283 lines
9.4 KiB
C++
283 lines
9.4 KiB
C++
/*************************************************************************/
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/* visual_shader_sdf_nodes.cpp */
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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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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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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#include "visual_shader_sdf_nodes.h"
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// VisualShaderNodeSDFToScreenUV
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String VisualShaderNodeSDFToScreenUV::get_caption() const {
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return "SDFToScreenUV";
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}
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int VisualShaderNodeSDFToScreenUV::get_input_port_count() const {
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return 1;
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}
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VisualShaderNodeSDFToScreenUV::PortType VisualShaderNodeSDFToScreenUV::get_input_port_type(int p_port) const {
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return PORT_TYPE_VECTOR_2D;
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}
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String VisualShaderNodeSDFToScreenUV::get_input_port_name(int p_port) const {
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return "sdf_pos";
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}
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int VisualShaderNodeSDFToScreenUV::get_output_port_count() const {
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return 1;
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}
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VisualShaderNodeSDFToScreenUV::PortType VisualShaderNodeSDFToScreenUV::get_output_port_type(int p_port) const {
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return PORT_TYPE_VECTOR_2D;
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}
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String VisualShaderNodeSDFToScreenUV::get_output_port_name(int p_port) const {
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return "";
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}
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String VisualShaderNodeSDFToScreenUV::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 {
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return " " + p_output_vars[0] + " = sdf_to_screen_uv(" + (p_input_vars[0].is_empty() ? "vec2(0.0)" : p_input_vars[0]) + ");\n";
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}
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VisualShaderNodeSDFToScreenUV::VisualShaderNodeSDFToScreenUV() {
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}
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// VisualShaderNodeScreenUVToSDF
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String VisualShaderNodeScreenUVToSDF::get_caption() const {
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return "ScreenUVToSDF";
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}
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int VisualShaderNodeScreenUVToSDF::get_input_port_count() const {
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return 1;
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}
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VisualShaderNodeScreenUVToSDF::PortType VisualShaderNodeScreenUVToSDF::get_input_port_type(int p_port) const {
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return PORT_TYPE_VECTOR_2D;
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}
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String VisualShaderNodeScreenUVToSDF::get_input_port_name(int p_port) const {
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return "uv";
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}
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int VisualShaderNodeScreenUVToSDF::get_output_port_count() const {
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return 1;
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}
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VisualShaderNodeScreenUVToSDF::PortType VisualShaderNodeScreenUVToSDF::get_output_port_type(int p_port) const {
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return PORT_TYPE_VECTOR_2D;
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}
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String VisualShaderNodeScreenUVToSDF::get_output_port_name(int p_port) const {
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return "";
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}
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bool VisualShaderNodeScreenUVToSDF::is_input_port_default(int p_port, Shader::Mode p_mode) const {
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if (p_port == 0) {
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return true;
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}
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return false;
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}
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String VisualShaderNodeScreenUVToSDF::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 {
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return " " + p_output_vars[0] + " = screen_uv_to_sdf(" + (p_input_vars[0].is_empty() ? "SCREEN_UV" : p_input_vars[0]) + ");\n";
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}
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VisualShaderNodeScreenUVToSDF::VisualShaderNodeScreenUVToSDF() {
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}
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// VisualShaderNodeTextureSDF
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String VisualShaderNodeTextureSDF::get_caption() const {
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return "TextureSDF";
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}
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int VisualShaderNodeTextureSDF::get_input_port_count() const {
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return 1;
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}
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VisualShaderNodeTextureSDF::PortType VisualShaderNodeTextureSDF::get_input_port_type(int p_port) const {
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return PORT_TYPE_VECTOR_2D;
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}
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String VisualShaderNodeTextureSDF::get_input_port_name(int p_port) const {
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return "sdf_pos";
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}
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int VisualShaderNodeTextureSDF::get_output_port_count() const {
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return 1;
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}
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VisualShaderNodeTextureSDF::PortType VisualShaderNodeTextureSDF::get_output_port_type(int p_port) const {
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return PORT_TYPE_SCALAR;
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}
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String VisualShaderNodeTextureSDF::get_output_port_name(int p_port) const {
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return "";
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}
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String VisualShaderNodeTextureSDF::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 {
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return " " + p_output_vars[0] + " = texture_sdf(" + (p_input_vars[0].is_empty() ? "vec2(0.0)" : p_input_vars[0]) + ");\n";
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}
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VisualShaderNodeTextureSDF::VisualShaderNodeTextureSDF() {
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}
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// VisualShaderNodeTextureSDFNormal
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String VisualShaderNodeTextureSDFNormal::get_caption() const {
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return "TextureSDFNormal";
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}
