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-rw-r--r--editor/plugins/visual_shader_editor_plugin.cpp10
-rw-r--r--scene/register_scene_types.cpp8
-rw-r--r--scene/resources/visual_shader_nodes.cpp112
-rw-r--r--scene/resources/visual_shader_nodes.h24
4 files changed, 77 insertions, 77 deletions
diff --git a/editor/plugins/visual_shader_editor_plugin.cpp b/editor/plugins/visual_shader_editor_plugin.cpp
index 9a351c26fa..682ca744ff 100644
--- a/editor/plugins/visual_shader_editor_plugin.cpp
+++ b/editor/plugins/visual_shader_editor_plugin.cpp
@@ -768,17 +768,17 @@ VisualShaderEditor::VisualShaderEditor() {
add_options.push_back(AddOption("VectorOp", "Operators", "VisualShaderNodeVectorOp"));
add_options.push_back(AddOption("ColorOp", "Operators", "VisualShaderNodeColorOp"));
add_options.push_back(AddOption("TransformMult", "Operators", "VisualShaderNodeTransformMult"));
- add_options.push_back(AddOption("TransformVecMult", "Operators", "VisualShaderNodeTransformVecMult"));
+ add_options.push_back(AddOption("TransformVectorMult", "Operators", "VisualShaderNodeTransformVecMult"));
add_options.push_back(AddOption("ScalarFunc", "Functions", "VisualShaderNodeScalarFunc"));
add_options.push_back(AddOption("VectorFunc", "Functions", "VisualShaderNodeVectorFunc"));
add_options.push_back(AddOption("DotProduct", "Functions", "VisualShaderNodeDotProduct"));
add_options.push_back(AddOption("VectorLen", "Functions", "VisualShaderNodeVectorLen"));
add_options.push_back(AddOption("ScalarInterp", "Interpolation", "VisualShaderNodeScalarInterp"));
add_options.push_back(AddOption("VectorInterp", "Interpolation", "VisualShaderNodeVectorInterp"));
- add_options.push_back(AddOption("VectorConstruct", "Construct", "VisualShaderNodeVectorConstruct"));
- add_options.push_back(AddOption("TransformConstruct", "Construct", "VisualShaderNodeTransformConstruct"));
- add_options.push_back(AddOption("VectorDestruct", "Destruct", "VisualShaderNodeVectorDestruct"));
- add_options.push_back(AddOption("TransformDestruct", "Destruct", "VisualShaderNodeTransformDestruct"));
+ add_options.push_back(AddOption("VectorCompose", "Compose", "VisualShaderNodeVectorCompose"));
+ add_options.push_back(AddOption("TransformCompose", "Compose", "VisualShaderNodeTransformCompose"));
+ add_options.push_back(AddOption("VectorDecompose", "Decompose", "VisualShaderNodeVectorDecompose"));
+ add_options.push_back(AddOption("TransformDecompose", "Decompose", "VisualShaderNodeTransformDecompose"));
add_options.push_back(AddOption("Scalar", "Uniforms", "VisualShaderNodeScalarUniform"));
add_options.push_back(AddOption("Vector", "Uniforms", "VisualShaderNodeVec3Uniform"));
add_options.push_back(AddOption("Color", "Uniforms", "VisualShaderNodeColorUniform"));
diff --git a/scene/register_scene_types.cpp b/scene/register_scene_types.cpp
index 8dd378c319..8f78e137b4 100644
--- a/scene/register_scene_types.cpp
+++ b/scene/register_scene_types.cpp
@@ -477,10 +477,10 @@ void register_scene_types() {
ClassDB::register_class<VisualShaderNodeVectorLen>();
ClassDB::register_class<VisualShaderNodeScalarInterp>();
ClassDB::register_class<VisualShaderNodeVectorInterp>();
- ClassDB::register_class<VisualShaderNodeVectorConstruct>();
- ClassDB::register_class<VisualShaderNodeTransformConstruct>();
- ClassDB::register_class<VisualShaderNodeVectorDestruct>();
- ClassDB::register_class<VisualShaderNodeTransformDestruct>();
+ ClassDB::register_class<VisualShaderNodeVectorCompose>();
+ ClassDB::register_class<VisualShaderNodeTransformCompose>();
+ ClassDB::register_class<VisualShaderNodeVectorDecompose>();
+ ClassDB::register_class<VisualShaderNodeTransformDecompose>();
ClassDB::register_class<VisualShaderNodeTexture>();
ClassDB::register_class<VisualShaderNodeCubeMap>();
ClassDB::register_virtual_class<VisualShaderNodeUniform>();
