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-rw-r--r--scene/resources/visual_shader.cpp352
1 files changed, 295 insertions, 57 deletions
diff --git a/scene/resources/visual_shader.cpp b/scene/resources/visual_shader.cpp
index 859546694f..f37b1a3e8e 100644
--- a/scene/resources/visual_shader.cpp
+++ b/scene/resources/visual_shader.cpp
@@ -94,6 +94,52 @@ bool VisualShaderNode::is_generate_input_var(int p_port) const {
return true;
}
+bool VisualShaderNode::is_output_port_expandable(int p_port) const {
+ return false;
+}
+
+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;
+ }
+ emit_changed();
+}
+
+Array VisualShaderNode::_get_output_ports_expanded() const {
+ Array arr;
+ for (int i = 0; i < get_output_port_count(); i++) {
+ if (_is_output_port_expanded(i)) {
+ arr.push_back(i);
+ }
+ }
+ return arr;
+}
+
+void VisualShaderNode::_set_output_port_expanded(int p_port, bool p_expanded) {
+ expanded_output_ports[p_port] = p_expanded;
+ emit_changed();
+}
+
+bool VisualShaderNode::_is_output_port_expanded(int p_port) const {
+ if (expanded_output_ports.has(p_port)) {
+ return expanded_output_ports[p_port];
+ }
+ return false;
+}
+
+int VisualShaderNode::get_expanded_output_port_count() const {
+ int count = get_output_port_count();
+ 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;
+ }
+ }
+ }
+ return count2;
+}
+
bool VisualShaderNode::is_code_generated() const {
return true;
}
@@ -106,6 +152,14 @@ bool VisualShaderNode::is_use_prop_slots() const {
return false;
}
+bool VisualShaderNode::is_disabled() const {
+ return disabled;
+}
+
+void VisualShaderNode::set_disabled(bool p_disabled) {
+ disabled = p_disabled;
+}
+
Vector<VisualShader::DefaultTextureParam> VisualShaderNode::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
return Vector<VisualShader::DefaultTextureParam>();
}
@@ -157,6 +211,12 @@ 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_output_port_expanded", "port"), &VisualShaderNode::_set_output_port_expanded);
+ ClassDB::bind_method(D_METHOD("_is_output_port_expanded"), &VisualShaderNode::_is_output_port_expanded);
+
+ 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("get_input_port_default_value", "port"), &VisualShaderNode::get_input_port_default_value);
@@ -165,6 +225,7 @@ void VisualShaderNode::_bind_methods() {
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_SIGNAL(MethodInfo("editor_refresh_request"));
BIND_ENUM_CONSTANT(PORT_TYPE_SCALAR);
@@ -300,6 +361,30 @@ String VisualShaderNodeCustom::generate_global_per_node(Shader::Mode p_mode, Vis
return "";
}
+void VisualShaderNodeCustom::set_input_port_default_value(int p_port, const Variant &p_value) {
+ if (!is_initialized) {
+ VisualShaderNode::set_input_port_default_value(p_port, p_value);
+ }
+}
+
+void VisualShaderNodeCustom::set_default_input_values(const Array &p_values) {
+ if (!is_initialized) {
+ VisualShaderNode::set_default_input_values(p_values);
+ }
+}
+
+void VisualShaderNodeCustom::_set_input_port_default_value(int p_port, const Variant &p_value) {
+ VisualShaderNode::set_input_port_default_value(p_port, p_value);
+}
+
+bool VisualShaderNodeCustom::_is_initialized() {
+ return is_initialized;
+}
+
+void VisualShaderNodeCustom::_set_initialized(bool p_enabled) {
+ is_initialized = p_enabled;
+}
+
void VisualShaderNodeCustom::_bind_methods() {
BIND_VMETHOD(MethodInfo(Variant::STRING, "_get_name"));
BIND_VMETHOD(MethodInfo(Variant::STRING, "_get_description"));
@@ -314,6 +399,12 @@ void VisualShaderNodeCustom::_bind_methods() {
BIND_VMETHOD(MethodInfo(Variant::STRING, "_get_code", PropertyInfo(Variant::ARRAY, "input_vars"), PropertyInfo(Variant::ARRAY, "output_vars"), PropertyInfo(Variant::INT, "mode"), PropertyInfo(Variant::INT, "type")));
BIND_VMETHOD(MethodInfo(Variant::STRING, "_get_global_code", PropertyInfo(Variant::INT, "mode")));
BIND_VMETHOD(MethodInfo(Variant::BOOL, "_is_highend"));
+
+ 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");
}
VisualShaderNodeCustom::VisualShaderNodeCustom() {
@@ -546,7 +637,7 @@ bool VisualShader::can_connect_nodes(Type p_type, int p_from_node, int p_from_po
return false;
}
- if (p_from_port < 0 || p_from_port >= g->nodes[p_from_node].node->get_output_port_count()) {
+ if (p_from_port < 0 || p_from_port >= g->nodes[p_from_node].node->get_expanded_output_port_count()) {
return false;
}
@@ -587,7 +678,7 @@ void VisualShader::connect_nodes_forced(Type p_type, int p_from_node, int p_from
Graph *g = &graph[p_type];
ERR_FAIL_COND(!g->nodes.has(p_from_node));
- ERR_FAIL_INDEX(p_from_port, g->nodes[p_from_node].node->get_output_port_count());
+ ERR_FAIL_INDEX(p_from_port, g->nodes[p_from_node].node->get_expanded_output_port_count());
