visual_shader_nodes.cpp 214 KB

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  1. /*************************************************************************/
  2. /* visual_shader_nodes.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /*************************************************************************/
  30. #include "visual_shader_nodes.h"
  31. ////////////// Vector Base
  32. VisualShaderNodeVectorBase::PortType VisualShaderNodeVectorBase::get_input_port_type(int p_port) const {
  33. switch (op_type) {
  34. case OP_TYPE_VECTOR_2D:
  35. return PORT_TYPE_VECTOR_2D;
  36. case OP_TYPE_VECTOR_3D:
  37. return PORT_TYPE_VECTOR_3D;
  38. case OP_TYPE_VECTOR_4D:
  39. return PORT_TYPE_VECTOR_4D;
  40. default:
  41. break;
  42. }
  43. return PORT_TYPE_SCALAR;
  44. }
  45. VisualShaderNodeVectorBase::PortType VisualShaderNodeVectorBase::get_output_port_type(int p_port) const {
  46. switch (op_type) {
  47. case OP_TYPE_VECTOR_2D:
  48. return PORT_TYPE_VECTOR_2D;
  49. case OP_TYPE_VECTOR_3D:
  50. return PORT_TYPE_VECTOR_3D;
  51. case OP_TYPE_VECTOR_4D:
  52. return PORT_TYPE_VECTOR_4D;
  53. default:
  54. break;
  55. }
  56. return PORT_TYPE_SCALAR;
  57. }
  58. void VisualShaderNodeVectorBase::set_op_type(OpType p_op_type) {
  59. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  60. if (op_type == p_op_type) {
  61. return;
  62. }
  63. op_type = p_op_type;
  64. emit_changed();
  65. }
  66. VisualShaderNodeVectorBase::OpType VisualShaderNodeVectorBase::get_op_type() const {
  67. return op_type;
  68. }
  69. void VisualShaderNodeVectorBase::_bind_methods() {
  70. ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeVectorBase::set_op_type);
  71. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeVectorBase::get_op_type);
  72. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Vector2,Vector3,Vector4"), "set_op_type", "get_op_type");
  73. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
  74. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
  75. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
  76. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  77. }
  78. Vector<StringName> VisualShaderNodeVectorBase::get_editable_properties() const {
  79. Vector<StringName> props;
  80. props.push_back("op_type");
  81. return props;
  82. }
  83. VisualShaderNodeVectorBase::VisualShaderNodeVectorBase() {
  84. }
  85. ////////////// Constants Base
  86. VisualShaderNodeConstant::VisualShaderNodeConstant() {
  87. }
  88. ////////////// Scalar(Float)
  89. String VisualShaderNodeFloatConstant::get_caption() const {
  90. return "FloatConstant";
  91. }
  92. int VisualShaderNodeFloatConstant::get_input_port_count() const {
  93. return 0;
  94. }
  95. VisualShaderNodeFloatConstant::PortType VisualShaderNodeFloatConstant::get_input_port_type(int p_port) const {
  96. return PORT_TYPE_SCALAR;
  97. }
  98. String VisualShaderNodeFloatConstant::get_input_port_name(int p_port) const {
  99. return String();
  100. }
  101. int VisualShaderNodeFloatConstant::get_output_port_count() const {
  102. return 1;
  103. }
  104. VisualShaderNodeFloatConstant::PortType VisualShaderNodeFloatConstant::get_output_port_type(int p_port) const {
  105. return PORT_TYPE_SCALAR;
  106. }
  107. String VisualShaderNodeFloatConstant::get_output_port_name(int p_port) const {
  108. return ""; //no output port means the editor will be used as port
  109. }
  110. String VisualShaderNodeFloatConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  111. return " " + p_output_vars[0] + " = " + vformat("%.6f", constant) + ";\n";
  112. }
  113. void VisualShaderNodeFloatConstant::set_constant(float p_constant) {
  114. if (Math::is_equal_approx(constant, p_constant)) {
  115. return;
  116. }
  117. constant = p_constant;
  118. emit_changed();
  119. }
  120. float VisualShaderNodeFloatConstant::get_constant() const {
  121. return constant;
  122. }
  123. Vector<StringName> VisualShaderNodeFloatConstant::get_editable_properties() const {
  124. Vector<StringName> props;
  125. props.push_back("constant");
  126. return props;
  127. }
  128. void VisualShaderNodeFloatConstant::_bind_methods() {
  129. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeFloatConstant::set_constant);
  130. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeFloatConstant::get_constant);
  131. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "constant"), "set_constant", "get_constant");
  132. }
  133. VisualShaderNodeFloatConstant::VisualShaderNodeFloatConstant() {
  134. }
  135. ////////////// Scalar(Int)
  136. String VisualShaderNodeIntConstant::get_caption() const {
  137. return "IntConstant";
  138. }
  139. int VisualShaderNodeIntConstant::get_input_port_count() const {
  140. return 0;
  141. }
  142. VisualShaderNodeIntConstant::PortType VisualShaderNodeIntConstant::get_input_port_type(int p_port) const {
  143. return PORT_TYPE_SCALAR_INT;
  144. }
  145. String VisualShaderNodeIntConstant::get_input_port_name(int p_port) const {
  146. return String();
  147. }
  148. int VisualShaderNodeIntConstant::get_output_port_count() const {
  149. return 1;
  150. }
  151. VisualShaderNodeIntConstant::PortType VisualShaderNodeIntConstant::get_output_port_type(int p_port) const {
  152. return PORT_TYPE_SCALAR_INT;
  153. }
  154. String VisualShaderNodeIntConstant::get_output_port_name(int p_port) const {
  155. return ""; //no output port means the editor will be used as port
  156. }
  157. String VisualShaderNodeIntConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  158. return " " + p_output_vars[0] + " = " + itos(constant) + ";\n";
  159. }
  160. void VisualShaderNodeIntConstant::set_constant(int p_constant) {
  161. if (constant == p_constant) {
  162. return;
  163. }
  164. constant = p_constant;
  165. emit_changed();
  166. }
  167. int VisualShaderNodeIntConstant::get_constant() const {
  168. return constant;
  169. }
  170. Vector<StringName> VisualShaderNodeIntConstant::get_editable_properties() const {
  171. Vector<StringName> props;
  172. props.push_back("constant");
  173. return props;
  174. }
  175. void VisualShaderNodeIntConstant::_bind_methods() {
  176. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeIntConstant::set_constant);
  177. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeIntConstant::get_constant);
  178. ADD_PROPERTY(PropertyInfo(Variant::INT, "constant"), "set_constant", "get_constant");
  179. }
  180. VisualShaderNodeIntConstant::VisualShaderNodeIntConstant() {
  181. }
  182. ////////////// Boolean
  183. String VisualShaderNodeBooleanConstant::get_caption() const {
  184. return "BooleanConstant";
  185. }
  186. int VisualShaderNodeBooleanConstant::get_input_port_count() const {
  187. return 0;
  188. }
  189. VisualShaderNodeBooleanConstant::PortType VisualShaderNodeBooleanConstant::get_input_port_type(int p_port) const {
  190. return PORT_TYPE_BOOLEAN;
  191. }
  192. String VisualShaderNodeBooleanConstant::get_input_port_name(int p_port) const {
  193. return String();
  194. }
  195. int VisualShaderNodeBooleanConstant::get_output_port_count() const {
  196. return 1;
  197. }
  198. VisualShaderNodeBooleanConstant::PortType VisualShaderNodeBooleanConstant::get_output_port_type(int p_port) const {
  199. return PORT_TYPE_BOOLEAN;
  200. }
  201. String VisualShaderNodeBooleanConstant::get_output_port_name(int p_port) const {
  202. return ""; //no output port means the editor will be used as port
  203. }
  204. String VisualShaderNodeBooleanConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  205. return " " + p_output_vars[0] + " = " + (constant ? "true" : "false") + ";\n";
  206. }
  207. void VisualShaderNodeBooleanConstant::set_constant(bool p_constant) {
  208. if (constant == p_constant) {
  209. return;
  210. }
  211. constant = p_constant;
  212. emit_changed();
  213. }
  214. bool VisualShaderNodeBooleanConstant::get_constant() const {
  215. return constant;
  216. }
  217. Vector<StringName> VisualShaderNodeBooleanConstant::get_editable_properties() const {
  218. Vector<StringName> props;
  219. props.push_back("constant");
  220. return props;
  221. }
  222. void VisualShaderNodeBooleanConstant::_bind_methods() {
  223. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeBooleanConstant::set_constant);
  224. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeBooleanConstant::get_constant);
  225. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "constant"), "set_constant", "get_constant");
  226. }
  227. VisualShaderNodeBooleanConstant::VisualShaderNodeBooleanConstant() {
  228. }
  229. ////////////// Color
  230. String VisualShaderNodeColorConstant::get_caption() const {
  231. return "ColorConstant";
  232. }
  233. int VisualShaderNodeColorConstant::get_input_port_count() const {
  234. return 0;
  235. }
  236. VisualShaderNodeColorConstant::PortType VisualShaderNodeColorConstant::get_input_port_type(int p_port) const {
  237. return PORT_TYPE_VECTOR_4D;
  238. }
  239. String VisualShaderNodeColorConstant::get_input_port_name(int p_port) const {
  240. return String();
  241. }
  242. int VisualShaderNodeColorConstant::get_output_port_count() const {
  243. return 1;
  244. }
  245. VisualShaderNodeColorConstant::PortType VisualShaderNodeColorConstant::get_output_port_type(int p_port) const {
  246. return p_port == 0 ? PORT_TYPE_VECTOR_4D : PORT_TYPE_SCALAR;
  247. }
  248. String VisualShaderNodeColorConstant::get_output_port_name(int p_port) const {
  249. return "";
  250. }
  251. bool VisualShaderNodeColorConstant::is_output_port_expandable(int p_port) const {
  252. if (p_port == 0) {
  253. return true;
  254. }
  255. return false;
  256. }
  257. String VisualShaderNodeColorConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  258. return " " + p_output_vars[0] + " = " + vformat("vec4(%.6f, %.6f, %.6f, %.6f)", constant.r, constant.g, constant.b, constant.a) + ";\n";
  259. }
  260. void VisualShaderNodeColorConstant::set_constant(const Color &p_constant) {
  261. if (constant.is_equal_approx(p_constant)) {
  262. return;
  263. }
  264. constant = p_constant;
  265. emit_changed();
  266. }
  267. Color VisualShaderNodeColorConstant::get_constant() const {
  268. return constant;
  269. }
  270. Vector<StringName> VisualShaderNodeColorConstant::get_editable_properties() const {
  271. Vector<StringName> props;
  272. props.push_back("constant");
  273. return props;
  274. }
  275. void VisualShaderNodeColorConstant::_bind_methods() {
  276. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeColorConstant::set_constant);
  277. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeColorConstant::get_constant);
  278. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "constant"), "set_constant", "get_constant");
  279. }
  280. VisualShaderNodeColorConstant::VisualShaderNodeColorConstant() {
  281. }
  282. ////////////// Vector2
  283. String VisualShaderNodeVec2Constant::get_caption() const {
  284. return "Vector2Constant";
  285. }
  286. int VisualShaderNodeVec2Constant::get_input_port_count() const {
  287. return 0;
  288. }
  289. VisualShaderNodeVec2Constant::PortType VisualShaderNodeVec2Constant::get_input_port_type(int p_port) const {
  290. return PORT_TYPE_VECTOR_2D;
  291. }
  292. String VisualShaderNodeVec2Constant::get_input_port_name(int p_port) const {
  293. return String();
  294. }
  295. int VisualShaderNodeVec2Constant::get_output_port_count() const {
  296. return 1;
  297. }
  298. VisualShaderNodeVec2Constant::PortType VisualShaderNodeVec2Constant::get_output_port_type(int p_port) const {
  299. return PORT_TYPE_VECTOR_2D;
  300. }
  301. String VisualShaderNodeVec2Constant::get_output_port_name(int p_port) const {
  302. return ""; //no output port means the editor will be used as port
  303. }
  304. String VisualShaderNodeVec2Constant::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 {
  305. return " " + p_output_vars[0] + " = " + vformat("vec2(%.6f, %.6f)", constant.x, constant.y) + ";\n";
  306. }
  307. void VisualShaderNodeVec2Constant::set_constant(const Vector2 &p_constant) {
  308. if (constant.is_equal_approx(p_constant)) {
  309. return;
  310. }
  311. constant = p_constant;
  312. emit_changed();
  313. }
  314. Vector2 VisualShaderNodeVec2Constant::get_constant() const {
  315. return constant;
  316. }
  317. Vector<StringName> VisualShaderNodeVec2Constant::get_editable_properties() const {
  318. Vector<StringName> props;
  319. props.push_back("constant");
  320. return props;
  321. }
  322. void VisualShaderNodeVec2Constant::_bind_methods() {
  323. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeVec2Constant::set_constant);
  324. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeVec2Constant::get_constant);
  325. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "constant"), "set_constant", "get_constant");
  326. }
  327. VisualShaderNodeVec2Constant::VisualShaderNodeVec2Constant() {
  328. }
  329. ////////////// Vector3
  330. String VisualShaderNodeVec3Constant::get_caption() const {
  331. return "Vector3Constant";
  332. }
  333. int VisualShaderNodeVec3Constant::get_input_port_count() const {
  334. return 0;
  335. }
  336. VisualShaderNodeVec3Constant::PortType VisualShaderNodeVec3Constant::get_input_port_type(int p_port) const {
  337. return PORT_TYPE_VECTOR_3D;
  338. }
  339. String VisualShaderNodeVec3Constant::get_input_port_name(int p_port) const {
  340. return String();
  341. }
  342. int VisualShaderNodeVec3Constant::get_output_port_count() const {
  343. return 1;
  344. }
  345. VisualShaderNodeVec3Constant::PortType VisualShaderNodeVec3Constant::get_output_port_type(int p_port) const {
  346. return PORT_TYPE_VECTOR_3D;
  347. }
  348. String VisualShaderNodeVec3Constant::get_output_port_name(int p_port) const {
  349. return ""; //no output port means the editor will be used as port
  350. }
  351. String VisualShaderNodeVec3Constant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  352. return " " + p_output_vars[0] + " = " + vformat("vec3(%.6f, %.6f, %.6f)", constant.x, constant.y, constant.z) + ";\n";
  353. }
  354. void VisualShaderNodeVec3Constant::set_constant(const Vector3 &p_constant) {
  355. if (constant.is_equal_approx(p_constant)) {
  356. return;
  357. }
  358. constant = p_constant;
  359. emit_changed();
  360. }
  361. Vector3 VisualShaderNodeVec3Constant::get_constant() const {
  362. return constant;
  363. }
  364. Vector<StringName> VisualShaderNodeVec3Constant::get_editable_properties() const {
  365. Vector<StringName> props;
  366. props.push_back("constant");
  367. return props;
  368. }
  369. void VisualShaderNodeVec3Constant::_bind_methods() {
  370. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeVec3Constant::set_constant);
  371. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeVec3Constant::get_constant);
  372. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant"), "set_constant", "get_constant");
  373. }
  374. VisualShaderNodeVec3Constant::VisualShaderNodeVec3Constant() {
  375. }
  376. ////////////// Vector4
  377. String VisualShaderNodeVec4Constant::get_caption() const {
  378. return "Vector4Constant";
  379. }
  380. int VisualShaderNodeVec4Constant::get_input_port_count() const {
  381. return 0;
  382. }
  383. VisualShaderNodeVec4Constant::PortType VisualShaderNodeVec4Constant::get_input_port_type(int p_port) const {
  384. return PORT_TYPE_VECTOR_4D;
  385. }
  386. String VisualShaderNodeVec4Constant::get_input_port_name(int p_port) const {
  387. return String();
  388. }
  389. int VisualShaderNodeVec4Constant::get_output_port_count() const {
  390. return 1;
  391. }
  392. VisualShaderNodeVec4Constant::PortType VisualShaderNodeVec4Constant::get_output_port_type(int p_port) const {
  393. return PORT_TYPE_VECTOR_4D;
  394. }
  395. String VisualShaderNodeVec4Constant::get_output_port_name(int p_port) const {
  396. return ""; // No output port means the editor will be used as port.
  397. }
  398. String VisualShaderNodeVec4Constant::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 {
  399. return " " + p_output_vars[0] + " = " + vformat("vec4(%.6f, %.6f, %.6f, %.6f)", constant.x, constant.y, constant.z, constant.w) + ";\n";
  400. }
  401. void VisualShaderNodeVec4Constant::set_constant(const Quaternion &p_constant) {
  402. if (constant.is_equal_approx(p_constant)) {
  403. return;
  404. }
  405. constant = p_constant;
  406. emit_changed();
  407. }
  408. Quaternion VisualShaderNodeVec4Constant::get_constant() const {
  409. return constant;
  410. }
  411. Vector<StringName> VisualShaderNodeVec4Constant::get_editable_properties() const {
  412. Vector<StringName> props;
  413. props.push_back("constant");
  414. return props;
  415. }
  416. void VisualShaderNodeVec4Constant::_bind_methods() {
  417. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeVec4Constant::set_constant);
  418. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeVec4Constant::get_constant);
  419. ADD_PROPERTY(PropertyInfo(Variant::QUATERNION, "constant"), "set_constant", "get_constant");
  420. }
  421. VisualShaderNodeVec4Constant::VisualShaderNodeVec4Constant() {
  422. }
  423. ////////////// Transform3D
  424. String VisualShaderNodeTransformConstant::get_caption() const {
  425. return "TransformConstant";
  426. }
  427. int VisualShaderNodeTransformConstant::get_input_port_count() const {
  428. return 0;
  429. }
  430. VisualShaderNodeTransformConstant::PortType VisualShaderNodeTransformConstant::get_input_port_type(int p_port) const {
  431. return PORT_TYPE_VECTOR_3D;
  432. }
  433. String VisualShaderNodeTransformConstant::get_input_port_name(int p_port) const {
  434. return String();
  435. }
  436. int VisualShaderNodeTransformConstant::get_output_port_count() const {
  437. return 1;
  438. }
  439. VisualShaderNodeTransformConstant::PortType VisualShaderNodeTransformConstant::get_output_port_type(int p_port) const {
  440. return PORT_TYPE_TRANSFORM;
  441. }
  442. String VisualShaderNodeTransformConstant::get_output_port_name(int p_port) const {
  443. return ""; //no output port means the editor will be used as port
  444. }
  445. String VisualShaderNodeTransformConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  446. Transform3D t = constant;
  447. t.basis.transpose();
  448. String code = " " + p_output_vars[0] + " = mat4(";
  449. code += vformat("vec4(%.6f, %.6f, %.6f, 0.0), ", t.basis[0].x, t.basis[0].y, t.basis[0].z);
  450. code += vformat("vec4(%.6f, %.6f, %.6f, 0.0), ", t.basis[1].x, t.basis[1].y, t.basis[1].z);
  451. code += vformat("vec4(%.6f, %.6f, %.6f, 0.0), ", t.basis[2].x, t.basis[2].y, t.basis[2].z);
  452. code += vformat("vec4(%.6f, %.6f, %.6f, 1.0));\n", t.origin.x, t.origin.y, t.origin.z);
  453. return code;
  454. }
  455. void VisualShaderNodeTransformConstant::set_constant(const Transform3D &p_constant) {
  456. if (constant.is_equal_approx(p_constant)) {
  457. return;
  458. }
  459. constant = p_constant;
  460. emit_changed();
  461. }
  462. Transform3D VisualShaderNodeTransformConstant::get_constant() const {
  463. return constant;
  464. }
  465. Vector<StringName> VisualShaderNodeTransformConstant::get_editable_properties() const {
  466. Vector<StringName> props;
  467. props.push_back("constant");
  468. return props;
  469. }
  470. void VisualShaderNodeTransformConstant::_bind_methods() {
  471. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeTransformConstant::set_constant);
  472. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeTransformConstant::get_constant);
  473. ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "constant"), "set_constant", "get_constant");
  474. }
  475. VisualShaderNodeTransformConstant::VisualShaderNodeTransformConstant() {
  476. }
  477. ////////////// Texture
  478. String VisualShaderNodeTexture::get_caption() const {
  479. return "Texture2D";
  480. }
  481. int VisualShaderNodeTexture::get_input_port_count() const {
  482. return 3;
  483. }
  484. VisualShaderNodeTexture::PortType VisualShaderNodeTexture::get_input_port_type(int p_port) const {
  485. switch (p_port) {
  486. case 0:
  487. return PORT_TYPE_VECTOR_2D;
  488. case 1:
  489. return PORT_TYPE_SCALAR;
  490. case 2:
  491. return PORT_TYPE_SAMPLER;
  492. default:
  493. return PORT_TYPE_SCALAR;
  494. }
  495. }
  496. String VisualShaderNodeTexture::get_input_port_name(int p_port) const {
  497. switch (p_port) {
  498. case 0:
  499. return "uv";
  500. case 1:
  501. return "lod";
  502. case 2:
  503. return "sampler2D";
  504. default:
  505. return "";
  506. }
  507. }
  508. int VisualShaderNodeTexture::get_output_port_count() const {
  509. return 1;
  510. }
  511. VisualShaderNodeTexture::PortType VisualShaderNodeTexture::get_output_port_type(int p_port) const {
  512. switch (p_port) {
  513. case 0:
  514. return PORT_TYPE_VECTOR_4D;
  515. default:
  516. return PORT_TYPE_SCALAR;
  517. }
  518. }
  519. String VisualShaderNodeTexture::get_output_port_name(int p_port) const {
  520. switch (p_port) {
  521. case 0:
  522. return "color";
  523. default:
  524. return "";
  525. }
  526. }
  527. bool VisualShaderNodeTexture::is_output_port_expandable(int p_port) const {
  528. if (p_port == 0) {
  529. return true;
  530. }
  531. return false;
  532. }
  533. bool VisualShaderNodeTexture::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  534. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  535. if (p_port == 0) {
  536. return true;
  537. }
  538. }
  539. return false;
  540. }
  541. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  542. VisualShader::DefaultTextureParam dtp;
  543. dtp.name = make_unique_id(p_type, p_id, "tex");
  544. dtp.params.push_back(texture);
  545. Vector<VisualShader::DefaultTextureParam> ret;
  546. ret.push_back(dtp);
  547. return ret;
  548. }
  549. String VisualShaderNodeTexture::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  550. if (source == SOURCE_TEXTURE) {
  551. String u = "uniform sampler2D " + make_unique_id(p_type, p_id, "tex");
  552. switch (texture_type) {
  553. case TYPE_DATA:
  554. break;
  555. case TYPE_COLOR:
  556. u += " : hint_albedo";
  557. break;
  558. case TYPE_NORMAL_MAP:
  559. u += " : hint_normal";
  560. break;
  561. default:
  562. break;
  563. }
  564. return u + ";\n";
  565. }
  566. return String();
  567. }
  568. String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  569. String default_uv;
  570. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  571. default_uv = "UV";
  572. } else {
  573. default_uv = "vec2(0.0)";
  574. }
  575. String code;
  576. if (source == SOURCE_TEXTURE) {
  577. String id = make_unique_id(p_type, p_id, "tex");
  578. if (p_input_vars[0].is_empty()) { // Use UV by default.
  579. if (p_input_vars[1].is_empty()) {
  580. code += " " + p_output_vars[0] + " = texture(" + id + ", " + default_uv + ");\n";
  581. } else {
  582. code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
  583. }
  584. } else if (p_input_vars[1].is_empty()) {
  585. //no lod
  586. code += " " + p_output_vars[0] + " = texture(" + id + ", " + p_input_vars[0] + ");\n";
  587. } else {
  588. code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  589. }
  590. return code;
  591. }
  592. if (source == SOURCE_PORT) {
  593. String id = p_input_vars[2];
  594. if (id.is_empty()) {
  595. code += " " + p_output_vars[0] + " = vec4(0.0);\n";
  596. } else {
  597. if (p_input_vars[0].is_empty()) { // Use UV by default.
  598. if (p_input_vars[1].is_empty()) {
  599. code += " " + p_output_vars[0] + " = texture(" + id + ", " + default_uv + ");\n";
  600. } else {
  601. code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
  602. }
  603. } else if (p_input_vars[1].is_empty()) {
  604. //no lod
  605. code += " " + p_output_vars[0] + " = texture(" + id + ", " + p_input_vars[0] + ");\n";
  606. } else {
  607. code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  608. }
  609. }
  610. return code;
  611. }
  612. if (source == SOURCE_SCREEN && (p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) {
  613. if (p_input_vars[0].is_empty() || p_for_preview) { // Use UV by default.
  614. if (p_input_vars[1].is_empty()) {
  615. code += " " + p_output_vars[0] + " = textureLod(SCREEN_TEXTURE, " + default_uv + ", 0.0);\n";
  616. } else {
  617. code += " " + p_output_vars[0] + " = textureLod(SCREEN_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
  618. }
  619. } else if (p_input_vars[1].is_empty()) {
  620. //no lod
  621. code += " " + p_output_vars[0] + " = textureLod(SCREEN_TEXTURE, " + p_input_vars[0] + ", 0.0);\n";
  622. } else {
  623. code += " " + p_output_vars[0] + " = textureLod(SCREEN_TEXTURE, " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  624. }
  625. return code;
  626. }
  627. if (source == SOURCE_2D_TEXTURE && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
  628. if (p_input_vars[0].is_empty()) { // Use UV by default.
  629. if (p_input_vars[1].is_empty()) {
  630. code += " " + p_output_vars[0] + " = texture(TEXTURE, " + default_uv + ");\n";
  631. } else {
  632. code += " " + p_output_vars[0] + " = textureLod(TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
  633. }
  634. } else if (p_input_vars[1].is_empty()) {
  635. //no lod
  636. code += " " + p_output_vars[0] + " = texture(TEXTURE, " + p_input_vars[0] + ");\n";
  637. } else {
  638. code += " " + p_output_vars[0] + " = textureLod(TEXTURE, " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  639. }
  640. return code;
  641. }
  642. if (source == SOURCE_2D_NORMAL && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
  643. if (p_input_vars[0].is_empty()) { // Use UV by default.
  644. if (p_input_vars[1].is_empty()) {
  645. code += " " + p_output_vars[0] + " = texture(NORMAL_TEXTURE, " + default_uv + ");\n";
  646. } else {
  647. code += " " + p_output_vars[0] + " = textureLod(NORMAL_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
  648. }
  649. } else if (p_input_vars[1].is_empty()) {
  650. //no lod
  651. code += " " + p_output_vars[0] + " = texture(NORMAL_TEXTURE, " + p_input_vars[0] + ".xy);\n";
  652. } else {
  653. code += " " + p_output_vars[0] + " = textureLod(NORMAL_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
  654. }
  655. return code;
  656. }
  657. if (source == SOURCE_DEPTH) {
  658. if (!p_for_preview && p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) {
  659. code += " {\n";
  660. if (p_input_vars[0].is_empty()) { // Use UV by default.
