virtualx-engine/scene/resources/visual_shader_nodes.h

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/*************************************************************************/
/* visual_shader_nodes.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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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#ifndef VISUAL_SHADER_NODES_H
#define VISUAL_SHADER_NODES_H
#include "scene/resources/visual_shader.h"
///////////////////////////////////////
/// CONSTANTS
///////////////////////////////////////
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class VisualShaderNodeFloatConstant : public VisualShaderNode {
GDCLASS(VisualShaderNodeFloatConstant, VisualShaderNode);
float constant = 0.0f;
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protected:
static void _bind_methods();
public:
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virtual String get_caption() const override;
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virtual int get_input_port_count() const override;
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
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virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
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virtual String 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 = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
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void set_constant(float p_value);
float get_constant() const;
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virtual Vector<StringName> get_editable_properties() const override;
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VisualShaderNodeFloatConstant();
};
///////////////////////////////////////
class VisualShaderNodeIntConstant : public VisualShaderNode {
GDCLASS(VisualShaderNodeIntConstant, VisualShaderNode);
int constant = 0;
protected:
static void _bind_methods();
public:
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virtual String get_caption() const override;
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virtual int get_input_port_count() const override;
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
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virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
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virtual String 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 = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
void set_constant(int p_value);
int get_constant() const;
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virtual Vector<StringName> get_editable_properties() const override;
VisualShaderNodeIntConstant();
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};
///////////////////////////////////////
class VisualShaderNodeBooleanConstant : public VisualShaderNode {
GDCLASS(VisualShaderNodeBooleanConstant, VisualShaderNode);
bool constant = false;
protected:
static void _bind_methods();
public:
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virtual String get_caption() const override;
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virtual int get_input_port_count() const override;
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
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virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
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virtual String 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 = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
void set_constant(bool p_value);
bool get_constant() const;
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virtual Vector<StringName> get_editable_properties() const override;
VisualShaderNodeBooleanConstant();
};
///////////////////////////////////////
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class VisualShaderNodeColorConstant : public VisualShaderNode {
GDCLASS(VisualShaderNodeColorConstant, VisualShaderNode);
Color constant = Color(1, 1, 1, 1);
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protected:
static void _bind_methods();
public:
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virtual String get_caption() const override;
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virtual int get_input_port_count() const override;
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
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virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
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virtual String 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 = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
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void set_constant(Color p_value);
Color get_constant() const;
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virtual Vector<StringName> get_editable_properties() const override;
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VisualShaderNodeColorConstant();
};
///////////////////////////////////////
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class VisualShaderNodeVec3Constant : public VisualShaderNode {
GDCLASS(VisualShaderNodeVec3Constant, VisualShaderNode);
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Vector3 constant;
protected:
static void _bind_methods();
public:
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virtual String get_caption() const override;
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virtual int get_input_port_count() const override;
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
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virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
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virtual String 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 = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
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void set_constant(Vector3 p_value);
Vector3 get_constant() const;
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virtual Vector<StringName> get_editable_properties() const override;
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VisualShaderNodeVec3Constant();
};
///////////////////////////////////////
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class VisualShaderNodeTransformConstant : public VisualShaderNode {
GDCLASS(VisualShaderNodeTransformConstant, VisualShaderNode);
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Transform constant;
protected:
static void _bind_methods();
public:
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virtual String get_caption() const override;
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virtual int get_input_port_count() const override;
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
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virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
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virtual String 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 = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
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void set_constant(Transform p_value);
Transform get_constant() const;
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virtual Vector<StringName> get_editable_properties() const override;
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VisualShaderNodeTransformConstant();
};
///////////////////////////////////////
/// TEXTURES
///////////////////////////////////////
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class VisualShaderNodeTexture : public VisualShaderNode {
GDCLASS(VisualShaderNodeTexture, VisualShaderNode);
Ref<Texture2D> texture;
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public:
enum Source {
SOURCE_TEXTURE,
SOURCE_SCREEN,
SOURCE_2D_TEXTURE,
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SOURCE_2D_NORMAL,
SOURCE_DEPTH,
SOURCE_PORT,
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};
enum TextureType {
TYPE_DATA,
TYPE_COLOR,
TYPE_NORMALMAP,
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};
private:
Source source = SOURCE_TEXTURE;
TextureType texture_type = TYPE_DATA;
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protected:
static void _bind_methods();
public:
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virtual String get_caption() const override;
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virtual int get_input_port_count() const override;
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
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virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
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virtual String get_input_port_default_hint(int p_port) const override;
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virtual Vector<VisualShader::DefaultTextureParam> get_default_texture_parameters(VisualShader::Type p_type, int p_id) const override;
virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override;
virtual String 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 = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
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void set_source(Source p_source);
Source get_source() const;
void set_texture(Ref<Texture2D> p_value);
Ref<Texture2D> get_texture() const;
