diff options
author | Yuri Roubinsky <chaosus89@gmail.com> | 2020-02-01 16:03:48 +0300 |
---|---|---|
committer | GitHub <noreply@github.com> | 2020-02-01 16:03:48 +0300 |
commit | 45218316c934e8aa02401e104d5458ef20b5e098 (patch) | |
tree | cf045c192a1364595210ea3b508f9ada9c5d025a /scene | |
parent | f26e2f65cd4af638a5e64a42aa519abc9cde6604 (diff) | |
parent | bfec48abf18f0af0d55d6c63c8b8201bd1c1076c (diff) |
Merge pull request #35618 from Chaosus/vs_improvements
Better visual shader code generation
Diffstat (limited to 'scene')
-rw-r--r-- | scene/resources/visual_shader.cpp | 111 | ||||
-rw-r--r-- | scene/resources/visual_shader.h | 3 | ||||
-rw-r--r-- | scene/resources/visual_shader_nodes.cpp | 295 |
3 files changed, 249 insertions, 160 deletions
diff --git a/scene/resources/visual_shader.cpp b/scene/resources/visual_shader.cpp index 08d9542041..4161f743a5 100644 --- a/scene/resources/visual_shader.cpp +++ b/scene/resources/visual_shader.cpp @@ -33,6 +33,10 @@ #include "core/vmap.h" #include "servers/visual/shader_types.h" +bool VisualShaderNode::is_simple_decl() const { + return simple_decl; +} + void VisualShaderNode::set_output_port_for_preview(int p_index) { port_preview = p_index; @@ -132,6 +136,7 @@ void VisualShaderNode::_bind_methods() { VisualShaderNode::VisualShaderNode() { port_preview = -1; + simple_decl = true; } ///////////////////////////////////////////////////////// @@ -273,6 +278,7 @@ void VisualShaderNodeCustom::_bind_methods() { } VisualShaderNodeCustom::VisualShaderNodeCustom() { + simple_decl = false; } ///////////////////////////////////////////////////////// @@ -1104,17 +1110,17 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui } else if (in_type == out_type) { inputs[i] = src_var; } else if (in_type == VisualShaderNode::PORT_TYPE_SCALAR && out_type == VisualShaderNode::PORT_TYPE_VECTOR) { - inputs[i] = "dot(" + src_var + ",vec3(0.333333,0.333333,0.333333))"; + inputs[i] = "dot(" + src_var + ", vec3(0.333333, 0.333333, 0.333333))"; } else if (in_type == VisualShaderNode::PORT_TYPE_VECTOR && out_type == VisualShaderNode::PORT_TYPE_SCALAR) { inputs[i] = "vec3(" + src_var + ")"; } else if (in_type == VisualShaderNode::PORT_TYPE_BOOLEAN && out_type == VisualShaderNode::PORT_TYPE_VECTOR) { inputs[i] = "all(bvec3(" + src_var + "))"; } else if (in_type == VisualShaderNode::PORT_TYPE_BOOLEAN && out_type == VisualShaderNode::PORT_TYPE_SCALAR) { - inputs[i] = src_var + ">0.0?true:false"; + inputs[i] = src_var + " > 0.0 ? true : false"; } else if (in_type == VisualShaderNode::PORT_TYPE_SCALAR && out_type == VisualShaderNode::PORT_TYPE_BOOLEAN) { - inputs[i] = src_var + "?1.0:0.0"; + inputs[i] = src_var + " ? 1.0 : 0.0"; } else if (in_type == VisualShaderNode::PORT_TYPE_VECTOR && out_type == VisualShaderNode::PORT_TYPE_BOOLEAN) { - inputs[i] = "vec3(" + src_var + "?1.0:0.0)"; + inputs[i] = "vec3(" + src_var + " ? 1.0 : 0.0)"; } } else { @@ -1130,7 +1136,7 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui } else if (defval.get_type() == Variant::VECTOR3) { Vector3 val = defval; inputs[i] = "n_in" + itos(node) + "p" + itos(i); - code += "\tvec3 " + inputs[i] + " = " + vformat("vec3(%.5f,%.5f,%.5f);\n", val.x, val.y, val.z); + code += "\tvec3 " + inputs[i] + " = " + vformat("vec3(%.5f, %.5f, %.5f);\n", val.x, val.y, val.z); } else if (defval.get_type() == Variant::TRANSFORM) { Transform val = defval; val.basis.transpose(); @@ -1145,7 +1151,7 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui values.push_back(val.origin.y); values.push_back(val.origin.z); bool err = false; - code += "\tmat4 " + inputs[i] + " = " + String("mat4( vec4(%.5f,%.5f,%.5f,0.0),vec4(%.5f,%.5f,%.5f,0.0),vec4(%.5f,%.5f,%.5f,0.0),vec4(%.5f,%.5f,%.5f,1.0) );\n").sprintf(values, &err); + code += "\tmat4 " + inputs[i] + " = " + String("mat4(vec4(%.5f, %.5f, %.5f, 0.0), vec4(%.5f, %.5f, %.5f, 0.0), vec4(%.5f, %.5f, %.5f, 0.0), vec4(%.5f, %.5f, %.5f, 1.0));\n").sprintf(values, &err); } else { //will go empty, node is expected to know what it is doing at this point and handle it } @@ -1157,15 +1163,29 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui output_vars.resize(vsnode->get_output_port_count()); String *outputs = output_vars.ptrw(); - for (int i = 0; i < output_count; i++) { + if (vsnode->is_simple_decl()) { // less code to generate for some simple_decl nodes + for (int i = 0; i < output_count; i++) { + String var_name = "n_out" + itos(node) + "p" + itos(i); + switch (vsnode->get_output_port_type(i)) { + case VisualShaderNode::PORT_TYPE_SCALAR: outputs[i] = "float " + var_name; break; + case VisualShaderNode::PORT_TYPE_VECTOR: outputs[i] = "vec3 " + var_name; break; + case VisualShaderNode::PORT_TYPE_BOOLEAN: outputs[i] = "bool " + var_name; break; + case VisualShaderNode::PORT_TYPE_TRANSFORM: outputs[i] = "mat4 " + var_name; break; + default: { + } + } + } - outputs[i] = "n_out" + itos(node) + "p" + itos(i); - switch (vsnode->get_output_port_type(i)) { - case VisualShaderNode::PORT_TYPE_SCALAR: code += String() + "\tfloat " + outputs[i] + ";\n"; break; - case VisualShaderNode::PORT_TYPE_VECTOR: code += String() + "\tvec3 " + outputs[i] + ";\n"; break; - case VisualShaderNode::PORT_TYPE_BOOLEAN: code += String() + "\tbool " + outputs[i] + ";\n"; break; - case VisualShaderNode::PORT_TYPE_TRANSFORM: code += String() + "\tmat4 " + outputs[i] + ";\n"; break; - default: { + } else { + for (int i = 0; i < output_count; i++) { + outputs[i] = "n_out" + itos(node) + "p" + itos(i); + switch (vsnode->get_output_port_type(i)) { + case VisualShaderNode::PORT_TYPE_SCALAR: code += String() + "\tfloat " + outputs[i] + ";\n"; break; + case VisualShaderNode::PORT_TYPE_VECTOR: code += String() + "\tvec3 " + outputs[i] + ";\n"; break; + case VisualShaderNode::PORT_TYPE_BOOLEAN: code += String() + "\tbool " + outputs[i] + ";\n"; break; + case VisualShaderNode::PORT_TYPE_TRANSFORM: code += String() + "\tmat4 " + outputs[i] + ";\n"; break; + default: { + } } } } @@ -1432,8 +1452,8 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = { { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "TANGENT" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "BINORMAL" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "vec3(UV2,0.0)" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "vec3(UV2, 0.0)" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" }, @@ -1455,13 +1475,13 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = { { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "TANGENT" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "BINORMAL" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "view", "VIEW" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "vec3(UV2,0.0)" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "vec3(UV2, 0.0)" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "point_coord", "vec3(POINT_COORD,0.0)" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "point_coord", "vec3(POINT_COORD, 0.0)" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV,0.0)" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "side", "float(FRONT_FACING ? 