1487 lines
52 KiB
C++
1487 lines
52 KiB
C++
/*************************************************************************/
|
|
/* visual_shader_nodes.h */
|
|
/*************************************************************************/
|
|
/* This file is part of: */
|
|
/* GODOT ENGINE */
|
|
/* https://godotengine.org */
|
|
/*************************************************************************/
|
|
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
|
|
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
|
|
/* */
|
|
/* Permission is hereby granted, free of charge, to any person obtaining */
|
|
/* a copy of this software and associated documentation files (the */
|
|
/* "Software"), to deal in the Software without restriction, including */
|
|
/* without limitation the rights to use, copy, modify, merge, publish, */
|
|
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
|
/* permit persons to whom the Software is furnished to do so, subject to */
|
|
/* the following conditions: */
|
|
/* */
|
|
/* The above copyright notice and this permission notice shall be */
|
|
/* included in all copies or substantial portions of the Software. */
|
|
/* */
|
|
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
|
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
|
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
|
|
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
|
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
|
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
|
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
|
/*************************************************************************/
|
|
|
|
#ifndef VISUAL_SHADER_NODES_H
|
|
#define VISUAL_SHADER_NODES_H
|
|
|
|
#include "scene/resources/visual_shader.h"
|
|
|
|
///////////////////////////////////////
|
|
/// CONSTANTS
|
|
///////////////////////////////////////
|
|
|
|
class VisualShaderNodeScalarConstant : public VisualShaderNode {
|
|
GDCLASS(VisualShaderNodeScalarConstant, VisualShaderNode)
|
|
float constant;
|
|
|
|
protected:
|
|
static void _bind_methods();
|
|
|
|
public:
|
|
virtual String get_caption() const;
|
|
|
|
virtual int get_input_port_count() const;
|
|
virtual PortType get_input_port_type(int p_port) const;
|
|
virtual String get_input_port_name(int p_port) const;
|
|
|
|
virtual int get_output_port_count() const;
|
|
virtual PortType get_output_port_type(int p_port) const;
|
|
virtual String get_output_port_name(int p_port) const;
|
|
|
|
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
|
|
|
|
void set_constant(float p_value);
|
|
float get_constant() const;
|
|
|
|
virtual Vector<StringName> get_editable_properties() const;
|
|
|
|
VisualShaderNodeScalarConstant();
|
|
};
|
|
|
|
///////////////////////////////////////
|
|
|
|
class VisualShaderNodeBooleanConstant : public VisualShaderNode {
|
|
GDCLASS(VisualShaderNodeBooleanConstant, VisualShaderNode)
|
|
bool constant;
|
|
|
|
protected:
|
|
static void _bind_methods();
|
|
|
|
public:
|
|
virtual String get_caption() const;
|
|
|
|
virtual int get_input_port_count() const;
|
|
virtual PortType get_input_port_type(int p_port) const;
|
|
virtual String get_input_port_name(int p_port) const;
|
|
|
|
virtual int get_output_port_count() const;
|
|
virtual PortType get_output_port_type(int p_port) const;
|
|
virtual String get_output_port_name(int p_port) const;
|
|
|
|
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
|
|
|
|
void set_constant(bool p_value);
|
|
bool get_constant() const;
|
|
|
|
virtual Vector<StringName> get_editable_properties() const;
|
|
|
|
VisualShaderNodeBooleanConstant();
|
|
};
|
|
|
|
///////////////////////////////////////
|
|
|
|
class VisualShaderNodeColorConstant : public VisualShaderNode {
|
|
GDCLASS(VisualShaderNodeColorConstant, VisualShaderNode)
|
|
Color constant;
|
|
|
|
protected:
|
|
static void _bind_methods();
|
|
|
|
public:
|
|
virtual String get_caption() const;
|
|
|
|
virtual int get_input_port_count() const;
|
|
virtual PortType get_input_port_type(int p_port) const;
|
|
virtual String get_input_port_name(int p_port) const;
|
|
|
|
virtual int get_output_port_count() const;
|
|
virtual PortType get_output_port_type(int p_port) const;
|
|
virtual String get_output_port_name(int p_port) const;
|
|
|
|
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
|
|
|
|
void set_constant(Color p_value);
|
|
Color get_constant() const;
|
|
|
|
virtual Vector<StringName> get_editable_properties() const;
|
|
|
|
VisualShaderNodeColorConstant();
|
|
};
|
|
|
|
///////////////////////////////////////
|
|
|
|
class VisualShaderNodeVec3Constant : public VisualShaderNode {
|
|
GDCLASS(VisualShaderNodeVec3Constant, VisualShaderNode)
|
|
Vector3 constant;
|
|
|
|
protected:
|
|
static void _bind_methods();
|
|
|
|
public:
|
|
virtual String get_caption() const;
|
|
|
|
virtual int get_input_port_count() const;
|
|
virtual PortType get_input_port_type(int p_port) const;
|
|
virtual String get_input_port_name(int p_port) const;
|
|
|
|
virtual int get_output_port_count() const;
|
|
virtual PortType get_output_port_type(int p_port) const;
|
|
virtual String get_output_port_name(int p_port) const;
|
|
|
|
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
|
|
|
|
void set_constant(Vector3 p_value);
|
|
Vector3 get_constant() const;
|
|
|
|
virtual Vector<StringName> get_editable_properties() const;
|
|
|
|
VisualShaderNodeVec3Constant();
|
|
};
|
|
|
|
///////////////////////////////////////
|
|
|
|
class VisualShaderNodeTransformConstant : public VisualShaderNode {
