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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.cpp220
1 files changed, 166 insertions, 54 deletions
diff --git a/scene/resources/visual_shader_nodes.cpp b/scene/resources/visual_shader_nodes.cpp
index 2064ca10f3..03db8c3ac5 100644
--- a/scene/resources/visual_shader_nodes.cpp
+++ b/scene/resources/visual_shader_nodes.cpp
@@ -497,9 +497,14 @@ String VisualShaderNodeTexture::generate_global(Shader::Mode p_mode, VisualShade
String u = "uniform sampler2D " + make_unique_id(p_type, p_id, "tex");
switch (texture_type) {
- case TYPE_DATA: break;
- case TYPE_COLOR: u += " : hint_albedo"; break;
- case TYPE_NORMALMAP: u += " : hint_normal"; break;
+ case TYPE_DATA:
+ break;
+ case TYPE_COLOR:
+ u += " : hint_albedo";
+ break;
+ case TYPE_NORMALMAP:
+ u += " : hint_normal";
+ break;
}
return u + ";\n";
}
@@ -869,9 +874,14 @@ String VisualShaderNodeCubemap::generate_global(Shader::Mode p_mode, VisualShade
if (source == SOURCE_TEXTURE) {
String u = "uniform samplerCube " + make_unique_id(p_type, p_id, "cube");
switch (texture_type) {
- case TYPE_DATA: break;
- case TYPE_COLOR: u += " : hint_albedo"; break;
- case TYPE_NORMALMAP: u += " : hint_normal"; break;
+ case TYPE_DATA:
+ break;
+ case TYPE_COLOR:
+ u += " : hint_albedo";
+ break;
+ case TYPE_NORMALMAP:
+ u += " : hint_normal";
+ break;
}
return u + ";\n";
}
@@ -1032,16 +1042,36 @@ String VisualShaderNodeFloatOp::generate_code(Shader::Mode p_mode, VisualShader:
String code = "\t" + p_output_vars[0] + " = ";
switch (op) {
- case OP_ADD: code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n"; break;
- case OP_SUB: code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n"; break;
- case OP_MUL: code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n"; break;
- case OP_DIV: code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n"; break;
- case OP_MOD: code += "mod(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break;
- case OP_POW: code += "pow(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break;
- case OP_MAX: code += "max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break;
- case OP_MIN: code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break;
- case OP_ATAN2: code += "atan(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break;
- case OP_STEP: code += "step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break;
+ case OP_ADD:
+ code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
+ break;
+ case OP_SUB:
+ code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n";
+ break;
+ case OP_MUL:
+ code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
+ break;
+ case OP_DIV:
+ code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n";
+ break;
+ case OP_MOD:
+ code += "mod(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
+ break;
+ case OP_POW:
+ code += "pow(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
+ break;
+ case OP_MAX:
+ code += "max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
+ break;
+ case OP_MIN:
+ code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
+ break;
+ case OP_ATAN2:
+ code += "atan(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
+ break;
+ case OP_STEP:
+ code += "step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
+ break;
}
return code;
@@ -1124,13 +1154,27 @@ String VisualShaderNodeIntOp::generate_code(Shader::Mode p_mode, VisualShader::T
String code = "\t" + p_output_vars[0] + " = ";
switch (op) {
- case OP_ADD: code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n"; break;
- case OP_SUB: code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n"; break;
- case OP_MUL: code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n"; break;
- case OP_DIV: code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n"; break;
- case OP_MOD: code += p_input_vars[0] + " % " + p_input_vars[1] + ";\n"; break;
- case OP_MAX: code += "max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break;
- case OP_MIN: code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break;
+ case OP_ADD:
+ code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
+ break;
+ case OP_SUB:
+ code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n";
+ break;
+ case OP_MUL:
+ code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
+ break;
+ case OP_DIV:
+ code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n";
+ break;
+ case OP_MOD:
+ code += p_input_vars[0] + " % " + p_input_vars[1] + ";\n";
+ break;
+ case OP_MAX:
+ code += "max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
+ break;
+ case OP_MIN:
+ code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
+ break;
}
return code;
@@ -1209,18 +1253,42 @@ String VisualShaderNodeVectorOp::generate_code(Shader::Mode p_mode, VisualShader
String code = "\t" + p_output_vars[0] + " = ";
switch (op) {
- case OP_ADD: code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n"; break;
