virtualx-engine/scene/resources/visual_shader_nodes.cpp

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/*************************************************************************/
/* visual_shader_nodes.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
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#include "visual_shader_nodes.h"
////////////// Vector Base
VisualShaderNodeVectorBase::PortType VisualShaderNodeVectorBase::get_input_port_type(int p_port) const {
switch (op_type) {
case OP_TYPE_VECTOR_2D:
return PORT_TYPE_VECTOR_2D;
case OP_TYPE_VECTOR_3D:
return PORT_TYPE_VECTOR_3D;
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case OP_TYPE_VECTOR_4D:
return PORT_TYPE_VECTOR_4D;
default:
break;
}
return PORT_TYPE_SCALAR;
}
VisualShaderNodeVectorBase::PortType VisualShaderNodeVectorBase::get_output_port_type(int p_port) const {
switch (op_type) {
case OP_TYPE_VECTOR_2D:
return PORT_TYPE_VECTOR_2D;
case OP_TYPE_VECTOR_3D:
return PORT_TYPE_VECTOR_3D;
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case OP_TYPE_VECTOR_4D:
return PORT_TYPE_VECTOR_4D;
default:
break;
}
return PORT_TYPE_SCALAR;
}
void VisualShaderNodeVectorBase::set_op_type(OpType p_op_type) {
ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
if (op_type == p_op_type) {
return;
}
op_type = p_op_type;
emit_changed();
}
VisualShaderNodeVectorBase::OpType VisualShaderNodeVectorBase::get_op_type() const {
return op_type;
}
void VisualShaderNodeVectorBase::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeVectorBase::set_op_type);
ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeVectorBase::get_op_type);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Vector2,Vector3,Vector4"), "set_op_type", "get_op_type");
BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
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BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
BIND_ENUM_CONSTANT(OP_TYPE_MAX);
}
Vector<StringName> VisualShaderNodeVectorBase::get_editable_properties() const {
Vector<StringName> props;
props.push_back("op_type");
return props;
}
VisualShaderNodeVectorBase::VisualShaderNodeVectorBase() {
}
////////////// Constants Base
VisualShaderNodeConstant::VisualShaderNodeConstant() {
}
////////////// Scalar(Float)
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String VisualShaderNodeFloatConstant::get_caption() const {
return "FloatConstant";
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}
int VisualShaderNodeFloatConstant::get_input_port_count() const {
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return 0;
}
VisualShaderNodeFloatConstant::PortType VisualShaderNodeFloatConstant::get_input_port_type(int p_port) const {
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return PORT_TYPE_SCALAR;
}
String VisualShaderNodeFloatConstant::get_input_port_name(int p_port) const {
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return String();
}
int VisualShaderNodeFloatConstant::get_output_port_count() const {
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return 1;
}
VisualShaderNodeFloatConstant::PortType VisualShaderNodeFloatConstant::get_output_port_type(int p_port) const {
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return PORT_TYPE_SCALAR;
}
String VisualShaderNodeFloatConstant::get_output_port_name(int p_port) const {
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return ""; //no output port means the editor will be used as port
}
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 {
return " " + p_output_vars[0] + " = " + vformat("%.6f", constant) + ";\n";
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}
void VisualShaderNodeFloatConstant::set_constant(float p_constant) {
if (Math::is_equal_approx(constant, p_constant)) {
return;
}
constant = p_constant;
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emit_changed();
}
float VisualShaderNodeFloatConstant::get_constant() const {
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return constant;
}
Vector<StringName> VisualShaderNodeFloatConstant::get_editable_properties() const {
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Vector<StringName> props;
props.push_back("constant");
return props;
}
void VisualShaderNodeFloatConstant::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeFloatConstant::set_constant);
ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeFloatConstant::get_constant);
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "constant"), "set_constant", "get_constant");
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}
VisualShaderNodeFloatConstant::VisualShaderNodeFloatConstant() {
}
////////////// Scalar(Int)
String VisualShaderNodeIntConstant::get_caption() const {
return "IntConstant";
}
int VisualShaderNodeIntConstant::get_input_port_count() const {
return 0;
}
VisualShaderNodeIntConstant::PortType VisualShaderNodeIntConstant::get_input_port_type(int p_port) const {
return PORT_TYPE_SCALAR_INT;
}
String VisualShaderNodeIntConstant::get_input_port_name(int p_port) const {
return String();
}
int VisualShaderNodeIntConstant::get_output_port_count() const {
return 1;
}
VisualShaderNodeIntConstant::PortType VisualShaderNodeIntConstant::get_output_port_type(int p_port) const {
return PORT_TYPE_SCALAR_INT;
}
String VisualShaderNodeIntConstant::get_output_port_name(int p_port) const {
return ""; //no output port means the editor will be used as port
}
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 {
return " " + p_output_vars[0] + " = " + itos(constant) + ";\n";
}
void VisualShaderNodeIntConstant::set_constant(int p_constant) {
if (constant == p_constant) {
return;
}
constant = p_constant;
emit_changed();
}
int VisualShaderNodeIntConstant::get_constant() const {
return constant;
}
Vector<StringName> VisualShaderNodeIntConstant::get_editable_properties() const {
Vector<StringName> props;
props.push_back("constant");
return props;
}
void VisualShaderNodeIntConstant::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeIntConstant::set_constant);
ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeIntConstant::get_constant);
ADD_PROPERTY(PropertyInfo(Variant::INT, "constant"), "set_constant", "get_constant");
}
VisualShaderNodeIntConstant::VisualShaderNodeIntConstant() {
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}
////////////// Boolean
String VisualShaderNodeBooleanConstant::get_caption() const {
return "BooleanConstant";
}
int VisualShaderNodeBooleanConstant::get_input_port_count() const {
return 0;
}
VisualShaderNodeBooleanConstant::PortType VisualShaderNodeBooleanConstant::get_input_port_type(int p_port) const {
return PORT_TYPE_BOOLEAN;
}
String VisualShaderNodeBooleanConstant::get_input_port_name(int p_port) const {
return String();
}
int VisualShaderNodeBooleanConstant::get_output_port_count() const {
return 1;
}
VisualShaderNodeBooleanConstant::PortType VisualShaderNodeBooleanConstant::get_output_port_type(int p_port) const {
return PORT_TYPE_BOOLEAN;
}
String VisualShaderNodeBooleanConstant::get_output_port_name(int p_port) const {
return ""; //no output port means the editor will be used as port
}
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 {
return " " + p_output_vars[0] + " = " + (constant ? "true" : "false") + ";\n";
}
void VisualShaderNodeBooleanConstant::set_constant(bool p_constant) {
if (constant == p_constant) {
return;
}
constant = p_constant;
emit_changed();
}
bool VisualShaderNodeBooleanConstant::get_constant() const {
return constant;
}
Vector<StringName> VisualShaderNodeBooleanConstant::get_editable_properties() const {
Vector<StringName> props;
props.push_back("constant");
return props;
}
void VisualShaderNodeBooleanConstant::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeBooleanConstant::set_constant);
ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeBooleanConstant::get_constant);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "constant"), "set_constant", "get_constant");
}
VisualShaderNodeBooleanConstant::VisualShaderNodeBooleanConstant() {
}
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////////////// Color
String VisualShaderNodeColorConstant::get_caption() const {
return "ColorConstant";
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}
int VisualShaderNodeColorConstant::get_input_port_count() const {
return 0;
}
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VisualShaderNodeColorConstant::PortType VisualShaderNodeColorConstant::get_input_port_type(int p_port) const {
return PORT_TYPE_VECTOR_4D;
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}
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String VisualShaderNodeColorConstant::get_input_port_name(int p_port) const {
return String();
}
int VisualShaderNodeColorConstant::get_output_port_count() const {
return 1;
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}
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VisualShaderNodeColorConstant::PortType VisualShaderNodeColorConstant::get_output_port_type(int p_port) const {
return p_port == 0 ? PORT_TYPE_VECTOR_4D : PORT_TYPE_SCALAR;
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}
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String VisualShaderNodeColorConstant::get_output_port_name(int p_port) const {
return "";
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}
bool VisualShaderNodeColorConstant::is_output_port_expandable(int p_port) const {
if (p_port == 0) {
return true;
}
return false;
}
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 {
return " " + p_output_vars[0] + " = " + vformat("vec4(%.6f, %.6f, %.6f, %.6f)", constant.r, constant.g, constant.b, constant.a) + ";\n";
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}
void VisualShaderNodeColorConstant::set_constant(const Color &p_constant) {
if (constant.is_equal_approx(p_constant)) {
return;
}
constant = p_constant;
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emit_changed();
}
Color VisualShaderNodeColorConstant::get_constant() const {
return constant;
}
Vector<StringName> VisualShaderNodeColorConstant::get_editable_properties() const {
Vector<StringName> props;
props.push_back("constant");
return props;
}
void VisualShaderNodeColorConstant::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeColorConstant::set_constant);
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ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeColorConstant::get_constant);
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "constant"), "set_constant", "get_constant");
}
VisualShaderNodeColorConstant::VisualShaderNodeColorConstant() {
}
////////////// Vector2
String VisualShaderNodeVec2Constant::get_caption() const {
return "Vector2Constant";
}
int VisualShaderNodeVec2Constant::get_input_port_count() const {
return 0;
}
VisualShaderNodeVec2Constant::PortType VisualShaderNodeVec2Constant::get_input_port_type(int p_port) const {
return PORT_TYPE_VECTOR_2D;
}
String VisualShaderNodeVec2Constant::get_input_port_name(int p_port) const {
return String();
}
int VisualShaderNodeVec2Constant::get_output_port_count() const {
return 1;
}
VisualShaderNodeVec2Constant::PortType VisualShaderNodeVec2Constant::get_output_port_type(int p_port) const {
return PORT_TYPE_VECTOR_2D;
}
String VisualShaderNodeVec2Constant::get_output_port_name(int p_port) const {
return ""; //no output port means the editor will be used as port
}
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 {
return " " + p_output_vars[0] + " = " + vformat("vec2(%.6f, %.6f)", constant.x, constant.y) + ";\n";
}
void VisualShaderNodeVec2Constant::set_constant(const Vector2 &p_constant) {
if (constant.is_equal_approx(p_constant)) {
return;
}
constant = p_constant;
emit_changed();
}
Vector2 VisualShaderNodeVec2Constant::get_constant() const {
return constant;
}
Vector<StringName> VisualShaderNodeVec2Constant::get_editable_properties() const {
Vector<StringName> props;
props.push_back("constant");
return props;
}
void VisualShaderNodeVec2Constant::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeVec2Constant::set_constant);
ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeVec2Constant::get_constant);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "constant"), "set_constant", "get_constant");
}
VisualShaderNodeVec2Constant::VisualShaderNodeVec2Constant() {
}
////////////// Vector3
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String VisualShaderNodeVec3Constant::get_caption() const {
return "Vector3Constant";
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}
int VisualShaderNodeVec3Constant::get_input_port_count() const {
return 0;
}
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VisualShaderNodeVec3Constant::PortType VisualShaderNodeVec3Constant::get_input_port_type(int p_port) const {
return PORT_TYPE_VECTOR_3D;
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}
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String VisualShaderNodeVec3Constant::get_input_port_name(int p_port) const {
return String();
}
int VisualShaderNodeVec3Constant::get_output_port_count() const {
return 1;
}
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VisualShaderNodeVec3Constant::PortType VisualShaderNodeVec3Constant::get_output_port_type(int p_port) const {
return PORT_TYPE_VECTOR_3D;
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}
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String VisualShaderNodeVec3Constant::get_output_port_name(int p_port) const {
return ""; //no output port means the editor will be used as port
}
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 {
return " " + p_output_vars[0] + " = " + vformat("vec3(%.6f, %.6f, %.6f)", constant.x, constant.y, constant.z) + ";\n";
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}
void VisualShaderNodeVec3Constant::set_constant(const Vector3 &p_constant) {
if (constant.is_equal_approx(p_constant)) {
return;
}
constant = p_constant;
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emit_changed();
}
Vector3 VisualShaderNodeVec3Constant::get_constant() const {
return constant;
}
Vector<StringName> VisualShaderNodeVec3Constant::get_editable_properties() const {
Vector<StringName> props;
props.push_back("constant");
return props;
}
void VisualShaderNodeVec3Constant::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeVec3Constant::set_constant);
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ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeVec3Constant::get_constant);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant"), "set_constant", "get_constant");
}
VisualShaderNodeVec3Constant::VisualShaderNodeVec3Constant() {
}
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////////////// Vector4
String VisualShaderNodeVec4Constant::get_caption() const {
return "Vector4Constant";
}
int VisualShaderNodeVec4Constant::get_input_port_count() const {
return 0;
}
VisualShaderNodeVec4Constant::PortType VisualShaderNodeVec4Constant::get_input_port_type(int p_port) const {
return PORT_TYPE_VECTOR_4D;
}
String VisualShaderNodeVec4Constant::get_input_port_name(int p_port) const {
return String();
}
int VisualShaderNodeVec4Constant::get_output_port_count() const {
return 1;
}
VisualShaderNodeVec4Constant::PortType VisualShaderNodeVec4Constant::get_output_port_type(int p_port) const {
return PORT_TYPE_VECTOR_4D;
}
String VisualShaderNodeVec4Constant::get_output_port_name(int p_port) const {
return ""; // No output port means the editor will be used as port.
}
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 {
return " " + p_output_vars[0] + " = " + vformat("vec4(%.6f, %.6f, %.6f, %.6f)", constant.x, constant.y, constant.z, constant.w) + ";\n";
}
void VisualShaderNodeVec4Constant::set_constant(const Quaternion &p_constant) {
if (constant.is_equal_approx(p_constant)) {
return;
}
constant = p_constant;
emit_changed();
}
Quaternion VisualShaderNodeVec4Constant::get_constant() const {
return constant;
}
Vector<StringName> VisualShaderNodeVec4Constant::get_editable_properties() const {
Vector<StringName> props;
props.push_back("constant");
return props;
}
void VisualShaderNodeVec4Constant::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeVec4Constant::set_constant);
ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeVec4Constant::get_constant);
ADD_PROPERTY(PropertyInfo(Variant::QUATERNION, "constant"), "set_constant", "get_constant");
}
VisualShaderNodeVec4Constant::VisualShaderNodeVec4Constant() {
}
////////////// Transform3D
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String VisualShaderNodeTransformConstant::get_caption() const {
return "TransformConstant";
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}
int VisualShaderNodeTransformConstant::get_input_port_count() const {
return 0;
}
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VisualShaderNodeTransformConstant::PortType VisualShaderNodeTransformConstant::get_input_port_type(int p_port) const {
return PORT_TYPE_VECTOR_3D;
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}
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String VisualShaderNodeTransformConstant::get_input_port_name(int p_port) const {
return String();
}
int VisualShaderNodeTransformConstant::get_output_port_count() const {
return 1;
}
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VisualShaderNodeTransformConstant::PortType VisualShaderNodeTransformConstant::get_output_port_type(int p_port) const {
return PORT_TYPE_TRANSFORM;
}
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String VisualShaderNodeTransformConstant::get_output_port_name(int p_port) const {
return ""; //no output port means the editor will be used as port
}
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 {
Transform3D t = constant;
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t.basis.transpose();
String code = " " + p_output_vars[0] + " = mat4(";
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code += vformat("vec4(%.6f, %.6f, %.6f, 0.0), ", t.basis[0].x, t.basis[0].y, t.basis[0].z);
code += vformat("vec4(%.6f, %.6f, %.6f, 0.0), ", t.basis[1].x, t.basis[1].y, t.basis[1].z);
code += vformat("vec4(%.6f, %.6f, %.6f, 0.0), ", t.basis[2].x, t.basis[2].y, t.basis[2].z);
code += vformat("vec4(%.6f, %.6f, %.6f, 1.0));\n", t.origin.x, t.origin.y, t.origin.z);
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return code;
}
void VisualShaderNodeTransformConstant::set_constant(const Transform3D &p_constant) {
if (constant.is_equal_approx(p_constant)) {
return;
}
constant = p_constant;
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emit_changed();
}
Transform3D VisualShaderNodeTransformConstant::get_constant() const {
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return constant;
}
Vector<StringName> VisualShaderNodeTransformConstant::get_editable_properties() const {
Vector<StringName> props;
props.push_back("constant");
return props;
}
void VisualShaderNodeTransformConstant::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeTransformConstant::set_constant);
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ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeTransformConstant::get_constant);
ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "constant"), "set_constant", "get_constant");
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}
VisualShaderNodeTransformConstant::VisualShaderNodeTransformConstant() {
}
////////////// Texture
String VisualShaderNodeTexture::get_caption() const {
return "Texture2D";
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}
int VisualShaderNodeTexture::get_input_port_count() const {
return 3;
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}
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VisualShaderNodeTexture::PortType VisualShaderNodeTexture::get_input_port_type(int p_port) const {
switch (p_port) {
case 0:
return PORT_TYPE_VECTOR_2D;
case 1:
return PORT_TYPE_SCALAR;
case 2:
return PORT_TYPE_SAMPLER;
default:
return PORT_TYPE_SCALAR;
}
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}
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String VisualShaderNodeTexture::get_input_port_name(int p_port) const {
switch (p_port) {
case 0:
return "uv";
case 1:
return "lod";
case 2:
return "sampler2D";
default:
return "";
}
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}
int VisualShaderNodeTexture::get_output_port_count() const {
return 1;
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}
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VisualShaderNodeTexture::PortType VisualShaderNodeTexture::get_output_port_type(int p_port) const {
switch (p_port) {
case 0:
return PORT_TYPE_VECTOR_4D;
default:
return PORT_TYPE_SCALAR;
}
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}
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String VisualShaderNodeTexture::get_output_port_name(int p_port) const {
switch (p_port) {
case 0:
return "color";
default:
return "";
}
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}
bool VisualShaderNodeTexture::is_output_port_expandable(int p_port) const {
if (p_port == 0) {
return true;
}
return false;
}
bool VisualShaderNodeTexture::is_input_port_default(int p_port, Shader::Mode p_mode) const {
if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
if (p_port == 0) {
return true;
}
}
return false;
}
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Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
VisualShader::DefaultTextureParam dtp;
dtp.name = make_unique_id(p_type, p_id, "tex");
dtp.params.push_back(texture);
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Vector<VisualShader::DefaultTextureParam> ret;
ret.push_back(dtp);
return ret;
}
String VisualShaderNodeTexture::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
if (source == SOURCE_TEXTURE) {
String u = "uniform sampler2D " + make_unique_id(p_type, p_id, "tex");
switch (texture_type) {
case TYPE_DATA:
break;
case TYPE_COLOR:
u += " : source_color";
break;
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case TYPE_NORMAL_MAP:
u += " : hint_normal";
break;
default:
break;
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}
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return u + ";\n";
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}
return String();
}
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 {
String default_uv;
if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
default_uv = "UV";
} else {
default_uv = "vec2(0.0)";
}
String code;
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if (source == SOURCE_TEXTURE) {
String id = make_unique_id(p_type, p_id, "tex");
if (p_input_vars[0].is_empty()) { // Use UV by default.
if (p_input_vars[1].is_empty()) {
code += " " + p_output_vars[0] + " = texture(" + id + ", " + default_uv + ");\n";
} else {
code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
}
} else if (p_input_vars[1].is_empty()) {
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//no lod
code += " " + p_output_vars[0] + " = texture(" + id + ", " + p_input_vars[0] + ");\n";
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} else {
code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
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}
return code;
}
if (source == SOURCE_PORT) {
String id = p_input_vars[2];
if (id.is_empty()) {
code += " " + p_output_vars[0] + " = vec4(0.0);\n";
} else {
if (p_input_vars[0].is_empty()) { // Use UV by default.
if (p_input_vars[1].is_empty()) {
code += " " + p_output_vars[0] + " = texture(" + id + ", " + default_uv + ");\n";
} else {
code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
}
} else if (p_input_vars[1].is_empty()) {
//no lod
code += " " + p_output_vars[0] + " = texture(" + id + ", " + p_input_vars[0] + ");\n";
} else {
code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
}
}
return code;
}
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if (source == SOURCE_SCREEN && (p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) {
if (p_input_vars[0].is_empty() || p_for_preview) { // Use UV by default.
if (p_input_vars[1].is_empty()) {
code += " " + p_output_vars[0] + " = textureLod(SCREEN_TEXTURE, " + default_uv + ", 0.0);\n";
} else {
code += " " + p_output_vars[0] + " = textureLod(SCREEN_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
}
} else if (p_input_vars[1].is_empty()) {
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//no lod
code += " " + p_output_vars[0] + " = textureLod(SCREEN_TEXTURE, " + p_input_vars[0] + ", 0.0);\n";
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} else {
code += " " + p_output_vars[0] + " = textureLod(SCREEN_TEXTURE, " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
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}
return code;
}
if (source == SOURCE_2D_TEXTURE && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
if (p_input_vars[0].is_empty()) { // Use UV by default.
if (p_input_vars[1].is_empty()) {
code += " " + p_output_vars[0] + " = texture(TEXTURE, " + default_uv + ");\n";
} else {
code += " " + p_output_vars[0] + " = textureLod(TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
}
} else if (p_input_vars[1].is_empty()) {
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//no lod
code += " " + p_output_vars[0] + " = texture(TEXTURE, " + p_input_vars[0] + ");\n";
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} else {
code += " " + p_output_vars[0] + " = textureLod(TEXTURE, " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
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}
return code;
}
if (source == SOURCE_2D_NORMAL && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
if (p_input_vars[0].is_empty()) { // Use UV by default.
if (p_input_vars[1].is_empty()) {
code += " " + p_output_vars[0] + " = texture(NORMAL_TEXTURE, " + default_uv + ");\n";
} else {
code += " " + p_output_vars[0] + " = textureLod(NORMAL_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
}
} else if (p_input_vars[1].is_empty()) {
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//no lod
code += " " + p_output_vars[0] + " = texture(NORMAL_TEXTURE, " + p_input_vars[0] + ".xy);\n";
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} else {
code += " " + p_output_vars[0] + " = textureLod(NORMAL_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
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}
return code;
}
if (source == SOURCE_DEPTH) {
if (!p_for_preview && p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) {
code += " {\n";
if (p_input_vars[0].is_empty()) { // Use UV by default.
