1426cd3b3a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see". Backported from #70885.
1805 lines
61 KiB
C++
1805 lines
61 KiB
C++
/**************************************************************************/
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/* visual_shader_nodes.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef VISUAL_SHADER_NODES_H
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#define VISUAL_SHADER_NODES_H
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#include "scene/resources/visual_shader.h"
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///////////////////////////////////////
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/// CONSTANTS
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///////////////////////////////////////
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class VisualShaderNodeScalarConstant : public VisualShaderNode {
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GDCLASS(VisualShaderNodeScalarConstant, VisualShaderNode);
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float constant;
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protected:
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static void _bind_methods();
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public:
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virtual String get_caption() const;
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virtual int get_input_port_count() const;
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virtual PortType get_input_port_type(int p_port) const;
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virtual String get_input_port_name(int p_port) const;
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virtual int get_output_port_count() const;
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virtual PortType get_output_port_type(int p_port) const;
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virtual String get_output_port_name(int p_port) const;
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virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //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
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void set_constant(float p_value);
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float get_constant() const;
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virtual Vector<StringName> get_editable_properties() const;
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VisualShaderNodeScalarConstant();
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};
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///////////////////////////////////////
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class VisualShaderNodeBooleanConstant : public VisualShaderNode {
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GDCLASS(VisualShaderNodeBooleanConstant, VisualShaderNode);
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bool constant;
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protected:
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static void _bind_methods();
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public:
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virtual String get_caption() const;
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virtual int get_input_port_count() const;
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virtual PortType get_input_port_type(int p_port) const;
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virtual String get_input_port_name(int p_port) const;
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virtual int get_output_port_count() const;
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virtual PortType get_output_port_type(int p_port) const;
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virtual String get_output_port_name(int p_port) const;
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virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //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
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void set_constant(bool p_value);
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bool get_constant() const;
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virtual Vector<StringName> get_editable_properties() const;
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VisualShaderNodeBooleanConstant();
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};
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///////////////////////////////////////
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class VisualShaderNodeColorConstant : public VisualShaderNode {
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GDCLASS(VisualShaderNodeColorConstant, VisualShaderNode);
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Color constant;
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protected:
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static void _bind_methods();
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public:
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virtual String get_caption() const;
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virtual int get_input_port_count() const;
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virtual PortType get_input_port_type(int p_port) const;
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virtual String get_input_port_name(int p_port) const;
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virtual int get_output_port_count() const;
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virtual PortType get_output_port_type(int p_port) const;
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virtual String get_output_port_name(int p_port) const;
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virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //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
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void set_constant(Color p_value);
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Color get_constant() const;
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virtual Vector<StringName> get_editable_properties() const;
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VisualShaderNodeColorConstant();
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};
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///////////////////////////////////////
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class VisualShaderNodeVec3Constant : public VisualShaderNode {
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GDCLASS(VisualShaderNodeVec3Constant, VisualShaderNode);
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Vector3 constant;
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protected:
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static void _bind_methods();
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public:
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virtual String get_caption() const;
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virtual int get_input_port_count() const;
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virtual PortType get_input_port_type(int p_port) const;
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virtual String get_input_port_name(int p_port) const;
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virtual int get_output_port_count() const;
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virtual PortType get_output_port_type(int p_port) const;
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virtual String get_output_port_name(int p_port) const;
