virtualx-engine/scene/resources/visual_shader.cpp
2023-01-06 10:35:25 +03:00

4929 lines
180 KiB
C++

/**************************************************************************/
/* visual_shader.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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/templates/rb_map.h"
#include "core/templates/vmap.h"
#include "servers/rendering/shader_types.h"
#include "visual_shader_nodes.h"
#include "visual_shader_particle_nodes.h"
#include "visual_shader_sdf_nodes.h"
String make_unique_id(VisualShader::Type p_type, int p_id, const String &p_name) {
static const char *typepf[VisualShader::TYPE_MAX] = { "vtx", "frg", "lgt", "start", "process", "collide", "start_custom", "process_custom", "sky", "fog" };
return p_name + "_" + String(typepf[p_type]) + "_" + itos(p_id);
}
bool VisualShaderNode::is_simple_decl() const {
return simple_decl;
}
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, const Variant &p_prev_value) {
Variant value = p_value;
if (p_prev_value.get_type() != Variant::NIL) {
switch (p_value.get_type()) {
case Variant::FLOAT: {
switch (p_prev_value.get_type()) {
case Variant::INT: {
value = (float)p_prev_value;
} break;
case Variant::FLOAT: {
value = p_prev_value;
} break;
case Variant::VECTOR2: {
Vector2 pv = p_prev_value;
value = pv.x;
} break;
case Variant::VECTOR3: {
Vector3 pv = p_prev_value;
value = pv.x;
} break;
case Variant::QUATERNION: {
Quaternion pv = p_prev_value;
value = pv.x;
} break;
default:
break;
}
} break;
case Variant::INT: {
switch (p_prev_value.get_type()) {
case Variant::INT: {
value = p_prev_value;
} break;
case Variant::FLOAT: {
value = (int)p_prev_value;
} break;
case Variant::VECTOR2: {
Vector2 pv = p_prev_value;
value = (int)pv.x;
} break;
case Variant::VECTOR3: {
Vector3 pv = p_prev_value;
value = (int)pv.x;
} break;
case Variant::QUATERNION: {
Quaternion pv = p_prev_value;
value = (int)pv.x;
} break;
default:
break;
}
} break;
case Variant::VECTOR2: {
switch (p_prev_value.get_type()) {
case Variant::INT: {
float pv = (float)(int)p_prev_value;
value = Vector2(pv, pv);
} break;
case Variant::FLOAT: {
float pv = p_prev_value;
value = Vector2(pv, pv);
} break;
case Variant::VECTOR2: {
value = p_prev_value;
} break;
case Variant::VECTOR3: {
Vector3 pv = p_prev_value;
value = Vector2(pv.x, pv.y);
} break;
case Variant::QUATERNION: {
Quaternion pv = p_prev_value;
value = Vector2(pv.x, pv.y);
} break;
default:
break;
}
} break;
case Variant::VECTOR3: {
switch (p_prev_value.get_type()) {
case Variant::INT: {
float pv = (float)(int)p_prev_value;
value = Vector3(pv, pv, pv);
} break;
case Variant::FLOAT: {
float pv = p_prev_value;
value = Vector3(pv, pv, pv);
} break;
case Variant::VECTOR2: {
Vector2 pv = p_prev_value;
value = Vector3(pv.x, pv.y, pv.y);
} break;
case Variant::VECTOR3: {
value = p_prev_value;
} break;
case Variant::QUATERNION: {
Quaternion pv = p_prev_value;
value = Vector3(pv.x, pv.y, pv.z);
} break;
default:
break;
}
} break;
case Variant::QUATERNION: {
switch (p_prev_value.get_type()) {
case Variant::INT: {
float pv = (float)(int)p_prev_value;
value = Quaternion(pv, pv, pv, pv);
} break;
case Variant::FLOAT: {
float pv = p_prev_value;
value = Quaternion(pv, pv, pv, pv);
} break;
case Variant::VECTOR2: {
Vector2 pv = p_prev_value;
value = Quaternion(pv.x, pv.y, pv.y, pv.y);
} break;
case Variant::VECTOR3: {
Vector3 pv = p_prev_value;
value = Quaternion(pv.x, pv.y, pv.z, pv.z);
} break;
case Variant::QUATERNION: {
value = p_prev_value;
} break;
default:
break;
}
} break;
default:
break;
}
}
default_input_values[p_port] = 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();
}
void VisualShaderNode::remove_input_port_default_value(int p_port) {
if (default_input_values.has(p_port)) {
default_input_values.erase(p_port);
emit_changed();
}
}
void VisualShaderNode::clear_default_input_values() {
if (!default_input_values.is_empty()) {
default_input_values.clear();
emit_changed();
}
}
bool VisualShaderNode::is_port_separator(int p_index) const {
return false;
}
bool VisualShaderNode::is_output_port_connected(int p_port) const {
if (connected_output_ports.has(p_port)) {
return connected_output_ports[p_port] > 0;
}
return false;
}
void VisualShaderNode::set_output_port_connected(int p_port, bool p_connected) {
if (p_connected) {
connected_output_ports[p_port]++;
} else {
connected_output_ports[p_port]--;
}
}
bool VisualShaderNode::is_input_port_connected(int p_port) const {
if (connected_input_ports.has(p_port)) {
return connected_input_ports[p_port];
}
return false;
}
void VisualShaderNode::set_input_port_connected(int p_port, bool p_connected) {
connected_input_ports[p_port] = p_connected;
}
bool VisualShaderNode::is_generate_input_var(int p_port) const {
return true;
}
bool VisualShaderNode::is_output_port_expandable(int p_port) const {
return false;
}
bool VisualShaderNode::has_output_port_preview(int p_port) const {
return true;
}
void VisualShaderNode::_set_output_ports_expanded(const Array &p_values) {
for (int i = 0; i < p_values.size(); i++) {
expanded_output_ports[p_values[i]] = true;
}
emit_changed();
}
Array VisualShaderNode::_get_output_ports_expanded() const {
Array arr;
for (int i = 0; i < get_output_port_count(); i++) {
if (_is_output_port_expanded(i)) {
arr.push_back(i);
}
}
return arr;
}
void VisualShaderNode::_set_output_port_expanded(int p_port, bool p_expanded) {
expanded_output_ports[p_port] = p_expanded;
emit_changed();
}
bool VisualShaderNode::_is_output_port_expanded(int p_port) const {
if (expanded_output_ports.has(p_port)) {
return expanded_output_ports[p_port];
}
return false;
}
int VisualShaderNode::get_expanded_output_port_count() const {
int count = get_output_port_count();
int count2 = count;
for (int i = 0; i < count; i++) {
if (is_output_port_expandable(i) && _is_output_port_expanded(i)) {
switch (get_output_port_type(i)) {
case PORT_TYPE_VECTOR_2D: {
count2 += 2;
} break;
case PORT_TYPE_VECTOR_3D: {
count2 += 3;
} break;
case PORT_TYPE_VECTOR_4D: {
count2 += 4;
} break;
default:
break;
}
}
}
return count2;
}
bool VisualShaderNode::is_code_generated() const {
return true;
}
bool VisualShaderNode::is_show_prop_names() const {
return false;
}
bool VisualShaderNode::is_use_prop_slots() const {
return false;
}
bool VisualShaderNode::is_disabled() const {
return disabled;
}
void VisualShaderNode::set_disabled(bool p_disabled) {
disabled = p_disabled;
}
Vector<VisualShader::DefaultTextureParam> VisualShaderNode::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
return Vector<VisualShader::DefaultTextureParam>();
}
String VisualShaderNode::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
return String();
}
String VisualShaderNode::generate_global_per_node(Shader::Mode p_mode, int p_id) const {
return String();
}
String VisualShaderNode::generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
return String();
}
Vector<StringName> VisualShaderNode::get_editable_properties() const {
return Vector<StringName>();
}
HashMap<StringName, String> VisualShaderNode::get_editable_properties_names() const {
return HashMap<StringName, String>();
}
Array VisualShaderNode::get_default_input_values() const {
Array ret;
for (const KeyValue<int, Variant> &E : default_input_values) {
ret.push_back(E.key);
ret.push_back(E.value);
}
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();
}
bool VisualShaderNode::is_input_port_default(int p_port, Shader::Mode p_mode) const {
return false;
}
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_output_port_expanded", "port"), &VisualShaderNode::_set_output_port_expanded);
ClassDB::bind_method(D_METHOD("_is_output_port_expanded"), &VisualShaderNode::_is_output_port_expanded);
ClassDB::bind_method(D_METHOD("_set_output_ports_expanded", "values"), &VisualShaderNode::_set_output_ports_expanded);
ClassDB::bind_method(D_METHOD("_get_output_ports_expanded"), &VisualShaderNode::_get_output_ports_expanded);
ClassDB::bind_method(D_METHOD("set_input_port_default_value", "port", "value", "prev_value"), &VisualShaderNode::set_input_port_default_value, DEFVAL(Variant()));
ClassDB::bind_method(D_METHOD("get_input_port_default_value", "port"), &VisualShaderNode::get_input_port_default_value);
ClassDB::bind_method(D_METHOD("remove_input_port_default_value", "port"), &VisualShaderNode::remove_input_port_default_value);
ClassDB::bind_method(D_METHOD("clear_default_input_values"), &VisualShaderNode::clear_default_input_values);
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_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "set_default_input_values", "get_default_input_values");
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "expanded_output_ports", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "_set_output_ports_expanded", "_get_output_ports_expanded");
ADD_SIGNAL(MethodInfo("editor_refresh_request"));
BIND_ENUM_CONSTANT(PORT_TYPE_SCALAR);
BIND_ENUM_CONSTANT(PORT_TYPE_SCALAR_INT);
BIND_ENUM_CONSTANT(PORT_TYPE_SCALAR_UINT);
BIND_ENUM_CONSTANT(PORT_TYPE_VECTOR_2D);
BIND_ENUM_CONSTANT(PORT_TYPE_VECTOR_3D);
BIND_ENUM_CONSTANT(PORT_TYPE_VECTOR_4D);
BIND_ENUM_CONSTANT(PORT_TYPE_BOOLEAN);
BIND_ENUM_CONSTANT(PORT_TYPE_TRANSFORM);
BIND_ENUM_CONSTANT(PORT_TYPE_SAMPLER);
BIND_ENUM_CONSTANT(PORT_TYPE_MAX);
}
VisualShaderNode::VisualShaderNode() {
}
/////////////////////////////////////////////////////////
void VisualShaderNodeCustom::update_ports() {
{
input_ports.clear();
int input_port_count;
if (GDVIRTUAL_CALL(_get_input_port_count, input_port_count)) {
for (int i = 0; i < input_port_count; i++) {
Port port;
if (!GDVIRTUAL_CALL(_get_input_port_name, i, port.name)) {
port.name = "in" + itos(i);
}
if (!GDVIRTUAL_CALL(_get_input_port_type, i, port.type)) {
port.type = (int)PortType::PORT_TYPE_SCALAR;
}
input_ports.push_back(port);
}
}
}
{
output_ports.clear();
int output_port_count;
if (GDVIRTUAL_CALL(_get_output_port_count, output_port_count)) {
for (int i = 0; i < output_port_count; i++) {
Port port;
if (!GDVIRTUAL_CALL(_get_output_port_name, i, port.name)) {
port.name = "out" + itos(i);
}
if (!GDVIRTUAL_CALL(_get_output_port_type, i, port.type)) {
port.type = (int)PortType::PORT_TYPE_SCALAR;
}
output_ports.push_back(port);
}
}
}
}
String VisualShaderNodeCustom::get_caption() const {
String ret = "Unnamed";
GDVIRTUAL_CALL(_get_name, ret);
return ret;
}
int VisualShaderNodeCustom::get_input_port_count() const {
return input_ports.size();
}
VisualShaderNodeCustom::PortType VisualShaderNodeCustom::get_input_port_type(int p_port) const {
ERR_FAIL_INDEX_V(p_port, input_ports.size(), PORT_TYPE_SCALAR);
return (PortType)input_ports[p_port].type;
}
String VisualShaderNodeCustom::get_input_port_name(int p_port) const {
ERR_FAIL_INDEX_V(p_port, input_ports.size(), "");
return input_ports[p_port].name;
}
int VisualShaderNodeCustom::get_output_port_count() const {
return output_ports.size();
}
VisualShaderNodeCustom::PortType VisualShaderNodeCustom::get_output_port_type(int p_port) const {
ERR_FAIL_INDEX_V(p_port, output_ports.size(), PORT_TYPE_SCALAR);
return (PortType)output_ports[p_port].type;
}
String VisualShaderNodeCustom::get_output_port_name(int p_port) const {
ERR_FAIL_INDEX_V(p_port, output_ports.size(), "");
return output_ports[p_port].name;
}
String VisualShaderNodeCustom::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 {
ERR_FAIL_COND_V(!GDVIRTUAL_IS_OVERRIDDEN(_get_code), "");
TypedArray<String> input_vars;
for (int i = 0; i < get_input_port_count(); i++) {
input_vars.push_back(p_input_vars[i]);
}
TypedArray<String> output_vars;
for (int i = 0; i < get_output_port_count(); i++) {
output_vars.push_back(p_output_vars[i]);
}
String _code;
GDVIRTUAL_CALL(_get_code, input_vars, output_vars, p_mode, p_type, _code);
if (_is_valid_code(_code)) {
String code = " {\n";
bool nend = _code.ends_with("\n");
_code = _code.insert(0, " ");
_code = _code.replace("\n", "\n ");
code += _code;
if (!nend) {
code += "\n }";
} else {
code.remove_at(code.size() - 1);
code += "}";
}
code += "\n";
return code;
}
return String();
}
String VisualShaderNodeCustom::generate_global_per_node(Shader::Mode p_mode, int p_id) const {
String _code;
if (GDVIRTUAL_CALL(_get_global_code, p_mode, _code)) {
if (_is_valid_code(_code)) {
String code = "// " + get_caption() + "\n";
code += _code;
code += "\n";
return code;
}
}
return String();
}
String VisualShaderNodeCustom::generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
String _code;
if (GDVIRTUAL_CALL(_get_func_code, p_mode, p_type, _code)) {
if (_is_valid_code(_code)) {
bool nend = _code.ends_with("\n");
String code = "// " + get_caption() + "\n";
code += " {\n";
_code = _code.insert(0, " ");
_code = _code.replace("\n", "\n ");
code += _code;
if (!nend) {
code += "\n }";
} else {
code.remove_at(code.size() - 1);
code += "}";
}
code += "\n";
return code;
}
}
return String();
}
bool VisualShaderNodeCustom::is_available(Shader::Mode p_mode, VisualShader::Type p_type) const {
bool ret = true;
GDVIRTUAL_CALL(_is_available, p_mode, p_type, ret);
return ret;
}
void VisualShaderNodeCustom::set_input_port_default_value(int p_port, const Variant &p_value, const Variant &p_prev_value) {
if (!is_initialized) {
VisualShaderNode::set_input_port_default_value(p_port, p_value, p_prev_value);
}
}
void VisualShaderNodeCustom::set_default_input_values(const Array &p_values) {
if (!is_initialized) {
VisualShaderNode::set_default_input_values(p_values);
}
}
void VisualShaderNodeCustom::remove_input_port_default_value(int p_port) {
if (!is_initialized) {
VisualShaderNode::remove_input_port_default_value(p_port);
}
}
void VisualShaderNodeCustom::clear_default_input_values() {
if (!is_initialized) {
VisualShaderNode::clear_default_input_values();
}
}
void VisualShaderNodeCustom::_set_input_port_default_value(int p_port, const Variant &p_value) {
VisualShaderNode::set_input_port_default_value(p_port, p_value);
}
bool VisualShaderNodeCustom::_is_valid_code(const String &p_code) const {
if (p_code.is_empty() || p_code == "null") {
return false;
}
return true;
}
bool VisualShaderNodeCustom::_is_initialized() {
return is_initialized;
}
void VisualShaderNodeCustom::_set_initialized(bool p_enabled) {
is_initialized = p_enabled;
}
void VisualShaderNodeCustom::_bind_methods() {
GDVIRTUAL_BIND(_get_name);
GDVIRTUAL_BIND(_get_description);
GDVIRTUAL_BIND(_get_category);
GDVIRTUAL_BIND(_get_return_icon_type);
GDVIRTUAL_BIND(_get_input_port_count);
GDVIRTUAL_BIND(_get_input_port_type, "port");
GDVIRTUAL_BIND(_get_input_port_name, "port");
GDVIRTUAL_BIND(_get_output_port_count);
GDVIRTUAL_BIND(_get_output_port_type, "port");
GDVIRTUAL_BIND(_get_output_port_name, "port");
GDVIRTUAL_BIND(_get_code, "input_vars", "output_vars", "mode", "type");
GDVIRTUAL_BIND(_get_func_code, "mode", "type");
GDVIRTUAL_BIND(_get_global_code, "mode");
GDVIRTUAL_BIND(_is_highend);
GDVIRTUAL_BIND(_is_available, "mode", "type");
ClassDB::bind_method(D_METHOD("_set_initialized", "enabled"), &VisualShaderNodeCustom::_set_initialized);
ClassDB::bind_method(D_METHOD("_is_initialized"), &VisualShaderNodeCustom::_is_initialized);
ClassDB::bind_method(D_METHOD("_set_input_port_default_value", "port", "value"), &VisualShaderNodeCustom::_set_input_port_default_value);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "initialized", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "_set_initialized", "_is_initialized");
}
VisualShaderNodeCustom::VisualShaderNodeCustom() {
simple_decl = false;
}
/////////////////////////////////////////////////////////
void VisualShader::set_shader_type(Type p_type) {
current_type = p_type;
}
VisualShader::Type VisualShader::get_shader_type() const {
return current_type;
}
void VisualShader::add_varying(const String &p_name, VaryingMode p_mode, VaryingType p_type) {
ERR_FAIL_COND(!p_name.is_valid_identifier());
ERR_FAIL_INDEX((int)p_mode, (int)VARYING_MODE_MAX);
ERR_FAIL_INDEX((int)p_type, (int)VARYING_TYPE_MAX);
ERR_FAIL_COND(varyings.has(p_name));
Varying var = Varying(p_name, p_mode, p_type);
varyings[p_name] = var;
varyings_list.push_back(var);
_queue_update();
}
void VisualShader::remove_varying(const String &p_name) {
ERR_FAIL_COND(!varyings.has(p_name));
varyings.erase(p_name);
for (List<Varying>::Element *E = varyings_list.front(); E; E = E->next()) {
if (E->get().name == p_name) {
varyings_list.erase(E);
break;
}
}
_queue_update();
}
bool VisualShader::has_varying(const String &p_name) const {
return varyings.has(p_name);
}
int VisualShader::get_varyings_count() const {
return varyings_list.size();
}
const VisualShader::Varying *VisualShader::get_varying_by_index(int p_idx) const {
ERR_FAIL_INDEX_V(p_idx, varyings_list.size(), nullptr);
return &varyings_list[p_idx];
}
void VisualShader::set_varying_mode(const String &p_name, VaryingMode p_mode) {
ERR_FAIL_INDEX((int)p_mode, (int)VARYING_MODE_MAX);
ERR_FAIL_COND(!varyings.has(p_name));
if (varyings[p_name].mode == p_mode) {
return;
}
varyings[p_name].mode = p_mode;
_queue_update();
}
VisualShader::VaryingMode VisualShader::get_varying_mode(const String &p_name) {
ERR_FAIL_COND_V(!varyings.has(p_name), VARYING_MODE_MAX);
return varyings[p_name].mode;
}
void VisualShader::set_varying_type(const String &p_name, VaryingType p_type) {
ERR_FAIL_INDEX((int)p_type, (int)VARYING_TYPE_MAX);
ERR_FAIL_COND(!varyings.has(p_name));
if (varyings[p_name].type == p_type) {
return;
}
varyings[p_name].type = p_type;
_queue_update();
}
VisualShader::VaryingType VisualShader::get_varying_type(const String &p_name) {
ERR_FAIL_COND_V(!varyings.has(p_name), VARYING_TYPE_MAX);
return varyings[p_name].type;
}
void VisualShader::add_node(Type p_type, const Ref<VisualShaderNode> &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<VisualShaderNodeParameter> parameter = n.node;
if (parameter.is_valid()) {
String valid_name = validate_parameter_name(parameter->get_parameter_name(), parameter);
parameter->set_parameter_name(valid_name);
}
Ref<VisualShaderNodeInput> input = n.node;
if (input.is_valid()) {
input->shader_mode = shader_mode;
input->shader_type = p_type;
}
n.node->connect("changed", callable_mp(this, &VisualShader::_queue_update));
Ref<VisualShaderNodeCustom> custom = n.node;
if (custom.is_valid()) {
custom->update_ports();
}
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<VisualShaderNode> VisualShader::get_node(Type p_type, int p_id) const {
ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Ref<VisualShaderNode>());
const Graph *g = &graph[p_type];
ERR_FAIL_COND_V(!g->nodes.has(p_id), Ref<VisualShaderNode>());
return g->nodes[p_id].node;
}
Vector<int> VisualShader::get_node_list(Type p_type) const {
ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Vector<int>());
const Graph *g = &graph[p_type];
Vector<int> ret;
for (const KeyValue<int, Node> &E : g->nodes) {
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<VisualShaderNode> &p_node) const {
for (const KeyValue<int, Node> &E : graph[p_type].nodes) {
if (E.value.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));
g->nodes[p_id].node->disconnect("changed", callable_mp(this, &VisualShader::_queue_update));
g->nodes.erase(p_id);
for (List<Connection>::Element *E = g->connections.front(); E;) {
List<Connection>::Element *N = E->next();
if (E->get().from_node == p_id || E->get().to_node == p_id) {
g->connections.erase(E);
if (E->get().from_node == p_id) {
g->nodes[E->get().to_node].prev_connected_nodes.erase(p_id);
g->nodes[E->get().to_node].node->set_input_port_connected(E->get().to_port, false);
}
}
E = N;
}
_queue_update();
}
void VisualShader::replace_node(Type p_type, int p_id, const StringName &p_new_class) {
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));
if (g->nodes[p_id].node->get_class_name() == p_new_class) {
return;
}
VisualShaderNode *vsn = Object::cast_to<VisualShaderNode>(ClassDB::instantiate(p_new_class));
VisualShaderNode *prev_vsn = g->nodes[p_id].node.ptr();
// Update connection data.