if (p_input_vars[1].is_empty()) {
code += " float _depth = texture(DEPTH_TEXTURE, " + default_uv + ").r;\n";
} else {
code += " float _depth = textureLod(DEPTH_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ").r;\n";
}
} else if (p_input_vars[1].is_empty()) {
//no lod
code += " float _depth = texture(DEPTH_TEXTURE, " + p_input_vars[0] + ".xy).r;\n";
} else {
code += " float _depth = textureLod(DEPTH_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ").r;\n";
}
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code += " " + p_output_vars[0] + " = vec4(_depth, _depth, _depth, 1.0);\n";
code += " }\n";
return code;
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}
}
code += " " + p_output_vars[0] + " = vec4(0.0);\n";
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return code;
}
void VisualShaderNodeTexture::set_source(Source p_source) {
ERR_FAIL_INDEX(int(p_source), int(SOURCE_MAX));
if (source == p_source) {
return;
}
switch (p_source) {
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case SOURCE_TEXTURE:
simple_decl = true;
break;
case SOURCE_SCREEN:
simple_decl = false;
break;
case SOURCE_2D_TEXTURE:
simple_decl = false;
break;
case SOURCE_2D_NORMAL:
simple_decl = false;
break;
case SOURCE_DEPTH:
simple_decl = false;
break;
case SOURCE_PORT:
simple_decl = false;
break;
default:
break;
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}
source = p_source;
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emit_changed();
emit_signal(SNAME("editor_refresh_request"));
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}
VisualShaderNodeTexture::Source VisualShaderNodeTexture::get_source() const {
return source;
}
void VisualShaderNodeTexture::set_texture(Ref<Texture2D> p_texture) {
texture = p_texture;
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emit_changed();
}
Ref<Texture2D> VisualShaderNodeTexture::get_texture() const {
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return texture;
}
void VisualShaderNodeTexture::set_texture_type(TextureType p_texture_type) {
ERR_FAIL_INDEX(int(p_texture_type), int(TYPE_MAX));
if (texture_type == p_texture_type) {
return;
}
texture_type = p_texture_type;
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emit_changed();
}
VisualShaderNodeTexture::TextureType VisualShaderNodeTexture::get_texture_type() const {
return texture_type;
}
Vector<StringName> VisualShaderNodeTexture::get_editable_properties() const {
Vector<StringName> props;
props.push_back("source");
if (source == SOURCE_TEXTURE) {
props.push_back("texture");
props.push_back("texture_type");
}
return props;
}
String VisualShaderNodeTexture::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
if (is_input_port_connected(2) && source != SOURCE_PORT) {
return RTR("The sampler port is connected but not used. Consider changing the source to 'SamplerPort'.");
}
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if (source == SOURCE_TEXTURE) {
return String(); // all good
}
if (source == SOURCE_PORT) {
return String(); // all good
}
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if (source == SOURCE_SCREEN && (p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) {
return String(); // all good
}
if (source == SOURCE_2D_TEXTURE && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
return String(); // all good
}
if (source == SOURCE_2D_NORMAL && p_mode == Shader::MODE_CANVAS_ITEM) {
return String(); // all good
}
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if (source == SOURCE_DEPTH && p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) {
if (get_output_port_for_preview() == 0) { // DEPTH_TEXTURE is not supported in preview(canvas_item) shader
return RTR("Invalid source for preview.");
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}
return String(); // all good
}
return RTR("Invalid source for shader.");
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}
void VisualShaderNodeTexture::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeTexture::set_source);
ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeTexture::get_source);
ClassDB::bind_method(D_METHOD("set_texture", "value"), &VisualShaderNodeTexture::set_texture);
ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeTexture::get_texture);
ClassDB::bind_method(D_METHOD("set_texture_type", "value"), &VisualShaderNodeTexture::set_texture_type);
ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeTexture::get_texture_type);
ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,Screen,Texture2D,NormalMap2D,Depth,SamplerPort"), "set_source", "get_source");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture");
ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normal Map"), "set_texture_type", "get_texture_type");
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BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
BIND_ENUM_CONSTANT(SOURCE_SCREEN);
BIND_ENUM_CONSTANT(SOURCE_2D_TEXTURE);
BIND_ENUM_CONSTANT(SOURCE_2D_NORMAL);
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BIND_ENUM_CONSTANT(SOURCE_DEPTH);
BIND_ENUM_CONSTANT(SOURCE_PORT);
BIND_ENUM_CONSTANT(SOURCE_MAX);
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BIND_ENUM_CONSTANT(TYPE_DATA);
BIND_ENUM_CONSTANT(TYPE_COLOR);
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BIND_ENUM_CONSTANT(TYPE_NORMAL_MAP);
BIND_ENUM_CONSTANT(TYPE_MAX);
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}
VisualShaderNodeTexture::VisualShaderNodeTexture() {
}
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////////////// CurveTexture
String VisualShaderNodeCurveTexture::get_caption() const {
return "CurveTexture";
}
int VisualShaderNodeCurveTexture::get_input_port_count() const {
return 1;
}
VisualShaderNodeCurveTexture::PortType VisualShaderNodeCurveTexture::get_input_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeCurveTexture::get_input_port_name(int p_port) const {
return String();
}
int VisualShaderNodeCurveTexture::get_output_port_count() const {
return 1;
}
VisualShaderNodeCurveTexture::PortType VisualShaderNodeCurveTexture::get_output_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeCurveTexture::get_output_port_name(int p_port) const {
return String();
}
void VisualShaderNodeCurveTexture::set_texture(Ref<CurveTexture> p_texture) {
texture = p_texture;
emit_changed();
}
Ref<CurveTexture> VisualShaderNodeCurveTexture::get_texture() const {
return texture;
}
Vector<StringName> VisualShaderNodeCurveTexture::get_editable_properties() const {
Vector<StringName> props;
props.push_back("texture");
return props;
}
String VisualShaderNodeCurveTexture::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
return "uniform sampler2D " + make_unique_id(p_type, p_id, "curve") + " : repeat_disable;\n";
}
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 {
if (p_input_vars[0].is_empty()) {
return " " + p_output_vars[0] + " = 0.0;\n";
}
String id = make_unique_id(p_type, p_id, "curve");
String code;
code += " " + p_output_vars[0] + " = texture(" + id + ", vec2(" + p_input_vars[0] + ")).r;\n";
return code;
}
Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCurveTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
VisualShader::DefaultTextureParam dtp;
dtp.name = make_unique_id(p_type, p_id, "curve");
dtp.params.push_back(texture);
Vector<VisualShader::DefaultTextureParam> ret;
ret.push_back(dtp);
return ret;
}
void VisualShaderNodeCurveTexture::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_texture", "texture"), &VisualShaderNodeCurveTexture::set_texture);
ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeCurveTexture::get_texture);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_texture", "get_texture");
}
bool VisualShaderNodeCurveTexture::is_use_prop_slots() const {
return true;
}
VisualShaderNodeCurveTexture::VisualShaderNodeCurveTexture() {
set_input_port_default_value(0, 0.0);
simple_decl = true;
allow_v_resize = false;
}
////////////// CurveXYZTexture
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String VisualShaderNodeCurveXYZTexture::get_caption() const {
return "CurveXYZTexture";
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}
int VisualShaderNodeCurveXYZTexture::get_input_port_count() const {
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return 1;
}
VisualShaderNodeCurveXYZTexture::PortType VisualShaderNodeCurveXYZTexture::get_input_port_type(int p_port) const {
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return PORT_TYPE_SCALAR;
}
String VisualShaderNodeCurveXYZTexture::get_input_port_name(int p_port) const {
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return String();
}
int VisualShaderNodeCurveXYZTexture::get_output_port_count() const {
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return 1;
}
VisualShaderNodeCurveXYZTexture::PortType VisualShaderNodeCurveXYZTexture::get_output_port_type(int p_port) const {
return PORT_TYPE_VECTOR_3D;
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}
String VisualShaderNodeCurveXYZTexture::get_output_port_name(int p_port) const {
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return String();
}
void VisualShaderNodeCurveXYZTexture::set_texture(Ref<CurveXYZTexture> p_texture) {
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texture = p_texture;
emit_changed();
}
Ref<CurveXYZTexture> VisualShaderNodeCurveXYZTexture::get_texture() const {
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return texture;
}
Vector<StringName> VisualShaderNodeCurveXYZTexture::get_editable_properties() const {
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Vector<StringName> props;
props.push_back("texture");
return props;
}
String VisualShaderNodeCurveXYZTexture::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
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return "uniform sampler2D " + make_unique_id(p_type, p_id, "curve3d") + ";\n";
}
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 {
if (p_input_vars[0].is_empty()) {
return " " + p_output_vars[0] + " = vec3(0.0);\n";
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}
String id = make_unique_id(p_type, p_id, "curve3d");
String code;
code += " " + p_output_vars[0] + " = texture(" + id + ", vec2(" + p_input_vars[0] + ")).rgb;\n";
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return code;
}
Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCurveXYZTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
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VisualShader::DefaultTextureParam dtp;
dtp.name = make_unique_id(p_type, p_id, "curve3d");
dtp.params.push_back(texture);
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Vector<VisualShader::DefaultTextureParam> ret;
ret.push_back(dtp);
return ret;
}
void VisualShaderNodeCurveXYZTexture::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_texture", "texture"), &VisualShaderNodeCurveXYZTexture::set_texture);
ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeCurveXYZTexture::get_texture);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "CurveXYZTexture"), "set_texture", "get_texture");
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}
bool VisualShaderNodeCurveXYZTexture::is_use_prop_slots() const {
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return true;
}
VisualShaderNodeCurveXYZTexture::VisualShaderNodeCurveXYZTexture() {
set_input_port_default_value(0, 0.0);
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simple_decl = true;
allow_v_resize = false;
}
////////////// Sample3D
int VisualShaderNodeSample3D::get_input_port_count() const {
return 3;
}
VisualShaderNodeSample3D::PortType VisualShaderNodeSample3D::get_input_port_type(int p_port) const {
switch (p_port) {
case 0:
return PORT_TYPE_VECTOR_3D;
case 1:
return PORT_TYPE_SCALAR;
case 2:
return PORT_TYPE_SAMPLER;
default:
return PORT_TYPE_SCALAR;
}
}
String VisualShaderNodeSample3D::get_input_port_name(int p_port) const {
switch (p_port) {
case 0:
return "uvw";
case 1:
return "lod";
default:
return "";
}
}
int VisualShaderNodeSample3D::get_output_port_count() const {
return 1;
}
VisualShaderNodeSample3D::PortType VisualShaderNodeSample3D::get_output_port_type(int p_port) const {
return p_port == 0 ? PORT_TYPE_VECTOR_4D : PORT_TYPE_SCALAR;
}
String VisualShaderNodeSample3D::get_output_port_name(int p_port) const {
return "color";
}
bool VisualShaderNodeSample3D::is_output_port_expandable(int p_port) const {
if (p_port == 0) {
return true;
}
return false;
}
bool VisualShaderNodeSample3D::is_input_port_default(int p_port, Shader::Mode p_mode) const {
if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
if (p_port == 0) {
return true;
}
}
return false;
}
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 {
String default_uv;
if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
default_uv = "vec3(UV, 0.0)";
} else {
default_uv = "vec3(0.0)";
}
String code;
if (source == SOURCE_TEXTURE || source == SOURCE_PORT) {
String id;
if (source == SOURCE_TEXTURE) {
id = make_unique_id(p_type, p_id, "tex3d");
} else {
id = p_input_vars[2];
}
if (!id.is_empty()) {
if (p_input_vars[0].is_empty()) { // Use UV by default.
if (p_input_vars[1].is_empty()) {
code += " " + p_output_vars[0] + " = texture(" + id + ", " + default_uv + ");\n";
} else {
code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
}
} else if (p_input_vars[1].is_empty()) {
//no lod
code += " " + p_output_vars[0] + " = texture(" + id + ", " + p_input_vars[0] + ");\n";
} else {
code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
}
} else {
code += " " + p_output_vars[0] + " = vec4(0.0);\n";
}
return code;
}
code += " " + p_output_vars[0] + " = vec4(0.0);\n";
return code;
}
void VisualShaderNodeSample3D::set_source(Source p_source) {
ERR_FAIL_INDEX(int(p_source), int(SOURCE_MAX));
if (source == p_source) {
return;
}
source = p_source;
emit_changed();
emit_signal(SNAME("editor_refresh_request"));
}
VisualShaderNodeSample3D::Source VisualShaderNodeSample3D::get_source() const {
return source;
}
void VisualShaderNodeSample3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeSample3D::set_source);
ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeSample3D::get_source);
ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,SamplerPort"), "set_source", "get_source");
BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
BIND_ENUM_CONSTANT(SOURCE_PORT);
BIND_ENUM_CONSTANT(SOURCE_MAX);
}
String VisualShaderNodeSample3D::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
if (is_input_port_connected(2) && source != SOURCE_PORT) {
return RTR("The sampler port is connected but not used. Consider changing the source to 'SamplerPort'.");
}
if (source == SOURCE_TEXTURE) {
return String(); // all good
}
if (source == SOURCE_PORT) {
return String(); // all good
}
return RTR("Invalid source for shader.");
}
VisualShaderNodeSample3D::VisualShaderNodeSample3D() {
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simple_decl = false;
}
////////////// Texture2DArray
String VisualShaderNodeTexture2DArray::get_caption() const {
return "Texture2DArray";
}
String VisualShaderNodeTexture2DArray::get_input_port_name(int p_port) const {
if (p_port == 2) {
return "sampler2DArray";
}
return VisualShaderNodeSample3D::get_input_port_name(p_port);
}
Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture2DArray::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
VisualShader::DefaultTextureParam dtp;
dtp.name = make_unique_id(p_type, p_id, "tex3d");
dtp.params.push_back(texture_array);
Vector<VisualShader::DefaultTextureParam> ret;
ret.push_back(dtp);
return ret;
}
String VisualShaderNodeTexture2DArray::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
if (source == SOURCE_TEXTURE) {
return "uniform sampler2DArray " + make_unique_id(p_type, p_id, "tex3d") + ";\n";
}
return String();
}
void VisualShaderNodeTexture2DArray::set_texture_array(Ref<Texture2DArray> p_texture_array) {
texture_array = p_texture_array;
emit_changed();
}
Ref<Texture2DArray> VisualShaderNodeTexture2DArray::get_texture_array() const {
return texture_array;
}
Vector<StringName> VisualShaderNodeTexture2DArray::get_editable_properties() const {
Vector<StringName> props;
props.push_back("source");
if (source == SOURCE_TEXTURE) {
props.push_back("texture_array");
}
return props;
}
void VisualShaderNodeTexture2DArray::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_texture_array", "value"), &VisualShaderNodeTexture2DArray::set_texture_array);
ClassDB::bind_method(D_METHOD("get_texture_array"), &VisualShaderNodeTexture2DArray::get_texture_array);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_array", PROPERTY_HINT_RESOURCE_TYPE, "Texture2DArray"), "set_texture_array", "get_texture_array");
}
VisualShaderNodeTexture2DArray::VisualShaderNodeTexture2DArray() {
}
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////////////// Texture3D
String VisualShaderNodeTexture3D::get_caption() const {
return "Texture3D";
}
String VisualShaderNodeTexture3D::get_input_port_name(int p_port) const {
if (p_port == 2) {
return "sampler3D";
}
return VisualShaderNodeSample3D::get_input_port_name(p_port);
}
Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture3D::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
VisualShader::DefaultTextureParam dtp;
dtp.name = make_unique_id(p_type, p_id, "tex3d");
dtp.params.push_back(texture);
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Vector<VisualShader::DefaultTextureParam> ret;
ret.push_back(dtp);
return ret;
}
String VisualShaderNodeTexture3D::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
if (source == SOURCE_TEXTURE) {
return "uniform sampler3D " + make_unique_id(p_type, p_id, "tex3d") + ";\n";
}
return String();
}
void VisualShaderNodeTexture3D::set_texture(Ref<Texture3D> p_texture) {
texture = p_texture;
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emit_changed();
}
Ref<Texture3D> VisualShaderNodeTexture3D::get_texture() const {
return texture;
}
Vector<StringName> VisualShaderNodeTexture3D::get_editable_properties() const {
Vector<StringName> props;
props.push_back("source");
if (source == SOURCE_TEXTURE) {
props.push_back("texture");
}
return props;
}
void VisualShaderNodeTexture3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_texture", "value"), &VisualShaderNodeTexture3D::set_texture);
ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeTexture3D::get_texture);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture3D"), "set_texture", "get_texture");
}
VisualShaderNodeTexture3D::VisualShaderNodeTexture3D() {
}
////////////// Cubemap
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String VisualShaderNodeCubemap::get_caption() const {
return "Cubemap";
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}
int VisualShaderNodeCubemap::get_input_port_count() const {
return 3;
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}
VisualShaderNodeCubemap::PortType VisualShaderNodeCubemap::get_input_port_type(int p_port) const {
switch (p_port) {
case 0:
return PORT_TYPE_VECTOR_3D;
case 1:
return PORT_TYPE_SCALAR;
case 2:
return PORT_TYPE_SAMPLER;
default:
return PORT_TYPE_SCALAR;
}
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}
String VisualShaderNodeCubemap::get_input_port_name(int p_port) const {
switch (p_port) {
case 0:
return "uv";
case 1:
return "lod";
case 2:
return "samplerCube";
default:
return "";
}
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}
int VisualShaderNodeCubemap::get_output_port_count() const {
return 1;
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}
VisualShaderNodeCubemap::PortType VisualShaderNodeCubemap::get_output_port_type(int p_port) const {
return PORT_TYPE_VECTOR_4D;
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}
String VisualShaderNodeCubemap::get_output_port_name(int p_port) const {
return "color";
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}
bool VisualShaderNodeCubemap::is_output_port_expandable(int p_port) const {
if (p_port == 0) {
return true;
}
return false;
}
Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCubemap::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
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VisualShader::DefaultTextureParam dtp;
dtp.name = make_unique_id(p_type, p_id, "cube");
dtp.params.push_back(cube_map);
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Vector<VisualShader::DefaultTextureParam> ret;
ret.push_back(dtp);
return ret;
}
String VisualShaderNodeCubemap::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
if (source == SOURCE_TEXTURE) {
String u = "uniform samplerCube " + make_unique_id(p_type, p_id, "cube");
switch (texture_type) {
case TYPE_DATA:
break;
case TYPE_COLOR:
u += " : source_color";
break;
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case TYPE_NORMAL_MAP:
u += " : hint_normal";
break;
default:
break;
}
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return u + ";\n";
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}
return String();
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}
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 {
String default_uv;
if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
default_uv = "vec3(UV, 0.0)";
} else {
default_uv = "vec3(0.0)";
}
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String code;
String id;
if (source == SOURCE_TEXTURE) {
id = make_unique_id(p_type, p_id, "cube");
} else if (source == SOURCE_PORT) {
id = p_input_vars[2];
} else {
return code;
}
if (id.is_empty()) {
code += " " + p_output_vars[0] + " = vec4(0.0);\n";
return code;
}
if (p_input_vars[0].is_empty()) { // Use UV by default.
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if (p_input_vars[1].is_empty()) {
code += " " + p_output_vars[0] + " = texture(" + id + ", " + default_uv + ");\n";
} else {
code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
}
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} else if (p_input_vars[1].is_empty()) {
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//no lod
code += " " + p_output_vars[0] + " = texture(" + id + ", " + p_input_vars[0] + ");\n";
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} else {
code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
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}
return code;
}
bool VisualShaderNodeCubemap::is_input_port_default(int p_port, Shader::Mode p_mode) const {
if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
if (p_port == 0) {
return true;
}
}
return false;
}
void VisualShaderNodeCubemap::set_source(Source p_source) {
ERR_FAIL_INDEX(int(p_source), int(SOURCE_MAX));
if (source == p_source) {
return;
}
source = p_source;
emit_changed();
emit_signal(SNAME("editor_refresh_request"));
}
VisualShaderNodeCubemap::Source VisualShaderNodeCubemap::get_source() const {
return source;
}
void VisualShaderNodeCubemap::set_cube_map(Ref<Cubemap> p_cube_map) {
cube_map = p_cube_map;
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emit_changed();
}
Ref<Cubemap> VisualShaderNodeCubemap::get_cube_map() const {
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return cube_map;
}
void VisualShaderNodeCubemap::set_texture_type(TextureType p_texture_type) {
ERR_FAIL_INDEX(int(p_texture_type), int(TYPE_MAX));
if (texture_type == p_texture_type) {
return;
}
texture_type = p_texture_type;
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emit_changed();
}
VisualShaderNodeCubemap::TextureType VisualShaderNodeCubemap::get_texture_type() const {
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return texture_type;
}
Vector<StringName> VisualShaderNodeCubemap::get_editable_properties() const {
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Vector<StringName> props;
props.push_back("source");
if (source == SOURCE_TEXTURE) {
props.push_back("cube_map");
props.push_back("texture_type");
}
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return props;
}
String VisualShaderNodeCubemap::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
if (is_input_port_connected(2) && source != SOURCE_PORT) {
return RTR("The sampler port is connected but not used. Consider changing the source to 'SamplerPort'.");
}
return String();
}
void VisualShaderNodeCubemap::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeCubemap::set_source);
ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeCubemap::get_source);
ClassDB::bind_method(D_METHOD("set_cube_map", "value"), &VisualShaderNodeCubemap::set_cube_map);
ClassDB::bind_method(D_METHOD("get_cube_map"), &VisualShaderNodeCubemap::get_cube_map);
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ClassDB::bind_method(D_METHOD("set_texture_type", "value"), &VisualShaderNodeCubemap::set_texture_type);
ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeCubemap::get_texture_type);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,SamplerPort"), "set_source", "get_source");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "cube_map", PROPERTY_HINT_RESOURCE_TYPE, "Cubemap"), "set_cube_map", "get_cube_map");
ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normal Map"), "set_texture_type", "get_texture_type");
BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
BIND_ENUM_CONSTANT(SOURCE_PORT);
BIND_ENUM_CONSTANT(SOURCE_MAX);
BIND_ENUM_CONSTANT(TYPE_DATA);
BIND_ENUM_CONSTANT(TYPE_COLOR);
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BIND_ENUM_CONSTANT(TYPE_NORMAL_MAP);
BIND_ENUM_CONSTANT(TYPE_MAX);
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}
VisualShaderNodeCubemap::VisualShaderNodeCubemap() {
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simple_decl = false;
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}
////////////// Linear Depth
String VisualShaderNodeLinearSceneDepth::get_caption() const {
return "LinearSceneDepth";
}
int VisualShaderNodeLinearSceneDepth::get_input_port_count() const {
return 0;
}
VisualShaderNodeLinearSceneDepth::PortType VisualShaderNodeLinearSceneDepth::get_input_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeLinearSceneDepth::get_input_port_name(int p_port) const {
return "";
}
int VisualShaderNodeLinearSceneDepth::get_output_port_count() const {
return 1;
}
VisualShaderNodeLinearSceneDepth::PortType VisualShaderNodeLinearSceneDepth::get_output_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeLinearSceneDepth::get_output_port_name(int p_port) const {
return "linear depth";
}
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 {
String code;
code += " float _log_depth = texture(DEPTH_TEXTURE, SCREEN_UV).x;\n";
code += " vec3 _depth_ndc = vec3(SCREEN_UV * 2.0 - 1.0, _log_depth);\n";
code += " vec4 _depth_view = INV_PROJECTION_MATRIX * vec4(_depth_ndc, 1.0);\n";
code += " _depth_view.xyz /= _depth_view.w;";
code += vformat(" %s = -_depth_view.z;", p_output_vars[0]);
return code;
}
VisualShaderNodeLinearSceneDepth::VisualShaderNodeLinearSceneDepth() {
}
////////////// Float Op
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String VisualShaderNodeFloatOp::get_caption() const {
return "FloatOp";
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}
int VisualShaderNodeFloatOp::get_input_port_count() const {
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return 2;
}
VisualShaderNodeFloatOp::PortType VisualShaderNodeFloatOp::get_input_port_type(int p_port) const {
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return PORT_TYPE_SCALAR;
}
String VisualShaderNodeFloatOp::get_input_port_name(int p_port) const {
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return p_port == 0 ? "a" : "b";
}
int VisualShaderNodeFloatOp::get_output_port_count() const {
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return 1;
}
VisualShaderNodeFloatOp::PortType VisualShaderNodeFloatOp::get_output_port_type(int p_port) const {
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return PORT_TYPE_SCALAR;
}
String VisualShaderNodeFloatOp::get_output_port_name(int p_port) const {
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return "op"; //no output port means the editor will be used as port
}
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 {
String code = " " + p_output_vars[0] + " = ";
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switch (op) {
case OP_ADD:
code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
break;
case OP_SUB:
code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n";
break;
case OP_MUL:
code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
break;
case OP_DIV:
code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n";
break;
case OP_MOD:
code += "mod(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
break;
case OP_POW:
code += "pow(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
break;
case OP_MAX:
code += "max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
break;
case OP_MIN:
code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
break;
case OP_ATAN2:
code += "atan(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
break;
case OP_STEP:
code += "step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
break;
default:
break;
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}
return code;
}
void VisualShaderNodeFloatOp::set_operator(Operator p_op) {
ERR_FAIL_INDEX(int(p_op), int(OP_ENUM_SIZE));
if (op == p_op) {
return;
}
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op = p_op;
emit_changed();
}
VisualShaderNodeFloatOp::Operator VisualShaderNodeFloatOp::get_operator() const {
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return op;
}
Vector<StringName> VisualShaderNodeFloatOp::get_editable_properties() const {
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Vector<StringName> props;
props.push_back("operator");
return props;
}
void VisualShaderNodeFloatOp::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeFloatOp::set_operator);
ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeFloatOp::get_operator);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Subtract,Multiply,Divide,Remainder,Power,Max,Min,ATan2,Step"), "set_operator", "get_operator");
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BIND_ENUM_CONSTANT(OP_ADD);
BIND_ENUM_CONSTANT(OP_SUB);
BIND_ENUM_CONSTANT(OP_MUL);
BIND_ENUM_CONSTANT(OP_DIV);
BIND_ENUM_CONSTANT(OP_MOD);
BIND_ENUM_CONSTANT(OP_POW);
BIND_ENUM_CONSTANT(OP_MAX);
BIND_ENUM_CONSTANT(OP_MIN);
BIND_ENUM_CONSTANT(OP_ATAN2);
BIND_ENUM_CONSTANT(OP_STEP);
BIND_ENUM_CONSTANT(OP_ENUM_SIZE);
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}
VisualShaderNodeFloatOp::VisualShaderNodeFloatOp() {
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set_input_port_default_value(0, 0.0);
set_input_port_default_value(1, 0.0);
}
////////////// Integer Op
String VisualShaderNodeIntOp::get_caption() const {
return "IntOp";
}
int VisualShaderNodeIntOp::get_input_port_count() const {
return 2;
}
VisualShaderNodeIntOp::PortType VisualShaderNodeIntOp::get_input_port_type(int p_port) const {
return PORT_TYPE_SCALAR_INT;
}
String VisualShaderNodeIntOp::get_input_port_name(int p_port) const {
return p_port == 0 ? "a" : "b";
}
int VisualShaderNodeIntOp::get_output_port_count() const {
return 1;
}
VisualShaderNodeIntOp::PortType VisualShaderNodeIntOp::get_output_port_type(int p_port) const {
return PORT_TYPE_SCALAR_INT;
}
String VisualShaderNodeIntOp::get_output_port_name(int p_port) const {
return "op"; //no output port means the editor will be used as port
}
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 {
String code = " " + p_output_vars[0] + " = ";
switch (op) {
case OP_ADD:
code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
break;
case OP_SUB:
code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n";
break;
case OP_MUL:
code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
break;
case OP_DIV:
code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n";
break;
case OP_MOD:
code += p_input_vars[0] + " % " + p_input_vars[1] + ";\n";
break;
case OP_MAX:
code += "max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
break;
case OP_MIN:
code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
break;
case OP_BITWISE_AND:
code += p_input_vars[0] + " & " + p_input_vars[1] + ";\n";
break;
case OP_BITWISE_OR:
code += p_input_vars[0] + " | " + p_input_vars[1] + ";\n";
break;
case OP_BITWISE_XOR:
code += p_input_vars[0] + " ^ " + p_input_vars[1] + ";\n";
break;
case OP_BITWISE_LEFT_SHIFT:
code += p_input_vars[0] + " << " + p_input_vars[1] + ";\n";
break;
case OP_BITWISE_RIGHT_SHIFT:
code += p_input_vars[0] + " >> " + p_input_vars[1] + ";\n";
break;
default:
break;
}
return code;
}
void VisualShaderNodeIntOp::set_operator(Operator p_op) {
ERR_FAIL_INDEX(int(p_op), OP_ENUM_SIZE);
if (op == p_op) {
return;
}
op = p_op;
emit_changed();
}
VisualShaderNodeIntOp::Operator VisualShaderNodeIntOp::get_operator() const {
return op;
}
Vector<StringName> VisualShaderNodeIntOp::get_editable_properties() const {
Vector<StringName> props;
props.push_back("operator");
return props;
}
void VisualShaderNodeIntOp::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeIntOp::set_operator);
ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeIntOp::get_operator);
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");
BIND_ENUM_CONSTANT(OP_ADD);
BIND_ENUM_CONSTANT(OP_SUB);
BIND_ENUM_CONSTANT(OP_MUL);
BIND_ENUM_CONSTANT(OP_DIV);
BIND_ENUM_CONSTANT(OP_MOD);
BIND_ENUM_CONSTANT(OP_MAX);
BIND_ENUM_CONSTANT(OP_MIN);
BIND_ENUM_CONSTANT(OP_BITWISE_AND);
BIND_ENUM_CONSTANT(OP_BITWISE_OR);
BIND_ENUM_CONSTANT(OP_BITWISE_XOR);
BIND_ENUM_CONSTANT(OP_BITWISE_LEFT_SHIFT);
BIND_ENUM_CONSTANT(OP_BITWISE_RIGHT_SHIFT);
BIND_ENUM_CONSTANT(OP_ENUM_SIZE);
}
VisualShaderNodeIntOp::VisualShaderNodeIntOp() {
set_input_port_default_value(0, 0);
set_input_port_default_value(1, 0);
}
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////////////// Vector Op
String VisualShaderNodeVectorOp::get_caption() const {
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return "VectorOp";
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}
int VisualShaderNodeVectorOp::get_input_port_count() const {
return 2;
}
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String VisualShaderNodeVectorOp::get_input_port_name(int p_port) const {
return p_port == 0 ? "a" : "b";
}
int VisualShaderNodeVectorOp::get_output_port_count() const {
return 1;
}
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String VisualShaderNodeVectorOp::get_output_port_name(int p_port) const {
return "op";
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}
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 {
String code = " " + p_output_vars[0] + " = ";
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switch (op) {
case OP_ADD:
code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
break;
case OP_SUB:
code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n";
break;
case OP_MUL:
code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
break;
case OP_DIV:
code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n";
break;
case OP_MOD:
code += "mod(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
break;
case OP_POW:
code += "pow(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
break;
case OP_MAX:
code += "max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
break;
case OP_MIN:
code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
break;
case OP_CROSS:
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if (op_type == OP_TYPE_VECTOR_2D) { // Not supported.
