visual_shader_nodes.cpp 119 KB

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  1. /*************************************************************************/
  2. /* visual_shader_nodes.cpp */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2019 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_nodes.h"
  31. ////////////// Scalar
  32. String VisualShaderNodeScalarConstant::get_caption() const {
  33. return "Scalar";
  34. }
  35. int VisualShaderNodeScalarConstant::get_input_port_count() const {
  36. return 0;
  37. }
  38. VisualShaderNodeScalarConstant::PortType VisualShaderNodeScalarConstant::get_input_port_type(int p_port) const {
  39. return PORT_TYPE_SCALAR;
  40. }
  41. String VisualShaderNodeScalarConstant::get_input_port_name(int p_port) const {
  42. return String();
  43. }
  44. int VisualShaderNodeScalarConstant::get_output_port_count() const {
  45. return 1;
  46. }
  47. VisualShaderNodeScalarConstant::PortType VisualShaderNodeScalarConstant::get_output_port_type(int p_port) const {
  48. return PORT_TYPE_SCALAR;
  49. }
  50. String VisualShaderNodeScalarConstant::get_output_port_name(int p_port) const {
  51. return ""; //no output port means the editor will be used as port
  52. }
  53. String VisualShaderNodeScalarConstant::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 {
  54. return "\t" + p_output_vars[0] + " = " + vformat("%.6f", constant) + ";\n";
  55. }
  56. void VisualShaderNodeScalarConstant::set_constant(float p_value) {
  57. constant = p_value;
  58. emit_changed();
  59. }
  60. float VisualShaderNodeScalarConstant::get_constant() const {
  61. return constant;
  62. }
  63. Vector<StringName> VisualShaderNodeScalarConstant::get_editable_properties() const {
  64. Vector<StringName> props;
  65. props.push_back("constant");
  66. return props;
  67. }
  68. void VisualShaderNodeScalarConstant::_bind_methods() {
  69. ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeScalarConstant::set_constant);
  70. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeScalarConstant::get_constant);
  71. ADD_PROPERTY(PropertyInfo(Variant::REAL, "constant"), "set_constant", "get_constant");
  72. }
  73. VisualShaderNodeScalarConstant::VisualShaderNodeScalarConstant() {
  74. constant = 0;
  75. }
  76. ////////////// Boolean
  77. String VisualShaderNodeBooleanConstant::get_caption() const {
  78. return "Boolean";
  79. }
  80. int VisualShaderNodeBooleanConstant::get_input_port_count() const {
  81. return 0;
  82. }
  83. VisualShaderNodeBooleanConstant::PortType VisualShaderNodeBooleanConstant::get_input_port_type(int p_port) const {
  84. return PORT_TYPE_BOOLEAN;
  85. }
  86. String VisualShaderNodeBooleanConstant::get_input_port_name(int p_port) const {
  87. return String();
  88. }
  89. int VisualShaderNodeBooleanConstant::get_output_port_count() const {
  90. return 1;
  91. }
  92. VisualShaderNodeBooleanConstant::PortType VisualShaderNodeBooleanConstant::get_output_port_type(int p_port) const {
  93. return PORT_TYPE_BOOLEAN;
  94. }
  95. String VisualShaderNodeBooleanConstant::get_output_port_name(int p_port) const {
  96. return ""; //no output port means the editor will be used as port
  97. }
  98. String VisualShaderNodeBooleanConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  99. return "\t" + p_output_vars[0] + " = " + (constant ? "true" : "false") + ";\n";
  100. }
  101. void VisualShaderNodeBooleanConstant::set_constant(bool p_value) {
  102. constant = p_value;
  103. emit_changed();
  104. }
  105. bool VisualShaderNodeBooleanConstant::get_constant() const {
  106. return constant;
  107. }
  108. Vector<StringName> VisualShaderNodeBooleanConstant::get_editable_properties() const {
  109. Vector<StringName> props;
  110. props.push_back("constant");
  111. return props;
  112. }
  113. void VisualShaderNodeBooleanConstant::_bind_methods() {
  114. ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeBooleanConstant::set_constant);
  115. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeBooleanConstant::get_constant);
  116. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "constant"), "set_constant", "get_constant");
  117. }
  118. VisualShaderNodeBooleanConstant::VisualShaderNodeBooleanConstant() {
  119. constant = false;
  120. }
  121. ////////////// Color
  122. String VisualShaderNodeColorConstant::get_caption() const {
  123. return "Color";
  124. }
  125. int VisualShaderNodeColorConstant::get_input_port_count() const {
  126. return 0;
  127. }
  128. VisualShaderNodeColorConstant::PortType VisualShaderNodeColorConstant::get_input_port_type(int p_port) const {
  129. return PORT_TYPE_VECTOR;
  130. }
  131. String VisualShaderNodeColorConstant::get_input_port_name(int p_port) const {
  132. return String();
  133. }
  134. int VisualShaderNodeColorConstant::get_output_port_count() const {
  135. return 2;
  136. }
  137. VisualShaderNodeColorConstant::PortType VisualShaderNodeColorConstant::get_output_port_type(int p_port) const {
  138. return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
  139. }
  140. String VisualShaderNodeColorConstant::get_output_port_name(int p_port) const {
  141. return p_port == 0 ? "" : "alpha"; //no output port means the editor will be used as port
  142. }
  143. String VisualShaderNodeColorConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  144. String code;
  145. code += "\t" + p_output_vars[0] + " = " + vformat("vec3(%.6f,%.6f,%.6f)", constant.r, constant.g, constant.b) + ";\n";
  146. code += "\t" + p_output_vars[1] + " = " + vformat("%.6f", constant.a) + ";\n";
  147. return code;
  148. }
  149. void VisualShaderNodeColorConstant::set_constant(Color p_value) {
  150. constant = p_value;
  151. emit_changed();
  152. }
  153. Color VisualShaderNodeColorConstant::get_constant() const {
  154. return constant;
  155. }
  156. Vector<StringName> VisualShaderNodeColorConstant::get_editable_properties() const {
  157. Vector<StringName> props;
  158. props.push_back("constant");
  159. return props;
  160. }
  161. void VisualShaderNodeColorConstant::_bind_methods() {
  162. ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeColorConstant::set_constant);
  163. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeColorConstant::get_constant);
  164. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "constant"), "set_constant", "get_constant");
  165. }
  166. VisualShaderNodeColorConstant::VisualShaderNodeColorConstant() {
  167. constant = Color(1, 1, 1, 1);
  168. }
  169. ////////////// Vector
  170. String VisualShaderNodeVec3Constant::get_caption() const {
  171. return "Vector";
  172. }
  173. int VisualShaderNodeVec3Constant::get_input_port_count() const {
  174. return 0;
  175. }
  176. VisualShaderNodeVec3Constant::PortType VisualShaderNodeVec3Constant::get_input_port_type(int p_port) const {
  177. return PORT_TYPE_VECTOR;
  178. }
  179. String VisualShaderNodeVec3Constant::get_input_port_name(int p_port) const {
  180. return String();
  181. }
  182. int VisualShaderNodeVec3Constant::get_output_port_count() const {
  183. return 1;
  184. }
  185. VisualShaderNodeVec3Constant::PortType VisualShaderNodeVec3Constant::get_output_port_type(int p_port) const {
  186. return PORT_TYPE_VECTOR;
  187. }
  188. String VisualShaderNodeVec3Constant::get_output_port_name(int p_port) const {
  189. return ""; //no output port means the editor will be used as port
  190. }
  191. String VisualShaderNodeVec3Constant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  192. return "\t" + p_output_vars[0] + " = " + vformat("vec3(%.6f,%.6f,%.6f)", constant.x, constant.y, constant.z) + ";\n";
  193. }
  194. void VisualShaderNodeVec3Constant::set_constant(Vector3 p_value) {
  195. constant = p_value;
  196. emit_changed();
  197. }
  198. Vector3 VisualShaderNodeVec3Constant::get_constant() const {
  199. return constant;
  200. }
  201. Vector<StringName> VisualShaderNodeVec3Constant::get_editable_properties() const {
  202. Vector<StringName> props;
  203. props.push_back("constant");
  204. return props;
  205. }
  206. void VisualShaderNodeVec3Constant::_bind_methods() {
  207. ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeVec3Constant::set_constant);
  208. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeVec3Constant::get_constant);
  209. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant"), "set_constant", "get_constant");
  210. }
  211. VisualShaderNodeVec3Constant::VisualShaderNodeVec3Constant() {
  212. }
  213. ////////////// Transform
  214. String VisualShaderNodeTransformConstant::get_caption() const {
  215. return "Transform";
  216. }
  217. int VisualShaderNodeTransformConstant::get_input_port_count() const {
  218. return 0;
  219. }
  220. VisualShaderNodeTransformConstant::PortType VisualShaderNodeTransformConstant::get_input_port_type(int p_port) const {
  221. return PORT_TYPE_VECTOR;
  222. }
  223. String VisualShaderNodeTransformConstant::get_input_port_name(int p_port) const {
  224. return String();
  225. }
  226. int VisualShaderNodeTransformConstant::get_output_port_count() const {
  227. return 1;
  228. }
  229. VisualShaderNodeTransformConstant::PortType VisualShaderNodeTransformConstant::get_output_port_type(int p_port) const {
  230. return PORT_TYPE_TRANSFORM;
  231. }
  232. String VisualShaderNodeTransformConstant::get_output_port_name(int p_port) const {
  233. return ""; //no output port means the editor will be used as port
  234. }
  235. String VisualShaderNodeTransformConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  236. Transform t = constant;
  237. t.basis.transpose();
  238. String code = "\t" + p_output_vars[0] + " = mat4(";
  239. code += vformat("vec4(%.6f,%.6f,%.6f,0.0),", t.basis[0].x, t.basis[0].y, t.basis[0].z);
  240. code += vformat("vec4(%.6f,%.6f,%.6f,0.0),", t.basis[1].x, t.basis[1].y, t.basis[1].z);
  241. code += vformat("vec4(%.6f,%.6f,%.6f,0.0),", t.basis[2].x, t.basis[2].y, t.basis[2].z);
  242. code += vformat("vec4(%.6f,%.6f,%.6f,1.0) );\n", t.origin.x, t.origin.y, t.origin.z);
  243. return code;
  244. }
  245. void VisualShaderNodeTransformConstant::set_constant(Transform p_value) {
  246. constant = p_value;
  247. emit_changed();
  248. }
  249. Transform VisualShaderNodeTransformConstant::get_constant() const {
  250. return constant;
  251. }
  252. Vector<StringName> VisualShaderNodeTransformConstant::get_editable_properties() const {
  253. Vector<StringName> props;
  254. props.push_back("constant");
  255. return props;
  256. }
  257. void VisualShaderNodeTransformConstant::_bind_methods() {
  258. ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeTransformConstant::set_constant);
  259. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeTransformConstant::get_constant);
  260. ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM, "constant"), "set_constant", "get_constant");
  261. }
  262. VisualShaderNodeTransformConstant::VisualShaderNodeTransformConstant() {
  263. }
  264. ////////////// Texture
  265. String VisualShaderNodeTexture::get_caption() const {
  266. return "Texture";
  267. }
  268. int VisualShaderNodeTexture::get_input_port_count() const {
  269. return 3;
  270. }
  271. VisualShaderNodeTexture::PortType VisualShaderNodeTexture::get_input_port_type(int p_port) const {
  272. switch (p_port) {
  273. case 0:
  274. return PORT_TYPE_VECTOR;
  275. case 1:
  276. return PORT_TYPE_SCALAR;
  277. case 2:
  278. return PORT_TYPE_SAMPLER;
  279. default:
  280. return PORT_TYPE_SCALAR;
  281. }
  282. }
  283. String VisualShaderNodeTexture::get_input_port_name(int p_port) const {
  284. switch (p_port) {
  285. case 0:
  286. return "uv";
  287. case 1:
  288. return "lod";
  289. case 2:
  290. return "sampler";
  291. default:
  292. return "";
  293. }
  294. }
  295. int VisualShaderNodeTexture::get_output_port_count() const {
  296. return 2;
  297. }
  298. VisualShaderNodeTexture::PortType VisualShaderNodeTexture::get_output_port_type(int p_port) const {
  299. if (p_port == 0 && source == SOURCE_DEPTH)
  300. return PORT_TYPE_SCALAR;
  301. return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
  302. }
  303. String VisualShaderNodeTexture::get_output_port_name(int p_port) const {
  304. if (p_port == 0 && source == SOURCE_DEPTH)
  305. return "depth";
  306. return p_port == 0 ? "rgb" : "alpha";
  307. }
  308. String VisualShaderNodeTexture::get_input_port_default_hint(int p_port) const {
  309. if (p_port == 0) {
  310. return "UV.xy";
  311. }
  312. return "";
  313. }
  314. static String make_unique_id(VisualShader::Type p_type, int p_id, const String &p_name) {
  315. static const char *typepf[VisualShader::TYPE_MAX] = { "vtx", "frg", "lgt" };
  316. return p_name + "_" + String(typepf[p_type]) + "_" + itos(p_id);
  317. }
  318. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  319. VisualShader::DefaultTextureParam dtp;
  320. dtp.name = make_unique_id(p_type, p_id, "tex");
  321. dtp.param = texture;
  322. Vector<VisualShader::DefaultTextureParam> ret;
  323. ret.push_back(dtp);
  324. return ret;
  325. }
  326. String VisualShaderNodeTexture::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  327. if (source == SOURCE_TEXTURE) {
  328. String u = "uniform sampler2D " + make_unique_id(p_type, p_id, "tex");
  329. switch (texture_type) {
  330. case TYPE_DATA: break;
  331. case TYPE_COLOR: u += " : hint_albedo"; break;
  332. case TYPE_NORMALMAP: u += " : hint_normal"; break;
  333. }
  334. return u + ";";
  335. }
  336. return String();
  337. }
  338. String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  339. if (source == SOURCE_TEXTURE) {
  340. String id = make_unique_id(p_type, p_id, "tex");
  341. String code;
  342. if (p_input_vars[0] == String()) { // Use UV by default.
  343. code += "\tvec4 " + id + "_read = texture( " + id + " , UV.xy );\n";
  344. } else if (p_input_vars[1] == String()) {
  345. //no lod
  346. code += "\tvec4 " + id + "_read = texture( " + id + " , " + p_input_vars[0] + ".xy );\n";
  347. } else {
  348. code += "\tvec4 " + id + "_read = textureLod( " + id + " , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n";
  349. }
  350. code += "\t" + p_output_vars[0] + " = " + id + "_read.rgb;\n";
  351. code += "\t" + p_output_vars[1] + " = " + id + "_read.a;\n";
  352. return code;
  353. }
  354. if (source == SOURCE_PORT) {
  355. String id = p_input_vars[2];
  356. VisualShaderNodeUniform::UniformType utype = VisualShaderNodeUniform::UTYPE_NONE;
  357. if (id.begins_with("cube_")) {
  358. utype = VisualShaderNodeUniform::UTYPE_CUBEMAP;
  359. id = id.substr(5);
  360. } else if (id.begins_with("s2d_")) {
  361. utype = VisualShaderNodeUniform::UTYPE_SAMPLER2D;
  362. id = id.substr(4);
  363. }
  364. String code;
  365. if (id == String()) {
  366. code += "\tvec4 " + id + "_tex_read = vec4(0.0);\n";
  367. } else {
  368. if (p_input_vars[0] == String()) { // Use UV by default.
  369. switch (utype) {
  370. case VisualShaderNodeUniform::UTYPE_CUBEMAP:
  371. code += "\tvec4 " + id + "_tex_read = texture( " + id + " , vec3(UV, 0.0) );\n";
  372. break;
  373. case VisualShaderNodeUniform::UTYPE_SAMPLER2D:
  374. code += "\tvec4 " + id + "_tex_read = texture( " + id + " , UV.xy );\n";
  375. break;
  376. default:
  377. break;
  378. }
  379. } else if (p_input_vars[1] == String()) {
  380. //no lod
  381. switch (utype) {
  382. case VisualShaderNodeUniform::UTYPE_CUBEMAP:
  383. code += "\tvec4 " + id + "_tex_read = texture( " + id + " , " + p_input_vars[0] + " );\n";
  384. break;
  385. case VisualShaderNodeUniform::UTYPE_SAMPLER2D:
  386. code += "\tvec4 " + id + "_tex_read = texture( " + id + " , " + p_input_vars[0] + ".xy );\n";
  387. break;
  388. default:
  389. break;
  390. }
  391. } else {
  392. switch (utype) {
  393. case VisualShaderNodeUniform::UTYPE_CUBEMAP:
  394. code += "\tvec4 " + id + "_tex_read = textureLod( " + id + " , " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n";
  395. break;
  396. case VisualShaderNodeUniform::UTYPE_SAMPLER2D:
  397. code += "\tvec4 " + id + "_tex_read = textureLod( " + id + " , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n";
  398. break;
  399. default:
  400. break;
  401. }
  402. }
  403. code += "\t" + p_output_vars[0] + " = " + id + "_tex_read.rgb;\n";
  404. code += "\t" + p_output_vars[1] + " = " + id + "_tex_read.a;\n";
  405. }
  406. return code;
  407. }
  408. if (source == SOURCE_SCREEN && (p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) {
  409. String code = "\t{\n";
  410. if (p_input_vars[0] == String() || p_for_preview) { // Use UV by default.
  411. code += "\t\tvec4 _tex_read = textureLod( SCREEN_TEXTURE , UV.xy, 0.0 );\n";
  412. } else if (p_input_vars[1] == String()) {
  413. //no lod
  414. code += "\t\tvec4 _tex_read = textureLod( SCREEN_TEXTURE , " + p_input_vars[0] + ".xy, 0.0 );\n";
  415. } else {
  416. code += "\t\tvec4 _tex_read = textureLod( SCREEN_TEXTURE , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n";
  417. }
  418. code += "\t\t" + p_output_vars[0] + " = _tex_read.rgb;\n";
  419. code += "\t\t" + p_output_vars[1] + " = _tex_read.a;\n";
  420. code += "\t}\n";
  421. return code;
  422. }
  423. if (source == SOURCE_2D_TEXTURE && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
  424. String code = "\t{\n";
  425. if (p_input_vars[0] == String()) { // Use UV by default.
