summaryrefslogtreecommitdiff
path: root/scene/resources/visual_shader.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'scene/resources/visual_shader.cpp')
-rw-r--r--scene/resources/visual_shader.cpp652
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;
}