- case OP_SUB: code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n"; break;
- case OP_MUL: code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n"; break;
- case OP_DIV: code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n"; break;
- case OP_MOD: code += "mod(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break;
- case OP_POW: code += "pow(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break;
- case OP_MAX: code += "max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break;
- case OP_MIN: code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break;
- case OP_CROSS: code += "cross(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break;
- case OP_ATAN2: code += "atan(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break;
- case OP_REFLECT: code += "reflect(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break;
- case OP_STEP: code += "step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break;
+ case OP_ADD:
+ code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
+ break;
+ case OP_SUB:
+ code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n";
+ break;
+ case OP_MUL:
+ code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
+ break;
+ case OP_DIV:
+ code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n";
+ break;
+ case OP_MOD:
+ code += "mod(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
+ break;
+ case OP_POW:
+ code += "pow(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
+ break;
+ case OP_MAX:
+ code += "max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
+ break;
+ case OP_MIN:
+ code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
+ break;
+ case OP_CROSS:
+ code += "cross(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
+ break;
+ case OP_ATAN2:
+ code += "atan(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
+ break;
+ case OP_REFLECT:
+ code += "reflect(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
+ break;
+ case OP_STEP:
+ code += "step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
+ break;
}
return code;
@@ -3283,11 +3351,11 @@ String VisualShaderNodeFloatUniform::get_output_port_name(int p_port) const {
String VisualShaderNodeFloatUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
if (hint == HINT_RANGE) {
- return "uniform float " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ");\n";
+ return _get_qual_str() + "uniform float " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ");\n";
} else if (hint == HINT_RANGE_STEP) {
- return "uniform float " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ", " + rtos(hint_range_step) + ");\n";
+ return _get_qual_str() + "uniform float " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ", " + rtos(hint_range_step) + ");\n";
}
- return "uniform float " + get_uniform_name() + ";\n";
+ return _get_qual_str() + "uniform float " + get_uniform_name() + ";\n";
}
String VisualShaderNodeFloatUniform::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 {
@@ -3353,8 +3421,12 @@ void VisualShaderNodeFloatUniform::_bind_methods() {
BIND_ENUM_CONSTANT(HINT_RANGE_STEP);
}
+bool VisualShaderNodeFloatUniform::is_qualifier_supported(Qualifier p_qual) const {
+ return true; // all qualifiers are supported
+}
+
Vector<StringName> VisualShaderNodeFloatUniform::get_editable_properties() const {
- Vector<StringName> props;
+ Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
props.push_back("hint");
if (hint == HINT_RANGE || hint == HINT_RANGE_STEP) {
props.push_back("min");
@@ -3405,11 +3477,11 @@ String VisualShaderNodeIntUniform::get_output_port_name(int p_port) const {
String VisualShaderNodeIntUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
if (hint == HINT_RANGE) {
- return "uniform int " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ");\n";
+ return _get_qual_str() + "uniform int " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ");\n";
} else if (hint == HINT_RANGE_STEP) {
- return "uniform int " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ", " + rtos(hint_range_step) + ");\n";
+ return _get_qual_str() + "uniform int " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ", " + rtos(hint_range_step) + ");\n";
}
- return "uniform int " + get_uniform_name() + ";\n";
+ return _get_qual_str() + "uniform int " + get_uniform_name() + ";\n";
}
String VisualShaderNodeIntUniform::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 {
@@ -3475,8 +3547,12 @@ void VisualShaderNodeIntUniform::_bind_methods() {
BIND_ENUM_CONSTANT(HINT_RANGE_STEP);
}
+bool VisualShaderNodeIntUniform::is_qualifier_supported(Qualifier p_qual) const {
+ return true; // all qualifiers are supported
+}
+
Vector<StringName> VisualShaderNodeIntUniform::get_editable_properties() const {
- Vector<StringName> props;
+ Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
props.push_back("hint");
if (hint == HINT_RANGE || hint == HINT_RANGE_STEP) {
props.push_back("min");