|
|
GDCLASS(VisualShaderNodeTransformConstant, VisualShaderNode)
|
|
Transform constant;
|
|
|
|
protected:
|
|
static void _bind_methods();
|
|
|
|
public:
|
|
virtual String get_caption() const;
|
|
|
|
virtual int get_input_port_count() const;
|
|
virtual PortType get_input_port_type(int p_port) const;
|
|
virtual String get_input_port_name(int p_port) const;
|
|
|
|
virtual int get_output_port_count() const;
|
|
virtual PortType get_output_port_type(int p_port) const;
|
|
virtual String get_output_port_name(int p_port) const;
|
|
|
|
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
|
|
|
|
void set_constant(Transform p_value);
|
|
Transform get_constant() const;
|
|
|
|
virtual Vector<StringName> get_editable_properties() const;
|
|
|
|
VisualShaderNodeTransformConstant();
|
|
};
|
|
|
|
///////////////////////////////////////
|
|
/// TEXTURES
|
|
///////////////////////////////////////
|
|
|
|
class VisualShaderNodeTexture : public VisualShaderNode {
|
|
GDCLASS(VisualShaderNodeTexture, VisualShaderNode)
|
|
Ref<Texture> texture;
|
|
|
|
public:
|
|
enum Source {
|
|
SOURCE_TEXTURE,
|
|
SOURCE_SCREEN,
|
|
SOURCE_2D_TEXTURE,
|
|
SOURCE_2D_NORMAL
|
|
};
|
|
|
|
enum TextureType {
|
|
TYPE_DATA,
|
|
TYPE_COLOR,
|
|
TYPE_NORMALMAP
|
|
};
|
|
|
|
private:
|
|
Source source;
|
|
TextureType texture_type;
|
|
|
|
protected:
|
|
static void _bind_methods();
|
|
|
|
public:
|
|
virtual String get_caption() const;
|
|
|
|
virtual int get_input_port_count() const;
|
|
virtual PortType get_input_port_type(int p_port) const;
|
|
virtual String get_input_port_name(int p_port) const;
|
|
|
|
virtual int get_output_port_count() const;
|
|
virtual PortType get_output_port_type(int p_port) const;
|
|
virtual String get_output_port_name(int p_port) const;
|
|
|
|
virtual Vector<VisualShader::DefaultTextureParam> get_default_texture_parameters(VisualShader::Type p_type, int p_id) const;
|
|
virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const;
|
|
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
|
|
|
|
void set_source(Source p_source);
|
|
Source get_source() const;
|
|
|
|
void set_texture(Ref<Texture> p_value);
|
|
Ref<Texture> get_texture() const;
|
|
|
|
void set_texture_type(TextureType p_type);
|
|
TextureType get_texture_type() const;
|
|
|
|
virtual Vector<StringName> get_editable_properties() const;
|
|
|
|
virtual String get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const;
|
|
|
|
VisualShaderNodeTexture();
|
|
};
|
|
|
|
VARIANT_ENUM_CAST(VisualShaderNodeTexture::TextureType)
|
|
VARIANT_ENUM_CAST(VisualShaderNodeTexture::Source)
|
|
|
|
///////////////////////////////////////
|
|
|
|
class VisualShaderNodeCubeMap : public VisualShaderNode {
|
|
GDCLASS(VisualShaderNodeCubeMap, VisualShaderNode)
|
|
Ref<CubeMap> cube_map;
|
|
|
|
public:
|
|
enum TextureType {
|
|
TYPE_DATA,
|
|
TYPE_COLOR,
|
|
TYPE_NORMALMAP
|
|
};
|
|
|
|
private:
|
|
TextureType texture_type;
|
|
|
|
protected:
|
|
static void _bind_methods();
|
|
|
|
public:
|
|
virtual String get_caption() const;
|
|
|
|
virtual int get_input_port_count() const;
|
|
virtual PortType get_input_port_type(int p_port) const;
|
|
virtual String get_input_port_name(int p_port) const;
|
|
|
|
virtual int get_output_port_count() const;
|
|
virtual PortType get_output_port_type(int p_port) const;
|
|
virtual String get_output_port_name(int p_port) const;
|
|
|
|
virtual Vector<VisualShader::DefaultTextureParam> get_default_texture_parameters(VisualShader::Type p_type, int p_id) const;
|
|
virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const;
|
|
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
|
|
|
|
void set_cube_map(Ref<CubeMap> p_value);
|
|
Ref<CubeMap> get_cube_map() const;
|
|
|
|
void set_texture_type(TextureType p_type);
|
|
TextureType get_texture_type() const;
|
|
|
|
virtual Vector<StringName> get_editable_properties() const;
|
|
|
|
VisualShaderNodeCubeMap();
|
|
};
|
|
|
|
VARIANT_ENUM_CAST(VisualShaderNodeCubeMap::TextureType)
|
|
|
|
///////////////////////////////////////
|
|
/// OPS
|
|
///////////////////////////////////////
|
|
|
|
class VisualShaderNodeScalarOp : public VisualShaderNode {
|
|
GDCLASS(VisualShaderNodeScalarOp, VisualShaderNode)
|
|
|
|
public:
|
|
enum Operator {
|
|
OP_ADD,
|
|
OP_SUB,
|
|
OP_MUL,
|
|
OP_DIV,
|
|
OP_MOD,
|
|
OP_POW,
|
|
OP_MAX,
|
|
OP_MIN,
|
|
OP_ATAN2,
|
|
OP_STEP
|
|
};
|
|
|
|
protected:
|
|
Operator op;
|
|
|
|
static void _bind_methods();
|
|
|
|
public:
|
|
virtual String get_caption() const;
|
|
|
|
virtual int get_input_port_count() const;
|
|
virtual PortType get_input_port_type(int p_port) const;
|
|
virtual String get_input_port_name(int p_port) const;
|
|
|
|
virtual int get_output_port_count() const;
|
|
virtual PortType get_output_port_type(int p_port) const;
|
|
virtual String get_output_port_name(int p_port) const;
|
|
|
|
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
|
|
|
|
void set_operator(Operator p_op);
|
|
Operator get_operator() const;
|
|
|
|
virtual Vector<StringName> get_editable_properties() const;
|
|
|
|
VisualShaderNodeScalarOp();
|
|
};
|
|
|
|
VARIANT_ENUM_CAST(VisualShaderNodeScalarOp::Operator)
|
|
|
|
class VisualShaderNodeVectorOp : public VisualShaderNode {
|
|
GDCLASS(VisualShaderNodeVectorOp, VisualShaderNode)
|
|
|
|
public:
|
|
enum Operator {
|
|
OP_ADD,
|
|
OP_SUB,
|
|
OP_MUL,
|
|
OP_DIV,
|
|
OP_MOD,
|
|
OP_POW,
|
|
OP_MAX,
|
|
OP_MIN,
|
|
OP_CROSS,
|
|
OP_ATAN2,
|
|
OP_REFLECT,
|
|
OP_STEP
|
|
};
|
|
|
|
protected:
|
|
