diff options
Diffstat (limited to 'scene/resources/visual_shader.cpp')
-rw-r--r-- | scene/resources/visual_shader.cpp | 957 |
1 files changed, 751 insertions, 206 deletions
diff --git a/scene/resources/visual_shader.cpp b/scene/resources/visual_shader.cpp index b3a72ea7b6..b8d2003e68 100644 --- a/scene/resources/visual_shader.cpp +++ b/scene/resources/visual_shader.cpp @@ -31,19 +31,18 @@ #include "visual_shader.h" #include "core/vmap.h" -#include "servers/visual/shader_types.h" +#include "servers/rendering/shader_types.h" +#include "visual_shader_nodes.h" bool VisualShaderNode::is_simple_decl() const { return simple_decl; } void VisualShaderNode::set_output_port_for_preview(int p_index) { - port_preview = p_index; } int VisualShaderNode::get_output_port_for_preview() const { - return port_preview; } @@ -64,9 +63,56 @@ bool VisualShaderNode::is_port_separator(int p_index) const { return false; } +bool VisualShaderNode::is_output_port_connected(int p_port) const { + if (connected_output_ports.has(p_port)) { + return connected_output_ports[p_port]; + } + return false; +} + +void VisualShaderNode::set_output_port_connected(int p_port, bool p_connected) { + if (p_connected) { + connected_output_ports[p_port] = true; + ++connected_output_count; + } else { + --connected_output_count; + if (connected_output_count == 0) { + connected_output_ports[p_port] = false; + } + } +} + +bool VisualShaderNode::is_input_port_connected(int p_port) const { + if (connected_input_ports.has(p_port)) { + return connected_input_ports[p_port]; + } + return false; +} + +void VisualShaderNode::set_input_port_connected(int p_port, bool p_connected) { + connected_input_ports[p_port] = p_connected; +} + +bool VisualShaderNode::is_generate_input_var(int p_port) const { + return true; +} + +bool VisualShaderNode::is_code_generated() const { + return true; +} + +bool VisualShaderNode::is_show_prop_names() const { + return false; +} + +bool VisualShaderNode::is_use_prop_slots() const { + return false; +} + Vector<VisualShader::DefaultTextureParam> VisualShaderNode::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const { return Vector<VisualShader::DefaultTextureParam>(); } + String VisualShaderNode::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const { return String(); } @@ -84,7 +130,6 @@ Vector<StringName> VisualShaderNode::get_editable_properties() const { } Array VisualShaderNode::get_default_input_values() const { - Array ret; for (Map<int, Variant>::Element *E = default_input_values.front(); E; E = E->next()) { ret.push_back(E->key()); @@ -92,8 +137,8 @@ Array VisualShaderNode::get_default_input_values() const { } return ret; } -void VisualShaderNode::set_default_input_values(const Array &p_values) { +void VisualShaderNode::set_default_input_values(const Array &p_values) { if (p_values.size() % 2 == 0) { for (int i = 0; i < p_values.size(); i += 2) { default_input_values[p_values[i + 0]] = p_values[i + 1]; @@ -112,7 +157,6 @@ String VisualShaderNode::get_input_port_default_hint(int p_port) const { } void VisualShaderNode::_bind_methods() { - ClassDB::bind_method(D_METHOD("set_output_port_for_preview", "port"), &VisualShaderNode::set_output_port_for_preview); ClassDB::bind_method(D_METHOD("get_output_port_for_preview"), &VisualShaderNode::get_output_port_for_preview); @@ -127,6 +171,7 @@ void VisualShaderNode::_bind_methods() { ADD_SIGNAL(MethodInfo("editor_refresh_request")); BIND_ENUM_CONSTANT(PORT_TYPE_SCALAR); + BIND_ENUM_CONSTANT(PORT_TYPE_SCALAR_INT); BIND_ENUM_CONSTANT(PORT_TYPE_VECTOR); BIND_ENUM_CONSTANT(PORT_TYPE_BOOLEAN); BIND_ENUM_CONSTANT(PORT_TYPE_TRANSFORM); @@ -135,8 +180,6 @@ void VisualShaderNode::_bind_methods() { } VisualShaderNode::VisualShaderNode() { - port_preview = -1; - simple_decl = true; } ///////////////////////////////////////////////////////// @@ -223,7 +266,6 @@ 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; @@ -262,20 +304,19 @@ String VisualShaderNodeCustom::generate_global_per_node(Shader::Mode p_mode, Vis } 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::STRING, "_get_subcategory")); 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, "_get_input_port_name", 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, "_get_output_port_name", 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")); } VisualShaderNodeCustom::VisualShaderNodeCustom() { @@ -284,6 +325,57 @@ VisualShaderNodeCustom::VisualShaderNodeCustom() { ///////////////////////////////////////////////////////// +void VisualShader::set_shader_type(Type p_type) { + current_type = p_type; +} + +VisualShader::Type VisualShader::get_shader_type() const { + return current_type; +} + +void VisualShader::set_version(const String &p_version) { + version = p_version; +} + +String VisualShader::get_version() const { + return version; +} + +void VisualShader::update_version(const String &p_new_version) { + if (version == "") { + for (int i = 0; i < TYPE_MAX; i++) { + for (Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) { + 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++) { + int type = expression->get_input_port_type(j); + if (type > 0) { // + PORT_TYPE_SCALAR_INT + type += 1; + } + expression->set_input_port_type(j, type); + } + for (int j = 0; j < expression->get_output_port_count(); j++) { + int type = expression->get_output_port_type(j); + if (type > 0) { // + PORT_TYPE_SCALAR_INT + type += 1; + } + expression->set_output_port_type(j, type); + } + } + Ref<VisualShaderNodeCompare> compare = Object::cast_to<VisualShaderNodeCompare>(E->get().node.ptr()); + if (compare.is_valid()) { + int ctype = int(compare->get_comparison_type()); + if (int(ctype) > 0) { // + PORT_TYPE_SCALAR_INT + ctype += 1; + } + compare->set_comparison_type(VisualShaderNodeCompare::ComparisonType(ctype)); + } + } + } + } + set_version(p_new_version); +} + 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); @@ -304,10 +396,10 @@ void VisualShader::add_node(Type p_type, const Ref<VisualShaderNode> &p_node, co if (input.is_valid()) { input->shader_mode = shader_mode; input->shader_type = p_type; - input->connect("input_type_changed", this, "_input_type_changed", varray(p_type, p_id)); + input->connect("input_type_changed", callable_mp(this, &VisualShader::_input_type_changed), varray(p_type, p_id)); } - n.node->connect("changed", this, "_queue_update"); + n.node->connect("changed", callable_mp(this, &VisualShader::_queue_update)); Ref<VisualShaderNodeCustom> custom = n.node; if (custom.is_valid()) { @@ -351,6 +443,7 @@ Vector<int> VisualShader::get_node_list(Type p_type) const { return ret; } + int VisualShader::get_valid_node_id(Type p_type) const { ERR_FAIL_INDEX_V(p_type, TYPE_MAX, NODE_ID_INVALID); const Graph *g = &graph[p_type]; @@ -359,8 +452,9 @@ int VisualShader::get_valid_node_id(Type p_type) const { int VisualShader::find_node_id(Type p_type, const Ref<VisualShaderNode> &p_node) const { for (const Map<int, Node>::Element *E = graph[p_type].nodes.front(); E; E = E->next()) { - if (E->get().node == p_node) + if (E->get().node == p_node) { return E->key(); + } } return NODE_ID_INVALID; @@ -374,10 +468,10 @@ void VisualShader::remove_node(Type p_type, int p_id) { Ref<VisualShaderNodeInput> input = g->nodes[p_id].node; if (input.is_valid()) { - input->disconnect("input_type_changed", this, "_input_type_changed"); + input->disconnect("input_type_changed", callable_mp(this, &VisualShader::_input_type_changed)); } - g->nodes[p_id].node->disconnect("changed", this, "_queue_update"); + g->nodes[p_id].node->disconnect("changed", callable_mp(this, &VisualShader::_queue_update)); g->nodes.erase(p_id); @@ -387,6 +481,7 @@ void VisualShader::remove_node(Type p_type, int p_id) { g->connections.erase(E); if (E->get().from_node == p_id) { g->nodes[E->get().to_node].prev_connected_nodes.erase(p_id); + g->nodes[E->get().to_node].node->set_input_port_connected(E->get().to_port, false); } } E = N; @@ -400,7 +495,6 @@ bool VisualShader::is_node_connection(Type