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int VisualShaderNodeTextureSDFNormal::get_input_port_count() const {
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return 1;
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}
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VisualShaderNodeTextureSDFNormal::PortType VisualShaderNodeTextureSDFNormal::get_input_port_type(int p_port) const {
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return PORT_TYPE_VECTOR_2D;
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}
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String VisualShaderNodeTextureSDFNormal::get_input_port_name(int p_port) const {
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return "sdf_pos";
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}
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int VisualShaderNodeTextureSDFNormal::get_output_port_count() const {
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return 1;
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}
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VisualShaderNodeTextureSDFNormal::PortType VisualShaderNodeTextureSDFNormal::get_output_port_type(int p_port) const {
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return PORT_TYPE_VECTOR_2D;
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}
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String VisualShaderNodeTextureSDFNormal::get_output_port_name(int p_port) const {
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return "";
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}
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String VisualShaderNodeTextureSDFNormal::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 {
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return " " + p_output_vars[0] + " = texture_sdf_normal(" + (p_input_vars[0].is_empty() ? "vec2(0.0)" : p_input_vars[0]) + ");\n";
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}
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VisualShaderNodeTextureSDFNormal::VisualShaderNodeTextureSDFNormal() {
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}
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// VisualShaderNodeSDFRaymarch
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String VisualShaderNodeSDFRaymarch::get_caption() const {
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return "SDFRaymarch";
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}
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int VisualShaderNodeSDFRaymarch::get_input_port_count() const {
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return 2;
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}
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VisualShaderNodeSDFRaymarch::PortType VisualShaderNodeSDFRaymarch::get_input_port_type(int p_port) const {
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if (p_port == 0 || p_port == 1) {
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return PORT_TYPE_VECTOR_2D;
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}
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return PORT_TYPE_SCALAR;
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}
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String VisualShaderNodeSDFRaymarch::get_input_port_name(int p_port) const {
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if (p_port == 0) {
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return "from_pos";
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} else if (p_port == 1) {
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return "to_pos";
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}
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return String();
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}
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int VisualShaderNodeSDFRaymarch::get_output_port_count() const {
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return 3;
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}
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VisualShaderNodeSDFRaymarch::PortType VisualShaderNodeSDFRaymarch::get_output_port_type(int p_port) const {
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if (p_port == 0) {
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return PORT_TYPE_SCALAR;
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} else if (p_port == 1) {
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return PORT_TYPE_BOOLEAN;
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} else if (p_port == 2) {
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return PORT_TYPE_VECTOR_2D;
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}
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return PORT_TYPE_SCALAR;
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}
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String VisualShaderNodeSDFRaymarch::get_output_port_name(int p_port) const {
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if (p_port == 0) {
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return "distance";
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} else if (p_port == 1) {
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return "hit";
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} else if (p_port == 2) {
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return "end_pos";
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}
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return String();
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}
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String VisualShaderNodeSDFRaymarch::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 {
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String code;
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code += " {\n";
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if (p_input_vars[0].is_empty()) {
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code += " vec2 __from_pos = vec2(0.0f);\n";
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} else {
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code += " vec2 __from_pos = " + p_input_vars[0] + ";\n";
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}
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if (p_input_vars[1].is_empty()) {
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code += " vec2 __to_pos = vec2(0.0f);\n";
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} else {
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code += " vec2 __to_pos = " + p_input_vars[1] + ";\n";
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}
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code += "\n vec2 __at = __from_pos;\n";
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code += " float __max_dist = distance(__from_pos, __to_pos);\n";
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code += " vec2 __dir = normalize(__to_pos - __from_pos);\n\n";
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code += " float __accum = 0.0f;\n";
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code += " while(__accum < __max_dist) {\n";
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code += " float __d = texture_sdf(__at);\n";
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code += " __accum += __d;\n";
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code += " if (__d < 0.01f) {\n";
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code += " break;\n";
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code += " }\n";
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code += " __at += __d * __dir;\n";
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code += " }\n";
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code += " float __dist = min(__max_dist, __accum);\n";
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code += " " + p_output_vars[0] + " = __dist;\n";
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code += " " + p_output_vars[1] + " = __accum < __max_dist;\n";
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code += " " + p_output_vars[2] + " = __from_pos + __dir * __dist;\n";
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code += " }\n";
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return code;
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}
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VisualShaderNodeSDFRaymarch::VisualShaderNodeSDFRaymarch() {
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simple_decl = false;
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}
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