visual_shader_nodes.cpp 184 KB

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  1. /*************************************************************************/
  2. /* visual_shader_nodes.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "visual_shader_nodes.h"
  31. ////////////// Constants Base
  32. VisualShaderNodeConstant::VisualShaderNodeConstant() {
  33. }
  34. ////////////// Scalar(Float)
  35. String VisualShaderNodeFloatConstant::get_caption() const {
  36. return "FloatConstant";
  37. }
  38. int VisualShaderNodeFloatConstant::get_input_port_count() const {
  39. return 0;
  40. }
  41. VisualShaderNodeFloatConstant::PortType VisualShaderNodeFloatConstant::get_input_port_type(int p_port) const {
  42. return PORT_TYPE_SCALAR;
  43. }
  44. String VisualShaderNodeFloatConstant::get_input_port_name(int p_port) const {
  45. return String();
  46. }
  47. int VisualShaderNodeFloatConstant::get_output_port_count() const {
  48. return 1;
  49. }
  50. VisualShaderNodeFloatConstant::PortType VisualShaderNodeFloatConstant::get_output_port_type(int p_port) const {
  51. return PORT_TYPE_SCALAR;
  52. }
  53. String VisualShaderNodeFloatConstant::get_output_port_name(int p_port) const {
  54. return ""; //no output port means the editor will be used as port
  55. }
  56. String VisualShaderNodeFloatConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  57. return " " + p_output_vars[0] + " = " + vformat("%.6f", constant) + ";\n";
  58. }
  59. void VisualShaderNodeFloatConstant::set_constant(float p_constant) {
  60. if (Math::is_equal_approx(constant, p_constant)) {
  61. return;
  62. }
  63. constant = p_constant;
  64. emit_changed();
  65. }
  66. float VisualShaderNodeFloatConstant::get_constant() const {
  67. return constant;
  68. }
  69. Vector<StringName> VisualShaderNodeFloatConstant::get_editable_properties() const {
  70. Vector<StringName> props;
  71. props.push_back("constant");
  72. return props;
  73. }
  74. void VisualShaderNodeFloatConstant::_bind_methods() {
  75. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeFloatConstant::set_constant);
  76. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeFloatConstant::get_constant);
  77. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "constant"), "set_constant", "get_constant");
  78. }
  79. VisualShaderNodeFloatConstant::VisualShaderNodeFloatConstant() {
  80. }
  81. ////////////// Scalar(Int)
  82. String VisualShaderNodeIntConstant::get_caption() const {
  83. return "IntConstant";
  84. }
  85. int VisualShaderNodeIntConstant::get_input_port_count() const {
  86. return 0;
  87. }
  88. VisualShaderNodeIntConstant::PortType VisualShaderNodeIntConstant::get_input_port_type(int p_port) const {
  89. return PORT_TYPE_SCALAR_INT;
  90. }
  91. String VisualShaderNodeIntConstant::get_input_port_name(int p_port) const {
  92. return String();
  93. }
  94. int VisualShaderNodeIntConstant::get_output_port_count() const {
  95. return 1;
  96. }
  97. VisualShaderNodeIntConstant::PortType VisualShaderNodeIntConstant::get_output_port_type(int p_port) const {
  98. return PORT_TYPE_SCALAR_INT;
  99. }
  100. String VisualShaderNodeIntConstant::get_output_port_name(int p_port) const {
  101. return ""; //no output port means the editor will be used as port
  102. }
  103. String VisualShaderNodeIntConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  104. return " " + p_output_vars[0] + " = " + itos(constant) + ";\n";
  105. }
  106. void VisualShaderNodeIntConstant::set_constant(int p_constant) {
  107. if (constant == p_constant) {
  108. return;
  109. }
  110. constant = p_constant;
  111. emit_changed();
  112. }
  113. int VisualShaderNodeIntConstant::get_constant() const {
  114. return constant;
  115. }
  116. Vector<StringName> VisualShaderNodeIntConstant::get_editable_properties() const {
  117. Vector<StringName> props;
  118. props.push_back("constant");
  119. return props;
  120. }
  121. void VisualShaderNodeIntConstant::_bind_methods() {
  122. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeIntConstant::set_constant);
  123. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeIntConstant::get_constant);
  124. ADD_PROPERTY(PropertyInfo(Variant::INT, "constant"), "set_constant", "get_constant");
  125. }
  126. VisualShaderNodeIntConstant::VisualShaderNodeIntConstant() {
  127. }
  128. ////////////// Boolean
  129. String VisualShaderNodeBooleanConstant::get_caption() const {
  130. return "BooleanConstant";
  131. }
  132. int VisualShaderNodeBooleanConstant::get_input_port_count() const {
  133. return 0;
  134. }
  135. VisualShaderNodeBooleanConstant::PortType VisualShaderNodeBooleanConstant::get_input_port_type(int p_port) const {
  136. return PORT_TYPE_BOOLEAN;
  137. }
  138. String VisualShaderNodeBooleanConstant::get_input_port_name(int p_port) const {
  139. return String();
  140. }
  141. int VisualShaderNodeBooleanConstant::get_output_port_count() const {
  142. return 1;
  143. }
  144. VisualShaderNodeBooleanConstant::PortType VisualShaderNodeBooleanConstant::get_output_port_type(int p_port) const {
  145. return PORT_TYPE_BOOLEAN;
  146. }
  147. String VisualShaderNodeBooleanConstant::get_output_port_name(int p_port) const {
  148. return ""; //no output port means the editor will be used as port
  149. }
  150. String VisualShaderNodeBooleanConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  151. return " " + p_output_vars[0] + " = " + (constant ? "true" : "false") + ";\n";
  152. }
  153. void VisualShaderNodeBooleanConstant::set_constant(bool p_constant) {
  154. if (constant == p_constant) {
  155. return;
  156. }
  157. constant = p_constant;
  158. emit_changed();
  159. }
  160. bool VisualShaderNodeBooleanConstant::get_constant() const {
  161. return constant;
  162. }
  163. Vector<StringName> VisualShaderNodeBooleanConstant::get_editable_properties() const {
  164. Vector<StringName> props;
  165. props.push_back("constant");
  166. return props;
  167. }
  168. void VisualShaderNodeBooleanConstant::_bind_methods() {
  169. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeBooleanConstant::set_constant);
  170. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeBooleanConstant::get_constant);
  171. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "constant"), "set_constant", "get_constant");
  172. }
  173. VisualShaderNodeBooleanConstant::VisualShaderNodeBooleanConstant() {
  174. }
  175. ////////////// Color
  176. String VisualShaderNodeColorConstant::get_caption() const {
  177. return "ColorConstant";
  178. }
  179. int VisualShaderNodeColorConstant::get_input_port_count() const {
  180. return 0;
  181. }
  182. VisualShaderNodeColorConstant::PortType VisualShaderNodeColorConstant::get_input_port_type(int p_port) const {
  183. return PORT_TYPE_VECTOR;
  184. }
  185. String VisualShaderNodeColorConstant::get_input_port_name(int p_port) const {
  186. return String();
  187. }
  188. int VisualShaderNodeColorConstant::get_output_port_count() const {
  189. return 2;
  190. }
  191. VisualShaderNodeColorConstant::PortType VisualShaderNodeColorConstant::get_output_port_type(int p_port) const {
  192. return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
  193. }
  194. String VisualShaderNodeColorConstant::get_output_port_name(int p_port) const {
  195. return p_port == 0 ? "" : "alpha"; //no output port means the editor will be used as port
  196. }
  197. bool VisualShaderNodeColorConstant::is_output_port_expandable(int p_port) const {
  198. if (p_port == 0) {
  199. return true;
  200. }
  201. return false;
  202. }
  203. String VisualShaderNodeColorConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  204. String code;
  205. code += " " + p_output_vars[0] + " = " + vformat("vec3(%.6f, %.6f, %.6f)", constant.r, constant.g, constant.b) + ";\n";
  206. code += " " + p_output_vars[1] + " = " + vformat("%.6f", constant.a) + ";\n";
  207. return code;
  208. }
  209. void VisualShaderNodeColorConstant::set_constant(const Color &p_constant) {
  210. if (constant.is_equal_approx(p_constant)) {
  211. return;
  212. }
  213. constant = p_constant;
  214. emit_changed();
  215. }
  216. Color VisualShaderNodeColorConstant::get_constant() const {
  217. return constant;
  218. }
  219. Vector<StringName> VisualShaderNodeColorConstant::get_editable_properties() const {
  220. Vector<StringName> props;
  221. props.push_back("constant");
  222. return props;
  223. }
  224. void VisualShaderNodeColorConstant::_bind_methods() {
  225. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeColorConstant::set_constant);
  226. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeColorConstant::get_constant);
  227. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "constant"), "set_constant", "get_constant");
  228. }
  229. VisualShaderNodeColorConstant::VisualShaderNodeColorConstant() {
  230. }
  231. ////////////// Vector
  232. String VisualShaderNodeVec3Constant::get_caption() const {
  233. return "VectorConstant";
  234. }
  235. int VisualShaderNodeVec3Constant::get_input_port_count() const {
  236. return 0;
  237. }
  238. VisualShaderNodeVec3Constant::PortType VisualShaderNodeVec3Constant::get_input_port_type(int p_port) const {
  239. return PORT_TYPE_VECTOR;
  240. }
  241. String VisualShaderNodeVec3Constant::get_input_port_name(int p_port) const {
  242. return String();
  243. }
  244. int VisualShaderNodeVec3Constant::get_output_port_count() const {
  245. return 1;
  246. }
  247. VisualShaderNodeVec3Constant::PortType VisualShaderNodeVec3Constant::get_output_port_type(int p_port) const {
  248. return PORT_TYPE_VECTOR;
  249. }
  250. String VisualShaderNodeVec3Constant::get_output_port_name(int p_port) const {
  251. return ""; //no output port means the editor will be used as port
  252. }
  253. String VisualShaderNodeVec3Constant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  254. return " " + p_output_vars[0] + " = " + vformat("vec3(%.6f, %.6f, %.6f)", constant.x, constant.y, constant.z) + ";\n";
  255. }
  256. void VisualShaderNodeVec3Constant::set_constant(const Vector3 &p_constant) {
  257. if (constant.is_equal_approx(p_constant)) {
  258. return;
  259. }
  260. constant = p_constant;
  261. emit_changed();
  262. }
  263. Vector3 VisualShaderNodeVec3Constant::get_constant() const {
  264. return constant;
  265. }
  266. Vector<StringName> VisualShaderNodeVec3Constant::get_editable_properties() const {
  267. Vector<StringName> props;
  268. props.push_back("constant");
  269. return props;
  270. }
  271. void VisualShaderNodeVec3Constant::_bind_methods() {
  272. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeVec3Constant::set_constant);
  273. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeVec3Constant::get_constant);
  274. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant"), "set_constant", "get_constant");
  275. }
  276. VisualShaderNodeVec3Constant::VisualShaderNodeVec3Constant() {
  277. }
  278. ////////////// Transform3D
  279. String VisualShaderNodeTransformConstant::get_caption() const {
  280. return "TransformConstant";
  281. }
  282. int VisualShaderNodeTransformConstant::get_input_port_count() const {
  283. return 0;
  284. }
  285. VisualShaderNodeTransformConstant::PortType VisualShaderNodeTransformConstant::get_input_port_type(int p_port) const {
  286. return PORT_TYPE_VECTOR;
  287. }
  288. String VisualShaderNodeTransformConstant::get_input_port_name(int p_port) const {
  289. return String();
  290. }
  291. int VisualShaderNodeTransformConstant::get_output_port_count() const {
  292. return 1;
  293. }
  294. VisualShaderNodeTransformConstant::PortType VisualShaderNodeTransformConstant::get_output_port_type(int p_port) const {
  295. return PORT_TYPE_TRANSFORM;
  296. }
  297. String VisualShaderNodeTransformConstant::get_output_port_name(int p_port) const {
  298. return ""; //no output port means the editor will be used as port
  299. }
  300. String VisualShaderNodeTransformConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  301. Transform3D t = constant;
  302. t.basis.transpose();
  303. String code = " " + p_output_vars[0] + " = mat4(";
  304. code += vformat("vec4(%.6f, %.6f, %.6f, 0.0), ", t.basis[0].x, t.basis[0].y, t.basis[0].z);
  305. code += vformat("vec4(%.6f, %.6f, %.6f, 0.0), ", t.basis[1].x, t.basis[1].y, t.basis[1].z);
  306. code += vformat("vec4(%.6f, %.6f, %.6f, 0.0), ", t.basis[2].x, t.basis[2].y, t.basis[2].z);
  307. code += vformat("vec4(%.6f, %.6f, %.6f, 1.0));\n", t.origin.x, t.origin.y, t.origin.z);
  308. return code;
  309. }
  310. void VisualShaderNodeTransformConstant::set_constant(const Transform3D &p_constant) {
  311. if (constant.is_equal_approx(p_constant)) {
  312. return;
  313. }
  314. constant = p_constant;
  315. emit_changed();
  316. }
  317. Transform3D VisualShaderNodeTransformConstant::get_constant() const {
  318. return constant;
  319. }
  320. Vector<StringName> VisualShaderNodeTransformConstant::get_editable_properties() const {
  321. Vector<StringName> props;
  322. props.push_back("constant");
  323. return props;
  324. }
  325. void VisualShaderNodeTransformConstant::_bind_methods() {
  326. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeTransformConstant::set_constant);
  327. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeTransformConstant::get_constant);
  328. ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "constant"), "set_constant", "get_constant");
  329. }
  330. VisualShaderNodeTransformConstant::VisualShaderNodeTransformConstant() {
  331. }
  332. ////////////// Texture
  333. String VisualShaderNodeTexture::get_caption() const {
  334. return "Texture2D";
  335. }
  336. int VisualShaderNodeTexture::get_input_port_count() const {
  337. return 3;
  338. }
  339. VisualShaderNodeTexture::PortType VisualShaderNodeTexture::get_input_port_type(int p_port) const {
  340. switch (p_port) {
  341. case 0:
  342. return PORT_TYPE_VECTOR;
  343. case 1:
  344. return PORT_TYPE_SCALAR;
  345. case 2:
  346. return PORT_TYPE_SAMPLER;
  347. default:
  348. return PORT_TYPE_SCALAR;
  349. }
  350. }
  351. String VisualShaderNodeTexture::get_input_port_name(int p_port) const {
  352. switch (p_port) {
  353. case 0:
  354. return "uv";
  355. case 1:
  356. return "lod";
  357. case 2:
  358. return "sampler2D";
  359. default:
  360. return "";
  361. }
  362. }
  363. int VisualShaderNodeTexture::get_output_port_count() const {
  364. return 2;
  365. }
  366. VisualShaderNodeTexture::PortType VisualShaderNodeTexture::get_output_port_type(int p_port) const {
  367. if (p_port == 0 && source == SOURCE_DEPTH) {
  368. return PORT_TYPE_SCALAR;
  369. }
  370. return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
  371. }
  372. String VisualShaderNodeTexture::get_output_port_name(int p_port) const {
  373. if (p_port == 0 && source == SOURCE_DEPTH) {
  374. return "depth";
  375. }
  376. return p_port == 0 ? "rgb" : "alpha";
  377. }
  378. bool VisualShaderNodeTexture::is_output_port_expandable(int p_port) const {
  379. if (p_port == 0) {
  380. return true;
  381. }
  382. return false;
  383. }
  384. String VisualShaderNodeTexture::get_input_port_default_hint(int p_port) const {
  385. if (p_port == 0) {
  386. return "default";
  387. }
  388. return "";
  389. }
  390. static String make_unique_id(VisualShader::Type p_type, int p_id, const String &p_name) {
  391. static const char *typepf[VisualShader::TYPE_MAX] = { "vtx", "frg", "lgt" };
  392. return p_name + "_" + String(typepf[p_type]) + "_" + itos(p_id);
  393. }
  394. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  395. VisualShader::DefaultTextureParam dtp;
  396. dtp.name = make_unique_id(p_type, p_id, "tex");
  397. dtp.param = texture;
  398. Vector<VisualShader::DefaultTextureParam> ret;
  399. ret.push_back(dtp);
  400. return ret;
  401. }
  402. String VisualShaderNodeTexture::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  403. if (source == SOURCE_TEXTURE) {
  404. String u = "uniform sampler2D " + make_unique_id(p_type, p_id, "tex");
  405. switch (texture_type) {
  406. case TYPE_DATA:
  407. break;
  408. case TYPE_COLOR:
  409. u += " : hint_albedo";
  410. break;
  411. case TYPE_NORMAL_MAP:
  412. u += " : hint_normal";
  413. break;
  414. default:
  415. break;
  416. }
  417. return u + ";\n";
  418. }
  419. return String();
  420. }
  421. String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  422. String default_uv;
  423. if (p_mode != Shader::MODE_PARTICLES && p_mode != Shader::MODE_SKY) {
  424. default_uv = "UV.xy";
  425. } else {
  426. default_uv = "vec2(0.0)";
  427. }
  428. if (source == SOURCE_TEXTURE) {
  429. String id = make_unique_id(p_type, p_id, "tex");
  430. String code;
  431. if (p_input_vars[0] == String()) { // Use UV by default.
  432. if (p_input_vars[1] == String()) {
  433. code += " vec4 " + id + "_read = texture(" + id + ", " + default_uv + ");\n";
  434. } else {
  435. code += " vec4 " + id + "_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
  436. }
  437. } else if (p_input_vars[1] == String()) {
  438. //no lod
  439. code += " vec4 " + id + "_read = texture(" + id + ", " + p_input_vars[0] + ".xy);\n";
  440. } else {
  441. code += " vec4 " + id + "_read = textureLod(" + id + ", " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
  442. }
  443. code += " " + p_output_vars[0] + " = " + id + "_read.rgb;\n";
  444. code += " " + p_output_vars[1] + " = " + id + "_read.a;\n";
  445. return code;
  446. }
  447. if (source == SOURCE_PORT) {
  448. String id = p_input_vars[2];
  449. String code;
  450. code += " {\n";
  451. if (id == String()) {
  452. code += " vec4 " + id + "_tex_read = vec4(0.0);\n";
  453. } else {
  454. if (p_input_vars[0] == String()) { // Use UV by default.
  455. if (p_input_vars[1] == String()) {
  456. code += " vec4 " + id + "_tex_read = texture(" + id + ", " + default_uv + ");\n";
  457. } else {
  458. code += " vec4 " + id + "_tex_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
  459. }
  460. } else if (p_input_vars[1] == String()) {
  461. //no lod
  462. code += " vec4 " + id + "_tex_read = texture(" + id + ", " + p_input_vars[0] + ".xy);\n";
  463. } else {
  464. code += " vec4 " + id + "_tex_read = textureLod(" + id + ", " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
  465. }
  466. code += " " + p_output_vars[0] + " = " + id + "_tex_read.rgb;\n";
  467. code += " " + p_output_vars[1] + " = " + id + "_tex_read.a;\n";
  468. }
  469. code += " }\n";
  470. return code;
  471. }
  472. if (source == SOURCE_SCREEN && (p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) {
  473. String code = " {\n";
  474. if (p_input_vars[0] == String() || p_for_preview) { // Use UV by default.
  475. if (p_input_vars[1] == String()) {
  476. code += " vec4 _tex_read = textureLod(SCREEN_TEXTURE, " + default_uv + ", 0.0 );\n";
  477. } else {
  478. code += " vec4 _tex_read = textureLod(SCREEN_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
  479. }
  480. } else if (p_input_vars[1] == String()) {
  481. //no lod
  482. code += " vec4 _tex_read = textureLod(SCREEN_TEXTURE, " + p_input_vars[0] + ".xy, 0.0);\n";
  483. } else {
  484. code += " vec4 _tex_read = textureLod(SCREEN_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
  485. }
  486. code += " " + p_output_vars[0] + " = _tex_read.rgb;\n";
  487. code += " " + p_output_vars[1] + " = _tex_read.a;\n";
  488. code += " }\n";
  489. return code;
  490. }
  491. if (source == SOURCE_2D_TEXTURE && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
  492. String code = " {\n";
  493. if (p_input_vars[0] == String()) { // Use UV by default.
  494. if (p_input_vars[1] == String()) {
  495. code += " vec4 _tex_read = texture(TEXTURE, " + default_uv + ");\n";
  496. } else {
  497. code += " vec4 _tex_read = textureLod(TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
  498. }
  499. } else if (p_input_vars[1] == String()) {
  500. //no lod
  501. code += " vec4 _tex_read = texture(TEXTURE, " + p_input_vars[0] + ".xy);\n";
  502. } else {
  503. code += " vec4 _tex_read = textureLod(TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
  504. }
  505. code += " " + p_output_vars[0] + " = _tex_read.rgb;\n";
  506. code += " " + p_output_vars[1] + " = _tex_read.a;\n";
  507. code += " }\n";
  508. return code;
  509. }
  510. if (source == SOURCE_2D_NORMAL && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
  511. String code = " {\n";
  512. if (p_input_vars[0] == String()) { // Use UV by default.
  513. if (p_input_vars[1] == String()) {
  514. code += " vec4 _tex_read = texture(NORMAL_TEXTURE, " + default_uv + ");\n";
  515. } else {
  516. code += " vec4 _tex_read = textureLod(NORMAL_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
  517. }
  518. } else if (p_input_vars[1] == String()) {
  519. //no lod
  520. code += " vec4 _tex_read = texture(NORMAL_TEXTURE, " + p_input_vars[0] + ".xy);\n";
  521. } else {
  522. code += " vec4 _tex_read = textureLod(NORMAL_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
  523. }
  524. code += " " + p_output_vars[0] + " = _tex_read.rgb;\n";
  525. code += " " + p_output_vars[1] + " = _tex_read.a;\n";
  526. code += " }\n";
  527. return code;
  528. }
  529. if (p_for_preview) // DEPTH_TEXTURE is not supported in preview(canvas_item) shader
  530. {
  531. if (source == SOURCE_DEPTH) {
  532. String code;
  533. code += " " + p_output_vars[0] + " = 0.0;\n";
  534. code += " " + p_output_vars[1] + " = 1.0;\n";
  535. return code;
  536. }
  537. }
  538. if (source == SOURCE_DEPTH && p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) {
  539. String code = " {\n";
  540. if (p_input_vars[0] == String()) { // Use UV by default.
