_type && preview_ports[idx].name == input_name) {
  2628. code = " " + p_output_vars[0] + " = " + preview_ports[idx].string + ";\n";
  2629. break;
  2630. }
  2631. idx++;
  2632. }
  2633. if (code.is_empty()) {
  2634. switch (get_output_port_type(0)) {
  2635. case PORT_TYPE_SCALAR: {
  2636. code = " " + p_output_vars[0] + " = 0.0;\n";
  2637. } break;
  2638. case PORT_TYPE_SCALAR_INT: {
  2639. code = " " + p_output_vars[0] + " = 0;\n";
  2640. } break;
  2641. case PORT_TYPE_VECTOR_2D: {
  2642. code = " " + p_output_vars[0] + " = vec2(0.0);\n";
  2643. } break;
  2644. case PORT_TYPE_VECTOR_3D: {
  2645. code = " " + p_output_vars[0] + " = vec3(0.0);\n";
  2646. } break;
  2647. case PORT_TYPE_VECTOR_4D: {
  2648. code = " " + p_output_vars[0] + " = vec4(0.0);\n";
  2649. } break;
  2650. case PORT_TYPE_BOOLEAN: {
  2651. code = " " + p_output_vars[0] + " = false;\n";
  2652. } break;
  2653. default:
  2654. break;
  2655. }
  2656. }
  2657. return code;
  2658. } else {
  2659. int idx = 0;
  2660. String code;
  2661. while (ports[idx].mode != Shader::MODE_MAX) {
  2662. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == input_name) {
  2663. code = " " + p_output_vars[0] + " = " + ports[idx].string + ";\n";
  2664. break;
  2665. }
  2666. idx++;
  2667. }
  2668. if (code.is_empty()) {
  2669. code = " " + p_output_vars[0] + " = 0.0;\n"; //default (none found) is scalar
  2670. }
  2671. return code;
  2672. }
  2673. }
  2674. void VisualShaderNodeInput::set_input_name(String p_name) {
  2675. PortType prev_type = get_input_type_by_name(input_name);
  2676. input_name = p_name;
  2677. emit_changed();
  2678. if (get_input_type_by_name(input_name) != prev_type) {
  2679. emit_signal(SNAME("input_type_changed"));
  2680. }
  2681. }
  2682. String VisualShaderNodeInput::get_input_name() const {
  2683. return input_name;
  2684. }
  2685. String VisualShaderNodeInput::get_input_real_name() const {
  2686. int idx = 0;
  2687. while (ports[idx].mode != Shader::MODE_MAX) {
  2688. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == input_name) {
  2689. return String(ports[idx].string);
  2690. }
  2691. idx++;
  2692. }
  2693. return "";
  2694. }
  2695. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_type_by_name(String p_name) const {
  2696. int idx = 0;
  2697. while (ports[idx].mode != Shader::MODE_MAX) {
  2698. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == p_name) {
  2699. return ports[idx].type;
  2700. }
  2701. idx++;
  2702. }
  2703. return PORT_TYPE_SCALAR;
  2704. }
  2705. int VisualShaderNodeInput::get_input_index_count() const {
  2706. int idx = 0;
  2707. int count = 0;
  2708. while (ports[idx].mode != Shader::MODE_MAX) {
  2709. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  2710. count++;
  2711. }
  2712. idx++;
  2713. }
  2714. return count;
  2715. }
  2716. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_index_type(int p_index) const {
  2717. int idx = 0;
  2718. int count = 0;
  2719. while (ports[idx].mode != Shader::MODE_MAX) {
  2720. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  2721. if (count == p_index) {
  2722. return ports[idx].type;
  2723. }
  2724. count++;
  2725. }
  2726. idx++;
  2727. }
  2728. return PORT_TYPE_SCALAR;
  2729. }
  2730. String VisualShaderNodeInput::get_input_index_name(int p_index) const {
  2731. int idx = 0;
  2732. int count = 0;
  2733. while (ports[idx].mode != Shader::MODE_MAX) {
  2734. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  2735. if (count == p_index) {
  2736. return ports[idx].name;
  2737. }
  2738. count++;
  2739. }
  2740. idx++;
  2741. }
  2742. return "";
  2743. }
  2744. void VisualShaderNodeInput::_validate_property(PropertyInfo &p_property) const {
  2745. if (p_property.name == "input_name") {
  2746. String port_list;
  2747. int idx = 0;
  2748. while (ports[idx].mode != Shader::MODE_MAX) {
  2749. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  2750. if (!port_list.is_empty()) {
  2751. port_list += ",";
  2752. }
  2753. port_list += ports[idx].name;
  2754. }
  2755. idx++;
  2756. }
  2757. if (port_list.is_empty()) {
  2758. port_list = RTR("None");
  2759. }
  2760. p_property.hint_string = port_list;
  2761. }
  2762. }
  2763. Vector<StringName> VisualShaderNodeInput::get_editable_properties() const {
  2764. Vector<StringName> props;
  2765. props.push_back("input_name");
  2766. return props;
  2767. }
  2768. void VisualShaderNodeInput::set_shader_type(VisualShader::Type p_shader_type) {
  2769. shader_type = p_shader_type;
  2770. }
  2771. void VisualShaderNodeInput::set_shader_mode(Shader::Mode p_shader_mode) {
  2772. shader_mode = p_shader_mode;
  2773. }
  2774. void VisualShaderNodeInput::_bind_methods() {
  2775. ClassDB::bind_method(D_METHOD("set_input_name", "name"), &VisualShaderNodeInput::set_input_name);
  2776. ClassDB::bind_method(D_METHOD("get_input_name"), &VisualShaderNodeInput::get_input_name);
  2777. ClassDB::bind_method(D_METHOD("get_input_real_name"), &VisualShaderNodeInput::get_input_real_name);
  2778. ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "input_name", PROPERTY_HINT_ENUM, ""), "set_input_name", "get_input_name");
  2779. ADD_SIGNAL(MethodInfo("input_type_changed"));
  2780. }
  2781. VisualShaderNodeInput::VisualShaderNodeInput() {
  2782. }
  2783. ////////////// UniformRef
  2784. RBMap<RID, List<VisualShaderNodeUniformRef::Uniform>> uniforms;
  2785. void VisualShaderNodeUniformRef::add_uniform(RID p_shader_rid, const String &p_name, UniformType p_type) {
  2786. uniforms[p_shader_rid].push_back({ p_name, p_type });
  2787. }
  2788. void VisualShaderNodeUniformRef::clear_uniforms(RID p_shader_rid) {
  2789. uniforms[p_shader_rid].clear();
  2790. }
  2791. bool VisualShaderNodeUniformRef::has_uniform(RID p_shader_rid, const String &p_name) {
  2792. for (const VisualShaderNodeUniformRef::Uniform &E : uniforms[p_shader_rid]) {
  2793. if (E.name == p_name) {
  2794. return true;
  2795. }
  2796. }
  2797. return false;
  2798. }
  2799. String VisualShaderNodeUniformRef::get_caption() const {
  2800. return "UniformRef";
  2801. }
  2802. int VisualShaderNodeUniformRef::get_input_port_count() const {
  2803. return 0;
  2804. }
  2805. VisualShaderNodeUniformRef::PortType VisualShaderNodeUniformRef::get_input_port_type(int p_port) const {
  2806. return PortType::PORT_TYPE_SCALAR;
  2807. }
  2808. String VisualShaderNodeUniformRef::get_input_port_name(int p_port) const {
  2809. return "";
  2810. }
  2811. int VisualShaderNodeUniformRef::get_output_port_count() const {
  2812. switch (uniform_type) {
  2813. case UniformType::UNIFORM_TYPE_FLOAT:
  2814. return 1;
  2815. case UniformType::UNIFORM_TYPE_INT:
  2816. return 1;
  2817. case UniformType::UNIFORM_TYPE_BOOLEAN:
  2818. return 1;
  2819. case UniformType::UNIFORM_TYPE_VECTOR2:
  2820. return 1;
  2821. case UniformType::UNIFORM_TYPE_VECTOR3:
  2822. return 1;
  2823. case UniformType::UNIFORM_TYPE_VECTOR4:
  2824. return 1;
  2825. case UniformType::UNIFORM_TYPE_TRANSFORM:
  2826. return 1;
  2827. case UniformType::UNIFORM_TYPE_COLOR:
  2828. return 2;
  2829. case UniformType::UNIFORM_TYPE_SAMPLER:
  2830. return 1;
  2831. default:
  2832. break;
  2833. }
  2834. return 1;
  2835. }
  2836. VisualShaderNodeUniformRef::PortType VisualShaderNodeUniformRef::get_output_port_type(int p_port) const {
