virtualx-engine/scene/resources/visual_shader.cpp
2019-04-13 18:17:20 +03:00

1626 lines
65 KiB
C++

/*************************************************************************/
/* visual_shader.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "visual_shader.h"
#include "core/vmap.h"
#include "servers/visual/shader_types.h"
void VisualShaderNode::set_output_port_for_preview(int p_index) {
port_preview = p_index;
}
int VisualShaderNode::get_output_port_for_preview() const {
return port_preview;
}
void VisualShaderNode::set_input_port_default_value(int p_port, const Variant &p_value) {
default_input_values[p_port] = p_value;
emit_changed();
}
Variant VisualShaderNode::get_input_port_default_value(int p_port) const {
if (default_input_values.has(p_port)) {
return default_input_values[p_port];
}
return Variant();
}
bool VisualShaderNode::is_port_separator(int p_index) const {
return false;
}
Vector<VisualShader::DefaultTextureParam> VisualShaderNode::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
return Vector<VisualShader::DefaultTextureParam>();
}
String VisualShaderNode::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
return String();
}
Vector<StringName> VisualShaderNode::get_editable_properties() const {
return Vector<StringName>();
}
Array VisualShaderNode::_get_default_input_values() const {
Array ret;
for (Map<int, Variant>::Element *E = default_input_values.front(); E; E = E->next()) {
ret.push_back(E->key());
ret.push_back(E->get());
}
return ret;
}
void VisualShaderNode::_set_default_input_values(const Array &p_values) {
if (p_values.size() % 2 == 0) {
for (int i = 0; i < p_values.size(); i += 2) {
default_input_values[p_values[i + 0]] = p_values[i + 1];
}
}
emit_changed();
}
String VisualShaderNode::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
return String();
}
void VisualShaderNode::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_output_port_for_preview", "port"), &VisualShaderNode::set_output_port_for_preview);
ClassDB::bind_method(D_METHOD("get_output_port_for_preview"), &VisualShaderNode::get_output_port_for_preview);
ClassDB::bind_method(D_METHOD("set_input_port_default_value", "port", "value"), &VisualShaderNode::set_input_port_default_value);
ClassDB::bind_method(D_METHOD("get_input_port_default_value", "port"), &VisualShaderNode::get_input_port_default_value);
ClassDB::bind_method(D_METHOD("_set_default_input_values", "values"), &VisualShaderNode::_set_default_input_values);
ClassDB::bind_method(D_METHOD("_get_default_input_values"), &VisualShaderNode::_get_default_input_values);
ADD_PROPERTY(PropertyInfo(Variant::INT, "output_port_for_preview"), "set_output_port_for_preview", "get_output_port_for_preview");
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "default_input_values", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "_set_default_input_values", "_get_default_input_values");
ADD_SIGNAL(MethodInfo("editor_refresh_request"));
}
VisualShaderNode::VisualShaderNode() {
port_preview = -1;
}
/////////////////////////////////////////////////////////
void VisualShader::add_node(Type p_type, const Ref<VisualShaderNode> &p_node, const Vector2 &p_position, int p_id) {
ERR_FAIL_COND(p_node.is_null());
ERR_FAIL_COND(p_id < 2);
ERR_FAIL_INDEX(p_type, TYPE_MAX);
Graph *g = &graph[p_type];
ERR_FAIL_COND(g->nodes.has(p_id));
Node n;
n.node = p_node;
n.position = p_position;
Ref<VisualShaderNodeUniform> uniform = n.node;
if (uniform.is_valid()) {
String valid_name = validate_uniform_name(uniform->get_uniform_name(), uniform);
uniform->set_uniform_name(valid_name);
}
Ref<VisualShaderNodeInput> input = n.node;
if (input.is_valid()) {
input->shader_mode = shader_mode;
input->shader_type = p_type;
input->connect("input_type_changed", this, "_input_type_changed", varray(p_type, p_id));
}
n.node->connect("changed", this, "_queue_update");
g->nodes[p_id] = n;
_queue_update();
}
void VisualShader::set_node_position(Type p_type, int p_id, const Vector2 &p_position) {
ERR_FAIL_INDEX(p_type, TYPE_MAX);
Graph *g = &graph[p_type];
ERR_FAIL_COND(!g->nodes.has(p_id));
g->nodes[p_id].position = p_position;
}
Vector2 VisualShader::get_node_position(Type p_type, int p_id) const {
ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Vector2());
const Graph *g = &graph[p_type];
ERR_FAIL_COND_V(!g->nodes.has(p_id), Vector2());
return g->nodes[p_id].position;
}
Ref<VisualShaderNode> VisualShader::get_node(Type p_type, int p_id) const {
ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Ref<VisualShaderNode>());
const Graph *g = &graph[p_type];
ERR_FAIL_COND_V(!g->nodes.has(p_id), Ref<VisualShaderNode>());
return g->nodes[p_id].node;
}
Vector<int> VisualShader::get_node_list(Type p_type) const {
ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Vector<int>());
const Graph *g = &graph[p_type];
Vector<int> ret;
for (Map<int, Node>::Element *E = g->nodes.front(); E; E = E->next()) {
ret.push_back(E->key());
}
return ret;
}
int VisualShader::get_valid_node_id(Type p_type) const {
ERR_FAIL_INDEX_V(p_type, TYPE_MAX, NODE_ID_INVALID);
const Graph *g = &graph[p_type];
return g->nodes.size() ? MAX(2, g->nodes.back()->key() + 1) : 2;
}
int VisualShader::find_node_id(Type p_type, const Ref<VisualShaderNode> &p_node) const {
for (const Map<int, Node>::Element *E = graph[p_type].nodes.front(); E; E = E->next()) {
if (E->get().node == p_node)
return E->key();
}
return NODE_ID_INVALID;
}
void VisualShader::remove_node(Type p_type, int p_id) {
ERR_FAIL_INDEX(p_type, TYPE_MAX);
ERR_FAIL_COND(p_id < 2);
Graph *g = &graph[p_type];
ERR_FAIL_COND(!g->nodes.has(p_id));
Ref<VisualShaderNodeInput> input = g->nodes[p_id].node;
if (input.is_valid()) {
input->disconnect("input_type_changed", this, "_input_type_changed");
}
g->nodes[p_id].node->disconnect("changed", this, "_queue_update");
g->nodes.erase(p_id);
for (List<Connection>::Element *E = g->connections.front(); E;) {
