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author | RĂ©mi Verschelde <remi@verschelde.fr> | 2022-08-07 19:16:05 +0200 |
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committer | GitHub <noreply@github.com> | 2022-08-07 19:16:05 +0200 |
commit | f754dd20be5d69cd94ea83ceee8c7fb72f5d3507 (patch) | |
tree | 126efff7da6c14acc1e41403aab525bf8d66cd3d | |
parent | f2ddd817268e7a530569a1fae3cb8541ce9261af (diff) | |
parent | b8d5f4bdd52e94a832e3fe4ca1474a9be6a0fe9a (diff) |
Merge pull request #62454 from Geometror/reflect-refract-vec2-vec4
Allow for vec2/vec4 to be used in reflect and refract
-rw-r--r-- | doc/classes/VisualShaderNodeVectorRefract.xml | 4 | ||||
-rw-r--r-- | editor/plugins/visual_shader_editor_plugin.cpp | 4 | ||||
-rw-r--r-- | scene/resources/visual_shader_nodes.cpp | 47 | ||||
-rw-r--r-- | scene/resources/visual_shader_nodes.h | 7 | ||||
-rw-r--r-- | servers/rendering/shader_language.cpp | 4 |
5 files changed, 40 insertions, 26 deletions
diff --git a/doc/classes/VisualShaderNodeVectorRefract.xml b/doc/classes/VisualShaderNodeVectorRefract.xml index d12188ea55..003b505671 100644 --- a/doc/classes/VisualShaderNodeVectorRefract.xml +++ b/doc/classes/VisualShaderNodeVectorRefract.xml @@ -1,7 +1,7 @@ <?xml version="1.0" encoding="UTF-8" ?> -<class name="VisualShaderNodeVectorRefract" inherits="VisualShaderNode" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> +<class name="VisualShaderNodeVectorRefract" inherits="VisualShaderNodeVectorBase" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd"> <brief_description> - Returns the [Vector3] that points in the direction of refraction. For use within the visual shader graph. + Returns the vector that points in the direction of refraction. For use within the visual shader graph. </brief_description> <description> Translated to [code]refract(I, N, eta)[/code] in the shader language, where [code]I[/code] is the incident vector, [code]N[/code] is the normal vector and [code]eta[/code] is the ratio of the indices of the refraction. diff --git a/editor/plugins/visual_shader_editor_plugin.cpp b/editor/plugins/visual_shader_editor_plugin.cpp index 1c0e879a0a..4a144bc391 100644 --- a/editor/plugins/visual_shader_editor_plugin.cpp +++ b/editor/plugins/visual_shader_editor_plugin.cpp @@ -5577,8 +5577,12 @@ VisualShaderEditor::VisualShaderEditor() { add_options.push_back(AddOption("Reciprocal", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("1.0 / vector"), { VisualShaderNodeVectorFunc::FUNC_RECIPROCAL, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); add_options.push_back(AddOption("Reciprocal", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("1.0 / vector"), { VisualShaderNodeVectorFunc::FUNC_RECIPROCAL, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); add_options.push_back(AddOption("Reciprocal", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("1.0 / vector"), { VisualShaderNodeVectorFunc::FUNC_RECIPROCAL, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); + add_options.push_back(AddOption("Reflect", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns the vector that points in the direction of reflection ( a : incident vector, b : normal vector )."), { VisualShaderNodeVectorOp::OP_REFLECT, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); add_options.push_back(AddOption("Reflect", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns the vector that points in the direction of reflection ( a : incident vector, b : normal vector )."), { VisualShaderNodeVectorOp::OP_REFLECT, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + add_options.push_back(AddOption("Reflect", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns the vector that points in the direction of reflection ( a : incident vector, b : normal vector )."), { VisualShaderNodeVectorOp::OP_REFLECT, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); + add_options.push_back(AddOption("Refract", "Vector", "Functions", "VisualShaderNodeVectorRefract", TTR("Returns the vector that points in the direction of refraction."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D)); add_options.push_back(AddOption("Refract", "Vector", "Functions", "VisualShaderNodeVectorRefract", TTR("Returns the vector that points in the direction of refraction."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D)); + add_options.push_back(AddOption("Refract", "Vector", "Functions", "VisualShaderNodeVectorRefract", TTR("Returns the vector that points in the direction of refraction."