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/**************************************************************************/
/* visual_shader_nodes.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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# include "visual_shader_nodes.h"
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# include "scene/resources/image_texture.h"
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////////////// Vector Base
VisualShaderNodeVectorBase : : PortType VisualShaderNodeVectorBase : : get_input_port_type ( int p_port ) const {
switch ( op_type ) {
case OP_TYPE_VECTOR_2D :
return PORT_TYPE_VECTOR_2D ;
case OP_TYPE_VECTOR_3D :
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return PORT_TYPE_VECTOR_3D ;
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case OP_TYPE_VECTOR_4D :
return PORT_TYPE_VECTOR_4D ;
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default :
break ;
}
return PORT_TYPE_SCALAR ;
}
VisualShaderNodeVectorBase : : PortType VisualShaderNodeVectorBase : : get_output_port_type ( int p_port ) const {
switch ( op_type ) {
case OP_TYPE_VECTOR_2D :
return PORT_TYPE_VECTOR_2D ;
case OP_TYPE_VECTOR_3D :
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return PORT_TYPE_VECTOR_3D ;
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case OP_TYPE_VECTOR_4D :
return PORT_TYPE_VECTOR_4D ;
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default :
break ;
}
return PORT_TYPE_SCALAR ;
}
void VisualShaderNodeVectorBase : : set_op_type ( OpType p_op_type ) {
ERR_FAIL_INDEX ( int ( p_op_type ) , int ( OP_TYPE_MAX ) ) ;
if ( op_type = = p_op_type ) {
return ;
}
op_type = p_op_type ;
emit_changed ( ) ;
}
VisualShaderNodeVectorBase : : OpType VisualShaderNodeVectorBase : : get_op_type ( ) const {
return op_type ;
}
void VisualShaderNodeVectorBase : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " set_op_type " , " type " ) , & VisualShaderNodeVectorBase : : set_op_type ) ;
ClassDB : : bind_method ( D_METHOD ( " get_op_type " ) , & VisualShaderNodeVectorBase : : get_op_type ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " op_type " , PROPERTY_HINT_ENUM , " Vector2,Vector3,Vector4 " ) , " set_op_type " , " get_op_type " ) ;
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BIND_ENUM_CONSTANT ( OP_TYPE_VECTOR_2D ) ;
BIND_ENUM_CONSTANT ( OP_TYPE_VECTOR_3D ) ;
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BIND_ENUM_CONSTANT ( OP_TYPE_VECTOR_4D ) ;
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BIND_ENUM_CONSTANT ( OP_TYPE_MAX ) ;
}
Vector < StringName > VisualShaderNodeVectorBase : : get_editable_properties ( ) const {
Vector < StringName > props ;
props . push_back ( " op_type " ) ;
return props ;
}
VisualShaderNodeVectorBase : : VisualShaderNodeVectorBase ( ) {
}
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////////////// Constants Base
VisualShaderNodeConstant : : VisualShaderNodeConstant ( ) {
}
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////////////// Scalar(Float)
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String VisualShaderNodeFloatConstant : : get_caption ( ) const {
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return " FloatConstant " ;
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}
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int VisualShaderNodeFloatConstant : : get_input_port_count ( ) const {
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return 0 ;
}
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VisualShaderNodeFloatConstant : : PortType VisualShaderNodeFloatConstant : : get_input_port_type ( int p_port ) const {
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return PORT_TYPE_SCALAR ;
}
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String VisualShaderNodeFloatConstant : : get_input_port_name ( int p_port ) const {
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return String ( ) ;
}
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int VisualShaderNodeFloatConstant : : get_output_port_count ( ) const {
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return 1 ;
}
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VisualShaderNodeFloatConstant : : PortType VisualShaderNodeFloatConstant : : get_output_port_type ( int p_port ) const {
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return PORT_TYPE_SCALAR ;
}
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String VisualShaderNodeFloatConstant : : get_output_port_name ( int p_port ) const {
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return " " ; //no output port means the editor will be used as port
}
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String VisualShaderNodeFloatConstant : : generate_code ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id , const String * p_input_vars , const String * p_output_vars , bool p_for_preview ) const {
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return " " + p_output_vars [ 0 ] + " = " + vformat ( " %.6f " , constant ) + " ; \n " ;
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}
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void VisualShaderNodeFloatConstant : : set_constant ( float p_constant ) {
if ( Math : : is_equal_approx ( constant , p_constant ) ) {
return ;
}
constant = p_constant ;
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emit_changed ( ) ;
}
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float VisualShaderNodeFloatConstant : : get_constant ( ) const {
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return constant ;
}
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Vector < StringName > VisualShaderNodeFloatConstant : : get_editable_properties ( ) const {
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Vector < StringName > props ;
props . push_back ( " constant " ) ;
return props ;
}
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void VisualShaderNodeFloatConstant : : _bind_methods ( ) {
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ClassDB : : bind_method ( D_METHOD ( " set_constant " , " constant " ) , & VisualShaderNodeFloatConstant : : set_constant ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_constant " ) , & VisualShaderNodeFloatConstant : : get_constant ) ;
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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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ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " constant " ) , " set_constant " , " get_constant " ) ;
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}
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VisualShaderNodeFloatConstant : : VisualShaderNodeFloatConstant ( ) {
}
////////////// Scalar(Int)
String VisualShaderNodeIntConstant : : get_caption ( ) const {
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return " IntConstant " ;
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}
int VisualShaderNodeIntConstant : : get_input_port_count ( ) const {
return 0 ;
}
VisualShaderNodeIntConstant : : PortType VisualShaderNodeIntConstant : : get_input_port_type ( int p_port ) const {
return PORT_TYPE_SCALAR_INT ;
}
String VisualShaderNodeIntConstant : : get_input_port_name ( int p_port ) const {
return String ( ) ;
}
int VisualShaderNodeIntConstant : : get_output_port_count ( ) const {
return 1 ;
}
VisualShaderNodeIntConstant : : PortType VisualShaderNodeIntConstant : : get_output_port_type ( int p_port ) const {
return PORT_TYPE_SCALAR_INT ;
}
String VisualShaderNodeIntConstant : : get_output_port_name ( int p_port ) const {
return " " ; //no output port means the editor will be used as port
}
String VisualShaderNodeIntConstant : : generate_code ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id , const String * p_input_vars , const String * p_output_vars , bool p_for_preview ) const {
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return " " + p_output_vars [ 0 ] + " = " + itos ( constant ) + " ; \n " ;
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}
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void VisualShaderNodeIntConstant : : set_constant ( int p_constant ) {
if ( constant = = p_constant ) {
return ;
}
constant = p_constant ;
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emit_changed ( ) ;
}
int VisualShaderNodeIntConstant : : get_constant ( ) const {
return constant ;
}
Vector < StringName > VisualShaderNodeIntConstant : : get_editable_properties ( ) const {
Vector < StringName > props ;
props . push_back ( " constant " ) ;
return props ;
}
void VisualShaderNodeIntConstant : : _bind_methods ( ) {
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ClassDB : : bind_method ( D_METHOD ( " set_constant " , " constant " ) , & VisualShaderNodeIntConstant : : set_constant ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_constant " ) , & VisualShaderNodeIntConstant : : get_constant ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " constant " ) , " set_constant " , " get_constant " ) ;
}
VisualShaderNodeIntConstant : : VisualShaderNodeIntConstant ( ) {
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}
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////////////// Scalar(UInt)
String VisualShaderNodeUIntConstant : : get_caption ( ) const {
return " UIntConstant " ;
}
int VisualShaderNodeUIntConstant : : get_input_port_count ( ) const {
return 0 ;
}
VisualShaderNodeUIntConstant : : PortType VisualShaderNodeUIntConstant : : get_input_port_type ( int p_port ) const {
return PORT_TYPE_SCALAR_UINT ;
}
String VisualShaderNodeUIntConstant : : get_input_port_name ( int p_port ) const {
return String ( ) ;
}
int VisualShaderNodeUIntConstant : : get_output_port_count ( ) const {
return 1 ;
}
VisualShaderNodeUIntConstant : : PortType VisualShaderNodeUIntConstant : : get_output_port_type ( int p_port ) const {
return PORT_TYPE_SCALAR_UINT ;
}
String VisualShaderNodeUIntConstant : : get_output_port_name ( int p_port ) const {
return " " ; // No output port means the editor will be used as port.
}
String VisualShaderNodeUIntConstant : : generate_code ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id , const String * p_input_vars , const String * p_output_vars , bool p_for_preview ) const {
return " " + p_output_vars [ 0 ] + " = " + itos ( constant ) + " u; \n " ;
}
void VisualShaderNodeUIntConstant : : set_constant ( int p_constant ) {
if ( constant = = p_constant ) {
return ;
}
constant = p_constant ;
emit_changed ( ) ;
}
int VisualShaderNodeUIntConstant : : get_constant ( ) const {
return constant ;
}
Vector < StringName > VisualShaderNodeUIntConstant : : get_editable_properties ( ) const {
Vector < StringName > props ;
props . push_back ( " constant " ) ;
return props ;
}
void VisualShaderNodeUIntConstant : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " set_constant " , " constant " ) , & VisualShaderNodeUIntConstant : : set_constant ) ;
ClassDB : : bind_method ( D_METHOD ( " get_constant " ) , & VisualShaderNodeUIntConstant : : get_constant ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " constant " ) , " set_constant " , " get_constant " ) ;
}
VisualShaderNodeUIntConstant : : VisualShaderNodeUIntConstant ( ) {
}
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////////////// Boolean
String VisualShaderNodeBooleanConstant : : get_caption ( ) const {
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return " BooleanConstant " ;
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}
int VisualShaderNodeBooleanConstant : : get_input_port_count ( ) const {
return 0 ;
}
VisualShaderNodeBooleanConstant : : PortType VisualShaderNodeBooleanConstant : : get_input_port_type ( int p_port ) const {
return PORT_TYPE_BOOLEAN ;
}
String VisualShaderNodeBooleanConstant : : get_input_port_name ( int p_port ) const {
return String ( ) ;
}
int VisualShaderNodeBooleanConstant : : get_output_port_count ( ) const {
return 1 ;
}
VisualShaderNodeBooleanConstant : : PortType VisualShaderNodeBooleanConstant : : get_output_port_type ( int p_port ) const {
return PORT_TYPE_BOOLEAN ;
}
String VisualShaderNodeBooleanConstant : : get_output_port_name ( int p_port ) const {
return " " ; //no output port means the editor will be used as port
}
String VisualShaderNodeBooleanConstant : : generate_code ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id , const String * p_input_vars , const String * p_output_vars , bool p_for_preview ) const {
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return " " + p_output_vars [ 0 ] + " = " + ( constant ? " true " : " false " ) + " ; \n " ;
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}
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void VisualShaderNodeBooleanConstant : : set_constant ( bool p_constant ) {
if ( constant = = p_constant ) {
return ;
}
constant = p_constant ;
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emit_changed ( ) ;
}
bool VisualShaderNodeBooleanConstant : : get_constant ( ) const {
return constant ;
}
Vector < StringName > VisualShaderNodeBooleanConstant : : get_editable_properties ( ) const {
Vector < StringName > props ;
props . push_back ( " constant " ) ;
return props ;
}
void VisualShaderNodeBooleanConstant : : _bind_methods ( ) {
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ClassDB : : bind_method ( D_METHOD ( " set_constant " , " constant " ) , & VisualShaderNodeBooleanConstant : : set_constant ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_constant " ) , & VisualShaderNodeBooleanConstant : : get_constant ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " constant " ) , " set_constant " , " get_constant " ) ;
}
VisualShaderNodeBooleanConstant : : VisualShaderNodeBooleanConstant ( ) {
}
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////////////// Color
String VisualShaderNodeColorConstant : : get_caption ( ) const {
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return " ColorConstant " ;
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}
int VisualShaderNodeColorConstant : : get_input_port_count ( ) const {
return 0 ;
}
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VisualShaderNodeColorConstant : : PortType VisualShaderNodeColorConstant : : get_input_port_type ( int p_port ) const {
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return PORT_TYPE_VECTOR_4D ;
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}
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String VisualShaderNodeColorConstant : : get_input_port_name ( int p_port ) const {
return String ( ) ;
}
int VisualShaderNodeColorConstant : : get_output_port_count ( ) const {
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return 1 ;
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}
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VisualShaderNodeColorConstant : : PortType VisualShaderNodeColorConstant : : get_output_port_type ( int p_port ) const {
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return p_port = = 0 ? PORT_TYPE_VECTOR_4D : PORT_TYPE_SCALAR ;
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}
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String VisualShaderNodeColorConstant : : get_output_port_name ( int p_port ) const {
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return " " ;
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}
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bool VisualShaderNodeColorConstant : : is_output_port_expandable ( int p_port ) const {
if ( p_port = = 0 ) {
return true ;
}
return false ;
}
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String VisualShaderNodeColorConstant : : generate_code ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id , const String * p_input_vars , const String * p_output_vars , bool p_for_preview ) const {
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return " " + p_output_vars [ 0 ] + " = " + vformat ( " vec4(%.6f, %.6f, %.6f, %.6f) " , constant . r , constant . g , constant . b , constant . a ) + " ; \n " ;
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}
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void VisualShaderNodeColorConstant : : set_constant ( const Color & p_constant ) {
if ( constant . is_equal_approx ( p_constant ) ) {
return ;
}
constant = p_constant ;
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emit_changed ( ) ;
}
Color VisualShaderNodeColorConstant : : get_constant ( ) const {
return constant ;
}
Vector < StringName > VisualShaderNodeColorConstant : : get_editable_properties ( ) const {
Vector < StringName > props ;
props . push_back ( " constant " ) ;
return props ;
}
void VisualShaderNodeColorConstant : : _bind_methods ( ) {
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ClassDB : : bind_method ( D_METHOD ( " set_constant " , " constant " ) , & VisualShaderNodeColorConstant : : set_constant ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_constant " ) , & VisualShaderNodeColorConstant : : get_constant ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : COLOR , " constant " ) , " set_constant " , " get_constant " ) ;
}
VisualShaderNodeColorConstant : : VisualShaderNodeColorConstant ( ) {
}
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////////////// Vector2
String VisualShaderNodeVec2Constant : : get_caption ( ) const {
return " Vector2Constant " ;
}
int VisualShaderNodeVec2Constant : : get_input_port_count ( ) const {
return 0 ;
}
VisualShaderNodeVec2Constant : : PortType VisualShaderNodeVec2Constant : : get_input_port_type ( int p_port ) const {
return PORT_TYPE_VECTOR_2D ;
}
String VisualShaderNodeVec2Constant : : get_input_port_name ( int p_port ) const {
return String ( ) ;
}
int VisualShaderNodeVec2Constant : : get_output_port_count ( ) const {
return 1 ;
}
VisualShaderNodeVec2Constant : : PortType VisualShaderNodeVec2Constant : : get_output_port_type ( int p_port ) const {
return PORT_TYPE_VECTOR_2D ;
}
String VisualShaderNodeVec2Constant : : get_output_port_name ( int p_port ) const {
return " " ; //no output port means the editor will be used as port
}
String VisualShaderNodeVec2Constant : : generate_code ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id , const String * p_input_vars , const String * p_output_vars , bool p_for_preview ) const {
return " " + p_output_vars [ 0 ] + " = " + vformat ( " vec2(%.6f, %.6f) " , constant . x , constant . y ) + " ; \n " ;
}
void VisualShaderNodeVec2Constant : : set_constant ( const Vector2 & p_constant ) {
if ( constant . is_equal_approx ( p_constant ) ) {
return ;
}
constant = p_constant ;
emit_changed ( ) ;
}
Vector2 VisualShaderNodeVec2Constant : : get_constant ( ) const {
return constant ;
}
Vector < StringName > VisualShaderNodeVec2Constant : : get_editable_properties ( ) const {
Vector < StringName > props ;
props . push_back ( " constant " ) ;
return props ;
}
void VisualShaderNodeVec2Constant : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " set_constant " , " constant " ) , & VisualShaderNodeVec2Constant : : set_constant ) ;
ClassDB : : bind_method ( D_METHOD ( " get_constant " ) , & VisualShaderNodeVec2Constant : : get_constant ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : VECTOR2 , " constant " ) , " set_constant " , " get_constant " ) ;
}
VisualShaderNodeVec2Constant : : VisualShaderNodeVec2Constant ( ) {
}
////////////// Vector3
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String VisualShaderNodeVec3Constant : : get_caption ( ) const {
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return " Vector3Constant " ;
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}
int VisualShaderNodeVec3Constant : : get_input_port_count ( ) const {
return 0 ;
}
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VisualShaderNodeVec3Constant : : PortType VisualShaderNodeVec3Constant : : get_input_port_type ( int p_port ) const {
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return PORT_TYPE_VECTOR_3D ;
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}
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String VisualShaderNodeVec3Constant : : get_input_port_name ( int p_port ) const {
return String ( ) ;
}
int VisualShaderNodeVec3Constant : : get_output_port_count ( ) const {
return 1 ;
}
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VisualShaderNodeVec3Constant : : PortType VisualShaderNodeVec3Constant : : get_output_port_type ( int p_port ) const {
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return PORT_TYPE_VECTOR_3D ;
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}
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String VisualShaderNodeVec3Constant : : get_output_port_name ( int p_port ) const {
return " " ; //no output port means the editor will be used as port
}
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String VisualShaderNodeVec3Constant : : generate_code ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id , const String * p_input_vars , const String * p_output_vars , bool p_for_preview ) const {
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return " " + p_output_vars [ 0 ] + " = " + vformat ( " vec3(%.6f, %.6f, %.6f) " , constant . x , constant . y , constant . z ) + " ; \n " ;
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}
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void VisualShaderNodeVec3Constant : : set_constant ( const Vector3 & p_constant ) {
if ( constant . is_equal_approx ( p_constant ) ) {
return ;
}
constant = p_constant ;
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emit_changed ( ) ;
}
Vector3 VisualShaderNodeVec3Constant : : get_constant ( ) const {
return constant ;
}
Vector < StringName > VisualShaderNodeVec3Constant : : get_editable_properties ( ) const {
Vector < StringName > props ;
props . push_back ( " constant " ) ;
return props ;
}
void VisualShaderNodeVec3Constant : : _bind_methods ( ) {
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ClassDB : : bind_method ( D_METHOD ( " set_constant " , " constant " ) , & VisualShaderNodeVec3Constant : : set_constant ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_constant " ) , & VisualShaderNodeVec3Constant : : get_constant ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : VECTOR3 , " constant " ) , " set_constant " , " get_constant " ) ;
}
VisualShaderNodeVec3Constant : : VisualShaderNodeVec3Constant ( ) {
}
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////////////// Vector4
String VisualShaderNodeVec4Constant : : get_caption ( ) const {
return " Vector4Constant " ;
}
int VisualShaderNodeVec4Constant : : get_input_port_count ( ) const {
return 0 ;
}
VisualShaderNodeVec4Constant : : PortType VisualShaderNodeVec4Constant : : get_input_port_type ( int p_port ) const {
return PORT_TYPE_VECTOR_4D ;
}
String VisualShaderNodeVec4Constant : : get_input_port_name ( int p_port ) const {
return String ( ) ;
}
int VisualShaderNodeVec4Constant : : get_output_port_count ( ) const {
return 1 ;
}
VisualShaderNodeVec4Constant : : PortType VisualShaderNodeVec4Constant : : get_output_port_type ( int p_port ) const {
return PORT_TYPE_VECTOR_4D ;
}
String VisualShaderNodeVec4Constant : : get_output_port_name ( int p_port ) const {
return " " ; // No output port means the editor will be used as port.
}
String VisualShaderNodeVec4Constant : : generate_code ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id , const String * p_input_vars , const String * p_output_vars , bool p_for_preview ) const {
return " " + p_output_vars [ 0 ] + " = " + vformat ( " vec4(%.6f, %.6f, %.6f, %.6f) " , constant . x , constant . y , constant . z , constant . w ) + " ; \n " ;
}
void VisualShaderNodeVec4Constant : : set_constant ( const Quaternion & p_constant ) {
if ( constant . is_equal_approx ( p_constant ) ) {
return ;
}
constant = p_constant ;
emit_changed ( ) ;
}
Quaternion VisualShaderNodeVec4Constant : : get_constant ( ) const {
return constant ;
}
Vector < StringName > VisualShaderNodeVec4Constant : : get_editable_properties ( ) const {
Vector < StringName > props ;
props . push_back ( " constant " ) ;
return props ;
}
void VisualShaderNodeVec4Constant : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " set_constant " , " constant " ) , & VisualShaderNodeVec4Constant : : set_constant ) ;
ClassDB : : bind_method ( D_METHOD ( " get_constant " ) , & VisualShaderNodeVec4Constant : : get_constant ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : QUATERNION , " constant " ) , " set_constant " , " get_constant " ) ;
}
VisualShaderNodeVec4Constant : : VisualShaderNodeVec4Constant ( ) {
}
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////////////// Transform3D
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String VisualShaderNodeTransformConstant : : get_caption ( ) const {
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return " TransformConstant " ;
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}
int VisualShaderNodeTransformConstant : : get_input_port_count ( ) const {
return 0 ;
}
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VisualShaderNodeTransformConstant : : PortType VisualShaderNodeTransformConstant : : get_input_port_type ( int p_port ) const {
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return PORT_TYPE_VECTOR_3D ;
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}
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String VisualShaderNodeTransformConstant : : get_input_port_name ( int p_port ) const {
return String ( ) ;
}
int VisualShaderNodeTransformConstant : : get_output_port_count ( ) const {
return 1 ;
}
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VisualShaderNodeTransformConstant : : PortType VisualShaderNodeTransformConstant : : get_output_port_type ( int p_port ) const {
return PORT_TYPE_TRANSFORM ;
}
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String VisualShaderNodeTransformConstant : : get_output_port_name ( int p_port ) const {
return " " ; //no output port means the editor will be used as port
}
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String VisualShaderNodeTransformConstant : : generate_code ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id , const String * p_input_vars , const String * p_output_vars , bool p_for_preview ) const {
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Transform3D t = constant ;
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t . basis . transpose ( ) ;
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String code = " " + p_output_vars [ 0 ] + " = mat4( " ;
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code + = vformat ( " vec4(%.6f, %.6f, %.6f, 0.0), " , t . basis [ 0 ] . x , t . basis [ 0 ] . y , t . basis [ 0 ] . z ) ;
code + = vformat ( " vec4(%.6f, %.6f, %.6f, 0.0), " , t . basis [ 1 ] . x , t . basis [ 1 ] . y , t . basis [ 1 ] . z ) ;
code + = vformat ( " vec4(%.6f, %.6f, %.6f, 0.0), " , t . basis [ 2 ] . x , t . basis [ 2 ] . y , t . basis [ 2 ] . z ) ;
code + = vformat ( " vec4(%.6f, %.6f, %.6f, 1.0)); \n " , t . origin . x , t . origin . y , t . origin . z ) ;
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return code ;
}
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void VisualShaderNodeTransformConstant : : set_constant ( const Transform3D & p_constant ) {
if ( constant . is_equal_approx ( p_constant ) ) {
return ;
}
constant = p_constant ;
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emit_changed ( ) ;
}
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Transform3D VisualShaderNodeTransformConstant : : get_constant ( ) const {
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return constant ;
}
Vector < StringName > VisualShaderNodeTransformConstant : : get_editable_properties ( ) const {
Vector < StringName > props ;
props . push_back ( " constant " ) ;
return props ;
}
void VisualShaderNodeTransformConstant : : _bind_methods ( ) {
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ClassDB : : bind_method ( D_METHOD ( " set_constant " , " constant " ) , & VisualShaderNodeTransformConstant : : set_constant ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_constant " ) , & VisualShaderNodeTransformConstant : : get_constant ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : TRANSFORM3D , " constant " ) , " set_constant " , " get_constant " ) ;
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}
VisualShaderNodeTransformConstant : : VisualShaderNodeTransformConstant ( ) {
}
////////////// Texture
String VisualShaderNodeTexture : : get_caption ( ) const {
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return " Texture2D " ;
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}
int VisualShaderNodeTexture : : get_input_port_count ( ) const {
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return 3 ;
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}
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VisualShaderNodeTexture : : PortType VisualShaderNodeTexture : : get_input_port_type ( int p_port ) const {
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switch ( p_port ) {
case 0 :
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return PORT_TYPE_VECTOR_2D ;
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case 1 :
return PORT_TYPE_SCALAR ;
case 2 :
return PORT_TYPE_SAMPLER ;
default :
return PORT_TYPE_SCALAR ;
}
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}
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String VisualShaderNodeTexture : : get_input_port_name ( int p_port ) const {
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switch ( p_port ) {
case 0 :
return " uv " ;
case 1 :
return " lod " ;
case 2 :
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return " sampler2D " ;
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default :
return " " ;
}
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}
int VisualShaderNodeTexture : : get_output_port_count ( ) const {
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return 1 ;
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}
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VisualShaderNodeTexture : : PortType VisualShaderNodeTexture : : get_output_port_type ( int p_port ) const {
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switch ( p_port ) {
case 0 :
return PORT_TYPE_VECTOR_4D ;
default :
return PORT_TYPE_SCALAR ;
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}
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}
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String VisualShaderNodeTexture : : get_output_port_name ( int p_port ) const {
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switch ( p_port ) {
case 0 :
return " color " ;
default :
return " " ;
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}
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}
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bool VisualShaderNodeTexture : : is_output_port_expandable ( int p_port ) const {
if ( p_port = = 0 ) {
return true ;
}
return false ;
}
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bool VisualShaderNodeTexture : : is_input_port_default ( int p_port , Shader : : Mode p_mode ) const {
if ( p_mode = = Shader : : MODE_CANVAS_ITEM | | p_mode = = Shader : : MODE_SPATIAL ) {
if ( p_port = = 0 ) {
return true ;
}
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}
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return false ;
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}
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Vector < VisualShader : : DefaultTextureParam > VisualShaderNodeTexture : : get_default_texture_parameters ( VisualShader : : Type p_type , int p_id ) const {
VisualShader : : DefaultTextureParam dtp ;
dtp . name = make_unique_id ( p_type , p_id , " tex " ) ;
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dtp . params . push_back ( texture ) ;
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Vector < VisualShader : : DefaultTextureParam > ret ;
ret . push_back ( dtp ) ;
return ret ;
}
String VisualShaderNodeTexture : : generate_global ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id ) const {
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String code ;
switch ( source ) {
case SOURCE_TEXTURE : {
code + = " uniform sampler2D " + make_unique_id ( p_type , p_id , " tex " ) ;
switch ( texture_type ) {
case TYPE_DATA : {
} break ;
case TYPE_COLOR : {
code + = " : source_color " ;
} break ;
case TYPE_NORMAL_MAP : {
code + = " : hint_normal " ;
} break ;
default : {
} break ;
}
code + = " ; \n " ;
} break ;
case SOURCE_SCREEN : {
if ( ( p_mode = = Shader : : MODE_SPATIAL | | p_mode = = Shader : : MODE_CANVAS_ITEM ) & & p_type = = VisualShader : : TYPE_FRAGMENT ) {
code + = " uniform sampler2D " + make_unique_id ( p_type , p_id , " screen_tex " ) + " : hint_screen_texture; \n " ;
}
} break ;
case SOURCE_DEPTH :
case SOURCE_3D_NORMAL :
case SOURCE_ROUGHNESS : {
if ( p_mode = = Shader : : MODE_SPATIAL & & p_type = = VisualShader : : TYPE_FRAGMENT ) {
String sampler_name = " " ;
String hint = " : " ;
if ( source = = SOURCE_DEPTH ) {
sampler_name = " depth_tex " ;
hint + = " hint_depth_texture; \n " ;
} else {
sampler_name = source = = SOURCE_ROUGHNESS ? " roughness_tex " : " normal_roughness_tex " ;
hint + = " hint_normal_roughness_texture; \n " ;
}
code + = " uniform sampler2D " + make_unique_id ( p_type , p_id , sampler_name ) + hint ;
}
} break ;
default : {
} break ;
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}
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return code ;
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}
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String VisualShaderNodeTexture : : generate_code ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id , const String * p_input_vars , const String * p_output_vars , bool p_for_preview ) const {
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String default_uv ;
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if ( p_mode = = Shader : : MODE_CANVAS_ITEM | | p_mode = = Shader : : MODE_SPATIAL ) {
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if ( source = = SOURCE_SCREEN ) {
default_uv = " SCREEN_UV " ;
} else {
default_uv = " UV " ;
}
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} else {
default_uv = " vec2(0.0) " ;
}
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String code ;
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String uv = p_input_vars [ 0 ] . is_empty ( ) ? default_uv : p_input_vars [ 0 ] ;
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switch ( source ) {
case SOURCE_PORT :
case SOURCE_TEXTURE : {
String id ;
if ( source = = SOURCE_PORT ) {
id = p_input_vars [ 2 ] ;
if ( id . is_empty ( ) ) {
break ;
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}
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} else { // SOURCE_TEXTURE
id = make_unique_id ( p_type , p_id , " tex " ) ;
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}
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if ( p_input_vars [ 1 ] . is_empty ( ) ) {
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code + = " " + p_output_vars [ 0 ] + " = texture( " + id + " , " + uv + " ); \n " ;
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} else {
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code + = " " + p_output_vars [ 0 ] + " = textureLod( " + id + " , " + uv + " , " + p_input_vars [ 1 ] + " ); \n " ;
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}
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return code ;
} break ;
case SOURCE_SCREEN : {
if ( ( p_mode = = Shader : : MODE_SPATIAL | | p_mode = = Shader : : MODE_CANVAS_ITEM ) & & p_type = = VisualShader : : TYPE_FRAGMENT ) {
String id = make_unique_id ( p_type , p_id , " screen_tex " ) ;
if ( p_input_vars [ 1 ] . is_empty ( ) ) {
code + = " " + p_output_vars [ 0 ] + " = texture( " + id + " , " + uv + " ); \n " ;
} else {
code + = " " + p_output_vars [ 0 ] + " = textureLod( " + id + " , " + uv + " , " + p_input_vars [ 1 ] + " ); \n " ;
}
return code ;
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}
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} break ;
case SOURCE_2D_NORMAL :
case SOURCE_2D_TEXTURE : {
if ( p_mode = = Shader : : MODE_CANVAS_ITEM & & p_type = = VisualShader : : TYPE_FRAGMENT ) {
String id = source = = SOURCE_2D_TEXTURE ? " TEXTURE " : " NORMAL_TEXTURE " ;
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if ( p_input_vars [ 1 ] . is_empty ( ) ) {
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code + = " " + p_output_vars [ 0 ] + " = texture( " + id + " , " + uv + " ); \n " ;
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} else {
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code + = " " + p_output_vars [ 0 ] + " = textureLod( " + id + " , " + uv + " , " + p_input_vars [ 1 ] + " ); \n " ;
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}
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return code ;
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}
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} break ;
case SOURCE_3D_NORMAL :
case SOURCE_ROUGHNESS :
case SOURCE_DEPTH : {
if ( ! p_for_preview & & p_mode = = Shader : : MODE_SPATIAL & & p_type = = VisualShader : : TYPE_FRAGMENT ) {
String var_name = " " ;
String sampler_name = " " ;
switch ( source ) {
case SOURCE_DEPTH : {
var_name = " _depth " ;
sampler_name = " depth_tex " ;
} break ;
case SOURCE_ROUGHNESS : {
var_name = " _roughness " ;
sampler_name = " roughness_tex " ;
} break ;
case SOURCE_3D_NORMAL : {
var_name = " _normal " ;
sampler_name = " normal_roughness_tex " ;
} break ;
default : {
} break ;
}
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String id = make_unique_id ( p_type , p_id , sampler_name ) ;
String type = source = = SOURCE_3D_NORMAL ? " vec3 " : " float " ;
String components = source = = SOURCE_3D_NORMAL ? " rgb " : " r " ;
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code + = " { \n " ;
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if ( p_input_vars [ 1 ] . is_empty ( ) ) {
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code + = " " + type + " " + var_name + " = texture( " + id + " , " + uv + " ). " + components + " ; \n " ;
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} else {
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code + = " " + type + " " + var_name + " = textureLod( " + id + " , " + uv + " , " + p_input_vars [ 1 ] + " ). " + components + " ; \n " ;
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}
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if ( source = = SOURCE_3D_NORMAL ) {
code + = " " + p_output_vars [ 0 ] + " = vec4( " + var_name + " , 1.0); \n " ;
} else {
code + = " " + p_output_vars [ 0 ] + " = vec4( " + var_name + " , " + var_name + " , " + var_name + " , 1.0); \n " ;
}
code + = " } \n " ;
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return code ;
}
} break ;
default : {
} break ;
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}
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code + = " " + p_output_vars [ 0 ] + " = vec4(0.0); \n " ;
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return code ;
}
void VisualShaderNodeTexture : : set_source ( Source p_source ) {
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ERR_FAIL_INDEX ( int ( p_source ) , int ( SOURCE_MAX ) ) ;
if ( source = = p_source ) {
return ;
}
switch ( p_source ) {
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case SOURCE_TEXTURE :
simple_decl = true ;
break ;
case SOURCE_SCREEN :
simple_decl = false ;
break ;
case SOURCE_2D_TEXTURE :
simple_decl = false ;
break ;
case SOURCE_2D_NORMAL :
simple_decl = false ;
break ;
case SOURCE_DEPTH :
simple_decl = false ;
break ;
case SOURCE_PORT :
simple_decl = false ;
break ;
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case SOURCE_3D_NORMAL :
simple_decl = false ;
break ;
case SOURCE_ROUGHNESS :
simple_decl = false ;
break ;
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default :
break ;
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}
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source = p_source ;
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emit_changed ( ) ;
}
VisualShaderNodeTexture : : Source VisualShaderNodeTexture : : get_source ( ) const {
return source ;
}
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void VisualShaderNodeTexture : : set_texture ( Ref < Texture2D > p_texture ) {
texture = p_texture ;
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emit_changed ( ) ;
}
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Ref < Texture2D > VisualShaderNodeTexture : : get_texture ( ) const {
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return texture ;
}
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void VisualShaderNodeTexture : : set_texture_type ( TextureType p_texture_type ) {
ERR_FAIL_INDEX ( int ( p_texture_type ) , int ( TYPE_MAX ) ) ;
if ( texture_type = = p_texture_type ) {
return ;
}
texture_type = p_texture_type ;
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emit_changed ( ) ;
}
VisualShaderNodeTexture : : TextureType VisualShaderNodeTexture : : get_texture_type ( ) const {
return texture_type ;
}
Vector < StringName > VisualShaderNodeTexture : : get_editable_properties ( ) const {
Vector < StringName > props ;
props . push_back ( " source " ) ;
if ( source = = SOURCE_TEXTURE ) {
props . push_back ( " texture " ) ;
props . push_back ( " texture_type " ) ;
}
return props ;
}
String VisualShaderNodeTexture : : get_warning ( Shader : : Mode p_mode , VisualShader : : Type p_type ) const {
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if ( is_input_port_connected ( 2 ) & & source ! = SOURCE_PORT ) {
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return RTR ( " The sampler port is connected but not used. Consider changing the source to 'SamplerPort'. " ) ;
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}
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switch ( source ) {
case SOURCE_TEXTURE :
case SOURCE_PORT : {
return String ( ) ; // All good.
} break ;
case SOURCE_SCREEN : {
if ( ( p_mode = = Shader : : MODE_SPATIAL | | p_mode = = Shader : : MODE_CANVAS_ITEM ) & & p_type = = VisualShader : : TYPE_FRAGMENT ) {
return String ( ) ; // All good.
}
} break ;
case SOURCE_2D_NORMAL :
case SOURCE_2D_TEXTURE : {
if ( p_mode = = Shader : : MODE_CANVAS_ITEM & & p_type = = VisualShader : : TYPE_FRAGMENT ) {
return String ( ) ; // All good.
}
} break ;
case SOURCE_3D_NORMAL :
case SOURCE_ROUGHNESS :
case SOURCE_DEPTH : {
if ( p_mode = = Shader : : MODE_SPATIAL & & p_type = = VisualShader : : TYPE_FRAGMENT ) {
if ( get_output_port_for_preview ( ) = = 0 ) { // Not supported in preview(canvas_item) shader.
return RTR ( " Invalid source for preview. " ) ;
}
return String ( ) ; // All good.