  426. code += "\t\tvec4 _tex_read = texture( TEXTURE , UV.xy );\n";
  427. } else if (p_input_vars[1] == String()) {
  428. //no lod
  429. code += "\t\tvec4 _tex_read = texture( TEXTURE , " + p_input_vars[0] + ".xy );\n";
  430. } else {
  431. code += "\t\tvec4 _tex_read = textureLod( TEXTURE , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n";
  432. }
  433. code += "\t\t" + p_output_vars[0] + " = _tex_read.rgb;\n";
  434. code += "\t\t" + p_output_vars[1] + " = _tex_read.a;\n";
  435. code += "\t}\n";
  436. return code;
  437. }
  438. if (source == SOURCE_2D_NORMAL && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
  439. String code = "\t{\n";
  440. if (p_input_vars[0] == String()) { // Use UV by default.
  441. code += "\t\tvec4 _tex_read = texture( NORMAL_TEXTURE , UV.xy );\n";
  442. } else if (p_input_vars[1] == String()) {
  443. //no lod
  444. code += "\t\tvec4 _tex_read = texture( NORMAL_TEXTURE , " + p_input_vars[0] + ".xy );\n";
  445. } else {
  446. code += "\t\tvec4 _tex_read = textureLod( NORMAL_TEXTURE , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n";
  447. }
  448. code += "\t\t" + p_output_vars[0] + " = _tex_read.rgb;\n";
  449. code += "\t\t" + p_output_vars[1] + " = _tex_read.a;\n";
  450. code += "\t}\n";
  451. return code;
  452. }
  453. if (p_for_preview) // DEPTH_TEXTURE is not supported in preview(canvas_item) shader
  454. {
  455. if (source == SOURCE_DEPTH) {
  456. String code;
  457. code += "\t" + p_output_vars[0] + " = 0.0;\n";
  458. code += "\t" + p_output_vars[1] + " = 1.0;\n";
  459. return code;
  460. }
  461. }
  462. if (source == SOURCE_DEPTH && p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) {
  463. String code = "\t{\n";
  464. if (p_input_vars[0] == String()) { // Use UV by default.
  465. code += "\t\tfloat _depth = texture( DEPTH_TEXTURE , UV.xy ).r;\n";
  466. } else if (p_input_vars[1] == String()) {
  467. //no lod
  468. code += "\t\tfloat _depth = texture( DEPTH_TEXTURE , " + p_input_vars[0] + ".xy ).r;\n";
  469. } else {
  470. code += "\t\tfloat _depth = textureLod( DEPTH_TEXTURE , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " ).r;\n";
  471. }
  472. code += "\t\t" + p_output_vars[0] + " = _depth;\n";
  473. code += "\t\t" + p_output_vars[1] + " = 1.0;\n";
  474. code += "\t}\n";
  475. return code;
  476. } else if (source == SOURCE_DEPTH) {
  477. String code;
  478. code += "\t" + p_output_vars[0] + " = 0.0;\n";
  479. code += "\t" + p_output_vars[1] + " = 1.0;\n";
  480. return code;
  481. }
  482. //none
  483. String code;
  484. code += "\t" + p_output_vars[0] + " = vec3(0.0);\n";
  485. code += "\t" + p_output_vars[1] + " = 1.0;\n";
  486. return code;
  487. }
  488. void VisualShaderNodeTexture::set_source(Source p_source) {
  489. source = p_source;
  490. emit_changed();
  491. emit_signal("editor_refresh_request");
  492. }
  493. VisualShaderNodeTexture::Source VisualShaderNodeTexture::get_source() const {
  494. return source;
  495. }
  496. void VisualShaderNodeTexture::set_texture(Ref<Texture> p_value) {
  497. texture = p_value;
  498. emit_changed();
  499. }
  500. Ref<Texture> VisualShaderNodeTexture::get_texture() const {
  501. return texture;
  502. }
  503. void VisualShaderNodeTexture::set_texture_type(TextureType p_type) {
  504. texture_type = p_type;
  505. emit_changed();
  506. }
  507. VisualShaderNodeTexture::TextureType VisualShaderNodeTexture::get_texture_type() const {
  508. return texture_type;
  509. }
  510. Vector<StringName> VisualShaderNodeTexture::get_editable_properties() const {
  511. Vector<StringName> props;
  512. props.push_back("source");
  513. if (source == SOURCE_TEXTURE) {
  514. props.push_back("texture");
  515. props.push_back("texture_type");
  516. }
  517. return props;
  518. }
  519. String VisualShaderNodeTexture::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  520. if (source == SOURCE_TEXTURE) {
  521. return String(); // all good
  522. }
  523. if (source == SOURCE_PORT) {
  524. return String(); // all good
  525. }
  526. if (source == SOURCE_SCREEN && (p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) {
  527. return String(); // all good
  528. }
  529. if (source == SOURCE_2D_TEXTURE && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
  530. return String(); // all good
  531. }
  532. if (source == SOURCE_2D_NORMAL && p_mode == Shader::MODE_CANVAS_ITEM) {
  533. return String(); // all good
  534. }
  535. if (source == SOURCE_DEPTH && p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) {
  536. if (get_output_port_for_preview() == 0) { // DEPTH_TEXTURE is not supported in preview(canvas_item) shader
  537. return TTR("Invalid source for preview.");
  538. }
  539. return String(); // all good
  540. }
  541. return TTR("Invalid source for shader.");
  542. }
  543. void VisualShaderNodeTexture::_bind_methods() {
  544. ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeTexture::set_source);
  545. ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeTexture::get_source);
  546. ClassDB::bind_method(D_METHOD("set_texture", "value"), &VisualShaderNodeTexture::set_texture);
  547. ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeTexture::get_texture);
  548. ClassDB::bind_method(D_METHOD("set_texture_type", "value"), &VisualShaderNodeTexture::set_texture_type);
  549. ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeTexture::get_texture_type);
  550. ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,Screen,Texture2D,NormalMap2D,Depth,SamplerPort"), "set_source", "get_source");
  551. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture");
  552. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normalmap"), "set_texture_type", "get_texture_type");
  553. BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
  554. BIND_ENUM_CONSTANT(SOURCE_SCREEN);
  555. BIND_ENUM_CONSTANT(SOURCE_2D_TEXTURE);
  556. BIND_ENUM_CONSTANT(SOURCE_2D_NORMAL);
  557. BIND_ENUM_CONSTANT(SOURCE_DEPTH);
  558. BIND_ENUM_CONSTANT(TYPE_DATA);
  559. BIND_ENUM_CONSTANT(TYPE_COLOR);
  560. BIND_ENUM_CONSTANT(TYPE_NORMALMAP);
  561. }
  562. VisualShaderNodeTexture::VisualShaderNodeTexture() {
  563. texture_type = TYPE_DATA;
  564. source = SOURCE_TEXTURE;
  565. }
  566. ////////////// CubeMap
  567. String VisualShaderNodeCubeMap::get_caption() const {
  568. return "CubeMap";
  569. }
  570. int VisualShaderNodeCubeMap::get_input_port_count() const {
  571. return 2;
  572. }
  573. VisualShaderNodeCubeMap::PortType VisualShaderNodeCubeMap::get_input_port_type(int p_port) const {
  574. return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
  575. }
  576. String VisualShaderNodeCubeMap::get_input_port_name(int p_port) const {
  577. return p_port == 0 ? "uv" : "lod";
  578. }
  579. int VisualShaderNodeCubeMap::get_output_port_count() const {
  580. return 2;
  581. }
  582. VisualShaderNodeCubeMap::PortType VisualShaderNodeCubeMap::get_output_port_type(int p_port) const {
  583. return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
  584. }
  585. String VisualShaderNodeCubeMap::get_output_port_name(int p_port) const {
  586. return p_port == 0 ? "rgb" : "alpha";
  587. }
  588. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCubeMap::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  589. VisualShader::DefaultTextureParam dtp;
  590. dtp.name = make_unique_id(p_type, p_id, "cube");
  591. dtp.param = cube_map;
  592. Vector<VisualShader::DefaultTextureParam> ret;
  593. ret.push_back(dtp);
  594. return ret;
  595. }
  596. String VisualShaderNodeCubeMap::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  597. String u = "uniform samplerCube " + make_unique_id(p_type, p_id, "cube");
  598. switch (texture_type) {
  599. case TYPE_DATA: break;
  600. case TYPE_COLOR: u += " : hint_albedo"; break;
  601. case TYPE_NORMALMAP: u += " : hint_normal"; break;
  602. }
  603. return u + ";";
  604. }
  605. String VisualShaderNodeCubeMap::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  606. String id = make_unique_id(p_type, p_id, "cube");
  607. String code;
  608. if (p_input_vars[0] == String()) { // Use UV by default.
  609. code += "\tvec4 " + id + "_read = texture( " + id + " , vec3(UV, 0.0) );\n";
  610. } else if (p_input_vars[1] == String()) {
  611. //no lod
  612. code += "\tvec4 " + id + "_read = texture( " + id + " , " + p_input_vars[0] + " );\n";
  613. } else {
  614. code += "\tvec4 " + id + "_read = textureLod( " + id + " , " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n";
  615. }
  616. code += "\t" + p_output_vars[0] + " = " + id + "_read.rgb;\n";
  617. code += "\t" + p_output_vars[1] + " = " + id + "_read.a;\n";
  618. return code;
  619. }
  620. String VisualShaderNodeCubeMap::get_input_port_default_hint(int p_port) const {
  621. if (p_port == 0) {
  622. return "vec3(UV, 0.0)";
  623. }
  624. return "";
  625. }
  626. void VisualShaderNodeCubeMap::set_cube_map(Ref<CubeMap> p_value) {
  627. cube_map = p_value;
  628. emit_changed();
  629. }
  630. Ref<CubeMap> VisualShaderNodeCubeMap::get_cube_map() const {
  631. return cube_map;
  632. }
  633. void VisualShaderNodeCubeMap::set_texture_type(TextureType p_type) {
  634. texture_type = p_type;
  635. emit_changed();
  636. }
  637. VisualShaderNodeCubeMap::TextureType VisualShaderNodeCubeMap::get_texture_type() const {
  638. return texture_type;
  639. }
  640. Vector<StringName> VisualShaderNodeCubeMap::get_editable_properties() const {
  641. Vector<StringName> props;
  642. props.push_back("cube_map");
  643. props.push_back("texture_type");
  644. return props;
  645. }
  646. void VisualShaderNodeCubeMap::_bind_methods() {
  647. ClassDB::bind_method(D_METHOD("set_cube_map", "value"), &VisualShaderNodeCubeMap::set_cube_map);
  648. ClassDB::bind_method(D_METHOD("get_cube_map"), &VisualShaderNodeCubeMap::get_cube_map);
  649. ClassDB::bind_method(D_METHOD("set_texture_type", "value"), &VisualShaderNodeCubeMap::set_texture_type);
  650. ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeCubeMap::get_texture_type);
  651. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "cube_map", PROPERTY_HINT_RESOURCE_TYPE, "CubeMap"), "set_cube_map", "get_cube_map");
  652. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normalmap"), "set_texture_type", "get_texture_type");
  653. BIND_ENUM_CONSTANT(TYPE_DATA);
  654. BIND_ENUM_CONSTANT(TYPE_COLOR);
  655. BIND_ENUM_CONSTANT(TYPE_NORMALMAP);
  656. }
  657. VisualShaderNodeCubeMap::VisualShaderNodeCubeMap() {
  658. texture_type = TYPE_DATA;
  659. }
  660. ////////////// Scalar Op
  661. String VisualShaderNodeScalarOp::get_caption() const {
  662. return "ScalarOp";
  663. }
  664. int VisualShaderNodeScalarOp::get_input_port_count() const {
  665. return 2;
  666. }
  667. VisualShaderNodeScalarOp::PortType VisualShaderNodeScalarOp::get_input_port_type(int p_port) const {
  668. return PORT_TYPE_SCALAR;
  669. }
  670. String VisualShaderNodeScalarOp::get_input_port_name(int p_port) const {
  671. return p_port == 0 ? "a" : "b";
  672. }
  673. int VisualShaderNodeScalarOp::get_output_port_count() const {
  674. return 1;
  675. }
  676. VisualShaderNodeScalarOp::PortType VisualShaderNodeScalarOp::get_output_port_type(int p_port) const {
  677. return PORT_TYPE_SCALAR;
  678. }
  679. String VisualShaderNodeScalarOp::get_output_port_name(int p_port) const {
  680. return "op"; //no output port means the editor will be used as port
  681. }
  682. String VisualShaderNodeScalarOp::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 {
  683. String code = "\t" + p_output_vars[0] + " = ";
  684. switch (op) {
  685. case OP_ADD: code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n"; break;
  686. case OP_SUB: code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n"; break;
  687. case OP_MUL: code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n"; break;
  688. case OP_DIV: code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n"; break;
  689. case OP_MOD: code += "mod( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
  690. case OP_POW: code += "pow( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
  691. case OP_MAX: code += "max( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
  692. case OP_MIN: code += "min( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
  693. case OP_ATAN2: code += "atan( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
  694. case OP_STEP: code += "step( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
  695. }
  696. return code;
  697. }
  698. void VisualShaderNodeScalarOp::set_operator(Operator p_op) {
  699. op = p_op;
  700. emit_changed();
  701. }
  702. VisualShaderNodeScalarOp::Operator VisualShaderNodeScalarOp::get_operator() const {
  703. return op;
  704. }
  705. Vector<StringName> VisualShaderNodeScalarOp::get_editable_properties() const {
  706. Vector<StringName> props;
  707. props.push_back("operator");
  708. return props;
  709. }
  710. void VisualShaderNodeScalarOp::_bind_methods() {
  711. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeScalarOp::set_operator);
  712. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeScalarOp::get_operator);
  713. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Sub,Multiply,Divide,Remainder,Power,Max,Min,Atan2,Step"), "set_operator", "get_operator");
  714. BIND_ENUM_CONSTANT(OP_ADD);
  715. BIND_ENUM_CONSTANT(OP_SUB);
  716. BIND_ENUM_CONSTANT(OP_MUL);
  717. BIND_ENUM_CONSTANT(OP_DIV);
  718. BIND_ENUM_CONSTANT(OP_MOD);
  719. BIND_ENUM_CONSTANT(OP_POW);
  720. BIND_ENUM_CONSTANT(OP_MAX);
  721. BIND_ENUM_CONSTANT(OP_MIN);
  722. BIND_ENUM_CONSTANT(OP_ATAN2);
  723. BIND_ENUM_CONSTANT(OP_STEP);
  724. }
  725. VisualShaderNodeScalarOp::VisualShaderNodeScalarOp() {
  726. op = OP_ADD;
  727. set_input_port_default_value(0, 0.0);
  728. set_input_port_default_value(1, 0.0);
  729. }
  730. ////////////// Vector Op
  731. String VisualShaderNodeVectorOp::get_caption() const {
  732. return "VectorOp";
  733. }
  734. int VisualShaderNodeVectorOp::get_input_port_count() const {
  735. return 2;
  736. }
  737. VisualShaderNodeVectorOp::PortType VisualShaderNodeVectorOp::get_input_port_type(int p_port) const {
  738. return PORT_TYPE_VECTOR;
  739. }
  740. String VisualShaderNodeVectorOp::get_input_port_name(int p_port) const {
  741. return p_port == 0 ? "a" : "b";
  742. }
  743. int VisualShaderNodeVectorOp::get_output_port_count() const {
  744. return 1;
  745. }
  746. VisualShaderNodeVectorOp::PortType VisualShaderNodeVectorOp::get_output_port_type(int p_port) const {
  747. return PORT_TYPE_VECTOR;
  748. }
  749. String VisualShaderNodeVectorOp::get_output_port_name(int p_port) const {
  750. return "op"; //no output port means the editor will be used as port
  751. }
  752. String VisualShaderNodeVectorOp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  753. String code = "\t" + p_output_vars[0] + " = ";
  754. switch (op) {
  755. case OP_ADD: code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n"; break;
  756. case OP_SUB: code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n"; break;
  757. case OP_MUL: code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n"; break;
  758. case OP_DIV: code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n"; break;
  759. case OP_MOD: code += "mod( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
  760. case OP_POW: code += "pow( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
  761. case OP_MAX: code += "max( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
  762. case OP_MIN: code += "min( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
  763. case OP_CROSS: code += "cross( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
  764. case OP_ATAN2: code += "atan( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
  765. case OP_REFLECT: code += "reflect( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
  766. case OP_STEP: code += "step( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
  767. }
  768. return code;
  769. }
  770. void VisualShaderNodeVectorOp::set_operator(Operator p_op) {
  771. op = p_op;
  772. emit_changed();
  773. }
  774. VisualShaderNodeVectorOp::Operator VisualShaderNodeVectorOp::get_operator() const {
