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-rw-r--r--AUTHORS.md2
-rw-r--r--DONORS.md92
-rw-r--r--core/bind/core_bind.cpp14
-rw-r--r--core/bind/core_bind.h15
-rw-r--r--core/math/expression.cpp8
-rw-r--r--core/math/expression.h1
-rw-r--r--core/math/math_funcs.h11
-rw-r--r--doc/classes/@GDScript.xml18
-rw-r--r--editor/editor_node.cpp34
-rw-r--r--editor/plugins/animation_blend_tree_editor_plugin.cpp50
-rw-r--r--editor/plugins/animation_blend_tree_editor_plugin.h4
-rw-r--r--editor/plugins/collision_shape_2d_editor_plugin.cpp15
-rw-r--r--editor/plugins/tile_map_editor_plugin.cpp4
-rw-r--r--editor/plugins/tile_set_editor_plugin.cpp114
-rw-r--r--editor/plugins/tile_set_editor_plugin.h2
-rw-r--r--editor/plugins/visual_shader_editor_plugin.cpp804
-rw-r--r--editor/plugins/visual_shader_editor_plugin.h59
-rw-r--r--modules/assimp/editor_scene_importer_assimp.cpp2
-rw-r--r--modules/gdscript/gdscript_functions.cpp14
-rw-r--r--modules/gdscript/gdscript_functions.h1
-rw-r--r--modules/mono/glue/Managed/Files/Mathf.cs10
-rw-r--r--modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml9
-rw-r--r--modules/visual_script/visual_script_builtin_funcs.cpp19
-rw-r--r--modules/visual_script/visual_script_builtin_funcs.h1
-rw-r--r--scene/register_scene_types.cpp17
-rw-r--r--scene/resources/style_box.cpp13
-rw-r--r--scene/resources/tile_set.cpp29
-rw-r--r--scene/resources/tile_set.h20
-rw-r--r--scene/resources/visual_shader.cpp26
-rw-r--r--scene/resources/visual_shader.h2
-rw-r--r--scene/resources/visual_shader_nodes.cpp1040
-rw-r--r--scene/resources/visual_shader_nodes.h570
32 files changed, 2831 insertions, 189 deletions
diff --git a/AUTHORS.md b/AUTHORS.md
index b7eca2d9b1..99482fb4df 100644
--- a/AUTHORS.md
+++ b/AUTHORS.md
@@ -45,6 +45,7 @@ name is available.
Błażej Szczygieł (zaps166)
Bojidar Marinov (bojidar-bg)
bruvzg
+ Camille Mohr-Daurat (pouleyKetchoupp)
Carl Olsson (not-surt)
Carter Anderson (cart)
Chris Bradfield (cbscribe)
@@ -115,6 +116,7 @@ name is available.
Pieter-Jan Briers (PJB3005)
Poommetee Ketson (Noshyaar)
Przemysław Gołąb (n-pigeon)
+ Rafał Mikrut (qarmin)
Ralf Hölzemer (rollenrolm)
Ramesh Ravone (RameshRavone)
Ray Koopa (RayKoopa)
diff --git a/DONORS.md b/DONORS.md
index 05d7f3b7c1..fc332d4beb 100644
--- a/DONORS.md
+++ b/DONORS.md
@@ -18,22 +18,21 @@ generous deed immortalized in the next stable release of Godot Engine.
Gamblify <https://www.gamblify.com>
Image Campus <https://www.imagecampus.edu.ar>
- Yakaz.com <https://yakaz.com>
## Mini sponsors
Alan Beauchamp
Anandarup Mallik
Andrew Dunai
- Arda Erol
Brandon Lamb
Christian Uldall Pedersen
Christoph Woinke
+ Connor Hill
Edward Flick
GameDev.net
GameDev.tv
Hein-Pieter van Braam
- Jamal Alyafei
+ Jacob McKenney
Javary Games
Jay Sistar
Justin Arnold
@@ -43,22 +42,18 @@ generous deed immortalized in the next stable release of Godot Engine.
Matthieu Huvé
Maxim Karsten
Mike King
- Nathan Warden
Neal Gompa (Conan Kudo)
Patrick Aarstad
"Rainway "
- Ruslan Mustakov
Slobodan Milnovic
StarFlare Software
Stephan Lanfermann
- Stoney Meyerhoeffer
- thechris
+ TigerJ
VilliHaukka
Zashi
## Gold donors
- Asdf
Brandon Waite
cheese65536
David Gehrig
@@ -69,8 +64,10 @@ generous deed immortalized in the next stable release of Godot Engine.
Nathanael Beisiegel
Officine Pixel S.n.c.
Retro Village
+ Sofox
Zaven Muradyan
+ Alexander Trey Saunders
Allen Schade
Andreas Schüle
Asher Glick
@@ -80,7 +77,6 @@ generous deed immortalized in the next stable release of Godot Engine.
David Giardi
Edward E
Florian Breisch
- Gary Oberbrunner
Gero
Jay Horton
Jon Smith
@@ -88,6 +84,8 @@ generous deed immortalized in the next stable release of Godot Engine.
Jorge Bernal
Joshua Lesperance
Justo Delgado Baudí
+ Karl Werf
+ Kommentgames
Krzysztof Dluzniewski
Moonwards
Mored1984
@@ -95,6 +93,7 @@ generous deed immortalized in the next stable release of Godot Engine.
paul gruenbacher
Paul LaMotte
Rob Messick
+ Ross Esmond
Scott Wadden
Sergey
Svenne Krap
@@ -103,19 +102,20 @@ generous deed immortalized in the next stable release of Godot Engine.
Wyatt Goodin
Xananax
- BanjoNode2D
- Beliar
+ Abel Oroz Vicente
Chris Serino
Christian Padilla
Conrad Curry
Craig Smith
Daniel Egger
Dean Harmon
+ Ian Richard Kunert
Ivan Trombley
Joan Fons
Krzysztof Jankowski
Lord Bloodhound
Lucas Ferreira Franca
+ Michele Zilli
Nathan Lundquist
Pascal Grüter
Petr Malac
@@ -125,27 +125,34 @@ generous deed immortalized in the next stable release of Godot Engine.
Ronnie Ashlock
ScottMakesGames
Thomas Bjarnelöf
+ Vincent Henderson
Wojciech Chojnacki
Xavier PATRICELLI
Alessandra Pereyra
Alexey Dyadchenko
Andrew Bowen
+ Asdf
Benjamin W Flint
Chau Siu Hung
Chris Goddard
Chris Petrich
Christian Leth Jeppesen
+ Christoph Schröder
Cody Parker
ComicSads
D
+ Daniel
+ Daniel Eichler
Deadly Lampshade
+ Eagle 3d
E.G.
Eric
Eric Monson
Ethan Bennis
Eugenio Hugo Salgüero Jáñez
flesk
+ Francisco Javier Moreno Carracedo
gavlig
GGGames.org
Giles Montgomery
@@ -153,21 +160,24 @@ generous deed immortalized in the next stable release of Godot Engine.
Guilherme Felipe de C. G. da Silva
Heath Hayes
Hysteria
- Jalal Chaabane
- Jeppe Zapp
Jose Malheiro
+ Joshua Flores
Juan T Chen
Juraj Móza
Kasper Jeppesen
Klavdij Voncina
Leandro Voltolino
- Lukáš Rendvanský
+ Maarten Elings
+ Malcolm Peralty
Marius Kamm
+ Markus Fehr
Markus Wiesner
Martin Eigel
Marvin
Matt Eunson
+ Matthew Hillier
Max R.R. Collada
+ MegaC
Nick Nikitin
Oliver Dick
oziatek
@@ -175,39 +185,45 @@ generous deed immortalized in the next stable release of Godot Engine.
Paul Von Zimmerman
Pete Goodwin
Ranoller
- ray-tracer
- Ruben Soares Luis
Samuel Judd
- Sofox
+ Scott Pilet
spilldata
Stoned Xander
+ Thomas Krampl
Tobias Bocanegra
+ Urho
WytRabbit
Xavier Fumado Beltran
+ yuanzhe zhou
## Silver donors
1D_Inc
+ Abraham Haskins
Adam Brunnmeier
Adam Carr
Adam Nakonieczny
Adam Smeltzer
Adisibio
+ Aidan O'Flannagain
Alder Stefano
Alessandro Senese
Alexander Gillberg
Alexander Koppe
+ Alex Davies-Moore
Alice Robinson
+ Andreas Evers
Andreas Krampitz
Anthony Bongiovanni
- Arbor Interactive
+ Arda Erol
Arthur S. Muszynski
Aubrey Falconer
Avencherus
- Bailey
Balázs Batári
Bastian Böhm
+ Beliar
Benedikt
+ Ben Phelan
Ben Vercammen
Bernd Jänichen
Blair Allen
@@ -221,14 +237,17 @@ generous deed immortalized in the next stable release of Godot Engine.
Christian Baune
Christian Winter
Christoffer Sundbom
+ Christopher Fisher
Chris Wilson
+ Clay Heaton
Collin Shooltz
- Connor Hill
Daniel Johnson
DanielMaximiano
Daniel Reed
+ David Bullock
David Cravens
David May
+ Diliup Gabadamudalige
Dominik Wetzel
Duobix
Edward Herbert
@@ -238,20 +257,24 @@ generous deed immortalized in the next stable release of Godot Engine.
Eric Martini
Eric McCarthy
Eric Williams
- Fabian Becker
+ Fabian Lökes
fengjiongmax
Foomf
G3Dev sàrl
+ Gary Hulst
Gerrit Großkopf
Grant Clarke
Greg Olson
+ Greg Pennefather
Guldoman
- Haley Aycock
Heribert Hirth
Hiroshi Naruo
+ HMan
Hunter Jones
ialex32x
Igor Buzatovic
+ Iiari
+ Isaac Morton
Jaime Ruiz-Borau Vizárraga
Jako Danar
James A F Manley
@@ -259,6 +282,7 @@ generous deed immortalized in the next stable release of Godot Engine.
Jeremy Kahn
Jesse Dubay
Joel Fivat
+ Joel Setterberg
Johannes Wuensch
Jonas Rudlang
Jonas Yamazaki
@@ -267,14 +291,16 @@ generous deed immortalized in the next stable release of Godot Engine.
Jonathon
Jon Bonazza
Jon Sully
+ Jose Aleman
Josh 'Cheeseness' Bush
Juanfran
Juan Negrier
Judd
Julian Murgia
+ Julius Hackel
Kajornthep Piyanun
KC Chan
- Kevin Boyer
+ kickmaniac
Kiyohiro Kawamura (kyorohiro)
Klagsam
KR McGinley
@@ -289,10 +315,13 @@ generous deed immortalized in the next stable release of Godot Engine.
Major Haul
Malcolm
Markus Michael Egger
+ Martin Holas
+ Matthew Little
Matthias Grandis
Matt Welke
Maxwell
medecau
+ Menno Finlay-Smits
Mertcan Mermerkaya
mhilbrunner
Michael Dürwald
@@ -300,17 +329,19 @@ generous deed immortalized in the next stable release of Godot Engine.
Michael Labbe
Mikael Olsson
Mikayla Hutchinson
+ Mike Cunningham
MoM
Moritz Laass
Moritz Weissenberger
+ MuffinManKen
Natrim
nee
Neil Blakey-Milner
Nerdforge
- Nick Pavlica
Niclas Eriksen
Nicolás Montaña
Nicolas SAN AGUSTIN
+ Nithin Jino
Oscar Norlander
Pan Ip
Patrick Nafarrete
@@ -321,20 +352,29 @@ generous deed immortalized in the next stable release of Godot Engine.
Pierre-Igor Berthet
Pietro Vertechi
Piotr Kaczmarski
+ Pitsanu Tongprasin
+ Poryg
Prokhorenko Leonid
Psyagnostic
Rafael
+ Raphael Leroux
Rémi Verschelde
+ Reneator
Ricardo Alcantara
Richman Stewart
+ Rob Crowle
Robert Farr (Larington)
+ Robert Hernandez
+ Rodrigo Loli
Roger Burgess
Roger Smith
Roland Rząsa
Roman Tinkov
Ryan Cheung
+ Ryan Groom
Ryan Hentz
Sasori Olkof
+ Scott D. Yelich
Sebastian Michailidis
Shane Spoor
Simon Wenner
@@ -348,6 +388,7 @@ generous deed immortalized in the next stable release of Godot Engine.
tiansheng li
Tim
Tim Drumheller
+ Tim Gudex
Tom Larrow
Torsten Crass
Tryggve Sollid
@@ -355,10 +396,13 @@ generous deed immortalized in the next stable release of Godot Engine.
UltyX
Vaiktorg
Victor
+ Vigilant Watch
Viktor Ferenczi
waka nya
Wayne Haak
werner mendizabal
+ Wiley Thompson
+ Will
William Gervasio
William Hogben
Wout Standaert
diff --git a/core/bind/core_bind.cpp b/core/bind/core_bind.cpp
index 67de156fc3..98d3e77f66 100644
--- a/core/bind/core_bind.cpp
+++ b/core/bind/core_bind.cpp
@@ -148,7 +148,7 @@ _ResourceLoader::_ResourceLoader() {
singleton = this;
}
-Error _ResourceSaver::save(const String &p_path, const RES &p_resource, uint32_t p_flags) {
+Error _ResourceSaver::save(const String &p_path, const RES &p_resource, SaverFlags p_flags) {
ERR_FAIL_COND_V(p_resource.is_null(), ERR_INVALID_PARAMETER);
return ResourceSaver::save(p_path, p_resource, p_flags);
@@ -1579,7 +1579,7 @@ _Geometry::_Geometry() {
///////////////////////// FILE
-Error _File::open_encrypted(const String &p_path, int p_mode_flags, const Vector<uint8_t> &p_key) {
+Error _File::open_encrypted(const String &p_path, ModeFlags p_mode_flags, const Vector<uint8_t> &p_key) {
Error err = open(p_path, p_mode_flags);
if (err)
@@ -1596,7 +1596,7 @@ Error _File::open_encrypted(const String &p_path, int p_mode_flags, const Vector
return OK;
}
-Error _File::open_encrypted_pass(const String &p_path, int p_mode_flags, const String &p_pass) {
+Error _File::open_encrypted_pass(const String &p_path, ModeFlags p_mode_flags, const String &p_pass) {
Error err = open(p_path, p_mode_flags);
if (err)
@@ -1614,7 +1614,7 @@ Error _File::open_encrypted_pass(const String &p_path, int p_mode_flags, const S
return OK;
}
-Error _File::open_compressed(const String &p_path, int p_mode_flags, int p_compress_mode) {
+Error _File::open_compressed(const String &p_path, ModeFlags p_mode_flags, CompressionMode p_compress_mode) {
FileAccessCompressed *fac = memnew(FileAccessCompressed);
@@ -1631,7 +1631,7 @@ Error _File::open_compressed(const String &p_path, int p_mode_flags, int p_compr
return OK;
}
-Error _File::open(const String &p_path, int p_mode_flags) {
+Error _File::open(const String &p_path, ModeFlags p_mode_flags) {
close();
Error err;
@@ -2453,12 +2453,12 @@ void _Thread::_start_func(void *ud) {
}
}
-Error _Thread::start(Object *p_instance, const StringName &p_method, const Variant &p_userdata, int p_priority) {
+Error _Thread::start(Object *p_instance, const StringName &p_method, const Variant &p_userdata, Priority p_priority) {
ERR_FAIL_COND_V(active, ERR_ALREADY_IN_USE);
ERR_FAIL_COND_V(!p_instance, ERR_INVALID_PARAMETER);
ERR_FAIL_COND_V(p_method == StringName(), ERR_INVALID_PARAMETER);
- ERR_FAIL_INDEX_V(p_priority, 3, ERR_INVALID_PARAMETER);
+ ERR_FAIL_INDEX_V(p_priority, PRIORITY_MAX, ERR_INVALID_PARAMETER);
ret = Variant();
target_method = p_method;
diff --git a/core/bind/core_bind.h b/core/bind/core_bind.h
index 1c26d9b144..2906de4a4a 100644
--- a/core/bind/core_bind.h
+++ b/core/bind/core_bind.h
@@ -85,7 +85,7 @@ public:
static _ResourceSaver *get_singleton() { return singleton; }
- Error save(const String &p_path, const RES &p_resource, uint32_t p_flags);
+ Error save(const String &p_path, const RES &p_resource, SaverFlags p_flags);
PoolVector<String> get_recognized_extensions(const RES &p_resource);
_ResourceSaver();
@@ -436,11 +436,11 @@ public:
COMPRESSION_GZIP = Compression::MODE_GZIP
};
- Error open_encrypted(const String &p_path, int p_mode_flags, const Vector<uint8_t> &p_key);
- Error open_encrypted_pass(const String &p_path, int p_mode_flags, const String &p_pass);
- Error open_compressed(const String &p_path, int p_mode_flags, int p_compress_mode = 0);
+ Error open_encrypted(const String &p_path, ModeFlags p_mode_flags, const Vector<uint8_t> &p_key);
+ Error open_encrypted_pass(const String &p_path, ModeFlags p_mode_flags, const String &p_pass);
+ Error open_compressed(const String &p_path, ModeFlags p_mode_flags, CompressionMode p_compress_mode = COMPRESSION_FASTLZ);
- Error open(const String &p_path, int p_mode_flags); ///< open a file
+ Error open(const String &p_path, ModeFlags p_mode_flags); ///< open a file
void close(); ///< close a file
bool is_open() const; ///< true when file is open
@@ -632,10 +632,11 @@ public:
PRIORITY_LOW,
PRIORITY_NORMAL,
- PRIORITY_HIGH
+ PRIORITY_HIGH,
+ PRIORITY_MAX
};
- Error start(Object *p_instance, const StringName &p_method, const Variant &p_userdata = Variant(), int p_priority = PRIORITY_NORMAL);
+ Error start(Object *p_instance, const StringName &p_method, const Variant &p_userdata = Variant(), Priority p_priority = PRIORITY_NORMAL);
String get_id() const;
bool is_active() const;
Variant wait_to_finish();
diff --git a/core/math/expression.cpp b/core/math/expression.cpp
index 708054e4ab..05b49f0815 100644
--- a/core/math/expression.cpp
+++ b/core/math/expression.cpp
@@ -68,6 +68,7 @@ const char *Expression::func_name[Expression::FUNC_MAX] = {
"lerp",
"inverse_lerp",
"range_lerp",
+ "smoothstep",
"dectime",
"randomize",
"randi",
@@ -185,6 +186,7 @@ int Expression::get_func_argument_count(BuiltinFunc p_func) {
return 2;
case MATH_LERP:
case MATH_INVERSE_LERP:
+ case MATH_SMOOTHSTEP:
case MATH_DECTIME:
case MATH_WRAP:
case MATH_WRAPF:
@@ -392,6 +394,12 @@ void Expression::exec_func(BuiltinFunc p_func, const Variant **p_inputs, Variant
VALIDATE_ARG_NUM(4);
*r_return = Math::range_lerp((double)*p_inputs[0], (double)*p_inputs[1], (double)*p_inputs[2], (double)*p_inputs[3], (double)*p_inputs[4]);
} break;
+ case MATH_SMOOTHSTEP: {
+ VALIDATE_ARG_NUM(0);
+ VALIDATE_ARG_NUM(1);
+ VALIDATE_ARG_NUM(2);
+ *r_return = Math::smoothstep((double)*p_inputs[0], (double)*p_inputs[1], (double)*p_inputs[2]);
+ } break;
case MATH_DECTIME: {
VALIDATE_ARG_NUM(0);
diff --git a/core/math/expression.h b/core/math/expression.h
index fa0878c93c..f9075cb689 100644
--- a/core/math/expression.h
+++ b/core/math/expression.h
@@ -66,6 +66,7 @@ public:
MATH_LERP,
MATH_INVERSE_LERP,
MATH_RANGE_LERP,
+ MATH_SMOOTHSTEP,
MATH_DECTIME,
MATH_RANDOMIZE,
MATH_RAND,
diff --git a/core/math/math_funcs.h b/core/math/math_funcs.h
index 6ac6839827..0d209402dd 100644
--- a/core/math/math_funcs.h
+++ b/core/math/math_funcs.h
@@ -208,6 +208,17 @@ public:
static _ALWAYS_INLINE_ double range_lerp(double p_value, double p_istart, double p_istop, double p_ostart, double p_ostop) { return Math::lerp(p_ostart, p_ostop, Math::inverse_lerp(p_istart, p_istop, p_value)); }
static _ALWAYS_INLINE_ float range_lerp(float p_value, float p_istart, float p_istop, float p_ostart, float p_ostop) { return Math::lerp(p_ostart, p_ostop, Math::inverse_lerp(p_istart, p_istop, p_value)); }
+ static _ALWAYS_INLINE_ double smoothstep(double p_from, double p_to, double p_weight) {
+ if (is_equal_approx(p_from, p_to)) return p_from;
+ double x = CLAMP((p_weight - p_from) / (p_to - p_from), 0.0, 1.0);
+ return x * x * (3.0 - 2.0 * x);
+ }
+ static _ALWAYS_INLINE_ float smoothstep(float p_from, float p_to, float p_weight) {
+ if (is_equal_approx(p_from, p_to)) return p_from;
+ float x = CLAMP((p_weight - p_from) / (p_to - p_from), 0.0f, 1.0f);
+ return x * x * (3.0f - 2.0f * x);
+ }
+
static _ALWAYS_INLINE_ double linear2db(double p_linear) { return Math::log(p_linear) * 8.6858896380650365530225783783321; }
static _ALWAYS_INLINE_ float linear2db(float p_linear) { return Math::log(p_linear) * 8.6858896380650365530225783783321; }
diff --git a/doc/classes/@GDScript.xml b/doc/classes/@GDScript.xml
index df52f8503a..17ca11490a 100644
--- a/doc/classes/@GDScript.xml
+++ b/doc/classes/@GDScript.xml
@@ -975,6 +975,24 @@
[/codeblock]
</description>
</method>
+ <method name="smoothstep">
+ <return type="float">
+ </return>
+ <argument index="0" name="from" type="float">
+ </argument>
+ <argument index="1" name="to" type="float">
+ </argument>
+ <argument index="2" name="weight" type="float">
+ </argument>
+ <description>
+ Returns a number smoothly interpolated between the [code]from[/code] and [code]to[/code], based on the [code]weight[/code]. Similar to [method lerp], but interpolates faster at the beginning and slower at the end.
