/*************************************************************************/ /* visual_shader.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "visual_shader.h" #include "core/vmap.h" #include "servers/visual/shader_types.h" void VisualShaderNode::set_output_port_for_preview(int p_index) { port_preview = p_index; } int VisualShaderNode::get_output_port_for_preview() const { return port_preview; } void VisualShaderNode::set_input_port_default_value(int p_port, const Variant &p_value) { default_input_values[p_port] = p_value; emit_changed(); } Variant VisualShaderNode::get_input_port_default_value(int p_port) const { if (default_input_values.has(p_port)) { return default_input_values[p_port]; } return Variant(); } bool VisualShaderNode::is_port_separator(int p_index) const { return false; } Vector VisualShaderNode::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const { return Vector(); } String VisualShaderNode::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const { return String(); } Vector VisualShaderNode::get_editable_properties() const { return Vector(); } Array VisualShaderNode::_get_default_input_values() const { Array ret; for (Map::Element *E = default_input_values.front(); E; E = E->next()) { ret.push_back(E->key()); ret.push_back(E->get()); } return ret; } void VisualShaderNode::_set_default_input_values(const Array &p_values) { if (p_values.size() % 2 == 0) { for (int i = 0; i < p_values.size(); i += 2) { default_input_values[p_values[i + 0]] = p_values[i + 1]; } } emit_changed(); } String VisualShaderNode::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const { return String(); } void VisualShaderNode::_bind_methods() { ClassDB::bind_method(D_METHOD("set_output_port_for_preview", "port"), &VisualShaderNode::set_output_port_for_preview); ClassDB::bind_method(D_METHOD("get_output_port_for_preview"), &VisualShaderNode::get_output_port_for_preview); ClassDB::bind_method(D_METHOD("set_input_port_default_value", "port", "value"), &VisualShaderNode::set_input_port_default_value); ClassDB::bind_method(D_METHOD("get_input_port_default_value", "port"), &VisualShaderNode::get_input_port_default_value); ClassDB::bind_method(D_METHOD("_set_default_input_values", "values"), &VisualShaderNode::_set_default_input_values); ClassDB::bind_method(D_METHOD("_get_default_input_values"), &VisualShaderNode::_get_default_input_values); ADD_PROPERTY(PropertyInfo(Variant::INT, "output_port_for_preview"), "set_output_port_for_preview", "get_output_port_for_preview"); ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "default_input_values", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "_set_default_input_values", "_get_default_input_values"); ADD_SIGNAL(MethodInfo("editor_refresh_request")); } VisualShaderNode::VisualShaderNode() { port_preview = -1; } ///////////////////////////////////////////////////////// void VisualShader::add_node(Type p_type, const Ref &p_node, const Vector2 &p_position, int p_id) { ERR_FAIL_COND(p_node.is_null()); ERR_FAIL_COND(p_id < 2); ERR_FAIL_INDEX(p_type, TYPE_MAX); Graph *g = &graph[p_type]; ERR_FAIL_COND(g->nodes.has(p_id)); Node n; n.node = p_node; n.position = p_position; Ref uniform = n.node; if (uniform.is_valid()) { String valid_name = validate_uniform_name(uniform->get_uniform_name(), uniform); uniform->set_uniform_name(valid_name); } Ref input = n.node; if (input.is_valid()) { input->shader_mode = shader_mode; input->shader_type = p_type; input->connect("input_type_changed", this, "_input_type_changed", varray(p_type, p_id)); } n.node->connect("changed", this, "_queue_update"); g->nodes[p_id] = n; _queue_update(); } void VisualShader::set_node_position(Type p_type, int p_id, const Vector2 &p_position) { ERR_FAIL_INDEX(p_type, TYPE_MAX); Graph *g = &graph[p_type]; ERR_FAIL_COND(!g->nodes.has(p_id)); g->nodes[p_id].position = p_position; } Vector2 VisualShader::get_node_position(Type p_type, int p_id) const { ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Vector2()); const Graph *g = &graph[p_type]; ERR_FAIL_COND_V(!g->nodes.has(p_id), Vector2()); return g->nodes[p_id].position; } Ref VisualShader::get_node(Type p_type, int p_id) const { ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Ref()); const Graph *g = &graph[p_type]; ERR_FAIL_COND_V(!g->nodes.has(p_id), Ref()); return g->nodes[p_id].node; } Vector VisualShader::get_node_list(Type p_type) const { ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Vector()); const Graph *g = &graph[p_type]; Vector ret; for (Map::Element *E = g->nodes.front(); E; E = E->next()) { ret.push_back(E->key()); } return ret; } int VisualShader::get_valid_node_id(Type p_type) const { ERR_FAIL_INDEX_V(p_type, TYPE_MAX, NODE_ID_INVALID); const Graph *g = &graph[p_type]; return g->nodes.size() ? MAX(2, g->nodes.back()->key() + 1) : 2; } int VisualShader::find_node_id(Type p_type, const Ref &p_node) const { for (const Map::Element *E = graph[p_type].nodes.front(); E; E = E->next()) { if (E->get().node == p_node) return E->key(); } return NODE_ID_INVALID; } void VisualShader::remove_node(Type p_type, int p_id) { ERR_FAIL_INDEX(p_type, TYPE_MAX); ERR_FAIL_COND(p_id < 2); Graph *g = &graph[p_type]; ERR_FAIL_COND(!g->nodes.has(p_id)); Ref input = g->nodes[p_id].node; if (input.is_valid()) { input->disconnect("input_type_changed", this, "_input_type_changed"); } g->nodes[p_id].node->disconnect("changed", this, "_queue_update"); g->nodes.erase(p_id); for (List::Element *E = g->connections.front(); E;) { List::Element *N = E->next(); if (E->get().from_node == p_id || E->get().to_node == p_id) { g->connections.erase(E); } E = N; } _queue_update(); } bool VisualShader::is_node_connection(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) const { ERR_FAIL_INDEX_V(p_type, TYPE_MAX, false); const Graph *g = &graph[p_type]; for (const List::Element *E = g->connections.front(); E; E = E->next()) { if (E->get().from_node == p_from_node && E->get().from_port == p_from_port && E->get().to_node == p_to_node && E->get().to_port == p_to_port) { return true; } } return false; } bool VisualShader::can_connect_nodes(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) const { ERR_FAIL_INDEX_V(p_type, TYPE_MAX, false); const Graph *g = &graph[p_type]; if (!g->nodes.has(p_from_node)) return false; if (p_from_port < 0 || p_from_port >= g->nodes[p_from_node].node->get_output_port_count()) return false; if (!g->nodes.has(p_to_node)) return false; if (p_to_port < 0 || p_to_port >= g->nodes[p_to_node].node->get_input_port_count()) return false; VisualShaderNode::PortType from_port_type = g->nodes[p_from_node].node->get_output_port_type(p_from_port); VisualShaderNode::PortType to_port_type = g->nodes[p_to_node].node->get_input_port_type(p_to_port); if (MAX(0, from_port_type - 1) != (MAX(0, to_port_type - 1))) { return false; } for (const List::Element *E = g->connections.front(); E; E = E->next()) { if (E->get().from_node == p_from_node && E->get().from_port == p_from_port && E->get().to_node == p_to_node && E->get().to_port == p_to_port) { return false; } } return true; } Error VisualShader::connect_nodes(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) { ERR_FAIL_INDEX_V(p_type, TYPE_MAX, ERR_CANT_CONNECT); Graph *g = &graph[p_type]; ERR_FAIL_COND_V(!g->nodes.has(p_from_node), ERR_INVALID_PARAMETER); ERR_FAIL_INDEX_V(p_from_port, g->nodes[p_from_node].node->get_output_port_count(), ERR_INVALID_PARAMETER); ERR_FAIL_COND_V(!g->nodes.has(p_to_node), ERR_INVALID_PARAMETER); ERR_FAIL_INDEX_V(p_to_port, g->nodes[p_to_node].node->get_input_port_count(), ERR_INVALID_PARAMETER); VisualShaderNode::PortType from_port_type = g->nodes[p_from_node].node->get_output_port_type(p_from_port); VisualShaderNode::PortType to_port_type = g->nodes[p_to_node].node->get_input_port_type(p_to_port); if (MAX(0, from_port_type - 1) != (MAX(0, to_port_type - 1))) { ERR_EXPLAIN("Incompatible port types (scalar/vec with transform"); ERR_FAIL_V(ERR_INVALID_PARAMETER) return ERR_INVALID_PARAMETER; } for (List::Element *E = g->connections.front(); E; E = E->next()) { if (E->get().from_node == p_from_node && E->get().from_port == p_from_port && E->get().to_node == p_to_node && E->get().to_port == p_to_port) { ERR_FAIL_V(ERR_ALREADY_EXISTS); } } Connection c; c.from_node = p_from_node; c.from_port = p_from_port; c.to_node = p_to_node; c.to_port = p_to_port; g->connections.push_back(c); _queue_update(); return OK; } void VisualShader::disconnect_nodes(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) { ERR_FAIL_INDEX(p_type, TYPE_MAX); Graph *g = &graph[p_type]; for (List::Element *E = g->connections.front(); E; E = E->next()) { if (E->get().from_node == p_from_node && E->get().from_port == p_from_port && E->get().to_node == p_to_node && E->get().to_port == p_to_port) { g->connections.erase(E); _queue_update(); return; } } } Array VisualShader::_get_node_connections(Type p_type) const { ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Array()); const Graph *g = &graph[p_type]; Array ret; for (const List::Element *E = g->connections.front(); E; E = E->next()) { Dictionary d; d["from_node"] = E->get().from_node; d["from_port"] = E->get().from_port; d["to_node"] = E->get().to_node; d["to_port"] = E->get().to_port; ret.push_back(d); } return ret; } void VisualShader::get_node_connections(Type p_type, List *r_connections) const { ERR_FAIL_INDEX(p_type, TYPE_MAX); const Graph *g = &graph[p_type]; for (const List::Element *E = g->connections.front(); E; E = E->next()) { r_connections->push_back(E->get()); } } void VisualShader::set_mode(Mode p_mode) { if (shader_mode == p_mode) { return; } //erase input/output connections modes.clear(); flags.clear(); shader_mode = p_mode; for (int i = 0; i < TYPE_MAX; i++) { for (Map::Element *E = graph[i].nodes.front(); E; E = E->next()) { Ref input = E->get().node; if (input.is_valid()) { input->shader_mode = shader_mode; //input->input_index = 0; } } Ref output = graph[i].nodes[NODE_ID_OUTPUT].node; output->shader_mode = shader_mode; // clear connections since they are no longer valid for (List::Element *E = graph[i].connections.front(); E;) { bool keep = true; List::Element *N = E->next(); int from = E->get().from_node; int to = E->get().to_node; if (!graph[i].nodes.has(from)) { keep = false; } else { Ref from_node = graph[i].nodes[from].node; if (from_node->is_class("VisualShaderNodeOutput") || from_node->is_class("VisualShaderNodeInput")) { keep = false; } } if (!graph[i].nodes.has(to)) { keep = false; } else { Ref to_node = graph[i].nodes[to].node; if (to_node->is_class("VisualShaderNodeOutput") || to_node->is_class("VisualShaderNodeInput")) { keep = false; } } if (!keep) { graph[i].connections.erase(E); } E = N; } } _queue_update(); _change_notify(); } void VisualShader::set_graph_offset(const Vector2 &p_offset) { graph_offset = p_offset; } Vector2 VisualShader::get_graph_offset() const { return graph_offset; } Shader::Mode VisualShader::get_mode() const { return shader_mode; } bool VisualShader::is_text_shader() const { return false; } String VisualShader::generate_preview_shader(Type p_type, int p_node, int p_port, Vector &default_tex_params) const { Ref node = get_node(p_type, p_node); ERR_FAIL_COND_V(!node.is_valid(), String()); ERR_FAIL_COND_V(p_port < 0 || p_port >= node->get_output_port_count(), String()); ERR_FAIL_COND_V(node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_TRANSFORM, String()); StringBuilder global_code; StringBuilder code; global_code += String() + "shader_type canvas_item;\n"; //make it faster to go around through shader VMap::Element *> input_connections; VMap::Element *> output_connections; for (const List::Element *E = graph[p_type].connections.front(); E; E = E->next()) { ConnectionKey from_key; from_key.node = E->get().from_node; from_key.port = E->get().from_port; output_connections.insert(from_key, E); ConnectionKey to_key; to_key.node = E->get().to_node; to_key.port = E->get().to_port; input_connections.insert(to_key, E); } code += "\nvoid fragment() {\n"; Set processed; Error err = _write_node(p_type, global_code, code, default_tex_params, input_connections, output_connections, p_node, processed, true); ERR_FAIL_COND_V(err != OK, String()); if (node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_SCALAR) { code += "\tCOLOR.rgb = vec3( n_out" + itos(p_node) + "p" + itos(p_port) + " );\n"; } else { code += "\tCOLOR.rgb = n_out" + itos(p_node) + "p" + itos(p_port) + ";\n"; } code += "}\n"; //set code secretly global_code += "\n\n"; String final_code = global_code; final_code += code; return final_code; } #define IS_INITIAL_CHAR(m_d) (((m_d) >= 'a' && (m_d) <= 'z') || ((m_d) >= 'A' && (m_d) <= 'Z')) #define IS_SYMBOL_CHAR(m_d) (((m_d) >= 'a' && (m_d) <= 'z') || ((m_d) >= 'A' && (m_d) <= 'Z') || ((m_d) >= '0' && (m_d) <= '9') || (m_d) == '_') String VisualShader::validate_uniform_name(const String &p_name, const Ref &p_uniform) const { String name = p_name; //validate name first while (name.length() && !IS_INITIAL_CHAR(name[0])) { name = name.substr(1, name.length() - 1); } if (name != String()) { String valid_name; for (int i = 0; i < name.length(); i++) { if (IS_SYMBOL_CHAR(name[i])) { valid_name += String::chr(name[i]); } else if (name[i] == ' ') { valid_name += "_"; } } name = valid_name; } if (name == String()) { name = p_uniform->get_caption(); } int attempt = 1; while (true) { bool exists = false; for (int i = 0; i < TYPE_MAX; i++) { for (const Map::Element *E = graph[i].nodes.front(); E; E = E->next()) { Ref node = E->get().node; if (node == p_uniform) { //do not test on self continue; } if (node.is_valid() && node->get_uniform_name() == name) { exists = true; break; } } if (exists) { break; } } if (exists) { //remove numbers, put new and try again attempt++; while (name.length() && name[name.length() - 1] >= '0' && name[name.length() - 1] <= '9') { name = name.substr(0, name.length() - 1); } ERR_FAIL_COND_V(name == String(), String()); name += itos(attempt); } else { break; } } return name; } VisualShader::RenderModeEnums VisualShader::render_mode_enums[] = { { Shader::MODE_SPATIAL, "blend" }, { Shader::MODE_SPATIAL, "depth_draw" }, { Shader::MODE_SPATIAL, "cull" }, { Shader::MODE_SPATIAL, "diffuse" }, { Shader::MODE_SPATIAL, "specular" }, { Shader::MODE_CANVAS_ITEM, "blend" }, { Shader::MODE_CANVAS_ITEM, NULL } }; static const char *type_string[VisualShader::TYPE_MAX] = { "vertex", "fragment", "light" }; bool VisualShader::_set(const StringName &p_name, const Variant &p_value) { String name = p_name; if (name == "mode") { set_mode(Shader::Mode(int(p_value))); return true; } else if (name.begins_with("flags/")) { StringName flag = name.get_slicec('/', 1); bool enable = p_value; if (enable) { flags.insert(flag); } else { flags.erase(flag); } _queue_update(); return true; } else if (name.begins_with("modes/")) { String mode = name.get_slicec('/', 1); int value = p_value; if (value == 0) { modes.erase(mode); //means its default anyway, so dont store it } else { modes[mode] = value; } _queue_update(); return true; } else if (name.begins_with("nodes/")) { String typestr = name.get_slicec('/', 1); Type type = TYPE_VERTEX; for (int i = 0; i < TYPE_MAX; i++) { if (typestr == type_string[i]) { type = Type(i); break; } } String index = name.get_slicec('/', 2); if (index == "connections") { Vector conns = p_value; if (conns.size() % 4 == 0) { for (int i = 0; i < conns.size(); i += 4) { connect_nodes(type, conns[i + 0], conns[i + 1], conns[i + 2], conns[i + 3]); } } return true; } int id = index.to_int(); String what = name.get_slicec('/', 3); if (what == "node") { add_node(type, p_value, Vector2(), id); return true; } else if (what == "position") { set_node_position(type, id, p_value); return true; } } return false; } bool VisualShader::_get(const StringName &p_name, Variant &r_ret) const { String name = p_name; if (name == "mode") { r_ret = get_mode(); return true; } else if (name.begins_with("flags/")) { StringName flag = name.get_slicec('/', 1); r_ret = flags.has(flag); return true; } else if (name.begins_with("modes/")) { String mode = name.get_slicec('/', 1); if (modes.has(mode)) { r_ret = modes[mode]; } else { r_ret = 0; } return true; } else if (name.begins_with("nodes/")) { String typestr = name.get_slicec('/', 1); Type type = TYPE_VERTEX; for (int i = 0; i < TYPE_MAX; i++) { if (typestr == type_string[i]) { type = Type(i); break; } } String index = name.get_slicec('/', 2); if (index == "connections") { Vector conns; for (const List::Element *E = graph[type].connections.front(); E; E = E->next()) { conns.push_back(E->get().from_node); conns.push_back(E->get().from_port); conns.push_back(E->get().to_node); conns.push_back(E->get().to_port); } r_ret = conns; return true; } int id = index.to_int(); String what = name.get_slicec('/', 3); if (what == "node") { r_ret = get_node(type, id); return true; } else if (what == "position") { r_ret = get_node_position(type, id); return true; } } return false; } void VisualShader::_get_property_list(List *p_list) const { //mode p_list->push_back(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Spatial,CanvasItem,Particles")); //render modes Map blend_mode_enums; Set toggles; for (int i = 0; i < ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader_mode)).size(); i++) { String mode = ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader_mode))[i]; int idx = 0; bool in_enum = false; while (render_mode_enums[idx].string) { if (mode.begins_with(render_mode_enums[idx].string)) { String begin = render_mode_enums[idx].string; String option = mode.replace_first(begin + "_", ""); if (!blend_mode_enums.has(begin)) { blend_mode_enums[begin] = option; } else { blend_mode_enums[begin] += "," + option; } in_enum = true; break; } idx++; } if (!in_enum) { toggles.insert(mode); } } for (Map::Element *E = blend_mode_enums.front(); E; E = E->next()) { p_list->push_back(PropertyInfo(Variant::INT, "modes/" + E->key(), PROPERTY_HINT_ENUM, E->get())); } for (Set::Element *E = toggles.front(); E; E = E->next()) { p_list->push_back(PropertyInfo(Variant::BOOL, "flags/" + E->get())); } for (int i = 0; i < TYPE_MAX; i++) { for (Map::Element *E = graph[i].nodes.front(); E; E = E->next()) { String prop_name = "nodes/"; prop_name += type_string[i]; prop_name += "/" + itos(E->key()); if (E->key() != NODE_ID_OUTPUT) { p_list->push_back(PropertyInfo(Variant::OBJECT, prop_name + "/node", PROPERTY_HINT_RESOURCE_TYPE, "VisualShaderNode", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE)); } p_list->push_back(PropertyInfo(Variant::VECTOR2, prop_name + "/position", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR)); } p_list->push_back(PropertyInfo(Variant::POOL_INT_ARRAY, "nodes/" + String(type_string[i]) + "/connections", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR)); } } Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBuilder &code, Vector &def_tex_params, const VMap::Element *> &input_connections, const VMap::Element *> &output_connections, int node, Set &processed, bool for_preview) const { const Ref vsnode = graph[type].nodes[node].node; //check inputs recursively first int input_count = vsnode->get_input_port_count(); for (int i = 0; i < input_count; i++) { ConnectionKey ck; ck.node = node; ck.port = i; if (input_connections.has(ck)) { int from_node = input_connections[ck]->get().from_node; if (processed.has(from_node)) { continue; } Error err = _write_node(type, global_code, code, def_tex_params, input_connections, output_connections, from_node, processed, for_preview); if (err) return err; } } // then this node code += "// " + vsnode->get_caption() + ":" + itos(node) + "\n"; Vector input_vars; input_vars.resize(vsnode->get_input_port_count()); String *inputs = input_vars.ptrw(); for (int i = 0; i < input_count; i++) { ConnectionKey ck; ck.node = node; ck.port = i; if (input_connections.has(ck)) { //connected to something, use that output int from_node = input_connections[ck]->get().from_node; int from_port = input_connections[ck]->get().from_port; VisualShaderNode::PortType in_type = vsnode->get_input_port_type(i); VisualShaderNode::PortType out_type = graph[type].nodes[from_node].node->get_output_port_type(from_port); String src_var = "n_out" + itos(from_node) + "p" + itos(from_port); if (in_type == out_type) { inputs[i] = src_var; } else if (in_type == VisualShaderNode::PORT_TYPE_SCALAR && out_type == VisualShaderNode::PORT_TYPE_VECTOR) { inputs[i] = "dot(" + src_var + ",vec3(0.333333,0.333333,0.333333))"; } else if (in_type == VisualShaderNode::PORT_TYPE_VECTOR && out_type == VisualShaderNode::PORT_TYPE_SCALAR) { inputs[i] = "vec3(" + src_var + ")"; } } else { Variant defval = vsnode->get_input_port_default_value(i); if (defval.get_type() == Variant::REAL || defval.get_type() == Variant::INT) { float val = defval; inputs[i] = "n_in" + itos(node) + "p" + itos(i); code += "\tfloat " + inputs[i] + " = " + vformat("%.5f", val) + ";\n"; } else if (defval.get_type() == Variant::VECTOR3) { Vector3 val = defval; inputs[i] = "n_in" + itos(node) + "p" + itos(i); code += "\tvec3 " + inputs[i] + " = " + vformat("vec3(%.5f,%.5f,%.5f);\n", val.x, val.y, val.z); } else if (defval.get_type() == Variant::TRANSFORM) { Transform val = defval; val.basis.transpose(); inputs[i] = "n_in" + itos(node) + "p" + itos(i); Array values; for (int j = 0; j < 3; j++) { values.push_back(val.basis[j].x); values.push_back(val.basis[j].y); values.push_back(val.basis[j].z); } values.push_back(val.origin.x); values.push_back(val.origin.y); values.push_back(val.origin.z); bool err = false; code += "\tmat4 " + inputs[i] + " = " + String("mat4( vec4(%.5f,%.5f,%.5f,0.0),vec4(%.5f,%.5f,%.5f,0.0),vec4(%.5f,%.5f,%.5f,0.0),vec4(%.5f,%.5f,%.5f,1.0) );\n").sprintf(values, &err); } else { //will go empty, node is expected to know what it is doing at this point and handle it } } } int output_count = vsnode->get_output_port_count(); Vector output_vars; output_vars.resize(vsnode->get_output_port_count()); String *outputs = output_vars.ptrw(); for (int i = 0; i < output_count; i++) { outputs[i] = "n_out" + itos(node) + "p" + itos(i); switch (vsnode->get_output_port_type(i)) { case VisualShaderNode::PORT_TYPE_SCALAR: code += String() + "\tfloat " + outputs[i] + ";\n"; break; case