  2837. switch (uniform_type) {
  2838. case UniformType::UNIFORM_TYPE_FLOAT:
  2839. return PortType::PORT_TYPE_SCALAR;
  2840. case UniformType::UNIFORM_TYPE_INT:
  2841. return PortType::PORT_TYPE_SCALAR_INT;
  2842. case UniformType::UNIFORM_TYPE_BOOLEAN:
  2843. return PortType::PORT_TYPE_BOOLEAN;
  2844. case UniformType::UNIFORM_TYPE_VECTOR2:
  2845. return PortType::PORT_TYPE_VECTOR_2D;
  2846. case UniformType::UNIFORM_TYPE_VECTOR3:
  2847. return PortType::PORT_TYPE_VECTOR_3D;
  2848. case UniformType::UNIFORM_TYPE_VECTOR4:
  2849. return PortType::PORT_TYPE_VECTOR_4D;
  2850. case UniformType::UNIFORM_TYPE_TRANSFORM:
  2851. return PortType::PORT_TYPE_TRANSFORM;
  2852. case UniformType::UNIFORM_TYPE_COLOR:
  2853. if (p_port == 0) {
  2854. return PortType::PORT_TYPE_VECTOR_3D;
  2855. } else if (p_port == 1) {
  2856. return PORT_TYPE_SCALAR;
  2857. }
  2858. break;
  2859. case UniformType::UNIFORM_TYPE_SAMPLER:
  2860. return PortType::PORT_TYPE_SAMPLER;
  2861. default:
  2862. break;
  2863. }
  2864. return PORT_TYPE_SCALAR;
  2865. }
  2866. String VisualShaderNodeUniformRef::get_output_port_name(int p_port) const {
  2867. switch (uniform_type) {
  2868. case UniformType::UNIFORM_TYPE_FLOAT:
  2869. return "";
  2870. case UniformType::UNIFORM_TYPE_INT:
  2871. return "";
  2872. case UniformType::UNIFORM_TYPE_BOOLEAN:
  2873. return "";
  2874. case UniformType::UNIFORM_TYPE_VECTOR2:
  2875. return "";
  2876. case UniformType::UNIFORM_TYPE_VECTOR3:
  2877. return "";
  2878. case UniformType::UNIFORM_TYPE_VECTOR4:
  2879. return "";
  2880. case UniformType::UNIFORM_TYPE_TRANSFORM:
  2881. return "";
  2882. case UniformType::UNIFORM_TYPE_COLOR:
  2883. if (p_port == 0) {
  2884. return "rgb";
  2885. } else if (p_port == 1) {
  2886. return "alpha";
  2887. }
  2888. break;
  2889. case UniformType::UNIFORM_TYPE_SAMPLER:
  2890. return "";
  2891. break;
  2892. default:
  2893. break;
  2894. }
  2895. return "";
  2896. }
  2897. void VisualShaderNodeUniformRef::set_shader_rid(const RID &p_shader_rid) {
  2898. shader_rid = p_shader_rid;
  2899. }
  2900. void VisualShaderNodeUniformRef::set_uniform_name(const String &p_name) {
  2901. uniform_name = p_name;
  2902. if (shader_rid.is_valid()) {
  2903. update_uniform_type();
  2904. }
  2905. emit_changed();
  2906. }
  2907. void VisualShaderNodeUniformRef::update_uniform_type() {
  2908. if (uniform_name != "[None]") {
  2909. uniform_type = get_uniform_type_by_name(uniform_name);
  2910. } else {
  2911. uniform_type = UniformType::UNIFORM_TYPE_FLOAT;
  2912. }
  2913. }
  2914. String VisualShaderNodeUniformRef::get_uniform_name() const {
  2915. return uniform_name;
  2916. }
  2917. int VisualShaderNodeUniformRef::get_uniforms_count() const {
  2918. ERR_FAIL_COND_V(!shader_rid.is_valid(), 0);
  2919. return uniforms[shader_rid].size();
  2920. }
  2921. String VisualShaderNodeUniformRef::get_uniform_name_by_index(int p_idx) const {
  2922. ERR_FAIL_COND_V(!shader_rid.is_valid(), String());
  2923. if (p_idx >= 0 && p_idx < uniforms[shader_rid].size()) {
  2924. return uniforms[shader_rid][p_idx].name;
  2925. }
  2926. return "";
  2927. }
  2928. VisualShaderNodeUniformRef::UniformType VisualShaderNodeUniformRef::get_uniform_type_by_name(const String &p_name) const {
  2929. ERR_FAIL_COND_V(!shader_rid.is_valid(), UNIFORM_TYPE_FLOAT);
  2930. for (int i = 0; i < uniforms[shader_rid].size(); i++) {
  2931. if (uniforms[shader_rid][i].name == p_name) {
  2932. return uniforms[shader_rid][i].type;
  2933. }
  2934. }
  2935. return UniformType::UNIFORM_TYPE_FLOAT;
  2936. }
  2937. VisualShaderNodeUniformRef::UniformType VisualShaderNodeUniformRef::get_uniform_type_by_index(int p_idx) const {
  2938. ERR_FAIL_COND_V(!shader_rid.is_valid(), UNIFORM_TYPE_FLOAT);
  2939. if (p_idx >= 0 && p_idx < uniforms[shader_rid].size()) {
  2940. return uniforms[shader_rid][p_idx].type;
  2941. }
  2942. return UniformType::UNIFORM_TYPE_FLOAT;
  2943. }
  2944. VisualShaderNodeUniformRef::PortType VisualShaderNodeUniformRef::get_port_type_by_index(int p_idx) const {
  2945. ERR_FAIL_COND_V(!shader_rid.is_valid(), PORT_TYPE_SCALAR);
  2946. if (p_idx >= 0 && p_idx < uniforms[shader_rid].size()) {
  2947. switch (uniforms[shader_rid][p_idx].type) {
  2948. case UniformType::UNIFORM_TYPE_FLOAT:
  2949. return PORT_TYPE_SCALAR;
  2950. case UniformType::UNIFORM_TYPE_INT:
  2951. return PORT_TYPE_SCALAR_INT;
  2952. case UniformType::UNIFORM_TYPE_SAMPLER:
  2953. return PORT_TYPE_SAMPLER;
  2954. case UniformType::UNIFORM_TYPE_VECTOR2:
  2955. return PORT_TYPE_VECTOR_2D;
  2956. case UniformType::UNIFORM_TYPE_VECTOR3:
  2957. return PORT_TYPE_VECTOR_3D;
  2958. case UniformType::UNIFORM_TYPE_VECTOR4:
  2959. return PORT_TYPE_VECTOR_4D;
  2960. case UniformType::UNIFORM_TYPE_TRANSFORM:
  2961. return PORT_TYPE_TRANSFORM;
  2962. case UniformType::UNIFORM_TYPE_COLOR:
  2963. return PORT_TYPE_VECTOR_3D;
  2964. default:
  2965. break;
  2966. }
  2967. }
  2968. return PORT_TYPE_SCALAR;
  2969. }
  2970. String VisualShaderNodeUniformRef::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 {
  2971. switch (uniform_type) {
  2972. case UniformType::UNIFORM_TYPE_FLOAT:
  2973. if (uniform_name == "[None]") {
  2974. return " " + p_output_vars[0] + " = 0.0;\n";
  2975. }
  2976. break;
  2977. case UniformType::UNIFORM_TYPE_COLOR: {
  2978. String code = " " + p_output_vars[0] + " = " + get_uniform_name() + ".rgb;\n";
  2979. code += " " + p_output_vars[1] + " = " + get_uniform_name() + ".a;\n";
  2980. return code;
  2981. } break;
  2982. case UniformType::UNIFORM_TYPE_SAMPLER:
  2983. return String();
  2984. default:
  2985. break;
  2986. }
  2987. return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  2988. }
  2989. void VisualShaderNodeUniformRef::_set_uniform_type(int p_uniform_type) {
  2990. uniform_type = (UniformType)p_uniform_type;
  2991. }
  2992. int VisualShaderNodeUniformRef::_get_uniform_type() const {
  2993. return (int)uniform_type;
  2994. }
  2995. void VisualShaderNodeUniformRef::_bind_methods() {
  2996. ClassDB::bind_method(D_METHOD("set_uniform_name", "name"), &VisualShaderNodeUniformRef::set_uniform_name);
  2997. ClassDB::bind_method(D_METHOD("get_uniform_name"), &VisualShaderNodeUniformRef::get_uniform_name);
  2998. ClassDB::bind_method(D_METHOD("_set_uniform_type", "type"), &VisualShaderNodeUniformRef::_set_uniform_type);
  2999. ClassDB::bind_method(D_METHOD("_get_uniform_type"), &VisualShaderNodeUniformRef::_get_uniform_type);
  3000. ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "uniform_name", PROPERTY_HINT_ENUM, ""), "set_uniform_name", "get_uniform_name");
  3001. ADD_PROPERTY(PropertyInfo(Variant::INT, "uniform_type", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "_set_uniform_type", "_get_uniform_type");
  3002. }
  3003. Vector<StringName> VisualShaderNodeUniformRef::get_editable_properties() const {
  3004. Vector<StringName> props;
  3005. props.push_back("uniform_name");
  3006. props.push_back("uniform_type");
  3007. return props;
  3008. }
  3009. VisualShaderNodeUniformRef::VisualShaderNodeUniformRef() {
  3010. }
  3011. ////////////////////////////////////////////
  3012. const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = {
  3013. ////////////////////////////////////////////////////////////////////////
  3014. // Node3D.
