visual_shader.cpp 179 KB

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  1. /**************************************************************************/
  2. /* visual_shader.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "visual_shader.h"
  31. #include "core/templates/rb_map.h"
  32. #include "core/templates/vmap.h"
  33. #include "servers/rendering/shader_types.h"
  34. #include "visual_shader_nodes.h"
  35. #include "visual_shader_particle_nodes.h"
  36. #include "visual_shader_sdf_nodes.h"
  37. String make_unique_id(VisualShader::Type p_type, int p_id, const String &p_name) {
  38. static const char *typepf[VisualShader::TYPE_MAX] = { "vtx", "frg", "lgt", "start", "process", "collide", "start_custom", "process_custom", "sky", "fog" };
  39. return p_name + "_" + String(typepf[p_type]) + "_" + itos(p_id);
  40. }
  41. bool VisualShaderNode::is_simple_decl() const {
  42. return simple_decl;
  43. }
  44. void VisualShaderNode::set_output_port_for_preview(int p_index) {
  45. port_preview = p_index;
  46. }
  47. int VisualShaderNode::get_output_port_for_preview() const {
  48. return port_preview;
  49. }
  50. void VisualShaderNode::set_input_port_default_value(int p_port, const Variant &p_value, const Variant &p_prev_value) {
  51. Variant value = p_value;
  52. if (p_prev_value.get_type() != Variant::NIL) {
  53. switch (p_value.get_type()) {
  54. case Variant::FLOAT: {
  55. switch (p_prev_value.get_type()) {
  56. case Variant::INT: {
  57. value = (float)p_prev_value;
  58. } break;
  59. case Variant::FLOAT: {
  60. value = p_prev_value;
  61. } break;
  62. case Variant::VECTOR2: {
  63. Vector2 pv = p_prev_value;
  64. value = pv.x;
  65. } break;
  66. case Variant::VECTOR3: {
  67. Vector3 pv = p_prev_value;
  68. value = pv.x;
  69. } break;
  70. case Variant::QUATERNION: {
  71. Quaternion pv = p_prev_value;
  72. value = pv.x;
  73. } break;
  74. default:
  75. break;
  76. }
  77. } break;
  78. case Variant::INT: {
  79. switch (p_prev_value.get_type()) {
  80. case Variant::INT: {
  81. value = p_prev_value;
  82. } break;
  83. case Variant::FLOAT: {
  84. value = (int)p_prev_value;
  85. } break;
  86. case Variant::VECTOR2: {
  87. Vector2 pv = p_prev_value;
  88. value = (int)pv.x;
  89. } break;
  90. case Variant::VECTOR3: {
  91. Vector3 pv = p_prev_value;
  92. value = (int)pv.x;
  93. } break;
  94. case Variant::QUATERNION: {
  95. Quaternion pv = p_prev_value;
  96. value = (int)pv.x;
  97. } break;
  98. default:
  99. break;
  100. }
  101. } break;
  102. case Variant::VECTOR2: {
  103. switch (p_prev_value.get_type()) {
  104. case Variant::INT: {
  105. float pv = (float)(int)p_prev_value;
  106. value = Vector2(pv, pv);
  107. } break;
  108. case Variant::FLOAT: {
  109. float pv = p_prev_value;
  110. value = Vector2(pv, pv);
  111. } break;
  112. case Variant::VECTOR2: {
  113. value = p_prev_value;
  114. } break;
  115. case Variant::VECTOR3: {
  116. Vector3 pv = p_prev_value;
  117. value = Vector2(pv.x, pv.y);
  118. } break;
  119. case Variant::QUATERNION: {
  120. Quaternion pv = p_prev_value;
  121. value = Vector2(pv.x, pv.y);
  122. } break;
  123. default:
  124. break;
  125. }
  126. } break;
  127. case Variant::VECTOR3: {
  128. switch (p_prev_value.get_type()) {
  129. case Variant::INT: {
  130. float pv = (float)(int)p_prev_value;
  131. value = Vector3(pv, pv, pv);
  132. } break;
  133. case Variant::FLOAT: {
  134. float pv = p_prev_value;
  135. value = Vector3(pv, pv, pv);
  136. } break;
  137. case Variant::VECTOR2: {
  138. Vector2 pv = p_prev_value;
  139. value = Vector3(pv.x, pv.y, pv.y);
  140. } break;
  141. case Variant::VECTOR3: {
  142. value = p_prev_value;
  143. } break;
  144. case Variant::QUATERNION: {
  145. Quaternion pv = p_prev_value;
  146. value = Vector3(pv.x, pv.y, pv.z);
  147. } break;
  148. default:
  149. break;
  150. }
  151. } break;
  152. case Variant::QUATERNION: {
  153. switch (p_prev_value.get_type()) {
  154. case Variant::INT: {
  155. float pv = (float)(int)p_prev_value;
  156. value = Quaternion(pv, pv, pv, pv);
  157. } break;
  158. case Variant::FLOAT: {
  159. float pv = p_prev_value;
  160. value = Quaternion(pv, pv, pv, pv);
  161. } break;
  162. case Variant::VECTOR2: {
  163. Vector2 pv = p_prev_value;
  164. value = Quaternion(pv.x, pv.y, pv.y, pv.y);
  165. } break;
  166. case Variant::VECTOR3: {
  167. Vector3 pv = p_prev_value;
  168. value = Quaternion(pv.x, pv.y, pv.z, pv.z);
  169. } break;
  170. case Variant::QUATERNION: {
  171. value = p_prev_value;
  172. } break;
  173. default:
  174. break;
  175. }
  176. } break;
  177. default:
  178. break;
  179. }
  180. }
  181. default_input_values[p_port] = value;
  182. emit_changed();
  183. }
  184. Variant VisualShaderNode::get_input_port_default_value(int p_port) const {
  185. if (default_input_values.has(p_port)) {
  186. return default_input_values[p_port];
  187. }
  188. return Variant();
  189. }
  190. void VisualShaderNode::remove_input_port_default_value(int p_port) {
  191. if (default_input_values.has(p_port)) {
  192. default_input_values.erase(p_port);
  193. emit_changed();
  194. }
  195. }
  196. void VisualShaderNode::clear_default_input_values() {
  197. if (!default_input_values.is_empty()) {
  198. default_input_values.clear();
  199. emit_changed();
  200. }
  201. }
  202. bool VisualShaderNode::is_port_separator(int p_index) const {
  203. return false;
  204. }
  205. bool VisualShaderNode::is_output_port_connected(int p_port) const {
  206. if (connected_output_ports.has(p_port)) {
  207. return connected_output_ports[p_port] > 0;
  208. }
  209. return false;
  210. }
  211. void VisualShaderNode::set_output_port_connected(int p_port, bool p_connected) {
  212. if (p_connected) {
  213. connected_output_ports[p_port]++;
  214. } else {
  215. connected_output_ports[p_port]--;
  216. }
  217. }
  218. bool VisualShaderNode::is_input_port_connected(int p_port) const {
  219. if (connected_input_ports.has(p_port)) {
  220. return connected_input_ports[p_port];
  221. }
  222. return false;
  223. }
  224. void VisualShaderNode::set_input_port_connected(int p_port, bool p_connected) {
  225. connected_input_ports[p_port] = p_connected;
  226. }
  227. bool VisualShaderNode::is_generate_input_var(int p_port) const {
  228. return true;
  229. }
  230. bool VisualShaderNode::is_output_port_expandable(int p_port) const {
  231. return false;
  232. }
  233. bool VisualShaderNode::has_output_port_preview(int p_port) const {
  234. return true;
  235. }
  236. void VisualShaderNode::_set_output_ports_expanded(const Array &p_values) {
  237. for (int i = 0; i < p_values.size(); i++) {
  238. expanded_output_ports[p_values[i]] = true;
  239. }
  240. emit_changed();
  241. }
  242. Array VisualShaderNode::_get_output_ports_expanded() const {
  243. Array arr;
  244. for (int i = 0; i < get_output_port_count(); i++) {
  245. if (_is_output_port_expanded(i)) {
  246. arr.push_back(i);
  247. }
  248. }
  249. return arr;
  250. }
  251. void VisualShaderNode::_set_output_port_expanded(int p_port, bool p_expanded) {
  252. expanded_output_ports[p_port] = p_expanded;
  253. emit_changed();
  254. }
  255. bool VisualShaderNode::_is_output_port_expanded(int p_port) const {
  256. if (expanded_output_ports.has(p_port)) {
  257. return expanded_output_ports[p_port];
  258. }
  259. return false;
  260. }
  261. int VisualShaderNode::get_expanded_output_port_count() const {
  262. int count = get_output_port_count();
  263. int count2 = count;
  264. for (int i = 0; i < count; i++) {
  265. if (is_output_port_expandable(i) && _is_output_port_expanded(i)) {
  266. switch (get_output_port_type(i)) {
  267. case PORT_TYPE_VECTOR_2D: {
  268. count2 += 2;
  269. } break;
  270. case PORT_TYPE_VECTOR_3D: {
  271. count2 += 3;
  272. } break;
  273. case PORT_TYPE_VECTOR_4D: {
  274. count2 += 4;
  275. } break;
  276. default:
  277. break;
  278. }
  279. }
  280. }
  281. return count2;
  282. }
  283. bool VisualShaderNode::is_code_generated() const {
  284. return true;
  285. }
  286. bool VisualShaderNode::is_show_prop_names() const {
  287. return false;
  288. }
  289. bool VisualShaderNode::is_use_prop_slots() const {
  290. return false;
  291. }
  292. bool VisualShaderNode::is_disabled() const {
  293. return disabled;
  294. }
  295. void VisualShaderNode::set_disabled(bool p_disabled) {
  296. disabled = p_disabled;
  297. }
  298. Vector<VisualShader::DefaultTextureParam> VisualShaderNode::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  299. return Vector<VisualShader::DefaultTextureParam>();
  300. }
  301. String VisualShaderNode::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  302. return String();
  303. }
  304. String VisualShaderNode::generate_global_per_node(Shader::Mode p_mode, int p_id) const {
  305. return String();
  306. }
  307. String VisualShaderNode::generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  308. return String();
  309. }
  310. Vector<StringName> VisualShaderNode::get_editable_properties() const {
  311. return Vector<StringName>();
  312. }
  313. HashMap<StringName, String> VisualShaderNode::get_editable_properties_names() const {
  314. return HashMap<StringName, String>();
  315. }
  316. Array VisualShaderNode::get_default_input_values() const {
  317. Array ret;
  318. for (const KeyValue<int, Variant> &E : default_input_values) {
  319. ret.push_back(E.key);
  320. ret.push_back(E.value);
  321. }
  322. return ret;
  323. }
  324. void VisualShaderNode::set_default_input_values(const Array &p_values) {
  325. if (p_values.size() % 2 == 0) {
  326. for (int i = 0; i < p_values.size(); i += 2) {
  327. default_input_values[p_values[i + 0]] = p_values[i + 1];
  328. }
  329. }
  330. emit_changed();
  331. }
  332. String VisualShaderNode::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  333. return String();
  334. }
  335. bool VisualShaderNode::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  336. return false;
  337. }
  338. void VisualShaderNode::_bind_methods() {
  339. ClassDB::bind_method(D_METHOD("set_output_port_for_preview", "port"), &VisualShaderNode::set_output_port_for_preview);
  340. ClassDB::bind_method(D_METHOD("get_output_port_for_preview"), &VisualShaderNode::get_output_port_for_preview);
  341. ClassDB::bind_method(D_METHOD("_set_output_port_expanded", "port"), &VisualShaderNode::_set_output_port_expanded);
  342. ClassDB::bind_method(D_METHOD("_is_output_port_expanded"), &VisualShaderNode::_is_output_port_expanded);
  343. ClassDB::bind_method(D_METHOD("_set_output_ports_expanded", "values"), &VisualShaderNode::_set_output_ports_expanded);
  344. ClassDB::bind_method(D_METHOD("_get_output_ports_expanded"), &VisualShaderNode::_get_output_ports_expanded);
  345. ClassDB::bind_method(D_METHOD("set_input_port_default_value", "port", "value", "prev_value"), &VisualShaderNode::set_input_port_default_value, DEFVAL(Variant()));
  346. ClassDB::bind_method(D_METHOD("get_input_port_default_value", "port"), &VisualShaderNode::get_input_port_default_value);
  347. ClassDB::bind_method(D_METHOD("remove_input_port_default_value", "port"), &VisualShaderNode::remove_input_port_default_value);
  348. ClassDB::bind_method(D_METHOD("clear_default_input_values"), &VisualShaderNode::clear_default_input_values);
  349. ClassDB::bind_method(D_METHOD("set_default_input_values", "values"), &VisualShaderNode::set_default_input_values);
  350. ClassDB::bind_method(D_METHOD("get_default_input_values"), &VisualShaderNode::get_default_input_values);
  351. ADD_PROPERTY(PropertyInfo(Variant::INT, "output_port_for_preview"), "set_output_port_for_preview", "get_output_port_for_preview");
  352. ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "default_input_values", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "set_default_input_values", "get_default_input_values");
  353. ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "expanded_output_ports", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "_set_output_ports_expanded", "_get_output_ports_expanded");
  354. BIND_ENUM_CONSTANT(PORT_TYPE_SCALAR);
  355. BIND_ENUM_CONSTANT(PORT_TYPE_SCALAR_INT);
  356. BIND_ENUM_CONSTANT(PORT_TYPE_SCALAR_UINT);
  357. BIND_ENUM_CONSTANT(PORT_TYPE_VECTOR_2D);
  358. BIND_ENUM_CONSTANT(PORT_TYPE_VECTOR_3D);
  359. BIND_ENUM_CONSTANT(PORT_TYPE_VECTOR_4D);
  360. BIND_ENUM_CONSTANT(PORT_TYPE_BOOLEAN);
  361. BIND_ENUM_CONSTANT(PORT_TYPE_TRANSFORM);
  362. BIND_ENUM_CONSTANT(PORT_TYPE_SAMPLER);
  363. BIND_ENUM_CONSTANT(PORT_TYPE_MAX);
  364. }
  365. VisualShaderNode::VisualShaderNode() {
  366. }
  367. /////////////////////////////////////////////////////////
  368. void VisualShaderNodeCustom::update_ports() {
  369. {
  370. input_ports.clear();
  371. int input_port_count;
  372. if (GDVIRTUAL_CALL(_get_input_port_count, input_port_count)) {
  373. for (int i = 0; i < input_port_count; i++) {
  374. Port port;
  375. if (!GDVIRTUAL_CALL(_get_input_port_name, i, port.name)) {
  376. port.name = "in" + itos(i);
  377. }
  378. PortType port_type;
  379. if (GDVIRTUAL_CALL(_get_input_port_type, i, port_type)) {
  380. port.type = (int)port_type;
  381. } else {
  382. port.type = (int)PortType::PORT_TYPE_SCALAR;
  383. }
  384. input_ports.push_back(port);
  385. }
  386. }
  387. }
  388. {
  389. output_ports.clear();
  390. int output_port_count;
  391. if (GDVIRTUAL_CALL(_get_output_port_count, output_port_count)) {
  392. for (int i = 0; i < output_port_count; i++) {
  393. Port port;
  394. if (!GDVIRTUAL_CALL(_get_output_port_name, i, port.name)) {
  395. port.name = "out" + itos(i);
  396. }
  397. PortType port_type;
  398. if (GDVIRTUAL_CALL(_get_output_port_type, i, port_type)) {
  399. port.type = (int)port_type;
  400. } else {
  401. port.type = (int)PortType::PORT_TYPE_SCALAR;
  402. }
  403. output_ports.push_back(port);
  404. }
  405. }
  406. }
  407. }
  408. String VisualShaderNodeCustom::get_caption() const {
  409. String ret = "Unnamed";
  410. GDVIRTUAL_CALL(_get_name, ret);
  411. return ret;
  412. }
  413. int VisualShaderNodeCustom::get_input_port_count() const {
  414. return input_ports.size();
  415. }
  416. VisualShaderNodeCustom::PortType VisualShaderNodeCustom::get_input_port_type(int p_port) const {
  417. ERR_FAIL_INDEX_V(p_port, input_ports.size(), PORT_TYPE_SCALAR);
  418. return (PortType)input_ports[p_port].type;
  419. }
  420. String VisualShaderNodeCustom::get_input_port_name(int p_port) const {
  421. ERR_FAIL_INDEX_V(p_port, input_ports.size(), "");
  422. return input_ports[p_port].name;
  423. }
  424. int VisualShaderNodeCustom::get_output_port_count() const {
  425. return output_ports.size();
  426. }
  427. VisualShaderNodeCustom::PortType VisualShaderNodeCustom::get_output_port_type(int p_port) const {
  428. ERR_FAIL_INDEX_V(p_port, output_ports.size(), PORT_TYPE_SCALAR);
  429. return (PortType)output_ports[p_port].type;
  430. }
  431. String VisualShaderNodeCustom::get_output_port_name(int p_port) const {
  432. ERR_FAIL_INDEX_V(p_port, output_ports.size(), "");
  433. return output_ports[p_port].name;
  434. }
  435. String VisualShaderNodeCustom::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  436. ERR_FAIL_COND_V(!GDVIRTUAL_IS_OVERRIDDEN(_get_code), "");
  437. TypedArray<String> input_vars;
  438. for (int i = 0; i < get_input_port_count(); i++) {
  439. input_vars.push_back(p_input_vars[i]);
  440. }
  441. TypedArray<String> output_vars;
  442. for (int i = 0; i < get_output_port_count(); i++) {
  443. output_vars.push_back(p_output_vars[i]);
  444. }
  445. String _code;
  446. GDVIRTUAL_CALL(_get_code, input_vars, output_vars, p_mode, p_type, _code);
  447. if (_is_valid_code(_code)) {
  448. String code = " {\n";
  449. bool nend = _code.ends_with("\n");
  450. _code = _code.insert(0, " ");
  451. _code = _code.replace("\n", "\n ");
  452. code += _code;
  453. if (!nend) {
  454. code += "\n }";
  455. } else {
  456. code.remove_at(code.size() - 1);
  457. code += "}";
  458. }
  459. code += "\n";
  460. return code;
  461. }
  462. return String();
  463. }
  464. String VisualShaderNodeCustom::generate_global_per_node(Shader::Mode p_mode, int p_id) const {
  465. String _code;
  466. if (GDVIRTUAL_CALL(_get_global_code, p_mode, _code)) {
  467. if (_is_valid_code(_code)) {
  468. String code = "// " + get_caption() + "\n";
  469. code += _code;
  470. code += "\n";
  471. return code;
  472. }
  473. }
  474. return String();
  475. }
  476. String VisualShaderNodeCustom::generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  477. String _code;
  478. if (GDVIRTUAL_CALL(_get_func_code, p_mode, p_type, _code)) {
  479. if (_is_valid_code(_code)) {
  480. bool nend = _code.ends_with("\n");
  481. String code = "// " + get_caption() + "\n";
  482. code += " {\n";
  483. _code = _code.insert(0, " ");
  484. _code = _code.replace("\n", "\n ");
  485. code += _code;
  486. if (!nend) {
  487. code += "\n }";
  488. } else {
  489. code.remove_at(code.size() - 1);
  490. code += "}";
  491. }
  492. code += "\n";
  493. return code;
  494. }
  495. }
  496. return String();
  497. }
  498. bool VisualShaderNodeCustom::is_available(Shader::Mode p_mode, VisualShader::Type p_type) const {
  499. bool ret = true;
  500. GDVIRTUAL_CALL(_is_available, p_mode, p_type, ret);
  501. return ret;
  502. }
  503. void VisualShaderNodeCustom::set_input_port_default_value(int p_port, const Variant &p_value, const Variant &p_prev_value) {
  504. if (!is_initialized) {
  505. VisualShaderNode::set_input_port_default_value(p_port, p_value, p_prev_value);
  506. }
  507. }
  508. void VisualShaderNodeCustom::set_default_input_values(const Array &p_values) {
  509. if (!is_initialized) {
  510. VisualShaderNode::set_default_input_values(p_values);
  511. }
  512. }
  513. void VisualShaderNodeCustom::remove_input_port_default_value(int p_port) {
  514. if (!is_initialized) {
  515. VisualShaderNode::remove_input_port_default_value(p_port);
  516. }
  517. }
  518. void VisualShaderNodeCustom::clear_default_input_values() {
  519. if (!is_initialized) {
  520. VisualShaderNode::clear_default_input_values();
  521. }
  522. }
  523. void VisualShaderNodeCustom::_set_input_port_default_value(int p_port, const Variant &p_value) {
  524. VisualShaderNode::set_input_port_default_value(p_port, p_value);
  525. }
  526. bool VisualShaderNodeCustom::_is_valid_code(const String &p_code) const {
  527. if (p_code.is_empty() || p_code == "null") {
  528. return false;
  529. }
  530. return true;
  531. }
  532. bool VisualShaderNodeCustom::_is_initialized() {
  533. return is_initialized;
  534. }
  535. void VisualShaderNodeCustom::_set_initialized(bool p_enabled) {
  536. is_initialized = p_enabled;
  537. }
  538. void VisualShaderNodeCustom::_bind_methods() {
  539. GDVIRTUAL_BIND(_get_name);
  540. GDVIRTUAL_BIND(_get_description);
  541. GDVIRTUAL_BIND(_get_category);
  542. GDVIRTUAL_BIND(_get_return_icon_type);
  543. GDVIRTUAL_BIND(_get_input_port_count);
  544. GDVIRTUAL_BIND(_get_input_port_type, "port");
  545. GDVIRTUAL_BIND(_get_input_port_name, "port");
  546. GDVIRTUAL_BIND(_get_output_port_count);
  547. GDVIRTUAL_BIND(_get_output_port_type, "port");
  548. GDVIRTUAL_BIND(_get_output_port_name, "port");
  549. GDVIRTUAL_BIND(_get_code, "input_vars", "output_vars", "mode", "type");
  550. GDVIRTUAL_BIND(_get_func_code, "mode", "type");
  551. GDVIRTUAL_BIND(_get_global_code, "mode");
  552. GDVIRTUAL_BIND(_is_highend);
  553. GDVIRTUAL_BIND(_is_available, "mode", "type");
  554. ClassDB::bind_method(D_METHOD("_set_initialized", "enabled"), &VisualShaderNodeCustom::_set_initialized);
  555. ClassDB::bind_method(D_METHOD("_is_initialized"), &VisualShaderNodeCustom::_is_initialized);
  556. ClassDB::bind_method(D_METHOD("_set_input_port_default_value", "port", "value"), &VisualShaderNodeCustom::_set_input_port_default_value);
  557. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "initialized", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "_set_initialized", "_is_initialized");
  558. }
  559. VisualShaderNodeCustom::VisualShaderNodeCustom() {
  560. simple_decl = false;
  561. }
  562. /////////////////////////////////////////////////////////
  563. void VisualShader::set_shader_type(Type p_type) {
  564. current_type = p_type;
  565. }
  566. VisualShader::Type VisualShader::get_shader_type() const {
  567. return current_type;
  568. }
  569. void VisualShader::add_varying(const String &p_name, VaryingMode p_mode, VaryingType p_type) {
  570. ERR_FAIL_COND(!p_name.is_valid_identifier());
  571. ERR_FAIL_INDEX((int)p_mode, (int)VARYING_MODE_MAX);
  572. ERR_FAIL_INDEX((int)p_type, (int)VARYING_TYPE_MAX);
  573. ERR_FAIL_COND(varyings.has(p_name));
  574. Varying var = Varying(p_name, p_mode, p_type);
  575. varyings[p_name] = var;
  576. varyings_list.push_back(var);
  577. _queue_update();
  578. }
  579. void VisualShader::remove_varying(const String &p_name) {
  580. ERR_FAIL_COND(!varyings.has(p_name));
  581. varyings.erase(p_name);
  582. for (List<Varying>::Element *E = varyings_list.front(); E; E = E->next()) {
  583. if (E->get().name == p_name) {
  584. varyings_list.erase(E);
  585. break;
  586. }
  587. }
  588. _queue_update();
  589. }
  590. bool VisualShader::has_varying(const String &p_name) const {
  591. return varyings.has(p_name);
  592. }
  593. int VisualShader::get_varyings_count() const {
  594. return varyings_list.size();
  595. }
  596. const VisualShader::Varying *VisualShader::get_varying_by_index(int p_idx) const {
  597. ERR_FAIL_INDEX_V(p_idx, varyings_list.size(), nullptr);
  598. return &varyings_list[p_idx];
  599. }
  600. void VisualShader::set_varying_mode(const String &p_name, VaryingMode p_mode) {
  601. ERR_FAIL_INDEX((int)p_mode, (int)VARYING_MODE_MAX);
  602. ERR_FAIL_COND(!varyings.has(p_name));
  603. if (varyings[p_name].mode == p_mode) {
  604. return;
  605. }
  606. varyings[p_name].mode = p_mode;
  607. _queue_update();
  608. }
  609. VisualShader::VaryingMode VisualShader::get_varying_mode(const String &p_name) {
  610. ERR_FAIL_COND_V(!varyings.has(p_name), VARYING_MODE_MAX);
  611. return varyings[p_name].mode;
  612. }
  613. void VisualShader::set_varying_type(const String &p_name, VaryingType p_type) {
  614. ERR_FAIL_INDEX((int)p_type, (int)VARYING_TYPE_MAX);
  615. ERR_FAIL_COND(!varyings.has(p_name));
  616. if (varyings[p_name].type == p_type) {
  617. return;
  618. }
  619. varyings[p_name].type = p_type;
  620. _queue_update();
  621. }
  622. VisualShader::VaryingType VisualShader::get_varying_type(const String &p_name) {
  623. ERR_FAIL_COND_V(!varyings.has(p_name), VARYING_TYPE_MAX);
  624. return varyings[p_name].type;
  625. }
  626. void VisualShader::add_node(Type p_type, const Ref<VisualShaderNode> &p_node, const Vector2 &p_position, int p_id) {
  627. ERR_FAIL_COND(p_node.is_null());
  628. ERR_FAIL_COND(p_id < 2);
  629. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  630. Graph *g = &graph[p_type];
  631. ERR_FAIL_COND(g->nodes.has(p_id));
  632. Node n;
  633. n.node = p_node;
  634. n.position = p_position;
  635. Ref<VisualShaderNodeParameter> parameter = n.node;
  636. if (parameter.is_valid()) {
  637. String valid_name = validate_parameter_name(parameter->get_parameter_name(), parameter);
  638. parameter->set_parameter_name(valid_name);
  639. }
  640. Ref<VisualShaderNodeInput> input = n.node;
  641. if (input.is_valid()) {
  642. input->shader_mode = shader_mode;
  643. input->shader_type = p_type;
  644. }
  645. n.node->connect("changed", callable_mp(this, &VisualShader::_queue_update));
  646. Ref<VisualShaderNodeCustom> custom = n.node;
  647. if (custom.is_valid()) {
  648. custom->update_ports();
  649. }
  650. g->nodes[p_id] = n;
  651. _queue_update();
  652. }
  653. void VisualShader::set_node_position(Type p_type, int p_id, const Vector2 &p_position) {
  654. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  655. Graph *g = &graph[p_type];
  656. ERR_FAIL_COND(!g->nodes.has(p_id));
  657. g->nodes[p_id].position = p_position;
  658. }
  659. Vector2 VisualShader::get_node_position(Type p_type, int p_id) const {
  660. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Vector2());
  661. const Graph *g = &graph[p_type];
  662. ERR_FAIL_COND_V(!g->nodes.has(p_id), Vector2());
  663. return g->nodes[p_id].position;
  664. }
  665. Ref<VisualShaderNode> VisualShader::get_node(Type p_type, int p_id) const {
  666. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Ref<VisualShaderNode>());
  667. const Graph *g = &graph[p_type];
  668. ERR_FAIL_COND_V(!g->nodes.has(p_id), Ref<VisualShaderNode>());
  669. return g->nodes[p_id].node;
  670. }
  671. Vector<int> VisualShader::get_node_list(Type p_type) const {
  672. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Vector<int>());
  673. const Graph *g = &graph[p_type];
  674. Vector<int> ret;
  675. for (const KeyValue<int, Node> &E : g->nodes) {
  676. ret.push_back(E.key);
  677. }
  678. return ret;
  679. }
  680. int VisualShader::get_valid_node_id(Type p_type) const {
  681. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, NODE_ID_INVALID);
  682. const Graph *g = &graph[p_type];
  683. return g->nodes.size() ? MAX(2, g->nodes.back()->key() + 1) : 2;
  684. }
  685. int VisualShader::find_node_id(Type p_type, const Ref<VisualShaderNode> &p_node) const {
  686. for (const KeyValue<int, Node> &E : graph[p_type].nodes) {
  687. if (E.value.node == p_node) {
  688. return E.key;
  689. }
  690. }
  691. return NODE_ID_INVALID;
  692. }
  693. void VisualShader::remove_node(Type p_type, int p_id) {
  694. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  695. ERR_FAIL_COND(p_id < 2);
  696. Graph *g = &graph[p_type];
  697. ERR_FAIL_COND(!g->nodes.has(p_id));
  698. g->nodes[p_id].node->disconnect("changed", callable_mp(this, &VisualShader::_queue_update));
  699. g->nodes.erase(p_id);
  700. for (List<Connection>::Element *E = g->connections.front(); E;) {
  701. List<Connection>::Element *N = E->next();
  702. if (E->get().from_node == p_id || E->get().to_node == p_id) {
  703. g->connections.erase(E);
  704. if (E->get().from_node == p_id) {
  705. g->nodes[E->get().to_node].prev_connected_nodes.erase(p_id);
  706. g->nodes[E->get().to_node].node->set_input_port_connected(E->get().to_port, false);
  707. }
  708. }
  709. E = N;
  710. }
  711. _queue_update();
  712. }
  713. void VisualShader::replace_node(Type p_type, int p_id, const StringName &p_new_class) {
  714. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  715. ERR_FAIL_COND(p_id < 2);
  716. Graph *g = &graph[p_type];
  717. ERR_FAIL_COND(!g->nodes.has(p_id));
  718. if (g->nodes[p_id].node->get_class_name() == p_new_class) {
  719. return;
  720. }
  721. VisualShaderNode *vsn = Object::cast_to<VisualShaderNode>(ClassDB::instantiate(p_new_class));
  722. VisualShaderNode *prev_vsn = g->nodes[p_id].node.ptr();
  723. // Update connection data.