  541. if (p_input_vars[1] == String()) {
  542. code += " float _depth = texture(DEPTH_TEXTURE, " + default_uv + ").r;\n";
  543. } else {
  544. code += " float _depth = textureLod(DEPTH_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ").r;\n";
  545. }
  546. } else if (p_input_vars[1] == String()) {
  547. //no lod
  548. code += " float _depth = texture(DEPTH_TEXTURE, " + p_input_vars[0] + ".xy).r;\n";
  549. } else {
  550. code += " float _depth = textureLod(DEPTH_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ").r;\n";
  551. }
  552. code += " " + p_output_vars[0] + " = _depth;\n";
  553. code += " " + p_output_vars[1] + " = 1.0;\n";
  554. code += " }\n";
  555. return code;
  556. } else if (source == SOURCE_DEPTH) {
  557. String code;
  558. code += " " + p_output_vars[0] + " = 0.0;\n";
  559. code += " " + p_output_vars[1] + " = 1.0;\n";
  560. return code;
  561. }
  562. //none
  563. String code;
  564. code += " " + p_output_vars[0] + " = vec3(0.0);\n";
  565. code += " " + p_output_vars[1] + " = 1.0;\n";
  566. return code;
  567. }
  568. void VisualShaderNodeTexture::set_source(Source p_source) {
  569. ERR_FAIL_INDEX(int(p_source), int(SOURCE_MAX));
  570. if (source == p_source) {
  571. return;
  572. }
  573. switch (p_source) {
  574. case SOURCE_TEXTURE:
  575. simple_decl = true;
  576. break;
  577. case SOURCE_SCREEN:
  578. simple_decl = false;
  579. break;
  580. case SOURCE_2D_TEXTURE:
  581. simple_decl = false;
  582. break;
  583. case SOURCE_2D_NORMAL:
  584. simple_decl = false;
  585. break;
  586. case SOURCE_DEPTH:
  587. simple_decl = false;
  588. break;
  589. case SOURCE_PORT:
  590. simple_decl = false;
  591. break;
  592. default:
  593. break;
  594. }
  595. source = p_source;
  596. emit_changed();
  597. emit_signal(SNAME("editor_refresh_request"));
  598. }
  599. VisualShaderNodeTexture::Source VisualShaderNodeTexture::get_source() const {
  600. return source;
  601. }
  602. void VisualShaderNodeTexture::set_texture(Ref<Texture2D> p_texture) {
  603. texture = p_texture;
  604. emit_changed();
  605. }
  606. Ref<Texture2D> VisualShaderNodeTexture::get_texture() const {
  607. return texture;
  608. }
  609. void VisualShaderNodeTexture::set_texture_type(TextureType p_texture_type) {
  610. ERR_FAIL_INDEX(int(p_texture_type), int(TYPE_MAX));
  611. if (texture_type == p_texture_type) {
  612. return;
  613. }
  614. texture_type = p_texture_type;
  615. emit_changed();
  616. }
  617. VisualShaderNodeTexture::TextureType VisualShaderNodeTexture::get_texture_type() const {
  618. return texture_type;
  619. }
  620. Vector<StringName> VisualShaderNodeTexture::get_editable_properties() const {
  621. Vector<StringName> props;
  622. props.push_back("source");
  623. if (source == SOURCE_TEXTURE) {
  624. props.push_back("texture");
  625. props.push_back("texture_type");
  626. }
  627. return props;
  628. }
  629. String VisualShaderNodeTexture::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  630. if (is_input_port_connected(2) && source != SOURCE_PORT) {
  631. return TTR("The sampler port is connected but not used. Consider changing the source to 'SamplerPort'.");
  632. }
  633. if (source == SOURCE_TEXTURE) {
  634. return String(); // all good
  635. }
  636. if (source == SOURCE_PORT) {
  637. return String(); // all good
  638. }
  639. if (source == SOURCE_SCREEN && (p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) {
  640. return String(); // all good
  641. }
  642. if (source == SOURCE_2D_TEXTURE && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
  643. return String(); // all good
  644. }
  645. if (source == SOURCE_2D_NORMAL && p_mode == Shader::MODE_CANVAS_ITEM) {
  646. return String(); // all good
  647. }
  648. if (source == SOURCE_DEPTH && p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) {
  649. if (get_output_port_for_preview() == 0) { // DEPTH_TEXTURE is not supported in preview(canvas_item) shader
  650. return TTR("Invalid source for preview.");
  651. }
  652. return String(); // all good
  653. }
  654. return TTR("Invalid source for shader.");
  655. }
  656. void VisualShaderNodeTexture::_bind_methods() {
  657. ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeTexture::set_source);
  658. ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeTexture::get_source);
  659. ClassDB::bind_method(D_METHOD("set_texture", "value"), &VisualShaderNodeTexture::set_texture);
  660. ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeTexture::get_texture);
  661. ClassDB::bind_method(D_METHOD("set_texture_type", "value"), &VisualShaderNodeTexture::set_texture_type);
  662. ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeTexture::get_texture_type);
  663. ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,Screen,Texture2D,NormalMap2D,Depth,SamplerPort"), "set_source", "get_source");
  664. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture");
  665. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normal Map"), "set_texture_type", "get_texture_type");
  666. BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
  667. BIND_ENUM_CONSTANT(SOURCE_SCREEN);
  668. BIND_ENUM_CONSTANT(SOURCE_2D_TEXTURE);
  669. BIND_ENUM_CONSTANT(SOURCE_2D_NORMAL);
  670. BIND_ENUM_CONSTANT(SOURCE_DEPTH);
  671. BIND_ENUM_CONSTANT(SOURCE_PORT);
  672. BIND_ENUM_CONSTANT(SOURCE_MAX);
  673. BIND_ENUM_CONSTANT(TYPE_DATA);
  674. BIND_ENUM_CONSTANT(TYPE_COLOR);
  675. BIND_ENUM_CONSTANT(TYPE_NORMAL_MAP);
  676. BIND_ENUM_CONSTANT(TYPE_MAX);
  677. }
  678. VisualShaderNodeTexture::VisualShaderNodeTexture() {
  679. }
  680. ////////////// CurveTexture
  681. String VisualShaderNodeCurveTexture::get_caption() const {
  682. return "CurveTexture";
  683. }
  684. int VisualShaderNodeCurveTexture::get_input_port_count() const {
  685. return 1;
  686. }
  687. VisualShaderNodeCurveTexture::PortType VisualShaderNodeCurveTexture::get_input_port_type(int p_port) const {
  688. return PORT_TYPE_SCALAR;
  689. }
  690. String VisualShaderNodeCurveTexture::get_input_port_name(int p_port) const {
  691. return String();
  692. }
  693. int VisualShaderNodeCurveTexture::get_output_port_count() const {
  694. return 1;
  695. }
  696. VisualShaderNodeCurveTexture::PortType VisualShaderNodeCurveTexture::get_output_port_type(int p_port) const {
  697. return PORT_TYPE_SCALAR;
  698. }
  699. String VisualShaderNodeCurveTexture::get_output_port_name(int p_port) const {
  700. return String();
  701. }
  702. void VisualShaderNodeCurveTexture::set_texture(Ref<CurveTexture> p_texture) {
  703. texture = p_texture;
  704. emit_changed();
  705. }
  706. Ref<CurveTexture> VisualShaderNodeCurveTexture::get_texture() const {
  707. return texture;
  708. }
  709. Vector<StringName> VisualShaderNodeCurveTexture::get_editable_properties() const {
  710. Vector<StringName> props;
  711. props.push_back("texture");
  712. return props;
  713. }
  714. String VisualShaderNodeCurveTexture::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  715. return "uniform sampler2D " + make_unique_id(p_type, p_id, "curve") + ";\n";
  716. }
  717. String VisualShaderNodeCurveTexture::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  718. if (p_input_vars[0] == String()) {
  719. return " " + p_output_vars[0] + " = 0.0;\n";
  720. }
  721. String id = make_unique_id(p_type, p_id, "curve");
  722. String code;
  723. code += " " + p_output_vars[0] + " = texture(" + id + ", vec2(" + p_input_vars[0] + ")).r;\n";
  724. return code;
  725. }
  726. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCurveTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  727. VisualShader::DefaultTextureParam dtp;
  728. dtp.name = make_unique_id(p_type, p_id, "curve");
  729. dtp.param = texture;
  730. Vector<VisualShader::DefaultTextureParam> ret;
  731. ret.push_back(dtp);
  732. return ret;
  733. }
  734. void VisualShaderNodeCurveTexture::_bind_methods() {
  735. ClassDB::bind_method(D_METHOD("set_texture", "texture"), &VisualShaderNodeCurveTexture::set_texture);
  736. ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeCurveTexture::get_texture);
  737. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_texture", "get_texture");
  738. }
  739. bool VisualShaderNodeCurveTexture::is_use_prop_slots() const {
  740. return true;
  741. }
  742. VisualShaderNodeCurveTexture::VisualShaderNodeCurveTexture() {
  743. set_input_port_default_value(0, 0.0);
  744. simple_decl = true;
  745. allow_v_resize = false;
  746. }
  747. ////////////// CurveXYZTexture
  748. String VisualShaderNodeCurveXYZTexture::get_caption() const {
  749. return "CurveXYZTexture";
  750. }
  751. int VisualShaderNodeCurveXYZTexture::get_input_port_count() const {
  752. return 1;
  753. }
  754. VisualShaderNodeCurveXYZTexture::PortType VisualShaderNodeCurveXYZTexture::get_input_port_type(int p_port) const {
  755. return PORT_TYPE_SCALAR;
  756. }
  757. String VisualShaderNodeCurveXYZTexture::get_input_port_name(int p_port) const {
  758. return String();
  759. }
  760. int VisualShaderNodeCurveXYZTexture::get_output_port_count() const {
  761. return 1;
  762. }
  763. VisualShaderNodeCurveXYZTexture::PortType VisualShaderNodeCurveXYZTexture::get_output_port_type(int p_port) const {
  764. return PORT_TYPE_VECTOR;
  765. }
  766. String VisualShaderNodeCurveXYZTexture::get_output_port_name(int p_port) const {
  767. return String();
  768. }
  769. void VisualShaderNodeCurveXYZTexture::set_texture(Ref<CurveXYZTexture> p_texture) {
  770. texture = p_texture;
  771. emit_changed();
  772. }
  773. Ref<CurveXYZTexture> VisualShaderNodeCurveXYZTexture::get_texture() const {
  774. return texture;
  775. }
  776. Vector<StringName> VisualShaderNodeCurveXYZTexture::get_editable_properties() const {
  777. Vector<StringName> props;
  778. props.push_back("texture");
  779. return props;
  780. }
  781. String VisualShaderNodeCurveXYZTexture::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  782. return "uniform sampler2D " + make_unique_id(p_type, p_id, "curve3d") + ";\n";
  783. }
  784. String VisualShaderNodeCurveXYZTexture::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  785. if (p_input_vars[0] == String()) {
  786. return " " + p_output_vars[0] + " = vec3(0.0);\n";
  787. }
  788. String id = make_unique_id(p_type, p_id, "curve3d");
  789. String code;
  790. code += " " + p_output_vars[0] + " = texture(" + id + ", vec2(" + p_input_vars[0] + ")).rgb;\n";
  791. return code;
  792. }
  793. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCurveXYZTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  794. VisualShader::DefaultTextureParam dtp;
  795. dtp.name = make_unique_id(p_type, p_id, "curve3d");
  796. dtp.param = texture;
  797. Vector<VisualShader::DefaultTextureParam> ret;
  798. ret.push_back(dtp);
  799. return ret;
  800. }
  801. void VisualShaderNodeCurveXYZTexture::_bind_methods() {
  802. ClassDB::bind_method(D_METHOD("set_texture", "texture"), &VisualShaderNodeCurveXYZTexture::set_texture);
  803. ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeCurveXYZTexture::get_texture);
  804. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "CurveXYZTexture"), "set_texture", "get_texture");
  805. }
  806. bool VisualShaderNodeCurveXYZTexture::is_use_prop_slots() const {
  807. return true;
  808. }
  809. VisualShaderNodeCurveXYZTexture::VisualShaderNodeCurveXYZTexture() {
  810. set_input_port_default_value(0, 0.0);
  811. simple_decl = true;
  812. allow_v_resize = false;
  813. }
  814. ////////////// Sample3D
  815. int VisualShaderNodeSample3D::get_input_port_count() const {
  816. return 3;
  817. }
  818. VisualShaderNodeSample3D::PortType VisualShaderNodeSample3D::get_input_port_type(int p_port) const {
  819. switch (p_port) {
  820. case 0:
  821. return PORT_TYPE_VECTOR;
  822. case 1:
  823. return PORT_TYPE_SCALAR;
  824. case 2:
  825. return PORT_TYPE_SAMPLER;
  826. default:
  827. return PORT_TYPE_SCALAR;
  828. }
  829. }
  830. String VisualShaderNodeSample3D::get_input_port_name(int p_port) const {
  831. switch (p_port) {
  832. case 0:
  833. return "uvw";
  834. case 1:
  835. return "lod";
  836. default:
  837. return "";
  838. }
  839. }
  840. int VisualShaderNodeSample3D::get_output_port_count() const {
  841. return 2;
  842. }
  843. VisualShaderNodeSample3D::PortType VisualShaderNodeSample3D::get_output_port_type(int p_port) const {
  844. return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
  845. }
  846. String VisualShaderNodeSample3D::get_output_port_name(int p_port) const {
  847. return p_port == 0 ? "rgb" : "alpha";
  848. }
  849. bool VisualShaderNodeSample3D::is_output_port_expandable(int p_port) const {
  850. if (p_port == 0) {
  851. return true;
  852. }
  853. return false;
  854. }
  855. String VisualShaderNodeSample3D::get_input_port_default_hint(int p_port) const {
  856. if (p_port == 0) {
  857. return "default";
  858. }
  859. return "";
  860. }
  861. String VisualShaderNodeSample3D::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  862. String default_uv;
  863. if (p_mode != Shader::MODE_PARTICLES && p_mode != Shader::MODE_SKY) {
  864. default_uv = "vec3(UV, 0.0)";
  865. } else {
  866. default_uv = "vec3(0.0)";
  867. }
  868. String code;
  869. if (source == SOURCE_TEXTURE || source == SOURCE_PORT) {
  870. String id;
  871. code += " {\n";
  872. if (source == SOURCE_TEXTURE) {
  873. id = make_unique_id(p_type, p_id, "tex3d");
  874. } else {
  875. id = p_input_vars[2];
  876. }
  877. if (id != String()) {
  878. if (p_input_vars[0] == String()) { // Use UV by default.
  879. if (p_input_vars[1] == String()) {
  880. code += " vec4 " + id + "_tex_read = texture(" + id + ", " + default_uv + ");\n";
  881. } else {
  882. code += " vec4 " + id + "_tex_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
  883. }
  884. } else if (p_input_vars[1] == String()) {
  885. //no lod
  886. code += " vec4 " + id + "_tex_read = texture(" + id + ", " + p_input_vars[0] + ");\n";
  887. } else {
  888. code += " vec4 " + id + "_tex_read = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  889. }
  890. } else {
  891. code += " vec4 " + id + "_tex_read = vec4(0.0);\n";
  892. }
  893. code += " " + p_output_vars[0] + " = " + id + "_tex_read.rgb;\n";
  894. code += " " + p_output_vars[1] + " = " + id + "_tex_read.a;\n";
  895. code += " }\n";
  896. return code;
  897. }
  898. code += " " + p_output_vars[0] + " = vec3(0.0);\n";
  899. code += " " + p_output_vars[1] + " = 1.0;\n";
  900. return code;
  901. }
  902. void VisualShaderNodeSample3D::set_source(Source p_source) {
  903. ERR_FAIL_INDEX(int(p_source), int(SOURCE_MAX));
  904. if (source == p_source) {
  905. return;
  906. }
  907. source = p_source;
  908. emit_changed();
  909. emit_signal(SNAME("editor_refresh_request"));
  910. }
  911. VisualShaderNodeSample3D::Source VisualShaderNodeSample3D::get_source() const {
  912. return source;
  913. }
  914. void VisualShaderNodeSample3D::_bind_methods() {
  915. ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeSample3D::set_source);
  916. ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeSample3D::get_source);
  917. ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,SamplerPort"), "set_source", "get_source");
  918. BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
  919. BIND_ENUM_CONSTANT(SOURCE_PORT);
  920. BIND_ENUM_CONSTANT(SOURCE_MAX);
  921. }
  922. String VisualShaderNodeSample3D::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  923. if (is_input_port_connected(2) && source != SOURCE_PORT) {
  924. return TTR("The sampler port is connected but not used. Consider changing the source to 'SamplerPort'.");
  925. }
  926. if (source == SOURCE_TEXTURE) {
  927. return String(); // all good
  928. }
  929. if (source == SOURCE_PORT) {
  930. return String(); // all good
  931. }
  932. return TTR("Invalid source for shader.");
  933. }
  934. VisualShaderNodeSample3D::VisualShaderNodeSample3D() {
  935. simple_decl = false;
  936. }
  937. ////////////// Texture2DArray
  938. String VisualShaderNodeTexture2DArray::get_caption() const {
  939. return "Texture2DArray";
  940. }
  941. String VisualShaderNodeTexture2DArray::get_input_port_name(int p_port) const {
  942. if (p_port == 2) {
  943. return "sampler2DArray";
  944. }
  945. return VisualShaderNodeSample3D::get_input_port_name(p_port);
  946. }
  947. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture2DArray::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  948. VisualShader::DefaultTextureParam dtp;
  949. dtp.name = make_unique_id(p_type, p_id, "tex3d");
  950. dtp.param = texture_array;
  951. Vector<VisualShader::DefaultTextureParam> ret;
  952. ret.push_back(dtp);
  953. return ret;
  954. }
  955. String VisualShaderNodeTexture2DArray::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  956. if (source == SOURCE_TEXTURE) {
  957. return "uniform sampler2DArray " + make_unique_id(p_type, p_id, "tex3d") + ";\n";
  958. }
  959. return String();
  960. }
  961. void VisualShaderNodeTexture2DArray::set_texture_array(Ref<Texture2DArray> p_texture_array) {
  962. texture_array = p_texture_array;
  963. emit_changed();
  964. }
  965. Ref<Texture2DArray> VisualShaderNodeTexture2DArray::get_texture_array() const {
  966. return texture_array;
  967. }
  968. Vector<StringName> VisualShaderNodeTexture2DArray::get_editable_properties() const {
  969. Vector<StringName> props;
  970. props.push_back("source");
  971. if (source == SOURCE_TEXTURE) {
  972. props.push_back("texture_array");
  973. }
  974. return props;
  975. }
  976. void VisualShaderNodeTexture2DArray::_bind_methods() {
  977. ClassDB::bind_method(D_METHOD("set_texture_array", "value"), &VisualShaderNodeTexture2DArray::set_texture_array);
  978. ClassDB::bind_method(D_METHOD("get_texture_array"), &VisualShaderNodeTexture2DArray::get_texture_array);
  979. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_array", PROPERTY_HINT_RESOURCE_TYPE, "Texture2DArray"), "set_texture_array", "get_texture_array");
  980. }
  981. VisualShaderNodeTexture2DArray::VisualShaderNodeTexture2DArray() {
  982. }
  983. ////////////// Texture3D
  984. String VisualShaderNodeTexture3D::get_caption() const {
  985. return "Texture3D";
  986. }
  987. String VisualShaderNodeTexture3D::get_input_port_name(int p_port) const {
  988. if (p_port == 2) {
  989. return "sampler3D";
  990. }
  991. return VisualShaderNodeSample3D::get_input_port_name(p_port);
  992. }
  993. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture3D::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  994. VisualShader::DefaultTextureParam dtp;
  995. dtp.name = make_unique_id(p_type, p_id, "tex3d");
  996. dtp.param = texture;
  997. Vector<VisualShader::DefaultTextureParam> ret;
  998. ret.push_back(dtp);
  999. return ret;
  1000. }
  1001. String VisualShaderNodeTexture3D::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  1002. if (source == SOURCE_TEXTURE) {
  1003. return "uniform sampler3D " + make_unique_id(p_type, p_id, "tex3d") + ";\n";
  1004. }
  1005. return String();
  1006. }
  1007. void VisualShaderNodeTexture3D::set_texture(Ref<Texture3D> p_texture) {
  1008. texture = p_texture;
  1009. emit_changed();
  1010. }
  1011. Ref<Texture3D> VisualShaderNodeTexture3D::get_texture() const {
  1012. return texture;
  1013. }
  1014. Vector<StringName> VisualShaderNodeTexture3D::get_editable_properties() const {
  1015. Vector<StringName> props;
  1016. props.push_back("source");
  1017. if (source == SOURCE_TEXTURE) {
  1018. props.push_back("texture");
  1019. }
  1020. return props;
  1021. }
  1022. void VisualShaderNodeTexture3D::_bind_methods() {
  1023. ClassDB::bind_method(D_METHOD("set_texture", "value"), &VisualShaderNodeTexture3D::set_texture);
  1024. ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeTexture3D::get_texture);
  1025. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture3D"), "set_texture", "get_texture");
  1026. }
  1027. VisualShaderNodeTexture3D::VisualShaderNodeTexture3D() {
  1028. }
  1029. ////////////// Cubemap
  1030. String VisualShaderNodeCubemap::get_caption() const {
  1031. return "Cubemap";
  1032. }
  1033. int VisualShaderNodeCubemap::get_input_port_count() const {
  1034. return 3;
  1035. }
  1036. VisualShaderNodeCubemap::PortType VisualShaderNodeCubemap::get_input_port_type(int p_port) const {
  1037. switch (p_port) {
  1038. case 0:
  1039. return PORT_TYPE_VECTOR;
  1040. case 1:
  1041. return PORT_TYPE_SCALAR;
  1042. case 2:
  1043. return PORT_TYPE_SAMPLER;
  1044. default:
  1045. return PORT_TYPE_SCALAR;
  1046. }
  1047. }
  1048. String VisualShaderNodeCubemap::get_input_port_name(int p_port) const {
  1049. switch (p_port) {
  1050. case 0:
  1051. return "uv";
  1052. case 1:
  1053. return "lod";
  1054. case 2:
  1055. return "samplerCube";
  1056. default:
  1057. return "";
  1058. }
  1059. }
  1060. int VisualShaderNodeCubemap::get_output_port_count() const {
  1061. return 2;
  1062. }
  1063. VisualShaderNodeCubemap::PortType VisualShaderNodeCubemap::get_output_port_type(int p_port) const {
  1064. return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
  1065. }
  1066. String VisualShaderNodeCubemap::get_output_port_name(int p_port) const {
  1067. return p_port == 0 ? "rgb" : "alpha";
  1068. }
  1069. bool VisualShaderNodeCubemap::is_output_port_expandable(int p_port) const {
  1070. if (p_port == 0) {
  1071. return true;
  1072. }
  1073. return false;
  1074. }
  1075. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCubemap::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  1076. VisualShader::DefaultTextureParam dtp;
  1077. dtp.name = make_unique_id(p_type, p_id, "cube");
  1078. dtp.param = cube_map;
  1079. Vector<VisualShader::DefaultTextureParam> ret;
  1080. ret.push_back(dtp);
  1081. return ret;
  1082. }
  1083. String VisualShaderNodeCubemap::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  1084. if (source == SOURCE_TEXTURE) {
  1085. String u = "uniform samplerCube " + make_unique_id(p_type, p_id, "cube");
  1086. switch (texture_type) {
  1087. case TYPE_DATA:
  1088. break;
  1089. case TYPE_COLOR:
  1090. u += " : hint_albedo";
  1091. break;
  1092. case TYPE_NORMAL_MAP:
  1093. u += " : hint_normal";
  1094. break;
  1095. default:
  1096. break;
  1097. }
  1098. return u + ";\n";
  1099. }
  1100. return String();
  1101. }
  1102. String VisualShaderNodeCubemap::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1103. String default_uv;
  1104. if (p_mode != Shader::MODE_PARTICLES && p_mode != Shader::MODE_SKY) {
  1105. default_uv = "vec3(UV, 0.0)";
  1106. } else {
  1107. default_uv = "vec3(0.0)";
  1108. }
  1109. String code;
  1110. String id;
  1111. if (source == SOURCE_TEXTURE) {
  1112. id = make_unique_id(p_type, p_id, "cube");
  1113. } else if (source == SOURCE_PORT) {
  1114. id = p_input_vars[2];
  1115. } else {
  1116. return String();
  1117. }
  1118. code += " {\n";
  1119. if (id == String()) {
  1120. code += " vec4 " + id + "_read = vec4(0.0);\n";
  1121. code += " " + p_output_vars[0] + " = " + id + "_read.rgb;\n";
  1122. code += " " + p_output_vars[1] + " = " + id + "_read.a;\n";
  1123. code += " }\n";
  1124. return code;
  1125. }
  1126. if (p_input_vars[0] == String()) { // Use UV by default.
  1127. if (p_input_vars[1] == String()) {
  1128. code += " vec4 " + id + "_read = texture(" + id + ", " + default_uv + ");\n";
  1129. } else {
  1130. code += " vec4 " + id + "_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + " );\n";
  1131. }
  1132. } else if (p_input_vars[1] == String()) {
  1133. //no lod
  1134. code += " vec4 " + id + "_read = texture(" + id + ", " + p_input_vars[0] + ");\n";
  1135. } else {
  1136. code += " vec4 " + id + "_read = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1137. }
  1138. code += " " + p_output_vars[0] + " = " + id + "_read.rgb;\n";
  1139. code += " " + p_output_vars[1] + " = " + id + "_read.a;\n";
  1140. code += " }\n";
  1141. return code;
  1142. }
  1143. String VisualShaderNodeCubemap::get_input_port_default_hint(int p_port) const {
  1144. if (p_port == 0) {
  1145. return "default";
  1146. }
  1147. return "";
  1148. }
  1149. void VisualShaderNodeCubemap::set_source(Source p_source) {
  1150. ERR_FAIL_INDEX(int(p_source), int(SOURCE_MAX));
  1151. if (source == p_source) {
  1152. return;
  1153. }
  1154. source = p_source;
  1155. emit_changed();
  1156. emit_signal(SNAME("editor_refresh_request"));
  1157. }
  1158. VisualShaderNodeCubemap::Source VisualShaderNodeCubemap::get_source() const {
  1159. return source;
  1160. }
  1161. void VisualShaderNodeCubemap::set_cube_map(Ref<Cubemap> p_cube_map) {
  1162. cube_map = p_cube_map;
  1163. emit_changed();
  1164. }
  1165. Ref<Cubemap> VisualShaderNodeCubemap::get_cube_map() const {
  1166. return cube_map;
  1167. }
  1168. void VisualShaderNodeCubemap::set_texture_type(TextureType p_texture_type) {
  1169. ERR_FAIL_INDEX(int(p_texture_type), int(TYPE_MAX));
  1170. if (texture_type == p_texture_type) {
  1171. return;
  1172. }
  1173. texture_type = p_texture_type;
  1174. emit_changed();
  1175. }
  1176. VisualShaderNodeCubemap::TextureType VisualShaderNodeCubemap::get_texture_type() const {
  1177. return texture_type;
  1178. }
  1179. Vector<StringName> VisualShaderNodeCubemap::get_editable_properties() const {
  1180. Vector<StringName> props;
  1181. props.push_back("source");
  1182. if (source == SOURCE_TEXTURE) {
  1183. props.push_back("cube_map");
  1184. props.push_back("texture_type");
  1185. }
  1186. return props;
  1187. }
  1188. String VisualShaderNodeCubemap::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  1189. if (is_input_port_connected(2) && source != SOURCE_PORT) {
  1190. return TTR("The sampler port is connected but not used. Consider changing the source to 'SamplerPort'.");
  1191. }
  1192. return String();
  1193. }
  1194. void VisualShaderNodeCubemap::_bind_methods() {
  1195. ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeCubemap::set_source);
  1196. ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeCubemap::get_source);
  1197. ClassDB::bind_method(D_METHOD("set_cube_map", "value"), &VisualShaderNodeCubemap::set_cube_map);
  1198. ClassDB::bind_method(D_METHOD("get_cube_map"), &VisualShaderNodeCubemap::get_cube_map);
  1199. ClassDB::bind_method(D_METHOD("set_texture_type", "value"), &VisualShaderNodeCubemap::set_texture_type);
  1200. ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeCubemap::get_texture_type);
  1201. ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,SamplerPort"), "set_source", "get_source");
  1202. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "cube_map", PROPERTY_HINT_RESOURCE_TYPE, "Cubemap"), "set_cube_map", "get_cube_map");
  1203. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normal Map"), "set_texture_type", "get_texture_type");
  1204. BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
  1205. BIND_ENUM_CONSTANT(SOURCE_PORT);
  1206. BIND_ENUM_CONSTANT(SOURCE_MAX);
  1207. BIND_ENUM_CONSTANT(TYPE_DATA);
  1208. BIND_ENUM_CONSTANT(TYPE_COLOR);
  1209. BIND_ENUM_CONSTANT(TYPE_NORMAL_MAP);
  1210. BIND_ENUM_CONSTANT(TYPE_MAX);
  1211. }
  1212. VisualShaderNodeCubemap::VisualShaderNodeCubemap() {
  1213. simple_decl = false;
  1214. }
  1215. ////////////// Float Op
  1216. String VisualShaderNodeFloatOp::get_caption() const {
  1217. return "FloatOp";
  1218. }
  1219. int VisualShaderNodeFloatOp::get_input_port_count() const {
  1220. return 2;
  1221. }
  1222. VisualShaderNodeFloatOp::PortType VisualShaderNodeFloatOp::get_input_port_type(int p_port) const {
  1223. return PORT_TYPE_SCALAR;
  1224. }
  1225. String VisualShaderNodeFloatOp::get_input_port_name(int p_port) const {
  1226. return p_port == 0 ? "a" : "b";
  1227. }
  1228. int VisualShaderNodeFloatOp::get_output_port_count() const {
  1229. return 1;
  1230. }
  1231. VisualShaderNodeFloatOp::PortType VisualShaderNodeFloatOp::get_output_port_type(int p_port) const {
  1232. return PORT_TYPE_SCALAR;
  1233. }
  1234. String VisualShaderNodeFloatOp::get_output_port_name(int p_port) const {
  1235. return "op"; //no output port means the editor will be used as port
  1236. }
  1237. String VisualShaderNodeFloatOp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1238. String code = " " + p_output_vars[0] + " = ";
