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-rw-r--r--scene/resources/visual_shader.cpp2113
1 files changed, 1524 insertions, 589 deletions
diff --git a/scene/resources/visual_shader.cpp b/scene/resources/visual_shader.cpp
index e8fe3ff3cd..b8eac6de00 100644
--- a/scene/resources/visual_shader.cpp
+++ b/scene/resources/visual_shader.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -36,6 +36,11 @@
#include "visual_shader_particle_nodes.h"
#include "visual_shader_sdf_nodes.h"
+String make_unique_id(VisualShader::Type p_type, int p_id, const String &p_name) {
+ static const char *typepf[VisualShader::TYPE_MAX] = { "vtx", "frg", "lgt", "start", "process", "collide", "start_custom", "process_custom", "sky", "fog" };
+ return p_name + "_" + String(typepf[p_type]) + "_" + itos(p_id);
+}
+
bool VisualShaderNode::is_simple_decl() const {
return simple_decl;
}
@@ -48,8 +53,139 @@ int VisualShaderNode::get_output_port_for_preview() const {
return port_preview;
}
-void VisualShaderNode::set_input_port_default_value(int p_port, const Variant &p_value) {
- default_input_values[p_port] = p_value;
+void VisualShaderNode::set_input_port_default_value(int p_port, const Variant &p_value, const Variant &p_prev_value) {
+ Variant value = p_value;
+
+ if (p_prev_value.get_type() != Variant::NIL) {
+ switch (p_value.get_type()) {
+ case Variant::FLOAT: {
+ switch (p_prev_value.get_type()) {
+ case Variant::INT: {
+ value = (float)p_prev_value;
+ } break;
+ case Variant::FLOAT: {
+ value = p_prev_value;
+ } break;
+ case Variant::VECTOR2: {
+ Vector2 pv = p_prev_value;
+ value = pv.x;
+ } break;
+ case Variant::VECTOR3: {
+ Vector3 pv = p_prev_value;
+ value = pv.x;
+ } break;
+ case Variant::QUATERNION: {
+ Quaternion pv = p_prev_value;
+ value = pv.x;
+ } break;
+ default:
+ break;
+ }
+ } break;
+ case Variant::INT: {
+ switch (p_prev_value.get_type()) {
+ case Variant::INT: {
+ value = p_prev_value;
+ } break;
+ case Variant::FLOAT: {
+ value = (int)p_prev_value;
+ } break;
+ case Variant::VECTOR2: {
+ Vector2 pv = p_prev_value;
+ value = (int)pv.x;
+ } break;
+ case Variant::VECTOR3: {
+ Vector3 pv = p_prev_value;
+ value = (int)pv.x;
+ } break;
+ case Variant::QUATERNION: {
+ Quaternion pv = p_prev_value;
+ value = (int)pv.x;
+ } break;
+ default:
+ break;
+ }
+ } break;
+ case Variant::VECTOR2: {
+ switch (p_prev_value.get_type()) {
+ case Variant::INT: {
+ float pv = (float)(int)p_prev_value;
+ value = Vector2(pv, pv);
+ } break;
+ case Variant::FLOAT: {
+ float pv = p_prev_value;
+ value = Vector2(pv, pv);
+ } break;
+ case Variant::VECTOR2: {
+ value = p_prev_value;
+ } break;
+ case Variant::VECTOR3: {
+ Vector3 pv = p_prev_value;
+ value = Vector2(pv.x, pv.y);
+ } break;
+ case Variant::QUATERNION: {
+ Quaternion pv = p_prev_value;
+ value = Vector2(pv.x, pv.y);
+ } break;
+ default:
+ break;
+ }
+ } break;
+ case Variant::VECTOR3: {
+ switch (p_prev_value.get_type()) {
+ case Variant::INT: {
+ float pv = (float)(int)p_prev_value;
+ value = Vector3(pv, pv, pv);
+ } break;
+ case Variant::FLOAT: {
+ float pv = p_prev_value;
+ value = Vector3(pv, pv, pv);
+ } break;
+ case Variant::VECTOR2: {
+ Vector2 pv = p_prev_value;
+ value = Vector3(pv.x, pv.y, pv.y);
+ } break;
+ case Variant::VECTOR3: {
+ value = p_prev_value;
+ } break;
+ case Variant::QUATERNION: {
+ Quaternion pv = p_prev_value;
+ value = Vector3(pv.x, pv.y, pv.z);
+ } break;
+ default:
+ break;
+ }
+ } break;
+ case Variant::QUATERNION: {
+ switch (p_prev_value.get_type()) {
+ case Variant::INT: {
+ float pv = (float)(int)p_prev_value;
+ value = Quaternion(pv, pv, pv, pv);
+ } break;
+ case Variant::FLOAT: {
+ float pv = p_prev_value;
+ value = Quaternion(pv, pv, pv, pv);
+ } break;
+ case Variant::VECTOR2: {
+ Vector2 pv = p_prev_value;
+ value = Quaternion(pv.x, pv.y, pv.y, pv.y);
+ } break;
+ case Variant::VECTOR3: {
+ Vector3 pv = p_prev_value;
+ value = Quaternion(pv.x, pv.y, pv.z, pv.z);
+ } break;
+ case Variant::QUATERNION: {
+ value = p_prev_value;
+ } break;
+ default:
+ break;
+ }
+ } break;
+ default:
+ break;
+ }
+ }
+ default_input_values[p_port] = value;
emit_changed();
}
@@ -113,6 +249,10 @@ bool VisualShaderNode::is_output_port_expandable(int p_port) const {
return false;
}
+bool VisualShaderNode::has_output_port_preview(int p_port) const {
+ return true;
+}
+
void VisualShaderNode::_set_output_ports_expanded(const Array &p_values) {
for (int i = 0; i < p_values.size(); i++) {
expanded_output_ports[p_values[i]] = true;
@@ -147,8 +287,18 @@ int VisualShaderNode::get_expanded_output_port_count() const {
int count2 = count;
for (int i = 0; i < count; i++) {
if (is_output_port_expandable(i) && _is_output_port_expanded(i)) {
- if (get_output_port_type(i) == PORT_TYPE_VECTOR) {
- count2 += 3;
+ switch (get_output_port_type(i)) {
+ case PORT_TYPE_VECTOR_2D: {
+ count2 += 2;
+ } break;
+ case PORT_TYPE_VECTOR_3D: {
+ count2 += 3;
+ } break;
+ case PORT_TYPE_VECTOR_4D: {
+ count2 += 4;
+ } break;
+ default:
+ break;
}
}
}
@@ -183,7 +333,7 @@ String VisualShaderNode::generate_global(Shader::Mode p_mode, VisualShader::Type
return String();
}
-String VisualShaderNode::generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
+String VisualShaderNode::generate_global_per_node(Shader::Mode p_mode, int p_id) const {
return String();
}
@@ -195,11 +345,15 @@ Vector<StringName> VisualShaderNode::get_editable_properties() const {
return Vector<StringName>();
}
+HashMap<StringName, String> VisualShaderNode::get_editable_properties_names() const {
+ return HashMap<StringName, String>();
+}
+
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());
- ret.push_back(E->get());
+ for (const KeyValue<int, Variant> &E : default_input_values) {
+ ret.push_back(E.key);
+ ret.push_back(E.value);
}
return ret;
}
@@ -218,8 +372,8 @@ String VisualShaderNode::get_warning(Shader::Mode p_mode, VisualShader::Type p_t
return String();
}
-String VisualShaderNode::get_input_port_default_hint(int p_port) const {
- return "";
+bool VisualShaderNode::is_input_port_default(int p_port, Shader::Mode p_mode) const {
+ return false;
}
void VisualShaderNode::_bind_methods() {
@@ -232,7 +386,7 @@ void VisualShaderNode::_bind_methods() {
ClassDB::bind_method(D_METHOD("_set_output_ports_expanded", "values"), &VisualShaderNode::_set_output_ports_expanded);
ClassDB::bind_method(D_METHOD("_get_output_ports_expanded"), &VisualShaderNode::_get_output_ports_expanded);
- ClassDB::bind_method(D_METHOD("set_input_port_default_value", "port", "value"), &VisualShaderNode::set_input_port_default_value);
+ ClassDB::bind_method(D_METHOD("set_input_port_default_value", "port", "value", "prev_value"), &VisualShaderNode::set_input_port_default_value, DEFVAL(Variant()));
ClassDB::bind_method(D_METHOD("get_input_port_default_value", "port"), &VisualShaderNode::get_input_port_default_value);
ClassDB::bind_method(D_METHOD("remove_input_port_default_value", "port"), &VisualShaderNode::remove_input_port_default_value);
@@ -242,13 +396,15 @@ void VisualShaderNode::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_default_input_values"), &VisualShaderNode::get_default_input_values);
ADD_PROPERTY(PropertyInfo(Variant::INT, "output_port_for_preview"), "set_output_port_for_preview", "get_output_port_for_preview");
- ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "default_input_values", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL), "set_default_input_values", "get_default_input_values");
- ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "expanded_output_ports", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL), "_set_output_ports_expanded", "_get_output_ports_expanded");
+ ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "default_input_values", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "set_default_input_values", "get_default_input_values");
+ ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "expanded_output_ports", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "_set_output_ports_expanded", "_get_output_ports_expanded");
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_VECTOR_2D);
+ BIND_ENUM_CONSTANT(PORT_TYPE_VECTOR_3D);
+ BIND_ENUM_CONSTANT(PORT_TYPE_VECTOR_4D);
BIND_ENUM_CONSTANT(PORT_TYPE_BOOLEAN);
BIND_ENUM_CONSTANT(PORT_TYPE_TRANSFORM);
BIND_ENUM_CONSTANT(PORT_TYPE_SAMPLER);
@@ -336,45 +492,82 @@ 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(!GDVIRTUAL_IS_OVERRIDDEN(_get_code), "");
- Vector<String> input_vars;
+ TypedArray<String> input_vars;
for (int i = 0; i < get_input_port_count(); i++) {
input_vars.push_back(p_input_vars[i]);
}
- Array output_vars;
+ TypedArray<String> output_vars;
for (int i = 0; i < get_output_port_count(); i++) {
output_vars.push_back(p_output_vars[i]);
}
- String code = " {\n";
+
String _code;
- GDVIRTUAL_CALL(_get_code, input_vars, output_vars, (int)p_mode, (int)p_type, _code);
- bool nend = _code.ends_with("\n");
- _code = _code.insert(0, " ");
- _code = _code.replace("\n", "\n ");
- code += _code;
- if (!nend) {
- code += "\n }";
- } else {
- code.remove(code.size() - 1);
- code += "}";
+ GDVIRTUAL_CALL(_get_code, input_vars, output_vars, p_mode, p_type, _code);
+ if (_is_valid_code(_code)) {
+ String code = " {\n";
+ bool nend = _code.ends_with("\n");
+ _code = _code.insert(0, " ");
+ _code = _code.replace("\n", "\n ");
+ code += _code;
+ if (!nend) {
+ code += "\n }";
+ } else {
+ code.remove_at(code.size() - 1);
+ code += "}";
+ }
+ code += "\n";
+ return code;
}
- code += "\n";
- return code;
+ return String();
}
-String VisualShaderNodeCustom::generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
- String ret;
- if (GDVIRTUAL_CALL(_get_global_code, (int)p_mode, ret)) {
- String code = "// " + get_caption() + "\n";
- code += ret;
- code += "\n";
- return code;
+String VisualShaderNodeCustom::generate_global_per_node(Shader::Mode p_mode, int p_id) const {
+ String _code;
+ if (GDVIRTUAL_CALL(_get_global_code, p_mode, _code)) {
+ if (_is_valid_code(_code)) {
+ String code = "// " + get_caption() + "\n";
+ code += _code;
+ code += "\n";
+ return code;
+ }
}
- return "";
+ return String();
+}
+
+String VisualShaderNodeCustom::generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
+ String _code;
+ if (GDVIRTUAL_CALL(_get_func_code, p_mode, p_type, _code)) {
+ if (_is_valid_code(_code)) {
+ bool nend = _code.ends_with("\n");
+ String code = "// " + get_caption() + "\n";
+ code += " {\n";
+ _code = _code.insert(0, " ");
+ _code = _code.replace("\n", "\n ");
+ code += _code;
+ if (!nend) {
+ code += "\n }";
+ } else {
+ code.remove_at(code.size() - 1);
+ code += "}";
+ }
+ code += "\n";
+ return code;
+ }
+ }
+ return String();
+}
+
+bool VisualShaderNodeCustom::is_available(Shader::Mode p_mode, VisualShader::Type p_type) const {
+ bool ret;
+ if (GDVIRTUAL_CALL(_is_available, p_mode, p_type, ret)) {
+ return ret;
+ }
+ return true;
}
-void VisualShaderNodeCustom::set_input_port_default_value(int p_port, const Variant &p_value) {
+void VisualShaderNodeCustom::set_input_port_default_value(int p_port, const Variant &p_value, const Variant &p_prev_value) {
if (!is_initialized) {
- VisualShaderNode::set_input_port_default_value(p_port, p_value);
+ VisualShaderNode::set_input_port_default_value(p_port, p_value, p_prev_value);
}
}
@@ -400,6 +593,13 @@ void VisualShaderNodeCustom::_set_input_port_default_value(int p_port, const Var
VisualShaderNode::set_input_port_default_value(p_port, p_value);
}
+bool VisualShaderNodeCustom::_is_valid_code(const String &p_code) const {
+ if (p_code.is_empty() || p_code == "null") {
+ return false;
+ }
+ return true;
+}
+
bool VisualShaderNodeCustom::_is_initialized() {
return is_initialized;
}
