Merge pull request #32742 from Chaosus/fix_samplers
Added sampler port to CubeMap, fixed parsing in expresssions
This commit is contained in:
commit
aad4d8648b
4 changed files with 91 additions and 95 deletions
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@ -1067,16 +1067,7 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
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VisualShaderNodeUniform *uniform = (VisualShaderNodeUniform *)graph[type].nodes[from_node].node.ptr();
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if (uniform) {
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inputs[i] = "";
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switch (uniform->get_uniform_type()) {
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case VisualShaderNodeUniform::UTYPE_CUBEMAP:
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inputs[i] += "cube_";
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break;
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case VisualShaderNodeUniform::UTYPE_SAMPLER2D:
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inputs[i] += "s2d_";
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break;
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}
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inputs[i] += uniform->get_uniform_name();
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inputs[i] = uniform->get_uniform_name();
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} else {
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inputs[i] = "";
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}
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@ -1981,16 +1972,7 @@ void VisualShaderNodeUniform::_bind_methods() {
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ADD_PROPERTY(PropertyInfo(Variant::STRING, "uniform_name"), "set_uniform_name", "get_uniform_name");
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}
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int VisualShaderNodeUniform::get_uniform_type() const {
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return (int)uniform_type;
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}
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void VisualShaderNodeUniform::set_uniform_type(int p_type) {
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uniform_type = (UniformType)p_type;
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}
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VisualShaderNodeUniform::VisualShaderNodeUniform() {
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uniform_type = UTYPE_NONE;
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}
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////////////// GroupBase
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@ -353,16 +353,8 @@ public:
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class VisualShaderNodeUniform : public VisualShaderNode {
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GDCLASS(VisualShaderNodeUniform, VisualShaderNode);
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public:
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enum UniformType {
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UTYPE_NONE,
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UTYPE_CUBEMAP,
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UTYPE_SAMPLER2D,
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};
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private:
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String uniform_name;
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UniformType uniform_type;
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protected:
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static void _bind_methods();
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@ -371,9 +363,6 @@ public:
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void set_uniform_name(const String &p_name);
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String get_uniform_name() const;
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int get_uniform_type() const;
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void set_uniform_type(int p_type);
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VisualShaderNodeUniform();
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};
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@ -386,7 +386,7 @@ String VisualShaderNodeTexture::get_input_port_name(int p_port) const {
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case 1:
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return "lod";
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case 2:
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return "sampler";
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return "sampler2D";
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default:
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return "";
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}
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@ -474,62 +474,23 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader:
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if (source == SOURCE_PORT) {
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String id = p_input_vars[2];
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VisualShaderNodeUniform::UniformType utype = VisualShaderNodeUniform::UTYPE_NONE;
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if (id.begins_with("cube_")) {
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utype = VisualShaderNodeUniform::UTYPE_CUBEMAP;
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id = id.substr(5);
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} else if (id.begins_with("s2d_")) {
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utype = VisualShaderNodeUniform::UTYPE_SAMPLER2D;
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id = id.substr(4);
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}
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String code;
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if (id == String()) {
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code += "\tvec4 " + id + "_tex_read = vec4(0.0);\n";
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} else {
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if (p_input_vars[0] == String()) { // Use UV by default.
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switch (utype) {
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case VisualShaderNodeUniform::UTYPE_CUBEMAP:
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if (p_input_vars[1] == String()) {
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code += "\tvec4 " + id + "_tex_read = texture( " + id + " , vec3( UV, 0.0 ) );\n";
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} else {
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code += "\tvec4 " + id + "_tex_read = textureLod( " + id + " , vec3( UV, 0.0 ) , " + p_input_vars[1] + " );\n";
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}
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break;
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case VisualShaderNodeUniform::UTYPE_SAMPLER2D:
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if (p_input_vars[1] == String()) {
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code += "\tvec4 " + id + "_tex_read = texture( " + id + " , UV.xy );\n";
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} else {
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code += "\tvec4 " + id + "_tex_read = textureLod( " + id + " , UV.xy , " + p_input_vars[1] + " );\n";
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}
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break;
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default:
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break;
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if (p_input_vars[1] == String()) {
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code += "\tvec4 " + id + "_tex_read = texture( " + id + " , UV.xy );\n";
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} else {
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code += "\tvec4 " + id + "_tex_read = textureLod( " + id + " , UV.xy , " + 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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switch (utype) {
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case VisualShaderNodeUniform::UTYPE_CUBEMAP:
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code += "\tvec4 " + id + "_tex_read = texture( " + id + " , " + p_input_vars[0] + " );\n";
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break;
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case VisualShaderNodeUniform::UTYPE_SAMPLER2D:
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code += "\tvec4 " + id + "_tex_read = texture( " + id + " , " + p_input_vars[0] + ".xy );\n";
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break;
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default:
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break;
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}
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code += "\tvec4 " + id + "_tex_read = texture( " + id + " , " + p_input_vars[0] + ".xy );\n";
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} else {
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switch (utype) {
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case VisualShaderNodeUniform::UTYPE_CUBEMAP:
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code += "\tvec4 " + id + "_tex_read = textureLod( " + id + " , " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n";
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break;
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case VisualShaderNodeUniform::UTYPE_SAMPLER2D:
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code += "\tvec4 " + id + "_tex_read = textureLod( " + id + " , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n";
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break;
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default:
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break;
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}
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code += "\tvec4 " + id + "_tex_read = textureLod( " + id + " , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n";
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}
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code += "\t" + p_output_vars[0] + " = " + id + "_tex_read.rgb;\n";
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@ -769,15 +730,33 @@ String VisualShaderNodeCubeMap::get_caption() const {
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}
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int VisualShaderNodeCubeMap::get_input_port_count() const {
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return 2;
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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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return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
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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 VisualShaderNodeCubeMap::get_input_port_name(int p_port) const {
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return p_port == 0 ? "uv" : "lod";
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switch (p_port) {