for (int i = 0; i < vsn->get_output_port_count(); i++) {
if (i < prev_vsn->get_output_port_count()) {
if (prev_vsn->is_output_port_connected(i)) {
vsn->set_output_port_connected(i, true);
}
if (prev_vsn->is_output_port_expandable(i) && prev_vsn->_is_output_port_expanded(i) && vsn->is_output_port_expandable(i)) {
vsn->_set_output_port_expanded(i, true);
int component_count = 0;
switch (prev_vsn->get_output_port_type(i)) {
case VisualShaderNode::PORT_TYPE_VECTOR_2D:
component_count = 2;
break;
case VisualShaderNode::PORT_TYPE_VECTOR_3D:
component_count = 3;
break;
case VisualShaderNode::PORT_TYPE_VECTOR_4D:
component_count = 4;
break;
default:
break;
}
for (int j = 0; j < component_count; j++) {
int sub_port = i + 1 + j;
if (prev_vsn->is_output_port_connected(sub_port)) {
vsn->set_output_port_connected(sub_port, true);
}
}
i += component_count;
}
} else {
break;
}
}
vsn->connect("changed", callable_mp(this, &VisualShader::_queue_update));
g->nodes[p_id].node = Ref<VisualShaderNode>(vsn);
_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 Connection &E : g->connections) {
if (E.from_node == p_from_node && E.from_port == p_from_port && E.to_node == p_to_node && E.to_port == p_to_port) {
return true;
}
}
return false;
}
bool VisualShader::is_nodes_connected_relatively(const Graph *p_graph, int p_node, int p_target) const {
bool result = false;
const VisualShader::Node &node = p_graph->nodes[p_node];
for (const int &E : node.prev_connected_nodes) {
if (E == p_target) {
return true;
}
result = is_nodes_connected_relatively(p_graph, E, p_target);
if (result) {
break;
}
}
return result;
}
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_node == p_to_node) {
return false;
}
if (p_from_port < 0 || p_from_port >= g->nodes[p_from_node].node->get_expanded_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 (!is_port_types_compatible(from_port_type, to_port_type)) {
return false;
}
for (const Connection &E : g->connections) {
if (E.from_node == p_from_node && E.from_port == p_from_port && E.to_node == p_to_node && E.to_port == p_to_port) {
return false;
}
}
if (is_nodes_connected_relatively(g, p_from_node, p_to_node)) {
return false;
}
return true;
}
bool VisualShader::is_port_types_compatible(int p_a, int p_b) const {
return MAX(0, p_a - (int)VisualShaderNode::PORT_TYPE_BOOLEAN) == (MAX(0, p_b - (int)VisualShaderNode::PORT_TYPE_BOOLEAN));
}
void VisualShader::connect_nodes_forced(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];
ERR_FAIL_COND(!g->nodes.has(p_from_node));
ERR_FAIL_INDEX(p_from_port, g->nodes[p_from_node].node->get_expanded_output_port_count());
ERR_FAIL_COND(!g->nodes.has(p_to_node));
ERR_FAIL_INDEX(p_to_port, g->nodes[p_to_node].node->get_input_port_count());
for (const Connection &E : g->connections) {
if (E.from_node == p_from_node && E.from_port == p_from_port && E.to_node == p_to_node && E.to_port == p_to_port) {
return;
}
}
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);
g->nodes[p_to_node].prev_connected_nodes.push_back(p_from_node);
g->nodes[p_from_node].node->set_output_port_connected(p_from_port, true);
g->nodes[p_to_node].node->set_input_port_connected(p_to_port, true);
_queue_update();
}
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_expanded_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);
ERR_FAIL_COND_V_MSG(!is_port_types_compatible(from_port_type, to_port_type), ERR_INVALID_PARAMETER, "Incompatible port types (scalar/vec/bool) with transform.");
for (const Connection &E : g->connections) {
if (E.from_node == p_from_node && E.from_port == p_from_port && E.to_node == p_to_node && E.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);
g->nodes[p_to_node].prev_connected_nodes.push_back(p_from_node);
g->nodes[p_from_node].node->set_output_port_connected(p_from_port, true);
g->nodes[p_to_node].node->set_input_port_connected(p_to_port, true);
_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 (const List<Connection>::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);
g->nodes[p_to_node].prev_connected_nodes.erase(p_from_node);
g->nodes[p_from_node].node->set_output_port_connected(p_from_port, false);
g->nodes[p_to_node].node->set_input_port_connected(p_to_port, false);
_queue_update();
return;
}
}
}
TypedArray<Dictionary> VisualShader::_get_node_connections(Type p_type) const {
ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Array());
const Graph *g = &graph[p_type];
TypedArray<Dictionary> ret;
for (const Connection &E : g->connections) {
Dictionary d;
d["from_node"] = E.from_node;
d["from_port"] = E.from_port;
d["to_node"] = E.to_node;
d["to_port"] = E.to_port;
ret.push_back(d);
}
return ret;
}
void VisualShader::get_node_connections(Type p_type, List<Connection> *r_connections) const {
ERR_FAIL_INDEX(p_type, TYPE_MAX);
const Graph *g = &graph[p_type];
for (const Connection &E : g->connections) {
r_connections->push_back(E);
}
}
void VisualShader::set_mode(Mode p_mode) {
ERR_FAIL_INDEX_MSG(p_mode, Mode::MODE_MAX, vformat("Invalid shader mode: %d.", 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 (KeyValue<int, Node> &E : graph[i].nodes) {
Ref<VisualShaderNodeInput> input = E.value.node;
if (input.is_valid()) {
input->shader_mode = shader_mode;
//input->input_index = 0;
}
}
Ref<VisualShaderNodeOutput> output = graph[i].nodes[NODE_ID_OUTPUT].node;
output->shader_mode = shader_mode;
// clear connections since they are no longer valid
for (List<Connection>::Element *E = graph[i].connections.front(); E;) {
bool keep = true;
List<Connection>::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<VisualShaderNode> 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<VisualShaderNode> 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();
notify_property_list_changed();
}
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<DefaultTextureParam> &default_tex_params) const {
Ref<VisualShaderNode> 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_expanded_output_port_count(), String());
ERR_FAIL_COND_V(node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_TRANSFORM, String());
StringBuilder global_code;
StringBuilder global_code_per_node;
HashMap<Type, StringBuilder> global_code_per_func;
StringBuilder shader_code;
HashSet<StringName> classes;
global_code += String() + "shader_type canvas_item;\n";
String global_expressions;
for (int i = 0, index = 0; i < TYPE_MAX; i++) {
for (const KeyValue<int, Node> &E : graph[i].nodes) {
Ref<VisualShaderNodeGlobalExpression> global_expression = E.value.node;
if (global_expression.is_valid()) {
String expr = "";
expr += "// " + global_expression->get_caption() + ":" + itos(index++) + "\n";
expr += global_expression->generate_global(get_mode(), Type(i), -1);
expr = expr.replace("\n", "\n ");
expr += "\n";
global_expressions += expr;
}
}
}
global_code += "\n";
global_code += global_expressions;
//make it faster to go around through shader
VMap<ConnectionKey, const List<Connection>::Element *> input_connections;
VMap<ConnectionKey, const List<Connection>::Element *> output_connections;
for (const List<Connection>::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);
}
shader_code += "\nvoid fragment() {\n";
HashSet<int> processed;
Error err = _write_node(p_type, &global_code, &global_code_per_node, &global_code_per_func, shader_code, default_tex_params, input_connections, output_connections, p_node, processed, true, classes);
ERR_FAIL_COND_V(err != OK, String());
switch (node->get_output_port_type(p_port)) {
case VisualShaderNode::PORT_TYPE_SCALAR: {
shader_code += " COLOR.rgb = vec3(n_out" + itos(p_node) + "p" + itos(p_port) + ");\n";
} break;
case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
shader_code += " COLOR.rgb = vec3(float(n_out" + itos(p_node) + "p" + itos(p_port) + "));\n";
} break;
case VisualShaderNode::PORT_TYPE_SCALAR_UINT: {
shader_code += " COLOR.rgb = vec3(float(n_out" + itos(p_node) + "p" + itos(p_port) + "));\n";
} break;
case VisualShaderNode::PORT_TYPE_BOOLEAN: {
shader_code += " COLOR.rgb = vec3(n_out" + itos(p_node) + "p" + itos(p_port) + " ? 1.0 : 0.0);\n";
} break;
case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
shader_code += " COLOR.rgb = vec3(n_out" + itos(p_node) + "p" + itos(p_port) + ", 0.0);\n";
} break;
case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
shader_code += " COLOR.rgb = n_out" + itos(p_node) + "p" + itos(p_port) + ";\n";
} break;
case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
shader_code += " COLOR.rgb = n_out" + itos(p_node) + "p" + itos(p_port) + ".xyz;\n";
} break;
default: {
shader_code += " COLOR.rgb = vec3(0.0);\n";
} break;
}
shader_code += "}\n";
//set code secretly
global_code += "\n\n";
String final_code = global_code;
final_code += global_code_per_node;
final_code += shader_code;
return final_code;
}
String VisualShader::validate_port_name(const String &p_port_name, VisualShaderNode *p_node, int p_port_id, bool p_output) const {
String port_name = p_port_name;
if (port_name.is_empty()) {
return String();
}
while (port_name.length() && !is_ascii_char(port_name[0])) {
port_name = port_name.substr(1, port_name.length() - 1);
}
if (!port_name.is_empty()) {
String valid_name;
for (int i = 0; i < port_name.length(); i++) {
if (is_ascii_identifier_char(port_name[i])) {
valid_name += String::chr(port_name[i]);
} else if (port_name[i] == ' ') {
valid_name += "_";
}
}
port_name = valid_name;
} else {
return String();
}
List<String> input_names;
List<String> output_names;
for (int i = 0; i < p_node->get_input_port_count(); i++) {
if (!p_output && i == p_port_id) {
continue;
}
if (port_name == p_node->get_input_port_name(i)) {
return String();
}
}
for (int i = 0; i < p_node->get_output_port_count(); i++) {
if (p_output && i == p_port_id) {
continue;
}
if (port_name == p_node->get_output_port_name(i)) {
return String();
}
}
return port_name;
}
String VisualShader::validate_parameter_name(const String &p_name, const Ref<VisualShaderNodeParameter> &p_parameter) const {
String param_name = p_name; //validate name first
while (param_name.length() && !is_ascii_char(param_name[0])) {
param_name = param_name.substr(1, param_name.length() - 1);
}
if (!param_name.is_empty()) {
String valid_name;
for (int i = 0; i < param_name.length(); i++) {
if (is_ascii_identifier_char(param_name[i])) {
valid_name += String::chr(param_name[i]);
} else if (param_name[i] == ' ') {
valid_name += "_";
}
}
param_name = valid_name;
}
if (param_name.is_empty()) {
param_name = p_parameter->get_caption();
}
int attempt = 1;
while (true) {
bool exists = false;
for (int i = 0; i < TYPE_MAX; i++) {
for (const KeyValue<int, Node> &E : graph[i].nodes) {
Ref<VisualShaderNodeParameter> node = E.value.node;
if (node == p_parameter) { //do not test on self
continue;
}
if (node.is_valid() && node->get_parameter_name() == param_name) {
exists = true;
break;
}
}
if (exists) {
break;
}
}
if (exists) {
//remove numbers, put new and try again
attempt++;
while (param_name.length() && is_digit(param_name[param_name.length() - 1])) {
param_name = param_name.substr(0, param_name.length() - 1);
}
ERR_FAIL_COND_V(param_name.is_empty(), String());
param_name += itos(attempt);
} else {
break;
}
}
return param_name;
}
static const char *type_string[VisualShader::TYPE_MAX] = {
"vertex",
"fragment",
"light",
"start",
"process",
"collide",
"start_custom",
"process_custom",
"sky",
"fog",
};
bool VisualShader::_set(const StringName &p_name, const Variant &p_value) {
String prop_name = p_name;
if (prop_name == "mode") {
set_mode(Shader::Mode(int(p_value)));
return true;
} else if (prop_name.begins_with("flags/")) {
StringName flag = prop_name.get_slicec('/', 1);
bool enable = p_value;
if (enable) {
flags.insert(flag);
} else {
flags.erase(flag);
}
_queue_update();
return true;
} else if (prop_name.begins_with("modes/")) {
String mode_name = prop_name.get_slicec('/', 1);
int value = p_value;
if (value == 0) {
modes.erase(mode_name); //means it's default anyway, so don't store it
} else {
modes[mode_name] = value;
}
_queue_update();
return true;
} else if (prop_name.begins_with("varyings/")) {
String var_name = prop_name.get_slicec('/', 1);
Varying value = Varying();
value.name = var_name;
if (value.from_string(p_value) && !varyings.has(var_name)) {
varyings[var_name] = value;
varyings_list.push_back(value);
}
_queue_update();
return true;
} else if (prop_name.begins_with("nodes/")) {
String typestr = prop_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 = prop_name.get_slicec('/', 2);
if (index == "connections") {
Vector<int> conns = p_value;
if (conns.size() % 4 == 0) {
for (int i = 0; i < conns.size(); i += 4) {
connect_nodes_forced(type, conns[i + 0], conns[i + 1], conns[i + 2], conns[i + 3]);
}
}
return true;
}
int id = index.to_int();
String what = prop_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;
} else if (what == "size") {
((VisualShaderNodeResizableBase *)get_node(type, id).ptr())->set_size(p_value);
return true;
} else if (what == "input_ports") {
((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->set_inputs(p_value);
return true;
} else if (what == "output_ports") {
((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->set_outputs(p_value);
return true;
} else if (what == "expression") {
((VisualShaderNodeExpression *)get_node(type, id).ptr())->set_expression(p_value);
return true;
}
}
return false;
}
bool VisualShader::_get(const StringName &p_name, Variant &r_ret) const {
String prop_name = p_name;
if (prop_name == "mode") {
r_ret = get_mode();
return true;
} else if (prop_name.begins_with("flags/")) {
StringName flag = prop_name.get_slicec('/', 1);
r_ret = flags.has(flag);
return true;
} else if (prop_name.begins_with("modes/")) {
String mode_name = prop_name.get_slicec('/', 1);
if (modes.has(mode_name)) {
r_ret = modes[mode_name];
} else {
r_ret = 0;
}
return true;
} else if (prop_name.begins_with("varyings/")) {
String var_name = prop_name.get_slicec('/', 1);
if (varyings.has(var_name)) {
r_ret = varyings[var_name].to_string();
} else {
r_ret = String();
}
return true;
} else if (prop_name.begins_with("nodes/")) {
String typestr = prop_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 = prop_name.get_slicec('/', 2);
if (index == "connections") {
Vector<int> conns;
for (const Connection &E : graph[type].connections) {
conns.push_back(E.from_node);
conns.push_back(E.from_port);
conns.push_back(E.to_node);
conns.push_back(E.to_port);
}
r_ret = conns;
return true;
}
int id = index.to_int();
String what = prop_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;
} else if (what == "size") {
r_ret = ((VisualShaderNodeResizableBase *)get_node(type, id).ptr())->get_size();
return true;
} else if (what == "input_ports") {
r_ret = ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->get_inputs();
return true;
} else if (what == "output_ports") {
r_ret = ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->get_outputs();
return true;
} else if (what == "expression") {
r_ret = ((VisualShaderNodeExpression *)get_node(type, id).ptr())->get_expression();
return true;
}
}
return false;
}
void VisualShader::reset_state() {
// TODO: Everything needs to be cleared here.
