visual_shader_nodes.cpp 264 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) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  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. #include "visual_shader_nodes.compat.inc"
  32. ////////////// Vector Base
  33. VisualShaderNodeVectorBase::PortType VisualShaderNodeVectorBase::get_input_port_type(int p_port) const {
  34. switch (op_type) {
  35. case OP_TYPE_VECTOR_2D:
  36. return PORT_TYPE_VECTOR_2D;
  37. case OP_TYPE_VECTOR_3D:
  38. return PORT_TYPE_VECTOR_3D;
  39. case OP_TYPE_VECTOR_4D:
  40. return PORT_TYPE_VECTOR_4D;
  41. default:
  42. break;
  43. }
  44. return PORT_TYPE_SCALAR;
  45. }
  46. VisualShaderNodeVectorBase::PortType VisualShaderNodeVectorBase::get_output_port_type(int p_port) const {
  47. switch (op_type) {
  48. case OP_TYPE_VECTOR_2D:
  49. return p_port == 0 || get_output_port_count() > 1 ? PORT_TYPE_VECTOR_2D : PORT_TYPE_SCALAR;
  50. case OP_TYPE_VECTOR_3D:
  51. return p_port == 0 || get_output_port_count() > 1 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR;
  52. case OP_TYPE_VECTOR_4D:
  53. return p_port == 0 || get_output_port_count() > 1 ? PORT_TYPE_VECTOR_4D : PORT_TYPE_SCALAR;
  54. default:
  55. break;
  56. }
  57. return PORT_TYPE_SCALAR;
  58. }
  59. void VisualShaderNodeVectorBase::set_op_type(OpType p_op_type) {
  60. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  61. if (op_type == p_op_type) {
  62. return;
  63. }
  64. op_type = p_op_type;
  65. emit_changed();
  66. }
  67. VisualShaderNodeVectorBase::OpType VisualShaderNodeVectorBase::get_op_type() const {
  68. return op_type;
  69. }
  70. void VisualShaderNodeVectorBase::_bind_methods() {
  71. ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeVectorBase::set_op_type);
  72. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeVectorBase::get_op_type);
  73. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Vector2,Vector3,Vector4"), "set_op_type", "get_op_type");
  74. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
  75. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
  76. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
  77. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  78. }
  79. Vector<StringName> VisualShaderNodeVectorBase::get_editable_properties() const {
  80. Vector<StringName> props;
  81. props.push_back("op_type");
  82. return props;
  83. }
  84. VisualShaderNodeVectorBase::VisualShaderNodeVectorBase() {
  85. }
  86. ////////////// Constants Base
  87. VisualShaderNodeConstant::VisualShaderNodeConstant() {
  88. }
  89. ////////////// Scalar(Float)
  90. String VisualShaderNodeFloatConstant::get_caption() const {
  91. return "FloatConstant";
  92. }
  93. int VisualShaderNodeFloatConstant::get_input_port_count() const {
  94. return 0;
  95. }
  96. VisualShaderNodeFloatConstant::PortType VisualShaderNodeFloatConstant::get_input_port_type(int p_port) const {
  97. return PORT_TYPE_SCALAR;
  98. }
  99. String VisualShaderNodeFloatConstant::get_input_port_name(int p_port) const {
  100. return String();
  101. }
  102. int VisualShaderNodeFloatConstant::get_output_port_count() const {
  103. return 1;
  104. }
  105. VisualShaderNodeFloatConstant::PortType VisualShaderNodeFloatConstant::get_output_port_type(int p_port) const {
  106. return PORT_TYPE_SCALAR;
  107. }
  108. String VisualShaderNodeFloatConstant::get_output_port_name(int p_port) const {
  109. return ""; //no output port means the editor will be used as port
  110. }
  111. String VisualShaderNodeFloatConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  112. return " " + p_output_vars[0] + " = " + vformat("%.6f", constant) + ";\n";
  113. }
  114. void VisualShaderNodeFloatConstant::set_constant(float p_constant) {
  115. if (Math::is_equal_approx(constant, p_constant)) {
  116. return;
  117. }
  118. constant = p_constant;
  119. emit_changed();
  120. }
  121. float VisualShaderNodeFloatConstant::get_constant() const {
  122. return constant;
  123. }
  124. Vector<StringName> VisualShaderNodeFloatConstant::get_editable_properties() const {
  125. Vector<StringName> props;
  126. props.push_back("constant");
  127. return props;
  128. }
  129. void VisualShaderNodeFloatConstant::_bind_methods() {
  130. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeFloatConstant::set_constant);
  131. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeFloatConstant::get_constant);
  132. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "constant"), "set_constant", "get_constant");
  133. }
  134. VisualShaderNodeFloatConstant::VisualShaderNodeFloatConstant() {
  135. }
  136. ////////////// Scalar(Int)
  137. String VisualShaderNodeIntConstant::get_caption() const {
  138. return "IntConstant";
  139. }
  140. int VisualShaderNodeIntConstant::get_input_port_count() const {
  141. return 0;
  142. }
  143. VisualShaderNodeIntConstant::PortType VisualShaderNodeIntConstant::get_input_port_type(int p_port) const {
  144. return PORT_TYPE_SCALAR_INT;
  145. }
  146. String VisualShaderNodeIntConstant::get_input_port_name(int p_port) const {
  147. return String();
  148. }
  149. int VisualShaderNodeIntConstant::get_output_port_count() const {
  150. return 1;
  151. }
  152. VisualShaderNodeIntConstant::PortType VisualShaderNodeIntConstant::get_output_port_type(int p_port) const {
  153. return PORT_TYPE_SCALAR_INT;
  154. }
  155. String VisualShaderNodeIntConstant::get_output_port_name(int p_port) const {
  156. return ""; //no output port means the editor will be used as port
  157. }
  158. String VisualShaderNodeIntConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  159. return " " + p_output_vars[0] + " = " + itos(constant) + ";\n";
  160. }
  161. void VisualShaderNodeIntConstant::set_constant(int p_constant) {
  162. if (constant == p_constant) {
  163. return;
  164. }
  165. constant = p_constant;
  166. emit_changed();
  167. }
  168. int VisualShaderNodeIntConstant::get_constant() const {
  169. return constant;
  170. }
  171. Vector<StringName> VisualShaderNodeIntConstant::get_editable_properties() const {
  172. Vector<StringName> props;
  173. props.push_back("constant");
  174. return props;
  175. }
  176. void VisualShaderNodeIntConstant::_bind_methods() {
  177. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeIntConstant::set_constant);
  178. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeIntConstant::get_constant);
  179. ADD_PROPERTY(PropertyInfo(Variant::INT, "constant"), "set_constant", "get_constant");
  180. }
  181. VisualShaderNodeIntConstant::VisualShaderNodeIntConstant() {
  182. }
  183. ////////////// Scalar(UInt)
  184. String VisualShaderNodeUIntConstant::get_caption() const {
  185. return "UIntConstant";
  186. }
  187. int VisualShaderNodeUIntConstant::get_input_port_count() const {
  188. return 0;
  189. }
  190. VisualShaderNodeUIntConstant::PortType VisualShaderNodeUIntConstant::get_input_port_type(int p_port) const {
  191. return PORT_TYPE_SCALAR_UINT;
  192. }
  193. String VisualShaderNodeUIntConstant::get_input_port_name(int p_port) const {
  194. return String();
  195. }
  196. int VisualShaderNodeUIntConstant::get_output_port_count() const {
  197. return 1;
  198. }
  199. VisualShaderNodeUIntConstant::PortType VisualShaderNodeUIntConstant::get_output_port_type(int p_port) const {
  200. return PORT_TYPE_SCALAR_UINT;
  201. }
  202. String VisualShaderNodeUIntConstant::get_output_port_name(int p_port) const {
  203. return ""; // No output port means the editor will be used as port.
  204. }
  205. String VisualShaderNodeUIntConstant::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 {
  206. return " " + p_output_vars[0] + " = " + itos(constant) + "u;\n";
  207. }
  208. void VisualShaderNodeUIntConstant::set_constant(int p_constant) {
  209. if (constant == p_constant) {
  210. return;
  211. }
  212. constant = p_constant;
  213. emit_changed();
  214. }
  215. int VisualShaderNodeUIntConstant::get_constant() const {
  216. return constant;
  217. }
  218. Vector<StringName> VisualShaderNodeUIntConstant::get_editable_properties() const {
  219. Vector<StringName> props;
  220. props.push_back("constant");
  221. return props;
  222. }
  223. void VisualShaderNodeUIntConstant::_bind_methods() {
  224. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeUIntConstant::set_constant);
  225. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeUIntConstant::get_constant);
  226. ADD_PROPERTY(PropertyInfo(Variant::INT, "constant"), "set_constant", "get_constant");
  227. }
  228. VisualShaderNodeUIntConstant::VisualShaderNodeUIntConstant() {
  229. }
  230. ////////////// Boolean
  231. String VisualShaderNodeBooleanConstant::get_caption() const {
  232. return "BooleanConstant";
  233. }
  234. int VisualShaderNodeBooleanConstant::get_input_port_count() const {
  235. return 0;
  236. }
  237. VisualShaderNodeBooleanConstant::PortType VisualShaderNodeBooleanConstant::get_input_port_type(int p_port) const {
  238. return PORT_TYPE_BOOLEAN;
  239. }
  240. String VisualShaderNodeBooleanConstant::get_input_port_name(int p_port) const {
  241. return String();
  242. }
  243. int VisualShaderNodeBooleanConstant::get_output_port_count() const {
  244. return 1;
  245. }
  246. VisualShaderNodeBooleanConstant::PortType VisualShaderNodeBooleanConstant::get_output_port_type(int p_port) const {
  247. return PORT_TYPE_BOOLEAN;
  248. }
  249. String VisualShaderNodeBooleanConstant::get_output_port_name(int p_port) const {
  250. return ""; //no output port means the editor will be used as port
  251. }
  252. 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 {
  253. return " " + p_output_vars[0] + " = " + (constant ? "true" : "false") + ";\n";
  254. }
  255. void VisualShaderNodeBooleanConstant::set_constant(bool p_constant) {
  256. if (constant == p_constant) {
  257. return;
  258. }
  259. constant = p_constant;
  260. emit_changed();
  261. }
  262. bool VisualShaderNodeBooleanConstant::get_constant() const {
  263. return constant;
  264. }
  265. Vector<StringName> VisualShaderNodeBooleanConstant::get_editable_properties() const {
  266. Vector<StringName> props;
  267. props.push_back("constant");
  268. return props;
  269. }
  270. void VisualShaderNodeBooleanConstant::_bind_methods() {
  271. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeBooleanConstant::set_constant);
  272. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeBooleanConstant::get_constant);
  273. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "constant"), "set_constant", "get_constant");
  274. }
  275. VisualShaderNodeBooleanConstant::VisualShaderNodeBooleanConstant() {
  276. }
  277. ////////////// Color
  278. String VisualShaderNodeColorConstant::get_caption() const {
  279. return "ColorConstant";
  280. }
  281. int VisualShaderNodeColorConstant::get_input_port_count() const {
  282. return 0;
  283. }
  284. VisualShaderNodeColorConstant::PortType VisualShaderNodeColorConstant::get_input_port_type(int p_port) const {
  285. return PORT_TYPE_VECTOR_4D;
  286. }
  287. String VisualShaderNodeColorConstant::get_input_port_name(int p_port) const {
  288. return String();
  289. }
  290. int VisualShaderNodeColorConstant::get_output_port_count() const {
  291. return 1;
  292. }
  293. VisualShaderNodeColorConstant::PortType VisualShaderNodeColorConstant::get_output_port_type(int p_port) const {
  294. return p_port == 0 ? PORT_TYPE_VECTOR_4D : PORT_TYPE_SCALAR;
  295. }
  296. String VisualShaderNodeColorConstant::get_output_port_name(int p_port) const {
  297. return "";
  298. }
  299. 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 {
  300. return " " + p_output_vars[0] + " = " + vformat("vec4(%.6f, %.6f, %.6f, %.6f)", constant.r, constant.g, constant.b, constant.a) + ";\n";
  301. }
  302. void VisualShaderNodeColorConstant::set_constant(const Color &p_constant) {
  303. if (constant.is_equal_approx(p_constant)) {
  304. return;
  305. }
  306. constant = p_constant;
  307. emit_changed();
  308. }
  309. Color VisualShaderNodeColorConstant::get_constant() const {
  310. return constant;
  311. }
  312. Vector<StringName> VisualShaderNodeColorConstant::get_editable_properties() const {
  313. Vector<StringName> props;
  314. props.push_back("constant");
  315. return props;
  316. }
  317. void VisualShaderNodeColorConstant::_bind_methods() {
  318. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeColorConstant::set_constant);
  319. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeColorConstant::get_constant);
  320. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "constant"), "set_constant", "get_constant");
  321. }
  322. VisualShaderNodeColorConstant::VisualShaderNodeColorConstant() {
  323. }
  324. ////////////// Vector2
  325. String VisualShaderNodeVec2Constant::get_caption() const {
  326. return "Vector2Constant";
  327. }
  328. int VisualShaderNodeVec2Constant::get_input_port_count() const {
  329. return 0;
  330. }
  331. VisualShaderNodeVec2Constant::PortType VisualShaderNodeVec2Constant::get_input_port_type(int p_port) const {
  332. return PORT_TYPE_VECTOR_2D;
  333. }
  334. String VisualShaderNodeVec2Constant::get_input_port_name(int p_port) const {
  335. return String();
  336. }
  337. int VisualShaderNodeVec2Constant::get_output_port_count() const {
  338. return 1;
  339. }
  340. VisualShaderNodeVec2Constant::PortType VisualShaderNodeVec2Constant::get_output_port_type(int p_port) const {
  341. return p_port == 0 ? PORT_TYPE_VECTOR_2D : PORT_TYPE_SCALAR;
  342. }
  343. String VisualShaderNodeVec2Constant::get_output_port_name(int p_port) const {
  344. return ""; //no output port means the editor will be used as port
  345. }
  346. String VisualShaderNodeVec2Constant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  347. return " " + p_output_vars[0] + " = " + vformat("vec2(%.6f, %.6f)", constant.x, constant.y) + ";\n";
  348. }
  349. void VisualShaderNodeVec2Constant::set_constant(const Vector2 &p_constant) {
  350. if (constant.is_equal_approx(p_constant)) {
  351. return;
  352. }
  353. constant = p_constant;
  354. emit_changed();
  355. }
  356. Vector2 VisualShaderNodeVec2Constant::get_constant() const {
  357. return constant;
  358. }
  359. Vector<StringName> VisualShaderNodeVec2Constant::get_editable_properties() const {
  360. Vector<StringName> props;
  361. props.push_back("constant");
  362. return props;
  363. }
  364. void VisualShaderNodeVec2Constant::_bind_methods() {
  365. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeVec2Constant::set_constant);
  366. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeVec2Constant::get_constant);
  367. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "constant"), "set_constant", "get_constant");
  368. }
  369. VisualShaderNodeVec2Constant::VisualShaderNodeVec2Constant() {
  370. }
  371. ////////////// Vector3
  372. String VisualShaderNodeVec3Constant::get_caption() const {
  373. return "Vector3Constant";
  374. }
  375. int VisualShaderNodeVec3Constant::get_input_port_count() const {
  376. return 0;
  377. }
  378. VisualShaderNodeVec3Constant::PortType VisualShaderNodeVec3Constant::get_input_port_type(int p_port) const {
  379. return PORT_TYPE_VECTOR_3D;
  380. }
  381. String VisualShaderNodeVec3Constant::get_input_port_name(int p_port) const {
  382. return String();
  383. }
  384. int VisualShaderNodeVec3Constant::get_output_port_count() const {
  385. return 1;
  386. }
  387. VisualShaderNodeVec3Constant::PortType VisualShaderNodeVec3Constant::get_output_port_type(int p_port) const {
  388. return p_port == 0 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR;
  389. }
  390. String VisualShaderNodeVec3Constant::get_output_port_name(int p_port) const {
  391. return ""; //no output port means the editor will be used as port
  392. }
  393. 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 {
  394. return " " + p_output_vars[0] + " = " + vformat("vec3(%.6f, %.6f, %.6f)", constant.x, constant.y, constant.z) + ";\n";
  395. }
  396. void VisualShaderNodeVec3Constant::set_constant(const Vector3 &p_constant) {
  397. if (constant.is_equal_approx(p_constant)) {
  398. return;
  399. }
  400. constant = p_constant;
  401. emit_changed();
  402. }
  403. Vector3 VisualShaderNodeVec3Constant::get_constant() const {
  404. return constant;
  405. }
  406. Vector<StringName> VisualShaderNodeVec3Constant::get_editable_properties() const {
  407. Vector<StringName> props;
  408. props.push_back("constant");
  409. return props;
  410. }
  411. void VisualShaderNodeVec3Constant::_bind_methods() {
  412. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeVec3Constant::set_constant);
  413. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeVec3Constant::get_constant);
  414. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant"), "set_constant", "get_constant");
  415. }
  416. VisualShaderNodeVec3Constant::VisualShaderNodeVec3Constant() {
  417. }
  418. ////////////// Vector4
  419. String VisualShaderNodeVec4Constant::get_caption() const {
  420. return "Vector4Constant";
  421. }
  422. int VisualShaderNodeVec4Constant::get_input_port_count() const {
  423. return 0;
  424. }
  425. VisualShaderNodeVec4Constant::PortType VisualShaderNodeVec4Constant::get_input_port_type(int p_port) const {
  426. return PORT_TYPE_VECTOR_4D;
  427. }
  428. String VisualShaderNodeVec4Constant::get_input_port_name(int p_port) const {
  429. return String();
  430. }
  431. int VisualShaderNodeVec4Constant::get_output_port_count() const {
  432. return 1;
  433. }
  434. VisualShaderNodeVec4Constant::PortType VisualShaderNodeVec4Constant::get_output_port_type(int p_port) const {
  435. return p_port == 0 ? PORT_TYPE_VECTOR_4D : PORT_TYPE_SCALAR;
  436. }
  437. String VisualShaderNodeVec4Constant::get_output_port_name(int p_port) const {
  438. return ""; // No output port means the editor will be used as port.
  439. }
  440. String VisualShaderNodeVec4Constant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  441. return " " + p_output_vars[0] + " = " + vformat("vec4(%.6f, %.6f, %.6f, %.6f)", constant.x, constant.y, constant.z, constant.w) + ";\n";
  442. }
  443. void VisualShaderNodeVec4Constant::set_constant(const Quaternion &p_constant) {
  444. if (constant.is_equal_approx(p_constant)) {
  445. return;
  446. }
  447. constant = p_constant;
  448. emit_changed();
  449. }
  450. Quaternion VisualShaderNodeVec4Constant::get_constant() const {
  451. return constant;
  452. }
  453. void VisualShaderNodeVec4Constant::_set_constant_v4(const Vector4 &p_constant) {
  454. set_constant(Quaternion(p_constant.x, p_constant.y, p_constant.z, p_constant.w));
  455. }
  456. Vector4 VisualShaderNodeVec4Constant::_get_constant_v4() const {
  457. return Vector4(constant.x, constant.y, constant.z, constant.w);
  458. }
  459. Vector<StringName> VisualShaderNodeVec4Constant::get_editable_properties() const {
  460. Vector<StringName> props;
  461. props.push_back("constant_v4");
  462. return props;
  463. }
  464. void VisualShaderNodeVec4Constant::_bind_methods() {
  465. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeVec4Constant::set_constant);
  466. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeVec4Constant::get_constant);
  467. ClassDB::bind_method(D_METHOD("_set_constant_v4", "constant"), &VisualShaderNodeVec4Constant::_set_constant_v4);
  468. ClassDB::bind_method(D_METHOD("_get_constant_v4"), &VisualShaderNodeVec4Constant::_get_constant_v4);
  469. ADD_PROPERTY(PropertyInfo(Variant::QUATERNION, "constant"), "set_constant", "get_constant");
  470. ADD_PROPERTY(PropertyInfo(Variant::VECTOR4, "constant_v4", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_INTERNAL), "_set_constant_v4", "_get_constant_v4");
  471. }
  472. VisualShaderNodeVec4Constant::VisualShaderNodeVec4Constant() {
  473. }
  474. ////////////// Transform3D
  475. String VisualShaderNodeTransformConstant::get_caption() const {
  476. return "TransformConstant";
  477. }
  478. int VisualShaderNodeTransformConstant::get_input_port_count() const {
  479. return 0;
  480. }
  481. VisualShaderNodeTransformConstant::PortType VisualShaderNodeTransformConstant::get_input_port_type(int p_port) const {
  482. return PORT_TYPE_VECTOR_3D;
  483. }
  484. String VisualShaderNodeTransformConstant::get_input_port_name(int p_port) const {
  485. return String();
  486. }
  487. int VisualShaderNodeTransformConstant::get_output_port_count() const {
  488. return 1;
  489. }
  490. VisualShaderNodeTransformConstant::PortType VisualShaderNodeTransformConstant::get_output_port_type(int p_port) const {
  491. return PORT_TYPE_TRANSFORM;
  492. }
  493. String VisualShaderNodeTransformConstant::get_output_port_name(int p_port) const {
  494. return ""; //no output port means the editor will be used as port
  495. }
  496. 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 {
  497. Transform3D t = constant;
  498. t.basis.transpose();
  499. String code = " " + p_output_vars[0] + " = mat4(";
  500. code += vformat("vec4(%.6f, %.6f, %.6f, 0.0), ", t.basis[0].x, t.basis[0].y, t.basis[0].z);
  501. code += vformat("vec4(%.6f, %.6f, %.6f, 0.0), ", t.basis[1].x, t.basis[1].y, t.basis[1].z);
  502. code += vformat("vec4(%.6f, %.6f, %.6f, 0.0), ", t.basis[2].x, t.basis[2].y, t.basis[2].z);
  503. code += vformat("vec4(%.6f, %.6f, %.6f, 1.0));\n", t.origin.x, t.origin.y, t.origin.z);
  504. return code;
  505. }
  506. void VisualShaderNodeTransformConstant::set_constant(const Transform3D &p_constant) {
  507. if (constant.is_equal_approx(p_constant)) {
  508. return;
  509. }
  510. constant = p_constant;
  511. emit_changed();
  512. }
  513. Transform3D VisualShaderNodeTransformConstant::get_constant() const {
  514. return constant;
  515. }
  516. Vector<StringName> VisualShaderNodeTransformConstant::get_editable_properties() const {
  517. Vector<StringName> props;
  518. props.push_back("constant");
  519. return props;
  520. }
  521. void VisualShaderNodeTransformConstant::_bind_methods() {
  522. ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeTransformConstant::set_constant);
  523. ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeTransformConstant::get_constant);
  524. ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "constant"), "set_constant", "get_constant");
  525. }
  526. VisualShaderNodeTransformConstant::VisualShaderNodeTransformConstant() {
  527. }
  528. ////////////// Texture
  529. String VisualShaderNodeTexture::get_caption() const {
  530. return "Texture2D";
  531. }
  532. int VisualShaderNodeTexture::get_input_port_count() const {
  533. return 3;
  534. }
  535. VisualShaderNodeTexture::PortType VisualShaderNodeTexture::get_input_port_type(int p_port) const {
  536. switch (p_port) {
  537. case 0:
  538. return PORT_TYPE_VECTOR_2D;
  539. case 1:
  540. return PORT_TYPE_SCALAR;
  541. case 2:
  542. return PORT_TYPE_SAMPLER;
  543. default:
  544. return PORT_TYPE_SCALAR;
  545. }
  546. }
  547. String VisualShaderNodeTexture::get_input_port_name(int p_port) const {
  548. switch (p_port) {
  549. case 0:
  550. return "uv";
  551. case 1:
  552. return "lod";
  553. case 2:
  554. return "sampler2D";
  555. default:
  556. return "";
  557. }
  558. }
  559. int VisualShaderNodeTexture::get_output_port_count() const {
  560. return 1;
  561. }
  562. VisualShaderNodeTexture::PortType VisualShaderNodeTexture::get_output_port_type(int p_port) const {
  563. return p_port == 0 ? PORT_TYPE_VECTOR_4D : PORT_TYPE_SCALAR;
  564. }
  565. String VisualShaderNodeTexture::get_output_port_name(int p_port) const {
  566. switch (p_port) {
  567. case 0:
  568. return "color";
  569. default:
  570. return "";
  571. }
  572. }
  573. bool VisualShaderNodeTexture::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  574. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  575. if (p_port == 0) {
  576. return true;
  577. }
  578. }
  579. return false;
  580. }
  581. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  582. VisualShader::DefaultTextureParam dtp;
  583. dtp.name = make_unique_id(p_type, p_id, "tex");
  584. dtp.params.push_back(texture);
  585. Vector<VisualShader::DefaultTextureParam> ret;
  586. ret.push_back(dtp);
  587. return ret;
  588. }
  589. String VisualShaderNodeTexture::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  590. String code;
  591. switch (source) {
  592. case SOURCE_TEXTURE: {
  593. code += "uniform sampler2D " + make_unique_id(p_type, p_id, "tex");
  594. switch (texture_type) {
  595. case TYPE_DATA: {
  596. } break;
  597. case TYPE_COLOR: {
  598. code += " : source_color";
  599. } break;
  600. case TYPE_NORMAL_MAP: {
  601. code += " : hint_normal";
  602. } break;
  603. default: {
  604. } break;
  605. }
  606. code += ";\n";
  607. } break;
  608. case SOURCE_SCREEN: {
  609. if ((p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) {
  610. code += "uniform sampler2D " + make_unique_id(p_type, p_id, "screen_tex") + " : hint_screen_texture;\n";
  611. }
  612. } break;
  613. case SOURCE_DEPTH:
  614. case SOURCE_3D_NORMAL:
  615. case SOURCE_ROUGHNESS: {
  616. if (p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) {
  617. String sampler_name = "";
  618. String hint = " : ";
  619. if (source == SOURCE_DEPTH) {
  620. sampler_name = "depth_tex";
  621. hint += "hint_depth_texture;\n";
  622. } else {
  623. sampler_name = source == SOURCE_ROUGHNESS ? "roughness_tex" : "normal_roughness_tex";
  624. hint += "hint_normal_roughness_texture;\n";
  625. }
  626. code += "uniform sampler2D " + make_unique_id(p_type, p_id, sampler_name) + hint;
  627. }
  628. } break;
  629. default: {
  630. } break;
  631. }
  632. return code;
  633. }
  634. 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 {
  635. String default_uv;
  636. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  637. if (source == SOURCE_SCREEN) {
  638. default_uv = "SCREEN_UV";
  639. } else {
  640. default_uv = "UV";
  641. }
  642. } else {
  643. default_uv = "vec2(0.0)";
  644. }
  645. String code;
  646. String uv = p_input_vars[0].is_empty() ? default_uv : p_input_vars[0];
  647. switch (source) {
  648. case SOURCE_PORT:
  649. case SOURCE_TEXTURE: {
  650. String id;
  651. if (source == SOURCE_PORT) {
  652. id = p_input_vars[2];
  653. if (id.is_empty()) {
  654. break;
  655. }
  656. } else { // SOURCE_TEXTURE
  657. id = make_unique_id(p_type, p_id, "tex");
  658. }
  659. if (p_input_vars[1].is_empty()) {
  660. code += " " + p_output_vars[0] + " = texture(" + id + ", " + uv + ");\n";
  661. } else {
  662. code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + uv + ", " + p_input_vars[1] + ");\n";
  663. }
  664. return code;
  665. } break;
  666. case SOURCE_SCREEN: {
  667. if ((p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) {
  668. String id = make_unique_id(p_type, p_id, "screen_tex");
  669. if (p_input_vars[1].is_empty()) {
  670. code += " " + p_output_vars[0] + " = texture(" + id + ", " + uv + ");\n";
  671. } else {
  672. code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + uv + ", " + p_input_vars[1] + ");\n";
  673. }
  674. return code;
  675. }
  676. } break;
  677. case SOURCE_2D_NORMAL:
  678. case SOURCE_2D_TEXTURE: {
  679. if (p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
  680. String id = source == SOURCE_2D_TEXTURE ? "TEXTURE" : "NORMAL_TEXTURE";
  681. if (p_input_vars[1].is_empty()) {
  682. code += " " + p_output_vars[0] + " = texture(" + id + ", " + uv + ");\n";
  683. } else {
  684. code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + uv + ", " + p_input_vars[1] + ");\n";
  685. }
  686. return code;
  687. }
  688. } break;
  689. case SOURCE_3D_NORMAL:
  690. case SOURCE_ROUGHNESS:
  691. case SOURCE_DEPTH: {
  692. if (!p_for_preview && p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) {
  693. String var_name = "";
  694. String sampler_name = "";
  695. switch (source) {
  696. case SOURCE_DEPTH: {
  697. var_name = "_depth";
  698. sampler_name = "depth_tex";
  699. } break;
  700. case SOURCE_ROUGHNESS: {
  701. var_name = "_roughness";
  702. sampler_name = "roughness_tex";
  703. } break;
  704. case SOURCE_3D_NORMAL: {
  705. var_name = "_normal";
  706. sampler_name = "normal_roughness_tex";
  707. } break;
  708. default: {
  709. } break;
  710. }
  711. String id = make_unique_id(p_type, p_id, sampler_name);
  712. String type = source == SOURCE_3D_NORMAL ? "vec3" : "float";
  713. String components = source == SOURCE_3D_NORMAL ? "rgb" : "r";
  714. code += " {\n";
  715. if (p_input_vars[1].is_empty()) {
  716. code += " " + type + " " + var_name + " = texture(" + id + ", " + uv + ")." + components + ";\n";
  717. } else {
  718. code += " " + type + " " + var_name + " = textureLod(" + id + ", " + uv + ", " + p_input_vars[1] + ")." + components + ";\n";
  719. }
  720. if (source == SOURCE_3D_NORMAL) {
  721. code += " " + p_output_vars[0] + " = vec4(" + var_name + ", 1.0);\n";
  722. } else {
  723. code += " " + p_output_vars[0] + " = vec4(" + var_name + ", " + var_name + ", " + var_name + ", 1.0);\n";
  724. }
  725. code += " }\n";
  726. return code;
  727. }
  728. } break;
  729. default: {
  730. } break;
  731. }
  732. code += " " + p_output_vars[0] + " = vec4(0.0);\n";
  733. return code;
  734. }
  735. void VisualShaderNodeTexture::set_source(Source p_source) {
  736. ERR_FAIL_INDEX(int(p_source), int(SOURCE_MAX));
  737. if (source == p_source) {
  738. return;
  739. }
  740. switch (p_source) {
  741. case SOURCE_TEXTURE:
  742. simple_decl = true;
  743. break;
  744. case SOURCE_SCREEN:
  745. simple_decl = false;
  746. break;
  747. case SOURCE_2D_TEXTURE:
  748. simple_decl = false;
  749. break;
  750. case SOURCE_2D_NORMAL:
  751. simple_decl = false;
  752. break;
  753. case SOURCE_DEPTH:
  754. simple_decl = false;
  755. break;
  756. case SOURCE_PORT:
  757. simple_decl = false;
  758. break;
  759. case SOURCE_3D_NORMAL:
  760. simple_decl = false;
  761. break;
  762. case SOURCE_ROUGHNESS:
  763. simple_decl = false;
  764. break;
  765. default:
  766. break;
  767. }
  768. source = p_source;
  769. emit_changed();
  770. }
  771. VisualShaderNodeTexture::Source VisualShaderNodeTexture::get_source() const {
  772. return source;
  773. }
  774. void VisualShaderNodeTexture::set_texture(Ref<Texture2D> p_texture) {
  775. texture = p_texture;
  776. emit_changed();
  777. }
  778. Ref<Texture2D> VisualShaderNodeTexture::get_texture() const {
  779. return texture;
  780. }
  781. void VisualShaderNodeTexture::set_texture_type(TextureType p_texture_type) {
  782. ERR_FAIL_INDEX(int(p_texture_type), int(TYPE_MAX));
  783. if (texture_type == p_texture_type) {
  784. return;
  785. }
  786. texture_type = p_texture_type;
  787. emit_changed();
  788. }
  789. VisualShaderNodeTexture::TextureType VisualShaderNodeTexture::get_texture_type() const {
  790. return texture_type;
  791. }
  792. Vector<StringName> VisualShaderNodeTexture::get_editable_properties() const {
  793. Vector<StringName> props;
  794. props.push_back("source");
  795. if (source == SOURCE_TEXTURE) {
  796. props.push_back("texture");
  797. props.push_back("texture_type");
  798. }
  799. return props;
  800. }
  801. String VisualShaderNodeTexture::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  802. if (is_input_port_connected(2) && source != SOURCE_PORT) {
  803. return RTR("The sampler port is connected but not used. Consider changing the source to 'SamplerPort'.");
  804. }
  805. switch (source) {
  806. case SOURCE_TEXTURE:
  807. case SOURCE_PORT: {
  808. return String(); // All good.
  809. } break;
  810. case SOURCE_SCREEN: {
  811. if ((p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) {
  812. return String(); // All good.
  813. }
  814. } break;
  815. case SOURCE_2D_NORMAL:
  816. case SOURCE_2D_TEXTURE: {
  817. if (p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
  818. return String(); // All good.
  819. }
  820. } break;
  821. case SOURCE_3D_NORMAL:
  822. case SOURCE_ROUGHNESS:
  823. case SOURCE_DEPTH: {
  824. if (p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) {
  825. if (get_output_port_for_preview() == 0) { // Not supported in preview(canvas_item) shader.
  826. return RTR("Invalid source for preview.");
  827. }
  828. return String(); // All good.
