summaryrefslogtreecommitdiff
path: root/scene/resources/visual_shader_nodes.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'scene/resources/visual_shader_nodes.cpp')
-rw-r--r--scene/resources/visual_shader_nodes.cpp2173
1 files changed, 1527 insertions, 646 deletions
diff --git a/scene/resources/visual_shader_nodes.cpp b/scene/resources/visual_shader_nodes.cpp
index b8667f07fe..e78d9b924d 100644
--- a/scene/resources/visual_shader_nodes.cpp
+++ b/scene/resources/visual_shader_nodes.cpp
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* visual_shader_nodes.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_nodes.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_nodes.h"
@@ -223,6 +223,68 @@ void VisualShaderNodeIntConstant::_bind_methods() {
VisualShaderNodeIntConstant::VisualShaderNodeIntConstant() {
}
+////////////// Scalar(UInt)
+
+String VisualShaderNodeUIntConstant::get_caption() const {
+ return "UIntConstant";
+}
+
+int VisualShaderNodeUIntConstant::get_input_port_count() const {
+ return 0;
+}
+
+VisualShaderNodeUIntConstant::PortType VisualShaderNodeUIntConstant::get_input_port_type(int p_port) const {
+ return PORT_TYPE_SCALAR_UINT;
+}
+
+String VisualShaderNodeUIntConstant::get_input_port_name(int p_port) const {
+ return String();
+}
+
+int VisualShaderNodeUIntConstant::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeUIntConstant::PortType VisualShaderNodeUIntConstant::get_output_port_type(int p_port) const {
+ return PORT_TYPE_SCALAR_UINT;
+}
+
+String VisualShaderNodeUIntConstant::get_output_port_name(int p_port) const {
+ return ""; // No output port means the editor will be used as port.
+}
+
+String VisualShaderNodeUIntConstant::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 " " + p_output_vars[0] + " = " + itos(constant) + "u;\n";
+}
+
+void VisualShaderNodeUIntConstant::set_constant(int p_constant) {
+ if (constant == p_constant) {
+ return;
+ }
+ constant = p_constant;
+ emit_changed();
+}
+
+int VisualShaderNodeUIntConstant::get_constant() const {
+ return constant;
+}
+
+Vector<StringName> VisualShaderNodeUIntConstant::get_editable_properties() const {
+ Vector<StringName> props;
+ props.push_back("constant");
+ return props;
+}
+
+void VisualShaderNodeUIntConstant::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeUIntConstant::set_constant);
+ ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeUIntConstant::get_constant);
+
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "constant"), "set_constant", "get_constant");
+}
+
+VisualShaderNodeUIntConstant::VisualShaderNodeUIntConstant() {
+}
+
////////////// Boolean
String VisualShaderNodeBooleanConstant::get_caption() const {
@@ -694,141 +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;
}
- }
- 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_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";
+ 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] + " = 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_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_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";
- }
- } 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;
- }
+ 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_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;
- }
-
- 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";
@@ -859,12 +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 {
@@ -908,31 +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.");
@@ -948,7 +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");
@@ -958,6 +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);
@@ -1015,7 +1103,7 @@ Vector<StringName> VisualShaderNodeCurveTexture::get_editable_properties() const
}
String VisualShaderNodeCurveTexture::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
- return "uniform sampler2D " + make_unique_id(p_type, p_id, "curve") + ";\n";
+ return "uniform sampler2D " + make_unique_id(p_type, p_id, "curve") + " : repeat_disable;\n";
}
String VisualShaderNodeCurveTexture::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 {
@@ -1198,6 +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)";
@@ -1205,33 +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;
}
@@ -1242,7 +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 {
@@ -1264,14 +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() {
@@ -1477,42 +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;
}
@@ -1532,7 +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 {
@@ -1606,6 +1666,62 @@ VisualShaderNodeCubemap::VisualShaderNodeCubemap() {
simple_decl = false;
}
+////////////// Linear Depth
+
+String VisualShaderNodeLinearSceneDepth::get_caption() const {
+ return "LinearSceneDepth";
+}
+
+int VisualShaderNodeLinearSceneDepth::get_input_port_count() const {
+ return 0;
+}
+
+VisualShaderNodeLinearSceneDepth::PortType VisualShaderNodeLinearSceneDepth::get_input_port_type(int p_port) const {
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeLinearSceneDepth::get_input_port_name(int p_port) const {
+ return "";
+}
+
+int VisualShaderNodeLinearSceneDepth::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeLinearSceneDepth::PortType VisualShaderNodeLinearSceneDepth::get_output_port_type(int p_port) const {
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeLinearSceneDepth::get_output_port_name(int p_port) const {
+ return "linear depth";
+}
+
+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(" + 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";
+ code += vformat(" %s = -__depth_view.z;\n", p_output_vars[0]);
+
+ code += " }\n";
+ return code;
+}
+
+VisualShaderNodeLinearSceneDepth::VisualShaderNodeLinearSceneDepth() {
+ simple_decl = false;
+}
+
////////////// Float Op
String VisualShaderNodeFloatOp::get_caption() const {
@@ -1745,7 +1861,7 @@ VisualShaderNodeIntOp::PortType VisualShaderNodeIntOp::get_output_port_type(int
}
String VisualShaderNodeIntOp::get_output_port_name(int p_port) const {
- return "op"; //no output port means the editor will be used as port
+ return "op"; // No output port means the editor will be used as port.