emit_changed();
}
void VisualShader::_get_property_list(List<PropertyInfo> *p_list) const {
//mode
p_list->push_back(PropertyInfo(Variant::INT, PNAME("mode"), PROPERTY_HINT_ENUM, "Node3D,CanvasItem,Particles,Sky,Fog"));
//render modes
HashMap<String, String> blend_mode_enums;
HashSet<String> toggles;
const Vector<ShaderLanguage::ModeInfo> &rmodes = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode));
for (int i = 0; i < rmodes.size(); i++) {
const ShaderLanguage::ModeInfo &info = rmodes[i];
if (!info.options.is_empty()) {
const String begin = String(info.name);
for (int j = 0; j < info.options.size(); j++) {
const String option = String(info.options[j]).capitalize();
if (!blend_mode_enums.has(begin)) {
blend_mode_enums[begin] = option;
} else {
blend_mode_enums[begin] += "," + option;
}
}
} else {
toggles.insert(String(info.name));
}
}
for (const KeyValue<String, String> &E : blend_mode_enums) {
p_list->push_back(PropertyInfo(Variant::INT, vformat("%s/%s", PNAME("modes"), E.key), PROPERTY_HINT_ENUM, E.value));
}
for (const String &E : toggles) {
p_list->push_back(PropertyInfo(Variant::BOOL, vformat("%s/%s", PNAME("flags"), E)));
}
for (const KeyValue<String, Varying> &E : varyings) {
p_list->push_back(PropertyInfo(Variant::STRING, vformat("%s/%s", PNAME("varyings"), E.key)));
}
for (int i = 0; i < TYPE_MAX; i++) {
for (const KeyValue<int, Node> &E : graph[i].nodes) {
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_NO_EDITOR | PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE));
}
p_list->push_back(PropertyInfo(Variant::VECTOR2, prop_name + "/position", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
if (Object::cast_to<VisualShaderNodeGroupBase>(E.value.node.ptr()) != nullptr) {
p_list->push_back(PropertyInfo(Variant::VECTOR2, prop_name + "/size", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
p_list->push_back(PropertyInfo(Variant::STRING, prop_name + "/input_ports", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
p_list->push_back(PropertyInfo(Variant::STRING, prop_name + "/output_ports", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
}
if (Object::cast_to<VisualShaderNodeExpression>(E.value.node.ptr()) != nullptr) {
p_list->push_back(PropertyInfo(Variant::STRING, prop_name + "/expression", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
}
}
p_list->push_back(PropertyInfo(Variant::PACKED_INT32_ARRAY, "nodes/" + String(type_string[i]) + "/connections", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
}
}
Error VisualShader::_write_node(Type type, StringBuilder *p_global_code, StringBuilder *p_global_code_per_node, HashMap<Type, StringBuilder> *p_global_code_per_func, StringBuilder &r_code, Vector<VisualShader::DefaultTextureParam> &r_def_tex_params, const VMap<ConnectionKey, const List<Connection>::Element *> &p_input_connections, const VMap<ConnectionKey, const List<Connection>::Element *> &p_output_connections, int p_node, HashSet<int> &r_processed, bool p_for_preview, HashSet<StringName> &r_classes) const {
const Ref<VisualShaderNode> vsnode = graph[type].nodes[p_node].node;
if (vsnode->is_disabled()) {
r_code += "// " + vsnode->get_caption() + ":" + itos(p_node) + "\n";
r_code += " // Node is disabled and code is not generated.\n";
return OK;
}
//check inputs recursively first
int input_count = vsnode->get_input_port_count();
for (int i = 0; i < input_count; i++) {
ConnectionKey ck;
ck.node = p_node;
ck.port = i;
if (p_input_connections.has(ck)) {
int from_node = p_input_connections[ck]->get().from_node;
if (r_processed.has(from_node)) {
continue;
}
Error err = _write_node(type, p_global_code, p_global_code_per_node, p_global_code_per_func, r_code, r_def_tex_params, p_input_connections, p_output_connections, from_node, r_processed, p_for_preview, r_classes);
if (err) {
return err;
}
}
}
// then this node
Vector<VisualShader::DefaultTextureParam> params = vsnode->get_default_texture_parameters(type, p_node);
for (int i = 0; i < params.size(); i++) {
r_def_tex_params.push_back(params[i]);
}
Ref<VisualShaderNodeInput> input = vsnode;
bool skip_global = input.is_valid() && p_for_preview;
if (!skip_global) {
Ref<VisualShaderNodeParameter> parameter = vsnode;
if (!parameter.is_valid() || !parameter->is_global_code_generated()) {
if (p_global_code) {
*p_global_code += vsnode->generate_global(get_mode(), type, p_node);
}
}
String class_name = vsnode->get_class_name();
if (class_name == "VisualShaderNodeCustom") {
class_name = vsnode->get_script_instance()->get_script()->get_path();
}
if (!r_classes.has(class_name)) {
if (p_global_code_per_node) {
*p_global_code_per_node += vsnode->generate_global_per_node(get_mode(), p_node);
}
for (int i = 0; i < TYPE_MAX; i++) {
if (p_global_code_per_func) {
(*p_global_code_per_func)[Type(i)] += vsnode->generate_global_per_func(get_mode(), Type(i), p_node);
}
}
r_classes.insert(class_name);
}
}
if (!vsnode->is_code_generated()) { // just generate globals and ignore locals
r_processed.insert(p_node);
return OK;
}
String node_name = "// " + vsnode->get_caption() + ":" + itos(p_node) + "\n";
String node_code;
Vector<String> 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 = p_node;
ck.port = i;
if (p_input_connections.has(ck)) {
//connected to something, use that output
int from_node = p_input_connections[ck]->get().from_node;
if (graph[type].nodes[from_node].node->is_disabled()) {
continue;
}
int from_port = p_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 == VisualShaderNode::PORT_TYPE_SAMPLER && out_type == VisualShaderNode::PORT_TYPE_SAMPLER) {
VisualShaderNode *ptr = const_cast<VisualShaderNode *>(graph[type].nodes[from_node].node.ptr());
if (ptr->has_method("get_input_real_name")) {
inputs[i] = ptr->call("get_input_real_name");
} else if (ptr->has_method("get_parameter_name")) {
inputs[i] = ptr->call("get_parameter_name");
} else {
inputs[i] = "";
}
} else if (in_type == out_type) {
inputs[i] = src_var;
} else {
switch (in_type) {
case VisualShaderNode::PORT_TYPE_SCALAR: {
switch (out_type) {
case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
inputs[i] = "float(" + src_var + ")";
} break;
case VisualShaderNode::PORT_TYPE_SCALAR_UINT: {
inputs[i] = "float(" + src_var + ")";
} break;
case VisualShaderNode::PORT_TYPE_BOOLEAN: {
inputs[i] = "(" + src_var + " ? 1.0 : 0.0)";
} break;
case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
inputs[i] = src_var + ".x";
} break;
case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
inputs[i] = src_var + ".x";
} break;
case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
inputs[i] = src_var + ".x";
} break;
default:
break;
}
} break;
case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
switch (out_type) {
case VisualShaderNode::PORT_TYPE_SCALAR: {
inputs[i] = "int(" + src_var + ")";
} break;
case VisualShaderNode::PORT_TYPE_SCALAR_UINT: {
inputs[i] = "int(" + src_var + ")";
} break;
case VisualShaderNode::PORT_TYPE_BOOLEAN: {
inputs[i] = "(" + src_var + " ? 1 : 0)";
} break;
case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
inputs[i] = "int(" + src_var + ".x)";
} break;
case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
inputs[i] = "int(" + src_var + ".x)";
} break;
case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
inputs[i] = "int(" + src_var + ".x)";
} break;
default:
break;
}
} break;
case VisualShaderNode::PORT_TYPE_SCALAR_UINT: {
switch (out_type) {
case VisualShaderNode::PORT_TYPE_SCALAR: {
inputs[i] = "uint(" + src_var + ")";
} break;
case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
inputs[i] = "uint(" + src_var + ")";
} break;
case VisualShaderNode::PORT_TYPE_BOOLEAN: {
inputs[i] = "(" + src_var + " ? 1u : 0u)";
} break;
case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
inputs[i] = "uint(" + src_var + ".x)";
} break;
case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
inputs[i] = "uint(" + src_var + ".x)";
} break;
case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
inputs[i] = "uint(" + src_var + ".x)";
} break;
default:
break;
}
} break;
case VisualShaderNode::PORT_TYPE_BOOLEAN: {
switch (out_type) {
case VisualShaderNode::PORT_TYPE_SCALAR: {
inputs[i] = src_var + " > 0.0 ? true : false";
} break;
case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
inputs[i] = src_var + " > 0 ? true : false";
} break;
case VisualShaderNode::PORT_TYPE_SCALAR_UINT: {
inputs[i] = src_var + " > 0u ? true : false";
} break;
case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
inputs[i] = "all(bvec2(" + src_var + "))";
} break;
case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
inputs[i] = "all(bvec3(" + src_var + "))";
} break;
case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
inputs[i] = "all(bvec4(" + src_var + "))";
} break;
default:
break;
}
} break;
case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
switch (out_type) {
case VisualShaderNode::PORT_TYPE_SCALAR: {
inputs[i] = "vec2(" + src_var + ")";
} break;
case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
inputs[i] = "vec2(float(" + src_var + "))";
} break;
case VisualShaderNode::PORT_TYPE_SCALAR_UINT: {
inputs[i] = "vec2(float(" + src_var + "))";
} break;
case VisualShaderNode::PORT_TYPE_BOOLEAN: {
inputs[i] = "vec2(" + src_var + " ? 1.0 : 0.0)";
} break;
case VisualShaderNode::PORT_TYPE_VECTOR_3D:
case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
inputs[i] = "vec2(" + src_var + ".xy)";
} break;
default:
break;
}
} break;
case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
switch (out_type) {
case VisualShaderNode::PORT_TYPE_SCALAR: {
inputs[i] = "vec3(" + src_var + ")";
} break;
case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
inputs[i] = "vec3(float(" + src_var + "))";
} break;
case VisualShaderNode::PORT_TYPE_SCALAR_UINT: {
inputs[i] = "vec3(float(" + src_var + "))";
} break;
case VisualShaderNode::PORT_TYPE_BOOLEAN: {
inputs[i] = "vec3(" + src_var + " ? 1.0 : 0.0)";
} break;
case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
inputs[i] = "vec3(" + src_var + ", 0.0)";
} break;
case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
inputs[i] = "vec3(" + src_var + ".xyz)";
} break;
default:
break;
}
} break;
case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
switch (out_type) {
case VisualShaderNode::PORT_TYPE_SCALAR: {
inputs[i] = "vec4(" + src_var + ")";
} break;
case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
inputs[i] = "vec4(float(" + src_var + "))";
} break;
case VisualShaderNode::PORT_TYPE_SCALAR_UINT: {
inputs[i] = "vec4(float(" + src_var + "))";
} break;
case VisualShaderNode::PORT_TYPE_BOOLEAN: {
inputs[i] = "vec4(" + src_var + " ? 1.0 : 0.0)";
} break;
case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
inputs[i] = "vec4(" + src_var + ", 0.0, 0.0)";
} break;
case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
inputs[i] = "vec4(" + src_var + ", 0.0)";
} break;
default:
break;
}
} break;
default:
break;
}
}
} else {
if (!vsnode->is_generate_input_var(i)) {
continue;
}
Variant defval = vsnode->get_input_port_default_value(i);
if (defval.get_type() == Variant::FLOAT) {
float val = defval;
inputs[i] = "n_in" + itos(p_node) + "p" + itos(i);
node_code += " float " + inputs[i] + " = " + vformat("%.5f", val) + ";\n";
} else if (defval.get_type() == Variant::INT) {
int val = defval;
inputs[i] = "n_in" + itos(p_node) + "p" + itos(i);
if (vsnode->get_input_port_type(i) == VisualShaderNode::PORT_TYPE_SCALAR_UINT) {
node_code += " uint " + inputs[i] + " = " + itos(val) + "u;\n";
} else {
node_code += " int " + inputs[i] + " = " + itos(val) + ";\n";
}
} else if (defval.get_type() == Variant::BOOL) {
bool val = defval;
inputs[i] = "n_in" + itos(p_node) + "p" + itos(i);
node_code += " bool " + inputs[i] + " = " + (val ? "true" : "false") + ";\n";
} else if (defval.get_type() == Variant::VECTOR2) {
Vector2 val = defval;
inputs[i] = "n_in" + itos(p_node) + "p" + itos(i);
node_code += " vec2 " + inputs[i] + " = " + vformat("vec2(%.5f, %.5f);\n", val.x, val.y);
} else if (defval.get_type() == Variant::VECTOR3) {
Vector3 val = defval;
inputs[i] = "n_in" + itos(p_node) + "p" + itos(i);
node_code += " vec3 " + inputs[i] + " = " + vformat("vec3(%.5f, %.5f, %.5f);\n", val.x, val.y, val.z);
} else if (defval.get_type() == Variant::QUATERNION) {
Quaternion val = defval;
inputs[i] = "n_in" + itos(p_node) + "p" + itos(i);
node_code += " vec4 " + inputs[i] + " = " + vformat("vec4(%.5f, %.5f, %.5f, %.5f);\n", val.x, val.y, val.z, val.w);
} else if (defval.get_type() == Variant::TRANSFORM3D) {
Transform3D val = defval;
val.basis.transpose();
inputs[i] = "n_in" + itos(p_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;
node_code += " mat4 " + 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();
int initial_output_count = output_count;
HashMap<int, bool> expanded_output_ports;
for (int i = 0; i < initial_output_count; i++) {
bool expanded = false;
if (vsnode->is_output_port_expandable(i) && vsnode->_is_output_port_expanded(i)) {
expanded = true;
switch (vsnode->get_output_port_type(i)) {
case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
output_count += 2;
} break;
case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
output_count += 3;
} break;
case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
output_count += 4;
} break;
default:
break;
}
}
expanded_output_ports.insert(i, expanded);
}
Vector<String> output_vars;
output_vars.resize(output_count);
String *outputs = output_vars.ptrw();
if (vsnode->is_simple_decl()) { // less code to generate for some simple_decl nodes
for (int i = 0, j = 0; i < initial_output_count; i++, j++) {
String var_name = "n_out" + itos(p_node) + "p" + itos(j);
switch (vsnode->get_output_port_type(i)) {
case VisualShaderNode::PORT_TYPE_SCALAR:
outputs[i] = "float " + var_name;
break;
case VisualShaderNode::PORT_TYPE_SCALAR_INT:
outputs[i] = "int " + var_name;
break;
case VisualShaderNode::PORT_TYPE_SCALAR_UINT:
outputs[i] = "uint " + var_name;
break;
case VisualShaderNode::PORT_TYPE_VECTOR_2D:
outputs[i] = "vec2 " + var_name;
break;
case VisualShaderNode::PORT_TYPE_VECTOR_3D:
outputs[i] = "vec3 " + var_name;
break;
case VisualShaderNode::PORT_TYPE_VECTOR_4D:
outputs[i] = "vec4 " + var_name;
break;
case VisualShaderNode::PORT_TYPE_BOOLEAN:
outputs[i] = "bool " + var_name;
break;
case VisualShaderNode::PORT_TYPE_TRANSFORM:
outputs[i] = "mat4 " + var_name;
break;
default:
break;
}
if (expanded_output_ports[i]) {
switch (vsnode->get_output_port_type(i)) {
case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
j += 2;
} break;
case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
j += 3;
} break;
case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
j += 4;
} break;
default:
break;
}
}
}
} else {
for (int i = 0, j = 0; i < initial_output_count; i++, j++) {
outputs[i] = "n_out" + itos(p_node) + "p" + itos(j);
switch (vsnode->get_output_port_type(i)) {
case VisualShaderNode::PORT_TYPE_SCALAR:
r_code += " float " + outputs[i] + ";\n";
break;
case VisualShaderNode::PORT_TYPE_SCALAR_INT:
r_code += " int " + outputs[i] + ";\n";
break;
case VisualShaderNode::PORT_TYPE_SCALAR_UINT:
r_code += " uint " + outputs[i] + ";\n";
break;
case VisualShaderNode::PORT_TYPE_VECTOR_2D:
r_code += " vec2 " + outputs[i] + ";\n";
break;
case VisualShaderNode::PORT_TYPE_VECTOR_3D:
r_code += " vec3 " + outputs[i] + ";\n";
break;
case VisualShaderNode::PORT_TYPE_VECTOR_4D:
r_code += " vec4 " + outputs[i] + ";\n";
break;
case VisualShaderNode::PORT_TYPE_BOOLEAN:
r_code += " bool " + outputs[i] + ";\n";
break;
case VisualShaderNode::PORT_TYPE_TRANSFORM:
r_code += " mat4 " + outputs[i] + ";\n";
break;
default:
break;
}
if (expanded_output_ports[i]) {
switch (vsnode->get_output_port_type(i)) {
case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
j += 2;
} break;
case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
j += 3;
} break;
case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
j += 4;
} break;
default:
break;
}
}
}
}
node_code += vsnode->generate_code(get_mode(), type, p_node, inputs, outputs, p_for_preview);
if (!node_code.is_empty()) {
r_code += node_name;
r_code += node_code;
}
for (int i = 0; i < output_count; i++) {
if (expanded_output_ports[i]) {
switch (vsnode->get_output_port_type(i)) {
case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
if (vsnode->is_output_port_connected(i + 1) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 1))) { // red-component
String r = "n_out" + itos(p_node) + "p" + itos(i + 1);
r_code += " float " + r + " = n_out" + itos(p_node) + "p" + itos(i) + ".r;\n";
outputs[i + 1] = r;
}
if (vsnode->is_output_port_connected(i + 2) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 2))) { // green-component
String g = "n_out" + itos(p_node) + "p" + itos(i + 2);
r_code += " float " + g + " = n_out" + itos(p_node) + "p" + itos(i) + ".g;\n";
outputs[i + 2] = g;
}
i += 2;
} break;
case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
if (vsnode->is_output_port_connected(i + 1) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 1))) { // red-component
String r = "n_out" + itos(p_node) + "p" + itos(i + 1);
r_code += " float " + r + " = n_out" + itos(p_node) + "p" + itos(i) + ".r;\n";
outputs[i + 1] = r;
}
if (vsnode->is_output_port_connected(i + 2) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 2))) { // green-component