+ [codeblock]
+ smooth_step(0, 2, 0.5) # returns 0.15
+ smooth_step(0, 2, 1.0) # returns 0.5
+ smooth_step(0, 2, 2.0) # returns 1.0
+ [/codeblock]
+ </description>
+ </method>
<method name="sqrt">
<return type="float">
</return>
diff --git a/editor/editor_node.cpp b/editor/editor_node.cpp
index c1d2a67e36..91e104667e 100644
--- a/editor/editor_node.cpp
+++ b/editor/editor_node.cpp
@@ -5438,7 +5438,7 @@ EditorNode::EditorNode() {
p->add_shortcut(ED_SHORTCUT("editor/undo", TTR("Undo"), KEY_MASK_CMD + KEY_Z), EDIT_UNDO, true);
p->add_shortcut(ED_SHORTCUT("editor/redo", TTR("Redo"), KEY_MASK_SHIFT + KEY_MASK_CMD + KEY_Z), EDIT_REDO, true);
p->add_separator();
- p->add_item(TTR("Revert Scene"), EDIT_REVERT);
+ p->add_shortcut(ED_SHORTCUT("editor/revert_scene", TTR("Revert Scene")), EDIT_REVERT);
recent_scenes = memnew(PopupMenu);
recent_scenes->set_name("RecentScenes");
@@ -5458,10 +5458,10 @@ EditorNode::EditorNode() {
p = project_menu->get_popup();
p->set_hide_on_window_lose_focus(true);
- p->add_item(TTR("Project Settings"), RUN_SETTINGS);
+ p->add_shortcut(ED_SHORTCUT("editor/project_settings", TTR("Project Settings")), RUN_SETTINGS);
p->add_separator();
p->connect("id_pressed", this, "_menu_option");
- p->add_item(TTR("Export"), FILE_EXPORT_PROJECT);
+ p->add_shortcut(ED_SHORTCUT("editor/export", TTR("Export")), FILE_EXPORT_PROJECT);
plugin_config_dialog = memnew(PluginConfigDialog);
plugin_config_dialog->connect("plugin_ready", this, "_on_plugin_ready");
@@ -5472,10 +5472,10 @@ EditorNode::EditorNode() {
tool_menu->connect("index_pressed", this, "_tool_menu_option");
p->add_child(tool_menu);
p->add_submenu_item(TTR("Tools"), "Tools");
- tool_menu->add_item(TTR("Orphan Resource Explorer"), TOOLS_ORPHAN_RESOURCES);
+ tool_menu->add_shortcut(ED_SHORTCUT("editor/orphan_resource_explorer", TTR("Orphan Resource Explorer")), TOOLS_ORPHAN_RESOURCES);
p->add_separator();
- p->add_item(TTR("Open Project Data Folder"), RUN_PROJECT_DATA_FOLDER);
+ p->add_shortcut(ED_SHORTCUT("editor/open_project_data_folder", TTR("Open Project Data Folder")), RUN_PROJECT_DATA_FOLDER);
p->add_separator();
#ifdef OSX_ENABLED
@@ -5499,21 +5499,21 @@ EditorNode::EditorNode() {
p = debug_menu->get_popup();
p->set_hide_on_window_lose_focus(true);
p->set_hide_on_item_selection(false);
- p->add_check_item(TTR("Deploy with Remote Debug"), RUN_DEPLOY_REMOTE_DEBUG);
+ p->add_check_shortcut(ED_SHORTCUT("editor/deploy_with_remote_debug", TTR("Deploy with Remote Debug")), RUN_DEPLOY_REMOTE_DEBUG);
p->set_item_tooltip(p->get_item_count() - 1, TTR("When exporting or deploying, the resulting executable will attempt to connect to the IP of this computer in order to be debugged."));
- p->add_check_item(TTR("Small Deploy with Network FS"), RUN_FILE_SERVER);
+ p->add_check_shortcut(ED_SHORTCUT("editor/small_deploy_with_network_fs", TTR("Small Deploy with Network FS")), RUN_FILE_SERVER);
p->set_item_tooltip(p->get_item_count() - 1, TTR("When this option is enabled, export or deploy will produce a minimal executable.\nThe filesystem will be provided from the project by the editor over the network.\nOn Android, deploy will use the USB cable for faster performance. This option speeds up testing for games with a large footprint."));
p->add_separator();
- p->add_check_item(TTR("Visible Collision Shapes"), RUN_DEBUG_COLLISONS);
+ p->add_check_shortcut(ED_SHORTCUT("editor/visible_collision_shapes", TTR("Visible Collision Shapes")), RUN_DEBUG_COLLISONS);
p->set_item_tooltip(p->get_item_count() - 1, TTR("Collision shapes and raycast nodes (for 2D and 3D) will be visible on the running game if this option is turned on."));
- p->add_check_item(TTR("Visible Navigation"), RUN_DEBUG_NAVIGATION);
+ p->add_check_shortcut(ED_SHORTCUT("editor/visible_navigation", TTR("Visible Navigation")), RUN_DEBUG_NAVIGATION);
p->set_item_tooltip(p->get_item_count() - 1, TTR("Navigation meshes and polygons will be visible on the running game if this option is turned on."));
p->add_separator();
//those are now on by default, since they are harmless
- p->add_check_item(TTR("Sync Scene Changes"), RUN_LIVE_DEBUG);
+ p->add_check_shortcut(ED_SHORTCUT("editor/sync_scene_changes", TTR("Sync Scene Changes")), RUN_LIVE_DEBUG);
p->set_item_tooltip(p->get_item_count() - 1, TTR("When this option is turned on, any changes made to the scene in the editor will be replicated in the running game.\nWhen used remotely on a device, this is more efficient with network filesystem."));
p->set_item_checked(p->get_item_count() - 1, true);
- p->add_check_item(TTR("Sync Script Changes"), RUN_RELOAD_SCRIPTS);
+ p->add_check_shortcut(ED_SHORTCUT("editor/sync_script_changes", TTR("Sync Script Changes")), RUN_RELOAD_SCRIPTS);
p->set_item_tooltip(p->get_item_count() - 1, TTR("When this option is turned on, any script that is saved will be reloaded on the running game.\nWhen used remotely on a device, this is more efficient with network filesystem."));
p->set_item_checked(p->get_item_count() - 1, true);
p->connect("id_pressed", this, "_menu_option");
@@ -5529,7 +5529,7 @@ EditorNode::EditorNode() {
p = settings_menu->get_popup();
p->set_hide_on_window_lose_focus(true);
- p->add_item(TTR("Editor Settings"), SETTINGS_PREFERENCES);
+ p->add_shortcut(ED_SHORTCUT("editor/editor_settings", TTR("Editor Settings")), SETTINGS_PREFERENCES);
p->add_separator();
editor_layouts = memnew(PopupMenu);
@@ -5569,12 +5569,12 @@ EditorNode::EditorNode() {
p->connect("id_pressed", this, "_menu_option");
p->add_icon_shortcut(gui_base->get_icon("HelpSearch", "EditorIcons"), ED_SHORTCUT("editor/editor_help", TTR("Search"), KEY_MASK_SHIFT | KEY_F1), HELP_SEARCH);
p->add_separator();
- p->add_icon_item(gui_base->get_icon("Instance", "EditorIcons"), TTR("Online Docs"), HELP_DOCS);
- p->add_icon_item(gui_base->get_icon("Instance", "EditorIcons"), TTR("Q&A"), HELP_QA);
- p->add_icon_item(gui_base->get_icon("Instance", "EditorIcons"), TTR("Issue Tracker"), HELP_ISSUES);
- p->add_icon_item(gui_base->get_icon("Instance", "EditorIcons"), TTR("Community"), HELP_COMMUNITY);
+ p->add_icon_shortcut(gui_base->get_icon("Instance", "EditorIcons"), ED_SHORTCUT("editor/online_docs", TTR("Online Docs")), HELP_DOCS);
+ p->add_icon_shortcut(gui_base->get_icon("Instance", "EditorIcons"), ED_SHORTCUT("editor/q&a", TTR("Q&A")), HELP_QA);
+ p->add_icon_shortcut(gui_base->get_icon("Instance", "EditorIcons"), ED_SHORTCUT("editor/issue_tracker", TTR("Issue Tracker")), HELP_ISSUES);
+ p->add_icon_shortcut(gui_base->get_icon("Instance", "EditorIcons"), ED_SHORTCUT("editor/community", TTR("Community")), HELP_COMMUNITY);
p->add_separator();
- p->add_icon_item(gui_base->get_icon("Godot", "EditorIcons"), TTR("About"), HELP_ABOUT);
+ p->add_icon_shortcut(gui_base->get_icon("Godot", "EditorIcons"), ED_SHORTCUT("editor/about", TTR("About")), HELP_ABOUT);
HBoxContainer *play_hb = memnew(HBoxContainer);
menu_hb->add_child(play_hb);
diff --git a/editor/plugins/animation_blend_tree_editor_plugin.cpp b/editor/plugins/animation_blend_tree_editor_plugin.cpp
index c5dfba6b06..f13c2170ea 100644
--- a/editor/plugins/animation_blend_tree_editor_plugin.cpp
+++ b/editor/plugins/animation_blend_tree_editor_plugin.cpp
@@ -80,6 +80,7 @@ void AnimationNodeBlendTreeEditor::_update_options_menu() {
}
add_node->get_popup()->add_separator();
add_node->get_popup()->add_item(TTR("Load..."), MENU_LOAD_FILE);
+ use_popup_menu_position = false;
}
Size2 AnimationNodeBlendTreeEditor::get_minimum_size() const {
@@ -317,7 +318,15 @@ void AnimationNodeBlendTreeEditor::_add_node(int p_idx) {
EditorNode::get_singleton()->show_warning(TTR("Output node can't be added to the blend tree."));
return;
}
- Point2 instance_pos = graph->get_scroll_ofs() + graph->get_size() * 0.5;
+
+ Point2 instance_pos = graph->get_scroll_ofs();
+ if (use_popup_menu_position) {
+ instance_pos += popup_menu_position;
+ } else {
+ instance_pos += graph->get_size() * 0.5;
+ }
+
+ instance_pos /= graph->get_zoom();
int base = 1;
String name = base_name;
@@ -412,6 +421,40 @@ void AnimationNodeBlendTreeEditor::_delete_request(const String &p_which) {
undo_redo->commit_action();
}
+void AnimationNodeBlendTreeEditor::_delete_nodes_request() {
+
+ List<StringName> to_erase;
+
+ for (int i = 0; i < graph->get_child_count(); i++) {
+ GraphNode *gn = Object::cast_to<GraphNode>(graph->get_child(i));
+ if (gn) {
+ if (gn->is_selected() && gn->is_close_button_visible()) {
+ to_erase.push_back(gn->get_name());
+ }
+ }
+ }
+
+ if (to_erase.empty())
+ return;
+
+ undo_redo->create_action(TTR("Delete Node(s)"));
+
+ for (List<StringName>::Element *F = to_erase.front(); F; F = F->next()) {
+ _delete_request(F->get());
+ }
+
+ undo_redo->commit_action();
+}
+
+void AnimationNodeBlendTreeEditor::_popup_request(const Vector2 &p_position) {
+
+ _update_options_menu();
+ use_popup_menu_position = true;
+ popup_menu_position = graph->get_local_mouse_position();
+ add_node->get_popup()->set_position(p_position);
+ add_node->get_popup()->popup();
+}
+
void AnimationNodeBlendTreeEditor::_node_selected(Object *p_node) {
GraphNode *gn = Object::cast_to<GraphNode>(p_node);
@@ -730,6 +773,8 @@ void AnimationNodeBlendTreeEditor::_bind_methods() {
ClassDB::bind_method("_open_in_editor", &AnimationNodeBlendTreeEditor::_open_in_editor);
ClassDB::bind_method("_scroll_changed", &AnimationNodeBlendTreeEditor::_scroll_changed);
ClassDB::bind_method("_delete_request", &AnimationNodeBlendTreeEditor::_delete_request);
+ ClassDB::bind_method("_delete_nodes_request", &AnimationNodeBlendTreeEditor::_delete_nodes_request);
+ ClassDB::bind_method("_popup_request", &AnimationNodeBlendTreeEditor::_popup_request);
ClassDB::bind_method("_edit_filters", &AnimationNodeBlendTreeEditor::_edit_filters);
ClassDB::bind_method("_update_filters", &AnimationNodeBlendTreeEditor::_update_filters);
ClassDB::bind_method("_filter_edited", &AnimationNodeBlendTreeEditor::_filter_edited);
@@ -850,6 +895,7 @@ AnimationNodeBlendTreeEditor::AnimationNodeBlendTreeEditor() {
singleton = this;
updating = false;
+ use_popup_menu_position = false;
graph = memnew(GraphEdit);
add_child(graph);
@@ -860,6 +906,8 @@ AnimationNodeBlendTreeEditor::AnimationNodeBlendTreeEditor() {
graph->connect("disconnection_request", this, "_disconnection_request", varray(), CONNECT_DEFERRED);
graph->connect("node_selected", this, "_node_selected");
graph->connect("scroll_offset_changed", this, "_scroll_changed");
+ graph->connect("delete_nodes_request", this, "_delete_nodes_request");
+ graph->connect("popup_request", this, "_popup_request");
VSeparator *vs = memnew(VSeparator);
graph->get_zoom_hbox()->add_child(vs);
diff --git a/editor/plugins/animation_blend_tree_editor_plugin.h b/editor/plugins/animation_blend_tree_editor_plugin.h
index f2a77cecb4..cb40159a40 100644
--- a/editor/plugins/animation_blend_tree_editor_plugin.h
+++ b/editor/plugins/animation_blend_tree_editor_plugin.h
@@ -51,6 +51,8 @@ class AnimationNodeBlendTreeEditor : public AnimationTreeNodeEditorPlugin {
Ref<AnimationNodeBlendTree> blend_tree;
GraphEdit *graph;
MenuButton *add_node;
+ Vector2 popup_menu_position;
+ bool use_popup_menu_position;
PanelContainer *error_panel;
Label *error_label;
@@ -97,6 +99,8 @@ class AnimationNodeBlendTreeEditor : public AnimationTreeNodeEditorPlugin {
void _open_in_editor(const String &p_which);
void _anim_selected(int p_index, Array p_options, const String &p_node);
void _delete_request(const String &p_which);
+ void _delete_nodes_request();
+ void _popup_request(const Vector2 &p_position);
bool _update_filters(const Ref<AnimationNode> &anode);
void _edit_filters(const String &p_which);
diff --git a/editor/plugins/collision_shape_2d_editor_plugin.cpp b/editor/plugins/collision_shape_2d_editor_plugin.cpp
index 10023d88bf..c8561d22a4 100644
--- a/editor/plugins/collision_shape_2d_editor_plugin.cpp
+++ b/editor/plugins/collision_shape_2d_editor_plugin.cpp
@@ -93,7 +93,7 @@ Variant CollisionShape2DEditor::get_handle_value(int idx) const {
case RECTANGLE_SHAPE: {
Ref<RectangleShape2D> rect = node->get_shape();
- if (idx < 2) {
+ if (idx < 3) {
return rect->get_extents().abs();
}
@@ -175,12 +175,15 @@ void CollisionShape2DEditor::set_handle(int idx, Point2 &p_point) {
} break;
case RECTANGLE_SHAPE: {
- if (idx < 2) {
+ if (idx < 3) {
Ref<RectangleShape2D> rect = node->get_shape();
Vector2 extents = rect->get_extents();
- extents[idx] = p_point[idx];
-
+ if (idx == 2) {
+ extents = p_point;
+ } else {
+ extents[idx] = p_point[idx];
+ }
rect->set_extents(extents.abs());
canvas_item_editor->update_viewport();
@@ -496,13 +499,15 @@ void CollisionShape2DEditor::forward_canvas_draw_over_viewport(Control *p_overla
case RECTANGLE_SHAPE: {
Ref<RectangleShape2D> shape = node->get_shape();
- handles.resize(2);
+ handles.resize(3);
Vector2 ext = shape->get_extents();
handles.write[0] = Point2(ext.x, 0);
handles.write[1] = Point2(0, -ext.y);
+ handles.write[2] = Point2(ext.x, -ext.y);
p_overlay->draw_texture(h, gt.xform(handles[0]) - size);
p_overlay->draw_texture(h, gt.xform(handles[1]) - size);
+ p_overlay->draw_texture(h, gt.xform(handles[2]) - size);
} break;
diff --git a/editor/plugins/tile_map_editor_plugin.cpp b/editor/plugins/tile_map_editor_plugin.cpp
index 8a18af7ae8..33e4bb2336 100644
--- a/editor/plugins/tile_map_editor_plugin.cpp
+++ b/editor/plugins/tile_map_editor_plugin.cpp
@@ -481,10 +481,10 @@ void TileMapEditor::_update_palette() {
if (sel_tile != TileMap::INVALID_CELL) {
if ((manual_autotile && tileset->tile_get_tile_mode(sel_tile) == TileSet::AUTO_TILE) || tileset->tile_get_tile_mode(sel_tile) == TileSet::ATLAS_TILE) {
- const Map<Vector2, uint16_t> &tiles2 = tileset->autotile_get_bitmask_map(sel_tile);
+ const Map<Vector2, uint32_t> &tiles2 = tileset->autotile_get_bitmask_map(sel_tile);
Vector<Vector2> entries2;
- for (const Map<Vector2, uint16_t>::Element *E = tiles2.front(); E; E = E->next()) {
+ for (const Map<Vector2, uint32_t>::Element *E = tiles2.front(); E; E = E->next()) {
entries2.push_back(E->key());
}
entries2.sort();
diff --git a/editor/plugins/tile_set_editor_plugin.cpp b/editor/plugins/tile_set_editor_plugin.cpp
index 54e6e5b154..5bc1067718 100644
--- a/editor/plugins/tile_set_editor_plugin.cpp
+++ b/editor/plugins/tile_set_editor_plugin.cpp
@@ -734,7 +734,7 @@ void TileSetEditor::_on_edit_mode_changed(int p_edit_mode) {
tools[SHAPE_KEEP_INSIDE_TILE]->hide();
tools[TOOL_SELECT]->set_pressed(true);
- tools[TOOL_SELECT]->set_tooltip(TTR("LMB: Set bit on.\nRMB: Set bit off.\nClick on another Tile to edit it."));
+ tools[TOOL_SELECT]->set_tooltip(TTR("LMB: Set bit on.\nRMB: Set bit off.\nShift+LMB: Set wildcard bit.\nClick on another Tile to edit it."));
spin_priority->hide();
} break;
case EDITMODE_Z_INDEX:
@@ -818,52 +818,92 @@ void TileSetEditor::_on_workspace_draw() {
} break;
case EDITMODE_BITMASK: {
Color c(1, 0, 0, 0.5);
+ Color ci(0.3, 0.6, 1, 0.5);
for (float x = 0; x < region.size.x / (spacing + size.x); x++) {
for (float y = 0; y < region.size.y / (spacing + size.y); y++) {
Vector2 coord(x, y);
Point2 anchor(coord.x * (spacing + size.x), coord.y * (spacing + size.y));
anchor += WORKSPACE_MARGIN;
anchor += region.position;
- uint16_t mask = tileset->autotile_get_bitmask(get_current_tile(), coord);
+ uint32_t mask = tileset->autotile_get_bitmask(get_current_tile(), coord);
if (tileset->autotile_get_bitmask_mode(get_current_tile()) == TileSet::BITMASK_2X2) {
- if (mask & TileSet::BIND_TOPLEFT) {
+ if (mask & TileSet::BIND_IGNORE_TOPLEFT) {
+ workspace->draw_rect(Rect2(anchor, size / 4), ci);
+ workspace->draw_rect(Rect2(anchor + size / 4, size / 4), ci);
+ } else if (mask & TileSet::BIND_TOPLEFT) {
workspace->draw_rect(Rect2(anchor, size / 2), c);
}
- if (mask & TileSet::BIND_TOPRIGHT) {
+ if (mask & TileSet::BIND_IGNORE_TOPRIGHT) {
+ workspace->draw_rect(Rect2(anchor + Vector2(size.x / 2, 0), size / 4), ci);
+ workspace->draw_rect(Rect2(anchor + Vector2(size.x * 3 / 4, size.y / 4), size / 4), ci);
+ } else if (mask & TileSet::BIND_TOPRIGHT) {
workspace->draw_rect(Rect2(anchor + Vector2(size.x / 2, 0), size / 2), c);
}
- if (mask & TileSet::BIND_BOTTOMLEFT) {
+ if (mask & TileSet::BIND_IGNORE_BOTTOMLEFT) {
+ workspace->draw_rect(Rect2(anchor + Vector2(0, size.y / 2), size / 4), ci);
+ workspace->draw_rect(Rect2(anchor + Vector2(size.x / 4, size.y * 3 / 4), size / 4), ci);
+ } else if (mask & TileSet::BIND_BOTTOMLEFT) {
workspace->draw_rect(Rect2(anchor + Vector2(0, size.y / 2), size / 2), c);
}
- if (mask & TileSet::BIND_BOTTOMRIGHT) {
+ if (mask & TileSet::BIND_IGNORE_BOTTOMRIGHT) {
+ workspace->draw_rect(Rect2(anchor + size / 2, size / 4), ci);
+ workspace->draw_rect(Rect2(anchor + size * 3 / 4, size / 4), ci);
+ } else if (mask & TileSet::BIND_BOTTOMRIGHT) {
workspace->draw_rect(Rect2(anchor + size / 2, size / 2), c);
}
} else {
- if (mask & TileSet::BIND_TOPLEFT) {
+ if (mask & TileSet::BIND_IGNORE_TOPLEFT) {
+ workspace->draw_rect(Rect2(anchor, size / 6), ci);
+ workspace->draw_rect(Rect2(anchor + size / 6, size / 6), ci);
+ } else if (mask & TileSet::BIND_TOPLEFT) {
workspace->draw_rect(Rect2(anchor, size / 3), c);
}
- if (mask & TileSet::BIND_TOP) {
+ if (mask & TileSet::BIND_IGNORE_TOP) {
+ workspace->draw_rect(Rect2(anchor + Vector2(size.x / 3, 0), size / 6), ci);
+ workspace->draw_rect(Rect2(anchor + Vector2(size.x / 2, size.y / 6), size / 6), ci);
+ } else if (mask & TileSet::BIND_TOP) {
workspace->draw_rect(Rect2(anchor + Vector2(size.x / 3, 0), size / 3), c);
}
- if (mask & TileSet::BIND_TOPRIGHT) {
+ if (mask & TileSet::BIND_IGNORE_TOPRIGHT) {
+ workspace->draw_rect(Rect2(anchor + Vector2(size.x * 4 / 6, 0), size / 6), ci);
+ workspace->draw_rect(Rect2(anchor + Vector2(size.x * 5 / 6, size.y / 6), size / 6), ci);
+ } else if (mask & TileSet::BIND_TOPRIGHT) {
workspace->draw_rect(Rect2(anchor + Vector2((size.x / 3) * 2, 0), size / 3), c);
}
- if (mask & TileSet::BIND_LEFT) {
+ if (mask & TileSet::BIND_IGNORE_LEFT) {
+ workspace->draw_rect(Rect2(anchor + Vector2(0, size.y / 3), size / 6), ci);
+ workspace->draw_rect(Rect2(anchor + Vector2(size.x / 6, size.y / 2), size / 6), ci);
+ } else if (mask & TileSet::BIND_LEFT) {
workspace->draw_rect(Rect2(anchor + Vector2(0, size.y / 3), size / 3), c);
}
- if (mask & TileSet::BIND_CENTER) {
+ if (mask & TileSet::BIND_IGNORE_CENTER) {
+ workspace->draw_rect(Rect2(anchor + size / 3, size / 6), ci);
+ workspace->draw_rect(Rect2(anchor + size / 2, size / 6), ci);
+ } else if (mask & TileSet::BIND_CENTER) {
workspace->draw_rect(Rect2(anchor + Vector2(size.x / 3, size.y / 3), size / 3), c);
}
- if (mask & TileSet::BIND_RIGHT) {
+ if (mask & TileSet::BIND_IGNORE_RIGHT) {
+ workspace->draw_rect(Rect2(anchor + Vector2(size.x * 4 / 6, size.y / 3), size / 6), ci);
+ workspace->draw_rect(Rect2(anchor + Vector2(size.x * 5 / 6, size.y / 2), size / 6), ci);
+ } else if (mask & TileSet::BIND_RIGHT) {
workspace->draw_rect(Rect2(anchor + Vector2((size.x / 3) * 2, size.y / 3), size / 3), c);
}
- if (mask & TileSet::BIND_BOTTOMLEFT) {
+ if (mask & TileSet::BIND_IGNORE_BOTTOMLEFT) {
+ workspace->draw_rect(Rect2(anchor + Vector2(0, size.y * 4 / 6), size / 6), ci);
+ workspace->draw_rect(Rect2(anchor + Vector2(size.x / 6, size.y * 5 / 6), size / 6), ci);
+ } else if (mask & TileSet::BIND_BOTTOMLEFT) {
workspace->draw_rect(Rect2(anchor + Vector2(0, (size.y / 3) * 2), size / 3), c);
}
- if (mask & TileSet::BIND_BOTTOM) {
+ if (mask & TileSet::BIND_IGNORE_BOTTOM) {
+ workspace->draw_rect(Rect2(anchor + Vector2(size.x / 3, size.y * 4 / 6), size / 6), ci);
+ workspace->draw_rect(Rect2(anchor + Vector2(size.x / 2, size.y * 5 / 6), size / 6), ci);
+ } else if (mask & TileSet::BIND_BOTTOM) {
workspace->draw_rect(Rect2(anchor + Vector2(size.x / 3, (size.y / 3) * 2), size / 3), c);
}
- if (mask & TileSet::BIND_BOTTOMRIGHT) {
+ if (mask & TileSet::BIND_IGNORE_BOTTOMRIGHT) {
+ workspace->draw_rect(Rect2(anchor + size * 4 / 6, size / 6), ci);
+ workspace->draw_rect(Rect2(anchor + size * 5 / 6, size / 6), ci);
+ } else if (mask & TileSet::BIND_BOTTOMRIGHT) {
workspace->draw_rect(Rect2(anchor + (size / 3) * 2, size / 3), c);
}
}
@@ -882,10 +922,10 @@ void TileSetEditor::_on_workspace_draw() {
} break;
case EDITMODE_PRIORITY: {
spin_priority->set_value(tileset->autotile_get_subtile_priority(get_current_tile(), edited_shape_coord));
- uint16_t mask = tileset->autotile_get_bitmask(get_current_tile(), edited_shape_coord);
+ uint32_t mask = tileset->autotile_get_bitmask(get_current_tile(), edited_shape_coord);
Vector<Vector2> queue_others;
int total = 0;
- for (Map<Vector2, uint16_t>::Element *E = tileset->autotile_get_bitmask_map(get_current_tile()).front(); E; E = E->next()) {
+ for (Map<Vector2, uint32_t>::Element *E = tileset->autotile_get_bitmask_map(get_current_tile()).front(); E; E = E->next()) {
if (E->value() == mask) {
total += tileset->autotile_get_subtile_priority(get_current_tile(), E->key());
if (E->key() != edited_shape_coord) {
@@ -1037,6 +1077,7 @@ void TileSetEditor::_on_workspace_input(const Ref<InputEvent> &p_ie) {
static bool dragging;
static bool erasing;
+ static bool alternative;
draw_edited_region = false;
Rect2 current_tile_region = Rect2();
@@ -1220,10 +1261,11 @@ void TileSetEditor::_on_workspace_input(const Ref<InputEvent> &p_ie) {
if ((mb->get_button_index() == BUTTON_RIGHT || mb->get_button_index() == BUTTON_LEFT) && current_tile_region.has_point(mb->get_position())) {
dragging = true;
erasing = (mb->get_button_index() == BUTTON_RIGHT);
+ alternative = Input::get_singleton()->is_key_pressed(KEY_SHIFT);
Vector2 coord((int)((mb->get_position().x - current_tile_region.position.x) / (spacing + size.x)), (int)((mb->get_position().y - current_tile_region.position.y) / (spacing + size.y)));
Vector2 pos(coord.x * (spacing + size.x), coord.y * (spacing + size.y));
pos = mb->get_position() - (pos + current_tile_region.position);
- uint16_t bit = 0;
+ uint32_t bit = 0;
if (tileset->autotile_get_bitmask_mode(get_current_tile()) == TileSet::BITMASK_2X2) {
if (pos.x < size.x / 2) {
if (pos.y < size.y / 2) {
@@ -1266,13 +1308,19 @@ void TileSetEditor::_on_workspace_input(const Ref<InputEvent> &p_ie) {
}
}
- uint16_t old_mask = tileset->autotile_get_bitmask(get_current_tile(), coord);
- uint16_t new_mask = old_mask;
- if (erasing) {
+ uint32_t old_mask = tileset->autotile_get_bitmask(get_current_tile(), coord);
+ uint32_t new_mask = old_mask;
+ if (alternative) {
new_mask &= ~bit;
+ new_mask |= (bit << 16);
+ } else if (erasing) {
+ new_mask &= ~bit;
+ new_mask &= ~(bit << 16);
} else {
new_mask |= bit;
+ new_mask &= ~(bit << 16);
}
+
if (old_mask != new_mask) {
undo_redo->create_action(TTR("Edit Tile Bitmask"));
undo_redo->add_do_method(tileset.ptr(), "autotile_set_bitmask", get_current_tile(), coord, new_mask);
@@ -1286,6 +1334,7 @@ void TileSetEditor::_on_workspace_input(const Ref<InputEvent> &p_ie) {
if ((erasing && mb->get_button_index() == BUTTON_RIGHT) || (!erasing && mb->get_button_index() == BUTTON_LEFT)) {
dragging = false;
erasing = false;
+ alternative = false;
}
}
}
@@ -1294,7 +1343,7 @@ void TileSetEditor::_on_workspace_input(const Ref<InputEvent> &p_ie) {
Vector2 coord((int)((mm->get_position().x - current_tile_region.position.x) / (spacing + size.x)), (int)((mm->get_position().y - current_tile_region.position.y) / (spacing + size.y)));
Vector2 pos(coord.x * (spacing + size.x), coord.y * (spacing + size.y));
pos = mm->get_position() - (pos + current_tile_region.position);
- uint16_t bit = 0;
+ uint32_t bit = 0;
if (tileset->autotile_get_bitmask_mode(get_current_tile()) == TileSet::BITMASK_2X2) {
if (pos.x < size.x / 2) {
if (pos.y < size.y / 2) {
@@ -1337,12 +1386,17 @@ void TileSetEditor::_on_workspace_input(const Ref<InputEvent> &p_ie) {
}
}
- uint16_t old_mask = tileset->autotile_get_bitmask(get_current_tile(), coord);
- uint16_t new_mask = old_mask;
- if (erasing) {
+ uint32_t old_mask = tileset->autotile_get_bitmask(get_current_tile(), coord);
+ uint32_t new_mask = old_mask;
+ if (alternative) {
+ new_mask &= ~bit;
+ new_mask |= (bit << 16);
+ } else if (erasing) {
new_mask &= ~bit;
+ new_mask &= ~(bit << 16);
} else {
new_mask |= bit;
+ new_mask &= ~(bit << 16);
}
if (old_mask != new_mask) {
undo_redo->create_action(TTR("Edit Tile Bitmask"));
@@ -1529,10 +1583,10 @@ void TileSetEditor::_on_tool_clicked(int p_tool) {
undo_redo->create_action(TTR("Paste Tile Bitmask"));
undo_redo->add_do_method(tileset.ptr(), "autotile_clear_bitmask_map", get_current_tile());
undo_redo->add_undo_method(tileset.ptr(), "autotile_clear_bitmask_map", get_current_tile());
- for (Map<Vector2, uint16_t>::Element *E = bitmask_map_copy.front(); E; E = E->next()) {
+ for (Map<Vector2, uint32_t>::Element *E = bitmask_map_copy.front(); E; E = E->next()) {
undo_redo->add_do_method(tileset.ptr(), "autotile_set_bitmask", get_current_tile(), E->key(), E->value());
}
- for (Map<Vector2, uint16_t>::Element *E = tileset->autotile_get_bitmask_map(get_current_tile()).front(); E; E = E->next()) {