  661. if (p_input_vars[1].is_empty()) {
  662. code += " float _depth = texture(DEPTH_TEXTURE, " + default_uv + ").r;\n";
  663. } else {
  664. code += " float _depth = textureLod(DEPTH_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ").r;\n";
  665. }
  666. } else if (p_input_vars[1].is_empty()) {
  667. //no lod
  668. code += " float _depth = texture(DEPTH_TEXTURE, " + p_input_vars[0] + ".xy).r;\n";
  669. } else {
  670. code += " float _depth = textureLod(DEPTH_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ").r;\n";
  671. }
  672. code += " " + p_output_vars[0] + " = vec4(_depth, _depth, _depth, 1.0);\n";
  673. code += " }\n";
  674. return code;
  675. }
  676. }
  677. code += " " + p_output_vars[0] + " = vec4(0.0);\n";
  678. return code;
  679. }
  680. void VisualShaderNodeTexture::set_source(Source p_source) {
  681. ERR_FAIL_INDEX(int(p_source), int(SOURCE_MAX));
  682. if (source == p_source) {
  683. return;
  684. }
  685. switch (p_source) {
  686. case SOURCE_TEXTURE:
  687. simple_decl = true;
  688. break;
  689. case SOURCE_SCREEN:
  690. simple_decl = false;
  691. break;
  692. case SOURCE_2D_TEXTURE:
  693. simple_decl = false;
  694. break;
  695. case SOURCE_2D_NORMAL:
  696. simple_decl = false;
  697. break;
  698. case SOURCE_DEPTH:
  699. simple_decl = false;
  700. break;
  701. case SOURCE_PORT:
  702. simple_decl = false;
  703. break;
  704. default:
  705. break;
  706. }
  707. source = p_source;
  708. emit_changed();
  709. emit_signal(SNAME("editor_refresh_request"));
  710. }
  711. VisualShaderNodeTexture::Source VisualShaderNodeTexture::get_source() const {
  712. return source;
  713. }
  714. void VisualShaderNodeTexture::set_texture(Ref<Texture2D> p_texture) {
  715. texture = p_texture;
  716. emit_changed();
  717. }
  718. Ref<Texture2D> VisualShaderNodeTexture::get_texture() const {
  719. return texture;
  720. }
  721. void VisualShaderNodeTexture::set_texture_type(TextureType p_texture_type) {
  722. ERR_FAIL_INDEX(int(p_texture_type), int(TYPE_MAX));
  723. if (texture_type == p_texture_type) {
  724. return;
  725. }
  726. texture_type = p_texture_type;
  727. emit_changed();
  728. }
  729. VisualShaderNodeTexture::TextureType VisualShaderNodeTexture::get_texture_type() const {
  730. return texture_type;
  731. }
  732. Vector<StringName> VisualShaderNodeTexture::get_editable_properties() const {
  733. Vector<StringName> props;
  734. props.push_back("source");
  735. if (source == SOURCE_TEXTURE) {
  736. props.push_back("texture");
  737. props.push_back("texture_type");
  738. }
  739. return props;
  740. }
  741. String VisualShaderNodeTexture::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  742. if (is_input_port_connected(2) && source != SOURCE_PORT) {
  743. return RTR("The sampler port is connected but not used. Consider changing the source to 'SamplerPort'.");
  744. }
  745. if (source == SOURCE_TEXTURE) {
  746. return String(); // all good
  747. }
  748. if (source == SOURCE_PORT) {
  749. return String(); // all good
  750. }
  751. if (source == SOURCE_SCREEN && (p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) {
  752. return String(); // all good
  753. }
  754. if (source == SOURCE_2D_TEXTURE && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
  755. return String(); // all good
  756. }
  757. if (source == SOURCE_2D_NORMAL && p_mode == Shader::MODE_CANVAS_ITEM) {
  758. return String(); // all good
  759. }
  760. if (source == SOURCE_DEPTH && p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) {
  761. if (get_output_port_for_preview() == 0) { // DEPTH_TEXTURE is not supported in preview(canvas_item) shader
  762. return RTR("Invalid source for preview.");
  763. }
  764. return String(); // all good
  765. }
  766. return RTR("Invalid source for shader.");
  767. }
  768. void VisualShaderNodeTexture::_bind_methods() {
  769. ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeTexture::set_source);
  770. ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeTexture::get_source);
  771. ClassDB::bind_method(D_METHOD("set_texture", "value"), &VisualShaderNodeTexture::set_texture);
  772. ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeTexture::get_texture);
  773. ClassDB::bind_method(D_METHOD("set_texture_type", "value"), &VisualShaderNodeTexture::set_texture_type);
  774. ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeTexture::get_texture_type);
  775. ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,Screen,Texture2D,NormalMap2D,Depth,SamplerPort"), "set_source", "get_source");
  776. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture");
  777. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normal Map"), "set_texture_type", "get_texture_type");
  778. BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
  779. BIND_ENUM_CONSTANT(SOURCE_SCREEN);
  780. BIND_ENUM_CONSTANT(SOURCE_2D_TEXTURE);
  781. BIND_ENUM_CONSTANT(SOURCE_2D_NORMAL);
  782. BIND_ENUM_CONSTANT(SOURCE_DEPTH);
  783. BIND_ENUM_CONSTANT(SOURCE_PORT);
  784. BIND_ENUM_CONSTANT(SOURCE_MAX);
  785. BIND_ENUM_CONSTANT(TYPE_DATA);
  786. BIND_ENUM_CONSTANT(TYPE_COLOR);
  787. BIND_ENUM_CONSTANT(TYPE_NORMAL_MAP);
  788. BIND_ENUM_CONSTANT(TYPE_MAX);
  789. }
  790. VisualShaderNodeTexture::VisualShaderNodeTexture() {
  791. }
  792. ////////////// CurveTexture
  793. String VisualShaderNodeCurveTexture::get_caption() const {
  794. return "CurveTexture";
  795. }
  796. int VisualShaderNodeCurveTexture::get_input_port_count() const {
  797. return 1;
  798. }
  799. VisualShaderNodeCurveTexture::PortType VisualShaderNodeCurveTexture::get_input_port_type(int p_port) const {
  800. return PORT_TYPE_SCALAR;
  801. }
  802. String VisualShaderNodeCurveTexture::get_input_port_name(int p_port) const {
  803. return String();
  804. }
  805. int VisualShaderNodeCurveTexture::get_output_port_count() const {
  806. return 1;
  807. }
  808. VisualShaderNodeCurveTexture::PortType VisualShaderNodeCurveTexture::get_output_port_type(int p_port) const {
  809. return PORT_TYPE_SCALAR;
  810. }
  811. String VisualShaderNodeCurveTexture::get_output_port_name(int p_port) const {
  812. return String();
  813. }
  814. void VisualShaderNodeCurveTexture::set_texture(Ref<CurveTexture> p_texture) {
  815. texture = p_texture;
  816. emit_changed();
  817. }
  818. Ref<CurveTexture> VisualShaderNodeCurveTexture::get_texture() const {
  819. return texture;
  820. }
  821. Vector<StringName> VisualShaderNodeCurveTexture::get_editable_properties() const {
  822. Vector<StringName> props;
  823. props.push_back("texture");
  824. return props;
  825. }
  826. String VisualShaderNodeCurveTexture::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  827. return "uniform sampler2D " + make_unique_id(p_type, p_id, "curve") + ";\n";
  828. }
  829. String VisualShaderNodeCurveTexture::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  830. if (p_input_vars[0].is_empty()) {
  831. return " " + p_output_vars[0] + " = 0.0;\n";
  832. }
  833. String id = make_unique_id(p_type, p_id, "curve");
  834. String code;
  835. code += " " + p_output_vars[0] + " = texture(" + id + ", vec2(" + p_input_vars[0] + ")).r;\n";
  836. return code;
  837. }
  838. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCurveTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  839. VisualShader::DefaultTextureParam dtp;
  840. dtp.name = make_unique_id(p_type, p_id, "curve");
  841. dtp.params.push_back(texture);
  842. Vector<VisualShader::DefaultTextureParam> ret;
  843. ret.push_back(dtp);
  844. return ret;
  845. }
  846. void VisualShaderNodeCurveTexture::_bind_methods() {
  847. ClassDB::bind_method(D_METHOD("set_texture", "texture"), &VisualShaderNodeCurveTexture::set_texture);
  848. ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeCurveTexture::get_texture);
  849. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_texture", "get_texture");
  850. }
  851. bool VisualShaderNodeCurveTexture::is_use_prop_slots() const {
  852. return true;
  853. }
  854. VisualShaderNodeCurveTexture::VisualShaderNodeCurveTexture() {
  855. set_input_port_default_value(0, 0.0);
  856. simple_decl = true;
  857. allow_v_resize = false;
  858. }
  859. ////////////// CurveXYZTexture
  860. String VisualShaderNodeCurveXYZTexture::get_caption() const {
  861. return "CurveXYZTexture";
  862. }
  863. int VisualShaderNodeCurveXYZTexture::get_input_port_count() const {
  864. return 1;
  865. }
  866. VisualShaderNodeCurveXYZTexture::PortType VisualShaderNodeCurveXYZTexture::get_input_port_type(int p_port) const {
  867. return PORT_TYPE_SCALAR;
  868. }
  869. String VisualShaderNodeCurveXYZTexture::get_input_port_name(int p_port) const {
  870. return String();
  871. }
  872. int VisualShaderNodeCurveXYZTexture::get_output_port_count() const {
  873. return 1;
  874. }
  875. VisualShaderNodeCurveXYZTexture::PortType VisualShaderNodeCurveXYZTexture::get_output_port_type(int p_port) const {
  876. return PORT_TYPE_VECTOR_3D;
  877. }
  878. String VisualShaderNodeCurveXYZTexture::get_output_port_name(int p_port) const {
  879. return String();
  880. }
  881. void VisualShaderNodeCurveXYZTexture::set_texture(Ref<CurveXYZTexture> p_texture) {
  882. texture = p_texture;
  883. emit_changed();
  884. }
  885. Ref<CurveXYZTexture> VisualShaderNodeCurveXYZTexture::get_texture() const {
  886. return texture;
  887. }
  888. Vector<StringName> VisualShaderNodeCurveXYZTexture::get_editable_properties() const {
  889. Vector<StringName> props;
  890. props.push_back("texture");
  891. return props;
  892. }
  893. String VisualShaderNodeCurveXYZTexture::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  894. return "uniform sampler2D " + make_unique_id(p_type, p_id, "curve3d") + ";\n";
  895. }
  896. String VisualShaderNodeCurveXYZTexture::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  897. if (p_input_vars[0].is_empty()) {
  898. return " " + p_output_vars[0] + " = vec3(0.0);\n";
  899. }
  900. String id = make_unique_id(p_type, p_id, "curve3d");
  901. String code;
  902. code += " " + p_output_vars[0] + " = texture(" + id + ", vec2(" + p_input_vars[0] + ")).rgb;\n";
  903. return code;
  904. }
  905. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCurveXYZTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  906. VisualShader::DefaultTextureParam dtp;
  907. dtp.name = make_unique_id(p_type, p_id, "curve3d");
  908. dtp.params.push_back(texture);
  909. Vector<VisualShader::DefaultTextureParam> ret;
  910. ret.push_back(dtp);
  911. return ret;
  912. }
  913. void VisualShaderNodeCurveXYZTexture::_bind_methods() {
  914. ClassDB::bind_method(D_METHOD("set_texture", "texture"), &VisualShaderNodeCurveXYZTexture::set_texture);
  915. ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeCurveXYZTexture::get_texture);
  916. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "CurveXYZTexture"), "set_texture", "get_texture");
  917. }
  918. bool VisualShaderNodeCurveXYZTexture::is_use_prop_slots() const {
  919. return true;
  920. }
  921. VisualShaderNodeCurveXYZTexture::VisualShaderNodeCurveXYZTexture() {
  922. set_input_port_default_value(0, 0.0);
  923. simple_decl = true;
  924. allow_v_resize = false;
  925. }
  926. ////////////// Sample3D
  927. int VisualShaderNodeSample3D::get_input_port_count() const {
  928. return 3;
  929. }
  930. VisualShaderNodeSample3D::PortType VisualShaderNodeSample3D::get_input_port_type(int p_port) const {
  931. switch (p_port) {
  932. case 0:
  933. return PORT_TYPE_VECTOR_3D;
  934. case 1:
  935. return PORT_TYPE_SCALAR;
  936. case 2:
  937. return PORT_TYPE_SAMPLER;
  938. default:
  939. return PORT_TYPE_SCALAR;
  940. }
  941. }
  942. String VisualShaderNodeSample3D::get_input_port_name(int p_port) const {
  943. switch (p_port) {
  944. case 0:
  945. return "uvw";
  946. case 1:
  947. return "lod";
  948. default:
  949. return "";
  950. }
  951. }
  952. int VisualShaderNodeSample3D::get_output_port_count() const {
  953. return 1;
  954. }
  955. VisualShaderNodeSample3D::PortType VisualShaderNodeSample3D::get_output_port_type(int p_port) const {
  956. return p_port == 0 ? PORT_TYPE_VECTOR_4D : PORT_TYPE_SCALAR;
  957. }
  958. String VisualShaderNodeSample3D::get_output_port_name(int p_port) const {
  959. return "color";
  960. }
  961. bool VisualShaderNodeSample3D::is_output_port_expandable(int p_port) const {
  962. if (p_port == 0) {
  963. return true;
  964. }
  965. return false;
  966. }
  967. bool VisualShaderNodeSample3D::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  968. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  969. if (p_port == 0) {
  970. return true;
  971. }
  972. }
  973. return false;
  974. }
  975. String VisualShaderNodeSample3D::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  976. String default_uv;
  977. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  978. default_uv = "vec3(UV, 0.0)";
  979. } else {
  980. default_uv = "vec3(0.0)";
  981. }
  982. String code;
  983. if (source == SOURCE_TEXTURE || source == SOURCE_PORT) {
  984. String id;
  985. if (source == SOURCE_TEXTURE) {
  986. id = make_unique_id(p_type, p_id, "tex3d");
  987. } else {
  988. id = p_input_vars[2];
  989. }
  990. if (!id.is_empty()) {
  991. if (p_input_vars[0].is_empty()) { // Use UV by default.
  992. if (p_input_vars[1].is_empty()) {
  993. code += " " + p_output_vars[0] + " = texture(" + id + ", " + default_uv + ");\n";
  994. } else {
  995. code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
  996. }
  997. } else if (p_input_vars[1].is_empty()) {
  998. //no lod
  999. code += " " + p_output_vars[0] + " = texture(" + id + ", " + p_input_vars[0] + ");\n";
  1000. } else {
  1001. code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1002. }
  1003. } else {
  1004. code += " " + p_output_vars[0] + " = vec4(0.0);\n";
  1005. }
  1006. return code;
  1007. }
  1008. code += " " + p_output_vars[0] + " = vec4(0.0);\n";
  1009. return code;
  1010. }
  1011. void VisualShaderNodeSample3D::set_source(Source p_source) {
  1012. ERR_FAIL_INDEX(int(p_source), int(SOURCE_MAX));
  1013. if (source == p_source) {
  1014. return;
  1015. }
  1016. source = p_source;
  1017. emit_changed();
  1018. emit_signal(SNAME("editor_refresh_request"));
  1019. }
  1020. VisualShaderNodeSample3D::Source VisualShaderNodeSample3D::get_source() const {
  1021. return source;
  1022. }
  1023. void VisualShaderNodeSample3D::_bind_methods() {
  1024. ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeSample3D::set_source);
  1025. ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeSample3D::get_source);
  1026. ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,SamplerPort"), "set_source", "get_source");
  1027. BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
  1028. BIND_ENUM_CONSTANT(SOURCE_PORT);
  1029. BIND_ENUM_CONSTANT(SOURCE_MAX);
  1030. }
  1031. String VisualShaderNodeSample3D::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  1032. if (is_input_port_connected(2) && source != SOURCE_PORT) {
  1033. return RTR("The sampler port is connected but not used. Consider changing the source to 'SamplerPort'.");
  1034. }
  1035. if (source == SOURCE_TEXTURE) {
  1036. return String(); // all good
  1037. }
  1038. if (source == SOURCE_PORT) {
  1039. return String(); // all good
  1040. }
  1041. return RTR("Invalid source for shader.");
  1042. }
  1043. VisualShaderNodeSample3D::VisualShaderNodeSample3D() {
  1044. simple_decl = false;
  1045. }
  1046. ////////////// Texture2DArray
  1047. String VisualShaderNodeTexture2DArray::get_caption() const {
  1048. return "Texture2DArray";
  1049. }
  1050. String VisualShaderNodeTexture2DArray::get_input_port_name(int p_port) const {
  1051. if (p_port == 2) {
  1052. return "sampler2DArray";
  1053. }
  1054. return VisualShaderNodeSample3D::get_input_port_name(p_port);
  1055. }
  1056. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture2DArray::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  1057. VisualShader::DefaultTextureParam dtp;
  1058. dtp.name = make_unique_id(p_type, p_id, "tex3d");
  1059. dtp.params.push_back(texture_array);
  1060. Vector<VisualShader::DefaultTextureParam> ret;
  1061. ret.push_back(dtp);
  1062. return ret;
  1063. }
  1064. String VisualShaderNodeTexture2DArray::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  1065. if (source == SOURCE_TEXTURE) {
  1066. return "uniform sampler2DArray " + make_unique_id(p_type, p_id, "tex3d") + ";\n";
  1067. }
  1068. return String();
  1069. }
  1070. void VisualShaderNodeTexture2DArray::set_texture_array(Ref<Texture2DArray> p_texture_array) {
  1071. texture_array = p_texture_array;
  1072. emit_changed();
  1073. }
  1074. Ref<Texture2DArray> VisualShaderNodeTexture2DArray::get_texture_array() const {
  1075. return texture_array;
  1076. }
  1077. Vector<StringName> VisualShaderNodeTexture2DArray::get_editable_properties() const {
  1078. Vector<StringName> props;
  1079. props.push_back("source");
  1080. if (source == SOURCE_TEXTURE) {
  1081. props.push_back("texture_array");
  1082. }
  1083. return props;
  1084. }
  1085. void VisualShaderNodeTexture2DArray::_bind_methods() {
  1086. ClassDB::bind_method(D_METHOD("set_texture_array", "value"), &VisualShaderNodeTexture2DArray::set_texture_array);
  1087. ClassDB::bind_method(D_METHOD("get_texture_array"), &VisualShaderNodeTexture2DArray::get_texture_array);
  1088. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_array", PROPERTY_HINT_RESOURCE_TYPE, "Texture2DArray"), "set_texture_array", "get_texture_array");
  1089. }
  1090. VisualShaderNodeTexture2DArray::VisualShaderNodeTexture2DArray() {
  1091. }
  1092. ////////////// Texture3D
  1093. String VisualShaderNodeTexture3D::get_caption() const {
  1094. return "Texture3D";
  1095. }
  1096. String VisualShaderNodeTexture3D::get_input_port_name(int p_port) const {
  1097. if (p_port == 2) {
  1098. return "sampler3D";
  1099. }
  1100. return VisualShaderNodeSample3D::get_input_port_name(p_port);
  1101. }
  1102. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture3D::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  1103. VisualShader::DefaultTextureParam dtp;
  1104. dtp.name = make_unique_id(p_type, p_id, "tex3d");
  1105. dtp.params.push_back(texture);
  1106. Vector<VisualShader::DefaultTextureParam> ret;
  1107. ret.push_back(dtp);
  1108. return ret;
  1109. }
  1110. String VisualShaderNodeTexture3D::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  1111. if (source == SOURCE_TEXTURE) {
  1112. return "uniform sampler3D " + make_unique_id(p_type, p_id, "tex3d") + ";\n";
  1113. }
  1114. return String();
  1115. }
  1116. void VisualShaderNodeTexture3D::set_texture(Ref<Texture3D> p_texture) {
  1117. texture = p_texture;
  1118. emit_changed();
  1119. }
  1120. Ref<Texture3D> VisualShaderNodeTexture3D::get_texture() const {
  1121. return texture;
  1122. }
  1123. Vector<StringName> VisualShaderNodeTexture3D::get_editable_properties() const {
  1124. Vector<StringName> props;
  1125. props.push_back("source");
  1126. if (source == SOURCE_TEXTURE) {
  1127. props.push_back("texture");
  1128. }
  1129. return props;
  1130. }
  1131. void VisualShaderNodeTexture3D::_bind_methods() {
  1132. ClassDB::bind_method(D_METHOD("set_texture", "value"), &VisualShaderNodeTexture3D::set_texture);
  1133. ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeTexture3D::get_texture);
  1134. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture3D"), "set_texture", "get_texture");
  1135. }
  1136. VisualShaderNodeTexture3D::VisualShaderNodeTexture3D() {
  1137. }
  1138. ////////////// Cubemap
  1139. String VisualShaderNodeCubemap::get_caption() const {
  1140. return "Cubemap";
  1141. }
  1142. int VisualShaderNodeCubemap::get_input_port_count() const {
  1143. return 3;
  1144. }
  1145. VisualShaderNodeCubemap::PortType VisualShaderNodeCubemap::get_input_port_type(int p_port) const {
  1146. switch (p_port) {
  1147. case 0:
  1148. return PORT_TYPE_VECTOR_3D;
  1149. case 1:
  1150. return PORT_TYPE_SCALAR;
  1151. case 2:
  1152. return PORT_TYPE_SAMPLER;
  1153. default:
  1154. return PORT_TYPE_SCALAR;
  1155. }
  1156. }
  1157. String VisualShaderNodeCubemap::get_input_port_name(int p_port) const {
  1158. switch (p_port) {
  1159. case 0:
  1160. return "uv";
  1161. case 1:
  1162. return "lod";
  1163. case 2:
  1164. return "samplerCube";
  1165. default:
  1166. return "";
  1167. }
  1168. }
  1169. int VisualShaderNodeCubemap::get_output_port_count() const {
  1170. return 1;
  1171. }
  1172. VisualShaderNodeCubemap::PortType VisualShaderNodeCubemap::get_output_port_type(int p_port) const {
  1173. return PORT_TYPE_VECTOR_4D;
  1174. }
  1175. String VisualShaderNodeCubemap::get_output_port_name(int p_port) const {
  1176. return "color";
  1177. }
  1178. bool VisualShaderNodeCubemap::is_output_port_expandable(int p_port) const {
  1179. if (p_port == 0) {
  1180. return true;
  1181. }
  1182. return false;
  1183. }
  1184. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCubemap::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  1185. VisualShader::DefaultTextureParam dtp;
  1186. dtp.name = make_unique_id(p_type, p_id, "cube");
  1187. dtp.params.push_back(cube_map);
  1188. Vector<VisualShader::DefaultTextureParam> ret;
  1189. ret.push_back(dtp);
  1190. return ret;
  1191. }
  1192. String VisualShaderNodeCubemap::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  1193. if (source == SOURCE_TEXTURE) {
  1194. String u = "uniform samplerCube " + make_unique_id(p_type, p_id, "cube");
  1195. switch (texture_type) {
  1196. case TYPE_DATA:
  1197. break;
  1198. case TYPE_COLOR:
  1199. u += " : hint_albedo";
  1200. break;
  1201. case TYPE_NORMAL_MAP:
  1202. u += " : hint_normal";
  1203. break;
  1204. default:
  1205. break;
  1206. }
  1207. return u + ";\n";
  1208. }
  1209. return String();
  1210. }
  1211. String VisualShaderNodeCubemap::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1212. String default_uv;
  1213. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  1214. default_uv = "vec3(UV, 0.0)";
  1215. } else {
  1216. default_uv = "vec3(0.0)";
  1217. }
  1218. String code;
  1219. String id;
  1220. if (source == SOURCE_TEXTURE) {
  1221. id = make_unique_id(p_type, p_id, "cube");
  1222. } else if (source == SOURCE_PORT) {
  1223. id = p_input_vars[2];
  1224. } else {
  1225. return code;
  1226. }
  1227. if (id.is_empty()) {
  1228. code += " " + p_output_vars[0] + " = vec4(0.0);\n";
  1229. return code;
  1230. }
  1231. if (p_input_vars[0].is_empty()) { // Use UV by default.
  1232. if (p_input_vars[1].is_empty()) {
  1233. code += " " + p_output_vars[0] + " = texture(" + id + ", " + default_uv + ");\n";
  1234. } else {
  1235. code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
  1236. }
  1237. } else if (p_input_vars[1].is_empty()) {
  1238. //no lod
  1239. code += " " + p_output_vars[0] + " = texture(" + id + ", " + p_input_vars[0] + ");\n";
  1240. } else {
  1241. code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1242. }
  1243. return code;
  1244. }
  1245. bool VisualShaderNodeCubemap::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  1246. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  1247. if (p_port == 0) {
  1248. return true;
  1249. }
  1250. }
  1251. return false;
  1252. }
  1253. void VisualShaderNodeCubemap::set_source(Source p_source) {
  1254. ERR_FAIL_INDEX(int(p_source), int(SOURCE_MAX));
  1255. if (source == p_source) {
  1256. return;
  1257. }
  1258. source = p_source;
  1259. emit_changed();
  1260. emit_signal(SNAME("editor_refresh_request"));
  1261. }
  1262. VisualShaderNodeCubemap::Source VisualShaderNodeCubemap::get_source() const {
  1263. return source;
  1264. }
  1265. void VisualShaderNodeCubemap::set_cube_map(Ref<Cubemap> p_cube_map) {
  1266. cube_map = p_cube_map;
  1267. emit_changed();
  1268. }
  1269. Ref<Cubemap> VisualShaderNodeCubemap::get_cube_map() const {
  1270. return cube_map;
  1271. }
  1272. void VisualShaderNodeCubemap::set_texture_type(TextureType p_texture_type) {
  1273. ERR_FAIL_INDEX(int(p_texture_type), int(TYPE_MAX));
  1274. if (texture_type == p_texture_type) {
  1275. return;
  1276. }
  1277. texture_type = p_texture_type;
  1278. emit_changed();
  1279. }
  1280. VisualShaderNodeCubemap::TextureType VisualShaderNodeCubemap::get_texture_type() const {
  1281. return texture_type;
  1282. }
  1283. Vector<StringName> VisualShaderNodeCubemap::get_editable_properties() const {
  1284. Vector<StringName> props;
  1285. props.push_back("source");
  1286. if (source == SOURCE_TEXTURE) {
  1287. props.push_back("cube_map");
  1288. props.push_back("texture_type");
  1289. }
  1290. return props;
  1291. }
  1292. String VisualShaderNodeCubemap::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  1293. if (is_input_port_connected(2) && source != SOURCE_PORT) {
  1294. return RTR("The sampler port is connected but not used. Consider changing the source to 'SamplerPort'.");
  1295. }
  1296. return String();
  1297. }
  1298. void VisualShaderNodeCubemap::_bind_methods() {
  1299. ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeCubemap::set_source);
  1300. ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeCubemap::get_source);
  1301. ClassDB::bind_method(D_METHOD("set_cube_map", "value"), &VisualShaderNodeCubemap::set_cube_map);
  1302. ClassDB::bind_method(D_METHOD("get_cube_map"), &VisualShaderNodeCubemap::get_cube_map);
  1303. ClassDB::bind_method(D_METHOD("set_texture_type", "value"), &VisualShaderNodeCubemap::set_texture_type);
  1304. ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeCubemap::get_texture_type);
  1305. ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,SamplerPort"), "set_source", "get_source");
  1306. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "cube_map", PROPERTY_HINT_RESOURCE_TYPE, "Cubemap"), "set_cube_map", "get_cube_map");
  1307. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normal Map"), "set_texture_type", "get_texture_type");
  1308. BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
  1309. BIND_ENUM_CONSTANT(SOURCE_PORT);
  1310. BIND_ENUM_CONSTANT(SOURCE_MAX);
  1311. BIND_ENUM_CONSTANT(TYPE_DATA);
  1312. BIND_ENUM_CONSTANT(TYPE_COLOR);
  1313. BIND_ENUM_CONSTANT(TYPE_NORMAL_MAP);
  1314. BIND_ENUM_CONSTANT(TYPE_MAX);
  1315. }
  1316. VisualShaderNodeCubemap::VisualShaderNodeCubemap() {
  1317. simple_decl = false;
  1318. }
  1319. ////////////// Float Op
  1320. String VisualShaderNodeFloatOp::get_caption() const {
  1321. return "FloatOp";
  1322. }
  1323. int VisualShaderNodeFloatOp::get_input_port_count() const {
  1324. return 2;
  1325. }
  1326. VisualShaderNodeFloatOp::PortType VisualShaderNodeFloatOp::get_input_port_type(int p_port) const {
  1327. return PORT_TYPE_SCALAR;
  1328. }
  1329. String VisualShaderNodeFloatOp::get_input_port_name(int p_port) const {
  1330. return p_port == 0 ? "a" : "b";
  1331. }
  1332. int VisualShaderNodeFloatOp::get_output_port_count() const {
  1333. return 1;
  1334. }
  1335. VisualShaderNodeFloatOp::PortType VisualShaderNodeFloatOp::get_output_port_type(int p_port) const {
  1336. return PORT_TYPE_SCALAR;
  1337. }
  1338. String VisualShaderNodeFloatOp::get_output_port_name(int p_port) const {
  1339. return "op"; //no output port means the editor will be used as port
  1340. }
  1341. String VisualShaderNodeFloatOp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1342. String code = " " + p_output_vars[0] + " = ";
  1343. switch (op) {
  1344. case OP_ADD:
  1345. code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
  1346. break;
  1347. case OP_SUB:
  1348. code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n";
  1349. break;
  1350. case OP_MUL:
  1351. code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
  1352. break;
  1353. case OP_DIV:
  1354. code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n";
  1355. break;
  1356. case OP_MOD:
  1357. code += "mod(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1358. break;
  1359. case OP_POW:
  1360. code += "pow(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1361. break;
  1362. case OP_MAX:
  1363. code += "max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1364. break;
  1365. case OP_MIN:
  1366. code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1367. break;
  1368. case OP_ATAN2:
  1369. code += "atan(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1370. break;
  1371. case OP_STEP:
  1372. code += "step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1373. break;
  1374. default:
  1375. break;
  1376. }
  1377. return code;
  1378. }
  1379. void VisualShaderNodeFloatOp::set_operator(Operator p_op) {
  1380. ERR_FAIL_INDEX(int(p_op), int(OP_ENUM_SIZE));
  1381. if (op == p_op) {
  1382. return;
  1383. }
  1384. op = p_op;
  1385. emit_changed();
  1386. }
  1387. VisualShaderNodeFloatOp::Operator VisualShaderNodeFloatOp::get_operator() const {
  1388. return op;
  1389. }
  1390. Vector<StringName> VisualShaderNodeFloatOp::get_editable_properties() const {
  1391. Vector<StringName> props;
  1392. props.push_back("operator");
  1393. return props;
  1394. }
  1395. void VisualShaderNodeFloatOp::_bind_methods() {
  1396. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeFloatOp::set_operator);
  1397. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeFloatOp::get_operator);
  1398. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Subtract,Multiply,Divide,Remainder,Power,Max,Min,ATan2,Step"), "set_operator", "get_operator");
  1399. BIND_ENUM_CONSTANT(OP_ADD);
  1400. BIND_ENUM_CONSTANT(OP_SUB);
  1401. BIND_ENUM_CONSTANT(OP_MUL);
  1402. BIND_ENUM_CONSTANT(OP_DIV);
  1403. BIND_ENUM_CONSTANT(OP_MOD);
  1404. BIND_ENUM_CONSTANT(OP_POW);
  1405. BIND_ENUM_CONSTANT(OP_MAX);
  1406. BIND_ENUM_CONSTANT(OP_MIN);
  1407. BIND_ENUM_CONSTANT(OP_ATAN2);
  1408. BIND_ENUM_CONSTANT(OP_STEP);
  1409. BIND_ENUM_CONSTANT(OP_ENUM_SIZE);
  1410. }
  1411. VisualShaderNodeFloatOp::VisualShaderNodeFloatOp() {
  1412. set_input_port_default_value(0, 0.0);
  1413. set_input_port_default_value(1, 0.0);
  1414. }
  1415. ////////////// Integer Op
  1416. String VisualShaderNodeIntOp::get_caption() const {
  1417. return "IntOp";
  1418. }
  1419. int VisualShaderNodeIntOp::get_input_port_count() const {
  1420. return 2;
  1421. }
  1422. VisualShaderNodeIntOp::PortType VisualShaderNodeIntOp::get_input_port_type(int p_port) const {
  1423. return PORT_TYPE_SCALAR_INT;
  1424. }
  1425. String VisualShaderNodeIntOp::get_input_port_name(int p_port) const {
  1426. return p_port == 0 ? "a" : "b";
  1427. }
  1428. int VisualShaderNodeIntOp::get_output_port_count() const {
  1429. return 1;
  1430. }
  1431. VisualShaderNodeIntOp::PortType VisualShaderNodeIntOp::get_output_port_type(int p_port) const {
  1432. return PORT_TYPE_SCALAR_INT;
  1433. }
  1434. String VisualShaderNodeIntOp::get_output_port_name(int p_port) const {
  1435. return "op"; //no output port means the editor will be used as port
  1436. }
  1437. String VisualShaderNodeIntOp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1438. String code = " " + p_output_vars[0] + " = ";
  1439. switch (op) {
  1440. case OP_ADD:
  1441. code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
  1442. break;
  1443. case OP_SUB:
  1444. code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n";
  1445. break;
  1446. case OP_MUL:
  1447. code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
  1448. break;
  1449. case OP_DIV:
  1450. code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n";
  1451. break;
  1452. case OP_MOD:
  1453. code += p_input_vars[0] + " % " + p_input_vars[1] + ";\n";
  1454. break;
  1455. case OP_MAX:
  1456. code += "max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1457. break;
  1458. case OP_MIN:
  1459. code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1460. break;
  1461. case OP_BITWISE_AND:
  1462. code += p_input_vars[0] + " & " + p_input_vars[1] + ";\n";
  1463. break;
  1464. case OP_BITWISE_OR:
  1465. code += p_input_vars[0] + " | " + p_input_vars[1] + ";\n";
  1466. break;
  1467. case OP_BITWISE_XOR:
  1468. code += p_input_vars[0] + " ^ " + p_input_vars[1] + ";\n";
  1469. break;
  1470. case OP_BITWISE_LEFT_SHIFT:
  1471. code += p_input_vars[0] + " << " + p_input_vars[1] + ";\n";
  1472. break;
  1473. case OP_BITWISE_RIGHT_SHIFT:
  1474. code += p_input_vars[0] + " >> " + p_input_vars[1] + ";\n";
  1475. break;
  1476. default:
  1477. break;
  1478. }
  1479. return code;
  1480. }
  1481. void VisualShaderNodeIntOp::set_operator(Operator p_op) {
  1482. ERR_FAIL_INDEX(int(p_op), OP_ENUM_SIZE);
  1483. if (op == p_op) {
  1484. return;
  1485. }
  1486. op = p_op;
  1487. emit_changed();
  1488. }
  1489. VisualShaderNodeIntOp::Operator VisualShaderNodeIntOp::get_operator() const {
  1490. return op;
  1491. }
  1492. Vector<StringName> VisualShaderNodeIntOp::get_editable_properties() const {
  1493. Vector<StringName> props;
  1494. props.push_back("operator");
  1495. return props;
  1496. }
  1497. void VisualShaderNodeIntOp::_bind_methods() {
  1498. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeIntOp::set_operator);
  1499. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeIntOp::get_operator);
  1500. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Subtract,Multiply,Divide,Remainder,Max,Min,Bitwise AND,Bitwise OR,Bitwise XOR,Bitwise Left Shift,Bitwise Right Shift"), "set_operator", "get_operator");
  1501. BIND_ENUM_CONSTANT(OP_ADD);
  1502. BIND_ENUM_CONSTANT(OP_SUB);
  1503. BIND_ENUM_CONSTANT(OP_MUL);
  1504. BIND_ENUM_CONSTANT(OP_DIV);
  1505. BIND_ENUM_CONSTANT(OP_MOD);
  1506. BIND_ENUM_CONSTANT(OP_MAX);
  1507. BIND_ENUM_CONSTANT(OP_MIN);
  1508. BIND_ENUM_CONSTANT(OP_BITWISE_AND);
  1509. BIND_ENUM_CONSTANT(OP_BITWISE_OR);
  1510. BIND_ENUM_CONSTANT(OP_BITWISE_XOR);
  1511. BIND_ENUM_CONSTANT(OP_BITWISE_LEFT_SHIFT);
  1512. BIND_ENUM_CONSTANT(OP_BITWISE_RIGHT_SHIFT);
  1513. BIND_ENUM_CONSTANT(OP_ENUM_SIZE);
  1514. }
  1515. VisualShaderNodeIntOp::VisualShaderNodeIntOp() {
  1516. set_input_port_default_value(0, 0);
  1517. set_input_port_default_value(1, 0);
  1518. }
  1519. ////////////// Vector Op
  1520. String VisualShaderNodeVectorOp::get_caption() const {
  1521. return "VectorOp";
  1522. }
  1523. int VisualShaderNodeVectorOp::get_input_port_count() const {
  1524. return 2;
  1525. }
  1526. String VisualShaderNodeVectorOp::get_input_port_name(int p_port) const {
  1527. return p_port == 0 ? "a" : "b";
  1528. }
  1529. int VisualShaderNodeVectorOp::get_output_port_count() const {
  1530. return 1;
  1531. }
  1532. String VisualShaderNodeVectorOp::get_output_port_name(int p_port) const {
  1533. return "op";
  1534. }
  1535. String VisualShaderNodeVectorOp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1536. String code = " " + p_output_vars[0] + " = ";
  1537. switch (op) {
  1538. case OP_ADD:
  1539. code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
  1540. break;
  1541. case OP_SUB:
  1542. code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n";
  1543. break;
  1544. case OP_MUL:
  1545. code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
  1546. break;
  1547. case OP_DIV:
  1548. code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n";
  1549. break;
  1550. case OP_MOD:
  1551. code += "mod(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1552. break;
  1553. case OP_POW:
  1554. code += "pow(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1555. break;
  1556. case OP_MAX:
  1557. code += "max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1558. break;
  1559. case OP_MIN:
  1560. code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1561. break;
  1562. case OP_CROSS:
  1563. if (op_type == OP_TYPE_VECTOR_2D) { // Not supported.
  1564. code += "vec2(0.0);\n";
  1565. } else if (op_type == OP_TYPE_VECTOR_4D) { // Not supported.
