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-rw-r--r--scene/resources/visual_shader.cpp1555
1 files changed, 1555 insertions, 0 deletions
diff --git a/scene/resources/visual_shader.cpp b/scene/resources/visual_shader.cpp
new file mode 100644
index 0000000000..b7b7802d1b
--- /dev/null
+++ b/scene/resources/visual_shader.cpp
@@ -0,0 +1,1555 @@
+#include "visual_shader.h"
+#include "servers/visual/shader_types.h"
+#include "vmap.h"
+
+void VisualShaderNode::set_output_port_for_preview(int p_index) {
+
+ port_preview = p_index;
+}
+
+int VisualShaderNode::get_output_port_for_preview() const {
+
+ return port_preview;
+}
+
+void VisualShaderNode::set_input_port_default_value(int p_port, const Variant &p_value) {
+ default_input_values[p_port] = p_value;
+ emit_changed();
+}
+
+Variant VisualShaderNode::get_input_port_default_value(int p_port) const {
+ if (default_input_values.has(p_port)) {
+ return default_input_values[p_port];
+ }
+
+ return Variant();
+}
+
+bool VisualShaderNode::is_port_separator(int p_index) const {
+ return false;
+}
+
+Vector<VisualShader::DefaultTextureParam> VisualShaderNode::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
+ return Vector<VisualShader::DefaultTextureParam>();
+}
+String VisualShaderNode::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
+ return String();
+}
+
+Vector<StringName> VisualShaderNode::get_editable_properties() const {
+ return Vector<StringName>();
+}
+
+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());
+ }
+ return ret;
+}
+void VisualShaderNode::_set_default_input_values(const Array &p_values) {
+
+ if (p_values.size() % 2 == 0) {
+ for (int i = 0; i < p_values.size(); i += 2) {
+ default_input_values[p_values[i + 0]] = p_values[i + 1];
+ }
+ }
+
+ emit_changed();
+}
+
+String VisualShaderNode::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
+ return String();
+}
+
+void VisualShaderNode::_bind_methods() {
+
+ ClassDB::bind_method(D_METHOD("set_output_port_for_preview", "port"), &VisualShaderNode::set_output_port_for_preview);
+ ClassDB::bind_method(D_METHOD("get_output_port_for_preview"), &VisualShaderNode::get_output_port_for_preview);
+
+ ClassDB::bind_method(D_METHOD("set_input_port_default_value", "port", "value"), &VisualShaderNode::set_input_port_default_value);
+ ClassDB::bind_method(D_METHOD("get_input_port_default_value", "port"), &VisualShaderNode::get_input_port_default_value);
+
+ ClassDB::bind_method(D_METHOD("_set_default_input_values", "values"), &VisualShaderNode::_set_default_input_values);
+ 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_PROPERTYNZ(PropertyInfo(Variant::ARRAY, "default_input_values", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "_set_default_input_values", "_get_default_input_values");
+ ADD_SIGNAL(MethodInfo("editor_refresh_request"));
+}
+
+VisualShaderNode::VisualShaderNode() {
+ port_preview = -1;
+}
+
+/////////////////////////////////////////////////////////
+
+void VisualShader::add_node(Type p_type, const Ref<VisualShaderNode> &p_node, const Vector2 &p_position, int p_id) {
+ ERR_FAIL_COND(p_node.is_null());
+ ERR_FAIL_COND(p_id < 2);
+ ERR_FAIL_INDEX(p_type, TYPE_MAX);
+ Graph *g = &graph[p_type];
+ ERR_FAIL_COND(g->nodes.has(p_id));
+ Node n;
+ n.node = p_node;
+ n.position = p_position;
+
+ Ref<VisualShaderNodeUniform> uniform = n.node;
+ if (uniform.is_valid()) {
+ String valid_name = validate_uniform_name(uniform->get_uniform_name(), uniform);
+ uniform->set_uniform_name(valid_name);
+ }
+
+ Ref<VisualShaderNodeInput> input = n.node;
+ if (input.is_valid()) {
+ input->shader_mode = shader_mode;
+ input->shader_type = p_type;
+ input->connect("input_type_changed", this, "_input_type_changed", varray(p_type, p_id));
+ }
+
+ n.node->connect("changed", this, "_queue_update");
+
+ g->nodes[p_id] = n;
+
+ _queue_update();
+}
+
+void VisualShader::set_node_position(Type p_type, int p_id, const Vector2 &p_position) {
+ ERR_FAIL_INDEX(p_type, TYPE_MAX);
+ Graph *g = &graph[p_type];
+ ERR_FAIL_COND(!g->nodes.has(p_id));
+ g->nodes[p_id].position = p_position;
+}
+
+Vector2 VisualShader::get_node_position(Type p_type, int p_id) const {
+ ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Vector2());
+ const Graph *g = &graph[p_type];
+ ERR_FAIL_COND_V(!g->nodes.has(p_id), Vector2());
+ return g->nodes[p_id].position;
+}
+Ref<VisualShaderNode> VisualShader::get_node(Type p_type, int p_id) const {
+ ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Ref<VisualShaderNode>());
+ const Graph *g = &graph[p_type];
+ ERR_FAIL_COND_V(!g->nodes.has(p_id), Ref<VisualShaderNode>());
+ return g->nodes[p_id].node;
+}
+
+Vector<int> VisualShader::get_node_list(Type p_type) const {
+ ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Vector<int>());
+ 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());
+ }
+
+ return ret;
+}
+int VisualShader::get_valid_node_id(Type p_type) const {
+ ERR_FAIL_INDEX_V(p_type, TYPE_MAX, NODE_ID_INVALID);
+ const Graph *g = &graph[p_type];
+ return g->nodes.size() ? MAX(2, g->nodes.back()->key() + 1) : 2;
+}
+
+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();
+ }
+
+ return NODE_ID_INVALID;
+}
+
+void VisualShader::remove_node(Type p_type, int p_id) {
+ ERR_FAIL_INDEX(p_type, TYPE_MAX);
+ ERR_FAIL_COND(p_id < 2);