Operator op;
|
|
|
|
static void _bind_methods();
|
|
|
|
public:
|
|
virtual String get_caption() const;
|
|
|
|
virtual int get_input_port_count() const;
|
|
virtual PortType get_input_port_type(int p_port) const;
|
|
virtual String get_input_port_name(int p_port) const;
|
|
|
|
virtual int get_output_port_count() const;
|
|
virtual PortType get_output_port_type(int p_port) const;
|
|
virtual String get_output_port_name(int p_port) const;
|
|
|
|
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
|
|
|
|
void set_operator(Operator p_op);
|
|
Operator get_operator() const;
|
|
|
|
virtual Vector<StringName> get_editable_properties() const;
|
|
|
|
VisualShaderNodeVectorOp();
|
|
};
|
|
|
|
VARIANT_ENUM_CAST(VisualShaderNodeVectorOp::Operator)
|
|
|
|
///////////////////////////////////////
|
|
|
|
class VisualShaderNodeColorOp : public VisualShaderNode {
|
|
GDCLASS(VisualShaderNodeColorOp, VisualShaderNode)
|
|
|
|
public:
|
|
enum Operator {
|
|
OP_SCREEN,
|
|
OP_DIFFERENCE,
|
|
OP_DARKEN,
|
|
OP_LIGHTEN,
|
|
OP_OVERLAY,
|
|
OP_DODGE,
|
|
OP_BURN,
|
|
OP_SOFT_LIGHT,
|
|
OP_HARD_LIGHT
|
|
};
|
|
|
|
protected:
|
|
Operator op;
|
|
|
|
static void _bind_methods();
|
|
|
|
public:
|
|
virtual String get_caption() const;
|
|
|
|
virtual int get_input_port_count() const;
|
|
virtual PortType get_input_port_type(int p_port) const;
|
|
virtual String get_input_port_name(int p_port) const;
|
|
|
|
virtual int get_output_port_count() const;
|
|
virtual PortType get_output_port_type(int p_port) const;
|
|
virtual String get_output_port_name(int p_port) const;
|
|
|
|
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
|
|
|
|
void set_operator(Operator p_op);
|
|
Operator get_operator() const;
|
|
|
|
virtual Vector<StringName> get_editable_properties() const;
|
|
|
|
VisualShaderNodeColorOp();
|
|
};
|
|
|
|
VARIANT_ENUM_CAST(VisualShaderNodeColorOp::Operator)
|
|
|
|
///////////////////////////////////////
|
|
/// TRANSFORM-TRANSFORM MULTIPLICATION
|
|
///////////////////////////////////////
|
|
|
|
class VisualShaderNodeTransformMult : public VisualShaderNode {
|
|
GDCLASS(VisualShaderNodeTransformMult, VisualShaderNode)
|
|
|
|
public:
|
|
enum Operator {
|
|
OP_AxB,
|
|
OP_BxA,
|
|
OP_AxB_COMP,
|
|
OP_BxA_COMP
|
|
};
|
|
|
|
protected:
|
|
Operator op;
|
|
|
|
static void _bind_methods();
|
|
|
|
public:
|
|
virtual String get_caption() const;
|
|
|
|
virtual int get_input_port_count() const;
|
|
virtual PortType get_input_port_type(int p_port) const;
|
|
virtual String get_input_port_name(int p_port) const;
|
|
|
|
virtual int get_output_port_count() const;
|
|
virtual PortType get_output_port_type(int p_port) const;
|
|
virtual String get_output_port_name(int p_port) const;
|
|
|
|
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
|
|
|
|
void set_operator(Operator p_op);
|
|
Operator get_operator() const;
|
|
|
|
virtual Vector<StringName> get_editable_properties() const;
|
|
|
|
VisualShaderNodeTransformMult();
|
|
};
|
|
|
|
VARIANT_ENUM_CAST(VisualShaderNodeTransformMult::Operator)
|
|
|
|
///////////////////////////////////////
|
|
/// TRANSFORM-VECTOR MULTIPLICATION
|
|
///////////////////////////////////////
|
|
|
|
class VisualShaderNodeTransformVecMult : public VisualShaderNode {
|
|
GDCLASS(VisualShaderNodeTransformVecMult, VisualShaderNode)
|
|
|
|
public:
|
|
enum Operator {
|
|
OP_AxB,
|
|
OP_BxA,
|
|
OP_3x3_AxB,
|
|
OP_3x3_BxA,
|
|
};
|
|
|
|
protected:
|
|
Operator op;
|
|
|
|
static void _bind_methods();
|
|
|
|
public:
|
|
virtual String get_caption() const;
|
|
|
|
virtual int get_input_port_count() const;
|
|
virtual PortType get_input_port_type(int p_port) const;
|
|
virtual String get_input_port_name(int p_port) const;
|
|
|
|
virtual int get_output_port_count() const;
|
|
virtual PortType get_output_port_type(int p_port) const;
|
|
virtual String get_output_port_name(int p_port) const;
|
|
|
|
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
|
|
|
|
void set_operator(Operator p_op);
|
|
Operator get_operator() const;
|
|
|
|
virtual Vector<StringName> get_editable_properties() const;
|
|
|
|
VisualShaderNodeTransformVecMult();
|
|
};
|
|
|
|
VARIANT_ENUM_CAST(VisualShaderNodeTransformVecMult::Operator)
|
|
|
|
///////////////////////////////////////
|
|
/// SCALAR FUNC
|
|
///////////////////////////////////////
|
|
|
|
class VisualShaderNodeScalarFunc : public VisualShaderNode {
|
|
GDCLASS(VisualShaderNodeScalarFunc, VisualShaderNode)
|
|
|
|
public:
|
|
enum Function {
|
|
FUNC_SIN,
|
|
FUNC_COS,
|
|
FUNC_TAN,
|
|
FUNC_ASIN,
|
|
FUNC_ACOS,
|
|
FUNC_ATAN,
|
|
FUNC_SINH,
|
|
FUNC_COSH,
|
|
FUNC_TANH,
|
|
FUNC_LOG,
|
|
FUNC_EXP,
|
|
FUNC_SQRT,
|
|
FUNC_ABS,
|
|
FUNC_SIGN,
|
|
FUNC_FLOOR,
|
|
FUNC_ROUND,
|
|
FUNC_CEIL,
|
|
FUNC_FRAC,
|
|
FUNC_SATURATE,
|
|
FUNC_NEGATE,
|
|
FUNC_ACOSH,
|
|
FUNC_ASINH,
|
|
FUNC_ATANH,
|
|
FUNC_DEGREES,
|
|
FUNC_EXP2,
|
|
FUNC_INVERSE_SQRT,
|
|
FUNC_LOG2,
|
|
FUNC_RADIANS,
|
|
FUNC_RECIPROCAL,
|
|
FUNC_ROUNDEVEN,
|
|
FUNC_TRUNC
|
|
};
|
|
|
|
protected:
|
|
Function func;
|
|
|
|
static void _bind_methods();
|
|
|
|
public:
|
|
virtual String get_caption() const;
|
|
|
|
virtual int get_input_port_count() const;
|
|
virtual PortType get_input_port_type(int p_port) const;
|
|
virtual String get_input_port_name(int p_port) const;
|
|
|
|
virtual int get_output_port_count() const;
|
|
virtual PortType get_output_port_type(int p_port) const;
|
|
virtual String get_output_port_name(int p_port) const;
|
|
|
|
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
|
|
|
|