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void set_texture_type(TextureType p_type);
TextureType get_texture_type() const;
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virtual Vector<StringName> get_editable_properties() const override;
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virtual String get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const override;
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VisualShaderNodeTexture();
};
VARIANT_ENUM_CAST(VisualShaderNodeTexture::TextureType)
VARIANT_ENUM_CAST(VisualShaderNodeTexture::Source)
///////////////////////////////////////
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class VisualShaderNodeCurveTexture : public VisualShaderNodeResizableBase {
GDCLASS(VisualShaderNodeCurveTexture, VisualShaderNodeResizableBase);
Ref<CurveTexture> texture;
protected:
static void _bind_methods();
public:
virtual String get_caption() const override;
virtual int get_input_port_count() const override;
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
virtual Vector<VisualShader::DefaultTextureParam> get_default_texture_parameters(VisualShader::Type p_type, int p_id) const override;
virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override;
virtual String 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 = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
void set_texture(Ref<CurveTexture> p_value);
Ref<CurveTexture> get_texture() const;
virtual Vector<StringName> get_editable_properties() const override;
virtual bool is_use_prop_slots() const override;
VisualShaderNodeCurveTexture();
};
///////////////////////////////////////
class VisualShaderNodeSample3D : public VisualShaderNode {
GDCLASS(VisualShaderNodeSample3D, VisualShaderNode);
public:
enum Source {
SOURCE_TEXTURE,
SOURCE_PORT,
};
protected:
Source source = SOURCE_TEXTURE;
static void _bind_methods();
public:
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virtual int get_input_port_count() const override;
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
virtual String get_input_port_default_hint(int p_port) const override;
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virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
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virtual String 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 = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
void set_source(Source p_source);
Source get_source() const;
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virtual String get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const override;
VisualShaderNodeSample3D();
};
VARIANT_ENUM_CAST(VisualShaderNodeSample3D::Source)
class VisualShaderNodeTexture2DArray : public VisualShaderNodeSample3D {
GDCLASS(VisualShaderNodeTexture2DArray, VisualShaderNodeSample3D);
Ref<Texture2DArray> texture;
protected:
static void _bind_methods();
public:
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virtual String get_caption() const override;
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virtual String get_input_port_name(int p_port) const override;
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virtual Vector<VisualShader::DefaultTextureParam> get_default_texture_parameters(VisualShader::Type p_type, int p_id) const override;
virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override;
void set_texture_array(Ref<Texture2DArray> p_value);
Ref<Texture2DArray> get_texture_array() const;
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virtual Vector<StringName> get_editable_properties() const override;
VisualShaderNodeTexture2DArray();
};
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class VisualShaderNodeTexture3D : public VisualShaderNodeSample3D {
GDCLASS(VisualShaderNodeTexture3D, VisualShaderNodeSample3D);
Ref<Texture3D> texture;
protected:
static void _bind_methods();
public:
virtual String get_caption() const override;
virtual String get_input_port_name(int p_port) const override;
virtual Vector<VisualShader::DefaultTextureParam> get_default_texture_parameters(VisualShader::Type p_type, int p_id) const override;
virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override;
void set_texture(Ref<Texture3D> p_value);
Ref<Texture3D> get_texture() const;
virtual Vector<StringName> get_editable_properties() const override;
VisualShaderNodeTexture3D();
};
class VisualShaderNodeCubemap : public VisualShaderNode {
GDCLASS(VisualShaderNodeCubemap, VisualShaderNode);
Ref<Cubemap> cube_map;
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public:
enum Source {
SOURCE_TEXTURE,
SOURCE_PORT
};
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enum TextureType {
TYPE_DATA,
TYPE_COLOR,
TYPE_NORMALMAP
};
private:
Source source = SOURCE_TEXTURE;
TextureType texture_type = TYPE_DATA;
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protected:
static void _bind_methods();
public:
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virtual String get_caption() const override;
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virtual int get_input_port_count() const override;
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
virtual String get_input_port_default_hint(int p_port) const override;
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virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
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virtual Vector<VisualShader::DefaultTextureParam> get_default_texture_parameters(VisualShader::Type p_type, int p_id) const override;
virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override;
virtual String 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 = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
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void set_source(Source p_source);
Source get_source() const;
void set_cube_map(Ref<Cubemap> p_value);
Ref<Cubemap> get_cube_map() const;
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void set_texture_type(TextureType p_type);
TextureType get_texture_type() const;
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virtual Vector<StringName> get_editable_properties() const override;
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VisualShaderNodeCubemap();
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};
VARIANT_ENUM_CAST(VisualShaderNodeCubemap::TextureType)
VARIANT_ENUM_CAST(VisualShaderNodeCubemap::Source)
///////////////////////////////////////
/// OPS
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///////////////////////////////////////
class VisualShaderNodeFloatOp : public VisualShaderNode {
GDCLASS(VisualShaderNodeFloatOp, VisualShaderNode);
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public:
enum Operator {
OP_ADD,
OP_SUB,
OP_MUL,
OP_DIV,
OP_MOD,
OP_POW,
OP_MAX,
OP_MIN,
OP_ATAN2,
OP_STEP
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};
protected:
Operator op = OP_ADD;
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static void _bind_methods();
public:
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virtual String get_caption() const override;
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virtual int get_input_port_count() const override;
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
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virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
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virtual String 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 = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
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void set_operator(Operator p_op);
Operator get_operator() const;
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virtual Vector<StringName> get_editable_properties() const override;
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VisualShaderNodeFloatOp();
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};
VARIANT_ENUM_CAST(VisualShaderNodeFloatOp::Operator)
class VisualShaderNodeIntOp : public VisualShaderNode {
GDCLASS(VisualShaderNodeIntOp, VisualShaderNode);
public:
enum Operator {
OP_ADD,
OP_SUB,
OP_MUL,
OP_DIV,
OP_MOD,
OP_MAX,
OP_MIN,
};
protected:
Operator op = OP_ADD;
static void _bind_methods();
public:
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virtual String get_caption() const override;
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virtual int get_input_port_count() const override;
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
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virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
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virtual String 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 = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
void set_operator(Operator p_op);
Operator get_operator() const;
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virtual Vector<StringName> get_editable_properties() const override;
VisualShaderNodeIntOp();
};
VARIANT_ENUM_CAST(VisualShaderNodeIntOp::Operator)
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class VisualShaderNodeVectorOp : public VisualShaderNode {
GDCLASS(VisualShaderNodeVectorOp, VisualShaderNode);
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public:
enum Operator {
OP_ADD,
