diff options
-rw-r--r-- | core/os/time.cpp | 25 | ||||
-rw-r--r-- | core/os/time.h | 2 | ||||
-rw-r--r-- | doc/classes/Vector3.xml | 2 | ||||
-rw-r--r-- | doc/classes/Vector3i.xml | 2 | ||||
-rw-r--r-- | drivers/gles3/storage/material_storage.cpp | 117 | ||||
-rw-r--r-- | editor/editor_themes.cpp | 1 | ||||
-rw-r--r-- | editor/plugins/visual_shader_editor_plugin.cpp | 123 | ||||
-rw-r--r-- | modules/visual_script/editor/visual_script_editor.cpp | 40 | ||||
-rw-r--r-- | modules/visual_script/editor/visual_script_editor.h | 1 | ||||
-rw-r--r-- | modules/visual_script/editor/visual_script_property_selector.cpp | 65 | ||||
-rw-r--r-- | modules/visual_script/editor/visual_script_property_selector.h | 10 | ||||
-rw-r--r-- | platform/android/java_godot_lib_jni.cpp | 2 | ||||
-rw-r--r-- | platform/android/os_android.cpp | 3 | ||||
-rw-r--r-- | scene/animation/animation_tree.cpp | 6 | ||||
-rw-r--r-- | scene/resources/particles_material.cpp | 28 | ||||
-rw-r--r-- | scene/resources/visual_shader.cpp | 200 | ||||
-rw-r--r-- | scene/resources/visual_shader.h | 1 | ||||
-rw-r--r-- | scene/resources/visual_shader_nodes.cpp | 386 | ||||
-rw-r--r-- | scene/resources/visual_shader_nodes.h | 30 |
19 files changed, 431 insertions, 613 deletions
diff --git a/core/os/time.cpp b/core/os/time.cpp index 2c6b142140..f10a2ec186 100644 --- a/core/os/time.cpp +++ b/core/os/time.cpp @@ -97,12 +97,17 @@ VARIANT_ENUM_CAST(Time::Weekday); #define VALIDATE_YMDHMS(ret) \ ERR_FAIL_COND_V_MSG(month == 0, ret, "Invalid month value of: " + itos(month) + ", months are 1-indexed and cannot be 0. See the Time.Month enum for valid values."); \ + ERR_FAIL_COND_V_MSG(month < 0, ret, "Invalid month value of: " + itos(month) + "."); \ ERR_FAIL_COND_V_MSG(month > 12, ret, "Invalid month value of: " + itos(month) + ". See the Time.Month enum for valid values."); \ ERR_FAIL_COND_V_MSG(hour > 23, ret, "Invalid hour value of: " + itos(hour) + "."); \ + ERR_FAIL_COND_V_MSG(hour < 0, ret, "Invalid hour value of: " + itos(hour) + "."); \ ERR_FAIL_COND_V_MSG(minute > 59, ret, "Invalid minute value of: " + itos(minute) + "."); \ + ERR_FAIL_COND_V_MSG(minute < 0, ret, "Invalid minute value of: " + itos(minute) + "."); \ ERR_FAIL_COND_V_MSG(second > 59, ret, "Invalid second value of: " + itos(second) + " (leap seconds are not supported)."); \ + ERR_FAIL_COND_V_MSG(second < 0, ret, "Invalid second value of: " + itos(second) + "."); \ + ERR_FAIL_COND_V_MSG(day == 0, ret, "Invalid day value of: " + itos(day) + ", days are 1-indexed and cannot be 0."); \ + ERR_FAIL_COND_V_MSG(day < 0, ret, "Invalid day value of: " + itos(day) + "."); \ /* Do this check after month is tested as valid. */ \ - ERR_FAIL_COND_V_MSG(day == 0, ret, "Invalid day value of: " + itos(month) + ", days are 1-indexed and cannot be 0."); \ uint8_t days_in_this_month = MONTH_DAYS_TABLE[IS_LEAP_YEAR(year)][month - 1]; \ ERR_FAIL_COND_V_MSG(day > days_in_this_month, ret, "Invalid day value of: " + itos(day) + " which is larger than the maximum for this month, " + itos(days_in_this_month) + "."); @@ -127,10 +132,10 @@ VARIANT_ENUM_CAST(Time::Weekday); #define PARSE_ISO8601_STRING(ret) \ int64_t year = UNIX_EPOCH_YEAR_AD; \ Month month = MONTH_JANUARY; \ - uint8_t day = 1; \ - uint8_t hour = 0; \ - uint8_t minute = 0; \ - uint8_t second = 0; \ + int day = 1; \ + int hour = 0; \ + int minute = 0; \ + int second = 0; \ { \ bool has_date = false, has_time = false; \ String date, time; \ @@ -178,11 +183,11 @@ VARIANT_ENUM_CAST(Time::Weekday); /* Get all time values from the dictionary. If it doesn't exist, set the */ \ /* values to the default values for Unix epoch (1970-01-01 00:00:00). */ \ int64_t year = p_datetime.has(YEAR_KEY) ? int64_t(p_datetime[YEAR_KEY]) : UNIX_EPOCH_YEAR_AD; \ - Month month = Month((p_datetime.has(MONTH_KEY)) ? uint8_t(p_datetime[MONTH_KEY]) : 1); \ - uint8_t day = p_datetime.has(DAY_KEY) ? uint8_t(p_datetime[DAY_KEY]) : 1; \ - uint8_t hour = p_datetime.has(HOUR_KEY) ? uint8_t(p_datetime[HOUR_KEY]) : 0; \ - uint8_t minute = p_datetime.has(MINUTE_KEY) ? uint8_t(p_datetime[MINUTE_KEY]) : 0; \ - uint8_t second = p_datetime.has(SECOND_KEY) ? uint8_t(p_datetime[SECOND_KEY]) : 0; + Month month = Month((p_datetime.has(MONTH_KEY)) ? int(p_datetime[MONTH_KEY]) : 1); \ + int day = p_datetime.has(DAY_KEY) ? int(p_datetime[DAY_KEY]) : 1; \ + int hour = p_datetime.has(HOUR_KEY) ? int(p_datetime[HOUR_KEY]) : 0; \ + int minute = p_datetime.has(MINUTE_KEY) ? int(p_datetime[MINUTE_KEY]) : 0; \ + int second = p_datetime.has(SECOND_KEY) ? int(p_datetime[SECOND_KEY]) : 0; Time *Time::singleton = nullptr; diff --git a/core/os/time.h b/core/os/time.h index 0021c0ac6f..c4d10006fc 100644 --- a/core/os/time.h +++ b/core/os/time.h @@ -51,7 +51,7 @@ class Time : public Object { public: static Time *get_singleton(); - enum Month : uint8_t { + enum Month { /// Start at 1 to follow Windows SYSTEMTIME structure /// https://msdn.microsoft.com/en-us/library/windows/desktop/ms724950(v=vs.85).aspx MONTH_JANUARY = 1, diff --git a/doc/classes/Vector3.xml b/doc/classes/Vector3.xml index 1653b66003..18204943fd 100644 --- a/doc/classes/Vector3.xml +++ b/doc/classes/Vector3.xml @@ -4,7 +4,7 @@ Vector used for 3D math using floating point coordinates. </brief_description> <description> - 3-element structure that can be used to represent positions in 3D space or any other pair of numeric values. + 3-element structure that can be used to represent positions in 3D space or any other triplet of numeric values. It uses floating-point coordinates. See [Vector3i] for its integer counterpart. [b]Note:[/b] In a boolean context, a Vector3 will evaluate to [code]false[/code] if it's equal to [code]Vector3(0, 0, 0)[/code]. Otherwise, a Vector3 will always evaluate to [code]true[/code]. </description> diff --git a/doc/classes/Vector3i.xml b/doc/classes/Vector3i.xml index 4c7f3badc5..a4c91a9299 100644 --- a/doc/classes/Vector3i.xml +++ b/doc/classes/Vector3i.xml @@ -4,7 +4,7 @@ Vector used for 3D math using integer coordinates. </brief_description> <description> - 3-element structure that can be used to represent positions in 3D space or any other pair of numeric values. + 3-element structure that can be used to represent positions in 3D space or any other triplet of numeric values. It uses integer coordinates and is therefore preferable to [Vector3] when exact precision is required. [b]Note:[/b] In a boolean context, a Vector3i will evaluate to [code]false[/code] if it's equal to [code]Vector3i(0, 0, 0)[/code]. Otherwise, a Vector3i will always evaluate to [code]true[/code]. </description> diff --git a/drivers/gles3/storage/material_storage.cpp b/drivers/gles3/storage/material_storage.cpp index abfbde6e86..0a2922fbd6 100644 --- a/drivers/gles3/storage/material_storage.cpp +++ b/drivers/gles3/storage/material_storage.cpp @@ -105,7 +105,7 @@ void MaterialStorage::global_variables_instance_update(RID p_instance, int p_ind /* SHADER API */ -void MaterialStorage::_shader_make_dirty(Shader *p_shader) { +void MaterialStorage::_shader_make_dirty(GLES3::Shader *p_shader) { if (p_shader->dirty_list.in_list()) { return; } @@ -114,7 +114,7 @@ void MaterialStorage::_shader_make_dirty(Shader *p_shader) { } RID MaterialStorage::shader_allocate() { - Shader *shader = memnew(Shader); + GLES3::Shader *shader = memnew(GLES3::Shader); shader->mode = RS::SHADER_CANVAS_ITEM; //shader->shader = &scene->state.scene_shader; RID rid = shader_owner.make_rid(shader); @@ -129,7 +129,7 @@ void MaterialStorage::shader_initialize(RID p_rid) { } //RID MaterialStorage::shader_create() { -// Shader *shader = memnew(Shader); +// GLES3::Shader *shader = memnew(GLES3::Shader); // shader->mode = RS::SHADER_SPATIAL; // shader->shader = &scene->state.scene_shader; // RID rid = shader_owner.make_rid(shader); @@ -140,7 +140,7 @@ void MaterialStorage::shader_initialize(RID p_rid) { //} void MaterialStorage::shader_free(RID p_rid) { - Shader *shader = shader_owner.get_or_null(p_rid); + GLES3::Shader *shader = shader_owner.get_or_null(p_rid); if (shader->shader && shader->version.is_valid()) { shader->shader->version_free(shader->version); @@ -151,7 +151,7 @@ void MaterialStorage::shader_free(RID p_rid) { } while (shader->materials.first()) { - Material *m = shader->materials.first()->self(); + GLES3::Material *m = shader->materials.first()->self(); m->shader = nullptr; _material_make_dirty(m); @@ -164,7 +164,7 @@ void MaterialStorage::shader_free(RID p_rid) { } void MaterialStorage::shader_set_code(RID p_shader, const String &p_code) { - Shader *shader = shader_owner.get_or_null(p_shader); + GLES3::Shader *shader = shader_owner.get_or_null(p_shader); ERR_FAIL_COND(!shader); shader->code = p_code; @@ -211,14 +211,14 @@ void MaterialStorage::shader_set_code(RID p_shader, const String &p_code) { } String MaterialStorage::shader_get_code(RID p_shader) const { - const Shader *shader = shader_owner.get_or_null(p_shader); + const GLES3::Shader *shader = shader_owner.get_or_null(p_shader); ERR_FAIL_COND_V(!shader, ""); return shader->code; } void MaterialStorage::shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const { - Shader *shader = shader_owner.get_or_null(p_shader); + GLES3::Shader *shader = shader_owner.get_or_null(p_shader); ERR_FAIL_COND(!shader); if (shader->dirty_list.in_list()) { @@ -359,7 +359,7 @@ void MaterialStorage::shader_get_param_list(RID p_shader, List<PropertyInfo> *p_ } void MaterialStorage::shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture, int p_index) { - Shader *shader = shader_owner.get_or_null(p_shader); + GLES3::Shader *shader = shader_owner.get_or_null(p_shader); ERR_FAIL_COND(!shader); ERR_FAIL_COND(p_texture.is_valid() && !TextureStorage::get_singleton()->owns_texture(p_texture)); @@ -382,7 +382,7 @@ void MaterialStorage::shader_set_default_texture_param(RID p_shader, const Strin } RID MaterialStorage::shader_get_default_texture_param(RID p_shader, const StringName &p_name, int p_index) const { - const Shader *shader = shader_owner.get_or_null(p_shader); + const GLES3::Shader *shader = shader_owner.get_or_null(p_shader); ERR_FAIL_COND_V(!shader, RID()); if (shader->default_textures.has(p_name) && shader->default_textures[p_name].has(p_index)) { @@ -392,7 +392,7 @@ RID MaterialStorage::shader_get_default_texture_param(RID p_shader, const String return RID(); } -void MaterialStorage::_update_shader(Shader *p_shader) const { +void MaterialStorage::_update_shader(GLES3::Shader *p_shader) const { _shader_dirty_list.remove(&p_shader->dirty_list); p_shader->valid = false; @@ -408,8 +408,8 @@ void MaterialStorage::_update_shader(Shader *p_shader) const { switch (p_shader->mode) { case RS::SHADER_CANVAS_ITEM: { - p_shader->canvas_item.light_mode = Shader::CanvasItem::LIGHT_MODE_NORMAL; - p_shader->canvas_item.blend_mode = Shader::CanvasItem::BLEND_MODE_MIX; + p_shader->canvas_item.light_mode = GLES3::Shader::CanvasItem::LIGHT_MODE_NORMAL; + p_shader->canvas_item.blend_mode = GLES3::Shader::CanvasItem::BLEND_MODE_MIX; p_shader->canvas_item.uses_screen_texture = false; p_shader->canvas_item.uses_screen_uv = false; @@ -423,14 +423,14 @@ void MaterialStorage::_update_shader(Shader *p_shader) const { p_shader->canvas_item.uses_projection_matrix = false; p_shader->canvas_item.uses_instance_custom = false; - shaders.actions_canvas.render_mode_values["blend_add"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_ADD); - shaders.actions_canvas.render_mode_values["blend_mix"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_MIX); - shaders.actions_canvas.render_mode_values["blend_sub"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_SUB); - shaders.actions_canvas.render_mode_values["blend_mul"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_MUL); - shaders.actions_canvas.render_mode_values["blend_premul_alpha"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, Shader::CanvasItem::BLEND_MODE_PMALPHA); + shaders.actions_canvas.render_mode_values["blend_add"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, GLES3::Shader::CanvasItem::BLEND_MODE_ADD); + shaders.actions_canvas.render_mode_values["blend_mix"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, GLES3::Shader::CanvasItem::BLEND_MODE_MIX); + shaders.actions_canvas.render_mode_values["blend_sub"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, GLES3::Shader::CanvasItem::BLEND_MODE_SUB); + shaders.actions_canvas.render_mode_values["blend_mul"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, GLES3::Shader::CanvasItem::BLEND_MODE_MUL); + shaders.actions_canvas.render_mode_values["blend_premul_alpha"] = Pair<int *, int>(&p_shader->canvas_item.blend_mode, GLES3::Shader::CanvasItem::BLEND_MODE_PMALPHA); - shaders.actions_canvas.render_mode_values["unshaded"] = Pair<int *, int>(&p_shader->canvas_item.light_mode, Shader::CanvasItem::LIGHT_MODE_UNSHADED); - shaders.actions_canvas.render_mode_values["light_only"] = Pair<int *, int>(&p_shader->canvas_item.light_mode, Shader::CanvasItem::LIGHT_MODE_LIGHT_ONLY); + shaders.actions_canvas.render_mode_values["unshaded"] = Pair<int *, int>(&p_shader->canvas_item.light_mode, GLES3::Shader::CanvasItem::LIGHT_MODE_UNSHADED); + shaders.actions_canvas.render_mode_values["light_only"] = Pair<int *, int>(&p_shader->canvas_item.light_mode, GLES3::Shader::CanvasItem::LIGHT_MODE_LIGHT_ONLY); shaders.actions_canvas.usage_flag_pointers["SCREEN_UV"] = &p_shader->canvas_item.uses_screen_uv; shaders.actions_canvas.usage_flag_pointers["SCREEN_PIXEL_SIZE"] = &p_shader->canvas_item.uses_screen_uv; @@ -453,9 +453,9 @@ void MaterialStorage::_update_shader(Shader *p_shader) const { case RS::SHADER_SPATIAL: { // TODO remove once 3D is added back return; - p_shader->spatial.blend_mode = Shader::Spatial::BLEND_MODE_MIX; - p_shader->spatial.depth_draw_mode = Shader::Spatial::DEPTH_DRAW_OPAQUE; - p_shader->spatial.cull_mode = Shader::Spatial::CULL_MODE_BACK; + p_shader->spatial.blend_mode = GLES3::Shader::Spatial::BLEND_MODE_MIX; + p_shader->spatial.depth_draw_mode = GLES3::Shader::Spatial::DEPTH_DRAW_OPAQUE; + p_shader->spatial.cull_mode = GLES3::Shader::Spatial::CULL_MODE_BACK; p_shader->spatial.uses_alpha = false; p_shader->spatial.uses_alpha_scissor = false; p_shader->spatial.uses_discard = false; @@ -472,19 +472,19 @@ void MaterialStorage::_update_shader(Shader *p_shader) const { p_shader->spatial.writes_modelview_or_projection = false; p_shader->spatial.uses_world_coordinates = false; - shaders.actions_scene.render_mode_values["blend_add"] = Pair<int *, int>(&p_shader->spatial.blend_mode, Shader::Spatial::BLEND_MODE_ADD); - shaders.actions_scene.render_mode_values["blend_mix"] = Pair<int *, int>(&p_shader->spatial.blend_mode, Shader::Spatial::BLEND_MODE_MIX); - shaders.actions_scene.render_mode_values["blend_sub"] = Pair<int *, int>(&p_shader->spatial.blend_mode, Shader::Spatial::BLEND_MODE_SUB); - shaders.actions_scene.render_mode_values["blend_mul"] = Pair<int *, int>(&p_shader->spatial.blend_mode, Shader::Spatial::BLEND_MODE_MUL); + shaders.actions_scene.render_mode_values["blend_add"] = Pair<int *, int>(&p_shader->spatial.blend_mode, GLES3::Shader::Spatial::BLEND_MODE_ADD); + shaders.actions_scene.render_mode_values["blend_mix"] = Pair<int *, int>(&p_shader->spatial.blend_mode, GLES3::Shader::Spatial::BLEND_MODE_MIX); + shaders.actions_scene.render_mode_values["blend_sub"] = Pair<int *, int>(&p_shader->spatial.blend_mode, GLES3::Shader::Spatial::BLEND_MODE_SUB); + shaders.actions_scene.render_mode_values["blend_mul"] = Pair<int *, int>(&p_shader->spatial.blend_mode, GLES3::Shader::Spatial::BLEND_MODE_MUL); - shaders.actions_scene.render_mode_values["depth_draw_opaque"] = Pair<int *, int>(&p_shader->spatial.depth_draw_mode, Shader::Spatial::DEPTH_DRAW_OPAQUE); - shaders.actions_scene.render_mode_values["depth_draw_always"] = Pair<int *, int>(&p_shader->spatial.depth_draw_mode, Shader::Spatial::DEPTH_DRAW_ALWAYS); - shaders.actions_scene.render_mode_values["depth_draw_never"] = Pair<int *, int>(&p_shader->spatial.depth_draw_mode, Shader::Spatial::DEPTH_DRAW_NEVER); - shaders.actions_scene.render_mode_values["depth_draw_alpha_prepass"] = Pair<int *, int>(&p_shader->spatial.depth_draw_mode, Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS); + shaders.actions_scene.render_mode_values["depth_draw_opaque"] = Pair<int *, int>(&p_shader->spatial.depth_draw_mode, GLES3::Shader::Spatial::DEPTH_DRAW_OPAQUE); + shaders.actions_scene.render_mode_values["depth_draw_always"] = Pair<int *, int>(&p_shader->spatial.depth_draw_mode, GLES3::Shader::Spatial::DEPTH_DRAW_ALWAYS); + shaders.actions_scene.render_mode_values["depth_draw_never"] = Pair<int *, int>(&p_shader->spatial.depth_draw_mode, GLES3::Shader::Spatial::DEPTH_DRAW_NEVER); + shaders.actions_scene.render_mode_values["depth_draw_alpha_prepass"] = Pair<int *, int>(&p_shader->spatial.depth_draw_mode, GLES3::Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS); - shaders.actions_scene.render_mode_values["cull_front"] = Pair<int *, int>(&p_shader->spatial.cull_mode, Shader::Spatial::CULL_MODE_FRONT); - shaders.actions_scene.render_mode_values["cull_back"] = Pair<int *, int>(&p_shader->spatial.cull_mode, Shader::Spatial::CULL_MODE_BACK); - shaders.actions_scene.render_mode_values["cull_disabled"] = Pair<int *, int>(&p_shader->spatial.cull_mode, Shader::Spatial::CULL_MODE_DISABLED); + shaders.actions_scene.render_mode_values["cull_front"] = Pair<int *, int>(&p_shader->spatial.cull_mode, GLES3::Shader::Spatial::CULL_MODE_FRONT); + shaders.actions_scene.render_mode_values["cull_back"] = Pair<int *, int>(&p_shader->spatial.cull_mode, GLES3::Shader::Spatial::CULL_MODE_BACK); + shaders.actions_scene.render_mode_values["cull_disabled"] = Pair<int *, int>(&p_shader->spatial.cull_mode, GLES3::Shader::Spatial::CULL_MODE_DISABLED); shaders.actions_scene.render_mode_flags["unshaded"] = &p_shader->spatial.unshaded; shaders.actions_scene.render_mode_flags["depth_test_disable"] = &p_shader->spatial.no_depth_test; @@ -539,7 +539,7 @@ void MaterialStorage::_update_shader(Shader *p_shader) const { p_shader->uses_vertex_time = gen_code.uses_vertex_time; p_shader->uses_fragment_time = gen_code.uses_fragment_time; - for (SelfList<Material> *E = p_shader->materials.first(); E; E = E->next()) { + for (SelfList<GLES3::Material> *E = p_shader->materials.first(); E; E = E->next()) { _material_make_dirty(E->self()); } @@ -554,7 +554,7 @@ void MaterialStorage::update_dirty_shaders() { /* MATERIAL API */ -void MaterialStorage::_material_make_dirty(Material *p_material) const { +void MaterialStorage::_material_make_dirty(GLES3::Material *p_material) const { if (p_material->dirty_list.in_list()) { return; } @@ -562,7 +562,7 @@ void MaterialStorage::_material_make_dirty(Material *p_material) const { _material_dirty_list.add(&p_material->dirty_list); } -void MaterialStorage::_update_material(Material *p_material) { +void MaterialStorage::_update_material(GLES3::Material *p_material) { if (p_material->dirty_list.in_list()) { _material_dirty_list.remove(&p_material->dirty_list); } @@ -580,7 +580,8 @@ void MaterialStorage::_update_material(Material *p_material) { bool can_cast_shadow = false; bool is_animated = false; - if (p_material->shader->spatial.blend_mode == Shader::Spatial::BLEND_MODE_MIX && + if (p_material->shader->spatial.blend_mode == GLES3::Shader::Spatial::BLEND_MODE_MIX && + (!p_material->shader->spatial.uses_alpha || p_material->shader->spatial.depth_draw_mode == Shader::Spatial::DEPTH_DRAW_ALPHA_PREPASS)) { can_cast_shadow = true; } @@ -645,7 +646,7 @@ void MaterialStorage::_update_material(Material *p_material) { } RID MaterialStorage::material_allocate() { - Material *material = memnew(Material); + GLES3::Material *material = memnew(GLES3::Material); return material_owner.make_rid(material); } @@ -659,7 +660,7 @@ void MaterialStorage::material_initialize(RID p_rid) { //} void MaterialStorage::material_free(RID p_rid) { - Material *m = material_owner.get_or_null(p_rid); + GLES3::Material *m = material_owner.get_or_null(p_rid); if (m->shader) { m->shader->materials.remove(&m->list); @@ -691,10 +692,10 @@ void MaterialStorage::material_free(RID p_rid) { } void MaterialStorage::material_set_shader(RID p_material, RID p_shader) { - Material *material = material_owner.get_or_null(p_material); + GLES3::Material *material = material_owner.get_or_null(p_material); ERR_FAIL_COND(!material); - Shader *shader = get_shader(p_shader); + GLES3::Shader *shader = get_shader(p_shader); if (material->shader) { // if a shader is present, remove the old shader @@ -711,7 +712,7 @@ void MaterialStorage::material_set_shader(RID p_material, RID p_shader) { } void MaterialStorage::material_set_param(RID p_material, const StringName &p_param, const Variant &p_value) { - Material *material = material_owner.get_or_null(p_material); + GLES3::Material *material = material_owner.get_or_null(p_material); ERR_FAIL_COND(!material); if (p_value.get_type() == Variant::NIL) { @@ -724,7 +725,7 @@ void MaterialStorage::material_set_param(RID p_material, const StringName &p_par } Variant MaterialStorage::material_get_param(RID p_material, const StringName &p_param) const { - const Material *material = material_owner.get_or_null(p_material); + const GLES3::Material *material = material_owner.get_or_null(p_material); ERR_FAIL_COND_V(!material, RID()); if (material->params.has(p_param)) { @@ -735,7 +736,7 @@ Variant MaterialStorage::material_get_param(RID p_material, const StringName &p_ } void MaterialStorage::material_set_next_pass(RID p_material, RID p_next_material) { - Material *material = material_owner.get_or_null(p_material); + GLES3::Material *material = material_owner.get_or_null(p_material); ERR_FAIL_COND(!material); material->next_pass = p_next_material; @@ -745,14 +746,14 @@ void MaterialStorage::material_set_render_priority(RID p_material, int priority) ERR_FAIL_COND(priority < RS::MATERIAL_RENDER_PRIORITY_MIN); ERR_FAIL_COND(priority > RS::MATERIAL_RENDER_PRIORITY_MAX); - Material *material = material_owner.get_or_null(p_material); + GLES3::Material *material = material_owner.get_or_null(p_material); ERR_FAIL_COND(!material); material->render_priority = priority; } bool MaterialStorage::material_is_animated(RID p_material) { - Material *material = material_owner.get_or_null(p_material); + GLES3::Material *material = material_owner.get_or_null(p_material); ERR_FAIL_COND_V(!material, false); if (material->dirty_list.in_list()) { _update_material(material); @@ -766,7 +767,7 @@ bool MaterialStorage::material_is_animated(RID p_material) { } bool MaterialStorage::material_casts_shadows(RID p_material) { - Material *material = material_owner.get_or_null(p_material); + GLES3::Material *material = material_owner.get_or_null(p_material); ERR_FAIL_COND_V(!material, false); if (material->dirty_list.in_list()) { _update_material(material); @@ -782,7 +783,7 @@ bool MaterialStorage::material_casts_shadows(RID p_material) { } Variant MaterialStorage::material_get_param_default(RID p_material, const StringName &p_param) const { - const Material *material = material_owner.get_or_null(p_material); + const GLES3::Material *material = material_owner.get_or_null(p_material); ERR_FAIL_COND_V(!material, Variant()); if (material->shader) { @@ -797,14 +798,14 @@ Variant MaterialStorage::material_get_param_default(RID p_material, const String void MaterialStorage::update_dirty_materials() { while (_material_dirty_list.first()) { - Material *material = _material_dirty_list.first()->self(); + GLES3::Material *material = _material_dirty_list.first()->self(); _update_material(material); } } /* are these still used? */ RID MaterialStorage::material_get_shader(RID p_material) const { - const Material *material = material_owner.get_or_null(p_material); + const GLES3::Material *material = material_owner.get_or_null(p_material); ERR_FAIL_COND_V(!material, RID()); if (material->shader) { @@ -815,14 +816,14 @@ RID MaterialStorage::material_get_shader(RID p_material) const { } void MaterialStorage::material_set_line_width(RID p_material, float p_width) { - Material *material = material_owner.get_or_null(p_material); + GLES3::Material *material = material_owner.get_or_null(p_material); ERR_FAIL_COND(!material); material->line_width = p_width; } bool MaterialStorage::material_uses_tangents(RID p_material) { - Material *material = material_owner.get_or_null(p_material); + GLES3::Material *material = material_owner.get_or_null(p_material); ERR_FAIL_COND_V(!material, false); if (!material->shader) { @@ -837,7 +838,7 @@ bool MaterialStorage::material_uses_tangents(RID p_material) { } bool MaterialStorage::material_uses_ensure_correct_normals(RID p_material) { - Material *material = material_owner.get_or_null(p_material); + GLES3::Material *material = material_owner.get_or_null(p_material); ERR_FAIL_COND_V(!material, false); if (!material->shader) { @@ -853,7 +854,7 @@ bool MaterialStorage::material_uses_ensure_correct_normals(RID p_material) { void MaterialStorage::material_add_instance_owner(RID p_material, RendererStorage::DependencyTracker *p_instance) { /* - Material *material = material_owner.get_or_null(p_material); + GLES3::Material *material = material_owner.get_or_null(p_material); ERR_FAIL_COND(!material); Map<InstanceBaseDependency *, int>::Element *E = material->instance_owners.find(p_instance); @@ -867,7 +868,7 @@ void MaterialStorage::material_add_instance_owner(RID p_material, RendererStorag void MaterialStorage::material_remove_instance_owner(RID p_material, RendererStorage::DependencyTracker *p_instance) { /* - Material *material = material_owner.get_or_null(p_material); + GLES3::Material *material = material_owner.get_or_null(p_material); ERR_FAIL_COND(!material); Map<InstanceBaseDependency *, int>::Element *E = material->instance_owners.find(p_instance); @@ -883,7 +884,7 @@ void MaterialStorage::material_remove_instance_owner(RID p_material, RendererSto /* void MaterialStorage::_material_add_geometry(RID p_material, Geometry *p_geometry) { - Material *material = material_owner.get_or_null(p_material); + GLES3::Material *material = material_owner.get_or_null(p_material); ERR_FAIL_COND(!material); Map<Geometry *, int>::Element *I = material->geometry_owners.find(p_geometry); @@ -896,7 +897,7 @@ void MaterialStorage::_material_add_geometry(RID p_material, Geometry *p_geometr } void MaterialStorage::_material_remove_geometry(RID p_material, Geometry *p_geometry) { - Material *material = material_owner.get_or_null(p_material); + GLES3::Material *material = material_owner.get_or_null(p_material); ERR_FAIL_COND(!material); Map<Geometry *, int>::Element *I = material->geometry_owners.find(p_geometry); diff --git a/editor/editor_themes.cpp b/editor/editor_themes.cpp index f4082746d8..17f9ed114d 100644 --- a/editor/editor_themes.cpp +++ b/editor/editor_themes.cpp @@ -489,6 +489,7 @@ Ref<Theme> create_editor_theme(const Ref<Theme> p_theme) { theme->set_color("axis_x_color", "Editor", Color(0.96, 0.20, 0.32)); theme->set_color("axis_y_color", "Editor", Color(0.53, 0.84, 0.01)); theme->set_color("axis_z_color", "Editor", Color(0.16, 0.55, 0.96)); + theme->set_color("axis_w_color", "Editor", Color(0.55, 0.55, 0.55)); const float prop_color_saturation = accent_color.get_s() * 0.75; const float prop_color_value = accent_color.get_v(); diff --git a/editor/plugins/visual_shader_editor_plugin.cpp b/editor/plugins/visual_shader_editor_plugin.cpp index e6a6cd8f0d..c4a5ec7a87 100644 --- a/editor/plugins/visual_shader_editor_plugin.cpp +++ b/editor/plugins/visual_shader_editor_plugin.cpp @@ -923,6 +923,7 @@ void VisualShaderGraphPlugin::add_node(VisualShader::Type p_type, int p_id) { port_left = vsnode->get_input_port_type(i + 3); } node->set_slot(i + port_offset, valid_left, port_left, type_color[port_left], true, VisualShaderNode::PORT_TYPE_SCALAR, vector_expanded_color[2]); + port_offset++; valid_left = (i + 4) < vsnode->get_input_port_count(); port_left = VisualShaderNode::PORT_TYPE_SCALAR; @@ -4027,7 +4028,10 @@ void VisualShaderEditor::_input_select_item(Ref<VisualShaderNodeInput> p_input, return; } - bool type_changed = p_input->get_input_type_by_name(p_name) != p_input->get_input_type_by_name(prev_name); + VisualShaderNode::PortType next_input_type = p_input->get_input_type_by_name(p_name); + VisualShaderNode::PortType prev_input_type = p_input->get_input_type_by_name(prev_name); + + bool type_changed = next_input_type != prev_input_type; UndoRedo *undo_redo = EditorNode::get_singleton()->get_undo_redo(); undo_redo->create_action(TTR("Visual Shader Input Type Changed")); @@ -4035,31 +4039,54 @@ void VisualShaderEditor::_input_select_item(Ref<VisualShaderNodeInput> p_input, undo_redo->add_do_method(p_input.ptr(), "set_input_name", p_name); undo_redo->add_undo_method(p_input.ptr(), "set_input_name", prev_name); - // update output port - for (int type_id = 0; type_id < VisualShader::TYPE_MAX; type_id++) { - VisualShader::Type type = VisualShader::Type(type_id); - int id = visual_shader->find_node_id(type, p_input); - if (id != VisualShader::NODE_ID_INVALID) { - if (type_changed) { + if (type_changed) { + for (int type_id = 0; type_id < VisualShader::TYPE_MAX; type_id++) { + VisualShader::Type type = VisualShader::Type(type_id); + + int id = visual_shader->find_node_id(type, p_input); + if (id != VisualShader::NODE_ID_INVALID) { + bool is_expanded = p_input->is_output_port_expandable(0) && p_input->_is_output_port_expanded(0); + + int type_size = 0; + if (is_expanded) { + switch (next_input_type) { + case VisualShaderNode::PORT_TYPE_VECTOR_2D: { + type_size = 2; + } break; + case VisualShaderNode::PORT_TYPE_VECTOR_3D: { + type_size = 3; + } break; + case VisualShaderNode::PORT_TYPE_VECTOR_4D: { + type_size = 4; + } break; + default: + break; + } + } + List<VisualShader::Connection> conns; visual_shader->get_node_connections(type, &conns); for (const VisualShader::Connection &E : conns) { - if (E.from_node == id) { - if (visual_shader->is_port_types_compatible(p_input->get_input_type_by_name(p_name), visual_shader->get_node(type, E.to_node)->get_input_port_type(E.to_port))) { - undo_redo->add_do_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port); - undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port); - continue; + int from_node = E.from_node; + int from_port = E.from_port; + int to_node = E.to_node; + int to_port = E.to_port; + + if (from_node == id) { + bool is_incompatible_types = !visual_shader->is_port_types_compatible(p_input->get_input_type_by_name(p_name), visual_shader->get_node(type, to_node)->get_input_port_type(to_port)); + + if (is_incompatible_types || from_port > type_size) { + undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port); + undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, from_node, from_port, to_node, to_port); + undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, from_node, from_port, to_node, to_port); + undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, from_node, from_port, to_node, to_port); } - undo_redo->add_do_method(visual_shader.