  829. }
  830. } break;
  831. default: {
  832. } break;
  833. }
  834. return RTR("Invalid source for shader.");
  835. }
  836. void VisualShaderNodeTexture::_bind_methods() {
  837. ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeTexture::set_source);
  838. ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeTexture::get_source);
  839. ClassDB::bind_method(D_METHOD("set_texture", "value"), &VisualShaderNodeTexture::set_texture);
  840. ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeTexture::get_texture);
  841. ClassDB::bind_method(D_METHOD("set_texture_type", "value"), &VisualShaderNodeTexture::set_texture_type);
  842. ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeTexture::get_texture_type);
  843. ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,Screen,Texture2D,NormalMap2D,Depth,SamplerPort,Normal3D,Roughness"), "set_source", "get_source");
  844. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture");
  845. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normal Map"), "set_texture_type", "get_texture_type");
  846. BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
  847. BIND_ENUM_CONSTANT(SOURCE_SCREEN);
  848. BIND_ENUM_CONSTANT(SOURCE_2D_TEXTURE);
  849. BIND_ENUM_CONSTANT(SOURCE_2D_NORMAL);
  850. BIND_ENUM_CONSTANT(SOURCE_DEPTH);
  851. BIND_ENUM_CONSTANT(SOURCE_PORT);
  852. BIND_ENUM_CONSTANT(SOURCE_3D_NORMAL);
  853. BIND_ENUM_CONSTANT(SOURCE_ROUGHNESS);
  854. BIND_ENUM_CONSTANT(SOURCE_MAX);
  855. BIND_ENUM_CONSTANT(TYPE_DATA);
  856. BIND_ENUM_CONSTANT(TYPE_COLOR);
  857. BIND_ENUM_CONSTANT(TYPE_NORMAL_MAP);
  858. BIND_ENUM_CONSTANT(TYPE_MAX);
  859. }
  860. VisualShaderNodeTexture::VisualShaderNodeTexture() {
  861. }
  862. ////////////// CurveTexture
  863. String VisualShaderNodeCurveTexture::get_caption() const {
  864. return "CurveTexture";
  865. }
  866. int VisualShaderNodeCurveTexture::get_input_port_count() const {
  867. return 1;
  868. }
  869. VisualShaderNodeCurveTexture::PortType VisualShaderNodeCurveTexture::get_input_port_type(int p_port) const {
  870. return PORT_TYPE_SCALAR;
  871. }
  872. String VisualShaderNodeCurveTexture::get_input_port_name(int p_port) const {
  873. return String();
  874. }
  875. int VisualShaderNodeCurveTexture::get_output_port_count() const {
  876. return 1;
  877. }
  878. VisualShaderNodeCurveTexture::PortType VisualShaderNodeCurveTexture::get_output_port_type(int p_port) const {
  879. return PORT_TYPE_SCALAR;
  880. }
  881. String VisualShaderNodeCurveTexture::get_output_port_name(int p_port) const {
  882. return String();
  883. }
  884. void VisualShaderNodeCurveTexture::set_texture(Ref<CurveTexture> p_texture) {
  885. texture = p_texture;
  886. emit_changed();
  887. }
  888. Ref<CurveTexture> VisualShaderNodeCurveTexture::get_texture() const {
  889. return texture;
  890. }
  891. Vector<StringName> VisualShaderNodeCurveTexture::get_editable_properties() const {
  892. Vector<StringName> props;
  893. props.push_back("texture");
  894. return props;
  895. }
  896. String VisualShaderNodeCurveTexture::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  897. return "uniform sampler2D " + make_unique_id(p_type, p_id, "curve") + " : repeat_disable;\n";
  898. }
  899. String VisualShaderNodeCurveTexture::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  900. if (p_input_vars[0].is_empty()) {
  901. return " " + p_output_vars[0] + " = 0.0;\n";
  902. }
  903. String id = make_unique_id(p_type, p_id, "curve");
  904. String code;
  905. code += " " + p_output_vars[0] + " = texture(" + id + ", vec2(" + p_input_vars[0] + ")).r;\n";
  906. return code;
  907. }
  908. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCurveTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  909. VisualShader::DefaultTextureParam dtp;
  910. dtp.name = make_unique_id(p_type, p_id, "curve");
  911. dtp.params.push_back(texture);
  912. Vector<VisualShader::DefaultTextureParam> ret;
  913. ret.push_back(dtp);
  914. return ret;
  915. }
  916. void VisualShaderNodeCurveTexture::_bind_methods() {
  917. ClassDB::bind_method(D_METHOD("set_texture", "texture"), &VisualShaderNodeCurveTexture::set_texture);
  918. ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeCurveTexture::get_texture);
  919. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_texture", "get_texture");
  920. }
  921. bool VisualShaderNodeCurveTexture::is_use_prop_slots() const {
  922. return true;
  923. }
  924. VisualShaderNodeCurveTexture::VisualShaderNodeCurveTexture() {
  925. set_input_port_default_value(0, 0.0);
  926. simple_decl = true;
  927. allow_v_resize = false;
  928. }
  929. ////////////// CurveXYZTexture
  930. String VisualShaderNodeCurveXYZTexture::get_caption() const {
  931. return "CurveXYZTexture";
  932. }
  933. int VisualShaderNodeCurveXYZTexture::get_input_port_count() const {
  934. return 1;
  935. }
  936. VisualShaderNodeCurveXYZTexture::PortType VisualShaderNodeCurveXYZTexture::get_input_port_type(int p_port) const {
  937. return PORT_TYPE_SCALAR;
  938. }
  939. String VisualShaderNodeCurveXYZTexture::get_input_port_name(int p_port) const {
  940. return String();
  941. }
  942. int VisualShaderNodeCurveXYZTexture::get_output_port_count() const {
  943. return 1;
  944. }
  945. VisualShaderNodeCurveXYZTexture::PortType VisualShaderNodeCurveXYZTexture::get_output_port_type(int p_port) const {
  946. return p_port == 0 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR;
  947. }
  948. String VisualShaderNodeCurveXYZTexture::get_output_port_name(int p_port) const {
  949. return String();
  950. }
  951. void VisualShaderNodeCurveXYZTexture::set_texture(Ref<CurveXYZTexture> p_texture) {
  952. texture = p_texture;
  953. emit_changed();
  954. }
  955. Ref<CurveXYZTexture> VisualShaderNodeCurveXYZTexture::get_texture() const {
  956. return texture;
  957. }
  958. Vector<StringName> VisualShaderNodeCurveXYZTexture::get_editable_properties() const {
  959. Vector<StringName> props;
  960. props.push_back("texture");
  961. return props;
  962. }
  963. String VisualShaderNodeCurveXYZTexture::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  964. return "uniform sampler2D " + make_unique_id(p_type, p_id, "curve3d") + ";\n";
  965. }
  966. String VisualShaderNodeCurveXYZTexture::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  967. if (p_input_vars[0].is_empty()) {
  968. return " " + p_output_vars[0] + " = vec3(0.0);\n";
  969. }
  970. String id = make_unique_id(p_type, p_id, "curve3d");
  971. String code;
  972. code += " " + p_output_vars[0] + " = texture(" + id + ", vec2(" + p_input_vars[0] + ")).rgb;\n";
  973. return code;
  974. }
  975. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCurveXYZTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  976. VisualShader::DefaultTextureParam dtp;
  977. dtp.name = make_unique_id(p_type, p_id, "curve3d");
  978. dtp.params.push_back(texture);
  979. Vector<VisualShader::DefaultTextureParam> ret;
  980. ret.push_back(dtp);
  981. return ret;
  982. }
  983. void VisualShaderNodeCurveXYZTexture::_bind_methods() {
  984. ClassDB::bind_method(D_METHOD("set_texture", "texture"), &VisualShaderNodeCurveXYZTexture::set_texture);
  985. ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeCurveXYZTexture::get_texture);
  986. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "CurveXYZTexture"), "set_texture", "get_texture");
  987. }
  988. bool VisualShaderNodeCurveXYZTexture::is_use_prop_slots() const {
  989. return true;
  990. }
  991. VisualShaderNodeCurveXYZTexture::VisualShaderNodeCurveXYZTexture() {
  992. set_input_port_default_value(0, 0.0);
  993. simple_decl = true;
  994. allow_v_resize = false;
  995. }
  996. ////////////// Sample3D
  997. int VisualShaderNodeSample3D::get_input_port_count() const {
  998. return 3;
  999. }
  1000. VisualShaderNodeSample3D::PortType VisualShaderNodeSample3D::get_input_port_type(int p_port) const {
  1001. switch (p_port) {
  1002. case 0:
  1003. return PORT_TYPE_VECTOR_3D;
  1004. case 1:
  1005. return PORT_TYPE_SCALAR;
  1006. case 2:
  1007. return PORT_TYPE_SAMPLER;
  1008. default:
  1009. return PORT_TYPE_SCALAR;
  1010. }
  1011. }
  1012. String VisualShaderNodeSample3D::get_input_port_name(int p_port) const {
  1013. switch (p_port) {
  1014. case 0:
  1015. return "uvw";
  1016. case 1:
  1017. return "lod";
  1018. default:
  1019. return "";
  1020. }
  1021. }
  1022. int VisualShaderNodeSample3D::get_output_port_count() const {
  1023. return 1;
  1024. }
  1025. VisualShaderNodeSample3D::PortType VisualShaderNodeSample3D::get_output_port_type(int p_port) const {
  1026. return p_port == 0 ? PORT_TYPE_VECTOR_4D : PORT_TYPE_SCALAR;
  1027. }
  1028. String VisualShaderNodeSample3D::get_output_port_name(int p_port) const {
  1029. return "color";
  1030. }
  1031. bool VisualShaderNodeSample3D::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  1032. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  1033. if (p_port == 0) {
  1034. return true;
  1035. }
  1036. }
  1037. return false;
  1038. }
  1039. String VisualShaderNodeSample3D::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1040. String code;
  1041. String id;
  1042. if (source == SOURCE_TEXTURE) {
  1043. id = make_unique_id(p_type, p_id, "tex3d");
  1044. } else { // SOURCE_PORT
  1045. id = p_input_vars[2];
  1046. if (id.is_empty()) {
  1047. code += " " + p_output_vars[0] + " = vec4(0.0);\n";
  1048. return code;
  1049. }
  1050. }
  1051. String default_uv;
  1052. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  1053. default_uv = "vec3(UV, 0.0)";
  1054. } else {
  1055. default_uv = "vec3(0.0)";
  1056. }
  1057. String uv = p_input_vars[0].is_empty() ? default_uv : p_input_vars[0];
  1058. if (p_input_vars[1].is_empty()) {
  1059. code += " " + p_output_vars[0] + " = texture(" + id + ", " + uv + ");\n";
  1060. } else {
  1061. code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + uv + ", " + p_input_vars[1] + ");\n";
  1062. }
  1063. return code;
  1064. }
  1065. void VisualShaderNodeSample3D::set_source(Source p_source) {
  1066. ERR_FAIL_INDEX(int(p_source), int(SOURCE_MAX));
  1067. if (source == p_source) {
  1068. return;
  1069. }
  1070. source = p_source;
  1071. emit_changed();
  1072. }
  1073. VisualShaderNodeSample3D::Source VisualShaderNodeSample3D::get_source() const {
  1074. return source;
  1075. }
  1076. void VisualShaderNodeSample3D::_bind_methods() {
  1077. ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeSample3D::set_source);
  1078. ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeSample3D::get_source);
  1079. ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,SamplerPort"), "set_source", "get_source");
  1080. BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
  1081. BIND_ENUM_CONSTANT(SOURCE_PORT);
  1082. BIND_ENUM_CONSTANT(SOURCE_MAX);
  1083. }
  1084. String VisualShaderNodeSample3D::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  1085. if (is_input_port_connected(2) && source != SOURCE_PORT) {
  1086. return RTR("The sampler port is connected but not used. Consider changing the source to 'SamplerPort'.");
  1087. }
  1088. return String();
  1089. }
  1090. VisualShaderNodeSample3D::VisualShaderNodeSample3D() {
  1091. simple_decl = false;
  1092. }
  1093. ////////////// Texture2DArray
  1094. String VisualShaderNodeTexture2DArray::get_caption() const {
  1095. return "Texture2DArray";
  1096. }
  1097. String VisualShaderNodeTexture2DArray::get_input_port_name(int p_port) const {
  1098. if (p_port == 2) {
  1099. return "sampler2DArray";
  1100. }
  1101. return VisualShaderNodeSample3D::get_input_port_name(p_port);
  1102. }
  1103. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture2DArray::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  1104. VisualShader::DefaultTextureParam dtp;
  1105. dtp.name = make_unique_id(p_type, p_id, "tex3d");
  1106. dtp.params.push_back(texture_array);
  1107. Vector<VisualShader::DefaultTextureParam> ret;
  1108. ret.push_back(dtp);
  1109. return ret;
  1110. }
  1111. String VisualShaderNodeTexture2DArray::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  1112. if (source == SOURCE_TEXTURE) {
  1113. return "uniform sampler2DArray " + make_unique_id(p_type, p_id, "tex3d") + ";\n";
  1114. }
  1115. return String();
  1116. }
  1117. void VisualShaderNodeTexture2DArray::set_texture_array(Ref<TextureLayered> p_texture_array) {
  1118. texture_array = p_texture_array;
  1119. emit_changed();
  1120. }
  1121. Ref<TextureLayered> VisualShaderNodeTexture2DArray::get_texture_array() const {
  1122. return texture_array;
  1123. }
  1124. Vector<StringName> VisualShaderNodeTexture2DArray::get_editable_properties() const {
  1125. Vector<StringName> props;
  1126. props.push_back("source");
  1127. if (source == SOURCE_TEXTURE) {
  1128. props.push_back("texture_array");
  1129. }
  1130. return props;
  1131. }
  1132. void VisualShaderNodeTexture2DArray::_bind_methods() {
  1133. ClassDB::bind_method(D_METHOD("set_texture_array", "value"), &VisualShaderNodeTexture2DArray::set_texture_array);
  1134. ClassDB::bind_method(D_METHOD("get_texture_array"), &VisualShaderNodeTexture2DArray::get_texture_array);
  1135. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_array", PROPERTY_HINT_RESOURCE_TYPE, "Texture2DArray,CompressedTexture2DArray,PlaceholderTexture2DArray,Texture2DArrayRD"), "set_texture_array", "get_texture_array");
  1136. }
  1137. VisualShaderNodeTexture2DArray::VisualShaderNodeTexture2DArray() {
  1138. }
  1139. ////////////// Texture3D
  1140. String VisualShaderNodeTexture3D::get_caption() const {
  1141. return "Texture3D";
  1142. }
  1143. String VisualShaderNodeTexture3D::get_input_port_name(int p_port) const {
  1144. if (p_port == 2) {
  1145. return "sampler3D";
  1146. }
  1147. return VisualShaderNodeSample3D::get_input_port_name(p_port);
  1148. }
  1149. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture3D::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  1150. VisualShader::DefaultTextureParam dtp;
  1151. dtp.name = make_unique_id(p_type, p_id, "tex3d");
  1152. dtp.params.push_back(texture);
  1153. Vector<VisualShader::DefaultTextureParam> ret;
  1154. ret.push_back(dtp);
  1155. return ret;
  1156. }
  1157. String VisualShaderNodeTexture3D::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  1158. if (source == SOURCE_TEXTURE) {
  1159. return "uniform sampler3D " + make_unique_id(p_type, p_id, "tex3d") + ";\n";
  1160. }
  1161. return String();
  1162. }
  1163. void VisualShaderNodeTexture3D::set_texture(Ref<Texture3D> p_texture) {
  1164. texture = p_texture;
  1165. emit_changed();
  1166. }
  1167. Ref<Texture3D> VisualShaderNodeTexture3D::get_texture() const {
  1168. return texture;
  1169. }
  1170. Vector<StringName> VisualShaderNodeTexture3D::get_editable_properties() const {
  1171. Vector<StringName> props;
  1172. props.push_back("source");
  1173. if (source == SOURCE_TEXTURE) {
  1174. props.push_back("texture");
  1175. }
  1176. return props;
  1177. }
  1178. void VisualShaderNodeTexture3D::_bind_methods() {
  1179. ClassDB::bind_method(D_METHOD("set_texture", "value"), &VisualShaderNodeTexture3D::set_texture);
  1180. ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeTexture3D::get_texture);
  1181. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture3D"), "set_texture", "get_texture");
  1182. }
  1183. VisualShaderNodeTexture3D::VisualShaderNodeTexture3D() {
  1184. }
  1185. ////////////// Cubemap
  1186. String VisualShaderNodeCubemap::get_caption() const {
  1187. return "Cubemap";
  1188. }
  1189. int VisualShaderNodeCubemap::get_input_port_count() const {
  1190. return 3;
  1191. }
  1192. VisualShaderNodeCubemap::PortType VisualShaderNodeCubemap::get_input_port_type(int p_port) const {
  1193. switch (p_port) {
  1194. case 0:
  1195. return PORT_TYPE_VECTOR_3D;
  1196. case 1:
  1197. return PORT_TYPE_SCALAR;
  1198. case 2:
  1199. return PORT_TYPE_SAMPLER;
  1200. default:
  1201. return PORT_TYPE_SCALAR;
  1202. }
  1203. }
  1204. String VisualShaderNodeCubemap::get_input_port_name(int p_port) const {
  1205. switch (p_port) {
  1206. case 0:
  1207. return "uv";
  1208. case 1:
  1209. return "lod";
  1210. case 2:
  1211. return "samplerCube";
  1212. default:
  1213. return "";
  1214. }
  1215. }
  1216. int VisualShaderNodeCubemap::get_output_port_count() const {
  1217. return 1;
  1218. }
  1219. VisualShaderNodeCubemap::PortType VisualShaderNodeCubemap::get_output_port_type(int p_port) const {
  1220. return p_port == 0 ? PORT_TYPE_VECTOR_4D : PORT_TYPE_SCALAR;
  1221. }
  1222. String VisualShaderNodeCubemap::get_output_port_name(int p_port) const {
  1223. return "color";
  1224. }
  1225. Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCubemap::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  1226. VisualShader::DefaultTextureParam dtp;
  1227. dtp.name = make_unique_id(p_type, p_id, "cube");
  1228. dtp.params.push_back(cube_map);
  1229. Vector<VisualShader::DefaultTextureParam> ret;
  1230. ret.push_back(dtp);
  1231. return ret;
  1232. }
  1233. String VisualShaderNodeCubemap::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  1234. if (source == SOURCE_TEXTURE) {
  1235. String u = "uniform samplerCube " + make_unique_id(p_type, p_id, "cube");
  1236. switch (texture_type) {
  1237. case TYPE_DATA:
  1238. break;
  1239. case TYPE_COLOR:
  1240. u += " : source_color";
  1241. break;
  1242. case TYPE_NORMAL_MAP:
  1243. u += " : hint_normal";
  1244. break;
  1245. default:
  1246. break;
  1247. }
  1248. return u + ";\n";
  1249. }
  1250. return String();
  1251. }
  1252. 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 {
  1253. String code;
  1254. String id;
  1255. if (source == SOURCE_TEXTURE) {
  1256. id = make_unique_id(p_type, p_id, "cube");
  1257. } else { // SOURCE_PORT
  1258. id = p_input_vars[2];
  1259. if (id.is_empty()) {
  1260. code += " " + p_output_vars[0] + " = vec4(0.0);\n";
  1261. return code;
  1262. }
  1263. }
  1264. String default_uv;
  1265. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  1266. default_uv = "vec3(UV, 0.0)";
  1267. } else {
  1268. default_uv = "vec3(0.0)";
  1269. }
  1270. String uv = p_input_vars[0].is_empty() ? default_uv : p_input_vars[0];
  1271. if (p_input_vars[1].is_empty()) {
  1272. code += " " + p_output_vars[0] + " = texture(" + id + ", " + uv + ");\n";
  1273. } else {
  1274. code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + uv + ", " + p_input_vars[1] + ");\n";
  1275. }
  1276. return code;
  1277. }
  1278. bool VisualShaderNodeCubemap::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  1279. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  1280. if (p_port == 0) {
  1281. return true;
  1282. }
  1283. }
  1284. return false;
  1285. }
  1286. void VisualShaderNodeCubemap::set_source(Source p_source) {
  1287. ERR_FAIL_INDEX(int(p_source), int(SOURCE_MAX));
  1288. if (source == p_source) {
  1289. return;
  1290. }
  1291. source = p_source;
  1292. emit_changed();
  1293. }
  1294. VisualShaderNodeCubemap::Source VisualShaderNodeCubemap::get_source() const {
  1295. return source;
  1296. }
  1297. void VisualShaderNodeCubemap::set_cube_map(Ref<TextureLayered> p_cube_map) {
  1298. cube_map = p_cube_map;
  1299. emit_changed();
  1300. }
  1301. Ref<TextureLayered> VisualShaderNodeCubemap::get_cube_map() const {
  1302. return cube_map;
  1303. }
  1304. void VisualShaderNodeCubemap::set_texture_type(TextureType p_texture_type) {
  1305. ERR_FAIL_INDEX(int(p_texture_type), int(TYPE_MAX));
  1306. if (texture_type == p_texture_type) {
  1307. return;
  1308. }
  1309. texture_type = p_texture_type;
  1310. emit_changed();
  1311. }
  1312. VisualShaderNodeCubemap::TextureType VisualShaderNodeCubemap::get_texture_type() const {
  1313. return texture_type;
  1314. }
  1315. Vector<StringName> VisualShaderNodeCubemap::get_editable_properties() const {
  1316. Vector<StringName> props;
  1317. props.push_back("source");
  1318. if (source == SOURCE_TEXTURE) {
  1319. props.push_back("cube_map");
  1320. props.push_back("texture_type");
  1321. }
  1322. return props;
  1323. }
  1324. String VisualShaderNodeCubemap::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  1325. if (is_input_port_connected(2) && source != SOURCE_PORT) {
  1326. return RTR("The sampler port is connected but not used. Consider changing the source to 'SamplerPort'.");
  1327. }
  1328. return String();
  1329. }
  1330. void VisualShaderNodeCubemap::_bind_methods() {
  1331. ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeCubemap::set_source);
  1332. ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeCubemap::get_source);
  1333. ClassDB::bind_method(D_METHOD("set_cube_map", "value"), &VisualShaderNodeCubemap::set_cube_map);
  1334. ClassDB::bind_method(D_METHOD("get_cube_map"), &VisualShaderNodeCubemap::get_cube_map);
  1335. ClassDB::bind_method(D_METHOD("set_texture_type", "value"), &VisualShaderNodeCubemap::set_texture_type);
  1336. ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeCubemap::get_texture_type);
  1337. ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,SamplerPort"), "set_source", "get_source");
  1338. ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "cube_map", PROPERTY_HINT_RESOURCE_TYPE, "Cubemap,CompressedCubemap,PlaceholderCubemap,TextureCubemapRD"), "set_cube_map", "get_cube_map");
  1339. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normal Map"), "set_texture_type", "get_texture_type");
  1340. BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
  1341. BIND_ENUM_CONSTANT(SOURCE_PORT);
  1342. BIND_ENUM_CONSTANT(SOURCE_MAX);
  1343. BIND_ENUM_CONSTANT(TYPE_DATA);
  1344. BIND_ENUM_CONSTANT(TYPE_COLOR);
  1345. BIND_ENUM_CONSTANT(TYPE_NORMAL_MAP);
  1346. BIND_ENUM_CONSTANT(TYPE_MAX);
  1347. }
  1348. VisualShaderNodeCubemap::VisualShaderNodeCubemap() {
  1349. simple_decl = false;
  1350. }
  1351. ////////////// Linear Depth
  1352. String VisualShaderNodeLinearSceneDepth::get_caption() const {
  1353. return "LinearSceneDepth";
  1354. }
  1355. int VisualShaderNodeLinearSceneDepth::get_input_port_count() const {
  1356. return 0;
  1357. }
  1358. VisualShaderNodeLinearSceneDepth::PortType VisualShaderNodeLinearSceneDepth::get_input_port_type(int p_port) const {
  1359. return PORT_TYPE_SCALAR;
  1360. }
  1361. String VisualShaderNodeLinearSceneDepth::get_input_port_name(int p_port) const {
  1362. return "";
  1363. }
  1364. int VisualShaderNodeLinearSceneDepth::get_output_port_count() const {
  1365. return 1;
  1366. }
  1367. VisualShaderNodeLinearSceneDepth::PortType VisualShaderNodeLinearSceneDepth::get_output_port_type(int p_port) const {
  1368. return PORT_TYPE_SCALAR;
  1369. }
  1370. String VisualShaderNodeLinearSceneDepth::get_output_port_name(int p_port) const {
  1371. return "linear depth";
  1372. }
  1373. bool VisualShaderNodeLinearSceneDepth::has_output_port_preview(int p_port) const {
  1374. return false;
  1375. }
  1376. String VisualShaderNodeLinearSceneDepth::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  1377. return "uniform sampler2D " + make_unique_id(p_type, p_id, "depth_tex") + " : hint_depth_texture;\n";
  1378. }
  1379. String VisualShaderNodeLinearSceneDepth::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 {
  1380. String code;
  1381. code += " {\n";
  1382. code += " float __log_depth = textureLod(" + make_unique_id(p_type, p_id, "depth_tex") + ", SCREEN_UV, 0.0).x;\n";
  1383. if (!RenderingServer::get_singleton()->is_low_end()) {
  1384. code += " vec4 __depth_view = INV_PROJECTION_MATRIX * vec4(SCREEN_UV * 2.0 - 1.0, __log_depth, 1.0);\n";
  1385. } else {
  1386. code += " vec4 __depth_view = INV_PROJECTION_MATRIX * vec4(vec3(SCREEN_UV, __log_depth) * 2.0 - 1.0, 1.0);\n";
  1387. }
  1388. code += " __depth_view.xyz /= __depth_view.w;\n";
  1389. code += vformat(" %s = -__depth_view.z;\n", p_output_vars[0]);
  1390. code += " }\n";
  1391. return code;
  1392. }
  1393. VisualShaderNodeLinearSceneDepth::VisualShaderNodeLinearSceneDepth() {
  1394. simple_decl = false;
  1395. }
  1396. ////////////// World Position from Depth
  1397. String VisualShaderNodeWorldPositionFromDepth::get_caption() const {
  1398. return "WorldPositionFromDepth";
  1399. }
  1400. int VisualShaderNodeWorldPositionFromDepth::get_input_port_count() const {
  1401. return 1;
  1402. }
  1403. VisualShaderNodeWorldPositionFromDepth::PortType VisualShaderNodeWorldPositionFromDepth::get_input_port_type(int p_port) const {
  1404. return PORT_TYPE_VECTOR_2D;
  1405. }
  1406. String VisualShaderNodeWorldPositionFromDepth::get_input_port_name(int p_port) const {
  1407. return "screen uv";
  1408. }
  1409. bool VisualShaderNodeWorldPositionFromDepth::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  1410. if (p_port == 0) {
  1411. return true;
  1412. }
  1413. return false;
  1414. }
  1415. int VisualShaderNodeWorldPositionFromDepth::get_output_port_count() const {
  1416. return 1;
  1417. }
  1418. VisualShaderNodeWorldPositionFromDepth::PortType VisualShaderNodeWorldPositionFromDepth::get_output_port_type(int p_port) const {
  1419. return p_port == 0 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR;
  1420. }
  1421. String VisualShaderNodeWorldPositionFromDepth::get_output_port_name(int p_port) const {
  1422. return "world position";
  1423. }
  1424. bool VisualShaderNodeWorldPositionFromDepth::has_output_port_preview(int p_port) const {
  1425. return false;
  1426. }
  1427. String VisualShaderNodeWorldPositionFromDepth::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  1428. return "uniform sampler2D " + make_unique_id(p_type, p_id, "depth_tex") + " : hint_depth_texture, repeat_disable, filter_nearest;\n";
  1429. }
  1430. String VisualShaderNodeWorldPositionFromDepth::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 {
  1431. String code;
  1432. String uv = p_input_vars[0].is_empty() ? "SCREEN_UV" : p_input_vars[0];
  1433. code += " {\n";
  1434. code += " float __log_depth = textureLod(" + make_unique_id(p_type, p_id, "depth_tex") + ", " + uv + ", 0.0).x;\n";
  1435. if (!RenderingServer::get_singleton()->is_low_end()) {
  1436. code += " vec4 __ndc = vec4(" + uv + " * 2.0 - 1.0, __log_depth, 1.0);\n";
  1437. } else {
  1438. code += " vec4 __ndc = vec4(vec3(" + uv + ", __log_depth) * 2.0 - 1.0, 1.0);\n";
  1439. }
  1440. code += " vec4 __position_world = INV_VIEW_MATRIX * INV_PROJECTION_MATRIX * __ndc;\n";
  1441. code += " __position_world.xyz /= __position_world.w;\n";
  1442. code += vformat(" %s = __position_world.xyz;\n", p_output_vars[0]);
  1443. code += " }\n";
  1444. return code;
  1445. }
  1446. VisualShaderNodeWorldPositionFromDepth::VisualShaderNodeWorldPositionFromDepth() {
  1447. simple_decl = false;
  1448. }
  1449. ////////////// Unpack Normals in World Space
  1450. String VisualShaderNodeScreenNormalWorldSpace::get_caption() const {
  1451. return "ScreenNormalWorldSpace";
  1452. }
  1453. int VisualShaderNodeScreenNormalWorldSpace::get_input_port_count() const {
  1454. return 1;
  1455. }
  1456. VisualShaderNodeScreenNormalWorldSpace::PortType VisualShaderNodeScreenNormalWorldSpace::get_input_port_type(int p_port) const {
  1457. return PORT_TYPE_VECTOR_2D;
  1458. }
  1459. String VisualShaderNodeScreenNormalWorldSpace::get_input_port_name(int p_port) const {
  1460. return "screen uv";
  1461. }
  1462. bool VisualShaderNodeScreenNormalWorldSpace::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  1463. if (p_port == 0) {
  1464. return true;
  1465. }
  1466. return false;
  1467. }
  1468. int VisualShaderNodeScreenNormalWorldSpace::get_output_port_count() const {
  1469. return 1;
  1470. }
  1471. VisualShaderNodeScreenNormalWorldSpace::PortType VisualShaderNodeScreenNormalWorldSpace::get_output_port_type(int p_port) const {
  1472. return p_port == 0 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR;
  1473. }
  1474. String VisualShaderNodeScreenNormalWorldSpace::get_output_port_name(int p_port) const {
  1475. return "screen normal";
  1476. }
  1477. bool VisualShaderNodeScreenNormalWorldSpace::has_output_port_preview(int p_port) const {
  1478. return false;
  1479. }
  1480. String VisualShaderNodeScreenNormalWorldSpace::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  1481. return "uniform sampler2D " + make_unique_id(p_type, p_id, "normal_rough_tex") + " : hint_normal_roughness_texture, repeat_disable, filter_nearest;\n";
  1482. }
  1483. String VisualShaderNodeScreenNormalWorldSpace::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 {
  1484. String code;
  1485. String uv = p_input_vars[0].is_empty() ? "SCREEN_UV" : p_input_vars[0];
  1486. code += " {\n";
  1487. code += " vec3 __normals = textureLod(" + make_unique_id(p_type, p_id, "normal_rough_tex") + ", " + uv + ", 0.0).xyz;\n";
  1488. code += " __normals = __normals * 2.0 - 1.0;\n";
  1489. code += vformat(" %s = mat3(INV_VIEW_MATRIX) * __normals;\n", p_output_vars[0]);
  1490. code += " }\n";
  1491. return code;
  1492. }
  1493. VisualShaderNodeScreenNormalWorldSpace::VisualShaderNodeScreenNormalWorldSpace() {
  1494. simple_decl = false;
  1495. }
  1496. ////////////// Float Op
  1497. String VisualShaderNodeFloatOp::get_caption() const {
  1498. return "FloatOp";
  1499. }
  1500. int VisualShaderNodeFloatOp::get_input_port_count() const {
  1501. return 2;
  1502. }
  1503. VisualShaderNodeFloatOp::PortType VisualShaderNodeFloatOp::get_input_port_type(int p_port) const {
  1504. return PORT_TYPE_SCALAR;
  1505. }
  1506. String VisualShaderNodeFloatOp::get_input_port_name(int p_port) const {
  1507. return p_port == 0 ? "a" : "b";
  1508. }
  1509. int VisualShaderNodeFloatOp::get_output_port_count() const {
  1510. return 1;
  1511. }
  1512. VisualShaderNodeFloatOp::PortType VisualShaderNodeFloatOp::get_output_port_type(int p_port) const {
  1513. return PORT_TYPE_SCALAR;
  1514. }
  1515. String VisualShaderNodeFloatOp::get_output_port_name(int p_port) const {
  1516. return "op"; //no output port means the editor will be used as port
  1517. }
  1518. String VisualShaderNodeFloatOp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1519. String code = " " + p_output_vars[0] + " = ";
  1520. switch (op) {
  1521. case OP_ADD:
  1522. code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
  1523. break;
  1524. case OP_SUB:
  1525. code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n";
  1526. break;
  1527. case OP_MUL:
  1528. code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
  1529. break;
  1530. case OP_DIV:
  1531. code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n";
  1532. break;
  1533. case OP_MOD:
  1534. code += "mod(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1535. break;
  1536. case OP_POW:
  1537. code += "pow(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1538. break;
  1539. case OP_MAX:
  1540. code += "max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1541. break;
  1542. case OP_MIN:
  1543. code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1544. break;
  1545. case OP_ATAN2:
  1546. code += "atan(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1547. break;
  1548. case OP_STEP:
  1549. code += "step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1550. break;
  1551. default:
  1552. break;
  1553. }
  1554. return code;
  1555. }
  1556. void VisualShaderNodeFloatOp::set_operator(Operator p_op) {
  1557. ERR_FAIL_INDEX(int(p_op), int(OP_ENUM_SIZE));
  1558. if (op == p_op) {
  1559. return;
  1560. }
  1561. op = p_op;
  1562. emit_changed();
  1563. }
  1564. VisualShaderNodeFloatOp::Operator VisualShaderNodeFloatOp::get_operator() const {
  1565. return op;
  1566. }
  1567. Vector<StringName> VisualShaderNodeFloatOp::get_editable_properties() const {
  1568. Vector<StringName> props;
  1569. props.push_back("operator");
  1570. return props;
  1571. }
  1572. void VisualShaderNodeFloatOp::_bind_methods() {
  1573. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeFloatOp::set_operator);
  1574. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeFloatOp::get_operator);
  1575. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Subtract,Multiply,Divide,Remainder,Power,Max,Min,ATan2,Step"), "set_operator", "get_operator");
  1576. BIND_ENUM_CONSTANT(OP_ADD);
  1577. BIND_ENUM_CONSTANT(OP_SUB);
  1578. BIND_ENUM_CONSTANT(OP_MUL);
  1579. BIND_ENUM_CONSTANT(OP_DIV);
  1580. BIND_ENUM_CONSTANT(OP_MOD);
  1581. BIND_ENUM_CONSTANT(OP_POW);
  1582. BIND_ENUM_CONSTANT(OP_MAX);
  1583. BIND_ENUM_CONSTANT(OP_MIN);
  1584. BIND_ENUM_CONSTANT(OP_ATAN2);
  1585. BIND_ENUM_CONSTANT(OP_STEP);
  1586. BIND_ENUM_CONSTANT(OP_ENUM_SIZE);
  1587. }
  1588. VisualShaderNodeFloatOp::VisualShaderNodeFloatOp() {
  1589. set_input_port_default_value(0, 0.0);
  1590. set_input_port_default_value(1, 0.0);
  1591. }
  1592. ////////////// Integer Op
  1593. String VisualShaderNodeIntOp::get_caption() const {
  1594. return "IntOp";
  1595. }
  1596. int VisualShaderNodeIntOp::get_input_port_count() const {
  1597. return 2;
  1598. }
  1599. VisualShaderNodeIntOp::PortType VisualShaderNodeIntOp::get_input_port_type(int p_port) const {
  1600. return PORT_TYPE_SCALAR_INT;
  1601. }
  1602. String VisualShaderNodeIntOp::get_input_port_name(int p_port) const {
  1603. return p_port == 0 ? "a" : "b";
  1604. }
  1605. int VisualShaderNodeIntOp::get_output_port_count() const {
  1606. return 1;
  1607. }
  1608. VisualShaderNodeIntOp::PortType VisualShaderNodeIntOp::get_output_port_type(int p_port) const {
  1609. return PORT_TYPE_SCALAR_INT;
  1610. }
  1611. String VisualShaderNodeIntOp::get_output_port_name(int p_port) const {
  1612. return "op"; // No output port means the editor will be used as port.
  1613. }
  1614. String VisualShaderNodeIntOp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  1615. String code = " " + p_output_vars[0] + " = ";
  1616. switch (op) {
  1617. case OP_ADD:
  1618. code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
  1619. break;
  1620. case OP_SUB:
  1621. code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n";
  1622. break;
  1623. case OP_MUL:
  1624. code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
  1625. break;
  1626. case OP_DIV:
  1627. code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n";
  1628. break;
  1629. case OP_MOD:
  1630. code += p_input_vars[0] + " % " + p_input_vars[1] + ";\n";
  1631. break;
  1632. case OP_MAX:
  1633. code += "max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1634. break;
  1635. case OP_MIN:
  1636. code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1637. break;
  1638. case OP_BITWISE_AND:
  1639. code += p_input_vars[0] + " & " + p_input_vars[1] + ";\n";
  1640. break;
  1641. case OP_BITWISE_OR:
  1642. code += p_input_vars[0] + " | " + p_input_vars[1] + ";\n";
  1643. break;
  1644. case OP_BITWISE_XOR:
  1645. code += p_input_vars[0] + " ^ " + p_input_vars[1] + ";\n";
  1646. break;
  1647. case OP_BITWISE_LEFT_SHIFT:
  1648. code += p_input_vars[0] + " << " + p_input_vars[1] + ";\n";
  1649. break;
  1650. case OP_BITWISE_RIGHT_SHIFT:
  1651. code += p_input_vars[0] + " >> " + p_input_vars[1] + ";\n";
  1652. break;
  1653. default:
  1654. break;
  1655. }
  1656. return code;
  1657. }
  1658. void VisualShaderNodeIntOp::set_operator(Operator p_op) {
  1659. ERR_FAIL_INDEX(int(p_op), OP_ENUM_SIZE);
  1660. if (op == p_op) {
  1661. return;
  1662. }
  1663. op = p_op;
  1664. emit_changed();
  1665. }
  1666. VisualShaderNodeIntOp::Operator VisualShaderNodeIntOp::get_operator() const {
  1667. return op;
  1668. }
  1669. Vector<StringName> VisualShaderNodeIntOp::get_editable_properties() const {
  1670. Vector<StringName> props;
  1671. props.push_back("operator");
  1672. return props;
  1673. }
  1674. void VisualShaderNodeIntOp::_bind_methods() {
  1675. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeIntOp::set_operator);
  1676. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeIntOp::get_operator);
  1677. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Subtract,Multiply,Divide,Remainder,Max,Min,Bitwise AND,Bitwise OR,Bitwise XOR,Bitwise Left Shift,Bitwise Right Shift"), "set_operator", "get_operator");
  1678. BIND_ENUM_CONSTANT(OP_ADD);
  1679. BIND_ENUM_CONSTANT(OP_SUB);
  1680. BIND_ENUM_CONSTANT(OP_MUL);
  1681. BIND_ENUM_CONSTANT(OP_DIV);
  1682. BIND_ENUM_CONSTANT(OP_MOD);
  1683. BIND_ENUM_CONSTANT(OP_MAX);
  1684. BIND_ENUM_CONSTANT(OP_MIN);
  1685. BIND_ENUM_CONSTANT(OP_BITWISE_AND);
  1686. BIND_ENUM_CONSTANT(OP_BITWISE_OR);
  1687. BIND_ENUM_CONSTANT(OP_BITWISE_XOR);
  1688. BIND_ENUM_CONSTANT(OP_BITWISE_LEFT_SHIFT);
  1689. BIND_ENUM_CONSTANT(OP_BITWISE_RIGHT_SHIFT);
  1690. BIND_ENUM_CONSTANT(OP_ENUM_SIZE);
  1691. }
  1692. VisualShaderNodeIntOp::VisualShaderNodeIntOp() {
  1693. set_input_port_default_value(0, 0);
  1694. set_input_port_default_value(1, 0);
  1695. }
  1696. ////////////// Unsigned Integer Op
  1697. String VisualShaderNodeUIntOp::get_caption() const {
  1698. return "UIntOp";
  1699. }
  1700. int VisualShaderNodeUIntOp::get_input_port_count() const {
  1701. return 2;
  1702. }
  1703. VisualShaderNodeUIntOp::PortType VisualShaderNodeUIntOp::get_input_port_type(int p_port) const {
  1704. return PORT_TYPE_SCALAR_UINT;
  1705. }
  1706. String VisualShaderNodeUIntOp::get_input_port_name(int p_port) const {
  1707. return p_port == 0 ? "a" : "b";
  1708. }
  1709. int VisualShaderNodeUIntOp::get_output_port_count() const {
  1710. return 1;
  1711. }
  1712. VisualShaderNodeUIntOp::PortType VisualShaderNodeUIntOp::get_output_port_type(int p_port) const {
  1713. return PORT_TYPE_SCALAR_UINT;
  1714. }
  1715. String VisualShaderNodeUIntOp::get_output_port_name(int p_port) const {
  1716. return "op"; // No output port means the editor will be used as port.
  1717. }
  1718. String VisualShaderNodeUIntOp::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 {
  1719. String code = " " + p_output_vars[0] + " = ";
  1720. switch (op) {
  1721. case OP_ADD:
  1722. code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
  1723. break;
  1724. case OP_SUB:
  1725. code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n";
  1726. break;
  1727. case OP_MUL:
  1728. code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
  1729. break;
  1730. case OP_DIV:
  1731. code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n";
  1732. break;
  1733. case OP_MOD:
  1734. code += p_input_vars[0] + " % " + p_input_vars[1] + ";\n";
  1735. break;
  1736. case OP_MAX:
  1737. code += "max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1738. break;
  1739. case OP_MIN:
  1740. code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1741. break;
  1742. case OP_BITWISE_AND:
  1743. code += p_input_vars[0] + " & " + p_input_vars[1] + ";\n";
  1744. break;
  1745. case OP_BITWISE_OR:
  1746. code += p_input_vars[0] + " | " + p_input_vars[1] + ";\n";
  1747. break;
  1748. case OP_BITWISE_XOR:
  1749. code += p_input_vars[0] + " ^ " + p_input_vars[1] + ";\n";
  1750. break;
  1751. case OP_BITWISE_LEFT_SHIFT:
  1752. code += p_input_vars[0] + " << " + p_input_vars[1] + ";\n";
  1753. break;
  1754. case OP_BITWISE_RIGHT_SHIFT:
  1755. code += p_input_vars[0] + " >> " + p_input_vars[1] + ";\n";
  1756. break;
  1757. default:
  1758. break;
  1759. }
  1760. return code;
  1761. }
  1762. void VisualShaderNodeUIntOp::set_operator(Operator p_op) {
  1763. ERR_FAIL_INDEX(int(p_op), OP_ENUM_SIZE);
  1764. if (op == p_op) {
  1765. return;
  1766. }
  1767. op = p_op;
  1768. emit_changed();
  1769. }
  1770. VisualShaderNodeUIntOp::Operator VisualShaderNodeUIntOp::get_operator() const {
  1771. return op;
  1772. }
  1773. Vector<StringName> VisualShaderNodeUIntOp::get_editable_properties() const {
  1774. Vector<StringName> props;
  1775. props.push_back("operator");
  1776. return props;
  1777. }
  1778. void VisualShaderNodeUIntOp::_bind_methods() {
  1779. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeUIntOp::set_operator);
  1780. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeUIntOp::get_operator);
  1781. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Subtract,Multiply,Divide,Remainder,Max,Min,Bitwise AND,Bitwise OR,Bitwise XOR,Bitwise Left Shift,Bitwise Right Shift"), "set_operator", "get_operator");
  1782. BIND_ENUM_CONSTANT(OP_ADD);
  1783. BIND_ENUM_CONSTANT(OP_SUB);
  1784. BIND_ENUM_CONSTANT(OP_MUL);
  1785. BIND_ENUM_CONSTANT(OP_DIV);
  1786. BIND_ENUM_CONSTANT(OP_MOD);
  1787. BIND_ENUM_CONSTANT(OP_MAX);
  1788. BIND_ENUM_CONSTANT(OP_MIN);
  1789. BIND_ENUM_CONSTANT(OP_BITWISE_AND);
  1790. BIND_ENUM_CONSTANT(OP_BITWISE_OR);
  1791. BIND_ENUM_CONSTANT(OP_BITWISE_XOR);
  1792. BIND_ENUM_CONSTANT(OP_BITWISE_LEFT_SHIFT);
  1793. BIND_ENUM_CONSTANT(OP_BITWISE_RIGHT_SHIFT);
  1794. BIND_ENUM_CONSTANT(OP_ENUM_SIZE);
  1795. }
  1796. VisualShaderNodeUIntOp::VisualShaderNodeUIntOp() {
  1797. set_input_port_default_value(0, 0);
  1798. set_input_port_default_value(1, 0);
  1799. }
  1800. ////////////// Vector Op
  1801. String VisualShaderNodeVectorOp::get_caption() const {
  1802. return "VectorOp";
  1803. }
  1804. int VisualShaderNodeVectorOp::get_input_port_count() const {
  1805. return 2;
  1806. }
  1807. String VisualShaderNodeVectorOp::get_input_port_name(int p_port) const {
  1808. return p_port == 0 ? "a" : "b";
  1809. }
  1810. int VisualShaderNodeVectorOp::get_output_port_count() const {
  1811. return 1;
  1812. }
  1813. String VisualShaderNodeVectorOp::get_output_port_name(int p_port) const {
  1814. return "op";
  1815. }
  1816. 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 {
  1817. String code = " " + p_output_vars[0] + " = ";
  1818. switch (op) {
  1819. case OP_ADD:
  1820. code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
  1821. break;
  1822. case OP_SUB:
  1823. code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n";
  1824. break;
  1825. case OP_MUL:
  1826. code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
  1827. break;
  1828. case OP_DIV:
  1829. code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n";
  1830. break;
  1831. case OP_MOD:
  1832. code += "mod(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1833. break;
  1834. case OP_POW:
  1835. code += "pow(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1836. break;
  1837. case OP_MAX:
  1838. code += "max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1839. break;
  1840. case OP_MIN:
  1841. code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1842. break;
  1843. case OP_CROSS:
  1844. if (op_type == OP_TYPE_VECTOR_2D) { // Not supported.
  1845. code += "vec2(0.0);\n";
  1846. } else if (op_type == OP_TYPE_VECTOR_4D) { // Not supported.
