Merge pull request #34305 from Chaosus/vs_sampler_improvements
Added Texture2DArray support to visual shaders
This commit is contained in:
commit
868781603a
6 changed files with 382 additions and 1 deletions
26
doc/classes/VisualShaderNodeSample3D.xml
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26
doc/classes/VisualShaderNodeSample3D.xml
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@ -0,0 +1,26 @@
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="VisualShaderNodeSample3D" inherits="VisualShaderNode" version="4.0">
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<brief_description>
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A base node for nodes which samples 3D textures in the visual shader graph.
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</brief_description>
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<description>
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A virtual class, use the descendants instead.
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</description>
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<tutorials>
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</tutorials>
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<methods>
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</methods>
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<members>
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<member name="source" type="int" setter="set_source" getter="get_source" enum="VisualShaderNodeSample3D.Source" default="0">
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An input source type.
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</member>
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</members>
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<constants>
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<constant name="SOURCE_TEXTURE" value="0" enum="Source">
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Creates internal uniform and provides a way to assign it within node.
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</constant>
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<constant name="SOURCE_PORT" value="1" enum="Source">
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Use the uniform texture from sampler port.
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</constant>
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</constants>
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</class>
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20
doc/classes/VisualShaderNodeTexture2DArray.xml
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20
doc/classes/VisualShaderNodeTexture2DArray.xml
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@ -0,0 +1,20 @@
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="VisualShaderNodeTexture2DArray" inherits="VisualShaderNodeSample3D" version="4.0">
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<brief_description>
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A 2D texture uniform array to be used within the visual shader graph.
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</brief_description>
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<description>
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Translated to [code]uniform sampler2DArray[/code] in the shader language.
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</description>
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<tutorials>
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</tutorials>
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<methods>
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</methods>
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<members>
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<member name="texture_array" type="Texture2DArray" setter="set_texture_array" getter="get_texture_array">
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A source texture array. Used if [member VisualShaderNodeSample3D.source] is set to [constant VisualShaderNodeSample3D.SOURCE_TEXTURE].
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</member>
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</members>
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<constants>
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</constants>
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</class>
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@ -2750,8 +2750,10 @@ VisualShaderEditor::VisualShaderEditor() {
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texture_node_option_idx = add_options.size();
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add_options.push_back(AddOption("Texture2D", "Textures", "Functions", "VisualShaderNodeTexture", TTR("Perform the texture lookup."), -1, -1));
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add_options.push_back(AddOption("CubeMapUniform", "Textures", "Variables", "VisualShaderNodeCubemapUniform", TTR("Cubic texture uniform lookup."), -1, -1));
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add_options.push_back(AddOption("Texture2DArray", "Textures", "Functions", "VisualShaderNodeTexture2DArray", TTR("Perform the 2D-array texture lookup."), -1, -1, -1, -1, -1));
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add_options.push_back(AddOption("TextureUniform", "Textures", "Variables", "VisualShaderNodeTextureUniform", TTR("2D texture uniform lookup."), -1, -1));
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add_options.push_back(AddOption("TextureUniformTriplanar", "Textures", "Variables", "VisualShaderNodeTextureUniformTriplanar", TTR("2D texture uniform lookup with triplanar."), -1, -1, VisualShader::TYPE_FRAGMENT | VisualShader::TYPE_LIGHT, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("Texture2DArrayUniform", "Textures", "Variables", "VisualShaderNodeTexture2DArrayUniform", TTR("2D array of textures uniform lookup."), -1, -1, -1, -1, -1));
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// TRANSFORM
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@ -541,6 +541,8 @@ void register_scene_types() {
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ClassDB::register_class<VisualShaderNodeVectorDecompose>();
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ClassDB::register_class<VisualShaderNodeTransformDecompose>();
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ClassDB::register_class<VisualShaderNodeTexture>();
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ClassDB::register_virtual_class<VisualShaderNodeSample3D>();
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ClassDB::register_class<VisualShaderNodeTexture2DArray>();
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ClassDB::register_class<VisualShaderNodeCubemap>();
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ClassDB::register_virtual_class<VisualShaderNodeUniform>();
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ClassDB::register_class<VisualShaderNodeFloatUniform>();
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@ -551,6 +553,7 @@ void register_scene_types() {
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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<VisualShaderNodeTexture2DArrayUniform>();
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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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@ -781,6 +781,183 @@ VisualShaderNodeTexture::VisualShaderNodeTexture() {
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source = SOURCE_TEXTURE;
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}
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////////////// Sample3D
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int VisualShaderNodeSample3D::get_input_port_count() const {