OP_SUB,
OP_MUL,
OP_DIV,
OP_MOD,
OP_POW,
OP_MAX,
OP_MIN,
OP_CROSS,
OP_ATAN2,
OP_REFLECT,
OP_STEP
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};
protected:
Operator op = OP_ADD;
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static void _bind_methods();
public:
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virtual String get_caption() const override;
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virtual int get_input_port_count() const override;
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
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virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
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virtual String 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 = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
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void set_operator(Operator p_op);
Operator get_operator() const;
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virtual Vector<StringName> get_editable_properties() const override;
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VisualShaderNodeVectorOp();
};
VARIANT_ENUM_CAST(VisualShaderNodeVectorOp::Operator)
///////////////////////////////////////
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class VisualShaderNodeColorOp : public VisualShaderNode {
GDCLASS(VisualShaderNodeColorOp, VisualShaderNode);
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public:
enum Operator {
OP_SCREEN,
OP_DIFFERENCE,
OP_DARKEN,
OP_LIGHTEN,
OP_OVERLAY,
OP_DODGE,
OP_BURN,
OP_SOFT_LIGHT,
OP_HARD_LIGHT
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};
protected:
Operator op = OP_SCREEN;
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static void _bind_methods();
public:
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virtual String get_caption() const override;
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virtual int get_input_port_count() const override;
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
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virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
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virtual String 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 = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
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void set_operator(Operator p_op);
Operator get_operator() const;
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virtual Vector<StringName> get_editable_properties() const override;
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VisualShaderNodeColorOp();
};
VARIANT_ENUM_CAST(VisualShaderNodeColorOp::Operator)
///////////////////////////////////////
/// TRANSFORM-TRANSFORM MULTIPLICATION
///////////////////////////////////////
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class VisualShaderNodeTransformMult : public VisualShaderNode {
GDCLASS(VisualShaderNodeTransformMult, VisualShaderNode);
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public:
enum Operator {
OP_AxB,
OP_BxA,
OP_AxB_COMP,
OP_BxA_COMP
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};
protected:
Operator op = OP_AxB;
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static void _bind_methods();
public:
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virtual String get_caption() const override;
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virtual int get_input_port_count() const override;
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
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virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
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virtual String 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 = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
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void set_operator(Operator p_op);
Operator get_operator() const;
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virtual Vector<StringName> get_editable_properties() const override;
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VisualShaderNodeTransformMult();
};
VARIANT_ENUM_CAST(VisualShaderNodeTransformMult::Operator)
///////////////////////////////////////
/// TRANSFORM-VECTOR MULTIPLICATION
///////////////////////////////////////
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class VisualShaderNodeTransformVecMult : public VisualShaderNode {
GDCLASS(VisualShaderNodeTransformVecMult, VisualShaderNode);
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public:
enum Operator {
OP_AxB,
OP_BxA,
OP_3x3_AxB,
OP_3x3_BxA,
};
protected:
Operator op = OP_AxB;
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static void _bind_methods();
public:
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virtual String get_caption() const override;
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virtual int get_input_port_count() const override;
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
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virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
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virtual String 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 = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
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void set_operator(Operator p_op);
Operator get_operator() const;
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virtual Vector<StringName> get_editable_properties() const override;
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VisualShaderNodeTransformVecMult();
};
VARIANT_ENUM_CAST(VisualShaderNodeTransformVecMult::Operator)
///////////////////////////////////////
/// FLOAT FUNC
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///////////////////////////////////////
class VisualShaderNodeFloatFunc : public VisualShaderNode {
GDCLASS(VisualShaderNodeFloatFunc, VisualShaderNode);
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public:
enum Function {
FUNC_SIN,
FUNC_COS,
FUNC_TAN,
FUNC_ASIN,
FUNC_ACOS,
FUNC_ATAN,
FUNC_SINH,
FUNC_COSH,
FUNC_TANH,
FUNC_LOG,
FUNC_EXP,
FUNC_SQRT,
FUNC_ABS,
FUNC_SIGN,
FUNC_FLOOR,
FUNC_ROUND,
FUNC_CEIL,
FUNC_FRAC,
FUNC_SATURATE,
FUNC_NEGATE,
FUNC_ACOSH,
FUNC_ASINH,
FUNC_ATANH,
FUNC_DEGREES,
FUNC_EXP2,
FUNC_INVERSE_SQRT,
FUNC_LOG2,
FUNC_RADIANS,
FUNC_RECIPROCAL,
FUNC_ROUNDEVEN,
FUNC_TRUNC,
FUNC_ONEMINUS
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};
protected:
Function func = FUNC_SIGN;
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static void _bind_methods();
public:
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virtual String get_caption() const override;
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virtual int get_input_port_count() const override;
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
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virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
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virtual String 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 = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
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void set_function(Function p_func);
Function get_function() const;
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virtual Vector<StringName> get_editable_properties() const override;
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VisualShaderNodeFloatFunc();
};
VARIANT_ENUM_CAST(VisualShaderNodeFloatFunc::Function)
///////////////////////////////////////
/// INT FUNC
///////////////////////////////////////
class VisualShaderNodeIntFunc : public VisualShaderNode {
GDCLASS(VisualShaderNodeIntFunc, VisualShaderNode);
public:
enum Function {
FUNC_ABS,
FUNC_CLAMP,
FUNC_NEGATE,
FUNC_SIGN,
};
protected:
Function func = FUNC_SIGN;
static void _bind_methods();
public:
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virtual String get_caption() const override;
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virtual int get_input_port_count() const override;
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
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virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
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virtual String 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 = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
void set_function(Function p_func);
Function get_function() const;
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virtual Vector<StringName> get_editable_properties() const override;
VisualShaderNodeIntFunc();
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};
VARIANT_ENUM_CAST(VisualShaderNodeIntFunc::Function)
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///////////////////////////////////////
/// VECTOR FUNC
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///////////////////////////////////////
class VisualShaderNodeVectorFunc : public VisualShaderNode {
GDCLASS(VisualShaderNodeVectorFunc, VisualShaderNode);
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public:
enum Function {
FUNC_NORMALIZE,
FUNC_SATURATE,
FUNC_NEGATE,
FUNC_RECIPROCAL,
FUNC_RGB2HSV,
FUNC_HSV2RGB,
FUNC_ABS,
FUNC_ACOS,
FUNC_ACOSH,
FUNC_ASIN,
FUNC_ASINH,
FUNC_ATAN,
FUNC_ATANH,
