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/*************************************************************************/
/* visual_shader.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
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/* 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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# include "visual_shader.h"
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# include "core/vmap.h"
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# include "servers/rendering/shader_types.h"
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# include "visual_shader_nodes.h"
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bool VisualShaderNode : : is_simple_decl ( ) const {
return simple_decl ;
}
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void VisualShaderNode : : set_output_port_for_preview ( int p_index ) {
port_preview = p_index ;
}
int VisualShaderNode : : get_output_port_for_preview ( ) const {
return port_preview ;
}
void VisualShaderNode : : set_input_port_default_value ( int p_port , const Variant & p_value ) {
default_input_values [ p_port ] = p_value ;
emit_changed ( ) ;
}
Variant VisualShaderNode : : get_input_port_default_value ( int p_port ) const {
if ( default_input_values . has ( p_port ) ) {
return default_input_values [ p_port ] ;
}
return Variant ( ) ;
}
bool VisualShaderNode : : is_port_separator ( int p_index ) const {
return false ;
}
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bool VisualShaderNode : : is_output_port_connected ( int p_port ) const {
if ( connected_output_ports . has ( p_port ) ) {
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return connected_output_ports [ p_port ] > 0 ;
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}
return false ;
}
void VisualShaderNode : : set_output_port_connected ( int p_port , bool p_connected ) {
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if ( p_connected ) {
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connected_output_ports [ p_port ] + + ;
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} else {
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connected_output_ports [ p_port ] - - ;
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}
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}
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bool VisualShaderNode : : is_input_port_connected ( int p_port ) const {
if ( connected_input_ports . has ( p_port ) ) {
return connected_input_ports [ p_port ] ;
}
return false ;
}
void VisualShaderNode : : set_input_port_connected ( int p_port , bool p_connected ) {
connected_input_ports [ p_port ] = p_connected ;
}
bool VisualShaderNode : : is_generate_input_var ( int p_port ) const {
return true ;
}
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bool VisualShaderNode : : is_code_generated ( ) const {
return true ;
}
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bool VisualShaderNode : : is_show_prop_names ( ) const {
return false ;
}
bool VisualShaderNode : : is_use_prop_slots ( ) const {
return false ;
}
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Vector < VisualShader : : DefaultTextureParam > VisualShaderNode : : get_default_texture_parameters ( VisualShader : : Type p_type , int p_id ) const {
return Vector < VisualShader : : DefaultTextureParam > ( ) ;
}
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String VisualShaderNode : : generate_global ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id ) const {
return String ( ) ;
}
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String VisualShaderNode : : generate_global_per_node ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id ) const {
return String ( ) ;
}
String VisualShaderNode : : generate_global_per_func ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id ) const {
return String ( ) ;
}
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Vector < StringName > VisualShaderNode : : get_editable_properties ( ) const {
return Vector < StringName > ( ) ;
}
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Array VisualShaderNode : : get_default_input_values ( ) const {
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Array ret ;
for ( Map < int , Variant > : : Element * E = default_input_values . front ( ) ; E ; E = E - > next ( ) ) {
ret . push_back ( E - > key ( ) ) ;
ret . push_back ( E - > get ( ) ) ;
}
return ret ;
}
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void VisualShaderNode : : set_default_input_values ( const Array & p_values ) {
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if ( p_values . size ( ) % 2 = = 0 ) {
for ( int i = 0 ; i < p_values . size ( ) ; i + = 2 ) {
default_input_values [ p_values [ i + 0 ] ] = p_values [ i + 1 ] ;
}
}
emit_changed ( ) ;
}
String VisualShaderNode : : get_warning ( Shader : : Mode p_mode , VisualShader : : Type p_type ) const {
return String ( ) ;
}
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String VisualShaderNode : : get_input_port_default_hint ( int p_port ) const {
return " " ;
}
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void VisualShaderNode : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " set_output_port_for_preview " , " port " ) , & VisualShaderNode : : set_output_port_for_preview ) ;
ClassDB : : bind_method ( D_METHOD ( " get_output_port_for_preview " ) , & VisualShaderNode : : get_output_port_for_preview ) ;
ClassDB : : bind_method ( D_METHOD ( " set_input_port_default_value " , " port " , " value " ) , & VisualShaderNode : : set_input_port_default_value ) ;
ClassDB : : bind_method ( D_METHOD ( " get_input_port_default_value " , " port " ) , & VisualShaderNode : : get_input_port_default_value ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_default_input_values " , " values " ) , & VisualShaderNode : : set_default_input_values ) ;
ClassDB : : bind_method ( D_METHOD ( " get_default_input_values " ) , & VisualShaderNode : : get_default_input_values ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " output_port_for_preview " ) , " set_output_port_for_preview " , " get_output_port_for_preview " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : ARRAY , " default_input_values " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL ) , " set_default_input_values " , " get_default_input_values " ) ;
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ADD_SIGNAL ( MethodInfo ( " editor_refresh_request " ) ) ;
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BIND_ENUM_CONSTANT ( PORT_TYPE_SCALAR ) ;
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BIND_ENUM_CONSTANT ( PORT_TYPE_SCALAR_INT ) ;
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BIND_ENUM_CONSTANT ( PORT_TYPE_VECTOR ) ;
BIND_ENUM_CONSTANT ( PORT_TYPE_BOOLEAN ) ;
BIND_ENUM_CONSTANT ( PORT_TYPE_TRANSFORM ) ;
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BIND_ENUM_CONSTANT ( PORT_TYPE_SAMPLER ) ;
BIND_ENUM_CONSTANT ( PORT_TYPE_MAX ) ;
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}
VisualShaderNode : : VisualShaderNode ( ) {
}
/////////////////////////////////////////////////////////
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void VisualShaderNodeCustom : : update_ports ( ) {
ERR_FAIL_COND ( ! get_script_instance ( ) ) ;
input_ports . clear ( ) ;
if ( get_script_instance ( ) - > has_method ( " _get_input_port_count " ) ) {
int input_port_count = ( int ) get_script_instance ( ) - > call ( " _get_input_port_count " ) ;
bool has_name = get_script_instance ( ) - > has_method ( " _get_input_port_name " ) ;
bool has_type = get_script_instance ( ) - > has_method ( " _get_input_port_type " ) ;
for ( int i = 0 ; i < input_port_count ; i + + ) {
Port port ;
if ( has_name ) {
port . name = ( String ) get_script_instance ( ) - > call ( " _get_input_port_name " , i ) ;
} else {
port . name = " in " + itos ( i ) ;
}
if ( has_type ) {
port . type = ( int ) get_script_instance ( ) - > call ( " _get_input_port_type " , i ) ;
} else {
port . type = ( int ) PortType : : PORT_TYPE_SCALAR ;
}
input_ports . push_back ( port ) ;
}
}
output_ports . clear ( ) ;
if ( get_script_instance ( ) - > has_method ( " _get_output_port_count " ) ) {
int output_port_count = ( int ) get_script_instance ( ) - > call ( " _get_output_port_count " ) ;
bool has_name = get_script_instance ( ) - > has_method ( " _get_output_port_name " ) ;
bool has_type = get_script_instance ( ) - > has_method ( " _get_output_port_type " ) ;
for ( int i = 0 ; i < output_port_count ; i + + ) {
Port port ;
if ( has_name ) {
port . name = ( String ) get_script_instance ( ) - > call ( " _get_output_port_name " , i ) ;
} else {
port . name = " out " + itos ( i ) ;
}
if ( has_type ) {
port . type = ( int ) get_script_instance ( ) - > call ( " _get_output_port_type " , i ) ;
} else {
port . type = ( int ) PortType : : PORT_TYPE_SCALAR ;
}
output_ports . push_back ( port ) ;
}
}
}
String VisualShaderNodeCustom : : get_caption ( ) const {
ERR_FAIL_COND_V ( ! get_script_instance ( ) , " " ) ;
if ( get_script_instance ( ) - > has_method ( " _get_name " ) ) {
return ( String ) get_script_instance ( ) - > call ( " _get_name " ) ;
}
return " Unnamed " ;
}
int VisualShaderNodeCustom : : get_input_port_count ( ) const {
return input_ports . size ( ) ;
}
VisualShaderNodeCustom : : PortType VisualShaderNodeCustom : : get_input_port_type ( int p_port ) const {
ERR_FAIL_INDEX_V ( p_port , input_ports . size ( ) , PORT_TYPE_SCALAR ) ;
return ( PortType ) input_ports [ p_port ] . type ;
}
String VisualShaderNodeCustom : : get_input_port_name ( int p_port ) const {
ERR_FAIL_INDEX_V ( p_port , input_ports . size ( ) , " " ) ;
return input_ports [ p_port ] . name ;
}
int VisualShaderNodeCustom : : get_output_port_count ( ) const {
return output_ports . size ( ) ;
}
VisualShaderNodeCustom : : PortType VisualShaderNodeCustom : : get_output_port_type ( int p_port ) const {
ERR_FAIL_INDEX_V ( p_port , output_ports . size ( ) , PORT_TYPE_SCALAR ) ;
return ( PortType ) output_ports [ p_port ] . type ;
}
String VisualShaderNodeCustom : : get_output_port_name ( int p_port ) const {
ERR_FAIL_INDEX_V ( p_port , output_ports . size ( ) , " " ) ;
return output_ports [ p_port ] . name ;
}
String VisualShaderNodeCustom : : generate_code ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id , const String * p_input_vars , const String * p_output_vars , bool p_for_preview ) const {
ERR_FAIL_COND_V ( ! get_script_instance ( ) , " " ) ;
ERR_FAIL_COND_V ( ! get_script_instance ( ) - > has_method ( " _get_code " ) , " " ) ;
Array input_vars ;
for ( int i = 0 ; i < get_input_port_count ( ) ; i + + ) {
input_vars . push_back ( p_input_vars [ i ] ) ;
}
Array output_vars ;
for ( int i = 0 ; i < get_output_port_count ( ) ; i + + ) {
output_vars . push_back ( p_output_vars [ i ] ) ;
}
String code = " \t { \n " ;
String _code = ( String ) get_script_instance ( ) - > call ( " _get_code " , input_vars , output_vars , ( int ) p_mode , ( int ) p_type ) ;
bool nend = _code . ends_with ( " \n " ) ;
_code = _code . insert ( 0 , " \t \t " ) ;
_code = _code . replace ( " \n " , " \n \t \t " ) ;
code + = _code ;
if ( ! nend ) {
code + = " \n \t } " ;
} else {
code . remove ( code . size ( ) - 1 ) ;
code + = " } " ;
}
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code + = " \n " ;
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return code ;
}
String VisualShaderNodeCustom : : generate_global_per_node ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id ) const {
ERR_FAIL_COND_V ( ! get_script_instance ( ) , " " ) ;
if ( get_script_instance ( ) - > has_method ( " _get_global_code " ) ) {
String code = " // " + get_caption ( ) + " \n " ;
code + = ( String ) get_script_instance ( ) - > call ( " _get_global_code " , ( int ) p_mode ) ;
code + = " \n " ;
return code ;
}
return " " ;
}
void VisualShaderNodeCustom : : _bind_methods ( ) {
BIND_VMETHOD ( MethodInfo ( Variant : : STRING , " _get_name " ) ) ;
BIND_VMETHOD ( MethodInfo ( Variant : : STRING , " _get_description " ) ) ;
BIND_VMETHOD ( MethodInfo ( Variant : : STRING , " _get_category " ) ) ;
BIND_VMETHOD ( MethodInfo ( Variant : : INT , " _get_return_icon_type " ) ) ;
BIND_VMETHOD ( MethodInfo ( Variant : : INT , " _get_input_port_count " ) ) ;
BIND_VMETHOD ( MethodInfo ( Variant : : INT , " _get_input_port_type " , PropertyInfo ( Variant : : INT , " port " ) ) ) ;
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BIND_VMETHOD ( MethodInfo ( Variant : : STRING_NAME , " _get_input_port_name " , PropertyInfo ( Variant : : INT , " port " ) ) ) ;
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BIND_VMETHOD ( MethodInfo ( Variant : : INT , " _get_output_port_count " ) ) ;
BIND_VMETHOD ( MethodInfo ( Variant : : INT , " _get_output_port_type " , PropertyInfo ( Variant : : INT , " port " ) ) ) ;
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BIND_VMETHOD ( MethodInfo ( Variant : : STRING_NAME , " _get_output_port_name " , PropertyInfo ( Variant : : INT , " port " ) ) ) ;
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BIND_VMETHOD ( MethodInfo ( Variant : : STRING , " _get_code " , PropertyInfo ( Variant : : ARRAY , " input_vars " ) , PropertyInfo ( Variant : : ARRAY , " output_vars " ) , PropertyInfo ( Variant : : INT , " mode " ) , PropertyInfo ( Variant : : INT , " type " ) ) ) ;
BIND_VMETHOD ( MethodInfo ( Variant : : STRING , " _get_global_code " , PropertyInfo ( Variant : : INT , " mode " ) ) ) ;
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BIND_VMETHOD ( MethodInfo ( Variant : : BOOL , " _is_highend " ) ) ;
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}
VisualShaderNodeCustom : : VisualShaderNodeCustom ( ) {
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simple_decl = false ;
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}
/////////////////////////////////////////////////////////
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void VisualShader : : set_shader_type ( Type p_type ) {
current_type = p_type ;
}
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VisualShader : : Type VisualShader : : get_shader_type ( ) const {
return current_type ;
}
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void VisualShader : : set_version ( const String & p_version ) {
version = p_version ;
}
String VisualShader : : get_version ( ) const {
return version ;
}
void VisualShader : : update_version ( const String & p_new_version ) {
if ( version = = " " ) {
for ( int i = 0 ; i < TYPE_MAX ; i + + ) {
for ( Map < int , Node > : : Element * E = graph [ i ] . nodes . front ( ) ; E ; E = E - > next ( ) ) {
Ref < VisualShaderNodeExpression > expression = Object : : cast_to < VisualShaderNodeExpression > ( E - > get ( ) . node . ptr ( ) ) ;
if ( expression . is_valid ( ) ) {
for ( int j = 0 ; j < expression - > get_input_port_count ( ) ; j + + ) {
int type = expression - > get_input_port_type ( j ) ;
if ( type > 0 ) { // + PORT_TYPE_SCALAR_INT
type + = 1 ;
}
expression - > set_input_port_type ( j , type ) ;
}
for ( int j = 0 ; j < expression - > get_output_port_count ( ) ; j + + ) {
int type = expression - > get_output_port_type ( j ) ;
if ( type > 0 ) { // + PORT_TYPE_SCALAR_INT
type + = 1 ;
}
expression - > set_output_port_type ( j , type ) ;
}
}
Ref < VisualShaderNodeCompare > compare = Object : : cast_to < VisualShaderNodeCompare > ( E - > get ( ) . node . ptr ( ) ) ;
if ( compare . is_valid ( ) ) {
int ctype = int ( compare - > get_comparison_type ( ) ) ;
if ( int ( ctype ) > 0 ) { // + PORT_TYPE_SCALAR_INT
ctype + = 1 ;
}
compare - > set_comparison_type ( VisualShaderNodeCompare : : ComparisonType ( ctype ) ) ;
}
}
}
}
set_version ( p_new_version ) ;
}
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void VisualShader : : add_node ( Type p_type , const Ref < VisualShaderNode > & p_node , const Vector2 & p_position , int p_id ) {
ERR_FAIL_COND ( p_node . is_null ( ) ) ;
ERR_FAIL_COND ( p_id < 2 ) ;
ERR_FAIL_INDEX ( p_type , TYPE_MAX ) ;
Graph * g = & graph [ p_type ] ;
ERR_FAIL_COND ( g - > nodes . has ( p_id ) ) ;
Node n ;
n . node = p_node ;
n . position = p_position ;
Ref < VisualShaderNodeUniform > uniform = n . node ;
if ( uniform . is_valid ( ) ) {
String valid_name = validate_uniform_name ( uniform - > get_uniform_name ( ) , uniform ) ;
uniform - > set_uniform_name ( valid_name ) ;
}
Ref < VisualShaderNodeInput > input = n . node ;
if ( input . is_valid ( ) ) {
input - > shader_mode = shader_mode ;
input - > shader_type = p_type ;
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input - > connect ( " input_type_changed " , callable_mp ( this , & VisualShader : : _input_type_changed ) , varray ( p_type , p_id ) ) ;
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}
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n . node - > connect ( " changed " , callable_mp ( this , & VisualShader : : _queue_update ) ) ;
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Ref < VisualShaderNodeCustom > custom = n . node ;
if ( custom . is_valid ( ) ) {
custom - > update_ports ( ) ;
}
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g - > nodes [ p_id ] = n ;
_queue_update ( ) ;
}
void VisualShader : : set_node_position ( Type p_type , int p_id , const Vector2 & p_position ) {
ERR_FAIL_INDEX ( p_type , TYPE_MAX ) ;
Graph * g = & graph [ p_type ] ;
ERR_FAIL_COND ( ! g - > nodes . has ( p_id ) ) ;
g - > nodes [ p_id ] . position = p_position ;
}
Vector2 VisualShader : : get_node_position ( Type p_type , int p_id ) const {
ERR_FAIL_INDEX_V ( p_type , TYPE_MAX , Vector2 ( ) ) ;
const Graph * g = & graph [ p_type ] ;
ERR_FAIL_COND_V ( ! g - > nodes . has ( p_id ) , Vector2 ( ) ) ;
return g - > nodes [ p_id ] . position ;
}
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Ref < VisualShaderNode > VisualShader : : get_node ( Type p_type , int p_id ) const {
ERR_FAIL_INDEX_V ( p_type , TYPE_MAX , Ref < VisualShaderNode > ( ) ) ;
const Graph * g = & graph [ p_type ] ;
ERR_FAIL_COND_V ( ! g - > nodes . has ( p_id ) , Ref < VisualShaderNode > ( ) ) ;
return g - > nodes [ p_id ] . node ;
}
Vector < int > VisualShader : : get_node_list ( Type p_type ) const {
ERR_FAIL_INDEX_V ( p_type , TYPE_MAX , Vector < int > ( ) ) ;
const Graph * g = & graph [ p_type ] ;
Vector < int > ret ;
for ( Map < int , Node > : : Element * E = g - > nodes . front ( ) ; E ; E = E - > next ( ) ) {
ret . push_back ( E - > key ( ) ) ;
}
return ret ;
}
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int VisualShader : : get_valid_node_id ( Type p_type ) const {
ERR_FAIL_INDEX_V ( p_type , TYPE_MAX , NODE_ID_INVALID ) ;
const Graph * g = & graph [ p_type ] ;
return g - > nodes . size ( ) ? MAX ( 2 , g - > nodes . back ( ) - > key ( ) + 1 ) : 2 ;
}
int VisualShader : : find_node_id ( Type p_type , const Ref < VisualShaderNode > & p_node ) const {
for ( const Map < int , Node > : : Element * E = graph [ p_type ] . nodes . front ( ) ; E ; E = E - > next ( ) ) {
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if ( E - > get ( ) . node = = p_node ) {
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return E - > key ( ) ;
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}
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}
return NODE_ID_INVALID ;
}
void VisualShader : : remove_node ( Type p_type , int p_id ) {
ERR_FAIL_INDEX ( p_type , TYPE_MAX ) ;
ERR_FAIL_COND ( p_id < 2 ) ;
Graph * g = & graph [ p_type ] ;
ERR_FAIL_COND ( ! g - > nodes . has ( p_id ) ) ;
Ref < VisualShaderNodeInput > input = g - > nodes [ p_id ] . node ;
if ( input . is_valid ( ) ) {
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input - > disconnect ( " input_type_changed " , callable_mp ( this , & VisualShader : : _input_type_changed ) ) ;
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}
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g - > nodes [ p_id ] . node - > disconnect ( " changed " , callable_mp ( this , & VisualShader : : _queue_update ) ) ;
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g - > nodes . erase ( p_id ) ;
for ( List < Connection > : : Element * E = g - > connections . front ( ) ; E ; ) {
List < Connection > : : Element * N = E - > next ( ) ;
if ( E - > get ( ) . from_node = = p_id | | E - > get ( ) . to_node = = p_id ) {
g - > connections . erase ( E ) ;
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if ( E - > get ( ) . from_node = = p_id ) {