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virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //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
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void set_constant(Vector3 p_value);
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Vector3 get_constant() const;
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virtual Vector<StringName> get_editable_properties() const;
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VisualShaderNodeVec3Constant();
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};
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///////////////////////////////////////
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class VisualShaderNodeTransformConstant : public VisualShaderNode {
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GDCLASS(VisualShaderNodeTransformConstant, VisualShaderNode);
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Transform constant;
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protected:
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static void _bind_methods();
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public:
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virtual String get_caption() const;
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virtual int get_input_port_count() const;
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virtual PortType get_input_port_type(int p_port) const;
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virtual String get_input_port_name(int p_port) const;
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virtual int get_output_port_count() const;
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virtual PortType get_output_port_type(int p_port) const;
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virtual String get_output_port_name(int p_port) const;
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virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //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
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void set_constant(Transform p_value);
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Transform get_constant() const;
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virtual Vector<StringName> get_editable_properties() const;
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VisualShaderNodeTransformConstant();
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};
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///////////////////////////////////////
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/// TEXTURES
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///////////////////////////////////////
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class VisualShaderNodeTexture : public VisualShaderNode {
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GDCLASS(VisualShaderNodeTexture, VisualShaderNode);
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Ref<Texture> texture;
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public:
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enum Source {
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SOURCE_TEXTURE,
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SOURCE_SCREEN,
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SOURCE_2D_TEXTURE,
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SOURCE_2D_NORMAL,
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SOURCE_DEPTH,
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SOURCE_PORT,
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};
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enum TextureType {
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TYPE_DATA,
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TYPE_COLOR,
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TYPE_NORMALMAP
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};
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private:
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Source source;
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TextureType texture_type;
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protected:
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static void _bind_methods();
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public:
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virtual String get_caption() const;
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virtual int get_input_port_count() const;
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virtual PortType get_input_port_type(int p_port) const;
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virtual String get_input_port_name(int p_port) const;
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virtual int get_output_port_count() const;
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virtual PortType get_output_port_type(int p_port) const;
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virtual String get_output_port_name(int p_port) const;
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virtual String get_input_port_default_hint(int p_port) const;
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virtual Vector<VisualShader::DefaultTextureParam> get_default_texture_parameters(VisualShader::Type p_type, int p_id) const;
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virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const;
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virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //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
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void set_source(Source p_source);
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Source get_source() const;
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void set_texture(Ref<Texture> p_value);
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Ref<Texture> get_texture() const;
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void set_texture_type(TextureType p_type);
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TextureType get_texture_type() const;
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virtual Vector<StringName> get_editable_properties() const;
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virtual String get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const;
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VisualShaderNodeTexture();
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};
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VARIANT_ENUM_CAST(VisualShaderNodeTexture::TextureType)
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VARIANT_ENUM_CAST(VisualShaderNodeTexture::Source)
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///////////////////////////////////////
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class VisualShaderNodeCubeMap : public VisualShaderNode {
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GDCLASS(VisualShaderNodeCubeMap, VisualShaderNode);
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Ref<CubeMap> cube_map;
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public:
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enum Source {
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SOURCE_TEXTURE,
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SOURCE_PORT
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};
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enum TextureType {
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TYPE_DATA,
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TYPE_COLOR,
