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path: root/scene/resources/visual_shader_nodes.cpp
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Diffstat (limited to 'scene/resources/visual_shader_nodes.cpp')
-rw-r--r--scene/resources/visual_shader_nodes.cpp535
1 files changed, 323 insertions, 212 deletions
diff --git a/scene/resources/visual_shader_nodes.cpp b/scene/resources/visual_shader_nodes.cpp
index 432d5a5b59..12be0f46a6 100644
--- a/scene/resources/visual_shader_nodes.cpp
+++ b/scene/resources/visual_shader_nodes.cpp
@@ -756,141 +756,157 @@ Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture::get_default_t
}
String VisualShaderNodeTexture::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
- if (source == SOURCE_TEXTURE) {
- String u = "uniform sampler2D " + make_unique_id(p_type, p_id, "tex");
- switch (texture_type) {
- case TYPE_DATA:
- break;
- case TYPE_COLOR:
- u += " : source_color";
- break;
- case TYPE_NORMAL_MAP:
- u += " : hint_normal";
- break;
- default:
- break;
- }
- return u + ";\n";
+ String code;
+
+ switch (source) {
+ case SOURCE_TEXTURE: {
+ code += "uniform sampler2D " + make_unique_id(p_type, p_id, "tex");
+ switch (texture_type) {
+ case TYPE_DATA: {
+ } break;
+ case TYPE_COLOR: {
+ code += " : source_color";
+ } break;
+ case TYPE_NORMAL_MAP: {
+ code += " : hint_normal";
+ } break;
+ default: {
+ } break;
+ }
+ code += ";\n";
+ } break;
+ case SOURCE_SCREEN: {
+ if ((p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) {
+ code += "uniform sampler2D " + make_unique_id(p_type, p_id, "screen_tex") + " : hint_screen_texture;\n";
+ }
+ } break;
+ case SOURCE_DEPTH:
+ case SOURCE_3D_NORMAL:
+ case SOURCE_ROUGHNESS: {
+ if (p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) {
+ String sampler_name = "";
+ String hint = " : ";
+ if (source == SOURCE_DEPTH) {
+ sampler_name = "depth_tex";
+ hint += "hint_depth_texture;\n";
+ } else {
+ sampler_name = source == SOURCE_ROUGHNESS ? "roughness_tex" : "normal_roughness_tex";
+ hint += "hint_normal_roughness_texture;\n";
+ }
+ code += "uniform sampler2D " + make_unique_id(p_type, p_id, sampler_name) + hint;
+ }
+ } break;
+ default: {
+ } break;
}
- return String();
+ return code;
}
String VisualShaderNodeTexture::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 default_uv;
if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
- default_uv = "UV";
+ if (source == SOURCE_SCREEN) {
+ default_uv = "SCREEN_UV";
+ } else {
+ default_uv = "UV";
+ }
} else {
default_uv = "vec2(0.0)";
}
String code;
- if (source == SOURCE_TEXTURE) {
- String id = make_unique_id(p_type, p_id, "tex");
- if (p_input_vars[0].is_empty()) { // Use UV by default.
+ String uv = p_input_vars[0].is_empty() ? default_uv : p_input_vars[0];
+
+ switch (source) {
+ case SOURCE_PORT:
+ case SOURCE_TEXTURE: {
+ String id;
+ if (source == SOURCE_PORT) {
+ id = p_input_vars[2];
+ if (id.is_empty()) {
+ break;
+ }
+ } else { // SOURCE_TEXTURE
+ id = make_unique_id(p_type, p_id, "tex");
+ }
if (p_input_vars[1].is_empty()) {
- code += " " + p_output_vars[0] + " = texture(" + id + ", " + default_uv + ");\n";
+ code += " " + p_output_vars[0] + " = texture(" + id + ", " + uv + ");\n";
} else {
- code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
+ code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + uv + ", " + p_input_vars[1] + ");\n";
}
- } else if (p_input_vars[1].is_empty()) {
- //no lod
- code += " " + p_output_vars[0] + " = texture(" + id + ", " + p_input_vars[0] + ");\n";
- } else {
- code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
- }
- return code;
- }
-
- if (source == SOURCE_PORT) {
- String id = p_input_vars[2];
- if (id.is_empty()) {
- code += " " + p_output_vars[0] + " = vec4(0.0);\n";
- } else {
- if (p_input_vars[0].is_empty()) { // Use UV by default.