  3015. ////////////////////////////////////////////////////////////////////////
  3016. // Node3D, Vertex.
  3017. ////////////////////////////////////////////////////////////////////////
  3018. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Vertex", "VERTEX" },
  3019. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Normal", "NORMAL" },
  3020. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Tangent", "TANGENT" },
  3021. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Binormal", "BINORMAL" },
  3022. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "UV", "UV" },
  3023. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "UV2", "UV2" },
  3024. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Color", "COLOR.rgb" },
  3025. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha", "COLOR.a" },
  3026. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "Roughness", "ROUGHNESS" },
  3027. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "Point Size", "POINT_SIZE" },
  3028. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "Model View Matrix", "MODELVIEW_MATRIX" },
  3029. ////////////////////////////////////////////////////////////////////////
  3030. // Node3D, Fragment.
  3031. ////////////////////////////////////////////////////////////////////////
  3032. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Albedo", "ALBEDO" },
  3033. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha", "ALPHA" },
  3034. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Metallic", "METALLIC" },
  3035. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Roughness", "ROUGHNESS" },
  3036. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Specular", "SPECULAR" },
  3037. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Emission", "EMISSION" },
  3038. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "AO", "AO" },
  3039. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "AO Light Affect", "AO_LIGHT_AFFECT" },
  3040. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Normal", "NORMAL" },
  3041. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Normal Map", "NORMAL_MAP" },
  3042. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Normal Map Depth", "NORMAL_MAP_DEPTH" },
  3043. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Rim", "RIM" },
  3044. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Rim Tint", "RIM_TINT" },
  3045. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Clearcoat", "CLEARCOAT" },
  3046. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Clearcoat Roughness", "CLEARCOAT_ROUGHNESS" },
  3047. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Anisotropy", "ANISOTROPY" },
  3048. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "Anisotropy Flow", "ANISOTROPY_FLOW" },
  3049. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Subsurf Scatter", "SSS_STRENGTH" },
  3050. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Backlight", "BACKLIGHT" },
  3051. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha Scissor Threshold", "ALPHA_SCISSOR_THRESHOLD" },
  3052. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha Hash Scale", "ALPHA_HASH_SCALE" },
  3053. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha AA Edge", "ALPHA_ANTIALIASING_EDGE" },
  3054. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "Alpha UV", "ALPHA_TEXTURE_COORDINATE" },
  3055. ////////////////////////////////////////////////////////////////////////
  3056. // Node3D, Light.
  3057. ////////////////////////////////////////////////////////////////////////
  3058. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Diffuse", "DIFFUSE_LIGHT" },
  3059. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Specular", "SPECULAR_LIGHT" },
  3060. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha", "ALPHA" },
  3061. ////////////////////////////////////////////////////////////////////////
  3062. // Canvas Item.
  3063. ////////////////////////////////////////////////////////////////////////
  3064. // Canvas Item, Vertex.
  3065. ////////////////////////////////////////////////////////////////////////
  3066. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "Vertex", "VERTEX" },
  3067. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "UV", "UV" },
  3068. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Color", "COLOR.rgb" },
  3069. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha", "COLOR.a" },
  3070. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "Point Size", "POINT_SIZE" },
  3071. ////////////////////////////////////////////////////////////////////////
  3072. // Canvas Item, Fragment.
  3073. ////////////////////////////////////////////////////////////////////////
  3074. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Color", "COLOR.rgb" },
  3075. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha", "COLOR.a" },
  3076. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Normal", "NORMAL" },
  3077. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Normal Map", "NORMAL_MAP" },
  3078. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Normal Map Depth", "NORMAL_MAP_DEPTH" },
  3079. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Light Vertex", "LIGHT_VERTEX" },
  3080. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "Shadow Vertex", "SHADOW_VERTEX" },
  3081. ////////////////////////////////////////////////////////////////////////
  3082. // Canvas Item, Light.
  3083. ////////////////////////////////////////////////////////////////////////
  3084. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Light", "LIGHT.rgb" },
  3085. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "Light Alpha", "LIGHT.a" },
  3086. ////////////////////////////////////////////////////////////////////////
  3087. // Sky, Sky.
  3088. ////////////////////////////////////////////////////////////////////////
  3089. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Color", "COLOR" },
  3090. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha", "ALPHA" },
  3091. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Fog", "FOG.rgb" },
  3092. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "Fog Alpha", "FOG.a" },
  3093. ////////////////////////////////////////////////////////////////////////
  3094. // Fog, Fog.
  3095. ////////////////////////////////////////////////////////////////////////
  3096. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_SCALAR, "Density", "DENSITY" },
  3097. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Albedo", "ALBEDO" },
  3098. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Emission", "EMISSION" },
  3099. ////////////////////////////////////////////////////////////////////////
  3100. { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, nullptr, nullptr },
  3101. };
  3102. int VisualShaderNodeOutput::get_input_port_count() const {
  3103. int idx = 0;
  3104. int count = 0;
  3105. while (ports[idx].mode != Shader::MODE_MAX) {
  3106. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  3107. count++;
  3108. }
  3109. idx++;
  3110. }
  3111. return count;
  3112. }
  3113. VisualShaderNodeOutput::PortType VisualShaderNodeOutput::get_input_port_type(int p_port) const {
  3114. int idx = 0;
  3115. int count = 0;
  3116. while (ports[idx].mode != Shader::MODE_MAX) {
  3117. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  3118. if (count == p_port) {
  3119. return ports[idx].type;
  3120. }
  3121. count++;
  3122. }
  3123. idx++;
  3124. }
  3125. return PORT_TYPE_SCALAR;
  3126. }
  3127. String VisualShaderNodeOutput::get_input_port_name(int p_port) const {
  3128. int idx = 0;
  3129. int count = 0;
  3130. while (ports[idx].mode != Shader::MODE_MAX) {
  3131. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  3132. if (count == p_port) {
  3133. return String(ports[idx].name);
  3134. }
  3135. count++;
  3136. }
  3137. idx++;
  3138. }
  3139. return String();
  3140. }
  3141. Variant VisualShaderNodeOutput::get_input_port_default_value(int p_port) const {
  3142. return Variant();