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port); - undo_redo->add_undo_method(visual_shader.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port); - undo_redo->add_do_method(graph_plugin.ptr(), "disconnect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port); - undo_redo->add_undo_method(graph_plugin.ptr(), "connect_nodes", type, E.from_node, E.from_port, E.to_node, E.to_port); } } + + undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type_id, id); + undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type_id, id); } - undo_redo->add_do_method(graph_plugin.ptr(), "update_node", type_id, id); - undo_redo->add_undo_method(graph_plugin.ptr(), "update_node", type_id, id); - break; } } @@ -5068,8 +5095,7 @@ VisualShaderEditor::VisualShaderEditor() { // CANVASITEM-FOR-ALL - add_options.push_back(AddOption("Alpha", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "alpha", "COLOR.a"), { "alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("Color", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "color", "COLOR.rgb"), { "color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, -1, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("Color", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "color", "COLOR"), { "color" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, -1, Shader::MODE_CANVAS_ITEM)); add_options.push_back(AddOption("TexturePixelSize", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "texture_pixel_size", "TEXTURE_PIXEL_SIZE"), { "texture_pixel_size" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, -1, Shader::MODE_CANVAS_ITEM)); add_options.push_back(AddOption("Time", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "time", "TIME"), { "time" }, VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_CANVAS_ITEM)); add_options.push_back(AddOption("UV", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "uv", "UV"), { "uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, -1, Shader::MODE_CANVAS_ITEM)); @@ -5077,11 +5103,9 @@ VisualShaderEditor::VisualShaderEditor() { // PARTICLES-FOR-ALL add_options.push_back(AddOption("Active", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "active", "ACTIVE"), { "active" }, VisualShaderNode::PORT_TYPE_BOOLEAN, -1, Shader::MODE_PARTICLES)); - add_options.push_back(AddOption("Alpha", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "alpha", "COLOR.a"), { "alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_PARTICLES)); add_options.push_back(AddOption("AttractorForce", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "attractor_force", "ATTRACTOR_FORCE"), { "attractor_force" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, -1, Shader::MODE_PARTICLES)); - add_options.push_back(AddOption("Color", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "color", "COLOR.rgb"), { "color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, -1, Shader::MODE_PARTICLES)); - add_options.push_back(AddOption("Custom", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "custom", "CUSTOM.rgb"), { "custom" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, -1, Shader::MODE_PARTICLES)); - add_options.push_back(AddOption("CustomAlpha", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "custom_alpha", "CUSTOM.a"), { "custom_alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_PARTICLES)); + add_options.push_back(AddOption("Color", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "color", "COLOR"), { "color" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, -1, Shader::MODE_PARTICLES)); + add_options.push_back(AddOption("Custom", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "custom", "CUSTOM"), { "custom" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, -1, Shader::MODE_PARTICLES)); add_options.push_back(AddOption("Delta", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "delta", "DELTA"), { "delta" }, VisualShaderNode::PORT_TYPE_SCALAR, -1, Shader::MODE_PARTICLES)); add_options.push_back(AddOption("EmissionTransform", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "emission_transform", "EMISSION_TRANSFORM"), { "emission_transform" }, VisualShaderNode::PORT_TYPE_TRANSFORM, -1, Shader::MODE_PARTICLES)); add_options.push_back(AddOption("Index", "Input", "All", "VisualShaderNodeInput", vformat(input_param_shader_modes, "index", "INDEX"), { "index" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, -1, Shader::MODE_PARTICLES)); @@ -5111,12 +5135,10 @@ VisualShaderEditor::VisualShaderEditor() { // NODE3D INPUTS - add_options.push_back(AddOption("Alpha", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "alpha", "COLOR.a"), { "alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); add_options.push_back(AddOption("Binormal", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "binormal", "BINORMAL"), { "binormal" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("Color", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "color", "COLOR.rgb"), { "color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("Color", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "color", "COLOR"), { "color" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); add_options.push_back(AddOption("InstanceId", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_id", "INSTANCE_ID"), { "instance_id" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("InstanceCustom", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_custom", "INSTANCE_CUSTOM.rgb"), { "instance_custom" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("InstanceCustomAlpha", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_custom_alpha", "INSTANCE_CUSTOM.a"), { "instance_custom_alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("InstanceCustom", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_custom", "INSTANCE_CUSTOM"), { "instance_custom" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); add_options.push_back(AddOption("ModelViewMatrix", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "modelview_matrix", "MODELVIEW_MATRIX"), { "modelview_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); add_options.push_back(AddOption("PointSize", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "point_size", "POINT_SIZE"), { "point_size" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); add_options.push_back(AddOption("Tangent", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_mode, "tangent", "TANGENT"), { "tangent" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); @@ -5126,11 +5148,10 @@ VisualShaderEditor::VisualShaderEditor() { add_options.push_back(AddOption("ViewMonoLeft", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "view_mono_left", "VIEW_MONO_LEFT"), { "view_mono_left" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); add_options.push_back(AddOption("ViewRight", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "view_right", "VIEW_RIGHT"), { "view_right" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("Alpha", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "alpha", "COLOR.a"), { "alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); add_options.push_back(AddOption("Binormal", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "binormal", "BINORMAL"), { "binormal" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("Color", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "color", "COLOR.rgb"), { "color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("Color", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "color", "COLOR"), { "color" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); add_options.push_back(AddOption("DepthTexture", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "depth_texture", "DEPTH_TEXTURE"), { "depth_texture" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("FragCoord", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord", "FRAGCOORD.xyz"), { "fragcoord" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("FragCoord", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord", "FRAGCOORD"), { "fragcoord" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); add_options.push_back(AddOption("FrontFacing", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "front_facing", "FRONT_FACING"), { "front_facing" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); add_options.push_back(AddOption("PointCoord", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "point_coord", "POINT_COORD"), { "point_coord" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); add_options.push_back(AddOption("ScreenTexture", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "screen_texture", "SCREEN_TEXTURE"), { "screen_texture" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); @@ -5146,7 +5167,7 @@ VisualShaderEditor::VisualShaderEditor() { add_options.push_back(AddOption("Attenuation", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "attenuation", "ATTENUATION"), { "attenuation" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL)); add_options.push_back(AddOption("Backlight", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "backlight", "BACKLIGHT"), { "backlight" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL)); add_options.push_back(AddOption("Diffuse", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "diffuse", "DIFFUSE_LIGHT"), { "diffuse" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL)); - add_options.push_back(AddOption("FragCoord", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord", "FRAGCOORD.xyz"), { "fragcoord" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL)); + add_options.push_back(AddOption("FragCoord", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord", "FRAGCOORD"), { "fragcoord" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL)); add_options.push_back(AddOption("Light", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light", "LIGHT"), { "light" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL)); add_options.push_back(AddOption("LightColor", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_color", "LIGHT_COLOR"), { "light_color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL)); add_options.push_back(AddOption("Metallic", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "metallic", "METALLIC"), { "metallic" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL)); @@ -5158,8 +5179,7 @@ VisualShaderEditor::VisualShaderEditor() { add_options.push_back(AddOption("AtLightPass", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "at_light_pass", "AT_LIGHT_PASS"), { "at_light_pass" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM)); add_options.push_back(AddOption("CanvasMatrix", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "canvas_matrix", "CANVAS_MATRIX"), { "canvas_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("InstanceCustom", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_custom", "INSTANCE_CUSTOM.rgb"), { "instance_custom" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("InstanceCustomAlpha", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_custom_alpha", "INSTANCE_CUSTOM.a"), { "instance_custom_alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("InstanceCustom", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_custom", "INSTANCE_CUSTOM"), { "instance_custom" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM)); add_options.push_back(AddOption("InstanceId", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "instance_id", "INSTANCE_ID"), { "instance_id" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM)); add_options.push_back(AddOption("ModelMatrix", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "model_matrix", "MODEL_MATRIX"), { "model_matrix" }, VisualShaderNode::PORT_TYPE_TRANSFORM, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM)); add_options.push_back(AddOption("PointSize", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "point_size", "POINT_SIZE"), { "point_size" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM)); @@ -5168,32 +5188,27 @@ VisualShaderEditor::VisualShaderEditor() { add_options.push_back(AddOption("VertexId", "Input", "Vertex", "VisualShaderNodeInput", vformat(input_param_for_vertex_shader_mode, "vertex_id", "VERTEX_ID"), { "vertex_id" }, VisualShaderNode::PORT_TYPE_SCALAR_INT, TYPE_FLAGS_VERTEX, Shader::MODE_CANVAS_ITEM)); add_options.push_back(AddOption("AtLightPass", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_modes, "at_light_pass", "AT_LIGHT_PASS"), { "at_light_pass" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("FragCoord", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord", "FRAGCOORD.xyz"), { "fragcoord" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("FragCoord", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord", "FRAGCOORD"), { "fragcoord" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM)); add_options.push_back(AddOption("NormalTexture", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "normal_texture", "NORMAL_TEXTURE"), { "normal_texture" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM)); add_options.push_back(AddOption("PointCoord", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "point_coord", "POINT_COORD"), { "point_coord" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM)); add_options.push_back(AddOption("ScreenPixelSize", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "screen_pixel_size", "SCREEN_PIXEL_SIZE"), { "screen_pixel_size" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM)); add_options.push_back(AddOption("ScreenTexture", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "screen_texture", "SCREEN_TEXTURE"), { "screen_texture" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM)); add_options.push_back(AddOption("ScreenUV", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "screen_uv", "SCREEN_UV"), { "screen_uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("SpecularShininess", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "specular_shininess", "SPECULAR_SHININESS.rgb"), { "specular_shininess" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("SpecularShininessAlpha", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "specular_shininess_alpha", "SPECULAR_SHININESS.a"), { "specular_shininess_alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("SpecularShininess", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "specular_shininess", "SPECULAR_SHININESS"), { "specular_shininess" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM)); add_options.push_back(AddOption("SpecularShininessTexture", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_shader_mode, "specular_shininess_texture", "SPECULAR_SHININESS_TEXTURE"), { "specular_shininess_texture" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM)); add_options.push_back(AddOption("Texture", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "texture", "TEXTURE"), { "texture" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM)); add_options.push_back(AddOption("Vertex", "Input", "Fragment", "VisualShaderNodeInput", vformat(input_param