+ return code;
+ } break;
+ case SOURCE_SCREEN: {
+ if ((p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) {
+ String id = make_unique_id(p_type, p_id, "screen_tex");
if (p_input_vars[1].is_empty()) {
- code += " " + p_output_vars[0] + " = texture(" + id + ", " + default_uv + ");\n";
+ code += " " + p_output_vars[0] + " = texture(" + id + ", " + uv + ");\n";
} else {
- code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
+ code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + uv + ", " + p_input_vars[1] + ");\n";
}
- } else if (p_input_vars[1].is_empty()) {
- //no lod
- code += " " + p_output_vars[0] + " = texture(" + id + ", " + p_input_vars[0] + ");\n";
- } else {
- code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
- }
- }
- return code;
- }
-
- if (source == SOURCE_SCREEN && (p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) {
- if (p_input_vars[0].is_empty() || p_for_preview) { // Use UV by default.
- if (p_input_vars[1].is_empty()) {
- code += " " + p_output_vars[0] + " = textureLod(SCREEN_TEXTURE, " + default_uv + ", 0.0);\n";
- } else {
- code += " " + p_output_vars[0] + " = textureLod(SCREEN_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
+ return code;
}
- } else if (p_input_vars[1].is_empty()) {
- //no lod
- code += " " + p_output_vars[0] + " = textureLod(SCREEN_TEXTURE, " + p_input_vars[0] + ", 0.0);\n";
- } else {
- code += " " + p_output_vars[0] + " = textureLod(SCREEN_TEXTURE, " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
- }
- return code;
- }
+ } break;
+ case SOURCE_2D_NORMAL:
+ case SOURCE_2D_TEXTURE: {
+ if (p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
+ String id = source == SOURCE_2D_TEXTURE ? "TEXTURE" : "NORMAL_TEXTURE";
- if (source == SOURCE_2D_TEXTURE && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
- if (p_input_vars[0].is_empty()) { // Use UV by default.
- if (p_input_vars[1].is_empty()) {
- code += " " + p_output_vars[0] + " = texture(TEXTURE, " + default_uv + ");\n";
- } else {
- code += " " + p_output_vars[0] + " = textureLod(TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
+ if (p_input_vars[1].is_empty()) {
+ code += " " + p_output_vars[0] + " = texture(" + id + ", " + uv + ");\n";
+ } else {
+ code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + uv + ", " + p_input_vars[1] + ");\n";
+ }
+ return code;
}
- } else if (p_input_vars[1].is_empty()) {
- //no lod
- code += " " + p_output_vars[0] + " = texture(TEXTURE, " + p_input_vars[0] + ");\n";
- } else {
- code += " " + p_output_vars[0] + " = textureLod(TEXTURE, " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
- }
- return code;
- }
+ } break;
+ case SOURCE_3D_NORMAL:
+ case SOURCE_ROUGHNESS:
+ case SOURCE_DEPTH: {
+ if (!p_for_preview && p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) {
+ String var_name = "";
+ String sampler_name = "";
+
+ switch (source) {
+ case SOURCE_DEPTH: {
+ var_name = "_depth";
+ sampler_name = "depth_tex";
+ } break;
+ case SOURCE_ROUGHNESS: {
+ var_name = "_roughness";
+ sampler_name = "roughness_tex";
+ } break;
+ case SOURCE_3D_NORMAL: {
+ var_name = "_normal";
+ sampler_name = "normal_roughness_tex";
+ } break;
+ default: {
+ } break;
+ }
- if (source == SOURCE_2D_NORMAL && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
- if (p_input_vars[0].is_empty()) { // Use UV by default.
- if (p_input_vars[1].is_empty()) {
- code += " " + p_output_vars[0] + " = texture(NORMAL_TEXTURE, " + default_uv + ");\n";
- } else {
- code += " " + p_output_vars[0] + " = textureLod(NORMAL_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
- }
- } else if (p_input_vars[1].is_empty()) {
- //no lod
- code += " " + p_output_vars[0] + " = texture(NORMAL_TEXTURE, " + p_input_vars[0] + ".xy);\n";
- } else {
- code += " " + p_output_vars[0] + " = textureLod(NORMAL_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
- }
- return code;
- }
+ String id = make_unique_id(p_type, p_id, sampler_name);
+ String type = source == SOURCE_3D_NORMAL ? "vec3" : "float";
+ String components = source == SOURCE_3D_NORMAL ? "rgb" : "r";
- if (source == SOURCE_DEPTH) {
- if (!p_for_preview && p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) {
- code += " {\n";
- if (p_input_vars[0].is_empty()) { // Use UV by default.