}
String VisualShaderNodeIntOp::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 {
@@ -1839,6 +1955,127 @@ VisualShaderNodeIntOp::VisualShaderNodeIntOp() {
set_input_port_default_value(1, 0);
}
+////////////// Unsigned Integer Op
+
+String VisualShaderNodeUIntOp::get_caption() const {
+ return "UIntOp";
+}
+
+int VisualShaderNodeUIntOp::get_input_port_count() const {
+ return 2;
+}
+
+VisualShaderNodeUIntOp::PortType VisualShaderNodeUIntOp::get_input_port_type(int p_port) const {
+ return PORT_TYPE_SCALAR_UINT;
+}
+
+String VisualShaderNodeUIntOp::get_input_port_name(int p_port) const {
+ return p_port == 0 ? "a" : "b";
+}
+
+int VisualShaderNodeUIntOp::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeUIntOp::PortType VisualShaderNodeUIntOp::get_output_port_type(int p_port) const {
+ return PORT_TYPE_SCALAR_UINT;
+}
+
+String VisualShaderNodeUIntOp::get_output_port_name(int p_port) const {
+ return "op"; // No output port means the editor will be used as port.
+}
+
+String VisualShaderNodeUIntOp::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 = " " + 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_BITWISE_AND:
+ code += p_input_vars[0] + " & " + p_input_vars[1] + ";\n";
+ break;
+ case OP_BITWISE_OR:
+ code += p_input_vars[0] + " | " + p_input_vars[1] + ";\n";
+ break;
+ case OP_BITWISE_XOR:
+ code += p_input_vars[0] + " ^ " + p_input_vars[1] + ";\n";
+ break;
+ case OP_BITWISE_LEFT_SHIFT:
+ code += p_input_vars[0] + " << " + p_input_vars[1] + ";\n";
+ break;
+ case OP_BITWISE_RIGHT_SHIFT:
+ code += p_input_vars[0] + " >> " + p_input_vars[1] + ";\n";
+ break;
+ default:
+ break;
+ }
+
+ return code;
+}
+
+void VisualShaderNodeUIntOp::set_operator(Operator p_op) {
+ ERR_FAIL_INDEX(int(p_op), OP_ENUM_SIZE);
+ if (op == p_op) {
+ return;
+ }
+ op = p_op;
+ emit_changed();
+}
+
+VisualShaderNodeUIntOp::Operator VisualShaderNodeUIntOp::get_operator() const {
+ return op;
+}
+
+Vector<StringName> VisualShaderNodeUIntOp::get_editable_properties() const {
+ Vector<StringName> props;
+ props.push_back("operator");
+ return props;
+}
+
+void VisualShaderNodeUIntOp::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeUIntOp::set_operator);
+ ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeUIntOp::get_operator);
+
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Subtract,Multiply,Divide,Remainder,Max,Min,Bitwise AND,Bitwise OR,Bitwise XOR,Bitwise Left Shift,Bitwise Right Shift"), "set_operator", "get_operator");
+
+ BIND_ENUM_CONSTANT(OP_ADD);
+ BIND_ENUM_CONSTANT(OP_SUB);
+ BIND_ENUM_CONSTANT(OP_MUL);
+ BIND_ENUM_CONSTANT(OP_DIV);
+ BIND_ENUM_CONSTANT(OP_MOD);
+ BIND_ENUM_CONSTANT(OP_MAX);
+ BIND_ENUM_CONSTANT(OP_MIN);
+ BIND_ENUM_CONSTANT(OP_BITWISE_AND);
+ BIND_ENUM_CONSTANT(OP_BITWISE_OR);
+ BIND_ENUM_CONSTANT(OP_BITWISE_XOR);
+ BIND_ENUM_CONSTANT(OP_BITWISE_LEFT_SHIFT);
+ BIND_ENUM_CONSTANT(OP_BITWISE_RIGHT_SHIFT);
+ BIND_ENUM_CONSTANT(OP_ENUM_SIZE);
+}
+
+VisualShaderNodeUIntOp::VisualShaderNodeUIntOp() {
+ set_input_port_default_value(0, 0);
+ set_input_port_default_value(1, 0);
+}
+
////////////// Vector Op
String VisualShaderNodeVectorOp::get_caption() const {
@@ -1901,13 +2138,7 @@ String VisualShaderNodeVectorOp::generate_code(Shader::Mode p_mode, VisualShader
code += "atan(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
break;
case OP_REFLECT:
- if (op_type == OP_TYPE_VECTOR_2D) { // Not supported.
