visual_shader.cpp 121 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/rendering/shader_types.h"
  33. #include "visual_shader_nodes.h"
  34. bool VisualShaderNode::is_simple_decl() const {
  35. return simple_decl;
  36. }
  37. void VisualShaderNode::set_output_port_for_preview(int p_index) {
  38. port_preview = p_index;
  39. }
  40. int VisualShaderNode::get_output_port_for_preview() const {
  41. return port_preview;
  42. }
  43. void VisualShaderNode::set_input_port_default_value(int p_port, const Variant &p_value) {
  44. default_input_values[p_port] = p_value;
  45. emit_changed();
  46. }
  47. Variant VisualShaderNode::get_input_port_default_value(int p_port) const {
  48. if (default_input_values.has(p_port)) {
  49. return default_input_values[p_port];
  50. }
  51. return Variant();
  52. }
  53. bool VisualShaderNode::is_port_separator(int p_index) const {
  54. return false;
  55. }
  56. bool VisualShaderNode::is_output_port_connected(int p_port) const {
  57. if (connected_output_ports.has(p_port)) {
  58. return connected_output_ports[p_port];
  59. }
  60. return false;
  61. }
  62. void VisualShaderNode::set_output_port_connected(int p_port, bool p_connected) {
  63. if (p_connected) {
  64. connected_output_ports[p_port] = true;
  65. ++connected_output_count;
  66. } else {
  67. --connected_output_count;
  68. if (connected_output_count == 0) {
  69. connected_output_ports[p_port] = false;
  70. }
  71. }
  72. }
  73. bool VisualShaderNode::is_input_port_connected(int p_port) const {
  74. if (connected_input_ports.has(p_port)) {
  75. return connected_input_ports[p_port];
  76. }
  77. return false;
  78. }
  79. void VisualShaderNode::set_input_port_connected(int p_port, bool p_connected) {
  80. connected_input_ports[p_port] = p_connected;
  81. }
  82. bool VisualShaderNode::is_generate_input_var(int p_port) const {
  83. return true;
  84. }
  85. bool VisualShaderNode::is_code_generated() const {
  86. return true;
  87. }
  88. Vector<VisualShader::DefaultTextureParam> VisualShaderNode::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  89. return Vector<VisualShader::DefaultTextureParam>();
  90. }
  91. String VisualShaderNode::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  92. return String();
  93. }
  94. String VisualShaderNode::generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  95. return String();
  96. }
  97. String VisualShaderNode::generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  98. return String();
  99. }
  100. Vector<StringName> VisualShaderNode::get_editable_properties() const {
  101. return Vector<StringName>();
  102. }
  103. Array VisualShaderNode::get_default_input_values() const {
  104. Array ret;
  105. for (Map<int, Variant>::Element *E = default_input_values.front(); E; E = E->next()) {
  106. ret.push_back(E->key());
  107. ret.push_back(E->get());
  108. }
  109. return ret;
  110. }
  111. void VisualShaderNode::set_default_input_values(const Array &p_values) {
  112. if (p_values.size() % 2 == 0) {
  113. for (int i = 0; i < p_values.size(); i += 2) {
  114. default_input_values[p_values[i + 0]] = p_values[i + 1];
  115. }
  116. }
  117. emit_changed();
  118. }
  119. String VisualShaderNode::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  120. return String();
  121. }
  122. String VisualShaderNode::get_input_port_default_hint(int p_port) const {
  123. return "";
  124. }
  125. void VisualShaderNode::_bind_methods() {
  126. ClassDB::bind_method(D_METHOD("set_output_port_for_preview", "port"), &VisualShaderNode::set_output_port_for_preview);
  127. ClassDB::bind_method(D_METHOD("get_output_port_for_preview"), &VisualShaderNode::get_output_port_for_preview);
  128. ClassDB::bind_method(D_METHOD("set_input_port_default_value", "port", "value"), &VisualShaderNode::set_input_port_default_value);
  129. ClassDB::bind_method(D_METHOD("get_input_port_default_value", "port"), &VisualShaderNode::get_input_port_default_value);
  130. ClassDB::bind_method(D_METHOD("set_default_input_values", "values"), &VisualShaderNode::set_default_input_values);
  131. ClassDB::bind_method(D_METHOD("get_default_input_values"), &VisualShaderNode::get_default_input_values);
  132. ADD_PROPERTY(PropertyInfo(Variant::INT, "output_port_for_preview"), "set_output_port_for_preview", "get_output_port_for_preview");
  133. 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");
  134. ADD_SIGNAL(MethodInfo("editor_refresh_request"));
  135. BIND_ENUM_CONSTANT(PORT_TYPE_SCALAR);
  136. BIND_ENUM_CONSTANT(PORT_TYPE_SCALAR_INT);
  137. BIND_ENUM_CONSTANT(PORT_TYPE_VECTOR);
  138. BIND_ENUM_CONSTANT(PORT_TYPE_BOOLEAN);
  139. BIND_ENUM_CONSTANT(PORT_TYPE_TRANSFORM);
  140. BIND_ENUM_CONSTANT(PORT_TYPE_SAMPLER);
  141. BIND_ENUM_CONSTANT(PORT_TYPE_MAX);
  142. }
  143. VisualShaderNode::VisualShaderNode() {
  144. }
  145. /////////////////////////////////////////////////////////
  146. void VisualShaderNodeCustom::update_ports() {
  147. ERR_FAIL_COND(!get_script_instance());
  148. input_ports.clear();
  149. if (get_script_instance()->has_method("_get_input_port_count")) {
  150. int input_port_count = (int)get_script_instance()->call("_get_input_port_count");
  151. bool has_name = get_script_instance()->has_method("_get_input_port_name");
  152. bool has_type = get_script_instance()->has_method("_get_input_port_type");
  153. for (int i = 0; i < input_port_count; i++) {
  154. Port port;
  155. if (has_name) {
  156. port.name = (String)get_script_instance()->call("_get_input_port_name", i);
  157. } else {
  158. port.name = "in" + itos(i);
  159. }
  160. if (has_type) {
  161. port.type = (int)get_script_instance()->call("_get_input_port_type", i);
  162. } else {
  163. port.type = (int)PortType::PORT_TYPE_SCALAR;
  164. }
  165. input_ports.push_back(port);
  166. }
  167. }
  168. output_ports.clear();
  169. if (get_script_instance()->has_method("_get_output_port_count")) {
  170. int output_port_count = (int)get_script_instance()->call("_get_output_port_count");
  171. bool has_name = get_script_instance()->has_method("_get_output_port_name");
  172. bool has_type = get_script_instance()->has_method("_get_output_port_type");
  173. for (int i = 0; i < output_port_count; i++) {
  174. Port port;
  175. if (has_name) {
  176. port.name = (String)get_script_instance()->call("_get_output_port_name", i);
  177. } else {
  178. port.name = "out" + itos(i);
  179. }
  180. if (has_type) {
  181. port.type = (int)get_script_instance()->call("_get_output_port_type", i);
  182. } else {
  183. port.type = (int)PortType::PORT_TYPE_SCALAR;
  184. }
  185. output_ports.push_back(port);
  186. }
  187. }
  188. }
  189. String VisualShaderNodeCustom::get_caption() const {
  190. ERR_FAIL_COND_V(!get_script_instance(), "");
  191. if (get_script_instance()->has_method("_get_name")) {
  192. return (String)get_script_instance()->call("_get_name");
  193. }
  194. return "Unnamed";
  195. }
  196. int VisualShaderNodeCustom::get_input_port_count() const {
  197. return input_ports.size();
  198. }
  199. VisualShaderNodeCustom::PortType VisualShaderNodeCustom::get_input_port_type(int p_port) const {
  200. ERR_FAIL_INDEX_V(p_port, input_ports.size(), PORT_TYPE_SCALAR);
  201. return (PortType)input_ports[p_port].type;
  202. }
  203. String VisualShaderNodeCustom::get_input_port_name(int p_port) const {
  204. ERR_FAIL_INDEX_V(p_port, input_ports.size(), "");
  205. return input_ports[p_port].name;
  206. }
  207. int VisualShaderNodeCustom::get_output_port_count() const {
  208. return output_ports.size();
  209. }
  210. VisualShaderNodeCustom::PortType VisualShaderNodeCustom::get_output_port_type(int p_port) const {
  211. ERR_FAIL_INDEX_V(p_port, output_ports.size(), PORT_TYPE_SCALAR);
  212. return (PortType)output_ports[p_port].type;
  213. }
  214. String VisualShaderNodeCustom::get_output_port_name(int p_port) const {
  215. ERR_FAIL_INDEX_V(p_port, output_ports.size(), "");
  216. return output_ports[p_port].name;
  217. }
  218. 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 {
  219. ERR_FAIL_COND_V(!get_script_instance(), "");
  220. ERR_FAIL_COND_V(!get_script_instance()->has_method("_get_code"), "");
  221. Array input_vars;
  222. for (int i = 0; i < get_input_port_count(); i++) {
  223. input_vars.push_back(p_input_vars[i]);
  224. }
  225. Array output_vars;
  226. for (int i = 0; i < get_output_port_count(); i++) {
  227. output_vars.push_back(p_output_vars[i]);
  228. }
  229. String code = "\t{\n";
  230. String _code = (String)get_script_instance()->call("_get_code", input_vars, output_vars, (int)p_mode, (int)p_type);
  231. bool nend = _code.ends_with("\n");
  232. _code = _code.insert(0, "\t\t");
  233. _code = _code.replace("\n", "\n\t\t");
  234. code += _code;
  235. if (!nend) {
  236. code += "\n\t}";
  237. } else {
  238. code.remove(code.size() - 1);
  239. code += "}";
  240. }
  241. code += "\n";
  242. return code;
  243. }
  244. String VisualShaderNodeCustom::generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  245. ERR_FAIL_COND_V(!get_script_instance(), "");
  246. if (get_script_instance()->has_method("_get_global_code")) {
  247. String code = "// " + get_caption() + "\n";
  248. code += (String)get_script_instance()->call("_get_global_code", (int)p_mode);
  249. code += "\n";
  250. return code;
  251. }
  252. return "";
  253. }
  254. void VisualShaderNodeCustom::_bind_methods() {
  255. BIND_VMETHOD(MethodInfo(Variant::STRING, "_get_name"));
  256. BIND_VMETHOD(MethodInfo(Variant::STRING, "_get_description"));
  257. BIND_VMETHOD(MethodInfo(Variant::STRING, "_get_category"));
  258. BIND_VMETHOD(MethodInfo(Variant::INT, "_get_return_icon_type"));
  259. BIND_VMETHOD(MethodInfo(Variant::INT, "_get_input_port_count"));
  260. BIND_VMETHOD(MethodInfo(Variant::INT, "_get_input_port_type", PropertyInfo(Variant::INT, "port")));
  261. BIND_VMETHOD(MethodInfo(Variant::STRING_NAME, "_get_input_port_name", PropertyInfo(Variant::INT, "port")));
  262. BIND_VMETHOD(MethodInfo(Variant::INT, "_get_output_port_count"));
  263. BIND_VMETHOD(MethodInfo(Variant::INT, "_get_output_port_type", PropertyInfo(Variant::INT, "port")));
  264. BIND_VMETHOD(MethodInfo(Variant::STRING_NAME, "_get_output_port_name", PropertyInfo(Variant::INT, "port")));
  265. 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")));
  266. BIND_VMETHOD(MethodInfo(Variant::STRING, "_get_global_code", PropertyInfo(Variant::INT, "mode")));
  267. BIND_VMETHOD(MethodInfo(Variant::BOOL, "_is_highend"));
  268. }
  269. VisualShaderNodeCustom::VisualShaderNodeCustom() {
  270. simple_decl = false;
  271. }
  272. /////////////////////////////////////////////////////////
  273. void VisualShader::set_graph_node(Type p_type, int p_id, GraphNode *p_graph_node) {
  274. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  275. Graph *g = &graph[p_type];
  276. ERR_FAIL_COND(!g->nodes.has(p_id));
  277. g->nodes[p_id].graph_node = p_graph_node;
  278. }
  279. void VisualShader::set_shader_type(Type p_type) {
  280. current_type = p_type;
  281. }
  282. void VisualShader::set_version(const String &p_version) {
  283. version = p_version;
  284. }
  285. String VisualShader::get_version() const {
  286. return version;
  287. }
  288. void VisualShader::update_version(const String &p_new_version) {
  289. if (version == "") {
  290. for (int i = 0; i < TYPE_MAX; i++) {
  291. for (Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) {
  292. Ref<VisualShaderNodeExpression> expression = Object::cast_to<VisualShaderNodeExpression>(E->get().node.ptr());
  293. if (expression.is_valid()) {
  294. for (int j = 0; j < expression->get_input_port_count(); j++) {
  295. int type = expression->get_input_port_type(j);
  296. if (type > 0) { // + PORT_TYPE_SCALAR_INT
  297. type += 1;
  298. }
  299. expression->set_input_port_type(j, type);
  300. }
  301. for (int j = 0; j < expression->get_output_port_count(); j++) {
  302. int type = expression->get_output_port_type(j);
  303. if (type > 0) { // + PORT_TYPE_SCALAR_INT
  304. type += 1;
  305. }
  306. expression->set_output_port_type(j, type);
  307. }
  308. }
  309. Ref<VisualShaderNodeCompare> compare = Object::cast_to<VisualShaderNodeCompare>(E->get().node.ptr());
  310. if (compare.is_valid()) {
  311. int ctype = int(compare->get_comparison_type());
  312. if (int(ctype) > 0) { // + PORT_TYPE_SCALAR_INT
  313. ctype += 1;
  314. }
  315. compare->set_comparison_type(VisualShaderNodeCompare::ComparisonType(ctype));
  316. }
  317. }
  318. }
  319. }
  320. set_version(p_new_version);
  321. }
  322. void VisualShader::add_node(Type p_type, const Ref<VisualShaderNode> &p_node, const Vector2 &p_position, int p_id) {
  323. ERR_FAIL_COND(p_node.is_null());
  324. ERR_FAIL_COND(p_id < 2);
  325. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  326. Graph *g = &graph[p_type];
  327. ERR_FAIL_COND(g->nodes.has(p_id));
  328. Node n;
  329. n.node = p_node;
  330. n.position = p_position;
  331. Ref<VisualShaderNodeUniform> uniform = n.node;
  332. if (uniform.is_valid()) {
  333. String valid_name = validate_uniform_name(uniform->get_uniform_name(), uniform);
  334. uniform->set_uniform_name(valid_name);
  335. }
  336. Ref<VisualShaderNodeInput> input = n.node;
  337. if (input.is_valid()) {
  338. input->shader_mode = shader_mode;
  339. input->shader_type = p_type;
  340. input->connect("input_type_changed", callable_mp(this, &VisualShader::_input_type_changed), varray(p_type, p_id));
  341. }
  342. n.node->connect("changed", callable_mp(this, &VisualShader::_queue_update));
  343. Ref<VisualShaderNodeCustom> custom = n.node;
  344. if (custom.is_valid()) {
  345. custom->update_ports();
  346. }
  347. g->nodes[p_id] = n;
  348. _queue_update();
  349. }
  350. void VisualShader::set_node_position(Type p_type, int p_id, const Vector2 &p_position) {
  351. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  352. Graph *g = &graph[p_type];
  353. ERR_FAIL_COND(!g->nodes.has(p_id));
  354. g->nodes[p_id].position = p_position;
  355. if (current_type == p_type) {
  356. if (g->nodes[p_id].graph_node != nullptr) {
  357. g->nodes[p_id].graph_node->set_offset(p_position);
  358. }
  359. }
  360. }
  361. Vector2 VisualShader::get_node_position(Type p_type, int p_id) const {
  362. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Vector2());
  363. const Graph *g = &graph[p_type];
  364. ERR_FAIL_COND_V(!g->nodes.has(p_id), Vector2());
  365. return g->nodes[p_id].position;
  366. }
