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-rw-r--r--scene/resources/visual_shader.cpp631
1 files changed, 354 insertions, 277 deletions
diff --git a/scene/resources/visual_shader.cpp b/scene/resources/visual_shader.cpp
index 9174fcd9e3..4132972cb3 100644
--- a/scene/resources/visual_shader.cpp
+++ b/scene/resources/visual_shader.cpp
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* visual_shader.cpp */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
-/* */
-/* Permission is hereby granted, free of charge, to any person obtaining */
-/* a copy of this software and associated documentation files (the */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* visual_shader.cpp */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#include "visual_shader.h"
@@ -399,10 +399,10 @@ 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_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "set_default_input_values", "get_default_input_values");
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "expanded_output_ports", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "_set_output_ports_expanded", "_get_output_ports_expanded");
- ADD_SIGNAL(MethodInfo("editor_refresh_request"));
BIND_ENUM_CONSTANT(PORT_TYPE_SCALAR);
BIND_ENUM_CONSTANT(PORT_TYPE_SCALAR_INT);
+ BIND_ENUM_CONSTANT(PORT_TYPE_SCALAR_UINT);
BIND_ENUM_CONSTANT(PORT_TYPE_VECTOR_2D);
BIND_ENUM_CONSTANT(PORT_TYPE_VECTOR_3D);
BIND_ENUM_CONSTANT(PORT_TYPE_VECTOR_4D);
@@ -427,7 +427,10 @@ void VisualShaderNodeCustom::update_ports() {
if (!GDVIRTUAL_CALL(_get_input_port_name, i, port.name)) {
port.name = "in" + itos(i);
}
- if (!GDVIRTUAL_CALL(_get_input_port_type, i, port.type)) {
+ PortType port_type;
+ if (GDVIRTUAL_CALL(_get_input_port_type, i, port_type)) {
+ port.type = (int)port_type;
+ } else {
port.type = (int)PortType::PORT_TYPE_SCALAR;
}
@@ -445,7 +448,10 @@ void VisualShaderNodeCustom::update_ports() {
if (!GDVIRTUAL_CALL(_get_output_port_name, i, port.name)) {
port.name = "out" + itos(i);
}
- if (!GDVIRTUAL_CALL(_get_output_port_type, i, port.type)) {
+ PortType port_type;
+ if (GDVIRTUAL_CALL(_get_output_port_type, i, port_type)) {
+ port.type = (int)port_type;
+ } else {
port.type = (int)PortType::PORT_TYPE_SCALAR;
}
@@ -456,11 +462,9 @@ 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 +563,9 @@ 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) {
@@ -955,7 +957,7 @@ bool VisualShader::can_connect_nodes(Type p_type, int p_from_node, int p_from_po
}
bool VisualShader::is_port_types_compatible(int p_a, int p_b) const {
- return MAX(0, p_a - 5) == (MAX(0, p_b - 5));
+ return MAX(0, p_a - (int)VisualShaderNode::PORT_TYPE_BOOLEAN) == (MAX(0, p_b - (int)VisualShaderNode::PORT_TYPE_BOOLEAN));
}
void VisualShader::connect_nodes_forced(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
@@ -1148,7 +1150,7 @@ String VisualShader::generate_preview_shader(Type p_type, int p_node, int p_port
StringBuilder global_code;
StringBuilder global_code_per_node;
HashMap<Type, StringBuilder> global_code_per_func;
- StringBuilder code;
+ StringBuilder shader_code;
HashSet<StringName> classes;
global_code += String() + "shader_type canvas_item;\n";
@@ -1189,69 +1191,72 @@ String VisualShader::generate_preview_shader(Type p_type, int p_node, int p_port
input_connections.insert(to_key, E);
}
- code += "\nvoid fragment() {\n";
+ shader_code += "\nvoid fragment() {\n";
HashSet<int> processed;
- Error err = _write_node(p_type, &global_code, &global_code_per_node, &global_code_per_func, code, default_tex_params, input_connections, output_connections, p_node, processed, true, classes);
+ Error err = _write_node(p_type, &global_code, &global_code_per_node, &global_code_per_func, shader_code, default_tex_params, input_connections, output_connections, p_node, processed, true, classes);
ERR_FAIL_COND_V(err != OK, String());
switch (node->get_output_port_type(p_port)) {
case VisualShaderNode::PORT_TYPE_SCALAR: {
- code += " COLOR.rgb = vec3(n_out" + itos(p_node) + "p" + itos(p_port) + ");\n";
+ shader_code += " COLOR.rgb = vec3(n_out" + itos(p_node) + "p" + itos(p_port) + ");\n";
} break;
case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
- code += " COLOR.rgb = vec3(float(n_out" + itos(p_node) + "p" + itos(p_port) + "));\n";
+ shader_code += " COLOR.rgb = vec3(float(n_out" + itos(p_node) + "p" + itos(p_port) + "));\n";
+ } break;
+ case VisualShaderNode::PORT_TYPE_SCALAR_UINT: {
+ shader_code += " COLOR.rgb = vec3(float(n_out" + itos(p_node) + "p" + itos(p_port) + "));\n";
} break;
case VisualShaderNode::PORT_TYPE_BOOLEAN: {
- code += " COLOR.rgb = vec3(n_out" + itos(p_node) + "p" + itos(p_port) + " ? 1.0 : 0.0);\n";
+ shader_code += " COLOR.rgb = vec3(n_out" + itos(p_node) + "p" + itos(p_port) + " ? 1.0 : 0.0);\n";
} break;
case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
- code += " COLOR.rgb = vec3(n_out" + itos(p_node) + "p" + itos(p_port) + ", 0.0);\n";
+ shader_code += " COLOR.rgb = vec3(n_out" + itos(p_node) + "p" + itos(p_port) + ", 0.0);\n";
} break;
case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
- code += " COLOR.rgb = n_out" + itos(p_node) + "p" + itos(p_port) + ";\n";
+ shader_code += " COLOR.rgb = n_out" + itos(p_node) + "p" + itos(p_port) + ";\n";
} break;
case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
- code += " COLOR.rgb = n_out" + itos(p_node) + "p" + itos(p_port) + ".xyz;\n";
+ shader_code += " COLOR.rgb = n_out" + itos(p_node) + "p" + itos(p_port) + ".xyz;\n";
} break;
default: {
- code += " COLOR.rgb = vec3(0.0);\n";
+ shader_code += " COLOR.rgb = vec3(0.0);\n";
} break;
}
- code += "}\n";
+ shader_code += "}\n";
//set code secretly
global_code += "\n\n";
String final_code = global_code;
final_code += global_code_per_node;
- final_code += code;
+ final_code += shader_code;
return final_code;
}