g - > nodes [ E - > get ( ) . to_node ] . prev_connected_nodes . erase ( p_id ) ;
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g - > nodes [ E - > get ( ) . to_node ] . node - > set_input_port_connected ( E - > get ( ) . to_port , false ) ;
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}
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}
E = N ;
}
_queue_update ( ) ;
}
bool VisualShader : : is_node_connection ( Type p_type , int p_from_node , int p_from_port , int p_to_node , int p_to_port ) const {
ERR_FAIL_INDEX_V ( p_type , TYPE_MAX , false ) ;
const Graph * g = & graph [ p_type ] ;
for ( const List < Connection > : : Element * E = g - > connections . front ( ) ; E ; E = E - > next ( ) ) {
if ( E - > get ( ) . from_node = = p_from_node & & E - > get ( ) . from_port = = p_from_port & & E - > get ( ) . to_node = = p_to_node & & E - > get ( ) . to_port = = p_to_port ) {
return true ;
}
}
return false ;
}
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bool VisualShader : : is_nodes_connected_relatively ( const Graph * p_graph , int p_node , int p_target ) const {
bool result = false ;
const VisualShader : : Node & node = p_graph - > nodes [ p_node ] ;
for ( const List < int > : : Element * E = node . prev_connected_nodes . front ( ) ; E ; E = E - > next ( ) ) {
if ( E - > get ( ) = = p_target ) {
return true ;
}
result = is_nodes_connected_relatively ( p_graph , E - > get ( ) , p_target ) ;
if ( result ) {
break ;
}
}
return result ;
}
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bool VisualShader : : can_connect_nodes ( Type p_type , int p_from_node , int p_from_port , int p_to_node , int p_to_port ) const {
ERR_FAIL_INDEX_V ( p_type , TYPE_MAX , false ) ;
const Graph * g = & graph [ p_type ] ;
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if ( ! g - > nodes . has ( p_from_node ) ) {
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return false ;
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}
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if ( p_from_node = = p_to_node ) {
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return false ;
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}
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if ( p_from_port < 0 | | p_from_port > = g - > nodes [ p_from_node ] . node - > get_output_port_count ( ) ) {
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return false ;
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}
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if ( ! g - > nodes . has ( p_to_node ) ) {
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return false ;
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}
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if ( p_to_port < 0 | | p_to_port > = g - > nodes [ p_to_node ] . node - > get_input_port_count ( ) ) {
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return false ;
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}
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VisualShaderNode : : PortType from_port_type = g - > nodes [ p_from_node ] . node - > get_output_port_type ( p_from_port ) ;
VisualShaderNode : : PortType to_port_type = g - > nodes [ p_to_node ] . node - > get_input_port_type ( p_to_port ) ;
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if ( ! is_port_types_compatible ( from_port_type , to_port_type ) ) {
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return false ;
}
for ( const List < Connection > : : Element * E = g - > connections . front ( ) ; E ; E = E - > next ( ) ) {
if ( E - > get ( ) . from_node = = p_from_node & & E - > get ( ) . from_port = = p_from_port & & E - > get ( ) . to_node = = p_to_node & & E - > get ( ) . to_port = = p_to_port ) {
return false ;
}
}
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if ( is_nodes_connected_relatively ( g , p_from_node , p_to_node ) ) {
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return false ;
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}
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return true ;
}
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bool VisualShader : : is_port_types_compatible ( int p_a , int p_b ) const {
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return MAX ( 0 , p_a - 3 ) = = ( MAX ( 0 , p_b - 3 ) ) ;
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}
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void VisualShader : : connect_nodes_forced ( Type p_type , int p_from_node , int p_from_port , int p_to_node , int p_to_port ) {
ERR_FAIL_INDEX ( p_type , TYPE_MAX ) ;
Graph * g = & graph [ p_type ] ;
Connection c ;
c . from_node = p_from_node ;
c . from_port = p_from_port ;
c . to_node = p_to_node ;
c . to_port = p_to_port ;
g - > connections . push_back ( c ) ;
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g - > nodes [ p_to_node ] . prev_connected_nodes . push_back ( p_from_node ) ;
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g - > nodes [ p_from_node ] . node - > set_output_port_connected ( p_from_port , true ) ;
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g - > nodes [ p_to_node ] . node - > set_input_port_connected ( p_to_port , true ) ;
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_queue_update ( ) ;
}
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Error VisualShader : : connect_nodes ( Type p_type , int p_from_node , int p_from_port , int p_to_node , int p_to_port ) {
ERR_FAIL_INDEX_V ( p_type , TYPE_MAX , ERR_CANT_CONNECT ) ;
Graph * g = & graph [ p_type ] ;
ERR_FAIL_COND_V ( ! g - > nodes . has ( p_from_node ) , ERR_INVALID_PARAMETER ) ;
ERR_FAIL_INDEX_V ( p_from_port , g - > nodes [ p_from_node ] . node - > get_output_port_count ( ) , ERR_INVALID_PARAMETER ) ;
ERR_FAIL_COND_V ( ! g - > nodes . has ( p_to_node ) , ERR_INVALID_PARAMETER ) ;
ERR_FAIL_INDEX_V ( p_to_port , g - > nodes [ p_to_node ] . node - > get_input_port_count ( ) , ERR_INVALID_PARAMETER ) ;
VisualShaderNode : : PortType from_port_type = g - > nodes [ p_from_node ] . node - > get_output_port_type ( p_from_port ) ;
VisualShaderNode : : PortType to_port_type = g - > nodes [ p_to_node ] . node - > get_input_port_type ( p_to_port ) ;
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ERR_FAIL_COND_V_MSG ( ! is_port_types_compatible ( from_port_type , to_port_type ) , ERR_INVALID_PARAMETER , " Incompatible port types (scalar/vec/bool) with transform. " ) ;
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for ( List < Connection > : : Element * E = g - > connections . front ( ) ; E ; E = E - > next ( ) ) {
if ( E - > get ( ) . from_node = = p_from_node & & E - > get ( ) . from_port = = p_from_port & & E - > get ( ) . to_node = = p_to_node & & E - > get ( ) . to_port = = p_to_port ) {
ERR_FAIL_V ( ERR_ALREADY_EXISTS ) ;
}
}
Connection c ;
c . from_node = p_from_node ;
c . from_port = p_from_port ;
c . to_node = p_to_node ;
c . to_port = p_to_port ;
g - > connections . push_back ( c ) ;
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g - > nodes [ p_to_node ] . prev_connected_nodes . push_back ( p_from_node ) ;
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g - > nodes [ p_from_node ] . node - > set_output_port_connected ( p_from_port , true ) ;
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g - > nodes [ p_to_node ] . node - > set_input_port_connected ( p_to_port , true ) ;
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_queue_update ( ) ;
return OK ;
}
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void VisualShader : : disconnect_nodes ( Type p_type , int p_from_node , int p_from_port , int p_to_node , int p_to_port ) {
ERR_FAIL_INDEX ( p_type , TYPE_MAX ) ;
Graph * g = & graph [ p_type ] ;
for ( List < Connection > : : Element * E = g - > connections . front ( ) ; E ; E = E - > next ( ) ) {
if ( E - > get ( ) . from_node = = p_from_node & & E - > get ( ) . from_port = = p_from_port & & E - > get ( ) . to_node = = p_to_node & & E - > get ( ) . to_port = = p_to_port ) {
g - > connections . erase ( E ) ;
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g - > nodes [ p_to_node ] . prev_connected_nodes . erase ( p_from_node ) ;
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g - > nodes [ p_from_node ] . node - > set_output_port_connected ( p_from_port , false ) ;
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g - > nodes [ p_to_node ] . node - > set_input_port_connected ( p_to_port , false ) ;
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_queue_update ( ) ;
return ;
}
}
}
Array VisualShader : : _get_node_connections ( Type p_type ) const {
ERR_FAIL_INDEX_V ( p_type , TYPE_MAX , Array ( ) ) ;
const Graph * g = & graph [ p_type ] ;
Array ret ;
for ( const List < Connection > : : Element * E = g - > connections . front ( ) ; E ; E = E - > next ( ) ) {
Dictionary d ;
d [ " from_node " ] = E - > get ( ) . from_node ;
d [ " from_port " ] = E - > get ( ) . from_port ;
d [ " to_node " ] = E - > get ( ) . to_node ;
d [ " to_port " ] = E - > get ( ) . to_port ;
ret . push_back ( d ) ;
}
return ret ;
}
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void VisualShader : : get_node_connections ( Type p_type , List < Connection > * r_connections ) const {
ERR_FAIL_INDEX ( p_type , TYPE_MAX ) ;
const Graph * g = & graph [ p_type ] ;
for ( const List < Connection > : : Element * E = g - > connections . front ( ) ; E ; E = E - > next ( ) ) {
r_connections - > push_back ( E - > get ( ) ) ;
}
}
void VisualShader : : set_mode ( Mode p_mode ) {
if ( shader_mode = = p_mode ) {
return ;
}
//erase input/output connections
modes . clear ( ) ;
flags . clear ( ) ;
shader_mode = p_mode ;
for ( int i = 0 ; i < TYPE_MAX ; i + + ) {
for ( Map < int , Node > : : Element * E = graph [ i ] . nodes . front ( ) ; E ; E = E - > next ( ) ) {
Ref < VisualShaderNodeInput > input = E - > get ( ) . node ;
if ( input . is_valid ( ) ) {
input - > shader_mode = shader_mode ;
//input->input_index = 0;
}
}
Ref < VisualShaderNodeOutput > output = graph [ i ] . nodes [ NODE_ID_OUTPUT ] . node ;
output - > shader_mode = shader_mode ;
// clear connections since they are no longer valid
for ( List < Connection > : : Element * E = graph [ i ] . connections . front ( ) ; E ; ) {
bool keep = true ;
List < Connection > : : Element * N = E - > next ( ) ;
int from = E - > get ( ) . from_node ;
int to = E - > get ( ) . to_node ;
if ( ! graph [ i ] . nodes . has ( from ) ) {
keep = false ;
} else {
Ref < VisualShaderNode > from_node = graph [ i ] . nodes [ from ] . node ;
if ( from_node - > is_class ( " VisualShaderNodeOutput " ) | | from_node - > is_class ( " VisualShaderNodeInput " ) ) {
keep = false ;
}
}
if ( ! graph [ i ] . nodes . has ( to ) ) {
keep = false ;
} else {
Ref < VisualShaderNode > to_node = graph [ i ] . nodes [ to ] . node ;
if ( to_node - > is_class ( " VisualShaderNodeOutput " ) | | to_node - > is_class ( " VisualShaderNodeInput " ) ) {
keep = false ;
}
}
if ( ! keep ) {
graph [ i ] . connections . erase ( E ) ;
}
E = N ;
}
}
_queue_update ( ) ;
_change_notify ( ) ;
}
void VisualShader : : set_graph_offset ( const Vector2 & p_offset ) {
graph_offset = p_offset ;
}
Vector2 VisualShader : : get_graph_offset ( ) const {
return graph_offset ;
}
Shader : : Mode VisualShader : : get_mode ( ) const {
return shader_mode ;
}
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bool VisualShader : : is_text_shader ( ) const {
return false ;
}
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String VisualShader : : generate_preview_shader ( Type p_type , int p_node , int p_port , Vector < DefaultTextureParam > & default_tex_params ) const {
Ref < VisualShaderNode > node = get_node ( p_type , p_node ) ;
ERR_FAIL_COND_V ( ! node . is_valid ( ) , String ( ) ) ;
ERR_FAIL_COND_V ( p_port < 0 | | p_port > = node - > get_output_port_count ( ) , String ( ) ) ;
ERR_FAIL_COND_V ( node - > get_output_port_type ( p_port ) = = VisualShaderNode : : PORT_TYPE_TRANSFORM , String ( ) ) ;
StringBuilder global_code ;
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StringBuilder global_code_per_node ;
Map < Type , StringBuilder > global_code_per_func ;
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StringBuilder code ;
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Set < StringName > classes ;
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global_code + = String ( ) + " shader_type canvas_item; \n " ;
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String global_expressions ;
for ( int i = 0 , index = 0 ; i < TYPE_MAX ; i + + ) {
for ( Map < int , Node > : : Element * E = graph [ i ] . nodes . front ( ) ; E ; E = E - > next ( ) ) {
Ref < VisualShaderNodeGlobalExpression > global_expression = Object : : cast_to < VisualShaderNodeGlobalExpression > ( E - > get ( ) . node . ptr ( ) ) ;
if ( global_expression . is_valid ( ) ) {
String expr = " " ;
expr + = " // " + global_expression - > get_caption ( ) + " : " + itos ( index + + ) + " \n " ;
expr + = global_expression - > generate_global ( get_mode ( ) , Type ( i ) , - 1 ) ;
expr = expr . replace ( " \n " , " \n \t " ) ;
expr + = " \n " ;
global_expressions + = expr ;
}
}
}
global_code + = " \n " ;
global_code + = global_expressions ;
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//make it faster to go around through shader
VMap < ConnectionKey , const List < Connection > : : Element * > input_connections ;
VMap < ConnectionKey , const List < Connection > : : Element * > output_connections ;
for ( const List < Connection > : : Element * E = graph [ p_type ] . connections . front ( ) ; E ; E = E - > next ( ) ) {
ConnectionKey from_key ;
from_key . node = E - > get ( ) . from_node ;
from_key . port = E - > get ( ) . from_port ;
output_connections . insert ( from_key , E ) ;
ConnectionKey to_key ;
to_key . node = E - > get ( ) . to_node ;
to_key . port = E - > get ( ) . to_port ;
input_connections . insert ( to_key , E ) ;
}
code + = " \n void fragment() { \n " ;
Set < int > processed ;
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Error err = _write_node ( p_type , global_code , global_code_per_node , global_code_per_func , code , default_tex_params , input_connections , output_connections , p_node , processed , true , classes ) ;
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ERR_FAIL_COND_V ( err ! = OK , String ( ) ) ;
if ( node - > get_output_port_type ( p_port ) = = VisualShaderNode : : PORT_TYPE_SCALAR ) {
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code + = " \t COLOR.rgb = vec3(n_out " + itos ( p_node ) + " p " + itos ( p_port ) + " ); \n " ;
} else if ( node - > get_output_port_type ( p_port ) = = VisualShaderNode : : PORT_TYPE_SCALAR_INT ) {
code + = " \t COLOR.rgb = vec3(float(n_out " + itos ( p_node ) + " p " + itos ( p_port ) + " )); \n " ;
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} else if ( node - > get_output_port_type ( p_port ) = = VisualShaderNode : : PORT_TYPE_BOOLEAN ) {
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code + = " \t COLOR.rgb = vec3(n_out " + itos ( p_node ) + " p " + itos ( p_port ) + " ? 1.0 : 0.0); \n " ;
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} else {
code + = " \t COLOR.rgb = n_out " + itos ( p_node ) + " p " + itos ( p_port ) + " ; \n " ;
}
code + = " } \n " ;
//set code secretly
global_code + = " \n \n " ;
String final_code = global_code ;
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final_code + = global_code_per_node ;
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final_code + = code ;
return final_code ;
}
# define IS_INITIAL_CHAR(m_d) (((m_d) >= 'a' && (m_d) <= 'z') || ((m_d) >= 'A' && (m_d) <= 'Z'))
# define IS_SYMBOL_CHAR(m_d) (((m_d) >= 'a' && (m_d) <= 'z') || ((m_d) >= 'A' && (m_d) <= 'Z') || ((m_d) >= '0' && (m_d) <= '9') || (m_d) == '_')
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String VisualShader : : validate_port_name ( const String & p_name , const List < String > & p_input_ports , const List < String > & p_output_ports ) const {
String name = p_name ;
while ( name . length ( ) & & ! IS_INITIAL_CHAR ( name [ 0 ] ) ) {
name = name . substr ( 1 , name . length ( ) - 1 ) ;
}
if ( name ! = String ( ) ) {
String valid_name ;
for ( int i = 0 ; i < name . length ( ) ; i + + ) {
if ( IS_SYMBOL_CHAR ( name [ i ] ) ) {
valid_name + = String : : chr ( name [ i ] ) ;
} else if ( name [ i ] = = ' ' ) {
valid_name + = " _ " ;
}
}
name = valid_name ;
}
String valid_name = name ;
bool is_equal = false ;
for ( int i = 0 ; i < p_input_ports . size ( ) ; i + + ) {
if ( name = = p_input_ports [ i ] ) {
is_equal = true ;
break ;
}
}
if ( ! is_equal ) {
for ( int i = 0 ; i < p_output_ports . size ( ) ; i + + ) {
if ( name = = p_output_ports [ i ] ) {
is_equal = true ;
break ;
}
}
}
if ( is_equal ) {
name = " " ;
}
return name ;
}
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String VisualShader : : validate_uniform_name ( const String & p_name , const Ref < VisualShaderNodeUniform > & p_uniform ) const {
String name = p_name ; //validate name first
while ( name . length ( ) & & ! IS_INITIAL_CHAR ( name [ 0 ] ) ) {
name = name . substr ( 1 , name . length ( ) - 1 ) ;
}
if ( name ! = String ( ) ) {
String valid_name ;
for ( int i = 0 ; i < name . length ( ) ; i + + ) {
if ( IS_SYMBOL_CHAR ( name [ i ] ) ) {
valid_name + = String : : chr ( name [ i ] ) ;
} else if ( name [ i ] = = ' ' ) {
valid_name + = " _ " ;
}
}
name = valid_name ;
}
if ( name = = String ( ) ) {
name = p_uniform - > get_caption ( ) ;
}
int attempt = 1 ;
while ( true ) {
bool exists = false ;
for ( int i = 0 ; i < TYPE_MAX ; i + + ) {
for ( const Map < int , Node > : : Element * E = graph [ i ] . nodes . front ( ) ; E ; E = E - > next ( ) ) {
Ref < VisualShaderNodeUniform > node = E - > get ( ) . node ;
if ( node = = p_uniform ) { //do not test on self
continue ;
}
if ( node . is_valid ( ) & & node - > get_uniform_name ( ) = = name ) {
exists = true ;
break ;
}
}
if ( exists ) {
break ;
}
}
if ( exists ) {
//remove numbers, put new and try again
attempt + + ;
while ( name . length ( ) & & name [ name . length ( ) - 1 ] > = ' 0 ' & & name [ name . length ( ) - 1 ] < = ' 9 ' ) {
name = name . substr ( 0 , name . length ( ) - 1 ) ;
}
ERR_FAIL_COND_V ( name = = String ( ) , String ( ) ) ;
name + = itos ( attempt ) ;
} else {
break ;
}
}
return name ;
}
VisualShader : : RenderModeEnums VisualShader : : render_mode_enums [ ] = {
{ Shader : : MODE_SPATIAL , " blend " } ,
{ Shader : : MODE_SPATIAL , " depth_draw " } ,
{ Shader : : MODE_SPATIAL , " cull " } ,
{ Shader : : MODE_SPATIAL , " diffuse " } ,
{ Shader : : MODE_SPATIAL , " specular " } ,
{ Shader : : MODE_CANVAS_ITEM , " blend " } ,
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{ Shader : : MODE_CANVAS_ITEM , nullptr }
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} ;
static const char * type_string [ VisualShader : : TYPE_MAX ] = {
" vertex " ,
" fragment " ,
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" light " ,
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" emit " ,
" process " ,
" end "
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} ;
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bool VisualShader : : _set ( const StringName & p_name , const Variant & p_value ) {
String name = p_name ;
if ( name = = " mode " ) {
set_mode ( Shader : : Mode ( int ( p_value ) ) ) ;
return true ;
} else if ( name . begins_with ( " flags/ " ) ) {
StringName flag = name . get_slicec ( ' / ' , 1 ) ;
bool enable = p_value ;
if ( enable ) {
flags . insert ( flag ) ;
} else {
flags . erase ( flag ) ;
}
_queue_update ( ) ;
return true ;
} else if ( name . begins_with ( " modes/ " ) ) {
String mode = name . get_slicec ( ' / ' , 1 ) ;
int value = p_value ;
if ( value = = 0 ) {
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modes . erase ( mode ) ; //means it's default anyway, so don't store it
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} else {
modes [ mode ] = value ;
}
_queue_update ( ) ;
return true ;
} else if ( name . begins_with ( " nodes/ " ) ) {
String typestr = name . get_slicec ( ' / ' , 1 ) ;
Type type = TYPE_VERTEX ;
for ( int i = 0 ; i < TYPE_MAX ; i + + ) {
if ( typestr = = type_string [ i ] ) {
type = Type ( i ) ;
break ;
}
}
String index = name . get_slicec ( ' / ' , 2 ) ;
if ( index = = " connections " ) {
Vector < int > conns = p_value ;
if ( conns . size ( ) % 4 = = 0 ) {
for ( int i = 0 ; i < conns . size ( ) ; i + = 4 ) {