  367. Ref<VisualShaderNode> VisualShader::get_node(Type p_type, int p_id) const {
  368. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Ref<VisualShaderNode>());
  369. const Graph *g = &graph[p_type];
  370. ERR_FAIL_COND_V(!g->nodes.has(p_id), Ref<VisualShaderNode>());
  371. return g->nodes[p_id].node;
  372. }
  373. Vector<int> VisualShader::get_node_list(Type p_type) const {
  374. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Vector<int>());
  375. const Graph *g = &graph[p_type];
  376. Vector<int> ret;
  377. for (Map<int, Node>::Element *E = g->nodes.front(); E; E = E->next()) {
  378. ret.push_back(E->key());
  379. }
  380. return ret;
  381. }
  382. int VisualShader::get_valid_node_id(Type p_type) const {
  383. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, NODE_ID_INVALID);
  384. const Graph *g = &graph[p_type];
  385. return g->nodes.size() ? MAX(2, g->nodes.back()->key() + 1) : 2;
  386. }
  387. int VisualShader::find_node_id(Type p_type, const Ref<VisualShaderNode> &p_node) const {
  388. for (const Map<int, Node>::Element *E = graph[p_type].nodes.front(); E; E = E->next()) {
  389. if (E->get().node == p_node) {
  390. return E->key();
  391. }
  392. }
  393. return NODE_ID_INVALID;
  394. }
  395. void VisualShader::remove_node(Type p_type, int p_id) {
  396. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  397. ERR_FAIL_COND(p_id < 2);
  398. Graph *g = &graph[p_type];
  399. ERR_FAIL_COND(!g->nodes.has(p_id));
  400. Ref<VisualShaderNodeInput> input = g->nodes[p_id].node;
  401. if (input.is_valid()) {
  402. input->disconnect("input_type_changed", callable_mp(this, &VisualShader::_input_type_changed));
  403. }
  404. g->nodes[p_id].node->disconnect("changed", callable_mp(this, &VisualShader::_queue_update));
  405. g->nodes.erase(p_id);
  406. for (List<Connection>::Element *E = g->connections.front(); E;) {
  407. List<Connection>::Element *N = E->next();
  408. if (E->get().from_node == p_id || E->get().to_node == p_id) {
  409. g->connections.erase(E);
  410. if (E->get().from_node == p_id) {
  411. g->nodes[E->get().to_node].prev_connected_nodes.erase(p_id);
  412. g->nodes[E->get().to_node].node->set_input_port_connected(E->get().to_port, false);
  413. }
  414. }
  415. E = N;
  416. }
  417. _queue_update();
  418. }
  419. 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 {
  420. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, false);
  421. const Graph *g = &graph[p_type];
  422. for (const List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
  423. 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) {
  424. return true;
  425. }
  426. }
  427. return false;
  428. }
  429. bool VisualShader::is_nodes_connected_relatively(const Graph *p_graph, int p_node, int p_target) const {
  430. bool result = false;
  431. const VisualShader::Node &node = p_graph->nodes[p_node];
  432. for (const List<int>::Element *E = node.prev_connected_nodes.front(); E; E = E->next()) {
  433. if (E->get() == p_target) {
  434. return true;
  435. }
  436. result = is_nodes_connected_relatively(p_graph, E->get(), p_target);
  437. if (result) {
  438. break;
  439. }
  440. }
  441. return result;
  442. }
  443. 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 {
  444. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, false);
  445. const Graph *g = &graph[p_type];
  446. if (!g->nodes.has(p_from_node)) {
  447. return false;
  448. }
  449. if (p_from_node == p_to_node) {
  450. return false;
  451. }
  452. if (p_from_port < 0 || p_from_port >= g->nodes[p_from_node].node->get_output_port_count()) {
  453. return false;
  454. }
  455. if (!g->nodes.has(p_to_node)) {
  456. return false;
  457. }
  458. if (p_to_port < 0 || p_to_port >= g->nodes[p_to_node].node->get_input_port_count()) {
  459. return false;
  460. }
  461. VisualShaderNode::PortType from_port_type = g->nodes[p_from_node].node->get_output_port_type(p_from_port);
  462. VisualShaderNode::PortType to_port_type = g->nodes[p_to_node].node->get_input_port_type(p_to_port);
  463. if (!is_port_types_compatible(from_port_type, to_port_type)) {
  464. return false;
  465. }
  466. for (const List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
  467. 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) {
  468. return false;
  469. }
  470. }
  471. if (is_nodes_connected_relatively(g, p_from_node, p_to_node)) {
  472. return false;
  473. }
  474. return true;
  475. }
  476. bool VisualShader::is_port_types_compatible(int p_a, int p_b) const {
  477. return MAX(0, p_a - 3) == (MAX(0, p_b - 3));
  478. }
  479. void VisualShader::connect_nodes_forced(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  480. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  481. Graph *g = &graph[p_type];
  482. Connection c;
  483. c.from_node = p_from_node;
  484. c.from_port = p_from_port;
  485. c.to_node = p_to_node;
  486. c.to_port = p_to_port;
  487. g->connections.push_back(c);
  488. g->nodes[p_to_node].prev_connected_nodes.push_back(p_from_node);
  489. g->nodes[p_from_node].node->set_output_port_connected(p_from_port, true);
  490. g->nodes[p_to_node].node->set_input_port_connected(p_to_port, true);
  491. _queue_update();
  492. }
  493. Error VisualShader::connect_nodes(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  494. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, ERR_CANT_CONNECT);
  495. Graph *g = &graph[p_type];
  496. ERR_FAIL_COND_V(!g->nodes.has(p_from_node), ERR_INVALID_PARAMETER);
  497. ERR_FAIL_INDEX_V(p_from_port, g->nodes[p_from_node].node->get_output_port_count(), ERR_INVALID_PARAMETER);
  498. ERR_FAIL_COND_V(!g->nodes.has(p_to_node), ERR_INVALID_PARAMETER);
  499. ERR_FAIL_INDEX_V(p_to_port, g->nodes[p_to_node].node->get_input_port_count(), ERR_INVALID_PARAMETER);
  500. VisualShaderNode::PortType from_port_type = g->nodes[p_from_node].node->get_output_port_type(p_from_port);
  501. VisualShaderNode::PortType to_port_type = g->nodes[p_to_node].node->get_input_port_type(p_to_port);
  502. 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.");
  503. for (List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
  504. 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) {
  505. ERR_FAIL_V(ERR_ALREADY_EXISTS);
  506. }
  507. }
  508. Connection c;
  509. c.from_node = p_from_node;
  510. c.from_port = p_from_port;
  511. c.to_node = p_to_node;
  512. c.to_port = p_to_port;
  513. g->connections.push_back(c);
  514. g->nodes[p_to_node].prev_connected_nodes.push_back(p_from_node);
  515. g->nodes[p_from_node].node->set_output_port_connected(p_from_port, true);
  516. g->nodes[p_to_node].node->set_input_port_connected(p_to_port, true);
  517. _queue_update();
  518. return OK;
  519. }
  520. void VisualShader::disconnect_nodes(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  521. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  522. Graph *g = &graph[p_type];
  523. for (List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
  524. 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) {
  525. g->connections.erase(E);
  526. g->nodes[p_to_node].prev_connected_nodes.erase(p_from_node);
  527. g->nodes[p_from_node].node->set_output_port_connected(p_from_port, false);
  528. g->nodes[p_to_node].node->set_input_port_connected(p_to_port, false);
  529. _queue_update();
  530. return;
  531. }
  532. }
  533. }
  534. Array VisualShader::_get_node_connections(Type p_type) const {
  535. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Array());
  536. const Graph *g = &graph[p_type];
  537. Array ret;
  538. for (const List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
  539. Dictionary d;
  540. d["from_node"] = E->get().from_node;
  541. d["from_port"] = E->get().from_port;
  542. d["to_node"] = E->get().to_node;
  543. d["to_port"] = E->get().to_port;
  544. ret.push_back(d);
  545. }
  546. return ret;
  547. }
  548. void VisualShader::get_node_connections(Type p_type, List<Connection> *r_connections) const {
  549. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  550. const Graph *g = &graph[p_type];
  551. for (const List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
  552. r_connections->push_back(E->get());
  553. }
  554. }
  555. void VisualShader::set_mode(Mode p_mode) {
  556. if (shader_mode == p_mode) {
  557. return;
  558. }
  559. //erase input/output connections
  560. modes.clear();
  561. flags.clear();
  562. shader_mode = p_mode;
  563. for (int i = 0; i < TYPE_MAX; i++) {
  564. for (Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) {
  565. Ref<VisualShaderNodeInput> input = E->get().node;
  566. if (input.is_valid()) {
  567. input->shader_mode = shader_mode;
  568. //input->input_index = 0;
  569. }
  570. }
  571. Ref<VisualShaderNodeOutput> output = graph[i].nodes[NODE_ID_OUTPUT].node;
  572. output->shader_mode = shader_mode;
  573. // clear connections since they are no longer valid
  574. for (List<Connection>::Element *E = graph[i].connections.front(); E;) {
  575. bool keep = true;
  576. List<Connection>::Element *N = E->next();
  577. int from = E->get().from_node;
  578. int to = E->get().to_node;
  579. if (!graph[i].nodes.has(from)) {
  580. keep = false;
  581. } else {
  582. Ref<VisualShaderNode> from_node = graph[i].nodes[from].node;
  583. if (from_node->is_class("VisualShaderNodeOutput") || from_node->is_class("VisualShaderNodeInput")) {
  584. keep = false;
  585. }
  586. }
  587. if (!graph[i].nodes.has(to)) {
  588. keep = false;
  589. } else {
  590. Ref<VisualShaderNode> to_node = graph[i].nodes[to].node;
  591. if (to_node->is_class("VisualShaderNodeOutput") || to_node->is_class("VisualShaderNodeInput")) {
  592. keep = false;
  593. }
  594. }
  595. if (!keep) {
  596. graph[i].connections.erase(E);
  597. }
  598. E = N;
  599. }
  600. }
  601. _queue_update();
  602. _change_notify();
  603. }
  604. void VisualShader::set_graph_offset(const Vector2 &p_offset) {
  605. graph_offset = p_offset;
  606. }
  607. Vector2 VisualShader::get_graph_offset() const {
  608. return graph_offset;
  609. }
  610. Shader::Mode VisualShader::get_mode() const {
  611. return shader_mode;
  612. }
  613. bool VisualShader::is_text_shader() const {
  614. return false;
  615. }
  616. String VisualShader::generate_preview_shader(Type p_type, int p_node, int p_port, Vector<DefaultTextureParam> &default_tex_params) const {
  617. Ref<VisualShaderNode> node = get_node(p_type, p_node);
  618. ERR_FAIL_COND_V(!node.is_valid(), String());
  619. ERR_FAIL_COND_V(p_port < 0 || p_port >= node->get_output_port_count(), String());
  620. ERR_FAIL_COND_V(node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_TRANSFORM, String());
  621. StringBuilder global_code;
  622. StringBuilder global_code_per_node;
  623. Map<Type, StringBuilder> global_code_per_func;
  624. StringBuilder code;
  625. Set<StringName> classes;
  626. global_code += String() + "shader_type canvas_item;\n";
  627. String global_expressions;
  628. for (int i = 0, index = 0; i < TYPE_MAX; i++) {
  629. for (Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) {
  630. Ref<VisualShaderNodeGlobalExpression> global_expression = Object::cast_to<VisualShaderNodeGlobalExpression>(E->get().node.ptr());
  631. if (global_expression.is_valid()) {
  632. String expr = "";
  633. expr += "// " + global_expression->get_caption() + ":" + itos(index++) + "\n";
  634. expr += global_expression->generate_global(get_mode(), Type(i), -1);
  635. expr = expr.replace("\n", "\n\t");
  636. expr += "\n";
  637. global_expressions += expr;
  638. }
  639. }
  640. }
  641. global_code += "\n";
  642. global_code += global_expressions;
  643. //make it faster to go around through shader
  644. VMap<ConnectionKey, const List<Connection>::Element *> input_connections;
  645. VMap<ConnectionKey, const List<Connection>::Element *> output_connections;
  646. for (const List<Connection>::Element *E = graph[p_type].connections.front(); E; E = E->next()) {
  647. ConnectionKey from_key;
  648. from_key.node = E->get().from_node;
  649. from_key.port = E->get().from_port;
  650. output_connections.insert(from_key, E);
  651. ConnectionKey to_key;
  652. to_key.node = E->get().to_node;
  653. to_key.port = E->get().to_port;
  654. input_connections.insert(to_key, E);
  655. }
  656. code += "\nvoid fragment() {\n";
  657. Set<int> processed;
  658. 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);
  659. ERR_FAIL_COND_V(err != OK, String());
  660. if (node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_SCALAR) {
  661. code += "\tCOLOR.rgb = vec3(n_out" + itos(p_node) + "p" + itos(p_port) + " );\n";
  662. } else if (node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_SCALAR_INT) {
  663. code += "\tCOLOR.rgb = vec3(float(n_out" + itos(p_node) + "p" + itos(p_port) + "));\n";
  664. } else if (node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_BOOLEAN) {
  665. code += "\tCOLOR.rgb = vec3(n_out" + itos(p_node) + "p" + itos(p_port) + " ? 1.0 : 0.0);\n";
  666. } else {
  667. code += "\tCOLOR.rgb = n_out" + itos(p_node) + "p" + itos(p_port) + ";\n";
  668. }
  669. code += "}\n";
  670. //set code secretly
  671. global_code += "\n\n";
  672. String final_code = global_code;
  673. final_code += global_code_per_node;
  674. final_code += code;
  675. return final_code;
  676. }
  677. #define IS_INITIAL_CHAR(m_d) (((m_d) >= 'a' && (m_d) <= 'z') || ((m_d) >= 'A' && (m_d) <= 'Z'))
  678. #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) == '_')
  679. String VisualShader::validate_port_name(const String &p_name, const List<String> &p_input_ports, const List<String> &p_output_ports) const {
  680. String name = p_name;
  681. while (name.length() && !IS_INITIAL_CHAR(name[0])) {
  682. name = name.substr(1, name.length() - 1);
  683. }
  684. if (name != String()) {
  685. String valid_name;
  686. for (int i = 0; i < name.length(); i++) {
  687. if (IS_SYMBOL_CHAR(name[i])) {
  688. valid_name += String::chr(name[i]);
  689. } else if (name[i] == ' ') {
  690. valid_name += "_";
  691. }
  692. }
  693. name = valid_name;
  694. }
  695. String valid_name = name;
  696. bool is_equal = false;
  697. for (int i = 0; i < p_input_ports.size(); i++) {
  698. if (name == p_input_ports[i]) {
  699. is_equal = true;
  700. break;
  701. }
  702. }
  703. if (!is_equal) {
  704. for (int i = 0; i < p_output_ports.size(); i++) {
  705. if (name == p_output_ports[i]) {
  706. is_equal = true;
  707. break;
  708. }
  709. }
  710. }
  711. if (is_equal) {