String VisualShader::validate_port_name(const String &p_port_name, VisualShaderNode *p_node, int p_port_id, bool p_output) const {
- String name = p_port_name;
+ String port_name = p_port_name;
- if (name.is_empty()) {
+ if (port_name.is_empty()) {
return String();
}
- while (name.length() && !is_ascii_char(name[0])) {
- name = name.substr(1, name.length() - 1);
+ while (port_name.length() && !is_ascii_char(port_name[0])) {
+ port_name = port_name.substr(1, port_name.length() - 1);
}
- if (!name.is_empty()) {
+ if (!port_name.is_empty()) {
String valid_name;
- for (int i = 0; i < name.length(); i++) {
- if (is_ascii_identifier_char(name[i])) {
- valid_name += String::chr(name[i]);
- } else if (name[i] == ' ') {
+ for (int i = 0; i < port_name.length(); i++) {
+ if (is_ascii_identifier_char(port_name[i])) {
+ valid_name += String::chr(port_name[i]);
+ } else if (port_name[i] == ' ') {
valid_name += "_";
}
}
- name = valid_name;
+ port_name = valid_name;
} else {
return String();
}
@@ -1263,7 +1268,7 @@ String VisualShader::validate_port_name(const String &p_port_name, VisualShaderN
if (!p_output && i == p_port_id) {
continue;
}
- if (name == p_node->get_input_port_name(i)) {
+ if (port_name == p_node->get_input_port_name(i)) {
return String();
}
}
@@ -1271,35 +1276,35 @@ String VisualShader::validate_port_name(const String &p_port_name, VisualShaderN
if (p_output && i == p_port_id) {
continue;
}
- if (name == p_node->get_output_port_name(i)) {
+ if (port_name == p_node->get_output_port_name(i)) {
return String();
}
}
- return name;
+ return port_name;
}
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);
+ String param_name = p_name; //validate name first
+ while (param_name.length() && !is_ascii_char(param_name[0])) {
+ param_name = param_name.substr(1, param_name.length() - 1);
}
- if (!name.is_empty()) {
+ if (!param_name.is_empty()) {
String valid_name;
- for (int i = 0; i < name.length(); i++) {
- if (is_ascii_identifier_char(name[i])) {
- valid_name += String::chr(name[i]);
- } else if (name[i] == ' ') {
+ for (int i = 0; i < param_name.length(); i++) {
+ if (is_ascii_identifier_char(param_name[i])) {
+ valid_name += String::chr(param_name[i]);
+ } else if (param_name[i] == ' ') {
valid_name += "_";
}
}
- name = valid_name;
+ param_name = valid_name;
}
- if (name.is_empty()) {
- name = p_parameter->get_caption();
+ if (param_name.is_empty()) {
+ param_name = p_parameter->get_caption();
}
int attempt = 1;
@@ -1312,7 +1317,7 @@ String VisualShader::validate_parameter_name(const String &p_name, const Ref<Vis
if (node == p_parameter) { //do not test on self
continue;
}
- if (node.is_valid() && node->get_parameter_name() == name) {
+ if (node.is_valid() && node->get_parameter_name() == param_name) {
exists = true;
break;
}
@@ -1325,17 +1330,17 @@ String VisualShader::validate_parameter_name(const String &p_name, const Ref<Vis
if (exists) {
//remove numbers, put new and try again
attempt++;
- while (name.length() && is_digit(name[name.length() - 1])) {
- name = name.substr(0, name.length() - 1);
+ while (param_name.length() && is_digit(param_name[param_name.length() - 1])) {
+ param_name = param_name.substr(0, param_name.length() - 1);
}
- ERR_FAIL_COND_V(name.is_empty(), String());
- name += itos(attempt);
+ ERR_FAIL_COND_V(param_name.is_empty(), String());
+ param_name += itos(attempt);
} else {
break;
}
}
- return name;
+ return param_name;
}
static const char *type_string[VisualShader::TYPE_MAX] = {
@@ -1352,12 +1357,12 @@ static const char *type_string[VisualShader::TYPE_MAX] = {
};
bool VisualShader::_set(const StringName &p_name, const Variant &p_value) {
- String name = p_name;
- if (name == "mode") {
+ String prop_name = p_name;
+ if (prop_name == "mode") {
set_mode(Shader::Mode(int(p_value)));
return true;
- } else if (name.begins_with("flags/")) {
- StringName flag = name.get_slicec('/', 1);
+ } else if (prop_name.begins_with("flags/")) {
+ StringName flag = prop_name.get_slicec('/', 1);
bool enable = p_value;
if (enable) {
flags.insert(flag);
@@ -1366,18 +1371,18 @@ bool VisualShader::_set(const StringName &p_name, const Variant &p_value) {
}
_queue_update();
return true;
- } else if (name.begins_with("modes/")) {
- String mode = name.get_slicec('/', 1);
+ } else if (prop_name.begins_with("modes/")) {
+ String mode_name = prop_name.get_slicec('/', 1);
int value = p_value;
if (value == 0) {
- modes.erase(mode); //means it's default anyway, so don't store it
+ modes.erase(mode_name); //means it's default anyway, so don't store it
} else {
- modes[mode] = value;
+ modes[mode_name] = value;
}
_queue_update();
return true;
- } else if (name.begins_with("varyings/")) {
- String var_name = name.get_slicec('/', 1);
+ } else if (prop_name.begins_with("varyings/")) {
+ String var_name = prop_name.get_slicec('/', 1);
Varying value = Varying();
value.name = var_name;
if (value.from_string(p_value) && !varyings.has(var_name)) {
@@ -1386,8 +1391,8 @@ bool VisualShader::_set(const StringName &p_name, const Variant &p_value) {
}
_queue_update();
return true;
- } else if (name.begins_with("nodes/")) {
- String typestr = name.get_slicec('/', 1);
+ } else if (prop_name.begins_with("nodes/")) {
+ String typestr = prop_name.get_slicec('/', 1);
Type type = TYPE_VERTEX;
for (int i = 0; i < TYPE_MAX; i++) {
if (typestr == type_string[i]) {
@@ -1396,7 +1401,7 @@ bool VisualShader::_set(const StringName &p_name, const Variant &p_value) {
}
}
- String index = name.get_slicec('/', 2);
+ String index = prop_name.get_slicec('/', 2);
if (index == "connections") {
Vector<int> conns = p_value;
if (conns.size() % 4 == 0) {
@@ -1408,7 +1413,7 @@ bool VisualShader::_set(const StringName &p_name, const Variant &p_value) {
}
int id = index.to_int();
- String what = name.get_slicec('/', 3);
+ String what = prop_name.get_slicec('/', 3);
if (what == "node") {