+ code += " {\n";
if (p_input_vars[1].is_empty()) {
- code += " float _depth = texture(DEPTH_TEXTURE, " + default_uv + ").r;\n";
+ code += " " + type + " " + var_name + " = texture(" + id + ", " + uv + ")." + components + ";\n";
} else {
- code += " float _depth = textureLod(DEPTH_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ").r;\n";
+ code += " " + type + " " + var_name + " = textureLod(" + id + ", " + uv + ", " + p_input_vars[1] + ")." + components + ";\n";
}
- } else if (p_input_vars[1].is_empty()) {
- //no lod
- code += " float _depth = texture(DEPTH_TEXTURE, " + p_input_vars[0] + ".xy).r;\n";
- } else {
- code += " float _depth = textureLod(DEPTH_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ").r;\n";
- }
+ if (source == SOURCE_3D_NORMAL) {
+ code += " " + p_output_vars[0] + " = vec4(" + var_name + ", 1.0);\n";
+ } else {
+ code += " " + p_output_vars[0] + " = vec4(" + var_name + ", " + var_name + ", " + var_name + ", 1.0);\n";
+ }
+ code += " }\n";
- code += " " + p_output_vars[0] + " = vec4(_depth, _depth, _depth, 1.0);\n";
- code += " }\n";
- return code;
- }
+ return code;
+ }
+ } break;
+ default: {
+ } break;
}
code += " " + p_output_vars[0] + " = vec4(0.0);\n";
@@ -921,12 +937,17 @@ void VisualShaderNodeTexture::set_source(Source p_source) {
case SOURCE_PORT:
simple_decl = false;
break;
+ case SOURCE_3D_NORMAL:
+ simple_decl = false;
+ break;
+ case SOURCE_ROUGHNESS:
+ simple_decl = false;
+ break;
default:
break;
}
source = p_source;
emit_changed();
- emit_signal(SNAME("editor_refresh_request"));
}
VisualShaderNodeTexture::Source VisualShaderNodeTexture::get_source() const {
@@ -970,31 +991,34 @@ String VisualShaderNodeTexture::get_warning(Shader::Mode p_mode, VisualShader::T
return RTR("The sampler port is connected but not used. Consider changing the source to 'SamplerPort'.");
}
- if (source == SOURCE_TEXTURE) {
- return String(); // all good
- }
-
- if (source == SOURCE_PORT) {
- return String(); // all good
- }
-
- if (source == SOURCE_SCREEN && (p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) {
- return String(); // all good
- }
-
- if (source == SOURCE_2D_TEXTURE && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
- return String(); // all good
- }
-
- if (source == SOURCE_2D_NORMAL && p_mode == Shader::MODE_CANVAS_ITEM) {
- return String(); // all good
- }
-
- if (source == SOURCE_DEPTH && p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) {
- if (get_output_port_for_preview() == 0) { // DEPTH_TEXTURE is not supported in preview(canvas_item) shader
- return RTR("Invalid source for preview.");
- }
- return String(); // all good
+ switch (source) {
+ case SOURCE_TEXTURE:
+ case SOURCE_PORT: {
+ return String(); // All good.
+ } break;
+ case SOURCE_SCREEN: {
+ if ((p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) {
+ return String(); // All good.
+ }
+ } break;
+ case SOURCE_2D_NORMAL:
+ case SOURCE_2D_TEXTURE: {
+ if (p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
+ return String(); // All good.
+ }
+ } break;
+ case SOURCE_3D_NORMAL:
+ case SOURCE_ROUGHNESS:
+ case SOURCE_DEPTH: {
+ if (p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) {
+ if (get_output_port_for_preview() == 0) { // Not supported in preview(canvas_item) shader.
+ return RTR("Invalid source for preview.");
+ }
+ return String(); // All good.
