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authorRĂ©mi Verschelde <remi@verschelde.fr>2021-08-13 14:44:14 +0200
committerGitHub <noreply@github.com>2021-08-13 14:44:14 +0200
commitf0e420e9815f5336acd7eb12c907b2f6e5d5ef89 (patch)
tree69e750424206a0d9da4ffa2aa3431d5ca1fec7be
parent87b80a84f08256f07eddef543ffef3be444005c6 (diff)
parent9cf158019da555238516d209dd4ab775b90580fc (diff)
Merge pull request #51519 from Chaosus/vs_transform_operator
Changed `TransformMult` node to `TransformOp` in visual shaders
-rw-r--r--doc/classes/VisualShaderNodeTransformMult.xml32
-rw-r--r--doc/classes/VisualShaderNodeTransformOp.xml50
-rw-r--r--editor/plugins/visual_shader_editor_plugin.cpp17
-rw-r--r--scene/register_scene_types.cpp3
-rw-r--r--scene/resources/visual_shader_nodes.cpp72
-rw-r--r--scene/resources/visual_shader_nodes.h22
6 files changed, 128 insertions, 68 deletions
diff --git a/doc/classes/VisualShaderNodeTransformMult.xml b/doc/classes/VisualShaderNodeTransformMult.xml
deleted file mode 100644
index f26f60a1f3..0000000000
--- a/doc/classes/VisualShaderNodeTransformMult.xml
+++ /dev/null
@@ -1,32 +0,0 @@
-<?xml version="1.0" encoding="UTF-8" ?>
-<class name="VisualShaderNodeTransformMult" inherits="VisualShaderNode" version="4.0">
- <brief_description>
- Multiplies [Transform3D] by [Transform3D] within the visual shader graph.
- </brief_description>
- <description>
- A multiplication operation on two transforms (4x4 matrices), with support for different multiplication operators.
- </description>
- <tutorials>
- </tutorials>
- <methods>
- </methods>
- <members>
- <member name="operator" type="int" setter="set_operator" getter="get_operator" enum="VisualShaderNodeTransformMult.Operator" default="0">
- The multiplication type to be performed on the transforms. See [enum Operator] for options.
- </member>
- </members>
- <constants>
- <constant name="OP_AxB" value="0" enum="Operator">
- Multiplies transform [code]a[/code] by the transform [code]b[/code].
- </constant>
- <constant name="OP_BxA" value="1" enum="Operator">
- Multiplies transform [code]b[/code] by the transform [code]a[/code].
- </constant>
- <constant name="OP_AxB_COMP" value="2" enum="Operator">
- Performs a component-wise multiplication of transform [code]a[/code] by the transform [code]b[/code].
- </constant>
- <constant name="OP_BxA_COMP" value="3" enum="Operator">
- Performs a component-wise multiplication of transform [code]b[/code] by the transform [code]a[/code].
- </constant>
- </constants>
-</class>
diff --git a/doc/classes/VisualShaderNodeTransformOp.xml b/doc/classes/VisualShaderNodeTransformOp.xml
new file mode 100644
index 0000000000..a628fa3e8d
--- /dev/null
+++ b/doc/classes/VisualShaderNodeTransformOp.xml
@@ -0,0 +1,50 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="VisualShaderNodeTransformOp" inherits="VisualShaderNode" version="4.0">
+ <brief_description>
+ A [Transform3D] operator to be used within the visual shader graph.
+ </brief_description>
+ <description>
+ Applies [member operator] to two transform (4x4 matrices) inputs.
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ </methods>
+ <members>
+ <member name="operator" type="int" setter="set_operator" getter="get_operator" enum="VisualShaderNodeTransformOp.Operator" default="0">
+ The type of the operation to be performed on the transforms. See [enum Operator] for options.
+ </member>
+ </members>
+ <constants>
+ <constant name="OP_AxB" value="0" enum="Operator">
+ Multiplies transform [code]a[/code] by the transform [code]b[/code].
+ </constant>
+ <constant name="OP_BxA" value="1" enum="Operator">
+ Multiplies transform [code]b[/code] by the transform [code]a[/code].
