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-rw-r--r--scene/resources/visual_shader.cpp20
-rw-r--r--scene/resources/visual_shader.h11
-rw-r--r--scene/resources/visual_shader_nodes.cpp145
-rw-r--r--scene/resources/visual_shader_nodes.h10
4 files changed, 91 insertions, 95 deletions
diff --git a/scene/resources/visual_shader.cpp b/scene/resources/visual_shader.cpp
index cd77c8a850..bd6835f816 100644
--- a/scene/resources/visual_shader.cpp
+++ b/scene/resources/visual_shader.cpp
@@ -1067,16 +1067,7 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
VisualShaderNodeUniform *uniform = (VisualShaderNodeUniform *)graph[type].nodes[from_node].node.ptr();
if (uniform) {
- inputs[i] = "";
- switch (uniform->get_uniform_type()) {
- case VisualShaderNodeUniform::UTYPE_CUBEMAP:
- inputs[i] += "cube_";
- break;
- case VisualShaderNodeUniform::UTYPE_SAMPLER2D:
- inputs[i] += "s2d_";
- break;
- }
- inputs[i] += uniform->get_uniform_name();
+ inputs[i] = uniform->get_uniform_name();
} else {
inputs[i] = "";
}
@@ -1981,16 +1972,7 @@ void VisualShaderNodeUniform::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::STRING, "uniform_name"), "set_uniform_name", "get_uniform_name");
}
-int VisualShaderNodeUniform::get_uniform_type() const {
- return (int)uniform_type;
-}
-
-void VisualShaderNodeUniform::set_uniform_type(int p_type) {
- uniform_type = (UniformType)p_type;
-}
-
VisualShaderNodeUniform::VisualShaderNodeUniform() {
- uniform_type = UTYPE_NONE;
}
////////////// GroupBase
diff --git a/scene/resources/visual_shader.h b/scene/resources/visual_shader.h
index 016213c399..4f73316404 100644
--- a/scene/resources/visual_shader.h
+++ b/scene/resources/visual_shader.h
@@ -353,16 +353,8 @@ public:
class VisualShaderNodeUniform : public VisualShaderNode {
GDCLASS(VisualShaderNodeUniform, VisualShaderNode);
-public:
- enum UniformType {
- UTYPE_NONE,
- UTYPE_CUBEMAP,
- UTYPE_SAMPLER2D,
- };
-
private:
String uniform_name;
- UniformType uniform_type;
protected:
static void _bind_methods();
@@ -371,9 +363,6 @@ public:
void set_uniform_name(const String &p_name);
String get_uniform_name() const;
- int get_uniform_type() const;
- void set_uniform_type(int p_type);
-
VisualShaderNodeUniform();
};
diff --git a/scene/resources/visual_shader_nodes.cpp b/scene/resources/visual_shader_nodes.cpp
index c56d5d7213..a7df736c78 100644
--- a/scene/resources/visual_shader_nodes.cpp
+++ b/scene/resources/visual_shader_nodes.cpp
@@ -386,7 +386,7 @@ String VisualShaderNodeTexture::get_input_port_name(int p_port) const {
case 1:
return "lod";
case 2:
- return "sampler";
+ return "sampler2D";
default:
return "";
}
@@ -474,62 +474,23 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader:
if (source == SOURCE_PORT) {
String id = p_input_vars[2];
- VisualShaderNodeUniform::UniformType utype = VisualShaderNodeUniform::UTYPE_NONE;
- if (id.begins_with("cube_")) {
- utype = VisualShaderNodeUniform::UTYPE_CUBEMAP;
- id = id.substr(5);
- } else if (id.begins_with("s2d_")) {
- utype = VisualShaderNodeUniform::UTYPE_SAMPLER2D;
- id = id.substr(4);
- }
-
String code;
if (id == String()) {
code += "\tvec4 " + id + "_tex_read = vec4(0.0);\n";
} else {
if (p_input_vars[0] == String()) { // Use UV by default.