code += "vec2(0.0);\n";
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} else if (op_type == OP_TYPE_VECTOR_4D) { // Not supported.
code += "vec4(0.0);\n";
} else {
code += "cross(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
}
break;
case OP_ATAN2:
code += "atan(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
break;
case OP_REFLECT:
code += "reflect(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
break;
case OP_STEP:
code += "step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
break;
default:
break;
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}
return code;
}
void VisualShaderNodeVectorOp::set_op_type(OpType p_op_type) {
ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
if (op_type == p_op_type) {
return;
}
switch (p_op_type) {
case OP_TYPE_VECTOR_2D: {
set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
} break;
case OP_TYPE_VECTOR_3D: {
set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
} break;
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case OP_TYPE_VECTOR_4D: {
set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
} break;
default:
break;
}
op_type = p_op_type;
emit_changed();
}
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void VisualShaderNodeVectorOp::set_operator(Operator p_op) {
ERR_FAIL_INDEX(int(p_op), int(OP_ENUM_SIZE));
if (op == p_op) {
return;
}
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op = p_op;
emit_changed();
}
VisualShaderNodeVectorOp::Operator VisualShaderNodeVectorOp::get_operator() const {
return op;
}
Vector<StringName> VisualShaderNodeVectorOp::get_editable_properties() const {
Vector<StringName> props = VisualShaderNodeVectorBase::get_editable_properties();
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props.push_back("operator");
return props;
}
String VisualShaderNodeVectorOp::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
bool invalid_type = false;
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if (op_type == OP_TYPE_VECTOR_2D || op_type == OP_TYPE_VECTOR_4D) {
if (op == OP_CROSS) {
invalid_type = true;
}
}
if (invalid_type) {
return RTR("Invalid operator for that type.");
}
return String();
}
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void VisualShaderNodeVectorOp::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeVectorOp::set_operator);
ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeVectorOp::get_operator);
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");
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BIND_ENUM_CONSTANT(OP_ADD);
BIND_ENUM_CONSTANT(OP_SUB);
BIND_ENUM_CONSTANT(OP_MUL);
BIND_ENUM_CONSTANT(OP_DIV);
BIND_ENUM_CONSTANT(OP_MOD);
BIND_ENUM_CONSTANT(OP_POW);
BIND_ENUM_CONSTANT(OP_MAX);
BIND_ENUM_CONSTANT(OP_MIN);
BIND_ENUM_CONSTANT(OP_CROSS);
BIND_ENUM_CONSTANT(OP_ATAN2);
BIND_ENUM_CONSTANT(OP_REFLECT);
BIND_ENUM_CONSTANT(OP_STEP);
BIND_ENUM_CONSTANT(OP_ENUM_SIZE);
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}
VisualShaderNodeVectorOp::VisualShaderNodeVectorOp() {
switch (op_type) {
case OP_TYPE_VECTOR_2D: {
set_input_port_default_value(0, Vector2());
set_input_port_default_value(1, Vector2());
} break;
case OP_TYPE_VECTOR_3D: {
set_input_port_default_value(0, Vector3());
set_input_port_default_value(1, Vector3());
} break;
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case OP_TYPE_VECTOR_4D: {
set_input_port_default_value(0, Quaternion());
set_input_port_default_value(1, Quaternion());
} break;
default:
break;
}
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}
////////////// Color Op
String VisualShaderNodeColorOp::get_caption() const {
return "ColorOp";
}
int VisualShaderNodeColorOp::get_input_port_count() const {
return 2;
}
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VisualShaderNodeColorOp::PortType VisualShaderNodeColorOp::get_input_port_type(int p_port) const {
return PORT_TYPE_VECTOR_3D;
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}
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String VisualShaderNodeColorOp::get_input_port_name(int p_port) const {
return p_port == 0 ? "a" : "b";
}
int VisualShaderNodeColorOp::get_output_port_count() const {
return 1;
}
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VisualShaderNodeColorOp::PortType VisualShaderNodeColorOp::get_output_port_type(int p_port) const {
return PORT_TYPE_VECTOR_3D;
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}
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String VisualShaderNodeColorOp::get_output_port_name(int p_port) const {
return "op"; //no output port means the editor will be used as port
}
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 {
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String code;
static const char *axisn[3] = { "x", "y", "z" };
switch (op) {
case OP_SCREEN: {
code += " " + p_output_vars[0] + " = vec3(1.0) - (vec3(1.0) - " + p_input_vars[0] + ") * (vec3(1.0) - " + p_input_vars[1] + ");\n";
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} break;
case OP_DIFFERENCE: {
code += " " + p_output_vars[0] + " = abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ");\n";
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} break;
case OP_DARKEN: {
code += " " + p_output_vars[0] + " = min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
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} break;
case OP_LIGHTEN: {
code += " " + p_output_vars[0] + " = max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
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} break;
case OP_OVERLAY: {
for (int i = 0; i < 3; i++) {
code += " {\n";
code += " float base = " + p_input_vars[0] + "." + axisn[i] + ";\n";
code += " float blend = " + p_input_vars[1] + "." + axisn[i] + ";\n";
code += " if (base < 0.5) {\n";
code += " " + p_output_vars[0] + "." + axisn[i] + " = 2.0 * base * blend;\n";
code += " } else {\n";
code += " " + p_output_vars[0] + "." + axisn[i] + " = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);\n";
code += " }\n";
code += " }\n";
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}
} break;
case OP_DODGE: {
code += " " + p_output_vars[0] + " = (" + p_input_vars[0] + ") / (vec3(1.0) - " + p_input_vars[1] + ");\n";
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} break;
case OP_BURN: {
code += " " + p_output_vars[0] + " = vec3(1.0) - (vec3(1.0) - " + p_input_vars[0] + ") / (" + p_input_vars[1] + ");\n";
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} break;
case OP_SOFT_LIGHT: {
for (int i = 0; i < 3; i++) {
code += " {\n";
code += " float base = " + p_input_vars[0] + "." + axisn[i] + ";\n";
code += " float blend = " + p_input_vars[1] + "." + axisn[i] + ";\n";
code += " if (base < 0.5) {\n";
code += " " + p_output_vars[0] + "." + axisn[i] + " = (base * (blend + 0.5));\n";
code += " } else {\n";
code += " " + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0 - base) * (1.0 - (blend - 0.5)));\n";
code += " }\n";
code += " }\n";
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}
} break;
case OP_HARD_LIGHT: {
for (int i = 0; i < 3; i++) {
code += " {\n";
code += " float base = " + p_input_vars[0] + "." + axisn[i] + ";\n";
code += " float blend = " + p_input_vars[1] + "." + axisn[i] + ";\n";
code += " if (base < 0.5) {\n";
code += " " + p_output_vars[0] + "." + axisn[i] + " = (base * (2.0 * blend));\n";
code += " } else {\n";
code += " " + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0 - base) * (1.0 - 2.0 * (blend - 0.5)));\n";
code += " }\n";
code += " }\n";
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}
} break;
default:
break;
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}
return code;
}
void VisualShaderNodeColorOp::set_operator(Operator p_op) {
ERR_FAIL_INDEX(int(p_op), int(OP_MAX));
if (op == p_op) {
return;
}
switch (p_op) {
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case OP_SCREEN:
simple_decl = true;
break;
case OP_DIFFERENCE:
simple_decl = true;
break;
case OP_DARKEN:
simple_decl = true;
break;
case OP_LIGHTEN:
simple_decl = true;
break;
case OP_OVERLAY:
simple_decl = false;
break;
case OP_DODGE:
simple_decl = true;
break;
case OP_BURN:
simple_decl = true;
break;
case OP_SOFT_LIGHT:
simple_decl = false;
break;
case OP_HARD_LIGHT:
simple_decl = false;
break;
default:
break;
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}
op = p_op;
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emit_changed();
}
VisualShaderNodeColorOp::Operator VisualShaderNodeColorOp::get_operator() const {
return op;
}
Vector<StringName> VisualShaderNodeColorOp::get_editable_properties() const {
Vector<StringName> props;
props.push_back("operator");
return props;
}
void VisualShaderNodeColorOp::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeColorOp::set_operator);
ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeColorOp::get_operator);
ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Screen,Difference,Darken,Lighten,Overlay,Dodge,Burn,Soft Light,Hard Light"), "set_operator", "get_operator");
BIND_ENUM_CONSTANT(OP_SCREEN);
BIND_ENUM_CONSTANT(OP_DIFFERENCE);
BIND_ENUM_CONSTANT(OP_DARKEN);
BIND_ENUM_CONSTANT(OP_LIGHTEN);
BIND_ENUM_CONSTANT(OP_OVERLAY);
BIND_ENUM_CONSTANT(OP_DODGE);
BIND_ENUM_CONSTANT(OP_BURN);
BIND_ENUM_CONSTANT(OP_SOFT_LIGHT);
BIND_ENUM_CONSTANT(OP_HARD_LIGHT);
BIND_ENUM_CONSTANT(OP_MAX);
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}
VisualShaderNodeColorOp::VisualShaderNodeColorOp() {
set_input_port_default_value(0, Vector3());
set_input_port_default_value(1, Vector3());
}
////////////// Transform Op
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String VisualShaderNodeTransformOp::get_caption() const {
return "TransformOp";
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}
int VisualShaderNodeTransformOp::get_input_port_count() const {
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return 2;
}
VisualShaderNodeTransformOp::PortType VisualShaderNodeTransformOp::get_input_port_type(int p_port) const {
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return PORT_TYPE_TRANSFORM;
}
String VisualShaderNodeTransformOp::get_input_port_name(int p_port) const {
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return p_port == 0 ? "a" : "b";
}
int VisualShaderNodeTransformOp::get_output_port_count() const {
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return 1;
}
VisualShaderNodeTransformOp::PortType VisualShaderNodeTransformOp::get_output_port_type(int p_port) const {
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return PORT_TYPE_TRANSFORM;
}
String VisualShaderNodeTransformOp::get_output_port_name(int p_port) const {
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return "mult"; //no output port means the editor will be used as port
}
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 {
switch (op) {
case OP_AxB:
return " " + p_output_vars[0] + " = " + p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
case OP_BxA:
return " " + p_output_vars[0] + " = " + p_input_vars[1] + " * " + p_input_vars[0] + ";\n";
case OP_AxB_COMP:
return " " + p_output_vars[0] + " = matrixCompMult(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
case OP_BxA_COMP:
return " " + p_output_vars[0] + " = matrixCompMult(" + p_input_vars[1] + ", " + p_input_vars[0] + ");\n";
case OP_ADD:
return " " + p_output_vars[0] + " = " + p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
case OP_A_MINUS_B:
return " " + p_output_vars[0] + " = " + p_input_vars[0] + " - " + p_input_vars[1] + ";\n";
case OP_B_MINUS_A:
return " " + p_output_vars[0] + " = " + p_input_vars[1] + " - " + p_input_vars[0] + ";\n";
case OP_A_DIV_B:
return " " + p_output_vars[0] + " = " + p_input_vars[0] + " / " + p_input_vars[1] + ";\n";
case OP_B_DIV_A:
return " " + p_output_vars[0] + " = " + p_input_vars[1] + " / " + p_input_vars[0] + ";\n";
default:
return "";
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}
}
void VisualShaderNodeTransformOp::set_operator(Operator p_op) {
ERR_FAIL_INDEX(int(p_op), int(OP_MAX));
if (op == p_op) {
return;
}
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op = p_op;
emit_changed();
}
VisualShaderNodeTransformOp::Operator VisualShaderNodeTransformOp::get_operator() const {
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return op;
}
Vector<StringName> VisualShaderNodeTransformOp::get_editable_properties() const {
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Vector<StringName> props;
props.push_back("operator");
return props;
}
void VisualShaderNodeTransformOp::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeTransformOp::set_operator);
ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeTransformOp::get_operator);
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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");
BIND_ENUM_CONSTANT(OP_AxB);
BIND_ENUM_CONSTANT(OP_BxA);
BIND_ENUM_CONSTANT(OP_AxB_COMP);
BIND_ENUM_CONSTANT(OP_BxA_COMP);
BIND_ENUM_CONSTANT(OP_ADD);
BIND_ENUM_CONSTANT(OP_A_MINUS_B);
BIND_ENUM_CONSTANT(OP_B_MINUS_A);
BIND_ENUM_CONSTANT(OP_A_DIV_B);
BIND_ENUM_CONSTANT(OP_B_DIV_A);
BIND_ENUM_CONSTANT(OP_MAX);
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}
VisualShaderNodeTransformOp::VisualShaderNodeTransformOp() {
set_input_port_default_value(0, Transform3D());
set_input_port_default_value(1, Transform3D());
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}
////////////// TransformVec Mult
String VisualShaderNodeTransformVecMult::get_caption() const {
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return "TransformVectorMult";
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}
int VisualShaderNodeTransformVecMult::get_input_port_count() const {
return 2;
}
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VisualShaderNodeTransformVecMult::PortType VisualShaderNodeTransformVecMult::get_input_port_type(int p_port) const {
return p_port == 0 ? PORT_TYPE_TRANSFORM : PORT_TYPE_VECTOR_3D;
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}
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String VisualShaderNodeTransformVecMult::get_input_port_name(int p_port) const {
return p_port == 0 ? "a" : "b";
}
int VisualShaderNodeTransformVecMult::get_output_port_count() const {
return 1;
}
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VisualShaderNodeTransformVecMult::PortType VisualShaderNodeTransformVecMult::get_output_port_type(int p_port) const {
return PORT_TYPE_VECTOR_3D;
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}
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String VisualShaderNodeTransformVecMult::get_output_port_name(int p_port) const {
return ""; //no output port means the editor will be used as port
}
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 {
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if (op == OP_AxB) {
return " " + p_output_vars[0] + " = (" + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 1.0)).xyz;\n";
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} else if (op == OP_BxA) {
return " " + p_output_vars[0] + " = (vec4(" + p_input_vars[1] + ", 1.0) * " + p_input_vars[0] + ").xyz;\n";
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} else if (op == OP_3x3_AxB) {
return " " + p_output_vars[0] + " = (" + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 0.0)).xyz;\n";
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} else {
return " " + p_output_vars[0] + " = (vec4(" + p_input_vars[1] + ", 0.0) * " + p_input_vars[0] + ").xyz;\n";
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}
}
void VisualShaderNodeTransformVecMult::set_operator(Operator p_op) {
ERR_FAIL_INDEX(int(p_op), int(OP_MAX));
if (op == p_op) {
return;
}
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op = p_op;
emit_changed();
}
VisualShaderNodeTransformVecMult::Operator VisualShaderNodeTransformVecMult::get_operator() const {
return op;
}
Vector<StringName> VisualShaderNodeTransformVecMult::get_editable_properties() const {
Vector<StringName> props;
props.push_back("operator");
return props;
}
void VisualShaderNodeTransformVecMult::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeTransformVecMult::set_operator);
ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeTransformVecMult::get_operator);
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");
BIND_ENUM_CONSTANT(OP_AxB);
BIND_ENUM_CONSTANT(OP_BxA);
BIND_ENUM_CONSTANT(OP_3x3_AxB);
BIND_ENUM_CONSTANT(OP_3x3_BxA);
BIND_ENUM_CONSTANT(OP_MAX);
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}
VisualShaderNodeTransformVecMult::VisualShaderNodeTransformVecMult() {
set_input_port_default_value(0, Transform3D());
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set_input_port_default_value(1, Vector3());
}
////////////// Float Func
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String VisualShaderNodeFloatFunc::get_caption() const {
return "FloatFunc";
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}
int VisualShaderNodeFloatFunc::get_input_port_count() const {
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return 1;
}
VisualShaderNodeFloatFunc::PortType VisualShaderNodeFloatFunc::get_input_port_type(int p_port) const {
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return PORT_TYPE_SCALAR;
}
String VisualShaderNodeFloatFunc::get_input_port_name(int p_port) const {
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return "";
}
int VisualShaderNodeFloatFunc::get_output_port_count() const {
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return 1;
}
VisualShaderNodeFloatFunc::PortType VisualShaderNodeFloatFunc::get_output_port_type(int p_port) const {
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return PORT_TYPE_SCALAR;
}
String VisualShaderNodeFloatFunc::get_output_port_name(int p_port) const {
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return ""; //no output port means the editor will be used as port
}
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 {
static const char *functions[FUNC_MAX] = {
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"sin($)",
"cos($)",
"tan($)",
"asin($)",
"acos($)",
"atan($)",
"sinh($)",
"cosh($)",
"tanh($)",
"log($)",
"exp($)",
"sqrt($)",
"abs($)",
"sign($)",
"floor($)",
"round($)",
"ceil($)",
"fract($)",
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"min(max($, 0.0), 1.0)",
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"-($)",
"acosh($)",
"asinh($)",
"atanh($)",
"degrees($)",
"exp2($)",
"inversesqrt($)",
"log2($)",
"radians($)",
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"1.0 / ($)",
"roundEven($)",
"trunc($)",
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"1.0 - $"
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};
return " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
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}
void VisualShaderNodeFloatFunc::set_function(Function p_func) {
ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
if (func == p_func) {
return;
}
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func = p_func;
emit_changed();
}
VisualShaderNodeFloatFunc::Function VisualShaderNodeFloatFunc::get_function() const {
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return func;
}
Vector<StringName> VisualShaderNodeFloatFunc::get_editable_properties() const {
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Vector<StringName> props;
props.push_back("function");
return props;
}
void VisualShaderNodeFloatFunc::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeFloatFunc::set_function);
ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeFloatFunc::get_function);
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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");
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BIND_ENUM_CONSTANT(FUNC_SIN);
BIND_ENUM_CONSTANT(FUNC_COS);
BIND_ENUM_CONSTANT(FUNC_TAN);
BIND_ENUM_CONSTANT(FUNC_ASIN);
BIND_ENUM_CONSTANT(FUNC_ACOS);
BIND_ENUM_CONSTANT(FUNC_ATAN);
BIND_ENUM_CONSTANT(FUNC_SINH);
BIND_ENUM_CONSTANT(FUNC_COSH);
BIND_ENUM_CONSTANT(FUNC_TANH);
BIND_ENUM_CONSTANT(FUNC_LOG);
BIND_ENUM_CONSTANT(FUNC_EXP);
BIND_ENUM_CONSTANT(FUNC_SQRT);
BIND_ENUM_CONSTANT(FUNC_ABS);
BIND_ENUM_CONSTANT(FUNC_SIGN);
BIND_ENUM_CONSTANT(FUNC_FLOOR);
BIND_ENUM_CONSTANT(FUNC_ROUND);
BIND_ENUM_CONSTANT(FUNC_CEIL);
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BIND_ENUM_CONSTANT(FUNC_FRACT);
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BIND_ENUM_CONSTANT(FUNC_SATURATE);
BIND_ENUM_CONSTANT(FUNC_NEGATE);
BIND_ENUM_CONSTANT(FUNC_ACOSH);
BIND_ENUM_CONSTANT(FUNC_ASINH);
BIND_ENUM_CONSTANT(FUNC_ATANH);
BIND_ENUM_CONSTANT(FUNC_DEGREES);
BIND_ENUM_CONSTANT(FUNC_EXP2);
BIND_ENUM_CONSTANT(FUNC_INVERSE_SQRT);
BIND_ENUM_CONSTANT(FUNC_LOG2);
BIND_ENUM_CONSTANT(FUNC_RADIANS);
BIND_ENUM_CONSTANT(FUNC_RECIPROCAL);
BIND_ENUM_CONSTANT(FUNC_ROUNDEVEN);
BIND_ENUM_CONSTANT(FUNC_TRUNC);
BIND_ENUM_CONSTANT(FUNC_ONEMINUS);
BIND_ENUM_CONSTANT(FUNC_MAX);
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}
VisualShaderNodeFloatFunc::VisualShaderNodeFloatFunc() {
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set_input_port_default_value(0, 0.0);
}
////////////// Int Func
String VisualShaderNodeIntFunc::get_caption() const {
return "IntFunc";
}
int VisualShaderNodeIntFunc::get_input_port_count() const {
return 1;
}
VisualShaderNodeIntFunc::PortType VisualShaderNodeIntFunc::get_input_port_type(int p_port) const {
return PORT_TYPE_SCALAR_INT;
}
String VisualShaderNodeIntFunc::get_input_port_name(int p_port) const {
return "";
}
int VisualShaderNodeIntFunc::get_output_port_count() const {
return 1;
}
VisualShaderNodeIntFunc::PortType VisualShaderNodeIntFunc::get_output_port_type(int p_port) const {
return PORT_TYPE_SCALAR_INT;
}
String VisualShaderNodeIntFunc::get_output_port_name(int p_port) const {
return ""; //no output port means the editor will be used as port
}
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 {
static const char *functions[FUNC_MAX] = {
"abs($)",
"-($)",
"sign($)",
"~($)"
};
return " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
}
void VisualShaderNodeIntFunc::set_function(Function p_func) {
ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
if (func == p_func) {
return;
}
func = p_func;
emit_changed();
}
VisualShaderNodeIntFunc::Function VisualShaderNodeIntFunc::get_function() const {
return func;
}
Vector<StringName> VisualShaderNodeIntFunc::get_editable_properties() const {
Vector<StringName> props;
props.push_back("function");
return props;
}
void VisualShaderNodeIntFunc::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeIntFunc::set_function);
ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeIntFunc::get_function);
ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Abs,Negate,Sign,Bitwise NOT"), "set_function", "get_function");
BIND_ENUM_CONSTANT(FUNC_ABS);
BIND_ENUM_CONSTANT(FUNC_NEGATE);
BIND_ENUM_CONSTANT(FUNC_SIGN);
BIND_ENUM_CONSTANT(FUNC_BITWISE_NOT);
BIND_ENUM_CONSTANT(FUNC_MAX);
}
VisualShaderNodeIntFunc::VisualShaderNodeIntFunc() {
set_input_port_default_value(0, 0);
}
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////////////// Vector Func
String VisualShaderNodeVectorFunc::get_caption() const {
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return "VectorFunc";
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}
int VisualShaderNodeVectorFunc::get_input_port_count() const {
return 1;
}
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String VisualShaderNodeVectorFunc::get_input_port_name(int p_port) const {
return "";
}
int VisualShaderNodeVectorFunc::get_output_port_count() const {
return 1;
}
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String VisualShaderNodeVectorFunc::get_output_port_name(int p_port) const {
return "result";
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}
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 {
static const char *funcs[FUNC_MAX] = {
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"normalize($)",
"", // FUNC_SATURATE
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"-($)",
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"1.0 / ($)",
"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($)",
"trunc($)",
"" // FUNC_ONEMINUS
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};
if (func == FUNC_SATURATE) {
String code;
if (op_type == OP_TYPE_VECTOR_2D) {
code = "max(min($, vec2(1.0)), vec2(0.0))";
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} else if (op_type == OP_TYPE_VECTOR_3D) {
code = "max(min($, vec3(1.0)), vec3(0.0))";
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} else {
code = "max(min($, vec4(1.0)), vec4(0.0))";
}
return " " + p_output_vars[0] + " = " + code.replace("$", p_input_vars[0]) + ";\n";
}
if (func == FUNC_ONEMINUS) {
String code;
if (op_type == OP_TYPE_VECTOR_2D) {
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code = "vec2(1.0) - $";
} else if (op_type == OP_TYPE_VECTOR_3D) {
code = "vec3(1.0) - $";
} else {
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code = "vec4(1.0) - $";
}
return " " + p_output_vars[0] + " = " + code.replace("$", p_input_vars[0]) + ";\n";
}
return " " + p_output_vars[0] + " = " + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
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}
void VisualShaderNodeVectorFunc::set_op_type(OpType p_op_type) {
ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
if (op_type == p_op_type) {
return;
}
switch (p_op_type) {
case OP_TYPE_VECTOR_2D: {
set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
} break;
case OP_TYPE_VECTOR_3D: {
set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
} break;
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case OP_TYPE_VECTOR_4D: {
set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
} break;
default:
break;
}
op_type = p_op_type;
emit_changed();
}
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void VisualShaderNodeVectorFunc::set_function(Function p_func) {
ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
if (func == p_func) {
return;
}
func = p_func;
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emit_changed();
}
VisualShaderNodeVectorFunc::Function VisualShaderNodeVectorFunc::get_function() const {
return func;
}
Vector<StringName> VisualShaderNodeVectorFunc::get_editable_properties() const {
Vector<StringName> props = VisualShaderNodeVectorBase::get_editable_properties();
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props.push_back("function");
return props;
}
void VisualShaderNodeVectorFunc::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeVectorFunc::set_function);
ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeVectorFunc::get_function);
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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");
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BIND_ENUM_CONSTANT(FUNC_NORMALIZE);
BIND_ENUM_CONSTANT(FUNC_SATURATE);
BIND_ENUM_CONSTANT(FUNC_NEGATE);
BIND_ENUM_CONSTANT(FUNC_RECIPROCAL);
BIND_ENUM_CONSTANT(FUNC_ABS);
BIND_ENUM_CONSTANT(FUNC_ACOS);
BIND_ENUM_CONSTANT(FUNC_ACOSH);
BIND_ENUM_CONSTANT(FUNC_ASIN);
BIND_ENUM_CONSTANT(FUNC_ASINH);
BIND_ENUM_CONSTANT(FUNC_ATAN);
BIND_ENUM_CONSTANT(FUNC_ATANH);
BIND_ENUM_CONSTANT(FUNC_CEIL);
BIND_ENUM_CONSTANT(FUNC_COS);
BIND_ENUM_CONSTANT(FUNC_COSH);
BIND_ENUM_CONSTANT(FUNC_DEGREES);
BIND_ENUM_CONSTANT(FUNC_EXP);
BIND_ENUM_CONSTANT(FUNC_EXP2);
BIND_ENUM_CONSTANT(FUNC_FLOOR);
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BIND_ENUM_CONSTANT(FUNC_FRACT);
BIND_ENUM_CONSTANT(FUNC_INVERSE_SQRT);
BIND_ENUM_CONSTANT(FUNC_LOG);
BIND_ENUM_CONSTANT(FUNC_LOG2);
BIND_ENUM_CONSTANT(FUNC_RADIANS);
BIND_ENUM_CONSTANT(FUNC_ROUND);
BIND_ENUM_CONSTANT(FUNC_ROUNDEVEN);
BIND_ENUM_CONSTANT(FUNC_SIGN);
BIND_ENUM_CONSTANT(FUNC_SIN);
BIND_ENUM_CONSTANT(FUNC_SINH);
BIND_ENUM_CONSTANT(FUNC_SQRT);
BIND_ENUM_CONSTANT(FUNC_TAN);
BIND_ENUM_CONSTANT(FUNC_TANH);
BIND_ENUM_CONSTANT(FUNC_TRUNC);
BIND_ENUM_CONSTANT(FUNC_ONEMINUS);
BIND_ENUM_CONSTANT(FUNC_MAX);
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}
VisualShaderNodeVectorFunc::VisualShaderNodeVectorFunc() {
switch (op_type) {
case OP_TYPE_VECTOR_2D: {
set_input_port_default_value(0, Vector2());
} break;
case OP_TYPE_VECTOR_3D: {
set_input_port_default_value(0, Vector3());
} break;
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case OP_TYPE_VECTOR_4D: {
set_input_port_default_value(0, Quaternion());
} break;
default:
break;
}
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}
////////////// ColorFunc
String VisualShaderNodeColorFunc::get_caption() const {
return "ColorFunc";
}
int VisualShaderNodeColorFunc::get_input_port_count() const {
return 1;
}
VisualShaderNodeColorFunc::PortType VisualShaderNodeColorFunc::get_input_port_type(int p_port) const {
return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeColorFunc::get_input_port_name(int p_port) const {
return "";
}
int VisualShaderNodeColorFunc::get_output_port_count() const {
return 1;
}
VisualShaderNodeColorFunc::PortType VisualShaderNodeColorFunc::get_output_port_type(int p_port) const {
return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeColorFunc::get_output_port_name(int p_port) const {
return "";
}
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 {
String code;
switch (func) {
case FUNC_GRAYSCALE:
code += " {\n";
code += " vec3 c = " + p_input_vars[0] + ";\n";
