diff options
author | Yuri Roubinsky <chaosus89@gmail.com> | 2020-05-05 11:25:48 +0300 |
---|---|---|
committer | Yuri Roubinsky <chaosus89@gmail.com> | 2020-05-05 11:25:48 +0300 |
commit | 082542b525204933efa51f965da445b50e21ba9b (patch) | |
tree | 429a11d9d7783ccab372f8e00132a6558286c122 | |
parent | 1c23a0cc7f879774f56404378db1bf86979e42d1 (diff) |
Added uniform qualifiers to visual shaders
-rw-r--r-- | editor/plugins/visual_shader_editor_plugin.cpp | 13 | ||||
-rw-r--r-- | scene/resources/visual_shader.cpp | 41 | ||||
-rw-r--r-- | scene/resources/visual_shader.h | 17 | ||||
-rw-r--r-- | scene/resources/visual_shader_nodes.cpp | 66 | ||||
-rw-r--r-- | scene/resources/visual_shader_nodes.h | 14 |
5 files changed, 133 insertions, 18 deletions
diff --git a/editor/plugins/visual_shader_editor_plugin.cpp b/editor/plugins/visual_shader_editor_plugin.cpp index a7e737fdd2..2dcfecb821 100644 --- a/editor/plugins/visual_shader_editor_plugin.cpp +++ b/editor/plugins/visual_shader_editor_plugin.cpp @@ -546,6 +546,10 @@ void VisualShaderEditor::_update_graph() { Ref<VisualShaderNodeUniform> uniform = vsnode; Ref<VisualShaderNodeFloatUniform> float_uniform = vsnode; Ref<VisualShaderNodeIntUniform> int_uniform = vsnode; + Ref<VisualShaderNodeVec3Uniform> vec3_uniform = vsnode; + Ref<VisualShaderNodeColorUniform> color_uniform = vsnode; + Ref<VisualShaderNodeBooleanUniform> bool_uniform = vsnode; + Ref<VisualShaderNodeTransformUniform> transform_uniform = vsnode; if (uniform.is_valid()) { graph->add_child(node); _update_created_node(node); @@ -571,7 +575,7 @@ void VisualShaderEditor::_update_graph() { //shortcut VisualShaderNode::PortType port_right = vsnode->get_output_port_type(0); node->set_slot(0, false, VisualShaderNode::PORT_TYPE_SCALAR, Color(), true, port_right, type_color[port_right]); - if (!float_uniform.is_valid() && !int_uniform.is_valid()) { + if (!float_uniform.is_valid() && !int_uniform.is_valid() && !vec3_uniform.is_valid() && !color_uniform.is_valid() && !bool_uniform.is_valid() && !transform_uniform.is_valid()) { continue; } } @@ -585,13 +589,16 @@ void VisualShaderEditor::_update_graph() { } } - if (custom_editor && !float_uniform.is_valid() && !int_uniform.is_valid() && vsnode->get_output_port_count() > 0 && vsnode->get_output_port_name(0) == "" && (vsnode->get_input_port_count() == 0 || vsnode->get_input_port_name(0) == "")) { + if (custom_editor && !float_uniform.is_valid() && !int_uniform.is_valid() && !vec3_uniform.is_valid() && !bool_uniform.is_valid() && !transform_uniform.is_valid() && vsnode->get_output_port_count() > 0 && vsnode->get_output_port_name(0) == "" && (vsnode->get_input_port_count() == 0 || vsnode->get_input_port_name(0) == "")) { //will be embedded in first port } else if (custom_editor) { port_offset++; node->add_child(custom_editor); - if (float_uniform.is_valid() || int_uniform.is_valid()) { + if (color_uniform.is_valid()) { + custom_editor->call_deferred("_show_prop_names", true); + } + if (float_uniform.is_valid() || int_uniform.is_valid() || vec3_uniform.is_valid() || bool_uniform.is_valid() || transform_uniform.is_valid()) { custom_editor->call_deferred("_show_prop_names", true); continue; } diff --git a/scene/resources/visual_shader.cpp b/scene/resources/visual_shader.cpp index 310a7ef4e4..7d0183e6b9 100644 --- a/scene/resources/visual_shader.cpp +++ b/scene/resources/visual_shader.cpp @@ -2156,12 +2156,43 @@ String VisualShaderNodeUniform::get_uniform_name() const { return uniform_name; } +void VisualShaderNodeUniform::set_qualifier(VisualShaderNodeUniform::Qualifier p_qual) { + qualifier = p_qual; + emit_changed(); +} + +VisualShaderNodeUniform::Qualifier VisualShaderNodeUniform::get_qualifier() const { + return qualifier; +} + 