  1847. code += "vec4(0.0);\n";
  1848. } else {
  1849. code += "cross(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1850. }
  1851. break;
  1852. case OP_ATAN2:
  1853. code += "atan(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1854. break;
  1855. case OP_REFLECT:
  1856. code += "reflect(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1857. break;
  1858. case OP_STEP:
  1859. code += "step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1860. break;
  1861. default:
  1862. break;
  1863. }
  1864. return code;
  1865. }
  1866. void VisualShaderNodeVectorOp::set_op_type(OpType p_op_type) {
  1867. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  1868. if (op_type == p_op_type) {
  1869. return;
  1870. }
  1871. switch (p_op_type) {
  1872. case OP_TYPE_VECTOR_2D: {
  1873. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  1874. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
  1875. } break;
  1876. case OP_TYPE_VECTOR_3D: {
  1877. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  1878. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
  1879. } break;
  1880. case OP_TYPE_VECTOR_4D: {
  1881. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  1882. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
  1883. } break;
  1884. default:
  1885. break;
  1886. }
  1887. op_type = p_op_type;
  1888. emit_changed();
  1889. }
  1890. void VisualShaderNodeVectorOp::set_operator(Operator p_op) {
  1891. ERR_FAIL_INDEX(int(p_op), int(OP_ENUM_SIZE));
  1892. if (op == p_op) {
  1893. return;
  1894. }
  1895. op = p_op;
  1896. emit_changed();
  1897. }
  1898. VisualShaderNodeVectorOp::Operator VisualShaderNodeVectorOp::get_operator() const {
  1899. return op;
  1900. }
  1901. Vector<StringName> VisualShaderNodeVectorOp::get_editable_properties() const {
  1902. Vector<StringName> props = VisualShaderNodeVectorBase::get_editable_properties();
  1903. props.push_back("operator");
  1904. return props;
  1905. }
  1906. String VisualShaderNodeVectorOp::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  1907. bool invalid_type = false;
  1908. if (op_type == OP_TYPE_VECTOR_2D || op_type == OP_TYPE_VECTOR_4D) {
  1909. if (op == OP_CROSS) {
  1910. invalid_type = true;
  1911. }
  1912. }
  1913. if (invalid_type) {
  1914. return RTR("Invalid operator for that type.");
  1915. }
  1916. return String();
  1917. }
  1918. void VisualShaderNodeVectorOp::_bind_methods() {
  1919. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeVectorOp::set_operator);
  1920. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeVectorOp::get_operator);
  1921. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Subtract,Multiply,Divide,Remainder,Power,Max,Min,Cross,ATan2,Reflect,Step"), "set_operator", "get_operator");
  1922. BIND_ENUM_CONSTANT(OP_ADD);
  1923. BIND_ENUM_CONSTANT(OP_SUB);
  1924. BIND_ENUM_CONSTANT(OP_MUL);
  1925. BIND_ENUM_CONSTANT(OP_DIV);
  1926. BIND_ENUM_CONSTANT(OP_MOD);
  1927. BIND_ENUM_CONSTANT(OP_POW);
  1928. BIND_ENUM_CONSTANT(OP_MAX);
  1929. BIND_ENUM_CONSTANT(OP_MIN);
  1930. BIND_ENUM_CONSTANT(OP_CROSS);
  1931. BIND_ENUM_CONSTANT(OP_ATAN2);
  1932. BIND_ENUM_CONSTANT(OP_REFLECT);
  1933. BIND_ENUM_CONSTANT(OP_STEP);
  1934. BIND_ENUM_CONSTANT(OP_ENUM_SIZE);
  1935. }
  1936. VisualShaderNodeVectorOp::VisualShaderNodeVectorOp() {
  1937. switch (op_type) {
  1938. case OP_TYPE_VECTOR_2D: {
  1939. set_input_port_default_value(0, Vector2());
  1940. set_input_port_default_value(1, Vector2());
  1941. } break;
  1942. case OP_TYPE_VECTOR_3D: {
  1943. set_input_port_default_value(0, Vector3());
  1944. set_input_port_default_value(1, Vector3());
  1945. } break;
  1946. case OP_TYPE_VECTOR_4D: {
  1947. set_input_port_default_value(0, Quaternion());
  1948. set_input_port_default_value(1, Quaternion());
  1949. } break;
  1950. default:
  1951. break;
  1952. }
  1953. }
  1954. ////////////// Color Op
  1955. String VisualShaderNodeColorOp::get_caption() const {
  1956. return "ColorOp";
  1957. }
  1958. int VisualShaderNodeColorOp::get_input_port_count() const {
  1959. return 2;
  1960. }
  1961. VisualShaderNodeColorOp::PortType VisualShaderNodeColorOp::get_input_port_type(int p_port) const {
  1962. return PORT_TYPE_VECTOR_3D;
  1963. }
  1964. String VisualShaderNodeColorOp::get_input_port_name(int p_port) const {
  1965. return p_port == 0 ? "a" : "b";
  1966. }
  1967. int VisualShaderNodeColorOp::get_output_port_count() const {
  1968. return 1;
  1969. }
  1970. VisualShaderNodeColorOp::PortType VisualShaderNodeColorOp::get_output_port_type(int p_port) const {
  1971. return p_port == 0 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR;
  1972. }
  1973. String VisualShaderNodeColorOp::get_output_port_name(int p_port) const {
  1974. return "op"; //no output port means the editor will be used as port
  1975. }
  1976. 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 {
  1977. String code;
  1978. static const char *axisn[3] = { "x", "y", "z" };
  1979. switch (op) {
  1980. case OP_SCREEN: {
  1981. code += " " + p_output_vars[0] + " = vec3(1.0) - (vec3(1.0) - " + p_input_vars[0] + ") * (vec3(1.0) - " + p_input_vars[1] + ");\n";
  1982. } break;
  1983. case OP_DIFFERENCE: {
  1984. code += " " + p_output_vars[0] + " = abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ");\n";
  1985. } break;
  1986. case OP_DARKEN: {
  1987. code += " " + p_output_vars[0] + " = min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1988. } break;
  1989. case OP_LIGHTEN: {
  1990. code += " " + p_output_vars[0] + " = max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  1991. } break;
  1992. case OP_OVERLAY: {
  1993. for (int i = 0; i < 3; i++) {
  1994. code += " {\n";
  1995. code += " float base = " + p_input_vars[0] + "." + axisn[i] + ";\n";
  1996. code += " float blend = " + p_input_vars[1] + "." + axisn[i] + ";\n";
  1997. code += " if (base < 0.5) {\n";
  1998. code += " " + p_output_vars[0] + "." + axisn[i] + " = 2.0 * base * blend;\n";
  1999. code += " } else {\n";
  2000. code += " " + p_output_vars[0] + "." + axisn[i] + " = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);\n";
  2001. code += " }\n";
  2002. code += " }\n";
  2003. }
  2004. } break;
  2005. case OP_DODGE: {
  2006. code += " " + p_output_vars[0] + " = (" + p_input_vars[0] + ") / (vec3(1.0) - " + p_input_vars[1] + ");\n";
  2007. } break;
  2008. case OP_BURN: {
  2009. code += " " + p_output_vars[0] + " = vec3(1.0) - (vec3(1.0) - " + p_input_vars[0] + ") / (" + p_input_vars[1] + ");\n";
  2010. } break;
  2011. case OP_SOFT_LIGHT: {
  2012. for (int i = 0; i < 3; i++) {
  2013. code += " {\n";
  2014. code += " float base = " + p_input_vars[0] + "." + axisn[i] + ";\n";
  2015. code += " float blend = " + p_input_vars[1] + "." + axisn[i] + ";\n";
  2016. code += " if (base < 0.5) {\n";
  2017. code += " " + p_output_vars[0] + "." + axisn[i] + " = (base * (blend + 0.5));\n";
  2018. code += " } else {\n";
  2019. code += " " + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0 - base) * (1.0 - (blend - 0.5)));\n";
  2020. code += " }\n";
  2021. code += " }\n";
  2022. }
  2023. } break;
  2024. case OP_HARD_LIGHT: {
  2025. for (int i = 0; i < 3; i++) {
  2026. code += " {\n";
  2027. code += " float base = " + p_input_vars[0] + "." + axisn[i] + ";\n";
  2028. code += " float blend = " + p_input_vars[1] + "." + axisn[i] + ";\n";
  2029. code += " if (base < 0.5) {\n";
  2030. code += " " + p_output_vars[0] + "." + axisn[i] + " = (base * (2.0 * blend));\n";
  2031. code += " } else {\n";
  2032. code += " " + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0 - base) * (1.0 - 2.0 * (blend - 0.5)));\n";
  2033. code += " }\n";
  2034. code += " }\n";
  2035. }
  2036. } break;
  2037. default:
  2038. break;
  2039. }
  2040. return code;
  2041. }
  2042. void VisualShaderNodeColorOp::set_operator(Operator p_op) {
  2043. ERR_FAIL_INDEX(int(p_op), int(OP_MAX));
  2044. if (op == p_op) {
  2045. return;
  2046. }
  2047. switch (p_op) {
  2048. case OP_SCREEN:
  2049. simple_decl = true;
  2050. break;
  2051. case OP_DIFFERENCE:
  2052. simple_decl = true;
  2053. break;
  2054. case OP_DARKEN:
  2055. simple_decl = true;
  2056. break;
  2057. case OP_LIGHTEN:
  2058. simple_decl = true;
  2059. break;
  2060. case OP_OVERLAY:
  2061. simple_decl = false;
  2062. break;
  2063. case OP_DODGE:
  2064. simple_decl = true;
  2065. break;
  2066. case OP_BURN:
  2067. simple_decl = true;
  2068. break;
  2069. case OP_SOFT_LIGHT:
  2070. simple_decl = false;
  2071. break;
  2072. case OP_HARD_LIGHT:
  2073. simple_decl = false;
  2074. break;
  2075. default:
  2076. break;
  2077. }
  2078. op = p_op;
  2079. emit_changed();
  2080. }
  2081. VisualShaderNodeColorOp::Operator VisualShaderNodeColorOp::get_operator() const {
  2082. return op;
  2083. }
  2084. Vector<StringName> VisualShaderNodeColorOp::get_editable_properties() const {
  2085. Vector<StringName> props;
  2086. props.push_back("operator");
  2087. return props;
  2088. }
  2089. void VisualShaderNodeColorOp::_bind_methods() {
  2090. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeColorOp::set_operator);
  2091. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeColorOp::get_operator);
  2092. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Screen,Difference,Darken,Lighten,Overlay,Dodge,Burn,Soft Light,Hard Light"), "set_operator", "get_operator");
  2093. BIND_ENUM_CONSTANT(OP_SCREEN);
  2094. BIND_ENUM_CONSTANT(OP_DIFFERENCE);
  2095. BIND_ENUM_CONSTANT(OP_DARKEN);
  2096. BIND_ENUM_CONSTANT(OP_LIGHTEN);
  2097. BIND_ENUM_CONSTANT(OP_OVERLAY);
  2098. BIND_ENUM_CONSTANT(OP_DODGE);
  2099. BIND_ENUM_CONSTANT(OP_BURN);
  2100. BIND_ENUM_CONSTANT(OP_SOFT_LIGHT);
  2101. BIND_ENUM_CONSTANT(OP_HARD_LIGHT);
  2102. BIND_ENUM_CONSTANT(OP_MAX);
  2103. }
  2104. VisualShaderNodeColorOp::VisualShaderNodeColorOp() {
  2105. set_input_port_default_value(0, Vector3());
  2106. set_input_port_default_value(1, Vector3());
  2107. }
  2108. ////////////// Transform Op
  2109. String VisualShaderNodeTransformOp::get_caption() const {
  2110. return "TransformOp";
  2111. }
  2112. int VisualShaderNodeTransformOp::get_input_port_count() const {
  2113. return 2;
  2114. }
  2115. VisualShaderNodeTransformOp::PortType VisualShaderNodeTransformOp::get_input_port_type(int p_port) const {
  2116. return PORT_TYPE_TRANSFORM;
  2117. }
  2118. String VisualShaderNodeTransformOp::get_input_port_name(int p_port) const {
  2119. return p_port == 0 ? "a" : "b";
  2120. }
  2121. int VisualShaderNodeTransformOp::get_output_port_count() const {
  2122. return 1;
  2123. }
  2124. VisualShaderNodeTransformOp::PortType VisualShaderNodeTransformOp::get_output_port_type(int p_port) const {
  2125. return PORT_TYPE_TRANSFORM;
  2126. }
  2127. String VisualShaderNodeTransformOp::get_output_port_name(int p_port) const {
  2128. return "mult"; //no output port means the editor will be used as port
  2129. }
  2130. String VisualShaderNodeTransformOp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2131. switch (op) {
  2132. case OP_AxB:
  2133. return " " + p_output_vars[0] + " = " + p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
  2134. case OP_BxA:
  2135. return " " + p_output_vars[0] + " = " + p_input_vars[1] + " * " + p_input_vars[0] + ";\n";
  2136. case OP_AxB_COMP:
  2137. return " " + p_output_vars[0] + " = matrixCompMult(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  2138. case OP_BxA_COMP:
  2139. return " " + p_output_vars[0] + " = matrixCompMult(" + p_input_vars[1] + ", " + p_input_vars[0] + ");\n";
  2140. case OP_ADD:
  2141. return " " + p_output_vars[0] + " = " + p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
  2142. case OP_A_MINUS_B:
  2143. return " " + p_output_vars[0] + " = " + p_input_vars[0] + " - " + p_input_vars[1] + ";\n";
  2144. case OP_B_MINUS_A:
  2145. return " " + p_output_vars[0] + " = " + p_input_vars[1] + " - " + p_input_vars[0] + ";\n";
  2146. case OP_A_DIV_B:
  2147. return " " + p_output_vars[0] + " = " + p_input_vars[0] + " / " + p_input_vars[1] + ";\n";
  2148. case OP_B_DIV_A:
  2149. return " " + p_output_vars[0] + " = " + p_input_vars[1] + " / " + p_input_vars[0] + ";\n";
  2150. default:
  2151. return "";
  2152. }
  2153. }
  2154. void VisualShaderNodeTransformOp::set_operator(Operator p_op) {
  2155. ERR_FAIL_INDEX(int(p_op), int(OP_MAX));
  2156. if (op == p_op) {
  2157. return;
  2158. }
  2159. op = p_op;
  2160. emit_changed();
  2161. }
  2162. VisualShaderNodeTransformOp::Operator VisualShaderNodeTransformOp::get_operator() const {
  2163. return op;
  2164. }
  2165. Vector<StringName> VisualShaderNodeTransformOp::get_editable_properties() const {
  2166. Vector<StringName> props;
  2167. props.push_back("operator");
  2168. return props;
  2169. }
  2170. void VisualShaderNodeTransformOp::_bind_methods() {
  2171. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeTransformOp::set_operator);
  2172. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeTransformOp::get_operator);
  2173. ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "A x B,B x A,A x B(per component),B x A(per component),A + B,A - B,B - A,A / B,B / A"), "set_operator", "get_operator");
  2174. BIND_ENUM_CONSTANT(OP_AxB);
  2175. BIND_ENUM_CONSTANT(OP_BxA);
  2176. BIND_ENUM_CONSTANT(OP_AxB_COMP);
  2177. BIND_ENUM_CONSTANT(OP_BxA_COMP);
  2178. BIND_ENUM_CONSTANT(OP_ADD);
  2179. BIND_ENUM_CONSTANT(OP_A_MINUS_B);
  2180. BIND_ENUM_CONSTANT(OP_B_MINUS_A);
  2181. BIND_ENUM_CONSTANT(OP_A_DIV_B);
  2182. BIND_ENUM_CONSTANT(OP_B_DIV_A);
  2183. BIND_ENUM_CONSTANT(OP_MAX);
  2184. }
  2185. VisualShaderNodeTransformOp::VisualShaderNodeTransformOp() {
  2186. set_input_port_default_value(0, Transform3D());
  2187. set_input_port_default_value(1, Transform3D());
  2188. }
  2189. ////////////// TransformVec Mult
  2190. String VisualShaderNodeTransformVecMult::get_caption() const {
  2191. return "TransformVectorMult";
  2192. }
  2193. int VisualShaderNodeTransformVecMult::get_input_port_count() const {
  2194. return 2;
  2195. }
  2196. VisualShaderNodeTransformVecMult::PortType VisualShaderNodeTransformVecMult::get_input_port_type(int p_port) const {
  2197. return p_port == 0 ? PORT_TYPE_TRANSFORM : PORT_TYPE_VECTOR_3D;
  2198. }
  2199. String VisualShaderNodeTransformVecMult::get_input_port_name(int p_port) const {
  2200. return p_port == 0 ? "a" : "b";
  2201. }
  2202. int VisualShaderNodeTransformVecMult::get_output_port_count() const {
  2203. return 1;
  2204. }
  2205. VisualShaderNodeTransformVecMult::PortType VisualShaderNodeTransformVecMult::get_output_port_type(int p_port) const {
  2206. return p_port == 0 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR;
  2207. }
  2208. String VisualShaderNodeTransformVecMult::get_output_port_name(int p_port) const {
  2209. return ""; //no output port means the editor will be used as port
  2210. }
  2211. 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 {
  2212. if (op == OP_AxB) {
  2213. return " " + p_output_vars[0] + " = (" + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 1.0)).xyz;\n";
  2214. } else if (op == OP_BxA) {
  2215. return " " + p_output_vars[0] + " = (vec4(" + p_input_vars[1] + ", 1.0) * " + p_input_vars[0] + ").xyz;\n";
  2216. } else if (op == OP_3x3_AxB) {
  2217. return " " + p_output_vars[0] + " = (" + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 0.0)).xyz;\n";
  2218. } else {
  2219. return " " + p_output_vars[0] + " = (vec4(" + p_input_vars[1] + ", 0.0) * " + p_input_vars[0] + ").xyz;\n";
  2220. }
  2221. }
  2222. void VisualShaderNodeTransformVecMult::set_operator(Operator p_op) {
  2223. ERR_FAIL_INDEX(int(p_op), int(OP_MAX));
  2224. if (op == p_op) {
  2225. return;
  2226. }
  2227. op = p_op;
  2228. emit_changed();
  2229. }
  2230. VisualShaderNodeTransformVecMult::Operator VisualShaderNodeTransformVecMult::get_operator() const {
  2231. return op;
  2232. }
  2233. Vector<StringName> VisualShaderNodeTransformVecMult::get_editable_properties() const {
  2234. Vector<StringName> props;
  2235. props.push_back("operator");
  2236. return props;
  2237. }
  2238. void VisualShaderNodeTransformVecMult::_bind_methods() {
  2239. ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeTransformVecMult::set_operator);
  2240. ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeTransformVecMult::get_operator);
  2241. 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");
  2242. BIND_ENUM_CONSTANT(OP_AxB);
  2243. BIND_ENUM_CONSTANT(OP_BxA);
  2244. BIND_ENUM_CONSTANT(OP_3x3_AxB);
  2245. BIND_ENUM_CONSTANT(OP_3x3_BxA);
  2246. BIND_ENUM_CONSTANT(OP_MAX);
  2247. }
  2248. VisualShaderNodeTransformVecMult::VisualShaderNodeTransformVecMult() {
  2249. set_input_port_default_value(0, Transform3D());
  2250. set_input_port_default_value(1, Vector3());
  2251. }
  2252. ////////////// Float Func
  2253. String VisualShaderNodeFloatFunc::get_caption() const {
  2254. return "FloatFunc";
  2255. }
  2256. int VisualShaderNodeFloatFunc::get_input_port_count() const {
  2257. return 1;
  2258. }
  2259. VisualShaderNodeFloatFunc::PortType VisualShaderNodeFloatFunc::get_input_port_type(int p_port) const {
  2260. return PORT_TYPE_SCALAR;
  2261. }
  2262. String VisualShaderNodeFloatFunc::get_input_port_name(int p_port) const {
  2263. return "";
  2264. }
  2265. int VisualShaderNodeFloatFunc::get_output_port_count() const {
  2266. return 1;
  2267. }
  2268. VisualShaderNodeFloatFunc::PortType VisualShaderNodeFloatFunc::get_output_port_type(int p_port) const {
  2269. return PORT_TYPE_SCALAR;
  2270. }
  2271. String VisualShaderNodeFloatFunc::get_output_port_name(int p_port) const {
  2272. return ""; //no output port means the editor will be used as port
  2273. }
  2274. String VisualShaderNodeFloatFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2275. static const char *functions[FUNC_MAX] = {
  2276. "sin($)",
  2277. "cos($)",
  2278. "tan($)",
  2279. "asin($)",
  2280. "acos($)",
  2281. "atan($)",
  2282. "sinh($)",
  2283. "cosh($)",
  2284. "tanh($)",
  2285. "log($)",
  2286. "exp($)",
  2287. "sqrt($)",
  2288. "abs($)",
  2289. "sign($)",
  2290. "floor($)",
  2291. "round($)",
  2292. "ceil($)",
  2293. "fract($)",
  2294. "min(max($, 0.0), 1.0)",
  2295. "-($)",
  2296. "acosh($)",
  2297. "asinh($)",
  2298. "atanh($)",
  2299. "degrees($)",
  2300. "exp2($)",
  2301. "inversesqrt($)",
  2302. "log2($)",
  2303. "radians($)",
  2304. "1.0 / ($)",
  2305. "roundEven($)",
  2306. "trunc($)",
  2307. "1.0 - $"
  2308. };
  2309. return " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
  2310. }
  2311. void VisualShaderNodeFloatFunc::set_function(Function p_func) {
  2312. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2313. if (func == p_func) {
  2314. return;
  2315. }
  2316. func = p_func;
  2317. emit_changed();
  2318. }
  2319. VisualShaderNodeFloatFunc::Function VisualShaderNodeFloatFunc::get_function() const {
  2320. return func;
  2321. }
  2322. Vector<StringName> VisualShaderNodeFloatFunc::get_editable_properties() const {
  2323. Vector<StringName> props;
  2324. props.push_back("function");
  2325. return props;
  2326. }
  2327. void VisualShaderNodeFloatFunc::_bind_methods() {
  2328. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeFloatFunc::set_function);
  2329. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeFloatFunc::get_function);
  2330. 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,Fract,Saturate,Negate,ACosH,ASinH,ATanH,Degrees,Exp2,InverseSqrt,Log2,Radians,Reciprocal,RoundEven,Trunc,OneMinus"), "set_function", "get_function");
  2331. BIND_ENUM_CONSTANT(FUNC_SIN);
  2332. BIND_ENUM_CONSTANT(FUNC_COS);
  2333. BIND_ENUM_CONSTANT(FUNC_TAN);
  2334. BIND_ENUM_CONSTANT(FUNC_ASIN);
  2335. BIND_ENUM_CONSTANT(FUNC_ACOS);
  2336. BIND_ENUM_CONSTANT(FUNC_ATAN);
  2337. BIND_ENUM_CONSTANT(FUNC_SINH);
  2338. BIND_ENUM_CONSTANT(FUNC_COSH);
  2339. BIND_ENUM_CONSTANT(FUNC_TANH);
  2340. BIND_ENUM_CONSTANT(FUNC_LOG);
  2341. BIND_ENUM_CONSTANT(FUNC_EXP);
  2342. BIND_ENUM_CONSTANT(FUNC_SQRT);
  2343. BIND_ENUM_CONSTANT(FUNC_ABS);
  2344. BIND_ENUM_CONSTANT(FUNC_SIGN);
  2345. BIND_ENUM_CONSTANT(FUNC_FLOOR);
  2346. BIND_ENUM_CONSTANT(FUNC_ROUND);
  2347. BIND_ENUM_CONSTANT(FUNC_CEIL);
  2348. BIND_ENUM_CONSTANT(FUNC_FRACT);
  2349. BIND_ENUM_CONSTANT(FUNC_SATURATE);
  2350. BIND_ENUM_CONSTANT(FUNC_NEGATE);
  2351. BIND_ENUM_CONSTANT(FUNC_ACOSH);
  2352. BIND_ENUM_CONSTANT(FUNC_ASINH);
  2353. BIND_ENUM_CONSTANT(FUNC_ATANH);
  2354. BIND_ENUM_CONSTANT(FUNC_DEGREES);
  2355. BIND_ENUM_CONSTANT(FUNC_EXP2);
  2356. BIND_ENUM_CONSTANT(FUNC_INVERSE_SQRT);
  2357. BIND_ENUM_CONSTANT(FUNC_LOG2);
  2358. BIND_ENUM_CONSTANT(FUNC_RADIANS);
  2359. BIND_ENUM_CONSTANT(FUNC_RECIPROCAL);
  2360. BIND_ENUM_CONSTANT(FUNC_ROUNDEVEN);
  2361. BIND_ENUM_CONSTANT(FUNC_TRUNC);
  2362. BIND_ENUM_CONSTANT(FUNC_ONEMINUS);
  2363. BIND_ENUM_CONSTANT(FUNC_MAX);
  2364. }
  2365. VisualShaderNodeFloatFunc::VisualShaderNodeFloatFunc() {
  2366. set_input_port_default_value(0, 0.0);
  2367. }
  2368. ////////////// Int Func
  2369. String VisualShaderNodeIntFunc::get_caption() const {
  2370. return "IntFunc";
  2371. }
  2372. int VisualShaderNodeIntFunc::get_input_port_count() const {
  2373. return 1;
  2374. }
  2375. VisualShaderNodeIntFunc::PortType VisualShaderNodeIntFunc::get_input_port_type(int p_port) const {
  2376. return PORT_TYPE_SCALAR_INT;
  2377. }
  2378. String VisualShaderNodeIntFunc::get_input_port_name(int p_port) const {
  2379. return "";
  2380. }
  2381. int VisualShaderNodeIntFunc::get_output_port_count() const {
  2382. return 1;
  2383. }
  2384. VisualShaderNodeIntFunc::PortType VisualShaderNodeIntFunc::get_output_port_type(int p_port) const {
  2385. return PORT_TYPE_SCALAR_INT;
  2386. }
  2387. String VisualShaderNodeIntFunc::get_output_port_name(int p_port) const {
  2388. return ""; //no output port means the editor will be used as port
  2389. }
  2390. String VisualShaderNodeIntFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2391. static const char *functions[FUNC_MAX] = {
  2392. "abs($)",
  2393. "-($)",
  2394. "sign($)",
  2395. "~($)"
  2396. };
  2397. return " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
  2398. }
  2399. void VisualShaderNodeIntFunc::set_function(Function p_func) {
  2400. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2401. if (func == p_func) {
  2402. return;
  2403. }
  2404. func = p_func;
  2405. emit_changed();
  2406. }
  2407. VisualShaderNodeIntFunc::Function VisualShaderNodeIntFunc::get_function() const {
  2408. return func;
  2409. }
  2410. Vector<StringName> VisualShaderNodeIntFunc::get_editable_properties() const {
  2411. Vector<StringName> props;
  2412. props.push_back("function");
  2413. return props;
  2414. }
  2415. void VisualShaderNodeIntFunc::_bind_methods() {
  2416. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeIntFunc::set_function);
  2417. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeIntFunc::get_function);
  2418. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Abs,Negate,Sign,Bitwise NOT"), "set_function", "get_function");
  2419. BIND_ENUM_CONSTANT(FUNC_ABS);
  2420. BIND_ENUM_CONSTANT(FUNC_NEGATE);
  2421. BIND_ENUM_CONSTANT(FUNC_SIGN);
  2422. BIND_ENUM_CONSTANT(FUNC_BITWISE_NOT);
  2423. BIND_ENUM_CONSTANT(FUNC_MAX);
  2424. }
  2425. VisualShaderNodeIntFunc::VisualShaderNodeIntFunc() {
  2426. set_input_port_default_value(0, 0);
  2427. }
  2428. ////////////// Unsigned Int Func
  2429. String VisualShaderNodeUIntFunc::get_caption() const {
  2430. return "UIntFunc";
  2431. }
  2432. int VisualShaderNodeUIntFunc::get_input_port_count() const {
  2433. return 1;
  2434. }
  2435. VisualShaderNodeUIntFunc::PortType VisualShaderNodeUIntFunc::get_input_port_type(int p_port) const {
  2436. return PORT_TYPE_SCALAR_UINT;
  2437. }
  2438. String VisualShaderNodeUIntFunc::get_input_port_name(int p_port) const {
  2439. return "";
  2440. }
  2441. int VisualShaderNodeUIntFunc::get_output_port_count() const {
  2442. return 1;
  2443. }
  2444. VisualShaderNodeUIntFunc::PortType VisualShaderNodeUIntFunc::get_output_port_type(int p_port) const {
  2445. return PORT_TYPE_SCALAR_UINT;
  2446. }
  2447. String VisualShaderNodeUIntFunc::get_output_port_name(int p_port) const {
  2448. return ""; // No output port means the editor will be used as port.
  2449. }
  2450. String VisualShaderNodeUIntFunc::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 {
  2451. static const char *functions[FUNC_MAX] = {
  2452. "-($)",
  2453. "~($)"
  2454. };
  2455. return " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
  2456. }
  2457. void VisualShaderNodeUIntFunc::set_function(Function p_func) {
  2458. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2459. if (func == p_func) {
  2460. return;
  2461. }
  2462. func = p_func;
  2463. emit_changed();
  2464. }
  2465. VisualShaderNodeUIntFunc::Function VisualShaderNodeUIntFunc::get_function() const {
  2466. return func;
  2467. }
  2468. Vector<StringName> VisualShaderNodeUIntFunc::get_editable_properties() const {
  2469. Vector<StringName> props;
  2470. props.push_back("function");
  2471. return props;
  2472. }
  2473. void VisualShaderNodeUIntFunc::_bind_methods() {
  2474. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeUIntFunc::set_function);
  2475. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeUIntFunc::get_function);
  2476. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Negate,Bitwise NOT"), "set_function", "get_function");
  2477. BIND_ENUM_CONSTANT(FUNC_NEGATE);
  2478. BIND_ENUM_CONSTANT(FUNC_BITWISE_NOT);
  2479. BIND_ENUM_CONSTANT(FUNC_MAX);
  2480. }
  2481. VisualShaderNodeUIntFunc::VisualShaderNodeUIntFunc() {
  2482. set_input_port_default_value(0, 0);
  2483. }
  2484. ////////////// Vector Func
  2485. String VisualShaderNodeVectorFunc::get_caption() const {
  2486. return "VectorFunc";
  2487. }
  2488. int VisualShaderNodeVectorFunc::get_input_port_count() const {
  2489. return 1;
  2490. }
  2491. String VisualShaderNodeVectorFunc::get_input_port_name(int p_port) const {
  2492. return "";
  2493. }
  2494. int VisualShaderNodeVectorFunc::get_output_port_count() const {
  2495. return 1;
  2496. }
  2497. String VisualShaderNodeVectorFunc::get_output_port_name(int p_port) const {
  2498. return "result";
  2499. }
  2500. 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 {
  2501. static const char *funcs[FUNC_MAX] = {
  2502. "normalize($)",
  2503. "", // FUNC_SATURATE
  2504. "-($)",
  2505. "1.0 / ($)",
  2506. "abs($)",
  2507. "acos($)",
  2508. "acosh($)",
  2509. "asin($)",
  2510. "asinh($)",
  2511. "atan($)",
  2512. "atanh($)",
  2513. "ceil($)",
  2514. "cos($)",
  2515. "cosh($)",
  2516. "degrees($)",
  2517. "exp($)",
  2518. "exp2($)",
  2519. "floor($)",
  2520. "fract($)",
  2521. "inversesqrt($)",
  2522. "log($)",
  2523. "log2($)",
  2524. "radians($)",
  2525. "round($)",
  2526. "roundEven($)",
  2527. "sign($)",
  2528. "sin($)",
  2529. "sinh($)",
  2530. "sqrt($)",
  2531. "tan($)",
  2532. "tanh($)",
  2533. "trunc($)",
  2534. "" // FUNC_ONEMINUS
  2535. };
  2536. if (func == FUNC_SATURATE) {
  2537. String code;
  2538. if (op_type == OP_TYPE_VECTOR_2D) {
  2539. code = "max(min($, vec2(1.0)), vec2(0.0))";
  2540. } else if (op_type == OP_TYPE_VECTOR_3D) {
  2541. code = "max(min($, vec3(1.0)), vec3(0.0))";
  2542. } else {
  2543. code = "max(min($, vec4(1.0)), vec4(0.0))";
  2544. }
  2545. return " " + p_output_vars[0] + " = " + code.replace("$", p_input_vars[0]) + ";\n";
  2546. }
  2547. if (func == FUNC_ONEMINUS) {
  2548. String code;
  2549. if (op_type == OP_TYPE_VECTOR_2D) {
  2550. code = "vec2(1.0) - $";
  2551. } else if (op_type == OP_TYPE_VECTOR_3D) {
  2552. code = "vec3(1.0) - $";
  2553. } else {
  2554. code = "vec4(1.0) - $";
  2555. }
  2556. return " " + p_output_vars[0] + " = " + code.replace("$", p_input_vars[0]) + ";\n";
  2557. }
  2558. return " " + p_output_vars[0] + " = " + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
  2559. }
  2560. void VisualShaderNodeVectorFunc::set_op_type(OpType p_op_type) {
  2561. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  2562. if (op_type == p_op_type) {
  2563. return;
  2564. }
  2565. switch (p_op_type) {
  2566. case OP_TYPE_VECTOR_2D: {
  2567. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  2568. } break;
  2569. case OP_TYPE_VECTOR_3D: {
  2570. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  2571. } break;
  2572. case OP_TYPE_VECTOR_4D: {
  2573. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  2574. } break;
  2575. default:
  2576. break;
  2577. }
  2578. op_type = p_op_type;
  2579. emit_changed();
  2580. }
  2581. void VisualShaderNodeVectorFunc::set_function(Function p_func) {
  2582. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2583. if (func == p_func) {
  2584. return;
  2585. }
  2586. func = p_func;
  2587. emit_changed();
  2588. }
  2589. VisualShaderNodeVectorFunc::Function VisualShaderNodeVectorFunc::get_function() const {
  2590. return func;
  2591. }
  2592. Vector<StringName> VisualShaderNodeVectorFunc::get_editable_properties() const {
  2593. Vector<StringName> props = VisualShaderNodeVectorBase::get_editable_properties();
  2594. props.push_back("function");
  2595. return props;
  2596. }
  2597. void VisualShaderNodeVectorFunc::_bind_methods() {
  2598. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeVectorFunc::set_function);
  2599. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeVectorFunc::get_function);
  2600. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Normalize,Saturate,Negate,Reciprocal,Abs,ACos,ACosH,ASin,ASinH,ATan,ATanH,Ceil,Cos,CosH,Degrees,Exp,Exp2,Floor,Fract,InverseSqrt,Log,Log2,Radians,Round,RoundEven,Sign,Sin,SinH,Sqrt,Tan,TanH,Trunc,OneMinus"), "set_function", "get_function");
  2601. BIND_ENUM_CONSTANT(FUNC_NORMALIZE);
  2602. BIND_ENUM_CONSTANT(FUNC_SATURATE);
  2603. BIND_ENUM_CONSTANT(FUNC_NEGATE);
  2604. BIND_ENUM_CONSTANT(FUNC_RECIPROCAL);
  2605. BIND_ENUM_CONSTANT(FUNC_ABS);
  2606. BIND_ENUM_CONSTANT(FUNC_ACOS);
  2607. BIND_ENUM_CONSTANT(FUNC_ACOSH);
  2608. BIND_ENUM_CONSTANT(FUNC_ASIN);
  2609. BIND_ENUM_CONSTANT(FUNC_ASINH);
  2610. BIND_ENUM_CONSTANT(FUNC_ATAN);
  2611. BIND_ENUM_CONSTANT(FUNC_ATANH);
  2612. BIND_ENUM_CONSTANT(FUNC_CEIL);
  2613. BIND_ENUM_CONSTANT(FUNC_COS);
  2614. BIND_ENUM_CONSTANT(FUNC_COSH);
  2615. BIND_ENUM_CONSTANT(FUNC_DEGREES);
  2616. BIND_ENUM_CONSTANT(FUNC_EXP);
  2617. BIND_ENUM_CONSTANT(FUNC_EXP2);
  2618. BIND_ENUM_CONSTANT(FUNC_FLOOR);
  2619. BIND_ENUM_CONSTANT(FUNC_FRACT);
  2620. BIND_ENUM_CONSTANT(FUNC_INVERSE_SQRT);
  2621. BIND_ENUM_CONSTANT(FUNC_LOG);
  2622. BIND_ENUM_CONSTANT(FUNC_LOG2);
  2623. BIND_ENUM_CONSTANT(FUNC_RADIANS);
  2624. BIND_ENUM_CONSTANT(FUNC_ROUND);
  2625. BIND_ENUM_CONSTANT(FUNC_ROUNDEVEN);
  2626. BIND_ENUM_CONSTANT(FUNC_SIGN);
  2627. BIND_ENUM_CONSTANT(FUNC_SIN);
  2628. BIND_ENUM_CONSTANT(FUNC_SINH);
  2629. BIND_ENUM_CONSTANT(FUNC_SQRT);
  2630. BIND_ENUM_CONSTANT(FUNC_TAN);
  2631. BIND_ENUM_CONSTANT(FUNC_TANH);
  2632. BIND_ENUM_CONSTANT(FUNC_TRUNC);
  2633. BIND_ENUM_CONSTANT(FUNC_ONEMINUS);
  2634. BIND_ENUM_CONSTANT(FUNC_MAX);
  2635. }
  2636. VisualShaderNodeVectorFunc::VisualShaderNodeVectorFunc() {
  2637. switch (op_type) {
  2638. case OP_TYPE_VECTOR_2D: {
  2639. set_input_port_default_value(0, Vector2());
  2640. } break;
  2641. case OP_TYPE_VECTOR_3D: {
  2642. set_input_port_default_value(0, Vector3());
  2643. } break;
  2644. case OP_TYPE_VECTOR_4D: {
  2645. set_input_port_default_value(0, Quaternion());
  2646. } break;
  2647. default:
  2648. break;
  2649. }
  2650. }
  2651. ////////////// ColorFunc
  2652. String VisualShaderNodeColorFunc::get_caption() const {
  2653. return "ColorFunc";
  2654. }
  2655. int VisualShaderNodeColorFunc::get_input_port_count() const {
  2656. return 1;
  2657. }
  2658. VisualShaderNodeColorFunc::PortType VisualShaderNodeColorFunc::get_input_port_type(int p_port) const {
  2659. return PORT_TYPE_VECTOR_3D;
  2660. }
  2661. String VisualShaderNodeColorFunc::get_input_port_name(int p_port) const {
  2662. return "";
  2663. }
  2664. int VisualShaderNodeColorFunc::get_output_port_count() const {
  2665. return 1;
  2666. }
  2667. VisualShaderNodeColorFunc::PortType VisualShaderNodeColorFunc::get_output_port_type(int p_port) const {
  2668. return p_port == 0 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR;
  2669. }
  2670. String VisualShaderNodeColorFunc::get_output_port_name(int p_port) const {
  2671. return "";
  2672. }
  2673. 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 {
  2674. String code;
  2675. switch (func) {
  2676. case FUNC_GRAYSCALE:
  2677. code += " {\n";
  2678. code += " vec3 c = " + p_input_vars[0] + ";\n";
  2679. code += " float max1 = max(c.r, c.g);\n";
  2680. code += " float max2 = max(max1, c.b);\n";
  2681. code += " " + p_output_vars[0] + " = vec3(max2, max2, max2);\n";
  2682. code += " }\n";
  2683. break;
  2684. case FUNC_HSV2RGB:
  2685. code += " {\n";
  2686. code += " vec3 c = " + p_input_vars[0] + ";\n";
  2687. code += " vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n";
  2688. code += " vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n";
  2689. code += " " + p_output_vars[0] + " = c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n";
  2690. code += " }\n";
  2691. break;
  2692. case FUNC_RGB2HSV:
  2693. code += " {\n";
  2694. code += " vec3 c = " + p_input_vars[0] + ";\n";
  2695. code += " vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);\n";
  2696. code += " vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));\n";
  2697. code += " vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));\n";
  2698. code += " float d = q.x - min(q.w, q.y);\n";
  2699. code += " float e = 1.0e-10;\n";
  2700. code += " " + p_output_vars[0] + " = vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);\n";
  2701. code += " }\n";
  2702. break;
  2703. case FUNC_SEPIA:
  2704. code += " {\n";
  2705. code += " vec3 c = " + p_input_vars[0] + ";\n";
  2706. code += " float r = (c.r * .393) + (c.g *.769) + (c.b * .189);\n";
  2707. code += " float g = (c.r * .349) + (c.g *.686) + (c.b * .168);\n";
  2708. code += " float b = (c.r * .272) + (c.g *.534) + (c.b * .131);\n";
  2709. code += " " + p_output_vars[0] + " = vec3(r, g, b);\n";
  2710. code += " }\n";
  2711. break;
  2712. case FUNC_LINEAR_TO_SRGB:
  2713. code += " {\n";
  2714. if (RenderingServer::get_singleton()->is_low_end()) {
  2715. code += " vec3 c = " + p_input_vars[0] + ";\n";
  2716. code += " " + p_output_vars[0] + " = max(vec3(1.055) * pow(c, vec3(0.416666667)) - vec3(0.055), vec3(0.0));\n";
  2717. } else {
  2718. code += " vec3 c = clamp(" + p_input_vars[0] + ", vec3(0.0), vec3(1.0));\n";
  2719. code += " const vec3 a = vec3(0.055f);\n";
  2720. code += " " + p_output_vars[0] + " = mix((vec3(1.0f) + a) * pow(c.rgb, vec3(1.0f / 2.4f)) - a, 12.92f * c.rgb, lessThan(c.rgb, vec3(0.0031308f)));\n";
  2721. }
  2722. code += " }\n";
  2723. break;
  2724. case FUNC_SRGB_TO_LINEAR:
  2725. code += " {\n";
  2726. if (RenderingServer::get_singleton()->is_low_end()) {
  2727. code += " vec3 c = " + p_input_vars[0] + ";\n";
  2728. code += " " + p_output_vars[0] + " = c * (c * (c * 0.305306011 + 0.682171111) + 0.012522878);\n";
  2729. } else {
  2730. code += " vec3 c = " + p_input_vars[0] + ";\n";
  2731. code += " " + p_output_vars[0] + " = mix(pow((c.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), c.rgb * (1.0 / 12.92), lessThan(c.rgb, vec3(0.04045)));\n";
  2732. }
  2733. code += " }\n";
  2734. break;
  2735. default:
  2736. break;
  2737. }
  2738. return code;
  2739. }
  2740. void VisualShaderNodeColorFunc::set_function(Function p_func) {
  2741. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2742. if (func == p_func) {
  2743. return;
  2744. }
  2745. func = p_func;
  2746. emit_changed();
  2747. }
  2748. VisualShaderNodeColorFunc::Function VisualShaderNodeColorFunc::get_function() const {
  2749. return func;
  2750. }
  2751. Vector<StringName> VisualShaderNodeColorFunc::get_editable_properties() const {
  2752. Vector<StringName> props;
  2753. props.push_back("function");
  2754. return props;
  2755. }
  2756. void VisualShaderNodeColorFunc::_bind_methods() {
  2757. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeColorFunc::set_function);
  2758. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeColorFunc::get_function);
  2759. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Grayscale,HSV2RGB,RGB2HSV,Sepia,LinearToSRGB,SRGBToLinear"), "set_function", "get_function");
  2760. BIND_ENUM_CONSTANT(FUNC_GRAYSCALE);
  2761. BIND_ENUM_CONSTANT(FUNC_HSV2RGB);
  2762. BIND_ENUM_CONSTANT(FUNC_RGB2HSV);
  2763. BIND_ENUM_CONSTANT(FUNC_SEPIA);
  2764. BIND_ENUM_CONSTANT(FUNC_LINEAR_TO_SRGB);
  2765. BIND_ENUM_CONSTANT(FUNC_SRGB_TO_LINEAR);
  2766. BIND_ENUM_CONSTANT(FUNC_MAX);
  2767. }
  2768. VisualShaderNodeColorFunc::VisualShaderNodeColorFunc() {
  2769. simple_decl = false;
  2770. set_input_port_default_value(0, Vector3());
  2771. }
  2772. ////////////// Transform Func
  2773. String VisualShaderNodeTransformFunc::get_caption() const {
  2774. return "TransformFunc";
  2775. }
  2776. int VisualShaderNodeTransformFunc::get_input_port_count() const {
  2777. return 1;
  2778. }
  2779. VisualShaderNodeTransformFunc::PortType VisualShaderNodeTransformFunc::get_input_port_type(int p_port) const {
  2780. return PORT_TYPE_TRANSFORM;
  2781. }
  2782. String VisualShaderNodeTransformFunc::get_input_port_name(int p_port) const {
  2783. return "";
  2784. }
  2785. int VisualShaderNodeTransformFunc::get_output_port_count() const {
  2786. return 1;
  2787. }
  2788. VisualShaderNodeTransformFunc::PortType VisualShaderNodeTransformFunc::get_output_port_type(int p_port) const {
  2789. return PORT_TYPE_TRANSFORM;
  2790. }
  2791. String VisualShaderNodeTransformFunc::get_output_port_name(int p_port) const {
  2792. return "";
  2793. }
  2794. 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 {
  2795. static const char *functions[FUNC_MAX] = {
  2796. "inverse($)",
  2797. "transpose($)"
  2798. };
  2799. String code;
  2800. code += " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
  2801. return code;
  2802. }
  2803. void VisualShaderNodeTransformFunc::set_function(Function p_func) {
  2804. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2805. if (func == p_func) {
  2806. return;
  2807. }