@@ -420,14 +620,16 @@ void VisualShaderNodeCustom::_bind_methods() {
GDVIRTUAL_BIND(_get_output_port_type, "port");
GDVIRTUAL_BIND(_get_output_port_name, "port");
GDVIRTUAL_BIND(_get_code, "input_vars", "output_vars", "mode", "type");
+ GDVIRTUAL_BIND(_get_func_code, "mode", "type");
GDVIRTUAL_BIND(_get_global_code, "mode");
GDVIRTUAL_BIND(_is_highend);
+ GDVIRTUAL_BIND(_is_available, "mode", "type");
ClassDB::bind_method(D_METHOD("_set_initialized", "enabled"), &VisualShaderNodeCustom::_set_initialized);
ClassDB::bind_method(D_METHOD("_is_initialized"), &VisualShaderNodeCustom::_is_initialized);
ClassDB::bind_method(D_METHOD("_set_input_port_default_value", "port", "value"), &VisualShaderNodeCustom::_set_input_port_default_value);
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "initialized", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL), "_set_initialized", "_is_initialized");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "initialized", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "_set_initialized", "_is_initialized");
}
VisualShaderNodeCustom::VisualShaderNodeCustom() {
@@ -444,61 +646,71 @@ VisualShader::Type VisualShader::get_shader_type() const {
return current_type;
}
-void VisualShader::set_engine_version(const Dictionary &p_engine_version) {
- ERR_FAIL_COND(!p_engine_version.has("major"));
- ERR_FAIL_COND(!p_engine_version.has("minor"));
- engine_version["major"] = p_engine_version["major"];
- engine_version["minor"] = p_engine_version["minor"];
+void VisualShader::add_varying(const String &p_name, VaryingMode p_mode, VaryingType p_type) {
+ ERR_FAIL_COND(!p_name.is_valid_identifier());
+ ERR_FAIL_INDEX((int)p_mode, (int)VARYING_MODE_MAX);
+ ERR_FAIL_INDEX((int)p_type, (int)VARYING_TYPE_MAX);
+ ERR_FAIL_COND(varyings.has(p_name));
+ Varying var = Varying(p_name, p_mode, p_type);
+ varyings[p_name] = var;
+ varyings_list.push_back(var);
+ _queue_update();
}
-Dictionary VisualShader::get_engine_version() const {
- return engine_version;
+void VisualShader::remove_varying(const String &p_name) {
+ ERR_FAIL_COND(!varyings.has(p_name));
+ varyings.erase(p_name);
+ for (List<Varying>::Element *E = varyings_list.front(); E; E = E->next()) {
+ if (E->get().name == p_name) {
+ varyings_list.erase(E);
+ break;
+ }
+ }
+ _queue_update();
}
-#ifndef DISABLE_DEPRECATED
+bool VisualShader::has_varying(const String &p_name) const {
+ return varyings.has(p_name);
+}
-void VisualShader::update_engine_version(const Dictionary &p_new_version) {
- if (engine_version.is_empty()) { // before 4.0
- for (int i = 0; i < TYPE_MAX; i++) {
- for (Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) {
- Ref<VisualShaderNodeInput> input = Object::cast_to<VisualShaderNodeInput>(E->get().node.ptr());
- if (input.is_valid()) {
- if (input->get_input_name() == "side") {
- input->set_input_name("front_facing");
- }
- }
- Ref<VisualShaderNodeExpression> expression = Object::cast_to<VisualShaderNodeExpression>(E->get().node.ptr());
- if (expression.is_valid()) {
- for (int j = 0; j < expression->get_input_port_count(); j++) {
- 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));
- }
- }
- }
+int VisualShader::get_varyings_count() const {
+ return varyings_list.size();
+}
+
+const VisualShader::Varying *VisualShader::get_varying_by_index(int p_idx) const {
+ ERR_FAIL_INDEX_V(p_idx, varyings_list.size(), nullptr);
+ return &varyings_list[p_idx];
+}
+
+void VisualShader::set_varying_mode(const String &p_name, VaryingMode p_mode) {
+ ERR_FAIL_INDEX((int)p_mode, (int)VARYING_MODE_MAX);
+ ERR_FAIL_COND(!varyings.has(p_name));
+ if (varyings[p_name].mode == p_mode) {
+ return;
}
- set_engine_version(p_new_version);
+ varyings[p_name].mode = p_mode;
+ _queue_update();
+}
+
+VisualShader::VaryingMode VisualShader::get_varying_mode(const String &p_name) {
+ ERR_FAIL_COND_V(!varyings.has(p_name), VARYING_MODE_MAX);
+ return varyings[p_name].mode;
}
-#endif /* DISABLE_DEPRECATED */
+void VisualShader::set_varying_type(const String &p_name, VaryingType p_type) {
+ ERR_FAIL_INDEX((int)p_type, (int)VARYING_TYPE_MAX);
+ ERR_FAIL_COND(!varyings.has(p_name));
+ if (varyings[p_name].type == p_type) {
+ return;
+ }
+ varyings[p_name].type = p_type;
+ _queue_update();
+}
+
+VisualShader::VaryingType VisualShader::get_varying_type(const String &p_name) {
+ ERR_FAIL_COND_V(!varyings.has(p_name), VARYING_TYPE_MAX);
+ return varyings[p_name].type;
+}
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());
@@ -520,7 +732,6 @@ 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", callable_mp(this, &VisualShader::_input_type_changed), varray(p_type, p_id));
}
n.node->connect("changed", callable_mp(this, &VisualShader::_queue_update));
@@ -561,8 +772,8 @@ Vector<int> VisualShader::get_node_list(Type p_type) const {
const Graph *g = &graph[p_type];
Vector<int> ret;
- for (Map<int, Node>::Element *E = g->nodes.front(); E; E = E->next()) {
- ret.push_back(E->key());
+ for (const KeyValue<int, Node> &E : g->nodes) {
+ ret.push_back(E.key);
}
return ret;
@@ -575,9 +786,9 @@ 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) {
- return E->key();
+ for (const KeyValue<int, Node> &E : graph[p_type].nodes) {
+ if (E.value.node == p_node) {
+ return E.key;
}
}
@@ -590,11 +801,6 @@ void VisualShader::remove_node(Type p_type, int p_id) {
Graph *g = &graph[p_type];
ERR_FAIL_COND(!g->nodes.has(p_id));
- Ref<VisualShaderNodeInput> input = g->nodes[p_id].node;
- if (input.is_valid()) {
- input->disconnect("input_type_changed", callable_mp(this, &VisualShader::_input_type_changed));
- }
-
g->nodes[p_id].node->disconnect("changed", callable_mp(this, &VisualShader::_queue_update));
g->nodes.erase(p_id);
@@ -624,6 +830,48 @@ void VisualShader::replace_node(Type p_type, int p_id, const StringName &p_new_c
return;
}
VisualShaderNode *vsn = Object::cast_to<VisualShaderNode>(ClassDB::instantiate(p_new_class));
+ VisualShaderNode *prev_vsn = g->nodes[p_id].node.ptr();
+
+ // Update connection data.
+ for (int i = 0; i < vsn->get_output_port_count(); i++) {
+ if (i < prev_vsn->get_output_port_count()) {
+ if (prev_vsn->is_output_port_connected(i)) {
+ vsn->set_output_port_connected(i, true);
+ }
+
+ if (prev_vsn->is_output_port_expandable(i) && prev_vsn->_is_output_port_expanded(i) && vsn->is_output_port_expandable(i)) {
+ vsn->_set_output_port_expanded(i, true);
+
+ int component_count = 0;
+ switch (prev_vsn->get_output_port_type(i)) {
+ case VisualShaderNode::PORT_TYPE_VECTOR_2D:
+ component_count = 2;
+ break;
+ case VisualShaderNode::PORT_TYPE_VECTOR_3D:
+ component_count = 3;
+ break;
+ case VisualShaderNode::PORT_TYPE_VECTOR_4D:
+ component_count = 4;
+ break;
+ default:
+ break;
+ }
+
+ for (int j = 0; j < component_count; j++) {
+ int sub_port = i + 1 + j;
+
+ if (prev_vsn->is_output_port_connected(sub_port)) {
+ vsn->set_output_port_connected(sub_port, true);
+ }
+ }
+
+ i += component_count;
+ }
+ } else {
+ break;
+ }
+ }
+
vsn->connect("changed", callable_mp(this, &VisualShader::_queue_update));
g->nodes[p_id].node = Ref<VisualShaderNode>(vsn);
@@ -706,7 +954,7 @@ bool VisualShader::can_connect_nodes(Type p_type, int p_from_node, int p_from_po
}
bool VisualShader::is_port_types_compatible(int p_a, int p_b) const {
- return MAX(0, p_a - 3) == (MAX(0, p_b - 3));
+ return MAX(0, p_a - 4) == (MAX(0, p_b - 4));
}
void VisualShader::connect_nodes_forced(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
@@ -819,8 +1067,8 @@ 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;
+ for (KeyValue<int, Node> &E : graph[i].nodes) {
+ Ref<VisualShaderNodeInput> input = E.value.node;
if (input.is_valid()) {
input->shader_mode = shader_mode;
//input->input_index = 0;
@@ -892,16 +1140,16 @@ String VisualShader::generate_preview_shader(Type p_type, int p_node, int p_port
StringBuilder global_code;
StringBuilder global_code_per_node;
- Map<Type, StringBuilder> global_code_per_func;
+ HashMap<Type, StringBuilder> global_code_per_func;
StringBuilder code;
- Set<StringName> classes;
+ HashSet<StringName> classes;
global_code += String() + "shader_type canvas_item;\n";
String global_expressions;
for (int i = 0, index = 0; i < TYPE_MAX; i++) {
- 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());
+ for (const KeyValue<int, Node> &E : graph[i].nodes) {
+ Ref<VisualShaderNodeGlobalExpression> global_expression = E.value.node;
if (global_expression.is_valid()) {
String expr = "";
expr += "// " + global_expression->get_caption() + ":" + itos(index++) + "\n";
@@ -936,19 +1184,34 @@ String VisualShader::generate_preview_shader(Type p_type, int p_node, int p_port
code += "\nvoid fragment() {\n";
- Set<int> processed;
- Error err = _write_node(p_type, global_code, global_code_per_node, global_code_per_func, code, default_tex_params, input_connections, output_connections, p_node, processed, true, classes);
+ HashSet<int> processed;
+ Error err = _write_node(p_type, &global_code, &global_code_per_node, &global_code_per_func, code, default_tex_params, input_connections, output_connections, p_node, processed, true, classes);
ERR_FAIL_COND_V(err != OK, String());
- if (node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_SCALAR) {
- code += " COLOR.rgb = vec3(n_out" + itos(p_node) + "p" + itos(p_port) + " );\n";
- } else if (node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_SCALAR_INT) {
- code += " COLOR.rgb = vec3(float(n_out" + itos(p_node) + "p" + itos(p_port) + "));\n";
- } else if (node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_BOOLEAN) {
- code += " COLOR.rgb = vec3(n_out" + itos(p_node) + "p" + itos(p_port) + " ? 1.0 : 0.0);\n";
- } else {
- code += " COLOR.rgb = n_out" + itos(p_node) + "p" + itos(p_port) + ";\n";
+ switch (node->get_output_port_type(p_port)) {
+ case VisualShaderNode::PORT_TYPE_SCALAR: {
+ code += " COLOR.rgb = vec3(n_out" + itos(p_node) + "p" + itos(p_port) + ");\n";
+ } break;
+ case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
+ code += " COLOR.rgb = vec3(float(n_out" + itos(p_node) + "p" + itos(p_port) + "));\n";
+ } break;
+ case VisualShaderNode::PORT_TYPE_BOOLEAN: {
+ code += " COLOR.rgb = vec3(n_out" + itos(p_node) + "p" + itos(p_port) + " ? 1.0 : 0.0);\n";
+ } break;
+ case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
+ code += " COLOR.rgb = vec3(n_out" + itos(p_node) + "p" + itos(p_port) + ", 0.0);\n";
+ } break;
+ case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
+ code += " COLOR.rgb = n_out" + itos(p_node) + "p" + itos(p_port) + ";\n";
+ } break;
+ case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
+ code += " COLOR.rgb = n_out" + itos(p_node) + "p" + itos(p_port) + ".xyz;\n";
+ } break;
+ default: {
+ code += " COLOR.rgb = vec3(0.0);\n";
+ } break;
}
+
code += "}\n";
//set code secretly
@@ -959,26 +1222,22 @@ String VisualShader::generate_preview_shader(Type p_type, int p_node, int p_port
return final_code;
}
-#define IS_INITIAL_CHAR(m_d) (((m_d) >= 'a' && (m_d) <= 'z') || ((m_d) >= 'A' && (m_d) <= 'Z'))
-
-#define IS_SYMBOL_CHAR(m_d) (((m_d) >= 'a' && (m_d) <= 'z') || ((m_d) >= 'A' && (m_d) <= 'Z') || ((m_d) >= '0' && (m_d) <= '9') || (m_d) == '_')
-
String VisualShader::validate_port_name(const String &p_port_name, VisualShaderNode *p_node, int p_port_id, bool p_output) const {
String name = p_port_name;
- if (name == String()) {
+ if (name.is_empty()) {
return String();
}
- while (name.length() && !IS_INITIAL_CHAR(name[0])) {
+ while (name.length() && !is_ascii_char(name[0])) {
name = name.substr(1, name.length() - 1);
}
- if (name != String()) {
+ if (!name.is_empty()) {
String valid_name;
for (int i = 0; i < name.length(); i++) {
- if (IS_SYMBOL_CHAR(name[i])) {
+ if (is_ascii_identifier_char(name[i])) {
valid_name += String::chr(name[i]);