code += " float max1 = max(c.r, c.g);\n";
code += " float max2 = max(max1, c.b);\n";
code += " " + p_output_vars[0] + " = vec3(max2, max2, max2);\n";
code += " }\n";
break;
case FUNC_HSV2RGB:
code += " {\n";
code += " vec3 c = " + p_input_vars[0] + ";\n";
code += " vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n";
code += " vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n";
code += " " + p_output_vars[0] + " = c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n";
code += " }\n";
break;
case FUNC_RGB2HSV:
code += " {\n";
code += " vec3 c = " + p_input_vars[0] + ";\n";
code += " vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);\n";
code += " vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));\n";
code += " vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));\n";
code += " float d = q.x - min(q.w, q.y);\n";
code += " float e = 1.0e-10;\n";
code += " " + p_output_vars[0] + " = vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);\n";
code += " }\n";
break;
case FUNC_SEPIA:
code += " {\n";
code += " vec3 c = " + p_input_vars[0] + ";\n";
code += " float r = (c.r * .393) + (c.g *.769) + (c.b * .189);\n";
code += " float g = (c.r * .349) + (c.g *.686) + (c.b * .168);\n";
code += " float b = (c.r * .272) + (c.g *.534) + (c.b * .131);\n";
code += " " + p_output_vars[0] + " = vec3(r, g, b);\n";
code += " }\n";
break;
default:
break;
}
return code;
}
void VisualShaderNodeColorFunc::set_function(Function p_func) {
ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
if (func == p_func) {
return;
}
func = p_func;
emit_changed();
}
VisualShaderNodeColorFunc::Function VisualShaderNodeColorFunc::get_function() const {
return func;
}
Vector<StringName> VisualShaderNodeColorFunc::get_editable_properties() const {
Vector<StringName> props;
props.push_back("function");
return props;
}
void VisualShaderNodeColorFunc::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeColorFunc::set_function);
ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeColorFunc::get_function);
ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Grayscale,HSV2RGB,RGB2HSV,Sepia"), "set_function", "get_function");
BIND_ENUM_CONSTANT(FUNC_GRAYSCALE);
BIND_ENUM_CONSTANT(FUNC_HSV2RGB);
BIND_ENUM_CONSTANT(FUNC_RGB2HSV);
BIND_ENUM_CONSTANT(FUNC_SEPIA);
BIND_ENUM_CONSTANT(FUNC_MAX);
}
VisualShaderNodeColorFunc::VisualShaderNodeColorFunc() {
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simple_decl = false;
set_input_port_default_value(0, Vector3());
}
////////////// Transform Func
String VisualShaderNodeTransformFunc::get_caption() const {
return "TransformFunc";
}
int VisualShaderNodeTransformFunc::get_input_port_count() const {
return 1;
}
VisualShaderNodeTransformFunc::PortType VisualShaderNodeTransformFunc::get_input_port_type(int p_port) const {
return PORT_TYPE_TRANSFORM;
}
String VisualShaderNodeTransformFunc::get_input_port_name(int p_port) const {
return "";
}
int VisualShaderNodeTransformFunc::get_output_port_count() const {
return 1;
}
VisualShaderNodeTransformFunc::PortType VisualShaderNodeTransformFunc::get_output_port_type(int p_port) const {
return PORT_TYPE_TRANSFORM;
}
String VisualShaderNodeTransformFunc::get_output_port_name(int p_port) const {
return "";
}
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 {
static const char *functions[FUNC_MAX] = {
"inverse($)",
"transpose($)"
};
String code;
code += " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
return code;
}
void VisualShaderNodeTransformFunc::set_function(Function p_func) {
ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
if (func == p_func) {
return;
}
func = p_func;
emit_changed();
}
VisualShaderNodeTransformFunc::Function VisualShaderNodeTransformFunc::get_function() const {
return func;
}
Vector<StringName> VisualShaderNodeTransformFunc::get_editable_properties() const {
Vector<StringName> props;
props.push_back("function");
return props;
}
void VisualShaderNodeTransformFunc::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeTransformFunc::set_function);
ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeTransformFunc::get_function);
ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Inverse,Transpose"), "set_function", "get_function");
BIND_ENUM_CONSTANT(FUNC_INVERSE);
BIND_ENUM_CONSTANT(FUNC_TRANSPOSE);
BIND_ENUM_CONSTANT(FUNC_MAX);
}
VisualShaderNodeTransformFunc::VisualShaderNodeTransformFunc() {
set_input_port_default_value(0, Transform3D());
}
////////////// UV Func
String VisualShaderNodeUVFunc::get_caption() const {
return "UVFunc";
}
int VisualShaderNodeUVFunc::get_input_port_count() const {
return 3;
}
VisualShaderNodeUVFunc::PortType VisualShaderNodeUVFunc::get_input_port_type(int p_port) const {
switch (p_port) {
case 0:
return PORT_TYPE_VECTOR_2D; // uv
case 1:
return PORT_TYPE_VECTOR_2D; // scale
case 2:
return PORT_TYPE_VECTOR_2D; // offset & pivot
default:
break;
}
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeUVFunc::get_input_port_name(int p_port) const {
switch (p_port) {
case 0:
return "uv";
case 1:
return "scale";
case 2:
switch (func) {
case FUNC_PANNING:
return "offset";
case FUNC_SCALING:
return "pivot";
default:
break;
}
break;
default:
break;
}
return "";
}
bool VisualShaderNodeUVFunc::is_input_port_default(int p_port, Shader::Mode p_mode) const {
if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
if (p_port == 0) {
return true;
}
}
return false;
}
int VisualShaderNodeUVFunc::get_output_port_count() const {
return 1;
}
VisualShaderNodeUVFunc::PortType VisualShaderNodeUVFunc::get_output_port_type(int p_port) const {
return PORT_TYPE_VECTOR_2D;
}
String VisualShaderNodeUVFunc::get_output_port_name(int p_port) const {
return "uv";
}
bool VisualShaderNodeUVFunc::is_show_prop_names() const {
return true;
}
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 {
String code;
String uv;
if (p_input_vars[0].is_empty()) {
if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
uv = "UV";
} else {
uv = "vec2(0.0)";
}
} else {
uv = vformat("%s", p_input_vars[0]);
}
String scale = vformat("%s", p_input_vars[1]);
String offset_pivot = vformat("%s", p_input_vars[2]);
switch (func) {
case FUNC_PANNING: {
code += vformat(" %s = fma(%s, %s, %s);\n", p_output_vars[0], offset_pivot, scale, uv);
} break;
case FUNC_SCALING: {
code += vformat(" %s = fma((%s - %s), %s, %s);\n", p_output_vars[0], uv, offset_pivot, scale, offset_pivot);
} break;
default:
break;
}
return code;
}
void VisualShaderNodeUVFunc::set_function(VisualShaderNodeUVFunc::Function p_func) {
ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
if (func == p_func) {
return;
}
if (p_func == FUNC_PANNING) {
set_input_port_default_value(2, Vector2()); // offset
} else { // FUNC_SCALING
set_input_port_default_value(2, Vector2(0.5, 0.5)); // pivot
}
func = p_func;
emit_changed();
}
VisualShaderNodeUVFunc::Function VisualShaderNodeUVFunc::get_function() const {
return func;
}
Vector<StringName> VisualShaderNodeUVFunc::get_editable_properties() const {
Vector<StringName> props;
props.push_back("function");
return props;
}
void VisualShaderNodeUVFunc::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeUVFunc::set_function);
ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeUVFunc::get_function);
ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Panning,Scaling"), "set_function", "get_function");
BIND_ENUM_CONSTANT(FUNC_PANNING);
BIND_ENUM_CONSTANT(FUNC_SCALING);
BIND_ENUM_CONSTANT(FUNC_MAX);
}
VisualShaderNodeUVFunc::VisualShaderNodeUVFunc() {
set_input_port_default_value(1, Vector2(1.0, 1.0)); // scale
set_input_port_default_value(2, Vector2()); // offset
}
////////////// UV PolarCoord
String VisualShaderNodeUVPolarCoord::get_caption() const {
return "UVPolarCoord";
}
int VisualShaderNodeUVPolarCoord::get_input_port_count() const {
return 4;
}
VisualShaderNodeUVPolarCoord::PortType VisualShaderNodeUVPolarCoord::get_input_port_type(int p_port) const {
switch (p_port) {
case 0:
return PORT_TYPE_VECTOR_2D; // uv
case 1:
return PORT_TYPE_VECTOR_2D; // center
case 2:
return PORT_TYPE_SCALAR; // zoom
case 3:
return PORT_TYPE_SCALAR; // repeat
default:
break;
}
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeUVPolarCoord::get_input_port_name(int p_port) const {
switch (p_port) {
case 0:
return "uv";
case 1:
return "scale";
case 2:
return "zoom strength";
case 3:
return "repeat";
default:
break;
}
return "";
}
bool VisualShaderNodeUVPolarCoord::is_input_port_default(int p_port, Shader::Mode p_mode) const {
if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
if (p_port == 0) {
return true;
}
}
return false;
}
int VisualShaderNodeUVPolarCoord::get_output_port_count() const {
return 1;
}
VisualShaderNodeUVPolarCoord::PortType VisualShaderNodeUVPolarCoord::get_output_port_type(int p_port) const {
return PORT_TYPE_VECTOR_2D;
}
String VisualShaderNodeUVPolarCoord::get_output_port_name(int p_port) const {
return "uv";
}
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 {
String code;
String uv;
if (p_input_vars[0].is_empty()) {
if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
uv = "UV";
} else {
uv = "vec2(0.0)";
}
} else {
uv = vformat("%s", p_input_vars[0]);
}
String center = vformat("%s", p_input_vars[1]);
String zoom = vformat("%s", p_input_vars[2]);
String repeat = vformat("%s", p_input_vars[3]);
if (p_mode == Shader::MODE_CANVAS_ITEM) {
code += vformat(" vec2 __dir = %s - %s;\n", uv, center);
code += " float __radius = length(__dir) * 2.0;\n";
code += " float __angle = atan(__dir.y, __dir.x) * 1.0/(PI * 2.0);\n";
code += vformat(" %s = mod(vec2(__radius * %s, __angle * %s), 1.0);\n", p_output_vars[0], zoom, repeat);
} else {
code += vformat(" vec2 __dir = %s - %s;\n", uv, center);
code += " float __radius = length(__dir) * 2.0;\n";
code += " float __angle = atan(__dir.y, __dir.x) * 1.0/(PI * 2.0);\n";
code += vformat(" %s = vec2(__radius * %s, __angle * %s);\n", p_output_vars[0], zoom, repeat);
}
return code;
}
VisualShaderNodeUVPolarCoord::VisualShaderNodeUVPolarCoord() {
set_input_port_default_value(1, Vector2(0.5, 0.5)); // center
set_input_port_default_value(2, 1.0); // zoom
set_input_port_default_value(3, 1.0); // repeat
}
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////////////// Dot Product
String VisualShaderNodeDotProduct::get_caption() const {
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return "DotProduct";
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}
int VisualShaderNodeDotProduct::get_input_port_count() const {
return 2;
}
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VisualShaderNodeDotProduct::PortType VisualShaderNodeDotProduct::get_input_port_type(int p_port) const {
return PORT_TYPE_VECTOR_3D;
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}
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String VisualShaderNodeDotProduct::get_input_port_name(int p_port) const {
return p_port == 0 ? "a" : "b";
}
int VisualShaderNodeDotProduct::get_output_port_count() const {
return 1;
}
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VisualShaderNodeDotProduct::PortType VisualShaderNodeDotProduct::get_output_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
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String VisualShaderNodeDotProduct::get_output_port_name(int p_port) const {
return "dot";
}
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 {
return " " + p_output_vars[0] + " = dot(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
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}
VisualShaderNodeDotProduct::VisualShaderNodeDotProduct() {
set_input_port_default_value(0, Vector3());
set_input_port_default_value(1, Vector3());
}
////////////// Vector Len
String VisualShaderNodeVectorLen::get_caption() const {
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return "VectorLen";
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}
int VisualShaderNodeVectorLen::get_input_port_count() const {
return 1;
}
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String VisualShaderNodeVectorLen::get_input_port_name(int p_port) const {
return "";
}
int VisualShaderNodeVectorLen::get_output_port_count() const {
return 1;
}
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VisualShaderNodeVectorLen::PortType VisualShaderNodeVectorLen::get_output_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
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String VisualShaderNodeVectorLen::get_output_port_name(int p_port) const {
return "length";
}
void VisualShaderNodeVectorLen::set_op_type(OpType p_op_type) {
ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
if (op_type == p_op_type) {
return;
}
switch (p_op_type) {
case OP_TYPE_VECTOR_2D: {
set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
} break;
case OP_TYPE_VECTOR_3D: {
set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
} break;
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case OP_TYPE_VECTOR_4D: {
set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
} break;
default:
break;
}
op_type = p_op_type;
emit_changed();
}
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 {
return " " + p_output_vars[0] + " = length(" + p_input_vars[0] + ");\n";
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}
VisualShaderNodeVectorLen::VisualShaderNodeVectorLen() {
set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
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}
////////////// Determinant
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String VisualShaderNodeDeterminant::get_caption() const {
return "Determinant";
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}
int VisualShaderNodeDeterminant::get_input_port_count() const {
return 1;
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}
VisualShaderNodeDeterminant::PortType VisualShaderNodeDeterminant::get_input_port_type(int p_port) const {
return PORT_TYPE_TRANSFORM;
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}
String VisualShaderNodeDeterminant::get_input_port_name(int p_port) const {
return "";
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}
int VisualShaderNodeDeterminant::get_output_port_count() const {
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return 1;
}
VisualShaderNodeDeterminant::PortType VisualShaderNodeDeterminant::get_output_port_type(int p_port) const {
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return PORT_TYPE_SCALAR;
}
String VisualShaderNodeDeterminant::get_output_port_name(int p_port) const {
return "";
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}
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 {
return " " + p_output_vars[0] + " = determinant(" + p_input_vars[0] + ");\n";
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}
VisualShaderNodeDeterminant::VisualShaderNodeDeterminant() {
set_input_port_default_value(0, Transform3D());
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}
////////////// Derivative Function
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String VisualShaderNodeDerivativeFunc::get_caption() const {
return "DerivativeFunc";
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}
int VisualShaderNodeDerivativeFunc::get_input_port_count() const {
return 1;
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}
VisualShaderNodeDerivativeFunc::PortType VisualShaderNodeDerivativeFunc::get_input_port_type(int p_port) const {
switch (op_type) {
case OP_TYPE_VECTOR_2D:
return PORT_TYPE_VECTOR_2D;
case OP_TYPE_VECTOR_3D:
return PORT_TYPE_VECTOR_3D;
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case OP_TYPE_VECTOR_4D:
return PORT_TYPE_VECTOR_4D;
default:
break;
}
return PORT_TYPE_SCALAR;
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}
String VisualShaderNodeDerivativeFunc::get_input_port_name(int p_port) const {
return "p";
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}
int VisualShaderNodeDerivativeFunc::get_output_port_count() const {
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return 1;
}
VisualShaderNodeDerivativeFunc::PortType VisualShaderNodeDerivativeFunc::get_output_port_type(int p_port) const {
switch (op_type) {
case OP_TYPE_VECTOR_2D:
return PORT_TYPE_VECTOR_2D;
case OP_TYPE_VECTOR_3D:
return PORT_TYPE_VECTOR_3D;
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case OP_TYPE_VECTOR_4D:
return PORT_TYPE_VECTOR_4D;
default:
break;
}
return PORT_TYPE_SCALAR;
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}
String VisualShaderNodeDerivativeFunc::get_output_port_name(int p_port) const {
return "result";
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}
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 {
static const char *functions[FUNC_MAX] = {
"fwidth($)",
"dFdx($)",
"dFdy($)"
};
String code;
code += " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
return code;
}
void VisualShaderNodeDerivativeFunc::set_op_type(OpType p_op_type) {
ERR_FAIL_INDEX((int)p_op_type, int(OP_TYPE_MAX));
if (op_type == p_op_type) {
return;
}
switch (p_op_type) {
case OP_TYPE_SCALAR: {
set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
} break;
case OP_TYPE_VECTOR_2D: {
set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
} break;
case OP_TYPE_VECTOR_3D: {
set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
} break;
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case OP_TYPE_VECTOR_4D: {
set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
} break;
default:
break;
}
op_type = p_op_type;
emit_changed();
}
VisualShaderNodeDerivativeFunc::OpType VisualShaderNodeDerivativeFunc::get_op_type() const {
return op_type;
}
void VisualShaderNodeDerivativeFunc::set_function(Function p_func) {
ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
if (func == p_func) {
return;
}
func = p_func;
emit_changed();
}
VisualShaderNodeDerivativeFunc::Function VisualShaderNodeDerivativeFunc::get_function() const {
return func;
}
Vector<StringName> VisualShaderNodeDerivativeFunc::get_editable_properties() const {
Vector<StringName> props;
props.push_back("op_type");
props.push_back("function");
return props;
}
void VisualShaderNodeDerivativeFunc::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeDerivativeFunc::set_op_type);
ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeDerivativeFunc::get_op_type);
ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeDerivativeFunc::set_function);
ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeDerivativeFunc::get_function);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector2,Vector3,Vector4"), "set_op_type", "get_op_type");
ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Sum,X,Y"), "set_function", "get_function");
BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
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BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
BIND_ENUM_CONSTANT(OP_TYPE_MAX);
BIND_ENUM_CONSTANT(FUNC_SUM);
BIND_ENUM_CONSTANT(FUNC_X);
BIND_ENUM_CONSTANT(FUNC_Y);
BIND_ENUM_CONSTANT(FUNC_MAX);
}
VisualShaderNodeDerivativeFunc::VisualShaderNodeDerivativeFunc() {
set_input_port_default_value(0, 0.0);
}
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////////////// Clamp
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String VisualShaderNodeClamp::get_caption() const {
return "Clamp";
}
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int VisualShaderNodeClamp::get_input_port_count() const {
return 3;
}
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VisualShaderNodeClamp::PortType VisualShaderNodeClamp::get_input_port_type(int p_port) const {
switch (op_type) {
case OP_TYPE_INT:
return PORT_TYPE_SCALAR_INT;
case OP_TYPE_VECTOR_2D:
return PORT_TYPE_VECTOR_2D;
case OP_TYPE_VECTOR_3D:
return PORT_TYPE_VECTOR_3D;
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case OP_TYPE_VECTOR_4D:
return PORT_TYPE_VECTOR_4D;
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default:
break;
}
return PORT_TYPE_SCALAR;
}
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String VisualShaderNodeClamp::get_input_port_name(int p_port) const {
if (p_port == 0) {
return "";
} else if (p_port == 1) {
return "min";
} else if (p_port == 2) {
return "max";
}
return "";
}
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int VisualShaderNodeClamp::get_output_port_count() const {
return 1;
}
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VisualShaderNodeClamp::PortType VisualShaderNodeClamp::get_output_port_type(int p_port) const {
switch (op_type) {
case OP_TYPE_INT:
return PORT_TYPE_SCALAR_INT;
case OP_TYPE_VECTOR_2D:
return PORT_TYPE_VECTOR_2D;
case OP_TYPE_VECTOR_3D:
return PORT_TYPE_VECTOR_3D;
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case OP_TYPE_VECTOR_4D:
return PORT_TYPE_VECTOR_4D;
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default:
break;
}
return PORT_TYPE_SCALAR;
}
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String VisualShaderNodeClamp::get_output_port_name(int p_port) const {
return "";
}
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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 {
return " " + p_output_vars[0] + " = clamp(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
}
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void VisualShaderNodeClamp::set_op_type(OpType p_op_type) {
ERR_FAIL_INDEX((int)p_op_type, int(OP_TYPE_MAX));
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if (op_type == p_op_type) {
return;
}
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switch (p_op_type) {
case OP_TYPE_FLOAT:
set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
set_input_port_default_value(1, 0.0, get_input_port_default_value(1));
set_input_port_default_value(2, 0.0, get_input_port_default_value(2));
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break;
case OP_TYPE_INT:
set_input_port_default_value(0, 0, get_input_port_default_value(0));
set_input_port_default_value(1, 0, get_input_port_default_value(1));
set_input_port_default_value(2, 0, get_input_port_default_value(2));
break;
case OP_TYPE_VECTOR_2D:
set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
set_input_port_default_value(2, Vector2(), get_input_port_default_value(2));
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break;
case OP_TYPE_VECTOR_3D:
set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
set_input_port_default_value(2, Vector3(), get_input_port_default_value(2));
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break;
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case OP_TYPE_VECTOR_4D:
set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
set_input_port_default_value(2, Quaternion(), get_input_port_default_value(2));
break;
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default:
break;
}
op_type = p_op_type;
emit_changed();
}
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VisualShaderNodeClamp::OpType VisualShaderNodeClamp::get_op_type() const {
return op_type;
}
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Vector<StringName> VisualShaderNodeClamp::get_editable_properties() const {
Vector<StringName> props;
props.push_back("op_type");
return props;
}
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void VisualShaderNodeClamp::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_op_type", "op_type"), &VisualShaderNodeClamp::set_op_type);
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ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeClamp::get_op_type);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Float,Int,Vector2,Vector3,Vector4"), "set_op_type", "get_op_type");
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BIND_ENUM_CONSTANT(OP_TYPE_FLOAT);
BIND_ENUM_CONSTANT(OP_TYPE_INT);
BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
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BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
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BIND_ENUM_CONSTANT(OP_TYPE_MAX);
}
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VisualShaderNodeClamp::VisualShaderNodeClamp() {
set_input_port_default_value(0, 0.0);
set_input_port_default_value(1, 0.0);
set_input_port_default_value(2, 1.0);
}
////////////// FaceForward
String VisualShaderNodeFaceForward::get_caption() const {
return "FaceForward";
}
int VisualShaderNodeFaceForward::get_input_port_count() const {
return 3;
}
String VisualShaderNodeFaceForward::get_input_port_name(int p_port) const {
switch (p_port) {
case 0:
return "N";
case 1:
return "I";
case 2:
return "Nref";
default:
return "";
}
}
int VisualShaderNodeFaceForward::get_output_port_count() const {
return 1;
}
String VisualShaderNodeFaceForward::get_output_port_name(int p_port) const {
return "";
}
void VisualShaderNodeFaceForward::set_op_type(OpType p_op_type) {
ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
if (op_type == p_op_type) {
return;
}
switch (p_op_type) {
case OP_TYPE_VECTOR_2D: {
set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
set_input_port_default_value(2, Vector2(), get_input_port_default_value(2));
} break;
case OP_TYPE_VECTOR_3D: {
set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
set_input_port_default_value(2, Vector3(), get_input_port_default_value(2));
} break;
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case OP_TYPE_VECTOR_4D: {
set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
set_input_port_default_value(2, Quaternion(), get_input_port_default_value(2));
} break;
default:
break;
}
op_type = p_op_type;
emit_changed();
}
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 {
return " " + p_output_vars[0] + " = faceforward(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
}
VisualShaderNodeFaceForward::VisualShaderNodeFaceForward() {
set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
}
////////////// Outer Product
String VisualShaderNodeOuterProduct::get_caption() const {
return "OuterProduct";
}
int VisualShaderNodeOuterProduct::get_input_port_count() const {
return 2;
}
VisualShaderNodeOuterProduct::PortType VisualShaderNodeOuterProduct::get_input_port_type(int p_port) const {
return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeOuterProduct::get_input_port_name(int p_port) const {
switch (p_port) {
case 0:
return "c";
case 1:
return "r";
default:
return "";
}
}
int VisualShaderNodeOuterProduct::get_output_port_count() const {
return 1;
}
VisualShaderNodeOuterProduct::PortType VisualShaderNodeOuterProduct::get_output_port_type(int p_port) const {
return PORT_TYPE_TRANSFORM;
}
String VisualShaderNodeOuterProduct::get_output_port_name(int p_port) const {
return "";
}
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 {
return " " + p_output_vars[0] + " = outerProduct(vec4(" + p_input_vars[0] + ", 0.0), vec4(" + p_input_vars[1] + ", 0.0));\n";
}
VisualShaderNodeOuterProduct::VisualShaderNodeOuterProduct() {
set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
}
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////////////// Step
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String VisualShaderNodeStep::get_caption() const {
return "Step";
}
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int VisualShaderNodeStep::get_input_port_count() const {
return 2;
}
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VisualShaderNodeStep::PortType VisualShaderNodeStep::get_input_port_type(int p_port) const {
switch (op_type) {
case OP_TYPE_VECTOR_2D:
return PORT_TYPE_VECTOR_2D;
case OP_TYPE_VECTOR_2D_SCALAR:
if (p_port == 1) {
return PORT_TYPE_VECTOR_2D;
}
break;
case OP_TYPE_VECTOR_3D:
return PORT_TYPE_VECTOR_3D;
case OP_TYPE_VECTOR_3D_SCALAR:
if (p_port == 1) {
return PORT_TYPE_VECTOR_3D;
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}
break;
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case OP_TYPE_VECTOR_4D:
return PORT_TYPE_VECTOR_4D;
case OP_TYPE_VECTOR_4D_SCALAR:
if (p_port == 1) {
return PORT_TYPE_VECTOR_4D;
}
break;
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default:
break;
}
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return PORT_TYPE_SCALAR;
}
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String VisualShaderNodeStep::get_input_port_name(int p_port) const {
switch (p_port) {
case 0:
return "edge";
case 1:
return "x";
}
return String();
}
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int VisualShaderNodeStep::get_output_port_count() const {
return 1;
}
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VisualShaderNodeStep::PortType VisualShaderNodeStep::get_output_port_type(int p_port) const {
switch (op_type) {
case OP_TYPE_VECTOR_2D:
return PORT_TYPE_VECTOR_2D;
case OP_TYPE_VECTOR_2D_SCALAR:
return PORT_TYPE_VECTOR_2D;
case OP_TYPE_VECTOR_3D:
return PORT_TYPE_VECTOR_3D;
case OP_TYPE_VECTOR_3D_SCALAR:
return PORT_TYPE_VECTOR_3D;
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case OP_TYPE_VECTOR_4D:
return PORT_TYPE_VECTOR_4D;
case OP_TYPE_VECTOR_4D_SCALAR:
return PORT_TYPE_VECTOR_4D;
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default:
break;
}
return PORT_TYPE_SCALAR;
}
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String VisualShaderNodeStep::get_output_port_name(int p_port) const {
return "";
}
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void VisualShaderNodeStep::set_op_type(OpType p_op_type) {
ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
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if (op_type == p_op_type) {