  1566. code += "vec4(0.0);\n";
  1567. } else {
  1568. code += "cross(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1569. }
  1570. break;
  1571. case OP_ATAN2:
  1572. code += "atan(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1573. break;
  1574. case OP_REFLECT:
  1575. if (op_type == OP_TYPE_VECTOR_2D) { // Not supported.
  1576. code += "vec2(0.0);\n";
  1577. } else if (op_type == OP_TYPE_VECTOR_4D) { // Not supported.
  1578. code += "vec4(0.0);\n";
  1579. } else {
  1580. code += "reflect(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1581. }
  1582. break;
  1583. case OP_STEP:
  1584. code += "step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1585. break;
  1586. default:
  1587. break;
  1588. }
  1589. return code;
  1590. }
  1591. void VisualShaderNodeVectorOp::set_op_type(OpType p_op_type) {
  1592. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  1593. if (op_type == p_op_type) {
  1594. return;
  1595. }
  1596. switch (p_op_type) {
  1597. case OP_TYPE_VECTOR_2D: {
  1598. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  1599. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
  1600. } break;
  1601. case OP_TYPE_VECTOR_3D: {
  1602. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  1603. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
  1604. } break;
  1605. case OP_TYPE_VECTOR_4D: {
  1606. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  1607. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
  1608. } break;
  1609. default:
  1610. break;
  1611. }
  1612. op_type = p_op_type;
  1613. emit_changed();
  1614. }
  1615. void VisualShaderNodeVectorOp::set_operator(Operator p_op) {
  1616. ERR_FAIL_INDEX(int(p_op), int(OP_ENUM_SIZE));
  1617. if (op == p_op) {
  1618. return;
  1619. }
  1620. op = p_op;
  1621. emit_changed();
  1622. }
  1623. VisualShaderNodeVectorOp::Operator VisualShaderNodeVectorOp::get_operator() const {
  1624. return op;
  1625. }
  1626. Vector<StringName> VisualShaderNodeVectorOp::get_editable_properties() const {
  1627. Vector<StringName> props = VisualShaderNodeVectorBase::get_editable_properties();
  1628. props.push_back("operator");
  1629. return props;
  1630. }
  1631. String VisualShaderNodeVectorOp::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  1632. bool invalid_type = false;
  1633. if (op_type == OP_TYPE_VECTOR_2D || op_type == OP_TYPE_VECTOR_4D) {
  1634. if (op == OP_CROSS || op == OP_REFLECT) {
  1635. invalid_type = true;
  1636. }
  1637. }
  1638. if (invalid_type) {
  1639. return RTR("Invalid operator for that type.");
  1640. }
  1641. return String();
  1642. }
  1643. void VisualShaderNodeVectorOp::_bind_methods() {
  1644. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeVectorOp::set_operator);
  1645. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeVectorOp::get_operator);
  1646. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Subtract,Multiply,Divide,Remainder,Power,Max,Min,Cross,ATan2,Reflect,Step"), "set_operator", "get_operator");
  1647. BIND_ENUM_CONSTANT(OP_ADD);
  1648. BIND_ENUM_CONSTANT(OP_SUB);
  1649. BIND_ENUM_CONSTANT(OP_MUL);
  1650. BIND_ENUM_CONSTANT(OP_DIV);
  1651. BIND_ENUM_CONSTANT(OP_MOD);
  1652. BIND_ENUM_CONSTANT(OP_POW);
  1653. BIND_ENUM_CONSTANT(OP_MAX);
  1654. BIND_ENUM_CONSTANT(OP_MIN);
  1655. BIND_ENUM_CONSTANT(OP_CROSS);
  1656. BIND_ENUM_CONSTANT(OP_ATAN2);
  1657. BIND_ENUM_CONSTANT(OP_REFLECT);
  1658. BIND_ENUM_CONSTANT(OP_STEP);
  1659. BIND_ENUM_CONSTANT(OP_ENUM_SIZE);
  1660. }
  1661. VisualShaderNodeVectorOp::VisualShaderNodeVectorOp() {
  1662. switch (op_type) {
  1663. case OP_TYPE_VECTOR_2D: {
  1664. set_input_port_default_value(0, Vector2());
  1665. set_input_port_default_value(1, Vector2());
  1666. } break;
  1667. case OP_TYPE_VECTOR_3D: {
  1668. set_input_port_default_value(0, Vector3());
  1669. set_input_port_default_value(1, Vector3());
  1670. } break;
  1671. case OP_TYPE_VECTOR_4D: {
  1672. set_input_port_default_value(0, Quaternion());
  1673. set_input_port_default_value(1, Quaternion());
  1674. } break;
  1675. default:
  1676. break;
  1677. }
  1678. }
  1679. ////////////// Color Op
  1680. String VisualShaderNodeColorOp::get_caption() const {
  1681. return "ColorOp";
  1682. }
  1683. int VisualShaderNodeColorOp::get_input_port_count() const {
  1684. return 2;
  1685. }
  1686. VisualShaderNodeColorOp::PortType VisualShaderNodeColorOp::get_input_port_type(int p_port) const {
  1687. return PORT_TYPE_VECTOR_3D;
  1688. }
  1689. String VisualShaderNodeColorOp::get_input_port_name(int p_port) const {
  1690. return p_port == 0 ? "a" : "b";
  1691. }
  1692. int VisualShaderNodeColorOp::get_output_port_count() const {
  1693. return 1;
  1694. }
  1695. VisualShaderNodeColorOp::PortType VisualShaderNodeColorOp::get_output_port_type(int p_port) const {
  1696. return PORT_TYPE_VECTOR_3D;
  1697. }
  1698. String VisualShaderNodeColorOp::get_output_port_name(int p_port) const {
  1699. return "op"; //no output port means the editor will be used as port
  1700. }
  1701. String VisualShaderNodeColorOp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1702. String code;
  1703. static const char *axisn[3] = { "x", "y", "z" };
  1704. switch (op) {
  1705. case OP_SCREEN: {
  1706. code += " " + p_output_vars[0] + " = vec3(1.0) - (vec3(1.0) - " + p_input_vars[0] + ") * (vec3(1.0) - " + p_input_vars[1] + ");\n";
  1707. } break;
  1708. case OP_DIFFERENCE: {
  1709. code += " " + p_output_vars[0] + " = abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ");\n";
  1710. } break;
  1711. case OP_DARKEN: {
  1712. code += " " + p_output_vars[0] + " = min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1713. } break;
  1714. case OP_LIGHTEN: {
  1715. code += " " + p_output_vars[0] + " = max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1716. } break;
  1717. case OP_OVERLAY: {
  1718. for (int i = 0; i < 3; i++) {
  1719. code += " {\n";
  1720. code += " float base = " + p_input_vars[0] + "." + axisn[i] + ";\n";
  1721. code += " float blend = " + p_input_vars[1] + "." + axisn[i] + ";\n";
  1722. code += " if (base < 0.5) {\n";
  1723. code += " " + p_output_vars[0] + "." + axisn[i] + " = 2.0 * base * blend;\n";
  1724. code += " } else {\n";
  1725. code += " " + p_output_vars[0] + "." + axisn[i] + " = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);\n";
  1726. code += " }\n";
  1727. code += " }\n";
  1728. }
  1729. } break;
  1730. case OP_DODGE: {
  1731. code += " " + p_output_vars[0] + " = (" + p_input_vars[0] + ") / (vec3(1.0) - " + p_input_vars[1] + ");\n";
  1732. } break;
  1733. case OP_BURN: {
  1734. code += " " + p_output_vars[0] + " = vec3(1.0) - (vec3(1.0) - " + p_input_vars[0] + ") / (" + p_input_vars[1] + ");\n";
  1735. } break;
  1736. case OP_SOFT_LIGHT: {
  1737. for (int i = 0; i < 3; i++) {
  1738. code += " {\n";
  1739. code += " float base = " + p_input_vars[0] + "." + axisn[i] + ";\n";
  1740. code += " float blend = " + p_input_vars[1] + "." + axisn[i] + ";\n";
  1741. code += " if (base < 0.5) {\n";
  1742. code += " " + p_output_vars[0] + "." + axisn[i] + " = (base * (blend + 0.5));\n";
  1743. code += " } else {\n";
  1744. code += " " + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0 - base) * (1.0 - (blend - 0.5)));\n";
  1745. code += " }\n";
  1746. code += " }\n";
  1747. }
  1748. } break;
  1749. case OP_HARD_LIGHT: {
  1750. for (int i = 0; i < 3; i++) {
  1751. code += " {\n";
  1752. code += " float base = " + p_input_vars[0] + "." + axisn[i] + ";\n";
  1753. code += " float blend = " + p_input_vars[1] + "." + axisn[i] + ";\n";
  1754. code += " if (base < 0.5) {\n";
  1755. code += " " + p_output_vars[0] + "." + axisn[i] + " = (base * (2.0 * blend));\n";
  1756. code += " } else {\n";
  1757. code += " " + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0 - base) * (1.0 - 2.0 * (blend - 0.5)));\n";
  1758. code += " }\n";
  1759. code += " }\n";
  1760. }
  1761. } break;
  1762. default:
  1763. break;
  1764. }
  1765. return code;
  1766. }
  1767. void VisualShaderNodeColorOp::set_operator(Operator p_op) {
  1768. ERR_FAIL_INDEX(int(p_op), int(OP_MAX));
  1769. if (op == p_op) {
  1770. return;
  1771. }
  1772. switch (p_op) {
  1773. case OP_SCREEN:
  1774. simple_decl = true;
  1775. break;
  1776. case OP_DIFFERENCE:
  1777. simple_decl = true;
  1778. break;
  1779. case OP_DARKEN:
  1780. simple_decl = true;
  1781. break;
  1782. case OP_LIGHTEN:
  1783. simple_decl = true;
  1784. break;
  1785. case OP_OVERLAY:
  1786. simple_decl = false;
  1787. break;
  1788. case OP_DODGE:
  1789. simple_decl = true;
  1790. break;
  1791. case OP_BURN:
  1792. simple_decl = true;
  1793. break;
  1794. case OP_SOFT_LIGHT:
  1795. simple_decl = false;
  1796. break;
  1797. case OP_HARD_LIGHT:
  1798. simple_decl = false;
  1799. break;
  1800. default:
  1801. break;
  1802. }
  1803. op = p_op;
  1804. emit_changed();
  1805. }
  1806. VisualShaderNodeColorOp::Operator VisualShaderNodeColorOp::get_operator() const {
  1807. return op;
  1808. }
  1809. Vector<StringName> VisualShaderNodeColorOp::get_editable_properties() const {
  1810. Vector<StringName> props;
  1811. props.push_back("operator");
  1812. return props;
  1813. }
  1814. void VisualShaderNodeColorOp::_bind_methods() {
  1815. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeColorOp::set_operator);
  1816. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeColorOp::get_operator);
  1817. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Screen,Difference,Darken,Lighten,Overlay,Dodge,Burn,Soft Light,Hard Light"), "set_operator", "get_operator");
  1818. BIND_ENUM_CONSTANT(OP_SCREEN);
  1819. BIND_ENUM_CONSTANT(OP_DIFFERENCE);
  1820. BIND_ENUM_CONSTANT(OP_DARKEN);
  1821. BIND_ENUM_CONSTANT(OP_LIGHTEN);
  1822. BIND_ENUM_CONSTANT(OP_OVERLAY);
  1823. BIND_ENUM_CONSTANT(OP_DODGE);
  1824. BIND_ENUM_CONSTANT(OP_BURN);
  1825. BIND_ENUM_CONSTANT(OP_SOFT_LIGHT);
  1826. BIND_ENUM_CONSTANT(OP_HARD_LIGHT);
  1827. BIND_ENUM_CONSTANT(OP_MAX);
  1828. }
  1829. VisualShaderNodeColorOp::VisualShaderNodeColorOp() {
  1830. set_input_port_default_value(0, Vector3());
  1831. set_input_port_default_value(1, Vector3());
  1832. }
  1833. ////////////// Transform Op
  1834. String VisualShaderNodeTransformOp::get_caption() const {
  1835. return "TransformOp";
  1836. }
  1837. int VisualShaderNodeTransformOp::get_input_port_count() const {
  1838. return 2;
  1839. }
  1840. VisualShaderNodeTransformOp::PortType VisualShaderNodeTransformOp::get_input_port_type(int p_port) const {
  1841. return PORT_TYPE_TRANSFORM;
  1842. }
  1843. String VisualShaderNodeTransformOp::get_input_port_name(int p_port) const {
  1844. return p_port == 0 ? "a" : "b";
  1845. }
  1846. int VisualShaderNodeTransformOp::get_output_port_count() const {
  1847. return 1;
  1848. }
  1849. VisualShaderNodeTransformOp::PortType VisualShaderNodeTransformOp::get_output_port_type(int p_port) const {
  1850. return PORT_TYPE_TRANSFORM;
  1851. }
  1852. String VisualShaderNodeTransformOp::get_output_port_name(int p_port) const {
  1853. return "mult"; //no output port means the editor will be used as port
  1854. }
  1855. String VisualShaderNodeTransformOp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1856. switch (op) {
  1857. case OP_AxB:
  1858. return " " + p_output_vars[0] + " = " + p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
  1859. case OP_BxA:
  1860. return " " + p_output_vars[0] + " = " + p_input_vars[1] + " * " + p_input_vars[0] + ";\n";
  1861. case OP_AxB_COMP:
  1862. return " " + p_output_vars[0] + " = matrixCompMult(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1863. case OP_BxA_COMP:
  1864. return " " + p_output_vars[0] + " = matrixCompMult(" + p_input_vars[1] + ", " + p_input_vars[0] + ");\n";
  1865. case OP_ADD:
  1866. return " " + p_output_vars[0] + " = " + p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
  1867. case OP_A_MINUS_B:
  1868. return " " + p_output_vars[0] + " = " + p_input_vars[0] + " - " + p_input_vars[1] + ";\n";
  1869. case OP_B_MINUS_A:
  1870. return " " + p_output_vars[0] + " = " + p_input_vars[1] + " - " + p_input_vars[0] + ";\n";
  1871. case OP_A_DIV_B:
  1872. return " " + p_output_vars[0] + " = " + p_input_vars[0] + " / " + p_input_vars[1] + ";\n";
  1873. case OP_B_DIV_A:
  1874. return " " + p_output_vars[0] + " = " + p_input_vars[1] + " / " + p_input_vars[0] + ";\n";
  1875. default:
  1876. return "";
  1877. }
  1878. }
  1879. void VisualShaderNodeTransformOp::set_operator(Operator p_op) {
  1880. ERR_FAIL_INDEX(int(p_op), int(OP_MAX));
  1881. if (op == p_op) {
  1882. return;
  1883. }
  1884. op = p_op;
  1885. emit_changed();
  1886. }
  1887. VisualShaderNodeTransformOp::Operator VisualShaderNodeTransformOp::get_operator() const {
  1888. return op;
  1889. }
  1890. Vector<StringName> VisualShaderNodeTransformOp::get_editable_properties() const {
  1891. Vector<StringName> props;
  1892. props.push_back("operator");
  1893. return props;
  1894. }
  1895. void VisualShaderNodeTransformOp::_bind_methods() {
  1896. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeTransformOp::set_operator);
  1897. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeTransformOp::get_operator);
  1898. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "A x B,B x A,A x B(per component),B x A(per component),A + B,A - B,B - A,A / B,B / A"), "set_operator", "get_operator");
  1899. BIND_ENUM_CONSTANT(OP_AxB);
  1900. BIND_ENUM_CONSTANT(OP_BxA);
  1901. BIND_ENUM_CONSTANT(OP_AxB_COMP);
  1902. BIND_ENUM_CONSTANT(OP_BxA_COMP);
  1903. BIND_ENUM_CONSTANT(OP_ADD);
  1904. BIND_ENUM_CONSTANT(OP_A_MINUS_B);
  1905. BIND_ENUM_CONSTANT(OP_B_MINUS_A);
  1906. BIND_ENUM_CONSTANT(OP_A_DIV_B);
  1907. BIND_ENUM_CONSTANT(OP_B_DIV_A);
  1908. BIND_ENUM_CONSTANT(OP_MAX);
  1909. }
  1910. VisualShaderNodeTransformOp::VisualShaderNodeTransformOp() {
  1911. set_input_port_default_value(0, Transform3D());
  1912. set_input_port_default_value(1, Transform3D());
  1913. }
  1914. ////////////// TransformVec Mult
  1915. String VisualShaderNodeTransformVecMult::get_caption() const {
  1916. return "TransformVectorMult";
  1917. }
  1918. int VisualShaderNodeTransformVecMult::get_input_port_count() const {
  1919. return 2;
  1920. }
  1921. VisualShaderNodeTransformVecMult::PortType VisualShaderNodeTransformVecMult::get_input_port_type(int p_port) const {
  1922. return p_port == 0 ? PORT_TYPE_TRANSFORM : PORT_TYPE_VECTOR_3D;
  1923. }
  1924. String VisualShaderNodeTransformVecMult::get_input_port_name(int p_port) const {
  1925. return p_port == 0 ? "a" : "b";
  1926. }
  1927. int VisualShaderNodeTransformVecMult::get_output_port_count() const {
  1928. return 1;
  1929. }
  1930. VisualShaderNodeTransformVecMult::PortType VisualShaderNodeTransformVecMult::get_output_port_type(int p_port) const {
  1931. return PORT_TYPE_VECTOR_3D;
  1932. }
  1933. String VisualShaderNodeTransformVecMult::get_output_port_name(int p_port) const {
  1934. return ""; //no output port means the editor will be used as port
  1935. }
  1936. String VisualShaderNodeTransformVecMult::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1937. if (op == OP_AxB) {
  1938. return " " + p_output_vars[0] + " = (" + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 1.0)).xyz;\n";
  1939. } else if (op == OP_BxA) {
  1940. return " " + p_output_vars[0] + " = (vec4(" + p_input_vars[1] + ", 1.0) * " + p_input_vars[0] + ").xyz;\n";
  1941. } else if (op == OP_3x3_AxB) {
  1942. return " " + p_output_vars[0] + " = (" + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 0.0)).xyz;\n";
  1943. } else {
  1944. return " " + p_output_vars[0] + " = (vec4(" + p_input_vars[1] + ", 0.0) * " + p_input_vars[0] + ").xyz;\n";
  1945. }
  1946. }
  1947. void VisualShaderNodeTransformVecMult::set_operator(Operator p_op) {
  1948. ERR_FAIL_INDEX(int(p_op), int(OP_MAX));
  1949. if (op == p_op) {
  1950. return;
  1951. }
  1952. op = p_op;
  1953. emit_changed();
  1954. }
  1955. VisualShaderNodeTransformVecMult::Operator VisualShaderNodeTransformVecMult::get_operator() const {
  1956. return op;
  1957. }
  1958. Vector<StringName> VisualShaderNodeTransformVecMult::get_editable_properties() const {
  1959. Vector<StringName> props;
  1960. props.push_back("operator");
  1961. return props;
  1962. }
  1963. void VisualShaderNodeTransformVecMult::_bind_methods() {
  1964. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeTransformVecMult::set_operator);
  1965. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeTransformVecMult::get_operator);
  1966. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "A x B,B x A,A x B (3x3),B x A (3x3)"), "set_operator", "get_operator");
  1967. BIND_ENUM_CONSTANT(OP_AxB);
  1968. BIND_ENUM_CONSTANT(OP_BxA);
  1969. BIND_ENUM_CONSTANT(OP_3x3_AxB);
  1970. BIND_ENUM_CONSTANT(OP_3x3_BxA);
  1971. BIND_ENUM_CONSTANT(OP_MAX);
  1972. }
  1973. VisualShaderNodeTransformVecMult::VisualShaderNodeTransformVecMult() {
  1974. set_input_port_default_value(0, Transform3D());
  1975. set_input_port_default_value(1, Vector3());
  1976. }
  1977. ////////////// Float Func
  1978. String VisualShaderNodeFloatFunc::get_caption() const {
  1979. return "FloatFunc";
  1980. }
  1981. int VisualShaderNodeFloatFunc::get_input_port_count() const {
  1982. return 1;
  1983. }
  1984. VisualShaderNodeFloatFunc::PortType VisualShaderNodeFloatFunc::get_input_port_type(int p_port) const {
  1985. return PORT_TYPE_SCALAR;
  1986. }
  1987. String VisualShaderNodeFloatFunc::get_input_port_name(int p_port) const {
  1988. return "";
  1989. }
  1990. int VisualShaderNodeFloatFunc::get_output_port_count() const {
  1991. return 1;
  1992. }
  1993. VisualShaderNodeFloatFunc::PortType VisualShaderNodeFloatFunc::get_output_port_type(int p_port) const {
  1994. return PORT_TYPE_SCALAR;
  1995. }
  1996. String VisualShaderNodeFloatFunc::get_output_port_name(int p_port) const {
  1997. return ""; //no output port means the editor will be used as port
  1998. }
  1999. String VisualShaderNodeFloatFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2000. static const char *functions[FUNC_MAX] = {
  2001. "sin($)",
  2002. "cos($)",
  2003. "tan($)",
  2004. "asin($)",
  2005. "acos($)",
  2006. "atan($)",
  2007. "sinh($)",
  2008. "cosh($)",
  2009. "tanh($)",
  2010. "log($)",
  2011. "exp($)",
  2012. "sqrt($)",
  2013. "abs($)",
  2014. "sign($)",
  2015. "floor($)",
  2016. "round($)",
  2017. "ceil($)",
  2018. "fract($)",
  2019. "min(max($, 0.0), 1.0)",
  2020. "-($)",
  2021. "acosh($)",
  2022. "asinh($)",
  2023. "atanh($)",
  2024. "degrees($)",
  2025. "exp2($)",
  2026. "inversesqrt($)",
  2027. "log2($)",
  2028. "radians($)",
  2029. "1.0 / ($)",
  2030. "roundEven($)",
  2031. "trunc($)",
  2032. "1.0 - $"
  2033. };
  2034. return " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
  2035. }
  2036. void VisualShaderNodeFloatFunc::set_function(Function p_func) {
  2037. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2038. if (func == p_func) {
  2039. return;
  2040. }
  2041. func = p_func;
  2042. emit_changed();
  2043. }
  2044. VisualShaderNodeFloatFunc::Function VisualShaderNodeFloatFunc::get_function() const {
  2045. return func;
  2046. }
  2047. Vector<StringName> VisualShaderNodeFloatFunc::get_editable_properties() const {
  2048. Vector<StringName> props;
  2049. props.push_back("function");
  2050. return props;
  2051. }
  2052. void VisualShaderNodeFloatFunc::_bind_methods() {
  2053. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeFloatFunc::set_function);
  2054. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeFloatFunc::get_function);
  2055. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Sin,Cos,Tan,ASin,ACos,ATan,SinH,CosH,TanH,Log,Exp,Sqrt,Abs,Sign,Floor,Round,Ceil,Frac,Saturate,Negate,ACosH,ASinH,ATanH,Degrees,Exp2,InverseSqrt,Log2,Radians,Reciprocal,RoundEven,Trunc,OneMinus"), "set_function", "get_function");
  2056. BIND_ENUM_CONSTANT(FUNC_SIN);
  2057. BIND_ENUM_CONSTANT(FUNC_COS);
  2058. BIND_ENUM_CONSTANT(FUNC_TAN);
  2059. BIND_ENUM_CONSTANT(FUNC_ASIN);
  2060. BIND_ENUM_CONSTANT(FUNC_ACOS);
  2061. BIND_ENUM_CONSTANT(FUNC_ATAN);
  2062. BIND_ENUM_CONSTANT(FUNC_SINH);
  2063. BIND_ENUM_CONSTANT(FUNC_COSH);
  2064. BIND_ENUM_CONSTANT(FUNC_TANH);
  2065. BIND_ENUM_CONSTANT(FUNC_LOG);
  2066. BIND_ENUM_CONSTANT(FUNC_EXP);
  2067. BIND_ENUM_CONSTANT(FUNC_SQRT);
  2068. BIND_ENUM_CONSTANT(FUNC_ABS);
  2069. BIND_ENUM_CONSTANT(FUNC_SIGN);
  2070. BIND_ENUM_CONSTANT(FUNC_FLOOR);
  2071. BIND_ENUM_CONSTANT(FUNC_ROUND);
  2072. BIND_ENUM_CONSTANT(FUNC_CEIL);
  2073. BIND_ENUM_CONSTANT(FUNC_FRAC);
  2074. BIND_ENUM_CONSTANT(FUNC_SATURATE);
  2075. BIND_ENUM_CONSTANT(FUNC_NEGATE);
  2076. BIND_ENUM_CONSTANT(FUNC_ACOSH);
  2077. BIND_ENUM_CONSTANT(FUNC_ASINH);
  2078. BIND_ENUM_CONSTANT(FUNC_ATANH);
  2079. BIND_ENUM_CONSTANT(FUNC_DEGREES);
  2080. BIND_ENUM_CONSTANT(FUNC_EXP2);
  2081. BIND_ENUM_CONSTANT(FUNC_INVERSE_SQRT);
  2082. BIND_ENUM_CONSTANT(FUNC_LOG2);
  2083. BIND_ENUM_CONSTANT(FUNC_RADIANS);
  2084. BIND_ENUM_CONSTANT(FUNC_RECIPROCAL);
  2085. BIND_ENUM_CONSTANT(FUNC_ROUNDEVEN);
  2086. BIND_ENUM_CONSTANT(FUNC_TRUNC);
  2087. BIND_ENUM_CONSTANT(FUNC_ONEMINUS);
  2088. BIND_ENUM_CONSTANT(FUNC_MAX);
  2089. }
  2090. VisualShaderNodeFloatFunc::VisualShaderNodeFloatFunc() {
  2091. set_input_port_default_value(0, 0.0);
  2092. }
  2093. ////////////// Int Func
  2094. String VisualShaderNodeIntFunc::get_caption() const {
  2095. return "IntFunc";
  2096. }
  2097. int VisualShaderNodeIntFunc::get_input_port_count() const {
  2098. return 1;
  2099. }
  2100. VisualShaderNodeIntFunc::PortType VisualShaderNodeIntFunc::get_input_port_type(int p_port) const {
  2101. return PORT_TYPE_SCALAR_INT;
  2102. }
  2103. String VisualShaderNodeIntFunc::get_input_port_name(int p_port) const {
  2104. return "";
  2105. }
  2106. int VisualShaderNodeIntFunc::get_output_port_count() const {
  2107. return 1;
  2108. }
  2109. VisualShaderNodeIntFunc::PortType VisualShaderNodeIntFunc::get_output_port_type(int p_port) const {
  2110. return PORT_TYPE_SCALAR_INT;
  2111. }
  2112. String VisualShaderNodeIntFunc::get_output_port_name(int p_port) const {
  2113. return ""; //no output port means the editor will be used as port
  2114. }
  2115. String VisualShaderNodeIntFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2116. static const char *functions[FUNC_MAX] = {
  2117. "abs($)",
  2118. "-($)",
  2119. "sign($)",
  2120. "~($)"
  2121. };
  2122. return " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
  2123. }
  2124. void VisualShaderNodeIntFunc::set_function(Function p_func) {
  2125. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2126. if (func == p_func) {
  2127. return;
  2128. }
  2129. func = p_func;
  2130. emit_changed();
  2131. }
  2132. VisualShaderNodeIntFunc::Function VisualShaderNodeIntFunc::get_function() const {
  2133. return func;
  2134. }
  2135. Vector<StringName> VisualShaderNodeIntFunc::get_editable_properties() const {
  2136. Vector<StringName> props;
  2137. props.push_back("function");
  2138. return props;
  2139. }
  2140. void VisualShaderNodeIntFunc::_bind_methods() {
  2141. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeIntFunc::set_function);
  2142. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeIntFunc::get_function);
  2143. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Abs,Negate,Sign,Bitwise NOT"), "set_function", "get_function");
  2144. BIND_ENUM_CONSTANT(FUNC_ABS);
  2145. BIND_ENUM_CONSTANT(FUNC_NEGATE);
  2146. BIND_ENUM_CONSTANT(FUNC_SIGN);
  2147. BIND_ENUM_CONSTANT(FUNC_BITWISE_NOT);
  2148. BIND_ENUM_CONSTANT(FUNC_MAX);
  2149. }
  2150. VisualShaderNodeIntFunc::VisualShaderNodeIntFunc() {
  2151. set_input_port_default_value(0, 0);
  2152. }
  2153. ////////////// Vector Func
  2154. String VisualShaderNodeVectorFunc::get_caption() const {
  2155. return "VectorFunc";
  2156. }
  2157. int VisualShaderNodeVectorFunc::get_input_port_count() const {
  2158. return 1;
  2159. }
  2160. String VisualShaderNodeVectorFunc::get_input_port_name(int p_port) const {
  2161. return "";
  2162. }
  2163. int VisualShaderNodeVectorFunc::get_output_port_count() const {
  2164. return 1;
  2165. }
  2166. String VisualShaderNodeVectorFunc::get_output_port_name(int p_port) const {
  2167. return "result";
  2168. }
  2169. String VisualShaderNodeVectorFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2170. static const char *funcs[FUNC_MAX] = {
  2171. "normalize($)",
  2172. "", // FUNC_SATURATE
  2173. "-($)",
  2174. "1.0 / ($)",
  2175. "abs($)",
  2176. "acos($)",
  2177. "acosh($)",
  2178. "asin($)",
  2179. "asinh($)",
  2180. "atan($)",
  2181. "atanh($)",
  2182. "ceil($)",
  2183. "cos($)",
  2184. "cosh($)",
  2185. "degrees($)",
  2186. "exp($)",
  2187. "exp2($)",
  2188. "floor($)",
  2189. "fract($)",
  2190. "inversesqrt($)",
  2191. "log($)",
  2192. "log2($)",
  2193. "radians($)",
  2194. "round($)",
  2195. "roundEven($)",
  2196. "sign($)",
  2197. "sin($)",
  2198. "sinh($)",
  2199. "sqrt($)",
  2200. "tan($)",
  2201. "tanh($)",
  2202. "trunc($)",
  2203. "" // FUNC_ONEMINUS
  2204. };
  2205. if (func == FUNC_SATURATE) {
  2206. String code;
  2207. if (op_type == OP_TYPE_VECTOR_2D) {
  2208. code = "max(min($, vec2(1.0)), vec2(0.0))";
  2209. } else if (op_type == OP_TYPE_VECTOR_3D) {
  2210. code = "max(min($, vec3(1.0)), vec3(0.0))";
  2211. } else {
  2212. code = "max(min($, vec4(1.0)), vec4(0.0))";
  2213. }
  2214. return " " + p_output_vars[0] + " = " + code.replace("$", p_input_vars[0]) + ";\n";
  2215. }
  2216. if (func == FUNC_ONEMINUS) {
  2217. String code;
  2218. if (op_type == OP_TYPE_VECTOR_2D) {
  2219. code = "vec2(1.0) - $";
  2220. } else if (op_type == OP_TYPE_VECTOR_3D) {
  2221. code = "vec3(1.0) - $";
  2222. } else {
  2223. code = "vec4(1.0) - $";
  2224. }
  2225. return " " + p_output_vars[0] + " = " + code.replace("$", p_input_vars[0]) + ";\n";
  2226. }
  2227. return " " + p_output_vars[0] + " = " + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
  2228. }
  2229. void VisualShaderNodeVectorFunc::set_op_type(OpType p_op_type) {
  2230. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  2231. if (op_type == p_op_type) {
  2232. return;
  2233. }
  2234. switch (p_op_type) {
  2235. case OP_TYPE_VECTOR_2D: {
  2236. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  2237. } break;
  2238. case OP_TYPE_VECTOR_3D: {
  2239. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  2240. } break;
  2241. case OP_TYPE_VECTOR_4D: {
  2242. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  2243. } break;
  2244. default:
  2245. break;
  2246. }
  2247. op_type = p_op_type;
  2248. emit_changed();
  2249. }
  2250. void VisualShaderNodeVectorFunc::set_function(Function p_func) {
  2251. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2252. if (func == p_func) {
  2253. return;
  2254. }
  2255. func = p_func;
  2256. emit_changed();
  2257. }
  2258. VisualShaderNodeVectorFunc::Function VisualShaderNodeVectorFunc::get_function() const {
  2259. return func;
  2260. }
  2261. Vector<StringName> VisualShaderNodeVectorFunc::get_editable_properties() const {
  2262. Vector<StringName> props = VisualShaderNodeVectorBase::get_editable_properties();
  2263. props.push_back("function");
  2264. return props;
  2265. }
  2266. void VisualShaderNodeVectorFunc::_bind_methods() {
  2267. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeVectorFunc::set_function);
  2268. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeVectorFunc::get_function);
  2269. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Normalize,Saturate,Negate,Reciprocal,Abs,ACos,ACosH,ASin,ASinH,ATan,ATanH,Ceil,Cos,CosH,Degrees,Exp,Exp2,Floor,Frac,InverseSqrt,Log,Log2,Radians,Round,RoundEven,Sign,Sin,SinH,Sqrt,Tan,TanH,Trunc,OneMinus"), "set_function", "get_function");
  2270. BIND_ENUM_CONSTANT(FUNC_NORMALIZE);
  2271. BIND_ENUM_CONSTANT(FUNC_SATURATE);
  2272. BIND_ENUM_CONSTANT(FUNC_NEGATE);
  2273. BIND_ENUM_CONSTANT(FUNC_RECIPROCAL);
  2274. BIND_ENUM_CONSTANT(FUNC_ABS);
  2275. BIND_ENUM_CONSTANT(FUNC_ACOS);
  2276. BIND_ENUM_CONSTANT(FUNC_ACOSH);
  2277. BIND_ENUM_CONSTANT(FUNC_ASIN);
  2278. BIND_ENUM_CONSTANT(FUNC_ASINH);
  2279. BIND_ENUM_CONSTANT(FUNC_ATAN);
  2280. BIND_ENUM_CONSTANT(FUNC_ATANH);
  2281. BIND_ENUM_CONSTANT(FUNC_CEIL);
  2282. BIND_ENUM_CONSTANT(FUNC_COS);
  2283. BIND_ENUM_CONSTANT(FUNC_COSH);
  2284. BIND_ENUM_CONSTANT(FUNC_DEGREES);
  2285. BIND_ENUM_CONSTANT(FUNC_EXP);
  2286. BIND_ENUM_CONSTANT(FUNC_EXP2);
  2287. BIND_ENUM_CONSTANT(FUNC_FLOOR);
  2288. BIND_ENUM_CONSTANT(FUNC_FRAC);
  2289. BIND_ENUM_CONSTANT(FUNC_INVERSE_SQRT);
  2290. BIND_ENUM_CONSTANT(FUNC_LOG);
  2291. BIND_ENUM_CONSTANT(FUNC_LOG2);
  2292. BIND_ENUM_CONSTANT(FUNC_RADIANS);
  2293. BIND_ENUM_CONSTANT(FUNC_ROUND);
  2294. BIND_ENUM_CONSTANT(FUNC_ROUNDEVEN);
  2295. BIND_ENUM_CONSTANT(FUNC_SIGN);
  2296. BIND_ENUM_CONSTANT(FUNC_SIN);
  2297. BIND_ENUM_CONSTANT(FUNC_SINH);
  2298. BIND_ENUM_CONSTANT(FUNC_SQRT);
  2299. BIND_ENUM_CONSTANT(FUNC_TAN);
  2300. BIND_ENUM_CONSTANT(FUNC_TANH);
  2301. BIND_ENUM_CONSTANT(FUNC_TRUNC);
  2302. BIND_ENUM_CONSTANT(FUNC_ONEMINUS);
  2303. BIND_ENUM_CONSTANT(FUNC_MAX);
  2304. }
  2305. VisualShaderNodeVectorFunc::VisualShaderNodeVectorFunc() {
  2306. switch (op_type) {
  2307. case OP_TYPE_VECTOR_2D: {
  2308. set_input_port_default_value(0, Vector2());
  2309. } break;
  2310. case OP_TYPE_VECTOR_3D: {
  2311. set_input_port_default_value(0, Vector3());
  2312. } break;
  2313. case OP_TYPE_VECTOR_4D: {
  2314. set_input_port_default_value(0, Quaternion());
  2315. } break;
  2316. default:
  2317. break;
  2318. }
  2319. }
  2320. ////////////// ColorFunc
