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-rw-r--r--doc/classes/VisualShaderNodeCubeMapUniform.xml2
-rw-r--r--scene/resources/visual_shader.cpp20
-rw-r--r--scene/resources/visual_shader.h12
-rw-r--r--scene/resources/visual_shader_nodes.cpp108
-rw-r--r--scene/resources/visual_shader_nodes.h9
5 files changed, 128 insertions, 23 deletions
diff --git a/doc/classes/VisualShaderNodeCubeMapUniform.xml b/doc/classes/VisualShaderNodeCubeMapUniform.xml
index ad34e7d30c..453af81009 100644
--- a/doc/classes/VisualShaderNodeCubeMapUniform.xml
+++ b/doc/classes/VisualShaderNodeCubeMapUniform.xml
@@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="VisualShaderNodeCubeMapUniform" inherits="VisualShaderNode" category="Core" version="3.2">
+<class name="VisualShaderNodeCubeMapUniform" inherits="VisualShaderNodeTextureUniform" category="Core" version="3.2">
<brief_description>
</brief_description>
<description>
diff --git a/scene/resources/visual_shader.cpp b/scene/resources/visual_shader.cpp
index 58bbf86241..9e540cb87b 100644
--- a/scene/resources/visual_shader.cpp
+++ b/scene/resources/visual_shader.cpp
@@ -1067,7 +1067,16 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
VisualShaderNodeUniform *uniform = (VisualShaderNodeUniform *)graph[type].nodes[from_node].node.ptr();
if (uniform) {
- inputs[i] = uniform->get_uniform_name();
+ inputs[i] = "";
+ switch (uniform->get_uniform_type()) {
+ case VisualShaderNodeUniform::UTYPE_CUBEMAP:
+ inputs[i] += "cube_";
+ break;
+ case VisualShaderNodeUniform::UTYPE_SAMPLER2D:
+ inputs[i] += "s2d_";
+ break;
+ }
+ inputs[i] += uniform->get_uniform_name();
} else {
inputs[i] = "";
}
@@ -1973,7 +1982,16 @@ void VisualShaderNodeUniform::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::STRING, "uniform_name"), "set_uniform_name", "get_uniform_name");
}
+int VisualShaderNodeUniform::get_uniform_type() const {
+ return (int)uniform_type;
+}
+
+void VisualShaderNodeUniform::set_uniform_type(int p_type) {
+ uniform_type = (UniformType)p_type;
+}
+
VisualShaderNodeUniform::VisualShaderNodeUniform() {
+ uniform_type = UTYPE_NONE;
}
////////////// GroupBase
diff --git a/scene/resources/visual_shader.h b/scene/resources/visual_shader.h
index 8b6b659836..016213c399 100644
--- a/scene/resources/visual_shader.h
+++ b/scene/resources/visual_shader.h
@@ -353,7 +353,16 @@ public:
class VisualShaderNodeUniform : public VisualShaderNode {
GDCLASS(VisualShaderNodeUniform, VisualShaderNode);
+public:
+ enum UniformType {
+ UTYPE_NONE,
+ UTYPE_CUBEMAP,
+ UTYPE_SAMPLER2D,
+ };
+
+private:
String uniform_name;
+ UniformType uniform_type;
protected:
static void _bind_methods();
@@ -362,6 +371,9 @@ public:
void set_uniform_name(const String &p_name);
String get_uniform_name() const;
+ int get_uniform_type() const;
+ void set_uniform_type(int p_type);
+
VisualShaderNodeUniform();
};
diff --git a/scene/resources/visual_shader_nodes.cpp b/scene/resources/visual_shader_nodes.cpp
index 2e58c512b8..bb42e8fb9f 100644
--- a/scene/resources/visual_shader_nodes.cpp
+++ b/scene/resources/visual_shader_nodes.cpp
@@ -468,19 +468,55 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader:
if (source == SOURCE_PORT) {
String id = p_input_vars[2];
+
+ VisualShaderNodeUniform::UniformType utype = VisualShaderNodeUniform::UTYPE_NONE;
+ if (id.begins_with("cube_")) {
+ utype = VisualShaderNodeUniform::UTYPE_CUBEMAP;
+ id = id.substr(5);
+ } else if (id.begins_with("s2d_")) {
+ utype = VisualShaderNodeUniform::UTYPE_SAMPLER2D;
+ id = id.substr(4);
+ }
+
String code;
if (id == String()) {
code += "\tvec4 " + id + "_tex_read = vec4(0.0);\n";
} else {
if (p_input_vars[0] == String()) { // Use UV by default.