  2808. func = p_func;
  2809. emit_changed();
  2810. }
  2811. VisualShaderNodeTransformFunc::Function VisualShaderNodeTransformFunc::get_function() const {
  2812. return func;
  2813. }
  2814. Vector<StringName> VisualShaderNodeTransformFunc::get_editable_properties() const {
  2815. Vector<StringName> props;
  2816. props.push_back("function");
  2817. return props;
  2818. }
  2819. void VisualShaderNodeTransformFunc::_bind_methods() {
  2820. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeTransformFunc::set_function);
  2821. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeTransformFunc::get_function);
  2822. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Inverse,Transpose"), "set_function", "get_function");
  2823. BIND_ENUM_CONSTANT(FUNC_INVERSE);
  2824. BIND_ENUM_CONSTANT(FUNC_TRANSPOSE);
  2825. BIND_ENUM_CONSTANT(FUNC_MAX);
  2826. }
  2827. VisualShaderNodeTransformFunc::VisualShaderNodeTransformFunc() {
  2828. set_input_port_default_value(0, Transform3D());
  2829. }
  2830. ////////////// UV Func
  2831. String VisualShaderNodeUVFunc::get_caption() const {
  2832. return "UVFunc";
  2833. }
  2834. int VisualShaderNodeUVFunc::get_input_port_count() const {
  2835. return 3;
  2836. }
  2837. VisualShaderNodeUVFunc::PortType VisualShaderNodeUVFunc::get_input_port_type(int p_port) const {
  2838. switch (p_port) {
  2839. case 0:
  2840. return PORT_TYPE_VECTOR_2D; // uv
  2841. case 1:
  2842. return PORT_TYPE_VECTOR_2D; // scale
  2843. case 2:
  2844. return PORT_TYPE_VECTOR_2D; // offset & pivot
  2845. default:
  2846. break;
  2847. }
  2848. return PORT_TYPE_SCALAR;
  2849. }
  2850. String VisualShaderNodeUVFunc::get_input_port_name(int p_port) const {
  2851. switch (p_port) {
  2852. case 0:
  2853. return "uv";
  2854. case 1:
  2855. return "scale";
  2856. case 2:
  2857. switch (func) {
  2858. case FUNC_PANNING:
  2859. return "offset";
  2860. case FUNC_SCALING:
  2861. return "pivot";
  2862. default:
  2863. break;
  2864. }
  2865. break;
  2866. default:
  2867. break;
  2868. }
  2869. return "";
  2870. }
  2871. bool VisualShaderNodeUVFunc::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  2872. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  2873. if (p_port == 0) {
  2874. return true;
  2875. }
  2876. }
  2877. return false;
  2878. }
  2879. int VisualShaderNodeUVFunc::get_output_port_count() const {
  2880. return 1;
  2881. }
  2882. VisualShaderNodeUVFunc::PortType VisualShaderNodeUVFunc::get_output_port_type(int p_port) const {
  2883. return p_port == 0 ? PORT_TYPE_VECTOR_2D : PORT_TYPE_SCALAR;
  2884. }
  2885. String VisualShaderNodeUVFunc::get_output_port_name(int p_port) const {
  2886. return "uv";
  2887. }
  2888. bool VisualShaderNodeUVFunc::is_show_prop_names() const {
  2889. return true;
  2890. }
  2891. String VisualShaderNodeUVFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  2892. String code;
  2893. String uv;
  2894. if (p_input_vars[0].is_empty()) {
  2895. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  2896. uv = "UV";
  2897. } else {
  2898. uv = "vec2(0.0)";
  2899. }
  2900. } else {
  2901. uv = vformat("%s", p_input_vars[0]);
  2902. }
  2903. String scale = vformat("%s", p_input_vars[1]);
  2904. String offset_pivot = vformat("%s", p_input_vars[2]);
  2905. switch (func) {
  2906. case FUNC_PANNING: {
  2907. code += vformat(" %s = %s * %s + %s;\n", p_output_vars[0], offset_pivot, scale, uv);
  2908. } break;
  2909. case FUNC_SCALING: {
  2910. code += vformat(" %s = (%s - %s) * %s + %s;\n", p_output_vars[0], uv, offset_pivot, scale, offset_pivot);
  2911. } break;
  2912. default:
  2913. break;
  2914. }
  2915. return code;
  2916. }
  2917. void VisualShaderNodeUVFunc::set_function(VisualShaderNodeUVFunc::Function p_func) {
  2918. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  2919. if (func == p_func) {
  2920. return;
  2921. }
  2922. if (p_func == FUNC_PANNING) {
  2923. set_input_port_default_value(2, Vector2(), get_input_port_default_value(2)); // offset
  2924. } else { // FUNC_SCALING
  2925. set_input_port_default_value(2, Vector2(0.5, 0.5), get_input_port_default_value(2)); // pivot
  2926. }
  2927. func = p_func;
  2928. emit_changed();
  2929. }
  2930. VisualShaderNodeUVFunc::Function VisualShaderNodeUVFunc::get_function() const {
  2931. return func;
  2932. }
  2933. Vector<StringName> VisualShaderNodeUVFunc::get_editable_properties() const {
  2934. Vector<StringName> props;
  2935. props.push_back("function");
  2936. return props;
  2937. }
  2938. void VisualShaderNodeUVFunc::_bind_methods() {
  2939. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeUVFunc::set_function);
  2940. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeUVFunc::get_function);
  2941. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Panning,Scaling"), "set_function", "get_function");
  2942. BIND_ENUM_CONSTANT(FUNC_PANNING);
  2943. BIND_ENUM_CONSTANT(FUNC_SCALING);
  2944. BIND_ENUM_CONSTANT(FUNC_MAX);
  2945. }
  2946. VisualShaderNodeUVFunc::VisualShaderNodeUVFunc() {
  2947. set_input_port_default_value(1, Vector2(1.0, 1.0)); // scale
  2948. set_input_port_default_value(2, Vector2()); // offset
  2949. }
  2950. ////////////// UV PolarCoord
  2951. String VisualShaderNodeUVPolarCoord::get_caption() const {
  2952. return "UVPolarCoord";
  2953. }
  2954. int VisualShaderNodeUVPolarCoord::get_input_port_count() const {
  2955. return 4;
  2956. }
  2957. VisualShaderNodeUVPolarCoord::PortType VisualShaderNodeUVPolarCoord::get_input_port_type(int p_port) const {
  2958. switch (p_port) {
  2959. case 0:
  2960. return PORT_TYPE_VECTOR_2D; // uv
  2961. case 1:
  2962. return PORT_TYPE_VECTOR_2D; // center
  2963. case 2:
  2964. return PORT_TYPE_SCALAR; // zoom
  2965. case 3:
  2966. return PORT_TYPE_SCALAR; // repeat
  2967. default:
  2968. break;
  2969. }
  2970. return PORT_TYPE_SCALAR;
  2971. }
  2972. String VisualShaderNodeUVPolarCoord::get_input_port_name(int p_port) const {
  2973. switch (p_port) {
  2974. case 0:
  2975. return "uv";
  2976. case 1:
  2977. return "scale";
  2978. case 2:
  2979. return "zoom strength";
  2980. case 3:
  2981. return "repeat";
  2982. default:
  2983. break;
  2984. }
  2985. return "";
  2986. }
  2987. bool VisualShaderNodeUVPolarCoord::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  2988. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  2989. if (p_port == 0) {
  2990. return true;
  2991. }
  2992. }
  2993. return false;
  2994. }
  2995. int VisualShaderNodeUVPolarCoord::get_output_port_count() const {
  2996. return 1;
  2997. }
  2998. VisualShaderNodeUVPolarCoord::PortType VisualShaderNodeUVPolarCoord::get_output_port_type(int p_port) const {
  2999. return p_port == 0 ? PORT_TYPE_VECTOR_2D : PORT_TYPE_SCALAR;
  3000. }
  3001. String VisualShaderNodeUVPolarCoord::get_output_port_name(int p_port) const {
  3002. return "uv";
  3003. }
  3004. String VisualShaderNodeUVPolarCoord::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 {
  3005. String code;
  3006. code += " {\n";
  3007. String uv;
  3008. if (p_input_vars[0].is_empty()) {
  3009. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  3010. uv = "UV";
  3011. } else {
  3012. uv = "vec2(0.0)";
  3013. }
  3014. } else {
  3015. uv = vformat("%s", p_input_vars[0]);
  3016. }
  3017. String center = vformat("%s", p_input_vars[1]);
  3018. String zoom = vformat("%s", p_input_vars[2]);
  3019. String repeat = vformat("%s", p_input_vars[3]);
  3020. if (p_mode == Shader::MODE_CANVAS_ITEM) {
  3021. code += vformat(" vec2 __dir = %s - %s;\n", uv, center);
  3022. code += " float __radius = length(__dir) * 2.0;\n";
  3023. code += " float __angle = atan(__dir.y, __dir.x) * 1.0 / (PI * 2.0);\n";
  3024. code += vformat(" %s = mod(vec2(__radius * %s, __angle * %s), 1.0);\n", p_output_vars[0], zoom, repeat);
  3025. } else {
  3026. code += vformat(" vec2 __dir = %s - %s;\n", uv, center);
  3027. code += " float __radius = length(__dir) * 2.0;\n";
  3028. code += " float __angle = atan(__dir.y, __dir.x) * 1.0 / (PI * 2.0);\n";
  3029. code += vformat(" %s = vec2(__radius * %s, __angle * %s);\n", p_output_vars[0], zoom, repeat);
  3030. }
  3031. code += " }\n";
  3032. return code;
  3033. }
  3034. VisualShaderNodeUVPolarCoord::VisualShaderNodeUVPolarCoord() {
  3035. set_input_port_default_value(1, Vector2(0.5, 0.5)); // center
  3036. set_input_port_default_value(2, 1.0); // zoom
  3037. set_input_port_default_value(3, 1.0); // repeat
  3038. simple_decl = false;
  3039. }
  3040. ////////////// Dot Product
  3041. String VisualShaderNodeDotProduct::get_caption() const {
  3042. return "DotProduct";
  3043. }
  3044. int VisualShaderNodeDotProduct::get_input_port_count() const {
  3045. return 2;
  3046. }
  3047. VisualShaderNodeDotProduct::PortType VisualShaderNodeDotProduct::get_input_port_type(int p_port) const {
  3048. return PORT_TYPE_VECTOR_3D;
  3049. }
  3050. String VisualShaderNodeDotProduct::get_input_port_name(int p_port) const {
  3051. return p_port == 0 ? "a" : "b";
  3052. }
  3053. int VisualShaderNodeDotProduct::get_output_port_count() const {
  3054. return 1;
  3055. }
  3056. VisualShaderNodeDotProduct::PortType VisualShaderNodeDotProduct::get_output_port_type(int p_port) const {
  3057. return PORT_TYPE_SCALAR;
  3058. }
  3059. String VisualShaderNodeDotProduct::get_output_port_name(int p_port) const {
  3060. return "dot";
  3061. }
  3062. 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 {
  3063. return " " + p_output_vars[0] + " = dot(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  3064. }
  3065. VisualShaderNodeDotProduct::VisualShaderNodeDotProduct() {
  3066. set_input_port_default_value(0, Vector3());
  3067. set_input_port_default_value(1, Vector3());
  3068. }
  3069. ////////////// Vector Len
  3070. String VisualShaderNodeVectorLen::get_caption() const {
  3071. return "VectorLen";
  3072. }
  3073. int VisualShaderNodeVectorLen::get_input_port_count() const {
  3074. return 1;
  3075. }
  3076. String VisualShaderNodeVectorLen::get_input_port_name(int p_port) const {
  3077. return "";
  3078. }
  3079. int VisualShaderNodeVectorLen::get_output_port_count() const {
  3080. return 1;
  3081. }
  3082. VisualShaderNodeVectorLen::PortType VisualShaderNodeVectorLen::get_output_port_type(int p_port) const {
  3083. return PORT_TYPE_SCALAR;
  3084. }
  3085. String VisualShaderNodeVectorLen::get_output_port_name(int p_port) const {
  3086. return "length";
  3087. }
  3088. void VisualShaderNodeVectorLen::set_op_type(OpType p_op_type) {
  3089. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  3090. if (op_type == p_op_type) {
  3091. return;
  3092. }
  3093. switch (p_op_type) {
  3094. case OP_TYPE_VECTOR_2D: {
  3095. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  3096. } break;
  3097. case OP_TYPE_VECTOR_3D: {
  3098. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  3099. } break;
  3100. case OP_TYPE_VECTOR_4D: {
  3101. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  3102. } break;
  3103. default:
  3104. break;
  3105. }
  3106. op_type = p_op_type;
  3107. emit_changed();
  3108. }
  3109. 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 {
  3110. return " " + p_output_vars[0] + " = length(" + p_input_vars[0] + ");\n";
  3111. }
  3112. VisualShaderNodeVectorLen::VisualShaderNodeVectorLen() {
  3113. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  3114. }
  3115. ////////////// Determinant
  3116. String VisualShaderNodeDeterminant::get_caption() const {
  3117. return "Determinant";
  3118. }
  3119. int VisualShaderNodeDeterminant::get_input_port_count() const {
  3120. return 1;
  3121. }
  3122. VisualShaderNodeDeterminant::PortType VisualShaderNodeDeterminant::get_input_port_type(int p_port) const {
  3123. return PORT_TYPE_TRANSFORM;
  3124. }
  3125. String VisualShaderNodeDeterminant::get_input_port_name(int p_port) const {
  3126. return "";
  3127. }
  3128. int VisualShaderNodeDeterminant::get_output_port_count() const {
  3129. return 1;
  3130. }
  3131. VisualShaderNodeDeterminant::PortType VisualShaderNodeDeterminant::get_output_port_type(int p_port) const {
  3132. return PORT_TYPE_SCALAR;
  3133. }
  3134. String VisualShaderNodeDeterminant::get_output_port_name(int p_port) const {
  3135. return "";
  3136. }
  3137. 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 {
  3138. return " " + p_output_vars[0] + " = determinant(" + p_input_vars[0] + ");\n";
  3139. }
  3140. VisualShaderNodeDeterminant::VisualShaderNodeDeterminant() {
  3141. set_input_port_default_value(0, Transform3D());
  3142. }
  3143. ////////////// Derivative Function
  3144. String VisualShaderNodeDerivativeFunc::get_caption() const {
  3145. return "DerivativeFunc";
  3146. }
  3147. int VisualShaderNodeDerivativeFunc::get_input_port_count() const {
  3148. return 1;
  3149. }
  3150. VisualShaderNodeDerivativeFunc::PortType VisualShaderNodeDerivativeFunc::get_input_port_type(int p_port) const {
  3151. switch (op_type) {
  3152. case OP_TYPE_VECTOR_2D:
  3153. return PORT_TYPE_VECTOR_2D;
  3154. case OP_TYPE_VECTOR_3D:
  3155. return PORT_TYPE_VECTOR_3D;
  3156. case OP_TYPE_VECTOR_4D:
  3157. return PORT_TYPE_VECTOR_4D;
  3158. default:
  3159. break;
  3160. }
  3161. return PORT_TYPE_SCALAR;
  3162. }
  3163. String VisualShaderNodeDerivativeFunc::get_input_port_name(int p_port) const {
  3164. return "p";
  3165. }
  3166. int VisualShaderNodeDerivativeFunc::get_output_port_count() const {
  3167. return 1;
  3168. }
  3169. VisualShaderNodeDerivativeFunc::PortType VisualShaderNodeDerivativeFunc::get_output_port_type(int p_port) const {
  3170. switch (op_type) {
  3171. case OP_TYPE_VECTOR_2D:
  3172. return p_port == 0 ? PORT_TYPE_VECTOR_2D : PORT_TYPE_SCALAR;
  3173. case OP_TYPE_VECTOR_3D:
  3174. return p_port == 0 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR;
  3175. case OP_TYPE_VECTOR_4D:
  3176. return p_port == 0 ? PORT_TYPE_VECTOR_4D : PORT_TYPE_SCALAR;
  3177. default:
  3178. break;
  3179. }
  3180. return PORT_TYPE_SCALAR;
  3181. }
  3182. String VisualShaderNodeDerivativeFunc::get_output_port_name(int p_port) const {
  3183. return "result";
  3184. }
  3185. String VisualShaderNodeDerivativeFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3186. static const char *functions[FUNC_MAX] = {
  3187. "fwidth$($)",
  3188. "dFdx$($)",
  3189. "dFdy$($)"
  3190. };
  3191. static const char *precisions[PRECISION_MAX] = {
  3192. "",
  3193. "Coarse",
  3194. "Fine"
  3195. };
  3196. String code;
  3197. if (OS::get_singleton()->get_current_rendering_method() == "gl_compatibility") {
  3198. code += " " + p_output_vars[0] + " = " + String(functions[func]).replace_first("$", "").replace_first("$", p_input_vars[0]) + ";\n";
  3199. return code;
  3200. }
  3201. code += " " + p_output_vars[0] + " = " + String(functions[func]).replace_first("$", String(precisions[precision])).replace_first("$", p_input_vars[0]) + ";\n";
  3202. return code;
  3203. }
  3204. String VisualShaderNodeDerivativeFunc::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  3205. if (precision != PRECISION_NONE && OS::get_singleton()->get_current_rendering_method() == "gl_compatibility") {
  3206. String precision_str;
  3207. switch (precision) {
  3208. case PRECISION_COARSE: {
  3209. precision_str = "Coarse";
  3210. } break;
  3211. case PRECISION_FINE: {
  3212. precision_str = "Fine";
  3213. } break;
  3214. default: {
  3215. } break;
  3216. }
  3217. return vformat(RTR("`%s` precision mode is not available for `gl_compatibility` profile.\nReverted to `None` precision."), precision_str);
  3218. }
  3219. return String();
  3220. }
  3221. void VisualShaderNodeDerivativeFunc::set_op_type(OpType p_op_type) {
  3222. ERR_FAIL_INDEX((int)p_op_type, int(OP_TYPE_MAX));
  3223. if (op_type == p_op_type) {
  3224. return;
  3225. }
  3226. switch (p_op_type) {
  3227. case OP_TYPE_SCALAR: {
  3228. set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
  3229. } break;
  3230. case OP_TYPE_VECTOR_2D: {
  3231. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  3232. } break;
  3233. case OP_TYPE_VECTOR_3D: {
  3234. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  3235. } break;
  3236. case OP_TYPE_VECTOR_4D: {
  3237. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  3238. } break;
  3239. default:
  3240. break;
  3241. }
  3242. op_type = p_op_type;
  3243. emit_changed();
  3244. }
  3245. VisualShaderNodeDerivativeFunc::OpType VisualShaderNodeDerivativeFunc::get_op_type() const {
  3246. return op_type;
  3247. }
  3248. void VisualShaderNodeDerivativeFunc::set_function(Function p_func) {
  3249. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  3250. if (func == p_func) {
  3251. return;
  3252. }
  3253. func = p_func;
  3254. emit_changed();
  3255. }
  3256. VisualShaderNodeDerivativeFunc::Function VisualShaderNodeDerivativeFunc::get_function() const {
  3257. return func;
  3258. }
  3259. void VisualShaderNodeDerivativeFunc::set_precision(Precision p_precision) {
  3260. ERR_FAIL_INDEX(int(p_precision), int(PRECISION_MAX));
  3261. if (precision == p_precision) {
  3262. return;
  3263. }
  3264. precision = p_precision;
  3265. emit_changed();
  3266. }
  3267. VisualShaderNodeDerivativeFunc::Precision VisualShaderNodeDerivativeFunc::get_precision() const {
  3268. return precision;
  3269. }
  3270. Vector<StringName> VisualShaderNodeDerivativeFunc::get_editable_properties() const {
  3271. Vector<StringName> props;
  3272. props.push_back("op_type");
  3273. props.push_back("function");
  3274. props.push_back("precision");
  3275. return props;
  3276. }
  3277. void VisualShaderNodeDerivativeFunc::_bind_methods() {
  3278. ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeDerivativeFunc::set_op_type);
  3279. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeDerivativeFunc::get_op_type);
  3280. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeDerivativeFunc::set_function);
  3281. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeDerivativeFunc::get_function);
  3282. ClassDB::bind_method(D_METHOD("set_precision", "precision"), &VisualShaderNodeDerivativeFunc::set_precision);
  3283. ClassDB::bind_method(D_METHOD("get_precision"), &VisualShaderNodeDerivativeFunc::get_precision);
  3284. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector2,Vector3,Vector4"), "set_op_type", "get_op_type");
  3285. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Sum,X,Y"), "set_function", "get_function");
  3286. ADD_PROPERTY(PropertyInfo(Variant::INT, "precision", PROPERTY_HINT_ENUM, "None,Coarse,Fine"), "set_precision", "get_precision");
  3287. BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
  3288. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
  3289. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
  3290. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
  3291. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  3292. BIND_ENUM_CONSTANT(FUNC_SUM);
  3293. BIND_ENUM_CONSTANT(FUNC_X);
  3294. BIND_ENUM_CONSTANT(FUNC_Y);
  3295. BIND_ENUM_CONSTANT(FUNC_MAX);
  3296. BIND_ENUM_CONSTANT(PRECISION_NONE);
  3297. BIND_ENUM_CONSTANT(PRECISION_COARSE);
  3298. BIND_ENUM_CONSTANT(PRECISION_FINE);
  3299. BIND_ENUM_CONSTANT(PRECISION_MAX);
  3300. }
  3301. VisualShaderNodeDerivativeFunc::VisualShaderNodeDerivativeFunc() {
  3302. set_input_port_default_value(0, 0.0);
  3303. }
  3304. ////////////// Clamp
  3305. String VisualShaderNodeClamp::get_caption() const {
  3306. return "Clamp";
  3307. }
  3308. int VisualShaderNodeClamp::get_input_port_count() const {
  3309. return 3;
  3310. }
  3311. VisualShaderNodeClamp::PortType VisualShaderNodeClamp::get_input_port_type(int p_port) const {
  3312. switch (op_type) {
  3313. case OP_TYPE_INT:
  3314. return PORT_TYPE_SCALAR_INT;
  3315. case OP_TYPE_UINT:
  3316. return PORT_TYPE_SCALAR_UINT;
  3317. case OP_TYPE_VECTOR_2D:
  3318. return PORT_TYPE_VECTOR_2D;
  3319. case OP_TYPE_VECTOR_3D:
  3320. return PORT_TYPE_VECTOR_3D;
  3321. case OP_TYPE_VECTOR_4D:
  3322. return PORT_TYPE_VECTOR_4D;
  3323. default:
  3324. break;
  3325. }
  3326. return PORT_TYPE_SCALAR;
  3327. }
  3328. String VisualShaderNodeClamp::get_input_port_name(int p_port) const {
  3329. if (p_port == 0) {
  3330. return "";
  3331. } else if (p_port == 1) {
  3332. return "min";
  3333. } else if (p_port == 2) {
  3334. return "max";
  3335. }
  3336. return "";
  3337. }
  3338. int VisualShaderNodeClamp::get_output_port_count() const {
  3339. return 1;
  3340. }
  3341. VisualShaderNodeClamp::PortType VisualShaderNodeClamp::get_output_port_type(int p_port) const {
  3342. switch (op_type) {
  3343. case OP_TYPE_INT:
  3344. return PORT_TYPE_SCALAR_INT;
  3345. case OP_TYPE_UINT:
  3346. return PORT_TYPE_SCALAR_UINT;
  3347. case OP_TYPE_VECTOR_2D:
  3348. return p_port == 0 ? PORT_TYPE_VECTOR_2D : PORT_TYPE_SCALAR;
  3349. case OP_TYPE_VECTOR_3D:
  3350. return p_port == 0 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR;
  3351. case OP_TYPE_VECTOR_4D:
  3352. return p_port == 0 ? PORT_TYPE_VECTOR_4D : PORT_TYPE_SCALAR;
  3353. default:
  3354. break;
  3355. }
  3356. return PORT_TYPE_SCALAR;
  3357. }
  3358. String VisualShaderNodeClamp::get_output_port_name(int p_port) const {
  3359. return "";
  3360. }
  3361. String VisualShaderNodeClamp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3362. return " " + p_output_vars[0] + " = clamp(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  3363. }
  3364. void VisualShaderNodeClamp::set_op_type(OpType p_op_type) {
  3365. ERR_FAIL_INDEX((int)p_op_type, int(OP_TYPE_MAX));
  3366. if (op_type == p_op_type) {
  3367. return;
  3368. }
  3369. switch (p_op_type) {
  3370. case OP_TYPE_FLOAT:
  3371. set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
  3372. set_input_port_default_value(1, 0.0, get_input_port_default_value(1));
  3373. set_input_port_default_value(2, 0.0, get_input_port_default_value(2));
  3374. break;
  3375. case OP_TYPE_UINT:
  3376. case OP_TYPE_INT:
  3377. set_input_port_default_value(0, 0, get_input_port_default_value(0));
  3378. set_input_port_default_value(1, 0, get_input_port_default_value(1));
  3379. set_input_port_default_value(2, 0, get_input_port_default_value(2));
  3380. break;
  3381. case OP_TYPE_VECTOR_2D:
  3382. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  3383. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
  3384. set_input_port_default_value(2, Vector2(), get_input_port_default_value(2));
  3385. break;
  3386. case OP_TYPE_VECTOR_3D:
  3387. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  3388. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
  3389. set_input_port_default_value(2, Vector3(), get_input_port_default_value(2));
  3390. break;
  3391. case OP_TYPE_VECTOR_4D:
  3392. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  3393. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
  3394. set_input_port_default_value(2, Quaternion(), get_input_port_default_value(2));
  3395. break;
  3396. default:
  3397. break;
  3398. }
  3399. op_type = p_op_type;
  3400. emit_changed();
  3401. }
  3402. VisualShaderNodeClamp::OpType VisualShaderNodeClamp::get_op_type() const {
  3403. return op_type;
  3404. }
  3405. Vector<StringName> VisualShaderNodeClamp::get_editable_properties() const {
  3406. Vector<StringName> props;
  3407. props.push_back("op_type");
  3408. return props;
  3409. }
  3410. void VisualShaderNodeClamp::_bind_methods() {
  3411. ClassDB::bind_method(D_METHOD("set_op_type", "op_type"), &VisualShaderNodeClamp::set_op_type);
  3412. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeClamp::get_op_type);
  3413. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Float,Int,UInt,Vector2,Vector3,Vector4"), "set_op_type", "get_op_type");
  3414. BIND_ENUM_CONSTANT(OP_TYPE_FLOAT);
  3415. BIND_ENUM_CONSTANT(OP_TYPE_INT);
  3416. BIND_ENUM_CONSTANT(OP_TYPE_UINT);
  3417. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
  3418. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
  3419. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
  3420. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  3421. }
  3422. VisualShaderNodeClamp::VisualShaderNodeClamp() {
  3423. set_input_port_default_value(0, 0.0);
  3424. set_input_port_default_value(1, 0.0);
  3425. set_input_port_default_value(2, 1.0);
  3426. }
  3427. ////////////// FaceForward
  3428. String VisualShaderNodeFaceForward::get_caption() const {
  3429. return "FaceForward";
  3430. }
  3431. int VisualShaderNodeFaceForward::get_input_port_count() const {
  3432. return 3;
  3433. }
  3434. String VisualShaderNodeFaceForward::get_input_port_name(int p_port) const {
  3435. switch (p_port) {
  3436. case 0:
  3437. return "N";
  3438. case 1:
  3439. return "I";
  3440. case 2:
  3441. return "Nref";
  3442. default:
  3443. return "";
  3444. }
  3445. }
  3446. int VisualShaderNodeFaceForward::get_output_port_count() const {
  3447. return 1;
  3448. }
  3449. String VisualShaderNodeFaceForward::get_output_port_name(int p_port) const {
  3450. return "";
  3451. }
  3452. void VisualShaderNodeFaceForward::set_op_type(OpType p_op_type) {
  3453. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  3454. if (op_type == p_op_type) {
  3455. return;
  3456. }
  3457. switch (p_op_type) {
  3458. case OP_TYPE_VECTOR_2D: {
  3459. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  3460. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
  3461. set_input_port_default_value(2, Vector2(), get_input_port_default_value(2));
  3462. } break;
  3463. case OP_TYPE_VECTOR_3D: {
  3464. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  3465. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
  3466. set_input_port_default_value(2, Vector3(), get_input_port_default_value(2));
  3467. } break;
  3468. case OP_TYPE_VECTOR_4D: {
  3469. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  3470. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
  3471. set_input_port_default_value(2, Quaternion(), get_input_port_default_value(2));
  3472. } break;
  3473. default:
  3474. break;
  3475. }
  3476. op_type = p_op_type;
  3477. emit_changed();
  3478. }
  3479. 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 {
  3480. return " " + p_output_vars[0] + " = faceforward(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  3481. }
  3482. VisualShaderNodeFaceForward::VisualShaderNodeFaceForward() {
  3483. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  3484. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  3485. set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
  3486. }
  3487. ////////////// Outer Product
  3488. String VisualShaderNodeOuterProduct::get_caption() const {
  3489. return "OuterProduct";
  3490. }
  3491. int VisualShaderNodeOuterProduct::get_input_port_count() const {
  3492. return 2;
  3493. }
  3494. VisualShaderNodeOuterProduct::PortType VisualShaderNodeOuterProduct::get_input_port_type(int p_port) const {
  3495. return PORT_TYPE_VECTOR_3D;
  3496. }
  3497. String VisualShaderNodeOuterProduct::get_input_port_name(int p_port) const {
  3498. switch (p_port) {
  3499. case 0:
  3500. return "c";
  3501. case 1:
  3502. return "r";
  3503. default:
  3504. return "";
  3505. }
  3506. }
  3507. int VisualShaderNodeOuterProduct::get_output_port_count() const {
  3508. return 1;
  3509. }
  3510. VisualShaderNodeOuterProduct::PortType VisualShaderNodeOuterProduct::get_output_port_type(int p_port) const {
  3511. return PORT_TYPE_TRANSFORM;
  3512. }
  3513. String VisualShaderNodeOuterProduct::get_output_port_name(int p_port) const {
  3514. return "";
  3515. }
  3516. 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 {
  3517. return " " + p_output_vars[0] + " = outerProduct(vec4(" + p_input_vars[0] + ", 0.0), vec4(" + p_input_vars[1] + ", 0.0));\n";
  3518. }
  3519. VisualShaderNodeOuterProduct::VisualShaderNodeOuterProduct() {
  3520. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  3521. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  3522. }
  3523. ////////////// Step
  3524. String VisualShaderNodeStep::get_caption() const {
  3525. return "Step";
  3526. }
  3527. int VisualShaderNodeStep::get_input_port_count() const {
  3528. return 2;
  3529. }
  3530. VisualShaderNodeStep::PortType VisualShaderNodeStep::get_input_port_type(int p_port) const {
  3531. switch (op_type) {
  3532. case OP_TYPE_VECTOR_2D:
  3533. return PORT_TYPE_VECTOR_2D;
  3534. case OP_TYPE_VECTOR_2D_SCALAR:
  3535. if (p_port == 1) {
  3536. return PORT_TYPE_VECTOR_2D;
  3537. }
  3538. break;
  3539. case OP_TYPE_VECTOR_3D:
  3540. return PORT_TYPE_VECTOR_3D;
  3541. case OP_TYPE_VECTOR_3D_SCALAR:
  3542. if (p_port == 1) {
  3543. return PORT_TYPE_VECTOR_3D;
  3544. }
  3545. break;
  3546. case OP_TYPE_VECTOR_4D:
  3547. return PORT_TYPE_VECTOR_4D;
  3548. case OP_TYPE_VECTOR_4D_SCALAR:
  3549. if (p_port == 1) {
  3550. return PORT_TYPE_VECTOR_4D;
  3551. }
  3552. break;
  3553. default:
  3554. break;
  3555. }
  3556. return PORT_TYPE_SCALAR;
  3557. }
  3558. String VisualShaderNodeStep::get_input_port_name(int p_port) const {
  3559. switch (p_port) {
  3560. case 0:
  3561. return "edge";
  3562. case 1:
  3563. return "x";
  3564. }
  3565. return String();
  3566. }
  3567. int VisualShaderNodeStep::get_default_input_port(PortType p_type) const {
  3568. return 1;
  3569. }
  3570. int VisualShaderNodeStep::get_output_port_count() const {
  3571. return 1;
  3572. }
  3573. VisualShaderNodeStep::PortType VisualShaderNodeStep::get_output_port_type(int p_port) const {
  3574. switch (op_type) {
  3575. case OP_TYPE_VECTOR_2D:
  3576. case OP_TYPE_VECTOR_2D_SCALAR:
  3577. return p_port == 0 ? PORT_TYPE_VECTOR_2D : PORT_TYPE_SCALAR;
  3578. case OP_TYPE_VECTOR_3D:
  3579. case OP_TYPE_VECTOR_3D_SCALAR:
  3580. return p_port == 0 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR;
  3581. case OP_TYPE_VECTOR_4D:
  3582. case OP_TYPE_VECTOR_4D_SCALAR:
  3583. return p_port == 0 ? PORT_TYPE_VECTOR_4D : PORT_TYPE_SCALAR;
  3584. default:
  3585. break;
  3586. }
  3587. return PORT_TYPE_SCALAR;
  3588. }
  3589. String VisualShaderNodeStep::get_output_port_name(int p_port) const {
  3590. return "";
  3591. }
  3592. void VisualShaderNodeStep::set_op_type(OpType p_op_type) {
  3593. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  3594. if (op_type == p_op_type) {
  3595. return;
  3596. }
  3597. switch (p_op_type) {
  3598. case OP_TYPE_SCALAR: {
  3599. set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
  3600. set_input_port_default_value(1, 0.0, get_input_port_default_value(1));
  3601. } break;
  3602. case OP_TYPE_VECTOR_2D: {
  3603. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  3604. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
  3605. } break;
  3606. case OP_TYPE_VECTOR_2D_SCALAR: {
  3607. set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
  3608. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
  3609. } break;
  3610. case OP_TYPE_VECTOR_3D: {
  3611. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  3612. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
  3613. } break;
  3614. case OP_TYPE_VECTOR_3D_SCALAR: {
  3615. set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
  3616. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
  3617. } break;
  3618. case OP_TYPE_VECTOR_4D: {
  3619. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  3620. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
  3621. } break;
  3622. case OP_TYPE_VECTOR_4D_SCALAR: {
  3623. set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
  3624. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
  3625. } break;
  3626. default:
  3627. break;
  3628. }
  3629. op_type = p_op_type;
  3630. emit_changed();
  3631. }
  3632. VisualShaderNodeStep::OpType VisualShaderNodeStep::get_op_type() const {
  3633. return op_type;
  3634. }
  3635. String VisualShaderNodeStep::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3636. return " " + p_output_vars[0] + " = step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  3637. }
  3638. Vector<StringName> VisualShaderNodeStep::get_editable_properties() const {
  3639. Vector<StringName> props;
  3640. props.push_back("op_type");
  3641. return props;
  3642. }
  3643. void VisualShaderNodeStep::_bind_methods() {
  3644. ClassDB::bind_method(D_METHOD("set_op_type", "op_type"), &VisualShaderNodeStep::set_op_type);
  3645. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeStep::get_op_type);
  3646. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector2,Vector2Scalar,Vector3,Vector3Scalar,Vector4,Vector4Scalar"), "set_op_type", "get_op_type");
  3647. BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
  3648. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
  3649. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D_SCALAR);
  3650. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
  3651. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D_SCALAR);
  3652. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
  3653. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D_SCALAR);
  3654. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  3655. }
  3656. VisualShaderNodeStep::VisualShaderNodeStep() {
  3657. set_input_port_default_value(0, 0.0);
  3658. set_input_port_default_value(1, 0.0);
  3659. }
  3660. ////////////// SmoothStep
  3661. String VisualShaderNodeSmoothStep::get_caption() const {
  3662. return "SmoothStep";
  3663. }
  3664. int VisualShaderNodeSmoothStep::get_input_port_count() const {
  3665. return 3;
  3666. }
  3667. VisualShaderNodeSmoothStep::PortType VisualShaderNodeSmoothStep::get_input_port_type(int p_port) const {
  3668. switch (op_type) {
  3669. case OP_TYPE_VECTOR_2D:
  3670. return PORT_TYPE_VECTOR_2D;
  3671. case OP_TYPE_VECTOR_2D_SCALAR:
  3672. if (p_port == 2) {
  3673. return PORT_TYPE_VECTOR_2D; // x
  3674. }
  3675. break;
  3676. case OP_TYPE_VECTOR_3D:
  3677. return PORT_TYPE_VECTOR_3D;
  3678. case OP_TYPE_VECTOR_3D_SCALAR:
  3679. if (p_port == 2) {
  3680. return PORT_TYPE_VECTOR_3D; // x
  3681. }
  3682. break;
  3683. case OP_TYPE_VECTOR_4D:
  3684. return PORT_TYPE_VECTOR_4D;
  3685. case OP_TYPE_VECTOR_4D_SCALAR:
  3686. if (p_port == 2) {
  3687. return PORT_TYPE_VECTOR_4D; // x
  3688. }
  3689. break;
  3690. default:
  3691. break;
  3692. }
  3693. return PORT_TYPE_SCALAR;
  3694. }
  3695. String VisualShaderNodeSmoothStep::get_input_port_name(int p_port) const {
  3696. switch (p_port) {
  3697. case 0:
  3698. return "edge0";
  3699. case 1:
  3700. return "edge1";
  3701. case 2:
  3702. return "x";
  3703. }
  3704. return String();
  3705. }
  3706. int VisualShaderNodeSmoothStep::get_default_input_port(PortType p_type) const {
  3707. return 2;
  3708. }
  3709. int VisualShaderNodeSmoothStep::get_output_port_count() const {
  3710. return 1;
  3711. }
  3712. VisualShaderNodeSmoothStep::PortType VisualShaderNodeSmoothStep::get_output_port_type(int p_port) const {
  3713. switch (op_type) {
  3714. case OP_TYPE_VECTOR_2D:
  3715. case OP_TYPE_VECTOR_2D_SCALAR:
  3716. return p_port == 0 ? PORT_TYPE_VECTOR_2D : PORT_TYPE_SCALAR;
  3717. case OP_TYPE_VECTOR_3D:
  3718. case OP_TYPE_VECTOR_3D_SCALAR:
  3719. return p_port == 0 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR;
  3720. case OP_TYPE_VECTOR_4D:
  3721. case OP_TYPE_VECTOR_4D_SCALAR:
  3722. return p_port == 0 ? PORT_TYPE_VECTOR_4D : PORT_TYPE_SCALAR;
  3723. default:
  3724. break;
  3725. }
  3726. return PORT_TYPE_SCALAR;
  3727. }
  3728. String VisualShaderNodeSmoothStep::get_output_port_name(int p_port) const {
  3729. return "";
  3730. }
  3731. void VisualShaderNodeSmoothStep::set_op_type(OpType p_op_type) {
  3732. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  3733. if (op_type == p_op_type) {
  3734. return;
  3735. }
  3736. switch (p_op_type) {
  3737. case OP_TYPE_SCALAR:
  3738. set_input_port_default_value(0, 0.0, get_input_port_default_value(0)); // edge0
  3739. set_input_port_default_value(1, 0.0, get_input_port_default_value(1)); // edge1
  3740. set_input_port_default_value(2, 0.0, get_input_port_default_value(2)); // x
  3741. break;
  3742. case OP_TYPE_VECTOR_2D:
  3743. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0)); // edge0
  3744. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1)); // edge1
  3745. set_input_port_default_value(2, Vector2(), get_input_port_default_value(2)); // x
  3746. break;
  3747. case OP_TYPE_VECTOR_2D_SCALAR:
  3748. set_input_port_default_value(0, 0.0, get_input_port_default_value(0)); // edge0
  3749. set_input_port_default_value(1, 0.0, get_input_port_default_value(1)); // edge1
  3750. set_input_port_default_value(2, Vector2(), get_input_port_default_value(2)); // x
  3751. break;
  3752. case OP_TYPE_VECTOR_3D:
  3753. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0)); // edge0
  3754. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1)); // edge1
  3755. set_input_port_default_value(2, Vector3(), get_input_port_default_value(2)); // x
  3756. break;
  3757. case OP_TYPE_VECTOR_3D_SCALAR:
  3758. set_input_port_default_value(0, 0.0, get_input_port_default_value(0)); // edge0
  3759. set_input_port_default_value(1, 0.0, get_input_port_default_value(1)); // edge1
  3760. set_input_port_default_value(2, Vector3(), get_input_port_default_value(2)); // x
  3761. break;
  3762. case OP_TYPE_VECTOR_4D:
  3763. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0)); // edge0
  3764. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1)); // edge1
  3765. set_input_port_default_value(2, Quaternion(), get_input_port_default_value(2)); // x
  3766. break;
  3767. case OP_TYPE_VECTOR_4D_SCALAR:
  3768. set_input_port_default_value(0, 0.0, get_input_port_default_value(0)); // edge0
  3769. set_input_port_default_value(1, 0.0, get_input_port_default_value(1)); // edge1
  3770. set_input_port_default_value(2, Quaternion(), get_input_port_default_value(2)); // x
  3771. break;
  3772. default:
  3773. break;
  3774. }
  3775. op_type = p_op_type;
  3776. emit_changed();
  3777. }
  3778. VisualShaderNodeSmoothStep::OpType VisualShaderNodeSmoothStep::get_op_type() const {
  3779. return op_type;
  3780. }
  3781. String VisualShaderNodeSmoothStep::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3782. return " " + p_output_vars[0] + " = smoothstep(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  3783. }
  3784. Vector<StringName> VisualShaderNodeSmoothStep::get_editable_properties() const {
