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-rw-r--r--scene/resources/visual_shader.cpp957
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);
}