1.0 : 0.0)" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" }, @@ -1498,7 +1518,7 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = { { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(VIEWPORT_SIZE, 0.0)" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" }, // Canvas Item, Vertex - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "vec3(VERTEX,0.0)" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "vec3(VERTEX, 0.0)" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" }, @@ -1512,13 +1532,13 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = { { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "light_pass", "float(AT_LIGHT_PASS ? 1.0 : 0.0)" }, // Canvas Item, Fragment { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV,0.0)" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "texture_pixel_size", "vec3(TEXTURE_PIXEL_SIZE, 1.0)" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_pixel_size", "vec3(SCREEN_PIXEL_SIZE, 1.0)" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "point_coord", "vec3(POINT_COORD,0.0)" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "point_coord", "vec3(POINT_COORD, 0.0)" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "light_pass", "float(AT_LIGHT_PASS ? 1.0 : 0.0)" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "texture", "TEXTURE" }, @@ -1526,19 +1546,19 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = { { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "screen_texture", "SCREEN_TEXTURE" }, // Canvas Item, Light { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_vec", "vec3(LIGHT_VEC,0.0)" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_vec", "vec3(LIGHT_VEC, 0.0)" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_height", "LIGHT_HEIGHT" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_color", "LIGHT_COLOR.rgb" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_alpha", "LIGHT_COLOR.a" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_uv", "vec3(LIGHT_UV,0.0)" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_uv", "vec3(LIGHT_UV, 0.0)" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "shadow_color", "SHADOW_COLOR.rgb" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV,0.0)" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "texture_pixel_size", "vec3(TEXTURE_PIXEL_SIZE, 1.0)" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "point_coord", "vec3(POINT_COORD,0.0)" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "point_coord", "vec3(POINT_COORD, 0.0)" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SAMPLER, "texture", "TEXTURE" }, @@ -1564,48 +1584,48 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = { const VisualShaderNodeInput::Port VisualShaderNodeInput::preview_ports[] = { // Spatial, Fragment - { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "vec3(0.0,0.0,1.0)" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "vec3(0.0,1.0,0.0)" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "vec3(1.0,0.0,0.0)" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "vec3(UV,0.0)" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "vec3(0.0, 0.0, 1.0)" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "vec3(0.0, 1.0, 0.0)" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "vec3(1.0, 0.0, 0.0)" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "vec3(UV, 0.0)" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV,0.0)" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "side", "1.0" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(1.0,1.0, 0.0)" }, // Spatial, Light - { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "vec3(0.0,0.0,1.0)" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "vec3(0.0, 0.0, 1.0)" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(1.0, 1.0, 0.0)" }, // Canvas Item, Vertex - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "vec3(VERTEX,0.0)" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "vec3(VERTEX, 0.0)" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, // Canvas Item, Fragment - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV,0.0)" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, // Canvas Item, Light - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "vec3(0.0,0.0,1.0)" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "vec3(0.0, 0.0, 1.0)" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV,0.0)" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, // Particles, Vertex { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" }, - { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "vec3(0.0,0.0,1.0)" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "vec3(0.0, 0.0, 1.0)" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, NULL, NULL }, }; @@ -2514,6 +2534,7 @@ VisualShaderNodeGroupBase::VisualShaderNodeGroupBase() { inputs = ""; outputs = ""; editable = false; + simple_decl = false; } ////////////// Expression @@ -2615,7 +2636,7 @@ String VisualShaderNodeExpression::generate_code(Shader::Mode p_mode, VisualShad default: continue; } - output_initializer += "\t" + p_output_vars[i] + "=" + tk + ";\n"; + output_initializer += "\t" + p_output_vars[i] + " = " + tk + ";\n"; } String code; diff --git a/scene/resources/visual_shader.h b/scene/resources/visual_shader.h index f81090d9cb..f35318e090 100644 --- a/scene/resources/visual_shader.h +++ b/scene/resources/visual_shader.h @@ -176,6 +176,7 @@ class VisualShaderNode : public