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
|
@ -1067,16 +1067,7 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
|
||||||
|
|
||||||
VisualShaderNodeUniform *uniform = (VisualShaderNodeUniform *)graph[type].nodes[from_node].node.ptr();
|
VisualShaderNodeUniform *uniform = (VisualShaderNodeUniform *)graph[type].nodes[from_node].node.ptr();
|
||||||
if (uniform) {
|
if (uniform) {
|
||||||
inputs[i] = "";
|
inputs[i] = uniform->get_uniform_name();
|
||||||
switch (uniform->get_uniform_type()) {
|
|
||||||
case VisualShaderNodeUniform::UTYPE_CUBEMAP:
|
|
||||||
inputs[i] += "cube_";
|
|
||||||
break;
|
|
||||||
case VisualShaderNodeUniform::UTYPE_SAMPLER2D:
|
|
||||||
inputs[i] += "s2d_";
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
inputs[i] += uniform->get_uniform_name();
|
|
||||||
} else {
|
} else {
|
||||||
inputs[i] = "";
|
inputs[i] = "";
|
||||||
}
|
}
|
||||||
|
@ -1981,16 +1972,7 @@ void VisualShaderNodeUniform::_bind_methods() {
|
||||||
ADD_PROPERTY(PropertyInfo(Variant::STRING, "uniform_name"), "set_uniform_name", "get_uniform_name");
|
ADD_PROPERTY(PropertyInfo(Variant::STRING, "uniform_name"), "set_uniform_name", "get_uniform_name");
|
||||||
}
|
}
|
||||||
|
|
||||||
int VisualShaderNodeUniform::get_uniform_type() const {
|
|
||||||
return (int)uniform_type;
|
|
||||||
}
|
|
||||||
|
|
||||||
void VisualShaderNodeUniform::set_uniform_type(int p_type) {
|
|
||||||
uniform_type = (UniformType)p_type;
|
|
||||||
}
|
|
||||||
|
|
||||||
VisualShaderNodeUniform::VisualShaderNodeUniform() {
|
VisualShaderNodeUniform::VisualShaderNodeUniform() {
|
||||||
uniform_type = UTYPE_NONE;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
////////////// GroupBase
|
////////////// GroupBase
|
||||||
|
|
|
@ -353,16 +353,8 @@ public:
|
||||||
class VisualShaderNodeUniform : public VisualShaderNode {
|
class VisualShaderNodeUniform : public VisualShaderNode {
|
||||||
GDCLASS(VisualShaderNodeUniform, VisualShaderNode);
|
GDCLASS(VisualShaderNodeUniform, VisualShaderNode);
|
||||||
|
|
||||||
public:
|
|
||||||
enum UniformType {
|
|
||||||
UTYPE_NONE,
|
|
||||||
UTYPE_CUBEMAP,
|
|
||||||
UTYPE_SAMPLER2D,
|
|
||||||
};
|
|
||||||
|
|
||||||
private:
|
private:
|
||||||
String uniform_name;
|
String uniform_name;
|
||||||
UniformType uniform_type;
|
|
||||||
|
|
||||||
protected:
|
protected:
|
||||||
static void _bind_methods();
|
static void _bind_methods();
|
||||||
|
@ -371,9 +363,6 @@ public:
|
||||||
void set_uniform_name(const String &p_name);
|
void set_uniform_name(const String &p_name);
|
||||||
String get_uniform_name() const;
|
String get_uniform_name() const;
|
||||||
|
|
||||||
int get_uniform_type() const;
|
|
||||||
void set_uniform_type(int p_type);
|
|
||||||
|
|
||||||
VisualShaderNodeUniform();
|
VisualShaderNodeUniform();
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
|
@ -386,7 +386,7 @@ String VisualShaderNodeTexture::get_input_port_name(int p_port) const {
|
||||||
case 1:
|
case 1:
|
||||||
return "lod";
|
return "lod";
|
||||||
case 2:
|
case 2:
|
||||||
return "sampler";
|
return "sampler2D";
|
||||||
default:
|
default:
|
||||||
return "";
|
return "";
|
||||||
}
|
}
|
||||||
|
@ -474,62 +474,23 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader:
|
||||||
if (source == SOURCE_PORT) {
|
if (source == SOURCE_PORT) {
|
||||||
String id = p_input_vars[2];
|
String id = p_input_vars[2];
|
||||||
|
|
||||||
VisualShaderNodeUniform::UniformType utype = VisualShaderNodeUniform::UTYPE_NONE;
|
|
||||||
if (id.begins_with("cube_")) {
|
|
||||||
utype = VisualShaderNodeUniform::UTYPE_CUBEMAP;
|
|
||||||
id = id.substr(5);
|
|
||||||
} else if (id.begins_with("s2d_")) {
|
|
||||||
utype = VisualShaderNodeUniform::UTYPE_SAMPLER2D;
|
|
||||||
id = id.substr(4);
|
|
||||||
}
|
|
||||||
|
|
||||||
String code;
|
String code;
|
||||||
if (id == String()) {
|
if (id == String()) {
|
||||||
code += "\tvec4 " + id + "_tex_read = vec4(0.0);\n";
|
code += "\tvec4 " + id + "_tex_read = vec4(0.0);\n";
|
||||||
} else {
|
} else {
|
||||||
if (p_input_vars[0] == String()) { // Use UV by default.