+ for (Map<Vector2, uint32_t>::Element *E = tileset->autotile_get_bitmask_map(get_current_tile()).front(); E; E = E->next()) {
undo_redo->add_undo_method(tileset.ptr(), "autotile_set_bitmask", get_current_tile(), E->key(), E->value());
}
undo_redo->add_do_method(workspace, "update");
@@ -1541,7 +1595,7 @@ void TileSetEditor::_on_tool_clicked(int p_tool) {
} else if (p_tool == BITMASK_CLEAR) {
undo_redo->create_action(TTR("Clear Tile Bitmask"));
undo_redo->add_do_method(tileset.ptr(), "autotile_clear_bitmask_map", get_current_tile());
- for (Map<Vector2, uint16_t>::Element *E = tileset->autotile_get_bitmask_map(get_current_tile()).front(); E; E = E->next()) {
+ for (Map<Vector2, uint32_t>::Element *E = tileset->autotile_get_bitmask_map(get_current_tile()).front(); E; E = E->next()) {
undo_redo->add_undo_method(tileset.ptr(), "autotile_set_bitmask", get_current_tile(), E->key(), E->value());
}
undo_redo->add_do_method(workspace, "update");
@@ -2139,8 +2193,8 @@ void TileSetEditor::_undo_tile_removal(int p_id) {
for (Map<Vector2, Ref<NavigationPolygon> >::Element *E = navigation_map.front(); E; E = E->next()) {
undo_redo->add_undo_method(tileset.ptr(), "autotile_set_navigation_polygon", p_id, E->value(), E->key());
}
- Map<Vector2, uint16_t> bitmask_map = tileset->autotile_get_bitmask_map(p_id);
- for (Map<Vector2, uint16_t>::Element *E = bitmask_map.front(); E; E = E->next()) {
+ Map<Vector2, uint32_t> bitmask_map = tileset->autotile_get_bitmask_map(p_id);
+ for (Map<Vector2, uint32_t>::Element *E = bitmask_map.front(); E; E = E->next()) {
undo_redo->add_undo_method(tileset.ptr(), "autotile_set_bitmask", p_id, E->key(), E->value());
}
Map<Vector2, int> priority_map = tileset->autotile_get_priority_map(p_id);
diff --git a/editor/plugins/tile_set_editor_plugin.h b/editor/plugins/tile_set_editor_plugin.h
index 2827964592..1176e1bb92 100644
--- a/editor/plugins/tile_set_editor_plugin.h
+++ b/editor/plugins/tile_set_editor_plugin.h
@@ -126,7 +126,7 @@ class TileSetEditor : public HSplitContainer {
Vector2 edited_shape_coord;
PoolVector2Array current_shape;
Map<Vector2i, SubtileData> current_tile_data;
- Map<Vector2, uint16_t> bitmask_map_copy;
+ Map<Vector2, uint32_t> bitmask_map_copy;
Vector2 snap_step;
Vector2 snap_offset;
diff --git a/editor/plugins/visual_shader_editor_plugin.cpp b/editor/plugins/visual_shader_editor_plugin.cpp
index 4d8d81fb01..f71ff84bbe 100644
--- a/editor/plugins/visual_shader_editor_plugin.cpp
+++ b/editor/plugins/visual_shader_editor_plugin.cpp
@@ -39,6 +39,7 @@
#include "scene/gui/menu_button.h"
#include "scene/gui/panel.h"
#include "scene/main/viewport.h"
+#include "scene/resources/visual_shader_nodes.h"
Control *VisualShaderNodePlugin::create_editor(const Ref<VisualShaderNode> &p_node) {
@@ -107,16 +108,174 @@ void VisualShaderEditor::remove_custom_type(const Ref<Script> &p_script) {
_update_options_menu();
}
+bool VisualShaderEditor::_is_available(int p_mode) {
+
+ int current_mode = edit_type->get_selected();
+
+ if (p_mode != -1) {
+
+ switch (current_mode) {
+ case VisualShader::TYPE_VERTEX:
+ current_mode = 1;
+ break;
+ case VisualShader::TYPE_FRAGMENT:
+ current_mode = 2;
+ break;
+ case VisualShader::TYPE_LIGHT:
+ current_mode = 4;
+ break;
+ default:
+ break;
+ }
+
+ int temp_mode = 0;
+
+ if (p_mode & VisualShader::TYPE_FRAGMENT) {
+ temp_mode |= 2;
+ }
+
+ if (p_mode & VisualShader::TYPE_LIGHT) {
+ temp_mode |= 4;
+ }
+
+ if (temp_mode == 0) {
+ temp_mode |= 1;
+ }
+
+ p_mode = temp_mode;
+ }
+
+ if (p_mode != -1 && ((p_mode & current_mode) == 0)) {
+ return false;
+ }
+ return true;
+}
+
void VisualShaderEditor::_update_options_menu() {
+ node_desc->set_text("");
+ members_dialog->get_ok()->set_disabled(true);
+
String prev_category;
- add_node->get_popup()->clear();
- for (int i = 0; i < add_options.size(); i++) {
- if (prev_category != add_options[i].category) {
- add_node->get_popup()->add_separator(add_options[i].category);
+ String prev_sub_category;
+
+ members->clear();
+ TreeItem *root = members->create_item();
+ TreeItem *category = NULL;
+ TreeItem *sub_category = NULL;
+
+ String filter = node_filter->get_text().strip_edges();
+ bool use_filter = !filter.empty();
+
+ Vector<String> categories;
+ Vector<String> sub_categories;
+
+ int item_count = 0;
+ int item_count2 = 0;
+
+ for (int i = 0; i < add_options.size() + 1; i++) {
+
+ if (i == add_options.size()) {
+ if (sub_category != NULL && item_count2 == 0) {
+ memdelete(sub_category);
+ --item_count;
+ }
+ if (category != NULL && item_count == 0) {
+ memdelete(category);
+ }
+ break;
+ }
+
+ if (!use_filter || add_options[i].name.findn(filter) != -1) {
+
+ if (prev_category != add_options[i].category) {
+ if (category != NULL && item_count == 0) {
+ memdelete(category);
+ }
+
+ item_count = 0;
+ prev_sub_category = "";
+ category = members->create_item(root);
+ category->set_text(0, add_options[i].category);
+ if (!use_filter)
+ category->set_collapsed(true);
+ }
+
+ if (add_options[i].sub_category != "") {
+ if (prev_sub_category != add_options[i].sub_category) {
+ if (category != NULL) {
+ if (sub_category != NULL && item_count2 == 0) {
+ memdelete(sub_category);
+ --item_count;
+ }
+ ++item_count;
+ item_count2 = 0;
+ sub_category = members->create_item(category);
+ sub_category->set_text(0, add_options[i].sub_category);
+ if (!use_filter)
+ sub_category->set_collapsed(true);
+ }
+ }
+ if (sub_category != NULL) {
+ if (_is_available(add_options[i].mode)) {
+ ++item_count2;
+ TreeItem *item = members->create_item(sub_category);
+ item->set_text(0, add_options[i].name);
+ switch (add_options[i].return_type) {
+ case VisualShaderNode::PORT_TYPE_SCALAR:
+ item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_icon("float", "EditorIcons"));
+ break;
+ case VisualShaderNode::PORT_TYPE_VECTOR:
+ item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_icon("Vector3", "EditorIcons"));
+ break;
+ case VisualShaderNode::PORT_TYPE_BOOLEAN:
+ item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_icon("bool", "EditorIcons"));
+ break;
+ case VisualShaderNode::PORT_TYPE_TRANSFORM:
+ item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_icon("Transform", "EditorIcons"));
+ break;
+ case VisualShaderNode::PORT_TYPE_COLOR:
+ item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_icon("Color", "EditorIcons"));
+ break;
+ default:
+ break;
+ }
+ item->set_meta("id", i);
+ }
+ }
+ } else {
+ if (category != NULL) {
+ if (_is_available(add_options[i].mode)) {
+ ++item_count;
+ TreeItem *item = members->create_item(category);
+ item->set_text(0, add_options[i].name);
+ switch (add_options[i].return_type) {
+ case VisualShaderNode::PORT_TYPE_SCALAR:
+ item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_icon("float", "EditorIcons"));
+ break;
+ case VisualShaderNode::PORT_TYPE_VECTOR:
+ item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_icon("Vector3", "EditorIcons"));
+ break;
+ case VisualShaderNode::PORT_TYPE_BOOLEAN:
+ item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_icon("bool", "EditorIcons"));
+ break;
+ case VisualShaderNode::PORT_TYPE_TRANSFORM:
+ item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_icon("Transform", "EditorIcons"));
+ break;
+ case VisualShaderNode::PORT_TYPE_COLOR:
+ item->set_icon(0, EditorNode::get_singleton()->get_gui_base()->get_icon("Color", "EditorIcons"));
+ break;
+ default:
+ break;
+ }
+ item->set_meta("id", i);
+ }
+ }
+ }
+
+ prev_sub_category = add_options[i].sub_category;
+ prev_category = add_options[i].category;
}
- add_node->get_popup()->add_item(add_options[i].name, i);
- prev_category = add_options[i].category;
}
}
@@ -165,10 +324,11 @@ void VisualShaderEditor::_update_graph() {
}
}
- static const Color type_color[3] = {
- Color::html("#61daf4"),
- Color::html("#d67dee"),
- Color::html("#f6a86e")
+ static const Color type_color[4] = {
+ Color::html("#61daf4"), // scalar
+ Color::html("#d67dee"), // vector
+ Color::html("#8da6f0"), // boolean
+ Color::html("#f6a86e") // transform
};
List<VisualShader::Connection> connections;
@@ -462,7 +622,7 @@ void VisualShaderEditor::_edit_port_default_input(Object *p_button, int p_node,
editing_port = p_port;
}
-void VisualShaderEditor::_add_node(int p_idx) {
+void VisualShaderEditor::_add_node(int p_idx, int p_op_idx) {
ERR_FAIL_INDEX(p_idx, add_options.size());
@@ -471,6 +631,70 @@ void VisualShaderEditor::_add_node(int p_idx) {
if (add_options[p_idx].type != String()) {
VisualShaderNode *vsn = Object::cast_to<VisualShaderNode>(ClassDB::instance(add_options[p_idx].type));
ERR_FAIL_COND(!vsn);
+
+ if (p_op_idx != -1) {
+
+ VisualShaderNodeInput *input = Object::cast_to<VisualShaderNodeInput>(vsn);
+
+ if (input) {
+ input->set_input_name(add_options[p_idx].sub_func_str);
+ }
+
+ VisualShaderNodeColorOp *colorOp = Object::cast_to<VisualShaderNodeColorOp>(vsn);
+
+ if (colorOp) {
+ colorOp->set_operator((VisualShaderNodeColorOp::Operator)p_op_idx);
+ }
+
+ VisualShaderNodeColorFunc *colorFunc = Object::cast_to<VisualShaderNodeColorFunc>(vsn);
+
+ if (colorFunc) {
+ colorFunc->set_function((VisualShaderNodeColorFunc::Function)p_op_idx);
+ }
+
+ VisualShaderNodeScalarOp *scalarOp = Object::cast_to<VisualShaderNodeScalarOp>(vsn);
+
+ if (scalarOp) {
+ scalarOp->set_operator((VisualShaderNodeScalarOp::Operator)p_op_idx);
+ }
+
+ VisualShaderNodeScalarFunc *scalarFunc = Object::cast_to<VisualShaderNodeScalarFunc>(vsn);
+
+ if (scalarFunc) {
+ scalarFunc->set_function((VisualShaderNodeScalarFunc::Function)p_op_idx);
+ }
+
+ VisualShaderNodeVectorOp *vecOp = Object::cast_to<VisualShaderNodeVectorOp>(vsn);
+
+ if (vecOp) {
+ vecOp->set_operator((VisualShaderNodeVectorOp::Operator)p_op_idx);
+ }
+
+ VisualShaderNodeVectorFunc *vecFunc = Object::cast_to<VisualShaderNodeVectorFunc>(vsn);
+
+ if (vecFunc) {
+ vecFunc->set_function((VisualShaderNodeVectorFunc::Function)p_op_idx);
+ }
+
+ VisualShaderNodeTransformFunc *matFunc = Object::cast_to<VisualShaderNodeTransformFunc>(vsn);
+
+ if (matFunc) {
+ matFunc->set_function((VisualShaderNodeTransformFunc::Function)p_op_idx);
+ }
+
+ VisualShaderNodeScalarDerivativeFunc *sderFunc = Object::cast_to<VisualShaderNodeScalarDerivativeFunc>(vsn);
+
+ if (sderFunc) {
+ sderFunc->set_function((VisualShaderNodeScalarDerivativeFunc::Function)p_op_idx);
+ }
+
+ VisualShaderNodeVectorDerivativeFunc *vderFunc = Object::cast_to<VisualShaderNodeVectorDerivativeFunc>(vsn);
+
+ if (vderFunc) {
+ vderFunc->set_function((VisualShaderNodeVectorDerivativeFunc::Function)p_op_idx);
+ }
+ }
+
vsnode = Ref<VisualShaderNode>(vsn);
} else {
ERR_FAIL_COND(add_options[p_idx].script.is_null());
@@ -481,7 +705,15 @@ void VisualShaderEditor::_add_node(int p_idx) {
vsnode->set_script(add_options[p_idx].script.get_ref_ptr());
}
- Point2 position = (graph->get_scroll_ofs() + graph->get_size() * 0.5) / EDSCALE;
+ Point2 position = graph->get_scroll_ofs();
+
+ if (saved_node_pos_dirty) {
+ position += saved_node_pos;
+ } else {
+ position += graph->get_size() * 0.5;
+ position /= EDSCALE;
+ }
+ saved_node_pos_dirty = false;
VisualShader::Type type = VisualShader::Type(edit_type->get_selected());
@@ -600,29 +832,82 @@ void VisualShaderEditor::_node_selected(Object *p_node) {
//EditorNode::get_singleton()->push_item(vsnode.ptr(), "", true);
}
+void VisualShaderEditor::_member_gui_input(const Ref<InputEvent> p_event) {
+ Ref<InputEventMouseButton> mb = p_event;
+ Ref<InputEventKey> key = p_event;
+
+ if (mb.is_valid()) {
+ if (mb->is_pressed() && mb->get_button_index() == BUTTON_LEFT && mb->is_doubleclick()) {
+ _member_create();
+ }
+ } else if (key.is_valid()) {
+ if (key->is_pressed() && key->get_scancode() == KEY_ENTER) {
+ _member_create();
+ }
+ }
+}
+
void VisualShaderEditor::_input(const Ref<InputEvent> p_event) {
if (graph->has_focus()) {
Ref<InputEventMouseButton> mb = p_event;
if (mb.is_valid() && mb->is_pressed() && mb->get_button_index() == BUTTON_RIGHT) {
- add_node->get_popup()->set_position(get_viewport()->get_mouse_position());
- add_node->get_popup()->show_modal();
+ saved_node_pos_dirty = true;
+ saved_node_pos = graph->get_local_mouse_position();
+
+ Point2 gpos = Input::get_singleton()->get_mouse_position();
+ members_dialog->popup();
+ members_dialog->set_position(gpos);
}
}
}
+void VisualShaderEditor::_show_members_dialog() {
+ saved_node_pos_dirty = false;
+ members_dialog->popup();
+ members_dialog->set_position(graph->get_global_position() + Point2(5 * EDSCALE, 65 * EDSCALE));
+}
+
void VisualShaderEditor::_notification(int p_what) {
+ if (p_what == NOTIFICATION_ENTER_TREE) {
+
+ node_filter->set_clear_button_enabled(true);
+
+ // collapse tree by default
+
+ TreeItem *category = members->get_root()->get_children();
+ while (category) {
+ category->set_collapsed(true);
+ TreeItem *sub_category = category->get_children();
+ while (sub_category) {
+ sub_category->set_collapsed(true);
+ sub_category = sub_category->get_next();
+ }
+ category = category->get_next();
+ }
+ }
+
+ if (p_what == NOTIFICATION_DRAG_BEGIN) {
+ Dictionary dd = get_viewport()->gui_get_drag_data();
+ if (members->is_visible_in_tree() && dd.has("id")) {
+ members->set_drop_mode_flags(Tree::DROP_MODE_ON_ITEM);
+ }
+ } else if (p_what == NOTIFICATION_DRAG_END) {
+ members->set_drop_mode_flags(0);
+ }
if (p_what == NOTIFICATION_ENTER_TREE || p_what == NOTIFICATION_THEME_CHANGED) {
error_panel->add_style_override("panel", get_stylebox("bg", "Tree"));
error_label->add_color_override("font_color", get_color("error_color", "Editor"));
+ node_filter->set_right_icon(Control::get_icon("Search", "EditorIcons"));
+
+ tools->set_icon(EditorNode::get_singleton()->get_gui_base()->get_icon("Tools", "EditorIcons"));
+
if (p_what == NOTIFICATION_THEME_CHANGED && is_visible_in_tree())
_update_graph();
- }
-
- if (p_what == NOTIFICATION_PROCESS) {
+ } else if (p_what == NOTIFICATION_PROCESS) {
}
}
@@ -719,6 +1004,7 @@ void VisualShaderEditor::_duplicate_nodes() {
}
void VisualShaderEditor::_mode_selected(int p_id) {
+ _update_options_menu();
_update_graph();
}
@@ -756,6 +1042,128 @@ void VisualShaderEditor::_input_select_item(Ref<VisualShaderNodeInput> input, St
undo_redo->commit_action();
}
+void VisualShaderEditor::_member_filter_changed(const String &p_text) {
+ _update_options_menu();
+}
+
+void VisualShaderEditor::_member_selected() {
+ TreeItem *item = members->get_selected();
+
+ if (item != NULL && item->has_meta("id")) {
+ members_dialog->get_ok()->set_disabled(false);
+ node_desc->set_text(add_options[item->get_meta("id")].description);
+ } else {
+ members_dialog->get_ok()->set_disabled(true);
+ node_desc->set_text("");
+ }
+}
+
+void VisualShaderEditor::_member_unselected() {
+}
+
+void VisualShaderEditor::_member_create() {
+ TreeItem *item = members->get_selected();
+ if (item != NULL && item->has_meta("id")) {
+ int idx = members->get_selected()->get_meta("id");
+ _add_node(idx, add_options[idx].sub_func);
+ members_dialog->hide();
+ }
+}
+
+void VisualShaderEditor::_tools_menu_option(int p_idx) {
+
+ TreeItem *category = members->get_root()->get_children();
+
+ switch (p_idx) {
+ case EXPAND_ALL:
+
+ while (category) {
+ category->set_collapsed(false);
+ TreeItem *sub_category = category->get_children();
+ while (sub_category) {
+ sub_category->set_collapsed(false);
+ sub_category = sub_category->get_next();
+ }
+ category = category->get_next();
+ }
+
+ break;
+
+ case COLLAPSE_ALL:
+
+ while (category) {
+ category->set_collapsed(true);
+ TreeItem *sub_category = category->get_children();
+ while (sub_category) {
+ sub_category->set_collapsed(true);
+ sub_category = sub_category->get_next();
+ }
+ category = category->get_next();
+ }
+
+ break;
+ default:
+ break;
+ }
+}
+
+Variant VisualShaderEditor::get_drag_data_fw(const Point2 &p_point, Control *p_from) {
+
+ if (p_from == members) {
+ TreeItem *it = members->get_item_at_position(p_point);
+ if (!it)
+ return Variant();
+ if (!it->has_meta("id"))
+ return Variant();
+
+ int id = it->get_meta("id");
+ AddOption op = add_options[id];
+
+ Dictionary d;
+ d["id"] = id;
+ if (op.sub_func == -1) {
+ d["sub_func"] = op.sub_func_str;
+ } else {
+ d["sub_func"] = op.sub_func;
+ }
+
+ Label *label = memnew(Label);
+ label->set_text(it->get_text(0));
+ set_drag_preview(label);
+ return d;
+ }
+ return Variant();
+}
+
+bool VisualShaderEditor::can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const {
+
+ if (p_from == graph) {
+
+ Dictionary d = p_data;
+
+ if (d.has("id")) {
+ return true;
+ }
+ }
+
+ return false;
+}
+
+void VisualShaderEditor::drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) {
+
+ if (p_from == graph) {
+
+ Dictionary d = p_data;
+
+ if (d.has("id")) {
+ int idx = d["id"];
+ saved_node_pos = p_point;
+ saved_node_pos_dirty = true;
+ _add_node(idx, add_options[idx].sub_func);
+ }
+ }
+}
+
void VisualShaderEditor::_bind_methods() {
ClassDB::bind_method("_update_graph", &VisualShaderEditor::_update_graph);
@@ -777,6 +1185,19 @@ void VisualShaderEditor::_bind_methods() {
ClassDB::bind_method("_input_select_item", &VisualShaderEditor::_input_select_item);
ClassDB::bind_method("_preview_select_port", &VisualShaderEditor::_preview_select_port);
ClassDB::bind_method("_input", &VisualShaderEditor::_input);
+
+ ClassDB::bind_method(D_METHOD("get_drag_data_fw"), &VisualShaderEditor::get_drag_data_fw);
+ ClassDB::bind_method(D_METHOD("can_drop_data_fw"), &VisualShaderEditor::can_drop_data_fw);
+ ClassDB::bind_method(D_METHOD("drop_data_fw"), &VisualShaderEditor::drop_data_fw);
+
+ ClassDB::bind_method("_is_available", &VisualShaderEditor::_is_available);
+ ClassDB::bind_method("_tools_menu_option", &VisualShaderEditor::_tools_menu_option);
+ ClassDB::bind_method("_show_members_dialog", &VisualShaderEditor::_show_members_dialog);
+ ClassDB::bind_method("_member_gui_input", &VisualShaderEditor::_member_gui_input);
+ ClassDB::bind_method("_member_filter_changed", &VisualShaderEditor::_member_filter_changed);
+ ClassDB::bind_method("_member_selected", &VisualShaderEditor::_member_selected);
+ ClassDB::bind_method("_member_unselected", &VisualShaderEditor::_member_unselected);
+ ClassDB::bind_method("_member_create", &VisualShaderEditor::_member_create);
}
VisualShaderEditor *VisualShaderEditor::singleton = NULL;
@@ -785,10 +1206,14 @@ VisualShaderEditor::VisualShaderEditor() {
singleton = this;
updating = false;
+ saved_node_pos_dirty = false;
+ saved_node_pos = Point2(0, 0);
graph = memnew(GraphEdit);
add_child(graph);
+ graph->set_drag_forwarding(this);
graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_SCALAR);
+ graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_BOOLEAN);
graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_VECTOR);
graph->add_valid_right_disconnect_type(VisualShaderNode::PORT_TYPE_TRANSFORM);
//graph->add_valid_left_disconnect_type(0);
@@ -800,8 +1225,13 @@ VisualShaderEditor::VisualShaderEditor() {
graph->connect("duplicate_nodes_request", this, "_duplicate_nodes");
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_SCALAR);
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_VECTOR);
+ graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_BOOLEAN);
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR, VisualShaderNode::PORT_TYPE_SCALAR);
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR, VisualShaderNode::PORT_TYPE_VECTOR);
+ graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_VECTOR, VisualShaderNode::PORT_TYPE_BOOLEAN);
+ graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_SCALAR);
+ graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_VECTOR);
+ graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_BOOLEAN);
graph->add_valid_connection_type(VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShaderNode::PORT_TYPE_TRANSFORM);
VSeparator *vs = memnew(VSeparator);
@@ -817,40 +1247,315 @@ VisualShaderEditor::VisualShaderEditor() {
graph->get_zoom_hbox()->add_child(edit_type);
graph->get_zoom_hbox()->move_child(edit_type, 0);
- add_node = memnew(MenuButton);
+ add_node = memnew(ToolButton);
graph->get_zoom_hbox()->add_child(add_node);
add_node->set_text(TTR("Add Node..."));
graph->get_zoom_hbox()->move_child(add_node, 0);
- add_node->get_popup()->connect("id_pressed", this, "_add_node");
-
- add_options.push_back(AddOption("Scalar", "Constants", "VisualShaderNodeScalarConstant"));
- add_options.push_back(AddOption("Vector", "Constants", "VisualShaderNodeVec3Constant"));
- add_options.push_back(AddOption("Color", "Constants", "VisualShaderNodeColorConstant"));
- add_options.push_back(AddOption("Transform", "Constants", "VisualShaderNodeTransformConstant"));
- add_options.push_back(AddOption("Texture", "Constants", "VisualShaderNodeTexture"));
- add_options.push_back(AddOption("CubeMap", "Constants", "VisualShaderNodeCubeMap"));
- add_options.push_back(AddOption("ScalarOp", "Operators", "VisualShaderNodeScalarOp"));
- 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("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("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"));
- add_options.push_back(AddOption("Transform", "Uniforms", "VisualShaderNodeTransformUniform"));
- add_options.push_back(AddOption("Texture", "Uniforms", "VisualShaderNodeTextureUniform"));
- add_options.push_back(AddOption("CubeMap", "Uniforms", "VisualShaderNodeCubeMapUniform"));
- add_options.push_back(AddOption("Input", "Inputs", "VisualShaderNodeInput"));
+ add_node->connect("pressed", this, "_show_members_dialog");
+
+ ///////////////////////////////////////
+ // SHADER NODES TREE
+ ///////////////////////////////////////
+
+ VBoxContainer *members_vb = memnew(VBoxContainer);
+ members_vb->set_v_size_flags(SIZE_EXPAND_FILL);
+
+ HBoxContainer *filter_hb = memnew(HBoxContainer);
+ members_vb->add_child(filter_hb);
+
+ node_filter = memnew(LineEdit);
+ filter_hb->add_child(node_filter);
+ node_filter->connect("text_changed", this, "_member_filter_changed");
+ node_filter->set_h_size_flags(SIZE_EXPAND_FILL);
+ node_filter->set_placeholder(TTR("Search"));
+
+ tools = memnew(MenuButton);
+ filter_hb->add_child(tools);
+ tools->set_tooltip(TTR("Options"));
+ tools->get_popup()->connect("id_pressed", this, "_tools_menu_option");
+ tools->get_popup()->add_item(TTR("Expand All"), EXPAND_ALL);
+ tools->get_popup()->add_item(TTR("Collapse All"), COLLAPSE_ALL);
+
+ members = memnew(Tree);
+ members_vb->add_child(members);
+ members->set_drag_forwarding(this);
+ members->set_h_size_flags(SIZE_EXPAND_FILL);
+ members->set_v_size_flags(SIZE_EXPAND_FILL);
+ members->set_hide_root(true);
+ members->set_allow_reselect(true);
+ members->set_hide_folding(false);
+ members->set_custom_minimum_size(Size2(180 * EDSCALE, 200 * EDSCALE));
+ members->connect("item_selected", this, "_member_selected");
+ members->connect("nothing_selected", this, "_member_unselected");
+ members->connect("gui_input", this, "_member_gui_input");
+
+ Label *desc_label = memnew(Label);
+ members_vb->add_child(desc_label);
+ desc_label->set_text(TTR("Description:"));
+
+ node_desc = memnew(RichTextLabel);
+ members_vb->add_child(node_desc);
+ node_desc->set_h_size_flags(SIZE_EXPAND_FILL);
+ node_desc->set_v_size_flags(SIZE_FILL);
+ node_desc->set_custom_minimum_size(Size2(0, 70 * EDSCALE));
+
+ members_dialog = memnew(ConfirmationDialog);
+ members_dialog->set_title(TTR("Create Shader Node"));
+ members_dialog->add_child(members_vb);
+ members_dialog->get_ok()->set_text(TTR("Create"));
+ members_dialog->get_ok()->connect("pressed", this, "_member_create");
+ members_dialog->get_ok()->set_disabled(true);
+ members_dialog->set_resizable(true);
+ members_dialog->set_as_minsize();
+ add_child(members_dialog);
+
+ alert = memnew(AcceptDialog);
+ alert->set_as_minsize();
+ alert->get_label()->set_autowrap(true);
+ alert->get_label()->set_align(Label::ALIGN_CENTER);
+ alert->get_label()->set_valign(Label::VALIGN_CENTER);
+ alert->get_label()->set_custom_minimum_size(Size2(400, 60) * EDSCALE);
+ add_child(alert);
+
+ ///////////////////////////////////////
+ // SHADER NODES TREE OPTIONS
+ ///////////////////////////////////////
+
+ // COLOR
+
+ add_options.push_back(AddOption("ColorFunc", "Color", "Common", "VisualShaderNodeColorFunc", TTR("Color function."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
+ add_options.push_back(AddOption("ColorOp", "Color", "Common", "VisualShaderNodeColorOp", TTR("Color operator."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
+
+ add_options.push_back(AddOption("Grayscale", "Color", "Functions", "VisualShaderNodeColorFunc", TTR("Grayscale function."), VisualShaderNodeColorFunc::FUNC_GRAYSCALE, VisualShaderNode::PORT_TYPE_VECTOR));
+ add_options.push_back(AddOption("HSV2RGB", "Color", "Functions", "VisualShaderNodeVectorFunc", TTR("Converts HSV vector to RGB equivalent."), VisualShaderNodeVectorFunc::FUNC_HSV2RGB, VisualShaderNode::PORT_TYPE_VECTOR));