return;
}
switch (p_op_type) {
case OP_TYPE_SCALAR: {
set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
set_input_port_default_value(1, 0.0, get_input_port_default_value(1));
} break;
case OP_TYPE_VECTOR_2D: {
set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
} break;
case OP_TYPE_VECTOR_2D_SCALAR: {
set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
} break;
case OP_TYPE_VECTOR_3D: {
set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
} break;
case OP_TYPE_VECTOR_3D_SCALAR: {
set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
} break;
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case OP_TYPE_VECTOR_4D: {
set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
} break;
case OP_TYPE_VECTOR_4D_SCALAR: {
set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
} break;
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default:
break;
}
op_type = p_op_type;
emit_changed();
}
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VisualShaderNodeStep::OpType VisualShaderNodeStep::get_op_type() const {
return op_type;
}
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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 {
return " " + p_output_vars[0] + " = step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
}
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Vector<StringName> VisualShaderNodeStep::get_editable_properties() const {
Vector<StringName> props;
props.push_back("op_type");
return props;
}
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void VisualShaderNodeStep::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_op_type", "op_type"), &VisualShaderNodeStep::set_op_type);
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ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeStep::get_op_type);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector2,Vector2Scalar,Vector3,Vector3Scalar,Vector4,Vector4Scalar"), "set_op_type", "get_op_type");
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BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D_SCALAR);
BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D_SCALAR);
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BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D_SCALAR);
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BIND_ENUM_CONSTANT(OP_TYPE_MAX);
}
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VisualShaderNodeStep::VisualShaderNodeStep() {
set_input_port_default_value(0, 0.0);
set_input_port_default_value(1, 0.0);
}
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////////////// SmoothStep
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String VisualShaderNodeSmoothStep::get_caption() const {
return "SmoothStep";
}
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int VisualShaderNodeSmoothStep::get_input_port_count() const {
return 3;
}
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VisualShaderNodeSmoothStep::PortType VisualShaderNodeSmoothStep::get_input_port_type(int p_port) const {
switch (op_type) {
case OP_TYPE_VECTOR_2D:
return PORT_TYPE_VECTOR_2D;
case OP_TYPE_VECTOR_2D_SCALAR:
if (p_port == 2) {
return PORT_TYPE_VECTOR_2D; // x
}
break;
case OP_TYPE_VECTOR_3D:
return PORT_TYPE_VECTOR_3D;
case OP_TYPE_VECTOR_3D_SCALAR:
if (p_port == 2) {
return PORT_TYPE_VECTOR_3D; // x
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}
break;
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case OP_TYPE_VECTOR_4D:
return PORT_TYPE_VECTOR_4D;
case OP_TYPE_VECTOR_4D_SCALAR:
if (p_port == 2) {
return PORT_TYPE_VECTOR_4D; // x
}
break;
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default:
break;
}
return PORT_TYPE_SCALAR;
}
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String VisualShaderNodeSmoothStep::get_input_port_name(int p_port) const {
switch (p_port) {
case 0:
return "edge0";
case 1:
return "edge1";
case 2:
return "x";
}
return String();
}
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int VisualShaderNodeSmoothStep::get_output_port_count() const {
return 1;
}
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VisualShaderNodeSmoothStep::PortType VisualShaderNodeSmoothStep::get_output_port_type(int p_port) const {
switch (op_type) {
case OP_TYPE_VECTOR_2D:
return PORT_TYPE_VECTOR_2D;
case OP_TYPE_VECTOR_2D_SCALAR:
return PORT_TYPE_VECTOR_2D;
case OP_TYPE_VECTOR_3D:
return PORT_TYPE_VECTOR_3D;
case OP_TYPE_VECTOR_3D_SCALAR:
return PORT_TYPE_VECTOR_3D;
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case OP_TYPE_VECTOR_4D:
return PORT_TYPE_VECTOR_4D;
case OP_TYPE_VECTOR_4D_SCALAR:
return PORT_TYPE_VECTOR_4D;
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default:
break;
}
return PORT_TYPE_SCALAR;
}
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String VisualShaderNodeSmoothStep::get_output_port_name(int p_port) const {
return "";
}
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void VisualShaderNodeSmoothStep::set_op_type(OpType p_op_type) {
ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
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if (op_type == p_op_type) {
return;
}
switch (p_op_type) {
case OP_TYPE_SCALAR:
set_input_port_default_value(0, 0.0, get_input_port_default_value(0)); // edge0
set_input_port_default_value(1, 0.0, get_input_port_default_value(1)); // edge1
set_input_port_default_value(2, 0.0, get_input_port_default_value(2)); // x
break;
case OP_TYPE_VECTOR_2D:
set_input_port_default_value(0, Vector2(), get_input_port_default_value(0)); // edge0
set_input_port_default_value(1, Vector2(), get_input_port_default_value(1)); // edge1
set_input_port_default_value(2, Vector2(), get_input_port_default_value(2)); // x
break;
case OP_TYPE_VECTOR_2D_SCALAR:
set_input_port_default_value(0, 0.0, get_input_port_default_value(0)); // edge0
set_input_port_default_value(1, 0.0, get_input_port_default_value(1)); // edge1
set_input_port_default_value(2, Vector2(), get_input_port_default_value(2)); // x
break;
case OP_TYPE_VECTOR_3D:
set_input_port_default_value(0, Vector3(), get_input_port_default_value(0)); // edge0
set_input_port_default_value(1, Vector3(), get_input_port_default_value(1)); // edge1
set_input_port_default_value(2, Vector3(), get_input_port_default_value(2)); // x
break;
case OP_TYPE_VECTOR_3D_SCALAR:
set_input_port_default_value(0, 0.0, get_input_port_default_value(0)); // edge0
set_input_port_default_value(1, 0.0, get_input_port_default_value(1)); // edge1
set_input_port_default_value(2, Vector3(), get_input_port_default_value(2)); // x
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break;
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case OP_TYPE_VECTOR_4D:
set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0)); // edge0
set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1)); // edge1
set_input_port_default_value(2, Quaternion(), get_input_port_default_value(2)); // x
break;
case OP_TYPE_VECTOR_4D_SCALAR:
set_input_port_default_value(0, 0.0, get_input_port_default_value(0)); // edge0
set_input_port_default_value(1, 0.0, get_input_port_default_value(1)); // edge1
set_input_port_default_value(2, Quaternion(), get_input_port_default_value(2)); // x
break;
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default:
break;
}
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op_type = p_op_type;
emit_changed();
}
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VisualShaderNodeSmoothStep::OpType VisualShaderNodeSmoothStep::get_op_type() const {
return op_type;
}
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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 {
return " " + p_output_vars[0] + " = smoothstep(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
}
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Vector<StringName> VisualShaderNodeSmoothStep::get_editable_properties() const {
Vector<StringName> props;
props.push_back("op_type");
return props;
}
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void VisualShaderNodeSmoothStep::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_op_type", "op_type"), &VisualShaderNodeSmoothStep::set_op_type);
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ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeSmoothStep::get_op_type);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector2,Vector2Scalar,Vector3,Vector3Scalar,Vector4,Vector4Scalar"), "set_op_type", "get_op_type");
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BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D_SCALAR);
BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D_SCALAR);
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BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D_SCALAR);
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BIND_ENUM_CONSTANT(OP_TYPE_MAX);
}
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VisualShaderNodeSmoothStep::VisualShaderNodeSmoothStep() {
set_input_port_default_value(0, 0.0); // edge0
set_input_port_default_value(1, 1.0); // edge1
set_input_port_default_value(2, 0.5); // x
}
////////////// Distance
String VisualShaderNodeVectorDistance::get_caption() const {
return "Distance";
}
int VisualShaderNodeVectorDistance::get_input_port_count() const {
return 2;
}
String VisualShaderNodeVectorDistance::get_input_port_name(int p_port) const {
switch (p_port) {
case 0:
return "a";
case 1:
return "b";
}
return String();
}
int VisualShaderNodeVectorDistance::get_output_port_count() const {
return 1;
}
VisualShaderNodeVectorDistance::PortType VisualShaderNodeVectorDistance::get_output_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeVectorDistance::get_output_port_name(int p_port) const {
return "";
}
void VisualShaderNodeVectorDistance::set_op_type(OpType p_op_type) {
ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
if (op_type == p_op_type) {
return;
}
switch (p_op_type) {
case OP_TYPE_VECTOR_2D: {
set_input_port_default_value(0, Vector2(), get_input_port_default_value(0)); // a
set_input_port_default_value(1, Vector2(), get_input_port_default_value(1)); // b
} break;
case OP_TYPE_VECTOR_3D: {
set_input_port_default_value(0, Vector3(), get_input_port_default_value(0)); // a
set_input_port_default_value(1, Vector3(), get_input_port_default_value(1)); // b
} break;
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case OP_TYPE_VECTOR_4D: {
set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0)); // a
set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1)); // b
} break;
default:
break;
}
op_type = p_op_type;
emit_changed();
}
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 {
return " " + p_output_vars[0] + " = distance(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
}
VisualShaderNodeVectorDistance::VisualShaderNodeVectorDistance() {
set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0)); // a
set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0)); // b
}
////////////// Refract Vector
String VisualShaderNodeVectorRefract::get_caption() const {
return "Refract";
}
int VisualShaderNodeVectorRefract::get_input_port_count() const {
return 3;
}
String VisualShaderNodeVectorRefract::get_input_port_name(int p_port) const {
switch (p_port) {
case 0:
return "I";
case 1:
return "N";
case 2:
return "eta";
}
return String();
}
int VisualShaderNodeVectorRefract::get_output_port_count() const {
return 1;
}
String VisualShaderNodeVectorRefract::get_output_port_name(int p_port) const {
return "";
}
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 {
return " " + p_output_vars[0] + " = refract(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
}
void VisualShaderNodeVectorRefract::set_op_type(OpType p_op_type) {
ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
if (op_type == p_op_type) {
return;
}
switch (p_op_type) {
case OP_TYPE_VECTOR_2D: {
set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
} break;
case OP_TYPE_VECTOR_3D: {
set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
} break;
case OP_TYPE_VECTOR_4D: {
set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
} break;
default:
break;
}
op_type = p_op_type;
emit_changed();
}
VisualShaderNodeVectorRefract::VisualShaderNodeVectorRefract() {
set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
set_input_port_default_value(2, 0.0);
}
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////////////// Mix
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String VisualShaderNodeMix::get_caption() const {
return "Mix";
}
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int VisualShaderNodeMix::get_input_port_count() const {
return 3;
}
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VisualShaderNodeMix::PortType VisualShaderNodeMix::get_input_port_type(int p_port) const {
switch (op_type) {
case OP_TYPE_VECTOR_2D:
return PORT_TYPE_VECTOR_2D;
case OP_TYPE_VECTOR_2D_SCALAR:
if (p_port == 2) {
break;
}
return PORT_TYPE_VECTOR_2D;
case OP_TYPE_VECTOR_3D:
return PORT_TYPE_VECTOR_3D;
case OP_TYPE_VECTOR_3D_SCALAR:
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if (p_port == 2) {
break;
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}
return PORT_TYPE_VECTOR_3D;
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case OP_TYPE_VECTOR_4D:
return PORT_TYPE_VECTOR_4D;
case OP_TYPE_VECTOR_4D_SCALAR:
if (p_port == 2) {
break;
}
return PORT_TYPE_VECTOR_4D;
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default:
break;
}
return PORT_TYPE_SCALAR;
}
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String VisualShaderNodeMix::get_input_port_name(int p_port) const {
if (p_port == 0) {
return "a";
} else if (p_port == 1) {
return "b";
} else {
return "weight";
}
}
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int VisualShaderNodeMix::get_output_port_count() const {
return 1;
}
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VisualShaderNodeMix::PortType VisualShaderNodeMix::get_output_port_type(int p_port) const {
switch (op_type) {
case OP_TYPE_VECTOR_2D:
return PORT_TYPE_VECTOR_2D;
case OP_TYPE_VECTOR_2D_SCALAR:
return PORT_TYPE_VECTOR_2D;
case OP_TYPE_VECTOR_3D:
return PORT_TYPE_VECTOR_3D;
case OP_TYPE_VECTOR_3D_SCALAR:
return PORT_TYPE_VECTOR_3D;
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case OP_TYPE_VECTOR_4D:
return PORT_TYPE_VECTOR_4D;
case OP_TYPE_VECTOR_4D_SCALAR:
return PORT_TYPE_VECTOR_4D;
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default:
break;
}
return PORT_TYPE_SCALAR;
}
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String VisualShaderNodeMix::get_output_port_name(int p_port) const {
return "mix";
}
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void VisualShaderNodeMix::set_op_type(OpType p_op_type) {
ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
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if (op_type == p_op_type) {
return;
}
switch (p_op_type) {
case OP_TYPE_SCALAR: {
set_input_port_default_value(0, 0.0, get_input_port_default_value(0)); // a
set_input_port_default_value(1, 0.0, get_input_port_default_value(1)); // b
set_input_port_default_value(2, 0.0, get_input_port_default_value(2)); // weight
} break;
case OP_TYPE_VECTOR_2D: {
set_input_port_default_value(0, Vector2(), get_input_port_default_value(0)); // a
set_input_port_default_value(1, Vector2(), get_input_port_default_value(1)); // b
set_input_port_default_value(2, Vector2(), get_input_port_default_value(2)); // weight
} break;
case OP_TYPE_VECTOR_2D_SCALAR: {
set_input_port_default_value(0, Vector2(), get_input_port_default_value(0)); // a
set_input_port_default_value(1, Vector2(), get_input_port_default_value(1)); // b
set_input_port_default_value(2, 0.0, get_input_port_default_value(2)); // weight
} break;
case OP_TYPE_VECTOR_3D: {
set_input_port_default_value(0, Vector3(), get_input_port_default_value(0)); // a
set_input_port_default_value(1, Vector3(), get_input_port_default_value(1)); // b
set_input_port_default_value(2, Vector3(), get_input_port_default_value(2)); // weight
} break;
case OP_TYPE_VECTOR_3D_SCALAR: {
set_input_port_default_value(0, Vector3(), get_input_port_default_value(0)); // a
set_input_port_default_value(1, Vector3(), get_input_port_default_value(1)); // b
set_input_port_default_value(2, 0.0, get_input_port_default_value(2)); // weight
} break;
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case OP_TYPE_VECTOR_4D: {
set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0)); // a
set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1)); // b
set_input_port_default_value(2, Quaternion(), get_input_port_default_value(2)); // weight
} break;
case OP_TYPE_VECTOR_4D_SCALAR: {
set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0)); // a
set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1)); // b
set_input_port_default_value(2, 0.0, get_input_port_default_value(2)); // weight
} break;
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default:
break;
}
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op_type = p_op_type;
emit_changed();
}
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VisualShaderNodeMix::OpType VisualShaderNodeMix::get_op_type() const {
return op_type;
}
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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 {
return " " + p_output_vars[0] + " = mix(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
}
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Vector<StringName> VisualShaderNodeMix::get_editable_properties() const {
Vector<StringName> props;
props.push_back("op_type");
return props;
}
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void VisualShaderNodeMix::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_op_type", "op_type"), &VisualShaderNodeMix::set_op_type);
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ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeMix::get_op_type);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector2,Vector2Scalar,Vector3,Vector3Scalar,Vector4,Vector4Scalar"), "set_op_type", "get_op_type");
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BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D_SCALAR);
BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D_SCALAR);
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BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D_SCALAR);
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BIND_ENUM_CONSTANT(OP_TYPE_MAX);
}
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VisualShaderNodeMix::VisualShaderNodeMix() {
set_input_port_default_value(0, 0.0); // a
set_input_port_default_value(1, 1.0); // b
set_input_port_default_value(2, 0.5); // weight
}
////////////// Vector Compose
String VisualShaderNodeVectorCompose::get_caption() const {
return "VectorCompose";
}
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int VisualShaderNodeVectorCompose::get_input_port_count() const {
switch (op_type) {
case OP_TYPE_VECTOR_2D:
return 2;
case OP_TYPE_VECTOR_3D:
return 3;
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case OP_TYPE_VECTOR_4D:
return 4;
default:
break;
}
return 0;
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}
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VisualShaderNodeVectorCompose::PortType VisualShaderNodeVectorCompose::get_input_port_type(int p_port) const {
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return PORT_TYPE_SCALAR;
}
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String VisualShaderNodeVectorCompose::get_input_port_name(int p_port) const {
switch (op_type) {
case OP_TYPE_VECTOR_2D: {
switch (p_port) {
case 0:
return "x";
case 1:
return "y";
}
} break;
case OP_TYPE_VECTOR_3D: {
switch (p_port) {
case 0:
return "x";
case 1:
return "y";
case 2:
return "z";
}
} break;
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case OP_TYPE_VECTOR_4D: {
switch (p_port) {
case 0:
return "x";
case 1:
return "y";
case 2:
return "z";
case 3:
return "w";
}
} break;
default:
break;
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}
return String();
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}
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int VisualShaderNodeVectorCompose::get_output_port_count() const {
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return 1;
}
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String VisualShaderNodeVectorCompose::get_output_port_name(int p_port) const {
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return "vec";
}
void VisualShaderNodeVectorCompose::set_op_type(OpType p_op_type) {
ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
if (op_type == p_op_type) {
return;
}
switch (p_op_type) {
case OP_TYPE_VECTOR_2D: {
float p1 = get_input_port_default_value(0);
float p2 = get_input_port_default_value(1);
set_input_port_default_value(0, p1);
set_input_port_default_value(1, p2);
} break;
case OP_TYPE_VECTOR_3D: {
float p1 = get_input_port_default_value(0);
float p2 = get_input_port_default_value(1);
set_input_port_default_value(0, p1);
set_input_port_default_value(1, p2);
set_input_port_default_value(2, 0.0);
} break;
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case OP_TYPE_VECTOR_4D: {
float p1 = get_input_port_default_value(0);
float p2 = get_input_port_default_value(1);
set_input_port_default_value(0, p1);
set_input_port_default_value(1, p2);
set_input_port_default_value(2, 0.0);
set_input_port_default_value(3, 0.0);
} break;
default:
break;
}
op_type = p_op_type;
emit_changed();
}
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 {
String code;
switch (op_type) {
case OP_TYPE_VECTOR_2D: {
code += " " + p_output_vars[0] + " = vec2(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
} break;
case OP_TYPE_VECTOR_3D: {
code += " " + p_output_vars[0] + " = vec3(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
} break;
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case OP_TYPE_VECTOR_4D: {
code += " " + p_output_vars[0] + " = vec4(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ", " + p_input_vars[3] + ");\n";
} break;
default:
break;
}
return code;
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}
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VisualShaderNodeVectorCompose::VisualShaderNodeVectorCompose() {
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set_input_port_default_value(0, 0.0);
set_input_port_default_value(1, 0.0);
set_input_port_default_value(2, 0.0);
}
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////////////// Transform Compose
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String VisualShaderNodeTransformCompose::get_caption() const {
return "TransformCompose";
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}
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int VisualShaderNodeTransformCompose::get_input_port_count() const {
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return 4;
}
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VisualShaderNodeTransformCompose::PortType VisualShaderNodeTransformCompose::get_input_port_type(int p_port) const {
return PORT_TYPE_VECTOR_3D;
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}
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String VisualShaderNodeTransformCompose::get_input_port_name(int p_port) const {
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if (p_port == 0) {
return "x";
} else if (p_port == 1) {
return "y";
} else if (p_port == 2) {
return "z";
} else {
return "origin";
}
}
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int VisualShaderNodeTransformCompose::get_output_port_count() const {
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return 1;
}
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VisualShaderNodeTransformCompose::PortType VisualShaderNodeTransformCompose::get_output_port_type(int p_port) const {
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return PORT_TYPE_TRANSFORM;
}
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String VisualShaderNodeTransformCompose::get_output_port_name(int p_port) const {
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return "xform";
}
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 {
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";
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}
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VisualShaderNodeTransformCompose::VisualShaderNodeTransformCompose() {
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set_input_port_default_value(0, Vector3());
set_input_port_default_value(1, Vector3());
set_input_port_default_value(2, Vector3());
set_input_port_default_value(3, Vector3());
}
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////////////// Vector Decompose
String VisualShaderNodeVectorDecompose::get_caption() const {
return "VectorDecompose";
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}
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int VisualShaderNodeVectorDecompose::get_input_port_count() const {
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return 1;
}
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String VisualShaderNodeVectorDecompose::get_input_port_name(int p_port) const {
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return "vec";
}
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int VisualShaderNodeVectorDecompose::get_output_port_count() const {
switch (op_type) {
case OP_TYPE_VECTOR_2D:
return 2;
case OP_TYPE_VECTOR_3D:
return 3;
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case OP_TYPE_VECTOR_4D:
return 4;
default:
break;
}
return 0;
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}
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VisualShaderNodeVectorDecompose::PortType VisualShaderNodeVectorDecompose::get_output_port_type(int p_port) const {
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return PORT_TYPE_SCALAR;
}
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String VisualShaderNodeVectorDecompose::get_output_port_name(int p_port) const {
switch (op_type) {
case OP_TYPE_VECTOR_2D: {
switch (p_port) {
case 0:
return "x";
case 1:
return "y";
}
} break;
case OP_TYPE_VECTOR_3D: {
switch (p_port) {
case 0:
return "x";
case 1:
return "y";
case 2:
return "z";
}
} break;
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case OP_TYPE_VECTOR_4D: {
switch (p_port) {
case 0:
return "x";
case 1:
return "y";
case 2:
return "z";
case 3:
return "w";
}
} break;
default:
break;
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}
return String();
}
void VisualShaderNodeVectorDecompose::set_op_type(OpType p_op_type) {
ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
if (op_type == p_op_type) {
return;
}
switch (p_op_type) {
case OP_TYPE_VECTOR_2D: {
set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
} break;
case OP_TYPE_VECTOR_3D: {
set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
} break;
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case OP_TYPE_VECTOR_4D: {
set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
} break;
default:
break;
}
op_type = p_op_type;
emit_changed();
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}
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 {
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String code;
switch (op_type) {
case OP_TYPE_VECTOR_2D: {
code += " " + p_output_vars[0] + " = " + p_input_vars[0] + ".x;\n";
code += " " + p_output_vars[1] + " = " + p_input_vars[0] + ".y;\n";
} break;
case OP_TYPE_VECTOR_3D: {
code += " " + p_output_vars[0] + " = " + p_input_vars[0] + ".x;\n";
code += " " + p_output_vars[1] + " = " + p_input_vars[0] + ".y;\n";
code += " " + p_output_vars[2] + " = " + p_input_vars[0] + ".z;\n";
} break;
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case OP_TYPE_VECTOR_4D: {
code += " " + p_output_vars[0] + " = " + p_input_vars[0] + ".x;\n";
code += " " + p_output_vars[1] + " = " + p_input_vars[0] + ".y;\n";
code += " " + p_output_vars[2] + " = " + p_input_vars[0] + ".z;\n";
code += " " + p_output_vars[3] + " = " + p_input_vars[0] + ".w;\n";
} break;
default:
break;
}
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return code;
}
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VisualShaderNodeVectorDecompose::VisualShaderNodeVectorDecompose() {
set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
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}
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////////////// Transform Decompose
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String VisualShaderNodeTransformDecompose::get_caption() const {
return "TransformDecompose";
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}
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int VisualShaderNodeTransformDecompose::get_input_port_count() const {
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return 1;
}
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VisualShaderNodeTransformDecompose::PortType VisualShaderNodeTransformDecompose::get_input_port_type(int p_port) const {
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return PORT_TYPE_TRANSFORM;
}
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String VisualShaderNodeTransformDecompose::get_input_port_name(int p_port) const {
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return "xform";
}