|
if (p_input_vars[0] == String()) { // Use UV by default.
|
||||||
switch (utype) {
|
|
||||||
case VisualShaderNodeUniform::UTYPE_CUBEMAP:
|
|
||||||
if (p_input_vars[1] == String()) {
|
|
||||||
code += "\tvec4 " + id + "_tex_read = texture( " + id + " , vec3( UV, 0.0 ) );\n";
|
|
||||||
} else {
|
|
||||||
code += "\tvec4 " + id + "_tex_read = textureLod( " + id + " , vec3( UV, 0.0 ) , " + p_input_vars[1] + " );\n";
|
|
||||||
}
|
|
||||||
break;
|
|
||||||
case VisualShaderNodeUniform::UTYPE_SAMPLER2D:
|
|
||||||
if (p_input_vars[1] == String()) {
|
if (p_input_vars[1] == String()) {
|
||||||
code += "\tvec4 " + id + "_tex_read = texture( " + id + " , UV.xy );\n";
|
code += "\tvec4 " + id + "_tex_read = texture( " + id + " , UV.xy );\n";
|
||||||
} else {
|
} else {
|
||||||
code += "\tvec4 " + id + "_tex_read = textureLod( " + id + " , UV.xy , " + p_input_vars[1] + " );\n";
|
code += "\tvec4 " + id + "_tex_read = textureLod( " + id + " , UV.xy , " + p_input_vars[1] + " );\n";
|
||||||
}
|
}
|
||||||
break;
|
|
||||||
default:
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
} else if (p_input_vars[1] == String()) {
|
} else if (p_input_vars[1] == String()) {
|
||||||
//no lod
|
//no lod
|
||||||
|
|
||||||
switch (utype) {
|
|
||||||
case VisualShaderNodeUniform::UTYPE_CUBEMAP:
|
|
||||||
code += "\tvec4 " + id + "_tex_read = texture( " + id + " , " + p_input_vars[0] + " );\n";
|
|
||||||
break;
|
|
||||||
case VisualShaderNodeUniform::UTYPE_SAMPLER2D:
|
|
||||||
code += "\tvec4 " + id + "_tex_read = texture( " + id + " , " + p_input_vars[0] + ".xy );\n";
|
code += "\tvec4 " + id + "_tex_read = texture( " + id + " , " + p_input_vars[0] + ".xy );\n";
|
||||||
break;
|
|
||||||
default:
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
} else {
|
} else {
|
||||||
switch (utype) {
|
|
||||||
case VisualShaderNodeUniform::UTYPE_CUBEMAP:
|
|
||||||
code += "\tvec4 " + id + "_tex_read = textureLod( " + id + " , " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n";
|
|
||||||
break;
|
|
||||||
case VisualShaderNodeUniform::UTYPE_SAMPLER2D:
|
|
||||||
code += "\tvec4 " + id + "_tex_read = textureLod( " + id + " , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n";
|
code += "\tvec4 " + id + "_tex_read = textureLod( " + id + " , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n";
|
||||||
break;
|
|
||||||
default:
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
code += "\t" + p_output_vars[0] + " = " + id + "_tex_read.rgb;\n";
|
code += "\t" + p_output_vars[0] + " = " + id + "_tex_read.rgb;\n";
|
||||||
|
@ -769,15 +730,33 @@ String VisualShaderNodeCubeMap::get_caption() const {
|
||||||
}
|
}
|
||||||
|
|
||||||
int VisualShaderNodeCubeMap::get_input_port_count() const {
|
int VisualShaderNodeCubeMap::get_input_port_count() const {
|
||||||
return 2;
|
return 3;
|
||||||
}
|
}
|
||||||
|
|
||||||