List<Connection>::Element *N = E->next();
if (E->get().from_node == p_id || E->get().to_node == p_id) {
g->connections.erase(E);
}
E = N;
}
_queue_update();
}
bool VisualShader::is_node_connection(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) const {
ERR_FAIL_INDEX_V(p_type, TYPE_MAX, false);
const Graph *g = &graph[p_type];
for (const List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
if (E->get().from_node == p_from_node && E->get().from_port == p_from_port && E->get().to_node == p_to_node && E->get().to_port == p_to_port) {
return true;
}
}
return false;
}
bool VisualShader::can_connect_nodes(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) const {
ERR_FAIL_INDEX_V(p_type, TYPE_MAX, false);
const Graph *g = &graph[p_type];
if (!g->nodes.has(p_from_node))
return false;
if (p_from_port < 0 || p_from_port >= g->nodes[p_from_node].node->get_output_port_count())
return false;
if (!g->nodes.has(p_to_node))
return false;
if (p_to_port < 0 || p_to_port >= g->nodes[p_to_node].node->get_input_port_count())
return false;
VisualShaderNode::PortType from_port_type = g->nodes[p_from_node].node->get_output_port_type(p_from_port);
VisualShaderNode::PortType to_port_type = g->nodes[p_to_node].node->get_input_port_type(p_to_port);
if (MAX(0, from_port_type - 2) != (MAX(0, to_port_type - 2))) {
return false;
}
for (const List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
if (E->get().from_node == p_from_node && E->get().from_port == p_from_port && E->get().to_node == p_to_node && E->get().to_port == p_to_port) {
return false;
}
}
return true;
}
Error VisualShader::connect_nodes(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
ERR_FAIL_INDEX_V(p_type, TYPE_MAX, ERR_CANT_CONNECT);
Graph *g = &graph[p_type];
ERR_FAIL_COND_V(!g->nodes.has(p_from_node), ERR_INVALID_PARAMETER);
ERR_FAIL_INDEX_V(p_from_port, g->nodes[p_from_node].node->get_output_port_count(), ERR_INVALID_PARAMETER);
ERR_FAIL_COND_V(!g->nodes.has(p_to_node), ERR_INVALID_PARAMETER);
ERR_FAIL_INDEX_V(p_to_port, g->nodes[p_to_node].node->get_input_port_count(), ERR_INVALID_PARAMETER);
VisualShaderNode::PortType from_port_type = g->nodes[p_from_node].node->get_output_port_type(p_from_port);
VisualShaderNode::PortType to_port_type = g->nodes[p_to_node].node->get_input_port_type(p_to_port);
if (MAX(0, from_port_type - 2) != (MAX(0, to_port_type - 2))) {
ERR_EXPLAIN("Incompatible port types (scalar/vec/bool with transform");
ERR_FAIL_V(ERR_INVALID_PARAMETER)
return ERR_INVALID_PARAMETER;
}
for (List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
if (E->get().from_node == p_from_node && E->get().from_port == p_from_port && E->get().to_node == p_to_node && E->get().to_port == p_to_port) {
ERR_FAIL_V(ERR_ALREADY_EXISTS);
}
}
Connection c;
c.from_node = p_from_node;
c.from_port = p_from_port;
c.to_node = p_to_node;
c.to_port = p_to_port;
g->connections.push_back(c);
_queue_update();
return OK;
}
void VisualShader::disconnect_nodes(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
ERR_FAIL_INDEX(p_type, TYPE_MAX);
Graph *g = &graph[p_type];
for (List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
if (E->get().from_node == p_from_node && E->get().from_port == p_from_port && E->get().to_node == p_to_node && E->get().to_port == p_to_port) {
g->connections.erase(E);
_queue_update();
return;
}
}
}
Array VisualShader::_get_node_connections(Type p_type) const {
ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Array());
const Graph *g = &graph[p_type];
Array ret;
for (const List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
Dictionary d;
d["from_node"] = E->get().from_node;
d["from_port"] = E->get().from_port;
d["to_node"] = E->get().to_node;
d["to_port"] = E->get().to_port;
ret.push_back(d);
}
return ret;
}
void VisualShader::get_node_connections(Type p_type, List<Connection> *r_connections) const {
ERR_FAIL_INDEX(p_type, TYPE_MAX);
const Graph *g = &graph[p_type];
for (const List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
r_connections->push_back(E->get());
}
}
void VisualShader::set_mode(Mode p_mode) {
if (shader_mode == p_mode) {
return;
}
//erase input/output connections
modes.clear();
flags.clear();
shader_mode = p_mode;
for (int i = 0; i < TYPE_MAX; i++) {
for (Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) {
Ref<VisualShaderNodeInput> input = E->get().node;
if (input.is_valid()) {
input->shader_mode = shader_mode;
//input->input_index = 0;
}
}
Ref<VisualShaderNodeOutput> output = graph[i].nodes[NODE_ID_OUTPUT].node;
output->shader_mode = shader_mode;
// clear connections since they are no longer valid
for (List<Connection>::Element *E = graph[i].connections.front(); E;) {
bool keep = true;
List<Connection>::Element *N = E->next();
int from = E->get().from_node;
int to = E->get().to_node;
if (!graph[i].nodes.has(from)) {
keep = false;
} else {
Ref<VisualShaderNode> from_node = graph[i].nodes[from].node;
if (from_node->is_class("VisualShaderNodeOutput") || from_node->is_class("VisualShaderNodeInput")) {
keep = false;
}
}
if (!graph[i].nodes.has(to)) {
keep = false;
} else {
Ref<VisualShaderNode> to_node = graph[i].nodes[to].node;
if (to_node->is_class("VisualShaderNodeOutput") || to_node->is_class("VisualShaderNodeInput")) {
keep = false;
}
}
if (!keep) {
graph[i].connections.erase(E);
}
E = N;
}
}
_queue_update();
_change_notify();
}
void VisualShader::set_graph_offset(const Vector2 &p_offset) {
graph_offset = p_offset;
}
Vector2 VisualShader::get_graph_offset() const {
return graph_offset;
}
Shader::Mode VisualShader::get_mode() const {
return shader_mode;
}
bool VisualShader::is_text_shader() const {
return false;
}
String VisualShader::generate_preview_shader(Type p_type, int p_node, int p_port, Vector<DefaultTextureParam> &default_tex_params) const {
Ref<VisualShaderNode> node = get_node(p_type, p_node);