}
} break ;
default : {
} break ;
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}
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return RTR ( " Invalid source for shader. " ) ;
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}
void VisualShaderNodeTexture : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " set_source " , " value " ) , & VisualShaderNodeTexture : : set_source ) ;
ClassDB : : bind_method ( D_METHOD ( " get_source " ) , & VisualShaderNodeTexture : : get_source ) ;
ClassDB : : bind_method ( D_METHOD ( " set_texture " , " value " ) , & VisualShaderNodeTexture : : set_texture ) ;
ClassDB : : bind_method ( D_METHOD ( " get_texture " ) , & VisualShaderNodeTexture : : get_texture ) ;
ClassDB : : bind_method ( D_METHOD ( " set_texture_type " , " value " ) , & VisualShaderNodeTexture : : set_texture_type ) ;
ClassDB : : bind_method ( D_METHOD ( " get_texture_type " ) , & VisualShaderNodeTexture : : get_texture_type ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " source " , PROPERTY_HINT_ENUM , " Texture,Screen,Texture2D,NormalMap2D,Depth,SamplerPort,Normal3D,Roughness " ) , " set_source " , " get_source " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : OBJECT , " texture " , PROPERTY_HINT_RESOURCE_TYPE , " Texture2D " ) , " set_texture " , " get_texture " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " texture_type " , PROPERTY_HINT_ENUM , " Data,Color,Normal Map " ) , " set_texture_type " , " get_texture_type " ) ;
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BIND_ENUM_CONSTANT ( SOURCE_TEXTURE ) ;
BIND_ENUM_CONSTANT ( SOURCE_SCREEN ) ;
BIND_ENUM_CONSTANT ( SOURCE_2D_TEXTURE ) ;
BIND_ENUM_CONSTANT ( SOURCE_2D_NORMAL ) ;
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BIND_ENUM_CONSTANT ( SOURCE_DEPTH ) ;
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BIND_ENUM_CONSTANT ( SOURCE_PORT ) ;
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BIND_ENUM_CONSTANT ( SOURCE_3D_NORMAL ) ;
BIND_ENUM_CONSTANT ( SOURCE_ROUGHNESS ) ;
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BIND_ENUM_CONSTANT ( SOURCE_MAX ) ;
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BIND_ENUM_CONSTANT ( TYPE_DATA ) ;
BIND_ENUM_CONSTANT ( TYPE_COLOR ) ;
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BIND_ENUM_CONSTANT ( TYPE_NORMAL_MAP ) ;
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BIND_ENUM_CONSTANT ( TYPE_MAX ) ;
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}
VisualShaderNodeTexture : : VisualShaderNodeTexture ( ) {
}
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////////////// CurveTexture
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String VisualShaderNodeCurveTexture : : get_caption ( ) const {
return " CurveTexture " ;
}
int VisualShaderNodeCurveTexture : : get_input_port_count ( ) const {
return 1 ;
}
VisualShaderNodeCurveTexture : : PortType VisualShaderNodeCurveTexture : : get_input_port_type ( int p_port ) const {
return PORT_TYPE_SCALAR ;
}
String VisualShaderNodeCurveTexture : : get_input_port_name ( int p_port ) const {
return String ( ) ;
}
int VisualShaderNodeCurveTexture : : get_output_port_count ( ) const {
return 1 ;
}
VisualShaderNodeCurveTexture : : PortType VisualShaderNodeCurveTexture : : get_output_port_type ( int p_port ) const {
return PORT_TYPE_SCALAR ;
}
String VisualShaderNodeCurveTexture : : get_output_port_name ( int p_port ) const {
return String ( ) ;
}
void VisualShaderNodeCurveTexture : : set_texture ( Ref < CurveTexture > p_texture ) {
texture = p_texture ;
emit_changed ( ) ;
}
Ref < CurveTexture > VisualShaderNodeCurveTexture : : get_texture ( ) const {
return texture ;
}
Vector < StringName > VisualShaderNodeCurveTexture : : get_editable_properties ( ) const {
Vector < StringName > props ;
props . push_back ( " texture " ) ;
return props ;
}
String VisualShaderNodeCurveTexture : : generate_global ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id ) const {
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return " uniform sampler2D " + make_unique_id ( p_type , p_id , " curve " ) + " : repeat_disable; \n " ;
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}
String VisualShaderNodeCurveTexture : : generate_code ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id , const String * p_input_vars , const String * p_output_vars , bool p_for_preview ) const {
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if ( p_input_vars [ 0 ] . is_empty ( ) ) {
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return " " + p_output_vars [ 0 ] + " = 0.0; \n " ;
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}
String id = make_unique_id ( p_type , p_id , " curve " ) ;
String code ;
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code + = " " + p_output_vars [ 0 ] + " = texture( " + id + " , vec2( " + p_input_vars [ 0 ] + " )).r; \n " ;
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return code ;
}
Vector < VisualShader : : DefaultTextureParam > VisualShaderNodeCurveTexture : : get_default_texture_parameters ( VisualShader : : Type p_type , int p_id ) const {
VisualShader : : DefaultTextureParam dtp ;
dtp . name = make_unique_id ( p_type , p_id , " curve " ) ;
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dtp . params . push_back ( texture ) ;
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Vector < VisualShader : : DefaultTextureParam > ret ;
ret . push_back ( dtp ) ;
return ret ;
}
void VisualShaderNodeCurveTexture : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " set_texture " , " texture " ) , & VisualShaderNodeCurveTexture : : set_texture ) ;
ClassDB : : bind_method ( D_METHOD ( " get_texture " ) , & VisualShaderNodeCurveTexture : : get_texture ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : OBJECT , " texture " , PROPERTY_HINT_RESOURCE_TYPE , " CurveTexture " ) , " set_texture " , " get_texture " ) ;
}
bool VisualShaderNodeCurveTexture : : is_use_prop_slots ( ) const {
return true ;
}
VisualShaderNodeCurveTexture : : VisualShaderNodeCurveTexture ( ) {
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set_input_port_default_value ( 0 , 0.0 ) ;
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simple_decl = true ;
allow_v_resize = false ;
}
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////////////// CurveXYZTexture
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String VisualShaderNodeCurveXYZTexture : : get_caption ( ) const {
return " CurveXYZTexture " ;
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}
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int VisualShaderNodeCurveXYZTexture : : get_input_port_count ( ) const {
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return 1 ;
}
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VisualShaderNodeCurveXYZTexture : : PortType VisualShaderNodeCurveXYZTexture : : get_input_port_type ( int p_port ) const {
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return PORT_TYPE_SCALAR ;
}
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String VisualShaderNodeCurveXYZTexture : : get_input_port_name ( int p_port ) const {
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return String ( ) ;
}
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int VisualShaderNodeCurveXYZTexture : : get_output_port_count ( ) const {
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return 1 ;
}
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VisualShaderNodeCurveXYZTexture : : PortType VisualShaderNodeCurveXYZTexture : : get_output_port_type ( int p_port ) const {
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return PORT_TYPE_VECTOR_3D ;
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}
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String VisualShaderNodeCurveXYZTexture : : get_output_port_name ( int p_port ) const {
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return String ( ) ;
}
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void VisualShaderNodeCurveXYZTexture : : set_texture ( Ref < CurveXYZTexture > p_texture ) {
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texture = p_texture ;
emit_changed ( ) ;
}
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Ref < CurveXYZTexture > VisualShaderNodeCurveXYZTexture : : get_texture ( ) const {
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return texture ;
}
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Vector < StringName > VisualShaderNodeCurveXYZTexture : : get_editable_properties ( ) const {
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Vector < StringName > props ;
props . push_back ( " texture " ) ;
return props ;
}
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String VisualShaderNodeCurveXYZTexture : : generate_global ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id ) const {
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return " uniform sampler2D " + make_unique_id ( p_type , p_id , " curve3d " ) + " ; \n " ;
}
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String VisualShaderNodeCurveXYZTexture : : generate_code ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id , const String * p_input_vars , const String * p_output_vars , bool p_for_preview ) const {
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if ( p_input_vars [ 0 ] . is_empty ( ) ) {
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return " " + p_output_vars [ 0 ] + " = vec3(0.0); \n " ;
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}
String id = make_unique_id ( p_type , p_id , " curve3d " ) ;
String code ;
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code + = " " + p_output_vars [ 0 ] + " = texture( " + id + " , vec2( " + p_input_vars [ 0 ] + " )).rgb; \n " ;
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return code ;
}
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Vector < VisualShader : : DefaultTextureParam > VisualShaderNodeCurveXYZTexture : : get_default_texture_parameters ( VisualShader : : Type p_type , int p_id ) const {
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VisualShader : : DefaultTextureParam dtp ;
dtp . name = make_unique_id ( p_type , p_id , " curve3d " ) ;
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dtp . params . push_back ( texture ) ;
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Vector < VisualShader : : DefaultTextureParam > ret ;
ret . push_back ( dtp ) ;
return ret ;
}
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void VisualShaderNodeCurveXYZTexture : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " set_texture " , " texture " ) , & VisualShaderNodeCurveXYZTexture : : set_texture ) ;
ClassDB : : bind_method ( D_METHOD ( " get_texture " ) , & VisualShaderNodeCurveXYZTexture : : get_texture ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : OBJECT , " texture " , PROPERTY_HINT_RESOURCE_TYPE , " CurveXYZTexture " ) , " set_texture " , " get_texture " ) ;
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}
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bool VisualShaderNodeCurveXYZTexture : : is_use_prop_slots ( ) const {
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return true ;
}
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VisualShaderNodeCurveXYZTexture : : VisualShaderNodeCurveXYZTexture ( ) {
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set_input_port_default_value ( 0 , 0.0 ) ;
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simple_decl = true ;
allow_v_resize = false ;
}
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////////////// Sample3D
int VisualShaderNodeSample3D : : get_input_port_count ( ) const {
return 3 ;
}
VisualShaderNodeSample3D : : PortType VisualShaderNodeSample3D : : get_input_port_type ( int p_port ) const {
switch ( p_port ) {
case 0 :
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return PORT_TYPE_VECTOR_3D ;
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case 1 :
return PORT_TYPE_SCALAR ;
case 2 :
return PORT_TYPE_SAMPLER ;
default :
return PORT_TYPE_SCALAR ;
}
}
String VisualShaderNodeSample3D : : get_input_port_name ( int p_port ) const {
switch ( p_port ) {
case 0 :
return " uvw " ;
case 1 :
return " lod " ;
default :
return " " ;
}
}
int VisualShaderNodeSample3D : : get_output_port_count ( ) const {
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return 1 ;
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}
VisualShaderNodeSample3D : : PortType VisualShaderNodeSample3D : : get_output_port_type ( int p_port ) const {
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return p_port = = 0 ? PORT_TYPE_VECTOR_4D : PORT_TYPE_SCALAR ;
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}
String VisualShaderNodeSample3D : : get_output_port_name ( int p_port ) const {
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return " color " ;
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}
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bool VisualShaderNodeSample3D : : is_output_port_expandable ( int p_port ) const {
if ( p_port = = 0 ) {
return true ;
}
return false ;
}
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bool VisualShaderNodeSample3D : : is_input_port_default ( int p_port , Shader : : Mode p_mode ) const {
if ( p_mode = = Shader : : MODE_CANVAS_ITEM | | p_mode = = Shader : : MODE_SPATIAL ) {
if ( p_port = = 0 ) {
return true ;
}
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}
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return false ;
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}
String VisualShaderNodeSample3D : : generate_code ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id , const String * p_input_vars , const String * p_output_vars , bool p_for_preview ) const {
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String code ;
String id ;
if ( source = = SOURCE_TEXTURE ) {
id = make_unique_id ( p_type , p_id , " tex3d " ) ;
} else { // SOURCE_PORT
id = p_input_vars [ 2 ] ;
if ( id . is_empty ( ) ) {
code + = " " + p_output_vars [ 0 ] + " = vec4(0.0); \n " ;
return code ;
}
}
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String default_uv ;
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if ( p_mode = = Shader : : MODE_CANVAS_ITEM | | p_mode = = Shader : : MODE_SPATIAL ) {
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default_uv = " vec3(UV, 0.0) " ;
} else {
default_uv = " vec3(0.0) " ;
}
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String uv = p_input_vars [ 0 ] . is_empty ( ) ? default_uv : p_input_vars [ 0 ] ;
if ( p_input_vars [ 1 ] . is_empty ( ) ) {
code + = " " + p_output_vars [ 0 ] + " = texture( " + id + " , " + uv + " ); \n " ;
} else {
code + = " " + p_output_vars [ 0 ] + " = textureLod( " + id + " , " + uv + " , " + p_input_vars [ 1 ] + " ); \n " ;
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}
return code ;
}
void VisualShaderNodeSample3D : : set_source ( Source p_source ) {
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ERR_FAIL_INDEX ( int ( p_source ) , int ( SOURCE_MAX ) ) ;
if ( source = = p_source ) {
return ;
}
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source = p_source ;
emit_changed ( ) ;
}
VisualShaderNodeSample3D : : Source VisualShaderNodeSample3D : : get_source ( ) const {
return source ;
}
void VisualShaderNodeSample3D : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " set_source " , " value " ) , & VisualShaderNodeSample3D : : set_source ) ;
ClassDB : : bind_method ( D_METHOD ( " get_source " ) , & VisualShaderNodeSample3D : : get_source ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " source " , PROPERTY_HINT_ENUM , " Texture,SamplerPort " ) , " set_source " , " get_source " ) ;
BIND_ENUM_CONSTANT ( SOURCE_TEXTURE ) ;
BIND_ENUM_CONSTANT ( SOURCE_PORT ) ;
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BIND_ENUM_CONSTANT ( SOURCE_MAX ) ;
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}
String VisualShaderNodeSample3D : : get_warning ( Shader : : Mode p_mode , VisualShader : : Type p_type ) const {
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if ( is_input_port_connected ( 2 ) & & source ! = SOURCE_PORT ) {
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return RTR ( " The sampler port is connected but not used. Consider changing the source to 'SamplerPort'. " ) ;
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}
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return String ( ) ;
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}
VisualShaderNodeSample3D : : VisualShaderNodeSample3D ( ) {
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simple_decl = false ;
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}
////////////// Texture2DArray
String VisualShaderNodeTexture2DArray : : get_caption ( ) const {
return " Texture2DArray " ;
}
String VisualShaderNodeTexture2DArray : : get_input_port_name ( int p_port ) const {
if ( p_port = = 2 ) {
return " sampler2DArray " ;
}
return VisualShaderNodeSample3D : : get_input_port_name ( p_port ) ;
}
Vector < VisualShader : : DefaultTextureParam > VisualShaderNodeTexture2DArray : : get_default_texture_parameters ( VisualShader : : Type p_type , int p_id ) const {
VisualShader : : DefaultTextureParam dtp ;
dtp . name = make_unique_id ( p_type , p_id , " tex3d " ) ;
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dtp . params . push_back ( texture_array ) ;
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Vector < VisualShader : : DefaultTextureParam > ret ;
ret . push_back ( dtp ) ;
return ret ;
}
String VisualShaderNodeTexture2DArray : : generate_global ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id ) const {
if ( source = = SOURCE_TEXTURE ) {
return " uniform sampler2DArray " + make_unique_id ( p_type , p_id , " tex3d " ) + " ; \n " ;
}
return String ( ) ;
}
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void VisualShaderNodeTexture2DArray : : set_texture_array ( Ref < Texture2DArray > p_texture_array ) {
texture_array = p_texture_array ;
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emit_changed ( ) ;
}
Ref < Texture2DArray > VisualShaderNodeTexture2DArray : : get_texture_array ( ) const {
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return texture_array ;
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}
Vector < StringName > VisualShaderNodeTexture2DArray : : get_editable_properties ( ) const {
Vector < StringName > props ;
props . push_back ( " source " ) ;
if ( source = = SOURCE_TEXTURE ) {
props . push_back ( " texture_array " ) ;
}
return props ;
}
void VisualShaderNodeTexture2DArray : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " set_texture_array " , " value " ) , & VisualShaderNodeTexture2DArray : : set_texture_array ) ;
ClassDB : : bind_method ( D_METHOD ( " get_texture_array " ) , & VisualShaderNodeTexture2DArray : : get_texture_array ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : OBJECT , " texture_array " , PROPERTY_HINT_RESOURCE_TYPE , " Texture2DArray " ) , " set_texture_array " , " get_texture_array " ) ;
}
VisualShaderNodeTexture2DArray : : VisualShaderNodeTexture2DArray ( ) {
}
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////////////// Texture3D
String VisualShaderNodeTexture3D : : get_caption ( ) const {
return " Texture3D " ;
}
String VisualShaderNodeTexture3D : : get_input_port_name ( int p_port ) const {
if ( p_port = = 2 ) {
return " sampler3D " ;
}
return VisualShaderNodeSample3D : : get_input_port_name ( p_port ) ;
}
Vector < VisualShader : : DefaultTextureParam > VisualShaderNodeTexture3D : : get_default_texture_parameters ( VisualShader : : Type p_type , int p_id ) const {
VisualShader : : DefaultTextureParam dtp ;
dtp . name = make_unique_id ( p_type , p_id , " tex3d " ) ;
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dtp . params . push_back ( texture ) ;
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Vector < VisualShader : : DefaultTextureParam > ret ;
ret . push_back ( dtp ) ;
return ret ;
}
String VisualShaderNodeTexture3D : : generate_global ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id ) const {
if ( source = = SOURCE_TEXTURE ) {
return " uniform sampler3D " + make_unique_id ( p_type , p_id , " tex3d " ) + " ; \n " ;
}
return String ( ) ;
}
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void VisualShaderNodeTexture3D : : set_texture ( Ref < Texture3D > p_texture ) {
texture = p_texture ;
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emit_changed ( ) ;
}
Ref < Texture3D > VisualShaderNodeTexture3D : : get_texture ( ) const {
return texture ;
}
Vector < StringName > VisualShaderNodeTexture3D : : get_editable_properties ( ) const {
Vector < StringName > props ;
props . push_back ( " source " ) ;
if ( source = = SOURCE_TEXTURE ) {
props . push_back ( " texture " ) ;
}
return props ;
}
void VisualShaderNodeTexture3D : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " set_texture " , " value " ) , & VisualShaderNodeTexture3D : : set_texture ) ;
ClassDB : : bind_method ( D_METHOD ( " get_texture " ) , & VisualShaderNodeTexture3D : : get_texture ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : OBJECT , " texture " , PROPERTY_HINT_RESOURCE_TYPE , " Texture3D " ) , " set_texture " , " get_texture " ) ;
}
VisualShaderNodeTexture3D : : VisualShaderNodeTexture3D ( ) {
}
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////////////// Cubemap
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String VisualShaderNodeCubemap : : get_caption ( ) const {
return " Cubemap " ;
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}
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int VisualShaderNodeCubemap : : get_input_port_count ( ) const {
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return 3 ;
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}
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VisualShaderNodeCubemap : : PortType VisualShaderNodeCubemap : : get_input_port_type ( int p_port ) const {
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switch ( p_port ) {
case 0 :
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return PORT_TYPE_VECTOR_3D ;
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case 1 :
return PORT_TYPE_SCALAR ;
case 2 :
return PORT_TYPE_SAMPLER ;
default :
return PORT_TYPE_SCALAR ;
}
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}
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String VisualShaderNodeCubemap : : get_input_port_name ( int p_port ) const {
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switch ( p_port ) {
case 0 :
return " uv " ;
case 1 :
return " lod " ;
case 2 :
return " samplerCube " ;
default :
return " " ;
}
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}
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int VisualShaderNodeCubemap : : get_output_port_count ( ) const {
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return 1 ;
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}
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VisualShaderNodeCubemap : : PortType VisualShaderNodeCubemap : : get_output_port_type ( int p_port ) const {
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return PORT_TYPE_VECTOR_4D ;
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}
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String VisualShaderNodeCubemap : : get_output_port_name ( int p_port ) const {
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return " color " ;
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}
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bool VisualShaderNodeCubemap : : is_output_port_expandable ( int p_port ) const {
if ( p_port = = 0 ) {
return true ;
}
return false ;
}
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Vector < VisualShader : : DefaultTextureParam > VisualShaderNodeCubemap : : get_default_texture_parameters ( VisualShader : : Type p_type , int p_id ) const {
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VisualShader : : DefaultTextureParam dtp ;
dtp . name = make_unique_id ( p_type , p_id , " cube " ) ;
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dtp . params . push_back ( cube_map ) ;
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Vector < VisualShader : : DefaultTextureParam > ret ;
ret . push_back ( dtp ) ;
return ret ;
}
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String VisualShaderNodeCubemap : : generate_global ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id ) const {
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if ( source = = SOURCE_TEXTURE ) {
String u = " uniform samplerCube " + make_unique_id ( p_type , p_id , " cube " ) ;
switch ( texture_type ) {
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case TYPE_DATA :
break ;
case TYPE_COLOR :
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u + = " : source_color " ;
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break ;
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case TYPE_NORMAL_MAP :
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u + = " : hint_normal " ;
break ;
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default :
break ;
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}
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return u + " ; \n " ;
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}
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return String ( ) ;
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}
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String VisualShaderNodeCubemap : : generate_code ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id , const String * p_input_vars , const String * p_output_vars , bool p_for_preview ) const {
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String code ;
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String id ;
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if ( source = = SOURCE_TEXTURE ) {
id = make_unique_id ( p_type , p_id , " cube " ) ;
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} else { // SOURCE_PORT
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id = p_input_vars [ 2 ] ;
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if ( id . is_empty ( ) ) {
code + = " " + p_output_vars [ 0 ] + " = vec4(0.0); \n " ;
return code ;
}
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}
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String default_uv ;
if ( p_mode = = Shader : : MODE_CANVAS_ITEM | | p_mode = = Shader : : MODE_SPATIAL ) {
default_uv = " vec3(UV, 0.0) " ;
} else {
default_uv = " vec3(0.0) " ;
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}
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String uv = p_input_vars [ 0 ] . is_empty ( ) ? default_uv : p_input_vars [ 0 ] ;
if ( p_input_vars [ 1 ] . is_empty ( ) ) {
code + = " " + p_output_vars [ 0 ] + " = texture( " + id + " , " + uv + " ); \n " ;
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} else {
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code + = " " + p_output_vars [ 0 ] + " = textureLod( " + id + " , " + uv + " , " + p_input_vars [ 1 ] + " ); \n " ;
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}
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return code ;
}
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bool VisualShaderNodeCubemap : : is_input_port_default ( int p_port , Shader : : Mode p_mode ) const {
if ( p_mode = = Shader : : MODE_CANVAS_ITEM | | p_mode = = Shader : : MODE_SPATIAL ) {
if ( p_port = = 0 ) {
return true ;
}
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}
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return false ;
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}
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void VisualShaderNodeCubemap : : set_source ( Source p_source ) {
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ERR_FAIL_INDEX ( int ( p_source ) , int ( SOURCE_MAX ) ) ;
if ( source = = p_source ) {
return ;
}
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source = p_source ;
emit_changed ( ) ;
}
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VisualShaderNodeCubemap : : Source VisualShaderNodeCubemap : : get_source ( ) const {
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return source ;
}
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void VisualShaderNodeCubemap : : set_cube_map ( Ref < Cubemap > p_cube_map ) {
cube_map = p_cube_map ;
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emit_changed ( ) ;
}
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Ref < Cubemap > VisualShaderNodeCubemap : : get_cube_map ( ) const {
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return cube_map ;
}
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void VisualShaderNodeCubemap : : set_texture_type ( TextureType p_texture_type ) {
ERR_FAIL_INDEX ( int ( p_texture_type ) , int ( TYPE_MAX ) ) ;
if ( texture_type = = p_texture_type ) {
return ;
}
texture_type = p_texture_type ;
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emit_changed ( ) ;
}
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VisualShaderNodeCubemap : : TextureType VisualShaderNodeCubemap : : get_texture_type ( ) const {
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return texture_type ;
}
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Vector < StringName > VisualShaderNodeCubemap : : get_editable_properties ( ) const {
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Vector < StringName > props ;
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props . push_back ( " source " ) ;
if ( source = = SOURCE_TEXTURE ) {
props . push_back ( " cube_map " ) ;
props . push_back ( " texture_type " ) ;
}
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return props ;
}
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String VisualShaderNodeCubemap : : get_warning ( Shader : : Mode p_mode , VisualShader : : Type p_type ) const {
if ( is_input_port_connected ( 2 ) & & source ! = SOURCE_PORT ) {
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return RTR ( " The sampler port is connected but not used. Consider changing the source to 'SamplerPort'. " ) ;
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}
return String ( ) ;
}
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void VisualShaderNodeCubemap : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " set_source " , " value " ) , & VisualShaderNodeCubemap : : set_source ) ;
ClassDB : : bind_method ( D_METHOD ( " get_source " ) , & VisualShaderNodeCubemap : : get_source ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_cube_map " , " value " ) , & VisualShaderNodeCubemap : : set_cube_map ) ;
ClassDB : : bind_method ( D_METHOD ( " get_cube_map " ) , & VisualShaderNodeCubemap : : get_cube_map ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_texture_type " , " value " ) , & VisualShaderNodeCubemap : : set_texture_type ) ;
ClassDB : : bind_method ( D_METHOD ( " get_texture_type " ) , & VisualShaderNodeCubemap : : get_texture_type ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " source " , PROPERTY_HINT_ENUM , " Texture,SamplerPort " ) , " set_source " , " get_source " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : OBJECT , " cube_map " , PROPERTY_HINT_RESOURCE_TYPE , " Cubemap " ) , " set_cube_map " , " get_cube_map " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " texture_type " , PROPERTY_HINT_ENUM , " Data,Color,Normal Map " ) , " set_texture_type " , " get_texture_type " ) ;
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BIND_ENUM_CONSTANT ( SOURCE_TEXTURE ) ;
BIND_ENUM_CONSTANT ( SOURCE_PORT ) ;
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BIND_ENUM_CONSTANT ( SOURCE_MAX ) ;
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BIND_ENUM_CONSTANT ( TYPE_DATA ) ;
BIND_ENUM_CONSTANT ( TYPE_COLOR ) ;
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BIND_ENUM_CONSTANT ( TYPE_NORMAL_MAP ) ;
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BIND_ENUM_CONSTANT ( TYPE_MAX ) ;
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}
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VisualShaderNodeCubemap : : VisualShaderNodeCubemap ( ) {
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simple_decl = false ;
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}
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////////////// Linear Depth
String VisualShaderNodeLinearSceneDepth : : get_caption ( ) const {
return " LinearSceneDepth " ;
}
int VisualShaderNodeLinearSceneDepth : : get_input_port_count ( ) const {
return 0 ;
}
VisualShaderNodeLinearSceneDepth : : PortType VisualShaderNodeLinearSceneDepth : : get_input_port_type ( int p_port ) const {
return PORT_TYPE_SCALAR ;
}
String VisualShaderNodeLinearSceneDepth : : get_input_port_name ( int p_port ) const {
return " " ;
}
int VisualShaderNodeLinearSceneDepth : : get_output_port_count ( ) const {
return 1 ;
}
VisualShaderNodeLinearSceneDepth : : PortType VisualShaderNodeLinearSceneDepth : : get_output_port_type ( int p_port ) const {
return PORT_TYPE_SCALAR ;
}
String VisualShaderNodeLinearSceneDepth : : get_output_port_name ( int p_port ) const {
return " linear depth " ;
}
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bool VisualShaderNodeLinearSceneDepth : : has_output_port_preview ( int p_port ) const {
return false ;
}
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String VisualShaderNodeLinearSceneDepth : : generate_global ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id ) const {
return " uniform sampler2D " + make_unique_id ( p_type , p_id , " depth_tex " ) + " : hint_depth_texture; \n " ;
}
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String VisualShaderNodeLinearSceneDepth : : generate_code ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id , const String * p_input_vars , const String * p_output_vars , bool p_for_preview ) const {
String code ;
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code + = " { \n " ;
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code + = " float __log_depth = textureLod( " + make_unique_id ( p_type , p_id , " depth_tex " ) + " , SCREEN_UV, 0.0).x; \n " ;
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if ( ! RenderingServer : : get_singleton ( ) - > is_low_end ( ) ) {
code + = " vec4 __depth_view = INV_PROJECTION_MATRIX * vec4(SCREEN_UV * 2.0 - 1.0, __log_depth, 1.0); \n " ;
} else {
code + = " vec4 __depth_view = INV_PROJECTION_MATRIX * vec4(vec3(SCREEN_UV, __log_depth) * 2.0 - 1.0, 1.0); \n " ;
}
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code + = " __depth_view.xyz /= __depth_view.w; \n " ;
code + = vformat ( " %s = -__depth_view.z; \n " , p_output_vars [ 0 ] ) ;
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code + = " } \n " ;
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return code ;
}
VisualShaderNodeLinearSceneDepth : : VisualShaderNodeLinearSceneDepth ( ) {
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simple_decl = false ;
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}
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////////////// World Position from Depth
String VisualShaderNodeWorldPositionFromDepth : : get_caption ( ) const {
return " WorldPositionFromDepth " ;
}
int VisualShaderNodeWorldPositionFromDepth : : get_input_port_count ( ) const {
return 1 ;
}
VisualShaderNodeWorldPositionFromDepth : : PortType VisualShaderNodeWorldPositionFromDepth : : get_input_port_type ( int p_port ) const {
return PORT_TYPE_VECTOR_2D ;
}
String VisualShaderNodeWorldPositionFromDepth : : get_input_port_name ( int p_port ) const {
return " screen uv " ;
}
bool VisualShaderNodeWorldPositionFromDepth : : is_input_port_default ( int p_port , Shader : : Mode p_mode ) const {
if ( p_port = = 0 ) {
return true ;
}
return false ;
}
int VisualShaderNodeWorldPositionFromDepth : : get_output_port_count ( ) const {
return 1 ;
}
VisualShaderNodeWorldPositionFromDepth : : PortType VisualShaderNodeWorldPositionFromDepth : : get_output_port_type ( int p_port ) const {
return PORT_TYPE_VECTOR_3D ;
}
String VisualShaderNodeWorldPositionFromDepth : : get_output_port_name ( int p_port ) const {
return " world position " ;
}
bool VisualShaderNodeWorldPositionFromDepth : : has_output_port_preview ( int p_port ) const {
return false ;
}
String VisualShaderNodeWorldPositionFromDepth : : generate_global ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id ) const {
return " uniform sampler2D " + make_unique_id ( p_type , p_id , " depth_tex " ) + " : hint_depth_texture, repeat_disable, filter_nearest; \n " ;
}
String VisualShaderNodeWorldPositionFromDepth : : generate_code ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id , const String * p_input_vars , const String * p_output_vars , bool p_for_preview ) const {
String code ;
String uv = p_input_vars [ 0 ] . is_empty ( ) ? " SCREEN_UV " : p_input_vars [ 0 ] ;
code + = " { \n " ;
code + = " float __log_depth = textureLod( " + make_unique_id ( p_type , p_id , " depth_tex " ) + " , " + uv + " , 0.0).x; \n " ;
if ( ! RenderingServer : : get_singleton ( ) - > is_low_end ( ) ) {
code + = " vec4 __depth_view = INV_PROJECTION_MATRIX * vec4( " + uv + " * 2.0 - 1.0, __log_depth, 1.0); \n " ;
} else {
code + = " vec4 __depth_view = INV_PROJECTION_MATRIX * vec4(vec3( " + uv + " , __log_depth) * 2.0 - 1.0, 1.0); \n " ;
}
code + = " __depth_view.xyz /= __depth_view.w; \n " ;
code + = vformat ( " %s = (INV_VIEW_MATRIX * __depth_view).xyz; \n " , p_output_vars [ 0 ] ) ;
code + = " } \n " ;
return code ;
}
VisualShaderNodeWorldPositionFromDepth : : VisualShaderNodeWorldPositionFromDepth ( ) {
simple_decl = false ;
}
////////////// Unpack Normals in World Space
String VisualShaderNodeScreenNormalWorldSpace : : get_caption ( ) const {
return " ScreenNormalWorldSpace " ;
}
int VisualShaderNodeScreenNormalWorldSpace : : get_input_port_count ( ) const {
return 1 ;
}
VisualShaderNodeScreenNormalWorldSpace : : PortType VisualShaderNodeScreenNormalWorldSpace : : get_input_port_type ( int p_port ) const {
return PORT_TYPE_VECTOR_2D ;
}
String VisualShaderNodeScreenNormalWorldSpace : : get_input_port_name ( int p_port ) const {
return " screen uv " ;
}
bool VisualShaderNodeScreenNormalWorldSpace : : is_input_port_default ( int p_port , Shader : : Mode p_mode ) const {
if ( p_port = = 0 ) {
return true ;
}
return false ;
}
int VisualShaderNodeScreenNormalWorldSpace : : get_output_port_count ( ) const {
return 1 ;
}
VisualShaderNodeScreenNormalWorldSpace : : PortType VisualShaderNodeScreenNormalWorldSpace : : get_output_port_type ( int p_port ) const {
return PORT_TYPE_VECTOR_3D ;
}
String VisualShaderNodeScreenNormalWorldSpace : : get_output_port_name ( int p_port ) const {
return " screen normal " ;
}
bool VisualShaderNodeScreenNormalWorldSpace : : has_output_port_preview ( int p_port ) const {
return false ;
}
String VisualShaderNodeScreenNormalWorldSpace : : generate_global ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id ) const {
return " uniform sampler2D " + make_unique_id ( p_type , p_id , " normal_rough_tex " ) + " : hint_normal_roughness_texture, repeat_disable, filter_nearest; \n " ;
}
String VisualShaderNodeScreenNormalWorldSpace : : generate_code ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id , const String * p_input_vars , const String * p_output_vars , bool p_for_preview ) const {
String code ;
String uv = p_input_vars [ 0 ] . is_empty ( ) ? " SCREEN_UV " : p_input_vars [ 0 ] ;
code + = " { \n " ;
code + = " vec3 __normals = textureLod( " + make_unique_id ( p_type , p_id , " normal_rough_tex " ) + " , " + uv + " , 0.0).xyz; \n " ;
code + = " __normals = __normals * 2.0 - 1.0; \n " ;
code + = vformat ( " %s = mat3(INV_VIEW_MATRIX) * __normals; \n " , p_output_vars [ 0 ] ) ;
code + = " } \n " ;
return code ;
}
VisualShaderNodeScreenNormalWorldSpace : : VisualShaderNodeScreenNormalWorldSpace ( ) {
simple_decl = false ;
}
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////////////// Float Op
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String VisualShaderNodeFloatOp : : get_caption ( ) const {
return " FloatOp " ;
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}
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int VisualShaderNodeFloatOp : : get_input_port_count ( ) const {
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return 2 ;
}
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VisualShaderNodeFloatOp : : PortType VisualShaderNodeFloatOp : : get_input_port_type ( int p_port ) const {
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return PORT_TYPE_SCALAR ;
}
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String VisualShaderNodeFloatOp : : get_input_port_name ( int p_port ) const {
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return p_port = = 0 ? " a " : " b " ;
}
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int VisualShaderNodeFloatOp : : get_output_port_count ( ) const {
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return 1 ;
}
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VisualShaderNodeFloatOp : : PortType VisualShaderNodeFloatOp : : get_output_port_type ( int p_port ) const {
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return PORT_TYPE_SCALAR ;
}
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String VisualShaderNodeFloatOp : : get_output_port_name ( int p_port ) const {
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return " op " ; //no output port means the editor will be used as port
}
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String VisualShaderNodeFloatOp : : generate_code ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id , const String * p_input_vars , const String * p_output_vars , bool p_for_preview ) const {
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String code = " " + p_output_vars [ 0 ] + " = " ;
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switch ( op ) {
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case OP_ADD :
code + = p_input_vars [ 0 ] + " + " + p_input_vars [ 1 ] + " ; \n " ;
break ;
case OP_SUB :
code + = p_input_vars [ 0 ] + " - " + p_input_vars [ 1 ] + " ; \n " ;
break ;
case OP_MUL :
code + = p_input_vars [ 0 ] + " * " + p_input_vars [ 1 ] + " ; \n " ;
break ;
case OP_DIV :
code + = p_input_vars [ 0 ] + " / " + p_input_vars [ 1 ] + " ; \n " ;
break ;
case OP_MOD :
code + = " mod( " + p_input_vars [ 0 ] + " , " + p_input_vars [ 1 ] + " ); \n " ;
break ;
case OP_POW :
code + = " pow( " + p_input_vars [ 0 ] + " , " + p_input_vars [ 1 ] + " ); \n " ;
break ;
case OP_MAX :
code + = " max( " + p_input_vars [ 0 ] + " , " + p_input_vars [ 1 ] + " ); \n " ;
break ;
case OP_MIN :
code + = " min( " + p_input_vars [ 0 ] + " , " + p_input_vars [ 1 ] + " ); \n " ;
break ;
case OP_ATAN2 :
code + = " atan( " + p_input_vars [ 0 ] + " , " + p_input_vars [ 1 ] + " ); \n " ;
break ;
case OP_STEP :
code + = " step( " + p_input_vars [ 0 ] + " , " + p_input_vars [ 1 ] + " ); \n " ;
break ;
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default :
break ;
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}
return code ;
}
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void VisualShaderNodeFloatOp : : set_operator ( Operator p_op ) {
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ERR_FAIL_INDEX ( int ( p_op ) , int ( OP_ENUM_SIZE ) ) ;
if ( op = = p_op ) {
return ;
}
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op = p_op ;
emit_changed ( ) ;
}
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VisualShaderNodeFloatOp : : Operator VisualShaderNodeFloatOp : : get_operator ( ) const {
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return op ;
}
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Vector < StringName > VisualShaderNodeFloatOp : : get_editable_properties ( ) const {
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Vector < StringName > props ;
props . push_back ( " operator " ) ;
return props ;
}
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void VisualShaderNodeFloatOp : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " set_operator " , " op " ) , & VisualShaderNodeFloatOp : : set_operator ) ;
ClassDB : : bind_method ( D_METHOD ( " get_operator " ) , & VisualShaderNodeFloatOp : : get_operator ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " operator " , PROPERTY_HINT_ENUM , " Add,Subtract,Multiply,Divide,Remainder,Power,Max,Min,ATan2,Step " ) , " set_operator " , " get_operator " ) ;
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BIND_ENUM_CONSTANT ( OP_ADD ) ;
BIND_ENUM_CONSTANT ( OP_SUB ) ;
BIND_ENUM_CONSTANT ( OP_MUL ) ;
BIND_ENUM_CONSTANT ( OP_DIV ) ;
BIND_ENUM_CONSTANT ( OP_MOD ) ;
BIND_ENUM_CONSTANT ( OP_POW ) ;
BIND_ENUM_CONSTANT ( OP_MAX ) ;
BIND_ENUM_CONSTANT ( OP_MIN ) ;
BIND_ENUM_CONSTANT ( OP_ATAN2 ) ;
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BIND_ENUM_CONSTANT ( OP_STEP ) ;
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BIND_ENUM_CONSTANT ( OP_ENUM_SIZE ) ;
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}
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VisualShaderNodeFloatOp : : VisualShaderNodeFloatOp ( ) {
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set_input_port_default_value ( 0 , 0.0 ) ;
set_input_port_default_value ( 1 , 0.0 ) ;
}
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////////////// Integer Op
String VisualShaderNodeIntOp : : get_caption ( ) const {
return " IntOp " ;
}
int VisualShaderNodeIntOp : : get_input_port_count ( ) const {
return 2 ;
}
VisualShaderNodeIntOp : : PortType VisualShaderNodeIntOp : : get_input_port_type ( int p_port ) const {
return PORT_TYPE_SCALAR_INT ;
}
String VisualShaderNodeIntOp : : get_input_port_name ( int p_port ) const {
return p_port = = 0 ? " a " : " b " ;
}
int VisualShaderNodeIntOp : : get_output_port_count ( ) const {
return 1 ;
}
VisualShaderNodeIntOp : : PortType VisualShaderNodeIntOp : : get_output_port_type ( int p_port ) const {
return PORT_TYPE_SCALAR_INT ;
}
String VisualShaderNodeIntOp : : get_output_port_name ( int p_port ) const {
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return " op " ; // No output port means the editor will be used as port.
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}
String VisualShaderNodeIntOp : : generate_code ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id , const String * p_input_vars , const String * p_output_vars , bool p_for_preview ) const {
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String code = " " + p_output_vars [ 0 ] + " = " ;
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switch ( op ) {
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case OP_ADD :
code + = p_input_vars [ 0 ] + " + " + p_input_vars [ 1 ] + " ; \n " ;
break ;
case OP_SUB :
code + = p_input_vars [ 0 ] + " - " + p_input_vars [ 1 ] + " ; \n " ;
break ;
case OP_MUL :
code + = p_input_vars [ 0 ] + " * " + p_input_vars [ 1 ] + " ; \n " ;
break ;
case OP_DIV :
code + = p_input_vars [ 0 ] + " / " + p_input_vars [ 1 ] + " ; \n " ;
break ;
case OP_MOD :
code + = p_input_vars [ 0 ] + " % " + p_input_vars [ 1 ] + " ; \n " ;
break ;
case OP_MAX :
code + = " max( " + p_input_vars [ 0 ] + " , " + p_input_vars [ 1 ] + " ); \n " ;
break ;
case OP_MIN :
code + = " min( " + p_input_vars [ 0 ] + " , " + p_input_vars [ 1 ] + " ); \n " ;
break ;
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case OP_BITWISE_AND :
code + = p_input_vars [ 0 ] + " & " + p_input_vars [ 1 ] + " ; \n " ;
break ;
case OP_BITWISE_OR :
code + = p_input_vars [ 0 ] + " | " + p_input_vars [ 1 ] + " ; \n " ;
break ;
case OP_BITWISE_XOR :
code + = p_input_vars [ 0 ] + " ^ " + p_input_vars [ 1 ] + " ; \n " ;
break ;
case OP_BITWISE_LEFT_SHIFT :
code + = p_input_vars [ 0 ] + " << " + p_input_vars [ 1 ] + " ; \n " ;
break ;
case OP_BITWISE_RIGHT_SHIFT :
code + = p_input_vars [ 0 ] + " >> " + p_input_vars [ 1 ] + " ; \n " ;
break ;
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default :
break ;
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}
return code ;
}
void VisualShaderNodeIntOp : : set_operator ( Operator p_op ) {
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ERR_FAIL_INDEX ( int ( p_op ) , OP_ENUM_SIZE ) ;
if ( op = = p_op ) {
return ;
}
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op = p_op ;
emit_changed ( ) ;
}
VisualShaderNodeIntOp : : Operator VisualShaderNodeIntOp : : get_operator ( ) const {
return op ;
}
Vector < StringName > VisualShaderNodeIntOp : : get_editable_properties ( ) const {
Vector < StringName > props ;
props . push_back ( " operator " ) ;
return props ;
}
void VisualShaderNodeIntOp : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " set_operator " , " op " ) , & VisualShaderNodeIntOp : : set_operator ) ;
ClassDB : : bind_method ( D_METHOD ( " get_operator " ) , & VisualShaderNodeIntOp : : get_operator ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " operator " , PROPERTY_HINT_ENUM , " Add,Subtract,Multiply,Divide,Remainder,Max,Min,Bitwise AND,Bitwise OR,Bitwise XOR,Bitwise Left Shift,Bitwise Right Shift " ) , " set_operator " , " get_operator " ) ;
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BIND_ENUM_CONSTANT ( OP_ADD ) ;
BIND_ENUM_CONSTANT ( OP_SUB ) ;
BIND_ENUM_CONSTANT ( OP_MUL ) ;
BIND_ENUM_CONSTANT ( OP_DIV ) ;
BIND_ENUM_CONSTANT ( OP_MOD ) ;
BIND_ENUM_CONSTANT ( OP_MAX ) ;
BIND_ENUM_CONSTANT ( OP_MIN ) ;
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BIND_ENUM_CONSTANT ( OP_BITWISE_AND ) ;
BIND_ENUM_CONSTANT ( OP_BITWISE_OR ) ;
BIND_ENUM_CONSTANT ( OP_BITWISE_XOR ) ;
BIND_ENUM_CONSTANT ( OP_BITWISE_LEFT_SHIFT ) ;
BIND_ENUM_CONSTANT ( OP_BITWISE_RIGHT_SHIFT ) ;
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BIND_ENUM_CONSTANT ( OP_ENUM_SIZE ) ;
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}
VisualShaderNodeIntOp : : VisualShaderNodeIntOp ( ) {
set_input_port_default_value ( 0 , 0 ) ;
set_input_port_default_value ( 1 , 0 ) ;
}
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////////////// Unsigned Integer Op
String VisualShaderNodeUIntOp : : get_caption ( ) const {
return " UIntOp " ;
}
int VisualShaderNodeUIntOp : : get_input_port_count ( ) const {
return 2 ;
}
VisualShaderNodeUIntOp : : PortType VisualShaderNodeUIntOp : : get_input_port_type ( int p_port ) const {
return PORT_TYPE_SCALAR_UINT ;
}
String VisualShaderNodeUIntOp : : get_input_port_name ( int p_port ) const {
return p_port = = 0 ? " a " : " b " ;
}
int VisualShaderNodeUIntOp : : get_output_port_count ( ) const {
return 1 ;
}
VisualShaderNodeUIntOp : : PortType VisualShaderNodeUIntOp : : get_output_port_type ( int p_port ) const {
return PORT_TYPE_SCALAR_UINT ;
}
String VisualShaderNodeUIntOp : : get_output_port_name ( int p_port ) const {
return " op " ; // No output port means the editor will be used as port.
