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-rw-r--r--scene/resources/visual_shader.h71
1 files changed, 71 insertions, 0 deletions
diff --git a/scene/resources/visual_shader.h b/scene/resources/visual_shader.h
index dbb8d1d28c..05d8950be9 100644
--- a/scene/resources/visual_shader.h
+++ b/scene/resources/visual_shader.h
@@ -182,6 +182,9 @@ class VisualShaderNode : public Resource {
int port_preview;
Map<int, Variant> default_input_values;
+ Map<int, bool> connected_input_ports;
+ Map<int, bool> connected_output_ports;
+ int connected_output_count = 0;
protected:
bool simple_decl;
@@ -222,6 +225,14 @@ public:
virtual bool is_port_separator(int p_index) const;
+ bool is_output_port_connected(int p_port) const;
+ void set_output_port_connected(int p_port, bool p_connected);
+ bool is_input_port_connected(int p_port) const;
+ void set_input_port_connected(int p_port, bool p_connected);
+ virtual bool is_generate_input_var(int p_port) const;
+
+ virtual bool is_code_generated() const;
+
virtual Vector<StringName> get_editable_properties() const;
virtual Vector<VisualShader::DefaultTextureParam> get_default_texture_parameters(VisualShader::Type p_type, int p_id) const;
@@ -378,6 +389,7 @@ public:
private:
String uniform_name;
Qualifier qualifier;
+ bool global_code_generated = false;
protected:
static void _bind_methods();
@@ -390,6 +402,9 @@ public:
void set_qualifier(Qualifier p_qual);
Qualifier get_qualifier() const;
+ void set_global_code_generated(bool p_enabled);
+ bool is_global_code_generated() const;
+
virtual bool is_qualifier_supported(Qualifier p_qual) const = 0;
virtual Vector<StringName> get_editable_properties() const override;
@@ -400,6 +415,62 @@ public:
VARIANT_ENUM_CAST(VisualShaderNodeUniform::Qualifier)
+class VisualShaderNodeUniformRef : public VisualShaderNode {
+ GDCLASS(VisualShaderNodeUniformRef, VisualShaderNode);
+
+public:
+ enum UniformType {
+ UNIFORM_TYPE_FLOAT,
+ UNIFORM_TYPE_INT,
+ UNIFORM_TYPE_BOOLEAN,
+ UNIFORM_TYPE_VECTOR,
+ UNIFORM_TYPE_TRANSFORM,
+ UNIFORM_TYPE_COLOR,
+ UNIFORM_TYPE_SAMPLER,
+ };
+
+ struct Uniform {
+ String name;
+ UniformType type;
+ };
+
+private:
+ String uniform_name;
+ UniformType uniform_type;
+
+protected:
+ static void _bind_methods();
+
+public:
+ static void add_uniform(const String &p_name, UniformType p_type);
+ static void clear_uniforms();
+
+public:
+ virtual String get_caption() const override;
+
+ virtual int get_input_port_count() const override;
+ virtual PortType get_input_port_type(int p_port) const override;
+ virtual String get_input_port_name(int p_port) const override;
+
+ virtual int get_output_port_count() const override;
+ virtual PortType get_output_port_type(int p_port) const override;
+ virtual String get_output_port_name(int p_port) const override;
+
+ void set_uniform_name(const String &p_name);
+ String get_uniform_name() const;
+
+ int get_uniforms_count() const;
+ String get_uniform_name_by_index(int p_idx) const;
+ UniformType get_uniform_type_by_name(const String &p_name) const;
+ UniformType get_uniform_type_by_index(int p_idx) const;
+
+ virtual Vector<StringName> get_editable_properties() const override;
+
+ virtual String 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 = false) const override;
+
+ VisualShaderNodeUniformRef();
+};
+
class VisualShaderNodeGroupBase : public VisualShaderNode {
GDCLASS(VisualShaderNodeGroupBase, VisualShaderNode);