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); + ClassDB::bind_method(D_METHOD("set_qualifier", "qualifier"), &VisualShaderNodeUniform::set_qualifier); + ClassDB::bind_method(D_METHOD("get_qualifier"), &VisualShaderNodeUniform::get_qualifier); + ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "uniform_name"), "set_uniform_name", "get_uniform_name"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "qualifier", PROPERTY_HINT_ENUM, "None,Global,Instance"), "set_qualifier", "get_qualifier"); + + BIND_ENUM_CONSTANT(QUAL_NONE); + BIND_ENUM_CONSTANT(QUAL_GLOBAL); + BIND_ENUM_CONSTANT(QUAL_INSTANCE); +} + +String VisualShaderNodeUniform::_get_qual_str() const { + if (is_qualifier_supported(qualifier)) { + switch (qualifier) { + case QUAL_NONE: + break; + case QUAL_GLOBAL: + return "global "; + case QUAL_INSTANCE: + return "instance "; + } + } + return String(); } String VisualShaderNodeUniform::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const { @@ -2171,11 +2202,21 @@ String VisualShaderNodeUniform::get_warning(Shader::Mode p_mode, VisualShader::T if (keyword_list.find(uniform_name)) { return TTR("Uniform name cannot be equal to a shader keyword. Choose another name."); } + if (!is_qualifier_supported(qualifier)) { + return "This uniform type does not support that qualifier."; + } return String(); } +Vector<StringName> VisualShaderNodeUniform::get_editable_properties() const { + Vector<StringName> props; + props.push_back("qualifier"); + return props; +} + VisualShaderNodeUniform::VisualShaderNodeUniform() { + qualifier = QUAL_NONE; } ////////////// GroupBase diff --git a/scene/resources/visual_shader.h b/scene/resources/visual_shader.h index ecf3f93fbb..56f8e74d2b 100644 --- a/scene/resources/visual_shader.h +++ b/scene/resources/visual_shader.h @@ -369,21 +369,38 @@ public: class VisualShaderNodeUniform : public VisualShaderNode { GDCLASS(VisualShaderNodeUniform, VisualShaderNode); +public: + enum Qualifier { + QUAL_NONE, + QUAL_GLOBAL, + QUAL_INSTANCE, + }; + private: String uniform_name; + Qualifier qualifier; protected: static void _bind_methods(); + String _get_qual_str() const; public: void set_uniform_name(const String &p_name); String get_uniform_name() const; + void set_qualifier(Qualifier p_qual); + Qualifier get_qualifier() const; + + virtual bool is_qualifier_supported(Qualifier p_qual) const = 0; + + virtual Vector<StringName> get_editable_properties() const; virtual String get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const; VisualShaderNodeUniform(); }; +VARIANT_ENUM_CAST(VisualShaderNodeUniform::Qualifier) + class VisualShaderNodeGroupBase : public VisualShaderNode { GDCLASS(VisualShaderNodeGroupBase, VisualShaderNode); diff --git a/scene/resources/visual_shader_nodes.cpp b/scene/resources/visual_shader_nodes.cpp index 2064ca10f3..7b9953a90f 100644 --- a/scene/resources/visual_shader_nodes.cpp +++ b/scene/resources/visual_shader_nodes.cpp @@ -3283,11 +3283,11 @@ String VisualShaderNodeFloatUniform::get_output_port_name(int p_port) const { String VisualShaderNodeFloatUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const { if (hint == HINT_RANGE) { - return "uniform float " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ");\n"; + return _get_qual_str() + "uniform float " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ");\n"; } else if (hint == HINT_RANGE_STEP) { - return "uniform float " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ", " + rtos(hint_range_step) + ");\n"; + return _get_qual_str() + "uniform float " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ", " + rtos(hint_range_step) + ");\n"; } - return "uniform float " + get_uniform_name() + ";\n"; + return _get_qual_str() + "uniform float " + get_uniform_name() + ";\n"; } String VisualShaderNodeFloatUniform::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 { @@ -3353,8 +3353,12 @@ void VisualShaderNodeFloatUniform::_bind_methods() { BIND_ENUM_CONSTANT(HINT_RANGE_STEP); } +bool