  2321. String VisualShaderNodeColorFunc::get_caption() const {
  2322. return "ColorFunc";
  2323. }
  2324. int VisualShaderNodeColorFunc::get_input_port_count() const {
  2325. return 1;
  2326. }
  2327. VisualShaderNodeColorFunc::PortType VisualShaderNodeColorFunc::get_input_port_type(int p_port) const {
  2328. return PORT_TYPE_VECTOR_3D;
  2329. }
  2330. String VisualShaderNodeColorFunc::get_input_port_name(int p_port) const {
  2331. return "";
  2332. }
  2333. int VisualShaderNodeColorFunc::get_output_port_count() const {
  2334. return 1;
  2335. }
  2336. VisualShaderNodeColorFunc::PortType VisualShaderNodeColorFunc::get_output_port_type(int p_port) const {
  2337. return PORT_TYPE_VECTOR_3D;
  2338. }
  2339. String VisualShaderNodeColorFunc::get_output_port_name(int p_port) const {
  2340. return "";
  2341. }
  2342. String VisualShaderNodeColorFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2343. String code;
  2344. switch (func) {
  2345. case FUNC_GRAYSCALE:
  2346. code += " {\n";
  2347. code += " vec3 c = " + p_input_vars[0] + ";\n";
  2348. code += " float max1 = max(c.r, c.g);\n";
  2349. code += " float max2 = max(max1, c.b);\n";
  2350. code += " " + p_output_vars[0] + " = vec3(max2, max2, max2);\n";
  2351. code += " }\n";
  2352. break;
  2353. case FUNC_HSV2RGB:
  2354. code += " {\n";
  2355. code += " vec3 c = " + p_input_vars[0] + ";\n";
  2356. code += " vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n";
  2357. code += " vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n";
  2358. code += " " + p_output_vars[0] + " = c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n";
  2359. code += " }\n";
  2360. break;
  2361. case FUNC_RGB2HSV:
  2362. code += " {\n";
  2363. code += " vec3 c = " + p_input_vars[0] + ";\n";
  2364. code += " vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);\n";
  2365. code += " vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));\n";
  2366. code += " vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));\n";
  2367. code += " float d = q.x - min(q.w, q.y);\n";
  2368. code += " float e = 1.0e-10;\n";
  2369. code += " " + p_output_vars[0] + " = vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);\n";
  2370. code += " }\n";
  2371. break;
  2372. case FUNC_SEPIA:
  2373. code += " {\n";
  2374. code += " vec3 c = " + p_input_vars[0] + ";\n";
  2375. code += " float r = (c.r * .393) + (c.g *.769) + (c.b * .189);\n";
  2376. code += " float g = (c.r * .349) + (c.g *.686) + (c.b * .168);\n";
  2377. code += " float b = (c.r * .272) + (c.g *.534) + (c.b * .131);\n";
  2378. code += " " + p_output_vars[0] + " = vec3(r, g, b);\n";
  2379. code += " }\n";
  2380. break;
  2381. default:
  2382. break;
  2383. }
  2384. return code;
  2385. }
  2386. void VisualShaderNodeColorFunc::set_function(Function p_func) {
  2387. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2388. if (func == p_func) {
  2389. return;
  2390. }
  2391. func = p_func;
  2392. emit_changed();
  2393. }
  2394. VisualShaderNodeColorFunc::Function VisualShaderNodeColorFunc::get_function() const {
  2395. return func;
  2396. }
  2397. Vector<StringName> VisualShaderNodeColorFunc::get_editable_properties() const {
  2398. Vector<StringName> props;
  2399. props.push_back("function");
  2400. return props;
  2401. }
  2402. void VisualShaderNodeColorFunc::_bind_methods() {
  2403. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeColorFunc::set_function);
  2404. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeColorFunc::get_function);
  2405. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Grayscale,HSV2RGB,RGB2HSV,Sepia"), "set_function", "get_function");
  2406. BIND_ENUM_CONSTANT(FUNC_GRAYSCALE);
  2407. BIND_ENUM_CONSTANT(FUNC_HSV2RGB);
  2408. BIND_ENUM_CONSTANT(FUNC_RGB2HSV);
  2409. BIND_ENUM_CONSTANT(FUNC_SEPIA);
  2410. BIND_ENUM_CONSTANT(FUNC_MAX);
  2411. }
  2412. VisualShaderNodeColorFunc::VisualShaderNodeColorFunc() {
  2413. simple_decl = false;
  2414. set_input_port_default_value(0, Vector3());
  2415. }
  2416. ////////////// Transform Func
  2417. String VisualShaderNodeTransformFunc::get_caption() const {
  2418. return "TransformFunc";
  2419. }
  2420. int VisualShaderNodeTransformFunc::get_input_port_count() const {
  2421. return 1;
  2422. }
  2423. VisualShaderNodeTransformFunc::PortType VisualShaderNodeTransformFunc::get_input_port_type(int p_port) const {
  2424. return PORT_TYPE_TRANSFORM;
  2425. }
  2426. String VisualShaderNodeTransformFunc::get_input_port_name(int p_port) const {
  2427. return "";
  2428. }
  2429. int VisualShaderNodeTransformFunc::get_output_port_count() const {
  2430. return 1;
  2431. }
  2432. VisualShaderNodeTransformFunc::PortType VisualShaderNodeTransformFunc::get_output_port_type(int p_port) const {
  2433. return PORT_TYPE_TRANSFORM;
  2434. }
  2435. String VisualShaderNodeTransformFunc::get_output_port_name(int p_port) const {
  2436. return "";
  2437. }
  2438. String VisualShaderNodeTransformFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2439. static const char *functions[FUNC_MAX] = {
  2440. "inverse($)",
  2441. "transpose($)"
  2442. };
  2443. String code;
  2444. code += " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
  2445. return code;
  2446. }
  2447. void VisualShaderNodeTransformFunc::set_function(Function p_func) {
  2448. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2449. if (func == p_func) {
  2450. return;
  2451. }
  2452. func = p_func;
  2453. emit_changed();
  2454. }
  2455. VisualShaderNodeTransformFunc::Function VisualShaderNodeTransformFunc::get_function() const {
  2456. return func;
  2457. }
  2458. Vector<StringName> VisualShaderNodeTransformFunc::get_editable_properties() const {
  2459. Vector<StringName> props;
  2460. props.push_back("function");
  2461. return props;
  2462. }
  2463. void VisualShaderNodeTransformFunc::_bind_methods() {
  2464. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeTransformFunc::set_function);
  2465. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeTransformFunc::get_function);
  2466. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Inverse,Transpose"), "set_function", "get_function");
  2467. BIND_ENUM_CONSTANT(FUNC_INVERSE);
  2468. BIND_ENUM_CONSTANT(FUNC_TRANSPOSE);
  2469. BIND_ENUM_CONSTANT(FUNC_MAX);
  2470. }
  2471. VisualShaderNodeTransformFunc::VisualShaderNodeTransformFunc() {
  2472. set_input_port_default_value(0, Transform3D());
  2473. }
  2474. ////////////// UV Func
  2475. String VisualShaderNodeUVFunc::get_caption() const {
  2476. return "UVFunc";
  2477. }
  2478. int VisualShaderNodeUVFunc::get_input_port_count() const {
  2479. return 3;
  2480. }
  2481. VisualShaderNodeUVFunc::PortType VisualShaderNodeUVFunc::get_input_port_type(int p_port) const {
  2482. switch (p_port) {
  2483. case 0:
  2484. return PORT_TYPE_VECTOR_2D; // uv
  2485. case 1:
  2486. return PORT_TYPE_VECTOR_2D; // scale
  2487. case 2:
  2488. return PORT_TYPE_VECTOR_2D; // offset & pivot
  2489. default:
  2490. break;
  2491. }
  2492. return PORT_TYPE_SCALAR;
  2493. }
  2494. String VisualShaderNodeUVFunc::get_input_port_name(int p_port) const {
  2495. switch (p_port) {
  2496. case 0:
  2497. return "uv";
  2498. case 1:
  2499. return "scale";
  2500. case 2:
  2501. switch (func) {
  2502. case FUNC_PANNING:
  2503. return "offset";
  2504. case FUNC_SCALING:
  2505. return "pivot";
  2506. default:
  2507. break;
  2508. }
  2509. break;
  2510. default:
  2511. break;
  2512. }
  2513. return "";
  2514. }
  2515. bool VisualShaderNodeUVFunc::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  2516. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  2517. if (p_port == 0) {
  2518. return true;
  2519. }
  2520. }
  2521. return false;
  2522. }
  2523. int VisualShaderNodeUVFunc::get_output_port_count() const {
  2524. return 1;
  2525. }
  2526. VisualShaderNodeUVFunc::PortType VisualShaderNodeUVFunc::get_output_port_type(int p_port) const {
  2527. return PORT_TYPE_VECTOR_2D;
  2528. }
  2529. String VisualShaderNodeUVFunc::get_output_port_name(int p_port) const {
  2530. return "uv";
  2531. }
  2532. bool VisualShaderNodeUVFunc::is_show_prop_names() const {
  2533. return true;
  2534. }
  2535. String VisualShaderNodeUVFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2536. String code;
  2537. String uv;
  2538. if (p_input_vars[0].is_empty()) {
  2539. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  2540. uv = "UV";
  2541. } else {
  2542. uv = "vec2(0.0)";
  2543. }
  2544. } else {
  2545. uv = vformat("%s", p_input_vars[0]);
  2546. }
  2547. String scale = vformat("%s", p_input_vars[1]);
  2548. String offset_pivot = vformat("%s", p_input_vars[2]);
  2549. switch (func) {
  2550. case FUNC_PANNING: {
  2551. code += vformat(" %s = fma(%s, %s, %s);\n", p_output_vars[0], offset_pivot, scale, uv);
  2552. } break;
  2553. case FUNC_SCALING: {
  2554. code += vformat(" %s = fma((%s - %s), %s, %s);\n", p_output_vars[0], uv, offset_pivot, scale, offset_pivot);
  2555. } break;
  2556. default:
  2557. break;
  2558. }
  2559. return code;
  2560. }
  2561. void VisualShaderNodeUVFunc::set_function(VisualShaderNodeUVFunc::Function p_func) {
  2562. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2563. if (func == p_func) {
  2564. return;
  2565. }
  2566. if (p_func == FUNC_PANNING) {
  2567. set_input_port_default_value(2, Vector2()); // offset
  2568. } else { // FUNC_SCALING
  2569. set_input_port_default_value(2, Vector2(0.5, 0.5)); // pivot
  2570. }
  2571. func = p_func;
  2572. emit_changed();
  2573. }
  2574. VisualShaderNodeUVFunc::Function VisualShaderNodeUVFunc::get_function() const {
  2575. return func;
  2576. }
  2577. Vector<StringName> VisualShaderNodeUVFunc::get_editable_properties() const {
  2578. Vector<StringName> props;
  2579. props.push_back("function");
  2580. return props;
  2581. }
  2582. void VisualShaderNodeUVFunc::_bind_methods() {
  2583. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeUVFunc::set_function);
  2584. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeUVFunc::get_function);
  2585. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Panning,Scaling"), "set_function", "get_function");
  2586. BIND_ENUM_CONSTANT(FUNC_PANNING);
  2587. BIND_ENUM_CONSTANT(FUNC_SCALING);
  2588. BIND_ENUM_CONSTANT(FUNC_MAX);
  2589. }
  2590. VisualShaderNodeUVFunc::VisualShaderNodeUVFunc() {
  2591. set_input_port_default_value(1, Vector2(1.0, 1.0)); // scale
  2592. set_input_port_default_value(2, Vector2()); // offset
  2593. }
  2594. ////////////// Dot Product
  2595. String VisualShaderNodeDotProduct::get_caption() const {
  2596. return "DotProduct";
  2597. }
  2598. int VisualShaderNodeDotProduct::get_input_port_count() const {
  2599. return 2;
  2600. }
  2601. VisualShaderNodeDotProduct::PortType VisualShaderNodeDotProduct::get_input_port_type(int p_port) const {
  2602. return PORT_TYPE_VECTOR_3D;
  2603. }
  2604. String VisualShaderNodeDotProduct::get_input_port_name(int p_port) const {
  2605. return p_port == 0 ? "a" : "b";
  2606. }
  2607. int VisualShaderNodeDotProduct::get_output_port_count() const {
  2608. return 1;
  2609. }
  2610. VisualShaderNodeDotProduct::PortType VisualShaderNodeDotProduct::get_output_port_type(int p_port) const {
  2611. return PORT_TYPE_SCALAR;
  2612. }
  2613. String VisualShaderNodeDotProduct::get_output_port_name(int p_port) const {
  2614. return "dot";
  2615. }
  2616. String VisualShaderNodeDotProduct::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2617. return " " + p_output_vars[0] + " = dot(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  2618. }
  2619. VisualShaderNodeDotProduct::VisualShaderNodeDotProduct() {
  2620. set_input_port_default_value(0, Vector3());
  2621. set_input_port_default_value(1, Vector3());
  2622. }
  2623. ////////////// Vector Len
  2624. String VisualShaderNodeVectorLen::get_caption() const {
  2625. return "VectorLen";
  2626. }
  2627. int VisualShaderNodeVectorLen::get_input_port_count() const {
  2628. return 1;
  2629. }
  2630. String VisualShaderNodeVectorLen::get_input_port_name(int p_port) const {
  2631. return "";
  2632. }
  2633. int VisualShaderNodeVectorLen::get_output_port_count() const {
  2634. return 1;
  2635. }
  2636. VisualShaderNodeVectorLen::PortType VisualShaderNodeVectorLen::get_output_port_type(int p_port) const {
  2637. return PORT_TYPE_SCALAR;
  2638. }
  2639. String VisualShaderNodeVectorLen::get_output_port_name(int p_port) const {
  2640. return "length";
  2641. }
  2642. void VisualShaderNodeVectorLen::set_op_type(OpType p_op_type) {
  2643. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  2644. if (op_type == p_op_type) {
  2645. return;
  2646. }
  2647. switch (p_op_type) {
  2648. case OP_TYPE_VECTOR_2D: {
  2649. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  2650. } break;
  2651. case OP_TYPE_VECTOR_3D: {
  2652. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  2653. } break;
  2654. case OP_TYPE_VECTOR_4D: {
  2655. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  2656. } break;
  2657. default:
  2658. break;
  2659. }
  2660. op_type = p_op_type;
  2661. emit_changed();
  2662. }
  2663. String VisualShaderNodeVectorLen::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2664. return " " + p_output_vars[0] + " = length(" + p_input_vars[0] + ");\n";
  2665. }
  2666. VisualShaderNodeVectorLen::VisualShaderNodeVectorLen() {
  2667. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  2668. }
  2669. ////////////// Determinant
  2670. String VisualShaderNodeDeterminant::get_caption() const {
  2671. return "Determinant";
  2672. }
  2673. int VisualShaderNodeDeterminant::get_input_port_count() const {
  2674. return 1;
  2675. }
  2676. VisualShaderNodeDeterminant::PortType VisualShaderNodeDeterminant::get_input_port_type(int p_port) const {
  2677. return PORT_TYPE_TRANSFORM;
  2678. }
  2679. String VisualShaderNodeDeterminant::get_input_port_name(int p_port) const {
  2680. return "";
  2681. }
  2682. int VisualShaderNodeDeterminant::get_output_port_count() const {
  2683. return 1;
  2684. }
  2685. VisualShaderNodeDeterminant::PortType VisualShaderNodeDeterminant::get_output_port_type(int p_port) const {
  2686. return PORT_TYPE_SCALAR;
  2687. }
  2688. String VisualShaderNodeDeterminant::get_output_port_name(int p_port) const {
  2689. return "";
  2690. }
  2691. String VisualShaderNodeDeterminant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2692. return " " + p_output_vars[0] + " = determinant(" + p_input_vars[0] + ");\n";
  2693. }
  2694. VisualShaderNodeDeterminant::VisualShaderNodeDeterminant() {
  2695. set_input_port_default_value(0, Transform3D());
  2696. }
  2697. ////////////// Derivative Function
  2698. String VisualShaderNodeDerivativeFunc::get_caption() const {
  2699. return "DerivativeFunc";
  2700. }
  2701. int VisualShaderNodeDerivativeFunc::get_input_port_count() const {
  2702. return 1;
  2703. }
  2704. VisualShaderNodeDerivativeFunc::PortType VisualShaderNodeDerivativeFunc::get_input_port_type(int p_port) const {
  2705. switch (op_type) {
  2706. case OP_TYPE_VECTOR_2D:
  2707. return PORT_TYPE_VECTOR_2D;
  2708. case OP_TYPE_VECTOR_3D:
  2709. return PORT_TYPE_VECTOR_3D;
  2710. case OP_TYPE_VECTOR_4D:
  2711. return PORT_TYPE_VECTOR_4D;
  2712. default:
  2713. break;
  2714. }
  2715. return PORT_TYPE_SCALAR;
  2716. }
  2717. String VisualShaderNodeDerivativeFunc::get_input_port_name(int p_port) const {
  2718. return "p";
  2719. }
  2720. int VisualShaderNodeDerivativeFunc::get_output_port_count() const {
  2721. return 1;
  2722. }
  2723. VisualShaderNodeDerivativeFunc::PortType VisualShaderNodeDerivativeFunc::get_output_port_type(int p_port) const {
  2724. switch (op_type) {
  2725. case OP_TYPE_VECTOR_2D:
  2726. return PORT_TYPE_VECTOR_2D;
  2727. case OP_TYPE_VECTOR_3D:
  2728. return PORT_TYPE_VECTOR_3D;
  2729. case OP_TYPE_VECTOR_4D:
  2730. return PORT_TYPE_VECTOR_4D;
  2731. default:
  2732. break;
  2733. }
  2734. return PORT_TYPE_SCALAR;
  2735. }
  2736. String VisualShaderNodeDerivativeFunc::get_output_port_name(int p_port) const {
  2737. return "result";
  2738. }
  2739. String VisualShaderNodeDerivativeFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2740. static const char *functions[FUNC_MAX] = {
  2741. "fwidth($)",
  2742. "dFdx($)",
  2743. "dFdy($)"
  2744. };
  2745. String code;
  2746. code += " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
  2747. return code;
  2748. }
  2749. void VisualShaderNodeDerivativeFunc::set_op_type(OpType p_op_type) {
  2750. ERR_FAIL_INDEX((int)p_op_type, int(OP_TYPE_MAX));
  2751. if (op_type == p_op_type) {
  2752. return;
  2753. }
  2754. switch (p_op_type) {
  2755. case OP_TYPE_SCALAR: {
  2756. set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
  2757. } break;
  2758. case OP_TYPE_VECTOR_2D: {
  2759. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  2760. } break;
  2761. case OP_TYPE_VECTOR_3D: {
  2762. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  2763. } break;
  2764. case OP_TYPE_VECTOR_4D: {
  2765. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  2766. } break;
  2767. default:
  2768. break;
  2769. }
  2770. op_type = p_op_type;
  2771. emit_changed();
  2772. }
  2773. VisualShaderNodeDerivativeFunc::OpType VisualShaderNodeDerivativeFunc::get_op_type() const {
  2774. return op_type;
  2775. }
  2776. void VisualShaderNodeDerivativeFunc::set_function(Function p_func) {
  2777. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2778. if (func == p_func) {
  2779. return;
  2780. }
  2781. func = p_func;
  2782. emit_changed();
  2783. }
  2784. VisualShaderNodeDerivativeFunc::Function VisualShaderNodeDerivativeFunc::get_function() const {
  2785. return func;
  2786. }
  2787. Vector<StringName> VisualShaderNodeDerivativeFunc::get_editable_properties() const {
  2788. Vector<StringName> props;
  2789. props.push_back("op_type");
  2790. props.push_back("function");
  2791. return props;
  2792. }
  2793. void VisualShaderNodeDerivativeFunc::_bind_methods() {
  2794. ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeDerivativeFunc::set_op_type);
  2795. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeDerivativeFunc::get_op_type);
  2796. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeDerivativeFunc::set_function);
  2797. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeDerivativeFunc::get_function);
  2798. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector2,Vector3,Vector4"), "set_op_type", "get_op_type");
  2799. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Sum,X,Y"), "set_function", "get_function");
  2800. BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
  2801. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
  2802. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
  2803. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
  2804. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  2805. BIND_ENUM_CONSTANT(FUNC_SUM);
  2806. BIND_ENUM_CONSTANT(FUNC_X);
  2807. BIND_ENUM_CONSTANT(FUNC_Y);
  2808. BIND_ENUM_CONSTANT(FUNC_MAX);
  2809. }
  2810. VisualShaderNodeDerivativeFunc::VisualShaderNodeDerivativeFunc() {
  2811. set_input_port_default_value(0, 0.0);
  2812. }
  2813. ////////////// Clamp
  2814. String VisualShaderNodeClamp::get_caption() const {
  2815. return "Clamp";
  2816. }
  2817. int VisualShaderNodeClamp::get_input_port_count() const {
  2818. return 3;
  2819. }
  2820. VisualShaderNodeClamp::PortType VisualShaderNodeClamp::get_input_port_type(int p_port) const {
  2821. switch (op_type) {
  2822. case OP_TYPE_INT:
  2823. return PORT_TYPE_SCALAR_INT;
  2824. case OP_TYPE_VECTOR_2D:
  2825. return PORT_TYPE_VECTOR_2D;
  2826. case OP_TYPE_VECTOR_3D:
  2827. return PORT_TYPE_VECTOR_3D;
  2828. case OP_TYPE_VECTOR_4D:
  2829. return PORT_TYPE_VECTOR_4D;
  2830. default:
  2831. break;
  2832. }
  2833. return PORT_TYPE_SCALAR;
  2834. }
  2835. String VisualShaderNodeClamp::get_input_port_name(int p_port) const {
  2836. if (p_port == 0) {
  2837. return "";
  2838. } else if (p_port == 1) {
  2839. return "min";
  2840. } else if (p_port == 2) {
  2841. return "max";
  2842. }
  2843. return "";
  2844. }
  2845. int VisualShaderNodeClamp::get_output_port_count() const {
  2846. return 1;
  2847. }
  2848. VisualShaderNodeClamp::PortType VisualShaderNodeClamp::get_output_port_type(int p_port) const {
  2849. switch (op_type) {
  2850. case OP_TYPE_INT:
  2851. return PORT_TYPE_SCALAR_INT;
  2852. case OP_TYPE_VECTOR_2D:
  2853. return PORT_TYPE_VECTOR_2D;
  2854. case OP_TYPE_VECTOR_3D:
  2855. return PORT_TYPE_VECTOR_3D;
  2856. case OP_TYPE_VECTOR_4D:
  2857. return PORT_TYPE_VECTOR_4D;
  2858. default:
  2859. break;
  2860. }
  2861. return PORT_TYPE_SCALAR;
  2862. }
  2863. String VisualShaderNodeClamp::get_output_port_name(int p_port) const {
  2864. return "";
  2865. }
  2866. String VisualShaderNodeClamp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2867. return " " + p_output_vars[0] + " = clamp(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  2868. }
  2869. void VisualShaderNodeClamp::set_op_type(OpType p_op_type) {
  2870. ERR_FAIL_INDEX((int)p_op_type, int(OP_TYPE_MAX));
  2871. if (op_type == p_op_type) {
  2872. return;
  2873. }
  2874. switch (p_op_type) {
  2875. case OP_TYPE_FLOAT:
  2876. set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
  2877. set_input_port_default_value(1, 0.0, get_input_port_default_value(1));
  2878. set_input_port_default_value(2, 0.0, get_input_port_default_value(2));
  2879. break;
  2880. case OP_TYPE_INT:
  2881. set_input_port_default_value(0, 0, get_input_port_default_value(0));
  2882. set_input_port_default_value(1, 0, get_input_port_default_value(1));
  2883. set_input_port_default_value(2, 0, get_input_port_default_value(2));
  2884. break;
  2885. case OP_TYPE_VECTOR_2D:
  2886. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  2887. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
  2888. set_input_port_default_value(2, Vector2(), get_input_port_default_value(2));
  2889. break;
  2890. case OP_TYPE_VECTOR_3D:
  2891. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  2892. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
  2893. set_input_port_default_value(2, Vector3(), get_input_port_default_value(2));
  2894. break;
  2895. case OP_TYPE_VECTOR_4D:
  2896. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  2897. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
  2898. set_input_port_default_value(2, Quaternion(), get_input_port_default_value(2));
  2899. break;
  2900. default:
  2901. break;
  2902. }
  2903. op_type = p_op_type;
  2904. emit_changed();
  2905. }
  2906. VisualShaderNodeClamp::OpType VisualShaderNodeClamp::get_op_type() const {
  2907. return op_type;
  2908. }
  2909. Vector<StringName> VisualShaderNodeClamp::get_editable_properties() const {
  2910. Vector<StringName> props;
  2911. props.push_back("op_type");
  2912. return props;
  2913. }
  2914. void VisualShaderNodeClamp::_bind_methods() {
  2915. ClassDB::bind_method(D_METHOD("set_op_type", "op_type"), &VisualShaderNodeClamp::set_op_type);
  2916. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeClamp::get_op_type);
  2917. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Float,Int,Vector2,Vector3,Vector4"), "set_op_type", "get_op_type");
  2918. BIND_ENUM_CONSTANT(OP_TYPE_FLOAT);
  2919. BIND_ENUM_CONSTANT(OP_TYPE_INT);
  2920. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
  2921. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
  2922. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
  2923. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  2924. }
  2925. VisualShaderNodeClamp::VisualShaderNodeClamp() {
  2926. set_input_port_default_value(0, 0.0);
  2927. set_input_port_default_value(1, 0.0);
  2928. set_input_port_default_value(2, 1.0);
  2929. }
  2930. ////////////// FaceForward
  2931. String VisualShaderNodeFaceForward::get_caption() const {
  2932. return "FaceForward";
  2933. }
  2934. int VisualShaderNodeFaceForward::get_input_port_count() const {
  2935. return 3;
  2936. }
  2937. String VisualShaderNodeFaceForward::get_input_port_name(int p_port) const {
  2938. switch (p_port) {
  2939. case 0:
  2940. return "N";
  2941. case 1:
  2942. return "I";
  2943. case 2:
  2944. return "Nref";
  2945. default:
  2946. return "";
  2947. }
  2948. }
  2949. int VisualShaderNodeFaceForward::get_output_port_count() const {
  2950. return 1;
  2951. }
  2952. String VisualShaderNodeFaceForward::get_output_port_name(int p_port) const {
  2953. return "";
  2954. }
  2955. void VisualShaderNodeFaceForward::set_op_type(OpType p_op_type) {
  2956. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  2957. if (op_type == p_op_type) {
  2958. return;
  2959. }
  2960. switch (p_op_type) {
  2961. case OP_TYPE_VECTOR_2D: {
  2962. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  2963. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
  2964. set_input_port_default_value(2, Vector2(), get_input_port_default_value(2));
  2965. } break;
  2966. case OP_TYPE_VECTOR_3D: {
  2967. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  2968. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
  2969. set_input_port_default_value(2, Vector3(), get_input_port_default_value(2));
  2970. } break;
  2971. case OP_TYPE_VECTOR_4D: {
  2972. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  2973. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
  2974. set_input_port_default_value(2, Quaternion(), get_input_port_default_value(2));
  2975. } break;
  2976. default:
  2977. break;
  2978. }
  2979. op_type = p_op_type;
  2980. emit_changed();
  2981. }
  2982. String VisualShaderNodeFaceForward::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2983. return " " + p_output_vars[0] + " = faceforward(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  2984. }
  2985. VisualShaderNodeFaceForward::VisualShaderNodeFaceForward() {
  2986. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  2987. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  2988. set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
  2989. }
  2990. ////////////// Outer Product
  2991. String VisualShaderNodeOuterProduct::get_caption() const {
  2992. return "OuterProduct";
  2993. }
  2994. int VisualShaderNodeOuterProduct::get_input_port_count() const {
  2995. return 2;
  2996. }
  2997. VisualShaderNodeOuterProduct::PortType VisualShaderNodeOuterProduct::get_input_port_type(int p_port) const {
  2998. return PORT_TYPE_VECTOR_3D;
  2999. }
  3000. String VisualShaderNodeOuterProduct::get_input_port_name(int p_port) const {
  3001. switch (p_port) {
  3002. case 0:
  3003. return "c";
  3004. case 1:
  3005. return "r";
  3006. default:
  3007. return "";
  3008. }
  3009. }
  3010. int VisualShaderNodeOuterProduct::get_output_port_count() const {
  3011. return 1;
  3012. }
  3013. VisualShaderNodeOuterProduct::PortType VisualShaderNodeOuterProduct::get_output_port_type(int p_port) const {
  3014. return PORT_TYPE_TRANSFORM;
  3015. }
  3016. String VisualShaderNodeOuterProduct::get_output_port_name(int p_port) const {
  3017. return "";
  3018. }
  3019. String VisualShaderNodeOuterProduct::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3020. return " " + p_output_vars[0] + " = outerProduct(vec4(" + p_input_vars[0] + ", 0.0), vec4(" + p_input_vars[1] + ", 0.0));\n";
  3021. }
  3022. VisualShaderNodeOuterProduct::VisualShaderNodeOuterProduct() {
  3023. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  3024. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  3025. }
  3026. ////////////// Step
  3027. String VisualShaderNodeStep::get_caption() const {
  3028. return "Step";
  3029. }
  3030. int VisualShaderNodeStep::get_input_port_count() const {
  3031. return 2;
  3032. }
  3033. VisualShaderNodeStep::PortType VisualShaderNodeStep::get_input_port_type(int p_port) const {
  3034. switch (op_type) {
  3035. case OP_TYPE_VECTOR_2D:
  3036. return PORT_TYPE_VECTOR_2D;
  3037. case OP_TYPE_VECTOR_2D_SCALAR:
  3038. if (p_port == 1) {
  3039. return PORT_TYPE_VECTOR_2D;
  3040. }
  3041. break;
  3042. case OP_TYPE_VECTOR_3D:
  3043. return PORT_TYPE_VECTOR_3D;
  3044. case OP_TYPE_VECTOR_3D_SCALAR:
  3045. if (p_port == 1) {
  3046. return PORT_TYPE_VECTOR_3D;
  3047. }
  3048. break;
  3049. case OP_TYPE_VECTOR_4D:
  3050. return PORT_TYPE_VECTOR_4D;
  3051. case OP_TYPE_VECTOR_4D_SCALAR:
  3052. if (p_port == 1) {
  3053. return PORT_TYPE_VECTOR_4D;
  3054. }
  3055. break;
  3056. default:
  3057. break;
  3058. }
  3059. return PORT_TYPE_SCALAR;
  3060. }
  3061. String VisualShaderNodeStep::get_input_port_name(int p_port) const {
  3062. switch (p_port) {
  3063. case 0:
  3064. return "edge";
  3065. case 1:
  3066. return "x";
  3067. }
  3068. return String();
  3069. }
  3070. int VisualShaderNodeStep::get_output_port_count() const {
  3071. return 1;
  3072. }
  3073. VisualShaderNodeStep::PortType VisualShaderNodeStep::get_output_port_type(int p_port) const {
  3074. switch (op_type) {
  3075. case OP_TYPE_VECTOR_2D:
  3076. return PORT_TYPE_VECTOR_2D;
  3077. case OP_TYPE_VECTOR_2D_SCALAR:
  3078. return PORT_TYPE_VECTOR_2D;
  3079. case OP_TYPE_VECTOR_3D:
  3080. return PORT_TYPE_VECTOR_3D;
  3081. case OP_TYPE_VECTOR_3D_SCALAR:
  3082. return PORT_TYPE_VECTOR_3D;
  3083. case OP_TYPE_VECTOR_4D:
  3084. return PORT_TYPE_VECTOR_4D;
  3085. case OP_TYPE_VECTOR_4D_SCALAR:
  3086. return PORT_TYPE_VECTOR_4D;
  3087. default:
  3088. break;
  3089. }
  3090. return PORT_TYPE_SCALAR;
  3091. }
  3092. String VisualShaderNodeStep::get_output_port_name(int p_port) const {
