visual_shader.cpp 97 KB

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