  3785. Vector<StringName> props;
  3786. props.push_back("op_type");
  3787. return props;
  3788. }
  3789. void VisualShaderNodeSmoothStep::_bind_methods() {
  3790. ClassDB::bind_method(D_METHOD("set_op_type", "op_type"), &VisualShaderNodeSmoothStep::set_op_type);
  3791. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeSmoothStep::get_op_type);
  3792. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector2,Vector2Scalar,Vector3,Vector3Scalar,Vector4,Vector4Scalar"), "set_op_type", "get_op_type");
  3793. BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
  3794. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
  3795. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D_SCALAR);
  3796. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
  3797. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D_SCALAR);
  3798. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
  3799. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D_SCALAR);
  3800. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  3801. }
  3802. VisualShaderNodeSmoothStep::VisualShaderNodeSmoothStep() {
  3803. set_input_port_default_value(0, 0.0); // edge0
  3804. set_input_port_default_value(1, 1.0); // edge1
  3805. set_input_port_default_value(2, 0.5); // x
  3806. }
  3807. ////////////// Distance
  3808. String VisualShaderNodeVectorDistance::get_caption() const {
  3809. return "Distance";
  3810. }
  3811. int VisualShaderNodeVectorDistance::get_input_port_count() const {
  3812. return 2;
  3813. }
  3814. String VisualShaderNodeVectorDistance::get_input_port_name(int p_port) const {
  3815. switch (p_port) {
  3816. case 0:
  3817. return "a";
  3818. case 1:
  3819. return "b";
  3820. }
  3821. return String();
  3822. }
  3823. int VisualShaderNodeVectorDistance::get_output_port_count() const {
  3824. return 1;
  3825. }
  3826. VisualShaderNodeVectorDistance::PortType VisualShaderNodeVectorDistance::get_output_port_type(int p_port) const {
  3827. return PORT_TYPE_SCALAR;
  3828. }
  3829. String VisualShaderNodeVectorDistance::get_output_port_name(int p_port) const {
  3830. return "";
  3831. }
  3832. void VisualShaderNodeVectorDistance::set_op_type(OpType p_op_type) {
  3833. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  3834. if (op_type == p_op_type) {
  3835. return;
  3836. }
  3837. switch (p_op_type) {
  3838. case OP_TYPE_VECTOR_2D: {
  3839. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0)); // a
  3840. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1)); // b
  3841. } break;
  3842. case OP_TYPE_VECTOR_3D: {
  3843. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0)); // a
  3844. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1)); // b
  3845. } break;
  3846. case OP_TYPE_VECTOR_4D: {
  3847. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0)); // a
  3848. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1)); // b
  3849. } break;
  3850. default:
  3851. break;
  3852. }
  3853. op_type = p_op_type;
  3854. emit_changed();
  3855. }
  3856. 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 {
  3857. return " " + p_output_vars[0] + " = distance(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  3858. }
  3859. VisualShaderNodeVectorDistance::VisualShaderNodeVectorDistance() {
  3860. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0)); // a
  3861. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0)); // b
  3862. }
  3863. ////////////// Refract Vector
  3864. String VisualShaderNodeVectorRefract::get_caption() const {
  3865. return "Refract";
  3866. }
  3867. int VisualShaderNodeVectorRefract::get_input_port_count() const {
  3868. return 3;
  3869. }
  3870. String VisualShaderNodeVectorRefract::get_input_port_name(int p_port) const {
  3871. switch (p_port) {
  3872. case 0:
  3873. return "I";
  3874. case 1:
  3875. return "N";
  3876. case 2:
  3877. return "eta";
  3878. }
  3879. return String();
  3880. }
  3881. int VisualShaderNodeVectorRefract::get_output_port_count() const {
  3882. return 1;
  3883. }
  3884. String VisualShaderNodeVectorRefract::get_output_port_name(int p_port) const {
  3885. return "";
  3886. }
  3887. 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 {
  3888. return " " + p_output_vars[0] + " = refract(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  3889. }
  3890. void VisualShaderNodeVectorRefract::set_op_type(OpType p_op_type) {
  3891. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  3892. if (op_type == p_op_type) {
  3893. return;
  3894. }
  3895. switch (p_op_type) {
  3896. case OP_TYPE_VECTOR_2D: {
  3897. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  3898. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
  3899. } break;
  3900. case OP_TYPE_VECTOR_3D: {
  3901. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  3902. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
  3903. } break;
  3904. case OP_TYPE_VECTOR_4D: {
  3905. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  3906. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
  3907. } break;
  3908. default:
  3909. break;
  3910. }
  3911. op_type = p_op_type;
  3912. emit_changed();
  3913. }
  3914. VisualShaderNodeVectorRefract::VisualShaderNodeVectorRefract() {
  3915. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  3916. set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
  3917. set_input_port_default_value(2, 0.0);
  3918. }
  3919. ////////////// Mix
  3920. String VisualShaderNodeMix::get_caption() const {
  3921. return "Mix";
  3922. }
  3923. int VisualShaderNodeMix::get_input_port_count() const {
  3924. return 3;
  3925. }
  3926. VisualShaderNodeMix::PortType VisualShaderNodeMix::get_input_port_type(int p_port) const {
  3927. switch (op_type) {
  3928. case OP_TYPE_VECTOR_2D:
  3929. return PORT_TYPE_VECTOR_2D;
  3930. case OP_TYPE_VECTOR_2D_SCALAR:
  3931. if (p_port == 2) {
  3932. break;
  3933. }
  3934. return PORT_TYPE_VECTOR_2D;
  3935. case OP_TYPE_VECTOR_3D:
  3936. return PORT_TYPE_VECTOR_3D;
  3937. case OP_TYPE_VECTOR_3D_SCALAR:
  3938. if (p_port == 2) {
  3939. break;
  3940. }
  3941. return PORT_TYPE_VECTOR_3D;
  3942. case OP_TYPE_VECTOR_4D:
  3943. return PORT_TYPE_VECTOR_4D;
  3944. case OP_TYPE_VECTOR_4D_SCALAR:
  3945. if (p_port == 2) {
  3946. break;
  3947. }
  3948. return PORT_TYPE_VECTOR_4D;
  3949. default:
  3950. break;
  3951. }
  3952. return PORT_TYPE_SCALAR;
  3953. }
  3954. String VisualShaderNodeMix::get_input_port_name(int p_port) const {
  3955. if (p_port == 0) {
  3956. return "a";
  3957. } else if (p_port == 1) {
  3958. return "b";
  3959. } else {
  3960. return "weight";
  3961. }
  3962. }
  3963. int VisualShaderNodeMix::get_output_port_count() const {
  3964. return 1;
  3965. }
  3966. VisualShaderNodeMix::PortType VisualShaderNodeMix::get_output_port_type(int p_port) const {
  3967. switch (op_type) {
  3968. case OP_TYPE_VECTOR_2D:
  3969. case OP_TYPE_VECTOR_2D_SCALAR:
  3970. return p_port == 0 ? PORT_TYPE_VECTOR_2D : PORT_TYPE_SCALAR;
  3971. case OP_TYPE_VECTOR_3D:
  3972. case OP_TYPE_VECTOR_3D_SCALAR:
  3973. return p_port == 0 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR;
  3974. case OP_TYPE_VECTOR_4D:
  3975. case OP_TYPE_VECTOR_4D_SCALAR:
  3976. return p_port == 0 ? PORT_TYPE_VECTOR_4D : PORT_TYPE_SCALAR;
  3977. default:
  3978. break;
  3979. }
  3980. return PORT_TYPE_SCALAR;
  3981. }
  3982. String VisualShaderNodeMix::get_output_port_name(int p_port) const {
  3983. return "mix";
  3984. }
  3985. void VisualShaderNodeMix::set_op_type(OpType p_op_type) {
  3986. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  3987. if (op_type == p_op_type) {
  3988. return;
  3989. }
  3990. switch (p_op_type) {
  3991. case OP_TYPE_SCALAR: {
  3992. set_input_port_default_value(0, 0.0, get_input_port_default_value(0)); // a
  3993. set_input_port_default_value(1, 0.0, get_input_port_default_value(1)); // b
  3994. set_input_port_default_value(2, 0.0, get_input_port_default_value(2)); // weight
  3995. } break;
  3996. case OP_TYPE_VECTOR_2D: {
  3997. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0)); // a
  3998. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1)); // b
  3999. set_input_port_default_value(2, Vector2(), get_input_port_default_value(2)); // weight
  4000. } break;
  4001. case OP_TYPE_VECTOR_2D_SCALAR: {
  4002. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0)); // a
  4003. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1)); // b
  4004. set_input_port_default_value(2, 0.0, get_input_port_default_value(2)); // weight
  4005. } break;
  4006. case OP_TYPE_VECTOR_3D: {
  4007. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0)); // a
  4008. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1)); // b
  4009. set_input_port_default_value(2, Vector3(), get_input_port_default_value(2)); // weight
  4010. } break;
  4011. case OP_TYPE_VECTOR_3D_SCALAR: {
  4012. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0)); // a
  4013. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1)); // b
  4014. set_input_port_default_value(2, 0.0, get_input_port_default_value(2)); // weight
  4015. } break;
  4016. case OP_TYPE_VECTOR_4D: {
  4017. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0)); // a
  4018. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1)); // b
  4019. set_input_port_default_value(2, Quaternion(), get_input_port_default_value(2)); // weight
  4020. } break;
  4021. case OP_TYPE_VECTOR_4D_SCALAR: {
  4022. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0)); // a
  4023. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1)); // b
  4024. set_input_port_default_value(2, 0.0, get_input_port_default_value(2)); // weight
  4025. } break;
  4026. default:
  4027. break;
  4028. }
  4029. op_type = p_op_type;
  4030. emit_changed();
  4031. }
  4032. VisualShaderNodeMix::OpType VisualShaderNodeMix::get_op_type() const {
  4033. return op_type;
  4034. }
  4035. String VisualShaderNodeMix::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  4036. return " " + p_output_vars[0] + " = mix(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  4037. }
  4038. Vector<StringName> VisualShaderNodeMix::get_editable_properties() const {
  4039. Vector<StringName> props;
  4040. props.push_back("op_type");
  4041. return props;
  4042. }
  4043. void VisualShaderNodeMix::_bind_methods() {
  4044. ClassDB::bind_method(D_METHOD("set_op_type", "op_type"), &VisualShaderNodeMix::set_op_type);
  4045. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeMix::get_op_type);
  4046. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector2,Vector2Scalar,Vector3,Vector3Scalar,Vector4,Vector4Scalar"), "set_op_type", "get_op_type");
  4047. BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
  4048. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
  4049. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D_SCALAR);
  4050. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
  4051. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D_SCALAR);
  4052. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
  4053. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D_SCALAR);
  4054. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  4055. }
  4056. VisualShaderNodeMix::VisualShaderNodeMix() {
  4057. set_input_port_default_value(0, 0.0); // a
  4058. set_input_port_default_value(1, 1.0); // b
  4059. set_input_port_default_value(2, 0.5); // weight
  4060. }
  4061. ////////////// Vector Compose
  4062. String VisualShaderNodeVectorCompose::get_caption() const {
  4063. return "VectorCompose";
  4064. }
  4065. int VisualShaderNodeVectorCompose::get_input_port_count() const {
  4066. switch (op_type) {
  4067. case OP_TYPE_VECTOR_2D:
  4068. return 2;
  4069. case OP_TYPE_VECTOR_3D:
  4070. return 3;
  4071. case OP_TYPE_VECTOR_4D:
  4072. return 4;
  4073. default:
  4074. break;
  4075. }
  4076. return 0;
  4077. }
  4078. VisualShaderNodeVectorCompose::PortType VisualShaderNodeVectorCompose::get_input_port_type(int p_port) const {
  4079. return PORT_TYPE_SCALAR;
  4080. }
  4081. String VisualShaderNodeVectorCompose::get_input_port_name(int p_port) const {
  4082. switch (op_type) {
  4083. case OP_TYPE_VECTOR_2D: {
  4084. switch (p_port) {
  4085. case 0:
  4086. return "x";
  4087. case 1:
  4088. return "y";
  4089. }
  4090. } break;
  4091. case OP_TYPE_VECTOR_3D: {
  4092. switch (p_port) {
  4093. case 0:
  4094. return "x";
  4095. case 1:
  4096. return "y";
  4097. case 2:
  4098. return "z";
  4099. }
  4100. } break;
  4101. case OP_TYPE_VECTOR_4D: {
  4102. switch (p_port) {
  4103. case 0:
  4104. return "x";
  4105. case 1:
  4106. return "y";
  4107. case 2:
  4108. return "z";
  4109. case 3:
  4110. return "w";
  4111. }
  4112. } break;
  4113. default:
  4114. break;
  4115. }
  4116. return String();
  4117. }
  4118. int VisualShaderNodeVectorCompose::get_output_port_count() const {
  4119. return 1;
  4120. }
  4121. String VisualShaderNodeVectorCompose::get_output_port_name(int p_port) const {
  4122. return "vec";
  4123. }
  4124. void VisualShaderNodeVectorCompose::set_op_type(OpType p_op_type) {
  4125. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  4126. if (op_type == p_op_type) {
  4127. return;
  4128. }
  4129. switch (p_op_type) {
  4130. case OP_TYPE_VECTOR_2D: {
  4131. float p1 = get_input_port_default_value(0);
  4132. float p2 = get_input_port_default_value(1);
  4133. set_input_port_default_value(0, p1);
  4134. set_input_port_default_value(1, p2);
  4135. } break;
  4136. case OP_TYPE_VECTOR_3D: {
  4137. float p1 = get_input_port_default_value(0);
  4138. float p2 = get_input_port_default_value(1);
  4139. float p3 = get_input_port_default_value(2);
  4140. set_input_port_default_value(0, p1);
  4141. set_input_port_default_value(1, p2);
  4142. set_input_port_default_value(2, p3);
  4143. } break;
  4144. case OP_TYPE_VECTOR_4D: {
  4145. float p1 = get_input_port_default_value(0);
  4146. float p2 = get_input_port_default_value(1);
  4147. float p3 = get_input_port_default_value(2);
  4148. float p4 = get_input_port_default_value(3);
  4149. set_input_port_default_value(0, p1);
  4150. set_input_port_default_value(1, p2);
  4151. set_input_port_default_value(2, p3);
  4152. set_input_port_default_value(3, p4);
  4153. } break;
  4154. default:
  4155. break;
  4156. }
  4157. op_type = p_op_type;
  4158. emit_changed();
  4159. }
  4160. 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 {
  4161. String code;
  4162. switch (op_type) {
  4163. case OP_TYPE_VECTOR_2D: {
  4164. code += " " + p_output_vars[0] + " = vec2(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  4165. } break;
  4166. case OP_TYPE_VECTOR_3D: {
  4167. code += " " + p_output_vars[0] + " = vec3(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  4168. } break;
  4169. case OP_TYPE_VECTOR_4D: {
  4170. code += " " + p_output_vars[0] + " = vec4(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ", " + p_input_vars[3] + ");\n";
  4171. } break;
  4172. default:
  4173. break;
  4174. }
  4175. return code;
  4176. }
  4177. VisualShaderNodeVectorCompose::VisualShaderNodeVectorCompose() {
  4178. set_input_port_default_value(0, 0.0);
  4179. set_input_port_default_value(1, 0.0);
  4180. set_input_port_default_value(2, 0.0);
  4181. }
  4182. ////////////// Transform Compose
  4183. String VisualShaderNodeTransformCompose::get_caption() const {
  4184. return "TransformCompose";
  4185. }
  4186. int VisualShaderNodeTransformCompose::get_input_port_count() const {
  4187. return 4;
  4188. }
  4189. VisualShaderNodeTransformCompose::PortType VisualShaderNodeTransformCompose::get_input_port_type(int p_port) const {
  4190. return PORT_TYPE_VECTOR_3D;
  4191. }
  4192. String VisualShaderNodeTransformCompose::get_input_port_name(int p_port) const {
  4193. if (p_port == 0) {
  4194. return "x";
  4195. } else if (p_port == 1) {
  4196. return "y";
  4197. } else if (p_port == 2) {
  4198. return "z";
  4199. } else {
  4200. return "origin";
  4201. }
  4202. }
  4203. int VisualShaderNodeTransformCompose::get_output_port_count() const {
  4204. return 1;
  4205. }
  4206. VisualShaderNodeTransformCompose::PortType VisualShaderNodeTransformCompose::get_output_port_type(int p_port) const {
  4207. return PORT_TYPE_TRANSFORM;
  4208. }
  4209. String VisualShaderNodeTransformCompose::get_output_port_name(int p_port) const {
  4210. return "xform";
  4211. }
  4212. 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 {
  4213. return " " + p_output_vars[0] + " = mat4(vec4(" + p_input_vars[0] + ", 0.0), vec4(" + p_input_vars[1] + ", 0.0), vec4(" + p_input_vars[2] + ", 0.0), vec4(" + p_input_vars[3] + ", 1.0));\n";
  4214. }
  4215. VisualShaderNodeTransformCompose::VisualShaderNodeTransformCompose() {
  4216. set_input_port_default_value(0, Vector3());
  4217. set_input_port_default_value(1, Vector3());
  4218. set_input_port_default_value(2, Vector3());
  4219. set_input_port_default_value(3, Vector3());
  4220. }
  4221. ////////////// Vector Decompose
  4222. String VisualShaderNodeVectorDecompose::get_caption() const {
  4223. return "VectorDecompose";
  4224. }
  4225. int VisualShaderNodeVectorDecompose::get_input_port_count() const {
  4226. return 1;
  4227. }
  4228. String VisualShaderNodeVectorDecompose::get_input_port_name(int p_port) const {
  4229. return "vec";
  4230. }
  4231. int VisualShaderNodeVectorDecompose::get_output_port_count() const {
  4232. switch (op_type) {
  4233. case OP_TYPE_VECTOR_2D:
  4234. return 2;
  4235. case OP_TYPE_VECTOR_3D:
  4236. return 3;
  4237. case OP_TYPE_VECTOR_4D:
  4238. return 4;
  4239. default:
  4240. break;
  4241. }
  4242. return 0;
  4243. }
  4244. VisualShaderNodeVectorDecompose::PortType VisualShaderNodeVectorDecompose::get_output_port_type(int p_port) const {
  4245. return PORT_TYPE_SCALAR;
  4246. }
  4247. String VisualShaderNodeVectorDecompose::get_output_port_name(int p_port) const {
  4248. switch (op_type) {
  4249. case OP_TYPE_VECTOR_2D: {
  4250. switch (p_port) {
  4251. case 0:
  4252. return "x";
  4253. case 1:
  4254. return "y";
  4255. }
  4256. } break;
  4257. case OP_TYPE_VECTOR_3D: {
  4258. switch (p_port) {
  4259. case 0:
  4260. return "x";
  4261. case 1:
  4262. return "y";
  4263. case 2:
  4264. return "z";
  4265. }
  4266. } break;
  4267. case OP_TYPE_VECTOR_4D: {
  4268. switch (p_port) {
  4269. case 0:
  4270. return "x";
  4271. case 1:
  4272. return "y";
  4273. case 2:
  4274. return "z";
  4275. case 3:
  4276. return "w";
  4277. }
  4278. } break;
  4279. default:
  4280. break;
  4281. }
  4282. return String();
  4283. }
  4284. void VisualShaderNodeVectorDecompose::set_op_type(OpType p_op_type) {
  4285. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  4286. if (op_type == p_op_type) {
  4287. return;
  4288. }
  4289. switch (p_op_type) {
  4290. case OP_TYPE_VECTOR_2D: {
  4291. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  4292. } break;
  4293. case OP_TYPE_VECTOR_3D: {
  4294. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  4295. } break;
  4296. case OP_TYPE_VECTOR_4D: {
  4297. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  4298. } break;
  4299. default:
  4300. break;
  4301. }
  4302. op_type = p_op_type;
  4303. emit_changed();
  4304. }
  4305. 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 {
  4306. String code;
  4307. switch (op_type) {
  4308. case OP_TYPE_VECTOR_2D: {
  4309. code += " " + p_output_vars[0] + " = " + p_input_vars[0] + ".x;\n";
  4310. code += " " + p_output_vars[1] + " = " + p_input_vars[0] + ".y;\n";
  4311. } break;
  4312. case OP_TYPE_VECTOR_3D: {
  4313. code += " " + p_output_vars[0] + " = " + p_input_vars[0] + ".x;\n";
  4314. code += " " + p_output_vars[1] + " = " + p_input_vars[0] + ".y;\n";
  4315. code += " " + p_output_vars[2] + " = " + p_input_vars[0] + ".z;\n";
  4316. } break;
  4317. case OP_TYPE_VECTOR_4D: {
  4318. code += " " + p_output_vars[0] + " = " + p_input_vars[0] + ".x;\n";
  4319. code += " " + p_output_vars[1] + " = " + p_input_vars[0] + ".y;\n";
  4320. code += " " + p_output_vars[2] + " = " + p_input_vars[0] + ".z;\n";
  4321. code += " " + p_output_vars[3] + " = " + p_input_vars[0] + ".w;\n";
  4322. } break;
  4323. default:
  4324. break;
  4325. }
  4326. return code;
  4327. }
  4328. VisualShaderNodeVectorDecompose::VisualShaderNodeVectorDecompose() {
  4329. set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
  4330. }
  4331. ////////////// Transform Decompose
  4332. String VisualShaderNodeTransformDecompose::get_caption() const {
  4333. return "TransformDecompose";
  4334. }
  4335. int VisualShaderNodeTransformDecompose::get_input_port_count() const {
  4336. return 1;
  4337. }
  4338. VisualShaderNodeTransformDecompose::PortType VisualShaderNodeTransformDecompose::get_input_port_type(int p_port) const {
  4339. return PORT_TYPE_TRANSFORM;
  4340. }
  4341. String VisualShaderNodeTransformDecompose::get_input_port_name(int p_port) const {
  4342. return "xform";
  4343. }
  4344. int VisualShaderNodeTransformDecompose::get_output_port_count() const {
  4345. return 4;
  4346. }
  4347. VisualShaderNodeTransformDecompose::PortType VisualShaderNodeTransformDecompose::get_output_port_type(int p_port) const {
  4348. return PORT_TYPE_VECTOR_3D;
  4349. }
  4350. String VisualShaderNodeTransformDecompose::get_output_port_name(int p_port) const {
  4351. if (p_port == 0) {
  4352. return "x";
  4353. } else if (p_port == 1) {
  4354. return "y";
  4355. } else if (p_port == 2) {
  4356. return "z";
  4357. } else {
  4358. return "origin";
  4359. }
  4360. }
  4361. 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 {
  4362. String code;
  4363. code += " " + p_output_vars[0] + " = " + p_input_vars[0] + "[0].xyz;\n";
  4364. code += " " + p_output_vars[1] + " = " + p_input_vars[0] + "[1].xyz;\n";
  4365. code += " " + p_output_vars[2] + " = " + p_input_vars[0] + "[2].xyz;\n";
  4366. code += " " + p_output_vars[3] + " = " + p_input_vars[0] + "[3].xyz;\n";
  4367. return code;
  4368. }
  4369. VisualShaderNodeTransformDecompose::VisualShaderNodeTransformDecompose() {
  4370. set_input_port_default_value(0, Transform3D());
  4371. }
  4372. ////////////// Float Parameter
  4373. String VisualShaderNodeFloatParameter::get_caption() const {
  4374. return "FloatParameter";
  4375. }
  4376. int VisualShaderNodeFloatParameter::get_input_port_count() const {
  4377. return 0;
  4378. }
  4379. VisualShaderNodeFloatParameter::PortType VisualShaderNodeFloatParameter::get_input_port_type(int p_port) const {
  4380. return PORT_TYPE_SCALAR;
  4381. }
  4382. String VisualShaderNodeFloatParameter::get_input_port_name(int p_port) const {
  4383. return String();
  4384. }
  4385. int VisualShaderNodeFloatParameter::get_output_port_count() const {
  4386. return 1;
  4387. }
  4388. VisualShaderNodeFloatParameter::PortType VisualShaderNodeFloatParameter::get_output_port_type(int p_port) const {
  4389. return PORT_TYPE_SCALAR;
  4390. }
  4391. String VisualShaderNodeFloatParameter::get_output_port_name(int p_port) const {
  4392. return ""; //no output port means the editor will be used as port
  4393. }
  4394. String VisualShaderNodeFloatParameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4395. String code = "";
  4396. if (hint == HINT_RANGE) {
  4397. code += _get_qual_str() + "uniform float " + get_parameter_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ")";
  4398. } else if (hint == HINT_RANGE_STEP) {
  4399. code += _get_qual_str() + "uniform float " + get_parameter_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ", " + rtos(hint_range_step) + ")";
  4400. } else {
  4401. code += _get_qual_str() + "uniform float " + get_parameter_name();
  4402. }
  4403. if (default_value_enabled) {
  4404. code += " = " + rtos(default_value);
  4405. }
  4406. code += ";\n";
  4407. return code;
  4408. }
  4409. String VisualShaderNodeFloatParameter::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 {
  4410. return " " + p_output_vars[0] + " = " + get_parameter_name() + ";\n";
  4411. }
  4412. bool VisualShaderNodeFloatParameter::is_show_prop_names() const {
  4413. return true;
  4414. }
  4415. bool VisualShaderNodeFloatParameter::is_use_prop_slots() const {
  4416. return true;
  4417. }
  4418. void VisualShaderNodeFloatParameter::set_hint(Hint p_hint) {
  4419. ERR_FAIL_INDEX(int(p_hint), int(HINT_MAX));
  4420. if (hint == p_hint) {
  4421. return;
  4422. }
  4423. hint = p_hint;
  4424. emit_changed();
  4425. }
  4426. VisualShaderNodeFloatParameter::Hint VisualShaderNodeFloatParameter::get_hint() const {
  4427. return hint;
  4428. }
  4429. void VisualShaderNodeFloatParameter::set_min(float p_value) {
  4430. if (Math::is_equal_approx(hint_range_min, p_value)) {
  4431. return;
  4432. }
  4433. hint_range_min = p_value;
  4434. emit_changed();
  4435. }
  4436. float VisualShaderNodeFloatParameter::get_min() const {
  4437. return hint_range_min;
  4438. }
  4439. void VisualShaderNodeFloatParameter::set_max(float p_value) {
  4440. if (Math::is_equal_approx(hint_range_max, p_value)) {
  4441. return;
  4442. }
  4443. hint_range_max = p_value;
  4444. emit_changed();
  4445. }
  4446. float VisualShaderNodeFloatParameter::get_max() const {
  4447. return hint_range_max;
  4448. }
  4449. void VisualShaderNodeFloatParameter::set_step(float p_value) {
  4450. if (Math::is_equal_approx(hint_range_step, p_value)) {
  4451. return;
  4452. }
  4453. hint_range_step = p_value;
  4454. emit_changed();
  4455. }
  4456. float VisualShaderNodeFloatParameter::get_step() const {
  4457. return hint_range_step;
  4458. }
  4459. void VisualShaderNodeFloatParameter::set_default_value_enabled(bool p_enabled) {
  4460. if (default_value_enabled == p_enabled) {
  4461. return;
  4462. }
  4463. default_value_enabled = p_enabled;
  4464. emit_changed();
  4465. }
  4466. bool VisualShaderNodeFloatParameter::is_default_value_enabled() const {
  4467. return default_value_enabled;
  4468. }
  4469. void VisualShaderNodeFloatParameter::set_default_value(float p_value) {
  4470. if (Math::is_equal_approx(default_value, p_value)) {
  4471. return;
  4472. }
  4473. default_value = p_value;
  4474. emit_changed();
  4475. }
  4476. float VisualShaderNodeFloatParameter::get_default_value() const {
  4477. return default_value;
  4478. }
  4479. void VisualShaderNodeFloatParameter::_bind_methods() {
  4480. ClassDB::bind_method(D_METHOD("set_hint", "hint"), &VisualShaderNodeFloatParameter::set_hint);
  4481. ClassDB::bind_method(D_METHOD("get_hint"), &VisualShaderNodeFloatParameter::get_hint);
  4482. ClassDB::bind_method(D_METHOD("set_min", "value"), &VisualShaderNodeFloatParameter::set_min);
  4483. ClassDB::bind_method(D_METHOD("get_min"), &VisualShaderNodeFloatParameter::get_min);
  4484. ClassDB::bind_method(D_METHOD("set_max", "value"), &VisualShaderNodeFloatParameter::set_max);
  4485. ClassDB::bind_method(D_METHOD("get_max"), &VisualShaderNodeFloatParameter::get_max);
  4486. ClassDB::bind_method(D_METHOD("set_step", "value"), &VisualShaderNodeFloatParameter::set_step);
  4487. ClassDB::bind_method(D_METHOD("get_step"), &VisualShaderNodeFloatParameter::get_step);
  4488. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeFloatParameter::set_default_value_enabled);
  4489. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeFloatParameter::is_default_value_enabled);
  4490. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeFloatParameter::set_default_value);
  4491. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeFloatParameter::get_default_value);
  4492. ADD_PROPERTY(PropertyInfo(Variant::INT, "hint", PROPERTY_HINT_ENUM, "None,Range,Range+Step"), "set_hint", "get_hint");
  4493. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "min"), "set_min", "get_min");
  4494. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "max"), "set_max", "get_max");
  4495. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "step"), "set_step", "get_step");
  4496. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  4497. ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "default_value"), "set_default_value", "get_default_value");
  4498. BIND_ENUM_CONSTANT(HINT_NONE);
  4499. BIND_ENUM_CONSTANT(HINT_RANGE);
  4500. BIND_ENUM_CONSTANT(HINT_RANGE_STEP);
  4501. BIND_ENUM_CONSTANT(HINT_MAX);
  4502. }
  4503. bool VisualShaderNodeFloatParameter::is_qualifier_supported(Qualifier p_qual) const {
  4504. return true; // all qualifiers are supported
  4505. }
  4506. bool VisualShaderNodeFloatParameter::is_convertible_to_constant() const {
  4507. return true; // conversion is allowed
  4508. }
  4509. Vector<StringName> VisualShaderNodeFloatParameter::get_editable_properties() const {
  4510. Vector<StringName> props = VisualShaderNodeParameter::get_editable_properties();
  4511. props.push_back("hint");
  4512. if (hint == HINT_RANGE || hint == HINT_RANGE_STEP) {
  4513. props.push_back("min");
  4514. props.push_back("max");
  4515. }
  4516. if (hint == HINT_RANGE_STEP) {
  4517. props.push_back("step");
  4518. }
  4519. props.push_back("default_value_enabled");
  4520. if (default_value_enabled) {
  4521. props.push_back("default_value");
  4522. }
  4523. return props;
  4524. }
  4525. VisualShaderNodeFloatParameter::VisualShaderNodeFloatParameter() {
  4526. }
  4527. ////////////// Integer Parameter
  4528. String VisualShaderNodeIntParameter::get_caption() const {
  4529. return "IntParameter";
  4530. }
  4531. int VisualShaderNodeIntParameter::get_input_port_count() const {
  4532. return 0;
  4533. }
  4534. VisualShaderNodeIntParameter::PortType VisualShaderNodeIntParameter::get_input_port_type(int p_port) const {
  4535. return PORT_TYPE_SCALAR_INT;
  4536. }
  4537. String VisualShaderNodeIntParameter::get_input_port_name(int p_port) const {
  4538. return String();
  4539. }
  4540. int VisualShaderNodeIntParameter::get_output_port_count() const {
  4541. return 1;
  4542. }
  4543. VisualShaderNodeIntParameter::PortType VisualShaderNodeIntParameter::get_output_port_type(int p_port) const {
  4544. return PORT_TYPE_SCALAR_INT;
  4545. }
  4546. String VisualShaderNodeIntParameter::get_output_port_name(int p_port) const {
  4547. return ""; //no output port means the editor will be used as port
  4548. }
  4549. String VisualShaderNodeIntParameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4550. String code = "";
  4551. if (hint == HINT_RANGE) {
  4552. code += _get_qual_str() + "uniform int " + get_parameter_name() + " : hint_range(" + itos(hint_range_min) + ", " + itos(hint_range_max) + ")";
  4553. } else if (hint == HINT_RANGE_STEP) {
  4554. code += _get_qual_str() + "uniform int " + get_parameter_name() + " : hint_range(" + itos(hint_range_min) + ", " + itos(hint_range_max) + ", " + itos(hint_range_step) + ")";
  4555. } else if (hint == HINT_ENUM) {
  4556. code += _get_qual_str() + "uniform int " + get_parameter_name() + " : hint_enum(";
  4557. bool first = true;
  4558. for (const String &_name : hint_enum_names) {
  4559. if (first) {
  4560. first = false;
  4561. } else {
  4562. code += ", ";
  4563. }
  4564. code += "\"" + _name.c_escape() + "\"";
  4565. }
  4566. code += ")";
  4567. } else {
  4568. code += _get_qual_str() + "uniform int " + get_parameter_name();
  4569. }
  4570. if (default_value_enabled) {
  4571. code += " = " + itos(default_value);
  4572. }
  4573. code += ";\n";
  4574. return code;
  4575. }
  4576. String VisualShaderNodeIntParameter::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 {
  4577. return " " + p_output_vars[0] + " = " + get_parameter_name() + ";\n";
  4578. }
  4579. bool VisualShaderNodeIntParameter::is_show_prop_names() const {
  4580. return true;
  4581. }
  4582. bool VisualShaderNodeIntParameter::is_use_prop_slots() const {
  4583. return true;
  4584. }
  4585. void VisualShaderNodeIntParameter::set_hint(Hint p_hint) {
  4586. ERR_FAIL_INDEX(int(p_hint), int(HINT_MAX));
  4587. if (hint == p_hint) {
  4588. return;
  4589. }
  4590. hint = p_hint;
  4591. emit_changed();
  4592. }
  4593. VisualShaderNodeIntParameter::Hint VisualShaderNodeIntParameter::get_hint() const {
  4594. return hint;
  4595. }
  4596. void VisualShaderNodeIntParameter::set_min(int p_value) {
  4597. if (hint_range_min == p_value) {
  4598. return;
  4599. }
  4600. hint_range_min = p_value;
  4601. emit_changed();
  4602. }
  4603. int VisualShaderNodeIntParameter::get_min() const {
  4604. return hint_range_min;
  4605. }
  4606. void VisualShaderNodeIntParameter::set_max(int p_value) {
  4607. if (hint_range_max == p_value) {
  4608. return;
  4609. }
  4610. hint_range_max = p_value;
  4611. emit_changed();
  4612. }
  4613. int VisualShaderNodeIntParameter::get_max() const {
  4614. return hint_range_max;
  4615. }
  4616. void VisualShaderNodeIntParameter::set_step(int p_value) {
  4617. if (hint_range_step == p_value) {
  4618. return;
  4619. }
  4620. hint_range_step = p_value;
  4621. emit_changed();
  4622. }
  4623. int VisualShaderNodeIntParameter::get_step() const {
  4624. return hint_range_step;
  4625. }
  4626. void VisualShaderNodeIntParameter::set_enum_names(const PackedStringArray &p_names) {
  4627. if (hint_enum_names == p_names) {
  4628. return;
  4629. }
  4630. hint_enum_names = p_names;
  4631. emit_changed();
  4632. }
  4633. PackedStringArray VisualShaderNodeIntParameter::get_enum_names() const {
  4634. return hint_enum_names;
  4635. }
  4636. void VisualShaderNodeIntParameter::set_default_value_enabled(bool p_default_value_enabled) {
  4637. if (default_value_enabled == p_default_value_enabled) {
  4638. return;
  4639. }
  4640. default_value_enabled = p_default_value_enabled;
  4641. emit_changed();
  4642. }
  4643. bool VisualShaderNodeIntParameter::is_default_value_enabled() const {
  4644. return default_value_enabled;
  4645. }
  4646. void VisualShaderNodeIntParameter::set_default_value(int p_default_value) {
  4647. if (default_value == p_default_value) {
  4648. return;
  4649. }
  4650. default_value = p_default_value;
  4651. emit_changed();
  4652. }
  4653. int VisualShaderNodeIntParameter::get_default_value() const {
  4654. return default_value;
  4655. }
  4656. void VisualShaderNodeIntParameter::_bind_methods() {
  4657. ClassDB::bind_method(D_METHOD("set_hint", "hint"), &VisualShaderNodeIntParameter::set_hint);
  4658. ClassDB::bind_method(D_METHOD("get_hint"), &VisualShaderNodeIntParameter::get_hint);
  4659. ClassDB::bind_method(D_METHOD("set_min", "value"), &VisualShaderNodeIntParameter::set_min);
  4660. ClassDB::bind_method(D_METHOD("get_min"), &VisualShaderNodeIntParameter::get_min);
  4661. ClassDB::bind_method(D_METHOD("set_max", "value"), &VisualShaderNodeIntParameter::set_max);
  4662. ClassDB::bind_method(D_METHOD("get_max"), &VisualShaderNodeIntParameter::get_max);
  4663. ClassDB::bind_method(D_METHOD("set_step", "value"), &VisualShaderNodeIntParameter::set_step);
  4664. ClassDB::bind_method(D_METHOD("get_step"), &VisualShaderNodeIntParameter::get_step);
  4665. ClassDB::bind_method(D_METHOD("set_enum_names", "names"), &VisualShaderNodeIntParameter::set_enum_names);
  4666. ClassDB::bind_method(D_METHOD("get_enum_names"), &VisualShaderNodeIntParameter::get_enum_names);
  4667. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeIntParameter::set_default_value_enabled);
  4668. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeIntParameter::is_default_value_enabled);
  4669. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeIntParameter::set_default_value);
  4670. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeIntParameter::get_default_value);
  4671. ADD_PROPERTY(PropertyInfo(Variant::INT, "hint", PROPERTY_HINT_ENUM, "None,Range,Range + Step,Enum"), "set_hint", "get_hint");
  4672. ADD_PROPERTY(PropertyInfo(Variant::INT, "min"), "set_min", "get_min");
  4673. ADD_PROPERTY(PropertyInfo(Variant::INT, "max"), "set_max", "get_max");
  4674. ADD_PROPERTY(PropertyInfo(Variant::INT, "step"), "set_step", "get_step");
  4675. ADD_PROPERTY(PropertyInfo(Variant::PACKED_STRING_ARRAY, "enum_names"), "set_enum_names", "get_enum_names");
  4676. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  4677. ADD_PROPERTY(PropertyInfo(Variant::INT, "default_value"), "set_default_value", "get_default_value");
  4678. BIND_ENUM_CONSTANT(HINT_NONE);
  4679. BIND_ENUM_CONSTANT(HINT_RANGE);
  4680. BIND_ENUM_CONSTANT(HINT_RANGE_STEP);
  4681. BIND_ENUM_CONSTANT(HINT_ENUM);
  4682. BIND_ENUM_CONSTANT(HINT_MAX);
  4683. }
  4684. bool VisualShaderNodeIntParameter::is_qualifier_supported(Qualifier p_qual) const {
  4685. return true; // all qualifiers are supported
  4686. }
  4687. bool VisualShaderNodeIntParameter::is_convertible_to_constant() const {
  4688. return true; // conversion is allowed
  4689. }
  4690. Vector<StringName> VisualShaderNodeIntParameter::get_editable_properties() const {
  4691. Vector<StringName> props = VisualShaderNodeParameter::get_editable_properties();
  4692. props.push_back("hint");
  4693. if (hint == HINT_RANGE || hint == HINT_RANGE_STEP) {
  4694. props.push_back("min");
  4695. props.push_back("max");
  4696. }
  4697. if (hint == HINT_RANGE_STEP) {
  4698. props.push_back("step");
  4699. }
  4700. if (hint == HINT_ENUM) {
  4701. props.push_back("enum_names");
  4702. }
  4703. props.push_back("default_value_enabled");
  4704. if (default_value_enabled) {
  4705. props.push_back("default_value");
  4706. }
  4707. return props;
  4708. }
  4709. VisualShaderNodeIntParameter::VisualShaderNodeIntParameter() {
  4710. }
  4711. ////////////// Unsigned Integer Parameter
  4712. String VisualShaderNodeUIntParameter::get_caption() const {
  4713. return "UIntParameter";
  4714. }
  4715. int VisualShaderNodeUIntParameter::get_input_port_count() const {
  4716. return 0;
  4717. }
  4718. VisualShaderNodeUIntParameter::PortType VisualShaderNodeUIntParameter::get_input_port_type(int p_port) const {
  4719. return PORT_TYPE_SCALAR_UINT;
  4720. }
  4721. String VisualShaderNodeUIntParameter::get_input_port_name(int p_port) const {
  4722. return String();
  4723. }
  4724. int VisualShaderNodeUIntParameter::get_output_port_count() const {
  4725. return 1;
  4726. }
  4727. VisualShaderNodeUIntParameter::PortType VisualShaderNodeUIntParameter::get_output_port_type(int p_port) const {
  4728. return PORT_TYPE_SCALAR_UINT;
  4729. }
  4730. String VisualShaderNodeUIntParameter::get_output_port_name(int p_port) const {
  4731. return ""; // No output port means the editor will be used as port.