  712. name = "";
  713. }
  714. return name;
  715. }
  716. String VisualShader::validate_uniform_name(const String &p_name, const Ref<VisualShaderNodeUniform> &p_uniform) const {
  717. String name = p_name; //validate name first
  718. while (name.length() && !IS_INITIAL_CHAR(name[0])) {
  719. name = name.substr(1, name.length() - 1);
  720. }
  721. if (name != String()) {
  722. String valid_name;
  723. for (int i = 0; i < name.length(); i++) {
  724. if (IS_SYMBOL_CHAR(name[i])) {
  725. valid_name += String::chr(name[i]);
  726. } else if (name[i] == ' ') {
  727. valid_name += "_";
  728. }
  729. }
  730. name = valid_name;
  731. }
  732. if (name == String()) {
  733. name = p_uniform->get_caption();
  734. }
  735. int attempt = 1;
  736. while (true) {
  737. bool exists = false;
  738. for (int i = 0; i < TYPE_MAX; i++) {
  739. for (const Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) {
  740. Ref<VisualShaderNodeUniform> node = E->get().node;
  741. if (node == p_uniform) { //do not test on self
  742. continue;
  743. }
  744. if (node.is_valid() && node->get_uniform_name() == name) {
  745. exists = true;
  746. break;
  747. }
  748. }
  749. if (exists) {
  750. break;
  751. }
  752. }
  753. if (exists) {
  754. //remove numbers, put new and try again
  755. attempt++;
  756. while (name.length() && name[name.length() - 1] >= '0' && name[name.length() - 1] <= '9') {
  757. name = name.substr(0, name.length() - 1);
  758. }
  759. ERR_FAIL_COND_V(name == String(), String());
  760. name += itos(attempt);
  761. } else {
  762. break;
  763. }
  764. }
  765. return name;
  766. }
  767. VisualShader::RenderModeEnums VisualShader::render_mode_enums[] = {
  768. { Shader::MODE_SPATIAL, "blend" },
  769. { Shader::MODE_SPATIAL, "depth_draw" },
  770. { Shader::MODE_SPATIAL, "cull" },
  771. { Shader::MODE_SPATIAL, "diffuse" },
  772. { Shader::MODE_SPATIAL, "specular" },
  773. { Shader::MODE_CANVAS_ITEM, "blend" },
  774. { Shader::MODE_CANVAS_ITEM, nullptr }
  775. };
  776. static const char *type_string[VisualShader::TYPE_MAX] = {
  777. "vertex",
  778. "fragment",
  779. "light",
  780. "emit",
  781. "process",
  782. "end"
  783. };
  784. bool VisualShader::_set(const StringName &p_name, const Variant &p_value) {
  785. String name = p_name;
  786. if (name == "mode") {
  787. set_mode(Shader::Mode(int(p_value)));
  788. return true;
  789. } else if (name.begins_with("flags/")) {
  790. StringName flag = name.get_slicec('/', 1);
  791. bool enable = p_value;
  792. if (enable) {
  793. flags.insert(flag);
  794. } else {
  795. flags.erase(flag);
  796. }
  797. _queue_update();
  798. return true;
  799. } else if (name.begins_with("modes/")) {
  800. String mode = name.get_slicec('/', 1);
  801. int value = p_value;
  802. if (value == 0) {
  803. modes.erase(mode); //means it's default anyway, so don't store it
  804. } else {
  805. modes[mode] = value;
  806. }
  807. _queue_update();
  808. return true;
  809. } else if (name.begins_with("nodes/")) {
  810. String typestr = name.get_slicec('/', 1);
  811. Type type = TYPE_VERTEX;
  812. for (int i = 0; i < TYPE_MAX; i++) {
  813. if (typestr == type_string[i]) {
  814. type = Type(i);
  815. break;
  816. }
  817. }
  818. String index = name.get_slicec('/', 2);
  819. if (index == "connections") {
  820. Vector<int> conns = p_value;
  821. if (conns.size() % 4 == 0) {
  822. for (int i = 0; i < conns.size(); i += 4) {
  823. connect_nodes_forced(type, conns[i + 0], conns[i + 1], conns[i + 2], conns[i + 3]);
  824. }
  825. }
  826. return true;
  827. }
  828. int id = index.to_int();
  829. String what = name.get_slicec('/', 3);
  830. if (what == "node") {
  831. add_node(type, p_value, Vector2(), id);
  832. return true;
  833. } else if (what == "position") {
  834. set_node_position(type, id, p_value);
  835. return true;
  836. } else if (what == "size") {
  837. ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->set_size(p_value);
  838. return true;
  839. } else if (what == "input_ports") {
  840. ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->set_inputs(p_value);
  841. return true;
  842. } else if (what == "output_ports") {
  843. ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->set_outputs(p_value);
  844. return true;
  845. } else if (what == "expression") {
  846. ((VisualShaderNodeExpression *)get_node(type, id).ptr())->set_expression(p_value);
  847. return true;
  848. }
  849. }
  850. return false;
  851. }
  852. bool VisualShader::_get(const StringName &p_name, Variant &r_ret) const {
  853. String name = p_name;
  854. if (name == "mode") {
  855. r_ret = get_mode();
  856. return true;
  857. } else if (name.begins_with("flags/")) {
  858. StringName flag = name.get_slicec('/', 1);
  859. r_ret = flags.has(flag);
  860. return true;
  861. } else if (name.begins_with("modes/")) {
  862. String mode = name.get_slicec('/', 1);
  863. if (modes.has(mode)) {
  864. r_ret = modes[mode];
  865. } else {
  866. r_ret = 0;
  867. }
  868. return true;
  869. } else if (name.begins_with("nodes/")) {
  870. String typestr = name.get_slicec('/', 1);
  871. Type type = TYPE_VERTEX;
  872. for (int i = 0; i < TYPE_MAX; i++) {
  873. if (typestr == type_string[i]) {
  874. type = Type(i);
  875. break;
  876. }
  877. }
  878. String index = name.get_slicec('/', 2);
  879. if (index == "connections") {
  880. Vector<int> conns;
  881. for (const List<Connection>::Element *E = graph[type].connections.front(); E; E = E->next()) {
  882. conns.push_back(E->get().from_node);
  883. conns.push_back(E->get().from_port);
  884. conns.push_back(E->get().to_node);
  885. conns.push_back(E->get().to_port);
  886. }
  887. r_ret = conns;
  888. return true;
  889. }
  890. int id = index.to_int();
  891. String what = name.get_slicec('/', 3);
  892. if (what == "node") {
  893. r_ret = get_node(type, id);
  894. return true;
  895. } else if (what == "position") {
  896. r_ret = get_node_position(type, id);
  897. return true;
  898. } else if (what == "size") {
  899. r_ret = ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->get_size();
  900. return true;
  901. } else if (what == "input_ports") {
  902. r_ret = ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->get_inputs();
  903. return true;
  904. } else if (what == "output_ports") {
  905. r_ret = ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->get_outputs();
  906. return true;
  907. } else if (what == "expression") {
  908. r_ret = ((VisualShaderNodeExpression *)get_node(type, id).ptr())->get_expression();
  909. return true;
  910. }
  911. }
  912. return false;
  913. }
  914. void VisualShader::_get_property_list(List<PropertyInfo> *p_list) const {
  915. //mode
  916. p_list->push_back(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Node3D,CanvasItem,Particles,Sky"));
  917. //render modes
  918. Map<String, String> blend_mode_enums;
  919. Set<String> toggles;
  920. for (int i = 0; i < ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode)).size(); i++) {
  921. String mode = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode))[i];
  922. int idx = 0;
  923. bool in_enum = false;
  924. while (render_mode_enums[idx].string) {
  925. if (mode.begins_with(render_mode_enums[idx].string)) {
  926. String begin = render_mode_enums[idx].string;
  927. String option = mode.replace_first(begin + "_", "");
  928. if (!blend_mode_enums.has(begin)) {
  929. blend_mode_enums[begin] = option;
  930. } else {
  931. blend_mode_enums[begin] += "," + option;
  932. }
  933. in_enum = true;
  934. break;
  935. }
  936. idx++;
  937. }
  938. if (!in_enum) {
  939. toggles.insert(mode);
  940. }
  941. }
  942. for (Map<String, String>::Element *E = blend_mode_enums.front(); E; E = E->next()) {
  943. p_list->push_back(PropertyInfo(Variant::INT, "modes/" + E->key(), PROPERTY_HINT_ENUM, E->get()));
  944. }
  945. for (Set<String>::Element *E = toggles.front(); E; E = E->next()) {
  946. p_list->push_back(PropertyInfo(Variant::BOOL, "flags/" + E->get()));
  947. }
  948. for (int i = 0; i < TYPE_MAX; i++) {
  949. for (Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) {
  950. String prop_name = "nodes/";
  951. prop_name += type_string[i];
  952. prop_name += "/" + itos(E->key());
  953. if (E->key() != NODE_ID_OUTPUT) {
  954. 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));
  955. }
  956. p_list->push_back(PropertyInfo(Variant::VECTOR2, prop_name + "/position", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
  957. if (Object::cast_to<VisualShaderNodeGroupBase>(E->get().node.ptr()) != nullptr) {
  958. p_list->push_back(PropertyInfo(Variant::VECTOR2, prop_name + "/size", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
  959. p_list->push_back(PropertyInfo(Variant::STRING, prop_name + "/input_ports", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
  960. p_list->push_back(PropertyInfo(Variant::STRING, prop_name + "/output_ports", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
  961. }
  962. if (Object::cast_to<VisualShaderNodeExpression>(E->get().node.ptr()) != nullptr) {
  963. p_list->push_back(PropertyInfo(Variant::STRING, prop_name + "/expression", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
  964. }
  965. }
  966. p_list->push_back(PropertyInfo(Variant::PACKED_INT32_ARRAY, "nodes/" + String(type_string[i]) + "/connections", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
  967. }
  968. }
  969. 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 {
  970. const Ref<VisualShaderNode> vsnode = graph[type].nodes[node].node;
  971. //check inputs recursively first
  972. int input_count = vsnode->get_input_port_count();
  973. for (int i = 0; i < input_count; i++) {
  974. ConnectionKey ck;
  975. ck.node = node;
  976. ck.port = i;
  977. if (input_connections.has(ck)) {
  978. int from_node = input_connections[ck]->get().from_node;
  979. if (processed.has(from_node)) {
  980. continue;
  981. }
  982. 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);
  983. if (err) {
  984. return err;
  985. }
  986. }
  987. }
  988. // then this node
  989. Vector<VisualShader::DefaultTextureParam> params = vsnode->get_default_texture_parameters(type, node);
  990. for (int i = 0; i < params.size(); i++) {
  991. def_tex_params.push_back(params[i]);
  992. }
  993. Ref<VisualShaderNodeInput> input = vsnode;
  994. bool skip_global = input.is_valid() && for_preview;
  995. if (!skip_global) {
  996. Ref<VisualShaderNodeUniform> uniform = vsnode;
  997. if (!uniform.is_valid() || !uniform->is_global_code_generated()) {
  998. global_code += vsnode->generate_global(get_mode(), type, node);
  999. }
  1000. String class_name = vsnode->get_class_name();
  1001. if (class_name == "VisualShaderNodeCustom") {
  1002. class_name = vsnode->get_script_instance()->get_script()->get_path();
  1003. }
  1004. if (!r_classes.has(class_name)) {
  1005. global_code_per_node += vsnode->generate_global_per_node(get_mode(), type, node);
  1006. for (int i = 0; i < TYPE_MAX; i++) {
  1007. global_code_per_func[Type(i)] += vsnode->generate_global_per_func(get_mode(), Type(i), node);
  1008. }
  1009. r_classes.insert(class_name);
  1010. }
  1011. }
  1012. if (!vsnode->is_code_generated()) { // just generate globals and ignore locals
  1013. processed.insert(node);
  1014. return OK;
  1015. }
  1016. code += "// " + vsnode->get_caption() + ":" + itos(node) + "\n";
  1017. Vector<String> input_vars;
  1018. input_vars.resize(vsnode->get_input_port_count());
  1019. String *inputs = input_vars.ptrw();
  1020. for (int i = 0; i < input_count; i++) {
  1021. ConnectionKey ck;
  1022. ck.node = node;
  1023. ck.port = i;
  1024. if (input_connections.has(ck)) {
  1025. //connected to something, use that output
  1026. int from_node = input_connections[ck]->get().from_node;
  1027. int from_port = input_connections[ck]->get().from_port;
  1028. VisualShaderNode::PortType in_type = vsnode->get_input_port_type(i);
  1029. VisualShaderNode::PortType out_type = graph[type].nodes[from_node].node->get_output_port_type(from_port);
  1030. String src_var = "n_out" + itos(from_node) + "p" + itos(from_port);
  1031. if (in_type == VisualShaderNode::PORT_TYPE_SAMPLER && out_type == VisualShaderNode::PORT_TYPE_SAMPLER) {
  1032. VisualShaderNode *ptr = const_cast<VisualShaderNode *>(graph[type].nodes[from_node].node.ptr());
  1033. if (ptr->has_method("get_input_real_name")) {
  1034. inputs[i] = ptr->call("get_input_real_name");
  1035. } else if (ptr->has_method("get_uniform_name")) {
  1036. inputs[i] = ptr->call("get_uniform_name");
  1037. } else {
  1038. inputs[i] = "";
  1039. }
  1040. } else if (in_type == out_type) {
  1041. inputs[i] = src_var;
  1042. } else if (in_type == VisualShaderNode::PORT_TYPE_SCALAR && out_type == VisualShaderNode::PORT_TYPE_VECTOR) {
  1043. inputs[i] = "dot(" + src_var + ", vec3(0.333333, 0.333333, 0.333333))";
  1044. } else if (in_type == VisualShaderNode::PORT_TYPE_SCALAR_INT && out_type == VisualShaderNode::PORT_TYPE_VECTOR) {
  1045. inputs[i] = "dot(float(" + src_var + "), vec3(0.333333, 0.333333, 0.333333))";
  1046. } else if (in_type == VisualShaderNode::PORT_TYPE_VECTOR && out_type == VisualShaderNode::PORT_TYPE_SCALAR) {
  1047. inputs[i] = "vec3(" + src_var + ")";
  1048. } else if (in_type == VisualShaderNode::PORT_TYPE_VECTOR && out_type == VisualShaderNode::PORT_TYPE_SCALAR_INT) {
  1049. inputs[i] = "vec3(float(" + src_var + "))";
  1050. } else if (in_type == VisualShaderNode::PORT_TYPE_BOOLEAN && out_type == VisualShaderNode::PORT_TYPE_VECTOR) {
  1051. inputs[i] = "all(bvec3(" + src_var + "))";
  1052. } else if (in_type == VisualShaderNode::PORT_TYPE_BOOLEAN && out_type == VisualShaderNode::PORT_TYPE_SCALAR) {
  1053. inputs[i] = src_var + " > 0.0 ? true : false";
  1054. } else if (in_type == VisualShaderNode::PORT_TYPE_BOOLEAN && out_type == VisualShaderNode::PORT_TYPE_SCALAR_INT) {
  1055. inputs[i] = src_var + " > 0 ? true : false";
  1056. } else if (in_type == VisualShaderNode::PORT_TYPE_SCALAR && out_type == VisualShaderNode::PORT_TYPE_BOOLEAN) {
  1057. inputs[i] = src_var + " ? 1.0 : 0.0";
  1058. } else if (in_type == VisualShaderNode::PORT_TYPE_SCALAR_INT && out_type == VisualShaderNode::PORT_TYPE_BOOLEAN) {
  1059. inputs[i] = src_var + " ? 1 : 0";
  1060. } else if (in_type == VisualShaderNode::PORT_TYPE_VECTOR && out_type == VisualShaderNode::PORT_TYPE_BOOLEAN) {
  1061. inputs[i] = "vec3(" + src_var + " ? 1.0 : 0.0)";