  3093. return "";
  3094. }
  3095. void VisualShaderNodeStep::set_op_type(OpType p_op_type) {
  3096. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  3097. if (op_type == p_op_type) {
  3098. return;
  3099. }
  3100. switch (p_op_type) {
  3101. case OP_TYPE_SCALAR: {
  3102. set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
  3103. set_input_port_default_value(1, 0.0, get_input_port_default_value(1));
  3104. } break;
  3105. case OP_TYPE_VECTOR_2D: {
  3106. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  3107. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
  3108. } break;
  3109. case OP_TYPE_VECTOR_2D_SCALAR: {
  3110. set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
  3111. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
  3112. } break;
  3113. case OP_TYPE_VECTOR_3D: {
  3114. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  3115. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
  3116. } break;
  3117. case OP_TYPE_VECTOR_3D_SCALAR: {
  3118. set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
  3119. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
  3120. } break;
  3121. case OP_TYPE_VECTOR_4D: {
  3122. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  3123. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
  3124. } break;
  3125. case OP_TYPE_VECTOR_4D_SCALAR: {
  3126. set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
  3127. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
  3128. } break;
  3129. default:
  3130. break;
  3131. }
  3132. op_type = p_op_type;
  3133. emit_changed();
  3134. }
  3135. VisualShaderNodeStep::OpType VisualShaderNodeStep::get_op_type() const {
  3136. return op_type;
  3137. }
  3138. String VisualShaderNodeStep::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3139. return " " + p_output_vars[0] + " = step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  3140. }
  3141. Vector<StringName> VisualShaderNodeStep::get_editable_properties() const {
  3142. Vector<StringName> props;
  3143. props.push_back("op_type");
  3144. return props;
  3145. }
  3146. void VisualShaderNodeStep::_bind_methods() {
  3147. ClassDB::bind_method(D_METHOD("set_op_type", "op_type"), &VisualShaderNodeStep::set_op_type);
  3148. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeStep::get_op_type);
  3149. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector2,Vector2Scalar,Vector3,Vector3Scalar,Vector4,Vector4Scalar"), "set_op_type", "get_op_type");
  3150. BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
  3151. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
  3152. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D_SCALAR);
  3153. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
  3154. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D_SCALAR);
  3155. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
  3156. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D_SCALAR);
  3157. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  3158. }
  3159. VisualShaderNodeStep::VisualShaderNodeStep() {
  3160. set_input_port_default_value(0, 0.0);
  3161. set_input_port_default_value(1, 0.0);
  3162. }
  3163. ////////////// SmoothStep
  3164. String VisualShaderNodeSmoothStep::get_caption() const {
  3165. return "SmoothStep";
  3166. }
  3167. int VisualShaderNodeSmoothStep::get_input_port_count() const {
  3168. return 3;
  3169. }
  3170. VisualShaderNodeSmoothStep::PortType VisualShaderNodeSmoothStep::get_input_port_type(int p_port) const {
  3171. switch (op_type) {
  3172. case OP_TYPE_VECTOR_2D:
  3173. return PORT_TYPE_VECTOR_2D;
  3174. case OP_TYPE_VECTOR_2D_SCALAR:
  3175. if (p_port == 2) {
  3176. return PORT_TYPE_VECTOR_2D; // x
  3177. }
  3178. break;
  3179. case OP_TYPE_VECTOR_3D:
  3180. return PORT_TYPE_VECTOR_3D;
  3181. case OP_TYPE_VECTOR_3D_SCALAR:
  3182. if (p_port == 2) {
  3183. return PORT_TYPE_VECTOR_3D; // x
  3184. }
  3185. break;
  3186. case OP_TYPE_VECTOR_4D:
  3187. return PORT_TYPE_VECTOR_4D;
  3188. case OP_TYPE_VECTOR_4D_SCALAR:
  3189. if (p_port == 2) {
  3190. return PORT_TYPE_VECTOR_4D; // x
  3191. }
  3192. break;
  3193. default:
  3194. break;
  3195. }
  3196. return PORT_TYPE_SCALAR;
  3197. }
  3198. String VisualShaderNodeSmoothStep::get_input_port_name(int p_port) const {
  3199. switch (p_port) {
  3200. case 0:
  3201. return "edge0";
  3202. case 1:
  3203. return "edge1";
  3204. case 2:
  3205. return "x";
  3206. }
  3207. return String();
  3208. }
  3209. int VisualShaderNodeSmoothStep::get_output_port_count() const {
  3210. return 1;
  3211. }
  3212. VisualShaderNodeSmoothStep::PortType VisualShaderNodeSmoothStep::get_output_port_type(int p_port) const {
  3213. switch (op_type) {
  3214. case OP_TYPE_VECTOR_2D:
  3215. return PORT_TYPE_VECTOR_2D;
  3216. case OP_TYPE_VECTOR_2D_SCALAR:
  3217. return PORT_TYPE_VECTOR_2D;
  3218. case OP_TYPE_VECTOR_3D:
  3219. return PORT_TYPE_VECTOR_3D;
  3220. case OP_TYPE_VECTOR_3D_SCALAR:
  3221. return PORT_TYPE_VECTOR_3D;
  3222. case OP_TYPE_VECTOR_4D:
  3223. return PORT_TYPE_VECTOR_4D;
  3224. case OP_TYPE_VECTOR_4D_SCALAR:
  3225. return PORT_TYPE_VECTOR_4D;
  3226. default:
  3227. break;
  3228. }
  3229. return PORT_TYPE_SCALAR;
  3230. }
  3231. String VisualShaderNodeSmoothStep::get_output_port_name(int p_port) const {
  3232. return "";
  3233. }
  3234. void VisualShaderNodeSmoothStep::set_op_type(OpType p_op_type) {
  3235. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  3236. if (op_type == p_op_type) {
  3237. return;
  3238. }
  3239. switch (p_op_type) {
  3240. case OP_TYPE_SCALAR:
  3241. set_input_port_default_value(0, 0.0, get_input_port_default_value(0)); // edge0
  3242. set_input_port_default_value(1, 0.0, get_input_port_default_value(1)); // edge1
  3243. set_input_port_default_value(2, 0.0, get_input_port_default_value(2)); // x
  3244. break;
  3245. case OP_TYPE_VECTOR_2D:
  3246. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0)); // edge0
  3247. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1)); // edge1
  3248. set_input_port_default_value(2, Vector2(), get_input_port_default_value(2)); // x
  3249. break;
  3250. case OP_TYPE_VECTOR_2D_SCALAR:
  3251. set_input_port_default_value(0, 0.0, get_input_port_default_value(0)); // edge0
  3252. set_input_port_default_value(1, 0.0, get_input_port_default_value(1)); // edge1
  3253. set_input_port_default_value(2, Vector2(), get_input_port_default_value(2)); // x
  3254. break;
  3255. case OP_TYPE_VECTOR_3D:
  3256. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0)); // edge0
  3257. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1)); // edge1
  3258. set_input_port_default_value(2, Vector3(), get_input_port_default_value(2)); // x
  3259. break;
  3260. case OP_TYPE_VECTOR_3D_SCALAR:
  3261. set_input_port_default_value(0, 0.0, get_input_port_default_value(0)); // edge0
  3262. set_input_port_default_value(1, 0.0, get_input_port_default_value(1)); // edge1
  3263. set_input_port_default_value(2, Vector3(), get_input_port_default_value(2)); // x
  3264. break;
  3265. case OP_TYPE_VECTOR_4D:
  3266. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0)); // edge0
  3267. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1)); // edge1
  3268. set_input_port_default_value(2, Quaternion(), get_input_port_default_value(2)); // x
  3269. break;
  3270. case OP_TYPE_VECTOR_4D_SCALAR:
  3271. set_input_port_default_value(0, 0.0, get_input_port_default_value(0)); // edge0
  3272. set_input_port_default_value(1, 0.0, get_input_port_default_value(1)); // edge1
  3273. set_input_port_default_value(2, Quaternion(), get_input_port_default_value(2)); // x
  3274. break;
  3275. default:
  3276. break;
  3277. }
  3278. op_type = p_op_type;
  3279. emit_changed();
  3280. }
  3281. VisualShaderNodeSmoothStep::OpType VisualShaderNodeSmoothStep::get_op_type() const {
  3282. return op_type;
  3283. }
  3284. String VisualShaderNodeSmoothStep::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3285. return " " + p_output_vars[0] + " = smoothstep(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  3286. }
  3287. Vector<StringName> VisualShaderNodeSmoothStep::get_editable_properties() const {
  3288. Vector<StringName> props;
  3289. props.push_back("op_type");
  3290. return props;
  3291. }
  3292. void VisualShaderNodeSmoothStep::_bind_methods() {
  3293. ClassDB::bind_method(D_METHOD("set_op_type", "op_type"), &VisualShaderNodeSmoothStep::set_op_type);
  3294. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeSmoothStep::get_op_type);
  3295. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector2,Vector2Scalar,Vector3,Vector3Scalar,Vector4,Vector4Scalar"), "set_op_type", "get_op_type");
  3296. BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
  3297. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
  3298. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D_SCALAR);
  3299. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
  3300. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D_SCALAR);
  3301. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
  3302. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D_SCALAR);
  3303. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  3304. }
  3305. VisualShaderNodeSmoothStep::VisualShaderNodeSmoothStep() {
  3306. set_input_port_default_value(0, 0.0); // edge0
  3307. set_input_port_default_value(1, 1.0); // edge1
  3308. set_input_port_default_value(2, 0.5); // x
  3309. }
  3310. ////////////// Distance
  3311. String VisualShaderNodeVectorDistance::get_caption() const {
  3312. return "Distance";
  3313. }
  3314. int VisualShaderNodeVectorDistance::get_input_port_count() const {
  3315. return 2;
  3316. }
  3317. String VisualShaderNodeVectorDistance::get_input_port_name(int p_port) const {
  3318. switch (p_port) {
  3319. case 0:
  3320. return "a";
  3321. case 1:
  3322. return "b";
  3323. }
  3324. return String();
  3325. }
  3326. int VisualShaderNodeVectorDistance::get_output_port_count() const {
  3327. return 1;
  3328. }
  3329. VisualShaderNodeVectorDistance::PortType VisualShaderNodeVectorDistance::get_output_port_type(int p_port) const {
  3330. return PORT_TYPE_SCALAR;
  3331. }
  3332. String VisualShaderNodeVectorDistance::get_output_port_name(int p_port) const {
  3333. return "";
  3334. }
  3335. void VisualShaderNodeVectorDistance::set_op_type(OpType p_op_type) {
  3336. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  3337. if (op_type == p_op_type) {
  3338. return;
  3339. }
  3340. switch (p_op_type) {
  3341. case OP_TYPE_VECTOR_2D: {
  3342. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0)); // a
  3343. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1)); // b
  3344. } break;
  3345. case OP_TYPE_VECTOR_3D: {
  3346. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0)); // a
  3347. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1)); // b
  3348. } break;
  3349. case OP_TYPE_VECTOR_4D: {
  3350. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0)); // a
  3351. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1)); // b
  3352. } break;
  3353. default:
  3354. break;
  3355. }
  3356. op_type = p_op_type;
  3357. emit_changed();
  3358. }
  3359. String VisualShaderNodeVectorDistance::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3360. return " " + p_output_vars[0] + " = distance(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  3361. }
  3362. VisualShaderNodeVectorDistance::VisualShaderNodeVectorDistance() {
  3363. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0)); // a
  3364. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0)); // b
  3365. }
  3366. ////////////// Refract Vector
  3367. String VisualShaderNodeVectorRefract::get_caption() const {
  3368. return "Refract";
  3369. }
  3370. int VisualShaderNodeVectorRefract::get_input_port_count() const {
  3371. return 3;
  3372. }
  3373. VisualShaderNodeVectorRefract::PortType VisualShaderNodeVectorRefract::get_input_port_type(int p_port) const {
  3374. if (p_port == 2) {
  3375. return PORT_TYPE_SCALAR;
  3376. }
  3377. return PORT_TYPE_VECTOR_3D;
  3378. }
  3379. String VisualShaderNodeVectorRefract::get_input_port_name(int p_port) const {
  3380. switch (p_port) {
  3381. case 0:
  3382. return "I";
  3383. case 1:
  3384. return "N";
  3385. case 2:
  3386. return "eta";
  3387. }
  3388. return String();
  3389. }
  3390. int VisualShaderNodeVectorRefract::get_output_port_count() const {
  3391. return 1;
  3392. }
  3393. VisualShaderNodeVectorRefract::PortType VisualShaderNodeVectorRefract::get_output_port_type(int p_port) const {
  3394. return PORT_TYPE_VECTOR_3D;
  3395. }
  3396. String VisualShaderNodeVectorRefract::get_output_port_name(int p_port) const {
  3397. return "";
  3398. }
  3399. String VisualShaderNodeVectorRefract::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3400. return " " + p_output_vars[0] + " = refract(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  3401. }
  3402. VisualShaderNodeVectorRefract::VisualShaderNodeVectorRefract() {
  3403. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  3404. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  3405. set_input_port_default_value(2, 0.0);
  3406. }
  3407. ////////////// Mix
  3408. String VisualShaderNodeMix::get_caption() const {
  3409. return "Mix";
  3410. }
  3411. int VisualShaderNodeMix::get_input_port_count() const {
  3412. return 3;
  3413. }
  3414. VisualShaderNodeMix::PortType VisualShaderNodeMix::get_input_port_type(int p_port) const {
  3415. switch (op_type) {
  3416. case OP_TYPE_VECTOR_2D:
  3417. return PORT_TYPE_VECTOR_2D;
  3418. case OP_TYPE_VECTOR_2D_SCALAR:
  3419. if (p_port == 2) {
  3420. break;
  3421. }
  3422. return PORT_TYPE_VECTOR_2D;
  3423. case OP_TYPE_VECTOR_3D:
  3424. return PORT_TYPE_VECTOR_3D;
  3425. case OP_TYPE_VECTOR_3D_SCALAR:
  3426. if (p_port == 2) {
  3427. break;
  3428. }
  3429. return PORT_TYPE_VECTOR_3D;
  3430. case OP_TYPE_VECTOR_4D:
  3431. return PORT_TYPE_VECTOR_4D;
  3432. case OP_TYPE_VECTOR_4D_SCALAR:
  3433. if (p_port == 2) {
  3434. break;
  3435. }
  3436. return PORT_TYPE_VECTOR_4D;
  3437. default:
  3438. break;
  3439. }
  3440. return PORT_TYPE_SCALAR;
  3441. }
  3442. String VisualShaderNodeMix::get_input_port_name(int p_port) const {
  3443. if (p_port == 0) {
  3444. return "a";
  3445. } else if (p_port == 1) {
  3446. return "b";
  3447. } else {
  3448. return "weight";
  3449. }
  3450. }
  3451. int VisualShaderNodeMix::get_output_port_count() const {
  3452. return 1;
  3453. }
  3454. VisualShaderNodeMix::PortType VisualShaderNodeMix::get_output_port_type(int p_port) const {
  3455. switch (op_type) {
  3456. case OP_TYPE_VECTOR_2D:
  3457. return PORT_TYPE_VECTOR_2D;
  3458. case OP_TYPE_VECTOR_2D_SCALAR:
  3459. return PORT_TYPE_VECTOR_2D;
  3460. case OP_TYPE_VECTOR_3D:
  3461. return PORT_TYPE_VECTOR_3D;
  3462. case OP_TYPE_VECTOR_3D_SCALAR:
  3463. return PORT_TYPE_VECTOR_3D;
  3464. case OP_TYPE_VECTOR_4D:
  3465. return PORT_TYPE_VECTOR_4D;
  3466. case OP_TYPE_VECTOR_4D_SCALAR:
  3467. return PORT_TYPE_VECTOR_4D;
  3468. default:
  3469. break;
  3470. }
  3471. return PORT_TYPE_SCALAR;
  3472. }
  3473. String VisualShaderNodeMix::get_output_port_name(int p_port) const {
  3474. return "mix";
  3475. }
  3476. void VisualShaderNodeMix::set_op_type(OpType p_op_type) {
  3477. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  3478. if (op_type == p_op_type) {
  3479. return;
  3480. }
  3481. switch (p_op_type) {
  3482. case OP_TYPE_SCALAR: {
  3483. set_input_port_default_value(0, 0.0, get_input_port_default_value(0)); // a
  3484. set_input_port_default_value(1, 0.0, get_input_port_default_value(1)); // b
  3485. set_input_port_default_value(2, 0.0, get_input_port_default_value(2)); // weight
  3486. } break;
  3487. case OP_TYPE_VECTOR_2D: {
  3488. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0)); // a
  3489. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1)); // b
  3490. set_input_port_default_value(2, Vector2(), get_input_port_default_value(2)); // weight
  3491. } break;
  3492. case OP_TYPE_VECTOR_2D_SCALAR: {
  3493. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0)); // a
  3494. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1)); // b
  3495. set_input_port_default_value(2, 0.0, get_input_port_default_value(2)); // weight
  3496. } break;
  3497. case OP_TYPE_VECTOR_3D: {
  3498. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0)); // a
  3499. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1)); // b
  3500. set_input_port_default_value(2, Vector3(), get_input_port_default_value(2)); // weight
  3501. } break;
  3502. case OP_TYPE_VECTOR_3D_SCALAR: {
  3503. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0)); // a
  3504. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1)); // b
  3505. set_input_port_default_value(2, 0.0, get_input_port_default_value(2)); // weight
  3506. } break;
  3507. case OP_TYPE_VECTOR_4D: {
  3508. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0)); // a
  3509. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1)); // b
  3510. set_input_port_default_value(2, Quaternion(), get_input_port_default_value(2)); // weight
  3511. } break;
  3512. case OP_TYPE_VECTOR_4D_SCALAR: {
  3513. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0)); // a
  3514. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1)); // b
  3515. set_input_port_default_value(2, 0.0, get_input_port_default_value(2)); // weight
  3516. } break;
  3517. default:
  3518. break;
  3519. }
  3520. op_type = p_op_type;
  3521. emit_changed();
  3522. }
  3523. VisualShaderNodeMix::OpType VisualShaderNodeMix::get_op_type() const {
  3524. return op_type;
  3525. }
  3526. String VisualShaderNodeMix::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3527. return " " + p_output_vars[0] + " = mix(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  3528. }
  3529. Vector<StringName> VisualShaderNodeMix::get_editable_properties() const {
  3530. Vector<StringName> props;
  3531. props.push_back("op_type");
  3532. return props;
  3533. }
  3534. void VisualShaderNodeMix::_bind_methods() {
  3535. ClassDB::bind_method(D_METHOD("set_op_type", "op_type"), &VisualShaderNodeMix::set_op_type);
  3536. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeMix::get_op_type);
  3537. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector2,Vector2Scalar,Vector3,Vector3Scalar,Vector4,Vector4Scalar"), "set_op_type", "get_op_type");
  3538. BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
  3539. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
  3540. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D_SCALAR);
  3541. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
  3542. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D_SCALAR);
  3543. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
  3544. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D_SCALAR);
  3545. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  3546. }
  3547. VisualShaderNodeMix::VisualShaderNodeMix() {
  3548. set_input_port_default_value(0, 0.0); // a
  3549. set_input_port_default_value(1, 1.0); // b
  3550. set_input_port_default_value(2, 0.5); // weight
  3551. }
  3552. ////////////// Vector Compose
  3553. String VisualShaderNodeVectorCompose::get_caption() const {
  3554. return "VectorCompose";
  3555. }
  3556. int VisualShaderNodeVectorCompose::get_input_port_count() const {
  3557. switch (op_type) {
  3558. case OP_TYPE_VECTOR_2D:
  3559. return 2;
  3560. case OP_TYPE_VECTOR_3D:
  3561. return 3;
  3562. case OP_TYPE_VECTOR_4D:
  3563. return 4;
  3564. default:
  3565. break;
  3566. }
  3567. return 0;
  3568. }
  3569. VisualShaderNodeVectorCompose::PortType VisualShaderNodeVectorCompose::get_input_port_type(int p_port) const {
  3570. return PORT_TYPE_SCALAR;
  3571. }
  3572. String VisualShaderNodeVectorCompose::get_input_port_name(int p_port) const {
  3573. switch (op_type) {
  3574. case OP_TYPE_VECTOR_2D: {
  3575. switch (p_port) {
  3576. case 0:
  3577. return "x";
  3578. case 1:
  3579. return "y";
  3580. }
  3581. } break;
  3582. case OP_TYPE_VECTOR_3D: {
  3583. switch (p_port) {
  3584. case 0:
  3585. return "x";
  3586. case 1:
  3587. return "y";
  3588. case 2:
  3589. return "z";
  3590. }
  3591. } break;
  3592. case OP_TYPE_VECTOR_4D: {
  3593. switch (p_port) {
  3594. case 0:
  3595. return "x";
  3596. case 1:
  3597. return "y";
  3598. case 2:
  3599. return "z";
  3600. case 3:
  3601. return "w";
  3602. }
  3603. } break;
  3604. default:
  3605. break;
  3606. }
  3607. return String();
  3608. }
  3609. int VisualShaderNodeVectorCompose::get_output_port_count() const {
  3610. return 1;
  3611. }
  3612. String VisualShaderNodeVectorCompose::get_output_port_name(int p_port) const {
  3613. return "vec";
  3614. }
  3615. void VisualShaderNodeVectorCompose::set_op_type(OpType p_op_type) {
  3616. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  3617. if (op_type == p_op_type) {
  3618. return;
  3619. }
  3620. switch (p_op_type) {
  3621. case OP_TYPE_VECTOR_2D: {
  3622. float p1 = get_input_port_default_value(0);
  3623. float p2 = get_input_port_default_value(1);
  3624. set_input_port_default_value(0, p1);
  3625. set_input_port_default_value(1, p2);
  3626. } break;
  3627. case OP_TYPE_VECTOR_3D: {
  3628. float p1 = get_input_port_default_value(0);
  3629. float p2 = get_input_port_default_value(1);
  3630. set_input_port_default_value(0, p1);
  3631. set_input_port_default_value(1, p2);
  3632. set_input_port_default_value(2, 0.0);
  3633. } break;
  3634. case OP_TYPE_VECTOR_4D: {
  3635. float p1 = get_input_port_default_value(0);
  3636. float p2 = get_input_port_default_value(1);
  3637. set_input_port_default_value(0, p1);
  3638. set_input_port_default_value(1, p2);
  3639. set_input_port_default_value(2, 0.0);
  3640. set_input_port_default_value(3, 0.0);
  3641. } break;
  3642. default:
  3643. break;
  3644. }
  3645. op_type = p_op_type;
  3646. emit_changed();
  3647. }
  3648. String VisualShaderNodeVectorCompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3649. String code;
  3650. switch (op_type) {
  3651. case OP_TYPE_VECTOR_2D: {
  3652. code += " " + p_output_vars[0] + " = vec2(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  3653. } break;
  3654. case OP_TYPE_VECTOR_3D: {
  3655. code += " " + p_output_vars[0] + " = vec3(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  3656. } break;
  3657. case OP_TYPE_VECTOR_4D: {
  3658. code += " " + p_output_vars[0] + " = vec4(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ", " + p_input_vars[3] + ");\n";
  3659. } break;
  3660. default:
  3661. break;
  3662. }
  3663. return code;
  3664. }
  3665. VisualShaderNodeVectorCompose::VisualShaderNodeVectorCompose() {
  3666. set_input_port_default_value(0, 0.0);
  3667. set_input_port_default_value(1, 0.0);
  3668. set_input_port_default_value(2, 0.0);
  3669. }
  3670. ////////////// Transform Compose
  3671. String VisualShaderNodeTransformCompose::get_caption() const {
  3672. return "TransformCompose";
  3673. }
  3674. int VisualShaderNodeTransformCompose::get_input_port_count() const {
  3675. return 4;
  3676. }
  3677. VisualShaderNodeTransformCompose::PortType VisualShaderNodeTransformCompose::get_input_port_type(int p_port) const {
  3678. return PORT_TYPE_VECTOR_3D;
  3679. }
  3680. String VisualShaderNodeTransformCompose::get_input_port_name(int p_port) const {
  3681. if (p_port == 0) {
  3682. return "x";
  3683. } else if (p_port == 1) {
  3684. return "y";
  3685. } else if (p_port == 2) {
  3686. return "z";
  3687. } else {
  3688. return "origin";
  3689. }
  3690. }
  3691. int VisualShaderNodeTransformCompose::get_output_port_count() const {
  3692. return 1;
  3693. }
  3694. VisualShaderNodeTransformCompose::PortType VisualShaderNodeTransformCompose::get_output_port_type(int p_port) const {
  3695. return PORT_TYPE_TRANSFORM;
  3696. }
  3697. String VisualShaderNodeTransformCompose::get_output_port_name(int p_port) const {
  3698. return "xform";
  3699. }
  3700. String VisualShaderNodeTransformCompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3701. return " " + p_output_vars[0] + " = mat4(vec4(" + p_input_vars[0] + ", 0.0), vec4(" + p_input_vars[1] + ", 0.0), vec4(" + p_input_vars[2] + ", 0.0), vec4(" + p_input_vars[3] + ", 1.0));\n";
  3702. }
  3703. VisualShaderNodeTransformCompose::VisualShaderNodeTransformCompose() {
  3704. set_input_port_default_value(0, Vector3());
  3705. set_input_port_default_value(1, Vector3());
  3706. set_input_port_default_value(2, Vector3());
  3707. set_input_port_default_value(3, Vector3());
  3708. }
  3709. ////////////// Vector Decompose
  3710. String VisualShaderNodeVectorDecompose::get_caption() const {
  3711. return "VectorDecompose";
  3712. }
  3713. int VisualShaderNodeVectorDecompose::get_input_port_count() const {
  3714. return 1;
  3715. }
  3716. String VisualShaderNodeVectorDecompose::get_input_port_name(int p_port) const {
  3717. return "vec";
  3718. }
  3719. int VisualShaderNodeVectorDecompose::get_output_port_count() const {
  3720. switch (op_type) {
  3721. case OP_TYPE_VECTOR_2D:
  3722. return 2;
  3723. case OP_TYPE_VECTOR_3D:
  3724. return 3;
  3725. case OP_TYPE_VECTOR_4D:
  3726. return 4;
  3727. default:
  3728. break;
  3729. }
  3730. return 0;
  3731. }
  3732. VisualShaderNodeVectorDecompose::PortType VisualShaderNodeVectorDecompose::get_output_port_type(int p_port) const {
  3733. return PORT_TYPE_SCALAR;
  3734. }
  3735. String VisualShaderNodeVectorDecompose::get_output_port_name(int p_port) const {
  3736. switch (op_type) {
  3737. case OP_TYPE_VECTOR_2D: {
  3738. switch (p_port) {
  3739. case 0:
  3740. return "x";
  3741. case 1:
  3742. return "y";
  3743. }
  3744. } break;
  3745. case OP_TYPE_VECTOR_3D: {
  3746. switch (p_port) {
  3747. case 0:
  3748. return "x";
  3749. case 1:
  3750. return "y";
  3751. case 2:
  3752. return "z";
  3753. }
  3754. } break;
  3755. case OP_TYPE_VECTOR_4D: {
  3756. switch (p_port) {
  3757. case 0:
  3758. return "x";
  3759. case 1:
  3760. return "y";
  3761. case 2:
  3762. return "z";
  3763. case 3:
  3764. return "w";
  3765. }
  3766. } break;
  3767. default:
  3768. break;
  3769. }
  3770. return String();
  3771. }
  3772. void VisualShaderNodeVectorDecompose::set_op_type(OpType p_op_type) {
  3773. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  3774. if (op_type == p_op_type) {
  3775. return;
  3776. }
  3777. switch (p_op_type) {
  3778. case OP_TYPE_VECTOR_2D: {
  3779. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  3780. } break;
  3781. case OP_TYPE_VECTOR_3D: {
  3782. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  3783. } break;
  3784. case OP_TYPE_VECTOR_4D: {
  3785. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  3786. } break;
  3787. default:
  3788. break;
  3789. }
  3790. op_type = p_op_type;
  3791. emit_changed();
  3792. }
  3793. String VisualShaderNodeVectorDecompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3794. String code;
  3795. switch (op_type) {
  3796. case OP_TYPE_VECTOR_2D: {
  3797. code += " " + p_output_vars[0] + " = " + p_input_vars[0] + ".x;\n";
  3798. code += " " + p_output_vars[1] + " = " + p_input_vars[0] + ".y;\n";
  3799. } break;
  3800. case OP_TYPE_VECTOR_3D: {
  3801. code += " " + p_output_vars[0] + " = " + p_input_vars[0] + ".x;\n";
  3802. code += " " + p_output_vars[1] + " = " + p_input_vars[0] + ".y;\n";
  3803. code += " " + p_output_vars[2] + " = " + p_input_vars[0] + ".z;\n";
  3804. } break;
  3805. case OP_TYPE_VECTOR_4D: {
  3806. code += " " + p_output_vars[0] + " = " + p_input_vars[0] + ".x;\n";
  3807. code += " " + p_output_vars[1] + " = " + p_input_vars[0] + ".y;\n";
  3808. code += " " + p_output_vars[2] + " = " + p_input_vars[0] + ".z;\n";
  3809. code += " " + p_output_vars[3] + " = " + p_input_vars[0] + ".w;\n";
  3810. } break;
  3811. default:
  3812. break;
  3813. }
  3814. return code;
  3815. }
  3816. VisualShaderNodeVectorDecompose::VisualShaderNodeVectorDecompose() {
  3817. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  3818. }
  3819. ////////////// Transform Decompose
  3820. String VisualShaderNodeTransformDecompose::get_caption() const {
  3821. return "TransformDecompose";
  3822. }
  3823. int VisualShaderNodeTransformDecompose::get_input_port_count() const {
  3824. return 1;
  3825. }
  3826. VisualShaderNodeTransformDecompose::PortType VisualShaderNodeTransformDecompose::get_input_port_type(int p_port) const {
  3827. return PORT_TYPE_TRANSFORM;
  3828. }
  3829. String VisualShaderNodeTransformDecompose::get_input_port_name(int p_port) const {
  3830. return "xform";
  3831. }
  3832. int VisualShaderNodeTransformDecompose::get_output_port_count() const {
  3833. return 4;
  3834. }
  3835. VisualShaderNodeTransformDecompose::PortType VisualShaderNodeTransformDecompose::get_output_port_type(int p_port) const {
  3836. return PORT_TYPE_VECTOR_3D;
  3837. }
  3838. String VisualShaderNodeTransformDecompose::get_output_port_name(int p_port) const {
  3839. if (p_port == 0) {
  3840. return "x";
  3841. } else if (p_port == 1) {
  3842. return "y";
  3843. } else if (p_port == 2) {
  3844. return "z";
  3845. } else {
  3846. return "origin";
  3847. }
  3848. }
  3849. String VisualShaderNodeTransformDecompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3850. String code;
  3851. code += " " + p_output_vars[0] + " = " + p_input_vars[0] + "[0].xyz;\n";
  3852. code += " " + p_output_vars[1] + " = " + p_input_vars[0] + "[1].xyz;\n";
  3853. code += " " + p_output_vars[2] + " = " + p_input_vars[0] + "[2].xyz;\n";