- code += "vec2(0.0);\n";
- } else if (op_type == OP_TYPE_VECTOR_4D) { // Not supported.
- code += "vec4(0.0);\n";
- } else {
- code += "reflect(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
- }
+ 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";
@@ -1967,7 +2198,7 @@ String VisualShaderNodeVectorOp::get_warning(Shader::Mode p_mode, VisualShader::
bool invalid_type = false;
if (op_type == OP_TYPE_VECTOR_2D || op_type == OP_TYPE_VECTOR_4D) {
- if (op == OP_CROSS || op == OP_REFLECT) {
+ if (op == OP_CROSS) {
invalid_type = true;
}
}
@@ -2580,6 +2811,79 @@ VisualShaderNodeIntFunc::VisualShaderNodeIntFunc() {
set_input_port_default_value(0, 0);
}
+////////////// Unsigned Int Func
+
+String VisualShaderNodeUIntFunc::get_caption() const {
+ return "UIntFunc";
+}
+
+int VisualShaderNodeUIntFunc::get_input_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeUIntFunc::PortType VisualShaderNodeUIntFunc::get_input_port_type(int p_port) const {
+ return PORT_TYPE_SCALAR_UINT;
+}
+
+String VisualShaderNodeUIntFunc::get_input_port_name(int p_port) const {
+ return "";
+}
+
+int VisualShaderNodeUIntFunc::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeUIntFunc::PortType VisualShaderNodeUIntFunc::get_output_port_type(int p_port) const {
+ return PORT_TYPE_SCALAR_UINT;
+}
+
+String VisualShaderNodeUIntFunc::get_output_port_name(int p_port) const {
+ return ""; // No output port means the editor will be used as port.
+}
+
+String VisualShaderNodeUIntFunc::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] = {
+ "-($)",
+ "~($)"
+ };
+
+ return " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
+}
+
+void VisualShaderNodeUIntFunc::set_function(Function p_func) {
+ ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
+ if (func == p_func) {
+ return;
+ }
+ func = p_func;
+ emit_changed();
+}
+
+VisualShaderNodeUIntFunc::Function VisualShaderNodeUIntFunc::get_function() const {
+ return func;
+}
+
+Vector<StringName> VisualShaderNodeUIntFunc::get_editable_properties() const {
+ Vector<StringName> props;
+ props.push_back("function");
+ return props;
+}
+
+void VisualShaderNodeUIntFunc::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeUIntFunc::set_function);
+ ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeUIntFunc::get_function);
+
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Negate,Bitwise NOT"), "set_function", "get_function");
+
+ BIND_ENUM_CONSTANT(FUNC_NEGATE);
+ BIND_ENUM_CONSTANT(FUNC_BITWISE_NOT);
+ BIND_ENUM_CONSTANT(FUNC_MAX);
+}
+
+VisualShaderNodeUIntFunc::VisualShaderNodeUIntFunc() {
+ set_input_port_default_value(0, 0);
+}
+
////////////// Vector Func
String VisualShaderNodeVectorFunc::get_caption() const {
@@ -3062,9 +3366,9 @@ void VisualShaderNodeUVFunc::set_function(VisualShaderNodeUVFunc::Function p_fun
return;
}
if (p_func == FUNC_PANNING) {
- set_input_port_default_value(2, Vector2()); // offset
+ set_input_port_default_value(2, Vector2(), get_input_port_default_value(2)); // offset
} else { // FUNC_SCALING
- set_input_port_default_value(2, Vector2(0.5, 0.5)); // pivot
+ set_input_port_default_value(2, Vector2(0.5, 0.5), get_input_port_default_value(2)); // pivot
}
func = p_func;
emit_changed();
@@ -3096,6 +3400,111 @@ VisualShaderNodeUVFunc::VisualShaderNodeUVFunc() {
set_input_port_default_value(2, Vector2()); // offset
}
+////////////// UV PolarCoord
+
+String VisualShaderNodeUVPolarCoord::get_caption() const {
+ return "UVPolarCoord";
+}
+
+int VisualShaderNodeUVPolarCoord::get_input_port_count() const {
+ return 4;
+}
+