diff --git a/scene/resources/visual_shader_nodes.cpp b/scene/resources/visual_shader_nodes.cpp
index 90af312870..e850aaa44c 100644
--- a/scene/resources/visual_shader_nodes.cpp
+++ b/scene/resources/visual_shader_nodes.cpp
@@ -183,7 +183,7 @@ VisualShaderNodeVec3Constant::VisualShaderNodeVec3Constant() {
////////////// Transform
String VisualShaderNodeTransformConstant::get_caption() const {
- return "Transform4x3";
+ return "Transform";
}
int VisualShaderNodeTransformConstant::get_input_port_count() const {
@@ -681,7 +681,7 @@ VisualShaderNodeScalarOp::VisualShaderNodeScalarOp() {
////////////// Vector Op
String VisualShaderNodeVectorOp::get_caption() const {
- return "VecOp";
+ return "VectorOp";
}
int VisualShaderNodeVectorOp::get_input_port_count() const {
@@ -905,7 +905,7 @@ VisualShaderNodeColorOp::VisualShaderNodeColorOp() {
////////////// Transform Mult
String VisualShaderNodeTransformMult::get_caption() const {
- return "TransMult";
+ return "TransformMult";
}
int VisualShaderNodeTransformMult::get_input_port_count() const {
@@ -971,7 +971,7 @@ VisualShaderNodeTransformMult::VisualShaderNodeTransformMult() {
////////////// TransformVec Mult
String VisualShaderNodeTransformVecMult::get_caption() const {
- return "TransVecMult";
+ return "TransformVectorMult";
}
int VisualShaderNodeTransformVecMult::get_input_port_count() const {
@@ -1150,7 +1150,7 @@ VisualShaderNodeScalarFunc::VisualShaderNodeScalarFunc() {
////////////// Vector Func
String VisualShaderNodeVectorFunc::get_caption() const {
- return "VecFunc";
+ return "VectorFunc";
}
int VisualShaderNodeVectorFunc::get_input_port_count() const {
@@ -1251,7 +1251,7 @@ VisualShaderNodeVectorFunc::VisualShaderNodeVectorFunc() {
////////////// Dot Product
String VisualShaderNodeDotProduct::get_caption() const {
- return "DotProd";
+ return "DotProduct";
}
int VisualShaderNodeDotProduct::get_input_port_count() const {
@@ -1286,7 +1286,7 @@ VisualShaderNodeDotProduct::VisualShaderNodeDotProduct() {
////////////// Vector Len
String VisualShaderNodeVectorLen::get_caption() const {
- return "VecLen";
+ return "VectorLen";
}
int VisualShaderNodeVectorLen::get_input_port_count() const {
@@ -1362,7 +1362,7 @@ VisualShaderNodeScalarInterp::VisualShaderNodeScalarInterp() {
////////////// Vector Interp
String VisualShaderNodeVectorInterp::get_caption() const {
- return "VecInterp";
+ return "VectorInterp";
}
int VisualShaderNodeVectorInterp::get_input_port_count() const {
@@ -1401,18 +1401,18 @@ VisualShaderNodeVectorInterp::VisualShaderNodeVectorInterp() {
set_input_port_default_value(2, Vector3());
}
-////////////// Vector Construct
-String VisualShaderNodeVectorConstruct::get_caption() const {
- return "VecConstr";
+////////////// Vector Compose
+String VisualShaderNodeVectorCompose::get_caption() const {
+ return "VectorCompose";
}
-int VisualShaderNodeVectorConstruct::get_input_port_count() const {
+int VisualShaderNodeVectorCompose::get_input_port_count() const {
return 3;
}
-VisualShaderNodeVectorConstruct::PortType VisualShaderNodeVectorConstruct::get_input_port_type(int p_port) const {
+VisualShaderNodeVectorCompose::PortType VisualShaderNodeVectorCompose::get_input_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
-String VisualShaderNodeVectorConstruct::get_input_port_name(int p_port) const {
+String VisualShaderNodeVectorCompose::get_input_port_name(int p_port) const {
if (p_port == 0) {
return "x";
} else if (p_port == 1) {
@@ -1422,40 +1422,40 @@ String VisualShaderNodeVectorConstruct::get_input_port_name(int p_port) const {
}
}
-int VisualShaderNodeVectorConstruct::get_output_port_count() const {
+int VisualShaderNodeVectorCompose::get_output_port_count() const {
return 1;
}
-VisualShaderNodeVectorConstruct::PortType VisualShaderNodeVectorConstruct::get_output_port_type(int p_port) const {