  3854. code += " " + p_output_vars[3] + " = " + p_input_vars[0] + "[3].xyz;\n";
  3855. return code;
  3856. }
  3857. VisualShaderNodeTransformDecompose::VisualShaderNodeTransformDecompose() {
  3858. set_input_port_default_value(0, Transform3D());
  3859. }
  3860. ////////////// Float Uniform
  3861. String VisualShaderNodeFloatUniform::get_caption() const {
  3862. return "FloatUniform";
  3863. }
  3864. int VisualShaderNodeFloatUniform::get_input_port_count() const {
  3865. return 0;
  3866. }
  3867. VisualShaderNodeFloatUniform::PortType VisualShaderNodeFloatUniform::get_input_port_type(int p_port) const {
  3868. return PORT_TYPE_SCALAR;
  3869. }
  3870. String VisualShaderNodeFloatUniform::get_input_port_name(int p_port) const {
  3871. return String();
  3872. }
  3873. int VisualShaderNodeFloatUniform::get_output_port_count() const {
  3874. return 1;
  3875. }
  3876. VisualShaderNodeFloatUniform::PortType VisualShaderNodeFloatUniform::get_output_port_type(int p_port) const {
  3877. return PORT_TYPE_SCALAR;
  3878. }
  3879. String VisualShaderNodeFloatUniform::get_output_port_name(int p_port) const {
  3880. return ""; //no output port means the editor will be used as port
  3881. }
  3882. String VisualShaderNodeFloatUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  3883. String code = "";
  3884. if (hint == HINT_RANGE) {
  3885. code += _get_qual_str() + "uniform float " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ")";
  3886. } else if (hint == HINT_RANGE_STEP) {
  3887. code += _get_qual_str() + "uniform float " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ", " + rtos(hint_range_step) + ")";
  3888. } else {
  3889. code += _get_qual_str() + "uniform float " + get_uniform_name();
  3890. }
  3891. if (default_value_enabled) {
  3892. code += " = " + rtos(default_value);
  3893. }
  3894. code += ";\n";
  3895. return code;
  3896. }
  3897. String VisualShaderNodeFloatUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3898. return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  3899. }
  3900. bool VisualShaderNodeFloatUniform::is_show_prop_names() const {
  3901. return true;
  3902. }
  3903. bool VisualShaderNodeFloatUniform::is_use_prop_slots() const {
  3904. return true;
  3905. }
  3906. void VisualShaderNodeFloatUniform::set_hint(Hint p_hint) {
  3907. ERR_FAIL_INDEX(int(p_hint), int(HINT_MAX));
  3908. if (hint == p_hint) {
  3909. return;
  3910. }
  3911. hint = p_hint;
  3912. emit_changed();
  3913. }
  3914. VisualShaderNodeFloatUniform::Hint VisualShaderNodeFloatUniform::get_hint() const {
  3915. return hint;
  3916. }
  3917. void VisualShaderNodeFloatUniform::set_min(float p_value) {
  3918. if (Math::is_equal_approx(hint_range_min, p_value)) {
  3919. return;
  3920. }
  3921. hint_range_min = p_value;
  3922. emit_changed();
  3923. }
  3924. float VisualShaderNodeFloatUniform::get_min() const {
  3925. return hint_range_min;
  3926. }
  3927. void VisualShaderNodeFloatUniform::set_max(float p_value) {
  3928. if (Math::is_equal_approx(hint_range_max, p_value)) {
  3929. return;
  3930. }
  3931. hint_range_max = p_value;
  3932. emit_changed();
  3933. }
  3934. float VisualShaderNodeFloatUniform::get_max() const {
  3935. return hint_range_max;
  3936. }
  3937. void VisualShaderNodeFloatUniform::set_step(float p_value) {
  3938. if (Math::is_equal_approx(hint_range_step, p_value)) {
  3939. return;
  3940. }
  3941. hint_range_step = p_value;
  3942. emit_changed();
  3943. }
  3944. float VisualShaderNodeFloatUniform::get_step() const {
  3945. return hint_range_step;
  3946. }
  3947. void VisualShaderNodeFloatUniform::set_default_value_enabled(bool p_enabled) {
  3948. if (default_value_enabled == p_enabled) {
  3949. return;
  3950. }
  3951. default_value_enabled = p_enabled;
  3952. emit_changed();
  3953. }
  3954. bool VisualShaderNodeFloatUniform::is_default_value_enabled() const {
  3955. return default_value_enabled;
  3956. }
  3957. void VisualShaderNodeFloatUniform::set_default_value(float p_value) {
  3958. if (Math::is_equal_approx(default_value, p_value)) {
  3959. return;
  3960. }
  3961. default_value = p_value;
  3962. emit_changed();
  3963. }
  3964. float VisualShaderNodeFloatUniform::get_default_value() const {
  3965. return default_value;
  3966. }
  3967. void VisualShaderNodeFloatUniform::_bind_methods() {
  3968. ClassDB::bind_method(D_METHOD("set_hint", "hint"), &VisualShaderNodeFloatUniform::set_hint);
  3969. ClassDB::bind_method(D_METHOD("get_hint"), &VisualShaderNodeFloatUniform::get_hint);
  3970. ClassDB::bind_method(D_METHOD("set_min", "value"), &VisualShaderNodeFloatUniform::set_min);
  3971. ClassDB::bind_method(D_METHOD("get_min"), &VisualShaderNodeFloatUniform::get_min);
  3972. ClassDB::bind_method(D_METHOD("set_max", "value"), &VisualShaderNodeFloatUniform::set_max);
  3973. ClassDB::bind_method(D_METHOD("get_max"), &VisualShaderNodeFloatUniform::get_max);
  3974. ClassDB::bind_method(D_METHOD("set_step", "value"), &VisualShaderNodeFloatUniform::set_step);
  3975. ClassDB::bind_method(D_METHOD("get_step"), &VisualShaderNodeFloatUniform::get_step);
  3976. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeFloatUniform::set_default_value_enabled);
  3977. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeFloatUniform::is_default_value_enabled);
  3978. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeFloatUniform::set_default_value);
  3979. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeFloatUniform::get_default_value);
  3980. ADD_PROPERTY(PropertyInfo(Variant::INT, "hint", PROPERTY_HINT_ENUM, "None,Range,Range+Step"), "set_hint", "get_hint");
  3981. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "min"), "set_min", "get_min");
  3982. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "max"), "set_max", "get_max");
  3983. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "step"), "set_step", "get_step");
  3984. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  3985. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "default_value"), "set_default_value", "get_default_value");
  3986. BIND_ENUM_CONSTANT(HINT_NONE);
  3987. BIND_ENUM_CONSTANT(HINT_RANGE);
  3988. BIND_ENUM_CONSTANT(HINT_RANGE_STEP);
  3989. BIND_ENUM_CONSTANT(HINT_MAX);
  3990. }
  3991. bool VisualShaderNodeFloatUniform::is_qualifier_supported(Qualifier p_qual) const {
  3992. return true; // all qualifiers are supported
  3993. }
  3994. bool VisualShaderNodeFloatUniform::is_convertible_to_constant() const {
  3995. return true; // conversion is allowed
  3996. }
  3997. Vector<StringName> VisualShaderNodeFloatUniform::get_editable_properties() const {
  3998. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  3999. props.push_back("hint");
  4000. if (hint == HINT_RANGE || hint == HINT_RANGE_STEP) {
  4001. props.push_back("min");
  4002. props.push_back("max");
  4003. }
  4004. if (hint == HINT_RANGE_STEP) {
  4005. props.push_back("step");
  4006. }
  4007. props.push_back("default_value_enabled");
  4008. if (default_value_enabled) {
  4009. props.push_back("default_value");
  4010. }
  4011. return props;
  4012. }
  4013. VisualShaderNodeFloatUniform::VisualShaderNodeFloatUniform() {
  4014. }
  4015. ////////////// Integer Uniform
  4016. String VisualShaderNodeIntUniform::get_caption() const {
  4017. return "IntUniform";
  4018. }
  4019. int VisualShaderNodeIntUniform::get_input_port_count() const {
  4020. return 0;
  4021. }
  4022. VisualShaderNodeIntUniform::PortType VisualShaderNodeIntUniform::get_input_port_type(int p_port) const {
  4023. return PORT_TYPE_SCALAR_INT;
  4024. }
  4025. String VisualShaderNodeIntUniform::get_input_port_name(int p_port) const {
  4026. return String();
  4027. }
  4028. int VisualShaderNodeIntUniform::get_output_port_count() const {
  4029. return 1;
  4030. }
  4031. VisualShaderNodeIntUniform::PortType VisualShaderNodeIntUniform::get_output_port_type(int p_port) const {
  4032. return PORT_TYPE_SCALAR_INT;
  4033. }
  4034. String VisualShaderNodeIntUniform::get_output_port_name(int p_port) const {
  4035. return ""; //no output port means the editor will be used as port
  4036. }
  4037. String VisualShaderNodeIntUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4038. String code = "";
  4039. if (hint == HINT_RANGE) {
  4040. code += _get_qual_str() + "uniform int " + get_uniform_name() + " : hint_range(" + itos(hint_range_min) + ", " + itos(hint_range_max) + ")";
  4041. } else if (hint == HINT_RANGE_STEP) {
  4042. code += _get_qual_str() + "uniform int " + get_uniform_name() + " : hint_range(" + itos(hint_range_min) + ", " + itos(hint_range_max) + ", " + itos(hint_range_step) + ")";
  4043. } else {
  4044. code += _get_qual_str() + "uniform int " + get_uniform_name();
  4045. }
  4046. if (default_value_enabled) {
  4047. code += " = " + itos(default_value);
  4048. }
  4049. code += ";\n";
  4050. return code;
  4051. }
  4052. String VisualShaderNodeIntUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  4053. return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  4054. }
  4055. bool VisualShaderNodeIntUniform::is_show_prop_names() const {
  4056. return true;
  4057. }
  4058. bool VisualShaderNodeIntUniform::is_use_prop_slots() const {
  4059. return true;
  4060. }
  4061. void VisualShaderNodeIntUniform::set_hint(Hint p_hint) {
  4062. ERR_FAIL_INDEX(int(p_hint), int(HINT_MAX));
  4063. if (hint == p_hint) {
  4064. return;
  4065. }
  4066. hint = p_hint;
  4067. emit_changed();
  4068. }
  4069. VisualShaderNodeIntUniform::Hint VisualShaderNodeIntUniform::get_hint() const {
  4070. return hint;
  4071. }
  4072. void VisualShaderNodeIntUniform::set_min(int p_value) {
  4073. if (hint_range_min == p_value) {
  4074. return;
  4075. }
  4076. hint_range_min = p_value;
  4077. emit_changed();
  4078. }
  4079. int VisualShaderNodeIntUniform::get_min() const {
  4080. return hint_range_min;
  4081. }
  4082. void VisualShaderNodeIntUniform::set_max(int p_value) {
  4083. if (hint_range_max == p_value) {
  4084. return;
  4085. }
  4086. hint_range_max = p_value;
  4087. emit_changed();
  4088. }
  4089. int VisualShaderNodeIntUniform::get_max() const {
  4090. return hint_range_max;
  4091. }
  4092. void VisualShaderNodeIntUniform::set_step(int p_value) {
  4093. if (hint_range_step == p_value) {
  4094. return;
  4095. }
  4096. hint_range_step = p_value;
  4097. emit_changed();
  4098. }
  4099. int VisualShaderNodeIntUniform::get_step() const {
  4100. return hint_range_step;
  4101. }
  4102. void VisualShaderNodeIntUniform::set_default_value_enabled(bool p_default_value_enabled) {
  4103. if (default_value_enabled == p_default_value_enabled) {
  4104. return;
  4105. }
  4106. default_value_enabled = p_default_value_enabled;
  4107. emit_changed();
  4108. }
  4109. bool VisualShaderNodeIntUniform::is_default_value_enabled() const {
  4110. return default_value_enabled;
  4111. }
  4112. void VisualShaderNodeIntUniform::set_default_value(int p_default_value) {
  4113. if (default_value == p_default_value) {
  4114. return;
  4115. }
  4116. default_value = p_default_value;
  4117. emit_changed();
  4118. }
  4119. int VisualShaderNodeIntUniform::get_default_value() const {
  4120. return default_value;
  4121. }
  4122. void VisualShaderNodeIntUniform::_bind_methods() {
  4123. ClassDB::bind_method(D_METHOD("set_hint", "hint"), &VisualShaderNodeIntUniform::set_hint);
  4124. ClassDB::bind_method(D_METHOD("get_hint"), &VisualShaderNodeIntUniform::get_hint);
  4125. ClassDB::bind_method(D_METHOD("set_min", "value"), &VisualShaderNodeIntUniform::set_min);
  4126. ClassDB::bind_method(D_METHOD("get_min"), &VisualShaderNodeIntUniform::get_min);
  4127. ClassDB::bind_method(D_METHOD("set_max", "value"), &VisualShaderNodeIntUniform::set_max);
  4128. ClassDB::bind_method(D_METHOD("get_max"), &VisualShaderNodeIntUniform::get_max);
  4129. ClassDB::bind_method(D_METHOD("set_step", "value"), &VisualShaderNodeIntUniform::set_step);
  4130. ClassDB::bind_method(D_METHOD("get_step"), &VisualShaderNodeIntUniform::get_step);
  4131. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeIntUniform::set_default_value_enabled);
  4132. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeIntUniform::is_default_value_enabled);
  4133. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeIntUniform::set_default_value);
  4134. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeIntUniform::get_default_value);
  4135. ADD_PROPERTY(PropertyInfo(Variant::INT, "hint", PROPERTY_HINT_ENUM, "None,Range,Range + Step"), "set_hint", "get_hint");
  4136. ADD_PROPERTY(PropertyInfo(Variant::INT, "min"), "set_min", "get_min");
  4137. ADD_PROPERTY(PropertyInfo(Variant::INT, "max"), "set_max", "get_max");
  4138. ADD_PROPERTY(PropertyInfo(Variant::INT, "step"), "set_step", "get_step");
  4139. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  4140. ADD_PROPERTY(PropertyInfo(Variant::INT, "default_value"), "set_default_value", "get_default_value");
  4141. BIND_ENUM_CONSTANT(HINT_NONE);
  4142. BIND_ENUM_CONSTANT(HINT_RANGE);
  4143. BIND_ENUM_CONSTANT(HINT_RANGE_STEP);
  4144. BIND_ENUM_CONSTANT(HINT_MAX);
  4145. }
  4146. bool VisualShaderNodeIntUniform::is_qualifier_supported(Qualifier p_qual) const {
  4147. return true; // all qualifiers are supported
  4148. }
  4149. bool VisualShaderNodeIntUniform::is_convertible_to_constant() const {
  4150. return true; // conversion is allowed
  4151. }
  4152. Vector<StringName> VisualShaderNodeIntUniform::get_editable_properties() const {
  4153. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  4154. props.push_back("hint");
  4155. if (hint == HINT_RANGE || hint == HINT_RANGE_STEP) {
  4156. props.push_back("min");
  4157. props.push_back("max");
  4158. }
  4159. if (hint == HINT_RANGE_STEP) {
  4160. props.push_back("step");
  4161. }
  4162. props.push_back("default_value_enabled");
  4163. if (default_value_enabled) {
  4164. props.push_back("default_value");
  4165. }
  4166. return props;
  4167. }
  4168. VisualShaderNodeIntUniform::VisualShaderNodeIntUniform() {
  4169. }
  4170. ////////////// Boolean Uniform
  4171. String VisualShaderNodeBooleanUniform::get_caption() const {
  4172. return "BooleanUniform";
  4173. }
  4174. int VisualShaderNodeBooleanUniform::get_input_port_count() const {
  4175. return 0;
  4176. }
  4177. VisualShaderNodeBooleanUniform::PortType VisualShaderNodeBooleanUniform::get_input_port_type(int p_port) const {
  4178. return PORT_TYPE_BOOLEAN;
  4179. }
  4180. String VisualShaderNodeBooleanUniform::get_input_port_name(int p_port) const {
  4181. return String();
  4182. }
  4183. int VisualShaderNodeBooleanUniform::get_output_port_count() const {
  4184. return 1;
  4185. }
  4186. VisualShaderNodeBooleanUniform::PortType VisualShaderNodeBooleanUniform::get_output_port_type(int p_port) const {
  4187. return PORT_TYPE_BOOLEAN;
  4188. }
  4189. String VisualShaderNodeBooleanUniform::get_output_port_name(int p_port) const {
  4190. return ""; //no output port means the editor will be used as port
  4191. }
  4192. void VisualShaderNodeBooleanUniform::set_default_value_enabled(bool p_default_value_enabled) {
  4193. if (default_value_enabled == p_default_value_enabled) {
  4194. return;
  4195. }
  4196. default_value_enabled = p_default_value_enabled;
  4197. emit_changed();
  4198. }
  4199. bool VisualShaderNodeBooleanUniform::is_default_value_enabled() const {
  4200. return default_value_enabled;
  4201. }
  4202. void VisualShaderNodeBooleanUniform::set_default_value(bool p_default_value) {
  4203. if (default_value == p_default_value) {
  4204. return;
  4205. }
  4206. default_value = p_default_value;
  4207. emit_changed();
  4208. }
  4209. bool VisualShaderNodeBooleanUniform::get_default_value() const {
  4210. return default_value;
  4211. }
  4212. String VisualShaderNodeBooleanUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4213. String code = _get_qual_str() + "uniform bool " + get_uniform_name();
  4214. if (default_value_enabled) {
  4215. if (default_value) {
  4216. code += " = true";
  4217. } else {
  4218. code += " = false";
  4219. }
  4220. }
  4221. code += ";\n";
  4222. return code;
  4223. }
  4224. String VisualShaderNodeBooleanUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  4225. return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  4226. }
  4227. bool VisualShaderNodeBooleanUniform::is_show_prop_names() const {
  4228. return true;
  4229. }
  4230. bool VisualShaderNodeBooleanUniform::is_use_prop_slots() const {
  4231. return true;
  4232. }
  4233. void VisualShaderNodeBooleanUniform::_bind_methods() {
  4234. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeBooleanUniform::set_default_value_enabled);
  4235. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeBooleanUniform::is_default_value_enabled);
  4236. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeBooleanUniform::set_default_value);
  4237. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeBooleanUniform::get_default_value);
  4238. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  4239. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value"), "set_default_value", "get_default_value");
  4240. }
  4241. bool VisualShaderNodeBooleanUniform::is_qualifier_supported(Qualifier p_qual) const {
  4242. return true; // all qualifiers are supported
  4243. }
  4244. bool VisualShaderNodeBooleanUniform::is_convertible_to_constant() const {
  4245. return true; // conversion is allowed
  4246. }
  4247. Vector<StringName> VisualShaderNodeBooleanUniform::get_editable_properties() const {
  4248. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  4249. props.push_back("default_value_enabled");
  4250. if (default_value_enabled) {
  4251. props.push_back("default_value");
  4252. }
  4253. return props;
  4254. }
  4255. VisualShaderNodeBooleanUniform::VisualShaderNodeBooleanUniform() {
  4256. }
  4257. ////////////// Color Uniform
  4258. String VisualShaderNodeColorUniform::get_caption() const {
  4259. return "ColorUniform";
  4260. }
  4261. int VisualShaderNodeColorUniform::get_input_port_count() const {
  4262. return 0;
  4263. }
  4264. VisualShaderNodeColorUniform::PortType VisualShaderNodeColorUniform::get_input_port_type(int p_port) const {
  4265. return PORT_TYPE_VECTOR_3D;
  4266. }
  4267. String VisualShaderNodeColorUniform::get_input_port_name(int p_port) const {
  4268. return String();
  4269. }
  4270. int VisualShaderNodeColorUniform::get_output_port_count() const {
  4271. return 2;
  4272. }
  4273. VisualShaderNodeColorUniform::PortType VisualShaderNodeColorUniform::get_output_port_type(int p_port) const {
  4274. return p_port == 0 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR;
  4275. }
  4276. String VisualShaderNodeColorUniform::get_output_port_name(int p_port) const {
  4277. return p_port == 0 ? "color" : "alpha"; //no output port means the editor will be used as port
  4278. }
  4279. void VisualShaderNodeColorUniform::set_default_value_enabled(bool p_enabled) {
  4280. if (default_value_enabled == p_enabled) {
  4281. return;
  4282. }
  4283. default_value_enabled = p_enabled;
  4284. emit_changed();
  4285. }
  4286. bool VisualShaderNodeColorUniform::is_default_value_enabled() const {
  4287. return default_value_enabled;
  4288. }
  4289. void VisualShaderNodeColorUniform::set_default_value(const Color &p_value) {
  4290. if (default_value.is_equal_approx(p_value)) {
  4291. return;
  4292. }
  4293. default_value = p_value;
  4294. emit_changed();
  4295. }
  4296. Color VisualShaderNodeColorUniform::get_default_value() const {
  4297. return default_value;
  4298. }
  4299. String VisualShaderNodeColorUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4300. String code = _get_qual_str() + "uniform vec4 " + get_uniform_name() + " : hint_color";
  4301. if (default_value_enabled) {
  4302. code += vformat(" = vec4(%.6f, %.6f, %.6f, %.6f)", default_value.r, default_value.g, default_value.b, default_value.a);
  4303. }
  4304. code += ";\n";
  4305. return code;
  4306. }
  4307. String VisualShaderNodeColorUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  4308. String code = " " + p_output_vars[0] + " = " + get_uniform_name() + ".rgb;\n";
  4309. code += " " + p_output_vars[1] + " = " + get_uniform_name() + ".a;\n";
  4310. return code;
  4311. }
  4312. bool VisualShaderNodeColorUniform::is_show_prop_names() const {
  4313. return true;
  4314. }
  4315. void VisualShaderNodeColorUniform::_bind_methods() {
  4316. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeColorUniform::set_default_value_enabled);
  4317. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeColorUniform::is_default_value_enabled);
  4318. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeColorUniform::set_default_value);
  4319. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeColorUniform::get_default_value);
  4320. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  4321. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "default_value"), "set_default_value", "get_default_value");
  4322. }
  4323. bool VisualShaderNodeColorUniform::is_qualifier_supported(Qualifier p_qual) const {
  4324. return true; // all qualifiers are supported
  4325. }
  4326. bool VisualShaderNodeColorUniform::is_convertible_to_constant() const {
  4327. return true; // conversion is allowed
  4328. }
  4329. Vector<StringName> VisualShaderNodeColorUniform::get_editable_properties() const {
  4330. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  4331. props.push_back("default_value_enabled");
  4332. if (default_value_enabled) {
  4333. props.push_back("default_value");
  4334. }
  4335. return props;
  4336. }
  4337. VisualShaderNodeColorUniform::VisualShaderNodeColorUniform() {
  4338. }
  4339. ////////////// Vector2 Uniform
  4340. String VisualShaderNodeVec2Uniform::get_caption() const {
  4341. return "Vector2Uniform";
  4342. }
  4343. int VisualShaderNodeVec2Uniform::get_input_port_count() const {
  4344. return 0;
  4345. }
  4346. VisualShaderNodeVec2Uniform::PortType VisualShaderNodeVec2Uniform::get_input_port_type(int p_port) const {
  4347. return PORT_TYPE_VECTOR_2D;
  4348. }
  4349. String VisualShaderNodeVec2Uniform::get_input_port_name(int p_port) const {
  4350. return String();
  4351. }
  4352. int VisualShaderNodeVec2Uniform::get_output_port_count() const {
  4353. return 1;
  4354. }
  4355. VisualShaderNodeVec2Uniform::PortType VisualShaderNodeVec2Uniform::get_output_port_type(int p_port) const {
  4356. return PORT_TYPE_VECTOR_2D;
  4357. }
  4358. String VisualShaderNodeVec2Uniform::get_output_port_name(int p_port) const {
  4359. return String();
  4360. }
  4361. void VisualShaderNodeVec2Uniform::set_default_value_enabled(bool p_enabled) {
  4362. default_value_enabled = p_enabled;
  4363. emit_changed();
  4364. }
  4365. bool VisualShaderNodeVec2Uniform::is_default_value_enabled() const {
  4366. return default_value_enabled;
  4367. }
  4368. void VisualShaderNodeVec2Uniform::set_default_value(const Vector2 &p_value) {
  4369. default_value = p_value;
  4370. emit_changed();
  4371. }
  4372. Vector2 VisualShaderNodeVec2Uniform::get_default_value() const {
  4373. return default_value;
  4374. }
  4375. String VisualShaderNodeVec2Uniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4376. String code = _get_qual_str() + "uniform vec2 " + get_uniform_name();
  4377. if (default_value_enabled) {
  4378. code += vformat(" = vec2(%.6f, %.6f)", default_value.x, default_value.y);
  4379. }
  4380. code += ";\n";
  4381. return code;
  4382. }
  4383. String VisualShaderNodeVec2Uniform::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 {
  4384. return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  4385. }
  4386. void VisualShaderNodeVec2Uniform::_bind_methods() {
  4387. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeVec2Uniform::set_default_value_enabled);
  4388. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeVec2Uniform::is_default_value_enabled);
  4389. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeVec2Uniform::set_default_value);
  4390. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeVec2Uniform::get_default_value);
  4391. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  4392. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "default_value"), "set_default_value", "get_default_value");
  4393. }
  4394. bool VisualShaderNodeVec2Uniform::is_show_prop_names() const {
  4395. return true;
  4396. }
  4397. bool VisualShaderNodeVec2Uniform::is_use_prop_slots() const {
  4398. return true;
  4399. }
  4400. bool VisualShaderNodeVec2Uniform::is_qualifier_supported(Qualifier p_qual) const {
  4401. return true; // all qualifiers are supported
  4402. }
  4403. bool VisualShaderNodeVec2Uniform::is_convertible_to_constant() const {
  4404. return true; // conversion is allowed
  4405. }
  4406. Vector<StringName> VisualShaderNodeVec2Uniform::get_editable_properties() const {
  4407. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  4408. props.push_back("default_value_enabled");
  4409. if (default_value_enabled) {
  4410. props.push_back("default_value");
  4411. }
  4412. return props;
  4413. }
  4414. VisualShaderNodeVec2Uniform::VisualShaderNodeVec2Uniform() {
  4415. }
  4416. ////////////// Vector3 Uniform
  4417. String VisualShaderNodeVec3Uniform::get_caption() const {
  4418. return "Vector3Uniform";
  4419. }
  4420. int VisualShaderNodeVec3Uniform::get_input_port_count() const {
  4421. return 0;
  4422. }
  4423. VisualShaderNodeVec3Uniform::PortType VisualShaderNodeVec3Uniform::get_input_port_type(int p_port) const {
  4424. return PORT_TYPE_VECTOR_3D;
  4425. }
  4426. String VisualShaderNodeVec3Uniform::get_input_port_name(int p_port) const {
  4427. return String();
  4428. }
  4429. int VisualShaderNodeVec3Uniform::get_output_port_count() const {
  4430. return 1;
  4431. }
  4432. VisualShaderNodeVec3Uniform::PortType VisualShaderNodeVec3Uniform::get_output_port_type(int p_port) const {
  4433. return PORT_TYPE_VECTOR_3D;
  4434. }
  4435. String VisualShaderNodeVec3Uniform::get_output_port_name(int p_port) const {
  4436. return ""; //no output port means the editor will be used as port
  4437. }
  4438. void VisualShaderNodeVec3Uniform::set_default_value_enabled(bool p_enabled) {
  4439. default_value_enabled = p_enabled;
  4440. emit_changed();
  4441. }
  4442. bool VisualShaderNodeVec3Uniform::is_default_value_enabled() const {
  4443. return default_value_enabled;
  4444. }
  4445. void VisualShaderNodeVec3Uniform::set_default_value(const Vector3 &p_value) {
  4446. default_value = p_value;
  4447. emit_changed();
  4448. }
  4449. Vector3 VisualShaderNodeVec3Uniform::get_default_value() const {
  4450. return default_value;
  4451. }
  4452. String VisualShaderNodeVec3Uniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4453. String code = _get_qual_str() + "uniform vec3 " + get_uniform_name();
  4454. if (default_value_enabled) {
  4455. code += vformat(" = vec3(%.6f, %.6f, %.6f)", default_value.x, default_value.y, default_value.z);
  4456. }
  4457. code += ";\n";
  4458. return code;
  4459. }
  4460. String VisualShaderNodeVec3Uniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  4461. return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  4462. }
  4463. void VisualShaderNodeVec3Uniform::_bind_methods() {
  4464. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeVec3Uniform::set_default_value_enabled);
  4465. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeVec3Uniform::is_default_value_enabled);
  4466. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeVec3Uniform::set_default_value);
  4467. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeVec3Uniform::get_default_value);
  4468. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  4469. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "default_value"), "set_default_value", "get_default_value");
  4470. }
  4471. bool VisualShaderNodeVec3Uniform::is_show_prop_names() const {
  4472. return true;
  4473. }
  4474. bool VisualShaderNodeVec3Uniform::is_use_prop_slots() const {
  4475. return true;
  4476. }
  4477. bool VisualShaderNodeVec3Uniform::is_qualifier_supported(Qualifier p_qual) const {
  4478. return true; // all qualifiers are supported
  4479. }
  4480. bool VisualShaderNodeVec3Uniform::is_convertible_to_constant() const {
  4481. return true; // conversion is allowed
  4482. }
  4483. Vector<StringName> VisualShaderNodeVec3Uniform::get_editable_properties() const {
  4484. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  4485. props.push_back("default_value_enabled");
  4486. if (default_value_enabled) {
  4487. props.push_back("default_value");
  4488. }
  4489. return props;
  4490. }
  4491. VisualShaderNodeVec3Uniform::VisualShaderNodeVec3Uniform() {
  4492. }
  4493. ////////////// Vector4 Uniform
  4494. String VisualShaderNodeVec4Uniform::get_caption() const {
  4495. return "Vector4Uniform";
  4496. }
  4497. int VisualShaderNodeVec4Uniform::get_input_port_count() const {
  4498. return 0;
  4499. }
  4500. VisualShaderNodeVec4Uniform::PortType VisualShaderNodeVec4Uniform::get_input_port_type(int p_port) const {
  4501. return PORT_TYPE_VECTOR_4D;
  4502. }
  4503. String VisualShaderNodeVec4Uniform::get_input_port_name(int p_port) const {
  4504. return String();
  4505. }
  4506. int VisualShaderNodeVec4Uniform::get_output_port_count() const {
  4507. return 1;
  4508. }
  4509. VisualShaderNodeVec4Uniform::PortType VisualShaderNodeVec4Uniform::get_output_port_type(int p_port) const {
  4510. return PORT_TYPE_VECTOR_4D;
  4511. }
  4512. String VisualShaderNodeVec4Uniform::get_output_port_name(int p_port) const {
  4513. return ""; // No output port means the editor will be used as port.