p_type, int p_from_node, int p_from_p 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) { return true; } @@ -415,7 +509,6 @@ 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) { return true; } @@ -429,24 +522,28 @@ bool VisualShader::is_nodes_connected_relatively(const Graph *p_graph, int p_nod } bool VisualShader::can_connect_nodes(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) const { - ERR_FAIL_INDEX_V(p_type, TYPE_MAX, false); const Graph *g = &graph[p_type]; - if (!g->nodes.has(p_from_node)) + if (!g->nodes.has(p_from_node)) { return false; + } - if (p_from_node == p_to_node) + if (p_from_node == p_to_node) { return false; + } - if (p_from_port < 0 || p_from_port >= g->nodes[p_from_node].node->get_output_port_count()) + if (p_from_port < 0 || p_from_port >= g->nodes[p_from_node].node->get_output_port_count()) { return false; + } - if (!g->nodes.has(p_to_node)) + if (!g->nodes.has(p_to_node)) { return false; + } - if (p_to_port < 0 || p_to_port >= g->nodes[p_to_node].node->get_input_port_count()) + if (p_to_port < 0 || p_to_port >= g->nodes[p_to_node].node->get_input_port_count()) { return false; + } VisualShaderNode::PortType from_port_type = g->nodes[p_from_node].node->get_output_port_type(p_from_port); VisualShaderNode::PortType to_port_type = g->nodes[p_to_node].node->get_input_port_type(p_to_port); @@ -456,20 +553,20 @@ bool VisualShader::can_connect_nodes(Type p_type, int p_from_node, int p_from_po } 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) { return false; } } - if (is_nodes_connected_relatively(g, p_from_node, p_to_node)) + if (is_nodes_connected_relatively(g, p_from_node, p_to_node)) { return false; + } return true; } bool VisualShader::is_port_types_compatible(int p_a, int p_b) const { - return MAX(0, p_a - 2) == (MAX(0, p_b - 2)); + return MAX(0, p_a - 3) == (MAX(0, p_b - 3)); } void VisualShader::connect_nodes_forced(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) { @@ -482,6 +579,8 @@ void VisualShader::connect_nodes_forced(Type p_type, int p_from_node, int p_from c.to_port = p_to_port; g->connections.push_back(c); g->nodes[p_to_node].prev_connected_nodes.push_back(p_from_node); + g->nodes[p_from_node].node->set_output_port_connected(p_from_port, true); + g->nodes[p_to_node].node->set_input_port_connected(p_to_port, true); _queue_update(); } @@ -501,7 +600,6 @@ 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) { ERR_FAIL_V(ERR_ALREADY_EXISTS); } @@ -514,6 +612,8 @@ Error VisualShader::connect_nodes(Type p_type, int p_from_node, int p_from_port, c.to_port = p_to_port; g->connections.push_back(c); g->nodes[p_to_node].prev_connected_nodes.push_back(p_from_node); + g->nodes[p_from_node].node->set_output_port_connected(p_from_port, true); + g->nodes[p_to_node].node->set_input_port_connected(p_to_port, true); _queue_update(); return OK; @@ -524,10 +624,11 @@ void VisualShader::disconnect_nodes(Type p_type, int p_from_node, int p_from_por Graph *g = &graph[p_type]; 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) { g->connections.erase(E); g->nodes[p_to_node].prev_connected_nodes.erase(p_from_node); + g->nodes[p_from_node].node->set_output_port_connected(p_from_port, false); + g->nodes[p_to_node].node->set_input_port_connected(p_to_port, false); _queue_update(); return; } @@ -570,9 +671,7 @@ void VisualShader::set_mode(Mode p_mode) { flags.clear(); shader_mode = p_mode; 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 = E->get().node; if (input.is_valid()) { input->shader_mode = shader_mode; @@ -585,7 +684,6 @@ void VisualShader::set_mode(Mode p_mode) { // clear connections since they are no longer valid for (List<Connection>::Element *E = graph[i].connections.front(); E;) { - bool keep = true; List<Connection>::Element *N = E->next(); @@ -639,7 +737,6 @@ bool VisualShader::is_text_shader() const { } String VisualShader::generate_preview_shader(Type p_type, int p_node, int p_port, Vector<DefaultTextureParam> &default_tex_params) const { - Ref<VisualShaderNode> node = get_node(p_type, p_node); ERR_FAIL_COND_V(!node.is_valid(), String()); ERR_FAIL_COND_V(p_port < 0 || p_port >= node->get_output_port_count(), String()); @@ -658,7 +755,6 @@ String VisualShader::generate_preview_shader(Type p_type, int p_node, int p_port for (Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) { Ref<VisualShaderNodeGlobalExpression> global_expression = Object::cast_to<VisualShaderNodeGlobalExpression>(E->get().node.ptr()); if (global_expression.is_valid()) { - String expr = ""; expr += "// " + global_expression->get_caption() + ":" + itos(index++) + "\n"; expr += global_expression->generate_global(get_mode(), Type(i), -1); @@ -697,9 +793,11 @@ 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 += "\tCOLOR.rgb = vec3(n_out" + itos(p_node) + "p" + itos(p_port) + " );\n"; + } else if (node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_SCALAR_INT) { + code += "\tCOLOR.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 += "\tCOLOR.rgb = vec3(n_out" + itos(p_node) + "p" + itos(p_port) + " ? 1.0 : 0.0);\n"; } else { code += "\tCOLOR.rgb = n_out" + itos(p_node) + "p" + itos(p_port) + ";\n"; } @@ -725,7 +823,6 @@ String VisualShader::validate_port_name(const String &p_name, const List<String> } if (name != String()) { - String valid_name; for (int i = 0; i < name.length(); i++) { @@ -766,13 +863,11 @@ String VisualShader::validate_port_name(const String &p_name, const List<String> } String VisualShader::validate_uniform_name(const String &p_name, const Ref<VisualShaderNodeUniform> &p_uniform) const { - String name = p_name; //validate name first while (name.length() && !IS_INITIAL_CHAR(name[0])) { name = name.substr(1, name.length() - 1); } if (name != String()) { - String valid_name; for (int i = 0; i < name.length(); i++) { @@ -793,7 +888,6 @@ String VisualShader::validate_uniform_name(const String &p_name, const Ref<Visua int attempt = 1; while (true) { - bool exists = false; for (int i = 0; i < TYPE_MAX; i++) { for (const Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) { @@ -834,16 +928,19 @@ VisualShader::RenderModeEnums VisualShader::render_mode_enums[] = { { Shader::MODE_SPATIAL, "diffuse" }, { Shader::MODE_SPATIAL, "specular" }, { Shader::MODE_CANVAS_ITEM, "blend" }, - { Shader::MODE_CANVAS_ITEM, NULL } + { Shader::MODE_CANVAS_ITEM, nullptr } }; static const char *type_string[VisualShader::TYPE_MAX] = { "vertex", "fragment", - "light" + "light", + "emit", + "process", + "end" }; -bool VisualShader::_set(const StringName &p_name, const Variant &p_value) { +bool VisualShader::_set(const StringName &p_name, const Variant &p_value) { String name = p_name; if (name == "mode") { set_mode(Shader::Mode(int(p_value))); @@ -880,7 +977,6 @@ bool VisualShader::_set(const StringName &p_name, const Variant &p_value) { String index = name.get_slicec('/', 2); if (index == "connections") { - Vector<int> conns = p_value; if (conns.size() % 4 == 0) { for (int i = 0; i < conns.size(); i += 4) { @@ -917,7 +1013,6 @@ bool VisualShader::_set(const StringName &p_name, const Variant &p_value) { } bool VisualShader::_get(const StringName &p_name, Variant &r_ret) const { - String name = p_name; if (name == "mode") { r_ret = get_mode(); @@ -946,7 +1041,6 @@ 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); @@ -984,18 +1078,17 @@ bool VisualShader::_get(const StringName &p_name, Variant &r_ret) const { } return false; } -void VisualShader::_get_property_list(List<PropertyInfo> *p_list) const { +void VisualShader::_get_property_list(List<PropertyInfo> *p_list) const { //mode - p_list->push_back(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Spatial,CanvasItem,Particles")); + p_list->push_back(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Node3D,CanvasItem,Particles,Sky")); //render modes Map<String, String> blend_mode_enums; Set<String> toggles; - for (int i = 0; i < ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader_mode)).size(); i++) { - - String mode = ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader_mode))[i]; + 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]; int idx = 0; bool in_enum = false; while (render_mode_enums[idx].string) { @@ -1019,7 +1112,6 @@ void VisualShader::_get_property_list(List<PropertyInfo> *p_list) const { } for (Map<String, String>::Element *E = blend_mode_enums.front(); E; E = E->next()) { - p_list->push_back(PropertyInfo(Variant::INT, "modes/" + E->key(), PROPERTY_HINT_ENUM, E->get())); } @@ -1029,32 +1121,29 @@ void VisualShader::_get_property_list(List<PropertyInfo> *p_list) const { for (int i = 0; i < TYPE_MAX; i++) { for (Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) { - String prop_name = "nodes/"; prop_name += type_string[i]; prop_name += "/" + itos(E->key()); if (E->key() != NODE_ID_OUTPUT) { - p_list->push_back(PropertyInfo(Variant::OBJECT, prop_name + "/node", PROPERTY_HINT_RESOURCE_TYPE, "VisualShaderNode", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE)); } p_list->push_back(PropertyInfo(Variant::VECTOR2, prop_name + "/position", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR)); - if (Object::cast_to<VisualShaderNodeGroupBase>(E->get().node.ptr()) != NULL) { + if (Object::cast_to<VisualShaderNodeGroupBase>(E->get().node.ptr()) != nullptr) { p_list->push_back(PropertyInfo(Variant::VECTOR2, prop_name + "/size", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR)); p_list->push_back(PropertyInfo(Variant::STRING, prop_name + "/input_ports", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR)); p_list->push_back(PropertyInfo(Variant::STRING, prop_name + "/output_ports", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR)); } - if (Object::cast_to<VisualShaderNodeExpression>(E->get().node.ptr()) != NULL) { + if (Object::cast_to<VisualShaderNodeExpression>(E->get().node.ptr()) != nullptr) { p_list->push_back(PropertyInfo(Variant::STRING, prop_name + "/expression", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR)); } } - p_list->push_back(PropertyInfo(Variant::POOL_INT_ARRAY, "nodes/" + String(type_string[i]) + "/connections", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR)); + p_list->push_back(PropertyInfo(Variant::PACKED_INT32_ARRAY, "nodes/" + String(type_string[i]) + "/connections", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR)); } } Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBuilder &global_code_per_node, Map<Type, StringBuilder> &global_code_per_func, StringBuilder &code, Vector<VisualShader::DefaultTextureParam> &def_tex_params, const VMap<ConnectionKey, const List<Connection>::Element *> &input_connections, const VMap<ConnectionKey, const List<Connection>::Element *> &output_connections, int node, Set<int> &processed, bool for_preview, Set<StringName> &r_classes) const { - const Ref<VisualShaderNode> vsnode = graph[type].nodes[node].node; //check inputs recursively first @@ -1071,13 +1160,46 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui } Error err = _write_node(type, global_code, global_code_per_node, global_code_per_func, code, def_tex_params, input_connections, output_connections, from_node, processed, for_preview, r_classes); - if (err) + if (err) { return err; + } } } // then this node + Vector<VisualShader::DefaultTextureParam> params = vsnode->get_default_texture_parameters(type, node); + for (int i = 0; i < params.size(); i++) { + def_tex_params.push_back(params[i]); + } + + Ref<VisualShaderNodeInput> input = vsnode; + bool skip_global = input.is_valid() && for_preview; + + if (!skip_global) { + Ref<VisualShaderNodeUniform> uniform = vsnode; + if (!uniform.is_valid() || !uniform->is_global_code_generated()) { + global_code += vsnode->generate_global(get_mode(), type, node); + } + + String class_name = vsnode->get_class_name(); + if (class_name == "VisualShaderNodeCustom") { + class_name = vsnode->get_script_instance()->get_script()->get_path(); + } + if (!r_classes.has(class_name)) { + global_code_per_node += vsnode->generate_global_per_node(get_mode(), type, node); + for (int i = 0; i < TYPE_MAX; i++) { + global_code_per_func[Type(i)] += vsnode->generate_global_per_func(get_mode(), Type(i), node); + } + r_classes.insert(class_name); + } + } + + if (!vsnode->is_code_generated()) { // just generate globals and ignore locals + processed.insert(node); + return OK; + } + code += "// " + vsnode->get_caption() + ":" + itos(node) + "\n"; Vector<String> input_vars; @@ -1112,24 +1234,43 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui inputs[i] = src_var; } else if (in_type == VisualShaderNode::PORT_TYPE_SCALAR && out_type == VisualShaderNode::PORT_TYPE_VECTOR) { inputs[i] = "dot(" + src_var + ", vec3(0.333333, 0.333333, 0.333333))"; + } else if (in_type == VisualShaderNode::PORT_TYPE_SCALAR_INT && out_type == VisualShaderNode::PORT_TYPE_VECTOR) { + inputs[i] = "dot(float(" + src_var + "), vec3(0.333333, 0.333333, 0.333333))"; } else if (in_type == VisualShaderNode::PORT_TYPE_VECTOR && out_type == VisualShaderNode::PORT_TYPE_SCALAR) { inputs[i] = "vec3(" + src_var + ")"; + } else if (in_type == VisualShaderNode::PORT_TYPE_VECTOR && out_type == VisualShaderNode::PORT_TYPE_SCALAR_INT) { + inputs[i] = "vec3(float(" + src_var + "))"; } else if (in_type == VisualShaderNode::PORT_TYPE_BOOLEAN && out_type == VisualShaderNode::PORT_TYPE_VECTOR) { inputs[i] = "all(bvec3(" + src_var + "))"; } else if (in_type == VisualShaderNode::PORT_TYPE_BOOLEAN && out_type == VisualShaderNode::PORT_TYPE_SCALAR) { inputs[i] = src_var + " > 0.0 ? true : false"; + } else if (in_type == VisualShaderNode::PORT_TYPE_BOOLEAN && out_type == VisualShaderNode::PORT_TYPE_SCALAR_INT) { + inputs[i] = src_var + " > 0 ? true : false"; } else if (in_type == VisualShaderNode::PORT_TYPE_SCALAR && out_type == VisualShaderNode::PORT_TYPE_BOOLEAN) { inputs[i] = src_var + " ? 1.0 : 0.0"; + } else if (in_type == VisualShaderNode::PORT_TYPE_SCALAR_INT && out_type == VisualShaderNode::PORT_TYPE_BOOLEAN) { + inputs[i] = src_var + " ? 1 : 0"; } else if (in_type == VisualShaderNode::PORT_TYPE_VECTOR && out_type == VisualShaderNode::PORT_TYPE_BOOLEAN) { inputs[i] = "vec3(" + src_var + " ? 1.0 : 0.0)"; + } else if (in_type == VisualShaderNode::PORT_TYPE_SCALAR && out_type == VisualShaderNode::PORT_TYPE_SCALAR_INT) { + inputs[i] = "float(" + src_var + ")"; + } else if (in_type == VisualShaderNode::PORT_TYPE_SCALAR_INT && out_type == VisualShaderNode::PORT_TYPE_SCALAR) { + inputs[i] = "int(" + src_var + ")"; } } else { + if (!vsnode->is_generate_input_var(i)) { + continue; + } Variant defval = vsnode->get_input_port_default_value(i); - if (defval.get_type() == Variant::REAL || defval.get_type() == Variant::INT) { + if (defval.get_type() == Variant::FLOAT) { float val = defval; inputs[i] = "n_in" + itos(node) + "p" + itos(i); code += "\tfloat " + inputs[i] + " = " + vformat("%.5f", val) + ";\n"; + } else if (defval.get_type() == Variant::INT) { + int val = defval; + inputs[i] = "n_in" + itos(node) + "p" + itos(i); + code += "\tint " + inputs[i] + " = " + itos(val) + ";\n"; } else if (defval.get_type() == Variant::BOOL) { bool val = defval; inputs[i] = "n_in" + itos(node) + "p" + itos(i); @@ -1168,10 +1309,21 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui for (int i = 0; i < output_count; i++) { String var_name = "n_out" + itos(node) + "p" + itos(i); switch (vsnode->get_output_port_type(i)) { - case VisualShaderNode::PORT_TYPE_SCALAR: outputs[i] = "float " + var_name; break; - case VisualShaderNode::PORT_TYPE_VECTOR: outputs[i] = "vec3 " + var_name; break; - case VisualShaderNode::PORT_TYPE_BOOLEAN: outputs[i] = "bool " + var_name; break; - case VisualShaderNode::PORT_TYPE_TRANSFORM: outputs[i] = "mat4 " + var_name; break; + case VisualShaderNode::PORT_TYPE_SCALAR: + outputs[i] = "float " + var_name; + break; + case VisualShaderNode::PORT_TYPE_SCALAR_INT: + outputs[i] = "int " + var_name; + break; + case VisualShaderNode::PORT_TYPE_VECTOR: + outputs[i] = "vec3 " + var_name; + break; + case