String g = "n_out" + itos(p_node) + "p" + itos(i + 2);
r_code += " float " + g + " = n_out" + itos(p_node) + "p" + itos(i) + ".g;\n";
outputs[i + 2] = g;
}
if (vsnode->is_output_port_connected(i + 3) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 3))) { // blue-component
String b = "n_out" + itos(p_node) + "p" + itos(i + 3);
r_code += " float " + b + " = n_out" + itos(p_node) + "p" + itos(i) + ".b;\n";
outputs[i + 3] = b;
}
i += 3;
} break;
case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
if (vsnode->is_output_port_connected(i + 1) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 1))) { // red-component
String r = "n_out" + itos(p_node) + "p" + itos(i + 1);
r_code += " float " + r + " = n_out" + itos(p_node) + "p" + itos(i) + ".r;\n";
outputs[i + 1] = r;
}
if (vsnode->is_output_port_connected(i + 2) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 2))) { // green-component
String g = "n_out" + itos(p_node) + "p" + itos(i + 2);
r_code += " float " + g + " = n_out" + itos(p_node) + "p" + itos(i) + ".g;\n";
outputs[i + 2] = g;
}
if (vsnode->is_output_port_connected(i + 3) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 3))) { // blue-component
String b = "n_out" + itos(p_node) + "p" + itos(i + 3);
r_code += " float " + b + " = n_out" + itos(p_node) + "p" + itos(i) + ".b;\n";
outputs[i + 3] = b;
}
if (vsnode->is_output_port_connected(i + 4) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 4))) { // alpha-component
String a = "n_out" + itos(p_node) + "p" + itos(i + 4);
r_code += " float " + a + " = n_out" + itos(p_node) + "p" + itos(i) + ".a;\n";
outputs[i + 4] = a;
}
i += 4;
} break;
default:
break;
}
}
}
if (!node_code.is_empty()) {
r_code += "\n\n";
}
r_processed.insert(p_node);
return OK;
}
bool VisualShader::has_func_name(RenderingServer::ShaderMode p_mode, const String &p_func_name) const {
if (!ShaderTypes::get_singleton()->get_functions(p_mode).has(p_func_name)) {
if (p_mode == RenderingServer::ShaderMode::SHADER_PARTICLES) {
if (p_func_name == "start_custom" || p_func_name == "process_custom" || p_func_name == "collide") {
return true;
}
}
return false;
}
return true;
}
void VisualShader::_update_shader() const {
if (!dirty.is_set()) {
return;
}
dirty.clear();
StringBuilder global_code;
StringBuilder global_code_per_node;
HashMap<Type, StringBuilder> global_code_per_func;
StringBuilder shader_code;
Vector<VisualShader::DefaultTextureParam> default_tex_params;
HashSet<StringName> classes;
HashMap<int, int> insertion_pos;
static const char *shader_mode_str[Shader::MODE_MAX] = { "spatial", "canvas_item", "particles", "sky", "fog" };
global_code += String() + "shader_type " + shader_mode_str[shader_mode] + ";\n";
String render_mode;
{
const Vector<ShaderLanguage::ModeInfo> &rmodes = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode));
Vector<String> flag_names;
// Add enum modes first.
for (int i = 0; i < rmodes.size(); i++) {
const ShaderLanguage::ModeInfo &info = rmodes[i];
const String temp = String(info.name);
if (!info.options.is_empty()) {
if (modes.has(temp) && modes[temp] < info.options.size()) {
if (!render_mode.is_empty()) {
render_mode += ", ";
}
render_mode += temp + "_" + info.options[modes[temp]];
}
} else if (flags.has(temp)) {
flag_names.push_back(temp);
}
}
// Add flags afterward.
for (int i = 0; i < flag_names.size(); i++) {
if (!render_mode.is_empty()) {
render_mode += ", ";
}
render_mode += flag_names[i];
}
}
if (!render_mode.is_empty()) {
global_code += "render_mode " + render_mode + ";\n\n";
}
static const char *func_name[TYPE_MAX] = { "vertex", "fragment", "light", "start", "process", "collide", "start_custom", "process_custom", "sky", "fog" };
String global_expressions;
HashSet<String> used_parameter_names;
List<VisualShaderNodeParameter *> parameters;
HashMap<int, List<int>> emitters;
HashMap<int, List<int>> varying_setters;
for (int i = 0, index = 0; i < TYPE_MAX; i++) {
if (!has_func_name(RenderingServer::ShaderMode(shader_mode), func_name[i])) {
continue;
}
for (const KeyValue<int, Node> &E : graph[i].nodes) {
Ref<VisualShaderNodeGlobalExpression> global_expression = E.value.node;
if (global_expression.is_valid()) {
String expr = "";
expr += "// " + global_expression->get_caption() + ":" + itos(index++) + "\n";
expr += global_expression->generate_global(get_mode(), Type(i), -1);
expr = expr.replace("\n", "\n ");
expr += "\n";
global_expressions += expr;
}
Ref<VisualShaderNodeParameterRef> parameter_ref = E.value.node;
if (parameter_ref.is_valid()) {
used_parameter_names.insert(parameter_ref->get_parameter_name());
}
Ref<VisualShaderNodeParameter> parameter = E.value.node;
if (parameter.is_valid()) {
parameters.push_back(parameter.ptr());
}
Ref<VisualShaderNodeVaryingSetter> varying_setter = E.value.node;
if (varying_setter.is_valid() && varying_setter->is_input_port_connected(0)) {
if (!varying_setters.has(i)) {
varying_setters.insert(i, List<int>());
}
varying_setters[i].push_back(E.key);
}
Ref<VisualShaderNodeParticleEmit> emit_particle = E.value.node;
if (emit_particle.is_valid()) {
if (!emitters.has(i)) {
emitters.insert(i, List<int>());
}
emitters[i].push_back(E.key);
}
}
}
for (int i = 0; i < parameters.size(); i++) {
VisualShaderNodeParameter *parameter = parameters[i];
if (used_parameter_names.has(parameter->get_parameter_name())) {
global_code += parameter->generate_global(get_mode(), Type(i), -1);
const_cast<VisualShaderNodeParameter *>(parameter)->set_global_code_generated(true);
} else {
const_cast<VisualShaderNodeParameter *>(parameter)->set_global_code_generated(false);
}
}
if (!varyings.is_empty()) {
global_code += "\n// Varyings\n";
for (const KeyValue<String, Varying> &E : varyings) {
global_code += "varying ";
switch (E.value.type) {
case VaryingType::VARYING_TYPE_FLOAT:
global_code += "float ";
break;
case VaryingType::VARYING_TYPE_INT:
if (E.value.mode == VaryingMode::VARYING_MODE_VERTEX_TO_FRAG_LIGHT) {
global_code += "flat ";
}
global_code += "int ";
break;
case VaryingType::VARYING_TYPE_UINT:
if (E.value.mode == VaryingMode::VARYING_MODE_VERTEX_TO_FRAG_LIGHT) {
global_code += "flat ";
}
global_code += "uint ";
break;
case VaryingType::VARYING_TYPE_VECTOR_2D:
global_code += "vec2 ";
break;
case VaryingType::VARYING_TYPE_VECTOR_3D:
global_code += "vec3 ";
break;
case VaryingType::VARYING_TYPE_VECTOR_4D:
global_code += "vec4 ";
break;
case VaryingType::VARYING_TYPE_BOOLEAN:
if (E.value.mode == VaryingMode::VARYING_MODE_VERTEX_TO_FRAG_LIGHT) {
global_code += "flat ";
}
global_code += "bool ";
break;
case VaryingType::VARYING_TYPE_TRANSFORM:
global_code += "mat4 ";
break;
default:
break;
}
global_code += E.key + ";\n";
}
global_code += "\n";
}
HashMap<int, String> code_map;
HashSet<int> empty_funcs;
for (int i = 0; i < TYPE_MAX; i++) {
if (!has_func_name(RenderingServer::ShaderMode(shader_mode), func_name[i])) {
continue;
}
//make it faster to go around through shader
VMap<ConnectionKey, const List<Connection>::Element *> input_connections;
VMap<ConnectionKey, const List<Connection>::Element *> output_connections;
StringBuilder func_code;
HashSet<int> processed;
bool is_empty_func = false;
if (shader_mode != Shader::MODE_PARTICLES && shader_mode != Shader::MODE_SKY && shader_mode != Shader::MODE_FOG) {
is_empty_func = true;
}
String varying_code;
if (shader_mode == Shader::MODE_SPATIAL || shader_mode == Shader::MODE_CANVAS_ITEM) {
for (const KeyValue<String, Varying> &E : varyings) {
if ((E.value.mode == VARYING_MODE_VERTEX_TO_FRAG_LIGHT && i == TYPE_VERTEX) || (E.value.mode == VARYING_MODE_FRAG_TO_LIGHT && i == TYPE_FRAGMENT)) {
bool found = false;
for (int key : varying_setters[i]) {
Ref<VisualShaderNodeVaryingSetter> setter = Object::cast_to<VisualShaderNodeVaryingSetter>(const_cast<VisualShaderNode *>(graph[i].nodes[key].node.ptr()));
if (setter.is_valid() && E.value.name == setter->get_varying_name()) {
found = true;
break;
}
}
if (!found) {
String code2;
switch (E.value.type) {
case VaryingType::VARYING_TYPE_FLOAT:
code2 += "0.0";
break;
case VaryingType::VARYING_TYPE_INT:
code2 += "0";
break;
case VaryingType::VARYING_TYPE_UINT:
code2 += "0u";
break;
case VaryingType::VARYING_TYPE_VECTOR_2D:
code2 += "vec2(0.0)";
break;
case VaryingType::VARYING_TYPE_VECTOR_3D:
code2 += "vec3(0.0)";
break;
case VaryingType::VARYING_TYPE_VECTOR_4D:
code2 += "vec4(0.0)";
break;
case VaryingType::VARYING_TYPE_BOOLEAN:
code2 += "false";
break;
case VaryingType::VARYING_TYPE_TRANSFORM:
code2 += "mat4(1.0)";
break;
default:
break;
}
varying_code += vformat(" %s = %s;\n", E.key, code2);
}
is_empty_func = false;
}
}
}
for (const List<Connection>::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);
if (is_empty_func && to_key.node == NODE_ID_OUTPUT) {
is_empty_func = false;
}
}
if (is_empty_func) {
empty_funcs.insert(i);
continue;
}
if (shader_mode != Shader::MODE_PARTICLES) {
func_code += "\nvoid " + String(func_name[i]) + "() {\n";
}
insertion_pos.insert(i, shader_code.get_string_length() + func_code.get_string_length());
Error err = _write_node(Type(i), &global_code, &global_code_per_node, &global_code_per_func, func_code, default_tex_params, input_connections, output_connections, NODE_ID_OUTPUT, processed, false, classes);
ERR_FAIL_COND(err != OK);
if (varying_setters.has(i)) {
for (int &E : varying_setters[i]) {
err = _write_node(Type(i), nullptr, nullptr, nullptr, func_code, default_tex_params, input_connections, output_connections, E, processed, false, classes);
ERR_FAIL_COND(err != OK);
}
}
if (emitters.has(i)) {
for (int &E : emitters[i]) {
err = _write_node(Type(i), &global_code, &global_code_per_node, &global_code_per_func, func_code, default_tex_params, input_connections, output_connections, E, processed, false, classes);
ERR_FAIL_COND(err != OK);
}
}
if (shader_mode == Shader::MODE_PARTICLES) {
code_map.insert(i, func_code);
} else {
func_code += varying_code;
func_code += "}\n";
shader_code += func_code;
}
}
String global_compute_code;
if (shader_mode == Shader::MODE_PARTICLES) {
bool has_start_custom = !code_map[TYPE_START_CUSTOM].is_empty();
bool has_process = !code_map[TYPE_PROCESS].is_empty();
bool has_process_custom = !code_map[TYPE_PROCESS_CUSTOM].is_empty();
bool has_collide = !code_map[TYPE_COLLIDE].is_empty();
shader_code += "void start() {\n";
shader_code += " uint __seed = __hash(NUMBER + uint(1) + RANDOM_SEED);\n";
shader_code += "\n";
shader_code += " {\n";
shader_code += code_map[TYPE_START].replace("\n ", "\n ");
shader_code += " }\n";
if (has_start_custom) {
shader_code += " \n";
shader_code += " {\n";
shader_code += code_map[TYPE_START_CUSTOM].replace("\n ", "\n ");
shader_code += " }\n";
}
shader_code += "}\n\n";
if (has_process || has_process_custom || has_collide) {
shader_code += "void process() {\n";
shader_code += " uint __seed = __hash(NUMBER + uint(1) + RANDOM_SEED);\n";
shader_code += "\n";
if (has_process || has_collide) {
shader_code += " {\n";
}
String tab = " ";
if (has_collide) {
shader_code += " if (COLLIDED) {\n\n";
shader_code += code_map[TYPE_COLLIDE].replace("\n ", "\n ");
if (has_process) {
shader_code += " } else {\n\n";
tab += " ";
}
}
if (has_process) {
shader_code += code_map[TYPE_PROCESS].replace("\n ", "\n " + tab);
}
if (has_collide) {
shader_code += " }\n";
}
if (has_process || has_collide) {
shader_code += " }\n";
}
if (has_process_custom) {
if (has_process || has_collide) {
shader_code += " \n";
}
shader_code += " {\n";
shader_code += code_map[TYPE_PROCESS_CUSTOM].replace("\n ", "\n ");
shader_code += " }\n";
}
shader_code += "}\n\n";
}
global_compute_code += "float __rand_from_seed(inout uint seed) {\n";
global_compute_code += " int k;\n";
global_compute_code += " int s = int(seed);\n";
global_compute_code += " if (s == 0)\n";
global_compute_code += " s = 305420679;\n";
global_compute_code += " k = s / 127773;\n";
global_compute_code += " s = 16807 * (s - k * 127773) - 2836 * k;\n";
global_compute_code += " if (s < 0)\n";
global_compute_code += " s += 2147483647;\n";
global_compute_code += " seed = uint(s);\n";
global_compute_code += " return float(seed % uint(65536)) / 65535.0;\n";
global_compute_code += "}\n\n";
global_compute_code += "float __rand_from_seed_m1_p1(inout uint seed) {\n";
global_compute_code += " return __rand_from_seed(seed) * 2.0 - 1.0;\n";
global_compute_code += "}\n\n";
global_compute_code += "float __randf_range(inout uint seed, float from, float to) {\n";
global_compute_code += " return __rand_from_seed(seed) * (to - from) + from;\n";
global_compute_code += "}\n\n";
global_compute_code += "vec2 __randv2_range(inout uint seed, vec2 from, vec2 to) {\n";
global_compute_code += " return vec2(__randf_range(seed, from.x, to.x), __randf_range(seed, from.y, to.y));\n";
global_compute_code += "}\n\n";
global_compute_code += "vec3 __randv3_range(inout uint seed, vec3 from, vec3 to) {\n";
global_compute_code += " return vec3(__randf_range(seed, from.x, to.x), __randf_range(seed, from.y, to.y), __randf_range(seed, from.z, to.z));\n";
global_compute_code += "}\n\n";
global_compute_code += "uint __hash(uint x) {\n";
global_compute_code += " x = ((x >> uint(16)) ^ x) * uint(73244475);\n";
global_compute_code += " x = ((x >> uint(16)) ^ x) * uint(73244475);\n";
global_compute_code += " x = (x >> uint(16)) ^ x;\n";
global_compute_code += " return x;\n";
global_compute_code += "}\n\n";
global_compute_code += "mat3 __build_rotation_mat3(vec3 axis, float angle) {\n";
global_compute_code += " axis = normalize(axis);\n";
global_compute_code += " float s = sin(angle);\n";
global_compute_code += " float c = cos(angle);\n";
global_compute_code += " float oc = 1.0 - c;\n";
global_compute_code += " return mat3(vec3(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s), vec3(oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s), vec3(oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c));\n";
global_compute_code += "}\n\n";
global_compute_code += "mat4 __build_rotation_mat4(vec3 axis, float angle) {\n";
global_compute_code += " axis = normalize(axis);\n";
global_compute_code += " float s = sin(angle);\n";
global_compute_code += " float c = cos(angle);\n";
global_compute_code += " float oc = 1.0 - c;\n";
global_compute_code += " return mat4(vec4(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, 0), vec4(oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, 0), vec4(oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c, 0), vec4(0, 0, 0, 1));\n";
global_compute_code += "}\n\n";
global_compute_code += "vec2 __get_random_unit_vec2(inout uint seed) {\n";
global_compute_code += " return normalize(vec2(__rand_from_seed_m1_p1(seed), __rand_from_seed_m1_p1(seed)));\n";
global_compute_code += "}\n\n";
global_compute_code += "vec3 __get_random_unit_vec3(inout uint seed) {\n";
global_compute_code += " return normalize(vec3(__rand_from_seed_m1_p1(seed), __rand_from_seed_m1_p1(seed), __rand_from_seed_m1_p1(seed)));\n";
global_compute_code += "}\n\n";
}
//set code secretly
global_code += "\n\n";
String final_code = global_code;
final_code += global_compute_code;
final_code += global_code_per_node;
final_code += global_expressions;
String tcode = shader_code;
for (int i = 0; i < TYPE_MAX; i++) {
if (!has_func_name(RenderingServer::ShaderMode(shader_mode), func_name[i])) {
continue;
}
String func_code = global_code_per_func[Type(i)].as_string();
if (empty_funcs.has(Type(i)) && !func_code.is_empty()) {
func_code = vformat("%s%s%s", String("\nvoid " + String(func_name[i]) + "() {\n"), func_code, "}\n");
}
tcode = tcode.insert(insertion_pos[i], func_code);
}
final_code += tcode;
const_cast<VisualShader *>(this)->set_code(final_code);
for (int i = 0; i < default_tex_params.size(); i++) {
for (int j = 0; j < default_tex_params[i].params.size(); j++) {
const_cast<VisualShader *>(this)->set_default_texture_parameter(default_tex_params[i].name, default_tex_params[i].params[j], j);
}
}
if (previous_code != final_code) {
const_cast<VisualShader *>(this)->emit_signal(SNAME("changed"));
}
previous_code = final_code;
}
void VisualShader::_queue_update() {
if (dirty.is_set()) {
return;
}
dirty.set();
call_deferred(SNAME("_update_shader"));
}
void VisualShader::rebuild() {
dirty.set();
_update_shader();
}
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("get_node", "type", "id"), &VisualShader::get_node);
ClassDB::bind_method(D_METHOD("set_node_position", "type", "id", "position"), &VisualShader::set_node_position);
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("replace_node", "type", "id", "new_class"), &VisualShader::replace_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::can_connect_nodes);
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("connect_nodes_forced", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::connect_nodes_forced);
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("add_varying", "name", "mode", "type"), &VisualShader::add_varying);
ClassDB::bind_method(D_METHOD("remove_varying", "name"), &VisualShader::remove_varying);
ClassDB::bind_method(D_METHOD("has_varying", "name"), &VisualShader::has_varying);
ClassDB::bind_method(D_METHOD("_update_shader"), &VisualShader::_update_shader);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "graph_offset", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_graph_offset", "get_graph_offset");
