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path: root/scene/resources/visual_shader.cpp
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Diffstat (limited to 'scene/resources/visual_shader.cpp')
-rw-r--r--scene/resources/visual_shader.cpp327
1 files changed, 303 insertions, 24 deletions
diff --git a/scene/resources/visual_shader.cpp b/scene/resources/visual_shader.cpp
index 8236f9a9e3..e4851ad9f7 100644
--- a/scene/resources/visual_shader.cpp
+++ b/scene/resources/visual_shader.cpp
@@ -63,6 +63,44 @@ bool VisualShaderNode::is_port_separator(int p_index) const {
return false;
}
+bool VisualShaderNode::is_output_port_connected(int p_port) const {
+ if (connected_output_ports.has(p_port)) {
+ return connected_output_ports[p_port];
+ }
+ return false;
+}
+
+void VisualShaderNode::set_output_port_connected(int p_port, bool p_connected) {
+ if (p_connected) {
+ connected_output_ports[p_port] = true;
+ ++connected_output_count;
+ } else {
+ --connected_output_count;
+ if (connected_output_count == 0) {
+ connected_output_ports[p_port] = false;
+ }
+ }
+}
+
+bool VisualShaderNode::is_input_port_connected(int p_port) const {
+ if (connected_input_ports.has(p_port)) {
+ return connected_input_ports[p_port];
+ }
+ return false;
+}
+
+void VisualShaderNode::set_input_port_connected(int p_port, bool p_connected) {
+ connected_input_ports[p_port] = p_connected;
+}
+
+bool VisualShaderNode::is_generate_input_var(int p_port) const {
+ return true;
+}
+
+bool VisualShaderNode::is_code_generated() const {
+ return true;
+}
+
Vector<VisualShader::DefaultTextureParam> VisualShaderNode::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
return Vector<VisualShader::DefaultTextureParam>();
}
@@ -429,6 +467,7 @@ void VisualShader::remove_node(Type p_type, int p_id) {
g->connections.erase(E);
if (E->get().from_node == p_id) {
g->nodes[E->get().to_node].prev_connected_nodes.erase(p_id);
+ g->nodes[E->get().to_node].node->set_input_port_connected(E->get().to_port, false);
}
}
E = N;
@@ -526,6 +565,8 @@ void VisualShader::connect_nodes_forced(Type p_type, int p_from_node, int p_from
c.to_port = p_to_port;
g->connections.push_back(c);
g->nodes[p_to_node].prev_connected_nodes.push_back(p_from_node);
+ g->nodes[p_from_node].node->set_output_port_connected(p_from_port, true);
+ g->nodes[p_to_node].node->set_input_port_connected(p_to_port, true);
_queue_update();
}
@@ -557,6 +598,8 @@ Error VisualShader::connect_nodes(Type p_type, int p_from_node, int p_from_port,
c.to_port = p_to_port;
g->connections.push_back(c);
g->nodes[p_to_node].prev_connected_nodes.push_back(p_from_node);
+ g->nodes[p_from_node].node->set_output_port_connected(p_from_port, true);
+ g->nodes[p_to_node].node->set_input_port_connected(p_to_port, true);
_queue_update();
return OK;
@@ -570,6 +613,8 @@ void VisualShader::disconnect_nodes(Type p_type, int p_from_node, int p_from_por
if (E->get().from_node == p_from_node && E->get().from_port == p_from_port && E->get().to_node == p_to_node && E->get().to_port == p_to_port) {
g->connections.erase(E);
g->nodes[p_to_node].prev_connected_nodes.erase(p_from_node);
+ g->nodes[p_from_node].node->set_output_port_connected(p_from_port, false);
+ g->nodes[p_to_node].node->set_input_port_connected(p_to_port, false);
_queue_update();
return;
}
@@ -1105,6 +1150,38 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
// then this node