+ 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", this, "_input_type_changed");
+ }
+
+ g->nodes[p_id].node->disconnect("changed", this, "_queue_update");
+
+ g->nodes.erase(p_id);
+
+ for (List<Connection>::Element *E = g->connections.front(); E;) {
+ List<Connection>::Element *N = E->next();
+ if (E->get().from_node == p_id || E->get().to_node == p_id) {
+ g->connections.erase(E);
+ }
+ E = N;
+ }
+
+ _queue_update();
+}
+
+bool VisualShader::is_node_connection(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) const {
+ ERR_FAIL_INDEX_V(p_type, TYPE_MAX, false);
+ const Graph *g = &graph[p_type];
+
+ for (const List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
+
+ if (E->get().from_node == p_from_node && E->get().from_port == p_from_port && E->get().to_node == p_to_node && E->get().to_port == p_to_port) {
+ return true;
+ }
+ }
+
+ return false;
+}
+
+bool VisualShader::can_connect_nodes(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) const {
+
+ ERR_FAIL_INDEX_V(p_type, TYPE_MAX, false);
+ const Graph *g = &graph[p_type];
+
+ if (!g->nodes.has(p_from_node))
+ return false;
+
+ if (p_from_port < 0 || p_from_port >= g->nodes[p_from_node].node->get_output_port_count())
+ return false;
+
+ if (!g->nodes.has(p_to_node))
+ return false;
+
+ if (p_to_port < 0 || p_to_port >= g->nodes[p_to_node].node->get_input_port_count())
+ return false;
+
+ VisualShaderNode::PortType from_port_type = g->nodes[p_from_node].node->get_output_port_type(p_from_port);
+ VisualShaderNode::PortType to_port_type = g->nodes[p_to_node].node->get_input_port_type(p_to_port);
+
+ if (MAX(0, from_port_type - 1) != (MAX(0, to_port_type - 1))) {
+ return false;
+ }
+
+ for (const List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
+
+ if (E->get().from_node == p_from_node && E->get().from_port == p_from_port && E->get().to_node == p_to_node && E->get().to_port == p_to_port) {
+ return false;
+ }
+ }
+
+ return true;
+}
+
+Error VisualShader::connect_nodes(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
+ ERR_FAIL_INDEX_V(p_type, TYPE_MAX, ERR_CANT_CONNECT);
+ Graph *g = &graph[p_type];
+
+ ERR_FAIL_COND_V(!g->nodes.has(p_from_node), ERR_INVALID_PARAMETER);
+ ERR_FAIL_INDEX_V(p_from_port, g->nodes[p_from_node].node->get_output_port_count(), ERR_INVALID_PARAMETER);
+ ERR_FAIL_COND_V(!g->nodes.has(p_to_node), ERR_INVALID_PARAMETER);
+ ERR_FAIL_INDEX_V(p_to_port, g->nodes[p_to_node].node->get_input_port_count(), ERR_INVALID_PARAMETER);
+
+ VisualShaderNode::PortType from_port_type = g->nodes[p_from_node].node->get_output_port_type(p_from_port);
+ VisualShaderNode::PortType to_port_type = g->nodes[p_to_node].node->get_input_port_type(p_to_port);
+
+ if (MAX(0, from_port_type - 1) != (MAX(0, to_port_type - 1))) {
+ ERR_EXPLAIN("Incompatible port types (scalar/vec with transform");
+ ERR_FAIL_V(ERR_INVALID_PARAMETER)
+ return ERR_INVALID_PARAMETER;
+ }
+
+ for (List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
+
+ if (E->get().from_node == p_from_node && E->get().from_port == p_from_port && E->get().to_node == p_to_node && E->get().to_port == p_to_port) {
+ ERR_FAIL_V(ERR_ALREADY_EXISTS);
+ }
+ }
+
+ Connection c;
+ c.from_node = p_from_node;
+ c.from_port = p_from_port;
+ c.to_node = p_to_node;
+ c.to_port = p_to_port;
+ g->connections.push_back(c);
+
+ _queue_update();
+ return OK;
+}
+void VisualShader::disconnect_nodes(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
+ ERR_FAIL_INDEX(p_type, TYPE_MAX);
+ Graph *g = &graph[p_type];
+
+ for (List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
+
+ if (E->get().from_node == p_from_node && E->get().from_port == p_from_port && E->get().to_node == p_to_node && E->get().to_port == p_to_port) {
+ g->connections.erase(E);
+ _queue_update();
+ return;
+ }
+ }
+}
+
+Array VisualShader::_get_node_connections(Type p_type) const {
+ ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Array());
+ const Graph *g = &graph[p_type];
+
+ Array ret;
+ for (const List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
+ Dictionary d;
+ d["from_node"] = E->get().from_node;
+ d["from_port"] = E->get().from_port;
+ d["to_node"] = E->get().to_node;
+ d["to_port"] = E->get().to_port;
+ ret.push_back(d);
+ }
+
+ return ret;
+}
+void VisualShader::get_node_connections(Type p_type, List<Connection> *r_connections) const {
+ ERR_FAIL_INDEX(p_type, TYPE_MAX);
+ const Graph *g = &graph[p_type];
+
+ for (const List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
+ r_connections->push_back(E->get());
+ }
+}
+
+void VisualShader::set_mode(Mode p_mode) {
+ if (shader_mode == p_mode) {
+ return;
+ }
+
+ //erase input/output connections
+ modes.clear();
+ flags.clear();
+ shader_mode = p_mode;
+ for (int i = 0; i < TYPE_MAX; i++) {
+
+ for (Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) {
+
+ Ref<VisualShaderNodeInput> input = E->get().node;
+ if (input.is_valid()) {
+ input->shader_mode = shader_mode;
+ //input->input_index = 0;
+ }
+ }
+
+ Ref<VisualShaderNodeOutput> output = graph[i].nodes[NODE_ID_OUTPUT].node;
+ output->shader_mode = shader_mode;
+
+ // clear connections since they are no longer valid
+ for (List<Connection>::Element *E = graph[i].connections.front(); E;) {
+
+ bool keep = true;
+
+ List<Connection>::Element *N = E->next();
