diff options
Diffstat (limited to 'scene/resources/visual_shader.cpp')
-rw-r--r-- | scene/resources/visual_shader.cpp | 652 |
1 files changed, 413 insertions, 239 deletions
diff --git a/scene/resources/visual_shader.cpp b/scene/resources/visual_shader.cpp index 5759948fe6..a7f99a2113 100644 --- a/scene/resources/visual_shader.cpp +++ b/scene/resources/visual_shader.cpp @@ -261,54 +261,47 @@ VisualShaderNode::VisualShaderNode() { ///////////////////////////////////////////////////////// void VisualShaderNodeCustom::update_ports() { - ERR_FAIL_COND(!get_script_instance()); + { + input_ports.clear(); + int input_port_count; + if (GDVIRTUAL_CALL(_get_input_port_count, input_port_count)) { + for (int i = 0; i < input_port_count; i++) { + Port port; + if (!GDVIRTUAL_CALL(_get_input_port_name, i, port.name)) { + port.name = "in" + itos(i); + } + if (!GDVIRTUAL_CALL(_get_input_port_type, i, port.type)) { + port.type = (int)PortType::PORT_TYPE_SCALAR; + } - input_ports.clear(); - if (get_script_instance()->has_method("_get_input_port_count")) { - int input_port_count = (int)get_script_instance()->call("_get_input_port_count"); - bool has_name = get_script_instance()->has_method("_get_input_port_name"); - bool has_type = get_script_instance()->has_method("_get_input_port_type"); - for (int i = 0; i < input_port_count; i++) { - Port port; - if (has_name) { - port.name = (String)get_script_instance()->call("_get_input_port_name", i); - } else { - port.name = "in" + itos(i); - } - if (has_type) { - port.type = (int)get_script_instance()->call("_get_input_port_type", i); - } else { - port.type = (int)PortType::PORT_TYPE_SCALAR; + input_ports.push_back(port); } - input_ports.push_back(port); } } - output_ports.clear(); - if (get_script_instance()->has_method("_get_output_port_count")) { - int output_port_count = (int)get_script_instance()->call("_get_output_port_count"); - bool has_name = get_script_instance()->has_method("_get_output_port_name"); - bool has_type = get_script_instance()->has_method("_get_output_port_type"); - for (int i = 0; i < output_port_count; i++) { - Port port; - if (has_name) { - port.name = (String)get_script_instance()->call("_get_output_port_name", i); - } else { - port.name = "out" + itos(i); - } - if (has_type) { - port.type = (int)get_script_instance()->call("_get_output_port_type", i); - } else { - port.type = (int)PortType::PORT_TYPE_SCALAR; + + { + output_ports.clear(); + int output_port_count; + if (GDVIRTUAL_CALL(_get_output_port_count, output_port_count)) { + for (int i = 0; i < output_port_count; i++) { + Port port; + if (!GDVIRTUAL_CALL(_get_output_port_name, i, port.name)) { + port.name = "out" + itos(i); + } + if (!GDVIRTUAL_CALL(_get_output_port_type, i, port.type)) { + port.type = (int)PortType::PORT_TYPE_SCALAR; + } + + output_ports.push_back(port); } - output_ports.push_back(port); } } } String VisualShaderNodeCustom::get_caption() const { - ERR_FAIL_COND_V(!get_script_instance(), ""); - if (get_script_instance()->has_method("_get_name")) { - return (String)get_script_instance()->call("_get_name"); + String ret; + if (GDVIRTUAL_CALL(_get_name, ret)) { + return ret; } return "Unnamed"; } @@ -342,9 +335,8 @@ String VisualShaderNodeCustom::get_output_port_name(int p_port) const { } String VisualShaderNodeCustom::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 { - ERR_FAIL_COND_V(!get_script_instance(), ""); - ERR_FAIL_COND_V(!get_script_instance()->has_method("_get_code"), ""); - Array input_vars; + ERR_FAIL_COND_V(!GDVIRTUAL_IS_OVERRIDEN(_get_code), ""); + Vector<String> input_vars; for (int i = 0; i < get_input_port_count(); i++) { input_vars.push_back(p_input_vars[i]); } @@ -352,14 +344,15 @@ String VisualShaderNodeCustom::generate_code(Shader::Mode p_mode, VisualShader:: for (int i = 0; i < get_output_port_count(); i++) { output_vars.push_back(p_output_vars[i]); } - String code = "\t{\n"; - String _code = (String)get_script_instance()->call("_get_code", input_vars, output_vars, (int)p_mode, (int)p_type); + String code = " {\n"; + String _code; + GDVIRTUAL_CALL(_get_code, input_vars, output_vars, (int)p_mode, (int)p_type, _code); bool nend = _code.ends_with("\n"); - _code = _code.insert(0, "\t\t"); - _code = _code.replace("\n", "\n\t\t"); + _code = _code.insert(0, " "); + _code = _code.replace("\n", "\n "); code += _code; if (!nend) { - code += "\n\t}"; + code += "\n }"; } else { code.remove(code.size() - 1); code += "}"; @@ -369,10 +362,10 @@ String VisualShaderNodeCustom::generate_code(Shader::Mode p_mode, VisualShader:: } String VisualShaderNodeCustom::generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const { - ERR_FAIL_COND_V(!get_script_instance(), ""); - if (get_script_instance()->has_method("_get_global_code")) { + String ret; + if (GDVIRTUAL_CALL(_get_global_code, (int)p_mode, ret)) { String code = "// " + get_caption() + "\n"; - code += (String)get_script_instance()->call("_get_global_code", (int)p_mode); + code += ret; code += "\n"; return code; } @@ -416,19 +409,19 @@ void VisualShaderNodeCustom::_set_initialized(bool p_enabled) { } void VisualShaderNodeCustom::_bind_methods() { - BIND_VMETHOD(MethodInfo(Variant::STRING, "_get_name")); - BIND_VMETHOD(MethodInfo(Variant::STRING, "_get_description")); - BIND_VMETHOD(MethodInfo(Variant::STRING, "_get_category")); - BIND_VMETHOD(MethodInfo(Variant::INT, "_get_return_icon_type")); - BIND_VMETHOD(MethodInfo(Variant::INT, "_get_input_port_count")); - BIND_VMETHOD(MethodInfo(Variant::INT, "_get_input_port_type", PropertyInfo(Variant::INT, "port"))); - BIND_VMETHOD(MethodInfo(Variant::STRING_NAME, "_get_input_port_name", PropertyInfo(Variant::INT, "port"))); - BIND_VMETHOD(MethodInfo(Variant::INT, "_get_output_port_count")); - BIND_VMETHOD(MethodInfo(Variant::INT, "_get_output_port_type", PropertyInfo(Variant::INT, "port"))); - BIND_VMETHOD(MethodInfo(Variant::STRING_NAME, "_get_output_port_name", PropertyInfo(Variant::INT, "port"))); - BIND_VMETHOD(MethodInfo(Variant::STRING, "_get_code", PropertyInfo(Variant::ARRAY, "input_vars"), PropertyInfo(Variant::ARRAY, "output_vars"), PropertyInfo(Variant::INT, "mode"), PropertyInfo(Variant::INT, "type"))); - BIND_VMETHOD(MethodInfo(Variant::STRING, "_get_global_code", PropertyInfo(Variant::INT, "mode"))); - BIND_VMETHOD(MethodInfo(Variant::BOOL, "_is_highend")); + GDVIRTUAL_BIND(_get_name); + GDVIRTUAL_BIND(_get_description); + GDVIRTUAL_BIND(_get_category); + GDVIRTUAL_BIND(_get_return_icon_type); + GDVIRTUAL_BIND(_get_input_port_count); + GDVIRTUAL_BIND(_get_input_port_type, "port"); + GDVIRTUAL_BIND(_get_input_port_name, "port"); + GDVIRTUAL_BIND(_get_output_port_count); + GDVIRTUAL_BIND(_get_output_port_type, "port"); + GDVIRTUAL_BIND(_get_output_port_name, "port"); + GDVIRTUAL_BIND(_get_code, "input_vars", "output_vars", "mode", "type"); + GDVIRTUAL_BIND(_get_global_code, "mode"); + GDVIRTUAL_BIND(_is_highend); ClassDB::bind_method(D_METHOD("_set_initialized", "enabled"), &VisualShaderNodeCustom::_set_initialized); ClassDB::bind_method(D_METHOD("_is_initialized"), &VisualShaderNodeCustom::_is_initialized); @@ -451,18 +444,29 @@ VisualShader::Type VisualShader::get_shader_type() const { return current_type; } -void VisualShader::set_version(const String &p_version) { - version = p_version; +void VisualShader::set_engine_version(const Dictionary &p_engine_version) { + ERR_FAIL_COND(!p_engine_version.has("major")); + ERR_FAIL_COND(!p_engine_version.has("minor")); + engine_version["major"] = p_engine_version["major"]; + engine_version["minor"] = p_engine_version["minor"]; } -String VisualShader::get_version() const { - return version; +Dictionary VisualShader::get_engine_version() const { + return engine_version; } -void VisualShader::update_version(const String &p_new_version) { - if (version == "") { +#ifndef DISABLE_DEPRECATED + +void VisualShader::update_engine_version(const Dictionary &p_new_version) { + if (engine_version.is_empty()) { // before 4.0 for (int i = 0; i < TYPE_MAX; i++) { for (Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) { + Ref<VisualShaderNodeInput> input = Object::cast_to<VisualShaderNodeInput>(E->get().node.ptr()); + if (input.is_valid()) { + if (input->get_input_name() == "side") { + input->set_input_name("front_facing"); + } + } Ref<VisualShaderNodeExpression> expression = Object::cast_to<VisualShaderNodeExpression>(E->get().node.ptr()); if (expression.is_valid()) { for (int j = 0; j < expression->get_input_port_count(); j++) { @@ -491,9 +495,11 @@ void VisualShader::update_version(const String &p_new_version) { } } } - set_version(p_new_version); + set_engine_version(p_new_version); } +#endif /* DISABLE_DEPRECATED */ + void VisualShader::add_node(Type p_type, const Ref<VisualShaderNode> &p_node, const Vector2 &p_position, int p_id) { ERR_FAIL_COND(p_node.is_null()); ERR_FAIL_COND(p_id < 2); @@ -617,7 +623,7 @@ void VisualShader::replace_node(Type p_type, int p_id, const StringName &p_new_c if (g->nodes[p_id].node->get_class_name() == p_new_class) { return; } - VisualShaderNode *vsn = Object::cast_to<VisualShaderNode>(ClassDB::instance(p_new_class)); + VisualShaderNode *vsn = Object::cast_to<VisualShaderNode>(ClassDB::instantiate(p_new_class)); vsn->connect("changed", callable_mp(this, &VisualShader::_queue_update)); g->nodes[p_id].node = Ref<VisualShaderNode>(vsn); @@ -628,8 +634,8 @@ bool VisualShader::is_node_connection(Type p_type, int p_from_node, int p_from_p ERR_FAIL_INDEX_V(p_type, TYPE_MAX, false); const Graph *g = &graph[p_type]; - for (const List<Connection>::Element *E = g->connections.front(); E; E = E->next()) { - if (E->get().from_node == p_from_node && E->get().from_port == p_from_port && E->get().to_node == p_to_node && E->get().to_port == p_to_port) { + for (const Connection &E : g->connections) { + if (E.from_node == p_from_node && E.from_port == p_from_port && E.to_node == p_to_node && E.to_port == p_to_port) { return true; } } @@ -642,12 +648,12 @@ bool VisualShader::is_nodes_connected_relatively(const Graph *p_graph, int p_nod const VisualShader::Node &node = p_graph->nodes[p_node]; - for (const List<int>::Element *E = node.prev_connected_nodes.front(); E; E = E->next()) { - if (E->get() == p_target) { + for (const int &E : node.prev_connected_nodes) { + if (E == p_target) { return true; } - result = is_nodes_connected_relatively(p_graph, E->get(), p_target); + result = is_nodes_connected_relatively(p_graph, E, p_target); if (result) { break; } @@ -686,8 +692,8 @@ bool VisualShader::can_connect_nodes(Type p_type, int p_from_node, int p_from_po return false; } - for (const List<Connection>::Element *E = g->connections.front(); E; E = E->next()) { - if (E->get().from_node == p_from_node && E->get().from_port == p_from_port && E->get().to_node == p_to_node && E->get().to_port == p_to_port) { + for (const Connection &E : g->connections) { + if (E.from_node == p_from_node && E.from_port == p_from_port && E.to_node == p_to_node && E.to_port == p_to_port) { return false; } } @@ -739,8 +745,8 @@ Error VisualShader::connect_nodes(Type p_type, int p_from_node, int p_from_port, ERR_FAIL_COND_V_MSG(!is_port_types_compatible(from_port_type, to_port_type), ERR_INVALID_PARAMETER, "Incompatible port types (scalar/vec/bool) with transform."); - for (List<Connection>::Element *E = g->connections.front(); E; E = E->next()) { - if (E->get().from_node == p_from_node && E->get().from_port == p_from_port && E->get().to_node == p_to_node && E->get().to_port == p_to_port) { + for (const Connection &E : g->connections) { + if (E.from_node == p_from_node && E.from_port == p_from_port && E.to_node == p_to_node && E.to_port == p_to_port) { ERR_FAIL_V(ERR_ALREADY_EXISTS); } } @@ -763,7 +769,7 @@ void VisualShader::disconnect_nodes(Type p_type, int p_from_node, int p_from_por ERR_FAIL_INDEX(p_type, TYPE_MAX); Graph *g = &graph[p_type]; - for (List<Connection>::Element *E = g->connections.front(); E; E = E->next()) { + for (const List<Connection>::Element *E = g->connections.front(); E; E = E->next()) { if (E->get().from_node == p_from_node && E->get().from_port == p_from_port && E->get().to_node == p_to_node && E->get().to_port == p_to_port) { g->connections.erase(E); g->nodes[p_to_node].prev_connected_nodes.erase(p_from_node); @@ -780,12 +786,12 @@ Array VisualShader::_get_node_connections(Type p_type) const { const Graph *g = &graph[p_type]; Array ret; - for (const List<Connection>::Element *E = g->connections.front(); E; E = E->next()) { + for (const Connection &E : g->connections) { Dictionary d; - d["from_node"] = E->get().from_node; - d["from_port"] = E->get().from_port; - d["to_node"] = E->get().to_node; - d["to_port"] = E->get().to_port; + d["from_node"] = E.from_node; + d["from_port"] = E.from_port; + d["to_node"] = E.to_node; + d["to_port"] = E.to_port; ret.push_back(d); } @@ -796,8 +802,8 @@ void VisualShader::get_node_connections(Type p_type, List<Connection> *r_connect ERR_FAIL_INDEX(p_type, TYPE_MAX); const Graph *g = &graph[p_type]; - for (const List<Connection>::Element *E = g->connections.front(); E; E = E->next()) { - r_connections->push_back(E->get()); + for (const Connection &E : g->connections) { + r_connections->push_back(E); } } @@ -900,7 +906,7 @@ String VisualShader::generate_preview_shader(Type p_type, int p_node, int p_port String expr = ""; expr += "// " + global_expression->get_caption() + ":" + itos(index++) + "\n"; expr += global_expression->generate_global(get_mode(), Type(i), -1); - expr = expr.replace("\n", "\n\t"); + expr = expr.replace("\n", "\n "); expr += "\n"; global_expressions += expr; } @@ -935,13 +941,13 @@ String VisualShader::generate_preview_shader(Type p_type, int p_node, int p_port ERR_FAIL_COND_V(err != OK, String()); 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"; + code += " COLOR.rgb = vec3(n_out" + itos(p_node) + "p" + itos(p_port) + " );\n"; } else if (node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_SCALAR_INT) { - code += "\tCOLOR.rgb = vec3(float(n_out" + itos(p_node) + "p" + itos(p_port) + "));\n"; + code += " COLOR.rgb = vec3(float(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"; + code += " COLOR.