+ Vector<VisualShader::DefaultTextureParam> params = vsnode->get_default_texture_parameters(type, node);
+ for (int i = 0; i < params.size(); i++) {
+ def_tex_params.push_back(params[i]);
+ }
+
+ Ref<VisualShaderNodeInput> input = vsnode;
+ bool skip_global = input.is_valid() && for_preview;
+
+ if (!skip_global) {
+ Ref<VisualShaderNodeUniform> uniform = vsnode;
+ if (!uniform.is_valid() || !uniform->is_global_code_generated()) {
+ global_code += vsnode->generate_global(get_mode(), type, node);
+ }
+
+ String class_name = vsnode->get_class_name();
+ if (class_name == "VisualShaderNodeCustom") {
+ class_name = vsnode->get_script_instance()->get_script()->get_path();
+ }
+ if (!r_classes.has(class_name)) {
+ global_code_per_node += vsnode->generate_global_per_node(get_mode(), type, node);
+ for (int i = 0; i < TYPE_MAX; i++) {
+ global_code_per_func[Type(i)] += vsnode->generate_global_per_func(get_mode(), Type(i), node);
+ }
+ r_classes.insert(class_name);
+ }
+ }
+
+ if (!vsnode->is_code_generated()) { // just generate globals and ignore locals
+ processed.insert(node);
+ return OK;
+ }
+
code += "// " + vsnode->get_caption() + ":" + itos(node) + "\n";
Vector<String> input_vars;
@@ -1163,6 +1240,10 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
inputs[i] = "int(" + src_var + ")";
}
} else {
+ if (!vsnode->is_generate_input_var(i)) {
+ continue;
+ }
+
Variant defval = vsnode->get_input_port_default_value(i);
if (defval.get_type() == Variant::FLOAT) {
float val = defval;
@@ -1255,30 +1336,6 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
}
}
- Vector<VisualShader::DefaultTextureParam> params = vsnode->get_default_texture_parameters(type, node);
- for (int i = 0; i < params.size(); i++) {
- def_tex_params.push_back(params[i]);
- }
-
- Ref<VisualShaderNodeInput> input = vsnode;
- bool skip_global = input.is_valid() && for_preview;
-
- if (!skip_global) {
- global_code += vsnode->generate_global(get_mode(), type, node);
-
- String class_name = vsnode->get_class_name();
- if (class_name == "VisualShaderNodeCustom") {
- class_name = vsnode->get_script_instance()->get_script()->get_path();
- }
- if (!r_classes.has(class_name)) {
- global_code_per_node += vsnode->generate_global_per_node(get_mode(), type, node);
- for (int i = 0; i < TYPE_MAX; i++) {
- global_code_per_func[Type(i)] += vsnode->generate_global_per_func(get_mode(), Type(i), node);
- }
- r_classes.insert(class_name);
- }
- }
-
code += vsnode->generate_code(get_mode(), type, node, inputs, outputs, for_preview);
code += "\n"; //
@@ -1352,6 +1409,9 @@ void VisualShader::_update_shader() const {
static const char *func_name[TYPE_MAX] = { "vertex", "fragment", "light" };
String global_expressions;
+ Set<String> used_uniform_names;
+ List<VisualShaderNodeUniform *> uniforms;
+
for (int i = 0, index = 0; i < TYPE_MAX; i++) {
if (!ShaderTypes::get_singleton()->get_functions(RenderingServer::ShaderMode(shader_mode)).has(func_name[i])) {
continue;
@@ -1367,6 +1427,24 @@ void VisualShader::_update_shader() const {
expr += "\n";
global_expressions += expr;
}
+ Ref<VisualShaderNodeUniformRef> uniform_ref = Object::cast_to<VisualShaderNodeUniformRef>(E->get().node.ptr());
+ if (uniform_ref.is_valid()) {
+ used_uniform_names.insert(uniform_ref->get_uniform_name());
+ }
+ Ref<VisualShaderNodeUniform> uniform = Object::cast_to<VisualShaderNodeUniform>(E->get().node.ptr());
+ if (uniform.is_valid()) {