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int VisualShaderNodeTransformDecompose::get_output_port_count() const {
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return 4;
}
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VisualShaderNodeTransformDecompose::PortType VisualShaderNodeTransformDecompose::get_output_port_type(int p_port) const {
return PORT_TYPE_VECTOR_3D;
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}
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String VisualShaderNodeTransformDecompose::get_output_port_name(int p_port) const {
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if (p_port == 0) {
return "x";
} else if (p_port == 1) {
return "y";
} else if (p_port == 2) {
return "z";
} else {
return "origin";
}
}
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 {
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String code;
code += " " + p_output_vars[0] + " = " + p_input_vars[0] + "[0].xyz;\n";
code += " " + p_output_vars[1] + " = " + p_input_vars[0] + "[1].xyz;\n";
code += " " + p_output_vars[2] + " = " + p_input_vars[0] + "[2].xyz;\n";
code += " " + p_output_vars[3] + " = " + p_input_vars[0] + "[3].xyz;\n";
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return code;
}
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VisualShaderNodeTransformDecompose::VisualShaderNodeTransformDecompose() {
set_input_port_default_value(0, Transform3D());
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}
////////////// Float Uniform
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String VisualShaderNodeFloatUniform::get_caption() const {
return "FloatUniform";
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}
int VisualShaderNodeFloatUniform::get_input_port_count() const {
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return 0;
}
VisualShaderNodeFloatUniform::PortType VisualShaderNodeFloatUniform::get_input_port_type(int p_port) const {
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return PORT_TYPE_SCALAR;
}
String VisualShaderNodeFloatUniform::get_input_port_name(int p_port) const {
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return String();
}
int VisualShaderNodeFloatUniform::get_output_port_count() const {
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return 1;
}
VisualShaderNodeFloatUniform::PortType VisualShaderNodeFloatUniform::get_output_port_type(int p_port) const {
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return PORT_TYPE_SCALAR;
}
String VisualShaderNodeFloatUniform::get_output_port_name(int p_port) const {
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return ""; //no output port means the editor will be used as port
}
String VisualShaderNodeFloatUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
String code = "";
if (hint == HINT_RANGE) {
code += _get_qual_str() + "uniform float " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ")";
} else if (hint == HINT_RANGE_STEP) {
code += _get_qual_str() + "uniform float " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ", " + rtos(hint_range_step) + ")";
} else {
code += _get_qual_str() + "uniform float " + get_uniform_name();
}
if (default_value_enabled) {
code += " = " + rtos(default_value);
}
code += ";\n";
return code;
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}
String VisualShaderNodeFloatUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
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}
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bool VisualShaderNodeFloatUniform::is_show_prop_names() const {
return true;
}
bool VisualShaderNodeFloatUniform::is_use_prop_slots() const {
return true;
}
void VisualShaderNodeFloatUniform::set_hint(Hint p_hint) {
ERR_FAIL_INDEX(int(p_hint), int(HINT_MAX));
if (hint == p_hint) {
return;
}
hint = p_hint;
emit_changed();
}
VisualShaderNodeFloatUniform::Hint VisualShaderNodeFloatUniform::get_hint() const {
return hint;
}
void VisualShaderNodeFloatUniform::set_min(float p_value) {
if (Math::is_equal_approx(hint_range_min, p_value)) {
return;
}
hint_range_min = p_value;
emit_changed();
}
float VisualShaderNodeFloatUniform::get_min() const {
return hint_range_min;
}
void VisualShaderNodeFloatUniform::set_max(float p_value) {
if (Math::is_equal_approx(hint_range_max, p_value)) {
return;
}
hint_range_max = p_value;
emit_changed();
}
float VisualShaderNodeFloatUniform::get_max() const {
return hint_range_max;
}
void VisualShaderNodeFloatUniform::set_step(float p_value) {
if (Math::is_equal_approx(hint_range_step, p_value)) {
return;
}
hint_range_step = p_value;
emit_changed();
}
float VisualShaderNodeFloatUniform::get_step() const {
return hint_range_step;
}
void VisualShaderNodeFloatUniform::set_default_value_enabled(bool p_enabled) {
if (default_value_enabled == p_enabled) {
return;
}
default_value_enabled = p_enabled;
emit_changed();
}
bool VisualShaderNodeFloatUniform::is_default_value_enabled() const {
return default_value_enabled;
}
void VisualShaderNodeFloatUniform::set_default_value(float p_value) {
if (Math::is_equal_approx(default_value, p_value)) {
return;
}
default_value = p_value;
emit_changed();
}
float VisualShaderNodeFloatUniform::get_default_value() const {
return default_value;
}
void VisualShaderNodeFloatUniform::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_hint", "hint"), &VisualShaderNodeFloatUniform::set_hint);
ClassDB::bind_method(D_METHOD("get_hint"), &VisualShaderNodeFloatUniform::get_hint);
ClassDB::bind_method(D_METHOD("set_min", "value"), &VisualShaderNodeFloatUniform::set_min);
ClassDB::bind_method(D_METHOD("get_min"), &VisualShaderNodeFloatUniform::get_min);
ClassDB::bind_method(D_METHOD("set_max", "value"), &VisualShaderNodeFloatUniform::set_max);
ClassDB::bind_method(D_METHOD("get_max"), &VisualShaderNodeFloatUniform::get_max);
ClassDB::bind_method(D_METHOD("set_step", "value"), &VisualShaderNodeFloatUniform::set_step);
ClassDB::bind_method(D_METHOD("get_step"), &VisualShaderNodeFloatUniform::get_step);
ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeFloatUniform::set_default_value_enabled);
ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeFloatUniform::is_default_value_enabled);
ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeFloatUniform::set_default_value);
ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeFloatUniform::get_default_value);
ADD_PROPERTY(PropertyInfo(Variant::INT, "hint", PROPERTY_HINT_ENUM, "None,Range,Range+Step"), "set_hint", "get_hint");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "min"), "set_min", "get_min");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "max"), "set_max", "get_max");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "step"), "set_step", "get_step");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "default_value"), "set_default_value", "get_default_value");
BIND_ENUM_CONSTANT(HINT_NONE);
BIND_ENUM_CONSTANT(HINT_RANGE);
BIND_ENUM_CONSTANT(HINT_RANGE_STEP);
BIND_ENUM_CONSTANT(HINT_MAX);
}
bool VisualShaderNodeFloatUniform::is_qualifier_supported(Qualifier p_qual) const {
return true; // all qualifiers are supported
}
bool VisualShaderNodeFloatUniform::is_convertible_to_constant() const {
return true; // conversion is allowed
}
Vector<StringName> VisualShaderNodeFloatUniform::get_editable_properties() const {
Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
props.push_back("hint");
if (hint == HINT_RANGE || hint == HINT_RANGE_STEP) {
props.push_back("min");
props.push_back("max");
}
if (hint == HINT_RANGE_STEP) {
props.push_back("step");
}
props.push_back("default_value_enabled");
if (default_value_enabled) {
props.push_back("default_value");
}
return props;
}
VisualShaderNodeFloatUniform::VisualShaderNodeFloatUniform() {
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}
////////////// Integer Uniform
String VisualShaderNodeIntUniform::get_caption() const {
return "IntUniform";
}
int VisualShaderNodeIntUniform::get_input_port_count() const {
return 0;
}
VisualShaderNodeIntUniform::PortType VisualShaderNodeIntUniform::get_input_port_type(int p_port) const {
return PORT_TYPE_SCALAR_INT;
}
String VisualShaderNodeIntUniform::get_input_port_name(int p_port) const {
return String();
}
int VisualShaderNodeIntUniform::get_output_port_count() const {
return 1;
}
VisualShaderNodeIntUniform::PortType VisualShaderNodeIntUniform::get_output_port_type(int p_port) const {
return PORT_TYPE_SCALAR_INT;
}
String VisualShaderNodeIntUniform::get_output_port_name(int p_port) const {
return ""; //no output port means the editor will be used as port
}
String VisualShaderNodeIntUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
String code = "";
if (hint == HINT_RANGE) {
code += _get_qual_str() + "uniform int " + get_uniform_name() + " : hint_range(" + itos(hint_range_min) + ", " + itos(hint_range_max) + ")";
} else if (hint == HINT_RANGE_STEP) {
code += _get_qual_str() + "uniform int " + get_uniform_name() + " : hint_range(" + itos(hint_range_min) + ", " + itos(hint_range_max) + ", " + itos(hint_range_step) + ")";
} else {
code += _get_qual_str() + "uniform int " + get_uniform_name();
}
if (default_value_enabled) {
code += " = " + itos(default_value);
}
code += ";\n";
return code;
}
String VisualShaderNodeIntUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
}
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bool VisualShaderNodeIntUniform::is_show_prop_names() const {
return true;
}
bool VisualShaderNodeIntUniform::is_use_prop_slots() const {
return true;
}
void VisualShaderNodeIntUniform::set_hint(Hint p_hint) {
ERR_FAIL_INDEX(int(p_hint), int(HINT_MAX));
if (hint == p_hint) {
return;
}
hint = p_hint;
emit_changed();
}
VisualShaderNodeIntUniform::Hint VisualShaderNodeIntUniform::get_hint() const {
return hint;
}
void VisualShaderNodeIntUniform::set_min(int p_value) {
if (hint_range_min == p_value) {
return;
}
hint_range_min = p_value;
emit_changed();
}
int VisualShaderNodeIntUniform::get_min() const {
return hint_range_min;
}
void VisualShaderNodeIntUniform::set_max(int p_value) {
if (hint_range_max == p_value) {
return;
}
hint_range_max = p_value;
emit_changed();
}
int VisualShaderNodeIntUniform::get_max() const {
return hint_range_max;
}
void VisualShaderNodeIntUniform::set_step(int p_value) {
if (hint_range_step == p_value) {
return;
}
hint_range_step = p_value;
emit_changed();
}
int VisualShaderNodeIntUniform::get_step() const {
return hint_range_step;
}
void VisualShaderNodeIntUniform::set_default_value_enabled(bool p_default_value_enabled) {
if (default_value_enabled == p_default_value_enabled) {
return;
}
default_value_enabled = p_default_value_enabled;
emit_changed();
}
bool VisualShaderNodeIntUniform::is_default_value_enabled() const {
return default_value_enabled;
}
void VisualShaderNodeIntUniform::set_default_value(int p_default_value) {
if (default_value == p_default_value) {
return;
}
default_value = p_default_value;
emit_changed();
}
int VisualShaderNodeIntUniform::get_default_value() const {
return default_value;
}
void VisualShaderNodeIntUniform::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_hint", "hint"), &VisualShaderNodeIntUniform::set_hint);
ClassDB::bind_method(D_METHOD("get_hint"), &VisualShaderNodeIntUniform::get_hint);
ClassDB::bind_method(D_METHOD("set_min", "value"), &VisualShaderNodeIntUniform::set_min);
ClassDB::bind_method(D_METHOD("get_min"), &VisualShaderNodeIntUniform::get_min);
ClassDB::bind_method(D_METHOD("set_max", "value"), &VisualShaderNodeIntUniform::set_max);
ClassDB::bind_method(D_METHOD("get_max"), &VisualShaderNodeIntUniform::get_max);
ClassDB::bind_method(D_METHOD("set_step", "value"), &VisualShaderNodeIntUniform::set_step);
ClassDB::bind_method(D_METHOD("get_step"), &VisualShaderNodeIntUniform::get_step);
ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeIntUniform::set_default_value_enabled);
ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeIntUniform::is_default_value_enabled);
ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeIntUniform::set_default_value);
ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeIntUniform::get_default_value);
ADD_PROPERTY(PropertyInfo(Variant::INT, "hint", PROPERTY_HINT_ENUM, "None,Range,Range + Step"), "set_hint", "get_hint");
ADD_PROPERTY(PropertyInfo(Variant::INT, "min"), "set_min", "get_min");
ADD_PROPERTY(PropertyInfo(Variant::INT, "max"), "set_max", "get_max");
ADD_PROPERTY(PropertyInfo(Variant::INT, "step"), "set_step", "get_step");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
ADD_PROPERTY(PropertyInfo(Variant::INT, "default_value"), "set_default_value", "get_default_value");
BIND_ENUM_CONSTANT(HINT_NONE);
BIND_ENUM_CONSTANT(HINT_RANGE);
BIND_ENUM_CONSTANT(HINT_RANGE_STEP);
BIND_ENUM_CONSTANT(HINT_MAX);
}
bool VisualShaderNodeIntUniform::is_qualifier_supported(Qualifier p_qual) const {
return true; // all qualifiers are supported
}
bool VisualShaderNodeIntUniform::is_convertible_to_constant() const {
return true; // conversion is allowed
}
Vector<StringName> VisualShaderNodeIntUniform::get_editable_properties() const {
Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
props.push_back("hint");
if (hint == HINT_RANGE || hint == HINT_RANGE_STEP) {
props.push_back("min");
props.push_back("max");
}
if (hint == HINT_RANGE_STEP) {
props.push_back("step");
}
props.push_back("default_value_enabled");
if (default_value_enabled) {
props.push_back("default_value");
}
return props;
}
VisualShaderNodeIntUniform::VisualShaderNodeIntUniform() {
}
////////////// Boolean Uniform
String VisualShaderNodeBooleanUniform::get_caption() const {
return "BooleanUniform";
}
int VisualShaderNodeBooleanUniform::get_input_port_count() const {
return 0;
}
VisualShaderNodeBooleanUniform::PortType VisualShaderNodeBooleanUniform::get_input_port_type(int p_port) const {
return PORT_TYPE_BOOLEAN;
}
String VisualShaderNodeBooleanUniform::get_input_port_name(int p_port) const {
return String();
}
int VisualShaderNodeBooleanUniform::get_output_port_count() const {
return 1;
}
VisualShaderNodeBooleanUniform::PortType VisualShaderNodeBooleanUniform::get_output_port_type(int p_port) const {
return PORT_TYPE_BOOLEAN;
}
String VisualShaderNodeBooleanUniform::get_output_port_name(int p_port) const {
return ""; //no output port means the editor will be used as port
}
void VisualShaderNodeBooleanUniform::set_default_value_enabled(bool p_default_value_enabled) {
if (default_value_enabled == p_default_value_enabled) {
return;
}
default_value_enabled = p_default_value_enabled;
emit_changed();
}
bool VisualShaderNodeBooleanUniform::is_default_value_enabled() const {
return default_value_enabled;
}
void VisualShaderNodeBooleanUniform::set_default_value(bool p_default_value) {
if (default_value == p_default_value) {
return;
}
default_value = p_default_value;
emit_changed();
}
bool VisualShaderNodeBooleanUniform::get_default_value() const {
return default_value;
}
String VisualShaderNodeBooleanUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
String code = _get_qual_str() + "uniform bool " + get_uniform_name();
if (default_value_enabled) {
if (default_value) {
code += " = true";
} else {
code += " = false";
}
}
code += ";\n";
return code;
}
String VisualShaderNodeBooleanUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
}
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bool VisualShaderNodeBooleanUniform::is_show_prop_names() const {
return true;
}
bool VisualShaderNodeBooleanUniform::is_use_prop_slots() const {
return true;
}
void VisualShaderNodeBooleanUniform::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeBooleanUniform::set_default_value_enabled);
ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeBooleanUniform::is_default_value_enabled);
ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeBooleanUniform::set_default_value);
ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeBooleanUniform::get_default_value);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value"), "set_default_value", "get_default_value");
}
bool VisualShaderNodeBooleanUniform::is_qualifier_supported(Qualifier p_qual) const {
return true; // all qualifiers are supported
}
bool VisualShaderNodeBooleanUniform::is_convertible_to_constant() const {
return true; // conversion is allowed
}
Vector<StringName> VisualShaderNodeBooleanUniform::get_editable_properties() const {
Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
props.push_back("default_value_enabled");
if (default_value_enabled) {
props.push_back("default_value");
}
return props;
}
VisualShaderNodeBooleanUniform::VisualShaderNodeBooleanUniform() {
}
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////////////// Color Uniform
String VisualShaderNodeColorUniform::get_caption() const {
return "ColorUniform";
}
int VisualShaderNodeColorUniform::get_input_port_count() const {
return 0;
}
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VisualShaderNodeColorUniform::PortType VisualShaderNodeColorUniform::get_input_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
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}
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String VisualShaderNodeColorUniform::get_input_port_name(int p_port) const {
return String();
}
int VisualShaderNodeColorUniform::get_output_port_count() const {
return 1;
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}
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VisualShaderNodeColorUniform::PortType VisualShaderNodeColorUniform::get_output_port_type(int p_port) const {
return p_port == 0 ? PORT_TYPE_VECTOR_4D : PORT_TYPE_SCALAR;
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}
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String VisualShaderNodeColorUniform::get_output_port_name(int p_port) const {
return "color";
}
bool VisualShaderNodeColorUniform::is_output_port_expandable(int p_port) const {
if (p_port == 0) {
return true;
}
return false;
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}
void VisualShaderNodeColorUniform::set_default_value_enabled(bool p_enabled) {
if (default_value_enabled == p_enabled) {
return;
}
default_value_enabled = p_enabled;
emit_changed();
}
bool VisualShaderNodeColorUniform::is_default_value_enabled() const {
return default_value_enabled;
}
void VisualShaderNodeColorUniform::set_default_value(const Color &p_value) {
if (default_value.is_equal_approx(p_value)) {
return;
}
default_value = p_value;
emit_changed();
}
Color VisualShaderNodeColorUniform::get_default_value() const {
return default_value;
}
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String VisualShaderNodeColorUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
String code = _get_qual_str() + "uniform vec4 " + get_uniform_name() + " : source_color";
if (default_value_enabled) {
code += vformat(" = vec4(%.6f, %.6f, %.6f, %.6f)", default_value.r, default_value.g, default_value.b, default_value.a);
}
code += ";\n";
return code;
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}
String VisualShaderNodeColorUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
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}
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bool VisualShaderNodeColorUniform::is_show_prop_names() const {
return true;
}
void VisualShaderNodeColorUniform::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeColorUniform::set_default_value_enabled);
ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeColorUniform::is_default_value_enabled);
ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeColorUniform::set_default_value);
ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeColorUniform::get_default_value);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "default_value"), "set_default_value", "get_default_value");
}
bool VisualShaderNodeColorUniform::is_qualifier_supported(Qualifier p_qual) const {
return true; // all qualifiers are supported
}
bool VisualShaderNodeColorUniform::is_convertible_to_constant() const {
return true; // conversion is allowed
}
Vector<StringName> VisualShaderNodeColorUniform::get_editable_properties() const {
Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
props.push_back("default_value_enabled");
if (default_value_enabled) {
props.push_back("default_value");
}
return props;
}
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VisualShaderNodeColorUniform::VisualShaderNodeColorUniform() {
}
////////////// Vector2 Uniform
String VisualShaderNodeVec2Uniform::get_caption() const {
return "Vector2Uniform";
}
int VisualShaderNodeVec2Uniform::get_input_port_count() const {
return 0;
}
VisualShaderNodeVec2Uniform::PortType VisualShaderNodeVec2Uniform::get_input_port_type(int p_port) const {
return PORT_TYPE_VECTOR_2D;
}
String VisualShaderNodeVec2Uniform::get_input_port_name(int p_port) const {
return String();
}
int VisualShaderNodeVec2Uniform::get_output_port_count() const {
return 1;
}
VisualShaderNodeVec2Uniform::PortType VisualShaderNodeVec2Uniform::get_output_port_type(int p_port) const {
return PORT_TYPE_VECTOR_2D;
}
String VisualShaderNodeVec2Uniform::get_output_port_name(int p_port) const {
return String();
}
void VisualShaderNodeVec2Uniform::set_default_value_enabled(bool p_enabled) {
default_value_enabled = p_enabled;
emit_changed();
}
bool VisualShaderNodeVec2Uniform::is_default_value_enabled() const {
return default_value_enabled;
}
void VisualShaderNodeVec2Uniform::set_default_value(const Vector2 &p_value) {
default_value = p_value;
emit_changed();
}
Vector2 VisualShaderNodeVec2Uniform::get_default_value() const {
return default_value;
}
String VisualShaderNodeVec2Uniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
String code = _get_qual_str() + "uniform vec2 " + get_uniform_name();
if (default_value_enabled) {
code += vformat(" = vec2(%.6f, %.6f)", default_value.x, default_value.y);
}
code += ";\n";
return code;
}
String VisualShaderNodeVec2Uniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
}
void VisualShaderNodeVec2Uniform::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeVec2Uniform::set_default_value_enabled);
ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeVec2Uniform::is_default_value_enabled);
ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeVec2Uniform::set_default_value);
ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeVec2Uniform::get_default_value);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "default_value"), "set_default_value", "get_default_value");
}
bool VisualShaderNodeVec2Uniform::is_show_prop_names() const {
return true;
}
bool VisualShaderNodeVec2Uniform::is_use_prop_slots() const {
return true;
}
bool VisualShaderNodeVec2Uniform::is_qualifier_supported(Qualifier p_qual) const {
return true; // all qualifiers are supported
}
bool VisualShaderNodeVec2Uniform::is_convertible_to_constant() const {
return true; // conversion is allowed
}
Vector<StringName> VisualShaderNodeVec2Uniform::get_editable_properties() const {
Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
props.push_back("default_value_enabled");
if (default_value_enabled) {
props.push_back("default_value");
}
return props;
}
VisualShaderNodeVec2Uniform::VisualShaderNodeVec2Uniform() {
}
////////////// Vector3 Uniform
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String VisualShaderNodeVec3Uniform::get_caption() const {
return "Vector3Uniform";
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}
int VisualShaderNodeVec3Uniform::get_input_port_count() const {
return 0;
}
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VisualShaderNodeVec3Uniform::PortType VisualShaderNodeVec3Uniform::get_input_port_type(int p_port) const {
return PORT_TYPE_VECTOR_3D;
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}
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String VisualShaderNodeVec3Uniform::get_input_port_name(int p_port) const {
return String();
}
int VisualShaderNodeVec3Uniform::get_output_port_count() const {
return 1;
}
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VisualShaderNodeVec3Uniform::PortType VisualShaderNodeVec3Uniform::get_output_port_type(int p_port) const {
return PORT_TYPE_VECTOR_3D;
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}
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String VisualShaderNodeVec3Uniform::get_output_port_name(int p_port) const {
return ""; //no output port means the editor will be used as port
}
void VisualShaderNodeVec3Uniform::set_default_value_enabled(bool p_enabled) {
default_value_enabled = p_enabled;
emit_changed();
}
bool VisualShaderNodeVec3Uniform::is_default_value_enabled() const {
return default_value_enabled;
}
void VisualShaderNodeVec3Uniform::set_default_value(const Vector3 &p_value) {
default_value = p_value;
emit_changed();
}
Vector3 VisualShaderNodeVec3Uniform::get_default_value() const {
return default_value;
}
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String VisualShaderNodeVec3Uniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
String code = _get_qual_str() + "uniform vec3 " + get_uniform_name();
if (default_value_enabled) {
code += vformat(" = vec3(%.6f, %.6f, %.6f)", default_value.x, default_value.y, default_value.z);
}
code += ";\n";
return code;
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}
String VisualShaderNodeVec3Uniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
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}
void VisualShaderNodeVec3Uniform::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeVec3Uniform::set_default_value_enabled);
ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeVec3Uniform::is_default_value_enabled);
ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeVec3Uniform::set_default_value);
ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeVec3Uniform::get_default_value);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "default_value"), "set_default_value", "get_default_value");
}
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bool VisualShaderNodeVec3Uniform::is_show_prop_names() const {
return true;
}
bool VisualShaderNodeVec3Uniform::is_use_prop_slots() const {
return true;
}
bool VisualShaderNodeVec3Uniform::is_qualifier_supported(Qualifier p_qual) const {
return true; // all qualifiers are supported
}
bool VisualShaderNodeVec3Uniform::is_convertible_to_constant() const {
return true; // conversion is allowed
}
Vector<StringName> VisualShaderNodeVec3Uniform::get_editable_properties() const {
Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
props.push_back("default_value_enabled");
if (default_value_enabled) {
props.push_back("default_value");
}
return props;
}
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VisualShaderNodeVec3Uniform::VisualShaderNodeVec3Uniform() {
}
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////////////// Vector4 Uniform
String VisualShaderNodeVec4Uniform::get_caption() const {
return "Vector4Uniform";
}
int VisualShaderNodeVec4Uniform::get_input_port_count() const {
return 0;
}
VisualShaderNodeVec4Uniform::PortType VisualShaderNodeVec4Uniform::get_input_port_type(int p_port) const {
return PORT_TYPE_VECTOR_4D;
}
String VisualShaderNodeVec4Uniform::get_input_port_name(int p_port) const {
return String();
}
int VisualShaderNodeVec4Uniform::get_output_port_count() const {
return 1;
}
VisualShaderNodeVec4Uniform::PortType VisualShaderNodeVec4Uniform::get_output_port_type(int p_port) const {
return PORT_TYPE_VECTOR_4D;
}
String VisualShaderNodeVec4Uniform::get_output_port_name(int p_port) const {
return ""; // No output port means the editor will be used as port.
}
void VisualShaderNodeVec4Uniform::set_default_value_enabled(bool p_enabled) {
default_value_enabled = p_enabled;
emit_changed();
}
bool VisualShaderNodeVec4Uniform::is_default_value_enabled() const {
return default_value_enabled;
}
void VisualShaderNodeVec4Uniform::set_default_value(const Quaternion &p_value) {
default_value = p_value;
emit_changed();
}
Quaternion VisualShaderNodeVec4Uniform::get_default_value() const {
return default_value;
}
String VisualShaderNodeVec4Uniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
String code = _get_qual_str() + "uniform vec4 " + get_uniform_name();
if (default_value_enabled) {
code += vformat(" = vec4(%.6f, %.6f, %.6f, %.6f)", default_value.x, default_value.y, default_value.z, default_value.w);
}
code += ";\n";
return code;
}
String VisualShaderNodeVec4Uniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
}
void VisualShaderNodeVec4Uniform::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeVec4Uniform::set_default_value_enabled);
ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeVec4Uniform::is_default_value_enabled);
ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeVec4Uniform::set_default_value);
ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeVec4Uniform::get_default_value);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
ADD_PROPERTY(PropertyInfo(Variant::QUATERNION, "default_value"), "set_default_value", "get_default_value");
}
bool VisualShaderNodeVec4Uniform::is_show_prop_names() const {
return true;
}
bool VisualShaderNodeVec4Uniform::is_use_prop_slots() const {
return true;
}
bool VisualShaderNodeVec4Uniform::is_qualifier_supported(Qualifier p_qual) const {
return true; // All qualifiers are supported.
}
bool VisualShaderNodeVec4Uniform::is_convertible_to_constant() const {
return true; // Conversion is allowed.