Resource { Map<int, Variant> default_input_values; protected: + bool simple_decl; static void _bind_methods(); public: @@ -188,6 +189,8 @@ public: PORT_TYPE_MAX, }; + bool is_simple_decl() const; + virtual String get_caption() const = 0; virtual int get_input_port_count() const = 0; diff --git a/scene/resources/visual_shader_nodes.cpp b/scene/resources/visual_shader_nodes.cpp index 7d8c396b7f..5a6e8fb76f 100644 --- a/scene/resources/visual_shader_nodes.cpp +++ b/scene/resources/visual_shader_nodes.cpp @@ -187,7 +187,7 @@ String VisualShaderNodeColorConstant::get_output_port_name(int p_port) const { String VisualShaderNodeColorConstant::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" + p_output_vars[0] + " = " + vformat("vec3(%.6f,%.6f,%.6f)", constant.r, constant.g, constant.b) + ";\n"; + code += "\t" + p_output_vars[0] + " = " + vformat("vec3(%.6f, %.6f, %.6f)", constant.r, constant.g, constant.b) + ";\n"; code += "\t" + p_output_vars[1] + " = " + vformat("%.6f", constant.a) + ";\n"; return code; @@ -253,7 +253,7 @@ String VisualShaderNodeVec3Constant::get_output_port_name(int p_port) const { } String VisualShaderNodeVec3Constant::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] + " = " + vformat("vec3(%.6f,%.6f,%.6f)", constant.x, constant.y, constant.z) + ";\n"; + return "\t" + p_output_vars[0] + " = " + vformat("vec3(%.6f, %.6f, %.6f)", constant.x, constant.y, constant.z) + ";\n"; } void VisualShaderNodeVec3Constant::set_constant(Vector3 p_value) { @@ -319,10 +319,10 @@ String VisualShaderNodeTransformConstant::generate_code(Shader::Mode p_mode, Vis t.basis.transpose(); String code = "\t" + p_output_vars[0] + " = mat4("; - code += vformat("vec4(%.6f,%.6f,%.6f,0.0),", t.basis[0].x, t.basis[0].y, t.basis[0].z); - code += vformat("vec4(%.6f,%.6f,%.6f,0.0),", t.basis[1].x, t.basis[1].y, t.basis[1].z); - code += vformat("vec4(%.6f,%.6f,%.6f,0.0),", t.basis[2].x, t.basis[2].y, t.basis[2].z); - code += vformat("vec4(%.6f,%.6f,%.6f,1.0) );\n", t.origin.x, t.origin.y, t.origin.z); + code += vformat("vec4(%.6f, %.6f, %.6f, 0.0), ", t.basis[0].x, t.basis[0].y, t.basis[0].z); + code += vformat("vec4(%.6f, %.6f, %.6f, 0.0), ", t.basis[1].x, t.basis[1].y, t.basis[1].z); + code += vformat("vec4(%.6f, %.6f, %.6f, 0.0), ", t.basis[2].x, t.basis[2].y, t.basis[2].z); + code += vformat("vec4(%.6f, %.6f, %.6f, 1.0));\n", t.origin.x, t.origin.y, t.origin.z); return code; } @@ -440,7 +440,7 @@ String VisualShaderNodeTexture::generate_global(Shader::Mode p_mode, VisualShade case TYPE_COLOR: u += " : hint_albedo"; break; case TYPE_NORMALMAP: u += " : hint_normal"; break; } - return u + ";"; + return u + ";\n"; } return String(); @@ -454,16 +454,16 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader: if (p_input_vars[0] == String()) { // Use UV by default. if (p_input_vars[1] == String()) { - code += "\tvec4 " + id + "_read = texture( " + id + " , UV.xy );\n"; + code += "\tvec4 " + id + "_read = texture(" + id + ", UV.xy);\n"; } else { - code += "\tvec4 " + id + "_read = textureLod( " + id + " , UV.xy , " + p_input_vars[1] + " );\n"; + code += "\tvec4 " + id + "_read = textureLod(" + id + ", UV.xy, " + p_input_vars[1] + ");\n"; } } else if (p_input_vars[1] == String()) { //no lod - code += "\tvec4 " + id + "_read = texture( " + id + " , " + p_input_vars[0] + ".xy );\n"; + code += "\tvec4 " + id + "_read = texture(" + id + ", " + p_input_vars[0] + ".xy);\n"; } else { - code += "\tvec4 " + id + "_read = textureLod( " + id + " , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n"; + code += "\tvec4 " + id + "_read = textureLod(" + id + ", " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n"; } code += "\t" + p_output_vars[0] + " = " + id + "_read.rgb;\n"; @@ -482,16 +482,16 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader: if (p_input_vars[0] == String()) { // Use UV by default. if (p_input_vars[1] == String()) { - code += "\t\tvec4 " + id + "_tex_read = texture( " + id + " , UV.xy );\n"; + code += "\t\tvec4 " + id + "_tex_read = texture(" + id + ", UV.xy);\n"; } else { - code += "\t\tvec4 " + id + "_tex_read = textureLod( " + id + " , UV.xy , " + p_input_vars[1] + " );\n"; + code += "\t\tvec4 " + id + "_tex_read = textureLod(" + id + ", UV.xy, " + p_input_vars[1] + ");\n"; } } else if (p_input_vars[1] == String()) { //no lod - code += "\t\tvec4 " + id + "_tex_read = texture( " + id + " , " + p_input_vars[0] + ".xy );\n"; + code += "\t\tvec4 " + id + "_tex_read = texture(" + id + ", " + p_input_vars[0] + ".xy);\n"; } else { - code += "\t\tvec4 " + id + "_tex_read = textureLod( " + id + " , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n"; + code += "\t\tvec4 " + id + "_tex_read = textureLod(" + id + ", " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n"; } code += "\t\t" + p_output_vars[0] + " = " + id + "_tex_read.rgb;\n"; @@ -507,16 +507,16 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader: if (p_input_vars[0] == String() || p_for_preview) { // Use UV by default. if (p_input_vars[1] == String()) { - code += "\t\tvec4 _tex_read = textureLod( SCREEN_TEXTURE , UV.xy , 0.0 );\n"; + code += "\t\tvec4 _tex_read = textureLod(SCREEN_TEXTURE, UV.xy, 0.0 );\n"; } else { - code += "\t\tvec4 _tex_read = textureLod( SCREEN_TEXTURE , UV.xy , " + p_input_vars[1] + ");\n"; + code += "\t\tvec4 _tex_read = textureLod(SCREEN_TEXTURE, UV.xy, " + p_input_vars[1] + ");\n"; } } else if (p_input_vars[1] == String()) { //no lod - code += "\t\tvec4 _tex_read = textureLod( SCREEN_TEXTURE , " + p_input_vars[0] + ".xy , 0.0 );\n"; + code += "\t\tvec4 _tex_read = textureLod(SCREEN_TEXTURE, " + p_input_vars[0] + ".xy, 0.0);\n"; } else { - code += "\t\tvec4 _tex_read = textureLod( SCREEN_TEXTURE , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n"; + code += "\t\tvec4 _tex_read = textureLod(SCREEN_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n"; } code += "\t\t" + p_output_vars[0] + " = _tex_read.rgb;\n"; @@ -531,16 +531,16 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader: if (p_input_vars[0] == String()) { // Use UV by default. if (p_input_vars[1] == String()) { - code += "\t\tvec4 _tex_read = texture( TEXTURE , UV.xy );\n"; + code += "\t\tvec4 _tex_read = texture(TEXTURE , UV.xy);\n"; } else { - code += "\t\tvec4 _tex_read = textureLod( TEXTURE , UV.xy , " + p_input_vars[1] + " );\n"; + code += "\t\tvec4 _tex_read = textureLod(TEXTURE, UV.xy, " + p_input_vars[1] + ");\n"; } } else if (p_input_vars[1] == String()) { //no lod - code += "\t\tvec4 _tex_read = texture( TEXTURE , " + p_input_vars[0] + ".xy );\n"; + code += "\t\tvec4 _tex_read = texture(TEXTURE, " + p_input_vars[0] + ".xy);\n"; } else { - code += "\t\tvec4 _tex_read = textureLod( TEXTURE , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n"; + code += "\t\tvec4 _tex_read = textureLod(TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n"; } code += "\t\t" + p_output_vars[0] + " = _tex_read.rgb;\n"; @@ -555,16 +555,16 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader: if (p_input_vars[0] == String()) { // Use UV by default. if (p_input_vars[1] == String()) { - code += "\t\tvec4 _tex_read = texture( NORMAL_TEXTURE , UV.xy );\n"; + code += "\t\tvec4 _tex_read = texture(NORMAL_TEXTURE, UV.xy);\n"; } else { - code += "\t\tvec4 _tex_read = textureLod( NORMAL_TEXTURE , UV.xy , " + p_input_vars[1] + " );\n"; + code += "\t\tvec4 _tex_read = textureLod(NORMAL_TEXTURE, UV.xy, " + p_input_vars[1] + ");\n"; } } else if (p_input_vars[1] == String()) { //no lod - code += "\t\tvec4 _tex_read = texture( NORMAL_TEXTURE , " + p_input_vars[0] + ".xy );\n"; + code += "\t\tvec4 _tex_read = texture(NORMAL_TEXTURE, " + p_input_vars[0] + ".xy);\n"; } else { - code += "\t\tvec4 _tex_read = textureLod( NORMAL_TEXTURE , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n"; + code += "\t\tvec4 _tex_read = textureLod(NORMAL_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n"; } code += "\t\t" + p_output_vars[0] + " = _tex_read.rgb;\n"; @@ -589,16 +589,16 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader: if (p_input_vars[0] == String()) { // Use UV by default. if (p_input_vars[1] == String()) { - code += "\t\tfloat _depth = texture( DEPTH_TEXTURE , UV.xy ).r;\n"; + code += "\t\tfloat _depth = texture(DEPTH_TEXTURE, UV.xy).r;\n"; } else { - code += "\t\tfloat _depth = textureLod( DEPTH_TEXTURE , UV.xy , " + p_input_vars[1] + " ).r;\n"; + code += "\t\tfloat _depth = textureLod(DEPTH_TEXTURE, UV.xy, " + p_input_vars[1] + ").r;\n"; } } else if (p_input_vars[1] == String()) { //no lod - code += "\t\tfloat _depth = texture( DEPTH_TEXTURE , " + p_input_vars[0] + ".xy ).r;\n"; + code += "\t\tfloat _depth = texture(DEPTH_TEXTURE, " + p_input_vars[0] + ".xy).r;\n"; } else { - code += "\t\tfloat _depth = textureLod( DEPTH_TEXTURE , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " ).r;\n"; + code += "\t\tfloat _depth = textureLod(DEPTH_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ").r;\n"; } code += "\t\t" + p_output_vars[0] + " = _depth;\n"; @@ -621,6 +621,26 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader: void VisualShaderNodeTexture::set_source(Source p_source) { source = p_source; + switch (source) { + case SOURCE_TEXTURE: + simple_decl = true; + break; + case SOURCE_SCREEN: + simple_decl = false; + break; + case SOURCE_2D_TEXTURE: + simple_decl = false; + break; + case SOURCE_2D_NORMAL: + simple_decl = false; + break; + case SOURCE_DEPTH: + simple_decl = false; + break; + case SOURCE_PORT: + simple_decl = false; + break; + } emit_changed(); emit_signal("editor_refresh_request"); } @@ -822,16 +842,16 @@ String VisualShaderNodeCubeMap::generate_code(Shader::Mode p_mode, VisualShader: if (p_input_vars[0] == String()) { // Use UV by default. if (p_input_vars[1] == String()) { - code += "\t\tvec4 " + id + "_read = texture( " + id + " , vec3( UV, 0.0 ) );\n"; + code += "\t\tvec4 " + id + "_read = texture(" + id + " , vec3(UV, 0.0));\n"; } else { - code += "\t\tvec4 " + id + "_read = textureLod( " + id + " , vec3( UV, 0.0 )" + " , " + p_input_vars[1] + " );\n"; + code += "\t\tvec4 " + id + "_read = textureLod(" + id + " , vec3(UV, 0.0)" + " , " + p_input_vars[1] + " );\n"; } } else if (p_input_vars[1] == String()) { //no lod - code += "\t\tvec4 " + id + "_read = texture( " + id + " , " + p_input_vars[0] + " );\n"; + code += "\t\tvec4 " + id + "_read = texture(" + id + ", " + p_input_vars[0] + ");\n"; } else { - code += "\t\tvec4 " + id + "_read = textureLod( " + id + " , " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; + code += "\t\tvec4 " + id + "_read = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; } code += "\t\t" + p_output_vars[0] + " = " + id + "_read.rgb;\n"; code += "\t\t" + p_output_vars[1] + " = " + id + "_read.a;\n"; @@ -913,6 +933,7 @@ void VisualShaderNodeCubeMap::_bind_methods() { VisualShaderNodeCubeMap::VisualShaderNodeCubeMap() { texture_type = TYPE_DATA; source = SOURCE_TEXTURE; + simple_decl = false; } ////////////// Scalar Op @@ -954,12 +975,12 @@ String VisualShaderNodeScalarOp::generate_code(Shader::Mode p_mode, VisualShader case OP_SUB: code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n"; break; case OP_MUL: code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n"; break; case OP_DIV: code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n"; break; - case OP_MOD: code += "mod( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break; - case OP_POW: code += "pow( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break; - case OP_MAX: code += "max( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break; - case OP_MIN: code += "min( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break; - case OP_ATAN2: code += "atan( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break; - case OP_STEP: code += "step( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break; + case OP_MOD: code += "mod(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break; + case OP_POW: code += "pow(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break; + case OP_MAX: code += "max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break; + case OP_MIN: code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break; + case OP_ATAN2: code += "atan(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break; + case OP_STEP: code += "step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break; } return code; @@ -1046,14 +1067,14 @@ String VisualShaderNodeVectorOp::generate_code(Shader::Mode p_mode, VisualShader case OP_SUB: code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n"; break; case