} else if (name[i] == ' ') {
valid_name += "_";
@@ -1015,14 +1274,14 @@ String VisualShader::validate_port_name(const String &p_port_name, VisualShaderN
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])) {
+ while (name.length() && !is_ascii_char(name[0])) {
name = name.substr(1, name.length() - 1);
}
- if (name != String()) {
+ if (!name.is_empty()) {
String valid_name;
for (int i = 0; i < name.length(); i++) {
- if (IS_SYMBOL_CHAR(name[i])) {
+ if (is_ascii_identifier_char(name[i])) {
valid_name += String::chr(name[i]);
} else if (name[i] == ' ') {
valid_name += "_";
@@ -1032,7 +1291,7 @@ String VisualShader::validate_uniform_name(const String &p_name, const Ref<Visua
name = valid_name;
}
- if (name == String()) {
+ if (name.is_empty()) {
name = p_uniform->get_caption();
}
@@ -1041,8 +1300,8 @@ String VisualShader::validate_uniform_name(const String &p_name, const Ref<Visua
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()) {
- Ref<VisualShaderNodeUniform> node = E->get().node;
+ for (const KeyValue<int, Node> &E : graph[i].nodes) {
+ Ref<VisualShaderNodeUniform> node = E.value.node;
if (node == p_uniform) { //do not test on self
continue;
}
@@ -1059,10 +1318,10 @@ String VisualShader::validate_uniform_name(const String &p_name, const Ref<Visua
if (exists) {
//remove numbers, put new and try again
attempt++;
- while (name.length() && name[name.length() - 1] >= '0' && name[name.length() - 1] <= '9') {
+ while (name.length() && is_digit(name[name.length() - 1])) {
name = name.substr(0, name.length() - 1);
}
- ERR_FAIL_COND_V(name == String(), String());
+ ERR_FAIL_COND_V(name.is_empty(), String());
name += itos(attempt);
} else {
break;
@@ -1072,16 +1331,6 @@ String VisualShader::validate_uniform_name(const String &p_name, const Ref<Visua
return name;
}
-VisualShader::RenderModeEnums VisualShader::render_mode_enums[] = {
- { Shader::MODE_SPATIAL, "blend" },
- { Shader::MODE_SPATIAL, "depth_draw" },
- { Shader::MODE_SPATIAL, "cull" },
- { Shader::MODE_SPATIAL, "diffuse" },
- { Shader::MODE_SPATIAL, "specular" },
- { Shader::MODE_CANVAS_ITEM, "blend" },
- { Shader::MODE_CANVAS_ITEM, nullptr }
-};
-
static const char *type_string[VisualShader::TYPE_MAX] = {
"vertex",
"fragment",
@@ -1092,6 +1341,7 @@ static const char *type_string[VisualShader::TYPE_MAX] = {
"start_custom",
"process_custom",
"sky",
+ "fog",
};
bool VisualShader::_set(const StringName &p_name, const Variant &p_value) {
@@ -1119,6 +1369,16 @@ bool VisualShader::_set(const StringName &p_name, const Variant &p_value) {
}
_queue_update();
return true;
+ } else if (name.begins_with("varyings/")) {
+ String var_name = name.get_slicec('/', 1);
+ Varying value = Varying();
+ value.name = var_name;
+ if (value.from_string(p_value) && !varyings.has(var_name)) {
+ varyings[var_name] = value;
+ varyings_list.push_back(value);
+ }
+ _queue_update();
+ return true;
} else if (name.begins_with("nodes/")) {
String typestr = name.get_slicec('/', 1);
Type type = TYPE_VERTEX;
@@ -1183,6 +1443,14 @@ bool VisualShader::_get(const StringName &p_name, Variant &r_ret) const {
r_ret = 0;
}
return true;
+ } else if (name.begins_with("varyings/")) {
+ String var_name = name.get_slicec('/', 1);
+ if (varyings.has(var_name)) {
+ r_ret = varyings[var_name].to_string();
+ } else {
+ r_ret = String();
+ }
+ return true;
} else if (name.begins_with("nodes/")) {
String typestr = name.get_slicec('/', 1);
Type type = TYPE_VERTEX;
@@ -1241,69 +1509,71 @@ void VisualShader::reset_state() {
}
void VisualShader::_get_property_list(List<PropertyInfo> *p_list) const {
//mode
- p_list->push_back(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Node3D,CanvasItem,Particles,Sky"));
+ p_list->push_back(PropertyInfo(Variant::INT, PNAME("mode"), PROPERTY_HINT_ENUM, "Node3D,CanvasItem,Particles,Sky,Fog"));
//render modes
- Map<String, String> blend_mode_enums;
- Set<String> toggles;
+ HashMap<String, String> blend_mode_enums;
+ HashSet<String> toggles;
+
+ const Vector<ShaderLanguage::ModeInfo> &rmodes = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode));
+
+ for (int i = 0; i < rmodes.size(); i++) {
+ const ShaderLanguage::ModeInfo &info = rmodes[i];
+
+ if (!info.options.is_empty()) {
+ const String begin = String(info.name);
+
+ for (int j = 0; j < info.options.size(); j++) {
+ const String option = String(info.options[j]).capitalize();
- 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) {
- if (mode.begins_with(render_mode_enums[idx].string)) {
- String begin = render_mode_enums[idx].string;
- String option = mode.replace_first(begin + "_", "");
if (!blend_mode_enums.has(begin)) {
blend_mode_enums[begin] = option;
} else {
blend_mode_enums[begin] += "," + option;
}
- in_enum = true;
- break;
}
- idx++;
+ } else {
+ toggles.insert(String(info.name));
}
+ }
- if (!in_enum) {
- toggles.insert(mode);
- }
+ for (const KeyValue<String, String> &E : blend_mode_enums) {
+ p_list->push_back(PropertyInfo(Variant::INT, vformat("%s/%s", PNAME("modes"), E.key), PROPERTY_HINT_ENUM, E.value));
}
- 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()));
+ for (const String &E : toggles) {
+ p_list->push_back(PropertyInfo(Variant::BOOL, vformat("%s/%s", PNAME("flags"), E)));
}
- for (Set<String>::Element *E = toggles.front(); E; E = E->next()) {
- p_list->push_back(PropertyInfo(Variant::BOOL, "flags/" + E->get()));
+ for (const KeyValue<String, Varying> &E : varyings) {
+ p_list->push_back(PropertyInfo(Variant::STRING, vformat("%s/%s", PNAME("varyings"), E.key)));
}
for (int i = 0; i < TYPE_MAX; i++) {
- for (Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) {
+ for (const KeyValue<int, Node> &E : graph[i].nodes) {
String prop_name = "nodes/";
prop_name += type_string[i];
- prop_name += "/" + itos(E->key());
+ 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));
+ if (E.key != NODE_ID_OUTPUT) {
+ p_list->push_back(PropertyInfo(Variant::OBJECT, prop_name + "/node", PROPERTY_HINT_RESOURCE_TYPE, "VisualShaderNode", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE));
}
- p_list->push_back(PropertyInfo(Variant::VECTOR2, prop_name + "/position", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
+ p_list->push_back(PropertyInfo(Variant::VECTOR2, prop_name + "/position", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
- 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<VisualShaderNodeGroupBase>(E.value.node.ptr()) != nullptr) {
+ p_list->push_back(PropertyInfo(Variant::VECTOR2, prop_name + "/size", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
+ p_list->push_back(PropertyInfo(Variant::STRING, prop_name + "/input_ports", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
+ p_list->push_back(PropertyInfo(Variant::STRING, prop_name + "/output_ports", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
}
- 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));
+ if (Object::cast_to<VisualShaderNodeExpression>(E.value.node.ptr()) != nullptr) {
+ p_list->push_back(PropertyInfo(Variant::STRING, prop_name + "/expression", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
}
}
- p_list->push_back(PropertyInfo(Variant::PACKED_INT32_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_NO_EDITOR));
}
}
-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 {
+Error VisualShader::_write_node(Type type, StringBuilder *global_code, StringBuilder *global_code_per_node, HashMap<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, HashSet<int> &processed, bool for_preview, HashSet<StringName> &r_classes) const {
const Ref<VisualShaderNode> vsnode = graph[type].nodes[node].node;
if (vsnode->is_disabled()) {
@@ -1345,7 +1615,9 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
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);
+ if (global_code) {
+ *global_code += vsnode->generate_global(get_mode(), type, node);
+ }
}
String class_name = vsnode->get_class_name();
@@ -1353,9 +1625,13 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
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);
+ if (global_code_per_node) {
+ *global_code_per_node += vsnode->generate_global_per_node(get_mode(), 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);
+ if (global_code_per_func) {
+ (*global_code_per_func)[Type(i)] += vsnode->generate_global_per_func(get_mode(), Type(i), node);
+ }
}
r_classes.insert(class_name);
}
@@ -1404,30 +1680,136 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
}
} else if (in_type == out_type) {
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 {
+ switch (in_type) {
+ case VisualShaderNode::PORT_TYPE_SCALAR: {
+ switch (out_type) {
+ case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
+ inputs[i] = "float(" + src_var + ")";
+ } break;
+ case VisualShaderNode::PORT_TYPE_BOOLEAN: {
+ inputs[i] = "(" + src_var + " ? 1.0 : 0.0)";
+ } break;
+ case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
+ inputs[i] = "dot(" + src_var + ", vec2(0.5, 0.5))";
+ } break;
+ case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
+ inputs[i] = "dot(" + src_var + ", vec3(0.333333, 0.333333, 0.333333))";
+ } break;
+ case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
+ inputs[i] = "dot(" + src_var + ", vec4(0.25, 0.25, 0.25, 0.25))";
+ } break;
+ default:
+ break;
+ }
+ } break;
+ case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
+ switch (out_type) {
+ case VisualShaderNode::PORT_TYPE_SCALAR: {
+ inputs[i] = "int(" + src_var + ")";
+ } break;
+ case VisualShaderNode::PORT_TYPE_BOOLEAN: {
+ inputs[i] = "(" + src_var + " ? 1 : 0)";
+ } break;
+ case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
+ inputs[i] = "dot(float(" + src_var + "), vec2(0.5, 0.5))";
+ } break;
+ case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
+ inputs[i] = "dot(float(" + src_var + "), vec3(0.333333, 0.333333, 0.333333))";
+ } break;
+ case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
+ inputs[i] = "dot(float(" + src_var + "), vec4(0.25, 0.25, 0.25, 0.25))";
+ } break;
+ default:
+ break;
+ }
+ } break;
+ case VisualShaderNode::PORT_TYPE_BOOLEAN: {
+ switch (out_type) {
+ case VisualShaderNode::PORT_TYPE_SCALAR: {
+ inputs[i] = src_var + " > 0.0 ? true : false";
+ } break;
+ case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
+ inputs[i] = src_var + " > 0 ? true : false";
+ } break;
+ case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
+ inputs[i] = "all(bvec2(" + src_var + "))";
+ } break;
+ case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
+ inputs[i] = "all(bvec3(" + src_var + "))";
+ } break;
+ case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
+ inputs[i] = "all(bvec4(" + src_var + "))";
+ } break;
+ default:
+ break;
+ }
+ } break;
+ case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
+ switch (out_type) {
+ case VisualShaderNode::PORT_TYPE_SCALAR: {
+ inputs[i] = "vec2(" + src_var + ")";
+ } break;
+ case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
+ inputs[i] = "vec2(float(" + src_var + "))";
+ } break;
+ case VisualShaderNode::PORT_TYPE_BOOLEAN: {
+ inputs[i] = "vec2(" + src_var + " ? 1.0 : 0.0)";
+ } break;
+ case VisualShaderNode::PORT_TYPE_VECTOR_3D:
+ case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
+ inputs[i] = "vec2(" + src_var + ".xy)";
+ } break;
+ default:
+ break;
+ }
+ } break;
+
+ case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
+ switch (out_type) {
+ case VisualShaderNode::PORT_TYPE_SCALAR: {
+ inputs[i] = "vec3(" + src_var + ")";
+ } break;
+ case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
+ inputs[i] = "vec3(float(" + src_var + "))";
+ } break;
+ case VisualShaderNode::PORT_TYPE_BOOLEAN: {
+ inputs[i] = "vec3(" + src_var + " ? 1.0 : 0.0)";
+ } break;