_for_vertex_and_fragment_shader_mode, "vertex", "VERTEX"), { "vertex" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_FRAGMENT, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("FragCoord", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord", "FRAGCOORD.xyz"), { "fragcoord" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("Light", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light", "LIGHT.rgb"), { "light" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("LightAlpha", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_alpha", "LIGHT.a"), { "light_alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("LightColor", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_color", "LIGHT_COLOR.rgb"), { "light_color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("LightColorAlpha", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_color_alpha", "LIGHT_COLOR.a"), { "light_color_alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("FragCoord", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "fragcoord", "FRAGCOORD"), { "fragcoord" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("Light", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light", "LIGHT"), { "light" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("LightColor", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_color", "LIGHT_COLOR"), { "light_color" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); add_options.push_back(AddOption("LightPosition", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "light_position", "LIGHT_POSITION"), { "light_position" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); add_options.push_back(AddOption("LightVertex", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "light_vertex", "LIGHT_VERTEX"), { "light_vertex" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); add_options.push_back(AddOption("Normal", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "normal", "NORMAL"), { "normal" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); add_options.push_back(AddOption("PointCoord", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "point_coord", "POINT_COORD"), { "point_coord" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); add_options.push_back(AddOption("ScreenUV", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "screen_uv", "SCREEN_UV"), { "screen_uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("Shadow", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "shadow", "SHADOW_MODULATE.rgb"), { "shadow" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("ShadowAlpha", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "shadow_alpha", "SHADOW_MODULATE.a"), { "shadow_alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("SpecularShininess", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "specular_shininess", "SPECULAR_SHININESS.rgb"), { "specular_shininess" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); - add_options.push_back(AddOption("SpecularShininessAlpha", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "specular_shininess_alpha", "SPECULAR_SHININESS.a"), { "specular_shininess_alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("Shadow", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_light_shader_mode, "shadow", "SHADOW_MODULATE"), { "shadow" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); + add_options.push_back(AddOption("SpecularShininess", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "specular_shininess", "SPECULAR_SHININESS"), { "specular_shininess" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); add_options.push_back(AddOption("Texture", "Input", "Light", "VisualShaderNodeInput", vformat(input_param_for_fragment_and_light_shader_modes, "texture", "TEXTURE"), { "texture" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM)); // SKY INPUTS @@ -5202,8 +5217,7 @@ VisualShaderEditor::VisualShaderEditor() { add_options.push_back(AddOption("AtHalfResPass", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "at_half_res_pass", "AT_HALF_RES_PASS"), { "at_half_res_pass" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY)); add_options.push_back(AddOption("AtQuarterResPass", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "at_quarter_res_pass", "AT_QUARTER_RES_PASS"), { "at_quarter_res_pass" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY)); add_options.push_back(AddOption("EyeDir", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "eyedir", "EYEDIR"), { "eyedir" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY)); - add_options.push_back(AddOption("HalfResColor", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "half_res_color", "HALF_RES_COLOR.rgb"), { "half_res_color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY)); - add_options.push_back(AddOption("HalfResAlpha", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "half_res_alpha", "HALF_RES_COLOR.a"), { "half_res_alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_SKY, Shader::MODE_SKY)); + add_options.push_back(AddOption("HalfResColor", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "half_res_color", "HALF_RES_COLOR"), { "half_res_color" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_SKY, Shader::MODE_SKY)); add_options.push_back(AddOption("Light0Color", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light0_color", "LIGHT0_COLOR"), { "light0_color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY)); add_options.push_back(AddOption("Light0Direction", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light0_direction", "LIGHT0_DIRECTION"), { "light0_direction" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY)); add_options.push_back(AddOption("Light0Enabled", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light0_enabled", "LIGHT0_ENABLED"), { "light0_enabled" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY)); @@ -5221,8 +5235,7 @@ VisualShaderEditor::VisualShaderEditor() { add_options.push_back(AddOption("Light3Enabled", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light3_enabled", "LIGHT3_ENABLED"), { "light3_enabled" }, VisualShaderNode::PORT_TYPE_BOOLEAN, TYPE_FLAGS_SKY, Shader::MODE_SKY)); add_options.push_back(AddOption("Light3Energy", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "light3_energy", "LIGHT3_ENERGY"), { "light3_energy" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_SKY, Shader::MODE_SKY)); add_options.push_back(AddOption("Position", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "position", "POSITION"), { "position" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY)); - add_options.push_back(AddOption("QuarterResColor", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "quarter_res_color", "QUARTER_RES_COLOR.rgb"), { "quarter_res_color" }, VisualShaderNode::PORT_TYPE_VECTOR_3D, TYPE_FLAGS_SKY, Shader::MODE_SKY)); - add_options.push_back(AddOption("QuarterResAlpha", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "quarter_res_alpha", "QUARTER_RES_COLOR.a"), { "quarter_res_alpha" }, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_SKY, Shader::MODE_SKY)); + add_options.push_back(AddOption("QuarterResColor", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "quarter_res_color", "QUARTER_RES_COLOR"), { "quarter_res_color" }, VisualShaderNode::PORT_TYPE_VECTOR_4D, TYPE_FLAGS_SKY, Shader::MODE_SKY)); add_options.push_back(AddOption("Radiance", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "radiance", "RADIANCE"), { "radiance" }, VisualShaderNode::PORT_TYPE_SAMPLER, TYPE_FLAGS_SKY, Shader::MODE_SKY)); add_options.push_back(AddOption("ScreenUV", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "screen_uv", "SCREEN_UV"), { "screen_uv" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_SKY, Shader::MODE_SKY)); add_options.push_back(AddOption("SkyCoords", "Input", "Sky", "VisualShaderNodeInput", vformat(input_param_for_sky_shader_mode, "sky_coords", "SKY_COORDS"), { "sky_coords" }, VisualShaderNode::PORT_TYPE_VECTOR_2D, TYPE_FLAGS_SKY, Shader::MODE_SKY)); @@ -5406,12 +5419,12 @@ VisualShaderEditor::VisualShaderEditor() { add_options.push_back(AddOption("VectorCompose", "Vector", "Common", "VisualShaderNodeVectorCompose", TTR("Composes vector from scalars."))); add_options.push_back(AddOption("VectorDecompose", "Vector", "Common", "VisualShaderNodeVectorDecompose", TTR("Decomposes vector to scalars."))); - add_options.push_back(AddOption("Vector2Compose", "Vector", "Composition", "VisualShaderNodeVectorCompose", TTR("Composes 2D vector from three scalars."), { VisualShaderNodeVectorCompose::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); - add_options.push_back(AddOption("Vector2Decompose", "Vector", "Composition", "VisualShaderNodeVectorDecompose", TTR("Decomposes 2D vector to three scalars."), { VisualShaderNodeVectorDecompose::OP_TYPE_VECTOR_2D })); + add_options.push_back(AddOption("Vector2Compose", "Vector", "Composition", "VisualShaderNodeVectorCompose", TTR("Composes 2D vector from two scalars."), { VisualShaderNodeVectorCompose::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); + add_options.push_back(AddOption("Vector2Decompose", "Vector", "Composition", "VisualShaderNodeVectorDecompose", TTR("Decomposes 2D vector to two scalars."), { VisualShaderNodeVectorDecompose::OP_TYPE_VECTOR_2D })); add_options.push_back(AddOption("Vector3Compose", "Vector", "Composition", "VisualShaderNodeVectorCompose", TTR("Composes 3D vector from three scalars."), { VisualShaderNodeVectorCompose::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); add_options.push_back(AddOption("Vector3Decompose", "Vector", "Composition", "VisualShaderNodeVectorDecompose", TTR("Decomposes 3D vector to three scalars."), { VisualShaderNodeVectorDecompose::OP_TYPE_VECTOR_3D })); - add_options.push_back(AddOption("Vector4DCompose", "Vector", "Composition", "VisualShaderNodeVectorCompose", TTR("Composes 4D vector from three scalars."), { VisualShaderNodeVectorCompose::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); - add_options.push_back(AddOption("Vector4DDecompose", "Vector", "Composition", "VisualShaderNodeVectorDecompose", TTR("Decomposes 4D vector to three scalars."), { VisualShaderNodeVectorDecompose::OP_TYPE_VECTOR_4D })); + add_options.push_back(AddOption("Vector4Compose", "Vector", "Composition", "VisualShaderNodeVectorCompose", TTR("Composes 4D vector from four scalars."), { VisualShaderNodeVectorCompose::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); + add_options.push_back(AddOption("Vector4Decompose", "Vector", "Composition", "VisualShaderNodeVectorDecompose", TTR("Decomposes 4D vector to four scalars."), { VisualShaderNodeVectorDecompose::OP_TYPE_VECTOR_4D })); add_options.push_back(AddOption("Abs", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the absolute value of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ABS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); add_options.push_back(AddOption("Abs", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the absolute value of the parameter."), { VisualShaderNodeVectorFunc::FUNC_ABS, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); diff --git a/modules/visual_script/editor/visual_script_editor.cpp b/modules/visual_script/editor/visual_script_editor.cpp index 495303d6c4..06fa90eb29 100644 --- a/modules/visual_script/editor/visual_script_editor.cpp +++ b/modules/visual_script/editor/visual_script_editor.cpp @@ -3390,6 +3390,8 @@ void VisualScriptEditor::_selected_connect_node(const String &p_text, const Stri n->set_call_mode(VisualScriptFunctionCall::CALL_MODE_NODE_PATH); n->set_base_path(drop_path); } + } else { + n->set_call_mode(VisualScriptFunctionCall::CALL_MODE_INSTANCE); } if (drop_node) { n->set_base_type(drop_node->get_class()); @@ -3702,8 +3704,13 @@ void VisualScriptEditor::_selected_connect_node(const String &p_text, const Stri Object::cast_to<VisualScriptTypeCast>(vnode.ptr())->set_base_type(base_type); Object::cast_to<VisualScriptTypeCast>(vnode.ptr())->set_base_script(base_script); } else if (Object::cast_to<VisualScriptFunctionCall>(vnode.ptr())) { - Object::cast_to<VisualScriptFunctionCall>(vnode.ptr())->set_base_type(base_type); - Object::cast_to<VisualScriptFunctionCall>(vnode.ptr())->set_base_script(base_script); + if (base_type_map.has(base_type)) { + Object::cast_to<VisualScriptFunctionCall>(vnode.ptr())->set_basic_type(base_type_map[base_type]); + Object::cast_to<VisualScriptFunctionCall>(vnode.ptr())->set_call_mode(VisualScriptFunctionCall::CALL_MODE_BASIC_TYPE); + } else { + Object::cast_to<VisualScriptFunctionCall>(vnode.ptr())->set_base_type(base_type); + Object::cast_to<VisualScriptFunctionCall>(vnode.ptr())->set_base_script(base_script); + } } else if (Object::cast_to<VisualScriptPropertySet>(vnode.ptr())) { Object::cast_to<VisualScriptPropertySet>(vnode.ptr())->set_base_type(base_type); Object::cast_to<VisualScriptPropertySet>(vnode.ptr())->set_base_script(base_script); @@ -4751,6 +4758,35 @@ VisualScriptEditor::VisualScriptEditor() { popup_menu->add_item(TTR("Duplicate"), EDIT_DUPLICATE_NODES); popup_menu->add_item(TTR("Clear Copy Buffer"), EDIT_CLEAR_COPY_BUFFER); popup_menu->connect("id_pressed", callable_mp(this, &VisualScriptEditor::_menu_option)); + + base_type_map.insert("String", Variant::STRING); + base_type_map.insert("Vector2", Variant::VECTOR2); + base_type_map.insert("Vector2i", Variant::VECTOR2I); + base_type_map.insert("Rect2", Variant::RECT2); + base_type_map.insert("Rect2i", Variant::RECT2I); + base_type_map.insert("Vector3", Variant::VECTOR3); + base_type_map.insert("Vector3i", Variant::VECTOR3I); + base_type_map.insert("Transform2D", Variant::TRANSFORM2D); + base_type_map.insert("Plane", Variant::PLANE); + base_type_map.insert("Quaternion", Variant::QUATERNION); + base_type_map.insert("AABB", Variant::AABB); + base_type_map.insert("Basis", Variant::BASIS); + base_type_map.insert("Transform3D", Variant::TRANSFORM3D); + base_type_map.insert("Color", Variant::COLOR); + base_type_map.insert("NodePath", Variant::NODE_PATH); + base_type_map.insert("RID", Variant::RID); + base_type_map.insert("Callable", Variant::CALLABLE); + base_type_map.insert("Dictionary", Variant::DICTIONARY); + base_type_map.insert("Array", Variant::ARRAY); + base_type_map.insert("PackedByteArray", Variant::PACKED_BYTE_ARRAY); + base_type_map.insert("PackedInt32Array", Variant::PACKED_INT32_ARRAY); + base_type_map.insert("PackedFloat32Array", Variant::PACKED_FLOAT32_ARRAY); + base_type_map.insert("PackedInt64Array", Variant::PACKED_INT64_ARRAY); + base_type_map.insert("PackedFloat64Array", Variant::PACKED_FLOAT64_ARRAY); + base_type_map.insert("PackedStringArray", Variant::PACKED_STRING_ARRAY); + base_type_map.insert("PackedVector2Array", Variant::PACKED_VECTOR2_ARRAY); + base_type_map.insert("PackedVector3Array", Variant::PACKED_VECTOR3_ARRAY); + base_type_map.insert("PackedColorArray", Variant::PACKED_COLOR_ARRAY); } VisualScriptEditor::~VisualScriptEditor() { diff --git a/modules/visual_script/editor/visual_script_editor.h b/modules/visual_script/editor/visual_script_editor.h index 5b355a71df..fcfd44cecd 100644 --- a/modules/visual_script/editor/visual_script_editor.h +++ b/modules/visual_script/editor/visual_script_editor.h @@ -144,6 +144,7 @@ class VisualScriptEditor : public ScriptEditorBase { Map<StringName, Color> node_colors; HashMap<StringName, Ref<StyleBox>> node_styles; + Map<StringName, Variant::Type> base_type_map; void _update_graph_connections(); void _update_graph(int p_only_id = -1); diff --git a/modules/visual_script/editor/visual_script_property_selector.cpp b/modules/visual_script/editor/visual_script_property_selector.cpp index 31406a2a6f..07929e5c0e 100644 --- a/modules/visual_script/editor/visual_script_property_selector.cpp +++ b/modules/visual_script/editor/visual_script_property_selector.cpp @@ -86,6 +86,13 @@ void VisualScriptPropertySelector::_update_results_s(String p_string) { _update_results(); } +void VisualScriptPropertySelector::_update_results_search_all() { + if (search_classes->is_pressed()) { + scope_combo->select(COMBO_ALL); + } + _update_results(); +} + void VisualScriptPropertySelector::_update_results() { _update_icons(); search_runner = Ref<SearchRunner>(memnew(SearchRunner(this, results_tree))); @@ -167,7 +174,7 @@ void VisualScriptPropertySelector::select_method_from_base_type(const String &p_ search_properties->set_pressed(false); search_theme_items->set_pressed(false); - scope_combo->select(2); //id0 = "Search Related" //id2 = "Search Base" //id3 = "Search Inheriters" //id4 = "Search Unrelated" + scope_combo->select(COMBO_BASE); results_tree->clear(); show_window(.5f); @@ -201,8 +208,7 @@ void VisualScriptPropertySelector::select_from_base_type(const String &p_base, c search_properties->set_pressed(true); search_theme_items->set_pressed(false); - // When class is Input only show inheritors - scope_combo->select(0); //id0 = "Search Related" //id2 = "Search Base" //id3 = "Search Inheriters" //id4 = "Search Unrelated" + scope_combo->select(COMBO_RELATED); results_tree->clear(); show_window(.5f); @@ -234,7 +240,7 @@ void VisualScriptPropertySelector::select_from_script(const Ref<Script> &p_scrip search_properties->set_pressed(true); search_theme_items->set_pressed(false); - scope_combo->select(2); //id0 = "Search Related" //id2 = "Search Base" //id3 = "Search Inheriters" //id4 = "Search Unrelated" + scope_combo->select(COMBO_BASE); results_tree->clear(); show_window(.5f); @@ -264,7 +270,7 @@ void VisualScriptPropertySelector::select_from_basic_type(Variant::Type p_type, search_properties->set_pressed(true); search_theme_items->set_pressed(false); - scope_combo->select(2); //id0 = "Search Related" //id2 = "Search Base" //id3 = "Search Inheriters" //id4 = "Search Unrelated" //id5 "Search All" + scope_combo->select(COMBO_BASE); results_tree->clear(); show_window(.5f); @@ -294,7 +300,7 @@ void VisualScriptPropertySelector::select_from_action(const String &p_type, cons search_properties->set_pressed(false); search_theme_items->set_pressed(false); - scope_combo->select(0); //id0 = "Search Related" //id2 = "Search Base" //id3 = "Search Inheriters" //id4 = "Search Unrelated" //id5 "Search All" + scope_combo->select(COMBO_RELATED); results_tree->clear(); show_window(.5f); @@ -330,7 +336,7 @@ void VisualScriptPropertySelector::select_from_instance(Object *p_instance, cons search_properties->set_pressed(true); search_theme_items->set_pressed(false); - scope_combo->select(2); //id0 = "Search Related" //id2 = "Search Base" //id3 = "Search Inheriters" //id4 = "Search Unrelated" //id5 "Search All" + scope_combo->select(COMBO_BASE); results_tree->clear(); show_window(.5f); @@ -363,7 +369,7 @@ void VisualScriptPropertySelector::select_from_visual_script(const Ref<Script> & search_properties->set_pressed(true); search_theme_items->set_pressed(false); - scope_combo->select(2); //id0 = "Search Related" //id2 = "Search Base" //id3 = "Search Inheriters" //id4 = "Search Unrelated" //id5 "Search All" + scope_combo->select(COMBO_BASE); results_tree->clear(); show_window(.5f); @@ -418,7 +424,7 @@ VisualScriptPropertySelector::VisualScriptPropertySelector() { search_classes = memnew(Button); search_classes->set_flat(true); search_classes->set_tooltip(TTR("Search Classes")); - search_classes->connect("pressed", callable_mp(this, &VisualScriptPropertySelector::_update_results)); + search_classes->connect("pressed", callable_mp(this, &VisualScriptPropertySelector::_update_results_search_all)); search_classes->set_toggle_mode(true); search_classes->set_pressed(true); search_classes->set_focus_mode(Control::FOCUS_NONE); @@ -739,49 +745,46 @@ bool VisualScriptPropertySelector::SearchRunner::_phase_node_classes_build() { if (vs_nodes.is_empty()) { return true; } - String registerd_node_name = vs_nodes[0]; + String registered_node_name = vs_nodes[0]; vs_nodes.pop_front(); - Vector<String> path = registerd_node_name.split("/"); + Vector<String> path = registered_node_name.split("/"); if (path[0] == "constants") { - _add_class_doc(registerd_node_name, "", "constants"); + _add_class_doc(registered_node_name, "", "constants"); } else if (path[0] == "custom") { - _add_class_doc(registerd_node_name, "", "custom"); + _add_class_doc(registered_node_name, "", "custom"); } else if (path[0] == "data") { - _add_class_doc(registerd_node_name, "", "data"); + _add_class_doc(registered_node_name, "", "data"); } else if (path[0] == "flow_control") { - _add_class_doc(registerd_node_name, "", "flow_control"); + _add_class_doc(registered_node_name, "", "flow_control"); } else if (path[0] == "functions") { if (path[1] == "built_in") { - _add_class_doc(registerd_node_name, "functions", "built_in"); + _add_class_doc(registered_node_name, "functions", "built_in"); } else if (path[1] == "by_type") { - if (search_flags & SEARCH_CLASSES) { - _add_class_doc(registerd_node_name, path[2], "by_type_class"); - } + // No action is required. + // Using function references from ClassDB to remove confusion for users. } else if (path[1] == "constructors") { - if (search_flags & SEARCH_CLASSES) { - _add_class_doc(registerd_node_name, path[2].substr(0, path[2].find_char('(')), "constructors_class"); - } + _add_class_doc(registered_node_name, "", "constructors"); } else if (path[1] == "deconstruct") { - _add_class_doc(registerd_node_name, "", "deconstruct"); + _add_class_doc(registered_node_name, "", "deconstruct"); } else if (path[1] == "wait") { - _add_class_doc(registerd_node_name, "functions", "yield"); + _add_class_doc(registered_node_name, "functions", "yield"); } else { - _add_class_doc(registerd_node_name, "functions", ""); + _add_class_doc(registered_node_name, "functions", ""); } } else if (path[0] == "index") { - _add_class_doc(registerd_node_name, "", "index"); + _add_class_doc(registered_node_name, "", "index"); } else if (path[0] == "operators") { if (path[1] == "bitwise") { - _add_class_doc(registerd_node_name, "operators", "bitwise"); + _add_class_doc(registered_node_name, "operators", "bitwise"); } else if (path[1] == "compare") { - _add_class_doc(registerd_node_name, "operators", "compare"); + _add_class_doc(registered_node_name, "operators", "compare"); } else if (path[1] == "logic") { - _add_class_doc(registerd_node_name, "operators", "logic"); + _add_class_doc(registered_node_name, "operators", "logic"); } else if (path[1] == "math") { - _add_class_doc(registerd_node_name, "operators", "math"); + _add_class_doc(registered_node_name, "operators", "math"); } else { - _add_class_doc(registerd_node_name, "operators", ""); + _add_class_doc(registered_node_name, "operators", ""); } } return false; diff --git a/modules/visual_script/editor/visual_script_property_selector.h b/modules/visual_script/editor/visual_script_property_selector.h index faf39a14e4..1b32ee2967 100644 --- a/modules/visual_script/editor/visual_script_property_selector.h +++ b/modules/visual_script/editor/visual_script_property_selector.h @@ -62,6 +62,15 @@ class VisualScriptPropertySelector : public ConfirmationDialog { SCOPE_ALL = SCOPE_BASE | SCOPE_INHERITERS | SCOPE_UNRELATED }; + enum ScopeCombo { + COMBO_RELATED, + COMBO_SEPARATOR, + COMBO_BASE, + COMBO_INHERITERS, + COMBO_UNRELATED, + COMBO_ALL, + }; + LineEdit *search_box = nullptr; Button *case_sensitive_button = nullptr; @@ -88,6 +97,7 @@ class VisualScriptPropertySelector : public ConfirmationDialog { void _sbox_input(const Ref<InputEvent> &p_ie); void _update_results_i(int p_int); void _update_results_s(String p_string); + void _update_results_search_all(); void _update_results(); void _confirmed(); diff --git a/platform/android/java_godot_lib_jni.cpp b/platform/android/java_godot_lib_jni.cpp index ea72bc0e15..5e0a9d967b 100644 --- a/platform/android/java_godot_lib_jni.cpp +++ b/platform/android/java_godot_lib_jni.cpp @@ -503,6 +503,8 @@ JNIEXPORT void JNICALL Java_org_godotengine_godot_GodotLib_onRendererResumed(JNI return; } + // We force redraw to ensure we render at least once when resuming the app. + Main::force_redraw(); if (os_android->get_main_loop()) { os_android->get_main_loop()->notification(MainLoop::NOTIFICATION_APPLICATION_RESUMED); } diff --git a/platform/android/os_android.cpp b/platform/android/os_android.cpp index ef53415f16..54124c22d0 100644 --- a/platform/android/os_android.cpp +++ b/platform/android/os_android.cpp @@ -187,10 +187,11 @@ bool OS_Android::main_loop_iterate(bool *r_should_swap_buffers) { return false; } DisplayServerAndroid::get_singleton()->process_events(); + uint64_t current_frames_drawn = Engine::get_singleton()->get_frames_drawn(); bool exit = Main::iteration(); if (r_should_swap_buffers) { - *r_should_swap_buffers = !is_in_low_processor_usage_mode() || RenderingServer::get_singleton()->has_changed(); + *r_should_swap_buffers = !is_in_low_processor_usage_mode() || RenderingServer::get_singleton()->has_changed() || current_frames_drawn != Engine::get_singleton()->get_frames_drawn(); } return exit; diff --git a/scene/animation/animation_tree.cpp b/scene/animation/animation_tree.cpp index 0996eb9f9f..f5236adbad 100644 --- a/scene/animation/animation_tree.cpp +++ b/scene/animation/animation_tree.cpp @@ -999,7 +999,7 @@ void AnimationTree::_process_graph(double p_delta) { if (t->process_pass != process_pass) { t->process_pass = process_pass; t->loc = Vector3(0, 0, 0); - t->rot = Quaternion(0, 0, 0, 0); + t->rot = Quaternion(0, 0, 0, 1); t->scale = Vector3(0, 0, 0); } double prev_time = time - delta; @@ -1095,7 +1095,7 @@ void AnimationTree::_process_graph(double p_delta) { if (t->process_pass != process_pass) { t->process_pass = process_pass; t->loc = Vector3(0, 0, 0); - t->rot = Quaternion(0, 0, 0, 0); + t->rot = Quaternion(0, 0, 0, 1); t->scale = Vector3(0, 0, 0); } double prev_time = time - delta; @@ -1191,7 +1191,7 @@ void AnimationTree::_process_graph(double p_delta) { if (t->process_pass != process_pass) { t->process_pass = process_pass; t->loc = Vector3(0, 0, 0); - t->rot = Quaternion(0, 0, 0, 0); + t->rot = Quaternion(0, 0, 0, 1); t->scale = Vector3(0, 0, 0); } double prev_time = time - delta; diff --git a/scene/resources/particles_material.cpp b/scene/resources/particles_material.cpp index 01a0411545..597d070285 100644 --- a/scene/resources/particles_material.cpp +++ b/scene/resources/particles_material.cpp @@ -233,48 +233,48 @@ void ParticlesMaterial::_update_shader() { code += "uniform vec3 gravity;\n"; if (color_ramp.is_valid()) { - code += "uniform sampler2D color_ramp;\n"; + code += "uniform sampler2D color_ramp : repeat_disable;\n"; } if (color_initial_ramp.is_valid()) { - code += "uniform sampler2D color_initial_ramp;\n"; + code += "uniform sampler2D color_initial_ramp : repeat_disable;\n"; } if (tex_parameters[PARAM_INITIAL_LINEAR_VELOCITY].is_valid()) { - code += "uniform sampler2D linear_velocity_texture;\n"; + code += "uniform sampler2D linear_velocity_texture : repeat_disable;\n"; } if (tex_parameters[PARAM_ORBIT_VELOCITY].is_valid()) { - code += "uniform sampler2D orbit_velocity_texture;\n"; + code += "uniform sampler2D orbit_velocity_texture : repeat_disable;\n"; } if (tex_parameters[PARAM_ANGULAR_VELOCITY].is_valid()) { - code += "uniform sampler2D angular_velocity_texture;\n"; + code += "uniform sampler2D angular_velocity_texture : repeat_disable;\n"; } if (tex_parameters[PARAM_LINEAR_ACCEL].is_valid()) { - code += "uniform sampler2D linear_accel_texture;\n"; + code += "uniform sampler2D linear_accel_texture : repeat_disable;\n"; } if (tex_parameters[PARAM_RADIAL_ACCEL].is_valid()) { - code += "uniform sampler2D radial_accel_texture;\n"; + code += "uniform sampler2D radial_accel_texture : repeat_disable;\n"; } if (tex_parameters[PARAM_TANGENTIAL_ACCEL].is_valid()) { - code += "uniform sampler2D tangent_accel_texture;\n"; + code += "uniform sampler2D tangent_accel_texture : repeat_disable;\n"; } if (tex_parameters[PARAM_DAMPING].is_valid()) { - code += "uniform sampler2D damping_texture;\n"; + code += "uniform sampler2D damping_texture : repeat_disable;\n"; } if (tex_parameters[PARAM_ANGLE].is_valid()) { - code += "uniform sampler2D angle_texture;\n"; + code += "uniform sampler2D angle_texture : repeat_disable;\n"; } if (tex_parameters[PARAM_SCALE].is_valid()) { - code += "uniform sampler2D scale_texture;\n"; + code += "uniform sampler2D scale_texture : repeat_disable;\n"; } if (tex_parameters[PARAM_HUE_VARIATION].is_valid()) { - code += "uniform sampler2D hue_variation_texture;\n"; + code += "uniform sampler2D hue_variation_texture : repeat_disable;\n"; } if (tex_parameters[PARAM_ANIM_SPEED].is_valid()) { - code += "uniform sampler2D anim_speed_texture;\n"; + code += "uniform sampler2D anim_speed_texture : repeat_disable;\n"; } if (tex_parameters[PARAM_ANIM_OFFSET].is_valid()) { - code += "uniform sampler2D anim_offset_texture;\n"; + code += "uniform sampler2D anim_offset_texture : repeat_disable;\n"; } if (collision_enabled) { diff --git a/scene/resources/visual_shader.cpp b/scene/resources/visual_shader.cpp index 8a7020add5..755962b96c 100644 --- a/scene/resources/visual_shader.cpp +++ b/scene/resources/visual_shader.cpp @@ -812,7 +812,6 @@ void VisualShader::add_node(Type p_type, const Ref<VisualShaderNode> &p_node, co if (input.is_valid()) { input->shader_mode = shader_mode; input->shader_type = p_type; - input->connect("input_type_changed", callable_mp(this, &VisualShader::_input_type_changed), varray(p_type, p_id)); } n.node->connect("changed", callable_mp(this, &VisualShader::_queue_update)); @@ -882,11 +881,6 @@ void VisualShader::remove_node(Type p_type, int p_id) { Graph *g = &graph[p_type]; ERR_FAIL_COND(!g->nodes.has(p_id)); - Ref<VisualShaderNodeInput> input = g->nodes[p_id].node; - if (input.is_valid()) { - input->disconnect("input_type_changed", callable_mp(this, &VisualShader::_input_type_changed)); - } - g->nodes[p_id].node->disconnect("changed", callable_mp(this, &VisualShader::_queue_update)); g->nodes.erase(p_id); @@ -2033,29 +2027,19 @@ Error VisualShader::_write_node(Type type, StringBuilder *global_code, StringBui if (!node_code.is_empty()) { code += node_name; code += node_code; - code += "\n"; } for (int i = 0; i < output_count; i++) { - bool new_line_inserted = false; if (expanded_output_ports[i]) { switch (vsnode->get_output_port_type(i)) { case VisualShaderNode::PORT_TYPE_VECTOR_2D: { if (vsnode->is_output_port_connected(i + 1) || (for_preview && vsnode->get_output_port_for_preview() == (i + 1))) { // red-component - if (!new_line_inserted) { - code += "\n"; - new_line_inserted = true; - } String r = "n_out" + itos(node) + "p" + itos(i + 1); code += " float " + r + " = n_out" + itos(node) + "p" + itos(i) + ".r;\n"; outputs[i + 1] = r; } if (vsnode->is_output_port_connected(i + 2) || (for_preview && vsnode->get_output_port_for_preview() == (i + 2))) { // green-component - if (!new_line_inserted) { - code += "\n"; - new_line_inserted = true; - } String g = "n_out" + itos(node) + "p" + itos(i + 2); code += " float " + g + " = n_out" + itos(node) + "p" + itos(i) + ".g;\n"; outputs[i + 2] = g; @@ -2065,30 +2049,18 @@ Error VisualShader::_write_node(Type type, StringBuilder *global_code, StringBui } break; case VisualShaderNode::PORT_TYPE_VECTOR_3D: { if (vsnode->is_output_port_connected(i + 1) || (for_preview && vsnode->get_output_port_for_preview() == (i + 1))) { // red-component - if (!new_line_inserted) { - code += "\n"; - new_line_inserted = true; - } String r = "n_out" + itos(node) + "p" + itos(i + 1); code += " float " + r + " = n_out" + itos(node) + "p" + itos(i) + ".r;\n"; outputs[i + 1] = r; } if (vsnode->is_output_port_connected(i + 2) || (for_preview && vsnode->get_output_port_for_preview() == (i + 2))) { // green-component - if (!new_line_inserted) { - code += "\n"; - new_line_inserted = true; - } String g = "n_out" + itos(node) + "p" + itos(i + 2); code += " float " + g + " = n_out" + itos(node) + "p" + itos(i) + ".g;\n"; outputs[i + 2] = g; } if (vsnode->is_output_port_connected(i + 3) || (for_preview && vsnode->get_output_port_for_preview() == (i + 3))) { // blue-component - if (!new_line_inserted) { - code += "\n"; - new_line_inserted = true; - } String b = "n_out" + itos(node) + "p" + itos(i + 3); code += " float " + b + " = n_out" + itos(node) + "p" + itos(i) + ".b;\n"; outputs[i + 3] = b; @@ -2098,43 +2070,27 @@ Error VisualShader::_write_node(Type type, StringBuilder *global_code, StringBui } break; case VisualShaderNode::PORT_TYPE_VECTOR_4D: { if (vsnode->is_output_port_connected(i + 1) || (for_preview && vsnode->get_output_port_for_preview() == (i + 1))) { // red-component - if (!new_line_inserted) { - code += "\n"; - new_line_inserted = true; - } String r = "n_out" + itos(node) + "p" + itos(i + 1); code += " float " + r + " = n_out" + itos(node) + "p" + itos(i) + ".r;\n"; outputs[i + 1] = r; } if (vsnode->is_output_port_connected(i + 2) || (for_preview && vsnode->get_output_port_for_preview() == (i + 2))) { // green-component - if (!new_line_inserted) { - code += "\n"; - new_line_inserted = true; - } String g = "n_out" + itos(node) + "p" + itos(i + 2); code += " float " + g + " = n_out" + itos(node) + "p" + itos(i) + ".g;\n"; outputs[i + 2] = g; } if (vsnode->is_output_port_connected(i + 3) || (for_preview && vsnode->get_output_port_for_preview() == (i + 3))) { // blue-component - if (!new_line_inserted) { - code += "\n"; - new_line_inserted = true; - } String b = "n_out" + itos(node) + "p" + itos(i + 3); code += " float " + b + " = n_out" + itos(node) + "p" + itos(i) + ".b;\n"; outputs[i + 3] = b; } if (vsnode->is_output_port_connected(i + 4) || (for_preview && vsnode->get_output_port_for_preview() == (i + 4))) { // alpha-component - if (!new_line_inserted) { - code += "\n"; - new_line_inserted = true; - } - String b = "n_out" + itos(node) + "p" + itos(i + 3); - code += " float " + b + " = n_out" + itos(node) + "p" + itos(i) + ".a;\n"; - outputs[i + 4] = b; + String a = "n_out" + itos(node) + "p" + itos(i + 4); + code += " float " + a + " = n_out" + itos(node) + "p" + itos(i) + ".a;\n"; + outputs[i + 4] = a; } i += 4; @@ -2145,6 +2101,10 @@ Error VisualShader::_write_node(Type type, StringBuilder *global_code, StringBui } } + if (!node_code.is_empty()) { + code += "\n"; + } + code += "\n"; // processed.insert(node); @@ -2597,21 +2557,6 @@ void VisualShader::_queue_update() { call_deferred(SNAME("_update_shader")); } -void VisualShader::_input_type_changed(Type p_type, int p_id) { - ERR_FAIL_INDEX(p_type, TYPE_MAX); - //erase connections using this input, as type changed - Graph *g = &graph[p_type]; - - for (List<Connection>::Element *E = g->connections.front(); E;) { - List<Connection>::Element *N = E->next(); - if (E->get().from_node == p_id) { - g->connections.erase(E); - g->nodes[E->get().to_node].prev_connected_nodes.erase(p_id); - } - E = N; - } -} - void VisualShader::rebuild() { dirty.set(); _update_shader(); @@ -2720,12 +2665,10 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = { { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "BINORMAL" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV2" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "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_VECTOR_4D, "color", "COLOR" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "instance_id", "INSTANCE_ID" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "instance_custom", "INSTANCE_CUSTOM.rgb" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "instance_custom_alpha", "INSTANCE_CUSTOM.a" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "instance_custom", "INSTANCE_CUSTOM" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_matrix", "MODEL_MATRIX" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "modelview_matrix", "MODELVIEW_MATRIX" }, @@ -2741,7 +2684,7 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = { { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_right", "VIEW_RIGHT" }, // Node3D, Fragment - { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "fragcoord", "FRAGCOORD.xyz" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "vertex", "VERTEX" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent", "TANGENT" }, @@ -2749,8 +2692,7 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = { { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "view", "VIEW" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV2" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "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_4D, "color", "COLOR" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "point_coord", "POINT_COORD" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_matrix", "MODEL_MATRIX" }, @@ -2770,7 +2712,7 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = { { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_right", "VIEW_RIGHT" }, // Node3D, Light - { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "fragcoord", "FRAGCOORD.xyz" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV2" }, @@ -2798,8 +2740,7 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = { // Canvas Item, Vertex { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "vertex", "VERTEX" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "texture_pixel_size", "TEXTURE_PIXEL_SIZE" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_matrix", "MODEL_MATRIX" }, @@ -2807,16 +2748,14 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = { { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "screen_matrix", "SCREEN_MATRIX" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_light_pass", "AT_LIGHT_PASS" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "instance_custom", "INSTANCE_CUSTOM.rgb" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "instance_custom_alpha", "INSTANCE_CUSTOM.a" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "instance_custom", "INSTANCE_CUSTOM" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "instance_id", "INSTANCE_ID" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "vertex_id", "VERTEX_ID" }, // Canvas Item, Fragment - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "fragcoord", "FRAGCOORD.xyz" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "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_4D, "color", "COLOR" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "texture_pixel_size", "TEXTURE_PIXEL_SIZE" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_pixel_size", "SCREEN_PIXEL_SIZE" }, @@ -2826,42 +2765,34 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = { { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "texture", "TEXTURE" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "normal_texture", "NORMAL_TEXTURE" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "screen_texture", "SCREEN_TEXTURE" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "specular_shininess", "SPECULAR_SHININESS.rgb" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "specular_shininess_alpha", "SPECULAR_SHININESS.a" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "specular_shininess", "SPECULAR_SHININESS" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "specular_shininess_texture", "SPECULAR_SHININESS_TEXTURE" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "vertex", "VERTEX" }, // Canvas Item, Light - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "fragcoord", "FRAGCOORD.xyz" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "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_3D, "light", "LIGHT.rgb" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_alpha", "LIGHT.a" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_color", "LIGHT_COLOR.rgb" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_color_alpha", "LIGHT_COLOR.a" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "light", "LIGHT" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "light_color", "LIGHT_COLOR" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_position", "LIGHT_POSITION" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_vertex", "LIGHT_VERTEX" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "shadow", "SHADOW_MODULATE.rgb" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "shadow_alpha", "SHADOW_MODULATE.a" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "shadow", "SHADOW_MODULATE" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "texture_pixel_size", "TEXTURE_PIXEL_SIZE" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "point_coord", "POINT_COORD" }, { 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" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "specular_shininess", "SPECULAR_SHININESS.rgb" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "specular_shininess_alpha", "SPECULAR_SHININESS.a" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "specular_shininess", "SPECULAR_SHININESS" }, // Particles, Start { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" }, - { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" }, - { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" }, - { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_3D, "custom", "CUSTOM.rgb" }, - { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom", "CUSTOM" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" }, @@ -2871,13 +2802,11 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = { // Particles, Start (Custom) { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" }, - { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" }, - { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" }, - { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "custom", "CUSTOM.rgb" }, - { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom", "CUSTOM" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" }, @@ -2887,13 +2816,11 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = { // Particles, Process { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" }, - { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" }, - { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" }, - { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_3D, "custom", "CUSTOM.rgb" }, - { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom", "CUSTOM" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" }, @@ -2903,13 +2830,11 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = { // Particles, Process (Custom) { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" }, - { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" }, - { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" }, - { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "custom", "CUSTOM.rgb" }, - { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom", "CUSTOM" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" }, @@ -2921,13 +2846,11 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = { { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "collision_depth", "COLLISION_DEPTH" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_3D, "collision_normal", "COLLISION_NORMAL" }, - { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" }, - { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" }, - { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_3D, "custom", "CUSTOM.rgb" }, - { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom", "CUSTOM" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" }, @@ -2940,8 +2863,7 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = { { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_half_res_pass", "AT_HALF_RES_PASS" }, { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_quarter_res_pass", "AT_QUARTER_RES_PASS" }, { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "eyedir", "EYEDIR" }, - { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "half_res_color", "HALF_RES_COLOR.rgb" }, - { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "half_res_alpha", "HALF_RES_COLOR.a" }, + { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_4D, "half_res_color", "HALF_RES_COLOR" }, { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light0_color", "LIGHT0_COLOR" }, { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light0_direction", "LIGHT0_DIRECTION" }, { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "light0_enabled", "LIGHT0_ENABLED" }, @@ -2959,8 +2881,7 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = { { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "light3_enabled", "LIGHT3_ENABLED" }, { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "light3_energy", "LIGHT3_ENERGY" }, { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "position", "POSITION" }, - { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "quarter_res_color", "QUARTER_RES_COLOR.rgb" }, - { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "quarter_res_alpha", "QUARTER_RES_COLOR.a" }, + { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_4D, "quarter_res_color", "QUARTER_RES_COLOR" }, { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SAMPLER, "radiance", "RADIANCE" }, { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" }, { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_2D, "sky_coords", "SKY_COORDS" }, @@ -2986,20 +2907,20 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::preview_ports[] = { { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "vec3(1.0, 0.0, 0.0)" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "vec3(1.0)" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec4(1.0)" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "vec2(1.0)" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, // Spatial, Fragment - { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "fragcoord", "FRAGCOORD.rgb" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "vec3(0.0, 0.0, 1.0)" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent", "vec3(0.0, 1.0, 0.0)" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "vec3(1.0, 0.0, 0.0)" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "vec3(1.0)" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec4(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_2D, "screen_uv", "SCREEN_UV" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "vec2(1.0)" }, @@ -3007,7 +2928,7 