  1239. switch (op) {
  1240. case OP_ADD:
  1241. code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
  1242. break;
  1243. case OP_SUB:
  1244. code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n";
  1245. break;
  1246. case OP_MUL:
  1247. code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
  1248. break;
  1249. case OP_DIV:
  1250. code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n";
  1251. break;
  1252. case OP_MOD:
  1253. code += "mod(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1254. break;
  1255. case OP_POW:
  1256. code += "pow(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1257. break;
  1258. case OP_MAX:
  1259. code += "max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1260. break;
  1261. case OP_MIN:
  1262. code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1263. break;
  1264. case OP_ATAN2:
  1265. code += "atan(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1266. break;
  1267. case OP_STEP:
  1268. code += "step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1269. break;
  1270. default:
  1271. break;
  1272. }
  1273. return code;
  1274. }
  1275. void VisualShaderNodeFloatOp::set_operator(Operator p_op) {
  1276. ERR_FAIL_INDEX(int(p_op), int(OP_ENUM_SIZE));
  1277. if (op == p_op) {
  1278. return;
  1279. }
  1280. op = p_op;
  1281. emit_changed();
  1282. }
  1283. VisualShaderNodeFloatOp::Operator VisualShaderNodeFloatOp::get_operator() const {
  1284. return op;
  1285. }
  1286. Vector<StringName> VisualShaderNodeFloatOp::get_editable_properties() const {
  1287. Vector<StringName> props;
  1288. props.push_back("operator");
  1289. return props;
  1290. }
  1291. void VisualShaderNodeFloatOp::_bind_methods() {
  1292. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeFloatOp::set_operator);
  1293. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeFloatOp::get_operator);
  1294. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Subtract,Multiply,Divide,Remainder,Power,Max,Min,ATan2,Step"), "set_operator", "get_operator");
  1295. BIND_ENUM_CONSTANT(OP_ADD);
  1296. BIND_ENUM_CONSTANT(OP_SUB);
  1297. BIND_ENUM_CONSTANT(OP_MUL);
  1298. BIND_ENUM_CONSTANT(OP_DIV);
  1299. BIND_ENUM_CONSTANT(OP_MOD);
  1300. BIND_ENUM_CONSTANT(OP_POW);
  1301. BIND_ENUM_CONSTANT(OP_MAX);
  1302. BIND_ENUM_CONSTANT(OP_MIN);
  1303. BIND_ENUM_CONSTANT(OP_ATAN2);
  1304. BIND_ENUM_CONSTANT(OP_STEP);
  1305. BIND_ENUM_CONSTANT(OP_ENUM_SIZE);
  1306. }
  1307. VisualShaderNodeFloatOp::VisualShaderNodeFloatOp() {
  1308. set_input_port_default_value(0, 0.0);
  1309. set_input_port_default_value(1, 0.0);
  1310. }
  1311. ////////////// Integer Op
  1312. String VisualShaderNodeIntOp::get_caption() const {
  1313. return "IntOp";
  1314. }
  1315. int VisualShaderNodeIntOp::get_input_port_count() const {
  1316. return 2;
  1317. }
  1318. VisualShaderNodeIntOp::PortType VisualShaderNodeIntOp::get_input_port_type(int p_port) const {
  1319. return PORT_TYPE_SCALAR_INT;
  1320. }
  1321. String VisualShaderNodeIntOp::get_input_port_name(int p_port) const {
  1322. return p_port == 0 ? "a" : "b";
  1323. }
  1324. int VisualShaderNodeIntOp::get_output_port_count() const {
  1325. return 1;
  1326. }
  1327. VisualShaderNodeIntOp::PortType VisualShaderNodeIntOp::get_output_port_type(int p_port) const {
  1328. return PORT_TYPE_SCALAR_INT;
  1329. }
  1330. String VisualShaderNodeIntOp::get_output_port_name(int p_port) const {
  1331. return "op"; //no output port means the editor will be used as port
  1332. }
  1333. String VisualShaderNodeIntOp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1334. String code = " " + p_output_vars[0] + " = ";
  1335. switch (op) {
  1336. case OP_ADD:
  1337. code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
  1338. break;
  1339. case OP_SUB:
  1340. code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n";
  1341. break;
  1342. case OP_MUL:
  1343. code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
  1344. break;
  1345. case OP_DIV:
  1346. code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n";
  1347. break;
  1348. case OP_MOD:
  1349. code += p_input_vars[0] + " % " + p_input_vars[1] + ";\n";
  1350. break;
  1351. case OP_MAX:
  1352. code += "max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1353. break;
  1354. case OP_MIN:
  1355. code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1356. break;
  1357. default:
  1358. break;
  1359. }
  1360. return code;
  1361. }
  1362. void VisualShaderNodeIntOp::set_operator(Operator p_op) {
  1363. ERR_FAIL_INDEX(int(p_op), OP_ENUM_SIZE);
  1364. if (op == p_op) {
  1365. return;
  1366. }
  1367. op = p_op;
  1368. emit_changed();
  1369. }
  1370. VisualShaderNodeIntOp::Operator VisualShaderNodeIntOp::get_operator() const {
  1371. return op;
  1372. }
  1373. Vector<StringName> VisualShaderNodeIntOp::get_editable_properties() const {
  1374. Vector<StringName> props;
  1375. props.push_back("operator");
  1376. return props;
  1377. }
  1378. void VisualShaderNodeIntOp::_bind_methods() {
  1379. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeIntOp::set_operator);
  1380. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeIntOp::get_operator);
  1381. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Subtract,Multiply,Divide,Remainder,Max,Min"), "set_operator", "get_operator");
  1382. BIND_ENUM_CONSTANT(OP_ADD);
  1383. BIND_ENUM_CONSTANT(OP_SUB);
  1384. BIND_ENUM_CONSTANT(OP_MUL);
  1385. BIND_ENUM_CONSTANT(OP_DIV);
  1386. BIND_ENUM_CONSTANT(OP_MOD);
  1387. BIND_ENUM_CONSTANT(OP_MAX);
  1388. BIND_ENUM_CONSTANT(OP_MIN);
  1389. BIND_ENUM_CONSTANT(OP_ENUM_SIZE);
  1390. }
  1391. VisualShaderNodeIntOp::VisualShaderNodeIntOp() {
  1392. set_input_port_default_value(0, 0);
  1393. set_input_port_default_value(1, 0);
  1394. }
  1395. ////////////// Vector Op
  1396. String VisualShaderNodeVectorOp::get_caption() const {
  1397. return "VectorOp";
  1398. }
  1399. int VisualShaderNodeVectorOp::get_input_port_count() const {
  1400. return 2;
  1401. }
  1402. VisualShaderNodeVectorOp::PortType VisualShaderNodeVectorOp::get_input_port_type(int p_port) const {
  1403. return PORT_TYPE_VECTOR;
  1404. }
  1405. String VisualShaderNodeVectorOp::get_input_port_name(int p_port) const {
  1406. return p_port == 0 ? "a" : "b";
  1407. }
  1408. int VisualShaderNodeVectorOp::get_output_port_count() const {
  1409. return 1;
  1410. }
  1411. VisualShaderNodeVectorOp::PortType VisualShaderNodeVectorOp::get_output_port_type(int p_port) const {
  1412. return PORT_TYPE_VECTOR;
  1413. }
  1414. String VisualShaderNodeVectorOp::get_output_port_name(int p_port) const {
  1415. return "op"; //no output port means the editor will be used as port
  1416. }
  1417. String VisualShaderNodeVectorOp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1418. String code = " " + p_output_vars[0] + " = ";
  1419. switch (op) {
  1420. case OP_ADD:
  1421. code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
  1422. break;
  1423. case OP_SUB:
  1424. code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n";
  1425. break;
  1426. case OP_MUL:
  1427. code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
  1428. break;
  1429. case OP_DIV:
  1430. code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n";
  1431. break;
  1432. case OP_MOD:
  1433. code += "mod(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1434. break;
  1435. case OP_POW:
  1436. code += "pow(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1437. break;
  1438. case OP_MAX:
  1439. code += "max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1440. break;
  1441. case OP_MIN:
  1442. code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1443. break;
  1444. case OP_CROSS:
  1445. code += "cross(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1446. break;
  1447. case OP_ATAN2:
  1448. code += "atan(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1449. break;
  1450. case OP_REFLECT:
  1451. code += "reflect(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1452. break;
  1453. case OP_STEP:
  1454. code += "step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1455. break;
  1456. default:
  1457. break;
  1458. }
  1459. return code;
  1460. }
  1461. void VisualShaderNodeVectorOp::set_operator(Operator p_op) {
  1462. ERR_FAIL_INDEX(int(p_op), int(OP_ENUM_SIZE));
  1463. if (op == p_op) {
  1464. return;
  1465. }
  1466. op = p_op;
  1467. emit_changed();
  1468. }
  1469. VisualShaderNodeVectorOp::Operator VisualShaderNodeVectorOp::get_operator() const {
  1470. return op;
  1471. }
  1472. Vector<StringName> VisualShaderNodeVectorOp::get_editable_properties() const {
  1473. Vector<StringName> props;
  1474. props.push_back("operator");
  1475. return props;
  1476. }
  1477. void VisualShaderNodeVectorOp::_bind_methods() {
  1478. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeVectorOp::set_operator);
  1479. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeVectorOp::get_operator);
  1480. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Subtract,Multiply,Divide,Remainder,Power,Max,Min,Cross,ATan2,Reflect,Step"), "set_operator", "get_operator");
  1481. BIND_ENUM_CONSTANT(OP_ADD);
  1482. BIND_ENUM_CONSTANT(OP_SUB);
  1483. BIND_ENUM_CONSTANT(OP_MUL);
  1484. BIND_ENUM_CONSTANT(OP_DIV);
  1485. BIND_ENUM_CONSTANT(OP_MOD);
  1486. BIND_ENUM_CONSTANT(OP_POW);
  1487. BIND_ENUM_CONSTANT(OP_MAX);
  1488. BIND_ENUM_CONSTANT(OP_MIN);
  1489. BIND_ENUM_CONSTANT(OP_CROSS);
  1490. BIND_ENUM_CONSTANT(OP_ATAN2);
  1491. BIND_ENUM_CONSTANT(OP_REFLECT);
  1492. BIND_ENUM_CONSTANT(OP_STEP);
  1493. BIND_ENUM_CONSTANT(OP_ENUM_SIZE);
  1494. }
  1495. VisualShaderNodeVectorOp::VisualShaderNodeVectorOp() {
  1496. set_input_port_default_value(0, Vector3());
  1497. set_input_port_default_value(1, Vector3());
  1498. }
  1499. ////////////// Color Op
  1500. String VisualShaderNodeColorOp::get_caption() const {
  1501. return "ColorOp";
  1502. }
  1503. int VisualShaderNodeColorOp::get_input_port_count() const {
  1504. return 2;
  1505. }
  1506. VisualShaderNodeColorOp::PortType VisualShaderNodeColorOp::get_input_port_type(int p_port) const {
  1507. return PORT_TYPE_VECTOR;
  1508. }
  1509. String VisualShaderNodeColorOp::get_input_port_name(int p_port) const {
  1510. return p_port == 0 ? "a" : "b";
  1511. }
  1512. int VisualShaderNodeColorOp::get_output_port_count() const {
  1513. return 1;
  1514. }
  1515. VisualShaderNodeColorOp::PortType VisualShaderNodeColorOp::get_output_port_type(int p_port) const {
  1516. return PORT_TYPE_VECTOR;
  1517. }
  1518. String VisualShaderNodeColorOp::get_output_port_name(int p_port) const {
  1519. return "op"; //no output port means the editor will be used as port
  1520. }
  1521. String VisualShaderNodeColorOp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1522. String code;
  1523. static const char *axisn[3] = { "x", "y", "z" };
  1524. switch (op) {
  1525. case OP_SCREEN: {
  1526. code += " " + p_output_vars[0] + " = vec3(1.0) - (vec3(1.0) - " + p_input_vars[0] + ") * (vec3(1.0) - " + p_input_vars[1] + ");\n";
  1527. } break;
  1528. case OP_DIFFERENCE: {
  1529. code += " " + p_output_vars[0] + " = abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ");\n";
  1530. } break;
  1531. case OP_DARKEN: {
  1532. code += " " + p_output_vars[0] + " = min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1533. } break;
  1534. case OP_LIGHTEN: {
  1535. code += " " + p_output_vars[0] + " = max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1536. } break;
  1537. case OP_OVERLAY: {
  1538. for (int i = 0; i < 3; i++) {
  1539. code += " {\n";
  1540. code += " float base = " + p_input_vars[0] + "." + axisn[i] + ";\n";
  1541. code += " float blend = " + p_input_vars[1] + "." + axisn[i] + ";\n";
  1542. code += " if (base < 0.5) {\n";
  1543. code += " " + p_output_vars[0] + "." + axisn[i] + " = 2.0 * base * blend;\n";
  1544. code += " } else {\n";
  1545. code += " " + p_output_vars[0] + "." + axisn[i] + " = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);\n";
  1546. code += " }\n";
  1547. code += " }\n";
  1548. }
  1549. } break;
  1550. case OP_DODGE: {
  1551. code += " " + p_output_vars[0] + " = (" + p_input_vars[0] + ") / (vec3(1.0) - " + p_input_vars[1] + ");\n";
  1552. } break;
  1553. case OP_BURN: {
  1554. code += " " + p_output_vars[0] + " = vec3(1.0) - (vec3(1.0) - " + p_input_vars[0] + ") / (" + p_input_vars[1] + ");\n";
  1555. } break;
  1556. case OP_SOFT_LIGHT: {
  1557. for (int i = 0; i < 3; i++) {
  1558. code += " {\n";
  1559. code += " float base = " + p_input_vars[0] + "." + axisn[i] + ";\n";
  1560. code += " float blend = " + p_input_vars[1] + "." + axisn[i] + ";\n";
  1561. code += " if (base < 0.5) {\n";
  1562. code += " " + p_output_vars[0] + "." + axisn[i] + " = (base * (blend + 0.5));\n";
  1563. code += " } else {\n";
  1564. code += " " + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0 - base) * (1.0 - (blend - 0.5)));\n";
  1565. code += " }\n";
  1566. code += " }\n";
  1567. }
  1568. } break;
  1569. case OP_HARD_LIGHT: {
  1570. for (int i = 0; i < 3; i++) {
  1571. code += " {\n";
  1572. code += " float base = " + p_input_vars[0] + "." + axisn[i] + ";\n";
  1573. code += " float blend = " + p_input_vars[1] + "." + axisn[i] + ";\n";
  1574. code += " if (base < 0.5) {\n";
  1575. code += " " + p_output_vars[0] + "." + axisn[i] + " = (base * (2.0 * blend));\n";
  1576. code += " } else {\n";
  1577. code += " " + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0 - base) * (1.0 - 2.0 * (blend - 0.5)));\n";
  1578. code += " }\n";
  1579. code += " }\n";
  1580. }
  1581. } break;
  1582. default:
  1583. break;
  1584. }
  1585. return code;
  1586. }
  1587. void VisualShaderNodeColorOp::set_operator(Operator p_op) {
  1588. ERR_FAIL_INDEX(int(p_op), int(OP_MAX));
  1589. if (op == p_op) {
  1590. return;
  1591. }
  1592. switch (p_op) {
  1593. case OP_SCREEN:
  1594. simple_decl = true;
  1595. break;
  1596. case OP_DIFFERENCE:
  1597. simple_decl = true;
  1598. break;
  1599. case OP_DARKEN:
  1600. simple_decl = true;
  1601. break;
  1602. case OP_LIGHTEN:
  1603. simple_decl = true;
  1604. break;
  1605. case OP_OVERLAY:
  1606. simple_decl = false;
  1607. break;
  1608. case OP_DODGE:
  1609. simple_decl = true;
  1610. break;
  1611. case OP_BURN:
  1612. simple_decl = true;
  1613. break;
  1614. case OP_SOFT_LIGHT:
  1615. simple_decl = false;
  1616. break;
  1617. case OP_HARD_LIGHT:
  1618. simple_decl = false;
  1619. break;
  1620. default:
  1621. break;
  1622. }
  1623. op = p_op;
  1624. emit_changed();
  1625. }
  1626. VisualShaderNodeColorOp::Operator VisualShaderNodeColorOp::get_operator() const {
  1627. return op;
  1628. }
  1629. Vector<StringName> VisualShaderNodeColorOp::get_editable_properties() const {
  1630. Vector<StringName> props;
  1631. props.push_back("operator");
  1632. return props;
  1633. }
  1634. void VisualShaderNodeColorOp::_bind_methods() {
  1635. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeColorOp::set_operator);
  1636. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeColorOp::get_operator);
  1637. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Screen,Difference,Darken,Lighten,Overlay,Dodge,Burn,Soft Light,Hard Light"), "set_operator", "get_operator");
  1638. BIND_ENUM_CONSTANT(OP_SCREEN);
  1639. BIND_ENUM_CONSTANT(OP_DIFFERENCE);
  1640. BIND_ENUM_CONSTANT(OP_DARKEN);
  1641. BIND_ENUM_CONSTANT(OP_LIGHTEN);
  1642. BIND_ENUM_CONSTANT(OP_OVERLAY);
  1643. BIND_ENUM_CONSTANT(OP_DODGE);
  1644. BIND_ENUM_CONSTANT(OP_BURN);
  1645. BIND_ENUM_CONSTANT(OP_SOFT_LIGHT);
  1646. BIND_ENUM_CONSTANT(OP_HARD_LIGHT);
  1647. BIND_ENUM_CONSTANT(OP_MAX);
  1648. }
  1649. VisualShaderNodeColorOp::VisualShaderNodeColorOp() {
  1650. set_input_port_default_value(0, Vector3());
  1651. set_input_port_default_value(1, Vector3());
  1652. }
  1653. ////////////// Transform Op
  1654. String VisualShaderNodeTransformOp::get_caption() const {
  1655. return "TransformOp";
  1656. }
  1657. int VisualShaderNodeTransformOp::get_input_port_count() const {
  1658. return 2;
  1659. }
  1660. VisualShaderNodeTransformOp::PortType VisualShaderNodeTransformOp::get_input_port_type(int p_port) const {
  1661. return PORT_TYPE_TRANSFORM;
  1662. }
  1663. String VisualShaderNodeTransformOp::get_input_port_name(int p_port) const {
  1664. return p_port == 0 ? "a" : "b";
  1665. }
  1666. int VisualShaderNodeTransformOp::get_output_port_count() const {
  1667. return 1;
  1668. }
  1669. VisualShaderNodeTransformOp::PortType VisualShaderNodeTransformOp::get_output_port_type(int p_port) const {
  1670. return PORT_TYPE_TRANSFORM;
  1671. }
  1672. String VisualShaderNodeTransformOp::get_output_port_name(int p_port) const {
  1673. return "mult"; //no output port means the editor will be used as port
  1674. }
  1675. String VisualShaderNodeTransformOp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1676. switch (op) {
  1677. case OP_AxB:
  1678. return " " + p_output_vars[0] + " = " + p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
  1679. case OP_BxA:
  1680. return " " + p_output_vars[0] + " = " + p_input_vars[1] + " * " + p_input_vars[0] + ";\n";
  1681. case OP_AxB_COMP:
  1682. return " " + p_output_vars[0] + " = matrixCompMult(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1683. case OP_BxA_COMP:
  1684. return " " + p_output_vars[0] + " = matrixCompMult(" + p_input_vars[1] + ", " + p_input_vars[0] + ");\n";
  1685. case OP_ADD:
  1686. return " " + p_output_vars[0] + " = " + p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
  1687. case OP_A_MINUS_B:
  1688. return " " + p_output_vars[0] + " = " + p_input_vars[0] + " - " + p_input_vars[1] + ";\n";
  1689. case OP_B_MINUS_A:
  1690. return " " + p_output_vars[0] + " = " + p_input_vars[1] + " - " + p_input_vars[0] + ";\n";
  1691. case OP_A_DIV_B:
  1692. return " " + p_output_vars[0] + " = " + p_input_vars[0] + " / " + p_input_vars[1] + ";\n";
  1693. case OP_B_DIV_A:
  1694. return " " + p_output_vars[0] + " = " + p_input_vars[1] + " / " + p_input_vars[0] + ";\n";
  1695. default:
  1696. return "";
  1697. }
  1698. }
  1699. void VisualShaderNodeTransformOp::set_operator(Operator p_op) {
  1700. ERR_FAIL_INDEX(int(p_op), int(OP_MAX));
  1701. if (op == p_op) {
  1702. return;
  1703. }
  1704. op = p_op;
  1705. emit_changed();
  1706. }
  1707. VisualShaderNodeTransformOp::Operator VisualShaderNodeTransformOp::get_operator() const {
  1708. return op;
  1709. }
  1710. Vector<StringName> VisualShaderNodeTransformOp::get_editable_properties() const {
  1711. Vector<StringName> props;
  1712. props.push_back("operator");
  1713. return props;
  1714. }
  1715. void VisualShaderNodeTransformOp::_bind_methods() {
  1716. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeTransformOp::set_operator);
  1717. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeTransformOp::get_operator);
  1718. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "A x B,B x A,A x B(per component),B x A(per component),A + B,A - B,B - A,A / B,B / A"), "set_operator", "get_operator");
  1719. BIND_ENUM_CONSTANT(OP_AxB);
  1720. BIND_ENUM_CONSTANT(OP_BxA);
  1721. BIND_ENUM_CONSTANT(OP_AxB_COMP);
  1722. BIND_ENUM_CONSTANT(OP_BxA_COMP);
  1723. BIND_ENUM_CONSTANT(OP_ADD);
  1724. BIND_ENUM_CONSTANT(OP_A_MINUS_B);
  1725. BIND_ENUM_CONSTANT(OP_B_MINUS_A);
  1726. BIND_ENUM_CONSTANT(OP_A_DIV_B);
  1727. BIND_ENUM_CONSTANT(OP_B_DIV_A);
  1728. BIND_ENUM_CONSTANT(OP_MAX);
  1729. }
  1730. VisualShaderNodeTransformOp::VisualShaderNodeTransformOp() {
  1731. set_input_port_default_value(0, Transform3D());
  1732. set_input_port_default_value(1, Transform3D());
  1733. }
  1734. ////////////// TransformVec Mult
  1735. String VisualShaderNodeTransformVecMult::get_caption() const {
  1736. return "TransformVectorMult";
  1737. }
  1738. int VisualShaderNodeTransformVecMult::get_input_port_count() const {
  1739. return 2;
  1740. }
  1741. VisualShaderNodeTransformVecMult::PortType VisualShaderNodeTransformVecMult::get_input_port_type(int p_port) const {
  1742. return p_port == 0 ? PORT_TYPE_TRANSFORM : PORT_TYPE_VECTOR;
  1743. }
  1744. String VisualShaderNodeTransformVecMult::get_input_port_name(int p_port) const {
  1745. return p_port == 0 ? "a" : "b";
  1746. }
  1747. int VisualShaderNodeTransformVecMult::get_output_port_count() const {
  1748. return 1;
  1749. }
  1750. VisualShaderNodeTransformVecMult::PortType VisualShaderNodeTransformVecMult::get_output_port_type(int p_port) const {
  1751. return PORT_TYPE_VECTOR;
  1752. }
  1753. String VisualShaderNodeTransformVecMult::get_output_port_name(int p_port) const {
  1754. return ""; //no output port means the editor will be used as port
  1755. }
  1756. String VisualShaderNodeTransformVecMult::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1757. if (op == OP_AxB) {
  1758. return " " + p_output_vars[0] + " = (" + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 1.0)).xyz;\n";
  1759. } else if (op == OP_BxA) {
  1760. return " " + p_output_vars[0] + " = (vec4(" + p_input_vars[1] + ", 1.0) * " + p_input_vars[0] + ").xyz;\n";
  1761. } else if (op == OP_3x3_AxB) {
  1762. return " " + p_output_vars[0] + " = (" + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 0.0)).xyz;\n";
  1763. } else {
  1764. return " " + p_output_vars[0] + " = (vec4(" + p_input_vars[1] + ", 0.0) * " + p_input_vars[0] + ").xyz;\n";
  1765. }
  1766. }
  1767. void VisualShaderNodeTransformVecMult::set_operator(Operator p_op) {
  1768. ERR_FAIL_INDEX(int(p_op), int(OP_MAX));
  1769. if (op == p_op) {
  1770. return;
  1771. }
  1772. op = p_op;
  1773. emit_changed();
  1774. }
  1775. VisualShaderNodeTransformVecMult::Operator VisualShaderNodeTransformVecMult::get_operator() const {
  1776. return op;
  1777. }
  1778. Vector<StringName> VisualShaderNodeTransformVecMult::get_editable_properties() const {
  1779. Vector<StringName> props;
  1780. props.push_back("operator");
  1781. return props;
  1782. }
  1783. void VisualShaderNodeTransformVecMult::_bind_methods() {
  1784. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeTransformVecMult::set_operator);
  1785. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeTransformVecMult::get_operator);
  1786. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "A x B,B x A,A x B (3x3),B x A (3x3)"), "set_operator", "get_operator");
  1787. BIND_ENUM_CONSTANT(OP_AxB);
  1788. BIND_ENUM_CONSTANT(OP_BxA);
  1789. BIND_ENUM_CONSTANT(OP_3x3_AxB);
  1790. BIND_ENUM_CONSTANT(OP_3x3_BxA);
  1791. BIND_ENUM_CONSTANT(OP_MAX);
  1792. }
  1793. VisualShaderNodeTransformVecMult::VisualShaderNodeTransformVecMult() {
  1794. set_input_port_default_value(0, Transform3D());
  1795. set_input_port_default_value(1, Vector3());
  1796. }
  1797. ////////////// Float Func
  1798. String VisualShaderNodeFloatFunc::get_caption() const {
  1799. return "FloatFunc";
  1800. }
  1801. int VisualShaderNodeFloatFunc::get_input_port_count() const {
  1802. return 1;
  1803. }
  1804. VisualShaderNodeFloatFunc::PortType VisualShaderNodeFloatFunc::get_input_port_type(int p_port) const {
  1805. return PORT_TYPE_SCALAR;
  1806. }
  1807. String VisualShaderNodeFloatFunc::get_input_port_name(int p_port) const {
  1808. return "";
  1809. }
  1810. int VisualShaderNodeFloatFunc::get_output_port_count() const {
  1811. return 1;
  1812. }
  1813. VisualShaderNodeFloatFunc::PortType VisualShaderNodeFloatFunc::get_output_port_type(int p_port) const {
  1814. return PORT_TYPE_SCALAR;
  1815. }
  1816. String VisualShaderNodeFloatFunc::get_output_port_name(int p_port) const {
  1817. return ""; //no output port means the editor will be used as port
  1818. }
  1819. String VisualShaderNodeFloatFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1820. static const char *functions[FUNC_MAX] = {
  1821. "sin($)",
  1822. "cos($)",
  1823. "tan($)",
  1824. "asin($)",
  1825. "acos($)",
  1826. "atan($)",
  1827. "sinh($)",
  1828. "cosh($)",
  1829. "tanh($)",
  1830. "log($)",
  1831. "exp($)",
  1832. "sqrt($)",
  1833. "abs($)",
  1834. "sign($)",
  1835. "floor($)",
  1836. "round($)",
  1837. "ceil($)",
  1838. "fract($)",
  1839. "min(max($, 0.0), 1.0)",
  1840. "-($)",
  1841. "acosh($)",
  1842. "asinh($)",
  1843. "atanh($)",
  1844. "degrees($)",
  1845. "exp2($)",
  1846. "inversesqrt($)",
  1847. "log2($)",
  1848. "radians($)",
  1849. "1.0 / ($)",
  1850. "roundEven($)",
  1851. "trunc($)",
  1852. "1.0 - $"
  1853. };
  1854. return " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
  1855. }
  1856. void VisualShaderNodeFloatFunc::set_function(Function p_func) {
  1857. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  1858. if (func == p_func) {
  1859. return;
  1860. }
  1861. func = p_func;
  1862. emit_changed();
  1863. }
  1864. VisualShaderNodeFloatFunc::Function VisualShaderNodeFloatFunc::get_function() const {
  1865. return func;
  1866. }
  1867. Vector<StringName> VisualShaderNodeFloatFunc::get_editable_properties() const {
  1868. Vector<StringName> props;
  1869. props.push_back("function");
  1870. return props;
  1871. }
  1872. void VisualShaderNodeFloatFunc::_bind_methods() {
  1873. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeFloatFunc::set_function);
  1874. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeFloatFunc::get_function);
  1875. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Sin,Cos,Tan,ASin,ACos,ATan,SinH,CosH,TanH,Log,Exp,Sqrt,Abs,Sign,Floor,Round,Ceil,Frac,Saturate,Negate,ACosH,ASinH,ATanH,Degrees,Exp2,InverseSqrt,Log2,Radians,Reciprocal,RoundEven,Trunc,OneMinus"), "set_function", "get_function");
  1876. BIND_ENUM_CONSTANT(FUNC_SIN);
  1877. BIND_ENUM_CONSTANT(FUNC_COS);
  1878. BIND_ENUM_CONSTANT(FUNC_TAN);
  1879. BIND_ENUM_CONSTANT(FUNC_ASIN);
  1880. BIND_ENUM_CONSTANT(FUNC_ACOS);
  1881. BIND_ENUM_CONSTANT(FUNC_ATAN);
  1882. BIND_ENUM_CONSTANT(FUNC_SINH);
  1883. BIND_ENUM_CONSTANT(FUNC_COSH);
  1884. BIND_ENUM_CONSTANT(FUNC_TANH);
  1885. BIND_ENUM_CONSTANT(FUNC_LOG);
  1886. BIND_ENUM_CONSTANT(FUNC_EXP);
  1887. BIND_ENUM_CONSTANT(FUNC_SQRT);
  1888. BIND_ENUM_CONSTANT(FUNC_ABS);
  1889. BIND_ENUM_CONSTANT(FUNC_SIGN);
  1890. BIND_ENUM_CONSTANT(FUNC_FLOOR);
  1891. BIND_ENUM_CONSTANT(FUNC_ROUND);
  1892. BIND_ENUM_CONSTANT(FUNC_CEIL);
  1893. BIND_ENUM_CONSTANT(FUNC_FRAC);
  1894. BIND_ENUM_CONSTANT(FUNC_SATURATE);
  1895. BIND_ENUM_CONSTANT(FUNC_NEGATE);
  1896. BIND_ENUM_CONSTANT(FUNC_ACOSH);
  1897. BIND_ENUM_CONSTANT(FUNC_ASINH);
  1898. BIND_ENUM_CONSTANT(FUNC_ATANH);
  1899. BIND_ENUM_CONSTANT(FUNC_DEGREES);
  1900. BIND_ENUM_CONSTANT(FUNC_EXP2);
  1901. BIND_ENUM_CONSTANT(FUNC_INVERSE_SQRT);
  1902. BIND_ENUM_CONSTANT(FUNC_LOG2);
  1903. BIND_ENUM_CONSTANT(FUNC_RADIANS);
  1904. BIND_ENUM_CONSTANT(FUNC_RECIPROCAL);
  1905. BIND_ENUM_CONSTANT(FUNC_ROUNDEVEN);
  1906. BIND_ENUM_CONSTANT(FUNC_TRUNC);
  1907. BIND_ENUM_CONSTANT(FUNC_ONEMINUS);
  1908. BIND_ENUM_CONSTANT(FUNC_MAX);
  1909. }
  1910. VisualShaderNodeFloatFunc::VisualShaderNodeFloatFunc() {
  1911. set_input_port_default_value(0, 0.0);
  1912. }
  1913. ////////////// Int Func
  1914. String VisualShaderNodeIntFunc::get_caption() const {
  1915. return "IntFunc";
  1916. }
  1917. int VisualShaderNodeIntFunc::get_input_port_count() const {
  1918. return 1;
  1919. }
  1920. VisualShaderNodeIntFunc::PortType VisualShaderNodeIntFunc::get_input_port_type(int p_port) const {
  1921. return PORT_TYPE_SCALAR_INT;
  1922. }
  1923. String VisualShaderNodeIntFunc::get_input_port_name(int p_port) const {
  1924. return "";
  1925. }
  1926. int VisualShaderNodeIntFunc::get_output_port_count() const {
  1927. return 1;
  1928. }
  1929. VisualShaderNodeIntFunc::PortType VisualShaderNodeIntFunc::get_output_port_type(int p_port) const {
  1930. return PORT_TYPE_SCALAR_INT;
  1931. }
  1932. String VisualShaderNodeIntFunc::get_output_port_name(int p_port) const {
  1933. return ""; //no output port means the editor will be used as port
  1934. }
  1935. String VisualShaderNodeIntFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1936. static const char *functions[FUNC_MAX] = {
  1937. "abs($)",
  1938. "-($)",
  1939. "sign($)"
  1940. };
  1941. return " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
  1942. }
  1943. void VisualShaderNodeIntFunc::set_function(Function p_func) {