  724. for (int i = 0; i < vsn->get_output_port_count(); i++) {
  725. if (i < prev_vsn->get_output_port_count()) {
  726. if (prev_vsn->is_output_port_connected(i)) {
  727. vsn->set_output_port_connected(i, true);
  728. }
  729. if (prev_vsn->is_output_port_expandable(i) && prev_vsn->_is_output_port_expanded(i) && vsn->is_output_port_expandable(i)) {
  730. vsn->_set_output_port_expanded(i, true);
  731. int component_count = 0;
  732. switch (prev_vsn->get_output_port_type(i)) {
  733. case VisualShaderNode::PORT_TYPE_VECTOR_2D:
  734. component_count = 2;
  735. break;
  736. case VisualShaderNode::PORT_TYPE_VECTOR_3D:
  737. component_count = 3;
  738. break;
  739. case VisualShaderNode::PORT_TYPE_VECTOR_4D:
  740. component_count = 4;
  741. break;
  742. default:
  743. break;
  744. }
  745. for (int j = 0; j < component_count; j++) {
  746. int sub_port = i + 1 + j;
  747. if (prev_vsn->is_output_port_connected(sub_port)) {
  748. vsn->set_output_port_connected(sub_port, true);
  749. }
  750. }
  751. i += component_count;
  752. }
  753. } else {
  754. break;
  755. }
  756. }
  757. vsn->connect("changed", callable_mp(this, &VisualShader::_queue_update));
  758. g->nodes[p_id].node = Ref<VisualShaderNode>(vsn);
  759. _queue_update();
  760. }
  761. bool VisualShader::is_node_connection(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) const {
  762. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, false);
  763. const Graph *g = &graph[p_type];
  764. for (const Connection &E : g->connections) {
  765. if (E.from_node == p_from_node && E.from_port == p_from_port && E.to_node == p_to_node && E.to_port == p_to_port) {
  766. return true;
  767. }
  768. }
  769. return false;
  770. }
  771. bool VisualShader::is_nodes_connected_relatively(const Graph *p_graph, int p_node, int p_target) const {
  772. bool result = false;
  773. const VisualShader::Node &node = p_graph->nodes[p_node];
  774. for (const int &E : node.prev_connected_nodes) {
  775. if (E == p_target) {
  776. return true;
  777. }
  778. result = is_nodes_connected_relatively(p_graph, E, p_target);
  779. if (result) {
  780. break;
  781. }
  782. }
  783. return result;
  784. }
  785. bool VisualShader::can_connect_nodes(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) const {
  786. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, false);
  787. const Graph *g = &graph[p_type];
  788. if (!g->nodes.has(p_from_node)) {
  789. return false;
  790. }
  791. if (p_from_node == p_to_node) {
  792. return false;
  793. }
  794. if (p_from_port < 0 || p_from_port >= g->nodes[p_from_node].node->get_expanded_output_port_count()) {
  795. return false;
  796. }
  797. if (!g->nodes.has(p_to_node)) {
  798. return false;
  799. }
  800. if (p_to_port < 0 || p_to_port >= g->nodes[p_to_node].node->get_input_port_count()) {
  801. return false;
  802. }
  803. VisualShaderNode::PortType from_port_type = g->nodes[p_from_node].node->get_output_port_type(p_from_port);
  804. VisualShaderNode::PortType to_port_type = g->nodes[p_to_node].node->get_input_port_type(p_to_port);
  805. if (!is_port_types_compatible(from_port_type, to_port_type)) {
  806. return false;
  807. }
  808. for (const Connection &E : g->connections) {
  809. if (E.from_node == p_from_node && E.from_port == p_from_port && E.to_node == p_to_node && E.to_port == p_to_port) {
  810. return false;
  811. }
  812. }
  813. if (is_nodes_connected_relatively(g, p_from_node, p_to_node)) {
  814. return false;
  815. }
  816. return true;
  817. }
  818. bool VisualShader::is_port_types_compatible(int p_a, int p_b) const {
  819. return MAX(0, p_a - (int)VisualShaderNode::PORT_TYPE_BOOLEAN) == (MAX(0, p_b - (int)VisualShaderNode::PORT_TYPE_BOOLEAN));
  820. }
  821. void VisualShader::connect_nodes_forced(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  822. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  823. Graph *g = &graph[p_type];
  824. ERR_FAIL_COND(!g->nodes.has(p_from_node));
  825. ERR_FAIL_INDEX(p_from_port, g->nodes[p_from_node].node->get_expanded_output_port_count());
  826. ERR_FAIL_COND(!g->nodes.has(p_to_node));
  827. ERR_FAIL_INDEX(p_to_port, g->nodes[p_to_node].node->get_input_port_count());
  828. for (const Connection &E : g->connections) {
  829. if (E.from_node == p_from_node && E.from_port == p_from_port && E.to_node == p_to_node && E.to_port == p_to_port) {
  830. return;
  831. }
  832. }
  833. Connection c;
  834. c.from_node = p_from_node;
  835. c.from_port = p_from_port;
  836. c.to_node = p_to_node;
  837. c.to_port = p_to_port;
  838. g->connections.push_back(c);
  839. g->nodes[p_to_node].prev_connected_nodes.push_back(p_from_node);
  840. g->nodes[p_from_node].node->set_output_port_connected(p_from_port, true);
  841. g->nodes[p_to_node].node->set_input_port_connected(p_to_port, true);
  842. _queue_update();
  843. }
  844. Error VisualShader::connect_nodes(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  845. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, ERR_CANT_CONNECT);
  846. Graph *g = &graph[p_type];
  847. ERR_FAIL_COND_V(!g->nodes.has(p_from_node), ERR_INVALID_PARAMETER);
  848. ERR_FAIL_INDEX_V(p_from_port, g->nodes[p_from_node].node->get_expanded_output_port_count(), ERR_INVALID_PARAMETER);
  849. ERR_FAIL_COND_V(!g->nodes.has(p_to_node), ERR_INVALID_PARAMETER);
  850. ERR_FAIL_INDEX_V(p_to_port, g->nodes[p_to_node].node->get_input_port_count(), ERR_INVALID_PARAMETER);
  851. VisualShaderNode::PortType from_port_type = g->nodes[p_from_node].node->get_output_port_type(p_from_port);
  852. VisualShaderNode::PortType to_port_type = g->nodes[p_to_node].node->get_input_port_type(p_to_port);
  853. ERR_FAIL_COND_V_MSG(!is_port_types_compatible(from_port_type, to_port_type), ERR_INVALID_PARAMETER, "Incompatible port types (scalar/vec/bool) with transform.");
  854. for (const Connection &E : g->connections) {
  855. if (E.from_node == p_from_node && E.from_port == p_from_port && E.to_node == p_to_node && E.to_port == p_to_port) {
  856. ERR_FAIL_V(ERR_ALREADY_EXISTS);
  857. }
  858. }
  859. Connection c;
  860. c.from_node = p_from_node;
  861. c.from_port = p_from_port;
  862. c.to_node = p_to_node;
  863. c.to_port = p_to_port;
  864. g->connections.push_back(c);
  865. g->nodes[p_to_node].prev_connected_nodes.push_back(p_from_node);
  866. g->nodes[p_from_node].node->set_output_port_connected(p_from_port, true);
  867. g->nodes[p_to_node].node->set_input_port_connected(p_to_port, true);
  868. _queue_update();
  869. return OK;
  870. }
  871. void VisualShader::disconnect_nodes(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  872. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  873. Graph *g = &graph[p_type];
  874. for (const List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
  875. if (E->get().from_node == p_from_node && E->get().from_port == p_from_port && E->get().to_node == p_to_node && E->get().to_port == p_to_port) {
  876. g->connections.erase(E);
  877. g->nodes[p_to_node].prev_connected_nodes.erase(p_from_node);
  878. g->nodes[p_from_node].node->set_output_port_connected(p_from_port, false);
  879. g->nodes[p_to_node].node->set_input_port_connected(p_to_port, false);
  880. _queue_update();
  881. return;
  882. }
  883. }
  884. }
  885. TypedArray<Dictionary> VisualShader::_get_node_connections(Type p_type) const {
  886. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Array());
  887. const Graph *g = &graph[p_type];
  888. TypedArray<Dictionary> ret;
  889. for (const Connection &E : g->connections) {
  890. Dictionary d;
  891. d["from_node"] = E.from_node;
  892. d["from_port"] = E.from_port;
  893. d["to_node"] = E.to_node;
  894. d["to_port"] = E.to_port;
  895. ret.push_back(d);
  896. }
  897. return ret;
  898. }
  899. void VisualShader::get_node_connections(Type p_type, List<Connection> *r_connections) const {
  900. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  901. const Graph *g = &graph[p_type];
  902. for (const Connection &E : g->connections) {
  903. r_connections->push_back(E);
  904. }
  905. }
  906. void VisualShader::set_mode(Mode p_mode) {
  907. ERR_FAIL_INDEX_MSG(p_mode, Mode::MODE_MAX, vformat("Invalid shader mode: %d.", p_mode));
  908. if (shader_mode == p_mode) {
  909. return;
  910. }
  911. //erase input/output connections
  912. modes.clear();
  913. flags.clear();
  914. shader_mode = p_mode;
  915. for (int i = 0; i < TYPE_MAX; i++) {
  916. for (KeyValue<int, Node> &E : graph[i].nodes) {
  917. Ref<VisualShaderNodeInput> input = E.value.node;
  918. if (input.is_valid()) {
  919. input->shader_mode = shader_mode;
  920. //input->input_index = 0;
  921. }
  922. }
  923. Ref<VisualShaderNodeOutput> output = graph[i].nodes[NODE_ID_OUTPUT].node;
  924. output->shader_mode = shader_mode;
  925. // clear connections since they are no longer valid
  926. for (List<Connection>::Element *E = graph[i].connections.front(); E;) {
  927. bool keep = true;
  928. List<Connection>::Element *N = E->next();
  929. int from = E->get().from_node;
  930. int to = E->get().to_node;
  931. if (!graph[i].nodes.has(from)) {
  932. keep = false;
  933. } else {
  934. Ref<VisualShaderNode> from_node = graph[i].nodes[from].node;
  935. if (from_node->is_class("VisualShaderNodeOutput") || from_node->is_class("VisualShaderNodeInput")) {
  936. keep = false;
  937. }
  938. }
  939. if (!graph[i].nodes.has(to)) {
  940. keep = false;
  941. } else {
  942. Ref<VisualShaderNode> to_node = graph[i].nodes[to].node;
  943. if (to_node->is_class("VisualShaderNodeOutput") || to_node->is_class("VisualShaderNodeInput")) {
  944. keep = false;
  945. }
  946. }
  947. if (!keep) {
  948. graph[i].connections.erase(E);
  949. }
  950. E = N;
  951. }
  952. }
  953. _queue_update();
  954. notify_property_list_changed();
  955. }
  956. void VisualShader::set_graph_offset(const Vector2 &p_offset) {
  957. graph_offset = p_offset;
  958. }
  959. Vector2 VisualShader::get_graph_offset() const {
  960. return graph_offset;
  961. }
  962. Shader::Mode VisualShader::get_mode() const {
  963. return shader_mode;
  964. }
  965. bool VisualShader::is_text_shader() const {
  966. return false;
  967. }
  968. String VisualShader::generate_preview_shader(Type p_type, int p_node, int p_port, Vector<DefaultTextureParam> &default_tex_params) const {
  969. Ref<VisualShaderNode> node = get_node(p_type, p_node);
  970. ERR_FAIL_COND_V(!node.is_valid(), String());
  971. ERR_FAIL_COND_V(p_port < 0 || p_port >= node->get_expanded_output_port_count(), String());
  972. ERR_FAIL_COND_V(node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_TRANSFORM, String());
  973. StringBuilder global_code;
  974. StringBuilder global_code_per_node;
  975. HashMap<Type, StringBuilder> global_code_per_func;
  976. StringBuilder shader_code;
  977. HashSet<StringName> classes;
  978. global_code += String() + "shader_type canvas_item;\n";
  979. String global_expressions;
  980. for (int i = 0, index = 0; i < TYPE_MAX; i++) {
  981. for (const KeyValue<int, Node> &E : graph[i].nodes) {
  982. Ref<VisualShaderNodeGlobalExpression> global_expression = E.value.node;
  983. if (global_expression.is_valid()) {
  984. String expr = "";
  985. expr += "// " + global_expression->get_caption() + ":" + itos(index++) + "\n";
  986. expr += global_expression->generate_global(get_mode(), Type(i), -1);
  987. expr = expr.replace("\n", "\n ");
  988. expr += "\n";
  989. global_expressions += expr;
  990. }
  991. }
  992. }
  993. global_code += "\n";
  994. global_code += global_expressions;
  995. //make it faster to go around through shader
  996. VMap<ConnectionKey, const List<Connection>::Element *> input_connections;
  997. VMap<ConnectionKey, const List<Connection>::Element *> output_connections;
  998. for (const List<Connection>::Element *E = graph[p_type].connections.front(); E; E = E->next()) {
  999. ConnectionKey from_key;
  1000. from_key.node = E->get().from_node;
  1001. from_key.port = E->get().from_port;
  1002. output_connections.insert(from_key, E);
  1003. ConnectionKey to_key;
  1004. to_key.node = E->get().to_node;
  1005. to_key.port = E->get().to_port;
  1006. input_connections.insert(to_key, E);
  1007. }
  1008. shader_code += "\nvoid fragment() {\n";
  1009. HashSet<int> processed;
  1010. Error err = _write_node(p_type, &global_code, &global_code_per_node, &global_code_per_func, shader_code, default_tex_params, input_connections, output_connections, p_node, processed, true, classes);
  1011. ERR_FAIL_COND_V(err != OK, String());
  1012. switch (node->get_output_port_type(p_port)) {
  1013. case VisualShaderNode::PORT_TYPE_SCALAR: {
  1014. shader_code += " COLOR.rgb = vec3(n_out" + itos(p_node) + "p" + itos(p_port) + ");\n";
  1015. } break;
  1016. case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
  1017. shader_code += " COLOR.rgb = vec3(float(n_out" + itos(p_node) + "p" + itos(p_port) + "));\n";
  1018. } break;
  1019. case VisualShaderNode::PORT_TYPE_SCALAR_UINT: {
  1020. shader_code += " COLOR.rgb = vec3(float(n_out" + itos(p_node) + "p" + itos(p_port) + "));\n";
  1021. } break;
  1022. case VisualShaderNode::PORT_TYPE_BOOLEAN: {
  1023. shader_code += " COLOR.rgb = vec3(n_out" + itos(p_node) + "p" + itos(p_port) + " ? 1.0 : 0.0);\n";
  1024. } break;
  1025. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1026. shader_code += " COLOR.rgb = vec3(n_out" + itos(p_node) + "p" + itos(p_port) + ", 0.0);\n";
  1027. } break;
  1028. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1029. shader_code += " COLOR.rgb = n_out" + itos(p_node) + "p" + itos(p_port) + ";\n";
  1030. } break;
  1031. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1032. shader_code += " COLOR.rgb = n_out" + itos(p_node) + "p" + itos(p_port) + ".xyz;\n";
  1033. } break;
  1034. default: {
  1035. shader_code += " COLOR.rgb = vec3(0.0);\n";
  1036. } break;
  1037. }
  1038. shader_code += "}\n";
  1039. //set code secretly
  1040. global_code += "\n\n";
  1041. String final_code = global_code;
  1042. final_code += global_code_per_node;
  1043. final_code += shader_code;
  1044. return final_code;
  1045. }
  1046. String VisualShader::validate_port_name(const String &p_port_name, VisualShaderNode *p_node, int p_port_id, bool p_output) const {
  1047. String port_name = p_port_name;
  1048. if (port_name.is_empty()) {
  1049. return String();
  1050. }
  1051. while (port_name.length() && !is_ascii_char(port_name[0])) {
  1052. port_name = port_name.substr(1, port_name.length() - 1);
  1053. }
  1054. if (!port_name.is_empty()) {
  1055. String valid_name;
  1056. for (int i = 0; i < port_name.length(); i++) {
  1057. if (is_ascii_identifier_char(port_name[i])) {
  1058. valid_name += String::chr(port_name[i]);
  1059. } else if (port_name[i] == ' ') {
  1060. valid_name += "_";
  1061. }
  1062. }
  1063. port_name = valid_name;
  1064. } else {
  1065. return String();
  1066. }
  1067. List<String> input_names;
  1068. List<String> output_names;
  1069. for (int i = 0; i < p_node->get_input_port_count(); i++) {
  1070. if (!p_output && i == p_port_id) {
  1071. continue;
  1072. }
  1073. if (port_name == p_node->get_input_port_name(i)) {
  1074. return String();
  1075. }
  1076. }
  1077. for (int i = 0; i < p_node->get_output_port_count(); i++) {
  1078. if (p_output && i == p_port_id) {
  1079. continue;
  1080. }
  1081. if (port_name == p_node->get_output_port_name(i)) {
  1082. return String();
  1083. }
  1084. }
  1085. return port_name;
  1086. }
  1087. String VisualShader::validate_parameter_name(const String &p_name, const Ref<VisualShaderNodeParameter> &p_parameter) const {
  1088. String param_name = p_name; //validate name first
  1089. while (param_name.length() && !is_ascii_char(param_name[0])) {
  1090. param_name = param_name.substr(1, param_name.length() - 1);
  1091. }
  1092. if (!param_name.is_empty()) {
  1093. String valid_name;
  1094. for (int i = 0; i < param_name.length(); i++) {
  1095. if (is_ascii_identifier_char(param_name[i])) {
  1096. valid_name += String::chr(param_name[i]);
  1097. } else if (param_name[i] == ' ') {
  1098. valid_name += "_";
  1099. }
  1100. }
  1101. param_name = valid_name;
  1102. }
  1103. if (param_name.is_empty()) {
  1104. param_name = p_parameter->get_caption();
  1105. }
  1106. int attempt = 1;
  1107. while (true) {
  1108. bool exists = false;
  1109. for (int i = 0; i < TYPE_MAX; i++) {
  1110. for (const KeyValue<int, Node> &E : graph[i].nodes) {
  1111. Ref<VisualShaderNodeParameter> node = E.value.node;
  1112. if (node == p_parameter) { //do not test on self
  1113. continue;
  1114. }
  1115. if (node.is_valid() && node->get_parameter_name() == param_name) {
  1116. exists = true;
  1117. break;
  1118. }
  1119. }
  1120. if (exists) {
  1121. break;
  1122. }
  1123. }
  1124. if (exists) {
  1125. //remove numbers, put new and try again
  1126. attempt++;
  1127. while (param_name.length() && is_digit(param_name[param_name.length() - 1])) {
  1128. param_name = param_name.substr(0, param_name.length() - 1);
  1129. }
  1130. ERR_FAIL_COND_V(param_name.is_empty(), String());
  1131. param_name += itos(attempt);
  1132. } else {
  1133. break;
  1134. }
  1135. }
  1136. return param_name;
  1137. }
  1138. static const char *type_string[VisualShader::TYPE_MAX] = {
  1139. "vertex",
  1140. "fragment",
  1141. "light",
  1142. "start",
  1143. "process",
  1144. "collide",
  1145. "start_custom",
  1146. "process_custom",
  1147. "sky",
  1148. "fog",
  1149. };
  1150. bool VisualShader::_set(const StringName &p_name, const Variant &p_value) {
  1151. String prop_name = p_name;
  1152. if (prop_name == "mode") {
  1153. set_mode(Shader::Mode(int(p_value)));
  1154. return true;
  1155. } else if (prop_name.begins_with("flags/")) {
  1156. StringName flag = prop_name.get_slicec('/', 1);
  1157. bool enable = p_value;
  1158. if (enable) {
  1159. flags.insert(flag);
  1160. } else {
  1161. flags.erase(flag);
  1162. }
  1163. _queue_update();
  1164. return true;
  1165. } else if (prop_name.begins_with("modes/")) {
  1166. String mode_name = prop_name.get_slicec('/', 1);
  1167. int value = p_value;
  1168. if (value == 0) {
  1169. modes.erase(mode_name); //means it's default anyway, so don't store it
  1170. } else {
  1171. modes[mode_name] = value;
  1172. }
  1173. _queue_update();
  1174. return true;
  1175. } else if (prop_name.begins_with("varyings/")) {
  1176. String var_name = prop_name.get_slicec('/', 1);
  1177. Varying value = Varying();
  1178. value.name = var_name;
  1179. if (value.from_string(p_value) && !varyings.has(var_name)) {
  1180. varyings[var_name] = value;
  1181. varyings_list.push_back(value);
  1182. }
  1183. _queue_update();
  1184. return true;
  1185. } else if (prop_name.begins_with("nodes/")) {
  1186. String typestr = prop_name.get_slicec('/', 1);
  1187. Type type = TYPE_VERTEX;
  1188. for (int i = 0; i < TYPE_MAX; i++) {
  1189. if (typestr == type_string[i]) {
  1190. type = Type(i);
  1191. break;
  1192. }
  1193. }
  1194. String index = prop_name.get_slicec('/', 2);
  1195. if (index == "connections") {
  1196. Vector<int> conns = p_value;
  1197. if (conns.size() % 4 == 0) {
  1198. for (int i = 0; i < conns.size(); i += 4) {
  1199. connect_nodes_forced(type, conns[i + 0], conns[i + 1], conns[i + 2], conns[i + 3]);
  1200. }
  1201. }
  1202. return true;
  1203. }
  1204. int id = index.to_int();
  1205. String what = prop_name.get_slicec('/', 3);
  1206. if (what == "node") {
  1207. add_node(type, p_value, Vector2(), id);
  1208. return true;
  1209. } else if (what == "position") {
  1210. set_node_position(type, id, p_value);
  1211. return true;
  1212. } else if (what == "size") {
  1213. ((VisualShaderNodeResizableBase *)get_node(type, id).ptr())->set_size(p_value);
  1214. return true;
  1215. } else if (what == "input_ports") {
  1216. ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->set_inputs(p_value);
  1217. return true;
  1218. } else if (what == "output_ports") {
  1219. ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->set_outputs(p_value);
  1220. return true;
  1221. } else if (what == "expression") {
  1222. ((VisualShaderNodeExpression *)get_node(type, id).ptr())->set_expression(p_value);
  1223. return true;
  1224. }
  1225. }
  1226. return false;
  1227. }
  1228. bool VisualShader::_get(const StringName &p_name, Variant &r_ret) const {
  1229. String prop_name = p_name;
  1230. if (prop_name == "mode") {
  1231. r_ret = get_mode();
  1232. return true;
  1233. } else if (prop_name.begins_with("flags/")) {
  1234. StringName flag = prop_name.get_slicec('/', 1);
  1235. r_ret = flags.has(flag);
  1236. return true;
  1237. } else if (prop_name.begins_with("modes/")) {
  1238. String mode_name = prop_name.get_slicec('/', 1);
  1239. if (modes.has(mode_name)) {
  1240. r_ret = modes[mode_name];
  1241. } else {
  1242. r_ret = 0;
  1243. }
  1244. return true;
  1245. } else if (prop_name.begins_with("varyings/")) {
  1246. String var_name = prop_name.get_slicec('/', 1);
  1247. if (varyings.has(var_name)) {
  1248. r_ret = varyings[var_name].to_string();
  1249. } else {
  1250. r_ret = String();
  1251. }
  1252. return true;
  1253. } else if (prop_name.begins_with("nodes/")) {
  1254. String typestr = prop_name.get_slicec('/', 1);
  1255. Type type = TYPE_VERTEX;
  1256. for (int i = 0; i < TYPE_MAX; i++) {
  1257. if (typestr == type_string[i]) {
  1258. type = Type(i);
  1259. break;
  1260. }
  1261. }
  1262. String index = prop_name.get_slicec('/', 2);
  1263. if (index == "connections") {
  1264. Vector<int> conns;
  1265. for (const Connection &E : graph[type].connections) {
  1266. conns.push_back(E.from_node);
  1267. conns.push_back(E.from_port);
  1268. conns.push_back(E.to_node);
  1269. conns.push_back(E.to_port);
  1270. }
  1271. r_ret = conns;
  1272. return true;
  1273. }
  1274. int id = index.to_int();
  1275. String what = prop_name.get_slicec('/', 3);
  1276. if (what == "node") {
  1277. r_ret = get_node(type, id);
  1278. return true;
  1279. } else if (what == "position") {
  1280. r_ret = get_node_position(type, id);
  1281. return true;
  1282. } else if (what == "size") {
  1283. r_ret = ((VisualShaderNodeResizableBase *)get_node(type, id).ptr())->get_size();
  1284. return true;
  1285. } else if (what == "input_ports") {
  1286. r_ret = ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->get_inputs();
  1287. return true;
  1288. } else if (what == "output_ports") {
  1289. r_ret = ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->get_outputs();
  1290. return true;
  1291. } else if (what == "expression") {
  1292. r_ret = ((VisualShaderNodeExpression *)get_node(type, id).ptr())->get_expression();
  1293. return true;
  1294. }
  1295. }
  1296. return false;
  1297. }
  1298. void VisualShader::reset_state() {
  1299. // TODO: Everything needs to be cleared here.