+ add_options.push_back(AddOption("RGB2HSV", "Color", "Functions", "VisualShaderNodeVectorFunc", TTR("Converts RGB vector to HSV equivalent."), VisualShaderNodeVectorFunc::FUNC_RGB2HSV, VisualShaderNode::PORT_TYPE_VECTOR));
+ add_options.push_back(AddOption("Sepia", "Color", "Functions", "VisualShaderNodeColorFunc", TTR("Sepia function."), VisualShaderNodeColorFunc::FUNC_SEPIA, VisualShaderNode::PORT_TYPE_VECTOR));
+
+ add_options.push_back(AddOption("Burn", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Burn operator."), VisualShaderNodeColorOp::OP_BURN, VisualShaderNode::PORT_TYPE_VECTOR));
+ add_options.push_back(AddOption("Darken", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Darken operator."), VisualShaderNodeColorOp::OP_DARKEN, VisualShaderNode::PORT_TYPE_VECTOR));
+ add_options.push_back(AddOption("Difference", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Difference operator."), VisualShaderNodeColorOp::OP_DIFFERENCE, VisualShaderNode::PORT_TYPE_VECTOR));
+ add_options.push_back(AddOption("Dodge", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Dodge operator."), VisualShaderNodeColorOp::OP_DODGE, VisualShaderNode::PORT_TYPE_VECTOR));
+ add_options.push_back(AddOption("HardLight", "Color", "Operators", "VisualShaderNodeColorOp", TTR("HardLight operator"), VisualShaderNodeColorOp::OP_HARD_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR));
+ add_options.push_back(AddOption("Lighten", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Lighten operator."), VisualShaderNodeColorOp::OP_LIGHTEN, VisualShaderNode::PORT_TYPE_VECTOR));
+ add_options.push_back(AddOption("Overlay", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Overlay operator."), VisualShaderNodeColorOp::OP_OVERLAY, VisualShaderNode::PORT_TYPE_VECTOR));
+ add_options.push_back(AddOption("Screen", "Color", "Operators", "VisualShaderNodeColorOp", TTR("Screen operator."), VisualShaderNodeColorOp::OP_SCREEN, VisualShaderNode::PORT_TYPE_VECTOR));
+ add_options.push_back(AddOption("SoftLight", "Color", "Operators", "VisualShaderNodeColorOp", TTR("SoftLight operator."), VisualShaderNodeColorOp::OP_SOFT_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR));
+
+ add_options.push_back(AddOption("ColorConstant", "Color", "Variables", "VisualShaderNodeColorConstant", TTR("Color constant."), -1, VisualShaderNode::PORT_TYPE_COLOR));
+ add_options.push_back(AddOption("ColorUniform", "Color", "Variables", "VisualShaderNodeColorUniform", TTR("Color uniform."), -1, VisualShaderNode::PORT_TYPE_COLOR));
+
+ // BOOLEAN
+
+ add_options.push_back(AddOption("BooleanConstant", "Boolean", "Variables", "VisualShaderNodeBooleanConstant", TTR("Boolean constant."), -1, VisualShaderNode::PORT_TYPE_BOOLEAN));
+ add_options.push_back(AddOption("BooleanUniform", "Boolean", "Variables", "VisualShaderNodeBooleanUniform", TTR("Boolean uniform."), -1, VisualShaderNode::PORT_TYPE_BOOLEAN));
+
+ // INPUT
+
+ add_options.push_back(AddOption("Camera", "Input", "All", "VisualShaderNodeInput", TTR("'camera' input parameter for all shader modes."), "camera", VisualShaderNode::PORT_TYPE_TRANSFORM));
+ add_options.push_back(AddOption("InvCamera", "Input", "All", "VisualShaderNodeInput", TTR("'inv_camera' input parameter for all shader modes."), "inv_camera", VisualShaderNode::PORT_TYPE_TRANSFORM));
+ add_options.push_back(AddOption("InvProjection", "Input", "All", "VisualShaderNodeInput", TTR("'inv_projection' input parameter for all shader modes."), "inv_projection", VisualShaderNode::PORT_TYPE_TRANSFORM));
+ add_options.push_back(AddOption("Normal", "Input", "All", "VisualShaderNodeInput", TTR("'normal' input parameter for all shader modes."), "normal", VisualShaderNode::PORT_TYPE_VECTOR));
+ add_options.push_back(AddOption("Projection", "Input", "All", "VisualShaderNodeInput", TTR("'projection' input parameter for all shader modes."), "projection", VisualShaderNode::PORT_TYPE_TRANSFORM));
+ add_options.push_back(AddOption("Time", "Input", "All", "VisualShaderNodeInput", TTR("'time' input parameter for all shader modes."), "time", VisualShaderNode::PORT_TYPE_SCALAR));
+ add_options.push_back(AddOption("ViewportSize", "Input", "All", "VisualShaderNodeInput", TTR("'viewport_size' input parameter for all shader modes."), "viewport_size", VisualShaderNode::PORT_TYPE_VECTOR));
+ add_options.push_back(AddOption("World", "Input", "All", "VisualShaderNodeInput", TTR("'world' input parameter for all shader modes."), "world", VisualShaderNode::PORT_TYPE_TRANSFORM));
+
+ add_options.push_back(AddOption("Input", "Input", "Common", "VisualShaderNodeInput", TTR("Input parameter.")));
+
+ add_options.push_back(AddOption("Alpha", "Input", "Fragment", "VisualShaderNodeInput", TTR("'alpha' input parameter for fragment shader mode."), "alpha", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT));
+ add_options.push_back(AddOption("Binormal", "Input", "Fragment", "VisualShaderNodeInput", TTR("'binormal' input parameter for fragment shader mode."), "binormal", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT));
+ add_options.push_back(AddOption("Color", "Input", "Fragment", "VisualShaderNodeInput", TTR("'color' input parameter for fragment shader mode."), "color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT));
+ add_options.push_back(AddOption("FragCoord", "Input", "Fragment", "VisualShaderNodeInput", TTR("'fragcoord' input parameter for fragment shader mode."), "fragcoord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT));
+ add_options.push_back(AddOption("PointCoord", "Input", "Fragment", "VisualShaderNodeInput", TTR("'point_coord' input parameter for fragment shader mode."), "point_coord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT));
+ add_options.push_back(AddOption("ScreenUV", "Input", "Fragment", "VisualShaderNodeInput", TTR("'screen_uv' input parameter for fragment shader mode."), "screen_uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT));
+ add_options.push_back(AddOption("Side", "Input", "Fragment", "VisualShaderNodeInput", TTR("'side' input parameter for fragment shader mode."), "side", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT));
+ add_options.push_back(AddOption("Tangent", "Input", "Fragment", "VisualShaderNodeInput", TTR("'tangent' input parameter for fragment shader mode."), "tangent", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT));
+ add_options.push_back(AddOption("UV", "Input", "Fragment", "VisualShaderNodeInput", TTR("'uv' input parameter for fragment shader mode."), "uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT));
+ add_options.push_back(AddOption("UV2", "Input", "Fragment", "VisualShaderNodeInput", TTR("'uv2' input parameter for fragment shader mode."), "uv2", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT));
+ add_options.push_back(AddOption("Vertex", "Input", "Fragment", "VisualShaderNodeInput", TTR("'vertex' input parameter for fragment shader mode."), "vertex", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT));
+ add_options.push_back(AddOption("View", "Input", "Fragment", "VisualShaderNodeInput", TTR("'view' input parameter for fragment shader mode."), "view", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT));
+
+ add_options.push_back(AddOption("Albedo", "Input", "Light", "VisualShaderNodeInput", TTR("'albedo' input parameter for light shader mode."), "albedo", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT));
+ add_options.push_back(AddOption("Attenuation", "Input", "Light", "VisualShaderNodeInput", TTR("'attenuation' input parameter for light shader mode."), "attenuation", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT));
+ add_options.push_back(AddOption("Diffuse", "Input", "Light", "VisualShaderNodeInput", TTR("'diffuse' input parameter for light shader mode."), "diffuse", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT));
+ add_options.push_back(AddOption("FragCoord", "Input", "Light", "VisualShaderNodeInput", TTR("'fragcoord' input parameter for light shader mode."), "fragcoord", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT));
+ add_options.push_back(AddOption("Light", "Input", "Light", "VisualShaderNodeInput", TTR("'light' input parameter for light shader mode."), "light", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT));
+ add_options.push_back(AddOption("LightColor", "Input", "Light", "VisualShaderNodeInput", TTR("'light_color' input parameter for light shader mode."), "light_color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT));
+ add_options.push_back(AddOption("Roughness", "Input", "Light", "VisualShaderNodeInput", TTR("'roughness' input parameter for light shader mode."), "roughness", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_LIGHT));
+ add_options.push_back(AddOption("Specular", "Input", "Light", "VisualShaderNodeInput", TTR("'specular' input parameter for light shader mode."), "specular", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT));
+ add_options.push_back(AddOption("Transmission", "Input", "Light", "VisualShaderNodeInput", TTR("'transmission' input parameter for light shader mode."), "transmission", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT));
+ add_options.push_back(AddOption("View", "Input", "Light", "VisualShaderNodeInput", TTR("'view' input parameter for light shader mode."), "view", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_LIGHT));
+
+ add_options.push_back(AddOption("Alpha", "Input", "Vertex", "VisualShaderNodeInput", TTR("'alpha' input parameter for vertex shader mode."), "alpha", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX));
+ add_options.push_back(AddOption("Binormal", "Input", "Vertex", "VisualShaderNodeInput", TTR("'binormal' input parameter for vertex shader mode."), "binormal", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX));
+ add_options.push_back(AddOption("Color", "Input", "Vertex", "VisualShaderNodeInput", TTR("'color' input parameter for vertex shader mode."), "color", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX));
+ add_options.push_back(AddOption("ModelView", "Input", "Vertex", "VisualShaderNodeInput", TTR("'modelview' input parameter for vertex shader mode."), "modelview", VisualShaderNode::PORT_TYPE_TRANSFORM, VisualShader::TYPE_VERTEX));
+ add_options.push_back(AddOption("PointSize", "Input", "Vertex", "VisualShaderNodeInput", TTR("'point_size' input parameter for vertex shader mode."), "point_size", VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_VERTEX));
+ add_options.push_back(AddOption("Tangent", "Input", "Vertex", "VisualShaderNodeInput", TTR("'tangent' input parameter for vertex shader mode."), "tangent", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX));
+ add_options.push_back(AddOption("UV", "Input", "Vertex", "VisualShaderNodeInput", TTR("'uv' input parameter for vertex shader mode."), "uv", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX));
+ add_options.push_back(AddOption("UV2", "Input", "Vertex", "VisualShaderNodeInput", TTR("'uv2' input parameter for vertex shader mode."), "uv2", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX));
+ add_options.push_back(AddOption("Vertex", "Input", "Vertex", "VisualShaderNodeInput", TTR("'vertex' input parameter for vertex shader mode."), "vertex", VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_VERTEX));
+
+ // SCALAR
+
+ add_options.push_back(AddOption("ScalarFunc", "Scalar", "Common", "VisualShaderNodeScalarFunc", TTR("Scalar function."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
+ add_options.push_back(AddOption("ScalarOp", "Scalar", "Common", "VisualShaderNodeScalarOp", TTR("Scalar operator."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
+
+ add_options.push_back(AddOption("Abs", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Returns the absolute value of the parameter."), VisualShaderNodeScalarFunc::FUNC_ABS, VisualShaderNode::PORT_TYPE_SCALAR));
+ add_options.push_back(AddOption("ACos", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Returns the arc-cosine of the parameter."), VisualShaderNodeScalarFunc::FUNC_ACOS, VisualShaderNode::PORT_TYPE_SCALAR));
+ add_options.push_back(AddOption("ACosH", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("(GLES3 only) Returns the inverse hyperbolic cosine of the parameter."), VisualShaderNodeScalarFunc::FUNC_ACOSH, VisualShaderNode::PORT_TYPE_SCALAR));
+ add_options.push_back(AddOption("ASin", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Returns the arc-sine of the parameter."), VisualShaderNodeScalarFunc::FUNC_ASIN, VisualShaderNode::PORT_TYPE_SCALAR));
+ add_options.push_back(AddOption("ASinH", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("(GLES3 only) Returns the inverse hyperbolic sine of the parameter."), VisualShaderNodeScalarFunc::FUNC_ASINH, VisualShaderNode::PORT_TYPE_SCALAR));
+ add_options.push_back(AddOption("ATan", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Returns the arc-tangent of the parameter."), VisualShaderNodeScalarFunc::FUNC_ATAN, VisualShaderNode::PORT_TYPE_SCALAR));
+ add_options.push_back(AddOption("ATan2", "Scalar", "Functions", "VisualShaderNodeScalarOp", TTR("Returns the arc-tangent of the parameters."), VisualShaderNodeScalarOp::OP_ATAN2, VisualShaderNode::PORT_TYPE_SCALAR));
+ add_options.push_back(AddOption("ATanH", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("(GLES3 only) Returns the inverse hyperbolic tangent of the parameter."), VisualShaderNodeScalarFunc::FUNC_ATANH, VisualShaderNode::PORT_TYPE_SCALAR));
+ add_options.push_back(AddOption("Ceil", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Finds the nearest integer that is greater than or equal to the parameter."), VisualShaderNodeScalarFunc::FUNC_CEIL, VisualShaderNode::PORT_TYPE_SCALAR));
+ add_options.push_back(AddOption("Clamp", "Scalar", "Functions", "VisualShaderNodeScalarClamp", TTR("Constrains a value to lie between two further values."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
+ add_options.push_back(AddOption("Cos", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Returns the cosine of the parameter."), VisualShaderNodeScalarFunc::FUNC_COS, VisualShaderNode::PORT_TYPE_SCALAR));
+ add_options.push_back(AddOption("CosH", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("(GLES3 only) Returns the hyperbolic cosine of the parameter."), VisualShaderNodeScalarFunc::FUNC_COSH, VisualShaderNode::PORT_TYPE_SCALAR));
+ add_options.push_back(AddOption("Degrees", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Converts a quantity in radians to degrees."), VisualShaderNodeScalarFunc::FUNC_DEGREES, VisualShaderNode::PORT_TYPE_SCALAR));
+ add_options.push_back(AddOption("Exp", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Base-e Exponential."), VisualShaderNodeScalarFunc::FUNC_EXP, VisualShaderNode::PORT_TYPE_SCALAR));
+ add_options.push_back(AddOption("Exp2", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Base-2 Exponential."), VisualShaderNodeScalarFunc::FUNC_EXP2, VisualShaderNode::PORT_TYPE_SCALAR));
+ add_options.push_back(AddOption("Floor", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Finds the nearest integer less than or equal to the parameter."), VisualShaderNodeScalarFunc::FUNC_FLOOR, VisualShaderNode::PORT_TYPE_SCALAR));
+ add_options.push_back(AddOption("Fract", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Computes the fractional part of the argument."), VisualShaderNodeScalarFunc::FUNC_FRAC, VisualShaderNode::PORT_TYPE_SCALAR));
+ add_options.push_back(AddOption("InverseSqrt", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Returns the inverse of the square root of the parameter."), VisualShaderNodeScalarFunc::FUNC_INVERSE_SQRT, VisualShaderNode::PORT_TYPE_SCALAR));
+ add_options.push_back(AddOption("Log", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Natural logarithm."), VisualShaderNodeScalarFunc::FUNC_LOG, VisualShaderNode::PORT_TYPE_SCALAR));
+ add_options.push_back(AddOption("Log2", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Base-2 logarithm."), VisualShaderNodeScalarFunc::FUNC_LOG2, VisualShaderNode::PORT_TYPE_SCALAR));
+ add_options.push_back(AddOption("Max", "Scalar", "Functions", "VisualShaderNodeScalarOp", TTR("Returns the greater of two values."), VisualShaderNodeScalarOp::OP_MAX, VisualShaderNode::PORT_TYPE_SCALAR));
+ add_options.push_back(AddOption("Min", "Scalar", "Functions", "VisualShaderNodeScalarOp", TTR("Returns the lesser of two values."), VisualShaderNodeScalarOp::OP_MIN, VisualShaderNode::PORT_TYPE_SCALAR));
+ add_options.push_back(AddOption("Mix", "Scalar", "Functions", "VisualShaderNodeScalarInterp", TTR("Linear interpolation between two scalars."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
+ add_options.push_back(AddOption("Negate", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Returns the opposite value of the parameter."), VisualShaderNodeScalarFunc::FUNC_NEGATE, VisualShaderNode::PORT_TYPE_SCALAR));
+ add_options.push_back(AddOption("Pow", "Scalar", "Functions", "VisualShaderNodeScalarOp", TTR("Returns the value of the first parameter raised to the power of the second."), VisualShaderNodeScalarOp::OP_POW, VisualShaderNode::PORT_TYPE_SCALAR));
+ add_options.push_back(AddOption("Radians", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Converts a quantity in degrees to radians."), VisualShaderNodeScalarFunc::FUNC_RADIANS, VisualShaderNode::PORT_TYPE_SCALAR));
+ add_options.push_back(AddOption("Reciprocal", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("1.0 / scalar"), VisualShaderNodeScalarFunc::FUNC_RECIPROCAL, VisualShaderNode::PORT_TYPE_SCALAR));
+ add_options.push_back(AddOption("Round", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("(GLES3 only) Finds the nearest integer to the parameter."), VisualShaderNodeScalarFunc::FUNC_ROUND, VisualShaderNode::PORT_TYPE_SCALAR));
+ add_options.push_back(AddOption("RoundEven", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("(GLES3 only) Finds the nearest even integer to the parameter."), VisualShaderNodeScalarFunc::FUNC_ROUNDEVEN, VisualShaderNode::PORT_TYPE_SCALAR));
+ add_options.push_back(AddOption("Saturate", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Clamps the value between 0.0 and 1.0."), VisualShaderNodeScalarFunc::FUNC_SATURATE, VisualShaderNode::PORT_TYPE_SCALAR));
+ add_options.push_back(AddOption("Sign", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Extracts the sign of the parameter."), VisualShaderNodeScalarFunc::FUNC_SIGN, VisualShaderNode::PORT_TYPE_SCALAR));
+ add_options.push_back(AddOption("Sin", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Returns the sine of the parameter."), VisualShaderNodeScalarFunc::FUNC_SIN, VisualShaderNode::PORT_TYPE_SCALAR));
+ add_options.push_back(AddOption("SinH", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("(GLES3 only) Returns the hyperbolic sine of the parameter."), VisualShaderNodeScalarFunc::FUNC_SINH, VisualShaderNode::PORT_TYPE_SCALAR));
+ add_options.push_back(AddOption("Sqrt", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Returns the square root of the parameter."), VisualShaderNodeScalarFunc::FUNC_SQRT, VisualShaderNode::PORT_TYPE_SCALAR));
+ add_options.push_back(AddOption("SmoothStep", "Scalar", "Functions", "VisualShaderNodeScalarSmoothStep", TTR("SmoothStep function( scalar(edge0), scalar(edge1), scalar(x) ).\n\nReturns 0.0 if 'x' is smaller then 'edge0' and 1.0 if x is larger than 'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using Hermite polynomials."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
+ add_options.push_back(AddOption("Step", "Scalar", "Functions", "VisualShaderNodeScalarOp", TTR("Step function( scalar(edge), scalar(x) ).\n\nReturns 0.0 if 'x' is smaller then 'edge' and otherwise 1.0."), VisualShaderNodeScalarOp::OP_STEP, VisualShaderNode::PORT_TYPE_SCALAR));
+ add_options.push_back(AddOption("Tan", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("Returns the tangent of the parameter."), VisualShaderNodeScalarFunc::FUNC_TAN, VisualShaderNode::PORT_TYPE_SCALAR));
+ add_options.push_back(AddOption("TanH", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("(GLES3 only) Returns the hyperbolic tangent of the parameter."), VisualShaderNodeScalarFunc::FUNC_TANH, VisualShaderNode::PORT_TYPE_SCALAR));
+ add_options.push_back(AddOption("Trunc", "Scalar", "Functions", "VisualShaderNodeScalarFunc", TTR("(GLES3 only) Finds the truncated value of the parameter."), VisualShaderNodeScalarFunc::FUNC_TRUNC, VisualShaderNode::PORT_TYPE_SCALAR));
+
+ add_options.push_back(AddOption("Add", "Scalar", "Operators", "VisualShaderNodeScalarOp", TTR("Adds scalar to scalar."), VisualShaderNodeScalarOp::OP_ADD, VisualShaderNode::PORT_TYPE_SCALAR));
+ add_options.push_back(AddOption("Divide", "Scalar", "Operators", "VisualShaderNodeScalarOp", TTR("Divides scalar by scalar."), VisualShaderNodeScalarOp::OP_DIV, VisualShaderNode::PORT_TYPE_SCALAR));
+ add_options.push_back(AddOption("Multiply", "Scalar", "Operators", "VisualShaderNodeScalarOp", TTR("Multiplies scalar by scalar."), VisualShaderNodeScalarOp::OP_MUL, VisualShaderNode::PORT_TYPE_SCALAR));
+ add_options.push_back(AddOption("Remainder", "Scalar", "Operators", "VisualShaderNodeScalarOp", TTR("Returns the remainder of the two scalars."), VisualShaderNodeScalarOp::OP_MOD, VisualShaderNode::PORT_TYPE_SCALAR));
+ add_options.push_back(AddOption("Subtract", "Scalar", "Operators", "VisualShaderNodeScalarOp", TTR("Subtracts scalar from scalar."), VisualShaderNodeScalarOp::OP_SUB, VisualShaderNode::PORT_TYPE_SCALAR));
+
+ add_options.push_back(AddOption("ScalarConstant", "Scalar", "Variables", "VisualShaderNodeScalarConstant", TTR("Scalar constant."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
+ add_options.push_back(AddOption("ScalarUniform", "Scalar", "Variables", "VisualShaderNodeScalarUniform", TTR("Scalar uniform."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
+
+ // TEXTURES
+
+ add_options.push_back(AddOption("CubeMap", "Textures", "Functions", "VisualShaderNodeCubeMap", TTR("Perform the cubic texture lookup."), -1, VisualShaderNode::PORT_TYPE_COLOR));
+ add_options.push_back(AddOption("Texture", "Textures", "Functions", "VisualShaderNodeTexture", TTR("Perform the texture lookup."), -1, VisualShaderNode::PORT_TYPE_COLOR));
+
+ add_options.push_back(AddOption("CubeMapUniform", "Textures", "Variables", "VisualShaderNodeCubeMapUniform", TTR("Cubic texture uniform."), -1, VisualShaderNode::PORT_TYPE_COLOR));
+ add_options.push_back(AddOption("TextureUniform", "Textures", "Variables", "VisualShaderNodeTextureUniform", TTR("2D texture uniform."), -1, VisualShaderNode::PORT_TYPE_COLOR));
+
+ // TRANSFORM
+
+ add_options.push_back(AddOption("TransformFunc", "Transform", "Common", "VisualShaderNodeTransformFunc", TTR("Transform function."), -1, VisualShaderNode::PORT_TYPE_TRANSFORM));
+
+ add_options.push_back(AddOption("OuterProduct", "Transform", "Composition", "VisualShaderNodeOuterProduct", TTR("(GLES3 only) Calculate the outer product of a pair of vectors.\n\nOuterProduct treats the first parameter 'c' as a column vector (matrix with one column) and the second parameter 'r' as a row vector (matrix with one row) and does a linear algebraic matrix multiply 'c * r', yielding a matrix whose number of rows is the number of components in 'c' and whose number of columns is the number of components in 'r'."), -1, VisualShaderNode::PORT_TYPE_TRANSFORM));
+ add_options.push_back(AddOption("TransformCompose", "Transform", "Composition", "VisualShaderNodeTransformCompose", TTR("Composes transform from four vectors."), -1, VisualShaderNode::PORT_TYPE_TRANSFORM));
+ add_options.push_back(AddOption("TransformDecompose", "Transform", "Composition", "VisualShaderNodeTransformDecompose", TTR("Decomposes transform to four vectors.")));
+
+ add_options.push_back(AddOption("Determinant", "Transform", "Functions", "VisualShaderNodeDeterminant", TTR("(GLES3 only) Calculates the determinant of a transform."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
+ add_options.push_back(AddOption("Inverse", "Transform", "Functions", "VisualShaderNodeTransformFunc", TTR("(GLES3 only) Calculates the inverse of a transform."), VisualShaderNodeTransformFunc::FUNC_INVERSE, VisualShaderNode::PORT_TYPE_TRANSFORM));
+ add_options.push_back(AddOption("Transpose", "Transform", "Functions", "VisualShaderNodeTransformFunc", TTR("(GLES3 only) Calculates the transpose of a transform."), VisualShaderNodeTransformFunc::FUNC_TRANSPOSE, VisualShaderNode::PORT_TYPE_TRANSFORM));
+
+ add_options.push_back(AddOption("TransformMult", "Transform", "Operators", "VisualShaderNodeTransformMult", TTR("Multiplies transform by transform."), -1, VisualShaderNode::PORT_TYPE_TRANSFORM));