ERR_FAIL_COND_V(!node.is_valid(), String());
ERR_FAIL_COND_V(p_port < 0 || p_port >= node->get_output_port_count(), String());
ERR_FAIL_COND_V(node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_TRANSFORM, String());
StringBuilder global_code;
StringBuilder code;
global_code += String() + "shader_type canvas_item;\n";
//make it faster to go around through shader
VMap<ConnectionKey, const List<Connection>::Element *> input_connections;
VMap<ConnectionKey, const List<Connection>::Element *> output_connections;
for (const List<Connection>::Element *E = graph[p_type].connections.front(); E; E = E->next()) {
ConnectionKey from_key;
from_key.node = E->get().from_node;
from_key.port = E->get().from_port;
output_connections.insert(from_key, E);
ConnectionKey to_key;
to_key.node = E->get().to_node;
to_key.port = E->get().to_port;
input_connections.insert(to_key, E);
}
code += "\nvoid fragment() {\n";
Set<int> processed;
Error err = _write_node(p_type, global_code, code, default_tex_params, input_connections, output_connections, p_node, processed, true);
ERR_FAIL_COND_V(err != OK, String());
if (node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_SCALAR) {
code += "\tCOLOR.rgb = vec3( n_out" + itos(p_node) + "p" + itos(p_port) + " );\n";
} else if (node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_BOOLEAN) {
code += "\tCOLOR.rgb = vec3( n_out" + itos(p_node) + "p" + itos(p_port) + " ? 1.0 : 0.0 );\n";
} else {
code += "\tCOLOR.rgb = n_out" + itos(p_node) + "p" + itos(p_port) + ";\n";
}
code += "}\n";
//set code secretly
global_code += "\n\n";
String final_code = global_code;
final_code += code;
return final_code;
}
#define IS_INITIAL_CHAR(m_d) (((m_d) >= 'a' && (m_d) <= 'z') || ((m_d) >= 'A' && (m_d) <= 'Z'))
#define IS_SYMBOL_CHAR(m_d) (((m_d) >= 'a' && (m_d) <= 'z') || ((m_d) >= 'A' && (m_d) <= 'Z') || ((m_d) >= '0' && (m_d) <= '9') || (m_d) == '_')
String VisualShader::validate_uniform_name(const String &p_name, const Ref<VisualShaderNodeUniform> &p_uniform) const {
String name = p_name; //validate name first
while (name.length() && !IS_INITIAL_CHAR(name[0])) {
name = name.substr(1, name.length() - 1);
}
if (name != String()) {
String valid_name;
for (int i = 0; i < name.length(); i++) {
if (IS_SYMBOL_CHAR(name[i])) {
valid_name += String::chr(name[i]);
} else if (name[i] == ' ') {
valid_name += "_";
}
}
name = valid_name;
}
if (name == String()) {
name = p_uniform->get_caption();
}
int attempt = 1;
while (true) {
bool exists = false;
for (int i = 0; i < TYPE_MAX; i++) {
for (const Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) {
Ref<VisualShaderNodeUniform> node = E->get().node;
if (node == p_uniform) { //do not test on self
continue;
}
if (node.is_valid() && node->get_uniform_name() == name) {
exists = true;
break;
}
}
if (exists) {
break;
}
}
if (exists) {
//remove numbers, put new and try again
attempt++;
while (name.length() && name[name.length() - 1] >= '0' && name[name.length() - 1] <= '9') {
name = name.substr(0, name.length() - 1);
}
ERR_FAIL_COND_V(name == String(), String());
name += itos(attempt);
} else {
break;
}
}
return name;
}
VisualShader::RenderModeEnums VisualShader::render_mode_enums[] = {
{ Shader::MODE_SPATIAL, "blend" },
{ Shader::MODE_SPATIAL, "depth_draw" },
{ Shader::MODE_SPATIAL, "cull" },
{ Shader::MODE_SPATIAL, "diffuse" },
{ Shader::MODE_SPATIAL, "specular" },
{ Shader::MODE_CANVAS_ITEM, "blend" },
{ Shader::MODE_CANVAS_ITEM, NULL }
};
static const char *type_string[VisualShader::TYPE_MAX] = {
"vertex",
"fragment",
"light"
};
bool VisualShader::_set(const StringName &p_name, const Variant &p_value) {
String name = p_name;
if (name == "mode") {
set_mode(Shader::Mode(int(p_value)));
return true;
} else if (name.begins_with("flags/")) {
StringName flag = name.get_slicec('/', 1);
bool enable = p_value;
if (enable) {
flags.insert(flag);
} else {
flags.erase(flag);
}
_queue_update();
return true;
} else if (name.begins_with("modes/")) {
String mode = name.get_slicec('/', 1);
int value = p_value;
if (value == 0) {
modes.erase(mode); //means it's default anyway, so don't store it
} else {
modes[mode] = value;
}
_queue_update();
return true;
} else if (name.begins_with("nodes/")) {
String typestr = name.get_slicec('/', 1);
Type type = TYPE_VERTEX;
for (int i = 0; i < TYPE_MAX; i++) {
if (typestr == type_string[i]) {
type = Type(i);
break;
}
}
String index = name.get_slicec('/', 2);
if (index == "connections") {
Vector<int> conns = p_value;
if (conns.size() % 4 == 0) {
for (int i = 0; i < conns.size(); i += 4) {
connect_nodes(type, conns[i + 0], conns[i + 1], conns[i + 2], conns[i + 3]);
}
}
return true;
}
int id = index.to_int();
String what = name.get_slicec('/', 3);
if (what == "node") {
add_node(type, p_value, Vector2(), id);
return true;
} else if (what == "position") {
set_node_position(type, id, p_value);
return true;
}
}
return false;
}
bool VisualShader::_get(const StringName &p_name, Variant &r_ret) const {
String name = p_name;
if (name == "mode") {
r_ret = get_mode();
return true;
} else if (name.begins_with("flags/")) {
StringName flag = name.get_slicec('/', 1);
r_ret = flags.has(flag);
return true;
} else if (name.begins_with("modes/")) {
String mode = name.get_slicec('/', 1);
if (modes.has(mode)) {
r_ret = modes[mode];
} else {
r_ret = 0;
}
return true;
} else if (name.begins_with("nodes/")) {
String typestr = name.get_slicec('/', 1);
Type type = TYPE_VERTEX;
for (int i = 0; i < TYPE_MAX; i++) {
if (typestr == type_string[i]) {
type = Type(i);
break;
}
}
String index = name.get_slicec('/', 2);
if (index == "connections") {
Vector<int> conns;
for (const List<Connection>::Element *E = graph[type].connections.front(); E; E = E->next()) {
conns.push_back(E->get().from_node);
conns.push_back(E->get().from_port);
conns.push_back(E->get().to_node);
conns.push_back(E->get().to_port);
}
r_ret = conns;
return true;
}
int id = index.to_int();
