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authorYuri Roubinsky <chaosus89@gmail.com>2020-11-27 10:00:23 +0300
committerRĂ©mi Verschelde <rverschelde@gmail.com>2021-01-18 15:04:54 +0100
commit4618e09f3b7674d5f2f42ef9cfcf2583bb8c1ec6 (patch)
tree4b84c442a756f28daf6cdc222099109c9e20096a /scene/resources/visual_shader_sdf_nodes.cpp
parent869f5b53288ec713553e024f91ec88b47ce960d9 (diff)
Added SDF nodes to visual shader
Diffstat (limited to 'scene/resources/visual_shader_sdf_nodes.cpp')
-rw-r--r--scene/resources/visual_shader_sdf_nodes.cpp283
1 files changed, 283 insertions, 0 deletions
diff --git a/scene/resources/visual_shader_sdf_nodes.cpp b/scene/resources/visual_shader_sdf_nodes.cpp
new file mode 100644
index 0000000000..d25e32b070
--- /dev/null
+++ b/scene/resources/visual_shader_sdf_nodes.cpp
@@ -0,0 +1,283 @@
+/*************************************************************************/
+/* visual_shader_sdf_nodes.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 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_sdf_nodes.h"
+
+// VisualShaderNodeSDFToScreenUV
+
+String VisualShaderNodeSDFToScreenUV::get_caption() const {
+ return "SDFToScreenUV";
+}
+
+int VisualShaderNodeSDFToScreenUV::get_input_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeSDFToScreenUV::PortType VisualShaderNodeSDFToScreenUV::get_input_port_type(int p_port) const {
+ return PORT_TYPE_VECTOR;
+}
+
+String VisualShaderNodeSDFToScreenUV::get_input_port_name(int p_port) const {
+ return "sdf_pos";
+}
+
+int VisualShaderNodeSDFToScreenUV::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeSDFToScreenUV::PortType VisualShaderNodeSDFToScreenUV::get_output_port_type(int p_port) const {
+ return PORT_TYPE_VECTOR;
+}
+
+String VisualShaderNodeSDFToScreenUV::get_output_port_name(int p_port) const {
+ return "";
+}
+
+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 {
+ return "\t" + p_output_vars[0] + " = vec3(sdf_to_screen_uv(" + (p_input_vars[0] == String() ? "vec2(0.0)" : p_input_vars[0] + ".xy") + "), 0.0f);\n";
+}
+
+VisualShaderNodeSDFToScreenUV::VisualShaderNodeSDFToScreenUV() {
+}
+
+// VisualShaderNodeScreenUVToSDF
+
+String VisualShaderNodeScreenUVToSDF::get_caption() const {
+ return "ScreenUVToSDF";
+}
+
+int VisualShaderNodeScreenUVToSDF::get_input_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeScreenUVToSDF::PortType VisualShaderNodeScreenUVToSDF::get_input_port_type(int p_port) const {
+ return PORT_TYPE_VECTOR;
+}
+
+String VisualShaderNodeScreenUVToSDF::get_input_port_name(int p_port) const {
+ return "uv";
+}
+
+int VisualShaderNodeScreenUVToSDF::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeScreenUVToSDF::PortType VisualShaderNodeScreenUVToSDF::get_output_port_type(int p_port) const {
+ return PORT_TYPE_VECTOR;
+}
+
+String VisualShaderNodeScreenUVToSDF::get_output_port_name(int p_port) const {
+ return "";
+}
+
+String VisualShaderNodeScreenUVToSDF::get_input_port_default_hint(int p_port) const {
+ if (p_port == 0) {
+ return "default";
+ }
+ return "";
+}
+
+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 {
+ return "\t" + p_output_vars[0] + " = vec3(screen_uv_to_sdf(" + (p_input_vars[0] == String() ? "SCREEN_UV" : p_input_vars[0] + ".xy") + "), 0.0f);\n";
+}
+
+VisualShaderNodeScreenUVToSDF::VisualShaderNodeScreenUVToSDF() {
+}
+
+// VisualShaderNodeTextureSDF
+
+String VisualShaderNodeTextureSDF::get_caption() const {
+ return "TextureSDF";
+}
+
+int VisualShaderNodeTextureSDF::get_input_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeTextureSDF::PortType VisualShaderNodeTextureSDF::get_input_port_type(int p_port) const {
+ return PORT_TYPE_VECTOR;
+}
+
+String VisualShaderNodeTextureSDF::get_input_port_name(int p_port) const {
+ return "sdf_pos";
+}
+
+int VisualShaderNodeTextureSDF::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeTextureSDF::PortType VisualShaderNodeTextureSDF::get_output_port_type(int p_port) const {
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeTextureSDF::get_output_port_name(int p_port) const {