  1944. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  1945. if (func == p_func) {
  1946. return;
  1947. }
  1948. func = p_func;
  1949. emit_changed();
  1950. }
  1951. VisualShaderNodeIntFunc::Function VisualShaderNodeIntFunc::get_function() const {
  1952. return func;
  1953. }
  1954. Vector<StringName> VisualShaderNodeIntFunc::get_editable_properties() const {
  1955. Vector<StringName> props;
  1956. props.push_back("function");
  1957. return props;
  1958. }
  1959. void VisualShaderNodeIntFunc::_bind_methods() {
  1960. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeIntFunc::set_function);
  1961. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeIntFunc::get_function);
  1962. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Abs,Negate,Sign"), "set_function", "get_function");
  1963. BIND_ENUM_CONSTANT(FUNC_ABS);
  1964. BIND_ENUM_CONSTANT(FUNC_NEGATE);
  1965. BIND_ENUM_CONSTANT(FUNC_SIGN);
  1966. BIND_ENUM_CONSTANT(FUNC_MAX);
  1967. }
  1968. VisualShaderNodeIntFunc::VisualShaderNodeIntFunc() {
  1969. set_input_port_default_value(0, 0);
  1970. }
  1971. ////////////// Vector Func
  1972. String VisualShaderNodeVectorFunc::get_caption() const {
  1973. return "VectorFunc";
  1974. }
  1975. int VisualShaderNodeVectorFunc::get_input_port_count() const {
  1976. return 1;
  1977. }
  1978. VisualShaderNodeVectorFunc::PortType VisualShaderNodeVectorFunc::get_input_port_type(int p_port) const {
  1979. return PORT_TYPE_VECTOR;
  1980. }
  1981. String VisualShaderNodeVectorFunc::get_input_port_name(int p_port) const {
  1982. return "";
  1983. }
  1984. int VisualShaderNodeVectorFunc::get_output_port_count() const {
  1985. return 1;
  1986. }
  1987. VisualShaderNodeVectorFunc::PortType VisualShaderNodeVectorFunc::get_output_port_type(int p_port) const {
  1988. return PORT_TYPE_VECTOR;
  1989. }
  1990. String VisualShaderNodeVectorFunc::get_output_port_name(int p_port) const {
  1991. return ""; //no output port means the editor will be used as port
  1992. }
  1993. String VisualShaderNodeVectorFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1994. static const char *vec_func_id[FUNC_MAX] = {
  1995. "normalize($)",
  1996. "max(min($, vec3(1.0)), vec3(0.0))",
  1997. "-($)",
  1998. "1.0 / ($)",
  1999. "",
  2000. "",
  2001. "abs($)",
  2002. "acos($)",
  2003. "acosh($)",
  2004. "asin($)",
  2005. "asinh($)",
  2006. "atan($)",
  2007. "atanh($)",
  2008. "ceil($)",
  2009. "cos($)",
  2010. "cosh($)",
  2011. "degrees($)",
  2012. "exp($)",
  2013. "exp2($)",
  2014. "floor($)",
  2015. "fract($)",
  2016. "inversesqrt($)",
  2017. "log($)",
  2018. "log2($)",
  2019. "radians($)",
  2020. "round($)",
  2021. "roundEven($)",
  2022. "sign($)",
  2023. "sin($)",
  2024. "sinh($)",
  2025. "sqrt($)",
  2026. "tan($)",
  2027. "tanh($)",
  2028. "trunc($)",
  2029. "vec3(1.0, 1.0, 1.0) - $"
  2030. };
  2031. String code;
  2032. if (func == FUNC_RGB2HSV) {
  2033. code += " {\n";
  2034. code += " vec3 c = " + p_input_vars[0] + ";\n";
  2035. code += " vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);\n";
  2036. code += " vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));\n";
  2037. code += " vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));\n";
  2038. code += " float d = q.x - min(q.w, q.y);\n";
  2039. code += " float e = 1.0e-10;\n";
  2040. code += " " + p_output_vars[0] + " = vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);\n";
  2041. code += " }\n";
  2042. } else if (func == FUNC_HSV2RGB) {
  2043. code += " {\n";
  2044. code += " vec3 c = " + p_input_vars[0] + ";\n";
  2045. code += " vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n";
  2046. code += " vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n";
  2047. code += " " + p_output_vars[0] + " = c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n";
  2048. code += " }\n";
  2049. } else {
  2050. code += " " + p_output_vars[0] + " = " + String(vec_func_id[func]).replace("$", p_input_vars[0]) + ";\n";
  2051. }
  2052. return code;
  2053. }
  2054. void VisualShaderNodeVectorFunc::set_function(Function p_func) {
  2055. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2056. if (func == p_func) {
  2057. return;
  2058. }
  2059. if (p_func == FUNC_RGB2HSV) {
  2060. simple_decl = false;
  2061. } else if (p_func == FUNC_HSV2RGB) {
  2062. simple_decl = false;
  2063. } else {
  2064. simple_decl = true;
  2065. }
  2066. func = p_func;
  2067. emit_changed();
  2068. }
  2069. VisualShaderNodeVectorFunc::Function VisualShaderNodeVectorFunc::get_function() const {
  2070. return func;
  2071. }
  2072. Vector<StringName> VisualShaderNodeVectorFunc::get_editable_properties() const {
  2073. Vector<StringName> props;
  2074. props.push_back("function");
  2075. return props;
  2076. }
  2077. void VisualShaderNodeVectorFunc::_bind_methods() {
  2078. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeVectorFunc::set_function);
  2079. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeVectorFunc::get_function);
  2080. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Normalize,Saturate,Negate,Reciprocal,RGB2HSV,HSV2RGB,Abs,ACos,ACosH,ASin,ASinH,ATan,ATanH,Ceil,Cos,CosH,Degrees,Exp,Exp2,Floor,Frac,InverseSqrt,Log,Log2,Radians,Round,RoundEven,Sign,Sin,SinH,Sqrt,Tan,TanH,Trunc,OneMinus"), "set_function", "get_function");
  2081. BIND_ENUM_CONSTANT(FUNC_NORMALIZE);
  2082. BIND_ENUM_CONSTANT(FUNC_SATURATE);
  2083. BIND_ENUM_CONSTANT(FUNC_NEGATE);
  2084. BIND_ENUM_CONSTANT(FUNC_RECIPROCAL);
  2085. BIND_ENUM_CONSTANT(FUNC_RGB2HSV);
  2086. BIND_ENUM_CONSTANT(FUNC_HSV2RGB);
  2087. BIND_ENUM_CONSTANT(FUNC_ABS);
  2088. BIND_ENUM_CONSTANT(FUNC_ACOS);
  2089. BIND_ENUM_CONSTANT(FUNC_ACOSH);
  2090. BIND_ENUM_CONSTANT(FUNC_ASIN);
  2091. BIND_ENUM_CONSTANT(FUNC_ASINH);
  2092. BIND_ENUM_CONSTANT(FUNC_ATAN);
  2093. BIND_ENUM_CONSTANT(FUNC_ATANH);
  2094. BIND_ENUM_CONSTANT(FUNC_CEIL);
  2095. BIND_ENUM_CONSTANT(FUNC_COS);
  2096. BIND_ENUM_CONSTANT(FUNC_COSH);
  2097. BIND_ENUM_CONSTANT(FUNC_DEGREES);
  2098. BIND_ENUM_CONSTANT(FUNC_EXP);
  2099. BIND_ENUM_CONSTANT(FUNC_EXP2);
  2100. BIND_ENUM_CONSTANT(FUNC_FLOOR);
  2101. BIND_ENUM_CONSTANT(FUNC_FRAC);
  2102. BIND_ENUM_CONSTANT(FUNC_INVERSE_SQRT);
  2103. BIND_ENUM_CONSTANT(FUNC_LOG);
  2104. BIND_ENUM_CONSTANT(FUNC_LOG2);
  2105. BIND_ENUM_CONSTANT(FUNC_RADIANS);
  2106. BIND_ENUM_CONSTANT(FUNC_ROUND);
  2107. BIND_ENUM_CONSTANT(FUNC_ROUNDEVEN);
  2108. BIND_ENUM_CONSTANT(FUNC_SIGN);
  2109. BIND_ENUM_CONSTANT(FUNC_SIN);
  2110. BIND_ENUM_CONSTANT(FUNC_SINH);
  2111. BIND_ENUM_CONSTANT(FUNC_SQRT);
  2112. BIND_ENUM_CONSTANT(FUNC_TAN);
  2113. BIND_ENUM_CONSTANT(FUNC_TANH);
  2114. BIND_ENUM_CONSTANT(FUNC_TRUNC);
  2115. BIND_ENUM_CONSTANT(FUNC_ONEMINUS);
  2116. BIND_ENUM_CONSTANT(FUNC_MAX);
  2117. }
  2118. VisualShaderNodeVectorFunc::VisualShaderNodeVectorFunc() {
  2119. set_input_port_default_value(0, Vector3());
  2120. }
  2121. ////////////// ColorFunc
  2122. String VisualShaderNodeColorFunc::get_caption() const {
  2123. return "ColorFunc";
  2124. }
  2125. int VisualShaderNodeColorFunc::get_input_port_count() const {
  2126. return 1;
  2127. }
  2128. VisualShaderNodeColorFunc::PortType VisualShaderNodeColorFunc::get_input_port_type(int p_port) const {
  2129. return PORT_TYPE_VECTOR;
  2130. }
  2131. String VisualShaderNodeColorFunc::get_input_port_name(int p_port) const {
  2132. return "";
  2133. }
  2134. int VisualShaderNodeColorFunc::get_output_port_count() const {
  2135. return 1;
  2136. }
  2137. VisualShaderNodeColorFunc::PortType VisualShaderNodeColorFunc::get_output_port_type(int p_port) const {
  2138. return PORT_TYPE_VECTOR;
  2139. }
  2140. String VisualShaderNodeColorFunc::get_output_port_name(int p_port) const {
  2141. return "";
  2142. }
  2143. String VisualShaderNodeColorFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2144. String code;
  2145. switch (func) {
  2146. case FUNC_GRAYSCALE:
  2147. code += " {\n";
  2148. code += " vec3 c = " + p_input_vars[0] + ";\n";
  2149. code += " float max1 = max(c.r, c.g);\n";
  2150. code += " float max2 = max(max1, c.b);\n";
  2151. code += " float max3 = max(max1, max2);\n";
  2152. code += " " + p_output_vars[0] + " = vec3(max3, max3, max3);\n";
  2153. code += " }\n";
  2154. break;
  2155. case FUNC_SEPIA:
  2156. code += " {\n";
  2157. code += " vec3 c = " + p_input_vars[0] + ";\n";
  2158. code += " float r = (c.r * .393) + (c.g *.769) + (c.b * .189);\n";
  2159. code += " float g = (c.r * .349) + (c.g *.686) + (c.b * .168);\n";
  2160. code += " float b = (c.r * .272) + (c.g *.534) + (c.b * .131);\n";
  2161. code += " " + p_output_vars[0] + " = vec3(r, g, b);\n";
  2162. code += " }\n";
  2163. break;
  2164. default:
  2165. break;
  2166. }
  2167. return code;
  2168. }
  2169. void VisualShaderNodeColorFunc::set_function(Function p_func) {
  2170. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2171. if (func == p_func) {
  2172. return;
  2173. }
  2174. func = p_func;
  2175. emit_changed();
  2176. }
  2177. VisualShaderNodeColorFunc::Function VisualShaderNodeColorFunc::get_function() const {
  2178. return func;
  2179. }
  2180. Vector<StringName> VisualShaderNodeColorFunc::get_editable_properties() const {
  2181. Vector<StringName> props;
  2182. props.push_back("function");
  2183. return props;
  2184. }
  2185. void VisualShaderNodeColorFunc::_bind_methods() {
  2186. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeColorFunc::set_function);
  2187. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeColorFunc::get_function);
  2188. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Grayscale,Sepia"), "set_function", "get_function");
  2189. BIND_ENUM_CONSTANT(FUNC_GRAYSCALE);
  2190. BIND_ENUM_CONSTANT(FUNC_SEPIA);
  2191. BIND_ENUM_CONSTANT(FUNC_MAX);
  2192. }
  2193. VisualShaderNodeColorFunc::VisualShaderNodeColorFunc() {
  2194. simple_decl = false;
  2195. set_input_port_default_value(0, Vector3());
  2196. }
  2197. ////////////// Transform Func
  2198. String VisualShaderNodeTransformFunc::get_caption() const {
  2199. return "TransformFunc";
  2200. }
  2201. int VisualShaderNodeTransformFunc::get_input_port_count() const {
  2202. return 1;
  2203. }
  2204. VisualShaderNodeTransformFunc::PortType VisualShaderNodeTransformFunc::get_input_port_type(int p_port) const {
  2205. return PORT_TYPE_TRANSFORM;
  2206. }
  2207. String VisualShaderNodeTransformFunc::get_input_port_name(int p_port) const {
  2208. return "";
  2209. }
  2210. int VisualShaderNodeTransformFunc::get_output_port_count() const {
  2211. return 1;
  2212. }
  2213. VisualShaderNodeTransformFunc::PortType VisualShaderNodeTransformFunc::get_output_port_type(int p_port) const {
  2214. return PORT_TYPE_TRANSFORM;
  2215. }
  2216. String VisualShaderNodeTransformFunc::get_output_port_name(int p_port) const {
  2217. return "";
  2218. }
  2219. String VisualShaderNodeTransformFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2220. static const char *functions[FUNC_MAX] = {
  2221. "inverse($)",
  2222. "transpose($)"
  2223. };
  2224. String code;
  2225. code += " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
  2226. return code;
  2227. }
  2228. void VisualShaderNodeTransformFunc::set_function(Function p_func) {
  2229. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2230. if (func == p_func) {
  2231. return;
  2232. }
  2233. func = p_func;
  2234. emit_changed();
  2235. }
  2236. VisualShaderNodeTransformFunc::Function VisualShaderNodeTransformFunc::get_function() const {
  2237. return func;
  2238. }
  2239. Vector<StringName> VisualShaderNodeTransformFunc::get_editable_properties() const {
  2240. Vector<StringName> props;
  2241. props.push_back("function");
  2242. return props;
  2243. }
  2244. void VisualShaderNodeTransformFunc::_bind_methods() {
  2245. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeTransformFunc::set_function);
  2246. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeTransformFunc::get_function);
  2247. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Inverse,Transpose"), "set_function", "get_function");
  2248. BIND_ENUM_CONSTANT(FUNC_INVERSE);
  2249. BIND_ENUM_CONSTANT(FUNC_TRANSPOSE);
  2250. BIND_ENUM_CONSTANT(FUNC_MAX);
  2251. }
  2252. VisualShaderNodeTransformFunc::VisualShaderNodeTransformFunc() {
  2253. set_input_port_default_value(0, Transform3D());
  2254. }
  2255. ////////////// UV Func
  2256. String VisualShaderNodeUVFunc::get_caption() const {
  2257. return "UVFunc";
  2258. }
  2259. int VisualShaderNodeUVFunc::get_input_port_count() const {
  2260. return 3;
  2261. }
  2262. VisualShaderNodeUVFunc::PortType VisualShaderNodeUVFunc::get_input_port_type(int p_port) const {
  2263. switch (p_port) {
  2264. case 0:
  2265. [[fallthrough]]; // uv
  2266. case 1:
  2267. return PORT_TYPE_VECTOR; // scale
  2268. case 2:
  2269. return PORT_TYPE_VECTOR; // offset & pivot
  2270. default:
  2271. break;
  2272. }
  2273. return PORT_TYPE_SCALAR;
  2274. }
  2275. String VisualShaderNodeUVFunc::get_input_port_name(int p_port) const {
  2276. switch (p_port) {
  2277. case 0:
  2278. return "uv";
  2279. case 1:
  2280. return "scale";
  2281. case 2:
  2282. switch (func) {
  2283. case FUNC_PANNING:
  2284. return "offset";
  2285. case FUNC_SCALING:
  2286. return "pivot";
  2287. default:
  2288. break;
  2289. }
  2290. break;
  2291. default:
  2292. break;
  2293. }
  2294. return "";
  2295. }
  2296. String VisualShaderNodeUVFunc::get_input_port_default_hint(int p_port) const {
  2297. if (p_port == 0) {
  2298. return "UV";
  2299. }
  2300. return "";
  2301. }
  2302. int VisualShaderNodeUVFunc::get_output_port_count() const {
  2303. return 1;
  2304. }
  2305. VisualShaderNodeUVFunc::PortType VisualShaderNodeUVFunc::get_output_port_type(int p_port) const {
  2306. return PORT_TYPE_VECTOR;
  2307. }
  2308. String VisualShaderNodeUVFunc::get_output_port_name(int p_port) const {
  2309. return "uv";
  2310. }
  2311. bool VisualShaderNodeUVFunc::is_show_prop_names() const {
  2312. return true;
  2313. }
  2314. String VisualShaderNodeUVFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2315. String code;
  2316. String uv;
  2317. if (p_input_vars[0].is_empty()) {
  2318. uv = "vec3(UV.xy, 0.0)";
  2319. } else {
  2320. uv = vformat("%s", p_input_vars[0]);
  2321. }
  2322. String scale = vformat("%s", p_input_vars[1]);
  2323. String offset_pivot = vformat("%s", p_input_vars[2]);
  2324. switch (func) {
  2325. case FUNC_PANNING: {
  2326. code += vformat(" %s = fma(%s, %s, %s);\n", p_output_vars[0], offset_pivot, scale, uv);
  2327. } break;
  2328. case FUNC_SCALING: {
  2329. code += vformat(" %s = fma((%s - %s), %s, %s);\n", p_output_vars[0], uv, offset_pivot, scale, offset_pivot);
  2330. } break;
  2331. default:
  2332. break;
  2333. }
  2334. return code;
  2335. }
  2336. void VisualShaderNodeUVFunc::set_function(VisualShaderNodeUVFunc::Function p_func) {
  2337. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2338. if (func == p_func) {
  2339. return;
  2340. }
  2341. if (p_func == FUNC_PANNING) {
  2342. set_input_port_default_value(2, Vector3()); // offset
  2343. } else { // FUNC_SCALING
  2344. set_input_port_default_value(2, Vector3(0.5, 0.5, 0.0)); // pivot
  2345. }
  2346. func = p_func;
  2347. emit_changed();
  2348. }
  2349. VisualShaderNodeUVFunc::Function VisualShaderNodeUVFunc::get_function() const {
  2350. return func;
  2351. }
  2352. Vector<StringName> VisualShaderNodeUVFunc::get_editable_properties() const {
  2353. Vector<StringName> props;
  2354. props.push_back("function");
  2355. return props;
  2356. }
  2357. void VisualShaderNodeUVFunc::_bind_methods() {
  2358. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeUVFunc::set_function);
  2359. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeUVFunc::get_function);
  2360. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Panning,Scaling"), "set_function", "get_function");
  2361. BIND_ENUM_CONSTANT(FUNC_PANNING);
  2362. BIND_ENUM_CONSTANT(FUNC_SCALING);
  2363. BIND_ENUM_CONSTANT(FUNC_MAX);
  2364. }
  2365. VisualShaderNodeUVFunc::VisualShaderNodeUVFunc() {
  2366. set_input_port_default_value(1, Vector3(1.0, 1.0, 0.0)); // scale
  2367. set_input_port_default_value(2, Vector3()); // offset
  2368. }
  2369. ////////////// Dot Product
  2370. String VisualShaderNodeDotProduct::get_caption() const {
  2371. return "DotProduct";
  2372. }
  2373. int VisualShaderNodeDotProduct::get_input_port_count() const {
  2374. return 2;
  2375. }
  2376. VisualShaderNodeDotProduct::PortType VisualShaderNodeDotProduct::get_input_port_type(int p_port) const {
  2377. return PORT_TYPE_VECTOR;
  2378. }
  2379. String VisualShaderNodeDotProduct::get_input_port_name(int p_port) const {
  2380. return p_port == 0 ? "a" : "b";
  2381. }
  2382. int VisualShaderNodeDotProduct::get_output_port_count() const {
  2383. return 1;
  2384. }
  2385. VisualShaderNodeDotProduct::PortType VisualShaderNodeDotProduct::get_output_port_type(int p_port) const {
  2386. return PORT_TYPE_SCALAR;
  2387. }
  2388. String VisualShaderNodeDotProduct::get_output_port_name(int p_port) const {
  2389. return "dot";
  2390. }
  2391. String VisualShaderNodeDotProduct::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2392. return " " + p_output_vars[0] + " = dot(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  2393. }
  2394. VisualShaderNodeDotProduct::VisualShaderNodeDotProduct() {
  2395. set_input_port_default_value(0, Vector3());
  2396. set_input_port_default_value(1, Vector3());
  2397. }
  2398. ////////////// Vector Len
  2399. String VisualShaderNodeVectorLen::get_caption() const {
  2400. return "VectorLen";
  2401. }
  2402. int VisualShaderNodeVectorLen::get_input_port_count() const {
  2403. return 1;
  2404. }
  2405. VisualShaderNodeVectorLen::PortType VisualShaderNodeVectorLen::get_input_port_type(int p_port) const {
  2406. return PORT_TYPE_VECTOR;
  2407. }
  2408. String VisualShaderNodeVectorLen::get_input_port_name(int p_port) const {
  2409. return "";
  2410. }
  2411. int VisualShaderNodeVectorLen::get_output_port_count() const {
  2412. return 1;
  2413. }
  2414. VisualShaderNodeVectorLen::PortType VisualShaderNodeVectorLen::get_output_port_type(int p_port) const {
  2415. return PORT_TYPE_SCALAR;
  2416. }
  2417. String VisualShaderNodeVectorLen::get_output_port_name(int p_port) const {
  2418. return "length";
  2419. }
  2420. String VisualShaderNodeVectorLen::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2421. return " " + p_output_vars[0] + " = length(" + p_input_vars[0] + ");\n";
  2422. }
  2423. VisualShaderNodeVectorLen::VisualShaderNodeVectorLen() {
  2424. set_input_port_default_value(0, Vector3());
  2425. }
  2426. ////////////// Determinant
  2427. String VisualShaderNodeDeterminant::get_caption() const {
  2428. return "Determinant";
  2429. }
  2430. int VisualShaderNodeDeterminant::get_input_port_count() const {
  2431. return 1;
  2432. }
  2433. VisualShaderNodeDeterminant::PortType VisualShaderNodeDeterminant::get_input_port_type(int p_port) const {
  2434. return PORT_TYPE_TRANSFORM;
  2435. }
  2436. String VisualShaderNodeDeterminant::get_input_port_name(int p_port) const {
  2437. return "";
  2438. }
  2439. int VisualShaderNodeDeterminant::get_output_port_count() const {
  2440. return 1;
  2441. }
  2442. VisualShaderNodeDeterminant::PortType VisualShaderNodeDeterminant::get_output_port_type(int p_port) const {
  2443. return PORT_TYPE_SCALAR;
  2444. }
  2445. String VisualShaderNodeDeterminant::get_output_port_name(int p_port) const {
  2446. return "";
  2447. }
  2448. String VisualShaderNodeDeterminant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2449. return " " + p_output_vars[0] + " = determinant(" + p_input_vars[0] + ");\n";
  2450. }
  2451. VisualShaderNodeDeterminant::VisualShaderNodeDeterminant() {
  2452. set_input_port_default_value(0, Transform3D());
  2453. }
  2454. ////////////// Scalar Derivative Function
  2455. String VisualShaderNodeScalarDerivativeFunc::get_caption() const {
  2456. return "ScalarDerivativeFunc";
  2457. }
  2458. int VisualShaderNodeScalarDerivativeFunc::get_input_port_count() const {
  2459. return 1;
  2460. }
  2461. VisualShaderNodeScalarDerivativeFunc::PortType VisualShaderNodeScalarDerivativeFunc::get_input_port_type(int p_port) const {
  2462. return PORT_TYPE_SCALAR;
  2463. }
  2464. String VisualShaderNodeScalarDerivativeFunc::get_input_port_name(int p_port) const {
  2465. return "";
  2466. }
  2467. int VisualShaderNodeScalarDerivativeFunc::get_output_port_count() const {
  2468. return 1;
  2469. }
  2470. VisualShaderNodeScalarDerivativeFunc::PortType VisualShaderNodeScalarDerivativeFunc::get_output_port_type(int p_port) const {
  2471. return PORT_TYPE_SCALAR;
  2472. }
  2473. String VisualShaderNodeScalarDerivativeFunc::get_output_port_name(int p_port) const {
  2474. return "";
  2475. }
  2476. String VisualShaderNodeScalarDerivativeFunc::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 {
  2477. static const char *functions[FUNC_MAX] = {
  2478. "fwidth($)",
  2479. "dFdx($)",
  2480. "dFdy($)"
  2481. };
  2482. String code;
  2483. code += " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
  2484. return code;
  2485. }
  2486. void VisualShaderNodeScalarDerivativeFunc::set_function(Function p_func) {
  2487. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2488. if (func == p_func) {
  2489. return;
  2490. }
  2491. func = p_func;
  2492. emit_changed();
  2493. }
  2494. VisualShaderNodeScalarDerivativeFunc::Function VisualShaderNodeScalarDerivativeFunc::get_function() const {
  2495. return func;
  2496. }
  2497. Vector<StringName> VisualShaderNodeScalarDerivativeFunc::get_editable_properties() const {
  2498. Vector<StringName> props;
  2499. props.push_back("function");
  2500. return props;
  2501. }
  2502. void VisualShaderNodeScalarDerivativeFunc::_bind_methods() {
  2503. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeScalarDerivativeFunc::set_function);
  2504. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeScalarDerivativeFunc::get_function);
  2505. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Sum,X,Y"), "set_function", "get_function");
  2506. BIND_ENUM_CONSTANT(FUNC_SUM);
  2507. BIND_ENUM_CONSTANT(FUNC_X);
  2508. BIND_ENUM_CONSTANT(FUNC_Y);
  2509. BIND_ENUM_CONSTANT(FUNC_MAX);
  2510. }
  2511. VisualShaderNodeScalarDerivativeFunc::VisualShaderNodeScalarDerivativeFunc() {
  2512. set_input_port_default_value(0, 0.0);
  2513. }
  2514. ////////////// Vector Derivative Function
  2515. String VisualShaderNodeVectorDerivativeFunc::get_caption() const {
  2516. return "VectorDerivativeFunc";
  2517. }
  2518. int VisualShaderNodeVectorDerivativeFunc::get_input_port_count() const {
  2519. return 1;
  2520. }
  2521. VisualShaderNodeVectorDerivativeFunc::PortType VisualShaderNodeVectorDerivativeFunc::get_input_port_type(int p_port) const {
  2522. return PORT_TYPE_VECTOR;
  2523. }
  2524. String VisualShaderNodeVectorDerivativeFunc::get_input_port_name(int p_port) const {
  2525. return "";
  2526. }
  2527. int VisualShaderNodeVectorDerivativeFunc::get_output_port_count() const {
  2528. return 1;
  2529. }
  2530. VisualShaderNodeVectorDerivativeFunc::PortType VisualShaderNodeVectorDerivativeFunc::get_output_port_type(int p_port) const {
  2531. return PORT_TYPE_VECTOR;
  2532. }
  2533. String VisualShaderNodeVectorDerivativeFunc::get_output_port_name(int p_port) const {
  2534. return "";
  2535. }
  2536. String VisualShaderNodeVectorDerivativeFunc::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 {
  2537. static const char *functions[FUNC_MAX] = {
  2538. "fwidth($)",
  2539. "dFdx($)",
  2540. "dFdy($)"
  2541. };
  2542. String code;
  2543. code += " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
  2544. return code;
  2545. }
  2546. void VisualShaderNodeVectorDerivativeFunc::set_function(Function p_func) {
  2547. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2548. if (func == p_func) {
  2549. return;
  2550. }
  2551. func = p_func;
  2552. emit_changed();
  2553. }
  2554. VisualShaderNodeVectorDerivativeFunc::Function VisualShaderNodeVectorDerivativeFunc::get_function() const {
  2555. return func;
  2556. }
  2557. Vector<StringName> VisualShaderNodeVectorDerivativeFunc::get_editable_properties() const {
  2558. Vector<StringName> props;
  2559. props.push_back("function");
  2560. return props;
  2561. }
  2562. void VisualShaderNodeVectorDerivativeFunc::_bind_methods() {
  2563. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeVectorDerivativeFunc::set_function);
  2564. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeVectorDerivativeFunc::get_function);
  2565. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Sum,X,Y"), "set_function", "get_function");
  2566. BIND_ENUM_CONSTANT(FUNC_SUM);
  2567. BIND_ENUM_CONSTANT(FUNC_X);
  2568. BIND_ENUM_CONSTANT(FUNC_Y);
  2569. BIND_ENUM_CONSTANT(FUNC_MAX);
  2570. }
  2571. VisualShaderNodeVectorDerivativeFunc::VisualShaderNodeVectorDerivativeFunc() {
  2572. set_input_port_default_value(0, Vector3());
  2573. }
  2574. ////////////// Clamp
  2575. String VisualShaderNodeClamp::get_caption() const {
  2576. return "Clamp";
  2577. }
  2578. int VisualShaderNodeClamp::get_input_port_count() const {
  2579. return 3;
  2580. }
  2581. VisualShaderNodeClamp::PortType VisualShaderNodeClamp::get_input_port_type(int p_port) const {
  2582. switch (op_type) {
  2583. case OP_TYPE_INT:
  2584. return PORT_TYPE_SCALAR_INT;
  2585. case OP_TYPE_VECTOR:
  2586. return PORT_TYPE_VECTOR;
  2587. default:
  2588. break;
  2589. }
  2590. return PORT_TYPE_SCALAR;
  2591. }
  2592. String VisualShaderNodeClamp::get_input_port_name(int p_port) const {
  2593. if (p_port == 0) {
  2594. return "";
  2595. } else if (p_port == 1) {
  2596. return "min";
  2597. } else if (p_port == 2) {
  2598. return "max";
  2599. }
  2600. return "";
  2601. }
  2602. int VisualShaderNodeClamp::get_output_port_count() const {
  2603. return 1;
  2604. }
  2605. VisualShaderNodeClamp::PortType VisualShaderNodeClamp::get_output_port_type(int p_port) const {
  2606. switch (op_type) {
  2607. case OP_TYPE_INT:
  2608. return PORT_TYPE_SCALAR_INT;
  2609. case OP_TYPE_VECTOR:
  2610. return PORT_TYPE_VECTOR;
  2611. default:
  2612. break;
  2613. }
  2614. return PORT_TYPE_SCALAR;
  2615. }
  2616. String VisualShaderNodeClamp::get_output_port_name(int p_port) const {
  2617. return "";
  2618. }
  2619. String VisualShaderNodeClamp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2620. return " " + p_output_vars[0] + " = clamp(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  2621. }
  2622. void VisualShaderNodeClamp::set_op_type(OpType p_op_type) {
  2623. ERR_FAIL_INDEX((int)p_op_type, int(OP_TYPE_MAX));
  2624. if (op_type == p_op_type) {
  2625. return;
  2626. }
  2627. switch (p_op_type) {
  2628. case OP_TYPE_FLOAT:
  2629. set_input_port_default_value(0, 0.0);
  2630. set_input_port_default_value(1, 0.0);
  2631. set_input_port_default_value(2, 0.0);
  2632. break;
  2633. case OP_TYPE_INT:
  2634. set_input_port_default_value(0, 0);
  2635. set_input_port_default_value(1, 0);
  2636. set_input_port_default_value(2, 0);
  2637. break;
  2638. case OP_TYPE_VECTOR:
  2639. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  2640. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  2641. set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
  2642. break;
  2643. default:
  2644. break;
  2645. }
  2646. op_type = p_op_type;
  2647. emit_changed();
  2648. }
  2649. VisualShaderNodeClamp::OpType VisualShaderNodeClamp::get_op_type() const {
  2650. return op_type;
  2651. }
  2652. Vector<StringName> VisualShaderNodeClamp::get_editable_properties() const {
  2653. Vector<StringName> props;
  2654. props.push_back("op_type");
  2655. return props;
  2656. }
  2657. void VisualShaderNodeClamp::_bind_methods() {
  2658. ClassDB::bind_method(D_METHOD("set_op_type", "op_type"), &VisualShaderNodeClamp::set_op_type);
  2659. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeClamp::get_op_type);
  2660. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Float,Int,Vector"), "set_op_type", "get_op_type");
  2661. BIND_ENUM_CONSTANT(OP_TYPE_FLOAT);
  2662. BIND_ENUM_CONSTANT(OP_TYPE_INT);