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connect_nodes_forced ( type , conns [ i + 0 ] , conns [ i + 1 ] , conns [ i + 2 ] , conns [ i + 3 ] ) ;
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}
}
return true ;
}
int id = index . to_int ( ) ;
String what = name . get_slicec ( ' / ' , 3 ) ;
if ( what = = " node " ) {
add_node ( type , p_value , Vector2 ( ) , id ) ;
return true ;
} else if ( what = = " position " ) {
set_node_position ( type , id , p_value ) ;
return true ;
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} else if ( what = = " size " ) {
( ( VisualShaderNodeGroupBase * ) get_node ( type , id ) . ptr ( ) ) - > set_size ( p_value ) ;
return true ;
} else if ( what = = " input_ports " ) {
( ( VisualShaderNodeGroupBase * ) get_node ( type , id ) . ptr ( ) ) - > set_inputs ( p_value ) ;
return true ;
} else if ( what = = " output_ports " ) {
( ( VisualShaderNodeGroupBase * ) get_node ( type , id ) . ptr ( ) ) - > set_outputs ( p_value ) ;
return true ;
} else if ( what = = " expression " ) {
( ( VisualShaderNodeExpression * ) get_node ( type , id ) . ptr ( ) ) - > set_expression ( p_value ) ;
return true ;
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}
}
return false ;
}
bool VisualShader : : _get ( const StringName & p_name , Variant & r_ret ) const {
String name = p_name ;
if ( name = = " mode " ) {
r_ret = get_mode ( ) ;
return true ;
} else if ( name . begins_with ( " flags/ " ) ) {
StringName flag = name . get_slicec ( ' / ' , 1 ) ;
r_ret = flags . has ( flag ) ;
return true ;
} else if ( name . begins_with ( " modes/ " ) ) {
String mode = name . get_slicec ( ' / ' , 1 ) ;
if ( modes . has ( mode ) ) {
r_ret = modes [ mode ] ;
} else {
r_ret = 0 ;
}
return true ;
} else if ( name . begins_with ( " nodes/ " ) ) {
String typestr = name . get_slicec ( ' / ' , 1 ) ;
Type type = TYPE_VERTEX ;
for ( int i = 0 ; i < TYPE_MAX ; i + + ) {
if ( typestr = = type_string [ i ] ) {
type = Type ( i ) ;
break ;
}
}
String index = name . get_slicec ( ' / ' , 2 ) ;
if ( index = = " connections " ) {
Vector < int > conns ;
for ( const List < Connection > : : Element * E = graph [ type ] . connections . front ( ) ; E ; E = E - > next ( ) ) {
conns . push_back ( E - > get ( ) . from_node ) ;
conns . push_back ( E - > get ( ) . from_port ) ;
conns . push_back ( E - > get ( ) . to_node ) ;
conns . push_back ( E - > get ( ) . to_port ) ;
}
r_ret = conns ;
return true ;
}
int id = index . to_int ( ) ;
String what = name . get_slicec ( ' / ' , 3 ) ;
if ( what = = " node " ) {
r_ret = get_node ( type , id ) ;
return true ;
} else if ( what = = " position " ) {
r_ret = get_node_position ( type , id ) ;
return true ;
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} else if ( what = = " size " ) {
r_ret = ( ( VisualShaderNodeGroupBase * ) get_node ( type , id ) . ptr ( ) ) - > get_size ( ) ;
return true ;
} else if ( what = = " input_ports " ) {
r_ret = ( ( VisualShaderNodeGroupBase * ) get_node ( type , id ) . ptr ( ) ) - > get_inputs ( ) ;
return true ;
} else if ( what = = " output_ports " ) {
r_ret = ( ( VisualShaderNodeGroupBase * ) get_node ( type , id ) . ptr ( ) ) - > get_outputs ( ) ;
return true ;
} else if ( what = = " expression " ) {
r_ret = ( ( VisualShaderNodeExpression * ) get_node ( type , id ) . ptr ( ) ) - > get_expression ( ) ;
return true ;
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}
}
return false ;
}
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void VisualShader : : _get_property_list ( List < PropertyInfo > * p_list ) const {
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//mode
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p_list - > push_back ( PropertyInfo ( Variant : : INT , " mode " , PROPERTY_HINT_ENUM , " Node3D,CanvasItem,Particles,Sky " ) ) ;
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//render modes
Map < String , String > blend_mode_enums ;
Set < String > toggles ;
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for ( int i = 0 ; i < ShaderTypes : : get_singleton ( ) - > get_modes ( RenderingServer : : ShaderMode ( shader_mode ) ) . size ( ) ; i + + ) {
String mode = ShaderTypes : : get_singleton ( ) - > get_modes ( RenderingServer : : ShaderMode ( shader_mode ) ) [ i ] ;
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int idx = 0 ;
bool in_enum = false ;
while ( render_mode_enums [ idx ] . string ) {
if ( mode . begins_with ( render_mode_enums [ idx ] . string ) ) {
String begin = render_mode_enums [ idx ] . string ;
String option = mode . replace_first ( begin + " _ " , " " ) ;
if ( ! blend_mode_enums . has ( begin ) ) {
blend_mode_enums [ begin ] = option ;
} else {
blend_mode_enums [ begin ] + = " , " + option ;
}
in_enum = true ;
break ;
}
idx + + ;
}
if ( ! in_enum ) {
toggles . insert ( mode ) ;
}
}
for ( Map < String , String > : : Element * E = blend_mode_enums . front ( ) ; E ; E = E - > next ( ) ) {
p_list - > push_back ( PropertyInfo ( Variant : : INT , " modes/ " + E - > key ( ) , PROPERTY_HINT_ENUM , E - > get ( ) ) ) ;
}
for ( Set < String > : : Element * E = toggles . front ( ) ; E ; E = E - > next ( ) ) {
p_list - > push_back ( PropertyInfo ( Variant : : BOOL , " flags/ " + E - > get ( ) ) ) ;
}
for ( int i = 0 ; i < TYPE_MAX ; i + + ) {
for ( Map < int , Node > : : Element * E = graph [ i ] . nodes . front ( ) ; E ; E = E - > next ( ) ) {
String prop_name = " nodes/ " ;
prop_name + = type_string [ i ] ;
prop_name + = " / " + itos ( E - > key ( ) ) ;
if ( E - > key ( ) ! = NODE_ID_OUTPUT ) {
p_list - > push_back ( PropertyInfo ( Variant : : OBJECT , prop_name + " /node " , PROPERTY_HINT_RESOURCE_TYPE , " VisualShaderNode " , PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE ) ) ;
}
p_list - > push_back ( PropertyInfo ( Variant : : VECTOR2 , prop_name + " /position " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_NOEDITOR ) ) ;
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if ( Object : : cast_to < VisualShaderNodeGroupBase > ( E - > get ( ) . node . ptr ( ) ) ! = nullptr ) {
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p_list - > push_back ( PropertyInfo ( Variant : : VECTOR2 , prop_name + " /size " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_NOEDITOR ) ) ;
p_list - > push_back ( PropertyInfo ( Variant : : STRING , prop_name + " /input_ports " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_NOEDITOR ) ) ;
p_list - > push_back ( PropertyInfo ( Variant : : STRING , prop_name + " /output_ports " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_NOEDITOR ) ) ;
}
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if ( Object : : cast_to < VisualShaderNodeExpression > ( E - > get ( ) . node . ptr ( ) ) ! = nullptr ) {
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p_list - > push_back ( PropertyInfo ( Variant : : STRING , prop_name + " /expression " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_NOEDITOR ) ) ;
}
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}
Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.
Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.
For Variant, the float datatype is always 64 bits, and exposed as `float`.
We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.
Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
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p_list - > push_back ( PropertyInfo ( Variant : : PACKED_INT32_ARRAY , " nodes/ " + String ( type_string [ i ] ) + " /connections " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_NOEDITOR ) ) ;
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}
}
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Error VisualShader : : _write_node ( Type type , StringBuilder & global_code , StringBuilder & global_code_per_node , Map < Type , StringBuilder > & global_code_per_func , StringBuilder & code , Vector < VisualShader : : DefaultTextureParam > & def_tex_params , const VMap < ConnectionKey , const List < Connection > : : Element * > & input_connections , const VMap < ConnectionKey , const List < Connection > : : Element * > & output_connections , int node , Set < int > & processed , bool for_preview , Set < StringName > & r_classes ) const {
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const Ref < VisualShaderNode > vsnode = graph [ type ] . nodes [ node ] . node ;
//check inputs recursively first
int input_count = vsnode - > get_input_port_count ( ) ;
for ( int i = 0 ; i < input_count ; i + + ) {
ConnectionKey ck ;
ck . node = node ;
ck . port = i ;
if ( input_connections . has ( ck ) ) {
int from_node = input_connections [ ck ] - > get ( ) . from_node ;
if ( processed . has ( from_node ) ) {
continue ;
}
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Error err = _write_node ( type , global_code , global_code_per_node , global_code_per_func , code , def_tex_params , input_connections , output_connections , from_node , processed , for_preview , r_classes ) ;
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if ( err ) {
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return err ;
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}
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}
}
// then this node
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Vector < VisualShader : : DefaultTextureParam > params = vsnode - > get_default_texture_parameters ( type , node ) ;
for ( int i = 0 ; i < params . size ( ) ; i + + ) {
def_tex_params . push_back ( params [ i ] ) ;
}
Ref < VisualShaderNodeInput > input = vsnode ;
bool skip_global = input . is_valid ( ) & & for_preview ;
if ( ! skip_global ) {
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Ref < VisualShaderNodeUniform > uniform = vsnode ;
if ( ! uniform . is_valid ( ) | | ! uniform - > is_global_code_generated ( ) ) {
global_code + = vsnode - > generate_global ( get_mode ( ) , type , node ) ;
}
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String class_name = vsnode - > get_class_name ( ) ;
if ( class_name = = " VisualShaderNodeCustom " ) {
class_name = vsnode - > get_script_instance ( ) - > get_script ( ) - > get_path ( ) ;
}
if ( ! r_classes . has ( class_name ) ) {
global_code_per_node + = vsnode - > generate_global_per_node ( get_mode ( ) , type , node ) ;
for ( int i = 0 ; i < TYPE_MAX ; i + + ) {
global_code_per_func [ Type ( i ) ] + = vsnode - > generate_global_per_func ( get_mode ( ) , Type ( i ) , node ) ;
}
r_classes . insert ( class_name ) ;
}
}
if ( ! vsnode - > is_code_generated ( ) ) { // just generate globals and ignore locals
processed . insert ( node ) ;
return OK ;
}
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code + = " // " + vsnode - > get_caption ( ) + " : " + itos ( node ) + " \n " ;
Vector < String > input_vars ;
input_vars . resize ( vsnode - > get_input_port_count ( ) ) ;
String * inputs = input_vars . ptrw ( ) ;
for ( int i = 0 ; i < input_count ; i + + ) {
ConnectionKey ck ;
ck . node = node ;
ck . port = i ;
if ( input_connections . has ( ck ) ) {
//connected to something, use that output
int from_node = input_connections [ ck ] - > get ( ) . from_node ;
int from_port = input_connections [ ck ] - > get ( ) . from_port ;
VisualShaderNode : : PortType in_type = vsnode - > get_input_port_type ( i ) ;
VisualShaderNode : : PortType out_type = graph [ type ] . nodes [ from_node ] . node - > get_output_port_type ( from_port ) ;
String src_var = " n_out " + itos ( from_node ) + " p " + itos ( from_port ) ;
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if ( in_type = = VisualShaderNode : : PORT_TYPE_SAMPLER & & out_type = = VisualShaderNode : : PORT_TYPE_SAMPLER ) {
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VisualShaderNode * ptr = const_cast < VisualShaderNode * > ( graph [ type ] . nodes [ from_node ] . node . ptr ( ) ) ;
if ( ptr - > has_method ( " get_input_real_name " ) ) {
inputs [ i ] = ptr - > call ( " get_input_real_name " ) ;
} else if ( ptr - > has_method ( " get_uniform_name " ) ) {
inputs [ i ] = ptr - > call ( " get_uniform_name " ) ;
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} else {
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inputs [ i ] = " " ;
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}
} else if ( in_type = = out_type ) {
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inputs [ i ] = src_var ;
} else if ( in_type = = VisualShaderNode : : PORT_TYPE_SCALAR & & out_type = = VisualShaderNode : : PORT_TYPE_VECTOR ) {
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inputs [ i ] = " dot( " + src_var + " , vec3(0.333333, 0.333333, 0.333333)) " ;
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} else if ( in_type = = VisualShaderNode : : PORT_TYPE_SCALAR_INT & & out_type = = VisualShaderNode : : PORT_TYPE_VECTOR ) {
inputs [ i ] = " dot(float( " + src_var + " ), vec3(0.333333, 0.333333, 0.333333)) " ;
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} else if ( in_type = = VisualShaderNode : : PORT_TYPE_VECTOR & & out_type = = VisualShaderNode : : PORT_TYPE_SCALAR ) {
inputs [ i ] = " vec3( " + src_var + " ) " ;
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} else if ( in_type = = VisualShaderNode : : PORT_TYPE_VECTOR & & out_type = = VisualShaderNode : : PORT_TYPE_SCALAR_INT ) {
inputs [ i ] = " vec3(float( " + src_var + " )) " ;
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} else if ( in_type = = VisualShaderNode : : PORT_TYPE_BOOLEAN & & out_type = = VisualShaderNode : : PORT_TYPE_VECTOR ) {
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inputs [ i ] = " all(bvec3( " + src_var + " )) " ;
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} else if ( in_type = = VisualShaderNode : : PORT_TYPE_BOOLEAN & & out_type = = VisualShaderNode : : PORT_TYPE_SCALAR ) {
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inputs [ i ] = src_var + " > 0.0 ? true : false " ;
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} else if ( in_type = = VisualShaderNode : : PORT_TYPE_BOOLEAN & & out_type = = VisualShaderNode : : PORT_TYPE_SCALAR_INT ) {
inputs [ i ] = src_var + " > 0 ? true : false " ;
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} else if ( in_type = = VisualShaderNode : : PORT_TYPE_SCALAR & & out_type = = VisualShaderNode : : PORT_TYPE_BOOLEAN ) {
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inputs [ i ] = src_var + " ? 1.0 : 0.0 " ;
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} else if ( in_type = = VisualShaderNode : : PORT_TYPE_SCALAR_INT & & out_type = = VisualShaderNode : : PORT_TYPE_BOOLEAN ) {
inputs [ i ] = src_var + " ? 1 : 0 " ;
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} else if ( in_type = = VisualShaderNode : : PORT_TYPE_VECTOR & & out_type = = VisualShaderNode : : PORT_TYPE_BOOLEAN ) {
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inputs [ i ] = " vec3( " + src_var + " ? 1.0 : 0.0) " ;
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} else if ( in_type = = VisualShaderNode : : PORT_TYPE_SCALAR & & out_type = = VisualShaderNode : : PORT_TYPE_SCALAR_INT ) {
inputs [ i ] = " float( " + src_var + " ) " ;
} else if ( in_type = = VisualShaderNode : : PORT_TYPE_SCALAR_INT & & out_type = = VisualShaderNode : : PORT_TYPE_SCALAR ) {
inputs [ i ] = " int( " + src_var + " ) " ;
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}
} else {
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if ( ! vsnode - > is_generate_input_var ( i ) ) {
continue ;
}
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Variant defval = vsnode - > get_input_port_default_value ( i ) ;
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if ( defval . get_type ( ) = = Variant : : FLOAT ) {
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float val = defval ;
inputs [ i ] = " n_in " + itos ( node ) + " p " + itos ( i ) ;
code + = " \t float " + inputs [ i ] + " = " + vformat ( " %.5f " , val ) + " ; \n " ;
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} else if ( defval . get_type ( ) = = Variant : : INT ) {
int val = defval ;
inputs [ i ] = " n_in " + itos ( node ) + " p " + itos ( i ) ;
code + = " \t int " + inputs [ i ] + " = " + itos ( val ) + " ; \n " ;
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} else if ( defval . get_type ( ) = = Variant : : BOOL ) {
bool val = defval ;
inputs [ i ] = " n_in " + itos ( node ) + " p " + itos ( i ) ;
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code + = " \t bool " + inputs [ i ] + " = " + ( val ? " true " : " false " ) + " ; \n " ;
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} else if ( defval . get_type ( ) = = Variant : : VECTOR3 ) {
Vector3 val = defval ;
inputs [ i ] = " n_in " + itos ( node ) + " p " + itos ( i ) ;
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code + = " \t vec3 " + inputs [ i ] + " = " + vformat ( " vec3(%.5f, %.5f, %.5f); \n " , val . x , val . y , val . z ) ;
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} else if ( defval . get_type ( ) = = Variant : : TRANSFORM ) {
Transform val = defval ;
val . basis . transpose ( ) ;
inputs [ i ] = " n_in " + itos ( node ) + " p " + itos ( i ) ;
Array values ;
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for ( int j = 0 ; j < 3 ; j + + ) {
values . push_back ( val . basis [ j ] . x ) ;
values . push_back ( val . basis [ j ] . y ) ;
values . push_back ( val . basis [ j ] . z ) ;
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}
values . push_back ( val . origin . x ) ;
values . push_back ( val . origin . y ) ;
values . push_back ( val . origin . z ) ;
bool err = false ;
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code + = " \t mat4 " + inputs [ i ] + " = " + String ( " mat4(vec4(%.5f, %.5f, %.5f, 0.0), vec4(%.5f, %.5f, %.5f, 0.0), vec4(%.5f, %.5f, %.5f, 0.0), vec4(%.5f, %.5f, %.5f, 1.0)); \n " ) . sprintf ( values , & err ) ;
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} else {
//will go empty, node is expected to know what it is doing at this point and handle it
}
}
}
int output_count = vsnode - > get_output_port_count ( ) ;
Vector < String > output_vars ;
output_vars . resize ( vsnode - > get_output_port_count ( ) ) ;
String * outputs = output_vars . ptrw ( ) ;
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if ( vsnode - > is_simple_decl ( ) ) { // less code to generate for some simple_decl nodes
for ( int i = 0 ; i < output_count ; i + + ) {
String var_name = " n_out " + itos ( node ) + " p " + itos ( i ) ;
switch ( vsnode - > get_output_port_type ( i ) ) {
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case VisualShaderNode : : PORT_TYPE_SCALAR :
outputs [ i ] = " float " + var_name ;
break ;
case VisualShaderNode : : PORT_TYPE_SCALAR_INT :
outputs [ i ] = " int " + var_name ;
break ;
case VisualShaderNode : : PORT_TYPE_VECTOR :
outputs [ i ] = " vec3 " + var_name ;
break ;
case VisualShaderNode : : PORT_TYPE_BOOLEAN :
outputs [ i ] = " bool " + var_name ;
break ;
case VisualShaderNode : : PORT_TYPE_TRANSFORM :
outputs [ i ] = " mat4 " + var_name ;
break ;
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default : {
}
}
}
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} else {
for ( int i = 0 ; i < output_count ; i + + ) {
outputs [ i ] = " n_out " + itos ( node ) + " p " + itos ( i ) ;
switch ( vsnode - > get_output_port_type ( i ) ) {
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case VisualShaderNode : : PORT_TYPE_SCALAR :
code + = String ( ) + " \t float " + outputs [ i ] + " ; \n " ;
break ;
case VisualShaderNode : : PORT_TYPE_SCALAR_INT :
code + = String ( ) + " \t int " + outputs [ i ] + " ; \n " ;
break ;
case VisualShaderNode : : PORT_TYPE_VECTOR :
code + = String ( ) + " \t vec3 " + outputs [ i ] + " ; \n " ;
break ;
case VisualShaderNode : : PORT_TYPE_BOOLEAN :
code + = String ( ) + " \t bool " + outputs [ i ] + " ; \n " ;
break ;
case VisualShaderNode : : PORT_TYPE_TRANSFORM :
code + = String ( ) + " \t mat4 " + outputs [ i ] + " ; \n " ;
break ;
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default : {
}
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}
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}
}
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code + = vsnode - > generate_code ( get_mode ( ) , type , node , inputs , outputs , for_preview ) ;
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code + = " \n " ; //
processed . insert ( node ) ;
return OK ;
}
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bool VisualShader : : has_func_name ( RenderingServer : : ShaderMode p_mode , const String & p_func_name ) const {