+
+ int from = E->get().from_node;
+ int to = E->get().to_node;
+
+ if (!graph[i].nodes.has(from)) {
+ keep = false;
+ } else {
+ Ref<VisualShaderNode> from_node = graph[i].nodes[from].node;
+ if (from_node->is_class("VisualShaderNodeOutput") || from_node->is_class("VisualShaderNodeInput")) {
+ keep = false;
+ }
+ }
+
+ if (!graph[i].nodes.has(to)) {
+ keep = false;
+ } else {
+ Ref<VisualShaderNode> to_node = graph[i].nodes[to].node;
+ if (to_node->is_class("VisualShaderNodeOutput") || to_node->is_class("VisualShaderNodeInput")) {
+ keep = false;
+ }
+ }
+
+ if (!keep) {
+ graph[i].connections.erase(E);
+ }
+ E = N;
+ }
+ }
+
+ _queue_update();
+ _change_notify();
+}
+
+void VisualShader::set_graph_offset(const Vector2 &p_offset) {
+ graph_offset = p_offset;
+}
+
+Vector2 VisualShader::get_graph_offset() const {
+ return graph_offset;
+}
+
+Shader::Mode VisualShader::get_mode() const {
+ return shader_mode;
+}
+
+String VisualShader::generate_preview_shader(Type p_type, int p_node, int p_port, Vector<DefaultTextureParam> &default_tex_params) const {
+
+ Ref<VisualShaderNode> node = get_node(p_type, p_node);
+ ERR_FAIL_COND_V(!node.is_valid(), String());
+ ERR_FAIL_COND_V(p_port < 0 || p_port >= node->get_output_port_count(), String());
+ ERR_FAIL_COND_V(node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_TRANSFORM, String());
+
+ StringBuilder global_code;
+ StringBuilder code;
+
+ global_code += String() + "shader_type canvas_item;\n";
+
+ //make it faster to go around through shader
+ VMap<ConnectionKey, const List<Connection>::Element *> input_connections;
+ VMap<ConnectionKey, const List<Connection>::Element *> output_connections;
+
+ for (const List<Connection>::Element *E = graph[p_type].connections.front(); E; E = E->next()) {
+ ConnectionKey from_key;
+ from_key.node = E->get().from_node;
+ from_key.port = E->get().from_port;
+
+ output_connections.insert(from_key, E);
+
+ ConnectionKey to_key;
+ to_key.node = E->get().to_node;
+ to_key.port = E->get().to_port;
+
+ input_connections.insert(to_key, E);
+ }
+
+ code += "\nvoid fragment() {\n";
+
+ Set<int> processed;
+ Error err = _write_node(p_type, global_code, code, default_tex_params, input_connections, output_connections, p_node, processed, true);
+ ERR_FAIL_COND_V(err != OK, String());
+
+ if (node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_SCALAR) {
+ code += "\tCOLOR.rgb = vec3( n_out" + itos(p_node) + "p" + itos(p_port) + " );\n";
+ } else {
+ code += "\tCOLOR.rgb = n_out" + itos(p_node) + "p" + itos(p_port) + ";\n";
+ }
+ code += "}\n";
+
+ //set code secretly
+ global_code += "\n\n";
+ String final_code = global_code;
+ final_code += code;
+ //print_line(final_code);
+ 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_uniform_name(const String &p_name, const Ref<VisualShaderNodeUniform> &p_uniform) const {
+
+ String name = p_name; //validate name first
+ while (name.length() && !IS_INITIAL_CHAR(name[0])) {
+ name = name.substr(1, name.length() - 1);
+ }
+ if (name != String()) {
+
+ String valid_name;
+
+ for (int i = 0; i < name.length(); i++) {
+ if (IS_SYMBOL_CHAR(name[i])) {
+ valid_name += String::chr(name[i]);
+ } else if (name[i] == ' ') {
+ valid_name += "_";
+ }
+ }
+
+ name = valid_name;
+ }
+
+ if (name == String()) {
+ name = p_uniform->get_caption();
+ }
+
+ int attempt = 1;
+
+ while (true) {
+
+ bool exists = false;
+ for (int i = 0; i < TYPE_MAX; i++) {
+ for (const Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) {
+ Ref<VisualShaderNodeUniform> node = E->get().node;
+ if (node == p_uniform) { //do not test on self
+ continue;
+ }
+ if (node.is_valid() && node->get_uniform_name() == name) {
+ exists = true;
+ break;
+ }
+ }
+ if (exists) {
+ break;
+ }
+ }
+
+ if (exists) {
+ //remove numbers, put new and try again
+ attempt++;
+ while (name.length() && name[name.length() - 1] >= '0' && name[name.length() - 1] <= '9') {
+ name = name.substr(0, name.length() - 1);
+ }
+ ERR_FAIL_COND_V(name == String(), String());
+ name += itos(attempt);
+ } else {
+ break;
+ }
+ }
+
+ 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, NULL }
+};
+
+static const char *type_string[VisualShader::TYPE_MAX] = {
+ "vertex",
+ "fragment",
+ "light"
+};
+bool VisualShader::_set(const StringName &p_name, const Variant &p_value) {
+
+ String name = p_name;
+ if (name == "mode") {
+ set_mode(Shader::Mode(int(p_value)));
+ return true;
+ } else if (name.begins_with("flags/")) {
+ StringName flag = name.get_slicec('/', 1);
+ bool enable = p_value;
+ if (enable) {
+ flags.insert(flag);
+ } else {
+ flags.erase(flag);
+ }
+ _queue_update();
+ return true;
+ } else if (name.begins_with("modes/")) {
+ String mode = name.get_slicec('/', 1);
+ int value = p_value;
+ if (value == 0) {
+ modes.erase(mode); //means its default anyway, so dont store it
+ } else {
+ modes[mode] = value;
+ }
+ _queue_update();
+ return true;
+ } else if (name.begins_with("nodes/")) {
+ String typestr = name.get_slicec('/', 1);
+ Type type = TYPE_VERTEX;
+ for (int i = 0; i < TYPE_MAX; i++) {
+ if (typestr == type_string[i]) {
+ type = Type(i);
+ break;
+ }
+ }
+
+ String index = name.get_slicec('/', 2);
+ if (index == "connections") {
+
+ Vector<int> conns = p_value;
+ if (conns.size() % 4 == 0) {
