diff options
Diffstat (limited to 'scene/resources/visual_shader.cpp')
-rw-r--r-- | scene/resources/visual_shader.cpp | 486 |
1 files changed, 255 insertions, 231 deletions
diff --git a/scene/resources/visual_shader.cpp b/scene/resources/visual_shader.cpp index b8eac6de00..262dbe28ed 100644 --- a/scene/resources/visual_shader.cpp +++ b/scene/resources/visual_shader.cpp @@ -30,6 +30,7 @@ #include "visual_shader.h" +#include "core/templates/rb_map.h" #include "core/templates/vmap.h" #include "servers/rendering/shader_types.h" #include "visual_shader_nodes.h" @@ -722,10 +723,10 @@ void VisualShader::add_node(Type p_type, const Ref<VisualShaderNode> &p_node, co 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<VisualShaderNodeParameter> parameter = n.node; + if (parameter.is_valid()) { + String valid_name = validate_parameter_name(parameter->get_parameter_name(), parameter); + parameter->set_parameter_name(valid_name); } Ref<VisualShaderNodeInput> input = n.node; @@ -966,6 +967,12 @@ void VisualShader::connect_nodes_forced(Type p_type, int p_from_node, int p_from 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()); + for (const Connection &E : g->connections) { + if (E.from_node == p_from_node && E.from_port == p_from_port && E.to_node == p_to_node && E.to_port == p_to_port) { + return; + } + } + Connection c; c.from_node = p_from_node; c.from_port = p_from_port; @@ -1029,11 +1036,11 @@ void VisualShader::disconnect_nodes(Type p_type, int p_from_node, int p_from_por } } -Array VisualShader::_get_node_connections(Type p_type) const { +TypedArray<Dictionary> 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; + TypedArray<Dictionary> ret; for (const Connection &E : g->connections) { Dictionary d; d["from_node"] = E.from_node; @@ -1272,7 +1279,7 @@ String VisualShader::validate_port_name(const String &p_port_name, VisualShaderN return name; } -String VisualShader::validate_uniform_name(const String &p_name, const Ref<VisualShaderNodeUniform> &p_uniform) const { +String VisualShader::validate_parameter_name(const String &p_name, const Ref<VisualShaderNodeParameter> &p_parameter) const { String name = p_name; //validate name first while (name.length() && !is_ascii_char(name[0])) { name = name.substr(1, name.length() - 1); @@ -1292,7 +1299,7 @@ String VisualShader::validate_uniform_name(const String &p_name, const Ref<Visua } if (name.is_empty()) { - name = p_uniform->get_caption(); + name = p_parameter->get_caption(); } int attempt = 1; @@ -1301,11 +1308,11 @@ String VisualShader::validate_uniform_name(const String &p_name, const Ref<Visua bool exists = false; for (int i = 0; i < TYPE_MAX; i++) { for (const KeyValue<int, Node> &E : graph[i].nodes) { - Ref<VisualShaderNodeUniform> node = E.value.node; - if (node == p_uniform) { //do not test on self + Ref<VisualShaderNodeParameter> node = E.value.node; + if (node == p_parameter) { //do not test on self continue; } - if (node.is_valid() && node->get_uniform_name() == name) { + if (node.is_valid() && node->get_parameter_name() == name) { exists = true; break; } @@ -1613,8 +1620,8 @@ Error VisualShader::_write_node(Type type, StringBuilder *global_code, StringBui bool skip_global = input.is_valid() && for_preview; if (!skip_global) { - Ref<VisualShaderNodeUniform> uniform = vsnode; - if (!uniform.is_valid() || !uniform->is_global_code_generated()) { + Ref<VisualShaderNodeParameter> parameter = vsnode; + if (!parameter.is_valid() || !parameter->is_global_code_generated()) { if (global_code) { *global_code += vsnode->generate_global(get_mode(), type, node); } @@ -1673,8 +1680,8 @@ Error VisualShader::_write_node(Type type, StringBuilder *global_code, StringBui VisualShaderNode *ptr = const_cast<VisualShaderNode *>(graph[type].nodes[from_node].node.ptr()); if (ptr->has_method("get_input_real_name")) { inputs[i] = ptr->call("get_input_real_name"); - } else if (ptr->has_method("get_uniform_name")) { - inputs[i] = ptr->call("get_uniform_name"); + } else if (ptr->has_method("get_parameter_name")) { + inputs[i] = ptr->call("get_parameter_name"); } else { inputs[i] = ""; } @@ -1691,13 +1698,13 @@ Error VisualShader::_write_node(Type type, StringBuilder *global_code, StringBui inputs[i] = "(" + src_var + " ? 