+ case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
+ inputs[i] = "vec3(" + src_var + ", 0.0)";
+ } break;
+ case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
+ inputs[i] = "vec3(" + src_var + ".xyz)";
+ } break;
+ default:
+ break;
+ }
+ } break;
+ case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
+ switch (out_type) {
+ case VisualShaderNode::PORT_TYPE_SCALAR: {
+ inputs[i] = "vec4(" + src_var + ")";
+ } break;
+ case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
+ inputs[i] = "vec4(float(" + src_var + "))";
+ } break;
+ case VisualShaderNode::PORT_TYPE_BOOLEAN: {
+ inputs[i] = "vec4(" + src_var + " ? 1.0 : 0.0)";
+ } break;
+ case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
+ inputs[i] = "vec4(" + src_var + ", 0.0, 0.0)";
+ } break;
+ case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
+ inputs[i] = "vec4(" + src_var + ", 0.0)";
+ } break;
+ default:
+ break;
+ }
+ } break;
+ default:
+ break;
+ }
}
} else {
if (!vsnode->is_generate_input_var(i)) {
@@ -1447,10 +1829,18 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
bool val = defval;
inputs[i] = "n_in" + itos(node) + "p" + itos(i);
node_code += " bool " + inputs[i] + " = " + (val ? "true" : "false") + ";\n";
+ } else if (defval.get_type() == Variant::VECTOR2) {
+ Vector2 val = defval;
+ inputs[i] = "n_in" + itos(node) + "p" + itos(i);
+ node_code += " vec2 " + inputs[i] + " = " + vformat("vec2(%.5f, %.5f);\n", val.x, val.y);
} else if (defval.get_type() == Variant::VECTOR3) {
Vector3 val = defval;
inputs[i] = "n_in" + itos(node) + "p" + itos(i);
node_code += " vec3 " + inputs[i] + " = " + vformat("vec3(%.5f, %.5f, %.5f);\n", val.x, val.y, val.z);
+ } else if (defval.get_type() == Variant::QUATERNION) {
+ Quaternion val = defval;
+ inputs[i] = "n_in" + itos(node) + "p" + itos(i);
+ node_code += " vec4 " + inputs[i] + " = " + vformat("vec4(%.5f, %.5f, %.5f, %.5f);\n", val.x, val.y, val.z, val.w);
} else if (defval.get_type() == Variant::TRANSFORM3D) {
Transform3D val = defval;
val.basis.transpose();
@@ -1475,7 +1865,7 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
int output_count = vsnode->get_output_port_count();
int initial_output_count = output_count;
- Map<int, bool> expanded_output_ports;
+ HashMap<int, bool> expanded_output_ports;
for (int i = 0; i < initial_output_count; i++) {
bool expanded = false;
@@ -1483,8 +1873,18 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
if (vsnode->is_output_port_expandable(i) && vsnode->_is_output_port_expanded(i)) {
expanded = true;
- if (vsnode->get_output_port_type(i) == VisualShaderNode::PORT_TYPE_VECTOR) {
- output_count += 3;
+ switch (vsnode->get_output_port_type(i)) {
+ case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
+ output_count += 2;
+ } break;
+ case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
+ output_count += 3;
+ } break;
+ case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
+ output_count += 4;
+ } break;
+ default:
+ break;
}
}
expanded_output_ports.insert(i, expanded);
@@ -1504,21 +1904,37 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
case VisualShaderNode::PORT_TYPE_SCALAR_INT:
outputs[i] = "int " + var_name;
break;
- case VisualShaderNode::PORT_TYPE_VECTOR:
+ case VisualShaderNode::PORT_TYPE_VECTOR_2D:
+ outputs[i] = "vec2 " + var_name;
+ break;
+ case VisualShaderNode::PORT_TYPE_VECTOR_3D:
outputs[i] = "vec3 " + var_name;
break;
+ case VisualShaderNode::PORT_TYPE_VECTOR_4D:
+ outputs[i] = "vec4 " + 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: {
- }
+ default:
+ break;
}
if (expanded_output_ports[i]) {
- if (vsnode->get_output_port_type(i) == VisualShaderNode::PORT_TYPE_VECTOR) {
- j += 3;
+ switch (vsnode->get_output_port_type(i)) {
+ case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
+ j += 2;
+ } break;
+ case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
+ j += 3;
+ } break;
+ case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
+ j += 4;
+ } break;
+ default:
+ break;
}
}
}
@@ -1533,72 +1949,124 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
case VisualShaderNode::PORT_TYPE_SCALAR_INT:
code += " int " + outputs[i] + ";\n";
break;
- case VisualShaderNode::PORT_TYPE_VECTOR:
+ case VisualShaderNode::PORT_TYPE_VECTOR_2D:
+ code += " vec2 " + outputs[i] + ";\n";
+ break;
+ case VisualShaderNode::PORT_TYPE_VECTOR_3D:
code += " vec3 " + outputs[i] + ";\n";
break;
+ case VisualShaderNode::PORT_TYPE_VECTOR_4D:
+ code += " vec4 " + outputs[i] + ";\n";
+ break;
case VisualShaderNode::PORT_TYPE_BOOLEAN:
code += " bool " + outputs[i] + ";\n";
break;
case VisualShaderNode::PORT_TYPE_TRANSFORM:
code += " mat4 " + outputs[i] + ";\n";
break;
- default: {
- }
+ default:
+ break;
}
if (expanded_output_ports[i]) {
- if (vsnode->get_output_port_type(i) == VisualShaderNode::PORT_TYPE_VECTOR) {
- j += 3;
+ switch (vsnode->get_output_port_type(i)) {
+ case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
+ j += 2;
+ } break;
+ case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
+ j += 3;
+ } break;
+ case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
+ j += 4;
+ } break;
+ default:
+ break;
}
}
}
}
node_code += vsnode->generate_code(get_mode(), type, node, inputs, outputs, for_preview);
- if (node_code != String()) {
+ if (!node_code.is_empty()) {
code += node_name;
code += node_code;
- code += "\n";
}
for (int i = 0; i < output_count; i++) {
- bool new_line_inserted = false;
if (expanded_output_ports[i]) {
- if (vsnode->get_output_port_type(i) == VisualShaderNode::PORT_TYPE_VECTOR) {
- if (vsnode->is_output_port_connected(i + 1) || (for_preview && vsnode->get_output_port_for_preview() == (i + 1))) { // red-component
- if (!new_line_inserted) {
- code += "\n";
- new_line_inserted = true;
+ switch (vsnode->get_output_port_type(i)) {
+ case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
+ if (vsnode->is_output_port_connected(i + 1) || (for_preview && vsnode->get_output_port_for_preview() == (i + 1))) { // red-component
+ String r = "n_out" + itos(node) + "p" + itos(i + 1);
+ code += " float " + r + " = n_out" + itos(node) + "p" + itos(i) + ".r;\n";
+ outputs[i + 1] = r;
}
- String r = "n_out" + itos(node) + "p" + itos(i + 1);
- code += " float " + r + " = n_out" + itos(node) + "p" + itos(i) + ".r;\n";
- outputs[i + 1] = r;
- }
- if (vsnode->is_output_port_connected(i + 2) || (for_preview && vsnode->get_output_port_for_preview() == (i + 2))) { // green-component
- if (!new_line_inserted) {
- code += "\n";
- new_line_inserted = true;
+ if (vsnode->is_output_port_connected(i + 2) || (for_preview && vsnode->get_output_port_for_preview() == (i + 2))) { // green-component
+ String g = "n_out" + itos(node) + "p" + itos(i + 2);
+ code += " float " + g + " = n_out" + itos(node) + "p" + itos(i) + ".g;\n";
+ outputs[i + 2] = g;
}
- String g = "n_out" + itos(node) + "p" + itos(i + 2);
- code += " float " + g + " = n_out" + itos(node) + "p" + itos(i) + ".g;\n";
- outputs[i + 2] = g;
- }
- if (vsnode->is_output_port_connected(i + 3) || (for_preview && vsnode->get_output_port_for_preview() == (i + 3))) { // blue-component
- if (!new_line_inserted) {
- code += "\n";
- new_line_inserted = true;
+ i += 2;
+ } break;
+ case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
+ if (vsnode->is_output_port_connected(i + 1) || (for_preview && vsnode->get_output_port_for_preview() == (i + 1))) { // red-component
+ String r = "n_out" + itos(node) + "p" + itos(i + 1);
+ code += " float " + r + " = n_out" + itos(node) + "p" + itos(i) + ".r;\n";
+ outputs[i + 1] = r;
+ }
+
+ if (vsnode->is_output_port_connected(i + 2) || (for_preview && vsnode->get_output_port_for_preview() == (i + 2))) { // green-component
+ String g = "n_out" + itos(node) + "p" + itos(i + 2);
+ code += " float " + g + " = n_out" + itos(node) + "p" + itos(i) + ".g;\n";
+ outputs[i + 2] = g;
+ }
+
+ if (vsnode->is_output_port_connected(i + 3) || (for_preview && vsnode->get_output_port_for_preview() == (i + 3))) { // blue-component
+ String b = "n_out" + itos(node) + "p" + itos(i + 3);
+ code += " float " + b + " = n_out" + itos(node) + "p" + itos(i) + ".b;\n";
+ outputs[i + 3] = b;
}
- String b = "n_out" + itos(node) + "p" + itos(i + 3);
- code += " float " + b + " = n_out" + itos(node) + "p" + itos(i) + ".b;\n";
- outputs[i + 3] = b;
- }
- i += 3;
+ i += 3;
+ } break;
+ case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
+ if (vsnode->is_output_port_connected(i + 1) || (for_preview && vsnode->get_output_port_for_preview() == (i + 1))) { // red-component
+ String r = "n_out" + itos(node) + "p" + itos(i + 1);
+ code += " float " + r + " = n_out" + itos(node) + "p" + itos(i) + ".r;\n";
+ outputs[i + 1] = r;
+ }
+
+ if (vsnode->is_output_port_connected(i + 2) || (for_preview && vsnode->get_output_port_for_preview() == (i + 2))) { // green-component
+ String g = "n_out" + itos(node) + "p" + itos(i + 2);
+ code += " float " + g + " = n_out" + itos(node) + "p" + itos(i) + ".g;\n";
+ outputs[i + 2] = g;
+ }
+
+ if (vsnode->is_output_port_connected(i + 3) || (for_preview && vsnode->get_output_port_for_preview() == (i + 3))) { // blue-component
+ String b = "n_out" + itos(node) + "p" + itos(i + 3);
+ code += " float " + b + " = n_out" + itos(node) + "p" + itos(i) + ".b;\n";
+ outputs[i + 3] = b;
+ }
+
+ if (vsnode->is_output_port_connected(i + 4) || (for_preview && vsnode->get_output_port_for_preview() == (i + 4))) { // alpha-component
+ String a = "n_out" + itos(node) + "p" + itos(i + 4);
+ code += " float " + a + " = n_out" + itos(node) + "p" + itos(i) + ".a;\n";
+ outputs[i + 4] = a;
+ }
+
+ i += 4;
+ } break;
+ default:
+ break;
}
}
}
+ if (!node_code.is_empty()) {
+ code += "\n";
+ }
+
code += "\n"; //
processed.insert(node);
@@ -1627,73 +2095,66 @@ void VisualShader::_update_shader() const {
StringBuilder global_code;
StringBuilder global_code_per_node;
- Map<Type, StringBuilder> global_code_per_func;
+ HashMap<Type, StringBuilder> global_code_per_func;
StringBuilder code;
Vector<VisualShader::DefaultTextureParam> default_tex_params;
- Set<StringName> classes;
- Map<int, int> insertion_pos;
- static const char *shader_mode_str[Shader::MODE_MAX] = { "spatial", "canvas_item", "particles", "sky" };
+ HashSet<StringName> classes;
+ HashMap<int, int> insertion_pos;
+ static const char *shader_mode_str[Shader::MODE_MAX] = { "spatial", "canvas_item", "particles", "sky", "fog" };
global_code += String() + "shader_type " + shader_mode_str[shader_mode] + ";\n";
String render_mode;
{
- //fill render mode enums
- int idx = 0;
- 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];
- int count = 0;
- for (int i = 0; i < ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode)).size(); i++) {
- String mode = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode))[i];
- if (mode.begins_with(render_mode_enums[idx].string)) {
- if (count == which) {
- if (render_mode != String()) {
- render_mode += ", ";
- }
- render_mode += mode;
- break;
- }
- count++;
- }
+ const Vector<ShaderLanguage::ModeInfo> &rmodes = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode));
+ Vector<String> flag_names;
+
+ // Add enum modes first.
+ for (int i = 0; i < rmodes.size(); i++) {
+ const ShaderLanguage::ModeInfo &info = rmodes[i];
+ const String temp = String(info.name);
+
+ if (!info.options.is_empty()) {
+ if (modes.has(temp) && modes[temp] < info.options.size()) {
+ if (!render_mode.is_empty()) {
+ render_mode += ", ";
}
+ render_mode += temp + "_" + info.options[modes[temp]];
}
+ } else if (flags.has(temp)) {
+ flag_names.push_back(temp);
}
- idx++;
}
- //fill render mode flags
- 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 += ", ";
- }
- render_mode += mode;
+ // Add flags afterward.