ERR_FAIL_COND(!g->nodes.has(p_to_node));
ERR_FAIL_INDEX(p_to_port, g->nodes[p_to_node].node->get_input_port_count());
@@ -609,7 +700,7 @@ Error VisualShader::connect_nodes(Type p_type, int p_from_node, int p_from_port,
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_INDEX_V(p_from_port, g->nodes[p_from_node].node->get_expanded_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);
@@ -760,7 +851,7 @@ bool VisualShader::is_text_shader() const {
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(p_port < 0 || p_port >= node->get_expanded_output_port_count(), String());
ERR_FAIL_COND_V(node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_TRANSFORM, String());
StringBuilder global_code;
@@ -961,7 +1052,8 @@ static const char *type_string[VisualShader::TYPE_MAX] = {
"light",
"emit",
"process",
- "end"
+ "end",
+ "sky",
};
bool VisualShader::_set(const StringName &p_name, const Variant &p_value) {
@@ -1176,6 +1268,12 @@ void VisualShader::_get_property_list(List<PropertyInfo> *p_list) const {
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 {
const Ref<VisualShaderNode> vsnode = graph[type].nodes[node].node;
+ if (vsnode->is_disabled()) {
+ code += "// " + vsnode->get_caption() + ":" + itos(node) + "\n";
+ code += "\t// Node is disabled and code is not generated.\n";
+ return OK;
+ }
+
//check inputs recursively first
int input_count = vsnode->get_input_port_count();
for (int i = 0; i < input_count; i++) {
@@ -1244,6 +1342,11 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
if (input_connections.has(ck)) {
//connected to something, use that output
int from_node = input_connections[ck]->get().from_node;
+
+ if (graph[type].nodes[from_node].node->is_disabled()) {
+ continue;
+ }
+
int from_port = input_connections[ck]->get().from_port;
VisualShaderNode::PortType in_type = vsnode->get_input_port_type(i);
@@ -1331,13 +1434,30 @@ 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;
+
+ for (int i = 0; i < initial_output_count; i++) {
+ bool expanded = false;
+
+ 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;
+ }
+ }
+ expanded_output_ports.insert(i, expanded);
+ }
+
Vector<String> output_vars;
- output_vars.resize(vsnode->get_output_port_count());
+ output_vars.resize(output_count);
String *outputs = output_vars.ptrw();
if (vsnode->is_simple_decl()) { // less code to generate for some simple_decl nodes
- for (int i = 0; i < output_count; i++) {
- String var_name = "n_out" + itos(node) + "p" + itos(i);
+ for (int i = 0, j = 0; i < initial_output_count; i++, j++) {
+ String var_name = "n_out" + itos(node) + "p" + itos(j);
switch (vsnode->get_output_port_type(i)) {
case VisualShaderNode::PORT_TYPE_SCALAR:
outputs[i] = "float " + var_name;
@@ -1357,35 +1477,84 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
default: {
}
}
+ if (expanded_output_ports[i]) {
+ if (vsnode->get_output_port_type(i) == VisualShaderNode::PORT_TYPE_VECTOR) {
+ j += 3;
+ }
+ }
}
} else {
- for (int i = 0; i < output_count; i++) {
- outputs[i] = "n_out" + itos(node) + "p" + itos(i);
+ for (int i = 0, j = 0; i < initial_output_count; i++, j++) {
+ outputs[i] = "n_out" + itos(node) + "p" + itos(j);
switch (vsnode->get_output_port_type(i)) {
case VisualShaderNode::PORT_TYPE_SCALAR:
- code += String() + "\tfloat " + outputs[i] + ";\n";
+ code += "\tfloat " + outputs[i] + ";\n";
break;
case VisualShaderNode::PORT_TYPE_SCALAR_INT:
- code += String() + "\tint " + outputs[i] + ";\n";
+ code += "\tint " + outputs[i] + ";\n";
break;
case VisualShaderNode::PORT_TYPE_VECTOR:
- code += String() + "\tvec3 " + outputs[i] + ";\n";
+ code += "\tvec3 " + outputs[i] + ";\n";
break;
case VisualShaderNode::PORT_TYPE_BOOLEAN:
- code += String() + "\tbool " + outputs[i] + ";\n";
+ code += "\tbool " + outputs[i] + ";\n";
break;
case VisualShaderNode::PORT_TYPE_TRANSFORM:
- code += String() + "\tmat4 " + outputs[i] + ";\n";
+ code += "\tmat4 " + outputs[i] + ";\n";
break;
default: {
}
}
+ if (expanded_output_ports[i]) {
+ if (vsnode->get_output_port_type(i) == VisualShaderNode::PORT_TYPE_VECTOR) {
+ j += 3;
+ }
+ }
}
}
code += vsnode->generate_code(get_mode(), type, node, inputs, outputs, for_preview);
+ 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;
+ }
+ String r = "n_out" + itos(node) + "p" + itos(i + 1);
+ code += "\tfloat " + 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;
+ }
+ String g = "n_out" + itos(node) + "p" + itos(i + 2);
+ code += "\tfloat " + 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;
+ }
+ String b = "n_out" + itos(node) + "p" + itos(i + 3);
+ code += "\tfloat " + b + " = n_out" + itos(node) + "p" + itos(i) + ".b;\n";