+VisualShaderNodeVectorCompose::PortType VisualShaderNodeVectorCompose::get_output_port_type(int p_port) const {
return PORT_TYPE_VECTOR;
}
-String VisualShaderNodeVectorConstruct::get_output_port_name(int p_port) const {
+String VisualShaderNodeVectorCompose::get_output_port_name(int p_port) const {
return "vec";
}
-String VisualShaderNodeVectorConstruct::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const {
+String VisualShaderNodeVectorCompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const {
return "\t" + p_output_vars[0] + " = vec3( " + p_input_vars[0] + " , " + p_input_vars[1] + " , " + p_input_vars[2] + " );\n";
}
-VisualShaderNodeVectorConstruct::VisualShaderNodeVectorConstruct() {
+VisualShaderNodeVectorCompose::VisualShaderNodeVectorCompose() {
set_input_port_default_value(0, 0.0);
set_input_port_default_value(1, 0.0);
set_input_port_default_value(2, 0.0);
}
-////////////// Transform Construct
+////////////// Transform Compose
-String VisualShaderNodeTransformConstruct::get_caption() const {
- return "TransConstr";
+String VisualShaderNodeTransformCompose::get_caption() const {
+ return "TransformCompose";
}
-int VisualShaderNodeTransformConstruct::get_input_port_count() const {
+int VisualShaderNodeTransformCompose::get_input_port_count() const {
return 4;
}
-VisualShaderNodeTransformConstruct::PortType VisualShaderNodeTransformConstruct::get_input_port_type(int p_port) const {
+VisualShaderNodeTransformCompose::PortType VisualShaderNodeTransformCompose::get_input_port_type(int p_port) const {
return PORT_TYPE_VECTOR;
}
-String VisualShaderNodeTransformConstruct::get_input_port_name(int p_port) const {
+String VisualShaderNodeTransformCompose::get_input_port_name(int p_port) const {
if (p_port == 0) {
return "x";
} else if (p_port == 1) {
@@ -1467,21 +1467,21 @@ String VisualShaderNodeTransformConstruct::get_input_port_name(int p_port) const
}
}
-int VisualShaderNodeTransformConstruct::get_output_port_count() const {
+int VisualShaderNodeTransformCompose::get_output_port_count() const {
return 1;
}
-VisualShaderNodeTransformConstruct::PortType VisualShaderNodeTransformConstruct::get_output_port_type(int p_port) const {
+VisualShaderNodeTransformCompose::PortType VisualShaderNodeTransformCompose::get_output_port_type(int p_port) const {
return PORT_TYPE_TRANSFORM;
}
-String VisualShaderNodeTransformConstruct::get_output_port_name(int p_port) const {
+String VisualShaderNodeTransformCompose::get_output_port_name(int p_port) const {
return "xform";
}
-String VisualShaderNodeTransformConstruct::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const {
+String VisualShaderNodeTransformCompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const {
return "\t" + p_output_vars[0] + " = mat4( vec4(" + p_input_vars[0] + ", 0.0) , vec4(" + p_input_vars[1] + ", 0.0) , vec4(" + p_input_vars[2] + ",0.0), vec4(" + p_input_vars[3] + ",1.0) );\n";
}
-VisualShaderNodeTransformConstruct::VisualShaderNodeTransformConstruct() {
+VisualShaderNodeTransformCompose::VisualShaderNodeTransformCompose() {
set_input_port_default_value(0, Vector3());
set_input_port_default_value(1, Vector3());
@@ -1489,28 +1489,28 @@ VisualShaderNodeTransformConstruct::VisualShaderNodeTransformConstruct() {
set_input_port_default_value(3, Vector3());
}
-////////////// Vector Destruct
-String VisualShaderNodeVectorDestruct::get_caption() const {
- return "VecDestr";
+////////////// Vector Decompose
+String VisualShaderNodeVectorDecompose::get_caption() const {
+ return "VectorDecompose";
}
-int VisualShaderNodeVectorDestruct::get_input_port_count() const {
+int VisualShaderNodeVectorDecompose::get_input_port_count() const {
return 1;
}
-VisualShaderNodeVectorDestruct::PortType VisualShaderNodeVectorDestruct::get_input_port_type(int p_port) const {