  3143. }
  3144. int VisualShaderNodeOutput::get_output_port_count() const {
  3145. return 0;
  3146. }
  3147. VisualShaderNodeOutput::PortType VisualShaderNodeOutput::get_output_port_type(int p_port) const {
  3148. return PORT_TYPE_SCALAR;
  3149. }
  3150. String VisualShaderNodeOutput::get_output_port_name(int p_port) const {
  3151. return String();
  3152. }
  3153. bool VisualShaderNodeOutput::is_port_separator(int p_index) const {
  3154. if (shader_mode == Shader::MODE_SPATIAL && shader_type == VisualShader::TYPE_VERTEX) {
  3155. String name = get_input_port_name(p_index);
  3156. return bool(name == "Model View Matrix");
  3157. }
  3158. if (shader_mode == Shader::MODE_SPATIAL && shader_type == VisualShader::TYPE_FRAGMENT) {
  3159. String name = get_input_port_name(p_index);
  3160. return bool(name == "AO" || name == "Normal" || name == "Rim" || name == "Clearcoat" || name == "Anisotropy" || name == "Subsurf Scatter" || name == "Alpha Scissor Threshold");
  3161. }
  3162. return false;
  3163. }
  3164. String VisualShaderNodeOutput::get_caption() const {
  3165. return "Output";
  3166. }
  3167. 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 {
  3168. int idx = 0;
  3169. int count = 0;
  3170. String code;
  3171. while (ports[idx].mode != Shader::MODE_MAX) {
  3172. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  3173. if (!p_input_vars[count].is_empty()) {
  3174. String s = ports[idx].string;
  3175. if (s.contains(":")) {
  3176. code += " " + s.get_slicec(':', 0) + " = " + p_input_vars[count] + "." + s.get_slicec(':', 1) + ";\n";
  3177. } else {
  3178. code += " " + s + " = " + p_input_vars[count] + ";\n";
  3179. }
  3180. }
  3181. count++;
  3182. }
  3183. idx++;
  3184. }
  3185. return code;
  3186. }
  3187. VisualShaderNodeOutput::VisualShaderNodeOutput() {
  3188. }
  3189. ///////////////////////////
  3190. void VisualShaderNodeUniform::set_uniform_name(const String &p_name) {
  3191. uniform_name = p_name;
  3192. emit_signal(SNAME("name_changed"));
  3193. emit_changed();
  3194. }
  3195. String VisualShaderNodeUniform::get_uniform_name() const {
  3196. return uniform_name;
  3197. }
  3198. void VisualShaderNodeUniform::set_qualifier(VisualShaderNodeUniform::Qualifier p_qual) {
  3199. ERR_FAIL_INDEX(int(p_qual), int(QUAL_MAX));
  3200. if (qualifier == p_qual) {
  3201. return;
  3202. }
  3203. qualifier = p_qual;
  3204. emit_changed();
  3205. }
  3206. VisualShaderNodeUniform::Qualifier VisualShaderNodeUniform::get_qualifier() const {
  3207. return qualifier;
  3208. }
  3209. void VisualShaderNodeUniform::set_global_code_generated(bool p_enabled) {
  3210. global_code_generated = p_enabled;
  3211. }
  3212. bool VisualShaderNodeUniform::is_global_code_generated() const {
  3213. return global_code_generated;
  3214. }
  3215. void VisualShaderNodeUniform::_bind_methods() {
  3216. ClassDB::bind_method(D_METHOD("set_uniform_name", "name"), &VisualShaderNodeUniform::set_uniform_name);
  3217. ClassDB::bind_method(D_METHOD("get_uniform_name"), &VisualShaderNodeUniform::get_uniform_name);
  3218. ClassDB::bind_method(D_METHOD("set_qualifier", "qualifier"), &VisualShaderNodeUniform::set_qualifier);
  3219. ClassDB::bind_method(D_METHOD("get_qualifier"), &VisualShaderNodeUniform::get_qualifier);
  3220. ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "uniform_name"), "set_uniform_name", "get_uniform_name");
  3221. ADD_PROPERTY(PropertyInfo(Variant::INT, "qualifier", PROPERTY_HINT_ENUM, "None,Global,Instance"), "set_qualifier", "get_qualifier");
  3222. BIND_ENUM_CONSTANT(QUAL_NONE);
  3223. BIND_ENUM_CONSTANT(QUAL_GLOBAL);
  3224. BIND_ENUM_CONSTANT(QUAL_INSTANCE);
  3225. BIND_ENUM_CONSTANT(QUAL_MAX);
  3226. }
  3227. String VisualShaderNodeUniform::_get_qual_str() const {
  3228. if (is_qualifier_supported(qualifier)) {
  3229. switch (qualifier) {
  3230. case QUAL_NONE:
  3231. break;
  3232. case QUAL_GLOBAL:
  3233. return "global ";
  3234. case QUAL_INSTANCE:
  3235. return "instance ";
  3236. default:
  3237. break;
  3238. }
  3239. }
  3240. return String();
  3241. }
  3242. String VisualShaderNodeUniform::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  3243. List<String> keyword_list;
  3244. ShaderLanguage::get_keyword_list(&keyword_list);
  3245. if (keyword_list.find(uniform_name)) {
  3246. return RTR("Shader keywords cannot be used as uniform names.\nChoose another name.");
  3247. }
  3248. if (!is_qualifier_supported(qualifier)) {
  3249. String qualifier_str;
  3250. switch (qualifier) {
  3251. case QUAL_NONE:
  3252. break;
  3253. case QUAL_GLOBAL:
  3254. qualifier_str = "global";
  3255. break;
  3256. case QUAL_INSTANCE:
  3257. qualifier_str = "instance";
  3258. break;
  3259. default:
  3260. break;
  3261. }
  3262. return vformat(RTR("This uniform type does not support the '%s' qualifier."), qualifier_str);
  3263. } else if (qualifier == Qualifier::QUAL_GLOBAL) {
  3264. RS::GlobalShaderUniformType gvt = RS::get_singleton()->global_shader_uniform_get_type(uniform_name);
  3265. if (gvt == RS::GLOBAL_VAR_TYPE_MAX) {
  3266. return vformat(RTR("Global uniform '%s' does not exist.\nCreate it in the Project Settings."), uniform_name);
  3267. }
  3268. bool incompatible_type = false;
  3269. switch (gvt) {
  3270. case RS::GLOBAL_VAR_TYPE_FLOAT: {
  3271. if (!Object::cast_to<VisualShaderNodeFloatUniform>(this)) {
  3272. incompatible_type = true;
  3273. }
  3274. } break;
  3275. case RS::GLOBAL_VAR_TYPE_INT: {
  3276. if (!Object::cast_to<VisualShaderNodeIntUniform>(this)) {
  3277. incompatible_type = true;
  3278. }
  3279. } break;
  3280. case RS::GLOBAL_VAR_TYPE_BOOL: {
  3281. if (!Object::cast_to<VisualShaderNodeBooleanUniform>(this)) {
  3282. incompatible_type = true;
  3283. }
  3284. } break;
  3285. case RS::GLOBAL_VAR_TYPE_COLOR: {
  3286. if (!Object::cast_to<VisualShaderNodeColorUniform>(this)) {
  3287. incompatible_type = true;
  3288. }
  3289. } break;
  3290. case RS::GLOBAL_VAR_TYPE_VEC3: {
  3291. if (!Object::cast_to<VisualShaderNodeVec3Uniform>(this)) {
  3292. incompatible_type = true;
  3293. }
  3294. } break;
  3295. case RS::GLOBAL_VAR_TYPE_VEC4: {
  3296. if (!Object::cast_to<VisualShaderNodeVec4Uniform>(this)) {
  3297. incompatible_type = true;
  3298. }
  3299. } break;
  3300. case RS::GLOBAL_VAR_TYPE_TRANSFORM: {
  3301. if (!Object::cast_to<VisualShaderNodeTransformUniform>(this)) {
  3302. incompatible_type = true;
  3303. }
  3304. } break;
  3305. case RS::GLOBAL_VAR_TYPE_SAMPLER2D: {
  3306. if (!Object::cast_to<VisualShaderNodeTextureUniform>(this)) {
  3307. incompatible_type = true;
  3308. }
  3309. } break;
  3310. case RS::GLOBAL_VAR_TYPE_SAMPLER3D: {
  3311. if (!Object::cast_to<VisualShaderNodeTexture3DUniform>(this)) {
  3312. incompatible_type = true;
  3313. }
  3314. } break;
  3315. case RS::GLOBAL_VAR_TYPE_SAMPLER2DARRAY: {
  3316. if (!Object::cast_to<VisualShaderNodeTexture2DArrayUniform>(this)) {
  3317. incompatible_type = true;
  3318. }
  3319. } break;
  3320. case RS::GLOBAL_VAR_TYPE_SAMPLERCUBE: {
  3321. if (!Object::cast_to<VisualShaderNodeCubemapUniform>(this)) {
  3322. incompatible_type = true;
  3323. }
  3324. } break;
  3325. default:
  3326. break;
  3327. }
  3328. if (incompatible_type) {
  3329. return vformat(RTR("Global uniform '%s' has an incompatible type for this kind of node.\nChange it in the Project Settings."), uniform_name);
  3330. }
  3331. }
  3332. return String();
  3333. }
  3334. Vector<StringName> VisualShaderNodeUniform::get_editable_properties() const {
  3335. Vector<StringName> props;
  3336. props.push_back("qualifier");
  3337. return props;
  3338. }
  3339. VisualShaderNodeUniform::VisualShaderNodeUniform() {
  3340. }
  3341. ////////////// ResizeableBase
  3342. void VisualShaderNodeResizableBase::set_size(const Vector2 &p_size) {
  3343. size = p_size;
  3344. }
  3345. Vector2 VisualShaderNodeResizableBase::get_size() const {
  3346. return size;
  3347. }
  3348. void VisualShaderNodeResizableBase::set_allow_v_resize(bool p_enabled) {