VisualShaderNode::PORT_TYPE_VECTOR: code += String() + "\tvec3 " + outputs[i] + ";\n"; break; case VisualShaderNode::PORT_TYPE_TRANSFORM: code += String() + "\tmat4 " + outputs[i] + ";\n"; break; default: {} } } Vector params = vsnode->get_default_texture_parameters(type, node); for (int i = 0; i < params.size(); i++) { def_tex_params.push_back(params[i]); } Ref input = vsnode; bool skip_global = input.is_valid() && for_preview; if (!skip_global) { global_code += vsnode->generate_global(get_mode(), type, node); } //handle normally code += vsnode->generate_code(get_mode(), type, node, inputs, outputs, for_preview); code += "\n"; // processed.insert(node); return OK; } void VisualShader::_update_shader() const { if (!dirty) return; dirty = false; StringBuilder global_code; StringBuilder code; Vector default_tex_params; static const char *shader_mode_str[Shader::MODE_MAX] = { "spatial", "canvas_item", "particles" }; global_code += String() + "shader_type " + shader_mode_str[shader_mode] + ";\n"; String render_mode; { //fill render mode enums int idx = 0; while (render_mode_enums[idx].string) { if (shader_mode == render_mode_enums[idx].mode) { if (modes.has(render_mode_enums[idx].string)) { int which = modes[render_mode_enums[idx].string]; int count = 0; for (int i = 0; i < ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader_mode)).size(); i++) { String mode = ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader_mode))[i]; if (mode.begins_with(render_mode_enums[idx].string)) { if (count == which) { if (render_mode != String()) { render_mode += ", "; } render_mode += mode; break; } count++; } } } } idx++; } //fill render mode flags for (int i = 0; i < ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader_mode)).size(); i++) { String mode = ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader_mode))[i]; if (flags.has(mode)) { if (render_mode != String()) { render_mode += ", "; } render_mode += mode; } } } if (render_mode != String()) { global_code += "render_mode " + render_mode + ";\n\n"; } static const char *func_name[TYPE_MAX] = { "vertex", "fragment", "light" }; for (int i = 0; i < TYPE_MAX; i++) { //make it faster to go around through shader VMap::Element *> input_connections; VMap::Element *> output_connections; for (const List::Element *E = graph[i].connections.front(); E; E = E->next()) { ConnectionKey from_key; from_key.node = E->get().from_node; from_key.port = E->get().from_port; output_connections.insert(from_key, E); ConnectionKey to_key; to_key.node = E->get().to_node; to_key.port = E->get().to_port; input_connections.insert(to_key, E); } code += "\nvoid " + String(func_name[i]) + "() {\n"; Set processed; Error err = _write_node(Type(i), global_code, code, default_tex_params, input_connections, output_connections, NODE_ID_OUTPUT, processed, false); ERR_FAIL_COND(err != OK); code += "}\n"; } //set code secretly global_code += "\n\n"; String final_code = global_code; final_code += code; const_cast(this)->set_code(final_code); for (int i = 0; i < default_tex_params.size(); i++) { const_cast(this)->set_default_texture_param(default_tex_params[i].name, default_tex_params[i].param); } } void VisualShader::_queue_update() { if (dirty) { return; } dirty = true; call_deferred("_update_shader"); } void VisualShader::_input_type_changed(Type p_type, int p_id) { //erase connections using this input, as type changed Graph *g = &graph[p_type]; for (List::Element *E = g->connections.front(); E;) { List::Element *N = E->next(); if (E->get().from_node == p_id) { g->connections.erase(E); } E = N; } } void VisualShader::_bind_methods() { ClassDB::bind_method(D_METHOD("set_mode", "mode"), &VisualShader::set_mode); ClassDB::bind_method(D_METHOD("add_node", "type", "node", "position", "id"), &VisualShader::add_node); ClassDB::bind_method(D_METHOD("set_node_position", "type", "id", "position"), &VisualShader::set_node_position); ClassDB::bind_method(D_METHOD("get_node", "type", "id"), &VisualShader::get_node); ClassDB::bind_method(D_METHOD("get_node_position", "type", "id"), &VisualShader::get_node_position); ClassDB::bind_method(D_METHOD("get_node_list", "type"), &VisualShader::get_node_list); ClassDB::bind_method(D_METHOD("get_valid_node_id", "type"), &VisualShader::get_valid_node_id); ClassDB::bind_method(D_METHOD("remove_node", "type", "id"), &VisualShader::remove_node); ClassDB::bind_method(D_METHOD("is_node_connection", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::is_node_connection); ClassDB::bind_method(D_METHOD("can_connect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::is_node_connection); ClassDB::bind_method(D_METHOD("connect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::connect_nodes); ClassDB::bind_method(D_METHOD("disconnect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::disconnect_nodes); ClassDB::bind_method(D_METHOD("get_node_connections", "type"), &VisualShader::_get_node_connections); ClassDB::bind_method(D_METHOD("set_graph_offset", "offset"), &VisualShader::set_graph_offset); ClassDB::bind_method(D_METHOD("get_graph_offset"), &VisualShader::get_graph_offset); ClassDB::bind_method(D_METHOD("_queue_update"), &VisualShader::_queue_update); ClassDB::bind_method(D_METHOD("_update_shader"), &VisualShader::_update_shader); ClassDB::bind_method(D_METHOD("_input_type_changed"), &VisualShader::_input_type_changed); ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "graph_offset", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_graph_offset", "get_graph_offset"); BIND_ENUM_CONSTANT(TYPE_VERTEX); BIND_ENUM_CONSTANT(TYPE_FRAGMENT); BIND_ENUM_CONSTANT(TYPE_LIGHT); BIND_ENUM_CONSTANT(TYPE_MAX); BIND_CONSTANT(NODE_ID_INVALID); BIND_CONSTANT(NODE_ID_OUTPUT); } VisualShader::VisualShader() { shader_mode = Shader::MODE_SPATIAL; for (int i = 0; i < TYPE_MAX; i++) { Ref output; output.instance(); output->shader_type = Type(i); output->shader_mode = shader_mode; graph[i].nodes[NODE_ID_OUTPUT].node = output; graph[i].nodes[NODE_ID_OUTPUT].position = Vector2(400, 150); } dirty = true; } /////////////////////////////////////////////////////////// const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = { // Spatial, Vertex { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "TANGENT" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "BINORMAL" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "vec3(UV2,0.0)" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "modelview", "MODELVIEW_MATRIX" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "camera", "CAMERA_MATRIX" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_camera", "INV_CAMERA_MATRIX" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection", "INV_PROJECTION_MATRIX" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(VIEWPORT_SIZE, 0)" }, // Spatial, Fragment { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "TANGENT" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "BINORMAL" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "view", "VIEW" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "vec3(UV2,0.0)" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "point_coord", "vec3(POINT_COORD,0.0)" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV,0.0)" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "side", "float(FRONT_FACING ? 1.0 : 0.0)" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_camera", "INV_CAMERA_MATRIX" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "camera", "CAMERA_MATRIX" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection", "INV_PROJECTION_MATRIX" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(VIEWPORT_SIZE, 0.0)" }, // Spatial, Light { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "view", "VIEW" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light", "LIGHT" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_color", "LIGHT_COLOR" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "attenuation", "ATTENUATION" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "albedo", "ALBEDO" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "transmission", "TRANSMISSION" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_camera", "INV_CAMERA_MATRIX" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "camera", "CAMERA_MATRIX" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection", "INV_PROJECTION_MATRIX" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(VIEWPORT_SIZE, 0.0)" }, // Canvas Item, Vertex { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "vec3(VERTEX,0.0)" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "texture_pixel_size", "vec3(TEXTURE_PIXEL_SIZE, 1.0)" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "extra", "EXTRA_MATRIX" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "light_pass", "float(AT_LIGHT_PASS ? 1.0 : 0.0)" }, // Canvas Item, Fragment { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV,0.0)" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "texture_pixel_size", "vec3(TEXTURE_PIXEL_SIZE, 1.0)" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_pixel_size", "vec3(SCREEN_PIXEL_SIZE, 1.0)" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "point_coord", "vec3(POINT_COORD,0.0)" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "light_pass", "float(AT_LIGHT_PASS ? 1.0 : 0.0)" }, // Canvas Item, Light { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_vec", "vec3(LIGHT_VEC,0.0)" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_height", "LIGHT_HEIGHT" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_color", "LIGHT_COLOR.rgb" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_alpha", "LIGHT_COLOR.a" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_uv", "vec3(LIGHT_UV,0.0)" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "shadow_color", "SHADOW_COLOR.rgb" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV,0.0)" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "texture_pixel_size", "vec3(TEXTURE_PIXEL_SIZE, 1.0)" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "point_coord", "vec3(POINT_COORD,0.0)" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, // Particles, Vertex { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "VELOCITY" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "restart", "float(RESTART ? 1.0 : 0.0)" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "active", "float(ACTIVE ? 