+ uniforms.push_back(uniform.ptr());
+ }
+ }
+ }
+
+ for (int i = 0; i < uniforms.size(); i++) {
+ VisualShaderNodeUniform *uniform = uniforms[i];
+ if (used_uniform_names.has(uniform->get_uniform_name())) {
+ global_code += uniform->generate_global(get_mode(), Type(i), -1);
+ const_cast<VisualShaderNodeUniform *>(uniform)->set_global_code_generated(true);
+ } else {
+ const_cast<VisualShaderNodeUniform *>(uniform)->set_global_code_generated(false);
}
}
@@ -1956,6 +2034,199 @@ VisualShaderNodeInput::VisualShaderNodeInput() {
shader_mode = Shader::MODE_MAX;
}
+////////////// UniformRef
+
+List<VisualShaderNodeUniformRef::Uniform> uniforms;
+
+void VisualShaderNodeUniformRef::add_uniform(const String &p_name, UniformType p_type) {
+ uniforms.push_back({ p_name, p_type });
+}
+
+void VisualShaderNodeUniformRef::clear_uniforms() {
+ uniforms.clear();
+}
+
+String VisualShaderNodeUniformRef::get_caption() const {
+ return "UniformRef";
+}
+
+int VisualShaderNodeUniformRef::get_input_port_count() const {
+ return 0;
+}
+
+VisualShaderNodeUniformRef::PortType VisualShaderNodeUniformRef::get_input_port_type(int p_port) const {
+ return PortType::PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeUniformRef::get_input_port_name(int p_port) const {
+ return "";
+}
+
+int VisualShaderNodeUniformRef::get_output_port_count() const {
+ if (uniform_name == "[None]") {
+ return 0;
+ }
+
+ switch (uniform_type) {
+ case UniformType::UNIFORM_TYPE_FLOAT:
+ return 1;
+ case UniformType::UNIFORM_TYPE_INT:
+ return 1;
+ case UniformType::UNIFORM_TYPE_BOOLEAN:
+ return 1;
+ case UniformType::UNIFORM_TYPE_VECTOR:
+ return 1;
+ case UniformType::UNIFORM_TYPE_TRANSFORM:
+ return 1;
+ case UniformType::UNIFORM_TYPE_COLOR:
+ return 2;
+ case UniformType::UNIFORM_TYPE_SAMPLER:
+ return 1;
+ default:
+ break;
+ }
+ return 0;
+}
+
+VisualShaderNodeUniformRef::PortType VisualShaderNodeUniformRef::get_output_port_type(int p_port) const {
+ switch (uniform_type) {
+ case UniformType::UNIFORM_TYPE_FLOAT:
+ return PortType::PORT_TYPE_SCALAR;
+ case UniformType::UNIFORM_TYPE_INT:
+ return PortType::PORT_TYPE_SCALAR_INT;
+ case UniformType::UNIFORM_TYPE_BOOLEAN:
+ return PortType::PORT_TYPE_BOOLEAN;
+ case UniformType::UNIFORM_TYPE_VECTOR:
+ return PortType::PORT_TYPE_VECTOR;
+ case UniformType::UNIFORM_TYPE_TRANSFORM:
+ return PortType::PORT_TYPE_TRANSFORM;
+ case UniformType::UNIFORM_TYPE_COLOR:
+ if (p_port == 0) {
+ return PortType::PORT_TYPE_VECTOR;
+ } else if (p_port == 1) {
+ return PORT_TYPE_SCALAR;
+ }
+ break;
+ case UniformType::UNIFORM_TYPE_SAMPLER:
+ return PortType::PORT_TYPE_SAMPLER;
+ default:
+ break;
+ }
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeUniformRef::get_output_port_name(int p_port) const {
+ switch (uniform_type) {
+ case UniformType::UNIFORM_TYPE_FLOAT:
+ return "";
+ case UniformType::UNIFORM_TYPE_INT:
+ return "";
+ case UniformType::UNIFORM_TYPE_BOOLEAN:
+ return "";
+ case UniformType::UNIFORM_TYPE_VECTOR:
+ return "";
+ case UniformType::UNIFORM_TYPE_TRANSFORM:
+ return "";
+ case UniformType::UNIFORM_TYPE_COLOR:
+ if (p_port == 0) {
+ return "rgb";
+ } else if (p_port == 1) {
+ return "alpha";
+ }
+ break;
+ case UniformType::UNIFORM_TYPE_SAMPLER:
+ return "";
+ break;
+ default:
+ break;
+ }
+ return "";
+}
+
+void VisualShaderNodeUniformRef::set_uniform_name(const String &p_name) {
+ uniform_name = p_name;
+ if (p_name != "[None]") {