add_node(type, p_value, Vector2(), id);
@@ -1434,32 +1439,32 @@ bool VisualShader::_set(const StringName &p_name, const Variant &p_value) {
}
bool VisualShader::_get(const StringName &p_name, Variant &r_ret) const {
- String name = p_name;
- if (name == "mode") {
+ String prop_name = p_name;
+ if (prop_name == "mode") {
r_ret = get_mode();
return true;
- } else if (name.begins_with("flags/")) {
- StringName flag = name.get_slicec('/', 1);
+ } else if (prop_name.begins_with("flags/")) {
+ StringName flag = prop_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 if (prop_name.begins_with("modes/")) {
+ String mode_name = prop_name.get_slicec('/', 1);
+ if (modes.has(mode_name)) {
+ r_ret = modes[mode_name];
} else {
r_ret = 0;
}
return true;
- } else if (name.begins_with("varyings/")) {
- String var_name = name.get_slicec('/', 1);
+ } else if (prop_name.begins_with("varyings/")) {
+ String var_name = prop_name.get_slicec('/', 1);
if (varyings.has(var_name)) {
r_ret = varyings[var_name].to_string();
} else {
r_ret = String();
}
return true;
- } else if (name.begins_with("nodes/")) {
- String typestr = name.get_slicec('/', 1);
+ } else if (prop_name.begins_with("nodes/")) {
+ String typestr = prop_name.get_slicec('/', 1);
Type type = TYPE_VERTEX;
for (int i = 0; i < TYPE_MAX; i++) {
if (typestr == type_string[i]) {
@@ -1468,7 +1473,7 @@ bool VisualShader::_get(const StringName &p_name, Variant &r_ret) const {
}
}
- String index = name.get_slicec('/', 2);
+ String index = prop_name.get_slicec('/', 2);
if (index == "connections") {
Vector<int> conns;
for (const Connection &E : graph[type].connections) {
@@ -1483,7 +1488,7 @@ bool VisualShader::_get(const StringName &p_name, Variant &r_ret) const {
}
int id = index.to_int();
- String what = name.get_slicec('/', 3);
+ String what = prop_name.get_slicec('/', 3);
if (what == "node") {
r_ret = get_node(type, id);
@@ -1509,11 +1514,10 @@ bool VisualShader::_get(const StringName &p_name, Variant &r_ret) const {
}
void VisualShader::reset_state() {
-#ifndef _MSC_VER
-#warning everything needs to be cleared here
-#endif
+ // TODO: Everything needs to be cleared here.
emit_changed();
}
+
void VisualShader::_get_property_list(List<PropertyInfo> *p_list) const {
//mode
p_list->push_back(PropertyInfo(Variant::INT, PNAME("mode"), PROPERTY_HINT_ENUM, "Node3D,CanvasItem,Particles,Sky,Fog"));
@@ -1563,7 +1567,7 @@ void VisualShader::_get_property_list(List<PropertyInfo> *p_list) const {
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_NO_EDITOR | PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE));
+ p_list->push_back(PropertyInfo(Variant::OBJECT, prop_name + "/node", PROPERTY_HINT_RESOURCE_TYPE, "VisualShaderNode", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_ALWAYS_DUPLICATE));
}
p_list->push_back(PropertyInfo(Variant::VECTOR2, prop_name + "/position", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
@@ -1580,12 +1584,12 @@ void VisualShader::_get_property_list(List<PropertyInfo> *p_list) const {
}
}
-Error VisualShader::_write_node(Type type, StringBuilder *global_code, StringBuilder *global_code_per_node, HashMap<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, HashSet<int> &processed, bool for_preview, HashSet<StringName> &r_classes) const {
- const Ref<VisualShaderNode> vsnode = graph[type].nodes[node].node;
+Error VisualShader::_write_node(Type type, StringBuilder *p_global_code, StringBuilder *p_global_code_per_node, HashMap<Type, StringBuilder> *p_global_code_per_func, StringBuilder &r_code, Vector<VisualShader::DefaultTextureParam> &r_def_tex_params, const VMap<ConnectionKey, const List<Connection>::Element *> &p_input_connections, const VMap<ConnectionKey, const List<Connection>::Element *> &p_output_connections, int p_node, HashSet<int> &r_processed, bool p_for_preview, HashSet<StringName> &r_classes) const {
+ const Ref<VisualShaderNode> vsnode = graph[type].nodes[p_node].node;
if (vsnode->is_disabled()) {
- code += "// " + vsnode->get_caption() + ":" + itos(node) + "\n";
- code += " // Node is disabled and code is not generated.\n";
+ r_code += "// " + vsnode->get_caption() + ":" + itos(p_node) + "\n";
+ r_code += " // Node is disabled and code is not generated.\n";
return OK;
}
@@ -1593,16 +1597,16 @@ Error VisualShader::_write_node(Type type, StringBuilder *global_code, StringBui
int input_count = vsnode->get_input_port_count();
for (int i = 0; i < input_count; i++) {
ConnectionKey ck;
- ck.node = node;
+ ck.node = p_node;
ck.port = i;
- if (input_connections.has(ck)) {
- int from_node = input_connections[ck]->get().from_node;
- if (processed.has(from_node)) {
+ if (p_input_connections.has(ck)) {
+ int from_node = p_input_connections[ck]->get().from_node;
+ if (r_processed.has(from_node)) {
continue;
}
- Error err = _write_node(type, global_code, global_code_per_node, global_code_per_func, code, def_tex_params, input_connections, output_connections, from_node, processed, for_preview, r_classes);
+ Error err = _write_node(type, p_global_code, p_global_code_per_node, p_global_code_per_func, r_code, r_def_tex_params, p_input_connections, p_output_connections, from_node, r_processed, p_for_preview, r_classes);
if (err) {
return err;
}
@@ -1611,19 +1615,19 @@ Error VisualShader::_write_node(Type type, StringBuilder *global_code, StringBui
// then this node
- Vector<VisualShader::DefaultTextureParam> params = vsnode->get_default_texture_parameters(type, node);
+ Vector<VisualShader::DefaultTextureParam> params = vsnode->get_default_texture_parameters(type, p_node);
for (int i = 0; i < params.size(); i++) {
- def_tex_params.push_back(params[i]);
+ r_def_tex_params.push_back(params[i]);
}
Ref<VisualShaderNodeInput> input = vsnode;
- bool skip_global = input.is_valid() && for_preview;
+ bool skip_global = input.is_valid() && p_for_preview;
if (!skip_global) {