}
String VisualShaderNodeUIntOp : : generate_code ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id , const String * p_input_vars , const String * p_output_vars , bool p_for_preview ) const {
String code = " " + p_output_vars [ 0 ] + " = " ;
switch ( op ) {
case OP_ADD :
code + = p_input_vars [ 0 ] + " + " + p_input_vars [ 1 ] + " ; \n " ;
break ;
case OP_SUB :
code + = p_input_vars [ 0 ] + " - " + p_input_vars [ 1 ] + " ; \n " ;
break ;
case OP_MUL :
code + = p_input_vars [ 0 ] + " * " + p_input_vars [ 1 ] + " ; \n " ;
break ;
case OP_DIV :
code + = p_input_vars [ 0 ] + " / " + p_input_vars [ 1 ] + " ; \n " ;
break ;
case OP_MOD :
code + = p_input_vars [ 0 ] + " % " + p_input_vars [ 1 ] + " ; \n " ;
break ;
case OP_MAX :
code + = " max( " + p_input_vars [ 0 ] + " , " + p_input_vars [ 1 ] + " ); \n " ;
break ;
case OP_MIN :
code + = " min( " + p_input_vars [ 0 ] + " , " + p_input_vars [ 1 ] + " ); \n " ;
break ;
case OP_BITWISE_AND :
code + = p_input_vars [ 0 ] + " & " + p_input_vars [ 1 ] + " ; \n " ;
break ;
case OP_BITWISE_OR :
code + = p_input_vars [ 0 ] + " | " + p_input_vars [ 1 ] + " ; \n " ;
break ;
case OP_BITWISE_XOR :
code + = p_input_vars [ 0 ] + " ^ " + p_input_vars [ 1 ] + " ; \n " ;
break ;
case OP_BITWISE_LEFT_SHIFT :
code + = p_input_vars [ 0 ] + " << " + p_input_vars [ 1 ] + " ; \n " ;
break ;
case OP_BITWISE_RIGHT_SHIFT :
code + = p_input_vars [ 0 ] + " >> " + p_input_vars [ 1 ] + " ; \n " ;
break ;
default :
break ;
}
return code ;
}
void VisualShaderNodeUIntOp : : set_operator ( Operator p_op ) {
ERR_FAIL_INDEX ( int ( p_op ) , OP_ENUM_SIZE ) ;
if ( op = = p_op ) {
return ;
}
op = p_op ;
emit_changed ( ) ;
}
VisualShaderNodeUIntOp : : Operator VisualShaderNodeUIntOp : : get_operator ( ) const {
return op ;
}
Vector < StringName > VisualShaderNodeUIntOp : : get_editable_properties ( ) const {
Vector < StringName > props ;
props . push_back ( " operator " ) ;
return props ;
}
void VisualShaderNodeUIntOp : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " set_operator " , " op " ) , & VisualShaderNodeUIntOp : : set_operator ) ;
ClassDB : : bind_method ( D_METHOD ( " get_operator " ) , & VisualShaderNodeUIntOp : : get_operator ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " operator " , PROPERTY_HINT_ENUM , " Add,Subtract,Multiply,Divide,Remainder,Max,Min,Bitwise AND,Bitwise OR,Bitwise XOR,Bitwise Left Shift,Bitwise Right Shift " ) , " set_operator " , " get_operator " ) ;
BIND_ENUM_CONSTANT ( OP_ADD ) ;
BIND_ENUM_CONSTANT ( OP_SUB ) ;
BIND_ENUM_CONSTANT ( OP_MUL ) ;
BIND_ENUM_CONSTANT ( OP_DIV ) ;
BIND_ENUM_CONSTANT ( OP_MOD ) ;
BIND_ENUM_CONSTANT ( OP_MAX ) ;
BIND_ENUM_CONSTANT ( OP_MIN ) ;
BIND_ENUM_CONSTANT ( OP_BITWISE_AND ) ;
BIND_ENUM_CONSTANT ( OP_BITWISE_OR ) ;
BIND_ENUM_CONSTANT ( OP_BITWISE_XOR ) ;
BIND_ENUM_CONSTANT ( OP_BITWISE_LEFT_SHIFT ) ;
BIND_ENUM_CONSTANT ( OP_BITWISE_RIGHT_SHIFT ) ;
BIND_ENUM_CONSTANT ( OP_ENUM_SIZE ) ;
}
VisualShaderNodeUIntOp : : VisualShaderNodeUIntOp ( ) {
set_input_port_default_value ( 0 , 0 ) ;
set_input_port_default_value ( 1 , 0 ) ;
}
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////////////// Vector Op
String VisualShaderNodeVectorOp : : get_caption ( ) const {
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return " VectorOp " ;
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}
int VisualShaderNodeVectorOp : : get_input_port_count ( ) const {
return 2 ;
}
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String VisualShaderNodeVectorOp : : get_input_port_name ( int p_port ) const {
return p_port = = 0 ? " a " : " b " ;
}
int VisualShaderNodeVectorOp : : get_output_port_count ( ) const {
return 1 ;
}
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String VisualShaderNodeVectorOp : : get_output_port_name ( int p_port ) const {
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return " op " ;
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}
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String VisualShaderNodeVectorOp : : generate_code ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id , const String * p_input_vars , const String * p_output_vars , bool p_for_preview ) const {
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String code = " " + p_output_vars [ 0 ] + " = " ;
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switch ( op ) {
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case OP_ADD :
code + = p_input_vars [ 0 ] + " + " + p_input_vars [ 1 ] + " ; \n " ;
break ;
case OP_SUB :
code + = p_input_vars [ 0 ] + " - " + p_input_vars [ 1 ] + " ; \n " ;
break ;
case OP_MUL :
code + = p_input_vars [ 0 ] + " * " + p_input_vars [ 1 ] + " ; \n " ;
break ;
case OP_DIV :
code + = p_input_vars [ 0 ] + " / " + p_input_vars [ 1 ] + " ; \n " ;
break ;
case OP_MOD :
code + = " mod( " + p_input_vars [ 0 ] + " , " + p_input_vars [ 1 ] + " ); \n " ;
break ;
case OP_POW :
code + = " pow( " + p_input_vars [ 0 ] + " , " + p_input_vars [ 1 ] + " ); \n " ;
break ;
case OP_MAX :
code + = " max( " + p_input_vars [ 0 ] + " , " + p_input_vars [ 1 ] + " ); \n " ;
break ;
case OP_MIN :
code + = " min( " + p_input_vars [ 0 ] + " , " + p_input_vars [ 1 ] + " ); \n " ;
break ;
case OP_CROSS :
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if ( op_type = = OP_TYPE_VECTOR_2D ) { // Not supported.
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code + = " vec2(0.0); \n " ;
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} else if ( op_type = = OP_TYPE_VECTOR_4D ) { // Not supported.
code + = " vec4(0.0); \n " ;
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} else {
code + = " cross( " + p_input_vars [ 0 ] + " , " + p_input_vars [ 1 ] + " ); \n " ;
}
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break ;
case OP_ATAN2 :
code + = " atan( " + p_input_vars [ 0 ] + " , " + p_input_vars [ 1 ] + " ); \n " ;
break ;
case OP_REFLECT :
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code + = " reflect( " + p_input_vars [ 0 ] + " , " + p_input_vars [ 1 ] + " ); \n " ;
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break ;
case OP_STEP :
code + = " step( " + p_input_vars [ 0 ] + " , " + p_input_vars [ 1 ] + " ); \n " ;
break ;
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default :
break ;
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}
return code ;
}
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void VisualShaderNodeVectorOp : : set_op_type ( OpType p_op_type ) {
ERR_FAIL_INDEX ( int ( p_op_type ) , int ( OP_TYPE_MAX ) ) ;
if ( op_type = = p_op_type ) {
return ;
}
switch ( p_op_type ) {
case OP_TYPE_VECTOR_2D : {
set_input_port_default_value ( 0 , Vector2 ( ) , get_input_port_default_value ( 0 ) ) ;
set_input_port_default_value ( 1 , Vector2 ( ) , get_input_port_default_value ( 1 ) ) ;
} break ;
case OP_TYPE_VECTOR_3D : {
set_input_port_default_value ( 0 , Vector3 ( ) , get_input_port_default_value ( 0 ) ) ;
set_input_port_default_value ( 1 , Vector3 ( ) , get_input_port_default_value ( 1 ) ) ;
} break ;
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case OP_TYPE_VECTOR_4D : {
set_input_port_default_value ( 0 , Quaternion ( ) , get_input_port_default_value ( 0 ) ) ;
set_input_port_default_value ( 1 , Quaternion ( ) , get_input_port_default_value ( 1 ) ) ;
} break ;
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default :
break ;
}
op_type = p_op_type ;
emit_changed ( ) ;
}
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void VisualShaderNodeVectorOp : : set_operator ( Operator p_op ) {
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ERR_FAIL_INDEX ( int ( p_op ) , int ( OP_ENUM_SIZE ) ) ;
if ( op = = p_op ) {
return ;
}
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op = p_op ;
emit_changed ( ) ;
}
VisualShaderNodeVectorOp : : Operator VisualShaderNodeVectorOp : : get_operator ( ) const {
return op ;
}
Vector < StringName > VisualShaderNodeVectorOp : : get_editable_properties ( ) const {
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Vector < StringName > props = VisualShaderNodeVectorBase : : get_editable_properties ( ) ;
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props . push_back ( " operator " ) ;
return props ;
}
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String VisualShaderNodeVectorOp : : get_warning ( Shader : : Mode p_mode , VisualShader : : Type p_type ) const {
bool invalid_type = false ;
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if ( op_type = = OP_TYPE_VECTOR_2D | | op_type = = OP_TYPE_VECTOR_4D ) {
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if ( op = = OP_CROSS ) {
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invalid_type = true ;
}
}
if ( invalid_type ) {
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return RTR ( " Invalid operator for that type. " ) ;
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}
return String ( ) ;
}
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void VisualShaderNodeVectorOp : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " set_operator " , " op " ) , & VisualShaderNodeVectorOp : : set_operator ) ;
ClassDB : : bind_method ( D_METHOD ( " get_operator " ) , & VisualShaderNodeVectorOp : : get_operator ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " operator " , PROPERTY_HINT_ENUM , " Add,Subtract,Multiply,Divide,Remainder,Power,Max,Min,Cross,ATan2,Reflect,Step " ) , " set_operator " , " get_operator " ) ;
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BIND_ENUM_CONSTANT ( OP_ADD ) ;
BIND_ENUM_CONSTANT ( OP_SUB ) ;
BIND_ENUM_CONSTANT ( OP_MUL ) ;
BIND_ENUM_CONSTANT ( OP_DIV ) ;
BIND_ENUM_CONSTANT ( OP_MOD ) ;
BIND_ENUM_CONSTANT ( OP_POW ) ;
BIND_ENUM_CONSTANT ( OP_MAX ) ;
BIND_ENUM_CONSTANT ( OP_MIN ) ;
BIND_ENUM_CONSTANT ( OP_CROSS ) ;
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BIND_ENUM_CONSTANT ( OP_ATAN2 ) ;
BIND_ENUM_CONSTANT ( OP_REFLECT ) ;
BIND_ENUM_CONSTANT ( OP_STEP ) ;
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BIND_ENUM_CONSTANT ( OP_ENUM_SIZE ) ;
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}
VisualShaderNodeVectorOp : : VisualShaderNodeVectorOp ( ) {
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switch ( op_type ) {
case OP_TYPE_VECTOR_2D : {
set_input_port_default_value ( 0 , Vector2 ( ) ) ;
set_input_port_default_value ( 1 , Vector2 ( ) ) ;
} break ;
case OP_TYPE_VECTOR_3D : {
set_input_port_default_value ( 0 , Vector3 ( ) ) ;
set_input_port_default_value ( 1 , Vector3 ( ) ) ;
} break ;
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case OP_TYPE_VECTOR_4D : {
set_input_port_default_value ( 0 , Quaternion ( ) ) ;
set_input_port_default_value ( 1 , Quaternion ( ) ) ;
} break ;
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default :
break ;
}
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}
////////////// Color Op
String VisualShaderNodeColorOp : : get_caption ( ) const {
return " ColorOp " ;
}
int VisualShaderNodeColorOp : : get_input_port_count ( ) const {
return 2 ;
}
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VisualShaderNodeColorOp : : PortType VisualShaderNodeColorOp : : get_input_port_type ( int p_port ) const {
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return PORT_TYPE_VECTOR_3D ;
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}
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String VisualShaderNodeColorOp : : get_input_port_name ( int p_port ) const {
return p_port = = 0 ? " a " : " b " ;
}
int VisualShaderNodeColorOp : : get_output_port_count ( ) const {
return 1 ;
}
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VisualShaderNodeColorOp : : PortType VisualShaderNodeColorOp : : get_output_port_type ( int p_port ) const {
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return PORT_TYPE_VECTOR_3D ;
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}
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String VisualShaderNodeColorOp : : get_output_port_name ( int p_port ) const {
return " op " ; //no output port means the editor will be used as port
}
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String VisualShaderNodeColorOp : : generate_code ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id , const String * p_input_vars , const String * p_output_vars , bool p_for_preview ) const {
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String code ;
static const char * axisn [ 3 ] = { " x " , " y " , " z " } ;
switch ( op ) {
case OP_SCREEN : {
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code + = " " + p_output_vars [ 0 ] + " = vec3(1.0) - (vec3(1.0) - " + p_input_vars [ 0 ] + " ) * (vec3(1.0) - " + p_input_vars [ 1 ] + " ); \n " ;
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} break ;
case OP_DIFFERENCE : {
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code + = " " + p_output_vars [ 0 ] + " = abs( " + p_input_vars [ 0 ] + " - " + p_input_vars [ 1 ] + " ); \n " ;
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} break ;
case OP_DARKEN : {
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code + = " " + p_output_vars [ 0 ] + " = min( " + p_input_vars [ 0 ] + " , " + p_input_vars [ 1 ] + " ); \n " ;
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} break ;
case OP_LIGHTEN : {
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code + = " " + p_output_vars [ 0 ] + " = max( " + p_input_vars [ 0 ] + " , " + p_input_vars [ 1 ] + " ); \n " ;
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} break ;
case OP_OVERLAY : {
for ( int i = 0 ; i < 3 ; i + + ) {
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code + = " { \n " ;
code + = " float base = " + p_input_vars [ 0 ] + " . " + axisn [ i ] + " ; \n " ;
code + = " float blend = " + p_input_vars [ 1 ] + " . " + axisn [ i ] + " ; \n " ;
code + = " if (base < 0.5) { \n " ;
code + = " " + p_output_vars [ 0 ] + " . " + axisn [ i ] + " = 2.0 * base * blend; \n " ;
code + = " } else { \n " ;
code + = " " + p_output_vars [ 0 ] + " . " + axisn [ i ] + " = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base); \n " ;
code + = " } \n " ;
code + = " } \n " ;
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}
} break ;
case OP_DODGE : {
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code + = " " + p_output_vars [ 0 ] + " = ( " + p_input_vars [ 0 ] + " ) / (vec3(1.0) - " + p_input_vars [ 1 ] + " ); \n " ;
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} break ;
case OP_BURN : {
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code + = " " + p_output_vars [ 0 ] + " = vec3(1.0) - (vec3(1.0) - " + p_input_vars [ 0 ] + " ) / ( " + p_input_vars [ 1 ] + " ); \n " ;
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} break ;
case OP_SOFT_LIGHT : {
for ( int i = 0 ; i < 3 ; i + + ) {
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code + = " { \n " ;
code + = " float base = " + p_input_vars [ 0 ] + " . " + axisn [ i ] + " ; \n " ;
code + = " float blend = " + p_input_vars [ 1 ] + " . " + axisn [ i ] + " ; \n " ;
code + = " if (base < 0.5) { \n " ;
code + = " " + p_output_vars [ 0 ] + " . " + axisn [ i ] + " = (base * (blend + 0.5)); \n " ;
code + = " } else { \n " ;
code + = " " + p_output_vars [ 0 ] + " . " + axisn [ i ] + " = (1.0 - (1.0 - base) * (1.0 - (blend - 0.5))); \n " ;
code + = " } \n " ;
code + = " } \n " ;
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}
} break ;
case OP_HARD_LIGHT : {
for ( int i = 0 ; i < 3 ; i + + ) {
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code + = " { \n " ;
code + = " float base = " + p_input_vars [ 0 ] + " . " + axisn [ i ] + " ; \n " ;
code + = " float blend = " + p_input_vars [ 1 ] + " . " + axisn [ i ] + " ; \n " ;
code + = " if (base < 0.5) { \n " ;
code + = " " + p_output_vars [ 0 ] + " . " + axisn [ i ] + " = (base * (2.0 * blend)); \n " ;
code + = " } else { \n " ;
code + = " " + p_output_vars [ 0 ] + " . " + axisn [ i ] + " = (1.0 - (1.0 - base) * (1.0 - 2.0 * (blend - 0.5))); \n " ;
code + = " } \n " ;
code + = " } \n " ;
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}
} break ;
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default :
break ;
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}
return code ;
}
void VisualShaderNodeColorOp : : set_operator ( Operator p_op ) {
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ERR_FAIL_INDEX ( int ( p_op ) , int ( OP_MAX ) ) ;
if ( op = = p_op ) {
return ;
}
switch ( p_op ) {
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case OP_SCREEN :
simple_decl = true ;
break ;
case OP_DIFFERENCE :
simple_decl = true ;
break ;
case OP_DARKEN :
simple_decl = true ;
break ;
case OP_LIGHTEN :
simple_decl = true ;
break ;
case OP_OVERLAY :
simple_decl = false ;
break ;
case OP_DODGE :
simple_decl = true ;
break ;
case OP_BURN :
simple_decl = true ;
break ;
case OP_SOFT_LIGHT :
simple_decl = false ;
break ;
case OP_HARD_LIGHT :
simple_decl = false ;
break ;
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default :
break ;
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}
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op = p_op ;
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emit_changed ( ) ;
}
VisualShaderNodeColorOp : : Operator VisualShaderNodeColorOp : : get_operator ( ) const {
return op ;
}
Vector < StringName > VisualShaderNodeColorOp : : get_editable_properties ( ) const {
Vector < StringName > props ;
props . push_back ( " operator " ) ;
return props ;
}
void VisualShaderNodeColorOp : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " set_operator " , " op " ) , & VisualShaderNodeColorOp : : set_operator ) ;
ClassDB : : bind_method ( D_METHOD ( " get_operator " ) , & VisualShaderNodeColorOp : : get_operator ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " operator " , PROPERTY_HINT_ENUM , " Screen,Difference,Darken,Lighten,Overlay,Dodge,Burn,Soft Light,Hard Light " ) , " set_operator " , " get_operator " ) ;
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BIND_ENUM_CONSTANT ( OP_SCREEN ) ;
BIND_ENUM_CONSTANT ( OP_DIFFERENCE ) ;
BIND_ENUM_CONSTANT ( OP_DARKEN ) ;
BIND_ENUM_CONSTANT ( OP_LIGHTEN ) ;
BIND_ENUM_CONSTANT ( OP_OVERLAY ) ;
BIND_ENUM_CONSTANT ( OP_DODGE ) ;
BIND_ENUM_CONSTANT ( OP_BURN ) ;
BIND_ENUM_CONSTANT ( OP_SOFT_LIGHT ) ;
BIND_ENUM_CONSTANT ( OP_HARD_LIGHT ) ;
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BIND_ENUM_CONSTANT ( OP_MAX ) ;
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}
VisualShaderNodeColorOp : : VisualShaderNodeColorOp ( ) {
set_input_port_default_value ( 0 , Vector3 ( ) ) ;
set_input_port_default_value ( 1 , Vector3 ( ) ) ;
}
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////////////// Transform Op
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String VisualShaderNodeTransformOp : : get_caption ( ) const {
return " TransformOp " ;
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}
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int VisualShaderNodeTransformOp : : get_input_port_count ( ) const {
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return 2 ;
}
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VisualShaderNodeTransformOp : : PortType VisualShaderNodeTransformOp : : get_input_port_type ( int p_port ) const {
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return PORT_TYPE_TRANSFORM ;
}
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String VisualShaderNodeTransformOp : : get_input_port_name ( int p_port ) const {
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return p_port = = 0 ? " a " : " b " ;
}
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int VisualShaderNodeTransformOp : : get_output_port_count ( ) const {
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return 1 ;
}
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VisualShaderNodeTransformOp : : PortType VisualShaderNodeTransformOp : : get_output_port_type ( int p_port ) const {
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return PORT_TYPE_TRANSFORM ;
}
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String VisualShaderNodeTransformOp : : get_output_port_name ( int p_port ) const {
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return " mult " ; //no output port means the editor will be used as port
}
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String VisualShaderNodeTransformOp : : generate_code ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id , const String * p_input_vars , const String * p_output_vars , bool p_for_preview ) const {
switch ( op ) {
case OP_AxB :
return " " + p_output_vars [ 0 ] + " = " + p_input_vars [ 0 ] + " * " + p_input_vars [ 1 ] + " ; \n " ;
case OP_BxA :
return " " + p_output_vars [ 0 ] + " = " + p_input_vars [ 1 ] + " * " + p_input_vars [ 0 ] + " ; \n " ;
case OP_AxB_COMP :
return " " + p_output_vars [ 0 ] + " = matrixCompMult( " + p_input_vars [ 0 ] + " , " + p_input_vars [ 1 ] + " ); \n " ;
case OP_BxA_COMP :
return " " + p_output_vars [ 0 ] + " = matrixCompMult( " + p_input_vars [ 1 ] + " , " + p_input_vars [ 0 ] + " ); \n " ;
case OP_ADD :
return " " + p_output_vars [ 0 ] + " = " + p_input_vars [ 0 ] + " + " + p_input_vars [ 1 ] + " ; \n " ;
case OP_A_MINUS_B :
return " " + p_output_vars [ 0 ] + " = " + p_input_vars [ 0 ] + " - " + p_input_vars [ 1 ] + " ; \n " ;
case OP_B_MINUS_A :
return " " + p_output_vars [ 0 ] + " = " + p_input_vars [ 1 ] + " - " + p_input_vars [ 0 ] + " ; \n " ;
case OP_A_DIV_B :
return " " + p_output_vars [ 0 ] + " = " + p_input_vars [ 0 ] + " / " + p_input_vars [ 1 ] + " ; \n " ;
case OP_B_DIV_A :
return " " + p_output_vars [ 0 ] + " = " + p_input_vars [ 1 ] + " / " + p_input_vars [ 0 ] + " ; \n " ;
default :
return " " ;
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}
}
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void VisualShaderNodeTransformOp : : set_operator ( Operator p_op ) {
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ERR_FAIL_INDEX ( int ( p_op ) , int ( OP_MAX ) ) ;
if ( op = = p_op ) {
return ;
}
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op = p_op ;
emit_changed ( ) ;
}
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VisualShaderNodeTransformOp : : Operator VisualShaderNodeTransformOp : : get_operator ( ) const {
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return op ;
}
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Vector < StringName > VisualShaderNodeTransformOp : : get_editable_properties ( ) const {
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Vector < StringName > props ;
props . push_back ( " operator " ) ;
return props ;
}
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void VisualShaderNodeTransformOp : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " set_operator " , " op " ) , & VisualShaderNodeTransformOp : : set_operator ) ;
ClassDB : : bind_method ( D_METHOD ( " get_operator " ) , & VisualShaderNodeTransformOp : : get_operator ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " operator " , PROPERTY_HINT_ENUM , " A x B,B x A,A x B(per component),B x A(per component),A + B,A - B,B - A,A / B,B / A " ) , " set_operator " , " get_operator " ) ;
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BIND_ENUM_CONSTANT ( OP_AxB ) ;
BIND_ENUM_CONSTANT ( OP_BxA ) ;
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BIND_ENUM_CONSTANT ( OP_AxB_COMP ) ;
BIND_ENUM_CONSTANT ( OP_BxA_COMP ) ;
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BIND_ENUM_CONSTANT ( OP_ADD ) ;
BIND_ENUM_CONSTANT ( OP_A_MINUS_B ) ;
BIND_ENUM_CONSTANT ( OP_B_MINUS_A ) ;
BIND_ENUM_CONSTANT ( OP_A_DIV_B ) ;
BIND_ENUM_CONSTANT ( OP_B_DIV_A ) ;
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BIND_ENUM_CONSTANT ( OP_MAX ) ;
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}
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VisualShaderNodeTransformOp : : VisualShaderNodeTransformOp ( ) {
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set_input_port_default_value ( 0 , Transform3D ( ) ) ;
set_input_port_default_value ( 1 , Transform3D ( ) ) ;
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}
////////////// TransformVec Mult
String VisualShaderNodeTransformVecMult : : get_caption ( ) const {
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return " TransformVectorMult " ;
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}
int VisualShaderNodeTransformVecMult : : get_input_port_count ( ) const {
return 2 ;
}
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VisualShaderNodeTransformVecMult : : PortType VisualShaderNodeTransformVecMult : : get_input_port_type ( int p_port ) const {
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return p_port = = 0 ? PORT_TYPE_TRANSFORM : PORT_TYPE_VECTOR_3D ;
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}
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String VisualShaderNodeTransformVecMult : : get_input_port_name ( int p_port ) const {
return p_port = = 0 ? " a " : " b " ;
}
int VisualShaderNodeTransformVecMult : : get_output_port_count ( ) const {
return 1 ;
}
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VisualShaderNodeTransformVecMult : : PortType VisualShaderNodeTransformVecMult : : get_output_port_type ( int p_port ) const {
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return PORT_TYPE_VECTOR_3D ;
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}
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String VisualShaderNodeTransformVecMult : : get_output_port_name ( int p_port ) const {
return " " ; //no output port means the editor will be used as port
}
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String VisualShaderNodeTransformVecMult : : generate_code ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id , const String * p_input_vars , const String * p_output_vars , bool p_for_preview ) const {
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if ( op = = OP_AxB ) {
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return " " + p_output_vars [ 0 ] + " = ( " + p_input_vars [ 0 ] + " * vec4( " + p_input_vars [ 1 ] + " , 1.0)).xyz; \n " ;
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} else if ( op = = OP_BxA ) {
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return " " + p_output_vars [ 0 ] + " = (vec4( " + p_input_vars [ 1 ] + " , 1.0) * " + p_input_vars [ 0 ] + " ).xyz; \n " ;
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} else if ( op = = OP_3x3_AxB ) {
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return " " + p_output_vars [ 0 ] + " = ( " + p_input_vars [ 0 ] + " * vec4( " + p_input_vars [ 1 ] + " , 0.0)).xyz; \n " ;
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} else {
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return " " + p_output_vars [ 0 ] + " = (vec4( " + p_input_vars [ 1 ] + " , 0.0) * " + p_input_vars [ 0 ] + " ).xyz; \n " ;
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}
}
void VisualShaderNodeTransformVecMult : : set_operator ( Operator p_op ) {
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ERR_FAIL_INDEX ( int ( p_op ) , int ( OP_MAX ) ) ;
if ( op = = p_op ) {
return ;
}
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op = p_op ;
emit_changed ( ) ;
}
VisualShaderNodeTransformVecMult : : Operator VisualShaderNodeTransformVecMult : : get_operator ( ) const {
return op ;
}
Vector < StringName > VisualShaderNodeTransformVecMult : : get_editable_properties ( ) const {
Vector < StringName > props ;
props . push_back ( " operator " ) ;
return props ;
}
void VisualShaderNodeTransformVecMult : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " set_operator " , " op " ) , & VisualShaderNodeTransformVecMult : : set_operator ) ;
ClassDB : : bind_method ( D_METHOD ( " get_operator " ) , & VisualShaderNodeTransformVecMult : : get_operator ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " operator " , PROPERTY_HINT_ENUM , " A x B,B x A,A x B (3x3),B x A (3x3) " ) , " set_operator " , " get_operator " ) ;
BIND_ENUM_CONSTANT ( OP_AxB ) ;
BIND_ENUM_CONSTANT ( OP_BxA ) ;
BIND_ENUM_CONSTANT ( OP_3x3_AxB ) ;
BIND_ENUM_CONSTANT ( OP_3x3_BxA ) ;
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BIND_ENUM_CONSTANT ( OP_MAX ) ;
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}
VisualShaderNodeTransformVecMult : : VisualShaderNodeTransformVecMult ( ) {
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set_input_port_default_value ( 0 , Transform3D ( ) ) ;
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set_input_port_default_value ( 1 , Vector3 ( ) ) ;
}
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////////////// Float Func
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String VisualShaderNodeFloatFunc : : get_caption ( ) const {
return " FloatFunc " ;
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}
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int VisualShaderNodeFloatFunc : : get_input_port_count ( ) const {
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return 1 ;
}
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VisualShaderNodeFloatFunc : : PortType VisualShaderNodeFloatFunc : : get_input_port_type ( int p_port ) const {
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return PORT_TYPE_SCALAR ;
}
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String VisualShaderNodeFloatFunc : : get_input_port_name ( int p_port ) const {
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return " " ;
}
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int VisualShaderNodeFloatFunc : : get_output_port_count ( ) const {
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return 1 ;
}
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VisualShaderNodeFloatFunc : : PortType VisualShaderNodeFloatFunc : : get_output_port_type ( int p_port ) const {
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return PORT_TYPE_SCALAR ;
}
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String VisualShaderNodeFloatFunc : : get_output_port_name ( int p_port ) const {
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return " " ; //no output port means the editor will be used as port
}
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String VisualShaderNodeFloatFunc : : generate_code ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id , const String * p_input_vars , const String * p_output_vars , bool p_for_preview ) const {
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static const char * functions [ FUNC_MAX ] = {
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" sin($) " ,
" cos($) " ,
" tan($) " ,
" asin($) " ,
" acos($) " ,
" atan($) " ,
" sinh($) " ,
" cosh($) " ,
" tanh($) " ,
" log($) " ,
" exp($) " ,
" sqrt($) " ,
" abs($) " ,
" sign($) " ,
" floor($) " ,
" round($) " ,
" ceil($) " ,
" fract($) " ,
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" min(max($, 0.0), 1.0) " ,
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" -($) " ,
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" acosh($) " ,
" asinh($) " ,
" atanh($) " ,
" degrees($) " ,
" exp2($) " ,
" inversesqrt($) " ,
" log2($) " ,
" radians($) " ,
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" 1.0 / ($) " ,
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" roundEven($) " ,
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" trunc($) " ,
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" 1.0 - $ "
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} ;
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return " " + p_output_vars [ 0 ] + " = " + String ( functions [ func ] ) . replace ( " $ " , p_input_vars [ 0 ] ) + " ; \n " ;
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}
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void VisualShaderNodeFloatFunc : : set_function ( Function p_func ) {
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ERR_FAIL_INDEX ( int ( p_func ) , int ( FUNC_MAX ) ) ;
if ( func = = p_func ) {
return ;
}
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func = p_func ;
emit_changed ( ) ;
}
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VisualShaderNodeFloatFunc : : Function VisualShaderNodeFloatFunc : : get_function ( ) const {
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return func ;
}
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Vector < StringName > VisualShaderNodeFloatFunc : : get_editable_properties ( ) const {
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Vector < StringName > props ;
props . push_back ( " function " ) ;
return props ;
}
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void VisualShaderNodeFloatFunc : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " set_function " , " func " ) , & VisualShaderNodeFloatFunc : : set_function ) ;
ClassDB : : bind_method ( D_METHOD ( " get_function " ) , & VisualShaderNodeFloatFunc : : get_function ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " function " , PROPERTY_HINT_ENUM , " Sin,Cos,Tan,ASin,ACos,ATan,SinH,CosH,TanH,Log,Exp,Sqrt,Abs,Sign,Floor,Round,Ceil,Fract,Saturate,Negate,ACosH,ASinH,ATanH,Degrees,Exp2,InverseSqrt,Log2,Radians,Reciprocal,RoundEven,Trunc,OneMinus " ) , " set_function " , " get_function " ) ;
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BIND_ENUM_CONSTANT ( FUNC_SIN ) ;
BIND_ENUM_CONSTANT ( FUNC_COS ) ;
BIND_ENUM_CONSTANT ( FUNC_TAN ) ;
BIND_ENUM_CONSTANT ( FUNC_ASIN ) ;
BIND_ENUM_CONSTANT ( FUNC_ACOS ) ;
BIND_ENUM_CONSTANT ( FUNC_ATAN ) ;
BIND_ENUM_CONSTANT ( FUNC_SINH ) ;
BIND_ENUM_CONSTANT ( FUNC_COSH ) ;
BIND_ENUM_CONSTANT ( FUNC_TANH ) ;
BIND_ENUM_CONSTANT ( FUNC_LOG ) ;
BIND_ENUM_CONSTANT ( FUNC_EXP ) ;
BIND_ENUM_CONSTANT ( FUNC_SQRT ) ;
BIND_ENUM_CONSTANT ( FUNC_ABS ) ;
BIND_ENUM_CONSTANT ( FUNC_SIGN ) ;
BIND_ENUM_CONSTANT ( FUNC_FLOOR ) ;
BIND_ENUM_CONSTANT ( FUNC_ROUND ) ;
BIND_ENUM_CONSTANT ( FUNC_CEIL ) ;
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BIND_ENUM_CONSTANT ( FUNC_FRACT ) ;
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BIND_ENUM_CONSTANT ( FUNC_SATURATE ) ;
BIND_ENUM_CONSTANT ( FUNC_NEGATE ) ;
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BIND_ENUM_CONSTANT ( FUNC_ACOSH ) ;
BIND_ENUM_CONSTANT ( FUNC_ASINH ) ;
BIND_ENUM_CONSTANT ( FUNC_ATANH ) ;
BIND_ENUM_CONSTANT ( FUNC_DEGREES ) ;
BIND_ENUM_CONSTANT ( FUNC_EXP2 ) ;
BIND_ENUM_CONSTANT ( FUNC_INVERSE_SQRT ) ;
BIND_ENUM_CONSTANT ( FUNC_LOG2 ) ;
BIND_ENUM_CONSTANT ( FUNC_RADIANS ) ;
BIND_ENUM_CONSTANT ( FUNC_RECIPROCAL ) ;
BIND_ENUM_CONSTANT ( FUNC_ROUNDEVEN ) ;
BIND_ENUM_CONSTANT ( FUNC_TRUNC ) ;
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BIND_ENUM_CONSTANT ( FUNC_ONEMINUS ) ;
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BIND_ENUM_CONSTANT ( FUNC_MAX ) ;
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}
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VisualShaderNodeFloatFunc : : VisualShaderNodeFloatFunc ( ) {
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set_input_port_default_value ( 0 , 0.0 ) ;
}
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////////////// Int Func
String VisualShaderNodeIntFunc : : get_caption ( ) const {
return " IntFunc " ;
}
int VisualShaderNodeIntFunc : : get_input_port_count ( ) const {
return 1 ;
}
VisualShaderNodeIntFunc : : PortType VisualShaderNodeIntFunc : : get_input_port_type ( int p_port ) const {
return PORT_TYPE_SCALAR_INT ;
}
String VisualShaderNodeIntFunc : : get_input_port_name ( int p_port ) const {
return " " ;
}
int VisualShaderNodeIntFunc : : get_output_port_count ( ) const {
return 1 ;
}
VisualShaderNodeIntFunc : : PortType VisualShaderNodeIntFunc : : get_output_port_type ( int p_port ) const {
return PORT_TYPE_SCALAR_INT ;
}
String VisualShaderNodeIntFunc : : get_output_port_name ( int p_port ) const {
return " " ; //no output port means the editor will be used as port
}
String VisualShaderNodeIntFunc : : generate_code ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id , const String * p_input_vars , const String * p_output_vars , bool p_for_preview ) const {
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static const char * functions [ FUNC_MAX ] = {
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" abs($) " ,
" -($) " ,
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" sign($) " ,
" ~($) "
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} ;
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return " " + p_output_vars [ 0 ] + " = " + String ( functions [ func ] ) . replace ( " $ " , p_input_vars [ 0 ] ) + " ; \n " ;
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}
void VisualShaderNodeIntFunc : : set_function ( Function p_func ) {
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ERR_FAIL_INDEX ( int ( p_func ) , int ( FUNC_MAX ) ) ;
if ( func = = p_func ) {
return ;
}
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func = p_func ;
emit_changed ( ) ;
}
VisualShaderNodeIntFunc : : Function VisualShaderNodeIntFunc : : get_function ( ) const {
return func ;
}
Vector < StringName > VisualShaderNodeIntFunc : : get_editable_properties ( ) const {
Vector < StringName > props ;
props . push_back ( " function " ) ;
return props ;
}
void VisualShaderNodeIntFunc : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " set_function " , " func " ) , & VisualShaderNodeIntFunc : : set_function ) ;
ClassDB : : bind_method ( D_METHOD ( " get_function " ) , & VisualShaderNodeIntFunc : : get_function ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " function " , PROPERTY_HINT_ENUM , " Abs,Negate,Sign,Bitwise NOT " ) , " set_function " , " get_function " ) ;
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BIND_ENUM_CONSTANT ( FUNC_ABS ) ;
BIND_ENUM_CONSTANT ( FUNC_NEGATE ) ;
BIND_ENUM_CONSTANT ( FUNC_SIGN ) ;
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BIND_ENUM_CONSTANT ( FUNC_BITWISE_NOT ) ;
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BIND_ENUM_CONSTANT ( FUNC_MAX ) ;
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}
VisualShaderNodeIntFunc : : VisualShaderNodeIntFunc ( ) {
set_input_port_default_value ( 0 , 0 ) ;
}
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////////////// Unsigned Int Func
String VisualShaderNodeUIntFunc : : get_caption ( ) const {
return " UIntFunc " ;
}
int VisualShaderNodeUIntFunc : : get_input_port_count ( ) const {
return 1 ;
}
VisualShaderNodeUIntFunc : : PortType VisualShaderNodeUIntFunc : : get_input_port_type ( int p_port ) const {
return PORT_TYPE_SCALAR_UINT ;
}
String VisualShaderNodeUIntFunc : : get_input_port_name ( int p_port ) const {
return " " ;
}
int VisualShaderNodeUIntFunc : : get_output_port_count ( ) const {
return 1 ;
}
VisualShaderNodeUIntFunc : : PortType VisualShaderNodeUIntFunc : : get_output_port_type ( int p_port ) const {
return PORT_TYPE_SCALAR_UINT ;
}
String VisualShaderNodeUIntFunc : : get_output_port_name ( int p_port ) const {
return " " ; // No output port means the editor will be used as port.