+ for (int i = 0; i < conns.size(); i += 4) {
+ connect_nodes(type, conns[i + 0], conns[i + 1], conns[i + 2], conns[i + 3]);
+ }
+ }
+ return true;
+ }
+
+ int id = index.to_int();
+ String what = name.get_slicec('/', 3);
+
+ if (what == "node") {
+ add_node(type, p_value, Vector2(), id);
+ return true;
+ } else if (what == "position") {
+ set_node_position(type, id, p_value);
+ return true;
+ }
+ }
+ return false;
+}
+
+bool VisualShader::_get(const StringName &p_name, Variant &r_ret) const {
+
+ String name = p_name;
+ if (name == "mode") {
+ r_ret = get_mode();
+ return true;
+ } else if (name.begins_with("flags/")) {
+ StringName flag = name.get_slicec('/', 1);
+ r_ret = flags.has(flag);
+ return true;
+ } else if (name.begins_with("modes/")) {
+ String mode = name.get_slicec('/', 1);
+ if (modes.has(mode)) {
+ r_ret = modes[mode];
+ } else {
+ r_ret = 0;
+ }
+ return true;
+ } else if (name.begins_with("nodes/")) {
+ String typestr = name.get_slicec('/', 1);
+ Type type = TYPE_VERTEX;
+ for (int i = 0; i < TYPE_MAX; i++) {
+ if (typestr == type_string[i]) {
+ type = Type(i);
+ break;
+ }
+ }
+
+ String index = name.get_slicec('/', 2);
+ if (index == "connections") {
+
+ Vector<int> conns;
+ for (const List<Connection>::Element *E = graph[type].connections.front(); E; E = E->next()) {
+ conns.push_back(E->get().from_node);
+ conns.push_back(E->get().from_port);
+ conns.push_back(E->get().to_node);
+ conns.push_back(E->get().to_port);
+ }
+
+ r_ret = conns;
+ return true;
+ }
+
+ int id = index.to_int();
+ String what = name.get_slicec('/', 3);
+
+ if (what == "node") {
+ r_ret = get_node(type, id);
+ return true;
+ } else if (what == "position") {
+ r_ret = get_node_position(type, id);
+ return true;
+ }
+ }
+ return false;
+}
+void VisualShader::_get_property_list(List<PropertyInfo> *p_list) const {
+
+ //mode
+ p_list->push_back(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Spatial,CanvasItem,Particles"));
+ //render modes
+
+ Map<String, String> blend_mode_enums;
+ Set<String> toggles;
+
+ for (int i = 0; i < ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader_mode)).size(); i++) {
+
+ String mode = ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader_mode))[i];
+ 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++;
+ }
+
+ if (!in_enum) {
+ toggles.insert(mode);
+ }
+ }
+
+ 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 (Set<String>::Element *E = toggles.front(); E; E = E->next()) {
+ p_list->push_back(PropertyInfo(Variant::BOOL, "flags/" + E->get()));
+ }
+
+ for (int i = 0; i < TYPE_MAX; i++) {
+ for (Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) {
+
+ String prop_name = "nodes/";
+ prop_name += type_string[i];
+ prop_name += "/" + itos(E->key());
+
+ if (E->key() != NODE_ID_OUTPUT) {
+
+ p_list->push_back(PropertyInfo(Variant::OBJECT, prop_name + "/node", PROPERTY_HINT_RESOURCE_TYPE, "VisualShaderNode", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE));
+ }
+ p_list->push_back(PropertyInfo(Variant::VECTOR2, prop_name + "/position", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
+ }
+ p_list->push_back(PropertyInfo(Variant::POOL_INT_ARRAY, "nodes/" + String(type_string[i]) + "/connections", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
+ }
+}
+
+Error VisualShader::_write_node(Type type, StringBuilder &global_code, 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) const {
+
+ const Ref<VisualShaderNode> vsnode = graph[type].nodes[node].node;
+
+ //check inputs recursively first
+ int input_count = vsnode->get_input_port_count();
+ for (int i = 0; i < input_count; i++) {
+ ConnectionKey ck;
+ ck.node = node;
+ ck.port = i;
+
+ if (input_connections.has(ck)) {
+ int from_node = input_connections[ck]->get().from_node;
+ if (processed.has(from_node)) {
+ continue;
+ }
+
+ Error err = _write_node(type, global_code, code, def_tex_params, input_connections, output_connections, from_node, processed, for_preview);
+ if (err)
+ return err;
+ }
+ }
+
+ // then this node
+
+ code += "// " + vsnode->get_caption() + ":" + itos(node) + "\n";
+ Vector<String> input_vars;
+
+ input_vars.resize(vsnode->get_input_port_count());
+ String *inputs = input_vars.ptrw();
+
+ for (int i = 0; i < input_count; i++) {
+ ConnectionKey ck;
+ ck.node = node;
+ ck.port = i;
+
+ if (input_connections.has(ck)) {
+ //connected to something, use that output
+ int from_node = input_connections[ck]->get().from_node;
+ int from_port = input_connections[ck]->get().from_port;
+
+ VisualShaderNode::PortType in_type = vsnode->get_input_port_type(i);
+ VisualShaderNode::PortType out_type = graph[type].nodes[from_node].node->get_output_port_type(from_port);
+
+ String src_var = "n_out" + itos(from_node) + "p" + itos(from_port);
+
+ 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_VECTOR && out_type == VisualShaderNode::PORT_TYPE_SCALAR) {
+ inputs[i] = "vec3(" + src_var + ")";
+ }
+ } else {
+
+ Variant defval = vsnode->get_input_port_default_value(i);
+ if (defval.get_type() == Variant::REAL || defval.get_type() == Variant::INT) {
+ float val = defval;
+ inputs[i] = "n_in" + itos(node) + "p" + itos(i);
+ code += "\tfloat " + inputs[i] + " = " + vformat("%.5f", val) + ";\n";
+ } else if (defval.get_type() == Variant::VECTOR3) {
+ Vector3 val = defval;