- switch (utype) {
- case VisualShaderNodeUniform::UTYPE_CUBEMAP:
- if (p_input_vars[1] == String()) {
- code += "\tvec4 " + id + "_tex_read = texture( " + id + " , vec3( UV, 0.0 ) );\n";
- } else {
- code += "\tvec4 " + id + "_tex_read = textureLod( " + id + " , vec3( UV, 0.0 ) , " + p_input_vars[1] + " );\n";
- }
- break;
- case VisualShaderNodeUniform::UTYPE_SAMPLER2D:
- if (p_input_vars[1] == String()) {
- code += "\tvec4 " + id + "_tex_read = texture( " + id + " , UV.xy );\n";
- } else {
- code += "\tvec4 " + id + "_tex_read = textureLod( " + id + " , UV.xy , " + p_input_vars[1] + " );\n";
- }
- break;
- default:
- break;
+
+ if (p_input_vars[1] == String()) {
+ code += "\tvec4 " + id + "_tex_read = texture( " + id + " , UV.xy );\n";
+ } else {
+ code += "\tvec4 " + id + "_tex_read = textureLod( " + id + " , UV.xy , " + p_input_vars[1] + " );\n";
}
+
} else if (p_input_vars[1] == String()) {
//no lod
-
- switch (utype) {
- case VisualShaderNodeUniform::UTYPE_CUBEMAP:
- code += "\tvec4 " + id + "_tex_read = texture( " + id + " , " + p_input_vars[0] + " );\n";
- break;
- case VisualShaderNodeUniform::UTYPE_SAMPLER2D:
- code += "\tvec4 " + id + "_tex_read = texture( " + id + " , " + p_input_vars[0] + ".xy );\n";
- break;
- default:
- break;
- }
+ code += "\tvec4 " + id + "_tex_read = texture( " + id + " , " + p_input_vars[0] + ".xy );\n";
} else {
- switch (utype) {
- case VisualShaderNodeUniform::UTYPE_CUBEMAP:
- code += "\tvec4 " + id + "_tex_read = textureLod( " + id + " , " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n";
- break;
- case VisualShaderNodeUniform::UTYPE_SAMPLER2D:
- code += "\tvec4 " + id + "_tex_read = textureLod( " + id + " , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n";
- break;
- default:
- break;
- }
+ code += "\tvec4 " + id + "_tex_read = textureLod( " + id + " , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n";
}
code += "\t" + p_output_vars[0] + " = " + id + "_tex_read.rgb;\n";
@@ -769,15 +730,33 @@ String VisualShaderNodeCubeMap::get_caption() const {
}
int VisualShaderNodeCubeMap::get_input_port_count() const {
- return 2;
+ return 3;
}
VisualShaderNodeCubeMap::PortType VisualShaderNodeCubeMap::get_input_port_type(int p_port) const {
- return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
+ switch (p_port) {
+ case 0:
+ return PORT_TYPE_VECTOR;
+ case 1:
+ return PORT_TYPE_SCALAR;
+ case 2:
+ return PORT_TYPE_SAMPLER;
+ default:
+ return PORT_TYPE_SCALAR;
+ }
}
String VisualShaderNodeCubeMap::get_input_port_name(int p_port) const {
- return p_port == 0 ? "uv" : "lod";
+ switch (p_port) {
+ case 0:
+ return "uv";
+ case 1:
+ return "lod";
+ case 2:
+ return "samplerCube";
+ default:
+ return "";
+ }
}
int VisualShaderNodeCubeMap::get_output_port_count() const {
@@ -803,19 +782,37 @@ Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCubeMap::get_default_t
String VisualShaderNodeCubeMap::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
- String u = "uniform samplerCube " + make_unique_id(p_type, p_id, "cube");
- switch (texture_type) {
- case TYPE_DATA: break;
- case TYPE_COLOR: u += " : hint_albedo"; break;
- case TYPE_NORMALMAP: u += " : hint_normal"; break;
+ if (source == SOURCE_TEXTURE) {
+ String u = "uniform samplerCube " + make_unique_id(p_type, p_id, "cube");
+ switch (texture_type) {
+ case TYPE_DATA: break;
+ case TYPE_COLOR: u += " : hint_albedo"; break;
+ case TYPE_NORMALMAP: u += " : hint_normal"; break;
+ }
+ return u + ";";
}
- return u + ";";
+ return String();
}
String VisualShaderNodeCubeMap::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- String id = make_unique_id(p_type, p_id, "cube");
String code;
+ String id;
+ if (source == SOURCE_TEXTURE) {
+ id = make_unique_id(p_type, p_id, "cube");
+ } else if (source == SOURCE_PORT) {
+ id = p_input_vars[2];
+ } else {
+ return String();
+ }
+
+ if (id == String()) {
+ code += "\tvec4 " + id + "_read = vec4(0.0);\n";
+ code += "\t" + p_output_vars[0] + " = " + id + "_read.rgb;\n";
+ code += "\t" + p_output_vars[1] + " = " + id + "_read.a;\n";
+ return code;
+ }
+
if (p_input_vars[0] == String()) { // Use UV by default.