+ }
+ } break;
+ default: {
+ } break;
}
return RTR("Invalid source for shader.");
@@ -1010,7 +1034,7 @@ void VisualShaderNodeTexture::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_texture_type", "value"), &VisualShaderNodeTexture::set_texture_type);
ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeTexture::get_texture_type);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,Screen,Texture2D,NormalMap2D,Depth,SamplerPort"), "set_source", "get_source");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,Screen,Texture2D,NormalMap2D,Depth,SamplerPort,Normal3D,Roughness"), "set_source", "get_source");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture");
ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normal Map"), "set_texture_type", "get_texture_type");
@@ -1020,6 +1044,8 @@ void VisualShaderNodeTexture::_bind_methods() {
BIND_ENUM_CONSTANT(SOURCE_2D_NORMAL);
BIND_ENUM_CONSTANT(SOURCE_DEPTH);
BIND_ENUM_CONSTANT(SOURCE_PORT);
+ BIND_ENUM_CONSTANT(SOURCE_3D_NORMAL);
+ BIND_ENUM_CONSTANT(SOURCE_ROUGHNESS);
BIND_ENUM_CONSTANT(SOURCE_MAX);
BIND_ENUM_CONSTANT(TYPE_DATA);
@@ -1260,6 +1286,17 @@ bool VisualShaderNodeSample3D::is_input_port_default(int p_port, Shader::Mode p_
}
String VisualShaderNodeSample3D::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;
+ String id;
+ if (source == SOURCE_TEXTURE) {
+ id = make_unique_id(p_type, p_id, "tex3d");
+ } else { // SOURCE_PORT
+ id = p_input_vars[2];
+ if (id.is_empty()) {
+ code += " " + p_output_vars[0] + " = vec4(0.0);\n";
+ return code;
+ }
+ }
String default_uv;
if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
default_uv = "vec3(UV, 0.0)";
@@ -1267,33 +1304,12 @@ String VisualShaderNodeSample3D::generate_code(Shader::Mode p_mode, VisualShader
default_uv = "vec3(0.0)";
}
- String code;
- if (source == SOURCE_TEXTURE || source == SOURCE_PORT) {
- String id;
- if (source == SOURCE_TEXTURE) {
- id = make_unique_id(p_type, p_id, "tex3d");
- } else {
- id = p_input_vars[2];
- }
- if (!id.is_empty()) {
- if (p_input_vars[0].is_empty()) { // Use UV by default.
- if (p_input_vars[1].is_empty()) {
- code += " " + p_output_vars[0] + " = texture(" + id + ", " + default_uv + ");\n";
- } else {
- code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
- }
- } else if (p_input_vars[1].is_empty()) {
- //no lod
- code += " " + p_output_vars[0] + " = texture(" + id + ", " + p_input_vars[0] + ");\n";
- } else {
- code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
- }
- } else {
- code += " " + p_output_vars[0] + " = vec4(0.0);\n";
- }
- return code;
+ String uv = p_input_vars[0].is_empty() ? default_uv : p_input_vars[0];
+ if (p_input_vars[1].is_empty()) {
+ code += " " + p_output_vars[0] + " = texture(" + id + ", " + uv + ");\n";
+ } else {
+ code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + uv + ", " + p_input_vars[1] + ");\n";
}
- code += " " + p_output_vars[0] + " = vec4(0.0);\n";
return code;
}
@@ -1304,7 +1320,6 @@ void VisualShaderNodeSample3D::set_source(Source p_source) {
}
source = p_source;
emit_changed();
- emit_signal(SNAME("editor_refresh_request"));
}
VisualShaderNodeSample3D::Source VisualShaderNodeSample3D::get_source() const {
@@ -1326,14 +1341,7 @@ String VisualShaderNodeSample3D::get_warning(Shader::Mode p_mode, VisualShader::
if (is_input_port_connected(2) && source != SOURCE_PORT) {
return RTR("The sampler port is connected but not used. Consider changing the source to 'SamplerPort'.");
}
-
- if (source == SOURCE_TEXTURE) {
- return String(); // all good
- }
- if (source == SOURCE_PORT) {
- return String(); // all good
- }
- return RTR("Invalid source for shader.");
+ return String();
}
VisualShaderNodeSample3D::VisualShaderNodeSample3D() {
@@ -1539,42 +1547,33 @@ String VisualShaderNodeCubemap::generate_global(Shader::Mode p_mode, VisualShade
}
String VisualShaderNodeCubemap::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 default_uv;
- if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
- default_uv = "vec3(UV, 0.0)";
- } else {
- default_uv = "vec3(0.0)";
- }
-
String code;
String id;
+
if (source == SOURCE_TEXTURE) {
id = make_unique_id(p_type, p_id, "cube");
- } else if (source == SOURCE_PORT) {
+ } else { // SOURCE_PORT
id = p_input_vars[2];
- } else {
- return code;
+ if (id.is_empty()) {
+ code += " " + p_output_vars[0] + " = vec4(0.0);\n";
+ return code;
+ }
}
- if (id.is_empty()) {
- code += " " + p_output_vars[0] + " = vec4(0.0);\n";
- return code;
+ String default_uv;
+ if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
+ default_uv = "vec3(UV, 0.0)";
+ } else {
+ default_uv = "vec3(0.0)";
}
- if (p_input_vars[0].is_empty()) { // Use UV by default.