  775. return op;
  776. }
  777. Vector<StringName> VisualShaderNodeVectorOp::get_editable_properties() const {
  778. Vector<StringName> props;
  779. props.push_back("operator");
  780. return props;
  781. }
  782. void VisualShaderNodeVectorOp::_bind_methods() {
  783. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeVectorOp::set_operator);
  784. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeVectorOp::get_operator);
  785. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Sub,Multiply,Divide,Remainder,Power,Max,Min,Cross,Atan2,Reflect,Step"), "set_operator", "get_operator");
  786. BIND_ENUM_CONSTANT(OP_ADD);
  787. BIND_ENUM_CONSTANT(OP_SUB);
  788. BIND_ENUM_CONSTANT(OP_MUL);
  789. BIND_ENUM_CONSTANT(OP_DIV);
  790. BIND_ENUM_CONSTANT(OP_MOD);
  791. BIND_ENUM_CONSTANT(OP_POW);
  792. BIND_ENUM_CONSTANT(OP_MAX);
  793. BIND_ENUM_CONSTANT(OP_MIN);
  794. BIND_ENUM_CONSTANT(OP_CROSS);
  795. BIND_ENUM_CONSTANT(OP_ATAN2);
  796. BIND_ENUM_CONSTANT(OP_REFLECT);
  797. BIND_ENUM_CONSTANT(OP_STEP);
  798. }
  799. VisualShaderNodeVectorOp::VisualShaderNodeVectorOp() {
  800. op = OP_ADD;
  801. set_input_port_default_value(0, Vector3());
  802. set_input_port_default_value(1, Vector3());
  803. }
  804. ////////////// Color Op
  805. String VisualShaderNodeColorOp::get_caption() const {
  806. return "ColorOp";
  807. }
  808. int VisualShaderNodeColorOp::get_input_port_count() const {
  809. return 2;
  810. }
  811. VisualShaderNodeColorOp::PortType VisualShaderNodeColorOp::get_input_port_type(int p_port) const {
  812. return PORT_TYPE_VECTOR;
  813. }
  814. String VisualShaderNodeColorOp::get_input_port_name(int p_port) const {
  815. return p_port == 0 ? "a" : "b";
  816. }
  817. int VisualShaderNodeColorOp::get_output_port_count() const {
  818. return 1;
  819. }
  820. VisualShaderNodeColorOp::PortType VisualShaderNodeColorOp::get_output_port_type(int p_port) const {
  821. return PORT_TYPE_VECTOR;
  822. }
  823. String VisualShaderNodeColorOp::get_output_port_name(int p_port) const {
  824. return "op"; //no output port means the editor will be used as port
  825. }
  826. String VisualShaderNodeColorOp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  827. String code;
  828. static const char *axisn[3] = { "x", "y", "z" };
  829. switch (op) {
  830. case OP_SCREEN: {
  831. code += "\t" + p_output_vars[0] + "=vec3(1.0)-(vec3(1.0)-" + p_input_vars[0] + ")*(vec3(1.0)-" + p_input_vars[1] + ");\n";
  832. } break;
  833. case OP_DIFFERENCE: {
  834. code += "\t" + p_output_vars[0] + "=abs(" + p_input_vars[0] + "-" + p_input_vars[1] + ");\n";
  835. } break;
  836. case OP_DARKEN: {
  837. code += "\t" + p_output_vars[0] + "=min(" + p_input_vars[0] + "," + p_input_vars[1] + ");\n";
  838. } break;
  839. case OP_LIGHTEN: {
  840. code += "\t" + p_output_vars[0] + "=max(" + p_input_vars[0] + "," + p_input_vars[1] + ");\n";
  841. } break;
  842. case OP_OVERLAY: {
  843. for (int i = 0; i < 3; i++) {
  844. code += "\t{\n";
  845. code += "\t\tfloat base=" + p_input_vars[0] + "." + axisn[i] + ";\n";
  846. code += "\t\tfloat blend=" + p_input_vars[1] + "." + axisn[i] + ";\n";
  847. code += "\t\tif (base < 0.5) {\n";
  848. code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = 2.0 * base * blend;\n";
  849. code += "\t\t} else {\n";
  850. code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);\n";
  851. code += "\t\t}\n";
  852. code += "\t}\n";
  853. }
  854. } break;
  855. case OP_DODGE: {
  856. code += "\t" + p_output_vars[0] + "=(" + p_input_vars[0] + ")/(vec3(1.0)-" + p_input_vars[1] + ");\n";
  857. } break;
  858. case OP_BURN: {
  859. code += "\t" + p_output_vars[0] + "=vec3(1.0)-(vec3(1.0)-" + p_input_vars[0] + ")/(" + p_input_vars[1] + ");\n";
  860. } break;
  861. case OP_SOFT_LIGHT: {
  862. for (int i = 0; i < 3; i++) {
  863. code += "\t{\n";
  864. code += "\t\tfloat base=" + p_input_vars[0] + "." + axisn[i] + ";\n";
  865. code += "\t\tfloat blend=" + p_input_vars[1] + "." + axisn[i] + ";\n";
  866. code += "\t\tif (base < 0.5) {\n";
  867. code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (base * (blend+0.5));\n";
  868. code += "\t\t} else {\n";
  869. code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0-base) * (1.0-(blend-0.5)));\n";
  870. code += "\t\t}\n";
  871. code += "\t}\n";
  872. }
  873. } break;
  874. case OP_HARD_LIGHT: {
  875. for (int i = 0; i < 3; i++) {
  876. code += "\t{\n";
  877. code += "\t\tfloat base=" + p_input_vars[0] + "." + axisn[i] + ";\n";
  878. code += "\t\tfloat blend=" + p_input_vars[1] + "." + axisn[i] + ";\n";
  879. code += "\t\tif (base < 0.5) {\n";
  880. code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (base * (2.0*blend));\n";
  881. code += "\t\t} else {\n";
  882. code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0-base) * (1.0-2.0*(blend-0.5)));\n";
  883. code += "\t\t}\n";
  884. code += "\t}\n";
  885. }
  886. } break;
  887. }
  888. return code;
  889. }
  890. void VisualShaderNodeColorOp::set_operator(Operator p_op) {
  891. op = p_op;
  892. emit_changed();
  893. }
  894. VisualShaderNodeColorOp::Operator VisualShaderNodeColorOp::get_operator() const {
  895. return op;
  896. }
  897. Vector<StringName> VisualShaderNodeColorOp::get_editable_properties() const {
  898. Vector<StringName> props;
  899. props.push_back("operator");
  900. return props;
  901. }
  902. void VisualShaderNodeColorOp::_bind_methods() {
  903. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeColorOp::set_operator);
  904. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeColorOp::get_operator);
  905. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Screen,Difference,Darken,Lighten,Overlay,Dodge,Burn,SoftLight,HardLight"), "set_operator", "get_operator");
  906. BIND_ENUM_CONSTANT(OP_SCREEN);
  907. BIND_ENUM_CONSTANT(OP_DIFFERENCE);
  908. BIND_ENUM_CONSTANT(OP_DARKEN);
  909. BIND_ENUM_CONSTANT(OP_LIGHTEN);
  910. BIND_ENUM_CONSTANT(OP_OVERLAY);
  911. BIND_ENUM_CONSTANT(OP_DODGE);
  912. BIND_ENUM_CONSTANT(OP_BURN);
  913. BIND_ENUM_CONSTANT(OP_SOFT_LIGHT);
  914. BIND_ENUM_CONSTANT(OP_HARD_LIGHT);
  915. }
  916. VisualShaderNodeColorOp::VisualShaderNodeColorOp() {
  917. op = OP_SCREEN;
  918. set_input_port_default_value(0, Vector3());
  919. set_input_port_default_value(1, Vector3());
  920. }
  921. ////////////// Transform Mult
  922. String VisualShaderNodeTransformMult::get_caption() const {
  923. return "TransformMult";
  924. }
  925. int VisualShaderNodeTransformMult::get_input_port_count() const {
  926. return 2;
  927. }
  928. VisualShaderNodeTransformMult::PortType VisualShaderNodeTransformMult::get_input_port_type(int p_port) const {
  929. return PORT_TYPE_TRANSFORM;
  930. }
  931. String VisualShaderNodeTransformMult::get_input_port_name(int p_port) const {
  932. return p_port == 0 ? "a" : "b";
  933. }
  934. int VisualShaderNodeTransformMult::get_output_port_count() const {
  935. return 1;
  936. }
  937. VisualShaderNodeTransformMult::PortType VisualShaderNodeTransformMult::get_output_port_type(int p_port) const {
  938. return PORT_TYPE_TRANSFORM;
  939. }
  940. String VisualShaderNodeTransformMult::get_output_port_name(int p_port) const {
  941. return "mult"; //no output port means the editor will be used as port
  942. }
  943. String VisualShaderNodeTransformMult::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 {
  944. if (op == OP_AxB) {
  945. return "\t" + p_output_vars[0] + " = " + p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
  946. } else if (op == OP_BxA) {
  947. return "\t" + p_output_vars[0] + " = " + p_input_vars[1] + " * " + p_input_vars[0] + ";\n";
  948. } else if (op == OP_AxB_COMP) {
  949. return "\t" + p_output_vars[0] + " = matrixCompMult( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n";
  950. } else {
  951. return "\t" + p_output_vars[0] + " = matrixCompMult( " + p_input_vars[1] + " , " + p_input_vars[0] + " );\n";
  952. }
  953. }
  954. void VisualShaderNodeTransformMult::set_operator(Operator p_op) {
  955. op = p_op;
  956. emit_changed();
  957. }
  958. VisualShaderNodeTransformMult::Operator VisualShaderNodeTransformMult::get_operator() const {
  959. return op;
  960. }
  961. Vector<StringName> VisualShaderNodeTransformMult::get_editable_properties() const {
  962. Vector<StringName> props;
  963. props.push_back("operator");
  964. return props;
  965. }
  966. void VisualShaderNodeTransformMult::_bind_methods() {
  967. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeTransformMult::set_operator);
  968. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeTransformMult::get_operator);
  969. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "A x B,B x A,A x B(per component),B x A(per component)"), "set_operator", "get_operator");
  970. BIND_ENUM_CONSTANT(OP_AxB);
  971. BIND_ENUM_CONSTANT(OP_BxA);
  972. BIND_ENUM_CONSTANT(OP_AxB_COMP);
  973. BIND_ENUM_CONSTANT(OP_BxA_COMP);
  974. }
  975. VisualShaderNodeTransformMult::VisualShaderNodeTransformMult() {
  976. op = OP_AxB;
  977. set_input_port_default_value(0, Transform());
  978. set_input_port_default_value(1, Transform());
  979. }
  980. ////////////// TransformVec Mult
  981. String VisualShaderNodeTransformVecMult::get_caption() const {
  982. return "TransformVectorMult";
  983. }
  984. int VisualShaderNodeTransformVecMult::get_input_port_count() const {
  985. return 2;
  986. }
  987. VisualShaderNodeTransformVecMult::PortType VisualShaderNodeTransformVecMult::get_input_port_type(int p_port) const {
  988. return p_port == 0 ? PORT_TYPE_TRANSFORM : PORT_TYPE_VECTOR;
  989. }
  990. String VisualShaderNodeTransformVecMult::get_input_port_name(int p_port) const {
  991. return p_port == 0 ? "a" : "b";
  992. }
  993. int VisualShaderNodeTransformVecMult::get_output_port_count() const {
  994. return 1;
  995. }
  996. VisualShaderNodeTransformVecMult::PortType VisualShaderNodeTransformVecMult::get_output_port_type(int p_port) const {
  997. return PORT_TYPE_VECTOR;
  998. }
  999. String VisualShaderNodeTransformVecMult::get_output_port_name(int p_port) const {
  1000. return ""; //no output port means the editor will be used as port
  1001. }
  1002. String VisualShaderNodeTransformVecMult::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1003. if (op == OP_AxB) {
  1004. return "\t" + p_output_vars[0] + " = ( " + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 1.0) ).xyz;\n";
  1005. } else if (op == OP_BxA) {
  1006. return "\t" + p_output_vars[0] + " = ( vec4(" + p_input_vars[1] + ", 1.0) * " + p_input_vars[0] + " ).xyz;\n";
  1007. } else if (op == OP_3x3_AxB) {
  1008. return "\t" + p_output_vars[0] + " = ( " + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 0.0) ).xyz;\n";
  1009. } else {
  1010. return "\t" + p_output_vars[0] + " = ( vec4(" + p_input_vars[1] + ", 0.0) * " + p_input_vars[0] + " ).xyz;\n";
  1011. }
  1012. }
  1013. void VisualShaderNodeTransformVecMult::set_operator(Operator p_op) {
  1014. op = p_op;
  1015. emit_changed();
  1016. }
  1017. VisualShaderNodeTransformVecMult::Operator VisualShaderNodeTransformVecMult::get_operator() const {
  1018. return op;
  1019. }
  1020. Vector<StringName> VisualShaderNodeTransformVecMult::get_editable_properties() const {
  1021. Vector<StringName> props;
  1022. props.push_back("operator");
  1023. return props;
  1024. }
  1025. void VisualShaderNodeTransformVecMult::_bind_methods() {
  1026. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeTransformVecMult::set_operator);
  1027. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeTransformVecMult::get_operator);
  1028. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "A x B,B x A,A x B (3x3),B x A (3x3)"), "set_operator", "get_operator");
  1029. BIND_ENUM_CONSTANT(OP_AxB);
  1030. BIND_ENUM_CONSTANT(OP_BxA);
  1031. BIND_ENUM_CONSTANT(OP_3x3_AxB);
  1032. BIND_ENUM_CONSTANT(OP_3x3_BxA);
  1033. }
  1034. VisualShaderNodeTransformVecMult::VisualShaderNodeTransformVecMult() {
  1035. op = OP_AxB;
  1036. set_input_port_default_value(0, Transform());
  1037. set_input_port_default_value(1, Vector3());
  1038. }
  1039. ////////////// Scalar Func
  1040. String VisualShaderNodeScalarFunc::get_caption() const {
  1041. return "ScalarFunc";
  1042. }
  1043. int VisualShaderNodeScalarFunc::get_input_port_count() const {
  1044. return 1;
  1045. }
  1046. VisualShaderNodeScalarFunc::PortType VisualShaderNodeScalarFunc::get_input_port_type(int p_port) const {
  1047. return PORT_TYPE_SCALAR;
  1048. }
  1049. String VisualShaderNodeScalarFunc::get_input_port_name(int p_port) const {
  1050. return "";
  1051. }
  1052. int VisualShaderNodeScalarFunc::get_output_port_count() const {
  1053. return 1;
  1054. }
  1055. VisualShaderNodeScalarFunc::PortType VisualShaderNodeScalarFunc::get_output_port_type(int p_port) const {
  1056. return PORT_TYPE_SCALAR;
  1057. }
  1058. String VisualShaderNodeScalarFunc::get_output_port_name(int p_port) const {
  1059. return ""; //no output port means the editor will be used as port
  1060. }
  1061. String VisualShaderNodeScalarFunc::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 {
  1062. static const char *scalar_func_id[FUNC_ONEMINUS + 1] = {
  1063. "sin($)",
  1064. "cos($)",
  1065. "tan($)",
  1066. "asin($)",
  1067. "acos($)",
  1068. "atan($)",
  1069. "sinh($)",
  1070. "cosh($)",
  1071. "tanh($)",
  1072. "log($)",
  1073. "exp($)",
  1074. "sqrt($)",
  1075. "abs($)",
  1076. "sign($)",
  1077. "floor($)",
  1078. "round($)",
  1079. "ceil($)",
  1080. "fract($)",
  1081. "min(max($,0.0),1.0)",
  1082. "-($)",
  1083. "acosh($)",
  1084. "asinh($)",
  1085. "atanh($)",
  1086. "degrees($)",
  1087. "exp2($)",
  1088. "inversesqrt($)",
  1089. "log2($)",
  1090. "radians($)",
  1091. "1.0/($)",
  1092. "roundEven($)",
  1093. "trunc($)",
  1094. "1.0-$"
  1095. };
  1096. return "\t" + p_output_vars[0] + " = " + String(scalar_func_id[func]).replace("$", p_input_vars[0]) + ";\n";
  1097. }
  1098. void VisualShaderNodeScalarFunc::set_function(Function p_func) {
  1099. func = p_func;
  1100. emit_changed();
  1101. }
  1102. VisualShaderNodeScalarFunc::Function VisualShaderNodeScalarFunc::get_function() const {
  1103. return func;
  1104. }
  1105. Vector<StringName> VisualShaderNodeScalarFunc::get_editable_properties() const {
  1106. Vector<StringName> props;
  1107. props.push_back("function");
  1108. return props;
  1109. }
  1110. void VisualShaderNodeScalarFunc::_bind_methods() {
  1111. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeScalarFunc::set_function);
  1112. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeScalarFunc::get_function);
  1113. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Sin,Cos,Tan,ASin,ACos,ATan,SinH,CosH,TanH,Log,Exp,Sqrt,Abs,Sign,Floor,Round,Ceil,Frac,Saturate,Negate,ACosH,ASinH,ATanH,Degrees,Exp2,InverseSqrt,Log2,Radians,Reciprocal,RoundEven,Trunc,OneMinus"), "set_function", "get_function");
  1114. BIND_ENUM_CONSTANT(FUNC_SIN);
  1115. BIND_ENUM_CONSTANT(FUNC_COS);
  1116. BIND_ENUM_CONSTANT(FUNC_TAN);
  1117. BIND_ENUM_CONSTANT(FUNC_ASIN);
  1118. BIND_ENUM_CONSTANT(FUNC_ACOS);
  1119. BIND_ENUM_CONSTANT(FUNC_ATAN);
  1120. BIND_ENUM_CONSTANT(FUNC_SINH);
  1121. BIND_ENUM_CONSTANT(FUNC_COSH);
  1122. BIND_ENUM_CONSTANT(FUNC_TANH);
  1123. BIND_ENUM_CONSTANT(FUNC_LOG);
  1124. BIND_ENUM_CONSTANT(FUNC_EXP);
  1125. BIND_ENUM_CONSTANT(FUNC_SQRT);
  1126. BIND_ENUM_CONSTANT(FUNC_ABS);
  1127. BIND_ENUM_CONSTANT(FUNC_SIGN);
  1128. BIND_ENUM_CONSTANT(FUNC_FLOOR);
  1129. BIND_ENUM_CONSTANT(FUNC_ROUND);
  1130. BIND_ENUM_CONSTANT(FUNC_CEIL);
  1131. BIND_ENUM_CONSTANT(FUNC_FRAC);
  1132. BIND_ENUM_CONSTANT(FUNC_SATURATE);
  1133. BIND_ENUM_CONSTANT(FUNC_NEGATE);
  1134. BIND_ENUM_CONSTANT(FUNC_ACOSH);
  1135. BIND_ENUM_CONSTANT(FUNC_ASINH);
  1136. BIND_ENUM_CONSTANT(FUNC_ATANH);
  1137. BIND_ENUM_CONSTANT(FUNC_DEGREES);
  1138. BIND_ENUM_CONSTANT(FUNC_EXP2);
  1139. BIND_ENUM_CONSTANT(FUNC_INVERSE_SQRT);
  1140. BIND_ENUM_CONSTANT(FUNC_LOG2);
  1141. BIND_ENUM_CONSTANT(FUNC_RADIANS);
  1142. BIND_ENUM_CONSTANT(FUNC_RECIPROCAL);
  1143. BIND_ENUM_CONSTANT(FUNC_ROUNDEVEN);
  1144. BIND_ENUM_CONSTANT(FUNC_TRUNC);