  1062. } else if (in_type == VisualShaderNode::PORT_TYPE_SCALAR && out_type == VisualShaderNode::PORT_TYPE_SCALAR_INT) {
  1063. inputs[i] = "float(" + src_var + ")";
  1064. } else if (in_type == VisualShaderNode::PORT_TYPE_SCALAR_INT && out_type == VisualShaderNode::PORT_TYPE_SCALAR) {
  1065. inputs[i] = "int(" + src_var + ")";
  1066. }
  1067. } else {
  1068. if (!vsnode->is_generate_input_var(i)) {
  1069. continue;
  1070. }
  1071. Variant defval = vsnode->get_input_port_default_value(i);
  1072. if (defval.get_type() == Variant::FLOAT) {
  1073. float val = defval;
  1074. inputs[i] = "n_in" + itos(node) + "p" + itos(i);
  1075. code += "\tfloat " + inputs[i] + " = " + vformat("%.5f", val) + ";\n";
  1076. } else if (defval.get_type() == Variant::INT) {
  1077. int val = defval;
  1078. inputs[i] = "n_in" + itos(node) + "p" + itos(i);
  1079. code += "\tint " + inputs[i] + " = " + itos(val) + ";\n";
  1080. } else if (defval.get_type() == Variant::BOOL) {
  1081. bool val = defval;
  1082. inputs[i] = "n_in" + itos(node) + "p" + itos(i);
  1083. code += "\tbool " + inputs[i] + " = " + (val ? "true" : "false") + ";\n";
  1084. } else if (defval.get_type() == Variant::VECTOR3) {
  1085. Vector3 val = defval;
  1086. inputs[i] = "n_in" + itos(node) + "p" + itos(i);
  1087. code += "\tvec3 " + inputs[i] + " = " + vformat("vec3(%.5f, %.5f, %.5f);\n", val.x, val.y, val.z);
  1088. } else if (defval.get_type() == Variant::TRANSFORM) {
  1089. Transform val = defval;
  1090. val.basis.transpose();
  1091. inputs[i] = "n_in" + itos(node) + "p" + itos(i);
  1092. Array values;
  1093. for (int j = 0; j < 3; j++) {
  1094. values.push_back(val.basis[j].x);
  1095. values.push_back(val.basis[j].y);
  1096. values.push_back(val.basis[j].z);
  1097. }
  1098. values.push_back(val.origin.x);
  1099. values.push_back(val.origin.y);
  1100. values.push_back(val.origin.z);
  1101. bool err = false;
  1102. 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);
  1103. } else {
  1104. //will go empty, node is expected to know what it is doing at this point and handle it
  1105. }
  1106. }
  1107. }
  1108. int output_count = vsnode->get_output_port_count();
  1109. Vector<String> output_vars;
  1110. output_vars.resize(vsnode->get_output_port_count());
  1111. String *outputs = output_vars.ptrw();
  1112. if (vsnode->is_simple_decl()) { // less code to generate for some simple_decl nodes
  1113. for (int i = 0; i < output_count; i++) {
  1114. String var_name = "n_out" + itos(node) + "p" + itos(i);
  1115. switch (vsnode->get_output_port_type(i)) {
  1116. case VisualShaderNode::PORT_TYPE_SCALAR:
  1117. outputs[i] = "float " + var_name;
  1118. break;
  1119. case VisualShaderNode::PORT_TYPE_SCALAR_INT:
  1120. outputs[i] = "int " + var_name;
  1121. break;
  1122. case VisualShaderNode::PORT_TYPE_VECTOR:
  1123. outputs[i] = "vec3 " + var_name;
  1124. break;
  1125. case VisualShaderNode::PORT_TYPE_BOOLEAN:
  1126. outputs[i] = "bool " + var_name;
  1127. break;
  1128. case VisualShaderNode::PORT_TYPE_TRANSFORM:
  1129. outputs[i] = "mat4 " + var_name;
  1130. break;
  1131. default: {
  1132. }
  1133. }
  1134. }
  1135. } else {
  1136. for (int i = 0; i < output_count; i++) {
  1137. outputs[i] = "n_out" + itos(node) + "p" + itos(i);
  1138. switch (vsnode->get_output_port_type(i)) {
  1139. case VisualShaderNode::PORT_TYPE_SCALAR:
  1140. code += String() + "\tfloat " + outputs[i] + ";\n";
  1141. break;
  1142. case VisualShaderNode::PORT_TYPE_SCALAR_INT:
  1143. code += String() + "\tint " + outputs[i] + ";\n";
  1144. break;
  1145. case VisualShaderNode::PORT_TYPE_VECTOR:
  1146. code += String() + "\tvec3 " + outputs[i] + ";\n";
  1147. break;
  1148. case VisualShaderNode::PORT_TYPE_BOOLEAN:
  1149. code += String() + "\tbool " + outputs[i] + ";\n";
  1150. break;
  1151. case VisualShaderNode::PORT_TYPE_TRANSFORM:
  1152. code += String() + "\tmat4 " + outputs[i] + ";\n";
  1153. break;
  1154. default: {
  1155. }
  1156. }
  1157. }
  1158. }
  1159. code += vsnode->generate_code(get_mode(), type, node, inputs, outputs, for_preview);
  1160. code += "\n"; //
  1161. processed.insert(node);
  1162. return OK;
  1163. }
  1164. bool VisualShader::has_func_name(RenderingServer::ShaderMode p_mode, const String &p_func_name) const {
  1165. if (!ShaderTypes::get_singleton()->get_functions(p_mode).has(p_func_name)) {
  1166. if (p_mode == RenderingServer::ShaderMode::SHADER_PARTICLES) {
  1167. if (p_func_name == "emit" || p_func_name == "process" || p_func_name == "end") {
  1168. return true;
  1169. }
  1170. }
  1171. return false;
  1172. }
  1173. return true;
  1174. }
  1175. void VisualShader::_update_shader() const {
  1176. if (!dirty) {
  1177. return;
  1178. }
  1179. dirty = false;
  1180. StringBuilder global_code;
  1181. StringBuilder global_code_per_node;
  1182. Map<Type, StringBuilder> global_code_per_func;
  1183. StringBuilder code;
  1184. Vector<VisualShader::DefaultTextureParam> default_tex_params;
  1185. Set<StringName> classes;
  1186. Map<int, int> insertion_pos;
  1187. static const char *shader_mode_str[Shader::MODE_MAX] = { "spatial", "canvas_item", "particles", "sky" };
  1188. global_code += String() + "shader_type " + shader_mode_str[shader_mode] + ";\n";
  1189. String render_mode;
  1190. {
  1191. //fill render mode enums
  1192. int idx = 0;
  1193. bool specular = false;
  1194. while (render_mode_enums[idx].string) {
  1195. if (shader_mode == render_mode_enums[idx].mode) {
  1196. if (shader_mode == Shader::MODE_SPATIAL) {
  1197. if (String(render_mode_enums[idx].string) == "specular") {
  1198. specular = true;
  1199. }
  1200. }
  1201. if (modes.has(render_mode_enums[idx].string) || specular) {
  1202. int which = 0;
  1203. if (modes.has(render_mode_enums[idx].string)) {
  1204. which = modes[render_mode_enums[idx].string];
  1205. }
  1206. int count = 0;
  1207. for (int i = 0; i < ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode)).size(); i++) {
  1208. String mode = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode))[i];
  1209. if (mode.begins_with(render_mode_enums[idx].string)) {
  1210. if (count == which) {
  1211. if (render_mode != String()) {
  1212. render_mode += ", ";
  1213. }
  1214. render_mode += mode;
  1215. break;
  1216. }
  1217. count++;
  1218. }
  1219. }
  1220. }
  1221. }
  1222. idx++;
  1223. }
  1224. //fill render mode flags
  1225. for (int i = 0; i < ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode)).size(); i++) {
  1226. String mode = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode))[i];
  1227. if (flags.has(mode)) {
  1228. if (render_mode != String()) {
  1229. render_mode += ", ";
  1230. }
  1231. render_mode += mode;
  1232. }
  1233. }
  1234. }
  1235. if (render_mode != String()) {
  1236. global_code += "render_mode " + render_mode + ";\n\n";
  1237. }
  1238. static const char *func_name[TYPE_MAX] = { "vertex", "fragment", "light", "emit", "process", "end" };
  1239. String global_expressions;
  1240. Set<String> used_uniform_names;
  1241. List<VisualShaderNodeUniform *> uniforms;
  1242. for (int i = 0, index = 0; i < TYPE_MAX; i++) {
  1243. if (!has_func_name(RenderingServer::ShaderMode(shader_mode), func_name[i])) {
  1244. continue;
  1245. }
  1246. for (Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) {
  1247. Ref<VisualShaderNodeGlobalExpression> global_expression = Object::cast_to<VisualShaderNodeGlobalExpression>(E->get().node.ptr());
  1248. if (global_expression.is_valid()) {
  1249. String expr = "";
  1250. expr += "// " + global_expression->get_caption() + ":" + itos(index++) + "\n";
  1251. expr += global_expression->generate_global(get_mode(), Type(i), -1);
  1252. expr = expr.replace("\n", "\n\t");
  1253. expr += "\n";
  1254. global_expressions += expr;
  1255. }
  1256. Ref<VisualShaderNodeUniformRef> uniform_ref = Object::cast_to<VisualShaderNodeUniformRef>(E->get().node.ptr());
  1257. if (uniform_ref.is_valid()) {
  1258. used_uniform_names.insert(uniform_ref->get_uniform_name());
  1259. }
  1260. Ref<VisualShaderNodeUniform> uniform = Object::cast_to<VisualShaderNodeUniform>(E->get().node.ptr());
  1261. if (uniform.is_valid()) {
  1262. uniforms.push_back(uniform.ptr());
  1263. }
  1264. }
  1265. }
  1266. for (int i = 0; i < uniforms.size(); i++) {
  1267. VisualShaderNodeUniform *uniform = uniforms[i];
  1268. if (used_uniform_names.has(uniform->get_uniform_name())) {
  1269. global_code += uniform->generate_global(get_mode(), Type(i), -1);
  1270. const_cast<VisualShaderNodeUniform *>(uniform)->set_global_code_generated(true);
  1271. } else {
  1272. const_cast<VisualShaderNodeUniform *>(uniform)->set_global_code_generated(false);
  1273. }
  1274. }
  1275. Map<int, String> code_map;
  1276. for (int i = 0; i < TYPE_MAX; i++) {
  1277. if (!has_func_name(RenderingServer::ShaderMode(shader_mode), func_name[i])) {
  1278. continue;
  1279. }
  1280. //make it faster to go around through shader
  1281. VMap<ConnectionKey, const List<Connection>::Element *> input_connections;
  1282. VMap<ConnectionKey, const List<Connection>::Element *> output_connections;
  1283. StringBuilder func_code;
  1284. for (const List<Connection>::Element *E = graph[i].connections.front(); E; E = E->next()) {
  1285. ConnectionKey from_key;
  1286. from_key.node = E->get().from_node;
  1287. from_key.port = E->get().from_port;
  1288. output_connections.insert(from_key, E);
  1289. ConnectionKey to_key;
  1290. to_key.node = E->get().to_node;
  1291. to_key.port = E->get().to_port;
  1292. input_connections.insert(to_key, E);
  1293. }
  1294. if (shader_mode != Shader::MODE_PARTICLES) {
  1295. func_code += "\nvoid " + String(func_name[i]) + "() {\n";
  1296. }
  1297. Set<int> processed;
  1298. Error err = _write_node(Type(i), global_code, global_code_per_node, global_code_per_func, func_code, default_tex_params, input_connections, output_connections, NODE_ID_OUTPUT, processed, false, classes);
  1299. ERR_FAIL_COND(err != OK);
  1300. insertion_pos.insert(i, code.get_string_length());
  1301. if (shader_mode == Shader::MODE_PARTICLES) {
  1302. code_map.insert(i, func_code);
  1303. } else {
  1304. func_code += "}\n";
  1305. code += func_code;
  1306. }
  1307. }
  1308. if (shader_mode == Shader::MODE_PARTICLES) {
  1309. code += "\nvoid compute() {\n";
  1310. code += "\tif (RESTART) {\n";
  1311. code += code_map[TYPE_EMIT];
  1312. code += "\t} else {\n";
  1313. code += code_map[TYPE_PROCESS];
  1314. code += "\t}\n";
  1315. code += "}\n";
  1316. }
  1317. //set code secretly
  1318. global_code += "\n\n";
  1319. String final_code = global_code;
  1320. final_code += global_code_per_node;
  1321. final_code += global_expressions;
  1322. String tcode = code;
  1323. for (int i = 0; i < TYPE_MAX; i++) {
  1324. if (!has_func_name(RenderingServer::ShaderMode(shader_mode), func_name[i])) {
  1325. continue;
  1326. }
  1327. tcode = tcode.insert(insertion_pos[i], global_code_per_func[Type(i)]);
  1328. }
  1329. final_code += tcode;
  1330. const_cast<VisualShader *>(this)->set_code(final_code);
  1331. for (int i = 0; i < default_tex_params.size(); i++) {
  1332. const_cast<VisualShader *>(this)->set_default_texture_param(default_tex_params[i].name, default_tex_params[i].param);
  1333. }
  1334. if (previous_code != final_code) {
  1335. const_cast<VisualShader *>(this)->emit_signal("changed");
  1336. }
  1337. previous_code = final_code;
  1338. }
  1339. void VisualShader::_queue_update() {
  1340. if (dirty) {
  1341. return;
  1342. }
  1343. dirty = true;
  1344. call_deferred("_update_shader");
  1345. }
  1346. void VisualShader::_input_type_changed(Type p_type, int p_id) {
  1347. //erase connections using this input, as type changed
  1348. Graph *g = &graph[p_type];
  1349. for (List<Connection>::Element *E = g->connections.front(); E;) {
  1350. List<Connection>::Element *N = E->next();
  1351. if (E->get().from_node == p_id) {
  1352. g->connections.erase(E);
  1353. g->nodes[E->get().to_node].prev_connected_nodes.erase(p_id);
  1354. }
  1355. E = N;
  1356. }
  1357. }
  1358. void VisualShader::rebuild() {
  1359. dirty = true;
  1360. _update_shader();
  1361. }
  1362. void VisualShader::_bind_methods() {
  1363. ClassDB::bind_method(D_METHOD("set_mode", "mode"), &VisualShader::set_mode);
  1364. ClassDB::bind_method(D_METHOD("add_node", "type", "node", "position", "id"), &VisualShader::add_node);
  1365. ClassDB::bind_method(D_METHOD("get_node", "type", "id"), &VisualShader::get_node);
  1366. ClassDB::bind_method(D_METHOD("set_node_position", "type", "id", "position"), &VisualShader::set_node_position);
  1367. ClassDB::bind_method(D_METHOD("get_node_position", "type", "id"), &VisualShader::get_node_position);
  1368. ClassDB::bind_method(D_METHOD("get_node_list", "type"), &VisualShader::get_node_list);
  1369. ClassDB::bind_method(D_METHOD("get_valid_node_id", "type"), &VisualShader::get_valid_node_id);
  1370. ClassDB::bind_method(D_METHOD("remove_node", "type", "id"), &VisualShader::remove_node);
  1371. ClassDB::bind_method(D_METHOD("is_node_connection", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::is_node_connection);
  1372. ClassDB::bind_method(D_METHOD("can_connect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::can_connect_nodes);
  1373. ClassDB::bind_method(D_METHOD("connect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::connect_nodes);
  1374. ClassDB::bind_method(D_METHOD("disconnect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::disconnect_nodes);
  1375. ClassDB::bind_method(D_METHOD("connect_nodes_forced", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::connect_nodes_forced);
  1376. ClassDB::bind_method(D_METHOD("get_node_connections", "type"), &VisualShader::_get_node_connections);
  1377. ClassDB::bind_method(D_METHOD("set_version", "version"), &VisualShader::set_version);
  1378. ClassDB::bind_method(D_METHOD("get_version"), &VisualShader::get_version);
  1379. ClassDB::bind_method(D_METHOD("set_graph_offset", "offset"), &VisualShader::set_graph_offset);
  1380. ClassDB::bind_method(D_METHOD("get_graph_offset"), &VisualShader::get_graph_offset);
  1381. ClassDB::bind_method(D_METHOD("_update_shader"), &VisualShader::_update_shader);
  1382. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "graph_offset", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_graph_offset", "get_graph_offset");
  1383. ADD_PROPERTY(PropertyInfo(Variant::STRING, "version", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_version", "get_version");