  4732. }
  4733. String VisualShaderNodeUIntParameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4734. String code = _get_qual_str() + "uniform uint " + get_parameter_name();
  4735. if (default_value_enabled) {
  4736. code += " = " + itos(default_value);
  4737. }
  4738. code += ";\n";
  4739. return code;
  4740. }
  4741. String VisualShaderNodeUIntParameter::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 {
  4742. return " " + p_output_vars[0] + " = " + get_parameter_name() + ";\n";
  4743. }
  4744. bool VisualShaderNodeUIntParameter::is_show_prop_names() const {
  4745. return true;
  4746. }
  4747. bool VisualShaderNodeUIntParameter::is_use_prop_slots() const {
  4748. return true;
  4749. }
  4750. void VisualShaderNodeUIntParameter::set_default_value_enabled(bool p_default_value_enabled) {
  4751. if (default_value_enabled == p_default_value_enabled) {
  4752. return;
  4753. }
  4754. default_value_enabled = p_default_value_enabled;
  4755. emit_changed();
  4756. }
  4757. bool VisualShaderNodeUIntParameter::is_default_value_enabled() const {
  4758. return default_value_enabled;
  4759. }
  4760. void VisualShaderNodeUIntParameter::set_default_value(int p_default_value) {
  4761. if (default_value == p_default_value) {
  4762. return;
  4763. }
  4764. default_value = p_default_value;
  4765. emit_changed();
  4766. }
  4767. int VisualShaderNodeUIntParameter::get_default_value() const {
  4768. return default_value;
  4769. }
  4770. void VisualShaderNodeUIntParameter::_bind_methods() {
  4771. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeUIntParameter::set_default_value_enabled);
  4772. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeUIntParameter::is_default_value_enabled);
  4773. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeUIntParameter::set_default_value);
  4774. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeUIntParameter::get_default_value);
  4775. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  4776. ADD_PROPERTY(PropertyInfo(Variant::INT, "default_value"), "set_default_value", "get_default_value");
  4777. }
  4778. bool VisualShaderNodeUIntParameter::is_qualifier_supported(Qualifier p_qual) const {
  4779. return true; // All qualifiers are supported.
  4780. }
  4781. bool VisualShaderNodeUIntParameter::is_convertible_to_constant() const {
  4782. return true; // Conversion is allowed.
  4783. }
  4784. Vector<StringName> VisualShaderNodeUIntParameter::get_editable_properties() const {
  4785. Vector<StringName> props = VisualShaderNodeParameter::get_editable_properties();
  4786. props.push_back("default_value_enabled");
  4787. if (default_value_enabled) {
  4788. props.push_back("default_value");
  4789. }
  4790. return props;
  4791. }
  4792. VisualShaderNodeUIntParameter::VisualShaderNodeUIntParameter() {
  4793. }
  4794. ////////////// Boolean Parameter
  4795. String VisualShaderNodeBooleanParameter::get_caption() const {
  4796. return "BooleanParameter";
  4797. }
  4798. int VisualShaderNodeBooleanParameter::get_input_port_count() const {
  4799. return 0;
  4800. }
  4801. VisualShaderNodeBooleanParameter::PortType VisualShaderNodeBooleanParameter::get_input_port_type(int p_port) const {
  4802. return PORT_TYPE_BOOLEAN;
  4803. }
  4804. String VisualShaderNodeBooleanParameter::get_input_port_name(int p_port) const {
  4805. return String();
  4806. }
  4807. int VisualShaderNodeBooleanParameter::get_output_port_count() const {
  4808. return 1;
  4809. }
  4810. VisualShaderNodeBooleanParameter::PortType VisualShaderNodeBooleanParameter::get_output_port_type(int p_port) const {
  4811. return PORT_TYPE_BOOLEAN;
  4812. }
  4813. String VisualShaderNodeBooleanParameter::get_output_port_name(int p_port) const {
  4814. return ""; //no output port means the editor will be used as port
  4815. }
  4816. void VisualShaderNodeBooleanParameter::set_default_value_enabled(bool p_default_value_enabled) {
  4817. if (default_value_enabled == p_default_value_enabled) {
  4818. return;
  4819. }
  4820. default_value_enabled = p_default_value_enabled;
  4821. emit_changed();
  4822. }
  4823. bool VisualShaderNodeBooleanParameter::is_default_value_enabled() const {
  4824. return default_value_enabled;
  4825. }
  4826. void VisualShaderNodeBooleanParameter::set_default_value(bool p_default_value) {
  4827. if (default_value == p_default_value) {
  4828. return;
  4829. }
  4830. default_value = p_default_value;
  4831. emit_changed();
  4832. }
  4833. bool VisualShaderNodeBooleanParameter::get_default_value() const {
  4834. return default_value;
  4835. }
  4836. String VisualShaderNodeBooleanParameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4837. String code = _get_qual_str() + "uniform bool " + get_parameter_name();
  4838. if (default_value_enabled) {
  4839. if (default_value) {
  4840. code += " = true";
  4841. } else {
  4842. code += " = false";
  4843. }
  4844. }
  4845. code += ";\n";
  4846. return code;
  4847. }
  4848. String VisualShaderNodeBooleanParameter::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 {
  4849. return " " + p_output_vars[0] + " = " + get_parameter_name() + ";\n";
  4850. }
  4851. bool VisualShaderNodeBooleanParameter::is_show_prop_names() const {
  4852. return true;
  4853. }
  4854. bool VisualShaderNodeBooleanParameter::is_use_prop_slots() const {
  4855. return true;
  4856. }
  4857. void VisualShaderNodeBooleanParameter::_bind_methods() {
  4858. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeBooleanParameter::set_default_value_enabled);
  4859. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeBooleanParameter::is_default_value_enabled);
  4860. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeBooleanParameter::set_default_value);
  4861. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeBooleanParameter::get_default_value);
  4862. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  4863. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value"), "set_default_value", "get_default_value");
  4864. }
  4865. bool VisualShaderNodeBooleanParameter::is_qualifier_supported(Qualifier p_qual) const {
  4866. return true; // all qualifiers are supported
  4867. }
  4868. bool VisualShaderNodeBooleanParameter::is_convertible_to_constant() const {
  4869. return true; // conversion is allowed
  4870. }
  4871. Vector<StringName> VisualShaderNodeBooleanParameter::get_editable_properties() const {
  4872. Vector<StringName> props = VisualShaderNodeParameter::get_editable_properties();
  4873. props.push_back("default_value_enabled");
  4874. if (default_value_enabled) {
  4875. props.push_back("default_value");
  4876. }
  4877. return props;
  4878. }
  4879. VisualShaderNodeBooleanParameter::VisualShaderNodeBooleanParameter() {
  4880. }
  4881. ////////////// Color Parameter
  4882. String VisualShaderNodeColorParameter::get_caption() const {
  4883. return "ColorParameter";
  4884. }
  4885. int VisualShaderNodeColorParameter::get_input_port_count() const {
  4886. return 0;
  4887. }
  4888. VisualShaderNodeColorParameter::PortType VisualShaderNodeColorParameter::get_input_port_type(int p_port) const {
  4889. return PORT_TYPE_SCALAR;
  4890. }
  4891. String VisualShaderNodeColorParameter::get_input_port_name(int p_port) const {
  4892. return String();
  4893. }
  4894. int VisualShaderNodeColorParameter::get_output_port_count() const {
  4895. return 1;
  4896. }
  4897. VisualShaderNodeColorParameter::PortType VisualShaderNodeColorParameter::get_output_port_type(int p_port) const {
  4898. return p_port == 0 ? PORT_TYPE_VECTOR_4D : PORT_TYPE_SCALAR;
  4899. }
  4900. String VisualShaderNodeColorParameter::get_output_port_name(int p_port) const {
  4901. return "color";
  4902. }
  4903. void VisualShaderNodeColorParameter::set_default_value_enabled(bool p_enabled) {
  4904. if (default_value_enabled == p_enabled) {
  4905. return;
  4906. }
  4907. default_value_enabled = p_enabled;
  4908. emit_changed();
  4909. }
  4910. bool VisualShaderNodeColorParameter::is_default_value_enabled() const {
  4911. return default_value_enabled;
  4912. }
  4913. void VisualShaderNodeColorParameter::set_default_value(const Color &p_value) {
  4914. if (default_value.is_equal_approx(p_value)) {
  4915. return;
  4916. }
  4917. default_value = p_value;
  4918. emit_changed();
  4919. }
  4920. Color VisualShaderNodeColorParameter::get_default_value() const {
  4921. return default_value;
  4922. }
  4923. String VisualShaderNodeColorParameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4924. String code = _get_qual_str() + "uniform vec4 " + get_parameter_name() + " : source_color";
  4925. if (default_value_enabled) {
  4926. code += vformat(" = vec4(%.6f, %.6f, %.6f, %.6f)", default_value.r, default_value.g, default_value.b, default_value.a);
  4927. }
  4928. code += ";\n";
  4929. return code;
  4930. }
  4931. String VisualShaderNodeColorParameter::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 {
  4932. return " " + p_output_vars[0] + " = " + get_parameter_name() + ";\n";
  4933. }
  4934. bool VisualShaderNodeColorParameter::is_show_prop_names() const {
  4935. return true;
  4936. }
  4937. void VisualShaderNodeColorParameter::_bind_methods() {
  4938. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeColorParameter::set_default_value_enabled);
  4939. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeColorParameter::is_default_value_enabled);
  4940. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeColorParameter::set_default_value);
  4941. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeColorParameter::get_default_value);
  4942. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  4943. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "default_value"), "set_default_value", "get_default_value");
  4944. }
  4945. bool VisualShaderNodeColorParameter::is_qualifier_supported(Qualifier p_qual) const {
  4946. return true; // all qualifiers are supported
  4947. }
  4948. bool VisualShaderNodeColorParameter::is_convertible_to_constant() const {
  4949. return true; // conversion is allowed
  4950. }
  4951. Vector<StringName> VisualShaderNodeColorParameter::get_editable_properties() const {
  4952. Vector<StringName> props = VisualShaderNodeParameter::get_editable_properties();
  4953. props.push_back("default_value_enabled");
  4954. if (default_value_enabled) {
  4955. props.push_back("default_value");
  4956. }
  4957. return props;
  4958. }
  4959. VisualShaderNodeColorParameter::VisualShaderNodeColorParameter() {
  4960. }
  4961. ////////////// Vector2 Parameter
  4962. String VisualShaderNodeVec2Parameter::get_caption() const {
  4963. return "Vector2Parameter";
  4964. }
  4965. int VisualShaderNodeVec2Parameter::get_input_port_count() const {
  4966. return 0;
  4967. }
  4968. VisualShaderNodeVec2Parameter::PortType VisualShaderNodeVec2Parameter::get_input_port_type(int p_port) const {
  4969. return PORT_TYPE_VECTOR_2D;
  4970. }
  4971. String VisualShaderNodeVec2Parameter::get_input_port_name(int p_port) const {
  4972. return String();
  4973. }
  4974. int VisualShaderNodeVec2Parameter::get_output_port_count() const {
  4975. return 1;
  4976. }
  4977. VisualShaderNodeVec2Parameter::PortType VisualShaderNodeVec2Parameter::get_output_port_type(int p_port) const {
  4978. return p_port == 0 ? PORT_TYPE_VECTOR_2D : PORT_TYPE_SCALAR;
  4979. }
  4980. String VisualShaderNodeVec2Parameter::get_output_port_name(int p_port) const {
  4981. return "vector";
  4982. }
  4983. void VisualShaderNodeVec2Parameter::set_default_value_enabled(bool p_enabled) {
  4984. default_value_enabled = p_enabled;
  4985. emit_changed();
  4986. }
  4987. bool VisualShaderNodeVec2Parameter::is_default_value_enabled() const {
  4988. return default_value_enabled;
  4989. }
  4990. void VisualShaderNodeVec2Parameter::set_default_value(const Vector2 &p_value) {
  4991. default_value = p_value;
  4992. emit_changed();
  4993. }
  4994. Vector2 VisualShaderNodeVec2Parameter::get_default_value() const {
  4995. return default_value;
  4996. }
  4997. String VisualShaderNodeVec2Parameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4998. String code = _get_qual_str() + "uniform vec2 " + get_parameter_name();
  4999. if (default_value_enabled) {
  5000. code += vformat(" = vec2(%.6f, %.6f)", default_value.x, default_value.y);
  5001. }
  5002. code += ";\n";
  5003. return code;
  5004. }
  5005. String VisualShaderNodeVec2Parameter::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 {
  5006. return " " + p_output_vars[0] + " = " + get_parameter_name() + ";\n";
  5007. }
  5008. void VisualShaderNodeVec2Parameter::_bind_methods() {
  5009. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeVec2Parameter::set_default_value_enabled);
  5010. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeVec2Parameter::is_default_value_enabled);
  5011. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeVec2Parameter::set_default_value);
  5012. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeVec2Parameter::get_default_value);
  5013. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  5014. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "default_value"), "set_default_value", "get_default_value");
  5015. }
  5016. bool VisualShaderNodeVec2Parameter::is_show_prop_names() const {
  5017. return true;
  5018. }
  5019. bool VisualShaderNodeVec2Parameter::is_use_prop_slots() const {
  5020. return true;
  5021. }
  5022. bool VisualShaderNodeVec2Parameter::is_qualifier_supported(Qualifier p_qual) const {
  5023. return true; // all qualifiers are supported
  5024. }
  5025. bool VisualShaderNodeVec2Parameter::is_convertible_to_constant() const {
  5026. return true; // conversion is allowed
  5027. }
  5028. Vector<StringName> VisualShaderNodeVec2Parameter::get_editable_properties() const {
  5029. Vector<StringName> props = VisualShaderNodeParameter::get_editable_properties();
  5030. props.push_back("default_value_enabled");
  5031. if (default_value_enabled) {
  5032. props.push_back("default_value");
  5033. }
  5034. return props;
  5035. }
  5036. VisualShaderNodeVec2Parameter::VisualShaderNodeVec2Parameter() {
  5037. }
  5038. ////////////// Vector3 Parameter
  5039. String VisualShaderNodeVec3Parameter::get_caption() const {
  5040. return "Vector3Parameter";
  5041. }
  5042. int VisualShaderNodeVec3Parameter::get_input_port_count() const {
  5043. return 0;
  5044. }
  5045. VisualShaderNodeVec3Parameter::PortType VisualShaderNodeVec3Parameter::get_input_port_type(int p_port) const {
  5046. return PORT_TYPE_VECTOR_3D;
  5047. }
  5048. String VisualShaderNodeVec3Parameter::get_input_port_name(int p_port) const {
  5049. return String();
  5050. }
  5051. int VisualShaderNodeVec3Parameter::get_output_port_count() const {
  5052. return 1;
  5053. }
  5054. VisualShaderNodeVec3Parameter::PortType VisualShaderNodeVec3Parameter::get_output_port_type(int p_port) const {
  5055. return p_port == 0 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR;
  5056. }
  5057. String VisualShaderNodeVec3Parameter::get_output_port_name(int p_port) const {
  5058. return "vector";
  5059. }
  5060. void VisualShaderNodeVec3Parameter::set_default_value_enabled(bool p_enabled) {
  5061. default_value_enabled = p_enabled;
  5062. emit_changed();
  5063. }
  5064. bool VisualShaderNodeVec3Parameter::is_default_value_enabled() const {
  5065. return default_value_enabled;
  5066. }
  5067. void VisualShaderNodeVec3Parameter::set_default_value(const Vector3 &p_value) {
  5068. default_value = p_value;
  5069. emit_changed();
  5070. }
  5071. Vector3 VisualShaderNodeVec3Parameter::get_default_value() const {
  5072. return default_value;
  5073. }
  5074. String VisualShaderNodeVec3Parameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  5075. String code = _get_qual_str() + "uniform vec3 " + get_parameter_name();
  5076. if (default_value_enabled) {
  5077. code += vformat(" = vec3(%.6f, %.6f, %.6f)", default_value.x, default_value.y, default_value.z);
  5078. }
  5079. code += ";\n";
  5080. return code;
  5081. }
  5082. String VisualShaderNodeVec3Parameter::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 {
  5083. return " " + p_output_vars[0] + " = " + get_parameter_name() + ";\n";
  5084. }
  5085. void VisualShaderNodeVec3Parameter::_bind_methods() {
  5086. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeVec3Parameter::set_default_value_enabled);
  5087. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeVec3Parameter::is_default_value_enabled);
  5088. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeVec3Parameter::set_default_value);
  5089. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeVec3Parameter::get_default_value);
  5090. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  5091. ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "default_value"), "set_default_value", "get_default_value");
  5092. }
  5093. bool VisualShaderNodeVec3Parameter::is_show_prop_names() const {
  5094. return true;
  5095. }
  5096. bool VisualShaderNodeVec3Parameter::is_use_prop_slots() const {
  5097. return true;
  5098. }
  5099. bool VisualShaderNodeVec3Parameter::is_qualifier_supported(Qualifier p_qual) const {
  5100. return true; // all qualifiers are supported
  5101. }
  5102. bool VisualShaderNodeVec3Parameter::is_convertible_to_constant() const {
  5103. return true; // conversion is allowed
  5104. }
  5105. Vector<StringName> VisualShaderNodeVec3Parameter::get_editable_properties() const {
  5106. Vector<StringName> props = VisualShaderNodeParameter::get_editable_properties();
  5107. props.push_back("default_value_enabled");
  5108. if (default_value_enabled) {
  5109. props.push_back("default_value");
  5110. }
  5111. return props;
  5112. }
  5113. VisualShaderNodeVec3Parameter::VisualShaderNodeVec3Parameter() {
  5114. }
  5115. ////////////// Vector4 Parameter
  5116. String VisualShaderNodeVec4Parameter::get_caption() const {
  5117. return "Vector4Parameter";
  5118. }
  5119. int VisualShaderNodeVec4Parameter::get_input_port_count() const {
  5120. return 0;
  5121. }
  5122. VisualShaderNodeVec4Parameter::PortType VisualShaderNodeVec4Parameter::get_input_port_type(int p_port) const {
  5123. return PORT_TYPE_VECTOR_4D;
  5124. }
  5125. String VisualShaderNodeVec4Parameter::get_input_port_name(int p_port) const {
  5126. return String();
  5127. }
  5128. int VisualShaderNodeVec4Parameter::get_output_port_count() const {
  5129. return 1;
  5130. }
  5131. VisualShaderNodeVec4Parameter::PortType VisualShaderNodeVec4Parameter::get_output_port_type(int p_port) const {
  5132. return p_port == 0 ? PORT_TYPE_VECTOR_4D : PORT_TYPE_SCALAR;
  5133. }
  5134. String VisualShaderNodeVec4Parameter::get_output_port_name(int p_port) const {
  5135. return "vector";
  5136. }
  5137. void VisualShaderNodeVec4Parameter::set_default_value_enabled(bool p_enabled) {
  5138. default_value_enabled = p_enabled;
  5139. emit_changed();
  5140. }
  5141. bool VisualShaderNodeVec4Parameter::is_default_value_enabled() const {
  5142. return default_value_enabled;
  5143. }
  5144. void VisualShaderNodeVec4Parameter::set_default_value(const Vector4 &p_value) {
  5145. default_value = p_value;
  5146. emit_changed();
  5147. }
  5148. Vector4 VisualShaderNodeVec4Parameter::get_default_value() const {
  5149. return default_value;
  5150. }
  5151. String VisualShaderNodeVec4Parameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  5152. String code = _get_qual_str() + "uniform vec4 " + get_parameter_name();
  5153. if (default_value_enabled) {
  5154. code += vformat(" = vec4(%.6f, %.6f, %.6f, %.6f)", default_value.x, default_value.y, default_value.z, default_value.w);
  5155. }
  5156. code += ";\n";
  5157. return code;
  5158. }
  5159. String VisualShaderNodeVec4Parameter::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 {
  5160. return " " + p_output_vars[0] + " = " + get_parameter_name() + ";\n";
  5161. }
  5162. void VisualShaderNodeVec4Parameter::_bind_methods() {
  5163. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeVec4Parameter::set_default_value_enabled);
  5164. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeVec4Parameter::is_default_value_enabled);
  5165. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeVec4Parameter::set_default_value);
  5166. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeVec4Parameter::get_default_value);
  5167. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  5168. ADD_PROPERTY(PropertyInfo(Variant::VECTOR4, "default_value"), "set_default_value", "get_default_value");
  5169. }
  5170. bool VisualShaderNodeVec4Parameter::is_show_prop_names() const {
  5171. return true;
  5172. }
  5173. bool VisualShaderNodeVec4Parameter::is_use_prop_slots() const {
  5174. return true;
  5175. }
  5176. bool VisualShaderNodeVec4Parameter::is_qualifier_supported(Qualifier p_qual) const {
  5177. return true; // All qualifiers are supported.
  5178. }
  5179. bool VisualShaderNodeVec4Parameter::is_convertible_to_constant() const {
  5180. return true; // Conversion is allowed.
  5181. }
  5182. Vector<StringName> VisualShaderNodeVec4Parameter::get_editable_properties() const {
  5183. Vector<StringName> props = VisualShaderNodeParameter::get_editable_properties();
  5184. props.push_back("default_value_enabled");
  5185. if (default_value_enabled) {
  5186. props.push_back("default_value");
  5187. }
  5188. return props;
  5189. }
  5190. VisualShaderNodeVec4Parameter::VisualShaderNodeVec4Parameter() {
  5191. }
  5192. ////////////// Transform Parameter
  5193. String VisualShaderNodeTransformParameter::get_caption() const {
  5194. return "TransformParameter";
  5195. }
  5196. int VisualShaderNodeTransformParameter::get_input_port_count() const {
  5197. return 0;
  5198. }
  5199. VisualShaderNodeTransformParameter::PortType VisualShaderNodeTransformParameter::get_input_port_type(int p_port) const {
  5200. return PORT_TYPE_VECTOR_3D;
  5201. }
  5202. String VisualShaderNodeTransformParameter::get_input_port_name(int p_port) const {
  5203. return String();
  5204. }
  5205. int VisualShaderNodeTransformParameter::get_output_port_count() const {
  5206. return 1;
  5207. }
  5208. VisualShaderNodeTransformParameter::PortType VisualShaderNodeTransformParameter::get_output_port_type(int p_port) const {
  5209. return PORT_TYPE_TRANSFORM;
  5210. }
  5211. String VisualShaderNodeTransformParameter::get_output_port_name(int p_port) const {
  5212. return ""; //no output port means the editor will be used as port
  5213. }
  5214. void VisualShaderNodeTransformParameter::set_default_value_enabled(bool p_enabled) {
  5215. default_value_enabled = p_enabled;
  5216. emit_changed();
  5217. }
  5218. bool VisualShaderNodeTransformParameter::is_default_value_enabled() const {
  5219. return default_value_enabled;
  5220. }
  5221. void VisualShaderNodeTransformParameter::set_default_value(const Transform3D &p_value) {
  5222. default_value = p_value;
  5223. emit_changed();
  5224. }
  5225. Transform3D VisualShaderNodeTransformParameter::get_default_value() const {
  5226. return default_value;
  5227. }
  5228. String VisualShaderNodeTransformParameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  5229. String code = _get_qual_str() + "uniform mat4 " + get_parameter_name();
  5230. if (default_value_enabled) {
  5231. Vector3 row0 = default_value.basis.rows[0];
  5232. Vector3 row1 = default_value.basis.rows[1];
  5233. Vector3 row2 = default_value.basis.rows[2];
  5234. Vector3 origin = default_value.origin;
  5235. code += " = mat4(" + vformat("vec4(%.6f, %.6f, %.6f, 0.0)", row0.x, row0.y, row0.z) + vformat(", vec4(%.6f, %.6f, %.6f, 0.0)", row1.x, row1.y, row1.z) + vformat(", vec4(%.6f, %.6f, %.6f, 0.0)", row2.x, row2.y, row2.z) + vformat(", vec4(%.6f, %.6f, %.6f, 1.0)", origin.x, origin.y, origin.z) + ")";
  5236. }
  5237. code += ";\n";
  5238. return code;
  5239. }
  5240. String VisualShaderNodeTransformParameter::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 {
  5241. return " " + p_output_vars[0] + " = " + get_parameter_name() + ";\n";
  5242. }
  5243. void VisualShaderNodeTransformParameter::_bind_methods() {
  5244. ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeTransformParameter::set_default_value_enabled);
  5245. ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeTransformParameter::is_default_value_enabled);
  5246. ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeTransformParameter::set_default_value);
  5247. ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeTransformParameter::get_default_value);
  5248. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
  5249. ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "default_value"), "set_default_value", "get_default_value");
  5250. }
  5251. bool VisualShaderNodeTransformParameter::is_show_prop_names() const {
  5252. return true;
  5253. }
  5254. bool VisualShaderNodeTransformParameter::is_use_prop_slots() const {
  5255. return true;
  5256. }
  5257. bool VisualShaderNodeTransformParameter::is_qualifier_supported(Qualifier p_qual) const {
  5258. if (p_qual == Qualifier::QUAL_INSTANCE) {
  5259. return false;
  5260. }
  5261. return true;
  5262. }
  5263. bool VisualShaderNodeTransformParameter::is_convertible_to_constant() const {
  5264. return true; // conversion is allowed
  5265. }
  5266. Vector<StringName> VisualShaderNodeTransformParameter::get_editable_properties() const {
  5267. Vector<StringName> props = VisualShaderNodeParameter::get_editable_properties();
  5268. props.push_back("default_value_enabled");
  5269. if (default_value_enabled) {
  5270. props.push_back("default_value");
  5271. }
  5272. return props;
  5273. }
  5274. VisualShaderNodeTransformParameter::VisualShaderNodeTransformParameter() {
  5275. }
  5276. //////////////
  5277. String get_sampler_hint(VisualShaderNodeTextureParameter::TextureType p_texture_type, VisualShaderNodeTextureParameter::ColorDefault p_color_default, VisualShaderNodeTextureParameter::TextureFilter p_texture_filter, VisualShaderNodeTextureParameter::TextureRepeat p_texture_repeat, VisualShaderNodeTextureParameter::TextureSource p_texture_source) {
  5278. String code;
  5279. bool has_colon = false;
  5280. // type
  5281. {
  5282. String type_code;
  5283. switch (p_texture_type) {
  5284. case VisualShaderNodeTextureParameter::TYPE_DATA:
  5285. if (p_color_default == VisualShaderNodeTextureParameter::COLOR_DEFAULT_BLACK) {
  5286. type_code = "hint_default_black";
  5287. } else if (p_color_default == VisualShaderNodeTextureParameter::COLOR_DEFAULT_TRANSPARENT) {
  5288. type_code = "hint_default_transparent";
  5289. }
  5290. break;
  5291. case VisualShaderNodeTextureParameter::TYPE_COLOR:
  5292. type_code = "source_color";
  5293. if (p_color_default == VisualShaderNodeTextureParameter::COLOR_DEFAULT_BLACK) {
  5294. type_code += ", hint_default_black";
  5295. } else if (p_color_default == VisualShaderNodeTextureParameter::COLOR_DEFAULT_TRANSPARENT) {
  5296. type_code += ", hint_default_transparent";
  5297. }
  5298. break;
  5299. case VisualShaderNodeTextureParameter::TYPE_NORMAL_MAP:
  5300. type_code = "hint_normal";
  5301. break;
  5302. case VisualShaderNodeTextureParameter::TYPE_ANISOTROPY:
  5303. type_code = "hint_anisotropy";
  5304. break;
  5305. default:
  5306. break;
  5307. }
  5308. if (!type_code.is_empty()) {
  5309. code += " : " + type_code;
  5310. has_colon = true;
  5311. }
  5312. }
  5313. // filter
  5314. {
  5315. String filter_code;
  5316. switch (p_texture_filter) {
  5317. case VisualShaderNodeTextureParameter::FILTER_NEAREST:
  5318. filter_code = "filter_nearest";
  5319. break;
  5320. case VisualShaderNodeTextureParameter::FILTER_LINEAR:
  5321. filter_code = "filter_linear";
  5322. break;
  5323. case VisualShaderNodeTextureParameter::FILTER_NEAREST_MIPMAP:
  5324. filter_code = "filter_nearest_mipmap";
  5325. break;
  5326. case VisualShaderNodeTextureParameter::FILTER_LINEAR_MIPMAP:
  5327. filter_code = "filter_linear_mipmap";
  5328. break;
  5329. case VisualShaderNodeTextureParameter::FILTER_NEAREST_MIPMAP_ANISOTROPIC:
  5330. filter_code = "filter_nearest_mipmap_anisotropic";
  5331. break;
  5332. case VisualShaderNodeTextureParameter::FILTER_LINEAR_MIPMAP_ANISOTROPIC:
  5333. filter_code = "filter_linear_mipmap_anisotropic";
  5334. break;
  5335. default:
  5336. break;
  5337. }
  5338. if (!filter_code.is_empty()) {
  5339. if (!has_colon) {
  5340. code += " : ";
  5341. has_colon = true;
  5342. } else {
  5343. code += ", ";
  5344. }
  5345. code += filter_code;
  5346. }
  5347. }
  5348. // repeat
  5349. {
  5350. String repeat_code;
  5351. switch (p_texture_repeat) {
  5352. case VisualShaderNodeTextureParameter::REPEAT_ENABLED:
  5353. repeat_code = "repeat_enable";
  5354. break;
  5355. case VisualShaderNodeTextureParameter::REPEAT_DISABLED:
  5356. repeat_code = "repeat_disable";
  5357. break;
  5358. default:
  5359. break;
  5360. }
  5361. if (!repeat_code.is_empty()) {
  5362. if (!has_colon) {
  5363. code += " : ";
  5364. has_colon = true;
  5365. } else {
  5366. code += ", ";
  5367. }
  5368. code += repeat_code;
  5369. }
  5370. }
  5371. // source
  5372. {
  5373. String source_code;
  5374. switch (p_texture_source) {
  5375. case VisualShaderNodeTextureParameter::SOURCE_SCREEN:
  5376. source_code = "hint_screen_texture";
  5377. break;
  5378. case VisualShaderNodeTextureParameter::SOURCE_DEPTH:
  5379. source_code = "hint_depth_texture";
  5380. break;
  5381. case VisualShaderNodeTextureParameter::SOURCE_NORMAL_ROUGHNESS:
  5382. source_code = "hint_normal_roughness_texture";
  5383. break;
  5384. default:
  5385. break;
  5386. }
  5387. if (!source_code.is_empty()) {
  5388. if (!has_colon) {
  5389. code += " : ";
  5390. } else {
  5391. code += ", ";
  5392. }
  5393. code += source_code;
  5394. }
  5395. }
  5396. return code;
  5397. }
  5398. ////////////// Texture Parameter
  5399. int VisualShaderNodeTextureParameter::get_input_port_count() const {
  5400. return 0;
  5401. }
  5402. VisualShaderNodeTextureParameter::PortType VisualShaderNodeTextureParameter::get_input_port_type(int p_port) const {
  5403. return PORT_TYPE_SCALAR;
  5404. }
  5405. String VisualShaderNodeTextureParameter::get_input_port_name(int p_port) const {
  5406. return "";
  5407. }
  5408. int VisualShaderNodeTextureParameter::get_output_port_count() const {
  5409. return 1;
  5410. }
  5411. VisualShaderNodeTextureParameter::PortType VisualShaderNodeTextureParameter::get_output_port_type(int p_port) const {
  5412. switch (p_port) {
  5413. case 0:
  5414. return PORT_TYPE_SAMPLER;
  5415. default:
  5416. return PORT_TYPE_SCALAR;
  5417. }
  5418. }
  5419. String VisualShaderNodeTextureParameter::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 {
  5420. return "";
  5421. }
  5422. void VisualShaderNodeTextureParameter::set_texture_type(TextureType p_texture_type) {
  5423. ERR_FAIL_INDEX(int(p_texture_type), int(TYPE_MAX));
  5424. if (texture_type == p_texture_type) {
  5425. return;
  5426. }
  5427. texture_type = p_texture_type;
  5428. emit_changed();
  5429. }
  5430. VisualShaderNodeTextureParameter::TextureType VisualShaderNodeTextureParameter::get_texture_type() const {
  5431. return texture_type;
  5432. }
  5433. void VisualShaderNodeTextureParameter::set_color_default(ColorDefault p_color_default) {
  5434. ERR_FAIL_INDEX(int(p_color_default), int(COLOR_DEFAULT_MAX));
  5435. if (color_default == p_color_default) {
  5436. return;
  5437. }
  5438. color_default = p_color_default;
  5439. emit_changed();
  5440. }
  5441. VisualShaderNodeTextureParameter::ColorDefault VisualShaderNodeTextureParameter::get_color_default() const {
  5442. return color_default;
  5443. }
  5444. void VisualShaderNodeTextureParameter::set_texture_filter(TextureFilter p_filter) {
  5445. ERR_FAIL_INDEX(int(p_filter), int(FILTER_MAX));
  5446. if (texture_filter == p_filter) {
  5447. return;
  5448. }
  5449. texture_filter = p_filter;
  5450. emit_changed();
  5451. }
  5452. VisualShaderNodeTextureParameter::TextureFilter VisualShaderNodeTextureParameter::get_texture_filter() const {
  5453. return texture_filter;
  5454. }
  5455. void VisualShaderNodeTextureParameter::set_texture_repeat(TextureRepeat p_repeat) {
  5456. ERR_FAIL_INDEX(int(p_repeat), int(REPEAT_MAX));
  5457. if (texture_repeat == p_repeat) {
  5458. return;
  5459. }
  5460. texture_repeat = p_repeat;
  5461. emit_changed();
  5462. }
  5463. VisualShaderNodeTextureParameter::TextureRepeat VisualShaderNodeTextureParameter::get_texture_repeat() const {
  5464. return texture_repeat;
  5465. }
  5466. void VisualShaderNodeTextureParameter::set_texture_source(TextureSource p_source) {
  5467. ERR_FAIL_INDEX(int(p_source), int(SOURCE_MAX));
  5468. if (texture_source == p_source) {
  5469. return;
  5470. }
  5471. texture_source = p_source;
  5472. emit_changed();
  5473. }
  5474. VisualShaderNodeTextureParameter::TextureSource VisualShaderNodeTextureParameter::get_texture_source() const {
  5475. return texture_source;
  5476. }
  5477. Vector<StringName> VisualShaderNodeTextureParameter::get_editable_properties() const {
  5478. Vector<StringName> props = VisualShaderNodeParameter::get_editable_properties();
  5479. props.push_back("texture_type");
  5480. if (texture_type == TYPE_DATA || texture_type == TYPE_COLOR) {
  5481. props.push_back("color_default");
  5482. }
  5483. props.push_back("texture_filter");
  5484. props.push_back("texture_repeat");
  5485. props.push_back("texture_source");
  5486. return props;
  5487. }
  5488. bool VisualShaderNodeTextureParameter::is_show_prop_names() const {
  5489. return true;
  5490. }
  5491. String VisualShaderNodeTextureParameter::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  5492. String warning = VisualShaderNodeParameter::get_warning(p_mode, p_type);
  5493. if (texture_source != SOURCE_NONE) {
  5494. String texture_source_str;
  5495. switch (texture_source) {
  5496. case SOURCE_SCREEN: {
  5497. texture_source_str = "Screen";
  5498. } break;
  5499. case SOURCE_DEPTH: {
  5500. texture_source_str = "Depth";
  5501. } break;
  5502. case SOURCE_NORMAL_ROUGHNESS: {
  5503. texture_source_str = "NormalRoughness";
  5504. } break;
  5505. default:
  5506. break;
  5507. }
  5508. if (texture_type == TYPE_NORMAL_MAP || texture_type == TYPE_ANISOTROPY) {
  5509. String texture_type_str;
  5510. switch (texture_type) {
  5511. case TYPE_NORMAL_MAP: {
  5512. texture_type_str = "Normal Map";
  5513. } break;
  5514. case TYPE_ANISOTROPY: {
  5515. texture_type_str = "Anisotropic";
  5516. } break;
  5517. default:
  5518. break;
  5519. }
  5520. if (!warning.is_empty()) {
  5521. warning += "\n";
  5522. }
  5523. warning += vformat(RTR("'%s' type is incompatible with '%s' source."), texture_type_str, texture_source_str);
  5524. } else if (color_default != COLOR_DEFAULT_WHITE) {
  5525. String color_default_str;
  5526. switch (color_default) {