FUNC_CEIL,
FUNC_COS,
FUNC_COSH,
FUNC_DEGREES,
FUNC_EXP,
FUNC_EXP2,
FUNC_FLOOR,
FUNC_FRAC,
FUNC_INVERSE_SQRT,
FUNC_LOG,
FUNC_LOG2,
FUNC_RADIANS,
FUNC_ROUND,
FUNC_ROUNDEVEN,
FUNC_SIGN,
FUNC_SIN,
FUNC_SINH,
FUNC_SQRT,
FUNC_TAN,
FUNC_TANH,
FUNC_TRUNC,
FUNC_ONEMINUS
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};
protected:
Function func = FUNC_NORMALIZE;
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static void _bind_methods();
public:
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virtual String get_caption() const override;
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virtual int get_input_port_count() const override;
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
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virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
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virtual String 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 = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
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void set_function(Function p_func);
Function get_function() const;
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virtual Vector<StringName> get_editable_properties() const override;
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VisualShaderNodeVectorFunc();
};
VARIANT_ENUM_CAST(VisualShaderNodeVectorFunc::Function)
///////////////////////////////////////
/// COLOR FUNC
///////////////////////////////////////
class VisualShaderNodeColorFunc : public VisualShaderNode {
GDCLASS(VisualShaderNodeColorFunc, VisualShaderNode);
public:
enum Function {
FUNC_GRAYSCALE,
FUNC_SEPIA
};
protected:
Function func = FUNC_GRAYSCALE;
static void _bind_methods();
public:
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virtual String get_caption() const override;
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virtual int get_input_port_count() const override;
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
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virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
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virtual String 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 = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
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void set_function(Function p_func);
Function get_function() const;
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virtual Vector<StringName> get_editable_properties() const override;
VisualShaderNodeColorFunc();
};
VARIANT_ENUM_CAST(VisualShaderNodeColorFunc::Function)
///////////////////////////////////////
/// TRANSFORM FUNC
///////////////////////////////////////
class VisualShaderNodeTransformFunc : public VisualShaderNode {
GDCLASS(VisualShaderNodeTransformFunc, VisualShaderNode);
public:
enum Function {
FUNC_INVERSE,
FUNC_TRANSPOSE
};
protected:
Function func = FUNC_INVERSE;
static void _bind_methods();
public:
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virtual String get_caption() const override;
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virtual int get_input_port_count() const override;
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
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virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
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virtual String 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 = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
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void set_function(Function p_func);
Function get_function() const;
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virtual Vector<StringName> get_editable_properties() const override;
VisualShaderNodeTransformFunc();
};
VARIANT_ENUM_CAST(VisualShaderNodeTransformFunc::Function)
///////////////////////////////////////
/// DOT
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///////////////////////////////////////
class VisualShaderNodeDotProduct : public VisualShaderNode {
GDCLASS(VisualShaderNodeDotProduct, VisualShaderNode);
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public:
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virtual String get_caption() const override;
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virtual int get_input_port_count() const override;
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
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virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
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virtual String 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 = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
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VisualShaderNodeDotProduct();
};
///////////////////////////////////////
/// LENGTH
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///////////////////////////////////////
class VisualShaderNodeVectorLen : public VisualShaderNode {
GDCLASS(VisualShaderNodeVectorLen, VisualShaderNode);
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public:
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virtual String get_caption() const override;
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virtual int get_input_port_count() const override;
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
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virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
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virtual String 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 = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
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VisualShaderNodeVectorLen();
};
///////////////////////////////////////
/// DETERMINANT
///////////////////////////////////////
class VisualShaderNodeDeterminant : public VisualShaderNode {
GDCLASS(VisualShaderNodeDeterminant, VisualShaderNode);
public:
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virtual String get_caption() const override;
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virtual int get_input_port_count() const override;
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
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virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
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virtual String 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 = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
VisualShaderNodeDeterminant();
};
///////////////////////////////////////
/// CLAMP
///////////////////////////////////////
class VisualShaderNodeScalarClamp : public VisualShaderNode {
GDCLASS(VisualShaderNodeScalarClamp, VisualShaderNode);
public:
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virtual String get_caption() const override;
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virtual int get_input_port_count() const override;
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
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virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
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virtual String 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 = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
VisualShaderNodeScalarClamp();
};
///////////////////////////////////////
class VisualShaderNodeVectorClamp : public VisualShaderNode {
GDCLASS(VisualShaderNodeVectorClamp, VisualShaderNode);
public:
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virtual String get_caption() const override;
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virtual int get_input_port_count() const override;
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
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virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
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virtual String 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 = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
VisualShaderNodeVectorClamp();
};
///////////////////////////////////////
/// DERIVATIVE FUNCTIONS
///////////////////////////////////////
class VisualShaderNodeScalarDerivativeFunc : public VisualShaderNode {
GDCLASS(VisualShaderNodeScalarDerivativeFunc, VisualShaderNode);
public:
enum Function {
FUNC_SUM,
FUNC_X,
FUNC_Y
};
protected:
Function func = FUNC_SUM;
static void _bind_methods();
public:
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virtual String get_caption() const override;
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virtual int get_input_port_count() const override;
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
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virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
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virtual String 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 = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
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void set_function(Function p_func);
Function get_function() const;
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virtual Vector<StringName> get_editable_properties() const override;
VisualShaderNodeScalarDerivativeFunc();
};
VARIANT_ENUM_CAST(VisualShaderNodeScalarDerivativeFunc::Function)