ADD_PROPERTY_DEFAULT("code", ""); // Inherited from Shader, prevents showing default code as override in docs.
BIND_ENUM_CONSTANT(TYPE_VERTEX);
BIND_ENUM_CONSTANT(TYPE_FRAGMENT);
BIND_ENUM_CONSTANT(TYPE_LIGHT);
BIND_ENUM_CONSTANT(TYPE_START);
BIND_ENUM_CONSTANT(TYPE_PROCESS);
BIND_ENUM_CONSTANT(TYPE_COLLIDE);
BIND_ENUM_CONSTANT(TYPE_START_CUSTOM);
BIND_ENUM_CONSTANT(TYPE_PROCESS_CUSTOM);
BIND_ENUM_CONSTANT(TYPE_SKY);
BIND_ENUM_CONSTANT(TYPE_FOG);
BIND_ENUM_CONSTANT(TYPE_MAX);
BIND_ENUM_CONSTANT(VARYING_MODE_VERTEX_TO_FRAG_LIGHT);
BIND_ENUM_CONSTANT(VARYING_MODE_FRAG_TO_LIGHT);
BIND_ENUM_CONSTANT(VARYING_MODE_MAX);
BIND_ENUM_CONSTANT(VARYING_TYPE_FLOAT);
BIND_ENUM_CONSTANT(VARYING_TYPE_INT);
BIND_ENUM_CONSTANT(VARYING_TYPE_UINT);
BIND_ENUM_CONSTANT(VARYING_TYPE_VECTOR_2D);
BIND_ENUM_CONSTANT(VARYING_TYPE_VECTOR_3D);
BIND_ENUM_CONSTANT(VARYING_TYPE_VECTOR_4D);
BIND_ENUM_CONSTANT(VARYING_TYPE_BOOLEAN);
BIND_ENUM_CONSTANT(VARYING_TYPE_TRANSFORM);
BIND_ENUM_CONSTANT(VARYING_TYPE_MAX);
BIND_CONSTANT(NODE_ID_INVALID);
BIND_CONSTANT(NODE_ID_OUTPUT);
}
VisualShader::VisualShader() {
dirty.set();
for (int i = 0; i < TYPE_MAX; i++) {
if (i > (int)TYPE_LIGHT && i < (int)TYPE_SKY) {
Ref<VisualShaderNodeParticleOutput> output;
output.instantiate();
output->shader_type = Type(i);
output->shader_mode = shader_mode;
graph[i].nodes[NODE_ID_OUTPUT].node = output;
} else {
Ref<VisualShaderNodeOutput> output;
output.instantiate();
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);
}
}
///////////////////////////////////////////////////////////
const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
// Node3D
// Node3D, Vertex
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "vertex", "VERTEX" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "vertex_id", "VERTEX_ID" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent", "TANGENT" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "BINORMAL" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV2" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "instance_id", "INSTANCE_ID" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "instance_custom", "INSTANCE_CUSTOM" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_matrix", "MODEL_MATRIX" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "modelview_matrix", "MODELVIEW_MATRIX" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_view_matrix", "INV_VIEW_MATRIX" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "view_matrix", "VIEW_MATRIX" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection_matrix", "PROJECTION_MATRIX" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection_matrix", "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_2D, "viewport_size", "VIEWPORT_SIZE" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_index", "VIEW_INDEX" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_mono_left", "VIEW_MONO_LEFT" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_right", "VIEW_RIGHT" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "node_position_world", "NODE_POSITION_WORLD" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "camera_position_world", "CAMERA_POSITION_WORLD" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "camera_direction_world", "CAMERA_DIRECTION_WORLD" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "camera_visible_layers", "CAMERA_VISIBLE_LAYERS" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "node_position_view", "NODE_POSITION_VIEW" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom0", "CUSTOM0" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom1", "CUSTOM1" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom2", "CUSTOM2" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom3", "CUSTOM3" },
// Node3D, Fragment
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "vertex", "VERTEX" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent", "TANGENT" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "BINORMAL" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "view", "VIEW" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV2" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "point_coord", "POINT_COORD" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_matrix", "MODEL_MATRIX" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "view_matrix", "VIEW_MATRIX" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_view_matrix", "INV_VIEW_MATRIX" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection_matrix", "PROJECTION_MATRIX" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection_matrix", "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_2D, "viewport_size", "VIEWPORT_SIZE" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "front_facing", "FRONT_FACING" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "screen_texture", "SCREEN_TEXTURE" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "normal_roughness_texture", "NORMAL_ROUGHNESS_TEXTURE" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "depth_texture", "DEPTH_TEXTURE" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_index", "VIEW_INDEX" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_mono_left", "VIEW_MONO_LEFT" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_right", "VIEW_RIGHT" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "node_position_world", "NODE_POSITION_WORLD" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "camera_position_world", "CAMERA_POSITION_WORLD" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "camera_direction_world", "CAMERA_DIRECTION_WORLD" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "camera_visible_layers", "CAMERA_VISIBLE_LAYERS" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "node_position_view", "NODE_POSITION_VIEW" },
// Node3D, Light
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV2" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "view", "VIEW" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light", "LIGHT" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_color", "LIGHT_COLOR" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "attenuation", "ATTENUATION" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "albedo", "ALBEDO" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "backlight", "BACKLIGHT" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "diffuse", "DIFFUSE_LIGHT" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "specular", "SPECULAR_LIGHT" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "metallic", "METALLIC" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_matrix", "MODEL_MATRIX" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "view_matrix", "VIEW_MATRIX" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_view_matrix", "INV_VIEW_MATRIX" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection_matrix", "PROJECTION_MATRIX" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection_matrix", "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_2D, "viewport_size", "VIEWPORT_SIZE" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
// Canvas Item
// Canvas Item, Vertex
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "vertex", "VERTEX" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
{ 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_2D, "texture_pixel_size", "TEXTURE_PIXEL_SIZE" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_matrix", "MODEL_MATRIX" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "canvas_matrix", "CANVAS_MATRIX" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "screen_matrix", "SCREEN_MATRIX" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_light_pass", "AT_LIGHT_PASS" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "instance_custom", "INSTANCE_CUSTOM" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "instance_id", "INSTANCE_ID" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "vertex_id", "VERTEX_ID" },
// Canvas Item, Fragment
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "texture_pixel_size", "TEXTURE_PIXEL_SIZE" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_pixel_size", "SCREEN_PIXEL_SIZE" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "point_coord", "POINT_COORD" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_light_pass", "AT_LIGHT_PASS" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "texture", "TEXTURE" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "normal_texture", "NORMAL_TEXTURE" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "screen_texture", "SCREEN_TEXTURE" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "specular_shininess", "SPECULAR_SHININESS" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "specular_shininess_texture", "SPECULAR_SHININESS_TEXTURE" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "vertex", "VERTEX" },
// Canvas Item, Light
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "light", "LIGHT" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "light_color", "LIGHT_COLOR" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_position", "LIGHT_POSITION" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_direction", "LIGHT_DIRECTION" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_BOOLEAN, "light_is_directional", "LIGHT_IS_DIRECTIONAL" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_energy", "LIGHT_ENERGY" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_vertex", "LIGHT_VERTEX" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "shadow", "SHADOW_MODULATE" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "texture_pixel_size", "TEXTURE_PIXEL_SIZE" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "point_coord", "POINT_COORD" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SAMPLER, "texture", "TEXTURE" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "specular_shininess", "SPECULAR_SHININESS" },
// Particles, Start
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom", "CUSTOM" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "index", "INDEX" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "number", "NUMBER" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "random_seed", "RANDOM_SEED" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
// Particles, Start (Custom)
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom", "CUSTOM" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "index", "INDEX" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "number", "NUMBER" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "random_seed", "RANDOM_SEED" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
// Particles, Process
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom", "CUSTOM" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "index", "INDEX" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "number", "NUMBER" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "random_seed", "RANDOM_SEED" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
// Particles, Process (Custom)
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom", "CUSTOM" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "index", "INDEX" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "number", "NUMBER" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "random_seed", "RANDOM_SEED" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
// Particles, Collide
{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "collision_depth", "COLLISION_DEPTH" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_3D, "collision_normal", "COLLISION_NORMAL" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom", "CUSTOM" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "index", "INDEX" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "number", "NUMBER" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "random_seed", "RANDOM_SEED" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
// Sky, Sky
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_cubemap_pass", "AT_CUBEMAP_PASS" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_half_res_pass", "AT_HALF_RES_PASS" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_quarter_res_pass", "AT_QUARTER_RES_PASS" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "eyedir", "EYEDIR" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_4D, "half_res_color", "HALF_RES_COLOR" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light0_color", "LIGHT0_COLOR" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light0_direction", "LIGHT0_DIRECTION" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "light0_enabled", "LIGHT0_ENABLED" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "light0_energy", "LIGHT0_ENERGY" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light1_color", "LIGHT1_COLOR" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light1_direction", "LIGHT1_DIRECTION" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "light1_enabled", "LIGHT1_ENABLED" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "light1_energy", "LIGHT1_ENERGY" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light2_color", "LIGHT2_COLOR" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light2_direction", "LIGHT2_DIRECTION" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "light2_enabled", "LIGHT2_ENABLED" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "light2_energy", "LIGHT2_ENERGY" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light3_color", "LIGHT3_COLOR" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light3_direction", "LIGHT3_DIRECTION" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "light3_enabled", "LIGHT3_ENABLED" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "light3_energy", "LIGHT3_ENERGY" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "position", "POSITION" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_4D, "quarter_res_color", "QUARTER_RES_COLOR" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SAMPLER, "radiance", "RADIANCE" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_2D, "sky_coords", "SKY_COORDS" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
// Fog, Fog
{ Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "world_position", "WORLD_POSITION" },
{ Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "object_position", "OBJECT_POSITION" },
{ Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "uvw", "UVW" },
{ Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "extents", "EXTENTS" },
{ Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_SCALAR, "sdf", "SDF" },
{ Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
{ Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, nullptr, nullptr },
};
const VisualShaderNodeInput::Port VisualShaderNodeInput::preview_ports[] = {
// Spatial, Vertex
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "vec3(0.0, 0.0, 1.0)" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent", "vec3(0.0, 1.0, 0.0)" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "vec3(1.0, 0.0, 0.0)" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec4(1.0)" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "vec2(1.0)" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
// Spatial, Fragment
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "vec3(0.0, 0.0, 1.0)" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent", "vec3(0.0, 1.0, 0.0)" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "vec3(1.0, 0.0, 0.0)" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec4(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_2D, "screen_uv", "SCREEN_UV" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "vec2(1.0)" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
// Spatial, Light
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "vec3(0.0, 0.0, 1.0)" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "vec2(1.0)" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
// Canvas Item, Vertex
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "vertex", "VERTEX" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec4(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_4D, "fragcoord", "FRAGCOORD" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "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_2D, "screen_uv", "SCREEN_UV" },
{ 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_4D, "fragcoord", "FRAGCOORD" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "vec3(0.0, 0.0, 1.0)" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec4(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_2D, "screen_uv", "SCREEN_UV" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
// Particles
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
// Sky
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
// Fog
{ Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
{ Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, nullptr, nullptr },
};
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 p_port == 0 ? get_input_type_by_name(input_name) : PORT_TYPE_SCALAR;
}
String VisualShaderNodeInput::get_output_port_name(int p_port) const {
return "";
}
String VisualShaderNodeInput::get_caption() const {
return "Input";
}
bool VisualShaderNodeInput::is_output_port_expandable(int p_port) const {
if (p_port == 0) {
switch (get_input_type_by_name(input_name)) {