  5527. case COLOR_DEFAULT_BLACK: {
  5528. color_default_str = "Black";
  5529. } break;
  5530. case COLOR_DEFAULT_TRANSPARENT: {
  5531. color_default_str = "Transparent";
  5532. } break;
  5533. default:
  5534. break;
  5535. }
  5536. if (!warning.is_empty()) {
  5537. warning += "\n";
  5538. }
  5539. warning += vformat(RTR("'%s' default color is incompatible with '%s' source."), color_default_str, texture_source_str);
  5540. }
  5541. }
  5542. return warning;
  5543. }
  5544. HashMap<StringName, String> VisualShaderNodeTextureParameter::get_editable_properties_names() const {
  5545. HashMap<StringName, String> names;
  5546. names.insert("texture_type", RTR("Type"));
  5547. names.insert("color_default", RTR("Default Color"));
  5548. names.insert("texture_filter", RTR("Filter"));
  5549. names.insert("texture_repeat", RTR("Repeat"));
  5550. names.insert("texture_source", RTR("Source"));
  5551. return names;
  5552. }
  5553. void VisualShaderNodeTextureParameter::_bind_methods() {
  5554. ClassDB::bind_method(D_METHOD("set_texture_type", "type"), &VisualShaderNodeTextureParameter::set_texture_type);
  5555. ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeTextureParameter::get_texture_type);
  5556. ClassDB::bind_method(D_METHOD("set_color_default", "color"), &VisualShaderNodeTextureParameter::set_color_default);
  5557. ClassDB::bind_method(D_METHOD("get_color_default"), &VisualShaderNodeTextureParameter::get_color_default);
  5558. ClassDB::bind_method(D_METHOD("set_texture_filter", "filter"), &VisualShaderNodeTextureParameter::set_texture_filter);
  5559. ClassDB::bind_method(D_METHOD("get_texture_filter"), &VisualShaderNodeTextureParameter::get_texture_filter);
  5560. ClassDB::bind_method(D_METHOD("set_texture_repeat", "repeat"), &VisualShaderNodeTextureParameter::set_texture_repeat);
  5561. ClassDB::bind_method(D_METHOD("get_texture_repeat"), &VisualShaderNodeTextureParameter::get_texture_repeat);
  5562. ClassDB::bind_method(D_METHOD("set_texture_source", "source"), &VisualShaderNodeTextureParameter::set_texture_source);
  5563. ClassDB::bind_method(D_METHOD("get_texture_source"), &VisualShaderNodeTextureParameter::get_texture_source);
  5564. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normal Map,Anisotropic"), "set_texture_type", "get_texture_type");
  5565. ADD_PROPERTY(PropertyInfo(Variant::INT, "color_default", PROPERTY_HINT_ENUM, "White,Black,Transparent"), "set_color_default", "get_color_default");
  5566. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_filter", PROPERTY_HINT_ENUM, "Default,Nearest,Linear,Nearest Mipmap,Linear Mipmap,Nearest Mipmap Anisotropic,Linear Mipmap Anisotropic"), "set_texture_filter", "get_texture_filter");
  5567. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_repeat", PROPERTY_HINT_ENUM, "Default,Enabled,Disabled"), "set_texture_repeat", "get_texture_repeat");
  5568. ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_source", PROPERTY_HINT_ENUM, "None,Screen,Depth,NormalRoughness"), "set_texture_source", "get_texture_source");
  5569. BIND_ENUM_CONSTANT(TYPE_DATA);
  5570. BIND_ENUM_CONSTANT(TYPE_COLOR);
  5571. BIND_ENUM_CONSTANT(TYPE_NORMAL_MAP);
  5572. BIND_ENUM_CONSTANT(TYPE_ANISOTROPY);
  5573. BIND_ENUM_CONSTANT(TYPE_MAX);
  5574. BIND_ENUM_CONSTANT(COLOR_DEFAULT_WHITE);
  5575. BIND_ENUM_CONSTANT(COLOR_DEFAULT_BLACK);
  5576. BIND_ENUM_CONSTANT(COLOR_DEFAULT_TRANSPARENT);
  5577. BIND_ENUM_CONSTANT(COLOR_DEFAULT_MAX);
  5578. BIND_ENUM_CONSTANT(FILTER_DEFAULT);
  5579. BIND_ENUM_CONSTANT(FILTER_NEAREST);
  5580. BIND_ENUM_CONSTANT(FILTER_LINEAR);
  5581. BIND_ENUM_CONSTANT(FILTER_NEAREST_MIPMAP);
  5582. BIND_ENUM_CONSTANT(FILTER_LINEAR_MIPMAP);
  5583. BIND_ENUM_CONSTANT(FILTER_NEAREST_MIPMAP_ANISOTROPIC);
  5584. BIND_ENUM_CONSTANT(FILTER_LINEAR_MIPMAP_ANISOTROPIC);
  5585. BIND_ENUM_CONSTANT(FILTER_MAX);
  5586. BIND_ENUM_CONSTANT(REPEAT_DEFAULT);
  5587. BIND_ENUM_CONSTANT(REPEAT_ENABLED);
  5588. BIND_ENUM_CONSTANT(REPEAT_DISABLED);
  5589. BIND_ENUM_CONSTANT(REPEAT_MAX);
  5590. BIND_ENUM_CONSTANT(SOURCE_NONE);
  5591. BIND_ENUM_CONSTANT(SOURCE_SCREEN);
  5592. BIND_ENUM_CONSTANT(SOURCE_DEPTH);
  5593. BIND_ENUM_CONSTANT(SOURCE_NORMAL_ROUGHNESS);
  5594. BIND_ENUM_CONSTANT(SOURCE_MAX);
  5595. }
  5596. bool VisualShaderNodeTextureParameter::is_qualifier_supported(Qualifier p_qual) const {
  5597. switch (p_qual) {
  5598. case Qualifier::QUAL_NONE:
  5599. return true;
  5600. case Qualifier::QUAL_GLOBAL:
  5601. return true;
  5602. case Qualifier::QUAL_INSTANCE:
  5603. return false;
  5604. default:
  5605. break;
  5606. }
  5607. return false;
  5608. }
  5609. bool VisualShaderNodeTextureParameter::is_convertible_to_constant() const {
  5610. return false; // conversion is not allowed
  5611. }
  5612. VisualShaderNodeTextureParameter::VisualShaderNodeTextureParameter() {
  5613. }
  5614. ////////////// Texture2D Parameter
  5615. String VisualShaderNodeTexture2DParameter::get_caption() const {
  5616. return "Texture2DParameter";
  5617. }
  5618. String VisualShaderNodeTexture2DParameter::get_output_port_name(int p_port) const {
  5619. switch (p_port) {
  5620. case 0:
  5621. return "sampler2D";
  5622. default:
  5623. return "";
  5624. }
  5625. }
  5626. String VisualShaderNodeTexture2DParameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  5627. String code = _get_qual_str() + "uniform sampler2D " + get_parameter_name();
  5628. code += get_sampler_hint(texture_type, color_default, texture_filter, texture_repeat, texture_source);
  5629. code += ";\n";
  5630. return code;
  5631. }
  5632. VisualShaderNodeTexture2DParameter::VisualShaderNodeTexture2DParameter() {
  5633. }
  5634. ////////////// Texture Parameter (Triplanar)
  5635. String VisualShaderNodeTextureParameterTriplanar::get_caption() const {
  5636. return "TextureParameterTriplanar";
  5637. }
  5638. int VisualShaderNodeTextureParameterTriplanar::get_input_port_count() const {
  5639. return 2;
  5640. }
  5641. VisualShaderNodeTextureParameterTriplanar::PortType VisualShaderNodeTextureParameterTriplanar::get_input_port_type(int p_port) const {
  5642. if (p_port == 0 || p_port == 1) {
  5643. return PORT_TYPE_VECTOR_3D;
  5644. }
  5645. return PORT_TYPE_SCALAR;
  5646. }
  5647. String VisualShaderNodeTextureParameterTriplanar::get_input_port_name(int p_port) const {
  5648. if (p_port == 0) {
  5649. return "weights";
  5650. } else if (p_port == 1) {
  5651. return "pos";
  5652. }
  5653. return "";
  5654. }
  5655. int VisualShaderNodeTextureParameterTriplanar::get_output_port_count() const {
  5656. return 2;
  5657. }
  5658. VisualShaderNodeTextureParameterTriplanar::PortType VisualShaderNodeTextureParameterTriplanar::get_output_port_type(int p_port) const {
  5659. switch (p_port) {
  5660. case 0:
  5661. return PORT_TYPE_VECTOR_4D;
  5662. case 1:
  5663. return PORT_TYPE_SAMPLER;
  5664. default:
  5665. return PORT_TYPE_SCALAR;
  5666. }
  5667. }
  5668. String VisualShaderNodeTextureParameterTriplanar::get_output_port_name(int p_port) const {
  5669. switch (p_port) {
  5670. case 0:
  5671. return "color";
  5672. case 1:
  5673. return "sampler2D";
  5674. default:
  5675. return "";
  5676. }
  5677. }
  5678. String VisualShaderNodeTextureParameterTriplanar::generate_global_per_node(Shader::Mode p_mode, int p_id) const {
  5679. String code;
  5680. code += "// " + get_caption() + "\n";
  5681. code += " vec4 triplanar_texture(sampler2D p_sampler, vec3 p_weights, vec3 p_triplanar_pos) {\n";
  5682. code += " vec4 samp = vec4(0.0);\n";
  5683. code += " samp += texture(p_sampler, p_triplanar_pos.xy) * p_weights.z;\n";
  5684. code += " samp += texture(p_sampler, p_triplanar_pos.xz) * p_weights.y;\n";
  5685. code += " samp += texture(p_sampler, p_triplanar_pos.zy * vec2(-1.0, 1.0)) * p_weights.x;\n";
  5686. code += " return samp;\n";
  5687. code += " }\n";
  5688. code += "\n";
  5689. code += " uniform vec3 triplanar_scale = vec3(1.0, 1.0, 1.0);\n";
  5690. code += " uniform vec3 triplanar_offset;\n";
  5691. code += " uniform float triplanar_sharpness = 0.5;\n";
  5692. code += "\n";
  5693. code += " varying vec3 triplanar_power_normal;\n";
  5694. code += " varying vec3 triplanar_pos;\n";
  5695. return code;
  5696. }
  5697. String VisualShaderNodeTextureParameterTriplanar::generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  5698. String code;
  5699. if (p_type == VisualShader::TYPE_VERTEX) {
  5700. code += "// " + get_caption() + "\n";
  5701. code += " {\n";
  5702. code += " triplanar_power_normal = pow(abs(NORMAL), vec3(triplanar_sharpness));\n";
  5703. code += " triplanar_power_normal /= dot(triplanar_power_normal, vec3(1.0));\n";
  5704. code += " triplanar_pos = VERTEX * triplanar_scale + triplanar_offset;\n";
  5705. code += " triplanar_pos *= vec3(1.0, -1.0, 1.0);\n";
  5706. code += " }\n";
  5707. }
  5708. return code;
  5709. }
  5710. String VisualShaderNodeTextureParameterTriplanar::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  5711. String code = _get_qual_str() + "uniform sampler2D " + get_parameter_name();
  5712. code += get_sampler_hint(texture_type, color_default, texture_filter, texture_repeat, texture_source);
  5713. code += ";\n";
  5714. return code;
  5715. }
  5716. String VisualShaderNodeTextureParameterTriplanar::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 {
  5717. String id = get_parameter_name();
  5718. String code;
  5719. if (p_input_vars[0].is_empty() && p_input_vars[1].is_empty()) {
  5720. code += " " + p_output_vars[0] + " = triplanar_texture(" + id + ", triplanar_power_normal, triplanar_pos);\n";
  5721. } else if (!p_input_vars[0].is_empty() && p_input_vars[1].is_empty()) {
  5722. code += " " + p_output_vars[0] + " = triplanar_texture(" + id + ", " + p_input_vars[0] + ", triplanar_pos);\n";
  5723. } else if (p_input_vars[0].is_empty() && !p_input_vars[1].is_empty()) {
  5724. code += " " + p_output_vars[0] + " = triplanar_texture(" + id + ", triplanar_power_normal, " + p_input_vars[1] + ");\n";
  5725. } else {
  5726. code += " " + p_output_vars[0] + " = triplanar_texture(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
  5727. }
  5728. return code;
  5729. }
  5730. bool VisualShaderNodeTextureParameterTriplanar::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  5731. if (p_port == 0) {
  5732. return true;
  5733. } else if (p_port == 1) {
  5734. return true;
  5735. }
  5736. return false;
  5737. }
  5738. VisualShaderNodeTextureParameterTriplanar::VisualShaderNodeTextureParameterTriplanar() {
  5739. }
  5740. ////////////// Texture2DArray Parameter
  5741. String VisualShaderNodeTexture2DArrayParameter::get_caption() const {
  5742. return "Texture2DArrayParameter";
  5743. }
  5744. String VisualShaderNodeTexture2DArrayParameter::get_output_port_name(int p_port) const {
  5745. return "sampler2DArray";
  5746. }
  5747. String VisualShaderNodeTexture2DArrayParameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  5748. String code = _get_qual_str() + "uniform sampler2DArray " + get_parameter_name();
  5749. code += get_sampler_hint(texture_type, color_default, texture_filter, texture_repeat, texture_source);
  5750. code += ";\n";
  5751. return code;
  5752. }
  5753. VisualShaderNodeTexture2DArrayParameter::VisualShaderNodeTexture2DArrayParameter() {
  5754. }
  5755. ////////////// Texture3D Parameter
  5756. String VisualShaderNodeTexture3DParameter::get_caption() const {
  5757. return "Texture3DParameter";
  5758. }
  5759. String VisualShaderNodeTexture3DParameter::get_output_port_name(int p_port) const {
  5760. return "sampler3D";
  5761. }
  5762. String VisualShaderNodeTexture3DParameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  5763. String code = _get_qual_str() + "uniform sampler3D " + get_parameter_name();
  5764. code += get_sampler_hint(texture_type, color_default, texture_filter, texture_repeat, texture_source);
  5765. code += ";\n";
  5766. return code;
  5767. }
  5768. VisualShaderNodeTexture3DParameter::VisualShaderNodeTexture3DParameter() {
  5769. }
  5770. ////////////// Cubemap Parameter
  5771. String VisualShaderNodeCubemapParameter::get_caption() const {
  5772. return "CubemapParameter";
  5773. }
  5774. String VisualShaderNodeCubemapParameter::get_output_port_name(int p_port) const {
  5775. return "samplerCube";
  5776. }
  5777. String VisualShaderNodeCubemapParameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  5778. String code = _get_qual_str() + "uniform samplerCube " + get_parameter_name();
  5779. code += get_sampler_hint(texture_type, color_default, texture_filter, texture_repeat, texture_source);
  5780. code += ";\n";
  5781. return code;
  5782. }
  5783. VisualShaderNodeCubemapParameter::VisualShaderNodeCubemapParameter() {
  5784. }
  5785. ////////////// If
  5786. String VisualShaderNodeIf::get_caption() const {
  5787. return "If";
  5788. }
  5789. int VisualShaderNodeIf::get_input_port_count() const {
  5790. return 6;
  5791. }
  5792. VisualShaderNodeIf::PortType VisualShaderNodeIf::get_input_port_type(int p_port) const {
  5793. if (p_port == 0 || p_port == 1 || p_port == 2) {
  5794. return PORT_TYPE_SCALAR;
  5795. }
  5796. return PORT_TYPE_VECTOR_3D;
  5797. }
  5798. String VisualShaderNodeIf::get_input_port_name(int p_port) const {
  5799. switch (p_port) {
  5800. case 0:
  5801. return "a";
  5802. case 1:
  5803. return "b";
  5804. case 2:
  5805. return "tolerance";
  5806. case 3:
  5807. return "a == b";
  5808. case 4:
  5809. return "a > b";
  5810. case 5:
  5811. return "a < b";
  5812. default:
  5813. return "";
  5814. }
  5815. }
  5816. int VisualShaderNodeIf::get_output_port_count() const {
  5817. return 1;
  5818. }
  5819. VisualShaderNodeIf::PortType VisualShaderNodeIf::get_output_port_type(int p_port) const {
  5820. return p_port == 0 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR;
  5821. }
  5822. String VisualShaderNodeIf::get_output_port_name(int p_port) const {
  5823. return "result";
  5824. }
  5825. 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 {
  5826. String code;
  5827. code += " if(abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ")\n"; // abs(a - b) < tolerance eg. a == b
  5828. code += " {\n";
  5829. code += " " + p_output_vars[0] + " = " + p_input_vars[3] + ";\n";
  5830. code += " }\n";
  5831. code += " else if(" + p_input_vars[0] + " < " + p_input_vars[1] + ")\n"; // a < b
  5832. code += " {\n";
  5833. code += " " + p_output_vars[0] + " = " + p_input_vars[5] + ";\n";
  5834. code += " }\n";
  5835. code += " else\n"; // a > b (or a >= b if abs(a - b) < tolerance is false)
  5836. code += " {\n";
  5837. code += " " + p_output_vars[0] + " = " + p_input_vars[4] + ";\n";
  5838. code += " }\n";
  5839. return code;
  5840. }
  5841. VisualShaderNodeIf::VisualShaderNodeIf() {
  5842. simple_decl = false;
  5843. set_input_port_default_value(0, 0.0);
  5844. set_input_port_default_value(1, 0.0);
  5845. set_input_port_default_value(2, CMP_EPSILON);
  5846. set_input_port_default_value(3, Vector3(0.0, 0.0, 0.0));
  5847. set_input_port_default_value(4, Vector3(0.0, 0.0, 0.0));
  5848. set_input_port_default_value(5, Vector3(0.0, 0.0, 0.0));
  5849. }
  5850. ////////////// Switch
  5851. String VisualShaderNodeSwitch::get_caption() const {
  5852. return "Switch";
  5853. }
  5854. int VisualShaderNodeSwitch::get_input_port_count() const {
  5855. return 3;
  5856. }
  5857. VisualShaderNodeSwitch::PortType VisualShaderNodeSwitch::get_input_port_type(int p_port) const {
  5858. if (p_port == 0) {
  5859. return PORT_TYPE_BOOLEAN;
  5860. }
  5861. if (p_port == 1 || p_port == 2) {
  5862. switch (op_type) {
  5863. case OP_TYPE_INT:
  5864. return PORT_TYPE_SCALAR_INT;
  5865. case OP_TYPE_UINT:
  5866. return PORT_TYPE_SCALAR_UINT;
  5867. case OP_TYPE_VECTOR_2D:
  5868. return PORT_TYPE_VECTOR_2D;
  5869. case OP_TYPE_VECTOR_3D:
  5870. return PORT_TYPE_VECTOR_3D;
  5871. case OP_TYPE_VECTOR_4D:
  5872. return PORT_TYPE_VECTOR_4D;
  5873. case OP_TYPE_BOOLEAN:
  5874. return PORT_TYPE_BOOLEAN;
  5875. case OP_TYPE_TRANSFORM:
  5876. return PORT_TYPE_TRANSFORM;
  5877. default:
  5878. break;
  5879. }
  5880. }
  5881. return PORT_TYPE_SCALAR;
  5882. }
  5883. String VisualShaderNodeSwitch::get_input_port_name(int p_port) const {
  5884. switch (p_port) {
  5885. case 0:
  5886. return "value";
  5887. case 1:
  5888. return "true";
  5889. case 2:
  5890. return "false";
  5891. default:
  5892. return "";
  5893. }
  5894. }
  5895. int VisualShaderNodeSwitch::get_output_port_count() const {
  5896. return 1;
  5897. }
  5898. VisualShaderNodeSwitch::PortType VisualShaderNodeSwitch::get_output_port_type(int p_port) const {
  5899. switch (op_type) {
  5900. case OP_TYPE_INT:
  5901. return PORT_TYPE_SCALAR_INT;
  5902. case OP_TYPE_UINT:
  5903. return PORT_TYPE_SCALAR_UINT;
  5904. case OP_TYPE_VECTOR_2D:
  5905. return p_port == 0 ? PORT_TYPE_VECTOR_2D : PORT_TYPE_SCALAR;
  5906. case OP_TYPE_VECTOR_3D:
  5907. return p_port == 0 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR;
  5908. case OP_TYPE_VECTOR_4D:
  5909. return p_port == 0 ? PORT_TYPE_VECTOR_4D : PORT_TYPE_SCALAR;
  5910. case OP_TYPE_BOOLEAN:
  5911. return PORT_TYPE_BOOLEAN;
  5912. case OP_TYPE_TRANSFORM:
  5913. return PORT_TYPE_TRANSFORM;
  5914. default:
  5915. break;
  5916. }
  5917. return PORT_TYPE_SCALAR;
  5918. }
  5919. String VisualShaderNodeSwitch::get_output_port_name(int p_port) const {
  5920. return "result";
  5921. }
  5922. void VisualShaderNodeSwitch::set_op_type(OpType p_op_type) {
  5923. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  5924. if (op_type == p_op_type) {
  5925. return;
  5926. }
  5927. switch (p_op_type) {
  5928. case OP_TYPE_FLOAT:
  5929. set_input_port_default_value(1, 1.0, get_input_port_default_value(1));
  5930. set_input_port_default_value(2, 0.0, get_input_port_default_value(2));
  5931. break;
  5932. case OP_TYPE_UINT:
  5933. case OP_TYPE_INT:
  5934. set_input_port_default_value(1, 1, get_input_port_default_value(1));
  5935. set_input_port_default_value(2, 0, get_input_port_default_value(2));
  5936. break;
  5937. case OP_TYPE_VECTOR_2D:
  5938. set_input_port_default_value(1, Vector2(1.0, 1.0), get_input_port_default_value(1));
  5939. set_input_port_default_value(2, Vector2(0.0, 0.0), get_input_port_default_value(2));
  5940. break;
  5941. case OP_TYPE_VECTOR_3D:
  5942. set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0), get_input_port_default_value(1));
  5943. set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0), get_input_port_default_value(2));
  5944. break;
  5945. case OP_TYPE_VECTOR_4D:
  5946. set_input_port_default_value(1, Quaternion(1.0, 1.0, 1.0, 1.0), get_input_port_default_value(1));
  5947. set_input_port_default_value(2, Quaternion(0.0, 0.0, 0.0, 0.0), get_input_port_default_value(2));
  5948. break;
  5949. case OP_TYPE_BOOLEAN:
  5950. set_input_port_default_value(1, true);
  5951. set_input_port_default_value(2, false);
  5952. break;
  5953. case OP_TYPE_TRANSFORM:
  5954. set_input_port_default_value(1, Transform3D());
  5955. set_input_port_default_value(2, Transform3D());
  5956. break;
  5957. default:
  5958. break;
  5959. }
  5960. op_type = p_op_type;
  5961. emit_changed();
  5962. }
  5963. VisualShaderNodeSwitch::OpType VisualShaderNodeSwitch::get_op_type() const {
  5964. return op_type;
  5965. }
  5966. Vector<StringName> VisualShaderNodeSwitch::get_editable_properties() const {
  5967. Vector<StringName> props;
  5968. props.push_back("op_type");
  5969. return props;
  5970. }
  5971. void VisualShaderNodeSwitch::_bind_methods() { // static
  5972. ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeSwitch::set_op_type);
  5973. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeSwitch::get_op_type);
  5974. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Float,Int,UInt,Vector2,Vector3,Vector4,Boolean,Transform"), "set_op_type", "get_op_type");
  5975. BIND_ENUM_CONSTANT(OP_TYPE_FLOAT);
  5976. BIND_ENUM_CONSTANT(OP_TYPE_INT);
  5977. BIND_ENUM_CONSTANT(OP_TYPE_UINT);
  5978. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
  5979. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
  5980. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
  5981. BIND_ENUM_CONSTANT(OP_TYPE_BOOLEAN);
  5982. BIND_ENUM_CONSTANT(OP_TYPE_TRANSFORM);
  5983. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  5984. }
  5985. 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 {
  5986. bool use_mix = false;
  5987. switch (op_type) {
  5988. case OP_TYPE_FLOAT: {
  5989. use_mix = true;
  5990. } break;
  5991. case OP_TYPE_VECTOR_2D: {
  5992. use_mix = true;
  5993. } break;
  5994. case OP_TYPE_VECTOR_3D: {
  5995. use_mix = true;
  5996. } break;
  5997. case OP_TYPE_VECTOR_4D: {
  5998. use_mix = true;
  5999. } break;
  6000. default: {
  6001. } break;
  6002. }
  6003. String code;
  6004. if (use_mix) {
  6005. code += " " + p_output_vars[0] + " = mix(" + p_input_vars[2] + ", " + p_input_vars[1] + ", float(" + p_input_vars[0] + "));\n";
  6006. } else {
  6007. code += " if (" + p_input_vars[0] + ") {\n";
  6008. code += " " + p_output_vars[0] + " = " + p_input_vars[1] + ";\n";
  6009. code += " } else {\n";
  6010. code += " " + p_output_vars[0] + " = " + p_input_vars[2] + ";\n";
  6011. code += " }\n";
  6012. }
  6013. return code;
  6014. }
  6015. VisualShaderNodeSwitch::VisualShaderNodeSwitch() {
  6016. simple_decl = false;
  6017. set_input_port_default_value(0, false);
  6018. set_input_port_default_value(1, 1.0);
  6019. set_input_port_default_value(2, 0.0);
  6020. }
  6021. ////////////// Fresnel
  6022. String VisualShaderNodeFresnel::get_caption() const {
  6023. return "Fresnel";
  6024. }
  6025. int VisualShaderNodeFresnel::get_input_port_count() const {
  6026. return 4;
  6027. }
  6028. VisualShaderNodeFresnel::PortType VisualShaderNodeFresnel::get_input_port_type(int p_port) const {
  6029. switch (p_port) {
  6030. case 0:
  6031. return PORT_TYPE_VECTOR_3D;
  6032. case 1:
  6033. return PORT_TYPE_VECTOR_3D;
  6034. case 2:
  6035. return PORT_TYPE_BOOLEAN;
  6036. case 3:
  6037. return PORT_TYPE_SCALAR;
  6038. default:
  6039. return PORT_TYPE_VECTOR_3D;
  6040. }
  6041. }
  6042. String VisualShaderNodeFresnel::get_input_port_name(int p_port) const {
  6043. switch (p_port) {
  6044. case 0:
  6045. return "normal";
  6046. case 1:
  6047. return "view";
  6048. case 2:
  6049. return "invert";
  6050. case 3:
  6051. return "power";
  6052. default:
  6053. return "";
  6054. }
  6055. }
  6056. int VisualShaderNodeFresnel::get_output_port_count() const {
  6057. return 1;
  6058. }
  6059. VisualShaderNodeFresnel::PortType VisualShaderNodeFresnel::get_output_port_type(int p_port) const {
  6060. return PORT_TYPE_SCALAR;
  6061. }
  6062. String VisualShaderNodeFresnel::get_output_port_name(int p_port) const {
  6063. return "result";
  6064. }
  6065. bool VisualShaderNodeFresnel::is_generate_input_var(int p_port) const {
  6066. if (p_port == 2) {
  6067. return false;
  6068. }
  6069. return true;
  6070. }
  6071. 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 {
  6072. String normal;
  6073. String view;
  6074. if (p_input_vars[0].is_empty()) {
  6075. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  6076. normal = "NORMAL";
  6077. } else {
  6078. normal = "vec3(0.0)";
  6079. }
  6080. } else {
  6081. normal = p_input_vars[0];
  6082. }
  6083. if (p_input_vars[1].is_empty()) {
  6084. if (p_mode == Shader::MODE_SPATIAL && !p_for_preview) {
  6085. view = "VIEW";
  6086. } else {
  6087. view = "vec3(0.0)";
  6088. }
  6089. } else {
  6090. view = p_input_vars[1];
  6091. }
  6092. if (is_input_port_connected(2)) {
  6093. return " " + p_output_vars[0] + " = " + p_input_vars[2] + " ? (pow(clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ")) : (pow(1.0 - clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + "));\n";
  6094. } else {
  6095. if (get_input_port_default_value(2)) {
  6096. return " " + p_output_vars[0] + " = pow(clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ");\n";
  6097. } else {
  6098. return " " + p_output_vars[0] + " = pow(1.0 - clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ");\n";
  6099. }
  6100. }
  6101. }
  6102. bool VisualShaderNodeFresnel::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  6103. if (p_port == 0) {
  6104. if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
  6105. return true;
  6106. }
  6107. } else if (p_port == 1) {
  6108. if (p_mode == Shader::MODE_SPATIAL) {
  6109. return true;
  6110. }
  6111. }
  6112. return false;
  6113. }
  6114. VisualShaderNodeFresnel::VisualShaderNodeFresnel() {
  6115. set_input_port_default_value(2, false);
  6116. set_input_port_default_value(3, 1.0);
  6117. }
  6118. ////////////// Is
  6119. String VisualShaderNodeIs::get_caption() const {
  6120. return "Is";
  6121. }
  6122. int VisualShaderNodeIs::get_input_port_count() const {
  6123. return 1;
  6124. }
  6125. VisualShaderNodeIs::PortType VisualShaderNodeIs::get_input_port_type(int p_port) const {
  6126. return PORT_TYPE_SCALAR;
  6127. }
  6128. String VisualShaderNodeIs::get_input_port_name(int p_port) const {
  6129. return "";
  6130. }
  6131. int VisualShaderNodeIs::get_output_port_count() const {
  6132. return 1;
  6133. }
  6134. VisualShaderNodeIs::PortType VisualShaderNodeIs::get_output_port_type(int p_port) const {
  6135. return PORT_TYPE_BOOLEAN;
  6136. }
  6137. String VisualShaderNodeIs::get_output_port_name(int p_port) const {
  6138. return "";
  6139. }
  6140. 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 {
  6141. static const char *functions[FUNC_MAX] = {
  6142. "isinf($)",
  6143. "isnan($)"
  6144. };
  6145. String code;
  6146. code += " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
  6147. return code;
  6148. }
  6149. void VisualShaderNodeIs::set_function(Function p_func) {
  6150. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  6151. if (func == p_func) {
  6152. return;
  6153. }
  6154. func = p_func;
  6155. emit_changed();
  6156. }
  6157. VisualShaderNodeIs::Function VisualShaderNodeIs::get_function() const {
  6158. return func;
  6159. }
  6160. Vector<StringName> VisualShaderNodeIs::get_editable_properties() const {
  6161. Vector<StringName> props;
  6162. props.push_back("function");
  6163. return props;
  6164. }
  6165. void VisualShaderNodeIs::_bind_methods() {
  6166. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeIs::set_function);
  6167. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeIs::get_function);
  6168. ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Inf,NaN"), "set_function", "get_function");
  6169. BIND_ENUM_CONSTANT(FUNC_IS_INF);
  6170. BIND_ENUM_CONSTANT(FUNC_IS_NAN);
  6171. BIND_ENUM_CONSTANT(FUNC_MAX);
  6172. }
  6173. VisualShaderNodeIs::VisualShaderNodeIs() {
  6174. set_input_port_default_value(0, 0.0);
  6175. }
  6176. ////////////// Compare
  6177. String VisualShaderNodeCompare::get_caption() const {
  6178. return "Compare";
  6179. }
  6180. int VisualShaderNodeCompare::get_input_port_count() const {
  6181. if (comparison_type == CTYPE_SCALAR && (func == FUNC_EQUAL || func == FUNC_NOT_EQUAL)) {
  6182. return 3;
  6183. }
  6184. return 2;
  6185. }
  6186. VisualShaderNodeCompare::PortType VisualShaderNodeCompare::get_input_port_type(int p_port) const {
  6187. switch (comparison_type) {
  6188. case CTYPE_SCALAR:
  6189. return PORT_TYPE_SCALAR;
  6190. case CTYPE_SCALAR_INT:
  6191. return PORT_TYPE_SCALAR_INT;
  6192. case CTYPE_SCALAR_UINT:
  6193. return PORT_TYPE_SCALAR_UINT;
  6194. case CTYPE_VECTOR_2D:
  6195. return PORT_TYPE_VECTOR_2D;
  6196. case CTYPE_VECTOR_3D:
  6197. return PORT_TYPE_VECTOR_3D;
  6198. case CTYPE_VECTOR_4D:
  6199. return PORT_TYPE_VECTOR_4D;
  6200. case CTYPE_BOOLEAN:
  6201. return PORT_TYPE_BOOLEAN;
  6202. case CTYPE_TRANSFORM:
  6203. return PORT_TYPE_TRANSFORM;
  6204. default:
  6205. return PORT_TYPE_SCALAR;
  6206. }
  6207. }
  6208. String VisualShaderNodeCompare::get_input_port_name(int p_port) const {
  6209. if (p_port == 0) {
  6210. return "a";
  6211. } else if (p_port == 1) {
  6212. return "b";
  6213. } else if (p_port == 2) {
  6214. return "tolerance";
  6215. }
  6216. return "";
  6217. }
  6218. int VisualShaderNodeCompare::get_output_port_count() const {
  6219. return 1;
  6220. }
  6221. VisualShaderNodeCompare::PortType VisualShaderNodeCompare::get_output_port_type(int p_port) const {
  6222. return PORT_TYPE_BOOLEAN;
  6223. }
  6224. String VisualShaderNodeCompare::get_output_port_name(int p_port) const {
  6225. if (p_port == 0) {
  6226. return "result";
  6227. }
  6228. return "";
  6229. }
  6230. String VisualShaderNodeCompare::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  6231. if (comparison_type == CTYPE_BOOLEAN || comparison_type == CTYPE_TRANSFORM) {
  6232. if (func > FUNC_NOT_EQUAL) {
  6233. return RTR("Invalid comparison function for that type.");
  6234. }
  6235. }
  6236. return "";
  6237. }
  6238. 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 {
  6239. static const char *operators[FUNC_MAX] = {
  6240. "==",
  6241. "!=",
  6242. ">",
  6243. ">=",
  6244. "<",
  6245. "<=",
  6246. };
  6247. static const char *functions[FUNC_MAX] = {
  6248. "equal($)",
  6249. "notEqual($)",
  6250. "greaterThan($)",
  6251. "greaterThanEqual($)",
  6252. "lessThan($)",
  6253. "lessThanEqual($)",
  6254. };
  6255. static const char *conditions[COND_MAX] = {
  6256. "all($)",
  6257. "any($)",
  6258. };
  6259. String code;
  6260. switch (comparison_type) {
  6261. case CTYPE_SCALAR: {
  6262. if (func == FUNC_EQUAL) {
  6263. code += " " + p_output_vars[0] + " = (abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ");";
  6264. } else if (func == FUNC_NOT_EQUAL) {
  6265. code += " " + p_output_vars[0] + " = !(abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ");";
  6266. } else {
  6267. code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", operators[func]) + ";\n";
  6268. }
  6269. } break;
  6270. case CTYPE_SCALAR_UINT:
  6271. case CTYPE_SCALAR_INT: {
  6272. code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", operators[func]) + ";\n";
  6273. } break;
  6274. case CTYPE_VECTOR_2D: {
  6275. code += " {\n";
  6276. code += " bvec2 _bv = " + String(functions[func]).replace("$", p_input_vars[0] + ", " + p_input_vars[1]) + ";\n";
  6277. code += " " + p_output_vars[0] + " = " + String(conditions[condition]).replace("$", "_bv") + ";\n";
  6278. code += " }\n";
  6279. } break;
  6280. case CTYPE_VECTOR_3D: {
  6281. code += " {\n";
  6282. code += " bvec3 _bv = " + String(functions[func]).replace("$", p_input_vars[0] + ", " + p_input_vars[1]) + ";\n";
  6283. code += " " + p_output_vars[0] + " = " + String(conditions[condition]).replace("$", "_bv") + ";\n";
  6284. code += " }\n";
  6285. } break;
  6286. case CTYPE_VECTOR_4D: {
  6287. code += " {\n";
  6288. code += " bvec4 _bv = " + String(functions[func]).replace("$", p_input_vars[0] + ", " + p_input_vars[1]) + ";\n";
  6289. code += " " + p_output_vars[0] + " = " + String(conditions[condition]).replace("$", "_bv") + ";\n";
  6290. code += " }\n";
  6291. } break;
  6292. case CTYPE_BOOLEAN: {
  6293. if (func > FUNC_NOT_EQUAL) {
  6294. return " " + p_output_vars[0] + " = false;\n";
  6295. }
  6296. code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", operators[func]) + ";\n";
  6297. } break;
  6298. case CTYPE_TRANSFORM: {
  6299. if (func > FUNC_NOT_EQUAL) {
  6300. return " " + p_output_vars[0] + " = false;\n";
  6301. }
  6302. code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", operators[func]) + ";\n";
  6303. } break;
  6304. default:
  6305. break;
  6306. }
  6307. return code;
  6308. }
  6309. void VisualShaderNodeCompare::set_comparison_type(ComparisonType p_comparison_type) {
  6310. ERR_FAIL_INDEX(int(p_comparison_type), int(CTYPE_MAX));
  6311. if (comparison_type == p_comparison_type) {
  6312. return;
  6313. }
  6314. switch (p_comparison_type) {
  6315. case CTYPE_SCALAR:
  6316. set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
  6317. set_input_port_default_value(1, 0.0, get_input_port_default_value(1));
  6318. simple_decl = true;
  6319. break;
  6320. case CTYPE_SCALAR_UINT:
  6321. case CTYPE_SCALAR_INT:
  6322. set_input_port_default_value(0, 0, get_input_port_default_value(0));
  6323. set_input_port_default_value(1, 0, get_input_port_default_value(1));
  6324. simple_decl = true;
  6325. break;
  6326. case CTYPE_VECTOR_2D:
  6327. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  6328. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
  6329. simple_decl = false;
  6330. break;
  6331. case CTYPE_VECTOR_3D:
  6332. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  6333. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
  6334. simple_decl = false;
  6335. break;
  6336. case CTYPE_VECTOR_4D:
  6337. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  6338. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
  6339. simple_decl = false;
  6340. break;
  6341. case CTYPE_BOOLEAN:
  6342. set_input_port_default_value(0, false);
  6343. set_input_port_default_value(1, false);
  6344. simple_decl = true;
  6345. break;
  6346. case CTYPE_TRANSFORM:
  6347. set_input_port_default_value(0, Transform3D());
  6348. set_input_port_default_value(1, Transform3D());
  6349. simple_decl = true;
  6350. break;
  6351. default:
  6352. break;
  6353. }
  6354. comparison_type = p_comparison_type;
  6355. emit_changed();
  6356. }
  6357. VisualShaderNodeCompare::ComparisonType VisualShaderNodeCompare::get_comparison_type() const {
  6358. return comparison_type;
  6359. }
  6360. void VisualShaderNodeCompare::set_function(Function p_func) {
  6361. ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
  6362. if (func == p_func) {
  6363. return;
  6364. }
  6365. func = p_func;
  6366. emit_changed();
  6367. }
  6368. VisualShaderNodeCompare::Function VisualShaderNodeCompare::get_function() const {
  6369. return func;
  6370. }
  6371. void VisualShaderNodeCompare::set_condition(Condition p_condition) {
  6372. ERR_FAIL_INDEX(int(p_condition), int(COND_MAX));
  6373. if (condition == p_condition) {
  6374. return;
  6375. }
  6376. condition = p_condition;
  6377. emit_changed();
  6378. }
  6379. VisualShaderNodeCompare::Condition VisualShaderNodeCompare::get_condition() const {
  6380. return condition;
  6381. }
  6382. Vector<StringName> VisualShaderNodeCompare::get_editable_properties() const {
  6383. Vector<StringName> props;
  6384. props.push_back("type");
  6385. props.push_back("function");
  6386. if (comparison_type == CTYPE_VECTOR_2D || comparison_type == CTYPE_VECTOR_3D || comparison_type == CTYPE_VECTOR_4D) {
  6387. props.push_back("condition");
  6388. }
  6389. return props;
  6390. }
  6391. void VisualShaderNodeCompare::_bind_methods() {
  6392. ClassDB::bind_method(D_METHOD("set_comparison_type", "type"), &VisualShaderNodeCompare::set_comparison_type);