+ for (int i = 0; i < flag_names.size(); i++) {
+ if (!render_mode.is_empty()) {
+ render_mode += ", ";
}
+ render_mode += flag_names[i];
}
}
- if (render_mode != String()) {
+ if (!render_mode.is_empty()) {
global_code += "render_mode " + render_mode + ";\n\n";
}
- static const char *func_name[TYPE_MAX] = { "vertex", "fragment", "light", "start", "process", "collide", "start_custom", "process_custom", "sky" };
+ static const char *func_name[TYPE_MAX] = { "vertex", "fragment", "light", "start", "process", "collide", "start_custom", "process_custom", "sky", "fog" };
String global_expressions;
- Set<String> used_uniform_names;
+ HashSet<String> used_uniform_names;
List<VisualShaderNodeUniform *> uniforms;
- Map<int, List<int>> emitters;
+ HashMap<int, List<int>> emitters;
+ HashMap<int, List<int>> varying_setters;
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());
+ for (const KeyValue<int, Node> &E : graph[i].nodes) {
+ Ref<VisualShaderNodeGlobalExpression> global_expression = E.value.node;
if (global_expression.is_valid()) {
String expr = "";
expr += "// " + global_expression->get_caption() + ":" + itos(index++) + "\n";
@@ -1702,26 +2163,27 @@ void VisualShader::_update_shader() const {
expr += "\n";
global_expressions += expr;
}
- Ref<VisualShaderNodeUniformRef> uniform_ref = Object::cast_to<VisualShaderNodeUniformRef>(E->get().node.ptr());
+ Ref<VisualShaderNodeUniformRef> uniform_ref = E.value.node;
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());
+ Ref<VisualShaderNodeUniform> uniform = E.value.node;
if (uniform.is_valid()) {
uniforms.push_back(uniform.ptr());
}
- Ref<VisualShaderNodeParticleEmit> emit_particle = Object::cast_to<VisualShaderNodeParticleEmit>(E->get().node.ptr());
+ Ref<VisualShaderNodeVaryingSetter> varying_setter = E.value.node;
+ if (varying_setter.is_valid() && varying_setter->is_input_port_connected(0)) {
+ if (!varying_setters.has(i)) {
+ varying_setters.insert(i, List<int>());
+ }
+ varying_setters[i].push_back(E.key);
+ }
+ Ref<VisualShaderNodeParticleEmit> emit_particle = E.value.node;
if (emit_particle.is_valid()) {
if (!emitters.has(i)) {
emitters.insert(i, List<int>());
}
-
- for (Map<int, Node>::Element *M = graph[i].nodes.front(); M; M = M->next()) {
- if (M->get().node == emit_particle.ptr()) {
- emitters[i].push_back(M->key());
- break;
- }
- }
+ emitters[i].push_back(E.key);
}
}
}
@@ -1736,8 +2198,41 @@ void VisualShader::_update_shader() const {
}
}
- Map<int, String> code_map;
- Set<int> empty_funcs;
+ if (!varyings.is_empty()) {
+ global_code += "\n// Varyings\n";
+
+ for (const KeyValue<String, Varying> &E : varyings) {
+ global_code += "varying ";
+ switch (E.value.type) {
+ case VaryingType::VARYING_TYPE_FLOAT:
+ global_code += "float ";
+ break;
+ case VaryingType::VARYING_TYPE_VECTOR_2D:
+ global_code += "vec2 ";
+ break;
+ case VaryingType::VARYING_TYPE_VECTOR_3D:
+ global_code += "vec3 ";
+ break;
+ case VaryingType::VARYING_TYPE_VECTOR_4D:
+ global_code += "vec4 ";
+ break;
+ case VaryingType::VARYING_TYPE_COLOR:
+ global_code += "vec4 ";
+ break;
+ case VaryingType::VARYING_TYPE_TRANSFORM:
+ global_code += "mat4 ";
+ break;
+ default:
+ break;
+ }
+ global_code += E.key + ";\n";
+ }
+
+ global_code += "\n";
+ }
+
+ HashMap<int, String> code_map;
+ HashSet<int> empty_funcs;
for (int i = 0; i < TYPE_MAX; i++) {
if (!has_func_name(RenderingServer::ShaderMode(shader_mode), func_name[i])) {
@@ -1749,12 +2244,57 @@ void VisualShader::_update_shader() const {
VMap<ConnectionKey, const List<Connection>::Element *> output_connections;
StringBuilder func_code;
+ HashSet<int> processed;
bool is_empty_func = false;
- if (shader_mode != Shader::MODE_PARTICLES && shader_mode != Shader::MODE_SKY) {
+ if (shader_mode != Shader::MODE_PARTICLES && shader_mode != Shader::MODE_SKY && shader_mode != Shader::MODE_FOG) {
is_empty_func = true;
}
+ String varying_code;
+ if (shader_mode == Shader::MODE_SPATIAL || shader_mode == Shader::MODE_CANVAS_ITEM) {
+ for (const KeyValue<String, Varying> &E : varyings) {
+ if ((E.value.mode == VARYING_MODE_VERTEX_TO_FRAG_LIGHT && i == TYPE_VERTEX) || (E.value.mode == VARYING_MODE_FRAG_TO_LIGHT && i == TYPE_FRAGMENT)) {
+ bool found = false;
+ for (int key : varying_setters[i]) {
+ Ref<VisualShaderNodeVaryingSetter> setter = Object::cast_to<VisualShaderNodeVaryingSetter>(const_cast<VisualShaderNode *>(graph[i].nodes[key].node.ptr()));
+ if (setter.is_valid() && E.value.name == setter->get_varying_name()) {
+ found = true;
+ break;
+ }
+ }
+
+ if (!found) {
+ String code2;
+ switch (E.value.type) {
+ case VaryingType::VARYING_TYPE_FLOAT:
+ code2 += "0.0";
+ break;
+ case VaryingType::VARYING_TYPE_VECTOR_2D:
+ code2 += "vec2(0.0)";
+ break;
+ case VaryingType::VARYING_TYPE_VECTOR_3D:
+ code2 += "vec3(0.0)";
+ break;
+ case VaryingType::VARYING_TYPE_VECTOR_4D:
+ code2 += "vec4(0.0)";
+ break;
+ case VaryingType::VARYING_TYPE_COLOR:
+ code2 += "vec4(0.0)";
+ break;
+ case VaryingType::VARYING_TYPE_TRANSFORM:
+ code2 += "mat4(1.0)";
+ break;
+ default:
+ break;
+ }
+ varying_code += vformat(" %s = %s;\n", E.key, code2);
+ }
+ is_empty_func = false;
+ }
+ }
+ }
+
for (const List<Connection>::Element *E = graph[i].connections.front(); E; E = E->next()) {
ConnectionKey from_key;
from_key.node = E->get().from_node;
@@ -1783,13 +2323,19 @@ void VisualShader::_update_shader() const {
}
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, 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);
+ if (varying_setters.has(i)) {
+ for (int &E : varying_setters[i]) {
+ err = _write_node(Type(i), nullptr, nullptr, nullptr, func_code, default_tex_params, input_connections, output_connections, E, processed, false, classes);
+ ERR_FAIL_COND(err != OK);
+ }
+ }
+
if (emitters.has(i)) {
for (int &E : emitters[i]) {
- err = _write_node(Type(i), global_code, global_code_per_node, global_code_per_func, func_code, default_tex_params, input_connections, output_connections, E, processed, false, classes);
+ err = _write_node(Type(i), &global_code, &global_code_per_node, &global_code_per_func, func_code, default_tex_params, input_connections, output_connections, E, processed, false, classes);
ERR_FAIL_COND(err != OK);
}
}
@@ -1797,6 +2343,7 @@ void VisualShader::_update_shader() const {
if (shader_mode == Shader::MODE_PARTICLES) {
code_map.insert(i, func_code);
} else {
+ func_code += varying_code;
func_code += "}\n";
code += func_code;
}
@@ -1820,6 +2367,8 @@ void VisualShader::_update_shader() const {
code += " vec3 __vec3_buff2;\n";
code += " float __scalar_buff1;\n";
code += " float __scalar_buff2;\n";
+ code += " int __scalar_ibuff;\n";
+ code += " vec4 __vec4_buff;\n";
code += " vec3 __ndiff = normalize(__diff);\n\n";
}
if (has_start) {
@@ -1890,7 +2439,11 @@ void VisualShader::_update_shader() const {
global_compute_code += " return __rand_from_seed(seed) * (to - from) + from;\n";
global_compute_code += "}\n\n";
- global_compute_code += "vec3 __randv_range(inout uint seed, vec3 from, vec3 to) {\n";
+ global_compute_code += "vec2 __randv2_range(inout uint seed, vec2 from, vec2 to) {\n";
+ global_compute_code += " return vec2(__randf_range(seed, from.x, to.x), __randf_range(seed, from.y, to.y));\n";
+ global_compute_code += "}\n\n";
+
+ global_compute_code += "vec3 __randv3_range(inout uint seed, vec3 from, vec3 to) {\n";
global_compute_code += " return vec3(__randf_range(seed, from.x, to.x), __randf_range(seed, from.y, to.y), __randf_range(seed, from.z, to.z));\n";
global_compute_code += "}\n\n";
@@ -1917,6 +2470,10 @@ void VisualShader::_update_shader() const {
global_compute_code += " return mat4(vec4(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, 0), vec4(oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, 0), vec4(oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c, 0), vec4(0, 0, 0, 1));\n";
global_compute_code += "}\n\n";
+ global_compute_code += "vec2 __get_random_unit_vec2(inout uint seed) {\n";
+ global_compute_code += " return normalize(vec2(__rand_from_seed_m1_p1(seed), __rand_from_seed_m1_p1(seed)));\n";
+ global_compute_code += "}\n\n";
+
global_compute_code += "vec3 __get_random_unit_vec3(inout uint seed) {\n";
global_compute_code += " return normalize(vec3(__rand_from_seed_m1_p1(seed), __rand_from_seed_m1_p1(seed), __rand_from_seed_m1_p1(seed)));\n";
global_compute_code += "}\n\n";
@@ -1943,7 +2500,9 @@ void VisualShader::_update_shader() const {
const_cast<VisualShader *>(this)->set_code(final_code);
for (int i = 0; i < default_tex_params.size(); i++) {
- const_cast<VisualShader *>(this)->set_default_texture_param(default_tex_params[i].name, default_tex_params[i].param);
+ for (int j = 0; j < default_tex_params[i].params.size(); j++) {
+ const_cast<VisualShader *>(this)->set_default_texture_param(default_tex_params[i].name, default_tex_params[i].params[j], j);
+ }
}
if (previous_code != final_code) {
const_cast<VisualShader *>(this)->emit_signal(SNAME("changed"));
@@ -1960,21 +2519,6 @@ void VisualShader::_queue_update() {
call_deferred(SNAME("_update_shader"));
}
-void VisualShader::_input_type_changed(Type p_type, int p_id) {
- ERR_FAIL_INDEX(p_type, TYPE_MAX);
- //erase connections using this input, as type changed
- Graph *g = &graph[p_type];
-
- for (List<Connection>::Element *E = g->connections.front(); E;) {
- List<Connection>::Element *N = E->next();
- if (E->get().from_node == p_id) {
- g->connections.erase(E);
- g->nodes[E->get().to_node].prev_connected_nodes.erase(p_id);
- }
- E = N;
- }
-}
-
void VisualShader::rebuild() {
dirty.set();
_update_shader();
@@ -2004,16 +2548,16 @@ void VisualShader::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_node_connections", "type"), &VisualShader::_get_node_connections);
- ClassDB::bind_method(D_METHOD("set_engine_version", "version"), &VisualShader::set_engine_version);
- ClassDB::bind_method(D_METHOD("get_engine_version"), &VisualShader::get_engine_version);
-
ClassDB::bind_method(D_METHOD("set_graph_offset", "offset"), &VisualShader::set_graph_offset);
ClassDB::bind_method(D_METHOD("get_graph_offset"), &VisualShader::get_graph_offset);
+ ClassDB::bind_method(D_METHOD("add_varying", "name", "mode", "type"), &VisualShader::add_varying);
+ ClassDB::bind_method(D_METHOD("remove_varying", "name"), &VisualShader::remove_varying);
+ ClassDB::bind_method(D_METHOD("has_varying", "name"), &VisualShader::has_varying);
+
ClassDB::bind_method(D_METHOD("_update_shader"), &VisualShader::_update_shader);
- ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "graph_offset", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_graph_offset", "get_graph_offset");
- ADD_PROPERTY(PropertyInfo(Variant::STRING, "engine_version", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_engine_version", "get_engine_version");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "graph_offset", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_graph_offset", "get_graph_offset");
ADD_PROPERTY_DEFAULT("code", ""); // Inherited from Shader, prevents showing default code as override in docs.