  3349. allow_v_resize = p_enabled;
  3350. }
  3351. bool VisualShaderNodeResizableBase::is_allow_v_resize() const {
  3352. return allow_v_resize;
  3353. }
  3354. void VisualShaderNodeResizableBase::_bind_methods() {
  3355. ClassDB::bind_method(D_METHOD("set_size", "size"), &VisualShaderNodeResizableBase::set_size);
  3356. ClassDB::bind_method(D_METHOD("get_size"), &VisualShaderNodeResizableBase::get_size);
  3357. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "size"), "set_size", "get_size");
  3358. }
  3359. VisualShaderNodeResizableBase::VisualShaderNodeResizableBase() {
  3360. set_allow_v_resize(true);
  3361. }
  3362. ////////////// Comment
  3363. String VisualShaderNodeComment::get_caption() const {
  3364. return title;
  3365. }
  3366. int VisualShaderNodeComment::get_input_port_count() const {
  3367. return 0;
  3368. }
  3369. VisualShaderNodeComment::PortType VisualShaderNodeComment::get_input_port_type(int p_port) const {
  3370. return PortType::PORT_TYPE_SCALAR;
  3371. }
  3372. String VisualShaderNodeComment::get_input_port_name(int p_port) const {
  3373. return String();
  3374. }
  3375. int VisualShaderNodeComment::get_output_port_count() const {
  3376. return 0;
  3377. }
  3378. VisualShaderNodeComment::PortType VisualShaderNodeComment::get_output_port_type(int p_port) const {
  3379. return PortType::PORT_TYPE_SCALAR;
  3380. }
  3381. String VisualShaderNodeComment::get_output_port_name(int p_port) const {
  3382. return String();
  3383. }
  3384. void VisualShaderNodeComment::set_title(const String &p_title) {
  3385. title = p_title;
  3386. }
  3387. String VisualShaderNodeComment::get_title() const {
  3388. return title;
  3389. }
  3390. void VisualShaderNodeComment::set_description(const String &p_description) {
  3391. description = p_description;
  3392. }
  3393. String VisualShaderNodeComment::get_description() const {
  3394. return description;
  3395. }
  3396. String VisualShaderNodeComment::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 {
  3397. return String();
  3398. }
  3399. void VisualShaderNodeComment::_bind_methods() {
  3400. ClassDB::bind_method(D_METHOD("set_title", "title"), &VisualShaderNodeComment::set_title);
  3401. ClassDB::bind_method(D_METHOD("get_title"), &VisualShaderNodeComment::get_title);
  3402. ClassDB::bind_method(D_METHOD("set_description", "description"), &VisualShaderNodeComment::set_description);
  3403. ClassDB::bind_method(D_METHOD("get_description"), &VisualShaderNodeComment::get_description);
  3404. ADD_PROPERTY(PropertyInfo(Variant::STRING, "title"), "set_title", "get_title");
  3405. ADD_PROPERTY(PropertyInfo(Variant::STRING, "description"), "set_description", "get_description");
  3406. }
  3407. VisualShaderNodeComment::VisualShaderNodeComment() {
  3408. }
  3409. ////////////// GroupBase
  3410. void VisualShaderNodeGroupBase::set_inputs(const String &p_inputs) {
  3411. if (inputs == p_inputs) {
  3412. return;
  3413. }
  3414. clear_input_ports();
  3415. inputs = p_inputs;
  3416. Vector<String> input_strings = inputs.split(";", false);
  3417. int input_port_count = input_strings.size();
  3418. for (int i = 0; i < input_port_count; i++) {
  3419. Vector<String> arr = input_strings[i].split(",");
  3420. ERR_FAIL_COND(arr.size() != 3);
  3421. int port_idx = arr[0].to_int();
  3422. int port_type = arr[1].to_int();
  3423. String port_name = arr[2];
  3424. Port port;
  3425. port.type = (PortType)port_type;
  3426. port.name = port_name;
  3427. input_ports[port_idx] = port;
  3428. }
  3429. }
  3430. String VisualShaderNodeGroupBase::get_inputs() const {
  3431. return inputs;
  3432. }
  3433. void VisualShaderNodeGroupBase::set_outputs(const String &p_outputs) {
  3434. if (outputs == p_outputs) {
  3435. return;
  3436. }
  3437. clear_output_ports();
  3438. outputs = p_outputs;
  3439. Vector<String> output_strings = outputs.split(";", false);
  3440. int output_port_count = output_strings.size();
  3441. for (int i = 0; i < output_port_count; i++) {
  3442. Vector<String> arr = output_strings[i].split(",");
  3443. ERR_FAIL_COND(arr.size() != 3);
  3444. int port_idx = arr[0].to_int();
  3445. int port_type = arr[1].to_int();
  3446. String port_name = arr[2];
  3447. Port port;
  3448. port.type = (PortType)port_type;
  3449. port.name = port_name;
  3450. output_ports[port_idx] = port;
  3451. }
  3452. }
  3453. String VisualShaderNodeGroupBase::get_outputs() const {
  3454. return outputs;
  3455. }
  3456. bool VisualShaderNodeGroupBase::is_valid_port_name(const String &p_name) const {
  3457. if (!p_name.is_valid_identifier()) {
  3458. return false;
  3459. }
  3460. for (int i = 0; i < get_input_port_count(); i++) {
  3461. if (get_input_port_name(i) == p_name) {
  3462. return false;
  3463. }
  3464. }
  3465. for (int i = 0; i < get_output_port_count(); i++) {
  3466. if (get_output_port_name(i) == p_name) {
  3467. return false;
  3468. }
  3469. }
  3470. return true;
  3471. }
  3472. void VisualShaderNodeGroupBase::add_input_port(int p_id, int p_type, const String &p_name) {
  3473. ERR_FAIL_INDEX(p_type, int(PORT_TYPE_MAX));
  3474. ERR_FAIL_COND(!is_valid_port_name(p_name));
  3475. String str = itos(p_id) + "," + itos(p_type) + "," + p_name + ";";
  3476. Vector<String> inputs_strings = inputs.split(";", false);
  3477. int index = 0;
  3478. if (p_id < inputs_strings.size()) {
  3479. for (int i = 0; i < inputs_strings.size(); i++) {
  3480. if (i == p_id) {
  3481. inputs = inputs.insert(index, str);
  3482. break;
  3483. }
  3484. index += inputs_strings[i].size();
  3485. }
  3486. } else {
  3487. inputs += str;
  3488. }
  3489. inputs_strings = inputs.split(";", false);
  3490. index = 0;
  3491. for (int i = 0; i < inputs_strings.size(); i++) {
  3492. int count = 0;
  3493. for (int j = 0; j < inputs_strings[i].size(); j++) {
  3494. if (inputs_strings[i][j] == ',') {
  3495. break;
  3496. }
  3497. count++;
  3498. }
  3499. inputs = inputs.left(index) + inputs.substr(index + count);
  3500. inputs = inputs.insert(index, itos(i));
  3501. index += inputs_strings[i].size();
  3502. }
  3503. _apply_port_changes();
  3504. emit_changed();
  3505. }
  3506. void VisualShaderNodeGroupBase::remove_input_port(int p_id) {
  3507. ERR_FAIL_COND(!has_input_port(p_id));
  3508. Vector<String> inputs_strings = inputs.split(";", false);
  3509. int count = 0;
  3510. int index = 0;
  3511. for (int i = 0; i < inputs_strings.size(); i++) {
  3512. Vector<String> arr = inputs_strings[i].split(",");
  3513. if (arr[0].to_int() == p_id) {
  3514. count = inputs_strings[i].size();
  3515. break;
  3516. }
  3517. index += inputs_strings[i].size();
  3518. }
  3519. inputs = inputs.left(index) + inputs.substr(index + count);
  3520. inputs_strings = inputs.split(";", false);
  3521. inputs = inputs.substr(0, index);
  3522. for (int i = p_id; i < inputs_strings.size(); i++) {
  3523. inputs += inputs_strings[i].replace_first(inputs_strings[i].split(",")[0], itos(i)) + ";";
  3524. }
  3525. _apply_port_changes();
  3526. emit_changed();
  3527. }
  3528. int VisualShaderNodeGroupBase::get_input_port_count() const {
  3529. return input_ports.size();
  3530. }
  3531. bool VisualShaderNodeGroupBase::has_input_port(int p_id) const {
  3532. return input_ports.has(p_id);
  3533. }
  3534. void VisualShaderNodeGroupBase::add_output_port(int p_id, int p_type, const String &p_name) {
  3535. ERR_FAIL_INDEX(p_type, int(PORT_TYPE_MAX));
  3536. ERR_FAIL_COND(!is_valid_port_name(p_name));
  3537. String str = itos(p_id) + "," + itos(p_type) + "," + p_name + ";";
  3538. Vector<String> outputs_strings = outputs.split(";", false);
  3539. int index = 0;
  3540. if (p_id < outputs_strings.size()) {
  3541. for (int i = 0; i < outputs_strings.size(); i++) {
  3542. if (i == p_id) {
  3543. outputs = outputs.insert(index, str);
  3544. break;
  3545. }
  3546. index += outputs_strings[i].size();
  3547. }
  3548. } else {
  3549. outputs += str;
  3550. }
  3551. outputs_strings = outputs.split(";", false);