  1384. ADD_PROPERTY_DEFAULT("code", ""); // Inherited from Shader, prevents showing default code as override in docs.
  1385. BIND_ENUM_CONSTANT(TYPE_VERTEX);
  1386. BIND_ENUM_CONSTANT(TYPE_FRAGMENT);
  1387. BIND_ENUM_CONSTANT(TYPE_LIGHT);
  1388. BIND_ENUM_CONSTANT(TYPE_MAX);
  1389. BIND_CONSTANT(NODE_ID_INVALID);
  1390. BIND_CONSTANT(NODE_ID_OUTPUT);
  1391. }
  1392. VisualShader::VisualShader() {
  1393. for (int i = 0; i < TYPE_MAX; i++) {
  1394. Ref<VisualShaderNodeOutput> output;
  1395. output.instance();
  1396. output->shader_type = Type(i);
  1397. output->shader_mode = shader_mode;
  1398. graph[i].nodes[NODE_ID_OUTPUT].node = output;
  1399. graph[i].nodes[NODE_ID_OUTPUT].position = Vector2(400, 150);
  1400. }
  1401. }
  1402. ///////////////////////////////////////////////////////////
  1403. const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
  1404. // Spatial, Vertex
  1405. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX" },
  1406. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
  1407. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "TANGENT" },
  1408. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "BINORMAL" },
  1409. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
  1410. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "vec3(UV2, 0.0)" },
  1411. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1412. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1413. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" },
  1414. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
  1415. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "modelview", "MODELVIEW_MATRIX" },
  1416. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "camera", "CAMERA_MATRIX" },
  1417. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_camera", "INV_CAMERA_MATRIX" },
  1418. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" },
  1419. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection", "INV_PROJECTION_MATRIX" },
  1420. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1421. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(VIEWPORT_SIZE, 0)" },
  1422. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
  1423. // Spatial, Fragment
  1424. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" },
  1425. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX" },
  1426. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
  1427. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "TANGENT" },
  1428. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "BINORMAL" },
  1429. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "view", "VIEW" },
  1430. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
  1431. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "vec3(UV2, 0.0)" },
  1432. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1433. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1434. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "point_coord", "vec3(POINT_COORD, 0.0)" },
  1435. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" },
  1436. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "side", "float(FRONT_FACING ? 1.0 : 0.0)" },
  1437. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
  1438. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_camera", "INV_CAMERA_MATRIX" },
  1439. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "camera", "CAMERA_MATRIX" },
  1440. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" },
  1441. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection", "INV_PROJECTION_MATRIX" },
  1442. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1443. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(VIEWPORT_SIZE, 0.0)" },
  1444. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
  1445. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "front_facing", "FRONT_FACING" },
  1446. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "screen_texture", "SCREEN_TEXTURE" },
  1447. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "depth_texture", "DEPTH_TEXTURE" },
  1448. // Spatial, Light
  1449. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" },
  1450. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
  1451. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "view", "VIEW" },
  1452. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light", "LIGHT" },
  1453. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_color", "LIGHT_COLOR" },
  1454. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "attenuation", "ATTENUATION" },
  1455. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "albedo", "ALBEDO" },
  1456. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "transmission", "TRANSMISSION" },
  1457. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "diffuse", "DIFFUSE_LIGHT" },
  1458. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "specular", "SPECULAR_LIGHT" },
  1459. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
  1460. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
  1461. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_camera", "INV_CAMERA_MATRIX" },
  1462. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "camera", "CAMERA_MATRIX" },
  1463. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" },
  1464. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection", "INV_PROJECTION_MATRIX" },
  1465. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1466. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(VIEWPORT_SIZE, 0.0)" },
  1467. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
  1468. // Canvas Item, Vertex
  1469. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "vec3(VERTEX, 0.0)" },
  1470. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" },
  1471. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1472. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1473. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" },
  1474. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "texture_pixel_size", "vec3(TEXTURE_PIXEL_SIZE, 1.0)" },
  1475. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
  1476. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" },
  1477. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "extra", "EXTRA_MATRIX" },
  1478. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1479. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "light_pass", "float(AT_LIGHT_PASS ? 1.0 : 0.0)" },
  1480. // Canvas Item, Fragment
  1481. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" },
  1482. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
  1483. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1484. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1485. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" },
  1486. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "texture_pixel_size", "vec3(TEXTURE_PIXEL_SIZE, 1.0)" },
  1487. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_pixel_size", "vec3(SCREEN_PIXEL_SIZE, 1.0)" },
  1488. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "point_coord", "vec3(POINT_COORD, 0.0)" },
  1489. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1490. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "light_pass", "float(AT_LIGHT_PASS ? 1.0 : 0.0)" },
  1491. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "texture", "TEXTURE" },
  1492. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "normal_texture", "NORMAL_TEXTURE" },
  1493. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "screen_texture", "SCREEN_TEXTURE" },
  1494. // Canvas Item, Light
  1495. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" },
  1496. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
  1497. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
  1498. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1499. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1500. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_vec", "vec3(LIGHT_VEC, 0.0)" },
  1501. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_height", "LIGHT_HEIGHT" },
  1502. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_color", "LIGHT_COLOR.rgb" },
  1503. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_alpha", "LIGHT_COLOR.a" },
  1504. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_uv", "vec3(LIGHT_UV, 0.0)" },
  1505. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "shadow_color", "SHADOW_COLOR.rgb" },
  1506. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "shadow_alpha", "SHADOW_COLOR.a" },
  1507. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "shadow_vec", "vec3(SHADOW_VEC, 0.0)" },
  1508. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" },
  1509. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "texture_pixel_size", "vec3(TEXTURE_PIXEL_SIZE, 1.0)" },
  1510. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "point_coord", "vec3(POINT_COORD, 0.0)" },
  1511. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1512. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SAMPLER, "texture", "TEXTURE" },
  1513. // Particles, Emit
  1514. { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1515. { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1516. { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "VELOCITY" },
  1517. { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_SCALAR, "restart", "float(RESTART ? 1.0 : 0.0)" },
  1518. { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_SCALAR, "active", "float(ACTIVE ? 1.0 : 0.0)" },
  1519. { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_VECTOR, "custom", "CUSTOM.rgb" },
  1520. { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
  1521. { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  1522. { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
  1523. { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
  1524. { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_SCALAR_INT, "index", "INDEX" },
  1525. { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
  1526. { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1527. // Particles, Process
  1528. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1529. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1530. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "VELOCITY" },
  1531. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "restart", "float(RESTART ? 1.0 : 0.0)" },
  1532. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "active", "float(ACTIVE ? 1.0 : 0.0)" },
  1533. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR, "custom", "CUSTOM.rgb" },
  1534. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
  1535. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  1536. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
  1537. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
  1538. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR_INT, "index", "INDEX" },
  1539. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
  1540. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1541. // Particles, End
  1542. { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1543. { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1544. { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "VELOCITY" },
  1545. { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_SCALAR, "restart", "float(RESTART ? 1.0 : 0.0)" },
  1546. { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_SCALAR, "active", "float(ACTIVE ? 1.0 : 0.0)" },
  1547. { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_VECTOR, "custom", "CUSTOM.rgb" },
  1548. { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
  1549. { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  1550. { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
  1551. { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
  1552. { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_SCALAR_INT, "index", "INDEX" },
  1553. { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
  1554. { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1555. // Sky, Fragment
  1556. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_cubemap_pass", "AT_CUBEMAP_PASS" },
  1557. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_half_res_pass", "AT_HALF_RES_PASS" },
  1558. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_quarter_res_pass", "AT_QUARTER_RES_PASS" },
  1559. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "eyedir", "EYEDIR" },
  1560. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "half_res_color", "HALF_RES_COLOR.rgb" },
  1561. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "half_res_alpha", "HALF_RES_COLOR.a" },
  1562. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "light0_color", "LIGHT0_COLOR" },
  1563. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "light0_direction", "LIGHT0_DIRECTION" },
  1564. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "light0_enabled", "LIGHT0_ENABLED" },
  1565. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "light0_energy", "LIGHT0_ENERGY" },
  1566. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "light1_color", "LIGHT1_COLOR" },
  1567. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "light1_direction", "LIGHT1_DIRECTION" },
  1568. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "light1_enabled", "LIGHT1_ENABLED" },
  1569. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "light1_energy", "LIGHT1_ENERGY" },
  1570. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "light2_color", "LIGHT2_COLOR" },
  1571. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "light2_direction", "LIGHT2_DIRECTION" },
  1572. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "light2_enabled", "LIGHT2_ENABLED" },
  1573. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "light2_energy", "LIGHT2_ENERGY" },
  1574. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "light3_color", "LIGHT3_COLOR" },
  1575. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "light3_direction", "LIGHT3_DIRECTION" },
  1576. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "light3_enabled", "LIGHT3_ENABLED" },
  1577. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "light3_energy", "LIGHT3_ENERGY" },
  1578. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "position", "POSITION" },
  1579. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "quarter_res_color", "QUARTER_RES_COLOR.rgb" },
  1580. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "quarter_res_alpha", "QUARTER_RES_COLOR.a" },
  1581. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "radiance", "RADIANCE" },
  1582. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" },
  1583. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "sky_coords", "vec3(SKY_COORDS, 0.0)" },
  1584. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1585. { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, nullptr, nullptr },
  1586. };
  1587. const VisualShaderNodeInput::Port VisualShaderNodeInput::preview_ports[] = {
  1588. // Spatial, Fragment
  1589. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "vec3(0.0, 0.0, 1.0)" },
  1590. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "vec3(0.0, 1.0, 0.0)" },
  1591. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "vec3(1.0, 0.0, 0.0)" },
  1592. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