}
String VisualShaderNodeUIntFunc : : generate_code ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id , const String * p_input_vars , const String * p_output_vars , bool p_for_preview ) const {
static const char * functions [ FUNC_MAX ] = {
" -($) " ,
" ~($) "
} ;
return " " + p_output_vars [ 0 ] + " = " + String ( functions [ func ] ) . replace ( " $ " , p_input_vars [ 0 ] ) + " ; \n " ;
}
void VisualShaderNodeUIntFunc : : set_function ( Function p_func ) {
ERR_FAIL_INDEX ( int ( p_func ) , int ( FUNC_MAX ) ) ;
if ( func = = p_func ) {
return ;
}
func = p_func ;
emit_changed ( ) ;
}
VisualShaderNodeUIntFunc : : Function VisualShaderNodeUIntFunc : : get_function ( ) const {
return func ;
}
Vector < StringName > VisualShaderNodeUIntFunc : : get_editable_properties ( ) const {
Vector < StringName > props ;
props . push_back ( " function " ) ;
return props ;
}
void VisualShaderNodeUIntFunc : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " set_function " , " func " ) , & VisualShaderNodeUIntFunc : : set_function ) ;
ClassDB : : bind_method ( D_METHOD ( " get_function " ) , & VisualShaderNodeUIntFunc : : get_function ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " function " , PROPERTY_HINT_ENUM , " Negate,Bitwise NOT " ) , " set_function " , " get_function " ) ;
BIND_ENUM_CONSTANT ( FUNC_NEGATE ) ;
BIND_ENUM_CONSTANT ( FUNC_BITWISE_NOT ) ;
BIND_ENUM_CONSTANT ( FUNC_MAX ) ;
}
VisualShaderNodeUIntFunc : : VisualShaderNodeUIntFunc ( ) {
set_input_port_default_value ( 0 , 0 ) ;
}
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////////////// Vector Func
String VisualShaderNodeVectorFunc : : get_caption ( ) const {
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return " VectorFunc " ;
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}
int VisualShaderNodeVectorFunc : : get_input_port_count ( ) const {
return 1 ;
}
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String VisualShaderNodeVectorFunc : : get_input_port_name ( int p_port ) const {
return " " ;
}
int VisualShaderNodeVectorFunc : : get_output_port_count ( ) const {
return 1 ;
}
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String VisualShaderNodeVectorFunc : : get_output_port_name ( int p_port ) const {
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return " result " ;
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}
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String VisualShaderNodeVectorFunc : : generate_code ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id , const String * p_input_vars , const String * p_output_vars , bool p_for_preview ) const {
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static const char * funcs [ FUNC_MAX ] = {
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" normalize($) " ,
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" " , // FUNC_SATURATE
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" -($) " ,
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" 1.0 / ($) " ,
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" abs($) " ,
" acos($) " ,
" acosh($) " ,
" asin($) " ,
" asinh($) " ,
" atan($) " ,
" atanh($) " ,
" ceil($) " ,
" cos($) " ,
" cosh($) " ,
" degrees($) " ,
" exp($) " ,
" exp2($) " ,
" floor($) " ,
" fract($) " ,
" inversesqrt($) " ,
" log($) " ,
" log2($) " ,
" radians($) " ,
" round($) " ,
" roundEven($) " ,
" sign($) " ,
" sin($) " ,
" sinh($) " ,
" sqrt($) " ,
" tan($) " ,
" tanh($) " ,
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" trunc($) " ,
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" " // FUNC_ONEMINUS
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} ;
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if ( func = = FUNC_SATURATE ) {
String code ;
if ( op_type = = OP_TYPE_VECTOR_2D ) {
code = " max(min($, vec2(1.0)), vec2(0.0)) " ;
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} else if ( op_type = = OP_TYPE_VECTOR_3D ) {
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code = " max(min($, vec3(1.0)), vec3(0.0)) " ;
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} else {
code = " max(min($, vec4(1.0)), vec4(0.0)) " ;
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}
return " " + p_output_vars [ 0 ] + " = " + code . replace ( " $ " , p_input_vars [ 0 ] ) + " ; \n " ;
}
if ( func = = FUNC_ONEMINUS ) {
String code ;
if ( op_type = = OP_TYPE_VECTOR_2D ) {
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code = " vec2(1.0) - $ " ;
} else if ( op_type = = OP_TYPE_VECTOR_3D ) {
code = " vec3(1.0) - $ " ;
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} else {
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code = " vec4(1.0) - $ " ;
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}
return " " + p_output_vars [ 0 ] + " = " + code . replace ( " $ " , p_input_vars [ 0 ] ) + " ; \n " ;
}
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return " " + p_output_vars [ 0 ] + " = " + String ( funcs [ func ] ) . replace ( " $ " , p_input_vars [ 0 ] ) + " ; \n " ;
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}
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void VisualShaderNodeVectorFunc : : set_op_type ( OpType p_op_type ) {
ERR_FAIL_INDEX ( int ( p_op_type ) , int ( OP_TYPE_MAX ) ) ;
if ( op_type = = p_op_type ) {
return ;
}
switch ( p_op_type ) {
case OP_TYPE_VECTOR_2D : {
set_input_port_default_value ( 0 , Vector2 ( ) , get_input_port_default_value ( 0 ) ) ;
} break ;
case OP_TYPE_VECTOR_3D : {
set_input_port_default_value ( 0 , Vector3 ( ) , get_input_port_default_value ( 0 ) ) ;
} break ;
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case OP_TYPE_VECTOR_4D : {
set_input_port_default_value ( 0 , Quaternion ( ) , get_input_port_default_value ( 0 ) ) ;
} break ;
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default :
break ;
}
op_type = p_op_type ;
emit_changed ( ) ;
}
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void VisualShaderNodeVectorFunc : : set_function ( Function p_func ) {
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ERR_FAIL_INDEX ( int ( p_func ) , int ( FUNC_MAX ) ) ;
if ( func = = p_func ) {
return ;
}
func = p_func ;
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emit_changed ( ) ;
}
VisualShaderNodeVectorFunc : : Function VisualShaderNodeVectorFunc : : get_function ( ) const {
return func ;
}
Vector < StringName > VisualShaderNodeVectorFunc : : get_editable_properties ( ) const {
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Vector < StringName > props = VisualShaderNodeVectorBase : : get_editable_properties ( ) ;
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props . push_back ( " function " ) ;
return props ;
}
void VisualShaderNodeVectorFunc : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " set_function " , " func " ) , & VisualShaderNodeVectorFunc : : set_function ) ;
ClassDB : : bind_method ( D_METHOD ( " get_function " ) , & VisualShaderNodeVectorFunc : : get_function ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " function " , PROPERTY_HINT_ENUM , " Normalize,Saturate,Negate,Reciprocal,Abs,ACos,ACosH,ASin,ASinH,ATan,ATanH,Ceil,Cos,CosH,Degrees,Exp,Exp2,Floor,Fract,InverseSqrt,Log,Log2,Radians,Round,RoundEven,Sign,Sin,SinH,Sqrt,Tan,TanH,Trunc,OneMinus " ) , " set_function " , " get_function " ) ;
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BIND_ENUM_CONSTANT ( FUNC_NORMALIZE ) ;
BIND_ENUM_CONSTANT ( FUNC_SATURATE ) ;
BIND_ENUM_CONSTANT ( FUNC_NEGATE ) ;
BIND_ENUM_CONSTANT ( FUNC_RECIPROCAL ) ;
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BIND_ENUM_CONSTANT ( FUNC_ABS ) ;
BIND_ENUM_CONSTANT ( FUNC_ACOS ) ;
BIND_ENUM_CONSTANT ( FUNC_ACOSH ) ;
BIND_ENUM_CONSTANT ( FUNC_ASIN ) ;
BIND_ENUM_CONSTANT ( FUNC_ASINH ) ;
BIND_ENUM_CONSTANT ( FUNC_ATAN ) ;
BIND_ENUM_CONSTANT ( FUNC_ATANH ) ;
BIND_ENUM_CONSTANT ( FUNC_CEIL ) ;
BIND_ENUM_CONSTANT ( FUNC_COS ) ;
BIND_ENUM_CONSTANT ( FUNC_COSH ) ;
BIND_ENUM_CONSTANT ( FUNC_DEGREES ) ;
BIND_ENUM_CONSTANT ( FUNC_EXP ) ;
BIND_ENUM_CONSTANT ( FUNC_EXP2 ) ;
BIND_ENUM_CONSTANT ( FUNC_FLOOR ) ;
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BIND_ENUM_CONSTANT ( FUNC_FRACT ) ;
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BIND_ENUM_CONSTANT ( FUNC_INVERSE_SQRT ) ;
BIND_ENUM_CONSTANT ( FUNC_LOG ) ;
BIND_ENUM_CONSTANT ( FUNC_LOG2 ) ;
BIND_ENUM_CONSTANT ( FUNC_RADIANS ) ;
BIND_ENUM_CONSTANT ( FUNC_ROUND ) ;
BIND_ENUM_CONSTANT ( FUNC_ROUNDEVEN ) ;
BIND_ENUM_CONSTANT ( FUNC_SIGN ) ;
BIND_ENUM_CONSTANT ( FUNC_SIN ) ;
BIND_ENUM_CONSTANT ( FUNC_SINH ) ;
BIND_ENUM_CONSTANT ( FUNC_SQRT ) ;
BIND_ENUM_CONSTANT ( FUNC_TAN ) ;
BIND_ENUM_CONSTANT ( FUNC_TANH ) ;
BIND_ENUM_CONSTANT ( FUNC_TRUNC ) ;
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BIND_ENUM_CONSTANT ( FUNC_ONEMINUS ) ;
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BIND_ENUM_CONSTANT ( FUNC_MAX ) ;
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}
VisualShaderNodeVectorFunc : : VisualShaderNodeVectorFunc ( ) {
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switch ( op_type ) {
case OP_TYPE_VECTOR_2D : {
set_input_port_default_value ( 0 , Vector2 ( ) ) ;
} break ;
case OP_TYPE_VECTOR_3D : {
set_input_port_default_value ( 0 , Vector3 ( ) ) ;
} break ;
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case OP_TYPE_VECTOR_4D : {
set_input_port_default_value ( 0 , Quaternion ( ) ) ;
} break ;
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default :
break ;
}
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}
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////////////// ColorFunc
String VisualShaderNodeColorFunc : : get_caption ( ) const {
return " ColorFunc " ;
}
int VisualShaderNodeColorFunc : : get_input_port_count ( ) const {
return 1 ;
}
VisualShaderNodeColorFunc : : PortType VisualShaderNodeColorFunc : : get_input_port_type ( int p_port ) const {
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return PORT_TYPE_VECTOR_3D ;
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}
String VisualShaderNodeColorFunc : : get_input_port_name ( int p_port ) const {
return " " ;
}
int VisualShaderNodeColorFunc : : get_output_port_count ( ) const {
return 1 ;
}
VisualShaderNodeColorFunc : : PortType VisualShaderNodeColorFunc : : get_output_port_type ( int p_port ) const {
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return PORT_TYPE_VECTOR_3D ;
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}
String VisualShaderNodeColorFunc : : get_output_port_name ( int p_port ) const {
return " " ;
}
String VisualShaderNodeColorFunc : : generate_code ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id , const String * p_input_vars , const String * p_output_vars , bool p_for_preview ) const {
String code ;
switch ( func ) {
case FUNC_GRAYSCALE :
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code + = " { \n " ;
code + = " vec3 c = " + p_input_vars [ 0 ] + " ; \n " ;
code + = " float max1 = max(c.r, c.g); \n " ;
code + = " float max2 = max(max1, c.b); \n " ;
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code + = " " + p_output_vars [ 0 ] + " = vec3(max2, max2, max2); \n " ;
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code + = " } \n " ;
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break ;
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case FUNC_HSV2RGB :
code + = " { \n " ;
code + = " vec3 c = " + p_input_vars [ 0 ] + " ; \n " ;
code + = " vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); \n " ;
code + = " vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); \n " ;
code + = " " + p_output_vars [ 0 ] + " = c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); \n " ;
code + = " } \n " ;
break ;
case FUNC_RGB2HSV :
code + = " { \n " ;
code + = " vec3 c = " + p_input_vars [ 0 ] + " ; \n " ;
code + = " vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); \n " ;
code + = " vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g)); \n " ;
code + = " vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r)); \n " ;
code + = " float d = q.x - min(q.w, q.y); \n " ;
code + = " float e = 1.0e-10; \n " ;
code + = " " + p_output_vars [ 0 ] + " = vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); \n " ;
code + = " } \n " ;
break ;
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case FUNC_SEPIA :
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code + = " { \n " ;
code + = " vec3 c = " + p_input_vars [ 0 ] + " ; \n " ;
code + = " float r = (c.r * .393) + (c.g *.769) + (c.b * .189); \n " ;
code + = " float g = (c.r * .349) + (c.g *.686) + (c.b * .168); \n " ;
code + = " float b = (c.r * .272) + (c.g *.534) + (c.b * .131); \n " ;
code + = " " + p_output_vars [ 0 ] + " = vec3(r, g, b); \n " ;
code + = " } \n " ;
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break ;
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default :
break ;
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}
return code ;
}
void VisualShaderNodeColorFunc : : set_function ( Function p_func ) {
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ERR_FAIL_INDEX ( int ( p_func ) , int ( FUNC_MAX ) ) ;
if ( func = = p_func ) {
return ;
}
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func = p_func ;
emit_changed ( ) ;
}
VisualShaderNodeColorFunc : : Function VisualShaderNodeColorFunc : : get_function ( ) const {
return func ;
}
Vector < StringName > VisualShaderNodeColorFunc : : get_editable_properties ( ) const {
Vector < StringName > props ;
props . push_back ( " function " ) ;
return props ;
}
void VisualShaderNodeColorFunc : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " set_function " , " func " ) , & VisualShaderNodeColorFunc : : set_function ) ;
ClassDB : : bind_method ( D_METHOD ( " get_function " ) , & VisualShaderNodeColorFunc : : get_function ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " function " , PROPERTY_HINT_ENUM , " Grayscale,HSV2RGB,RGB2HSV,Sepia " ) , " set_function " , " get_function " ) ;
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BIND_ENUM_CONSTANT ( FUNC_GRAYSCALE ) ;
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BIND_ENUM_CONSTANT ( FUNC_HSV2RGB ) ;
BIND_ENUM_CONSTANT ( FUNC_RGB2HSV ) ;
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BIND_ENUM_CONSTANT ( FUNC_SEPIA ) ;
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BIND_ENUM_CONSTANT ( FUNC_MAX ) ;
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}
VisualShaderNodeColorFunc : : VisualShaderNodeColorFunc ( ) {
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simple_decl = false ;
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set_input_port_default_value ( 0 , Vector3 ( ) ) ;
}
////////////// Transform Func
String VisualShaderNodeTransformFunc : : get_caption ( ) const {
return " TransformFunc " ;
}
int VisualShaderNodeTransformFunc : : get_input_port_count ( ) const {
return 1 ;
}
VisualShaderNodeTransformFunc : : PortType VisualShaderNodeTransformFunc : : get_input_port_type ( int p_port ) const {
return PORT_TYPE_TRANSFORM ;
}
String VisualShaderNodeTransformFunc : : get_input_port_name ( int p_port ) const {
return " " ;
}
int VisualShaderNodeTransformFunc : : get_output_port_count ( ) const {
return 1 ;
}
VisualShaderNodeTransformFunc : : PortType VisualShaderNodeTransformFunc : : get_output_port_type ( int p_port ) const {
return PORT_TYPE_TRANSFORM ;
}
String VisualShaderNodeTransformFunc : : get_output_port_name ( int p_port ) const {
return " " ;
}
String VisualShaderNodeTransformFunc : : generate_code ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id , const String * p_input_vars , const String * p_output_vars , bool p_for_preview ) const {
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static const char * functions [ FUNC_MAX ] = {
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" inverse($) " ,
" transpose($) "
} ;
String code ;
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code + = " " + p_output_vars [ 0 ] + " = " + String ( functions [ func ] ) . replace ( " $ " , p_input_vars [ 0 ] ) + " ; \n " ;
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return code ;
}
void VisualShaderNodeTransformFunc : : set_function ( Function p_func ) {
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ERR_FAIL_INDEX ( int ( p_func ) , int ( FUNC_MAX ) ) ;
if ( func = = p_func ) {
return ;
}
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func = p_func ;
emit_changed ( ) ;
}
VisualShaderNodeTransformFunc : : Function VisualShaderNodeTransformFunc : : get_function ( ) const {
return func ;
}
Vector < StringName > VisualShaderNodeTransformFunc : : get_editable_properties ( ) const {
Vector < StringName > props ;
props . push_back ( " function " ) ;
return props ;
}
void VisualShaderNodeTransformFunc : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " set_function " , " func " ) , & VisualShaderNodeTransformFunc : : set_function ) ;
ClassDB : : bind_method ( D_METHOD ( " get_function " ) , & VisualShaderNodeTransformFunc : : get_function ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " function " , PROPERTY_HINT_ENUM , " Inverse,Transpose " ) , " set_function " , " get_function " ) ;
BIND_ENUM_CONSTANT ( FUNC_INVERSE ) ;
BIND_ENUM_CONSTANT ( FUNC_TRANSPOSE ) ;
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BIND_ENUM_CONSTANT ( FUNC_MAX ) ;
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}
VisualShaderNodeTransformFunc : : VisualShaderNodeTransformFunc ( ) {
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set_input_port_default_value ( 0 , Transform3D ( ) ) ;
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}
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////////////// UV Func
String VisualShaderNodeUVFunc : : get_caption ( ) const {
return " UVFunc " ;
}
int VisualShaderNodeUVFunc : : get_input_port_count ( ) const {
return 3 ;
}
VisualShaderNodeUVFunc : : PortType VisualShaderNodeUVFunc : : get_input_port_type ( int p_port ) const {
switch ( p_port ) {
case 0 :
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return PORT_TYPE_VECTOR_2D ; // uv
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case 1 :
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return PORT_TYPE_VECTOR_2D ; // scale
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case 2 :
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return PORT_TYPE_VECTOR_2D ; // offset & pivot
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default :
break ;
}
return PORT_TYPE_SCALAR ;
}
String VisualShaderNodeUVFunc : : get_input_port_name ( int p_port ) const {
switch ( p_port ) {
case 0 :
return " uv " ;
case 1 :
return " scale " ;
case 2 :
switch ( func ) {
case FUNC_PANNING :
return " offset " ;
case FUNC_SCALING :
return " pivot " ;
default :
break ;
}
break ;
default :
break ;
}
return " " ;
}
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bool VisualShaderNodeUVFunc : : is_input_port_default ( int p_port , Shader : : Mode p_mode ) const {
if ( p_mode = = Shader : : MODE_CANVAS_ITEM | | p_mode = = Shader : : MODE_SPATIAL ) {
if ( p_port = = 0 ) {
return true ;
}
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}
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return false ;
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}
int VisualShaderNodeUVFunc : : get_output_port_count ( ) const {
return 1 ;
}
VisualShaderNodeUVFunc : : PortType VisualShaderNodeUVFunc : : get_output_port_type ( int p_port ) const {
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return PORT_TYPE_VECTOR_2D ;
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}
String VisualShaderNodeUVFunc : : get_output_port_name ( int p_port ) const {
return " uv " ;
}
bool VisualShaderNodeUVFunc : : is_show_prop_names ( ) const {
return true ;
}
String VisualShaderNodeUVFunc : : generate_code ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id , const String * p_input_vars , const String * p_output_vars , bool p_for_preview ) const {
String code ;
String uv ;
if ( p_input_vars [ 0 ] . is_empty ( ) ) {
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if ( p_mode = = Shader : : MODE_CANVAS_ITEM | | p_mode = = Shader : : MODE_SPATIAL ) {
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uv = " UV " ;
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} else {
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uv = " vec2(0.0) " ;
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}
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} else {
uv = vformat ( " %s " , p_input_vars [ 0 ] ) ;
}
String scale = vformat ( " %s " , p_input_vars [ 1 ] ) ;
String offset_pivot = vformat ( " %s " , p_input_vars [ 2 ] ) ;
switch ( func ) {
case FUNC_PANNING : {
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code + = vformat ( " %s = %s * %s + %s; \n " , p_output_vars [ 0 ] , offset_pivot , scale , uv ) ;
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} break ;
case FUNC_SCALING : {
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code + = vformat ( " %s = (%s - %s) * %s + %s; \n " , p_output_vars [ 0 ] , uv , offset_pivot , scale , offset_pivot ) ;
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} break ;
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default :
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break ;
}
return code ;
}
void VisualShaderNodeUVFunc : : set_function ( VisualShaderNodeUVFunc : : Function p_func ) {
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ERR_FAIL_INDEX ( int ( p_func ) , int ( FUNC_MAX ) ) ;
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if ( func = = p_func ) {
return ;
}
if ( p_func = = FUNC_PANNING ) {
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set_input_port_default_value ( 2 , Vector2 ( ) , get_input_port_default_value ( 2 ) ) ; // offset
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} else { // FUNC_SCALING
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set_input_port_default_value ( 2 , Vector2 ( 0.5 , 0.5 ) , get_input_port_default_value ( 2 ) ) ; // pivot
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}
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func = p_func ;
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emit_changed ( ) ;
}
VisualShaderNodeUVFunc : : Function VisualShaderNodeUVFunc : : get_function ( ) const {
return func ;
}
Vector < StringName > VisualShaderNodeUVFunc : : get_editable_properties ( ) const {
Vector < StringName > props ;
props . push_back ( " function " ) ;
return props ;
}
void VisualShaderNodeUVFunc : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " set_function " , " func " ) , & VisualShaderNodeUVFunc : : set_function ) ;
ClassDB : : bind_method ( D_METHOD ( " get_function " ) , & VisualShaderNodeUVFunc : : get_function ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " function " , PROPERTY_HINT_ENUM , " Panning,Scaling " ) , " set_function " , " get_function " ) ;
BIND_ENUM_CONSTANT ( FUNC_PANNING ) ;
BIND_ENUM_CONSTANT ( FUNC_SCALING ) ;
BIND_ENUM_CONSTANT ( FUNC_MAX ) ;
}
VisualShaderNodeUVFunc : : VisualShaderNodeUVFunc ( ) {
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set_input_port_default_value ( 1 , Vector2 ( 1.0 , 1.0 ) ) ; // scale
set_input_port_default_value ( 2 , Vector2 ( ) ) ; // offset
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}
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////////////// UV PolarCoord
String VisualShaderNodeUVPolarCoord : : get_caption ( ) const {
return " UVPolarCoord " ;
}
int VisualShaderNodeUVPolarCoord : : get_input_port_count ( ) const {
return 4 ;
}
VisualShaderNodeUVPolarCoord : : PortType VisualShaderNodeUVPolarCoord : : get_input_port_type ( int p_port ) const {
switch ( p_port ) {
case 0 :
return PORT_TYPE_VECTOR_2D ; // uv
case 1 :
return PORT_TYPE_VECTOR_2D ; // center
case 2 :
return PORT_TYPE_SCALAR ; // zoom
case 3 :
return PORT_TYPE_SCALAR ; // repeat
default :
break ;
}
return PORT_TYPE_SCALAR ;
}
String VisualShaderNodeUVPolarCoord : : get_input_port_name ( int p_port ) const {
switch ( p_port ) {
case 0 :
return " uv " ;
case 1 :
return " scale " ;
case 2 :
return " zoom strength " ;
case 3 :
return " repeat " ;
default :
break ;
}
return " " ;
}
bool VisualShaderNodeUVPolarCoord : : is_input_port_default ( int p_port , Shader : : Mode p_mode ) const {
if ( p_mode = = Shader : : MODE_CANVAS_ITEM | | p_mode = = Shader : : MODE_SPATIAL ) {
if ( p_port = = 0 ) {
return true ;
}
}
return false ;
}
int VisualShaderNodeUVPolarCoord : : get_output_port_count ( ) const {
return 1 ;
}
VisualShaderNodeUVPolarCoord : : PortType VisualShaderNodeUVPolarCoord : : get_output_port_type ( int p_port ) const {
return PORT_TYPE_VECTOR_2D ;
}
String VisualShaderNodeUVPolarCoord : : get_output_port_name ( int p_port ) const {
return " uv " ;
}
String VisualShaderNodeUVPolarCoord : : generate_code ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id , const String * p_input_vars , const String * p_output_vars , bool p_for_preview ) const {
String code ;
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code + = " { \n " ;
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String uv ;
if ( p_input_vars [ 0 ] . is_empty ( ) ) {
if ( p_mode = = Shader : : MODE_CANVAS_ITEM | | p_mode = = Shader : : MODE_SPATIAL ) {
uv = " UV " ;
} else {
uv = " vec2(0.0) " ;
}
} else {
uv = vformat ( " %s " , p_input_vars [ 0 ] ) ;
}
String center = vformat ( " %s " , p_input_vars [ 1 ] ) ;
String zoom = vformat ( " %s " , p_input_vars [ 2 ] ) ;
String repeat = vformat ( " %s " , p_input_vars [ 3 ] ) ;
if ( p_mode = = Shader : : MODE_CANVAS_ITEM ) {
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code + = vformat ( " vec2 __dir = %s - %s; \n " , uv , center ) ;
code + = " float __radius = length(__dir) * 2.0; \n " ;
code + = " float __angle = atan(__dir.y, __dir.x) * 1.0 / (PI * 2.0); \n " ;
code + = vformat ( " %s = mod(vec2(__radius * %s, __angle * %s), 1.0); \n " , p_output_vars [ 0 ] , zoom , repeat ) ;
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} else {
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code + = vformat ( " vec2 __dir = %s - %s; \n " , uv , center ) ;
code + = " float __radius = length(__dir) * 2.0; \n " ;
code + = " float __angle = atan(__dir.y, __dir.x) * 1.0 / (PI * 2.0); \n " ;
code + = vformat ( " %s = vec2(__radius * %s, __angle * %s); \n " , p_output_vars [ 0 ] , zoom , repeat ) ;
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}
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code + = " } \n " ;
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return code ;
}
VisualShaderNodeUVPolarCoord : : VisualShaderNodeUVPolarCoord ( ) {
set_input_port_default_value ( 1 , Vector2 ( 0.5 , 0.5 ) ) ; // center
set_input_port_default_value ( 2 , 1.0 ) ; // zoom
set_input_port_default_value ( 3 , 1.0 ) ; // repeat
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simple_decl = false ;
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}
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////////////// Dot Product
String VisualShaderNodeDotProduct : : get_caption ( ) const {
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return " DotProduct " ;
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}
int VisualShaderNodeDotProduct : : get_input_port_count ( ) const {
return 2 ;
}
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VisualShaderNodeDotProduct : : PortType VisualShaderNodeDotProduct : : get_input_port_type ( int p_port ) const {
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return PORT_TYPE_VECTOR_3D ;
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}
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String VisualShaderNodeDotProduct : : get_input_port_name ( int p_port ) const {
return p_port = = 0 ? " a " : " b " ;
}
int VisualShaderNodeDotProduct : : get_output_port_count ( ) const {
return 1 ;
}
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VisualShaderNodeDotProduct : : PortType VisualShaderNodeDotProduct : : get_output_port_type ( int p_port ) const {
return PORT_TYPE_SCALAR ;
}
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String VisualShaderNodeDotProduct : : get_output_port_name ( int p_port ) const {
return " dot " ;
}
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String VisualShaderNodeDotProduct : : generate_code ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id , const String * p_input_vars , const String * p_output_vars , bool p_for_preview ) const {
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return " " + p_output_vars [ 0 ] + " = dot( " + p_input_vars [ 0 ] + " , " + p_input_vars [ 1 ] + " ); \n " ;
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}
VisualShaderNodeDotProduct : : VisualShaderNodeDotProduct ( ) {
set_input_port_default_value ( 0 , Vector3 ( ) ) ;
set_input_port_default_value ( 1 , Vector3 ( ) ) ;
}
////////////// Vector Len
String VisualShaderNodeVectorLen : : get_caption ( ) const {
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return " VectorLen " ;
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}
int VisualShaderNodeVectorLen : : get_input_port_count ( ) const {
return 1 ;
}
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String VisualShaderNodeVectorLen : : get_input_port_name ( int p_port ) const {
return " " ;
}
int VisualShaderNodeVectorLen : : get_output_port_count ( ) const {
return 1 ;
}
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VisualShaderNodeVectorLen : : PortType VisualShaderNodeVectorLen : : get_output_port_type ( int p_port ) const {
return PORT_TYPE_SCALAR ;
}
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String VisualShaderNodeVectorLen : : get_output_port_name ( int p_port ) const {
return " length " ;
}
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void VisualShaderNodeVectorLen : : set_op_type ( OpType p_op_type ) {
ERR_FAIL_INDEX ( int ( p_op_type ) , int ( OP_TYPE_MAX ) ) ;
if ( op_type = = p_op_type ) {
return ;
}
switch ( p_op_type ) {
case OP_TYPE_VECTOR_2D : {
set_input_port_default_value ( 0 , Vector2 ( ) , get_input_port_default_value ( 0 ) ) ;
} break ;
case OP_TYPE_VECTOR_3D : {
set_input_port_default_value ( 0 , Vector3 ( ) , get_input_port_default_value ( 0 ) ) ;
} break ;
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case OP_TYPE_VECTOR_4D : {
set_input_port_default_value ( 0 , Quaternion ( ) , get_input_port_default_value ( 0 ) ) ;
} break ;
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default :
break ;
}
op_type = p_op_type ;
emit_changed ( ) ;
}
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String VisualShaderNodeVectorLen : : generate_code ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id , const String * p_input_vars , const String * p_output_vars , bool p_for_preview ) const {
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return " " + p_output_vars [ 0 ] + " = length( " + p_input_vars [ 0 ] + " ); \n " ;
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}
VisualShaderNodeVectorLen : : VisualShaderNodeVectorLen ( ) {
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set_input_port_default_value ( 0 , Vector3 ( 0.0 , 0.0 , 0.0 ) ) ;
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}
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////////////// Determinant
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String VisualShaderNodeDeterminant : : get_caption ( ) const {
return " Determinant " ;
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}
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int VisualShaderNodeDeterminant : : get_input_port_count ( ) const {
return 1 ;
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}
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VisualShaderNodeDeterminant : : PortType VisualShaderNodeDeterminant : : get_input_port_type ( int p_port ) const {
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return PORT_TYPE_TRANSFORM ;
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}
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String VisualShaderNodeDeterminant : : get_input_port_name ( int p_port ) const {
return " " ;
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}
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int VisualShaderNodeDeterminant : : get_output_port_count ( ) const {
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return 1 ;
}
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VisualShaderNodeDeterminant : : PortType VisualShaderNodeDeterminant : : get_output_port_type ( int p_port ) const {
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return PORT_TYPE_SCALAR ;
}
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String VisualShaderNodeDeterminant : : get_output_port_name ( int p_port ) const {
return " " ;
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}
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String VisualShaderNodeDeterminant : : generate_code ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id , const String * p_input_vars , const String * p_output_vars , bool p_for_preview ) const {
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return " " + p_output_vars [ 0 ] + " = determinant( " + p_input_vars [ 0 ] + " ); \n " ;
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}
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VisualShaderNodeDeterminant : : VisualShaderNodeDeterminant ( ) {
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set_input_port_default_value ( 0 , Transform3D ( ) ) ;
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}
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////////////// Derivative Function
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String VisualShaderNodeDerivativeFunc : : get_caption ( ) const {
return " DerivativeFunc " ;
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}
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int VisualShaderNodeDerivativeFunc : : get_input_port_count ( ) const {
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return 1 ;
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}
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VisualShaderNodeDerivativeFunc : : PortType VisualShaderNodeDerivativeFunc : : get_input_port_type ( int p_port ) const {
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switch ( op_type ) {
case OP_TYPE_VECTOR_2D :
return PORT_TYPE_VECTOR_2D ;
case OP_TYPE_VECTOR_3D :
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return PORT_TYPE_VECTOR_3D ;
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case OP_TYPE_VECTOR_4D :
return PORT_TYPE_VECTOR_4D ;
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default :
break ;
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}
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return PORT_TYPE_SCALAR ;
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}
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String VisualShaderNodeDerivativeFunc : : get_input_port_name ( int p_port ) const {
return " p " ;
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}
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int VisualShaderNodeDerivativeFunc : : get_output_port_count ( ) const {
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return 1 ;
}
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VisualShaderNodeDerivativeFunc : : PortType VisualShaderNodeDerivativeFunc : : get_output_port_type ( int p_port ) const {
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switch ( op_type ) {
case OP_TYPE_VECTOR_2D :
return PORT_TYPE_VECTOR_2D ;
case OP_TYPE_VECTOR_3D :
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return PORT_TYPE_VECTOR_3D ;
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case OP_TYPE_VECTOR_4D :
return PORT_TYPE_VECTOR_4D ;
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default :
break ;
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}
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return PORT_TYPE_SCALAR ;
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}
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String VisualShaderNodeDerivativeFunc : : get_output_port_name ( int p_port ) const {
return " result " ;
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}
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String VisualShaderNodeDerivativeFunc : : generate_code ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id , const String * p_input_vars , const String * p_output_vars , bool p_for_preview ) const {
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static const char * functions [ FUNC_MAX ] = {
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" fwidth$($) " ,
" dFdx$($) " ,
" dFdy$($) "
} ;
static const char * precisions [ PRECISION_MAX ] = {
" " ,
" Coarse " ,
" Fine "
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} ;
String code ;
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if ( OS : : get_singleton ( ) - > get_current_rendering_method ( ) = = " gl_compatibility " ) {
code + = " " + p_output_vars [ 0 ] + " = " + String ( functions [ func ] ) . replace_first ( " $ " , " " ) . replace_first ( " $ " , p_input_vars [ 0 ] ) + " ; \n " ;
return code ;
}
code + = " " + p_output_vars [ 0 ] + " = " + String ( functions [ func ] ) . replace_first ( " $ " , String ( precisions [ precision ] ) ) . replace_first ( " $ " , p_input_vars [ 0 ] ) + " ; \n " ;
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return code ;
}
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String VisualShaderNodeDerivativeFunc : : get_warning ( Shader : : Mode p_mode , VisualShader : : Type p_type ) const {
if ( precision ! = PRECISION_NONE & & OS : : get_singleton ( ) - > get_current_rendering_method ( ) = = " gl_compatibility " ) {
String precision_str ;
switch ( precision ) {
case PRECISION_COARSE : {
precision_str = " Coarse " ;
} break ;
case PRECISION_FINE : {
precision_str = " Fine " ;
} break ;
default : {
} break ;
}
return vformat ( RTR ( " `%s` precision mode is not available for `gl_compatibility` profile. \n Reverted to `None` precision. " ) , precision_str ) ;
}
return String ( ) ;
}
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void VisualShaderNodeDerivativeFunc : : set_op_type ( OpType p_op_type ) {
ERR_FAIL_INDEX ( ( int ) p_op_type , int ( OP_TYPE_MAX ) ) ;
if ( op_type = = p_op_type ) {
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return ;
}
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switch ( p_op_type ) {
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case OP_TYPE_SCALAR : {
set_input_port_default_value ( 0 , 0.0 , get_input_port_default_value ( 0 ) ) ;
} break ;
case OP_TYPE_VECTOR_2D : {
set_input_port_default_value ( 0 , Vector2 ( ) , get_input_port_default_value ( 0 ) ) ;
} break ;
case OP_TYPE_VECTOR_3D : {
set_input_port_default_value ( 0 , Vector3 ( ) , get_input_port_default_value ( 0 ) ) ;
} break ;
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case OP_TYPE_VECTOR_4D : {
set_input_port_default_value ( 0 , Quaternion ( ) , get_input_port_default_value ( 0 ) ) ;
} break ;
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default :
break ;
}
op_type = p_op_type ;
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emit_changed ( ) ;
}
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VisualShaderNodeDerivativeFunc : : OpType VisualShaderNodeDerivativeFunc : : get_op_type ( ) const {
return op_type ;
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}
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void VisualShaderNodeDerivativeFunc : : set_function ( Function p_func ) {
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ERR_FAIL_INDEX ( int ( p_func ) , int ( FUNC_MAX ) ) ;
if ( func = = p_func ) {
return ;
}
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func = p_func ;
emit_changed ( ) ;
}
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VisualShaderNodeDerivativeFunc : : Function VisualShaderNodeDerivativeFunc : : get_function ( ) const {
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return func ;
}
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void VisualShaderNodeDerivativeFunc : : set_precision ( Precision p_precision ) {
ERR_FAIL_INDEX ( int ( p_precision ) , int ( PRECISION_MAX ) ) ;
if ( precision = = p_precision ) {
return ;
}
precision = p_precision ;
emit_changed ( ) ;
}
VisualShaderNodeDerivativeFunc : : Precision VisualShaderNodeDerivativeFunc : : get_precision ( ) const {
return precision ;
}
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Vector < StringName > VisualShaderNodeDerivativeFunc : : get_editable_properties ( ) const {
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Vector < StringName > props ;
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props . push_back ( " op_type " ) ;
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props . push_back ( " function " ) ;
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props . push_back ( " precision " ) ;
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return props ;
}
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void VisualShaderNodeDerivativeFunc : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " set_op_type " , " type " ) , & VisualShaderNodeDerivativeFunc : : set_op_type ) ;
ClassDB : : bind_method ( D_METHOD ( " get_op_type " ) , & VisualShaderNodeDerivativeFunc : : get_op_type ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_function " , " func " ) , & VisualShaderNodeDerivativeFunc : : set_function ) ;
ClassDB : : bind_method ( D_METHOD ( " get_function " ) , & VisualShaderNodeDerivativeFunc : : get_function ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_precision " , " precision " ) , & VisualShaderNodeDerivativeFunc : : set_precision ) ;
ClassDB : : bind_method ( D_METHOD ( " get_precision " ) , & VisualShaderNodeDerivativeFunc : : get_precision ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " op_type " , PROPERTY_HINT_ENUM , " Scalar,Vector2,Vector3,Vector4 " ) , " set_op_type " , " get_op_type " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " function " , PROPERTY_HINT_ENUM , " Sum,X,Y " ) , " set_function " , " get_function " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " precision " , PROPERTY_HINT_ENUM , " None,Coarse,Fine " ) , " set_precision " , " get_precision " ) ;
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BIND_ENUM_CONSTANT ( OP_TYPE_SCALAR ) ;
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BIND_ENUM_CONSTANT ( OP_TYPE_VECTOR_2D ) ;
BIND_ENUM_CONSTANT ( OP_TYPE_VECTOR_3D ) ;
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BIND_ENUM_CONSTANT ( OP_TYPE_VECTOR_4D ) ;
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BIND_ENUM_CONSTANT ( OP_TYPE_MAX ) ;
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BIND_ENUM_CONSTANT ( FUNC_SUM ) ;
BIND_ENUM_CONSTANT ( FUNC_X ) ;
BIND_ENUM_CONSTANT ( FUNC_Y ) ;
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BIND_ENUM_CONSTANT ( FUNC_MAX ) ;
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BIND_ENUM_CONSTANT ( PRECISION_NONE ) ;
BIND_ENUM_CONSTANT ( PRECISION_COARSE ) ;
BIND_ENUM_CONSTANT ( PRECISION_FINE ) ;
BIND_ENUM_CONSTANT ( PRECISION_MAX ) ;
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}
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VisualShaderNodeDerivativeFunc : : VisualShaderNodeDerivativeFunc ( ) {
set_input_port_default_value ( 0 , 0.0 ) ;
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}
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////////////// Clamp
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String VisualShaderNodeClamp : : get_caption ( ) const {
return " Clamp " ;
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}
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int VisualShaderNodeClamp : : get_input_port_count ( ) const {
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return 3 ;
}
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VisualShaderNodeClamp : : PortType VisualShaderNodeClamp : : get_input_port_type ( int p_port ) const {
switch ( op_type ) {
case OP_TYPE_INT :
return PORT_TYPE_SCALAR_INT ;
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case OP_TYPE_UINT :
return PORT_TYPE_SCALAR_UINT ;
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case OP_TYPE_VECTOR_2D :
return PORT_TYPE_VECTOR_2D ;
case OP_TYPE_VECTOR_3D :
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return PORT_TYPE_VECTOR_3D ;
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case OP_TYPE_VECTOR_4D :
return PORT_TYPE_VECTOR_4D ;
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default :
break ;
}
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return PORT_TYPE_SCALAR ;
}
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String VisualShaderNodeClamp : : get_input_port_name ( int p_port ) const {
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if ( p_port = = 0 ) {
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return " " ;
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} else if ( p_port = = 1 ) {
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return " min " ;
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} else if ( p_port = = 2 ) {
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return " max " ;
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}
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return " " ;
}
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int VisualShaderNodeClamp : : get_output_port_count ( ) const {
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return 1 ;
}
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VisualShaderNodeClamp : : PortType VisualShaderNodeClamp : : get_output_port_type ( int p_port ) const {
switch ( op_type ) {
case OP_TYPE_INT :
return PORT_TYPE_SCALAR_INT ;
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case OP_TYPE_UINT :
return PORT_TYPE_SCALAR_UINT ;
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case OP_TYPE_VECTOR_2D :
return PORT_TYPE_VECTOR_2D ;
case OP_TYPE_VECTOR_3D :
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return PORT_TYPE_VECTOR_3D ;
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case OP_TYPE_VECTOR_4D :
return PORT_TYPE_VECTOR_4D ;
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default :
break ;
}
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return PORT_TYPE_SCALAR ;
}
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String VisualShaderNodeClamp : : get_output_port_name ( int p_port ) const {
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return " " ;
}
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String VisualShaderNodeClamp : : generate_code ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id , const String * p_input_vars , const String * p_output_vars , bool p_for_preview ) const {
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return " " + p_output_vars [ 0 ] + " = clamp( " + p_input_vars [ 0 ] + " , " + p_input_vars [ 1 ] + " , " + p_input_vars [ 2 ] + " ); \n " ;
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}
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void VisualShaderNodeClamp : : set_op_type ( OpType p_op_type ) {
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ERR_FAIL_INDEX ( ( int ) p_op_type , int ( OP_TYPE_MAX ) ) ;
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if ( op_type = = p_op_type ) {
return ;
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}
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switch ( p_op_type ) {
case OP_TYPE_FLOAT :
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set_input_port_default_value ( 0 , 0.0 , get_input_port_default_value ( 0 ) ) ;
set_input_port_default_value ( 1 , 0.0 , get_input_port_default_value ( 1 ) ) ;
set_input_port_default_value ( 2 , 0.0 , get_input_port_default_value ( 2 ) ) ;
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break ;
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case OP_TYPE_UINT :
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case OP_TYPE_INT :
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set_input_port_default_value ( 0 , 0 , get_input_port_default_value ( 0 ) ) ;
set_input_port_default_value ( 1 , 0 , get_input_port_default_value ( 1 ) ) ;
set_input_port_default_value ( 2 , 0 , get_input_port_default_value ( 2 ) ) ;
break ;
case OP_TYPE_VECTOR_2D :
set_input_port_default_value ( 0 , Vector2 ( ) , get_input_port_default_value ( 0 ) ) ;
set_input_port_default_value ( 1 , Vector2 ( ) , get_input_port_default_value ( 1 ) ) ;
set_input_port_default_value ( 2 , Vector2 ( ) , get_input_port_default_value ( 2 ) ) ;
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break ;
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case OP_TYPE_VECTOR_3D :
set_input_port_default_value ( 0 , Vector3 ( ) , get_input_port_default_value ( 0 ) ) ;
set_input_port_default_value ( 1 , Vector3 ( ) , get_input_port_default_value ( 1 ) ) ;
set_input_port_default_value ( 2 , Vector3 ( ) , get_input_port_default_value ( 2 ) ) ;
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break ;
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case OP_TYPE_VECTOR_4D :
set_input_port_default_value ( 0 , Quaternion ( ) , get_input_port_default_value ( 0 ) ) ;
set_input_port_default_value ( 1 , Quaternion ( ) , get_input_port_default_value ( 1 ) ) ;
set_input_port_default_value ( 2 , Quaternion ( ) , get_input_port_default_value ( 2 ) ) ;
break ;
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default :
break ;
}
op_type = p_op_type ;
emit_changed ( ) ;
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}
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VisualShaderNodeClamp : : OpType VisualShaderNodeClamp : : get_op_type ( ) const {
return op_type ;
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}
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Vector < StringName > VisualShaderNodeClamp : : get_editable_properties ( ) const {
Vector < StringName > props ;
props . push_back ( " op_type " ) ;
return props ;
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}
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void VisualShaderNodeClamp : : _bind_methods ( ) {
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ClassDB : : bind_method ( D_METHOD ( " set_op_type " , " op_type " ) , & VisualShaderNodeClamp : : set_op_type ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_op_type " ) , & VisualShaderNodeClamp : : get_op_type ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " op_type " , PROPERTY_HINT_ENUM , " Float,Int,UInt,Vector2,Vector3,Vector4 " ) , " set_op_type " , " get_op_type " ) ;
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BIND_ENUM_CONSTANT ( OP_TYPE_FLOAT ) ;
BIND_ENUM_CONSTANT ( OP_TYPE_INT ) ;
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BIND_ENUM_CONSTANT ( OP_TYPE_UINT ) ;
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BIND_ENUM_CONSTANT ( OP_TYPE_VECTOR_2D ) ;
BIND_ENUM_CONSTANT ( OP_TYPE_VECTOR_3D ) ;
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BIND_ENUM_CONSTANT ( OP_TYPE_VECTOR_4D ) ;
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BIND_ENUM_CONSTANT ( OP_TYPE_MAX ) ;
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}
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VisualShaderNodeClamp : : VisualShaderNodeClamp ( ) {
set_input_port_default_value ( 0 , 0.0 ) ;
set_input_port_default_value ( 1 , 0.0 ) ;
set_input_port_default_value ( 2 , 1.0 ) ;
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}
////////////// FaceForward
String VisualShaderNodeFaceForward : : get_caption ( ) const {
return " FaceForward " ;
}
int VisualShaderNodeFaceForward : : get_input_port_count ( ) const {
return 3 ;
}
String VisualShaderNodeFaceForward : : get_input_port_name ( int p_port ) const {
switch ( p_port ) {
case 0 :
return " N " ;
case 1 :
return " I " ;
case 2 :
return " Nref " ;
default :
return " " ;
}
}
int VisualShaderNodeFaceForward : : get_output_port_count ( ) const {
return 1 ;
}
String VisualShaderNodeFaceForward : : get_output_port_name ( int p_port ) const {
return " " ;
}
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void VisualShaderNodeFaceForward : : set_op_type ( OpType p_op_type ) {
ERR_FAIL_INDEX ( int ( p_op_type ) , int ( OP_TYPE_MAX ) ) ;
if ( op_type = = p_op_type ) {
return ;
}
switch ( p_op_type ) {
case OP_TYPE_VECTOR_2D : {
set_input_port_default_value ( 0 , Vector2 ( ) , get_input_port_default_value ( 0 ) ) ;
set_input_port_default_value ( 1 , Vector2 ( ) , get_input_port_default_value ( 1 ) ) ;
set_input_port_default_value ( 2 , Vector2 ( ) , get_input_port_default_value ( 2 ) ) ;
} break ;
case OP_TYPE_VECTOR_3D : {
set_input_port_default_value ( 0 , Vector3 ( ) , get_input_port_default_value ( 0 ) ) ;