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case 0:
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return "uv";
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case 1:
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return "lod";
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case 2:
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return "samplerCube";
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default:
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return "";
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}
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}
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int VisualShaderNodeCubeMap::get_output_port_count() const {
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@ -803,19 +782,37 @@ Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCubeMap::get_default_t
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String VisualShaderNodeCubeMap::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
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String u = "uniform samplerCube " + make_unique_id(p_type, p_id, "cube");
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switch (texture_type) {
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case TYPE_DATA: break;
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case TYPE_COLOR: u += " : hint_albedo"; break;
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case TYPE_NORMALMAP: u += " : hint_normal"; break;
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if (source == SOURCE_TEXTURE) {
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String u = "uniform samplerCube " + make_unique_id(p_type, p_id, "cube");
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switch (texture_type) {
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case TYPE_DATA: break;
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case TYPE_COLOR: u += " : hint_albedo"; break;
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case TYPE_NORMALMAP: u += " : hint_normal"; break;
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}
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return u + ";";
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}
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return u + ";";
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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 id = make_unique_id(p_type, p_id, "cube");
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String code;
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String id;
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if (source == SOURCE_TEXTURE) {
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id = make_unique_id(p_type, p_id, "cube");
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} else if (source == SOURCE_PORT) {
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id = p_input_vars[2];
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} else {
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return String();
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}
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if (id == String()) {
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code += "\tvec4 " + id + "_read = vec4(0.0);\n";
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code += "\t" + p_output_vars[0] + " = " + id + "_read.rgb;\n";
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code += "\t" + p_output_vars[1] + " = " + id + "_read.a;\n";
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return code;
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}
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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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@ -830,9 +827,9 @@ String VisualShaderNodeCubeMap::generate_code(Shader::Mode p_mode, VisualShader:
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} else {
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code += "\tvec4 " + id + "_read = textureLod( " + id + " , " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n";
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}
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code += "\t" + p_output_vars[0] + " = " + id + "_read.rgb;\n";
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code += "\t" + p_output_vars[1] + " = " + id + "_read.a;\n";
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return code;
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}
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@ -843,6 +840,16 @@ String VisualShaderNodeCubeMap::get_input_port_default_hint(int p_port) const {
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return "";
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}
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void VisualShaderNodeCubeMap::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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VisualShaderNodeCubeMap::Source VisualShaderNodeCubeMap::get_source() const {
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return source;
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}
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void VisualShaderNodeCubeMap::set_cube_map(Ref<CubeMap> p_value) {
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cube_map = p_value;
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@ -865,22 +872,32 @@ VisualShaderNodeCubeMap::TextureType VisualShaderNodeCubeMap::get_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("cube_map");
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props.push_back("texture_type");
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props.push_back("source");
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if (source == SOURCE_TEXTURE) {
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props.push_back("cube_map");
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props.push_back("texture_type");
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}
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return props;
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}
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void VisualShaderNodeCubeMap::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeCubeMap::set_source);
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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);
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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);
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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,Normalmap"), "set_texture_type", "get_texture_type");
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BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
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BIND_ENUM_CONSTANT(SOURCE_PORT);
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BIND_ENUM_CONSTANT(TYPE_DATA);
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BIND_ENUM_CONSTANT(TYPE_COLOR);
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BIND_ENUM_CONSTANT(TYPE_NORMALMAP);
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@ -3177,7 +3194,7 @@ String VisualShaderNodeTextureUniform::get_output_port_name(int p_port) const {
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case 1:
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return "alpha";
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case 2:
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return "sampler";
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return "sampler2D";
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default:
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return "";
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}
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@ -3284,7 +3301,6 @@ String VisualShaderNodeTextureUniform::get_input_port_default_hint(int p_port) c
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VisualShaderNodeTextureUniform::VisualShaderNodeTextureUniform() {
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texture_type = TYPE_DATA;
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color_default = COLOR_DEFAULT_WHITE;
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set_uniform_type(VisualShaderNodeUniform::UTYPE_SAMPLER2D);
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}
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////////////// Texture Uniform (Triplanar)
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@ -3403,7 +3419,7 @@ VisualShaderNodeCubeMapUniform::PortType VisualShaderNodeCubeMapUniform::get_out
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}
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String VisualShaderNodeCubeMapUniform::get_output_port_name(int p_port) const {
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return "sampler";
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return "samplerCube";
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}
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int VisualShaderNodeCubeMapUniform::get_input_port_count() const {
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@ -3450,7 +3466,6 @@ String VisualShaderNodeCubeMapUniform::generate_code(Shader::Mode p_mode, Visual
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}
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VisualShaderNodeCubeMapUniform::VisualShaderNodeCubeMapUniform() {
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set_uniform_type(VisualShaderNodeUniform::UTYPE_CUBEMAP);
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}
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////////////// If
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@ -259,6 +259,11 @@ class VisualShaderNodeCubeMap : public VisualShaderNode {
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Ref<CubeMap> cube_map;
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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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enum TextureType {
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TYPE_DATA,
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TYPE_COLOR,
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@ -266,6 +271,7 @@ public:
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};
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private:
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Source source;
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TextureType texture_type;
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protected:
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@ -287,6 +293,9 @@ public:
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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_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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void set_cube_map(Ref<CubeMap> p_value);
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Ref<CubeMap> get_cube_map() const;
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@ -299,6 +308,7 @@ public:
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};
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VARIANT_ENUM_CAST(VisualShaderNodeCubeMap::TextureType)
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VARIANT_ENUM_CAST(VisualShaderNodeCubeMap::Source)
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///////////////////////////////////////
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/// OPS
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