[VShaders] Added sampler port to CubeMap, fixed parsing in expresssion s

This commit is contained in:
Yuri Roubinsky 2019-10-11 10:26:57 +03:00
parent 0148112730
commit b217babca2
4 changed files with 91 additions and 95 deletions

View file

@ -1067,16 +1067,7 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
VisualShaderNodeUniform *uniform = (VisualShaderNodeUniform *)graph[type].nodes[from_node].node.ptr();
if (uniform) {
inputs[i] = "";
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();
inputs[i] = uniform->get_uniform_name();
} else {
inputs[i] = "";
}
@ -1981,16 +1972,7 @@ void VisualShaderNodeUniform::_bind_methods() {
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() {
uniform_type = UTYPE_NONE;
}
////////////// GroupBase

View file

@ -353,16 +353,8 @@ public:
class VisualShaderNodeUniform : public VisualShaderNode {
GDCLASS(VisualShaderNodeUniform, VisualShaderNode);
public:
enum UniformType {
UTYPE_NONE,
UTYPE_CUBEMAP,
UTYPE_SAMPLER2D,
};
private:
String uniform_name;
UniformType uniform_type;
protected:
static void _bind_methods();
@ -371,9 +363,6 @@ public:
void set_uniform_name(const String &p_name);
String get_uniform_name() const;
int get_uniform_type() const;
void set_uniform_type(int p_type);
VisualShaderNodeUniform();
};

View file

@ -386,7 +386,7 @@ String VisualShaderNodeTexture::get_input_port_name(int p_port) const {
case 1:
return "lod";
case 2:
return "sampler";
return "sampler2D";
default:
return "";
}
@ -474,62 +474,23 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader:
if (source == SOURCE_PORT) {
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;
if (id == String()) {
code += "\tvec4 " + id + "_tex_read = vec4(0.0);\n";
} else {
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()) {
code += "\tvec4 " + id + "_tex_read = texture( " + id + " , UV.xy );\n";
} else {
code += "\tvec4 " + id + "_tex_read = textureLod( " + id + " , UV.xy , " + p_input_vars[1] + " );\n";
}
break;
default:
break;
if (p_input_vars[1] == String()) {
code += "\tvec4 " + id + "_tex_read = texture( " + id + " , UV.xy );\n";
} else {
code += "\tvec4 " + id + "_tex_read = textureLod( " + id + " , UV.xy , " + p_input_vars[1] + " );\n";
}
} else if (p_input_vars[1] == String()) {
//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";
break;
default:
break;
}
code += "\tvec4 " + id + "_tex_read = texture( " + id + " , " + p_input_vars[0] + ".xy );\n";
} 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";
break;
default:
break;
}
code += "\tvec4 " + id + "_tex_read = textureLod( " + id + " , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\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 {
return 2;
return 3;
}
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 {
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 {
@ -803,19 +782,37 @@ Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCubeMap::get_default_t
String VisualShaderNodeCubeMap::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
String u = "uniform samplerCube " + make_unique_id(p_type, p_id, "cube");
switch (texture_type) {
case TYPE_DATA: break;
case TYPE_COLOR: u += " : hint_albedo"; break;
case TYPE_NORMALMAP: u += " : hint_normal"; break;
if (source == SOURCE_TEXTURE) {
String u = "uniform samplerCube " + make_unique_id(p_type, p_id, "cube");
switch (texture_type) {
case TYPE_DATA: break;
case TYPE_COLOR: u += " : hint_albedo"; break;
case TYPE_NORMALMAP: u += " : hint_normal"; break;
}
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 id = make_unique_id(p_type, p_id, "cube");
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[1] == String()) {
@ -830,9 +827,9 @@ String VisualShaderNodeCubeMap::generate_code(Shader::Mode p_mode, VisualShader:
} else {
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[1] + " = " + id + "_read.a;\n";
return code;
}
@ -843,6 +840,16 @@ String VisualShaderNodeCubeMap::get_input_port_default_hint(int p_port) const {
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) {
cube_map = p_value;
@ -865,22 +872,32 @@ VisualShaderNodeCubeMap::TextureType VisualShaderNodeCubeMap::get_texture_type()
Vector<StringName> VisualShaderNodeCubeMap::get_editable_properties() const {
Vector<StringName> props;
props.push_back("cube_map");
props.push_back("texture_type");
props.push_back("source");
if (source == SOURCE_TEXTURE) {
props.push_back("cube_map");
props.push_back("texture_type");
}
return props;
}
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("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("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::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_COLOR);
BIND_ENUM_CONSTANT(TYPE_NORMALMAP);
@ -3177,7 +3194,7 @@ String VisualShaderNodeTextureUniform::get_output_port_name(int p_port) const {
case 1:
return "alpha";
case 2:
return "sampler";
return "sampler2D";
default:
return "";
}
@ -3284,7 +3301,6 @@ String VisualShaderNodeTextureUniform::get_input_port_default_hint(int p_port) c
VisualShaderNodeTextureUniform::VisualShaderNodeTextureUniform() {
texture_type = TYPE_DATA;
color_default = COLOR_DEFAULT_WHITE;
set_uniform_type(VisualShaderNodeUniform::UTYPE_SAMPLER2D);
}
////////////// Texture Uniform (Triplanar)
@ -3403,7 +3419,7 @@ VisualShaderNodeCubeMapUniform::PortType VisualShaderNodeCubeMapUniform::get_out
}
String VisualShaderNodeCubeMapUniform::get_output_port_name(int p_port) const {
return "sampler";
return "samplerCube";
}
int VisualShaderNodeCubeMapUniform::get_input_port_count() const {
@ -3450,7 +3466,6 @@ String VisualShaderNodeCubeMapUniform::generate_code(Shader::Mode p_mode, Visual
}
VisualShaderNodeCubeMapUniform::VisualShaderNodeCubeMapUniform() {
set_uniform_type(VisualShaderNodeUniform::UTYPE_CUBEMAP);
}
////////////// If

View file

@ -259,6 +259,11 @@ class VisualShaderNodeCubeMap : public VisualShaderNode {
Ref<CubeMap> cube_map;
public:
enum Source {
SOURCE_TEXTURE,
SOURCE_PORT
};
enum TextureType {
TYPE_DATA,
TYPE_COLOR,
@ -266,6 +271,7 @@ public:
};
private:
Source source;
TextureType texture_type;
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_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);
Ref<CubeMap> get_cube_map() const;
@ -299,6 +308,7 @@ public:
};
VARIANT_ENUM_CAST(VisualShaderNodeCubeMap::TextureType)
VARIANT_ENUM_CAST(VisualShaderNodeCubeMap::Source)
///////////////////////////////////////
/// OPS