}
Vector<StringName> VisualShaderNodeVec4Uniform::get_editable_properties() const {
Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
props.push_back("default_value_enabled");
if (default_value_enabled) {
props.push_back("default_value");
}
return props;
}
VisualShaderNodeVec4Uniform::VisualShaderNodeVec4Uniform() {
}
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////////////// Transform Uniform
String VisualShaderNodeTransformUniform::get_caption() const {
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return "TransformUniform";
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}
int VisualShaderNodeTransformUniform::get_input_port_count() const {
return 0;
}
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VisualShaderNodeTransformUniform::PortType VisualShaderNodeTransformUniform::get_input_port_type(int p_port) const {
return PORT_TYPE_VECTOR_3D;
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}
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String VisualShaderNodeTransformUniform::get_input_port_name(int p_port) const {
return String();
}
int VisualShaderNodeTransformUniform::get_output_port_count() const {
return 1;
}
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VisualShaderNodeTransformUniform::PortType VisualShaderNodeTransformUniform::get_output_port_type(int p_port) const {
return PORT_TYPE_TRANSFORM;
}
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String VisualShaderNodeTransformUniform::get_output_port_name(int p_port) const {
return ""; //no output port means the editor will be used as port
}
void VisualShaderNodeTransformUniform::set_default_value_enabled(bool p_enabled) {
default_value_enabled = p_enabled;
emit_changed();
}
bool VisualShaderNodeTransformUniform::is_default_value_enabled() const {
return default_value_enabled;
}
void VisualShaderNodeTransformUniform::set_default_value(const Transform3D &p_value) {
default_value = p_value;
emit_changed();
}
Transform3D VisualShaderNodeTransformUniform::get_default_value() const {
return default_value;
}
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String VisualShaderNodeTransformUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
String code = _get_qual_str() + "uniform mat4 " + get_uniform_name();
if (default_value_enabled) {
Vector3 row0 = default_value.basis.rows[0];
Vector3 row1 = default_value.basis.rows[1];
Vector3 row2 = default_value.basis.rows[2];
Vector3 origin = default_value.origin;
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) + ")";
}
code += ";\n";
return code;
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}
String VisualShaderNodeTransformUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
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}
void VisualShaderNodeTransformUniform::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeTransformUniform::set_default_value_enabled);
ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeTransformUniform::is_default_value_enabled);
ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeTransformUniform::set_default_value);
ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeTransformUniform::get_default_value);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "default_value"), "set_default_value", "get_default_value");
}
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bool VisualShaderNodeTransformUniform::is_show_prop_names() const {
return true;
}
bool VisualShaderNodeTransformUniform::is_use_prop_slots() const {
return true;
}
bool VisualShaderNodeTransformUniform::is_qualifier_supported(Qualifier p_qual) const {
if (p_qual == Qualifier::QUAL_INSTANCE) {
return false;
}
return true;
}
bool VisualShaderNodeTransformUniform::is_convertible_to_constant() const {
return true; // conversion is allowed
}
Vector<StringName> VisualShaderNodeTransformUniform::get_editable_properties() const {
Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
props.push_back("default_value_enabled");
if (default_value_enabled) {
props.push_back("default_value");
}
return props;
}
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VisualShaderNodeTransformUniform::VisualShaderNodeTransformUniform() {
}
//////////////
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String get_sampler_hint(VisualShaderNodeTextureUniform::TextureType p_texture_type, VisualShaderNodeTextureUniform::ColorDefault p_color_default, VisualShaderNodeTextureUniform::TextureFilter p_texture_filter, VisualShaderNodeTextureUniform::TextureRepeat p_texture_repeat) {
String code;
bool has_colon = false;
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// type
{
String type_code;
switch (p_texture_type) {
case VisualShaderNodeTextureUniform::TYPE_DATA:
if (p_color_default == VisualShaderNodeTextureUniform::COLOR_DEFAULT_BLACK) {
type_code = "hint_default_black";
} else if (p_color_default == VisualShaderNodeTextureUniform::COLOR_DEFAULT_TRANSPARENT) {
type_code = "hint_default_transparent";
}
break;
case VisualShaderNodeTextureUniform::TYPE_COLOR:
type_code = "source_color";
if (p_color_default == VisualShaderNodeTextureUniform::COLOR_DEFAULT_BLACK) {
type_code += ", hint_default_black";
} else if (p_color_default == VisualShaderNodeTextureUniform::COLOR_DEFAULT_TRANSPARENT) {
type_code += ", hint_default_transparent";
}
break;
case VisualShaderNodeTextureUniform::TYPE_NORMAL_MAP:
type_code = "hint_normal";
break;
case VisualShaderNodeTextureUniform::TYPE_ANISOTROPY:
type_code = "hint_anisotropy";
break;
default:
break;
}
if (!type_code.is_empty()) {
code += " : " + type_code;
has_colon = true;
}
}
// filter
{
String filter_code;
switch (p_texture_filter) {
case VisualShaderNodeTextureUniform::FILTER_NEAREST:
filter_code = "filter_nearest";
break;
case VisualShaderNodeTextureUniform::FILTER_LINEAR:
filter_code = "filter_linear";
break;
case VisualShaderNodeTextureUniform::FILTER_NEAREST_MIPMAP:
filter_code = "filter_nearest_mipmap";
break;
case VisualShaderNodeTextureUniform::FILTER_LINEAR_MIPMAP:
filter_code = "filter_linear_mipmap";
break;
case VisualShaderNodeTextureUniform::FILTER_NEAREST_MIPMAP_ANISOTROPIC:
filter_code = "filter_nearest_mipmap_anisotropic";
break;
case VisualShaderNodeTextureUniform::FILTER_LINEAR_MIPMAP_ANISOTROPIC:
filter_code = "filter_linear_mipmap_anisotropic";
break;
default:
break;
}
if (!filter_code.is_empty()) {
if (!has_colon) {
code += " : ";
has_colon = true;
} else {
code += ", ";
}
code += filter_code;
}
}
// repeat
{
String repeat_code;
switch (p_texture_repeat) {
case VisualShaderNodeTextureUniform::REPEAT_ENABLED:
repeat_code = "repeat_enable";
break;
case VisualShaderNodeTextureUniform::REPEAT_DISABLED:
repeat_code = "repeat_disable";
break;
default:
break;
}
if (!repeat_code.is_empty()) {
if (!has_colon) {
code += " : ";
} else {
code += ", ";
}
code += repeat_code;
}
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}
return code;
}
////////////// Texture Uniform
String VisualShaderNodeTextureUniform::get_caption() const {
return "TextureUniform";
}
int VisualShaderNodeTextureUniform::get_input_port_count() const {
return 0;
}
VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_input_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeTextureUniform::get_input_port_name(int p_port) const {
return "";
}
int VisualShaderNodeTextureUniform::get_output_port_count() const {
return 1;
}
VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_output_port_type(int p_port) const {
switch (p_port) {
case 0:
return PORT_TYPE_SAMPLER;
default:
return PORT_TYPE_SCALAR;
}
}
String VisualShaderNodeTextureUniform::get_output_port_name(int p_port) const {
switch (p_port) {
case 0:
return "sampler2D";
default:
return "";
}
}
String VisualShaderNodeTextureUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
String code = _get_qual_str() + "uniform sampler2D " + get_uniform_name();
code += get_sampler_hint(texture_type, color_default, texture_filter, texture_repeat);
code += ";\n";
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return code;
}
String VisualShaderNodeTextureUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
return "";
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}
void VisualShaderNodeTextureUniform::set_texture_type(TextureType p_texture_type) {
ERR_FAIL_INDEX(int(p_texture_type), int(TYPE_MAX));
if (texture_type == p_texture_type) {
return;
}
texture_type = p_texture_type;
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emit_changed();
}
VisualShaderNodeTextureUniform::TextureType VisualShaderNodeTextureUniform::get_texture_type() const {
return texture_type;
}
void VisualShaderNodeTextureUniform::set_color_default(ColorDefault p_color_default) {
ERR_FAIL_INDEX(int(p_color_default), int(COLOR_DEFAULT_MAX));
if (color_default == p_color_default) {
return;
}
color_default = p_color_default;
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emit_changed();
}
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VisualShaderNodeTextureUniform::ColorDefault VisualShaderNodeTextureUniform::get_color_default() const {
return color_default;
}
void VisualShaderNodeTextureUniform::set_texture_filter(TextureFilter p_filter) {
ERR_FAIL_INDEX(int(p_filter), int(FILTER_MAX));
if (texture_filter == p_filter) {
return;
}
texture_filter = p_filter;
emit_changed();
}
VisualShaderNodeTextureUniform::TextureFilter VisualShaderNodeTextureUniform::get_texture_filter() const {
return texture_filter;
}
void VisualShaderNodeTextureUniform::set_texture_repeat(TextureRepeat p_repeat) {
ERR_FAIL_INDEX(int(p_repeat), int(REPEAT_MAX));
if (texture_repeat == p_repeat) {
return;
}
texture_repeat = p_repeat;
emit_changed();
}
VisualShaderNodeTextureUniform::TextureRepeat VisualShaderNodeTextureUniform::get_texture_repeat() const {
return texture_repeat;
}
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Vector<StringName> VisualShaderNodeTextureUniform::get_editable_properties() const {
Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
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props.push_back("texture_type");
if (texture_type == TYPE_DATA || texture_type == TYPE_COLOR) {
props.push_back("color_default");
}
props.push_back("texture_filter");
props.push_back("texture_repeat");
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return props;
}
bool VisualShaderNodeTextureUniform::is_show_prop_names() const {
return true;
}
HashMap<StringName, String> VisualShaderNodeTextureUniform::get_editable_properties_names() const {
HashMap<StringName, String> names;
names.insert("texture_type", RTR("Type"));
names.insert("color_default", RTR("Default Color"));
names.insert("texture_filter", RTR("Filter"));
names.insert("texture_repeat", RTR("Repeat"));
return names;
}
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void VisualShaderNodeTextureUniform::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_texture_type", "type"), &VisualShaderNodeTextureUniform::set_texture_type);
ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeTextureUniform::get_texture_type);
ClassDB::bind_method(D_METHOD("set_color_default", "type"), &VisualShaderNodeTextureUniform::set_color_default);
ClassDB::bind_method(D_METHOD("get_color_default"), &VisualShaderNodeTextureUniform::get_color_default);
ClassDB::bind_method(D_METHOD("set_texture_filter", "filter"), &VisualShaderNodeTextureUniform::set_texture_filter);
ClassDB::bind_method(D_METHOD("get_texture_filter"), &VisualShaderNodeTextureUniform::get_texture_filter);
ClassDB::bind_method(D_METHOD("set_texture_repeat", "type"), &VisualShaderNodeTextureUniform::set_texture_repeat);
ClassDB::bind_method(D_METHOD("get_texture_repeat"), &VisualShaderNodeTextureUniform::get_texture_repeat);
ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normal Map,Anisotropic"), "set_texture_type", "get_texture_type");
ADD_PROPERTY(PropertyInfo(Variant::INT, "color_default", PROPERTY_HINT_ENUM, "White,Black,Transparent"), "set_color_default", "get_color_default");
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");
ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_repeat", PROPERTY_HINT_ENUM, "Default,Enabled,Disabled"), "set_texture_repeat", "get_texture_repeat");
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BIND_ENUM_CONSTANT(TYPE_DATA);
BIND_ENUM_CONSTANT(TYPE_COLOR);
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BIND_ENUM_CONSTANT(TYPE_NORMAL_MAP);
BIND_ENUM_CONSTANT(TYPE_ANISOTROPY);
BIND_ENUM_CONSTANT(TYPE_MAX);
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BIND_ENUM_CONSTANT(COLOR_DEFAULT_WHITE);
BIND_ENUM_CONSTANT(COLOR_DEFAULT_BLACK);
BIND_ENUM_CONSTANT(COLOR_DEFAULT_TRANSPARENT);
BIND_ENUM_CONSTANT(COLOR_DEFAULT_MAX);
BIND_ENUM_CONSTANT(FILTER_DEFAULT);
BIND_ENUM_CONSTANT(FILTER_NEAREST);
BIND_ENUM_CONSTANT(FILTER_LINEAR);
BIND_ENUM_CONSTANT(FILTER_NEAREST_MIPMAP);
BIND_ENUM_CONSTANT(FILTER_LINEAR_MIPMAP);
BIND_ENUM_CONSTANT(FILTER_NEAREST_MIPMAP_ANISOTROPIC);
BIND_ENUM_CONSTANT(FILTER_LINEAR_MIPMAP_ANISOTROPIC);
BIND_ENUM_CONSTANT(FILTER_MAX);
BIND_ENUM_CONSTANT(REPEAT_DEFAULT);
BIND_ENUM_CONSTANT(REPEAT_ENABLED);
BIND_ENUM_CONSTANT(REPEAT_DISABLED);
BIND_ENUM_CONSTANT(REPEAT_MAX);
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}
bool VisualShaderNodeTextureUniform::is_qualifier_supported(Qualifier p_qual) const {
switch (p_qual) {
case Qualifier::QUAL_NONE:
return true;
case Qualifier::QUAL_GLOBAL:
return true;
case Qualifier::QUAL_INSTANCE:
return false;
default:
break;
}
return false;
}
bool VisualShaderNodeTextureUniform::is_convertible_to_constant() const {
return false; // conversion is not allowed
}
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VisualShaderNodeTextureUniform::VisualShaderNodeTextureUniform() {
}
////////////// Texture Uniform (Triplanar)
String VisualShaderNodeTextureUniformTriplanar::get_caption() const {
return "TextureUniformTriplanar";
}
int VisualShaderNodeTextureUniformTriplanar::get_input_port_count() const {
return 2;
}
VisualShaderNodeTextureUniformTriplanar::PortType VisualShaderNodeTextureUniformTriplanar::get_input_port_type(int p_port) const {
if (p_port == 0 || p_port == 1) {
return PORT_TYPE_VECTOR_3D;
}
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeTextureUniformTriplanar::get_input_port_name(int p_port) const {
if (p_port == 0) {
return "weights";
} else if (p_port == 1) {
return "pos";
}
return "";
}
int VisualShaderNodeTextureUniformTriplanar::get_output_port_count() const {
return 2;
}
VisualShaderNodeTextureUniformTriplanar::PortType VisualShaderNodeTextureUniformTriplanar::get_output_port_type(int p_port) const {
switch (p_port) {
case 0:
return PORT_TYPE_VECTOR_4D;
case 1:
return PORT_TYPE_SAMPLER;
default:
return PORT_TYPE_SCALAR;
}
}
String VisualShaderNodeTextureUniformTriplanar::get_output_port_name(int p_port) const {
switch (p_port) {
case 0:
return "color";
case 1:
return "sampler2D";
default:
return "";
}
}
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String VisualShaderNodeTextureUniformTriplanar::generate_global_per_node(Shader::Mode p_mode, int p_id) const {
String code;
code += "// " + get_caption() + "\n";
code += " vec4 triplanar_texture(sampler2D p_sampler, vec3 p_weights, vec3 p_triplanar_pos) {\n";
code += " vec4 samp = vec4(0.0);\n";
code += " samp += texture(p_sampler, p_triplanar_pos.xy) * p_weights.z;\n";
code += " samp += texture(p_sampler, p_triplanar_pos.xz) * p_weights.y;\n";
code += " samp += texture(p_sampler, p_triplanar_pos.zy * vec2(-1.0, 1.0)) * p_weights.x;\n";
code += " return samp;\n";
code += " }\n";
code += "\n";
code += " uniform vec3 triplanar_scale = vec3(1.0, 1.0, 1.0);\n";
code += " uniform vec3 triplanar_offset;\n";
code += " uniform float triplanar_sharpness = 0.5;\n";
code += "\n";
code += " varying vec3 triplanar_power_normal;\n";
code += " varying vec3 triplanar_pos;\n";
return code;
}
String VisualShaderNodeTextureUniformTriplanar::generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
String code;
if (p_type == VisualShader::TYPE_VERTEX) {
code += "// " + get_caption() + "\n";
code += " {\n";
code += " triplanar_power_normal = pow(abs(NORMAL), vec3(triplanar_sharpness));\n";
code += " triplanar_power_normal /= dot(triplanar_power_normal, vec3(1.0));\n";
code += " triplanar_pos = VERTEX * triplanar_scale + triplanar_offset;\n";
code += " triplanar_pos *= vec3(1.0, -1.0, 1.0);\n";
code += " }\n";
}
return code;
}
String VisualShaderNodeTextureUniformTriplanar::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
String id = get_uniform_name();
String code;
if (p_input_vars[0].is_empty() && p_input_vars[1].is_empty()) {
code += " " + p_output_vars[0] + " = triplanar_texture(" + id + ", triplanar_power_normal, triplanar_pos);\n";
} else if (!p_input_vars[0].is_empty() && p_input_vars[1].is_empty()) {
code += " " + p_output_vars[0] + " = triplanar_texture(" + id + ", " + p_input_vars[0] + ", triplanar_pos);\n";
} else if (p_input_vars[0].is_empty() && !p_input_vars[1].is_empty()) {
code += " " + p_output_vars[0] + " = triplanar_texture(" + id + ", triplanar_power_normal, " + p_input_vars[1] + ");\n";
} else {
code += " " + p_output_vars[0] + " = triplanar_texture(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
}
return code;
}
bool VisualShaderNodeTextureUniformTriplanar::is_input_port_default(int p_port, Shader::Mode p_mode) const {
if (p_port == 0) {
return true;
} else if (p_port == 1) {
return true;
}
return false;
}
VisualShaderNodeTextureUniformTriplanar::VisualShaderNodeTextureUniformTriplanar() {
}
////////////// Texture2DArray Uniform
String VisualShaderNodeTexture2DArrayUniform::get_caption() const {
return "Texture2DArrayUniform";
}
String VisualShaderNodeTexture2DArrayUniform::get_output_port_name(int p_port) const {
return "sampler2DArray";
}
String VisualShaderNodeTexture2DArrayUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
String code = _get_qual_str() + "uniform sampler2DArray " + get_uniform_name();
code += get_sampler_hint(texture_type, color_default, texture_filter, texture_repeat);
code += ";\n";
return code;
}
String VisualShaderNodeTexture2DArrayUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
return String();
}
VisualShaderNodeTexture2DArrayUniform::VisualShaderNodeTexture2DArrayUniform() {
}
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////////////// Texture3D Uniform
String VisualShaderNodeTexture3DUniform::get_caption() const {
return "Texture3DUniform";
}
String VisualShaderNodeTexture3DUniform::get_output_port_name(int p_port) const {
return "sampler3D";
}
String VisualShaderNodeTexture3DUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
String code = _get_qual_str() + "uniform sampler3D " + get_uniform_name();
code += get_sampler_hint(texture_type, color_default, texture_filter, texture_repeat);
code += ";\n";
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return code;
}
String VisualShaderNodeTexture3DUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
return String();
}
VisualShaderNodeTexture3DUniform::VisualShaderNodeTexture3DUniform() {
}
////////////// Cubemap Uniform
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String VisualShaderNodeCubemapUniform::get_caption() const {
return "CubemapUniform";
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}
String VisualShaderNodeCubemapUniform::get_output_port_name(int p_port) const {
return "samplerCube";
}
String VisualShaderNodeCubemapUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
String code = _get_qual_str() + "uniform samplerCube " + get_uniform_name();
code += get_sampler_hint(texture_type, color_default, texture_filter, texture_repeat);
code += ";\n";
return code;
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}
String VisualShaderNodeCubemapUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
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return String();
}
VisualShaderNodeCubemapUniform::VisualShaderNodeCubemapUniform() {
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}
////////////// If
String VisualShaderNodeIf::get_caption() const {
return "If";
}
int VisualShaderNodeIf::get_input_port_count() const {
return 6;
}
VisualShaderNodeIf::PortType VisualShaderNodeIf::get_input_port_type(int p_port) const {
if (p_port == 0 || p_port == 1 || p_port == 2) {
return PORT_TYPE_SCALAR;
}
return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeIf::get_input_port_name(int p_port) const {
switch (p_port) {
case 0:
return "a";
case 1:
return "b";
case 2:
return "tolerance";
case 3:
return "a == b";
case 4:
return "a > b";
case 5:
return "a < b";
default:
return "";
}
}
int VisualShaderNodeIf::get_output_port_count() const {
return 1;
}
VisualShaderNodeIf::PortType VisualShaderNodeIf::get_output_port_type(int p_port) const {
return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeIf::get_output_port_name(int p_port) const {
return "result";
}
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 {
String code;
code += " if(abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ")\n"; // abs(a - b) < tolerance eg. a == b
code += " {\n";
code += " " + p_output_vars[0] + " = " + p_input_vars[3] + ";\n";
code += " }\n";
code += " else if(" + p_input_vars[0] + " < " + p_input_vars[1] + ")\n"; // a < b
code += " {\n";
code += " " + p_output_vars[0] + " = " + p_input_vars[5] + ";\n";
code += " }\n";
code += " else\n"; // a > b (or a >= b if abs(a - b) < tolerance is false)
code += " {\n";
code += " " + p_output_vars[0] + " = " + p_input_vars[4] + ";\n";
code += " }\n";
return code;
}
VisualShaderNodeIf::VisualShaderNodeIf() {
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simple_decl = false;
set_input_port_default_value(0, 0.0);
set_input_port_default_value(1, 0.0);
set_input_port_default_value(2, CMP_EPSILON);
set_input_port_default_value(3, Vector3(0.0, 0.0, 0.0));
set_input_port_default_value(4, Vector3(0.0, 0.0, 0.0));
set_input_port_default_value(5, Vector3(0.0, 0.0, 0.0));
}
////////////// Switch
String VisualShaderNodeSwitch::get_caption() const {
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return "Switch";
}
int VisualShaderNodeSwitch::get_input_port_count() const {
return 3;
}
VisualShaderNodeSwitch::PortType VisualShaderNodeSwitch::get_input_port_type(int p_port) const {
if (p_port == 0) {
return PORT_TYPE_BOOLEAN;
}
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if (p_port == 1 || p_port == 2) {
switch (op_type) {
case OP_TYPE_INT:
return PORT_TYPE_SCALAR_INT;
case OP_TYPE_VECTOR_2D:
return PORT_TYPE_VECTOR_2D;
case OP_TYPE_VECTOR_3D:
return PORT_TYPE_VECTOR_3D;
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case OP_TYPE_VECTOR_4D:
return PORT_TYPE_VECTOR_4D;
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case OP_TYPE_BOOLEAN:
return PORT_TYPE_BOOLEAN;
case OP_TYPE_TRANSFORM:
return PORT_TYPE_TRANSFORM;
default:
break;
}
}
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeSwitch::get_input_port_name(int p_port) const {
switch (p_port) {
case 0:
return "value";
case 1:
return "true";
case 2:
return "false";
default:
return "";
}
}
int VisualShaderNodeSwitch::get_output_port_count() const {
return 1;
}
VisualShaderNodeSwitch::PortType VisualShaderNodeSwitch::get_output_port_type(int p_port) const {
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switch (op_type) {
case OP_TYPE_INT:
return PORT_TYPE_SCALAR_INT;
case OP_TYPE_VECTOR_2D:
return PORT_TYPE_VECTOR_2D;
case OP_TYPE_VECTOR_3D:
return PORT_TYPE_VECTOR_3D;
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case OP_TYPE_VECTOR_4D:
return PORT_TYPE_VECTOR_4D;
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case OP_TYPE_BOOLEAN:
return PORT_TYPE_BOOLEAN;
case OP_TYPE_TRANSFORM:
return PORT_TYPE_TRANSFORM;
default:
break;
}
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeSwitch::get_output_port_name(int p_port) const {
return "result";
}
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void VisualShaderNodeSwitch::set_op_type(OpType p_op_type) {
ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
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if (op_type == p_op_type) {
return;
}
switch (p_op_type) {
case OP_TYPE_FLOAT:
set_input_port_default_value(1, 1.0, get_input_port_default_value(1));
set_input_port_default_value(2, 0.0, get_input_port_default_value(2));
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break;
case OP_TYPE_INT:
set_input_port_default_value(1, 1, get_input_port_default_value(1));
set_input_port_default_value(2, 0, get_input_port_default_value(2));
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break;
case OP_TYPE_VECTOR_2D:
set_input_port_default_value(1, Vector2(1.0, 1.0), get_input_port_default_value(1));
set_input_port_default_value(2, Vector2(0.0, 0.0), get_input_port_default_value(2));
break;
case OP_TYPE_VECTOR_3D:
set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0), get_input_port_default_value(1));
set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0), get_input_port_default_value(2));
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break;
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case OP_TYPE_VECTOR_4D:
set_input_port_default_value(1, Quaternion(1.0, 1.0, 1.0, 1.0), get_input_port_default_value(1));
set_input_port_default_value(2, Quaternion(0.0, 0.0, 0.0, 0.0), get_input_port_default_value(2));
break;
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case OP_TYPE_BOOLEAN:
set_input_port_default_value(1, true);
set_input_port_default_value(2, false);
break;
case OP_TYPE_TRANSFORM:
set_input_port_default_value(1, Transform3D());
set_input_port_default_value(2, Transform3D());
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break;
default:
break;
}
op_type = p_op_type;
emit_changed();
}
VisualShaderNodeSwitch::OpType VisualShaderNodeSwitch::get_op_type() const {
return op_type;
}
Vector<StringName> VisualShaderNodeSwitch::get_editable_properties() const {
Vector<StringName> props;
props.push_back("op_type");
return props;
}
void VisualShaderNodeSwitch::_bind_methods() { // static
ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeSwitch::set_op_type);
ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeSwitch::get_op_type);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Float,Int,Vector2,Vector3,Vector4,Boolean,Transform"), "set_op_type", "get_op_type");
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BIND_ENUM_CONSTANT(OP_TYPE_FLOAT);
BIND_ENUM_CONSTANT(OP_TYPE_INT);
BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
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BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
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BIND_ENUM_CONSTANT(OP_TYPE_BOOLEAN);
BIND_ENUM_CONSTANT(OP_TYPE_TRANSFORM);
BIND_ENUM_CONSTANT(OP_TYPE_MAX);
}
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 {
String code;
code += " if(" + p_input_vars[0] + ")\n";
code += " {\n";
code += " " + p_output_vars[0] + " = " + p_input_vars[1] + ";\n";