-
- if (p_input_vars[1].is_empty()) {
- code += " " + p_output_vars[0] + " = texture(" + id + ", " + default_uv + ");\n";
- } else {
- code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
- }
-
- } else if (p_input_vars[1].is_empty()) {
- //no lod
- code += " " + p_output_vars[0] + " = texture(" + id + ", " + p_input_vars[0] + ");\n";
+ String uv = p_input_vars[0].is_empty() ? default_uv : p_input_vars[0];
+ if (p_input_vars[1].is_empty()) {
+ code += " " + p_output_vars[0] + " = texture(" + id + ", " + uv + ");\n";
} else {
- code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
+ code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + uv + ", " + p_input_vars[1] + ");\n";
}
+
return code;
}
@@ -1594,7 +1593,6 @@ void VisualShaderNodeCubemap::set_source(Source p_source) {
}
source = p_source;
emit_changed();
- emit_signal(SNAME("editor_refresh_request"));
}
VisualShaderNodeCubemap::Source VisualShaderNodeCubemap::get_source() const {
@@ -1702,11 +1700,15 @@ bool VisualShaderNodeLinearSceneDepth::has_output_port_preview(int p_port) const
return false;
}
+String VisualShaderNodeLinearSceneDepth::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
+ return "uniform sampler2D " + make_unique_id(p_type, p_id, "depth_tex") + " : hint_depth_texture;\n";
+}
+
String VisualShaderNodeLinearSceneDepth::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;
code += " {\n";
- code += " float __log_depth = textureLod(DEPTH_TEXTURE, SCREEN_UV, 0.0).x;\n";
+ code += " float __log_depth = textureLod(" + make_unique_id(p_type, p_id, "depth_tex") + ", SCREEN_UV, 0.0).x;\n";
code += " vec3 __depth_ndc = vec3(SCREEN_UV * 2.0 - 1.0, __log_depth);\n";
code += " vec4 __depth_view = INV_PROJECTION_MATRIX * vec4(__depth_ndc, 1.0);\n";
code += " __depth_view.xyz /= __depth_view.w;\n";
@@ -3688,16 +3690,47 @@ String VisualShaderNodeDerivativeFunc::get_output_port_name(int p_port) const {
String VisualShaderNodeDerivativeFunc::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 {
static const char *functions[FUNC_MAX] = {
- "fwidth($)",
- "dFdx($)",
- "dFdy($)"
+ "fwidth$($)",
+ "dFdx$($)",
+ "dFdy$($)"
+ };
+
+ static const char *precisions[PRECISION_MAX] = {
+ "",
+ "Coarse",
+ "Fine"
};
String code;
- code += " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
+ if (OS::get_singleton()->get_current_rendering_method() == "gl_compatibility") {
+ code += " " + p_output_vars[0] + " = " + String(functions[func]).replace_first("$", "").replace_first("$", p_input_vars[0]) + ";\n";
+ return code;
+ }
+
+ code += " " + p_output_vars[0] + " = " + String(functions[func]).replace_first("$", String(precisions[precision])).replace_first("$", p_input_vars[0]) + ";\n";
return code;
}
+String VisualShaderNodeDerivativeFunc::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
+ if (precision != PRECISION_NONE && OS::get_singleton()->get_current_rendering_method() == "gl_compatibility") {
+ String precision_str;
+ switch (precision) {
+ case PRECISION_COARSE: {
+ precision_str = "Coarse";
+ } break;
+ case PRECISION_FINE: {
+ precision_str = "Fine";
+ } break;
+ default: {
+ } break;
+ }
+
+ return vformat(RTR("`%s` precision mode is not available for `gl_compatibility` profile.\nReverted to `None` precision."), precision_str);
+ }
+
+ return String();
+}
+
void VisualShaderNodeDerivativeFunc::set_op_type(OpType p_op_type) {
ERR_FAIL_INDEX((int)p_op_type, int(OP_TYPE_MAX));
if (op_type == p_op_type) {
@@ -3740,10 +3773,24 @@ VisualShaderNodeDerivativeFunc::Function VisualShaderNodeDerivativeFunc::get_fun
return func;
}
+void VisualShaderNodeDerivativeFunc::set_precision(Precision p_precision) {
