Merge pull request #30532 from Chaosus/vs_triplanar
Added triplanar uniform texture node to visual shaders
This commit is contained in:
commit
23f5154de7
6 changed files with 154 additions and 8 deletions
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@ -2275,8 +2275,9 @@ VisualShaderEditor::VisualShaderEditor() {
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add_options.push_back(AddOption("CubeMap", "Textures", "Functions", "VisualShaderNodeCubeMap", TTR("Perform the cubic texture lookup."), -1, VisualShaderNode::PORT_TYPE_COLOR));
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add_options.push_back(AddOption("Texture", "Textures", "Functions", "VisualShaderNodeTexture", TTR("Perform the texture lookup."), -1, VisualShaderNode::PORT_TYPE_COLOR));
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add_options.push_back(AddOption("CubeMapUniform", "Textures", "Variables", "VisualShaderNodeCubeMapUniform", TTR("Cubic texture uniform."), -1, VisualShaderNode::PORT_TYPE_COLOR));
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add_options.push_back(AddOption("TextureUniform", "Textures", "Variables", "VisualShaderNodeTextureUniform", TTR("2D texture uniform."), -1, VisualShaderNode::PORT_TYPE_COLOR));
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add_options.push_back(AddOption("CubeMapUniform", "Textures", "Variables", "VisualShaderNodeCubeMapUniform", TTR("Cubic texture uniform lookup."), -1, VisualShaderNode::PORT_TYPE_COLOR));
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add_options.push_back(AddOption("TextureUniform", "Textures", "Variables", "VisualShaderNodeTextureUniform", TTR("2D texture uniform lookup."), -1, VisualShaderNode::PORT_TYPE_COLOR));
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add_options.push_back(AddOption("TextureUniformTriplanar", "Textures", "Variables", "VisualShaderNodeTextureUniformTriplanar", TTR("2D texture uniform lookup with triplanar."), -1, VisualShaderNode::PORT_TYPE_COLOR, VisualShader::TYPE_FRAGMENT | VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL));
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// TRANSFORM
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@ -522,6 +522,7 @@ void register_scene_types() {
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ClassDB::register_class<VisualShaderNodeVec3Uniform>();
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ClassDB::register_class<VisualShaderNodeTransformUniform>();
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ClassDB::register_class<VisualShaderNodeTextureUniform>();
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ClassDB::register_class<VisualShaderNodeTextureUniformTriplanar>();
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ClassDB::register_class<VisualShaderNodeCubeMapUniform>();
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ClassDB::register_class<VisualShaderNodeIf>();
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ClassDB::register_class<VisualShaderNodeSwitch>();
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@ -67,6 +67,14 @@ String VisualShaderNode::generate_global(Shader::Mode p_mode, VisualShader::Type
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return String();
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}
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String VisualShaderNode::generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
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return String();
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}
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String VisualShaderNode::generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
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return String();
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}
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Vector<StringName> VisualShaderNode::get_editable_properties() const {
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return Vector<StringName>();
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}
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@ -449,7 +457,10 @@ String VisualShader::generate_preview_shader(Type p_type, int p_node, int p_port
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ERR_FAIL_COND_V(node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_TRANSFORM, String());
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StringBuilder global_code;
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StringBuilder global_code_per_node;
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Map<Type, StringBuilder> global_code_per_func;
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StringBuilder code;
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Set<StringName> classes;
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global_code += String() + "shader_type canvas_item;\n";
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@ -474,7 +485,7 @@ String VisualShader::generate_preview_shader(Type p_type, int p_node, int p_port
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code += "\nvoid fragment() {\n";
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Set<int> processed;
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Error err = _write_node(p_type, global_code, code, default_tex_params, input_connections, output_connections, p_node, processed, true);
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Error err = _write_node(p_type, global_code, global_code_per_node, global_code_per_func, code, default_tex_params, input_connections, output_connections, p_node, processed, true, classes);
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ERR_FAIL_COND_V(err != OK, String());
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if (node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_SCALAR) {
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@ -489,6 +500,7 @@ String VisualShader::generate_preview_shader(Type p_type, int p_node, int p_port
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//set code secretly
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global_code += "\n\n";
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String final_code = global_code;
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final_code += global_code_per_node;
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final_code += code;
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return final_code;
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}
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@ -833,7 +845,7 @@ void VisualShader::_get_property_list(List<PropertyInfo> *p_list) const {
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}
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}
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Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBuilder &code, Vector<VisualShader::DefaultTextureParam> &def_tex_params, const VMap<ConnectionKey, const List<Connection>::Element *> &input_connections, const VMap<ConnectionKey, const List<Connection>::Element *> &output_connections, int node, Set<int> &processed, bool for_preview) const {
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Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBuilder &global_code_per_node, Map<Type, StringBuilder> &global_code_per_func, StringBuilder &code, Vector<VisualShader::DefaultTextureParam> &def_tex_params, const VMap<ConnectionKey, const List<Connection>::Element *> &input_connections, const VMap<ConnectionKey, const List<Connection>::Element *> &output_connections, int node, Set<int> &processed, bool for_preview, Set<StringName> &r_classes) const {
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const Ref<VisualShaderNode> vsnode = graph[type].nodes[node].node;
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@ -850,7 +862,7 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
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continue;
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}
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Error err = _write_node(type, global_code, code, def_tex_params, input_connections, output_connections, from_node, processed, for_preview);