+ add_options.push_back(AddOption("TransformVectorMult", "Transform", "Operators", "VisualShaderNodeTransformVecMult", TTR("Multiplies vector by transform."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
+
+ add_options.push_back(AddOption("TransformConstant", "Transform", "Variables", "VisualShaderNodeTransformConstant", TTR("Transform constant."), -1, VisualShaderNode::PORT_TYPE_TRANSFORM));
+ add_options.push_back(AddOption("TransformUniform", "Transform", "Variables", "VisualShaderNodeTransformUniform", TTR("Transform uniform."), -1, VisualShaderNode::PORT_TYPE_TRANSFORM));
+
+ // VECTOR
+
+ add_options.push_back(AddOption("VectorFunc", "Vector", "Common", "VisualShaderNodeVectorFunc", TTR("Vector function."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
+ add_options.push_back(AddOption("VectorOp", "Vector", "Common", "VisualShaderNodeVectorOp", TTR("Vector operator."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
+
+ add_options.push_back(AddOption("VectorCompose", "Vector", "Composition", "VisualShaderNodeVectorCompose", TTR("Composes vector from three scalars."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
+ add_options.push_back(AddOption("VectorDecompose", "Vector", "Composition", "VisualShaderNodeVectorDecompose", TTR("Decomposes vector to three scalars.")));
+
+ add_options.push_back(AddOption("Abs", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the absolute value of the parameter."), VisualShaderNodeVectorFunc::FUNC_ABS, VisualShaderNode::PORT_TYPE_VECTOR));
+ add_options.push_back(AddOption("ACos", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the arc-cosine of the parameter."), VisualShaderNodeVectorFunc::FUNC_ACOS, VisualShaderNode::PORT_TYPE_VECTOR));
+ add_options.push_back(AddOption("ACosH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("(GLES3 only) Returns the inverse hyperbolic cosine of the parameter."), VisualShaderNodeVectorFunc::FUNC_ACOSH, VisualShaderNode::PORT_TYPE_VECTOR));
+ add_options.push_back(AddOption("ASin", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the arc-sine of the parameter."), VisualShaderNodeVectorFunc::FUNC_ASIN, VisualShaderNode::PORT_TYPE_VECTOR));
+ add_options.push_back(AddOption("ASinH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("(GLES3 only) Returns the inverse hyperbolic sine of the parameter."), VisualShaderNodeVectorFunc::FUNC_ASINH, VisualShaderNode::PORT_TYPE_VECTOR));
+ add_options.push_back(AddOption("ATan", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the arc-tangent of the parameter."), VisualShaderNodeVectorFunc::FUNC_ATAN, VisualShaderNode::PORT_TYPE_VECTOR));
+ add_options.push_back(AddOption("ATan2", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns the arc-tangent of the parameters."), VisualShaderNodeVectorOp::OP_ATAN2, VisualShaderNode::PORT_TYPE_VECTOR));
+ add_options.push_back(AddOption("ATanH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("(GLES3 only) Returns the inverse hyperbolic tangent of the parameter."), VisualShaderNodeVectorFunc::FUNC_ATANH, VisualShaderNode::PORT_TYPE_VECTOR));
+ add_options.push_back(AddOption("Ceil", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer that is greater than or equal to the parameter."), VisualShaderNodeVectorFunc::FUNC_CEIL, VisualShaderNode::PORT_TYPE_VECTOR));
+ add_options.push_back(AddOption("Clamp", "Vector", "Functions", "VisualShaderNodeVectorClamp", TTR("Constrains a value to lie between two further values."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
+ add_options.push_back(AddOption("Cos", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the cosine of the parameter."), VisualShaderNodeVectorFunc::FUNC_COS, VisualShaderNode::PORT_TYPE_VECTOR));
+ add_options.push_back(AddOption("CosH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("(GLES3 only) Returns the hyperbolic cosine of the parameter."), VisualShaderNodeVectorFunc::FUNC_COSH, VisualShaderNode::PORT_TYPE_VECTOR));
+ add_options.push_back(AddOption("Cross", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Calculates the cross product of two vectors."), VisualShaderNodeVectorOp::OP_CROSS, VisualShaderNode::PORT_TYPE_VECTOR));
+ add_options.push_back(AddOption("Degrees", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Converts a quantity in radians to degrees."), VisualShaderNodeVectorFunc::FUNC_DEGREES, VisualShaderNode::PORT_TYPE_VECTOR));
+ add_options.push_back(AddOption("Distance", "Vector", "Functions", "VisualShaderNodeVectorDistance", TTR("Returns the distance between two points."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
+ add_options.push_back(AddOption("Dot", "Vector", "Functions", "VisualShaderNodeDotProduct", TTR("Calculates the dot product of two vectors."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
+ add_options.push_back(AddOption("Exp", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Base-e Exponential."), VisualShaderNodeVectorFunc::FUNC_EXP, VisualShaderNode::PORT_TYPE_VECTOR));
+ add_options.push_back(AddOption("Exp2", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Base-2 Exponential."), VisualShaderNodeVectorFunc::FUNC_EXP2, VisualShaderNode::PORT_TYPE_VECTOR));
+ add_options.push_back(AddOption("FaceForward", "Vector", "Functions", "VisualShaderNodeFaceForward", TTR("Returns a vector that points in the same direction as a reference vector. The function has three vector parameters : N, the vector to orient, I, the incident vector, and Nref, the reference vector. If the dot product of I and Nref is smaller than zero the return value is N. Otherwise -N is returned."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
+ add_options.push_back(AddOption("Floor", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer less than or equal to the parameter."), VisualShaderNodeVectorFunc::FUNC_FLOOR, VisualShaderNode::PORT_TYPE_VECTOR));
+ add_options.push_back(AddOption("Fract", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Computes the fractional part of the argument."), VisualShaderNodeVectorFunc::FUNC_FRAC, VisualShaderNode::PORT_TYPE_VECTOR));
+ add_options.push_back(AddOption("InverseSqrt", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse of the square root of the parameter."), VisualShaderNodeVectorFunc::FUNC_INVERSE_SQRT, VisualShaderNode::PORT_TYPE_VECTOR));
+ add_options.push_back(AddOption("Length", "Vector", "Functions", "VisualShaderNodeVectorLen", TTR("Calculates the length of a vector."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
+ add_options.push_back(AddOption("Log", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Natural logarithm."), VisualShaderNodeVectorFunc::FUNC_LOG, VisualShaderNode::PORT_TYPE_VECTOR));
+ add_options.push_back(AddOption("Log2", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Base-2 logarithm."), VisualShaderNodeVectorFunc::FUNC_LOG2, VisualShaderNode::PORT_TYPE_VECTOR));
+ add_options.push_back(AddOption("Max", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns the greater of two values."), VisualShaderNodeVectorOp::OP_MAX, VisualShaderNode::PORT_TYPE_VECTOR));
+ add_options.push_back(AddOption("Min", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns the lesser of two values."), VisualShaderNodeVectorOp::OP_MIN, VisualShaderNode::PORT_TYPE_VECTOR));
+ add_options.push_back(AddOption("Mix", "Vector", "Functions", "VisualShaderNodeVectorInterp", TTR("Linear interpolation between two vectors."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
+ add_options.push_back(AddOption("Negate", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the opposite value of the parameter."), VisualShaderNodeVectorFunc::FUNC_NEGATE, VisualShaderNode::PORT_TYPE_VECTOR));
+ add_options.push_back(AddOption("Normalize", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Calculates the normalize product of vector."), VisualShaderNodeVectorFunc::FUNC_NORMALIZE, VisualShaderNode::PORT_TYPE_VECTOR));
+ add_options.push_back(AddOption("Pow", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns the value of the first parameter raised to the power of the second."), VisualShaderNodeVectorOp::OP_POW, VisualShaderNode::PORT_TYPE_VECTOR));
+ add_options.push_back(AddOption("Radians", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Converts a quantity in degrees to radians."), VisualShaderNodeVectorFunc::FUNC_RADIANS, VisualShaderNode::PORT_TYPE_VECTOR));
+ add_options.push_back(AddOption("Reciprocal", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("1.0 / vector"), VisualShaderNodeVectorFunc::FUNC_RECIPROCAL, VisualShaderNode::PORT_TYPE_VECTOR));
+ add_options.push_back(AddOption("Reflect", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns a vector that points in the direction of reflection ( a : incident vector, b : normal vector )."), VisualShaderNodeVectorOp::OP_REFLECT, VisualShaderNode::PORT_TYPE_VECTOR));
+ add_options.push_back(AddOption("Refract", "Vector", "Functions", "VisualShaderNodeVectorRefract", TTR("Returns a vector that points in the direction of refraction."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
+ add_options.push_back(AddOption("Round", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("(GLES3 only) Finds the nearest integer to the parameter."), VisualShaderNodeVectorFunc::FUNC_ROUND, VisualShaderNode::PORT_TYPE_VECTOR));
+ add_options.push_back(AddOption("RoundEven", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("(GLES3 only) Finds the nearest even integer to the parameter."), VisualShaderNodeVectorFunc::FUNC_ROUNDEVEN, VisualShaderNode::PORT_TYPE_VECTOR));
+ add_options.push_back(AddOption("Saturate", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Clamps the value between 0.0 and 1.0."), VisualShaderNodeVectorFunc::FUNC_SATURATE, VisualShaderNode::PORT_TYPE_VECTOR));
+ add_options.push_back(AddOption("Sign", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Extracts the sign of the parameter."), VisualShaderNodeVectorFunc::FUNC_SIGN, VisualShaderNode::PORT_TYPE_VECTOR));
+ add_options.push_back(AddOption("Sin", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the sine of the parameter."), VisualShaderNodeVectorFunc::FUNC_SIN, VisualShaderNode::PORT_TYPE_VECTOR));
+ add_options.push_back(AddOption("SinH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("(GLES3 only) Returns the hyperbolic sine of the parameter."), VisualShaderNodeVectorFunc::FUNC_SINH, VisualShaderNode::PORT_TYPE_VECTOR));
+ add_options.push_back(AddOption("Sqrt", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the square root of the parameter."), VisualShaderNodeVectorFunc::FUNC_SQRT, VisualShaderNode::PORT_TYPE_VECTOR));
+ add_options.push_back(AddOption("SmoothStep", "Vector", "Functions", "VisualShaderNodeVectorSmoothStep", TTR("SmoothStep function( vector(edge0), vector(edge1), vector(x) ).\n\nReturns 0.0 if 'x' is smaller then 'edge0' and 1.0 if 'x' is larger than 'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using Hermite polynomials."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
+ add_options.push_back(AddOption("SmoothStepS", "Vector", "Functions", "VisualShaderNodeVectorScalarSmoothStep", TTR("SmoothStep function( scalar(edge0), scalar(edge1), vector(x) ).\n\nReturns 0.0 if 'x' is smaller then 'edge0' and 1.0 if 'x' is larger than 'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using Hermite polynomials."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
+ add_options.push_back(AddOption("Step", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Step function( vector(edge), vector(x) ).\n\nReturns 0.0 if 'x' is smaller then 'edge' and otherwise 1.0."), VisualShaderNodeVectorOp::OP_STEP, VisualShaderNode::PORT_TYPE_VECTOR));
+ add_options.push_back(AddOption("StepS", "Vector", "Functions", "VisualShaderNodeVectorScalarStep", TTR("Step function( scalar(edge), vector(x) ).\n\nReturns 0.0 if 'x' is smaller then 'edge' and otherwise 1.0."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
+ add_options.push_back(AddOption("Tan", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the tangent of the parameter."), VisualShaderNodeVectorFunc::FUNC_TAN, VisualShaderNode::PORT_TYPE_VECTOR));
+ add_options.push_back(AddOption("TanH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("(GLES3 only) Returns the hyperbolic tangent of the parameter."), VisualShaderNodeVectorFunc::FUNC_TANH, VisualShaderNode::PORT_TYPE_VECTOR));
+ add_options.push_back(AddOption("Trunc", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("(GLES3 only) Finds the truncated value of the parameter."), VisualShaderNodeVectorFunc::FUNC_TRUNC, VisualShaderNode::PORT_TYPE_VECTOR));
+
+ add_options.push_back(AddOption("Add", "Vector", "Operators", "VisualShaderNodeVectorOp", TTR("Adds vector to vector."), VisualShaderNodeVectorOp::OP_ADD, VisualShaderNode::PORT_TYPE_VECTOR));
+ add_options.push_back(AddOption("Divide", "Vector", "Operators", "VisualShaderNodeVectorOp", TTR("Divides vector by vector."), VisualShaderNodeVectorOp::OP_DIV, VisualShaderNode::PORT_TYPE_VECTOR));
+ add_options.push_back(AddOption("Multiply", "Vector", "Operators", "VisualShaderNodeVectorOp", TTR("Multiplies vector by vector."), VisualShaderNodeVectorOp::OP_MUL, VisualShaderNode::PORT_TYPE_VECTOR));
+ add_options.push_back(AddOption("Remainder", "Vector", "Operators", "VisualShaderNodeVectorOp", TTR("Returns the remainder of the two vectors."), VisualShaderNodeVectorOp::OP_MOD, VisualShaderNode::PORT_TYPE_VECTOR));
+ add_options.push_back(AddOption("Subtract", "Vector", "Operators", "VisualShaderNodeVectorOp", TTR("Subtracts vector from vector."), VisualShaderNodeVectorOp::OP_SUB, VisualShaderNode::PORT_TYPE_VECTOR));
+
+ add_options.push_back(AddOption("VectorConstant", "Vector", "Variables", "VisualShaderNodeVec3Constant", TTR("Vector constant."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
+ add_options.push_back(AddOption("VectorUniform", "Vector", "Variables", "VisualShaderNodeVec3Uniform", TTR("Vector uniform."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
+
+ // SPECIAL
+
+ add_options.push_back(AddOption("ScalarDerivativeFunc", "Special", "Common", "VisualShaderNodeScalarDerivativeFunc", TTR("(GLES3 only) (Fragment/Light mode only) Scalar derivative function."), -1, VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT | VisualShader::TYPE_LIGHT));
+ add_options.push_back(AddOption("VectorDerivativeFunc", "Special", "Common", "VisualShaderNodeVectorDerivativeFunc", TTR("(GLES3 only) (Fragment/Light mode only) Vector derivative function."), -1, VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT | VisualShader::TYPE_LIGHT));
+
+ add_options.push_back(AddOption("DdX", "Special", "Derivative", "VisualShaderNodeVectorDerivativeFunc", TTR("(GLES3 only) (Fragment/Light mode only) (Vector) Derivative in 'x' using local differencing."), VisualShaderNodeVectorDerivativeFunc::FUNC_X, VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT | VisualShader::TYPE_LIGHT));
+ add_options.push_back(AddOption("DdXS", "Special", "Derivative", "VisualShaderNodeScalarDerivativeFunc", TTR("(GLES3 only) (Fragment/Light mode only) (Scalar) Derivative in 'x' using local differencing."), VisualShaderNodeScalarDerivativeFunc::FUNC_X, VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT | VisualShader::TYPE_LIGHT));
+ add_options.push_back(AddOption("DdY", "Special", "Derivative", "VisualShaderNodeVectorDerivativeFunc", TTR("(GLES3 only) (Fragment/Light mode only) (Vector) Derivative in 'y' using local differencing."), VisualShaderNodeVectorDerivativeFunc::FUNC_Y, VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT | VisualShader::TYPE_LIGHT));
+ add_options.push_back(AddOption("DdYS", "Special", "Derivative", "VisualShaderNodeScalarDerivativeFunc", TTR("(GLES3 only) (Fragment/Light mode only) (Scalar) Derivative in 'y' using local differencing."), VisualShaderNodeScalarDerivativeFunc::FUNC_Y, VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT | VisualShader::TYPE_LIGHT));
+ add_options.push_back(AddOption("Sum", "Special", "Derivative", "VisualShaderNodeVectorDerivativeFunc", TTR("(GLES3 only) (Fragment/Light mode only) (Vector) Sum of absolute derivative in 'x' and 'y'."), VisualShaderNodeVectorDerivativeFunc::FUNC_SUM, VisualShaderNode::PORT_TYPE_VECTOR, VisualShader::TYPE_FRAGMENT | VisualShader::TYPE_LIGHT));
+ add_options.push_back(AddOption("SumS", "Special", "Derivative", "VisualShaderNodeScalarDerivativeFunc", TTR("(GLES3 only) (Fragment/Light mode only) (Scalar) Sum of absolute derivative in 'x' and 'y'."), VisualShaderNodeScalarDerivativeFunc::FUNC_SUM, VisualShaderNode::PORT_TYPE_SCALAR, VisualShader::TYPE_FRAGMENT | VisualShader::TYPE_LIGHT));
+
+ /////////////////////////////////////////////////////////////////////
_update_options_menu();
@@ -940,9 +1645,10 @@ public:
void setup(const Ref<VisualShaderNodeInput> &p_input) {
input = p_input;
- Ref<Texture> type_icon[3] = {
+ Ref<Texture> type_icon[4] = {
EditorNode::get_singleton()->get_gui_base()->get_icon("float", "EditorIcons"),
EditorNode::get_singleton()->get_gui_base()->get_icon("Vector3", "EditorIcons"),
+ EditorNode::get_singleton()->get_gui_base()->get_icon("bool", "EditorIcons"),
EditorNode::get_singleton()->get_gui_base()->get_icon("Transform", "EditorIcons"),
};
diff --git a/editor/plugins/visual_shader_editor_plugin.h b/editor/plugins/visual_shader_editor_plugin.h
index 2fb8a85d5b..2709d72931 100644
--- a/editor/plugins/visual_shader_editor_plugin.h
+++ b/editor/plugins/visual_shader_editor_plugin.h
@@ -60,7 +60,7 @@ class VisualShaderEditor : public VBoxContainer {
Ref<VisualShader> visual_shader;
GraphEdit *graph;
- MenuButton *add_node;
+ ToolButton *add_node;
OptionButton *edit_type;
@@ -68,18 +68,59 @@ class VisualShaderEditor : public VBoxContainer {
Label *error_label;
UndoRedo *undo_redo;
+ Point2 saved_node_pos;
+ bool saved_node_pos_dirty;
+
+ ConfirmationDialog *members_dialog;
+ MenuButton *tools;
+
+ enum ToolsMenuOptions {
+ EXPAND_ALL,
+ COLLAPSE_ALL
+ };
+
+ Tree *members;
+ AcceptDialog *alert;
+ LineEdit *node_filter;
+ RichTextLabel *node_desc;
+
+ void _tools_menu_option(int p_idx);
+ void _show_members_dialog();
void _update_graph();
struct AddOption {
String name;
String category;
+ String sub_category;
String type;
+ String description;
+ int sub_func;
+ String sub_func_str;
Ref<Script> script;
- AddOption(const String &p_name = String(), const String &p_category = String(), const String &p_type = String()) {
+ int mode;
+ int return_type;
+
+ AddOption(const String &p_name = String(), const String &p_category = String(), const String &p_sub_category = String(), const String &p_type = String(), const String &p_description = String(), int p_sub_func = -1, int p_return_type = -1, int p_mode = -1) {
+ name = p_name;
+ type = p_type;
+ category = p_category;
+ sub_category = p_sub_category;
+ description = p_description;
+ sub_func = p_sub_func;
+ return_type = p_return_type;
+ mode = p_mode;
+ }
+
+ AddOption(const String &p_name, const String &p_category, const String &p_sub_category, const String &p_type, const String &p_description, const String &p_sub_func, int p_return_type = -1, int p_mode = -1) {
name = p_name;
type = p_type;
category = p_category;
+ sub_category = p_sub_category;
+ description = p_description;
+ sub_func_str = p_sub_func;
+ return_type = p_return_type;
+ mode = p_mode;
}
};
@@ -87,7 +128,7 @@ class VisualShaderEditor : public VBoxContainer {
void _draw_color_over_button(Object *obj, Color p_color);
- void _add_node(int p_idx);
+ void _add_node(int p_idx, int p_op_idx = -1);
void _update_options_menu();
static VisualShaderEditor *singleton;
@@ -126,6 +167,18 @@ class VisualShaderEditor : public VBoxContainer {
void _preview_select_port(int p_node, int p_port);
void _input(const Ref<InputEvent> p_event);
+ void _member_gui_input(const Ref<InputEvent> p_event);
+ void _member_filter_changed(const String &p_text);
+ void _member_selected();
+ void _member_unselected();
+ void _member_create();
+
+ Variant get_drag_data_fw(const Point2 &p_point, Control *p_from);
+ bool can_drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from) const;
+ void drop_data_fw(const Point2 &p_point, const Variant &p_data, Control *p_from);
+
+ bool _is_available(int p_flags);
+
protected:
void _notification(int p_what);
static void _bind_methods();
diff --git a/modules/assimp/editor_scene_importer_assimp.cpp b/modules/assimp/editor_scene_importer_assimp.cpp
index 4662cf9d0a..ee66097ffd 100644
--- a/modules/assimp/editor_scene_importer_assimp.cpp
+++ b/modules/assimp/editor_scene_importer_assimp.cpp
@@ -1945,7 +1945,7 @@ void EditorSceneImporterAssimp::_add_mesh_to_mesh_instance(const aiNode *p_node,
morphs[j] = array_copy;
}
- r_name_morph_mesh_names.insert(_ai_raw_string_to_string(p_node->mName), morph_mesh_idx_names);
+ r_name_morph_mesh_names.insert(_ai_string_to_string(p_node->mName), morph_mesh_idx_names);
mesh->add_surface_from_arrays(primitive, array_mesh, morphs);
mesh->surface_set_material(i, mat);
mesh->surface_set_name(i, _ai_string_to_string(ai_mesh->mName));
diff --git a/modules/gdscript/gdscript_functions.cpp b/modules/gdscript/gdscript_functions.cpp
index 46c9efd54f..4fd136d5cc 100644
--- a/modules/gdscript/gdscript_functions.cpp
+++ b/modules/gdscript/gdscript_functions.cpp
@@ -74,6 +74,7 @@ const char *GDScriptFunctions::get_func_name(Function p_func) {
"lerp",
"inverse_lerp",
"range_lerp",
+ "smoothstep",
"dectime",
"randomize",
"randi",
@@ -369,6 +370,13 @@ void GDScriptFunctions::call(Function p_func, const Variant **p_args, int p_arg_
VALIDATE_ARG_NUM(4);
r_ret = Math::range_lerp((double)*p_args[0], (double)*p_args[1], (double)*p_args[2], (double)*p_args[3], (double)*p_args[4]);
} break;
+ case MATH_SMOOTHSTEP: {
+ VALIDATE_ARG_COUNT(3);
+ VALIDATE_ARG_NUM(0);
+ VALIDATE_ARG_NUM(1);
+ VALIDATE_ARG_NUM(2);
+ r_ret = Math::smoothstep((double)*p_args[0], (double)*p_args[1], (double)*p_args[2]);
+ } break;
case MATH_DECTIME: {
VALIDATE_ARG_COUNT(3);
VALIDATE_ARG_NUM(0);
@@ -1435,6 +1443,7 @@ bool GDScriptFunctions::is_deterministic(Function p_func) {
case MATH_LERP:
case MATH_INVERSE_LERP:
case MATH_RANGE_LERP:
+ case MATH_SMOOTHSTEP:
case MATH_DECTIME:
case MATH_DEG2RAD:
case MATH_RAD2DEG:
@@ -1618,6 +1627,11 @@ MethodInfo GDScriptFunctions::get_info(Function p_func) {
mi.return_val.type = Variant::REAL;
return mi;
} break;
+ case MATH_SMOOTHSTEP: {
+ MethodInfo mi("smoothstep", PropertyInfo(Variant::REAL, "from"), PropertyInfo(Variant::REAL, "to"), PropertyInfo(Variant::REAL, "weight"));
+ mi.return_val.type = Variant::REAL;
+ return mi;
+ } break;
case MATH_DECTIME: {
MethodInfo mi("dectime", PropertyInfo(Variant::REAL, "value"), PropertyInfo(Variant::REAL, "amount"), PropertyInfo(Variant::REAL, "step"));
mi.return_val.type = Variant::REAL;
diff --git a/modules/gdscript/gdscript_functions.h b/modules/gdscript/gdscript_functions.h
index fcb8f32e54..14bf3d7560 100644
--- a/modules/gdscript/gdscript_functions.h
+++ b/modules/gdscript/gdscript_functions.h
@@ -65,6 +65,7 @@ public:
MATH_LERP,
MATH_INVERSE_LERP,
MATH_RANGE_LERP,
+ MATH_SMOOTHSTEP,
MATH_DECTIME,
MATH_RANDOMIZE,
MATH_RAND,
diff --git a/modules/mono/glue/Managed/Files/Mathf.cs b/modules/mono/glue/Managed/Files/Mathf.cs
index 5f5de12959..a064278237 100644
--- a/modules/mono/glue/Managed/Files/Mathf.cs
+++ b/modules/mono/glue/Managed/Files/Mathf.cs
@@ -261,6 +261,16 @@ namespace Godot
return (real_t)Math.Sinh(s);
}
+ public static real_t SmoothStep(real_t from, real_t to, real_t weight)
+ {
+ if (IsEqualApprox(from, to))
+ {
+ return from;
+ }
+ real_t x = Clamp((weight - from) / (to - from), (real_t)0.0, (real_t)1.0);
+ return x * x * (3 - 2 * x);
+ }
+
public static real_t Sqrt(real_t s)
{
return (real_t)Math.Sqrt(s);
diff --git a/modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml b/modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
index dd14d60327..104a90059e 100644
--- a/modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
+++ b/modules/visual_script/doc_classes/VisualScriptBuiltinFunc.xml
@@ -204,7 +204,14 @@
<constant name="COLORN" value="62" enum="BuiltinFunc">
Return the [Color] with the given name and alpha ranging from 0 to 1. Note: names are defined in color_names.inc.
</constant>
- <constant name="FUNC_MAX" value="63" enum="BuiltinFunc">
+ <constant name="MATH_SMOOTHSTEP" value="63" enum="BuiltinFunc">
+ Return a number smoothly interpolated between the first two inputs, based on the third input. Similar to [code]MATH_LERP[/code], but interpolates faster at the beginning and slower at the end. Using Hermite interpolation formula:
+ [codeblock]
+ var t = clamp((weight - from) / (to - from), 0.0, 1.0)
+ return t * t * (3.0 - 2.0 * t)
+ [/codeblock]
+ </constant>
+ <constant name="FUNC_MAX" value="64" enum="BuiltinFunc">
The maximum value the [member function] property can have.