VisualShaderNodeCubeMap::PortType VisualShaderNodeCubeMap::get_input_port_type(int p_port) const {
|
VisualShaderNodeCubeMap::PortType VisualShaderNodeCubeMap::get_input_port_type(int p_port) const {
|
||||||
return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
|
switch (p_port) {
|
||||||
|
case 0:
|
||||||
|
return PORT_TYPE_VECTOR;
|
||||||
|
case 1:
|
||||||
|
return PORT_TYPE_SCALAR;
|
||||||
|
case 2:
|
||||||
|
return PORT_TYPE_SAMPLER;
|
||||||
|
default:
|
||||||
|
return PORT_TYPE_SCALAR;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
String VisualShaderNodeCubeMap::get_input_port_name(int p_port) const {
|
String VisualShaderNodeCubeMap::get_input_port_name(int p_port) const {
|
||||||
return p_port == 0 ? "uv" : "lod";
|
switch (p_port) {
|
||||||
|
case 0:
|
||||||
|
return "uv";
|
||||||
|
case 1:
|
||||||
|
return "lod";
|
||||||
|
case 2:
|
||||||
|
return "samplerCube";
|
||||||
|
default:
|
||||||
|
return "";
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
int VisualShaderNodeCubeMap::get_output_port_count() const {
|
int VisualShaderNodeCubeMap::get_output_port_count() const {
|
||||||
|
@ -803,6 +782,7 @@ Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCubeMap::get_default_t
|
||||||
|
|
||||||
String VisualShaderNodeCubeMap::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
|
String VisualShaderNodeCubeMap::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
|
||||||
|
|
||||||
|
if (source == SOURCE_TEXTURE) {
|
||||||
String u = "uniform samplerCube " + make_unique_id(p_type, p_id, "cube");
|
String u = "uniform samplerCube " + make_unique_id(p_type, p_id, "cube");
|
||||||
switch (texture_type) {
|
switch (texture_type) {
|
||||||
case TYPE_DATA: break;
|
case TYPE_DATA: break;
|
||||||
|
@ -811,11 +791,28 @@ String VisualShaderNodeCubeMap::generate_global(Shader::Mode p_mode, VisualShade
|
||||||
}
|
}
|
||||||
return u + ";";
|
return u + ";";
|
||||||
}
|
}
|
||||||
|
return String();
|
||||||
|
}
|
||||||
|
|
||||||
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 {
|
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 {
|
||||||
|
|
||||||
String id = make_unique_id(p_type, p_id, "cube");
|
|
||||||
String code;
|
String code;
|
||||||
|
String id;
|
||||||
|
if (source == SOURCE_TEXTURE) {
|
||||||
|
id = make_unique_id(p_type, p_id, "cube");
|
||||||
|
} else if (source == SOURCE_PORT) {
|
||||||
|
id = p_input_vars[2];
|
||||||
|
} else {
|
||||||
|
return String();
|
||||||
|
}
|
||||||
|
|
||||||
|
if (id == String()) {
|
||||||
|
code += "\tvec4 " + id + "_read = vec4(0.0);\n";
|
||||||
|
code += "\t" + p_output_vars[0] + " = " + id + "_read.rgb;\n";
|
||||||
|
code += "\t" + p_output_vars[1] + " = " + id + "_read.a;\n";
|
||||||
|
return code;
|
||||||
|
}
|
||||||
|
|
||||||
if (p_input_vars[0] == String()) { // Use UV by default.
|
if (p_input_vars[0] == String()) { // Use UV by default.
