diff options
author | Yuri Rubinsky <chaosus89@gmail.com> | 2022-08-28 09:04:52 +0300 |
---|---|---|
committer | GitHub <noreply@github.com> | 2022-08-28 09:04:52 +0300 |
commit | 1f9b992d85fb974c7aa1fadaf2d1b4ff59850137 (patch) | |
tree | bbf1db0e0bc5816ccf8b47c57e3a21f3ce37f530 /scene | |
parent | 202f0f2f1bcdcabb8e6514c42b19936591ac7b0f (diff) | |
parent | 55bbcc54e736321ade0ca3d66f36a676a9063925 (diff) |
Merge pull request #64248 from paddy-exe/built-in-shader-functions
Diffstat (limited to 'scene')
-rw-r--r-- | scene/register_scene_types.cpp | 6 | ||||
-rw-r--r-- | scene/resources/visual_shader_nodes.cpp | 404 | ||||
-rw-r--r-- | scene/resources/visual_shader_nodes.h | 126 |
3 files changed, 536 insertions, 0 deletions
diff --git a/scene/register_scene_types.cpp b/scene/register_scene_types.cpp index 8b43f778e5..5243d4bdca 100644 --- a/scene/register_scene_types.cpp +++ b/scene/register_scene_types.cpp @@ -611,6 +611,7 @@ void register_scene_types() { GDREGISTER_CLASS(VisualShaderNodeColorFunc); GDREGISTER_CLASS(VisualShaderNodeTransformFunc); GDREGISTER_CLASS(VisualShaderNodeUVFunc); + GDREGISTER_CLASS(VisualShaderNodeUVPolarCoord); GDREGISTER_CLASS(VisualShaderNodeDotProduct); GDREGISTER_CLASS(VisualShaderNodeVectorLen); GDREGISTER_CLASS(VisualShaderNodeDeterminant); @@ -649,6 +650,7 @@ void register_scene_types() { GDREGISTER_CLASS(VisualShaderNodeTexture2DArrayUniform); GDREGISTER_CLASS(VisualShaderNodeTexture3DUniform); GDREGISTER_CLASS(VisualShaderNodeCubemapUniform); + GDREGISTER_CLASS(VisualShaderNodeLinearSceneDepth); GDREGISTER_CLASS(VisualShaderNodeIf); GDREGISTER_CLASS(VisualShaderNodeSwitch); GDREGISTER_CLASS(VisualShaderNodeFresnel); @@ -658,6 +660,10 @@ void register_scene_types() { GDREGISTER_CLASS(VisualShaderNodeCompare); GDREGISTER_CLASS(VisualShaderNodeMultiplyAdd); GDREGISTER_CLASS(VisualShaderNodeBillboard); + GDREGISTER_CLASS(VisualShaderNodeDistanceFade); + GDREGISTER_CLASS(VisualShaderNodeProximityFade); + GDREGISTER_CLASS(VisualShaderNodeRandomRange); + GDREGISTER_CLASS(VisualShaderNodeRemap); GDREGISTER_ABSTRACT_CLASS(VisualShaderNodeVarying); GDREGISTER_CLASS(VisualShaderNodeVaryingSetter); GDREGISTER_CLASS(VisualShaderNodeVaryingGetter); diff --git a/scene/resources/visual_shader_nodes.cpp b/scene/resources/visual_shader_nodes.cpp index 2911d726b4..3b2b58516d 100644 --- a/scene/resources/visual_shader_nodes.cpp +++ b/scene/resources/visual_shader_nodes.cpp @@ -1606,6 +1606,51 @@ VisualShaderNodeCubemap::VisualShaderNodeCubemap() { simple_decl = false; } +////////////// Linear Depth + +String VisualShaderNodeLinearSceneDepth::get_caption() const { + return "LinearSceneDepth"; +} + +int VisualShaderNodeLinearSceneDepth::get_input_port_count() const { + return 0; +} + +VisualShaderNodeLinearSceneDepth::PortType VisualShaderNodeLinearSceneDepth::get_input_port_type(int p_port) const { + return PORT_TYPE_SCALAR; +} + +String VisualShaderNodeLinearSceneDepth::get_input_port_name(int p_port) const { + return ""; +} + +int VisualShaderNodeLinearSceneDepth::get_output_port_count() const { + return 1; +} + +VisualShaderNodeLinearSceneDepth::PortType VisualShaderNodeLinearSceneDepth::get_output_port_type(int p_port) const { + return PORT_TYPE_SCALAR; +} + +String VisualShaderNodeLinearSceneDepth::get_output_port_name(int p_port) const { + return "linear depth"; +} + +String VisualShaderNodeLinearSceneDepth::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 += " float _log_depth = texture(DEPTH_TEXTURE, SCREEN_UV).x;\n"; + code += " vec3 _depth_ndc = vec3(SCREEN_UV * 2.0 - 1.0, _log_depth);\n"; + code += " vec4 _depth_view = INV_PROJECTION_MATRIX * vec4(_depth_ndc, 1.0);\n"; + code += " _depth_view.xyz /= _depth_view.w;"; + code += vformat(" %s = -_depth_view.z;", p_output_vars[0]); + + return code; +} + +VisualShaderNodeLinearSceneDepth::VisualShaderNodeLinearSceneDepth() { +} + ////////////// Float Op String VisualShaderNodeFloatOp::get_caption() const { @@ -3090,6 +3135,107 @@ VisualShaderNodeUVFunc::VisualShaderNodeUVFunc() { set_input_port_default_value(2, Vector2()); // offset } +////////////// UV PolarCoord + +String VisualShaderNodeUVPolarCoord::get_caption() const { + return "UVPolarCoord"; +} + +int VisualShaderNodeUVPolarCoord::get_input_port_count() const { + return 4; +} + +VisualShaderNodeUVPolarCoord::PortType VisualShaderNodeUVPolarCoord::get_input_port_type(int p_port) const { + switch (p_port) { + case 0: + return PORT_TYPE_VECTOR_2D; // uv + case 1: + return PORT_TYPE_VECTOR_2D; // center + case 2: + return PORT_TYPE_SCALAR; // zoom + case 3: + return PORT_TYPE_SCALAR; // repeat + default: + break; + } + return PORT_TYPE_SCALAR; +} + +String VisualShaderNodeUVPolarCoord::get_input_port_name(int p_port) const { + switch (p_port) { + case 0: + return "uv"; + case 1: + return "scale"; + case 2: + return "zoom strength"; + case 3: + return "repeat"; + default: + break; + } + return ""; +} + +bool VisualShaderNodeUVPolarCoord::is_input_port_default(int p_port, Shader::Mode p_mode) const { + if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) { + if (p_port == 0) { + return true; + } + } + return false; +} + +int VisualShaderNodeUVPolarCoord::get_output_port_count() const { + return 1; +} + +VisualShaderNodeUVPolarCoord::PortType VisualShaderNodeUVPolarCoord::get_output_port_type(int p_port) const { + return PORT_TYPE_VECTOR_2D; +} + +String VisualShaderNodeUVPolarCoord::get_output_port_name(int p_port) const { + return "uv"; +} + +String VisualShaderNodeUVPolarCoord::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; + + String uv; + if (p_input_vars[0].is_empty()) { + if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) { + uv = "UV"; + } else { + uv = "vec2(0.0)"; + } + } else { + uv = vformat("%s", p_input_vars[0]); + } + String center = vformat("%s", p_input_vars[1]); + String zoom = vformat("%s", p_input_vars[2]); + String repeat = vformat("%s", p_input_vars[3]); + + if (p_mode == Shader::MODE_CANVAS_ITEM) { + code += vformat(" vec2 __dir = %s - %s;\n", uv, center); + code += " float __radius = length(__dir) * 2.0;\n"; + code += " float __angle = atan(__dir.y, __dir.x) * 1.0/(PI * 2.0);\n"; + code += vformat(" %s = mod(vec2(__radius * %s, __angle * %s), 1.0);\n", p_output_vars[0], zoom, repeat); + } else { + code += vformat(" vec2 __dir = %s - %s;\n", uv, center); + code += " float __radius = length(__dir) * 2.0;\n"; + code += " float __angle = atan(__dir.y, __dir.x) * 1.0/(PI * 2.0);\n"; + code += vformat(" %s = vec2(__radius * %s, __angle * %s);\n", p_output_vars[0], zoom, repeat); + } + + return code; +} + +VisualShaderNodeUVPolarCoord::VisualShaderNodeUVPolarCoord() { + set_input_port_default_value(1, Vector2(0.5, 0.5)); // center + set_input_port_default_value(2, 1.0); // zoom + set_input_port_default_value(3, 1.0); // repeat +} + ////////////// Dot Product String VisualShaderNodeDotProduct::get_caption() const { @@ -7010,3 +7156,261 @@ void VisualShaderNodeBillboard::_bind_methods() { VisualShaderNodeBillboard::VisualShaderNodeBillboard() { simple_decl = false; } + +////////////// DistanceFade + +String VisualShaderNodeDistanceFade::get_caption() const { + return "DistanceFade"; +} + +int VisualShaderNodeDistanceFade::get_input_port_count() const { + return 2; +} + +VisualShaderNodeDistanceFade::PortType VisualShaderNodeDistanceFade::get_input_port_type(int p_port) const { + switch (p_port) { + case 0: + return PORT_TYPE_SCALAR; + case 1: + return PORT_TYPE_SCALAR; + } + + return PORT_TYPE_SCALAR; +} + +String VisualShaderNodeDistanceFade::get_input_port_name(int p_port) const { + switch (p_port) { + case 0: + return "min"; + case 1: + return "max"; + } + + return ""; +} + +int VisualShaderNodeDistanceFade::get_output_port_count() const { + return 1; +} + +VisualShaderNodeDistanceFade::PortType VisualShaderNodeDistanceFade::get_output_port_type(int p_port) const { + return PORT_TYPE_SCALAR; +} + +String VisualShaderNodeDistanceFade::get_output_port_name(int p_port) const { + return "amount"; +} + +String VisualShaderNodeDistanceFade::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 += vformat(" %s = clamp(smoothstep(%s, %s,-VERTEX.z),0.0,1.0);\n", p_output_vars[0], p_input_vars[0], p_input_vars[1]); + return code; +} + +VisualShaderNodeDistanceFade::VisualShaderNodeDistanceFade() { + set_input_port_default_value(0, 0.0); + set_input_port_default_value(1, 10.0); +} + +////////////// ProximityFade + +String VisualShaderNodeProximityFade::get_caption() const { + return "ProximityFade"; +} + +int VisualShaderNodeProximityFade::get_input_port_count() const { + return 1; +} + +VisualShaderNodeProximityFade::PortType VisualShaderNodeProximityFade::get_input_port_type(int p_port) const { + return PORT_TYPE_SCALAR; +} + +String VisualShaderNodeProximityFade::get_input_port_name(int p_port) const { + return "distance"; +} + +int VisualShaderNodeProximityFade::get_output_port_count() const { + return 1; +} + +VisualShaderNodeProximityFade::PortType VisualShaderNodeProximityFade::get_output_port_type(int p_port) const { + return PORT_TYPE_SCALAR; +} + +String VisualShaderNodeProximityFade::get_output_port_name(int p_port) const { + return "fade"; +} + +String VisualShaderNodeProximityFade::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; + + String proximity_fade_distance = vformat("%s", p_input_vars[0]); + code += " float __depth_tex = textureLod(DEPTH_TEXTURE, SCREEN_UV, 0.0).r;\n"; + code += " vec4 __depth_world_pos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV * 2.0 - 1.0, __depth_tex, 1.0);\n"; + code += " __depth_world_pos.xyz /= __depth_world_pos.z;\n"; + code += vformat(" %s = clamp(1.0 - smoothstep(__depth_world_pos.z + %s, __depth_world_pos.z, VERTEX.z), 0.0, 1.0);\n", p_output_vars[0], p_input_vars[0]); + + return code; +} + +VisualShaderNodeProximityFade::VisualShaderNodeProximityFade() { + set_input_port_default_value(0, 1.0); +} + +////////////// Random Range + +String VisualShaderNodeRandomRange::get_caption() const { + return "RandomRange"; +} + +int VisualShaderNodeRandomRange::get_input_port_count() const { + return 3; +} + +VisualShaderNodeRandomRange::PortType VisualShaderNodeRandomRange::get_input_port_type(int p_port) const { + switch (p_port) { + case 0: + return PORT_TYPE_VECTOR_3D; + case 1: + return PORT_TYPE_SCALAR; + case 2: + return PORT_TYPE_SCALAR; + default: + break; + } + + return PORT_TYPE_SCALAR; +} + +String VisualShaderNodeRandomRange::get_input_port_name(int p_port) const { + switch (p_port) { + case 0: + return "seed"; + case 1: + return "min"; + case 2: + return "max"; + default: + break; + } + + return ""; +} + +int VisualShaderNodeRandomRange::get_output_port_count() const { + return 1; +} + +VisualShaderNodeRandomRange::PortType VisualShaderNodeRandomRange::get_output_port_type(int p_port) const { + return PORT_TYPE_SCALAR; +} + +String VisualShaderNodeRandomRange::get_output_port_name(int p_port) const { + return "value"; +} + +String VisualShaderNodeRandomRange::generate_global_per_node(Shader::Mode p_mode, int p_id) const { + String code; + + code += "\n\n"; + code += "// 3D Noise with friendly permission by Inigo Quilez\n"; + code += "vec3 hash_noise_range( vec3 p ) {\n"; + code += " p *= mat3(vec3(127.1, 311.7, -53.7), vec3(269.5, 183.3, 77.1), vec3(-301.7, 27.3, 215.3));\n"; + code += " return 2.0 * fract(fract(p)*4375.55) -1.;\n"; + code += "}\n"; + code += "\n"; + + return code; +} + +String VisualShaderNodeRandomRange::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 += vformat(" %s = mix(%s, %s, hash_noise_range(%s).x);\n", p_output_vars[0], p_input_vars[1], p_input_vars[2], p_input_vars[0]); + + return code; +} + +VisualShaderNodeRandomRange::VisualShaderNodeRandomRange() { + set_input_port_default_value(0, Vector3(1.0, 1.0, 1.0)); + set_input_port_default_value(1, 0.0); + set_input_port_default_value(2, 1.0); +} + +////////////// Remap + +String VisualShaderNodeRemap::get_caption() const { + return "Remap"; +} + +int VisualShaderNodeRemap::get_input_port_count() const { + return 5; +} + +VisualShaderNodeRemap::PortType VisualShaderNodeRemap::get_input_port_type(int