1.0 : 0.0)"; } break; case VisualShaderNode::PORT_TYPE_VECTOR_2D: { - inputs[i] = "dot(" + src_var + ", vec2(0.5, 0.5))"; + inputs[i] = src_var + ".x"; } break; case VisualShaderNode::PORT_TYPE_VECTOR_3D: { - inputs[i] = "dot(" + src_var + ", vec3(0.333333, 0.333333, 0.333333))"; + inputs[i] = src_var + ".x"; } break; case VisualShaderNode::PORT_TYPE_VECTOR_4D: { - inputs[i] = "dot(" + src_var + ", vec4(0.25, 0.25, 0.25, 0.25))"; + inputs[i] = src_var + ".x"; } break; default: break; @@ -2143,8 +2150,8 @@ void VisualShader::_update_shader() const { static const char *func_name[TYPE_MAX] = { "vertex", "fragment", "light", "start", "process", "collide", "start_custom", "process_custom", "sky", "fog" }; String global_expressions; - HashSet<String> used_uniform_names; - List<VisualShaderNodeUniform *> uniforms; + HashSet<String> used_parameter_names; + List<VisualShaderNodeParameter *> parameters; HashMap<int, List<int>> emitters; HashMap<int, List<int>> varying_setters; @@ -2163,13 +2170,13 @@ void VisualShader::_update_shader() const { expr += "\n"; global_expressions += expr; } - Ref<VisualShaderNodeUniformRef> uniform_ref = E.value.node; - if (uniform_ref.is_valid()) { - used_uniform_names.insert(uniform_ref->get_uniform_name()); + Ref<VisualShaderNodeParameterRef> parameter_ref = E.value.node; + if (parameter_ref.is_valid()) { + used_parameter_names.insert(parameter_ref->get_parameter_name()); } - Ref<VisualShaderNodeUniform> uniform = E.value.node; - if (uniform.is_valid()) { - uniforms.push_back(uniform.ptr()); + Ref<VisualShaderNodeParameter> parameter = E.value.node; + if (parameter.is_valid()) { + parameters.push_back(parameter.ptr()); } Ref<VisualShaderNodeVaryingSetter> varying_setter = E.value.node; if (varying_setter.is_valid() && varying_setter->is_input_port_connected(0)) { @@ -2188,13 +2195,13 @@ void VisualShader::_update_shader() const { } } - for (int i = 0; i < uniforms.size(); i++) { - VisualShaderNodeUniform *uniform = uniforms[i]; - if (used_uniform_names.has(uniform->get_uniform_name())) { - global_code += uniform->generate_global(get_mode(), Type(i), -1); - const_cast<VisualShaderNodeUniform *>(uniform)->set_global_code_generated(true); + for (int i = 0; i < parameters.size(); i++) { + VisualShaderNodeParameter *parameter = parameters[i]; + if (used_parameter_names.has(parameter->get_parameter_name())) { + global_code += parameter->generate_global(get_mode(), Type(i), -1); + const_cast<VisualShaderNodeParameter *>(parameter)->set_global_code_generated(true); } else { - const_cast<VisualShaderNodeUniform *>(uniform)->set_global_code_generated(false); + const_cast<VisualShaderNodeParameter *>(parameter)->set_global_code_generated(false); } } @@ -2207,6 +2214,12 @@ void VisualShader::_update_shader() const { case VaryingType::VARYING_TYPE_FLOAT: global_code += "float "; break; + case VaryingType::VARYING_TYPE_INT: + if (E.value.mode == VaryingMode::VARYING_MODE_VERTEX_TO_FRAG_LIGHT) { + global_code += "flat "; + } + global_code += "int "; + break; case VaryingType::VARYING_TYPE_VECTOR_2D: global_code += "vec2 "; break; @@ -2216,8 +2229,11 @@ void VisualShader::_update_shader() const { case VaryingType::VARYING_TYPE_VECTOR_4D: global_code += "vec4 "; break; - case VaryingType::VARYING_TYPE_COLOR: - global_code += "vec4 "; + case VaryingType::VARYING_TYPE_BOOLEAN: + if (E.value.mode == VaryingMode::VARYING_MODE_VERTEX_TO_FRAG_LIGHT) { + global_code += "flat "; + } + global_code += "bool "; break; case VaryingType::VARYING_TYPE_TRANSFORM: global_code += "mat4 "; @@ -2270,6 +2286,9 @@ void VisualShader::_update_shader() const { case VaryingType::VARYING_TYPE_FLOAT: code2 += "0.0"; break; + case VaryingType::VARYING_TYPE_INT: + code2 += "0"; + break; case VaryingType::VARYING_TYPE_VECTOR_2D: code2 += "vec2(0.0)"; break; @@ -2279,8 +2298,8 @@ void VisualShader::_update_shader() const { case VaryingType::VARYING_TYPE_VECTOR_4D: code2 += "vec4(0.0)"; break; - case VaryingType::VARYING_TYPE_COLOR: - code2 += "vec4(0.0)"; + case VaryingType::VARYING_TYPE_BOOLEAN: + code2 += "false"; break; case VaryingType::VARYING_TYPE_TRANSFORM: code2 += "mat4(1.0)"; @@ -2501,7 +2520,7 @@ void VisualShader::_update_shader() const { const_cast<VisualShader *>(this)->set_code(final_code); for (int i = 0; i < default_tex_params.size(); i++) { for (int j = 0; j < default_tex_params[i].params.size(); j++) { - const_cast<VisualShader *>(this)->set_default_texture_param(default_tex_params[i].name, default_tex_params[i].params[j], j); + const_cast<VisualShader *>(this)->set_default_texture_parameter(default_tex_params[i].name, default_tex_params[i].params[j], j); } } if (previous_code != final_code) { @@ -2578,10 +2597,11 @@ void VisualShader::_bind_methods() { BIND_ENUM_CONSTANT(VARYING_MODE_MAX); BIND_ENUM_CONSTANT(VARYING_TYPE_FLOAT); + BIND_ENUM_CONSTANT(VARYING_TYPE_INT); BIND_ENUM_CONSTANT(VARYING_TYPE_VECTOR_2D); BIND_ENUM_CONSTANT(VARYING_TYPE_VECTOR_3D); BIND_ENUM_CONSTANT(VARYING_TYPE_VECTOR_4D); - BIND_ENUM_CONSTANT(VARYING_TYPE_COLOR); + BIND_ENUM_CONSTANT(VARYING_TYPE_BOOLEAN); BIND_ENUM_CONSTANT(VARYING_TYPE_TRANSFORM); BIND_ENUM_CONSTANT(VARYING_TYPE_MAX); @@ -2640,6 +2660,10 