String what = name.get_slicec('/', 3);
if (what == "node") {
r_ret = get_node(type, id);
return true;
} else if (what == "position") {
r_ret = get_node_position(type, id);
return true;
}
}
return false;
}
void VisualShader::_get_property_list(List<PropertyInfo> *p_list) const {
//mode
p_list->push_back(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Spatial,CanvasItem,Particles"));
//render modes
Map<String, String> blend_mode_enums;
Set<String> toggles;
for (int i = 0; i < ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader_mode)).size(); i++) {
String mode = ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader_mode))[i];
int idx = 0;
bool in_enum = false;
while (render_mode_enums[idx].string) {
if (mode.begins_with(render_mode_enums[idx].string)) {
String begin = render_mode_enums[idx].string;
String option = mode.replace_first(begin + "_", "");
if (!blend_mode_enums.has(begin)) {
blend_mode_enums[begin] = option;
} else {
blend_mode_enums[begin] += "," + option;
}
in_enum = true;
break;
}
idx++;
}
if (!in_enum) {
toggles.insert(mode);
}
}
for (Map<String, String>::Element *E = blend_mode_enums.front(); E; E = E->next()) {
p_list->push_back(PropertyInfo(Variant::INT, "modes/" + E->key(), PROPERTY_HINT_ENUM, E->get()));
}
for (Set<String>::Element *E = toggles.front(); E; E = E->next()) {
p_list->push_back(PropertyInfo(Variant::BOOL, "flags/" + E->get()));
}
for (int i = 0; i < TYPE_MAX; i++) {
for (Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) {
String prop_name = "nodes/";
prop_name += type_string[i];
prop_name += "/" + itos(E->key());
if (E->key() != NODE_ID_OUTPUT) {
p_list->push_back(PropertyInfo(Variant::OBJECT, prop_name + "/node", PROPERTY_HINT_RESOURCE_TYPE, "VisualShaderNode", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE));
}
p_list->push_back(PropertyInfo(Variant::VECTOR2, prop_name + "/position", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
}
p_list->push_back(PropertyInfo(Variant::POOL_INT_ARRAY, "nodes/" + String(type_string[i]) + "/connections", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
}
}
Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBuilder &code, Vector<VisualShader::DefaultTextureParam> &def_tex_params, const VMap<ConnectionKey, const List<Connection>::Element *> &input_connections, const VMap<ConnectionKey, const List<Connection>::Element *> &output_connections, int node, Set<int> &processed, bool for_preview) const {
const Ref<VisualShaderNode> vsnode = graph[type].nodes[node].node;
//check inputs recursively first
int input_count = vsnode->get_input_port_count();
for (int i = 0; i < input_count; i++) {
ConnectionKey ck;
ck.node = node;
ck.port = i;
if (input_connections.has(ck)) {
int from_node = input_connections[ck]->get().from_node;
if (processed.has(from_node)) {
continue;
}
Error err = _write_node(type, global_code, code, def_tex_params, input_connections, output_connections, from_node, processed, for_preview);
if (err)
return err;
}
}
// then this node
code += "// " + vsnode->get_caption() + ":" + itos(node) + "\n";
Vector<String> input_vars;
input_vars.resize(vsnode->get_input_port_count());
String *inputs = input_vars.ptrw();
for (int i = 0; i < input_count; i++) {
ConnectionKey ck;
ck.node = node;
ck.port = i;
if (input_connections.has(ck)) {
//connected to something, use that output
int from_node = input_connections[ck]->get().from_node;
int from_port = input_connections[ck]->get().from_port;
VisualShaderNode::PortType in_type = vsnode->get_input_port_type(i);
VisualShaderNode::PortType out_type = graph[type].nodes[from_node].node->get_output_port_type(from_port);
String src_var = "n_out" + itos(from_node) + "p" + itos(from_port);
if (in_type == out_type) {
inputs[i] = src_var;
} else if (in_type == VisualShaderNode::PORT_TYPE_SCALAR && out_type == VisualShaderNode::PORT_TYPE_VECTOR) {
inputs[i] = "dot(" + src_var + ",vec3(0.333333,0.333333,0.333333))";
} else if (in_type == VisualShaderNode::PORT_TYPE_VECTOR && out_type == VisualShaderNode::PORT_TYPE_SCALAR) {
inputs[i] = "vec3(" + src_var + ")";
} else if (in_type == VisualShaderNode::PORT_TYPE_BOOLEAN && out_type == VisualShaderNode::PORT_TYPE_VECTOR) {
inputs[i] = "all(bvec3(" + src_var + "))";
} else if (in_type == VisualShaderNode::PORT_TYPE_BOOLEAN && out_type == VisualShaderNode::PORT_TYPE_SCALAR) {
inputs[i] = src_var + ">0.0?true:false";
} else if (in_type == VisualShaderNode::PORT_TYPE_SCALAR && out_type == VisualShaderNode::PORT_TYPE_BOOLEAN) {
inputs[i] = src_var + "?1.0:0.0";
} else if (in_type == VisualShaderNode::PORT_TYPE_VECTOR && out_type == VisualShaderNode::PORT_TYPE_BOOLEAN) {
inputs[i] = "vec3(" + src_var + "?1.0:0.0)";
}
} else {
Variant defval = vsnode->get_input_port_default_value(i);
if (defval.get_type() == Variant::REAL || defval.get_type() == Variant::INT) {
float val = defval;
inputs[i] = "n_in" + itos(node) + "p" + itos(i);
code += "\tfloat " + inputs[i] + " = " + vformat("%.5f", val) + ";\n";
} else if (defval.get_type() == Variant::BOOL) {
bool val = defval;
inputs[i] = "n_in" + itos(node) + "p" + itos(i);
code += "\nbool " + inputs[i] + " = " + (val ? "true" : "false") + ";\n";
} else if (defval.get_type() == Variant::VECTOR3) {
Vector3 val = defval;
inputs[i] = "n_in" + itos(node) + "p" + itos(i);
code += "\tvec3 " + inputs[i] + " = " + vformat("vec3(%.5f,%.5f,%.5f);\n", val.x, val.y, val.z);
} else if (defval.get_type() == Variant::TRANSFORM) {
Transform val = defval;
val.basis.transpose();
inputs[i] = "n_in" + itos(node) + "p" + itos(i);
Array values;
for (int j = 0; j < 3; j++) {
values.push_back(val.basis[j].x);
values.push_back(val.basis[j].y);
values.push_back(val.basis[j].z);
}
values.push_back(val.origin.x);
values.push_back(val.origin.y);
values.push_back(val.origin.z);
bool err = false;