@@ -2026,8 +2570,21 @@ void VisualShader::_bind_methods() {
BIND_ENUM_CONSTANT(TYPE_START_CUSTOM);
BIND_ENUM_CONSTANT(TYPE_PROCESS_CUSTOM);
BIND_ENUM_CONSTANT(TYPE_SKY);
+ BIND_ENUM_CONSTANT(TYPE_FOG);
BIND_ENUM_CONSTANT(TYPE_MAX);
+ BIND_ENUM_CONSTANT(VARYING_MODE_VERTEX_TO_FRAG_LIGHT);
+ BIND_ENUM_CONSTANT(VARYING_MODE_FRAG_TO_LIGHT);
+ BIND_ENUM_CONSTANT(VARYING_MODE_MAX);
+
+ BIND_ENUM_CONSTANT(VARYING_TYPE_FLOAT);
+ BIND_ENUM_CONSTANT(VARYING_TYPE_VECTOR_2D);
+ BIND_ENUM_CONSTANT(VARYING_TYPE_VECTOR_3D);
+ BIND_ENUM_CONSTANT(VARYING_TYPE_VECTOR_4D);
+ BIND_ENUM_CONSTANT(VARYING_TYPE_COLOR);
+ BIND_ENUM_CONSTANT(VARYING_TYPE_TRANSFORM);
+ BIND_ENUM_CONSTANT(VARYING_TYPE_MAX);
+
BIND_CONSTANT(NODE_ID_INVALID);
BIND_CONSTANT(NODE_ID_OUTPUT);
}
@@ -2059,146 +2616,141 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
// Node3D
// Node3D, Vertex
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "TANGENT" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "BINORMAL" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "vec3(UV2, 0.0)" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "vertex", "VERTEX" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "vertex_id", "VERTEX_ID" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent", "TANGENT" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "BINORMAL" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV2" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "instance_id", "INSTANCE_ID" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "instance_custom", "INSTANCE_CUSTOM.rgb" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "instance_custom_alpha", "INSTANCE_CUSTOM.a" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "instance_custom", "INSTANCE_CUSTOM" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "modelview", "MODELVIEW_MATRIX" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "camera", "CAMERA_MATRIX" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_camera", "INV_CAMERA_MATRIX" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection", "INV_PROJECTION_MATRIX" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_matrix", "MODEL_MATRIX" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "modelview_matrix", "MODELVIEW_MATRIX" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_view_matrix", "INV_VIEW_MATRIX" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "view_matrix", "VIEW_MATRIX" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection_matrix", "PROJECTION_MATRIX" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection_matrix", "INV_PROJECTION_MATRIX" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(VIEWPORT_SIZE, 0)" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "VIEWPORT_SIZE" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_index", "VIEW_INDEX" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_mono_left", "VIEW_MONO_LEFT" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_right", "VIEW_RIGHT" },
// Node3D, Fragment
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "TANGENT" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "BINORMAL" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "view", "VIEW" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "vec3(UV2, 0.0)" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "point_coord", "vec3(POINT_COORD, 0.0)" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_camera", "INV_CAMERA_MATRIX" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "camera", "CAMERA_MATRIX" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection", "INV_PROJECTION_MATRIX" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "vertex", "VERTEX" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent", "TANGENT" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "BINORMAL" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "view", "VIEW" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV2" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "point_coord", "POINT_COORD" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_matrix", "MODEL_MATRIX" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "view_matrix", "VIEW_MATRIX" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_view_matrix", "INV_VIEW_MATRIX" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection_matrix", "PROJECTION_MATRIX" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection_matrix", "INV_PROJECTION_MATRIX" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(VIEWPORT_SIZE, 0.0)" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "VIEWPORT_SIZE" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "front_facing", "FRONT_FACING" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "screen_texture", "SCREEN_TEXTURE" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "normal_roughness_texture", "NORMAL_ROUGHNESS_TEXTURE" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "depth_texture", "DEPTH_TEXTURE" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_index", "VIEW_INDEX" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_mono_left", "VIEW_MONO_LEFT" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_right", "VIEW_RIGHT" },
// Node3D, Light
- { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "vec3(UV2, 0.0)" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "view", "VIEW" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light", "LIGHT" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_color", "LIGHT_COLOR" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV2" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "view", "VIEW" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light", "LIGHT" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_color", "LIGHT_COLOR" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "attenuation", "ATTENUATION" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "albedo", "ALBEDO" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "backlight", "BACKLIGHT" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "diffuse", "DIFFUSE_LIGHT" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "specular", "SPECULAR_LIGHT" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "albedo", "ALBEDO" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "backlight", "BACKLIGHT" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "diffuse", "DIFFUSE_LIGHT" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "specular", "SPECULAR_LIGHT" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "metallic", "METALLIC" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_camera", "INV_CAMERA_MATRIX" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "camera", "CAMERA_MATRIX" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection", "INV_PROJECTION_MATRIX" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_matrix", "MODEL_MATRIX" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "view_matrix", "VIEW_MATRIX" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_view_matrix", "INV_VIEW_MATRIX" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection_matrix", "PROJECTION_MATRIX" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection_matrix", "INV_PROJECTION_MATRIX" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(VIEWPORT_SIZE, 0.0)" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "VIEWPORT_SIZE" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
// Canvas Item
// Canvas Item, Vertex
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "vec3(VERTEX, 0.0)" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "vertex", "VERTEX" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "texture_pixel_size", "vec3(TEXTURE_PIXEL_SIZE, 1.0)" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "canvas", "CANVAS_MATRIX" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "screen", "SCREEN_MATRIX" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "texture_pixel_size", "TEXTURE_PIXEL_SIZE" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_matrix", "MODEL_MATRIX" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "canvas_matrix", "CANVAS_MATRIX" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "screen_matrix", "SCREEN_MATRIX" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_light_pass", "AT_LIGHT_PASS" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "instance_custom", "INSTANCE_CUSTOM.rgb" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "instance_custom_alpha", "INSTANCE_CUSTOM.a" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "instance_custom", "INSTANCE_CUSTOM" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "instance_id", "INSTANCE_ID" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "vertex_id", "VERTEX_ID" },
// Canvas Item, Fragment
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "texture_pixel_size", "vec3(TEXTURE_PIXEL_SIZE, 1.0)" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_pixel_size", "vec3(SCREEN_PIXEL_SIZE, 1.0)" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "point_coord", "vec3(POINT_COORD, 0.0)" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "texture_pixel_size", "TEXTURE_PIXEL_SIZE" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_pixel_size", "SCREEN_PIXEL_SIZE" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "point_coord", "POINT_COORD" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_light_pass", "AT_LIGHT_PASS" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "texture", "TEXTURE" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "normal_texture", "NORMAL_TEXTURE" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "screen_texture", "SCREEN_TEXTURE" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "specular_shininess", "SPECULAR_SHININESS.rgb" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "specular_shininess_alpha", "SPECULAR_SHININESS.a" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "specular_shininess", "SPECULAR_SHININESS" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "specular_shininess_texture", "SPECULAR_SHININESS_TEXTURE" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "vec3(VERTEX, 0.0)" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "vertex", "VERTEX" },
// Canvas Item, Light
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
- { 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" },
- { 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_SCALAR, "light_color_alpha", "LIGHT_COLOR.a" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_position", "LIGHT_POSITION" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_vertex", "LIGHT_VERTEX" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "shadow", "SHADOW_MODULATE.rgb" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "shadow_alpha", "SHADOW_MODULATE.a" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "texture_pixel_size", "vec3(TEXTURE_PIXEL_SIZE, 1.0)" },
- { 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_VECTOR_4D, "fragcoord", "FRAGCOORD" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "light", "LIGHT" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "light_color", "LIGHT_COLOR" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_position", "LIGHT_POSITION" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_vertex", "LIGHT_VERTEX" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "shadow", "SHADOW_MODULATE" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "texture_pixel_size", "TEXTURE_PIXEL_SIZE" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "point_coord", "POINT_COORD" },
{ 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" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "specular_shininess", "SPECULAR_SHININESS.rgb" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "specular_shininess_alpha", "SPECULAR_SHININESS.a" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "specular_shininess", "SPECULAR_SHININESS" },
// Particles, Start
- { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR, "attractor_force", "ATTRACTOR_FORCE" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "VELOCITY" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR, "custom", "CUSTOM.rgb" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom", "CUSTOM" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
@@ -2207,14 +2759,12 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
// Particles, Start (Custom)
- { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR, "attractor_force", "ATTRACTOR_FORCE" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "VELOCITY" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR, "custom", "CUSTOM.rgb" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom", "CUSTOM" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
@@ -2223,14 +2773,12 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
// Particles, Process
- { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR, "attractor_force", "ATTRACTOR_FORCE" },
- { 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_3D, "attractor_force", "ATTRACTOR_FORCE" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
- { 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_VECTOR_4D, "custom", "CUSTOM" },
{ 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" },
@@ -2239,14 +2787,12 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
// Particles, Process (Custom)
- { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR, "attractor_force", "ATTRACTOR_FORCE" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "VELOCITY" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR, "custom", "CUSTOM.rgb" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom", "CUSTOM" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
@@ -2255,16 +2801,14 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
// Particles, Collide
- { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR, "attractor_force", "ATTRACTOR_FORCE" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "collision_depth", "COLLISION_DEPTH" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR, "collision_normal", "COLLISION_NORMAL" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "VELOCITY" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_3D, "collision_normal", "COLLISION_NORMAL" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR, "custom", "CUSTOM.rgb" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom", "CUSTOM" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
@@ -2276,83 +2820,124 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_cubemap_pass", "AT_CUBEMAP_PASS" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_half_res_pass", "AT_HALF_RES_PASS" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_quarter_res_pass", "AT_QUARTER_RES_PASS" },
- { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "eyedir", "EYEDIR" },
- { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "half_res_color", "HALF_RES_COLOR.rgb" },
- { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "half_res_alpha", "HALF_RES_COLOR.a" },
- { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "light0_color", "LIGHT0_COLOR" },
- { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "light0_direction", "LIGHT0_DIRECTION" },
+ { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "eyedir", "EYEDIR" },
+ { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_4D, "half_res_color", "HALF_RES_COLOR" },
+ { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light0_color", "LIGHT0_COLOR" },
+ { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light0_direction", "LIGHT0_DIRECTION" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "light0_enabled", "LIGHT0_ENABLED" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "light0_energy", "LIGHT0_ENERGY" },
- { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "light1_color", "LIGHT1_COLOR" },
- { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "light1_direction", "LIGHT1_DIRECTION" },
+ { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light1_color", "LIGHT1_COLOR" },
+ { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light1_direction", "LIGHT1_DIRECTION" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "light1_enabled", "LIGHT1_ENABLED" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "light1_energy", "LIGHT1_ENERGY" },
- { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "light2_color", "LIGHT2_COLOR" },
- { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "light2_direction", "LIGHT2_DIRECTION" },
+ { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light2_color", "LIGHT2_COLOR" },
+ { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light2_direction", "LIGHT2_DIRECTION" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "light2_enabled", "LIGHT2_ENABLED" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "light2_energy", "LIGHT2_ENERGY" },
- { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "light3_color", "LIGHT3_COLOR" },
- { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "light3_direction", "LIGHT3_DIRECTION" },
+ { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light3_color", "LIGHT3_COLOR" },
+ { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light3_direction", "LIGHT3_DIRECTION" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "light3_enabled", "LIGHT3_ENABLED" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "light3_energy", "LIGHT3_ENERGY" },
- { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "position", "POSITION" },
- { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "quarter_res_color", "QUARTER_RES_COLOR.rgb" },
- { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "quarter_res_alpha", "QUARTER_RES_COLOR.a" },
+ { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "position", "POSITION" },
+ { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_4D, "quarter_res_color", "QUARTER_RES_COLOR" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SAMPLER, "radiance", "RADIANCE" },
- { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" },
- { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "sky_coords", "vec3(SKY_COORDS, 0.0)" },
+ { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
+ { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
+ { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_2D, "sky_coords", "SKY_COORDS" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
+ // Fog, Fog
+
+ { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "world_position", "WORLD_POSITION" },
+ { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "object_position", "OBJECT_POSITION" },
+ { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "uvw", "UVW" },
+ { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "extents", "EXTENTS" },
+ { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_SCALAR, "sdf", "SDF" },
+ { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
+
{ Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, nullptr, nullptr },
};
const VisualShaderNodeInput::Port VisualShaderNodeInput::preview_ports[] = {
- // Spatial, Fragment
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "vec3(0.0, 0.0, 1.0)" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "vec3(0.0, 1.0, 0.0)" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "vec3(1.0, 0.0, 0.0)" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "vec3(UV, 0.0)" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
+ // Spatial, Vertex
+
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "vec3(0.0, 0.0, 1.0)" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent", "vec3(0.0, 1.0, 0.0)" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "vec3(1.0, 0.0, 0.0)" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec4(1.0)" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "vec2(1.0)" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "side", "1.0" },
+ // Spatial, Fragment
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "vec3(0.0, 0.0, 1.0)" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent", "vec3(0.0, 1.0, 0.0)" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "vec3(1.0, 0.0, 0.0)" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec4(1.0)" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "vec2(1.0)" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(1.0, 1.0, 0.0)" },
// Spatial, Light
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "vec3(0.0, 0.0, 1.0)" },
+
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "vec3(0.0, 0.0, 1.0)" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "vec2(1.0)" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(1.0, 1.0, 0.0)" },
+
// Canvas Item, Vertex
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "vec3(VERTEX, 0.0)" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
+
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "vertex", "VERTEX" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec4(1.0)" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
+
// Canvas Item, Fragment
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
+
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec3(1.0)" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
+
// Canvas Item, Light
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV, 0.0)" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "vec3(0.0, 0.0, 1.0)" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
- { 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_4D, "fragcoord", "FRAGCOORD" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "vec3(0.0, 0.0, 1.0)" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec4(1.0)" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
// Particles
+
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
+
+ // Sky
+
+ { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
+ { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
+
+ // Fog
+
+ { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
+
{ Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, nullptr, nullptr },
};
@@ -2373,7 +2958,7 @@ int VisualShaderNodeInput::get_output_port_count() const {
}
VisualShaderNodeInput::PortType VisualShaderNodeInput::get_output_port_type(int p_port) const {
- return get_input_type_by_name(input_name);
+ return p_port == 0 ? get_input_type_by_name(input_name) : PORT_TYPE_SCALAR;
}
String VisualShaderNodeInput::get_output_port_name(int p_port) const {
@@ -2384,6 +2969,22 @@ String VisualShaderNodeInput::get_caption() const {
return "Input";
}
+bool VisualShaderNodeInput::is_output_port_expandable(int p_port) const {
+ if (p_port == 0) {
+ switch (get_input_type_by_name(input_name)) {
+ case PORT_TYPE_VECTOR_2D:
+ return true;
+ case PORT_TYPE_VECTOR_3D:
+ return true;
+ case PORT_TYPE_VECTOR_4D:
+ return true;
+ default:
+ return false;
+ }
+ }
+ return false;
+}
+
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 "";
@@ -2402,7 +3003,7 @@ String VisualShaderNodeInput::generate_code(Shader::Mode p_mode, VisualShader::T
idx++;
}
- if (code == String()) {
+ if (code.is_empty()) {
switch (get_output_port_type(0)) {
case PORT_TYPE_SCALAR: {
code = " " + p_output_vars[0] + " = 0.0;\n";
@@ -2410,16 +3011,19 @@ String VisualShaderNodeInput::generate_code(Shader::Mode p_mode, VisualShader::T
case PORT_TYPE_SCALAR_INT: {
code = " " + p_output_vars[0] + " = 0;\n";
} break;
- case PORT_TYPE_VECTOR: {
+ case PORT_TYPE_VECTOR_2D: {
+ code = " " + p_output_vars[0] + " = vec2(0.0);\n";
+ } break;
+ case PORT_TYPE_VECTOR_3D: {
code = " " + p_output_vars[0] + " = vec3(0.0);\n";
} break;
- case PORT_TYPE_TRANSFORM: {
- code = " " + p_output_vars[0] + " = mat4(vec4(1.0, 0.0, 0.0, 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
+ case PORT_TYPE_VECTOR_4D: {
+ code = " " + p_output_vars[0] + " = vec4(0.0);\n";
} break;
case PORT_TYPE_BOOLEAN: {
code = " " + p_output_vars[0] + " = false;\n";
} break;
- default: //default (none found) is scalar
+ default:
break;
}
}
@@ -2439,7 +3043,7 @@ String VisualShaderNodeInput::generate_code(Shader::Mode p_mode, VisualShader::T
idx++;
}
- if (code == String()) {
+ if (code.is_empty()) {
code = " " + p_output_vars[0] + " = 0.0;\n"; //default (none found) is scalar
}
@@ -2542,7 +3146,7 @@ void VisualShaderNodeInput::_validate_property(PropertyInfo &property) const {
while (ports[idx].mode != Shader::MODE_MAX) {
if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
- if (port_list != String()) {
+ if (!port_list.is_empty()) {
port_list += ",";
}
port_list += ports[idx].name;
@@ -2550,8 +3154,8 @@ void VisualShaderNodeInput::_validate_property(PropertyInfo &property) const {
idx++;
}
- if (port_list == "") {
- port_list = TTR("None");
+ if (port_list.is_empty()) {
+ port_list = RTR("None");
}
property.hint_string = port_list;
}
@@ -2628,7 +3232,11 @@ int VisualShaderNodeUniformRef::get_output_port_count() const {
return 1;
case UniformType::UNIFORM_TYPE_BOOLEAN:
return 1;
- case UniformType::UNIFORM_TYPE_VECTOR:
+ case UniformType::UNIFORM_TYPE_VECTOR2:
+ return 1;
+ case UniformType::UNIFORM_TYPE_VECTOR3:
+ return 1;
+ case UniformType::UNIFORM_TYPE_VECTOR4:
return 1;
case UniformType::UNIFORM_TYPE_TRANSFORM:
return 1;
@@ -2650,13 +3258,17 @@ VisualShaderNodeUniformRef::PortType VisualShaderNodeUniformRef::get_output_port
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_VECTOR2:
+ return PortType::PORT_TYPE_VECTOR_2D;
+ case UniformType::UNIFORM_TYPE_VECTOR3:
+ return PortType::PORT_TYPE_VECTOR_3D;
+ case UniformType::UNIFORM_TYPE_VECTOR4:
+ return PortType::PORT_TYPE_VECTOR_4D;
case UniformType::UNIFORM_TYPE_TRANSFORM:
return PortType::PORT_TYPE_TRANSFORM;
case UniformType::UNIFORM_TYPE_COLOR:
if (p_port == 0) {
- return PortType::PORT_TYPE_VECTOR;
+ return PortType::PORT_TYPE_VECTOR_3D;
} else if (p_port == 1) {
return PORT_TYPE_SCALAR;
}
@@ -2677,7 +3289,11 @@ String VisualShaderNodeUniformRef::get_output_port_name(int p_port) const {
return "";
case UniformType::UNIFORM_TYPE_BOOLEAN:
return "";
- case UniformType::UNIFORM_TYPE_VECTOR:
+ case UniformType::UNIFORM_TYPE_VECTOR2:
+ return "";
+ case UniformType::UNIFORM_TYPE_VECTOR3:
+ return "";
+ case UniformType::UNIFORM_TYPE_VECTOR4:
return "";
case UniformType::UNIFORM_TYPE_TRANSFORM:
return "";
@@ -2747,12 +3363,16 @@ VisualShaderNodeUniformRef::PortType VisualShaderNodeUniformRef::get_port_type_b
return PORT_TYPE_SCALAR_INT;
case UniformType::UNIFORM_TYPE_SAMPLER:
return PORT_TYPE_SAMPLER;
- case UniformType::UNIFORM_TYPE_VECTOR:
- return PORT_TYPE_VECTOR;
+ case UniformType::UNIFORM_TYPE_VECTOR2:
+ return PORT_TYPE_VECTOR_2D;
+ case UniformType::UNIFORM_TYPE_VECTOR3:
+ return PORT_TYPE_VECTOR_3D;
+ case UniformType::UNIFORM_TYPE_VECTOR4:
+ return PORT_TYPE_VECTOR_4D;
case UniformType::UNIFORM_TYPE_TRANSFORM:
return PORT_TYPE_TRANSFORM;
case UniformType::UNIFORM_TYPE_COLOR:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
default:
break;
}
@@ -2766,26 +3386,19 @@ String VisualShaderNodeUniformRef::generate_code(Shader::Mode p_mode, VisualShad
if (uniform_name == "[None]") {
return " " + p_output_vars[0] + " = 0.0;\n";
}
- return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
- case UniformType::UNIFORM_TYPE_INT:
- return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
- case UniformType::UNIFORM_TYPE_BOOLEAN:
- return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
- case UniformType::UNIFORM_TYPE_VECTOR:
- return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
- case UniformType::UNIFORM_TYPE_TRANSFORM:
- return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
+ break;
case UniformType::UNIFORM_TYPE_COLOR: {
String code = " " + p_output_vars[0] + " = " + get_uniform_name() + ".rgb;\n";
code += " " + p_output_vars[1] + " = " + get_uniform_name() + ".a;\n";
return code;
} break;
case UniformType::UNIFORM_TYPE_SAMPLER:
- break;
+ return String();
default:
break;
}
- return "";
+
+ return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
}
void VisualShaderNodeUniformRef::_set_uniform_type(int p_uniform_type) {
@@ -2804,7 +3417,7 @@ void VisualShaderNodeUniformRef::_bind_methods() {
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");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "uniform_type", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "_set_uniform_type", "_get_uniform_type");
}
Vector<StringName> VisualShaderNodeUniformRef::get_editable_properties() const {
@@ -2825,82 +3438,94 @@ const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = {
////////////////////////////////////////////////////////////////////////
// Node3D, Vertex.