+ </constant>
+ <constant name="OP_AxB_COMP" value="2" enum="Operator">
+ Performs a component-wise multiplication of transform [code]a[/code] by the transform [code]b[/code].
+ </constant>
+ <constant name="OP_BxA_COMP" value="3" enum="Operator">
+ Performs a component-wise multiplication of transform [code]b[/code] by the transform [code]a[/code].
+ </constant>
+ <constant name="OP_ADD" value="4" enum="Operator">
+ Adds two transforms.
+ </constant>
+ <constant name="OP_A_MINUS_B" value="5" enum="Operator">
+ Subtracts the transform [code]a[/code] from the transform [code]b[/code].
+ </constant>
+ <constant name="OP_B_MINUS_A" value="6" enum="Operator">
+ Subtracts the transform [code]b[/code] from the transform [code]a[/code].
+ </constant>
+ <constant name="OP_A_DIV_B" value="7" enum="Operator">
+ Divides the transform [code]a[/code] by the transform [code]b[/code].
+ </constant>
+ <constant name="OP_B_DIV_A" value="8" enum="Operator">
+ Divides the transform [code]b[/code] by the transform [code]a[/code].
+ </constant>
+ <constant name="OP_LIMITER" value="9" enum="Operator">
+ Represents the size of the [enum Operator] enum.
+ </constant>
+ </constants>
+</class>
diff --git a/editor/plugins/visual_shader_editor_plugin.cpp b/editor/plugins/visual_shader_editor_plugin.cpp
index d6ac238414..0795e48453 100644
--- a/editor/plugins/visual_shader_editor_plugin.cpp
+++ b/editor/plugins/visual_shader_editor_plugin.cpp
@@ -2182,6 +2182,16 @@ void VisualShaderEditor::_setup_node(VisualShaderNode *p_node, int p_op_idx) {
}
}
+ // TRANSFORM_OP
+ {
+ VisualShaderNodeTransformOp *matOp = Object::cast_to<VisualShaderNodeTransformOp>(p_node);
+
+ if (matOp) {
+ matOp->set_operator((VisualShaderNodeTransformOp::Operator)p_op_idx);
+ return;
+ }
+ }
+
// TRANSFORM_FUNC
{
VisualShaderNodeTransformFunc *matFunc = Object::cast_to<VisualShaderNodeTransformFunc>(p_node);
@@ -4460,6 +4470,7 @@ VisualShaderEditor::VisualShaderEditor() {
// TRANSFORM
add_options.push_back(AddOption("TransformFunc", "Transform", "Common", "VisualShaderNodeTransformFunc", TTR("Transform function."), -1, VisualShaderNode::PORT_TYPE_TRANSFORM));
+ add_options.push_back(AddOption("TransformOp", "Transform", "Common", "VisualShaderNodeTransformOp", TTR("Transform operator."), -1, VisualShaderNode::PORT_TYPE_TRANSFORM));
add_options.push_back(AddOption("OuterProduct", "Transform", "Composition", "VisualShaderNodeOuterProduct", TTR("Calculate the outer product of a pair of vectors.\n\nOuterProduct treats the first parameter 'c' as a column vector (matrix with one column) and the second parameter 'r' as a row vector (matrix with one row) and does a linear algebraic matrix multiply 'c * r', yielding a matrix whose number of rows is the number of components in 'c' and whose number of columns is the number of components in 'r'."), -1, VisualShaderNode::PORT_TYPE_TRANSFORM));
add_options.push_back(AddOption("TransformCompose", "Transform", "Composition", "VisualShaderNodeTransformCompose", TTR("Composes transform from four vectors."), -1, VisualShaderNode::PORT_TYPE_TRANSFORM));
@@ -4470,7 +4481,11 @@ VisualShaderEditor::VisualShaderEditor() {
add_options.push_back(AddOption("Inverse", "Transform", "Functions", "VisualShaderNodeTransformFunc", TTR("Calculates the inverse of a transform."), VisualShaderNodeTransformFunc::FUNC_INVERSE, VisualShaderNode::PORT_TYPE_TRANSFORM));