+ inputs[i] = "n_in" + itos(node) + "p" + itos(i);
+ code += "\tvec3 " + inputs[i] + " = " + vformat("vec3(%.5f,%.5f,%.5f);\n", val.x, val.y, val.z);
+ } else if (defval.get_type() == Variant::TRANSFORM) {
+ Transform val = defval;
+ val.basis.transpose();
+ inputs[i] = "n_in" + itos(node) + "p" + itos(i);
+ Array values;
+ for (int i = 0; i < 3; i++) {
+ values.push_back(val.basis[i].x);
+ values.push_back(val.basis[i].y);
+ values.push_back(val.basis[i].z);
+ }
+ values.push_back(val.origin.x);
+ values.push_back(val.origin.y);
+ values.push_back(val.origin.z);
+ bool err = false;
+ code += "\tmat4 " + inputs[i] + " = " + String("mat4( vec4(%.5f,%.5f,%.5f,0.0),vec4(%.5f,%.5f,%.5f,0.0),vec4(%.5f,%.5f,%.5f,0.0),vec4(%.5f,%.5f,%.5f,1.0) );\n").sprintf(values, &err);
+ } else {
+ //will go empty, node is expected to know what it is doing at this point and handle it
+ }
+ }
+ }
+
+ int output_count = vsnode->get_output_port_count();
+ Vector<String> output_vars;
+ output_vars.resize(vsnode->get_output_port_count());
+ String *outputs = output_vars.ptrw();
+
+ for (int i = 0; i < output_count; i++) {
+
+ outputs[i] = "n_out" + itos(node) + "p" + itos(i);
+ switch (vsnode->get_output_port_type(i)) {
+ case VisualShaderNode::PORT_TYPE_SCALAR: code += String() + "\tfloat " + outputs[i] + ";\n"; break;
+ case VisualShaderNode::PORT_TYPE_VECTOR: code += String() + "\tvec3 " + outputs[i] + ";\n"; break;
+ case VisualShaderNode::PORT_TYPE_TRANSFORM: code += String() + "\tmat4 " + outputs[i] + ";\n"; break;
+ default: {}
+ }
+ }
+
+ Vector<VisualShader::DefaultTextureParam> params = vsnode->get_default_texture_parameters(type, node);
+ for (int i = 0; i < params.size(); i++) {
+ def_tex_params.push_back(params[i]);
+ }
+
+ Ref<VisualShaderNodeInput> input = vsnode;
+
+ if (input.is_valid() && for_preview) {
+ //handle for preview
+ code += input->generate_code_for_preview(type, node, inputs, outputs);
+ } else {
+ //handle normally
+ global_code += vsnode->generate_global(get_mode(), type, node);
+ code += vsnode->generate_code(get_mode(), type, node, inputs, outputs);
+ }
+ code += "\n"; //
+ processed.insert(node);
+
+ return OK;
+}
+
+void VisualShader::_update_shader() const {
+ if (!dirty)
+ return;
+
+ dirty = false;
+
+ StringBuilder global_code;
+ StringBuilder code;
+ Vector<VisualShader::DefaultTextureParam> default_tex_params;
+ static const char *shader_mode_str[Shader::MODE_MAX] = { "spatial", "canvas_item", "particles" };
+
+ 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(VisualServer::ShaderMode(shader_mode)).size(); i++) {
+ String mode = ShaderTypes::get_singleton()->get_modes(VisualServer::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++;
+ }
+ }
+ }
+ }
+ idx++;
+ }
+
+ //fill render mode flags
+ for (int i = 0; i < ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader_mode)).size(); i++) {
+
+ String mode = ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader_mode))[i];
+ if (flags.has(mode)) {
+ if (render_mode != String()) {
+ render_mode += ", ";
+ }
+ render_mode += mode;
+ }
+ }
+ }
+
+ if (render_mode != String()) {
+
+ global_code += "render_mode " + render_mode + ";\n\n";
+ }
+
+ static const char *func_name[TYPE_MAX] = { "vertex", "fragment", "light" };
+
+ for (int i = 0; i < TYPE_MAX; i++) {
+
+ //make it faster to go around through shader
+ VMap<ConnectionKey, const List<Connection>::Element *> input_connections;
+ VMap<ConnectionKey, const List<Connection>::Element *> output_connections;
+
+ for (const List<Connection>::Element *E = graph[i].connections.front(); E; E = E->next()) {
+ ConnectionKey from_key;
+ from_key.node = E->get().from_node;
+ from_key.port = E->get().from_port;
+
+ output_connections.insert(from_key, E);
+
+ ConnectionKey to_key;
+ to_key.node = E->get().to_node;
+ to_key.port = E->get().to_port;
+
+ input_connections.insert(to_key, E);
+ }
+
+ code += "\nvoid " + String(func_name[i]) + "() {\n";
+
+ Set<int> processed;
+ Error err = _write_node(Type(i), global_code, code, default_tex_params, input_connections, output_connections, NODE_ID_OUTPUT, processed, false);
+ ERR_FAIL_COND(err != OK);
+
+ code += "}\n";
+ }
+
+ //set code secretly
+ global_code += "\n\n";
+ String final_code = global_code;
+ final_code += code;
+ const_cast<VisualShader *>(this)->set_code(final_code);
+ //print_line(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);
+ }
+}
+
+void VisualShader::_queue_update() {
+ if (dirty) {
+ return;
+ }
+
+ dirty = true;
+ call_deferred("_update_shader");
+}
+
+void VisualShader::_input_type_changed(Type p_type, int p_id) {
+ //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);
+ }
+ E = N;
+ }
+}
+
+void VisualShader::_bind_methods() {
+
+ ClassDB::bind_method(D_METHOD("set_mode", "mode"), &VisualShader::set_mode);
+
+ ClassDB::bind_method(D_METHOD("add_node", "type", "node", "position", "id"), &VisualShader::add_node);
+ ClassDB::bind_method(D_METHOD("set_node_position", "type", "id", "position"), &VisualShader::set_node_position);
+
+ ClassDB::bind_method(D_METHOD("get_node_position", "type", "id"), &VisualShader::get_node_position);
+ ClassDB::bind_method(D_METHOD("get_node", "type"), &VisualShader::get_node);
+
+ ClassDB::bind_method(D_METHOD("get_node_list", "type"), &VisualShader::get_node_list);