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = { { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_index", "VIEW_INDEX" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_mono_left", "VIEW_MONO_LEFT" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_right", "VIEW_RIGHT" }, + { 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_VECTOR_3D, "node_position_view", "NODE_POSITION_VIEW" }, // Node3D, Fragment { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" }, @@ -2668,6 +2692,10 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = { { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_index", "VIEW_INDEX" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_mono_left", "VIEW_MONO_LEFT" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_right", "VIEW_RIGHT" }, + { 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_VECTOR_3D, "node_position_view", "NODE_POSITION_VIEW" }, // Node3D, Light { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" }, @@ -3138,8 +3166,8 @@ String VisualShaderNodeInput::get_input_index_name(int p_index) const { return ""; } -void VisualShaderNodeInput::_validate_property(PropertyInfo &property) const { - if (property.name == "input_name") { +void VisualShaderNodeInput::_validate_property(PropertyInfo &p_property) const { + if (p_property.name == "input_name") { String port_list; int idx = 0; @@ -3157,7 +3185,7 @@ void VisualShaderNodeInput::_validate_property(PropertyInfo &property) const { if (port_list.is_empty()) { port_list = RTR("None"); } - property.hint_string = port_list; + p_property.hint_string = port_list; } } @@ -3187,20 +3215,20 @@ void VisualShaderNodeInput::_bind_methods() { VisualShaderNodeInput::VisualShaderNodeInput() { } -////////////// UniformRef +////////////// ParameterRef -List<VisualShaderNodeUniformRef::Uniform> uniforms; +RBMap<RID, List<VisualShaderNodeParameterRef::Parameter>> parameters; -void VisualShaderNodeUniformRef::add_uniform(const String &p_name, UniformType p_type) { - uniforms.push_back({ p_name, p_type }); +void VisualShaderNodeParameterRef::add_parameter(RID p_shader_rid, const String &p_name, ParameterType p_type) { + parameters[p_shader_rid].push_back({ p_name, p_type }); } -void VisualShaderNodeUniformRef::clear_uniforms() { - uniforms.clear(); +void VisualShaderNodeParameterRef::clear_parameters(RID p_shader_rid) { + parameters[p_shader_rid].clear(); } -bool VisualShaderNodeUniformRef::has_uniform(const String &p_name) { - for (const VisualShaderNodeUniformRef::Uniform &E : uniforms) { +bool VisualShaderNodeParameterRef::has_parameter(RID p_shader_rid, const String &p_name) { + for (const VisualShaderNodeParameterRef::Parameter &E : parameters[p_shader_rid]) { if (E.name == p_name) { return true; } @@ -3208,41 +3236,41 @@ bool VisualShaderNodeUniformRef::has_uniform(const String &p_name) { return false; } -String VisualShaderNodeUniformRef::get_caption() const { - return "UniformRef"; +String VisualShaderNodeParameterRef::get_caption() const { + return "ParameterRef"; } -int VisualShaderNodeUniformRef::get_input_port_count() const { +int VisualShaderNodeParameterRef::get_input_port_count() const { return 0; } -VisualShaderNodeUniformRef::PortType VisualShaderNodeUniformRef::get_input_port_type(int p_port) const { +VisualShaderNodeParameterRef::PortType VisualShaderNodeParameterRef::get_input_port_type(int p_port) const { return PortType::PORT_TYPE_SCALAR; } -String VisualShaderNodeUniformRef::get_input_port_name(int p_port) const { +String VisualShaderNodeParameterRef::get_input_port_name(int p_port) const { return ""; } -int VisualShaderNodeUniformRef::get_output_port_count() const { - switch (uniform_type) { - case UniformType::UNIFORM_TYPE_FLOAT: +int VisualShaderNodeParameterRef::get_output_port_count() const { + switch (param_type) { + case PARAMETER_TYPE_FLOAT: return 1; - case UniformType::UNIFORM_TYPE_INT: + case PARAMETER_TYPE_INT: return 1; - case UniformType::UNIFORM_TYPE_BOOLEAN: + case PARAMETER_TYPE_BOOLEAN: return 1; - case UniformType::UNIFORM_TYPE_VECTOR2: + case PARAMETER_TYPE_VECTOR2: return 1; - case UniformType::UNIFORM_TYPE_VECTOR3: + case PARAMETER_TYPE_VECTOR3: return 1; - case UniformType::UNIFORM_TYPE_VECTOR4: + case PARAMETER_TYPE_VECTOR4: return 1; - case UniformType::UNIFORM_TYPE_TRANSFORM: + case PARAMETER_TYPE_TRANSFORM: return 1; - case UniformType::UNIFORM_TYPE_COLOR: + case PARAMETER_TYPE_COLOR: return 2; - case UniformType::UNIFORM_TYPE_SAMPLER: + case UNIFORM_TYPE_SAMPLER: return 1; default: break; @@ -3250,30 +3278,30 @@ int VisualShaderNodeUniformRef::get_output_port_count() const { return 1; } -VisualShaderNodeUniformRef::PortType VisualShaderNodeUniformRef::get_output_port_type(int p_port) const { - switch (uniform_type) { - case