  1300. emit_changed();
  1301. }
  1302. void VisualShader::_get_property_list(List<PropertyInfo> *p_list) const {
  1303. //mode
  1304. p_list->push_back(PropertyInfo(Variant::INT, PNAME("mode"), PROPERTY_HINT_ENUM, "Node3D,CanvasItem,Particles,Sky,Fog"));
  1305. //render modes
  1306. HashMap<String, String> blend_mode_enums;
  1307. HashSet<String> toggles;
  1308. const Vector<ShaderLanguage::ModeInfo> &rmodes = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode));
  1309. for (int i = 0; i < rmodes.size(); i++) {
  1310. const ShaderLanguage::ModeInfo &info = rmodes[i];
  1311. if (!info.options.is_empty()) {
  1312. const String begin = String(info.name);
  1313. for (int j = 0; j < info.options.size(); j++) {
  1314. const String option = String(info.options[j]).capitalize();
  1315. if (!blend_mode_enums.has(begin)) {
  1316. blend_mode_enums[begin] = option;
  1317. } else {
  1318. blend_mode_enums[begin] += "," + option;
  1319. }
  1320. }
  1321. } else {
  1322. toggles.insert(String(info.name));
  1323. }
  1324. }
  1325. for (const KeyValue<String, String> &E : blend_mode_enums) {
  1326. p_list->push_back(PropertyInfo(Variant::INT, vformat("%s/%s", PNAME("modes"), E.key), PROPERTY_HINT_ENUM, E.value));
  1327. }
  1328. for (const String &E : toggles) {
  1329. p_list->push_back(PropertyInfo(Variant::BOOL, vformat("%s/%s", PNAME("flags"), E)));
  1330. }
  1331. for (const KeyValue<String, Varying> &E : varyings) {
  1332. p_list->push_back(PropertyInfo(Variant::STRING, vformat("%s/%s", PNAME("varyings"), E.key)));
  1333. }
  1334. for (int i = 0; i < TYPE_MAX; i++) {
  1335. for (const KeyValue<int, Node> &E : graph[i].nodes) {
  1336. String prop_name = "nodes/";
  1337. prop_name += type_string[i];
  1338. prop_name += "/" + itos(E.key);
  1339. if (E.key != NODE_ID_OUTPUT) {
  1340. p_list->push_back(PropertyInfo(Variant::OBJECT, prop_name + "/node", PROPERTY_HINT_RESOURCE_TYPE, "VisualShaderNode", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_ALWAYS_DUPLICATE));
  1341. }
  1342. p_list->push_back(PropertyInfo(Variant::VECTOR2, prop_name + "/position", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  1343. if (Object::cast_to<VisualShaderNodeGroupBase>(E.value.node.ptr()) != nullptr) {
  1344. p_list->push_back(PropertyInfo(Variant::VECTOR2, prop_name + "/size", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  1345. p_list->push_back(PropertyInfo(Variant::STRING, prop_name + "/input_ports", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  1346. p_list->push_back(PropertyInfo(Variant::STRING, prop_name + "/output_ports", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  1347. }
  1348. if (Object::cast_to<VisualShaderNodeExpression>(E.value.node.ptr()) != nullptr) {
  1349. p_list->push_back(PropertyInfo(Variant::STRING, prop_name + "/expression", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  1350. }
  1351. }
  1352. p_list->push_back(PropertyInfo(Variant::PACKED_INT32_ARRAY, "nodes/" + String(type_string[i]) + "/connections", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  1353. }
  1354. }
  1355. Error VisualShader::_write_node(Type type, StringBuilder *p_global_code, StringBuilder *p_global_code_per_node, HashMap<Type, StringBuilder> *p_global_code_per_func, StringBuilder &r_code, Vector<VisualShader::DefaultTextureParam> &r_def_tex_params, const VMap<ConnectionKey, const List<Connection>::Element *> &p_input_connections, const VMap<ConnectionKey, const List<Connection>::Element *> &p_output_connections, int p_node, HashSet<int> &r_processed, bool p_for_preview, HashSet<StringName> &r_classes) const {
  1356. const Ref<VisualShaderNode> vsnode = graph[type].nodes[p_node].node;
  1357. if (vsnode->is_disabled()) {
  1358. r_code += "// " + vsnode->get_caption() + ":" + itos(p_node) + "\n";
  1359. r_code += " // Node is disabled and code is not generated.\n";
  1360. return OK;
  1361. }
  1362. //check inputs recursively first
  1363. int input_count = vsnode->get_input_port_count();
  1364. for (int i = 0; i < input_count; i++) {
  1365. ConnectionKey ck;
  1366. ck.node = p_node;
  1367. ck.port = i;
  1368. if (p_input_connections.has(ck)) {
  1369. int from_node = p_input_connections[ck]->get().from_node;
  1370. if (r_processed.has(from_node)) {
  1371. continue;
  1372. }
  1373. Error err = _write_node(type, p_global_code, p_global_code_per_node, p_global_code_per_func, r_code, r_def_tex_params, p_input_connections, p_output_connections, from_node, r_processed, p_for_preview, r_classes);
  1374. if (err) {
  1375. return err;
  1376. }
  1377. }
  1378. }
  1379. // then this node
  1380. Vector<VisualShader::DefaultTextureParam> params = vsnode->get_default_texture_parameters(type, p_node);
  1381. for (int i = 0; i < params.size(); i++) {
  1382. r_def_tex_params.push_back(params[i]);
  1383. }
  1384. Ref<VisualShaderNodeInput> input = vsnode;
  1385. bool skip_global = input.is_valid() && p_for_preview;
  1386. if (!skip_global) {
  1387. Ref<VisualShaderNodeParameter> parameter = vsnode;
  1388. if (!parameter.is_valid() || !parameter->is_global_code_generated()) {
  1389. if (p_global_code) {
  1390. *p_global_code += vsnode->generate_global(get_mode(), type, p_node);
  1391. }
  1392. }
  1393. String class_name = vsnode->get_class_name();
  1394. if (class_name == "VisualShaderNodeCustom") {
  1395. class_name = vsnode->get_script_instance()->get_script()->get_path();
  1396. }
  1397. if (!r_classes.has(class_name)) {
  1398. if (p_global_code_per_node) {
  1399. *p_global_code_per_node += vsnode->generate_global_per_node(get_mode(), p_node);
  1400. }
  1401. for (int i = 0; i < TYPE_MAX; i++) {
  1402. if (p_global_code_per_func) {
  1403. (*p_global_code_per_func)[Type(i)] += vsnode->generate_global_per_func(get_mode(), Type(i), p_node);
  1404. }
  1405. }
  1406. r_classes.insert(class_name);
  1407. }
  1408. }
  1409. if (!vsnode->is_code_generated()) { // just generate globals and ignore locals
  1410. r_processed.insert(p_node);
  1411. return OK;
  1412. }
  1413. String node_name = "// " + vsnode->get_caption() + ":" + itos(p_node) + "\n";
  1414. String node_code;
  1415. Vector<String> input_vars;
  1416. input_vars.resize(vsnode->get_input_port_count());
  1417. String *inputs = input_vars.ptrw();
  1418. for (int i = 0; i < input_count; i++) {
  1419. ConnectionKey ck;
  1420. ck.node = p_node;
  1421. ck.port = i;
  1422. if (p_input_connections.has(ck)) {
  1423. //connected to something, use that output
  1424. int from_node = p_input_connections[ck]->get().from_node;
  1425. if (graph[type].nodes[from_node].node->is_disabled()) {
  1426. continue;
  1427. }
  1428. int from_port = p_input_connections[ck]->get().from_port;
  1429. VisualShaderNode::PortType in_type = vsnode->get_input_port_type(i);
  1430. VisualShaderNode::PortType out_type = graph[type].nodes[from_node].node->get_output_port_type(from_port);
  1431. String src_var = "n_out" + itos(from_node) + "p" + itos(from_port);
  1432. if (in_type == VisualShaderNode::PORT_TYPE_SAMPLER && out_type == VisualShaderNode::PORT_TYPE_SAMPLER) {
  1433. VisualShaderNode *ptr = const_cast<VisualShaderNode *>(graph[type].nodes[from_node].node.ptr());
  1434. if (ptr->has_method("get_input_real_name")) {
  1435. inputs[i] = ptr->call("get_input_real_name");
  1436. } else if (ptr->has_method("get_parameter_name")) {
  1437. inputs[i] = ptr->call("get_parameter_name");
  1438. } else {
  1439. inputs[i] = "";
  1440. }
  1441. } else if (in_type == out_type) {
  1442. inputs[i] = src_var;
  1443. } else {
  1444. switch (in_type) {
  1445. case VisualShaderNode::PORT_TYPE_SCALAR: {
  1446. switch (out_type) {
  1447. case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
  1448. inputs[i] = "float(" + src_var + ")";
  1449. } break;
  1450. case VisualShaderNode::PORT_TYPE_SCALAR_UINT: {
  1451. inputs[i] = "float(" + src_var + ")";
  1452. } break;
  1453. case VisualShaderNode::PORT_TYPE_BOOLEAN: {
  1454. inputs[i] = "(" + src_var + " ? 1.0 : 0.0)";
  1455. } break;
  1456. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1457. inputs[i] = src_var + ".x";
  1458. } break;
  1459. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1460. inputs[i] = src_var + ".x";
  1461. } break;
  1462. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1463. inputs[i] = src_var + ".x";
  1464. } break;
  1465. default:
  1466. break;
  1467. }
  1468. } break;
  1469. case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
  1470. switch (out_type) {
  1471. case VisualShaderNode::PORT_TYPE_SCALAR: {
  1472. inputs[i] = "int(" + src_var + ")";
  1473. } break;
  1474. case VisualShaderNode::PORT_TYPE_SCALAR_UINT: {
  1475. inputs[i] = "int(" + src_var + ")";
  1476. } break;
  1477. case VisualShaderNode::PORT_TYPE_BOOLEAN: {
  1478. inputs[i] = "(" + src_var + " ? 1 : 0)";
  1479. } break;
  1480. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1481. inputs[i] = "int(" + src_var + ".x)";
  1482. } break;
  1483. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1484. inputs[i] = "int(" + src_var + ".x)";
  1485. } break;
  1486. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1487. inputs[i] = "int(" + src_var + ".x)";
  1488. } break;
  1489. default:
  1490. break;
  1491. }
  1492. } break;
  1493. case VisualShaderNode::PORT_TYPE_SCALAR_UINT: {
  1494. switch (out_type) {
  1495. case VisualShaderNode::PORT_TYPE_SCALAR: {
  1496. inputs[i] = "uint(" + src_var + ")";
  1497. } break;
  1498. case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
  1499. inputs[i] = "uint(" + src_var + ")";
  1500. } break;
  1501. case VisualShaderNode::PORT_TYPE_BOOLEAN: {
  1502. inputs[i] = "(" + src_var + " ? 1u : 0u)";
  1503. } break;
  1504. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1505. inputs[i] = "uint(" + src_var + ".x)";
  1506. } break;
  1507. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1508. inputs[i] = "uint(" + src_var + ".x)";
  1509. } break;
  1510. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1511. inputs[i] = "uint(" + src_var + ".x)";
  1512. } break;
  1513. default:
  1514. break;
  1515. }
  1516. } break;
  1517. case VisualShaderNode::PORT_TYPE_BOOLEAN: {
  1518. switch (out_type) {
  1519. case VisualShaderNode::PORT_TYPE_SCALAR: {
  1520. inputs[i] = src_var + " > 0.0 ? true : false";
  1521. } break;
  1522. case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
  1523. inputs[i] = src_var + " > 0 ? true : false";
  1524. } break;
  1525. case VisualShaderNode::PORT_TYPE_SCALAR_UINT: {
  1526. inputs[i] = src_var + " > 0u ? true : false";
  1527. } break;
  1528. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1529. inputs[i] = "all(bvec2(" + src_var + "))";
  1530. } break;
  1531. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1532. inputs[i] = "all(bvec3(" + src_var + "))";
  1533. } break;
  1534. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1535. inputs[i] = "all(bvec4(" + src_var + "))";
  1536. } break;
  1537. default:
  1538. break;
  1539. }
  1540. } break;
  1541. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1542. switch (out_type) {
  1543. case VisualShaderNode::PORT_TYPE_SCALAR: {
  1544. inputs[i] = "vec2(" + src_var + ")";
  1545. } break;
  1546. case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
  1547. inputs[i] = "vec2(float(" + src_var + "))";
  1548. } break;
  1549. case VisualShaderNode::PORT_TYPE_SCALAR_UINT: {
  1550. inputs[i] = "vec2(float(" + src_var + "))";
  1551. } break;
  1552. case VisualShaderNode::PORT_TYPE_BOOLEAN: {
  1553. inputs[i] = "vec2(" + src_var + " ? 1.0 : 0.0)";
  1554. } break;
  1555. case VisualShaderNode::PORT_TYPE_VECTOR_3D:
  1556. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1557. inputs[i] = "vec2(" + src_var + ".xy)";
  1558. } break;
  1559. default:
  1560. break;
  1561. }
  1562. } break;
  1563. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1564. switch (out_type) {
  1565. case VisualShaderNode::PORT_TYPE_SCALAR: {
  1566. inputs[i] = "vec3(" + src_var + ")";
  1567. } break;
  1568. case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
  1569. inputs[i] = "vec3(float(" + src_var + "))";
  1570. } break;
  1571. case VisualShaderNode::PORT_TYPE_SCALAR_UINT: {
  1572. inputs[i] = "vec3(float(" + src_var + "))";
  1573. } break;
  1574. case VisualShaderNode::PORT_TYPE_BOOLEAN: {
  1575. inputs[i] = "vec3(" + src_var + " ? 1.0 : 0.0)";
  1576. } break;
  1577. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1578. inputs[i] = "vec3(" + src_var + ", 0.0)";
  1579. } break;
  1580. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1581. inputs[i] = "vec3(" + src_var + ".xyz)";
  1582. } break;
  1583. default:
  1584. break;
  1585. }
  1586. } break;
  1587. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1588. switch (out_type) {
  1589. case VisualShaderNode::PORT_TYPE_SCALAR: {
  1590. inputs[i] = "vec4(" + src_var + ")";
  1591. } break;
  1592. case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
  1593. inputs[i] = "vec4(float(" + src_var + "))";
  1594. } break;
  1595. case VisualShaderNode::PORT_TYPE_SCALAR_UINT: {
  1596. inputs[i] = "vec4(float(" + src_var + "))";
  1597. } break;
  1598. case VisualShaderNode::PORT_TYPE_BOOLEAN: {
  1599. inputs[i] = "vec4(" + src_var + " ? 1.0 : 0.0)";
  1600. } break;
  1601. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1602. inputs[i] = "vec4(" + src_var + ", 0.0, 0.0)";
  1603. } break;
  1604. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1605. inputs[i] = "vec4(" + src_var + ", 0.0)";
  1606. } break;
  1607. default:
  1608. break;
  1609. }
  1610. } break;
  1611. default:
  1612. break;
  1613. }
  1614. }
  1615. } else {
  1616. if (!vsnode->is_generate_input_var(i)) {
  1617. continue;
  1618. }
  1619. Variant defval = vsnode->get_input_port_default_value(i);
  1620. if (defval.get_type() == Variant::FLOAT) {
  1621. float val = defval;
  1622. inputs[i] = "n_in" + itos(p_node) + "p" + itos(i);
  1623. node_code += " float " + inputs[i] + " = " + vformat("%.5f", val) + ";\n";
  1624. } else if (defval.get_type() == Variant::INT) {
  1625. int val = defval;
  1626. inputs[i] = "n_in" + itos(p_node) + "p" + itos(i);
  1627. if (vsnode->get_input_port_type(i) == VisualShaderNode::PORT_TYPE_SCALAR_UINT) {
  1628. node_code += " uint " + inputs[i] + " = " + itos(val) + "u;\n";
  1629. } else {
  1630. node_code += " int " + inputs[i] + " = " + itos(val) + ";\n";
  1631. }
  1632. } else if (defval.get_type() == Variant::BOOL) {
  1633. bool val = defval;
  1634. inputs[i] = "n_in" + itos(p_node) + "p" + itos(i);
  1635. node_code += " bool " + inputs[i] + " = " + (val ? "true" : "false") + ";\n";
  1636. } else if (defval.get_type() == Variant::VECTOR2) {
  1637. Vector2 val = defval;
  1638. inputs[i] = "n_in" + itos(p_node) + "p" + itos(i);
  1639. node_code += " vec2 " + inputs[i] + " = " + vformat("vec2(%.5f, %.5f);\n", val.x, val.y);
  1640. } else if (defval.get_type() == Variant::VECTOR3) {
  1641. Vector3 val = defval;
  1642. inputs[i] = "n_in" + itos(p_node) + "p" + itos(i);
  1643. node_code += " vec3 " + inputs[i] + " = " + vformat("vec3(%.5f, %.5f, %.5f);\n", val.x, val.y, val.z);
  1644. } else if (defval.get_type() == Variant::QUATERNION) {
  1645. Quaternion val = defval;
  1646. inputs[i] = "n_in" + itos(p_node) + "p" + itos(i);
  1647. node_code += " vec4 " + inputs[i] + " = " + vformat("vec4(%.5f, %.5f, %.5f, %.5f);\n", val.x, val.y, val.z, val.w);
  1648. } else if (defval.get_type() == Variant::TRANSFORM3D) {
  1649. Transform3D val = defval;
  1650. val.basis.transpose();
  1651. inputs[i] = "n_in" + itos(p_node) + "p" + itos(i);
  1652. Array values;
  1653. for (int j = 0; j < 3; j++) {
  1654. values.push_back(val.basis[j].x);
  1655. values.push_back(val.basis[j].y);
  1656. values.push_back(val.basis[j].z);
  1657. }
  1658. values.push_back(val.origin.x);
  1659. values.push_back(val.origin.y);
  1660. values.push_back(val.origin.z);
  1661. bool err = false;
  1662. node_code += " mat4 " + inputs[i] + " = " + String("mat4(vec4(%.5f, %.5f, %.5f, 0.0), vec4(%.5f, %.5f, %.5f, 0.0), vec4(%.5f, %.5f, %.5f, 0.0), vec4(%.5f, %.5f, %.5f, 1.0));\n").sprintf(values, &err);
  1663. } else {
  1664. //will go empty, node is expected to know what it is doing at this point and handle it
  1665. }
  1666. }
  1667. }
  1668. int output_count = vsnode->get_output_port_count();
  1669. int initial_output_count = output_count;
  1670. HashMap<int, bool> expanded_output_ports;
  1671. for (int i = 0; i < initial_output_count; i++) {
  1672. bool expanded = false;
  1673. if (vsnode->is_output_port_expandable(i) && vsnode->_is_output_port_expanded(i)) {
  1674. expanded = true;
  1675. switch (vsnode->get_output_port_type(i)) {
  1676. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1677. output_count += 2;
  1678. } break;
  1679. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1680. output_count += 3;
  1681. } break;
  1682. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1683. output_count += 4;
  1684. } break;
  1685. default:
  1686. break;
  1687. }
  1688. }
  1689. expanded_output_ports.insert(i, expanded);
  1690. }
  1691. Vector<String> output_vars;
  1692. output_vars.resize(output_count);
  1693. String *outputs = output_vars.ptrw();
  1694. if (vsnode->is_simple_decl()) { // less code to generate for some simple_decl nodes
  1695. for (int i = 0, j = 0; i < initial_output_count; i++, j++) {
  1696. String var_name = "n_out" + itos(p_node) + "p" + itos(j);
  1697. switch (vsnode->get_output_port_type(i)) {
  1698. case VisualShaderNode::PORT_TYPE_SCALAR:
  1699. outputs[i] = "float " + var_name;
  1700. break;
  1701. case VisualShaderNode::PORT_TYPE_SCALAR_INT:
  1702. outputs[i] = "int " + var_name;
  1703. break;
  1704. case VisualShaderNode::PORT_TYPE_SCALAR_UINT:
  1705. outputs[i] = "uint " + var_name;
  1706. break;
  1707. case VisualShaderNode::PORT_TYPE_VECTOR_2D:
  1708. outputs[i] = "vec2 " + var_name;
  1709. break;
  1710. case VisualShaderNode::PORT_TYPE_VECTOR_3D:
  1711. outputs[i] = "vec3 " + var_name;
  1712. break;
  1713. case VisualShaderNode::PORT_TYPE_VECTOR_4D:
  1714. outputs[i] = "vec4 " + var_name;
  1715. break;
  1716. case VisualShaderNode::PORT_TYPE_BOOLEAN:
  1717. outputs[i] = "bool " + var_name;
  1718. break;
  1719. case VisualShaderNode::PORT_TYPE_TRANSFORM:
  1720. outputs[i] = "mat4 " + var_name;
  1721. break;
  1722. default:
  1723. break;
  1724. }
  1725. if (expanded_output_ports[i]) {
  1726. switch (vsnode->get_output_port_type(i)) {
  1727. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1728. j += 2;
  1729. } break;
  1730. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1731. j += 3;
  1732. } break;
  1733. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1734. j += 4;
  1735. } break;
  1736. default:
  1737. break;
  1738. }
  1739. }
  1740. }
  1741. } else {
  1742. for (int i = 0, j = 0; i < initial_output_count; i++, j++) {
  1743. outputs[i] = "n_out" + itos(p_node) + "p" + itos(j);
  1744. switch (vsnode->get_output_port_type(i)) {
  1745. case VisualShaderNode::PORT_TYPE_SCALAR:
  1746. r_code += " float " + outputs[i] + ";\n";
  1747. break;
  1748. case VisualShaderNode::PORT_TYPE_SCALAR_INT:
  1749. r_code += " int " + outputs[i] + ";\n";
  1750. break;
  1751. case VisualShaderNode::PORT_TYPE_SCALAR_UINT:
  1752. r_code += " uint " + outputs[i] + ";\n";
  1753. break;
  1754. case VisualShaderNode::PORT_TYPE_VECTOR_2D:
  1755. r_code += " vec2 " + outputs[i] + ";\n";
  1756. break;
  1757. case VisualShaderNode::PORT_TYPE_VECTOR_3D:
  1758. r_code += " vec3 " + outputs[i] + ";\n";
  1759. break;
  1760. case VisualShaderNode::PORT_TYPE_VECTOR_4D:
  1761. r_code += " vec4 " + outputs[i] + ";\n";
  1762. break;
  1763. case VisualShaderNode::PORT_TYPE_BOOLEAN:
  1764. r_code += " bool " + outputs[i] + ";\n";
  1765. break;
  1766. case VisualShaderNode::PORT_TYPE_TRANSFORM:
  1767. r_code += " mat4 " + outputs[i] + ";\n";
  1768. break;
  1769. default:
  1770. break;
  1771. }
  1772. if (expanded_output_ports[i]) {
  1773. switch (vsnode->get_output_port_type(i)) {
  1774. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1775. j += 2;
  1776. } break;
  1777. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1778. j += 3;
  1779. } break;
  1780. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1781. j += 4;
  1782. } break;
  1783. default:
  1784. break;
  1785. }
  1786. }
  1787. }
  1788. }
  1789. node_code += vsnode->generate_code(get_mode(), type, p_node, inputs, outputs, p_for_preview);
  1790. if (!node_code.is_empty()) {
  1791. r_code += node_name;
  1792. r_code += node_code;
  1793. }
  1794. for (int i = 0; i < output_count; i++) {
  1795. if (expanded_output_ports[i]) {
  1796. switch (vsnode->get_output_port_type(i)) {
  1797. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1798. if (vsnode->is_output_port_connected(i + 1) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 1))) { // red-component
  1799. String r = "n_out" + itos(p_node) + "p" + itos(i + 1);
  1800. r_code += " float " + r + " = n_out" + itos(p_node) + "p" + itos(i) + ".r;\n";
  1801. outputs[i + 1] = r;
  1802. }
  1803. if (vsnode->is_output_port_connected(i + 2) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 2))) { // green-component
  1804. String g = "n_out" + itos(p_node) + "p" + itos(i + 2);
  1805. r_code += " float " + g + " = n_out" + itos(p_node) + "p" + itos(i) + ".g;\n";
  1806. outputs[i + 2] = g;
  1807. }
  1808. i += 2;
  1809. } break;
  1810. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1811. if (vsnode->is_output_port_connected(i + 1) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 1))) { // red-component
  1812. String r = "n_out" + itos(p_node) + "p" + itos(i + 1);
  1813. r_code += " float " + r + " = n_out" + itos(p_node) + "p" + itos(i) + ".r;\n";
  1814. outputs[i + 1] = r;
  1815. }
  1816. if (vsnode->is_output_port_connected(i + 2) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 2))) { // green-component
  1817. String g = "n_out" + itos(p_node) + "p" + itos(i + 2);
  1818. r_code += " float " + g + " = n_out" + itos(p_node) + "p" + itos(i) + ".g;\n";
  1819. outputs[i + 2] = g;
  1820. }
  1821. if (vsnode->is_output_port_connected(i + 3) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 3))) { // blue-component
  1822. String b = "n_out" + itos(p_node) + "p" + itos(i + 3);
  1823. r_code += " float " + b + " = n_out" + itos(p_node) + "p" + itos(i) + ".b;\n";
  1824. outputs[i + 3] = b;
  1825. }
  1826. i += 3;
  1827. } break;
  1828. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1829. if (vsnode->is_output_port_connected(i + 1) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 1))) { // red-component
  1830. String r = "n_out" + itos(p_node) + "p" + itos(i + 1);
  1831. r_code += " float " + r + " = n_out" + itos(p_node) + "p" + itos(i) + ".r;\n";