+ ClassDB::bind_method(D_METHOD("get_valid_node_id", "type"), &VisualShader::get_valid_node_id);
+
+ ClassDB::bind_method(D_METHOD("remove_node", "type", "id"), &VisualShader::remove_node);
+
+ ClassDB::bind_method(D_METHOD("is_node_connection", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::is_node_connection);
+ ClassDB::bind_method(D_METHOD("can_connect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::is_node_connection);
+
+ ClassDB::bind_method(D_METHOD("connect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::connect_nodes);
+ ClassDB::bind_method(D_METHOD("disconnect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::disconnect_nodes);
+
+ ClassDB::bind_method(D_METHOD("get_node_connections", "type"), &VisualShader::_get_node_connections);
+
+ ClassDB::bind_method(D_METHOD("set_graph_offset", "offset"), &VisualShader::set_graph_offset);
+ ClassDB::bind_method(D_METHOD("get_graph_offset"), &VisualShader::get_graph_offset);
+
+ ClassDB::bind_method(D_METHOD("_queue_update"), &VisualShader::_queue_update);
+ ClassDB::bind_method(D_METHOD("_update_shader"), &VisualShader::_update_shader);
+
+ ClassDB::bind_method(D_METHOD("_input_type_changed"), &VisualShader::_input_type_changed);
+
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "graph_offset", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_graph_offset", "get_graph_offset");
+
+ BIND_ENUM_CONSTANT(TYPE_VERTEX);
+ BIND_ENUM_CONSTANT(TYPE_FRAGMENT);
+ BIND_ENUM_CONSTANT(TYPE_LIGHT);
+ BIND_ENUM_CONSTANT(TYPE_MAX);
+
+ BIND_CONSTANT(NODE_ID_INVALID);
+ BIND_CONSTANT(NODE_ID_OUTPUT);
+}
+
+VisualShader::VisualShader() {
+ shader_mode = Shader::MODE_SPATIAL;
+
+ for (int i = 0; i < TYPE_MAX; i++) {
+ Ref<VisualShaderNodeOutput> output;
+ output.instance();
+ output->shader_type = Type(i);
+ output->shader_mode = shader_mode;
+ graph[i].nodes[NODE_ID_OUTPUT].node = output;
+ graph[i].nodes[NODE_ID_OUTPUT].position = Vector2(400, 150);
+ }
+
+ dirty = true;
+}
+
+///////////////////////////////////////////////////////////
+
+const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
+ // Spatial, 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_SCALAR, "point_size", "POINT_SIZE" },
+
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_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" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vp_size", "vec3(VIEWPORT_SIZE, 0)" },
+
+ // Spatial, Fragment
+ { 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, "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", "vec2(POINT_COORD,0.0)" },
+
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV,0.0)" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "side", "float(FRONT_FACING ? 1.0 : 0.0)" },
+
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_camera", "INV_CAMERA_MATRIX" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "vp_size", "vec3(VIEWPORT_SIZE, 0.0)" },
+
+ // Spatial, Light
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
+ { 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, "attenuation", "ATTENUATION" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "albedo", "ALBEDO" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "transmission", "TRANSMISSION" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
+
+ { 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, "projection", "PROJECTION" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "vp_size", "vec3(VIEWPORT_SIZE, 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", "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_TRANSFORM, "world", "WORLD_MATRIX" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "extra", "EXTRA_MATRIX" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "light_pass", "float(AT_LIGHT_PASS ? 1.0 : 0.0)" },
+ // 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", "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, "point_coord", "vec2(POINT_COORD,0.0)" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "light_pass", "float(AT_LIGHT_PASS ? 1.0 : 0.0)" },
+ // 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", "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_vec", "vec3(LIGHT_VEC,0.0)" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_height", "LIGHT_HEIGHT" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_color", "LIGHT_COLOR.rgb" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_alpha", "LIGHT_COLOR.a" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_uv", "vec3(LIGHT_UV,0.0)" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "shadow_color", "SHADOW_COLOR.rgb" },
+
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV,0.0)" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "point_coord", "vec2(POINT_COORD,0.0)" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
+ // Particles, Vertex
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "VELOCITY" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "restart", "float(RESTART ? 1.0 : 0.0)" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "active", "float(ACTIVE ? 1.0 : 0.0)" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "custom", "CUSTOM.rgb" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
+
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "index", "float(INDEX)" },
+