+ outputs[i + 3] = b;
+ }
+
+ i += 3;
+ }
+ }
+ }
+
code += "\n"; //
processed.insert(node);
@@ -1476,7 +1645,7 @@ void VisualShader::_update_shader() const {
global_code += "render_mode " + render_mode + ";\n\n";
}
- static const char *func_name[TYPE_MAX] = { "vertex", "fragment", "light", "emit", "process", "end" };
+ static const char *func_name[TYPE_MAX] = { "vertex", "fragment", "light", "emit", "process", "end", "sky" };
String global_expressions;
Set<String> used_uniform_names;
@@ -1667,6 +1836,7 @@ void VisualShader::_bind_methods() {
BIND_ENUM_CONSTANT(TYPE_EMIT);
BIND_ENUM_CONSTANT(TYPE_PROCESS);
BIND_ENUM_CONSTANT(TYPE_END);
+ BIND_ENUM_CONSTANT(TYPE_SKY);
BIND_ENUM_CONSTANT(TYPE_MAX);
BIND_CONSTANT(NODE_ID_INVALID);
@@ -1698,7 +1868,6 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ 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, "modelview", "MODELVIEW_MATRIX" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "camera", "CAMERA_MATRIX" },
@@ -1721,10 +1890,8 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ 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_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, "camera", "CAMERA_MATRIX" },
@@ -1750,7 +1917,6 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "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" },
@@ -1759,6 +1925,7 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ 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_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
+
// 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)" },
@@ -1766,12 +1933,12 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ 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, "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_SCALAR, "time", "TIME" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_light_pass", "AT_LIGHT_PASS" },
+
// 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)" },
@@ -1789,6 +1956,7 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ 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_SAMPLER, "specular_shininess_texture", "SPECULAR_SHININESS_TEXTURE" },
+
// 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)" },
@@ -1856,36 +2024,36 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
- // Sky, Fragment
- { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_cubemap_pass", "AT_CUBEMAP_PASS" },
- { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_half_res_pass", "AT_HALF_RES_PASS" },
- { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_quarter_res_pass", "AT_QUARTER_RES_PASS" },
- { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "eyedir", "EYEDIR" },
- { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "half_res_color", "HALF_RES_COLOR.rgb" },
- { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "half_res_alpha", "HALF_RES_COLOR.a" },
- { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "light0_color", "LIGHT0_COLOR" },
- { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "light0_direction", "LIGHT0_DIRECTION" },
- { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "light0_enabled", "LIGHT0_ENABLED" },
- { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "light0_energy", "LIGHT0_ENERGY" },
- { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "light1_color", "LIGHT1_COLOR" },
- { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "light1_direction", "LIGHT1_DIRECTION" },
- { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "light1_enabled", "LIGHT1_ENABLED" },
- { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "light1_energy", "LIGHT1_ENERGY" },
- { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "light2_color", "LIGHT2_COLOR" },
- { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "light2_direction", "LIGHT2_DIRECTION" },
- { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "light2_enabled", "LIGHT2_ENABLED" },
- { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "light2_energy", "LIGHT2_ENERGY" },
- { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "light3_color", "LIGHT3_COLOR" },
- { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "light3_direction", "LIGHT3_DIRECTION" },
- { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "light3_enabled", "LIGHT3_ENABLED" },
- { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "light3_energy", "LIGHT3_ENERGY" },
- { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "position", "POSITION" },
- { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "quarter_res_color", "QUARTER_RES_COLOR.rgb" },
- { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "quarter_res_alpha", "QUARTER_RES_COLOR.a" },
- { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "radiance", "RADIANCE" },
- { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" },
- { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "sky_coords", "vec3(SKY_COORDS, 0.0)" },
- { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
+ // Sky, Sky
+ { 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_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_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_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_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_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_SCALAR, "time", "TIME" },
{ Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, nullptr, nullptr },
};
@@ -2382,6 +2550,8 @@ const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = {
{ 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" },
+
// Spatial, Fragment
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "albedo", "ALBEDO" },
@@ -2449,9 +2619,9 @@ const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = {
{ Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_END, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
- // Sky, Fragment
- { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR" },
- { Shader::MODE_SKY, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "ALPHA" },
+ // 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_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, nullptr, nullptr },
};
@@ -2521,9 +2691,13 @@ String VisualShaderNodeOutput::get_output_port_name(int p_port) const {
}
bool VisualShaderNodeOutput::is_port_separator(int p_index) const {
+ if (shader_mode == Shader::MODE_SPATIAL && shader_type == VisualShader::TYPE_VERTEX) {
+ String name = get_input_port_name(p_index);
+ return bool(name == "Model View Matrix");
+ }
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 Threshold");
+ return bool(name == "Normal" || name == "Rim" || name == "Alpha Scissor Threshold");
}
return false;
}
@@ -2667,6 +2841,70 @@ VisualShaderNodeResizableBase::VisualShaderNodeResizableBase() {
set_allow_v_resize(true);
}
+////////////// Comment
+
+String VisualShaderNodeComment::get_caption() const {
+ return title;
+}
+
+int VisualShaderNodeComment::get_input_port_count() const {
+ return 0;
+}
+
+VisualShaderNodeComment::PortType VisualShaderNodeComment::get_input_port_type(int p_port) const {
+ return PortType::PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeComment::get_input_port_name(int p_port) const {
+ return String();
+}
+
+int VisualShaderNodeComment::get_output_port_count() const {
+ return 0;
+}
+
+VisualShaderNodeComment::PortType VisualShaderNodeComment::get_output_port_type(int p_port) const {
+ return PortType::PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeComment::get_output_port_name(int p_port) const {
+ return String();
+}
+
+void VisualShaderNodeComment::set_title(const String &p_title) {
+ title = p_title;
+}
+
+String VisualShaderNodeComment::get_title() const {
+ return title;
+}
+
+void VisualShaderNodeComment::set_description(const String &p_description) {
+ description = p_description;
+}
+
+String VisualShaderNodeComment::get_description() const {
+ return description;
+}
+
+String VisualShaderNodeComment::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 {
+ return String();
+}
+
+void VisualShaderNodeComment::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_title", "title"), &VisualShaderNodeComment::set_title);
+ ClassDB::bind_method(D_METHOD("get_title"), &VisualShaderNodeComment::get_title);
+
+ ClassDB::bind_method(D_METHOD("set_description", "description"), &VisualShaderNodeComment::set_description);
+ ClassDB::bind_method(D_METHOD("get_description"), &VisualShaderNodeComment::get_description);
+
+ ADD_PROPERTY(PropertyInfo(Variant::STRING, "title"), "set_title", "get_title");
+ ADD_PROPERTY(PropertyInfo(Variant::STRING, "description"), "set_description", "get_description");
+}
+
+VisualShaderNodeComment::VisualShaderNodeComment() {
+}
+
////////////// GroupBase
void VisualShaderNodeGroupBase::set_inputs(const String &p_inputs) {
@@ -3054,11 +3292,11 @@ int VisualShaderNodeGroupBase::get_free_output_port_id() const {
return output_ports.size();
}
-void VisualShaderNodeGroupBase::set_control(Control *p_control, int p_index) {
+void VisualShaderNodeGroupBase::set_ctrl_pressed(Control *p_control, int p_index) {
controls[p_index] = p_control;
}
-Control *VisualShaderNodeGroupBase::get_control(int p_index) {
+Control *VisualShaderNodeGroupBase::is_ctrl_pressed(int p_index) {
ERR_FAIL_COND_V(!controls.has(p_index), nullptr);
return controls[p_index];
}