void set_function(Function p_func);
|
|
Function get_function() const;
|
|
|
|
virtual Vector<StringName> get_editable_properties() const;
|
|
|
|
VisualShaderNodeScalarFunc();
|
|
};
|
|
|
|
VARIANT_ENUM_CAST(VisualShaderNodeScalarFunc::Function)
|
|
|
|
///////////////////////////////////////
|
|
/// VECTOR FUNC
|
|
///////////////////////////////////////
|
|
|
|
class VisualShaderNodeVectorFunc : public VisualShaderNode {
|
|
GDCLASS(VisualShaderNodeVectorFunc, VisualShaderNode)
|
|
|
|
public:
|
|
enum Function {
|
|
FUNC_NORMALIZE,
|
|
FUNC_SATURATE,
|
|
FUNC_NEGATE,
|
|
FUNC_RECIPROCAL,
|
|
FUNC_RGB2HSV,
|
|
FUNC_HSV2RGB,
|
|
FUNC_ABS,
|
|
FUNC_ACOS,
|
|
FUNC_ACOSH,
|
|
FUNC_ASIN,
|
|
FUNC_ASINH,
|
|
FUNC_ATAN,
|
|
FUNC_ATANH,
|
|
FUNC_CEIL,
|
|
FUNC_COS,
|
|
FUNC_COSH,
|
|
FUNC_DEGREES,
|
|
FUNC_EXP,
|
|
FUNC_EXP2,
|
|
FUNC_FLOOR,
|
|
FUNC_FRAC,
|
|
FUNC_INVERSE_SQRT,
|
|
FUNC_LOG,
|
|
FUNC_LOG2,
|
|
FUNC_RADIANS,
|
|
FUNC_ROUND,
|
|
FUNC_ROUNDEVEN,
|
|
FUNC_SIGN,
|
|
FUNC_SIN,
|
|
FUNC_SINH,
|
|
FUNC_SQRT,
|
|
FUNC_TAN,
|
|
FUNC_TANH,
|
|
FUNC_TRUNC
|
|
};
|
|
|
|
protected:
|
|
Function func;
|
|
|
|
static void _bind_methods();
|
|
|
|
public:
|
|
virtual String get_caption() const;
|
|
|
|
virtual int get_input_port_count() const;
|
|
virtual PortType get_input_port_type(int p_port) const;
|
|
virtual String get_input_port_name(int p_port) const;
|
|
|
|
virtual int get_output_port_count() const;
|
|
virtual PortType get_output_port_type(int p_port) const;
|
|
virtual String get_output_port_name(int p_port) const;
|
|
|
|
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
|
|
|
|
void set_function(Function p_func);
|
|
Function get_function() const;
|
|
|
|
virtual Vector<StringName> get_editable_properties() const;
|
|
|
|
VisualShaderNodeVectorFunc();
|
|
};
|
|
|
|
VARIANT_ENUM_CAST(VisualShaderNodeVectorFunc::Function)
|
|
|
|
///////////////////////////////////////
|
|
/// COLOR FUNC
|
|
///////////////////////////////////////
|
|
|
|
class VisualShaderNodeColorFunc : public VisualShaderNode {
|
|
GDCLASS(VisualShaderNodeColorFunc, VisualShaderNode)
|
|
|
|
public:
|
|
enum Function {
|
|
FUNC_GRAYSCALE,
|
|
FUNC_SEPIA
|
|
};
|
|
|
|
protected:
|
|
Function func;
|
|
|
|
static void _bind_methods();
|
|
|
|
public:
|
|
virtual String get_caption() const;
|
|
|
|
virtual int get_input_port_count() const;
|
|
virtual PortType get_input_port_type(int p_port) const;
|
|
virtual String get_input_port_name(int p_port) const;
|
|
|
|
virtual int get_output_port_count() const;
|
|
virtual PortType get_output_port_type(int p_port) const;
|
|
virtual String get_output_port_name(int p_port) const;
|
|
|
|
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
|
|
|
|
void set_function(Function p_op);
|
|
Function get_function() const;
|
|
|
|
virtual Vector<StringName> get_editable_properties() const;
|
|
|
|
VisualShaderNodeColorFunc();
|
|
};
|
|
|
|
VARIANT_ENUM_CAST(VisualShaderNodeColorFunc::Function)
|
|
|
|
///////////////////////////////////////
|
|
/// TRANSFORM FUNC
|
|
///////////////////////////////////////
|
|
|
|
class VisualShaderNodeTransformFunc : public VisualShaderNode {
|
|
GDCLASS(VisualShaderNodeTransformFunc, VisualShaderNode)
|
|
|
|
public:
|
|
enum Function {
|
|
FUNC_INVERSE,
|
|
FUNC_TRANSPOSE
|
|
};
|
|
|
|
protected:
|
|
Function func;
|
|
|
|
static void _bind_methods();
|
|
|
|
public:
|
|
virtual String get_caption() const;
|
|
|
|
virtual int get_input_port_count() const;
|
|
virtual PortType get_input_port_type(int p_port) const;
|
|
virtual String get_input_port_name(int p_port) const;
|
|
|
|
virtual int get_output_port_count() const;
|
|
virtual PortType get_output_port_type(int p_port) const;
|
|
virtual String get_output_port_name(int p_port) const;
|
|
|
|
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
|
|
|
|
void set_function(Function p_op);
|
|
Function get_function() const;
|
|
|
|
virtual Vector<StringName> get_editable_properties() const;
|
|
|
|
VisualShaderNodeTransformFunc();
|
|
};
|
|
|
|
VARIANT_ENUM_CAST(VisualShaderNodeTransformFunc::Function)
|
|
|
|
///////////////////////////////////////
|
|
/// DOT
|
|
///////////////////////////////////////
|
|
|
|
class VisualShaderNodeDotProduct : public VisualShaderNode {
|
|
GDCLASS(VisualShaderNodeDotProduct, VisualShaderNode)
|
|
|
|
public:
|
|
virtual String get_caption() const;
|
|
|
|
virtual int get_input_port_count() const;
|
|
virtual PortType get_input_port_type(int p_port) const;
|
|
virtual String get_input_port_name(int p_port) const;
|
|
|
|
virtual int get_output_port_count() const;
|
|
virtual PortType get_output_port_type(int p_port) const;
|
|
virtual String get_output_port_name(int p_port) const;
|
|
|
|
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
|
|
|
|
VisualShaderNodeDotProduct();
|
|
};
|
|
|
|
///////////////////////////////////////
|
|
/// LENGTH
|
|
///////////////////////////////////////
|
|
|
|
class VisualShaderNodeVectorLen : public VisualShaderNode {
|
|
GDCLASS(VisualShaderNodeVectorLen, VisualShaderNode)
|
|
|
|
public:
|
|
virtual String get_caption() const;
|
|
|
|
virtual int get_input_port_count() const;
|
|
virtual PortType get_input_port_type(int p_port) const;
|
|
virtual String get_input_port_name(int p_port) const;
|
|
|
|
virtual int get_output_port_count() const;
|
|
virtual PortType get_output_port_type(int p_port) const;
|
|
virtual String get_output_port_name(int p_port) const;
|
|
|
|
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
|
|
|
|
VisualShaderNodeVectorLen();
|
|
};
|
