Allow vec2 and vec4 for reflect and refract
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5 changed files with 40 additions and 26 deletions
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@ -1,7 +1,7 @@
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="VisualShaderNodeVectorRefract" inherits="VisualShaderNode" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<class name="VisualShaderNodeVectorRefract" inherits="VisualShaderNodeVectorBase" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Returns the [Vector3] that points in the direction of refraction. For use within the visual shader graph.
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Returns the vector that points in the direction of refraction. For use within the visual shader graph.
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</brief_description>
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<description>
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Translated to [code]refract(I, N, eta)[/code] in the shader language, where [code]I[/code] is the incident vector, [code]N[/code] is the normal vector and [code]eta[/code] is the ratio of the indices of the refraction.
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@ -5565,8 +5565,12 @@ VisualShaderEditor::VisualShaderEditor() {
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add_options.push_back(AddOption("Reciprocal", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("1.0 / vector"), { VisualShaderNodeVectorFunc::FUNC_RECIPROCAL, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
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add_options.push_back(AddOption("Reciprocal", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("1.0 / vector"), { VisualShaderNodeVectorFunc::FUNC_RECIPROCAL, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
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add_options.push_back(AddOption("Reciprocal", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("1.0 / vector"), { VisualShaderNodeVectorFunc::FUNC_RECIPROCAL, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
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add_options.push_back(AddOption("Reflect", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns the vector that points in the direction of reflection ( a : incident vector, b : normal vector )."), { VisualShaderNodeVectorOp::OP_REFLECT, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
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add_options.push_back(AddOption("Reflect", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns the vector that points in the direction of reflection ( a : incident vector, b : normal vector )."), { VisualShaderNodeVectorOp::OP_REFLECT, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
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add_options.push_back(AddOption("Reflect", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns the vector that points in the direction of reflection ( a : incident vector, b : normal vector )."), { VisualShaderNodeVectorOp::OP_REFLECT, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
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add_options.push_back(AddOption("Refract", "Vector", "Functions", "VisualShaderNodeVectorRefract", TTR("Returns the vector that points in the direction of refraction."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D));
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add_options.push_back(AddOption("Refract", "Vector", "Functions", "VisualShaderNodeVectorRefract", TTR("Returns the vector that points in the direction of refraction."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
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add_options.push_back(AddOption("Refract", "Vector", "Functions", "VisualShaderNodeVectorRefract", TTR("Returns the vector that points in the direction of refraction."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
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add_options.push_back(AddOption("Round", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer to the parameter."), { VisualShaderNodeVectorFunc::FUNC_ROUND, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
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add_options.push_back(AddOption("Round", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer to the parameter."), { VisualShaderNodeVectorFunc::FUNC_ROUND, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
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add_options.push_back(AddOption("Round", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer to the parameter."), { VisualShaderNodeVectorFunc::FUNC_ROUND, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
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@ -1901,13 +1901,7 @@ String VisualShaderNodeVectorOp::generate_code(Shader::Mode p_mode, VisualShader
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code += "atan(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
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break;
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case OP_REFLECT:
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if (op_type == OP_TYPE_VECTOR_2D) { // Not supported.
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code += "vec2(0.0);\n";
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} else if (op_type == OP_TYPE_VECTOR_4D) { // Not supported.
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code += "vec4(0.0);\n";
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} else {
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code += "reflect(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
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}
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code += "reflect(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
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break;
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case OP_STEP:
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code += "step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
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@ -1967,7 +1961,7 @@ String VisualShaderNodeVectorOp::get_warning(Shader::Mode p_mode, VisualShader::
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bool invalid_type = false;
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if (op_type == OP_TYPE_VECTOR_2D || op_type == OP_TYPE_VECTOR_4D) {
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if (op == OP_CROSS || op == OP_REFLECT) {
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if (op == OP_CROSS) {
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invalid_type = true;
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}
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}
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@ -4006,14 +4000,6 @@ int VisualShaderNodeVectorRefract::get_input_port_count() const {
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return 3;
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}
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VisualShaderNodeVectorRefract::PortType VisualShaderNodeVectorRefract::get_input_port_type(int p_port) const {
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if (p_port == 2) {
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return PORT_TYPE_SCALAR;
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}
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return PORT_TYPE_VECTOR_3D;
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}
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String VisualShaderNodeVectorRefract::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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@ -4030,10 +4016,6 @@ int VisualShaderNodeVectorRefract::get_output_port_count() const {
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return 1;
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}
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VisualShaderNodeVectorRefract::PortType VisualShaderNodeVectorRefract::get_output_port_type(int p_port) const {
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return PORT_TYPE_VECTOR_3D;
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}
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String VisualShaderNodeVectorRefract::get_output_port_name(int p_port) const {
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return "";
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}
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@ -4042,6 +4024,31 @@ String VisualShaderNodeVectorRefract::generate_code(Shader::Mode p_mode, VisualS
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return " " + p_output_vars[0] + " = refract(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
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}
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void VisualShaderNodeVectorRefract::set_op_type(OpType p_op_type) {
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ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
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if (op_type == p_op_type) {
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return;
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}
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switch (p_op_type) {
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case OP_TYPE_VECTOR_2D: {
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set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
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set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
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} break;
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case OP_TYPE_VECTOR_3D: {
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set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
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set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
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} break;
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case OP_TYPE_VECTOR_4D: {
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set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
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set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
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} break;
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default:
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break;
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}
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op_type = p_op_type;
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emit_changed();
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}
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VisualShaderNodeVectorRefract::VisualShaderNodeVectorRefract() {
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set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
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set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
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@ -1564,21 +1564,20 @@ public:
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/// REFRACT
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///////////////////////////////////////
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class VisualShaderNodeVectorRefract : public VisualShaderNode {
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GDCLASS(VisualShaderNodeVectorRefract, VisualShaderNode);
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class VisualShaderNodeVectorRefract : public VisualShaderNodeVectorBase {
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GDCLASS(VisualShaderNodeVectorRefract, VisualShaderNodeVectorBase);
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public:
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virtual String get_caption() const override;
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virtual int get_input_port_count() const override;
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virtual PortType get_input_port_type(int p_port) const override;
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virtual String get_input_port_name(int p_port) const override;
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virtual int get_output_port_count() const override;
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virtual PortType get_output_port_type(int p_port) const override;
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virtual String get_output_port_name(int p_port) const override;
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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 override;
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virtual void set_op_type(OpType p_op_type) override;
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VisualShaderNodeVectorRefract();
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};
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@ -2400,11 +2400,15 @@ const ShaderLanguage::BuiltinFuncDef ShaderLanguage::builtin_func_defs[] = {
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// reflect
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{ "reflect", TYPE_VEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, { "I", "N" }, TAG_GLOBAL, false },
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{ "reflect", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, { "I", "N" }, TAG_GLOBAL, false },
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{ "reflect", TYPE_VEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, { "I", "N" }, TAG_GLOBAL, false },
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// refract
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{ "refract", TYPE_VEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_FLOAT, TYPE_VOID }, { "I", "N", "eta" }, TAG_GLOBAL, false },
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{ "refract", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, { "I", "N", "eta" }, TAG_GLOBAL, false },
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{ "refract", TYPE_VEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_FLOAT, TYPE_VOID }, { "I", "N", "eta" }, TAG_GLOBAL, false },
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// faceforward
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