case PORT_TYPE_VECTOR_2D:
return true;
case PORT_TYPE_VECTOR_3D:
return true;
case PORT_TYPE_VECTOR_4D:
return true;
default:
return false;
}
}
return false;
}
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 (get_output_port_type(0) == PORT_TYPE_SAMPLER) {
return "";
}
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 = " " + p_output_vars[0] + " = " + preview_ports[idx].string + ";\n";
break;
}
idx++;
}
if (code.is_empty()) {
switch (get_output_port_type(0)) {
case PORT_TYPE_SCALAR: {
code = " " + p_output_vars[0] + " = 0.0;\n";
} break;
case PORT_TYPE_SCALAR_INT: {
code = " " + p_output_vars[0] + " = 0;\n";
} break;
case PORT_TYPE_VECTOR_2D: {
code = " " + p_output_vars[0] + " = vec2(0.0);\n";
} break;
case PORT_TYPE_VECTOR_3D: {
code = " " + p_output_vars[0] + " = vec3(0.0);\n";
} break;
case PORT_TYPE_VECTOR_4D: {
code = " " + p_output_vars[0] + " = vec4(0.0);\n";
} break;
case PORT_TYPE_BOOLEAN: {
code = " " + p_output_vars[0] + " = false;\n";
} break;
default:
break;
}
}
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 = " " + p_output_vars[0] + " = " + ports[idx].string + ";\n";
break;
}
idx++;
}
if (code.is_empty()) {
code = " " + 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(SNAME("input_type_changed"));
}
}
String VisualShaderNodeInput::get_input_name() const {
return input_name;
}
String VisualShaderNodeInput::get_input_real_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 == input_name) {
return String(ports[idx].string);
}
idx++;
}
return "";
}
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 &p_property) const {
if (p_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.is_empty()) {
port_list += ",";
}
port_list += ports[idx].name;
}
idx++;
}
if (port_list.is_empty()) {
port_list = RTR("None");
}
p_property.hint_string = port_list;
}
}
Vector<StringName> VisualShaderNodeInput::get_editable_properties() const {
Vector<StringName> props;
props.push_back("input_name");
return props;
}
void VisualShaderNodeInput::set_shader_type(VisualShader::Type p_shader_type) {
shader_type = p_shader_type;
}
void VisualShaderNodeInput::set_shader_mode(Shader::Mode p_shader_mode) {
shader_mode = p_shader_mode;
}
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);
ClassDB::bind_method(D_METHOD("get_input_real_name"), &VisualShaderNodeInput::get_input_real_name);
ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "input_name", PROPERTY_HINT_ENUM, ""), "set_input_name", "get_input_name");
ADD_SIGNAL(MethodInfo("input_type_changed"));
}
VisualShaderNodeInput::VisualShaderNodeInput() {
}
////////////// ParameterRef
RBMap<RID, List<VisualShaderNodeParameterRef::Parameter>> parameters;
void VisualShaderNodeParameterRef::add_parameter(RID p_shader_rid, const String &p_name, ParameterType p_type) {
parameters[p_shader_rid].push_back({ p_name, p_type });
}
void VisualShaderNodeParameterRef::clear_parameters(RID p_shader_rid) {
parameters[p_shader_rid].clear();
}
bool VisualShaderNodeParameterRef::has_parameter(RID p_shader_rid, const String &p_name) {
for (const VisualShaderNodeParameterRef::Parameter &E : parameters[p_shader_rid]) {
if (E.name == p_name) {
return true;
}
}
return false;
}
String VisualShaderNodeParameterRef::get_caption() const {
return "ParameterRef";
}
int VisualShaderNodeParameterRef::get_input_port_count() const {
return 0;
}
VisualShaderNodeParameterRef::PortType VisualShaderNodeParameterRef::get_input_port_type(int p_port) const {
return PortType::PORT_TYPE_SCALAR;
}
String VisualShaderNodeParameterRef::get_input_port_name(int p_port) const {
return "";
}
int VisualShaderNodeParameterRef::get_output_port_count() const {
switch (param_type) {
case PARAMETER_TYPE_FLOAT:
return 1;
case PARAMETER_TYPE_INT:
return 1;
case PARAMETER_TYPE_UINT:
return 1;
case PARAMETER_TYPE_BOOLEAN:
return 1;
case PARAMETER_TYPE_VECTOR2:
return 1;
case PARAMETER_TYPE_VECTOR3:
return 1;
case PARAMETER_TYPE_VECTOR4:
return 1;
case PARAMETER_TYPE_TRANSFORM:
return 1;
case PARAMETER_TYPE_COLOR:
return 2;
case UNIFORM_TYPE_SAMPLER:
return 1;
default:
break;
}
return 1;
}
VisualShaderNodeParameterRef::PortType VisualShaderNodeParameterRef::get_output_port_type(int p_port) const {
switch (param_type) {
case PARAMETER_TYPE_FLOAT:
return PortType::PORT_TYPE_SCALAR;
case PARAMETER_TYPE_INT:
return PortType::PORT_TYPE_SCALAR_INT;
case PARAMETER_TYPE_UINT:
return PortType::PORT_TYPE_SCALAR_UINT;
case PARAMETER_TYPE_BOOLEAN:
return PortType::PORT_TYPE_BOOLEAN;
case PARAMETER_TYPE_VECTOR2:
return PortType::PORT_TYPE_VECTOR_2D;
case PARAMETER_TYPE_VECTOR3:
return PortType::PORT_TYPE_VECTOR_3D;
case PARAMETER_TYPE_VECTOR4:
return PortType::PORT_TYPE_VECTOR_4D;
case PARAMETER_TYPE_TRANSFORM:
return PortType::PORT_TYPE_TRANSFORM;
case PARAMETER_TYPE_COLOR:
if (p_port == 0) {
return PortType::PORT_TYPE_VECTOR_3D;
} else if (p_port == 1) {
return PORT_TYPE_SCALAR;
}
break;
case UNIFORM_TYPE_SAMPLER:
return PortType::PORT_TYPE_SAMPLER;
default:
break;
}
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeParameterRef::get_output_port_name(int p_port) const {
switch (param_type) {
case PARAMETER_TYPE_FLOAT:
return "";
case PARAMETER_TYPE_INT:
return "";
case PARAMETER_TYPE_UINT:
return "";
case PARAMETER_TYPE_BOOLEAN:
return "";
case PARAMETER_TYPE_VECTOR2:
return "";
case PARAMETER_TYPE_VECTOR3:
return "";
case PARAMETER_TYPE_VECTOR4:
return "";
case PARAMETER_TYPE_TRANSFORM:
return "";
case PARAMETER_TYPE_COLOR:
if (p_port == 0) {
return "rgb";
} else if (p_port == 1) {
return "alpha";
}
break;
case UNIFORM_TYPE_SAMPLER:
return "";
break;
default:
break;
}
return "";
}
void VisualShaderNodeParameterRef::set_shader_rid(const RID &p_shader_rid) {
shader_rid = p_shader_rid;
}
void VisualShaderNodeParameterRef::set_parameter_name(const String &p_name) {
parameter_name = p_name;
if (shader_rid.is_valid()) {
update_parameter_type();
}
emit_changed();
}
void VisualShaderNodeParameterRef::update_parameter_type() {
if (parameter_name != "[None]") {
param_type = get_parameter_type_by_name(parameter_name);
} else {
param_type = PARAMETER_TYPE_FLOAT;
}
}
String VisualShaderNodeParameterRef::get_parameter_name() const {
return parameter_name;
}
int VisualShaderNodeParameterRef::get_parameters_count() const {
ERR_FAIL_COND_V(!shader_rid.is_valid(), 0);
return parameters[shader_rid].size();
}
String VisualShaderNodeParameterRef::get_parameter_name_by_index(int p_idx) const {
ERR_FAIL_COND_V(!shader_rid.is_valid(), String());
if (p_idx >= 0 && p_idx < parameters[shader_rid].size()) {
return parameters[shader_rid][p_idx].name;
}
return "";
}
VisualShaderNodeParameterRef::ParameterType VisualShaderNodeParameterRef::get_parameter_type_by_name(const String &p_name) const {
ERR_FAIL_COND_V(!shader_rid.is_valid(), PARAMETER_TYPE_FLOAT);
for (int i = 0; i < parameters[shader_rid].size(); i++) {
if (parameters[shader_rid][i].name == p_name) {
return parameters[shader_rid][i].type;
}
}
return PARAMETER_TYPE_FLOAT;
}
VisualShaderNodeParameterRef::ParameterType VisualShaderNodeParameterRef::get_parameter_type_by_index(int p_idx) const {
ERR_FAIL_COND_V(!shader_rid.is_valid(), PARAMETER_TYPE_FLOAT);
if (p_idx >= 0 && p_idx < parameters[shader_rid].size()) {
return parameters[shader_rid][p_idx].type;
}
return PARAMETER_TYPE_FLOAT;
}
VisualShaderNodeParameterRef::PortType VisualShaderNodeParameterRef::get_port_type_by_index(int p_idx) const {
ERR_FAIL_COND_V(!shader_rid.is_valid(), PORT_TYPE_SCALAR);
if (p_idx >= 0 && p_idx < parameters[shader_rid].size()) {
switch (parameters[shader_rid][p_idx].type) {
case PARAMETER_TYPE_FLOAT:
return PORT_TYPE_SCALAR;
case PARAMETER_TYPE_INT:
return PORT_TYPE_SCALAR_INT;
case PARAMETER_TYPE_UINT:
return PORT_TYPE_SCALAR_UINT;
case UNIFORM_TYPE_SAMPLER:
return PORT_TYPE_SAMPLER;
case PARAMETER_TYPE_VECTOR2:
return PORT_TYPE_VECTOR_2D;
case PARAMETER_TYPE_VECTOR3:
return PORT_TYPE_VECTOR_3D;
case PARAMETER_TYPE_VECTOR4:
return PORT_TYPE_VECTOR_4D;
case PARAMETER_TYPE_TRANSFORM:
return PORT_TYPE_TRANSFORM;
case PARAMETER_TYPE_COLOR:
return PORT_TYPE_VECTOR_3D;
default:
break;
}
}
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeParameterRef::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 {
switch (param_type) {
case PARAMETER_TYPE_FLOAT:
if (parameter_name == "[None]") {
return " " + p_output_vars[0] + " = 0.0;\n";
}
break;
case PARAMETER_TYPE_COLOR: {
String code = " " + p_output_vars[0] + " = " + get_parameter_name() + ".rgb;\n";
code += " " + p_output_vars[1] + " = " + get_parameter_name() + ".a;\n";
return code;
} break;
case UNIFORM_TYPE_SAMPLER:
return String();
default:
break;
}
return " " + p_output_vars[0] + " = " + get_parameter_name() + ";\n";
}
void VisualShaderNodeParameterRef::_set_parameter_type(int p_type) {
param_type = (ParameterType)p_type;
}
int VisualShaderNodeParameterRef::_get_parameter_type() const {
return (int)param_type;
}
void VisualShaderNodeParameterRef::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_parameter_name", "name"), &VisualShaderNodeParameterRef::set_parameter_name);
ClassDB::bind_method(D_METHOD("get_parameter_name"), &VisualShaderNodeParameterRef::get_parameter_name);
ClassDB::bind_method(D_METHOD("_set_parameter_type", "type"), &VisualShaderNodeParameterRef::_set_parameter_type);
ClassDB::bind_method(D_METHOD("_get_parameter_type"), &VisualShaderNodeParameterRef::_get_parameter_type);
ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "parameter_name", PROPERTY_HINT_ENUM, ""), "set_parameter_name", "get_parameter_name");
ADD_PROPERTY(PropertyInfo(Variant::INT, "param_type", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "_set_parameter_type", "_get_parameter_type");
}
Vector<StringName> VisualShaderNodeParameterRef::get_editable_properties() const {
Vector<StringName> props;
props.push_back("parameter_name");
props.push_back("param_type");
return props;
}
VisualShaderNodeParameterRef::VisualShaderNodeParameterRef() {
}
////////////////////////////////////////////
const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = {
////////////////////////////////////////////////////////////////////////
// Node3D.
////////////////////////////////////////////////////////////////////////
// Node3D, Vertex.
////////////////////////////////////////////////////////////////////////
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Vertex", "VERTEX" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Normal", "NORMAL" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Tangent", "TANGENT" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Binormal", "BINORMAL" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "UV", "UV" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "UV2", "UV2" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "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" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "Point Size", "POINT_SIZE" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "Model View Matrix", "MODELVIEW_MATRIX" },
////////////////////////////////////////////////////////////////////////
// Node3D, Fragment.
////////////////////////////////////////////////////////////////////////
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "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_3D, "Emission", "EMISSION" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "AO", "AO" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "AO Light Affect", "AO_LIGHT_AFFECT" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Normal", "NORMAL" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Normal Map", "NORMAL_MAP" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Normal Map Depth", "NORMAL_MAP_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 Roughness", "CLEARCOAT_ROUGHNESS" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Anisotropy", "ANISOTROPY" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "Anisotropy Flow", "ANISOTROPY_FLOW" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Subsurf Scatter", "SSS_STRENGTH" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Backlight", "BACKLIGHT" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha Scissor Threshold", "ALPHA_SCISSOR_THRESHOLD" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha Hash Scale", "ALPHA_HASH_SCALE" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha AA Edge", "ALPHA_ANTIALIASING_EDGE" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "Alpha UV", "ALPHA_TEXTURE_COORDINATE" },
////////////////////////////////////////////////////////////////////////
// Node3D, Light.
////////////////////////////////////////////////////////////////////////
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Diffuse", "DIFFUSE_LIGHT" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Specular", "SPECULAR_LIGHT" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha", "ALPHA" },
////////////////////////////////////////////////////////////////////////
// Canvas Item.
////////////////////////////////////////////////////////////////////////
// Canvas Item, Vertex.
////////////////////////////////////////////////////////////////////////
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "Vertex", "VERTEX" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "UV", "UV" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "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" },
////////////////////////////////////////////////////////////////////////
// Canvas Item, Fragment.
////////////////////////////////////////////////////////////////////////
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "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_3D, "Normal", "NORMAL" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Normal Map", "NORMAL_MAP" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Normal Map Depth", "NORMAL_MAP_DEPTH" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Light Vertex", "LIGHT_VERTEX" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "Shadow Vertex", "SHADOW_VERTEX" },
////////////////////////////////////////////////////////////////////////
// Canvas Item, Light.
////////////////////////////////////////////////////////////////////////
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Light", "LIGHT.rgb" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "Light Alpha", "LIGHT.a" },
////////////////////////////////////////////////////////////////////////
// Sky, Sky.
////////////////////////////////////////////////////////////////////////
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Color", "COLOR" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha", "ALPHA" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Fog", "FOG.rgb" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "Fog Alpha", "FOG.a" },
////////////////////////////////////////////////////////////////////////
// Fog, Fog.
////////////////////////////////////////////////////////////////////////
{ Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_SCALAR, "Density", "DENSITY" },
{ Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Albedo", "ALBEDO" },
{ Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Emission", "EMISSION" },
////////////////////////////////////////////////////////////////////////
{ Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, nullptr, nullptr },
};
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);
}
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_VERTEX) {
String port_name = get_input_port_name(p_index);
return bool(port_name == "Model View Matrix");
}
if (shader_mode == Shader::MODE_SPATIAL && shader_type == VisualShader::TYPE_FRAGMENT) {
String port_name = get_input_port_name(p_index);
return bool(port_name == "AO" || port_name == "Normal" || port_name == "Rim" || port_name == "Clearcoat" || port_name == "Anisotropy" || port_name == "Subsurf Scatter" || port_name == "Alpha Scissor Threshold");
}
return false;
}
String VisualShaderNodeOutput::get_caption() const {
return "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 shader_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].is_empty()) {
String s = ports[idx].string;
if (s.contains(":")) {
shader_code += " " + s.get_slicec(':', 0) + " = " + p_input_vars[count] + "." + s.get_slicec(':', 1) + ";\n";
} else {
shader_code += " " + s + " = " + p_input_vars[count] + ";\n";
}
}
count++;
}
idx++;
}
return shader_code;
}
VisualShaderNodeOutput::VisualShaderNodeOutput() {
}
///////////////////////////
void VisualShaderNodeParameter::set_parameter_name(const String &p_name) {
parameter_name = p_name;
emit_signal(SNAME("name_changed"));
emit_changed();
}
String VisualShaderNodeParameter::get_parameter_name() const {
return parameter_name;
}
void VisualShaderNodeParameter::set_qualifier(VisualShaderNodeParameter::Qualifier p_qual) {
ERR_FAIL_INDEX(int(p_qual), int(QUAL_MAX));
if (qualifier == p_qual) {
return;
}
qualifier = p_qual;
emit_changed();
}
VisualShaderNodeParameter::Qualifier VisualShaderNodeParameter::get_qualifier() const {
return qualifier;
}
void VisualShaderNodeParameter::set_global_code_generated(bool p_enabled) {
global_code_generated = p_enabled;
}
bool VisualShaderNodeParameter::is_global_code_generated() const {
return global_code_generated;
}
#ifndef DISABLE_DEPRECATED
// Kept for compatibility from 3.x to 4.0.