if ( ! ShaderTypes : : get_singleton ( ) - > get_functions ( p_mode ) . has ( p_func_name ) ) {
if ( p_mode = = RenderingServer : : ShaderMode : : SHADER_PARTICLES ) {
if ( p_func_name = = " emit " | | p_func_name = = " process " | | p_func_name = = " end " ) {
return true ;
}
}
return false ;
}
return true ;
}
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void VisualShader : : _update_shader ( ) const {
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if ( ! dirty ) {
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return ;
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}
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dirty = false ;
StringBuilder global_code ;
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StringBuilder global_code_per_node ;
Map < Type , StringBuilder > global_code_per_func ;
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StringBuilder code ;
Vector < VisualShader : : DefaultTextureParam > default_tex_params ;
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Set < StringName > classes ;
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Map < int , int > insertion_pos ;
static const char * shader_mode_str [ Shader : : MODE_MAX ] = { " spatial " , " canvas_item " , " particles " , " sky " } ;
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global_code + = String ( ) + " shader_type " + shader_mode_str [ shader_mode ] + " ; \n " ;
String render_mode ;
{
//fill render mode enums
int idx = 0 ;
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bool specular = false ;
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while ( render_mode_enums [ idx ] . string ) {
if ( shader_mode = = render_mode_enums [ idx ] . mode ) {
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if ( shader_mode = = Shader : : MODE_SPATIAL ) {
if ( String ( render_mode_enums [ idx ] . string ) = = " specular " ) {
specular = true ;
}
}
if ( modes . has ( render_mode_enums [ idx ] . string ) | | specular ) {
int which = 0 ;
if ( modes . has ( render_mode_enums [ idx ] . string ) ) {
which = modes [ render_mode_enums [ idx ] . string ] ;
}
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int count = 0 ;
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for ( int i = 0 ; i < ShaderTypes : : get_singleton ( ) - > get_modes ( RenderingServer : : ShaderMode ( shader_mode ) ) . size ( ) ; i + + ) {
String mode = ShaderTypes : : get_singleton ( ) - > get_modes ( RenderingServer : : ShaderMode ( shader_mode ) ) [ i ] ;
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if ( mode . begins_with ( render_mode_enums [ idx ] . string ) ) {
if ( count = = which ) {
if ( render_mode ! = String ( ) ) {
render_mode + = " , " ;
}
render_mode + = mode ;
break ;
}
count + + ;
}
}
}
}
idx + + ;
}
//fill render mode flags
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for ( int i = 0 ; i < ShaderTypes : : get_singleton ( ) - > get_modes ( RenderingServer : : ShaderMode ( shader_mode ) ) . size ( ) ; i + + ) {
String mode = ShaderTypes : : get_singleton ( ) - > get_modes ( RenderingServer : : ShaderMode ( shader_mode ) ) [ i ] ;
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if ( flags . has ( mode ) ) {
if ( render_mode ! = String ( ) ) {
render_mode + = " , " ;
}
render_mode + = mode ;
}
}
}
if ( render_mode ! = String ( ) ) {
global_code + = " render_mode " + render_mode + " ; \n \n " ;
}
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static const char * func_name [ TYPE_MAX ] = { " vertex " , " fragment " , " light " , " emit " , " process " , " end " } ;
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String global_expressions ;
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Set < String > used_uniform_names ;
List < VisualShaderNodeUniform * > uniforms ;
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for ( int i = 0 , index = 0 ; i < TYPE_MAX ; i + + ) {
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if ( ! has_func_name ( RenderingServer : : ShaderMode ( shader_mode ) , func_name [ i ] ) ) {
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continue ;
}
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for ( Map < int , Node > : : Element * E = graph [ i ] . nodes . front ( ) ; E ; E = E - > next ( ) ) {
Ref < VisualShaderNodeGlobalExpression > global_expression = Object : : cast_to < VisualShaderNodeGlobalExpression > ( E - > get ( ) . node . ptr ( ) ) ;
if ( global_expression . is_valid ( ) ) {
String expr = " " ;
expr + = " // " + global_expression - > get_caption ( ) + " : " + itos ( index + + ) + " \n " ;
expr + = global_expression - > generate_global ( get_mode ( ) , Type ( i ) , - 1 ) ;
expr = expr . replace ( " \n " , " \n \t " ) ;
expr + = " \n " ;
global_expressions + = expr ;
}
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Ref < VisualShaderNodeUniformRef > uniform_ref = Object : : cast_to < VisualShaderNodeUniformRef > ( E - > get ( ) . node . ptr ( ) ) ;
if ( uniform_ref . is_valid ( ) ) {
used_uniform_names . insert ( uniform_ref - > get_uniform_name ( ) ) ;
}
Ref < VisualShaderNodeUniform > uniform = Object : : cast_to < VisualShaderNodeUniform > ( E - > get ( ) . node . ptr ( ) ) ;
if ( uniform . is_valid ( ) ) {
uniforms . push_back ( uniform . ptr ( ) ) ;
}
}
}
for ( int i = 0 ; i < uniforms . size ( ) ; i + + ) {
VisualShaderNodeUniform * uniform = uniforms [ i ] ;
if ( used_uniform_names . has ( uniform - > get_uniform_name ( ) ) ) {
global_code + = uniform - > generate_global ( get_mode ( ) , Type ( i ) , - 1 ) ;
const_cast < VisualShaderNodeUniform * > ( uniform ) - > set_global_code_generated ( true ) ;
} else {
const_cast < VisualShaderNodeUniform * > ( uniform ) - > set_global_code_generated ( false ) ;
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}
}
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Map < int , String > code_map ;
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for ( int i = 0 ; i < TYPE_MAX ; i + + ) {
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if ( ! has_func_name ( RenderingServer : : ShaderMode ( shader_mode ) , func_name [ i ] ) ) {
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continue ;
}
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//make it faster to go around through shader
VMap < ConnectionKey , const List < Connection > : : Element * > input_connections ;
VMap < ConnectionKey , const List < Connection > : : Element * > output_connections ;
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StringBuilder func_code ;
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for ( const List < Connection > : : Element * E = graph [ i ] . connections . front ( ) ; E ; E = E - > next ( ) ) {
ConnectionKey from_key ;
from_key . node = E - > get ( ) . from_node ;
from_key . port = E - > get ( ) . from_port ;
output_connections . insert ( from_key , E ) ;
ConnectionKey to_key ;
to_key . node = E - > get ( ) . to_node ;
to_key . port = E - > get ( ) . to_port ;
input_connections . insert ( to_key , E ) ;
}
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if ( shader_mode ! = Shader : : MODE_PARTICLES ) {
func_code + = " \n void " + String ( func_name [ i ] ) + " () { \n " ;
}
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insertion_pos . insert ( i , code . get_string_length ( ) + func_code . get_string_length ( ) ) ;
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Set < int > processed ;
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Error err = _write_node ( Type ( i ) , global_code , global_code_per_node , global_code_per_func , func_code , default_tex_params , input_connections , output_connections , NODE_ID_OUTPUT , processed , false , classes ) ;
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ERR_FAIL_COND ( err ! = OK ) ;
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if ( shader_mode = = Shader : : MODE_PARTICLES ) {
code_map . insert ( i , func_code ) ;
} else {
func_code + = " } \n " ;
code + = func_code ;
}
}
if ( shader_mode = = Shader : : MODE_PARTICLES ) {
code + = " \n void compute() { \n " ;
code + = " \t if (RESTART) { \n " ;
code + = code_map [ TYPE_EMIT ] ;
code + = " \t } else { \n " ;
code + = code_map [ TYPE_PROCESS ] ;
code + = " \t } \n " ;
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code + = " } \n " ;
}
//set code secretly
global_code + = " \n \n " ;
String final_code = global_code ;
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final_code + = global_code_per_node ;
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final_code + = global_expressions ;
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String tcode = code ;
for ( int i = 0 ; i < TYPE_MAX ; i + + ) {
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if ( ! has_func_name ( RenderingServer : : ShaderMode ( shader_mode ) , func_name [ i ] ) ) {
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continue ;
}
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tcode = tcode . insert ( insertion_pos [ i ] , global_code_per_func [ Type ( i ) ] ) ;
}
final_code + = tcode ;
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const_cast < VisualShader * > ( this ) - > set_code ( final_code ) ;
for ( int i = 0 ; i < default_tex_params . size ( ) ; i + + ) {
const_cast < VisualShader * > ( this ) - > set_default_texture_param ( default_tex_params [ i ] . name , default_tex_params [ i ] . param ) ;
}
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if ( previous_code ! = final_code ) {
const_cast < VisualShader * > ( this ) - > emit_signal ( " changed " ) ;
}
previous_code = final_code ;
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}
void VisualShader : : _queue_update ( ) {
if ( dirty ) {
return ;
}
dirty = true ;
call_deferred ( " _update_shader " ) ;
}
void VisualShader : : _input_type_changed ( Type p_type , int p_id ) {
//erase connections using this input, as type changed
Graph * g = & graph [ p_type ] ;
for ( List < Connection > : : Element * E = g - > connections . front ( ) ; E ; ) {
List < Connection > : : Element * N = E - > next ( ) ;
if ( E - > get ( ) . from_node = = p_id ) {
g - > connections . erase ( E ) ;
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g - > nodes [ E - > get ( ) . to_node ] . prev_connected_nodes . erase ( p_id ) ;
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}
E = N ;
}
}
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void VisualShader : : rebuild ( ) {
dirty = true ;
_update_shader ( ) ;
}
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void VisualShader : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " set_mode " , " mode " ) , & VisualShader : : set_mode ) ;
ClassDB : : bind_method ( D_METHOD ( " add_node " , " type " , " node " , " position " , " id " ) , & VisualShader : : add_node ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_node " , " type " , " id " ) , & VisualShader : : get_node ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_node_position " , " type " , " id " , " position " ) , & VisualShader : : set_node_position ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_node_position " , " type " , " id " ) , & VisualShader : : get_node_position ) ;
ClassDB : : bind_method ( D_METHOD ( " get_node_list " , " type " ) , & VisualShader : : get_node_list ) ;
ClassDB : : bind_method ( D_METHOD ( " get_valid_node_id " , " type " ) , & VisualShader : : get_valid_node_id ) ;
ClassDB : : bind_method ( D_METHOD ( " remove_node " , " type " , " id " ) , & VisualShader : : remove_node ) ;
ClassDB : : bind_method ( D_METHOD ( " is_node_connection " , " type " , " from_node " , " from_port " , " to_node " , " to_port " ) , & VisualShader : : is_node_connection ) ;
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ClassDB : : bind_method ( D_METHOD ( " can_connect_nodes " , " type " , " from_node " , " from_port " , " to_node " , " to_port " ) , & VisualShader : : can_connect_nodes ) ;
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ClassDB : : bind_method ( D_METHOD ( " connect_nodes " , " type " , " from_node " , " from_port " , " to_node " , " to_port " ) , & VisualShader : : connect_nodes ) ;
ClassDB : : bind_method ( D_METHOD ( " disconnect_nodes " , " type " , " from_node " , " from_port " , " to_node " , " to_port " ) , & VisualShader : : disconnect_nodes ) ;
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ClassDB : : bind_method ( D_METHOD ( " connect_nodes_forced " , " type " , " from_node " , " from_port " , " to_node " , " to_port " ) , & VisualShader : : connect_nodes_forced ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_node_connections " , " type " ) , & VisualShader : : _get_node_connections ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_version " , " version " ) , & VisualShader : : set_version ) ;
ClassDB : : bind_method ( D_METHOD ( " get_version " ) , & VisualShader : : get_version ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_graph_offset " , " offset " ) , & VisualShader : : set_graph_offset ) ;
ClassDB : : bind_method ( D_METHOD ( " get_graph_offset " ) , & VisualShader : : get_graph_offset ) ;
ClassDB : : bind_method ( D_METHOD ( " _update_shader " ) , & VisualShader : : _update_shader ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : VECTOR2 , " graph_offset " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_NOEDITOR ) , " set_graph_offset " , " get_graph_offset " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : STRING , " version " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_NOEDITOR ) , " set_version " , " get_version " ) ;
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ADD_PROPERTY_DEFAULT ( " code " , " " ) ; // Inherited from Shader, prevents showing default code as override in docs.
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BIND_ENUM_CONSTANT ( TYPE_VERTEX ) ;
BIND_ENUM_CONSTANT ( TYPE_FRAGMENT ) ;
BIND_ENUM_CONSTANT ( TYPE_LIGHT ) ;
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BIND_ENUM_CONSTANT ( TYPE_EMIT ) ;
BIND_ENUM_CONSTANT ( TYPE_PROCESS ) ;
BIND_ENUM_CONSTANT ( TYPE_END ) ;
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BIND_ENUM_CONSTANT ( TYPE_MAX ) ;
BIND_CONSTANT ( NODE_ID_INVALID ) ;
BIND_CONSTANT ( NODE_ID_OUTPUT ) ;
}
VisualShader : : VisualShader ( ) {
for ( int i = 0 ; i < TYPE_MAX ; i + + ) {
Ref < VisualShaderNodeOutput > output ;
output . instance ( ) ;
output - > shader_type = Type ( i ) ;
output - > shader_mode = shader_mode ;
graph [ i ] . nodes [ NODE_ID_OUTPUT ] . node = output ;
graph [ i ] . nodes [ NODE_ID_OUTPUT ] . position = Vector2 ( 400 , 150 ) ;
}
}
///////////////////////////////////////////////////////////
const VisualShaderNodeInput : : Port VisualShaderNodeInput : : ports [ ] = {
// Spatial, Vertex
{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_VERTEX , VisualShaderNode : : PORT_TYPE_VECTOR , " vertex " , " VERTEX " } ,
{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_VERTEX , VisualShaderNode : : PORT_TYPE_VECTOR , " normal " , " NORMAL " } ,
{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_VERTEX , VisualShaderNode : : PORT_TYPE_VECTOR , " tangent " , " TANGENT " } ,
{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_VERTEX , VisualShaderNode : : PORT_TYPE_VECTOR , " binormal " , " BINORMAL " } ,
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{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_VERTEX , VisualShaderNode : : PORT_TYPE_VECTOR , " uv " , " vec3(UV, 0.0) " } ,
{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_VERTEX , VisualShaderNode : : PORT_TYPE_VECTOR , " uv2 " , " vec3(UV2, 0.0) " } ,
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{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_VERTEX , VisualShaderNode : : PORT_TYPE_VECTOR , " color " , " COLOR.rgb " } ,
{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_VERTEX , VisualShaderNode : : PORT_TYPE_SCALAR , " alpha " , " COLOR.a " } ,
{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_VERTEX , VisualShaderNode : : PORT_TYPE_SCALAR , " point_size " , " POINT_SIZE " } ,
{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_VERTEX , VisualShaderNode : : PORT_TYPE_TRANSFORM , " world " , " WORLD_MATRIX " } ,
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{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_VERTEX , VisualShaderNode : : PORT_TYPE_TRANSFORM , " modelview " , " MODELVIEW_MATRIX " } ,
{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_VERTEX , VisualShaderNode : : PORT_TYPE_TRANSFORM , " camera " , " CAMERA_MATRIX " } ,
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{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_VERTEX , VisualShaderNode : : PORT_TYPE_TRANSFORM , " inv_camera " , " INV_CAMERA_MATRIX " } ,
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{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_VERTEX , VisualShaderNode : : PORT_TYPE_TRANSFORM , " projection " , " PROJECTION_MATRIX " } ,
{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_VERTEX , VisualShaderNode : : PORT_TYPE_TRANSFORM , " inv_projection " , " INV_PROJECTION_MATRIX " } ,
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{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_VERTEX , VisualShaderNode : : PORT_TYPE_SCALAR , " time " , " TIME " } ,
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{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_VERTEX , VisualShaderNode : : PORT_TYPE_VECTOR , " viewport_size " , " vec3(VIEWPORT_SIZE, 0) " } ,
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{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_VERTEX , VisualShaderNode : : PORT_TYPE_BOOLEAN , " output_is_srgb " , " OUTPUT_IS_SRGB " } ,
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// Spatial, Fragment
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{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_VECTOR , " fragcoord " , " FRAGCOORD.xyz " } ,
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{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_VECTOR , " vertex " , " VERTEX " } ,
{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_VECTOR , " normal " , " NORMAL " } ,
{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_VECTOR , " tangent " , " TANGENT " } ,
{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_VECTOR , " binormal " , " BINORMAL " } ,
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{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_VECTOR , " view " , " VIEW " } ,
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{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_VECTOR , " uv " , " vec3(UV, 0.0) " } ,
{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_VECTOR , " uv2 " , " vec3(UV2, 0.0) " } ,
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{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_VECTOR , " color " , " COLOR.rgb " } ,
{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_SCALAR , " alpha " , " COLOR.a " } ,
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{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_VECTOR , " point_coord " , " vec3(POINT_COORD, 0.0) " } ,
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{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_VECTOR , " screen_uv " , " vec3(SCREEN_UV, 0.0) " } ,
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{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_SCALAR , " side " , " float(FRONT_FACING ? 1.0 : 0.0) " } ,
{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_TRANSFORM , " world " , " WORLD_MATRIX " } ,
{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_TRANSFORM , " inv_camera " , " INV_CAMERA_MATRIX " } ,
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{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_TRANSFORM , " camera " , " CAMERA_MATRIX " } ,
{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_TRANSFORM , " projection " , " PROJECTION_MATRIX " } ,
{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_TRANSFORM , " inv_projection " , " INV_PROJECTION_MATRIX " } ,
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{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_SCALAR , " time " , " TIME " } ,
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{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_VECTOR , " viewport_size " , " vec3(VIEWPORT_SIZE, 0.0) " } ,