////////////////////////////////////////////////////////////////////////
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "TANGENT" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "BINORMAL" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "UV:xy" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "UV2:xy" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_view_matrix", "MODELVIEW_MATRIX" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Vertex", "VERTEX" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Normal", "NORMAL" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Tangent", "TANGENT" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Binormal", "BINORMAL" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "UV", "UV" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "UV2", "UV2" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Color", "COLOR.rgb" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha", "COLOR.a" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "Roughness", "ROUGHNESS" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "Point Size", "POINT_SIZE" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "Model View Matrix", "MODELVIEW_MATRIX" },
////////////////////////////////////////////////////////////////////////
// Node3D, Fragment.
////////////////////////////////////////////////////////////////////////
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "albedo", "ALBEDO" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "ALPHA" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "metallic", "METALLIC" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "specular", "SPECULAR" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "emission", "EMISSION" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "ao", "AO" },
-
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal_map", "NORMAL_MAP" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "normal_map_depth", "NORMAL_MAP_DEPTH" },
-
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "rim", "RIM" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "rim_tint", "RIM_TINT" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "clearcoat", "CLEARCOAT" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "clearcoat_gloss", "CLEARCOAT_GLOSS" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "anisotropy", "ANISOTROPY" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "anisotropy_flow", "ANISOTROPY_FLOW:xy" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "subsurf_scatter", "SSS_STRENGTH" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "backlight", "BACKLIGHT" },
-
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha_scissor_threshold", "ALPHA_SCISSOR_THRESHOLD" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "ao_light_affect", "AO_LIGHT_AFFECT" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Albedo", "ALBEDO" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha", "ALPHA" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Metallic", "METALLIC" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Roughness", "ROUGHNESS" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Specular", "SPECULAR" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Emission", "EMISSION" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "AO", "AO" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "AO Light Affect", "AO_LIGHT_AFFECT" },
+
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Normal", "NORMAL" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Normal Map", "NORMAL_MAP" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Normal Map Depth", "NORMAL_MAP_DEPTH" },
+
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Rim", "RIM" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Rim Tint", "RIM_TINT" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Clearcoat", "CLEARCOAT" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Clearcoat Roughness", "CLEARCOAT_ROUGHNESS" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Anisotropy", "ANISOTROPY" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "Anisotropy Flow", "ANISOTROPY_FLOW" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Subsurf Scatter", "SSS_STRENGTH" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Backlight", "BACKLIGHT" },
+
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha Scissor Threshold", "ALPHA_SCISSOR_THRESHOLD" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha Hash Scale", "ALPHA_HASH_SCALE" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha AA Edge", "ALPHA_ANTIALIASING_EDGE" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "Alpha UV", "ALPHA_TEXTURE_COORDINATE" },
+
////////////////////////////////////////////////////////////////////////
// Node3D, Light.
////////////////////////////////////////////////////////////////////////
- { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "diffuse", "DIFFUSE_LIGHT" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "specular", "SPECULAR_LIGHT" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "ALPHA" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Diffuse", "DIFFUSE_LIGHT" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Specular", "SPECULAR_LIGHT" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha", "ALPHA" },
////////////////////////////////////////////////////////////////////////
// Canvas Item.
////////////////////////////////////////////////////////////////////////
// Canvas Item, Vertex.
////////////////////////////////////////////////////////////////////////
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX:xy" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "UV:xy" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "Vertex", "VERTEX" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "UV", "UV" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Color", "COLOR.rgb" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha", "COLOR.a" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "Point Size", "POINT_SIZE" },
////////////////////////////////////////////////////////////////////////
// Canvas Item, Fragment.
////////////////////////////////////////////////////////////////////////
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal_map", "NORMAL_MAP" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "normal_map_depth", "NORMAL_MAP_DEPTH" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "light_vertex", "LIGHT_VERTEX" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "shadow_vertex", "SHADOW_VERTEX:xy" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Color", "COLOR.rgb" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha", "COLOR.a" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Normal", "NORMAL" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Normal Map", "NORMAL_MAP" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Normal Map Depth", "NORMAL_MAP_DEPTH" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Light Vertex", "LIGHT_VERTEX" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "Shadow Vertex", "SHADOW_VERTEX" },
////////////////////////////////////////////////////////////////////////
// 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" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Light", "LIGHT.rgb" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "Light Alpha", "LIGHT.a" },
////////////////////////////////////////////////////////////////////////
// Sky, Sky.
////////////////////////////////////////////////////////////////////////
- { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR" },
- { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "ALPHA" },
- { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "fog", "FOG.rgb" },
- { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "fog_alpha", "FOG.a" },
+ { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Color", "COLOR" },
+ { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha", "ALPHA" },
+ { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Fog", "FOG.rgb" },
+ { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "Fog Alpha", "FOG.a" },
+
+ ////////////////////////////////////////////////////////////////////////
+ // Fog, Fog.
+ ////////////////////////////////////////////////////////////////////////
+ { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_SCALAR, "Density", "DENSITY" },
+ { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Albedo", "ALBEDO" },
+ { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Emission", "EMISSION" },
////////////////////////////////////////////////////////////////////////
{ Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, nullptr, nullptr },
@@ -2944,7 +3569,7 @@ String VisualShaderNodeOutput::get_input_port_name(int p_port) const {
while (ports[idx].mode != Shader::MODE_MAX) {
if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
if (count == p_port) {
- return String(ports[idx].name).capitalize();
+ return String(ports[idx].name);
}
count++;
}
@@ -2977,7 +3602,7 @@ 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 bool(name == "Normal" || name == "Rim" || name == "Alpha Scissor Threshold");
+ return bool(name == "AO" || name == "Normal" || name == "Rim" || name == "Clearcoat" || name == "Anisotropy" || name == "Subsurf Scatter" || name == "Alpha Scissor Threshold");
}
return false;
}
@@ -2993,9 +3618,9 @@ String VisualShaderNodeOutput::generate_code(Shader::Mode p_mode, VisualShader::
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()) {
+ if (!p_input_vars[count].is_empty()) {
String s = ports[idx].string;
- if (s.find(":") != -1) {
+ if (s.contains(":")) {
code += " " + s.get_slicec(':', 0) + " = " + p_input_vars[count] + "." + s.get_slicec(':', 1) + ";\n";
} else {
code += " " + s + " = " + p_input_vars[count] + ";\n";
@@ -3081,7 +3706,7 @@ String VisualShaderNodeUniform::get_warning(Shader::Mode p_mode, VisualShader::T
List<String> keyword_list;
ShaderLanguage::get_keyword_list(&keyword_list);
if (keyword_list.find(uniform_name)) {
- return TTR("Shader keywords cannot be used as uniform names.\nChoose another name.");
+ return RTR("Shader keywords cannot be used as uniform names.\nChoose another name.");
}
if (!is_qualifier_supported(qualifier)) {
String qualifier_str;
@@ -3097,11 +3722,11 @@ String VisualShaderNodeUniform::get_warning(Shader::Mode p_mode, VisualShader::T
default:
break;
}
- return vformat(TTR("This uniform type does not support the '%s' qualifier."), qualifier_str);
+ return vformat(RTR("This uniform type does not support the '%s' qualifier."), qualifier_str);
} else if (qualifier == Qualifier::QUAL_GLOBAL) {
RS::GlobalVariableType gvt = RS::get_singleton()->global_variable_get_type(uniform_name);
if (gvt == RS::GLOBAL_VAR_TYPE_MAX) {
- return vformat(TTR("Global uniform '%s' does not exist.\nCreate it in the Project Settings."), uniform_name);
+ return vformat(RTR("Global uniform '%s' does not exist.\nCreate it in the Project Settings."), uniform_name);
}
bool incompatible_type = false;
switch (gvt) {
@@ -3130,6 +3755,11 @@ String VisualShaderNodeUniform::get_warning(Shader::Mode p_mode, VisualShader::T
incompatible_type = true;
}
} break;
+ case RS::GLOBAL_VAR_TYPE_VEC4: {
+ if (!Object::cast_to<VisualShaderNodeVec4Uniform>(this)) {
+ incompatible_type = true;
+ }
+ } break;
case RS::GLOBAL_VAR_TYPE_TRANSFORM: {
if (!Object::cast_to<VisualShaderNodeTransformUniform>(this)) {
incompatible_type = true;
@@ -3159,7 +3789,7 @@ String VisualShaderNodeUniform::get_warning(Shader::Mode p_mode, VisualShader::T
break;
}
if (incompatible_type) {
- return vformat(TTR("Global uniform '%s' has an incompatible type for this kind of node.\nChange it in the Project Settings."), uniform_name);
+ return vformat(RTR("Global uniform '%s' has an incompatible type for this kind of node.\nChange it in the Project Settings."), uniform_name);
}
}
@@ -3352,7 +3982,6 @@ 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) {
- ERR_FAIL_COND(has_input_port(p_id));