</constant>
</constants>
diff --git a/modules/visual_script/visual_script_builtin_funcs.cpp b/modules/visual_script/visual_script_builtin_funcs.cpp
index 0d379205e4..c2ce5f0bf5 100644
--- a/modules/visual_script/visual_script_builtin_funcs.cpp
+++ b/modules/visual_script/visual_script_builtin_funcs.cpp
@@ -102,6 +102,7 @@ const char *VisualScriptBuiltinFunc::func_name[VisualScriptBuiltinFunc::FUNC_MAX
"var2bytes",
"bytes2var",
"color_named",
+ "smoothstep",
};
VisualScriptBuiltinFunc::BuiltinFunc VisualScriptBuiltinFunc::find_function(const String &p_string) {
@@ -204,6 +205,7 @@ int VisualScriptBuiltinFunc::get_func_argument_count(BuiltinFunc p_func) {
return 2;
case MATH_LERP:
case MATH_INVERSE_LERP:
+ case MATH_SMOOTHSTEP:
case MATH_DECTIME:
case MATH_WRAP:
case MATH_WRAPF:
@@ -337,6 +339,14 @@ PropertyInfo VisualScriptBuiltinFunc::get_input_value_port_info(int p_idx) const
else
return PropertyInfo(Variant::REAL, "ostop");
} break;
+ case MATH_SMOOTHSTEP: {
+ if (p_idx == 0)
+ return PropertyInfo(Variant::REAL, "from");
+ else if (p_idx == 1)
+ return PropertyInfo(Variant::REAL, "to");
+ else
+ return PropertyInfo(Variant::REAL, "weight");
+ } break;
case MATH_DECTIME: {
if (p_idx == 0)
return PropertyInfo(Variant::REAL, "value");
@@ -569,6 +579,7 @@ PropertyInfo VisualScriptBuiltinFunc::get_output_value_port_info(int p_idx) cons
case MATH_LERP:
case MATH_INVERSE_LERP:
case MATH_RANGE_LERP:
+ case MATH_SMOOTHSTEP:
case MATH_DECTIME: {
t = Variant::REAL;
@@ -899,6 +910,12 @@ void VisualScriptBuiltinFunc::exec_func(BuiltinFunc p_func, const Variant **p_in
VALIDATE_ARG_NUM(4);
*r_return = Math::range_lerp((double)*p_inputs[0], (double)*p_inputs[1], (double)*p_inputs[2], (double)*p_inputs[3], (double)*p_inputs[4]);
} break;
+ case VisualScriptBuiltinFunc::MATH_SMOOTHSTEP: {
+ VALIDATE_ARG_NUM(0);
+ VALIDATE_ARG_NUM(1);
+ VALIDATE_ARG_NUM(2);
+ *r_return = Math::smoothstep((double)*p_inputs[0], (double)*p_inputs[1], (double)*p_inputs[2]);
+ } break;
case VisualScriptBuiltinFunc::MATH_DECTIME: {
VALIDATE_ARG_NUM(0);
@@ -1379,6 +1396,7 @@ void VisualScriptBuiltinFunc::_bind_methods() {
BIND_ENUM_CONSTANT(VAR_TO_BYTES);
BIND_ENUM_CONSTANT(BYTES_TO_VAR);
BIND_ENUM_CONSTANT(COLORN);
+ BIND_ENUM_CONSTANT(MATH_SMOOTHSTEP);
BIND_ENUM_CONSTANT(FUNC_MAX);
}
@@ -1433,6 +1451,7 @@ void register_visual_script_builtin_func_node() {
VisualScriptLanguage::singleton->add_register_func("functions/built_in/lerp", create_builtin_func_node<VisualScriptBuiltinFunc::MATH_LERP>);
VisualScriptLanguage::singleton->add_register_func("functions/built_in/inverse_lerp", create_builtin_func_node<VisualScriptBuiltinFunc::MATH_INVERSE_LERP>);
VisualScriptLanguage::singleton->add_register_func("functions/built_in/range_lerp", create_builtin_func_node<VisualScriptBuiltinFunc::MATH_RANGE_LERP>);
+ VisualScriptLanguage::singleton->add_register_func("functions/built_in/smoothstep", create_builtin_func_node<VisualScriptBuiltinFunc::MATH_SMOOTHSTEP>);
VisualScriptLanguage::singleton->add_register_func("functions/built_in/dectime", create_builtin_func_node<VisualScriptBuiltinFunc::MATH_DECTIME>);
VisualScriptLanguage::singleton->add_register_func("functions/built_in/randomize", create_builtin_func_node<VisualScriptBuiltinFunc::MATH_RANDOMIZE>);
VisualScriptLanguage::singleton->add_register_func("functions/built_in/rand", create_builtin_func_node<VisualScriptBuiltinFunc::MATH_RAND>);
diff --git a/modules/visual_script/visual_script_builtin_funcs.h b/modules/visual_script/visual_script_builtin_funcs.h
index 2d8454ddd4..50854c16b1 100644
--- a/modules/visual_script/visual_script_builtin_funcs.h
+++ b/modules/visual_script/visual_script_builtin_funcs.h
@@ -101,6 +101,7 @@ public:
VAR_TO_BYTES,
BYTES_TO_VAR,
COLORN,
+ MATH_SMOOTHSTEP,
FUNC_MAX
};
diff --git a/scene/register_scene_types.cpp b/scene/register_scene_types.cpp
index 22a317060f..87a15bbeda 100644
--- a/scene/register_scene_types.cpp
+++ b/scene/register_scene_types.cpp
@@ -477,6 +477,7 @@ void register_scene_types() {
ClassDB::register_class<VisualShaderNodeInput>();
ClassDB::register_virtual_class<VisualShaderNodeOutput>();
ClassDB::register_class<VisualShaderNodeScalarConstant>();
+ ClassDB::register_class<VisualShaderNodeBooleanConstant>();
ClassDB::register_class<VisualShaderNodeColorConstant>();
ClassDB::register_class<VisualShaderNodeVec3Constant>();
ClassDB::register_class<VisualShaderNodeTransformConstant>();
@@ -487,8 +488,23 @@ void register_scene_types() {
ClassDB::register_class<VisualShaderNodeTransformVecMult>();
ClassDB::register_class<VisualShaderNodeScalarFunc>();
ClassDB::register_class<VisualShaderNodeVectorFunc>();
+ ClassDB::register_class<VisualShaderNodeColorFunc>();
+ ClassDB::register_class<VisualShaderNodeTransformFunc>();
ClassDB::register_class<VisualShaderNodeDotProduct>();
ClassDB::register_class<VisualShaderNodeVectorLen>();
+ ClassDB::register_class<VisualShaderNodeDeterminant>();
+ ClassDB::register_class<VisualShaderNodeScalarDerivativeFunc>();
+ ClassDB::register_class<VisualShaderNodeVectorDerivativeFunc>();
+ ClassDB::register_class<VisualShaderNodeScalarClamp>();
+ ClassDB::register_class<VisualShaderNodeVectorClamp>();
+ ClassDB::register_class<VisualShaderNodeFaceForward>();
+ ClassDB::register_class<VisualShaderNodeOuterProduct>();
+ ClassDB::register_class<VisualShaderNodeVectorScalarStep>();
+ ClassDB::register_class<VisualShaderNodeScalarSmoothStep>();
+ ClassDB::register_class<VisualShaderNodeVectorSmoothStep>();
+ ClassDB::register_class<VisualShaderNodeVectorScalarSmoothStep>();
+ ClassDB::register_class<VisualShaderNodeVectorDistance>();
+ ClassDB::register_class<VisualShaderNodeVectorRefract>();
ClassDB::register_class<VisualShaderNodeScalarInterp>();
ClassDB::register_class<VisualShaderNodeVectorInterp>();
ClassDB::register_class<VisualShaderNodeVectorCompose>();
@@ -499,6 +515,7 @@ void register_scene_types() {
ClassDB::register_class<VisualShaderNodeCubeMap>();
ClassDB::register_virtual_class<VisualShaderNodeUniform>();
ClassDB::register_class<VisualShaderNodeScalarUniform>();
+ ClassDB::register_class<VisualShaderNodeBooleanUniform>();
ClassDB::register_class<VisualShaderNodeColorUniform>();
ClassDB::register_class<VisualShaderNodeVec3Uniform>();
ClassDB::register_class<VisualShaderNodeTransformUniform>();
diff --git a/scene/resources/style_box.cpp b/scene/resources/style_box.cpp
index c313d9f9fd..5dd429fa75 100644
--- a/scene/resources/style_box.cpp
+++ b/scene/resources/style_box.cpp
@@ -669,11 +669,15 @@ inline void adapt_values(int p_index_a, int p_index_b, int *adapted_values, cons
void StyleBoxFlat::draw(RID p_canvas_item, const Rect2 &p_rect) const {
//PREPARATIONS
+ bool draw_border = (border_width[0] > 0) || (border_width[1] > 0) || (border_width[2] > 0) || (border_width[3] > 0);
+ bool draw_shadow = (shadow_size > 0);
+ if (!draw_border && !draw_center && !draw_shadow) {
+ return;
+ }
bool rounded_corners = (corner_radius[0] > 0) || (corner_radius[1] > 0) || (corner_radius[2] > 0) || (corner_radius[3] > 0);
bool aa_on = rounded_corners && anti_aliased;
- bool draw_border = (border_width[0] > 0) || (border_width[1] > 0) || (border_width[2] > 0) || (border_width[3] > 0);
Color border_color_alpha = Color(border_color.r, border_color.g, border_color.b, 0);
bool blend_on = blend_border && draw_border;
@@ -710,11 +714,8 @@ void StyleBoxFlat::draw(RID p_canvas_item, const Rect2 &p_rect) const {
Vector<int> indices;
Vector<Color> colors;
- //DRAWING
- VisualServer *vs = VisualServer::get_singleton();
-
//DRAW SHADOW
- if (shadow_size > 0) {
+ if (draw_shadow) {
int shadow_width[4] = { shadow_size, shadow_size, shadow_size, shadow_size };
Rect2 shadow_inner_rect = style_rect;
@@ -798,6 +799,8 @@ void StyleBoxFlat::draw(RID p_canvas_item, const Rect2 &p_rect) const {
}
}
+ //DRAWING
+ VisualServer *vs = VisualServer::get_singleton();
vs->canvas_item_add_triangle_array(p_canvas_item, indices, verts, colors);
}
diff --git a/scene/resources/tile_set.cpp b/scene/resources/tile_set.cpp
index 4ddfc0331b..21b2893502 100644
--- a/scene/resources/tile_set.cpp
+++ b/scene/resources/tile_set.cpp
@@ -215,7 +215,7 @@ bool TileSet::_get(const StringName &p_name, Variant &r_ret) const {
r_ret = autotile_get_spacing(id);
else if (what == "bitmask_flags") {
Array p;
- for (Map<Vector2, uint16_t>::Element *E = tile_map[id].autotile_data.flags.front(); E; E = E->next()) {
+ for (Map<Vector2, uint32_t>::Element *E = tile_map[id].autotile_data.flags.front(); E; E = E->next()) {
p.push_back(E->key());
p.push_back(E->value());
}
@@ -544,7 +544,7 @@ const Map<Vector2, int> &TileSet::autotile_get_z_index_map(int p_id) const {
return tile_map[p_id].autotile_data.z_index_map;
}
-void TileSet::autotile_set_bitmask(int p_id, Vector2 p_coord, uint16_t p_flag) {
+void TileSet::autotile_set_bitmask(int p_id, Vector2 p_coord, uint32_t p_flag) {
ERR_FAIL_COND(!tile_map.has(p_id));
if (p_flag == 0) {
@@ -555,7 +555,7 @@ void TileSet::autotile_set_bitmask(int p_id, Vector2 p_coord, uint16_t p_flag) {
}
}
-uint16_t TileSet::autotile_get_bitmask(int p_id, Vector2 p_coord) {
+uint32_t TileSet::autotile_get_bitmask(int p_id, Vector2 p_coord) {
ERR_FAIL_COND_V(!tile_map.has(p_id), 0);
if (!tile_map[p_id].autotile_data.flags.has(p_coord)) {
@@ -564,13 +564,13 @@ uint16_t TileSet::autotile_get_bitmask(int p_id, Vector2 p_coord) {
return tile_map[p_id].autotile_data.flags[p_coord];
}
-const Map<Vector2, uint16_t> &TileSet::autotile_get_bitmask_map(int p_id) {
+const Map<Vector2, uint32_t> &TileSet::autotile_get_bitmask_map(int p_id) {
- static Map<Vector2, uint16_t> dummy;
- static Map<Vector2, uint16_t> dummy_atlas;
+ static Map<Vector2, uint32_t> dummy;
+ static Map<Vector2, uint32_t> dummy_atlas;
ERR_FAIL_COND_V(!tile_map.has(p_id), dummy);
if (tile_get_tile_mode(p_id) == ATLAS_TILE) {
- dummy_atlas = Map<Vector2, uint16_t>();
+ dummy_atlas = Map<Vector2, uint32_t>();
Rect2 region = tile_get_region(p_id);
Size2 size = autotile_get_size(p_id);
float spacing = autotile_get_spacing(p_id);
@@ -600,18 +600,25 @@ Vector2 TileSet::autotile_get_subtile_for_bitmask(int p_id, uint16_t p_bitmask,
}
List<Vector2> coords;
- uint16_t mask;
- for (Map<Vector2, uint16_t>::Element *E = tile_map[p_id].autotile_data.flags.front(); E; E = E->next()) {
+ uint32_t mask;
+ uint16_t mask_;
+ uint16_t mask_ignore;
+ for (Map<Vector2, uint32_t>::Element *E = tile_map[p_id].autotile_data.flags.front(); E; E = E->next()) {
mask = E->get();
if (tile_map[p_id].autotile_data.bitmask_mode == BITMASK_2X2) {
- mask &= (BIND_BOTTOMLEFT | BIND_BOTTOMRIGHT | BIND_TOPLEFT | BIND_TOPRIGHT);
+ mask |= (BIND_IGNORE_TOP | BIND_IGNORE_LEFT | BIND_IGNORE_CENTER | BIND_IGNORE_RIGHT | BIND_IGNORE_BOTTOM);
}
- if (mask == p_bitmask) {
+
+ mask_ = mask & 0xFFFF;
+ mask_ignore = mask >> 16;
+
+ if (((mask_ & (~mask_ignore)) == (p_bitmask & (~mask_ignore))) && (((~mask_) | mask_ignore) == ((~p_bitmask) | mask_ignore))) {
for (int i = 0; i < autotile_get_subtile_priority(p_id, E->key()); i++) {
coords.push_back(E->key());
}
}
}
+
if (coords.size() == 0) {
return autotile_get_icon_coordinate(p_id);
} else {
diff --git a/scene/resources/tile_set.h b/scene/resources/tile_set.h
index fac48243d0..fb84cee218 100644
--- a/scene/resources/tile_set.h
+++ b/scene/resources/tile_set.h
@@ -72,7 +72,17 @@ public:
BIND_RIGHT = 32,
BIND_BOTTOMLEFT = 64,
BIND_BOTTOM = 128,
- BIND_BOTTOMRIGHT = 256
+ BIND_BOTTOMRIGHT = 256,
+
+ BIND_IGNORE_TOPLEFT = 1 << 16,
+ BIND_IGNORE_TOP = 1 << 17,
+ BIND_IGNORE_TOPRIGHT = 1 << 18,
+ BIND_IGNORE_LEFT = 1 << 19,
+ BIND_IGNORE_CENTER = 1 << 20,
+ BIND_IGNORE_RIGHT = 1 << 21,
+ BIND_IGNORE_BOTTOMLEFT = 1 << 22,
+ BIND_IGNORE_BOTTOM = 1 << 23,
+ BIND_IGNORE_BOTTOMRIGHT = 1 << 24
};
enum TileMode {
@@ -86,7 +96,7 @@ public:
Size2 size;
int spacing;
Vector2 icon_coord;
- Map<Vector2, uint16_t> flags;
+ Map<Vector2, uint32_t> flags;
Map<Vector2, Ref<OccluderPolygon2D> > occluder_map;
Map<Vector2, Ref<NavigationPolygon> > navpoly_map;
Map<Vector2, int> priority_map;
@@ -181,9 +191,9 @@ public:
int autotile_get_z_index(int p_id, const Vector2 &p_coord);
const Map<Vector2, int> &autotile_get_z_index_map(int p_id) const;
- void autotile_set_bitmask(int p_id, Vector2 p_coord, uint16_t p_flag);
- uint16_t autotile_get_bitmask(int p_id, Vector2 p_coord);
- const Map<Vector2, uint16_t> &autotile_get_bitmask_map(int p_id);
+ void autotile_set_bitmask(int p_id, Vector2 p_coord, uint32_t p_flag);
+ uint32_t autotile_get_bitmask(int p_id, Vector2 p_coord);
+ const Map<Vector2, uint32_t> &autotile_get_bitmask_map(int p_id);
Vector2 autotile_get_subtile_for_bitmask(int p_id, uint16_t p_bitmask, const Node *p_tilemap_node = NULL, const Vector2 &p_tile_location = Vector2());
void tile_set_shape(int p_id, int p_shape_id, const Ref<Shape2D> &p_shape);
diff --git a/scene/resources/visual_shader.cpp b/scene/resources/visual_shader.cpp
index 4e5909eb2e..bac10a1cd5 100644
--- a/scene/resources/visual_shader.cpp
+++ b/scene/resources/visual_shader.cpp
@@ -252,7 +252,7 @@ bool VisualShader::can_connect_nodes(Type p_type, int p_from_node, int p_from_po
VisualShaderNode::PortType from_port_type = g->nodes[p_from_node].node->get_output_port_type(p_from_port);
VisualShaderNode::PortType to_port_type = g->nodes[p_to_node].node->get_input_port_type(p_to_port);
- if (MAX(0, from_port_type - 1) != (MAX(0, to_port_type - 1))) {
+ if (MAX(0, from_port_type - 2) != (MAX(0, to_port_type - 2))) {
return false;
}
@@ -278,8 +278,8 @@ Error VisualShader::connect_nodes(Type p_type, int p_from_node, int p_from_port,
VisualShaderNode::PortType from_port_type = g->nodes[p_from_node].node->get_output_port_type(p_from_port);
VisualShaderNode::PortType to_port_type = g->nodes[p_to_node].node->get_input_port_type(p_to_port);
- if (MAX(0, from_port_type - 1) != (MAX(0, to_port_type - 1))) {
- ERR_EXPLAIN("Incompatible port types (scalar/vec with transform");
+ if (MAX(0, from_port_type - 2) != (MAX(0, to_port_type - 2))) {
+ ERR_EXPLAIN("Incompatible port types (scalar/vec/bool with transform");
ERR_FAIL_V(ERR_INVALID_PARAMETER)
return ERR_INVALID_PARAMETER;
}
@@ -456,6 +456,8 @@ String VisualShader::generate_preview_shader(Type p_type, int p_node, int p_port
if (node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_SCALAR) {
code += "\tCOLOR.rgb = vec3( n_out" + itos(p_node) + "p" + itos(p_port) + " );\n";
+ } else if (node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_BOOLEAN) {
+ code += "\tCOLOR.rgb = vec3( n_out" + itos(p_node) + "p" + itos(p_port) + " ? 1.0 : 0.0 );\n";
} else {
code += "\tCOLOR.rgb = n_out" + itos(p_node) + "p" + itos(p_port) + ";\n";
}
@@ -779,6 +781,14 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
inputs[i] = "dot(" + src_var + ",vec3(0.333333,0.333333,0.333333))";
} else if (in_type == VisualShaderNode::PORT_TYPE_VECTOR && out_type == VisualShaderNode::PORT_TYPE_SCALAR) {
inputs[i] = "vec3(" + src_var + ")";
+ } else if (in_type == VisualShaderNode::PORT_TYPE_BOOLEAN && out_type == VisualShaderNode::PORT_TYPE_VECTOR) {
+ inputs[i] = "all(" + src_var + ")";
+ } else if (in_type == VisualShaderNode::PORT_TYPE_BOOLEAN && out_type == VisualShaderNode::PORT_TYPE_SCALAR) {
+ inputs[i] = src_var + ">0.0?true:false";
+ } else if (in_type == VisualShaderNode::PORT_TYPE_SCALAR && out_type == VisualShaderNode::PORT_TYPE_BOOLEAN) {
+ inputs[i] = src_var + "?1.0:0.0";
+ } else if (in_type == VisualShaderNode::PORT_TYPE_VECTOR && out_type == VisualShaderNode::PORT_TYPE_BOOLEAN) {
+ inputs[i] = "vec3(" + src_var + "?1.0:0.0)";
}
} else {
@@ -787,6 +797,10 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
float val = defval;
inputs[i] = "n_in" + itos(node) + "p" + itos(i);
code += "\tfloat " + inputs[i] + " = " + vformat("%.5f", val) + ";\n";
+ } else if (defval.get_type() == Variant::BOOL) {
+ bool val = defval;
+ inputs[i] = "n_in" + itos(node) + "p" + itos(i);
+ code += "\nbool " + inputs[i] + " = " + (val ? "true" : "false") + ";\n";
} else if (defval.get_type() == Variant::VECTOR3) {
Vector3 val = defval;
inputs[i] = "n_in" + itos(node) + "p" + itos(i);
@@ -823,6 +837,7 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
switch (vsnode->get_output_port_type(i)) {
case VisualShaderNode::PORT_TYPE_SCALAR: code += String() + "\tfloat " + outputs[i] + ";\n"; break;
case VisualShaderNode::PORT_TYPE_VECTOR: code += String() + "\tvec3 " + outputs[i] + ";\n"; break;
+ case VisualShaderNode::PORT_TYPE_BOOLEAN: code += String() + "\tbool " + outputs[i] + ";\n"; break;
case VisualShaderNode::PORT_TYPE_TRANSFORM: code += String() + "\tmat4 " + outputs[i] + ";\n"; break;
default: {}
}
@@ -1262,6 +1277,11 @@ String VisualShaderNodeInput::generate_code(Shader::Mode p_mode, VisualShader::T
case PORT_TYPE_TRANSFORM: {
code = "\t" + p_output_vars[0] + " = mat4( vec4(1.0,0.0,0.0,0.0), vec4(0.0,1.0,0.0,0.0), vec4(0.0,0.0,1.0,0.0), vec4(0.0,0.0,0.0,1.0) );\n";
} break; //default (none found) is scalar
+ case PORT_TYPE_BOOLEAN: {
+ code = "\t" + p_output_vars[0] + " = false;\n";
+ } break;
+ default:
+ break;
}
}
diff --git a/scene/resources/visual_shader.h b/scene/resources/visual_shader.h
index 4792038351..cf10de9bf5 100644
--- a/scene/resources/visual_shader.h
+++ b/scene/resources/visual_shader.h
@@ -175,7 +175,9 @@ public:
enum PortType {
PORT_TYPE_SCALAR,
PORT_TYPE_VECTOR,
+ PORT_TYPE_BOOLEAN,
PORT_TYPE_TRANSFORM,
+ PORT_TYPE_COLOR // just a hint for node tree icons, do not use it as actual port type !