  1832. outputs[i + 1] = r;
  1833. }
  1834. if (vsnode->is_output_port_connected(i + 2) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 2))) { // green-component
  1835. String g = "n_out" + itos(p_node) + "p" + itos(i + 2);
  1836. r_code += " float " + g + " = n_out" + itos(p_node) + "p" + itos(i) + ".g;\n";
  1837. outputs[i + 2] = g;
  1838. }
  1839. if (vsnode->is_output_port_connected(i + 3) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 3))) { // blue-component
  1840. String b = "n_out" + itos(p_node) + "p" + itos(i + 3);
  1841. r_code += " float " + b + " = n_out" + itos(p_node) + "p" + itos(i) + ".b;\n";
  1842. outputs[i + 3] = b;
  1843. }
  1844. if (vsnode->is_output_port_connected(i + 4) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 4))) { // alpha-component
  1845. String a = "n_out" + itos(p_node) + "p" + itos(i + 4);
  1846. r_code += " float " + a + " = n_out" + itos(p_node) + "p" + itos(i) + ".a;\n";
  1847. outputs[i + 4] = a;
  1848. }
  1849. i += 4;
  1850. } break;
  1851. default:
  1852. break;
  1853. }
  1854. }
  1855. }
  1856. if (!node_code.is_empty()) {
  1857. r_code += "\n\n";
  1858. }
  1859. r_processed.insert(p_node);
  1860. return OK;
  1861. }
  1862. bool VisualShader::has_func_name(RenderingServer::ShaderMode p_mode, const String &p_func_name) const {
  1863. if (!ShaderTypes::get_singleton()->get_functions(p_mode).has(p_func_name)) {
  1864. if (p_mode == RenderingServer::ShaderMode::SHADER_PARTICLES) {
  1865. if (p_func_name == "start_custom" || p_func_name == "process_custom" || p_func_name == "collide") {
  1866. return true;
  1867. }
  1868. }
  1869. return false;
  1870. }
  1871. return true;
  1872. }
  1873. void VisualShader::_update_shader() const {
  1874. if (!dirty.is_set()) {
  1875. return;
  1876. }
  1877. dirty.clear();
  1878. StringBuilder global_code;
  1879. StringBuilder global_code_per_node;
  1880. HashMap<Type, StringBuilder> global_code_per_func;
  1881. StringBuilder shader_code;
  1882. Vector<VisualShader::DefaultTextureParam> default_tex_params;
  1883. HashSet<StringName> classes;
  1884. HashMap<int, int> insertion_pos;
  1885. static const char *shader_mode_str[Shader::MODE_MAX] = { "spatial", "canvas_item", "particles", "sky", "fog" };
  1886. global_code += String() + "shader_type " + shader_mode_str[shader_mode] + ";\n";
  1887. String render_mode;
  1888. {
  1889. const Vector<ShaderLanguage::ModeInfo> &rmodes = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode));
  1890. Vector<String> flag_names;
  1891. // Add enum modes first.
  1892. for (int i = 0; i < rmodes.size(); i++) {
  1893. const ShaderLanguage::ModeInfo &info = rmodes[i];
  1894. const String temp = String(info.name);
  1895. if (!info.options.is_empty()) {
  1896. if (modes.has(temp) && modes[temp] < info.options.size()) {
  1897. if (!render_mode.is_empty()) {
  1898. render_mode += ", ";
  1899. }
  1900. render_mode += temp + "_" + info.options[modes[temp]];
  1901. }
  1902. } else if (flags.has(temp)) {
  1903. flag_names.push_back(temp);
  1904. }
  1905. }
  1906. // Add flags afterward.
  1907. for (int i = 0; i < flag_names.size(); i++) {
  1908. if (!render_mode.is_empty()) {
  1909. render_mode += ", ";
  1910. }
  1911. render_mode += flag_names[i];
  1912. }
  1913. }
  1914. if (!render_mode.is_empty()) {
  1915. global_code += "render_mode " + render_mode + ";\n\n";
  1916. }
  1917. static const char *func_name[TYPE_MAX] = { "vertex", "fragment", "light", "start", "process", "collide", "start_custom", "process_custom", "sky", "fog" };
  1918. String global_expressions;
  1919. HashSet<String> used_parameter_names;
  1920. List<VisualShaderNodeParameter *> parameters;
  1921. HashMap<int, List<int>> emitters;
  1922. HashMap<int, List<int>> varying_setters;
  1923. for (int i = 0, index = 0; i < TYPE_MAX; i++) {
  1924. if (!has_func_name(RenderingServer::ShaderMode(shader_mode), func_name[i])) {
  1925. continue;
  1926. }
  1927. for (const KeyValue<int, Node> &E : graph[i].nodes) {
  1928. Ref<VisualShaderNodeGlobalExpression> global_expression = E.value.node;
  1929. if (global_expression.is_valid()) {
  1930. String expr = "";
  1931. expr += "// " + global_expression->get_caption() + ":" + itos(index++) + "\n";
  1932. expr += global_expression->generate_global(get_mode(), Type(i), -1);
  1933. expr = expr.replace("\n", "\n ");
  1934. expr += "\n";
  1935. global_expressions += expr;
  1936. }
  1937. Ref<VisualShaderNodeParameterRef> parameter_ref = E.value.node;
  1938. if (parameter_ref.is_valid()) {
  1939. used_parameter_names.insert(parameter_ref->get_parameter_name());
  1940. }
  1941. Ref<VisualShaderNodeParameter> parameter = E.value.node;
  1942. if (parameter.is_valid()) {
  1943. parameters.push_back(parameter.ptr());
  1944. }
  1945. Ref<VisualShaderNodeVaryingSetter> varying_setter = E.value.node;
  1946. if (varying_setter.is_valid() && varying_setter->is_input_port_connected(0)) {
  1947. if (!varying_setters.has(i)) {
  1948. varying_setters.insert(i, List<int>());
  1949. }
  1950. varying_setters[i].push_back(E.key);
  1951. }
  1952. Ref<VisualShaderNodeParticleEmit> emit_particle = E.value.node;
  1953. if (emit_particle.is_valid()) {
  1954. if (!emitters.has(i)) {
  1955. emitters.insert(i, List<int>());
  1956. }
  1957. emitters[i].push_back(E.key);
  1958. }
  1959. }
  1960. }
  1961. for (int i = 0; i < parameters.size(); i++) {
  1962. VisualShaderNodeParameter *parameter = parameters[i];
  1963. if (used_parameter_names.has(parameter->get_parameter_name())) {
  1964. global_code += parameter->generate_global(get_mode(), Type(i), -1);
  1965. const_cast<VisualShaderNodeParameter *>(parameter)->set_global_code_generated(true);
  1966. } else {
  1967. const_cast<VisualShaderNodeParameter *>(parameter)->set_global_code_generated(false);
  1968. }
  1969. }
  1970. if (!varyings.is_empty()) {
  1971. global_code += "\n// Varyings\n";
  1972. for (const KeyValue<String, Varying> &E : varyings) {
  1973. global_code += "varying ";
  1974. switch (E.value.type) {
  1975. case VaryingType::VARYING_TYPE_FLOAT:
  1976. global_code += "float ";
  1977. break;
  1978. case VaryingType::VARYING_TYPE_INT:
  1979. if (E.value.mode == VaryingMode::VARYING_MODE_VERTEX_TO_FRAG_LIGHT) {
  1980. global_code += "flat ";
  1981. }
  1982. global_code += "int ";
  1983. break;
  1984. case VaryingType::VARYING_TYPE_UINT:
  1985. if (E.value.mode == VaryingMode::VARYING_MODE_VERTEX_TO_FRAG_LIGHT) {
  1986. global_code += "flat ";
  1987. }
  1988. global_code += "uint ";
  1989. break;
  1990. case VaryingType::VARYING_TYPE_VECTOR_2D:
  1991. global_code += "vec2 ";
  1992. break;
  1993. case VaryingType::VARYING_TYPE_VECTOR_3D:
  1994. global_code += "vec3 ";
  1995. break;
  1996. case VaryingType::VARYING_TYPE_VECTOR_4D:
  1997. global_code += "vec4 ";
  1998. break;
  1999. case VaryingType::VARYING_TYPE_BOOLEAN:
  2000. if (E.value.mode == VaryingMode::VARYING_MODE_VERTEX_TO_FRAG_LIGHT) {
  2001. global_code += "flat ";
  2002. }
  2003. global_code += "bool ";
  2004. break;
  2005. case VaryingType::VARYING_TYPE_TRANSFORM:
  2006. global_code += "mat4 ";
  2007. break;
  2008. default:
  2009. break;
  2010. }
  2011. global_code += E.key + ";\n";
  2012. }
  2013. global_code += "\n";
  2014. }
  2015. HashMap<int, String> code_map;
  2016. HashSet<int> empty_funcs;
  2017. for (int i = 0; i < TYPE_MAX; i++) {
  2018. if (!has_func_name(RenderingServer::ShaderMode(shader_mode), func_name[i])) {
  2019. continue;
  2020. }
  2021. //make it faster to go around through shader
  2022. VMap<ConnectionKey, const List<Connection>::Element *> input_connections;
  2023. VMap<ConnectionKey, const List<Connection>::Element *> output_connections;
  2024. StringBuilder func_code;
  2025. HashSet<int> processed;
  2026. bool is_empty_func = false;
  2027. if (shader_mode != Shader::MODE_PARTICLES && shader_mode != Shader::MODE_SKY && shader_mode != Shader::MODE_FOG) {
  2028. is_empty_func = true;
  2029. }
  2030. String varying_code;
  2031. if (shader_mode == Shader::MODE_SPATIAL || shader_mode == Shader::MODE_CANVAS_ITEM) {
  2032. for (const KeyValue<String, Varying> &E : varyings) {
  2033. if ((E.value.mode == VARYING_MODE_VERTEX_TO_FRAG_LIGHT && i == TYPE_VERTEX) || (E.value.mode == VARYING_MODE_FRAG_TO_LIGHT && i == TYPE_FRAGMENT)) {
  2034. bool found = false;
  2035. for (int key : varying_setters[i]) {
  2036. Ref<VisualShaderNodeVaryingSetter> setter = Object::cast_to<VisualShaderNodeVaryingSetter>(const_cast<VisualShaderNode *>(graph[i].nodes[key].node.ptr()));
  2037. if (setter.is_valid() && E.value.name == setter->get_varying_name()) {
  2038. found = true;
  2039. break;
  2040. }
  2041. }
  2042. if (!found) {
  2043. String code2;
  2044. switch (E.value.type) {
  2045. case VaryingType::VARYING_TYPE_FLOAT:
  2046. code2 += "0.0";
  2047. break;
  2048. case VaryingType::VARYING_TYPE_INT:
  2049. code2 += "0";
  2050. break;
  2051. case VaryingType::VARYING_TYPE_UINT:
  2052. code2 += "0u";
  2053. break;
  2054. case VaryingType::VARYING_TYPE_VECTOR_2D:
  2055. code2 += "vec2(0.0)";
  2056. break;
  2057. case VaryingType::VARYING_TYPE_VECTOR_3D:
  2058. code2 += "vec3(0.0)";
  2059. break;
  2060. case VaryingType::VARYING_TYPE_VECTOR_4D:
  2061. code2 += "vec4(0.0)";
  2062. break;
  2063. case VaryingType::VARYING_TYPE_BOOLEAN:
  2064. code2 += "false";
  2065. break;
  2066. case VaryingType::VARYING_TYPE_TRANSFORM:
  2067. code2 += "mat4(1.0)";
  2068. break;
  2069. default:
  2070. break;
  2071. }
  2072. varying_code += vformat(" %s = %s;\n", E.key, code2);
  2073. }
  2074. is_empty_func = false;
  2075. }
  2076. }
  2077. }
  2078. for (const List<Connection>::Element *E = graph[i].connections.front(); E; E = E->next()) {
  2079. ConnectionKey from_key;
  2080. from_key.node = E->get().from_node;
  2081. from_key.port = E->get().from_port;
  2082. output_connections.insert(from_key, E);
  2083. ConnectionKey to_key;
  2084. to_key.node = E->get().to_node;
  2085. to_key.port = E->get().to_port;
  2086. input_connections.insert(to_key, E);
  2087. if (is_empty_func && to_key.node == NODE_ID_OUTPUT) {
  2088. is_empty_func = false;
  2089. }
  2090. }
  2091. if (is_empty_func) {
  2092. empty_funcs.insert(i);
  2093. continue;
  2094. }
  2095. if (shader_mode != Shader::MODE_PARTICLES) {
  2096. func_code += "\nvoid " + String(func_name[i]) + "() {\n";
  2097. }
  2098. insertion_pos.insert(i, shader_code.get_string_length() + func_code.get_string_length());
  2099. Error err = _write_node(Type(i), &global_code, &global_code_per_node, &global_code_per_func, func_code, default_tex_params, input_connections, output_connections, NODE_ID_OUTPUT, processed, false, classes);
  2100. ERR_FAIL_COND(err != OK);
  2101. if (varying_setters.has(i)) {
  2102. for (int &E : varying_setters[i]) {
  2103. err = _write_node(Type(i), nullptr, nullptr, nullptr, func_code, default_tex_params, input_connections, output_connections, E, processed, false, classes);
  2104. ERR_FAIL_COND(err != OK);
  2105. }
  2106. }
  2107. if (emitters.has(i)) {
  2108. for (int &E : emitters[i]) {
  2109. err = _write_node(Type(i), &global_code, &global_code_per_node, &global_code_per_func, func_code, default_tex_params, input_connections, output_connections, E, processed, false, classes);
  2110. ERR_FAIL_COND(err != OK);
  2111. }
  2112. }
  2113. if (shader_mode == Shader::MODE_PARTICLES) {
  2114. code_map.insert(i, func_code);
  2115. } else {
  2116. func_code += varying_code;
  2117. func_code += "}\n";
  2118. shader_code += func_code;
  2119. }
  2120. }
  2121. String global_compute_code;
  2122. if (shader_mode == Shader::MODE_PARTICLES) {
  2123. bool has_start_custom = !code_map[TYPE_START_CUSTOM].is_empty();
  2124. bool has_process = !code_map[TYPE_PROCESS].is_empty();
  2125. bool has_process_custom = !code_map[TYPE_PROCESS_CUSTOM].is_empty();
  2126. bool has_collide = !code_map[TYPE_COLLIDE].is_empty();
  2127. shader_code += "void start() {\n";
  2128. shader_code += " uint __seed = __hash(NUMBER + uint(1) + RANDOM_SEED);\n";
  2129. shader_code += "\n";
  2130. shader_code += " {\n";
  2131. shader_code += code_map[TYPE_START].replace("\n ", "\n ");
  2132. shader_code += " }\n";
  2133. if (has_start_custom) {
  2134. shader_code += " \n";
  2135. shader_code += " {\n";
  2136. shader_code += code_map[TYPE_START_CUSTOM].replace("\n ", "\n ");
  2137. shader_code += " }\n";
  2138. }
  2139. shader_code += "}\n\n";
  2140. if (has_process || has_process_custom || has_collide) {
  2141. shader_code += "void process() {\n";
  2142. shader_code += " uint __seed = __hash(NUMBER + uint(1) + RANDOM_SEED);\n";
  2143. shader_code += "\n";
  2144. if (has_process || has_collide) {
  2145. shader_code += " {\n";
  2146. }
  2147. String tab = " ";
  2148. if (has_collide) {
  2149. shader_code += " if (COLLIDED) {\n\n";
  2150. shader_code += code_map[TYPE_COLLIDE].replace("\n ", "\n ");
  2151. if (has_process) {
  2152. shader_code += " } else {\n\n";
  2153. tab += " ";
  2154. }
  2155. }
  2156. if (has_process) {
  2157. shader_code += code_map[TYPE_PROCESS].replace("\n ", "\n " + tab);
  2158. }
  2159. if (has_collide) {
  2160. shader_code += " }\n";
  2161. }
  2162. if (has_process || has_collide) {
  2163. shader_code += " }\n";
  2164. }
  2165. if (has_process_custom) {
  2166. if (has_process || has_collide) {
  2167. shader_code += " \n";
  2168. }
  2169. shader_code += " {\n";
  2170. shader_code += code_map[TYPE_PROCESS_CUSTOM].replace("\n ", "\n ");
  2171. shader_code += " }\n";
  2172. }
  2173. shader_code += "}\n\n";
  2174. }
  2175. global_compute_code += "float __rand_from_seed(inout uint seed) {\n";
  2176. global_compute_code += " int k;\n";
  2177. global_compute_code += " int s = int(seed);\n";
  2178. global_compute_code += " if (s == 0)\n";
  2179. global_compute_code += " s = 305420679;\n";
  2180. global_compute_code += " k = s / 127773;\n";
  2181. global_compute_code += " s = 16807 * (s - k * 127773) - 2836 * k;\n";
  2182. global_compute_code += " if (s < 0)\n";
  2183. global_compute_code += " s += 2147483647;\n";
  2184. global_compute_code += " seed = uint(s);\n";
  2185. global_compute_code += " return float(seed % uint(65536)) / 65535.0;\n";
  2186. global_compute_code += "}\n\n";
  2187. global_compute_code += "float __rand_from_seed_m1_p1(inout uint seed) {\n";
  2188. global_compute_code += " return __rand_from_seed(seed) * 2.0 - 1.0;\n";
  2189. global_compute_code += "}\n\n";
  2190. global_compute_code += "float __randf_range(inout uint seed, float from, float to) {\n";
  2191. global_compute_code += " return __rand_from_seed(seed) * (to - from) + from;\n";
  2192. global_compute_code += "}\n\n";
  2193. global_compute_code += "uint __hash(uint x) {\n";
  2194. global_compute_code += " x = ((x >> uint(16)) ^ x) * uint(73244475);\n";
  2195. global_compute_code += " x = ((x >> uint(16)) ^ x) * uint(73244475);\n";
  2196. global_compute_code += " x = (x >> uint(16)) ^ x;\n";
  2197. global_compute_code += " return x;\n";
  2198. global_compute_code += "}\n\n";
  2199. global_compute_code += "mat3 __build_rotation_mat3(vec3 axis, float angle) {\n";
  2200. global_compute_code += " axis = normalize(axis);\n";
  2201. global_compute_code += " float s = sin(angle);\n";
  2202. global_compute_code += " float c = cos(angle);\n";
  2203. global_compute_code += " float oc = 1.0 - c;\n";
  2204. global_compute_code += " return mat3(vec3(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s), vec3(oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s), vec3(oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c));\n";
  2205. global_compute_code += "}\n\n";
  2206. global_compute_code += "mat4 __build_rotation_mat4(vec3 axis, float angle) {\n";
  2207. global_compute_code += " axis = normalize(axis);\n";
  2208. global_compute_code += " float s = sin(angle);\n";
  2209. global_compute_code += " float c = cos(angle);\n";
  2210. global_compute_code += " float oc = 1.0 - c;\n";
  2211. global_compute_code += " return mat4(vec4(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, 0), vec4(oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, 0), vec4(oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c, 0), vec4(0, 0, 0, 1));\n";
  2212. global_compute_code += "}\n\n";
  2213. global_compute_code += "vec2 __get_random_unit_vec2(inout uint seed) {\n";
  2214. global_compute_code += " return normalize(vec2(__rand_from_seed_m1_p1(seed), __rand_from_seed_m1_p1(seed)));\n";
  2215. global_compute_code += "}\n\n";
  2216. global_compute_code += "vec3 __get_random_unit_vec3(inout uint seed) {\n";
  2217. global_compute_code += " return normalize(vec3(__rand_from_seed_m1_p1(seed), __rand_from_seed_m1_p1(seed), __rand_from_seed_m1_p1(seed)));\n";
  2218. global_compute_code += "}\n\n";
  2219. }
  2220. //set code secretly
  2221. global_code += "\n\n";
  2222. String final_code = global_code;
  2223. final_code += global_compute_code;
  2224. final_code += global_code_per_node;
  2225. final_code += global_expressions;
  2226. String tcode = shader_code;
  2227. for (int i = 0; i < TYPE_MAX; i++) {
  2228. if (!has_func_name(RenderingServer::ShaderMode(shader_mode), func_name[i])) {
  2229. continue;
  2230. }
  2231. String func_code = global_code_per_func[Type(i)].as_string();
  2232. if (empty_funcs.has(Type(i)) && !func_code.is_empty()) {
  2233. func_code = vformat("%s%s%s", String("\nvoid " + String(func_name[i]) + "() {\n"), func_code, "}\n");
  2234. }
  2235. tcode = tcode.insert(insertion_pos[i], func_code);
  2236. }
  2237. final_code += tcode;
  2238. const_cast<VisualShader *>(this)->set_code(final_code);
  2239. for (int i = 0; i < default_tex_params.size(); i++) {
  2240. for (int j = 0; j < default_tex_params[i].params.size(); j++) {
  2241. const_cast<VisualShader *>(this)->set_default_texture_parameter(default_tex_params[i].name, default_tex_params[i].params[j], j);
  2242. }
  2243. }
  2244. if (previous_code != final_code) {
  2245. const_cast<VisualShader *>(this)->emit_signal(SNAME("changed"));
  2246. }
  2247. previous_code = final_code;
  2248. }
  2249. void VisualShader::_queue_update() {
  2250. if (dirty.is_set()) {
  2251. return;
  2252. }
  2253. dirty.set();
  2254. call_deferred(SNAME("_update_shader"));
  2255. }
  2256. void VisualShader::rebuild() {
  2257. dirty.set();
  2258. _update_shader();
  2259. }
  2260. void VisualShader::_bind_methods() {
  2261. ClassDB::bind_method(D_METHOD("set_mode", "mode"), &VisualShader::set_mode);
  2262. ClassDB::bind_method(D_METHOD("add_node", "type", "node", "position", "id"), &VisualShader::add_node);
  2263. ClassDB::bind_method(D_METHOD("get_node", "type", "id"), &VisualShader::get_node);
  2264. ClassDB::bind_method(D_METHOD("set_node_position", "type", "id", "position"), &VisualShader::set_node_position);
  2265. ClassDB::bind_method(D_METHOD("get_node_position", "type", "id"), &VisualShader::get_node_position);
  2266. ClassDB::bind_method(D_METHOD("get_node_list", "type"), &VisualShader::get_node_list);
  2267. ClassDB::bind_method(D_METHOD("get_valid_node_id", "type"), &VisualShader::get_valid_node_id);
  2268. ClassDB::bind_method(D_METHOD("remove_node", "type", "id"), &VisualShader::remove_node);
  2269. ClassDB::bind_method(D_METHOD("replace_node", "type", "id", "new_class"), &VisualShader::replace_node);
  2270. ClassDB::bind_method(D_METHOD("is_node_connection", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::is_node_connection);
  2271. ClassDB::bind_method(D_METHOD("can_connect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::can_connect_nodes);
  2272. ClassDB::bind_method(D_METHOD("connect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::connect_nodes);
  2273. ClassDB::bind_method(D_METHOD("disconnect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::disconnect_nodes);
  2274. ClassDB::bind_method(D_METHOD("connect_nodes_forced", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::connect_nodes_forced);
  2275. ClassDB::bind_method(D_METHOD("get_node_connections", "type"), &VisualShader::_get_node_connections);
  2276. ClassDB::bind_method(D_METHOD("set_graph_offset", "offset"), &VisualShader::set_graph_offset);
  2277. ClassDB::bind_method(D_METHOD("get_graph_offset"), &VisualShader::get_graph_offset);
  2278. ClassDB::bind_method(D_METHOD("add_varying", "name", "mode", "type"), &VisualShader::add_varying);
  2279. ClassDB::bind_method(D_METHOD("remove_varying", "name"), &VisualShader::remove_varying);
  2280. ClassDB::bind_method(D_METHOD("has_varying", "name"), &VisualShader::has_varying);
  2281. ClassDB::bind_method(D_METHOD("_update_shader"), &VisualShader::_update_shader);
  2282. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "graph_offset", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_graph_offset", "get_graph_offset");
  2283. ADD_PROPERTY_DEFAULT("code", ""); // Inherited from Shader, prevents showing default code as override in docs.
  2284. BIND_ENUM_CONSTANT(TYPE_VERTEX);
  2285. BIND_ENUM_CONSTANT(TYPE_FRAGMENT);
  2286. BIND_ENUM_CONSTANT(TYPE_LIGHT);
  2287. BIND_ENUM_CONSTANT(TYPE_START);
  2288. BIND_ENUM_CONSTANT(TYPE_PROCESS);
  2289. BIND_ENUM_CONSTANT(TYPE_COLLIDE);
  2290. BIND_ENUM_CONSTANT(TYPE_START_CUSTOM);
  2291. BIND_ENUM_CONSTANT(TYPE_PROCESS_CUSTOM);
  2292. BIND_ENUM_CONSTANT(TYPE_SKY);
  2293. BIND_ENUM_CONSTANT(TYPE_FOG);
  2294. BIND_ENUM_CONSTANT(TYPE_MAX);
  2295. BIND_ENUM_CONSTANT(VARYING_MODE_VERTEX_TO_FRAG_LIGHT);
  2296. BIND_ENUM_CONSTANT(VARYING_MODE_FRAG_TO_LIGHT);
  2297. BIND_ENUM_CONSTANT(VARYING_MODE_MAX);
  2298. BIND_ENUM_CONSTANT(VARYING_TYPE_FLOAT);
  2299. BIND_ENUM_CONSTANT(VARYING_TYPE_INT);
  2300. BIND_ENUM_CONSTANT(VARYING_TYPE_UINT);
  2301. BIND_ENUM_CONSTANT(VARYING_TYPE_VECTOR_2D);
  2302. BIND_ENUM_CONSTANT(VARYING_TYPE_VECTOR_3D);
  2303. BIND_ENUM_CONSTANT(VARYING_TYPE_VECTOR_4D);
  2304. BIND_ENUM_CONSTANT(VARYING_TYPE_BOOLEAN);
  2305. BIND_ENUM_CONSTANT(VARYING_TYPE_TRANSFORM);
  2306. BIND_ENUM_CONSTANT(VARYING_TYPE_MAX);
  2307. BIND_CONSTANT(NODE_ID_INVALID);
  2308. BIND_CONSTANT(NODE_ID_OUTPUT);
  2309. }
  2310. VisualShader::VisualShader() {
  2311. dirty.set();
  2312. for (int i = 0; i < TYPE_MAX; i++) {
  2313. if (i > (int)TYPE_LIGHT && i < (int)TYPE_SKY) {
  2314. Ref<VisualShaderNodeParticleOutput> output;
  2315. output.instantiate();
  2316. output->shader_type = Type(i);
  2317. output->shader_mode = shader_mode;
  2318. graph[i].nodes[NODE_ID_OUTPUT].node = output;
  2319. } else {
  2320. Ref<VisualShaderNodeOutput> output;
  2321. output.instantiate();
  2322. output->shader_type = Type(i);
  2323. output->shader_mode = shader_mode;
  2324. graph[i].nodes[NODE_ID_OUTPUT].node = output;
  2325. }
  2326. graph[i].nodes[NODE_ID_OUTPUT].position = Vector2(400, 150);
  2327. }
  2328. }