ERR_FAIL_INDEX(p_type, int(PORT_TYPE_MAX));
ERR_FAIL_COND(!is_valid_port_name(p_name));
@@ -3383,7 +4012,7 @@ void VisualShaderNodeGroupBase::add_input_port(int p_id, int p_type, const Strin
count++;
}
- inputs.erase(index, count);
+ inputs = inputs.left(index) + inputs.substr(index + count);
inputs = inputs.insert(index, itos(i));
index += inputs_strings[i].size();
}
@@ -3406,7 +4035,7 @@ void VisualShaderNodeGroupBase::remove_input_port(int p_id) {
}
index += inputs_strings[i].size();
}
- inputs.erase(index, count);
+ inputs = inputs.left(index) + inputs.substr(index + count);
inputs_strings = inputs.split(";", false);
inputs = inputs.substr(0, index);
@@ -3428,7 +4057,6 @@ bool VisualShaderNodeGroupBase::has_input_port(int p_id) const {
}
void VisualShaderNodeGroupBase::add_output_port(int p_id, int p_type, const String &p_name) {
- ERR_FAIL_COND(has_output_port(p_id));
ERR_FAIL_INDEX(p_type, int(PORT_TYPE_MAX));
ERR_FAIL_COND(!is_valid_port_name(p_name));
@@ -3459,7 +4087,7 @@ void VisualShaderNodeGroupBase::add_output_port(int p_id, int p_type, const Stri
count++;
}
- outputs.erase(index, count);
+ outputs = outputs.left(index) + outputs.substr(index + count);
outputs = outputs.insert(index, itos(i));
index += outputs_strings[i].size();
}
@@ -3482,7 +4110,7 @@ void VisualShaderNodeGroupBase::remove_output_port(int p_id) {
}
index += outputs_strings[i].size();
}
- outputs.erase(index, count);
+ outputs = outputs.left(index) + outputs.substr(index + count);
outputs_strings = outputs.split(";", false);
outputs = outputs.substr(0, index);
@@ -3534,8 +4162,7 @@ void VisualShaderNodeGroupBase::set_input_port_type(int p_id, int p_type) {
index += inputs_strings[i].size();
}
- inputs.erase(index, count);
-
+ inputs = inputs.left(index) + inputs.substr(index + count);
inputs = inputs.insert(index, itos(p_type));
_apply_port_changes();
@@ -3570,8 +4197,7 @@ void VisualShaderNodeGroupBase::set_input_port_name(int p_id, const String &p_na
index += inputs_strings[i].size();
}
- inputs.erase(index, count);
-
+ inputs = inputs.left(index) + inputs.substr(index + count);
inputs = inputs.insert(index, p_name);
_apply_port_changes();
@@ -3606,7 +4232,7 @@ void VisualShaderNodeGroupBase::set_output_port_type(int p_id, int p_type) {
index += output_strings[i].size();
}
- outputs.erase(index, count);
+ outputs = outputs.left(index) + outputs.substr(index + count);
outputs = outputs.insert(index, itos(p_type));
@@ -3642,7 +4268,7 @@ void VisualShaderNodeGroupBase::set_output_port_name(int p_id, const String &p_n
index += output_strings[i].size();
}
- outputs.erase(index, count);
+ outputs = outputs.left(index) + outputs.substr(index + count);
outputs = outputs.insert(index, p_name);
@@ -3835,9 +4461,15 @@ String VisualShaderNodeExpression::generate_code(Shader::Mode p_mode, VisualShad
case PORT_TYPE_SCALAR_INT:
tk = "0";
break;
- case PORT_TYPE_VECTOR:
+ case PORT_TYPE_VECTOR_2D:
+ tk = "vec2(0.0, 0.0)";
+ break;
+ case PORT_TYPE_VECTOR_3D:
tk = "vec3(0.0, 0.0, 0.0)";
break;
+ case PORT_TYPE_VECTOR_4D:
+ tk = "vec4(0.0, 0.0, 0.0, 0.0)";
+ break;
case PORT_TYPE_BOOLEAN:
tk = "false";
break;
@@ -3883,3 +4515,306 @@ String VisualShaderNodeGlobalExpression::generate_global(Shader::Mode p_mode, Vi
VisualShaderNodeGlobalExpression::VisualShaderNodeGlobalExpression() {
set_editable(false);
}
+
+////////////// Varying
+
+List<VisualShaderNodeVarying::Varying> varyings;
+
+void VisualShaderNodeVarying::add_varying(const String &p_name, VisualShader::VaryingMode p_mode, VisualShader::VaryingType p_type) { // static
+ varyings.push_back({ p_name, p_mode, p_type });
+}
+
+void VisualShaderNodeVarying::clear_varyings() { // static
+ varyings.clear();
+}
+
+bool VisualShaderNodeVarying::has_varying(const String &p_name) { // static
+ for (const VisualShaderNodeVarying::Varying &E : varyings) {
+ if (E.name == p_name) {
+ return true;
+ }
+ }
+ return false;
+}
+
+int VisualShaderNodeVarying::get_varyings_count() const {
+ return varyings.size();
+}
+
+String VisualShaderNodeVarying::get_varying_name_by_index(int p_idx) const {
+ if (p_idx >= 0 && p_idx < varyings.size()) {
+ return varyings[p_idx].name;
+ }
+ return "";
+}
+
+VisualShader::VaryingType VisualShaderNodeVarying::get_varying_type_by_name(const String &p_name) const {
+ for (int i = 0; i < varyings.size(); i++) {
+ if (varyings[i].name == p_name) {
+ return varyings[i].type;
+ }
+ }
+ return VisualShader::VARYING_TYPE_FLOAT;
+}
+
+VisualShader::VaryingType VisualShaderNodeVarying::get_varying_type_by_index(int p_idx) const {
+ if (p_idx >= 0 && p_idx < varyings.size()) {
+ return varyings[p_idx].type;
+ }
+ return VisualShader::VARYING_TYPE_FLOAT;
+}
+
+VisualShader::VaryingMode VisualShaderNodeVarying::get_varying_mode_by_name(const String &p_name) const {
+ for (int i = 0; i < varyings.size(); i++) {
+ if (varyings[i].name == p_name) {
+ return varyings[i].mode;
+ }
+ }
+ return VisualShader::VARYING_MODE_VERTEX_TO_FRAG_LIGHT;
+}
+
+VisualShader::VaryingMode VisualShaderNodeVarying::get_varying_mode_by_index(int p_idx) const {
+ if (p_idx >= 0 && p_idx < varyings.size()) {
+ return varyings[p_idx].mode;
+ }
+ return VisualShader::VARYING_MODE_VERTEX_TO_FRAG_LIGHT;
+}
+
+VisualShaderNodeVarying::PortType VisualShaderNodeVarying::get_port_type_by_index(int p_idx) const {
+ if (p_idx >= 0 && p_idx < varyings.size()) {
+ return get_port_type(varyings[p_idx].type, 0);
+ }
+ return PORT_TYPE_SCALAR;
+}
+
+//////////////
+
+void VisualShaderNodeVarying::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_varying_name", "name"), &VisualShaderNodeVarying::set_varying_name);
+ ClassDB::bind_method(D_METHOD("get_varying_name"), &VisualShaderNodeVarying::get_varying_name);
+
+ ClassDB::bind_method(D_METHOD("set_varying_type", "type"), &VisualShaderNodeVarying::set_varying_type);
+ ClassDB::bind_method(D_METHOD("get_varying_type"), &VisualShaderNodeVarying::get_varying_type);
+
+ ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "varying_name"), "set_varying_name", "get_varying_name");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "varying_type", PROPERTY_HINT_ENUM, "Float,Vector,Transform"), "set_varying_type", "get_varying_type");
+}
+
+String VisualShaderNodeVarying::get_type_str() const {
+ switch (varying_type) {
+ case VisualShader::VARYING_TYPE_FLOAT:
+ return "float";
+ case VisualShader::VARYING_TYPE_VECTOR_2D:
+ return "vec2";
+ case VisualShader::VARYING_TYPE_VECTOR_3D:
+ return "vec3";
+ case VisualShader::VARYING_TYPE_VECTOR_4D:
+ return "vec4";
+ case VisualShader::VARYING_TYPE_COLOR:
+ return "vec4";
+ case VisualShader::VARYING_TYPE_TRANSFORM:
+ return "mat4";
+ default:
+ break;
+ }
+ return "";
+}
+
+VisualShaderNodeVarying::PortType VisualShaderNodeVarying::get_port_type(VisualShader::VaryingType p_type, int p_port) const {
+ switch (p_type) {
+ case VisualShader::VARYING_TYPE_VECTOR_2D:
+ return PORT_TYPE_VECTOR_2D;
+ case VisualShader::VARYING_TYPE_VECTOR_3D:
+ return PORT_TYPE_VECTOR_3D;
+ case VisualShader::VARYING_TYPE_VECTOR_4D:
+ return PORT_TYPE_VECTOR_4D;
+ case VisualShader::VARYING_TYPE_COLOR:
+ if (p_port == 1) {
+ break; // scalar
+ }
+ return PORT_TYPE_VECTOR_3D;
+ case VisualShader::VARYING_TYPE_TRANSFORM:
+ return PORT_TYPE_TRANSFORM;
+ default:
+ break;
+ }
+ return PORT_TYPE_SCALAR;
+}
+
+void VisualShaderNodeVarying::set_varying_name(String p_varying_name) {
+ if (varying_name == p_varying_name) {
+ return;
+ }
+ varying_name = p_varying_name;
+ emit_changed();
+}
+
+String VisualShaderNodeVarying::get_varying_name() const {
+ return varying_name;
+}
+
+void VisualShaderNodeVarying::set_varying_type(VisualShader::VaryingType p_varying_type) {
+ ERR_FAIL_INDEX(p_varying_type, VisualShader::VARYING_TYPE_MAX);
+ if (varying_type == p_varying_type) {
+ return;
+ }
+ varying_type = p_varying_type;
+ emit_changed();
+}
+
+VisualShader::VaryingType VisualShaderNodeVarying::get_varying_type() const {
+ return varying_type;
+}
+
+VisualShaderNodeVarying::VisualShaderNodeVarying() {
+}
+
+////////////// Varying Setter
+
+String VisualShaderNodeVaryingSetter::get_caption() const {
+ return vformat("VaryingSetter");
+}
+
+int VisualShaderNodeVaryingSetter::get_input_port_count() const {
+ if (varying_type == VisualShader::VARYING_TYPE_COLOR) {
+ return 2;
+ }
+ return 1;
+}
+
+VisualShaderNodeVaryingSetter::PortType VisualShaderNodeVaryingSetter::get_input_port_type(int p_port) const {
+ return get_port_type(varying_type, p_port);
+}
+
+String VisualShaderNodeVaryingSetter::get_input_port_name(int p_port) const {
+ if (varying_type == VisualShader::VARYING_TYPE_COLOR) {
+ if (p_port == 0) {
+ return "color";
+ } else {
+ return "alpha";
+ }
+ }
+ return "";
+}
+
+int VisualShaderNodeVaryingSetter::get_output_port_count() const {
+ return 0;
+}
+
+VisualShaderNodeVaryingSetter::PortType VisualShaderNodeVaryingSetter::get_output_port_type(int p_port) const {
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeVaryingSetter::get_output_port_name(int p_port) const {
+ return "";
+}
+
+String VisualShaderNodeVaryingSetter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
+ return vformat("varying %s %s;\n", get_type_str(), varying_name);
+}
+
+String VisualShaderNodeVaryingSetter::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 code;
+ if (varying_name == "[None]") {
+ return code;
+ }
+ if (varying_type == VisualShader::VARYING_TYPE_COLOR) {
+ code += vformat(" %s = vec4(%s, %s);\n", varying_name, p_input_vars[0], p_input_vars[1]);
+ } else {
+ code += vformat(" %s = %s;\n", varying_name, p_input_vars[0]);
+ }
+ return code;
+}
+
+VisualShaderNodeVaryingSetter::VisualShaderNodeVaryingSetter() {
+}
+
+////////////// Varying Getter
+
+String VisualShaderNodeVaryingGetter::get_caption() const {
+ return vformat("VaryingGetter");
+}
+
+int VisualShaderNodeVaryingGetter::get_input_port_count() const {
+ return 0;
+}
+
+VisualShaderNodeVaryingGetter::PortType VisualShaderNodeVaryingGetter::get_input_port_type(int p_port) const {
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeVaryingGetter::get_input_port_name(int p_port) const {
+ return "";
+}
+
+int VisualShaderNodeVaryingGetter::get_output_port_count() const {
+ if (varying_type == VisualShader::VARYING_TYPE_COLOR) {
+ return 2;
+ }
+ return 1;
+}
+
+VisualShaderNodeVaryingGetter::PortType VisualShaderNodeVaryingGetter::get_output_port_type(int p_port) const {
+ return get_port_type(varying_type, p_port);
+}
+
+String VisualShaderNodeVaryingGetter::get_output_port_name(int p_port) const {
+ if (varying_type == VisualShader::VARYING_TYPE_COLOR) {
+ if (p_port == 0) {
+ return "color";
+ } else {
+ return "alpha";
+ }
+ }
+ return "";
+}
+
+bool VisualShaderNodeVaryingGetter::has_output_port_preview(int p_port) const {
+ return false;
+}
+
+String VisualShaderNodeVaryingGetter::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 from = varying_name;
+ String from2;
+
+ if (varying_name == "[None]") {
+ switch (varying_type) {
+ case VisualShader::VARYING_TYPE_FLOAT:
+ from = "0.0";
+ break;
+ case VisualShader::VARYING_TYPE_VECTOR_2D:
+ from = "vec2(0.0)";
+ break;
+ case VisualShader::VARYING_TYPE_VECTOR_3D:
+ from = "vec3(0.0)";
+ break;
+ case VisualShader::VARYING_TYPE_VECTOR_4D:
+ from = "vec4(0.0)";
+ break;
+ case VisualShader::VARYING_TYPE_COLOR:
+ from = "vec3(0.0)";
+ from2 = "0.0";
+ break;
+ case VisualShader::VARYING_TYPE_TRANSFORM:
+ from = "mat4(1.0)";
+ break;
+ default:
+ break;
+ }
+ } else if (varying_type == VisualShader::VARYING_TYPE_COLOR) {
+ from = varying_name + ".rgb";
+ from2 = varying_name + ".a";
+ }
+
+ if (varying_type == VisualShader::VARYING_TYPE_COLOR) {
+ String code;
+ code += vformat(" %s = %s;\n", p_output_vars[0], from);
+ code += vformat(" %s = %s;\n", p_output_vars[1], from2);
+ return code;
+ }
+ return vformat(" %s = %s;\n", p_output_vars[0], from);
+}
+
+VisualShaderNodeVaryingGetter::VisualShaderNodeVaryingGetter() {
+ varying_name = "[None]";
+}