+VisualShaderNodeVectorDecompose::PortType VisualShaderNodeVectorDecompose::get_input_port_type(int p_port) const {
return PORT_TYPE_VECTOR;
}
-String VisualShaderNodeVectorDestruct::get_input_port_name(int p_port) const {
+String VisualShaderNodeVectorDecompose::get_input_port_name(int p_port) const {
return "vec";
}
-int VisualShaderNodeVectorDestruct::get_output_port_count() const {
+int VisualShaderNodeVectorDecompose::get_output_port_count() const {
return 3;
}
-VisualShaderNodeVectorDestruct::PortType VisualShaderNodeVectorDestruct::get_output_port_type(int p_port) const {
+VisualShaderNodeVectorDecompose::PortType VisualShaderNodeVectorDecompose::get_output_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
-String VisualShaderNodeVectorDestruct::get_output_port_name(int p_port) const {
+String VisualShaderNodeVectorDecompose::get_output_port_name(int p_port) const {
if (p_port == 0) {
return "x";
} else if (p_port == 1) {
@@ -1520,7 +1520,7 @@ String VisualShaderNodeVectorDestruct::get_output_port_name(int p_port) const {
}
}
-String VisualShaderNodeVectorDestruct::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const {
+String VisualShaderNodeVectorDecompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const {
String code;
code += "\t" + p_output_vars[0] + " = " + p_input_vars[0] + ".x;\n";
code += "\t" + p_output_vars[1] + " = " + p_input_vars[0] + ".y;\n";
@@ -1528,33 +1528,33 @@ String VisualShaderNodeVectorDestruct::generate_code(Shader::Mode p_mode, Visual
return code;
}
-VisualShaderNodeVectorDestruct::VisualShaderNodeVectorDestruct() {
+VisualShaderNodeVectorDecompose::VisualShaderNodeVectorDecompose() {
set_input_port_default_value(0, Vector3());
}
-////////////// Transform Destruct
+////////////// Transform Decompose
-String VisualShaderNodeTransformDestruct::get_caption() const {
- return "TransDestr";
+String VisualShaderNodeTransformDecompose::get_caption() const {
+ return "TransformDecompose";
}
-int VisualShaderNodeTransformDestruct::get_input_port_count() const {
+int VisualShaderNodeTransformDecompose::get_input_port_count() const {
return 1;
}
-VisualShaderNodeTransformDestruct::PortType VisualShaderNodeTransformDestruct::get_input_port_type(int p_port) const {
+VisualShaderNodeTransformDecompose::PortType VisualShaderNodeTransformDecompose::get_input_port_type(int p_port) const {
return PORT_TYPE_TRANSFORM;
}
-String VisualShaderNodeTransformDestruct::get_input_port_name(int p_port) const {
+String VisualShaderNodeTransformDecompose::get_input_port_name(int p_port) const {
return "xform";
}
-int VisualShaderNodeTransformDestruct::get_output_port_count() const {
+int VisualShaderNodeTransformDecompose::get_output_port_count() const {
return 4;
}
-VisualShaderNodeTransformDestruct::PortType VisualShaderNodeTransformDestruct::get_output_port_type(int p_port) const {
+VisualShaderNodeTransformDecompose::PortType VisualShaderNodeTransformDecompose::get_output_port_type(int p_port) const {
return PORT_TYPE_VECTOR;
}
-String VisualShaderNodeTransformDestruct::get_output_port_name(int p_port) const {
+String VisualShaderNodeTransformDecompose::get_output_port_name(int p_port) const {
if (p_port == 0) {
return "x";
} else if (p_port == 1) {
@@ -1566,7 +1566,7 @@ String VisualShaderNodeTransformDestruct::get_output_port_name(int p_port) const
}
}
-String VisualShaderNodeTransformDestruct::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const {
+String VisualShaderNodeTransformDecompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const {
String code;
code += "\t" + p_output_vars[0] + " = " + p_input_vars[0] + "[0].xyz;\n";
code += "\t" + p_output_vars[1] + " = " + p_input_vars[0] + "[1].xyz;\n";
@@ -1575,7 +1575,7 @@ String VisualShaderNodeTransformDestruct::generate_code(Shader::Mode p_mode, Vis
return code;
}
-VisualShaderNodeTransformDestruct::VisualShaderNodeTransformDestruct() {