  2663. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR);
  2664. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  2665. }
  2666. VisualShaderNodeClamp::VisualShaderNodeClamp() {
  2667. set_input_port_default_value(0, 0.0);
  2668. set_input_port_default_value(1, 0.0);
  2669. set_input_port_default_value(2, 1.0);
  2670. }
  2671. ////////////// FaceForward
  2672. String VisualShaderNodeFaceForward::get_caption() const {
  2673. return "FaceForward";
  2674. }
  2675. int VisualShaderNodeFaceForward::get_input_port_count() const {
  2676. return 3;
  2677. }
  2678. VisualShaderNodeFaceForward::PortType VisualShaderNodeFaceForward::get_input_port_type(int p_port) const {
  2679. return PORT_TYPE_VECTOR;
  2680. }
  2681. String VisualShaderNodeFaceForward::get_input_port_name(int p_port) const {
  2682. switch (p_port) {
  2683. case 0:
  2684. return "N";
  2685. case 1:
  2686. return "I";
  2687. case 2:
  2688. return "Nref";
  2689. default:
  2690. return "";
  2691. }
  2692. }
  2693. int VisualShaderNodeFaceForward::get_output_port_count() const {
  2694. return 1;
  2695. }
  2696. VisualShaderNodeFaceForward::PortType VisualShaderNodeFaceForward::get_output_port_type(int p_port) const {
  2697. return PORT_TYPE_VECTOR;
  2698. }
  2699. String VisualShaderNodeFaceForward::get_output_port_name(int p_port) const {
  2700. return "";
  2701. }
  2702. String VisualShaderNodeFaceForward::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2703. return " " + p_output_vars[0] + " = faceforward(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  2704. }
  2705. VisualShaderNodeFaceForward::VisualShaderNodeFaceForward() {
  2706. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  2707. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  2708. set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
  2709. }
  2710. ////////////// Outer Product
  2711. String VisualShaderNodeOuterProduct::get_caption() const {
  2712. return "OuterProduct";
  2713. }
  2714. int VisualShaderNodeOuterProduct::get_input_port_count() const {
  2715. return 2;
  2716. }
  2717. VisualShaderNodeOuterProduct::PortType VisualShaderNodeOuterProduct::get_input_port_type(int p_port) const {
  2718. return PORT_TYPE_VECTOR;
  2719. }
  2720. String VisualShaderNodeOuterProduct::get_input_port_name(int p_port) const {
  2721. switch (p_port) {
  2722. case 0:
  2723. return "c";
  2724. case 1:
  2725. return "r";
  2726. default:
  2727. return "";
  2728. }
  2729. }
  2730. int VisualShaderNodeOuterProduct::get_output_port_count() const {
  2731. return 1;
  2732. }
  2733. VisualShaderNodeOuterProduct::PortType VisualShaderNodeOuterProduct::get_output_port_type(int p_port) const {
  2734. return PORT_TYPE_TRANSFORM;
  2735. }
  2736. String VisualShaderNodeOuterProduct::get_output_port_name(int p_port) const {
  2737. return "";
  2738. }
  2739. String VisualShaderNodeOuterProduct::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2740. return " " + p_output_vars[0] + " = outerProduct(vec4(" + p_input_vars[0] + ", 0.0), vec4(" + p_input_vars[1] + ", 0.0));\n";
  2741. }
  2742. VisualShaderNodeOuterProduct::VisualShaderNodeOuterProduct() {
  2743. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  2744. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  2745. }
  2746. ////////////// Step
  2747. String VisualShaderNodeStep::get_caption() const {
  2748. return "Step";
  2749. }
  2750. int VisualShaderNodeStep::get_input_port_count() const {
  2751. return 2;
  2752. }
  2753. VisualShaderNodeStep::PortType VisualShaderNodeStep::get_input_port_type(int p_port) const {
  2754. switch (op_type) {
  2755. case OP_TYPE_VECTOR:
  2756. return PORT_TYPE_VECTOR;
  2757. case OP_TYPE_VECTOR_SCALAR:
  2758. if (p_port == 1) {
  2759. return PORT_TYPE_VECTOR;
  2760. }
  2761. break;
  2762. default:
  2763. break;
  2764. }
  2765. return PORT_TYPE_SCALAR;
  2766. }
  2767. String VisualShaderNodeStep::get_input_port_name(int p_port) const {
  2768. if (p_port == 0) {
  2769. return "edge";
  2770. } else if (p_port == 1) {
  2771. return "x";
  2772. }
  2773. return "";
  2774. }
  2775. int VisualShaderNodeStep::get_output_port_count() const {
  2776. return 1;
  2777. }
  2778. VisualShaderNodeStep::PortType VisualShaderNodeStep::get_output_port_type(int p_port) const {
  2779. switch (op_type) {
  2780. case OP_TYPE_VECTOR:
  2781. return PORT_TYPE_VECTOR;
  2782. case OP_TYPE_VECTOR_SCALAR:
  2783. return PORT_TYPE_VECTOR;
  2784. default:
  2785. break;
  2786. }
  2787. return PORT_TYPE_SCALAR;
  2788. }
  2789. String VisualShaderNodeStep::get_output_port_name(int p_port) const {
  2790. return "";
  2791. }
  2792. void VisualShaderNodeStep::set_op_type(OpType p_op_type) {
  2793. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  2794. if (op_type == p_op_type) {
  2795. return;
  2796. }
  2797. switch (p_op_type) {
  2798. case OP_TYPE_SCALAR:
  2799. if (op_type == OP_TYPE_VECTOR) {
  2800. set_input_port_default_value(0, 0.0); // edge
  2801. }
  2802. if (op_type == OP_TYPE_VECTOR || op_type == OP_TYPE_VECTOR_SCALAR) {
  2803. set_input_port_default_value(1, 0.0); // x
  2804. }
  2805. break;
  2806. case OP_TYPE_VECTOR:
  2807. if (op_type == OP_TYPE_SCALAR || op_type == OP_TYPE_VECTOR_SCALAR) {
  2808. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0)); // edge
  2809. }
  2810. if (op_type == OP_TYPE_SCALAR) {
  2811. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0)); // x
  2812. }
  2813. break;
  2814. case OP_TYPE_VECTOR_SCALAR:
  2815. if (op_type == OP_TYPE_VECTOR) {
  2816. set_input_port_default_value(0, 0.0); // edge
  2817. }
  2818. if (op_type == OP_TYPE_SCALAR) {
  2819. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0)); // x
  2820. }
  2821. break;
  2822. default:
  2823. break;
  2824. }
  2825. op_type = p_op_type;
  2826. emit_changed();
  2827. }
  2828. VisualShaderNodeStep::OpType VisualShaderNodeStep::get_op_type() const {
  2829. return op_type;
  2830. }
  2831. String VisualShaderNodeStep::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2832. return " " + p_output_vars[0] + " = step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  2833. }
  2834. Vector<StringName> VisualShaderNodeStep::get_editable_properties() const {
  2835. Vector<StringName> props;
  2836. props.push_back("op_type");
  2837. return props;
  2838. }
  2839. void VisualShaderNodeStep::_bind_methods() {
  2840. ClassDB::bind_method(D_METHOD("set_op_type", "op_type"), &VisualShaderNodeStep::set_op_type);
  2841. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeStep::get_op_type);
  2842. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector,VectorScalar"), "set_op_type", "get_op_type");
  2843. BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
  2844. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR);
  2845. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_SCALAR);
  2846. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  2847. }
  2848. VisualShaderNodeStep::VisualShaderNodeStep() {
  2849. set_input_port_default_value(0, 0.0);
  2850. set_input_port_default_value(1, 0.0);
  2851. }
  2852. ////////////// SmoothStep
  2853. String VisualShaderNodeSmoothStep::get_caption() const {
  2854. return "SmoothStep";
  2855. }
  2856. int VisualShaderNodeSmoothStep::get_input_port_count() const {
  2857. return 3;
  2858. }
  2859. VisualShaderNodeSmoothStep::PortType VisualShaderNodeSmoothStep::get_input_port_type(int p_port) const {
  2860. switch (op_type) {
  2861. case OP_TYPE_VECTOR:
  2862. return PORT_TYPE_VECTOR;
  2863. case OP_TYPE_VECTOR_SCALAR:
  2864. if (p_port == 2) {
  2865. return PORT_TYPE_VECTOR; // x
  2866. }
  2867. break;
  2868. default:
  2869. break;
  2870. }
  2871. return PORT_TYPE_SCALAR;
  2872. }
  2873. String VisualShaderNodeSmoothStep::get_input_port_name(int p_port) const {
  2874. if (p_port == 0) {
  2875. return "edge0";
  2876. } else if (p_port == 1) {
  2877. return "edge1";
  2878. } else if (p_port == 2) {
  2879. return "x";
  2880. }
  2881. return "";
  2882. }
  2883. int VisualShaderNodeSmoothStep::get_output_port_count() const {
  2884. return 1;
  2885. }
  2886. VisualShaderNodeSmoothStep::PortType VisualShaderNodeSmoothStep::get_output_port_type(int p_port) const {
  2887. switch (op_type) {
  2888. case OP_TYPE_VECTOR:
  2889. return PORT_TYPE_VECTOR;
  2890. case OP_TYPE_VECTOR_SCALAR:
  2891. return PORT_TYPE_VECTOR;
  2892. default:
  2893. break;
  2894. }
  2895. return PORT_TYPE_SCALAR;
  2896. }
  2897. String VisualShaderNodeSmoothStep::get_output_port_name(int p_port) const {
  2898. return "";
  2899. }
  2900. void VisualShaderNodeSmoothStep::set_op_type(OpType p_op_type) {
  2901. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  2902. if (op_type == p_op_type) {
  2903. return;
  2904. }
  2905. switch (p_op_type) {
  2906. case OP_TYPE_SCALAR:
  2907. if (op_type == OP_TYPE_VECTOR) {
  2908. set_input_port_default_value(0, 0.0); // edge0
  2909. set_input_port_default_value(1, 0.0); // edge1
  2910. }
  2911. if (op_type == OP_TYPE_VECTOR || op_type == OP_TYPE_VECTOR_SCALAR) {
  2912. set_input_port_default_value(2, 0.0); // x
  2913. }
  2914. break;
  2915. case OP_TYPE_VECTOR:
  2916. if (op_type == OP_TYPE_SCALAR || op_type == OP_TYPE_VECTOR_SCALAR) {
  2917. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0)); // edge0
  2918. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0)); // edge1
  2919. }
  2920. if (op_type == OP_TYPE_SCALAR) {
  2921. set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0)); // x
  2922. }
  2923. break;
  2924. case OP_TYPE_VECTOR_SCALAR:
  2925. if (op_type == OP_TYPE_VECTOR) {
  2926. set_input_port_default_value(0, 0.0); // edge0
  2927. set_input_port_default_value(1, 0.0); // edge1
  2928. }
  2929. if (op_type == OP_TYPE_SCALAR) {
  2930. set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0)); // x
  2931. }
  2932. break;
  2933. default:
  2934. break;
  2935. }
  2936. op_type = p_op_type;
  2937. emit_changed();
  2938. }
  2939. VisualShaderNodeSmoothStep::OpType VisualShaderNodeSmoothStep::get_op_type() const {
  2940. return op_type;
  2941. }
  2942. String VisualShaderNodeSmoothStep::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2943. return " " + p_output_vars[0] + " = smoothstep(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  2944. }
  2945. Vector<StringName> VisualShaderNodeSmoothStep::get_editable_properties() const {
  2946. Vector<StringName> props;
  2947. props.push_back("op_type");
  2948. return props;
  2949. }
  2950. void VisualShaderNodeSmoothStep::_bind_methods() {
  2951. ClassDB::bind_method(D_METHOD("set_op_type", "op_type"), &VisualShaderNodeSmoothStep::set_op_type);
  2952. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeSmoothStep::get_op_type);
  2953. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector,VectorScalar"), "set_op_type", "get_op_type");
  2954. BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
  2955. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR);
  2956. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_SCALAR);
  2957. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  2958. }
  2959. VisualShaderNodeSmoothStep::VisualShaderNodeSmoothStep() {
  2960. set_input_port_default_value(0, 0.0);
  2961. set_input_port_default_value(1, 0.0);
  2962. set_input_port_default_value(2, 0.0);
  2963. }
  2964. ////////////// Distance
  2965. String VisualShaderNodeVectorDistance::get_caption() const {
  2966. return "Distance";
  2967. }
  2968. int VisualShaderNodeVectorDistance::get_input_port_count() const {
  2969. return 2;
  2970. }
  2971. VisualShaderNodeVectorDistance::PortType VisualShaderNodeVectorDistance::get_input_port_type(int p_port) const {
  2972. return PORT_TYPE_VECTOR;
  2973. }
  2974. String VisualShaderNodeVectorDistance::get_input_port_name(int p_port) const {
  2975. if (p_port == 0) {
  2976. return "p0";
  2977. } else if (p_port == 1) {
  2978. return "p1";
  2979. }
  2980. return "";
  2981. }
  2982. int VisualShaderNodeVectorDistance::get_output_port_count() const {
  2983. return 1;
  2984. }
  2985. VisualShaderNodeVectorDistance::PortType VisualShaderNodeVectorDistance::get_output_port_type(int p_port) const {
  2986. return PORT_TYPE_SCALAR;
  2987. }
  2988. String VisualShaderNodeVectorDistance::get_output_port_name(int p_port) const {
  2989. return "";
  2990. }
  2991. String VisualShaderNodeVectorDistance::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2992. return " " + p_output_vars[0] + " = distance(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  2993. }
  2994. VisualShaderNodeVectorDistance::VisualShaderNodeVectorDistance() {
  2995. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  2996. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  2997. }
  2998. ////////////// Refract Vector
  2999. String VisualShaderNodeVectorRefract::get_caption() const {
  3000. return "Refract";
  3001. }
  3002. int VisualShaderNodeVectorRefract::get_input_port_count() const {
  3003. return 3;
  3004. }
  3005. VisualShaderNodeVectorRefract::PortType VisualShaderNodeVectorRefract::get_input_port_type(int p_port) const {
  3006. if (p_port == 2) {
  3007. return PORT_TYPE_SCALAR;
  3008. }
  3009. return PORT_TYPE_VECTOR;
  3010. }
  3011. String VisualShaderNodeVectorRefract::get_input_port_name(int p_port) const {
  3012. if (p_port == 0) {
  3013. return "I";
  3014. } else if (p_port == 1) {
  3015. return "N";
  3016. } else if (p_port == 2) {
  3017. return "eta";
  3018. }
  3019. return "";
  3020. }
  3021. int VisualShaderNodeVectorRefract::get_output_port_count() const {
  3022. return 1;
  3023. }
  3024. VisualShaderNodeVectorRefract::PortType VisualShaderNodeVectorRefract::get_output_port_type(int p_port) const {
  3025. return PORT_TYPE_VECTOR;
  3026. }
  3027. String VisualShaderNodeVectorRefract::get_output_port_name(int p_port) const {
  3028. return "";
  3029. }
  3030. String VisualShaderNodeVectorRefract::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3031. return " " + p_output_vars[0] + " = refract(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  3032. }
  3033. VisualShaderNodeVectorRefract::VisualShaderNodeVectorRefract() {
  3034. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  3035. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  3036. set_input_port_default_value(2, 0.0);
  3037. }
  3038. ////////////// Mix
  3039. String VisualShaderNodeMix::get_caption() const {
  3040. return "Mix";
  3041. }
  3042. int VisualShaderNodeMix::get_input_port_count() const {
  3043. return 3;
  3044. }
  3045. VisualShaderNodeMix::PortType VisualShaderNodeMix::get_input_port_type(int p_port) const {
  3046. switch (op_type) {
  3047. case OP_TYPE_VECTOR:
  3048. return PORT_TYPE_VECTOR;
  3049. case OP_TYPE_VECTOR_SCALAR:
  3050. if (p_port == 2) {
  3051. break;
  3052. }
  3053. return PORT_TYPE_VECTOR;
  3054. default:
  3055. break;
  3056. }
  3057. return PORT_TYPE_SCALAR;
  3058. }
  3059. String VisualShaderNodeMix::get_input_port_name(int p_port) const {
  3060. if (p_port == 0) {
  3061. return "a";
  3062. } else if (p_port == 1) {
  3063. return "b";
  3064. } else {
  3065. return "weight";
  3066. }
  3067. }
  3068. int VisualShaderNodeMix::get_output_port_count() const {
  3069. return 1;
  3070. }
  3071. VisualShaderNodeMix::PortType VisualShaderNodeMix::get_output_port_type(int p_port) const {
  3072. switch (op_type) {
  3073. case OP_TYPE_VECTOR:
  3074. return PORT_TYPE_VECTOR;
  3075. case OP_TYPE_VECTOR_SCALAR:
  3076. return PORT_TYPE_VECTOR;
  3077. default:
  3078. break;
  3079. }
  3080. return PORT_TYPE_SCALAR;
  3081. }
  3082. String VisualShaderNodeMix::get_output_port_name(int p_port) const {
  3083. return "mix";
  3084. }
  3085. void VisualShaderNodeMix::set_op_type(OpType p_op_type) {
  3086. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  3087. if (op_type == p_op_type) {
  3088. return;
  3089. }
  3090. switch (p_op_type) {
  3091. case OP_TYPE_SCALAR:
  3092. set_input_port_default_value(0, 0.0); // a
  3093. set_input_port_default_value(1, 1.0); // b
  3094. if (op_type == OP_TYPE_VECTOR) {
  3095. set_input_port_default_value(2, 0.5); // weight
  3096. }
  3097. break;
  3098. case OP_TYPE_VECTOR:
  3099. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0)); // a
  3100. set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0)); // b
  3101. if (op_type == OP_TYPE_SCALAR || op_type == OP_TYPE_VECTOR_SCALAR) {
  3102. set_input_port_default_value(2, Vector3(0.5, 0.5, 0.5)); // weight
  3103. }
  3104. break;
  3105. case OP_TYPE_VECTOR_SCALAR:
  3106. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0)); // a
  3107. set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0)); // b
  3108. if (op_type == OP_TYPE_VECTOR) {
  3109. set_input_port_default_value(2, 0.5); // weight
  3110. }
  3111. break;
  3112. default:
  3113. break;
  3114. }
  3115. op_type = p_op_type;
  3116. emit_changed();
  3117. }
  3118. VisualShaderNodeMix::OpType VisualShaderNodeMix::get_op_type() const {
  3119. return op_type;
  3120. }
  3121. String VisualShaderNodeMix::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3122. return " " + p_output_vars[0] + " = mix(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  3123. }
  3124. Vector<StringName> VisualShaderNodeMix::get_editable_properties() const {
  3125. Vector<StringName> props;
  3126. props.push_back("op_type");
  3127. return props;
  3128. }
  3129. void VisualShaderNodeMix::_bind_methods() {
  3130. ClassDB::bind_method(D_METHOD("set_op_type", "op_type"), &VisualShaderNodeMix::set_op_type);
  3131. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeMix::get_op_type);
  3132. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector,VectorScalar"), "set_op_type", "get_op_type");
  3133. BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
  3134. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR);
  3135. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_SCALAR);
  3136. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  3137. }
  3138. VisualShaderNodeMix::VisualShaderNodeMix() {
  3139. set_input_port_default_value(0, 0.0); // a
  3140. set_input_port_default_value(1, 1.0); // b
  3141. set_input_port_default_value(2, 0.5); // weight
  3142. }
  3143. ////////////// Vector Compose
  3144. String VisualShaderNodeVectorCompose::get_caption() const {
  3145. return "VectorCompose";
  3146. }
  3147. int VisualShaderNodeVectorCompose::get_input_port_count() const {
  3148. return 3;
  3149. }
  3150. VisualShaderNodeVectorCompose::PortType VisualShaderNodeVectorCompose::get_input_port_type(int p_port) const {
  3151. return PORT_TYPE_SCALAR;
  3152. }
  3153. String VisualShaderNodeVectorCompose::get_input_port_name(int p_port) const {
  3154. if (p_port == 0) {
  3155. return "x";
  3156. } else if (p_port == 1) {
  3157. return "y";
  3158. } else {
  3159. return "z";
  3160. }
  3161. }
  3162. int VisualShaderNodeVectorCompose::get_output_port_count() const {
  3163. return 1;
  3164. }
  3165. VisualShaderNodeVectorCompose::PortType VisualShaderNodeVectorCompose::get_output_port_type(int p_port) const {
  3166. return PORT_TYPE_VECTOR;
  3167. }
  3168. String VisualShaderNodeVectorCompose::get_output_port_name(int p_port) const {
  3169. return "vec";
  3170. }
  3171. String VisualShaderNodeVectorCompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3172. return " " + p_output_vars[0] + " = vec3(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  3173. }
  3174. VisualShaderNodeVectorCompose::VisualShaderNodeVectorCompose() {
  3175. set_input_port_default_value(0, 0.0);
  3176. set_input_port_default_value(1, 0.0);
  3177. set_input_port_default_value(2, 0.0);
  3178. }
  3179. ////////////// Transform Compose
  3180. String VisualShaderNodeTransformCompose::get_caption() const {
  3181. return "TransformCompose";
  3182. }
  3183. int VisualShaderNodeTransformCompose::get_input_port_count() const {
  3184. return 4;
  3185. }
  3186. VisualShaderNodeTransformCompose::PortType VisualShaderNodeTransformCompose::get_input_port_type(int p_port) const {
  3187. return PORT_TYPE_VECTOR;
  3188. }
  3189. String VisualShaderNodeTransformCompose::get_input_port_name(int p_port) const {
  3190. if (p_port == 0) {
  3191. return "x";
  3192. } else if (p_port == 1) {
  3193. return "y";
  3194. } else if (p_port == 2) {
  3195. return "z";
  3196. } else {
  3197. return "origin";
  3198. }
  3199. }
  3200. int VisualShaderNodeTransformCompose::get_output_port_count() const {
  3201. return 1;
  3202. }
  3203. VisualShaderNodeTransformCompose::PortType VisualShaderNodeTransformCompose::get_output_port_type(int p_port) const {
  3204. return PORT_TYPE_TRANSFORM;
  3205. }
  3206. String VisualShaderNodeTransformCompose::get_output_port_name(int p_port) const {
  3207. return "xform";
  3208. }
  3209. String VisualShaderNodeTransformCompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3210. return " " + p_output_vars[0] + " = mat4(vec4(" + p_input_vars[0] + ", 0.0), vec4(" + p_input_vars[1] + ", 0.0), vec4(" + p_input_vars[2] + ", 0.0), vec4(" + p_input_vars[3] + ", 1.0));\n";
  3211. }
  3212. VisualShaderNodeTransformCompose::VisualShaderNodeTransformCompose() {
  3213. set_input_port_default_value(0, Vector3());
  3214. set_input_port_default_value(1, Vector3());
  3215. set_input_port_default_value(2, Vector3());
  3216. set_input_port_default_value(3, Vector3());
  3217. }
  3218. ////////////// Vector Decompose
  3219. String VisualShaderNodeVectorDecompose::get_caption() const {
  3220. return "VectorDecompose";
  3221. }
  3222. int VisualShaderNodeVectorDecompose::get_input_port_count() const {
  3223. return 1;
  3224. }
  3225. VisualShaderNodeVectorDecompose::PortType VisualShaderNodeVectorDecompose::get_input_port_type(int p_port) const {
  3226. return PORT_TYPE_VECTOR;
  3227. }
  3228. String VisualShaderNodeVectorDecompose::get_input_port_name(int p_port) const {
  3229. return "vec";
  3230. }
  3231. int VisualShaderNodeVectorDecompose::get_output_port_count() const {
  3232. return 3;
  3233. }
  3234. VisualShaderNodeVectorDecompose::PortType VisualShaderNodeVectorDecompose::get_output_port_type(int p_port) const {
  3235. return PORT_TYPE_SCALAR;
  3236. }
  3237. String VisualShaderNodeVectorDecompose::get_output_port_name(int p_port) const {
  3238. if (p_port == 0) {
  3239. return "x";
  3240. } else if (p_port == 1) {
  3241. return "y";
  3242. } else {
  3243. return "z";
  3244. }
  3245. }
  3246. String VisualShaderNodeVectorDecompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3247. String code;
  3248. code += " " + p_output_vars[0] + " = " + p_input_vars[0] + ".x;\n";
  3249. code += " " + p_output_vars[1] + " = " + p_input_vars[0] + ".y;\n";
  3250. code += " " + p_output_vars[2] + " = " + p_input_vars[0] + ".z;\n";
  3251. return code;
  3252. }
  3253. VisualShaderNodeVectorDecompose::VisualShaderNodeVectorDecompose() {
  3254. set_input_port_default_value(0, Vector3());
  3255. }
  3256. ////////////// Transform Decompose
  3257. String VisualShaderNodeTransformDecompose::get_caption() const {
  3258. return "TransformDecompose";
  3259. }
  3260. int VisualShaderNodeTransformDecompose::get_input_port_count() const {
  3261. return 1;
  3262. }
  3263. VisualShaderNodeTransformDecompose::PortType VisualShaderNodeTransformDecompose::get_input_port_type(int p_port) const {
  3264. return PORT_TYPE_TRANSFORM;
  3265. }
  3266. String VisualShaderNodeTransformDecompose::get_input_port_name(int p_port) const {
  3267. return "xform";
  3268. }
  3269. int VisualShaderNodeTransformDecompose::get_output_port_count() const {
  3270. return 4;
  3271. }
  3272. VisualShaderNodeTransformDecompose::PortType VisualShaderNodeTransformDecompose::get_output_port_type(int p_port) const {
  3273. return PORT_TYPE_VECTOR;
  3274. }
  3275. String VisualShaderNodeTransformDecompose::get_output_port_name(int p_port) const {
  3276. if (p_port == 0) {
  3277. return "x";
  3278. } else if (p_port == 1) {
  3279. return "y";
  3280. } else if (p_port == 2) {
  3281. return "z";
  3282. } else {
  3283. return "origin";
  3284. }
  3285. }
  3286. String VisualShaderNodeTransformDecompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3287. String code;
  3288. code += " " + p_output_vars[0] + " = " + p_input_vars[0] + "[0].xyz;\n";
  3289. code += " " + p_output_vars[1] + " = " + p_input_vars[0] + "[1].xyz;\n";
  3290. code += " " + p_output_vars[2] + " = " + p_input_vars[0] + "[2].xyz;\n";
  3291. code += " " + p_output_vars[3] + " = " + p_input_vars[0] + "[3].xyz;\n";
  3292. return code;
  3293. }
  3294. VisualShaderNodeTransformDecompose::VisualShaderNodeTransformDecompose() {
  3295. set_input_port_default_value(0, Transform3D());
  3296. }
  3297. ////////////// Float Uniform
  3298. String VisualShaderNodeFloatUniform::get_caption() const {
  3299. return "FloatUniform";
  3300. }
  3301. int VisualShaderNodeFloatUniform::get_input_port_count() const {
  3302. return 0;
  3303. }
  3304. VisualShaderNodeFloatUniform::PortType VisualShaderNodeFloatUniform::get_input_port_type(int p_port) const {
  3305. return PORT_TYPE_SCALAR;
  3306. }
  3307. String VisualShaderNodeFloatUniform::get_input_port_name(int p_port) const {
  3308. return String();
  3309. }
  3310. int VisualShaderNodeFloatUniform::get_output_port_count() const {
  3311. return 1;
  3312. }
  3313. VisualShaderNodeFloatUniform::PortType VisualShaderNodeFloatUniform::get_output_port_type(int p_port) const {
  3314. return PORT_TYPE_SCALAR;
  3315. }
  3316. String VisualShaderNodeFloatUniform::get_output_port_name(int p_port) const {
  3317. return ""; //no output port means the editor will be used as port
  3318. }
  3319. String VisualShaderNodeFloatUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  3320. String code = "";
  3321. if (hint == HINT_RANGE) {
  3322. code += _get_qual_str() + "uniform float " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ")";
  3323. } else if (hint == HINT_RANGE_STEP) {
  3324. code += _get_qual_str() + "uniform float " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ", " + rtos(hint_range_step) + ")";
  3325. } else {
  3326. code += _get_qual_str() + "uniform float " + get_uniform_name();
  3327. }
  3328. if (default_value_enabled) {
  3329. code += " = " + rtos(default_value);
  3330. }
  3331. code += ";\n";
  3332. return code;
  3333. }
  3334. String VisualShaderNodeFloatUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3335. return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  3336. }
  3337. bool VisualShaderNodeFloatUniform::is_show_prop_names() const {
  3338. return true;
  3339. }
  3340. bool VisualShaderNodeFloatUniform::is_use_prop_slots() const {
  3341. return true;
  3342. }
  3343. void VisualShaderNodeFloatUniform::set_hint(Hint p_hint) {
  3344. ERR_FAIL_INDEX(int(p_hint), int(HINT_MAX));
  3345. if (hint == p_hint) {
  3346. return;
  3347. }
  3348. hint = p_hint;
  3349. emit_changed();
  3350. }
  3351. VisualShaderNodeFloatUniform::Hint VisualShaderNodeFloatUniform::get_hint() const {
  3352. return hint;
  3353. }
  3354. void VisualShaderNodeFloatUniform::set_min(float p_value) {
  3355. if (Math::is_equal_approx(hint_range_min, p_value)) {
  3356. return;
  3357. }
  3358. hint_range_min = p_value;
  3359. emit_changed();
  3360. }
  3361. float VisualShaderNodeFloatUniform::get_min() const {
  3362. return hint_range_min;
  3363. }
  3364. void VisualShaderNodeFloatUniform::set_max(float p_value) {
  3365. if (Math::is_equal_approx(hint_range_max, p_value)) {
  3366. return;
  3367. }
  3368. hint_range_max = p_value;
  3369. emit_changed();
  3370. }
  3371. float VisualShaderNodeFloatUniform::get_max() const {
  3372. return hint_range_max;
  3373. }
  3374. void VisualShaderNodeFloatUniform::set_step(float p_value) {
  3375. if (Math::is_equal_approx(hint_range_step, p_value)) {
  3376. return;
  3377. }
  3378. hint_range_step = p_value;
  3379. emit_changed();
  3380. }
  3381. float VisualShaderNodeFloatUniform::get_step() const {
  3382. return hint_range_step;
  3383. }
  3384. void VisualShaderNodeFloatUniform::set_default_value_enabled(bool p_enabled) {
  3385. if (default_value_enabled == p_enabled) {
  3386. return;
  3387. }
  3388. default_value_enabled = p_enabled;