set_input_port_default_value ( 1 , Vector3 ( ) , get_input_port_default_value ( 1 ) ) ;
set_input_port_default_value ( 2 , Vector3 ( ) , get_input_port_default_value ( 2 ) ) ;
} break ;
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case OP_TYPE_VECTOR_4D : {
set_input_port_default_value ( 0 , Quaternion ( ) , get_input_port_default_value ( 0 ) ) ;
set_input_port_default_value ( 1 , Quaternion ( ) , get_input_port_default_value ( 1 ) ) ;
set_input_port_default_value ( 2 , Quaternion ( ) , get_input_port_default_value ( 2 ) ) ;
} break ;
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default :
break ;
}
op_type = p_op_type ;
emit_changed ( ) ;
}
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String VisualShaderNodeFaceForward : : generate_code ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id , const String * p_input_vars , const String * p_output_vars , bool p_for_preview ) const {
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return " " + p_output_vars [ 0 ] + " = faceforward( " + p_input_vars [ 0 ] + " , " + p_input_vars [ 1 ] + " , " + p_input_vars [ 2 ] + " ); \n " ;
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}
VisualShaderNodeFaceForward : : VisualShaderNodeFaceForward ( ) {
set_input_port_default_value ( 0 , Vector3 ( 0.0 , 0.0 , 0.0 ) ) ;
set_input_port_default_value ( 1 , Vector3 ( 0.0 , 0.0 , 0.0 ) ) ;
set_input_port_default_value ( 2 , Vector3 ( 0.0 , 0.0 , 0.0 ) ) ;
}
////////////// Outer Product
String VisualShaderNodeOuterProduct : : get_caption ( ) const {
return " OuterProduct " ;
}
int VisualShaderNodeOuterProduct : : get_input_port_count ( ) const {
return 2 ;
}
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VisualShaderNodeOuterProduct : : PortType VisualShaderNodeOuterProduct : : get_input_port_type ( int p_port ) const {
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return PORT_TYPE_VECTOR_3D ;
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}
String VisualShaderNodeOuterProduct : : get_input_port_name ( int p_port ) const {
switch ( p_port ) {
case 0 :
return " c " ;
case 1 :
return " r " ;
default :
return " " ;
}
}
int VisualShaderNodeOuterProduct : : get_output_port_count ( ) const {
return 1 ;
}
VisualShaderNodeOuterProduct : : PortType VisualShaderNodeOuterProduct : : get_output_port_type ( int p_port ) const {
return PORT_TYPE_TRANSFORM ;
}
String VisualShaderNodeOuterProduct : : get_output_port_name ( int p_port ) const {
return " " ;
}
String VisualShaderNodeOuterProduct : : generate_code ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id , const String * p_input_vars , const String * p_output_vars , bool p_for_preview ) const {
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return " " + p_output_vars [ 0 ] + " = outerProduct(vec4( " + p_input_vars [ 0 ] + " , 0.0), vec4( " + p_input_vars [ 1 ] + " , 0.0)); \n " ;
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}
VisualShaderNodeOuterProduct : : VisualShaderNodeOuterProduct ( ) {
set_input_port_default_value ( 0 , Vector3 ( 0.0 , 0.0 , 0.0 ) ) ;
set_input_port_default_value ( 1 , Vector3 ( 0.0 , 0.0 , 0.0 ) ) ;
}
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////////////// Step
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String VisualShaderNodeStep : : get_caption ( ) const {
return " Step " ;
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}
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int VisualShaderNodeStep : : get_input_port_count ( ) const {
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return 2 ;
}
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VisualShaderNodeStep : : PortType VisualShaderNodeStep : : get_input_port_type ( int p_port ) const {
switch ( op_type ) {
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case OP_TYPE_VECTOR_2D :
return PORT_TYPE_VECTOR_2D ;
case OP_TYPE_VECTOR_2D_SCALAR :
if ( p_port = = 1 ) {
return PORT_TYPE_VECTOR_2D ;
}
break ;
case OP_TYPE_VECTOR_3D :
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return PORT_TYPE_VECTOR_3D ;
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case OP_TYPE_VECTOR_3D_SCALAR :
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if ( p_port = = 1 ) {
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return PORT_TYPE_VECTOR_3D ;
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}
break ;
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case OP_TYPE_VECTOR_4D :
return PORT_TYPE_VECTOR_4D ;
case OP_TYPE_VECTOR_4D_SCALAR :
if ( p_port = = 1 ) {
return PORT_TYPE_VECTOR_4D ;
}
break ;
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default :
break ;
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}
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return PORT_TYPE_SCALAR ;
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}
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String VisualShaderNodeStep : : get_input_port_name ( int p_port ) const {
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switch ( p_port ) {
case 0 :
return " edge " ;
case 1 :
return " x " ;
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}
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return String ( ) ;
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}
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int VisualShaderNodeStep : : get_default_input_port ( PortType p_type ) const {
return 1 ;
}
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int VisualShaderNodeStep : : get_output_port_count ( ) const {
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return 1 ;
}
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VisualShaderNodeStep : : PortType VisualShaderNodeStep : : get_output_port_type ( int p_port ) const {
switch ( op_type ) {
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case OP_TYPE_VECTOR_2D :
return PORT_TYPE_VECTOR_2D ;
case OP_TYPE_VECTOR_2D_SCALAR :
return PORT_TYPE_VECTOR_2D ;
case OP_TYPE_VECTOR_3D :
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return PORT_TYPE_VECTOR_3D ;
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case OP_TYPE_VECTOR_3D_SCALAR :
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return PORT_TYPE_VECTOR_3D ;
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case OP_TYPE_VECTOR_4D :
return PORT_TYPE_VECTOR_4D ;
case OP_TYPE_VECTOR_4D_SCALAR :
return PORT_TYPE_VECTOR_4D ;
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default :
break ;
}
return PORT_TYPE_SCALAR ;
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}
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String VisualShaderNodeStep : : get_output_port_name ( int p_port ) const {
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return " " ;
}
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void VisualShaderNodeStep : : set_op_type ( OpType p_op_type ) {
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ERR_FAIL_INDEX ( int ( p_op_type ) , int ( OP_TYPE_MAX ) ) ;
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if ( op_type = = p_op_type ) {
return ;
}
switch ( p_op_type ) {
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case OP_TYPE_SCALAR : {
set_input_port_default_value ( 0 , 0.0 , get_input_port_default_value ( 0 ) ) ;
set_input_port_default_value ( 1 , 0.0 , get_input_port_default_value ( 1 ) ) ;
} break ;
case OP_TYPE_VECTOR_2D : {
set_input_port_default_value ( 0 , Vector2 ( ) , get_input_port_default_value ( 0 ) ) ;
set_input_port_default_value ( 1 , Vector2 ( ) , get_input_port_default_value ( 1 ) ) ;
} break ;
case OP_TYPE_VECTOR_2D_SCALAR : {
set_input_port_default_value ( 0 , 0.0 , get_input_port_default_value ( 0 ) ) ;
set_input_port_default_value ( 1 , Vector2 ( ) , get_input_port_default_value ( 1 ) ) ;
} break ;
case OP_TYPE_VECTOR_3D : {
set_input_port_default_value ( 0 , Vector3 ( ) , get_input_port_default_value ( 0 ) ) ;
set_input_port_default_value ( 1 , Vector3 ( ) , get_input_port_default_value ( 1 ) ) ;
} break ;
case OP_TYPE_VECTOR_3D_SCALAR : {
set_input_port_default_value ( 0 , 0.0 , get_input_port_default_value ( 0 ) ) ;
set_input_port_default_value ( 1 , Vector3 ( ) , get_input_port_default_value ( 1 ) ) ;
} break ;
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case OP_TYPE_VECTOR_4D : {
set_input_port_default_value ( 0 , Quaternion ( ) , get_input_port_default_value ( 0 ) ) ;
set_input_port_default_value ( 1 , Quaternion ( ) , get_input_port_default_value ( 1 ) ) ;
} break ;
case OP_TYPE_VECTOR_4D_SCALAR : {
set_input_port_default_value ( 0 , 0.0 , get_input_port_default_value ( 0 ) ) ;
set_input_port_default_value ( 1 , Quaternion ( ) , get_input_port_default_value ( 1 ) ) ;
} break ;
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default :
break ;
}
op_type = p_op_type ;
emit_changed ( ) ;
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}
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VisualShaderNodeStep : : OpType VisualShaderNodeStep : : get_op_type ( ) const {
return op_type ;
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}
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String VisualShaderNodeStep : : generate_code ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id , const String * p_input_vars , const String * p_output_vars , bool p_for_preview ) const {
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return " " + p_output_vars [ 0 ] + " = step( " + p_input_vars [ 0 ] + " , " + p_input_vars [ 1 ] + " ); \n " ;
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}
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Vector < StringName > VisualShaderNodeStep : : get_editable_properties ( ) const {
Vector < StringName > props ;
props . push_back ( " op_type " ) ;
return props ;
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}
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void VisualShaderNodeStep : : _bind_methods ( ) {
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ClassDB : : bind_method ( D_METHOD ( " set_op_type " , " op_type " ) , & VisualShaderNodeStep : : set_op_type ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_op_type " ) , & VisualShaderNodeStep : : get_op_type ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " op_type " , PROPERTY_HINT_ENUM , " Scalar,Vector2,Vector2Scalar,Vector3,Vector3Scalar,Vector4,Vector4Scalar " ) , " set_op_type " , " get_op_type " ) ;
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BIND_ENUM_CONSTANT ( OP_TYPE_SCALAR ) ;
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BIND_ENUM_CONSTANT ( OP_TYPE_VECTOR_2D ) ;
BIND_ENUM_CONSTANT ( OP_TYPE_VECTOR_2D_SCALAR ) ;
BIND_ENUM_CONSTANT ( OP_TYPE_VECTOR_3D ) ;
BIND_ENUM_CONSTANT ( OP_TYPE_VECTOR_3D_SCALAR ) ;
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BIND_ENUM_CONSTANT ( OP_TYPE_VECTOR_4D ) ;
BIND_ENUM_CONSTANT ( OP_TYPE_VECTOR_4D_SCALAR ) ;
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BIND_ENUM_CONSTANT ( OP_TYPE_MAX ) ;
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}
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VisualShaderNodeStep : : VisualShaderNodeStep ( ) {
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set_input_port_default_value ( 0 , 0.0 ) ;
set_input_port_default_value ( 1 , 0.0 ) ;
}
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////////////// SmoothStep
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String VisualShaderNodeSmoothStep : : get_caption ( ) const {
return " SmoothStep " ;
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}
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int VisualShaderNodeSmoothStep : : get_input_port_count ( ) const {
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return 3 ;
}
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VisualShaderNodeSmoothStep : : PortType VisualShaderNodeSmoothStep : : get_input_port_type ( int p_port ) const {
switch ( op_type ) {
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case OP_TYPE_VECTOR_2D :
return PORT_TYPE_VECTOR_2D ;
case OP_TYPE_VECTOR_2D_SCALAR :
if ( p_port = = 2 ) {
return PORT_TYPE_VECTOR_2D ; // x
}
break ;
case OP_TYPE_VECTOR_3D :
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return PORT_TYPE_VECTOR_3D ;
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case OP_TYPE_VECTOR_3D_SCALAR :
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if ( p_port = = 2 ) {
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return PORT_TYPE_VECTOR_3D ; // x
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}
break ;
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case OP_TYPE_VECTOR_4D :
return PORT_TYPE_VECTOR_4D ;
case OP_TYPE_VECTOR_4D_SCALAR :
if ( p_port = = 2 ) {
return PORT_TYPE_VECTOR_4D ; // x
}
break ;
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default :
break ;
}
return PORT_TYPE_SCALAR ;
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}
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String VisualShaderNodeSmoothStep : : get_input_port_name ( int p_port ) const {
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switch ( p_port ) {
case 0 :
return " edge0 " ;
case 1 :
return " edge1 " ;
case 2 :
return " x " ;
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}
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return String ( ) ;
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}
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int VisualShaderNodeSmoothStep : : get_default_input_port ( PortType p_type ) const {
return 2 ;
}
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int VisualShaderNodeSmoothStep : : get_output_port_count ( ) const {
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return 1 ;
}
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VisualShaderNodeSmoothStep : : PortType VisualShaderNodeSmoothStep : : get_output_port_type ( int p_port ) const {
switch ( op_type ) {
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case OP_TYPE_VECTOR_2D :
return PORT_TYPE_VECTOR_2D ;
case OP_TYPE_VECTOR_2D_SCALAR :
return PORT_TYPE_VECTOR_2D ;
case OP_TYPE_VECTOR_3D :
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return PORT_TYPE_VECTOR_3D ;
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case OP_TYPE_VECTOR_3D_SCALAR :
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return PORT_TYPE_VECTOR_3D ;
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case OP_TYPE_VECTOR_4D :
return PORT_TYPE_VECTOR_4D ;
case OP_TYPE_VECTOR_4D_SCALAR :
return PORT_TYPE_VECTOR_4D ;
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default :
break ;
}
return PORT_TYPE_SCALAR ;
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}
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String VisualShaderNodeSmoothStep : : get_output_port_name ( int p_port ) const {
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return " " ;
}
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void VisualShaderNodeSmoothStep : : set_op_type ( OpType p_op_type ) {
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ERR_FAIL_INDEX ( int ( p_op_type ) , int ( OP_TYPE_MAX ) ) ;
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if ( op_type = = p_op_type ) {
return ;
}
switch ( p_op_type ) {
case OP_TYPE_SCALAR :
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set_input_port_default_value ( 0 , 0.0 , get_input_port_default_value ( 0 ) ) ; // edge0
set_input_port_default_value ( 1 , 0.0 , get_input_port_default_value ( 1 ) ) ; // edge1
set_input_port_default_value ( 2 , 0.0 , get_input_port_default_value ( 2 ) ) ; // x
break ;
case OP_TYPE_VECTOR_2D :
set_input_port_default_value ( 0 , Vector2 ( ) , get_input_port_default_value ( 0 ) ) ; // edge0
set_input_port_default_value ( 1 , Vector2 ( ) , get_input_port_default_value ( 1 ) ) ; // edge1
set_input_port_default_value ( 2 , Vector2 ( ) , get_input_port_default_value ( 2 ) ) ; // x
break ;
case OP_TYPE_VECTOR_2D_SCALAR :
set_input_port_default_value ( 0 , 0.0 , get_input_port_default_value ( 0 ) ) ; // edge0
set_input_port_default_value ( 1 , 0.0 , get_input_port_default_value ( 1 ) ) ; // edge1
set_input_port_default_value ( 2 , Vector2 ( ) , get_input_port_default_value ( 2 ) ) ; // x
break ;
case OP_TYPE_VECTOR_3D :
set_input_port_default_value ( 0 , Vector3 ( ) , get_input_port_default_value ( 0 ) ) ; // edge0
set_input_port_default_value ( 1 , Vector3 ( ) , get_input_port_default_value ( 1 ) ) ; // edge1
set_input_port_default_value ( 2 , Vector3 ( ) , get_input_port_default_value ( 2 ) ) ; // x
break ;
case OP_TYPE_VECTOR_3D_SCALAR :
set_input_port_default_value ( 0 , 0.0 , get_input_port_default_value ( 0 ) ) ; // edge0
set_input_port_default_value ( 1 , 0.0 , get_input_port_default_value ( 1 ) ) ; // edge1
set_input_port_default_value ( 2 , Vector3 ( ) , get_input_port_default_value ( 2 ) ) ; // x
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break ;
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case OP_TYPE_VECTOR_4D :
set_input_port_default_value ( 0 , Quaternion ( ) , get_input_port_default_value ( 0 ) ) ; // edge0
set_input_port_default_value ( 1 , Quaternion ( ) , get_input_port_default_value ( 1 ) ) ; // edge1
set_input_port_default_value ( 2 , Quaternion ( ) , get_input_port_default_value ( 2 ) ) ; // x
break ;
case OP_TYPE_VECTOR_4D_SCALAR :
set_input_port_default_value ( 0 , 0.0 , get_input_port_default_value ( 0 ) ) ; // edge0
set_input_port_default_value ( 1 , 0.0 , get_input_port_default_value ( 1 ) ) ; // edge1
set_input_port_default_value ( 2 , Quaternion ( ) , get_input_port_default_value ( 2 ) ) ; // x
break ;
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default :
break ;
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}
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op_type = p_op_type ;
emit_changed ( ) ;
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}
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VisualShaderNodeSmoothStep : : OpType VisualShaderNodeSmoothStep : : get_op_type ( ) const {
return op_type ;
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}
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String VisualShaderNodeSmoothStep : : generate_code ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id , const String * p_input_vars , const String * p_output_vars , bool p_for_preview ) const {
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return " " + p_output_vars [ 0 ] + " = smoothstep( " + p_input_vars [ 0 ] + " , " + p_input_vars [ 1 ] + " , " + p_input_vars [ 2 ] + " ); \n " ;
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}
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Vector < StringName > VisualShaderNodeSmoothStep : : get_editable_properties ( ) const {
Vector < StringName > props ;
props . push_back ( " op_type " ) ;
return props ;
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}
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void VisualShaderNodeSmoothStep : : _bind_methods ( ) {
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ClassDB : : bind_method ( D_METHOD ( " set_op_type " , " op_type " ) , & VisualShaderNodeSmoothStep : : set_op_type ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_op_type " ) , & VisualShaderNodeSmoothStep : : get_op_type ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " op_type " , PROPERTY_HINT_ENUM , " Scalar,Vector2,Vector2Scalar,Vector3,Vector3Scalar,Vector4,Vector4Scalar " ) , " set_op_type " , " get_op_type " ) ;
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BIND_ENUM_CONSTANT ( OP_TYPE_SCALAR ) ;
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BIND_ENUM_CONSTANT ( OP_TYPE_VECTOR_2D ) ;
BIND_ENUM_CONSTANT ( OP_TYPE_VECTOR_2D_SCALAR ) ;
BIND_ENUM_CONSTANT ( OP_TYPE_VECTOR_3D ) ;
BIND_ENUM_CONSTANT ( OP_TYPE_VECTOR_3D_SCALAR ) ;
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BIND_ENUM_CONSTANT ( OP_TYPE_VECTOR_4D ) ;
BIND_ENUM_CONSTANT ( OP_TYPE_VECTOR_4D_SCALAR ) ;
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BIND_ENUM_CONSTANT ( OP_TYPE_MAX ) ;
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}
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VisualShaderNodeSmoothStep : : VisualShaderNodeSmoothStep ( ) {
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set_input_port_default_value ( 0 , 0.0 ) ; // edge0
set_input_port_default_value ( 1 , 1.0 ) ; // edge1
set_input_port_default_value ( 2 , 0.5 ) ; // x
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}
////////////// Distance
String VisualShaderNodeVectorDistance : : get_caption ( ) const {
return " Distance " ;
}
int VisualShaderNodeVectorDistance : : get_input_port_count ( ) const {
return 2 ;
}
String VisualShaderNodeVectorDistance : : get_input_port_name ( int p_port ) const {
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switch ( p_port ) {
case 0 :
return " a " ;
case 1 :
return " b " ;
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}
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return String ( ) ;
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}
int VisualShaderNodeVectorDistance : : get_output_port_count ( ) const {
return 1 ;
}
VisualShaderNodeVectorDistance : : PortType VisualShaderNodeVectorDistance : : get_output_port_type ( int p_port ) const {
return PORT_TYPE_SCALAR ;
}
String VisualShaderNodeVectorDistance : : get_output_port_name ( int p_port ) const {
return " " ;
}
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void VisualShaderNodeVectorDistance : : set_op_type ( OpType p_op_type ) {
ERR_FAIL_INDEX ( int ( p_op_type ) , int ( OP_TYPE_MAX ) ) ;
if ( op_type = = p_op_type ) {
return ;
}
switch ( p_op_type ) {
case OP_TYPE_VECTOR_2D : {
set_input_port_default_value ( 0 , Vector2 ( ) , get_input_port_default_value ( 0 ) ) ; // a
set_input_port_default_value ( 1 , Vector2 ( ) , get_input_port_default_value ( 1 ) ) ; // b
} break ;
case OP_TYPE_VECTOR_3D : {
set_input_port_default_value ( 0 , Vector3 ( ) , get_input_port_default_value ( 0 ) ) ; // a
set_input_port_default_value ( 1 , Vector3 ( ) , get_input_port_default_value ( 1 ) ) ; // b
} break ;
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case OP_TYPE_VECTOR_4D : {
set_input_port_default_value ( 0 , Quaternion ( ) , get_input_port_default_value ( 0 ) ) ; // a
set_input_port_default_value ( 1 , Quaternion ( ) , get_input_port_default_value ( 1 ) ) ; // b
} break ;
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default :
break ;
}
op_type = p_op_type ;
emit_changed ( ) ;
}
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String VisualShaderNodeVectorDistance : : generate_code ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id , const String * p_input_vars , const String * p_output_vars , bool p_for_preview ) const {
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return " " + p_output_vars [ 0 ] + " = distance( " + p_input_vars [ 0 ] + " , " + p_input_vars [ 1 ] + " ); \n " ;
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}
VisualShaderNodeVectorDistance : : VisualShaderNodeVectorDistance ( ) {
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set_input_port_default_value ( 0 , Vector3 ( 0.0 , 0.0 , 0.0 ) ) ; // a
set_input_port_default_value ( 1 , Vector3 ( 0.0 , 0.0 , 0.0 ) ) ; // b
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}
////////////// Refract Vector
String VisualShaderNodeVectorRefract : : get_caption ( ) const {
return " Refract " ;
}
int VisualShaderNodeVectorRefract : : get_input_port_count ( ) const {
return 3 ;
}
String VisualShaderNodeVectorRefract : : get_input_port_name ( int p_port ) const {
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switch ( p_port ) {
case 0 :
return " I " ;
case 1 :
return " N " ;
case 2 :
return " eta " ;
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}
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return String ( ) ;
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}
int VisualShaderNodeVectorRefract : : get_output_port_count ( ) const {
return 1 ;
}
String VisualShaderNodeVectorRefract : : get_output_port_name ( int p_port ) const {
return " " ;
}
String VisualShaderNodeVectorRefract : : generate_code ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id , const String * p_input_vars , const String * p_output_vars , bool p_for_preview ) const {
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return " " + p_output_vars [ 0 ] + " = refract( " + p_input_vars [ 0 ] + " , " + p_input_vars [ 1 ] + " , " + p_input_vars [ 2 ] + " ); \n " ;
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}
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void VisualShaderNodeVectorRefract : : set_op_type ( OpType p_op_type ) {
ERR_FAIL_INDEX ( int ( p_op_type ) , int ( OP_TYPE_MAX ) ) ;
if ( op_type = = p_op_type ) {
return ;
}
switch ( p_op_type ) {
case OP_TYPE_VECTOR_2D : {
set_input_port_default_value ( 0 , Vector2 ( ) , get_input_port_default_value ( 0 ) ) ;
set_input_port_default_value ( 1 , Vector2 ( ) , get_input_port_default_value ( 1 ) ) ;
} break ;
case OP_TYPE_VECTOR_3D : {
set_input_port_default_value ( 0 , Vector3 ( ) , get_input_port_default_value ( 0 ) ) ;
set_input_port_default_value ( 1 , Vector3 ( ) , get_input_port_default_value ( 1 ) ) ;
} break ;
case OP_TYPE_VECTOR_4D : {
set_input_port_default_value ( 0 , Quaternion ( ) , get_input_port_default_value ( 0 ) ) ;
set_input_port_default_value ( 1 , Quaternion ( ) , get_input_port_default_value ( 1 ) ) ;
} break ;
default :
break ;
}
op_type = p_op_type ;
emit_changed ( ) ;
}
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VisualShaderNodeVectorRefract : : VisualShaderNodeVectorRefract ( ) {
set_input_port_default_value ( 0 , Vector3 ( 0.0 , 0.0 , 0.0 ) ) ;
set_input_port_default_value ( 1 , Vector3 ( 0.0 , 0.0 , 0.0 ) ) ;
set_input_port_default_value ( 2 , 0.0 ) ;
}
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////////////// Mix
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String VisualShaderNodeMix : : get_caption ( ) const {
return " Mix " ;
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}
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int VisualShaderNodeMix : : get_input_port_count ( ) const {
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return 3 ;
}
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VisualShaderNodeMix : : PortType VisualShaderNodeMix : : get_input_port_type ( int p_port ) const {
switch ( op_type ) {
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case OP_TYPE_VECTOR_2D :
return PORT_TYPE_VECTOR_2D ;
case OP_TYPE_VECTOR_2D_SCALAR :
if ( p_port = = 2 ) {
break ;
}
return PORT_TYPE_VECTOR_2D ;
case OP_TYPE_VECTOR_3D :
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return PORT_TYPE_VECTOR_3D ;
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case OP_TYPE_VECTOR_3D_SCALAR :
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if ( p_port = = 2 ) {
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break ;
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}
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return PORT_TYPE_VECTOR_3D ;
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case OP_TYPE_VECTOR_4D :
return PORT_TYPE_VECTOR_4D ;
case OP_TYPE_VECTOR_4D_SCALAR :
if ( p_port = = 2 ) {
break ;
}
return PORT_TYPE_VECTOR_4D ;
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default :
break ;
}
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return PORT_TYPE_SCALAR ;
}
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String VisualShaderNodeMix : : get_input_port_name ( int p_port ) const {
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if ( p_port = = 0 ) {
return " a " ;
} else if ( p_port = = 1 ) {
return " b " ;
} else {
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return " weight " ;
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}
}
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int VisualShaderNodeMix : : get_output_port_count ( ) const {
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return 1 ;
}
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VisualShaderNodeMix : : PortType VisualShaderNodeMix : : get_output_port_type ( int p_port ) const {
switch ( op_type ) {
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case OP_TYPE_VECTOR_2D :
return PORT_TYPE_VECTOR_2D ;
case OP_TYPE_VECTOR_2D_SCALAR :
return PORT_TYPE_VECTOR_2D ;
case OP_TYPE_VECTOR_3D :
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return PORT_TYPE_VECTOR_3D ;
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case OP_TYPE_VECTOR_3D_SCALAR :
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return PORT_TYPE_VECTOR_3D ;
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case OP_TYPE_VECTOR_4D :
return PORT_TYPE_VECTOR_4D ;
case OP_TYPE_VECTOR_4D_SCALAR :
return PORT_TYPE_VECTOR_4D ;
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default :
break ;
}
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return PORT_TYPE_SCALAR ;
}
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String VisualShaderNodeMix : : get_output_port_name ( int p_port ) const {
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return " mix " ;
}
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void VisualShaderNodeMix : : set_op_type ( OpType p_op_type ) {
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ERR_FAIL_INDEX ( int ( p_op_type ) , int ( OP_TYPE_MAX ) ) ;
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if ( op_type = = p_op_type ) {
return ;
}
switch ( p_op_type ) {
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case OP_TYPE_SCALAR : {
set_input_port_default_value ( 0 , 0.0 , get_input_port_default_value ( 0 ) ) ; // a
set_input_port_default_value ( 1 , 0.0 , get_input_port_default_value ( 1 ) ) ; // b
set_input_port_default_value ( 2 , 0.0 , get_input_port_default_value ( 2 ) ) ; // weight
} break ;
case OP_TYPE_VECTOR_2D : {
set_input_port_default_value ( 0 , Vector2 ( ) , get_input_port_default_value ( 0 ) ) ; // a
set_input_port_default_value ( 1 , Vector2 ( ) , get_input_port_default_value ( 1 ) ) ; // b
set_input_port_default_value ( 2 , Vector2 ( ) , get_input_port_default_value ( 2 ) ) ; // weight
} break ;
case OP_TYPE_VECTOR_2D_SCALAR : {
set_input_port_default_value ( 0 , Vector2 ( ) , get_input_port_default_value ( 0 ) ) ; // a
set_input_port_default_value ( 1 , Vector2 ( ) , get_input_port_default_value ( 1 ) ) ; // b
set_input_port_default_value ( 2 , 0.0 , get_input_port_default_value ( 2 ) ) ; // weight
} break ;
case OP_TYPE_VECTOR_3D : {
set_input_port_default_value ( 0 , Vector3 ( ) , get_input_port_default_value ( 0 ) ) ; // a
set_input_port_default_value ( 1 , Vector3 ( ) , get_input_port_default_value ( 1 ) ) ; // b
set_input_port_default_value ( 2 , Vector3 ( ) , get_input_port_default_value ( 2 ) ) ; // weight
} break ;
case OP_TYPE_VECTOR_3D_SCALAR : {
set_input_port_default_value ( 0 , Vector3 ( ) , get_input_port_default_value ( 0 ) ) ; // a
set_input_port_default_value ( 1 , Vector3 ( ) , get_input_port_default_value ( 1 ) ) ; // b
set_input_port_default_value ( 2 , 0.0 , get_input_port_default_value ( 2 ) ) ; // weight
} break ;
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case OP_TYPE_VECTOR_4D : {
set_input_port_default_value ( 0 , Quaternion ( ) , get_input_port_default_value ( 0 ) ) ; // a
set_input_port_default_value ( 1 , Quaternion ( ) , get_input_port_default_value ( 1 ) ) ; // b
set_input_port_default_value ( 2 , Quaternion ( ) , get_input_port_default_value ( 2 ) ) ; // weight
} break ;
case OP_TYPE_VECTOR_4D_SCALAR : {
set_input_port_default_value ( 0 , Quaternion ( ) , get_input_port_default_value ( 0 ) ) ; // a
set_input_port_default_value ( 1 , Quaternion ( ) , get_input_port_default_value ( 1 ) ) ; // b
set_input_port_default_value ( 2 , 0.0 , get_input_port_default_value ( 2 ) ) ; // weight
} break ;
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default :
break ;
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}
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op_type = p_op_type ;
emit_changed ( ) ;
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}
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VisualShaderNodeMix : : OpType VisualShaderNodeMix : : get_op_type ( ) const {
return op_type ;
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}
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String VisualShaderNodeMix : : generate_code ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id , const String * p_input_vars , const String * p_output_vars , bool p_for_preview ) const {
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return " " + p_output_vars [ 0 ] + " = mix( " + p_input_vars [ 0 ] + " , " + p_input_vars [ 1 ] + " , " + p_input_vars [ 2 ] + " ); \n " ;
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}
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Vector < StringName > VisualShaderNodeMix : : get_editable_properties ( ) const {
Vector < StringName > props ;
props . push_back ( " op_type " ) ;
return props ;
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}
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void VisualShaderNodeMix : : _bind_methods ( ) {
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ClassDB : : bind_method ( D_METHOD ( " set_op_type " , " op_type " ) , & VisualShaderNodeMix : : set_op_type ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_op_type " ) , & VisualShaderNodeMix : : get_op_type ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " op_type " , PROPERTY_HINT_ENUM , " Scalar,Vector2,Vector2Scalar,Vector3,Vector3Scalar,Vector4,Vector4Scalar " ) , " set_op_type " , " get_op_type " ) ;
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BIND_ENUM_CONSTANT ( OP_TYPE_SCALAR ) ;
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BIND_ENUM_CONSTANT ( OP_TYPE_VECTOR_2D ) ;
BIND_ENUM_CONSTANT ( OP_TYPE_VECTOR_2D_SCALAR ) ;
BIND_ENUM_CONSTANT ( OP_TYPE_VECTOR_3D ) ;
BIND_ENUM_CONSTANT ( OP_TYPE_VECTOR_3D_SCALAR ) ;
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BIND_ENUM_CONSTANT ( OP_TYPE_VECTOR_4D ) ;
BIND_ENUM_CONSTANT ( OP_TYPE_VECTOR_4D_SCALAR ) ;
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BIND_ENUM_CONSTANT ( OP_TYPE_MAX ) ;
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}
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VisualShaderNodeMix : : VisualShaderNodeMix ( ) {
set_input_port_default_value ( 0 , 0.0 ) ; // a
set_input_port_default_value ( 1 , 1.0 ) ; // b
set_input_port_default_value ( 2 , 0.5 ) ; // weight
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}
////////////// Vector Compose
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String VisualShaderNodeVectorCompose : : get_caption ( ) const {
return " VectorCompose " ;
}
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int VisualShaderNodeVectorCompose : : get_input_port_count ( ) const {
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switch ( op_type ) {
case OP_TYPE_VECTOR_2D :
return 2 ;
case OP_TYPE_VECTOR_3D :
return 3 ;
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case OP_TYPE_VECTOR_4D :
return 4 ;
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default :
break ;
}
return 0 ;
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}
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VisualShaderNodeVectorCompose : : PortType VisualShaderNodeVectorCompose : : get_input_port_type ( int p_port ) const {
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return PORT_TYPE_SCALAR ;
}
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String VisualShaderNodeVectorCompose : : get_input_port_name ( int p_port ) const {
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switch ( op_type ) {
case OP_TYPE_VECTOR_2D : {
switch ( p_port ) {
case 0 :
return " x " ;
case 1 :
return " y " ;
}
} break ;
case OP_TYPE_VECTOR_3D : {
switch ( p_port ) {
case 0 :
return " x " ;
case 1 :
return " y " ;
case 2 :
return " z " ;
}
} break ;
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case OP_TYPE_VECTOR_4D : {
switch ( p_port ) {
case 0 :
return " x " ;
case 1 :
return " y " ;
case 2 :
return " z " ;
case 3 :
return " w " ;
}
} break ;
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default :
break ;
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}
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return String ( ) ;
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}
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int VisualShaderNodeVectorCompose : : get_output_port_count ( ) const {
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return 1 ;
}
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String VisualShaderNodeVectorCompose : : get_output_port_name ( int p_port ) const {
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return " vec " ;
}
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void VisualShaderNodeVectorCompose : : set_op_type ( OpType p_op_type ) {
ERR_FAIL_INDEX ( int ( p_op_type ) , int ( OP_TYPE_MAX ) ) ;
if ( op_type = = p_op_type ) {
return ;
}
switch ( p_op_type ) {
case OP_TYPE_VECTOR_2D : {
float p1 = get_input_port_default_value ( 0 ) ;
float p2 = get_input_port_default_value ( 1 ) ;
set_input_port_default_value ( 0 , p1 ) ;
set_input_port_default_value ( 1 , p2 ) ;
} break ;
case OP_TYPE_VECTOR_3D : {
float p1 = get_input_port_default_value ( 0 ) ;
float p2 = get_input_port_default_value ( 1 ) ;
set_input_port_default_value ( 0 , p1 ) ;
set_input_port_default_value ( 1 , p2 ) ;
set_input_port_default_value ( 2 , 0.0 ) ;
} break ;
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case OP_TYPE_VECTOR_4D : {
float p1 = get_input_port_default_value ( 0 ) ;
float p2 = get_input_port_default_value ( 1 ) ;
set_input_port_default_value ( 0 , p1 ) ;
set_input_port_default_value ( 1 , p2 ) ;
set_input_port_default_value ( 2 , 0.0 ) ;
set_input_port_default_value ( 3 , 0.0 ) ;
} break ;
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default :
break ;
}
op_type = p_op_type ;
emit_changed ( ) ;
}
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String VisualShaderNodeVectorCompose : : generate_code ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id , const String * p_input_vars , const String * p_output_vars , bool p_for_preview ) const {
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String code ;
switch ( op_type ) {
case OP_TYPE_VECTOR_2D : {
code + = " " + p_output_vars [ 0 ] + " = vec2( " + p_input_vars [ 0 ] + " , " + p_input_vars [ 1 ] + " ); \n " ;
} break ;
case OP_TYPE_VECTOR_3D : {
code + = " " + p_output_vars [ 0 ] + " = vec3( " + p_input_vars [ 0 ] + " , " + p_input_vars [ 1 ] + " , " + p_input_vars [ 2 ] + " ); \n " ;
} break ;
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case OP_TYPE_VECTOR_4D : {
code + = " " + p_output_vars [ 0 ] + " = vec4( " + p_input_vars [ 0 ] + " , " + p_input_vars [ 1 ] + " , " + p_input_vars [ 2 ] + " , " + p_input_vars [ 3 ] + " ); \n " ;
} break ;
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default :
break ;
}
return code ;
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}
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VisualShaderNodeVectorCompose : : VisualShaderNodeVectorCompose ( ) {
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set_input_port_default_value ( 0 , 0.0 ) ;
set_input_port_default_value ( 1 , 0.0 ) ;
set_input_port_default_value ( 2 , 0.0 ) ;
}
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////////////// Transform Compose
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String VisualShaderNodeTransformCompose : : get_caption ( ) const {
return " TransformCompose " ;
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}
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int VisualShaderNodeTransformCompose : : get_input_port_count ( ) const {
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return 4 ;
}
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VisualShaderNodeTransformCompose : : PortType VisualShaderNodeTransformCompose : : get_input_port_type ( int p_port ) const {
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return PORT_TYPE_VECTOR_3D ;
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}
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String VisualShaderNodeTransformCompose : : get_input_port_name ( int p_port ) const {
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if ( p_port = = 0 ) {
return " x " ;
} else if ( p_port = = 1 ) {
return " y " ;
} else if ( p_port = = 2 ) {
return " z " ;
} else {
return " origin " ;
}
}
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int VisualShaderNodeTransformCompose : : get_output_port_count ( ) const {
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return 1 ;
}
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VisualShaderNodeTransformCompose : : PortType VisualShaderNodeTransformCompose : : get_output_port_type ( int p_port ) const {
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return PORT_TYPE_TRANSFORM ;
}
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String VisualShaderNodeTransformCompose : : get_output_port_name ( int p_port ) const {
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return " xform " ;
}
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String VisualShaderNodeTransformCompose : : generate_code ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id , const String * p_input_vars , const String * p_output_vars , bool p_for_preview ) const {
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return " " + p_output_vars [ 0 ] + " = mat4(vec4( " + p_input_vars [ 0 ] + " , 0.0), vec4( " + p_input_vars [ 1 ] + " , 0.0), vec4( " + p_input_vars [ 2 ] + " , 0.0), vec4( " + p_input_vars [ 3 ] + " , 1.0)); \n " ;
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}
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VisualShaderNodeTransformCompose : : VisualShaderNodeTransformCompose ( ) {
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set_input_port_default_value ( 0 , Vector3 ( ) ) ;
set_input_port_default_value ( 1 , Vector3 ( ) ) ;
set_input_port_default_value ( 2 , Vector3 ( ) ) ;
set_input_port_default_value ( 3 , Vector3 ( ) ) ;
}
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////////////// Vector Decompose
String VisualShaderNodeVectorDecompose : : get_caption ( ) const {
return " VectorDecompose " ;
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}
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int VisualShaderNodeVectorDecompose : : get_input_port_count ( ) const {
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return 1 ;
}
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String VisualShaderNodeVectorDecompose : : get_input_port_name ( int p_port ) const {
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return " vec " ;
}
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int VisualShaderNodeVectorDecompose : : get_output_port_count ( ) const {
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switch ( op_type ) {
case OP_TYPE_VECTOR_2D :
return 2 ;
case OP_TYPE_VECTOR_3D :
return 3 ;
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case OP_TYPE_VECTOR_4D :
return 4 ;
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default :
break ;
}
return 0 ;
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}
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VisualShaderNodeVectorDecompose : : PortType VisualShaderNodeVectorDecompose : : get_output_port_type ( int p_port ) const {
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return PORT_TYPE_SCALAR ;
}
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String VisualShaderNodeVectorDecompose : : get_output_port_name ( int p_port ) const {
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switch ( op_type ) {
case OP_TYPE_VECTOR_2D : {
switch ( p_port ) {
case 0 :
return " x " ;
case 1 :
return " y " ;
}
} break ;
case OP_TYPE_VECTOR_3D : {
switch ( p_port ) {
case 0 :
return " x " ;
case 1 :
return " y " ;
case 2 :
return " z " ;
}
} break ;
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case OP_TYPE_VECTOR_4D : {
switch ( p_port ) {
case 0 :
return " x " ;
case 1 :
return " y " ;
case 2 :
return " z " ;
case 3 :
return " w " ;
}
} break ;
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default :
break ;
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}
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return String ( ) ;
}
void VisualShaderNodeVectorDecompose : : set_op_type ( OpType p_op_type ) {
ERR_FAIL_INDEX ( int ( p_op_type ) , int ( OP_TYPE_MAX ) ) ;
if ( op_type = = p_op_type ) {
return ;
}
switch ( p_op_type ) {
case OP_TYPE_VECTOR_2D : {
set_input_port_default_value ( 0 , Vector2 ( ) , get_input_port_default_value ( 0 ) ) ;
} break ;
case OP_TYPE_VECTOR_3D : {
set_input_port_default_value ( 0 , Vector3 ( ) , get_input_port_default_value ( 0 ) ) ;
} break ;
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case OP_TYPE_VECTOR_4D : {
set_input_port_default_value ( 0 , Quaternion ( ) , get_input_port_default_value ( 0 ) ) ;
} break ;
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default :
break ;
}
op_type = p_op_type ;
emit_changed ( ) ;
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}
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String VisualShaderNodeVectorDecompose : : generate_code ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id , const String * p_input_vars , const String * p_output_vars , bool p_for_preview ) const {
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String code ;
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switch ( op_type ) {
case OP_TYPE_VECTOR_2D : {
code + = " " + p_output_vars [ 0 ] + " = " + p_input_vars [ 0 ] + " .x; \n " ;
code + = " " + p_output_vars [ 1 ] + " = " + p_input_vars [ 0 ] + " .y; \n " ;
} break ;
case OP_TYPE_VECTOR_3D : {
code + = " " + p_output_vars [ 0 ] + " = " + p_input_vars [ 0 ] + " .x; \n " ;
code + = " " + p_output_vars [ 1 ] + " = " + p_input_vars [ 0 ] + " .y; \n " ;
code + = " " + p_output_vars [ 2 ] + " = " + p_input_vars [ 0 ] + " .z; \n " ;
} break ;
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case OP_TYPE_VECTOR_4D : {
code + = " " + p_output_vars [ 0 ] + " = " + p_input_vars [ 0 ] + " .x; \n " ;
code + = " " + p_output_vars [ 1 ] + " = " + p_input_vars [ 0 ] + " .y; \n " ;
code + = " " + p_output_vars [ 2 ] + " = " + p_input_vars [ 0 ] + " .z; \n " ;
code + = " " + p_output_vars [ 3 ] + " = " + p_input_vars [ 0 ] + " .w; \n " ;
} break ;
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default :
break ;
}
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return code ;
}
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VisualShaderNodeVectorDecompose : : VisualShaderNodeVectorDecompose ( ) {
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set_input_port_default_value ( 0 , Vector3 ( 0.0 , 0.0 , 0.0 ) ) ;
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}
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////////////// Transform Decompose
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String VisualShaderNodeTransformDecompose : : get_caption ( ) const {
return " TransformDecompose " ;
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}
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int VisualShaderNodeTransformDecompose : : get_input_port_count ( ) const {
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return 1 ;
}
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VisualShaderNodeTransformDecompose : : PortType VisualShaderNodeTransformDecompose : : get_input_port_type ( int p_port ) const {
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return PORT_TYPE_TRANSFORM ;
}
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String VisualShaderNodeTransformDecompose : : get_input_port_name ( int p_port ) const {
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return " xform " ;
}
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int VisualShaderNodeTransformDecompose : : get_output_port_count ( ) const {
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return 4 ;
}
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VisualShaderNodeTransformDecompose : : PortType VisualShaderNodeTransformDecompose : : get_output_port_type ( int p_port ) const {
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return PORT_TYPE_VECTOR_3D ;
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}
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String VisualShaderNodeTransformDecompose : : get_output_port_name ( int p_port ) const {
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if ( p_port = = 0 ) {
return " x " ;
} else if ( p_port = = 1 ) {
return " y " ;
} else if ( p_port = = 2 ) {
return " z " ;
} else {
return " origin " ;
}
}
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String VisualShaderNodeTransformDecompose : : generate_code ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id , const String * p_input_vars , const String * p_output_vars , bool p_for_preview ) const {
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String code ;
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code + = " " + p_output_vars [ 0 ] + " = " + p_input_vars [ 0 ] + " [0].xyz; \n " ;
code + = " " + p_output_vars [ 1 ] + " = " + p_input_vars [ 0 ] + " [1].xyz; \n " ;
code + = " " + p_output_vars [ 2 ] + " = " + p_input_vars [ 0 ] + " [2].xyz; \n " ;
code + = " " + p_output_vars [ 3 ] + " = " + p_input_vars [ 0 ] + " [3].xyz; \n " ;
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return code ;
}
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VisualShaderNodeTransformDecompose : : VisualShaderNodeTransformDecompose ( ) {
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set_input_port_default_value ( 0 , Transform3D ( ) ) ;
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}
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////////////// Float Parameter
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String VisualShaderNodeFloatParameter : : get_caption ( ) const {
return " FloatParameter " ;
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}
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int VisualShaderNodeFloatParameter : : get_input_port_count ( ) const {
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return 0 ;
}
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VisualShaderNodeFloatParameter : : PortType VisualShaderNodeFloatParameter : : get_input_port_type ( int p_port ) const {
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return PORT_TYPE_SCALAR ;
}
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String VisualShaderNodeFloatParameter : : get_input_port_name ( int p_port ) const {
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return String ( ) ;
}
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int VisualShaderNodeFloatParameter : : get_output_port_count ( ) const {
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return 1 ;
}
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VisualShaderNodeFloatParameter : : PortType VisualShaderNodeFloatParameter : : get_output_port_type ( int p_port ) const {
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return PORT_TYPE_SCALAR ;
}
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String VisualShaderNodeFloatParameter : : get_output_port_name ( int p_port ) const {
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return " " ; //no output port means the editor will be used as port
}
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String VisualShaderNodeFloatParameter : : generate_global ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id ) const {
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String code = " " ;
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if ( hint = = HINT_RANGE ) {
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code + = _get_qual_str ( ) + " uniform float " + get_parameter_name ( ) + " : hint_range( " + rtos ( hint_range_min ) + " , " + rtos ( hint_range_max ) + " ) " ;
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} else if ( hint = = HINT_RANGE_STEP ) {
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code + = _get_qual_str ( ) + " uniform float " + get_parameter_name ( ) + " : hint_range( " + rtos ( hint_range_min ) + " , " + rtos ( hint_range_max ) + " , " + rtos ( hint_range_step ) + " ) " ;
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} else {
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code + = _get_qual_str ( ) + " uniform float " + get_parameter_name ( ) ;
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}
if ( default_value_enabled ) {
code + = " = " + rtos ( default_value ) ;
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}