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);
+ if (p_global_code) {
+ *p_global_code += vsnode->generate_global(get_mode(), type, p_node);
}
}
@@ -1632,12 +1636,12 @@ Error VisualShader::_write_node(Type type, StringBuilder *global_code, StringBui
class_name = vsnode->get_script_instance()->get_script()->get_path();
}
if (!r_classes.has(class_name)) {
- if (global_code_per_node) {
- *global_code_per_node += vsnode->generate_global_per_node(get_mode(), node);
+ if (p_global_code_per_node) {
+ *p_global_code_per_node += vsnode->generate_global_per_node(get_mode(), p_node);
}
for (int i = 0; i < TYPE_MAX; i++) {
- if (global_code_per_func) {
- (*global_code_per_func)[Type(i)] += vsnode->generate_global_per_func(get_mode(), Type(i), node);
+ if (p_global_code_per_func) {
+ (*p_global_code_per_func)[Type(i)] += vsnode->generate_global_per_func(get_mode(), Type(i), p_node);
}
}
r_classes.insert(class_name);
@@ -1645,11 +1649,11 @@ Error VisualShader::_write_node(Type type, StringBuilder *global_code, StringBui
}
if (!vsnode->is_code_generated()) { // just generate globals and ignore locals
- processed.insert(node);
+ r_processed.insert(p_node);
return OK;
}
- String node_name = "// " + vsnode->get_caption() + ":" + itos(node) + "\n";
+ String node_name = "// " + vsnode->get_caption() + ":" + itos(p_node) + "\n";
String node_code;
Vector<String> input_vars;
@@ -1658,18 +1662,18 @@ Error VisualShader::_write_node(Type type, StringBuilder *global_code, StringBui
for (int i = 0; i < input_count; i++) {
ConnectionKey ck;
- ck.node = node;
+ ck.node = p_node;
ck.port = i;
- if (input_connections.has(ck)) {
+ if (p_input_connections.has(ck)) {
//connected to something, use that output
- int from_node = input_connections[ck]->get().from_node;
+ int from_node = p_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;
+ int from_port = p_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);
@@ -1694,6 +1698,9 @@ Error VisualShader::_write_node(Type type, StringBuilder *global_code, StringBui
case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
inputs[i] = "float(" + src_var + ")";
} break;
+ case VisualShaderNode::PORT_TYPE_SCALAR_UINT: {
+ inputs[i] = "float(" + src_var + ")";
+ } break;
case VisualShaderNode::PORT_TYPE_BOOLEAN: {
inputs[i] = "(" + src_var + " ? 1.0 : 0.0)";
} break;
@@ -1715,17 +1722,44 @@ Error VisualShader::_write_node(Type type, StringBuilder *global_code, StringBui
case VisualShaderNode::PORT_TYPE_SCALAR: {
inputs[i] = "int(" + src_var + ")";
} break;
+ case VisualShaderNode::PORT_TYPE_SCALAR_UINT: {
+ inputs[i] = "int(" + src_var + ")";
+ } break;
case VisualShaderNode::PORT_TYPE_BOOLEAN: {
inputs[i] = "(" + src_var + " ? 1 : 0)";
} break;
case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
- inputs[i] = "dot(float(" + src_var + "), vec2(0.5, 0.5))";
+ inputs[i] = "int(" + src_var + ".x)";
+ } break;
+ case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
+ inputs[i] = "int(" + src_var + ".x)";
+ } break;
+ case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
+ inputs[i] = "int(" + src_var + ".x)";
+ } break;
+ default:
+ break;
+ }
+ } break;
+ case VisualShaderNode::PORT_TYPE_SCALAR_UINT: {
+ switch (out_type) {
+ case VisualShaderNode::PORT_TYPE_SCALAR: {
+ inputs[i] = "uint(" + src_var + ")";
+ } break;
+ case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
+ inputs[i] = "uint(" + src_var + ")";
+ } break;
+ case VisualShaderNode::PORT_TYPE_BOOLEAN: {
+ inputs[i] = "(" + src_var + " ? 1u : 0u)";
+ } break;
+ case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
+ inputs[i] = "uint(" + src_var + ".x)";
} break;
case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
- inputs[i] = "dot(float(" + src_var + "), vec3(0.333333, 0.333333, 0.333333))";
+ inputs[i] = "uint(" + src_var + ".x)";
} break;
case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
- inputs[i] = "dot(float(" + src_var + "), vec4(0.25, 0.25, 0.25, 0.25))";
+ inputs[i] = "uint(" + src_var + ".x)";
} break;
default:
break;
@@ -1739,6 +1773,9 @@ Error VisualShader::_write_node(Type type, StringBuilder *global_code, StringBui
case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
inputs[i] = src_var + " > 0 ? true : false";
} break;
+ case VisualShaderNode::PORT_TYPE_SCALAR_UINT: {
+ inputs[i] = src_var + " > 0u ? true : false";
+ } break;
case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
inputs[i] = "all(bvec2(" + src_var + "))";
} break;
@@ -1760,6 +1797,9 @@ Error VisualShader::_write_node(Type type, StringBuilder *global_code, StringBui
case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
inputs[i] = "vec2(float(" + src_var + "))";
} break;
+ case VisualShaderNode::PORT_TYPE_SCALAR_UINT: {
+ inputs[i] = "vec2(float(" + src_var + "))";
+ } break;
case VisualShaderNode::PORT_TYPE_BOOLEAN: {
inputs[i] = "vec2(" + src_var + " ? 1.0 : 0.0)";
} break;
@@ -1780,6 +1820,9 @@ Error VisualShader::_write_node(Type type, StringBuilder *global_code, StringBui
case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
inputs[i] = "vec3(float(" + src_var + "))";
} break;
+ case VisualShaderNode::PORT_TYPE_SCALAR_UINT: {
+ inputs[i] = "vec3(float(" + src_var + "))";
+ } break;
case VisualShaderNode::PORT_TYPE_BOOLEAN: {
inputs[i] = "vec3(" + src_var + " ? 1.0 : 0.0)";
} break;
@@ -1801,6 +1844,9 @@ Error VisualShader::_write_node(Type type, StringBuilder *global_code, StringBui
case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
inputs[i] = "vec4(float(" + src_var + "))";
} break;
+ case VisualShaderNode::PORT_TYPE_SCALAR_UINT: {
+ inputs[i] = "vec4(float(" + src_var + "))";
+ } break;
case VisualShaderNode::PORT_TYPE_BOOLEAN: {
inputs[i] = "vec4(" + src_var + " ? 1.0 : 0.0)";
} break;
@@ -1826,32 +1872,36 @@ Error VisualShader::_write_node(Type type, StringBuilder *global_code, StringBui