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D)); add_options.push_back(AddOption("Round", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer to the parameter."), { VisualShaderNodeVectorFunc::FUNC_ROUND, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); add_options.push_back(AddOption("Round", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer to the parameter."), { VisualShaderNodeVectorFunc::FUNC_ROUND, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); add_options.push_back(AddOption("Round", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer to the parameter."), { VisualShaderNodeVectorFunc::FUNC_ROUND, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); diff --git a/scene/resources/visual_shader_nodes.cpp b/scene/resources/visual_shader_nodes.cpp index 5cc2073ca5..b422d298b2 100644 --- a/scene/resources/visual_shader_nodes.cpp +++ b/scene/resources/visual_shader_nodes.cpp @@ -1901,13 +1901,7 @@ String VisualShaderNodeVectorOp::generate_code(Shader::Mode p_mode, VisualShader code += "atan(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break; case OP_REFLECT: - if (op_type == OP_TYPE_VECTOR_2D) { // Not supported. - code += "vec2(0.0);\n"; - } else if (op_type == OP_TYPE_VECTOR_4D) { // Not supported. - code += "vec4(0.0);\n"; - } else { - code += "reflect(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; - } + code += "reflect(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break; case OP_STEP: code += "step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; @@ -1967,7 +1961,7 @@ String VisualShaderNodeVectorOp::get_warning(Shader::Mode p_mode, VisualShader:: bool invalid_type = false; if (op_type == OP_TYPE_VECTOR_2D || op_type == OP_TYPE_VECTOR_4D) { - if (op == OP_CROSS || op == OP_REFLECT) { + if (op == OP_CROSS) { invalid_type = true; } } @@ -4006,14 +4000,6 @@ int VisualShaderNodeVectorRefract::get_input_port_count() const { return 3; } -VisualShaderNodeVectorRefract::PortType VisualShaderNodeVectorRefract::get_input_port_type(int p_port) const { - if (p_port == 2) { - return PORT_TYPE_SCALAR; - } - - return PORT_TYPE_VECTOR_3D; -} - String VisualShaderNodeVectorRefract::get_input_port_name(int p_port) const { switch (p_port) { case 0: @@ -4030,10 +4016,6 @@ int VisualShaderNodeVectorRefract::get_output_port_count() const { return 1; } -VisualShaderNodeVectorRefract::PortType VisualShaderNodeVectorRefract::get_output_port_type(int p_port) const { - return PORT_TYPE_VECTOR_3D; -} - String VisualShaderNodeVectorRefract::get_output_port_name(int p_port) const { return ""; } @@ -4042,6 +4024,31 @@ String VisualShaderNodeVectorRefract::generate_code(Shader::Mode p_mode, VisualS return " " + p_output_vars[0] + " = refract(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n"; } +void VisualShaderNodeVectorRefract::set_op_type(OpType p_op_type) { + ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX)); + if (op_type == p_op_type) { + return; + } + switch (p_op_type) { + case OP_TYPE_VECTOR_2D: { + set_input_port_default_value(0, Vector2(), get_input_port_default_value(0)); + set_input_port_default_value(1, Vector2(), get_input_port_default_value(1)); + } break; + case OP_TYPE_VECTOR_3D: { + set_input_port_default_value(0, Vector3(), get_input_port_default_value(0)); + set_input_port_default_value(1, Vector3(), get_input_port_default_value(1)); + } break; + case OP_TYPE_VECTOR_4D: { + set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0)); + set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1)); + } break; + default: + break; + } + op_type = p_op_type; + emit_changed(); +} + VisualShaderNodeVectorRefract::VisualShaderNodeVectorRefract() { set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0)); set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0)); diff --git a/scene/resources/visual_shader_nodes.h b/scene/resources/visual_shader_nodes.h index f770156d14..ffcb41072d 100644 --- a/scene/resources/visual_shader_nodes.h +++ b/scene/resources/visual_shader_nodes.h @@ -1564,21 +1564,20 @@ public: /// REFRACT /////////////////////////////////////// -class VisualShaderNodeVectorRefract : public VisualShaderNode { - GDCLASS(VisualShaderNodeVectorRefract, VisualShaderNode); +class VisualShaderNodeVectorRefract : public VisualShaderNodeVectorBase { + GDCLASS(VisualShaderNodeVectorRefract, VisualShaderNodeVectorBase); public: virtual String get_caption() const override; virtual int get_input_port_count() const override; - virtual PortType get_input_port_type(int p_port) const override; virtual String get_input_port_name(int p_port) const override; virtual int get_output_port_count() const override; - virtual PortType get_output_port_type(int p_port) const override; virtual String get_output_port_name(int p_port) const override; 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 override; + virtual void set_op_type(OpType p_op_type) override; VisualShaderNodeVectorRefract(); }; diff --git a/servers/rendering/shader_language.cpp b/servers/rendering/shader_language.cpp index 019f10fe38..839f5b8eea 100644 --- a/servers/rendering/shader_language.cpp +++ b/servers/rendering/shader_language.cpp @@ -2463,11 +2463,15 @@ const ShaderLanguage::BuiltinFuncDef ShaderLanguage::builtin_func_defs[] = { // reflect + { "reflect", TYPE_VEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, { "I", "N" }, TAG_GLOBAL, false }, { "reflect", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, { "I", "N" }, TAG_GLOBAL, false }, + { "reflect", TYPE_VEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, { "I", "N" }, TAG_GLOBAL, false }, // refract + { "refract", TYPE_VEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_FLOAT, TYPE_VOID }, { "I", "N", "eta" }, TAG_GLOBAL, false }, { "refract", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_FLOAT, TYPE_VOID }, { "I", "N", "eta" }, TAG_GLOBAL, false }, + { "refract", TYPE_VEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_FLOAT, TYPE_VOID }, { "I", "N", "eta" }, TAG_GLOBAL, false }, // faceforward |