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code + = " ; \n " ;
return code ;
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}
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String VisualShaderNodeFloatParameter : : generate_code ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id , const String * p_input_vars , const String * p_output_vars , bool p_for_preview ) const {
return " " + p_output_vars [ 0 ] + " = " + get_parameter_name ( ) + " ; \n " ;
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}
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bool VisualShaderNodeFloatParameter : : is_show_prop_names ( ) const {
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return true ;
}
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bool VisualShaderNodeFloatParameter : : is_use_prop_slots ( ) const {
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return true ;
}
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void VisualShaderNodeFloatParameter : : set_hint ( Hint p_hint ) {
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ERR_FAIL_INDEX ( int ( p_hint ) , int ( HINT_MAX ) ) ;
if ( hint = = p_hint ) {
return ;
}
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hint = p_hint ;
emit_changed ( ) ;
}
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VisualShaderNodeFloatParameter : : Hint VisualShaderNodeFloatParameter : : get_hint ( ) const {
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return hint ;
}
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void VisualShaderNodeFloatParameter : : set_min ( float p_value ) {
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if ( Math : : is_equal_approx ( hint_range_min , p_value ) ) {
return ;
}
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hint_range_min = p_value ;
emit_changed ( ) ;
}
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float VisualShaderNodeFloatParameter : : get_min ( ) const {
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return hint_range_min ;
}
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void VisualShaderNodeFloatParameter : : set_max ( float p_value ) {
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if ( Math : : is_equal_approx ( hint_range_max , p_value ) ) {
return ;
}
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hint_range_max = p_value ;
emit_changed ( ) ;
}
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float VisualShaderNodeFloatParameter : : get_max ( ) const {
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return hint_range_max ;
}
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void VisualShaderNodeFloatParameter : : set_step ( float p_value ) {
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if ( Math : : is_equal_approx ( hint_range_step , p_value ) ) {
return ;
}
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hint_range_step = p_value ;
emit_changed ( ) ;
}
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float VisualShaderNodeFloatParameter : : get_step ( ) const {
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return hint_range_step ;
}
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void VisualShaderNodeFloatParameter : : set_default_value_enabled ( bool p_enabled ) {
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if ( default_value_enabled = = p_enabled ) {
return ;
}
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default_value_enabled = p_enabled ;
emit_changed ( ) ;
}
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bool VisualShaderNodeFloatParameter : : is_default_value_enabled ( ) const {
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return default_value_enabled ;
}
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void VisualShaderNodeFloatParameter : : set_default_value ( float p_value ) {
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if ( Math : : is_equal_approx ( default_value , p_value ) ) {
return ;
}
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default_value = p_value ;
emit_changed ( ) ;
}
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float VisualShaderNodeFloatParameter : : get_default_value ( ) const {
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return default_value ;
}
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void VisualShaderNodeFloatParameter : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " set_hint " , " hint " ) , & VisualShaderNodeFloatParameter : : set_hint ) ;
ClassDB : : bind_method ( D_METHOD ( " get_hint " ) , & VisualShaderNodeFloatParameter : : get_hint ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_min " , " value " ) , & VisualShaderNodeFloatParameter : : set_min ) ;
ClassDB : : bind_method ( D_METHOD ( " get_min " ) , & VisualShaderNodeFloatParameter : : get_min ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_max " , " value " ) , & VisualShaderNodeFloatParameter : : set_max ) ;
ClassDB : : bind_method ( D_METHOD ( " get_max " ) , & VisualShaderNodeFloatParameter : : get_max ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_step " , " value " ) , & VisualShaderNodeFloatParameter : : set_step ) ;
ClassDB : : bind_method ( D_METHOD ( " get_step " ) , & VisualShaderNodeFloatParameter : : get_step ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_default_value_enabled " , " enabled " ) , & VisualShaderNodeFloatParameter : : set_default_value_enabled ) ;
ClassDB : : bind_method ( D_METHOD ( " is_default_value_enabled " ) , & VisualShaderNodeFloatParameter : : is_default_value_enabled ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_default_value " , " value " ) , & VisualShaderNodeFloatParameter : : set_default_value ) ;
ClassDB : : bind_method ( D_METHOD ( " get_default_value " ) , & VisualShaderNodeFloatParameter : : get_default_value ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " hint " , PROPERTY_HINT_ENUM , " None,Range,Range+Step " ) , " set_hint " , " get_hint " ) ;
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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ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " min " ) , " set_min " , " get_min " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " max " ) , " set_max " , " get_max " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " step " ) , " set_step " , " get_step " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " default_value_enabled " ) , " set_default_value_enabled " , " is_default_value_enabled " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " default_value " ) , " set_default_value " , " get_default_value " ) ;
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BIND_ENUM_CONSTANT ( HINT_NONE ) ;
BIND_ENUM_CONSTANT ( HINT_RANGE ) ;
BIND_ENUM_CONSTANT ( HINT_RANGE_STEP ) ;
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BIND_ENUM_CONSTANT ( HINT_MAX ) ;
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}
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bool VisualShaderNodeFloatParameter : : is_qualifier_supported ( Qualifier p_qual ) const {
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return true ; // all qualifiers are supported
}
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bool VisualShaderNodeFloatParameter : : is_convertible_to_constant ( ) const {
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return true ; // conversion is allowed
}
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Vector < StringName > VisualShaderNodeFloatParameter : : get_editable_properties ( ) const {
Vector < StringName > props = VisualShaderNodeParameter : : get_editable_properties ( ) ;
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props . push_back ( " hint " ) ;
if ( hint = = HINT_RANGE | | hint = = HINT_RANGE_STEP ) {
props . push_back ( " min " ) ;
props . push_back ( " max " ) ;
}
if ( hint = = HINT_RANGE_STEP ) {
props . push_back ( " step " ) ;
}
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props . push_back ( " default_value_enabled " ) ;
if ( default_value_enabled ) {
props . push_back ( " default_value " ) ;
}
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return props ;
}
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VisualShaderNodeFloatParameter : : VisualShaderNodeFloatParameter ( ) {
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}
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////////////// Integer Parameter
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String VisualShaderNodeIntParameter : : get_caption ( ) const {
return " IntParameter " ;
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}
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int VisualShaderNodeIntParameter : : get_input_port_count ( ) const {
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return 0 ;
}
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VisualShaderNodeIntParameter : : PortType VisualShaderNodeIntParameter : : get_input_port_type ( int p_port ) const {
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return PORT_TYPE_SCALAR_INT ;
}
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String VisualShaderNodeIntParameter : : get_input_port_name ( int p_port ) const {
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return String ( ) ;
}
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int VisualShaderNodeIntParameter : : get_output_port_count ( ) const {
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return 1 ;
}
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VisualShaderNodeIntParameter : : PortType VisualShaderNodeIntParameter : : get_output_port_type ( int p_port ) const {
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return PORT_TYPE_SCALAR_INT ;
}
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String VisualShaderNodeIntParameter : : get_output_port_name ( int p_port ) const {
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return " " ; //no output port means the editor will be used as port
}
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String VisualShaderNodeIntParameter : : generate_global ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id ) const {
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String code = " " ;
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if ( hint = = HINT_RANGE ) {
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code + = _get_qual_str ( ) + " uniform int " + get_parameter_name ( ) + " : hint_range( " + itos ( hint_range_min ) + " , " + itos ( hint_range_max ) + " ) " ;
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} else if ( hint = = HINT_RANGE_STEP ) {
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code + = _get_qual_str ( ) + " uniform int " + get_parameter_name ( ) + " : hint_range( " + itos ( hint_range_min ) + " , " + itos ( hint_range_max ) + " , " + itos ( hint_range_step ) + " ) " ;
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} else {
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code + = _get_qual_str ( ) + " uniform int " + get_parameter_name ( ) ;
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}
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if ( default_value_enabled ) {
code + = " = " + itos ( default_value ) ;
}
code + = " ; \n " ;
return code ;
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}
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String VisualShaderNodeIntParameter : : generate_code ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id , const String * p_input_vars , const String * p_output_vars , bool p_for_preview ) const {
return " " + p_output_vars [ 0 ] + " = " + get_parameter_name ( ) + " ; \n " ;
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}
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bool VisualShaderNodeIntParameter : : is_show_prop_names ( ) const {
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return true ;
}
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bool VisualShaderNodeIntParameter : : is_use_prop_slots ( ) const {
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return true ;
}
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void VisualShaderNodeIntParameter : : set_hint ( Hint p_hint ) {
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ERR_FAIL_INDEX ( int ( p_hint ) , int ( HINT_MAX ) ) ;
if ( hint = = p_hint ) {
return ;
}
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hint = p_hint ;
emit_changed ( ) ;
}
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VisualShaderNodeIntParameter : : Hint VisualShaderNodeIntParameter : : get_hint ( ) const {
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return hint ;
}
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void VisualShaderNodeIntParameter : : set_min ( int p_value ) {
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if ( hint_range_min = = p_value ) {
return ;
}
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hint_range_min = p_value ;
emit_changed ( ) ;
}
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int VisualShaderNodeIntParameter : : get_min ( ) const {
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return hint_range_min ;
}
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void VisualShaderNodeIntParameter : : set_max ( int p_value ) {
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if ( hint_range_max = = p_value ) {
return ;
}
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hint_range_max = p_value ;
emit_changed ( ) ;
}
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int VisualShaderNodeIntParameter : : get_max ( ) const {
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return hint_range_max ;
}
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void VisualShaderNodeIntParameter : : set_step ( int p_value ) {
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if ( hint_range_step = = p_value ) {
return ;
}
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hint_range_step = p_value ;
emit_changed ( ) ;
}
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int VisualShaderNodeIntParameter : : get_step ( ) const {
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return hint_range_step ;
}
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void VisualShaderNodeIntParameter : : set_default_value_enabled ( bool p_default_value_enabled ) {
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if ( default_value_enabled = = p_default_value_enabled ) {
return ;
}
default_value_enabled = p_default_value_enabled ;
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emit_changed ( ) ;
}
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bool VisualShaderNodeIntParameter : : is_default_value_enabled ( ) const {
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return default_value_enabled ;
}
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void VisualShaderNodeIntParameter : : set_default_value ( int p_default_value ) {
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if ( default_value = = p_default_value ) {
return ;
}
default_value = p_default_value ;
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emit_changed ( ) ;
}
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int VisualShaderNodeIntParameter : : get_default_value ( ) const {
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return default_value ;
}
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void VisualShaderNodeIntParameter : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " set_hint " , " hint " ) , & VisualShaderNodeIntParameter : : set_hint ) ;
ClassDB : : bind_method ( D_METHOD ( " get_hint " ) , & VisualShaderNodeIntParameter : : get_hint ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_min " , " value " ) , & VisualShaderNodeIntParameter : : set_min ) ;
ClassDB : : bind_method ( D_METHOD ( " get_min " ) , & VisualShaderNodeIntParameter : : get_min ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_max " , " value " ) , & VisualShaderNodeIntParameter : : set_max ) ;
ClassDB : : bind_method ( D_METHOD ( " get_max " ) , & VisualShaderNodeIntParameter : : get_max ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_step " , " value " ) , & VisualShaderNodeIntParameter : : set_step ) ;
ClassDB : : bind_method ( D_METHOD ( " get_step " ) , & VisualShaderNodeIntParameter : : get_step ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_default_value_enabled " , " enabled " ) , & VisualShaderNodeIntParameter : : set_default_value_enabled ) ;
ClassDB : : bind_method ( D_METHOD ( " is_default_value_enabled " ) , & VisualShaderNodeIntParameter : : is_default_value_enabled ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_default_value " , " value " ) , & VisualShaderNodeIntParameter : : set_default_value ) ;
ClassDB : : bind_method ( D_METHOD ( " get_default_value " ) , & VisualShaderNodeIntParameter : : get_default_value ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " hint " , PROPERTY_HINT_ENUM , " None,Range,Range + Step " ) , " set_hint " , " get_hint " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " min " ) , " set_min " , " get_min " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " max " ) , " set_max " , " get_max " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " step " ) , " set_step " , " get_step " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " default_value_enabled " ) , " set_default_value_enabled " , " is_default_value_enabled " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " default_value " ) , " set_default_value " , " get_default_value " ) ;
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BIND_ENUM_CONSTANT ( HINT_NONE ) ;
BIND_ENUM_CONSTANT ( HINT_RANGE ) ;
BIND_ENUM_CONSTANT ( HINT_RANGE_STEP ) ;
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BIND_ENUM_CONSTANT ( HINT_MAX ) ;
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}
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bool VisualShaderNodeIntParameter : : is_qualifier_supported ( Qualifier p_qual ) const {
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return true ; // all qualifiers are supported
}
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bool VisualShaderNodeIntParameter : : is_convertible_to_constant ( ) const {
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return true ; // conversion is allowed
}
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Vector < StringName > VisualShaderNodeIntParameter : : get_editable_properties ( ) const {
Vector < StringName > props = VisualShaderNodeParameter : : get_editable_properties ( ) ;
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props . push_back ( " hint " ) ;
if ( hint = = HINT_RANGE | | hint = = HINT_RANGE_STEP ) {
props . push_back ( " min " ) ;
props . push_back ( " max " ) ;
}
if ( hint = = HINT_RANGE_STEP ) {
props . push_back ( " step " ) ;
}
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props . push_back ( " default_value_enabled " ) ;
if ( default_value_enabled ) {
props . push_back ( " default_value " ) ;
}
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return props ;
}
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VisualShaderNodeIntParameter : : VisualShaderNodeIntParameter ( ) {
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}
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////////////// Unsigned Integer Parameter
String VisualShaderNodeUIntParameter : : get_caption ( ) const {
return " UIntParameter " ;
}
int VisualShaderNodeUIntParameter : : get_input_port_count ( ) const {
return 0 ;
}
VisualShaderNodeUIntParameter : : PortType VisualShaderNodeUIntParameter : : get_input_port_type ( int p_port ) const {
return PORT_TYPE_SCALAR_UINT ;
}
String VisualShaderNodeUIntParameter : : get_input_port_name ( int p_port ) const {
return String ( ) ;
}
int VisualShaderNodeUIntParameter : : get_output_port_count ( ) const {
return 1 ;
}
VisualShaderNodeUIntParameter : : PortType VisualShaderNodeUIntParameter : : get_output_port_type ( int p_port ) const {
return PORT_TYPE_SCALAR_UINT ;
}
String VisualShaderNodeUIntParameter : : get_output_port_name ( int p_port ) const {
return " " ; // No output port means the editor will be used as port.
}
String VisualShaderNodeUIntParameter : : generate_global ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id ) const {
String code = _get_qual_str ( ) + " uniform uint " + get_parameter_name ( ) ;
if ( default_value_enabled ) {
code + = " = " + itos ( default_value ) ;
}
code + = " ; \n " ;
return code ;
}
String VisualShaderNodeUIntParameter : : generate_code ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id , const String * p_input_vars , const String * p_output_vars , bool p_for_preview ) const {
return " " + p_output_vars [ 0 ] + " = " + get_parameter_name ( ) + " ; \n " ;
}
bool VisualShaderNodeUIntParameter : : is_show_prop_names ( ) const {
return true ;
}
bool VisualShaderNodeUIntParameter : : is_use_prop_slots ( ) const {
return true ;
}
void VisualShaderNodeUIntParameter : : set_default_value_enabled ( bool p_default_value_enabled ) {
if ( default_value_enabled = = p_default_value_enabled ) {
return ;
}
default_value_enabled = p_default_value_enabled ;
emit_changed ( ) ;
}
bool VisualShaderNodeUIntParameter : : is_default_value_enabled ( ) const {
return default_value_enabled ;
}
void VisualShaderNodeUIntParameter : : set_default_value ( int p_default_value ) {
if ( default_value = = p_default_value ) {
return ;
}
default_value = p_default_value ;
emit_changed ( ) ;
}
int VisualShaderNodeUIntParameter : : get_default_value ( ) const {
return default_value ;
}
void VisualShaderNodeUIntParameter : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " set_default_value_enabled " , " enabled " ) , & VisualShaderNodeUIntParameter : : set_default_value_enabled ) ;
ClassDB : : bind_method ( D_METHOD ( " is_default_value_enabled " ) , & VisualShaderNodeUIntParameter : : is_default_value_enabled ) ;
ClassDB : : bind_method ( D_METHOD ( " set_default_value " , " value " ) , & VisualShaderNodeUIntParameter : : set_default_value ) ;
ClassDB : : bind_method ( D_METHOD ( " get_default_value " ) , & VisualShaderNodeUIntParameter : : get_default_value ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " default_value_enabled " ) , " set_default_value_enabled " , " is_default_value_enabled " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " default_value " ) , " set_default_value " , " get_default_value " ) ;
}
bool VisualShaderNodeUIntParameter : : is_qualifier_supported ( Qualifier p_qual ) const {
return true ; // All qualifiers are supported.
}
bool VisualShaderNodeUIntParameter : : is_convertible_to_constant ( ) const {
return true ; // Conversion is allowed.
}
Vector < StringName > VisualShaderNodeUIntParameter : : get_editable_properties ( ) const {
Vector < StringName > props = VisualShaderNodeParameter : : get_editable_properties ( ) ;
props . push_back ( " default_value_enabled " ) ;
if ( default_value_enabled ) {
props . push_back ( " default_value " ) ;
}
return props ;
}
VisualShaderNodeUIntParameter : : VisualShaderNodeUIntParameter ( ) {
}
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////////////// Boolean Parameter
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String VisualShaderNodeBooleanParameter : : get_caption ( ) const {
return " BooleanParameter " ;
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}
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int VisualShaderNodeBooleanParameter : : get_input_port_count ( ) const {
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return 0 ;
}
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VisualShaderNodeBooleanParameter : : PortType VisualShaderNodeBooleanParameter : : get_input_port_type ( int p_port ) const {
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return PORT_TYPE_BOOLEAN ;
}
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String VisualShaderNodeBooleanParameter : : get_input_port_name ( int p_port ) const {
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return String ( ) ;
}
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int VisualShaderNodeBooleanParameter : : get_output_port_count ( ) const {
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return 1 ;
}
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VisualShaderNodeBooleanParameter : : PortType VisualShaderNodeBooleanParameter : : get_output_port_type ( int p_port ) const {
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return PORT_TYPE_BOOLEAN ;
}
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String VisualShaderNodeBooleanParameter : : get_output_port_name ( int p_port ) const {
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return " " ; //no output port means the editor will be used as port
}
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void VisualShaderNodeBooleanParameter : : set_default_value_enabled ( bool p_default_value_enabled ) {
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if ( default_value_enabled = = p_default_value_enabled ) {
return ;
}
default_value_enabled = p_default_value_enabled ;
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emit_changed ( ) ;
}
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bool VisualShaderNodeBooleanParameter : : is_default_value_enabled ( ) const {
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return default_value_enabled ;
}
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void VisualShaderNodeBooleanParameter : : set_default_value ( bool p_default_value ) {
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if ( default_value = = p_default_value ) {
return ;
}
default_value = p_default_value ;
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emit_changed ( ) ;
}
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bool VisualShaderNodeBooleanParameter : : get_default_value ( ) const {
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return default_value ;
}
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String VisualShaderNodeBooleanParameter : : generate_global ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id ) const {
String code = _get_qual_str ( ) + " uniform bool " + get_parameter_name ( ) ;
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if ( default_value_enabled ) {
if ( default_value ) {
code + = " = true " ;
} else {
code + = " = false " ;
}
}
code + = " ; \n " ;
return code ;
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}
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String VisualShaderNodeBooleanParameter : : generate_code ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id , const String * p_input_vars , const String * p_output_vars , bool p_for_preview ) const {
return " " + p_output_vars [ 0 ] + " = " + get_parameter_name ( ) + " ; \n " ;
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}
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bool VisualShaderNodeBooleanParameter : : is_show_prop_names ( ) const {
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return true ;
}
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bool VisualShaderNodeBooleanParameter : : is_use_prop_slots ( ) const {
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return true ;
}
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void VisualShaderNodeBooleanParameter : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " set_default_value_enabled " , " enabled " ) , & VisualShaderNodeBooleanParameter : : set_default_value_enabled ) ;
ClassDB : : bind_method ( D_METHOD ( " is_default_value_enabled " ) , & VisualShaderNodeBooleanParameter : : is_default_value_enabled ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_default_value " , " value " ) , & VisualShaderNodeBooleanParameter : : set_default_value ) ;
ClassDB : : bind_method ( D_METHOD ( " get_default_value " ) , & VisualShaderNodeBooleanParameter : : get_default_value ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " default_value_enabled " ) , " set_default_value_enabled " , " is_default_value_enabled " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " default_value " ) , " set_default_value " , " get_default_value " ) ;
}
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bool VisualShaderNodeBooleanParameter : : is_qualifier_supported ( Qualifier p_qual ) const {
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return true ; // all qualifiers are supported
}
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bool VisualShaderNodeBooleanParameter : : is_convertible_to_constant ( ) const {
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return true ; // conversion is allowed
}
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Vector < StringName > VisualShaderNodeBooleanParameter : : get_editable_properties ( ) const {
Vector < StringName > props = VisualShaderNodeParameter : : get_editable_properties ( ) ;
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props . push_back ( " default_value_enabled " ) ;
if ( default_value_enabled ) {
props . push_back ( " default_value " ) ;
}
return props ;
}
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VisualShaderNodeBooleanParameter : : VisualShaderNodeBooleanParameter ( ) {
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}
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////////////// Color Parameter
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String VisualShaderNodeColorParameter : : get_caption ( ) const {
return " ColorParameter " ;
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}
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int VisualShaderNodeColorParameter : : get_input_port_count ( ) const {
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return 0 ;
}
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VisualShaderNodeColorParameter : : PortType VisualShaderNodeColorParameter : : get_input_port_type ( int p_port ) const {
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return PORT_TYPE_SCALAR ;
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}
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String VisualShaderNodeColorParameter : : get_input_port_name ( int p_port ) const {
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return String ( ) ;
}
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int VisualShaderNodeColorParameter : : get_output_port_count ( ) const {
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return 1 ;
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}
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VisualShaderNodeColorParameter : : PortType VisualShaderNodeColorParameter : : get_output_port_type ( int p_port ) const {
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return p_port = = 0 ? PORT_TYPE_VECTOR_4D : PORT_TYPE_SCALAR ;
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}
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String VisualShaderNodeColorParameter : : get_output_port_name ( int p_port ) const {
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return " color " ;
}
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bool VisualShaderNodeColorParameter : : is_output_port_expandable ( int p_port ) const {
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if ( p_port = = 0 ) {
return true ;
}
return false ;
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}
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void VisualShaderNodeColorParameter : : set_default_value_enabled ( bool p_enabled ) {
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if ( default_value_enabled = = p_enabled ) {
return ;
}
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default_value_enabled = p_enabled ;
emit_changed ( ) ;
}
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bool VisualShaderNodeColorParameter : : is_default_value_enabled ( ) const {
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return default_value_enabled ;
}
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void VisualShaderNodeColorParameter : : set_default_value ( const Color & p_value ) {
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if ( default_value . is_equal_approx ( p_value ) ) {
return ;
}
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default_value = p_value ;
emit_changed ( ) ;
}
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Color VisualShaderNodeColorParameter : : get_default_value ( ) const {
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return default_value ;
}
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String VisualShaderNodeColorParameter : : generate_global ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id ) const {
String code = _get_qual_str ( ) + " uniform vec4 " + get_parameter_name ( ) + " : source_color " ;
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if ( default_value_enabled ) {
code + = vformat ( " = vec4(%.6f, %.6f, %.6f, %.6f) " , default_value . r , default_value . g , default_value . b , default_value . a ) ;
}
code + = " ; \n " ;
return code ;
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}
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String VisualShaderNodeColorParameter : : generate_code ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id , const String * p_input_vars , const String * p_output_vars , bool p_for_preview ) const {
return " " + p_output_vars [ 0 ] + " = " + get_parameter_name ( ) + " ; \n " ;
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}
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bool VisualShaderNodeColorParameter : : is_show_prop_names ( ) const {
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return true ;
}
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void VisualShaderNodeColorParameter : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " set_default_value_enabled " , " enabled " ) , & VisualShaderNodeColorParameter : : set_default_value_enabled ) ;
ClassDB : : bind_method ( D_METHOD ( " is_default_value_enabled " ) , & VisualShaderNodeColorParameter : : is_default_value_enabled ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_default_value " , " value " ) , & VisualShaderNodeColorParameter : : set_default_value ) ;
ClassDB : : bind_method ( D_METHOD ( " get_default_value " ) , & VisualShaderNodeColorParameter : : get_default_value ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " default_value_enabled " ) , " set_default_value_enabled " , " is_default_value_enabled " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : COLOR , " default_value " ) , " set_default_value " , " get_default_value " ) ;
}
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bool VisualShaderNodeColorParameter : : is_qualifier_supported ( Qualifier p_qual ) const {
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return true ; // all qualifiers are supported
}
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bool VisualShaderNodeColorParameter : : is_convertible_to_constant ( ) const {
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return true ; // conversion is allowed
}
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Vector < StringName > VisualShaderNodeColorParameter : : get_editable_properties ( ) const {
Vector < StringName > props = VisualShaderNodeParameter : : get_editable_properties ( ) ;
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props . push_back ( " default_value_enabled " ) ;
if ( default_value_enabled ) {
props . push_back ( " default_value " ) ;
}
return props ;
}
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VisualShaderNodeColorParameter : : VisualShaderNodeColorParameter ( ) {
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}
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////////////// Vector2 Parameter
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String VisualShaderNodeVec2Parameter : : get_caption ( ) const {
return " Vector2Parameter " ;
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}
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int VisualShaderNodeVec2Parameter : : get_input_port_count ( ) const {
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return 0 ;
}
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VisualShaderNodeVec2Parameter : : PortType VisualShaderNodeVec2Parameter : : get_input_port_type ( int p_port ) const {
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return PORT_TYPE_VECTOR_2D ;
}
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String VisualShaderNodeVec2Parameter : : get_input_port_name ( int p_port ) const {
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return String ( ) ;
}
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int VisualShaderNodeVec2Parameter : : get_output_port_count ( ) const {
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return 1 ;
}
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VisualShaderNodeVec2Parameter : : PortType VisualShaderNodeVec2Parameter : : get_output_port_type ( int p_port ) const {
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return PORT_TYPE_VECTOR_2D ;
}
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String VisualShaderNodeVec2Parameter : : get_output_port_name ( int p_port ) const {
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return String ( ) ;
}
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void VisualShaderNodeVec2Parameter : : set_default_value_enabled ( bool p_enabled ) {
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default_value_enabled = p_enabled ;
emit_changed ( ) ;
}
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bool VisualShaderNodeVec2Parameter : : is_default_value_enabled ( ) const {
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return default_value_enabled ;
}
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void VisualShaderNodeVec2Parameter : : set_default_value ( const Vector2 & p_value ) {
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default_value = p_value ;
emit_changed ( ) ;
}
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Vector2 VisualShaderNodeVec2Parameter : : get_default_value ( ) const {
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return default_value ;
}
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String VisualShaderNodeVec2Parameter : : generate_global ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id ) const {
String code = _get_qual_str ( ) + " uniform vec2 " + get_parameter_name ( ) ;
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if ( default_value_enabled ) {
code + = vformat ( " = vec2(%.6f, %.6f) " , default_value . x , default_value . y ) ;
}
code + = " ; \n " ;
return code ;
}
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String VisualShaderNodeVec2Parameter : : generate_code ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id , const String * p_input_vars , const String * p_output_vars , bool p_for_preview ) const {
return " " + p_output_vars [ 0 ] + " = " + get_parameter_name ( ) + " ; \n " ;
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}
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void VisualShaderNodeVec2Parameter : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " set_default_value_enabled " , " enabled " ) , & VisualShaderNodeVec2Parameter : : set_default_value_enabled ) ;
ClassDB : : bind_method ( D_METHOD ( " is_default_value_enabled " ) , & VisualShaderNodeVec2Parameter : : is_default_value_enabled ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_default_value " , " value " ) , & VisualShaderNodeVec2Parameter : : set_default_value ) ;
ClassDB : : bind_method ( D_METHOD ( " get_default_value " ) , & VisualShaderNodeVec2Parameter : : get_default_value ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " default_value_enabled " ) , " set_default_value_enabled " , " is_default_value_enabled " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : VECTOR2 , " default_value " ) , " set_default_value " , " get_default_value " ) ;
}
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bool VisualShaderNodeVec2Parameter : : is_show_prop_names ( ) const {
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return true ;
}
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bool VisualShaderNodeVec2Parameter : : is_use_prop_slots ( ) const {
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return true ;
}
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bool VisualShaderNodeVec2Parameter : : is_qualifier_supported ( Qualifier p_qual ) const {
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return true ; // all qualifiers are supported
}
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bool VisualShaderNodeVec2Parameter : : is_convertible_to_constant ( ) const {
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return true ; // conversion is allowed
}
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Vector < StringName > VisualShaderNodeVec2Parameter : : get_editable_properties ( ) const {
Vector < StringName > props = VisualShaderNodeParameter : : get_editable_properties ( ) ;
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props . push_back ( " default_value_enabled " ) ;
if ( default_value_enabled ) {
props . push_back ( " default_value " ) ;
}
return props ;
}
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VisualShaderNodeVec2Parameter : : VisualShaderNodeVec2Parameter ( ) {
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}
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////////////// Vector3 Parameter
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String VisualShaderNodeVec3Parameter : : get_caption ( ) const {
return " Vector3Parameter " ;
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}
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int VisualShaderNodeVec3Parameter : : get_input_port_count ( ) const {
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return 0 ;
}
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VisualShaderNodeVec3Parameter : : PortType VisualShaderNodeVec3Parameter : : get_input_port_type ( int p_port ) const {
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return PORT_TYPE_VECTOR_3D ;
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}
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String VisualShaderNodeVec3Parameter : : get_input_port_name ( int p_port ) const {
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return String ( ) ;
}
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int VisualShaderNodeVec3Parameter : : get_output_port_count ( ) const {
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return 1 ;
}
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VisualShaderNodeVec3Parameter : : PortType VisualShaderNodeVec3Parameter : : get_output_port_type ( int p_port ) const {
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return PORT_TYPE_VECTOR_3D ;
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}
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String VisualShaderNodeVec3Parameter : : get_output_port_name ( int p_port ) const {
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return " " ; //no output port means the editor will be used as port
}
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void VisualShaderNodeVec3Parameter : : set_default_value_enabled ( bool p_enabled ) {
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default_value_enabled = p_enabled ;
emit_changed ( ) ;
}
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bool VisualShaderNodeVec3Parameter : : is_default_value_enabled ( ) const {
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return default_value_enabled ;
}
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void VisualShaderNodeVec3Parameter : : set_default_value ( const Vector3 & p_value ) {
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default_value = p_value ;
emit_changed ( ) ;
}
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Vector3 VisualShaderNodeVec3Parameter : : get_default_value ( ) const {
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return default_value ;
}
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String VisualShaderNodeVec3Parameter : : generate_global ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id ) const {
String code = _get_qual_str ( ) + " uniform vec3 " + get_parameter_name ( ) ;
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if ( default_value_enabled ) {
code + = vformat ( " = vec3(%.6f, %.6f, %.6f) " , default_value . x , default_value . y , default_value . z ) ;
}
code + = " ; \n " ;
return code ;
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}
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String VisualShaderNodeVec3Parameter : : generate_code ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id , const String * p_input_vars , const String * p_output_vars , bool p_for_preview ) const {
return " " + p_output_vars [ 0 ] + " = " + get_parameter_name ( ) + " ; \n " ;
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}
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void VisualShaderNodeVec3Parameter : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " set_default_value_enabled " , " enabled " ) , & VisualShaderNodeVec3Parameter : : set_default_value_enabled ) ;
ClassDB : : bind_method ( D_METHOD ( " is_default_value_enabled " ) , & VisualShaderNodeVec3Parameter : : is_default_value_enabled ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_default_value " , " value " ) , & VisualShaderNodeVec3Parameter : : set_default_value ) ;
ClassDB : : bind_method ( D_METHOD ( " get_default_value " ) , & VisualShaderNodeVec3Parameter : : get_default_value ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " default_value_enabled " ) , " set_default_value_enabled " , " is_default_value_enabled " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : VECTOR3 , " default_value " ) , " set_default_value " , " get_default_value " ) ;
}
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bool VisualShaderNodeVec3Parameter : : is_show_prop_names ( ) const {
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return true ;
}
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bool VisualShaderNodeVec3Parameter : : is_use_prop_slots ( ) const {
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return true ;
}
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bool VisualShaderNodeVec3Parameter : : is_qualifier_supported ( Qualifier p_qual ) const {
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return true ; // all qualifiers are supported
}
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bool VisualShaderNodeVec3Parameter : : is_convertible_to_constant ( ) const {
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return true ; // conversion is allowed
}
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Vector < StringName > VisualShaderNodeVec3Parameter : : get_editable_properties ( ) const {
Vector < StringName > props = VisualShaderNodeParameter : : get_editable_properties ( ) ;
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props . push_back ( " default_value_enabled " ) ;
if ( default_value_enabled ) {
props . push_back ( " default_value " ) ;
}
return props ;
}
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VisualShaderNodeVec3Parameter : : VisualShaderNodeVec3Parameter ( ) {
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}
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////////////// Vector4 Parameter
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String VisualShaderNodeVec4Parameter : : get_caption ( ) const {
return " Vector4Parameter " ;
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}
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int VisualShaderNodeVec4Parameter : : get_input_port_count ( ) const {
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return 0 ;
}
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VisualShaderNodeVec4Parameter : : PortType VisualShaderNodeVec4Parameter : : get_input_port_type ( int p_port ) const {
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return PORT_TYPE_VECTOR_4D ;
}
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String VisualShaderNodeVec4Parameter : : get_input_port_name ( int p_port ) const {
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return String ( ) ;
}
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int VisualShaderNodeVec4Parameter : : get_output_port_count ( ) const {
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return 1 ;
}
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VisualShaderNodeVec4Parameter : : PortType VisualShaderNodeVec4Parameter : : get_output_port_type ( int p_port ) const {
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return PORT_TYPE_VECTOR_4D ;
}
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String VisualShaderNodeVec4Parameter : : get_output_port_name ( int p_port ) const {
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return " " ; // No output port means the editor will be used as port.
}
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void VisualShaderNodeVec4Parameter : : set_default_value_enabled ( bool p_enabled ) {
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default_value_enabled = p_enabled ;
emit_changed ( ) ;
}
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bool VisualShaderNodeVec4Parameter : : is_default_value_enabled ( ) const {
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return default_value_enabled ;
}
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void VisualShaderNodeVec4Parameter : : set_default_value ( const Vector4 & p_value ) {
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default_value = p_value ;
emit_changed ( ) ;
}
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Vector4 VisualShaderNodeVec4Parameter : : get_default_value ( ) const {
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return default_value ;
}
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String VisualShaderNodeVec4Parameter : : generate_global ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id ) const {
String code = _get_qual_str ( ) + " uniform vec4 " + get_parameter_name ( ) ;
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if ( default_value_enabled ) {
code + = vformat ( " = vec4(%.6f, %.6f, %.6f, %.6f) " , default_value . x , default_value . y , default_value . z , default_value . w ) ;
}
code + = " ; \n " ;
return code ;
}
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String VisualShaderNodeVec4Parameter : : generate_code ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id , const String * p_input_vars , const String * p_output_vars , bool p_for_preview ) const {
return " " + p_output_vars [ 0 ] + " = " + get_parameter_name ( ) + " ; \n " ;
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}
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void VisualShaderNodeVec4Parameter : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " set_default_value_enabled " , " enabled " ) , & VisualShaderNodeVec4Parameter : : set_default_value_enabled ) ;
ClassDB : : bind_method ( D_METHOD ( " is_default_value_enabled " ) , & VisualShaderNodeVec4Parameter : : is_default_value_enabled ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_default_value " , " value " ) , & VisualShaderNodeVec4Parameter : : set_default_value ) ;
ClassDB : : bind_method ( D_METHOD ( " get_default_value " ) , & VisualShaderNodeVec4Parameter : : get_default_value ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " default_value_enabled " ) , " set_default_value_enabled " , " is_default_value_enabled " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : VECTOR4 , " default_value " ) , " set_default_value " , " get_default_value " ) ;
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}
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bool VisualShaderNodeVec4Parameter : : is_show_prop_names ( ) const {
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return true ;
}
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bool VisualShaderNodeVec4Parameter : : is_use_prop_slots ( ) const {
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return true ;
}
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bool VisualShaderNodeVec4Parameter : : is_qualifier_supported ( Qualifier p_qual ) const {
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return true ; // All qualifiers are supported.
}
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bool VisualShaderNodeVec4Parameter : : is_convertible_to_constant ( ) const {
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return true ; // Conversion is allowed.