Variant defval = vsnode->get_input_port_default_value(i);
if (defval.get_type() == Variant::FLOAT) {
float val = defval;
- inputs[i] = "n_in" + itos(node) + "p" + itos(i);
+ inputs[i] = "n_in" + itos(p_node) + "p" + itos(i);
node_code += " float " + inputs[i] + " = " + vformat("%.5f", val) + ";\n";
} else if (defval.get_type() == Variant::INT) {
int val = defval;
- inputs[i] = "n_in" + itos(node) + "p" + itos(i);
- node_code += " int " + inputs[i] + " = " + itos(val) + ";\n";
+ inputs[i] = "n_in" + itos(p_node) + "p" + itos(i);
+ if (vsnode->get_input_port_type(i) == VisualShaderNode::PORT_TYPE_SCALAR_UINT) {
+ node_code += " uint " + inputs[i] + " = " + itos(val) + "u;\n";
+ } else {
+ node_code += " int " + inputs[i] + " = " + itos(val) + ";\n";
+ }
} else if (defval.get_type() == Variant::BOOL) {
bool val = defval;
- inputs[i] = "n_in" + itos(node) + "p" + itos(i);
+ inputs[i] = "n_in" + itos(p_node) + "p" + itos(i);
node_code += " bool " + inputs[i] + " = " + (val ? "true" : "false") + ";\n";
} else if (defval.get_type() == Variant::VECTOR2) {
Vector2 val = defval;
- inputs[i] = "n_in" + itos(node) + "p" + itos(i);
+ inputs[i] = "n_in" + itos(p_node) + "p" + itos(i);
node_code += " vec2 " + inputs[i] + " = " + vformat("vec2(%.5f, %.5f);\n", val.x, val.y);
} else if (defval.get_type() == Variant::VECTOR3) {
Vector3 val = defval;
- inputs[i] = "n_in" + itos(node) + "p" + itos(i);
+ inputs[i] = "n_in" + itos(p_node) + "p" + itos(i);
node_code += " vec3 " + inputs[i] + " = " + vformat("vec3(%.5f, %.5f, %.5f);\n", val.x, val.y, val.z);
} else if (defval.get_type() == Variant::QUATERNION) {
Quaternion val = defval;
- inputs[i] = "n_in" + itos(node) + "p" + itos(i);
+ inputs[i] = "n_in" + itos(p_node) + "p" + itos(i);
node_code += " vec4 " + inputs[i] + " = " + vformat("vec4(%.5f, %.5f, %.5f, %.5f);\n", val.x, val.y, val.z, val.w);
} else if (defval.get_type() == Variant::TRANSFORM3D) {
Transform3D val = defval;
val.basis.transpose();
- inputs[i] = "n_in" + itos(node) + "p" + itos(i);
+ inputs[i] = "n_in" + itos(p_node) + "p" + itos(i);
Array values;
for (int j = 0; j < 3; j++) {
values.push_back(val.basis[j].x);
@@ -1903,7 +1953,7 @@ Error VisualShader::_write_node(Type type, StringBuilder *global_code, StringBui
if (vsnode->is_simple_decl()) { // less code to generate for some simple_decl nodes
for (int i = 0, j = 0; i < initial_output_count; i++, j++) {
- String var_name = "n_out" + itos(node) + "p" + itos(j);
+ String var_name = "n_out" + itos(p_node) + "p" + itos(j);
switch (vsnode->get_output_port_type(i)) {
case VisualShaderNode::PORT_TYPE_SCALAR:
outputs[i] = "float " + var_name;
@@ -1911,6 +1961,9 @@ Error VisualShader::_write_node(Type type, StringBuilder *global_code, StringBui
case VisualShaderNode::PORT_TYPE_SCALAR_INT:
outputs[i] = "int " + var_name;
break;
+ case VisualShaderNode::PORT_TYPE_SCALAR_UINT:
+ outputs[i] = "uint " + var_name;
+ break;
case VisualShaderNode::PORT_TYPE_VECTOR_2D:
outputs[i] = "vec2 " + var_name;
break;
@@ -1948,28 +2001,31 @@ Error VisualShader::_write_node(Type type, StringBuilder *global_code, StringBui
} else {
for (int i = 0, j = 0; i < initial_output_count; i++, j++) {
- outputs[i] = "n_out" + itos(node) + "p" + itos(j);
+ outputs[i] = "n_out" + itos(p_node) + "p" + itos(j);
switch (vsnode->get_output_port_type(i)) {
case VisualShaderNode::PORT_TYPE_SCALAR:
- code += " float " + outputs[i] + ";\n";
+ r_code += " float " + outputs[i] + ";\n";
break;
case VisualShaderNode::PORT_TYPE_SCALAR_INT:
- code += " int " + outputs[i] + ";\n";
+ r_code += " int " + outputs[i] + ";\n";
+ break;
+ case VisualShaderNode::PORT_TYPE_SCALAR_UINT:
+ r_code += " uint " + outputs[i] + ";\n";
break;
case VisualShaderNode::PORT_TYPE_VECTOR_2D:
- code += " vec2 " + outputs[i] + ";\n";
+ r_code += " vec2 " + outputs[i] + ";\n";
break;
case VisualShaderNode::PORT_TYPE_VECTOR_3D:
- code += " vec3 " + outputs[i] + ";\n";
+ r_code += " vec3 " + outputs[i] + ";\n";
break;
case VisualShaderNode::PORT_TYPE_VECTOR_4D:
- code += " vec4 " + outputs[i] + ";\n";
+ r_code += " vec4 " + outputs[i] + ";\n";
break;
case VisualShaderNode::PORT_TYPE_BOOLEAN:
- code += " bool " + outputs[i] + ";\n";
+ r_code += " bool " + outputs[i] + ";\n";
break;
case VisualShaderNode::PORT_TYPE_TRANSFORM:
- code += " mat4 " + outputs[i] + ";\n";
+ r_code += " mat4 " + outputs[i] + ";\n";
break;
default:
break;
@@ -1992,73 +2048,73 @@ Error VisualShader::_write_node(Type type, StringBuilder *global_code, StringBui
}
}
- node_code += vsnode->generate_code(get_mode(), type, node, inputs, outputs, for_preview);
+ node_code += vsnode->generate_code(get_mode(), type, p_node, inputs, outputs, p_for_preview);
if (!node_code.is_empty()) {
- code += node_name;
- code += node_code;
+ r_code += node_name;
+ r_code += node_code;
}
for (int i = 0; i < output_count; i++) {
if (expanded_output_ports[i]) {
switch (vsnode->get_output_port_type(i)) {
case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
- if (vsnode->is_output_port_connected(i + 1) || (for_preview && vsnode->get_output_port_for_preview() == (i + 1))) { // red-component
- String r = "n_out" + itos(node) + "p" + itos(i + 1);
- code += " float " + r + " = n_out" + itos(node) + "p" + itos(i) + ".r;\n";
+ if (vsnode->is_output_port_connected(i + 1) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 1))) { // red-component
+ String r = "n_out" + itos(p_node) + "p" + itos(i + 1);
+ r_code += " float " + r + " = n_out" + itos(p_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
- String g = "n_out" + itos(node) + "p" + itos(i + 2);
- code += " float " + g + " = n_out" + itos(node) + "p" + itos(i) + ".g;\n";
+ if (vsnode->is_output_port_connected(i + 2) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 2))) { // green-component
+ String g = "n_out" + itos(p_node) + "p" + itos(i + 2);