///////////////////////////////////////
class VisualShaderNodeVectorDerivativeFunc : public VisualShaderNode {
GDCLASS(VisualShaderNodeVectorDerivativeFunc, VisualShaderNode);
public:
enum Function {
FUNC_SUM,
FUNC_X,
FUNC_Y
};
protected:
Function func = FUNC_SUM;
static void _bind_methods();
public:
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virtual String get_caption() const override;
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virtual int get_input_port_count() const override;
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
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virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
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virtual String 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 = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
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void set_function(Function p_func);
Function get_function() const;
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virtual Vector<StringName> get_editable_properties() const override;
VisualShaderNodeVectorDerivativeFunc();
};
VARIANT_ENUM_CAST(VisualShaderNodeVectorDerivativeFunc::Function)
///////////////////////////////////////
/// FACEFORWARD
///////////////////////////////////////
class VisualShaderNodeFaceForward : public VisualShaderNode {
GDCLASS(VisualShaderNodeFaceForward, VisualShaderNode);
public:
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virtual String get_caption() const override;
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virtual int get_input_port_count() const override;
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
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virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
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virtual String 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 = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
VisualShaderNodeFaceForward();
};
///////////////////////////////////////
/// OUTER PRODUCT
///////////////////////////////////////
class VisualShaderNodeOuterProduct : public VisualShaderNode {
GDCLASS(VisualShaderNodeOuterProduct, VisualShaderNode);
public:
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virtual String get_caption() const override;
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virtual int get_input_port_count() const override;
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
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virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
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virtual String 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 = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
VisualShaderNodeOuterProduct();
};
///////////////////////////////////////
/// STEP
///////////////////////////////////////
class VisualShaderNodeVectorScalarStep : public VisualShaderNode {
GDCLASS(VisualShaderNodeVectorScalarStep, VisualShaderNode);
public:
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virtual String get_caption() const override;
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virtual int get_input_port_count() const override;
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
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virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
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virtual String 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 = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
VisualShaderNodeVectorScalarStep();
};
///////////////////////////////////////
/// SMOOTHSTEP
///////////////////////////////////////
class VisualShaderNodeScalarSmoothStep : public VisualShaderNode {
GDCLASS(VisualShaderNodeScalarSmoothStep, VisualShaderNode);
public:
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virtual String get_caption() const override;
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virtual int get_input_port_count() const override;
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
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virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
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virtual String 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 = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
VisualShaderNodeScalarSmoothStep();
};
///////////////////////////////////////
class VisualShaderNodeVectorSmoothStep : public VisualShaderNode {
GDCLASS(VisualShaderNodeVectorSmoothStep, VisualShaderNode);
public:
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virtual String get_caption() const override;
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virtual int get_input_port_count() const override;
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
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virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
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virtual String 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 = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
VisualShaderNodeVectorSmoothStep();
};
///////////////////////////////////////
class VisualShaderNodeVectorScalarSmoothStep : public VisualShaderNode {
GDCLASS(VisualShaderNodeVectorScalarSmoothStep, VisualShaderNode);
public:
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virtual String get_caption() const override;
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virtual int get_input_port_count() const override;
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
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virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
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virtual String 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 = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
VisualShaderNodeVectorScalarSmoothStep();
};
///////////////////////////////////////
/// DISTANCE
///////////////////////////////////////
class VisualShaderNodeVectorDistance : public VisualShaderNode {
GDCLASS(VisualShaderNodeVectorDistance, VisualShaderNode);
public:
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virtual String get_caption() const override;
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virtual int get_input_port_count() const override;
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
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virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
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virtual String 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 = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
VisualShaderNodeVectorDistance();
};
///////////////////////////////////////
/// REFRACT
///////////////////////////////////////
class VisualShaderNodeVectorRefract : public VisualShaderNode {
GDCLASS(VisualShaderNodeVectorRefract, VisualShaderNode);
public:
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virtual String get_caption() const override;
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virtual int get_input_port_count() const override;
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
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virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
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virtual String 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 = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
VisualShaderNodeVectorRefract();
};
///////////////////////////////////////
/// MIX
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///////////////////////////////////////
class VisualShaderNodeScalarInterp : public VisualShaderNode {
GDCLASS(VisualShaderNodeScalarInterp, VisualShaderNode);
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public:
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virtual String get_caption() const override;
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virtual int get_input_port_count() const override;
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
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virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
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virtual String 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 = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
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VisualShaderNodeScalarInterp();
};
///////////////////////////////////////
class VisualShaderNodeVectorInterp : public VisualShaderNode {
GDCLASS(VisualShaderNodeVectorInterp, VisualShaderNode);
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public:
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virtual String get_caption() const override;
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virtual int get_input_port_count() const override;
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
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virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
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virtual String 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 = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