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TYPE_NORMALMAP
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};
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private:
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Source source;
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TextureType texture_type;
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protected:
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static void _bind_methods();
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public:
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virtual String get_caption() const;
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virtual int get_input_port_count() const;
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virtual PortType get_input_port_type(int p_port) const;
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virtual String get_input_port_name(int p_port) const;
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virtual String get_input_port_default_hint(int p_port) const;
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virtual int get_output_port_count() const;
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virtual PortType get_output_port_type(int p_port) const;
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virtual String get_output_port_name(int p_port) const;
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virtual Vector<VisualShader::DefaultTextureParam> get_default_texture_parameters(VisualShader::Type p_type, int p_id) const;
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virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const;
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virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //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
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void set_source(Source p_source);
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Source get_source() const;
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void set_cube_map(Ref<CubeMap> p_value);
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Ref<CubeMap> get_cube_map() const;
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void set_texture_type(TextureType p_type);
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TextureType get_texture_type() const;
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virtual Vector<StringName> get_editable_properties() const;
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virtual String get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const;
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VisualShaderNodeCubeMap();
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};
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VARIANT_ENUM_CAST(VisualShaderNodeCubeMap::TextureType)
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VARIANT_ENUM_CAST(VisualShaderNodeCubeMap::Source)
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///////////////////////////////////////
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/// OPS
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///////////////////////////////////////
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class VisualShaderNodeScalarOp : public VisualShaderNode {
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GDCLASS(VisualShaderNodeScalarOp, VisualShaderNode);
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public:
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enum Operator {
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OP_ADD,
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OP_SUB,
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OP_MUL,
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OP_DIV,
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OP_MOD,
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OP_POW,
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OP_MAX,
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OP_MIN,
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OP_ATAN2,
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OP_STEP
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};
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protected:
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Operator op;
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static void _bind_methods();
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public:
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virtual String get_caption() const;
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virtual int get_input_port_count() const;
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virtual PortType get_input_port_type(int p_port) const;
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virtual String get_input_port_name(int p_port) const;
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virtual int get_output_port_count() const;
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virtual PortType get_output_port_type(int p_port) const;
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virtual String get_output_port_name(int p_port) const;
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virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //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
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void set_operator(Operator p_op);
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Operator get_operator() const;
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virtual Vector<StringName> get_editable_properties() const;
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VisualShaderNodeScalarOp();
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};
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VARIANT_ENUM_CAST(VisualShaderNodeScalarOp::Operator)
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class VisualShaderNodeVectorOp : public VisualShaderNode {
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GDCLASS(VisualShaderNodeVectorOp, VisualShaderNode);
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public:
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enum Operator {
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OP_ADD,
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OP_SUB,
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OP_MUL,
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OP_DIV,
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OP_MOD,
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OP_POW,
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OP_MAX,
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OP_MIN,
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OP_CROSS,
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OP_ATAN2,
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OP_REFLECT,
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OP_STEP
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};
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protected:
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Operator op;
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static void _bind_methods();
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public:
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virtual String get_caption() const;
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virtual int get_input_port_count() const;
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virtual PortType get_input_port_type(int p_port) const;
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virtual String get_input_port_name(int p_port) const;