UniformType::UNIFORM_TYPE_FLOAT: +VisualShaderNodeParameterRef::PortType VisualShaderNodeParameterRef::get_output_port_type(int p_port) const { + switch (param_type) { + case PARAMETER_TYPE_FLOAT: return PortType::PORT_TYPE_SCALAR; - case UniformType::UNIFORM_TYPE_INT: + case PARAMETER_TYPE_INT: return PortType::PORT_TYPE_SCALAR_INT; - case UniformType::UNIFORM_TYPE_BOOLEAN: + case PARAMETER_TYPE_BOOLEAN: return PortType::PORT_TYPE_BOOLEAN; - case UniformType::UNIFORM_TYPE_VECTOR2: + case PARAMETER_TYPE_VECTOR2: return PortType::PORT_TYPE_VECTOR_2D; - case UniformType::UNIFORM_TYPE_VECTOR3: + case PARAMETER_TYPE_VECTOR3: return PortType::PORT_TYPE_VECTOR_3D; - case UniformType::UNIFORM_TYPE_VECTOR4: + case PARAMETER_TYPE_VECTOR4: return PortType::PORT_TYPE_VECTOR_4D; - case UniformType::UNIFORM_TYPE_TRANSFORM: + case PARAMETER_TYPE_TRANSFORM: return PortType::PORT_TYPE_TRANSFORM; - case UniformType::UNIFORM_TYPE_COLOR: + case PARAMETER_TYPE_COLOR: if (p_port == 0) { return PortType::PORT_TYPE_VECTOR_3D; } else if (p_port == 1) { return PORT_TYPE_SCALAR; } break; - case UniformType::UNIFORM_TYPE_SAMPLER: + case UNIFORM_TYPE_SAMPLER: return PortType::PORT_TYPE_SAMPLER; default: break; @@ -3281,30 +3309,30 @@ VisualShaderNodeUniformRef::PortType VisualShaderNodeUniformRef::get_output_port return PORT_TYPE_SCALAR; } -String VisualShaderNodeUniformRef::get_output_port_name(int p_port) const { - switch (uniform_type) { - case UniformType::UNIFORM_TYPE_FLOAT: +String VisualShaderNodeParameterRef::get_output_port_name(int p_port) const { + switch (param_type) { + case PARAMETER_TYPE_FLOAT: return ""; - case UniformType::UNIFORM_TYPE_INT: + case PARAMETER_TYPE_INT: return ""; - case UniformType::UNIFORM_TYPE_BOOLEAN: + case PARAMETER_TYPE_BOOLEAN: return ""; - case UniformType::UNIFORM_TYPE_VECTOR2: + case PARAMETER_TYPE_VECTOR2: return ""; - case UniformType::UNIFORM_TYPE_VECTOR3: + case PARAMETER_TYPE_VECTOR3: return ""; - case UniformType::UNIFORM_TYPE_VECTOR4: + case PARAMETER_TYPE_VECTOR4: return ""; - case UniformType::UNIFORM_TYPE_TRANSFORM: + case PARAMETER_TYPE_TRANSFORM: return ""; - case UniformType::UNIFORM_TYPE_COLOR: + case PARAMETER_TYPE_COLOR: if (p_port == 0) { return "rgb"; } else if (p_port == 1) { return "alpha"; } break; - case UniformType::UNIFORM_TYPE_SAMPLER: + case UNIFORM_TYPE_SAMPLER: return ""; break; default: @@ -3313,65 +3341,85 @@ String VisualShaderNodeUniformRef::get_output_port_name(int p_port) const { return ""; } -void VisualShaderNodeUniformRef::set_uniform_name(const String &p_name) { - uniform_name = p_name; - if (uniform_name != "[None]") { - uniform_type = get_uniform_type_by_name(uniform_name); - } else { - uniform_type = UniformType::UNIFORM_TYPE_FLOAT; +void VisualShaderNodeParameterRef::set_shader_rid(const RID &p_shader_rid) { + shader_rid = p_shader_rid; +} + +void VisualShaderNodeParameterRef::set_parameter_name(const String &p_name) { + parameter_name = p_name; + if (shader_rid.is_valid()) { + update_parameter_type(); } emit_changed(); } -String VisualShaderNodeUniformRef::get_uniform_name() const { - return uniform_name; +void VisualShaderNodeParameterRef::update_parameter_type() { + if (parameter_name != "[None]") { + param_type = get_parameter_type_by_name(parameter_name); + } else { + param_type = PARAMETER_TYPE_FLOAT; + } } -int VisualShaderNodeUniformRef::get_uniforms_count() const { - return uniforms.size(); +String VisualShaderNodeParameterRef::get_parameter_name() const { + return parameter_name; } -String VisualShaderNodeUniformRef::get_uniform_name_by_index(int p_idx) const { - if (p_idx >= 0 && p_idx < uniforms.size()) { - return uniforms[p_idx].name; +int VisualShaderNodeParameterRef::get_parameters_count() const { + ERR_FAIL_COND_V(!shader_rid.is_valid(), 0); + + return parameters[shader_rid].size(); +} + +String VisualShaderNodeParameterRef::get_parameter_name_by_index(int p_idx) const { + ERR_FAIL_COND_V(!shader_rid.is_valid(), String()); + + if (p_idx >= 0 && p_idx < parameters[shader_rid].size()) { + return parameters[shader_rid][p_idx].name; } return ""; } -VisualShaderNodeUniformRef::UniformType VisualShaderNodeUniformRef::get_uniform_type_by_name(const String &p_name) const { - for (int i = 0; i < uniforms.size(); i++) { - if (uniforms[i].name == p_name) { - return uniforms[i].type; +VisualShaderNodeParameterRef::ParameterType VisualShaderNodeParameterRef::get_parameter_type_by_name(const String &p_name) const { + ERR_FAIL_COND_V(!shader_rid.is_valid(), PARAMETER_TYPE_FLOAT); + + for (int i = 0; i < parameters[shader_rid].size(); i++) { + if (parameters[shader_rid][i].name == p_name) { + return parameters[shader_rid][i].type; } } - return UniformType::UNIFORM_TYPE_FLOAT; + return