+ r_code += " float " + g + " = n_out" + itos(p_node) + "p" + itos(i) + ".g;\n";
outputs[i + 2] = g;
}
i += 2;
} break;
case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
- if (vsnode->is_output_port_connected(i + 1) || (for_preview && vsnode->get_output_port_for_preview() == (i + 1))) { // red-component
- String r = "n_out" + itos(node) + "p" + itos(i + 1);
- code += " float " + r + " = n_out" + itos(node) + "p" + itos(i) + ".r;\n";
+ if (vsnode->is_output_port_connected(i + 1) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 1))) { // red-component
+ String r = "n_out" + itos(p_node) + "p" + itos(i + 1);
+ r_code += " float " + r + " = n_out" + itos(p_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
- String g = "n_out" + itos(node) + "p" + itos(i + 2);
- code += " float " + g + " = n_out" + itos(node) + "p" + itos(i) + ".g;\n";
+ if (vsnode->is_output_port_connected(i + 2) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 2))) { // green-component
+ String g = "n_out" + itos(p_node) + "p" + itos(i + 2);
+ r_code += " float " + g + " = n_out" + itos(p_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
- String b = "n_out" + itos(node) + "p" + itos(i + 3);
- code += " float " + b + " = n_out" + itos(node) + "p" + itos(i) + ".b;\n";
+ if (vsnode->is_output_port_connected(i + 3) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 3))) { // blue-component
+ String b = "n_out" + itos(p_node) + "p" + itos(i + 3);
+ r_code += " float " + b + " = n_out" + itos(p_node) + "p" + itos(i) + ".b;\n";
outputs[i + 3] = b;
}
i += 3;
} break;
case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
- if (vsnode->is_output_port_connected(i + 1) || (for_preview && vsnode->get_output_port_for_preview() == (i + 1))) { // red-component
- String r = "n_out" + itos(node) + "p" + itos(i + 1);
- code += " float " + r + " = n_out" + itos(node) + "p" + itos(i) + ".r;\n";
+ if (vsnode->is_output_port_connected(i + 1) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 1))) { // red-component
+ String r = "n_out" + itos(p_node) + "p" + itos(i + 1);
+ r_code += " float " + r + " = n_out" + itos(p_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
- String g = "n_out" + itos(node) + "p" + itos(i + 2);
- code += " float " + g + " = n_out" + itos(node) + "p" + itos(i) + ".g;\n";
+ if (vsnode->is_output_port_connected(i + 2) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 2))) { // green-component
+ String g = "n_out" + itos(p_node) + "p" + itos(i + 2);
+ r_code += " float " + g + " = n_out" + itos(p_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
- String b = "n_out" + itos(node) + "p" + itos(i + 3);
- code += " float " + b + " = n_out" + itos(node) + "p" + itos(i) + ".b;\n";
+ if (vsnode->is_output_port_connected(i + 3) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 3))) { // blue-component
+ String b = "n_out" + itos(p_node) + "p" + itos(i + 3);
+ r_code += " float " + b + " = n_out" + itos(p_node) + "p" + itos(i) + ".b;\n";
outputs[i + 3] = b;
}
- if (vsnode->is_output_port_connected(i + 4) || (for_preview && vsnode->get_output_port_for_preview() == (i + 4))) { // alpha-component
- String a = "n_out" + itos(node) + "p" + itos(i + 4);
- code += " float " + a + " = n_out" + itos(node) + "p" + itos(i) + ".a;\n";
+ if (vsnode->is_output_port_connected(i + 4) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 4))) { // alpha-component
+ String a = "n_out" + itos(p_node) + "p" + itos(i + 4);
+ r_code += " float " + a + " = n_out" + itos(p_node) + "p" + itos(i) + ".a;\n";
outputs[i + 4] = a;
}
@@ -2071,11 +2127,10 @@ Error VisualShader::_write_node(Type type, StringBuilder *global_code, StringBui
}
if (!node_code.is_empty()) {
- code += "\n";
+ r_code += "\n\n";
}
- code += "\n"; //
- processed.insert(node);
+ r_processed.insert(p_node);
return OK;
}
@@ -2103,7 +2158,7 @@ void VisualShader::_update_shader() const {
StringBuilder global_code;
StringBuilder global_code_per_node;
HashMap<Type, StringBuilder> global_code_per_func;
- StringBuilder code;
+ StringBuilder shader_code;
Vector<VisualShader::DefaultTextureParam> default_tex_params;
HashSet<StringName> classes;
HashMap<int, int> insertion_pos;
@@ -2220,6 +2275,12 @@ void VisualShader::_update_shader() const {
}
global_code += "int ";
break;
+ case VaryingType::VARYING_TYPE_UINT:
+ if (E.value.mode == VaryingMode::VARYING_MODE_VERTEX_TO_FRAG_LIGHT) {
+ global_code += "flat ";
+ }
+ global_code += "uint ";
+ break;
case VaryingType::VARYING_TYPE_VECTOR_2D:
global_code += "vec2 ";
break;
@@ -2289,6 +2350,9 @@ void VisualShader::_update_shader() const {
case VaryingType::VARYING_TYPE_INT:
code2 += "0";
break;
+ case VaryingType::VARYING_TYPE_UINT:
+ code2 += "0u";
+ break;
case VaryingType::VARYING_TYPE_VECTOR_2D:
code2 += "vec2(0.0)";
break;
@@ -2340,7 +2404,7 @@ void VisualShader::_update_shader() const {
if (shader_mode != Shader::MODE_PARTICLES) {
func_code += "\nvoid " + String(func_name[i]) + "() {\n";
}
- insertion_pos.insert(i, code.get_string_length() + func_code.get_string_length());
+ insertion_pos.insert(i, shader_code.get_string_length() + func_code.get_string_length());
Error err = _write_node(Type(i), &global_code, &global_code_per_node, &global_code_per_func, func_code, default_tex_params, input_connections, output_connections, NODE_ID_OUTPUT, processed, false, classes);
ERR_FAIL_COND(err != OK);
@@ -2364,78 +2428,69 @@ void VisualShader::_update_shader() const {
} else {
func_code += varying_code;
func_code += "}\n";
- code += func_code;
+ shader_code += func_code;
}
}
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();
- code += "void start() {\n";
- if (has_start || has_start_custom) {
- code += " uint __seed = __hash(NUMBER + uint(1) + RANDOM_SEED);\n";
- code += " vec3 __diff = TRANSFORM[3].xyz - EMISSION_TRANSFORM[3].xyz;\n";
- code += " float __radians;\n";
