diff options
Diffstat (limited to 'scene/resources/visual_shader.cpp')
-rw-r--r-- | scene/resources/visual_shader.cpp | 106 |
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 |