}
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Vector < StringName > VisualShaderNodeVec4Parameter : : get_editable_properties ( ) const {
Vector < StringName > props = VisualShaderNodeParameter : : get_editable_properties ( ) ;
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props . push_back ( " default_value_enabled " ) ;
if ( default_value_enabled ) {
props . push_back ( " default_value " ) ;
}
return props ;
}
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VisualShaderNodeVec4Parameter : : VisualShaderNodeVec4Parameter ( ) {
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}
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////////////// Transform Parameter
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String VisualShaderNodeTransformParameter : : get_caption ( ) const {
return " TransformParameter " ;
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}
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int VisualShaderNodeTransformParameter : : get_input_port_count ( ) const {
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return 0 ;
}
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VisualShaderNodeTransformParameter : : PortType VisualShaderNodeTransformParameter : : get_input_port_type ( int p_port ) const {
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return PORT_TYPE_VECTOR_3D ;
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}
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String VisualShaderNodeTransformParameter : : get_input_port_name ( int p_port ) const {
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return String ( ) ;
}
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int VisualShaderNodeTransformParameter : : get_output_port_count ( ) const {
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return 1 ;
}
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VisualShaderNodeTransformParameter : : PortType VisualShaderNodeTransformParameter : : get_output_port_type ( int p_port ) const {
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return PORT_TYPE_TRANSFORM ;
}
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String VisualShaderNodeTransformParameter : : get_output_port_name ( int p_port ) const {
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return " " ; //no output port means the editor will be used as port
}
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void VisualShaderNodeTransformParameter : : set_default_value_enabled ( bool p_enabled ) {
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default_value_enabled = p_enabled ;
emit_changed ( ) ;
}
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bool VisualShaderNodeTransformParameter : : is_default_value_enabled ( ) const {
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return default_value_enabled ;
}
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void VisualShaderNodeTransformParameter : : set_default_value ( const Transform3D & p_value ) {
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default_value = p_value ;
emit_changed ( ) ;
}
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Transform3D VisualShaderNodeTransformParameter : : get_default_value ( ) const {
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return default_value ;
}
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String VisualShaderNodeTransformParameter : : generate_global ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id ) const {
String code = _get_qual_str ( ) + " uniform mat4 " + get_parameter_name ( ) ;
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if ( default_value_enabled ) {
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Vector3 row0 = default_value . basis . rows [ 0 ] ;
Vector3 row1 = default_value . basis . rows [ 1 ] ;
Vector3 row2 = default_value . basis . rows [ 2 ] ;
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Vector3 origin = default_value . origin ;
code + = " = mat4( " + vformat ( " vec4(%.6f, %.6f, %.6f, 0.0) " , row0 . x , row0 . y , row0 . z ) + vformat ( " , vec4(%.6f, %.6f, %.6f, 0.0) " , row1 . x , row1 . y , row1 . z ) + vformat ( " , vec4(%.6f, %.6f, %.6f, 0.0) " , row2 . x , row2 . y , row2 . z ) + vformat ( " , vec4(%.6f, %.6f, %.6f, 1.0) " , origin . x , origin . y , origin . z ) + " ) " ;
}
code + = " ; \n " ;
return code ;
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}
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String VisualShaderNodeTransformParameter : : generate_code ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id , const String * p_input_vars , const String * p_output_vars , bool p_for_preview ) const {
return " " + p_output_vars [ 0 ] + " = " + get_parameter_name ( ) + " ; \n " ;
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}
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void VisualShaderNodeTransformParameter : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " set_default_value_enabled " , " enabled " ) , & VisualShaderNodeTransformParameter : : set_default_value_enabled ) ;
ClassDB : : bind_method ( D_METHOD ( " is_default_value_enabled " ) , & VisualShaderNodeTransformParameter : : is_default_value_enabled ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_default_value " , " value " ) , & VisualShaderNodeTransformParameter : : set_default_value ) ;
ClassDB : : bind_method ( D_METHOD ( " get_default_value " ) , & VisualShaderNodeTransformParameter : : get_default_value ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " default_value_enabled " ) , " set_default_value_enabled " , " is_default_value_enabled " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : TRANSFORM3D , " default_value " ) , " set_default_value " , " get_default_value " ) ;
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}
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bool VisualShaderNodeTransformParameter : : is_show_prop_names ( ) const {
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return true ;
}
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bool VisualShaderNodeTransformParameter : : is_use_prop_slots ( ) const {
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return true ;
}
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bool VisualShaderNodeTransformParameter : : is_qualifier_supported ( Qualifier p_qual ) const {
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if ( p_qual = = Qualifier : : QUAL_INSTANCE ) {
return false ;
}
return true ;
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}
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bool VisualShaderNodeTransformParameter : : is_convertible_to_constant ( ) const {
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return true ; // conversion is allowed
}
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Vector < StringName > VisualShaderNodeTransformParameter : : get_editable_properties ( ) const {
Vector < StringName > props = VisualShaderNodeParameter : : get_editable_properties ( ) ;
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props . push_back ( " default_value_enabled " ) ;
if ( default_value_enabled ) {
props . push_back ( " default_value " ) ;
}
return props ;
}
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VisualShaderNodeTransformParameter : : VisualShaderNodeTransformParameter ( ) {
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}
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//////////////
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String get_sampler_hint ( VisualShaderNodeTextureParameter : : TextureType p_texture_type , VisualShaderNodeTextureParameter : : ColorDefault p_color_default , VisualShaderNodeTextureParameter : : TextureFilter p_texture_filter , VisualShaderNodeTextureParameter : : TextureRepeat p_texture_repeat , VisualShaderNodeTextureParameter : : TextureSource p_texture_source ) {
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String code ;
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bool has_colon = false ;
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// type
{
String type_code ;
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switch ( p_texture_type ) {
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case VisualShaderNodeTextureParameter : : TYPE_DATA :
if ( p_color_default = = VisualShaderNodeTextureParameter : : COLOR_DEFAULT_BLACK ) {
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type_code = " hint_default_black " ;
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} else if ( p_color_default = = VisualShaderNodeTextureParameter : : COLOR_DEFAULT_TRANSPARENT ) {
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type_code = " hint_default_transparent " ;
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}
break ;
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case VisualShaderNodeTextureParameter : : TYPE_COLOR :
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type_code = " source_color " ;
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if ( p_color_default = = VisualShaderNodeTextureParameter : : COLOR_DEFAULT_BLACK ) {
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type_code + = " , hint_default_black " ;
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} else if ( p_color_default = = VisualShaderNodeTextureParameter : : COLOR_DEFAULT_TRANSPARENT ) {
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type_code + = " , hint_default_transparent " ;
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}
break ;
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case VisualShaderNodeTextureParameter : : TYPE_NORMAL_MAP :
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type_code = " hint_normal " ;
break ;
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case VisualShaderNodeTextureParameter : : TYPE_ANISOTROPY :
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type_code = " hint_anisotropy " ;
break ;
default :
break ;
}
if ( ! type_code . is_empty ( ) ) {
code + = " : " + type_code ;
has_colon = true ;
}
}
// filter
{
String filter_code ;
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switch ( p_texture_filter ) {
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case VisualShaderNodeTextureParameter : : FILTER_NEAREST :
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filter_code = " filter_nearest " ;
break ;
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case VisualShaderNodeTextureParameter : : FILTER_LINEAR :
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filter_code = " filter_linear " ;
break ;
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case VisualShaderNodeTextureParameter : : FILTER_NEAREST_MIPMAP :
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filter_code = " filter_nearest_mipmap " ;
break ;
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case VisualShaderNodeTextureParameter : : FILTER_LINEAR_MIPMAP :
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filter_code = " filter_linear_mipmap " ;
break ;
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case VisualShaderNodeTextureParameter : : FILTER_NEAREST_MIPMAP_ANISOTROPIC :
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filter_code = " filter_nearest_mipmap_anisotropic " ;
break ;
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case VisualShaderNodeTextureParameter : : FILTER_LINEAR_MIPMAP_ANISOTROPIC :
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filter_code = " filter_linear_mipmap_anisotropic " ;
break ;
default :
break ;
}
if ( ! filter_code . is_empty ( ) ) {
if ( ! has_colon ) {
code + = " : " ;
has_colon = true ;
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} else {
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code + = " , " ;
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}
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code + = filter_code ;
}
}
// repeat
{
String repeat_code ;
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switch ( p_texture_repeat ) {
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case VisualShaderNodeTextureParameter : : REPEAT_ENABLED :
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repeat_code = " repeat_enable " ;
break ;
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case VisualShaderNodeTextureParameter : : REPEAT_DISABLED :
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repeat_code = " repeat_disable " ;
break ;
default :
break ;
}
if ( ! repeat_code . is_empty ( ) ) {
if ( ! has_colon ) {
code + = " : " ;
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} else {
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code + = " , " ;
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}
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code + = repeat_code ;
}
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}
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{
String source_code ;
switch ( p_texture_source ) {
case VisualShaderNodeTextureParameter : : SOURCE_SCREEN :
source_code = " hint_screen_texture " ;
break ;
case VisualShaderNodeTextureParameter : : SOURCE_DEPTH :
source_code = " hint_depth_texture " ;
break ;
case VisualShaderNodeTextureParameter : : SOURCE_NORMAL_ROUGHNESS :
source_code = " hint_normal_roughness_texture " ;
break ;
default :
break ;
}
if ( ! source_code . is_empty ( ) ) {
if ( ! has_colon ) {
code + = " : " ;
} else {
code + = " , " ;
}
code + = source_code ;
}
}
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return code ;
}
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////////////// Texture Parameter
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int VisualShaderNodeTextureParameter : : get_input_port_count ( ) const {
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return 0 ;
}
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VisualShaderNodeTextureParameter : : PortType VisualShaderNodeTextureParameter : : get_input_port_type ( int p_port ) const {
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return PORT_TYPE_SCALAR ;
}
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String VisualShaderNodeTextureParameter : : get_input_port_name ( int p_port ) const {
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return " " ;
}
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int VisualShaderNodeTextureParameter : : get_output_port_count ( ) const {
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return 1 ;
}
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VisualShaderNodeTextureParameter : : PortType VisualShaderNodeTextureParameter : : get_output_port_type ( int p_port ) const {
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switch ( p_port ) {
case 0 :
return PORT_TYPE_SAMPLER ;
default :
return PORT_TYPE_SCALAR ;
}
}
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String VisualShaderNodeTextureParameter : : generate_code ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id , const String * p_input_vars , const String * p_output_vars , bool p_for_preview ) const {
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return " " ;
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}
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void VisualShaderNodeTextureParameter : : set_texture_type ( TextureType p_texture_type ) {
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ERR_FAIL_INDEX ( int ( p_texture_type ) , int ( TYPE_MAX ) ) ;
if ( texture_type = = p_texture_type ) {
return ;
}
texture_type = p_texture_type ;
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emit_changed ( ) ;
}
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VisualShaderNodeTextureParameter : : TextureType VisualShaderNodeTextureParameter : : get_texture_type ( ) const {
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return texture_type ;
}
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void VisualShaderNodeTextureParameter : : set_color_default ( ColorDefault p_color_default ) {
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ERR_FAIL_INDEX ( int ( p_color_default ) , int ( COLOR_DEFAULT_MAX ) ) ;
if ( color_default = = p_color_default ) {
return ;
}
color_default = p_color_default ;
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emit_changed ( ) ;
}
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VisualShaderNodeTextureParameter : : ColorDefault VisualShaderNodeTextureParameter : : get_color_default ( ) const {
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return color_default ;
}
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void VisualShaderNodeTextureParameter : : set_texture_filter ( TextureFilter p_filter ) {
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ERR_FAIL_INDEX ( int ( p_filter ) , int ( FILTER_MAX ) ) ;
if ( texture_filter = = p_filter ) {
return ;
}
texture_filter = p_filter ;
emit_changed ( ) ;
}
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VisualShaderNodeTextureParameter : : TextureFilter VisualShaderNodeTextureParameter : : get_texture_filter ( ) const {
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return texture_filter ;
}
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void VisualShaderNodeTextureParameter : : set_texture_repeat ( TextureRepeat p_repeat ) {
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ERR_FAIL_INDEX ( int ( p_repeat ) , int ( REPEAT_MAX ) ) ;
if ( texture_repeat = = p_repeat ) {
return ;
}
texture_repeat = p_repeat ;
emit_changed ( ) ;
}
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VisualShaderNodeTextureParameter : : TextureRepeat VisualShaderNodeTextureParameter : : get_texture_repeat ( ) const {
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return texture_repeat ;
}
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void VisualShaderNodeTextureParameter : : set_texture_source ( TextureSource p_source ) {
ERR_FAIL_INDEX ( int ( p_source ) , int ( SOURCE_MAX ) ) ;
if ( texture_source = = p_source ) {
return ;
}
texture_source = p_source ;
emit_changed ( ) ;
}
VisualShaderNodeTextureParameter : : TextureSource VisualShaderNodeTextureParameter : : get_texture_source ( ) const {
return texture_source ;
}
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Vector < StringName > VisualShaderNodeTextureParameter : : get_editable_properties ( ) const {
Vector < StringName > props = VisualShaderNodeParameter : : get_editable_properties ( ) ;
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props . push_back ( " texture_type " ) ;
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if ( texture_type = = TYPE_DATA | | texture_type = = TYPE_COLOR ) {
props . push_back ( " color_default " ) ;
}
props . push_back ( " texture_filter " ) ;
props . push_back ( " texture_repeat " ) ;
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props . push_back ( " texture_source " ) ;
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return props ;
}
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bool VisualShaderNodeTextureParameter : : is_show_prop_names ( ) const {
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return true ;
}
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HashMap < StringName , String > VisualShaderNodeTextureParameter : : get_editable_properties_names ( ) const {
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HashMap < StringName , String > names ;
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names . insert ( " texture_type " , RTR ( " Type " ) ) ;
names . insert ( " color_default " , RTR ( " Default Color " ) ) ;
names . insert ( " texture_filter " , RTR ( " Filter " ) ) ;
names . insert ( " texture_repeat " , RTR ( " Repeat " ) ) ;
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names . insert ( " texture_source " , RTR ( " Source " ) ) ;
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return names ;
}
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void VisualShaderNodeTextureParameter : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " set_texture_type " , " type " ) , & VisualShaderNodeTextureParameter : : set_texture_type ) ;
ClassDB : : bind_method ( D_METHOD ( " get_texture_type " ) , & VisualShaderNodeTextureParameter : : get_texture_type ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_color_default " , " color " ) , & VisualShaderNodeTextureParameter : : set_color_default ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_color_default " ) , & VisualShaderNodeTextureParameter : : get_color_default ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_texture_filter " , " filter " ) , & VisualShaderNodeTextureParameter : : set_texture_filter ) ;
ClassDB : : bind_method ( D_METHOD ( " get_texture_filter " ) , & VisualShaderNodeTextureParameter : : get_texture_filter ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_texture_repeat " , " repeat " ) , & VisualShaderNodeTextureParameter : : set_texture_repeat ) ;
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ClassDB : : bind_method ( D_METHOD ( " get_texture_repeat " ) , & VisualShaderNodeTextureParameter : : get_texture_repeat ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_texture_source " , " source " ) , & VisualShaderNodeTextureParameter : : set_texture_source ) ;
ClassDB : : bind_method ( D_METHOD ( " get_texture_source " ) , & VisualShaderNodeTextureParameter : : get_texture_source ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " texture_type " , PROPERTY_HINT_ENUM , " Data,Color,Normal Map,Anisotropic " ) , " set_texture_type " , " get_texture_type " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " color_default " , PROPERTY_HINT_ENUM , " White,Black,Transparent " ) , " set_color_default " , " get_color_default " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " texture_filter " , PROPERTY_HINT_ENUM , " Default,Nearest,Linear,Nearest Mipmap,Linear Mipmap,Nearest Mipmap Anisotropic,Linear Mipmap Anisotropic " ) , " set_texture_filter " , " get_texture_filter " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " texture_repeat " , PROPERTY_HINT_ENUM , " Default,Enabled,Disabled " ) , " set_texture_repeat " , " get_texture_repeat " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " texture_source " , PROPERTY_HINT_ENUM , " None,Screen,Depth,NormalRoughness " ) , " set_texture_source " , " get_texture_source " ) ;
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BIND_ENUM_CONSTANT ( TYPE_DATA ) ;
BIND_ENUM_CONSTANT ( TYPE_COLOR ) ;
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BIND_ENUM_CONSTANT ( TYPE_NORMAL_MAP ) ;
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BIND_ENUM_CONSTANT ( TYPE_ANISOTROPY ) ;
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BIND_ENUM_CONSTANT ( TYPE_MAX ) ;
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BIND_ENUM_CONSTANT ( COLOR_DEFAULT_WHITE ) ;
BIND_ENUM_CONSTANT ( COLOR_DEFAULT_BLACK ) ;
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BIND_ENUM_CONSTANT ( COLOR_DEFAULT_TRANSPARENT ) ;
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BIND_ENUM_CONSTANT ( COLOR_DEFAULT_MAX ) ;
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BIND_ENUM_CONSTANT ( FILTER_DEFAULT ) ;
BIND_ENUM_CONSTANT ( FILTER_NEAREST ) ;
BIND_ENUM_CONSTANT ( FILTER_LINEAR ) ;
BIND_ENUM_CONSTANT ( FILTER_NEAREST_MIPMAP ) ;
BIND_ENUM_CONSTANT ( FILTER_LINEAR_MIPMAP ) ;
BIND_ENUM_CONSTANT ( FILTER_NEAREST_MIPMAP_ANISOTROPIC ) ;
BIND_ENUM_CONSTANT ( FILTER_LINEAR_MIPMAP_ANISOTROPIC ) ;
BIND_ENUM_CONSTANT ( FILTER_MAX ) ;
BIND_ENUM_CONSTANT ( REPEAT_DEFAULT ) ;
BIND_ENUM_CONSTANT ( REPEAT_ENABLED ) ;
BIND_ENUM_CONSTANT ( REPEAT_DISABLED ) ;
BIND_ENUM_CONSTANT ( REPEAT_MAX ) ;
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BIND_ENUM_CONSTANT ( SOURCE_NONE ) ;
BIND_ENUM_CONSTANT ( SOURCE_SCREEN ) ;
BIND_ENUM_CONSTANT ( SOURCE_DEPTH ) ;
BIND_ENUM_CONSTANT ( SOURCE_NORMAL_ROUGHNESS ) ;
BIND_ENUM_CONSTANT ( SOURCE_MAX ) ;
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}
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bool VisualShaderNodeTextureParameter : : is_qualifier_supported ( Qualifier p_qual ) const {
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switch ( p_qual ) {
case Qualifier : : QUAL_NONE :
return true ;
case Qualifier : : QUAL_GLOBAL :
return true ;
case Qualifier : : QUAL_INSTANCE :
return false ;
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default :
break ;
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}
return false ;
}
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bool VisualShaderNodeTextureParameter : : is_convertible_to_constant ( ) const {
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return false ; // conversion is not allowed
}
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VisualShaderNodeTextureParameter : : VisualShaderNodeTextureParameter ( ) {
}
////////////// Texture2D Parameter
String VisualShaderNodeTexture2DParameter : : get_caption ( ) const {
return " Texture2DParameter " ;
}
String VisualShaderNodeTexture2DParameter : : get_output_port_name ( int p_port ) const {
switch ( p_port ) {
case 0 :
return " sampler2D " ;
default :
return " " ;
}
}
String VisualShaderNodeTexture2DParameter : : generate_global ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id ) const {
String code = _get_qual_str ( ) + " uniform sampler2D " + get_parameter_name ( ) ;
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code + = get_sampler_hint ( texture_type , color_default , texture_filter , texture_repeat , texture_source ) ;
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code + = " ; \n " ;
return code ;
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}
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VisualShaderNodeTexture2DParameter : : VisualShaderNodeTexture2DParameter ( ) {
}
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////////////// Texture Parameter (Triplanar)
String VisualShaderNodeTextureParameterTriplanar : : get_caption ( ) const {
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return " TextureParameterTriplanar " ;
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}
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int VisualShaderNodeTextureParameterTriplanar : : get_input_port_count ( ) const {
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return 2 ;
}
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VisualShaderNodeTextureParameterTriplanar : : PortType VisualShaderNodeTextureParameterTriplanar : : get_input_port_type ( int p_port ) const {
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if ( p_port = = 0 | | p_port = = 1 ) {
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return PORT_TYPE_VECTOR_3D ;
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}
return PORT_TYPE_SCALAR ;
}
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String VisualShaderNodeTextureParameterTriplanar : : get_input_port_name ( int p_port ) const {
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if ( p_port = = 0 ) {
return " weights " ;
} else if ( p_port = = 1 ) {
return " pos " ;
}
return " " ;
}
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int VisualShaderNodeTextureParameterTriplanar : : get_output_port_count ( ) const {
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return 2 ;
}
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VisualShaderNodeTextureParameterTriplanar : : PortType VisualShaderNodeTextureParameterTriplanar : : get_output_port_type ( int p_port ) const {
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switch ( p_port ) {
case 0 :
return PORT_TYPE_VECTOR_4D ;
case 1 :
return PORT_TYPE_SAMPLER ;
default :
return PORT_TYPE_SCALAR ;
}
}
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String VisualShaderNodeTextureParameterTriplanar : : get_output_port_name ( int p_port ) const {
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switch ( p_port ) {
case 0 :
return " color " ;
case 1 :
return " sampler2D " ;
default :
return " " ;
}
}
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String VisualShaderNodeTextureParameterTriplanar : : generate_global_per_node ( Shader : : Mode p_mode , int p_id ) const {
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String code ;
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code + = " // " + get_caption ( ) + " \n " ;
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code + = " vec4 triplanar_texture(sampler2D p_sampler, vec3 p_weights, vec3 p_triplanar_pos) { \n " ;
code + = " vec4 samp = vec4(0.0); \n " ;
code + = " samp += texture(p_sampler, p_triplanar_pos.xy) * p_weights.z; \n " ;
code + = " samp += texture(p_sampler, p_triplanar_pos.xz) * p_weights.y; \n " ;
code + = " samp += texture(p_sampler, p_triplanar_pos.zy * vec2(-1.0, 1.0)) * p_weights.x; \n " ;
code + = " return samp; \n " ;
code + = " } \n " ;
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code + = " \n " ;
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code + = " uniform vec3 triplanar_scale = vec3(1.0, 1.0, 1.0); \n " ;
code + = " uniform vec3 triplanar_offset; \n " ;
code + = " uniform float triplanar_sharpness = 0.5; \n " ;
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code + = " \n " ;
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code + = " varying vec3 triplanar_power_normal; \n " ;
code + = " varying vec3 triplanar_pos; \n " ;
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return code ;
}
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String VisualShaderNodeTextureParameterTriplanar : : generate_global_per_func ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id ) const {
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String code ;
if ( p_type = = VisualShader : : TYPE_VERTEX ) {
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code + = " // " + get_caption ( ) + " \n " ;
code + = " { \n " ;
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code + = " triplanar_power_normal = pow(abs(NORMAL), vec3(triplanar_sharpness)); \n " ;
code + = " triplanar_power_normal /= dot(triplanar_power_normal, vec3(1.0)); \n " ;
code + = " triplanar_pos = VERTEX * triplanar_scale + triplanar_offset; \n " ;
code + = " triplanar_pos *= vec3(1.0, -1.0, 1.0); \n " ;
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code + = " } \n " ;
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}
return code ;
}
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String VisualShaderNodeTextureParameterTriplanar : : generate_global ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id ) const {
String code = _get_qual_str ( ) + " uniform sampler2D " + get_parameter_name ( ) ;
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code + = get_sampler_hint ( texture_type , color_default , texture_filter , texture_repeat , texture_source ) ;
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code + = " ; \n " ;
return code ;
}
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String VisualShaderNodeTextureParameterTriplanar : : generate_code ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id , const String * p_input_vars , const String * p_output_vars , bool p_for_preview ) const {
String id = get_parameter_name ( ) ;
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String code ;
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if ( p_input_vars [ 0 ] . is_empty ( ) & & p_input_vars [ 1 ] . is_empty ( ) ) {
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code + = " " + p_output_vars [ 0 ] + " = triplanar_texture( " + id + " , triplanar_power_normal, triplanar_pos); \n " ;
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} else if ( ! p_input_vars [ 0 ] . is_empty ( ) & & p_input_vars [ 1 ] . is_empty ( ) ) {
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code + = " " + p_output_vars [ 0 ] + " = triplanar_texture( " + id + " , " + p_input_vars [ 0 ] + " , triplanar_pos); \n " ;
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} else if ( p_input_vars [ 0 ] . is_empty ( ) & & ! p_input_vars [ 1 ] . is_empty ( ) ) {
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code + = " " + p_output_vars [ 0 ] + " = triplanar_texture( " + id + " , triplanar_power_normal, " + p_input_vars [ 1 ] + " ); \n " ;
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} else {
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code + = " " + p_output_vars [ 0 ] + " = triplanar_texture( " + id + " , " + p_input_vars [ 0 ] + " , " + p_input_vars [ 1 ] + " ); \n " ;
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}
return code ;
}
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bool VisualShaderNodeTextureParameterTriplanar : : is_input_port_default ( int p_port , Shader : : Mode p_mode ) const {
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if ( p_port = = 0 ) {
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return true ;
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} else if ( p_port = = 1 ) {
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return true ;
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}
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return false ;
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}
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VisualShaderNodeTextureParameterTriplanar : : VisualShaderNodeTextureParameterTriplanar ( ) {
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}
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////////////// Texture2DArray Parameter
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String VisualShaderNodeTexture2DArrayParameter : : get_caption ( ) const {
return " Texture2DArrayParameter " ;
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}
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String VisualShaderNodeTexture2DArrayParameter : : get_output_port_name ( int p_port ) const {
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return " sampler2DArray " ;
}
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String VisualShaderNodeTexture2DArrayParameter : : generate_global ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id ) const {
String code = _get_qual_str ( ) + " uniform sampler2DArray " + get_parameter_name ( ) ;
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code + = get_sampler_hint ( texture_type , color_default , texture_filter , texture_repeat , texture_source ) ;
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code + = " ; \n " ;
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return code ;
}
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VisualShaderNodeTexture2DArrayParameter : : VisualShaderNodeTexture2DArrayParameter ( ) {
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}
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////////////// Texture3D Parameter
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String VisualShaderNodeTexture3DParameter : : get_caption ( ) const {
return " Texture3DParameter " ;
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}
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String VisualShaderNodeTexture3DParameter : : get_output_port_name ( int p_port ) const {
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return " sampler3D " ;
}
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String VisualShaderNodeTexture3DParameter : : generate_global ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id ) const {
String code = _get_qual_str ( ) + " uniform sampler3D " + get_parameter_name ( ) ;
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code + = get_sampler_hint ( texture_type , color_default , texture_filter , texture_repeat , texture_source ) ;
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code + = " ; \n " ;
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return code ;
}
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VisualShaderNodeTexture3DParameter : : VisualShaderNodeTexture3DParameter ( ) {
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}
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////////////// Cubemap Parameter
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String VisualShaderNodeCubemapParameter : : get_caption ( ) const {
return " CubemapParameter " ;
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}
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String VisualShaderNodeCubemapParameter : : get_output_port_name ( int p_port ) const {
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return " samplerCube " ;
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}
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String VisualShaderNodeCubemapParameter : : generate_global ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id ) const {
String code = _get_qual_str ( ) + " uniform samplerCube " + get_parameter_name ( ) ;
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code + = get_sampler_hint ( texture_type , color_default , texture_filter , texture_repeat , texture_source ) ;
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code + = " ; \n " ;
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return code ;
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}
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VisualShaderNodeCubemapParameter : : VisualShaderNodeCubemapParameter ( ) {
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}
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////////////// If
String VisualShaderNodeIf : : get_caption ( ) const {
return " If " ;
}
int VisualShaderNodeIf : : get_input_port_count ( ) const {
return 6 ;
}
VisualShaderNodeIf : : PortType VisualShaderNodeIf : : get_input_port_type ( int p_port ) const {
if ( p_port = = 0 | | p_port = = 1 | | p_port = = 2 ) {
return PORT_TYPE_SCALAR ;
}
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return PORT_TYPE_VECTOR_3D ;
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}
String VisualShaderNodeIf : : get_input_port_name ( int p_port ) const {
switch ( p_port ) {
case 0 :
return " a " ;
case 1 :
return " b " ;
case 2 :
return " tolerance " ;
case 3 :
return " a == b " ;
case 4 :
return " a > b " ;
case 5 :
return " a < b " ;
default :
return " " ;
}
}
int VisualShaderNodeIf : : get_output_port_count ( ) const {
return 1 ;
}
VisualShaderNodeIf : : PortType VisualShaderNodeIf : : get_output_port_type ( int p_port ) const {
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return PORT_TYPE_VECTOR_3D ;
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}
String VisualShaderNodeIf : : get_output_port_name ( int p_port ) const {
return " result " ;
}
String VisualShaderNodeIf : : generate_code ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id , const String * p_input_vars , const String * p_output_vars , bool p_for_preview ) const {
String code ;
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code + = " if(abs( " + p_input_vars [ 0 ] + " - " + p_input_vars [ 1 ] + " ) < " + p_input_vars [ 2 ] + " ) \n " ; // abs(a - b) < tolerance eg. a == b
code + = " { \n " ;
code + = " " + p_output_vars [ 0 ] + " = " + p_input_vars [ 3 ] + " ; \n " ;
code + = " } \n " ;
code + = " else if( " + p_input_vars [ 0 ] + " < " + p_input_vars [ 1 ] + " ) \n " ; // a < b
code + = " { \n " ;
code + = " " + p_output_vars [ 0 ] + " = " + p_input_vars [ 5 ] + " ; \n " ;
code + = " } \n " ;
code + = " else \n " ; // a > b (or a >= b if abs(a - b) < tolerance is false)
code + = " { \n " ;
code + = " " + p_output_vars [ 0 ] + " = " + p_input_vars [ 4 ] + " ; \n " ;
code + = " } \n " ;
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return code ;
}
VisualShaderNodeIf : : VisualShaderNodeIf ( ) {
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simple_decl = false ;
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set_input_port_default_value ( 0 , 0.0 ) ;
set_input_port_default_value ( 1 , 0.0 ) ;
set_input_port_default_value ( 2 , CMP_EPSILON ) ;
set_input_port_default_value ( 3 , Vector3 ( 0.0 , 0.0 , 0.0 ) ) ;
set_input_port_default_value ( 4 , Vector3 ( 0.0 , 0.0 , 0.0 ) ) ;
set_input_port_default_value ( 5 , Vector3 ( 0.0 , 0.0 , 0.0 ) ) ;
}
////////////// Switch
String VisualShaderNodeSwitch : : get_caption ( ) const {
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return " Switch " ;
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}
int VisualShaderNodeSwitch : : get_input_port_count ( ) const {
return 3 ;
}
VisualShaderNodeSwitch : : PortType VisualShaderNodeSwitch : : get_input_port_type ( int p_port ) const {
if ( p_port = = 0 ) {
return PORT_TYPE_BOOLEAN ;
}
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if ( p_port = = 1 | | p_port = = 2 ) {
switch ( op_type ) {
case OP_TYPE_INT :
return PORT_TYPE_SCALAR_INT ;
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case OP_TYPE_UINT :
return PORT_TYPE_SCALAR_UINT ;
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case OP_TYPE_VECTOR_2D :
return PORT_TYPE_VECTOR_2D ;
case OP_TYPE_VECTOR_3D :
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return PORT_TYPE_VECTOR_3D ;
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case OP_TYPE_VECTOR_4D :
return PORT_TYPE_VECTOR_4D ;
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case OP_TYPE_BOOLEAN :
return PORT_TYPE_BOOLEAN ;
case OP_TYPE_TRANSFORM :
return PORT_TYPE_TRANSFORM ;
default :
break ;
}
}
return PORT_TYPE_SCALAR ;
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}
String VisualShaderNodeSwitch : : get_input_port_name ( int p_port ) const {
switch ( p_port ) {
case 0 :
return " value " ;
case 1 :
return " true " ;
case 2 :
return " false " ;
default :
return " " ;
}
}
int VisualShaderNodeSwitch : : get_output_port_count ( ) const {
return 1 ;
}
VisualShaderNodeSwitch : : PortType VisualShaderNodeSwitch : : get_output_port_type ( int p_port ) const {
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switch ( op_type ) {
case OP_TYPE_INT :
return PORT_TYPE_SCALAR_INT ;
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case OP_TYPE_UINT :
return PORT_TYPE_SCALAR_UINT ;
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case OP_TYPE_VECTOR_2D :
return PORT_TYPE_VECTOR_2D ;
case OP_TYPE_VECTOR_3D :
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return PORT_TYPE_VECTOR_3D ;
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case OP_TYPE_VECTOR_4D :
return PORT_TYPE_VECTOR_4D ;
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case OP_TYPE_BOOLEAN :
return PORT_TYPE_BOOLEAN ;
case OP_TYPE_TRANSFORM :
return PORT_TYPE_TRANSFORM ;
default :
break ;
}
return PORT_TYPE_SCALAR ;
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}
String VisualShaderNodeSwitch : : get_output_port_name ( int p_port ) const {
return " result " ;
}
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void VisualShaderNodeSwitch : : set_op_type ( OpType p_op_type ) {
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ERR_FAIL_INDEX ( int ( p_op_type ) , int ( OP_TYPE_MAX ) ) ;
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if ( op_type = = p_op_type ) {
return ;
}
switch ( p_op_type ) {
case OP_TYPE_FLOAT :
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set_input_port_default_value ( 1 , 1.0 , get_input_port_default_value ( 1 ) ) ;
set_input_port_default_value ( 2 , 0.0 , get_input_port_default_value ( 2 ) ) ;
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break ;
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case OP_TYPE_UINT :
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case OP_TYPE_INT :
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set_input_port_default_value ( 1 , 1 , get_input_port_default_value ( 1 ) ) ;
set_input_port_default_value ( 2 , 0 , get_input_port_default_value ( 2 ) ) ;
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break ;
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case OP_TYPE_VECTOR_2D :
set_input_port_default_value ( 1 , Vector2 ( 1.0 , 1.0 ) , get_input_port_default_value ( 1 ) ) ;
set_input_port_default_value ( 2 , Vector2 ( 0.0 , 0.0 ) , get_input_port_default_value ( 2 ) ) ;
break ;
case OP_TYPE_VECTOR_3D :
set_input_port_default_value ( 1 , Vector3 ( 1.0 , 1.0 , 1.0 ) , get_input_port_default_value ( 1 ) ) ;
set_input_port_default_value ( 2 , Vector3 ( 0.0 , 0.0 , 0.0 ) , get_input_port_default_value ( 2 ) ) ;
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break ;
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case OP_TYPE_VECTOR_4D :
set_input_port_default_value ( 1 , Quaternion ( 1.0 , 1.0 , 1.0 , 1.0 ) , get_input_port_default_value ( 1 ) ) ;
set_input_port_default_value ( 2 , Quaternion ( 0.0 , 0.0 , 0.0 , 0.0 ) , get_input_port_default_value ( 2 ) ) ;
break ;
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case OP_TYPE_BOOLEAN :
set_input_port_default_value ( 1 , true ) ;
set_input_port_default_value ( 2 , false ) ;
break ;
case OP_TYPE_TRANSFORM :
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set_input_port_default_value ( 1 , Transform3D ( ) ) ;
set_input_port_default_value ( 2 , Transform3D ( ) ) ;
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break ;
default :
break ;
}
op_type = p_op_type ;
emit_changed ( ) ;
}
VisualShaderNodeSwitch : : OpType VisualShaderNodeSwitch : : get_op_type ( ) const {
return op_type ;
}
Vector < StringName > VisualShaderNodeSwitch : : get_editable_properties ( ) const {
Vector < StringName > props ;
props . push_back ( " op_type " ) ;
return props ;
}
void VisualShaderNodeSwitch : : _bind_methods ( ) { // static
ClassDB : : bind_method ( D_METHOD ( " set_op_type " , " type " ) , & VisualShaderNodeSwitch : : set_op_type ) ;
ClassDB : : bind_method ( D_METHOD ( " get_op_type " ) , & VisualShaderNodeSwitch : : get_op_type ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " op_type " , PROPERTY_HINT_ENUM , " Float,Int,UInt,Vector2,Vector3,Vector4,Boolean,Transform " ) , " set_op_type " , " get_op_type " ) ;
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BIND_ENUM_CONSTANT ( OP_TYPE_FLOAT ) ;
BIND_ENUM_CONSTANT ( OP_TYPE_INT ) ;
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BIND_ENUM_CONSTANT ( OP_TYPE_UINT ) ;
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BIND_ENUM_CONSTANT ( OP_TYPE_VECTOR_2D ) ;
BIND_ENUM_CONSTANT ( OP_TYPE_VECTOR_3D ) ;
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BIND_ENUM_CONSTANT ( OP_TYPE_VECTOR_4D ) ;
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BIND_ENUM_CONSTANT ( OP_TYPE_BOOLEAN ) ;
BIND_ENUM_CONSTANT ( OP_TYPE_TRANSFORM ) ;
BIND_ENUM_CONSTANT ( OP_TYPE_MAX ) ;
}
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String VisualShaderNodeSwitch : : generate_code ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id , const String * p_input_vars , const String * p_output_vars , bool p_for_preview ) const {
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bool use_mix = false ;
switch ( op_type ) {
case OP_TYPE_FLOAT : {
use_mix = true ;
} break ;
case OP_TYPE_VECTOR_2D : {
use_mix = true ;
} break ;
case OP_TYPE_VECTOR_3D : {
use_mix = true ;
} break ;
case OP_TYPE_VECTOR_4D : {
use_mix = true ;
} break ;
default : {
} break ;
}
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String code ;
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if ( use_mix ) {
code + = " " + p_output_vars [ 0 ] + " = mix( " + p_input_vars [ 2 ] + " , " + p_input_vars [ 1 ] + " , float( " + p_input_vars [ 0 ] + " )); \n " ;
} else {
code + = " if ( " + p_input_vars [ 0 ] + " ) { \n " ;
code + = " " + p_output_vars [ 0 ] + " = " + p_input_vars [ 1 ] + " ; \n " ;
code + = " } else { \n " ;
code + = " " + p_output_vars [ 0 ] + " = " + p_input_vars [ 2 ] + " ; \n " ;
code + = " } \n " ;
}
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return code ;
}
VisualShaderNodeSwitch : : VisualShaderNodeSwitch ( ) {
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simple_decl = false ;
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set_input_port_default_value ( 0 , false ) ;
set_input_port_default_value ( 1 , 1.0 ) ;
set_input_port_default_value ( 2 , 0.0 ) ;
}
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////////////// Fresnel
String VisualShaderNodeFresnel : : get_caption ( ) const {
return " Fresnel " ;
}
int VisualShaderNodeFresnel : : get_input_port_count ( ) const {
return 4 ;
}
VisualShaderNodeFresnel : : PortType VisualShaderNodeFresnel : : get_input_port_type ( int p_port ) const {
switch ( p_port ) {
case 0 :
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return PORT_TYPE_VECTOR_3D ;
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case 1 :
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return PORT_TYPE_VECTOR_3D ;
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case 2 :