+VisualShaderNodeTransformDecompose::VisualShaderNodeTransformDecompose() {
set_input_port_default_value(0, Transform());
}
@@ -1658,7 +1658,7 @@ VisualShaderNodeColorUniform::VisualShaderNodeColorUniform() {
////////////// Vector Uniform
String VisualShaderNodeVec3Uniform::get_caption() const {
- return "VecUniform";
+ return "VectorUniform";
}
int VisualShaderNodeVec3Uniform::get_input_port_count() const {
@@ -1694,7 +1694,7 @@ VisualShaderNodeVec3Uniform::VisualShaderNodeVec3Uniform() {
////////////// Transform Uniform
String VisualShaderNodeTransformUniform::get_caption() const {
- return "TransUniform";
+ return "TransformUniform";
}
int VisualShaderNodeTransformUniform::get_input_port_count() const {
@@ -1730,7 +1730,7 @@ VisualShaderNodeTransformUniform::VisualShaderNodeTransformUniform() {
////////////// Texture Uniform
String VisualShaderNodeTextureUniform::get_caption() const {
- return "TexUniform";
+ return "TextureUniform";
}
int VisualShaderNodeTextureUniform::get_input_port_count() const {
@@ -1848,7 +1848,7 @@ VisualShaderNodeTextureUniform::VisualShaderNodeTextureUniform() {
////////////// CubeMap Uniform
String VisualShaderNodeCubeMapUniform::get_caption() const {
- return "CubeMap";
+ return "CubeMapUniform";
}
int VisualShaderNodeCubeMapUniform::get_input_port_count() const {
diff --git a/scene/resources/visual_shader_nodes.h b/scene/resources/visual_shader_nodes.h
index cf46ee3189..2ede36fbc8 100644
--- a/scene/resources/visual_shader_nodes.h
+++ b/scene/resources/visual_shader_nodes.h
@@ -621,8 +621,8 @@ public:
///////////////////////////////////////
-class VisualShaderNodeVectorConstruct : public VisualShaderNode {
- GDCLASS(VisualShaderNodeVectorConstruct, VisualShaderNode)
+class VisualShaderNodeVectorCompose : public VisualShaderNode {
+ GDCLASS(VisualShaderNodeVectorCompose, VisualShaderNode)
public:
virtual String get_caption() const;
@@ -637,13 +637,13 @@ public:
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) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
- VisualShaderNodeVectorConstruct();
+ VisualShaderNodeVectorCompose();
};
///////////////////////////////////////
-class VisualShaderNodeTransformConstruct : public VisualShaderNode {
- GDCLASS(VisualShaderNodeTransformConstruct, VisualShaderNode)
+class VisualShaderNodeTransformCompose : public VisualShaderNode {
+ GDCLASS(VisualShaderNodeTransformCompose, VisualShaderNode)
public:
virtual String get_caption() const;
@@ -658,13 +658,13 @@ public:
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) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
- VisualShaderNodeTransformConstruct();
+ VisualShaderNodeTransformCompose();
};
///////////////////////////////////////
-class VisualShaderNodeVectorDestruct : public VisualShaderNode {
- GDCLASS(VisualShaderNodeVectorDestruct, VisualShaderNode)
+class VisualShaderNodeVectorDecompose : public VisualShaderNode {
+ GDCLASS(VisualShaderNodeVectorDecompose, VisualShaderNode)
public:
virtual String get_caption() const;
@@ -679,13 +679,13 @@ public:
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) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
- VisualShaderNodeVectorDestruct();
+ VisualShaderNodeVectorDecompose();
};
///////////////////////////////////////
-class VisualShaderNodeTransformDestruct : public VisualShaderNode {
- GDCLASS(VisualShaderNodeTransformDestruct, VisualShaderNode)
+class VisualShaderNodeTransformDecompose : public VisualShaderNode {
+ GDCLASS(VisualShaderNodeTransformDecompose, VisualShaderNode)
public:
virtual String get_caption() const;
@@ -700,7 +700,7 @@ public:
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) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
- VisualShaderNodeTransformDestruct();
+ VisualShaderNodeTransformDecompose();
};
///////////////////////////////////////