  1593. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "vec3(UV, 0.0)" },
  1594. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
  1595. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  1596. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" },
  1597. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "side", "1.0" },
  1598. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1599. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(1.0,1.0, 0.0)" },
  1600. // Spatial, Light
  1601. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "vec3(0.0, 0.0, 1.0)" },
  1602. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1603. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(1.0, 1.0, 0.0)" },
  1604. // Canvas Item, Vertex
  1605. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "vec3(VERTEX, 0.0)" },
  1606. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
  1607. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
  1608. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  1609. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1610. // Canvas Item, Fragment
  1611. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
  1612. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
  1613. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  1614. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" },
  1615. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1616. // Canvas Item, Light
  1617. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
  1618. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "vec3(0.0, 0.0, 1.0)" },
  1619. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
  1620. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  1621. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" },
  1622. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1623. // Particles, Vertex
  1624. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
  1625. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
  1626. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "vec3(0.0, 0.0, 1.0)" },
  1627. { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  1628. { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, nullptr, nullptr },
  1629. };
  1630. int VisualShaderNodeInput::get_input_port_count() const {
  1631. return 0;
  1632. }
  1633. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_port_type(int p_port) const {
  1634. return PORT_TYPE_SCALAR;
  1635. }
  1636. String VisualShaderNodeInput::get_input_port_name(int p_port) const {
  1637. return "";
  1638. }
  1639. int VisualShaderNodeInput::get_output_port_count() const {
  1640. return 1;
  1641. }
  1642. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_output_port_type(int p_port) const {
  1643. return get_input_type_by_name(input_name);
  1644. }
  1645. String VisualShaderNodeInput::get_output_port_name(int p_port) const {
  1646. return "";
  1647. }
  1648. String VisualShaderNodeInput::get_caption() const {
  1649. return "Input";
  1650. }
  1651. 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 {
  1652. if (get_output_port_type(0) == PORT_TYPE_SAMPLER) {
  1653. return "";
  1654. }
  1655. if (p_for_preview) {
  1656. int idx = 0;
  1657. String code;
  1658. while (preview_ports[idx].mode != Shader::MODE_MAX) {
  1659. if (preview_ports[idx].mode == shader_mode && preview_ports[idx].shader_type == shader_type && preview_ports[idx].name == input_name) {
  1660. code = "\t" + p_output_vars[0] + " = " + preview_ports[idx].string + ";\n";
  1661. break;
  1662. }
  1663. idx++;
  1664. }
  1665. if (code == String()) {
  1666. switch (get_output_port_type(0)) {
  1667. case PORT_TYPE_SCALAR: {
  1668. code = "\t" + p_output_vars[0] + " = 0.0;\n";
  1669. } break;
  1670. case PORT_TYPE_SCALAR_INT: {
  1671. code = "\t" + p_output_vars[0] + " = 0;\n";
  1672. } break;
  1673. case PORT_TYPE_VECTOR: {
  1674. code = "\t" + p_output_vars[0] + " = vec3(0.0);\n";
  1675. } break;
  1676. case PORT_TYPE_TRANSFORM: {
  1677. 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";
  1678. } break;
  1679. case PORT_TYPE_BOOLEAN: {
  1680. code = "\t" + p_output_vars[0] + " = false;\n";
  1681. } break;
  1682. default: //default (none found) is scalar
  1683. break;
  1684. }
  1685. }
  1686. return code;
  1687. } else {
  1688. int idx = 0;
  1689. String code;
  1690. while (ports[idx].mode != Shader::MODE_MAX) {
  1691. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == input_name) {
  1692. code = "\t" + p_output_vars[0] + " = " + ports[idx].string + ";\n";
  1693. break;
  1694. }
  1695. idx++;
  1696. }
  1697. if (code == String()) {
  1698. code = "\t" + p_output_vars[0] + " = 0.0;\n"; //default (none found) is scalar
  1699. }
  1700. return code;
  1701. }
  1702. }
  1703. void VisualShaderNodeInput::set_input_name(String p_name) {
  1704. PortType prev_type = get_input_type_by_name(input_name);
  1705. input_name = p_name;
  1706. emit_changed();
  1707. if (get_input_type_by_name(input_name) != prev_type) {
  1708. emit_signal("input_type_changed");
  1709. }
  1710. }
  1711. String VisualShaderNodeInput::get_input_name() const {
  1712. return input_name;
  1713. }
  1714. String VisualShaderNodeInput::get_input_real_name() const {
  1715. int idx = 0;
  1716. while (ports[idx].mode != Shader::MODE_MAX) {
  1717. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == input_name) {
  1718. return String(ports[idx].string);
  1719. }
  1720. idx++;
  1721. }
  1722. return "";
  1723. }
  1724. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_type_by_name(String p_name) const {
  1725. int idx = 0;
  1726. while (ports[idx].mode != Shader::MODE_MAX) {
  1727. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == p_name) {
  1728. return ports[idx].type;
  1729. }
  1730. idx++;
  1731. }
  1732. return PORT_TYPE_SCALAR;
  1733. }
  1734. int VisualShaderNodeInput::get_input_index_count() const {
  1735. int idx = 0;
  1736. int count = 0;
  1737. while (ports[idx].mode != Shader::MODE_MAX) {
  1738. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  1739. count++;
  1740. }
  1741. idx++;
  1742. }
  1743. return count;
  1744. }
  1745. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_index_type(int p_index) const {
  1746. int idx = 0;
  1747. int count = 0;
  1748. while (ports[idx].mode != Shader::MODE_MAX) {
  1749. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  1750. if (count == p_index) {
  1751. return ports[idx].type;
  1752. }
  1753. count++;
  1754. }
  1755. idx++;
  1756. }
  1757. return PORT_TYPE_SCALAR;
  1758. }
  1759. String VisualShaderNodeInput::get_input_index_name(int p_index) const {
  1760. int idx = 0;
  1761. int count = 0;
  1762. while (ports[idx].mode != Shader::MODE_MAX) {
  1763. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  1764. if (count == p_index) {
  1765. return ports[idx].name;
  1766. }
  1767. count++;
  1768. }
  1769. idx++;
  1770. }
  1771. return "";
  1772. }
  1773. void VisualShaderNodeInput::_validate_property(PropertyInfo &property) const {
  1774. if (property.name == "input_name") {
  1775. String port_list;
  1776. int idx = 0;
  1777. while (ports[idx].mode != Shader::MODE_MAX) {
  1778. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  1779. if (port_list != String()) {
  1780. port_list += ",";
  1781. }
  1782. port_list += ports[idx].name;
  1783. }
  1784. idx++;
  1785. }
  1786. if (port_list == "") {
  1787. port_list = TTR("None");
  1788. }
  1789. property.hint_string = port_list;
  1790. }
  1791. }
  1792. Vector<StringName> VisualShaderNodeInput::get_editable_properties() const {
  1793. Vector<StringName> props;
  1794. props.push_back("input_name");
  1795. return props;
  1796. }
  1797. void VisualShaderNodeInput::_bind_methods() {
  1798. ClassDB::bind_method(D_METHOD("set_input_name", "name"), &VisualShaderNodeInput::set_input_name);
  1799. ClassDB::bind_method(D_METHOD("get_input_name"), &VisualShaderNodeInput::get_input_name);
  1800. ClassDB::bind_method(D_METHOD("get_input_real_name"), &VisualShaderNodeInput::get_input_real_name);
  1801. ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "input_name", PROPERTY_HINT_ENUM, ""), "set_input_name", "get_input_name");
  1802. ADD_SIGNAL(MethodInfo("input_type_changed"));
  1803. }
  1804. VisualShaderNodeInput::VisualShaderNodeInput() {
  1805. }
  1806. ////////////// UniformRef
  1807. List<VisualShaderNodeUniformRef::Uniform> uniforms;
  1808. void VisualShaderNodeUniformRef::add_uniform(const String &p_name, UniformType p_type) {
  1809. uniforms.push_back({ p_name, p_type });
  1810. }
  1811. void VisualShaderNodeUniformRef::clear_uniforms() {
  1812. uniforms.clear();
  1813. }
  1814. String VisualShaderNodeUniformRef::get_caption() const {
  1815. return "UniformRef";
  1816. }
  1817. int VisualShaderNodeUniformRef::get_input_port_count() const {
  1818. return 0;
  1819. }
  1820. VisualShaderNodeUniformRef::PortType VisualShaderNodeUniformRef::get_input_port_type(int p_port) const {
  1821. return PortType::PORT_TYPE_SCALAR;
  1822. }
  1823. String VisualShaderNodeUniformRef::get_input_port_name(int p_port) const {
  1824. return "";
  1825. }
  1826. int VisualShaderNodeUniformRef::get_output_port_count() const {
  1827. if (uniform_name == "[None]") {
  1828. return 0;
  1829. }
  1830. switch (uniform_type) {
  1831. case UniformType::UNIFORM_TYPE_FLOAT:
  1832. return 1;
  1833. case UniformType::UNIFORM_TYPE_INT:
  1834. return 1;
  1835. case UniformType::UNIFORM_TYPE_BOOLEAN:
  1836. return 1;
  1837. case UniformType::UNIFORM_TYPE_VECTOR:
  1838. return 1;
  1839. case UniformType::UNIFORM_TYPE_TRANSFORM:
  1840. return 1;
  1841. case UniformType::UNIFORM_TYPE_COLOR:
  1842. return 2;
  1843. case UniformType::UNIFORM_TYPE_SAMPLER:
  1844. return 1;
  1845. default:
  1846. break;
  1847. }
  1848. return 0;
  1849. }
  1850. VisualShaderNodeUniformRef::PortType VisualShaderNodeUniformRef::get_output_port_type(int p_port) const {
  1851. switch (uniform_type) {
  1852. case UniformType::UNIFORM_TYPE_FLOAT:
  1853. return PortType::PORT_TYPE_SCALAR;
  1854. case UniformType::UNIFORM_TYPE_INT:
  1855. return PortType::PORT_TYPE_SCALAR_INT;
  1856. case UniformType::UNIFORM_TYPE_BOOLEAN:
  1857. return PortType::PORT_TYPE_BOOLEAN;
  1858. case UniformType::UNIFORM_TYPE_VECTOR:
  1859. return PortType::PORT_TYPE_VECTOR;
  1860. case UniformType::UNIFORM_TYPE_TRANSFORM:
  1861. return PortType::PORT_TYPE_TRANSFORM;
  1862. case UniformType::UNIFORM_TYPE_COLOR:
  1863. if (p_port == 0) {
  1864. return PortType::PORT_TYPE_VECTOR;
  1865. } else if (p_port == 1) {
  1866. return PORT_TYPE_SCALAR;
  1867. }
  1868. break;
  1869. case UniformType::UNIFORM_TYPE_SAMPLER:
  1870. return PortType::PORT_TYPE_SAMPLER;
  1871. default:
  1872. break;
  1873. }
  1874. return PORT_TYPE_SCALAR;
  1875. }
  1876. String VisualShaderNodeUniformRef::get_output_port_name(int p_port) const {
  1877. switch (uniform_type) {
  1878. case UniformType::UNIFORM_TYPE_FLOAT:
  1879. return "";
  1880. case UniformType::UNIFORM_TYPE_INT:
  1881. return "";
  1882. case UniformType::UNIFORM_TYPE_BOOLEAN:
  1883. return "";
  1884. case UniformType::UNIFORM_TYPE_VECTOR:
  1885. return "";
  1886. case UniformType::UNIFORM_TYPE_TRANSFORM:
  1887. return "";
  1888. case UniformType::UNIFORM_TYPE_COLOR:
  1889. if (p_port == 0) {
  1890. return "rgb";
  1891. } else if (p_port == 1) {
  1892. return "alpha";
  1893. }
  1894. break;
  1895. case UniformType::UNIFORM_TYPE_SAMPLER:
  1896. return "";
  1897. break;
  1898. default:
  1899. break;
  1900. }
  1901. return "";
  1902. }
  1903. void VisualShaderNodeUniformRef::set_uniform_name(const String &p_name) {
  1904. uniform_name = p_name;
  1905. if (p_name != "[None]") {
  1906. uniform_type = get_uniform_type_by_name(p_name);
  1907. } else {
  1908. uniform_type = UniformType::UNIFORM_TYPE_FLOAT;
  1909. }
  1910. emit_changed();
  1911. }
  1912. String VisualShaderNodeUniformRef::get_uniform_name() const {
  1913. return uniform_name;
  1914. }
  1915. int VisualShaderNodeUniformRef::get_uniforms_count() const {
  1916. return uniforms.size();
  1917. }
  1918. String VisualShaderNodeUniformRef::get_uniform_name_by_index(int p_idx) const {
  1919. if (p_idx >= 0 && p_idx < uniforms.size()) {
  1920. return uniforms[p_idx].name;
  1921. }
  1922. return "";
  1923. }
  1924. VisualShaderNodeUniformRef::UniformType VisualShaderNodeUniformRef::get_uniform_type_by_name(const String &p_name) const {
  1925. for (int i = 0; i < uniforms.size(); i++) {
  1926. if (uniforms[i].name == p_name) {
  1927. return uniforms[i].type;
  1928. }
  1929. }
  1930. return UniformType::UNIFORM_TYPE_FLOAT;
  1931. }
  1932. VisualShaderNodeUniformRef::UniformType VisualShaderNodeUniformRef::get_uniform_type_by_index(int p_idx) const {
  1933. if (p_idx >= 0 && p_idx < uniforms.size()) {
  1934. return uniforms[p_idx].type;
  1935. }
  1936. return UniformType::UNIFORM_TYPE_FLOAT;
  1937. }
  1938. String VisualShaderNodeUniformRef::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1939. switch (uniform_type) {
  1940. case UniformType::UNIFORM_TYPE_FLOAT:
  1941. return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  1942. case UniformType::UNIFORM_TYPE_INT:
  1943. return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  1944. case UniformType::UNIFORM_TYPE_BOOLEAN:
  1945. return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  1946. case UniformType::UNIFORM_TYPE_VECTOR:
  1947. return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  1948. case UniformType::UNIFORM_TYPE_TRANSFORM:
  1949. return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  1950. case UniformType::UNIFORM_TYPE_COLOR: {
  1951. String code = "\t" + p_output_vars[0] + " = " + get_uniform_name() + ".rgb;\n";
  1952. code += "\t" + p_output_vars[1] + " = " + get_uniform_name() + ".a;\n";
  1953. return code;
  1954. } break;
  1955. case UniformType::UNIFORM_TYPE_SAMPLER:
  1956. break;
  1957. default:
  1958. break;
  1959. }
  1960. return "";
  1961. }
  1962. void VisualShaderNodeUniformRef::_bind_methods() {
  1963. ClassDB::bind_method(D_METHOD("set_uniform_name", "name"), &VisualShaderNodeUniformRef::set_uniform_name);
  1964. ClassDB::bind_method(D_METHOD("get_uniform_name"), &VisualShaderNodeUniformRef::get_uniform_name);
  1965. ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "uniform_name", PROPERTY_HINT_ENUM, ""), "set_uniform_name", "get_uniform_name");
  1966. }
  1967. Vector<StringName> VisualShaderNodeUniformRef::get_editable_properties() const {
  1968. Vector<StringName> props;
  1969. props.push_back("uniform_name");
  1970. return props;
  1971. }
  1972. VisualShaderNodeUniformRef::VisualShaderNodeUniformRef() {
  1973. }
  1974. ////////////////////////////////////////////
  1975. const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = {
  1976. // Spatial, Vertex
  1977. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX" },
  1978. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
  1979. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "TANGENT" },
  1980. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "BINORMAL" },
  1981. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "UV:xy" },