VisualShaderNode::PORT_TYPE_BOOLEAN: + outputs[i] = "bool " + var_name; + break; + case VisualShaderNode::PORT_TYPE_TRANSFORM: + outputs[i] = "mat4 " + var_name; + break; default: { } } @@ -1181,52 +1333,52 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui for (int i = 0; i < output_count; i++) { outputs[i] = "n_out" + itos(node) + "p" + itos(i); switch (vsnode->get_output_port_type(i)) { - case VisualShaderNode::PORT_TYPE_SCALAR: code += String() + "\tfloat " + outputs[i] + ";\n"; break; - case VisualShaderNode::PORT_TYPE_VECTOR: code += String() + "\tvec3 " + outputs[i] + ";\n"; break; - case VisualShaderNode::PORT_TYPE_BOOLEAN: code += String() + "\tbool " + outputs[i] + ";\n"; break; - case VisualShaderNode::PORT_TYPE_TRANSFORM: code += String() + "\tmat4 " + outputs[i] + ";\n"; break; + case VisualShaderNode::PORT_TYPE_SCALAR: + code += String() + "\tfloat " + outputs[i] + ";\n"; + break; + case VisualShaderNode::PORT_TYPE_SCALAR_INT: + code += String() + "\tint " + outputs[i] + ";\n"; + break; + case VisualShaderNode::PORT_TYPE_VECTOR: + code += String() + "\tvec3 " + outputs[i] + ";\n"; + break; + case VisualShaderNode::PORT_TYPE_BOOLEAN: + code += String() + "\tbool " + outputs[i] + ";\n"; + break; + case VisualShaderNode::PORT_TYPE_TRANSFORM: + code += String() + "\tmat4 " + outputs[i] + ";\n"; + break; default: { } } } } - Vector<VisualShader::DefaultTextureParam> params = vsnode->get_default_texture_parameters(type, node); - for (int i = 0; i < params.size(); i++) { - def_tex_params.push_back(params[i]); - } - - Ref<VisualShaderNodeInput> input = vsnode; - bool skip_global = input.is_valid() && for_preview; + code += vsnode->generate_code(get_mode(), type, node, inputs, outputs, for_preview); - if (!skip_global) { + code += "\n"; // + processed.insert(node); - global_code += vsnode->generate_global(get_mode(), type, node); + return OK; +} - String class_name = vsnode->get_class_name(); - if (class_name == "VisualShaderNodeCustom") { - class_name = vsnode->get_script_instance()->get_script()->get_language()->get_global_class_name(vsnode->get_script_instance()->get_script()->get_path()); - } - if (!r_classes.has(class_name)) { - global_code_per_node += vsnode->generate_global_per_node(get_mode(), type, node); - for (int i = 0; i < TYPE_MAX; i++) { - global_code_per_func[Type(i)] += vsnode->generate_global_per_func(get_mode(), Type(i), node); +bool VisualShader::has_func_name(RenderingServer::ShaderMode p_mode, const String &p_func_name) const { + if (!ShaderTypes::get_singleton()->get_functions(p_mode).has(p_func_name)) { + if (p_mode == RenderingServer::ShaderMode::SHADER_PARTICLES) { + if (p_func_name == "emit" || p_func_name == "process" || p_func_name == "end") { + return true; } - r_classes.insert(class_name); } + return false; } - code += vsnode->generate_code(get_mode(), type, node, inputs, outputs, for_preview); - - code += "\n"; // - processed.insert(node); - - return OK; + return true; } void VisualShader::_update_shader() const { - if (!dirty) + if (!dirty) { return; + } dirty = false; @@ -1236,8 +1388,8 @@ void VisualShader::_update_shader() const { StringBuilder code; Vector<VisualShader::DefaultTextureParam> default_tex_params; Set<StringName> classes; - List<int> insertion_pos; - static const char *shader_mode_str[Shader::MODE_MAX] = { "spatial", "canvas_item", "particles" }; + Map<int, int> insertion_pos; + static const char *shader_mode_str[Shader::MODE_MAX] = { "spatial", "canvas_item", "particles", "sky" }; global_code += String() + "shader_type " + shader_mode_str[shader_mode] + ";\n"; @@ -1246,16 +1398,22 @@ 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 (modes.has(render_mode_enums[idx].string)) { - - int which = modes[render_mode_enums[idx].string]; + 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]; + } int count = 0; - for (int i = 0; i < ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader_mode)).size(); i++) { - String mode = ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader_mode))[i]; + 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]; if (mode.begins_with(render_mode_enums[idx].string)) { if (count == which) { if (render_mode != String()) { @@ -1273,9 +1431,8 @@ void VisualShader::_update_shader() const { } //fill render mode flags - for (int i = 0; i < ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader_mode)).size(); i++) { - - String mode = ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader_mode))[i]; + 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]; if (flags.has(mode)) { if (render_mode != String()) { render_mode += ", "; @@ -1286,18 +1443,23 @@ void VisualShader::_update_shader() const { } if (render_mode != String()) { - global_code += "render_mode " + render_mode + ";\n\n"; } - static const char *func_name[TYPE_MAX] = { "vertex", "fragment", "light" }; + static const char *func_name[TYPE_MAX] = { "vertex", "fragment", "light", "emit", "process", "end" }; String global_expressions; + Set<String> used_uniform_names; + List<VisualShaderNodeUniform *> uniforms; + for (int i = 0, index = 0; i < TYPE_MAX; i++) { + if (!has_func_name(RenderingServer::ShaderMode(shader_mode), func_name[i])) { + continue; + } + for (Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) { Ref<VisualShaderNodeGlobalExpression> global_expression = Object::cast_to<VisualShaderNodeGlobalExpression>(E->get().node.ptr()); if (global_expression.is_valid()) { - String expr = ""; expr += "// " + global_expression->get_caption() + ":" + itos(index++) + "\n"; expr += global_expression->generate_global(get_mode(), Type(i), -1); @@ -1305,15 +1467,40 @@ void VisualShader::_update_shader() const { expr += "\n"; global_expressions += expr; } + Ref<VisualShaderNodeUniformRef> uniform_ref = Object::cast_to<VisualShaderNodeUniformRef>(E->get().node.ptr()); + if (uniform_ref.is_valid()) { + used_uniform_names.insert(uniform_ref->get_uniform_name()); + } + Ref<VisualShaderNodeUniform> uniform = Object::cast_to<VisualShaderNodeUniform>(E->get().node.ptr()); + if (uniform.is_valid()) { + uniforms.push_back(uniform.ptr()); + } } } + for (int i = 0; i < uniforms.size(); i++) { + VisualShaderNodeUniform *uniform = uniforms[i]; + if (used_uniform_names.has(uniform->get_uniform_name())) { + global_code += uniform->generate_global(get_mode(), Type(i), -1); + const_cast<VisualShaderNodeUniform *>(uniform)->set_global_code_generated(true); + } else { + const_cast<VisualShaderNodeUniform *>(uniform)->set_global_code_generated(false); + } + } + + Map<int, String> code_map; + for (int i = 0; i < TYPE_MAX; i++) { + if (!has_func_name(RenderingServer::ShaderMode(shader_mode), func_name[i])) { + continue; + } //make it faster to go around through shader VMap<ConnectionKey, const List<Connection>::Element *> input_connections; VMap<ConnectionKey, const List<Connection>::Element *> output_connections; + StringBuilder func_code; + for (const List<Connection>::Element *E = graph[i].connections.front(); E; E = E->next()) { ConnectionKey from_key; from_key.node = E->get().from_node; @@ -1327,14 +1514,30 @@ void VisualShader::_update_shader() const { input_connections.insert(to_key, E); } - - code += "\nvoid " + String(func_name[i]) + "() {\n"; + if (shader_mode != Shader::MODE_PARTICLES) { + func_code += "\nvoid " + String(func_name[i]) + "() {\n"; + } + insertion_pos.insert(i, code.get_string_length() + func_code.get_string_length()); Set<int> processed; - Error err = _write_node(Type(i), global_code, global_code_per_node, global_code_per_func, code, default_tex_params, input_connections, output_connections, NODE_ID_OUTPUT, processed, false, classes); + Error err = _write_node(Type(i), global_code, global_code_per_node, global_code_per_func, func_code, default_tex_params, input_connections, output_connections, NODE_ID_OUTPUT, processed, false, classes); ERR_FAIL_COND(err != OK); - insertion_pos.push_back(code.get_string_length()); + if (shader_mode == Shader::MODE_PARTICLES) { + code_map.insert(i, func_code); + } else { + func_code += "}\n"; + code += func_code; + } + } + + if (shader_mode == Shader::MODE_PARTICLES) { + code += "\nvoid compute() {\n"; + code += "\tif (RESTART) {\n"; + code += code_map[TYPE_EMIT]; + code += "\t} else {\n"; + code += code_map[TYPE_PROCESS]; + code += "\t}\n"; code += "}\n"; } @@ -1345,6 +1548,9 @@ void VisualShader::_update_shader() const { final_code += global_expressions; String tcode = code; for (int i = 0; i < TYPE_MAX; i++) { + if (!has_func_name(RenderingServer::ShaderMode(shader_mode), func_name[i])) { + continue; + } tcode = tcode.insert(insertion_pos[i], global_code_per_func[Type(i)]); } final_code += tcode; @@ -1388,7 +1594,6 @@ void VisualShader::rebuild() { } void VisualShader::_bind_methods() { - ClassDB::bind_method(D_METHOD("set_mode", "mode"), &VisualShader::set_mode); ClassDB::bind_method(D_METHOD("add_node", "type", "node", "position", "id"), &VisualShader::add_node); @@ -1403,7 +1608,7 @@ void VisualShader::_bind_methods() { ClassDB::bind_method(D_METHOD("remove_node", "type", "id"), &VisualShader::remove_node); ClassDB::bind_method(D_METHOD("is_node_connection", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::is_node_connection); - ClassDB::bind_method(D_METHOD("can_connect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::is_node_connection); + ClassDB::bind_method(D_METHOD("can_connect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::can_connect_nodes); ClassDB::bind_method(D_METHOD("connect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::connect_nodes); ClassDB::bind_method(D_METHOD("disconnect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::disconnect_nodes); @@ -1411,19 +1616,25 @@ 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_graph_offset", "offset"), &VisualShader::set_graph_offset); ClassDB::bind_method(D_METHOD("get_graph_offset"), &VisualShader::get_graph_offset); - ClassDB::bind_method(D_METHOD("_queue_update"), &VisualShader::_queue_update); ClassDB::bind_method(D_METHOD("_update_shader"), &VisualShader::_update_shader); - ClassDB::bind_method(D_METHOD("_input_type_changed"), &VisualShader::_input_type_changed); - 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_DEFAULT("code", ""); // Inherited from Shader, prevents showing default code as override in docs. BIND_ENUM_CONSTANT(TYPE_VERTEX); BIND_ENUM_CONSTANT(TYPE_FRAGMENT); BIND_ENUM_CONSTANT(TYPE_LIGHT); + BIND_ENUM_CONSTANT(TYPE_EMIT); + BIND_ENUM_CONSTANT(TYPE_PROCESS); + BIND_ENUM_CONSTANT(TYPE_END); BIND_ENUM_CONSTANT(TYPE_MAX); BIND_CONSTANT(NODE_ID_INVALID); @@ -1431,8 +1642,6 @@ void VisualShader::_bind_methods() { } VisualShader::VisualShader() { - shader_mode = Shader::MODE_SPATIAL; - for (int i = 0; i < TYPE_MAX; i++) { Ref<VisualShaderNodeOutput> output; output.instance(); @@ -1441,8 +1650,6 @@ VisualShader::VisualShader() { graph[i].nodes[NODE_ID_OUTPUT].node = output; graph[i].nodes[NODE_ID_OUTPUT].position = Vector2(400, 150); } - - dirty = true; } /////////////////////////////////////////////////////////// @@ -1554,32 +1761,94 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = { { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_vec", "vec3(LIGHT_VEC, 0.0)" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_height", "LIGHT_HEIGHT" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_color", "LIGHT_COLOR.rgb" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_alpha", "LIGHT_COLOR.a" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_alpha", "LIGHT_COLOR.a" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_uv", "vec3(LIGHT_UV, 0.0)" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "shadow_color", "SHADOW_COLOR.rgb" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "shadow_alpha", "SHADOW_COLOR.a" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "shadow_vec", "vec3(SHADOW_VEC, 0.0)" }, { 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)" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "point_coord", "vec3(POINT_COORD, 0.0)" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SAMPLER, "texture", "TEXTURE" }, - // Particles, Vertex - { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" }, - { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" }, - { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "VELOCITY" }, - { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "restart", "float(RESTART ? 1.0 : 0.0)" }, - { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "active", "float(ACTIVE ? 1.0 : 0.0)" }, - { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "custom", "CUSTOM.rgb" }, - { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" }, - { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" }, - - { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" }, - { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" }, - { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "index", "float(INDEX)" }, - - { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" }, - { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, - { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, NULL, NULL }, + // Particles, Emit + { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "VELOCITY" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_SCALAR, "restart", "float(RESTART ? 1.0 : 0.0)" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_SCALAR, "active", "float(ACTIVE ? 1.0 : 0.0)" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_VECTOR, "custom", "CUSTOM.rgb" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_SCALAR_INT, "index", "INDEX" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, + + // Particles, Process + { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "VELOCITY" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "restart", "float(RESTART ? 1.0 : 0.0)" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "active", "float(ACTIVE ? 1.0 : 0.0)" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR, "custom", "CUSTOM.rgb" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR_INT, "index", "INDEX" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, + + // Particles, End + { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "VELOCITY" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_SCALAR, "restart", "float(RESTART ? 1.0 : 0.0)" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_SCALAR, "active", "float(ACTIVE ? 1.0 : 0.0)" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_VECTOR, "custom", "CUSTOM.rgb" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_SCALAR_INT, "index", "INDEX" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, + + // Sky, Fragment + { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_cubemap_pass", "AT_CUBEMAP_PASS" }, + { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_half_res_pass", "AT_HALF_RES_PASS" }, + { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_quarter_res_pass", "AT_QUARTER_RES_PASS" }, + { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "eyedir", "EYEDIR" }, + { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "half_res_color", "HALF_RES_COLOR.rgb" }, + { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "half_res_alpha", "HALF_RES_COLOR.a" }, + { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "light0_color", "LIGHT0_COLOR" }, + { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "light0_direction", "LIGHT0_DIRECTION" }, + { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "light0_enabled", "LIGHT0_ENABLED" }, + { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "light0_energy", "LIGHT0_ENERGY" }, + { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "light1_color", "LIGHT1_COLOR" }, + { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "light1_direction", "LIGHT1_DIRECTION" }, + { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "light1_enabled", "LIGHT1_ENABLED" }, + { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "light1_energy", "LIGHT1_ENERGY" }, + { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "light2_color", "LIGHT2_COLOR" }, + { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "light2_direction", "LIGHT2_DIRECTION" }, + { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "light2_enabled", "LIGHT2_ENABLED" }, + { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "light2_energy", "LIGHT2_ENERGY" }, + { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "light3_color", "LIGHT3_COLOR" }, + { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "light3_direction", "LIGHT3_DIRECTION" }, + { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "light3_enabled", "LIGHT3_ENABLED" }, + { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "light3_energy", "LIGHT3_ENERGY" }, + { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "position", "POSITION" }, + { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "quarter_res_color", "QUARTER_RES_COLOR.rgb" }, + { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "quarter_res_alpha", "QUARTER_RES_COLOR.a" }, + { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "radiance", "RADIANCE" }, + { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" }, + { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "sky_coords", "vec3(SKY_COORDS, 0.0)" }, + { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, + + { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, nullptr, nullptr }, }; const VisualShaderNodeInput::Port VisualShaderNodeInput::preview_ports[] = { @@ -1628,30 +1897,29 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::preview_ports[] = { { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "vec3(0.0, 0.0, 1.0)" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, - { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, NULL, NULL }, + { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, nullptr, nullptr }, }; int VisualShaderNodeInput::get_input_port_count() const { - return 0; } -VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_port_type(int p_port) const { +VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_port_type(int p_port) const { return PORT_TYPE_SCALAR; } -String VisualShaderNodeInput::get_input_port_name(int p_port) const { +String VisualShaderNodeInput::get_input_port_name(int p_port) const { return ""; } int VisualShaderNodeInput::get_output_port_count() const { - return 1; } -VisualShaderNodeInput::PortType VisualShaderNodeInput::get_output_port_type(int p_port) const { +VisualShaderNodeInput::PortType VisualShaderNodeInput::get_output_port_type(int p_port) const { return get_input_type_by_name(input_name); } + String VisualShaderNodeInput::get_output_port_name(int p_port) const { return ""; } @@ -1661,7 +1929,6 @@ String VisualShaderNodeInput::get_caption() const { } String VisualShaderNodeInput::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 { - if (get_output_port_type(0) == PORT_TYPE_SAMPLER) { return ""; } @@ -1683,17 +1950,20 @@ String VisualShaderNodeInput::generate_code(Shader::Mode p_mode, VisualShader::T switch (get_output_port_type(0)) { case PORT_TYPE_SCALAR: { code = "\t" + p_output_vars[0] + " = 0.0;\n"; - } break; //default (none found) is scalar + } break; + case PORT_TYPE_SCALAR_INT: { + code = "\t" + p_output_vars[0] + " = 0;\n"; + } break; case PORT_TYPE_VECTOR: { code = "\t" + p_output_vars[0] + " = vec3(0.0);\n"; - } break; //default (none found) is scalar + } 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"; - } break; //default (none found) is scalar + } break; case PORT_TYPE_BOOLEAN: { code = "\t" + p_output_vars[0] + " = false;\n"; } break; - default: + default: //default (none found) is scalar break; } } @@ -1735,7 +2005,6 @@ String VisualShaderNodeInput::get_input_name() const { } String VisualShaderNodeInput::get_input_real_name() const { - int idx = 0; while (ports[idx].mode != Shader::MODE_MAX) { @@ -1749,7 +2018,6 @@ String VisualShaderNodeInput::get_input_real_name() const { } VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_type_by_name(String p_name) const { - int idx = 0; while (ports[idx].mode != Shader::MODE_MAX) { @@ -1811,7 +2079,6 @@ String VisualShaderNodeInput::get_input_index_name(int p_index) const { } void VisualShaderNodeInput::_validate_property(PropertyInfo &property) const { - if (property.name == "input_name") { String port_list; @@ -1841,19 +2108,227 @@ Vector<StringName> VisualShaderNodeInput::get_editable_properties() const { } 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); ClassDB::bind_method(D_METHOD("get_input_real_name"), &VisualShaderNodeInput::get_input_real_name); - ADD_PROPERTY(PropertyInfo(Variant::STRING, "input_name", PROPERTY_HINT_ENUM, ""), "set_input_name", "get_input_name"); + ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "input_name", PROPERTY_HINT_ENUM, ""), "set_input_name", "get_input_name"); ADD_SIGNAL(MethodInfo("input_type_changed")); } + VisualShaderNodeInput::VisualShaderNodeInput() { - input_name = "[None]"; - // changed when set - shader_type = VisualShader::TYPE_MAX; - shader_mode = Shader::MODE_MAX; +} + +////////////// UniformRef + +List<VisualShaderNodeUniformRef::Uniform> uniforms; + +void VisualShaderNodeUniformRef::add_uniform(const String &p_name, UniformType p_type) { + uniforms.push_back({ p_name, p_type }); +} + +void VisualShaderNodeUniformRef::clear_uniforms() { + uniforms.clear(); +} + +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) { + return true; + } + } + return false; +} + +String VisualShaderNodeUniformRef::get_caption() const { + return "UniformRef"; +} + +int VisualShaderNodeUniformRef::get_input_port_count() const { + return 0; +} + +VisualShaderNodeUniformRef::PortType VisualShaderNodeUniformRef::get_input_port_type(int p_port) const { + return PortType::PORT_TYPE_SCALAR; +} + +String VisualShaderNodeUniformRef::get_input_port_name(int p_port) const { + return ""; +} + +int VisualShaderNodeUniformRef::get_output_port_count() const { + switch (uniform_type) { + case UniformType::UNIFORM_TYPE_FLOAT: + return 1; + case UniformType::UNIFORM_TYPE_INT: + return 1; + case UniformType::UNIFORM_TYPE_BOOLEAN: + return 1; + case UniformType::UNIFORM_TYPE_VECTOR: + return 1; + case UniformType::UNIFORM_TYPE_TRANSFORM: + return 1; + case UniformType::UNIFORM_TYPE_COLOR: + return 2; + case UniformType::UNIFORM_TYPE_SAMPLER: + return 1; + default: + break; + } + return 1; +} + +VisualShaderNodeUniformRef::PortType VisualShaderNodeUniformRef::get_output_port_type(int p_port) const { + switch (uniform_type) { + case UniformType::UNIFORM_TYPE_FLOAT: + return PortType::PORT_TYPE_SCALAR; + case UniformType::UNIFORM_TYPE_INT: + return PortType::PORT_TYPE_SCALAR_INT; + case UniformType::UNIFORM_TYPE_BOOLEAN: + return PortType::PORT_TYPE_BOOLEAN; + case UniformType::UNIFORM_TYPE_VECTOR: + return PortType::PORT_TYPE_VECTOR; + case UniformType::UNIFORM_TYPE_TRANSFORM: + return PortType::PORT_TYPE_TRANSFORM; + case UniformType::UNIFORM_TYPE_COLOR: + if (p_port == 0) { + return PortType::PORT_TYPE_VECTOR; + } else if (p_port == 1) { + return PORT_TYPE_SCALAR; + } + break; + case UniformType::UNIFORM_TYPE_SAMPLER: + return PortType::PORT_TYPE_SAMPLER; + default: + break; + } + return PORT_TYPE_SCALAR; +} + +String VisualShaderNodeUniformRef::get_output_port_name(int p_port) const { + switch (uniform_type) { + case UniformType::UNIFORM_TYPE_FLOAT: + return ""; + case UniformType::UNIFORM_TYPE_INT: + return ""; + case UniformType::UNIFORM_TYPE_BOOLEAN: + return ""; + case UniformType::UNIFORM_TYPE_VECTOR: + return ""; + case UniformType::UNIFORM_TYPE_TRANSFORM: + return ""; + case UniformType::UNIFORM_TYPE_COLOR: + if (p_port == 0) { + return "rgb"; + } else if (p_port == 1) { + return "alpha"; + } + break; + case UniformType::UNIFORM_TYPE_SAMPLER: + return ""; + break; + default: + break; + } + return ""; +} + +void VisualShaderNodeUniformRef::set_uniform_name(const String &p_name) { + uniform_name = p_name; + if (uniform_name != "[None]") { + uniform_type = get_uniform_type_by_name(uniform_name); + } else { + uniform_type = UniformType::UNIFORM_TYPE_FLOAT; + } + emit_changed(); +} + +String VisualShaderNodeUniformRef::get_uniform_name() const { + return uniform_name; +} + +int VisualShaderNodeUniformRef::get_uniforms_count() const { + return uniforms.size(); +} + +String VisualShaderNodeUniformRef::get_uniform_name_by_index(int p_idx) const { + if (p_idx >= 0 && p_idx < uniforms.size()) { + return uniforms[p_idx].name; + } + return ""; +} + +VisualShaderNodeUniformRef::UniformType VisualShaderNodeUniformRef::get_uniform_type_by_name(const String &p_name) const { + for (int i = 0; i < uniforms.size(); i++) { + if (uniforms[i].name == p_name) { + return uniforms[i].type; + } + } + return UniformType::UNIFORM_TYPE_FLOAT; +} + +VisualShaderNodeUniformRef::UniformType VisualShaderNodeUniformRef::get_uniform_type_by_index(int p_idx) const { + if (p_idx >= 0 && p_idx < uniforms.size()) { + return uniforms[p_idx].type; + } + return UniformType::UNIFORM_TYPE_FLOAT; +} + +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 "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n"; + case UniformType::UNIFORM_TYPE_INT: + return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n"; + case UniformType::UNIFORM_TYPE_BOOLEAN: + return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n"; + case UniformType::UNIFORM_TYPE_VECTOR: + return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n"; + case UniformType::UNIFORM_TYPE_TRANSFORM: + return "\t" + 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"; + return code; + } break; + case UniformType::UNIFORM_TYPE_SAMPLER: + break; + default: + break; + } + return ""; +} + +void VisualShaderNodeUniformRef::_set_uniform_type(int p_uniform_type) { + uniform_type = (UniformType)p_uniform_type; +} + +int VisualShaderNodeUniformRef::_get_uniform_type() const { + return (int)uniform_type; +} + +void VisualShaderNodeUniformRef::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_uniform_name", "name"), &VisualShaderNodeUniformRef::set_uniform_name); + ClassDB::bind_method(D_METHOD("get_uniform_name"), &VisualShaderNodeUniformRef::get_uniform_name); + + ClassDB::bind_method(D_METHOD("_set_uniform_type", "type"), &VisualShaderNodeUniformRef::_set_uniform_type); + ClassDB::bind_method(D_METHOD("_get_uniform_type"), &VisualShaderNodeUniformRef::_get_uniform_type); + + ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "uniform_name", PROPERTY_HINT_ENUM, ""), "set_uniform_name", "get_uniform_name"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "uniform_type", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL), "_set_uniform_type", "_get_uniform_type"); +} + +Vector<StringName> VisualShaderNodeUniformRef::get_editable_properties() const { + Vector<StringName> props; + props.push_back("uniform_name"); + props.push_back("uniform_type"); + return props; +} + +VisualShaderNodeUniformRef::VisualShaderNodeUniformRef() { } //////////////////////////////////////////// @@ -1912,18 +2387,38 @@ const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = { // 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" }, - // Particles, Vertex - { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" }, - { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" }, - { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "VELOCITY" }, - { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "custom", "CUSTOM.rgb" }, - { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" }, - { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" }, - { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, NULL, NULL }, + // Particles, Emit + { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "VELOCITY" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_VECTOR, "custom", "CUSTOM.rgb" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_EMIT, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" }, + // Particles, Process + { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "VELOCITY" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR, "custom", "CUSTOM.rgb" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" }, + // Particles, End + { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "VELOCITY" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_VECTOR, "custom", "CUSTOM.rgb" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" }, + { Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" }, + // Sky, Fragment + { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR" }, + { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "ALPHA" }, + + { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, nullptr, nullptr }, }; int VisualShaderNodeOutput::get_input_port_count() const { - int idx = 0; int count = 0; @@ -1938,7 +2433,6 @@ int VisualShaderNodeOutput::get_input_port_count() const { } VisualShaderNodeOutput::PortType VisualShaderNodeOutput::get_input_port_type(int p_port) const { - int idx = 0; int count = 0; @@ -1956,7 +2450,6 @@ VisualShaderNodeOutput::PortType VisualShaderNodeOutput::get_input_port_type(int } String VisualShaderNodeOutput::get_input_port_name(int p_port) const { - int idx = 0; int count = 0; @@ -1978,18 +2471,18 @@ Variant VisualShaderNodeOutput::get_input_port_default_value(int p_port) const { } int VisualShaderNodeOutput::get_output_port_count() const { - return 0; } + VisualShaderNodeOutput::PortType VisualShaderNodeOutput::get_output_port_type(int p_port) const { return PORT_TYPE_SCALAR; } + String VisualShaderNodeOutput::get_output_port_name(int p_port) const { return String(); } bool VisualShaderNodeOutput::is_port_separator(int p_index) const { - if (shader_mode == Shader::MODE_SPATIAL && shader_type == VisualShader::TYPE_FRAGMENT) { String name = get_input_port_name(p_index); return (name == "Normal" || name == "Rim" || name == "Alpha Scissor"); @@ -2002,14 +2495,12 @@ String VisualShaderNodeOutput::get_caption() const { } String VisualShaderNodeOutput::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 { - int idx = 0; int count = 0; String code; while (ports[idx].mode != Shader::MODE_MAX) { if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) { - if (p_input_vars[count] != String()) { String s = ports[idx].string; if (s.find(":") != -1) { @@ -2041,12 +2532,69 @@ String VisualShaderNodeUniform::get_uniform_name() const { return uniform_name; } -void VisualShaderNodeUniform::_bind_methods() { +void VisualShaderNodeUniform::set_qualifier(VisualShaderNodeUniform::Qualifier p_qual) { + qualifier = p_qual; + emit_changed(); +} +VisualShaderNodeUniform::Qualifier VisualShaderNodeUniform::get_qualifier() const { + return qualifier; +} + +void VisualShaderNodeUniform::set_global_code_generated(bool p_enabled) { + global_code_generated = p_enabled; +} + +bool VisualShaderNodeUniform::is_global_code_generated() const { + return global_code_generated; +} + +void VisualShaderNodeUniform::_bind_methods() { ClassDB::bind_method(D_METHOD("set_uniform_name", "name"), &VisualShaderNodeUniform::set_uniform_name); ClassDB::bind_method(D_METHOD("get_uniform_name"), &VisualShaderNodeUniform::get_uniform_name); - ADD_PROPERTY(PropertyInfo(Variant::STRING, "uniform_name"), "set_uniform_name", "get_uniform_name"); + ClassDB::bind_method(D_METHOD("set_qualifier", "qualifier"), &VisualShaderNodeUniform::set_qualifier); + ClassDB::bind_method(D_METHOD("get_qualifier"), &VisualShaderNodeUniform::get_qualifier); + + ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "uniform_name"), "set_uniform_name", "get_uniform_name"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "qualifier", PROPERTY_HINT_ENUM, "None,Global,Instance"), "set_qualifier", "get_qualifier"); + + BIND_ENUM_CONSTANT(QUAL_NONE); + BIND_ENUM_CONSTANT(QUAL_GLOBAL); + BIND_ENUM_CONSTANT(QUAL_INSTANCE); +} + +String VisualShaderNodeUniform::_get_qual_str() const { + if (is_qualifier_supported(qualifier)) { + switch (qualifier) { + case QUAL_NONE: + break; + case QUAL_GLOBAL: + return "global "; + case