|
||||||
|
|
||||||
if (p_input_vars[1] == String()) {
|
if (p_input_vars[1] == String()) {
|
||||||
|
@ -830,9 +827,9 @@ String VisualShaderNodeCubeMap::generate_code(Shader::Mode p_mode, VisualShader:
|
||||||
} else {
|
} else {
|
||||||
code += "\tvec4 " + id + "_read = textureLod( " + id + " , " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n";
|
code += "\tvec4 " + id + "_read = textureLod( " + id + " , " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n";
|
||||||
}
|
}
|
||||||
|
|
||||||
code += "\t" + p_output_vars[0] + " = " + id + "_read.rgb;\n";
|
code += "\t" + p_output_vars[0] + " = " + id + "_read.rgb;\n";
|
||||||
code += "\t" + p_output_vars[1] + " = " + id + "_read.a;\n";
|
code += "\t" + p_output_vars[1] + " = " + id + "_read.a;\n";
|
||||||
|
|
||||||
return code;
|
return code;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -843,6 +840,16 @@ String VisualShaderNodeCubeMap::get_input_port_default_hint(int p_port) const {
|
||||||
return "";
|
return "";
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void VisualShaderNodeCubeMap::set_source(Source p_source) {
|
||||||
|
source = p_source;
|
||||||
|
emit_changed();
|
||||||
|
emit_signal("editor_refresh_request");
|
||||||
|
}
|
||||||
|
|
||||||
|
VisualShaderNodeCubeMap::Source VisualShaderNodeCubeMap::get_source() const {
|
||||||
|
return source;
|
||||||
|
}
|
||||||
|
|
||||||
void VisualShaderNodeCubeMap::set_cube_map(Ref<CubeMap> p_value) {
|
void VisualShaderNodeCubeMap::set_cube_map(Ref<CubeMap> p_value) {
|
||||||
|
|
||||||
cube_map = p_value;
|
cube_map = p_value;
|
||||||
|
@ -865,22 +872,32 @@ VisualShaderNodeCubeMap::TextureType VisualShaderNodeCubeMap::get_texture_type()
|
||||||
|
|
||||||
Vector<StringName> VisualShaderNodeCubeMap::get_editable_properties() const {
|
Vector<StringName> VisualShaderNodeCubeMap::get_editable_properties() const {
|
||||||
Vector<StringName> props;
|
Vector<StringName> props;
|
||||||
|
props.push_back("source");
|
||||||
|
if (source == SOURCE_TEXTURE) {
|
||||||
props.push_back("cube_map");
|
props.push_back("cube_map");
|
||||||
props.push_back("texture_type");
|
props.push_back("texture_type");
|
||||||
|
}
|
||||||
return props;
|
return props;
|
||||||
}
|
}
|
||||||
|
|
||||||
void VisualShaderNodeCubeMap::_bind_methods() {
|
void VisualShaderNodeCubeMap::_bind_methods() {
|
||||||
|
|
||||||
|
ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeCubeMap::set_source);
|
||||||
|
ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeCubeMap::get_source);
|
||||||
|
|
||||||
ClassDB::bind_method(D_METHOD("set_cube_map", "value"), &VisualShaderNodeCubeMap::set_cube_map);
|
ClassDB::bind_method(D_METHOD("set_cube_map", "value"), &VisualShaderNodeCubeMap::set_cube_map);
|
||||||
ClassDB::bind_method(D_METHOD("get_cube_map"), &VisualShaderNodeCubeMap::get_cube_map);
|
ClassDB::bind_method(D_METHOD("get_cube_map"), &VisualShaderNodeCubeMap::get_cube_map);
|
||||||
|
|
||||||
ClassDB::bind_method(D_METHOD("set_texture_type", "value"), &VisualShaderNodeCubeMap::set_texture_type);
|
ClassDB::bind_method(D_METHOD("set_texture_type", "value"), &VisualShaderNodeCubeMap::set_texture_type);
|
||||||
ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeCubeMap::get_texture_type);
|
ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeCubeMap::get_texture_type);
|
||||||
|
|
||||||
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,SamplerPort"), "set_source", "get_source");
|
||||||
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "cube_map", PROPERTY_HINT_RESOURCE_TYPE, "CubeMap"), "set_cube_map", "get_cube_map");
|
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "cube_map", PROPERTY_HINT_RESOURCE_TYPE, "CubeMap"), "set_cube_map", "get_cube_map");
|
||||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normalmap"), "set_texture_type", "get_texture_type");