|
|
|
///////////////////////////////////////
|
|
/// DETERMINANT
|
|
///////////////////////////////////////
|
|
|
|
class VisualShaderNodeDeterminant : public VisualShaderNode {
|
|
GDCLASS(VisualShaderNodeDeterminant, VisualShaderNode)
|
|
|
|
public:
|
|
virtual String get_caption() const;
|
|
|
|
virtual int get_input_port_count() const;
|
|
virtual PortType get_input_port_type(int p_port) const;
|
|
virtual String get_input_port_name(int p_port) const;
|
|
|
|
virtual int get_output_port_count() const;
|
|
virtual PortType get_output_port_type(int p_port) const;
|
|
virtual String get_output_port_name(int p_port) const;
|
|
|
|
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
|
|
|
|
VisualShaderNodeDeterminant();
|
|
};
|
|
|
|
///////////////////////////////////////
|
|
/// CLAMP
|
|
///////////////////////////////////////
|
|
|
|
class VisualShaderNodeScalarClamp : public VisualShaderNode {
|
|
GDCLASS(VisualShaderNodeScalarClamp, VisualShaderNode)
|
|
|
|
public:
|
|
virtual String get_caption() const;
|
|
|
|
virtual int get_input_port_count() const;
|
|
virtual PortType get_input_port_type(int p_port) const;
|
|
virtual String get_input_port_name(int p_port) const;
|
|
|
|
virtual int get_output_port_count() const;
|
|
virtual PortType get_output_port_type(int p_port) const;
|
|
virtual String get_output_port_name(int p_port) const;
|
|
|
|
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
|
|
|
|
VisualShaderNodeScalarClamp();
|
|
};
|
|
|
|
///////////////////////////////////////
|
|
|
|
class VisualShaderNodeVectorClamp : public VisualShaderNode {
|
|
GDCLASS(VisualShaderNodeVectorClamp, VisualShaderNode)
|
|
|
|
public:
|
|
virtual String get_caption() const;
|
|
|
|
virtual int get_input_port_count() const;
|
|
virtual PortType get_input_port_type(int p_port) const;
|
|
virtual String get_input_port_name(int p_port) const;
|
|
|
|
virtual int get_output_port_count() const;
|
|
virtual PortType get_output_port_type(int p_port) const;
|
|
virtual String get_output_port_name(int p_port) const;
|
|
|
|
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
|
|
|
|
VisualShaderNodeVectorClamp();
|
|
};
|
|
|
|
///////////////////////////////////////
|
|
/// DERIVATIVE FUNCTIONS
|
|
///////////////////////////////////////
|
|
|
|
class VisualShaderNodeScalarDerivativeFunc : public VisualShaderNode {
|
|
GDCLASS(VisualShaderNodeScalarDerivativeFunc, VisualShaderNode)
|
|
|
|
public:
|
|
enum Function {
|
|
FUNC_SUM,
|
|
FUNC_X,
|
|
FUNC_Y
|
|
};
|
|
|
|
protected:
|
|
Function func;
|
|
|
|
static void _bind_methods();
|
|
|
|
public:
|
|
virtual String get_caption() const;
|
|
|
|
virtual int get_input_port_count() const;
|
|
virtual PortType get_input_port_type(int p_port) const;
|
|
virtual String get_input_port_name(int p_port) const;
|
|
|
|
virtual int get_output_port_count() const;
|
|
virtual PortType get_output_port_type(int p_port) const;
|
|
virtual String get_output_port_name(int p_port) const;
|
|
|
|
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
|
|
|
|
void set_function(Function p_op);
|
|
Function get_function() const;
|
|
|
|
virtual Vector<StringName> get_editable_properties() const;
|
|
|
|
VisualShaderNodeScalarDerivativeFunc();
|
|
};
|
|
|
|
VARIANT_ENUM_CAST(VisualShaderNodeScalarDerivativeFunc::Function)
|
|
|
|
///////////////////////////////////////
|
|
|
|
class VisualShaderNodeVectorDerivativeFunc : public VisualShaderNode {
|
|
GDCLASS(VisualShaderNodeVectorDerivativeFunc, VisualShaderNode)
|
|
|
|
public:
|
|
enum Function {
|
|
FUNC_SUM,
|
|
FUNC_X,
|
|
FUNC_Y
|
|
};
|
|
|
|
protected:
|
|
Function func;
|
|
|
|
static void _bind_methods();
|
|
|
|
public:
|
|
virtual String get_caption() const;
|
|
|
|
virtual int get_input_port_count() const;
|
|
virtual PortType get_input_port_type(int p_port) const;
|
|
virtual String get_input_port_name(int p_port) const;
|
|
|
|
virtual int get_output_port_count() const;
|
|
virtual PortType get_output_port_type(int p_port) const;
|
|
virtual String get_output_port_name(int p_port) const;
|
|
|
|
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
|
|
|
|
void set_function(Function p_op);
|
|
Function get_function() const;
|
|
|
|
virtual Vector<StringName> get_editable_properties() const;
|
|
|
|
VisualShaderNodeVectorDerivativeFunc();
|
|
};
|
|
|
|
VARIANT_ENUM_CAST(VisualShaderNodeVectorDerivativeFunc::Function)
|
|
|
|
///////////////////////////////////////
|
|
/// FACEFORWARD
|
|
///////////////////////////////////////
|
|
|
|
class VisualShaderNodeFaceForward : public VisualShaderNode {
|
|
GDCLASS(VisualShaderNodeFaceForward, VisualShaderNode)
|
|
|
|
public:
|
|
virtual String get_caption() const;
|
|
|
|
virtual int get_input_port_count() const;
|
|
virtual PortType get_input_port_type(int p_port) const;
|
|
virtual String get_input_port_name(int p_port) const;
|
|
|
|
virtual int get_output_port_count() const;
|
|
virtual PortType get_output_port_type(int p_port) const;
|
|
virtual String get_output_port_name(int p_port) const;
|
|
|
|
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
|
|
|
|
VisualShaderNodeFaceForward();
|
|
};
|
|
|
|
///////////////////////////////////////
|
|
/// OUTER PRODUCT
|
|
///////////////////////////////////////
|
|
|
|
class VisualShaderNodeOuterProduct : public VisualShaderNode {
|
|
GDCLASS(VisualShaderNodeOuterProduct, VisualShaderNode)
|
|
|
|
public:
|
|
virtual String get_caption() const;
|
|
|
|
virtual int get_input_port_count() const;
|
|
virtual PortType get_input_port_type(int p_port) const;