  1145. BIND_ENUM_CONSTANT(FUNC_ONEMINUS);
  1146. }
  1147. VisualShaderNodeScalarFunc::VisualShaderNodeScalarFunc() {
  1148. func = FUNC_SIGN;
  1149. set_input_port_default_value(0, 0.0);
  1150. }
  1151. ////////////// Vector Func
  1152. String VisualShaderNodeVectorFunc::get_caption() const {
  1153. return "VectorFunc";
  1154. }
  1155. int VisualShaderNodeVectorFunc::get_input_port_count() const {
  1156. return 1;
  1157. }
  1158. VisualShaderNodeVectorFunc::PortType VisualShaderNodeVectorFunc::get_input_port_type(int p_port) const {
  1159. return PORT_TYPE_VECTOR;
  1160. }
  1161. String VisualShaderNodeVectorFunc::get_input_port_name(int p_port) const {
  1162. return "";
  1163. }
  1164. int VisualShaderNodeVectorFunc::get_output_port_count() const {
  1165. return 1;
  1166. }
  1167. VisualShaderNodeVectorFunc::PortType VisualShaderNodeVectorFunc::get_output_port_type(int p_port) const {
  1168. return PORT_TYPE_VECTOR;
  1169. }
  1170. String VisualShaderNodeVectorFunc::get_output_port_name(int p_port) const {
  1171. return ""; //no output port means the editor will be used as port
  1172. }
  1173. String VisualShaderNodeVectorFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1174. static const char *vec_func_id[FUNC_ONEMINUS + 1] = {
  1175. "normalize($)",
  1176. "max(min($,vec3(1.0)),vec3(0.0))",
  1177. "-($)",
  1178. "1.0/($)",
  1179. "",
  1180. "",
  1181. "abs($)",
  1182. "acos($)",
  1183. "acosh($)",
  1184. "asin($)",
  1185. "asinh($)",
  1186. "atan($)",
  1187. "atanh($)",
  1188. "ceil($)",
  1189. "cos($)",
  1190. "cosh($)",
  1191. "degrees($)",
  1192. "exp($)",
  1193. "exp2($)",
  1194. "floor($)",
  1195. "fract($)",
  1196. "inversesqrt($)",
  1197. "log($)",
  1198. "log2($)",
  1199. "radians($)",
  1200. "round($)",
  1201. "roundEven($)",
  1202. "sign($)",
  1203. "sin($)",
  1204. "sinh($)",
  1205. "sqrt($)",
  1206. "tan($)",
  1207. "tanh($)",
  1208. "trunc($)",
  1209. "vec3(1.0, 1.0, 1.0)-$"
  1210. };
  1211. String code;
  1212. if (func == FUNC_RGB2HSV) {
  1213. code += "\t{\n";
  1214. code += "\t\tvec3 c = " + p_input_vars[0] + ";\n";
  1215. code += "\t\tvec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);\n";
  1216. code += "\t\tvec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));\n";
  1217. code += "\t\tvec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));\n";
  1218. code += "\t\tfloat d = q.x - min(q.w, q.y);\n";
  1219. code += "\t\tfloat e = 1.0e-10;\n";
  1220. code += "\t\t" + p_output_vars[0] + "=vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);\n";
  1221. code += "\t}\n";
  1222. } else if (func == FUNC_HSV2RGB) {
  1223. code += "\t{\n";
  1224. code += "\t\tvec3 c = " + p_input_vars[0] + ";\n";
  1225. code += "\t\tvec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n";
  1226. code += "\t\tvec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n";
  1227. code += "\t\t" + p_output_vars[0] + "=c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n";
  1228. code += "\t}\n";
  1229. } else {
  1230. code += "\t" + p_output_vars[0] + "=" + String(vec_func_id[func]).replace("$", p_input_vars[0]) + ";\n";
  1231. }
  1232. return code;
  1233. }
  1234. void VisualShaderNodeVectorFunc::set_function(Function p_func) {
  1235. func = p_func;
  1236. emit_changed();
  1237. }
  1238. VisualShaderNodeVectorFunc::Function VisualShaderNodeVectorFunc::get_function() const {
  1239. return func;
  1240. }
  1241. Vector<StringName> VisualShaderNodeVectorFunc::get_editable_properties() const {
  1242. Vector<StringName> props;
  1243. props.push_back("function");
  1244. return props;
  1245. }
  1246. void VisualShaderNodeVectorFunc::_bind_methods() {
  1247. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeVectorFunc::set_function);
  1248. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeVectorFunc::get_function);
  1249. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Normalize,Saturate,Negate,Reciprocal,RGB2HSV,HSV2RGB,Abs,ACos,ACosH,ASin,ASinH,ATan,ATanH,Ceil,Cos,CosH,Degrees,Exp,Exp2,Floor,Frac,InverseSqrt,Log,Log2,Radians,Round,RoundEven,Sign,Sin,SinH,Sqrt,Tan,TanH,Trunc,OneMinus"), "set_function", "get_function");
  1250. BIND_ENUM_CONSTANT(FUNC_NORMALIZE);
  1251. BIND_ENUM_CONSTANT(FUNC_SATURATE);
  1252. BIND_ENUM_CONSTANT(FUNC_NEGATE);
  1253. BIND_ENUM_CONSTANT(FUNC_RECIPROCAL);
  1254. BIND_ENUM_CONSTANT(FUNC_RGB2HSV);
  1255. BIND_ENUM_CONSTANT(FUNC_HSV2RGB);
  1256. BIND_ENUM_CONSTANT(FUNC_ABS);
  1257. BIND_ENUM_CONSTANT(FUNC_ACOS);
  1258. BIND_ENUM_CONSTANT(FUNC_ACOSH);
  1259. BIND_ENUM_CONSTANT(FUNC_ASIN);
  1260. BIND_ENUM_CONSTANT(FUNC_ASINH);
  1261. BIND_ENUM_CONSTANT(FUNC_ATAN);
  1262. BIND_ENUM_CONSTANT(FUNC_ATANH);
  1263. BIND_ENUM_CONSTANT(FUNC_CEIL);
  1264. BIND_ENUM_CONSTANT(FUNC_COS);
  1265. BIND_ENUM_CONSTANT(FUNC_COSH);
  1266. BIND_ENUM_CONSTANT(FUNC_DEGREES);
  1267. BIND_ENUM_CONSTANT(FUNC_EXP);
  1268. BIND_ENUM_CONSTANT(FUNC_EXP2);
  1269. BIND_ENUM_CONSTANT(FUNC_FLOOR);
  1270. BIND_ENUM_CONSTANT(FUNC_FRAC);
  1271. BIND_ENUM_CONSTANT(FUNC_INVERSE_SQRT);
  1272. BIND_ENUM_CONSTANT(FUNC_LOG);
  1273. BIND_ENUM_CONSTANT(FUNC_LOG2);
  1274. BIND_ENUM_CONSTANT(FUNC_RADIANS);
  1275. BIND_ENUM_CONSTANT(FUNC_ROUND);
  1276. BIND_ENUM_CONSTANT(FUNC_ROUNDEVEN);
  1277. BIND_ENUM_CONSTANT(FUNC_SIGN);
  1278. BIND_ENUM_CONSTANT(FUNC_SIN);
  1279. BIND_ENUM_CONSTANT(FUNC_SINH);
  1280. BIND_ENUM_CONSTANT(FUNC_SQRT);
  1281. BIND_ENUM_CONSTANT(FUNC_TAN);
  1282. BIND_ENUM_CONSTANT(FUNC_TANH);
  1283. BIND_ENUM_CONSTANT(FUNC_TRUNC);
  1284. BIND_ENUM_CONSTANT(FUNC_ONEMINUS);
  1285. }
  1286. VisualShaderNodeVectorFunc::VisualShaderNodeVectorFunc() {
  1287. func = FUNC_NORMALIZE;
  1288. set_input_port_default_value(0, Vector3());
  1289. }
  1290. ////////////// ColorFunc
  1291. String VisualShaderNodeColorFunc::get_caption() const {
  1292. return "ColorFunc";
  1293. }
  1294. int VisualShaderNodeColorFunc::get_input_port_count() const {
  1295. return 1;
  1296. }
  1297. VisualShaderNodeColorFunc::PortType VisualShaderNodeColorFunc::get_input_port_type(int p_port) const {
  1298. return PORT_TYPE_VECTOR;
  1299. }
  1300. String VisualShaderNodeColorFunc::get_input_port_name(int p_port) const {
  1301. return "";
  1302. }
  1303. int VisualShaderNodeColorFunc::get_output_port_count() const {
  1304. return 1;
  1305. }
  1306. VisualShaderNodeColorFunc::PortType VisualShaderNodeColorFunc::get_output_port_type(int p_port) const {
  1307. return PORT_TYPE_VECTOR;
  1308. }
  1309. String VisualShaderNodeColorFunc::get_output_port_name(int p_port) const {
  1310. return "";
  1311. }
  1312. String VisualShaderNodeColorFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1313. String code;
  1314. switch (func) {
  1315. case FUNC_GRAYSCALE:
  1316. code += "\t{\n";
  1317. code += "\t\tvec3 c = " + p_input_vars[0] + ";\n";
  1318. code += "\t\tfloat max1 = max(c.r, c.g);\n";
  1319. code += "\t\tfloat max2 = max(max1, c.b);\n";
  1320. code += "\t\tfloat max3 = max(max1, max2);\n";
  1321. code += "\t\t" + p_output_vars[0] + " = vec3(max3, max3, max3);\n";
  1322. code += "\t}\n";
  1323. break;
  1324. case FUNC_SEPIA:
  1325. code += "\t{\n";
  1326. code += "\t\tvec3 c = " + p_input_vars[0] + ";\n";
  1327. code += "\t\tfloat r = (c.r * .393) + (c.g *.769) + (c.b * .189);\n";
  1328. code += "\t\tfloat g = (c.r * .349) + (c.g *.686) + (c.b * .168);\n";
  1329. code += "\t\tfloat b = (c.r * .272) + (c.g *.534) + (c.b * .131);\n";
  1330. code += "\t\t" + p_output_vars[0] + " = vec3(r, g, b);\n";
  1331. code += "\t}\n";
  1332. break;
  1333. }
  1334. return code;
  1335. }
  1336. void VisualShaderNodeColorFunc::set_function(Function p_func) {
  1337. func = p_func;
  1338. emit_changed();
  1339. }
  1340. VisualShaderNodeColorFunc::Function VisualShaderNodeColorFunc::get_function() const {
  1341. return func;
  1342. }
  1343. Vector<StringName> VisualShaderNodeColorFunc::get_editable_properties() const {
  1344. Vector<StringName> props;
  1345. props.push_back("function");
  1346. return props;
  1347. }
  1348. void VisualShaderNodeColorFunc::_bind_methods() {
  1349. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeColorFunc::set_function);
  1350. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeColorFunc::get_function);
  1351. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Grayscale,Sepia"), "set_function", "get_function");
  1352. BIND_ENUM_CONSTANT(FUNC_GRAYSCALE);
  1353. BIND_ENUM_CONSTANT(FUNC_SEPIA);
  1354. }
  1355. VisualShaderNodeColorFunc::VisualShaderNodeColorFunc() {
  1356. func = FUNC_GRAYSCALE;
  1357. set_input_port_default_value(0, Vector3());
  1358. }
  1359. ////////////// Transform Func
  1360. String VisualShaderNodeTransformFunc::get_caption() const {
  1361. return "TransformFunc";
  1362. }
  1363. int VisualShaderNodeTransformFunc::get_input_port_count() const {
  1364. return 1;
  1365. }
  1366. VisualShaderNodeTransformFunc::PortType VisualShaderNodeTransformFunc::get_input_port_type(int p_port) const {
  1367. return PORT_TYPE_TRANSFORM;
  1368. }
  1369. String VisualShaderNodeTransformFunc::get_input_port_name(int p_port) const {
  1370. return "";
  1371. }
  1372. int VisualShaderNodeTransformFunc::get_output_port_count() const {
  1373. return 1;
  1374. }
  1375. VisualShaderNodeTransformFunc::PortType VisualShaderNodeTransformFunc::get_output_port_type(int p_port) const {
  1376. return PORT_TYPE_TRANSFORM;
  1377. }
  1378. String VisualShaderNodeTransformFunc::get_output_port_name(int p_port) const {
  1379. return "";
  1380. }
  1381. String VisualShaderNodeTransformFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1382. static const char *funcs[FUNC_TRANSPOSE + 1] = {
  1383. "inverse($)",
  1384. "transpose($)"
  1385. };
  1386. String code;
  1387. code += "\t" + p_output_vars[0] + "=" + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
  1388. return code;
  1389. }
  1390. void VisualShaderNodeTransformFunc::set_function(Function p_func) {
  1391. func = p_func;
  1392. emit_changed();
  1393. }
  1394. VisualShaderNodeTransformFunc::Function VisualShaderNodeTransformFunc::get_function() const {
  1395. return func;
  1396. }
  1397. Vector<StringName> VisualShaderNodeTransformFunc::get_editable_properties() const {
  1398. Vector<StringName> props;
  1399. props.push_back("function");
  1400. return props;
  1401. }
  1402. void VisualShaderNodeTransformFunc::_bind_methods() {
  1403. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeTransformFunc::set_function);
  1404. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeTransformFunc::get_function);
  1405. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Inverse,Transpose"), "set_function", "get_function");
  1406. BIND_ENUM_CONSTANT(FUNC_INVERSE);
  1407. BIND_ENUM_CONSTANT(FUNC_TRANSPOSE);
  1408. }
  1409. VisualShaderNodeTransformFunc::VisualShaderNodeTransformFunc() {
  1410. func = FUNC_INVERSE;
  1411. set_input_port_default_value(0, Transform());
  1412. }
  1413. ////////////// Dot Product
  1414. String VisualShaderNodeDotProduct::get_caption() const {
  1415. return "DotProduct";
  1416. }
  1417. int VisualShaderNodeDotProduct::get_input_port_count() const {
  1418. return 2;
  1419. }
  1420. VisualShaderNodeDotProduct::PortType VisualShaderNodeDotProduct::get_input_port_type(int p_port) const {
  1421. return PORT_TYPE_VECTOR;
  1422. }
  1423. String VisualShaderNodeDotProduct::get_input_port_name(int p_port) const {
  1424. return p_port == 0 ? "a" : "b";
  1425. }
  1426. int VisualShaderNodeDotProduct::get_output_port_count() const {
  1427. return 1;
  1428. }
  1429. VisualShaderNodeDotProduct::PortType VisualShaderNodeDotProduct::get_output_port_type(int p_port) const {
  1430. return PORT_TYPE_SCALAR;
  1431. }
  1432. String VisualShaderNodeDotProduct::get_output_port_name(int p_port) const {
  1433. return "dot";
  1434. }
  1435. String VisualShaderNodeDotProduct::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1436. return "\t" + p_output_vars[0] + " = dot( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n";
  1437. }
  1438. VisualShaderNodeDotProduct::VisualShaderNodeDotProduct() {
  1439. set_input_port_default_value(0, Vector3());
  1440. set_input_port_default_value(1, Vector3());
  1441. }
  1442. ////////////// Vector Len
  1443. String VisualShaderNodeVectorLen::get_caption() const {
  1444. return "VectorLen";
  1445. }
  1446. int VisualShaderNodeVectorLen::get_input_port_count() const {
  1447. return 1;
  1448. }
  1449. VisualShaderNodeVectorLen::PortType VisualShaderNodeVectorLen::get_input_port_type(int p_port) const {
  1450. return PORT_TYPE_VECTOR;
  1451. }
  1452. String VisualShaderNodeVectorLen::get_input_port_name(int p_port) const {
  1453. return "";
  1454. }
  1455. int VisualShaderNodeVectorLen::get_output_port_count() const {
  1456. return 1;
  1457. }
  1458. VisualShaderNodeVectorLen::PortType VisualShaderNodeVectorLen::get_output_port_type(int p_port) const {
  1459. return PORT_TYPE_SCALAR;
  1460. }
  1461. String VisualShaderNodeVectorLen::get_output_port_name(int p_port) const {
  1462. return "length";
  1463. }
  1464. String VisualShaderNodeVectorLen::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1465. return "\t" + p_output_vars[0] + " = length( " + p_input_vars[0] + " );\n";
  1466. }
  1467. VisualShaderNodeVectorLen::VisualShaderNodeVectorLen() {
  1468. set_input_port_default_value(0, Vector3());
  1469. }
  1470. ////////////// Determinant
  1471. String VisualShaderNodeDeterminant::get_caption() const {
  1472. return "Determinant";
  1473. }
  1474. int VisualShaderNodeDeterminant::get_input_port_count() const {
  1475. return 1;
  1476. }
  1477. VisualShaderNodeDeterminant::PortType VisualShaderNodeDeterminant::get_input_port_type(int p_port) const {
  1478. return PORT_TYPE_TRANSFORM;
  1479. }
  1480. String VisualShaderNodeDeterminant::get_input_port_name(int p_port) const {
  1481. return "";
  1482. }
  1483. int VisualShaderNodeDeterminant::get_output_port_count() const {
  1484. return 1;
  1485. }
  1486. VisualShaderNodeDeterminant::PortType VisualShaderNodeDeterminant::get_output_port_type(int p_port) const {
  1487. return PORT_TYPE_SCALAR;
  1488. }
  1489. String VisualShaderNodeDeterminant::get_output_port_name(int p_port) const {
  1490. return "";
  1491. }
  1492. String VisualShaderNodeDeterminant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1493. return "\t" + p_output_vars[0] + " = determinant( " + p_input_vars[0] + " );\n";
  1494. }
  1495. VisualShaderNodeDeterminant::VisualShaderNodeDeterminant() {
  1496. set_input_port_default_value(0, Transform());
  1497. }
  1498. ////////////// Scalar Derivative Function
  1499. String VisualShaderNodeScalarDerivativeFunc::get_caption() const {
  1500. return "ScalarDerivativeFunc";
  1501. }
  1502. int VisualShaderNodeScalarDerivativeFunc::get_input_port_count() const {
  1503. return 1;
  1504. }
  1505. VisualShaderNodeScalarDerivativeFunc::PortType VisualShaderNodeScalarDerivativeFunc::get_input_port_type(int p_port) const {
  1506. return PORT_TYPE_SCALAR;
  1507. }
  1508. String VisualShaderNodeScalarDerivativeFunc::get_input_port_name(int p_port) const {
  1509. return "";
  1510. }
  1511. int VisualShaderNodeScalarDerivativeFunc::get_output_port_count() const {
  1512. return 1;
  1513. }
  1514. VisualShaderNodeScalarDerivativeFunc::PortType VisualShaderNodeScalarDerivativeFunc::get_output_port_type(int p_port) const {
  1515. return PORT_TYPE_SCALAR;
  1516. }
  1517. String VisualShaderNodeScalarDerivativeFunc::get_output_port_name(int p_port) const {
  1518. return "";
  1519. }
  1520. String VisualShaderNodeScalarDerivativeFunc::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 {
  1521. static const char *funcs[FUNC_Y + 1] = {
  1522. "fwidth($)",
  1523. "dFdx($)",
  1524. "dFdy($)"
  1525. };
  1526. String code;
  1527. code += "\t" + p_output_vars[0] + "=" + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
  1528. return code;
  1529. }
  1530. void VisualShaderNodeScalarDerivativeFunc::set_function(Function p_func) {
  1531. func = p_func;
  1532. emit_changed();
  1533. }