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{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_BOOLEAN , " output_is_srgb " , " OUTPUT_IS_SRGB " } ,
{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_BOOLEAN , " front_facing " , " FRONT_FACING " } ,
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{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_SAMPLER , " screen_texture " , " SCREEN_TEXTURE " } ,
{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_SAMPLER , " depth_texture " , " DEPTH_TEXTURE " } ,
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// Spatial, Light
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{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_LIGHT , VisualShaderNode : : PORT_TYPE_VECTOR , " fragcoord " , " FRAGCOORD.xyz " } ,
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{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_LIGHT , VisualShaderNode : : PORT_TYPE_VECTOR , " normal " , " NORMAL " } ,
{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_LIGHT , VisualShaderNode : : PORT_TYPE_VECTOR , " view " , " VIEW " } ,
{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_LIGHT , VisualShaderNode : : PORT_TYPE_VECTOR , " light " , " LIGHT " } ,
{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_LIGHT , VisualShaderNode : : PORT_TYPE_VECTOR , " light_color " , " LIGHT_COLOR " } ,
{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_LIGHT , VisualShaderNode : : PORT_TYPE_VECTOR , " attenuation " , " ATTENUATION " } ,
{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_LIGHT , VisualShaderNode : : PORT_TYPE_VECTOR , " albedo " , " ALBEDO " } ,
{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_LIGHT , VisualShaderNode : : PORT_TYPE_VECTOR , " transmission " , " TRANSMISSION " } ,
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{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_LIGHT , VisualShaderNode : : PORT_TYPE_VECTOR , " diffuse " , " DIFFUSE_LIGHT " } ,
{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_LIGHT , VisualShaderNode : : PORT_TYPE_VECTOR , " specular " , " SPECULAR_LIGHT " } ,
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{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_LIGHT , VisualShaderNode : : PORT_TYPE_SCALAR , " roughness " , " ROUGHNESS " } ,
{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_LIGHT , VisualShaderNode : : PORT_TYPE_TRANSFORM , " world " , " WORLD_MATRIX " } ,
{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_LIGHT , VisualShaderNode : : PORT_TYPE_TRANSFORM , " inv_camera " , " INV_CAMERA_MATRIX " } ,
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{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_LIGHT , VisualShaderNode : : PORT_TYPE_TRANSFORM , " camera " , " CAMERA_MATRIX " } ,
{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_LIGHT , VisualShaderNode : : PORT_TYPE_TRANSFORM , " projection " , " PROJECTION_MATRIX " } ,
{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_LIGHT , VisualShaderNode : : PORT_TYPE_TRANSFORM , " inv_projection " , " INV_PROJECTION_MATRIX " } ,
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{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_LIGHT , VisualShaderNode : : PORT_TYPE_SCALAR , " time " , " TIME " } ,
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{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_LIGHT , VisualShaderNode : : PORT_TYPE_VECTOR , " viewport_size " , " vec3(VIEWPORT_SIZE, 0.0) " } ,
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{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_LIGHT , VisualShaderNode : : PORT_TYPE_BOOLEAN , " output_is_srgb " , " OUTPUT_IS_SRGB " } ,
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// Canvas Item, Vertex
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{ Shader : : MODE_CANVAS_ITEM , VisualShader : : TYPE_VERTEX , VisualShaderNode : : PORT_TYPE_VECTOR , " vertex " , " vec3(VERTEX, 0.0) " } ,
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{ Shader : : MODE_CANVAS_ITEM , VisualShader : : TYPE_VERTEX , VisualShaderNode : : PORT_TYPE_VECTOR , " uv " , " vec3(UV,0.0) " } ,
{ Shader : : MODE_CANVAS_ITEM , VisualShader : : TYPE_VERTEX , VisualShaderNode : : PORT_TYPE_VECTOR , " color " , " COLOR.rgb " } ,
{ Shader : : MODE_CANVAS_ITEM , VisualShader : : TYPE_VERTEX , VisualShaderNode : : PORT_TYPE_SCALAR , " alpha " , " COLOR.a " } ,
{ Shader : : MODE_CANVAS_ITEM , VisualShader : : TYPE_VERTEX , VisualShaderNode : : PORT_TYPE_SCALAR , " point_size " , " POINT_SIZE " } ,
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{ Shader : : MODE_CANVAS_ITEM , VisualShader : : TYPE_VERTEX , VisualShaderNode : : PORT_TYPE_VECTOR , " texture_pixel_size " , " vec3(TEXTURE_PIXEL_SIZE, 1.0) " } ,
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{ Shader : : MODE_CANVAS_ITEM , VisualShader : : TYPE_VERTEX , VisualShaderNode : : PORT_TYPE_TRANSFORM , " world " , " WORLD_MATRIX " } ,
{ Shader : : MODE_CANVAS_ITEM , VisualShader : : TYPE_VERTEX , VisualShaderNode : : PORT_TYPE_TRANSFORM , " projection " , " PROJECTION_MATRIX " } ,
{ Shader : : MODE_CANVAS_ITEM , VisualShader : : TYPE_VERTEX , VisualShaderNode : : PORT_TYPE_TRANSFORM , " extra " , " EXTRA_MATRIX " } ,
{ Shader : : MODE_CANVAS_ITEM , VisualShader : : TYPE_VERTEX , VisualShaderNode : : PORT_TYPE_SCALAR , " time " , " TIME " } ,
{ Shader : : MODE_CANVAS_ITEM , VisualShader : : TYPE_VERTEX , VisualShaderNode : : PORT_TYPE_SCALAR , " light_pass " , " float(AT_LIGHT_PASS ? 1.0 : 0.0) " } ,
// Canvas Item, Fragment
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{ Shader : : MODE_CANVAS_ITEM , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_VECTOR , " fragcoord " , " FRAGCOORD.xyz " } ,
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{ Shader : : MODE_CANVAS_ITEM , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_VECTOR , " uv " , " vec3(UV, 0.0) " } ,
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{ Shader : : MODE_CANVAS_ITEM , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_VECTOR , " color " , " COLOR.rgb " } ,
{ Shader : : MODE_CANVAS_ITEM , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_SCALAR , " alpha " , " COLOR.a " } ,
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{ Shader : : MODE_CANVAS_ITEM , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_VECTOR , " screen_uv " , " vec3(SCREEN_UV, 0.0) " } ,
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{ Shader : : MODE_CANVAS_ITEM , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_VECTOR , " texture_pixel_size " , " vec3(TEXTURE_PIXEL_SIZE, 1.0) " } ,
{ Shader : : MODE_CANVAS_ITEM , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_VECTOR , " screen_pixel_size " , " vec3(SCREEN_PIXEL_SIZE, 1.0) " } ,
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{ Shader : : MODE_CANVAS_ITEM , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_VECTOR , " point_coord " , " vec3(POINT_COORD, 0.0) " } ,
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{ Shader : : MODE_CANVAS_ITEM , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_SCALAR , " time " , " TIME " } ,
{ Shader : : MODE_CANVAS_ITEM , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_SCALAR , " light_pass " , " float(AT_LIGHT_PASS ? 1.0 : 0.0) " } ,
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{ Shader : : MODE_CANVAS_ITEM , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_SAMPLER , " texture " , " TEXTURE " } ,
{ Shader : : MODE_CANVAS_ITEM , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_SAMPLER , " normal_texture " , " NORMAL_TEXTURE " } ,
{ Shader : : MODE_CANVAS_ITEM , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_SAMPLER , " screen_texture " , " SCREEN_TEXTURE " } ,
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// Canvas Item, Light
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{ Shader : : MODE_CANVAS_ITEM , VisualShader : : TYPE_LIGHT , VisualShaderNode : : PORT_TYPE_VECTOR , " fragcoord " , " FRAGCOORD.xyz " } ,
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{ Shader : : MODE_CANVAS_ITEM , VisualShader : : TYPE_LIGHT , VisualShaderNode : : PORT_TYPE_VECTOR , " uv " , " vec3(UV, 0.0) " } ,
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{ Shader : : MODE_CANVAS_ITEM , VisualShader : : TYPE_LIGHT , VisualShaderNode : : PORT_TYPE_VECTOR , " normal " , " NORMAL " } ,
{ Shader : : MODE_CANVAS_ITEM , VisualShader : : TYPE_LIGHT , VisualShaderNode : : PORT_TYPE_VECTOR , " color " , " COLOR.rgb " } ,
{ Shader : : MODE_CANVAS_ITEM , VisualShader : : TYPE_LIGHT , VisualShaderNode : : PORT_TYPE_SCALAR , " alpha " , " COLOR.a " } ,
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{ Shader : : MODE_CANVAS_ITEM , VisualShader : : TYPE_LIGHT , VisualShaderNode : : PORT_TYPE_VECTOR , " light_vec " , " vec3(LIGHT_VEC, 0.0) " } ,
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{ Shader : : MODE_CANVAS_ITEM , VisualShader : : TYPE_LIGHT , VisualShaderNode : : PORT_TYPE_SCALAR , " light_height " , " LIGHT_HEIGHT " } ,
{ Shader : : MODE_CANVAS_ITEM , VisualShader : : TYPE_LIGHT , VisualShaderNode : : PORT_TYPE_VECTOR , " light_color " , " LIGHT_COLOR.rgb " } ,
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{ Shader : : MODE_CANVAS_ITEM , VisualShader : : TYPE_LIGHT , VisualShaderNode : : PORT_TYPE_SCALAR , " light_alpha " , " LIGHT_COLOR.a " } ,
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{ Shader : : MODE_CANVAS_ITEM , VisualShader : : TYPE_LIGHT , VisualShaderNode : : PORT_TYPE_VECTOR , " light_uv " , " vec3(LIGHT_UV, 0.0) " } ,
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{ Shader : : MODE_CANVAS_ITEM , VisualShader : : TYPE_LIGHT , VisualShaderNode : : PORT_TYPE_VECTOR , " shadow_color " , " SHADOW_COLOR.rgb " } ,
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{ Shader : : MODE_CANVAS_ITEM , VisualShader : : TYPE_LIGHT , VisualShaderNode : : PORT_TYPE_SCALAR , " shadow_alpha " , " SHADOW_COLOR.a " } ,
{ Shader : : MODE_CANVAS_ITEM , VisualShader : : TYPE_LIGHT , VisualShaderNode : : PORT_TYPE_VECTOR , " shadow_vec " , " vec3(SHADOW_VEC, 0.0) " } ,
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{ Shader : : MODE_CANVAS_ITEM , VisualShader : : TYPE_LIGHT , VisualShaderNode : : PORT_TYPE_VECTOR , " screen_uv " , " vec3(SCREEN_UV, 0.0) " } ,
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{ Shader : : MODE_CANVAS_ITEM , VisualShader : : TYPE_LIGHT , VisualShaderNode : : PORT_TYPE_VECTOR , " texture_pixel_size " , " vec3(TEXTURE_PIXEL_SIZE, 1.0) " } ,
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{ Shader : : MODE_CANVAS_ITEM , VisualShader : : TYPE_LIGHT , VisualShaderNode : : PORT_TYPE_VECTOR , " point_coord " , " vec3(POINT_COORD, 0.0) " } ,
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{ Shader : : MODE_CANVAS_ITEM , VisualShader : : TYPE_LIGHT , VisualShaderNode : : PORT_TYPE_SCALAR , " time " , " TIME " } ,
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{ Shader : : MODE_CANVAS_ITEM , VisualShader : : TYPE_LIGHT , VisualShaderNode : : PORT_TYPE_SAMPLER , " texture " , " TEXTURE " } ,
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// Particles, Emit
{ Shader : : MODE_PARTICLES , VisualShader : : TYPE_EMIT , VisualShaderNode : : PORT_TYPE_VECTOR , " color " , " COLOR.rgb " } ,
{ Shader : : MODE_PARTICLES , VisualShader : : TYPE_EMIT , VisualShaderNode : : PORT_TYPE_SCALAR , " alpha " , " COLOR.a " } ,
{ Shader : : MODE_PARTICLES , VisualShader : : TYPE_EMIT , VisualShaderNode : : PORT_TYPE_VECTOR , " velocity " , " VELOCITY " } ,
{ Shader : : MODE_PARTICLES , VisualShader : : TYPE_EMIT , VisualShaderNode : : PORT_TYPE_SCALAR , " restart " , " float(RESTART ? 1.0 : 0.0) " } ,
{ Shader : : MODE_PARTICLES , VisualShader : : TYPE_EMIT , VisualShaderNode : : PORT_TYPE_SCALAR , " active " , " float(ACTIVE ? 1.0 : 0.0) " } ,
{ Shader : : MODE_PARTICLES , VisualShader : : TYPE_EMIT , VisualShaderNode : : PORT_TYPE_VECTOR , " custom " , " CUSTOM.rgb " } ,
{ Shader : : MODE_PARTICLES , VisualShader : : TYPE_EMIT , VisualShaderNode : : PORT_TYPE_SCALAR , " custom_alpha " , " CUSTOM.a " } ,
{ Shader : : MODE_PARTICLES , VisualShader : : TYPE_EMIT , VisualShaderNode : : PORT_TYPE_TRANSFORM , " transform " , " TRANSFORM " } ,
{ Shader : : MODE_PARTICLES , VisualShader : : TYPE_EMIT , VisualShaderNode : : PORT_TYPE_SCALAR , " delta " , " DELTA " } ,
{ Shader : : MODE_PARTICLES , VisualShader : : TYPE_EMIT , VisualShaderNode : : PORT_TYPE_SCALAR , " lifetime " , " LIFETIME " } ,
{ Shader : : MODE_PARTICLES , VisualShader : : TYPE_EMIT , VisualShaderNode : : PORT_TYPE_SCALAR_INT , " index " , " INDEX " } ,
{ Shader : : MODE_PARTICLES , VisualShader : : TYPE_EMIT , VisualShaderNode : : PORT_TYPE_TRANSFORM , " emission_transform " , " EMISSION_TRANSFORM " } ,
{ Shader : : MODE_PARTICLES , VisualShader : : TYPE_EMIT , VisualShaderNode : : PORT_TYPE_SCALAR , " time " , " TIME " } ,
// Particles, Process
{ Shader : : MODE_PARTICLES , VisualShader : : TYPE_PROCESS , VisualShaderNode : : PORT_TYPE_VECTOR , " color " , " COLOR.rgb " } ,
{ Shader : : MODE_PARTICLES , VisualShader : : TYPE_PROCESS , VisualShaderNode : : PORT_TYPE_SCALAR , " alpha " , " COLOR.a " } ,
{ Shader : : MODE_PARTICLES , VisualShader : : TYPE_PROCESS , VisualShaderNode : : PORT_TYPE_VECTOR , " velocity " , " VELOCITY " } ,
{ Shader : : MODE_PARTICLES , VisualShader : : TYPE_PROCESS , VisualShaderNode : : PORT_TYPE_SCALAR , " restart " , " float(RESTART ? 1.0 : 0.0) " } ,
{ Shader : : MODE_PARTICLES , VisualShader : : TYPE_PROCESS , VisualShaderNode : : PORT_TYPE_SCALAR , " active " , " float(ACTIVE ? 1.0 : 0.0) " } ,
{ Shader : : MODE_PARTICLES , VisualShader : : TYPE_PROCESS , VisualShaderNode : : PORT_TYPE_VECTOR , " custom " , " CUSTOM.rgb " } ,
{ Shader : : MODE_PARTICLES , VisualShader : : TYPE_PROCESS , VisualShaderNode : : PORT_TYPE_SCALAR , " custom_alpha " , " CUSTOM.a " } ,
{ Shader : : MODE_PARTICLES , VisualShader : : TYPE_PROCESS , VisualShaderNode : : PORT_TYPE_TRANSFORM , " transform " , " TRANSFORM " } ,
{ Shader : : MODE_PARTICLES , VisualShader : : TYPE_PROCESS , VisualShaderNode : : PORT_TYPE_SCALAR , " delta " , " DELTA " } ,
{ Shader : : MODE_PARTICLES , VisualShader : : TYPE_PROCESS , VisualShaderNode : : PORT_TYPE_SCALAR , " lifetime " , " LIFETIME " } ,
{ Shader : : MODE_PARTICLES , VisualShader : : TYPE_PROCESS , VisualShaderNode : : PORT_TYPE_SCALAR_INT , " index " , " INDEX " } ,
{ Shader : : MODE_PARTICLES , VisualShader : : TYPE_PROCESS , VisualShaderNode : : PORT_TYPE_TRANSFORM , " emission_transform " , " EMISSION_TRANSFORM " } ,
{ Shader : : MODE_PARTICLES , VisualShader : : TYPE_PROCESS , VisualShaderNode : : PORT_TYPE_SCALAR , " time " , " TIME " } ,
// Particles, End
{ Shader : : MODE_PARTICLES , VisualShader : : TYPE_END , VisualShaderNode : : PORT_TYPE_VECTOR , " color " , " COLOR.rgb " } ,
{ Shader : : MODE_PARTICLES , VisualShader : : TYPE_END , VisualShaderNode : : PORT_TYPE_SCALAR , " alpha " , " COLOR.a " } ,
{ Shader : : MODE_PARTICLES , VisualShader : : TYPE_END , VisualShaderNode : : PORT_TYPE_VECTOR , " velocity " , " VELOCITY " } ,
{ Shader : : MODE_PARTICLES , VisualShader : : TYPE_END , VisualShaderNode : : PORT_TYPE_SCALAR , " restart " , " float(RESTART ? 1.0 : 0.0) " } ,
{ Shader : : MODE_PARTICLES , VisualShader : : TYPE_END , VisualShaderNode : : PORT_TYPE_SCALAR , " active " , " float(ACTIVE ? 1.0 : 0.0) " } ,
{ Shader : : MODE_PARTICLES , VisualShader : : TYPE_END , VisualShaderNode : : PORT_TYPE_VECTOR , " custom " , " CUSTOM.rgb " } ,
{ Shader : : MODE_PARTICLES , VisualShader : : TYPE_END , VisualShaderNode : : PORT_TYPE_SCALAR , " custom_alpha " , " CUSTOM.a " } ,
{ Shader : : MODE_PARTICLES , VisualShader : : TYPE_END , VisualShaderNode : : PORT_TYPE_TRANSFORM , " transform " , " TRANSFORM " } ,
{ Shader : : MODE_PARTICLES , VisualShader : : TYPE_END , VisualShaderNode : : PORT_TYPE_SCALAR , " delta " , " DELTA " } ,
{ Shader : : MODE_PARTICLES , VisualShader : : TYPE_END , VisualShaderNode : : PORT_TYPE_SCALAR , " lifetime " , " LIFETIME " } ,
{ Shader : : MODE_PARTICLES , VisualShader : : TYPE_END , VisualShaderNode : : PORT_TYPE_SCALAR_INT , " index " , " INDEX " } ,
{ Shader : : MODE_PARTICLES , VisualShader : : TYPE_END , VisualShaderNode : : PORT_TYPE_TRANSFORM , " emission_transform " , " EMISSION_TRANSFORM " } ,
{ Shader : : MODE_PARTICLES , VisualShader : : TYPE_END , VisualShaderNode : : PORT_TYPE_SCALAR , " time " , " TIME " } ,
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// Sky, Fragment
{ Shader : : MODE_SKY , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_BOOLEAN , " at_cubemap_pass " , " AT_CUBEMAP_PASS " } ,
{ Shader : : MODE_SKY , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_BOOLEAN , " at_half_res_pass " , " AT_HALF_RES_PASS " } ,
{ Shader : : MODE_SKY , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_BOOLEAN , " at_quarter_res_pass " , " AT_QUARTER_RES_PASS " } ,
{ Shader : : MODE_SKY , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_VECTOR , " eyedir " , " EYEDIR " } ,
{ Shader : : MODE_SKY , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_VECTOR , " half_res_color " , " HALF_RES_COLOR.rgb " } ,
{ Shader : : MODE_SKY , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_SCALAR , " half_res_alpha " , " HALF_RES_COLOR.a " } ,
{ Shader : : MODE_SKY , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_VECTOR , " light0_color " , " LIGHT0_COLOR " } ,
{ Shader : : MODE_SKY , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_VECTOR , " light0_direction " , " LIGHT0_DIRECTION " } ,
{ Shader : : MODE_SKY , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_BOOLEAN , " light0_enabled " , " LIGHT0_ENABLED " } ,
{ Shader : : MODE_SKY , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_SCALAR , " light0_energy " , " LIGHT0_ENERGY " } ,
{ Shader : : MODE_SKY , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_VECTOR , " light1_color " , " LIGHT1_COLOR " } ,
{ Shader : : MODE_SKY , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_VECTOR , " light1_direction " , " LIGHT1_DIRECTION " } ,
{ Shader : : MODE_SKY , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_BOOLEAN , " light1_enabled " , " LIGHT1_ENABLED " } ,
{ Shader : : MODE_SKY , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_SCALAR , " light1_energy " , " LIGHT1_ENERGY " } ,
{ Shader : : MODE_SKY , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_VECTOR , " light2_color " , " LIGHT2_COLOR " } ,
{ Shader : : MODE_SKY , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_VECTOR , " light2_direction " , " LIGHT2_DIRECTION " } ,
{ Shader : : MODE_SKY , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_BOOLEAN , " light2_enabled " , " LIGHT2_ENABLED " } ,
{ Shader : : MODE_SKY , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_SCALAR , " light2_energy " , " LIGHT2_ENERGY " } ,
{ Shader : : MODE_SKY , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_VECTOR , " light3_color " , " LIGHT3_COLOR " } ,
{ Shader : : MODE_SKY , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_VECTOR , " light3_direction " , " LIGHT3_DIRECTION " } ,
{ Shader : : MODE_SKY , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_BOOLEAN , " light3_enabled " , " LIGHT3_ENABLED " } ,
{ Shader : : MODE_SKY , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_SCALAR , " light3_energy " , " LIGHT3_ENERGY " } ,
{ Shader : : MODE_SKY , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_VECTOR , " position " , " POSITION " } ,
{ Shader : : MODE_SKY , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_VECTOR , " quarter_res_color " , " QUARTER_RES_COLOR.rgb " } ,
{ Shader : : MODE_SKY , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_SCALAR , " quarter_res_alpha " , " QUARTER_RES_COLOR.a " } ,
{ Shader : : MODE_SKY , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_SAMPLER , " radiance " , " RADIANCE " } ,
{ Shader : : MODE_SKY , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_VECTOR , " screen_uv " , " vec3(SCREEN_UV, 0.0) " } ,
{ Shader : : MODE_SKY , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_VECTOR , " sky_coords " , " vec3(SKY_COORDS, 0.0) " } ,
{ Shader : : MODE_SKY , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_SCALAR , " time " , " TIME " } ,