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normalmap"), "set_texture_type", "get_texture_type");
|
||||||
|
|
||||||
|
BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
|
||||||
|
BIND_ENUM_CONSTANT(SOURCE_PORT);
|
||||||
|
|
||||||
BIND_ENUM_CONSTANT(TYPE_DATA);
|
BIND_ENUM_CONSTANT(TYPE_DATA);
|
||||||
BIND_ENUM_CONSTANT(TYPE_COLOR);
|
BIND_ENUM_CONSTANT(TYPE_COLOR);
|
||||||
BIND_ENUM_CONSTANT(TYPE_NORMALMAP);
|
BIND_ENUM_CONSTANT(TYPE_NORMALMAP);
|
||||||
|
@ -3177,7 +3194,7 @@ String VisualShaderNodeTextureUniform::get_output_port_name(int p_port) const {
|
||||||
case 1:
|
case 1:
|
||||||
return "alpha";
|
return "alpha";
|
||||||
case 2:
|
case 2:
|
||||||
return "sampler";
|
return "sampler2D";
|
||||||
default:
|
default:
|
||||||
return "";
|
return "";
|
||||||
}
|
}
|
||||||
|
@ -3284,7 +3301,6 @@ String VisualShaderNodeTextureUniform::get_input_port_default_hint(int p_port) c
|
||||||
VisualShaderNodeTextureUniform::VisualShaderNodeTextureUniform() {
|
VisualShaderNodeTextureUniform::VisualShaderNodeTextureUniform() {
|
||||||
texture_type = TYPE_DATA;
|
texture_type = TYPE_DATA;
|
||||||
color_default = COLOR_DEFAULT_WHITE;
|
color_default = COLOR_DEFAULT_WHITE;
|
||||||
set_uniform_type(VisualShaderNodeUniform::UTYPE_SAMPLER2D);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
////////////// Texture Uniform (Triplanar)
|
////////////// Texture Uniform (Triplanar)
|
||||||
|
@ -3403,7 +3419,7 @@ VisualShaderNodeCubeMapUniform::PortType VisualShaderNodeCubeMapUniform::get_out
|
||||||
}
|
}
|
||||||
|
|
||||||
String VisualShaderNodeCubeMapUniform::get_output_port_name(int p_port) const {
|
String VisualShaderNodeCubeMapUniform::get_output_port_name(int p_port) const {
|
||||||
return "sampler";
|
return "samplerCube";
|
||||||
}
|
}
|
||||||
|
|
||||||
int VisualShaderNodeCubeMapUniform::get_input_port_count() const {
|
int VisualShaderNodeCubeMapUniform::get_input_port_count() const {
|
||||||
|
@ -3450,7 +3466,6 @@ String VisualShaderNodeCubeMapUniform::generate_code(Shader::Mode p_mode, Visual
|
||||||
}
|
}
|
||||||
|
|
||||||
VisualShaderNodeCubeMapUniform::VisualShaderNodeCubeMapUniform() {
|
VisualShaderNodeCubeMapUniform::VisualShaderNodeCubeMapUniform() {
|
||||||
set_uniform_type(VisualShaderNodeUniform::UTYPE_CUBEMAP);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
////////////// If
|
////////////// If
|
||||||
|
|
|
@ -259,6 +259,11 @@ class VisualShaderNodeCubeMap : public VisualShaderNode {
|
||||||
Ref<CubeMap> cube_map;
|
Ref<CubeMap> cube_map;
|
||||||
|
|
||||||
public:
|
public:
|
||||||
|
enum Source {
|
||||||
|
SOURCE_TEXTURE,
|
||||||
|
SOURCE_PORT
|
||||||
|
};
|
||||||
|
|
||||||
enum TextureType {
|
enum TextureType {
|
||||||
TYPE_DATA,
|
TYPE_DATA,
|
||||||
TYPE_COLOR,
|
TYPE_COLOR,
|
||||||
|
@ -266,6 +271,7 @@ public:
|
||||||
};
|
};
|
||||||
|
|
||||||
private:
|
private:
|
||||||
|
Source source;
|
||||||
TextureType texture_type;
|
TextureType texture_type;
|
||||||
|
|
||||||
protected:
|
protected:
|
||||||
|
@ -287,6 +293,9 @@ public:
|
||||||
virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) 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
|
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
|
||||||
|
|
||||||
|
void set_source(Source p_source);
|
||||||
|
Source get_source() const;
|
||||||
|
|
||||||
void set_cube_map(Ref<CubeMap> p_value);
|
void set_cube_map(Ref<CubeMap> p_value);
|
||||||
Ref<CubeMap> get_cube_map() const;
|
Ref<CubeMap> get_cube_map() const;
|
||||||
|
|
||||||
|
@ -299,6 +308,7 @@ public:
|
||||||
};
|
};
|
||||||
|
|
||||||
VARIANT_ENUM_CAST(VisualShaderNodeCubeMap::TextureType)
|
VARIANT_ENUM_CAST(VisualShaderNodeCubeMap::TextureType)
|
||||||
|
VARIANT_ENUM_CAST(VisualShaderNodeCubeMap::Source)
|
||||||
|
|
||||||
///////////////////////////////////////
|
///////////////////////////////////////
|
||||||
/// OPS
|
/// OPS
|
||||||
|
|
Loading…
Reference in a new issue