+ ERR_FAIL_INDEX(int(p_precision), int(PRECISION_MAX));
+ if (precision == p_precision) {
+ return;
+ }
+ precision = p_precision;
+ emit_changed();
+}
+
+VisualShaderNodeDerivativeFunc::Precision VisualShaderNodeDerivativeFunc::get_precision() const {
+ return precision;
+}
+
Vector<StringName> VisualShaderNodeDerivativeFunc::get_editable_properties() const {
Vector<StringName> props;
props.push_back("op_type");
props.push_back("function");
+ props.push_back("precision");
return props;
}
@@ -3754,8 +3801,12 @@ void VisualShaderNodeDerivativeFunc::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeDerivativeFunc::set_function);
ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeDerivativeFunc::get_function);
+ ClassDB::bind_method(D_METHOD("set_precision", "precision"), &VisualShaderNodeDerivativeFunc::set_precision);
+ ClassDB::bind_method(D_METHOD("get_precision"), &VisualShaderNodeDerivativeFunc::get_precision);
+
ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector2,Vector3,Vector4"), "set_op_type", "get_op_type");
ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Sum,X,Y"), "set_function", "get_function");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "precision", PROPERTY_HINT_ENUM, "None,Coarse,Fine"), "set_precision", "get_precision");
BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
@@ -3767,6 +3818,11 @@ void VisualShaderNodeDerivativeFunc::_bind_methods() {
BIND_ENUM_CONSTANT(FUNC_X);
BIND_ENUM_CONSTANT(FUNC_Y);
BIND_ENUM_CONSTANT(FUNC_MAX);
+
+ BIND_ENUM_CONSTANT(PRECISION_NONE);
+ BIND_ENUM_CONSTANT(PRECISION_COARSE);
+ BIND_ENUM_CONSTANT(PRECISION_FINE);
+ BIND_ENUM_CONSTANT(PRECISION_MAX);
}
VisualShaderNodeDerivativeFunc::VisualShaderNodeDerivativeFunc() {
@@ -6101,7 +6157,7 @@ VisualShaderNodeTransformParameter::VisualShaderNodeTransformParameter() {
//////////////
-String get_sampler_hint(VisualShaderNodeTextureParameter::TextureType p_texture_type, VisualShaderNodeTextureParameter::ColorDefault p_color_default, VisualShaderNodeTextureParameter::TextureFilter p_texture_filter, VisualShaderNodeTextureParameter::TextureRepeat p_texture_repeat) {
+String get_sampler_hint(VisualShaderNodeTextureParameter::TextureType p_texture_type, VisualShaderNodeTextureParameter::ColorDefault p_color_default, VisualShaderNodeTextureParameter::TextureFilter p_texture_filter, VisualShaderNodeTextureParameter::TextureRepeat p_texture_repeat, VisualShaderNodeTextureParameter::TextureSource p_texture_source) {
String code;
bool has_colon = false;
@@ -6204,6 +6260,33 @@ String get_sampler_hint(VisualShaderNodeTextureParameter::TextureType p_texture_
}
}
+ {
+ String source_code;
+
+ switch (p_texture_source) {
+ case VisualShaderNodeTextureParameter::SOURCE_SCREEN:
+ source_code = "hint_screen_texture";
+ break;
+ case VisualShaderNodeTextureParameter::SOURCE_DEPTH:
+ source_code = "hint_depth_texture";
+ break;
+ case VisualShaderNodeTextureParameter::SOURCE_NORMAL_ROUGHNESS:
+ source_code = "hint_normal_roughness_texture";
+ break;
+ default:
+ break;
+ }
+
+ if (!source_code.is_empty()) {
+ if (!has_colon) {
+ code += " : ";
+ } else {
+ code += ", ";
+ }
+ code += source_code;
+ }
+ }
+
return code;
}
@@ -6290,6 +6373,19 @@ VisualShaderNodeTextureParameter::TextureRepeat VisualShaderNodeTextureParameter
return texture_repeat;
}
+void VisualShaderNodeTextureParameter::set_texture_source(TextureSource p_source) {
+ ERR_FAIL_INDEX(int(p_source), int(SOURCE_MAX));
+ if (texture_source == p_source) {
+ return;
+ }
+ texture_source = p_source;
+ emit_changed();
+}
+
+VisualShaderNodeTextureParameter::TextureSource VisualShaderNodeTextureParameter::get_texture_source() const {