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{ Shader : : MODE_MAX , VisualShader : : TYPE_MAX , VisualShaderNode : : PORT_TYPE_TRANSFORM , nullptr , nullptr } ,
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} ;
const VisualShaderNodeInput : : Port VisualShaderNodeInput : : preview_ports [ ] = {
// Spatial, Fragment
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{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_VECTOR , " normal " , " vec3(0.0, 0.0, 1.0) " } ,
{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_VECTOR , " tangent " , " vec3(0.0, 1.0, 0.0) " } ,
{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_VECTOR , " binormal " , " vec3(1.0, 0.0, 0.0) " } ,
{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_VECTOR , " uv " , " vec3(UV, 0.0) " } ,
{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_VECTOR , " uv2 " , " vec3(UV, 0.0) " } ,
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{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_VECTOR , " color " , " vec3(1.0) " } ,
{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_SCALAR , " alpha " , " 1.0 " } ,
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{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_VECTOR , " screen_uv " , " vec3(SCREEN_UV, 0.0) " } ,
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{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_SCALAR , " side " , " 1.0 " } ,
{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_SCALAR , " time " , " TIME " } ,
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{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_VECTOR , " viewport_size " , " vec3(1.0,1.0, 0.0) " } ,
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// Spatial, Light
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{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_VECTOR , " normal " , " vec3(0.0, 0.0, 1.0) " } ,
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{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_LIGHT , VisualShaderNode : : PORT_TYPE_SCALAR , " time " , " TIME " } ,
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{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_LIGHT , VisualShaderNode : : PORT_TYPE_VECTOR , " viewport_size " , " vec3(1.0, 1.0, 0.0) " } ,
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// Canvas Item, Vertex
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{ Shader : : MODE_CANVAS_ITEM , VisualShader : : TYPE_VERTEX , VisualShaderNode : : PORT_TYPE_VECTOR , " vertex " , " vec3(VERTEX, 0.0) " } ,
{ Shader : : MODE_CANVAS_ITEM , VisualShader : : TYPE_VERTEX , VisualShaderNode : : PORT_TYPE_VECTOR , " uv " , " vec3(UV, 0.0) " } ,
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{ Shader : : MODE_CANVAS_ITEM , VisualShader : : TYPE_VERTEX , VisualShaderNode : : PORT_TYPE_VECTOR , " color " , " vec3(1.0) " } ,
{ Shader : : MODE_CANVAS_ITEM , VisualShader : : TYPE_VERTEX , VisualShaderNode : : PORT_TYPE_SCALAR , " alpha " , " 1.0 " } ,
{ Shader : : MODE_CANVAS_ITEM , VisualShader : : TYPE_VERTEX , VisualShaderNode : : PORT_TYPE_SCALAR , " time " , " TIME " } ,
// Canvas Item, Fragment
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{ Shader : : MODE_CANVAS_ITEM , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_VECTOR , " uv " , " vec3(UV, 0.0) " } ,
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{ Shader : : MODE_CANVAS_ITEM , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_VECTOR , " color " , " vec3(1.0) " } ,
{ Shader : : MODE_CANVAS_ITEM , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_SCALAR , " alpha " , " 1.0 " } ,
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{ Shader : : MODE_CANVAS_ITEM , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_VECTOR , " screen_uv " , " vec3(SCREEN_UV, 0.0) " } ,
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{ Shader : : MODE_CANVAS_ITEM , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_SCALAR , " time " , " TIME " } ,
// Canvas Item, Light
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{ Shader : : MODE_CANVAS_ITEM , VisualShader : : TYPE_LIGHT , VisualShaderNode : : PORT_TYPE_VECTOR , " uv " , " vec3(UV, 0.0) " } ,
{ Shader : : MODE_CANVAS_ITEM , VisualShader : : TYPE_LIGHT , VisualShaderNode : : PORT_TYPE_VECTOR , " normal " , " vec3(0.0, 0.0, 1.0) " } ,
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{ Shader : : MODE_CANVAS_ITEM , VisualShader : : TYPE_LIGHT , VisualShaderNode : : PORT_TYPE_VECTOR , " color " , " vec3(1.0) " } ,
{ Shader : : MODE_CANVAS_ITEM , VisualShader : : TYPE_LIGHT , VisualShaderNode : : PORT_TYPE_SCALAR , " alpha " , " 1.0 " } ,
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{ Shader : : MODE_CANVAS_ITEM , VisualShader : : TYPE_LIGHT , VisualShaderNode : : PORT_TYPE_VECTOR , " screen_uv " , " vec3(SCREEN_UV, 0.0) " } ,
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{ Shader : : MODE_CANVAS_ITEM , VisualShader : : TYPE_LIGHT , VisualShaderNode : : PORT_TYPE_SCALAR , " time " , " TIME " } ,
// Particles, Vertex
{ Shader : : MODE_PARTICLES , VisualShader : : TYPE_VERTEX , VisualShaderNode : : PORT_TYPE_VECTOR , " color " , " vec3(1.0) " } ,
{ Shader : : MODE_PARTICLES , VisualShader : : TYPE_VERTEX , VisualShaderNode : : PORT_TYPE_SCALAR , " alpha " , " 1.0 " } ,
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{ Shader : : MODE_PARTICLES , VisualShader : : TYPE_VERTEX , VisualShaderNode : : PORT_TYPE_VECTOR , " velocity " , " vec3(0.0, 0.0, 1.0) " } ,
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{ Shader : : MODE_PARTICLES , VisualShader : : TYPE_VERTEX , VisualShaderNode : : PORT_TYPE_SCALAR , " time " , " TIME " } ,
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{ Shader : : MODE_MAX , VisualShader : : TYPE_MAX , VisualShaderNode : : PORT_TYPE_TRANSFORM , nullptr , nullptr } ,
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} ;
int VisualShaderNodeInput : : get_input_port_count ( ) const {
return 0 ;
}
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VisualShaderNodeInput : : PortType VisualShaderNodeInput : : get_input_port_type ( int p_port ) const {
return PORT_TYPE_SCALAR ;
}
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String VisualShaderNodeInput : : get_input_port_name ( int p_port ) const {
return " " ;
}
int VisualShaderNodeInput : : get_output_port_count ( ) const {
return 1 ;
}
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VisualShaderNodeInput : : PortType VisualShaderNodeInput : : get_output_port_type ( int p_port ) const {
return get_input_type_by_name ( input_name ) ;
}
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String VisualShaderNodeInput : : get_output_port_name ( int p_port ) const {
return " " ;
}
String VisualShaderNodeInput : : get_caption ( ) const {
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return " Input " ;
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}
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String VisualShaderNodeInput : : generate_code ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id , const String * p_input_vars , const String * p_output_vars , bool p_for_preview ) const {
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if ( get_output_port_type ( 0 ) = = PORT_TYPE_SAMPLER ) {
return " " ;
}
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if ( p_for_preview ) {
int idx = 0 ;
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String code ;
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while ( preview_ports [ idx ] . mode ! = Shader : : MODE_MAX ) {
if ( preview_ports [ idx ] . mode = = shader_mode & & preview_ports [ idx ] . shader_type = = shader_type & & preview_ports [ idx ] . name = = input_name ) {
code = " \t " + p_output_vars [ 0 ] + " = " + preview_ports [ idx ] . string + " ; \n " ;
break ;
}
idx + + ;
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}
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if ( code = = String ( ) ) {
switch ( get_output_port_type ( 0 ) ) {
case PORT_TYPE_SCALAR : {
code = " \t " + p_output_vars [ 0 ] + " = 0.0; \n " ;
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} break ;
case PORT_TYPE_SCALAR_INT : {
code = " \t " + p_output_vars [ 0 ] + " = 0; \n " ;
} break ;
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case PORT_TYPE_VECTOR : {
code = " \t " + p_output_vars [ 0 ] + " = vec3(0.0); \n " ;
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} break ;
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case PORT_TYPE_TRANSFORM : {
code = " \t " + p_output_vars [ 0 ] + " = mat4( vec4(1.0,0.0,0.0,0.0), vec4(0.0,1.0,0.0,0.0), vec4(0.0,0.0,1.0,0.0), vec4(0.0,0.0,0.0,1.0) ); \n " ;
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} break ;
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case PORT_TYPE_BOOLEAN : {
code = " \t " + p_output_vars [ 0 ] + " = false; \n " ;
} break ;
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default : //default (none found) is scalar
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break ;
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}
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}
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return code ;
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} else {
int idx = 0 ;
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String code ;
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while ( ports [ idx ] . mode ! = Shader : : MODE_MAX ) {
if ( ports [ idx ] . mode = = shader_mode & & ports [ idx ] . shader_type = = shader_type & & ports [ idx ] . name = = input_name ) {
code = " \t " + p_output_vars [ 0 ] + " = " + ports [ idx ] . string + " ; \n " ;
break ;
}
idx + + ;
}
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if ( code = = String ( ) ) {
code = " \t " + p_output_vars [ 0 ] + " = 0.0; \n " ; //default (none found) is scalar
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}
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return code ;
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}
}
void VisualShaderNodeInput : : set_input_name ( String p_name ) {
PortType prev_type = get_input_type_by_name ( input_name ) ;
input_name = p_name ;
emit_changed ( ) ;
if ( get_input_type_by_name ( input_name ) ! = prev_type ) {
emit_signal ( " input_type_changed " ) ;
}
}
String VisualShaderNodeInput : : get_input_name ( ) const {
return input_name ;
}
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String VisualShaderNodeInput : : get_input_real_name ( ) const {
int idx = 0 ;
while ( ports [ idx ] . mode ! = Shader : : MODE_MAX ) {
if ( ports [ idx ] . mode = = shader_mode & & ports [ idx ] . shader_type = = shader_type & & ports [ idx ] . name = = input_name ) {
return String ( ports [ idx ] . string ) ;
}
idx + + ;
}
return " " ;
}
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VisualShaderNodeInput : : PortType VisualShaderNodeInput : : get_input_type_by_name ( String p_name ) const {
int idx = 0 ;
while ( ports [ idx ] . mode ! = Shader : : MODE_MAX ) {
if ( ports [ idx ] . mode = = shader_mode & & ports [ idx ] . shader_type = = shader_type & & ports [ idx ] . name = = p_name ) {
return ports [ idx ] . type ;
}
idx + + ;
}
return PORT_TYPE_SCALAR ;
}
int VisualShaderNodeInput : : get_input_index_count ( ) const {
int idx = 0 ;
int count = 0 ;
while ( ports [ idx ] . mode ! = Shader : : MODE_MAX ) {
if ( ports [ idx ] . mode = = shader_mode & & ports [ idx ] . shader_type = = shader_type ) {
count + + ;
}
idx + + ;
}
return count ;
}
VisualShaderNodeInput : : PortType VisualShaderNodeInput : : get_input_index_type ( int p_index ) const {
int idx = 0 ;
int count = 0 ;
while ( ports [ idx ] . mode ! = Shader : : MODE_MAX ) {
if ( ports [ idx ] . mode = = shader_mode & & ports [ idx ] . shader_type = = shader_type ) {
if ( count = = p_index ) {
return ports [ idx ] . type ;
}
count + + ;
}
idx + + ;
}
return PORT_TYPE_SCALAR ;
}
String VisualShaderNodeInput : : get_input_index_name ( int p_index ) const {
int idx = 0 ;
int count = 0 ;
while ( ports [ idx ] . mode ! = Shader : : MODE_MAX ) {
if ( ports [ idx ] . mode = = shader_mode & & ports [ idx ] . shader_type = = shader_type ) {
if ( count = = p_index ) {
return ports [ idx ] . name ;
}
count + + ;
}
idx + + ;
}
return " " ;
}
void VisualShaderNodeInput : : _validate_property ( PropertyInfo & property ) const {
if ( property . name = = " input_name " ) {
String port_list ;
int idx = 0 ;
while ( ports [ idx ] . mode ! = Shader : : MODE_MAX ) {
if ( ports [ idx ] . mode = = shader_mode & & ports [ idx ] . shader_type = = shader_type ) {
if ( port_list ! = String ( ) ) {
port_list + = " , " ;
}
port_list + = ports [ idx ] . name ;
}
idx + + ;
}
if ( port_list = = " " ) {
port_list = TTR ( " None " ) ;
}
property . hint_string = port_list ;
}
}
Vector < StringName > VisualShaderNodeInput : : get_editable_properties ( ) const {
Vector < StringName > props ;
props . push_back ( " input_name " ) ;
return props ;
}
void VisualShaderNodeInput : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " set_input_name " , " name " ) , & VisualShaderNodeInput : : set_input_name ) ;
ClassDB : : bind_method ( D_METHOD ( " get_input_name " ) , & VisualShaderNodeInput : : get_input_name ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_input_real_name " ) , & VisualShaderNodeInput : : get_input_real_name ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : STRING_NAME , " input_name " , PROPERTY_HINT_ENUM , " " ) , " set_input_name " , " get_input_name " ) ;
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ADD_SIGNAL ( MethodInfo ( " input_type_changed " ) ) ;
}
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VisualShaderNodeInput : : VisualShaderNodeInput ( ) {
}
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////////////// UniformRef
List < VisualShaderNodeUniformRef : : Uniform > uniforms ;
void VisualShaderNodeUniformRef : : add_uniform ( const String & p_name , UniformType p_type ) {
uniforms . push_back ( { p_name , p_type } ) ;
}
void VisualShaderNodeUniformRef : : clear_uniforms ( ) {
uniforms . clear ( ) ;
}
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bool VisualShaderNodeUniformRef : : has_uniform ( const String & p_name ) {
for ( List < VisualShaderNodeUniformRef : : Uniform > : : Element * E = uniforms . front ( ) ; E ; E = E - > next ( ) ) {
if ( E - > get ( ) . name = = p_name ) {
return true ;
}
}
return false ;
}
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String VisualShaderNodeUniformRef : : get_caption ( ) const {
return " UniformRef " ;
}
int VisualShaderNodeUniformRef : : get_input_port_count ( ) const {
return 0 ;
}
VisualShaderNodeUniformRef : : PortType VisualShaderNodeUniformRef : : get_input_port_type ( int p_port ) const {
return PortType : : PORT_TYPE_SCALAR ;
}
String VisualShaderNodeUniformRef : : get_input_port_name ( int p_port ) const {
return " " ;
}
int VisualShaderNodeUniformRef : : get_output_port_count ( ) const {
switch ( uniform_type ) {
case UniformType : : UNIFORM_TYPE_FLOAT :
return 1 ;
case UniformType : : UNIFORM_TYPE_INT :
return 1 ;
case UniformType : : UNIFORM_TYPE_BOOLEAN :
return 1 ;
case UniformType : : UNIFORM_TYPE_VECTOR :
return 1 ;
case UniformType : : UNIFORM_TYPE_TRANSFORM :
return 1 ;
case UniformType : : UNIFORM_TYPE_COLOR :
return 2 ;
case UniformType : : UNIFORM_TYPE_SAMPLER :
return 1 ;
default :
break ;
}
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return 1 ;
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}
VisualShaderNodeUniformRef : : PortType VisualShaderNodeUniformRef : : get_output_port_type ( int p_port ) const {
switch ( uniform_type ) {
case UniformType : : UNIFORM_TYPE_FLOAT :
return PortType : : PORT_TYPE_SCALAR ;
case UniformType : : UNIFORM_TYPE_INT :
return PortType : : PORT_TYPE_SCALAR_INT ;
case UniformType : : UNIFORM_TYPE_BOOLEAN :
return PortType : : PORT_TYPE_BOOLEAN ;
case UniformType : : UNIFORM_TYPE_VECTOR :
return PortType : : PORT_TYPE_VECTOR ;
case UniformType : : UNIFORM_TYPE_TRANSFORM :
return PortType : : PORT_TYPE_TRANSFORM ;
case UniformType : : UNIFORM_TYPE_COLOR :
if ( p_port = = 0 ) {
return PortType : : PORT_TYPE_VECTOR ;
} else if ( p_port = = 1 ) {
return PORT_TYPE_SCALAR ;
}
break ;
case UniformType : : UNIFORM_TYPE_SAMPLER :
return PortType : : PORT_TYPE_SAMPLER ;
default :
break ;
}
return PORT_TYPE_SCALAR ;
}
String VisualShaderNodeUniformRef : : get_output_port_name ( int p_port ) const {
switch ( uniform_type ) {
case UniformType : : UNIFORM_TYPE_FLOAT :
return " " ;
case UniformType : : UNIFORM_TYPE_INT :
return " " ;
case UniformType : : UNIFORM_TYPE_BOOLEAN :
return " " ;
case UniformType : : UNIFORM_TYPE_VECTOR :
return " " ;
case UniformType : : UNIFORM_TYPE_TRANSFORM :
return " " ;
case UniformType : : UNIFORM_TYPE_COLOR :
if ( p_port = = 0 ) {
return " rgb " ;
} else if ( p_port = = 1 ) {
return " alpha " ;
}
break ;
case UniformType : : UNIFORM_TYPE_SAMPLER :
return " " ;
break ;
default :
break ;
}
return " " ;
}
void VisualShaderNodeUniformRef : : set_uniform_name ( const String & p_name ) {
uniform_name = p_name ;
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if ( uniform_name ! = " [None] " ) {
uniform_type = get_uniform_type_by_name ( uniform_name ) ;
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} else {
uniform_type = UniformType : : UNIFORM_TYPE_FLOAT ;
}
emit_changed ( ) ;
}
String VisualShaderNodeUniformRef : : get_uniform_name ( ) const {
return uniform_name ;
}
int VisualShaderNodeUniformRef : : get_uniforms_count ( ) const {
return uniforms . size ( ) ;
}
String VisualShaderNodeUniformRef : : get_uniform_name_by_index ( int p_idx ) const {
if ( p_idx > = 0 & & p_idx < uniforms . size ( ) ) {
return uniforms [ p_idx ] . name ;
}
return " " ;
}
VisualShaderNodeUniformRef : : UniformType VisualShaderNodeUniformRef : : get_uniform_type_by_name ( const String & p_name ) const {
for ( int i = 0 ; i < uniforms . size ( ) ; i + + ) {
if ( uniforms [ i ] . name = = p_name ) {
return uniforms [ i ] . type ;
}
}
return UniformType : : UNIFORM_TYPE_FLOAT ;
}
VisualShaderNodeUniformRef : : UniformType VisualShaderNodeUniformRef : : get_uniform_type_by_index ( int p_idx ) const {
if ( p_idx > = 0 & & p_idx < uniforms . size ( ) ) {
return uniforms [ p_idx ] . type ;
}
return UniformType : : UNIFORM_TYPE_FLOAT ;
}
String VisualShaderNodeUniformRef : : generate_code ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id , const String * p_input_vars , const String * p_output_vars , bool p_for_preview ) const {
switch ( uniform_type ) {
case UniformType : : UNIFORM_TYPE_FLOAT :
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if ( uniform_name = = " [None] " ) {
return " \t " + p_output_vars [ 0 ] + " = 0.0; \n " ;
}
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return " \t " + p_output_vars [ 0 ] + " = " + get_uniform_name ( ) + " ; \n " ;
case UniformType : : UNIFORM_TYPE_INT :
return " \t " + p_output_vars [ 0 ] + " = " + get_uniform_name ( ) + " ; \n " ;
case UniformType : : UNIFORM_TYPE_BOOLEAN :
return " \t " + p_output_vars [ 0 ] + " = " + get_uniform_name ( ) + " ; \n " ;
case UniformType : : UNIFORM_TYPE_VECTOR :
return " \t " + p_output_vars [ 0 ] + " = " + get_uniform_name ( ) + " ; \n " ;
case UniformType : : UNIFORM_TYPE_TRANSFORM :
return " \t " + p_output_vars [ 0 ] + " = " + get_uniform_name ( ) + " ; \n " ;
case UniformType : : UNIFORM_TYPE_COLOR : {
String code = " \t " + p_output_vars [ 0 ] + " = " + get_uniform_name ( ) + " .rgb; \n " ;
code + = " \t " + p_output_vars [ 1 ] + " = " + get_uniform_name ( ) + " .a; \n " ;
return code ;
} break ;
case UniformType : : UNIFORM_TYPE_SAMPLER :
break ;
default :
break ;
}
return " " ;
}
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void VisualShaderNodeUniformRef : : _set_uniform_type ( int p_uniform_type ) {
uniform_type = ( UniformType ) p_uniform_type ;
}
int VisualShaderNodeUniformRef : : _get_uniform_type ( ) const {
return ( int ) uniform_type ;
}
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void VisualShaderNodeUniformRef : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " set_uniform_name " , " name " ) , & VisualShaderNodeUniformRef : : set_uniform_name ) ;
ClassDB : : bind_method ( D_METHOD ( " get_uniform_name " ) , & VisualShaderNodeUniformRef : : get_uniform_name ) ;
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ClassDB : : bind_method ( D_METHOD ( " _set_uniform_type " , " type " ) , & VisualShaderNodeUniformRef : : _set_uniform_type ) ;
