diff --git a/editor/plugins/visual_shader_editor_plugin.cpp b/editor/plugins/visual_shader_editor_plugin.cpp index 0eeb104777f..71e22afe95e 100644 --- a/editor/plugins/visual_shader_editor_plugin.cpp +++ b/editor/plugins/visual_shader_editor_plugin.cpp @@ -1346,9 +1346,10 @@ VisualShaderEditor::VisualShaderEditor() { add_options.push_back(AddOption("ColorUniform", "Color", "Variables", "VisualShaderNodeColorUniform", TTR("Color uniform."), -1, VisualShaderNode::PORT_TYPE_COLOR)); // BOOLEAN - - add_options.push_back(AddOption("BooleanConstant", "Boolean", "Variables", "VisualShaderNodeBooleanConstant", TTR("Boolean constant."), -1, VisualShaderNode::PORT_TYPE_BOOLEAN)); - add_options.push_back(AddOption("BooleanUniform", "Boolean", "Variables", "VisualShaderNodeBooleanUniform", TTR("Boolean uniform."), -1, VisualShaderNode::PORT_TYPE_BOOLEAN)); + add_options.push_back(AddOption("If", "Conditional", "Functions", "VisualShaderNodeIf", TTR("Returns an associated vector if the provided scalars are equal, greater or less."), -1, VisualShaderNode::PORT_TYPE_VECTOR)); + add_options.push_back(AddOption("Switch", "Conditional", "Functions", "VisualShaderNodeSwitch", TTR("Returns an associated vector if the provided boolean value is true or false."), -1, VisualShaderNode::PORT_TYPE_VECTOR)); + add_options.push_back(AddOption("BooleanConstant", "Conditional", "Variables", "VisualShaderNodeBooleanConstant", TTR("Boolean constant."), -1, VisualShaderNode::PORT_TYPE_BOOLEAN)); + add_options.push_back(AddOption("BooleanUniform", "Conditional", "Variables", "VisualShaderNodeBooleanUniform", TTR("Boolean uniform."), -1, VisualShaderNode::PORT_TYPE_BOOLEAN)); // INPUT diff --git a/scene/register_scene_types.cpp b/scene/register_scene_types.cpp index 87a15bbeda1..3148df15ddb 100644 --- a/scene/register_scene_types.cpp +++ b/scene/register_scene_types.cpp @@ -521,6 +521,8 @@ void register_scene_types() { ClassDB::register_class(); ClassDB::register_class(); ClassDB::register_class(); + ClassDB::register_class(); + ClassDB::register_class(); ClassDB::register_class(); ClassDB::register_virtual_class(); diff --git a/scene/resources/visual_shader.cpp b/scene/resources/visual_shader.cpp index fdb6f2ce09f..4229147ba28 100644 --- a/scene/resources/visual_shader.cpp +++ b/scene/resources/visual_shader.cpp @@ -782,7 +782,7 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui } else if (in_type == VisualShaderNode::PORT_TYPE_VECTOR && out_type == VisualShaderNode::PORT_TYPE_SCALAR) { inputs[i] = "vec3(" + src_var + ")"; } else if (in_type == VisualShaderNode::PORT_TYPE_BOOLEAN && out_type == VisualShaderNode::PORT_TYPE_VECTOR) { - inputs[i] = "all(" + src_var + ")"; + inputs[i] = "all(bvec3(" + src_var + "))"; } else if (in_type == VisualShaderNode::PORT_TYPE_BOOLEAN && out_type == VisualShaderNode::PORT_TYPE_SCALAR) { inputs[i] = src_var + ">0.0?true:false"; } else if (in_type == VisualShaderNode::PORT_TYPE_SCALAR && out_type == VisualShaderNode::PORT_TYPE_BOOLEAN) { diff --git a/scene/resources/visual_shader_nodes.cpp b/scene/resources/visual_shader_nodes.cpp index dac999bf1d8..d02902572cd 100644 --- a/scene/resources/visual_shader_nodes.cpp +++ b/scene/resources/visual_shader_nodes.cpp @@ -2948,3 +2948,140 @@ String VisualShaderNodeCubeMapUniform::generate_code(Shader::Mode p_mode, Visual VisualShaderNodeCubeMapUniform::VisualShaderNodeCubeMapUniform() { } + +////////////// 