  1982. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "UV2:xy" },
  1983. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  1984. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  1985. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
  1986. // Spatial, Fragment
  1987. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "albedo", "ALBEDO" },
  1988. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "ALPHA" },
  1989. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "metallic", "METALLIC" },
  1990. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
  1991. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "specular", "SPECULAR" },
  1992. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "emission", "EMISSION" },
  1993. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "ao", "AO" },
  1994. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
  1995. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normalmap", "NORMALMAP" },
  1996. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "normalmap_depth", "NORMALMAP_DEPTH" },
  1997. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "rim", "RIM" },
  1998. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "rim_tint", "RIM_TINT" },
  1999. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "clearcoat", "CLEARCOAT" },
  2000. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "clearcoat_gloss", "CLEARCOAT_GLOSS" },
  2001. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "anisotropy", "ANISOTROPY" },
  2002. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "anisotropy_flow", "ANISOTROPY_FLOW:xy" },
  2003. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "subsurf_scatter", "SSS_STRENGTH" },
  2004. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "transmission", "TRANSMISSION" },
  2005. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha_scissor", "ALPHA_SCISSOR" },
  2006. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "ao_light_affect", "AO_LIGHT_AFFECT" },
  2007. // Spatial, Light
  2008. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "diffuse", "DIFFUSE_LIGHT" },
  2009. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "specular", "SPECULAR_LIGHT" },
  2010. // Canvas Item, Vertex
  2011. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX:xy" },
  2012. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "UV:xy" },
  2013. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  2014. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  2015. // Canvas Item, Fragment
  2016. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  2017. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  2018. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
  2019. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normalmap", "NORMALMAP" },
  2020. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "normalmap_depth", "NORMALMAP_DEPTH" },
  2021. // Canvas Item, Light
  2022. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light", "LIGHT.rgb" },
  2023. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_alpha", "LIGHT.a" },
  2024. // Particles, Emit
  2025. { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  2026. { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  2027. { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "VELOCITY" },
  2028. { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_VECTOR, "custom", "CUSTOM.rgb" },
  2029. { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
  2030. { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  2031. { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
  2032. // Particles, Process
  2033. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  2034. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  2035. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "VELOCITY" },
  2036. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR, "custom", "CUSTOM.rgb" },
  2037. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
  2038. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  2039. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
  2040. // Particles, End
  2041. { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
  2042. { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
  2043. { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "VELOCITY" },
  2044. { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_VECTOR, "custom", "CUSTOM.rgb" },
  2045. { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
  2046. { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  2047. { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
  2048. // Sky, Fragment
  2049. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR" },
  2050. { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "ALPHA" },
  2051. { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, nullptr, nullptr },
  2052. };
  2053. int VisualShaderNodeOutput::get_input_port_count() const {
  2054. int idx = 0;
  2055. int count = 0;
  2056. while (ports[idx].mode != Shader::MODE_MAX) {
  2057. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  2058. count++;
  2059. }
  2060. idx++;
  2061. }
  2062. return count;
  2063. }
  2064. VisualShaderNodeOutput::PortType VisualShaderNodeOutput::get_input_port_type(int p_port) const {
  2065. int idx = 0;
  2066. int count = 0;
  2067. while (ports[idx].mode != Shader::MODE_MAX) {
  2068. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  2069. if (count == p_port) {
  2070. return ports[idx].type;
  2071. }
  2072. count++;
  2073. }
  2074. idx++;
  2075. }
  2076. return PORT_TYPE_SCALAR;
  2077. }
  2078. String VisualShaderNodeOutput::get_input_port_name(int p_port) const {
  2079. int idx = 0;
  2080. int count = 0;
  2081. while (ports[idx].mode != Shader::MODE_MAX) {
  2082. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  2083. if (count == p_port) {
  2084. return String(ports[idx].name).capitalize();
  2085. }
  2086. count++;
  2087. }
  2088. idx++;
  2089. }
  2090. return String();
  2091. }
  2092. Variant VisualShaderNodeOutput::get_input_port_default_value(int p_port) const {
  2093. return Variant();
  2094. }
  2095. int VisualShaderNodeOutput::get_output_port_count() const {
  2096. return 0;
  2097. }
  2098. VisualShaderNodeOutput::PortType VisualShaderNodeOutput::get_output_port_type(int p_port) const {
  2099. return PORT_TYPE_SCALAR;
  2100. }
  2101. String VisualShaderNodeOutput::get_output_port_name(int p_port) const {
  2102. return String();
  2103. }
  2104. bool VisualShaderNodeOutput::is_port_separator(int p_index) const {
  2105. if (shader_mode == Shader::MODE_SPATIAL && shader_type == VisualShader::TYPE_FRAGMENT) {
  2106. String name = get_input_port_name(p_index);
  2107. return (name == "Normal" || name == "Rim" || name == "Alpha Scissor");
  2108. }
  2109. return false;
  2110. }
  2111. String VisualShaderNodeOutput::get_caption() const {
  2112. return "Output";
  2113. }
  2114. 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 {
  2115. int idx = 0;
  2116. int count = 0;
  2117. String code;
  2118. while (ports[idx].mode != Shader::MODE_MAX) {
  2119. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  2120. if (p_input_vars[count] != String()) {
  2121. String s = ports[idx].string;
  2122. if (s.find(":") != -1) {
  2123. code += "\t" + s.get_slicec(':', 0) + " = " + p_input_vars[count] + "." + s.get_slicec(':', 1) + ";\n";
  2124. } else {
  2125. code += "\t" + s + " = " + p_input_vars[count] + ";\n";
  2126. }
  2127. }
  2128. count++;
  2129. }
  2130. idx++;
  2131. }
  2132. return code;
  2133. }
  2134. VisualShaderNodeOutput::VisualShaderNodeOutput() {
  2135. }
  2136. ///////////////////////////
  2137. void VisualShaderNodeUniform::set_uniform_name(const String &p_name) {
  2138. uniform_name = p_name;
  2139. emit_signal("name_changed");
  2140. emit_changed();
  2141. }
  2142. String VisualShaderNodeUniform::get_uniform_name() const {
  2143. return uniform_name;
  2144. }
  2145. void VisualShaderNodeUniform::set_qualifier(VisualShaderNodeUniform::Qualifier p_qual) {
  2146. qualifier = p_qual;
  2147. emit_changed();
  2148. }
  2149. VisualShaderNodeUniform::Qualifier VisualShaderNodeUniform::get_qualifier() const {
  2150. return qualifier;
  2151. }
  2152. void VisualShaderNodeUniform::set_global_code_generated(bool p_enabled) {
  2153. global_code_generated = p_enabled;
  2154. }
  2155. bool VisualShaderNodeUniform::is_global_code_generated() const {
  2156. return global_code_generated;
  2157. }
  2158. void VisualShaderNodeUniform::_bind_methods() {
  2159. ClassDB::bind_method(D_METHOD("set_uniform_name", "name"), &VisualShaderNodeUniform::set_uniform_name);
  2160. ClassDB::bind_method(D_METHOD("get_uniform_name"), &VisualShaderNodeUniform::get_uniform_name);
  2161. ClassDB::bind_method(D_METHOD("set_qualifier", "qualifier"), &VisualShaderNodeUniform::set_qualifier);
  2162. ClassDB::bind_method(D_METHOD("get_qualifier"), &VisualShaderNodeUniform::get_qualifier);
  2163. ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "uniform_name"), "set_uniform_name", "get_uniform_name");
  2164. ADD_PROPERTY(PropertyInfo(Variant::INT, "qualifier", PROPERTY_HINT_ENUM, "None,Global,Instance"), "set_qualifier", "get_qualifier");
  2165. BIND_ENUM_CONSTANT(QUAL_NONE);
  2166. BIND_ENUM_CONSTANT(QUAL_GLOBAL);
  2167. BIND_ENUM_CONSTANT(QUAL_INSTANCE);
  2168. }
  2169. String VisualShaderNodeUniform::_get_qual_str() const {
  2170. if (is_qualifier_supported(qualifier)) {
  2171. switch (qualifier) {
  2172. case QUAL_NONE:
  2173. break;
  2174. case QUAL_GLOBAL:
  2175. return "global ";
  2176. case QUAL_INSTANCE:
  2177. return "instance ";
  2178. }
  2179. }
  2180. return String();
  2181. }
  2182. String VisualShaderNodeUniform::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  2183. List<String> keyword_list;
  2184. ShaderLanguage::get_keyword_list(&keyword_list);
  2185. if (keyword_list.find(uniform_name)) {
  2186. return TTR("Uniform name cannot be equal to a shader keyword. Choose another name.");
  2187. }
  2188. if (!is_qualifier_supported(qualifier)) {
  2189. return "This uniform type does not support that qualifier.";
  2190. }
  2191. return String();
  2192. }
  2193. Vector<StringName> VisualShaderNodeUniform::get_editable_properties() const {
  2194. Vector<StringName> props;
  2195. props.push_back("qualifier");
  2196. return props;
  2197. }
  2198. VisualShaderNodeUniform::VisualShaderNodeUniform() {
  2199. }
  2200. ////////////// GroupBase
  2201. String VisualShaderNodeGroupBase::get_caption() const {
  2202. return "Group";
  2203. }
  2204. void VisualShaderNodeGroupBase::set_size(const Vector2 &p_size) {
  2205. size = p_size;
  2206. }
  2207. Vector2 VisualShaderNodeGroupBase::get_size() const {
  2208. return size;
  2209. }
  2210. void VisualShaderNodeGroupBase::set_inputs(const String &p_inputs) {
  2211. if (inputs == p_inputs) {
  2212. return;
  2213. }
  2214. clear_input_ports();
  2215. inputs = p_inputs;
  2216. Vector<String> input_strings = inputs.split(";", false);
  2217. int input_port_count = input_strings.size();
  2218. for (int i = 0; i < input_port_count; i++) {
  2219. Vector<String> arr = input_strings[i].split(",");
  2220. ERR_FAIL_COND(arr.size() != 3);
  2221. int port_idx = arr[0].to_int();
  2222. int port_type = arr[1].to_int();
  2223. String port_name = arr[2];
  2224. Port port;
  2225. port.type = (PortType)port_type;
  2226. port.name = port_name;
  2227. input_ports[port_idx] = port;
  2228. }
  2229. }
  2230. String VisualShaderNodeGroupBase::get_inputs() const {
  2231. return inputs;
  2232. }
  2233. void VisualShaderNodeGroupBase::set_outputs(const String &p_outputs) {
  2234. if (outputs == p_outputs) {
  2235. return;
  2236. }
  2237. clear_output_ports();
  2238. outputs = p_outputs;
  2239. Vector<String> output_strings = outputs.split(";", false);
  2240. int output_port_count = output_strings.size();
  2241. for (int i = 0; i < output_port_count; i++) {
  2242. Vector<String> arr = output_strings[i].split(",");
  2243. ERR_FAIL_COND(arr.size() != 3);
  2244. int port_idx = arr[0].to_int();
  2245. int port_type = arr[1].to_int();
  2246. String port_name = arr[2];
  2247. Port port;
  2248. port.type = (PortType)port_type;
  2249. port.name = port_name;
  2250. output_ports[port_idx] = port;
  2251. }
  2252. }
  2253. String VisualShaderNodeGroupBase::get_outputs() const {
  2254. return outputs;
  2255. }
  2256. bool VisualShaderNodeGroupBase::is_valid_port_name(const String &p_name) const {
  2257. if (!p_name.is_valid_identifier()) {
  2258. return false;
  2259. }
  2260. for (int i = 0; i < get_input_port_count(); i++) {
  2261. if (get_input_port_name(i) == p_name) {
  2262. return false;
  2263. }
  2264. }
  2265. for (int i = 0; i < get_output_port_count(); i++) {
  2266. if (get_output_port_name(i) == p_name) {
  2267. return false;
  2268. }
  2269. }
  2270. return true;
  2271. }
  2272. void VisualShaderNodeGroupBase::add_input_port(int p_id, int p_type, const String &p_name) {
  2273. String str = itos(p_id) + "," + itos(p_type) + "," + p_name + ";";
  2274. Vector<String> inputs_strings = inputs.split(";", false);
  2275. int index = 0;
  2276. if (p_id < inputs_strings.size()) {
  2277. for (int i = 0; i < inputs_strings.size(); i++) {
  2278. if (i == p_id) {
  2279. inputs = inputs.insert(index, str);
  2280. break;
  2281. }
  2282. index += inputs_strings[i].size();
  2283. }
  2284. } else {
  2285. inputs += str;
  2286. }
  2287. inputs_strings = inputs.split(";", false);
  2288. index = 0;
  2289. for (int i = 0; i < inputs_strings.size(); i++) {
  2290. int count = 0;
  2291. for (int j = 0; j < inputs_strings[i].size(); j++) {
  2292. if (inputs_strings[i][j] == ',') {
  2293. break;
  2294. }
  2295. count++;
  2296. }
  2297. inputs.erase(index, count);
  2298. inputs = inputs.insert(index, itos(i));
  2299. index += inputs_strings[i].size();
  2300. }
  2301. _apply_port_changes();
  2302. }
  2303. void VisualShaderNodeGroupBase::remove_input_port(int p_id) {
  2304. ERR_FAIL_COND(!has_input_port(p_id));
  2305. Vector<String> inputs_strings = inputs.split(";", false);
  2306. int count = 0;
  2307. int index = 0;
  2308. for (int i = 0; i < inputs_strings.size(); i++) {
  2309. Vector<String> arr = inputs_strings[i].split(",");
  2310. if (arr[0].to_int() == p_id) {
  2311. count = inputs_strings[i].size();
  2312. break;
  2313. }
  2314. index += inputs_strings[i].size();
  2315. }
  2316. inputs.erase(index, count);
  2317. inputs_strings = inputs.split(";", false);
  2318. for (int i = p_id; i < inputs_strings.size(); i++) {
  2319. inputs = inputs.replace_first(inputs_strings[i].split(",")[0], itos(i));
  2320. }
  2321. _apply_port_changes();
  2322. }
  2323. int VisualShaderNodeGroupBase::get_input_port_count() const {
  2324. return input_ports.size();
  2325. }
  2326. bool VisualShaderNodeGroupBase::has_input_port(int p_id) const {
  2327. return input_ports.has(p_id);
  2328. }
  2329. void VisualShaderNodeGroupBase::add_output_port(int p_id, int p_type, const String &p_name) {
  2330. String str = itos(p_id) + "," + itos(p_type) + "," + p_name + ";";
  2331. Vector<String> outputs_strings = outputs.split(";", false);