code += " }\n";
code += " else\n";
code += " {\n";
code += " " + p_output_vars[0] + " = " + p_input_vars[2] + ";\n";
code += " }\n";
return code;
}
VisualShaderNodeSwitch::VisualShaderNodeSwitch() {
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simple_decl = false;
set_input_port_default_value(0, false);
set_input_port_default_value(1, 1.0);
set_input_port_default_value(2, 0.0);
}
////////////// Fresnel
String VisualShaderNodeFresnel::get_caption() const {
return "Fresnel";
}
int VisualShaderNodeFresnel::get_input_port_count() const {
return 4;
}
VisualShaderNodeFresnel::PortType VisualShaderNodeFresnel::get_input_port_type(int p_port) const {
switch (p_port) {
case 0:
return PORT_TYPE_VECTOR_3D;
case 1:
return PORT_TYPE_VECTOR_3D;
case 2:
return PORT_TYPE_BOOLEAN;
case 3:
return PORT_TYPE_SCALAR;
default:
return PORT_TYPE_VECTOR_3D;
}
}
String VisualShaderNodeFresnel::get_input_port_name(int p_port) const {
switch (p_port) {
case 0:
return "normal";
case 1:
return "view";
case 2:
return "invert";
case 3:
return "power";
default:
return "";
}
}
int VisualShaderNodeFresnel::get_output_port_count() const {
return 1;
}
VisualShaderNodeFresnel::PortType VisualShaderNodeFresnel::get_output_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeFresnel::get_output_port_name(int p_port) const {
return "result";
}
bool VisualShaderNodeFresnel::is_generate_input_var(int p_port) const {
if (p_port == 2) {
return false;
}
return true;
}
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 {
String normal;
String view;
if (p_input_vars[0].is_empty()) {
if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
normal = "NORMAL";
} else {
normal = "vec3(0.0)";
}
} else {
normal = p_input_vars[0];
}
if (p_input_vars[1].is_empty()) {
if (p_mode == Shader::MODE_SPATIAL) {
view = "VIEW";
} else {
view = "vec3(0.0)";
}
} else {
view = p_input_vars[1];
}
if (is_input_port_connected(2)) {
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";
} else {
if (get_input_port_default_value(2)) {
return " " + p_output_vars[0] + " = pow(clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ");\n";
} else {
return " " + p_output_vars[0] + " = pow(1.0 - clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ");\n";
}
}
}
bool VisualShaderNodeFresnel::is_input_port_default(int p_port, Shader::Mode p_mode) const {
if (p_port == 0) {
if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
return true;
}
} else if (p_port == 1) {
if (p_mode == Shader::MODE_SPATIAL) {
return true;
}
}
return false;
}
VisualShaderNodeFresnel::VisualShaderNodeFresnel() {
set_input_port_default_value(2, false);
set_input_port_default_value(3, 1.0);
}
////////////// Is
String VisualShaderNodeIs::get_caption() const {
return "Is";
}
int VisualShaderNodeIs::get_input_port_count() const {
return 1;
}
VisualShaderNodeIs::PortType VisualShaderNodeIs::get_input_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeIs::get_input_port_name(int p_port) const {
return "";
}
int VisualShaderNodeIs::get_output_port_count() const {
return 1;
}
VisualShaderNodeIs::PortType VisualShaderNodeIs::get_output_port_type(int p_port) const {
return PORT_TYPE_BOOLEAN;
}
String VisualShaderNodeIs::get_output_port_name(int p_port) const {
return "";
}
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 {
static const char *functions[FUNC_MAX] = {
"isinf($)",
"isnan($)"
};
String code;
code += " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
return code;
}
void VisualShaderNodeIs::set_function(Function p_func) {
ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
if (func == p_func) {
return;
}
func = p_func;
emit_changed();
}
VisualShaderNodeIs::Function VisualShaderNodeIs::get_function() const {
return func;
}
Vector<StringName> VisualShaderNodeIs::get_editable_properties() const {
Vector<StringName> props;
props.push_back("function");
return props;
}
void VisualShaderNodeIs::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeIs::set_function);
ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeIs::get_function);
ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Inf,NaN"), "set_function", "get_function");
BIND_ENUM_CONSTANT(FUNC_IS_INF);
BIND_ENUM_CONSTANT(FUNC_IS_NAN);
BIND_ENUM_CONSTANT(FUNC_MAX);
}
VisualShaderNodeIs::VisualShaderNodeIs() {
set_input_port_default_value(0, 0.0);
}
////////////// Compare
String VisualShaderNodeCompare::get_caption() const {
return "Compare";
}
int VisualShaderNodeCompare::get_input_port_count() const {
if (comparison_type == CTYPE_SCALAR && (func == FUNC_EQUAL || func == FUNC_NOT_EQUAL)) {
return 3;
}
return 2;
}
VisualShaderNodeCompare::PortType VisualShaderNodeCompare::get_input_port_type(int p_port) const {
switch (comparison_type) {
case CTYPE_SCALAR:
return PORT_TYPE_SCALAR;
case CTYPE_SCALAR_INT:
return PORT_TYPE_SCALAR_INT;
case CTYPE_VECTOR_2D:
return PORT_TYPE_VECTOR_2D;
case CTYPE_VECTOR_3D:
return PORT_TYPE_VECTOR_3D;
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case CTYPE_VECTOR_4D:
return PORT_TYPE_VECTOR_4D;
case CTYPE_BOOLEAN:
return PORT_TYPE_BOOLEAN;
case CTYPE_TRANSFORM:
return PORT_TYPE_TRANSFORM;
default:
return PORT_TYPE_SCALAR;
}
}
String VisualShaderNodeCompare::get_input_port_name(int p_port) const {
if (p_port == 0) {
return "a";
} else if (p_port == 1) {
return "b";
} else if (p_port == 2) {
return "tolerance";
}
return "";
}
int VisualShaderNodeCompare::get_output_port_count() const {
return 1;
}
VisualShaderNodeCompare::PortType VisualShaderNodeCompare::get_output_port_type(int p_port) const {
return PORT_TYPE_BOOLEAN;
}
String VisualShaderNodeCompare::get_output_port_name(int p_port) const {
if (p_port == 0) {
return "result";
}
return "";
}
String VisualShaderNodeCompare::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
if (comparison_type == CTYPE_BOOLEAN || comparison_type == CTYPE_TRANSFORM) {
if (func > FUNC_NOT_EQUAL) {
return RTR("Invalid comparison function for that type.");
}
}
return "";
}
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 {
static const char *operators[FUNC_MAX] = {
"==",
"!=",
">",
">=",
"<",
"<=",
};
static const char *functions[FUNC_MAX] = {
"equal($)",
"notEqual($)",
"greaterThan($)",
"greaterThanEqual($)",
"lessThan($)",
"lessThanEqual($)",
};
static const char *conditions[COND_MAX] = {
"all($)",
"any($)",
};
String code;
switch (comparison_type) {
case CTYPE_SCALAR: {
if (func == FUNC_EQUAL) {
code += " " + p_output_vars[0] + " = (abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ");";
} else if (func == FUNC_NOT_EQUAL) {
code += " " + p_output_vars[0] + " = !(abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ");";
} else {
code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", operators[func]) + ";\n";
}
} break;
case CTYPE_SCALAR_INT: {
code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", operators[func]) + ";\n";
} break;
case CTYPE_VECTOR_2D: {
code += " {\n";
code += " bvec2 _bv = " + String(functions[func]).replace("$", p_input_vars[0] + ", " + p_input_vars[1]) + ";\n";
code += " " + p_output_vars[0] + " = " + String(conditions[condition]).replace("$", "_bv") + ";\n";
code += " }\n";
} break;
case CTYPE_VECTOR_3D: {
code += " {\n";
code += " bvec3 _bv = " + String(functions[func]).replace("$", p_input_vars[0] + ", " + p_input_vars[1]) + ";\n";
code += " " + p_output_vars[0] + " = " + String(conditions[condition]).replace("$", "_bv") + ";\n";
code += " }\n";
} break;
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case CTYPE_VECTOR_4D: {
code += " {\n";
code += " bvec4 _bv = " + String(functions[func]).replace("$", p_input_vars[0] + ", " + p_input_vars[1]) + ";\n";
code += " " + p_output_vars[0] + " = " + String(conditions[condition]).replace("$", "_bv") + ";\n";
code += " }\n";
} break;
case CTYPE_BOOLEAN: {
if (func > FUNC_NOT_EQUAL) {
return " " + p_output_vars[0] + " = false;\n";
}
code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", operators[func]) + ";\n";
} break;
case CTYPE_TRANSFORM: {
if (func > FUNC_NOT_EQUAL) {
return " " + p_output_vars[0] + " = false;\n";
}
code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", operators[func]) + ";\n";
} break;
default:
break;
}
return code;
}
void VisualShaderNodeCompare::set_comparison_type(ComparisonType p_comparison_type) {
ERR_FAIL_INDEX(int(p_comparison_type), int(CTYPE_MAX));
if (comparison_type == p_comparison_type) {
return;
}
switch (p_comparison_type) {
case CTYPE_SCALAR:
set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
set_input_port_default_value(1, 0.0, get_input_port_default_value(1));
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simple_decl = true;
break;
case CTYPE_SCALAR_INT:
set_input_port_default_value(0, 0, get_input_port_default_value(0));
set_input_port_default_value(1, 0, get_input_port_default_value(1));
simple_decl = true;
break;
case CTYPE_VECTOR_2D:
set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
simple_decl = false;
break;
case CTYPE_VECTOR_3D:
set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
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simple_decl = false;
break;
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case CTYPE_VECTOR_4D:
set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
simple_decl = false;
break;
case CTYPE_BOOLEAN:
set_input_port_default_value(0, false);
set_input_port_default_value(1, false);
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simple_decl = true;
break;
case CTYPE_TRANSFORM:
set_input_port_default_value(0, Transform3D());
set_input_port_default_value(1, Transform3D());
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simple_decl = true;
break;
default:
break;
}
comparison_type = p_comparison_type;
emit_changed();
}
VisualShaderNodeCompare::ComparisonType VisualShaderNodeCompare::get_comparison_type() const {
return comparison_type;
}
void VisualShaderNodeCompare::set_function(Function p_func) {
ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
if (func == p_func) {
return;
}
func = p_func;
emit_changed();
}
VisualShaderNodeCompare::Function VisualShaderNodeCompare::get_function() const {
return func;
}
void VisualShaderNodeCompare::set_condition(Condition p_condition) {
ERR_FAIL_INDEX(int(p_condition), int(COND_MAX));
if (condition == p_condition) {
return;
}
condition = p_condition;
emit_changed();
}
VisualShaderNodeCompare::Condition VisualShaderNodeCompare::get_condition() const {
return condition;
}
Vector<StringName> VisualShaderNodeCompare::get_editable_properties() const {
Vector<StringName> props;
props.push_back("type");
props.push_back("function");
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if (comparison_type == CTYPE_VECTOR_2D || comparison_type == CTYPE_VECTOR_3D || comparison_type == CTYPE_VECTOR_4D) {
props.push_back("condition");
}
return props;
}
void VisualShaderNodeCompare::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_comparison_type", "type"), &VisualShaderNodeCompare::set_comparison_type);
ClassDB::bind_method(D_METHOD("get_comparison_type"), &VisualShaderNodeCompare::get_comparison_type);
ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeCompare::set_function);
ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeCompare::get_function);
ClassDB::bind_method(D_METHOD("set_condition", "condition"), &VisualShaderNodeCompare::set_condition);
ClassDB::bind_method(D_METHOD("get_condition"), &VisualShaderNodeCompare::get_condition);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "type", PROPERTY_HINT_ENUM, "Float,Int,Vector2,Vector3,Vector4,Boolean,Transform"), "set_comparison_type", "get_comparison_type");
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");
ADD_PROPERTY(PropertyInfo(Variant::INT, "condition", PROPERTY_HINT_ENUM, "All,Any"), "set_condition", "get_condition");
BIND_ENUM_CONSTANT(CTYPE_SCALAR);
BIND_ENUM_CONSTANT(CTYPE_SCALAR_INT);
BIND_ENUM_CONSTANT(CTYPE_VECTOR_2D);
BIND_ENUM_CONSTANT(CTYPE_VECTOR_3D);
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BIND_ENUM_CONSTANT(CTYPE_VECTOR_4D);
BIND_ENUM_CONSTANT(CTYPE_BOOLEAN);
BIND_ENUM_CONSTANT(CTYPE_TRANSFORM);
BIND_ENUM_CONSTANT(CTYPE_MAX);
BIND_ENUM_CONSTANT(FUNC_EQUAL);
BIND_ENUM_CONSTANT(FUNC_NOT_EQUAL);
BIND_ENUM_CONSTANT(FUNC_GREATER_THAN);
BIND_ENUM_CONSTANT(FUNC_GREATER_THAN_EQUAL);
BIND_ENUM_CONSTANT(FUNC_LESS_THAN);
BIND_ENUM_CONSTANT(FUNC_LESS_THAN_EQUAL);
BIND_ENUM_CONSTANT(FUNC_MAX);
BIND_ENUM_CONSTANT(COND_ALL);
BIND_ENUM_CONSTANT(COND_ANY);
BIND_ENUM_CONSTANT(COND_MAX);
}
VisualShaderNodeCompare::VisualShaderNodeCompare() {
set_input_port_default_value(0, 0.0);
set_input_port_default_value(1, 0.0);
set_input_port_default_value(2, CMP_EPSILON);
}
////////////// Fma
String VisualShaderNodeMultiplyAdd::get_caption() const {
return "MultiplyAdd";
}
int VisualShaderNodeMultiplyAdd::get_input_port_count() const {
return 3;
}
VisualShaderNodeMultiplyAdd::PortType VisualShaderNodeMultiplyAdd::get_input_port_type(int p_port) const {
switch (op_type) {
case OP_TYPE_VECTOR_2D:
return PORT_TYPE_VECTOR_2D;
case OP_TYPE_VECTOR_3D:
return PORT_TYPE_VECTOR_3D;
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case OP_TYPE_VECTOR_4D:
return PORT_TYPE_VECTOR_4D;
default:
break;
}
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeMultiplyAdd::get_input_port_name(int p_port) const {
if (p_port == 0) {
return "a";
} else if (p_port == 1) {
return "b(*)";
} else if (p_port == 2) {
return "c(+)";
}
return "";
}
int VisualShaderNodeMultiplyAdd::get_output_port_count() const {
return 1;
}
VisualShaderNodeMultiplyAdd::PortType VisualShaderNodeMultiplyAdd::get_output_port_type(int p_port) const {
switch (op_type) {
case OP_TYPE_VECTOR_2D:
return PORT_TYPE_VECTOR_2D;
case OP_TYPE_VECTOR_3D:
return PORT_TYPE_VECTOR_3D;
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case OP_TYPE_VECTOR_4D:
return PORT_TYPE_VECTOR_4D;
default:
break;
}
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeMultiplyAdd::get_output_port_name(int p_port) const {
return "";
}
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 {
return " " + p_output_vars[0] + " = fma(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
}
void VisualShaderNodeMultiplyAdd::set_op_type(OpType p_op_type) {
ERR_FAIL_INDEX((int)p_op_type, int(OP_TYPE_MAX));
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if (op_type == p_op_type) {
return;
}
switch (p_op_type) {
case OP_TYPE_SCALAR: {
set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
set_input_port_default_value(1, 1.0, get_input_port_default_value(1));
set_input_port_default_value(2, 0.0, get_input_port_default_value(2));
} break;
case OP_TYPE_VECTOR_2D: {
set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
set_input_port_default_value(1, Vector2(1.0, 1.0), get_input_port_default_value(1));
set_input_port_default_value(2, Vector2(), get_input_port_default_value(2));
} break;
case OP_TYPE_VECTOR_3D: {
set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0), get_input_port_default_value(1));
set_input_port_default_value(2, Vector3(), get_input_port_default_value(2));
} break;
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case OP_TYPE_VECTOR_4D: {
set_input_port_default_value(0, Vector4(), get_input_port_default_value(0));
set_input_port_default_value(1, Vector4(1.0, 1.0, 1.0, 1.0), get_input_port_default_value(1));
set_input_port_default_value(2, Vector4(), get_input_port_default_value(2));
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} break;
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default:
break;
}
op_type = p_op_type;
emit_changed();
}
VisualShaderNodeMultiplyAdd::OpType VisualShaderNodeMultiplyAdd::get_op_type() const {
return op_type;
}
Vector<StringName> VisualShaderNodeMultiplyAdd::get_editable_properties() const {
Vector<StringName> props;
props.push_back("op_type");
return props;
}
void VisualShaderNodeMultiplyAdd::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeMultiplyAdd::set_op_type);
ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeMultiplyAdd::get_op_type);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector2,Vector3,Vector4"), "set_op_type", "get_op_type");
BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
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BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
BIND_ENUM_CONSTANT(OP_TYPE_MAX);
}
VisualShaderNodeMultiplyAdd::VisualShaderNodeMultiplyAdd() {
set_input_port_default_value(0, 0.0);
set_input_port_default_value(1, 1.0);
set_input_port_default_value(2, 0.0);
}
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////////////// Billboard
String VisualShaderNodeBillboard::get_caption() const {
return "GetBillboardMatrix";
}
int VisualShaderNodeBillboard::get_input_port_count() const {
return 0;
}
VisualShaderNodeBillboard::PortType VisualShaderNodeBillboard::get_input_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeBillboard::get_input_port_name(int p_port) const {
return "";
}
int VisualShaderNodeBillboard::get_output_port_count() const {
return 1;
}
VisualShaderNodeBillboard::PortType VisualShaderNodeBillboard::get_output_port_type(int p_port) const {
return PORT_TYPE_TRANSFORM;
}
String VisualShaderNodeBillboard::get_output_port_name(int p_port) const {
return "model_view_matrix";
}
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 {
String code;
switch (billboard_type) {
case BILLBOARD_TYPE_ENABLED:
code += " {\n";
code += " mat4 __mvm = VIEW_MATRIX * mat4(INV_VIEW_MATRIX[0], INV_VIEW_MATRIX[1], INV_VIEW_MATRIX[2], MODEL_MATRIX[3]);\n";
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if (keep_scale) {
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";
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}
code += " " + p_output_vars[0] + " = __mvm;\n";
code += " }\n";
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break;
case BILLBOARD_TYPE_FIXED_Y:
code += " {\n";
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";
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if (keep_scale) {
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";
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} else {
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";
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}
code += " " + p_output_vars[0] + " = __mvm;\n";
code += " }\n";
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break;
case BILLBOARD_TYPE_PARTICLES:
code += " {\n";
code += " mat4 __wm = mat4(normalize(INV_VIEW_MATRIX[0]) * length(MODEL_MATRIX[0]), normalize(INV_VIEW_MATRIX[1]) * length(MODEL_MATRIX[0]), normalize(INV_VIEW_MATRIX[2]) * length(MODEL_MATRIX[2]), MODEL_MATRIX[3]);\n";
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";
code += " " + p_output_vars[0] + " = VIEW_MATRIX * __wm;\n";
code += " }\n";
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break;
default:
code += " " + p_output_vars[0] + " = mat4(1.0);\n";
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break;
}
return code;
}
bool VisualShaderNodeBillboard::is_show_prop_names() const {
return true;
}
void VisualShaderNodeBillboard::set_billboard_type(BillboardType p_billboard_type) {
ERR_FAIL_INDEX(int(p_billboard_type), int(BILLBOARD_TYPE_MAX));
if (billboard_type == p_billboard_type) {
return;
}
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billboard_type = p_billboard_type;
simple_decl = bool(billboard_type == BILLBOARD_TYPE_DISABLED);
set_disabled(simple_decl);
emit_changed();
}
VisualShaderNodeBillboard::BillboardType VisualShaderNodeBillboard::get_billboard_type() const {
return billboard_type;
}
void VisualShaderNodeBillboard::set_keep_scale_enabled(bool p_enabled) {
keep_scale = p_enabled;
emit_changed();
}
bool VisualShaderNodeBillboard::is_keep_scale_enabled() const {
return keep_scale;
}
Vector<StringName> VisualShaderNodeBillboard::get_editable_properties() const {
Vector<StringName> props;
props.push_back("billboard_type");
if (billboard_type == BILLBOARD_TYPE_ENABLED || billboard_type == BILLBOARD_TYPE_FIXED_Y) {
props.push_back("keep_scale");
}
return props;
}
void VisualShaderNodeBillboard::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_billboard_type", "billboard_type"), &VisualShaderNodeBillboard::set_billboard_type);
ClassDB::bind_method(D_METHOD("get_billboard_type"), &VisualShaderNodeBillboard::get_billboard_type);
ClassDB::bind_method(D_METHOD("set_keep_scale_enabled", "enabled"), &VisualShaderNodeBillboard::set_keep_scale_enabled);
ClassDB::bind_method(D_METHOD("is_keep_scale_enabled"), &VisualShaderNodeBillboard::is_keep_scale_enabled);
ADD_PROPERTY(PropertyInfo(Variant::INT, "billboard_type", PROPERTY_HINT_ENUM, "Disabled,Enabled,Y-Billboard,Particles"), "set_billboard_type", "get_billboard_type");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "keep_scale"), "set_keep_scale_enabled", "is_keep_scale_enabled");
BIND_ENUM_CONSTANT(BILLBOARD_TYPE_DISABLED);
BIND_ENUM_CONSTANT(BILLBOARD_TYPE_ENABLED);
BIND_ENUM_CONSTANT(BILLBOARD_TYPE_FIXED_Y);
BIND_ENUM_CONSTANT(BILLBOARD_TYPE_PARTICLES);
BIND_ENUM_CONSTANT(BILLBOARD_TYPE_MAX);
}
VisualShaderNodeBillboard::VisualShaderNodeBillboard() {
simple_decl = false;
}
////////////// DistanceFade
String VisualShaderNodeDistanceFade::get_caption() const {
return "DistanceFade";
}
int VisualShaderNodeDistanceFade::get_input_port_count() const {
return 2;
}
VisualShaderNodeDistanceFade::PortType VisualShaderNodeDistanceFade::get_input_port_type(int p_port) const {
switch (p_port) {
case 0:
return PORT_TYPE_SCALAR;
case 1:
return PORT_TYPE_SCALAR;
}
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeDistanceFade::get_input_port_name(int p_port) const {
switch (p_port) {
case 0:
return "min";
case 1:
return "max";
}
return "";
}
int VisualShaderNodeDistanceFade::get_output_port_count() const {
return 1;
}
VisualShaderNodeDistanceFade::PortType VisualShaderNodeDistanceFade::get_output_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeDistanceFade::get_output_port_name(int p_port) const {
return "amount";
}
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 {
String code;
code += vformat(" %s = clamp(smoothstep(%s, %s,-VERTEX.z),0.0,1.0);\n", p_output_vars[0], p_input_vars[0], p_input_vars[1]);
return code;
}
VisualShaderNodeDistanceFade::VisualShaderNodeDistanceFade() {
set_input_port_default_value(0, 0.0);
set_input_port_default_value(1, 10.0);
}
////////////// ProximityFade
String VisualShaderNodeProximityFade::get_caption() const {
return "ProximityFade";
}
int VisualShaderNodeProximityFade::get_input_port_count() const {
return 1;
}
VisualShaderNodeProximityFade::PortType VisualShaderNodeProximityFade::get_input_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeProximityFade::get_input_port_name(int p_port) const {
return "distance";
}
int VisualShaderNodeProximityFade::get_output_port_count() const {
return 1;
}
VisualShaderNodeProximityFade::PortType VisualShaderNodeProximityFade::get_output_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeProximityFade::get_output_port_name(int p_port) const {
return "fade";
}
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 {
String code;
String proximity_fade_distance = vformat("%s", p_input_vars[0]);
code += " float __depth_tex = textureLod(DEPTH_TEXTURE, SCREEN_UV, 0.0).r;\n";
if (!RenderingServer::get_singleton()->is_low_end()) {
code += " vec4 __depth_world_pos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV * 2.0 - 1.0, __depth_tex, 1.0);\n";
} else {
code += " vec4 __depth_world_pos = INV_PROJECTION_MATRIX * vec4(vec3(SCREEN_UV, __depth_tex) * 2.0 - 1.0, 1.0);\n";
}
code += " __depth_world_pos.xyz /= __depth_world_pos.z;\n";
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]);
return code;
}
VisualShaderNodeProximityFade::VisualShaderNodeProximityFade() {
set_input_port_default_value(0, 1.0);
}
////////////// Random Range
String VisualShaderNodeRandomRange::get_caption() const {
return "RandomRange";
}
int VisualShaderNodeRandomRange::get_input_port_count() const {
return 3;
}
VisualShaderNodeRandomRange::PortType VisualShaderNodeRandomRange::get_input_port_type(int p_port) const {
switch (p_port) {
case 0:
return PORT_TYPE_VECTOR_3D;
case 1:
return PORT_TYPE_SCALAR;
case 2:
return PORT_TYPE_SCALAR;
default:
break;
}
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeRandomRange::get_input_port_name(int p_port) const {
switch (p_port) {
case 0:
return "seed";
case 1:
return "min";
case 2:
return "max";
default:
break;
}
return "";
}
int VisualShaderNodeRandomRange::get_output_port_count() const {
return 1;
}
VisualShaderNodeRandomRange::PortType VisualShaderNodeRandomRange::get_output_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeRandomRange::get_output_port_name(int p_port) const {
return "value";
}
String VisualShaderNodeRandomRange::generate_global_per_node(Shader::Mode p_mode, int p_id) const {
String code;
code += "\n\n";
code += "// 3D Noise with friendly permission by Inigo Quilez\n";
code += "vec3 hash_noise_range( vec3 p ) {\n";
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";
code += " return 2.0 * fract(fract(p)*4375.55) -1.;\n";
code += "}\n";
code += "\n";
return code;
}
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 {
String code;
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]);
return code;
}
VisualShaderNodeRandomRange::VisualShaderNodeRandomRange() {
set_input_port_default_value(0, Vector3(1.0, 1.0, 1.0));
set_input_port_default_value(1, 0.0);
set_input_port_default_value(2, 1.0);
}
////////////// Remap
String VisualShaderNodeRemap::get_caption() const {
return "Remap";
}
int VisualShaderNodeRemap::get_input_port_count() const {
return 5;
}
VisualShaderNodeRemap::PortType VisualShaderNodeRemap::get_input_port_type(int p_port) const {
switch (p_port) {
case 0:
return PORT_TYPE_SCALAR;
case 1:
return PORT_TYPE_SCALAR;
case 2:
return PORT_TYPE_SCALAR;
case 3:
return PORT_TYPE_SCALAR;
case 4:
return PORT_TYPE_SCALAR;
default:
break;
}
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeRemap::get_input_port_name(int p_port) const {
switch (p_port) {
case 0:
return "value";
case 1:
return "input min";
case 2:
return "input max";
case 3:
return "output min";
case 4:
return "output max";
default:
break;
}
return "";
}
int VisualShaderNodeRemap::get_output_port_count() const {
return 1;
}
VisualShaderNodeRemap::PortType VisualShaderNodeRemap::get_output_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeRemap::get_output_port_name(int p_port) const {
return "value";
}
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 {
String code;
code += vformat(" float _input_range = %s - %s;\n", p_input_vars[2], p_input_vars[1]);
code += vformat(" float _output_range = %s - %s;\n", p_input_vars[4], p_input_vars[3]);
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]);
return code;
}
VisualShaderNodeRemap::VisualShaderNodeRemap() {
set_input_port_default_value(1, 0.0);
set_input_port_default_value(2, 1.0);
set_input_port_default_value(3, 0.0);
set_input_port_default_value(4, 1.0);
}