  2329. ///////////////////////////////////////////////////////////
  2330. const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
  2331. // Node3D
  2332. // Node3D, Vertex
  2333. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "vertex", "VERTEX" },
  2334. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "vertex_id", "VERTEX_ID" },
  2335. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
  2336. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent", "TANGENT" },
  2337. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "BINORMAL" },
  2338. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2339. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV2" },
  2340. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  2341. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" },
  2342. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "instance_id", "INSTANCE_ID" },
  2343. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "instance_custom", "INSTANCE_CUSTOM" },
  2344. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
  2345. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_matrix", "MODEL_MATRIX" },
  2346. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "modelview_matrix", "MODELVIEW_MATRIX" },
  2347. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_view_matrix", "INV_VIEW_MATRIX" },
  2348. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "view_matrix", "VIEW_MATRIX" },
  2349. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection_matrix", "PROJECTION_MATRIX" },
  2350. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection_matrix", "INV_PROJECTION_MATRIX" },
  2351. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2352. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "VIEWPORT_SIZE" },
  2353. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
  2354. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_index", "VIEW_INDEX" },
  2355. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_mono_left", "VIEW_MONO_LEFT" },
  2356. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_right", "VIEW_RIGHT" },
  2357. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "eye_offset", "EYE_OFFSET" },
  2358. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "node_position_world", "NODE_POSITION_WORLD" },
  2359. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "camera_position_world", "CAMERA_POSITION_WORLD" },
  2360. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "camera_direction_world", "CAMERA_DIRECTION_WORLD" },
  2361. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "camera_visible_layers", "CAMERA_VISIBLE_LAYERS" },
  2362. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "node_position_view", "NODE_POSITION_VIEW" },
  2363. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom0", "CUSTOM0" },
  2364. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom1", "CUSTOM1" },
  2365. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom2", "CUSTOM2" },
  2366. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom3", "CUSTOM3" },
  2367. // Node3D, Fragment
  2368. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
  2369. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "vertex", "VERTEX" },
  2370. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
  2371. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent", "TANGENT" },
  2372. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "BINORMAL" },
  2373. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "view", "VIEW" },
  2374. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2375. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV2" },
  2376. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  2377. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "point_coord", "POINT_COORD" },
  2378. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
  2379. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_matrix", "MODEL_MATRIX" },
  2380. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "view_matrix", "VIEW_MATRIX" },
  2381. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_view_matrix", "INV_VIEW_MATRIX" },
  2382. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection_matrix", "PROJECTION_MATRIX" },
  2383. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection_matrix", "INV_PROJECTION_MATRIX" },
  2384. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2385. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "VIEWPORT_SIZE" },
  2386. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
  2387. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "front_facing", "FRONT_FACING" },
  2388. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_index", "VIEW_INDEX" },
  2389. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_mono_left", "VIEW_MONO_LEFT" },
  2390. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_right", "VIEW_RIGHT" },
  2391. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "eye_offset", "EYE_OFFSET" },
  2392. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "node_position_world", "NODE_POSITION_WORLD" },
  2393. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "camera_position_world", "CAMERA_POSITION_WORLD" },
  2394. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "camera_direction_world", "CAMERA_DIRECTION_WORLD" },
  2395. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "camera_visible_layers", "CAMERA_VISIBLE_LAYERS" },
  2396. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "node_position_view", "NODE_POSITION_VIEW" },
  2397. // Node3D, Light
  2398. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
  2399. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
  2400. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2401. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV2" },
  2402. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "view", "VIEW" },
  2403. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light", "LIGHT" },
  2404. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_color", "LIGHT_COLOR" },
  2405. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "attenuation", "ATTENUATION" },
  2406. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "albedo", "ALBEDO" },
  2407. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "backlight", "BACKLIGHT" },
  2408. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "diffuse", "DIFFUSE_LIGHT" },
  2409. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "specular", "SPECULAR_LIGHT" },
  2410. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
  2411. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "metallic", "METALLIC" },
  2412. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_matrix", "MODEL_MATRIX" },
  2413. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "view_matrix", "VIEW_MATRIX" },
  2414. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_view_matrix", "INV_VIEW_MATRIX" },
  2415. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection_matrix", "PROJECTION_MATRIX" },
  2416. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection_matrix", "INV_PROJECTION_MATRIX" },
  2417. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2418. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "VIEWPORT_SIZE" },
  2419. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
  2420. // Canvas Item
  2421. // Canvas Item, Vertex
  2422. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "vertex", "VERTEX" },
  2423. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2424. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  2425. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" },
  2426. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "texture_pixel_size", "TEXTURE_PIXEL_SIZE" },
  2427. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_matrix", "MODEL_MATRIX" },
  2428. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "canvas_matrix", "CANVAS_MATRIX" },
  2429. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "screen_matrix", "SCREEN_MATRIX" },
  2430. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2431. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_light_pass", "AT_LIGHT_PASS" },
  2432. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "instance_custom", "INSTANCE_CUSTOM" },
  2433. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "instance_id", "INSTANCE_ID" },
  2434. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "vertex_id", "VERTEX_ID" },
  2435. // Canvas Item, Fragment
  2436. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
  2437. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2438. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  2439. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
  2440. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "texture_pixel_size", "TEXTURE_PIXEL_SIZE" },
  2441. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_pixel_size", "SCREEN_PIXEL_SIZE" },
  2442. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "point_coord", "POINT_COORD" },
  2443. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2444. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_light_pass", "AT_LIGHT_PASS" },
  2445. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "texture", "TEXTURE" },
  2446. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "normal_texture", "NORMAL_TEXTURE" },
  2447. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "specular_shininess", "SPECULAR_SHININESS" },
  2448. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "specular_shininess_texture", "SPECULAR_SHININESS_TEXTURE" },
  2449. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "vertex", "VERTEX" },
  2450. // Canvas Item, Light
  2451. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
  2452. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2453. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
  2454. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  2455. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "light", "LIGHT" },
  2456. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "light_color", "LIGHT_COLOR" },
  2457. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_position", "LIGHT_POSITION" },
  2458. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_direction", "LIGHT_DIRECTION" },
  2459. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_BOOLEAN, "light_is_directional", "LIGHT_IS_DIRECTIONAL" },
  2460. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_energy", "LIGHT_ENERGY" },
  2461. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_vertex", "LIGHT_VERTEX" },
  2462. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "shadow", "SHADOW_MODULATE" },
  2463. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
  2464. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "texture_pixel_size", "TEXTURE_PIXEL_SIZE" },
  2465. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "point_coord", "POINT_COORD" },
  2466. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2467. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SAMPLER, "texture", "TEXTURE" },
  2468. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "specular_shininess", "SPECULAR_SHININESS" },
  2469. // Particles, Start
  2470. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
  2471. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  2472. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
  2473. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
  2474. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
  2475. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom", "CUSTOM" },
  2476. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  2477. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
  2478. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
  2479. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "index", "INDEX" },
  2480. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "number", "NUMBER" },
  2481. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "random_seed", "RANDOM_SEED" },
  2482. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
  2483. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2484. // Particles, Start (Custom)
  2485. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
  2486. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  2487. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
  2488. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
  2489. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
  2490. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom", "CUSTOM" },
  2491. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  2492. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
  2493. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
  2494. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "index", "INDEX" },
  2495. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "number", "NUMBER" },
  2496. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "random_seed", "RANDOM_SEED" },
  2497. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
  2498. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2499. // Particles, Process
  2500. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
  2501. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  2502. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
  2503. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
  2504. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
  2505. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom", "CUSTOM" },
  2506. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  2507. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
  2508. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
  2509. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "index", "INDEX" },
  2510. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "number", "NUMBER" },
  2511. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "random_seed", "RANDOM_SEED" },
  2512. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
  2513. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2514. // Particles, Process (Custom)
  2515. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
  2516. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  2517. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
  2518. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
  2519. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
  2520. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom", "CUSTOM" },
  2521. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  2522. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
  2523. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
  2524. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "index", "INDEX" },
  2525. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "number", "NUMBER" },
  2526. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "random_seed", "RANDOM_SEED" },
  2527. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
  2528. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2529. // Particles, Collide
  2530. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
  2531. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "collision_depth", "COLLISION_DEPTH" },
  2532. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_3D, "collision_normal", "COLLISION_NORMAL" },
  2533. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  2534. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
  2535. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
  2536. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
  2537. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom", "CUSTOM" },
  2538. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  2539. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
  2540. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
  2541. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "index", "INDEX" },
  2542. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "number", "NUMBER" },
  2543. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "random_seed", "RANDOM_SEED" },
  2544. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
  2545. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2546. // Sky, Sky
  2547. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_cubemap_pass", "AT_CUBEMAP_PASS" },
  2548. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_half_res_pass", "AT_HALF_RES_PASS" },
  2549. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_quarter_res_pass", "AT_QUARTER_RES_PASS" },
  2550. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "eyedir", "EYEDIR" },
  2551. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_4D, "half_res_color", "HALF_RES_COLOR" },
  2552. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light0_color", "LIGHT0_COLOR" },
  2553. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light0_direction", "LIGHT0_DIRECTION" },
  2554. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "light0_enabled", "LIGHT0_ENABLED" },
  2555. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "light0_energy", "LIGHT0_ENERGY" },
  2556. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light1_color", "LIGHT1_COLOR" },
  2557. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light1_direction", "LIGHT1_DIRECTION" },
  2558. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "light1_enabled", "LIGHT1_ENABLED" },
  2559. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "light1_energy", "LIGHT1_ENERGY" },
  2560. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light2_color", "LIGHT2_COLOR" },
  2561. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light2_direction", "LIGHT2_DIRECTION" },
  2562. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "light2_enabled", "LIGHT2_ENABLED" },
  2563. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "light2_energy", "LIGHT2_ENERGY" },
  2564. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light3_color", "LIGHT3_COLOR" },
  2565. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light3_direction", "LIGHT3_DIRECTION" },
  2566. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "light3_enabled", "LIGHT3_ENABLED" },
  2567. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "light3_energy", "LIGHT3_ENERGY" },
  2568. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "position", "POSITION" },
  2569. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_4D, "quarter_res_color", "QUARTER_RES_COLOR" },
  2570. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SAMPLER, "radiance", "RADIANCE" },
  2571. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
  2572. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
  2573. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_2D, "sky_coords", "SKY_COORDS" },
  2574. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2575. // Fog, Fog
  2576. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "world_position", "WORLD_POSITION" },
  2577. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "object_position", "OBJECT_POSITION" },
  2578. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "uvw", "UVW" },
  2579. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "size", "SIZE" },
  2580. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_SCALAR, "sdf", "SDF" },
  2581. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2582. { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, nullptr, nullptr },
  2583. };
  2584. const VisualShaderNodeInput::Port VisualShaderNodeInput::preview_ports[] = {
  2585. // Spatial, Vertex
  2586. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "vec3(0.0, 0.0, 1.0)" },
  2587. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent", "vec3(0.0, 1.0, 0.0)" },
  2588. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "vec3(1.0, 0.0, 0.0)" },
  2589. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2590. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV" },
  2591. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec4(1.0)" },
  2592. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  2593. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "vec2(1.0)" },
  2594. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2595. // Spatial, Fragment
  2596. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
  2597. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "vec3(0.0, 0.0, 1.0)" },
  2598. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent", "vec3(0.0, 1.0, 0.0)" },
  2599. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "vec3(1.0, 0.0, 0.0)" },
  2600. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2601. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV" },
  2602. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec4(1.0)" },
  2603. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  2604. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
  2605. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "vec2(1.0)" },
  2606. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2607. // Spatial, Light
  2608. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
  2609. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "vec3(0.0, 0.0, 1.0)" },
  2610. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2611. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV" },
  2612. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "vec2(1.0)" },
  2613. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2614. // Canvas Item, Vertex
  2615. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "vertex", "VERTEX" },
  2616. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2617. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec4(1.0)" },
  2618. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  2619. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2620. // Canvas Item, Fragment
  2621. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
  2622. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2623. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec3(1.0)" },
  2624. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  2625. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
  2626. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2627. // Canvas Item, Light
  2628. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
  2629. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2630. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "vec3(0.0, 0.0, 1.0)" },
  2631. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec4(1.0)" },
  2632. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  2633. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
  2634. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2635. // Particles
  2636. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2637. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2638. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2639. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2640. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2641. // Sky