QUAL_INSTANCE: + return "instance "; + } + } + return String(); +} + +String VisualShaderNodeUniform::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const { + 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."); + } + if (!is_qualifier_supported(qualifier)) { + return "This uniform type does not support that qualifier."; + } + + return String(); +} + +Vector<StringName> VisualShaderNodeUniform::get_editable_properties() const { + Vector<StringName> props; + props.push_back("qualifier"); + return props; } VisualShaderNodeUniform::VisualShaderNodeUniform() { @@ -2067,9 +2615,9 @@ Vector2 VisualShaderNodeGroupBase::get_size() const { } void VisualShaderNodeGroupBase::set_inputs(const String &p_inputs) { - - if (inputs == p_inputs) + if (inputs == p_inputs) { return; + } clear_input_ports(); @@ -2080,7 +2628,6 @@ void VisualShaderNodeGroupBase::set_inputs(const String &p_inputs) { int input_port_count = input_strings.size(); for (int i = 0; i < input_port_count; i++) { - Vector<String> arr = input_strings[i].split(","); ERR_FAIL_COND(arr.size() != 3); @@ -2100,9 +2647,9 @@ String VisualShaderNodeGroupBase::get_inputs() const { } void VisualShaderNodeGroupBase::set_outputs(const String &p_outputs) { - - if (outputs == p_outputs) + if (outputs == p_outputs) { return; + } clear_output_ports(); @@ -2113,7 +2660,6 @@ void VisualShaderNodeGroupBase::set_outputs(const String &p_outputs) { int output_port_count = output_strings.size(); for (int i = 0; i < output_port_count; i++) { - Vector<String> arr = output_strings[i].split(","); ERR_FAIL_COND(arr.size() != 3); @@ -2150,7 +2696,6 @@ 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) { - String str = itos(p_id) + "," + itos(p_type) + "," + p_name + ";"; Vector<String> inputs_strings = inputs.split(";", false); int index = 0; @@ -2184,10 +2729,10 @@ void VisualShaderNodeGroupBase::add_input_port(int p_id, int p_type, const Strin } _apply_port_changes(); + emit_changed(); } void VisualShaderNodeGroupBase::remove_input_port(int p_id) { - ERR_FAIL_COND(!has_input_port(p_id)); Vector<String> inputs_strings = inputs.split(";", false); @@ -2209,6 +2754,7 @@ void VisualShaderNodeGroupBase::remove_input_port(int p_id) { } _apply_port_changes(); + emit_changed(); } int VisualShaderNodeGroupBase::get_input_port_count() const { @@ -2220,7 +2766,6 @@ bool VisualShaderNodeGroupBase::has_input_port(int p_id) const { } void VisualShaderNodeGroupBase::add_output_port(int p_id, int p_type, const String &p_name) { - String str = itos(p_id) + "," + itos(p_type) + "," + p_name + ";"; Vector<String> outputs_strings = outputs.split(";", false); int index = 0; @@ -2254,10 +2799,10 @@ void VisualShaderNodeGroupBase::add_output_port(int p_id, int p_type, const Stri } _apply_port_changes(); + emit_changed(); } void VisualShaderNodeGroupBase::remove_output_port(int p_id) { - ERR_FAIL_COND(!has_output_port(p_id)); Vector<String> outputs_strings = outputs.split(";", false); @@ -2279,6 +2824,7 @@ void VisualShaderNodeGroupBase::remove_output_port(int p_id) { } _apply_port_changes(); + emit_changed(); } int VisualShaderNodeGroupBase::get_output_port_count() const { @@ -2298,12 +2844,12 @@ 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); - if (input_ports[p_id].type == p_type) + if (input_ports[p_id].type == p_type) { return; + } Vector<String> inputs_strings = inputs.split(";", false); int count = 0; @@ -2325,6 +2871,7 @@ void VisualShaderNodeGroupBase::set_input_port_type(int p_id, int p_type) { inputs = inputs.insert(index, itos(p_type)); _apply_port_changes(); + emit_changed(); } VisualShaderNodeGroupBase::PortType VisualShaderNodeGroupBase::get_input_port_type(int p_id) const { @@ -2333,12 +2880,12 @@ VisualShaderNodeGroupBase::PortType VisualShaderNodeGroupBase::get_input_port_ty } void VisualShaderNodeGroupBase::set_input_port_name(int p_id, const String &p_name) { - ERR_FAIL_COND(!has_input_port(p_id)); ERR_FAIL_COND(!is_valid_port_name(p_name)); - if (input_ports[p_id].name == p_name) + if (input_ports[p_id].name == p_name) { return; + } Vector<String> inputs_strings = inputs.split(";", false); int count = 0; @@ -2360,6 +2907,7 @@ void VisualShaderNodeGroupBase::set_input_port_name(int p_id, const String &p_na inputs = inputs.insert(index, p_name); _apply_port_changes(); + emit_changed(); } String VisualShaderNodeGroupBase::get_input_port_name(int p_id) const { @@ -2368,12 +2916,12 @@ 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); - if (output_ports[p_id].type == p_type) + if (output_ports[p_id].type == p_type) { return; + } Vector<String> output_strings = outputs.split(";", false); int count = 0; @@ -2395,6 +2943,7 @@ void VisualShaderNodeGroupBase::set_output_port_type(int p_id, int p_type) { outputs = outputs.insert(index, itos(p_type)); _apply_port_changes(); + emit_changed(); } VisualShaderNodeGroupBase::PortType VisualShaderNodeGroupBase::get_output_port_type(int p_id) const { @@ -2403,12 +2952,12 @@ VisualShaderNodeGroupBase::PortType VisualShaderNodeGroupBase::get_output_port_t } void VisualShaderNodeGroupBase::set_output_port_name(int p_id, const String &p_name) { - ERR_FAIL_COND(!has_output_port(p_id)); ERR_FAIL_COND(!is_valid_port_name(p_name)); - if (output_ports[p_id].name == p_name) + if (output_ports[p_id].name == p_name) { return; + } Vector<String> output_strings = outputs.split(";", false); int count = 0; @@ -2430,6 +2979,7 @@ void VisualShaderNodeGroupBase::set_output_port_name(int p_id, const String &p_n outputs = outputs.insert(index, p_name); _apply_port_changes(); + emit_changed(); } String VisualShaderNodeGroupBase::get_output_port_name(int p_id) const { @@ -2450,12 +3000,11 @@ void VisualShaderNodeGroupBase::set_control(Control *p_control, int p_index) { } Control *VisualShaderNodeGroupBase::get_control(int p_index) { - ERR_FAIL_COND_V(!controls.has(p_index), NULL); + ERR_FAIL_COND_V(!controls.has(p_index), nullptr); return controls[p_index]; } void VisualShaderNodeGroupBase::_apply_port_changes() { - Vector<String> inputs_strings = inputs.split(";", false); Vector<String> outputs_strings = outputs.split(";", false); @@ -2491,7 +3040,6 @@ bool VisualShaderNodeGroupBase::is_editable() const { } void VisualShaderNodeGroupBase::_bind_methods() { - ClassDB::bind_method(D_METHOD("set_size", "size"), &VisualShaderNodeGroupBase::set_size); ClassDB::bind_method(D_METHOD("get_size"), &VisualShaderNodeGroupBase::get_size); @@ -2531,10 +3079,6 @@ String VisualShaderNodeGroupBase::generate_code(Shader::Mode p_mode, VisualShade } VisualShaderNodeGroupBase::VisualShaderNodeGroupBase() { - size = Size2(0, 0); - inputs = ""; - outputs = ""; - editable = false; simple_decl = false; } @@ -2546,6 +3090,7 @@ String VisualShaderNodeExpression::get_caption() const { void VisualShaderNodeExpression::set_expression(const String &p_expression) { expression = p_expression; + emit_changed(); } String VisualShaderNodeExpression::get_expression() const { @@ -2553,7 +3098,6 @@ String VisualShaderNodeExpression::get_expression() const { } String VisualShaderNodeExpression::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { - String _expression = expression; _expression = _expression.insert(0, "\n"); @@ -2625,6 +3169,9 @@ String VisualShaderNodeExpression::generate_code(Shader::Mode p_mode, VisualShad case PORT_TYPE_SCALAR: tk = "0.0"; break; + case PORT_TYPE_SCALAR_INT: + tk = "0"; + break; case PORT_TYPE_VECTOR: tk = "vec3(0.0, 0.0, 0.0)"; break; @@ -2650,7 +3197,6 @@ String VisualShaderNodeExpression::generate_code(Shader::Mode p_mode, VisualShad } void VisualShaderNodeExpression::_bind_methods() { - ClassDB::bind_method(D_METHOD("set_expression", "expression"), &VisualShaderNodeExpression::set_expression); ClassDB::bind_method(D_METHOD("get_expression"), &VisualShaderNodeExpression::get_expression); @@ -2658,7 +3204,6 @@ void VisualShaderNodeExpression::_bind_methods() { } VisualShaderNodeExpression::VisualShaderNodeExpression() { - expression = ""; set_editable(true); } |