};
virtual String get_caption() const = 0;
diff --git a/scene/resources/visual_shader_nodes.cpp b/scene/resources/visual_shader_nodes.cpp
index e47069d723..dac999bf1d 100644
--- a/scene/resources/visual_shader_nodes.cpp
+++ b/scene/resources/visual_shader_nodes.cpp
@@ -88,6 +88,67 @@ VisualShaderNodeScalarConstant::VisualShaderNodeScalarConstant() {
constant = 0;
}
+////////////// Boolean
+
+String VisualShaderNodeBooleanConstant::get_caption() const {
+ return "Boolean";
+}
+
+int VisualShaderNodeBooleanConstant::get_input_port_count() const {
+ return 0;
+}
+
+VisualShaderNodeBooleanConstant::PortType VisualShaderNodeBooleanConstant::get_input_port_type(int p_port) const {
+ return PORT_TYPE_BOOLEAN;
+}
+
+String VisualShaderNodeBooleanConstant::get_input_port_name(int p_port) const {
+ return String();
+}
+
+int VisualShaderNodeBooleanConstant::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeBooleanConstant::PortType VisualShaderNodeBooleanConstant::get_output_port_type(int p_port) const {
+ return PORT_TYPE_BOOLEAN;
+}
+
+String VisualShaderNodeBooleanConstant::get_output_port_name(int p_port) const {
+ return ""; //no output port means the editor will be used as port
+}
+
+String VisualShaderNodeBooleanConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
+ return "\t" + p_output_vars[0] + " = " + (constant ? "true" : "false") + ";\n";
+}
+
+void VisualShaderNodeBooleanConstant::set_constant(bool p_value) {
+ constant = p_value;
+ emit_changed();
+}
+
+bool VisualShaderNodeBooleanConstant::get_constant() const {
+ return constant;
+}
+
+Vector<StringName> VisualShaderNodeBooleanConstant::get_editable_properties() const {
+ Vector<StringName> props;
+ props.push_back("constant");
+ return props;
+}
+
+void VisualShaderNodeBooleanConstant::_bind_methods() {
+
+ ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeBooleanConstant::set_constant);
+ ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeBooleanConstant::get_constant);
+
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "constant"), "set_constant", "get_constant");
+}
+
+VisualShaderNodeBooleanConstant::VisualShaderNodeBooleanConstant() {
+ constant = false;
+}
+
////////////// Color
String VisualShaderNodeColorConstant::get_caption() const {
@@ -666,6 +727,7 @@ String VisualShaderNodeScalarOp::generate_code(Shader::Mode p_mode, VisualShader
case OP_MAX: code += "max( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
case OP_MIN: code += "min( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
case OP_ATAN2: code += "atan( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
+ case OP_STEP: code += "step( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
}
return code;
@@ -693,7 +755,7 @@ void VisualShaderNodeScalarOp::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeScalarOp::set_operator);
ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeScalarOp::get_operator);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Sub,Multiply,Divide,Remainder,Power,Max,Min,Atan2"), "set_operator", "get_operator");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Sub,Multiply,Divide,Remainder,Power,Max,Min,Atan2,Step"), "set_operator", "get_operator");
BIND_ENUM_CONSTANT(OP_ADD);
BIND_ENUM_CONSTANT(OP_SUB);
@@ -704,6 +766,7 @@ void VisualShaderNodeScalarOp::_bind_methods() {
BIND_ENUM_CONSTANT(OP_MAX);
BIND_ENUM_CONSTANT(OP_MIN);
BIND_ENUM_CONSTANT(OP_ATAN2);
+ BIND_ENUM_CONSTANT(OP_STEP);
}
VisualShaderNodeScalarOp::VisualShaderNodeScalarOp() {
@@ -752,6 +815,9 @@ String VisualShaderNodeVectorOp::generate_code(Shader::Mode p_mode, VisualShader
case OP_MAX: code += "max( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
case OP_MIN: code += "min( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
case OP_CROSS: code += "cross( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
+ case OP_ATAN2: code += "atan( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
+ case OP_REFLECT: code += "reflect( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
+ case OP_STEP: code += "step( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
}
return code;
@@ -779,7 +845,7 @@ void VisualShaderNodeVectorOp::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeVectorOp::set_operator);
ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeVectorOp::get_operator);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Sub,Multiply,Divide,Remainder,Power,Max,Min,Cross"), "set_operator", "get_operator");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Sub,Multiply,Divide,Remainder,Power,Max,Min,Cross,Atan2,Reflect,Step"), "set_operator", "get_operator");
BIND_ENUM_CONSTANT(OP_ADD);
BIND_ENUM_CONSTANT(OP_SUB);
@@ -790,6 +856,9 @@ void VisualShaderNodeVectorOp::_bind_methods() {
BIND_ENUM_CONSTANT(OP_MAX);
BIND_ENUM_CONSTANT(OP_MIN);
BIND_ENUM_CONSTANT(OP_CROSS);
+ BIND_ENUM_CONSTANT(OP_ATAN2);
+ BIND_ENUM_CONSTANT(OP_REFLECT);
+ BIND_ENUM_CONSTANT(OP_STEP);
}
VisualShaderNodeVectorOp::VisualShaderNodeVectorOp() {
@@ -976,8 +1045,12 @@ String VisualShaderNodeTransformMult::generate_code(Shader::Mode p_mode, VisualS
if (op == OP_AxB) {
return "\t" + p_output_vars[0] + " = " + p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
- } else {
+ } else if (op == OP_BxA) {
return "\t" + p_output_vars[0] + " = " + p_input_vars[1] + " * " + p_input_vars[0] + ";\n";
+ } else if (op == OP_AxB_COMP) {
+ return "\t" + p_output_vars[0] + " = matrixCompMult( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n";
+ } else {
+ return "\t" + p_output_vars[0] + " = matrixCompMult( " + p_input_vars[1] + " , " + p_input_vars[0] + " );\n";
}
}
@@ -1003,10 +1076,12 @@ void VisualShaderNodeTransformMult::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeTransformMult::set_operator);
ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeTransformMult::get_operator);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "A x B,B x A"), "set_operator", "get_operator");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "A x B,B x A,A x B(per component),B x A(per component)"), "set_operator", "get_operator");
BIND_ENUM_CONSTANT(OP_AxB);
BIND_ENUM_CONSTANT(OP_BxA);
+ BIND_ENUM_CONSTANT(OP_AxB_COMP);
+ BIND_ENUM_CONSTANT(OP_BxA_COMP);
}
VisualShaderNodeTransformMult::VisualShaderNodeTransformMult() {
@@ -1117,7 +1192,7 @@ String VisualShaderNodeScalarFunc::get_output_port_name(int p_port) const {
String VisualShaderNodeScalarFunc::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 {
- static const char *scalar_func_id[FUNC_NEGATE + 1] = {
+ static const char *scalar_func_id[FUNC_TRUNC + 1] = {
"sin($)",
"cos($)",
"tan($)",
@@ -1138,6 +1213,17 @@ String VisualShaderNodeScalarFunc::generate_code(Shader::Mode p_mode, VisualShad
"fract($)",
"min(max($,0.0),1.0)",
"-($)",
+ "acosh($)",
+ "asinh($)",
+ "atanh($)",
+ "degrees($)",
+ "exp2($)",
+ "inversesqrt($)",
+ "log2($)",
+ "radians($)",
+ "1.0/($)",
+ "roundEven($)",
+ "trunc($)"
};
return "\t" + p_output_vars[0] + " = " + String(scalar_func_id[func]).replace("$", p_input_vars[0]) + ";\n";
@@ -1165,7 +1251,7 @@ void VisualShaderNodeScalarFunc::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeScalarFunc::set_function);
ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeScalarFunc::get_function);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Sin,Cos,Tan,ASin,ACos,ATan,SinH,CosH,TanH,Log,Exp,Sqrt,Abs,Sign,Floor,Round,Ceil,Frac,Saturate,Negate"), "set_function", "get_function");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Sin,Cos,Tan,ASin,ACos,ATan,SinH,CosH,TanH,Log,Exp,Sqrt,Abs,Sign,Floor,Round,Ceil,Frac,Saturate,Negate,ACosH,ASinH,ATanH,Degrees,Exp2,InverseSqrt,Log2,Radians,Reciprocal,RoundEven,Trunc"), "set_function", "get_function");
BIND_ENUM_CONSTANT(FUNC_SIN);
BIND_ENUM_CONSTANT(FUNC_COS);
@@ -1187,6 +1273,17 @@ void VisualShaderNodeScalarFunc::_bind_methods() {
BIND_ENUM_CONSTANT(FUNC_FRAC);
BIND_ENUM_CONSTANT(FUNC_SATURATE);
BIND_ENUM_CONSTANT(FUNC_NEGATE);
+ BIND_ENUM_CONSTANT(FUNC_ACOSH);
+ BIND_ENUM_CONSTANT(FUNC_ASINH);
+ BIND_ENUM_CONSTANT(FUNC_ATANH);
+ BIND_ENUM_CONSTANT(FUNC_DEGREES);
+ BIND_ENUM_CONSTANT(FUNC_EXP2);
+ BIND_ENUM_CONSTANT(FUNC_INVERSE_SQRT);
+ BIND_ENUM_CONSTANT(FUNC_LOG2);
+ BIND_ENUM_CONSTANT(FUNC_RADIANS);
+ BIND_ENUM_CONSTANT(FUNC_RECIPROCAL);
+ BIND_ENUM_CONSTANT(FUNC_ROUNDEVEN);
+ BIND_ENUM_CONSTANT(FUNC_TRUNC);
}
VisualShaderNodeScalarFunc::VisualShaderNodeScalarFunc() {
@@ -1222,13 +1319,41 @@ String VisualShaderNodeVectorFunc::get_output_port_name(int p_port) const {
String VisualShaderNodeVectorFunc::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 {
- static const char *vec_func_id[FUNC_HSV2RGB + 1] = {
+ static const char *vec_func_id[FUNC_TRUNC + 1] = {
"normalize($)",
"max(min($,vec3(1.0)),vec3(0.0))",
"-($)",
"1.0/($)",
"",
"",
+ "abs($)",
+ "acos($)",
+ "acosh($)",
+ "asin($)",
+ "asinh($)",
+ "atan($)",
+ "atanh($)",
+ "ceil($)",
+ "cos($)",
+ "cosh($)",
+ "degrees($)",
+ "exp($)",
+ "exp2($)",
+ "floor($)",
+ "fract($)",
+ "inversesqrt($)",
+ "log($)",
+ "log2($)",
+ "radians($)",
+ "round($)",
+ "roundEven($)",
+ "sign($)",
+ "sin($)",
+ "sinh($)",
+ "sqrt($)",
+ "tan($)",
+ "tanh($)",
+ "trunc($)"
};
String code;
@@ -1280,7 +1405,7 @@ void VisualShaderNodeVectorFunc::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeVectorFunc::set_function);
ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeVectorFunc::get_function);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Normalize,Saturate,Negate,Reciprocal,RGB2HSV,HSV2RGB"), "set_function", "get_function");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Normalize,Saturate,Negate,Reciprocal,RGB2HSV,HSV2RGB,Abs,ACos,ACosH,ASin,ASinH,ATan,ATanH,Ceil,Cos,CosH,Degrees,Exp,Exp2,Floor,Frac,InverseSqrt,Log,Log2,Radians,Round,RoundEven,Sign,Sin,SinH,Sqrt,Tan,TanH,Trunc"), "set_function", "get_function");
BIND_ENUM_CONSTANT(FUNC_NORMALIZE);
BIND_ENUM_CONSTANT(FUNC_SATURATE);
@@ -1288,6 +1413,34 @@ void VisualShaderNodeVectorFunc::_bind_methods() {
BIND_ENUM_CONSTANT(FUNC_RECIPROCAL);
BIND_ENUM_CONSTANT(FUNC_RGB2HSV);
BIND_ENUM_CONSTANT(FUNC_HSV2RGB);
+ BIND_ENUM_CONSTANT(FUNC_ABS);
+ BIND_ENUM_CONSTANT(FUNC_ACOS);
+ BIND_ENUM_CONSTANT(FUNC_ACOSH);
+ BIND_ENUM_CONSTANT(FUNC_ASIN);
+ BIND_ENUM_CONSTANT(FUNC_ASINH);
+ BIND_ENUM_CONSTANT(FUNC_ATAN);
+ BIND_ENUM_CONSTANT(FUNC_ATANH);
+ BIND_ENUM_CONSTANT(FUNC_CEIL);
+ BIND_ENUM_CONSTANT(FUNC_COS);
+ BIND_ENUM_CONSTANT(FUNC_COSH);
+ BIND_ENUM_CONSTANT(FUNC_DEGREES);
+ BIND_ENUM_CONSTANT(FUNC_EXP);
+ BIND_ENUM_CONSTANT(FUNC_EXP2);
+ BIND_ENUM_CONSTANT(FUNC_FLOOR);
+ BIND_ENUM_CONSTANT(FUNC_FRAC);
+ BIND_ENUM_CONSTANT(FUNC_INVERSE_SQRT);
+ BIND_ENUM_CONSTANT(FUNC_LOG);
+ BIND_ENUM_CONSTANT(FUNC_LOG2);
+ BIND_ENUM_CONSTANT(FUNC_RADIANS);
+ BIND_ENUM_CONSTANT(FUNC_ROUND);
+ BIND_ENUM_CONSTANT(FUNC_ROUNDEVEN);
+ BIND_ENUM_CONSTANT(FUNC_SIGN);
+ BIND_ENUM_CONSTANT(FUNC_SIN);
+ BIND_ENUM_CONSTANT(FUNC_SINH);
+ BIND_ENUM_CONSTANT(FUNC_SQRT);
+ BIND_ENUM_CONSTANT(FUNC_TAN);
+ BIND_ENUM_CONSTANT(FUNC_TANH);
+ BIND_ENUM_CONSTANT(FUNC_TRUNC);
}
VisualShaderNodeVectorFunc::VisualShaderNodeVectorFunc() {
@@ -1295,6 +1448,172 @@ VisualShaderNodeVectorFunc::VisualShaderNodeVectorFunc() {
set_input_port_default_value(0, Vector3());
}
+////////////// ColorFunc
+
+String VisualShaderNodeColorFunc::get_caption() const {
+ return "ColorFunc";
+}
+
+int VisualShaderNodeColorFunc::get_input_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeColorFunc::PortType VisualShaderNodeColorFunc::get_input_port_type(int p_port) const {
+ return PORT_TYPE_VECTOR;
+}
+
+String VisualShaderNodeColorFunc::get_input_port_name(int p_port) const {
+ return "";
+}
+
+int VisualShaderNodeColorFunc::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeColorFunc::PortType VisualShaderNodeColorFunc::get_output_port_type(int p_port) const {
+ return PORT_TYPE_VECTOR;
+}
+
+String VisualShaderNodeColorFunc::get_output_port_name(int p_port) const {
+ return "";
+}
+
+String VisualShaderNodeColorFunc::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;
+
+ switch (func) {
+ case FUNC_GRAYSCALE:
+ code += "\t{\n";
+ code += "\t\tvec3 c = " + p_input_vars[0] + ";\n";
+ code += "\t\tfloat max1 = max(c.r, c.g);\n";
+ code += "\t\tfloat max2 = max(max1, c.b);\n";
+ code += "\t\tfloat max3 = max(max1, max2);\n";
+ code += "\t\t" + p_output_vars[0] + " = vec3(max3, max3, max3);\n";
+ code += "\t}\n";
+ break;
+ case FUNC_SEPIA:
+ code += "\t{\n";
+ code += "\t\tvec3 c = " + p_input_vars[0] + ";\n";
+ code += "\t\tfloat r = (c.r * .393) + (c.g *.769) + (c.b * .189);\n";
+ code += "\t\tfloat g = (c.r * .349) + (c.g *.686) + (c.b * .168);\n";
+ code += "\t\tfloat b = (c.r * .272) + (c.g *.534) + (c.b * .131);\n";
+ code += "\t\t" + p_output_vars[0] + " = vec3(r, g, b);\n";
+ code += "\t}\n";
+ break;
+ }
+
+ return code;
+}
+
+void VisualShaderNodeColorFunc::set_function(Function p_func) {
+
+ func = p_func;
+ emit_changed();
+}
+
+VisualShaderNodeColorFunc::Function VisualShaderNodeColorFunc::get_function() const {
+
+ return func;
+}
+
+Vector<StringName> VisualShaderNodeColorFunc::get_editable_properties() const {
+ Vector<StringName> props;
+ props.push_back("function");
+ return props;
+}
+
+void VisualShaderNodeColorFunc::_bind_methods() {
+
+ ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeColorFunc::set_function);
+ ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeColorFunc::get_function);
+
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Grayscale,Sepia"), "set_function", "get_function");
+
+ BIND_ENUM_CONSTANT(FUNC_GRAYSCALE);
+ BIND_ENUM_CONSTANT(FUNC_SEPIA);
+}
+
+VisualShaderNodeColorFunc::VisualShaderNodeColorFunc() {
+ func = FUNC_GRAYSCALE;
+ set_input_port_default_value(0, Vector3());
+}
+
+////////////// Transform Func
+
+String VisualShaderNodeTransformFunc::get_caption() const {
+ return "TransformFunc";
+}
+
+int VisualShaderNodeTransformFunc::get_input_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeTransformFunc::PortType VisualShaderNodeTransformFunc::get_input_port_type(int p_port) const {
+ return PORT_TYPE_TRANSFORM;
+}
+
+String VisualShaderNodeTransformFunc::get_input_port_name(int p_port) const {
+ return "";
+}
+
+int VisualShaderNodeTransformFunc::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeTransformFunc::PortType VisualShaderNodeTransformFunc::get_output_port_type(int p_port) const {
+ return PORT_TYPE_TRANSFORM;
+}
+
+String VisualShaderNodeTransformFunc::get_output_port_name(int p_port) const {
+ return "";
+}
+
+String VisualShaderNodeTransformFunc::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 {
+
+ static const char *funcs[FUNC_TRANSPOSE + 1] = {
+ "inverse($)",
+ "transpose($)"
+ };
+
+ String code;
+ code += "\t" + p_output_vars[0] + "=" + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
+ return code;
+}
+
+void VisualShaderNodeTransformFunc::set_function(Function p_func) {
+
+ func = p_func;
+ emit_changed();
+}
+
+VisualShaderNodeTransformFunc::Function VisualShaderNodeTransformFunc::get_function() const {
+
+ return func;
+}
+
+Vector<StringName> VisualShaderNodeTransformFunc::get_editable_properties() const {
+ Vector<StringName> props;
+ props.push_back("function");
+ return props;
+}
+
+void VisualShaderNodeTransformFunc::_bind_methods() {
+
+ ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeTransformFunc::set_function);
+ ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeTransformFunc::get_function);
+
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Inverse,Transpose"), "set_function", "get_function");
+
+ BIND_ENUM_CONSTANT(FUNC_INVERSE);
+ BIND_ENUM_CONSTANT(FUNC_TRANSPOSE);
+}
+
+VisualShaderNodeTransformFunc::VisualShaderNodeTransformFunc() {
+ func = FUNC_INVERSE;
+ set_input_port_default_value(0, Transform());
+}
+
////////////// Dot Product
String VisualShaderNodeDotProduct::get_caption() const {
@@ -1364,6 +1683,670 @@ VisualShaderNodeVectorLen::VisualShaderNodeVectorLen() {
set_input_port_default_value(0, Vector3());
}
+////////////// Determinant
+
+String VisualShaderNodeDeterminant::get_caption() const {
+ return "Determinant";
+}
+
+int VisualShaderNodeDeterminant::get_input_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeScalarClamp::PortType VisualShaderNodeDeterminant::get_input_port_type(int p_port) const {
+ return PORT_TYPE_TRANSFORM;
+}
+
+String VisualShaderNodeDeterminant::get_input_port_name(int p_port) const {
+ return "";
+}
+
+int VisualShaderNodeDeterminant::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeDeterminant::PortType VisualShaderNodeDeterminant::get_output_port_type(int p_port) const {
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeDeterminant::get_output_port_name(int p_port) const {
+ return "";
+}
+
+String VisualShaderNodeDeterminant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
+ return "\t" + p_output_vars[0] + " = determinant( " + p_input_vars[0] + " );\n";
+}
+
+VisualShaderNodeDeterminant::VisualShaderNodeDeterminant() {
+ set_input_port_default_value(0, Transform());
+}
+
+////////////// Scalar Derivative Function
+
+String VisualShaderNodeScalarDerivativeFunc::get_caption() const {
+ return "ScalarDerivativeFunc";
+}
+
+int VisualShaderNodeScalarDerivativeFunc::get_input_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeScalarDerivativeFunc::PortType VisualShaderNodeScalarDerivativeFunc::get_input_port_type(int p_port) const {
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeScalarDerivativeFunc::get_input_port_name(int p_port) const {
+ return "";
+}
+
+int VisualShaderNodeScalarDerivativeFunc::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeScalarDerivativeFunc::PortType VisualShaderNodeScalarDerivativeFunc::get_output_port_type(int p_port) const {
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeScalarDerivativeFunc::get_output_port_name(int p_port) const {
+ return "";
+}
+
+String VisualShaderNodeScalarDerivativeFunc::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 {
+
+ static const char *funcs[FUNC_Y + 1] = {
+ "fwidth($)",
+ "dFdx($)",
+ "dFdy($)"
+ };
+
+ String code;
+ code += "\t" + p_output_vars[0] + "=" + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
+ return code;
+}
+
+void VisualShaderNodeScalarDerivativeFunc::set_function(Function p_func) {
+
+ func = p_func;
+ emit_changed();
+}
+
+VisualShaderNodeScalarDerivativeFunc::Function VisualShaderNodeScalarDerivativeFunc::get_function() const {
+
+ return func;
+}
+
+Vector<StringName> VisualShaderNodeScalarDerivativeFunc::get_editable_properties() const {
+ Vector<StringName> props;
+ props.push_back("function");
+ return props;
+}
+
+void VisualShaderNodeScalarDerivativeFunc::_bind_methods() {
+
+ ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeScalarDerivativeFunc::set_function);
+ ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeScalarDerivativeFunc::get_function);
+
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Sum,X,Y"), "set_function", "get_function");
+
+ BIND_ENUM_CONSTANT(FUNC_SUM);
+ BIND_ENUM_CONSTANT(FUNC_X);
+ BIND_ENUM_CONSTANT(FUNC_Y);
+}
+
+VisualShaderNodeScalarDerivativeFunc::VisualShaderNodeScalarDerivativeFunc() {
+ func = FUNC_SUM;
+ set_input_port_default_value(0, 0.0);
+}
+
+////////////// Vector Derivative Function
+
+String VisualShaderNodeVectorDerivativeFunc::get_caption() const {
+ return "VectorDerivativeFunc";
+}
+
+int VisualShaderNodeVectorDerivativeFunc::get_input_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeVectorDerivativeFunc::PortType VisualShaderNodeVectorDerivativeFunc::get_input_port_type(int p_port) const {
+ return PORT_TYPE_VECTOR;
+}
+
+String VisualShaderNodeVectorDerivativeFunc::get_input_port_name(int p_port) const {
+ return "";
+}
+
+int VisualShaderNodeVectorDerivativeFunc::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeScalarDerivativeFunc::PortType VisualShaderNodeVectorDerivativeFunc::get_output_port_type(int p_port) const {
+ return PORT_TYPE_VECTOR;
+}
+
+String VisualShaderNodeVectorDerivativeFunc::get_output_port_name(int p_port) const {
+ return "";
+}
+
+String VisualShaderNodeVectorDerivativeFunc::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 {
+
+ static const char *funcs[FUNC_Y + 1] = {
+ "fwidth($)",
+ "dFdx($)",
+ "dFdy($)"
+ };
+
+ String code;
+ code += "\t" + p_output_vars[0] + "=" + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
+ return code;
+}
+
+void VisualShaderNodeVectorDerivativeFunc::set_function(Function p_func) {
+
+ func = p_func;
+ emit_changed();
+}
+
+VisualShaderNodeVectorDerivativeFunc::Function VisualShaderNodeVectorDerivativeFunc::get_function() const {
+
+ return func;
+}
+
+Vector<StringName> VisualShaderNodeVectorDerivativeFunc::get_editable_properties() const {
+ Vector<StringName> props;
+ props.push_back("function");
+ return props;
+}
+
+void VisualShaderNodeVectorDerivativeFunc::_bind_methods() {
+
+ ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeVectorDerivativeFunc::set_function);
+ ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeVectorDerivativeFunc::get_function);
+
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Sum,X,Y"), "set_function", "get_function");
+
+ BIND_ENUM_CONSTANT(FUNC_SUM);
+ BIND_ENUM_CONSTANT(FUNC_X);
+ BIND_ENUM_CONSTANT(FUNC_Y);
+}
+
+VisualShaderNodeVectorDerivativeFunc::VisualShaderNodeVectorDerivativeFunc() {
+ func = FUNC_SUM;
+ set_input_port_default_value(0, Vector3());
+}
+
+////////////// Scalar Clamp
+
+String VisualShaderNodeScalarClamp::get_caption() const {
+ return "ScalarClamp";
+}
+
+int VisualShaderNodeScalarClamp::get_input_port_count() const {
+ return 3;
+}
+
+VisualShaderNodeScalarClamp::PortType VisualShaderNodeScalarClamp::get_input_port_type(int p_port) const {
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeScalarClamp::get_input_port_name(int p_port) const {
+ if (p_port == 0)
+ return "";
+ else if (p_port == 1)
+ return "min";
+ else if (p_port == 2)
+ return "max";
+ return "";
+}
+
+int VisualShaderNodeScalarClamp::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeScalarClamp::PortType VisualShaderNodeScalarClamp::get_output_port_type(int p_port) const {
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeScalarClamp::get_output_port_name(int p_port) const {
+ return "";
+}
+
+String VisualShaderNodeScalarClamp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
+ return "\t" + p_output_vars[0] + " = clamp( " + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + " );\n";
+}
+
+VisualShaderNodeScalarClamp::VisualShaderNodeScalarClamp() {
+ set_input_port_default_value(0, 0.0);
+ set_input_port_default_value(1, 0.0);
+ set_input_port_default_value(2, 1.0);
+}
+
+////////////// Vector Clamp
+
+String VisualShaderNodeVectorClamp::get_caption() const {
+ return "VectorClamp";
+}
+
+int VisualShaderNodeVectorClamp::get_input_port_count() const {
+ return 3;
+}
+
+VisualShaderNodeVectorClamp::PortType VisualShaderNodeVectorClamp::get_input_port_type(int p_port) const {
+ return PORT_TYPE_VECTOR;
+}
+
+String VisualShaderNodeVectorClamp::get_input_port_name(int p_port) const {
+ if (p_port == 0)
+ return "";
+ else if (p_port == 1)
+ return "min";
+ else if (p_port == 2)
+ return "max";
+ return "";
+}
+
+int VisualShaderNodeVectorClamp::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeVectorClamp::PortType VisualShaderNodeVectorClamp::get_output_port_type(int p_port) const {
+ return PORT_TYPE_VECTOR;
+}
+
+String VisualShaderNodeVectorClamp::get_output_port_name(int p_port) const {
+ return "";
+}
+
+String VisualShaderNodeVectorClamp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
+ return "\t" + p_output_vars[0] + " = clamp( " + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + " );\n";
+}
+
+VisualShaderNodeVectorClamp::VisualShaderNodeVectorClamp() {
+ set_input_port_default_value(0, Vector3(0, 0, 0));
+ set_input_port_default_value(1, Vector3(0, 0, 0));
+ set_input_port_default_value(2, Vector3(1, 1, 1));
+}
+
+////////////// FaceForward
+
+String VisualShaderNodeFaceForward::get_caption() const {
+ return "FaceForward";
+}
+
+int VisualShaderNodeFaceForward::get_input_port_count() const {
+ return 3;
+}
+
+VisualShaderNodeFaceForward::PortType VisualShaderNodeFaceForward::get_input_port_type(int p_port) const {
+ return PORT_TYPE_VECTOR;
+}
+
+String VisualShaderNodeFaceForward::get_input_port_name(int p_port) const {
+ switch (p_port) {
+ case 0:
+ return "N";
+ case 1:
+ return "I";
+ case 2:
+ return "Nref";
+ default:
+ return "";
+ }
+}
+
+int VisualShaderNodeFaceForward::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeFaceForward::PortType VisualShaderNodeFaceForward::get_output_port_type(int p_port) const {
+ return PORT_TYPE_VECTOR;
+}
+
+String VisualShaderNodeFaceForward::get_output_port_name(int p_port) const {
+ return "";
+}
+
+String VisualShaderNodeFaceForward::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
+ return "\t" + p_output_vars[0] + " = faceforward( " + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + " );\n";
+}
+
+VisualShaderNodeFaceForward::VisualShaderNodeFaceForward() {
+ set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
+ set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
+ set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
+}
+
+////////////// Outer Product
+
+String VisualShaderNodeOuterProduct::get_caption() const {
+ return "OuterProduct";
+}
+
+int VisualShaderNodeOuterProduct::get_input_port_count() const {
+ return 2;
+}
+
+VisualShaderNodeFaceForward::PortType VisualShaderNodeOuterProduct::get_input_port_type(int p_port) const {
+ return PORT_TYPE_VECTOR;
+}
+
+String VisualShaderNodeOuterProduct::get_input_port_name(int p_port) const {
+ switch (p_port) {
+ case 0:
+ return "c";
+ case 1:
+ return "r";
+ default:
+ return "";
+ }
+}
+
+int VisualShaderNodeOuterProduct::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeOuterProduct::PortType VisualShaderNodeOuterProduct::get_output_port_type(int p_port) const {
+ return PORT_TYPE_TRANSFORM;
+}
+
+String VisualShaderNodeOuterProduct::get_output_port_name(int p_port) const {
+ return "";
+}
+
+String VisualShaderNodeOuterProduct::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
+ return "\t" + p_output_vars[0] + " = outerProduct( " + p_input_vars[0] + ", " + p_input_vars[1] + " );\n";
+}
+
+VisualShaderNodeOuterProduct::VisualShaderNodeOuterProduct() {
+ set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
+ set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
+}
+
+////////////// Vector-Scalar Step
+
+String VisualShaderNodeVectorScalarStep::get_caption() const {
+ return "VectorScalarStep";
+}
+
+int VisualShaderNodeVectorScalarStep::get_input_port_count() const {
+ return 2;
+}
+
+VisualShaderNodeVectorScalarStep::PortType VisualShaderNodeVectorScalarStep::get_input_port_type(int p_port) const {
+ if (p_port == 0) {
+ return PORT_TYPE_SCALAR;
+ }
+ return PORT_TYPE_VECTOR;
+}
+
+String VisualShaderNodeVectorScalarStep::get_input_port_name(int p_port) const {
+ if (p_port == 0)
+ return "edge";
+ else if (p_port == 1)
+ return "x";
+ return "";
+}
+
+int VisualShaderNodeVectorScalarStep::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeVectorClamp::PortType VisualShaderNodeVectorScalarStep::get_output_port_type(int p_port) const {
+ return PORT_TYPE_VECTOR;
+}
+
+String VisualShaderNodeVectorScalarStep::get_output_port_name(int p_port) const {
+ return "";
+}
+
+String VisualShaderNodeVectorScalarStep::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
+ return "\t" + p_output_vars[0] + " = step( " + p_input_vars[0] + ", " + p_input_vars[1] + " );\n";
+}
+
+VisualShaderNodeVectorScalarStep::VisualShaderNodeVectorScalarStep() {
+ set_input_port_default_value(0, 0.0);
+ set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
+}
+
+////////////// Scalar SmoothStep
+
+String VisualShaderNodeScalarSmoothStep::get_caption() const {
+ return "ScalarSmoothStep";
+}
+
+int VisualShaderNodeScalarSmoothStep::get_input_port_count() const {
+ return 3;
+}
+
+VisualShaderNodeScalarSmoothStep::PortType VisualShaderNodeScalarSmoothStep::get_input_port_type(int p_port) const {
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeScalarSmoothStep::get_input_port_name(int p_port) const {
+ if (p_port == 0)
+ return "edge0";
+ else if (p_port == 1)
+ return "edge1";
+ else if (p_port == 2)
+ return "x";
+ return "";
+}
+
+int VisualShaderNodeScalarSmoothStep::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeScalarSmoothStep::PortType VisualShaderNodeScalarSmoothStep::get_output_port_type(int p_port) const {