  2642. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
  2643. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2644. // Fog
  2645. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2646. { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, nullptr, nullptr },
  2647. };
  2648. int VisualShaderNodeInput::get_input_port_count() const {
  2649. return 0;
  2650. }
  2651. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_port_type(int p_port) const {
  2652. return PORT_TYPE_SCALAR;
  2653. }
  2654. String VisualShaderNodeInput::get_input_port_name(int p_port) const {
  2655. return "";
  2656. }
  2657. int VisualShaderNodeInput::get_output_port_count() const {
  2658. return 1;
  2659. }
  2660. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_output_port_type(int p_port) const {
  2661. return p_port == 0 ? get_input_type_by_name(input_name) : PORT_TYPE_SCALAR;
  2662. }
  2663. String VisualShaderNodeInput::get_output_port_name(int p_port) const {
  2664. return "";
  2665. }
  2666. String VisualShaderNodeInput::get_caption() const {
  2667. return "Input";
  2668. }
  2669. bool VisualShaderNodeInput::is_output_port_expandable(int p_port) const {
  2670. if (p_port == 0) {
  2671. switch (get_input_type_by_name(input_name)) {
  2672. case PORT_TYPE_VECTOR_2D:
  2673. return true;
  2674. case PORT_TYPE_VECTOR_3D:
  2675. return true;
  2676. case PORT_TYPE_VECTOR_4D:
  2677. return true;
  2678. default:
  2679. return false;
  2680. }
  2681. }
  2682. return false;
  2683. }
  2684. String VisualShaderNodeInput::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2685. if (get_output_port_type(0) == PORT_TYPE_SAMPLER) {
  2686. return "";
  2687. }
  2688. if (p_for_preview) {
  2689. int idx = 0;
  2690. String code;
  2691. while (preview_ports[idx].mode != Shader::MODE_MAX) {
  2692. if (preview_ports[idx].mode == shader_mode && preview_ports[idx].shader_type == shader_type && preview_ports[idx].name == input_name) {
  2693. code = " " + p_output_vars[0] + " = " + preview_ports[idx].string + ";\n";
  2694. break;
  2695. }
  2696. idx++;
  2697. }
  2698. if (code.is_empty()) {
  2699. switch (get_output_port_type(0)) {
  2700. case PORT_TYPE_SCALAR: {
  2701. code = " " + p_output_vars[0] + " = 0.0;\n";
  2702. } break;
  2703. case PORT_TYPE_SCALAR_INT: {
  2704. code = " " + p_output_vars[0] + " = 0;\n";
  2705. } break;
  2706. case PORT_TYPE_VECTOR_2D: {
  2707. code = " " + p_output_vars[0] + " = vec2(0.0);\n";
  2708. } break;
  2709. case PORT_TYPE_VECTOR_3D: {
  2710. code = " " + p_output_vars[0] + " = vec3(0.0);\n";
  2711. } break;
  2712. case PORT_TYPE_VECTOR_4D: {
  2713. code = " " + p_output_vars[0] + " = vec4(0.0);\n";
  2714. } break;
  2715. case PORT_TYPE_BOOLEAN: {
  2716. code = " " + p_output_vars[0] + " = false;\n";
  2717. } break;
  2718. default:
  2719. break;
  2720. }
  2721. }
  2722. return code;
  2723. } else {
  2724. int idx = 0;
  2725. String code;
  2726. while (ports[idx].mode != Shader::MODE_MAX) {
  2727. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == input_name) {
  2728. code = " " + p_output_vars[0] + " = " + ports[idx].string + ";\n";
  2729. break;
  2730. }
  2731. idx++;
  2732. }
  2733. if (code.is_empty()) {
  2734. code = " " + p_output_vars[0] + " = 0.0;\n"; //default (none found) is scalar
  2735. }
  2736. return code;
  2737. }
  2738. }
  2739. void VisualShaderNodeInput::set_input_name(String p_name) {
  2740. PortType prev_type = get_input_type_by_name(input_name);
  2741. input_name = p_name;
  2742. emit_changed();
  2743. if (get_input_type_by_name(input_name) != prev_type) {
  2744. emit_signal(SNAME("input_type_changed"));
  2745. }
  2746. }
  2747. String VisualShaderNodeInput::get_input_name() const {
  2748. return input_name;
  2749. }
  2750. String VisualShaderNodeInput::get_input_real_name() const {
  2751. int idx = 0;
  2752. while (ports[idx].mode != Shader::MODE_MAX) {
  2753. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == input_name) {
  2754. return String(ports[idx].string);
  2755. }
  2756. idx++;
  2757. }
  2758. return "";
  2759. }
  2760. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_type_by_name(String p_name) const {
  2761. int idx = 0;
  2762. while (ports[idx].mode != Shader::MODE_MAX) {
  2763. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == p_name) {
  2764. return ports[idx].type;
  2765. }
  2766. idx++;
  2767. }
  2768. return PORT_TYPE_SCALAR;
  2769. }
  2770. int VisualShaderNodeInput::get_input_index_count() const {
  2771. int idx = 0;
  2772. int count = 0;
  2773. while (ports[idx].mode != Shader::MODE_MAX) {
  2774. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  2775. count++;
  2776. }
  2777. idx++;
  2778. }
  2779. return count;
  2780. }
  2781. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_index_type(int p_index) const {
  2782. int idx = 0;
  2783. int count = 0;
  2784. while (ports[idx].mode != Shader::MODE_MAX) {
  2785. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  2786. if (count == p_index) {
  2787. return ports[idx].type;
  2788. }
  2789. count++;
  2790. }
  2791. idx++;
  2792. }
  2793. return PORT_TYPE_SCALAR;
  2794. }
  2795. String VisualShaderNodeInput::get_input_index_name(int p_index) const {
  2796. int idx = 0;
  2797. int count = 0;
  2798. while (ports[idx].mode != Shader::MODE_MAX) {
  2799. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  2800. if (count == p_index) {
  2801. return ports[idx].name;
  2802. }
  2803. count++;
  2804. }
  2805. idx++;
  2806. }
  2807. return "";
  2808. }
  2809. void VisualShaderNodeInput::_validate_property(PropertyInfo &p_property) const {
  2810. if (p_property.name == "input_name") {
  2811. String port_list;
  2812. int idx = 0;
  2813. while (ports[idx].mode != Shader::MODE_MAX) {
  2814. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  2815. if (!port_list.is_empty()) {
  2816. port_list += ",";
  2817. }
  2818. port_list += ports[idx].name;
  2819. }
  2820. idx++;
  2821. }
  2822. if (port_list.is_empty()) {
  2823. port_list = RTR("None");
  2824. }
  2825. p_property.hint_string = port_list;
  2826. }
  2827. }
  2828. Vector<StringName> VisualShaderNodeInput::get_editable_properties() const {
  2829. Vector<StringName> props;
  2830. props.push_back("input_name");
  2831. return props;
  2832. }
  2833. void VisualShaderNodeInput::set_shader_type(VisualShader::Type p_shader_type) {
  2834. shader_type = p_shader_type;
  2835. }
  2836. void VisualShaderNodeInput::set_shader_mode(Shader::Mode p_shader_mode) {
  2837. shader_mode = p_shader_mode;
  2838. }
  2839. void VisualShaderNodeInput::_bind_methods() {
  2840. ClassDB::bind_method(D_METHOD("set_input_name", "name"), &VisualShaderNodeInput::set_input_name);
  2841. ClassDB::bind_method(D_METHOD("get_input_name"), &VisualShaderNodeInput::get_input_name);
  2842. ClassDB::bind_method(D_METHOD("get_input_real_name"), &VisualShaderNodeInput::get_input_real_name);
  2843. ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "input_name", PROPERTY_HINT_ENUM, ""), "set_input_name", "get_input_name");
  2844. ADD_SIGNAL(MethodInfo("input_type_changed"));
  2845. }
  2846. VisualShaderNodeInput::VisualShaderNodeInput() {
  2847. }
  2848. ////////////// ParameterRef
  2849. RBMap<RID, List<VisualShaderNodeParameterRef::Parameter>> parameters;
  2850. void VisualShaderNodeParameterRef::add_parameter(RID p_shader_rid, const String &p_name, ParameterType p_type) {
  2851. parameters[p_shader_rid].push_back({ p_name, p_type });
  2852. }
  2853. void VisualShaderNodeParameterRef::clear_parameters(RID p_shader_rid) {
  2854. parameters[p_shader_rid].clear();
  2855. }
  2856. bool VisualShaderNodeParameterRef::has_parameter(RID p_shader_rid, const String &p_name) {
  2857. for (const VisualShaderNodeParameterRef::Parameter &E : parameters[p_shader_rid]) {
  2858. if (E.name == p_name) {
  2859. return true;
  2860. }
  2861. }
  2862. return false;
  2863. }
  2864. String VisualShaderNodeParameterRef::get_caption() const {
  2865. return "ParameterRef";
  2866. }
  2867. int VisualShaderNodeParameterRef::get_input_port_count() const {
  2868. return 0;
  2869. }
  2870. VisualShaderNodeParameterRef::PortType VisualShaderNodeParameterRef::get_input_port_type(int p_port) const {
  2871. return PortType::PORT_TYPE_SCALAR;
  2872. }
  2873. String VisualShaderNodeParameterRef::get_input_port_name(int p_port) const {
  2874. return "";
  2875. }
  2876. int VisualShaderNodeParameterRef::get_output_port_count() const {
  2877. switch (param_type) {
  2878. case PARAMETER_TYPE_FLOAT:
  2879. return 1;
  2880. case PARAMETER_TYPE_INT:
  2881. return 1;
  2882. case PARAMETER_TYPE_UINT:
  2883. return 1;
  2884. case PARAMETER_TYPE_BOOLEAN:
  2885. return 1;
  2886. case PARAMETER_TYPE_VECTOR2:
  2887. return 1;
  2888. case PARAMETER_TYPE_VECTOR3:
  2889. return 1;
  2890. case PARAMETER_TYPE_VECTOR4:
  2891. return 1;
  2892. case PARAMETER_TYPE_TRANSFORM:
  2893. return 1;
  2894. case PARAMETER_TYPE_COLOR:
  2895. return 2;
  2896. case UNIFORM_TYPE_SAMPLER:
  2897. return 1;
  2898. default:
  2899. break;
  2900. }
  2901. return 1;
  2902. }
  2903. VisualShaderNodeParameterRef::PortType VisualShaderNodeParameterRef::get_output_port_type(int p_port) const {
  2904. switch (param_type) {
  2905. case PARAMETER_TYPE_FLOAT:
  2906. return PortType::PORT_TYPE_SCALAR;
  2907. case PARAMETER_TYPE_INT:
  2908. return PortType::PORT_TYPE_SCALAR_INT;
  2909. case PARAMETER_TYPE_UINT:
  2910. return PortType::PORT_TYPE_SCALAR_UINT;
  2911. case PARAMETER_TYPE_BOOLEAN:
  2912. return PortType::PORT_TYPE_BOOLEAN;
  2913. case PARAMETER_TYPE_VECTOR2:
  2914. return PortType::PORT_TYPE_VECTOR_2D;
  2915. case PARAMETER_TYPE_VECTOR3:
  2916. return PortType::PORT_TYPE_VECTOR_3D;
  2917. case PARAMETER_TYPE_VECTOR4:
  2918. return PortType::PORT_TYPE_VECTOR_4D;
  2919. case PARAMETER_TYPE_TRANSFORM:
  2920. return PortType::PORT_TYPE_TRANSFORM;
  2921. case PARAMETER_TYPE_COLOR:
  2922. if (p_port == 0) {
  2923. return PortType::PORT_TYPE_VECTOR_3D;
  2924. } else if (p_port == 1) {
  2925. return PORT_TYPE_SCALAR;
  2926. }
  2927. break;
  2928. case UNIFORM_TYPE_SAMPLER:
  2929. return PortType::PORT_TYPE_SAMPLER;
  2930. default:
  2931. break;
  2932. }
  2933. return PORT_TYPE_SCALAR;
  2934. }
  2935. String VisualShaderNodeParameterRef::get_output_port_name(int p_port) const {
  2936. switch (param_type) {
  2937. case PARAMETER_TYPE_FLOAT:
  2938. return "";
  2939. case PARAMETER_TYPE_INT:
  2940. return "";
  2941. case PARAMETER_TYPE_UINT:
  2942. return "";
  2943. case PARAMETER_TYPE_BOOLEAN:
  2944. return "";
  2945. case PARAMETER_TYPE_VECTOR2:
  2946. return "";
  2947. case PARAMETER_TYPE_VECTOR3:
  2948. return "";
  2949. case PARAMETER_TYPE_VECTOR4:
  2950. return "";
  2951. case PARAMETER_TYPE_TRANSFORM:
  2952. return "";
  2953. case PARAMETER_TYPE_COLOR:
  2954. if (p_port == 0) {
  2955. return "rgb";
  2956. } else if (p_port == 1) {
  2957. return "alpha";
  2958. }
  2959. break;
  2960. case UNIFORM_TYPE_SAMPLER:
  2961. return "";
  2962. break;
  2963. default:
  2964. break;
  2965. }
  2966. return "";
  2967. }
  2968. void VisualShaderNodeParameterRef::set_shader_rid(const RID &p_shader_rid) {
  2969. shader_rid = p_shader_rid;
  2970. }
  2971. void VisualShaderNodeParameterRef::set_parameter_name(const String &p_name) {
  2972. parameter_name = p_name;
  2973. if (shader_rid.is_valid()) {
  2974. update_parameter_type();
  2975. }
  2976. emit_changed();
  2977. }
  2978. void VisualShaderNodeParameterRef::update_parameter_type() {
  2979. if (parameter_name != "[None]") {
  2980. param_type = get_parameter_type_by_name(parameter_name);
  2981. } else {
  2982. param_type = PARAMETER_TYPE_FLOAT;
  2983. }
  2984. }
  2985. String VisualShaderNodeParameterRef::get_parameter_name() const {
  2986. return parameter_name;
  2987. }
  2988. int VisualShaderNodeParameterRef::get_parameters_count() const {
  2989. ERR_FAIL_COND_V(!shader_rid.is_valid(), 0);
  2990. return parameters[shader_rid].size();
  2991. }
  2992. String VisualShaderNodeParameterRef::get_parameter_name_by_index(int p_idx) const {
  2993. ERR_FAIL_COND_V(!shader_rid.is_valid(), String());
  2994. if (p_idx >= 0 && p_idx < parameters[shader_rid].size()) {
  2995. return parameters[shader_rid][p_idx].name;
  2996. }
  2997. return "";
  2998. }
  2999. VisualShaderNodeParameterRef::ParameterType VisualShaderNodeParameterRef::get_parameter_type_by_name(const String &p_name) const {
  3000. ERR_FAIL_COND_V(!shader_rid.is_valid(), PARAMETER_TYPE_FLOAT);
  3001. for (int i = 0; i < parameters[shader_rid].size(); i++) {
  3002. if (parameters[shader_rid][i].name == p_name) {
  3003. return parameters[shader_rid][i].type;
  3004. }
  3005. }
  3006. return PARAMETER_TYPE_FLOAT;
  3007. }
  3008. VisualShaderNodeParameterRef::ParameterType VisualShaderNodeParameterRef::get_parameter_type_by_index(int p_idx) const {
  3009. ERR_FAIL_COND_V(!shader_rid.is_valid(), PARAMETER_TYPE_FLOAT);
  3010. if (p_idx >= 0 && p_idx < parameters[shader_rid].size()) {
  3011. return parameters[shader_rid][p_idx].type;
  3012. }
  3013. return PARAMETER_TYPE_FLOAT;
  3014. }
  3015. VisualShaderNodeParameterRef::PortType VisualShaderNodeParameterRef::get_port_type_by_index(int p_idx) const {
  3016. ERR_FAIL_COND_V(!shader_rid.is_valid(), PORT_TYPE_SCALAR);
  3017. if (p_idx >= 0 && p_idx < parameters[shader_rid].size()) {
  3018. switch (parameters[shader_rid][p_idx].type) {
  3019. case PARAMETER_TYPE_FLOAT:
  3020. return PORT_TYPE_SCALAR;
  3021. case PARAMETER_TYPE_INT:
  3022. return PORT_TYPE_SCALAR_INT;
  3023. case PARAMETER_TYPE_UINT:
  3024. return PORT_TYPE_SCALAR_UINT;
  3025. case UNIFORM_TYPE_SAMPLER:
  3026. return PORT_TYPE_SAMPLER;
  3027. case PARAMETER_TYPE_VECTOR2:
  3028. return PORT_TYPE_VECTOR_2D;
  3029. case PARAMETER_TYPE_VECTOR3:
  3030. return PORT_TYPE_VECTOR_3D;
  3031. case PARAMETER_TYPE_VECTOR4:
  3032. return PORT_TYPE_VECTOR_4D;
  3033. case PARAMETER_TYPE_TRANSFORM:
  3034. return PORT_TYPE_TRANSFORM;
  3035. case PARAMETER_TYPE_COLOR:
  3036. return PORT_TYPE_VECTOR_3D;
  3037. default:
  3038. break;
  3039. }
  3040. }
  3041. return PORT_TYPE_SCALAR;
  3042. }
  3043. String VisualShaderNodeParameterRef::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3044. switch (param_type) {
  3045. case PARAMETER_TYPE_FLOAT:
  3046. if (parameter_name == "[None]") {
  3047. return " " + p_output_vars[0] + " = 0.0;\n";
  3048. }
  3049. break;
  3050. case PARAMETER_TYPE_COLOR: {
  3051. String code = " " + p_output_vars[0] + " = " + get_parameter_name() + ".rgb;\n";
  3052. code += " " + p_output_vars[1] + " = " + get_parameter_name() + ".a;\n";
  3053. return code;
  3054. } break;
  3055. case UNIFORM_TYPE_SAMPLER:
  3056. return String();
  3057. default:
  3058. break;
  3059. }
  3060. return " " + p_output_vars[0] + " = " + get_parameter_name() + ";\n";
  3061. }
  3062. void VisualShaderNodeParameterRef::_set_parameter_type(int p_type) {
  3063. param_type = (ParameterType)p_type;
  3064. }
  3065. int VisualShaderNodeParameterRef::_get_parameter_type() const {
  3066. return (int)param_type;
  3067. }
  3068. void VisualShaderNodeParameterRef::_bind_methods() {
  3069. ClassDB::bind_method(D_METHOD("set_parameter_name", "name"), &VisualShaderNodeParameterRef::set_parameter_name);
  3070. ClassDB::bind_method(D_METHOD("get_parameter_name"), &VisualShaderNodeParameterRef::get_parameter_name);
  3071. ClassDB::bind_method(D_METHOD("_set_parameter_type", "type"), &VisualShaderNodeParameterRef::_set_parameter_type);
  3072. ClassDB::bind_method(D_METHOD("_get_parameter_type"), &VisualShaderNodeParameterRef::_get_parameter_type);
  3073. ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "parameter_name", PROPERTY_HINT_ENUM, ""), "set_parameter_name", "get_parameter_name");
  3074. ADD_PROPERTY(PropertyInfo(Variant::INT, "param_type", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "_set_parameter_type", "_get_parameter_type");
  3075. }
  3076. Vector<StringName> VisualShaderNodeParameterRef::get_editable_properties() const {
  3077. Vector<StringName> props;
  3078. props.push_back("parameter_name");
  3079. props.push_back("param_type");
  3080. return props;
  3081. }
  3082. VisualShaderNodeParameterRef::VisualShaderNodeParameterRef() {
  3083. }
  3084. ////////////////////////////////////////////
  3085. const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = {
  3086. ////////////////////////////////////////////////////////////////////////
  3087. // Node3D.
  3088. ////////////////////////////////////////////////////////////////////////
  3089. // Node3D, Vertex.
  3090. ////////////////////////////////////////////////////////////////////////
  3091. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Vertex", "VERTEX" },
  3092. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Normal", "NORMAL" },
  3093. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Tangent", "TANGENT" },
  3094. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Binormal", "BINORMAL" },
  3095. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "UV", "UV" },
  3096. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "UV2", "UV2" },
  3097. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Color", "COLOR.rgb" },
  3098. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha", "COLOR.a" },
  3099. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "Roughness", "ROUGHNESS" },
  3100. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "Point Size", "POINT_SIZE" },
  3101. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "Model View Matrix", "MODELVIEW_MATRIX" },
  3102. ////////////////////////////////////////////////////////////////////////
  3103. // Node3D, Fragment.
  3104. ////////////////////////////////////////////////////////////////////////
  3105. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Albedo", "ALBEDO" },
  3106. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha", "ALPHA" },
  3107. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Metallic", "METALLIC" },
  3108. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Roughness", "ROUGHNESS" },
  3109. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Specular", "SPECULAR" },
  3110. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Emission", "EMISSION" },
  3111. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "AO", "AO" },
  3112. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "AO Light Affect", "AO_LIGHT_AFFECT" },
  3113. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Normal", "NORMAL" },
  3114. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Normal Map", "NORMAL_MAP" },
  3115. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Normal Map Depth", "NORMAL_MAP_DEPTH" },
  3116. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Rim", "RIM" },
  3117. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Rim Tint", "RIM_TINT" },
  3118. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Clearcoat", "CLEARCOAT" },
  3119. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Clearcoat Roughness", "CLEARCOAT_ROUGHNESS" },
  3120. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Anisotropy", "ANISOTROPY" },
  3121. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "Anisotropy Flow", "ANISOTROPY_FLOW" },
  3122. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Subsurf Scatter", "SSS_STRENGTH" },
  3123. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Backlight", "BACKLIGHT" },
  3124. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha Scissor Threshold", "ALPHA_SCISSOR_THRESHOLD" },
  3125. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha Hash Scale", "ALPHA_HASH_SCALE" },
  3126. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha AA Edge", "ALPHA_ANTIALIASING_EDGE" },
  3127. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "Alpha UV", "ALPHA_TEXTURE_COORDINATE" },
  3128. ////////////////////////////////////////////////////////////////////////
  3129. // Node3D, Light.
  3130. ////////////////////////////////////////////////////////////////////////
  3131. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Diffuse", "DIFFUSE_LIGHT" },
  3132. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Specular", "SPECULAR_LIGHT" },
  3133. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha", "ALPHA" },
  3134. ////////////////////////////////////////////////////////////////////////
  3135. // Canvas Item.
  3136. ////////////////////////////////////////////////////////////////////////
  3137. // Canvas Item, Vertex.
  3138. ////////////////////////////////////////////////////////////////////////
  3139. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "Vertex", "VERTEX" },
  3140. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "UV", "UV" },
  3141. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Color", "COLOR.rgb" },
  3142. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha", "COLOR.a" },
  3143. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "Point Size", "POINT_SIZE" },
  3144. ////////////////////////////////////////////////////////////////////////
  3145. // Canvas Item, Fragment.
  3146. ////////////////////////////////////////////////////////////////////////
  3147. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Color", "COLOR.rgb" },
  3148. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha", "COLOR.a" },
  3149. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Normal", "NORMAL" },
  3150. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Normal Map", "NORMAL_MAP" },
  3151. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Normal Map Depth", "NORMAL_MAP_DEPTH" },
  3152. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Light Vertex", "LIGHT_VERTEX" },
  3153. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "Shadow Vertex", "SHADOW_VERTEX" },
  3154. ////////////////////////////////////////////////////////////////////////
  3155. // Canvas Item, Light.
  3156. ////////////////////////////////////////////////////////////////////////
  3157. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Light", "LIGHT.rgb" },
  3158. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "Light Alpha", "LIGHT.a" },
  3159. ////////////////////////////////////////////////////////////////////////
  3160. // Sky, Sky.
  3161. ////////////////////////////////////////////////////////////////////////
  3162. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Color", "COLOR" },
  3163. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha", "ALPHA" },
  3164. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Fog", "FOG.rgb" },
  3165. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "Fog Alpha", "FOG.a" },
  3166. ////////////////////////////////////////////////////////////////////////
  3167. // Fog, Fog.