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Error err = _write_node(type, global_code, global_code_per_node, global_code_per_func, code, def_tex_params, input_connections, output_connections, from_node, processed, for_preview, r_classes);
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if (err)
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return err;
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}
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@ -958,6 +970,14 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
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if (!skip_global) {
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global_code += vsnode->generate_global(get_mode(), type, node);
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if (!r_classes.has(vsnode->get_class_name())) {
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global_code_per_node += vsnode->generate_global_per_node(get_mode(), type, node);
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for (int i = 0; i < TYPE_MAX; i++) {
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global_code_per_func[Type(i)] += vsnode->generate_global_per_func(get_mode(), Type(i), node);
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}
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r_classes.insert(vsnode->get_class_name());
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}
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}
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//handle normally
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@ -976,8 +996,12 @@ void VisualShader::_update_shader() const {
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dirty = false;
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StringBuilder global_code;
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StringBuilder global_code_per_node;
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Map<Type, StringBuilder> global_code_per_func;
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StringBuilder code;
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Vector<VisualShader::DefaultTextureParam> default_tex_params;
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Set<StringName> classes;
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List<int> insertion_pos;
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static const char *shader_mode_str[Shader::MODE_MAX] = { "spatial", "canvas_item", "particles" };
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global_code += String() + "shader_type " + shader_mode_str[shader_mode] + ";\n";
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@ -1056,8 +1080,9 @@ void VisualShader::_update_shader() const {
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code += "\nvoid " + String(func_name[i]) + "() {\n";
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Set<int> processed;
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Error err = _write_node(Type(i), global_code, code, default_tex_params, input_connections, output_connections, NODE_ID_OUTPUT, processed, false);
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Error err = _write_node(Type(i), global_code, global_code_per_node, global_code_per_func, code, default_tex_params, input_connections, output_connections, NODE_ID_OUTPUT, processed, false, classes);
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ERR_FAIL_COND(err != OK);
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insertion_pos.push_back(code.get_string_length());
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code += "}\n";
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}
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@ -1065,7 +1090,13 @@ void VisualShader::_update_shader() const {
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//set code secretly
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global_code += "\n\n";
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String final_code = global_code;
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final_code += code;
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final_code += global_code_per_node;
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String tcode = code;
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for (int i = 0; i < TYPE_MAX; i++) {
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tcode = tcode.insert(insertion_pos[i], global_code_per_func[Type(i)]);
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}
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final_code += tcode;
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const_cast<VisualShader *>(this)->set_code(final_code);
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for (int i = 0; i < default_tex_params.size(); i++) {
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const_cast<VisualShader *>(this)->set_default_texture_param(default_tex_params[i].name, default_tex_params[i].param);
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@ -103,7 +103,7 @@ private:
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}
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};
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Error _write_node(Type p_type, StringBuilder &global_code, StringBuilder &code, Vector<DefaultTextureParam> &def_tex_params, const VMap<ConnectionKey, const List<Connection>::Element *> &input_connections, const VMap<ConnectionKey, const List<Connection>::Element *> &output_connections, int node, Set<int> &processed, bool for_preview) const;
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Error _write_node(Type p_type, StringBuilder &global_code, StringBuilder &global_code_per_node, Map<Type, StringBuilder> &global_code_per_func, StringBuilder &code, Vector<DefaultTextureParam> &def_tex_params, const VMap<ConnectionKey, const List<Connection>::Element *> &input_connections, const VMap<ConnectionKey, const List<Connection>::Element *> &output_connections, int node, Set<int> &processed, bool for_preview, Set<StringName> &r_classes) const;
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void _input_type_changed(Type p_type, int p_id);
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@ -208,6 +208,8 @@ public:
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virtual Vector<VisualShader::DefaultTextureParam> get_default_texture_parameters(VisualShader::Type p_type, int p_id) const;
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virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const;
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virtual String generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const;
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virtual String generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const;
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virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const = 0; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
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virtual String get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const;
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@ -2968,6 +2968,98 @@ VisualShaderNodeTextureUniform::VisualShaderNodeTextureUniform() {
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color_default = COLOR_DEFAULT_WHITE;
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}
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////////////// Texture Uniform (Triplanar)
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String VisualShaderNodeTextureUniformTriplanar::get_caption() const {
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return "TextureUniformTriplanar";
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}
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int VisualShaderNodeTextureUniformTriplanar::get_input_port_count() const {
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return 2;
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}
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VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniformTriplanar::get_input_port_type(int p_port) const {