+ return texture_source;
+}
+
Vector<StringName> VisualShaderNodeTextureParameter::get_editable_properties() const {
Vector<StringName> props = VisualShaderNodeParameter::get_editable_properties();
props.push_back("texture_type");
@@ -6298,6 +6394,7 @@ Vector<StringName> VisualShaderNodeTextureParameter::get_editable_properties() c
}
props.push_back("texture_filter");
props.push_back("texture_repeat");
+ props.push_back("texture_source");
return props;
}
@@ -6311,6 +6408,7 @@ HashMap<StringName, String> VisualShaderNodeTextureParameter::get_editable_prope
names.insert("color_default", RTR("Default Color"));
names.insert("texture_filter", RTR("Filter"));
names.insert("texture_repeat", RTR("Repeat"));
+ names.insert("texture_source", RTR("Source"));
return names;
}
@@ -6318,19 +6416,23 @@ void VisualShaderNodeTextureParameter::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_texture_type", "type"), &VisualShaderNodeTextureParameter::set_texture_type);
ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeTextureParameter::get_texture_type);
- ClassDB::bind_method(D_METHOD("set_color_default", "type"), &VisualShaderNodeTextureParameter::set_color_default);
+ ClassDB::bind_method(D_METHOD("set_color_default", "color"), &VisualShaderNodeTextureParameter::set_color_default);
ClassDB::bind_method(D_METHOD("get_color_default"), &VisualShaderNodeTextureParameter::get_color_default);
ClassDB::bind_method(D_METHOD("set_texture_filter", "filter"), &VisualShaderNodeTextureParameter::set_texture_filter);
ClassDB::bind_method(D_METHOD("get_texture_filter"), &VisualShaderNodeTextureParameter::get_texture_filter);
- ClassDB::bind_method(D_METHOD("set_texture_repeat", "type"), &VisualShaderNodeTextureParameter::set_texture_repeat);
+ ClassDB::bind_method(D_METHOD("set_texture_repeat", "repeat"), &VisualShaderNodeTextureParameter::set_texture_repeat);
ClassDB::bind_method(D_METHOD("get_texture_repeat"), &VisualShaderNodeTextureParameter::get_texture_repeat);
+ ClassDB::bind_method(D_METHOD("set_texture_source", "source"), &VisualShaderNodeTextureParameter::set_texture_source);
+ ClassDB::bind_method(D_METHOD("get_texture_source"), &VisualShaderNodeTextureParameter::get_texture_source);
+
ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normal Map,Anisotropic"), "set_texture_type", "get_texture_type");
ADD_PROPERTY(PropertyInfo(Variant::INT, "color_default", PROPERTY_HINT_ENUM, "White,Black,Transparent"), "set_color_default", "get_color_default");
ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_filter", PROPERTY_HINT_ENUM, "Default,Nearest,Linear,Nearest Mipmap,Linear Mipmap,Nearest Mipmap Anisotropic,Linear Mipmap Anisotropic"), "set_texture_filter", "get_texture_filter");
ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_repeat", PROPERTY_HINT_ENUM, "Default,Enabled,Disabled"), "set_texture_repeat", "get_texture_repeat");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_source", PROPERTY_HINT_ENUM, "None,Screen,Depth,NormalRoughness"), "set_texture_source", "get_texture_source");
BIND_ENUM_CONSTANT(TYPE_DATA);
BIND_ENUM_CONSTANT(TYPE_COLOR);
@@ -6356,6 +6458,12 @@ void VisualShaderNodeTextureParameter::_bind_methods() {
BIND_ENUM_CONSTANT(REPEAT_ENABLED);
BIND_ENUM_CONSTANT(REPEAT_DISABLED);
BIND_ENUM_CONSTANT(REPEAT_MAX);
+
+ BIND_ENUM_CONSTANT(SOURCE_NONE);
+ BIND_ENUM_CONSTANT(SOURCE_SCREEN);
+ BIND_ENUM_CONSTANT(SOURCE_DEPTH);
+ BIND_ENUM_CONSTANT(SOURCE_NORMAL_ROUGHNESS);
+ BIND_ENUM_CONSTANT(SOURCE_MAX);
}
bool VisualShaderNodeTextureParameter::is_qualifier_supported(Qualifier p_qual) const {
@@ -6396,7 +6504,7 @@ String VisualShaderNodeTexture2DParameter::get_output_port_name(int p_port) cons