  3389. emit_changed();
  3390. }
  3391. bool VisualShaderNodeFloatUniform::is_default_value_enabled() const {
  3392. return default_value_enabled;
  3393. }
  3394. void VisualShaderNodeFloatUniform::set_default_value(float p_value) {
  3395. if (Math::is_equal_approx(default_value, p_value)) {
  3396. return;
  3397. }
  3398. default_value = p_value;
  3399. emit_changed();
  3400. }
  3401. float VisualShaderNodeFloatUniform::get_default_value() const {
  3402. return default_value;
  3403. }
  3404. void VisualShaderNodeFloatUniform::_bind_methods() {
  3405. ClassDB::bind_method(D_METHOD("set_hint", "hint"), &VisualShaderNodeFloatUniform::set_hint);
  3406. ClassDB::bind_method(D_METHOD("get_hint"), &VisualShaderNodeFloatUniform::get_hint);
  3407. ClassDB::bind_method(D_METHOD("set_min", "value"), &VisualShaderNodeFloatUniform::set_min);
  3408. ClassDB::bind_method(D_METHOD("get_min"), &VisualShaderNodeFloatUniform::get_min);
  3409. ClassDB::bind_method(D_METHOD("set_max", "value"), &VisualShaderNodeFloatUniform::set_max);
  3410. ClassDB::bind_method(D_METHOD("get_max"), &VisualShaderNodeFloatUniform::get_max);
  3411. ClassDB::bind_method(D_METHOD("set_step", "value"), &VisualShaderNodeFloatUniform::set_step);
  3412. ClassDB::bind_method(D_METHOD("get_step"), &VisualShaderNodeFloatUniform::get_step);
  3413. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeFloatUniform::set_default_value_enabled);
  3414. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeFloatUniform::is_default_value_enabled);
  3415. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeFloatUniform::set_default_value);
  3416. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeFloatUniform::get_default_value);
  3417. ADD_PROPERTY(PropertyInfo(Variant::INT, "hint", PROPERTY_HINT_ENUM, "None,Range,Range+Step"), "set_hint", "get_hint");
  3418. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "min"), "set_min", "get_min");
  3419. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "max"), "set_max", "get_max");
  3420. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "step"), "set_step", "get_step");
  3421. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  3422. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "default_value"), "set_default_value", "get_default_value");
  3423. BIND_ENUM_CONSTANT(HINT_NONE);
  3424. BIND_ENUM_CONSTANT(HINT_RANGE);
  3425. BIND_ENUM_CONSTANT(HINT_RANGE_STEP);
  3426. BIND_ENUM_CONSTANT(HINT_MAX);
  3427. }
  3428. bool VisualShaderNodeFloatUniform::is_qualifier_supported(Qualifier p_qual) const {
  3429. return true; // all qualifiers are supported
  3430. }
  3431. bool VisualShaderNodeFloatUniform::is_convertible_to_constant() const {
  3432. return true; // conversion is allowed
  3433. }
  3434. Vector<StringName> VisualShaderNodeFloatUniform::get_editable_properties() const {
  3435. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  3436. props.push_back("hint");
  3437. if (hint == HINT_RANGE || hint == HINT_RANGE_STEP) {
  3438. props.push_back("min");
  3439. props.push_back("max");
  3440. }
  3441. if (hint == HINT_RANGE_STEP) {
  3442. props.push_back("step");
  3443. }
  3444. props.push_back("default_value_enabled");
  3445. if (default_value_enabled) {
  3446. props.push_back("default_value");
  3447. }
  3448. return props;
  3449. }
  3450. VisualShaderNodeFloatUniform::VisualShaderNodeFloatUniform() {
  3451. }
  3452. ////////////// Integer Uniform
  3453. String VisualShaderNodeIntUniform::get_caption() const {
  3454. return "IntUniform";
  3455. }
  3456. int VisualShaderNodeIntUniform::get_input_port_count() const {
  3457. return 0;
  3458. }
  3459. VisualShaderNodeIntUniform::PortType VisualShaderNodeIntUniform::get_input_port_type(int p_port) const {
  3460. return PORT_TYPE_SCALAR_INT;
  3461. }
  3462. String VisualShaderNodeIntUniform::get_input_port_name(int p_port) const {
  3463. return String();
  3464. }
  3465. int VisualShaderNodeIntUniform::get_output_port_count() const {
  3466. return 1;
  3467. }
  3468. VisualShaderNodeIntUniform::PortType VisualShaderNodeIntUniform::get_output_port_type(int p_port) const {
  3469. return PORT_TYPE_SCALAR_INT;
  3470. }
  3471. String VisualShaderNodeIntUniform::get_output_port_name(int p_port) const {
  3472. return ""; //no output port means the editor will be used as port
  3473. }
  3474. String VisualShaderNodeIntUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  3475. String code = "";
  3476. if (hint == HINT_RANGE) {
  3477. code += _get_qual_str() + "uniform int " + get_uniform_name() + " : hint_range(" + itos(hint_range_min) + ", " + itos(hint_range_max) + ")";
  3478. } else if (hint == HINT_RANGE_STEP) {
  3479. code += _get_qual_str() + "uniform int " + get_uniform_name() + " : hint_range(" + itos(hint_range_min) + ", " + itos(hint_range_max) + ", " + itos(hint_range_step) + ")";
  3480. } else {
  3481. code += _get_qual_str() + "uniform int " + get_uniform_name();
  3482. }
  3483. if (default_value_enabled) {
  3484. code += " = " + itos(default_value);
  3485. }
  3486. code += ";\n";
  3487. return code;
  3488. }
  3489. String VisualShaderNodeIntUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3490. return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  3491. }
  3492. bool VisualShaderNodeIntUniform::is_show_prop_names() const {
  3493. return true;
  3494. }
  3495. bool VisualShaderNodeIntUniform::is_use_prop_slots() const {
  3496. return true;
  3497. }
  3498. void VisualShaderNodeIntUniform::set_hint(Hint p_hint) {
  3499. ERR_FAIL_INDEX(int(p_hint), int(HINT_MAX));
  3500. if (hint == p_hint) {
  3501. return;
  3502. }
  3503. hint = p_hint;
  3504. emit_changed();
  3505. }
  3506. VisualShaderNodeIntUniform::Hint VisualShaderNodeIntUniform::get_hint() const {
  3507. return hint;
  3508. }
  3509. void VisualShaderNodeIntUniform::set_min(int p_value) {
  3510. if (hint_range_min == p_value) {
  3511. return;
  3512. }
  3513. hint_range_min = p_value;
  3514. emit_changed();
  3515. }
  3516. int VisualShaderNodeIntUniform::get_min() const {
  3517. return hint_range_min;
  3518. }
  3519. void VisualShaderNodeIntUniform::set_max(int p_value) {
  3520. if (hint_range_max == p_value) {
  3521. return;
  3522. }
  3523. hint_range_max = p_value;
  3524. emit_changed();
  3525. }
  3526. int VisualShaderNodeIntUniform::get_max() const {
  3527. return hint_range_max;
  3528. }
  3529. void VisualShaderNodeIntUniform::set_step(int p_value) {
  3530. if (hint_range_step == p_value) {
  3531. return;
  3532. }
  3533. hint_range_step = p_value;
  3534. emit_changed();
  3535. }
  3536. int VisualShaderNodeIntUniform::get_step() const {
  3537. return hint_range_step;
  3538. }
  3539. void VisualShaderNodeIntUniform::set_default_value_enabled(bool p_default_value_enabled) {
  3540. if (default_value_enabled == p_default_value_enabled) {
  3541. return;
  3542. }
  3543. default_value_enabled = p_default_value_enabled;
  3544. emit_changed();
  3545. }
  3546. bool VisualShaderNodeIntUniform::is_default_value_enabled() const {
  3547. return default_value_enabled;
  3548. }
  3549. void VisualShaderNodeIntUniform::set_default_value(int p_default_value) {
  3550. if (default_value == p_default_value) {
  3551. return;
  3552. }
  3553. default_value = p_default_value;
  3554. emit_changed();
  3555. }
  3556. int VisualShaderNodeIntUniform::get_default_value() const {
  3557. return default_value;
  3558. }
  3559. void VisualShaderNodeIntUniform::_bind_methods() {
  3560. ClassDB::bind_method(D_METHOD("set_hint", "hint"), &VisualShaderNodeIntUniform::set_hint);
  3561. ClassDB::bind_method(D_METHOD("get_hint"), &VisualShaderNodeIntUniform::get_hint);
  3562. ClassDB::bind_method(D_METHOD("set_min", "value"), &VisualShaderNodeIntUniform::set_min);
  3563. ClassDB::bind_method(D_METHOD("get_min"), &VisualShaderNodeIntUniform::get_min);
  3564. ClassDB::bind_method(D_METHOD("set_max", "value"), &VisualShaderNodeIntUniform::set_max);
  3565. ClassDB::bind_method(D_METHOD("get_max"), &VisualShaderNodeIntUniform::get_max);
  3566. ClassDB::bind_method(D_METHOD("set_step", "value"), &VisualShaderNodeIntUniform::set_step);
  3567. ClassDB::bind_method(D_METHOD("get_step"), &VisualShaderNodeIntUniform::get_step);
  3568. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeIntUniform::set_default_value_enabled);
  3569. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeIntUniform::is_default_value_enabled);
  3570. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeIntUniform::set_default_value);
  3571. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeIntUniform::get_default_value);
  3572. ADD_PROPERTY(PropertyInfo(Variant::INT, "hint", PROPERTY_HINT_ENUM, "None,Range,Range + Step"), "set_hint", "get_hint");
  3573. ADD_PROPERTY(PropertyInfo(Variant::INT, "min"), "set_min", "get_min");
  3574. ADD_PROPERTY(PropertyInfo(Variant::INT, "max"), "set_max", "get_max");
  3575. ADD_PROPERTY(PropertyInfo(Variant::INT, "step"), "set_step", "get_step");
  3576. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  3577. ADD_PROPERTY(PropertyInfo(Variant::INT, "default_value"), "set_default_value", "get_default_value");
  3578. BIND_ENUM_CONSTANT(HINT_NONE);
  3579. BIND_ENUM_CONSTANT(HINT_RANGE);
  3580. BIND_ENUM_CONSTANT(HINT_RANGE_STEP);
  3581. BIND_ENUM_CONSTANT(HINT_MAX);
  3582. }
  3583. bool VisualShaderNodeIntUniform::is_qualifier_supported(Qualifier p_qual) const {
  3584. return true; // all qualifiers are supported
  3585. }
  3586. bool VisualShaderNodeIntUniform::is_convertible_to_constant() const {
  3587. return true; // conversion is allowed
  3588. }
  3589. Vector<StringName> VisualShaderNodeIntUniform::get_editable_properties() const {
  3590. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  3591. props.push_back("hint");
  3592. if (hint == HINT_RANGE || hint == HINT_RANGE_STEP) {
  3593. props.push_back("min");
  3594. props.push_back("max");
  3595. }
  3596. if (hint == HINT_RANGE_STEP) {
  3597. props.push_back("step");
  3598. }
  3599. props.push_back("default_value_enabled");
  3600. if (default_value_enabled) {
  3601. props.push_back("default_value");
  3602. }
  3603. return props;
  3604. }
  3605. VisualShaderNodeIntUniform::VisualShaderNodeIntUniform() {
  3606. }
  3607. ////////////// Boolean Uniform
  3608. String VisualShaderNodeBooleanUniform::get_caption() const {
  3609. return "BooleanUniform";
  3610. }
  3611. int VisualShaderNodeBooleanUniform::get_input_port_count() const {
  3612. return 0;
  3613. }
  3614. VisualShaderNodeBooleanUniform::PortType VisualShaderNodeBooleanUniform::get_input_port_type(int p_port) const {
  3615. return PORT_TYPE_BOOLEAN;
  3616. }
  3617. String VisualShaderNodeBooleanUniform::get_input_port_name(int p_port) const {
  3618. return String();
  3619. }
  3620. int VisualShaderNodeBooleanUniform::get_output_port_count() const {
  3621. return 1;
  3622. }
  3623. VisualShaderNodeBooleanUniform::PortType VisualShaderNodeBooleanUniform::get_output_port_type(int p_port) const {
  3624. return PORT_TYPE_BOOLEAN;
  3625. }
  3626. String VisualShaderNodeBooleanUniform::get_output_port_name(int p_port) const {
  3627. return ""; //no output port means the editor will be used as port
  3628. }
  3629. void VisualShaderNodeBooleanUniform::set_default_value_enabled(bool p_default_value_enabled) {
  3630. if (default_value_enabled == p_default_value_enabled) {
  3631. return;
  3632. }
  3633. default_value_enabled = p_default_value_enabled;
  3634. emit_changed();
  3635. }
  3636. bool VisualShaderNodeBooleanUniform::is_default_value_enabled() const {
  3637. return default_value_enabled;
  3638. }
  3639. void VisualShaderNodeBooleanUniform::set_default_value(bool p_default_value) {
  3640. if (default_value == p_default_value) {
  3641. return;
  3642. }
  3643. default_value = p_default_value;
  3644. emit_changed();
  3645. }
  3646. bool VisualShaderNodeBooleanUniform::get_default_value() const {
  3647. return default_value;
  3648. }
  3649. String VisualShaderNodeBooleanUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  3650. String code = _get_qual_str() + "uniform bool " + get_uniform_name();
  3651. if (default_value_enabled) {
  3652. if (default_value) {
  3653. code += " = true";
  3654. } else {
  3655. code += " = false";
  3656. }
  3657. }
  3658. code += ";\n";
  3659. return code;
  3660. }
  3661. String VisualShaderNodeBooleanUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3662. return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  3663. }
  3664. bool VisualShaderNodeBooleanUniform::is_show_prop_names() const {
  3665. return true;
  3666. }
  3667. bool VisualShaderNodeBooleanUniform::is_use_prop_slots() const {
  3668. return true;
  3669. }
  3670. void VisualShaderNodeBooleanUniform::_bind_methods() {
  3671. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeBooleanUniform::set_default_value_enabled);
  3672. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeBooleanUniform::is_default_value_enabled);
  3673. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeBooleanUniform::set_default_value);
  3674. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeBooleanUniform::get_default_value);
  3675. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  3676. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value"), "set_default_value", "get_default_value");
  3677. }
  3678. bool VisualShaderNodeBooleanUniform::is_qualifier_supported(Qualifier p_qual) const {
  3679. return true; // all qualifiers are supported
  3680. }
  3681. bool VisualShaderNodeBooleanUniform::is_convertible_to_constant() const {
  3682. return true; // conversion is allowed
  3683. }
  3684. Vector<StringName> VisualShaderNodeBooleanUniform::get_editable_properties() const {
  3685. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  3686. props.push_back("default_value_enabled");
  3687. if (default_value_enabled) {
  3688. props.push_back("default_value");
  3689. }
  3690. return props;
  3691. }
  3692. VisualShaderNodeBooleanUniform::VisualShaderNodeBooleanUniform() {
  3693. }
  3694. ////////////// Color Uniform
  3695. String VisualShaderNodeColorUniform::get_caption() const {
  3696. return "ColorUniform";
  3697. }
  3698. int VisualShaderNodeColorUniform::get_input_port_count() const {
  3699. return 0;
  3700. }
  3701. VisualShaderNodeColorUniform::PortType VisualShaderNodeColorUniform::get_input_port_type(int p_port) const {
  3702. return PORT_TYPE_VECTOR;
  3703. }
  3704. String VisualShaderNodeColorUniform::get_input_port_name(int p_port) const {
  3705. return String();
  3706. }
  3707. int VisualShaderNodeColorUniform::get_output_port_count() const {
  3708. return 2;
  3709. }
  3710. VisualShaderNodeColorUniform::PortType VisualShaderNodeColorUniform::get_output_port_type(int p_port) const {
  3711. return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
  3712. }
  3713. String VisualShaderNodeColorUniform::get_output_port_name(int p_port) const {
  3714. return p_port == 0 ? "color" : "alpha"; //no output port means the editor will be used as port
  3715. }
  3716. void VisualShaderNodeColorUniform::set_default_value_enabled(bool p_enabled) {
  3717. if (default_value_enabled == p_enabled) {
  3718. return;
  3719. }
  3720. default_value_enabled = p_enabled;
  3721. emit_changed();
  3722. }
  3723. bool VisualShaderNodeColorUniform::is_default_value_enabled() const {
  3724. return default_value_enabled;
  3725. }
  3726. void VisualShaderNodeColorUniform::set_default_value(const Color &p_value) {
  3727. if (default_value.is_equal_approx(p_value)) {
  3728. return;
  3729. }
  3730. default_value = p_value;
  3731. emit_changed();
  3732. }
  3733. Color VisualShaderNodeColorUniform::get_default_value() const {
  3734. return default_value;
  3735. }
  3736. String VisualShaderNodeColorUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  3737. String code = _get_qual_str() + "uniform vec4 " + get_uniform_name() + " : hint_color";
  3738. if (default_value_enabled) {
  3739. code += vformat(" = vec4(%.6f, %.6f, %.6f, %.6f)", default_value.r, default_value.g, default_value.b, default_value.a);
  3740. }
  3741. code += ";\n";
  3742. return code;
  3743. }
  3744. String VisualShaderNodeColorUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3745. String code = " " + p_output_vars[0] + " = " + get_uniform_name() + ".rgb;\n";
  3746. code += " " + p_output_vars[1] + " = " + get_uniform_name() + ".a;\n";
  3747. return code;
  3748. }
  3749. bool VisualShaderNodeColorUniform::is_show_prop_names() const {
  3750. return true;
  3751. }
  3752. void VisualShaderNodeColorUniform::_bind_methods() {
  3753. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeColorUniform::set_default_value_enabled);
  3754. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeColorUniform::is_default_value_enabled);
  3755. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeColorUniform::set_default_value);
  3756. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeColorUniform::get_default_value);
  3757. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  3758. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "default_value"), "set_default_value", "get_default_value");
  3759. }
  3760. bool VisualShaderNodeColorUniform::is_qualifier_supported(Qualifier p_qual) const {
  3761. return true; // all qualifiers are supported
  3762. }
  3763. bool VisualShaderNodeColorUniform::is_convertible_to_constant() const {
  3764. return true; // conversion is allowed
  3765. }
  3766. Vector<StringName> VisualShaderNodeColorUniform::get_editable_properties() const {
  3767. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  3768. props.push_back("default_value_enabled");
  3769. if (default_value_enabled) {
  3770. props.push_back("default_value");
  3771. }
  3772. return props;
  3773. }
  3774. VisualShaderNodeColorUniform::VisualShaderNodeColorUniform() {
  3775. }
  3776. ////////////// Vector Uniform
  3777. String VisualShaderNodeVec3Uniform::get_caption() const {
  3778. return "VectorUniform";
  3779. }
  3780. int VisualShaderNodeVec3Uniform::get_input_port_count() const {
  3781. return 0;
  3782. }
  3783. VisualShaderNodeVec3Uniform::PortType VisualShaderNodeVec3Uniform::get_input_port_type(int p_port) const {
  3784. return PORT_TYPE_VECTOR;
  3785. }
  3786. String VisualShaderNodeVec3Uniform::get_input_port_name(int p_port) const {
  3787. return String();
  3788. }
  3789. int VisualShaderNodeVec3Uniform::get_output_port_count() const {
  3790. return 1;
  3791. }
  3792. VisualShaderNodeVec3Uniform::PortType VisualShaderNodeVec3Uniform::get_output_port_type(int p_port) const {
  3793. return PORT_TYPE_VECTOR;
  3794. }
  3795. String VisualShaderNodeVec3Uniform::get_output_port_name(int p_port) const {
  3796. return ""; //no output port means the editor will be used as port
  3797. }
  3798. void VisualShaderNodeVec3Uniform::set_default_value_enabled(bool p_enabled) {
  3799. default_value_enabled = p_enabled;
  3800. emit_changed();
  3801. }
  3802. bool VisualShaderNodeVec3Uniform::is_default_value_enabled() const {
  3803. return default_value_enabled;
  3804. }
  3805. void VisualShaderNodeVec3Uniform::set_default_value(const Vector3 &p_value) {
  3806. default_value = p_value;
  3807. emit_changed();
  3808. }
  3809. Vector3 VisualShaderNodeVec3Uniform::get_default_value() const {
  3810. return default_value;
  3811. }
  3812. String VisualShaderNodeVec3Uniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  3813. String code = _get_qual_str() + "uniform vec3 " + get_uniform_name();
  3814. if (default_value_enabled) {
  3815. code += vformat(" = vec3(%.6f, %.6f, %.6f)", default_value.x, default_value.y, default_value.z);
  3816. }
  3817. code += ";\n";
  3818. return code;
  3819. }
  3820. String VisualShaderNodeVec3Uniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3821. return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  3822. }
  3823. void VisualShaderNodeVec3Uniform::_bind_methods() {
  3824. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeVec3Uniform::set_default_value_enabled);
  3825. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeVec3Uniform::is_default_value_enabled);
  3826. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeVec3Uniform::set_default_value);
  3827. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeVec3Uniform::get_default_value);
  3828. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  3829. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "default_value"), "set_default_value", "get_default_value");
  3830. }
  3831. bool VisualShaderNodeVec3Uniform::is_show_prop_names() const {
  3832. return true;
  3833. }
  3834. bool VisualShaderNodeVec3Uniform::is_use_prop_slots() const {
  3835. return true;
  3836. }
  3837. bool VisualShaderNodeVec3Uniform::is_qualifier_supported(Qualifier p_qual) const {
  3838. return true; // all qualifiers are supported
  3839. }
  3840. bool VisualShaderNodeVec3Uniform::is_convertible_to_constant() const {
  3841. return true; // conversion is allowed
  3842. }
  3843. Vector<StringName> VisualShaderNodeVec3Uniform::get_editable_properties() const {
  3844. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  3845. props.push_back("default_value_enabled");
  3846. if (default_value_enabled) {
  3847. props.push_back("default_value");
  3848. }
  3849. return props;
  3850. }
  3851. VisualShaderNodeVec3Uniform::VisualShaderNodeVec3Uniform() {
  3852. }
  3853. ////////////// Transform Uniform
  3854. String VisualShaderNodeTransformUniform::get_caption() const {
  3855. return "TransformUniform";
  3856. }
  3857. int VisualShaderNodeTransformUniform::get_input_port_count() const {
  3858. return 0;
  3859. }
  3860. VisualShaderNodeTransformUniform::PortType VisualShaderNodeTransformUniform::get_input_port_type(int p_port) const {
  3861. return PORT_TYPE_VECTOR;
  3862. }
  3863. String VisualShaderNodeTransformUniform::get_input_port_name(int p_port) const {
  3864. return String();
  3865. }
  3866. int VisualShaderNodeTransformUniform::get_output_port_count() const {
  3867. return 1;
  3868. }
  3869. VisualShaderNodeTransformUniform::PortType VisualShaderNodeTransformUniform::get_output_port_type(int p_port) const {
  3870. return PORT_TYPE_TRANSFORM;
  3871. }
  3872. String VisualShaderNodeTransformUniform::get_output_port_name(int p_port) const {
  3873. return ""; //no output port means the editor will be used as port
  3874. }
  3875. void VisualShaderNodeTransformUniform::set_default_value_enabled(bool p_enabled) {
  3876. default_value_enabled = p_enabled;
  3877. emit_changed();
  3878. }
  3879. bool VisualShaderNodeTransformUniform::is_default_value_enabled() const {
  3880. return default_value_enabled;
  3881. }
  3882. void VisualShaderNodeTransformUniform::set_default_value(const Transform3D &p_value) {
  3883. default_value = p_value;
  3884. emit_changed();
  3885. }
  3886. Transform3D VisualShaderNodeTransformUniform::get_default_value() const {
  3887. return default_value;
  3888. }
  3889. String VisualShaderNodeTransformUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  3890. String code = _get_qual_str() + "uniform mat4 " + get_uniform_name();
  3891. if (default_value_enabled) {
  3892. Vector3 row0 = default_value.basis.get_row(0);
  3893. Vector3 row1 = default_value.basis.get_row(1);
  3894. Vector3 row2 = default_value.basis.get_row(2);
  3895. Vector3 origin = default_value.origin;
  3896. code += " = mat4(" + vformat("vec4(%.6f, %.6f, %.6f, 0.0)", row0.x, row0.y, row0.z) + vformat(", vec4(%.6f, %.6f, %.6f, 0.0)", row1.x, row1.y, row1.z) + vformat(", vec4(%.6f, %.6f, %.6f, 0.0)", row2.x, row2.y, row2.z) + vformat(", vec4(%.6f, %.6f, %.6f, 1.0)", origin.x, origin.y, origin.z) + ")";
  3897. }
  3898. code += ";\n";
  3899. return code;
  3900. }
  3901. String VisualShaderNodeTransformUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3902. return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  3903. }
  3904. void VisualShaderNodeTransformUniform::_bind_methods() {
  3905. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeTransformUniform::set_default_value_enabled);
  3906. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeTransformUniform::is_default_value_enabled);
  3907. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeTransformUniform::set_default_value);
  3908. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeTransformUniform::get_default_value);
  3909. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  3910. ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "default_value"), "set_default_value", "get_default_value");
  3911. }
  3912. bool VisualShaderNodeTransformUniform::is_show_prop_names() const {
  3913. return true;
  3914. }
  3915. bool VisualShaderNodeTransformUniform::is_use_prop_slots() const {
  3916. return true;
  3917. }
  3918. bool VisualShaderNodeTransformUniform::is_qualifier_supported(Qualifier p_qual) const {
  3919. if (p_qual == Qualifier::QUAL_INSTANCE) {
  3920. return false;
  3921. }
  3922. return true;
  3923. }
  3924. bool VisualShaderNodeTransformUniform::is_convertible_to_constant() const {
  3925. return true; // conversion is allowed
  3926. }
  3927. Vector<StringName> VisualShaderNodeTransformUniform::get_editable_properties() const {
  3928. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  3929. props.push_back("default_value_enabled");
  3930. if (default_value_enabled) {
  3931. props.push_back("default_value");
  3932. }
  3933. return props;
  3934. }
  3935. VisualShaderNodeTransformUniform::VisualShaderNodeTransformUniform() {
  3936. }
  3937. ////////////// Texture Uniform
  3938. String VisualShaderNodeTextureUniform::get_caption() const {
  3939. return "TextureUniform";
  3940. }
  3941. int VisualShaderNodeTextureUniform::get_input_port_count() const {
  3942. return 2;
  3943. }
  3944. VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_input_port_type(int p_port) const {
  3945. return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
  3946. }
  3947. String VisualShaderNodeTextureUniform::get_input_port_name(int p_port) const {
  3948. return p_port == 0 ? "uv" : "lod";
  3949. }
  3950. int VisualShaderNodeTextureUniform::get_output_port_count() const {
  3951. return 3;
  3952. }
  3953. VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_output_port_type(int p_port) const {
  3954. switch (p_port) {
  3955. case 0:
  3956. return PORT_TYPE_VECTOR;
  3957. case 1:
  3958. return PORT_TYPE_SCALAR;
  3959. case 2:
  3960. return PORT_TYPE_SAMPLER;
  3961. default:
  3962. return PORT_TYPE_SCALAR;
  3963. }
  3964. }
  3965. String VisualShaderNodeTextureUniform::get_output_port_name(int p_port) const {
  3966. switch (p_port) {
  3967. case 0:
  3968. return "rgb";
  3969. case 1:
  3970. return "alpha";
  3971. case 2:
  3972. return "sampler2D";
  3973. default:
  3974. return "";
  3975. }
  3976. }
  3977. String VisualShaderNodeTextureUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  3978. String code = _get_qual_str() + "uniform sampler2D " + get_uniform_name();
  3979. switch (texture_type) {
  3980. case TYPE_DATA:
  3981. if (color_default == COLOR_DEFAULT_BLACK) {
  3982. code += " : hint_black;\n";
  3983. } else {
  3984. code += ";\n";
  3985. }
  3986. break;
  3987. case TYPE_COLOR:
  3988. if (color_default == COLOR_DEFAULT_BLACK) {
  3989. code += " : hint_black_albedo;\n";
  3990. } else {
  3991. code += " : hint_albedo;\n";
  3992. }
  3993. break;
  3994. case TYPE_NORMAL_MAP:
  3995. code += " : hint_normal;\n";
  3996. break;
  3997. case TYPE_ANISO:
  3998. code += " : hint_aniso;\n";
  3999. break;
  4000. default:
  4001. code += ";\n";
  4002. break;
  4003. }
  4004. return code;
  4005. }
  4006. bool VisualShaderNodeTextureUniform::is_code_generated() const {
  4007. return is_output_port_connected(0) || is_output_port_connected(1); // rgb or alpha
  4008. }
  4009. String VisualShaderNodeTextureUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  4010. String default_uv;
  4011. if (p_mode != Shader::MODE_PARTICLES && p_mode != Shader::MODE_SKY) {
  4012. default_uv = "UV.xy";
  4013. } else {
  4014. default_uv = "vec2(0.0)";
  4015. }
  4016. String id = get_uniform_name();
  4017. String code = " {\n";
  4018. if (p_input_vars[0] == String()) { // Use UV by default.