bool VisualShaderNodeParameter::_set(const StringName &p_name, const Variant &p_value) {
if (p_name == "uniform_name") {
set_parameter_name(p_value);
return true;
}
return false;
}
#endif
void VisualShaderNodeParameter::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_parameter_name", "name"), &VisualShaderNodeParameter::set_parameter_name);
ClassDB::bind_method(D_METHOD("get_parameter_name"), &VisualShaderNodeParameter::get_parameter_name);
ClassDB::bind_method(D_METHOD("set_qualifier", "qualifier"), &VisualShaderNodeParameter::set_qualifier);
ClassDB::bind_method(D_METHOD("get_qualifier"), &VisualShaderNodeParameter::get_qualifier);
ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "parameter_name"), "set_parameter_name", "get_parameter_name");
ADD_PROPERTY(PropertyInfo(Variant::INT, "qualifier", PROPERTY_HINT_ENUM, "None,Global,Instance"), "set_qualifier", "get_qualifier");
BIND_ENUM_CONSTANT(QUAL_NONE);
BIND_ENUM_CONSTANT(QUAL_GLOBAL);
BIND_ENUM_CONSTANT(QUAL_INSTANCE);
BIND_ENUM_CONSTANT(QUAL_MAX);
}
String VisualShaderNodeParameter::_get_qual_str() const {
if (is_qualifier_supported(qualifier)) {
switch (qualifier) {
case QUAL_NONE:
break;
case QUAL_GLOBAL:
return "global ";
case QUAL_INSTANCE:
return "instance ";
default:
break;
}
}
return String();
}
String VisualShaderNodeParameter::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
List<String> keyword_list;
ShaderLanguage::get_keyword_list(&keyword_list);
if (keyword_list.find(parameter_name)) {
return RTR("Shader keywords cannot be used as parameter names.\nChoose another name.");
}
if (!is_qualifier_supported(qualifier)) {
String qualifier_str;
switch (qualifier) {
case QUAL_NONE:
break;
case QUAL_GLOBAL:
qualifier_str = "global";
break;
case QUAL_INSTANCE:
qualifier_str = "instance";
break;
default:
break;
}
return vformat(RTR("This parameter type does not support the '%s' qualifier."), qualifier_str);
} else if (qualifier == Qualifier::QUAL_GLOBAL) {
RS::GlobalShaderParameterType gvt = RS::get_singleton()->global_shader_parameter_get_type(parameter_name);
if (gvt == RS::GLOBAL_VAR_TYPE_MAX) {
return vformat(RTR("Global parameter '%s' does not exist.\nCreate it in the Project Settings."), parameter_name);
}
bool incompatible_type = false;
switch (gvt) {
case RS::GLOBAL_VAR_TYPE_FLOAT: {
if (!Object::cast_to<VisualShaderNodeFloatParameter>(this)) {
incompatible_type = true;
}
} break;
case RS::GLOBAL_VAR_TYPE_INT: {
if (!Object::cast_to<VisualShaderNodeIntParameter>(this)) {
incompatible_type = true;
}
} break;
case RS::GLOBAL_VAR_TYPE_BOOL: {
if (!Object::cast_to<VisualShaderNodeBooleanParameter>(this)) {
incompatible_type = true;
}
} break;
case RS::GLOBAL_VAR_TYPE_COLOR: {
if (!Object::cast_to<VisualShaderNodeColorParameter>(this)) {
incompatible_type = true;
}
} break;
case RS::GLOBAL_VAR_TYPE_VEC3: {
if (!Object::cast_to<VisualShaderNodeVec3Parameter>(this)) {
incompatible_type = true;
}
} break;
case RS::GLOBAL_VAR_TYPE_VEC4: {
if (!Object::cast_to<VisualShaderNodeVec4Parameter>(this)) {
incompatible_type = true;
}
} break;
case RS::GLOBAL_VAR_TYPE_TRANSFORM: {
if (!Object::cast_to<VisualShaderNodeTransformParameter>(this)) {
incompatible_type = true;
}
} break;
case RS::GLOBAL_VAR_TYPE_SAMPLER2D: {
if (!Object::cast_to<VisualShaderNodeTextureParameter>(this)) {
incompatible_type = true;
}
} break;
case RS::GLOBAL_VAR_TYPE_SAMPLER3D: {
if (!Object::cast_to<VisualShaderNodeTexture3DParameter>(this)) {
incompatible_type = true;
}
} break;
case RS::GLOBAL_VAR_TYPE_SAMPLER2DARRAY: {
if (!Object::cast_to<VisualShaderNodeTexture2DArrayParameter>(this)) {
incompatible_type = true;
}
} break;
case RS::GLOBAL_VAR_TYPE_SAMPLERCUBE: {
if (!Object::cast_to<VisualShaderNodeCubemapParameter>(this)) {
incompatible_type = true;
}
} break;
default:
break;
}
if (incompatible_type) {
return vformat(RTR("Global parameter '%s' has an incompatible type for this kind of node.\nChange it in the Project Settings."), parameter_name);
}
}
return String();
}
Vector<StringName> VisualShaderNodeParameter::get_editable_properties() const {
Vector<StringName> props;
props.push_back("qualifier");
return props;
}
VisualShaderNodeParameter::VisualShaderNodeParameter() {
}
////////////// ResizeableBase
void VisualShaderNodeResizableBase::set_size(const Size2 &p_size) {
size = p_size;
}
Size2 VisualShaderNodeResizableBase::get_size() const {
return size;
}
void VisualShaderNodeResizableBase::set_allow_v_resize(bool p_enabled) {
allow_v_resize = p_enabled;
}
bool VisualShaderNodeResizableBase::is_allow_v_resize() const {
return allow_v_resize;
}
void VisualShaderNodeResizableBase::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_size", "size"), &VisualShaderNodeResizableBase::set_size);
ClassDB::bind_method(D_METHOD("get_size"), &VisualShaderNodeResizableBase::get_size);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "size"), "set_size", "get_size");
}
VisualShaderNodeResizableBase::VisualShaderNodeResizableBase() {
set_allow_v_resize(true);
}
////////////// Comment
String VisualShaderNodeComment::get_caption() const {
return title;
}
int VisualShaderNodeComment::get_input_port_count() const {
return 0;
}
VisualShaderNodeComment::PortType VisualShaderNodeComment::get_input_port_type(int p_port) const {
return PortType::PORT_TYPE_SCALAR;
}
String VisualShaderNodeComment::get_input_port_name(int p_port) const {
return String();
}
int VisualShaderNodeComment::get_output_port_count() const {
return 0;
}
VisualShaderNodeComment::PortType VisualShaderNodeComment::get_output_port_type(int p_port) const {
return PortType::PORT_TYPE_SCALAR;
}
String VisualShaderNodeComment::get_output_port_name(int p_port) const {
return String();
}
void VisualShaderNodeComment::set_title(const String &p_title) {
title = p_title;
}
String VisualShaderNodeComment::get_title() const {
return title;
}
void VisualShaderNodeComment::set_description(const String &p_description) {
description = p_description;
}
String VisualShaderNodeComment::get_description() const {
return description;
}
String VisualShaderNodeComment::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 {
return String();
}
void VisualShaderNodeComment::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_title", "title"), &VisualShaderNodeComment::set_title);
ClassDB::bind_method(D_METHOD("get_title"), &VisualShaderNodeComment::get_title);
ClassDB::bind_method(D_METHOD("set_description", "description"), &VisualShaderNodeComment::set_description);
ClassDB::bind_method(D_METHOD("get_description"), &VisualShaderNodeComment::get_description);
ADD_PROPERTY(PropertyInfo(Variant::STRING, "title"), "set_title", "get_title");
ADD_PROPERTY(PropertyInfo(Variant::STRING, "description"), "set_description", "get_description");
}
VisualShaderNodeComment::VisualShaderNodeComment() {
}
////////////// GroupBase
void VisualShaderNodeGroupBase::set_inputs(const String &p_inputs) {
if (inputs == p_inputs) {
return;
}
clear_input_ports();
inputs = p_inputs;
Vector<String> input_strings = inputs.split(";", false);
int input_port_count = input_strings.size();
for (int i = 0; i < input_port_count; i++) {
Vector<String> arr = input_strings[i].split(",");
ERR_FAIL_COND(arr.size() != 3);
int port_idx = arr[0].to_int();
int port_type = arr[1].to_int();
String port_name = arr[2];
Port port;
port.type = (PortType)port_type;
port.name = port_name;
input_ports[port_idx] = port;
}
}
String VisualShaderNodeGroupBase::get_inputs() const {
return inputs;
}
void VisualShaderNodeGroupBase::set_outputs(const String &p_outputs) {
if (outputs == p_outputs) {
return;
}
clear_output_ports();
outputs = p_outputs;
Vector<String> output_strings = outputs.split(";", false);
int output_port_count = output_strings.size();
for (int i = 0; i < output_port_count; i++) {
Vector<String> arr = output_strings[i].split(",");
ERR_FAIL_COND(arr.size() != 3);
int port_idx = arr[0].to_int();
int port_type = arr[1].to_int();
String port_name = arr[2];
Port port;
port.type = (PortType)port_type;
port.name = port_name;
output_ports[port_idx] = port;
}
}
String VisualShaderNodeGroupBase::get_outputs() const {
return outputs;
}
bool VisualShaderNodeGroupBase::is_valid_port_name(const String &p_name) const {
if (!p_name.is_valid_identifier()) {
return false;
}
for (int i = 0; i < get_input_port_count(); i++) {
if (get_input_port_name(i) == p_name) {
return false;
}
}
for (int i = 0; i < get_output_port_count(); i++) {
if (get_output_port_name(i) == p_name) {
return false;
}
}
return true;
}
void VisualShaderNodeGroupBase::add_input_port(int p_id, int p_type, const String &p_name) {
ERR_FAIL_INDEX(p_type, int(PORT_TYPE_MAX));
ERR_FAIL_COND(!is_valid_port_name(p_name));
String str = itos(p_id) + "," + itos(p_type) + "," + p_name + ";";
Vector<String> inputs_strings = inputs.split(";", false);
int index = 0;
if (p_id < inputs_strings.size()) {
for (int i = 0; i < inputs_strings.size(); i++) {
if (i == p_id) {
inputs = inputs.insert(index, str);
break;
}
index += inputs_strings[i].size();
}
} else {
inputs += str;
}
inputs_strings = inputs.split(";", false);
index = 0;
for (int i = 0; i < inputs_strings.size(); i++) {
int count = 0;
for (int j = 0; j < inputs_strings[i].size(); j++) {
if (inputs_strings[i][j] == ',') {
break;
}
count++;
}
inputs = inputs.left(index) + inputs.substr(index + count);
inputs = inputs.insert(index, itos(i));
index += inputs_strings[i].size();
}
_apply_port_changes();
emit_changed();
}
void VisualShaderNodeGroupBase::remove_input_port(int p_id) {
ERR_FAIL_COND(!has_input_port(p_id));
Vector<String> inputs_strings = inputs.split(";", false);
int count = 0;
int index = 0;
for (int i = 0; i < inputs_strings.size(); i++) {
Vector<String> arr = inputs_strings[i].split(",");
if (arr[0].to_int() == p_id) {
count = inputs_strings[i].size();
break;
}
index += inputs_strings[i].size();
}
inputs = inputs.left(index) + inputs.substr(index + count);
inputs_strings = inputs.split(";", false);
inputs = inputs.substr(0, index);
for (int i = p_id; i < inputs_strings.size(); i++) {
inputs += inputs_strings[i].replace_first(inputs_strings[i].split(",")[0], itos(i)) + ";";
}
_apply_port_changes();
emit_changed();
}
int VisualShaderNodeGroupBase::get_input_port_count() const {
return input_ports.size();
}
bool VisualShaderNodeGroupBase::has_input_port(int p_id) const {
return input_ports.has(p_id);
}
void VisualShaderNodeGroupBase::add_output_port(int p_id, int p_type, const String &p_name) {
ERR_FAIL_INDEX(p_type, int(PORT_TYPE_MAX));
ERR_FAIL_COND(!is_valid_port_name(p_name));
String str = itos(p_id) + "," + itos(p_type) + "," + p_name + ";";
Vector<String> outputs_strings = outputs.split(";", false);
int index = 0;
if (p_id < outputs_strings.size()) {
for (int i = 0; i < outputs_strings.size(); i++) {
if (i == p_id) {
outputs = outputs.insert(index, str);
break;
}
index += outputs_strings[i].size();
}
} else {
outputs += str;
}
outputs_strings = outputs.split(";", false);
index = 0;
for (int i = 0; i < outputs_strings.size(); i++) {
int count = 0;
for (int j = 0; j < outputs_strings[i].size(); j++) {
if (outputs_strings[i][j] == ',') {
break;
}
count++;
}
outputs = outputs.left(index) + outputs.substr(index + count);
outputs = outputs.insert(index, itos(i));
index += outputs_strings[i].size();
}
_apply_port_changes();
emit_changed();
}
void VisualShaderNodeGroupBase::remove_output_port(int p_id) {
ERR_FAIL_COND(!has_output_port(p_id));
Vector<String> outputs_strings = outputs.split(";", false);
int count = 0;
int index = 0;
for (int i = 0; i < outputs_strings.size(); i++) {
Vector<String> arr = outputs_strings[i].split(",");
if (arr[0].to_int() == p_id) {
count = outputs_strings[i].size();
break;
}
index += outputs_strings[i].size();
}
outputs = outputs.left(index) + outputs.substr(index + count);
outputs_strings = outputs.split(";", false);
outputs = outputs.substr(0, index);
for (int i = p_id; i < outputs_strings.size(); i++) {
outputs += outputs_strings[i].replace_first(outputs_strings[i].split(",")[0], itos(i)) + ";";
}
_apply_port_changes();
emit_changed();
}
int VisualShaderNodeGroupBase::get_output_port_count() const {
return output_ports.size();
}
bool VisualShaderNodeGroupBase::has_output_port(int p_id) const {
return output_ports.has(p_id);
}
void VisualShaderNodeGroupBase::clear_input_ports() {
input_ports.clear();
}
void VisualShaderNodeGroupBase::clear_output_ports() {
output_ports.clear();
}
void VisualShaderNodeGroupBase::set_input_port_type(int p_id, int p_type) {
ERR_FAIL_COND(!has_input_port(p_id));
ERR_FAIL_INDEX(p_type, int(PORT_TYPE_MAX));
if (input_ports[p_id].type == p_type) {
return;
}
Vector<String> inputs_strings = inputs.split(";", false);
int count = 0;
int index = 0;
for (int i = 0; i < inputs_strings.size(); i++) {
Vector<String> arr = inputs_strings[i].split(",");
ERR_FAIL_COND(arr.size() != 3);
if (arr[0].to_int() == p_id) {
index += arr[0].size();
count = arr[1].size() - 1;
break;
}
index += inputs_strings[i].size();
}
inputs = inputs.left(index) + inputs.substr(index + count);
inputs = inputs.insert(index, itos(p_type));
_apply_port_changes();
emit_changed();
}
VisualShaderNodeGroupBase::PortType VisualShaderNodeGroupBase::get_input_port_type(int p_id) const {
ERR_FAIL_COND_V(!input_ports.has(p_id), (PortType)0);
return input_ports[p_id].type;
}
void VisualShaderNodeGroupBase::set_input_port_name(int p_id, const String &p_name) {
ERR_FAIL_COND(!has_input_port(p_id));
ERR_FAIL_COND(!is_valid_port_name(p_name));
if (input_ports[p_id].name == p_name) {
return;
}
Vector<String> inputs_strings = inputs.split(";", false);
int count = 0;
int index = 0;
for (int i = 0; i < inputs_strings.size(); i++) {
Vector<String> arr = inputs_strings[i].split(",");
ERR_FAIL_COND(arr.size() != 3);
if (arr[0].to_int() == p_id) {
index += arr[0].size() + arr[1].size();
count = arr[2].size() - 1;
break;
}
index += inputs_strings[i].size();
}
inputs = inputs.left(index) + inputs.substr(index + count);
inputs = inputs.insert(index, p_name);
_apply_port_changes();
emit_changed();
}
String VisualShaderNodeGroupBase::get_input_port_name(int p_id) const {
ERR_FAIL_COND_V(!input_ports.has(p_id), "");
return input_ports[p_id].name;
}
void VisualShaderNodeGroupBase::set_output_port_type(int p_id, int p_type) {
ERR_FAIL_COND(!has_output_port(p_id));
ERR_FAIL_INDEX(p_type, int(PORT_TYPE_MAX));
if (output_ports[p_id].type == p_type) {
return;
}
Vector<String> output_strings = outputs.split(";", false);
int count = 0;
int index = 0;
for (int i = 0; i < output_strings.size(); i++) {
Vector<String> arr = output_strings[i].split(",");
ERR_FAIL_COND(arr.size() != 3);
if (arr[0].to_int() == p_id) {
index += arr[0].size();
count = arr[1].size() - 1;
break;
}
index += output_strings[i].size();
}
outputs = outputs.left(index) + outputs.substr(index + count);
outputs = outputs.insert(index, itos(p_type));
_apply_port_changes();
emit_changed();
}
VisualShaderNodeGroupBase::PortType VisualShaderNodeGroupBase::get_output_port_type(int p_id) const {
ERR_FAIL_COND_V(!output_ports.has(p_id), (PortType)0);
return output_ports[p_id].type;
}
void VisualShaderNodeGroupBase::set_output_port_name(int p_id, const String &p_name) {
ERR_FAIL_COND(!has_output_port(p_id));
ERR_FAIL_COND(!is_valid_port_name(p_name));
if (output_ports[p_id].name == p_name) {
return;
}
Vector<String> output_strings = outputs.split(";", false);
int count = 0;
int index = 0;
for (int i = 0; i < output_strings.size(); i++) {