String VisualShaderNodeTexture2DParameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
String code = _get_qual_str() + "uniform sampler2D " + get_parameter_name();
- code += get_sampler_hint(texture_type, color_default, texture_filter, texture_repeat);
+ code += get_sampler_hint(texture_type, color_default, texture_filter, texture_repeat, texture_source);
code += ";\n";
return code;
}
@@ -6407,7 +6515,7 @@ VisualShaderNodeTexture2DParameter::VisualShaderNodeTexture2DParameter() {
////////////// Texture Parameter (Triplanar)
String VisualShaderNodeTextureParameterTriplanar::get_caption() const {
- return "TextureUniformTriplanar";
+ return "TextureParameterTriplanar";
}
int VisualShaderNodeTextureParameterTriplanar::get_input_port_count() const {
@@ -6496,7 +6604,7 @@ String VisualShaderNodeTextureParameterTriplanar::generate_global_per_func(Shade
String VisualShaderNodeTextureParameterTriplanar::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
String code = _get_qual_str() + "uniform sampler2D " + get_parameter_name();
- code += get_sampler_hint(texture_type, color_default, texture_filter, texture_repeat);
+ code += get_sampler_hint(texture_type, color_default, texture_filter, texture_repeat, texture_source);
code += ";\n";
return code;
}
@@ -6542,7 +6650,7 @@ String VisualShaderNodeTexture2DArrayParameter::get_output_port_name(int p_port)
String VisualShaderNodeTexture2DArrayParameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
String code = _get_qual_str() + "uniform sampler2DArray " + get_parameter_name();
- code += get_sampler_hint(texture_type, color_default, texture_filter, texture_repeat);
+ code += get_sampler_hint(texture_type, color_default, texture_filter, texture_repeat, texture_source);
code += ";\n";
return code;
}
@@ -6562,7 +6670,7 @@ String VisualShaderNodeTexture3DParameter::get_output_port_name(int p_port) cons
String VisualShaderNodeTexture3DParameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
String code = _get_qual_str() + "uniform sampler3D " + get_parameter_name();
- code += get_sampler_hint(texture_type, color_default, texture_filter, texture_repeat);
+ code += get_sampler_hint(texture_type, color_default, texture_filter, texture_repeat, texture_source);
code += ";\n";
return code;
}
@@ -6582,7 +6690,7 @@ String VisualShaderNodeCubemapParameter::get_output_port_name(int p_port) const
String VisualShaderNodeCubemapParameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
String code = _get_qual_str() + "uniform samplerCube " + get_parameter_name();
- code += get_sampler_hint(texture_type, color_default, texture_filter, texture_repeat);
+ code += get_sampler_hint(texture_type, color_default, texture_filter, texture_repeat, texture_source);
code += ";\n";
return code;
}
@@ -7640,12 +7748,15 @@ bool VisualShaderNodeProximityFade::has_output_port_preview(int p_port) const {
return false;
}
+String VisualShaderNodeProximityFade::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
+ return "uniform sampler2D " + make_unique_id(p_type, p_id, "depth_tex") + " : hint_depth_texture;\n";
+}
+
String VisualShaderNodeProximityFade::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;
code += " {\n";
- String proximity_fade_distance = vformat("%s", p_input_vars[0]);
- code += " float __depth_tex = textureLod(DEPTH_TEXTURE, SCREEN_UV, 0.0).r;\n";
+ code += " float __depth_tex = texture(" + make_unique_id(p_type, p_id, "depth_tex") + ", SCREEN_UV).r;\n";
if (!RenderingServer::get_singleton()->is_low_end()) {
code += " vec4 __depth_world_pos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV * 2.0 - 1.0, __depth_tex, 1.0);\n";
} else {