+ uniform_type = get_uniform_type_by_name(p_name);
+ } else {
+ uniform_type = UniformType::UNIFORM_TYPE_FLOAT;
+ }
+ emit_changed();
+}
+
+String VisualShaderNodeUniformRef::get_uniform_name() const {
+ return uniform_name;
+}
+
+int VisualShaderNodeUniformRef::get_uniforms_count() const {
+ return uniforms.size();
+}
+
+String VisualShaderNodeUniformRef::get_uniform_name_by_index(int p_idx) const {
+ if (p_idx >= 0 && p_idx < uniforms.size()) {
+ return uniforms[p_idx].name;
+ }
+ return "";
+}
+
+VisualShaderNodeUniformRef::UniformType VisualShaderNodeUniformRef::get_uniform_type_by_name(const String &p_name) const {
+ for (int i = 0; i < uniforms.size(); i++) {
+ if (uniforms[i].name == p_name) {
+ return uniforms[i].type;
+ }
+ }
+ return UniformType::UNIFORM_TYPE_FLOAT;
+}
+
+VisualShaderNodeUniformRef::UniformType VisualShaderNodeUniformRef::get_uniform_type_by_index(int p_idx) const {
+ if (p_idx >= 0 && p_idx < uniforms.size()) {
+ return uniforms[p_idx].type;
+ }
+ return UniformType::UNIFORM_TYPE_FLOAT;
+}
+
+String VisualShaderNodeUniformRef::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
+ switch (uniform_type) {
+ case UniformType::UNIFORM_TYPE_FLOAT:
+ return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
+ case UniformType::UNIFORM_TYPE_INT:
+ return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
+ case UniformType::UNIFORM_TYPE_BOOLEAN:
+ return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
+ case UniformType::UNIFORM_TYPE_VECTOR:
+ return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
+ case UniformType::UNIFORM_TYPE_TRANSFORM:
+ return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
+ case UniformType::UNIFORM_TYPE_COLOR: {
+ String code = "\t" + p_output_vars[0] + " = " + get_uniform_name() + ".rgb;\n";
+ code += "\t" + p_output_vars[1] + " = " + get_uniform_name() + ".a;\n";
+ return code;
+ } break;
+ case UniformType::UNIFORM_TYPE_SAMPLER:
+ break;
+ default:
+ break;
+ }
+ return "";
+}
+
+void VisualShaderNodeUniformRef::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_uniform_name", "name"), &VisualShaderNodeUniformRef::set_uniform_name);
+ ClassDB::bind_method(D_METHOD("get_uniform_name"), &VisualShaderNodeUniformRef::get_uniform_name);
+
+ ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "uniform_name", PROPERTY_HINT_ENUM, ""), "set_uniform_name", "get_uniform_name");
+}
+
+Vector<StringName> VisualShaderNodeUniformRef::get_editable_properties() const {
+ Vector<StringName> props;
+ props.push_back("uniform_name");
+ return props;
+}
+
+VisualShaderNodeUniformRef::VisualShaderNodeUniformRef() {
+ uniform_name = "[None]";
+ uniform_type = UniformType::UNIFORM_TYPE_FLOAT;
+}
+
////////////////////////////////////////////
const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = {
@@ -2149,6 +2420,14 @@ VisualShaderNodeUniform::Qualifier VisualShaderNodeUniform::get_qualifier() cons
return qualifier;
}
+void VisualShaderNodeUniform::set_global_code_generated(bool p_enabled) {
+ global_code_generated = p_enabled;
+}
+
+bool VisualShaderNodeUniform::is_global_code_generated() const {
+ return global_code_generated;
+}
+
void VisualShaderNodeUniform::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_uniform_name", "name"), &VisualShaderNodeUniform::set_uniform_name);
ClassDB::bind_method(D_METHOD("get_uniform_name"), &VisualShaderNodeUniform::get_uniform_name);