  3552. index = 0;
  3553. for (int i = 0; i < outputs_strings.size(); i++) {
  3554. int count = 0;
  3555. for (int j = 0; j < outputs_strings[i].size(); j++) {
  3556. if (outputs_strings[i][j] == ',') {
  3557. break;
  3558. }
  3559. count++;
  3560. }
  3561. outputs = outputs.left(index) + outputs.substr(index + count);
  3562. outputs = outputs.insert(index, itos(i));
  3563. index += outputs_strings[i].size();
  3564. }
  3565. _apply_port_changes();
  3566. emit_changed();
  3567. }
  3568. void VisualShaderNodeGroupBase::remove_output_port(int p_id) {
  3569. ERR_FAIL_COND(!has_output_port(p_id));
  3570. Vector<String> outputs_strings = outputs.split(";", false);
  3571. int count = 0;
  3572. int index = 0;
  3573. for (int i = 0; i < outputs_strings.size(); i++) {
  3574. Vector<String> arr = outputs_strings[i].split(",");
  3575. if (arr[0].to_int() == p_id) {
  3576. count = outputs_strings[i].size();
  3577. break;
  3578. }
  3579. index += outputs_strings[i].size();
  3580. }
  3581. outputs = outputs.left(index) + outputs.substr(index + count);
  3582. outputs_strings = outputs.split(";", false);
  3583. outputs = outputs.substr(0, index);
  3584. for (int i = p_id; i < outputs_strings.size(); i++) {
  3585. outputs += outputs_strings[i].replace_first(outputs_strings[i].split(",")[0], itos(i)) + ";";
  3586. }
  3587. _apply_port_changes();
  3588. emit_changed();
  3589. }
  3590. int VisualShaderNodeGroupBase::get_output_port_count() const {
  3591. return output_ports.size();
  3592. }
  3593. bool VisualShaderNodeGroupBase::has_output_port(int p_id) const {
  3594. return output_ports.has(p_id);
  3595. }
  3596. void VisualShaderNodeGroupBase::clear_input_ports() {
  3597. input_ports.clear();
  3598. }
  3599. void VisualShaderNodeGroupBase::clear_output_ports() {
  3600. output_ports.clear();
  3601. }
  3602. void VisualShaderNodeGroupBase::set_input_port_type(int p_id, int p_type) {
  3603. ERR_FAIL_COND(!has_input_port(p_id));
  3604. ERR_FAIL_INDEX(p_type, int(PORT_TYPE_MAX));
  3605. if (input_ports[p_id].type == p_type) {
  3606. return;
  3607. }
  3608. Vector<String> inputs_strings = inputs.split(";", false);
  3609. int count = 0;
  3610. int index = 0;
  3611. for (int i = 0; i < inputs_strings.size(); i++) {
  3612. Vector<String> arr = inputs_strings[i].split(",");
  3613. ERR_FAIL_COND(arr.size() != 3);
  3614. if (arr[0].to_int() == p_id) {
  3615. index += arr[0].size();
  3616. count = arr[1].size() - 1;
  3617. break;
  3618. }
  3619. index += inputs_strings[i].size();
  3620. }
  3621. inputs = inputs.left(index) + inputs.substr(index + count);
  3622. inputs = inputs.insert(index, itos(p_type));
  3623. _apply_port_changes();
  3624. emit_changed();
  3625. }
  3626. VisualShaderNodeGroupBase::PortType VisualShaderNodeGroupBase::get_input_port_type(int p_id) const {
  3627. ERR_FAIL_COND_V(!input_ports.has(p_id), (PortType)0);
  3628. return input_ports[p_id].type;
  3629. }
  3630. void VisualShaderNodeGroupBase::set_input_port_name(int p_id, const String &p_name) {
  3631. ERR_FAIL_COND(!has_input_port(p_id));
  3632. ERR_FAIL_COND(!is_valid_port_name(p_name));
  3633. if (input_ports[p_id].name == p_name) {
  3634. return;
  3635. }
  3636. Vector<String> inputs_strings = inputs.split(";", false);
  3637. int count = 0;
  3638. int index = 0;
  3639. for (int i = 0; i < inputs_strings.size(); i++) {
  3640. Vector<String> arr = inputs_strings[i].split(",");
  3641. ERR_FAIL_COND(arr.size() != 3);
  3642. if (arr[0].to_int() == p_id) {
  3643. index += arr[0].size() + arr[1].size();
  3644. count = arr[2].size() - 1;
  3645. break;
  3646. }
  3647. index += inputs_strings[i].size();
  3648. }
  3649. inputs = inputs.left(index) + inputs.substr(index + count);
  3650. inputs = inputs.insert(index, p_name);
  3651. _apply_port_changes();
  3652. emit_changed();
  3653. }
  3654. String VisualShaderNodeGroupBase::get_input_port_name(int p_id) const {
  3655. ERR_FAIL_COND_V(!input_ports.has(p_id), "");
  3656. return input_ports[p_id].name;
  3657. }
  3658. void VisualShaderNodeGroupBase::set_output_port_type(int p_id, int p_type) {
  3659. ERR_FAIL_COND(!has_output_port(p_id));
  3660. ERR_FAIL_INDEX(p_type, int(PORT_TYPE_MAX));
  3661. if (output_ports[p_id].type == p_type) {
  3662. return;
  3663. }
  3664. Vector<String> output_strings = outputs.split(";", false);
  3665. int count = 0;
  3666. int index = 0;
  3667. for (int i = 0; i < output_strings.size(); i++) {
  3668. Vector<String> arr = output_strings[i].split(",");
  3669. ERR_FAIL_COND(arr.size() != 3);
  3670. if (arr[0].to_int() == p_id) {
  3671. index += arr[0].size();
  3672. count = arr[1].size() - 1;
  3673. break;
  3674. }
  3675. index += output_strings[i].size();
  3676. }
  3677. outputs = outputs.left(index) + outputs.substr(index + count);
  3678. outputs = outputs.insert(index, itos(p_type));
  3679. _apply_port_changes();
  3680. emit_changed();
  3681. }
  3682. VisualShaderNodeGroupBase::PortType VisualShaderNodeGroupBase::get_output_port_type(int p_id) const {
  3683. ERR_FAIL_COND_V(!output_ports.has(p_id), (PortType)0);
  3684. return output_ports[p_id].type;
  3685. }
  3686. void VisualShaderNodeGroupBase::set_output_port_name(int p_id, const String &p_name) {
  3687. ERR_FAIL_COND(!has_output_port(p_id));
  3688. ERR_FAIL_COND(!is_valid_port_name(p_name));
  3689. if (output_ports[p_id].name == p_name) {
  3690. return;
  3691. }
  3692. Vector<String> output_strings = outputs.split(";", false);
  3693. int count = 0;
  3694. int index = 0;
  3695. for (int i = 0; i < output_strings.size(); i++) {
  3696. Vector<String> arr = output_strings[i].split(",");
  3697. ERR_FAIL_COND(arr.size() != 3);
  3698. if (arr[0].to_int() == p_id) {
  3699. index += arr[0].size() + arr[1].size();
  3700. count = arr[2].size() - 1;
  3701. break;
  3702. }
  3703. index += output_strings[i].size();
  3704. }
  3705. outputs = outputs.left(index) + outputs.substr(index + count);
  3706. outputs = outputs.insert(index, p_name);
  3707. _apply_port_changes();
  3708. emit_changed();
  3709. }
  3710. String VisualShaderNodeGroupBase::get_output_port_name(int p_id) const {
  3711. ERR_FAIL_COND_V(!output_ports.has(p_id), "");
  3712. return output_ports[p_id].name;
  3713. }
  3714. int VisualShaderNodeGroupBase::get_free_input_port_id() const {
  3715. return input_ports.size();
  3716. }
  3717. int VisualShaderNodeGroupBase::get_free_output_port_id() const {
  3718. return output_ports.size();
  3719. }
  3720. void VisualShaderNodeGroupBase::set_ctrl_pressed(Control *p_control, int p_index) {
  3721. controls[p_index] = p_control;
  3722. }
  3723. Control *VisualShaderNodeGroupBase::is_ctrl_pressed(int p_index) {
  3724. ERR_FAIL_COND_V(!controls.has(p_index), nullptr);
  3725. return controls[p_index];
  3726. }
  3727. void VisualShaderNodeGroupBase::_apply_port_changes() {
  3728. Vector<String> inputs_strings = inputs.split(";", false);
  3729. Vector<String> outputs_strings = outputs.split(";", false);
  3730. clear_input_ports();
  3731. clear_output_ports();
  3732. for (int i = 0; i < inputs_strings.size(); i++) {
  3733. Vector<String> arr = inputs_strings[i].split(",");
  3734. ERR_FAIL_COND(arr.size() != 3);
  3735. Port port;
  3736. port.type = (PortType)arr[1].to_int();
  3737. port.name = arr[2];
  3738. input_ports[i] = port;
  3739. }
  3740. for (int i = 0; i < outputs_strings.size(); i++) {
  3741. Vector<String> arr = outputs_strings[i].split(",");
  3742. ERR_FAIL_COND(arr.size() != 3);
  3743. Port port;
  3744. port.type = (PortType)arr[1].to_int();
  3745. port.name = arr[2];
  3746. output_ports[i] = port;
  3747. }
  3748. }
  3749. void VisualShaderNodeGroupBase::set_editable(bool p_enabled) {
  3750. editable = p_enabled;
  3751. }
  3752. bool VisualShaderNodeGroupBase::is_editable() const {
  3753. return editable;
  3754. }
  3755. void VisualShaderNodeGroupBase::_bind_methods() {
  3756. ClassDB::bind_method(D_METHOD("set_inputs", "inputs"), &VisualShaderNodeGroupBase::set_inputs);