PARAMETER_TYPE_FLOAT; } -VisualShaderNodeUniformRef::UniformType VisualShaderNodeUniformRef::get_uniform_type_by_index(int p_idx) const { - if (p_idx >= 0 && p_idx < uniforms.size()) { - return uniforms[p_idx].type; +VisualShaderNodeParameterRef::ParameterType VisualShaderNodeParameterRef::get_parameter_type_by_index(int p_idx) const { + ERR_FAIL_COND_V(!shader_rid.is_valid(), PARAMETER_TYPE_FLOAT); + + if (p_idx >= 0 && p_idx < parameters[shader_rid].size()) { + return parameters[shader_rid][p_idx].type; } - return UniformType::UNIFORM_TYPE_FLOAT; + return PARAMETER_TYPE_FLOAT; } -VisualShaderNodeUniformRef::PortType VisualShaderNodeUniformRef::get_port_type_by_index(int p_idx) const { - if (p_idx >= 0 && p_idx < uniforms.size()) { - switch (uniforms[p_idx].type) { - case UniformType::UNIFORM_TYPE_FLOAT: +VisualShaderNodeParameterRef::PortType VisualShaderNodeParameterRef::get_port_type_by_index(int p_idx) const { + ERR_FAIL_COND_V(!shader_rid.is_valid(), PORT_TYPE_SCALAR); + + if (p_idx >= 0 && p_idx < parameters[shader_rid].size()) { + switch (parameters[shader_rid][p_idx].type) { + case PARAMETER_TYPE_FLOAT: return PORT_TYPE_SCALAR; - case UniformType::UNIFORM_TYPE_INT: + case PARAMETER_TYPE_INT: return PORT_TYPE_SCALAR_INT; - case UniformType::UNIFORM_TYPE_SAMPLER: + case UNIFORM_TYPE_SAMPLER: return PORT_TYPE_SAMPLER; - case UniformType::UNIFORM_TYPE_VECTOR2: + case PARAMETER_TYPE_VECTOR2: return PORT_TYPE_VECTOR_2D; - case UniformType::UNIFORM_TYPE_VECTOR3: + case PARAMETER_TYPE_VECTOR3: return PORT_TYPE_VECTOR_3D; - case UniformType::UNIFORM_TYPE_VECTOR4: + case PARAMETER_TYPE_VECTOR4: return PORT_TYPE_VECTOR_4D; - case UniformType::UNIFORM_TYPE_TRANSFORM: + case PARAMETER_TYPE_TRANSFORM: return PORT_TYPE_TRANSFORM; - case UniformType::UNIFORM_TYPE_COLOR: + case PARAMETER_TYPE_COLOR: return PORT_TYPE_VECTOR_3D; default: break; @@ -3380,54 +3428,54 @@ VisualShaderNodeUniformRef::PortType VisualShaderNodeUniformRef::get_port_type_b return PORT_TYPE_SCALAR; } -String VisualShaderNodeUniformRef::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { - switch (uniform_type) { - case UniformType::UNIFORM_TYPE_FLOAT: - if (uniform_name == "[None]") { +String VisualShaderNodeParameterRef::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { + switch (param_type) { + case PARAMETER_TYPE_FLOAT: + if (parameter_name == "[None]") { return " " + p_output_vars[0] + " = 0.0;\n"; } break; - case UniformType::UNIFORM_TYPE_COLOR: { - String code = " " + p_output_vars[0] + " = " + get_uniform_name() + ".rgb;\n"; - code += " " + p_output_vars[1] + " = " + get_uniform_name() + ".a;\n"; + case PARAMETER_TYPE_COLOR: { + String code = " " + p_output_vars[0] + " = " + get_parameter_name() + ".rgb;\n"; + code += " " + p_output_vars[1] + " = " + get_parameter_name() + ".a;\n"; return code; } break; - case UniformType::UNIFORM_TYPE_SAMPLER: + case UNIFORM_TYPE_SAMPLER: return String(); default: break; } - return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n"; + return " " + p_output_vars[0] + " = " + get_parameter_name() + ";\n"; } -void VisualShaderNodeUniformRef::_set_uniform_type(int p_uniform_type) { - uniform_type = (UniformType)p_uniform_type; +void VisualShaderNodeParameterRef::_set_parameter_type(int p_type) { + param_type = (ParameterType)p_type; } -int VisualShaderNodeUniformRef::_get_uniform_type() const { - return (int)uniform_type; +int VisualShaderNodeParameterRef::_get_parameter_type() const { + return (int)param_type; } -void VisualShaderNodeUniformRef::_bind_methods() { - ClassDB::bind_method(D_METHOD("set_uniform_name", "name"), &VisualShaderNodeUniformRef::set_uniform_name); - ClassDB::bind_method(D_METHOD("get_uniform_name"), &VisualShaderNodeUniformRef::get_uniform_name); +void VisualShaderNodeParameterRef::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_parameter_name", "name"), &VisualShaderNodeParameterRef::set_parameter_name); + ClassDB::bind_method(D_METHOD("get_parameter_name"), &VisualShaderNodeParameterRef::get_parameter_name); - ClassDB::bind_method(D_METHOD("_set_uniform_type", "type"), &VisualShaderNodeUniformRef::_set_uniform_type); - ClassDB::bind_method(D_METHOD("_get_uniform_type"), &VisualShaderNodeUniformRef::_get_uniform_type); + ClassDB::bind_method(D_METHOD("_set_parameter_type", "type"), &VisualShaderNodeParameterRef::_set_parameter_type); + ClassDB::bind_method(D_METHOD("_get_parameter_type"), &VisualShaderNodeParameterRef::_get_parameter_type); - ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "uniform_name", PROPERTY_HINT_ENUM, ""), "set_uniform_name", "get_uniform_name"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "uniform_type", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "_set_uniform_type", "_get_uniform_type"); + ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "parameter_name", PROPERTY_HINT_ENUM, ""), "set_parameter_name", "get_parameter_name"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "param_type", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "_set_parameter_type", "_get_parameter_type"); } -Vector<StringName> VisualShaderNodeUniformRef::get_editable_properties() const { +Vector<StringName> VisualShaderNodeParameterRef::get_editable_properties() const { Vector<StringName> props; - props.push_back("uniform_name"); - props.push_back("uniform_type"); + props.push_back("parameter_name"); + props.push_back("param_type"); return props; } -VisualShaderNodeUniformRef::VisualShaderNodeUniformRef() { +VisualShaderNodeParameterRef::VisualShaderNodeParameterRef() { } //////////////////////////////////////////// @@ -3639,17 +3687,17 @@ VisualShaderNodeOutput::VisualShaderNodeOutput() { /////////////////////////// -void VisualShaderNodeUniform::set_uniform_name(const String &p_name) { - uniform_name = p_name; +void VisualShaderNodeParameter::set_parameter_name(const String &p_name) { + parameter_name = p_name; emit_signal(SNAME("name_changed")); emit_changed(); } -String VisualShaderNodeUniform::get_uniform_name() const { - return uniform_name; +String VisualShaderNodeParameter::get_parameter_name() const { + return parameter_name; } -void VisualShaderNodeUniform::set_qualifier(VisualShaderNodeUniform::Qualifier p_qual) { +void VisualShaderNodeParameter::set_qualifier(VisualShaderNodeParameter::Qualifier p_qual) { ERR_FAIL_INDEX(int(p_qual), int(QUAL_MAX)); if (qualifier == p_qual) { return; @@ -3658,26 +3706,37 @@ void VisualShaderNodeUniform::set_qualifier(VisualShaderNodeUniform::Qualifier p emit_changed(); } -VisualShaderNodeUniform::Qualifier VisualShaderNodeUniform::get_qualifier() const { +VisualShaderNodeParameter::Qualifier VisualShaderNodeParameter::get_qualifier() const { return qualifier; } -void VisualShaderNodeUniform::set_global_code_generated(bool p_enabled) { +void VisualShaderNodeParameter::set_global_code_generated(bool p_enabled) { global_code_generated = p_enabled; } -bool VisualShaderNodeUniform::is_global_code_generated() const { +bool VisualShaderNodeParameter::is_global_code_generated() const { return global_code_generated; } -void VisualShaderNodeUniform::_bind_methods() { - ClassDB::bind_method(D_METHOD("set_uniform_name", "name"), &VisualShaderNodeUniform::set_uniform_name); - ClassDB::bind_method(D_METHOD("get_uniform_name"), &VisualShaderNodeUniform::get_uniform_name); +#ifndef DISABLE_DEPRECATED +// Kept for compatibility from 3.x to 4.0. +bool VisualShaderNodeParameter::_set(const StringName &p_name, const Variant &p_value) { + if (p_name == "uniform_name") { + set_parameter_name(p_value); + return true; + } + return false; +} +#endif + +void VisualShaderNodeParameter::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_parameter_name", "name"), &VisualShaderNodeParameter::set_parameter_name); + ClassDB::bind_method(D_METHOD("get_parameter_name"), &VisualShaderNodeParameter::get_parameter_name); - ClassDB::bind_method(D_METHOD("set_qualifier", "qualifier"), &VisualShaderNodeUniform::set_qualifier); - ClassDB::bind_method(D_METHOD("get_qualifier"), &VisualShaderNodeUniform::get_qualifier); + ClassDB::bind_method(D_METHOD("set_qualifier", "qualifier"), &VisualShaderNodeParameter::set_qualifier); + ClassDB::bind_method(D_METHOD("get_qualifier"), &VisualShaderNodeParameter::get_qualifier); - ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "uniform_name"), "set_uniform_name", "get_uniform_name"); + ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "parameter_name"), "set_parameter_name", "get_parameter_name"); ADD_PROPERTY(PropertyInfo(Variant::INT, "qualifier", PROPERTY_HINT_ENUM, "None,Global,Instance"), "set_qualifier", "get_qualifier"); BIND_ENUM_CONSTANT(QUAL_NONE); @@ -3686,7 +3745,7 @@ void VisualShaderNodeUniform::_bind_methods() { BIND_ENUM_CONSTANT(QUAL_MAX); } -String VisualShaderNodeUniform::_get_qual_str() const { +String VisualShaderNodeParameter::_get_qual_str() const { if (is_qualifier_supported(qualifier)) { switch (qualifier) { case QUAL_NONE: @@ -3702,11 +3761,11 @@ String VisualShaderNodeUniform::_get_qual_str() const { return String(); } -String VisualShaderNodeUniform::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const { +String VisualShaderNodeParameter::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const { List<String> keyword_list; ShaderLanguage::get_keyword_list(&keyword_list); - if (keyword_list.find(uniform_name)) { - return RTR("Shader keywords cannot be used as uniform names.