  1534. VisualShaderNodeScalarDerivativeFunc::Function VisualShaderNodeScalarDerivativeFunc::get_function() const {
  1535. return func;
  1536. }
  1537. Vector<StringName> VisualShaderNodeScalarDerivativeFunc::get_editable_properties() const {
  1538. Vector<StringName> props;
  1539. props.push_back("function");
  1540. return props;
  1541. }
  1542. void VisualShaderNodeScalarDerivativeFunc::_bind_methods() {
  1543. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeScalarDerivativeFunc::set_function);
  1544. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeScalarDerivativeFunc::get_function);
  1545. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Sum,X,Y"), "set_function", "get_function");
  1546. BIND_ENUM_CONSTANT(FUNC_SUM);
  1547. BIND_ENUM_CONSTANT(FUNC_X);
  1548. BIND_ENUM_CONSTANT(FUNC_Y);
  1549. }
  1550. VisualShaderNodeScalarDerivativeFunc::VisualShaderNodeScalarDerivativeFunc() {
  1551. func = FUNC_SUM;
  1552. set_input_port_default_value(0, 0.0);
  1553. }
  1554. ////////////// Vector Derivative Function
  1555. String VisualShaderNodeVectorDerivativeFunc::get_caption() const {
  1556. return "VectorDerivativeFunc";
  1557. }
  1558. int VisualShaderNodeVectorDerivativeFunc::get_input_port_count() const {
  1559. return 1;
  1560. }
  1561. VisualShaderNodeVectorDerivativeFunc::PortType VisualShaderNodeVectorDerivativeFunc::get_input_port_type(int p_port) const {
  1562. return PORT_TYPE_VECTOR;
  1563. }
  1564. String VisualShaderNodeVectorDerivativeFunc::get_input_port_name(int p_port) const {
  1565. return "";
  1566. }
  1567. int VisualShaderNodeVectorDerivativeFunc::get_output_port_count() const {
  1568. return 1;
  1569. }
  1570. VisualShaderNodeVectorDerivativeFunc::PortType VisualShaderNodeVectorDerivativeFunc::get_output_port_type(int p_port) const {
  1571. return PORT_TYPE_VECTOR;
  1572. }
  1573. String VisualShaderNodeVectorDerivativeFunc::get_output_port_name(int p_port) const {
  1574. return "";
  1575. }
  1576. String VisualShaderNodeVectorDerivativeFunc::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 {
  1577. static const char *funcs[FUNC_Y + 1] = {
  1578. "fwidth($)",
  1579. "dFdx($)",
  1580. "dFdy($)"
  1581. };
  1582. String code;
  1583. code += "\t" + p_output_vars[0] + "=" + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
  1584. return code;
  1585. }
  1586. void VisualShaderNodeVectorDerivativeFunc::set_function(Function p_func) {
  1587. func = p_func;
  1588. emit_changed();
  1589. }
  1590. VisualShaderNodeVectorDerivativeFunc::Function VisualShaderNodeVectorDerivativeFunc::get_function() const {
  1591. return func;
  1592. }
  1593. Vector<StringName> VisualShaderNodeVectorDerivativeFunc::get_editable_properties() const {
  1594. Vector<StringName> props;
  1595. props.push_back("function");
  1596. return props;
  1597. }
  1598. void VisualShaderNodeVectorDerivativeFunc::_bind_methods() {
  1599. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeVectorDerivativeFunc::set_function);
  1600. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeVectorDerivativeFunc::get_function);
  1601. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Sum,X,Y"), "set_function", "get_function");
  1602. BIND_ENUM_CONSTANT(FUNC_SUM);
  1603. BIND_ENUM_CONSTANT(FUNC_X);
  1604. BIND_ENUM_CONSTANT(FUNC_Y);
  1605. }
  1606. VisualShaderNodeVectorDerivativeFunc::VisualShaderNodeVectorDerivativeFunc() {
  1607. func = FUNC_SUM;
  1608. set_input_port_default_value(0, Vector3());
  1609. }
  1610. ////////////// Scalar Clamp
  1611. String VisualShaderNodeScalarClamp::get_caption() const {
  1612. return "ScalarClamp";
  1613. }
  1614. int VisualShaderNodeScalarClamp::get_input_port_count() const {
  1615. return 3;
  1616. }
  1617. VisualShaderNodeScalarClamp::PortType VisualShaderNodeScalarClamp::get_input_port_type(int p_port) const {
  1618. return PORT_TYPE_SCALAR;
  1619. }
  1620. String VisualShaderNodeScalarClamp::get_input_port_name(int p_port) const {
  1621. if (p_port == 0)
  1622. return "";
  1623. else if (p_port == 1)
  1624. return "min";
  1625. else if (p_port == 2)
  1626. return "max";
  1627. return "";
  1628. }
  1629. int VisualShaderNodeScalarClamp::get_output_port_count() const {
  1630. return 1;
  1631. }
  1632. VisualShaderNodeScalarClamp::PortType VisualShaderNodeScalarClamp::get_output_port_type(int p_port) const {
  1633. return PORT_TYPE_SCALAR;
  1634. }
  1635. String VisualShaderNodeScalarClamp::get_output_port_name(int p_port) const {
  1636. return "";
  1637. }
  1638. String VisualShaderNodeScalarClamp::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 {
  1639. return "\t" + p_output_vars[0] + " = clamp( " + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + " );\n";
  1640. }
  1641. VisualShaderNodeScalarClamp::VisualShaderNodeScalarClamp() {
  1642. set_input_port_default_value(0, 0.0);
  1643. set_input_port_default_value(1, 0.0);
  1644. set_input_port_default_value(2, 1.0);
  1645. }
  1646. ////////////// Vector Clamp
  1647. String VisualShaderNodeVectorClamp::get_caption() const {
  1648. return "VectorClamp";
  1649. }
  1650. int VisualShaderNodeVectorClamp::get_input_port_count() const {
  1651. return 3;
  1652. }
  1653. VisualShaderNodeVectorClamp::PortType VisualShaderNodeVectorClamp::get_input_port_type(int p_port) const {
  1654. return PORT_TYPE_VECTOR;
  1655. }
  1656. String VisualShaderNodeVectorClamp::get_input_port_name(int p_port) const {
  1657. if (p_port == 0)
  1658. return "";
  1659. else if (p_port == 1)
  1660. return "min";
  1661. else if (p_port == 2)
  1662. return "max";
  1663. return "";
  1664. }
  1665. int VisualShaderNodeVectorClamp::get_output_port_count() const {
  1666. return 1;
  1667. }
  1668. VisualShaderNodeVectorClamp::PortType VisualShaderNodeVectorClamp::get_output_port_type(int p_port) const {
  1669. return PORT_TYPE_VECTOR;
  1670. }
  1671. String VisualShaderNodeVectorClamp::get_output_port_name(int p_port) const {
  1672. return "";
  1673. }
  1674. String VisualShaderNodeVectorClamp::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 {
  1675. return "\t" + p_output_vars[0] + " = clamp( " + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + " );\n";
  1676. }
  1677. VisualShaderNodeVectorClamp::VisualShaderNodeVectorClamp() {
  1678. set_input_port_default_value(0, Vector3(0, 0, 0));
  1679. set_input_port_default_value(1, Vector3(0, 0, 0));
  1680. set_input_port_default_value(2, Vector3(1, 1, 1));
  1681. }
  1682. ////////////// FaceForward
  1683. String VisualShaderNodeFaceForward::get_caption() const {
  1684. return "FaceForward";
  1685. }
  1686. int VisualShaderNodeFaceForward::get_input_port_count() const {
  1687. return 3;
  1688. }
  1689. VisualShaderNodeFaceForward::PortType VisualShaderNodeFaceForward::get_input_port_type(int p_port) const {
  1690. return PORT_TYPE_VECTOR;
  1691. }
  1692. String VisualShaderNodeFaceForward::get_input_port_name(int p_port) const {
  1693. switch (p_port) {
  1694. case 0:
  1695. return "N";
  1696. case 1:
  1697. return "I";
  1698. case 2:
  1699. return "Nref";
  1700. default:
  1701. return "";
  1702. }
  1703. }
  1704. int VisualShaderNodeFaceForward::get_output_port_count() const {
  1705. return 1;
  1706. }
  1707. VisualShaderNodeFaceForward::PortType VisualShaderNodeFaceForward::get_output_port_type(int p_port) const {
  1708. return PORT_TYPE_VECTOR;
  1709. }
  1710. String VisualShaderNodeFaceForward::get_output_port_name(int p_port) const {
  1711. return "";
  1712. }
  1713. String VisualShaderNodeFaceForward::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1714. return "\t" + p_output_vars[0] + " = faceforward( " + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + " );\n";
  1715. }
  1716. VisualShaderNodeFaceForward::VisualShaderNodeFaceForward() {
  1717. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  1718. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  1719. set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
  1720. }
  1721. ////////////// Outer Product
  1722. String VisualShaderNodeOuterProduct::get_caption() const {
  1723. return "OuterProduct";
  1724. }
  1725. int VisualShaderNodeOuterProduct::get_input_port_count() const {
  1726. return 2;
  1727. }
  1728. VisualShaderNodeOuterProduct::PortType VisualShaderNodeOuterProduct::get_input_port_type(int p_port) const {
  1729. return PORT_TYPE_VECTOR;
  1730. }
  1731. String VisualShaderNodeOuterProduct::get_input_port_name(int p_port) const {
  1732. switch (p_port) {
  1733. case 0:
  1734. return "c";
  1735. case 1:
  1736. return "r";
  1737. default:
  1738. return "";
  1739. }
  1740. }
  1741. int VisualShaderNodeOuterProduct::get_output_port_count() const {
  1742. return 1;
  1743. }
  1744. VisualShaderNodeOuterProduct::PortType VisualShaderNodeOuterProduct::get_output_port_type(int p_port) const {
  1745. return PORT_TYPE_TRANSFORM;
  1746. }
  1747. String VisualShaderNodeOuterProduct::get_output_port_name(int p_port) const {
  1748. return "";
  1749. }
  1750. String VisualShaderNodeOuterProduct::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1751. return "\t" + p_output_vars[0] + " = outerProduct( vec4(" + p_input_vars[0] + ", 0.0), vec4(" + p_input_vars[1] + ", 0.0) );\n";
  1752. }
  1753. VisualShaderNodeOuterProduct::VisualShaderNodeOuterProduct() {
  1754. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  1755. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  1756. }
  1757. ////////////// Vector-Scalar Step
  1758. String VisualShaderNodeVectorScalarStep::get_caption() const {
  1759. return "VectorScalarStep";
  1760. }
  1761. int VisualShaderNodeVectorScalarStep::get_input_port_count() const {
  1762. return 2;
  1763. }
  1764. VisualShaderNodeVectorScalarStep::PortType VisualShaderNodeVectorScalarStep::get_input_port_type(int p_port) const {
  1765. if (p_port == 0) {
  1766. return PORT_TYPE_SCALAR;
  1767. }
  1768. return PORT_TYPE_VECTOR;
  1769. }
  1770. String VisualShaderNodeVectorScalarStep::get_input_port_name(int p_port) const {
  1771. if (p_port == 0)
  1772. return "edge";
  1773. else if (p_port == 1)
  1774. return "x";
  1775. return "";
  1776. }
  1777. int VisualShaderNodeVectorScalarStep::get_output_port_count() const {
  1778. return 1;
  1779. }
  1780. VisualShaderNodeVectorScalarStep::PortType VisualShaderNodeVectorScalarStep::get_output_port_type(int p_port) const {
  1781. return PORT_TYPE_VECTOR;
  1782. }
  1783. String VisualShaderNodeVectorScalarStep::get_output_port_name(int p_port) const {
  1784. return "";
  1785. }
  1786. String VisualShaderNodeVectorScalarStep::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 {
  1787. return "\t" + p_output_vars[0] + " = step( " + p_input_vars[0] + ", " + p_input_vars[1] + " );\n";
  1788. }
  1789. VisualShaderNodeVectorScalarStep::VisualShaderNodeVectorScalarStep() {
  1790. set_input_port_default_value(0, 0.0);
  1791. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  1792. }
  1793. ////////////// Scalar SmoothStep
  1794. String VisualShaderNodeScalarSmoothStep::get_caption() const {
  1795. return "ScalarSmoothStep";
  1796. }
  1797. int VisualShaderNodeScalarSmoothStep::get_input_port_count() const {
  1798. return 3;
  1799. }
  1800. VisualShaderNodeScalarSmoothStep::PortType VisualShaderNodeScalarSmoothStep::get_input_port_type(int p_port) const {
  1801. return PORT_TYPE_SCALAR;
  1802. }
  1803. String VisualShaderNodeScalarSmoothStep::get_input_port_name(int p_port) const {
  1804. if (p_port == 0)
  1805. return "edge0";
  1806. else if (p_port == 1)
  1807. return "edge1";
  1808. else if (p_port == 2)
  1809. return "x";
  1810. return "";
  1811. }
  1812. int VisualShaderNodeScalarSmoothStep::get_output_port_count() const {
  1813. return 1;
  1814. }
  1815. VisualShaderNodeScalarSmoothStep::PortType VisualShaderNodeScalarSmoothStep::get_output_port_type(int p_port) const {
  1816. return PORT_TYPE_SCALAR;
  1817. }
  1818. String VisualShaderNodeScalarSmoothStep::get_output_port_name(int p_port) const {
  1819. return "";
  1820. }
  1821. String VisualShaderNodeScalarSmoothStep::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 {
  1822. return "\t" + p_output_vars[0] + " = smoothstep( " + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + " );\n";
  1823. }
  1824. VisualShaderNodeScalarSmoothStep::VisualShaderNodeScalarSmoothStep() {
  1825. set_input_port_default_value(0, 0.0);
  1826. set_input_port_default_value(1, 0.0);
  1827. set_input_port_default_value(2, 0.0);
  1828. }
  1829. ////////////// Vector SmoothStep
  1830. String VisualShaderNodeVectorSmoothStep::get_caption() const {
  1831. return "VectorSmoothStep";
  1832. }
  1833. int VisualShaderNodeVectorSmoothStep::get_input_port_count() const {
  1834. return 3;
  1835. }
  1836. VisualShaderNodeVectorSmoothStep::PortType VisualShaderNodeVectorSmoothStep::get_input_port_type(int p_port) const {
  1837. return PORT_TYPE_VECTOR;
  1838. }
  1839. String VisualShaderNodeVectorSmoothStep::get_input_port_name(int p_port) const {
  1840. if (p_port == 0)
  1841. return "edge0";
  1842. else if (p_port == 1)
  1843. return "edge1";
  1844. else if (p_port == 2)
  1845. return "x";
  1846. return "";
  1847. }
  1848. int VisualShaderNodeVectorSmoothStep::get_output_port_count() const {
  1849. return 1;
  1850. }
  1851. VisualShaderNodeVectorSmoothStep::PortType VisualShaderNodeVectorSmoothStep::get_output_port_type(int p_port) const {
  1852. return PORT_TYPE_VECTOR;
  1853. }
  1854. String VisualShaderNodeVectorSmoothStep::get_output_port_name(int p_port) const {
  1855. return "";
  1856. }
  1857. String VisualShaderNodeVectorSmoothStep::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 {
  1858. return "\t" + p_output_vars[0] + " = smoothstep( " + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + " );\n";
  1859. }
  1860. VisualShaderNodeVectorSmoothStep::VisualShaderNodeVectorSmoothStep() {
  1861. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  1862. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  1863. set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
  1864. }
  1865. ////////////// Vector-Scalar SmoothStep
  1866. String VisualShaderNodeVectorScalarSmoothStep::get_caption() const {
  1867. return "VectorScalarSmoothStep";
  1868. }
  1869. int VisualShaderNodeVectorScalarSmoothStep::get_input_port_count() const {
  1870. return 3;
  1871. }
  1872. VisualShaderNodeVectorScalarSmoothStep::PortType VisualShaderNodeVectorScalarSmoothStep::get_input_port_type(int p_port) const {
  1873. if (p_port == 0) {
  1874. return PORT_TYPE_SCALAR;
  1875. } else if (p_port == 1) {
  1876. return PORT_TYPE_SCALAR;
  1877. }
  1878. return PORT_TYPE_VECTOR;
  1879. }
  1880. String VisualShaderNodeVectorScalarSmoothStep::get_input_port_name(int p_port) const {
  1881. if (p_port == 0)
  1882. return "edge0";
  1883. else if (p_port == 1)
  1884. return "edge1";
  1885. else if (p_port == 2)
  1886. return "x";
  1887. return "";
  1888. }
  1889. int VisualShaderNodeVectorScalarSmoothStep::get_output_port_count() const {
  1890. return 1;
  1891. }
  1892. VisualShaderNodeVectorScalarSmoothStep::PortType VisualShaderNodeVectorScalarSmoothStep::get_output_port_type(int p_port) const {
  1893. return PORT_TYPE_VECTOR;
  1894. }
  1895. String VisualShaderNodeVectorScalarSmoothStep::get_output_port_name(int p_port) const {
  1896. return "";
  1897. }
  1898. String VisualShaderNodeVectorScalarSmoothStep::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 {
  1899. return "\t" + p_output_vars[0] + " = smoothstep( " + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + " );\n";
  1900. }
  1901. VisualShaderNodeVectorScalarSmoothStep::VisualShaderNodeVectorScalarSmoothStep() {
  1902. set_input_port_default_value(0, 0.0);
  1903. set_input_port_default_value(1, 0.0);
  1904. set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
  1905. }
  1906. ////////////// Distance
  1907. String VisualShaderNodeVectorDistance::get_caption() const {
  1908. return "Distance";
  1909. }
  1910. int VisualShaderNodeVectorDistance::get_input_port_count() const {
  1911. return 2;
  1912. }