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"; + code += " COLOR.rgb = n_out" + itos(p_node) + "p" + itos(p_port) + ";\n"; } code += "}\n"; @@ -1190,11 +1196,11 @@ bool VisualShader::_get(const StringName &p_name, Variant &r_ret) const { String index = name.get_slicec('/', 2); if (index == "connections") { Vector<int> conns; - for (const List<Connection>::Element *E = graph[type].connections.front(); E; E = E->next()) { - conns.push_back(E->get().from_node); - conns.push_back(E->get().from_port); - conns.push_back(E->get().to_node); - conns.push_back(E->get().to_port); + for (const Connection &E : graph[type].connections) { + conns.push_back(E.from_node); + conns.push_back(E.from_port); + conns.push_back(E.to_node); + conns.push_back(E.to_port); } r_ret = conns; @@ -1302,7 +1308,7 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui if (vsnode->is_disabled()) { code += "// " + vsnode->get_caption() + ":" + itos(node) + "\n"; - code += "\t// Node is disabled and code is not generated.\n"; + code += " // Node is disabled and code is not generated.\n"; return OK; } @@ -1432,19 +1438,19 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui if (defval.get_type() == Variant::FLOAT) { float val = defval; inputs[i] = "n_in" + itos(node) + "p" + itos(i); - node_code += "\tfloat " + inputs[i] + " = " + vformat("%.5f", val) + ";\n"; + node_code += " float " + inputs[i] + " = " + vformat("%.5f", val) + ";\n"; } else if (defval.get_type() == Variant::INT) { int val = defval; inputs[i] = "n_in" + itos(node) + "p" + itos(i); - node_code += "\tint " + inputs[i] + " = " + itos(val) + ";\n"; + node_code += " int " + inputs[i] + " = " + itos(val) + ";\n"; } else if (defval.get_type() == Variant::BOOL) { bool val = defval; inputs[i] = "n_in" + itos(node) + "p" + itos(i); - node_code += "\tbool " + inputs[i] + " = " + (val ? "true" : "false") + ";\n"; + node_code += " bool " + 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); - node_code += "\tvec3 " + inputs[i] + " = " + vformat("vec3(%.5f, %.5f, %.5f);\n", val.x, val.y, val.z); + node_code += " vec3 " + inputs[i] + " = " + vformat("vec3(%.5f, %.5f, %.5f);\n", val.x, val.y, val.z); } else if (defval.get_type() == Variant::TRANSFORM3D) { Transform3D val = defval; val.basis.transpose(); @@ -1459,7 +1465,7 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui values.push_back(val.origin.y); values.push_back(val.origin.z); bool err = false; - node_code += "\tmat4 " + inputs[i] + " = " + String("mat4(vec4(%.5f, %.5f, %.5f, 0.0), vec4(%.5f, %.5f, %.5f, 0.0), vec4(%.5f, %.5f, %.5f, 0.0), vec4(%.5f, %.5f, %.5f, 1.0));\n").sprintf(values, &err); + node_code += " mat4 " + inputs[i] + " = " + String("mat4(vec4(%.5f, %.5f, %.5f, 0.0), vec4(%.5f, %.5f, %.5f, 0.0), vec4(%.5f, %.5f, %.5f, 0.0), vec4(%.5f, %.5f, %.5f, 1.0));\n").sprintf(values, &err); } else { //will go empty, node is expected to know what it is doing at this point and handle it } @@ -1522,19 +1528,19 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui outputs[i] = "n_out" + itos(node) + "p" + itos(j); switch (vsnode->get_output_port_type(i)) { case VisualShaderNode::PORT_TYPE_SCALAR: - code += "\tfloat " + outputs[i] + ";\n"; + code += " float " + outputs[i] + ";\n"; break; case VisualShaderNode::PORT_TYPE_SCALAR_INT: - code += "\tint " + outputs[i] + ";\n"; + code += " int " + outputs[i] + ";\n"; break; case VisualShaderNode::PORT_TYPE_VECTOR: - code += "\tvec3 " + outputs[i] + ";\n"; + code += " vec3 " + outputs[i] + ";\n"; break; case VisualShaderNode::PORT_TYPE_BOOLEAN: - code += "\tbool " + outputs[i] + ";\n"; + code += " bool " + outputs[i] + ";\n"; break; case VisualShaderNode::PORT_TYPE_TRANSFORM: - code += "\tmat4 " + outputs[i] + ";\n"; + code += " mat4 " + outputs[i] + ";\n"; break; default: { } @@ -1564,7 +1570,7 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui new_line_inserted = true; } String r = "n_out" + itos(node) + "p" + itos(i + 1); - code += "\tfloat " + r + " = n_out" + itos(node) + "p" + itos(i) + ".r;\n"; + code += " float " + r + " = n_out" + itos(node) + "p" + itos(i) + ".r;\n"; outputs[i + 1] = r; } @@ -1574,7 +1580,7 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui new_line_inserted = true; } String g = "n_out" + itos(node) + "p" + itos(i + 2); - code += "\tfloat " + g + " = n_out" + itos(node) + "p" + itos(i) + ".g;\n"; + code += " float " + g + " = n_out" + itos(node) + "p" + itos(i) + ".g;\n"; outputs[i + 2] = g; } @@ -1584,7 +1590,7 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui new_line_inserted = true; } String b = "n_out" + itos(node) + "p" + itos(i + 3); - code += "\tfloat " + b + " = n_out" + itos(node) + "p" + itos(i) + ".b;\n"; + code += " float " + b + " = n_out" + itos(node) + "p" + itos(i) + ".b;\n"; outputs[i + 3] = b; } @@ -1635,19 +1641,10 @@ void VisualShader::_update_shader() const { { //fill render mode enums int idx = 0; - bool specular = false; while (render_mode_enums[idx].string) { if (shader_mode == render_mode_enums[idx].mode) { - if (shader_mode == Shader::MODE_SPATIAL) { - if (String(render_mode_enums[idx].string) == "specular") { - specular = true; - } - } - if (modes.has(render_mode_enums[idx].string) || specular) { - int which = 0; - if (modes.has(render_mode_enums[idx].string)) { - which = modes[render_mode_enums[idx].string]; - } + if (modes.has(render_mode_enums[idx].string)) { + int which = modes[render_mode_enums[idx].string]; int count = 0; for (int i = 0; i < ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode)).size(); i++) { String mode = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode))[i]; @@ -1701,7 +1698,7 @@ void VisualShader::_update_shader() const { String expr = ""; expr += "// " + global_expression->get_caption() + ":" + itos(index++) + "\n"; expr += global_expression->generate_global(get_mode(), Type(i), -1); - expr = expr.replace("\n", "\n\t"); + expr = expr.replace("\n", "\n "); expr += "\n"; global_expressions += expr; } @@ -1740,6 +1737,7 @@ void VisualShader::_update_shader() const { } Map<int, String> code_map; + Set<int> empty_funcs; for (int i = 0; i < TYPE_MAX; i++) { if (!has_func_name(RenderingServer::ShaderMode(shader_mode), func_name[i])) { @@ -1752,6 +1750,11 @@ void VisualShader::_update_shader() const { StringBuilder func_code; + bool is_empty_func = false; + if (shader_mode != Shader::MODE_PARTICLES && shader_mode != Shader::MODE_SKY) { + is_empty_func = true; + } + for (const List<Connection>::Element *E = graph[i].connections.front(); E; E = E->next()) { ConnectionKey from_key; from_key.node = E->get().from_node; @@ -1764,7 +1767,17 @@ void VisualShader::_update_shader() const { to_key.port = E->get().to_port; input_connections.insert(to_key, E); + + if (is_empty_func && to_key.node == NODE_ID_OUTPUT) { + is_empty_func = false; + } + } + + if (is_empty_func) { + empty_funcs.insert(i); + continue; } + if (shader_mode != Shader::MODE_PARTICLES) { func_code += "\nvoid " + String(func_name[i]) + "() {\n"; } @@ -1775,8 +1788,8 @@ void VisualShader::_update_shader() const { ERR_FAIL_COND(err != OK); if (emitters.has(i)) { - for (List<int>::Element *E = emitters[i].front(); E; E = E->next()) { - err = _write_node(Type(i), global_code, global_code_per_node, global_code_per_func, func_code, default_tex_params, input_connections, output_connections, E->get(), processed, false, classes); + for (int &E : emitters[i]) { + err = _write_node(Type(i), global_code, global_code_per_node, global_code_per_func, func_code, default_tex_params, input_connections, output_connections, E, processed, false, classes); ERR_FAIL_COND(err != OK); } } @@ -1800,112 +1813,112 @@ void VisualShader::_update_shader() const { code += "void start() {\n"; if (has_start || has_start_custom) { - code += "\tuint __seed = __hash(NUMBER + uint(1) + RANDOM_SEED);\n"; - code += "\tvec3 __diff = TRANSFORM[3].xyz - EMISSION_TRANSFORM[3].xyz;\n"; - code += "\tfloat __radians;\n"; - code += "\tvec3 __vec3_buff1;\n"; - code += "\tvec3 __vec3_buff2;\n"; - code += "\tfloat __scalar_buff1;\n"; - code += "\tfloat __scalar_buff2;\n"; - code += "\tvec3 __ndiff = normalize(__diff);\n\n"; + code += " uint __seed = __hash(NUMBER + uint(1) + RANDOM_SEED);\n"; + code += " vec3 __diff = TRANSFORM[3].xyz - EMISSION_TRANSFORM[3].xyz;\n"; + code += " float __radians;\n"; + code += " vec3 __vec3_buff1;\n"; + code += " vec3 __vec3_buff2;\n"; + code += " float __scalar_buff1;\n"; + code += " float __scalar_buff2;\n"; + code += " vec3 __ndiff = normalize(__diff);\n\n"; } if (has_start) { - code += "\t{\n"; - code += code_map[TYPE_START].replace("\n\t", "\n\t\t"); - code += "\t}\n"; + code += " {\n"; + code += code_map[TYPE_START].replace("\n ", "\n "); + code += " }\n"; if (has_start_custom) { - code += "\t\n"; + code += " \n"; } } if (has_start_custom) { - code += "\t{\n"; - code += code_map[TYPE_START_CUSTOM].replace("\n\t", "\n\t\t"); - code += "\t}\n"; + code += " {\n"; + code += code_map[TYPE_START_CUSTOM].replace("\n ", "\n "); + code += " }\n"; } code += "}\n\n"; code += "void process() {\n"; if (has_process || has_process_custom || has_collide) { - code += "\tuint __seed = __hash(NUMBER + uint(1) + RANDOM_SEED);\n"; - code += "\tvec3 __vec3_buff1;\n"; - code += "\tvec3 __diff = TRANSFORM[3].xyz - EMISSION_TRANSFORM[3].xyz;\n"; - code += "\tvec3 __ndiff = normalize(__diff);\n\n"; + code += " uint __seed = __hash(NUMBER + uint(1) + RANDOM_SEED);\n"; + code += " vec3 __vec3_buff1;\n"; + code += " vec3 __diff = TRANSFORM[3].xyz - EMISSION_TRANSFORM[3].xyz;\n"; + code += " vec3 __ndiff = normalize(__diff);\n\n"; } - code += "\t{\n"; - String tab = "\t"; + code += " {\n"; + String tab = " "; if (has_collide) { - code += "\t\tif (COLLIDED) {\n\n"; - code += code_map[TYPE_COLLIDE].replace("\n\t", "\n\t\t\t"); + code += " if (COLLIDED) {\n\n"; + code += code_map[TYPE_COLLIDE].replace("\n ", "\n "); if (has_process) { - code += "\t\t} else {\n\n"; - tab += "\t"; + code += " } else {\n\n"; + tab += " "; } } if (has_process) { - code += code_map[TYPE_PROCESS].replace("\n\t", "\n\t" + tab); + code += code_map[TYPE_PROCESS].replace("\n ", "\n " + tab); } if (has_collide) { - code += "\t\t}\n"; + code += " }\n"; } - code += "\t}\n"; + code += " }\n"; if (has_process_custom) { - code += "\t{\n\n"; - code += code_map[TYPE_PROCESS_CUSTOM].replace("\n\t", "\n\t\t"); - code += "\t}\n"; + code += " {\n\n"; + code += code_map[TYPE_PROCESS_CUSTOM].replace("\n ", "\n "); + code += " }\n"; } code += "}\n\n"; global_compute_code += "float __rand_from_seed(inout uint seed) {\n"; - global_compute_code += "\tint k;\n"; - global_compute_code += "\tint s = int(seed);\n"; - global_compute_code += "\tif (s == 0)\n"; - global_compute_code += "\ts = 305420679;\n"; - global_compute_code += "\tk = s / 127773;\n"; - global_compute_code += "\ts = 16807 * (s - k * 127773) - 2836 * k;\n"; - global_compute_code += "\tif (s < 0)\n"; - global_compute_code += "\t\ts += 2147483647;\n"; - global_compute_code += "\tseed = uint(s);\n"; - global_compute_code += "\treturn float(seed % uint(65536)) / 65535.0;\n"; + global_compute_code += " int k;\n"; + global_compute_code += " int s = int(seed);\n"; + global_compute_code += " if (s == 0)\n"; + global_compute_code += " s = 305420679;\n"; + global_compute_code += " k = s / 127773;\n"; + global_compute_code += " s = 16807 * (s - k * 127773) - 2836 * k;\n"; + global_compute_code += " if (s < 0)\n"; + global_compute_code += " s += 2147483647;\n"; + global_compute_code += " seed = uint(s);\n"; + global_compute_code += " return float(seed % uint(65536)) / 65535.0;\n"; global_compute_code += "}\n\n"; global_compute_code += "float __rand_from_seed_m1_p1(inout uint seed) {\n"; - global_compute_code += "\treturn __rand_from_seed(seed) * 2.0 - 1.0;\n"; + global_compute_code += " return __rand_from_seed(seed) * 2.0 - 1.0;\n"; global_compute_code += "}\n\n"; global_compute_code += "float __randf_range(inout uint seed, float from, float to) {\n"; - global_compute_code += "\treturn __rand_from_seed(seed) * (to - from) + from;\n"; + global_compute_code += " return __rand_from_seed(seed) * (to - from) + from;\n"; global_compute_code += "}\n\n"; global_compute_code += "vec3 __randv_range(inout uint seed, vec3 from, vec3 to) {\n"; - global_compute_code += "\treturn vec3(__randf_range(seed, from.x, to.x), __randf_range(seed, from.y, to.y), __randf_range(seed, from.z, to.z));\n"; + global_compute_code += " return vec3(__randf_range(seed, from.x, to.x), __randf_range(seed, from.y, to.y), __randf_range(seed, from.z, to.z));\n"; global_compute_code += "}\n\n"; global_compute_code += "uint __hash(uint x) {\n"; - global_compute_code += "\tx = ((x >> uint(16)) ^ x) * uint(73244475);\n"; - global_compute_code += "\tx = ((x >> uint(16)) ^ x) * uint(73244475);\n"; - global_compute_code += "\tx = (x >> uint(16)) ^ x;\n"; - global_compute_code += "\treturn x;\n"; + global_compute_code += " x = ((x >> uint(16)) ^ x) * uint(73244475);\n"; + global_compute_code += " x = ((x >> uint(16)) ^ x) * uint(73244475);\n"; + global_compute_code += " x = (x >> uint(16)) ^ x;\n"; + global_compute_code += " return x;\n"; global_compute_code += "}\n\n"; global_compute_code += "mat3 __build_rotation_mat3(vec3 axis, float angle) {\n"; - global_compute_code += "\taxis = normalize(axis);\n"; - global_compute_code += "\tfloat s = sin(angle);\n"; - global_compute_code += "\tfloat c = cos(angle);\n"; - global_compute_code += "\tfloat oc = 1.0 - c;\n"; - global_compute_code += "\treturn mat3(vec3(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s), vec3(oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s), vec3(oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c));\n"; + global_compute_code += " axis = normalize(axis);\n"; + global_compute_code += " float s = sin(angle);\n"; + global_compute_code += " float c = cos(angle);\n"; + global_compute_code += " float oc = 1.0 - c;\n"; + global_compute_code += " return mat3(vec3(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s), vec3(oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s), vec3(oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c));\n"; global_compute_code += "}\n\n"; global_compute_code += "mat4 __build_rotation_mat4(vec3 axis, float angle) {\n"; - global_compute_code += "\taxis = normalize(axis);\n"; - global_compute_code += "\tfloat s = sin(angle);\n"; - global_compute_code += "\tfloat c = cos(angle);\n"; - global_compute_code += "\tfloat oc = 1.0 - c;\n"; - global_compute_code += "\treturn mat4(vec4(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, 0), vec4(oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, 0), vec4(oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c, 0), vec4(0, 0, 0, 1));\n"; + global_compute_code += " axis = normalize(axis);\n"; + global_compute_code += " float s = sin(angle);\n"; + global_compute_code += " float c = cos(angle);\n"; + global_compute_code += " float oc = 1.0 - c;\n"; + global_compute_code += " return mat4(vec4(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, 0), vec4(oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, 0), vec4(oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c, 0), vec4(0, 0, 0, 1));\n"; global_compute_code += "}\n\n"; global_compute_code += "vec3 __get_random_unit_vec3(inout uint seed) {\n"; - global_compute_code += "\treturn normalize(vec3(__rand_from_seed_m1_p1(seed), __rand_from_seed_m1_p1(seed), __rand_from_seed_m1_p1(seed)));\n"; + global_compute_code += " return normalize(vec3(__rand_from_seed_m1_p1(seed), __rand_from_seed_m1_p1(seed), __rand_from_seed_m1_p1(seed)));\n"; global_compute_code += "}\n\n"; } @@ -1920,7 +1933,11 @@ void VisualShader::_update_shader() const { if (!has_func_name(RenderingServer::ShaderMode(shader_mode), func_name[i])) { continue; } - tcode = tcode.insert(insertion_pos[i], global_code_per_func[Type(i)]); + String func_code = global_code_per_func[Type(i)].as_string(); + if (empty_funcs.has(Type(i)) && !func_code.is_empty()) { + func_code = vformat("%s%s%s", String("\nvoid " + String(func_name[i]) + "() {\n"), func_code, "}\n"); + } + tcode = tcode.insert(insertion_pos[i], func_code); } final_code += tcode; @@ -1929,7 +1946,7 @@ void VisualShader::_update_shader() const { const_cast<VisualShader *>(this)->set_default_texture_param(default_tex_params[i].name, default_tex_params[i].param); } if (previous_code != final_code) { - const_cast<VisualShader *>(this)->emit_signal("changed"); + const_cast<VisualShader *>(this)->emit_signal(SNAME("changed")); } previous_code = final_code; } @@ -1940,7 +1957,7 @@ void VisualShader::_queue_update() { } dirty.set(); - call_deferred("_update_shader"); + call_deferred(SNAME("_update_shader")); } void VisualShader::_input_type_changed(Type p_type, int p_id) { @@ -1987,8 +2004,8 @@ void VisualShader::_bind_methods() { ClassDB::bind_method(D_METHOD("get_node_connections", "type"), &VisualShader::_get_node_connections); - ClassDB::bind_method(D_METHOD("set_version", "version"), &VisualShader::set_version); - ClassDB::bind_method(D_METHOD("get_version"), &VisualShader::get_version); + ClassDB::bind_method(D_METHOD("set_engine_version", "version"), &VisualShader::set_engine_version); + ClassDB::bind_method(D_METHOD("get_engine_version"), &VisualShader::get_engine_version); ClassDB::bind_method(D_METHOD("set_graph_offset", "offset"), &VisualShader::set_graph_offset); ClassDB::bind_method(D_METHOD("get_graph_offset"), &VisualShader::get_graph_offset); @@ -1996,7 +2013,7 @@ void VisualShader::_bind_methods() { ClassDB::bind_method(D_METHOD("_update_shader"), &VisualShader::_update_shader); ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "graph_offset", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_graph_offset", "get_graph_offset"); - ADD_PROPERTY(PropertyInfo(Variant::STRING, "version", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_version", "get_version"); + ADD_PROPERTY(PropertyInfo(Variant::STRING, "engine_version", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_engine_version", "get_engine_version"); ADD_PROPERTY_DEFAULT("code", ""); // Inherited from Shader, prevents showing default code as override in docs. @@ -2020,13 +2037,13 @@ VisualShader::VisualShader() { for (int i = 0; i < TYPE_MAX; i++) { if (i > (int)TYPE_LIGHT && i < (int)TYPE_SKY) { Ref<VisualShaderNodeParticleOutput> output; - output.instance(); + output.instantiate(); output->shader_type = Type(i); output->shader_mode = shader_mode; graph[i].nodes[NODE_ID_OUTPUT].node = output; } else { Ref<VisualShaderNodeOutput> output; - output.instance(); + output.instantiate(); output->shader_type = Type(i); output->shader_mode = shader_mode; graph[i].nodes[NODE_ID_OUTPUT].node = output; @@ -2039,7 +2056,9 @@ VisualShader::VisualShader() { /////////////////////////////////////////////////////////// const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = { - // Spatial, Vertex + // Node3D + + // Node3D, Vertex { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "TANGENT" }, @@ -2049,6 +2068,10 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = { { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "instance_id", "INSTANCE_ID" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "instance_custom", "INSTANCE_CUSTOM.rgb" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "instance_custom_alpha", "INSTANCE_CUSTOM.a" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "modelview", "MODELVIEW_MATRIX" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "camera", "CAMERA_MATRIX" }, @@ -2059,7 +2082,7 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = { { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(VIEWPORT_SIZE, 0)" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" }, - // Spatial, Fragment + // Node3D, Fragment { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" }, @@ -2072,7 +2095,6 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = { { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "point_coord", "vec3(POINT_COORD, 0.0)" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "side", "float(FRONT_FACING ? 