add_options.push_back(AddOption("Transpose", "Transform", "Functions", "VisualShaderNodeTransformFunc", TTR("Calculates the transpose of a transform."), VisualShaderNodeTransformFunc::FUNC_TRANSPOSE, VisualShaderNode::PORT_TYPE_TRANSFORM));
- add_options.push_back(AddOption("TransformMult", "Transform", "Operators", "VisualShaderNodeTransformMult", TTR("Multiplies transform by transform."), -1, VisualShaderNode::PORT_TYPE_TRANSFORM));
+ add_options.push_back(AddOption("Add", "Transform", "Operators", "VisualShaderNodeTransformOp", TTR("Sums two transforms."), VisualShaderNodeTransformOp::OP_ADD, VisualShaderNode::PORT_TYPE_TRANSFORM));
+ add_options.push_back(AddOption("Divide", "Transform", "Operators", "VisualShaderNodeTransformOp", TTR("Divides two transforms."), VisualShaderNodeTransformOp::OP_A_DIV_B, VisualShaderNode::PORT_TYPE_TRANSFORM));
+ add_options.push_back(AddOption("Multiply", "Transform", "Operators", "VisualShaderNodeTransformOp", TTR("Multiplies two transforms."), VisualShaderNodeTransformOp::OP_AxB, VisualShaderNode::PORT_TYPE_TRANSFORM));
+ add_options.push_back(AddOption("MultiplyComp", "Transform", "Operators", "VisualShaderNodeTransformOp", TTR("Performs per-component multiplication of two transforms."), VisualShaderNodeTransformOp::OP_AxB_COMP, VisualShaderNode::PORT_TYPE_TRANSFORM));
+ add_options.push_back(AddOption("Subtract", "Transform", "Operators", "VisualShaderNodeTransformOp", TTR("Subtracts two transforms."), VisualShaderNodeTransformOp::OP_A_MINUS_B, VisualShaderNode::PORT_TYPE_TRANSFORM));
add_options.push_back(AddOption("TransformVectorMult", "Transform", "Operators", "VisualShaderNodeTransformVecMult", TTR("Multiplies vector by transform."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("TransformConstant", "Transform", "Variables", "VisualShaderNodeTransformConstant", TTR("Transform constant."), -1, VisualShaderNode::PORT_TYPE_TRANSFORM));
diff --git a/scene/register_scene_types.cpp b/scene/register_scene_types.cpp
index 04a533bedb..0c83c57de6 100644
--- a/scene/register_scene_types.cpp
+++ b/scene/register_scene_types.cpp
@@ -557,7 +557,7 @@ void register_scene_types() {
GDREGISTER_CLASS(VisualShaderNodeIntOp);
GDREGISTER_CLASS(VisualShaderNodeVectorOp);
GDREGISTER_CLASS(VisualShaderNodeColorOp);
- GDREGISTER_CLASS(VisualShaderNodeTransformMult);
+ GDREGISTER_CLASS(VisualShaderNodeTransformOp);
GDREGISTER_CLASS(VisualShaderNodeTransformVecMult);
GDREGISTER_CLASS(VisualShaderNodeFloatFunc);
GDREGISTER_CLASS(VisualShaderNodeIntFunc);
@@ -983,6 +983,7 @@ void register_scene_types() {
ClassDB::add_compatibility_class("VisualShaderNodeVectorScalarSmoothStep", "VisualShaderNodeSmoothStep");
ClassDB::add_compatibility_class("VisualShaderNodeVectorScalarStep", "VisualShaderNodeStep");
ClassDB::add_compatibility_class("VisualShaderNodeScalarSwitch", "VisualShaderNodeSwitch");
+ ClassDB::add_compatibility_class("VisualShaderNodeScalarTransformMult", "VisualShaderNodeTransformOp");
ClassDB::add_compatibility_class("World", "World3D");
ClassDB::add_compatibility_class("StreamTexture", "StreamTexture2D");
ClassDB::add_compatibility_class("Light2D", "PointLight2D");
diff --git a/scene/resources/visual_shader_nodes.cpp b/scene/resources/visual_shader_nodes.cpp
index afe0bdfd5c..f252187b28 100644