return PORT_TYPE_BOOLEAN ;
case 3 :
return PORT_TYPE_SCALAR ;
default :
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return PORT_TYPE_VECTOR_3D ;
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}
}
String VisualShaderNodeFresnel : : get_input_port_name ( int p_port ) const {
switch ( p_port ) {
case 0 :
return " normal " ;
case 1 :
return " view " ;
case 2 :
return " invert " ;
case 3 :
return " power " ;
default :
return " " ;
}
}
int VisualShaderNodeFresnel : : get_output_port_count ( ) const {
return 1 ;
}
VisualShaderNodeFresnel : : PortType VisualShaderNodeFresnel : : get_output_port_type ( int p_port ) const {
return PORT_TYPE_SCALAR ;
}
String VisualShaderNodeFresnel : : get_output_port_name ( int p_port ) const {
return " result " ;
}
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bool VisualShaderNodeFresnel : : is_generate_input_var ( int p_port ) const {
if ( p_port = = 2 ) {
return false ;
}
return true ;
}
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String VisualShaderNodeFresnel : : generate_code ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id , const String * p_input_vars , const String * p_output_vars , bool p_for_preview ) const {
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String normal ;
String view ;
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if ( p_input_vars [ 0 ] . is_empty ( ) ) {
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if ( p_mode = = Shader : : MODE_CANVAS_ITEM | | p_mode = = Shader : : MODE_SPATIAL ) {
normal = " NORMAL " ;
} else {
normal = " vec3(0.0) " ;
}
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} else {
normal = p_input_vars [ 0 ] ;
}
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if ( p_input_vars [ 1 ] . is_empty ( ) ) {
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if ( p_mode = = Shader : : MODE_SPATIAL ) {
view = " VIEW " ;
} else {
view = " vec3(0.0) " ;
}
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} else {
view = p_input_vars [ 1 ] ;
}
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if ( is_input_port_connected ( 2 ) ) {
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return " " + p_output_vars [ 0 ] + " = " + p_input_vars [ 2 ] + " ? (pow(clamp(dot( " + normal + " , " + view + " ), 0.0, 1.0), " + p_input_vars [ 3 ] + " )) : (pow(1.0 - clamp(dot( " + normal + " , " + view + " ), 0.0, 1.0), " + p_input_vars [ 3 ] + " )); \n " ;
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} else {
if ( get_input_port_default_value ( 2 ) ) {
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return " " + p_output_vars [ 0 ] + " = pow(clamp(dot( " + normal + " , " + view + " ), 0.0, 1.0), " + p_input_vars [ 3 ] + " ); \n " ;
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} else {
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return " " + p_output_vars [ 0 ] + " = pow(1.0 - clamp(dot( " + normal + " , " + view + " ), 0.0, 1.0), " + p_input_vars [ 3 ] + " ); \n " ;
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}
}
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}
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bool VisualShaderNodeFresnel : : is_input_port_default ( int p_port , Shader : : Mode p_mode ) const {
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if ( p_port = = 0 ) {
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if ( p_mode = = Shader : : MODE_CANVAS_ITEM | | p_mode = = Shader : : MODE_SPATIAL ) {
return true ;
}
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} else if ( p_port = = 1 ) {
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if ( p_mode = = Shader : : MODE_SPATIAL ) {
return true ;
}
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}
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return false ;
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}
VisualShaderNodeFresnel : : VisualShaderNodeFresnel ( ) {
set_input_port_default_value ( 2 , false ) ;
set_input_port_default_value ( 3 , 1.0 ) ;
}
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////////////// Is
String VisualShaderNodeIs : : get_caption ( ) const {
return " Is " ;
}
int VisualShaderNodeIs : : get_input_port_count ( ) const {
return 1 ;
}
VisualShaderNodeIs : : PortType VisualShaderNodeIs : : get_input_port_type ( int p_port ) const {
return PORT_TYPE_SCALAR ;
}
String VisualShaderNodeIs : : get_input_port_name ( int p_port ) const {
return " " ;
}
int VisualShaderNodeIs : : get_output_port_count ( ) const {
return 1 ;
}
VisualShaderNodeIs : : PortType VisualShaderNodeIs : : get_output_port_type ( int p_port ) const {
return PORT_TYPE_BOOLEAN ;
}
String VisualShaderNodeIs : : get_output_port_name ( int p_port ) const {
return " " ;
}
String VisualShaderNodeIs : : generate_code ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id , const String * p_input_vars , const String * p_output_vars , bool p_for_preview ) const {
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static const char * functions [ FUNC_MAX ] = {
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" isinf($) " ,
" isnan($) "
} ;
String code ;
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code + = " " + p_output_vars [ 0 ] + " = " + String ( functions [ func ] ) . replace ( " $ " , p_input_vars [ 0 ] ) + " ; \n " ;
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return code ;
}
void VisualShaderNodeIs : : set_function ( Function p_func ) {
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ERR_FAIL_INDEX ( int ( p_func ) , int ( FUNC_MAX ) ) ;
if ( func = = p_func ) {
return ;
}
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func = p_func ;
emit_changed ( ) ;
}
VisualShaderNodeIs : : Function VisualShaderNodeIs : : get_function ( ) const {
return func ;
}
Vector < StringName > VisualShaderNodeIs : : get_editable_properties ( ) const {
Vector < StringName > props ;
props . push_back ( " function " ) ;
return props ;
}
void VisualShaderNodeIs : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " set_function " , " func " ) , & VisualShaderNodeIs : : set_function ) ;
ClassDB : : bind_method ( D_METHOD ( " get_function " ) , & VisualShaderNodeIs : : get_function ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " function " , PROPERTY_HINT_ENUM , " Inf,NaN " ) , " set_function " , " get_function " ) ;
BIND_ENUM_CONSTANT ( FUNC_IS_INF ) ;
BIND_ENUM_CONSTANT ( FUNC_IS_NAN ) ;
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BIND_ENUM_CONSTANT ( FUNC_MAX ) ;
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}
VisualShaderNodeIs : : VisualShaderNodeIs ( ) {
set_input_port_default_value ( 0 , 0.0 ) ;
}
////////////// Compare
String VisualShaderNodeCompare : : get_caption ( ) const {
return " Compare " ;
}
int VisualShaderNodeCompare : : get_input_port_count ( ) const {
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if ( comparison_type = = CTYPE_SCALAR & & ( func = = FUNC_EQUAL | | func = = FUNC_NOT_EQUAL ) ) {
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return 3 ;
}
return 2 ;
}
VisualShaderNodeCompare : : PortType VisualShaderNodeCompare : : get_input_port_type ( int p_port ) const {
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switch ( comparison_type ) {
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case CTYPE_SCALAR :
return PORT_TYPE_SCALAR ;
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case CTYPE_SCALAR_INT :
return PORT_TYPE_SCALAR_INT ;
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case CTYPE_SCALAR_UINT :
return PORT_TYPE_SCALAR_UINT ;
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case CTYPE_VECTOR_2D :
return PORT_TYPE_VECTOR_2D ;
case CTYPE_VECTOR_3D :
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return PORT_TYPE_VECTOR_3D ;
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case CTYPE_VECTOR_4D :
return PORT_TYPE_VECTOR_4D ;
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case CTYPE_BOOLEAN :
return PORT_TYPE_BOOLEAN ;
case CTYPE_TRANSFORM :
return PORT_TYPE_TRANSFORM ;
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default :
return PORT_TYPE_SCALAR ;
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}
}
String VisualShaderNodeCompare : : get_input_port_name ( int p_port ) const {
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if ( p_port = = 0 ) {
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return " a " ;
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} else if ( p_port = = 1 ) {
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return " b " ;
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} else if ( p_port = = 2 ) {
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return " tolerance " ;
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}
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return " " ;
}
int VisualShaderNodeCompare : : get_output_port_count ( ) const {
return 1 ;
}
VisualShaderNodeCompare : : PortType VisualShaderNodeCompare : : get_output_port_type ( int p_port ) const {
return PORT_TYPE_BOOLEAN ;
}
String VisualShaderNodeCompare : : get_output_port_name ( int p_port ) const {
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if ( p_port = = 0 ) {
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return " result " ;
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}
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return " " ;
}
String VisualShaderNodeCompare : : get_warning ( Shader : : Mode p_mode , VisualShader : : Type p_type ) const {
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if ( comparison_type = = CTYPE_BOOLEAN | | comparison_type = = CTYPE_TRANSFORM ) {
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if ( func > FUNC_NOT_EQUAL ) {
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return RTR ( " Invalid comparison function for that type. " ) ;
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}
}
return " " ;
}
String VisualShaderNodeCompare : : generate_code ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id , const String * p_input_vars , const String * p_output_vars , bool p_for_preview ) const {
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static const char * operators [ FUNC_MAX ] = {
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" == " ,
" != " ,
" > " ,
" >= " ,
" < " ,
" <= " ,
} ;
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static const char * functions [ FUNC_MAX ] = {
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" equal($) " ,
" notEqual($) " ,
" greaterThan($) " ,
" greaterThanEqual($) " ,
" lessThan($) " ,
" lessThanEqual($) " ,
} ;
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static const char * conditions [ COND_MAX ] = {
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" all($) " ,
" any($) " ,
} ;
String code ;
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switch ( comparison_type ) {
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case CTYPE_SCALAR : {
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if ( func = = FUNC_EQUAL ) {
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code + = " " + p_output_vars [ 0 ] + " = (abs( " + p_input_vars [ 0 ] + " - " + p_input_vars [ 1 ] + " ) < " + p_input_vars [ 2 ] + " ); " ;
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} else if ( func = = FUNC_NOT_EQUAL ) {
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code + = " " + p_output_vars [ 0 ] + " = !(abs( " + p_input_vars [ 0 ] + " - " + p_input_vars [ 1 ] + " ) < " + p_input_vars [ 2 ] + " ); " ;
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} else {
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code + = " " + p_output_vars [ 0 ] + " = " + ( p_input_vars [ 0 ] + " $ " + p_input_vars [ 1 ] ) . replace ( " $ " , operators [ func ] ) + " ; \n " ;
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}
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} break ;
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case CTYPE_SCALAR_UINT :
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case CTYPE_SCALAR_INT : {
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code + = " " + p_output_vars [ 0 ] + " = " + ( p_input_vars [ 0 ] + " $ " + p_input_vars [ 1 ] ) . replace ( " $ " , operators [ func ] ) + " ; \n " ;
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} break ;
case CTYPE_VECTOR_2D : {
code + = " { \n " ;
code + = " bvec2 _bv = " + String ( functions [ func ] ) . replace ( " $ " , p_input_vars [ 0 ] + " , " + p_input_vars [ 1 ] ) + " ; \n " ;
code + = " " + p_output_vars [ 0 ] + " = " + String ( conditions [ condition ] ) . replace ( " $ " , " _bv " ) + " ; \n " ;
code + = " } \n " ;
} break ;
case CTYPE_VECTOR_3D : {
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code + = " { \n " ;
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code + = " bvec3 _bv = " + String ( functions [ func ] ) . replace ( " $ " , p_input_vars [ 0 ] + " , " + p_input_vars [ 1 ] ) + " ; \n " ;
code + = " " + p_output_vars [ 0 ] + " = " + String ( conditions [ condition ] ) . replace ( " $ " , " _bv " ) + " ; \n " ;
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code + = " } \n " ;
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} break ;
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case CTYPE_VECTOR_4D : {
code + = " { \n " ;
code + = " bvec4 _bv = " + String ( functions [ func ] ) . replace ( " $ " , p_input_vars [ 0 ] + " , " + p_input_vars [ 1 ] ) + " ; \n " ;
code + = " " + p_output_vars [ 0 ] + " = " + String ( conditions [ condition ] ) . replace ( " $ " , " _bv " ) + " ; \n " ;
code + = " } \n " ;
} break ;
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case CTYPE_BOOLEAN : {
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if ( func > FUNC_NOT_EQUAL ) {
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return " " + p_output_vars [ 0 ] + " = false; \n " ;
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}
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code + = " " + p_output_vars [ 0 ] + " = " + ( p_input_vars [ 0 ] + " $ " + p_input_vars [ 1 ] ) . replace ( " $ " , operators [ func ] ) + " ; \n " ;
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} break ;
case CTYPE_TRANSFORM : {
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if ( func > FUNC_NOT_EQUAL ) {
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return " " + p_output_vars [ 0 ] + " = false; \n " ;
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}
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code + = " " + p_output_vars [ 0 ] + " = " + ( p_input_vars [ 0 ] + " $ " + p_input_vars [ 1 ] ) . replace ( " $ " , operators [ func ] ) + " ; \n " ;
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} break ;
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default :
break ;
}
return code ;
}
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void VisualShaderNodeCompare : : set_comparison_type ( ComparisonType p_comparison_type ) {
ERR_FAIL_INDEX ( int ( p_comparison_type ) , int ( CTYPE_MAX ) ) ;
if ( comparison_type = = p_comparison_type ) {
return ;
}
switch ( p_comparison_type ) {
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case CTYPE_SCALAR :
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set_input_port_default_value ( 0 , 0.0 , get_input_port_default_value ( 0 ) ) ;
set_input_port_default_value ( 1 , 0.0 , get_input_port_default_value ( 1 ) ) ;
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simple_decl = true ;
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break ;
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case CTYPE_SCALAR_UINT :
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case CTYPE_SCALAR_INT :
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set_input_port_default_value ( 0 , 0 , get_input_port_default_value ( 0 ) ) ;
set_input_port_default_value ( 1 , 0 , get_input_port_default_value ( 1 ) ) ;
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simple_decl = true ;
break ;
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case CTYPE_VECTOR_2D :
set_input_port_default_value ( 0 , Vector2 ( ) , get_input_port_default_value ( 0 ) ) ;
set_input_port_default_value ( 1 , Vector2 ( ) , get_input_port_default_value ( 1 ) ) ;
simple_decl = false ;
break ;
case CTYPE_VECTOR_3D :
set_input_port_default_value ( 0 , Vector3 ( ) , get_input_port_default_value ( 0 ) ) ;
set_input_port_default_value ( 1 , Vector3 ( ) , get_input_port_default_value ( 1 ) ) ;
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simple_decl = false ;
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break ;
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case CTYPE_VECTOR_4D :
set_input_port_default_value ( 0 , Quaternion ( ) , get_input_port_default_value ( 0 ) ) ;
set_input_port_default_value ( 1 , Quaternion ( ) , get_input_port_default_value ( 1 ) ) ;
simple_decl = false ;
break ;
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case CTYPE_BOOLEAN :
set_input_port_default_value ( 0 , false ) ;
set_input_port_default_value ( 1 , false ) ;
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simple_decl = true ;
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break ;
case CTYPE_TRANSFORM :
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set_input_port_default_value ( 0 , Transform3D ( ) ) ;
set_input_port_default_value ( 1 , Transform3D ( ) ) ;
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simple_decl = true ;
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break ;
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default :
break ;
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}
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comparison_type = p_comparison_type ;
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emit_changed ( ) ;
}
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VisualShaderNodeCompare : : ComparisonType VisualShaderNodeCompare : : get_comparison_type ( ) const {
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return comparison_type ;
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}
void VisualShaderNodeCompare : : set_function ( Function p_func ) {
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ERR_FAIL_INDEX ( int ( p_func ) , int ( FUNC_MAX ) ) ;
if ( func = = p_func ) {
return ;
}
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func = p_func ;
emit_changed ( ) ;
}
VisualShaderNodeCompare : : Function VisualShaderNodeCompare : : get_function ( ) const {
return func ;
}
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void VisualShaderNodeCompare : : set_condition ( Condition p_condition ) {
ERR_FAIL_INDEX ( int ( p_condition ) , int ( COND_MAX ) ) ;
if ( condition = = p_condition ) {
return ;
}
condition = p_condition ;
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emit_changed ( ) ;
}
VisualShaderNodeCompare : : Condition VisualShaderNodeCompare : : get_condition ( ) const {
return condition ;
}
Vector < StringName > VisualShaderNodeCompare : : get_editable_properties ( ) const {
Vector < StringName > props ;
props . push_back ( " type " ) ;
props . push_back ( " function " ) ;
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if ( comparison_type = = CTYPE_VECTOR_2D | | comparison_type = = CTYPE_VECTOR_3D | | comparison_type = = CTYPE_VECTOR_4D ) {
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props . push_back ( " condition " ) ;
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}
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return props ;
}
void VisualShaderNodeCompare : : _bind_methods ( ) {
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ClassDB : : bind_method ( D_METHOD ( " set_comparison_type " , " type " ) , & VisualShaderNodeCompare : : set_comparison_type ) ;
ClassDB : : bind_method ( D_METHOD ( " get_comparison_type " ) , & VisualShaderNodeCompare : : get_comparison_type ) ;
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ClassDB : : bind_method ( D_METHOD ( " set_function " , " func " ) , & VisualShaderNodeCompare : : set_function ) ;
ClassDB : : bind_method ( D_METHOD ( " get_function " ) , & VisualShaderNodeCompare : : get_function ) ;
ClassDB : : bind_method ( D_METHOD ( " set_condition " , " condition " ) , & VisualShaderNodeCompare : : set_condition ) ;
ClassDB : : bind_method ( D_METHOD ( " get_condition " ) , & VisualShaderNodeCompare : : get_condition ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " type " , PROPERTY_HINT_ENUM , " Float,Int,UInt,Vector2,Vector3,Vector4,Boolean,Transform " ) , " set_comparison_type " , " get_comparison_type " ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " function " , PROPERTY_HINT_ENUM , " a == b,a != b,a > b,a >= b,a < b,a <= b " ) , " set_function " , " get_function " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " condition " , PROPERTY_HINT_ENUM , " All,Any " ) , " set_condition " , " get_condition " ) ;
BIND_ENUM_CONSTANT ( CTYPE_SCALAR ) ;
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BIND_ENUM_CONSTANT ( CTYPE_SCALAR_INT ) ;
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BIND_ENUM_CONSTANT ( CTYPE_SCALAR_UINT ) ;
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BIND_ENUM_CONSTANT ( CTYPE_VECTOR_2D ) ;
BIND_ENUM_CONSTANT ( CTYPE_VECTOR_3D ) ;
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BIND_ENUM_CONSTANT ( CTYPE_VECTOR_4D ) ;
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BIND_ENUM_CONSTANT ( CTYPE_BOOLEAN ) ;
BIND_ENUM_CONSTANT ( CTYPE_TRANSFORM ) ;
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BIND_ENUM_CONSTANT ( CTYPE_MAX ) ;
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BIND_ENUM_CONSTANT ( FUNC_EQUAL ) ;
BIND_ENUM_CONSTANT ( FUNC_NOT_EQUAL ) ;
BIND_ENUM_CONSTANT ( FUNC_GREATER_THAN ) ;
BIND_ENUM_CONSTANT ( FUNC_GREATER_THAN_EQUAL ) ;
BIND_ENUM_CONSTANT ( FUNC_LESS_THAN ) ;
BIND_ENUM_CONSTANT ( FUNC_LESS_THAN_EQUAL ) ;
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BIND_ENUM_CONSTANT ( FUNC_MAX ) ;
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BIND_ENUM_CONSTANT ( COND_ALL ) ;
BIND_ENUM_CONSTANT ( COND_ANY ) ;
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BIND_ENUM_CONSTANT ( COND_MAX ) ;
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}
VisualShaderNodeCompare : : VisualShaderNodeCompare ( ) {
set_input_port_default_value ( 0 , 0.0 ) ;
set_input_port_default_value ( 1 , 0.0 ) ;
set_input_port_default_value ( 2 , CMP_EPSILON ) ;
}
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////////////// Fma
String VisualShaderNodeMultiplyAdd : : get_caption ( ) const {
return " MultiplyAdd " ;
}
int VisualShaderNodeMultiplyAdd : : get_input_port_count ( ) const {
return 3 ;
}
VisualShaderNodeMultiplyAdd : : PortType VisualShaderNodeMultiplyAdd : : get_input_port_type ( int p_port ) const {
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switch ( op_type ) {
case OP_TYPE_VECTOR_2D :
return PORT_TYPE_VECTOR_2D ;
case OP_TYPE_VECTOR_3D :
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return PORT_TYPE_VECTOR_3D ;
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case OP_TYPE_VECTOR_4D :
return PORT_TYPE_VECTOR_4D ;
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default :
break ;
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}
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return PORT_TYPE_SCALAR ;
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}
String VisualShaderNodeMultiplyAdd : : get_input_port_name ( int p_port ) const {
if ( p_port = = 0 ) {
return " a " ;
} else if ( p_port = = 1 ) {
return " b(*) " ;
} else if ( p_port = = 2 ) {
return " c(+) " ;
}
return " " ;
}
int VisualShaderNodeMultiplyAdd : : get_output_port_count ( ) const {
return 1 ;
}
VisualShaderNodeMultiplyAdd : : PortType VisualShaderNodeMultiplyAdd : : get_output_port_type ( int p_port ) const {
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switch ( op_type ) {
case OP_TYPE_VECTOR_2D :
return PORT_TYPE_VECTOR_2D ;
case OP_TYPE_VECTOR_3D :
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return PORT_TYPE_VECTOR_3D ;
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case OP_TYPE_VECTOR_4D :
return PORT_TYPE_VECTOR_4D ;
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default :
break ;
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}
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return PORT_TYPE_SCALAR ;
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}
String VisualShaderNodeMultiplyAdd : : get_output_port_name ( int p_port ) const {
return " " ;
}
String VisualShaderNodeMultiplyAdd : : generate_code ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id , const String * p_input_vars , const String * p_output_vars , bool p_for_preview ) const {
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if ( OS : : get_singleton ( ) - > get_current_rendering_method ( ) = = " gl_compatibility " ) {
return " " + p_output_vars [ 0 ] + " = ( " + p_input_vars [ 0 ] + " * " + p_input_vars [ 1 ] + " ) + " + p_input_vars [ 2 ] + " ; \n " ;
}
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return " " + p_output_vars [ 0 ] + " = fma( " + p_input_vars [ 0 ] + " , " + p_input_vars [ 1 ] + " , " + p_input_vars [ 2 ] + " ); \n " ;
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}
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void VisualShaderNodeMultiplyAdd : : set_op_type ( OpType p_op_type ) {
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ERR_FAIL_INDEX ( ( int ) p_op_type , int ( OP_TYPE_MAX ) ) ;
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if ( op_type = = p_op_type ) {
return ;
}
switch ( p_op_type ) {
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case OP_TYPE_SCALAR : {
set_input_port_default_value ( 0 , 0.0 , get_input_port_default_value ( 0 ) ) ;
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set_input_port_default_value ( 1 , 1.0 , get_input_port_default_value ( 1 ) ) ;
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set_input_port_default_value ( 2 , 0.0 , get_input_port_default_value ( 2 ) ) ;
} break ;
case OP_TYPE_VECTOR_2D : {
set_input_port_default_value ( 0 , Vector2 ( ) , get_input_port_default_value ( 0 ) ) ;
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set_input_port_default_value ( 1 , Vector2 ( 1.0 , 1.0 ) , get_input_port_default_value ( 1 ) ) ;
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set_input_port_default_value ( 2 , Vector2 ( ) , get_input_port_default_value ( 2 ) ) ;
} break ;
case OP_TYPE_VECTOR_3D : {
set_input_port_default_value ( 0 , Vector3 ( ) , get_input_port_default_value ( 0 ) ) ;
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set_input_port_default_value ( 1 , Vector3 ( 1.0 , 1.0 , 1.0 ) , get_input_port_default_value ( 1 ) ) ;
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set_input_port_default_value ( 2 , Vector3 ( ) , get_input_port_default_value ( 2 ) ) ;
} break ;
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case OP_TYPE_VECTOR_4D : {
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set_input_port_default_value ( 0 , Vector4 ( ) , get_input_port_default_value ( 0 ) ) ;
set_input_port_default_value ( 1 , Vector4 ( 1.0 , 1.0 , 1.0 , 1.0 ) , get_input_port_default_value ( 1 ) ) ;
set_input_port_default_value ( 2 , Vector4 ( ) , get_input_port_default_value ( 2 ) ) ;
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} break ;
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default :
break ;
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}
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op_type = p_op_type ;
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emit_changed ( ) ;
}
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VisualShaderNodeMultiplyAdd : : OpType VisualShaderNodeMultiplyAdd : : get_op_type ( ) const {
return op_type ;
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}
Vector < StringName > VisualShaderNodeMultiplyAdd : : get_editable_properties ( ) const {
Vector < StringName > props ;
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props . push_back ( " op_type " ) ;
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return props ;
}
void VisualShaderNodeMultiplyAdd : : _bind_methods ( ) {
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ClassDB : : bind_method ( D_METHOD ( " set_op_type " , " type " ) , & VisualShaderNodeMultiplyAdd : : set_op_type ) ;
ClassDB : : bind_method ( D_METHOD ( " get_op_type " ) , & VisualShaderNodeMultiplyAdd : : get_op_type ) ;
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ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " op_type " , PROPERTY_HINT_ENUM , " Scalar,Vector2,Vector3,Vector4 " ) , " set_op_type " , " get_op_type " ) ;
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BIND_ENUM_CONSTANT ( OP_TYPE_SCALAR ) ;
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BIND_ENUM_CONSTANT ( OP_TYPE_VECTOR_2D ) ;
BIND_ENUM_CONSTANT ( OP_TYPE_VECTOR_3D ) ;
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BIND_ENUM_CONSTANT ( OP_TYPE_VECTOR_4D ) ;
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BIND_ENUM_CONSTANT ( OP_TYPE_MAX ) ;
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}
VisualShaderNodeMultiplyAdd : : VisualShaderNodeMultiplyAdd ( ) {
set_input_port_default_value ( 0 , 0.0 ) ;
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set_input_port_default_value ( 1 , 1.0 ) ;
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set_input_port_default_value ( 2 , 0.0 ) ;
}
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////////////// Billboard
String VisualShaderNodeBillboard : : get_caption ( ) const {
return " GetBillboardMatrix " ;
}
int VisualShaderNodeBillboard : : get_input_port_count ( ) const {
return 0 ;
}
VisualShaderNodeBillboard : : PortType VisualShaderNodeBillboard : : get_input_port_type ( int p_port ) const {
return PORT_TYPE_SCALAR ;
}
String VisualShaderNodeBillboard : : get_input_port_name ( int p_port ) const {
return " " ;
}
int VisualShaderNodeBillboard : : get_output_port_count ( ) const {
return 1 ;
}
VisualShaderNodeBillboard : : PortType VisualShaderNodeBillboard : : get_output_port_type ( int p_port ) const {
return PORT_TYPE_TRANSFORM ;
}
String VisualShaderNodeBillboard : : get_output_port_name ( int p_port ) const {
return " model_view_matrix " ;
}
String VisualShaderNodeBillboard : : generate_code ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id , const String * p_input_vars , const String * p_output_vars , bool p_for_preview ) const {
String code ;
switch ( billboard_type ) {
case BILLBOARD_TYPE_ENABLED :
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code + = " { \n " ;
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code + = " mat4 __mvm = VIEW_MATRIX * mat4(INV_VIEW_MATRIX[0], INV_VIEW_MATRIX[1], INV_VIEW_MATRIX[2], MODEL_MATRIX[3]); \n " ;
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if ( keep_scale ) {
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code + = " __mvm = __mvm * mat4(vec4(length(MODEL_MATRIX[0].xyz), 0.0, 0.0, 0.0), vec4(0.0, length(MODEL_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, length(MODEL_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0)); \n " ;
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}
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code + = " " + p_output_vars [ 0 ] + " = __mvm; \n " ;
code + = " } \n " ;
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break ;
case BILLBOARD_TYPE_FIXED_Y :
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code + = " { \n " ;
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code + = " mat4 __mvm = VIEW_MATRIX * mat4(INV_VIEW_MATRIX[0], MODEL_MATRIX[1], vec4(normalize(cross(INV_VIEW_MATRIX[0].xyz, MODEL_MATRIX[1].xyz)), 0.0), MODEL_MATRIX[3]); \n " ;
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if ( keep_scale ) {
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code + = " __mvm = __mvm * mat4(vec4(length(MODEL_MATRIX[0].xyz), 0.0, 0.0, 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(0.0, 0.0, length(MODEL_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0)); \n " ;
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} else {
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code + = " __mvm = __mvm * mat4(vec4(1.0, 0.0, 0.0, 0.0), vec4(0.0, 1.0 / length(MODEL_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0)); \n " ;
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}
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code + = " " + p_output_vars [ 0 ] + " = __mvm; \n " ;
code + = " } \n " ;
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break ;
case BILLBOARD_TYPE_PARTICLES :
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code + = " { \n " ;
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code + = " mat4 __wm = mat4(normalize(INV_VIEW_MATRIX[0]), normalize(INV_VIEW_MATRIX[1]), normalize(INV_VIEW_MATRIX[2]), MODEL_MATRIX[3]); \n " ;
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code + = " __wm = __wm * mat4(vec4(cos(INSTANCE_CUSTOM.x), -sin(INSTANCE_CUSTOM.x), 0.0, 0.0), vec4(sin(INSTANCE_CUSTOM.x), cos(INSTANCE_CUSTOM.x), 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0)); \n " ;
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if ( keep_scale ) {
code + = " __wm = __wm * mat4(vec4(length(MODEL_MATRIX[0].xyz), 0.0, 0.0, 0.0), vec4(0.0, length(MODEL_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, length(MODEL_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0)); \n " ;
}
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code + = " " + p_output_vars [ 0 ] + " = VIEW_MATRIX * __wm; \n " ;
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code + = " } \n " ;
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break ;
default :
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code + = " " + p_output_vars [ 0 ] + " = mat4(1.0); \n " ;
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break ;
}
return code ;
}
bool VisualShaderNodeBillboard : : is_show_prop_names ( ) const {
return true ;
}
void VisualShaderNodeBillboard : : set_billboard_type ( BillboardType p_billboard_type ) {
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ERR_FAIL_INDEX ( int ( p_billboard_type ) , int ( BILLBOARD_TYPE_MAX ) ) ;
if ( billboard_type = = p_billboard_type ) {
return ;
}
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billboard_type = p_billboard_type ;
simple_decl = bool ( billboard_type = = BILLBOARD_TYPE_DISABLED ) ;
set_disabled ( simple_decl ) ;
emit_changed ( ) ;
}
VisualShaderNodeBillboard : : BillboardType VisualShaderNodeBillboard : : get_billboard_type ( ) const {
return billboard_type ;
}
void VisualShaderNodeBillboard : : set_keep_scale_enabled ( bool p_enabled ) {
keep_scale = p_enabled ;
emit_changed ( ) ;
}
bool VisualShaderNodeBillboard : : is_keep_scale_enabled ( ) const {
return keep_scale ;
}
Vector < StringName > VisualShaderNodeBillboard : : get_editable_properties ( ) const {
Vector < StringName > props ;
props . push_back ( " billboard_type " ) ;
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if ( billboard_type = = BILLBOARD_TYPE_ENABLED | | billboard_type = = BILLBOARD_TYPE_FIXED_Y | | billboard_type = = BILLBOARD_TYPE_PARTICLES ) {
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props . push_back ( " keep_scale " ) ;
}
return props ;
}
void VisualShaderNodeBillboard : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " set_billboard_type " , " billboard_type " ) , & VisualShaderNodeBillboard : : set_billboard_type ) ;
ClassDB : : bind_method ( D_METHOD ( " get_billboard_type " ) , & VisualShaderNodeBillboard : : get_billboard_type ) ;
ClassDB : : bind_method ( D_METHOD ( " set_keep_scale_enabled " , " enabled " ) , & VisualShaderNodeBillboard : : set_keep_scale_enabled ) ;
ClassDB : : bind_method ( D_METHOD ( " is_keep_scale_enabled " ) , & VisualShaderNodeBillboard : : is_keep_scale_enabled ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " billboard_type " , PROPERTY_HINT_ENUM , " Disabled,Enabled,Y-Billboard,Particles " ) , " set_billboard_type " , " get_billboard_type " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " keep_scale " ) , " set_keep_scale_enabled " , " is_keep_scale_enabled " ) ;
BIND_ENUM_CONSTANT ( BILLBOARD_TYPE_DISABLED ) ;
BIND_ENUM_CONSTANT ( BILLBOARD_TYPE_ENABLED ) ;
BIND_ENUM_CONSTANT ( BILLBOARD_TYPE_FIXED_Y ) ;
BIND_ENUM_CONSTANT ( BILLBOARD_TYPE_PARTICLES ) ;
BIND_ENUM_CONSTANT ( BILLBOARD_TYPE_MAX ) ;
}
VisualShaderNodeBillboard : : VisualShaderNodeBillboard ( ) {
simple_decl = false ;
}
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////////////// DistanceFade
String VisualShaderNodeDistanceFade : : get_caption ( ) const {
return " DistanceFade " ;
}
int VisualShaderNodeDistanceFade : : get_input_port_count ( ) const {
return 2 ;
}
VisualShaderNodeDistanceFade : : PortType VisualShaderNodeDistanceFade : : get_input_port_type ( int p_port ) const {
switch ( p_port ) {
case 0 :
return PORT_TYPE_SCALAR ;
case 1 :
return PORT_TYPE_SCALAR ;
}
return PORT_TYPE_SCALAR ;
}
String VisualShaderNodeDistanceFade : : get_input_port_name ( int p_port ) const {
switch ( p_port ) {
case 0 :
return " min " ;
case 1 :
return " max " ;
}
return " " ;
}
int VisualShaderNodeDistanceFade : : get_output_port_count ( ) const {
return 1 ;
}
VisualShaderNodeDistanceFade : : PortType VisualShaderNodeDistanceFade : : get_output_port_type ( int p_port ) const {
return PORT_TYPE_SCALAR ;
}
String VisualShaderNodeDistanceFade : : get_output_port_name ( int p_port ) const {
return " amount " ;
}
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bool VisualShaderNodeDistanceFade : : has_output_port_preview ( int p_port ) const {
return false ;
}
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String VisualShaderNodeDistanceFade : : generate_code ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id , const String * p_input_vars , const String * p_output_vars , bool p_for_preview ) const {
String code ;
code + = vformat ( " %s = clamp(smoothstep(%s, %s,-VERTEX.z),0.0,1.0); \n " , p_output_vars [ 0 ] , p_input_vars [ 0 ] , p_input_vars [ 1 ] ) ;
return code ;
}
VisualShaderNodeDistanceFade : : VisualShaderNodeDistanceFade ( ) {
set_input_port_default_value ( 0 , 0.0 ) ;
set_input_port_default_value ( 1 , 10.0 ) ;
}
////////////// ProximityFade
String VisualShaderNodeProximityFade : : get_caption ( ) const {
return " ProximityFade " ;
}
int VisualShaderNodeProximityFade : : get_input_port_count ( ) const {
return 1 ;
}
VisualShaderNodeProximityFade : : PortType VisualShaderNodeProximityFade : : get_input_port_type ( int p_port ) const {
return PORT_TYPE_SCALAR ;
}
String VisualShaderNodeProximityFade : : get_input_port_name ( int p_port ) const {
return " distance " ;
}
int VisualShaderNodeProximityFade : : get_output_port_count ( ) const {
return 1 ;
}
VisualShaderNodeProximityFade : : PortType VisualShaderNodeProximityFade : : get_output_port_type ( int p_port ) const {
return PORT_TYPE_SCALAR ;
}
String VisualShaderNodeProximityFade : : get_output_port_name ( int p_port ) const {
return " fade " ;
}
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bool VisualShaderNodeProximityFade : : has_output_port_preview ( int p_port ) const {
return false ;
}
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String VisualShaderNodeProximityFade : : generate_global ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id ) const {
return " uniform sampler2D " + make_unique_id ( p_type , p_id , " depth_tex " ) + " : hint_depth_texture; \n " ;
}
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String VisualShaderNodeProximityFade : : generate_code ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id , const String * p_input_vars , const String * p_output_vars , bool p_for_preview ) const {
String code ;
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code + = " { \n " ;
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code + = " float __depth_tex = texture( " + make_unique_id ( p_type , p_id , " depth_tex " ) + " , SCREEN_UV).r; \n " ;
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if ( ! RenderingServer : : get_singleton ( ) - > is_low_end ( ) ) {
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code + = " vec4 __depth_world_pos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV * 2.0 - 1.0, __depth_tex, 1.0); \n " ;
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} else {
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code + = " vec4 __depth_world_pos = INV_PROJECTION_MATRIX * vec4(vec3(SCREEN_UV, __depth_tex) * 2.0 - 1.0, 1.0); \n " ;
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}
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code + = " __depth_world_pos.xyz /= __depth_world_pos.w; \n " ;
code + = vformat ( " %s = clamp(1.0 - smoothstep(__depth_world_pos.z + %s, __depth_world_pos.z, VERTEX.z), 0.0, 1.0); \n " , p_output_vars [ 0 ] , p_input_vars [ 0 ] ) ;
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code + = " } \n " ;
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return code ;
}
VisualShaderNodeProximityFade : : VisualShaderNodeProximityFade ( ) {
set_input_port_default_value ( 0 , 1.0 ) ;
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simple_decl = false ;
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}
////////////// Random Range
String VisualShaderNodeRandomRange : : get_caption ( ) const {
return " RandomRange " ;
}
int VisualShaderNodeRandomRange : : get_input_port_count ( ) const {
return 3 ;
}
VisualShaderNodeRandomRange : : PortType VisualShaderNodeRandomRange : : get_input_port_type ( int p_port ) const {
switch ( p_port ) {
case 0 :
return PORT_TYPE_VECTOR_3D ;
case 1 :
return PORT_TYPE_SCALAR ;
case 2 :
return PORT_TYPE_SCALAR ;
default :
break ;
}
return PORT_TYPE_SCALAR ;
}
String VisualShaderNodeRandomRange : : get_input_port_name ( int p_port ) const {
switch ( p_port ) {
case 0 :
return " seed " ;
case 1 :
return " min " ;
case 2 :
return " max " ;
default :
break ;
}
return " " ;
}
int VisualShaderNodeRandomRange : : get_output_port_count ( ) const {
return 1 ;
}
VisualShaderNodeRandomRange : : PortType VisualShaderNodeRandomRange : : get_output_port_type ( int p_port ) const {
return PORT_TYPE_SCALAR ;
}
String VisualShaderNodeRandomRange : : get_output_port_name ( int p_port ) const {
return " value " ;
}
String VisualShaderNodeRandomRange : : generate_global_per_node ( Shader : : Mode p_mode , int p_id ) const {
String code ;
code + = " \n \n " ;
code + = " // 3D Noise with friendly permission by Inigo Quilez \n " ;
code + = " vec3 hash_noise_range( vec3 p ) { \n " ;
code + = " p *= mat3(vec3(127.1, 311.7, -53.7), vec3(269.5, 183.3, 77.1), vec3(-301.7, 27.3, 215.3)); \n " ;
code + = " return 2.0 * fract(fract(p)*4375.55) -1.; \n " ;
code + = " } \n " ;
code + = " \n " ;
return code ;
}
String VisualShaderNodeRandomRange : : generate_code ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id , const String * p_input_vars , const String * p_output_vars , bool p_for_preview ) const {
String code ;
code + = vformat ( " %s = mix(%s, %s, hash_noise_range(%s).x); \n " , p_output_vars [ 0 ] , p_input_vars [ 1 ] , p_input_vars [ 2 ] , p_input_vars [ 0 ] ) ;
return code ;
}
VisualShaderNodeRandomRange : : VisualShaderNodeRandomRange ( ) {
set_input_port_default_value ( 0 , Vector3 ( 1.0 , 1.0 , 1.0 ) ) ;
set_input_port_default_value ( 1 , 0.0 ) ;
set_input_port_default_value ( 2 , 1.0 ) ;
}
////////////// Remap
String VisualShaderNodeRemap : : get_caption ( ) const {
return " Remap " ;
}
int VisualShaderNodeRemap : : get_input_port_count ( ) const {
return 5 ;
}
VisualShaderNodeRemap : : PortType VisualShaderNodeRemap : : get_input_port_type ( int p_port ) const {
switch ( p_port ) {
case 0 :
return PORT_TYPE_SCALAR ;
case 1 :
return PORT_TYPE_SCALAR ;
case 2 :
return PORT_TYPE_SCALAR ;
case 3 :
return PORT_TYPE_SCALAR ;
case 4 :
return PORT_TYPE_SCALAR ;
default :
break ;
}
return PORT_TYPE_SCALAR ;
}
String VisualShaderNodeRemap : : get_input_port_name ( int p_port ) const {
switch ( p_port ) {
case 0 :
return " value " ;
case 1 :
return " input min " ;
case 2 :
return " input max " ;
case 3 :
return " output min " ;
case 4 :
return " output max " ;
default :
break ;
}
return " " ;
}
int VisualShaderNodeRemap : : get_output_port_count ( ) const {
return 1 ;
}
VisualShaderNodeRemap : : PortType VisualShaderNodeRemap : : get_output_port_type ( int p_port ) const {
return PORT_TYPE_SCALAR ;
}
String VisualShaderNodeRemap : : get_output_port_name ( int p_port ) const {
return " value " ;
}
String VisualShaderNodeRemap : : generate_code ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id , const String * p_input_vars , const String * p_output_vars , bool p_for_preview ) const {
String code ;
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code + = " { \n " ;
code + = vformat ( " float __input_range = %s - %s; \n " , p_input_vars [ 2 ] , p_input_vars [ 1 ] ) ;
code + = vformat ( " float __output_range = %s - %s; \n " , p_input_vars [ 4 ] , p_input_vars [ 3 ] ) ;
code + = vformat ( " %s = %s + __output_range * ((%s - %s) / __input_range); \n " , p_output_vars [ 0 ] , p_input_vars [ 3 ] , p_input_vars [ 0 ] , p_input_vars [ 1 ] ) ;
code + = " } \n " ;
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return code ;
}
VisualShaderNodeRemap : : VisualShaderNodeRemap ( ) {
set_input_port_default_value ( 1 , 0.0 ) ;
set_input_port_default_value ( 2 , 1.0 ) ;
set_input_port_default_value ( 3 , 0.0 ) ;
set_input_port_default_value ( 4 , 1.0 ) ;
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simple_decl = false ;
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}
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////////////// RotationByAxis
String VisualShaderNodeRotationByAxis : : get_caption ( ) const {
return " RotationByAxis " ;
}
int VisualShaderNodeRotationByAxis : : get_input_port_count ( ) const {
return 3 ;
}
VisualShaderNodeRotationByAxis : : PortType VisualShaderNodeRotationByAxis : : get_input_port_type ( int p_port ) const {
switch ( p_port ) {
case 0 :
return PORT_TYPE_VECTOR_3D ;
case 1 :
return PORT_TYPE_SCALAR ;
case 2 :
return PORT_TYPE_VECTOR_3D ;
default :
break ;
}
return PORT_TYPE_SCALAR ;
}
String VisualShaderNodeRotationByAxis : : get_input_port_name ( int p_port ) const {
switch ( p_port ) {
case 0 :
return " input " ;
case 1 :
return " angle " ;
case 2 :
return " axis " ;
default :
break ;
}
return " " ;
}
int VisualShaderNodeRotationByAxis : : get_output_port_count ( ) const {
return 2 ;
}
VisualShaderNodeRotationByAxis : : PortType VisualShaderNodeRotationByAxis : : get_output_port_type ( int p_port ) const {
switch ( p_port ) {
case 0 :
return PORT_TYPE_VECTOR_3D ;
case 1 :
return PORT_TYPE_TRANSFORM ;
default :
break ;
}
return PORT_TYPE_SCALAR ;
}
String VisualShaderNodeRotationByAxis : : get_output_port_name ( int p_port ) const {
switch ( p_port ) {
case 0 :
return " output " ;
case 1 :
return " rotationMat " ;
default :
break ;
}
return " " ;
}
bool VisualShaderNodeRotationByAxis : : has_output_port_preview ( int p_port ) const {
return false ;
}
String VisualShaderNodeRotationByAxis : : generate_code ( Shader : : Mode p_mode , VisualShader : : Type p_type , int p_id , const String * p_input_vars , const String * p_output_vars , bool p_for_preview ) const {
String code ;
code + = " { \n " ;
code + = vformat ( " float __angle = %s; \n " , p_input_vars [ 1 ] ) ;
code + = vformat ( " vec3 __axis = normalize(%s); \n " , p_input_vars [ 2 ] ) ;
code + = vformat ( " mat3 __rot_matrix = mat3( \n " ) ;
code + = vformat ( " vec3( cos(__angle)+__axis.x*__axis.x*(1.0 - cos(__angle)), __axis.x*__axis.y*(1.0-cos(__angle))-__axis.z*sin(__angle), __axis.x*__axis.z*(1.0-cos(__angle))+__axis.y*sin(__angle) ), \n " ) ;
code + = vformat ( " vec3( __axis.y*__axis.x*(1.0-cos(__angle))+__axis.z*sin(__angle), cos(__angle)+__axis.y*__axis.y*(1.0-cos(__angle)), __axis.y*__axis.z*(1.0-cos(__angle))-__axis.x*sin(__angle) ), \n " ) ;
code + = vformat ( " vec3( __axis.z*__axis.x*(1.0-cos(__angle))-__axis.y*sin(__angle), __axis.z*__axis.y*(1.0-cos(__angle))+__axis.x*sin(__angle), cos(__angle)+__axis.z*__axis.z*(1.0-cos(__angle)) ) \n " ) ;
code + = vformat ( " ); \n " ) ;
code + = vformat ( " %s = %s * __rot_matrix; \n " , p_output_vars [ 0 ] , p_input_vars [ 0 ] ) ;
code + = vformat ( " %s = mat4(__rot_matrix); \n " , p_output_vars [ 1 ] ) ;
code + = " } \n " ;
return code ;
}
VisualShaderNodeRotationByAxis : : VisualShaderNodeRotationByAxis ( ) {
set_input_port_default_value ( 1 , 0.0 ) ;
set_input_port_default_value ( 2 , Vector3 ( 0.0 , 0.0 , 0.0 ) ) ;
simple_decl = false ;
}