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if (p_port == 0) {
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return PORT_TYPE_VECTOR;
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} else if (p_port == 1) {
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return PORT_TYPE_VECTOR;
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}
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return PORT_TYPE_SCALAR;
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}
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String VisualShaderNodeTextureUniformTriplanar::get_input_port_name(int p_port) const {
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if (p_port == 0) {
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return "weights";
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} else if (p_port == 1) {
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return "pos";
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}
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return "";
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}
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String VisualShaderNodeTextureUniformTriplanar::generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
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String code;
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code += "// TRIPLANAR FUNCTION GLOBAL CODE\n";
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code += "\tvec4 triplanar_texture(sampler2D p_sampler, vec3 p_weights, vec3 p_triplanar_pos) {\n";
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code += "\t\tvec4 samp = vec4(0.0);\n";
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code += "\t\tsamp += texture(p_sampler, p_triplanar_pos.xy) * p_weights.z;\n";
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code += "\t\tsamp += texture(p_sampler, p_triplanar_pos.xz) * p_weights.y;\n";
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code += "\t\tsamp += texture(p_sampler, p_triplanar_pos.zy * vec2(-1.0, 1.0)) * p_weights.x;\n";
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code += "\t\treturn samp;\n";
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code += "\t}\n";
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code += "\n";
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code += "\tuniform vec3 triplanar_scale = vec3(1.0, 1.0, 1.0);\n";
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code += "\tuniform vec3 triplanar_offset;\n";
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code += "\tuniform float triplanar_sharpness = 0.5;\n";
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code += "\n";
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code += "\tvarying vec3 triplanar_power_normal;\n";
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code += "\tvarying vec3 triplanar_pos;\n";
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return code;
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}
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String VisualShaderNodeTextureUniformTriplanar::generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
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String code;
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if (p_type == VisualShader::TYPE_VERTEX) {
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code += "\t// TRIPLANAR FUNCTION VERTEX CODE\n";
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code += "\t\ttriplanar_power_normal = pow(abs(NORMAL), vec3(triplanar_sharpness));\n";
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code += "\t\ttriplanar_power_normal /= dot(triplanar_power_normal, vec3(1.0));\n";
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code += "\t\ttriplanar_pos = VERTEX * triplanar_scale + triplanar_offset;\n";
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code += "\t\ttriplanar_pos *= vec3(1.0, -1.0, 1.0);\n";
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}
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return code;
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}
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String VisualShaderNodeTextureUniformTriplanar::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
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String id = get_uniform_name();
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String code = "\t{\n";
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if (p_input_vars[0] == String() && p_input_vars[1] == String()) {
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code += "\t\tvec4 n_tex_read = triplanar_texture( " + id + ", triplanar_power_normal, triplanar_pos );\n";
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} else if (p_input_vars[0] != String() && p_input_vars[1] == String()) {
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code += "\t\tvec4 n_tex_read = triplanar_texture( " + id + ", " + p_input_vars[0] + ", triplanar_pos );\n";
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} else if (p_input_vars[0] == String() && p_input_vars[1] != String()) {
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code += "\t\tvec4 n_tex_read = triplanar_texture( " + id + ", triplanar_power_normal," + p_input_vars[1] + " );\n";
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} else {
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code += "\t\tvec4 n_tex_read = triplanar_texture( " + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + " );\n";
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}
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code += "\t\t" + p_output_vars[0] + " = n_tex_read.rgb;\n";
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code += "\t\t" + p_output_vars[1] + " = n_tex_read.a;\n";
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code += "\t}\n";
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return code;
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}
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VisualShaderNodeTextureUniformTriplanar::VisualShaderNodeTextureUniformTriplanar() {
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}
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////////////// CubeMap Uniform
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String VisualShaderNodeCubeMapUniform::get_caption() const {
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@ -1425,6 +1425,25 @@ VARIANT_ENUM_CAST(VisualShaderNodeTextureUniform::ColorDefault)
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///////////////////////////////////////
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class VisualShaderNodeTextureUniformTriplanar : public VisualShaderNodeTextureUniform {
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GDCLASS(VisualShaderNodeTextureUniformTriplanar, VisualShaderNodeTextureUniform);
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public:
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virtual String get_caption() const;
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virtual int get_input_port_count() const;
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virtual PortType get_input_port_type(int p_port) const;
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virtual String get_input_port_name(int p_port) const;
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virtual String generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const;
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virtual String generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const;
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virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
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VisualShaderNodeTextureUniformTriplanar();
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};
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///////////////////////////////////////
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class VisualShaderNodeCubeMapUniform : public VisualShaderNode {
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GDCLASS(VisualShaderNodeCubeMapUniform, VisualShaderNode);
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