+ return "";
+}
+
+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 {
+ return "\t" + p_output_vars[0] + " = texture_sdf(" + (p_input_vars[0] == String() ? "vec2(0.0)" : p_input_vars[0] + ".xy") + ");\n";
+}
+
+VisualShaderNodeTextureSDF::VisualShaderNodeTextureSDF() {
+}
+
+// VisualShaderNodeTextureSDFNormal
+
+String VisualShaderNodeTextureSDFNormal::get_caption() const {
+ return "TextureSDFNormal";
+}
+
+int VisualShaderNodeTextureSDFNormal::get_input_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeTextureSDFNormal::PortType VisualShaderNodeTextureSDFNormal::get_input_port_type(int p_port) const {
+ return PORT_TYPE_VECTOR;
+}
+
+String VisualShaderNodeTextureSDFNormal::get_input_port_name(int p_port) const {
+ return "sdf_pos";
+}
+
+int VisualShaderNodeTextureSDFNormal::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeTextureSDFNormal::PortType VisualShaderNodeTextureSDFNormal::get_output_port_type(int p_port) const {
+ return PORT_TYPE_VECTOR;
+}
+
+String VisualShaderNodeTextureSDFNormal::get_output_port_name(int p_port) const {
+ return "";
+}
+
+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 {
+ return "\t" + p_output_vars[0] + " = vec3(texture_sdf_normal(" + (p_input_vars[0] == String() ? "vec2(0.0)" : p_input_vars[0] + ".xy") + "), 0.0f);\n";
+}
+
+VisualShaderNodeTextureSDFNormal::VisualShaderNodeTextureSDFNormal() {
+}
+
+// VisualShaderNodeSDFRaymarch
+
+String VisualShaderNodeSDFRaymarch::get_caption() const {
+ return "SDFRaymarch";
+}
+
+int VisualShaderNodeSDFRaymarch::get_input_port_count() const {
+ return 2;
+}
+
+VisualShaderNodeSDFRaymarch::PortType VisualShaderNodeSDFRaymarch::get_input_port_type(int p_port) const {
+ if (p_port == 0 || p_port == 1) {
+ return PORT_TYPE_VECTOR;
+ }
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeSDFRaymarch::get_input_port_name(int p_port) const {
+ if (p_port == 0) {
+ return "from_pos";
+ } else if (p_port == 1) {
+ return "to_pos";
+ }
+ return String();
+}
+
+int VisualShaderNodeSDFRaymarch::get_output_port_count() const {
+ return 3;
+}
+
+VisualShaderNodeSDFRaymarch::PortType VisualShaderNodeSDFRaymarch::get_output_port_type(int p_port) const {
+ if (p_port == 0) {
+ return PORT_TYPE_SCALAR;
+ } else if (p_port == 1) {
+ return PORT_TYPE_BOOLEAN;
+ } else if (p_port == 2) {
+ return PORT_TYPE_VECTOR;
+ }
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeSDFRaymarch::get_output_port_name(int p_port) const {
+ if (p_port == 0) {
+ return "distance";
+ } else if (p_port == 1) {
+ return "hit";
+ } else if (p_port == 2) {
+ return "end_pos";
+ }
+ return String();
+}
+
+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 {
+ String code;
+
+ code += "\t{\n";
+
+ if (p_input_vars[0] == String()) {
+ code += "\t\tvec2 __from_pos = vec2(0.0f);\n";
+ } else {
+ code += "\t\tvec2 __from_pos = " + p_input_vars[0] + ".xy;\n";
+ }
+
+ if (p_input_vars[1] == String()) {
+ code += "\t\tvec2 __to_pos = vec2(0.0f);\n";
+ } else {
+ code += "\t\tvec2 __to_pos = " + p_input_vars[1] + ".xy;\n";
+ }
+
+ code += "\n\t\tvec2 __at = __from_pos;\n";
+ code += "\t\tfloat __max_dist = distance(__from_pos, __to_pos);\n";
+ code += "\t\tvec2 __dir = normalize(__to_pos - __from_pos);\n\n";
+
+ code += "\t\tfloat __accum = 0.0f;\n";
+ code += "\t\twhile(__accum < __max_dist) {\n";
+ code += "\t\t\tfloat __d = texture_sdf(__at);\n";
+ code += "\t\t\t__accum += __d;\n";
+ code += "\t\t\tif (__d < 0.01f) {\n";
+ code += "\t\t\t\tbreak;\n";
+ code += "\t\t\t}\n";
+ code += "\t\t\t__at += __d * __dir;\n";
+ code += "\t\t}\n";
+
+ code += "\t\tfloat __dist = min(__max_dist, __accum);\n";
+ code += "\t\t" + p_output_vars[0] + " = __dist;\n";
+ code += "\t\t" + p_output_vars[1] + " = __accum < __max_dist;\n";
+ code += "\t\t" + p_output_vars[2] + " = vec3(__from_pos + __dir * __dist, 0.0f);\n";
+
+ code += "\t}\n";
+
+ return code;
+}
+
+VisualShaderNodeSDFRaymarch::VisualShaderNodeSDFRaymarch() {
+ simple_decl = false;
+}