VisualShaderNodeFloatUniform::is_qualifier_supported(Qualifier p_qual) const { + return true; // all qualifiers are supported +} + Vector<StringName> VisualShaderNodeFloatUniform::get_editable_properties() const { - Vector<StringName> props; + Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties(); props.push_back("hint"); if (hint == HINT_RANGE || hint == HINT_RANGE_STEP) { props.push_back("min"); @@ -3405,11 +3409,11 @@ String VisualShaderNodeIntUniform::get_output_port_name(int p_port) const { String VisualShaderNodeIntUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const { if (hint == HINT_RANGE) { - return "uniform int " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ");\n"; + return _get_qual_str() + "uniform int " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ");\n"; } else if (hint == HINT_RANGE_STEP) { - return "uniform int " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ", " + rtos(hint_range_step) + ");\n"; + return _get_qual_str() + "uniform int " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ", " + rtos(hint_range_step) + ");\n"; } - return "uniform int " + get_uniform_name() + ";\n"; + return _get_qual_str() + "uniform int " + get_uniform_name() + ";\n"; } String VisualShaderNodeIntUniform::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 { @@ -3475,8 +3479,12 @@ void VisualShaderNodeIntUniform::_bind_methods() { BIND_ENUM_CONSTANT(HINT_RANGE_STEP); } +bool VisualShaderNodeIntUniform::is_qualifier_supported(Qualifier p_qual) const { + return true; // all qualifiers are supported +} + Vector<StringName> VisualShaderNodeIntUniform::get_editable_properties() const { - Vector<StringName> props; + Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties(); props.push_back("hint"); if (hint == HINT_RANGE || hint == HINT_RANGE_STEP) { props.push_back("min"); @@ -3526,13 +3534,17 @@ String VisualShaderNodeBooleanUniform::get_output_port_name(int p_port) const { } String VisualShaderNodeBooleanUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const { - return "uniform bool " + get_uniform_name() + ";\n"; + return _get_qual_str() + "uniform bool " + get_uniform_name() + ";\n"; } String VisualShaderNodeBooleanUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n"; } +bool VisualShaderNodeBooleanUniform::is_qualifier_supported(Qualifier p_qual) const { + return true; // all qualifiers are supported +} + VisualShaderNodeBooleanUniform::VisualShaderNodeBooleanUniform() { } @@ -3568,7 +3580,7 @@ String VisualShaderNodeColorUniform::get_output_port_name(int p_port) const { String VisualShaderNodeColorUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const { - return "uniform vec4 " + get_uniform_name() + " : hint_color;\n"; + return _get_qual_str() + "uniform vec4 " + get_uniform_name() + " : hint_color;\n"; } String VisualShaderNodeColorUniform::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 { @@ -3577,6 +3589,10 @@ String VisualShaderNodeColorUniform::generate_code(Shader::Mode p_mode, VisualSh return code; } +bool VisualShaderNodeColorUniform::is_qualifier_supported(Qualifier p_qual) const { + return true; // all qualifiers are supported +} + VisualShaderNodeColorUniform::VisualShaderNodeColorUniform() { } @@ -3611,13 +3627,17 @@ String VisualShaderNodeVec3Uniform::get_output_port_name(int p_port) const { } String VisualShaderNodeVec3Uniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const { - return "uniform vec3 " + get_uniform_name() + ";\n"; + return _get_qual_str() + "uniform vec3 " + get_uniform_name() + ";\n"; } String VisualShaderNodeVec3Uniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n"; } +bool VisualShaderNodeVec3Uniform::is_qualifier_supported(Qualifier p_qual) const { + return true; // all qualifiers are supported +} + VisualShaderNodeVec3Uniform::VisualShaderNodeVec3Uniform() { } @@ -3652,13 +3672,17 @@ String VisualShaderNodeTransformUniform::get_output_port_name(int p_port) const } String VisualShaderNodeTransformUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const { - return "uniform mat4 " + get_uniform_name() + ";\n"; + return _get_qual_str() + "uniform mat4 " + get_uniform_name() + ";\n"; } String VisualShaderNodeTransformUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n"; } +bool VisualShaderNodeTransformUniform::is_qualifier_supported(Qualifier p_qual) const { + return true; // all qualifiers are supported +} + VisualShaderNodeTransformUniform::VisualShaderNodeTransformUniform() { } @@ -3713,7 +3737,7 @@ String VisualShaderNodeTextureUniform::get_output_port_name(int p_port) const { } String VisualShaderNodeTextureUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const { - String code = "uniform sampler2D " + get_uniform_name(); + String code = _get_qual_str() + "uniform sampler2D " + get_uniform_name(); switch (texture_type) { case TYPE_DATA: @@ -3778,7 +3802,7 @@ VisualShaderNodeTextureUniform::ColorDefault VisualShaderNodeTextureUniform::get } Vector<StringName> VisualShaderNodeTextureUniform::get_editable_properties() const { - Vector<StringName> props; + Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties(); props.push_back("texture_type"); props.push_back("color_default"); return props; @@ -3810,6 +3834,18 @@ String VisualShaderNodeTextureUniform::get_input_port_default_hint(int p_port) c return ""; } +bool VisualShaderNodeTextureUniform::is_qualifier_supported(Qualifier p_qual) const { + switch (p_qual) { + case Qualifier::QUAL_NONE: + return true; + case Qualifier::QUAL_GLOBAL: + return true; + case Qualifier::QUAL_INSTANCE: + return false; + } + return false; +} + VisualShaderNodeTextureUniform::VisualShaderNodeTextureUniform() { texture_type = TYPE_DATA; color_default = COLOR_DEFAULT_WHITE; @@ -3952,7 +3988,7 @@ String VisualShaderNodeCubemapUniform::get_input_port_default_hint(int p_port) c } String VisualShaderNodeCubemapUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const { - String code = "uniform samplerCube " + get_uniform_name(); + String code = _get_qual_str() + "uniform samplerCube " + get_uniform_name(); switch (texture_type) { case TYPE_DATA: diff --git a/scene/resources/visual_shader_nodes.h b/scene/resources/visual_shader_nodes.h index 035e39230c..69f42f621a 100644 --- a/scene/resources/visual_shader_nodes.h +++ b/scene/resources/visual_shader_nodes.h @@ -1457,6 +1457,8 @@ public: void set_step(float p_value); float get_step() const; + bool is_qualifier_supported(Qualifier p_qual) const; + virtual Vector<StringName> get_editable_properties() const; VisualShaderNodeFloatUniform(); @@ -1509,6 +1511,8 @@ public: void set_step(int p_value); int get_step() const; + bool is_qualifier_supported(Qualifier p_qual) const; + virtual Vector<StringName> get_editable_properties() const; VisualShaderNodeIntUniform(); @@ -1535,6 +1539,8 @@ public: 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 + bool is_qualifier_supported(Qualifier p_qual) const; + VisualShaderNodeBooleanUniform(); }; @@ -1557,6 +1563,8 @@ public: 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 + bool is_qualifier_supported(Qualifier p_qual) const; + VisualShaderNodeColorUniform(); }; @@ -1579,6 +1587,8 @@ public: 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 + bool is_qualifier_supported(Qualifier p_qual) const; + VisualShaderNodeVec3Uniform(); }; @@ -1601,6 +1611,8 @@ public: 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 + bool is_qualifier_supported(Qualifier p_qual) const; + VisualShaderNodeTransformUniform(); }; @@ -1652,6 +1664,8 @@ public: void set_color_default(ColorDefault p_default); ColorDefault get_color_default() const; + bool is_qualifier_supported(Qualifier p_qual) const; + VisualShaderNodeTextureUniform(); }; |