  1913. VisualShaderNodeVectorDistance::PortType VisualShaderNodeVectorDistance::get_input_port_type(int p_port) const {
  1914. return PORT_TYPE_VECTOR;
  1915. }
  1916. String VisualShaderNodeVectorDistance::get_input_port_name(int p_port) const {
  1917. if (p_port == 0) {
  1918. return "p0";
  1919. } else if (p_port == 1) {
  1920. return "p1";
  1921. }
  1922. return "";
  1923. }
  1924. int VisualShaderNodeVectorDistance::get_output_port_count() const {
  1925. return 1;
  1926. }
  1927. VisualShaderNodeVectorDistance::PortType VisualShaderNodeVectorDistance::get_output_port_type(int p_port) const {
  1928. return PORT_TYPE_SCALAR;
  1929. }
  1930. String VisualShaderNodeVectorDistance::get_output_port_name(int p_port) const {
  1931. return "";
  1932. }
  1933. String VisualShaderNodeVectorDistance::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1934. return "\t" + p_output_vars[0] + " = distance( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n";
  1935. }
  1936. VisualShaderNodeVectorDistance::VisualShaderNodeVectorDistance() {
  1937. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  1938. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  1939. }
  1940. ////////////// Refract Vector
  1941. String VisualShaderNodeVectorRefract::get_caption() const {
  1942. return "Refract";
  1943. }
  1944. int VisualShaderNodeVectorRefract::get_input_port_count() const {
  1945. return 3;
  1946. }
  1947. VisualShaderNodeVectorRefract::PortType VisualShaderNodeVectorRefract::get_input_port_type(int p_port) const {
  1948. if (p_port == 2) {
  1949. return PORT_TYPE_SCALAR;
  1950. }
  1951. return PORT_TYPE_VECTOR;
  1952. }
  1953. String VisualShaderNodeVectorRefract::get_input_port_name(int p_port) const {
  1954. if (p_port == 0) {
  1955. return "I";
  1956. } else if (p_port == 1) {
  1957. return "N";
  1958. } else if (p_port == 2) {
  1959. return "eta";
  1960. }
  1961. return "";
  1962. }
  1963. int VisualShaderNodeVectorRefract::get_output_port_count() const {
  1964. return 1;
  1965. }
  1966. VisualShaderNodeVectorRefract::PortType VisualShaderNodeVectorRefract::get_output_port_type(int p_port) const {
  1967. return PORT_TYPE_VECTOR;
  1968. }
  1969. String VisualShaderNodeVectorRefract::get_output_port_name(int p_port) const {
  1970. return "";
  1971. }
  1972. String VisualShaderNodeVectorRefract::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1973. return "\t" + p_output_vars[0] + " = refract( " + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + " );\n";
  1974. }
  1975. VisualShaderNodeVectorRefract::VisualShaderNodeVectorRefract() {
  1976. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  1977. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  1978. set_input_port_default_value(2, 0.0);
  1979. }
  1980. ////////////// Scalar Mix
  1981. String VisualShaderNodeScalarInterp::get_caption() const {
  1982. return "ScalarMix";
  1983. }
  1984. int VisualShaderNodeScalarInterp::get_input_port_count() const {
  1985. return 3;
  1986. }
  1987. VisualShaderNodeScalarInterp::PortType VisualShaderNodeScalarInterp::get_input_port_type(int p_port) const {
  1988. return PORT_TYPE_SCALAR;
  1989. }
  1990. String VisualShaderNodeScalarInterp::get_input_port_name(int p_port) const {
  1991. if (p_port == 0) {
  1992. return "a";
  1993. } else if (p_port == 1) {
  1994. return "b";
  1995. } else {
  1996. return "weight";
  1997. }
  1998. }
  1999. int VisualShaderNodeScalarInterp::get_output_port_count() const {
  2000. return 1;
  2001. }
  2002. VisualShaderNodeScalarInterp::PortType VisualShaderNodeScalarInterp::get_output_port_type(int p_port) const {
  2003. return PORT_TYPE_SCALAR;
  2004. }
  2005. String VisualShaderNodeScalarInterp::get_output_port_name(int p_port) const {
  2006. return "mix";
  2007. }
  2008. String VisualShaderNodeScalarInterp::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 {
  2009. return "\t" + p_output_vars[0] + " = mix( " + p_input_vars[0] + " , " + p_input_vars[1] + " , " + p_input_vars[2] + " );\n";
  2010. }
  2011. VisualShaderNodeScalarInterp::VisualShaderNodeScalarInterp() {
  2012. set_input_port_default_value(0, 0.0);
  2013. set_input_port_default_value(1, 1.0);
  2014. set_input_port_default_value(2, 0.5);
  2015. }
  2016. ////////////// Vector Mix
  2017. String VisualShaderNodeVectorInterp::get_caption() const {
  2018. return "VectorMix";
  2019. }
  2020. int VisualShaderNodeVectorInterp::get_input_port_count() const {
  2021. return 3;
  2022. }
  2023. VisualShaderNodeVectorInterp::PortType VisualShaderNodeVectorInterp::get_input_port_type(int p_port) const {
  2024. return PORT_TYPE_VECTOR;
  2025. }
  2026. String VisualShaderNodeVectorInterp::get_input_port_name(int p_port) const {
  2027. if (p_port == 0) {
  2028. return "a";
  2029. } else if (p_port == 1) {
  2030. return "b";
  2031. } else {
  2032. return "weight";
  2033. }
  2034. }
  2035. int VisualShaderNodeVectorInterp::get_output_port_count() const {
  2036. return 1;
  2037. }
  2038. VisualShaderNodeVectorInterp::PortType VisualShaderNodeVectorInterp::get_output_port_type(int p_port) const {
  2039. return PORT_TYPE_VECTOR;
  2040. }
  2041. String VisualShaderNodeVectorInterp::get_output_port_name(int p_port) const {
  2042. return "mix";
  2043. }
  2044. String VisualShaderNodeVectorInterp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2045. return "\t" + p_output_vars[0] + " = mix( " + p_input_vars[0] + " , " + p_input_vars[1] + " , " + p_input_vars[2] + " );\n";
  2046. }
  2047. VisualShaderNodeVectorInterp::VisualShaderNodeVectorInterp() {
  2048. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  2049. set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0));
  2050. set_input_port_default_value(2, Vector3(0.5, 0.5, 0.5));
  2051. }
  2052. ////////////// Vector Mix (by scalar)
  2053. String VisualShaderNodeVectorScalarMix::get_caption() const {
  2054. return "VectorScalarMix";
  2055. }
  2056. int VisualShaderNodeVectorScalarMix::get_input_port_count() const {
  2057. return 3;
  2058. }
  2059. VisualShaderNodeVectorScalarMix::PortType VisualShaderNodeVectorScalarMix::get_input_port_type(int p_port) const {
  2060. if (p_port == 2)
  2061. return PORT_TYPE_SCALAR;
  2062. return PORT_TYPE_VECTOR;
  2063. }
  2064. String VisualShaderNodeVectorScalarMix::get_input_port_name(int p_port) const {
  2065. if (p_port == 0) {
  2066. return "a";
  2067. } else if (p_port == 1) {
  2068. return "b";
  2069. } else {
  2070. return "weight";
  2071. }
  2072. }
  2073. int VisualShaderNodeVectorScalarMix::get_output_port_count() const {
  2074. return 1;
  2075. }
  2076. VisualShaderNodeVectorScalarMix::PortType VisualShaderNodeVectorScalarMix::get_output_port_type(int p_port) const {
  2077. return PORT_TYPE_VECTOR;
  2078. }
  2079. String VisualShaderNodeVectorScalarMix::get_output_port_name(int p_port) const {
  2080. return "mix";
  2081. }
  2082. String VisualShaderNodeVectorScalarMix::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 {
  2083. return "\t" + p_output_vars[0] + " = mix( " + p_input_vars[0] + " , " + p_input_vars[1] + " , " + p_input_vars[2] + " );\n";
  2084. }
  2085. VisualShaderNodeVectorScalarMix::VisualShaderNodeVectorScalarMix() {
  2086. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  2087. set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0));
  2088. set_input_port_default_value(2, 0.5);
  2089. }
  2090. ////////////// Vector Compose
  2091. String VisualShaderNodeVectorCompose::get_caption() const {
  2092. return "VectorCompose";
  2093. }
  2094. int VisualShaderNodeVectorCompose::get_input_port_count() const {
  2095. return 3;
  2096. }
  2097. VisualShaderNodeVectorCompose::PortType VisualShaderNodeVectorCompose::get_input_port_type(int p_port) const {
  2098. return PORT_TYPE_SCALAR;
  2099. }
  2100. String VisualShaderNodeVectorCompose::get_input_port_name(int p_port) const {
  2101. if (p_port == 0) {
  2102. return "x";
  2103. } else if (p_port == 1) {
  2104. return "y";
  2105. } else {
  2106. return "z";
  2107. }
  2108. }
  2109. int VisualShaderNodeVectorCompose::get_output_port_count() const {
  2110. return 1;
  2111. }
  2112. VisualShaderNodeVectorCompose::PortType VisualShaderNodeVectorCompose::get_output_port_type(int p_port) const {
  2113. return PORT_TYPE_VECTOR;
  2114. }
  2115. String VisualShaderNodeVectorCompose::get_output_port_name(int p_port) const {
  2116. return "vec";
  2117. }
  2118. String VisualShaderNodeVectorCompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2119. return "\t" + p_output_vars[0] + " = vec3( " + p_input_vars[0] + " , " + p_input_vars[1] + " , " + p_input_vars[2] + " );\n";
  2120. }
  2121. VisualShaderNodeVectorCompose::VisualShaderNodeVectorCompose() {
  2122. set_input_port_default_value(0, 0.0);
  2123. set_input_port_default_value(1, 0.0);
  2124. set_input_port_default_value(2, 0.0);
  2125. }
  2126. ////////////// Transform Compose
  2127. String VisualShaderNodeTransformCompose::get_caption() const {
  2128. return "TransformCompose";
  2129. }
  2130. int VisualShaderNodeTransformCompose::get_input_port_count() const {
  2131. return 4;
  2132. }
  2133. VisualShaderNodeTransformCompose::PortType VisualShaderNodeTransformCompose::get_input_port_type(int p_port) const {
  2134. return PORT_TYPE_VECTOR;
  2135. }
  2136. String VisualShaderNodeTransformCompose::get_input_port_name(int p_port) const {
  2137. if (p_port == 0) {
  2138. return "x";
  2139. } else if (p_port == 1) {
  2140. return "y";
  2141. } else if (p_port == 2) {
  2142. return "z";
  2143. } else {
  2144. return "origin";
  2145. }
  2146. }
  2147. int VisualShaderNodeTransformCompose::get_output_port_count() const {
  2148. return 1;
  2149. }
  2150. VisualShaderNodeTransformCompose::PortType VisualShaderNodeTransformCompose::get_output_port_type(int p_port) const {
  2151. return PORT_TYPE_TRANSFORM;
  2152. }
  2153. String VisualShaderNodeTransformCompose::get_output_port_name(int p_port) const {
  2154. return "xform";
  2155. }
  2156. String VisualShaderNodeTransformCompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2157. return "\t" + p_output_vars[0] + " = mat4( vec4(" + p_input_vars[0] + ", 0.0) , vec4(" + p_input_vars[1] + ", 0.0) , vec4(" + p_input_vars[2] + ",0.0), vec4(" + p_input_vars[3] + ",1.0) );\n";
  2158. }
  2159. VisualShaderNodeTransformCompose::VisualShaderNodeTransformCompose() {
  2160. set_input_port_default_value(0, Vector3());
  2161. set_input_port_default_value(1, Vector3());
  2162. set_input_port_default_value(2, Vector3());
  2163. set_input_port_default_value(3, Vector3());
  2164. }
  2165. ////////////// Vector Decompose
  2166. String VisualShaderNodeVectorDecompose::get_caption() const {
  2167. return "VectorDecompose";
  2168. }
  2169. int VisualShaderNodeVectorDecompose::get_input_port_count() const {
  2170. return 1;
  2171. }
  2172. VisualShaderNodeVectorDecompose::PortType VisualShaderNodeVectorDecompose::get_input_port_type(int p_port) const {
  2173. return PORT_TYPE_VECTOR;
  2174. }
  2175. String VisualShaderNodeVectorDecompose::get_input_port_name(int p_port) const {
  2176. return "vec";
  2177. }
  2178. int VisualShaderNodeVectorDecompose::get_output_port_count() const {
  2179. return 3;
  2180. }
  2181. VisualShaderNodeVectorDecompose::PortType VisualShaderNodeVectorDecompose::get_output_port_type(int p_port) const {
  2182. return PORT_TYPE_SCALAR;
  2183. }
  2184. String VisualShaderNodeVectorDecompose::get_output_port_name(int p_port) const {
  2185. if (p_port == 0) {
  2186. return "x";
  2187. } else if (p_port == 1) {
  2188. return "y";
  2189. } else {
  2190. return "z";
  2191. }
  2192. }
  2193. String VisualShaderNodeVectorDecompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2194. String code;
  2195. code += "\t" + p_output_vars[0] + " = " + p_input_vars[0] + ".x;\n";
  2196. code += "\t" + p_output_vars[1] + " = " + p_input_vars[0] + ".y;\n";
  2197. code += "\t" + p_output_vars[2] + " = " + p_input_vars[0] + ".z;\n";
  2198. return code;
  2199. }
  2200. VisualShaderNodeVectorDecompose::VisualShaderNodeVectorDecompose() {
  2201. set_input_port_default_value(0, Vector3());
  2202. }
  2203. ////////////// Transform Decompose
  2204. String VisualShaderNodeTransformDecompose::get_caption() const {
  2205. return "TransformDecompose";
  2206. }
  2207. int VisualShaderNodeTransformDecompose::get_input_port_count() const {
  2208. return 1;
  2209. }
  2210. VisualShaderNodeTransformDecompose::PortType VisualShaderNodeTransformDecompose::get_input_port_type(int p_port) const {
  2211. return PORT_TYPE_TRANSFORM;
  2212. }
  2213. String VisualShaderNodeTransformDecompose::get_input_port_name(int p_port) const {
  2214. return "xform";
  2215. }
  2216. int VisualShaderNodeTransformDecompose::get_output_port_count() const {
  2217. return 4;
  2218. }
  2219. VisualShaderNodeTransformDecompose::PortType VisualShaderNodeTransformDecompose::get_output_port_type(int p_port) const {
  2220. return PORT_TYPE_VECTOR;
  2221. }
  2222. String VisualShaderNodeTransformDecompose::get_output_port_name(int p_port) const {
  2223. if (p_port == 0) {
  2224. return "x";
  2225. } else if (p_port == 1) {
  2226. return "y";
  2227. } else if (p_port == 2) {
  2228. return "z";
  2229. } else {
  2230. return "origin";
  2231. }
  2232. }
  2233. String VisualShaderNodeTransformDecompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2234. String code;
  2235. code += "\t" + p_output_vars[0] + " = " + p_input_vars[0] + "[0].xyz;\n";
  2236. code += "\t" + p_output_vars[1] + " = " + p_input_vars[0] + "[1].xyz;\n";
  2237. code += "\t" + p_output_vars[2] + " = " + p_input_vars[0] + "[2].xyz;\n";
  2238. code += "\t" + p_output_vars[3] + " = " + p_input_vars[0] + "[3].xyz;\n";
  2239. return code;
  2240. }
  2241. VisualShaderNodeTransformDecompose::VisualShaderNodeTransformDecompose() {
  2242. set_input_port_default_value(0, Transform());
  2243. }
  2244. ////////////// Scalar Uniform
  2245. String VisualShaderNodeScalarUniform::get_caption() const {
  2246. return "ScalarUniform";
  2247. }
  2248. int VisualShaderNodeScalarUniform::get_input_port_count() const {
  2249. return 0;
  2250. }
  2251. VisualShaderNodeScalarUniform::PortType VisualShaderNodeScalarUniform::get_input_port_type(int p_port) const {
  2252. return PORT_TYPE_SCALAR;
  2253. }
  2254. String VisualShaderNodeScalarUniform::get_input_port_name(int p_port) const {
  2255. return String();
  2256. }
  2257. int VisualShaderNodeScalarUniform::get_output_port_count() const {
  2258. return 1;
  2259. }
  2260. VisualShaderNodeScalarUniform::PortType VisualShaderNodeScalarUniform::get_output_port_type(int p_port) const {
  2261. return PORT_TYPE_SCALAR;
  2262. }
  2263. String VisualShaderNodeScalarUniform::get_output_port_name(int p_port) const {
  2264. return ""; //no output port means the editor will be used as port
  2265. }
  2266. String VisualShaderNodeScalarUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  2267. return "uniform float " + get_uniform_name() + ";\n";
  2268. }
  2269. String VisualShaderNodeScalarUniform::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 {
  2270. return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  2271. }
  2272. VisualShaderNodeScalarUniform::VisualShaderNodeScalarUniform() {
  2273. }
  2274. ////////////// Boolean Uniform
  2275. String VisualShaderNodeBooleanUniform::get_caption() const {
  2276. return "BooleanUniform";
  2277. }
  2278. int VisualShaderNodeBooleanUniform::get_input_port_count() const {
  2279. return 0;
  2280. }
  2281. VisualShaderNodeBooleanUniform::PortType VisualShaderNodeBooleanUniform::get_input_port_type(int p_port) const {
  2282. return PORT_TYPE_BOOLEAN;
  2283. }
  2284. String VisualShaderNodeBooleanUniform::get_input_port_name(int p_port) const {
  2285. return String();
  2286. }
  2287. int VisualShaderNodeBooleanUniform::get_output_port_count() const {
  2288. return 1;
  2289. }
  2290. VisualShaderNodeBooleanUniform::PortType VisualShaderNodeBooleanUniform::get_output_port_type(int p_port) const {
  2291. return PORT_TYPE_BOOLEAN;
  2292. }