ClassDB : : bind_method ( D_METHOD ( " _get_uniform_type " ) , & VisualShaderNodeUniformRef : : _get_uniform_type ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : STRING_NAME , " uniform_name " , PROPERTY_HINT_ENUM , " " ) , " set_uniform_name " , " get_uniform_name " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " uniform_type " , PROPERTY_HINT_NONE , " " , PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL ) , " _set_uniform_type " , " _get_uniform_type " ) ;
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}
Vector < StringName > VisualShaderNodeUniformRef : : get_editable_properties ( ) const {
Vector < StringName > props ;
props . push_back ( " uniform_name " ) ;
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props . push_back ( " uniform_type " ) ;
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return props ;
}
VisualShaderNodeUniformRef : : VisualShaderNodeUniformRef ( ) {
}
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////////////////////////////////////////////
const VisualShaderNodeOutput : : Port VisualShaderNodeOutput : : ports [ ] = {
// Spatial, Vertex
{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_VERTEX , VisualShaderNode : : PORT_TYPE_VECTOR , " vertex " , " VERTEX " } ,
{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_VERTEX , VisualShaderNode : : PORT_TYPE_VECTOR , " normal " , " NORMAL " } ,
{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_VERTEX , VisualShaderNode : : PORT_TYPE_VECTOR , " tangent " , " TANGENT " } ,
{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_VERTEX , VisualShaderNode : : PORT_TYPE_VECTOR , " binormal " , " BINORMAL " } ,
{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_VERTEX , VisualShaderNode : : PORT_TYPE_VECTOR , " uv " , " UV:xy " } ,
{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_VERTEX , VisualShaderNode : : PORT_TYPE_VECTOR , " uv2 " , " UV2:xy " } ,
{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_VERTEX , VisualShaderNode : : PORT_TYPE_VECTOR , " color " , " COLOR.rgb " } ,
{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_VERTEX , VisualShaderNode : : PORT_TYPE_SCALAR , " alpha " , " COLOR.a " } ,
{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_VERTEX , VisualShaderNode : : PORT_TYPE_SCALAR , " roughness " , " ROUGHNESS " } ,
// Spatial, Fragment
{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_VECTOR , " albedo " , " ALBEDO " } ,
{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_SCALAR , " alpha " , " ALPHA " } ,
{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_SCALAR , " metallic " , " METALLIC " } ,
{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_SCALAR , " roughness " , " ROUGHNESS " } ,
{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_SCALAR , " specular " , " SPECULAR " } ,
{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_VECTOR , " emission " , " EMISSION " } ,
{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_SCALAR , " ao " , " AO " } ,
{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_VECTOR , " normal " , " NORMAL " } ,
{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_VECTOR , " normalmap " , " NORMALMAP " } ,
{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_SCALAR , " normalmap_depth " , " NORMALMAP_DEPTH " } ,
{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_SCALAR , " rim " , " RIM " } ,
{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_SCALAR , " rim_tint " , " RIM_TINT " } ,
{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_SCALAR , " clearcoat " , " CLEARCOAT " } ,
{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_SCALAR , " clearcoat_gloss " , " CLEARCOAT_GLOSS " } ,
{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_SCALAR , " anisotropy " , " ANISOTROPY " } ,
{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_VECTOR , " anisotropy_flow " , " ANISOTROPY_FLOW:xy " } ,
{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_SCALAR , " subsurf_scatter " , " SSS_STRENGTH " } ,
{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_VECTOR , " transmission " , " TRANSMISSION " } ,
{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_SCALAR , " alpha_scissor " , " ALPHA_SCISSOR " } ,
{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_SCALAR , " ao_light_affect " , " AO_LIGHT_AFFECT " } ,
// Spatial, Light
{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_LIGHT , VisualShaderNode : : PORT_TYPE_VECTOR , " diffuse " , " DIFFUSE_LIGHT " } ,
{ Shader : : MODE_SPATIAL , VisualShader : : TYPE_LIGHT , VisualShaderNode : : PORT_TYPE_VECTOR , " specular " , " SPECULAR_LIGHT " } ,
// Canvas Item, Vertex
{ Shader : : MODE_CANVAS_ITEM , VisualShader : : TYPE_VERTEX , VisualShaderNode : : PORT_TYPE_VECTOR , " vertex " , " VERTEX:xy " } ,
{ Shader : : MODE_CANVAS_ITEM , VisualShader : : TYPE_VERTEX , VisualShaderNode : : PORT_TYPE_VECTOR , " uv " , " UV:xy " } ,
{ Shader : : MODE_CANVAS_ITEM , VisualShader : : TYPE_VERTEX , VisualShaderNode : : PORT_TYPE_VECTOR , " color " , " COLOR.rgb " } ,
{ Shader : : MODE_CANVAS_ITEM , VisualShader : : TYPE_VERTEX , VisualShaderNode : : PORT_TYPE_SCALAR , " alpha " , " COLOR.a " } ,
// Canvas Item, Fragment
{ Shader : : MODE_CANVAS_ITEM , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_VECTOR , " color " , " COLOR.rgb " } ,
{ Shader : : MODE_CANVAS_ITEM , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_SCALAR , " alpha " , " COLOR.a " } ,
{ Shader : : MODE_CANVAS_ITEM , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_VECTOR , " normal " , " NORMAL " } ,
{ Shader : : MODE_CANVAS_ITEM , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_VECTOR , " normalmap " , " NORMALMAP " } ,
{ Shader : : MODE_CANVAS_ITEM , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_SCALAR , " normalmap_depth " , " NORMALMAP_DEPTH " } ,
// Canvas Item, Light
{ Shader : : MODE_CANVAS_ITEM , VisualShader : : TYPE_LIGHT , VisualShaderNode : : PORT_TYPE_VECTOR , " light " , " LIGHT.rgb " } ,
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{ Shader : : MODE_CANVAS_ITEM , VisualShader : : TYPE_LIGHT , VisualShaderNode : : PORT_TYPE_SCALAR , " light_alpha " , " LIGHT.a " } ,
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// Particles, Emit
{ Shader : : MODE_PARTICLES , VisualShader : : TYPE_EMIT , VisualShaderNode : : PORT_TYPE_VECTOR , " color " , " COLOR.rgb " } ,
{ Shader : : MODE_PARTICLES , VisualShader : : TYPE_EMIT , VisualShaderNode : : PORT_TYPE_SCALAR , " alpha " , " COLOR.a " } ,
{ Shader : : MODE_PARTICLES , VisualShader : : TYPE_EMIT , VisualShaderNode : : PORT_TYPE_VECTOR , " velocity " , " VELOCITY " } ,
{ Shader : : MODE_PARTICLES , VisualShader : : TYPE_EMIT , VisualShaderNode : : PORT_TYPE_VECTOR , " custom " , " CUSTOM.rgb " } ,
{ Shader : : MODE_PARTICLES , VisualShader : : TYPE_EMIT , VisualShaderNode : : PORT_TYPE_SCALAR , " custom_alpha " , " CUSTOM.a " } ,
{ Shader : : MODE_PARTICLES , VisualShader : : TYPE_EMIT , VisualShaderNode : : PORT_TYPE_TRANSFORM , " transform " , " TRANSFORM " } ,
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{ Shader : : MODE_PARTICLES , VisualShader : : TYPE_EMIT , VisualShaderNode : : PORT_TYPE_BOOLEAN , " active " , " ACTIVE " } ,
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// Particles, Process
{ Shader : : MODE_PARTICLES , VisualShader : : TYPE_PROCESS , VisualShaderNode : : PORT_TYPE_VECTOR , " color " , " COLOR.rgb " } ,
{ Shader : : MODE_PARTICLES , VisualShader : : TYPE_PROCESS , VisualShaderNode : : PORT_TYPE_SCALAR , " alpha " , " COLOR.a " } ,
{ Shader : : MODE_PARTICLES , VisualShader : : TYPE_PROCESS , VisualShaderNode : : PORT_TYPE_VECTOR , " velocity " , " VELOCITY " } ,
{ Shader : : MODE_PARTICLES , VisualShader : : TYPE_PROCESS , VisualShaderNode : : PORT_TYPE_VECTOR , " custom " , " CUSTOM.rgb " } ,
{ Shader : : MODE_PARTICLES , VisualShader : : TYPE_PROCESS , VisualShaderNode : : PORT_TYPE_SCALAR , " custom_alpha " , " CUSTOM.a " } ,
{ Shader : : MODE_PARTICLES , VisualShader : : TYPE_PROCESS , VisualShaderNode : : PORT_TYPE_TRANSFORM , " transform " , " TRANSFORM " } ,
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{ Shader : : MODE_PARTICLES , VisualShader : : TYPE_PROCESS , VisualShaderNode : : PORT_TYPE_BOOLEAN , " active " , " ACTIVE " } ,
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// Particles, End
{ Shader : : MODE_PARTICLES , VisualShader : : TYPE_END , VisualShaderNode : : PORT_TYPE_VECTOR , " color " , " COLOR.rgb " } ,
{ Shader : : MODE_PARTICLES , VisualShader : : TYPE_END , VisualShaderNode : : PORT_TYPE_SCALAR , " alpha " , " COLOR.a " } ,
{ Shader : : MODE_PARTICLES , VisualShader : : TYPE_END , VisualShaderNode : : PORT_TYPE_VECTOR , " velocity " , " VELOCITY " } ,
{ Shader : : MODE_PARTICLES , VisualShader : : TYPE_END , VisualShaderNode : : PORT_TYPE_VECTOR , " custom " , " CUSTOM.rgb " } ,
{ Shader : : MODE_PARTICLES , VisualShader : : TYPE_END , VisualShaderNode : : PORT_TYPE_SCALAR , " custom_alpha " , " CUSTOM.a " } ,
{ Shader : : MODE_PARTICLES , VisualShader : : TYPE_END , VisualShaderNode : : PORT_TYPE_TRANSFORM , " transform " , " TRANSFORM " } ,
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{ Shader : : MODE_PARTICLES , VisualShader : : TYPE_END , VisualShaderNode : : PORT_TYPE_BOOLEAN , " active " , " ACTIVE " } ,
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// Sky, Fragment
{ Shader : : MODE_SKY , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_VECTOR , " color " , " COLOR " } ,
{ Shader : : MODE_SKY , VisualShader : : TYPE_FRAGMENT , VisualShaderNode : : PORT_TYPE_SCALAR , " alpha " , " ALPHA " } ,
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{ Shader : : MODE_MAX , VisualShader : : TYPE_MAX , VisualShaderNode : : PORT_TYPE_TRANSFORM , nullptr , nullptr } ,
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} ;
int VisualShaderNodeOutput : : get_input_port_count ( ) const {
int idx = 0 ;
int count = 0 ;
while ( ports [ idx ] . mode ! = Shader : : MODE_MAX ) {
if ( ports [ idx ] . mode = = shader_mode & & ports [ idx ] . shader_type = = shader_type ) {
count + + ;
}
idx + + ;
}
return count ;
}
VisualShaderNodeOutput : : PortType VisualShaderNodeOutput : : get_input_port_type ( int p_port ) const {
int idx = 0 ;
int count = 0 ;
while ( ports [ idx ] . mode ! = Shader : : MODE_MAX ) {
if ( ports [ idx ] . mode = = shader_mode & & ports [ idx ] . shader_type = = shader_type ) {
if ( count = = p_port ) {
return ports [ idx ] . type ;
}
count + + ;
}
idx + + ;
}
return PORT_TYPE_SCALAR ;
}
String VisualShaderNodeOutput : : get_input_port_name ( int p_port ) const {
int idx = 0 ;
int count = 0 ;
while ( ports [ idx ] . mode ! = Shader : : MODE_MAX ) {
if ( ports [ idx ] . mode = = shader_mode & & ports [ idx ] . shader_type = = shader_type ) {
if ( count = = p_port ) {
return String ( ports [ idx ] . name ) . capitalize ( ) ;
}
count + + ;
}
idx + + ;
}
return String ( ) ;
}
Variant VisualShaderNodeOutput : : get_input_port_default_value ( int p_port ) const {
return Variant ( ) ;
}
int VisualShaderNodeOutput : : get_output_port_count ( ) const {
return 0 ;
}
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VisualShaderNodeOutput : : PortType VisualShaderNodeOutput : : get_output_port_type ( int p_port ) const {
return PORT_TYPE_SCALAR ;
}
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String VisualShaderNodeOutput : : get_output_port_name ( int p_port ) const {
return String ( ) ;
}
bool VisualShaderNodeOutput : : is_port_separator ( int p_index ) const {
if ( shader_mode = = Shader : : MODE_SPATIAL & & shader_type = = VisualShader : : TYPE_FRAGMENT ) {
String name = get_input_port_name ( p_index ) ;
return ( name = = " Normal " | | name = = " Rim " | | name = = " Alpha Scissor " ) ;
}
return false ;
}
String VisualShaderNodeOutput : : get_caption ( ) const {
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return " Output " ;
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}
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String VisualShaderNodeOutput : : generate_code ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id , const String * p_input_vars , const String * p_output_vars , bool p_for_preview ) const {
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int idx = 0 ;
int count = 0 ;
String code ;
while ( ports [ idx ] . mode ! = Shader : : MODE_MAX ) {
if ( ports [ idx ] . mode = = shader_mode & & ports [ idx ] . shader_type = = shader_type ) {
if ( p_input_vars [ count ] ! = String ( ) ) {
String s = ports [ idx ] . string ;
if ( s . find ( " : " ) ! = - 1 ) {
code + = " \t " + s . get_slicec ( ' : ' , 0 ) + " = " + p_input_vars [ count ] + " . " + s . get_slicec ( ' : ' , 1 ) + " ; \n " ;
} else {
code + = " \t " + s + " = " + p_input_vars [ count ] + " ; \n " ;
}
}
count + + ;
}
idx + + ;
}
return code ;
}
VisualShaderNodeOutput : : VisualShaderNodeOutput ( ) {
}
///////////////////////////
void VisualShaderNodeUniform : : set_uniform_name ( const String & p_name ) {
uniform_name = p_name ;
emit_signal ( " name_changed " ) ;
emit_changed ( ) ;
}
String VisualShaderNodeUniform : : get_uniform_name ( ) const {
return uniform_name ;
}
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void VisualShaderNodeUniform : : set_qualifier ( VisualShaderNodeUniform : : Qualifier p_qual ) {
qualifier = p_qual ;
emit_changed ( ) ;
}
VisualShaderNodeUniform : : Qualifier VisualShaderNodeUniform : : get_qualifier ( ) const {
return qualifier ;
}
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void VisualShaderNodeUniform : : set_global_code_generated ( bool p_enabled ) {
global_code_generated = p_enabled ;
}
bool VisualShaderNodeUniform : : is_global_code_generated ( ) const {
return global_code_generated ;
}
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void VisualShaderNodeUniform : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " set_uniform_name " , " name " ) , & VisualShaderNodeUniform : : set_uniform_name ) ;
ClassDB : : bind_method ( D_METHOD ( " get_uniform_name " ) , & VisualShaderNodeUniform : : get_uniform_name ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_qualifier " , " qualifier " ) , & VisualShaderNodeUniform : : set_qualifier ) ;
ClassDB : : bind_method ( D_METHOD ( " get_qualifier " ) , & VisualShaderNodeUniform : : get_qualifier ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : STRING_NAME , " uniform_name " ) , " set_uniform_name " , " get_uniform_name " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " qualifier " , PROPERTY_HINT_ENUM , " None,Global,Instance " ) , " set_qualifier " , " get_qualifier " ) ;
BIND_ENUM_CONSTANT ( QUAL_NONE ) ;
BIND_ENUM_CONSTANT ( QUAL_GLOBAL ) ;
BIND_ENUM_CONSTANT ( QUAL_INSTANCE ) ;
}
String VisualShaderNodeUniform : : _get_qual_str ( ) const {
if ( is_qualifier_supported ( qualifier ) ) {
switch ( qualifier ) {
case QUAL_NONE :
break ;
case QUAL_GLOBAL :
return " global " ;
case QUAL_INSTANCE :
return " instance " ;
}
}
return String ( ) ;
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}
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String VisualShaderNodeUniform : : get_warning ( Shader : : Mode p_mode , VisualShader : : Type p_type ) const {
List < String > keyword_list ;
ShaderLanguage : : get_keyword_list ( & keyword_list ) ;
if ( keyword_list . find ( uniform_name ) ) {
return TTR ( " Uniform name cannot be equal to a shader keyword. Choose another name. " ) ;
}
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if ( ! is_qualifier_supported ( qualifier ) ) {
return " This uniform type does not support that qualifier. " ;
}
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return String ( ) ;
}
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Vector < StringName > VisualShaderNodeUniform : : get_editable_properties ( ) const {
Vector < StringName > props ;
props . push_back ( " qualifier " ) ;
return props ;
}
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VisualShaderNodeUniform : : VisualShaderNodeUniform ( ) {
}
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////////////// GroupBase
String VisualShaderNodeGroupBase : : get_caption ( ) const {
return " Group " ;
}
void VisualShaderNodeGroupBase : : set_size ( const Vector2 & p_size ) {
size = p_size ;
}
Vector2 VisualShaderNodeGroupBase : : get_size ( ) const {
return size ;
}
void VisualShaderNodeGroupBase : : set_inputs ( const String & p_inputs ) {
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if ( inputs = = p_inputs ) {
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return ;
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}
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clear_input_ports ( ) ;
inputs = p_inputs ;
Vector < String > input_strings = inputs . split ( " ; " , false ) ;
int input_port_count = input_strings . size ( ) ;
for ( int i = 0 ; i < input_port_count ; i + + ) {
Vector < String > arr = input_strings [ i ] . split ( " , " ) ;
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ERR_FAIL_COND ( arr . size ( ) ! = 3 ) ;
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int port_idx = arr [ 0 ] . to_int ( ) ;
int port_type = arr [ 1 ] . to_int ( ) ;
String port_name = arr [ 2 ] ;
Port port ;
port . type = ( PortType ) port_type ;
port . name = port_name ;
input_ports [ port_idx ] = port ;
}
}
String VisualShaderNodeGroupBase : : get_inputs ( ) const {
return inputs ;
}
void VisualShaderNodeGroupBase : : set_outputs ( const String & p_outputs ) {
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if ( outputs = = p_outputs ) {
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return ;
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}
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clear_output_ports ( ) ;
outputs = p_outputs ;
Vector < String > output_strings = outputs . split ( " ; " , false ) ;
int output_port_count = output_strings . size ( ) ;
for ( int i = 0 ; i < output_port_count ; i + + ) {
Vector < String > arr = output_strings [ i ] . split ( " , " ) ;
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ERR_FAIL_COND ( arr . size ( ) ! = 3 ) ;
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int port_idx = arr [ 0 ] . to_int ( ) ;
int port_type = arr [ 1 ] . to_int ( ) ;
String port_name = arr [ 2 ] ;
Port port ;
port . type = ( PortType ) port_type ;
port . name = port_name ;
output_ports [ port_idx ] = port ;
}
}
String VisualShaderNodeGroupBase : : get_outputs ( ) const {
return outputs ;
}
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bool VisualShaderNodeGroupBase : : is_valid_port_name ( const String & p_name ) const {
if ( ! p_name . is_valid_identifier ( ) ) {
return false ;
}
for ( int i = 0 ; i < get_input_port_count ( ) ; i + + ) {
if ( get_input_port_name ( i ) = = p_name ) {
return false ;
}
}
for ( int i = 0 ; i < get_output_port_count ( ) ; i + + ) {
if ( get_output_port_name ( i ) = = p_name ) {
return false ;
}
}
return true ;
}
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void VisualShaderNodeGroupBase : : add_input_port ( int p_id , int p_type , const String & p_name ) {
String str = itos ( p_id ) + " , " + itos ( p_type ) + " , " + p_name + " ; " ;
Vector < String > inputs_strings = inputs . split ( " ; " , false ) ;
int index = 0 ;
if ( p_id < inputs_strings . size ( ) ) {
for ( int i = 0 ; i < inputs_strings . size ( ) ; i + + ) {
if ( i = = p_id ) {
inputs = inputs . insert ( index , str ) ;
break ;
}
index + = inputs_strings [ i ] . size ( ) ;
}
} else {
inputs + = str ;
}
inputs_strings = inputs . split ( " ; " , false ) ;
index = 0 ;
for ( int i = 0 ; i < inputs_strings . size ( ) ; i + + ) {
int count = 0 ;
for ( int j = 0 ; j < inputs_strings [ i ] . size ( ) ; j + + ) {
if ( inputs_strings [ i ] [ j ] = = ' , ' ) {
break ;
}
count + + ;
}
inputs . erase ( index , count ) ;
inputs = inputs . insert ( index , itos ( i ) ) ;
index + = inputs_strings [ i ] . size ( ) ;
}
_apply_port_changes ( ) ;
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emit_changed ( ) ;
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}
void VisualShaderNodeGroupBase : : remove_input_port ( int p_id ) {
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ERR_FAIL_COND ( ! has_input_port ( p_id ) ) ;
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Vector < String > inputs_strings = inputs . split ( " ; " , false ) ;
int count = 0 ;