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VisualShaderNodeVectorInterp();
};
///////////////////////////////////////
class VisualShaderNodeVectorScalarMix : public VisualShaderNode {
GDCLASS(VisualShaderNodeVectorScalarMix, VisualShaderNode);
public:
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virtual String get_caption() const override;
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virtual int get_input_port_count() const override;
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
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virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
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virtual String 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 = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
VisualShaderNodeVectorScalarMix();
};
///////////////////////////////////////
/// COMPOSE
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///////////////////////////////////////
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class VisualShaderNodeVectorCompose : public VisualShaderNode {
GDCLASS(VisualShaderNodeVectorCompose, VisualShaderNode);
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public:
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virtual String get_caption() const override;
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virtual int get_input_port_count() const override;
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
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virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
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virtual String 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 = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
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VisualShaderNodeVectorCompose();
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};
///////////////////////////////////////
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class VisualShaderNodeTransformCompose : public VisualShaderNode {
GDCLASS(VisualShaderNodeTransformCompose, VisualShaderNode);
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public:
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virtual String get_caption() const override;
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virtual int get_input_port_count() const override;
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
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virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
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virtual String 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 = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
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VisualShaderNodeTransformCompose();
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};
///////////////////////////////////////
/// DECOMPOSE
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///////////////////////////////////////
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class VisualShaderNodeVectorDecompose : public VisualShaderNode {
GDCLASS(VisualShaderNodeVectorDecompose, VisualShaderNode);
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public:
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virtual String get_caption() const override;
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virtual int get_input_port_count() const override;
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
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virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
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virtual String 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 = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
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VisualShaderNodeVectorDecompose();
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};
///////////////////////////////////////
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class VisualShaderNodeTransformDecompose : public VisualShaderNode {
GDCLASS(VisualShaderNodeTransformDecompose, VisualShaderNode);
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public:
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virtual String get_caption() const override;
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virtual int get_input_port_count() const override;
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
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virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
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virtual String 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 = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
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VisualShaderNodeTransformDecompose();
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};
///////////////////////////////////////
/// UNIFORMS
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///////////////////////////////////////
class VisualShaderNodeFloatUniform : public VisualShaderNodeUniform {
GDCLASS(VisualShaderNodeFloatUniform, VisualShaderNodeUniform);
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public:
enum Hint {
HINT_NONE,
HINT_RANGE,
HINT_RANGE_STEP,
};
private:
Hint hint = HINT_NONE;
float hint_range_min = 0.0f;
float hint_range_max = 1.0f;
float hint_range_step = 0.1f;
bool default_value_enabled = false;
float default_value = 0.0f;
protected:
static void _bind_methods();
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public:
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virtual String get_caption() const override;
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virtual int get_input_port_count() const override;
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
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virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
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virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override;
virtual String 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 = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
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virtual bool is_show_prop_names() const override;
virtual bool is_use_prop_slots() const override;
void set_hint(Hint p_hint);
Hint get_hint() const;
void set_min(float p_value);
float get_min() const;
void set_max(float p_value);
float get_max() const;
void set_step(float p_value);
float get_step() const;
void set_default_value_enabled(bool p_enabled);
bool is_default_value_enabled() const;
void set_default_value(float p_value);
float get_default_value() const;
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bool is_qualifier_supported(Qualifier p_qual) const override;
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virtual Vector<StringName> get_editable_properties() const override;
VisualShaderNodeFloatUniform();
};
VARIANT_ENUM_CAST(VisualShaderNodeFloatUniform::Hint)
class VisualShaderNodeIntUniform : public VisualShaderNodeUniform {
GDCLASS(VisualShaderNodeIntUniform, VisualShaderNodeUniform);
public:
enum Hint {
HINT_NONE,
HINT_RANGE,
HINT_RANGE_STEP,
};
private:
Hint hint = HINT_NONE;
int hint_range_min = 0;
int hint_range_max = 100;
int hint_range_step = 1;
bool default_value_enabled = false;
int default_value = 0;
protected:
static void _bind_methods();
public:
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virtual String get_caption() const override;
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virtual int get_input_port_count() const override;
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
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virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
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virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override;
virtual String 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 = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
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virtual bool is_show_prop_names() const override;
virtual bool is_use_prop_slots() const override;
void set_hint(Hint p_hint);
Hint get_hint() const;
void set_min(int p_value);
int get_min() const;
void set_max(int p_value);
int get_max() const;
void set_step(int p_value);
int get_step() const;
void set_default_value_enabled(bool p_enabled);
bool is_default_value_enabled() const;
void set_default_value(int p_value);
int get_default_value() const;
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bool is_qualifier_supported(Qualifier p_qual) const override;
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virtual Vector<StringName> get_editable_properties() const override;
VisualShaderNodeIntUniform();
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};
VARIANT_ENUM_CAST(VisualShaderNodeIntUniform::Hint)
///////////////////////////////////////
class VisualShaderNodeBooleanUniform : public VisualShaderNodeUniform {
GDCLASS(VisualShaderNodeBooleanUniform, VisualShaderNodeUniform);
private:
bool default_value_enabled = false;
bool default_value = false;
protected:
static void _bind_methods();
public:
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virtual String get_caption() const override;