Vector<String> arr = output_strings[i].split(",");
ERR_FAIL_COND(arr.size() != 3);
if (arr[0].to_int() == p_id) {
index += arr[0].size() + arr[1].size();
count = arr[2].size() - 1;
break;
}
index += output_strings[i].size();
}
outputs = outputs.left(index) + outputs.substr(index + count);
outputs = outputs.insert(index, p_name);
_apply_port_changes();
emit_changed();
}
String VisualShaderNodeGroupBase::get_output_port_name(int p_id) const {
ERR_FAIL_COND_V(!output_ports.has(p_id), "");
return output_ports[p_id].name;
}
int VisualShaderNodeGroupBase::get_free_input_port_id() const {
return input_ports.size();
}
int VisualShaderNodeGroupBase::get_free_output_port_id() const {
return output_ports.size();
}
void VisualShaderNodeGroupBase::set_ctrl_pressed(Control *p_control, int p_index) {
controls[p_index] = p_control;
}
Control *VisualShaderNodeGroupBase::is_ctrl_pressed(int p_index) {
ERR_FAIL_COND_V(!controls.has(p_index), nullptr);
return controls[p_index];
}
void VisualShaderNodeGroupBase::_apply_port_changes() {
Vector<String> inputs_strings = inputs.split(";", false);
Vector<String> outputs_strings = outputs.split(";", false);
clear_input_ports();
clear_output_ports();
for (int i = 0; i < inputs_strings.size(); i++) {
Vector<String> arr = inputs_strings[i].split(",");
ERR_FAIL_COND(arr.size() != 3);
Port port;
port.type = (PortType)arr[1].to_int();
port.name = arr[2];
input_ports[i] = port;
}
for (int i = 0; i < outputs_strings.size(); i++) {
Vector<String> arr = outputs_strings[i].split(",");
ERR_FAIL_COND(arr.size() != 3);
Port port;
port.type = (PortType)arr[1].to_int();
port.name = arr[2];
output_ports[i] = port;
}
}
void VisualShaderNodeGroupBase::set_editable(bool p_enabled) {
editable = p_enabled;
}
bool VisualShaderNodeGroupBase::is_editable() const {
return editable;
}
void VisualShaderNodeGroupBase::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_inputs", "inputs"), &VisualShaderNodeGroupBase::set_inputs);
ClassDB::bind_method(D_METHOD("get_inputs"), &VisualShaderNodeGroupBase::get_inputs);
ClassDB::bind_method(D_METHOD("set_outputs", "outputs"), &VisualShaderNodeGroupBase::set_outputs);
ClassDB::bind_method(D_METHOD("get_outputs"), &VisualShaderNodeGroupBase::get_outputs);
ClassDB::bind_method(D_METHOD("is_valid_port_name", "name"), &VisualShaderNodeGroupBase::is_valid_port_name);
ClassDB::bind_method(D_METHOD("add_input_port", "id", "type", "name"), &VisualShaderNodeGroupBase::add_input_port);
ClassDB::bind_method(D_METHOD("remove_input_port", "id"), &VisualShaderNodeGroupBase::remove_input_port);
ClassDB::bind_method(D_METHOD("get_input_port_count"), &VisualShaderNodeGroupBase::get_input_port_count);
ClassDB::bind_method(D_METHOD("has_input_port", "id"), &VisualShaderNodeGroupBase::has_input_port);
ClassDB::bind_method(D_METHOD("clear_input_ports"), &VisualShaderNodeGroupBase::clear_input_ports);
ClassDB::bind_method(D_METHOD("add_output_port", "id", "type", "name"), &VisualShaderNodeGroupBase::add_output_port);
ClassDB::bind_method(D_METHOD("remove_output_port", "id"), &VisualShaderNodeGroupBase::remove_output_port);
ClassDB::bind_method(D_METHOD("get_output_port_count"), &VisualShaderNodeGroupBase::get_output_port_count);
ClassDB::bind_method(D_METHOD("has_output_port", "id"), &VisualShaderNodeGroupBase::has_output_port);
ClassDB::bind_method(D_METHOD("clear_output_ports"), &VisualShaderNodeGroupBase::clear_output_ports);
ClassDB::bind_method(D_METHOD("set_input_port_name", "id", "name"), &VisualShaderNodeGroupBase::set_input_port_name);
ClassDB::bind_method(D_METHOD("set_input_port_type", "id", "type"), &VisualShaderNodeGroupBase::set_input_port_type);
ClassDB::bind_method(D_METHOD("set_output_port_name", "id", "name"), &VisualShaderNodeGroupBase::set_output_port_name);
ClassDB::bind_method(D_METHOD("set_output_port_type", "id", "type"), &VisualShaderNodeGroupBase::set_output_port_type);
ClassDB::bind_method(D_METHOD("get_free_input_port_id"), &VisualShaderNodeGroupBase::get_free_input_port_id);
ClassDB::bind_method(D_METHOD("get_free_output_port_id"), &VisualShaderNodeGroupBase::get_free_output_port_id);
}
String VisualShaderNodeGroupBase::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 {
return "";
}
VisualShaderNodeGroupBase::VisualShaderNodeGroupBase() {
simple_decl = false;
}
////////////// Expression
String VisualShaderNodeExpression::get_caption() const {
return "Expression";
}
void VisualShaderNodeExpression::set_expression(const String &p_expression) {
expression = p_expression;
emit_changed();
}
String VisualShaderNodeExpression::get_expression() const {
return expression;
}
String VisualShaderNodeExpression::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 _expression = expression;
_expression = _expression.insert(0, "\n");
_expression = _expression.replace("\n", "\n ");
static Vector<String> pre_symbols;
if (pre_symbols.is_empty()) {
pre_symbols.push_back(" ");
pre_symbols.push_back(",");
pre_symbols.push_back(";");
pre_symbols.push_back("{");
pre_symbols.push_back("[");
pre_symbols.push_back("]");
pre_symbols.push_back("(");
pre_symbols.push_back(" ");
pre_symbols.push_back("-");
pre_symbols.push_back("*");
pre_symbols.push_back("/");
pre_symbols.push_back("+");
pre_symbols.push_back("=");
pre_symbols.push_back("&");
pre_symbols.push_back("|");
pre_symbols.push_back("!");
}
static Vector<String> post_symbols;
if (post_symbols.is_empty()) {
post_symbols.push_back(" ");
post_symbols.push_back("\n");
post_symbols.push_back(",");
post_symbols.push_back(";");
post_symbols.push_back("}");
post_symbols.push_back("[");
post_symbols.push_back("]");
post_symbols.push_back(")");
post_symbols.push_back(" ");
post_symbols.push_back(".");
post_symbols.push_back("-");
post_symbols.push_back("*");
post_symbols.push_back("/");
post_symbols.push_back("+");
post_symbols.push_back("=");
post_symbols.push_back("&");
post_symbols.push_back("|");
post_symbols.push_back("!");
}
for (int i = 0; i < get_input_port_count(); i++) {
for (int j = 0; j < pre_symbols.size(); j++) {
for (int k = 0; k < post_symbols.size(); k++) {
_expression = _expression.replace(pre_symbols[j] + get_input_port_name(i) + post_symbols[k], pre_symbols[j] + p_input_vars[i] + post_symbols[k]);
}
}
}
for (int i = 0; i < get_output_port_count(); i++) {
for (int j = 0; j < pre_symbols.size(); j++) {
for (int k = 0; k < post_symbols.size(); k++) {
_expression = _expression.replace(pre_symbols[j] + get_output_port_name(i) + post_symbols[k], pre_symbols[j] + p_output_vars[i] + post_symbols[k]);
}
}
}
String output_initializer;
for (int i = 0; i < get_output_port_count(); i++) {
int port_type = get_output_port_type(i);
String tk = "";
switch (port_type) {
case PORT_TYPE_SCALAR:
tk = "0.0";
break;
case PORT_TYPE_SCALAR_INT:
tk = "0";
break;
case PORT_TYPE_VECTOR_2D:
tk = "vec2(0.0, 0.0)";
break;
case PORT_TYPE_VECTOR_3D:
tk = "vec3(0.0, 0.0, 0.0)";
break;
case PORT_TYPE_VECTOR_4D:
tk = "vec4(0.0, 0.0, 0.0, 0.0)";
break;
case PORT_TYPE_BOOLEAN:
tk = "false";
break;
case PORT_TYPE_TRANSFORM:
tk = "mat4(1.0)";
break;
default:
continue;
}
output_initializer += " " + p_output_vars[i] + " = " + tk + ";\n";
}
String code;
code += output_initializer;
code += " {";
code += _expression;
code += "\n }\n";
return code;
}
void VisualShaderNodeExpression::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_expression", "expression"), &VisualShaderNodeExpression::set_expression);
ClassDB::bind_method(D_METHOD("get_expression"), &VisualShaderNodeExpression::get_expression);
ADD_PROPERTY(PropertyInfo(Variant::STRING, "expression"), "set_expression", "get_expression");
}
VisualShaderNodeExpression::VisualShaderNodeExpression() {
set_editable(true);
}
////////////// Global Expression
String VisualShaderNodeGlobalExpression::get_caption() const {
return "GlobalExpression";
}
String VisualShaderNodeGlobalExpression::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
return expression;
}
VisualShaderNodeGlobalExpression::VisualShaderNodeGlobalExpression() {
set_editable(false);
}
////////////// Varying
List<VisualShaderNodeVarying::Varying> varyings;
void VisualShaderNodeVarying::add_varying(const String &p_name, VisualShader::VaryingMode p_mode, VisualShader::VaryingType p_type) { // static
varyings.push_back({ p_name, p_mode, p_type });
}
void VisualShaderNodeVarying::clear_varyings() { // static
varyings.clear();
}
bool VisualShaderNodeVarying::has_varying(const String &p_name) { // static
for (const VisualShaderNodeVarying::Varying &E : varyings) {
if (E.name == p_name) {
return true;
}
}
return false;
}
int VisualShaderNodeVarying::get_varyings_count() const {
return varyings.size();
}
String VisualShaderNodeVarying::get_varying_name_by_index(int p_idx) const {
if (p_idx >= 0 && p_idx < varyings.size()) {
return varyings[p_idx].name;
}
return "";
}
VisualShader::VaryingType VisualShaderNodeVarying::get_varying_type_by_name(const String &p_name) const {
for (int i = 0; i < varyings.size(); i++) {
if (varyings[i].name == p_name) {
return varyings[i].type;
}
}
return VisualShader::VARYING_TYPE_FLOAT;
}
VisualShader::VaryingType VisualShaderNodeVarying::get_varying_type_by_index(int p_idx) const {
if (p_idx >= 0 && p_idx < varyings.size()) {
return varyings[p_idx].type;
}
return VisualShader::VARYING_TYPE_FLOAT;
}
VisualShader::VaryingMode VisualShaderNodeVarying::get_varying_mode_by_name(const String &p_name) const {
for (int i = 0; i < varyings.size(); i++) {
if (varyings[i].name == p_name) {
return varyings[i].mode;
}
}
return VisualShader::VARYING_MODE_VERTEX_TO_FRAG_LIGHT;
}
VisualShader::VaryingMode VisualShaderNodeVarying::get_varying_mode_by_index(int p_idx) const {
if (p_idx >= 0 && p_idx < varyings.size()) {
return varyings[p_idx].mode;
}
return VisualShader::VARYING_MODE_VERTEX_TO_FRAG_LIGHT;
}
VisualShaderNodeVarying::PortType VisualShaderNodeVarying::get_port_type_by_index(int p_idx) const {
if (p_idx >= 0 && p_idx < varyings.size()) {
return get_port_type(varyings[p_idx].type, 0);
}
return PORT_TYPE_SCALAR;
}
//////////////
void VisualShaderNodeVarying::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_varying_name", "name"), &VisualShaderNodeVarying::set_varying_name);
ClassDB::bind_method(D_METHOD("get_varying_name"), &VisualShaderNodeVarying::get_varying_name);
ClassDB::bind_method(D_METHOD("set_varying_type", "type"), &VisualShaderNodeVarying::set_varying_type);
ClassDB::bind_method(D_METHOD("get_varying_type"), &VisualShaderNodeVarying::get_varying_type);
ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "varying_name"), "set_varying_name", "get_varying_name");
ADD_PROPERTY(PropertyInfo(Variant::INT, "varying_type", PROPERTY_HINT_ENUM, "Float,Int,Vector2,Vector3,Vector4,Boolean,Transform"), "set_varying_type", "get_varying_type");
}
String VisualShaderNodeVarying::get_type_str() const {
switch (varying_type) {
case VisualShader::VARYING_TYPE_FLOAT:
return "float";
case VisualShader::VARYING_TYPE_INT:
return "int";
case VisualShader::VARYING_TYPE_UINT:
return "uint";
case VisualShader::VARYING_TYPE_VECTOR_2D:
return "vec2";
case VisualShader::VARYING_TYPE_VECTOR_3D:
return "vec3";
case VisualShader::VARYING_TYPE_VECTOR_4D:
return "vec4";
case VisualShader::VARYING_TYPE_BOOLEAN:
return "bool";
case VisualShader::VARYING_TYPE_TRANSFORM:
return "mat4";
default:
break;
}
return "";
}
VisualShaderNodeVarying::PortType VisualShaderNodeVarying::get_port_type(VisualShader::VaryingType p_type, int p_port) const {
switch (p_type) {
case VisualShader::VARYING_TYPE_INT:
return PORT_TYPE_SCALAR_INT;
case VisualShader::VARYING_TYPE_UINT:
return PORT_TYPE_SCALAR_UINT;
case VisualShader::VARYING_TYPE_VECTOR_2D:
return PORT_TYPE_VECTOR_2D;
case VisualShader::VARYING_TYPE_VECTOR_3D:
return PORT_TYPE_VECTOR_3D;
case VisualShader::VARYING_TYPE_VECTOR_4D:
return PORT_TYPE_VECTOR_4D;
case VisualShader::VARYING_TYPE_BOOLEAN:
return PORT_TYPE_BOOLEAN;
case VisualShader::VARYING_TYPE_TRANSFORM:
return PORT_TYPE_TRANSFORM;
default:
break;
}
return PORT_TYPE_SCALAR;
}
void VisualShaderNodeVarying::set_varying_name(String p_varying_name) {
if (varying_name == p_varying_name) {
return;
}
varying_name = p_varying_name;
emit_changed();
}
String VisualShaderNodeVarying::get_varying_name() const {
return varying_name;
}
void VisualShaderNodeVarying::set_varying_type(VisualShader::VaryingType p_varying_type) {
ERR_FAIL_INDEX(p_varying_type, VisualShader::VARYING_TYPE_MAX);
if (varying_type == p_varying_type) {
return;
}
varying_type = p_varying_type;
emit_changed();
}
VisualShader::VaryingType VisualShaderNodeVarying::get_varying_type() const {
return varying_type;
}
VisualShaderNodeVarying::VisualShaderNodeVarying() {
}
////////////// Varying Setter
String VisualShaderNodeVaryingSetter::get_caption() const {
return vformat("VaryingSetter");
}
int VisualShaderNodeVaryingSetter::get_input_port_count() const {
return 1;
}
VisualShaderNodeVaryingSetter::PortType VisualShaderNodeVaryingSetter::get_input_port_type(int p_port) const {
return get_port_type(varying_type, p_port);
}
String VisualShaderNodeVaryingSetter::get_input_port_name(int p_port) const {
return "";
}
int VisualShaderNodeVaryingSetter::get_output_port_count() const {
return 0;
}
VisualShaderNodeVaryingSetter::PortType VisualShaderNodeVaryingSetter::get_output_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeVaryingSetter::get_output_port_name(int p_port) const {
return "";
}
String VisualShaderNodeVaryingSetter::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 code;
if (varying_name == "[None]") {
return code;
}
code += vformat(" %s = %s;\n", varying_name, p_input_vars[0]);
return code;
}
VisualShaderNodeVaryingSetter::VisualShaderNodeVaryingSetter() {
}
////////////// Varying Getter
String VisualShaderNodeVaryingGetter::get_caption() const {
return vformat("VaryingGetter");
}
int VisualShaderNodeVaryingGetter::get_input_port_count() const {
return 0;
}
VisualShaderNodeVaryingGetter::PortType VisualShaderNodeVaryingGetter::get_input_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeVaryingGetter::get_input_port_name(int p_port) const {
return "";
}
int VisualShaderNodeVaryingGetter::get_output_port_count() const {
return 1;
}
VisualShaderNodeVaryingGetter::PortType VisualShaderNodeVaryingGetter::get_output_port_type(int p_port) const {
return get_port_type(varying_type, p_port);
}
String VisualShaderNodeVaryingGetter::get_output_port_name(int p_port) const {
return "";
}
bool VisualShaderNodeVaryingGetter::has_output_port_preview(int p_port) const {
return false;
}
String VisualShaderNodeVaryingGetter::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 from = varying_name;
String from2;
if (varying_name == "[None]") {
switch (varying_type) {
case VisualShader::VARYING_TYPE_FLOAT:
from = "0.0";
break;
case VisualShader::VARYING_TYPE_INT:
from = "0";
break;
case VisualShader::VARYING_TYPE_UINT:
from = "0u";
break;
case VisualShader::VARYING_TYPE_VECTOR_2D:
from = "vec2(0.0)";
break;
case VisualShader::VARYING_TYPE_VECTOR_3D:
from = "vec3(0.0)";
break;
case VisualShader::VARYING_TYPE_VECTOR_4D:
from = "vec4(0.0)";
break;
case VisualShader::VARYING_TYPE_BOOLEAN:
from = "false";
break;
case VisualShader::VARYING_TYPE_TRANSFORM:
from = "mat4(1.0)";
break;
default:
break;
}
}
return vformat(" %s = %s;\n", p_output_vars[0], from);
}
VisualShaderNodeVaryingGetter::VisualShaderNodeVaryingGetter() {
varying_name = "[None]";
}