1.0 : 0.0)" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_camera", "INV_CAMERA_MATRIX" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "camera", "CAMERA_MATRIX" }, @@ -2083,11 +2105,14 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = { { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "front_facing", "FRONT_FACING" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "screen_texture", "SCREEN_TEXTURE" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "normal_roughness_texture", "NORMAL_ROUGHNESS_TEXTURE" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "depth_texture", "DEPTH_TEXTURE" }, - // Spatial, Light + // Node3D, Light { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "vec3(UV2, 0.0)" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "view", "VIEW" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light", "LIGHT" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_color", "LIGHT_COLOR" }, @@ -2107,6 +2132,8 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = { { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(VIEWPORT_SIZE, 0.0)" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" }, + // Canvas Item + // Canvas Item, Vertex { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "vec3(VERTEX, 0.0)" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" }, @@ -2119,6 +2146,8 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = { { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "screen", "SCREEN_MATRIX" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_light_pass", "AT_LIGHT_PASS" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "instance_custom", "INSTANCE_CUSTOM.rgb" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "instance_custom_alpha", "INSTANCE_CUSTOM.a" }, // Canvas Item, Fragment { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" }, @@ -2137,6 +2166,7 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = { { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "specular_shininess", "SPECULAR_SHININESS.rgb" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "specular_shininess_alpha", "SPECULAR_SHININESS.a" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "specular_shininess_texture", "SPECULAR_SHININESS_TEXTURE" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "vec3(VERTEX, 0.0)" }, // Canvas Item, Light { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" }, @@ -2150,7 +2180,7 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = { { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_color_alpha", "LIGHT_COLOR.a" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_position", "LIGHT_POSITION" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_vertex", "LIGHT_VERTEX" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "shadow_color", "SHADOW_MODULATE.rgb" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "shadow", "SHADOW_MODULATE.rgb" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "shadow_alpha", "SHADOW_MODULATE.a" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "texture_pixel_size", "vec3(TEXTURE_PIXEL_SIZE, 1.0)" }, @@ -2366,7 +2396,7 @@ String VisualShaderNodeInput::generate_code(Shader::Mode p_mode, VisualShader::T while (preview_ports[idx].mode != Shader::MODE_MAX) { if (preview_ports[idx].mode == shader_mode && preview_ports[idx].shader_type == shader_type && preview_ports[idx].name == input_name) { - code = "\t" + p_output_vars[0] + " = " + preview_ports[idx].string + ";\n"; + code = " " + p_output_vars[0] + " = " + preview_ports[idx].string + ";\n"; break; } idx++; @@ -2375,19 +2405,19 @@ String VisualShaderNodeInput::generate_code(Shader::Mode p_mode, VisualShader::T if (code == String()) { switch (get_output_port_type(0)) { case PORT_TYPE_SCALAR: { - code = "\t" + p_output_vars[0] + " = 0.0;\n"; + code = " " + p_output_vars[0] + " = 0.0;\n"; } break; case PORT_TYPE_SCALAR_INT: { - code = "\t" + p_output_vars[0] + " = 0;\n"; + code = " " + p_output_vars[0] + " = 0;\n"; } break; case PORT_TYPE_VECTOR: { - code = "\t" + p_output_vars[0] + " = vec3(0.0);\n"; + code = " " + p_output_vars[0] + " = vec3(0.0);\n"; } break; 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"; + code = " " + 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; case PORT_TYPE_BOOLEAN: { - code = "\t" + p_output_vars[0] + " = false;\n"; + code = " " + p_output_vars[0] + " = false;\n"; } break; default: //default (none found) is scalar break; @@ -2403,14 +2433,14 @@ String VisualShaderNodeInput::generate_code(Shader::Mode p_mode, VisualShader::T while (ports[idx].mode != Shader::MODE_MAX) { if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == input_name) { - code = "\t" + p_output_vars[0] + " = " + ports[idx].string + ";\n"; + code = " " + p_output_vars[0] + " = " + ports[idx].string + ";\n"; break; } idx++; } if (code == String()) { - code = "\t" + p_output_vars[0] + " = 0.0;\n"; //default (none found) is scalar + code = " " + p_output_vars[0] + " = 0.0;\n"; //default (none found) is scalar } return code; @@ -2422,7 +2452,7 @@ void VisualShaderNodeInput::set_input_name(String p_name) { input_name = p_name; emit_changed(); if (get_input_type_by_name(input_name) != prev_type) { - emit_signal("input_type_changed"); + emit_signal(SNAME("input_type_changed")); } } @@ -2533,6 +2563,14 @@ Vector<StringName> VisualShaderNodeInput::get_editable_properties() const { return props; } +void VisualShaderNodeInput::set_shader_type(VisualShader::Type p_shader_type) { + shader_type = p_shader_type; +} + +void VisualShaderNodeInput::set_shader_mode(Shader::Mode p_shader_mode) { + shader_mode = p_shader_mode; +} + void VisualShaderNodeInput::_bind_methods() { ClassDB::bind_method(D_METHOD("set_input_name", "name"), &VisualShaderNodeInput::set_input_name); ClassDB::bind_method(D_METHOD("get_input_name"), &VisualShaderNodeInput::get_input_name); @@ -2558,8 +2596,8 @@ void VisualShaderNodeUniformRef::clear_uniforms() { } bool VisualShaderNodeUniformRef::has_uniform(const String &p_name) { - for (List<VisualShaderNodeUniformRef::Uniform>::Element *E = uniforms.front(); E; E = E->next()) { - if (E->get().name == p_name) { + for (const VisualShaderNodeUniformRef::Uniform &E : uniforms) { + if (E.name == p_name) { return true; } } @@ -2700,24 +2738,46 @@ VisualShaderNodeUniformRef::UniformType VisualShaderNodeUniformRef::get_uniform_ return UniformType::UNIFORM_TYPE_FLOAT; } +VisualShaderNodeUniformRef::PortType VisualShaderNodeUniformRef::get_port_type_by_index(int p_idx) const { + if (p_idx >= 0 && p_idx < uniforms.size()) { + switch (uniforms[p_idx].type) { + case UniformType::UNIFORM_TYPE_FLOAT: + return PORT_TYPE_SCALAR; + case UniformType::UNIFORM_TYPE_INT: + return PORT_TYPE_SCALAR_INT; + case UniformType::UNIFORM_TYPE_SAMPLER: + return PORT_TYPE_SAMPLER; + case UniformType::UNIFORM_TYPE_VECTOR: + return PORT_TYPE_VECTOR; + case UniformType::UNIFORM_TYPE_TRANSFORM: + return PORT_TYPE_TRANSFORM; + case UniformType::UNIFORM_TYPE_COLOR: + return PORT_TYPE_VECTOR; + default: + break; + } + } + return PORT_TYPE_SCALAR; +} + String VisualShaderNodeUniformRef::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 { switch (uniform_type) { case UniformType::UNIFORM_TYPE_FLOAT: if (uniform_name == "[None]") { - return "\t" + p_output_vars[0] + " = 0.0;\n"; + return " " + p_output_vars[0] + " = 0.0;\n"; } - return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n"; + return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n"; case UniformType::UNIFORM_TYPE_INT: - return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n"; + return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n"; case UniformType::UNIFORM_TYPE_BOOLEAN: - return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n"; + return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n"; case UniformType::UNIFORM_TYPE_VECTOR: - return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n"; + return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n"; case UniformType::UNIFORM_TYPE_TRANSFORM: - return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n"; + return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n"; case UniformType::UNIFORM_TYPE_COLOR: { - String code = "\t" + p_output_vars[0] + " = " + get_uniform_name() + ".rgb;\n"; - code += "\t" + p_output_vars[1] + " = " + get_uniform_name() + ".a;\n"; + String code = " " + p_output_vars[0] + " = " + get_uniform_name() + ".rgb;\n"; + code += " " + p_output_vars[1] + " = " + get_uniform_name() + ".a;\n"; return code; } break; case UniformType::UNIFORM_TYPE_SAMPLER: @@ -2760,7 +2820,11 @@ VisualShaderNodeUniformRef::VisualShaderNodeUniformRef() { //////////////////////////////////////////// const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = { - // Spatial, Vertex + //////////////////////////////////////////////////////////////////////// + // Node3D. + //////////////////////////////////////////////////////////////////////// + // Node3D, Vertex. + //////////////////////////////////////////////////////////////////////// { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "TANGENT" }, @@ -2771,9 +2835,9 @@ const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = { { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_view_matrix", "MODELVIEW_MATRIX" }, - - // Spatial, Fragment - + //////////////////////////////////////////////////////////////////////// + // Node3D, Fragment. + //////////////////////////////////////////////////////////////////////// { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "albedo", "ALBEDO" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "ALPHA" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "metallic", "METALLIC" }, @@ -2797,29 +2861,48 @@ const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = { { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha_scissor_threshold", "ALPHA_SCISSOR_THRESHOLD" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "ao_light_affect", "AO_LIGHT_AFFECT" }, - - // Spatial, Light + //////////////////////////////////////////////////////////////////////// + // Node3D, Light. + //////////////////////////////////////////////////////////////////////// { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "diffuse", "DIFFUSE_LIGHT" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "specular", "SPECULAR_LIGHT" }, - // Canvas Item, Vertex + { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "ALPHA" }, + + //////////////////////////////////////////////////////////////////////// + // Canvas Item. + //////////////////////////////////////////////////////////////////////// + // Canvas Item, Vertex. + //////////////////////////////////////////////////////////////////////// { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX:xy" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "UV:xy" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" }, - // Canvas Item, Fragment + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" }, + //////////////////////////////////////////////////////////////////////// + // Canvas Item, Fragment. + //////////////////////////////////////////////////////////////////////// { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal_map", "NORMAL_MAP" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "normal_map_depth", "NORMAL_MAP_DEPTH" }, - // Canvas Item, Light + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "light_vertex", "LIGHT_VERTEX" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "shadow_vertex", "SHADOW_VERTEX:xy" }, + //////////////////////////////////////////////////////////////////////// + // Canvas Item, Light. + //////////////////////////////////////////////////////////////////////// { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light", "LIGHT.rgb" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_alpha", "LIGHT.a" }, - // Sky, Sky + //////////////////////////////////////////////////////////////////////// + // Sky, Sky. + //////////////////////////////////////////////////////////////////////// { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR" }, { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "ALPHA" }, + { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "fog", "FOG.rgb" }, + { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "fog_alpha", "FOG.a" }, + //////////////////////////////////////////////////////////////////////// { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, nullptr, nullptr }, }; @@ -2913,9 +2996,9 @@ String VisualShaderNodeOutput::generate_code(Shader::Mode p_mode, VisualShader:: if (p_input_vars[count] != String()) { String s = ports[idx].string; if (s.find(":") != -1) { - code += "\t" + s.get_slicec(':', 0) + " = " + p_input_vars[count] + "." + s.get_slicec(':', 1) + ";\n"; + code += " " + s.get_slicec(':', 0) + " = " + p_input_vars[count] + "." + s.get_slicec(':', 1) + ";\n"; } else { - code += "\t" + s + " = " + p_input_vars[count] + ";\n"; + code += " " + s + " = " + p_input_vars[count] + ";\n"; } } count++; @@ -2933,7 +3016,7 @@ VisualShaderNodeOutput::VisualShaderNodeOutput() { void VisualShaderNodeUniform::set_uniform_name(const String &p_name) { uniform_name = p_name; - emit_signal("name_changed"); + emit_signal(SNAME("name_changed")); emit_changed(); } @@ -2942,6 +3025,10 @@ String VisualShaderNodeUniform::get_uniform_name() const { } void VisualShaderNodeUniform::set_qualifier(VisualShaderNodeUniform::Qualifier p_qual) { + ERR_FAIL_INDEX(int(p_qual), int(QUAL_MAX)); + if (qualifier == p_qual) { + return; + } qualifier = p_qual; emit_changed(); } @@ -2971,6 +3058,7 @@ void VisualShaderNodeUniform::_bind_methods() { BIND_ENUM_CONSTANT(QUAL_NONE); BIND_ENUM_CONSTANT(QUAL_GLOBAL); BIND_ENUM_CONSTANT(QUAL_INSTANCE); + BIND_ENUM_CONSTANT(QUAL_MAX); } String VisualShaderNodeUniform::_get_qual_str() const { @@ -2982,6 +3070,8 @@ String VisualShaderNodeUniform::_get_qual_str() const { return "global "; case QUAL_INSTANCE: return "instance "; + default: + break; } } return String(); @@ -2991,10 +3081,86 @@ String VisualShaderNodeUniform::get_warning(Shader::Mode p_mode, VisualShader::T List<String> keyword_list; ShaderLanguage::get_keyword_list(&keyword_list); if (keyword_list.find(uniform_name)) { - return TTR("Uniform name cannot be equal to a shader keyword. Choose another name."); + return TTR("Shader keywords cannot be used as uniform names.\nChoose another name."); } if (!is_qualifier_supported(qualifier)) { - return "This uniform type does not support that qualifier."; + String qualifier_str; + switch (qualifier) { + case QUAL_NONE: + break; + case QUAL_GLOBAL: + qualifier_str = "global"; + break; + case QUAL_INSTANCE: + qualifier_str = "instance"; + break; + default: + break; + } + return vformat(TTR("This uniform type does not support the '%s' qualifier."), qualifier_str); + } else if (qualifier == Qualifier::QUAL_GLOBAL) { + RS::GlobalVariableType gvt = RS::get_singleton()->global_variable_get_type(uniform_name); + if (gvt == RS::GLOBAL_VAR_TYPE_MAX) { + return vformat(TTR("Global uniform '%s' does not exist.\nCreate it in the Project Settings."), uniform_name); + } + bool incompatible_type = false; + switch (gvt) { + case RS::GLOBAL_VAR_TYPE_FLOAT: { + if (!Object::cast_to<VisualShaderNodeFloatUniform>(this)) { + incompatible_type = true; + } + } break; + case RS::GLOBAL_VAR_TYPE_INT: { + if (!Object::cast_to<VisualShaderNodeIntUniform>(this)) { + incompatible_type = true; + } + } break; + case RS::GLOBAL_VAR_TYPE_BOOL: { + if (!Object::cast_to<VisualShaderNodeBooleanUniform>(this)) { + incompatible_type = true; + } + } break; + case RS::GLOBAL_VAR_TYPE_COLOR: { + if (!Object::cast_to<VisualShaderNodeColorUniform>(this)) { + incompatible_type = true; + } + } break; + case RS::GLOBAL_VAR_TYPE_VEC3: { + if (!Object::cast_to<VisualShaderNodeVec3Uniform>(this)) { + incompatible_type = true; + } + } break; + case RS::GLOBAL_VAR_TYPE_TRANSFORM: { + if (!Object::cast_to<VisualShaderNodeTransformUniform>(this)) { + incompatible_type = true; + } + } break; + case RS::GLOBAL_VAR_TYPE_SAMPLER2D: { + if (!Object::cast_to<VisualShaderNodeTextureUniform>(this)) { + incompatible_type = true; + } + } break; + case RS::GLOBAL_VAR_TYPE_SAMPLER3D: { + if (!Object::cast_to<VisualShaderNodeTexture3DUniform>(this)) { + incompatible_type = true; + } + } break; + case RS::GLOBAL_VAR_TYPE_SAMPLER2DARRAY: { + if (!Object::cast_to<VisualShaderNodeTexture2DArrayUniform>(this)) { + incompatible_type = true; + } + } break; + case RS::GLOBAL_VAR_TYPE_SAMPLERCUBE: { + if (!Object::cast_to<VisualShaderNodeCubemapUniform>(this)) { + incompatible_type = true; + } + } break; + default: + break; + } + if (incompatible_type) { + return vformat(TTR("Global uniform '%s' has an incompatible type for this kind of node.\nChange it in the Project Settings."), uniform_name); + } } return String(); @@ -3186,6 +3352,10 @@ bool VisualShaderNodeGroupBase::is_valid_port_name(const String &p_name) const { } void VisualShaderNodeGroupBase::add_input_port(int p_id, int p_type, const String &p_name) { + ERR_FAIL_COND(has_input_port(p_id)); + ERR_FAIL_INDEX(p_type, int(PORT_TYPE_MAX)); + ERR_FAIL_COND(!is_valid_port_name(p_name)); + String str = itos(p_id) + "," + itos(p_type) + "," + p_name + ";"; Vector<String> inputs_strings = inputs.split(";", false); int index = 0; @@ -3258,6 +3428,10 @@ bool VisualShaderNodeGroupBase::has_input_port(int p_id) const { } void VisualShaderNodeGroupBase::add_output_port(int p_id, int p_type, const String &p_name) { + ERR_FAIL_COND(has_output_port(p_id)); + ERR_FAIL_INDEX(p_type, int(PORT_TYPE_MAX)); + ERR_FAIL_COND(!is_valid_port_name(p_name)); + String str = itos(p_id) + "," + itos(p_type) + "," + p_name + ";"; Vector<String> outputs_strings = outputs.split(";", false); int index = 0; @@ -3339,7 +3513,7 @@ void VisualShaderNodeGroupBase::clear_output_ports() { void VisualShaderNodeGroupBase::set_input_port_type(int p_id, int p_type) { ERR_FAIL_COND(!has_input_port(p_id)); - ERR_FAIL_COND(p_type < 0 || p_type >= PORT_TYPE_MAX); + ERR_FAIL_INDEX(p_type, int(PORT_TYPE_MAX)); if (input_ports[p_id].type == p_type) { return; @@ -3411,7 +3585,7 @@ String VisualShaderNodeGroupBase::get_input_port_name(int p_id) const { void VisualShaderNodeGroupBase::set_output_port_type(int p_id, int p_type) { ERR_FAIL_COND(!has_output_port(p_id)); - ERR_FAIL_COND(p_type < 0 || p_type >= PORT_TYPE_MAX); + ERR_FAIL_INDEX(p_type, int(PORT_TYPE_MAX)); if (output_ports[p_id].type == p_type) { return; @@ -3590,11 +3764,11 @@ String VisualShaderNodeExpression::generate_code(Shader::Mode p_mode, VisualShad String _expression = expression; _expression = _expression.insert(0, "\n"); - _expression = _expression.replace("\n", "\n\t\t"); + _expression = _expression.replace("\n", "\n "); static Vector<String> pre_symbols; if (pre_symbols.is_empty()) { - pre_symbols.push_back("\t"); + pre_symbols.push_back(" "); pre_symbols.push_back(","); pre_symbols.push_back(";"); pre_symbols.push_back("{"); @@ -3614,7 +3788,7 @@ String VisualShaderNodeExpression::generate_code(Shader::Mode p_mode, VisualShad static Vector<String> post_symbols; if (post_symbols.is_empty()) { - post_symbols.push_back("\t"); + post_symbols.push_back(" "); post_symbols.push_back("\n"); post_symbols.push_back(","); post_symbols.push_back(";"); @@ -3673,14 +3847,14 @@ String VisualShaderNodeExpression::generate_code(Shader::Mode p_mode, VisualShad default: continue; } - output_initializer += "\t" + p_output_vars[i] + " = " + tk + ";\n"; + output_initializer += " " + p_output_vars[i] + " = " + tk + ";\n"; } String code; code += output_initializer; - code += "\t{"; + code += " {"; code += _expression; - code += "\n\t}\n"; + code += "\n }\n"; return code; } |