  4514. }
  4515. void VisualShaderNodeVec4Uniform::set_default_value_enabled(bool p_enabled) {
  4516. default_value_enabled = p_enabled;
  4517. emit_changed();
  4518. }
  4519. bool VisualShaderNodeVec4Uniform::is_default_value_enabled() const {
  4520. return default_value_enabled;
  4521. }
  4522. void VisualShaderNodeVec4Uniform::set_default_value(const Quaternion &p_value) {
  4523. default_value = p_value;
  4524. emit_changed();
  4525. }
  4526. Quaternion VisualShaderNodeVec4Uniform::get_default_value() const {
  4527. return default_value;
  4528. }
  4529. String VisualShaderNodeVec4Uniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4530. String code = _get_qual_str() + "uniform vec4 " + get_uniform_name();
  4531. if (default_value_enabled) {
  4532. code += vformat(" = vec4(%.6f, %.6f, %.6f, %.6f)", default_value.x, default_value.y, default_value.z, default_value.w);
  4533. }
  4534. code += ";\n";
  4535. return code;
  4536. }
  4537. String VisualShaderNodeVec4Uniform::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 {
  4538. return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  4539. }
  4540. void VisualShaderNodeVec4Uniform::_bind_methods() {
  4541. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeVec4Uniform::set_default_value_enabled);
  4542. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeVec4Uniform::is_default_value_enabled);
  4543. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeVec4Uniform::set_default_value);
  4544. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeVec4Uniform::get_default_value);
  4545. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  4546. ADD_PROPERTY(PropertyInfo(Variant::QUATERNION, "default_value"), "set_default_value", "get_default_value");
  4547. }
  4548. bool VisualShaderNodeVec4Uniform::is_show_prop_names() const {
  4549. return true;
  4550. }
  4551. bool VisualShaderNodeVec4Uniform::is_use_prop_slots() const {
  4552. return true;
  4553. }
  4554. bool VisualShaderNodeVec4Uniform::is_qualifier_supported(Qualifier p_qual) const {
  4555. return true; // All qualifiers are supported.
  4556. }
  4557. bool VisualShaderNodeVec4Uniform::is_convertible_to_constant() const {
  4558. return true; // Conversion is allowed.
  4559. }
  4560. Vector<StringName> VisualShaderNodeVec4Uniform::get_editable_properties() const {
  4561. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  4562. props.push_back("default_value_enabled");
  4563. if (default_value_enabled) {
  4564. props.push_back("default_value");
  4565. }
  4566. return props;
  4567. }
  4568. VisualShaderNodeVec4Uniform::VisualShaderNodeVec4Uniform() {
  4569. }
  4570. ////////////// Transform Uniform
  4571. String VisualShaderNodeTransformUniform::get_caption() const {
  4572. return "TransformUniform";
  4573. }
  4574. int VisualShaderNodeTransformUniform::get_input_port_count() const {
  4575. return 0;
  4576. }
  4577. VisualShaderNodeTransformUniform::PortType VisualShaderNodeTransformUniform::get_input_port_type(int p_port) const {
  4578. return PORT_TYPE_VECTOR_3D;
  4579. }
  4580. String VisualShaderNodeTransformUniform::get_input_port_name(int p_port) const {
  4581. return String();
  4582. }
  4583. int VisualShaderNodeTransformUniform::get_output_port_count() const {
  4584. return 1;
  4585. }
  4586. VisualShaderNodeTransformUniform::PortType VisualShaderNodeTransformUniform::get_output_port_type(int p_port) const {
  4587. return PORT_TYPE_TRANSFORM;
  4588. }
  4589. String VisualShaderNodeTransformUniform::get_output_port_name(int p_port) const {
  4590. return ""; //no output port means the editor will be used as port
  4591. }
  4592. void VisualShaderNodeTransformUniform::set_default_value_enabled(bool p_enabled) {
  4593. default_value_enabled = p_enabled;
  4594. emit_changed();
  4595. }
  4596. bool VisualShaderNodeTransformUniform::is_default_value_enabled() const {
  4597. return default_value_enabled;
  4598. }
  4599. void VisualShaderNodeTransformUniform::set_default_value(const Transform3D &p_value) {
  4600. default_value = p_value;
  4601. emit_changed();
  4602. }
  4603. Transform3D VisualShaderNodeTransformUniform::get_default_value() const {
  4604. return default_value;
  4605. }
  4606. String VisualShaderNodeTransformUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4607. String code = _get_qual_str() + "uniform mat4 " + get_uniform_name();
  4608. if (default_value_enabled) {
  4609. Vector3 row0 = default_value.basis.rows[0];
  4610. Vector3 row1 = default_value.basis.rows[1];
  4611. Vector3 row2 = default_value.basis.rows[2];
  4612. Vector3 origin = default_value.origin;
  4613. code += " = mat4(" + vformat("vec4(%.6f, %.6f, %.6f, 0.0)", row0.x, row0.y, row0.z) + vformat(", vec4(%.6f, %.6f, %.6f, 0.0)", row1.x, row1.y, row1.z) + vformat(", vec4(%.6f, %.6f, %.6f, 0.0)", row2.x, row2.y, row2.z) + vformat(", vec4(%.6f, %.6f, %.6f, 1.0)", origin.x, origin.y, origin.z) + ")";
  4614. }
  4615. code += ";\n";
  4616. return code;
  4617. }
  4618. String VisualShaderNodeTransformUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  4619. return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  4620. }
  4621. void VisualShaderNodeTransformUniform::_bind_methods() {
  4622. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeTransformUniform::set_default_value_enabled);
  4623. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeTransformUniform::is_default_value_enabled);
  4624. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeTransformUniform::set_default_value);
  4625. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeTransformUniform::get_default_value);
  4626. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  4627. ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "default_value"), "set_default_value", "get_default_value");
  4628. }
  4629. bool VisualShaderNodeTransformUniform::is_show_prop_names() const {
  4630. return true;
  4631. }
  4632. bool VisualShaderNodeTransformUniform::is_use_prop_slots() const {
  4633. return true;
  4634. }
  4635. bool VisualShaderNodeTransformUniform::is_qualifier_supported(Qualifier p_qual) const {
  4636. if (p_qual == Qualifier::QUAL_INSTANCE) {
  4637. return false;
  4638. }
  4639. return true;
  4640. }
  4641. bool VisualShaderNodeTransformUniform::is_convertible_to_constant() const {
  4642. return true; // conversion is allowed
  4643. }
  4644. Vector<StringName> VisualShaderNodeTransformUniform::get_editable_properties() const {
  4645. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  4646. props.push_back("default_value_enabled");
  4647. if (default_value_enabled) {
  4648. props.push_back("default_value");
  4649. }
  4650. return props;
  4651. }
  4652. VisualShaderNodeTransformUniform::VisualShaderNodeTransformUniform() {
  4653. }
  4654. ////////////// Texture Uniform
  4655. String VisualShaderNodeTextureUniform::get_caption() const {
  4656. return "TextureUniform";
  4657. }
  4658. int VisualShaderNodeTextureUniform::get_input_port_count() const {
  4659. return 0;
  4660. }
  4661. VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_input_port_type(int p_port) const {
  4662. return PORT_TYPE_SCALAR;
  4663. }
  4664. String VisualShaderNodeTextureUniform::get_input_port_name(int p_port) const {
  4665. return "";
  4666. }
  4667. int VisualShaderNodeTextureUniform::get_output_port_count() const {
  4668. return 1;
  4669. }
  4670. VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_output_port_type(int p_port) const {
  4671. switch (p_port) {
  4672. case 0:
  4673. return PORT_TYPE_SAMPLER;
  4674. default:
  4675. return PORT_TYPE_SCALAR;
  4676. }
  4677. }
  4678. String VisualShaderNodeTextureUniform::get_output_port_name(int p_port) const {
  4679. switch (p_port) {
  4680. case 0:
  4681. return "sampler2D";
  4682. default:
  4683. return "";
  4684. }
  4685. }
  4686. String VisualShaderNodeTextureUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4687. bool has_colon = false;
  4688. String code = _get_qual_str() + "uniform sampler2D " + get_uniform_name();
  4689. // type
  4690. {
  4691. String type_code;
  4692. switch (texture_type) {
  4693. case TYPE_DATA:
  4694. if (color_default == COLOR_DEFAULT_BLACK) {
  4695. type_code = "hint_black";
  4696. }
  4697. break;
  4698. case TYPE_COLOR:
  4699. if (color_default == COLOR_DEFAULT_BLACK) {
  4700. type_code = "hint_black_albedo";
  4701. } else {
  4702. type_code = "hint_albedo";
  4703. }
  4704. break;
  4705. case TYPE_NORMAL_MAP:
  4706. type_code = "hint_normal";
  4707. break;
  4708. case TYPE_ANISOTROPY:
  4709. type_code = "hint_anisotropy";
  4710. break;
  4711. default:
  4712. break;
  4713. }
  4714. if (!type_code.is_empty()) {
  4715. code += " : " + type_code;
  4716. has_colon = true;
  4717. }
  4718. }
  4719. // filter
  4720. {
  4721. String filter_code;
  4722. switch (texture_filter) {
  4723. case FILTER_NEAREST:
  4724. filter_code = "filter_nearest";
  4725. break;
  4726. case FILTER_LINEAR:
  4727. filter_code = "filter_linear";
  4728. break;
  4729. case FILTER_NEAREST_MIPMAP:
  4730. filter_code = "filter_nearest_mipmap";
  4731. break;
  4732. case FILTER_LINEAR_MIPMAP:
  4733. filter_code = "filter_linear_mipmap";
  4734. break;
  4735. case FILTER_NEAREST_MIPMAP_ANISOTROPIC:
  4736. filter_code = "filter_nearest_mipmap_anisotropic";
  4737. break;
  4738. case FILTER_LINEAR_MIPMAP_ANISOTROPIC:
  4739. filter_code = "filter_linear_mipmap_anisotropic";
  4740. break;
  4741. default:
  4742. break;
  4743. }
  4744. if (!filter_code.is_empty()) {
  4745. if (!has_colon) {
  4746. code += " : ";
  4747. has_colon = true;
  4748. } else {
  4749. code += ", ";
  4750. }
  4751. code += filter_code;
  4752. }
  4753. }
  4754. // repeat
  4755. {
  4756. String repeat_code;
  4757. switch (texture_repeat) {
  4758. case REPEAT_ENABLED:
  4759. repeat_code = "repeat_enable";
  4760. break;
  4761. case REPEAT_DISABLED:
  4762. repeat_code = "repeat_disable";
  4763. break;
  4764. default:
  4765. break;
  4766. }
  4767. if (!repeat_code.is_empty()) {
  4768. if (!has_colon) {
  4769. code += " : ";
  4770. } else {
  4771. code += ", ";
  4772. }
  4773. code += repeat_code;
  4774. }
  4775. }
  4776. code += ";\n";
  4777. return code;
  4778. }
  4779. String VisualShaderNodeTextureUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  4780. return "";
  4781. }
  4782. void VisualShaderNodeTextureUniform::set_texture_type(TextureType p_texture_type) {
  4783. ERR_FAIL_INDEX(int(p_texture_type), int(TYPE_MAX));
  4784. if (texture_type == p_texture_type) {
  4785. return;
  4786. }
  4787. texture_type = p_texture_type;
  4788. emit_changed();
  4789. }
  4790. VisualShaderNodeTextureUniform::TextureType VisualShaderNodeTextureUniform::get_texture_type() const {
  4791. return texture_type;
  4792. }
  4793. void VisualShaderNodeTextureUniform::set_color_default(ColorDefault p_color_default) {
  4794. ERR_FAIL_INDEX(int(p_color_default), int(COLOR_DEFAULT_MAX));
  4795. if (color_default == p_color_default) {
  4796. return;
  4797. }
  4798. color_default = p_color_default;
  4799. emit_changed();
  4800. }
  4801. VisualShaderNodeTextureUniform::ColorDefault VisualShaderNodeTextureUniform::get_color_default() const {
  4802. return color_default;
  4803. }
  4804. void VisualShaderNodeTextureUniform::set_texture_filter(TextureFilter p_filter) {
  4805. ERR_FAIL_INDEX(int(p_filter), int(FILTER_MAX));
  4806. if (texture_filter == p_filter) {
  4807. return;
  4808. }
  4809. texture_filter = p_filter;
  4810. emit_changed();
  4811. }
  4812. VisualShaderNodeTextureUniform::TextureFilter VisualShaderNodeTextureUniform::get_texture_filter() const {
  4813. return texture_filter;
  4814. }
  4815. void VisualShaderNodeTextureUniform::set_texture_repeat(TextureRepeat p_repeat) {
  4816. ERR_FAIL_INDEX(int(p_repeat), int(REPEAT_MAX));
  4817. if (texture_repeat == p_repeat) {
  4818. return;
  4819. }
  4820. texture_repeat = p_repeat;
  4821. emit_changed();
  4822. }
  4823. VisualShaderNodeTextureUniform::TextureRepeat VisualShaderNodeTextureUniform::get_texture_repeat() const {
  4824. return texture_repeat;
  4825. }
  4826. Vector<StringName> VisualShaderNodeTextureUniform::get_editable_properties() const {
  4827. Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
  4828. props.push_back("texture_type");
  4829. if (texture_type == TYPE_DATA || texture_type == TYPE_COLOR) {
  4830. props.push_back("color_default");
  4831. }
  4832. props.push_back("texture_filter");
  4833. props.push_back("texture_repeat");
  4834. return props;
  4835. }
  4836. bool VisualShaderNodeTextureUniform::is_show_prop_names() const {
  4837. return true;
  4838. }
  4839. Map<StringName, String> VisualShaderNodeTextureUniform::get_editable_properties_names() const {
  4840. Map<StringName, String> names;
  4841. names.insert("texture_type", RTR("Type"));
  4842. names.insert("color_default", RTR("Default Color"));
  4843. names.insert("texture_filter", RTR("Filter"));
  4844. names.insert("texture_repeat", RTR("Repeat"));
  4845. return names;
  4846. }
  4847. void VisualShaderNodeTextureUniform::_bind_methods() {
  4848. ClassDB::bind_method(D_METHOD("set_texture_type", "type"), &VisualShaderNodeTextureUniform::set_texture_type);
  4849. ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeTextureUniform::get_texture_type);
  4850. ClassDB::bind_method(D_METHOD("set_color_default", "type"), &VisualShaderNodeTextureUniform::set_color_default);
  4851. ClassDB::bind_method(D_METHOD("get_color_default"), &VisualShaderNodeTextureUniform::get_color_default);
  4852. ClassDB::bind_method(D_METHOD("set_texture_filter", "filter"), &VisualShaderNodeTextureUniform::set_texture_filter);
  4853. ClassDB::bind_method(D_METHOD("get_texture_filter"), &VisualShaderNodeTextureUniform::get_texture_filter);
  4854. ClassDB::bind_method(D_METHOD("set_texture_repeat", "type"), &VisualShaderNodeTextureUniform::set_texture_repeat);
  4855. ClassDB::bind_method(D_METHOD("get_texture_repeat"), &VisualShaderNodeTextureUniform::get_texture_repeat);
  4856. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normal Map,Anisotropic"), "set_texture_type", "get_texture_type");
  4857. ADD_PROPERTY(PropertyInfo(Variant::INT, "color_default", PROPERTY_HINT_ENUM, "White,Black"), "set_color_default", "get_color_default");
  4858. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_filter", PROPERTY_HINT_ENUM, "Default,Nearest,Linear,Nearest Mipmap,Linear Mipmap,Nearest Mipmap Anisotropic,Linear Mipmap Anisotropic"), "set_texture_filter", "get_texture_filter");
  4859. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_repeat", PROPERTY_HINT_ENUM, "Default,Enabled,Disabled"), "set_texture_repeat", "get_texture_repeat");
  4860. BIND_ENUM_CONSTANT(TYPE_DATA);
  4861. BIND_ENUM_CONSTANT(TYPE_COLOR);
  4862. BIND_ENUM_CONSTANT(TYPE_NORMAL_MAP);
  4863. BIND_ENUM_CONSTANT(TYPE_ANISOTROPY);
  4864. BIND_ENUM_CONSTANT(TYPE_MAX);
  4865. BIND_ENUM_CONSTANT(COLOR_DEFAULT_WHITE);
  4866. BIND_ENUM_CONSTANT(COLOR_DEFAULT_BLACK);
  4867. BIND_ENUM_CONSTANT(COLOR_DEFAULT_MAX);
  4868. BIND_ENUM_CONSTANT(FILTER_DEFAULT);
  4869. BIND_ENUM_CONSTANT(FILTER_NEAREST);
  4870. BIND_ENUM_CONSTANT(FILTER_LINEAR);
  4871. BIND_ENUM_CONSTANT(FILTER_NEAREST_MIPMAP);
  4872. BIND_ENUM_CONSTANT(FILTER_LINEAR_MIPMAP);
  4873. BIND_ENUM_CONSTANT(FILTER_NEAREST_MIPMAP_ANISOTROPIC);
  4874. BIND_ENUM_CONSTANT(FILTER_LINEAR_MIPMAP_ANISOTROPIC);
  4875. BIND_ENUM_CONSTANT(FILTER_MAX);
  4876. BIND_ENUM_CONSTANT(REPEAT_DEFAULT);
  4877. BIND_ENUM_CONSTANT(REPEAT_ENABLED);
  4878. BIND_ENUM_CONSTANT(REPEAT_DISABLED);
  4879. BIND_ENUM_CONSTANT(REPEAT_MAX);
  4880. }
  4881. bool VisualShaderNodeTextureUniform::is_qualifier_supported(Qualifier p_qual) const {
  4882. switch (p_qual) {
  4883. case Qualifier::QUAL_NONE:
  4884. return true;
  4885. case Qualifier::QUAL_GLOBAL:
  4886. return true;
  4887. case Qualifier::QUAL_INSTANCE:
  4888. return false;
  4889. default:
  4890. break;
  4891. }
  4892. return false;
  4893. }
  4894. bool VisualShaderNodeTextureUniform::is_convertible_to_constant() const {
  4895. return false; // conversion is not allowed
  4896. }
  4897. VisualShaderNodeTextureUniform::VisualShaderNodeTextureUniform() {
  4898. }
  4899. ////////////// Texture Uniform (Triplanar)
  4900. String VisualShaderNodeTextureUniformTriplanar::get_caption() const {
  4901. return "TextureUniformTriplanar";
  4902. }
  4903. int VisualShaderNodeTextureUniformTriplanar::get_input_port_count() const {
  4904. return 2;
  4905. }
  4906. VisualShaderNodeTextureUniformTriplanar::PortType VisualShaderNodeTextureUniformTriplanar::get_input_port_type(int p_port) const {
  4907. if (p_port == 0 || p_port == 1) {
  4908. return PORT_TYPE_VECTOR_3D;
  4909. }
  4910. return PORT_TYPE_SCALAR;
  4911. }
  4912. String VisualShaderNodeTextureUniformTriplanar::get_input_port_name(int p_port) const {
  4913. if (p_port == 0) {
  4914. return "weights";
  4915. } else if (p_port == 1) {
  4916. return "pos";
  4917. }
  4918. return "";
  4919. }
  4920. int VisualShaderNodeTextureUniformTriplanar::get_output_port_count() const {
  4921. return 2;
  4922. }
  4923. VisualShaderNodeTextureUniformTriplanar::PortType VisualShaderNodeTextureUniformTriplanar::get_output_port_type(int p_port) const {
  4924. switch (p_port) {
  4925. case 0:
  4926. return PORT_TYPE_VECTOR_4D;
  4927. case 1:
  4928. return PORT_TYPE_SAMPLER;
  4929. default:
  4930. return PORT_TYPE_SCALAR;
  4931. }
  4932. }
  4933. String VisualShaderNodeTextureUniformTriplanar::get_output_port_name(int p_port) const {
  4934. switch (p_port) {
  4935. case 0:
  4936. return "color";
  4937. case 1:
  4938. return "sampler2D";
  4939. default:
  4940. return "";
  4941. }
  4942. }
  4943. String VisualShaderNodeTextureUniformTriplanar::generate_global_per_node(Shader::Mode p_mode, int p_id) const {
  4944. String code;
  4945. code += "// " + get_caption() + "\n";
  4946. code += " vec4 triplanar_texture(sampler2D p_sampler, vec3 p_weights, vec3 p_triplanar_pos) {\n";
  4947. code += " vec4 samp = vec4(0.0);\n";
  4948. code += " samp += texture(p_sampler, p_triplanar_pos.xy) * p_weights.z;\n";
  4949. code += " samp += texture(p_sampler, p_triplanar_pos.xz) * p_weights.y;\n";
  4950. code += " samp += texture(p_sampler, p_triplanar_pos.zy * vec2(-1.0, 1.0)) * p_weights.x;\n";
  4951. code += " return samp;\n";
  4952. code += " }\n";
  4953. code += "\n";
  4954. code += " uniform vec3 triplanar_scale = vec3(1.0, 1.0, 1.0);\n";
  4955. code += " uniform vec3 triplanar_offset;\n";
  4956. code += " uniform float triplanar_sharpness = 0.5;\n";
  4957. code += "\n";
  4958. code += " varying vec3 triplanar_power_normal;\n";
  4959. code += " varying vec3 triplanar_pos;\n";
  4960. return code;
  4961. }
  4962. String VisualShaderNodeTextureUniformTriplanar::generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4963. String code;
  4964. if (p_type == VisualShader::TYPE_VERTEX) {
  4965. code += "// " + get_caption() + "\n";
  4966. code += " {\n";
  4967. code += " triplanar_power_normal = pow(abs(NORMAL), vec3(triplanar_sharpness));\n";
  4968. code += " triplanar_power_normal /= dot(triplanar_power_normal, vec3(1.0));\n";
  4969. code += " triplanar_pos = VERTEX * triplanar_scale + triplanar_offset;\n";
  4970. code += " triplanar_pos *= vec3(1.0, -1.0, 1.0);\n";
  4971. code += " }\n";
  4972. }
  4973. return code;
  4974. }
  4975. String VisualShaderNodeTextureUniformTriplanar::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  4976. String id = get_uniform_name();
  4977. String code;
  4978. if (p_input_vars[0].is_empty() && p_input_vars[1].is_empty()) {
  4979. code += " " + p_output_vars[0] + " = triplanar_texture(" + id + ", triplanar_power_normal, triplanar_pos);\n";
  4980. } else if (!p_input_vars[0].is_empty() && p_input_vars[1].is_empty()) {
  4981. code += " " + p_output_vars[0] + " = triplanar_texture(" + id + ", " + p_input_vars[0] + ", triplanar_pos);\n";
  4982. } else if (p_input_vars[0].is_empty() && !p_input_vars[1].is_empty()) {
  4983. code += " " + p_output_vars[0] + " = triplanar_texture(" + id + ", triplanar_power_normal, " + p_input_vars[1] + ");\n";
  4984. } else {
  4985. code += " " + p_output_vars[0] + " = triplanar_texture(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  4986. }
  4987. return code;
  4988. }
  4989. bool VisualShaderNodeTextureUniformTriplanar::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  4990. if (p_port == 0) {
  4991. return true;
  4992. } else if (p_port == 1) {
  4993. return true;
  4994. }
  4995. return false;
  4996. }
  4997. VisualShaderNodeTextureUniformTriplanar::VisualShaderNodeTextureUniformTriplanar() {
  4998. }
  4999. ////////////// Texture2DArray Uniform
  5000. String VisualShaderNodeTexture2DArrayUniform::get_caption() const {
  5001. return "Texture2DArrayUniform";
  5002. }
  5003. String VisualShaderNodeTexture2DArrayUniform::get_output_port_name(int p_port) const {
  5004. return "sampler2DArray";
  5005. }
  5006. String VisualShaderNodeTexture2DArrayUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  5007. String code = _get_qual_str() + "uniform sampler2DArray " + get_uniform_name();
  5008. switch (texture_type) {
  5009. case TYPE_DATA:
  5010. if (color_default == COLOR_DEFAULT_BLACK) {
  5011. code += " : hint_black;\n";
  5012. } else {
  5013. code += ";\n";
  5014. }
  5015. break;
  5016. case TYPE_COLOR:
  5017. if (color_default == COLOR_DEFAULT_BLACK) {
  5018. code += " : hint_black_albedo;\n";
  5019. } else {
  5020. code += " : hint_albedo;\n";
  5021. }
  5022. break;
  5023. case TYPE_NORMAL_MAP:
  5024. code += " : hint_normal;\n";
  5025. break;
  5026. case TYPE_ANISOTROPY:
  5027. code += " : hint_anisotropy;\n";
  5028. break;
  5029. default:
  5030. code += ";\n";
  5031. break;
  5032. }
  5033. return code;
  5034. }
  5035. String VisualShaderNodeTexture2DArrayUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  5036. return String();
  5037. }
  5038. VisualShaderNodeTexture2DArrayUniform::VisualShaderNodeTexture2DArrayUniform() {
  5039. }
  5040. ////////////// Texture3D Uniform
  5041. String VisualShaderNodeTexture3DUniform::get_caption() const {
  5042. return "Texture3DUniform";
  5043. }
  5044. String VisualShaderNodeTexture3DUniform::get_output_port_name(int p_port) const {
  5045. return "sampler3D";
  5046. }
  5047. String VisualShaderNodeTexture3DUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  5048. String code = _get_qual_str() + "uniform sampler3D " + get_uniform_name();
  5049. switch (texture_type) {
  5050. case TYPE_DATA:
  5051. if (color_default == COLOR_DEFAULT_BLACK) {
  5052. code += " : hint_black;\n";
  5053. } else {
  5054. code += ";\n";
  5055. }
  5056. break;
  5057. case TYPE_COLOR:
  5058. if (color_default == COLOR_DEFAULT_BLACK) {
  5059. code += " : hint_black_albedo;\n";
  5060. } else {
  5061. code += " : hint_albedo;\n";
  5062. }
  5063. break;
  5064. case TYPE_NORMAL_MAP:
  5065. code += " : hint_normal;\n";
  5066. break;
  5067. case TYPE_ANISOTROPY:
  5068. code += " : hint_anisotropy;\n";
  5069. break;
  5070. default:
  5071. code += ";\n";
  5072. break;
  5073. }
  5074. return code;
  5075. }
  5076. String VisualShaderNodeTexture3DUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  5077. return String();
  5078. }
  5079. VisualShaderNodeTexture3DUniform::VisualShaderNodeTexture3DUniform() {
  5080. }
  5081. ////////////// Cubemap Uniform
  5082. String VisualShaderNodeCubemapUniform::get_caption() const {
  5083. return "CubemapUniform";
  5084. }
  5085. String VisualShaderNodeCubemapUniform::get_output_port_name(int p_port) const {
  5086. return "samplerCube";
  5087. }
  5088. String VisualShaderNodeCubemapUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  5089. String code = _get_qual_str() + "uniform samplerCube " + get_uniform_name();
  5090. switch (texture_type) {
  5091. case TYPE_DATA:
  5092. if (color_default == COLOR_DEFAULT_BLACK) {
  5093. code += " : hint_black;\n";
  5094. } else {
  5095. code += ";\n";
  5096. }
  5097. break;
  5098. case TYPE_COLOR:
  5099. if (color_default == COLOR_DEFAULT_BLACK) {
  5100. code += " : hint_black_albedo;\n";
  5101. } else {
  5102. code += " : hint_albedo;\n";
  5103. }
  5104. break;
  5105. case TYPE_NORMAL_MAP:
  5106. code += " : hint_normal;\n";
  5107. break;
  5108. case TYPE_ANISOTROPY:
  5109. code += " : hint_anisotropy;\n";
  5110. break;
  5111. default:
  5112. code += ";\n";
  5113. break;
  5114. }
  5115. return code;
  5116. }
  5117. String VisualShaderNodeCubemapUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  5118. return String();
  5119. }
  5120. VisualShaderNodeCubemapUniform::VisualShaderNodeCubemapUniform() {
  5121. }
  5122. ////////////// If
  5123. String VisualShaderNodeIf::get_caption() const {
  5124. return "If";
  5125. }
  5126. int VisualShaderNodeIf::get_input_port_count() const {
  5127. return 6;
  5128. }
  5129. VisualShaderNodeIf::PortType VisualShaderNodeIf::get_input_port_type(int p_port) const {
  5130. if (p_port == 0 || p_port == 1 || p_port == 2) {
  5131. return PORT_TYPE_SCALAR;
  5132. }
  5133. return PORT_TYPE_VECTOR_3D;
  5134. }
  5135. String VisualShaderNodeIf::get_input_port_name(int p_port) const {
  5136. switch (p_port) {
  5137. case 0:
  5138. return "a";
  5139. case 1:
  5140. return "b";
  5141. case 2:
  5142. return "tolerance";
  5143. case 3:
  5144. return "a == b";
  5145. case 4:
  5146. return "a > b";
  5147. case 5:
  5148. return "a < b";
  5149. default:
  5150. return "";
  5151. }
  5152. }
  5153. int VisualShaderNodeIf::get_output_port_count() const {
  5154. return 1;
  5155. }
  5156. VisualShaderNodeIf::PortType VisualShaderNodeIf::get_output_port_type(int p_port) const {
  5157. return PORT_TYPE_VECTOR_3D;
  5158. }
  5159. String VisualShaderNodeIf::get_output_port_name(int p_port) const {
  5160. return "result";
  5161. }
  5162. String VisualShaderNodeIf::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  5163. String code;
  5164. code += " if(abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ")\n"; // abs(a - b) < tolerance eg. a == b
  5165. code += " {\n";
  5166. code += " " + p_output_vars[0] + " = " + p_input_vars[3] + ";\n";
  5167. code += " }\n";
  5168. code += " else if(" + p_input_vars[0] + " < " + p_input_vars[1] + ")\n"; // a < b
  5169. code += " {\n";
  5170. code += " " + p_output_vars[0] + " = " + p_input_vars[5] + ";\n";
  5171. code += " }\n";
  5172. code += " else\n"; // a > b (or a >= b if abs(a - b) < tolerance is false)
  5173. code += " {\n";
  5174. code += " " + p_output_vars[0] + " = " + p_input_vars[4] + ";\n";
  5175. code += " }\n";
  5176. return code;
  5177. }
  5178. VisualShaderNodeIf::VisualShaderNodeIf() {
  5179. simple_decl = false;
  5180. set_input_port_default_value(0, 0.0);
  5181. set_input_port_default_value(1, 0.0);
  5182. set_input_port_default_value(2, CMP_EPSILON);
  5183. set_input_port_default_value(3, Vector3(0.0, 0.0, 0.0));
  5184. set_input_port_default_value(4, Vector3(0.0, 0.0, 0.0));
  5185. set_input_port_default_value(5, Vector3(0.0, 0.0, 0.0));
  5186. }
  5187. ////////////// Switch
  5188. String VisualShaderNodeSwitch::get_caption() const {
  5189. return "Switch";
  5190. }
  5191. int VisualShaderNodeSwitch::get_input_port_count() const {
  5192. return 3;
  5193. }
  5194. VisualShaderNodeSwitch::PortType VisualShaderNodeSwitch::get_input_port_type(int p_port) const {
  5195. if (p_port == 0) {
  5196. return PORT_TYPE_BOOLEAN;
  5197. }
  5198. if (p_port == 1 || p_port == 2) {
  5199. switch (op_type) {
  5200. case OP_TYPE_INT:
  5201. return PORT_TYPE_SCALAR_INT;
  5202. case OP_TYPE_VECTOR_2D:
  5203. return PORT_TYPE_VECTOR_2D;
  5204. case OP_TYPE_VECTOR_3D:
  5205. return PORT_TYPE_VECTOR_3D;
  5206. case OP_TYPE_VECTOR_4D:
  5207. return PORT_TYPE_VECTOR_4D;
  5208. case OP_TYPE_BOOLEAN:
  5209. return PORT_TYPE_BOOLEAN;
  5210. case OP_TYPE_TRANSFORM:
  5211. return PORT_TYPE_TRANSFORM;
  5212. default:
  5213. break;
  5214. }
  5215. }
  5216. return PORT_TYPE_SCALAR;
  5217. }
  5218. String VisualShaderNodeSwitch::get_input_port_name(int p_port) const {
  5219. switch (p_port) {
  5220. case 0:
  5221. return "value";
  5222. case 1:
  5223. return "true";
  5224. case 2:
  5225. return "false";
  5226. default:
  5227. return "";
  5228. }
  5229. }
  5230. int VisualShaderNodeSwitch::get_output_port_count() const {
  5231. return 1;
  5232. }
  5233. VisualShaderNodeSwitch::PortType VisualShaderNodeSwitch::get_output_port_type(int p_port) const {
  5234. switch (op_type) {
  5235. case OP_TYPE_INT:
  5236. return PORT_TYPE_SCALAR_INT;
  5237. case OP_TYPE_VECTOR_2D:
  5238. return PORT_TYPE_VECTOR_2D;
  5239. case OP_TYPE_VECTOR_3D:
  5240. return PORT_TYPE_VECTOR_3D;
  5241. case OP_TYPE_VECTOR_4D:
  5242. return PORT_TYPE_VECTOR_4D;
  5243. case OP_TYPE_BOOLEAN:
  5244. return PORT_TYPE_BOOLEAN;