|
|
virtual String get_input_port_name(int p_port) const;
|
|
|
|
virtual int get_output_port_count() const;
|
|
virtual PortType get_output_port_type(int p_port) const;
|
|
virtual String get_output_port_name(int p_port) const;
|
|
|
|
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
|
|
|
|
VisualShaderNodeOuterProduct();
|
|
};
|
|
|
|
///////////////////////////////////////
|
|
/// STEP
|
|
///////////////////////////////////////
|
|
|
|
class VisualShaderNodeVectorScalarStep : public VisualShaderNode {
|
|
GDCLASS(VisualShaderNodeVectorScalarStep, VisualShaderNode)
|
|
|
|
public:
|
|
virtual String get_caption() const;
|
|
|
|
virtual int get_input_port_count() const;
|
|
virtual PortType get_input_port_type(int p_port) const;
|
|
virtual String get_input_port_name(int p_port) const;
|
|
|
|
virtual int get_output_port_count() const;
|
|
virtual PortType get_output_port_type(int p_port) const;
|
|
virtual String get_output_port_name(int p_port) const;
|
|
|
|
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
|
|
|
|
VisualShaderNodeVectorScalarStep();
|
|
};
|
|
|
|
///////////////////////////////////////
|
|
/// SMOOTHSTEP
|
|
///////////////////////////////////////
|
|
|
|
class VisualShaderNodeScalarSmoothStep : public VisualShaderNode {
|
|
GDCLASS(VisualShaderNodeScalarSmoothStep, VisualShaderNode)
|
|
|
|
public:
|
|
virtual String get_caption() const;
|
|
|
|
virtual int get_input_port_count() const;
|
|
virtual PortType get_input_port_type(int p_port) const;
|
|
virtual String get_input_port_name(int p_port) const;
|
|
|
|
virtual int get_output_port_count() const;
|
|
virtual PortType get_output_port_type(int p_port) const;
|
|
virtual String get_output_port_name(int p_port) const;
|
|
|
|
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
|
|
|
|
VisualShaderNodeScalarSmoothStep();
|
|
};
|
|
|
|
///////////////////////////////////////
|
|
|
|
class VisualShaderNodeVectorSmoothStep : public VisualShaderNode {
|
|
GDCLASS(VisualShaderNodeVectorSmoothStep, VisualShaderNode)
|
|
|
|
public:
|
|
virtual String get_caption() const;
|
|
|
|
virtual int get_input_port_count() const;
|
|
virtual PortType get_input_port_type(int p_port) const;
|
|
virtual String get_input_port_name(int p_port) const;
|
|
|
|
virtual int get_output_port_count() const;
|
|
virtual PortType get_output_port_type(int p_port) const;
|
|
virtual String get_output_port_name(int p_port) const;
|
|
|
|
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
|
|
|
|
VisualShaderNodeVectorSmoothStep();
|
|
};
|
|
|
|
///////////////////////////////////////
|
|
|
|
class VisualShaderNodeVectorScalarSmoothStep : public VisualShaderNode {
|
|
GDCLASS(VisualShaderNodeVectorScalarSmoothStep, VisualShaderNode)
|
|
|
|
public:
|
|
virtual String get_caption() const;
|
|
|
|
virtual int get_input_port_count() const;
|
|
virtual PortType get_input_port_type(int p_port) const;
|
|
virtual String get_input_port_name(int p_port) const;
|
|
|
|
virtual int get_output_port_count() const;
|
|
virtual PortType get_output_port_type(int p_port) const;
|
|
virtual String get_output_port_name(int p_port) const;
|
|
|
|
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
|
|
|
|
VisualShaderNodeVectorScalarSmoothStep();
|
|
};
|
|
|
|
///////////////////////////////////////
|
|
/// DISTANCE
|
|
///////////////////////////////////////
|
|
|
|
class VisualShaderNodeVectorDistance : public VisualShaderNode {
|
|
GDCLASS(VisualShaderNodeVectorDistance, VisualShaderNode)
|
|
|
|
public:
|
|
virtual String get_caption() const;
|
|
|
|
virtual int get_input_port_count() const;
|
|
virtual PortType get_input_port_type(int p_port) const;
|
|
virtual String get_input_port_name(int p_port) const;
|
|
|
|
virtual int get_output_port_count() const;
|
|
virtual PortType get_output_port_type(int p_port) const;
|
|
virtual String get_output_port_name(int p_port) const;
|
|
|
|
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
|
|
|
|
VisualShaderNodeVectorDistance();
|
|
};
|
|
|
|
///////////////////////////////////////
|
|
/// REFRACT
|
|
///////////////////////////////////////
|
|
|
|
class VisualShaderNodeVectorRefract : public VisualShaderNode {
|
|
GDCLASS(VisualShaderNodeVectorRefract, VisualShaderNode)
|
|
|
|
public:
|
|
virtual String get_caption() const;
|
|
|
|
virtual int get_input_port_count() const;
|
|
virtual PortType get_input_port_type(int p_port) const;
|
|
virtual String get_input_port_name(int p_port) const;
|
|
|
|
virtual int get_output_port_count() const;
|
|
virtual PortType get_output_port_type(int p_port) const;
|
|
virtual String get_output_port_name(int p_port) const;
|
|
|
|
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
|
|
|
|
VisualShaderNodeVectorRefract();
|
|
};
|
|
|
|
///////////////////////////////////////
|
|
/// MIX
|
|
///////////////////////////////////////
|
|
|
|
class VisualShaderNodeScalarInterp : public VisualShaderNode {
|
|
GDCLASS(VisualShaderNodeScalarInterp, VisualShaderNode)
|
|
|
|
public:
|
|
virtual String get_caption() const;
|
|
|
|
virtual int get_input_port_count() const;
|
|
virtual PortType get_input_port_type(int p_port) const;
|
|
virtual String get_input_port_name(int p_port) const;
|
|
|
|
virtual int get_output_port_count() const;
|
|
virtual PortType get_output_port_type(int p_port) const;
|
|
virtual String get_output_port_name(int p_port) const;
|
|
|
|
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
|
|
|
|
VisualShaderNodeScalarInterp();
|
|
};
|
|
|
|
///////////////////////////////////////