- code += " vec3 __vec3_buff1;\n";
- code += " vec3 __vec3_buff2;\n";
- code += " float __scalar_buff1;\n";
- code += " float __scalar_buff2;\n";
- code += " int __scalar_ibuff;\n";
- code += " vec4 __vec4_buff;\n";
- code += " vec3 __ndiff = normalize(__diff);\n\n";
- }
- if (has_start) {
- code += " {\n";
- code += code_map[TYPE_START].replace("\n ", "\n ");
- code += " }\n";
- if (has_start_custom) {
- code += " \n";
- }
- }
+ shader_code += "void start() {\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) {
- code += " {\n";
- code += code_map[TYPE_START_CUSTOM].replace("\n ", "\n ");
- code += " }\n";
+ shader_code += " \n";
+ shader_code += " {\n";
+ shader_code += code_map[TYPE_START_CUSTOM].replace("\n ", "\n ");
+ shader_code += " }\n";
}
- code += "}\n\n";
- code += "void process() {\n";
+ shader_code += "}\n\n";
+
if (has_process || has_process_custom || has_collide) {
- code += " uint __seed = __hash(NUMBER + uint(1) + RANDOM_SEED);\n";
- code += " vec3 __vec3_buff1;\n";
- code += " vec3 __diff = TRANSFORM[3].xyz - EMISSION_TRANSFORM[3].xyz;\n";
- code += " vec3 __ndiff = normalize(__diff);\n\n";
- }
- code += " {\n";
- String tab = " ";
- if (has_collide) {
- code += " if (COLLIDED) {\n\n";
- code += code_map[TYPE_COLLIDE].replace("\n ", "\n ");
+ shader_code += "void process() {\n";
+ shader_code += " uint __seed = __hash(NUMBER + uint(1) + RANDOM_SEED);\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) {
- 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) {
- code += code_map[TYPE_PROCESS].replace("\n ", "\n " + tab);
- }
- if (has_collide) {
- code += " }\n";
- }
- code += " }\n";
- if (has_process_custom) {
- code += " {\n\n";
- code += code_map[TYPE_PROCESS_CUSTOM].replace("\n ", "\n ");
- 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";
+ }
- code += "}\n\n";
+ shader_code += "}\n\n";
+ }
global_compute_code += "float __rand_from_seed(inout uint seed) {\n";
global_compute_code += " int k;\n";
@@ -2458,14 +2513,6 @@ void VisualShader::_update_shader() const {
global_compute_code += " return __rand_from_seed(seed) * (to - from) + from;\n";
global_compute_code += "}\n\n";
- global_compute_code += "vec2 __randv2_range(inout uint seed, vec2 from, vec2 to) {\n";
- global_compute_code += " return vec2(__randf_range(seed, from.x, to.x), __randf_range(seed, from.y, to.y));\n";
- global_compute_code += "}\n\n";
-
- global_compute_code += "vec3 __randv3_range(inout uint seed, vec3 from, vec3 to) {\n";
- global_compute_code += " return vec3(__randf_range(seed, from.x, to.x), __randf_range(seed, from.y, to.y), __randf_range(seed, from.z, to.z));\n";
- global_compute_code += "}\n\n";
-
global_compute_code += "uint __hash(uint x) {\n";
global_compute_code += " x = ((x >> uint(16)) ^ x) * uint(73244475);\n";
global_compute_code += " x = ((x >> uint(16)) ^ x) * uint(73244475);\n";
@@ -2504,7 +2551,7 @@ void VisualShader::_update_shader() const {
final_code += global_compute_code;
final_code += global_code_per_node;
final_code += global_expressions;
- String tcode = code;
+ String tcode = shader_code;
for (int i = 0; i < TYPE_MAX; i++) {
if (!has_func_name(RenderingServer::ShaderMode(shader_mode), func_name[i])) {
continue;
@@ -2598,6 +2645,7 @@ void VisualShader::_bind_methods() {
BIND_ENUM_CONSTANT(VARYING_TYPE_FLOAT);
BIND_ENUM_CONSTANT(VARYING_TYPE_INT);
+ BIND_ENUM_CONSTANT(VARYING_TYPE_UINT);
BIND_ENUM_CONSTANT(VARYING_TYPE_VECTOR_2D);
BIND_ENUM_CONSTANT(VARYING_TYPE_VECTOR_3D);
BIND_ENUM_CONSTANT(VARYING_TYPE_VECTOR_4D);
@@ -2660,10 +2708,16 @@ 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, "eye_offset", "EYE_OFFSET" },
{ 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_UINT, "camera_visible_layers", "CAMERA_VISIBLE_LAYERS" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "node_position_view", "NODE_POSITION_VIEW" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom0", "CUSTOM0" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom1", "CUSTOM1" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom2", "CUSTOM2" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom3", "CUSTOM3" },
// Node3D, Fragment
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
@@ -2686,15 +2740,14 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "VIEWPORT_SIZE" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "front_facing", "FRONT_FACING" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "screen_texture", "SCREEN_TEXTURE" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "normal_roughness_texture", "NORMAL_ROUGHNESS_TEXTURE" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "depth_texture", "DEPTH_TEXTURE" },
{ 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, "eye_offset", "EYE_OFFSET" },
{ 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_UINT, "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
@@ -2750,7 +2803,6 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_light_pass", "AT_LIGHT_PASS" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "texture", "TEXTURE" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "normal_texture", "NORMAL_TEXTURE" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "screen_texture", "SCREEN_TEXTURE" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "specular_shininess", "SPECULAR_SHININESS" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "specular_shininess_texture", "SPECULAR_SHININESS_TEXTURE" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "vertex", "VERTEX" },
@@ -2785,7 +2837,9 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR_INT, "index", "INDEX" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "index", "INDEX" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "number", "NUMBER" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "random_seed", "RANDOM_SEED" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