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virtual int get_output_port_count() const;
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virtual PortType get_output_port_type(int p_port) const;
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virtual String get_output_port_name(int p_port) const;
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virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //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
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void set_operator(Operator p_op);
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Operator get_operator() const;
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virtual Vector<StringName> get_editable_properties() const;
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VisualShaderNodeVectorOp();
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};
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VARIANT_ENUM_CAST(VisualShaderNodeVectorOp::Operator)
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///////////////////////////////////////
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class VisualShaderNodeColorOp : public VisualShaderNode {
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GDCLASS(VisualShaderNodeColorOp, VisualShaderNode);
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public:
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enum Operator {
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OP_SCREEN,
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OP_DIFFERENCE,
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OP_DARKEN,
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OP_LIGHTEN,
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OP_OVERLAY,
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OP_DODGE,
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OP_BURN,
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OP_SOFT_LIGHT,
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OP_HARD_LIGHT
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};
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protected:
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Operator op;
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static void _bind_methods();
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public:
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virtual String get_caption() const;
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virtual int get_input_port_count() const;
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virtual PortType get_input_port_type(int p_port) const;
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virtual String get_input_port_name(int p_port) const;
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virtual int get_output_port_count() const;
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virtual PortType get_output_port_type(int p_port) const;
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virtual String get_output_port_name(int p_port) const;
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virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //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
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void set_operator(Operator p_op);
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Operator get_operator() const;
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virtual Vector<StringName> get_editable_properties() const;
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VisualShaderNodeColorOp();
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};
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VARIANT_ENUM_CAST(VisualShaderNodeColorOp::Operator)
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///////////////////////////////////////
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/// TRANSFORM-TRANSFORM MULTIPLICATION
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///////////////////////////////////////
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class VisualShaderNodeTransformMult : public VisualShaderNode {
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GDCLASS(VisualShaderNodeTransformMult, VisualShaderNode);
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public:
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enum Operator {
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OP_AxB,
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OP_BxA,
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OP_AxB_COMP,
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OP_BxA_COMP
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};
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protected:
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Operator op;
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static void _bind_methods();
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public:
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virtual String get_caption() const;
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virtual int get_input_port_count() const;
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virtual PortType get_input_port_type(int p_port) const;
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virtual String get_input_port_name(int p_port) const;
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virtual int get_output_port_count() const;
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virtual PortType get_output_port_type(int p_port) const;
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virtual String get_output_port_name(int p_port) const;
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virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //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
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void set_operator(Operator p_op);
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Operator get_operator() const;
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virtual Vector<StringName> get_editable_properties() const;
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VisualShaderNodeTransformMult();
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};
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VARIANT_ENUM_CAST(VisualShaderNodeTransformMult::Operator)
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///////////////////////////////////////
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/// TRANSFORM-VECTOR MULTIPLICATION
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///////////////////////////////////////
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class VisualShaderNodeTransformVecMult : public VisualShaderNode {
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GDCLASS(VisualShaderNodeTransformVecMult, VisualShaderNode);
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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,
|
|
FUNC_ONEMINUS
|
|
};
|
|
|
|
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,
|
|
FUNC_ONEMINUS
|
|
};
|
|
|
|
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_func);
|
|
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_func);
|
|
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_func);
|
|
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_func);
|
|
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();
|
|
};
|
|
|
|
///////////////////////////////////////
|
|
|
|
class VisualShaderNodeVectorScalarMix : public VisualShaderNode {
|
|
GDCLASS(VisualShaderNodeVectorScalarMix, 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
|
|
|
|
VisualShaderNodeVectorScalarMix();
|
|
};
|
|
|
|