\nChoose another name."); + if (keyword_list.find(parameter_name)) { + return RTR("Shader keywords cannot be used as parameter names.\nChoose another name."); } if (!is_qualifier_supported(qualifier)) { String qualifier_str; @@ -3722,66 +3781,66 @@ String VisualShaderNodeUniform::get_warning(Shader::Mode p_mode, VisualShader::T default: break; } - return vformat(RTR("This uniform type does not support the '%s' qualifier."), qualifier_str); + return vformat(RTR("This parameter type does not support the '%s' qualifier."), qualifier_str); } else if (qualifier == Qualifier::QUAL_GLOBAL) { - RS::GlobalVariableType gvt = RS::get_singleton()->global_variable_get_type(uniform_name); + RS::GlobalShaderParameterType gvt = RS::get_singleton()->global_shader_parameter_get_type(parameter_name); if (gvt == RS::GLOBAL_VAR_TYPE_MAX) { - return vformat(RTR("Global uniform '%s' does not exist.\nCreate it in the Project Settings."), uniform_name); + return vformat(RTR("Global parameter '%s' does not exist.\nCreate it in the Project Settings."), parameter_name); } bool incompatible_type = false; switch (gvt) { case RS::GLOBAL_VAR_TYPE_FLOAT: { - if (!Object::cast_to<VisualShaderNodeFloatUniform>(this)) { + if (!Object::cast_to<VisualShaderNodeFloatParameter>(this)) { incompatible_type = true; } } break; case RS::GLOBAL_VAR_TYPE_INT: { - if (!Object::cast_to<VisualShaderNodeIntUniform>(this)) { + if (!Object::cast_to<VisualShaderNodeIntParameter>(this)) { incompatible_type = true; } } break; case RS::GLOBAL_VAR_TYPE_BOOL: { - if (!Object::cast_to<VisualShaderNodeBooleanUniform>(this)) { + if (!Object::cast_to<VisualShaderNodeBooleanParameter>(this)) { incompatible_type = true; } } break; case RS::GLOBAL_VAR_TYPE_COLOR: { - if (!Object::cast_to<VisualShaderNodeColorUniform>(this)) { + if (!Object::cast_to<VisualShaderNodeColorParameter>(this)) { incompatible_type = true; } } break; case RS::GLOBAL_VAR_TYPE_VEC3: { - if (!Object::cast_to<VisualShaderNodeVec3Uniform>(this)) { + if (!Object::cast_to<VisualShaderNodeVec3Parameter>(this)) { incompatible_type = true; } } break; case RS::GLOBAL_VAR_TYPE_VEC4: { - if (!Object::cast_to<VisualShaderNodeVec4Uniform>(this)) { + if (!Object::cast_to<VisualShaderNodeVec4Parameter>(this)) { incompatible_type = true; } } break; case RS::GLOBAL_VAR_TYPE_TRANSFORM: { - if (!Object::cast_to<VisualShaderNodeTransformUniform>(this)) { + if (!Object::cast_to<VisualShaderNodeTransformParameter>(this)) { incompatible_type = true; } } break; case RS::GLOBAL_VAR_TYPE_SAMPLER2D: { - if (!Object::cast_to<VisualShaderNodeTextureUniform>(this)) { + if (!Object::cast_to<VisualShaderNodeTextureParameter>(this)) { incompatible_type = true; } } break; case RS::GLOBAL_VAR_TYPE_SAMPLER3D: { - if (!Object::cast_to<VisualShaderNodeTexture3DUniform>(this)) { + if (!Object::cast_to<VisualShaderNodeTexture3DParameter>(this)) { incompatible_type = true; } } break; case RS::GLOBAL_VAR_TYPE_SAMPLER2DARRAY: { - if (!Object::cast_to<VisualShaderNodeTexture2DArrayUniform>(this)) { + if (!Object::cast_to<VisualShaderNodeTexture2DArrayParameter>(this)) { incompatible_type = true; } } break; case RS::GLOBAL_VAR_TYPE_SAMPLERCUBE: { - if (!Object::cast_to<VisualShaderNodeCubemapUniform>(this)) { + if (!Object::cast_to<VisualShaderNodeCubemapParameter>(this)) { incompatible_type = true; } } break; @@ -3789,29 +3848,29 @@ String VisualShaderNodeUniform::get_warning(Shader::Mode p_mode, VisualShader::T break; } if (incompatible_type) { - return vformat(RTR("Global uniform '%s' has an incompatible type for this kind of node.\nChange it in the Project Settings."), uniform_name); + return vformat(RTR("Global parameter '%s' has an incompatible type for this kind of node.\nChange it in the Project Settings."), parameter_name); } } return String(); } -Vector<StringName> VisualShaderNodeUniform::get_editable_properties() const { +Vector<StringName> VisualShaderNodeParameter::get_editable_properties() const { Vector<StringName> props; props.push_back("qualifier"); return props; } -VisualShaderNodeUniform::VisualShaderNodeUniform() { +VisualShaderNodeParameter::VisualShaderNodeParameter() { } ////////////// ResizeableBase -void VisualShaderNodeResizableBase::set_size(const Vector2 &p_size) { +void VisualShaderNodeResizableBase::set_size(const Size2 &p_size) { size = p_size; } -Vector2 VisualShaderNodeResizableBase::get_size() const { +Size2 VisualShaderNodeResizableBase::get_size() const { return size; } @@ -4597,21 +4656,23 @@ void VisualShaderNodeVarying::_bind_methods() { ClassDB::bind_method(D_METHOD("get_varying_type"), &VisualShaderNodeVarying::get_varying_type); ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "varying_name"), "set_varying_name", "get_varying_name"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "varying_type", PROPERTY_HINT_ENUM, "Float,Vector,Transform"), "set_varying_type", "get_varying_type"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "varying_type", PROPERTY_HINT_ENUM, "Float,Int,Vector2,Vector3,Vector4,Boolean,Transform"), "set_varying_type", "get_varying_type"); } String VisualShaderNodeVarying::get_type_str() const { switch (varying_type) { case VisualShader::VARYING_TYPE_FLOAT: return "float"; + case VisualShader::VARYING_TYPE_INT: + return "int"; case VisualShader::VARYING_TYPE_VECTOR_2D: return "vec2"; case VisualShader::VARYING_TYPE_VECTOR_3D: return "vec3"; case VisualShader::VARYING_TYPE_VECTOR_4D: return "vec4"; - case VisualShader::VARYING_TYPE_COLOR: - return "vec4"; + case VisualShader::VARYING_TYPE_BOOLEAN: + return "bool"; case VisualShader::VARYING_TYPE_TRANSFORM: return "mat4"; default: @@ -4622,17 +4683,16 @@ String VisualShaderNodeVarying::get_type_str() const { VisualShaderNodeVarying::PortType VisualShaderNodeVarying::get_port_type(VisualShader::VaryingType p_type, int p_port) const { switch (p_type) { + case VisualShader::VARYING_TYPE_INT: + return PORT_TYPE_SCALAR_INT; case VisualShader::VARYING_TYPE_VECTOR_2D: return PORT_TYPE_VECTOR_2D; case VisualShader::VARYING_TYPE_VECTOR_3D: return PORT_TYPE_VECTOR_3D; case VisualShader::VARYING_TYPE_VECTOR_4D: return PORT_TYPE_VECTOR_4D; - case VisualShader::VARYING_TYPE_COLOR: - if (p_port == 1) { - break; // scalar - } - return PORT_TYPE_VECTOR_3D; + case VisualShader::VARYING_TYPE_BOOLEAN: + return PORT_TYPE_BOOLEAN; case VisualShader::VARYING_TYPE_TRANSFORM: return PORT_TYPE_TRANSFORM; default: @@ -4676,9 +4736,6 @@ String VisualShaderNodeVaryingSetter::get_caption() const { } int VisualShaderNodeVaryingSetter::get_input_port_count() const { - if (varying_type == VisualShader::VARYING_TYPE_COLOR) { - return 2; - } return 1; } @@ -4687,13 +4744,6 @@ VisualShaderNodeVaryingSetter::PortType VisualShaderNodeVaryingSetter::get_input } String VisualShaderNodeVaryingSetter::get_input_port_name(int p_port) const { - if (varying_type == VisualShader::VARYING_TYPE_COLOR) { - if (p_port == 0) { - return "color"; - } else { - return "alpha"; - } - } return ""; } @@ -4709,20 +4759,12 @@ String VisualShaderNodeVaryingSetter::get_output_port_name(int p_port) const { return ""; } -String VisualShaderNodeVaryingSetter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const { - return vformat("varying %s %s;\n", get_type_str(), varying_name); -} - String VisualShaderNodeVaryingSetter::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 { String code; if (varying_name == "[None]") { return code; } - if (varying_type == VisualShader::VARYING_TYPE_COLOR) { - code += vformat(" %s = vec4(%s, %s);\n", varying_name, p_input_vars[0], p_input_vars[1]); - } else { - code += vformat(" %s = %s;\n", varying_name, p_input_vars[0]); - } + code += vformat(" %s = %s;\n", varying_name, p_input_vars[0]); return code; } @@ -4748,9 +4790,6 @@ String VisualShaderNodeVaryingGetter::get_input_port_name(int p_port) const { } int VisualShaderNodeVaryingGetter::get_output_port_count() const { - if (varying_type == VisualShader::VARYING_TYPE_COLOR) { - return 2; - } return 1; } @@ -4759,13 +4798,6 @@ VisualShaderNodeVaryingGetter::PortType VisualShaderNodeVaryingGetter::get_outpu } String VisualShaderNodeVaryingGetter::get_output_port_name(int p_port) const { - if (varying_type == VisualShader::VARYING_TYPE_COLOR) { - if (p_port == 0) { - return "color"; - } else { - return "alpha"; - } - } return ""; } @@ -4782,6 +4814,9 @@ String VisualShaderNodeVaryingGetter::generate_code(Shader::Mode p_mode, VisualS case VisualShader::VARYING_TYPE_FLOAT: from = "0.0"; break; + case VisualShader::VARYING_TYPE_INT: + from = "0"; + break; case VisualShader::VARYING_TYPE_VECTOR_2D: from = "vec2(0.0)"; break; @@ -4791,9 +4826,8 @@ String VisualShaderNodeVaryingGetter::generate_code(Shader::Mode p_mode, VisualS case VisualShader::VARYING_TYPE_VECTOR_4D: from = "vec4(0.0)"; break; - case VisualShader::VARYING_TYPE_COLOR: - from = "vec3(0.0)"; - from2 = "0.0"; + case VisualShader::VARYING_TYPE_BOOLEAN: + from = "false"; break; case VisualShader::VARYING_TYPE_TRANSFORM: from = "mat4(1.0)"; @@ -4801,16 +4835,6 @@ String VisualShaderNodeVaryingGetter::generate_code(Shader::Mode p_mode, VisualS default: break; } - } else if (varying_type == VisualShader::VARYING_TYPE_COLOR) { - from = varying_name + ".rgb"; - from2 = varying_name + ".a"; - } - - if (varying_type == VisualShader::VARYING_TYPE_COLOR) { - String code; - code += vformat(" %s = %s;\n", p_output_vars[0], from); - code += vformat(" %s = %s;\n", p_output_vars[1], from2); - return code; } return vformat(" %s = %s;\n", p_output_vars[0], from); } |