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; + } + return PORT_TYPE_VECTOR; +} + +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 { + return PORT_TYPE_VECTOR; +} + +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; + code += "\tif(abs(" + p_input_vars[0] + "-" + p_input_vars[1] + ")<" + p_input_vars[2] + ")\n"; // abs(a - b) < tolerance eg. a == b + code += "\t{\n"; + code += "\t\t" + p_output_vars[0] + "=" + p_input_vars[3] + ";\n"; + code += "\t}\n"; + code += "\telse if(" + p_input_vars[0] + "<" + p_input_vars[1] + ")\n"; // a < b + code += "\t{\n"; + code += "\t\t" + p_output_vars[0] + "=" + p_input_vars[5] + ";\n"; + code += "\t}\n"; + code += "\telse\n"; // a > b (or a >= b if abs(a - b) < tolerance is false) + code += "\t{\n"; + code += "\t\t" + p_output_vars[0] + "=" + p_input_vars[4] + ";\n"; + code += "\t}\n"; + return code; +} + +VisualShaderNodeIf::VisualShaderNodeIf() { + 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 { + return "Switch"; +} + +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; + } + return PORT_TYPE_VECTOR; +} + +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 { + return PORT_TYPE_VECTOR; +} + +String VisualShaderNodeSwitch::get_output_port_name(int p_port) const { + return "result"; +} + +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 { + + String code; + code += "\tif(" + p_input_vars[0] + ")\n"; + code += "\t{\n"; + code += "\t\t" + p_output_vars[0] + "=" + p_input_vars[1] + ";\n"; + code += "\t}\n"; + code += "\telse\n"; + code += "\t{\n"; + code += "\t\t" + p_output_vars[0] + "=" + p_input_vars[2] + ";\n"; + code += "\t}\n"; + return code; +} + +VisualShaderNodeSwitch::VisualShaderNodeSwitch() { + set_input_port_default_value(0, false); + 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)); +} diff --git a/scene/resources/visual_shader_nodes.h b/scene/resources/visual_shader_nodes.h index 28ead64fe22..90c479bd482 100644 --- a/scene/resources/visual_shader_nodes.h +++ b/scene/resources/visual_shader_nodes.h @@ -1440,4 +1440,48 @@ public: VisualShaderNodeCubeMapUniform(); }; +/////////////////////////////////////// +/// IF +/////////////////////////////////////// + +class VisualShaderNodeIf : public VisualShaderNode { + GDCLASS(VisualShaderNodeIf, VisualShaderNode) +public: + virtual String get_caption() const; + + virtual int get_input_port_count() const; + virtual PortType get_input_port_type(int p_port) const; + virtual String get_input_port_name(int p_port) const; + + virtual int get_output_port_count() const; + virtual PortType get_output_port_type(int p_port) const; + virtual String get_output_port_name(int p_port) 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; + + VisualShaderNodeIf(); +}; + +/////////////////////////////////////// +/// SWITCH +/////////////////////////////////////// + +class VisualShaderNodeSwitch : public VisualShaderNode { + GDCLASS(VisualShaderNodeSwitch, VisualShaderNode) +public: + virtual String get_caption() const; + + virtual int get_input_port_count() const; + virtual PortType get_input_port_type(int p_port) const; + virtual String get_input_port_name(int p_port) const; + + virtual int get_output_port_count() const; + virtual PortType get_output_port_type(int p_port) const; + virtual String get_output_port_name(int p_port) 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; + + VisualShaderNodeSwitch(); +}; + #endif // VISUAL_SHADER_NODES_H