  2332. int index = 0;
  2333. if (p_id < outputs_strings.size()) {
  2334. for (int i = 0; i < outputs_strings.size(); i++) {
  2335. if (i == p_id) {
  2336. outputs = outputs.insert(index, str);
  2337. break;
  2338. }
  2339. index += outputs_strings[i].size();
  2340. }
  2341. } else {
  2342. outputs += str;
  2343. }
  2344. outputs_strings = outputs.split(";", false);
  2345. index = 0;
  2346. for (int i = 0; i < outputs_strings.size(); i++) {
  2347. int count = 0;
  2348. for (int j = 0; j < outputs_strings[i].size(); j++) {
  2349. if (outputs_strings[i][j] == ',') {
  2350. break;
  2351. }
  2352. count++;
  2353. }
  2354. outputs.erase(index, count);
  2355. outputs = outputs.insert(index, itos(i));
  2356. index += outputs_strings[i].size();
  2357. }
  2358. _apply_port_changes();
  2359. }
  2360. void VisualShaderNodeGroupBase::remove_output_port(int p_id) {
  2361. ERR_FAIL_COND(!has_output_port(p_id));
  2362. Vector<String> outputs_strings = outputs.split(";", false);
  2363. int count = 0;
  2364. int index = 0;
  2365. for (int i = 0; i < outputs_strings.size(); i++) {
  2366. Vector<String> arr = outputs_strings[i].split(",");
  2367. if (arr[0].to_int() == p_id) {
  2368. count = outputs_strings[i].size();
  2369. break;
  2370. }
  2371. index += outputs_strings[i].size();
  2372. }
  2373. outputs.erase(index, count);
  2374. outputs_strings = outputs.split(";", false);
  2375. for (int i = p_id; i < outputs_strings.size(); i++) {
  2376. outputs = outputs.replace_first(outputs_strings[i].split(",")[0], itos(i));
  2377. }
  2378. _apply_port_changes();
  2379. }
  2380. int VisualShaderNodeGroupBase::get_output_port_count() const {
  2381. return output_ports.size();
  2382. }
  2383. bool VisualShaderNodeGroupBase::has_output_port(int p_id) const {
  2384. return output_ports.has(p_id);
  2385. }
  2386. void VisualShaderNodeGroupBase::clear_input_ports() {
  2387. input_ports.clear();
  2388. }
  2389. void VisualShaderNodeGroupBase::clear_output_ports() {
  2390. output_ports.clear();
  2391. }
  2392. void VisualShaderNodeGroupBase::set_input_port_type(int p_id, int p_type) {
  2393. ERR_FAIL_COND(!has_input_port(p_id));
  2394. ERR_FAIL_COND(p_type < 0 || p_type >= PORT_TYPE_MAX);
  2395. if (input_ports[p_id].type == p_type) {
  2396. return;
  2397. }
  2398. Vector<String> inputs_strings = inputs.split(";", false);
  2399. int count = 0;
  2400. int index = 0;
  2401. for (int i = 0; i < inputs_strings.size(); i++) {
  2402. Vector<String> arr = inputs_strings[i].split(",");
  2403. ERR_FAIL_COND(arr.size() != 3);
  2404. if (arr[0].to_int() == p_id) {
  2405. index += arr[0].size();
  2406. count = arr[1].size() - 1;
  2407. break;
  2408. }
  2409. index += inputs_strings[i].size();
  2410. }
  2411. inputs.erase(index, count);
  2412. inputs = inputs.insert(index, itos(p_type));
  2413. _apply_port_changes();
  2414. }
  2415. VisualShaderNodeGroupBase::PortType VisualShaderNodeGroupBase::get_input_port_type(int p_id) const {
  2416. ERR_FAIL_COND_V(!input_ports.has(p_id), (PortType)0);
  2417. return input_ports[p_id].type;
  2418. }
  2419. void VisualShaderNodeGroupBase::set_input_port_name(int p_id, const String &p_name) {
  2420. ERR_FAIL_COND(!has_input_port(p_id));
  2421. ERR_FAIL_COND(!is_valid_port_name(p_name));
  2422. if (input_ports[p_id].name == p_name) {
  2423. return;
  2424. }
  2425. Vector<String> inputs_strings = inputs.split(";", false);
  2426. int count = 0;
  2427. int index = 0;
  2428. for (int i = 0; i < inputs_strings.size(); i++) {
  2429. Vector<String> arr = inputs_strings[i].split(",");
  2430. ERR_FAIL_COND(arr.size() != 3);
  2431. if (arr[0].to_int() == p_id) {
  2432. index += arr[0].size() + arr[1].size();
  2433. count = arr[2].size() - 1;
  2434. break;
  2435. }
  2436. index += inputs_strings[i].size();
  2437. }
  2438. inputs.erase(index, count);
  2439. inputs = inputs.insert(index, p_name);
  2440. _apply_port_changes();
  2441. }
  2442. String VisualShaderNodeGroupBase::get_input_port_name(int p_id) const {
  2443. ERR_FAIL_COND_V(!input_ports.has(p_id), "");
  2444. return input_ports[p_id].name;
  2445. }
  2446. void VisualShaderNodeGroupBase::set_output_port_type(int p_id, int p_type) {
  2447. ERR_FAIL_COND(!has_output_port(p_id));
  2448. ERR_FAIL_COND(p_type < 0 || p_type >= PORT_TYPE_MAX);
  2449. if (output_ports[p_id].type == p_type) {
  2450. return;
  2451. }
  2452. Vector<String> output_strings = outputs.split(";", false);
  2453. int count = 0;
  2454. int index = 0;
  2455. for (int i = 0; i < output_strings.size(); i++) {
  2456. Vector<String> arr = output_strings[i].split(",");
  2457. ERR_FAIL_COND(arr.size() != 3);
  2458. if (arr[0].to_int() == p_id) {
  2459. index += arr[0].size();
  2460. count = arr[1].size() - 1;
  2461. break;
  2462. }
  2463. index += output_strings[i].size();
  2464. }
  2465. outputs.erase(index, count);
  2466. outputs = outputs.insert(index, itos(p_type));
  2467. _apply_port_changes();
  2468. }
  2469. VisualShaderNodeGroupBase::PortType VisualShaderNodeGroupBase::get_output_port_type(int p_id) const {
  2470. ERR_FAIL_COND_V(!output_ports.has(p_id), (PortType)0);
  2471. return output_ports[p_id].type;
  2472. }
  2473. void VisualShaderNodeGroupBase::set_output_port_name(int p_id, const String &p_name) {
  2474. ERR_FAIL_COND(!has_output_port(p_id));
  2475. ERR_FAIL_COND(!is_valid_port_name(p_name));
  2476. if (output_ports[p_id].name == p_name) {
  2477. return;
  2478. }
  2479. Vector<String> output_strings = outputs.split(";", false);
  2480. int count = 0;
  2481. int index = 0;
  2482. for (int i = 0; i < output_strings.size(); i++) {
  2483. Vector<String> arr = output_strings[i].split(",");
  2484. ERR_FAIL_COND(arr.size() != 3);
  2485. if (arr[0].to_int() == p_id) {
  2486. index += arr[0].size() + arr[1].size();
  2487. count = arr[2].size() - 1;
  2488. break;
  2489. }
  2490. index += output_strings[i].size();
  2491. }
  2492. outputs.erase(index, count);
  2493. outputs = outputs.insert(index, p_name);
  2494. _apply_port_changes();
  2495. }
  2496. String VisualShaderNodeGroupBase::get_output_port_name(int p_id) const {
  2497. ERR_FAIL_COND_V(!output_ports.has(p_id), "");
  2498. return output_ports[p_id].name;
  2499. }
  2500. int VisualShaderNodeGroupBase::get_free_input_port_id() const {
  2501. return input_ports.size();
  2502. }
  2503. int VisualShaderNodeGroupBase::get_free_output_port_id() const {
  2504. return output_ports.size();
  2505. }
  2506. void VisualShaderNodeGroupBase::set_control(Control *p_control, int p_index) {
  2507. controls[p_index] = p_control;
  2508. }
  2509. Control *VisualShaderNodeGroupBase::get_control(int p_index) {
  2510. ERR_FAIL_COND_V(!controls.has(p_index), nullptr);
  2511. return controls[p_index];
  2512. }
  2513. void VisualShaderNodeGroupBase::_apply_port_changes() {
  2514. Vector<String> inputs_strings = inputs.split(";", false);
  2515. Vector<String> outputs_strings = outputs.split(";", false);
  2516. clear_input_ports();
  2517. clear_output_ports();
  2518. for (int i = 0; i < inputs_strings.size(); i++) {
  2519. Vector<String> arr = inputs_strings[i].split(",");
  2520. ERR_FAIL_COND(arr.size() != 3);
  2521. Port port;
  2522. port.type = (PortType)arr[1].to_int();
  2523. port.name = arr[2];
  2524. input_ports[i] = port;
  2525. }
  2526. for (int i = 0; i < outputs_strings.size(); i++) {
  2527. Vector<String> arr = outputs_strings[i].split(",");
  2528. ERR_FAIL_COND(arr.size() != 3);
  2529. Port port;
  2530. port.type = (PortType)arr[1].to_int();
  2531. port.name = arr[2];
  2532. output_ports[i] = port;
  2533. }
  2534. }
  2535. void VisualShaderNodeGroupBase::set_editable(bool p_enabled) {
  2536. editable = p_enabled;
  2537. }
  2538. bool VisualShaderNodeGroupBase::is_editable() const {
  2539. return editable;
  2540. }
  2541. void VisualShaderNodeGroupBase::_bind_methods() {
  2542. ClassDB::bind_method(D_METHOD("set_size", "size"), &VisualShaderNodeGroupBase::set_size);
  2543. ClassDB::bind_method(D_METHOD("get_size"), &VisualShaderNodeGroupBase::get_size);
  2544. ClassDB::bind_method(D_METHOD("set_inputs", "inputs"), &VisualShaderNodeGroupBase::set_inputs);
  2545. ClassDB::bind_method(D_METHOD("get_inputs"), &VisualShaderNodeGroupBase::get_inputs);
  2546. ClassDB::bind_method(D_METHOD("set_outputs", "outputs"), &VisualShaderNodeGroupBase::set_outputs);
  2547. ClassDB::bind_method(D_METHOD("get_outputs"), &VisualShaderNodeGroupBase::get_outputs);
  2548. ClassDB::bind_method(D_METHOD("is_valid_port_name", "name"), &VisualShaderNodeGroupBase::is_valid_port_name);
  2549. ClassDB::bind_method(D_METHOD("add_input_port", "id", "type", "name"), &VisualShaderNodeGroupBase::add_input_port);
  2550. ClassDB::bind_method(D_METHOD("remove_input_port", "id"), &VisualShaderNodeGroupBase::remove_input_port);
  2551. ClassDB::bind_method(D_METHOD("get_input_port_count"), &VisualShaderNodeGroupBase::get_input_port_count);
  2552. ClassDB::bind_method(D_METHOD("has_input_port", "id"), &VisualShaderNodeGroupBase::has_input_port);
  2553. ClassDB::bind_method(D_METHOD("clear_input_ports"), &VisualShaderNodeGroupBase::clear_input_ports);
  2554. ClassDB::bind_method(D_METHOD("add_output_port", "id", "type", "name"), &VisualShaderNodeGroupBase::add_output_port);
  2555. ClassDB::bind_method(D_METHOD("remove_output_port", "id"), &VisualShaderNodeGroupBase::remove_output_port);
  2556. ClassDB::bind_method(D_METHOD("get_output_port_count"), &VisualShaderNodeGroupBase::get_output_port_count);
  2557. ClassDB::bind_method(D_METHOD("has_output_port", "id"), &VisualShaderNodeGroupBase::has_output_port);
  2558. ClassDB::bind_method(D_METHOD("clear_output_ports"), &VisualShaderNodeGroupBase::clear_output_ports);
  2559. ClassDB::bind_method(D_METHOD("set_input_port_name", "id", "name"), &VisualShaderNodeGroupBase::set_input_port_name);
  2560. ClassDB::bind_method(D_METHOD("set_input_port_type", "id", "type"), &VisualShaderNodeGroupBase::set_input_port_type);
  2561. ClassDB::bind_method(D_METHOD("set_output_port_name", "id", "name"), &VisualShaderNodeGroupBase::set_output_port_name);
  2562. ClassDB::bind_method(D_METHOD("set_output_port_type", "id", "type"), &VisualShaderNodeGroupBase::set_output_port_type);
  2563. ClassDB::bind_method(D_METHOD("get_free_input_port_id"), &VisualShaderNodeGroupBase::get_free_input_port_id);
  2564. ClassDB::bind_method(D_METHOD("get_free_output_port_id"), &VisualShaderNodeGroupBase::get_free_output_port_id);
  2565. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "size"), "set_size", "get_size");
  2566. }
  2567. 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 {
  2568. return "";
  2569. }
  2570. VisualShaderNodeGroupBase::VisualShaderNodeGroupBase() {
  2571. simple_decl = false;
  2572. }
  2573. ////////////// Expression
  2574. String VisualShaderNodeExpression::get_caption() const {
  2575. return "Expression";
  2576. }
  2577. void VisualShaderNodeExpression::set_expression(const String &p_expression) {
  2578. expression = p_expression;
  2579. }
  2580. String VisualShaderNodeExpression::get_expression() const {
  2581. return expression;
  2582. }
  2583. 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 {
  2584. String _expression = expression;
  2585. _expression = _expression.insert(0, "\n");
  2586. _expression = _expression.replace("\n", "\n\t\t");
  2587. static Vector<String> pre_symbols;
  2588. if (pre_symbols.empty()) {
  2589. pre_symbols.push_back("\t");
  2590. pre_symbols.push_back(",");
  2591. pre_symbols.push_back(";");
  2592. pre_symbols.push_back("{");
  2593. pre_symbols.push_back("[");
  2594. pre_symbols.push_back("]");
  2595. pre_symbols.push_back("(");
  2596. pre_symbols.push_back(" ");
  2597. pre_symbols.push_back("-");
  2598. pre_symbols.push_back("*");
  2599. pre_symbols.push_back("/");
  2600. pre_symbols.push_back("+");
  2601. pre_symbols.push_back("=");
  2602. pre_symbols.push_back("&");
  2603. pre_symbols.push_back("|");
  2604. pre_symbols.push_back("!");
  2605. }
  2606. static Vector<String> post_symbols;
  2607. if (post_symbols.empty()) {
  2608. post_symbols.push_back("\t");
  2609. post_symbols.push_back("\n");
  2610. post_symbols.push_back(",");
  2611. post_symbols.push_back(";");
  2612. post_symbols.push_back("}");
  2613. post_symbols.push_back("[");
  2614. post_symbols.push_back("]");
  2615. post_symbols.push_back(")");
  2616. post_symbols.push_back(" ");
  2617. post_symbols.push_back(".");
  2618. post_symbols.push_back("-");
  2619. post_symbols.push_back("*");
  2620. post_symbols.push_back("/");
  2621. post_symbols.push_back("+");
  2622. post_symbols.push_back("=");
  2623. post_symbols.push_back("&");
  2624. post_symbols.push_back("|");
  2625. post_symbols.push_back("!");
  2626. }
  2627. for (int i = 0; i < get_input_port_count(); i++) {
  2628. for (int j = 0; j < pre_symbols.size(); j++) {
  2629. for (int k = 0; k < post_symbols.size(); k++) {
  2630. _expression = _expression.replace(pre_symbols[j] + get_input_port_name(i) + post_symbols[k], pre_symbols[j] + p_input_vars[i] + post_symbols[k]);
  2631. }
  2632. }
  2633. }
  2634. for (int i = 0; i < get_output_port_count(); i++) {
  2635. for (int j = 0; j < pre_symbols.size(); j++) {
  2636. for (int k = 0; k < post_symbols.size(); k++) {
  2637. _expression = _expression.replace(pre_symbols[j] + get_output_port_name(i) + post_symbols[k], pre_symbols[j] + p_output_vars[i] + post_symbols[k]);
  2638. }
  2639. }
  2640. }
  2641. String output_initializer;
  2642. for (int i = 0; i < get_output_port_count(); i++) {
  2643. int port_type = get_output_port_type(i);
  2644. String tk = "";
  2645. switch (port_type) {
  2646. case PORT_TYPE_SCALAR:
  2647. tk = "0.0";
  2648. break;
  2649. case PORT_TYPE_SCALAR_INT:
  2650. tk = "0";
  2651. break;
  2652. case PORT_TYPE_VECTOR:
  2653. tk = "vec3(0.0, 0.0, 0.0)";
  2654. break;
  2655. case PORT_TYPE_BOOLEAN:
  2656. tk = "false";
  2657. break;
  2658. case PORT_TYPE_TRANSFORM:
  2659. tk = "mat4(1.0)";
  2660. break;
  2661. default:
  2662. continue;
  2663. }
  2664. output_initializer += "\t" + p_output_vars[i] + " = " + tk + ";\n";
  2665. }
  2666. String code;
  2667. code += output_initializer;
  2668. code += "\t{";
  2669. code += _expression;
  2670. code += "\n\t}\n";
  2671. return code;
  2672. }
  2673. void VisualShaderNodeExpression::_bind_methods() {
  2674. ClassDB::bind_method(D_METHOD("set_expression", "expression"), &VisualShaderNodeExpression::set_expression);
  2675. ClassDB::bind_method(D_METHOD("get_expression"), &VisualShaderNodeExpression::get_expression);
  2676. ADD_PROPERTY(PropertyInfo(Variant::STRING, "expression"), "set_expression", "get_expression");
  2677. }
  2678. VisualShaderNodeExpression::VisualShaderNodeExpression() {
  2679. set_editable(true);
  2680. }
  2681. ////////////// Global Expression
  2682. String VisualShaderNodeGlobalExpression::get_caption() const {
  2683. return "GlobalExpression";
  2684. }
  2685. String VisualShaderNodeGlobalExpression::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  2686. return expression;
  2687. }
  2688. VisualShaderNodeGlobalExpression::VisualShaderNodeGlobalExpression() {
  2689. set_editable(false);
  2690. }