-
- code += "\tvec4 " + id + "_tex_read = texture( " + id + " , UV.xy );\n";
-
+ switch (utype) {
+ case VisualShaderNodeUniform::UTYPE_CUBEMAP:
+ code += "\tvec4 " + id + "_tex_read = texture( " + id + " , vec3(UV, 0.0) );\n";
+ break;
+ case VisualShaderNodeUniform::UTYPE_SAMPLER2D:
+ code += "\tvec4 " + id + "_tex_read = texture( " + id + " , UV.xy );\n";
+ break;
+ default:
+ break;
+ }
} else if (p_input_vars[1] == String()) {
//no lod
- code += "\tvec4 " + id + "_tex_read = texture( " + id + " , " + p_input_vars[0] + ".xy );\n";
+
+ switch (utype) {
+ case VisualShaderNodeUniform::UTYPE_CUBEMAP:
+ code += "\tvec4 " + id + "_tex_read = texture( " + id + " , " + p_input_vars[0] + " );\n";
+ break;
+ case VisualShaderNodeUniform::UTYPE_SAMPLER2D:
+ code += "\tvec4 " + id + "_tex_read = texture( " + id + " , " + p_input_vars[0] + ".xy );\n";
+ break;
+ default:
+ break;
+ }
} else {
- code += "\tvec4 " + id + "_tex_read = textureLod( " + id + " , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n";
+ switch (utype) {
+ case VisualShaderNodeUniform::UTYPE_CUBEMAP:
+ code += "\tvec4 " + id + "_tex_read = textureLod( " + id + " , " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n";
+ break;
+ case VisualShaderNodeUniform::UTYPE_SAMPLER2D:
+ code += "\tvec4 " + id + "_tex_read = textureLod( " + id + " , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n";
+ break;
+ default:
+ break;
+ }
}
code += "\t" + p_output_vars[0] + " = " + id + "_tex_read.rgb;\n";
@@ -738,7 +774,7 @@ Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCubeMap::get_default_t
String VisualShaderNodeCubeMap::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
- String u = "uniform sampler2DCube " + make_unique_id(p_type, p_id, "cube");
+ String u = "uniform samplerCube " + make_unique_id(p_type, p_id, "cube");
switch (texture_type) {
case TYPE_DATA: break;
case TYPE_COLOR: u += " : hint_albedo"; break;
@@ -751,9 +787,9 @@ String VisualShaderNodeCubeMap::generate_code(Shader::Mode p_mode, VisualShader:
String id = make_unique_id(p_type, p_id, "cube");
String code;
- if (p_input_vars[0] == String()) { //none bound, do nothing
+ if (p_input_vars[0] == String()) { // Use UV by default.
