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Diffstat (limited to 'scene/resources/visual_shader.cpp')
-rw-r--r--scene/resources/visual_shader.cpp106
1 files changed, 47 insertions, 59 deletions
diff --git a/scene/resources/visual_shader.cpp b/scene/resources/visual_shader.cpp
index 640f6dfcb7..6b8f8097a8 100644
--- a/scene/resources/visual_shader.cpp
+++ b/scene/resources/visual_shader.cpp
@@ -456,11 +456,9 @@ void VisualShaderNodeCustom::update_ports() {
}
String VisualShaderNodeCustom::get_caption() const {
- String ret;
- if (GDVIRTUAL_CALL(_get_name, ret)) {
- return ret;
- }
- return "Unnamed";
+ String ret = "Unnamed";
+ GDVIRTUAL_CALL(_get_name, ret);
+ return ret;
}
int VisualShaderNodeCustom::get_input_port_count() const {
@@ -559,11 +557,9 @@ String VisualShaderNodeCustom::generate_global_per_func(Shader::Mode p_mode, Vis
}
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;
+ bool ret = true;
+ GDVIRTUAL_CALL(_is_available, p_mode, p_type, ret);
+ return ret;
}
void VisualShaderNodeCustom::set_input_port_default_value(int p_port, const Variant &p_value, const Variant &p_prev_value) {
@@ -2070,10 +2066,9 @@ Error VisualShader::_write_node(Type type, StringBuilder *p_global_code, StringB
}
if (!node_code.is_empty()) {
- r_code += "\n";
+ r_code += "\n\n";
}
- r_code += "\n"; //
r_processed.insert(p_node);
return OK;
@@ -2370,71 +2365,62 @@ void VisualShader::_update_shader() const {
String global_compute_code;
if (shader_mode == Shader::MODE_PARTICLES) {
- bool has_start = !code_map[TYPE_START].is_empty();
bool has_start_custom = !code_map[TYPE_START_CUSTOM].is_empty();
bool has_process = !code_map[TYPE_PROCESS].is_empty();
bool has_process_custom = !code_map[TYPE_PROCESS_CUSTOM].is_empty();
bool has_collide = !code_map[TYPE_COLLIDE].is_empty();
shader_code += "void start() {\n";
- if (has_start || has_start_custom) {
- shader_code += " uint __seed = __hash(NUMBER + uint(1) + RANDOM_SEED);\n";
- shader_code += " vec3 __diff = TRANSFORM[3].xyz - EMISSION_TRANSFORM[3].xyz;\n";
- shader_code += " float __radians;\n";
- shader_code += " vec3 __vec3_buff1;\n";
- shader_code += " vec3 __vec3_buff2;\n";
- shader_code += " float __scalar_buff1;\n";
- shader_code += " float __scalar_buff2;\n";
- shader_code += " int __scalar_ibuff;\n";
- shader_code += " vec4 __vec4_buff;\n";
- shader_code += " vec3 __ndiff = normalize(__diff);\n\n";
- }
- if (has_start) {
- shader_code += " {\n";
- shader_code += code_map[TYPE_START].replace("\n ", "\n ");
- shader_code += " }\n";
- if (has_start_custom) {
- shader_code += " \n";
- }
- }
+ shader_code += " uint __seed = __hash(NUMBER + uint(1) + RANDOM_SEED);\n";
+ shader_code += "\n";
+ shader_code += " {\n";
+ shader_code += code_map[TYPE_START].replace("\n ", "\n ");
+ shader_code += " }\n";
if (has_start_custom) {
+ shader_code += " \n";
shader_code += " {\n";
shader_code += code_map[TYPE_START_CUSTOM].replace("\n ", "\n ");
shader_code += " }\n";
}
shader_code += "}\n\n";
- shader_code += "void process() {\n";
+
if (has_process || has_process_custom || has_collide) {
+ shader_code += "void process() {\n";
shader_code += " uint __seed = __hash(NUMBER + uint(1) + RANDOM_SEED);\n";
- shader_code += " vec3 __vec3_buff1;\n";
- shader_code += " vec3 __diff = TRANSFORM[3].xyz - EMISSION_TRANSFORM[3].xyz;\n";
- shader_code += " vec3 __ndiff = normalize(__diff);\n\n";
- }
- shader_code += " {\n";
- String tab = " ";
- if (has_collide) {
- shader_code += " if (COLLIDED) {\n\n";
- shader_code += code_map[TYPE_COLLIDE].replace("\n ", "\n ");
+ shader_code += "\n";
+ if (has_process || has_collide) {
+ shader_code += " {\n";
+ }
+ String tab = " ";
+ if (has_collide) {
+ shader_code += " if (COLLIDED) {\n\n";
+ shader_code += code_map[TYPE_COLLIDE].replace("\n ", "\n ");
+ if (has_process) {
+ shader_code += " } else {\n\n";
+ tab += " ";
+ }
+ }
if (has_process) {
- shader_code += " } else {\n\n";
- tab += " ";
+ shader_code += code_map[TYPE_PROCESS].replace("\n ", "\n " + tab);
+ }
+ if (has_collide) {
+ shader_code += " }\n";
+ }
+ if (has_process || has_collide) {
+ shader_code += " }\n";
}
- }
- if (has_process) {
- shader_code += code_map[TYPE_PROCESS].replace("\n ", "\n " + tab);
- }
- if (has_collide) {
- shader_code += " }\n";
- }
- shader_code += " }\n";
- if (has_process_custom) {
- shader_code += " {\n\n";
- shader_code += code_map[TYPE_PROCESS_CUSTOM].replace("\n ", "\n ");
- shader_code += " }\n";
- }
+ if (has_process_custom) {
+ if (has_process || has_collide) {
+ shader_code += " \n";
+ }
+ shader_code += " {\n";
+ shader_code += code_map[TYPE_PROCESS_CUSTOM].replace("\n ", "\n ");
+ shader_code += " }\n";
+ }
- shader_code += "}\n\n";
+ shader_code += "}\n\n";
+ }
global_compute_code += "float __rand_from_seed(inout uint seed) {\n";
global_compute_code += " int k;\n";
@@ -2662,6 +2648,7 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "node_position_world", "NODE_POSITION_WORLD" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "camera_position_world", "CAMERA_POSITION_WORLD" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "camera_direction_world", "CAMERA_DIRECTION_WORLD" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "camera_visible_layers", "CAMERA_VISIBLE_LAYERS" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "node_position_view", "NODE_POSITION_VIEW" },
// Node3D, Fragment
@@ -2694,6 +2681,7 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "node_position_world", "NODE_POSITION_WORLD" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "camera_position_world", "CAMERA_POSITION_WORLD" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "camera_direction_world", "CAMERA_DIRECTION_WORLD" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR_INT, "camera_visible_layers", "CAMERA_VISIBLE_LAYERS" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "node_position_view", "NODE_POSITION_VIEW" },
// Node3D, Light