|
|
|
|
class VisualShaderNodeVectorInterp : public VisualShaderNode {
|
|
GDCLASS(VisualShaderNodeVectorInterp, VisualShaderNode)
|
|
|
|
public:
|
|
virtual String get_caption() const;
|
|
|
|
virtual int get_input_port_count() const;
|
|
virtual PortType get_input_port_type(int p_port) const;
|
|
virtual String get_input_port_name(int p_port) const;
|
|
|
|
virtual int get_output_port_count() const;
|
|
virtual PortType get_output_port_type(int p_port) const;
|
|
virtual String get_output_port_name(int p_port) const;
|
|
|
|
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
|
|
|
|
VisualShaderNodeVectorInterp();
|
|
};
|
|
|
|
///////////////////////////////////////
|
|
/// COMPOSE
|
|
///////////////////////////////////////
|
|
|
|
class VisualShaderNodeVectorCompose : public VisualShaderNode {
|
|
GDCLASS(VisualShaderNodeVectorCompose, VisualShaderNode)
|
|
|
|
public:
|
|
virtual String get_caption() const;
|
|
|
|
virtual int get_input_port_count() const;
|
|
virtual PortType get_input_port_type(int p_port) const;
|
|
virtual String get_input_port_name(int p_port) const;
|
|
|
|
virtual int get_output_port_count() const;
|
|
virtual PortType get_output_port_type(int p_port) const;
|
|
virtual String get_output_port_name(int p_port) const;
|
|
|
|
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
|
|
|
|
VisualShaderNodeVectorCompose();
|
|
};
|
|
|
|
///////////////////////////////////////
|
|
|
|
class VisualShaderNodeTransformCompose : public VisualShaderNode {
|
|
GDCLASS(VisualShaderNodeTransformCompose, VisualShaderNode)
|
|
|
|
public:
|
|
virtual String get_caption() const;
|
|
|
|
virtual int get_input_port_count() const;
|
|
virtual PortType get_input_port_type(int p_port) const;
|
|
virtual String get_input_port_name(int p_port) const;
|
|
|
|
virtual int get_output_port_count() const;
|
|
virtual PortType get_output_port_type(int p_port) const;
|
|
virtual String get_output_port_name(int p_port) const;
|
|
|
|
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
|
|
|
|
VisualShaderNodeTransformCompose();
|
|
};
|
|
|
|
///////////////////////////////////////
|
|
/// DECOMPOSE
|
|
///////////////////////////////////////
|
|
|
|
class VisualShaderNodeVectorDecompose : public VisualShaderNode {
|
|
GDCLASS(VisualShaderNodeVectorDecompose, VisualShaderNode)
|
|
|
|
public:
|
|
virtual String get_caption() const;
|
|
|
|
virtual int get_input_port_count() const;
|
|
virtual PortType get_input_port_type(int p_port) const;
|
|
virtual String get_input_port_name(int p_port) const;
|
|
|
|
virtual int get_output_port_count() const;
|
|
virtual PortType get_output_port_type(int p_port) const;
|
|
virtual String get_output_port_name(int p_port) const;
|
|
|
|
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
|
|
|
|
VisualShaderNodeVectorDecompose();
|
|
};
|
|
|
|
///////////////////////////////////////
|
|
|
|
class VisualShaderNodeTransformDecompose : public VisualShaderNode {
|
|
GDCLASS(VisualShaderNodeTransformDecompose, VisualShaderNode)
|
|
|
|
public:
|
|
virtual String get_caption() const;
|
|
|
|
virtual int get_input_port_count() const;
|
|
virtual PortType get_input_port_type(int p_port) const;
|
|
virtual String get_input_port_name(int p_port) const;
|
|
|
|
virtual int get_output_port_count() const;
|
|
virtual PortType get_output_port_type(int p_port) const;
|
|
virtual String get_output_port_name(int p_port) const;
|
|
|
|
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
|
|
|
|
VisualShaderNodeTransformDecompose();
|
|
};
|
|
|
|
///////////////////////////////////////
|
|
/// UNIFORMS
|
|
///////////////////////////////////////
|
|
|
|
class VisualShaderNodeScalarUniform : public VisualShaderNodeUniform {
|
|
GDCLASS(VisualShaderNodeScalarUniform, VisualShaderNodeUniform)
|
|
|
|
public:
|
|
virtual String get_caption() const;
|
|
|
|
virtual int get_input_port_count() const;
|
|
virtual PortType get_input_port_type(int p_port) const;
|
|
virtual String get_input_port_name(int p_port) const;
|
|
|
|
virtual int get_output_port_count() const;
|
|
virtual PortType get_output_port_type(int p_port) const;
|
|
virtual String get_output_port_name(int p_port) const;
|
|
|
|
virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const;
|
|
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
|
|
|
|
VisualShaderNodeScalarUniform();
|
|
};
|
|
|
|
///////////////////////////////////////
|
|
|
|
class VisualShaderNodeBooleanUniform : public VisualShaderNodeUniform {
|
|
GDCLASS(VisualShaderNodeBooleanUniform, VisualShaderNodeUniform)
|
|
|
|
public:
|
|
virtual String get_caption() const;
|
|
|
|
virtual int get_input_port_count() const;
|
|
virtual PortType get_input_port_type(int p_port) const;
|
|
virtual String get_input_port_name(int p_port) const;
|
|
|
|
virtual int get_output_port_count() const;
|
|
virtual PortType get_output_port_type(int p_port) const;
|
|
virtual String get_output_port_name(int p_port) const;
|
|
|
|
virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const;
|
|
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
|
|
|
|
VisualShaderNodeBooleanUniform();
|
|
};
|
|
|
|
///////////////////////////////////////
|
|
|
|
class VisualShaderNodeColorUniform : public VisualShaderNodeUniform {
|
|
GDCLASS(VisualShaderNodeColorUniform, VisualShaderNodeUniform)
|
|
|
|
public:
|
|
virtual String get_caption() const;
|
|
|
|
virtual int get_input_port_count() const;
|
|
virtual PortType get_input_port_type(int p_port) const;
|
|
virtual String get_input_port_name(int p_port) const;