  4019. if (p_input_vars[1] == String()) {
  4020. code += " vec4 n_tex_read = texture(" + id + ", " + default_uv + ");\n";
  4021. } else {
  4022. code += " vec4 n_tex_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
  4023. }
  4024. } else if (p_input_vars[1] == String()) {
  4025. //no lod
  4026. code += " vec4 n_tex_read = texture(" + id + ", " + p_input_vars[0] + ".xy);\n";
  4027. } else {
  4028. code += " vec4 n_tex_read = textureLod(" + id + ", " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
  4029. }
  4030. code += " " + p_output_vars[0] + " = n_tex_read.rgb;\n";
  4031. code += " " + p_output_vars[1] + " = n_tex_read.a;\n";
  4032. code += " }\n";
  4033. return code;
  4034. }
  4035. void VisualShaderNodeTextureUniform::set_texture_type(TextureType p_texture_type) {
  4036. ERR_FAIL_INDEX(int(p_texture_type), int(TYPE_MAX));
  4037. if (texture_type == p_texture_type) {
  4038. return;
  4039. }
  4040. texture_type = p_texture_type;
  4041. emit_changed();
  4042. }
  4043. VisualShaderNodeTextureUniform::TextureType VisualShaderNodeTextureUniform::get_texture_type() const {
  4044. return texture_type;
  4045. }
  4046. void VisualShaderNodeTextureUniform::set_color_default(ColorDefault p_color_default) {
  4047. ERR_FAIL_INDEX(int(p_color_default), int(COLOR_DEFAULT_MAX));
  4048. if (color_default == p_color_default) {
  4049. return;
  4050. }
  4051. color_default = p_color_default;
  4052. emit_changed();
  4053. }
  4054. VisualShaderNodeTextureUniform::ColorDefault VisualShaderNodeTextureUniform::get_color_default() const {
  4055. return color_default;
  4056. }
  4057. Vector<StringName> VisualShaderNodeTextureUniform::get_editable_properties() const {
  4058. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  4059. props.push_back("texture_type");
  4060. props.push_back("color_default");
  4061. return props;
  4062. }
  4063. void VisualShaderNodeTextureUniform::_bind_methods() {
  4064. ClassDB::bind_method(D_METHOD("set_texture_type", "type"), &VisualShaderNodeTextureUniform::set_texture_type);
  4065. ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeTextureUniform::get_texture_type);
  4066. ClassDB::bind_method(D_METHOD("set_color_default", "type"), &VisualShaderNodeTextureUniform::set_color_default);
  4067. ClassDB::bind_method(D_METHOD("get_color_default"), &VisualShaderNodeTextureUniform::get_color_default);
  4068. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normal Map,Anisotropic"), "set_texture_type", "get_texture_type");
  4069. ADD_PROPERTY(PropertyInfo(Variant::INT, "color_default", PROPERTY_HINT_ENUM, "White Default,Black Default"), "set_color_default", "get_color_default");
  4070. BIND_ENUM_CONSTANT(TYPE_DATA);
  4071. BIND_ENUM_CONSTANT(TYPE_COLOR);
  4072. BIND_ENUM_CONSTANT(TYPE_NORMAL_MAP);
  4073. BIND_ENUM_CONSTANT(TYPE_ANISO);
  4074. BIND_ENUM_CONSTANT(TYPE_MAX);
  4075. BIND_ENUM_CONSTANT(COLOR_DEFAULT_WHITE);
  4076. BIND_ENUM_CONSTANT(COLOR_DEFAULT_BLACK);
  4077. BIND_ENUM_CONSTANT(COLOR_DEFAULT_MAX);
  4078. }
  4079. String VisualShaderNodeTextureUniform::get_input_port_default_hint(int p_port) const {
  4080. if (p_port == 0) {
  4081. return "default";
  4082. }
  4083. return "";
  4084. }
  4085. bool VisualShaderNodeTextureUniform::is_qualifier_supported(Qualifier p_qual) const {
  4086. switch (p_qual) {
  4087. case Qualifier::QUAL_NONE:
  4088. return true;
  4089. case Qualifier::QUAL_GLOBAL:
  4090. return true;
  4091. case Qualifier::QUAL_INSTANCE:
  4092. return false;
  4093. default:
  4094. break;
  4095. }
  4096. return false;
  4097. }
  4098. bool VisualShaderNodeTextureUniform::is_convertible_to_constant() const {
  4099. return false; // conversion is not allowed
  4100. }
  4101. VisualShaderNodeTextureUniform::VisualShaderNodeTextureUniform() {
  4102. simple_decl = false;
  4103. }
  4104. ////////////// Texture Uniform (Triplanar)
  4105. String VisualShaderNodeTextureUniformTriplanar::get_caption() const {
  4106. return "TextureUniformTriplanar";
  4107. }
  4108. int VisualShaderNodeTextureUniformTriplanar::get_input_port_count() const {
  4109. return 2;
  4110. }
  4111. VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniformTriplanar::get_input_port_type(int p_port) const {
  4112. if (p_port == 0 || p_port == 1) {
  4113. return PORT_TYPE_VECTOR;
  4114. }
  4115. return PORT_TYPE_SCALAR;
  4116. }
  4117. String VisualShaderNodeTextureUniformTriplanar::get_input_port_name(int p_port) const {
  4118. if (p_port == 0) {
  4119. return "weights";
  4120. } else if (p_port == 1) {
  4121. return "pos";
  4122. }
  4123. return "";
  4124. }
  4125. String VisualShaderNodeTextureUniformTriplanar::generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4126. String code;
  4127. code += "// TRIPLANAR FUNCTION GLOBAL CODE\n";
  4128. code += " vec4 triplanar_texture(sampler2D p_sampler, vec3 p_weights, vec3 p_triplanar_pos) {\n";
  4129. code += " vec4 samp = vec4(0.0);\n";
  4130. code += " samp += texture(p_sampler, p_triplanar_pos.xy) * p_weights.z;\n";
  4131. code += " samp += texture(p_sampler, p_triplanar_pos.xz) * p_weights.y;\n";
  4132. code += " samp += texture(p_sampler, p_triplanar_pos.zy * vec2(-1.0, 1.0)) * p_weights.x;\n";
  4133. code += " return samp;\n";
  4134. code += " }\n";
  4135. code += "\n";
  4136. code += " uniform vec3 triplanar_scale = vec3(1.0, 1.0, 1.0);\n";
  4137. code += " uniform vec3 triplanar_offset;\n";
  4138. code += " uniform float triplanar_sharpness = 0.5;\n";
  4139. code += "\n";
  4140. code += " varying vec3 triplanar_power_normal;\n";
  4141. code += " varying vec3 triplanar_pos;\n";
  4142. return code;
  4143. }
  4144. String VisualShaderNodeTextureUniformTriplanar::generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4145. String code;
  4146. if (p_type == VisualShader::TYPE_VERTEX) {
  4147. code += " // TRIPLANAR FUNCTION VERTEX CODE\n";
  4148. code += " triplanar_power_normal = pow(abs(NORMAL), vec3(triplanar_sharpness));\n";
  4149. code += " triplanar_power_normal /= dot(triplanar_power_normal, vec3(1.0));\n";
  4150. code += " triplanar_pos = VERTEX * triplanar_scale + triplanar_offset;\n";
  4151. code += " triplanar_pos *= vec3(1.0, -1.0, 1.0);\n";
  4152. }
  4153. return code;
  4154. }
  4155. String VisualShaderNodeTextureUniformTriplanar::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  4156. String id = get_uniform_name();
  4157. String code = " {\n";
  4158. if (p_input_vars[0] == String() && p_input_vars[1] == String()) {
  4159. code += " vec4 n_tex_read = triplanar_texture(" + id + ", triplanar_power_normal, triplanar_pos);\n";
  4160. } else if (p_input_vars[0] != String() && p_input_vars[1] == String()) {
  4161. code += " vec4 n_tex_read = triplanar_texture(" + id + ", " + p_input_vars[0] + ", triplanar_pos);\n";
  4162. } else if (p_input_vars[0] == String() && p_input_vars[1] != String()) {
  4163. code += " vec4 n_tex_read = triplanar_texture(" + id + ", triplanar_power_normal, " + p_input_vars[1] + ");\n";
  4164. } else {
  4165. code += " vec4 n_tex_read = triplanar_texture(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  4166. }
  4167. code += " " + p_output_vars[0] + " = n_tex_read.rgb;\n";
  4168. code += " " + p_output_vars[1] + " = n_tex_read.a;\n";
  4169. code += " }\n";
  4170. return code;
  4171. }
  4172. String VisualShaderNodeTextureUniformTriplanar::get_input_port_default_hint(int p_port) const {
  4173. if (p_port == 0) {
  4174. return "default";
  4175. } else if (p_port == 1) {
  4176. return "default";
  4177. }
  4178. return "";
  4179. }
  4180. VisualShaderNodeTextureUniformTriplanar::VisualShaderNodeTextureUniformTriplanar() {
  4181. }
  4182. ////////////// Texture2DArray Uniform
  4183. String VisualShaderNodeTexture2DArrayUniform::get_caption() const {
  4184. return "Texture2DArrayUniform";
  4185. }
  4186. int VisualShaderNodeTexture2DArrayUniform::get_output_port_count() const {
  4187. return 1;
  4188. }
  4189. VisualShaderNodeTexture2DArrayUniform::PortType VisualShaderNodeTexture2DArrayUniform::get_output_port_type(int p_port) const {
  4190. return PORT_TYPE_SAMPLER;
  4191. }
  4192. String VisualShaderNodeTexture2DArrayUniform::get_output_port_name(int p_port) const {
  4193. return "sampler2DArray";
  4194. }
  4195. int VisualShaderNodeTexture2DArrayUniform::get_input_port_count() const {
  4196. return 0;
  4197. }
  4198. VisualShaderNodeTexture2DArrayUniform::PortType VisualShaderNodeTexture2DArrayUniform::get_input_port_type(int p_port) const {
  4199. return PORT_TYPE_SCALAR;
  4200. }
  4201. String VisualShaderNodeTexture2DArrayUniform::get_input_port_name(int p_port) const {
  4202. return "";
  4203. }
  4204. String VisualShaderNodeTexture2DArrayUniform::get_input_port_default_hint(int p_port) const {
  4205. return "";
  4206. }
  4207. String VisualShaderNodeTexture2DArrayUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4208. String code = _get_qual_str() + "uniform sampler2DArray " + get_uniform_name();
  4209. switch (texture_type) {
  4210. case TYPE_DATA:
  4211. if (color_default == COLOR_DEFAULT_BLACK) {
  4212. code += " : hint_black;\n";
  4213. } else {
  4214. code += ";\n";
  4215. }
  4216. break;
  4217. case TYPE_COLOR:
  4218. if (color_default == COLOR_DEFAULT_BLACK) {
  4219. code += " : hint_black_albedo;\n";
  4220. } else {
  4221. code += " : hint_albedo;\n";
  4222. }
  4223. break;
  4224. case TYPE_NORMAL_MAP:
  4225. code += " : hint_normal;\n";
  4226. break;
  4227. case TYPE_ANISO:
  4228. code += " : hint_aniso;\n";
  4229. break;
  4230. default:
  4231. code += ";\n";
  4232. break;
  4233. }
  4234. return code;
  4235. }
  4236. String VisualShaderNodeTexture2DArrayUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  4237. return String();
  4238. }
  4239. VisualShaderNodeTexture2DArrayUniform::VisualShaderNodeTexture2DArrayUniform() {
  4240. }
  4241. ////////////// Texture3D Uniform
  4242. String VisualShaderNodeTexture3DUniform::get_caption() const {
  4243. return "Texture3DUniform";
  4244. }
  4245. int VisualShaderNodeTexture3DUniform::get_output_port_count() const {
  4246. return 1;
  4247. }
  4248. VisualShaderNodeTexture3DUniform::PortType VisualShaderNodeTexture3DUniform::get_output_port_type(int p_port) const {
  4249. return PORT_TYPE_SAMPLER;
  4250. }
  4251. String VisualShaderNodeTexture3DUniform::get_output_port_name(int p_port) const {
  4252. return "sampler3D";
  4253. }
  4254. int VisualShaderNodeTexture3DUniform::get_input_port_count() const {
  4255. return 0;
  4256. }
  4257. VisualShaderNodeTexture3DUniform::PortType VisualShaderNodeTexture3DUniform::get_input_port_type(int p_port) const {
  4258. return PORT_TYPE_SCALAR;
  4259. }
  4260. String VisualShaderNodeTexture3DUniform::get_input_port_name(int p_port) const {
  4261. return "";
  4262. }
  4263. String VisualShaderNodeTexture3DUniform::get_input_port_default_hint(int p_port) const {
  4264. return "";
  4265. }
  4266. String VisualShaderNodeTexture3DUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4267. String code = _get_qual_str() + "uniform sampler3D " + get_uniform_name();
  4268. switch (texture_type) {
  4269. case TYPE_DATA:
  4270. if (color_default == COLOR_DEFAULT_BLACK) {
  4271. code += " : hint_black;\n";
  4272. } else {
  4273. code += ";\n";
  4274. }
  4275. break;
  4276. case TYPE_COLOR:
  4277. if (color_default == COLOR_DEFAULT_BLACK) {
  4278. code += " : hint_black_albedo;\n";
  4279. } else {
  4280. code += " : hint_albedo;\n";
  4281. }
  4282. break;
  4283. case TYPE_NORMAL_MAP:
  4284. code += " : hint_normal;\n";
  4285. break;
  4286. case TYPE_ANISO:
  4287. code += " : hint_aniso;\n";
  4288. break;
  4289. default:
  4290. code += ";\n";
  4291. break;
  4292. }
  4293. return code;
  4294. }
  4295. String VisualShaderNodeTexture3DUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  4296. return String();
  4297. }
  4298. VisualShaderNodeTexture3DUniform::VisualShaderNodeTexture3DUniform() {
  4299. }
  4300. ////////////// Cubemap Uniform
  4301. String VisualShaderNodeCubemapUniform::get_caption() const {
  4302. return "CubemapUniform";
  4303. }
  4304. int VisualShaderNodeCubemapUniform::get_output_port_count() const {
  4305. return 1;
  4306. }
  4307. VisualShaderNodeCubemapUniform::PortType VisualShaderNodeCubemapUniform::get_output_port_type(int p_port) const {
  4308. return PORT_TYPE_SAMPLER;
  4309. }
  4310. String VisualShaderNodeCubemapUniform::get_output_port_name(int p_port) const {
  4311. return "samplerCube";
  4312. }
  4313. int VisualShaderNodeCubemapUniform::get_input_port_count() const {
  4314. return 0;
  4315. }
  4316. VisualShaderNodeCubemapUniform::PortType VisualShaderNodeCubemapUniform::get_input_port_type(int p_port) const {
  4317. return PORT_TYPE_SCALAR;
  4318. }
  4319. String VisualShaderNodeCubemapUniform::get_input_port_name(int p_port) const {
  4320. return "";
  4321. }
  4322. String VisualShaderNodeCubemapUniform::get_input_port_default_hint(int p_port) const {
  4323. return "";
  4324. }
  4325. String VisualShaderNodeCubemapUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4326. String code = _get_qual_str() + "uniform samplerCube " + get_uniform_name();
  4327. switch (texture_type) {
  4328. case TYPE_DATA:
  4329. if (color_default == COLOR_DEFAULT_BLACK) {
  4330. code += " : hint_black;\n";
  4331. } else {
  4332. code += ";\n";
  4333. }
  4334. break;
  4335. case TYPE_COLOR:
  4336. if (color_default == COLOR_DEFAULT_BLACK) {
  4337. code += " : hint_black_albedo;\n";
  4338. } else {
  4339. code += " : hint_albedo;\n";
  4340. }
  4341. break;
  4342. case TYPE_NORMAL_MAP:
  4343. code += " : hint_normal;\n";
  4344. break;
  4345. case TYPE_ANISO:
  4346. code += " : hint_aniso;\n";
  4347. break;
  4348. default:
  4349. code += ";\n";
  4350. break;
  4351. }
  4352. return code;
  4353. }
  4354. String VisualShaderNodeCubemapUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  4355. return String();
  4356. }
  4357. VisualShaderNodeCubemapUniform::VisualShaderNodeCubemapUniform() {
  4358. }
  4359. ////////////// If
  4360. String VisualShaderNodeIf::get_caption() const {
  4361. return "If";
  4362. }
  4363. int VisualShaderNodeIf::get_input_port_count() const {
  4364. return 6;
  4365. }
  4366. VisualShaderNodeIf::PortType VisualShaderNodeIf::get_input_port_type(int p_port) const {
  4367. if (p_port == 0 || p_port == 1 || p_port == 2) {
  4368. return PORT_TYPE_SCALAR;
  4369. }
  4370. return PORT_TYPE_VECTOR;
  4371. }
  4372. String VisualShaderNodeIf::get_input_port_name(int p_port) const {
  4373. switch (p_port) {
  4374. case 0:
  4375. return "a";
  4376. case 1:
  4377. return "b";
  4378. case 2:
  4379. return "tolerance";
  4380. case 3:
  4381. return "a == b";
  4382. case 4:
  4383. return "a > b";
  4384. case 5:
  4385. return "a < b";
  4386. default:
  4387. return "";
  4388. }
  4389. }
  4390. int VisualShaderNodeIf::get_output_port_count() const {
  4391. return 1;
  4392. }
  4393. VisualShaderNodeIf::PortType VisualShaderNodeIf::get_output_port_type(int p_port) const {
  4394. return PORT_TYPE_VECTOR;
  4395. }
  4396. String VisualShaderNodeIf::get_output_port_name(int p_port) const {
  4397. return "result";
  4398. }
  4399. String VisualShaderNodeIf::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  4400. String code;
  4401. code += " if(abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ")\n"; // abs(a - b) < tolerance eg. a == b
  4402. code += " {\n";
  4403. code += " " + p_output_vars[0] + " = " + p_input_vars[3] + ";\n";
  4404. code += " }\n";
  4405. code += " else if(" + p_input_vars[0] + " < " + p_input_vars[1] + ")\n"; // a < b
  4406. code += " {\n";
  4407. code += " " + p_output_vars[0] + " = " + p_input_vars[5] + ";\n";
  4408. code += " }\n";
  4409. code += " else\n"; // a > b (or a >= b if abs(a - b) < tolerance is false)
  4410. code += " {\n";
  4411. code += " " + p_output_vars[0] + " = " + p_input_vars[4] + ";\n";
  4412. code += " }\n";
  4413. return code;
  4414. }
  4415. VisualShaderNodeIf::VisualShaderNodeIf() {
  4416. simple_decl = false;
  4417. set_input_port_default_value(0, 0.0);
  4418. set_input_port_default_value(1, 0.0);
  4419. set_input_port_default_value(2, CMP_EPSILON);
  4420. set_input_port_default_value(3, Vector3(0.0, 0.0, 0.0));
  4421. set_input_port_default_value(4, Vector3(0.0, 0.0, 0.0));
  4422. set_input_port_default_value(5, Vector3(0.0, 0.0, 0.0));
  4423. }
  4424. ////////////// Switch
  4425. String VisualShaderNodeSwitch::get_caption() const {
  4426. return "Switch";
  4427. }
  4428. int VisualShaderNodeSwitch::get_input_port_count() const {
  4429. return 3;
  4430. }
  4431. VisualShaderNodeSwitch::PortType VisualShaderNodeSwitch::get_input_port_type(int p_port) const {
  4432. if (p_port == 0) {
  4433. return PORT_TYPE_BOOLEAN;
  4434. }
  4435. if (p_port == 1 || p_port == 2) {
  4436. switch (op_type) {
  4437. case OP_TYPE_INT:
  4438. return PORT_TYPE_SCALAR_INT;
  4439. case OP_TYPE_VECTOR:
  4440. return PORT_TYPE_VECTOR;
  4441. case OP_TYPE_BOOLEAN:
  4442. return PORT_TYPE_BOOLEAN;
  4443. case OP_TYPE_TRANSFORM:
  4444. return PORT_TYPE_TRANSFORM;
  4445. default:
  4446. break;
  4447. }
  4448. }
  4449. return PORT_TYPE_SCALAR;
  4450. }
  4451. String VisualShaderNodeSwitch::get_input_port_name(int p_port) const {
  4452. switch (p_port) {
  4453. case 0:
  4454. return "value";
  4455. case 1:
  4456. return "true";
  4457. case 2:
  4458. return "false";
  4459. default:
  4460. return "";
  4461. }
  4462. }
  4463. int VisualShaderNodeSwitch::get_output_port_count() const {
  4464. return 1;
  4465. }
  4466. VisualShaderNodeSwitch::PortType VisualShaderNodeSwitch::get_output_port_type(int p_port) const {
  4467. switch (op_type) {
  4468. case OP_TYPE_INT:
  4469. return PORT_TYPE_SCALAR_INT;
  4470. case OP_TYPE_VECTOR:
  4471. return PORT_TYPE_VECTOR;
  4472. case OP_TYPE_BOOLEAN:
  4473. return PORT_TYPE_BOOLEAN;
  4474. case OP_TYPE_TRANSFORM:
  4475. return PORT_TYPE_TRANSFORM;
  4476. default:
  4477. break;
  4478. }
  4479. return PORT_TYPE_SCALAR;
  4480. }
  4481. String VisualShaderNodeSwitch::get_output_port_name(int p_port) const {
  4482. return "result";
  4483. }
  4484. void VisualShaderNodeSwitch::set_op_type(OpType p_op_type) {
  4485. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  4486. if (op_type == p_op_type) {
  4487. return;
  4488. }
  4489. switch (p_op_type) {
  4490. case OP_TYPE_FLOAT:
  4491. set_input_port_default_value(1, 1.0);
  4492. set_input_port_default_value(2, 0.0);
  4493. break;
  4494. case OP_TYPE_INT:
  4495. set_input_port_default_value(1, 1);
  4496. set_input_port_default_value(2, 0);
  4497. break;
  4498. case OP_TYPE_VECTOR:
  4499. set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0));
  4500. set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
  4501. break;
  4502. case OP_TYPE_BOOLEAN:
  4503. set_input_port_default_value(1, true);
  4504. set_input_port_default_value(2, false);
  4505. break;
  4506. case OP_TYPE_TRANSFORM:
  4507. set_input_port_default_value(1, Transform3D());
  4508. set_input_port_default_value(2, Transform3D());
  4509. break;
  4510. default:
  4511. break;
  4512. }
  4513. op_type = p_op_type;
  4514. emit_changed();
  4515. }
  4516. VisualShaderNodeSwitch::OpType VisualShaderNodeSwitch::get_op_type() const {
  4517. return op_type;
  4518. }
  4519. Vector<StringName> VisualShaderNodeSwitch::get_editable_properties() const {
  4520. Vector<StringName> props;
  4521. props.push_back("op_type");
  4522. return props;
  4523. }
  4524. void VisualShaderNodeSwitch::_bind_methods() { // static
  4525. ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeSwitch::set_op_type);
  4526. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeSwitch::get_op_type);
  4527. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Float,Int,Vector,Boolean,Transform"), "set_op_type", "get_op_type");
  4528. BIND_ENUM_CONSTANT(OP_TYPE_FLOAT);
  4529. BIND_ENUM_CONSTANT(OP_TYPE_INT);
  4530. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR);
  4531. BIND_ENUM_CONSTANT(OP_TYPE_BOOLEAN);
  4532. BIND_ENUM_CONSTANT(OP_TYPE_TRANSFORM);
  4533. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  4534. }
  4535. String VisualShaderNodeSwitch::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  4536. String code;
  4537. code += " if(" + p_input_vars[0] + ")\n";
  4538. code += " {\n";
  4539. code += " " + p_output_vars[0] + " = " + p_input_vars[1] + ";\n";
  4540. code += " }\n";
  4541. code += " else\n";
  4542. code += " {\n";
  4543. code += " " + p_output_vars[0] + " = " + p_input_vars[2] + ";\n";
  4544. code += " }\n";
  4545. return code;
  4546. }
  4547. VisualShaderNodeSwitch::VisualShaderNodeSwitch() {
  4548. simple_decl = false;
  4549. set_input_port_default_value(0, false);
  4550. set_input_port_default_value(1, 1.0);
  4551. set_input_port_default_value(2, 0.0);
  4552. }
  4553. ////////////// Fresnel
  4554. String VisualShaderNodeFresnel::get_caption() const {
  4555. return "Fresnel";
  4556. }
  4557. int VisualShaderNodeFresnel::get_input_port_count() const {
  4558. return 4;
  4559. }
  4560. VisualShaderNodeFresnel::PortType VisualShaderNodeFresnel::get_input_port_type(int p_port) const {
  4561. switch (p_port) {
  4562. case 0:
  4563. return PORT_TYPE_VECTOR;
  4564. case 1:
  4565. return PORT_TYPE_VECTOR;
  4566. case 2:
  4567. return PORT_TYPE_BOOLEAN;
  4568. case 3:
  4569. return PORT_TYPE_SCALAR;
  4570. default:
  4571. return PORT_TYPE_VECTOR;
  4572. }