code += "\tmat4 " + inputs[i] + " = " + String("mat4( vec4(%.5f,%.5f,%.5f,0.0),vec4(%.5f,%.5f,%.5f,0.0),vec4(%.5f,%.5f,%.5f,0.0),vec4(%.5f,%.5f,%.5f,1.0) );\n").sprintf(values, &err);
} else {
//will go empty, node is expected to know what it is doing at this point and handle it
}
}
}
int output_count = vsnode->get_output_port_count();
Vector<String> output_vars;
output_vars.resize(vsnode->get_output_port_count());
String *outputs = output_vars.ptrw();
for (int i = 0; i < output_count; i++) {
outputs[i] = "n_out" + itos(node) + "p" + itos(i);
switch (vsnode->get_output_port_type(i)) {
case VisualShaderNode::PORT_TYPE_SCALAR: code += String() + "\tfloat " + outputs[i] + ";\n"; break;
case VisualShaderNode::PORT_TYPE_VECTOR: code += String() + "\tvec3 " + outputs[i] + ";\n"; break;
case VisualShaderNode::PORT_TYPE_BOOLEAN: code += String() + "\tbool " + outputs[i] + ";\n"; break;
case VisualShaderNode::PORT_TYPE_TRANSFORM: code += String() + "\tmat4 " + outputs[i] + ";\n"; break;
default: {
}
}
}
Vector<VisualShader::DefaultTextureParam> params = vsnode->get_default_texture_parameters(type, node);
for (int i = 0; i < params.size(); i++) {
def_tex_params.push_back(params[i]);
}
Ref<VisualShaderNodeInput> input = vsnode;
bool skip_global = input.is_valid() && for_preview;
if (!skip_global) {
global_code += vsnode->generate_global(get_mode(), type, node);
}
//handle normally
code += vsnode->generate_code(get_mode(), type, node, inputs, outputs, for_preview);
code += "\n"; //
processed.insert(node);
return OK;
}
void VisualShader::_update_shader() const {
if (!dirty)
return;
dirty = false;
StringBuilder global_code;
StringBuilder code;
Vector<VisualShader::DefaultTextureParam> default_tex_params;
static const char *shader_mode_str[Shader::MODE_MAX] = { "spatial", "canvas_item", "particles" };
global_code += String() + "shader_type " + shader_mode_str[shader_mode] + ";\n";
String render_mode;
{
//fill render mode enums
int idx = 0;
while (render_mode_enums[idx].string) {
if (shader_mode == render_mode_enums[idx].mode) {
if (modes.has(render_mode_enums[idx].string)) {
int which = modes[render_mode_enums[idx].string];
int count = 0;
for (int i = 0; i < ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader_mode)).size(); i++) {
String mode = ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader_mode))[i];
if (mode.begins_with(render_mode_enums[idx].string)) {
if (count == which) {
if (render_mode != String()) {
render_mode += ", ";
}
render_mode += mode;
break;
}
count++;
}
}
}
}
idx++;
}
//fill render mode flags
for (int i = 0; i < ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader_mode)).size(); i++) {
String mode = ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader_mode))[i];
if (flags.has(mode)) {
if (render_mode != String()) {
render_mode += ", ";
}
render_mode += mode;
}
}
}
if (render_mode != String()) {
global_code += "render_mode " + render_mode + ";\n\n";
}
static const char *func_name[TYPE_MAX] = { "vertex", "fragment", "light" };
for (int i = 0; i < TYPE_MAX; i++) {
//make it faster to go around through shader
VMap<ConnectionKey, const List<Connection>::Element *> input_connections;
VMap<ConnectionKey, const List<Connection>::Element *> output_connections;
for (const List<Connection>::Element *E = graph[i].connections.front(); E; E = E->next()) {
ConnectionKey from_key;
from_key.node = E->get().from_node;
from_key.port = E->get().from_port;
output_connections.insert(from_key, E);
ConnectionKey to_key;
to_key.node = E->get().to_node;
to_key.port = E->get().to_port;
input_connections.insert(to_key, E);
}
code += "\nvoid " + String(func_name[i]) + "() {\n";
Set<int> processed;
Error err = _write_node(Type(i), global_code, code, default_tex_params, input_connections, output_connections, NODE_ID_OUTPUT, processed, false);
ERR_FAIL_COND(err != OK);
code += "}\n";
}
//set code secretly
global_code += "\n\n";
String final_code = global_code;
final_code += code;
const_cast<VisualShader *>(this)->set_code(final_code);
for (int i = 0; i < default_tex_params.size(); i++) {
const_cast<VisualShader *>(this)->set_default_texture_param(default_tex_params[i].name, default_tex_params[i].param);
}
}
void VisualShader::_queue_update() {
if (dirty) {
return;
}
dirty = true;
call_deferred("_update_shader");
}
void VisualShader::_input_type_changed(Type p_type, int p_id) {
//erase connections using this input, as type changed
Graph *g = &graph[p_type];
for (List<Connection>::Element *E = g->connections.front(); E;) {
List<Connection>::Element *N = E->next();
if (E->get().from_node == p_id) {
g->connections.erase(E);
}
E = N;
}
}
void VisualShader::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_mode", "mode"), &VisualShader::set_mode);
ClassDB::bind_method(D_METHOD("add_node", "type", "node", "position", "id"), &VisualShader::add_node);
ClassDB::bind_method(D_METHOD("set_node_position", "type", "id", "position"), &VisualShader::set_node_position);
ClassDB::bind_method(D_METHOD("get_node", "type", "id"), &VisualShader::get_node);
ClassDB::bind_method(D_METHOD("get_node_position", "type", "id"), &VisualShader::get_node_position);
ClassDB::bind_method(D_METHOD("get_node_list", "type"), &VisualShader::get_node_list);
ClassDB::bind_method(D_METHOD("get_valid_node_id", "type"), &VisualShader::get_valid_node_id);
ClassDB::bind_method(D_METHOD("remove_node", "type", "id"), &VisualShader::remove_node);
ClassDB::bind_method(D_METHOD("is_node_connection", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::is_node_connection);
ClassDB::bind_method(D_METHOD("can_connect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::is_node_connection);
ClassDB::bind_method(D_METHOD("connect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::connect_nodes);
ClassDB::bind_method(D_METHOD("disconnect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::disconnect_nodes);
ClassDB::bind_method(D_METHOD("get_node_connections", "type"), &VisualShader::_get_node_connections);