@@ -2799,7 +2853,9 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR_INT, "index", "INDEX" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "index", "INDEX" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "number", "NUMBER" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "random_seed", "RANDOM_SEED" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
@@ -2813,7 +2869,9 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR_INT, "index", "INDEX" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "index", "INDEX" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "number", "NUMBER" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "random_seed", "RANDOM_SEED" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
@@ -2827,7 +2885,9 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR_INT, "index", "INDEX" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "index", "INDEX" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "number", "NUMBER" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "random_seed", "RANDOM_SEED" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
@@ -2843,7 +2903,9 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR_INT, "index", "INDEX" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "index", "INDEX" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "number", "NUMBER" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "random_seed", "RANDOM_SEED" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
@@ -2882,7 +2944,7 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "world_position", "WORLD_POSITION" },
{ Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "object_position", "OBJECT_POSITION" },
{ Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "uvw", "UVW" },
- { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "extents", "EXTENTS" },
+ { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "size", "SIZE" },
{ Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_SCALAR, "sdf", "SDF" },
{ Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
@@ -3261,6 +3323,8 @@ int VisualShaderNodeParameterRef::get_output_port_count() const {
return 1;
case PARAMETER_TYPE_INT:
return 1;
+ case PARAMETER_TYPE_UINT:
+ return 1;
case PARAMETER_TYPE_BOOLEAN:
return 1;
case PARAMETER_TYPE_VECTOR2:
@@ -3287,6 +3351,8 @@ VisualShaderNodeParameterRef::PortType VisualShaderNodeParameterRef::get_output_
return PortType::PORT_TYPE_SCALAR;
case PARAMETER_TYPE_INT:
return PortType::PORT_TYPE_SCALAR_INT;
+ case PARAMETER_TYPE_UINT:
+ return PortType::PORT_TYPE_SCALAR_UINT;
case PARAMETER_TYPE_BOOLEAN:
return PortType::PORT_TYPE_BOOLEAN;
case PARAMETER_TYPE_VECTOR2:
@@ -3318,6 +3384,8 @@ String VisualShaderNodeParameterRef::get_output_port_name(int p_port) const {
return "";
case PARAMETER_TYPE_INT:
return "";
+ case PARAMETER_TYPE_UINT:
+ return "";
case PARAMETER_TYPE_BOOLEAN:
return "";
case PARAMETER_TYPE_VECTOR2:
@@ -3412,6 +3480,8 @@ VisualShaderNodeParameterRef::PortType VisualShaderNodeParameterRef::get_port_ty
return PORT_TYPE_SCALAR;
case PARAMETER_TYPE_INT:
return PORT_TYPE_SCALAR_INT;
+ case PARAMETER_TYPE_UINT:
+ return PORT_TYPE_SCALAR_UINT;
case UNIFORM_TYPE_SAMPLER:
return PORT_TYPE_SAMPLER;
case PARAMETER_TYPE_VECTOR2:
@@ -3648,12 +3718,12 @@ 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");
+ String port_name = get_input_port_name(p_index);
+ return bool(port_name == "Model View Matrix");
}
if (shader_mode == Shader::MODE_SPATIAL && shader_type == VisualShader::TYPE_FRAGMENT) {
- String name = get_input_port_name(p_index);
- return bool(name == "AO" || name == "Normal" || name == "Rim" || name == "Clearcoat" || name == "Anisotropy" || name == "Subsurf Scatter" || name == "Alpha Scissor Threshold");
+ String port_name = get_input_port_name(p_index);
+ return bool(port_name == "AO" || port_name == "Normal" || port_name == "Rim" || port_name == "Clearcoat" || port_name == "Anisotropy" || port_name == "Subsurf Scatter" || port_name == "Alpha Scissor Threshold");
}
return false;
}
@@ -3666,15 +3736,15 @@ String VisualShaderNodeOutput::generate_code(Shader::Mode p_mode, VisualShader::
int idx = 0;
int count = 0;
- String code;
+ String shader_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].is_empty()) {
String s = ports[idx].string;
if (s.contains(":")) {
- code += " " + s.get_slicec(':', 0) + " = " + p_input_vars[count] + "." + s.get_slicec(':', 1) + ";\n";
+ shader_code += " " + s.get_slicec(':', 0) + " = " + p_input_vars[count] + "." + s.get_slicec(':', 1) + ";\n";
} else {
- code += " " + s + " = " + p_input_vars[count] + ";\n";
+ shader_code += " " + s + " = " + p_input_vars[count] + ";\n";
}
}
count++;
@@ -3682,7 +3752,7 @@ String VisualShaderNodeOutput::generate_code(Shader::Mode p_mode, VisualShader::
idx++;
}
- return code;
+ return shader_code;
}
VisualShaderNodeOutput::VisualShaderNodeOutput() {
@@ -4668,6 +4738,8 @@ String VisualShaderNodeVarying::get_type_str() const {
return "float";
case VisualShader::VARYING_TYPE_INT:
return "int";
+ case VisualShader::VARYING_TYPE_UINT:
+ return "uint";
case VisualShader::VARYING_TYPE_VECTOR_2D:
return "vec2";
case VisualShader::VARYING_TYPE_VECTOR_3D:
@@ -4688,6 +4760,8 @@ VisualShaderNodeVarying::PortType VisualShaderNodeVarying::get_port_type(VisualS
switch (p_type) {
case VisualShader::VARYING_TYPE_INT:
return PORT_TYPE_SCALAR_INT;
+ case VisualShader::VARYING_TYPE_UINT:
+ return PORT_TYPE_SCALAR_UINT;
case VisualShader::VARYING_TYPE_VECTOR_2D:
return PORT_TYPE_VECTOR_2D;
case VisualShader::VARYING_TYPE_VECTOR_3D:
@@ -4820,6 +4894,9 @@ String VisualShaderNodeVaryingGetter::generate_code(Shader::Mode p_mode, VisualS
case VisualShader::VARYING_TYPE_INT:
from = "0";
break;
+ case VisualShader::VARYING_TYPE_UINT:
+ from = "0u";
+ break;
case VisualShader::VARYING_TYPE_VECTOR_2D:
from = "vec2(0.0)";
break;