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return 3;
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}
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VisualShaderNodeSample3D::PortType VisualShaderNodeSample3D::get_input_port_type(int p_port) const {
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switch (p_port) {
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case 0:
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return PORT_TYPE_VECTOR;
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case 1:
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return PORT_TYPE_SCALAR;
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case 2:
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return PORT_TYPE_SAMPLER;
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default:
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return PORT_TYPE_SCALAR;
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}
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}
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String VisualShaderNodeSample3D::get_input_port_name(int p_port) const {
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switch (p_port) {
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case 0:
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return "uvw";
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case 1:
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return "lod";
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default:
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return "";
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}
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}
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int VisualShaderNodeSample3D::get_output_port_count() const {
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return 2;
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}
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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 : PORT_TYPE_SCALAR;
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}
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String VisualShaderNodeSample3D::get_output_port_name(int p_port) const {
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return p_port == 0 ? "rgb" : "alpha";
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}
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String VisualShaderNodeSample3D::get_input_port_default_hint(int p_port) const {
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if (p_port == 0) {
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return "vec3(UV.xy, 0.0)";
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}
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return "";
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}
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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;
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if (source == SOURCE_TEXTURE || source == SOURCE_PORT) {
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String id;
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code += "\t{\n";
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if (source == SOURCE_TEXTURE) {
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id = make_unique_id(p_type, p_id, "tex3d");
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} else {
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id = p_input_vars[2];
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}
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if (id != String()) {
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if (p_input_vars[0] == String()) { // Use UV by default.
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if (p_input_vars[1] == String()) {
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code += "\t\tvec4 " + id + "_tex_read = texture(" + id + ", vec3(UV.xy, 0.0));\n";
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} else {
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code += "\t\tvec4 " + id + "_tex_read = textureLod(" + id + ", vec3(UV.xy, 0.0), " + p_input_vars[1] + ");\n";
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}
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} else if (p_input_vars[1] == String()) {
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//no lod
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code += "\t\tvec4 " + id + "_tex_read = texture(" + id + ", " + p_input_vars[0] + ");\n";
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} else {
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code += "\t\tvec4 " + id + "_tex_read = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
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}
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} else {
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code += "\t\tvec4 " + id + "_tex_read = vec4(0.0);\n";
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}
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code += "\t\t" + p_output_vars[0] + " = " + id + "_tex_read.rgb;\n";
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code += "\t\t" + p_output_vars[1] + " = " + id + "_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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code += "\t" + p_output_vars[0] + " = vec3(0.0);\n";
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code += "\t" + p_output_vars[1] + " = 1.0;\n";
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return code;
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}
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void VisualShaderNodeSample3D::set_source(Source p_source) {
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source = p_source;
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emit_changed();
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emit_signal("editor_refresh_request");
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}
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VisualShaderNodeSample3D::Source VisualShaderNodeSample3D::get_source() const {
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return source;
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}
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void VisualShaderNodeSample3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeSample3D::set_source);
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ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeSample3D::get_source);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,SamplerPort"), "set_source", "get_source");
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BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
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BIND_ENUM_CONSTANT(SOURCE_PORT);
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}
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String VisualShaderNodeSample3D::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
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if (source == SOURCE_TEXTURE) {
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return String(); // all good
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}
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if (source == SOURCE_PORT) {
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return String(); // all good
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}
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return TTR("Invalid source for shader.");
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}
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VisualShaderNodeSample3D::VisualShaderNodeSample3D() {