  6393. ClassDB::bind_method(D_METHOD("get_comparison_type"), &VisualShaderNodeCompare::get_comparison_type);
  6394. ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeCompare::set_function);
  6395. ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeCompare::get_function);
  6396. ClassDB::bind_method(D_METHOD("set_condition", "condition"), &VisualShaderNodeCompare::set_condition);
  6397. ClassDB::bind_method(D_METHOD("get_condition"), &VisualShaderNodeCompare::get_condition);
  6398. ADD_PROPERTY(PropertyInfo(Variant::INT, "type", PROPERTY_HINT_ENUM, "Float,Int,UInt,Vector2,Vector3,Vector4,Boolean,Transform"), "set_comparison_type", "get_comparison_type");
  6399. 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");
  6400. ADD_PROPERTY(PropertyInfo(Variant::INT, "condition", PROPERTY_HINT_ENUM, "All,Any"), "set_condition", "get_condition");
  6401. BIND_ENUM_CONSTANT(CTYPE_SCALAR);
  6402. BIND_ENUM_CONSTANT(CTYPE_SCALAR_INT);
  6403. BIND_ENUM_CONSTANT(CTYPE_SCALAR_UINT);
  6404. BIND_ENUM_CONSTANT(CTYPE_VECTOR_2D);
  6405. BIND_ENUM_CONSTANT(CTYPE_VECTOR_3D);
  6406. BIND_ENUM_CONSTANT(CTYPE_VECTOR_4D);
  6407. BIND_ENUM_CONSTANT(CTYPE_BOOLEAN);
  6408. BIND_ENUM_CONSTANT(CTYPE_TRANSFORM);
  6409. BIND_ENUM_CONSTANT(CTYPE_MAX);
  6410. BIND_ENUM_CONSTANT(FUNC_EQUAL);
  6411. BIND_ENUM_CONSTANT(FUNC_NOT_EQUAL);
  6412. BIND_ENUM_CONSTANT(FUNC_GREATER_THAN);
  6413. BIND_ENUM_CONSTANT(FUNC_GREATER_THAN_EQUAL);
  6414. BIND_ENUM_CONSTANT(FUNC_LESS_THAN);
  6415. BIND_ENUM_CONSTANT(FUNC_LESS_THAN_EQUAL);
  6416. BIND_ENUM_CONSTANT(FUNC_MAX);
  6417. BIND_ENUM_CONSTANT(COND_ALL);
  6418. BIND_ENUM_CONSTANT(COND_ANY);
  6419. BIND_ENUM_CONSTANT(COND_MAX);
  6420. }
  6421. VisualShaderNodeCompare::VisualShaderNodeCompare() {
  6422. set_input_port_default_value(0, 0.0);
  6423. set_input_port_default_value(1, 0.0);
  6424. set_input_port_default_value(2, CMP_EPSILON);
  6425. }
  6426. ////////////// Fma
  6427. String VisualShaderNodeMultiplyAdd::get_caption() const {
  6428. return "MultiplyAdd";
  6429. }
  6430. int VisualShaderNodeMultiplyAdd::get_input_port_count() const {
  6431. return 3;
  6432. }
  6433. VisualShaderNodeMultiplyAdd::PortType VisualShaderNodeMultiplyAdd::get_input_port_type(int p_port) const {
  6434. switch (op_type) {
  6435. case OP_TYPE_VECTOR_2D:
  6436. return PORT_TYPE_VECTOR_2D;
  6437. case OP_TYPE_VECTOR_3D:
  6438. return PORT_TYPE_VECTOR_3D;
  6439. case OP_TYPE_VECTOR_4D:
  6440. return PORT_TYPE_VECTOR_4D;
  6441. default:
  6442. break;
  6443. }
  6444. return PORT_TYPE_SCALAR;
  6445. }
  6446. String VisualShaderNodeMultiplyAdd::get_input_port_name(int p_port) const {
  6447. if (p_port == 0) {
  6448. return "a";
  6449. } else if (p_port == 1) {
  6450. return "b(*)";
  6451. } else if (p_port == 2) {
  6452. return "c(+)";
  6453. }
  6454. return "";
  6455. }
  6456. int VisualShaderNodeMultiplyAdd::get_output_port_count() const {
  6457. return 1;
  6458. }
  6459. VisualShaderNodeMultiplyAdd::PortType VisualShaderNodeMultiplyAdd::get_output_port_type(int p_port) const {
  6460. switch (op_type) {
  6461. case OP_TYPE_VECTOR_2D:
  6462. return p_port == 0 ? PORT_TYPE_VECTOR_2D : PORT_TYPE_SCALAR;
  6463. case OP_TYPE_VECTOR_3D:
  6464. return p_port == 0 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR;
  6465. case OP_TYPE_VECTOR_4D:
  6466. return p_port == 0 ? PORT_TYPE_VECTOR_4D : PORT_TYPE_SCALAR;
  6467. default:
  6468. break;
  6469. }
  6470. return PORT_TYPE_SCALAR;
  6471. }
  6472. String VisualShaderNodeMultiplyAdd::get_output_port_name(int p_port) const {
  6473. return "";
  6474. }
  6475. String VisualShaderNodeMultiplyAdd::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  6476. if (OS::get_singleton()->get_current_rendering_method() == "gl_compatibility") {
  6477. return " " + p_output_vars[0] + " = (" + p_input_vars[0] + " * " + p_input_vars[1] + ") + " + p_input_vars[2] + ";\n";
  6478. }
  6479. return " " + p_output_vars[0] + " = fma(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
  6480. }
  6481. void VisualShaderNodeMultiplyAdd::set_op_type(OpType p_op_type) {
  6482. ERR_FAIL_INDEX((int)p_op_type, int(OP_TYPE_MAX));
  6483. if (op_type == p_op_type) {
  6484. return;
  6485. }
  6486. switch (p_op_type) {
  6487. case OP_TYPE_SCALAR: {
  6488. set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
  6489. set_input_port_default_value(1, 1.0, get_input_port_default_value(1));
  6490. set_input_port_default_value(2, 0.0, get_input_port_default_value(2));
  6491. } break;
  6492. case OP_TYPE_VECTOR_2D: {
  6493. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  6494. set_input_port_default_value(1, Vector2(1.0, 1.0), get_input_port_default_value(1));
  6495. set_input_port_default_value(2, Vector2(), get_input_port_default_value(2));
  6496. } break;
  6497. case OP_TYPE_VECTOR_3D: {
  6498. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  6499. set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0), get_input_port_default_value(1));
  6500. set_input_port_default_value(2, Vector3(), get_input_port_default_value(2));
  6501. } break;
  6502. case OP_TYPE_VECTOR_4D: {
  6503. set_input_port_default_value(0, Vector4(), get_input_port_default_value(0));
  6504. set_input_port_default_value(1, Vector4(1.0, 1.0, 1.0, 1.0), get_input_port_default_value(1));
  6505. set_input_port_default_value(2, Vector4(), get_input_port_default_value(2));
  6506. } break;
  6507. default:
  6508. break;
  6509. }
  6510. op_type = p_op_type;
  6511. emit_changed();
  6512. }
  6513. VisualShaderNodeMultiplyAdd::OpType VisualShaderNodeMultiplyAdd::get_op_type() const {
  6514. return op_type;
  6515. }
  6516. Vector<StringName> VisualShaderNodeMultiplyAdd::get_editable_properties() const {
  6517. Vector<StringName> props;
  6518. props.push_back("op_type");
  6519. return props;
  6520. }
  6521. void VisualShaderNodeMultiplyAdd::_bind_methods() {
  6522. ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeMultiplyAdd::set_op_type);
  6523. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeMultiplyAdd::get_op_type);
  6524. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector2,Vector3,Vector4"), "set_op_type", "get_op_type");
  6525. BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
  6526. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
  6527. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
  6528. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
  6529. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  6530. }
  6531. VisualShaderNodeMultiplyAdd::VisualShaderNodeMultiplyAdd() {
  6532. set_input_port_default_value(0, 0.0);
  6533. set_input_port_default_value(1, 1.0);
  6534. set_input_port_default_value(2, 0.0);
  6535. }
  6536. ////////////// Billboard
  6537. String VisualShaderNodeBillboard::get_caption() const {
  6538. return "GetBillboardMatrix";
  6539. }
  6540. int VisualShaderNodeBillboard::get_input_port_count() const {
  6541. return 0;
  6542. }
  6543. VisualShaderNodeBillboard::PortType VisualShaderNodeBillboard::get_input_port_type(int p_port) const {
  6544. return PORT_TYPE_SCALAR;
  6545. }
  6546. String VisualShaderNodeBillboard::get_input_port_name(int p_port) const {
  6547. return "";
  6548. }
  6549. int VisualShaderNodeBillboard::get_output_port_count() const {
  6550. return 1;
  6551. }
  6552. VisualShaderNodeBillboard::PortType VisualShaderNodeBillboard::get_output_port_type(int p_port) const {
  6553. return PORT_TYPE_TRANSFORM;
  6554. }
  6555. String VisualShaderNodeBillboard::get_output_port_name(int p_port) const {
  6556. return "model_view_matrix";
  6557. }
  6558. String VisualShaderNodeBillboard::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  6559. String code;
  6560. switch (billboard_type) {
  6561. case BILLBOARD_TYPE_ENABLED:
  6562. code += " {\n";
  6563. code += " mat4 __mvm = VIEW_MATRIX * mat4(INV_VIEW_MATRIX[0], INV_VIEW_MATRIX[1], INV_VIEW_MATRIX[2], MODEL_MATRIX[3]);\n";
  6564. if (keep_scale) {
  6565. code += " __mvm = __mvm * mat4(vec4(length(MODEL_MATRIX[0].xyz), 0.0, 0.0, 0.0), vec4(0.0, length(MODEL_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, length(MODEL_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
  6566. }
  6567. code += " " + p_output_vars[0] + " = __mvm;\n";
  6568. code += " }\n";
  6569. break;
  6570. case BILLBOARD_TYPE_FIXED_Y:
  6571. code += " {\n";
  6572. code += " mat4 __mvm = VIEW_MATRIX * mat4(INV_VIEW_MATRIX[0], MODEL_MATRIX[1], vec4(normalize(cross(INV_VIEW_MATRIX[0].xyz, MODEL_MATRIX[1].xyz)), 0.0), MODEL_MATRIX[3]);\n";
  6573. if (keep_scale) {
  6574. code += " __mvm = __mvm * mat4(vec4(length(MODEL_MATRIX[0].xyz), 0.0, 0.0, 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(0.0, 0.0, length(MODEL_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
  6575. } else {
  6576. code += " __mvm = __mvm * mat4(vec4(1.0, 0.0, 0.0, 0.0), vec4(0.0, 1.0 / length(MODEL_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
  6577. }
  6578. code += " " + p_output_vars[0] + " = __mvm;\n";
  6579. code += " }\n";
  6580. break;
  6581. case BILLBOARD_TYPE_PARTICLES:
  6582. code += " {\n";
  6583. code += " mat4 __wm = mat4(normalize(INV_VIEW_MATRIX[0]), normalize(INV_VIEW_MATRIX[1]), normalize(INV_VIEW_MATRIX[2]), MODEL_MATRIX[3]);\n";
  6584. code += " __wm = __wm * mat4(vec4(cos(INSTANCE_CUSTOM.x), -sin(INSTANCE_CUSTOM.x), 0.0, 0.0), vec4(sin(INSTANCE_CUSTOM.x), cos(INSTANCE_CUSTOM.x), 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
  6585. if (keep_scale) {
  6586. code += " __wm = __wm * mat4(vec4(length(MODEL_MATRIX[0].xyz), 0.0, 0.0, 0.0), vec4(0.0, length(MODEL_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, length(MODEL_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
  6587. }
  6588. code += " " + p_output_vars[0] + " = VIEW_MATRIX * __wm;\n";
  6589. code += " }\n";
  6590. break;
  6591. default:
  6592. code += " " + p_output_vars[0] + " = mat4(1.0);\n";
  6593. break;
  6594. }
  6595. return code;
  6596. }
  6597. bool VisualShaderNodeBillboard::is_show_prop_names() const {
  6598. return true;
  6599. }
  6600. void VisualShaderNodeBillboard::set_billboard_type(BillboardType p_billboard_type) {
  6601. ERR_FAIL_INDEX(int(p_billboard_type), int(BILLBOARD_TYPE_MAX));
  6602. if (billboard_type == p_billboard_type) {
  6603. return;
  6604. }
  6605. billboard_type = p_billboard_type;
  6606. simple_decl = bool(billboard_type == BILLBOARD_TYPE_DISABLED);
  6607. set_disabled(simple_decl);
  6608. emit_changed();
  6609. }
  6610. VisualShaderNodeBillboard::BillboardType VisualShaderNodeBillboard::get_billboard_type() const {
  6611. return billboard_type;
  6612. }
  6613. void VisualShaderNodeBillboard::set_keep_scale_enabled(bool p_enabled) {
  6614. keep_scale = p_enabled;
  6615. emit_changed();
  6616. }
  6617. bool VisualShaderNodeBillboard::is_keep_scale_enabled() const {
  6618. return keep_scale;
  6619. }
  6620. Vector<StringName> VisualShaderNodeBillboard::get_editable_properties() const {
  6621. Vector<StringName> props;
  6622. props.push_back("billboard_type");
  6623. if (billboard_type == BILLBOARD_TYPE_ENABLED || billboard_type == BILLBOARD_TYPE_FIXED_Y || billboard_type == BILLBOARD_TYPE_PARTICLES) {
  6624. props.push_back("keep_scale");
  6625. }
  6626. return props;
  6627. }
  6628. void VisualShaderNodeBillboard::_bind_methods() {
  6629. ClassDB::bind_method(D_METHOD("set_billboard_type", "billboard_type"), &VisualShaderNodeBillboard::set_billboard_type);
  6630. ClassDB::bind_method(D_METHOD("get_billboard_type"), &VisualShaderNodeBillboard::get_billboard_type);
  6631. ClassDB::bind_method(D_METHOD("set_keep_scale_enabled", "enabled"), &VisualShaderNodeBillboard::set_keep_scale_enabled);
  6632. ClassDB::bind_method(D_METHOD("is_keep_scale_enabled"), &VisualShaderNodeBillboard::is_keep_scale_enabled);
  6633. ADD_PROPERTY(PropertyInfo(Variant::INT, "billboard_type", PROPERTY_HINT_ENUM, "Disabled,Enabled,Y-Billboard,Particles"), "set_billboard_type", "get_billboard_type");
  6634. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "keep_scale"), "set_keep_scale_enabled", "is_keep_scale_enabled");
  6635. BIND_ENUM_CONSTANT(BILLBOARD_TYPE_DISABLED);
  6636. BIND_ENUM_CONSTANT(BILLBOARD_TYPE_ENABLED);
  6637. BIND_ENUM_CONSTANT(BILLBOARD_TYPE_FIXED_Y);
  6638. BIND_ENUM_CONSTANT(BILLBOARD_TYPE_PARTICLES);
  6639. BIND_ENUM_CONSTANT(BILLBOARD_TYPE_MAX);
  6640. }
  6641. VisualShaderNodeBillboard::VisualShaderNodeBillboard() {
  6642. simple_decl = false;
  6643. }
  6644. ////////////// DistanceFade
  6645. String VisualShaderNodeDistanceFade::get_caption() const {
  6646. return "DistanceFade";
  6647. }
  6648. int VisualShaderNodeDistanceFade::get_input_port_count() const {
  6649. return 2;
  6650. }
  6651. VisualShaderNodeDistanceFade::PortType VisualShaderNodeDistanceFade::get_input_port_type(int p_port) const {
  6652. switch (p_port) {
  6653. case 0:
  6654. return PORT_TYPE_SCALAR;
  6655. case 1:
  6656. return PORT_TYPE_SCALAR;
  6657. }
  6658. return PORT_TYPE_SCALAR;
  6659. }
  6660. String VisualShaderNodeDistanceFade::get_input_port_name(int p_port) const {
  6661. switch (p_port) {
  6662. case 0:
  6663. return "min";
  6664. case 1:
  6665. return "max";
  6666. }
  6667. return "";
  6668. }
  6669. int VisualShaderNodeDistanceFade::get_output_port_count() const {
  6670. return 1;
  6671. }
  6672. VisualShaderNodeDistanceFade::PortType VisualShaderNodeDistanceFade::get_output_port_type(int p_port) const {
  6673. return PORT_TYPE_SCALAR;
  6674. }
  6675. String VisualShaderNodeDistanceFade::get_output_port_name(int p_port) const {
  6676. return "amount";
  6677. }
  6678. bool VisualShaderNodeDistanceFade::has_output_port_preview(int p_port) const {
  6679. return false;
  6680. }
  6681. String VisualShaderNodeDistanceFade::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 {
  6682. String code;
  6683. code += vformat(" %s = clamp(smoothstep(%s, %s, length(VERTEX)), 0.0, 1.0);\n", p_output_vars[0], p_input_vars[0], p_input_vars[1]);
  6684. return code;
  6685. }
  6686. VisualShaderNodeDistanceFade::VisualShaderNodeDistanceFade() {
  6687. set_input_port_default_value(0, 0.0);
  6688. set_input_port_default_value(1, 10.0);
  6689. }
  6690. ////////////// ProximityFade
  6691. String VisualShaderNodeProximityFade::get_caption() const {
  6692. return "ProximityFade";
  6693. }
  6694. int VisualShaderNodeProximityFade::get_input_port_count() const {
  6695. return 1;
  6696. }
  6697. VisualShaderNodeProximityFade::PortType VisualShaderNodeProximityFade::get_input_port_type(int p_port) const {
  6698. return PORT_TYPE_SCALAR;
  6699. }
  6700. String VisualShaderNodeProximityFade::get_input_port_name(int p_port) const {
  6701. return "distance";
  6702. }
  6703. int VisualShaderNodeProximityFade::get_output_port_count() const {
  6704. return 1;
  6705. }
  6706. VisualShaderNodeProximityFade::PortType VisualShaderNodeProximityFade::get_output_port_type(int p_port) const {
  6707. return PORT_TYPE_SCALAR;
  6708. }
  6709. String VisualShaderNodeProximityFade::get_output_port_name(int p_port) const {
  6710. return "fade";
  6711. }
  6712. bool VisualShaderNodeProximityFade::has_output_port_preview(int p_port) const {
  6713. return false;
  6714. }
  6715. String VisualShaderNodeProximityFade::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  6716. return "uniform sampler2D " + make_unique_id(p_type, p_id, "depth_tex") + " : hint_depth_texture;\n";
  6717. }
  6718. String VisualShaderNodeProximityFade::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 {
  6719. String code;
  6720. code += " {\n";
  6721. code += " float __depth_tex = texture(" + make_unique_id(p_type, p_id, "depth_tex") + ", SCREEN_UV).r;\n";
  6722. if (!RenderingServer::get_singleton()->is_low_end()) {
  6723. code += " vec4 __depth_world_pos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV * 2.0 - 1.0, __depth_tex, 1.0);\n";
  6724. } else {
  6725. code += " vec4 __depth_world_pos = INV_PROJECTION_MATRIX * vec4(vec3(SCREEN_UV, __depth_tex) * 2.0 - 1.0, 1.0);\n";
  6726. }
  6727. code += " __depth_world_pos.xyz /= __depth_world_pos.w;\n";
  6728. code += vformat(" %s = clamp(1.0 - smoothstep(__depth_world_pos.z + %s, __depth_world_pos.z, VERTEX.z), 0.0, 1.0);\n", p_output_vars[0], p_input_vars[0]);
  6729. code += " }\n";
  6730. return code;
  6731. }
  6732. VisualShaderNodeProximityFade::VisualShaderNodeProximityFade() {
  6733. set_input_port_default_value(0, 1.0);
  6734. simple_decl = false;
  6735. }
  6736. ////////////// Random Range
  6737. String VisualShaderNodeRandomRange::get_caption() const {
  6738. return "RandomRange";
  6739. }
  6740. int VisualShaderNodeRandomRange::get_input_port_count() const {
  6741. return 3;
  6742. }
  6743. VisualShaderNodeRandomRange::PortType VisualShaderNodeRandomRange::get_input_port_type(int p_port) const {
  6744. switch (p_port) {
  6745. case 0:
  6746. return PORT_TYPE_VECTOR_3D;
  6747. case 1:
  6748. return PORT_TYPE_SCALAR;
  6749. case 2:
  6750. return PORT_TYPE_SCALAR;
  6751. default:
  6752. break;
  6753. }
  6754. return PORT_TYPE_SCALAR;
  6755. }
  6756. String VisualShaderNodeRandomRange::get_input_port_name(int p_port) const {
  6757. switch (p_port) {
  6758. case 0:
  6759. return "seed";
  6760. case 1:
  6761. return "min";
  6762. case 2:
  6763. return "max";
  6764. default:
  6765. break;
  6766. }
  6767. return "";
  6768. }
  6769. int VisualShaderNodeRandomRange::get_output_port_count() const {
  6770. return 1;
  6771. }
  6772. VisualShaderNodeRandomRange::PortType VisualShaderNodeRandomRange::get_output_port_type(int p_port) const {
  6773. return PORT_TYPE_SCALAR;
  6774. }
  6775. String VisualShaderNodeRandomRange::get_output_port_name(int p_port) const {
  6776. return "value";
  6777. }
  6778. String VisualShaderNodeRandomRange::generate_global_per_node(Shader::Mode p_mode, int p_id) const {
  6779. String code;
  6780. code += "\n\n";
  6781. code += "// 3D Noise with friendly permission by Inigo Quilez\n";
  6782. code += "vec3 hash_noise_range( vec3 p ) {\n";
  6783. code += " p *= mat3(vec3(127.1, 311.7, -53.7), vec3(269.5, 183.3, 77.1), vec3(-301.7, 27.3, 215.3));\n";
  6784. code += " return 2.0 * fract(fract(p)*4375.55) -1.;\n";
  6785. code += "}\n";
  6786. code += "\n";
  6787. return code;
  6788. }
  6789. String VisualShaderNodeRandomRange::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 {
  6790. String code;
  6791. code += vformat(" %s = mix(%s, %s, hash_noise_range(%s).x);\n", p_output_vars[0], p_input_vars[1], p_input_vars[2], p_input_vars[0]);
  6792. return code;
  6793. }
  6794. VisualShaderNodeRandomRange::VisualShaderNodeRandomRange() {
  6795. set_input_port_default_value(0, Vector3(1.0, 1.0, 1.0));
  6796. set_input_port_default_value(1, 0.0);
  6797. set_input_port_default_value(2, 1.0);
  6798. }
  6799. ////////////// Remap
  6800. String VisualShaderNodeRemap::get_caption() const {
  6801. return "Remap";
  6802. }
  6803. int VisualShaderNodeRemap::get_input_port_count() const {
  6804. return 5;
  6805. }
  6806. VisualShaderNodeRemap::PortType VisualShaderNodeRemap::get_input_port_type(int p_port) const {
  6807. switch (op_type) {
  6808. case OP_TYPE_VECTOR_2D:
  6809. return PORT_TYPE_VECTOR_2D;
  6810. case OP_TYPE_VECTOR_2D_SCALAR:
  6811. if (p_port == 0) {
  6812. return PORT_TYPE_VECTOR_2D;
  6813. }
  6814. break;
  6815. case OP_TYPE_VECTOR_3D:
  6816. return PORT_TYPE_VECTOR_3D;
  6817. case OP_TYPE_VECTOR_3D_SCALAR:
  6818. if (p_port == 0) {
  6819. return PORT_TYPE_VECTOR_3D;
  6820. }
  6821. break;
  6822. case OP_TYPE_VECTOR_4D:
  6823. return PORT_TYPE_VECTOR_4D;
  6824. case OP_TYPE_VECTOR_4D_SCALAR:
  6825. if (p_port == 0) {
  6826. return PORT_TYPE_VECTOR_4D;
  6827. }
  6828. break;
  6829. default:
  6830. break;
  6831. }
  6832. return PORT_TYPE_SCALAR;
  6833. }
  6834. String VisualShaderNodeRemap::get_input_port_name(int p_port) const {
  6835. switch (p_port) {
  6836. case 0:
  6837. return "value";
  6838. case 1:
  6839. return "input min";
  6840. case 2:
  6841. return "input max";
  6842. case 3:
  6843. return "output min";
  6844. case 4:
  6845. return "output max";
  6846. default:
  6847. break;
  6848. }
  6849. return "";
  6850. }
  6851. int VisualShaderNodeRemap::get_output_port_count() const {
  6852. return 1;
  6853. }
  6854. VisualShaderNodeRemap::PortType VisualShaderNodeRemap::get_output_port_type(int p_port) const {
  6855. switch (op_type) {
  6856. case OP_TYPE_VECTOR_2D:
  6857. case OP_TYPE_VECTOR_2D_SCALAR:
  6858. return PORT_TYPE_VECTOR_2D;
  6859. case OP_TYPE_VECTOR_3D:
  6860. case OP_TYPE_VECTOR_3D_SCALAR:
  6861. return PORT_TYPE_VECTOR_3D;
  6862. case OP_TYPE_VECTOR_4D:
  6863. case OP_TYPE_VECTOR_4D_SCALAR:
  6864. return PORT_TYPE_VECTOR_4D;
  6865. default:
  6866. return PORT_TYPE_SCALAR;
  6867. }
  6868. }
  6869. String VisualShaderNodeRemap::get_output_port_name(int p_port) const {
  6870. return "value";
  6871. }
  6872. void VisualShaderNodeRemap::set_op_type(OpType p_op_type) {
  6873. ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
  6874. if (op_type == p_op_type) {
  6875. return;
  6876. }
  6877. switch (p_op_type) {
  6878. case OP_TYPE_SCALAR: {
  6879. set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
  6880. set_input_port_default_value(1, 0.0, get_input_port_default_value(1));
  6881. set_input_port_default_value(2, 1.0, get_input_port_default_value(2));
  6882. set_input_port_default_value(3, 0.0, get_input_port_default_value(3));
  6883. set_input_port_default_value(4, 1.0, get_input_port_default_value(4));
  6884. } break;
  6885. case OP_TYPE_VECTOR_2D: {
  6886. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  6887. set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
  6888. set_input_port_default_value(2, Vector2(1.0, 1.0), get_input_port_default_value(2));
  6889. set_input_port_default_value(3, Vector2(), get_input_port_default_value(3));
  6890. set_input_port_default_value(4, Vector2(1.0, 1.0), get_input_port_default_value(4));
  6891. } break;
  6892. case OP_TYPE_VECTOR_2D_SCALAR: {
  6893. set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
  6894. set_input_port_default_value(1, 0.0, get_input_port_default_value(1));
  6895. set_input_port_default_value(2, 1.0, get_input_port_default_value(2));
  6896. set_input_port_default_value(3, 0.0, get_input_port_default_value(3));
  6897. set_input_port_default_value(4, 1.0, get_input_port_default_value(4));
  6898. } break;
  6899. case OP_TYPE_VECTOR_3D: {
  6900. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  6901. set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
  6902. set_input_port_default_value(2, Vector3(1.0, 1.0, 1.0), get_input_port_default_value(2));
  6903. set_input_port_default_value(3, Vector3(), get_input_port_default_value(3));
  6904. set_input_port_default_value(4, Vector3(1.0, 1.0, 1.0), get_input_port_default_value(4));
  6905. } break;
  6906. case OP_TYPE_VECTOR_3D_SCALAR: {
  6907. set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
  6908. set_input_port_default_value(1, 0.0, get_input_port_default_value(1));
  6909. set_input_port_default_value(2, 1.0, get_input_port_default_value(2));
  6910. set_input_port_default_value(3, 0.0, get_input_port_default_value(3));
  6911. set_input_port_default_value(4, 1.0, get_input_port_default_value(4));
  6912. } break;
  6913. case OP_TYPE_VECTOR_4D: {
  6914. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  6915. set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
  6916. set_input_port_default_value(2, Quaternion(1.0, 1.0, 1.0, 1.0), get_input_port_default_value(2));
  6917. set_input_port_default_value(3, Quaternion(), get_input_port_default_value(3));
  6918. set_input_port_default_value(4, Quaternion(1.0, 1.0, 1.0, 1.0), get_input_port_default_value(4));
  6919. } break;
  6920. case OP_TYPE_VECTOR_4D_SCALAR: {
  6921. set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
  6922. set_input_port_default_value(1, 0.0, get_input_port_default_value(1));
  6923. set_input_port_default_value(2, 1.0, get_input_port_default_value(2));
  6924. set_input_port_default_value(3, 0.0, get_input_port_default_value(3));
  6925. set_input_port_default_value(4, 1.0, get_input_port_default_value(4));
  6926. } break;
  6927. default:
  6928. break;
  6929. }
  6930. op_type = p_op_type;
  6931. emit_changed();
  6932. }
  6933. VisualShaderNodeRemap::OpType VisualShaderNodeRemap::get_op_type() const {
  6934. return op_type;
  6935. }
  6936. String VisualShaderNodeRemap::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 {
  6937. String code;
  6938. code += " {\n";
  6939. switch (op_type) {
  6940. case OP_TYPE_SCALAR: {
  6941. code += vformat(" float __input_range = %s - %s;\n", p_input_vars[2], p_input_vars[1]);
  6942. code += vformat(" float __output_range = %s - %s;\n", p_input_vars[4], p_input_vars[3]);
  6943. code += vformat(" %s = %s + __output_range * ((%s - %s) / __input_range);\n", p_output_vars[0], p_input_vars[3], p_input_vars[0], p_input_vars[1]);
  6944. } break;
  6945. case OP_TYPE_VECTOR_2D: {
  6946. code += vformat(" vec2 __input_range = %s - %s;\n", p_input_vars[2], p_input_vars[1]);
  6947. code += vformat(" vec2 __output_range = %s - %s;\n", p_input_vars[4], p_input_vars[3]);
  6948. code += vformat(" %s = %s + __output_range * ((%s - %s) / __input_range);\n", p_output_vars[0], p_input_vars[3], p_input_vars[0], p_input_vars[1]);
  6949. } break;
  6950. case OP_TYPE_VECTOR_2D_SCALAR: {
  6951. code += vformat(" vec2 __input_range = vec2(%s - %s);\n", p_input_vars[2], p_input_vars[1]);
  6952. code += vformat(" vec2 __output_range = vec2(%s - %s);\n", p_input_vars[4], p_input_vars[3]);
  6953. code += vformat(" %s = vec2(%s) + __output_range * ((%s - vec2(%s)) / __input_range);\n", p_output_vars[0], p_input_vars[3], p_input_vars[0], p_input_vars[1]);
  6954. } break;
  6955. case OP_TYPE_VECTOR_3D: {
  6956. code += vformat(" vec3 __input_range = %s - %s;\n", p_input_vars[2], p_input_vars[1]);
  6957. code += vformat(" vec3 __output_range = %s - %s;\n", p_input_vars[4], p_input_vars[3]);
  6958. code += vformat(" %s = %s + __output_range * ((%s - %s) / __input_range);\n", p_output_vars[0], p_input_vars[3], p_input_vars[0], p_input_vars[1]);
  6959. } break;
  6960. case OP_TYPE_VECTOR_3D_SCALAR: {
  6961. code += vformat(" vec3 __input_range = vec3(%s - %s);\n", p_input_vars[2], p_input_vars[1]);
  6962. code += vformat(" vec3 __output_range = vec3(%s - %s);\n", p_input_vars[4], p_input_vars[3]);
  6963. code += vformat(" %s = vec3(%s) + __output_range * ((%s - vec3(%s)) / __input_range);\n", p_output_vars[0], p_input_vars[3], p_input_vars[0], p_input_vars[1]);
  6964. } break;
  6965. case OP_TYPE_VECTOR_4D: {
  6966. code += vformat(" vec4 __input_range = %s - %s;\n", p_input_vars[2], p_input_vars[1]);
  6967. code += vformat(" vec4 __output_range = %s - %s;\n", p_input_vars[4], p_input_vars[3]);
  6968. code += vformat(" %s = %s + __output_range * ((%s - %s) / __input_range);\n", p_output_vars[0], p_input_vars[3], p_input_vars[0], p_input_vars[1]);
  6969. } break;
  6970. case OP_TYPE_VECTOR_4D_SCALAR: {
  6971. code += vformat(" vec4 __input_range = vec4(%s - %s);\n", p_input_vars[2], p_input_vars[1]);
  6972. code += vformat(" vec4 __output_range = vec4(%s - %s);\n", p_input_vars[4], p_input_vars[3]);
  6973. code += vformat(" %s = vec4(%s) + __output_range * ((%s - vec4(%s)) / __input_range);\n", p_output_vars[0], p_input_vars[3], p_input_vars[0], p_input_vars[1]);
  6974. } break;
  6975. default:
  6976. break;
  6977. }
  6978. code += " }\n";
  6979. return code;
  6980. }
  6981. Vector<StringName> VisualShaderNodeRemap::get_editable_properties() const {
  6982. Vector<StringName> props;
  6983. props.push_back("op_type");
  6984. return props;
  6985. }
  6986. void VisualShaderNodeRemap::_bind_methods() {
  6987. ClassDB::bind_method(D_METHOD("set_op_type", "op_type"), &VisualShaderNodeRemap::set_op_type);
  6988. ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeRemap::get_op_type);
  6989. ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector2,Vector2Scalar,Vector3,Vector3Scalar,Vector4,Vector4Scalar"), "set_op_type", "get_op_type");
  6990. BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
  6991. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
  6992. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D_SCALAR);
  6993. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
  6994. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D_SCALAR);
  6995. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
  6996. BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D_SCALAR);
  6997. BIND_ENUM_CONSTANT(OP_TYPE_MAX);
  6998. }
  6999. VisualShaderNodeRemap::VisualShaderNodeRemap() {
  7000. set_input_port_default_value(1, 0.0);
  7001. set_input_port_default_value(2, 1.0);
  7002. set_input_port_default_value(3, 0.0);
  7003. set_input_port_default_value(4, 1.0);
  7004. simple_decl = false;
  7005. }
  7006. ////////////// RotationByAxis
  7007. String VisualShaderNodeRotationByAxis::get_caption() const {
  7008. return "RotationByAxis";
  7009. }
  7010. int VisualShaderNodeRotationByAxis::get_input_port_count() const {
  7011. return 3;
  7012. }
  7013. VisualShaderNodeRotationByAxis::PortType VisualShaderNodeRotationByAxis::get_input_port_type(int p_port) const {
  7014. switch (p_port) {
  7015. case 0:
  7016. return PORT_TYPE_VECTOR_3D;
  7017. case 1:
  7018. return PORT_TYPE_SCALAR;
  7019. case 2:
  7020. return PORT_TYPE_VECTOR_3D;
  7021. default:
  7022. break;
  7023. }
  7024. return PORT_TYPE_SCALAR;
  7025. }
  7026. String VisualShaderNodeRotationByAxis::get_input_port_name(int p_port) const {
  7027. switch (p_port) {
  7028. case 0:
  7029. return "input";
  7030. case 1:
  7031. return "angle";
  7032. case 2:
  7033. return "axis";
  7034. default:
  7035. break;
  7036. }
  7037. return "";
  7038. }
  7039. int VisualShaderNodeRotationByAxis::get_output_port_count() const {
  7040. return 2;
  7041. }
  7042. VisualShaderNodeRotationByAxis::PortType VisualShaderNodeRotationByAxis::get_output_port_type(int p_port) const {
  7043. switch (p_port) {
  7044. case 0:
  7045. return PORT_TYPE_VECTOR_3D;
  7046. case 1:
  7047. return PORT_TYPE_TRANSFORM;
  7048. default:
  7049. break;
  7050. }
  7051. return PORT_TYPE_SCALAR;
  7052. }
  7053. String VisualShaderNodeRotationByAxis::get_output_port_name(int p_port) const {
  7054. switch (p_port) {
  7055. case 0:
  7056. return "output";
  7057. case 1:
  7058. return "rotationMat";
  7059. default:
  7060. break;
  7061. }
  7062. return "";
  7063. }
  7064. bool VisualShaderNodeRotationByAxis::has_output_port_preview(int p_port) const {
  7065. if (p_port == 0) {
  7066. return true;
  7067. }
  7068. return false;
  7069. }
  7070. String VisualShaderNodeRotationByAxis::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 {
  7071. String code;
  7072. code += " {\n";
  7073. code += vformat(" float __angle = %s;\n", p_input_vars[1]);
  7074. code += vformat(" vec3 __axis = normalize(%s);\n", p_input_vars[2]);
  7075. code += vformat(" mat3 __rot_matrix = mat3(\n");
  7076. code += vformat(" vec3( cos(__angle)+__axis.x*__axis.x*(1.0 - cos(__angle)), __axis.x*__axis.y*(1.0-cos(__angle))-__axis.z*sin(__angle), __axis.x*__axis.z*(1.0-cos(__angle))+__axis.y*sin(__angle) ),\n");
  7077. code += vformat(" vec3( __axis.y*__axis.x*(1.0-cos(__angle))+__axis.z*sin(__angle), cos(__angle)+__axis.y*__axis.y*(1.0-cos(__angle)), __axis.y*__axis.z*(1.0-cos(__angle))-__axis.x*sin(__angle) ),\n");
  7078. code += vformat(" vec3( __axis.z*__axis.x*(1.0-cos(__angle))-__axis.y*sin(__angle), __axis.z*__axis.y*(1.0-cos(__angle))+__axis.x*sin(__angle), cos(__angle)+__axis.z*__axis.z*(1.0-cos(__angle)) )\n");
  7079. code += vformat(" );\n");
  7080. if (is_output_port_connected(0)) {
  7081. code += vformat(" %s = %s * __rot_matrix;\n", p_output_vars[0], p_input_vars[0]);
  7082. }
  7083. if (is_output_port_connected(1)) {
  7084. code += vformat(" %s = mat4(__rot_matrix);\n", p_output_vars[1]);
  7085. }
  7086. code += " }\n";
  7087. return code;
  7088. }
  7089. VisualShaderNodeRotationByAxis::VisualShaderNodeRotationByAxis() {
  7090. set_input_port_default_value(0, Vector3());
  7091. set_input_port_default_value(1, 0.0);
  7092. set_input_port_default_value(2, Vector3());
  7093. simple_decl = false;
  7094. }
  7095. String VisualShaderNodeReroute::get_caption() const {
  7096. return "Reroute";
  7097. }
  7098. int VisualShaderNodeReroute::get_input_port_count() const {
  7099. return 1;
  7100. }
  7101. VisualShaderNodeReroute::PortType VisualShaderNodeReroute::get_input_port_type(int p_port) const {
  7102. return input_port_type;
  7103. }
  7104. String VisualShaderNodeReroute::get_input_port_name(int p_port) const {
  7105. return String();
  7106. }
  7107. int VisualShaderNodeReroute::get_output_port_count() const {
  7108. return 1;
  7109. }
  7110. VisualShaderNodeReroute::PortType VisualShaderNodeReroute::get_output_port_type(int p_port) const {
  7111. return input_port_type;
  7112. }
  7113. String VisualShaderNodeReroute::get_output_port_name(int p_port) const {
  7114. return String();
  7115. }
  7116. String VisualShaderNodeReroute::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 {
  7117. String code;
  7118. for (int i = 0; i < get_output_port_count(); i++) {
  7119. if (input_port_type == PORT_TYPE_SAMPLER) {
  7120. continue;
  7121. }
  7122. String input = p_input_vars[0];
  7123. if (input.is_empty()) {
  7124. code += vformat(" %s;\n", p_output_vars[i]);
  7125. continue;
  7126. }
  7127. code += vformat(" %s = %s;\n", p_output_vars[i], input);
  7128. }
  7129. return code;
  7130. }
  7131. void VisualShaderNodeReroute::_set_port_type(PortType p_type) {
  7132. input_port_type = p_type;
  7133. switch (p_type) {
  7134. case PORT_TYPE_SCALAR:
  7135. set_input_port_default_value(0, 0.0);
  7136. break;
  7137. case PORT_TYPE_VECTOR_2D:
  7138. set_input_port_default_value(0, Vector2());
  7139. break;
  7140. case PORT_TYPE_VECTOR_3D:
  7141. set_input_port_default_value(0, Vector3());
  7142. break;
  7143. case PORT_TYPE_VECTOR_4D:
  7144. set_input_port_default_value(0, Vector4());
  7145. break;
  7146. case PORT_TYPE_TRANSFORM:
  7147. set_input_port_default_value(0, Transform3D());
  7148. break;
  7149. default:
  7150. break;
  7151. }
  7152. }
  7153. void VisualShaderNodeReroute::_bind_methods() {
  7154. ClassDB::bind_method(D_METHOD("_set_port_type", "port_type"), &VisualShaderNodeReroute::_set_port_type);
  7155. ClassDB::bind_method(D_METHOD("get_port_type"), &VisualShaderNodeReroute::get_port_type);
  7156. ADD_PROPERTY(PropertyInfo(Variant::INT, "port_type", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "_set_port_type", "get_port_type");
  7157. }
  7158. VisualShaderNodeReroute::VisualShaderNodeReroute() {
  7159. set_input_port_default_value(0, 0.0);
  7160. }