- code += "\tvec4 " + id + "_read = vec4(0.0);\n";
+ code += "\tvec4 " + id + "_read = texture( " + id + " , vec3(UV, 0.0) );\n";
} else if (p_input_vars[1] == String()) {
//no lod
@@ -767,6 +803,13 @@ String VisualShaderNodeCubeMap::generate_code(Shader::Mode p_mode, VisualShader:
return code;
}
+String VisualShaderNodeCubeMap::get_input_port_default_hint(int p_port) const {
+ if (p_port == 0) {
+ return "vec3(UV, 0.0)";
+ }
+ return "";
+}
+
void VisualShaderNodeCubeMap::set_cube_map(Ref<CubeMap> p_value) {
cube_map = p_value;
@@ -3205,6 +3248,7 @@ String VisualShaderNodeTextureUniform::get_input_port_default_hint(int p_port) c
VisualShaderNodeTextureUniform::VisualShaderNodeTextureUniform() {
texture_type = TYPE_DATA;
color_default = COLOR_DEFAULT_WHITE;
+ set_uniform_type(VisualShaderNodeUniform::UTYPE_SAMPLER2D);
}
////////////// Texture Uniform (Triplanar)
@@ -3314,28 +3358,55 @@ String VisualShaderNodeCubeMapUniform::get_caption() const {
return "CubeMapUniform";
}
+int VisualShaderNodeCubeMapUniform::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeCubeMapUniform::PortType VisualShaderNodeCubeMapUniform::get_output_port_type(int p_port) const {
+ return PORT_TYPE_SAMPLER;
+}
+
+String VisualShaderNodeCubeMapUniform::get_output_port_name(int p_port) const {
+ return "sampler";
+}
+
int VisualShaderNodeCubeMapUniform::get_input_port_count() const {
- return 2;
+ return 0;
}
VisualShaderNodeCubeMapUniform::PortType VisualShaderNodeCubeMapUniform::get_input_port_type(int p_port) const {
- return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
+ return PORT_TYPE_SCALAR;
}
String VisualShaderNodeCubeMapUniform::get_input_port_name(int p_port) const {
- return p_port == 0 ? "normal" : "lod";
+ return "";
}
-int VisualShaderNodeCubeMapUniform::get_output_port_count() const {
- return 2;
+String VisualShaderNodeCubeMapUniform::get_input_port_default_hint(int p_port) const {
+ return "";
}
-VisualShaderNodeCubeMapUniform::PortType VisualShaderNodeCubeMapUniform::get_output_port_type(int p_port) const {
- return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
-}
+String VisualShaderNodeCubeMapUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
+ String code = "uniform samplerCube " + get_uniform_name();
-String VisualShaderNodeCubeMapUniform::get_output_port_name(int p_port) const {
- return p_port == 0 ? "rgb" : "alpha";
+ switch (texture_type) {
+ case TYPE_DATA:
+ if (color_default == COLOR_DEFAULT_BLACK)
+ code += " : hint_black;\n";
+ else
+ code += ";\n";
+ break;
+ case TYPE_COLOR:
+ if (color_default == COLOR_DEFAULT_BLACK)
+ code += " : hint_black_albedo;\n";
+ else
+ code += " : hint_albedo;\n";
+ break;
+ case TYPE_NORMALMAP: code += " : hint_normal;\n"; break;
+ case TYPE_ANISO: code += " : hint_aniso;\n"; break;
+ }
+
+ return code;
}
String VisualShaderNodeCubeMapUniform::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 {
@@ -3343,6 +3414,7 @@ String VisualShaderNodeCubeMapUniform::generate_code(Shader::Mode p_mode, Visual
}
VisualShaderNodeCubeMapUniform::VisualShaderNodeCubeMapUniform() {
+ set_uniform_type(VisualShaderNodeUniform::UTYPE_CUBEMAP);
}
////////////// If
diff --git a/scene/resources/visual_shader_nodes.h b/scene/resources/visual_shader_nodes.h
index d5ee990191..350e73408c 100644
--- a/scene/resources/visual_shader_nodes.h
+++ b/scene/resources/visual_shader_nodes.h
@@ -277,6 +277,7 @@ public:
virtual int get_input_port_count() const;
virtual PortType get_input_port_type(int p_port) const;
virtual String get_input_port_name(int p_port) const;
+ virtual String get_input_port_default_hint(int p_port) const;
virtual int get_output_port_count() const;
virtual PortType get_output_port_type(int p_port) const;
@@ -1412,7 +1413,7 @@ public:
COLOR_DEFAULT_BLACK
};
-private:
+protected:
TextureType texture_type;
ColorDefault color_default;
@@ -1471,8 +1472,8 @@ public:
///////////////////////////////////////
-class VisualShaderNodeCubeMapUniform : public VisualShaderNode {
- GDCLASS(VisualShaderNodeCubeMapUniform, VisualShaderNode);
+class VisualShaderNodeCubeMapUniform : public VisualShaderNodeTextureUniform {
+ GDCLASS(VisualShaderNodeCubeMapUniform, VisualShaderNodeTextureUniform);
public:
virtual String get_caption() const;
@@ -1485,6 +1486,8 @@ public:
virtual PortType get_output_port_type(int p_port) const;
virtual String get_output_port_name(int p_port) const;
+ virtual String get_input_port_default_hint(int p_port) const;
+ virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const;
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; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
VisualShaderNodeCubeMapUniform();