OP_MUL: code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n"; break; case OP_DIV: code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n"; break; - case OP_MOD: code += "mod( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break; - case OP_POW: code += "pow( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break; - case OP_MAX: code += "max( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break; - case OP_MIN: code += "min( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break; - case OP_CROSS: code += "cross( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break; - case OP_ATAN2: code += "atan( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break; - case OP_REFLECT: 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"; break; + case OP_MOD: code += "mod(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break; + case OP_POW: code += "pow(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break; + case OP_MAX: code += "max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break; + case OP_MIN: code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break; + case OP_CROSS: code += "cross(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break; + case OP_ATAN2: code += "atan(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break; + case OP_REFLECT: 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"; break; } return code; @@ -1140,27 +1161,27 @@ String VisualShaderNodeColorOp::generate_code(Shader::Mode p_mode, VisualShader: switch (op) { case OP_SCREEN: { - code += "\t" + p_output_vars[0] + "=vec3(1.0)-(vec3(1.0)-" + p_input_vars[0] + ")*(vec3(1.0)-" + p_input_vars[1] + ");\n"; + code += "\t" + p_output_vars[0] + " = vec3(1.0) - (vec3(1.0) - " + p_input_vars[0] + ") * (vec3(1.0) - " + p_input_vars[1] + ");\n"; } break; case OP_DIFFERENCE: { - code += "\t" + p_output_vars[0] + "=abs(" + p_input_vars[0] + "-" + p_input_vars[1] + ");\n"; + code += "\t" + p_output_vars[0] + " = abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ");\n"; } break; case OP_DARKEN: { - code += "\t" + p_output_vars[0] + "=min(" + p_input_vars[0] + "," + p_input_vars[1] + ");\n"; + code += "\t" + p_output_vars[0] + " = min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; } break; case OP_LIGHTEN: { - code += "\t" + p_output_vars[0] + "=max(" + p_input_vars[0] + "," + p_input_vars[1] + ");\n"; + code += "\t" + p_output_vars[0] + " = max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; } break; case OP_OVERLAY: { for (int i = 0; i < 3; i++) { code += "\t{\n"; - code += "\t\tfloat base=" + p_input_vars[0] + "." + axisn[i] + ";\n"; - code += "\t\tfloat blend=" + p_input_vars[1] + "." + axisn[i] + ";\n"; + code += "\t\tfloat base = " + p_input_vars[0] + "." + axisn[i] + ";\n"; + code += "\t\tfloat blend = " + p_input_vars[1] + "." + axisn[i] + ";\n"; code += "\t\tif (base < 0.5) {\n"; code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = 2.0 * base * blend;\n"; code += "\t\t} else {\n"; @@ -1172,23 +1193,23 @@ String VisualShaderNodeColorOp::generate_code(Shader::Mode p_mode, VisualShader: } break; case OP_DODGE: { - code += "\t" + p_output_vars[0] + "=(" + p_input_vars[0] + ")/(vec3(1.0)-" + p_input_vars[1] + ");\n"; + code += "\t" + p_output_vars[0] + " = (" + p_input_vars[0] + ") / (vec3(1.0) - " + p_input_vars[1] + ");\n"; } break; case OP_BURN: { - code += "\t" + p_output_vars[0] + "=vec3(1.0)-(vec3(1.0)-" + p_input_vars[0] + ")/(" + p_input_vars[1] + ");\n"; + code += "\t" + p_output_vars[0] + " = vec3(1.0) - (vec3(1.0) - " + p_input_vars[0] + ") / (" + p_input_vars[1] + ");\n"; } break; case OP_SOFT_LIGHT: { for (int i = 0; i < 3; i++) { code += "\t{\n"; - code += "\t\tfloat base=" + p_input_vars[0] + "." + axisn[i] + ";\n"; - code += "\t\tfloat blend=" + p_input_vars[1] + "." + axisn[i] + ";\n"; + code += "\t\tfloat base = " + p_input_vars[0] + "." + axisn[i] + ";\n"; + code += "\t\tfloat blend = " + p_input_vars[1] + "." + axisn[i] + ";\n"; code += "\t\tif (base < 0.5) {\n"; - code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (base * (blend+0.5));\n"; + code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (base * (blend + 0.5));\n"; code += "\t\t} else {\n"; - code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0-base) * (1.0-(blend-0.5)));\n"; + code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0 - base) * (1.0 - (blend - 0.5)));\n"; code += "\t\t}\n"; code += "\t}\n"; } @@ -1198,12 +1219,12 @@ String VisualShaderNodeColorOp::generate_code(Shader::Mode p_mode, VisualShader: for (int i = 0; i < 3; i++) { code += "\t{\n"; - code += "\t\tfloat base=" + p_input_vars[0] + "." + axisn[i] + ";\n"; - code += "\t\tfloat blend=" + p_input_vars[1] + "." + axisn[i] + ";\n"; + code += "\t\tfloat base = " + p_input_vars[0] + "." + axisn[i] + ";\n"; + code += "\t\tfloat blend = " + p_input_vars[1] + "." + axisn[i] + ";\n"; code += "\t\tif (base < 0.5) {\n"; - code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (base * (2.0*blend));\n"; + code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (base * (2.0 * blend));\n"; code += "\t\t} else {\n"; - code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0-base) * (1.0-2.0*(blend-0.5)));\n"; + code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0 - base) * (1.0 - 2.0 * (blend - 0.5)));\n"; code += "\t\t}\n"; code += "\t}\n"; } @@ -1217,6 +1238,35 @@ String VisualShaderNodeColorOp::generate_code(Shader::Mode p_mode, VisualShader: void VisualShaderNodeColorOp::set_operator(Operator p_op) { op = p_op; + switch (op) { + case OP_SCREEN: + simple_decl = true; + break; + case OP_DIFFERENCE: + simple_decl = true; + break; + case OP_DARKEN: + simple_decl = true; + break; + case OP_LIGHTEN: + simple_decl = true; + break; + case OP_OVERLAY: + simple_decl = false; + break; + case OP_DODGE: + simple_decl = true; + break; + case OP_BURN: + simple_decl = true; + break; + case OP_SOFT_LIGHT: + simple_decl = false; + break; + case OP_HARD_LIGHT: + simple_decl = false; + break; + } emit_changed(); } @@ -1292,9 +1342,9 @@ String VisualShaderNodeTransformMult::generate_code(Shader::Mode p_mode, VisualS } else if (op == OP_BxA) { return "\t" + p_output_vars[0] + " = " + p_input_vars[1] + " * " + p_input_vars[0] + ";\n"; } else