int index = 0 ;
for ( int i = 0 ; i < inputs_strings . size ( ) ; i + + ) {
Vector < String > arr = inputs_strings [ i ] . split ( " , " ) ;
if ( arr [ 0 ] . to_int ( ) = = p_id ) {
count = inputs_strings [ i ] . size ( ) ;
break ;
}
index + = inputs_strings [ i ] . size ( ) ;
}
inputs . erase ( index , count ) ;
inputs_strings = inputs . split ( " ; " , false ) ;
for ( int i = p_id ; i < inputs_strings . size ( ) ; i + + ) {
inputs = inputs . replace_first ( inputs_strings [ i ] . split ( " , " ) [ 0 ] , itos ( i ) ) ;
}
_apply_port_changes ( ) ;
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emit_changed ( ) ;
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}
int VisualShaderNodeGroupBase : : get_input_port_count ( ) const {
return input_ports . size ( ) ;
}
bool VisualShaderNodeGroupBase : : has_input_port ( int p_id ) const {
return input_ports . has ( p_id ) ;
}
void VisualShaderNodeGroupBase : : add_output_port ( int p_id , int p_type , const String & p_name ) {
String str = itos ( p_id ) + " , " + itos ( p_type ) + " , " + p_name + " ; " ;
Vector < String > outputs_strings = outputs . split ( " ; " , false ) ;
int index = 0 ;
if ( p_id < outputs_strings . size ( ) ) {
for ( int i = 0 ; i < outputs_strings . size ( ) ; i + + ) {
if ( i = = p_id ) {
outputs = outputs . insert ( index , str ) ;
break ;
}
index + = outputs_strings [ i ] . size ( ) ;
}
} else {
outputs + = str ;
}
outputs_strings = outputs . split ( " ; " , false ) ;
index = 0 ;
for ( int i = 0 ; i < outputs_strings . size ( ) ; i + + ) {
int count = 0 ;
for ( int j = 0 ; j < outputs_strings [ i ] . size ( ) ; j + + ) {
if ( outputs_strings [ i ] [ j ] = = ' , ' ) {
break ;
}
count + + ;
}
outputs . erase ( index , count ) ;
outputs = outputs . insert ( index , itos ( i ) ) ;
index + = outputs_strings [ i ] . size ( ) ;
}
_apply_port_changes ( ) ;
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emit_changed ( ) ;
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}
void VisualShaderNodeGroupBase : : remove_output_port ( int p_id ) {
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ERR_FAIL_COND ( ! has_output_port ( p_id ) ) ;
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Vector < String > outputs_strings = outputs . split ( " ; " , false ) ;
int count = 0 ;
int index = 0 ;
for ( int i = 0 ; i < outputs_strings . size ( ) ; i + + ) {
Vector < String > arr = outputs_strings [ i ] . split ( " , " ) ;
if ( arr [ 0 ] . to_int ( ) = = p_id ) {
count = outputs_strings [ i ] . size ( ) ;
break ;
}
index + = outputs_strings [ i ] . size ( ) ;
}
outputs . erase ( index , count ) ;
outputs_strings = outputs . split ( " ; " , false ) ;
for ( int i = p_id ; i < outputs_strings . size ( ) ; i + + ) {
outputs = outputs . replace_first ( outputs_strings [ i ] . split ( " , " ) [ 0 ] , itos ( i ) ) ;
}
_apply_port_changes ( ) ;
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emit_changed ( ) ;
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}
int VisualShaderNodeGroupBase : : get_output_port_count ( ) const {
return output_ports . size ( ) ;
}
bool VisualShaderNodeGroupBase : : has_output_port ( int p_id ) const {
return output_ports . has ( p_id ) ;
}
void VisualShaderNodeGroupBase : : clear_input_ports ( ) {
input_ports . clear ( ) ;
}
void VisualShaderNodeGroupBase : : clear_output_ports ( ) {
output_ports . clear ( ) ;
}
void VisualShaderNodeGroupBase : : set_input_port_type ( int p_id , int p_type ) {
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ERR_FAIL_COND ( ! has_input_port ( p_id ) ) ;
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ERR_FAIL_COND ( p_type < 0 | | p_type > = PORT_TYPE_MAX ) ;
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if ( input_ports [ p_id ] . type = = p_type ) {
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return ;
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}
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Vector < String > inputs_strings = inputs . split ( " ; " , false ) ;
int count = 0 ;
int index = 0 ;
for ( int i = 0 ; i < inputs_strings . size ( ) ; i + + ) {
Vector < String > arr = inputs_strings [ i ] . split ( " , " ) ;
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ERR_FAIL_COND ( arr . size ( ) ! = 3 ) ;
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if ( arr [ 0 ] . to_int ( ) = = p_id ) {
index + = arr [ 0 ] . size ( ) ;
count = arr [ 1 ] . size ( ) - 1 ;
break ;
}
index + = inputs_strings [ i ] . size ( ) ;
}
inputs . erase ( index , count ) ;
inputs = inputs . insert ( index , itos ( p_type ) ) ;
_apply_port_changes ( ) ;
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emit_changed ( ) ;
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}
VisualShaderNodeGroupBase : : PortType VisualShaderNodeGroupBase : : get_input_port_type ( int p_id ) const {
ERR_FAIL_COND_V ( ! input_ports . has ( p_id ) , ( PortType ) 0 ) ;
return input_ports [ p_id ] . type ;
}
void VisualShaderNodeGroupBase : : set_input_port_name ( int p_id , const String & p_name ) {
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ERR_FAIL_COND ( ! has_input_port ( p_id ) ) ;
ERR_FAIL_COND ( ! is_valid_port_name ( p_name ) ) ;
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if ( input_ports [ p_id ] . name = = p_name ) {
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return ;
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}
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Vector < String > inputs_strings = inputs . split ( " ; " , false ) ;
int count = 0 ;
int index = 0 ;
for ( int i = 0 ; i < inputs_strings . size ( ) ; i + + ) {
Vector < String > arr = inputs_strings [ i ] . split ( " , " ) ;
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ERR_FAIL_COND ( arr . size ( ) ! = 3 ) ;
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if ( arr [ 0 ] . to_int ( ) = = p_id ) {
index + = arr [ 0 ] . size ( ) + arr [ 1 ] . size ( ) ;
count = arr [ 2 ] . size ( ) - 1 ;
break ;
}
index + = inputs_strings [ i ] . size ( ) ;
}
inputs . erase ( index , count ) ;
inputs = inputs . insert ( index , p_name ) ;
_apply_port_changes ( ) ;
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emit_changed ( ) ;
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}
String VisualShaderNodeGroupBase : : get_input_port_name ( int p_id ) const {
ERR_FAIL_COND_V ( ! input_ports . has ( p_id ) , " " ) ;
return input_ports [ p_id ] . name ;
}
void VisualShaderNodeGroupBase : : set_output_port_type ( int p_id , int p_type ) {
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ERR_FAIL_COND ( ! has_output_port ( p_id ) ) ;
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ERR_FAIL_COND ( p_type < 0 | | p_type > = PORT_TYPE_MAX ) ;
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if ( output_ports [ p_id ] . type = = p_type ) {
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return ;
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}
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Vector < String > output_strings = outputs . split ( " ; " , false ) ;
int count = 0 ;
int index = 0 ;
for ( int i = 0 ; i < output_strings . size ( ) ; i + + ) {
Vector < String > arr = output_strings [ i ] . split ( " , " ) ;
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ERR_FAIL_COND ( arr . size ( ) ! = 3 ) ;
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if ( arr [ 0 ] . to_int ( ) = = p_id ) {
index + = arr [ 0 ] . size ( ) ;
count = arr [ 1 ] . size ( ) - 1 ;
break ;
}
index + = output_strings [ i ] . size ( ) ;
}
outputs . erase ( index , count ) ;
outputs = outputs . insert ( index , itos ( p_type ) ) ;
_apply_port_changes ( ) ;
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emit_changed ( ) ;
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}
VisualShaderNodeGroupBase : : PortType VisualShaderNodeGroupBase : : get_output_port_type ( int p_id ) const {
ERR_FAIL_COND_V ( ! output_ports . has ( p_id ) , ( PortType ) 0 ) ;
return output_ports [ p_id ] . type ;
}
void VisualShaderNodeGroupBase : : set_output_port_name ( int p_id , const String & p_name ) {
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ERR_FAIL_COND ( ! has_output_port ( p_id ) ) ;
ERR_FAIL_COND ( ! is_valid_port_name ( p_name ) ) ;
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if ( output_ports [ p_id ] . name = = p_name ) {
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return ;
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}
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Vector < String > output_strings = outputs . split ( " ; " , false ) ;
int count = 0 ;
int index = 0 ;
for ( int i = 0 ; i < output_strings . size ( ) ; i + + ) {
Vector < String > arr = output_strings [ i ] . split ( " , " ) ;
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ERR_FAIL_COND ( arr . size ( ) ! = 3 ) ;
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if ( arr [ 0 ] . to_int ( ) = = p_id ) {
index + = arr [ 0 ] . size ( ) + arr [ 1 ] . size ( ) ;
count = arr [ 2 ] . size ( ) - 1 ;
break ;
}
index + = output_strings [ i ] . size ( ) ;
}
outputs . erase ( index , count ) ;
outputs = outputs . insert ( index , p_name ) ;
_apply_port_changes ( ) ;
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emit_changed ( ) ;
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}
String VisualShaderNodeGroupBase : : get_output_port_name ( int p_id ) const {
ERR_FAIL_COND_V ( ! output_ports . has ( p_id ) , " " ) ;
return output_ports [ p_id ] . name ;
}
int VisualShaderNodeGroupBase : : get_free_input_port_id ( ) const {
return input_ports . size ( ) ;
}
int VisualShaderNodeGroupBase : : get_free_output_port_id ( ) const {
return output_ports . size ( ) ;
}
void VisualShaderNodeGroupBase : : set_control ( Control * p_control , int p_index ) {
controls [ p_index ] = p_control ;
}
Control * VisualShaderNodeGroupBase : : get_control ( int p_index ) {
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ERR_FAIL_COND_V ( ! controls . has ( p_index ) , nullptr ) ;
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return controls [ p_index ] ;
}
void VisualShaderNodeGroupBase : : _apply_port_changes ( ) {
Vector < String > inputs_strings = inputs . split ( " ; " , false ) ;
Vector < String > outputs_strings = outputs . split ( " ; " , false ) ;
clear_input_ports ( ) ;
clear_output_ports ( ) ;
for ( int i = 0 ; i < inputs_strings . size ( ) ; i + + ) {
Vector < String > arr = inputs_strings [ i ] . split ( " , " ) ;
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ERR_FAIL_COND ( arr . size ( ) ! = 3 ) ;
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Port port ;
port . type = ( PortType ) arr [ 1 ] . to_int ( ) ;
port . name = arr [ 2 ] ;
input_ports [ i ] = port ;
}
for ( int i = 0 ; i < outputs_strings . size ( ) ; i + + ) {
Vector < String > arr = outputs_strings [ i ] . split ( " , " ) ;
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ERR_FAIL_COND ( arr . size ( ) ! = 3 ) ;
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Port port ;
port . type = ( PortType ) arr [ 1 ] . to_int ( ) ;
port . name = arr [ 2 ] ;
output_ports [ i ] = port ;
}
}
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void VisualShaderNodeGroupBase : : set_editable ( bool p_enabled ) {
editable = p_enabled ;
}
bool VisualShaderNodeGroupBase : : is_editable ( ) const {
return editable ;
}
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void VisualShaderNodeGroupBase : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " set_size " , " size " ) , & VisualShaderNodeGroupBase : : set_size ) ;
ClassDB : : bind_method ( D_METHOD ( " get_size " ) , & VisualShaderNodeGroupBase : : get_size ) ;
ClassDB : : bind_method ( D_METHOD ( " set_inputs " , " inputs " ) , & VisualShaderNodeGroupBase : : set_inputs ) ;
ClassDB : : bind_method ( D_METHOD ( " get_inputs " ) , & VisualShaderNodeGroupBase : : get_inputs ) ;
ClassDB : : bind_method ( D_METHOD ( " set_outputs " , " outputs " ) , & VisualShaderNodeGroupBase : : set_outputs ) ;
ClassDB : : bind_method ( D_METHOD ( " get_outputs " ) , & VisualShaderNodeGroupBase : : get_outputs ) ;
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ClassDB : : bind_method ( D_METHOD ( " is_valid_port_name " , " name " ) , & VisualShaderNodeGroupBase : : is_valid_port_name ) ;
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ClassDB : : bind_method ( D_METHOD ( " add_input_port " , " id " , " type " , " name " ) , & VisualShaderNodeGroupBase : : add_input_port ) ;
ClassDB : : bind_method ( D_METHOD ( " remove_input_port " , " id " ) , & VisualShaderNodeGroupBase : : remove_input_port ) ;
ClassDB : : bind_method ( D_METHOD ( " get_input_port_count " ) , & VisualShaderNodeGroupBase : : get_input_port_count ) ;
ClassDB : : bind_method ( D_METHOD ( " has_input_port " , " id " ) , & VisualShaderNodeGroupBase : : has_input_port ) ;
ClassDB : : bind_method ( D_METHOD ( " clear_input_ports " ) , & VisualShaderNodeGroupBase : : clear_input_ports ) ;
ClassDB : : bind_method ( D_METHOD ( " add_output_port " , " id " , " type " , " name " ) , & VisualShaderNodeGroupBase : : add_output_port ) ;
ClassDB : : bind_method ( D_METHOD ( " remove_output_port " , " id " ) , & VisualShaderNodeGroupBase : : remove_output_port ) ;
ClassDB : : bind_method ( D_METHOD ( " get_output_port_count " ) , & VisualShaderNodeGroupBase : : get_output_port_count ) ;
ClassDB : : bind_method ( D_METHOD ( " has_output_port " , " id " ) , & VisualShaderNodeGroupBase : : has_output_port ) ;
ClassDB : : bind_method ( D_METHOD ( " clear_output_ports " ) , & VisualShaderNodeGroupBase : : clear_output_ports ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_input_port_name " , " id " , " name " ) , & VisualShaderNodeGroupBase : : set_input_port_name ) ;
ClassDB : : bind_method ( D_METHOD ( " set_input_port_type " , " id " , " type " ) , & VisualShaderNodeGroupBase : : set_input_port_type ) ;
ClassDB : : bind_method ( D_METHOD ( " set_output_port_name " , " id " , " name " ) , & VisualShaderNodeGroupBase : : set_output_port_name ) ;
ClassDB : : bind_method ( D_METHOD ( " set_output_port_type " , " id " , " type " ) , & VisualShaderNodeGroupBase : : set_output_port_type ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_free_input_port_id " ) , & VisualShaderNodeGroupBase : : get_free_input_port_id ) ;
ClassDB : : bind_method ( D_METHOD ( " get_free_output_port_id " ) , & VisualShaderNodeGroupBase : : get_free_output_port_id ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : VECTOR2 , " size " ) , " set_size " , " get_size " ) ;
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}
String VisualShaderNodeGroupBase : : generate_code ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id , const String * p_input_vars , const String * p_output_vars , bool p_for_preview ) const {
return " " ;
}
VisualShaderNodeGroupBase : : VisualShaderNodeGroupBase ( ) {
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simple_decl = false ;
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}
////////////// Expression
String VisualShaderNodeExpression : : get_caption ( ) const {
return " Expression " ;
}
void VisualShaderNodeExpression : : set_expression ( const String & p_expression ) {
expression = p_expression ;
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emit_changed ( ) ;
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}
String VisualShaderNodeExpression : : get_expression ( ) const {
return expression ;
}
String VisualShaderNodeExpression : : generate_code ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id , const String * p_input_vars , const String * p_output_vars , bool p_for_preview ) const {
String _expression = expression ;
_expression = _expression . insert ( 0 , " \n " ) ;
_expression = _expression . replace ( " \n " , " \n \t \t " ) ;
static Vector < String > pre_symbols ;
if ( pre_symbols . empty ( ) ) {
pre_symbols . push_back ( " \t " ) ;
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pre_symbols . push_back ( " , " ) ;
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pre_symbols . push_back ( " ; " ) ;
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pre_symbols . push_back ( " { " ) ;
pre_symbols . push_back ( " [ " ) ;
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pre_symbols . push_back ( " ] " ) ;
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pre_symbols . push_back ( " ( " ) ;
pre_symbols . push_back ( " " ) ;
pre_symbols . push_back ( " - " ) ;
pre_symbols . push_back ( " * " ) ;
pre_symbols . push_back ( " / " ) ;
pre_symbols . push_back ( " + " ) ;
pre_symbols . push_back ( " = " ) ;
pre_symbols . push_back ( " & " ) ;
pre_symbols . push_back ( " | " ) ;
pre_symbols . push_back ( " ! " ) ;
}
static Vector < String > post_symbols ;
if ( post_symbols . empty ( ) ) {
post_symbols . push_back ( " \t " ) ;
post_symbols . push_back ( " \n " ) ;
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post_symbols . push_back ( " , " ) ;
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post_symbols . push_back ( " ; " ) ;
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post_symbols . push_back ( " } " ) ;
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post_symbols . push_back ( " [ " ) ;
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post_symbols . push_back ( " ] " ) ;
post_symbols . push_back ( " ) " ) ;
post_symbols . push_back ( " " ) ;
post_symbols . push_back ( " . " ) ;
post_symbols . push_back ( " - " ) ;
post_symbols . push_back ( " * " ) ;
post_symbols . push_back ( " / " ) ;
post_symbols . push_back ( " + " ) ;
post_symbols . push_back ( " = " ) ;
post_symbols . push_back ( " & " ) ;
post_symbols . push_back ( " | " ) ;
post_symbols . push_back ( " ! " ) ;
}
for ( int i = 0 ; i < get_input_port_count ( ) ; i + + ) {
for ( int j = 0 ; j < pre_symbols . size ( ) ; j + + ) {
for ( int k = 0 ; k < post_symbols . size ( ) ; k + + ) {
_expression = _expression . replace ( pre_symbols [ j ] + get_input_port_name ( i ) + post_symbols [ k ] , pre_symbols [ j ] + p_input_vars [ i ] + post_symbols [ k ] ) ;
}
}
}
for ( int i = 0 ; i < get_output_port_count ( ) ; i + + ) {
for ( int j = 0 ; j < pre_symbols . size ( ) ; j + + ) {
for ( int k = 0 ; k < post_symbols . size ( ) ; k + + ) {
_expression = _expression . replace ( pre_symbols [ j ] + get_output_port_name ( i ) + post_symbols [ k ] , pre_symbols [ j ] + p_output_vars [ i ] + post_symbols [ k ] ) ;
}
}
}
String output_initializer ;
for ( int i = 0 ; i < get_output_port_count ( ) ; i + + ) {
int port_type = get_output_port_type ( i ) ;
String tk = " " ;
switch ( port_type ) {
case PORT_TYPE_SCALAR :
tk = " 0.0 " ;
break ;
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case PORT_TYPE_SCALAR_INT :
tk = " 0 " ;
break ;
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case PORT_TYPE_VECTOR :
tk = " vec3(0.0, 0.0, 0.0) " ;
break ;
case PORT_TYPE_BOOLEAN :
tk = " false " ;
break ;
case PORT_TYPE_TRANSFORM :
tk = " mat4(1.0) " ;
break ;
default :
continue ;
}
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output_initializer + = " \t " + p_output_vars [ i ] + " = " + tk + " ; \n " ;
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}
String code ;
code + = output_initializer ;
code + = " \t { " ;
code + = _expression ;
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code + = " \n \t } \n " ;
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return code ;
}
void VisualShaderNodeExpression : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " set_expression " , " expression " ) , & VisualShaderNodeExpression : : set_expression ) ;
ClassDB : : bind_method ( D_METHOD ( " get_expression " ) , & VisualShaderNodeExpression : : get_expression ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : STRING , " expression " ) , " set_expression " , " get_expression " ) ;
}
VisualShaderNodeExpression : : VisualShaderNodeExpression ( ) {
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set_editable ( true ) ;
}
////////////// Global Expression
String VisualShaderNodeGlobalExpression : : get_caption ( ) const {
return " GlobalExpression " ;
}
String VisualShaderNodeGlobalExpression : : generate_global ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id ) const {
return expression ;
}
VisualShaderNodeGlobalExpression : : VisualShaderNodeGlobalExpression ( ) {
set_editable ( false ) ;
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}