  2293. String VisualShaderNodeBooleanUniform::get_output_port_name(int p_port) const {
  2294. return ""; //no output port means the editor will be used as port
  2295. }
  2296. String VisualShaderNodeBooleanUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  2297. return "uniform bool " + get_uniform_name() + ";\n";
  2298. }
  2299. String VisualShaderNodeBooleanUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2300. return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  2301. }
  2302. VisualShaderNodeBooleanUniform::VisualShaderNodeBooleanUniform() {
  2303. }
  2304. ////////////// Color Uniform
  2305. String VisualShaderNodeColorUniform::get_caption() const {
  2306. return "ColorUniform";
  2307. }
  2308. int VisualShaderNodeColorUniform::get_input_port_count() const {
  2309. return 0;
  2310. }
  2311. VisualShaderNodeColorUniform::PortType VisualShaderNodeColorUniform::get_input_port_type(int p_port) const {
  2312. return PORT_TYPE_VECTOR;
  2313. }
  2314. String VisualShaderNodeColorUniform::get_input_port_name(int p_port) const {
  2315. return String();
  2316. }
  2317. int VisualShaderNodeColorUniform::get_output_port_count() const {
  2318. return 2;
  2319. }
  2320. VisualShaderNodeColorUniform::PortType VisualShaderNodeColorUniform::get_output_port_type(int p_port) const {
  2321. return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
  2322. }
  2323. String VisualShaderNodeColorUniform::get_output_port_name(int p_port) const {
  2324. return p_port == 0 ? "color" : "alpha"; //no output port means the editor will be used as port
  2325. }
  2326. String VisualShaderNodeColorUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  2327. return "uniform vec4 " + get_uniform_name() + " : hint_color;\n";
  2328. }
  2329. String VisualShaderNodeColorUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2330. String code = "\t" + p_output_vars[0] + " = " + get_uniform_name() + ".rgb;\n";
  2331. code += "\t" + p_output_vars[1] + " = " + get_uniform_name() + ".a;\n";
  2332. return code;
  2333. }
  2334. VisualShaderNodeColorUniform::VisualShaderNodeColorUniform() {
  2335. }
  2336. ////////////// Vector Uniform
  2337. String VisualShaderNodeVec3Uniform::get_caption() const {
  2338. return "VectorUniform";
  2339. }
  2340. int VisualShaderNodeVec3Uniform::get_input_port_count() const {
  2341. return 0;
  2342. }
  2343. VisualShaderNodeVec3Uniform::PortType VisualShaderNodeVec3Uniform::get_input_port_type(int p_port) const {
  2344. return PORT_TYPE_VECTOR;
  2345. }
  2346. String VisualShaderNodeVec3Uniform::get_input_port_name(int p_port) const {
  2347. return String();
  2348. }
  2349. int VisualShaderNodeVec3Uniform::get_output_port_count() const {
  2350. return 1;
  2351. }
  2352. VisualShaderNodeVec3Uniform::PortType VisualShaderNodeVec3Uniform::get_output_port_type(int p_port) const {
  2353. return PORT_TYPE_VECTOR;
  2354. }
  2355. String VisualShaderNodeVec3Uniform::get_output_port_name(int p_port) const {
  2356. return ""; //no output port means the editor will be used as port
  2357. }
  2358. String VisualShaderNodeVec3Uniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  2359. return "uniform vec3 " + get_uniform_name() + ";\n";
  2360. }
  2361. String VisualShaderNodeVec3Uniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2362. return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  2363. }
  2364. VisualShaderNodeVec3Uniform::VisualShaderNodeVec3Uniform() {
  2365. }
  2366. ////////////// Transform Uniform
  2367. String VisualShaderNodeTransformUniform::get_caption() const {
  2368. return "TransformUniform";
  2369. }
  2370. int VisualShaderNodeTransformUniform::get_input_port_count() const {
  2371. return 0;
  2372. }
  2373. VisualShaderNodeTransformUniform::PortType VisualShaderNodeTransformUniform::get_input_port_type(int p_port) const {
  2374. return PORT_TYPE_VECTOR;
  2375. }
  2376. String VisualShaderNodeTransformUniform::get_input_port_name(int p_port) const {
  2377. return String();
  2378. }
  2379. int VisualShaderNodeTransformUniform::get_output_port_count() const {
  2380. return 1;
  2381. }
  2382. VisualShaderNodeTransformUniform::PortType VisualShaderNodeTransformUniform::get_output_port_type(int p_port) const {
  2383. return PORT_TYPE_TRANSFORM;
  2384. }
  2385. String VisualShaderNodeTransformUniform::get_output_port_name(int p_port) const {
  2386. return ""; //no output port means the editor will be used as port
  2387. }
  2388. String VisualShaderNodeTransformUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  2389. return "uniform mat4 " + get_uniform_name() + ";\n";
  2390. }
  2391. String VisualShaderNodeTransformUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2392. return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
  2393. }
  2394. VisualShaderNodeTransformUniform::VisualShaderNodeTransformUniform() {
  2395. }
  2396. ////////////// Texture Uniform
  2397. String VisualShaderNodeTextureUniform::get_caption() const {
  2398. return "TextureUniform";
  2399. }
  2400. int VisualShaderNodeTextureUniform::get_input_port_count() const {
  2401. return 2;
  2402. }
  2403. VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_input_port_type(int p_port) const {
  2404. return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
  2405. }
  2406. String VisualShaderNodeTextureUniform::get_input_port_name(int p_port) const {
  2407. return p_port == 0 ? "uv" : "lod";
  2408. }
  2409. int VisualShaderNodeTextureUniform::get_output_port_count() const {
  2410. return 3;
  2411. }
  2412. VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_output_port_type(int p_port) const {
  2413. switch (p_port) {
  2414. case 0:
  2415. return PORT_TYPE_VECTOR;
  2416. case 1:
  2417. return PORT_TYPE_SCALAR;
  2418. case 2:
  2419. return PORT_TYPE_SAMPLER;
  2420. default:
  2421. return PORT_TYPE_SCALAR;
  2422. }
  2423. }
  2424. String VisualShaderNodeTextureUniform::get_output_port_name(int p_port) const {
  2425. switch (p_port) {
  2426. case 0:
  2427. return "rgb";
  2428. case 1:
  2429. return "alpha";
  2430. case 2:
  2431. return "sampler";
  2432. default:
  2433. return "";
  2434. }
  2435. }
  2436. String VisualShaderNodeTextureUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  2437. String code = "uniform sampler2D " + get_uniform_name();
  2438. switch (texture_type) {
  2439. case TYPE_DATA:
  2440. if (color_default == COLOR_DEFAULT_BLACK)
  2441. code += " : hint_black;\n";
  2442. else
  2443. code += ";\n";
  2444. break;
  2445. case TYPE_COLOR:
  2446. if (color_default == COLOR_DEFAULT_BLACK)
  2447. code += " : hint_black_albedo;\n";
  2448. else
  2449. code += " : hint_albedo;\n";
  2450. break;
  2451. case TYPE_NORMALMAP: code += " : hint_normal;\n"; break;
  2452. case TYPE_ANISO: code += " : hint_aniso;\n"; break;
  2453. }
  2454. return code;
  2455. }
  2456. String VisualShaderNodeTextureUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2457. String id = get_uniform_name();
  2458. String code = "\t{\n";
  2459. if (p_input_vars[0] == String()) { // Use UV by default.
  2460. code += "\t\tvec4 n_tex_read = texture( " + id + " , UV.xy );\n";
  2461. } else if (p_input_vars[1] == String()) {
  2462. //no lod
  2463. code += "\t\tvec4 n_tex_read = texture( " + id + " , " + p_input_vars[0] + ".xy );\n";
  2464. } else {
  2465. code += "\t\tvec4 n_tex_read = textureLod( " + id + " , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n";
  2466. }
  2467. code += "\t\t" + p_output_vars[0] + " = n_tex_read.rgb;\n";
  2468. code += "\t\t" + p_output_vars[1] + " = n_tex_read.a;\n";
  2469. code += "\t}\n";
  2470. return code;
  2471. }
  2472. void VisualShaderNodeTextureUniform::set_texture_type(TextureType p_type) {
  2473. texture_type = p_type;
  2474. emit_changed();
  2475. }
  2476. VisualShaderNodeTextureUniform::TextureType VisualShaderNodeTextureUniform::get_texture_type() const {
  2477. return texture_type;
  2478. }
  2479. void VisualShaderNodeTextureUniform::set_color_default(ColorDefault p_default) {
  2480. color_default = p_default;
  2481. emit_changed();
  2482. }
  2483. VisualShaderNodeTextureUniform::ColorDefault VisualShaderNodeTextureUniform::get_color_default() const {
  2484. return color_default;
  2485. }
  2486. Vector<StringName> VisualShaderNodeTextureUniform::get_editable_properties() const {
  2487. Vector<StringName> props;
  2488. props.push_back("texture_type");
  2489. props.push_back("color_default");
  2490. return props;
  2491. }
  2492. void VisualShaderNodeTextureUniform::_bind_methods() {
  2493. ClassDB::bind_method(D_METHOD("set_texture_type", "type"), &VisualShaderNodeTextureUniform::set_texture_type);
  2494. ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeTextureUniform::get_texture_type);
  2495. ClassDB::bind_method(D_METHOD("set_color_default", "type"), &VisualShaderNodeTextureUniform::set_color_default);
  2496. ClassDB::bind_method(D_METHOD("get_color_default"), &VisualShaderNodeTextureUniform::get_color_default);
  2497. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normalmap,Aniso"), "set_texture_type", "get_texture_type");
  2498. ADD_PROPERTY(PropertyInfo(Variant::INT, "color_default", PROPERTY_HINT_ENUM, "White Default,Black Default"), "set_color_default", "get_color_default");
  2499. BIND_ENUM_CONSTANT(TYPE_DATA);
  2500. BIND_ENUM_CONSTANT(TYPE_COLOR);
  2501. BIND_ENUM_CONSTANT(TYPE_NORMALMAP);
  2502. BIND_ENUM_CONSTANT(TYPE_ANISO);
  2503. BIND_ENUM_CONSTANT(COLOR_DEFAULT_WHITE);
  2504. BIND_ENUM_CONSTANT(COLOR_DEFAULT_BLACK);
  2505. }
  2506. String VisualShaderNodeTextureUniform::get_input_port_default_hint(int p_port) const {
  2507. if (p_port == 0) {
  2508. return "UV.xy";
  2509. }
  2510. return "";
  2511. }
  2512. VisualShaderNodeTextureUniform::VisualShaderNodeTextureUniform() {
  2513. texture_type = TYPE_DATA;
  2514. color_default = COLOR_DEFAULT_WHITE;
  2515. set_uniform_type(VisualShaderNodeUniform::UTYPE_SAMPLER2D);
  2516. }
  2517. ////////////// Texture Uniform (Triplanar)
  2518. String VisualShaderNodeTextureUniformTriplanar::get_caption() const {
  2519. return "TextureUniformTriplanar";
  2520. }
  2521. int VisualShaderNodeTextureUniformTriplanar::get_input_port_count() const {
  2522. return 2;
  2523. }
  2524. VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniformTriplanar::get_input_port_type(int p_port) const {
  2525. if (p_port == 0) {
  2526. return PORT_TYPE_VECTOR;
  2527. } else if (p_port == 1) {
  2528. return PORT_TYPE_VECTOR;
  2529. }
  2530. return PORT_TYPE_SCALAR;
  2531. }
  2532. String VisualShaderNodeTextureUniformTriplanar::get_input_port_name(int p_port) const {
  2533. if (p_port == 0) {
  2534. return "weights";
  2535. } else if (p_port == 1) {
  2536. return "pos";
  2537. }
  2538. return "";
  2539. }
  2540. String VisualShaderNodeTextureUniformTriplanar::generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  2541. String code;
  2542. code += "// TRIPLANAR FUNCTION GLOBAL CODE\n";
  2543. code += "\tvec4 triplanar_texture(sampler2D p_sampler, vec3 p_weights, vec3 p_triplanar_pos) {\n";
  2544. code += "\t\tvec4 samp = vec4(0.0);\n";
  2545. code += "\t\tsamp += texture(p_sampler, p_triplanar_pos.xy) * p_weights.z;\n";
  2546. code += "\t\tsamp += texture(p_sampler, p_triplanar_pos.xz) * p_weights.y;\n";
  2547. code += "\t\tsamp += texture(p_sampler, p_triplanar_pos.zy * vec2(-1.0, 1.0)) * p_weights.x;\n";
  2548. code += "\t\treturn samp;\n";
  2549. code += "\t}\n";
  2550. code += "\n";
  2551. code += "\tuniform vec3 triplanar_scale = vec3(1.0, 1.0, 1.0);\n";
  2552. code += "\tuniform vec3 triplanar_offset;\n";
  2553. code += "\tuniform float triplanar_sharpness = 0.5;\n";
  2554. code += "\n";
  2555. code += "\tvarying vec3 triplanar_power_normal;\n";
  2556. code += "\tvarying vec3 triplanar_pos;\n";
  2557. return code;
  2558. }
  2559. String VisualShaderNodeTextureUniformTriplanar::generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  2560. String code;
  2561. if (p_type == VisualShader::TYPE_VERTEX) {
  2562. code += "\t// TRIPLANAR FUNCTION VERTEX CODE\n";
  2563. code += "\t\ttriplanar_power_normal = pow(abs(NORMAL), vec3(triplanar_sharpness));\n";
  2564. code += "\t\ttriplanar_power_normal /= dot(triplanar_power_normal, vec3(1.0));\n";
  2565. code += "\t\ttriplanar_pos = VERTEX * triplanar_scale + triplanar_offset;\n";
  2566. code += "\t\ttriplanar_pos *= vec3(1.0, -1.0, 1.0);\n";
  2567. }
  2568. return code;
  2569. }
  2570. String VisualShaderNodeTextureUniformTriplanar::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2571. String id = get_uniform_name();
  2572. String code = "\t{\n";
  2573. if (p_input_vars[0] == String() && p_input_vars[1] == String()) {
  2574. code += "\t\tvec4 n_tex_read = triplanar_texture( " + id + ", triplanar_power_normal, triplanar_pos );\n";
  2575. } else if (p_input_vars[0] != String() && p_input_vars[1] == String()) {
  2576. code += "\t\tvec4 n_tex_read = triplanar_texture( " + id + ", " + p_input_vars[0] + ", triplanar_pos );\n";
  2577. } else if (p_input_vars[0] == String() && p_input_vars[1] != String()) {
  2578. code += "\t\tvec4 n_tex_read = triplanar_texture( " + id + ", triplanar_power_normal," + p_input_vars[1] + " );\n";
  2579. } else {
  2580. code += "\t\tvec4 n_tex_read = triplanar_texture( " + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + " );\n";
  2581. }
  2582. code += "\t\t" + p_output_vars[0] + " = n_tex_read.rgb;\n";
  2583. code += "\t\t" + p_output_vars[1] + " = n_tex_read.a;\n";
  2584. code += "\t}\n";
  2585. return code;
  2586. }
  2587. String VisualShaderNodeTextureUniformTriplanar::get_input_port_default_hint(int p_port) const {
  2588. if (p_port == 0) {
  2589. return "default";
  2590. } else if (p_port == 1) {
  2591. return "default";
  2592. }
  2593. return "";
  2594. }
  2595. VisualShaderNodeTextureUniformTriplanar::VisualShaderNodeTextureUniformTriplanar() {
  2596. }
  2597. ////////////// CubeMap Uniform
  2598. String VisualShaderNodeCubeMapUniform::get_caption() const {
  2599. return "CubeMapUniform";
  2600. }
  2601. int VisualShaderNodeCubeMapUniform::get_output_port_count() const {
  2602. return 1;
  2603. }
  2604. VisualShaderNodeCubeMapUniform::PortType VisualShaderNodeCubeMapUniform::get_output_port_type(int p_port) const {
  2605. return PORT_TYPE_SAMPLER;
  2606. }
  2607. String VisualShaderNodeCubeMapUniform::get_output_port_name(int p_port) const {
  2608. return "sampler";
  2609. }
  2610. int VisualShaderNodeCubeMapUniform::get_input_port_count() const {
  2611. return 0;
  2612. }
  2613. VisualShaderNodeCubeMapUniform::PortType VisualShaderNodeCubeMapUniform::get_input_port_type(int p_port) const {
  2614. return PORT_TYPE_SCALAR;
  2615. }
  2616. String VisualShaderNodeCubeMapUniform::get_input_port_name(int p_port) const {
  2617. return "";
  2618. }
  2619. String VisualShaderNodeCubeMapUniform::get_input_port_default_hint(int p_port) const {
  2620. return "";
  2621. }
  2622. String VisualShaderNodeCubeMapUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  2623. String code = "uniform samplerCube " + get_uniform_name();
  2624. switch (texture_type) {
  2625. case TYPE_DATA:
  2626. if (color_default == COLOR_DEFAULT_BLACK)
  2627. code += " : hint_black;\n";
  2628. else
  2629. code += ";\n";
  2630. break;
  2631. case TYPE_COLOR:
  2632. if (color_default == COLOR_DEFAULT_BLACK)
  2633. code += " : hint_black_albedo;\n";
  2634. else
  2635. code += " : hint_albedo;\n";
  2636. break;
  2637. case TYPE_NORMALMAP: code += " : hint_normal;\n"; break;
  2638. case TYPE_ANISO: code += " : hint_aniso;\n"; break;
  2639. }
  2640. return code;
  2641. }
  2642. String VisualShaderNodeCubeMapUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2643. return String();
  2644. }
  2645. VisualShaderNodeCubeMapUniform::VisualShaderNodeCubeMapUniform() {
  2646. set_uniform_type(VisualShaderNodeUniform::UTYPE_CUBEMAP);
  2647. }
  2648. ////////////// If
  2649. String VisualShaderNodeIf::get_caption() const {
  2650. return "If";
  2651. }
  2652. int VisualShaderNodeIf::get_input_port_count() const {
  2653. return 6;
  2654. }