|
|
|
|
virtual int get_output_port_count() const;
|
|
virtual PortType get_output_port_type(int p_port) const;
|
|
virtual String get_output_port_name(int p_port) const;
|
|
|
|
virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const;
|
|
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
|
|
|
|
VisualShaderNodeColorUniform();
|
|
};
|
|
|
|
///////////////////////////////////////
|
|
|
|
class VisualShaderNodeVec3Uniform : public VisualShaderNodeUniform {
|
|
GDCLASS(VisualShaderNodeVec3Uniform, VisualShaderNodeUniform)
|
|
|
|
public:
|
|
virtual String get_caption() const;
|
|
|
|
virtual int get_input_port_count() const;
|
|
virtual PortType get_input_port_type(int p_port) const;
|
|
virtual String get_input_port_name(int p_port) const;
|
|
|
|
virtual int get_output_port_count() const;
|
|
virtual PortType get_output_port_type(int p_port) const;
|
|
virtual String get_output_port_name(int p_port) const;
|
|
|
|
virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const;
|
|
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
|
|
|
|
VisualShaderNodeVec3Uniform();
|
|
};
|
|
|
|
///////////////////////////////////////
|
|
|
|
class VisualShaderNodeTransformUniform : public VisualShaderNodeUniform {
|
|
GDCLASS(VisualShaderNodeTransformUniform, VisualShaderNodeUniform)
|
|
|
|
public:
|
|
virtual String get_caption() const;
|
|
|
|
virtual int get_input_port_count() const;
|
|
virtual PortType get_input_port_type(int p_port) const;
|
|
virtual String get_input_port_name(int p_port) const;
|
|
|
|
virtual int get_output_port_count() const;
|
|
virtual PortType get_output_port_type(int p_port) const;
|
|
virtual String get_output_port_name(int p_port) const;
|
|
|
|
virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const;
|
|
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
|
|
|
|
VisualShaderNodeTransformUniform();
|
|
};
|
|
|
|
///////////////////////////////////////
|
|
|
|
class VisualShaderNodeTextureUniform : public VisualShaderNodeUniform {
|
|
GDCLASS(VisualShaderNodeTextureUniform, VisualShaderNodeUniform)
|
|
public:
|
|
enum TextureType {
|
|
TYPE_DATA,
|
|
TYPE_COLOR,
|
|
TYPE_NORMALMAP,
|
|
TYPE_ANISO,
|
|
};
|
|
|
|
enum ColorDefault {
|
|
COLOR_DEFAULT_WHITE,
|
|
COLOR_DEFAULT_BLACK
|
|
};
|
|
|
|
private:
|
|
TextureType texture_type;
|
|
ColorDefault color_default;
|
|
|
|
protected:
|
|
static void _bind_methods();
|
|
|
|
public:
|
|
virtual String get_caption() const;
|
|
|
|
virtual int get_input_port_count() const;
|
|
virtual PortType get_input_port_type(int p_port) const;
|
|
virtual String get_input_port_name(int p_port) const;
|
|
|
|
virtual int get_output_port_count() const;
|
|
virtual PortType get_output_port_type(int p_port) const;
|
|
virtual String get_output_port_name(int p_port) const;
|
|
|
|
virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const;
|
|
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
|
|
|
|
Vector<StringName> get_editable_properties() const;
|
|
|
|
void set_texture_type(TextureType p_type);
|
|
TextureType get_texture_type() const;
|
|
|
|
void set_color_default(ColorDefault p_default);
|
|
ColorDefault get_color_default() const;
|
|
|
|
VisualShaderNodeTextureUniform();
|
|
};
|
|
|
|
VARIANT_ENUM_CAST(VisualShaderNodeTextureUniform::TextureType)
|
|
VARIANT_ENUM_CAST(VisualShaderNodeTextureUniform::ColorDefault)
|
|
|
|
///////////////////////////////////////
|
|
|
|
class VisualShaderNodeCubeMapUniform : public VisualShaderNode {
|
|
GDCLASS(VisualShaderNodeCubeMapUniform, VisualShaderNode)
|
|
|
|
public:
|
|
virtual String get_caption() const;
|
|
|
|
virtual int get_input_port_count() const;
|
|
virtual PortType get_input_port_type(int p_port) const;
|
|
virtual String get_input_port_name(int p_port) const;
|
|
|
|
virtual int get_output_port_count() const;
|
|
virtual PortType get_output_port_type(int p_port) const;
|
|
virtual String get_output_port_name(int p_port) const;
|
|
|
|
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
|
|
|
|
VisualShaderNodeCubeMapUniform();
|
|
};
|
|
|
|
///////////////////////////////////////
|
|
/// IF
|
|
///////////////////////////////////////
|
|
|
|
class VisualShaderNodeIf : public VisualShaderNode {
|
|
GDCLASS(VisualShaderNodeIf, VisualShaderNode)
|
|
public:
|
|
virtual String get_caption() const;
|
|
|
|
virtual int get_input_port_count() const;
|
|
virtual PortType get_input_port_type(int p_port) const;
|
|
virtual String get_input_port_name(int p_port) const;
|
|
|
|
virtual int get_output_port_count() const;
|
|
virtual PortType get_output_port_type(int p_port) const;
|
|
virtual String get_output_port_name(int p_port) const;
|
|
|
|
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const;
|
|
|
|
VisualShaderNodeIf();
|
|
};
|
|
|
|
///////////////////////////////////////
|
|
/// SWITCH
|
|
///////////////////////////////////////
|
|
|
|
class VisualShaderNodeSwitch : public VisualShaderNode {
|
|
GDCLASS(VisualShaderNodeSwitch, VisualShaderNode)
|
|
public:
|
|
virtual String get_caption() const;
|
|
|
|
virtual int get_input_port_count() const;
|
|
virtual PortType get_input_port_type(int p_port) const;
|
|
virtual String get_input_port_name(int p_port) const;
|
|
|
|
virtual int get_output_port_count() const;
|
|
virtual PortType get_output_port_type(int p_port) const;
|
|
virtual String get_output_port_name(int p_port) const;
|
|
|
|
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const;
|
|
|
|
VisualShaderNodeSwitch();
|
|
};
|
|
|
|
#endif // VISUAL_SHADER_NODES_H
|