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virtual int get_input_port_count() const override;
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
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virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
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virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override;
virtual String 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 = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
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virtual bool is_show_prop_names() const override;
virtual bool is_use_prop_slots() const override;
void set_default_value_enabled(bool p_enabled);
bool is_default_value_enabled() const;
void set_default_value(bool p_value);
bool get_default_value() const;
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bool is_qualifier_supported(Qualifier p_qual) const override;
virtual Vector<StringName> get_editable_properties() const override;
VisualShaderNodeBooleanUniform();
};
///////////////////////////////////////
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class VisualShaderNodeColorUniform : public VisualShaderNodeUniform {
GDCLASS(VisualShaderNodeColorUniform, VisualShaderNodeUniform);
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private:
bool default_value_enabled = false;
Color default_value = Color(1.0, 1.0, 1.0, 1.0);
protected:
static void _bind_methods();
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public:
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virtual String get_caption() const override;
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virtual int get_input_port_count() const override;
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
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virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
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virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override;
virtual String 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 = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
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virtual bool is_show_prop_names() const override;
void set_default_value_enabled(bool p_enabled);
bool is_default_value_enabled() const;
void set_default_value(const Color &p_value);
Color get_default_value() const;
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bool is_qualifier_supported(Qualifier p_qual) const override;
virtual Vector<StringName> get_editable_properties() const override;
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VisualShaderNodeColorUniform();
};
///////////////////////////////////////
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class VisualShaderNodeVec3Uniform : public VisualShaderNodeUniform {
GDCLASS(VisualShaderNodeVec3Uniform, VisualShaderNodeUniform);
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private:
bool default_value_enabled = false;
Vector3 default_value;
protected:
static void _bind_methods();
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public:
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virtual String get_caption() const override;
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virtual int get_input_port_count() const override;
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
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virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
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virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override;
virtual String 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 = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
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virtual bool is_show_prop_names() const override;
virtual bool is_use_prop_slots() const override;
void set_default_value_enabled(bool p_enabled);
bool is_default_value_enabled() const;
void set_default_value(const Vector3 &p_value);
Vector3 get_default_value() const;
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bool is_qualifier_supported(Qualifier p_qual) const override;
virtual Vector<StringName> get_editable_properties() const override;
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VisualShaderNodeVec3Uniform();
};
///////////////////////////////////////
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class VisualShaderNodeTransformUniform : public VisualShaderNodeUniform {
GDCLASS(VisualShaderNodeTransformUniform, VisualShaderNodeUniform);
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private:
bool default_value_enabled = false;
Transform default_value = Transform(1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0);
protected:
static void _bind_methods();
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public:
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virtual String get_caption() const override;
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virtual int get_input_port_count() const override;
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
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virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
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virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override;
virtual String 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 = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
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virtual bool is_show_prop_names() const override;
virtual bool is_use_prop_slots() const override;
void set_default_value_enabled(bool p_enabled);
bool is_default_value_enabled() const;
void set_default_value(const Transform &p_value);
Transform get_default_value() const;
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bool is_qualifier_supported(Qualifier p_qual) const override;
virtual Vector<StringName> get_editable_properties() const override;
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VisualShaderNodeTransformUniform();
};
///////////////////////////////////////
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class VisualShaderNodeTextureUniform : public VisualShaderNodeUniform {
GDCLASS(VisualShaderNodeTextureUniform, VisualShaderNodeUniform);
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public:
enum TextureType {
TYPE_DATA,
TYPE_COLOR,
TYPE_NORMALMAP,
TYPE_ANISO,
};
enum ColorDefault {
COLOR_DEFAULT_WHITE,
COLOR_DEFAULT_BLACK
};
protected:
TextureType texture_type = TYPE_DATA;
ColorDefault color_default = COLOR_DEFAULT_WHITE;
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protected:
static void _bind_methods();
public:
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virtual String get_caption() const override;
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virtual int get_input_port_count() const override;
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
virtual String get_input_port_default_hint(int p_port) const override;
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virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
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virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override;
virtual String 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 = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
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virtual bool is_code_generated() const override;
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Vector<StringName> get_editable_properties() const override;
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void set_texture_type(TextureType p_type);
TextureType get_texture_type() const;
void set_color_default(ColorDefault p_default);
ColorDefault get_color_default() const;
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bool is_qualifier_supported(Qualifier p_qual) const override;
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VisualShaderNodeTextureUniform();
};
VARIANT_ENUM_CAST(VisualShaderNodeTextureUniform::TextureType)
VARIANT_ENUM_CAST(VisualShaderNodeTextureUniform::ColorDefault)
///////////////////////////////////////
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class VisualShaderNodeTextureUniformTriplanar : public VisualShaderNodeTextureUniform {
GDCLASS(VisualShaderNodeTextureUniformTriplanar, VisualShaderNodeTextureUniform);
public:
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virtual String get_caption() const override;
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virtual int get_input_port_count() const override;
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
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virtual String get_input_port_default_hint(int p_port) const override;
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virtual String generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override;
virtual String generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override;
virtual String 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 = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
VisualShaderNodeTextureUniformTriplanar();
};
///////////////////////////////////////
class VisualShaderNodeTexture2DArrayUniform : public VisualShaderNodeTextureUniform {