  5245. case OP_TYPE_TRANSFORM:
  5246. return PORT_TYPE_TRANSFORM;
  5247. default:
  5248. break;
  5249. }
  5250. return PORT_TYPE_SCALAR;
  5251. }
  5252. String VisualShaderNodeSwitch::get_output_port_name(int p_port) const {
  5253. return "result";
  5254. }
  5255. void VisualShaderNodeSwitch::set_op_type(OpType p_op_type) {
  5256. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  5257. if (op_type == p_op_type) {
  5258. return;
  5259. }
  5260. switch (p_op_type) {
  5261. case OP_TYPE_FLOAT:
  5262. set_input_port_default_value(1, 1.0, get_input_port_default_value(1));
  5263. set_input_port_default_value(2, 0.0, get_input_port_default_value(2));
  5264. break;
  5265. case OP_TYPE_INT:
  5266. set_input_port_default_value(1, 1, get_input_port_default_value(1));
  5267. set_input_port_default_value(2, 0, get_input_port_default_value(2));
  5268. break;
  5269. case OP_TYPE_VECTOR_2D:
  5270. set_input_port_default_value(1, Vector2(1.0, 1.0), get_input_port_default_value(1));
  5271. set_input_port_default_value(2, Vector2(0.0, 0.0), get_input_port_default_value(2));
  5272. break;
  5273. case OP_TYPE_VECTOR_3D:
  5274. set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0), get_input_port_default_value(1));
  5275. set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0), get_input_port_default_value(2));
  5276. break;
  5277. case OP_TYPE_VECTOR_4D:
  5278. set_input_port_default_value(1, Quaternion(1.0, 1.0, 1.0, 1.0), get_input_port_default_value(1));
  5279. set_input_port_default_value(2, Quaternion(0.0, 0.0, 0.0, 0.0), get_input_port_default_value(2));
  5280. break;
  5281. case OP_TYPE_BOOLEAN:
  5282. set_input_port_default_value(1, true);
  5283. set_input_port_default_value(2, false);
  5284. break;
  5285. case OP_TYPE_TRANSFORM:
  5286. set_input_port_default_value(1, Transform3D());
  5287. set_input_port_default_value(2, Transform3D());
  5288. break;
  5289. default:
  5290. break;
  5291. }
  5292. op_type = p_op_type;
  5293. emit_changed();
  5294. }
  5295. VisualShaderNodeSwitch::OpType VisualShaderNodeSwitch::get_op_type() const {
  5296. return op_type;
  5297. }
  5298. Vector<StringName> VisualShaderNodeSwitch::get_editable_properties() const {
  5299. Vector<StringName> props;
  5300. props.push_back("op_type");
  5301. return props;
  5302. }
  5303. void VisualShaderNodeSwitch::_bind_methods() { // static
  5304. ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeSwitch::set_op_type);
  5305. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeSwitch::get_op_type);
  5306. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Float,Int,Vector2,Vector3,Vector4,Boolean,Transform"), "set_op_type", "get_op_type");
  5307. BIND_ENUM_CONSTANT(OP_TYPE_FLOAT);
  5308. BIND_ENUM_CONSTANT(OP_TYPE_INT);
  5309. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
  5310. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
  5311. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
  5312. BIND_ENUM_CONSTANT(OP_TYPE_BOOLEAN);
  5313. BIND_ENUM_CONSTANT(OP_TYPE_TRANSFORM);
  5314. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  5315. }
  5316. String VisualShaderNodeSwitch::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  5317. String code;
  5318. code += " if(" + p_input_vars[0] + ")\n";
  5319. code += " {\n";
  5320. code += " " + p_output_vars[0] + " = " + p_input_vars[1] + ";\n";
  5321. code += " }\n";
  5322. code += " else\n";
  5323. code += " {\n";
  5324. code += " " + p_output_vars[0] + " = " + p_input_vars[2] + ";\n";
  5325. code += " }\n";
  5326. return code;
  5327. }
  5328. VisualShaderNodeSwitch::VisualShaderNodeSwitch() {
  5329. simple_decl = false;
  5330. set_input_port_default_value(0, false);
  5331. set_input_port_default_value(1, 1.0);
  5332. set_input_port_default_value(2, 0.0);
  5333. }
  5334. ////////////// Fresnel
  5335. String VisualShaderNodeFresnel::get_caption() const {
  5336. return "Fresnel";
  5337. }
  5338. int VisualShaderNodeFresnel::get_input_port_count() const {
  5339. return 4;
  5340. }
  5341. VisualShaderNodeFresnel::PortType VisualShaderNodeFresnel::get_input_port_type(int p_port) const {
  5342. switch (p_port) {
  5343. case 0:
  5344. return PORT_TYPE_VECTOR_3D;
  5345. case 1:
  5346. return PORT_TYPE_VECTOR_3D;
  5347. case 2:
  5348. return PORT_TYPE_BOOLEAN;
  5349. case 3:
  5350. return PORT_TYPE_SCALAR;
  5351. default:
  5352. return PORT_TYPE_VECTOR_3D;
  5353. }
  5354. }
  5355. String VisualShaderNodeFresnel::get_input_port_name(int p_port) const {
  5356. switch (p_port) {
  5357. case 0:
  5358. return "normal";
  5359. case 1:
  5360. return "view";
  5361. case 2:
  5362. return "invert";
  5363. case 3:
  5364. return "power";
  5365. default:
  5366. return "";
  5367. }
  5368. }
  5369. int VisualShaderNodeFresnel::get_output_port_count() const {
  5370. return 1;
  5371. }
  5372. VisualShaderNodeFresnel::PortType VisualShaderNodeFresnel::get_output_port_type(int p_port) const {
  5373. return PORT_TYPE_SCALAR;
  5374. }
  5375. String VisualShaderNodeFresnel::get_output_port_name(int p_port) const {
  5376. return "result";
  5377. }
  5378. bool VisualShaderNodeFresnel::is_generate_input_var(int p_port) const {
  5379. if (p_port == 2) {
  5380. return false;
  5381. }
  5382. return true;
  5383. }
  5384. String VisualShaderNodeFresnel::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  5385. String normal;
  5386. String view;
  5387. if (p_input_vars[0].is_empty()) {
  5388. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  5389. normal = "NORMAL";
  5390. } else {
  5391. normal = "vec3(0.0)";
  5392. }
  5393. } else {
  5394. normal = p_input_vars[0];
  5395. }
  5396. if (p_input_vars[1].is_empty()) {
  5397. if (p_mode == Shader::MODE_SPATIAL) {
  5398. view = "VIEW";
  5399. } else {
  5400. view = "vec3(0.0)";
  5401. }
  5402. } else {
  5403. view = p_input_vars[1];
  5404. }
  5405. if (is_input_port_connected(2)) {
  5406. return " " + p_output_vars[0] + " = " + p_input_vars[2] + " ? (pow(clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ")) : (pow(1.0 - clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + "));\n";
  5407. } else {
  5408. if (get_input_port_default_value(2)) {
  5409. return " " + p_output_vars[0] + " = pow(clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ");\n";
  5410. } else {
  5411. return " " + p_output_vars[0] + " = pow(1.0 - clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ");\n";
  5412. }
  5413. }
  5414. }
  5415. bool VisualShaderNodeFresnel::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  5416. if (p_port == 0) {
  5417. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  5418. return true;
  5419. }
  5420. } else if (p_port == 1) {
  5421. if (p_mode == Shader::MODE_SPATIAL) {
  5422. return true;
  5423. }
  5424. }
  5425. return false;
  5426. }
  5427. VisualShaderNodeFresnel::VisualShaderNodeFresnel() {
  5428. set_input_port_default_value(2, false);
  5429. set_input_port_default_value(3, 1.0);
  5430. }
  5431. ////////////// Is
  5432. String VisualShaderNodeIs::get_caption() const {
  5433. return "Is";
  5434. }
  5435. int VisualShaderNodeIs::get_input_port_count() const {
  5436. return 1;
  5437. }
  5438. VisualShaderNodeIs::PortType VisualShaderNodeIs::get_input_port_type(int p_port) const {
  5439. return PORT_TYPE_SCALAR;
  5440. }
  5441. String VisualShaderNodeIs::get_input_port_name(int p_port) const {
  5442. return "";
  5443. }
  5444. int VisualShaderNodeIs::get_output_port_count() const {
  5445. return 1;
  5446. }
  5447. VisualShaderNodeIs::PortType VisualShaderNodeIs::get_output_port_type(int p_port) const {
  5448. return PORT_TYPE_BOOLEAN;
  5449. }
  5450. String VisualShaderNodeIs::get_output_port_name(int p_port) const {
  5451. return "";
  5452. }
  5453. String VisualShaderNodeIs::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  5454. static const char *functions[FUNC_MAX] = {
  5455. "isinf($)",
  5456. "isnan($)"
  5457. };
  5458. String code;
  5459. code += " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
  5460. return code;
  5461. }
  5462. void VisualShaderNodeIs::set_function(Function p_func) {
  5463. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  5464. if (func == p_func) {
  5465. return;
  5466. }
  5467. func = p_func;
  5468. emit_changed();
  5469. }
  5470. VisualShaderNodeIs::Function VisualShaderNodeIs::get_function() const {
  5471. return func;
  5472. }
  5473. Vector<StringName> VisualShaderNodeIs::get_editable_properties() const {
  5474. Vector<StringName> props;
  5475. props.push_back("function");
  5476. return props;
  5477. }
  5478. void VisualShaderNodeIs::_bind_methods() {
  5479. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeIs::set_function);
  5480. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeIs::get_function);
  5481. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Inf,NaN"), "set_function", "get_function");
  5482. BIND_ENUM_CONSTANT(FUNC_IS_INF);
  5483. BIND_ENUM_CONSTANT(FUNC_IS_NAN);
  5484. BIND_ENUM_CONSTANT(FUNC_MAX);
  5485. }
  5486. VisualShaderNodeIs::VisualShaderNodeIs() {
  5487. set_input_port_default_value(0, 0.0);
  5488. }
  5489. ////////////// Compare
  5490. String VisualShaderNodeCompare::get_caption() const {
  5491. return "Compare";
  5492. }
  5493. int VisualShaderNodeCompare::get_input_port_count() const {
  5494. if (comparison_type == CTYPE_SCALAR && (func == FUNC_EQUAL || func == FUNC_NOT_EQUAL)) {
  5495. return 3;
  5496. }
  5497. return 2;
  5498. }
  5499. VisualShaderNodeCompare::PortType VisualShaderNodeCompare::get_input_port_type(int p_port) const {
  5500. switch (comparison_type) {
  5501. case CTYPE_SCALAR:
  5502. return PORT_TYPE_SCALAR;
  5503. case CTYPE_SCALAR_INT:
  5504. return PORT_TYPE_SCALAR_INT;
  5505. case CTYPE_VECTOR_2D:
  5506. return PORT_TYPE_VECTOR_2D;
  5507. case CTYPE_VECTOR_3D:
  5508. return PORT_TYPE_VECTOR_3D;
  5509. case CTYPE_VECTOR_4D:
  5510. return PORT_TYPE_VECTOR_4D;
  5511. case CTYPE_BOOLEAN:
  5512. return PORT_TYPE_BOOLEAN;
  5513. case CTYPE_TRANSFORM:
  5514. return PORT_TYPE_TRANSFORM;
  5515. default:
  5516. return PORT_TYPE_SCALAR;
  5517. }
  5518. }
  5519. String VisualShaderNodeCompare::get_input_port_name(int p_port) const {
  5520. if (p_port == 0) {
  5521. return "a";
  5522. } else if (p_port == 1) {
  5523. return "b";
  5524. } else if (p_port == 2) {
  5525. return "tolerance";
  5526. }
  5527. return "";
  5528. }
  5529. int VisualShaderNodeCompare::get_output_port_count() const {
  5530. return 1;
  5531. }
  5532. VisualShaderNodeCompare::PortType VisualShaderNodeCompare::get_output_port_type(int p_port) const {
  5533. return PORT_TYPE_BOOLEAN;
  5534. }
  5535. String VisualShaderNodeCompare::get_output_port_name(int p_port) const {
  5536. if (p_port == 0) {
  5537. return "result";
  5538. }
  5539. return "";
  5540. }
  5541. String VisualShaderNodeCompare::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  5542. if (comparison_type == CTYPE_BOOLEAN || comparison_type == CTYPE_TRANSFORM) {
  5543. if (func > FUNC_NOT_EQUAL) {
  5544. return RTR("Invalid comparison function for that type.");
  5545. }
  5546. }
  5547. return "";
  5548. }
  5549. String VisualShaderNodeCompare::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  5550. static const char *operators[FUNC_MAX] = {
  5551. "==",
  5552. "!=",
  5553. ">",
  5554. ">=",
  5555. "<",
  5556. "<=",
  5557. };
  5558. static const char *functions[FUNC_MAX] = {
  5559. "equal($)",
  5560. "notEqual($)",
  5561. "greaterThan($)",
  5562. "greaterThanEqual($)",
  5563. "lessThan($)",
  5564. "lessThanEqual($)",
  5565. };
  5566. static const char *conditions[COND_MAX] = {
  5567. "all($)",
  5568. "any($)",
  5569. };
  5570. String code;
  5571. switch (comparison_type) {
  5572. case CTYPE_SCALAR: {
  5573. if (func == FUNC_EQUAL) {
  5574. code += " " + p_output_vars[0] + " = (abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ");";
  5575. } else if (func == FUNC_NOT_EQUAL) {
  5576. code += " " + p_output_vars[0] + " = !(abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ");";
  5577. } else {
  5578. code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", operators[func]) + ";\n";
  5579. }
  5580. } break;
  5581. case CTYPE_SCALAR_INT: {
  5582. code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", operators[func]) + ";\n";
  5583. } break;
  5584. case CTYPE_VECTOR_2D: {
  5585. code += " {\n";
  5586. code += " bvec2 _bv = " + String(functions[func]).replace("$", p_input_vars[0] + ", " + p_input_vars[1]) + ";\n";
  5587. code += " " + p_output_vars[0] + " = " + String(conditions[condition]).replace("$", "_bv") + ";\n";
  5588. code += " }\n";
  5589. } break;
  5590. case CTYPE_VECTOR_3D: {
  5591. code += " {\n";
  5592. code += " bvec3 _bv = " + String(functions[func]).replace("$", p_input_vars[0] + ", " + p_input_vars[1]) + ";\n";
  5593. code += " " + p_output_vars[0] + " = " + String(conditions[condition]).replace("$", "_bv") + ";\n";
  5594. code += " }\n";
  5595. } break;
  5596. case CTYPE_VECTOR_4D: {
  5597. code += " {\n";
  5598. code += " bvec4 _bv = " + String(functions[func]).replace("$", p_input_vars[0] + ", " + p_input_vars[1]) + ";\n";
  5599. code += " " + p_output_vars[0] + " = " + String(conditions[condition]).replace("$", "_bv") + ";\n";
  5600. code += " }\n";
  5601. } break;
  5602. case CTYPE_BOOLEAN: {
  5603. if (func > FUNC_NOT_EQUAL) {
  5604. return " " + p_output_vars[0] + " = false;\n";
  5605. }
  5606. code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", operators[func]) + ";\n";
  5607. } break;
  5608. case CTYPE_TRANSFORM: {
  5609. if (func > FUNC_NOT_EQUAL) {
  5610. return " " + p_output_vars[0] + " = false;\n";
  5611. }
  5612. code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", operators[func]) + ";\n";
  5613. } break;
  5614. default:
  5615. break;
  5616. }
  5617. return code;
  5618. }
  5619. void VisualShaderNodeCompare::set_comparison_type(ComparisonType p_comparison_type) {
  5620. ERR_FAIL_INDEX(int(p_comparison_type), int(CTYPE_MAX));
  5621. if (comparison_type == p_comparison_type) {
  5622. return;
  5623. }
  5624. switch (p_comparison_type) {
  5625. case CTYPE_SCALAR:
  5626. set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
  5627. set_input_port_default_value(1, 0.0, get_input_port_default_value(1));
  5628. simple_decl = true;
  5629. break;
  5630. case CTYPE_SCALAR_INT:
  5631. set_input_port_default_value(0, 0, get_input_port_default_value(0));
  5632. set_input_port_default_value(1, 0, get_input_port_default_value(1));
  5633. simple_decl = true;
  5634. break;
  5635. case CTYPE_VECTOR_2D:
  5636. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  5637. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
  5638. simple_decl = false;
  5639. break;
  5640. case CTYPE_VECTOR_3D:
  5641. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  5642. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
  5643. simple_decl = false;
  5644. break;
  5645. case CTYPE_VECTOR_4D:
  5646. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  5647. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
  5648. simple_decl = false;
  5649. break;
  5650. case CTYPE_BOOLEAN:
  5651. set_input_port_default_value(0, false);
  5652. set_input_port_default_value(1, false);
  5653. simple_decl = true;
  5654. break;
  5655. case CTYPE_TRANSFORM:
  5656. set_input_port_default_value(0, Transform3D());
  5657. set_input_port_default_value(1, Transform3D());
  5658. simple_decl = true;
  5659. break;
  5660. default:
  5661. break;
  5662. }
  5663. comparison_type = p_comparison_type;
  5664. emit_changed();
  5665. }
  5666. VisualShaderNodeCompare::ComparisonType VisualShaderNodeCompare::get_comparison_type() const {
  5667. return comparison_type;
  5668. }
  5669. void VisualShaderNodeCompare::set_function(Function p_func) {
  5670. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  5671. if (func == p_func) {
  5672. return;
  5673. }
  5674. func = p_func;
  5675. emit_changed();
  5676. }
  5677. VisualShaderNodeCompare::Function VisualShaderNodeCompare::get_function() const {
  5678. return func;
  5679. }
  5680. void VisualShaderNodeCompare::set_condition(Condition p_condition) {
  5681. ERR_FAIL_INDEX(int(p_condition), int(COND_MAX));
  5682. if (condition == p_condition) {
  5683. return;
  5684. }
  5685. condition = p_condition;
  5686. emit_changed();
  5687. }
  5688. VisualShaderNodeCompare::Condition VisualShaderNodeCompare::get_condition() const {
  5689. return condition;
  5690. }
  5691. Vector<StringName> VisualShaderNodeCompare::get_editable_properties() const {
  5692. Vector<StringName> props;
  5693. props.push_back("type");
  5694. props.push_back("function");
  5695. if (comparison_type == CTYPE_VECTOR_2D || comparison_type == CTYPE_VECTOR_3D || comparison_type == CTYPE_VECTOR_4D) {
  5696. props.push_back("condition");
  5697. }
  5698. return props;
  5699. }
  5700. void VisualShaderNodeCompare::_bind_methods() {
  5701. ClassDB::bind_method(D_METHOD("set_comparison_type", "type"), &VisualShaderNodeCompare::set_comparison_type);
  5702. ClassDB::bind_method(D_METHOD("get_comparison_type"), &VisualShaderNodeCompare::get_comparison_type);
  5703. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeCompare::set_function);
  5704. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeCompare::get_function);
  5705. ClassDB::bind_method(D_METHOD("set_condition", "condition"), &VisualShaderNodeCompare::set_condition);
  5706. ClassDB::bind_method(D_METHOD("get_condition"), &VisualShaderNodeCompare::get_condition);
  5707. ADD_PROPERTY(PropertyInfo(Variant::INT, "type", PROPERTY_HINT_ENUM, "Float,Int,Vector2,Vector3,Vector4,Boolean,Transform"), "set_comparison_type", "get_comparison_type");
  5708. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "a == b,a != b,a > b,a >= b,a < b,a <= b"), "set_function", "get_function");
  5709. ADD_PROPERTY(PropertyInfo(Variant::INT, "condition", PROPERTY_HINT_ENUM, "All,Any"), "set_condition", "get_condition");
  5710. BIND_ENUM_CONSTANT(CTYPE_SCALAR);
  5711. BIND_ENUM_CONSTANT(CTYPE_SCALAR_INT);
  5712. BIND_ENUM_CONSTANT(CTYPE_VECTOR_2D);
  5713. BIND_ENUM_CONSTANT(CTYPE_VECTOR_3D);
  5714. BIND_ENUM_CONSTANT(CTYPE_VECTOR_4D);
  5715. BIND_ENUM_CONSTANT(CTYPE_BOOLEAN);
  5716. BIND_ENUM_CONSTANT(CTYPE_TRANSFORM);
  5717. BIND_ENUM_CONSTANT(CTYPE_MAX);
  5718. BIND_ENUM_CONSTANT(FUNC_EQUAL);
  5719. BIND_ENUM_CONSTANT(FUNC_NOT_EQUAL);
  5720. BIND_ENUM_CONSTANT(FUNC_GREATER_THAN);
  5721. BIND_ENUM_CONSTANT(FUNC_GREATER_THAN_EQUAL);
  5722. BIND_ENUM_CONSTANT(FUNC_LESS_THAN);
  5723. BIND_ENUM_CONSTANT(FUNC_LESS_THAN_EQUAL);
  5724. BIND_ENUM_CONSTANT(FUNC_MAX);
  5725. BIND_ENUM_CONSTANT(COND_ALL);
  5726. BIND_ENUM_CONSTANT(COND_ANY);
  5727. BIND_ENUM_CONSTANT(COND_MAX);
  5728. }
  5729. VisualShaderNodeCompare::VisualShaderNodeCompare() {
  5730. set_input_port_default_value(0, 0.0);
  5731. set_input_port_default_value(1, 0.0);
  5732. set_input_port_default_value(2, CMP_EPSILON);
  5733. }
  5734. ////////////// Fma
  5735. String VisualShaderNodeMultiplyAdd::get_caption() const {
  5736. return "MultiplyAdd";
  5737. }
  5738. int VisualShaderNodeMultiplyAdd::get_input_port_count() const {
  5739. return 3;
  5740. }
  5741. VisualShaderNodeMultiplyAdd::PortType VisualShaderNodeMultiplyAdd::get_input_port_type(int p_port) const {
  5742. switch (op_type) {
  5743. case OP_TYPE_VECTOR_2D:
  5744. return PORT_TYPE_VECTOR_2D;
  5745. case OP_TYPE_VECTOR_3D:
  5746. return PORT_TYPE_VECTOR_3D;
  5747. case OP_TYPE_VECTOR_4D:
  5748. return PORT_TYPE_VECTOR_4D;
  5749. default:
  5750. break;
  5751. }
  5752. return PORT_TYPE_SCALAR;
  5753. }
  5754. String VisualShaderNodeMultiplyAdd::get_input_port_name(int p_port) const {
  5755. if (p_port == 0) {
  5756. return "a";
  5757. } else if (p_port == 1) {
  5758. return "b(*)";
  5759. } else if (p_port == 2) {
  5760. return "c(+)";
  5761. }
  5762. return "";
  5763. }
  5764. int VisualShaderNodeMultiplyAdd::get_output_port_count() const {
  5765. return 1;
  5766. }
  5767. VisualShaderNodeMultiplyAdd::PortType VisualShaderNodeMultiplyAdd::get_output_port_type(int p_port) const {
  5768. switch (op_type) {
  5769. case OP_TYPE_VECTOR_2D:
  5770. return PORT_TYPE_VECTOR_2D;
  5771. case OP_TYPE_VECTOR_3D:
  5772. return PORT_TYPE_VECTOR_3D;
  5773. case OP_TYPE_VECTOR_4D:
  5774. return PORT_TYPE_VECTOR_4D;
  5775. default:
  5776. break;
  5777. }
  5778. return PORT_TYPE_SCALAR;
  5779. }
  5780. String VisualShaderNodeMultiplyAdd::get_output_port_name(int p_port) const {
  5781. return "";
  5782. }
  5783. String VisualShaderNodeMultiplyAdd::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  5784. return " " + p_output_vars[0] + " = fma(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  5785. }
  5786. void VisualShaderNodeMultiplyAdd::set_op_type(OpType p_op_type) {
  5787. ERR_FAIL_INDEX((int)p_op_type, int(OP_TYPE_MAX));
  5788. if (op_type == p_op_type) {
  5789. return;
  5790. }
  5791. switch (p_op_type) {
  5792. case OP_TYPE_SCALAR: {
  5793. set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
  5794. set_input_port_default_value(1, 0.0, get_input_port_default_value(1));
  5795. set_input_port_default_value(2, 0.0, get_input_port_default_value(2));
  5796. } break;
  5797. case OP_TYPE_VECTOR_2D: {
  5798. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  5799. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
  5800. set_input_port_default_value(2, Vector2(), get_input_port_default_value(2));
  5801. } break;
  5802. case OP_TYPE_VECTOR_3D: {
  5803. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  5804. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
  5805. set_input_port_default_value(2, Vector3(), get_input_port_default_value(2));
  5806. } break;
  5807. case OP_TYPE_VECTOR_4D: {
  5808. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  5809. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
  5810. set_input_port_default_value(2, Quaternion(), get_input_port_default_value(2));
  5811. } break;
  5812. default:
  5813. break;
  5814. }
  5815. op_type = p_op_type;
  5816. emit_changed();
  5817. }
  5818. VisualShaderNodeMultiplyAdd::OpType VisualShaderNodeMultiplyAdd::get_op_type() const {
  5819. return op_type;
  5820. }
  5821. Vector<StringName> VisualShaderNodeMultiplyAdd::get_editable_properties() const {
  5822. Vector<StringName> props;
  5823. props.push_back("op_type");
  5824. return props;
  5825. }
  5826. void VisualShaderNodeMultiplyAdd::_bind_methods() {
  5827. ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeMultiplyAdd::set_op_type);
  5828. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeMultiplyAdd::get_op_type);
  5829. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector2,Vector3,Vector4"), "set_op_type", "get_op_type");
  5830. BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
  5831. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
  5832. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
  5833. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
  5834. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  5835. }
  5836. VisualShaderNodeMultiplyAdd::VisualShaderNodeMultiplyAdd() {
  5837. set_input_port_default_value(0, 0.0);
  5838. set_input_port_default_value(1, 0.0);
  5839. set_input_port_default_value(2, 0.0);
  5840. }
  5841. ////////////// Billboard
  5842. String VisualShaderNodeBillboard::get_caption() const {
  5843. return "GetBillboardMatrix";
  5844. }
  5845. int VisualShaderNodeBillboard::get_input_port_count() const {
  5846. return 0;
  5847. }
  5848. VisualShaderNodeBillboard::PortType VisualShaderNodeBillboard::get_input_port_type(int p_port) const {
  5849. return PORT_TYPE_SCALAR;
  5850. }
  5851. String VisualShaderNodeBillboard::get_input_port_name(int p_port) const {
  5852. return "";
  5853. }
  5854. int VisualShaderNodeBillboard::get_output_port_count() const {
  5855. return 1;
  5856. }
  5857. VisualShaderNodeBillboard::PortType VisualShaderNodeBillboard::get_output_port_type(int p_port) const {
  5858. return PORT_TYPE_TRANSFORM;
  5859. }
  5860. String VisualShaderNodeBillboard::get_output_port_name(int p_port) const {
  5861. return "model_view_matrix";
  5862. }
  5863. String VisualShaderNodeBillboard::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  5864. String code;
  5865. switch (billboard_type) {
  5866. case BILLBOARD_TYPE_ENABLED:
  5867. code += " {\n";
  5868. code += " mat4 __mvm = VIEW_MATRIX * mat4(INV_VIEW_MATRIX[0], INV_VIEW_MATRIX[1], INV_VIEW_MATRIX[2], MODEL_MATRIX[3]);\n";
  5869. if (keep_scale) {
  5870. code += " __mvm = __mvm * mat4(vec4(length(MODEL_MATRIX[0].xyz), 0.0, 0.0, 0.0), vec4(0.0, length(MODEL_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, length(MODEL_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
  5871. }
  5872. code += " " + p_output_vars[0] + " = __mvm;\n";
  5873. code += " }\n";
  5874. break;
  5875. case BILLBOARD_TYPE_FIXED_Y:
  5876. code += " {\n";
  5877. code += " mat4 __mvm = VIEW_MATRIX * mat4(INV_VIEW_MATRIX[0], MODEL_MATRIX[1], vec4(normalize(cross(INV_VIEW_MATRIX[0].xyz, MODEL_MATRIX[1].xyz)), 0.0), MODEL_MATRIX[3]);\n";
  5878. if (keep_scale) {
  5879. code += " __mvm = __mvm * mat4(vec4(length(MODEL_MATRIX[0].xyz), 0.0, 0.0, 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(0.0, 0.0, length(MODEL_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
  5880. } else {
  5881. code += " __mvm = __mvm * mat4(vec4(1.0, 0.0, 0.0, 0.0), vec4(0.0, 1.0 / length(MODEL_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
  5882. }
  5883. code += " " + p_output_vars[0] + " = __mvm;\n";
  5884. code += " }\n";
  5885. break;
  5886. case BILLBOARD_TYPE_PARTICLES:
  5887. code += " {\n";
  5888. code += " mat4 __wm = mat4(normalize(INV_VIEW_MATRIX[0]) * length(MODEL_MATRIX[0]), normalize(INV_VIEW_MATRIX[1]) * length(MODEL_MATRIX[0]), normalize(INV_VIEW_MATRIX[2]) * length(MODEL_MATRIX[2]), MODEL_MATRIX[3]);\n";
  5889. code += " __wm = __wm * mat4(vec4(cos(INSTANCE_CUSTOM.x), -sin(INSTANCE_CUSTOM.x), 0.0, 0.0), vec4(sin(INSTANCE_CUSTOM.x), cos(INSTANCE_CUSTOM.x), 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
  5890. code += " " + p_output_vars[0] + " = VIEW_MATRIX * __wm;\n";
  5891. code += " }\n";
  5892. break;
  5893. default:
  5894. code += " " + p_output_vars[0] + " = mat4(1.0);\n";
  5895. break;
  5896. }
  5897. return code;
  5898. }
  5899. bool VisualShaderNodeBillboard::is_show_prop_names() const {
  5900. return true;
  5901. }
  5902. void VisualShaderNodeBillboard::set_billboard_type(BillboardType p_billboard_type) {
  5903. ERR_FAIL_INDEX(int(p_billboard_type), int(BILLBOARD_TYPE_MAX));
  5904. if (billboard_type == p_billboard_type) {
  5905. return;
  5906. }
  5907. billboard_type = p_billboard_type;
  5908. simple_decl = bool(billboard_type == BILLBOARD_TYPE_DISABLED);
  5909. set_disabled(simple_decl);
  5910. emit_changed();
  5911. }
  5912. VisualShaderNodeBillboard::BillboardType VisualShaderNodeBillboard::get_billboard_type() const {
  5913. return billboard_type;
  5914. }
  5915. void VisualShaderNodeBillboard::set_keep_scale_enabled(bool p_enabled) {
  5916. keep_scale = p_enabled;
  5917. emit_changed();
  5918. }
  5919. bool VisualShaderNodeBillboard::is_keep_scale_enabled() const {
  5920. return keep_scale;
  5921. }
  5922. Vector<StringName> VisualShaderNodeBillboard::get_editable_properties() const {
  5923. Vector<StringName> props;
  5924. props.push_back("billboard_type");
  5925. if (billboard_type == BILLBOARD_TYPE_ENABLED || billboard_type == BILLBOARD_TYPE_FIXED_Y) {
  5926. props.push_back("keep_scale");
  5927. }
  5928. return props;
  5929. }
  5930. void VisualShaderNodeBillboard::_bind_methods() {
  5931. ClassDB::bind_method(D_METHOD("set_billboard_type", "billboard_type"), &VisualShaderNodeBillboard::set_billboard_type);
  5932. ClassDB::bind_method(D_METHOD("get_billboard_type"), &VisualShaderNodeBillboard::get_billboard_type);
  5933. ClassDB::bind_method(D_METHOD("set_keep_scale_enabled", "enabled"), &VisualShaderNodeBillboard::set_keep_scale_enabled);
  5934. ClassDB::bind_method(D_METHOD("is_keep_scale_enabled"), &VisualShaderNodeBillboard::is_keep_scale_enabled);
  5935. ADD_PROPERTY(PropertyInfo(Variant::INT, "billboard_type", PROPERTY_HINT_ENUM, "Disabled,Enabled,Y-Billboard,Particles"), "set_billboard_type", "get_billboard_type");
  5936. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "keep_scale"), "set_keep_scale_enabled", "is_keep_scale_enabled");
  5937. BIND_ENUM_CONSTANT(BILLBOARD_TYPE_DISABLED);
  5938. BIND_ENUM_CONSTANT(BILLBOARD_TYPE_ENABLED);
  5939. BIND_ENUM_CONSTANT(BILLBOARD_TYPE_FIXED_Y);
  5940. BIND_ENUM_CONSTANT(BILLBOARD_TYPE_PARTICLES);
  5941. BIND_ENUM_CONSTANT(BILLBOARD_TYPE_MAX);
  5942. }
  5943. VisualShaderNodeBillboard::VisualShaderNodeBillboard() {
  5944. simple_decl = false;
  5945. }