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
+ { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, NULL, NULL },
+};
+
+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" },
+
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(UV,0.0)" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "side", "1.0" },
+
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "vp_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_SCALAR, "time", "TIME" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "vp_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_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_SCALAR, "alpha", "1.0" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(UV,0.0)" },
+ { 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(UV,0.0)" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
+ // Particles, Vertex
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "vec3(0.0,0.0,1.0)" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
+ { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, NULL, NULL },
+};
+
+int VisualShaderNodeInput::get_input_port_count() const {
+
+ return 0;
+}
+VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_port_type(int p_port) const {
+
+ return PORT_TYPE_SCALAR;
+}
+String VisualShaderNodeInput::get_input_port_name(int p_port) const {
+
+ return "";
+}
+
+int VisualShaderNodeInput::get_output_port_count() const {
+
+ return 1;
+}
+VisualShaderNodeInput::PortType VisualShaderNodeInput::get_output_port_type(int p_port) const {
+
+ return get_input_type_by_name(input_name);
+}
+String VisualShaderNodeInput::get_output_port_name(int p_port) const {
+ return "";
+}
+
+String VisualShaderNodeInput::get_caption() const {
+ return TTR("Input");
+}
+
+String VisualShaderNodeInput::generate_code_for_preview(VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const {
+
+ int idx = 0;
+
+ String code;
+
+ while (preview_ports[idx].mode != Shader::MODE_MAX) {
+ if (preview_ports[idx].mode == shader_mode && preview_ports[idx].shader_type == shader_type && preview_ports[idx].name == input_name) {
+ code = "\t" + p_output_vars[0] + " = " + preview_ports[idx].string + ";\n";
+ break;
+ }
+ idx++;
+ }
+
+ if (code == String()) {
+ switch (get_output_port_type(0)) {
+ case PORT_TYPE_SCALAR: {
+ code = "\t" + p_output_vars[0] + " = 0.0;\n";
+ } break; //default (none found) is scalar
+ case PORT_TYPE_VECTOR: {
+ code = "\t" + p_output_vars[0] + " = vec3(0.0);\n";
+ } break; //default (none found) is scalar
+ case PORT_TYPE_TRANSFORM: {
+ code = "\t" + p_output_vars[0] + " = mat4( vec4(1.0,0.0,0.0,0.0), vec4(0.0,1.0,0.0,0.0), vec4(0.0,0.0,1.0,0.0), vec4(0.0,0.0,0.0,1.0) );\n";
+ } break; //default (none found) is scalar
+ }
+ }
+
+ return code;
+}
+
+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) const {
+
+ int idx = 0;
+
+ String code;
+
+ while (ports[idx].mode != Shader::MODE_MAX) {
+ if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == input_name) {
+ code = "\t" + p_output_vars[0] + " = " + ports[idx].string + ";\n";
+ break;
+ }
+ idx++;
+ }
+
+ if (code == String()) {
+ code = "\t" + p_output_vars[0] + " = 0.0;\n"; //default (none found) is scalar
+ }
+
+ return code;
+}
+
+void VisualShaderNodeInput::set_input_name(String p_name) {
+ PortType prev_type = get_input_type_by_name(input_name);
+ input_name = p_name;
+ emit_changed();
+ if (get_input_type_by_name(input_name) != prev_type) {
+ emit_signal("input_type_changed");
+ }
+}
+
+String VisualShaderNodeInput::get_input_name() const {
+ return input_name;
+}
+
+VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_type_by_name(String p_name) const {
+
+ int idx = 0;
+
+ while (ports[idx].mode != Shader::MODE_MAX) {
+ if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == p_name) {
+ return ports[idx].type;
+ }
+ idx++;
+ }
+
+ return PORT_TYPE_SCALAR;
+}
+
+int VisualShaderNodeInput::get_input_index_count() const {
+ int idx = 0;
+ int count = 0;
+
+ while (ports[idx].mode != Shader::MODE_MAX) {
+ if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
+ count++;
+ }
+ idx++;
+ }
+
+ return count;
+}
+
+VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_index_type(int p_index) const {
+ int idx = 0;
+ int count = 0;
+
+ while (ports[idx].mode != Shader::MODE_MAX) {
+ if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
+ if (count == p_index) {
+ return ports[idx].type;
+ }
+ count++;
+ }
+ idx++;
+ }
+
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeInput::get_input_index_name(int p_index) const {
+ int idx = 0;
+ int count = 0;
+
+ while (ports[idx].mode != Shader::MODE_MAX) {
+ if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
+ if (count == p_index) {
+ return ports[idx].name;
+ }
+ count++;
+ }
+ idx++;
+ }
+
+ return "";
+}
+
+void VisualShaderNodeInput::_validate_property(PropertyInfo &property) const {
+
+ if (property.name == "input_name") {
+ String port_list;
+
+ int idx = 0;
+
+ while (ports[idx].mode != Shader::MODE_MAX) {
+ if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
+ if (port_list != String()) {
+ port_list += ",";
+ }
+ port_list += ports[idx].name;
+ }
+ idx++;
+ }
+
+ if (port_list == "") {
+ port_list = TTR("None");
+ }
+ property.hint_string = port_list;
+ }
+}
+
+Vector<StringName> VisualShaderNodeInput::get_editable_properties() const {