1.0 : 0.0)" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "custom", "CUSTOM.rgb" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "index", "float(INDEX)" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, NULL, NULL }, }; const VisualShaderNodeInput::Port VisualShaderNodeInput::preview_ports[] = { // Spatial, Fragment { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "vec3(0.0,0.0,1.0)" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "vec3(0.0,1.0,0.0)" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "vec3(1.0,0.0,0.0)" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "vec3(UV,0.0)" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV,0.0)" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "side", "1.0" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(1.0,1.0, 0.0)" }, // Spatial, Light { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "vec3(0.0,0.0,1.0)" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(1.0, 1.0, 0.0)" }, // Canvas Item, Vertex { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "vec3(VERTEX,0.0)" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, // Canvas Item, Fragment { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV,0.0)" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, // Canvas Item, Light { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "vec3(0.0,0.0,1.0)" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV,0.0)" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, // Particles, Vertex { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "vec3(0.0,0.0,1.0)" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, NULL, NULL }, }; int VisualShaderNodeInput::get_input_port_count() const { return 0; } VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_port_type(int p_port) const { return PORT_TYPE_SCALAR; } String VisualShaderNodeInput::get_input_port_name(int p_port) const { return ""; } int VisualShaderNodeInput::get_output_port_count() const { return 1; } VisualShaderNodeInput::PortType VisualShaderNodeInput::get_output_port_type(int p_port) const { return get_input_type_by_name(input_name); } String VisualShaderNodeInput::get_output_port_name(int p_port) const { return ""; } String VisualShaderNodeInput::get_caption() const { return TTR("Input"); } String VisualShaderNodeInput::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 { if (p_for_preview) { int idx = 0; String code; while (preview_ports[idx].mode != Shader::MODE_MAX) { if (preview_ports[idx].mode == shader_mode && preview_ports[idx].shader_type == shader_type && preview_ports[idx].name == input_name) { code = "\t" + p_output_vars[0] + " = " + preview_ports[idx].string + ";\n"; break; } idx++; } if (code == String()) { switch (get_output_port_type(0)) { case PORT_TYPE_SCALAR: { code = "\t" + p_output_vars[0] + " = 0.0;\n"; } break; //default (none found) is scalar case PORT_TYPE_VECTOR: { code = "\t" + p_output_vars[0] + " = vec3(0.0);\n"; } break; //default (none found) is scalar case PORT_TYPE_TRANSFORM: { code = "\t" + p_output_vars[0] + " = mat4( vec4(1.0,0.0,0.0,0.0), vec4(0.0,1.0,0.0,0.0), vec4(0.0,0.0,1.0,0.0), vec4(0.0,0.0,0.0,1.0) );\n"; } break; //default (none found) is scalar } } return code; } else { int idx = 0; String code; while (ports[idx].mode != Shader::MODE_MAX) { if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == input_name) { code = "\t" + p_output_vars[0] + " = " + ports[idx].string + ";\n"; break; } idx++; } if (code == String()) { code = "\t" + p_output_vars[0] + " = 0.0;\n"; //default (none found) is scalar } return code; } } void VisualShaderNodeInput::set_input_name(String p_name) { PortType prev_type = get_input_type_by_name(input_name); input_name = p_name; emit_changed(); if (get_input_type_by_name(input_name) != prev_type) { emit_signal("input_type_changed"); } } String VisualShaderNodeInput::get_input_name() const { return input_name; } VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_type_by_name(String p_name) const { int idx = 0; while (ports[idx].mode != Shader::MODE_MAX) { if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == p_name) { return ports[idx].type; } idx++; } return PORT_TYPE_SCALAR; } int VisualShaderNodeInput::get_input_index_count() const { int idx = 0; int count = 0; while (ports[idx].mode != Shader::MODE_MAX) { if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) { count++; } idx++; } return count; } VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_index_type(int p_index) const { int idx = 0; int count = 0; while (ports[idx].mode != Shader::MODE_MAX) { if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) { if (count == p_index) { return ports[idx].type; } count++; } idx++; } return PORT_TYPE_SCALAR; } String VisualShaderNodeInput::get_input_index_name(int p_index) const { int idx = 0; int count = 0; while (ports[idx].mode != Shader::MODE_MAX) { if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) { if (count == p_index) { return ports[idx].name; } count++; } idx++; } return ""; } void VisualShaderNodeInput::_validate_property(PropertyInfo &property) const { if (property.name == "input_name") { String port_list; int idx = 0; while (ports[idx].mode != Shader::MODE_MAX) { if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) { if (port_list != String()) { port_list += ","; } port_list += ports[idx].name; } idx++; } if (port_list == "") { port_list = TTR("None"); } property.hint_string = port_list; } } Vector VisualShaderNodeInput::get_editable_properties() const { Vector props; props.push_back("input_name"); return props; } void VisualShaderNodeInput::_bind_methods() { ClassDB::bind_method(D_METHOD("set_input_name", "name"), &VisualShaderNodeInput::set_input_name); ClassDB::bind_method(D_METHOD("get_input_name"), &VisualShaderNodeInput::get_input_name); ADD_PROPERTY(PropertyInfo(Variant::STRING, "input_name", PROPERTY_HINT_ENUM, ""), "set_input_name", "get_input_name"); ADD_SIGNAL(MethodInfo("input_type_changed")); } VisualShaderNodeInput::VisualShaderNodeInput() { input_name = "[None]"; // changed when set shader_type = VisualShader::TYPE_MAX; shader_mode = Shader::MODE_MAX; } //////////////////////////////////////////// const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = { // Spatial, Vertex { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "TANGENT" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "BINORMAL" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "UV:xy" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "UV2:xy" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" }, // Spatial, Fragment { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "albedo", "ALBEDO" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "ALPHA" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "metallic", "METALLIC" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "specular", "SPECULAR" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "emission", "EMISSION" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "ao", "AO" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normalmap", "NORMALMAP" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "normalmap_depth", "NORMALMAP_DEPTH" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "rim", "RIM" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "rim_tint", "RIM_TINT" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "clearcoat", "CLEARCOAT" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "clearcoat_gloss", "CLEARCOAT_GLOSS" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "anisotropy", "ANISOTROPY" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "anisotropy_flow", "ANISOTROPY_FLOW:xy" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "subsurf_scatter", "SSS_STRENGTH" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "transmission", "TRANSMISSION" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha_scissor", "ALPHA_SCISSOR" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "ao_light_affect", "AO_LIGHT_AFFECT" }, // Spatial, Light { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "diffuse", "DIFFUSE_LIGHT" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "specular", "SPECULAR_LIGHT" }, // Canvas Item, Vertex { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX:xy" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "UV:xy" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" }, // Canvas Item, Fragment { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normalmap", "NORMALMAP" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "normalmap_depth", "NORMALMAP_DEPTH" }, // Canvas Item, Light { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light", "LIGHT.rgb" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_alpha", "LIGHT.rgb" }, // Particles, Vertex { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "VELOCITY" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "custom", "CUSTOM.rgb" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" }, { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, NULL, NULL }, }; int VisualShaderNodeOutput::get_input_port_count() const { int idx = 0; int count = 0; while (ports[idx].mode != Shader::MODE_MAX) { if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) { count++; } idx++; } return count; } VisualShaderNodeOutput::PortType VisualShaderNodeOutput::get_input_port_type(int p_port) const { int idx = 0; int count = 0; while (ports[idx].mode != Shader::MODE_MAX) { if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) { if (count == p_port) { return ports[idx].type; } count++; } idx++; } return PORT_TYPE_SCALAR; } String VisualShaderNodeOutput::get_input_port_name(int p_port) const { int idx = 0; int count = 0; while (ports[idx].mode != Shader::MODE_MAX) { if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) { if (count == p_port) { return String(ports[idx].name).capitalize(); } count++; } idx++; } return String(); } Variant VisualShaderNodeOutput::get_input_port_default_value(int p_port) const { return Variant(); } int VisualShaderNodeOutput::get_output_port_count() const { return 0; } VisualShaderNodeOutput::PortType VisualShaderNodeOutput::get_output_port_type(int p_port) const { return PORT_TYPE_SCALAR; } String VisualShaderNodeOutput::get_output_port_name(int p_port) const { return String(); } bool VisualShaderNodeOutput::is_port_separator(int p_index) const { if (shader_mode == Shader::MODE_SPATIAL && shader_type == VisualShader::TYPE_FRAGMENT) { String name = get_input_port_name(p_index); return (name == "Normal" || name == "Rim" || name == "Alpha Scissor"); } return false; } String VisualShaderNodeOutput::get_caption() const { return TTR("Output"); } String VisualShaderNodeOutput::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 { int idx = 0; int count = 0; String code; while (ports[idx].mode != Shader::MODE_MAX) { if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) { if (p_input_vars[count] != String()) { String s = ports[idx].string; if (s.find(":") != -1) { code += "\t" + s.get_slicec(':', 0) + " = " + p_input_vars[count] + "." + s.get_slicec(':', 1) + ";\n"; } else { code += "\t" + s + " = " + p_input_vars[count] + ";\n"; } } count++; } idx++; } return code; } VisualShaderNodeOutput::VisualShaderNodeOutput() { } /////////////////////////// void VisualShaderNodeUniform::set_uniform_name(const String &p_name) { uniform_name = p_name; emit_signal("name_changed"); emit_changed(); } String VisualShaderNodeUniform::get_uniform_name() const { return uniform_name; } void VisualShaderNodeUniform::_bind_methods() { ClassDB::bind_method(D_METHOD("set_uniform_name", "name"), &VisualShaderNodeUniform::set_uniform_name); ClassDB::bind_method(D_METHOD("get_uniform_name"), &VisualShaderNodeUniform::get_uniform_name); ADD_PROPERTY(PropertyInfo(Variant::STRING, "uniform_name"), "set_uniform_name", "get_uniform_name"); } VisualShaderNodeUniform::VisualShaderNodeUniform() { }