///////////////////////////////////////
|
|
/// 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:
|
|
enum Hint {
|
|
HINT_NONE,
|
|
HINT_RANGE,
|
|
HINT_RANGE_STEP,
|
|
HINT_MAX,
|
|
};
|
|
|
|
private:
|
|
Hint hint = HINT_NONE;
|
|
float hint_range_min;
|
|
float hint_range_max;
|
|
float hint_range_step;
|
|
bool default_value_enabled;
|
|
float default_value;
|
|
|
|
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
|
|
|
|
void set_hint(Hint p_hint);
|
|
Hint get_hint() const;
|
|
|
|
void set_min(float p_value);
|
|
float get_min() const;
|
|
|
|
void set_max(float p_value);
|
|
float get_max() const;
|
|
|
|
void set_step(float p_value);
|
|
float get_step() const;
|
|
|
|
void set_default_value_enabled(bool p_enabled);
|
|
bool is_default_value_enabled() const;
|
|
|
|
void set_default_value(float p_value);
|
|
float get_default_value() const;
|
|
|
|
virtual Vector<StringName> get_editable_properties() const;
|
|
|
|
VisualShaderNodeScalarUniform();
|
|
};
|
|
|
|
VARIANT_ENUM_CAST(VisualShaderNodeScalarUniform::Hint)
|
|
|
|
///////////////////////////////////////
|
|
|
|
class VisualShaderNodeBooleanUniform : public VisualShaderNodeUniform {
|
|
GDCLASS(VisualShaderNodeBooleanUniform, VisualShaderNodeUniform);
|
|
|
|
private:
|
|
bool default_value_enabled;
|
|
bool default_value;
|
|
|
|
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
|
|
|
|
void set_default_value_enabled(bool p_enabled);
|
|
bool is_default_value_enabled() const;
|
|
|
|
void set_default_value(bool p_value);
|
|
bool get_default_value() const;
|
|
|
|
virtual Vector<StringName> get_editable_properties() const;
|
|
|
|
VisualShaderNodeBooleanUniform();
|
|
};
|
|
|
|
///////////////////////////////////////
|
|
|
|
class VisualShaderNodeColorUniform : public VisualShaderNodeUniform {
|
|
GDCLASS(VisualShaderNodeColorUniform, VisualShaderNodeUniform);
|
|
|
|
private:
|
|
bool default_value_enabled;
|
|
Color default_value;
|
|
|
|
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
|
|
|
|
void set_default_value_enabled(bool p_enabled);
|
|
bool is_default_value_enabled() const;
|
|
|
|
void set_default_value(const Color &p_value);
|
|
Color get_default_value() const;
|
|
|
|
virtual Vector<StringName> get_editable_properties() const;
|
|
|
|
VisualShaderNodeColorUniform();
|
|
};
|
|
|
|
///////////////////////////////////////
|
|
|
|
class VisualShaderNodeVec3Uniform : public VisualShaderNodeUniform {
|
|
GDCLASS(VisualShaderNodeVec3Uniform, VisualShaderNodeUniform);
|
|
|
|
private:
|
|
bool default_value_enabled;
|
|
Vector3 default_value;
|
|
|
|
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
|
|
|
|
void set_default_value_enabled(bool p_enabled);
|
|
bool is_default_value_enabled() const;
|
|
|
|
void set_default_value(const Vector3 &p_value);
|
|
Vector3 get_default_value() const;
|
|
|
|
virtual Vector<StringName> get_editable_properties() const;
|
|
|
|
VisualShaderNodeVec3Uniform();
|
|
};
|
|
|
|
///////////////////////////////////////
|
|
|
|
class VisualShaderNodeTransformUniform : public VisualShaderNodeUniform {
|
|
GDCLASS(VisualShaderNodeTransformUniform, VisualShaderNodeUniform);
|
|
|
|
private:
|
|
bool default_value_enabled;
|
|
Transform default_value;
|
|
|
|
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
|
|
|
|
void set_default_value_enabled(bool p_enabled);
|
|
bool is_default_value_enabled() const;
|
|
|
|
void set_default_value(const Transform &p_value);
|
|
Transform get_default_value() const;
|
|
|
|
virtual Vector<StringName> get_editable_properties() const;
|
|
|
|
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
|
|
};
|
|
|
|
protected:
|
|
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 String get_input_port_default_hint(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
|
|
|
|
virtual bool is_code_generated() const;
|
|
virtual bool is_show_prop_names() const;
|
|
|
|
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 VisualShaderNodeTextureUniformTriplanar : public VisualShaderNodeTextureUniform {
|
|
GDCLASS(VisualShaderNodeTextureUniformTriplanar, VisualShaderNodeTextureUniform);
|
|
|
|
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 String get_input_port_default_hint(int p_port) const;
|
|
|
|
virtual String generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const;
|
|
virtual String generate_global_per_func(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
|
|
|
|
VisualShaderNodeTextureUniformTriplanar();
|
|
};
|
|
|
|
///////////////////////////////////////
|
|
|
|
class VisualShaderNodeCubeMapUniform : public VisualShaderNodeTextureUniform {
|
|
GDCLASS(VisualShaderNodeCubeMapUniform, VisualShaderNodeTextureUniform);
|
|
|
|
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 get_input_port_default_hint(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
|
|
|
|
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();
|
|
};
|
|
|
|
class VisualShaderNodeScalarSwitch : public VisualShaderNodeSwitch {
|
|
GDCLASS(VisualShaderNodeScalarSwitch, VisualShaderNodeSwitch);
|
|
|
|
public:
|
|
virtual String get_caption() const;
|
|
|
|
virtual PortType get_input_port_type(int p_port) const;
|
|
virtual PortType get_output_port_type(int p_port) const;
|
|
|
|
VisualShaderNodeScalarSwitch();
|
|
};
|
|
|
|
///////////////////////////////////////
|
|
/// FRESNEL
|
|
///////////////////////////////////////
|
|
|
|
class VisualShaderNodeFresnel : public VisualShaderNode {
|
|
GDCLASS(VisualShaderNodeFresnel, 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 get_input_port_default_hint(int p_port) const;
|
|
virtual bool is_generate_input_var(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;
|
|
|
|
VisualShaderNodeFresnel();
|
|
};
|
|
|
|
///////////////////////////////////////
|
|
/// Is
|
|
///////////////////////////////////////
|
|
|
|
class VisualShaderNodeIs : public VisualShaderNode {
|
|
GDCLASS(VisualShaderNodeIs, VisualShaderNode);
|
|
|
|
public:
|
|
enum Function {
|
|
FUNC_IS_INF,
|
|
FUNC_IS_NAN,
|
|
};
|
|
|
|
protected:
|
|
Function func;
|
|
|
|
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_function(Function p_func);
|
|
Function get_function() const;
|
|
|
|
virtual Vector<StringName> get_editable_properties() const;
|
|
|
|
VisualShaderNodeIs();
|
|
};
|
|
|
|
VARIANT_ENUM_CAST(VisualShaderNodeIs::Function)
|
|
|
|
///////////////////////////////////////
|
|
/// Compare
|
|
///////////////////////////////////////
|
|
|
|
class VisualShaderNodeCompare : public VisualShaderNode {
|
|
GDCLASS(VisualShaderNodeCompare, VisualShaderNode);
|
|
|
|
public:
|
|
enum ComparisonType {
|
|
CTYPE_SCALAR,
|
|
CTYPE_VECTOR,
|
|
CTYPE_BOOLEAN,
|
|
CTYPE_TRANSFORM
|
|
};
|
|
|
|
enum Function {
|
|
FUNC_EQUAL,
|
|
FUNC_NOT_EQUAL,
|
|
FUNC_GREATER_THAN,
|
|
FUNC_GREATER_THAN_EQUAL,
|
|
FUNC_LESS_THAN,
|
|
FUNC_LESS_THAN_EQUAL,
|
|
};
|
|
|
|
enum Condition {
|
|
COND_ALL,
|
|
COND_ANY,
|
|
};
|
|
|
|
protected:
|
|
ComparisonType ctype;
|
|
Function func;
|
|
Condition condition;
|
|
|
|
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_comparison_type(ComparisonType p_type);
|
|
ComparisonType get_comparison_type() const;
|
|
|
|
void set_function(Function p_func);
|
|
Function get_function() const;
|
|
|
|
void set_condition(Condition p_cond);
|
|
Condition get_condition() const;
|
|
|
|
virtual Vector<StringName> get_editable_properties() const;
|
|
virtual String get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const;
|
|
|
|
VisualShaderNodeCompare();
|
|
};
|
|
|
|
VARIANT_ENUM_CAST(VisualShaderNodeCompare::ComparisonType)
|
|
VARIANT_ENUM_CAST(VisualShaderNodeCompare::Function)
|
|
VARIANT_ENUM_CAST(VisualShaderNodeCompare::Condition)
|
|
|
|
#endif // VISUAL_SHADER_NODES_H
|