visual_shader.cpp 93 KB

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