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source = SOURCE_TEXTURE;
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simple_decl = false;
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}
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////////////// Texture2DArray
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String VisualShaderNodeTexture2DArray::get_caption() const {
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return "Texture2DArray";
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}
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String VisualShaderNodeTexture2DArray::get_input_port_name(int p_port) const {
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if (p_port == 2) {
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return "sampler2DArray";
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}
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return VisualShaderNodeSample3D::get_input_port_name(p_port);
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}
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Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture2DArray::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
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VisualShader::DefaultTextureParam dtp;
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dtp.name = make_unique_id(p_type, p_id, "tex3d");
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dtp.param = texture;
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Vector<VisualShader::DefaultTextureParam> ret;
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ret.push_back(dtp);
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return ret;
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}
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String VisualShaderNodeTexture2DArray::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
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if (source == SOURCE_TEXTURE) {
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return "uniform sampler2DArray " + make_unique_id(p_type, p_id, "tex3d") + ";\n";
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}
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return String();
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}
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void VisualShaderNodeTexture2DArray::set_texture_array(Ref<Texture2DArray> p_value) {
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texture = p_value;
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emit_changed();
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}
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Ref<Texture2DArray> VisualShaderNodeTexture2DArray::get_texture_array() const {
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return texture;
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}
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Vector<StringName> VisualShaderNodeTexture2DArray::get_editable_properties() const {
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Vector<StringName> props;
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props.push_back("source");
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if (source == SOURCE_TEXTURE) {
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props.push_back("texture_array");
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}
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return props;
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}
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void VisualShaderNodeTexture2DArray::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_texture_array", "value"), &VisualShaderNodeTexture2DArray::set_texture_array);
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ClassDB::bind_method(D_METHOD("get_texture_array"), &VisualShaderNodeTexture2DArray::get_texture_array);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_array", PROPERTY_HINT_RESOURCE_TYPE, "Texture2DArray"), "set_texture_array", "get_texture_array");
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}
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VisualShaderNodeTexture2DArray::VisualShaderNodeTexture2DArray() {
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}
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////////////// Cubemap
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String VisualShaderNodeCubemap::get_caption() const {
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@ -3926,6 +4103,74 @@ String VisualShaderNodeTextureUniformTriplanar::get_input_port_default_hint(int
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VisualShaderNodeTextureUniformTriplanar::VisualShaderNodeTextureUniformTriplanar() {
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}
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////////////// Texture2DArray Uniform
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String VisualShaderNodeTexture2DArrayUniform::get_caption() const {
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return "Texture2DArrayUniform";
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}
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int VisualShaderNodeTexture2DArrayUniform::get_output_port_count() const {
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return 1;
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}
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VisualShaderNodeTexture2DArrayUniform::PortType VisualShaderNodeTexture2DArrayUniform::get_output_port_type(int p_port) const {
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return PORT_TYPE_SAMPLER;
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}
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String VisualShaderNodeTexture2DArrayUniform::get_output_port_name(int p_port) const {
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return "sampler2DArray";
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}
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int VisualShaderNodeTexture2DArrayUniform::get_input_port_count() const {
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return 0;
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}
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VisualShaderNodeTexture2DArrayUniform::PortType VisualShaderNodeTexture2DArrayUniform::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 VisualShaderNodeTexture2DArrayUniform::get_input_port_name(int p_port) const {
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return "";
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}
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String VisualShaderNodeTexture2DArrayUniform::get_input_port_default_hint(int p_port) const {
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return "";
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}
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String VisualShaderNodeTexture2DArrayUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
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String code = _get_qual_str() + "uniform sampler2DArray " + get_uniform_name();
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switch (texture_type) {
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case TYPE_DATA:
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if (color_default == COLOR_DEFAULT_BLACK)
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code += " : hint_black;\n";
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else
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code += ";\n";
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break;
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case TYPE_COLOR:
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if (color_default == COLOR_DEFAULT_BLACK)
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code += " : hint_black_albedo;\n";
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else
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code += " : hint_albedo;\n";
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break;
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case TYPE_NORMALMAP:
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code += " : hint_normal;\n";
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break;
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case TYPE_ANISO:
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code += " : hint_aniso;\n";
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break;
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}
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return code;
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}
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String VisualShaderNodeTexture2DArrayUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
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return String();
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}
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VisualShaderNodeTexture2DArrayUniform::VisualShaderNodeTexture2DArrayUniform() {
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}
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////////////// Cubemap Uniform
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String VisualShaderNodeCubemapUniform::get_caption() const {
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@ -236,7 +236,7 @@ public:
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enum TextureType {
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TYPE_DATA,
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TYPE_COLOR,
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TYPE_NORMALMAP
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TYPE_NORMALMAP,
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};
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private:
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@ -284,6 +284,68 @@ VARIANT_ENUM_CAST(VisualShaderNodeTexture::Source)
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///////////////////////////////////////
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class VisualShaderNodeSample3D : public VisualShaderNode {
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GDCLASS(VisualShaderNodeSample3D, VisualShaderNode);
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public:
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enum Source {
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SOURCE_TEXTURE,
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SOURCE_PORT,
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};
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protected:
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Source source;
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static void _bind_methods();
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public:
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virtual String get_caption() const = 0;
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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 get_input_port_default_hint(int p_port) const;
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virtual int get_output_port_count() const;
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virtual PortType get_output_port_type(int p_port) const;
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virtual String get_output_port_name(int p_port) const;
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virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const = 0;
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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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void set_source(Source p_source);
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Source get_source() const;
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virtual String get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const;
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VisualShaderNodeSample3D();
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};
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VARIANT_ENUM_CAST(VisualShaderNodeSample3D::Source)
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class VisualShaderNodeTexture2DArray : public VisualShaderNodeSample3D {
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GDCLASS(VisualShaderNodeTexture2DArray, VisualShaderNodeSample3D);
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Ref<Texture2DArray> texture;
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protected:
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static void _bind_methods();
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public:
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virtual String get_caption() const;
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virtual String get_input_port_name(int p_port) const;
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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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void set_texture_array(Ref<Texture2DArray> p_value);
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Ref<Texture2DArray> get_texture_array() const;
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virtual Vector<StringName> get_editable_properties() const;
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VisualShaderNodeTexture2DArray();
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};
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class VisualShaderNodeCubemap : public VisualShaderNode {
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GDCLASS(VisualShaderNodeCubemap, VisualShaderNode);
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Ref<Cubemap> cube_map;
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|
@ -1695,6 +1757,29 @@ public:
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///////////////////////////////////////
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class VisualShaderNodeTexture2DArrayUniform : public VisualShaderNodeTextureUniform {
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GDCLASS(VisualShaderNodeTexture2DArrayUniform, VisualShaderNodeTextureUniform);
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public:
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||||
virtual String get_caption() const;
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||||
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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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||||
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||||
virtual int get_output_port_count() const;
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||||
virtual PortType get_output_port_type(int p_port) const;
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virtual String get_output_port_name(int p_port) const;
|
||||
|
||||
virtual String get_input_port_default_hint(int p_port) const;
|
||||
virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const;
|
||||
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
|
||||
|
||||
VisualShaderNodeTexture2DArrayUniform();
|
||||
};
|
||||
|
||||
///////////////////////////////////////
|
||||
|
||||
class VisualShaderNodeCubemapUniform : public VisualShaderNodeTextureUniform {
|
||||
GDCLASS(VisualShaderNodeCubemapUniform, VisualShaderNodeTextureUniform);
|
||||
|
||||
|
|
Loading…
Reference in a new issue