  2655. VisualShaderNodeIf::PortType VisualShaderNodeIf::get_input_port_type(int p_port) const {
  2656. if (p_port == 0 || p_port == 1 || p_port == 2) {
  2657. return PORT_TYPE_SCALAR;
  2658. }
  2659. return PORT_TYPE_VECTOR;
  2660. }
  2661. String VisualShaderNodeIf::get_input_port_name(int p_port) const {
  2662. switch (p_port) {
  2663. case 0:
  2664. return "a";
  2665. case 1:
  2666. return "b";
  2667. case 2:
  2668. return "tolerance";
  2669. case 3:
  2670. return "a == b";
  2671. case 4:
  2672. return "a > b";
  2673. case 5:
  2674. return "a < b";
  2675. default:
  2676. return "";
  2677. }
  2678. }
  2679. int VisualShaderNodeIf::get_output_port_count() const {
  2680. return 1;
  2681. }
  2682. VisualShaderNodeIf::PortType VisualShaderNodeIf::get_output_port_type(int p_port) const {
  2683. return PORT_TYPE_VECTOR;
  2684. }
  2685. String VisualShaderNodeIf::get_output_port_name(int p_port) const {
  2686. return "result";
  2687. }
  2688. String VisualShaderNodeIf::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2689. String code;
  2690. code += "\tif(abs(" + p_input_vars[0] + "-" + p_input_vars[1] + ")<" + p_input_vars[2] + ")\n"; // abs(a - b) < tolerance eg. a == b
  2691. code += "\t{\n";
  2692. code += "\t\t" + p_output_vars[0] + "=" + p_input_vars[3] + ";\n";
  2693. code += "\t}\n";
  2694. code += "\telse if(" + p_input_vars[0] + "<" + p_input_vars[1] + ")\n"; // a < b
  2695. code += "\t{\n";
  2696. code += "\t\t" + p_output_vars[0] + "=" + p_input_vars[5] + ";\n";
  2697. code += "\t}\n";
  2698. code += "\telse\n"; // a > b (or a >= b if abs(a - b) < tolerance is false)
  2699. code += "\t{\n";
  2700. code += "\t\t" + p_output_vars[0] + "=" + p_input_vars[4] + ";\n";
  2701. code += "\t}\n";
  2702. return code;
  2703. }
  2704. VisualShaderNodeIf::VisualShaderNodeIf() {
  2705. set_input_port_default_value(0, 0.0);
  2706. set_input_port_default_value(1, 0.0);
  2707. set_input_port_default_value(2, CMP_EPSILON);
  2708. set_input_port_default_value(3, Vector3(0.0, 0.0, 0.0));
  2709. set_input_port_default_value(4, Vector3(0.0, 0.0, 0.0));
  2710. set_input_port_default_value(5, Vector3(0.0, 0.0, 0.0));
  2711. }
  2712. ////////////// Switch
  2713. String VisualShaderNodeSwitch::get_caption() const {
  2714. return "VectorSwitch";
  2715. }
  2716. int VisualShaderNodeSwitch::get_input_port_count() const {
  2717. return 3;
  2718. }
  2719. VisualShaderNodeSwitch::PortType VisualShaderNodeSwitch::get_input_port_type(int p_port) const {
  2720. if (p_port == 0) {
  2721. return PORT_TYPE_BOOLEAN;
  2722. }
  2723. return PORT_TYPE_VECTOR;
  2724. }
  2725. String VisualShaderNodeSwitch::get_input_port_name(int p_port) const {
  2726. switch (p_port) {
  2727. case 0:
  2728. return "value";
  2729. case 1:
  2730. return "true";
  2731. case 2:
  2732. return "false";
  2733. default:
  2734. return "";
  2735. }
  2736. }
  2737. int VisualShaderNodeSwitch::get_output_port_count() const {
  2738. return 1;
  2739. }
  2740. VisualShaderNodeSwitch::PortType VisualShaderNodeSwitch::get_output_port_type(int p_port) const {
  2741. return PORT_TYPE_VECTOR;
  2742. }
  2743. String VisualShaderNodeSwitch::get_output_port_name(int p_port) const {
  2744. return "result";
  2745. }
  2746. String VisualShaderNodeSwitch::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2747. String code;
  2748. code += "\tif(" + p_input_vars[0] + ")\n";
  2749. code += "\t{\n";
  2750. code += "\t\t" + p_output_vars[0] + "=" + p_input_vars[1] + ";\n";
  2751. code += "\t}\n";
  2752. code += "\telse\n";
  2753. code += "\t{\n";
  2754. code += "\t\t" + p_output_vars[0] + "=" + p_input_vars[2] + ";\n";
  2755. code += "\t}\n";
  2756. return code;
  2757. }
  2758. VisualShaderNodeSwitch::VisualShaderNodeSwitch() {
  2759. set_input_port_default_value(0, false);
  2760. set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0));
  2761. set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
  2762. }
  2763. ////////////// Switch(scalar)
  2764. String VisualShaderNodeScalarSwitch::get_caption() const {
  2765. return "ScalarSwitch";
  2766. }
  2767. VisualShaderNodeScalarSwitch::PortType VisualShaderNodeScalarSwitch::get_input_port_type(int p_port) const {
  2768. if (p_port == 0) {
  2769. return PORT_TYPE_BOOLEAN;
  2770. }
  2771. return PORT_TYPE_SCALAR;
  2772. }
  2773. VisualShaderNodeScalarSwitch::PortType VisualShaderNodeScalarSwitch::get_output_port_type(int p_port) const {
  2774. return PORT_TYPE_SCALAR;
  2775. }
  2776. VisualShaderNodeScalarSwitch::VisualShaderNodeScalarSwitch() {
  2777. set_input_port_default_value(0, false);
  2778. set_input_port_default_value(1, 1.0);
  2779. set_input_port_default_value(2, 0.0);
  2780. }
  2781. ////////////// Fresnel
  2782. String VisualShaderNodeFresnel::get_caption() const {
  2783. return "Fresnel";
  2784. }
  2785. int VisualShaderNodeFresnel::get_input_port_count() const {
  2786. return 4;
  2787. }
  2788. VisualShaderNodeFresnel::PortType VisualShaderNodeFresnel::get_input_port_type(int p_port) const {
  2789. switch (p_port) {
  2790. case 0:
  2791. return PORT_TYPE_VECTOR;
  2792. case 1:
  2793. return PORT_TYPE_VECTOR;
  2794. case 2:
  2795. return PORT_TYPE_BOOLEAN;
  2796. case 3:
  2797. return PORT_TYPE_SCALAR;
  2798. default:
  2799. return PORT_TYPE_VECTOR;
  2800. }
  2801. }
  2802. String VisualShaderNodeFresnel::get_input_port_name(int p_port) const {
  2803. switch (p_port) {
  2804. case 0:
  2805. return "normal";
  2806. case 1:
  2807. return "view";
  2808. case 2:
  2809. return "invert";
  2810. case 3:
  2811. return "power";
  2812. default:
  2813. return "";
  2814. }
  2815. }
  2816. int VisualShaderNodeFresnel::get_output_port_count() const {
  2817. return 1;
  2818. }
  2819. VisualShaderNodeFresnel::PortType VisualShaderNodeFresnel::get_output_port_type(int p_port) const {
  2820. return PORT_TYPE_SCALAR;
  2821. }
  2822. String VisualShaderNodeFresnel::get_output_port_name(int p_port) const {
  2823. return "result";
  2824. }
  2825. String VisualShaderNodeFresnel::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2826. return "\t" + p_output_vars[0] + " = " + p_input_vars[2] + " ? (pow(clamp(dot(" + p_input_vars[0] + ", " + p_input_vars[1] + "), 0.0, 1.0), " + p_input_vars[3] + ")) : (pow(1.0 - clamp(dot(" + p_input_vars[0] + ", " + p_input_vars[1] + "), 0.0, 1.0), " + p_input_vars[3] + "));";
  2827. }
  2828. VisualShaderNodeFresnel::VisualShaderNodeFresnel() {
  2829. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  2830. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  2831. set_input_port_default_value(2, false);
  2832. set_input_port_default_value(3, 1.0);
  2833. }
  2834. ////////////// Is
  2835. String VisualShaderNodeIs::get_caption() const {
  2836. return "Is";
  2837. }
  2838. int VisualShaderNodeIs::get_input_port_count() const {
  2839. return 1;
  2840. }
  2841. VisualShaderNodeIs::PortType VisualShaderNodeIs::get_input_port_type(int p_port) const {
  2842. return PORT_TYPE_SCALAR;
  2843. }
  2844. String VisualShaderNodeIs::get_input_port_name(int p_port) const {
  2845. return "";
  2846. }
  2847. int VisualShaderNodeIs::get_output_port_count() const {
  2848. return 1;
  2849. }
  2850. VisualShaderNodeIs::PortType VisualShaderNodeIs::get_output_port_type(int p_port) const {
  2851. return PORT_TYPE_BOOLEAN;
  2852. }
  2853. String VisualShaderNodeIs::get_output_port_name(int p_port) const {
  2854. return "";
  2855. }
  2856. String VisualShaderNodeIs::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2857. static const char *funcs[FUNC_IS_NAN + 1] = {
  2858. "isinf($)",
  2859. "isnan($)"
  2860. };
  2861. String code;
  2862. code += "\t" + p_output_vars[0] + "=" + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
  2863. return code;
  2864. }
  2865. void VisualShaderNodeIs::set_function(Function p_func) {
  2866. func = p_func;
  2867. emit_changed();
  2868. }
  2869. VisualShaderNodeIs::Function VisualShaderNodeIs::get_function() const {
  2870. return func;
  2871. }
  2872. Vector<StringName> VisualShaderNodeIs::get_editable_properties() const {
  2873. Vector<StringName> props;
  2874. props.push_back("function");
  2875. return props;
  2876. }
  2877. void VisualShaderNodeIs::_bind_methods() {
  2878. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeIs::set_function);
  2879. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeIs::get_function);
  2880. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Inf,NaN"), "set_function", "get_function");
  2881. BIND_ENUM_CONSTANT(FUNC_IS_INF);
  2882. BIND_ENUM_CONSTANT(FUNC_IS_NAN);
  2883. }
  2884. VisualShaderNodeIs::VisualShaderNodeIs() {
  2885. func = FUNC_IS_INF;
  2886. set_input_port_default_value(0, 0.0);
  2887. }
  2888. ////////////// Compare
  2889. String VisualShaderNodeCompare::get_caption() const {
  2890. return "Compare";
  2891. }
  2892. int VisualShaderNodeCompare::get_input_port_count() const {
  2893. if (ctype == CTYPE_SCALAR && (func == FUNC_EQUAL || func == FUNC_NOT_EQUAL)) {
  2894. return 3;
  2895. }
  2896. return 2;
  2897. }
  2898. VisualShaderNodeCompare::PortType VisualShaderNodeCompare::get_input_port_type(int p_port) const {
  2899. if (p_port == 2)
  2900. return PORT_TYPE_SCALAR;
  2901. switch (ctype) {
  2902. case CTYPE_SCALAR:
  2903. return PORT_TYPE_SCALAR;
  2904. case CTYPE_VECTOR:
  2905. return PORT_TYPE_VECTOR;
  2906. case CTYPE_BOOLEAN:
  2907. return PORT_TYPE_BOOLEAN;
  2908. case CTYPE_TRANSFORM:
  2909. return PORT_TYPE_TRANSFORM;
  2910. }
  2911. return PORT_TYPE_VECTOR;
  2912. }
  2913. String VisualShaderNodeCompare::get_input_port_name(int p_port) const {
  2914. if (p_port == 0)
  2915. return "a";
  2916. else if (p_port == 1)
  2917. return "b";
  2918. else if (p_port == 2)
  2919. return "tolerance";
  2920. return "";
  2921. }
  2922. int VisualShaderNodeCompare::get_output_port_count() const {
  2923. return 1;
  2924. }
  2925. VisualShaderNodeCompare::PortType VisualShaderNodeCompare::get_output_port_type(int p_port) const {
  2926. return PORT_TYPE_BOOLEAN;
  2927. }
  2928. String VisualShaderNodeCompare::get_output_port_name(int p_port) const {
  2929. if (p_port == 0)
  2930. return "result";
  2931. return "";
  2932. }
  2933. String VisualShaderNodeCompare::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  2934. if (ctype == CTYPE_BOOLEAN || ctype == CTYPE_TRANSFORM) {
  2935. if (func > FUNC_NOT_EQUAL) {
  2936. return TTR("Invalid comparison function for that type.");
  2937. }
  2938. }
  2939. return "";
  2940. }
  2941. String VisualShaderNodeCompare::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2942. static const char *ops[FUNC_LESS_THAN_EQUAL + 1] = {
  2943. "==",
  2944. "!=",
  2945. ">",
  2946. ">=",
  2947. "<",
  2948. "<=",
  2949. };
  2950. static const char *funcs[FUNC_LESS_THAN_EQUAL + 1] = {
  2951. "equal($)",
  2952. "notEqual($)",
  2953. "greaterThan($)",
  2954. "greaterThanEqual($)",
  2955. "lessThan($)",
  2956. "lessThanEqual($)",
  2957. };
  2958. static const char *conds[COND_ANY + 1] = {
  2959. "all($)",
  2960. "any($)",
  2961. };
  2962. String code;
  2963. switch (ctype) {
  2964. case CTYPE_SCALAR:
  2965. if (func == FUNC_EQUAL) {
  2966. code += "\t" + p_output_vars[0] + "=(abs(" + p_input_vars[0] + "-" + p_input_vars[1] + ")<" + p_input_vars[2] + ");";
  2967. } else if (func == FUNC_NOT_EQUAL) {
  2968. code += "\t" + p_output_vars[0] + "=!(abs(" + p_input_vars[0] + "-" + p_input_vars[1] + ")<" + p_input_vars[2] + ");";
  2969. } else {
  2970. code += "\t" + p_output_vars[0] + "=" + (p_input_vars[0] + "$" + p_input_vars[1]).replace("$", ops[func]) + ";\n";
  2971. }
  2972. break;
  2973. case CTYPE_VECTOR:
  2974. code += "\t{\n";
  2975. code += "\t\tbvec3 _bv=" + String(funcs[func]).replace("$", p_input_vars[0] + ", " + p_input_vars[1]) + ";\n";
  2976. code += "\t\t" + p_output_vars[0] + "=" + String(conds[condition]).replace("$", "_bv") + ";\n";
  2977. code += "\t}\n";
  2978. break;
  2979. case CTYPE_BOOLEAN:
  2980. if (func > FUNC_NOT_EQUAL)
  2981. return "\t" + p_output_vars[0] + "=false;\n";
  2982. code += "\t" + p_output_vars[0] + "=" + (p_input_vars[0] + "$" + p_input_vars[1]).replace("$", ops[func]) + ";\n";
  2983. break;
  2984. case CTYPE_TRANSFORM:
  2985. if (func > FUNC_NOT_EQUAL)
  2986. return "\t" + p_output_vars[0] + "=false;\n";
  2987. code += "\t" + p_output_vars[0] + "=" + (p_input_vars[0] + "$" + p_input_vars[1]).replace("$", ops[func]) + ";\n";
  2988. break;
  2989. default:
  2990. break;
  2991. }
  2992. return code;
  2993. }
  2994. void VisualShaderNodeCompare::set_comparsion_type(ComparsionType p_type) {
  2995. ctype = p_type;
  2996. switch (ctype) {
  2997. case CTYPE_SCALAR:
  2998. set_input_port_default_value(0, 0.0);
  2999. set_input_port_default_value(1, 0.0);
  3000. break;
  3001. case CTYPE_VECTOR:
  3002. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  3003. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  3004. break;
  3005. case CTYPE_BOOLEAN:
  3006. set_input_port_default_value(0, false);
  3007. set_input_port_default_value(1, false);
  3008. break;
  3009. case CTYPE_TRANSFORM:
  3010. set_input_port_default_value(0, Transform());
  3011. set_input_port_default_value(1, Transform());
  3012. break;
  3013. }
  3014. emit_changed();
  3015. }
  3016. VisualShaderNodeCompare::ComparsionType VisualShaderNodeCompare::get_comparsion_type() const {
  3017. return ctype;
  3018. }
  3019. void VisualShaderNodeCompare::set_function(Function p_func) {
  3020. func = p_func;
  3021. emit_changed();
  3022. }
  3023. VisualShaderNodeCompare::Function VisualShaderNodeCompare::get_function() const {
  3024. return func;
  3025. }
  3026. void VisualShaderNodeCompare::set_condition(Condition p_cond) {
  3027. condition = p_cond;
  3028. emit_changed();
  3029. }
  3030. VisualShaderNodeCompare::Condition VisualShaderNodeCompare::get_condition() const {
  3031. return condition;
  3032. }
  3033. Vector<StringName> VisualShaderNodeCompare::get_editable_properties() const {
  3034. Vector<StringName> props;
  3035. props.push_back("type");
  3036. props.push_back("function");
  3037. if (ctype == CTYPE_VECTOR)
  3038. props.push_back("condition");
  3039. return props;
  3040. }
  3041. void VisualShaderNodeCompare::_bind_methods() {
  3042. ClassDB::bind_method(D_METHOD("set_comparsion_type", "type"), &VisualShaderNodeCompare::set_comparsion_type);
  3043. ClassDB::bind_method(D_METHOD("get_comparsion_type"), &VisualShaderNodeCompare::get_comparsion_type);
  3044. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeCompare::set_function);
  3045. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeCompare::get_function);
  3046. ClassDB::bind_method(D_METHOD("set_condition", "condition"), &VisualShaderNodeCompare::set_condition);
  3047. ClassDB::bind_method(D_METHOD("get_condition"), &VisualShaderNodeCompare::get_condition);
  3048. ADD_PROPERTY(PropertyInfo(Variant::INT, "type", PROPERTY_HINT_ENUM, "Scalar,Vector,Boolean,Transform"), "set_comparsion_type", "get_comparsion_type");
  3049. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "a == b,a != b,a > b,a >= b,a < b,a <= b"), "set_function", "get_function");
  3050. ADD_PROPERTY(PropertyInfo(Variant::INT, "condition", PROPERTY_HINT_ENUM, "All,Any"), "set_condition", "get_condition");
  3051. BIND_ENUM_CONSTANT(CTYPE_SCALAR);
  3052. BIND_ENUM_CONSTANT(CTYPE_VECTOR);
  3053. BIND_ENUM_CONSTANT(CTYPE_BOOLEAN);
  3054. BIND_ENUM_CONSTANT(CTYPE_TRANSFORM);
  3055. BIND_ENUM_CONSTANT(FUNC_EQUAL);
  3056. BIND_ENUM_CONSTANT(FUNC_NOT_EQUAL);
  3057. BIND_ENUM_CONSTANT(FUNC_GREATER_THAN);
  3058. BIND_ENUM_CONSTANT(FUNC_GREATER_THAN_EQUAL);
  3059. BIND_ENUM_CONSTANT(FUNC_LESS_THAN);
  3060. BIND_ENUM_CONSTANT(FUNC_LESS_THAN_EQUAL);
  3061. BIND_ENUM_CONSTANT(COND_ALL);
  3062. BIND_ENUM_CONSTANT(COND_ANY);
  3063. }
  3064. VisualShaderNodeCompare::VisualShaderNodeCompare() {
  3065. ctype = CTYPE_SCALAR;
  3066. func = FUNC_EQUAL;
  3067. condition = COND_ALL;
  3068. set_input_port_default_value(0, 0.0);
  3069. set_input_port_default_value(1, 0.0);
  3070. set_input_port_default_value(2, CMP_EPSILON);
  3071. }