  3168. ////////////////////////////////////////////////////////////////////////
  3169. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_SCALAR, "Density", "DENSITY" },
  3170. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Albedo", "ALBEDO" },
  3171. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Emission", "EMISSION" },
  3172. ////////////////////////////////////////////////////////////////////////
  3173. { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, nullptr, nullptr },
  3174. };
  3175. int VisualShaderNodeOutput::get_input_port_count() const {
  3176. int idx = 0;
  3177. int count = 0;
  3178. while (ports[idx].mode != Shader::MODE_MAX) {
  3179. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  3180. count++;
  3181. }
  3182. idx++;
  3183. }
  3184. return count;
  3185. }
  3186. VisualShaderNodeOutput::PortType VisualShaderNodeOutput::get_input_port_type(int p_port) const {
  3187. int idx = 0;
  3188. int count = 0;
  3189. while (ports[idx].mode != Shader::MODE_MAX) {
  3190. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  3191. if (count == p_port) {
  3192. return ports[idx].type;
  3193. }
  3194. count++;
  3195. }
  3196. idx++;
  3197. }
  3198. return PORT_TYPE_SCALAR;
  3199. }
  3200. String VisualShaderNodeOutput::get_input_port_name(int p_port) const {
  3201. int idx = 0;
  3202. int count = 0;
  3203. while (ports[idx].mode != Shader::MODE_MAX) {
  3204. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  3205. if (count == p_port) {
  3206. return String(ports[idx].name);
  3207. }
  3208. count++;
  3209. }
  3210. idx++;
  3211. }
  3212. return String();
  3213. }
  3214. Variant VisualShaderNodeOutput::get_input_port_default_value(int p_port) const {
  3215. return Variant();
  3216. }
  3217. int VisualShaderNodeOutput::get_output_port_count() const {
  3218. return 0;
  3219. }
  3220. VisualShaderNodeOutput::PortType VisualShaderNodeOutput::get_output_port_type(int p_port) const {
  3221. return PORT_TYPE_SCALAR;
  3222. }
  3223. String VisualShaderNodeOutput::get_output_port_name(int p_port) const {
  3224. return String();
  3225. }
  3226. bool VisualShaderNodeOutput::is_port_separator(int p_index) const {
  3227. if (shader_mode == Shader::MODE_SPATIAL && shader_type == VisualShader::TYPE_VERTEX) {
  3228. String port_name = get_input_port_name(p_index);
  3229. return bool(port_name == "Model View Matrix");
  3230. }
  3231. if (shader_mode == Shader::MODE_SPATIAL && shader_type == VisualShader::TYPE_FRAGMENT) {
  3232. String port_name = get_input_port_name(p_index);
  3233. return bool(port_name == "AO" || port_name == "Normal" || port_name == "Rim" || port_name == "Clearcoat" || port_name == "Anisotropy" || port_name == "Subsurf Scatter" || port_name == "Alpha Scissor Threshold");
  3234. }
  3235. return false;
  3236. }
  3237. String VisualShaderNodeOutput::get_caption() const {
  3238. return "Output";
  3239. }
  3240. String VisualShaderNodeOutput::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3241. int idx = 0;
  3242. int count = 0;
  3243. String shader_code;
  3244. while (ports[idx].mode != Shader::MODE_MAX) {
  3245. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  3246. if (!p_input_vars[count].is_empty()) {
  3247. String s = ports[idx].string;
  3248. if (s.contains(":")) {
  3249. shader_code += " " + s.get_slicec(':', 0) + " = " + p_input_vars[count] + "." + s.get_slicec(':', 1) + ";\n";
  3250. } else {
  3251. shader_code += " " + s + " = " + p_input_vars[count] + ";\n";
  3252. }
  3253. }
  3254. count++;
  3255. }
  3256. idx++;
  3257. }
  3258. return shader_code;
  3259. }
  3260. VisualShaderNodeOutput::VisualShaderNodeOutput() {
  3261. }
  3262. ///////////////////////////
  3263. void VisualShaderNodeParameter::set_parameter_name(const String &p_name) {
  3264. parameter_name = p_name;
  3265. emit_signal(SNAME("name_changed"));
  3266. emit_changed();
  3267. }
  3268. String VisualShaderNodeParameter::get_parameter_name() const {
  3269. return parameter_name;
  3270. }
  3271. void VisualShaderNodeParameter::set_qualifier(VisualShaderNodeParameter::Qualifier p_qual) {
  3272. ERR_FAIL_INDEX(int(p_qual), int(QUAL_MAX));
  3273. if (qualifier == p_qual) {
  3274. return;
  3275. }
  3276. qualifier = p_qual;
  3277. emit_changed();
  3278. }
  3279. VisualShaderNodeParameter::Qualifier VisualShaderNodeParameter::get_qualifier() const {
  3280. return qualifier;
  3281. }
  3282. void VisualShaderNodeParameter::set_global_code_generated(bool p_enabled) {
  3283. global_code_generated = p_enabled;
  3284. }
  3285. bool VisualShaderNodeParameter::is_global_code_generated() const {
  3286. return global_code_generated;
  3287. }
  3288. #ifndef DISABLE_DEPRECATED
  3289. // Kept for compatibility from 3.x to 4.0.
  3290. bool VisualShaderNodeParameter::_set(const StringName &p_name, const Variant &p_value) {
  3291. if (p_name == "uniform_name") {
  3292. set_parameter_name(p_value);
  3293. return true;
  3294. }
  3295. return false;
  3296. }
  3297. #endif
  3298. void VisualShaderNodeParameter::_bind_methods() {
  3299. ClassDB::bind_method(D_METHOD("set_parameter_name", "name"), &VisualShaderNodeParameter::set_parameter_name);
  3300. ClassDB::bind_method(D_METHOD("get_parameter_name"), &VisualShaderNodeParameter::get_parameter_name);
  3301. ClassDB::bind_method(D_METHOD("set_qualifier", "qualifier"), &VisualShaderNodeParameter::set_qualifier);
  3302. ClassDB::bind_method(D_METHOD("get_qualifier"), &VisualShaderNodeParameter::get_qualifier);
  3303. ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "parameter_name"), "set_parameter_name", "get_parameter_name");
  3304. ADD_PROPERTY(PropertyInfo(Variant::INT, "qualifier", PROPERTY_HINT_ENUM, "None,Global,Instance"), "set_qualifier", "get_qualifier");
  3305. BIND_ENUM_CONSTANT(QUAL_NONE);
  3306. BIND_ENUM_CONSTANT(QUAL_GLOBAL);
  3307. BIND_ENUM_CONSTANT(QUAL_INSTANCE);
  3308. BIND_ENUM_CONSTANT(QUAL_MAX);
  3309. }
  3310. String VisualShaderNodeParameter::_get_qual_str() const {
  3311. if (is_qualifier_supported(qualifier)) {
  3312. switch (qualifier) {
  3313. case QUAL_NONE:
  3314. break;
  3315. case QUAL_GLOBAL:
  3316. return "global ";
  3317. case QUAL_INSTANCE:
  3318. return "instance ";
  3319. default:
  3320. break;
  3321. }
  3322. }
  3323. return String();
  3324. }
  3325. String VisualShaderNodeParameter::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  3326. List<String> keyword_list;
  3327. ShaderLanguage::get_keyword_list(&keyword_list);
  3328. if (keyword_list.find(parameter_name)) {
  3329. return RTR("Shader keywords cannot be used as parameter names.\nChoose another name.");
  3330. }
  3331. if (!is_qualifier_supported(qualifier)) {
  3332. String qualifier_str;
  3333. switch (qualifier) {
  3334. case QUAL_NONE:
  3335. break;
  3336. case QUAL_GLOBAL:
  3337. qualifier_str = "global";
  3338. break;
  3339. case QUAL_INSTANCE:
  3340. qualifier_str = "instance";
  3341. break;
  3342. default:
  3343. break;
  3344. }
  3345. return vformat(RTR("This parameter type does not support the '%s' qualifier."), qualifier_str);
  3346. } else if (qualifier == Qualifier::QUAL_GLOBAL) {
  3347. RS::GlobalShaderParameterType gvt = RS::get_singleton()->global_shader_parameter_get_type(parameter_name);
  3348. if (gvt == RS::GLOBAL_VAR_TYPE_MAX) {
  3349. return vformat(RTR("Global parameter '%s' does not exist.\nCreate it in the Project Settings."), parameter_name);
  3350. }
  3351. bool incompatible_type = false;
  3352. switch (gvt) {
  3353. case RS::GLOBAL_VAR_TYPE_FLOAT: {
  3354. if (!Object::cast_to<VisualShaderNodeFloatParameter>(this)) {
  3355. incompatible_type = true;
  3356. }
  3357. } break;
  3358. case RS::GLOBAL_VAR_TYPE_INT: {
  3359. if (!Object::cast_to<VisualShaderNodeIntParameter>(this)) {
  3360. incompatible_type = true;
  3361. }
  3362. } break;
  3363. case RS::GLOBAL_VAR_TYPE_BOOL: {
  3364. if (!Object::cast_to<VisualShaderNodeBooleanParameter>(this)) {
  3365. incompatible_type = true;
  3366. }
  3367. } break;
  3368. case RS::GLOBAL_VAR_TYPE_COLOR: {
  3369. if (!Object::cast_to<VisualShaderNodeColorParameter>(this)) {
  3370. incompatible_type = true;
  3371. }
  3372. } break;
  3373. case RS::GLOBAL_VAR_TYPE_VEC3: {
  3374. if (!Object::cast_to<VisualShaderNodeVec3Parameter>(this)) {
  3375. incompatible_type = true;
  3376. }
  3377. } break;
  3378. case RS::GLOBAL_VAR_TYPE_VEC4: {
  3379. if (!Object::cast_to<VisualShaderNodeVec4Parameter>(this)) {
  3380. incompatible_type = true;
  3381. }
  3382. } break;
  3383. case RS::GLOBAL_VAR_TYPE_TRANSFORM: {
  3384. if (!Object::cast_to<VisualShaderNodeTransformParameter>(this)) {
  3385. incompatible_type = true;
  3386. }
  3387. } break;
  3388. case RS::GLOBAL_VAR_TYPE_SAMPLER2D: {
  3389. if (!Object::cast_to<VisualShaderNodeTextureParameter>(this)) {
  3390. incompatible_type = true;
  3391. }
  3392. } break;
  3393. case RS::GLOBAL_VAR_TYPE_SAMPLER3D: {
  3394. if (!Object::cast_to<VisualShaderNodeTexture3DParameter>(this)) {
  3395. incompatible_type = true;
  3396. }
  3397. } break;
  3398. case RS::GLOBAL_VAR_TYPE_SAMPLER2DARRAY: {
  3399. if (!Object::cast_to<VisualShaderNodeTexture2DArrayParameter>(this)) {
  3400. incompatible_type = true;
  3401. }
  3402. } break;
  3403. case RS::GLOBAL_VAR_TYPE_SAMPLERCUBE: {
  3404. if (!Object::cast_to<VisualShaderNodeCubemapParameter>(this)) {
  3405. incompatible_type = true;
  3406. }
  3407. } break;
  3408. default:
  3409. break;
  3410. }
  3411. if (incompatible_type) {
  3412. return vformat(RTR("Global parameter '%s' has an incompatible type for this kind of node.\nChange it in the Project Settings."), parameter_name);
  3413. }
  3414. }
  3415. return String();
  3416. }
  3417. Vector<StringName> VisualShaderNodeParameter::get_editable_properties() const {
  3418. Vector<StringName> props;
  3419. props.push_back("qualifier");
  3420. return props;
  3421. }
  3422. VisualShaderNodeParameter::VisualShaderNodeParameter() {
  3423. }
  3424. ////////////// ResizeableBase
  3425. void VisualShaderNodeResizableBase::set_size(const Size2 &p_size) {
  3426. size = p_size;
  3427. }
  3428. Size2 VisualShaderNodeResizableBase::get_size() const {
  3429. return size;
  3430. }
  3431. void VisualShaderNodeResizableBase::set_allow_v_resize(bool p_enabled) {
  3432. allow_v_resize = p_enabled;
  3433. }
  3434. bool VisualShaderNodeResizableBase::is_allow_v_resize() const {
  3435. return allow_v_resize;
  3436. }
  3437. void VisualShaderNodeResizableBase::_bind_methods() {
  3438. ClassDB::bind_method(D_METHOD("set_size", "size"), &VisualShaderNodeResizableBase::set_size);
  3439. ClassDB::bind_method(D_METHOD("get_size"), &VisualShaderNodeResizableBase::get_size);
  3440. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "size"), "set_size", "get_size");
  3441. }
  3442. VisualShaderNodeResizableBase::VisualShaderNodeResizableBase() {
  3443. set_allow_v_resize(true);
  3444. }
  3445. ////////////// Comment
  3446. String VisualShaderNodeComment::get_caption() const {
  3447. return title;
  3448. }
  3449. int VisualShaderNodeComment::get_input_port_count() const {
  3450. return 0;
  3451. }
  3452. VisualShaderNodeComment::PortType VisualShaderNodeComment::get_input_port_type(int p_port) const {
  3453. return PortType::PORT_TYPE_SCALAR;
  3454. }
  3455. String VisualShaderNodeComment::get_input_port_name(int p_port) const {
  3456. return String();
  3457. }
  3458. int VisualShaderNodeComment::get_output_port_count() const {
  3459. return 0;
  3460. }
  3461. VisualShaderNodeComment::PortType VisualShaderNodeComment::get_output_port_type(int p_port) const {
  3462. return PortType::PORT_TYPE_SCALAR;
  3463. }
  3464. String VisualShaderNodeComment::get_output_port_name(int p_port) const {
  3465. return String();
  3466. }
  3467. void VisualShaderNodeComment::set_title(const String &p_title) {
  3468. title = p_title;
  3469. }
  3470. String VisualShaderNodeComment::get_title() const {
  3471. return title;
  3472. }
  3473. void VisualShaderNodeComment::set_description(const String &p_description) {
  3474. description = p_description;
  3475. }
  3476. String VisualShaderNodeComment::get_description() const {
  3477. return description;
  3478. }
  3479. String VisualShaderNodeComment::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3480. return String();
  3481. }
  3482. void VisualShaderNodeComment::_bind_methods() {
  3483. ClassDB::bind_method(D_METHOD("set_title", "title"), &VisualShaderNodeComment::set_title);
  3484. ClassDB::bind_method(D_METHOD("get_title"), &VisualShaderNodeComment::get_title);
  3485. ClassDB::bind_method(D_METHOD("set_description", "description"), &VisualShaderNodeComment::set_description);
  3486. ClassDB::bind_method(D_METHOD("get_description"), &VisualShaderNodeComment::get_description);
  3487. ADD_PROPERTY(PropertyInfo(Variant::STRING, "title"), "set_title", "get_title");
  3488. ADD_PROPERTY(PropertyInfo(Variant::STRING, "description"), "set_description", "get_description");
  3489. }
  3490. VisualShaderNodeComment::VisualShaderNodeComment() {
  3491. }
  3492. ////////////// GroupBase
  3493. void VisualShaderNodeGroupBase::set_inputs(const String &p_inputs) {
  3494. if (inputs == p_inputs) {
  3495. return;
  3496. }
  3497. clear_input_ports();
  3498. inputs = p_inputs;
  3499. Vector<String> input_strings = inputs.split(";", false);
  3500. int input_port_count = input_strings.size();
  3501. for (int i = 0; i < input_port_count; i++) {
  3502. Vector<String> arr = input_strings[i].split(",");
  3503. ERR_FAIL_COND(arr.size() != 3);
  3504. int port_idx = arr[0].to_int();
  3505. int port_type = arr[1].to_int();
  3506. String port_name = arr[2];
  3507. Port port;
  3508. port.type = (PortType)port_type;
  3509. port.name = port_name;
  3510. input_ports[port_idx] = port;
  3511. }
  3512. }
  3513. String VisualShaderNodeGroupBase::get_inputs() const {
  3514. return inputs;
  3515. }
  3516. void VisualShaderNodeGroupBase::set_outputs(const String &p_outputs) {
  3517. if (outputs == p_outputs) {
  3518. return;
  3519. }
  3520. clear_output_ports();
  3521. outputs = p_outputs;
  3522. Vector<String> output_strings = outputs.split(";", false);
  3523. int output_port_count = output_strings.size();
  3524. for (int i = 0; i < output_port_count; i++) {
  3525. Vector<String> arr = output_strings[i].split(",");
  3526. ERR_FAIL_COND(arr.size() != 3);
  3527. int port_idx = arr[0].to_int();
  3528. int port_type = arr[1].to_int();
  3529. String port_name = arr[2];
  3530. Port port;
  3531. port.type = (PortType)port_type;
  3532. port.name = port_name;
  3533. output_ports[port_idx] = port;
  3534. }
  3535. }
  3536. String VisualShaderNodeGroupBase::get_outputs() const {
  3537. return outputs;
  3538. }
  3539. bool VisualShaderNodeGroupBase::is_valid_port_name(const String &p_name) const {
  3540. if (!p_name.is_valid_identifier()) {
  3541. return false;
  3542. }
  3543. for (int i = 0; i < get_input_port_count(); i++) {
  3544. if (get_input_port_name(i) == p_name) {
  3545. return false;
  3546. }
  3547. }
  3548. for (int i = 0; i < get_output_port_count(); i++) {
  3549. if (get_output_port_name(i) == p_name) {
  3550. return false;
  3551. }
  3552. }
  3553. return true;
  3554. }
  3555. void VisualShaderNodeGroupBase::add_input_port(int p_id, int p_type, const String &p_name) {
  3556. ERR_FAIL_INDEX(p_type, int(PORT_TYPE_MAX));
  3557. ERR_FAIL_COND(!is_valid_port_name(p_name));
  3558. String str = itos(p_id) + "," + itos(p_type) + "," + p_name + ";";
  3559. Vector<String> inputs_strings = inputs.split(";", false);
  3560. int index = 0;
  3561. if (p_id < inputs_strings.size()) {
  3562. for (int i = 0; i < inputs_strings.size(); i++) {
  3563. if (i == p_id) {
  3564. inputs = inputs.insert(index, str);
  3565. break;
  3566. }
  3567. index += inputs_strings[i].size();
  3568. }
  3569. } else {
  3570. inputs += str;
  3571. }
  3572. inputs_strings = inputs.split(";", false);
  3573. index = 0;
  3574. for (int i = 0; i < inputs_strings.size(); i++) {
  3575. int count = 0;
  3576. for (int j = 0; j < inputs_strings[i].size(); j++) {
  3577. if (inputs_strings[i][j] == ',') {
  3578. break;
  3579. }
  3580. count++;
  3581. }
  3582. inputs = inputs.left(index) + inputs.substr(index + count);
  3583. inputs = inputs.insert(index, itos(i));
  3584. index += inputs_strings[i].size();
  3585. }
  3586. _apply_port_changes();
  3587. emit_changed();
  3588. }
  3589. void VisualShaderNodeGroupBase::remove_input_port(int p_id) {
  3590. ERR_FAIL_COND(!has_input_port(p_id));
  3591. Vector<String> inputs_strings = inputs.split(";", false);
  3592. int count = 0;
  3593. int index = 0;
  3594. for (int i = 0; i < inputs_strings.size(); i++) {
  3595. Vector<String> arr = inputs_strings[i].split(",");
  3596. if (arr[0].to_int() == p_id) {
  3597. count = inputs_strings[i].size();
  3598. break;
  3599. }
  3600. index += inputs_strings[i].size();
  3601. }
  3602. inputs = inputs.left(index) + inputs.substr(index + count);
  3603. inputs_strings = inputs.split(";", false);
  3604. inputs = inputs.substr(0, index);
  3605. for (int i = p_id; i < inputs_strings.size(); i++) {
  3606. inputs += inputs_strings[i].replace_first(inputs_strings[i].split(",")[0], itos(i)) + ";";
  3607. }
  3608. _apply_port_changes();
  3609. emit_changed();
  3610. }
  3611. int VisualShaderNodeGroupBase::get_input_port_count() const {
  3612. return input_ports.size();
  3613. }
  3614. bool VisualShaderNodeGroupBase::has_input_port(int p_id) const {
  3615. return input_ports.has(p_id);
  3616. }
  3617. void VisualShaderNodeGroupBase::add_output_port(int p_id, int p_type, const String &p_name) {
  3618. ERR_FAIL_INDEX(p_type, int(PORT_TYPE_MAX));
  3619. ERR_FAIL_COND(!is_valid_port_name(p_name));
  3620. String str = itos(p_id) + "," + itos(p_type) + "," + p_name + ";";
  3621. Vector<String> outputs_strings = outputs.split(";", false);
  3622. int index = 0;
  3623. if (p_id < outputs_strings.size()) {
  3624. for (int i = 0; i < outputs_strings.size(); i++) {
  3625. if (i == p_id) {
  3626. outputs = outputs.insert(index, str);
  3627. break;
  3628. }
  3629. index += outputs_strings[i].size();
  3630. }
  3631. } else {
  3632. outputs += str;
  3633. }
  3634. outputs_strings = outputs.split(";", false);
  3635. index = 0;
  3636. for (int i = 0; i < outputs_strings.size(); i++) {
  3637. int count = 0;
  3638. for (int j = 0; j < outputs_strings[i].size(); j++) {
  3639. if (outputs_strings[i][j] == ',') {
  3640. break;
  3641. }
  3642. count++;
  3643. }
  3644. outputs = outputs.left(index) + outputs.substr(index + count);
  3645. outputs = outputs.insert(index, itos(i));
  3646. index += outputs_strings[i].size();
  3647. }
  3648. _apply_port_changes();
  3649. emit_changed();
  3650. }
  3651. void VisualShaderNodeGroupBase::remove_output_port(int p_id) {
  3652. ERR_FAIL_COND(!has_output_port(p_id));
  3653. Vector<String> outputs_strings = outputs.split(";", false);
  3654. int count = 0;
  3655. int index = 0;
  3656. for (int i = 0; i < outputs_strings.size(); i++) {
  3657. Vector<String> arr = outputs_strings[i].split(",");
  3658. if (arr[0].to_int() == p_id) {
  3659. count = outputs_strings[i].size();
  3660. break;
  3661. }
  3662. index += outputs_strings[i].size();
  3663. }
  3664. outputs = outputs.left(index) + outputs.substr(index + count);
  3665. outputs_strings = outputs.split(";", false);
  3666. outputs = outputs.substr(0, index);
  3667. for (int i = p_id; i < outputs_strings.size(); i++) {
  3668. outputs += outputs_strings[i].replace_first(outputs_strings[i].split(",")[0], itos(i)) + ";";
  3669. }
  3670. _apply_port_changes();
  3671. emit_changed();
  3672. }
  3673. int VisualShaderNodeGroupBase::get_output_port_count() const {
  3674. return output_ports.size();
  3675. }
  3676. bool VisualShaderNodeGroupBase::has_output_port(int p_id) const {
  3677. return output_ports.has(p_id);
  3678. }
  3679. void VisualShaderNodeGroupBase::clear_input_ports() {
  3680. input_ports.clear();
  3681. }
  3682. void VisualShaderNodeGroupBase::clear_output_ports() {
  3683. output_ports.clear();
  3684. }
  3685. void VisualShaderNodeGroupBase::set_input_port_type(int p_id, int p_type) {
  3686. ERR_FAIL_COND(!has_input_port(p_id));
  3687. ERR_FAIL_INDEX(p_type, int(PORT_TYPE_MAX));
  3688. if (input_ports[p_id].type == p_type) {
  3689. return;
  3690. }
  3691. Vector<String> inputs_strings = inputs.split(";", false);
  3692. int count = 0;
  3693. int index = 0;
  3694. for (int i = 0; i < inputs_strings.size(); i++) {
  3695. Vector<String> arr = inputs_strings[i].split(",");
  3696. ERR_FAIL_COND(arr.size() != 3);
  3697. if (arr[0].to_int() == p_id) {
  3698. index += arr[0].size();
  3699. count = arr[1].size() - 1;
  3700. break;
  3701. }
  3702. index += inputs_strings[i].size();
  3703. }
  3704. inputs = inputs.left(index) + inputs.substr(index + count);
  3705. inputs = inputs.insert(index, itos(p_type));
  3706. _apply_port_changes();
  3707. emit_changed();
  3708. }
  3709. VisualShaderNodeGroupBase::PortType VisualShaderNodeGroupBase::get_input_port_type(int p_id) const {
  3710. ERR_FAIL_COND_V(!input_ports.has(p_id), (PortType)0);
  3711. return input_ports[p_id].type;
  3712. }
  3713. void VisualShaderNodeGroupBase::set_input_port_name(int p_id, const String &p_name) {