@@ -3526,13 +3602,17 @@ String VisualShaderNodeBooleanUniform::get_output_port_name(int p_port) const {
}
String VisualShaderNodeBooleanUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
- return "uniform bool " + get_uniform_name() + ";\n";
+ return _get_qual_str() + "uniform bool " + get_uniform_name() + ";\n";
}
String VisualShaderNodeBooleanUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
}
+bool VisualShaderNodeBooleanUniform::is_qualifier_supported(Qualifier p_qual) const {
+ return true; // all qualifiers are supported
+}
+
VisualShaderNodeBooleanUniform::VisualShaderNodeBooleanUniform() {
}
@@ -3568,7 +3648,7 @@ String VisualShaderNodeColorUniform::get_output_port_name(int p_port) const {
String VisualShaderNodeColorUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
- return "uniform vec4 " + get_uniform_name() + " : hint_color;\n";
+ return _get_qual_str() + "uniform vec4 " + get_uniform_name() + " : hint_color;\n";
}
String VisualShaderNodeColorUniform::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 {
@@ -3577,6 +3657,10 @@ String VisualShaderNodeColorUniform::generate_code(Shader::Mode p_mode, VisualSh
return code;
}
+bool VisualShaderNodeColorUniform::is_qualifier_supported(Qualifier p_qual) const {
+ return true; // all qualifiers are supported
+}
+
VisualShaderNodeColorUniform::VisualShaderNodeColorUniform() {
}
@@ -3611,13 +3695,17 @@ String VisualShaderNodeVec3Uniform::get_output_port_name(int p_port) const {
}
String VisualShaderNodeVec3Uniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
- return "uniform vec3 " + get_uniform_name() + ";\n";
+ return _get_qual_str() + "uniform vec3 " + get_uniform_name() + ";\n";
}
String VisualShaderNodeVec3Uniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
}
+bool VisualShaderNodeVec3Uniform::is_qualifier_supported(Qualifier p_qual) const {
+ return true; // all qualifiers are supported
+}
+
VisualShaderNodeVec3Uniform::VisualShaderNodeVec3Uniform() {
}
@@ -3652,13 +3740,17 @@ String VisualShaderNodeTransformUniform::get_output_port_name(int p_port) const
}
String VisualShaderNodeTransformUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
- return "uniform mat4 " + get_uniform_name() + ";\n";
+ return _get_qual_str() + "uniform mat4 " + get_uniform_name() + ";\n";
}
String VisualShaderNodeTransformUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
}
+bool VisualShaderNodeTransformUniform::is_qualifier_supported(Qualifier p_qual) const {
+ return true; // all qualifiers are supported
+}
+
VisualShaderNodeTransformUniform::VisualShaderNodeTransformUniform() {
}
@@ -3713,7 +3805,7 @@ String VisualShaderNodeTextureUniform::get_output_port_name(int p_port) const {
}
String VisualShaderNodeTextureUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
- String code = "uniform sampler2D " + get_uniform_name();
+ String code = _get_qual_str() + "uniform sampler2D " + get_uniform_name();
switch (texture_type) {
case TYPE_DATA:
@@ -3728,8 +3820,12 @@ String VisualShaderNodeTextureUniform::generate_global(Shader::Mode p_mode, Visu
else
code += " : hint_albedo;\n";
break;
- case TYPE_NORMALMAP: code += " : hint_normal;\n"; break;
- case TYPE_ANISO: code += " : hint_aniso;\n"; break;
+ case TYPE_NORMALMAP:
+ code += " : hint_normal;\n";
+ break;
+ case TYPE_ANISO:
+ code += " : hint_aniso;\n";
+ break;
}
return code;
@@ -3778,7 +3874,7 @@ VisualShaderNodeTextureUniform::ColorDefault VisualShaderNodeTextureUniform::get
}
Vector<StringName> VisualShaderNodeTextureUniform::get_editable_properties() const {
- Vector<StringName> props;
+ Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
props.push_back("texture_type");
props.push_back("color_default");
return props;
@@ -3810,6 +3906,18 @@ String VisualShaderNodeTextureUniform::get_input_port_default_hint(int p_port) c
return "";
}
+bool VisualShaderNodeTextureUniform::is_qualifier_supported(Qualifier p_qual) const {
+ switch (p_qual) {
+ case Qualifier::QUAL_NONE:
+ return true;
+ case Qualifier::QUAL_GLOBAL:
+ return true;
+ case Qualifier::QUAL_INSTANCE:
+ return false;
+ }
+ return false;
+}
+
VisualShaderNodeTextureUniform::VisualShaderNodeTextureUniform() {
texture_type = TYPE_DATA;
color_default = COLOR_DEFAULT_WHITE;
@@ -3952,7 +4060,7 @@ String VisualShaderNodeCubemapUniform::get_input_port_default_hint(int p_port) c
}
String VisualShaderNodeCubemapUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
- String code = "uniform samplerCube " + get_uniform_name();
+ String code = _get_qual_str() + "uniform samplerCube " + get_uniform_name();
switch (texture_type) {
case TYPE_DATA:
@@ -3967,8 +4075,12 @@ String VisualShaderNodeCubemapUniform::generate_global(Shader::Mode p_mode, Visu
else
code += " : hint_albedo;\n";
break;
- case TYPE_NORMALMAP: code += " : hint_normal;\n"; break;
- case TYPE_ANISO: code += " : hint_aniso;\n"; break;
+ case TYPE_NORMALMAP:
+ code += " : hint_normal;\n";
+ break;
+ case TYPE_ANISO:
+ code += " : hint_aniso;\n";
+ break;
}
return code;