if (p_input_vars[1] == String()) {
@@ -830,9 +827,9 @@ String VisualShaderNodeCubeMap::generate_code(Shader::Mode p_mode, VisualShader:
} else {
code += "\tvec4 " + id + "_read = textureLod( " + id + " , " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n";
}
-
code += "\t" + p_output_vars[0] + " = " + id + "_read.rgb;\n";
code += "\t" + p_output_vars[1] + " = " + id + "_read.a;\n";
+
return code;
}
@@ -843,6 +840,16 @@ String VisualShaderNodeCubeMap::get_input_port_default_hint(int p_port) const {
return "";
}
+void VisualShaderNodeCubeMap::set_source(Source p_source) {
+ source = p_source;
+ emit_changed();
+ emit_signal("editor_refresh_request");
+}
+
+VisualShaderNodeCubeMap::Source VisualShaderNodeCubeMap::get_source() const {
+ return source;
+}
+
void VisualShaderNodeCubeMap::set_cube_map(Ref<CubeMap> p_value) {
cube_map = p_value;
@@ -865,22 +872,32 @@ VisualShaderNodeCubeMap::TextureType VisualShaderNodeCubeMap::get_texture_type()
Vector<StringName> VisualShaderNodeCubeMap::get_editable_properties() const {
Vector<StringName> props;
- props.push_back("cube_map");
- props.push_back("texture_type");
+ props.push_back("source");
+ if (source == SOURCE_TEXTURE) {
+ props.push_back("cube_map");
+ props.push_back("texture_type");
+ }
return props;
}
void VisualShaderNodeCubeMap::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeCubeMap::set_source);
+ ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeCubeMap::get_source);
+
ClassDB::bind_method(D_METHOD("set_cube_map", "value"), &VisualShaderNodeCubeMap::set_cube_map);
ClassDB::bind_method(D_METHOD("get_cube_map"), &VisualShaderNodeCubeMap::get_cube_map);
ClassDB::bind_method(D_METHOD("set_texture_type", "value"), &VisualShaderNodeCubeMap::set_texture_type);
ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeCubeMap::get_texture_type);
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,SamplerPort"), "set_source", "get_source");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "cube_map", PROPERTY_HINT_RESOURCE_TYPE, "CubeMap"), "set_cube_map", "get_cube_map");
ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normalmap"), "set_texture_type", "get_texture_type");
+ BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
+ BIND_ENUM_CONSTANT(SOURCE_PORT);
+
BIND_ENUM_CONSTANT(TYPE_DATA);
BIND_ENUM_CONSTANT(TYPE_COLOR);
BIND_ENUM_CONSTANT(TYPE_NORMALMAP);
@@ -3177,7 +3194,7 @@ String VisualShaderNodeTextureUniform::get_output_port_name(int p_port) const {
case 1:
return "alpha";
case 2:
- return "sampler";
+ return "sampler2D";
default:
return "";
}
@@ -3284,7 +3301,6 @@ String VisualShaderNodeTextureUniform::get_input_port_default_hint(int p_port) c
VisualShaderNodeTextureUniform::VisualShaderNodeTextureUniform() {
texture_type = TYPE_DATA;
color_default = COLOR_DEFAULT_WHITE;
- set_uniform_type(VisualShaderNodeUniform::UTYPE_SAMPLER2D);
}
////////////// Texture Uniform (Triplanar)
@@ -3403,7 +3419,7 @@ VisualShaderNodeCubeMapUniform::PortType VisualShaderNodeCubeMapUniform::get_out
}
String VisualShaderNodeCubeMapUniform::get_output_port_name(int p_port) const {
- return "sampler";
+ return "samplerCube";
}
int VisualShaderNodeCubeMapUniform::get_input_port_count() const {
@@ -3450,7 +3466,6 @@ String VisualShaderNodeCubeMapUniform::generate_code(Shader::Mode p_mode, Visual
}
VisualShaderNodeCubeMapUniform::VisualShaderNodeCubeMapUniform() {
- set_uniform_type(VisualShaderNodeUniform::UTYPE_CUBEMAP);
}
////////////// If
diff --git a/scene/resources/visual_shader_nodes.h b/scene/resources/visual_shader_nodes.h
index 350e73408c..339e59bda9 100644
--- a/scene/resources/visual_shader_nodes.h
+++ b/scene/resources/visual_shader_nodes.h
@@ -259,6 +259,11 @@ class VisualShaderNodeCubeMap : public VisualShaderNode {
Ref<CubeMap> cube_map;
public:
+ enum Source {
+ SOURCE_TEXTURE,
+ SOURCE_PORT
+ };
+
enum TextureType {
TYPE_DATA,
TYPE_COLOR,
@@ -266,6 +271,7 @@ public:
};
private:
+ Source source;
TextureType texture_type;
protected:
@@ -287,6 +293,9 @@ public:
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
+ void set_source(Source p_source);
+ Source get_source() const;
+
void set_cube_map(Ref<CubeMap> p_value);
Ref<CubeMap> get_cube_map() const;
@@ -299,6 +308,7 @@ public:
};
VARIANT_ENUM_CAST(VisualShaderNodeCubeMap::TextureType)
+VARIANT_ENUM_CAST(VisualShaderNodeCubeMap::Source)
///////////////////////////////////////
/// OPS