--- a/scene/resources/visual_shader_nodes.cpp
+++ b/scene/resources/visual_shader_nodes.cpp
@@ -1915,76 +1915,96 @@ VisualShaderNodeColorOp::VisualShaderNodeColorOp() {
set_input_port_default_value(1, Vector3());
}
-////////////// Transform Mult
+////////////// Transform Op
-String VisualShaderNodeTransformMult::get_caption() const {
- return "TransformMult";
+String VisualShaderNodeTransformOp::get_caption() const {
+ return "TransformOp";
}
-int VisualShaderNodeTransformMult::get_input_port_count() const {
+int VisualShaderNodeTransformOp::get_input_port_count() const {
return 2;
}
-VisualShaderNodeTransformMult::PortType VisualShaderNodeTransformMult::get_input_port_type(int p_port) const {
+VisualShaderNodeTransformOp::PortType VisualShaderNodeTransformOp::get_input_port_type(int p_port) const {
return PORT_TYPE_TRANSFORM;
}
-String VisualShaderNodeTransformMult::get_input_port_name(int p_port) const {
+String VisualShaderNodeTransformOp::get_input_port_name(int p_port) const {
return p_port == 0 ? "a" : "b";
}
-int VisualShaderNodeTransformMult::get_output_port_count() const {
+int VisualShaderNodeTransformOp::get_output_port_count() const {
return 1;
}
-VisualShaderNodeTransformMult::PortType VisualShaderNodeTransformMult::get_output_port_type(int p_port) const {
+VisualShaderNodeTransformOp::PortType VisualShaderNodeTransformOp::get_output_port_type(int p_port) const {
return PORT_TYPE_TRANSFORM;
}
-String VisualShaderNodeTransformMult::get_output_port_name(int p_port) const {
+String VisualShaderNodeTransformOp::get_output_port_name(int p_port) const {
return "mult"; //no output port means the editor will be used as port
}
-String VisualShaderNodeTransformMult::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 (op == OP_AxB) {
- return " " + p_output_vars[0] + " = " + p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
- } else if (op == OP_BxA) {
- return " " + p_output_vars[0] + " = " + p_input_vars[1] + " * " + p_input_vars[0] + ";\n";
- } else if (op == OP_AxB_COMP) {
- return " " + p_output_vars[0] + " = matrixCompMult(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
- } else {
- return " " + p_output_vars[0] + " = matrixCompMult(" + p_input_vars[1] + ", " + p_input_vars[0] + ");\n";
+String VisualShaderNodeTransformOp::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 {
+ switch (op) {
+ case OP_AxB:
+ return " " + p_output_vars[0] + " = " + p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
+ case OP_BxA:
+ return " " + p_output_vars[0] + " = " + p_input_vars[1] + " * " + p_input_vars[0] + ";\n";
+ case OP_AxB_COMP:
+ return " " + p_output_vars[0] + " = matrixCompMult(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
+ case OP_BxA_COMP:
+ return " " + p_output_vars[0] + " = matrixCompMult(" + p_input_vars[1] + ", " + p_input_vars[0] + ");\n";
+ case OP_ADD:
+ return " " + p_output_vars[0] + " = " + p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
+ case OP_A_MINUS_B:
+ return " " + p_output_vars[0] + " = " + p_input_vars[0] + " - " + p_input_vars[1] + ";\n";
+ case OP_B_MINUS_A:
+ return " " + p_output_vars[0] + " = " + p_input_vars[1] + " - " + p_input_vars[0] + ";\n";
+ case OP_A_DIV_B:
+ return " " + p_output_vars[0] + " = " + p_input_vars[0] + " / " + p_input_vars[1] + ";\n";
+ case OP_B_DIV_A:
+ return " " + p_output_vars[0] + " = " + p_input_vars[1] + " / " + p_input_vars[0] + ";\n";
+ default:
+ return "";
}
}
-void VisualShaderNodeTransformMult::set_operator(Operator p_op) {
+void VisualShaderNodeTransformOp::set_operator(Operator p_op) {
+ ERR_FAIL_INDEX(int(p_op), int(OP_LIMITER));
op = p_op;
emit_changed();
}
-VisualShaderNodeTransformMult::Operator VisualShaderNodeTransformMult::get_operator() const {
+VisualShaderNodeTransformOp::Operator VisualShaderNodeTransformOp::get_operator() const {
return op;
}
-Vector<StringName> VisualShaderNodeTransformMult::get_editable_properties() const {
+Vector<StringName> VisualShaderNodeTransformOp::get_editable_properties() const {
Vector<StringName> props;
props.push_back("operator");
return props;
}
-void VisualShaderNodeTransformMult::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeTransformMult::set_operator);
- ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeTransformMult::get_operator);
+void VisualShaderNodeTransformOp::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeTransformOp::set_operator);
+ ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeTransformOp::get_operator);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "A x B,B x A,A x B(per component),B x A(per component)"), "set_operator", "get_operator");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "A x B,B x A,A x B(per component),B x A(per component),A + B,A - B,B - A,A / B,B / A"), "set_operator", "get_operator");
BIND_ENUM_CONSTANT(OP_AxB);
BIND_ENUM_CONSTANT(OP_BxA);
BIND_ENUM_CONSTANT(OP_AxB_COMP);
BIND_ENUM_CONSTANT(OP_BxA_COMP);
+ BIND_ENUM_CONSTANT(OP_ADD);
+ BIND_ENUM_CONSTANT(OP_A_MINUS_B);
+ BIND_ENUM_CONSTANT(OP_B_MINUS_A);
+ BIND_ENUM_CONSTANT(OP_A_DIV_B);
+ BIND_ENUM_CONSTANT(OP_B_DIV_A);
+ BIND_ENUM_CONSTANT(OP_LIMITER);
}
-VisualShaderNodeTransformMult::VisualShaderNodeTransformMult() {
+VisualShaderNodeTransformOp::VisualShaderNodeTransformOp() {
set_input_port_default_value(0, Transform3D());
set_input_port_default_value(1, Transform3D());
}
diff --git a/scene/resources/visual_shader_nodes.h b/scene/resources/visual_shader_nodes.h
index 33a45a4384..99617b46a3 100644
--- a/scene/resources/visual_shader_nodes.h
+++ b/scene/resources/visual_shader_nodes.h
@@ -696,19 +696,25 @@ public:
VARIANT_ENUM_CAST(VisualShaderNodeColorOp::Operator)
-///////////////////////////////////////
-/// TRANSFORM-TRANSFORM MULTIPLICATION
-///////////////////////////////////////
+////////////////////////////////
+/// TRANSFORM-TRANSFORM OPERATOR
+////////////////////////////////
-class VisualShaderNodeTransformMult : public VisualShaderNode {
- GDCLASS(VisualShaderNodeTransformMult, VisualShaderNode);
+class VisualShaderNodeTransformOp : public VisualShaderNode {
+ GDCLASS(VisualShaderNodeTransformOp, VisualShaderNode);
public:
enum Operator {
OP_AxB,
OP_BxA,
OP_AxB_COMP,
- OP_BxA_COMP
+ OP_BxA_COMP,
+ OP_ADD,
+ OP_A_MINUS_B,
+ OP_B_MINUS_A,
+ OP_A_DIV_B,
+ OP_B_DIV_A,
+ OP_LIMITER,
};
protected:
@@ -734,10 +740,10 @@ public:
virtual Vector<StringName> get_editable_properties() const override;
- VisualShaderNodeTransformMult();
+ VisualShaderNodeTransformOp();
};
-VARIANT_ENUM_CAST(VisualShaderNodeTransformMult::Operator)
+VARIANT_ENUM_CAST(VisualShaderNodeTransformOp::Operator)
///////////////////////////////////////
/// TRANSFORM-VECTOR MULTIPLICATION