ClassDB::bind_method(D_METHOD("set_graph_offset", "offset"), &VisualShader::set_graph_offset);
ClassDB::bind_method(D_METHOD("get_graph_offset"), &VisualShader::get_graph_offset);
ClassDB::bind_method(D_METHOD("_queue_update"), &VisualShader::_queue_update);
ClassDB::bind_method(D_METHOD("_update_shader"), &VisualShader::_update_shader);
ClassDB::bind_method(D_METHOD("_input_type_changed"), &VisualShader::_input_type_changed);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "graph_offset", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_graph_offset", "get_graph_offset");
BIND_ENUM_CONSTANT(TYPE_VERTEX);
BIND_ENUM_CONSTANT(TYPE_FRAGMENT);
BIND_ENUM_CONSTANT(TYPE_LIGHT);
BIND_ENUM_CONSTANT(TYPE_MAX);
BIND_CONSTANT(NODE_ID_INVALID);
BIND_CONSTANT(NODE_ID_OUTPUT);
}
VisualShader::VisualShader() {
shader_mode = Shader::MODE_SPATIAL;
for (int i = 0; i < TYPE_MAX; i++) {
Ref<VisualShaderNodeOutput> output;
output.instance();
output->shader_type = Type(i);
output->shader_mode = shader_mode;
graph[i].nodes[NODE_ID_OUTPUT].node = output;
graph[i].nodes[NODE_ID_OUTPUT].position = Vector2(400, 150);
}
dirty = true;
}
///////////////////////////////////////////////////////////
const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
// Spatial, Vertex
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "TANGENT" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "BINORMAL" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "vec3(UV2,0.0)" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "modelview", "MODELVIEW_MATRIX" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "camera", "CAMERA_MATRIX" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_camera", "INV_CAMERA_MATRIX" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection", "INV_PROJECTION_MATRIX" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(VIEWPORT_SIZE, 0)" },
// Spatial, Fragment
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "TANGENT" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "BINORMAL" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "view", "VIEW" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "vec3(UV2,0.0)" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "point_coord", "vec3(POINT_COORD,0.0)" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV,0.0)" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "side", "float(FRONT_FACING ? 1.0 : 0.0)" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_camera", "INV_CAMERA_MATRIX" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "camera", "CAMERA_MATRIX" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection", "INV_PROJECTION_MATRIX" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(VIEWPORT_SIZE, 0.0)" },
// Spatial, Light
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "view", "VIEW" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light", "LIGHT" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_color", "LIGHT_COLOR" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "attenuation", "ATTENUATION" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "albedo", "ALBEDO" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "transmission", "TRANSMISSION" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "diffuse", "DIFFUSE_LIGHT" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "specular", "SPECULAR_LIGHT" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_camera", "INV_CAMERA_MATRIX" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "camera", "CAMERA_MATRIX" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection", "INV_PROJECTION_MATRIX" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(VIEWPORT_SIZE, 0.0)" },
// Canvas Item, Vertex
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "vec3(VERTEX,0.0)" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "texture_pixel_size", "vec3(TEXTURE_PIXEL_SIZE, 1.0)" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "extra", "EXTRA_MATRIX" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "light_pass", "float(AT_LIGHT_PASS ? 1.0 : 0.0)" },
// Canvas Item, Fragment
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV,0.0)" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "texture_pixel_size", "vec3(TEXTURE_PIXEL_SIZE, 1.0)" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_pixel_size", "vec3(SCREEN_PIXEL_SIZE, 1.0)" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "point_coord", "vec3(POINT_COORD,0.0)" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "light_pass", "float(AT_LIGHT_PASS ? 1.0 : 0.0)" },
// Canvas Item, Light
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_vec", "vec3(LIGHT_VEC,0.0)" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_height", "LIGHT_HEIGHT" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_color", "LIGHT_COLOR.rgb" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_alpha", "LIGHT_COLOR.a" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_uv", "vec3(LIGHT_UV,0.0)" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "shadow_color", "SHADOW_COLOR.rgb" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV,0.0)" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "texture_pixel_size", "vec3(TEXTURE_PIXEL_SIZE, 1.0)" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "point_coord", "vec3(POINT_COORD,0.0)" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
// Particles, Vertex
{ Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "VELOCITY" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "restart", "float(RESTART ? 1.0 : 0.0)" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "active", "float(ACTIVE ? 1.0 : 0.0)" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "custom", "CUSTOM.rgb" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "index", "float(INDEX)" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
{ Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, NULL, NULL },
};
const VisualShaderNodeInput::Port VisualShaderNodeInput::preview_ports[] = {
// Spatial, Fragment
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "vec3(0.0,0.0,1.0)" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "vec3(0.0,1.0,0.0)" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "vec3(1.0,0.0,0.0)" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "vec3(UV,0.0)" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV,0.0)" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "side", "1.0" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(1.0,1.0, 0.0)" },
// Spatial, Light
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "vec3(0.0,0.0,1.0)" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(1.0, 1.0, 0.0)" },
// Canvas Item, Vertex
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "vec3(VERTEX,0.0)" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
// Canvas Item, Fragment
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV,0.0)" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
// Canvas Item, Light
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "vec3(0.0,0.0,1.0)" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV,0.0)" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
// Particles, Vertex
{ Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "vec3(0.0,0.0,1.0)" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
{ Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, NULL, NULL },
};
int VisualShaderNodeInput::get_input_port_count() const {
return 0;
}
VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeInput::get_input_port_name(int p_port) const {
return "";
}
int VisualShaderNodeInput::get_output_port_count() const {
return 1;
}
VisualShaderNodeInput::PortType VisualShaderNodeInput::get_output_port_type(int p_port) const {
return get_input_type_by_name(input_name);
}
String VisualShaderNodeInput::get_output_port_name(int p_port) const {
return "";
}
String VisualShaderNodeInput::get_caption() const {
return TTR("Input");
}
String VisualShaderNodeInput::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
if (p_for_preview) {
int idx = 0;
String code;
while (preview_ports[idx].mode != Shader::MODE_MAX) {
if (preview_ports[idx].mode == shader_mode && preview_ports[idx].shader_type == shader_type && preview_ports[idx].name == input_name) {
code = "\t" + p_output_vars[0] + " = " + preview_ports[idx].string + ";\n";
break;
}
idx++;
}
if (code == String()) {
switch (get_output_port_type(0)) {
case PORT_TYPE_SCALAR: {
code = "\t" + p_output_vars[0] + " = 0.0;\n";
} break; //default (none found) is scalar
case PORT_TYPE_VECTOR: {
code = "\t" + p_output_vars[0] + " = vec3(0.0);\n";
} break; //default (none found) is scalar
case PORT_TYPE_TRANSFORM: {
code = "\t" + p_output_vars[0] + " = mat4( vec4(1.0,0.0,0.0,0.0), vec4(0.0,1.0,0.0,0.0), vec4(0.0,0.0,1.0,0.0), vec4(0.0,0.0,0.0,1.0) );\n";
} break; //default (none found) is scalar
case PORT_TYPE_BOOLEAN: {
code = "\t" + p_output_vars[0] + " = false;\n";
} break;
default:
break;
}
}
return code;
} else {
int idx = 0;
String code;
while (ports[idx].mode != Shader::MODE_MAX) {
if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == input_name) {
code = "\t" + p_output_vars[0] + " = " + ports[idx].string + ";\n";
break;
}
idx++;
}
if (code == String()) {
code = "\t" + p_output_vars[0] + " = 0.0;\n"; //default (none found) is scalar
}
return code;
}
}
void VisualShaderNodeInput::set_input_name(String p_name) {
PortType prev_type = get_input_type_by_name(input_name);
input_name = p_name;
emit_changed();
if (get_input_type_by_name(input_name) != prev_type) {
emit_signal("input_type_changed");
}
}
String VisualShaderNodeInput::get_input_name() const {
return input_name;
}
VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_type_by_name(String p_name) const {
int idx = 0;
while (ports[idx].mode != Shader::MODE_MAX) {
if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == p_name) {
return ports[idx].type;
}
idx++;
}
return PORT_TYPE_SCALAR;
}
int VisualShaderNodeInput::get_input_index_count() const {
int idx = 0;
int count = 0;
while (ports[idx].mode != Shader::MODE_MAX) {
if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
count++;
}
idx++;
}
return count;
}
VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_index_type(int p_index) const {
int idx = 0;
int count = 0;
while (ports[idx].mode != Shader::MODE_MAX) {
if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
if (count == p_index) {
return ports[idx].type;
}
count++;
}
idx++;
}
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeInput::get_input_index_name(int p_index) const {
int idx = 0;
int count = 0;
while (ports[idx].mode != Shader::MODE_MAX) {
if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
if (count == p_index) {
return ports[idx].name;
}
count++;
}
idx++;
}
return "";
}
void VisualShaderNodeInput::_validate_property(PropertyInfo &property) const {
if (property.name == "input_name") {
String port_list;
int idx = 0;
while (ports[idx].mode != Shader::MODE_MAX) {
if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
if (port_list != String()) {
port_list += ",";
}
port_list += ports[idx].name;
}
idx++;
}
if (port_list == "") {
port_list = TTR("None");
}
property.hint_string = port_list;
}
}
Vector<StringName> VisualShaderNodeInput::get_editable_properties() const {
Vector<StringName> props;
props.push_back("input_name");
return props;
}
void VisualShaderNodeInput::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_input_name", "name"), &VisualShaderNodeInput::set_input_name);
ClassDB::bind_method(D_METHOD("get_input_name"), &VisualShaderNodeInput::get_input_name);
ADD_PROPERTY(PropertyInfo(Variant::STRING, "input_name", PROPERTY_HINT_ENUM, ""), "set_input_name", "get_input_name");
ADD_SIGNAL(MethodInfo("input_type_changed"));
}