if (op == OP_AxB_COMP) { - return "\t" + p_output_vars[0] + " = matrixCompMult( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; + return "\t" + p_output_vars[0] + " = matrixCompMult(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; } else { - return "\t" + p_output_vars[0] + " = matrixCompMult( " + p_input_vars[1] + " , " + p_input_vars[0] + " );\n"; + return "\t" + p_output_vars[0] + " = matrixCompMult(" + p_input_vars[1] + ", " + p_input_vars[0] + ");\n"; } } @@ -1366,13 +1416,13 @@ String VisualShaderNodeTransformVecMult::get_output_port_name(int p_port) const String VisualShaderNodeTransformVecMult::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 "\t" + p_output_vars[0] + " = ( " + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 1.0) ).xyz;\n"; + return "\t" + p_output_vars[0] + " = (" + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 1.0)).xyz;\n"; } else if (op == OP_BxA) { - return "\t" + p_output_vars[0] + " = ( vec4(" + p_input_vars[1] + ", 1.0) * " + p_input_vars[0] + " ).xyz;\n"; + return "\t" + p_output_vars[0] + " = (vec4(" + p_input_vars[1] + ", 1.0) * " + p_input_vars[0] + ").xyz;\n"; } else if (op == OP_3x3_AxB) { - return "\t" + p_output_vars[0] + " = ( " + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 0.0) ).xyz;\n"; + return "\t" + p_output_vars[0] + " = (" + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 0.0)).xyz;\n"; } else { - return "\t" + p_output_vars[0] + " = ( vec4(" + p_input_vars[1] + ", 0.0) * " + p_input_vars[0] + " ).xyz;\n"; + return "\t" + p_output_vars[0] + " = (vec4(" + p_input_vars[1] + ", 0.0) * " + p_input_vars[0] + ").xyz;\n"; } } @@ -1463,7 +1513,7 @@ String VisualShaderNodeScalarFunc::generate_code(Shader::Mode p_mode, VisualShad "round($)", "ceil($)", "fract($)", - "min(max($,0.0),1.0)", + "min(max($, 0.0), 1.0)", "-($)", "acosh($)", "asinh($)", @@ -1473,10 +1523,10 @@ String VisualShaderNodeScalarFunc::generate_code(Shader::Mode p_mode, VisualShad "inversesqrt($)", "log2($)", "radians($)", - "1.0/($)", + "1.0 / ($)", "roundEven($)", "trunc($)", - "1.0-$" + "1.0 - $" }; return "\t" + p_output_vars[0] + " = " + String(scalar_func_id[func]).replace("$", p_input_vars[0]) + ";\n"; @@ -1579,9 +1629,9 @@ String VisualShaderNodeVectorFunc::generate_code(Shader::Mode p_mode, VisualShad static const char *vec_func_id[FUNC_ONEMINUS + 1] = { "normalize($)", - "max(min($,vec3(1.0)),vec3(0.0))", + "max(min($, vec3(1.0)), vec3(0.0))", "-($)", - "1.0/($)", + "1.0 / ($)", "", "", "abs($)", @@ -1612,7 +1662,7 @@ String VisualShaderNodeVectorFunc::generate_code(Shader::Mode p_mode, VisualShad "tan($)", "tanh($)", "trunc($)", - "vec3(1.0, 1.0, 1.0)-$" + "vec3(1.0, 1.0, 1.0) - $" }; String code; @@ -1625,18 +1675,18 @@ String VisualShaderNodeVectorFunc::generate_code(Shader::Mode p_mode, VisualShad code += "\t\tvec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));\n"; code += "\t\tfloat d = q.x - min(q.w, q.y);\n"; code += "\t\tfloat e = 1.0e-10;\n"; - code += "\t\t" + p_output_vars[0] + "=vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);\n"; + code += "\t\t" + p_output_vars[0] + " = vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);\n"; code += "\t}\n"; } else if (func == FUNC_HSV2RGB) { code += "\t{\n"; code += "\t\tvec3 c = " + p_input_vars[0] + ";\n"; code += "\t\tvec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n"; code += "\t\tvec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n"; - code += "\t\t" + p_output_vars[0] + "=c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n"; + code += "\t\t" + p_output_vars[0] + " = c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n"; code += "\t}\n"; } else { - code += "\t" + p_output_vars[0] + "=" + String(vec_func_id[func]).replace("$", p_input_vars[0]) + ";\n"; + code += "\t" + p_output_vars[0] + " = " + String(vec_func_id[func]).replace("$", p_input_vars[0]) + ";\n"; } return code; @@ -1645,6 +1695,13 @@ String VisualShaderNodeVectorFunc::generate_code(Shader::Mode p_mode, VisualShad void VisualShaderNodeVectorFunc::set_function(Function p_func) { func = p_func; + if (func == FUNC_RGB2HSV) { + simple_decl = false; + } else if (func == FUNC_HSV2RGB) { + simple_decl = false; + } else { + simple_decl = true; + } emit_changed(); } @@ -1797,6 +1854,7 @@ void VisualShaderNodeColorFunc::_bind_methods() { VisualShaderNodeColorFunc::VisualShaderNodeColorFunc() { func = FUNC_GRAYSCALE; set_input_port_default_value(0, Vector3()); + simple_decl = false; } ////////////// Transform Func @@ -1837,7 +1895,7 @@ String VisualShaderNodeTransformFunc::generate_code(Shader::Mode p_mode, VisualS }; String code; - code += "\t" + p_output_vars[0] + "=" + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n"; + code += "\t" + p_output_vars[0] + " = " + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n"; return code; } @@ -1905,7 +1963,7 @@ String VisualShaderNodeDotProduct::get_output_port_name(int p_port) const { } String VisualShaderNodeDotProduct::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { - return "\t" + p_output_vars[0] + " = dot( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; + return "\t" + p_output_vars[0] + " = dot(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; } VisualShaderNodeDotProduct::VisualShaderNodeDotProduct() { @@ -1944,7 +2002,7 @@ String VisualShaderNodeVectorLen::get_output_port_name(int p_port) const { } String VisualShaderNodeVectorLen::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { - return "\t" + p_output_vars[0] + " = length( " + p_input_vars[0] + " );\n"; + return "\t" + p_output_vars[0] + " = length(" + p_input_vars[0] + ");\n"; } VisualShaderNodeVectorLen::VisualShaderNodeVectorLen() { @@ -1982,7 +2040,7 @@ String VisualShaderNodeDeterminant::get_output_port_name(int p_port) const { } String VisualShaderNodeDeterminant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { - return "\t" + p_output_vars[0] + " = determinant( " + p_input_vars[0] + " );\n"; + return "\t" + p_output_vars[0] + " = determinant(" + p_input_vars[0] + ");\n"; } VisualShaderNodeDeterminant::VisualShaderNodeDeterminant() { @@ -2028,7 +2086,7 @@ String VisualShaderNodeScalarDerivativeFunc::generate_code(Shader::Mode p_mode, }; String code; - code += "\t" + p_output_vars[0] + "=" + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n"; + code += "\t" + p_output_vars[0] + " = " + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n"; return code; } @@ -2105,7 +2163,7 @@ String VisualShaderNodeVectorDerivativeFunc::generate_code(Shader::Mode p_mode, }; String code; - code += "\t" + p_output_vars[0] + "=" + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n"; + code += "\t" + p_output_vars[0] + " = " + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n"; return code; } @@ -2180,7 +2238,7 @@ String VisualShaderNodeScalarClamp::get_output_port_name(int p_port) const { } String VisualShaderNodeScalarClamp::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] + " = clamp( " + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + " );\n"; + return "\t" + p_output_vars[0] + " = clamp(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n"; } VisualShaderNodeScalarClamp::VisualShaderNodeScalarClamp() { @@ -2226,7 +2284,7 @@ String VisualShaderNodeVectorClamp::get_output_port_name(int p_port) const { } String VisualShaderNodeVectorClamp::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] + " = clamp( " + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + " );\n"; + return "\t" + p_output_vars[0] + " = clamp(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n"; } VisualShaderNodeVectorClamp::VisualShaderNodeVectorClamp() { @@ -2275,7 +2333,7 @@ String VisualShaderNodeFaceForward::get_output_port_name(int p_port) const { } String VisualShaderNodeFaceForward::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] + " = faceforward( " + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + " );\n"; + return "\t" + p_output_vars[0] + " = faceforward(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n"; } VisualShaderNodeFaceForward::VisualShaderNodeFaceForward() { @@ -2322,7 +2380,7 @@ String VisualShaderNodeOuterProduct::get_output_port_name(int p_port) const { } String VisualShaderNodeOuterProduct::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] + " = outerProduct( vec4(" + p_input_vars[0] + ", 0.0), vec4(" + p_input_vars[1] + ", 0.0) );\n"; + return "\t" + p_output_vars[0] + " = outerProduct(vec4(" + p_input_vars[0] + ", 0.0), vec4(" + p_input_vars[1] + ", 0.0));\n"; } VisualShaderNodeOuterProduct::VisualShaderNodeOuterProduct() { @@ -2368,7 +2426,7 @@ String VisualShaderNodeVectorScalarStep::get_output_port_name(int p_port) const } String VisualShaderNodeVectorScalarStep::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] + " = step( " + p_input_vars[0] + ", " + p_input_vars[1] + " );\n"; + return "\t" + p_output_vars[0] + " = step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; } VisualShaderNodeVectorScalarStep::VisualShaderNodeVectorScalarStep() { @@ -2413,7 +2471,7 @@ String VisualShaderNodeScalarSmoothStep::get_output_port_name(int p_port) const } String VisualShaderNodeScalarSmoothStep::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] + " = smoothstep( " + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + " );\n"; + return "\t" + p_output_vars[0] + " = smoothstep(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n"; } VisualShaderNodeScalarSmoothStep::VisualShaderNodeScalarSmoothStep() { @@ -2459,7 +2517,7 @@ String VisualShaderNodeVectorSmoothStep::get_output_port_name(int p_port) const } String VisualShaderNodeVectorSmoothStep::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] + " = smoothstep( " + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + " );\n"; + return "\t" + p_output_vars[0] + " = smoothstep(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n"; } VisualShaderNodeVectorSmoothStep::VisualShaderNodeVectorSmoothStep() { @@ -2510,7 +2568,7 @@ String VisualShaderNodeVectorScalarSmoothStep::get_output_port_name(int p_port) } String VisualShaderNodeVectorScalarSmoothStep::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] + " = smoothstep( " + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + " );\n"; + return "\t" + p_output_vars[0] + " = smoothstep(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n"; } VisualShaderNodeVectorScalarSmoothStep::VisualShaderNodeVectorScalarSmoothStep() { @@ -2555,7 +2613,7 @@ String VisualShaderNodeVectorDistance::get_output_port_name(int p_port) const { } String VisualShaderNodeVectorDistance::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] + " = distance( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; + return "\t" + p_output_vars[0] + " = distance(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; } VisualShaderNodeVectorDistance::VisualShaderNodeVectorDistance() { @@ -2606,7 +2664,7 @@ String VisualShaderNodeVectorRefract::get_output_port_name(int p_port) const { } String VisualShaderNodeVectorRefract::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] + " = refract( " + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + " );\n"; + return "\t" + p_output_vars[0] + " = refract(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n"; } VisualShaderNodeVectorRefract::VisualShaderNodeVectorRefract() { @@ -2652,7 +2710,7 @@ String VisualShaderNodeScalarInterp::get_output_port_name(int p_port) const { } String VisualShaderNodeScalarInterp::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] + " = mix( " + p_input_vars[0] + " , " + p_input_vars[1] + " , " + p_input_vars[2] + " );\n"; + return "\t" + p_output_vars[0] + " = mix(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n"; } VisualShaderNodeScalarInterp::VisualShaderNodeScalarInterp() { @@ -2698,7 +2756,7 @@ String VisualShaderNodeVectorInterp::get_output_port_name(int p_port) const { } String VisualShaderNodeVectorInterp::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] + " = mix( " + p_input_vars[0] + " , " + p_input_vars[1] + " , " + p_input_vars[2] + " );\n"; + return "\t" + p_output_vars[0] + " = mix(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n"; } VisualShaderNodeVectorInterp::VisualShaderNodeVectorInterp() { @@ -2746,7 +2804,7 @@ String VisualShaderNodeVectorScalarMix::get_output_port_name(int p_port) const { } String VisualShaderNodeVectorScalarMix::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] + " = mix( " + p_input_vars[0] + " , " + p_input_vars[1] + " , " + p_input_vars[2] + " );\n"; + return "\t" + p_output_vars[0] + " = mix(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n"; } VisualShaderNodeVectorScalarMix::VisualShaderNodeVectorScalarMix() { @@ -2792,7 +2850,7 @@ String VisualShaderNodeVectorCompose::get_output_port_name(int p_port) const { } String VisualShaderNodeVectorCompose::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( " + p_input_vars[0] + " , " + p_input_vars[1] + " , " + p_input_vars[2] + " );\n"; + return "\t" + p_output_vars[0] + " = vec3(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n"; } VisualShaderNodeVectorCompose::VisualShaderNodeVectorCompose() { @@ -2841,7 +2899,7 @@ String VisualShaderNodeTransformCompose::get_output_port_name(int p_port) const } String VisualShaderNodeTransformCompose::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] + " = mat4( vec4(" + p_input_vars[0] + ", 0.0) , vec4(" + p_input_vars[1] + ", 0.0) , vec4(" + p_input_vars[2] + ",0.0), vec4(" + p_input_vars[3] + ",1.0) );\n"; + return "\t" + p_output_vars[0] + " = mat4(vec4(" + p_input_vars[0] + ", 0.0), vec4(" + p_input_vars[1] + ", 0.0), vec4(" + p_input_vars[2] + ", 0.0), vec4(" + p_input_vars[3] + ", 1.0));\n"; } VisualShaderNodeTransformCompose::VisualShaderNodeTransformCompose() { @@ -3237,15 +3295,15 @@ String VisualShaderNodeTextureUniform::generate_code(Shader::Mode p_mode, Visual String code = "\t{\n"; if (p_input_vars[0] == String()) { // Use UV by default. if (p_input_vars[1] == String()) { - code += "\t\tvec4 n_tex_read = texture( " + id + " , UV.xy );\n"; + code += "\t\tvec4 n_tex_read = texture(" + id + ", UV.xy);\n"; } else { - code += "\t\tvec4 n_tex_read = textureLod( " + id + " , UV.xy , " + p_input_vars[1] + " );\n"; + code += "\t\tvec4 n_tex_read = textureLod(" + id + ", UV.xy, " + p_input_vars[1] + ");\n"; } } else if (p_input_vars[1] == String()) { //no lod - code += "\t\tvec4 n_tex_read = texture( " + id + " , " + p_input_vars[0] + ".xy );\n"; + code += "\t\tvec4 n_tex_read = texture(" + id + ", " + p_input_vars[0] + ".xy);\n"; } else { - code += "\t\tvec4 n_tex_read = textureLod( " + id + " , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n"; + code += "\t\tvec4 n_tex_read = textureLod(" + id + ", " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n"; } code += "\t\t" + p_output_vars[0] + " = n_tex_read.rgb;\n"; @@ -3309,6 +3367,7 @@ String VisualShaderNodeTextureUniform::get_input_port_default_hint(int p_port) c VisualShaderNodeTextureUniform::VisualShaderNodeTextureUniform() { texture_type = TYPE_DATA; color_default = COLOR_DEFAULT_WHITE; + simple_decl = false; } ////////////// Texture Uniform (Triplanar) @@ -3549,6 +3608,7 @@ VisualShaderNodeIf::VisualShaderNodeIf() { set_input_port_default_value(3, Vector3(0.0, 0.0, 0.0)); set_input_port_default_value(4, Vector3(0.0, 0.0, 0.0)); set_input_port_default_value(5, Vector3(0.0, 0.0, 0.0)); + simple_decl = false; } ////////////// Switch @@ -3611,6 +3671,7 @@ VisualShaderNodeSwitch::VisualShaderNodeSwitch() { set_input_port_default_value(0, false); set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0)); set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0)); + simple_decl = false; } ////////////// Switch(scalar) @@ -3765,7 +3826,7 @@ String VisualShaderNodeIs::generate_code(Shader::Mode p_mode, VisualShader::Type }; String code; - code += "\t" + p_output_vars[0] + "=" + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n"; + code += "\t" + p_output_vars[0] + " = " + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n"; return code; } @@ -3900,31 +3961,31 @@ String VisualShaderNodeCompare::generate_code(Shader::Mode p_mode, VisualShader: switch (ctype) { case CTYPE_SCALAR: if (func == FUNC_EQUAL) { - code += "\t" + p_output_vars[0] + "=(abs(" + p_input_vars[0] + "-" + p_input_vars[1] + ")<" + p_input_vars[2] + ");"; + code += "\t" + p_output_vars[0] + " = (abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ");"; } else if (func == FUNC_NOT_EQUAL) { - code += "\t" + p_output_vars[0] + "=!(abs(" + p_input_vars[0] + "-" + p_input_vars[1] + ")<" + p_input_vars[2] + ");"; + code += "\t" + p_output_vars[0] + " = !(abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ");"; } else { - code += "\t" + p_output_vars[0] + "=" + (p_input_vars[0] + "$" + p_input_vars[1]).replace("$", ops[func]) + ";\n"; + code += "\t" + p_output_vars[0] + " = " + (p_input_vars[0] + "$" + p_input_vars[1]).replace("$", ops[func]) + ";\n"; } break; case CTYPE_VECTOR: code += "\t{\n"; - code += "\t\tbvec3 _bv=" + String(funcs[func]).replace("$", p_input_vars[0] + ", " + p_input_vars[1]) + ";\n"; - code += "\t\t" + p_output_vars[0] + "=" + String(conds[condition]).replace("$", "_bv") + ";\n"; + code += "\t\tbvec3 _bv = " + String(funcs[func]).replace("$", p_input_vars[0] + ", " + p_input_vars[1]) + ";\n"; + code += "\t\t" + p_output_vars[0] + " = " + String(conds[condition]).replace("$", "_bv") + ";\n"; code += "\t}\n"; break; case CTYPE_BOOLEAN: if (func > FUNC_NOT_EQUAL) - return "\t" + p_output_vars[0] + "=false;\n"; - code += "\t" + p_output_vars[0] + "=" + (p_input_vars[0] + "$" + p_input_vars[1]).replace("$", ops[func]) + ";\n"; + return "\t" + p_output_vars[0] + " = false;\n"; + code += "\t" + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", ops[func]) + ";\n"; break; case CTYPE_TRANSFORM: if (func > FUNC_NOT_EQUAL) - return "\t" + p_output_vars[0] + "=false;\n"; - code += "\t" + p_output_vars[0] + "=" + (p_input_vars[0] + "$" + p_input_vars[1]).replace("$", ops[func]) + ";\n"; + return "\t" + p_output_vars[0] + " = false;\n"; + code += "\t" + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", ops[func]) + ";\n"; break; default: @@ -3941,18 +4002,22 @@ void VisualShaderNodeCompare::set_comparison_type(ComparisonType p_type) { case CTYPE_SCALAR: set_input_port_default_value(0, 0.0); set_input_port_default_value(1, 0.0); + simple_decl = true; break; case CTYPE_VECTOR: 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)); + simple_decl = false; break; case CTYPE_BOOLEAN: set_input_port_default_value(0, false); set_input_port_default_value(1, false); + simple_decl = true; break; case CTYPE_TRANSFORM: set_input_port_default_value(0, Transform()); set_input_port_default_value(1, Transform()); + simple_decl = true; break; } emit_changed(); |