GDCLASS(VisualShaderNodeTexture2DArrayUniform, VisualShaderNodeTextureUniform);
public:
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virtual String get_caption() const override;
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virtual int get_input_port_count() const override;
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
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virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
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virtual String get_input_port_default_hint(int p_port) const override;
virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override;
virtual String 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 = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
VisualShaderNodeTexture2DArrayUniform();
};
///////////////////////////////////////
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class VisualShaderNodeTexture3DUniform : public VisualShaderNodeTextureUniform {
GDCLASS(VisualShaderNodeTexture3DUniform, VisualShaderNodeTextureUniform);
public:
virtual String get_caption() const override;
virtual int get_input_port_count() const override;
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
virtual String get_input_port_default_hint(int p_port) const override;
virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override;
virtual String 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 = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
VisualShaderNodeTexture3DUniform();
};
///////////////////////////////////////
class VisualShaderNodeCubemapUniform : public VisualShaderNodeTextureUniform {
GDCLASS(VisualShaderNodeCubemapUniform, VisualShaderNodeTextureUniform);
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public:
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virtual String get_caption() const override;
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virtual int get_input_port_count() const override;
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
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virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
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virtual String get_input_port_default_hint(int p_port) const override;
virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override;
virtual String 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 = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
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VisualShaderNodeCubemapUniform();
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};
///////////////////////////////////////
/// IF
///////////////////////////////////////
class VisualShaderNodeIf : public VisualShaderNode {
GDCLASS(VisualShaderNodeIf, VisualShaderNode);
public:
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virtual String get_caption() const override;
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virtual int get_input_port_count() const override;
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
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virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
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virtual String 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 = false) const override;
VisualShaderNodeIf();
};
///////////////////////////////////////
/// SWITCH
///////////////////////////////////////
class VisualShaderNodeSwitch : public VisualShaderNode {
GDCLASS(VisualShaderNodeSwitch, VisualShaderNode);
public:
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virtual String get_caption() const override;
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virtual int get_input_port_count() const override;
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
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virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
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virtual String 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 = false) const override;
VisualShaderNodeSwitch();
};
class VisualShaderNodeScalarSwitch : public VisualShaderNodeSwitch {
GDCLASS(VisualShaderNodeScalarSwitch, VisualShaderNodeSwitch);
public:
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virtual String get_caption() const override;
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virtual PortType get_input_port_type(int p_port) const override;
virtual PortType get_output_port_type(int p_port) const override;
VisualShaderNodeScalarSwitch();
};
///////////////////////////////////////
/// FRESNEL
///////////////////////////////////////
class VisualShaderNodeFresnel : public VisualShaderNode {
GDCLASS(VisualShaderNodeFresnel, VisualShaderNode);
public:
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virtual String get_caption() const override;
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virtual int get_input_port_count() const override;
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
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virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
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virtual String get_input_port_default_hint(int p_port) const override;
virtual bool is_generate_input_var(int p_port) const override;
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virtual String 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 = false) const override;
VisualShaderNodeFresnel();
};
///////////////////////////////////////
/// Is
///////////////////////////////////////
class VisualShaderNodeIs : public VisualShaderNode {
GDCLASS(VisualShaderNodeIs, VisualShaderNode);
public:
enum Function {
FUNC_IS_INF,
FUNC_IS_NAN,
};
protected:
Function func = FUNC_IS_INF;
protected:
static void _bind_methods();
public:
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virtual String get_caption() const override;
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virtual int get_input_port_count() const override;
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
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virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
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virtual String 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 = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
void set_function(Function p_func);
Function get_function() const;
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virtual Vector<StringName> get_editable_properties() const override;
VisualShaderNodeIs();
};
VARIANT_ENUM_CAST(VisualShaderNodeIs::Function)
///////////////////////////////////////
/// Compare
///////////////////////////////////////
class VisualShaderNodeCompare : public VisualShaderNode {
GDCLASS(VisualShaderNodeCompare, VisualShaderNode);
public:
enum ComparisonType {
CTYPE_SCALAR,
CTYPE_SCALAR_INT,
CTYPE_VECTOR,
CTYPE_BOOLEAN,
CTYPE_TRANSFORM,
};
enum Function {
FUNC_EQUAL,
FUNC_NOT_EQUAL,
FUNC_GREATER_THAN,
FUNC_GREATER_THAN_EQUAL,
FUNC_LESS_THAN,
FUNC_LESS_THAN_EQUAL,
};
enum Condition {
COND_ALL,
COND_ANY,
};
protected:
ComparisonType ctype = CTYPE_SCALAR;
Function func = FUNC_EQUAL;
Condition condition = COND_ALL;
protected:
static void _bind_methods();
public:
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virtual String get_caption() const override;
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virtual int get_input_port_count() const override;
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
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virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
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virtual String 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 = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
void set_comparison_type(ComparisonType p_type);
ComparisonType get_comparison_type() const;
void set_function(Function p_func);
Function get_function() const;
void set_condition(Condition p_cond);
Condition get_condition() const;
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virtual Vector<StringName> get_editable_properties() const override;
virtual String get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const override;
VisualShaderNodeCompare();
};
VARIANT_ENUM_CAST(VisualShaderNodeCompare::ComparisonType)
VARIANT_ENUM_CAST(VisualShaderNodeCompare::Function)
VARIANT_ENUM_CAST(VisualShaderNodeCompare::Condition)
class VisualShaderNodeMultiplyAdd : public VisualShaderNode {
GDCLASS(VisualShaderNodeMultiplyAdd, VisualShaderNode);
public:
enum OpType {
OP_TYPE_SCALAR,
OP_TYPE_VECTOR,
OP_TYPE_MAX,
};
protected:
OpType op_type = OP_TYPE_SCALAR;
protected:
static void _bind_methods();
public:
virtual String get_caption() const override;
virtual int get_input_port_count() const override;
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
virtual String 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 = false) const override; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
void set_op_type(OpType p_type);
OpType get_op_type() const;
virtual Vector<StringName> get_editable_properties() const override;
VisualShaderNodeMultiplyAdd();
};
VARIANT_ENUM_CAST(VisualShaderNodeMultiplyAdd::OpType)
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#endif // VISUAL_SHADER_NODES_H