VisualShaderNodeInput::VisualShaderNodeInput() {
input_name = "[None]";
// changed when set
shader_type = VisualShader::TYPE_MAX;
shader_mode = Shader::MODE_MAX;
}
////////////////////////////////////////////
const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = {
// Spatial, Vertex
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "TANGENT" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "BINORMAL" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "UV:xy" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "UV2:xy" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
// Spatial, Fragment
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "albedo", "ALBEDO" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "ALPHA" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "metallic", "METALLIC" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "specular", "SPECULAR" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "emission", "EMISSION" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "ao", "AO" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normalmap", "NORMALMAP" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "normalmap_depth", "NORMALMAP_DEPTH" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "rim", "RIM" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "rim_tint", "RIM_TINT" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "clearcoat", "CLEARCOAT" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "clearcoat_gloss", "CLEARCOAT_GLOSS" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "anisotropy", "ANISOTROPY" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "anisotropy_flow", "ANISOTROPY_FLOW:xy" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "subsurf_scatter", "SSS_STRENGTH" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "transmission", "TRANSMISSION" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha_scissor", "ALPHA_SCISSOR" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "ao_light_affect", "AO_LIGHT_AFFECT" },
// Spatial, Light
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "diffuse", "DIFFUSE_LIGHT" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "specular", "SPECULAR_LIGHT" },
// Canvas Item, Vertex
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX:xy" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "UV:xy" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
// Canvas Item, Fragment
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normalmap", "NORMALMAP" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "normalmap_depth", "NORMALMAP_DEPTH" },
// Canvas Item, Light
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light", "LIGHT.rgb" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_alpha", "LIGHT.rgb" },
// Particles, Vertex
{ Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "VELOCITY" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "custom", "CUSTOM.rgb" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
{ Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, NULL, NULL },
};
int VisualShaderNodeOutput::get_input_port_count() const {
int idx = 0;
int count = 0;
while (ports[idx].mode != Shader::MODE_MAX) {
if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
count++;
}
idx++;
}
return count;
}
VisualShaderNodeOutput::PortType VisualShaderNodeOutput::get_input_port_type(int p_port) const {
int idx = 0;
int count = 0;
while (ports[idx].mode != Shader::MODE_MAX) {
if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
if (count == p_port) {
return ports[idx].type;
}
count++;
}
idx++;
}
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeOutput::get_input_port_name(int p_port) const {
int idx = 0;
int count = 0;
while (ports[idx].mode != Shader::MODE_MAX) {
if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
if (count == p_port) {
return String(ports[idx].name).capitalize();
}
count++;
}
idx++;
}
return String();
}
Variant VisualShaderNodeOutput::get_input_port_default_value(int p_port) const {
return Variant();
}
int VisualShaderNodeOutput::get_output_port_count() const {
return 0;
}
VisualShaderNodeOutput::PortType VisualShaderNodeOutput::get_output_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeOutput::get_output_port_name(int p_port) const {
return String();
}
bool VisualShaderNodeOutput::is_port_separator(int p_index) const {
if (shader_mode == Shader::MODE_SPATIAL && shader_type == VisualShader::TYPE_FRAGMENT) {
String name = get_input_port_name(p_index);
return (name == "Normal" || name == "Rim" || name == "Alpha Scissor");
}
return false;
}
String VisualShaderNodeOutput::get_caption() const {
return TTR("Output");
}
String VisualShaderNodeOutput::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
int idx = 0;
int count = 0;
String code;
while (ports[idx].mode != Shader::MODE_MAX) {
if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
if (p_input_vars[count] != String()) {
String s = ports[idx].string;
if (s.find(":") != -1) {
code += "\t" + s.get_slicec(':', 0) + " = " + p_input_vars[count] + "." + s.get_slicec(':', 1) + ";\n";
} else {
code += "\t" + s + " = " + p_input_vars[count] + ";\n";
}
}
count++;
}
idx++;
}
return code;
}
VisualShaderNodeOutput::VisualShaderNodeOutput() {
}
///////////////////////////
void VisualShaderNodeUniform::set_uniform_name(const String &p_name) {
uniform_name = p_name;
emit_signal("name_changed");
emit_changed();
}
String VisualShaderNodeUniform::get_uniform_name() const {
return uniform_name;
}
void VisualShaderNodeUniform::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_uniform_name", "name"), &VisualShaderNodeUniform::set_uniform_name);
ClassDB::bind_method(D_METHOD("get_uniform_name"), &VisualShaderNodeUniform::get_uniform_name);
ADD_PROPERTY(PropertyInfo(Variant::STRING, "uniform_name"), "set_uniform_name", "get_uniform_name");
}
VisualShaderNodeUniform::VisualShaderNodeUniform() {
}