+ Vector<StringName> props;
+ props.push_back("input_name");
+ return props;
+}
+
+void VisualShaderNodeInput::_bind_methods() {
+
+ ClassDB::bind_method(D_METHOD("set_input_name", "name"), &VisualShaderNodeInput::set_input_name);
+ ClassDB::bind_method(D_METHOD("get_input_name"), &VisualShaderNodeInput::get_input_name);
+
+ ADD_PROPERTY(PropertyInfo(Variant::STRING, "input_name", PROPERTY_HINT_ENUM, ""), "set_input_name", "get_input_name");
+ ADD_SIGNAL(MethodInfo("input_type_changed"));
+}
+VisualShaderNodeInput::VisualShaderNodeInput() {
+ input_name = "[None]";
+ // changed when set
+ shader_type = VisualShader::TYPE_MAX;
+ shader_mode = Shader::MODE_MAX;
+}
+
+////////////////////////////////////////////
+
+const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = {
+ // Spatial, 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" },
+ // Spatial, 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, "normalmap", "NORMALMAP" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "normalmap_depth", "NORMALMAP_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, "transmission", "TRANSMISSION" },
+
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha_scissor", "ALPHA_SCISSOR" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "ao_light_affect", "AO_LIGHT_AFFECT" },
+
+ // Spatial, Light
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "diffuse", "DIFFUSE_LIGHT" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "specular", "SPECULAR_LIGHT" },
+ // Canvas Item, Vertex
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX:xy" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "UV:xy" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
+ // Canvas Item, Fragment
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_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, "normalmap", "NORMALMAP" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "normalmap_depth", "NORMALMAP_DEPTH" },
+ // 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.rgb" },
+ // Particles, Vertex
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "VELOCITY" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "custom", "CUSTOM.rgb" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
+ { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, NULL, NULL },
+};
+
+int VisualShaderNodeOutput::get_input_port_count() const {
+
+ int idx = 0;
+ int count = 0;
+
+ while (ports[idx].mode != Shader::MODE_MAX) {
+ if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
+ count++;
+ }
+ idx++;
+ }
+
+ return count;
+}
+
+VisualShaderNodeOutput::PortType VisualShaderNodeOutput::get_input_port_type(int p_port) const {
+
+ int idx = 0;
+ int count = 0;
+
+ while (ports[idx].mode != Shader::MODE_MAX) {
+ if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
+ if (count == p_port) {
+ return ports[idx].type;
+ }
+ count++;
+ }
+ idx++;
+ }
+
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeOutput::get_input_port_name(int p_port) const {
+
+ int idx = 0;
+ int count = 0;
+
+ 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();
+ }
+ count++;
+ }
+ idx++;
+ }
+
+ return String();
+}
+
+Variant VisualShaderNodeOutput::get_input_port_default_value(int p_port) const {
+ return Variant();
+}
+
+int VisualShaderNodeOutput::get_output_port_count() const {
+
+ return 0;
+}
+VisualShaderNodeOutput::PortType VisualShaderNodeOutput::get_output_port_type(int p_port) const {
+ return PORT_TYPE_SCALAR;
+}
+String VisualShaderNodeOutput::get_output_port_name(int p_port) const {
+ return String();
+}
+
+bool VisualShaderNodeOutput::is_port_separator(int p_index) const {
+
+ if (shader_mode == Shader::MODE_SPATIAL && shader_type == VisualShader::TYPE_FRAGMENT) {
+ String name = get_input_port_name(p_index);
+ return (name == "Normal" || name == "Rim" || name == "Alpha Scissor");
+ }
+ return false;
+}
+
+String VisualShaderNodeOutput::get_caption() const {
+ return TTR("Output");
+}
+
+String VisualShaderNodeOutput::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const {
+
+ int idx = 0;
+ int count = 0;
+
+ String code;
+ while (ports[idx].mode != Shader::MODE_MAX) {
+ if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
+
+ if (p_input_vars[count] != String()) {
+ String s = ports[idx].string;
+ if (s.find(":") != -1) {
+ code += "\t" + s.get_slicec(':', 0) + " = " + p_input_vars[count] + "." + s.get_slicec(':', 1) + ";\n";
+ } else {
+ code += "\t" + s + " = " + p_input_vars[count] + ";\n";
+ }
+ }
+ count++;
+ }
+ idx++;
+ }
+
+ return code;
+}
+
+VisualShaderNodeOutput::VisualShaderNodeOutput() {
+}
+
+///////////////////////////
+
+void VisualShaderNodeUniform::set_uniform_name(const String &p_name) {
+ uniform_name = p_name;
+ emit_signal("name_changed");
+ emit_changed();
+}
+
+String VisualShaderNodeUniform::get_uniform_name() const {
+ return uniform_name;
+}
+
+void VisualShaderNodeUniform::_bind_methods() {
+
+ ClassDB::bind_method(D_METHOD("set_uniform_name", "name"), &VisualShaderNodeUniform::set_uniform_name);
+ ClassDB::bind_method(D_METHOD("get_uniform_name"), &VisualShaderNodeUniform::get_uniform_name);
+
+ ADD_PROPERTY(PropertyInfo(Variant::STRING, "uniform_name"), "set_uniform_name", "get_uniform_name");
+}
+
+VisualShaderNodeUniform::VisualShaderNodeUniform() {
+}