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeScalarSmoothStep::get_output_port_name(int p_port) const {
+ return "";
+}
+
+String VisualShaderNodeScalarSmoothStep::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
+ return "\t" + p_output_vars[0] + " = smoothstep( " + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + " );\n";
+}
+
+VisualShaderNodeScalarSmoothStep::VisualShaderNodeScalarSmoothStep() {
+ set_input_port_default_value(0, 0.0);
+ set_input_port_default_value(1, 0.0);
+ set_input_port_default_value(2, 0.0);
+}
+
+////////////// Vector SmoothStep
+
+String VisualShaderNodeVectorSmoothStep::get_caption() const {
+ return "VectorSmoothStep";
+}
+
+int VisualShaderNodeVectorSmoothStep::get_input_port_count() const {
+ return 3;
+}
+
+VisualShaderNodeVectorSmoothStep::PortType VisualShaderNodeVectorSmoothStep::get_input_port_type(int p_port) const {
+ return PORT_TYPE_VECTOR;
+}
+
+String VisualShaderNodeVectorSmoothStep::get_input_port_name(int p_port) const {
+ if (p_port == 0)
+ return "edge0";
+ else if (p_port == 1)
+ return "edge1";
+ else if (p_port == 2)
+ return "x";
+ return "";
+}
+
+int VisualShaderNodeVectorSmoothStep::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeVectorClamp::PortType VisualShaderNodeVectorSmoothStep::get_output_port_type(int p_port) const {
+ return PORT_TYPE_VECTOR;
+}
+
+String VisualShaderNodeVectorSmoothStep::get_output_port_name(int p_port) const {
+ return "";
+}
+
+String VisualShaderNodeVectorSmoothStep::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
+ return "\t" + p_output_vars[0] + " = smoothstep( " + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + " );\n";
+}
+
+VisualShaderNodeVectorSmoothStep::VisualShaderNodeVectorSmoothStep() {
+ set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
+ set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
+ set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
+}
+
+////////////// Vector-Scalar SmoothStep
+
+String VisualShaderNodeVectorScalarSmoothStep::get_caption() const {
+ return "VectorScalarSmoothStep";
+}
+
+int VisualShaderNodeVectorScalarSmoothStep::get_input_port_count() const {
+ return 3;
+}
+
+VisualShaderNodeVectorScalarSmoothStep::PortType VisualShaderNodeVectorScalarSmoothStep::get_input_port_type(int p_port) const {
+ if (p_port == 0) {
+ return PORT_TYPE_SCALAR;
+ } else if (p_port == 1) {
+ return PORT_TYPE_SCALAR;
+ }
+ return PORT_TYPE_VECTOR;
+}
+
+String VisualShaderNodeVectorScalarSmoothStep::get_input_port_name(int p_port) const {
+ if (p_port == 0)
+ return "edge0";
+ else if (p_port == 1)
+ return "edge1";
+ else if (p_port == 2)
+ return "x";
+ return "";
+}
+
+int VisualShaderNodeVectorScalarSmoothStep::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeVectorClamp::PortType VisualShaderNodeVectorScalarSmoothStep::get_output_port_type(int p_port) const {
+ return PORT_TYPE_VECTOR;
+}
+
+String VisualShaderNodeVectorScalarSmoothStep::get_output_port_name(int p_port) const {
+ return "";
+}
+
+String VisualShaderNodeVectorScalarSmoothStep::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
+ return "\t" + p_output_vars[0] + " = smoothstep( " + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + " );\n";
+}
+
+VisualShaderNodeVectorScalarSmoothStep::VisualShaderNodeVectorScalarSmoothStep() {
+ set_input_port_default_value(0, 0.0);
+ set_input_port_default_value(1, 0.0);
+ set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
+}
+
+////////////// Distance
+
+String VisualShaderNodeVectorDistance::get_caption() const {
+ return "Distance";
+}
+
+int VisualShaderNodeVectorDistance::get_input_port_count() const {
+ return 2;
+}
+
+VisualShaderNodeVectorDistance::PortType VisualShaderNodeVectorDistance::get_input_port_type(int p_port) const {
+ return PORT_TYPE_VECTOR;
+}
+
+String VisualShaderNodeVectorDistance::get_input_port_name(int p_port) const {
+ if (p_port == 0) {
+ return "p0";
+ } else if (p_port == 1) {
+ return "p1";
+ }
+ return "";
+}
+
+int VisualShaderNodeVectorDistance::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeVectorDistance::PortType VisualShaderNodeVectorDistance::get_output_port_type(int p_port) const {
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeVectorDistance::get_output_port_name(int p_port) const {
+ return "";
+}
+
+String VisualShaderNodeVectorDistance::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
+ return "\t" + p_output_vars[0] + " = distance( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n";
+}
+
+VisualShaderNodeVectorDistance::VisualShaderNodeVectorDistance() {
+ set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
+ set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
+}
+
+////////////// Refract Vector
+
+String VisualShaderNodeVectorRefract::get_caption() const {
+ return "Refract";
+}
+
+int VisualShaderNodeVectorRefract::get_input_port_count() const {
+ return 3;
+}
+
+VisualShaderNodeVectorRefract::PortType VisualShaderNodeVectorRefract::get_input_port_type(int p_port) const {
+
+ if (p_port == 2) {
+ return PORT_TYPE_SCALAR;
+ }
+
+ return PORT_TYPE_VECTOR;
+}
+
+String VisualShaderNodeVectorRefract::get_input_port_name(int p_port) const {
+ if (p_port == 0) {
+ return "I";
+ } else if (p_port == 1) {
+ return "N";
+ } else if (p_port == 2) {
+ return "eta";
+ }
+ return "";
+}
+
+int VisualShaderNodeVectorRefract::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeVectorRefract::PortType VisualShaderNodeVectorRefract::get_output_port_type(int p_port) const {
+ return PORT_TYPE_VECTOR;
+}
+
+String VisualShaderNodeVectorRefract::get_output_port_name(int p_port) const {
+ return "";
+}
+
+String VisualShaderNodeVectorRefract::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
+ return "\t" + p_output_vars[0] + " = refract( " + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + " );\n";
+}
+
+VisualShaderNodeVectorRefract::VisualShaderNodeVectorRefract() {
+ set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
+ set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
+ set_input_port_default_value(2, 0.0);
+}
+
////////////// Scalar Interp
String VisualShaderNodeScalarInterp::get_caption() const {
@@ -1662,6 +2645,47 @@ String VisualShaderNodeScalarUniform::generate_code(Shader::Mode p_mode, VisualS
VisualShaderNodeScalarUniform::VisualShaderNodeScalarUniform() {
}
+////////////// Boolean Uniform
+
+String VisualShaderNodeBooleanUniform::get_caption() const {
+ return "BooleanUniform";
+}
+
+int VisualShaderNodeBooleanUniform::get_input_port_count() const {
+ return 0;
+}
+
+VisualShaderNodeBooleanUniform::PortType VisualShaderNodeBooleanUniform::get_input_port_type(int p_port) const {
+ return PORT_TYPE_BOOLEAN;
+}
+
+String VisualShaderNodeBooleanUniform::get_input_port_name(int p_port) const {
+ return String();
+}
+
+int VisualShaderNodeBooleanUniform::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeBooleanUniform::PortType VisualShaderNodeBooleanUniform::get_output_port_type(int p_port) const {
+ return PORT_TYPE_BOOLEAN;
+}
+
+String VisualShaderNodeBooleanUniform::get_output_port_name(int p_port) const {
+ return ""; //no output port means the editor will be used as port
+}
+
+String VisualShaderNodeBooleanUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
+ return "uniform bool " + get_uniform_name() + ";\n";
+}
+
+String VisualShaderNodeBooleanUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
+ return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
+}
+
+VisualShaderNodeBooleanUniform::VisualShaderNodeBooleanUniform() {
+}
+
////////////// Color Uniform
String VisualShaderNodeColorUniform::get_caption() const {
diff --git a/scene/resources/visual_shader_nodes.h b/scene/resources/visual_shader_nodes.h
index 27b557494a..28ead64fe2 100644
--- a/scene/resources/visual_shader_nodes.h
+++ b/scene/resources/visual_shader_nodes.h
@@ -33,7 +33,9 @@
#include "scene/resources/visual_shader.h"
-/// CONSTANTS ///
+///////////////////////////////////////
+/// CONSTANTS
+///////////////////////////////////////
class VisualShaderNodeScalarConstant : public VisualShaderNode {
GDCLASS(VisualShaderNodeScalarConstant, VisualShaderNode)
@@ -63,6 +65,38 @@ public:
VisualShaderNodeScalarConstant();
};
+///////////////////////////////////////
+
+class VisualShaderNodeBooleanConstant : public VisualShaderNode {
+ GDCLASS(VisualShaderNodeBooleanConstant, VisualShaderNode)
+ bool constant;
+
+protected:
+ static void _bind_methods();
+
+public:
+ virtual String get_caption() const;
+
+ virtual int get_input_port_count() const;
+ virtual PortType get_input_port_type(int p_port) const;
+ virtual String get_input_port_name(int p_port) const;
+
+ virtual int get_output_port_count() const;
+ virtual PortType get_output_port_type(int p_port) const;
+ virtual String get_output_port_name(int p_port) const;
+
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
+
+ void set_constant(bool p_value);
+ bool get_constant() const;
+
+ virtual Vector<StringName> get_editable_properties() const;
+
+ VisualShaderNodeBooleanConstant();
+};
+
+///////////////////////////////////////
+
class VisualShaderNodeColorConstant : public VisualShaderNode {
GDCLASS(VisualShaderNodeColorConstant, VisualShaderNode)
Color constant;
@@ -91,6 +125,8 @@ public:
VisualShaderNodeColorConstant();
};
+///////////////////////////////////////
+
class VisualShaderNodeVec3Constant : public VisualShaderNode {
GDCLASS(VisualShaderNodeVec3Constant, VisualShaderNode)
Vector3 constant;
@@ -119,6 +155,8 @@ public:
VisualShaderNodeVec3Constant();
};
+///////////////////////////////////////
+
class VisualShaderNodeTransformConstant : public VisualShaderNode {
GDCLASS(VisualShaderNodeTransformConstant, VisualShaderNode)
Transform constant;
@@ -147,7 +185,9 @@ public:
VisualShaderNodeTransformConstant();
};
-//////////////////////////////////
+///////////////////////////////////////
+/// TEXTURES
+///////////////////////////////////////
class VisualShaderNodeTexture : public VisualShaderNode {
GDCLASS(VisualShaderNodeTexture, VisualShaderNode)
@@ -208,7 +248,7 @@ public:
VARIANT_ENUM_CAST(VisualShaderNodeTexture::TextureType)
VARIANT_ENUM_CAST(VisualShaderNodeTexture::Source)
-//////////////////////////////////
+///////////////////////////////////////
class VisualShaderNodeCubeMap : public VisualShaderNode {
GDCLASS(VisualShaderNodeCubeMap, VisualShaderNode)
@@ -254,6 +294,9 @@ public:
};
VARIANT_ENUM_CAST(VisualShaderNodeCubeMap::TextureType)
+
+///////////////////////////////////////
+/// OPS
///////////////////////////////////////
class VisualShaderNodeScalarOp : public VisualShaderNode {
@@ -269,7 +312,8 @@ public:
OP_POW,
OP_MAX,
OP_MIN,
- OP_ATAN2
+ OP_ATAN2,
+ OP_STEP
};
protected:
@@ -313,8 +357,10 @@ public:
OP_POW,
OP_MAX,
OP_MIN,
- OP_CROSS
-
+ OP_CROSS,
+ OP_ATAN2,
+ OP_REFLECT,
+ OP_STEP
};
protected:
@@ -345,6 +391,8 @@ public:
VARIANT_ENUM_CAST(VisualShaderNodeVectorOp::Operator)
+///////////////////////////////////////
+
class VisualShaderNodeColorOp : public VisualShaderNode {
GDCLASS(VisualShaderNodeColorOp, VisualShaderNode)
@@ -358,7 +406,7 @@ public:
OP_DODGE,
OP_BURN,
OP_SOFT_LIGHT,
- OP_HARD_LIGHT,
+ OP_HARD_LIGHT
};
protected:
@@ -389,6 +437,10 @@ public:
VARIANT_ENUM_CAST(VisualShaderNodeColorOp::Operator)
+///////////////////////////////////////
+/// TRANSFORM-TRANSFORM MULTIPLICATION
+///////////////////////////////////////
+
class VisualShaderNodeTransformMult : public VisualShaderNode {
GDCLASS(VisualShaderNodeTransformMult, VisualShaderNode)
@@ -396,6 +448,8 @@ public:
enum Operator {
OP_AxB,
OP_BxA,
+ OP_AxB_COMP,
+ OP_BxA_COMP
};
protected:
@@ -426,6 +480,10 @@ public:
VARIANT_ENUM_CAST(VisualShaderNodeTransformMult::Operator)
+///////////////////////////////////////
+/// TRANSFORM-VECTOR MULTIPLICATION
+///////////////////////////////////////
+
class VisualShaderNodeTransformVecMult : public VisualShaderNode {
GDCLASS(VisualShaderNodeTransformVecMult, VisualShaderNode)
@@ -466,6 +524,8 @@ public:
VARIANT_ENUM_CAST(VisualShaderNodeTransformVecMult::Operator)
///////////////////////////////////////
+/// SCALAR FUNC
+///////////////////////////////////////
class VisualShaderNodeScalarFunc : public VisualShaderNode {
GDCLASS(VisualShaderNodeScalarFunc, VisualShaderNode)
@@ -492,6 +552,17 @@ public:
FUNC_FRAC,
FUNC_SATURATE,
FUNC_NEGATE,
+ FUNC_ACOSH,
+ FUNC_ASINH,
+ FUNC_ATANH,
+ FUNC_DEGREES,
+ FUNC_EXP2,
+ FUNC_INVERSE_SQRT,
+ FUNC_LOG2,
+ FUNC_RADIANS,
+ FUNC_RECIPROCAL,
+ FUNC_ROUNDEVEN,
+ FUNC_TRUNC
};
protected:
@@ -523,6 +594,8 @@ public:
VARIANT_ENUM_CAST(VisualShaderNodeScalarFunc::Function)
///////////////////////////////////////
+/// VECTOR FUNC
+///////////////////////////////////////
class VisualShaderNodeVectorFunc : public VisualShaderNode {
GDCLASS(VisualShaderNodeVectorFunc, VisualShaderNode)
@@ -535,6 +608,34 @@ public:
FUNC_RECIPROCAL,
FUNC_RGB2HSV,
FUNC_HSV2RGB,
+ FUNC_ABS,
+ FUNC_ACOS,
+ FUNC_ACOSH,
+ FUNC_ASIN,
+ FUNC_ASINH,
+ FUNC_ATAN,
+ FUNC_ATANH,
+ FUNC_CEIL,
+ FUNC_COS,
+ FUNC_COSH,
+ FUNC_DEGREES,
+ FUNC_EXP,
+ FUNC_EXP2,
+ FUNC_FLOOR,
+ FUNC_FRAC,
+ FUNC_INVERSE_SQRT,
+ FUNC_LOG,
+ FUNC_LOG2,
+ FUNC_RADIANS,
+ FUNC_ROUND,
+ FUNC_ROUNDEVEN,
+ FUNC_SIGN,
+ FUNC_SIN,
+ FUNC_SINH,
+ FUNC_SQRT,
+ FUNC_TAN,
+ FUNC_TANH,
+ FUNC_TRUNC
};
protected:
@@ -566,6 +667,90 @@ public:
VARIANT_ENUM_CAST(VisualShaderNodeVectorFunc::Function)
///////////////////////////////////////
+/// COLOR FUNC
+///////////////////////////////////////
+
+class VisualShaderNodeColorFunc : public VisualShaderNode {
+ GDCLASS(VisualShaderNodeColorFunc, VisualShaderNode)
+
+public:
+ enum Function {
+ FUNC_GRAYSCALE,
+ FUNC_SEPIA
+ };
+
+protected:
+ Function func;
+
+ static void _bind_methods();
+
+public:
+ virtual String get_caption() const;
+
+ virtual int get_input_port_count() const;
+ virtual PortType get_input_port_type(int p_port) const;
+ virtual String get_input_port_name(int p_port) const;
+
+ virtual int get_output_port_count() const;
+ virtual PortType get_output_port_type(int p_port) const;
+ virtual String get_output_port_name(int p_port) const;
+
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
+
+ void set_function(Function p_op);
+ Function get_function() const;
+
+ virtual Vector<StringName> get_editable_properties() const;
+
+ VisualShaderNodeColorFunc();
+};
+
+VARIANT_ENUM_CAST(VisualShaderNodeColorFunc::Function)
+
+///////////////////////////////////////
+/// TRANSFORM FUNC
+///////////////////////////////////////
+
+class VisualShaderNodeTransformFunc : public VisualShaderNode {
+ GDCLASS(VisualShaderNodeTransformFunc, VisualShaderNode)
+
+public:
+ enum Function {
+ FUNC_INVERSE,
+ FUNC_TRANSPOSE
+ };
+
+protected:
+ Function func;
+
+ static void _bind_methods();
+
+public:
+ virtual String get_caption() const;
+
+ virtual int get_input_port_count() const;
+ virtual PortType get_input_port_type(int p_port) const;
+ virtual String get_input_port_name(int p_port) const;
+
+ virtual int get_output_port_count() const;
+ virtual PortType get_output_port_type(int p_port) const;
+ virtual String get_output_port_name(int p_port) const;
+
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
+
+ void set_function(Function p_op);
+ Function get_function() const;
+
+ virtual Vector<StringName> get_editable_properties() const;
+
+ VisualShaderNodeTransformFunc();
+};
+
+VARIANT_ENUM_CAST(VisualShaderNodeTransformFunc::Function)
+
+///////////////////////////////////////
+/// DOT
+///////////////////////////////////////
class VisualShaderNodeDotProduct : public VisualShaderNode {
GDCLASS(VisualShaderNodeDotProduct, VisualShaderNode)
@@ -587,6 +772,8 @@ public:
};
///////////////////////////////////////
+/// LENGTH
+///////////////////////////////////////
class VisualShaderNodeVectorLen : public VisualShaderNode {
GDCLASS(VisualShaderNodeVectorLen, VisualShaderNode)
@@ -608,6 +795,337 @@ public:
};
///////////////////////////////////////
+/// DETERMINANT
+///////////////////////////////////////
+
+class VisualShaderNodeDeterminant : public VisualShaderNode {
+ GDCLASS(VisualShaderNodeDeterminant, VisualShaderNode)
+
+public:
+ virtual String get_caption() const;
+
+ virtual int get_input_port_count() const;
+ virtual PortType get_input_port_type(int p_port) const;
+ virtual String get_input_port_name(int p_port) const;
+
+ virtual int get_output_port_count() const;
+ virtual PortType get_output_port_type(int p_port) const;
+ virtual String get_output_port_name(int p_port) const;
+
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
+
+ VisualShaderNodeDeterminant();
+};
+
+///////////////////////////////////////
+/// CLAMP
+///////////////////////////////////////
+
+class VisualShaderNodeScalarClamp : public VisualShaderNode {
+ GDCLASS(VisualShaderNodeScalarClamp, VisualShaderNode)
+
+public:
+ virtual String get_caption() const;
+
+ virtual int get_input_port_count() const;
+ virtual PortType get_input_port_type(int p_port) const;
+ virtual String get_input_port_name(int p_port) const;
+
+ virtual int get_output_port_count() const;
+ virtual PortType get_output_port_type(int p_port) const;
+ virtual String get_output_port_name(int p_port) const;
+
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
+
+ VisualShaderNodeScalarClamp();
+};
+
+///////////////////////////////////////
+
+class VisualShaderNodeVectorClamp : public VisualShaderNode {
+ GDCLASS(VisualShaderNodeVectorClamp, VisualShaderNode)
+
+public:
+ virtual String get_caption() const;
+
+ virtual int get_input_port_count() const;
+ virtual PortType get_input_port_type(int p_port) const;
+ virtual String get_input_port_name(int p_port) const;
+
+ virtual int get_output_port_count() const;
+ virtual PortType get_output_port_type(int p_port) const;
+ virtual String get_output_port_name(int p_port) const;
+
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
+
+ VisualShaderNodeVectorClamp();
+};
+
+///////////////////////////////////////
+/// DERIVATIVE FUNCTIONS
+///////////////////////////////////////
+
+class VisualShaderNodeScalarDerivativeFunc : public VisualShaderNode {
+ GDCLASS(VisualShaderNodeScalarDerivativeFunc, VisualShaderNode)
+
+public:
+ enum Function {
+ FUNC_SUM,
+ FUNC_X,
+ FUNC_Y
+ };
+
+protected:
+ Function func;
+
+ static void _bind_methods();
+
+public:
+ virtual String get_caption() const;
+
+ virtual int get_input_port_count() const;
+ virtual PortType get_input_port_type(int p_port) const;
+ virtual String get_input_port_name(int p_port) const;
+
+ virtual int get_output_port_count() const;
+ virtual PortType get_output_port_type(int p_port) const;
+ virtual String get_output_port_name(int p_port) const;
+
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
+
+ void set_function(Function p_op);
+ Function get_function() const;
+
+ virtual Vector<StringName> get_editable_properties() const;
+
+ VisualShaderNodeScalarDerivativeFunc();
+};
+
+VARIANT_ENUM_CAST(VisualShaderNodeScalarDerivativeFunc::Function)
+
+///////////////////////////////////////
+
+class VisualShaderNodeVectorDerivativeFunc : public VisualShaderNode {
+ GDCLASS(VisualShaderNodeVectorDerivativeFunc, VisualShaderNode)
+
+public:
+ enum Function {
+ FUNC_SUM,
+ FUNC_X,
+ FUNC_Y
+ };
+
+protected:
+ Function func;
+
+ static void _bind_methods();
+
+public:
+ virtual String get_caption() const;
+
+ virtual int get_input_port_count() const;
+ virtual PortType get_input_port_type(int p_port) const;
+ virtual String get_input_port_name(int p_port) const;
+
+ virtual int get_output_port_count() const;
+ virtual PortType get_output_port_type(int p_port) const;
+ virtual String get_output_port_name(int p_port) const;
+
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
+
+ void set_function(Function p_op);
+ Function get_function() const;
+
+ virtual Vector<StringName> get_editable_properties() const;
+
+ VisualShaderNodeVectorDerivativeFunc();
+};
+
+VARIANT_ENUM_CAST(VisualShaderNodeVectorDerivativeFunc::Function)
+
+///////////////////////////////////////
+/// FACEFORWARD
+///////////////////////////////////////
+
+class VisualShaderNodeFaceForward : public VisualShaderNode {
+ GDCLASS(VisualShaderNodeFaceForward, VisualShaderNode)
+
+public:
+ virtual String get_caption() const;
+
+ virtual int get_input_port_count() const;
+ virtual PortType get_input_port_type(int p_port) const;
+ virtual String get_input_port_name(int p_port) const;
+
+ virtual int get_output_port_count() const;
+ virtual PortType get_output_port_type(int p_port) const;
+ virtual String get_output_port_name(int p_port) const;
+
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
+
+ VisualShaderNodeFaceForward();
+};
+
+///////////////////////////////////////
+/// OUTER PRODUCT
+///////////////////////////////////////
+
+class VisualShaderNodeOuterProduct : public VisualShaderNode {
+ GDCLASS(VisualShaderNodeOuterProduct, VisualShaderNode)
+
+public:
+ virtual String get_caption() const;
+
+ virtual int get_input_port_count() const;
+ virtual PortType get_input_port_type(int p_port) const;
+ virtual String get_input_port_name(int p_port) const;
+
+ virtual int get_output_port_count() const;
+ virtual PortType get_output_port_type(int p_port) const;
+ virtual String get_output_port_name(int p_port) const;
+
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
+
+ VisualShaderNodeOuterProduct();
+};
+
+///////////////////////////////////////
+/// STEP
+///////////////////////////////////////
+
+class VisualShaderNodeVectorScalarStep : public VisualShaderNode {
+ GDCLASS(VisualShaderNodeVectorScalarStep, VisualShaderNode)
+
+public:
+ virtual String get_caption() const;
+
+ virtual int get_input_port_count() const;
+ virtual PortType get_input_port_type(int p_port) const;
+ virtual String get_input_port_name(int p_port) const;
+
+ virtual int get_output_port_count() const;
+ virtual PortType get_output_port_type(int p_port) const;
+ virtual String get_output_port_name(int p_port) const;
+
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
+
+ VisualShaderNodeVectorScalarStep();
+};
+
+///////////////////////////////////////
+/// SMOOTHSTEP
+///////////////////////////////////////
+
+class VisualShaderNodeScalarSmoothStep : public VisualShaderNode {
+ GDCLASS(VisualShaderNodeScalarSmoothStep, VisualShaderNode)
+
+public:
+ virtual String get_caption() const;
+
+ virtual int get_input_port_count() const;
+ virtual PortType get_input_port_type(int p_port) const;
+ virtual String get_input_port_name(int p_port) const;
+
+ virtual int get_output_port_count() const;
+ virtual PortType get_output_port_type(int p_port) const;
+ virtual String get_output_port_name(int p_port) const;
+
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
+
+ VisualShaderNodeScalarSmoothStep();
+};
+
+///////////////////////////////////////
+
+class VisualShaderNodeVectorSmoothStep : public VisualShaderNode {
+ GDCLASS(VisualShaderNodeVectorSmoothStep, VisualShaderNode)
+
+public:
+ virtual String get_caption() const;
+
+ virtual int get_input_port_count() const;
+ virtual PortType get_input_port_type(int p_port) const;
+ virtual String get_input_port_name(int p_port) const;
+
+ virtual int get_output_port_count() const;
+ virtual PortType get_output_port_type(int p_port) const;
+ virtual String get_output_port_name(int p_port) const;
+
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
+
+ VisualShaderNodeVectorSmoothStep();
+};
+
+///////////////////////////////////////
+
+class VisualShaderNodeVectorScalarSmoothStep : public VisualShaderNode {
+ GDCLASS(VisualShaderNodeVectorScalarSmoothStep, VisualShaderNode)
+
+public:
+ virtual String get_caption() const;
+
+ virtual int get_input_port_count() const;
+ virtual PortType get_input_port_type(int p_port) const;
+ virtual String get_input_port_name(int p_port) const;
+
+ virtual int get_output_port_count() const;
+ virtual PortType get_output_port_type(int p_port) const;
+ virtual String get_output_port_name(int p_port) const;
+
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
+
+ VisualShaderNodeVectorScalarSmoothStep();
+};
+
+///////////////////////////////////////
+/// DISTANCE
+///////////////////////////////////////
+
+class VisualShaderNodeVectorDistance : public VisualShaderNode {
+ GDCLASS(VisualShaderNodeVectorDistance, VisualShaderNode)
+
+public:
+ virtual String get_caption() const;
+
+ virtual int get_input_port_count() const;
+ virtual PortType get_input_port_type(int p_port) const;
+ virtual String get_input_port_name(int p_port) const;
+
+ virtual int get_output_port_count() const;
+ virtual PortType get_output_port_type(int p_port) const;
+ virtual String get_output_port_name(int p_port) const;
+
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
+
+ VisualShaderNodeVectorDistance();
+};
+
+///////////////////////////////////////
+/// REFRACT
+///////////////////////////////////////
+
+class VisualShaderNodeVectorRefract : public VisualShaderNode {
+ GDCLASS(VisualShaderNodeVectorRefract, VisualShaderNode)
+
+public:
+ virtual String get_caption() const;
+
+ virtual int get_input_port_count() const;
+ virtual PortType get_input_port_type(int p_port) const;
+ virtual String get_input_port_name(int p_port) const;
+
+ virtual int get_output_port_count() const;
+ virtual PortType get_output_port_type(int p_port) const;
+ virtual String get_output_port_name(int p_port) const;
+
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
+
+ VisualShaderNodeVectorRefract();
+};
+
+///////////////////////////////////////
+/// MIX
+///////////////////////////////////////
class VisualShaderNodeScalarInterp : public VisualShaderNode {
GDCLASS(VisualShaderNodeScalarInterp, VisualShaderNode)
@@ -650,6 +1168,8 @@ public:
};
///////////////////////////////////////
+/// COMPOSE
+///////////////////////////////////////
class VisualShaderNodeVectorCompose : public VisualShaderNode {
GDCLASS(VisualShaderNodeVectorCompose, VisualShaderNode)
@@ -692,6 +1212,8 @@ public:
};
///////////////////////////////////////
+/// DECOMPOSE
+///////////////////////////////////////
class VisualShaderNodeVectorDecompose : public VisualShaderNode {
GDCLASS(VisualShaderNodeVectorDecompose, VisualShaderNode)
@@ -734,6 +1256,8 @@ public:
};
///////////////////////////////////////
+/// UNIFORMS
+///////////////////////////////////////
class VisualShaderNodeScalarUniform : public VisualShaderNodeUniform {
GDCLASS(VisualShaderNodeScalarUniform, VisualShaderNodeUniform)
@@ -755,6 +1279,30 @@ public:
VisualShaderNodeScalarUniform();
};
+///////////////////////////////////////
+
+class VisualShaderNodeBooleanUniform : public VisualShaderNodeUniform {
+ GDCLASS(VisualShaderNodeBooleanUniform, VisualShaderNodeUniform)
+
+public:
+ virtual String get_caption() const;
+
+ virtual int get_input_port_count() const;
+ virtual PortType get_input_port_type(int p_port) const;
+ virtual String get_input_port_name(int p_port) const;
+
+ virtual int get_output_port_count() const;
+ virtual PortType get_output_port_type(int p_port) const;
+ virtual String get_output_port_name(int p_port) const;
+
+ virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const;
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
+
+ VisualShaderNodeBooleanUniform();
+};
+
+///////////////////////////////////////
+
class VisualShaderNodeColorUniform : public VisualShaderNodeUniform {
GDCLASS(VisualShaderNodeColorUniform, VisualShaderNodeUniform)
@@ -775,6 +1323,8 @@ public:
VisualShaderNodeColorUniform();
};
+///////////////////////////////////////
+
class VisualShaderNodeVec3Uniform : public VisualShaderNodeUniform {
GDCLASS(VisualShaderNodeVec3Uniform, VisualShaderNodeUniform)
@@ -795,6 +1345,8 @@ public:
VisualShaderNodeVec3Uniform();
};
+///////////////////////////////////////
+
class VisualShaderNodeTransformUniform : public VisualShaderNodeUniform {
GDCLASS(VisualShaderNodeTransformUniform, VisualShaderNodeUniform)
@@ -815,7 +1367,7 @@ public:
VisualShaderNodeTransformUniform();
};
-//////////////////////////////////
+///////////////////////////////////////
class VisualShaderNodeTextureUniform : public VisualShaderNodeUniform {
GDCLASS(VisualShaderNodeTextureUniform, VisualShaderNodeUniform)
@@ -867,7 +1419,7 @@ public:
VARIANT_ENUM_CAST(VisualShaderNodeTextureUniform::TextureType)
VARIANT_ENUM_CAST(VisualShaderNodeTextureUniform::ColorDefault)
-//////////////////////////////////
+///////////////////////////////////////
class VisualShaderNodeCubeMapUniform : public VisualShaderNode {
GDCLASS(VisualShaderNodeCubeMapUniform, VisualShaderNode)