  4573. }
  4574. String VisualShaderNodeFresnel::get_input_port_name(int p_port) const {
  4575. switch (p_port) {
  4576. case 0:
  4577. return "normal";
  4578. case 1:
  4579. return "view";
  4580. case 2:
  4581. return "invert";
  4582. case 3:
  4583. return "power";
  4584. default:
  4585. return "";
  4586. }
  4587. }
  4588. int VisualShaderNodeFresnel::get_output_port_count() const {
  4589. return 1;
  4590. }
  4591. VisualShaderNodeFresnel::PortType VisualShaderNodeFresnel::get_output_port_type(int p_port) const {
  4592. return PORT_TYPE_SCALAR;
  4593. }
  4594. String VisualShaderNodeFresnel::get_output_port_name(int p_port) const {
  4595. return "result";
  4596. }
  4597. bool VisualShaderNodeFresnel::is_generate_input_var(int p_port) const {
  4598. if (p_port == 2) {
  4599. return false;
  4600. }
  4601. return true;
  4602. }
  4603. String VisualShaderNodeFresnel::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  4604. String normal;
  4605. String view;
  4606. if (p_input_vars[0] == String()) {
  4607. normal = "NORMAL";
  4608. } else {
  4609. normal = p_input_vars[0];
  4610. }
  4611. if (p_input_vars[1] == String()) {
  4612. view = "VIEW";
  4613. } else {
  4614. view = p_input_vars[1];
  4615. }
  4616. if (is_input_port_connected(2)) {
  4617. return " " + p_output_vars[0] + " = " + p_input_vars[2] + " ? (pow(clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ")) : (pow(1.0 - clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + "));\n";
  4618. } else {
  4619. if (get_input_port_default_value(2)) {
  4620. return " " + p_output_vars[0] + " = pow(clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ");\n";
  4621. } else {
  4622. return " " + p_output_vars[0] + " = pow(1.0 - clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ");\n";
  4623. }
  4624. }
  4625. }
  4626. String VisualShaderNodeFresnel::get_input_port_default_hint(int p_port) const {
  4627. if (p_port == 0) {
  4628. return "default";
  4629. } else if (p_port == 1) {
  4630. return "default";
  4631. }
  4632. return "";
  4633. }
  4634. VisualShaderNodeFresnel::VisualShaderNodeFresnel() {
  4635. set_input_port_default_value(2, false);
  4636. set_input_port_default_value(3, 1.0);
  4637. }
  4638. ////////////// Is
  4639. String VisualShaderNodeIs::get_caption() const {
  4640. return "Is";
  4641. }
  4642. int VisualShaderNodeIs::get_input_port_count() const {
  4643. return 1;
  4644. }
  4645. VisualShaderNodeIs::PortType VisualShaderNodeIs::get_input_port_type(int p_port) const {
  4646. return PORT_TYPE_SCALAR;
  4647. }
  4648. String VisualShaderNodeIs::get_input_port_name(int p_port) const {
  4649. return "";
  4650. }
  4651. int VisualShaderNodeIs::get_output_port_count() const {
  4652. return 1;
  4653. }
  4654. VisualShaderNodeIs::PortType VisualShaderNodeIs::get_output_port_type(int p_port) const {
  4655. return PORT_TYPE_BOOLEAN;
  4656. }
  4657. String VisualShaderNodeIs::get_output_port_name(int p_port) const {
  4658. return "";
  4659. }
  4660. String VisualShaderNodeIs::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  4661. static const char *functions[FUNC_MAX] = {
  4662. "isinf($)",
  4663. "isnan($)"
  4664. };
  4665. String code;
  4666. code += " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
  4667. return code;
  4668. }
  4669. void VisualShaderNodeIs::set_function(Function p_func) {
  4670. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  4671. if (func == p_func) {
  4672. return;
  4673. }
  4674. func = p_func;
  4675. emit_changed();
  4676. }
  4677. VisualShaderNodeIs::Function VisualShaderNodeIs::get_function() const {
  4678. return func;
  4679. }
  4680. Vector<StringName> VisualShaderNodeIs::get_editable_properties() const {
  4681. Vector<StringName> props;
  4682. props.push_back("function");
  4683. return props;
  4684. }
  4685. void VisualShaderNodeIs::_bind_methods() {
  4686. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeIs::set_function);
  4687. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeIs::get_function);
  4688. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Inf,NaN"), "set_function", "get_function");
  4689. BIND_ENUM_CONSTANT(FUNC_IS_INF);
  4690. BIND_ENUM_CONSTANT(FUNC_IS_NAN);
  4691. BIND_ENUM_CONSTANT(FUNC_MAX);
  4692. }
  4693. VisualShaderNodeIs::VisualShaderNodeIs() {
  4694. set_input_port_default_value(0, 0.0);
  4695. }
  4696. ////////////// Compare
  4697. String VisualShaderNodeCompare::get_caption() const {
  4698. return "Compare";
  4699. }
  4700. int VisualShaderNodeCompare::get_input_port_count() const {
  4701. if (comparison_type == CTYPE_SCALAR && (func == FUNC_EQUAL || func == FUNC_NOT_EQUAL)) {
  4702. return 3;
  4703. }
  4704. return 2;
  4705. }
  4706. VisualShaderNodeCompare::PortType VisualShaderNodeCompare::get_input_port_type(int p_port) const {
  4707. switch (comparison_type) {
  4708. case CTYPE_SCALAR:
  4709. return PORT_TYPE_SCALAR;
  4710. case CTYPE_SCALAR_INT:
  4711. return PORT_TYPE_SCALAR_INT;
  4712. case CTYPE_VECTOR:
  4713. return PORT_TYPE_VECTOR;
  4714. case CTYPE_BOOLEAN:
  4715. return PORT_TYPE_BOOLEAN;
  4716. case CTYPE_TRANSFORM:
  4717. return PORT_TYPE_TRANSFORM;
  4718. default:
  4719. return PORT_TYPE_SCALAR;
  4720. }
  4721. }
  4722. String VisualShaderNodeCompare::get_input_port_name(int p_port) const {
  4723. if (p_port == 0) {
  4724. return "a";
  4725. } else if (p_port == 1) {
  4726. return "b";
  4727. } else if (p_port == 2) {
  4728. return "tolerance";
  4729. }
  4730. return "";
  4731. }
  4732. int VisualShaderNodeCompare::get_output_port_count() const {
  4733. return 1;
  4734. }
  4735. VisualShaderNodeCompare::PortType VisualShaderNodeCompare::get_output_port_type(int p_port) const {
  4736. return PORT_TYPE_BOOLEAN;
  4737. }
  4738. String VisualShaderNodeCompare::get_output_port_name(int p_port) const {
  4739. if (p_port == 0) {
  4740. return "result";
  4741. }
  4742. return "";
  4743. }
  4744. String VisualShaderNodeCompare::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  4745. if (comparison_type == CTYPE_BOOLEAN || comparison_type == CTYPE_TRANSFORM) {
  4746. if (func > FUNC_NOT_EQUAL) {
  4747. return TTR("Invalid comparison function for that type.");
  4748. }
  4749. }
  4750. return "";
  4751. }
  4752. String VisualShaderNodeCompare::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  4753. static const char *operators[FUNC_MAX] = {
  4754. "==",
  4755. "!=",
  4756. ">",
  4757. ">=",
  4758. "<",
  4759. "<=",
  4760. };
  4761. static const char *functions[FUNC_MAX] = {
  4762. "equal($)",
  4763. "notEqual($)",
  4764. "greaterThan($)",
  4765. "greaterThanEqual($)",
  4766. "lessThan($)",
  4767. "lessThanEqual($)",
  4768. };
  4769. static const char *conditions[COND_MAX] = {
  4770. "all($)",
  4771. "any($)",
  4772. };
  4773. String code;
  4774. switch (comparison_type) {
  4775. case CTYPE_SCALAR:
  4776. if (func == FUNC_EQUAL) {
  4777. code += " " + p_output_vars[0] + " = (abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ");";
  4778. } else if (func == FUNC_NOT_EQUAL) {
  4779. code += " " + p_output_vars[0] + " = !(abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ");";
  4780. } else {
  4781. code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", operators[func]) + ";\n";
  4782. }
  4783. break;
  4784. case CTYPE_SCALAR_INT:
  4785. code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", operators[func]) + ";\n";
  4786. break;
  4787. case CTYPE_VECTOR:
  4788. code += " {\n";
  4789. code += " bvec3 _bv = " + String(functions[func]).replace("$", p_input_vars[0] + ", " + p_input_vars[1]) + ";\n";
  4790. code += " " + p_output_vars[0] + " = " + String(conditions[condition]).replace("$", "_bv") + ";\n";
  4791. code += " }\n";
  4792. break;
  4793. case CTYPE_BOOLEAN:
  4794. if (func > FUNC_NOT_EQUAL) {
  4795. return " " + p_output_vars[0] + " = false;\n";
  4796. }
  4797. code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", operators[func]) + ";\n";
  4798. break;
  4799. case CTYPE_TRANSFORM:
  4800. if (func > FUNC_NOT_EQUAL) {
  4801. return " " + p_output_vars[0] + " = false;\n";
  4802. }
  4803. code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", operators[func]) + ";\n";
  4804. break;
  4805. default:
  4806. break;
  4807. }
  4808. return code;
  4809. }
  4810. void VisualShaderNodeCompare::set_comparison_type(ComparisonType p_comparison_type) {
  4811. ERR_FAIL_INDEX(int(p_comparison_type), int(CTYPE_MAX));
  4812. if (comparison_type == p_comparison_type) {
  4813. return;
  4814. }
  4815. switch (p_comparison_type) {
  4816. case CTYPE_SCALAR:
  4817. set_input_port_default_value(0, 0.0);
  4818. set_input_port_default_value(1, 0.0);
  4819. simple_decl = true;
  4820. break;
  4821. case CTYPE_SCALAR_INT:
  4822. set_input_port_default_value(0, 0);
  4823. set_input_port_default_value(1, 0);
  4824. simple_decl = true;
  4825. break;
  4826. case CTYPE_VECTOR:
  4827. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  4828. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  4829. simple_decl = false;
  4830. break;
  4831. case CTYPE_BOOLEAN:
  4832. set_input_port_default_value(0, false);
  4833. set_input_port_default_value(1, false);
  4834. simple_decl = true;
  4835. break;
  4836. case CTYPE_TRANSFORM:
  4837. set_input_port_default_value(0, Transform3D());
  4838. set_input_port_default_value(1, Transform3D());
  4839. simple_decl = true;
  4840. break;
  4841. default:
  4842. break;
  4843. }
  4844. comparison_type = p_comparison_type;
  4845. emit_changed();
  4846. }
  4847. VisualShaderNodeCompare::ComparisonType VisualShaderNodeCompare::get_comparison_type() const {
  4848. return comparison_type;
  4849. }
  4850. void VisualShaderNodeCompare::set_function(Function p_func) {
  4851. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  4852. if (func == p_func) {
  4853. return;
  4854. }
  4855. func = p_func;
  4856. emit_changed();
  4857. }
  4858. VisualShaderNodeCompare::Function VisualShaderNodeCompare::get_function() const {
  4859. return func;
  4860. }
  4861. void VisualShaderNodeCompare::set_condition(Condition p_condition) {
  4862. ERR_FAIL_INDEX(int(p_condition), int(COND_MAX));
  4863. if (condition == p_condition) {
  4864. return;
  4865. }
  4866. condition = p_condition;
  4867. emit_changed();
  4868. }
  4869. VisualShaderNodeCompare::Condition VisualShaderNodeCompare::get_condition() const {
  4870. return condition;
  4871. }
  4872. Vector<StringName> VisualShaderNodeCompare::get_editable_properties() const {
  4873. Vector<StringName> props;
  4874. props.push_back("type");
  4875. props.push_back("function");
  4876. if (comparison_type == CTYPE_VECTOR) {
  4877. props.push_back("condition");
  4878. }
  4879. return props;
  4880. }
  4881. void VisualShaderNodeCompare::_bind_methods() {
  4882. ClassDB::bind_method(D_METHOD("set_comparison_type", "type"), &VisualShaderNodeCompare::set_comparison_type);
  4883. ClassDB::bind_method(D_METHOD("get_comparison_type"), &VisualShaderNodeCompare::get_comparison_type);
  4884. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeCompare::set_function);
  4885. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeCompare::get_function);
  4886. ClassDB::bind_method(D_METHOD("set_condition", "condition"), &VisualShaderNodeCompare::set_condition);
  4887. ClassDB::bind_method(D_METHOD("get_condition"), &VisualShaderNodeCompare::get_condition);
  4888. ADD_PROPERTY(PropertyInfo(Variant::INT, "type", PROPERTY_HINT_ENUM, "Float,Int,Vector,Boolean,Transform"), "set_comparison_type", "get_comparison_type");
  4889. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "a == b,a != b,a > b,a >= b,a < b,a <= b"), "set_function", "get_function");
  4890. ADD_PROPERTY(PropertyInfo(Variant::INT, "condition", PROPERTY_HINT_ENUM, "All,Any"), "set_condition", "get_condition");
  4891. BIND_ENUM_CONSTANT(CTYPE_SCALAR);
  4892. BIND_ENUM_CONSTANT(CTYPE_SCALAR_INT);
  4893. BIND_ENUM_CONSTANT(CTYPE_VECTOR);
  4894. BIND_ENUM_CONSTANT(CTYPE_BOOLEAN);
  4895. BIND_ENUM_CONSTANT(CTYPE_TRANSFORM);
  4896. BIND_ENUM_CONSTANT(CTYPE_MAX);
  4897. BIND_ENUM_CONSTANT(FUNC_EQUAL);
  4898. BIND_ENUM_CONSTANT(FUNC_NOT_EQUAL);
  4899. BIND_ENUM_CONSTANT(FUNC_GREATER_THAN);
  4900. BIND_ENUM_CONSTANT(FUNC_GREATER_THAN_EQUAL);
  4901. BIND_ENUM_CONSTANT(FUNC_LESS_THAN);
  4902. BIND_ENUM_CONSTANT(FUNC_LESS_THAN_EQUAL);
  4903. BIND_ENUM_CONSTANT(FUNC_MAX);
  4904. BIND_ENUM_CONSTANT(COND_ALL);
  4905. BIND_ENUM_CONSTANT(COND_ANY);
  4906. BIND_ENUM_CONSTANT(COND_MAX);
  4907. }
  4908. VisualShaderNodeCompare::VisualShaderNodeCompare() {
  4909. set_input_port_default_value(0, 0.0);
  4910. set_input_port_default_value(1, 0.0);
  4911. set_input_port_default_value(2, CMP_EPSILON);
  4912. }
  4913. ////////////// Fma
  4914. String VisualShaderNodeMultiplyAdd::get_caption() const {
  4915. return "MultiplyAdd";
  4916. }
  4917. int VisualShaderNodeMultiplyAdd::get_input_port_count() const {
  4918. return 3;
  4919. }
  4920. VisualShaderNodeMultiplyAdd::PortType VisualShaderNodeMultiplyAdd::get_input_port_type(int p_port) const {
  4921. if (op_type == OP_TYPE_VECTOR) {
  4922. return PORT_TYPE_VECTOR;
  4923. }
  4924. return PORT_TYPE_SCALAR;
  4925. }
  4926. String VisualShaderNodeMultiplyAdd::get_input_port_name(int p_port) const {
  4927. if (p_port == 0) {
  4928. return "a";
  4929. } else if (p_port == 1) {
  4930. return "b(*)";
  4931. } else if (p_port == 2) {
  4932. return "c(+)";
  4933. }
  4934. return "";
  4935. }
  4936. int VisualShaderNodeMultiplyAdd::get_output_port_count() const {
  4937. return 1;
  4938. }
  4939. VisualShaderNodeMultiplyAdd::PortType VisualShaderNodeMultiplyAdd::get_output_port_type(int p_port) const {
  4940. if (op_type == OP_TYPE_SCALAR) {
  4941. return PORT_TYPE_SCALAR;
  4942. } else {
  4943. return PORT_TYPE_VECTOR;
  4944. }
  4945. }
  4946. String VisualShaderNodeMultiplyAdd::get_output_port_name(int p_port) const {
  4947. return "";
  4948. }
  4949. String VisualShaderNodeMultiplyAdd::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  4950. return " " + p_output_vars[0] + " = fma(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  4951. }
  4952. void VisualShaderNodeMultiplyAdd::set_op_type(OpType p_op_type) {
  4953. ERR_FAIL_INDEX((int)p_op_type, int(OP_TYPE_MAX));
  4954. if (op_type == p_op_type) {
  4955. return;
  4956. }
  4957. switch (p_op_type) {
  4958. case OP_TYPE_SCALAR:
  4959. set_input_port_default_value(0, 0.0);
  4960. set_input_port_default_value(1, 0.0);
  4961. set_input_port_default_value(2, 0.0);
  4962. break;
  4963. case OP_TYPE_VECTOR:
  4964. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  4965. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  4966. set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
  4967. break;
  4968. default:
  4969. break;
  4970. }
  4971. op_type = p_op_type;
  4972. emit_changed();
  4973. }
  4974. VisualShaderNodeMultiplyAdd::OpType VisualShaderNodeMultiplyAdd::get_op_type() const {
  4975. return op_type;
  4976. }
  4977. Vector<StringName> VisualShaderNodeMultiplyAdd::get_editable_properties() const {
  4978. Vector<StringName> props;
  4979. props.push_back("op_type");
  4980. return props;
  4981. }
  4982. void VisualShaderNodeMultiplyAdd::_bind_methods() {
  4983. ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeMultiplyAdd::set_op_type);
  4984. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeMultiplyAdd::get_op_type);
  4985. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector"), "set_op_type", "get_op_type");
  4986. BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
  4987. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR);
  4988. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  4989. }
  4990. VisualShaderNodeMultiplyAdd::VisualShaderNodeMultiplyAdd() {
  4991. set_input_port_default_value(0, 0.0);
  4992. set_input_port_default_value(1, 0.0);
  4993. set_input_port_default_value(2, 0.0);
  4994. }
  4995. ////////////// Billboard
  4996. String VisualShaderNodeBillboard::get_caption() const {
  4997. return "GetBillboardMatrix";
  4998. }
  4999. int VisualShaderNodeBillboard::get_input_port_count() const {
  5000. return 0;
  5001. }
  5002. VisualShaderNodeBillboard::PortType VisualShaderNodeBillboard::get_input_port_type(int p_port) const {
  5003. return PORT_TYPE_SCALAR;
  5004. }
  5005. String VisualShaderNodeBillboard::get_input_port_name(int p_port) const {
  5006. return "";
  5007. }
  5008. int VisualShaderNodeBillboard::get_output_port_count() const {
  5009. return 1;
  5010. }
  5011. VisualShaderNodeBillboard::PortType VisualShaderNodeBillboard::get_output_port_type(int p_port) const {
  5012. return PORT_TYPE_TRANSFORM;
  5013. }
  5014. String VisualShaderNodeBillboard::get_output_port_name(int p_port) const {
  5015. return "model_view_matrix";
  5016. }
  5017. String VisualShaderNodeBillboard::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  5018. String code;
  5019. switch (billboard_type) {
  5020. case BILLBOARD_TYPE_ENABLED:
  5021. code += " {\n";
  5022. code += " mat4 __mvm = INV_CAMERA_MATRIX * mat4(CAMERA_MATRIX[0], CAMERA_MATRIX[1], CAMERA_MATRIX[2], WORLD_MATRIX[3]);\n";
  5023. if (keep_scale) {
  5024. code += " __mvm = __mvm * mat4(vec4(length(WORLD_MATRIX[0].xyz), 0.0, 0.0, 0.0), vec4(0.0, length(WORLD_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, length(WORLD_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
  5025. }
  5026. code += " " + p_output_vars[0] + " = __mvm;\n";
  5027. code += " }\n";
  5028. break;
  5029. case BILLBOARD_TYPE_FIXED_Y:
  5030. code += " {\n";
  5031. code += " mat4 __mvm = INV_CAMERA_MATRIX * mat4(CAMERA_MATRIX[0], WORLD_MATRIX[1], vec4(normalize(cross(CAMERA_MATRIX[0].xyz, WORLD_MATRIX[1].xyz)), 0.0), WORLD_MATRIX[3]);\n";
  5032. if (keep_scale) {
  5033. code += " __mvm = __mvm * mat4(vec4(length(WORLD_MATRIX[0].xyz), 0.0, 0.0, 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(0.0, 0.0, length(WORLD_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
  5034. } else {
  5035. code += " __mvm = __mvm * mat4(vec4(1.0, 0.0, 0.0, 0.0), vec4(0.0, 1.0 / length(WORLD_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
  5036. }
  5037. code += " " + p_output_vars[0] + " = __mvm;\n";
  5038. code += " }\n";
  5039. break;
  5040. case BILLBOARD_TYPE_PARTICLES:
  5041. code += " {\n";
  5042. code += " mat4 __wm = mat4(normalize(CAMERA_MATRIX[0]) * length(WORLD_MATRIX[0]), normalize(CAMERA_MATRIX[1]) * length(WORLD_MATRIX[0]), normalize(CAMERA_MATRIX[2]) * length(WORLD_MATRIX[2]), WORLD_MATRIX[3]);\n";
  5043. code += " __wm = __wm * mat4(vec4(cos(INSTANCE_CUSTOM.x), -sin(INSTANCE_CUSTOM.x), 0.0, 0.0), vec4(sin(INSTANCE_CUSTOM.x), cos(INSTANCE_CUSTOM.x), 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
  5044. code += " " + p_output_vars[0] + " = INV_CAMERA_MATRIX * __wm;\n";
  5045. code += " }\n";
  5046. break;
  5047. default:
  5048. code += " " + p_output_vars[0] + " = mat4(1.0);\n";
  5049. break;
  5050. }
  5051. return code;
  5052. }
  5053. bool VisualShaderNodeBillboard::is_show_prop_names() const {
  5054. return true;
  5055. }
  5056. void VisualShaderNodeBillboard::set_billboard_type(BillboardType p_billboard_type) {
  5057. ERR_FAIL_INDEX(int(p_billboard_type), int(BILLBOARD_TYPE_MAX));
  5058. if (billboard_type == p_billboard_type) {
  5059. return;
  5060. }
  5061. billboard_type = p_billboard_type;
  5062. simple_decl = bool(billboard_type == BILLBOARD_TYPE_DISABLED);
  5063. set_disabled(simple_decl);
  5064. emit_changed();
  5065. }
  5066. VisualShaderNodeBillboard::BillboardType VisualShaderNodeBillboard::get_billboard_type() const {
  5067. return billboard_type;
  5068. }
  5069. void VisualShaderNodeBillboard::set_keep_scale_enabled(bool p_enabled) {
  5070. keep_scale = p_enabled;
  5071. emit_changed();
  5072. }
  5073. bool VisualShaderNodeBillboard::is_keep_scale_enabled() const {
  5074. return keep_scale;
  5075. }
  5076. Vector<StringName> VisualShaderNodeBillboard::get_editable_properties() const {
  5077. Vector<StringName> props;
  5078. props.push_back("billboard_type");
  5079. if (billboard_type == BILLBOARD_TYPE_ENABLED || billboard_type == BILLBOARD_TYPE_FIXED_Y) {
  5080. props.push_back("keep_scale");
  5081. }
  5082. return props;
  5083. }
  5084. void VisualShaderNodeBillboard::_bind_methods() {
  5085. ClassDB::bind_method(D_METHOD("set_billboard_type", "billboard_type"), &VisualShaderNodeBillboard::set_billboard_type);
  5086. ClassDB::bind_method(D_METHOD("get_billboard_type"), &VisualShaderNodeBillboard::get_billboard_type);
  5087. ClassDB::bind_method(D_METHOD("set_keep_scale_enabled", "enabled"), &VisualShaderNodeBillboard::set_keep_scale_enabled);
  5088. ClassDB::bind_method(D_METHOD("is_keep_scale_enabled"), &VisualShaderNodeBillboard::is_keep_scale_enabled);
  5089. ADD_PROPERTY(PropertyInfo(Variant::INT, "billboard_type", PROPERTY_HINT_ENUM, "Disabled,Enabled,Y-Billboard,Particles"), "set_billboard_type", "get_billboard_type");
  5090. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "keep_scale"), "set_keep_scale_enabled", "is_keep_scale_enabled");
  5091. BIND_ENUM_CONSTANT(BILLBOARD_TYPE_DISABLED);
  5092. BIND_ENUM_CONSTANT(BILLBOARD_TYPE_ENABLED);
  5093. BIND_ENUM_CONSTANT(BILLBOARD_TYPE_FIXED_Y);
  5094. BIND_ENUM_CONSTANT(BILLBOARD_TYPE_PARTICLES);
  5095. BIND_ENUM_CONSTANT(BILLBOARD_TYPE_MAX);
  5096. }
  5097. VisualShaderNodeBillboard::VisualShaderNodeBillboard() {
  5098. simple_decl = false;
  5099. }