  3714. ERR_FAIL_COND(!has_input_port(p_id));
  3715. ERR_FAIL_COND(!is_valid_port_name(p_name));
  3716. if (input_ports[p_id].name == p_name) {
  3717. return;
  3718. }
  3719. Vector<String> inputs_strings = inputs.split(";", false);
  3720. int count = 0;
  3721. int index = 0;
  3722. for (int i = 0; i < inputs_strings.size(); i++) {
  3723. Vector<String> arr = inputs_strings[i].split(",");
  3724. ERR_FAIL_COND(arr.size() != 3);
  3725. if (arr[0].to_int() == p_id) {
  3726. index += arr[0].size() + arr[1].size();
  3727. count = arr[2].size() - 1;
  3728. break;
  3729. }
  3730. index += inputs_strings[i].size();
  3731. }
  3732. inputs = inputs.left(index) + inputs.substr(index + count);
  3733. inputs = inputs.insert(index, p_name);
  3734. _apply_port_changes();
  3735. emit_changed();
  3736. }
  3737. String VisualShaderNodeGroupBase::get_input_port_name(int p_id) const {
  3738. ERR_FAIL_COND_V(!input_ports.has(p_id), "");
  3739. return input_ports[p_id].name;
  3740. }
  3741. void VisualShaderNodeGroupBase::set_output_port_type(int p_id, int p_type) {
  3742. ERR_FAIL_COND(!has_output_port(p_id));
  3743. ERR_FAIL_INDEX(p_type, int(PORT_TYPE_MAX));
  3744. if (output_ports[p_id].type == p_type) {
  3745. return;
  3746. }
  3747. Vector<String> output_strings = outputs.split(";", false);
  3748. int count = 0;
  3749. int index = 0;
  3750. for (int i = 0; i < output_strings.size(); i++) {
  3751. Vector<String> arr = output_strings[i].split(",");
  3752. ERR_FAIL_COND(arr.size() != 3);
  3753. if (arr[0].to_int() == p_id) {
  3754. index += arr[0].size();
  3755. count = arr[1].size() - 1;
  3756. break;
  3757. }
  3758. index += output_strings[i].size();
  3759. }
  3760. outputs = outputs.left(index) + outputs.substr(index + count);
  3761. outputs = outputs.insert(index, itos(p_type));
  3762. _apply_port_changes();
  3763. emit_changed();
  3764. }
  3765. VisualShaderNodeGroupBase::PortType VisualShaderNodeGroupBase::get_output_port_type(int p_id) const {
  3766. ERR_FAIL_COND_V(!output_ports.has(p_id), (PortType)0);
  3767. return output_ports[p_id].type;
  3768. }
  3769. void VisualShaderNodeGroupBase::set_output_port_name(int p_id, const String &p_name) {
  3770. ERR_FAIL_COND(!has_output_port(p_id));
  3771. ERR_FAIL_COND(!is_valid_port_name(p_name));
  3772. if (output_ports[p_id].name == p_name) {
  3773. return;
  3774. }
  3775. Vector<String> output_strings = outputs.split(";", false);
  3776. int count = 0;
  3777. int index = 0;
  3778. for (int i = 0; i < output_strings.size(); i++) {
  3779. Vector<String> arr = output_strings[i].split(",");
  3780. ERR_FAIL_COND(arr.size() != 3);
  3781. if (arr[0].to_int() == p_id) {
  3782. index += arr[0].size() + arr[1].size();
  3783. count = arr[2].size() - 1;
  3784. break;
  3785. }
  3786. index += output_strings[i].size();
  3787. }
  3788. outputs = outputs.left(index) + outputs.substr(index + count);
  3789. outputs = outputs.insert(index, p_name);
  3790. _apply_port_changes();
  3791. emit_changed();
  3792. }
  3793. String VisualShaderNodeGroupBase::get_output_port_name(int p_id) const {
  3794. ERR_FAIL_COND_V(!output_ports.has(p_id), "");
  3795. return output_ports[p_id].name;
  3796. }
  3797. int VisualShaderNodeGroupBase::get_free_input_port_id() const {
  3798. return input_ports.size();
  3799. }
  3800. int VisualShaderNodeGroupBase::get_free_output_port_id() const {
  3801. return output_ports.size();
  3802. }
  3803. void VisualShaderNodeGroupBase::set_ctrl_pressed(Control *p_control, int p_index) {
  3804. controls[p_index] = p_control;
  3805. }
  3806. Control *VisualShaderNodeGroupBase::is_ctrl_pressed(int p_index) {
  3807. ERR_FAIL_COND_V(!controls.has(p_index), nullptr);
  3808. return controls[p_index];
  3809. }
  3810. void VisualShaderNodeGroupBase::_apply_port_changes() {
  3811. Vector<String> inputs_strings = inputs.split(";", false);
  3812. Vector<String> outputs_strings = outputs.split(";", false);
  3813. clear_input_ports();
  3814. clear_output_ports();
  3815. for (int i = 0; i < inputs_strings.size(); i++) {
  3816. Vector<String> arr = inputs_strings[i].split(",");
  3817. ERR_FAIL_COND(arr.size() != 3);
  3818. Port port;
  3819. port.type = (PortType)arr[1].to_int();
  3820. port.name = arr[2];
  3821. input_ports[i] = port;
  3822. }
  3823. for (int i = 0; i < outputs_strings.size(); i++) {
  3824. Vector<String> arr = outputs_strings[i].split(",");
  3825. ERR_FAIL_COND(arr.size() != 3);
  3826. Port port;
  3827. port.type = (PortType)arr[1].to_int();
  3828. port.name = arr[2];
  3829. output_ports[i] = port;
  3830. }
  3831. }
  3832. void VisualShaderNodeGroupBase::set_editable(bool p_enabled) {
  3833. editable = p_enabled;
  3834. }
  3835. bool VisualShaderNodeGroupBase::is_editable() const {
  3836. return editable;
  3837. }
  3838. void VisualShaderNodeGroupBase::_bind_methods() {
  3839. ClassDB::bind_method(D_METHOD("set_inputs", "inputs"), &VisualShaderNodeGroupBase::set_inputs);
  3840. ClassDB::bind_method(D_METHOD("get_inputs"), &VisualShaderNodeGroupBase::get_inputs);
  3841. ClassDB::bind_method(D_METHOD("set_outputs", "outputs"), &VisualShaderNodeGroupBase::set_outputs);
  3842. ClassDB::bind_method(D_METHOD("get_outputs"), &VisualShaderNodeGroupBase::get_outputs);
  3843. ClassDB::bind_method(D_METHOD("is_valid_port_name", "name"), &VisualShaderNodeGroupBase::is_valid_port_name);
  3844. ClassDB::bind_method(D_METHOD("add_input_port", "id", "type", "name"), &VisualShaderNodeGroupBase::add_input_port);
  3845. ClassDB::bind_method(D_METHOD("remove_input_port", "id"), &VisualShaderNodeGroupBase::remove_input_port);
  3846. ClassDB::bind_method(D_METHOD("get_input_port_count"), &VisualShaderNodeGroupBase::get_input_port_count);
  3847. ClassDB::bind_method(D_METHOD("has_input_port", "id"), &VisualShaderNodeGroupBase::has_input_port);
  3848. ClassDB::bind_method(D_METHOD("clear_input_ports"), &VisualShaderNodeGroupBase::clear_input_ports);
  3849. ClassDB::bind_method(D_METHOD("add_output_port", "id", "type", "name"), &VisualShaderNodeGroupBase::add_output_port);
  3850. ClassDB::bind_method(D_METHOD("remove_output_port", "id"), &VisualShaderNodeGroupBase::remove_output_port);
  3851. ClassDB::bind_method(D_METHOD("get_output_port_count"), &VisualShaderNodeGroupBase::get_output_port_count);
  3852. ClassDB::bind_method(D_METHOD("has_output_port", "id"), &VisualShaderNodeGroupBase::has_output_port);
  3853. ClassDB::bind_method(D_METHOD("clear_output_ports"), &VisualShaderNodeGroupBase::clear_output_ports);
  3854. ClassDB::bind_method(D_METHOD("set_input_port_name", "id", "name"), &VisualShaderNodeGroupBase::set_input_port_name);
  3855. ClassDB::bind_method(D_METHOD("set_input_port_type", "id", "type"), &VisualShaderNodeGroupBase::set_input_port_type);
  3856. ClassDB::bind_method(D_METHOD("set_output_port_name", "id", "name"), &VisualShaderNodeGroupBase::set_output_port_name);
  3857. ClassDB::bind_method(D_METHOD("set_output_port_type", "id", "type"), &VisualShaderNodeGroupBase::set_output_port_type);
  3858. ClassDB::bind_method(D_METHOD("get_free_input_port_id"), &VisualShaderNodeGroupBase::get_free_input_port_id);
  3859. ClassDB::bind_method(D_METHOD("get_free_output_port_id"), &VisualShaderNodeGroupBase::get_free_output_port_id);
  3860. }
  3861. String VisualShaderNodeGroupBase::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3862. return "";
  3863. }
  3864. VisualShaderNodeGroupBase::VisualShaderNodeGroupBase() {
  3865. simple_decl = false;
  3866. }
  3867. ////////////// Expression
  3868. String VisualShaderNodeExpression::get_caption() const {
  3869. return "Expression";
  3870. }
  3871. void VisualShaderNodeExpression::set_expression(const String &p_expression) {
  3872. expression = p_expression;
  3873. emit_changed();
  3874. }
  3875. String VisualShaderNodeExpression::get_expression() const {
  3876. return expression;
  3877. }
  3878. String VisualShaderNodeExpression::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3879. String _expression = expression;
  3880. _expression = _expression.insert(0, "\n");
  3881. _expression = _expression.replace("\n", "\n ");
  3882. static Vector<String> pre_symbols;
  3883. if (pre_symbols.is_empty()) {
  3884. pre_symbols.push_back(" ");
  3885. pre_symbols.push_back(",");
  3886. pre_symbols.push_back(";");
  3887. pre_symbols.push_back("{");
  3888. pre_symbols.push_back("[");
  3889. pre_symbols.push_back("]");
  3890. pre_symbols.push_back("(");
  3891. pre_symbols.push_back(" ");
  3892. pre_symbols.push_back("-");
  3893. pre_symbols.push_back("*");
  3894. pre_symbols.push_back("/");
  3895. pre_symbols.push_back("+");
  3896. pre_symbols.push_back("=");
  3897. pre_symbols.push_back("&");
  3898. pre_symbols.push_back("|");
  3899. pre_symbols.push_back("!");
  3900. }
  3901. static Vector<String> post_symbols;
  3902. if (post_symbols.is_empty()) {
  3903. post_symbols.push_back(" ");
  3904. post_symbols.push_back("\n");
  3905. post_symbols.push_back(",");
  3906. post_symbols.push_back(";");
  3907. post_symbols.push_back("}");
  3908. post_symbols.push_back("[");
  3909. post_symbols.push_back("]");
  3910. post_symbols.push_back(")");
  3911. post_symbols.push_back(" ");
  3912. post_symbols.push_back(".");
  3913. post_symbols.push_back("-");
  3914. post_symbols.push_back("*");
  3915. post_symbols.push_back("/");
  3916. post_symbols.push_back("+");
  3917. post_symbols.push_back("=");
  3918. post_symbols.push_back("&");
  3919. post_symbols.push_back("|");
  3920. post_symbols.push_back("!");
  3921. }
  3922. for (int i = 0; i < get_input_port_count(); i++) {
  3923. for (int j = 0; j < pre_symbols.size(); j++) {
  3924. for (int k = 0; k < post_symbols.size(); k++) {
  3925. _expression = _expression.replace(pre_symbols[j] + get_input_port_name(i) + post_symbols[k], pre_symbols[j] + p_input_vars[i] + post_symbols[k]);
  3926. }
  3927. }
  3928. }
  3929. for (int i = 0; i < get_output_port_count(); i++) {
  3930. for (int j = 0; j < pre_symbols.size(); j++) {
  3931. for (int k = 0; k < post_symbols.size(); k++) {
  3932. _expression = _expression.replace(pre_symbols[j] + get_output_port_name(i) + post_symbols[k], pre_symbols[j] + p_output_vars[i] + post_symbols[k]);
  3933. }
  3934. }
  3935. }
  3936. String output_initializer;
  3937. for (int i = 0; i < get_output_port_count(); i++) {
  3938. int port_type = get_output_port_type(i);
  3939. String tk = "";
  3940. switch (port_type) {
  3941. case PORT_TYPE_SCALAR:
  3942. tk = "0.0";
  3943. break;
  3944. case PORT_TYPE_SCALAR_INT:
  3945. tk = "0";
  3946. break;
  3947. case PORT_TYPE_VECTOR_2D:
  3948. tk = "vec2(0.0, 0.0)";
  3949. break;
  3950. case PORT_TYPE_VECTOR_3D:
  3951. tk = "vec3(0.0, 0.0, 0.0)";
  3952. break;
  3953. case PORT_TYPE_VECTOR_4D:
  3954. tk = "vec4(0.0, 0.0, 0.0, 0.0)";
  3955. break;
  3956. case PORT_TYPE_BOOLEAN:
  3957. tk = "false";
  3958. break;
  3959. case PORT_TYPE_TRANSFORM:
  3960. tk = "mat4(1.0)";
  3961. break;
  3962. default:
  3963. continue;
  3964. }
  3965. output_initializer += " " + p_output_vars[i] + " = " + tk + ";\n";
  3966. }
  3967. String code;
  3968. code += output_initializer;
  3969. code += " {";
  3970. code += _expression;
  3971. code += "\n }\n";
  3972. return code;
  3973. }
  3974. void VisualShaderNodeExpression::_bind_methods() {
  3975. ClassDB::bind_method(D_METHOD("set_expression", "expression"), &VisualShaderNodeExpression::set_expression);
  3976. ClassDB::bind_method(D_METHOD("get_expression"), &VisualShaderNodeExpression::get_expression);
  3977. ADD_PROPERTY(PropertyInfo(Variant::STRING, "expression"), "set_expression", "get_expression");
  3978. }
  3979. VisualShaderNodeExpression::VisualShaderNodeExpression() {
  3980. set_editable(true);
  3981. }
  3982. ////////////// Global Expression
  3983. String VisualShaderNodeGlobalExpression::get_caption() const {
  3984. return "GlobalExpression";
  3985. }
  3986. String VisualShaderNodeGlobalExpression::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  3987. return expression;
  3988. }
  3989. VisualShaderNodeGlobalExpression::VisualShaderNodeGlobalExpression() {
  3990. set_editable(false);
  3991. }
  3992. ////////////// Varying
  3993. List<VisualShaderNodeVarying::Varying> varyings;
  3994. void VisualShaderNodeVarying::add_varying(const String &p_name, VisualShader::VaryingMode p_mode, VisualShader::VaryingType p_type) { // static
  3995. varyings.push_back({ p_name, p_mode, p_type });
  3996. }
  3997. void VisualShaderNodeVarying::clear_varyings() { // static
  3998. varyings.clear();
  3999. }
  4000. bool VisualShaderNodeVarying::has_varying(const String &p_name) { // static
  4001. for (const VisualShaderNodeVarying::Varying &E : varyings) {
  4002. if (E.name == p_name) {
  4003. return true;
  4004. }
  4005. }
  4006. return false;
  4007. }
  4008. int VisualShaderNodeVarying::get_varyings_count() const {
  4009. return varyings.size();
  4010. }
  4011. String VisualShaderNodeVarying::get_varying_name_by_index(int p_idx) const {
  4012. if (p_idx >= 0 && p_idx < varyings.size()) {
  4013. return varyings[p_idx].name;
  4014. }
  4015. return "";
  4016. }
  4017. VisualShader::VaryingType VisualShaderNodeVarying::get_varying_type_by_name(const String &p_name) const {
  4018. for (int i = 0; i < varyings.size(); i++) {
  4019. if (varyings[i].name == p_name) {
  4020. return varyings[i].type;
  4021. }
  4022. }
  4023. return VisualShader::VARYING_TYPE_FLOAT;
  4024. }
  4025. VisualShader::VaryingType VisualShaderNodeVarying::get_varying_type_by_index(int p_idx) const {
  4026. if (p_idx >= 0 && p_idx < varyings.size()) {
  4027. return varyings[p_idx].type;
  4028. }
  4029. return VisualShader::VARYING_TYPE_FLOAT;
  4030. }
  4031. VisualShader::VaryingMode VisualShaderNodeVarying::get_varying_mode_by_name(const String &p_name) const {
  4032. for (int i = 0; i < varyings.size(); i++) {
  4033. if (varyings[i].name == p_name) {
  4034. return varyings[i].mode;
  4035. }
  4036. }
  4037. return VisualShader::VARYING_MODE_VERTEX_TO_FRAG_LIGHT;
  4038. }
  4039. VisualShader::VaryingMode VisualShaderNodeVarying::get_varying_mode_by_index(int p_idx) const {
  4040. if (p_idx >= 0 && p_idx < varyings.size()) {
  4041. return varyings[p_idx].mode;
  4042. }
  4043. return VisualShader::VARYING_MODE_VERTEX_TO_FRAG_LIGHT;
  4044. }
  4045. VisualShaderNodeVarying::PortType VisualShaderNodeVarying::get_port_type_by_index(int p_idx) const {
  4046. if (p_idx >= 0 && p_idx < varyings.size()) {
  4047. return get_port_type(varyings[p_idx].type, 0);
  4048. }
  4049. return PORT_TYPE_SCALAR;
  4050. }
  4051. //////////////
  4052. void VisualShaderNodeVarying::_bind_methods() {
  4053. ClassDB::bind_method(D_METHOD("set_varying_name", "name"), &VisualShaderNodeVarying::set_varying_name);
  4054. ClassDB::bind_method(D_METHOD("get_varying_name"), &VisualShaderNodeVarying::get_varying_name);
  4055. ClassDB::bind_method(D_METHOD("set_varying_type", "type"), &VisualShaderNodeVarying::set_varying_type);
  4056. ClassDB::bind_method(D_METHOD("get_varying_type"), &VisualShaderNodeVarying::get_varying_type);
  4057. ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "varying_name"), "set_varying_name", "get_varying_name");
  4058. ADD_PROPERTY(PropertyInfo(Variant::INT, "varying_type", PROPERTY_HINT_ENUM, "Float,Int,Vector2,Vector3,Vector4,Boolean,Transform"), "set_varying_type", "get_varying_type");
  4059. }
  4060. String VisualShaderNodeVarying::get_type_str() const {
  4061. switch (varying_type) {
  4062. case VisualShader::VARYING_TYPE_FLOAT:
  4063. return "float";
  4064. case VisualShader::VARYING_TYPE_INT:
  4065. return "int";
  4066. case VisualShader::VARYING_TYPE_UINT:
  4067. return "uint";
  4068. case VisualShader::VARYING_TYPE_VECTOR_2D:
  4069. return "vec2";
  4070. case VisualShader::VARYING_TYPE_VECTOR_3D:
  4071. return "vec3";
  4072. case VisualShader::VARYING_TYPE_VECTOR_4D:
  4073. return "vec4";
  4074. case VisualShader::VARYING_TYPE_BOOLEAN:
  4075. return "bool";
  4076. case VisualShader::VARYING_TYPE_TRANSFORM:
  4077. return "mat4";
  4078. default:
  4079. break;
  4080. }
  4081. return "";
  4082. }
  4083. VisualShaderNodeVarying::PortType VisualShaderNodeVarying::get_port_type(VisualShader::VaryingType p_type, int p_port) const {
  4084. switch (p_type) {
  4085. case VisualShader::VARYING_TYPE_INT:
  4086. return PORT_TYPE_SCALAR_INT;
  4087. case VisualShader::VARYING_TYPE_UINT:
  4088. return PORT_TYPE_SCALAR_UINT;
  4089. case VisualShader::VARYING_TYPE_VECTOR_2D:
  4090. return PORT_TYPE_VECTOR_2D;
  4091. case VisualShader::VARYING_TYPE_VECTOR_3D:
  4092. return PORT_TYPE_VECTOR_3D;
  4093. case VisualShader::VARYING_TYPE_VECTOR_4D:
  4094. return PORT_TYPE_VECTOR_4D;
  4095. case VisualShader::VARYING_TYPE_BOOLEAN:
  4096. return PORT_TYPE_BOOLEAN;
  4097. case VisualShader::VARYING_TYPE_TRANSFORM:
  4098. return PORT_TYPE_TRANSFORM;
  4099. default:
  4100. break;
  4101. }
  4102. return PORT_TYPE_SCALAR;
  4103. }
  4104. void VisualShaderNodeVarying::set_varying_name(String p_varying_name) {
  4105. if (varying_name == p_varying_name) {
  4106. return;
  4107. }
  4108. varying_name = p_varying_name;
  4109. emit_changed();
  4110. }
  4111. String VisualShaderNodeVarying::get_varying_name() const {
  4112. return varying_name;
  4113. }
  4114. void VisualShaderNodeVarying::set_varying_type(VisualShader::VaryingType p_varying_type) {
  4115. ERR_FAIL_INDEX(p_varying_type, VisualShader::VARYING_TYPE_MAX);
  4116. if (varying_type == p_varying_type) {
  4117. return;
  4118. }
  4119. varying_type = p_varying_type;
  4120. emit_changed();
  4121. }
  4122. VisualShader::VaryingType VisualShaderNodeVarying::get_varying_type() const {
  4123. return varying_type;
  4124. }
  4125. VisualShaderNodeVarying::VisualShaderNodeVarying() {
  4126. }
  4127. ////////////// Varying Setter
  4128. String VisualShaderNodeVaryingSetter::get_caption() const {
  4129. return vformat("VaryingSetter");
  4130. }
  4131. int VisualShaderNodeVaryingSetter::get_input_port_count() const {
  4132. return 1;
  4133. }
  4134. VisualShaderNodeVaryingSetter::PortType VisualShaderNodeVaryingSetter::get_input_port_type(int p_port) const {
  4135. return get_port_type(varying_type, p_port);
  4136. }
  4137. String VisualShaderNodeVaryingSetter::get_input_port_name(int p_port) const {
  4138. return "";
  4139. }
  4140. int VisualShaderNodeVaryingSetter::get_output_port_count() const {
  4141. return 0;
  4142. }
  4143. VisualShaderNodeVaryingSetter::PortType VisualShaderNodeVaryingSetter::get_output_port_type(int p_port) const {
  4144. return PORT_TYPE_SCALAR;
  4145. }
  4146. String VisualShaderNodeVaryingSetter::get_output_port_name(int p_port) const {
  4147. return "";
  4148. }
  4149. String VisualShaderNodeVaryingSetter::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  4150. String code;
  4151. if (varying_name == "[None]") {
  4152. return code;
  4153. }
  4154. code += vformat(" %s = %s;\n", varying_name, p_input_vars[0]);
  4155. return code;
  4156. }
  4157. VisualShaderNodeVaryingSetter::VisualShaderNodeVaryingSetter() {
  4158. }
  4159. ////////////// Varying Getter
  4160. String VisualShaderNodeVaryingGetter::get_caption() const {
  4161. return vformat("VaryingGetter");
  4162. }
  4163. int VisualShaderNodeVaryingGetter::get_input_port_count() const {
  4164. return 0;
  4165. }
  4166. VisualShaderNodeVaryingGetter::PortType VisualShaderNodeVaryingGetter::get_input_port_type(int p_port) const {
  4167. return PORT_TYPE_SCALAR;
  4168. }
  4169. String VisualShaderNodeVaryingGetter::get_input_port_name(int p_port) const {
  4170. return "";
  4171. }
  4172. int VisualShaderNodeVaryingGetter::get_output_port_count() const {
  4173. return 1;
  4174. }
  4175. VisualShaderNodeVaryingGetter::PortType VisualShaderNodeVaryingGetter::get_output_port_type(int p_port) const {
  4176. return get_port_type(varying_type, p_port);
  4177. }
  4178. String VisualShaderNodeVaryingGetter::get_output_port_name(int p_port) const {
  4179. return "";
  4180. }
  4181. bool VisualShaderNodeVaryingGetter::has_output_port_preview(int p_port) const {
  4182. return false;
  4183. }
  4184. String VisualShaderNodeVaryingGetter::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  4185. String from = varying_name;
  4186. String from2;
  4187. if (varying_name == "[None]") {
  4188. switch (varying_type) {
  4189. case VisualShader::VARYING_TYPE_FLOAT:
  4190. from = "0.0";
  4191. break;
  4192. case VisualShader::VARYING_TYPE_INT:
  4193. from = "0";
  4194. break;
  4195. case VisualShader::VARYING_TYPE_UINT:
  4196. from = "0u";
  4197. break;
  4198. case VisualShader::VARYING_TYPE_VECTOR_2D:
  4199. from = "vec2(0.0)";
  4200. break;
  4201. case VisualShader::VARYING_TYPE_VECTOR_3D:
  4202. from = "vec3(0.0)";
  4203. break;
  4204. case VisualShader::VARYING_TYPE_VECTOR_4D:
  4205. from = "vec4(0.0)";
  4206. break;
  4207. case VisualShader::VARYING_TYPE_BOOLEAN:
  4208. from = "false";
  4209. break;
  4210. case VisualShader::VARYING_TYPE_TRANSFORM:
  4211. from = "mat4(1.0)";
  4212. break;
  4213. default:
  4214. break;
  4215. }
  4216. }
  4217. return vformat(" %s = %s;\n", p_output_vars[0], from);
  4218. }
  4219. VisualShaderNodeVaryingGetter::VisualShaderNodeVaryingGetter() {
  4220. varying_name = "[None]";
  4221. }