p_port) const { + switch (p_port) { + case 0: + return PORT_TYPE_SCALAR; + case 1: + return PORT_TYPE_SCALAR; + case 2: + return PORT_TYPE_SCALAR; + case 3: + return PORT_TYPE_SCALAR; + case 4: + return PORT_TYPE_SCALAR; + default: + break; + } + + return PORT_TYPE_SCALAR; +} + +String VisualShaderNodeRemap::get_input_port_name(int p_port) const { + switch (p_port) { + case 0: + return "value"; + case 1: + return "input min"; + case 2: + return "input max"; + case 3: + return "output min"; + case 4: + return "output max"; + default: + break; + } + + return ""; +} + +int VisualShaderNodeRemap::get_output_port_count() const { + return 1; +} + +VisualShaderNodeRemap::PortType VisualShaderNodeRemap::get_output_port_type(int p_port) const { + return PORT_TYPE_SCALAR; +} + +String VisualShaderNodeRemap::get_output_port_name(int p_port) const { + return "value"; +} + +String VisualShaderNodeRemap::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 += vformat(" float _input_range = %s - %s;\n", p_input_vars[2], p_input_vars[1]); + code += vformat(" float _output_range = %s - %s;\n", p_input_vars[4], p_input_vars[3]); + code += vformat(" %s = %s + _output_range * ((%s - %s) / _input_range);\n", p_output_vars[0], p_input_vars[3], p_input_vars[0], p_input_vars[1]); + + return code; +} + +VisualShaderNodeRemap::VisualShaderNodeRemap() { + set_input_port_default_value(1, 0.0); + set_input_port_default_value(2, 1.0); + set_input_port_default_value(3, 0.0); + set_input_port_default_value(4, 1.0); +} diff --git a/scene/resources/visual_shader_nodes.h b/scene/resources/visual_shader_nodes.h index ffcb41072d..c603a10eae 100644 --- a/scene/resources/visual_shader_nodes.h +++ b/scene/resources/visual_shader_nodes.h @@ -622,6 +622,27 @@ VARIANT_ENUM_CAST(VisualShaderNodeCubemap::TextureType) VARIANT_ENUM_CAST(VisualShaderNodeCubemap::Source) /////////////////////////////////////// + +class VisualShaderNodeLinearSceneDepth : public VisualShaderNode { + GDCLASS(VisualShaderNodeLinearSceneDepth, VisualShaderNode); + +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; + + VisualShaderNodeLinearSceneDepth(); +}; + +/////////////////////////////////////// /// OPS /////////////////////////////////////// @@ -1231,6 +1252,30 @@ public: VARIANT_ENUM_CAST(VisualShaderNodeUVFunc::Function) /////////////////////////////////////// +/// UV POLARCOORD +/////////////////////////////////////// + +class VisualShaderNodeUVPolarCoord : public VisualShaderNode { + GDCLASS(VisualShaderNodeUVPolarCoord, VisualShaderNode); + +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 bool is_input_port_default(int p_port, Shader::Mode p_mode) 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; + + VisualShaderNodeUVPolarCoord(); +}; + +/////////////////////////////////////// /// DOT /////////////////////////////////////// @@ -2574,4 +2619,85 @@ public: VARIANT_ENUM_CAST(VisualShaderNodeBillboard::BillboardType) +/////////////////////////////////////// +/// DistanceFade +/////////////////////////////////////// + +class VisualShaderNodeDistanceFade : public VisualShaderNode { + GDCLASS(VisualShaderNodeDistanceFade, VisualShaderNode); + +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; + + VisualShaderNodeDistanceFade(); +}; + +class VisualShaderNodeProximityFade : public VisualShaderNode { + GDCLASS(VisualShaderNodeProximityFade, VisualShaderNode); + +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; + + VisualShaderNodeProximityFade(); +}; + +class VisualShaderNodeRandomRange : public VisualShaderNode { + GDCLASS(VisualShaderNodeRandomRange, VisualShaderNode); + +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_global_per_node(Shader::Mode p_mode, int p_id) 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; + + VisualShaderNodeRandomRange(); +}; + +class VisualShaderNodeRemap : public VisualShaderNode { + GDCLASS(VisualShaderNodeRemap, VisualShaderNode); + +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; + + VisualShaderNodeRemap(); +}; + #endif // VISUAL_SHADER_NODES_H |