  3757. ClassDB::bind_method(D_METHOD("get_inputs"), &VisualShaderNodeGroupBase::get_inputs);
  3758. ClassDB::bind_method(D_METHOD("set_outputs", "outputs"), &VisualShaderNodeGroupBase::set_outputs);
  3759. ClassDB::bind_method(D_METHOD("get_outputs"), &VisualShaderNodeGroupBase::get_outputs);
  3760. ClassDB::bind_method(D_METHOD("is_valid_port_name", "name"), &VisualShaderNodeGroupBase::is_valid_port_name);
  3761. ClassDB::bind_method(D_METHOD("add_input_port", "id", "type", "name"), &VisualShaderNodeGroupBase::add_input_port);
  3762. ClassDB::bind_method(D_METHOD("remove_input_port", "id"), &VisualShaderNodeGroupBase::remove_input_port);
  3763. ClassDB::bind_method(D_METHOD("get_input_port_count"), &VisualShaderNodeGroupBase::get_input_port_count);
  3764. ClassDB::bind_method(D_METHOD("has_input_port", "id"), &VisualShaderNodeGroupBase::has_input_port);
  3765. ClassDB::bind_method(D_METHOD("clear_input_ports"), &VisualShaderNodeGroupBase::clear_input_ports);
  3766. ClassDB::bind_method(D_METHOD("add_output_port", "id", "type", "name"), &VisualShaderNodeGroupBase::add_output_port);
  3767. ClassDB::bind_method(D_METHOD("remove_output_port", "id"), &VisualShaderNodeGroupBase::remove_output_port);
  3768. ClassDB::bind_method(D_METHOD("get_output_port_count"), &VisualShaderNodeGroupBase::get_output_port_count);
  3769. ClassDB::bind_method(D_METHOD("has_output_port", "id"), &VisualShaderNodeGroupBase::has_output_port);
  3770. ClassDB::bind_method(D_METHOD("clear_output_ports"), &VisualShaderNodeGroupBase::clear_output_ports);
  3771. ClassDB::bind_method(D_METHOD("set_input_port_name", "id", "name"), &VisualShaderNodeGroupBase::set_input_port_name);
  3772. ClassDB::bind_method(D_METHOD("set_input_port_type", "id", "type"), &VisualShaderNodeGroupBase::set_input_port_type);
  3773. ClassDB::bind_method(D_METHOD("set_output_port_name", "id", "name"), &VisualShaderNodeGroupBase::set_output_port_name);
  3774. ClassDB::bind_method(D_METHOD("set_output_port_type", "id", "type"), &VisualShaderNodeGroupBase::set_output_port_type);
  3775. ClassDB::bind_method(D_METHOD("get_free_input_port_id"), &VisualShaderNodeGroupBase::get_free_input_port_id);
  3776. ClassDB::bind_method(D_METHOD("get_free_output_port_id"), &VisualShaderNodeGroupBase::get_free_output_port_id);
  3777. }
  3778. 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 {
  3779. return "";
  3780. }
  3781. VisualShaderNodeGroupBase::VisualShaderNodeGroupBase() {
  3782. simple_decl = false;
  3783. }
  3784. ////////////// Expression
  3785. String VisualShaderNodeExpression::get_caption() const {
  3786. return "Expression";
  3787. }
  3788. void VisualShaderNodeExpression::set_expression(const String &p_expression) {
  3789. expression = p_expression;
  3790. emit_changed();
  3791. }
  3792. String VisualShaderNodeExpression::get_expression() const {
  3793. return expression;
  3794. }
  3795. 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 {
  3796. String _expression = expression;
  3797. _expression = _expression.insert(0, "\n");
  3798. _expression = _expression.replace("\n", "\n ");
  3799. static Vector<String> pre_symbols;
  3800. if (pre_symbols.is_empty()) {
  3801. pre_symbols.push_back(" ");
  3802. pre_symbols.push_back(",");
  3803. pre_symbols.push_back(";");
  3804. pre_symbols.push_back("{");
  3805. pre_symbols.push_back("[");
  3806. pre_symbols.push_back("]");
  3807. pre_symbols.push_back("(");
  3808. pre_symbols.push_back(" ");
  3809. pre_symbols.push_back("-");
  3810. pre_symbols.push_back("*");
  3811. pre_symbols.push_back("/");
  3812. pre_symbols.push_back("+");
  3813. pre_symbols.push_back("=");
  3814. pre_symbols.push_back("&");
  3815. pre_symbols.push_back("|");
  3816. pre_symbols.push_back("!");
  3817. }
  3818. static Vector<String> post_symbols;
  3819. if (post_symbols.is_empty()) {
  3820. post_symbols.push_back(" ");
  3821. post_symbols.push_back("\n");
  3822. post_symbols.push_back(",");
  3823. post_symbols.push_back(";");
  3824. post_symbols.push_back("}");
  3825. post_symbols.push_back("[");
  3826. post_symbols.push_back("]");
  3827. post_symbols.push_back(")");
  3828. post_symbols.push_back(" ");
  3829. post_symbols.push_back(".");
  3830. post_symbols.push_back("-");
  3831. post_symbols.push_back("*");
  3832. post_symbols.push_back("/");
  3833. post_symbols.push_back("+");
  3834. post_symbols.push_back("=");
  3835. post_symbols.push_back("&");
  3836. post_symbols.push_back("|");
  3837. post_symbols.push_back("!");
  3838. }
  3839. for (int i = 0; i < get_input_port_count(); i++) {
  3840. for (int j = 0; j < pre_symbols.size(); j++) {
  3841. for (int k = 0; k < post_symbols.size(); k++) {
  3842. _expression = _expression.replace(pre_symbols[j] + get_input_port_name(i) + post_symbols[k], pre_symbols[j] + p_input_vars[i] + post_symbols[k]);
  3843. }
  3844. }
  3845. }
  3846. for (int i = 0; i < get_output_port_count(); i++) {
  3847. for (int j = 0; j < pre_symbols.size(); j++) {
  3848. for (int k = 0; k < post_symbols.size(); k++) {
  3849. _expression = _expression.replace(pre_symbols[j] + get_output_port_name(i) + post_symbols[k], pre_symbols[j] + p_output_vars[i] + post_symbols[k]);
  3850. }
  3851. }
  3852. }
  3853. String output_initializer;
  3854. for (int i = 0; i < get_output_port_count(); i++) {
  3855. int port_type = get_output_port_type(i);
  3856. String tk = "";
  3857. switch (port_type) {
  3858. case PORT_TYPE_SCALAR:
  3859. tk = "0.0";
  3860. break;
  3861. case PORT_TYPE_SCALAR_INT:
  3862. tk = "0";
  3863. break;
  3864. case PORT_TYPE_VECTOR_2D:
  3865. tk = "vec2(0.0, 0.0)";
  3866. break;
  3867. case PORT_TYPE_VECTOR_3D:
  3868. tk = "vec3(0.0, 0.0, 0.0)";
  3869. break;
  3870. case PORT_TYPE_VECTOR_4D:
  3871. tk = "vec4(0.0, 0.0, 0.0, 0.0)";
  3872. break;
  3873. case PORT_TYPE_BOOLEAN:
  3874. tk = "false";
  3875. break;
  3876. case PORT_TYPE_TRANSFORM:
  3877. tk = "mat4(1.0)";
  3878. break;
  3879. default:
  3880. continue;
  3881. }
  3882. output_initializer += " " + p_output_vars[i] + " = " + tk + ";\n";
  3883. }
  3884. String code;
  3885. code += output_initializer;
  3886. code += " {";
  3887. code += _expression;
  3888. code += "\n }\n";
  3889. return code;
  3890. }
  3891. void VisualShaderNodeExpression::_bind_methods() {
  3892. ClassDB::bind_method(D_METHOD("set_expression", "expression"), &VisualShaderNodeExpression::set_expression);
  3893. ClassDB::bind_method(D_METHOD("get_expression"), &VisualShaderNodeExpression::get_expression);
  3894. ADD_PROPERTY(PropertyInfo(Variant::STRING, "expression"), "set_expression", "get_expression");
  3895. }
  3896. VisualShaderNodeExpression::VisualShaderNodeExpression() {
  3897. set_editable(true);
  3898. }
  3899. ////////////// Global Expression
  3900. String VisualShaderNodeGlobalExpression::get_caption() const {
  3901. return "GlobalExpression";
  3902. }
  3903. String VisualShaderNodeGlobalExpression::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  3904. return expression;
  3905. }
  3906. VisualShaderNodeGlobalExpression::VisualShaderNodeGlobalExpression() {
  3907. set_editable(false);
  3908. }
  3909. ////////////// Varying
  3910. List<VisualShaderNodeVarying::Varying> varyings;
  3911. void VisualShaderNodeVarying::add_varying(const String &p_name, VisualShader::VaryingMode p_mode, VisualShader::VaryingType p_type) { // static
  3912. varyings.push_back({ p_name, p_mode, p_type });
  3913. }
  3914. void VisualShaderNodeVarying::clear_varyings() { // static
  3915. varyings.clear();
  3916. }
  3917. bool VisualShaderNodeVarying::has_varying(const String &p_name) { // static
  3918. for (const VisualShaderNodeVarying::Varying &E : varyings) {
  3919. if (E.name == p_name) {
  3920. return true;
  3921. }
  3922. }
  3923. return false;
  3924. }
  3925. int VisualShaderNodeVarying::get_varyings_count() const {
  3926. return varyings.size();
  3927. }
  3928. String VisualShaderNodeVarying::get_varying_name_by_index(int p_idx) const {