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::preview_ports[] = { // Spatial, Light - { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "fragcoord", "FRAGCOORD.rgb" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "vec3(0.0, 0.0, 1.0)" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV" }, @@ -3018,25 +2939,25 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::preview_ports[] = { { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "vertex", "VERTEX" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "vec3(1.0)" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec4(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_3D, "fragcoord", "FRAGCOORD.rgb" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "vec3(1.0)" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "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_2D, "screen_uv", "SCREEN_UV" }, { 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_3D, "fragcoord", "FRAGCOORD.rgb" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "vec3(0.0, 0.0, 1.0)" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "vec3(1.0)" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec4(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_2D, "screen_uv", "SCREEN_UV" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, @@ -3078,7 +2999,7 @@ int VisualShaderNodeInput::get_output_port_count() const { } VisualShaderNodeInput::PortType VisualShaderNodeInput::get_output_port_type(int p_port) const { - return get_input_type_by_name(input_name); + return p_port == 0 ? get_input_type_by_name(input_name) : PORT_TYPE_SCALAR; } String VisualShaderNodeInput::get_output_port_name(int p_port) const { @@ -3089,6 +3010,22 @@ String VisualShaderNodeInput::get_caption() const { return "Input"; } +bool VisualShaderNodeInput::is_output_port_expandable(int p_port) const { + if (p_port == 0) { + switch (get_input_type_by_name(input_name)) { + case PORT_TYPE_VECTOR_2D: + return true; + case PORT_TYPE_VECTOR_3D: + return true; + case PORT_TYPE_VECTOR_4D: + return true; + default: + return false; + } + } + return false; +} + String VisualShaderNodeInput::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 (get_output_port_type(0) == PORT_TYPE_SAMPLER) { return ""; @@ -3548,8 +3485,7 @@ const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = { { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "BINORMAL" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV2" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "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_VECTOR_4D, "color", "COLOR" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_view_matrix", "MODELVIEW_MATRIX" }, @@ -3597,14 +3533,12 @@ const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = { //////////////////////////////////////////////////////////////////////// { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "vertex", "VERTEX" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" }, //////////////////////////////////////////////////////////////////////// // Canvas Item, Fragment. //////////////////////////////////////////////////////////////////////// - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "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_4D, "color", "COLOR" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal_map", "NORMAL_MAP" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "normal_map_depth", "NORMAL_MAP_DEPTH" }, @@ -3613,16 +3547,14 @@ const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = { //////////////////////////////////////////////////////////////////////// // Canvas Item, Light. //////////////////////////////////////////////////////////////////////// - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light", "LIGHT.rgb" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_alpha", "LIGHT.a" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "light", "LIGHT" }, //////////////////////////////////////////////////////////////////////// // Sky, Sky. //////////////////////////////////////////////////////////////////////// { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR" }, { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "ALPHA" }, - { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "fog", "FOG.rgb" }, - { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "fog_alpha", "FOG.a" }, + { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fog", "FOG" }, //////////////////////////////////////////////////////////////////////// // Fog, Fog. diff --git a/scene/resources/visual_shader.h b/scene/resources/visual_shader.h index 56371c9bba..aaf570d98c 100644 --- a/scene/resources/visual_shader.h +++ b/scene/resources/visual_shader.h @@ -448,6 +448,7 @@ public: 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 bool is_output_port_expandable(int p_port) const override; virtual String get_caption() const override; diff --git a/scene/resources/visual_shader_nodes.cpp b/scene/resources/visual_shader_nodes.cpp index c302ea8afd..1368bf0382 100644 --- a/scene/resources/visual_shader_nodes.cpp +++ b/scene/resources/visual_shader_nodes.cpp @@ -296,7 +296,7 @@ int VisualShaderNodeColorConstant::get_input_port_count() const { } VisualShaderNodeColorConstant::PortType VisualShaderNodeColorConstant::get_input_port_type(int p_port) const { - return PORT_TYPE_VECTOR_3D; + return PORT_TYPE_VECTOR_4D; } String VisualShaderNodeColorConstant::get_input_port_name(int p_port) const { @@ -304,15 +304,15 @@ String VisualShaderNodeColorConstant::get_input_port_name(int p_port) const { } int VisualShaderNodeColorConstant::get_output_port_count() const { - return 2; + return 1; } VisualShaderNodeColorConstant::PortType VisualShaderNodeColorConstant::get_output_port_type(int p_port) const { - return p_port == 0 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR; + return p_port == 0 ? PORT_TYPE_VECTOR_4D : PORT_TYPE_SCALAR; } String VisualShaderNodeColorConstant::get_output_port_name(int p_port) const { - return p_port == 0 ? "" : "alpha"; //no output port means the editor will be used as port + return ""; } bool VisualShaderNodeColorConstant::is_output_port_expandable(int p_port) const { @@ -323,11 +323,7 @@ bool VisualShaderNodeColorConstant::is_output_port_expandable(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 += " " + p_output_vars[0] + " = " + vformat("vec3(%.6f, %.6f, %.6f)", constant.r, constant.g, constant.b) + ";\n"; - code += " " + p_output_vars[1] + " = " + vformat("%.6f", constant.a) + ";\n"; - - return code; + return " " + p_output_vars[0] + " = " + vformat("vec4(%.6f, %.6f, %.6f, %.6f)", constant.r, constant.g, constant.b, constant.a) + ";\n"; } void VisualShaderNodeColorConstant::set_constant(const Color &p_constant) { @@ -651,21 +647,25 @@ String VisualShaderNodeTexture::get_input_port_name(int p_port) const { } int VisualShaderNodeTexture::get_output_port_count() const { - return 2; + return 1; } VisualShaderNodeTexture::PortType VisualShaderNodeTexture::get_output_port_type(int p_port) const { - if (p_port == 0 && source == SOURCE_DEPTH) { - return PORT_TYPE_SCALAR; + switch (p_port) { + case 0: + return PORT_TYPE_VECTOR_4D; + default: + return PORT_TYPE_SCALAR; } - return p_port == 0 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR; } String VisualShaderNodeTexture::get_output_port_name(int p_port) const { - if (p_port == 0 && source == SOURCE_DEPTH) { - return "depth"; + switch (p_port) { + case 0: + return "color"; + default: + return ""; } - return p_port == 0 ? "rgb" : "alpha"; } bool VisualShaderNodeTexture::is_output_port_expandable(int p_port) const { @@ -722,170 +722,116 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader: default_uv = "vec2(0.0)"; } + String code; if (source == SOURCE_TEXTURE) { String id = make_unique_id(p_type, p_id, "tex"); - String code; if (p_input_vars[0].is_empty()) { // Use UV by default. - if (p_input_vars[1].is_empty()) { - code += " vec4 " + id + "_read = texture(" + id + ", " + default_uv + ");\n"; + code += " " + p_output_vars[0] + " = texture(" + id + ", " + default_uv + ");\n"; } else { - code += " vec4 " + id + "_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n"; + code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n"; } - } else if (p_input_vars[1].is_empty()) { //no lod - code += " vec4 " + id + "_read = texture(" + id + ", " + p_input_vars[0] + ");\n"; + code += " " + p_output_vars[0] + " = texture(" + id + ", " + p_input_vars[0] + ");\n"; } else { - code += " vec4 " + id + "_read = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; + code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; } - - code += " " + p_output_vars[0] + " = " + id + "_read.rgb;\n"; - code += " " + p_output_vars[1] + " = " + id + "_read.a;\n"; return code; } if (source == SOURCE_PORT) { String id = p_input_vars[2]; - - String code; - code += " {\n"; if (id.is_empty()) { - code += " vec4 " + id + "_tex_read = vec4(0.0);\n"; + code += " " + p_output_vars[0] + " = vec4(0.0);\n"; } else { if (p_input_vars[0].is_empty()) { // Use UV by default. - if (p_input_vars[1].is_empty()) { - code += " vec4 " + id + "_tex_read = texture(" + id + ", " + default_uv + ");\n"; + code += " " + p_output_vars[0] + " = texture(" + id + ", " + default_uv + ");\n"; } else { - code += " vec4 " + id + "_tex_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n"; + code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n"; } - } else if (p_input_vars[1].is_empty()) { //no lod - code += " vec4 " + id + "_tex_read = texture(" + id + ", " + p_input_vars[0] + ");\n"; + code += " " + p_output_vars[0] + " = texture(" + id + ", " + p_input_vars[0] + ");\n"; } else { - code += " vec4 " + id + "_tex_read = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; + code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; } - - code += " " + p_output_vars[0] + " = " + id + "_tex_read.rgb;\n"; - code += " " + p_output_vars[1] + " = " + id + "_tex_read.a;\n"; } - code += " }\n"; return code; } if (source == SOURCE_SCREEN && (p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) { - String code = " {\n"; if (p_input_vars[0].is_empty() || p_for_preview) { // Use UV by default. - if (p_input_vars[1].is_empty()) { - code += " vec4 _tex_read = textureLod(SCREEN_TEXTURE, " + default_uv + ", 0.0 );\n"; + code += " " + p_output_vars[0] + " = textureLod(SCREEN_TEXTURE, " + default_uv + ", 0.0);\n"; } else { - code += " vec4 _tex_read = textureLod(SCREEN_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n"; + code += " " + p_output_vars[0] + " = textureLod(SCREEN_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n"; } - } else if (p_input_vars[1].is_empty()) { //no lod - code += " vec4 _tex_read = textureLod(SCREEN_TEXTURE, " + p_input_vars[0] + ", 0.0);\n"; + code += " " + p_output_vars[0] + " = textureLod(SCREEN_TEXTURE, " + p_input_vars[0] + ", 0.0);\n"; } else { - code += " vec4 _tex_read = textureLod(SCREEN_TEXTURE, " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; + code += " " + p_output_vars[0] + " = textureLod(SCREEN_TEXTURE, " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; } - - code += " " + p_output_vars[0] + " = _tex_read.rgb;\n"; - code += " " + p_output_vars[1] + " = _tex_read.a;\n"; - code += " }\n"; return code; } if (source == SOURCE_2D_TEXTURE && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) { - String code = " {\n"; if (p_input_vars[0].is_empty()) { // Use UV by default. - if (p_input_vars[1].is_empty()) { - code += " vec4 _tex_read = texture(TEXTURE, " + default_uv + ");\n"; + code += " " + p_output_vars[0] + " = texture(TEXTURE, " + default_uv + ");\n"; } else { - code += " vec4 _tex_read = textureLod(TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n"; + code += " " + p_output_vars[0] + " = textureLod(TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n"; } - } else if (p_input_vars[1].is_empty()) { //no lod - code += " vec4 _tex_read = texture(TEXTURE, " + p_input_vars[0] + ");\n"; + code += " " + p_output_vars[0] + " = texture(TEXTURE, " + p_input_vars[0] + ");\n"; } else { - code += " vec4 _tex_read = textureLod(TEXTURE, " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; + code += " " + p_output_vars[0] + " = textureLod(TEXTURE, " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; } - - code += " " + p_output_vars[0] + " = _tex_read.rgb;\n"; - code += " " + p_output_vars[1] + " = _tex_read.a;\n"; - code += " }\n"; return code; } if (source == SOURCE_2D_NORMAL && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) { - String code = " {\n"; if (p_input_vars[0].is_empty()) { // Use UV by default. - if (p_input_vars[1].is_empty()) { - code += " vec4 _tex_read = texture(NORMAL_TEXTURE, " + default_uv + ");\n"; + code += " " + p_output_vars[0] + " = texture(NORMAL_TEXTURE, " + default_uv + ");\n"; } else { - code += " vec4 _tex_read = textureLod(NORMAL_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n"; + code += " " + p_output_vars[0] + " = textureLod(NORMAL_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n"; } - } else if (p_input_vars[1].is_empty()) { //no lod - code += " vec4 _tex_read = texture(NORMAL_TEXTURE, " + p_input_vars[0] + ".xy);\n"; + code += " " + p_output_vars[0] + " = texture(NORMAL_TEXTURE, " + p_input_vars[0] + ".xy);\n"; } else { - code += " vec4 _tex_read = textureLod(NORMAL_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n"; + code += " " + p_output_vars[0] + " = textureLod(NORMAL_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n"; } - - code += " " + p_output_vars[0] + " = _tex_read.rgb;\n"; - code += " " + p_output_vars[1] + " = _tex_read.a;\n"; - code += " }\n"; return code; } - if (p_for_preview) // DEPTH_TEXTURE is not supported in preview(canvas_item) shader - { - if (source == SOURCE_DEPTH) { - String code; - code += " " + p_output_vars[0] + " = 0.0;\n"; - code += " " + p_output_vars[1] + " = 1.0;\n"; - return code; - } - } - - if (source == SOURCE_DEPTH && p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) { - String code = " {\n"; - if (p_input_vars[0].is_empty()) { // Use UV by default. - - if (p_input_vars[1].is_empty()) { - code += " float _depth = texture(DEPTH_TEXTURE, " + default_uv + ").r;\n"; + if (source == SOURCE_DEPTH) { + if (!p_for_preview && p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) { + code += " {\n"; + if (p_input_vars[0].is_empty()) { // Use UV by default. + if (p_input_vars[1].is_empty()) { + code += " float _depth = texture(DEPTH_TEXTURE, " + default_uv + ").r;\n"; + } else { + code += " float _depth = textureLod(DEPTH_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ").r;\n"; + } + } else if (p_input_vars[1].is_empty()) { + //no lod + code += " float _depth = texture(DEPTH_TEXTURE, " + p_input_vars[0] + ".xy).r;\n"; } else { - code += " float _depth = textureLod(DEPTH_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ").r;\n"; + code += " float _depth = textureLod(DEPTH_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ").r;\n"; } - } else if (p_input_vars[1].is_empty()) { - //no lod - code += " float _depth = texture(DEPTH_TEXTURE, " + p_input_vars[0] + ".xy).r;\n"; - } else { - code += " float _depth = textureLod(DEPTH_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ").r;\n"; + code += " " + p_output_vars[0] + " = vec4(_depth, _depth, _depth, 1.0);\n"; + code += " }\n"; + return code; } - - code += " " + p_output_vars[0] + " = _depth;\n"; - code += " " + p_output_vars[1] + " = 1.0;\n"; - code += " }\n"; - return code; - } else if (source == SOURCE_DEPTH) { - String code; - code += " " + p_output_vars[0] + " = 0.0;\n"; - code += " " + p_output_vars[1] + " = 1.0;\n"; - return code; } - //none - String code; - code += " " + p_output_vars[0] + " = vec3(0.0);\n"; - code += " " + p_output_vars[1] + " = 1.0;\n"; + code += " " + p_output_vars[0] + " = vec4(0.0);\n"; return code; } @@ -1224,15 +1170,15 @@ String VisualShaderNodeSample3D::get_input_port_name(int p_port) const { } int VisualShaderNodeSample3D::get_output_port_count() const { - return 2; + return 1; } VisualShaderNodeSample3D::PortType VisualShaderNodeSample3D::get_output_port_type(int p_port) const { - return p_port == 0 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR; + return p_port == 0 ? PORT_TYPE_VECTOR_4D : PORT_TYPE_SCALAR; } String VisualShaderNodeSample3D::get_output_port_name(int p_port) const { - return p_port == 0 ? "rgb" : "alpha"; + return "color"; } bool VisualShaderNodeSample3D::is_output_port_expandable(int p_port) const { @@ -1262,7 +1208,6 @@ String VisualShaderNodeSample3D::generate_code(Shader::Mode p_mode, VisualShader String code; if (source == SOURCE_TEXTURE || source == SOURCE_PORT) { String id; - code += " {\n"; if (source == SOURCE_TEXTURE) { id = make_unique_id(p_type, p_id, "tex3d"); } else { @@ -1271,27 +1216,22 @@ String VisualShaderNodeSample3D::generate_code(Shader::Mode p_mode, VisualShader if (!id.is_empty()) { if (p_input_vars[0].is_empty()) { // Use UV by default. if (p_input_vars[1].is_empty()) { - code += " vec4 " + id + "_tex_read = texture(" + id + ", " + default_uv + ");\n"; + code += " " + p_output_vars[0] + " = texture(" + id + ", " + default_uv + ");\n"; } else { - code += " vec4 " + id + "_tex_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n"; + code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n"; } } else if (p_input_vars[1].is_empty()) { //no lod - code += " vec4 " + id + "_tex_read = texture(" + id + ", " + p_input_vars[0] + ");\n"; + code += " " + p_output_vars[0] + " = texture(" + id + ", " + p_input_vars[0] + ");\n"; } else { - code += " vec4 " + id + "_tex_read = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; + code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; } } else { - code += " vec4 " + id + "_tex_read = vec4(0.0);\n"; + code += " " + p_output_vars[0] + " = vec4(0.0);\n"; } - - code += " " + p_output_vars[0] + " = " + id + "_tex_read.rgb;\n"; - code += " " + p_output_vars[1] + " = " + id + "_tex_read.a;\n"; - code += " }\n"; return code; } - code += " " + p_output_vars[0] + " = vec3(0.0);\n"; - code += " " + p_output_vars[1] + " = 1.0;\n"; + code += " " + p_output_vars[0] + " = vec4(0.0);\n"; return code; } @@ -1489,15 +1429,15 @@ String VisualShaderNodeCubemap::get_input_port_name(int p_port) const { } int VisualShaderNodeCubemap::get_output_port_count() const { - return 2; + return 1; } VisualShaderNodeCubemap::PortType VisualShaderNodeCubemap::get_output_port_type(int p_port) const { - return p_port == 0 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR; + return PORT_TYPE_VECTOR_4D; } String VisualShaderNodeCubemap::get_output_port_name(int p_port) const { - return p_port == 0 ? "rgb" : "alpha"; + return "color"; } bool VisualShaderNodeCubemap::is_output_port_expandable(int p_port) const { @@ -1551,37 +1491,28 @@ String VisualShaderNodeCubemap::generate_code(Shader::Mode p_mode, VisualShader: } else if (source == SOURCE_PORT) { id = p_input_vars[2]; } else { - return String(); + return code; } - code += " {\n"; - if (id.is_empty()) { - code += " vec4 " + id + "_read = vec4(0.0);\n"; - code += " " + p_output_vars[0] + " = " + id + "_read.rgb;\n"; - code += " " + p_output_vars[1] + " = " + id + "_read.a;\n"; - code += " }\n"; + code += " " + p_output_vars[0] + " = vec4(0.0);\n"; return code; } if (p_input_vars[0].is_empty()) { // Use UV by default. if (p_input_vars[1].is_empty()) { - code += " vec4 " + id + "_read = texture(" + id + ", " + default_uv + ");\n"; + code += " " + p_output_vars[0] + " = texture(" + id + ", " + default_uv + ");\n"; } else { - code += " vec4 " + id + "_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + " );\n"; + code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n"; } } else if (p_input_vars[1].is_empty()) { //no lod - code += " vec4 " + id + "_read = texture(" + id + ", " + p_input_vars[0] + ");\n"; + code += " " + p_output_vars[0] + " = texture(" + id + ", " + p_input_vars[0] + ");\n"; } else { - code += " vec4 " + id + "_read = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; + code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; } - code += " " + p_output_vars[0] + " = " + id + "_read.rgb;\n"; - code += " " + p_output_vars[1] + " = " + id + "_read.a;\n"; - code += " }\n"; - return code; } @@ -5680,28 +5611,24 @@ String VisualShaderNodeTextureUniform::get_caption() const { } int VisualShaderNodeTextureUniform::get_input_port_count() const { - return 2; + return 0; } VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_input_port_type(int p_port) const { - return p_port == 0 ? PORT_TYPE_VECTOR_2D : PORT_TYPE_SCALAR; + return PORT_TYPE_SCALAR; } String VisualShaderNodeTextureUniform::get_input_port_name(int p_port) const { - return p_port == 0 ? "uv" : "lod"; + return ""; } int VisualShaderNodeTextureUniform::get_output_port_count() const { - return 3; + return 1; } VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_output_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_SAMPLER; default: return PORT_TYPE_SCALAR; @@ -5711,10 +5638,6 @@ VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_out String VisualShaderNodeTextureUniform::get_output_port_name(int p_port) const { switch (p_port) { case 0: - return "rgb"; - case 1: - return "alpha"; - case 2: return "sampler2D"; default: return ""; @@ -5825,37 +5748,8 @@ String VisualShaderNodeTextureUniform::generate_global(Shader::Mode p_mode, Visu return code; } -bool VisualShaderNodeTextureUniform::is_code_generated() const { - return is_output_port_connected(0) || is_output_port_connected(1); // rgb or alpha -} - String VisualShaderNodeTextureUniform::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 default_uv; - if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) { - default_uv = "UV"; - } else { - default_uv = "vec2(0.0)"; - } - - String id = get_uniform_name(); - String code = " {\n"; - if (p_input_vars[0].is_empty()) { // Use UV by default. - if (p_input_vars[1].is_empty()) { - code += " vec4 n_tex_read = texture(" + id + ", " + default_uv + ");\n"; - } else { - code += " vec4 n_tex_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n"; - } - } else if (p_input_vars[1].is_empty()) { - //no lod - code += " vec4 n_tex_read = texture(" + id + ", " + p_input_vars[0] + ");\n"; - } else { - code += " vec4 n_tex_read = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; - } - - code += " " + p_output_vars[0] + " = n_tex_read.rgb;\n"; - code += " " + p_output_vars[1] + " = n_tex_read.a;\n"; - code += " }\n"; - return code; + return ""; } void VisualShaderNodeTextureUniform::set_texture_type(TextureType p_texture_type) { @@ -5977,15 +5871,6 @@ void VisualShaderNodeTextureUniform::_bind_methods() { BIND_ENUM_CONSTANT(REPEAT_MAX); } -bool VisualShaderNodeTextureUniform::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; -} - bool VisualShaderNodeTextureUniform::is_qualifier_supported(Qualifier p_qual) const { switch (p_qual) { case Qualifier::QUAL_NONE: @@ -6005,7 +5890,6 @@ bool VisualShaderNodeTextureUniform::is_convertible_to_constant() const { } VisualShaderNodeTextureUniform::VisualShaderNodeTextureUniform() { - simple_decl = false; } ////////////// Texture Uniform (Triplanar) @@ -6018,7 +5902,7 @@ int VisualShaderNodeTextureUniformTriplanar::get_input_port_count() const { return 2; } -VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniformTriplanar::get_input_port_type(int p_port) const { +VisualShaderNodeTextureUniformTriplanar::PortType VisualShaderNodeTextureUniformTriplanar::get_input_port_type(int p_port) const { if (p_port == 0 || p_port == 1) { return PORT_TYPE_VECTOR_3D; } @@ -6034,6 +5918,32 @@ String VisualShaderNodeTextureUniformTriplanar::get_input_port_name(int p_port) return ""; } +int VisualShaderNodeTextureUniformTriplanar::get_output_port_count() const { + return 2; +} + +VisualShaderNodeTextureUniformTriplanar::PortType VisualShaderNodeTextureUniformTriplanar::get_output_port_type(int p_port) const { + switch (p_port) { + case 0: + return PORT_TYPE_VECTOR_4D; + case 1: + return PORT_TYPE_SAMPLER; + default: + return PORT_TYPE_SCALAR; + } +} + +String VisualShaderNodeTextureUniformTriplanar::get_output_port_name(int p_port) const { + switch (p_port) { + case 0: + return "color"; + case 1: + return "sampler2D"; + default: + return ""; + } +} + String VisualShaderNodeTextureUniformTriplanar::generate_global_per_node(Shader::Mode p_mode, int p_id) const { String code; @@ -6074,22 +5984,18 @@ String VisualShaderNodeTextureUniformTriplanar::generate_global_per_func(Shader: String VisualShaderNodeTextureUniformTriplanar::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 id = get_uniform_name(); - String code = " {\n"; + String code; if (p_input_vars[0].is_empty() && p_input_vars[1].is_empty()) { - code += " vec4 n_tex_read = triplanar_texture(" + id + ", triplanar_power_normal, triplanar_pos);\n"; + code += " " + p_output_vars[0] + " = triplanar_texture(" + id + ", triplanar_power_normal, triplanar_pos);\n"; } else if (!p_input_vars[0].is_empty() && p_input_vars[1].is_empty()) { - code += " vec4 n_tex_read = triplanar_texture(" + id + ", " + p_input_vars[0] + ", triplanar_pos);\n"; + code += " " + p_output_vars[0] + " = triplanar_texture(" + id + ", " + p_input_vars[0] + ", triplanar_pos);\n"; } else if (p_input_vars[0].is_empty() && !p_input_vars[1].is_empty()) { - code += " vec4 n_tex_read = triplanar_texture(" + id + ", triplanar_power_normal, " + p_input_vars[1] + ");\n"; + code += " " + p_output_vars[0] + " = triplanar_texture(" + id + ", triplanar_power_normal, " + p_input_vars[1] + ");\n"; } else { - code += " vec4 n_tex_read = triplanar_texture(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; + code += " " + p_output_vars[0] + " = triplanar_texture(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; } - code += " " + p_output_vars[0] + " = n_tex_read.rgb;\n"; - code += " " + p_output_vars[1] + " = n_tex_read.a;\n"; - code += " }\n"; - return code; } @@ -6111,34 +6017,10 @@ String VisualShaderNodeTexture2DArrayUniform::get_caption() const { return "Texture2DArrayUniform"; } -int VisualShaderNodeTexture2DArrayUniform::get_output_port_count() const { - return 1; -} - -VisualShaderNodeTexture2DArrayUniform::PortType VisualShaderNodeTexture2DArrayUniform::get_output_port_type(int p_port) const { - return PORT_TYPE_SAMPLER; -} - String VisualShaderNodeTexture2DArrayUniform::get_output_port_name(int p_port) const { return "sampler2DArray"; } -int VisualShaderNodeTexture2DArrayUniform::get_input_port_count() const { - return 0; -} - -VisualShaderNodeTexture2DArrayUniform::PortType VisualShaderNodeTexture2DArrayUniform::get_input_port_type(int p_port) const { - return PORT_TYPE_SCALAR; -} - -String VisualShaderNodeTexture2DArrayUniform::get_input_port_name(int p_port) const { - return ""; -} - -bool VisualShaderNodeTexture2DArrayUniform::is_input_port_default(int p_port, Shader::Mode p_mode) const { - return false; -} - String VisualShaderNodeTexture2DArrayUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const { String code = _get_qual_str() + "uniform sampler2DArray " + get_uniform_name(); @@ -6184,34 +6066,10 @@ String VisualShaderNodeTexture3DUniform::get_caption() const { return "Texture3DUniform"; } -int VisualShaderNodeTexture3DUniform::get_output_port_count() const { - return 1; -} - -VisualShaderNodeTexture3DUniform::PortType VisualShaderNodeTexture3DUniform::get_output_port_type(int p_port) const { - return PORT_TYPE_SAMPLER; -} - String VisualShaderNodeTexture3DUniform::get_output_port_name(int p_port) const { return "sampler3D"; } -int VisualShaderNodeTexture3DUniform::get_input_port_count() const { - return 0; -} - -VisualShaderNodeTexture3DUniform::PortType VisualShaderNodeTexture3DUniform::get_input_port_type(int p_port) const { - return PORT_TYPE_SCALAR; -} - -String VisualShaderNodeTexture3DUniform::get_input_port_name(int p_port) const { - return ""; -} - -bool VisualShaderNodeTexture3DUniform::is_input_port_default(int p_port, Shader::Mode p_mode) const { - return false; -} - String VisualShaderNodeTexture3DUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const { String code = _get_qual_str() + "uniform sampler3D " + get_uniform_name(); @@ -6257,34 +6115,10 @@ 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 "samplerCube"; } -int VisualShaderNodeCubemapUniform::get_input_port_count() const { - return 0; -} - -VisualShaderNodeCubemapUniform::PortType VisualShaderNodeCubemapUniform::get_input_port_type(int p_port) const { - return PORT_TYPE_SCALAR; -} - -String VisualShaderNodeCubemapUniform::get_input_port_name(int p_port) const { - return ""; -} - -bool VisualShaderNodeCubemapUniform::is_input_port_default(int p_port, Shader::Mode p_mode) const { - return false; -} - String VisualShaderNodeCubemapUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const { String code = _get_qual_str() + "uniform samplerCube " + get_uniform_name(); diff --git a/scene/resources/visual_shader_nodes.h b/scene/resources/visual_shader_nodes.h index da638c2d10..26c98bd2ea 100644 --- a/scene/resources/visual_shader_nodes.h +++ b/scene/resources/visual_shader_nodes.h @@ -2166,7 +2166,6 @@ public: 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; @@ -2177,7 +2176,6 @@ public: virtual Map<StringName, String> get_editable_properties_names() const override; virtual bool is_show_prop_names() const override; - virtual bool is_code_generated() const override; Vector<StringName> get_editable_properties() const override; @@ -2216,6 +2214,10 @@ public: 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 bool is_input_port_default(int p_port, Shader::Mode p_mode) const override; virtual String generate_global_per_node(Shader::Mode p_mode, int p_id) const override; @@ -2232,16 +2234,8 @@ class VisualShaderNodeTexture2DArrayUniform : public VisualShaderNodeTextureUnif 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 bool is_input_port_default(int p_port, Shader::Mode p_mode) const override; virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, 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; @@ -2255,16 +2249,8 @@ class VisualShaderNodeTexture3DUniform : public VisualShaderNodeTextureUniform { 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 bool is_input_port_default(int p_port, Shader::Mode p_mode) const override; virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, 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; @@ -2278,16 +2264,8 @@ class VisualShaderNodeCubemapUniform : public VisualShaderNodeTextureUniform { 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 bool is_input_port_default(int p_port, Shader::Mode p_mode) const override; virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, 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; |