  3929. if (p_idx >= 0 && p_idx < varyings.size()) {
  3930. return varyings[p_idx].name;
  3931. }
  3932. return "";
  3933. }
  3934. VisualShader::VaryingType VisualShaderNodeVarying::get_varying_type_by_name(const String &p_name) const {
  3935. for (int i = 0; i < varyings.size(); i++) {
  3936. if (varyings[i].name == p_name) {
  3937. return varyings[i].type;
  3938. }
  3939. }
  3940. return VisualShader::VARYING_TYPE_FLOAT;
  3941. }
  3942. VisualShader::VaryingType VisualShaderNodeVarying::get_varying_type_by_index(int p_idx) const {
  3943. if (p_idx >= 0 && p_idx < varyings.size()) {
  3944. return varyings[p_idx].type;
  3945. }
  3946. return VisualShader::VARYING_TYPE_FLOAT;
  3947. }
  3948. VisualShader::VaryingMode VisualShaderNodeVarying::get_varying_mode_by_name(const String &p_name) const {
  3949. for (int i = 0; i < varyings.size(); i++) {
  3950. if (varyings[i].name == p_name) {
  3951. return varyings[i].mode;
  3952. }
  3953. }
  3954. return VisualShader::VARYING_MODE_VERTEX_TO_FRAG_LIGHT;
  3955. }
  3956. VisualShader::VaryingMode VisualShaderNodeVarying::get_varying_mode_by_index(int p_idx) const {
  3957. if (p_idx >= 0 && p_idx < varyings.size()) {
  3958. return varyings[p_idx].mode;
  3959. }
  3960. return VisualShader::VARYING_MODE_VERTEX_TO_FRAG_LIGHT;
  3961. }
  3962. VisualShaderNodeVarying::PortType VisualShaderNodeVarying::get_port_type_by_index(int p_idx) const {
  3963. if (p_idx >= 0 && p_idx < varyings.size()) {
  3964. return get_port_type(varyings[p_idx].type, 0);
  3965. }
  3966. return PORT_TYPE_SCALAR;
  3967. }
  3968. //////////////
  3969. void VisualShaderNodeVarying::_bind_methods() {
  3970. ClassDB::bind_method(D_METHOD("set_varying_name", "name"), &VisualShaderNodeVarying::set_varying_name);
  3971. ClassDB::bind_method(D_METHOD("get_varying_name"), &VisualShaderNodeVarying::get_varying_name);
  3972. ClassDB::bind_method(D_METHOD("set_varying_type", "type"), &VisualShaderNodeVarying::set_varying_type);
  3973. ClassDB::bind_method(D_METHOD("get_varying_type"), &VisualShaderNodeVarying::get_varying_type);
  3974. ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "varying_name"), "set_varying_name", "get_varying_name");
  3975. ADD_PROPERTY(PropertyInfo(Variant::INT, "varying_type", PROPERTY_HINT_ENUM, "Float,Int,Vector2,Vector3,Vector4,Boolean,Transform"), "set_varying_type", "get_varying_type");
  3976. }
  3977. String VisualShaderNodeVarying::get_type_str() const {
  3978. switch (varying_type) {
  3979. case VisualShader::VARYING_TYPE_FLOAT:
  3980. return "float";
  3981. case VisualShader::VARYING_TYPE_INT:
  3982. return "int";
  3983. case VisualShader::VARYING_TYPE_VECTOR_2D:
  3984. return "vec2";
  3985. case VisualShader::VARYING_TYPE_VECTOR_3D:
  3986. return "vec3";
  3987. case VisualShader::VARYING_TYPE_VECTOR_4D:
  3988. return "vec4";
  3989. case VisualShader::VARYING_TYPE_BOOLEAN:
  3990. return "bool";
  3991. case VisualShader::VARYING_TYPE_TRANSFORM:
  3992. return "mat4";
  3993. default:
  3994. break;
  3995. }
  3996. return "";
  3997. }
  3998. VisualShaderNodeVarying::PortType VisualShaderNodeVarying::get_port_type(VisualShader::VaryingType p_type, int p_port) const {
  3999. switch (p_type) {
  4000. case VisualShader::VARYING_TYPE_INT:
  4001. return PORT_TYPE_SCALAR_INT;
  4002. case VisualShader::VARYING_TYPE_VECTOR_2D:
  4003. return PORT_TYPE_VECTOR_2D;
  4004. case VisualShader::VARYING_TYPE_VECTOR_3D:
  4005. return PORT_TYPE_VECTOR_3D;
  4006. case VisualShader::VARYING_TYPE_VECTOR_4D:
  4007. return PORT_TYPE_VECTOR_4D;
  4008. case VisualShader::VARYING_TYPE_BOOLEAN:
  4009. return PORT_TYPE_BOOLEAN;
  4010. case VisualShader::VARYING_TYPE_TRANSFORM:
  4011. return PORT_TYPE_TRANSFORM;
  4012. default:
  4013. break;
  4014. }
  4015. return PORT_TYPE_SCALAR;
  4016. }
  4017. void VisualShaderNodeVarying::set_varying_name(String p_varying_name) {
  4018. if (varying_name == p_varying_name) {
  4019. return;
  4020. }
  4021. varying_name = p_varying_name;
  4022. emit_changed();
  4023. }
  4024. String VisualShaderNodeVarying::get_varying_name() const {
  4025. return varying_name;
  4026. }
  4027. void VisualShaderNodeVarying::set_varying_type(VisualShader::VaryingType p_varying_type) {
  4028. ERR_FAIL_INDEX(p_varying_type, VisualShader::VARYING_TYPE_MAX);
  4029. if (varying_type == p_varying_type) {
  4030. return;
  4031. }
  4032. varying_type = p_varying_type;
  4033. emit_changed();
  4034. }
  4035. VisualShader::VaryingType VisualShaderNodeVarying::get_varying_type() const {
  4036. return varying_type;
  4037. }
  4038. VisualShaderNodeVarying::VisualShaderNodeVarying() {
  4039. }
  4040. ////////////// Varying Setter
  4041. String VisualShaderNodeVaryingSetter::get_caption() const {
  4042. return vformat("VaryingSetter");
  4043. }
  4044. int VisualShaderNodeVaryingSetter::get_input_port_count() const {
  4045. return 1;
  4046. }
  4047. VisualShaderNodeVaryingSetter::PortType VisualShaderNodeVaryingSetter::get_input_port_type(int p_port) const {
  4048. return get_port_type(varying_type, p_port);
  4049. }
  4050. String VisualShaderNodeVaryingSetter::get_input_port_name(int p_port) const {
  4051. return "";
  4052. }
  4053. int VisualShaderNodeVaryingSetter::get_output_port_count() const {
  4054. return 0;
  4055. }
  4056. VisualShaderNodeVaryingSetter::PortType VisualShaderNodeVaryingSetter::get_output_port_type(int p_port) const {
  4057. return PORT_TYPE_SCALAR;
  4058. }
  4059. String VisualShaderNodeVaryingSetter::get_output_port_name(int p_port) const {
  4060. return "";
  4061. }
  4062. 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 {
  4063. String code;
  4064. if (varying_name == "[None]") {
  4065. return code;
  4066. }
  4067. code += vformat(" %s = %s;\n", varying_name, p_input_vars[0]);
  4068. return code;
  4069. }
  4070. VisualShaderNodeVaryingSetter::VisualShaderNodeVaryingSetter() {
  4071. }
  4072. ////////////// Varying Getter
  4073. String VisualShaderNodeVaryingGetter::get_caption() const {
  4074. return vformat("VaryingGetter");
  4075. }
  4076. int VisualShaderNodeVaryingGetter::get_input_port_count() const {
  4077. return 0;
  4078. }
  4079. VisualShaderNodeVaryingGetter::PortType VisualShaderNodeVaryingGetter::get_input_port_type(int p_port) const {
  4080. return PORT_TYPE_SCALAR;
  4081. }
  4082. String VisualShaderNodeVaryingGetter::get_input_port_name(int p_port) const {
  4083. return "";
  4084. }
  4085. int VisualShaderNodeVaryingGetter::get_output_port_count() const {
  4086. return 1;
  4087. }
  4088. VisualShaderNodeVaryingGetter::PortType VisualShaderNodeVaryingGetter::get_output_port_type(int p_port) const {
  4089. return get_port_type(varying_type, p_port);
  4090. }
  4091. String VisualShaderNodeVaryingGetter::get_output_port_name(int p_port) const {
  4092. return "";
  4093. }
  4094. bool VisualShaderNodeVaryingGetter::has_output_port_preview(int p_port) const {
  4095. return false;
  4096. }
  4097. 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 {
  4098. String from = varying_name;
  4099. String from2;
  4100. if (varying_name == "[None]") {
  4101. switch (varying_type) {
  4102. case VisualShader::VARYING_TYPE_FLOAT:
  4103. from = "0.0";
  4104. break;
  4105. case VisualShader::VARYING_TYPE_INT:
  4106. from = "0";
  4107. break;
  4108. case VisualShader::VARYING_TYPE_VECTOR_2D:
  4109. from = "vec2(0.0)";
  4110. break;
  4111. case VisualShader::VARYING_TYPE_VECTOR_3D:
  4112. from = "vec3(0.0)";
  4113. break;
  4114. case VisualShader::VARYING_TYPE_VECTOR_4D:
  4115. from = "vec4(0.0)";
  4116. break;
  4117. case VisualShader::VARYING_TYPE_BOOLEAN:
  4118. from = "false";
  4119. break;
  4120. case VisualShader::VARYING_TYPE_TRANSFORM:
  4121. from = "mat4(1.0)";
  4122. break;
  4123. default:
  4124. break;
  4125. }
  4126. }
  4127. return vformat(" %s = %s;\n", p_output_vars[0], from);
  4128. }
  4129. VisualShaderNodeVaryingGetter::VisualShaderNodeVaryingGetter() {
  4130. varying_name = "[None]";
  4131. }