+VisualShaderNodeUVPolarCoord::PortType VisualShaderNodeUVPolarCoord::get_input_port_type(int p_port) const {
+ switch (p_port) {
+ case 0:
+ return PORT_TYPE_VECTOR_2D; // uv
+ case 1:
+ return PORT_TYPE_VECTOR_2D; // center
+ case 2:
+ return PORT_TYPE_SCALAR; // zoom
+ case 3:
+ return PORT_TYPE_SCALAR; // repeat
+ default:
+ break;
+ }
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeUVPolarCoord::get_input_port_name(int p_port) const {
+ switch (p_port) {
+ case 0:
+ return "uv";
+ case 1:
+ return "scale";
+ case 2:
+ return "zoom strength";
+ case 3:
+ return "repeat";
+ default:
+ break;
+ }
+ return "";
+}
+
+bool VisualShaderNodeUVPolarCoord::is_input_port_default(int p_port, Shader::Mode p_mode) const {
+ if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
+ if (p_port == 0) {
+ return true;
+ }
+ }
+ return false;
+}
+
+int VisualShaderNodeUVPolarCoord::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeUVPolarCoord::PortType VisualShaderNodeUVPolarCoord::get_output_port_type(int p_port) const {
+ return PORT_TYPE_VECTOR_2D;
+}
+
+String VisualShaderNodeUVPolarCoord::get_output_port_name(int p_port) const {
+ return "uv";
+}
+
+String VisualShaderNodeUVPolarCoord::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 uv;
+ if (p_input_vars[0].is_empty()) {
+ if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
+ uv = "UV";
+ } else {
+ uv = "vec2(0.0)";
+ }
+ } else {
+ uv = vformat("%s", p_input_vars[0]);
+ }
+ String center = vformat("%s", p_input_vars[1]);
+ String zoom = vformat("%s", p_input_vars[2]);
+ String repeat = vformat("%s", p_input_vars[3]);
+
+ if (p_mode == Shader::MODE_CANVAS_ITEM) {
+ code += vformat(" vec2 __dir = %s - %s;\n", uv, center);
+ code += " float __radius = length(__dir) * 2.0;\n";
+ code += " float __angle = atan(__dir.y, __dir.x) * 1.0 / (PI * 2.0);\n";
+ code += vformat(" %s = mod(vec2(__radius * %s, __angle * %s), 1.0);\n", p_output_vars[0], zoom, repeat);
+ } else {
+ code += vformat(" vec2 __dir = %s - %s;\n", uv, center);
+ code += " float __radius = length(__dir) * 2.0;\n";
+ code += " float __angle = atan(__dir.y, __dir.x) * 1.0 / (PI * 2.0);\n";
+ code += vformat(" %s = vec2(__radius * %s, __angle * %s);\n", p_output_vars[0], zoom, repeat);
+ }
+
+ code += " }\n";
+ return code;
+}
+
+VisualShaderNodeUVPolarCoord::VisualShaderNodeUVPolarCoord() {
+ set_input_port_default_value(1, Vector2(0.5, 0.5)); // center
+ set_input_port_default_value(2, 1.0); // zoom
+ set_input_port_default_value(3, 1.0); // repeat
+
+ simple_decl = false;
+}
+
////////////// Dot Product
String VisualShaderNodeDotProduct::get_caption() const {
@@ -3380,6 +3789,8 @@ VisualShaderNodeClamp::PortType VisualShaderNodeClamp::get_input_port_type(int p
switch (op_type) {
case OP_TYPE_INT:
return PORT_TYPE_SCALAR_INT;
+ case OP_TYPE_UINT:
+ return PORT_TYPE_SCALAR_UINT;
case OP_TYPE_VECTOR_2D:
return PORT_TYPE_VECTOR_2D;
case OP_TYPE_VECTOR_3D:
@@ -3411,6 +3822,8 @@ VisualShaderNodeClamp::PortType VisualShaderNodeClamp::get_output_port_type(int
switch (op_type) {
case OP_TYPE_INT:
return PORT_TYPE_SCALAR_INT;
+ case OP_TYPE_UINT:
+ return PORT_TYPE_SCALAR_UINT;
case OP_TYPE_VECTOR_2D:
return PORT_TYPE_VECTOR_2D;
case OP_TYPE_VECTOR_3D:
@@ -3442,6 +3855,7 @@ void VisualShaderNodeClamp::set_op_type(OpType p_op_type) {
set_input_port_default_value(1, 0.0, get_input_port_default_value(1));
set_input_port_default_value(2, 0.0, get_input_port_default_value(2));
break;
+ case OP_TYPE_UINT:
case OP_TYPE_INT:
set_input_port_default_value(0, 0, get_input_port_default_value(0));
set_input_port_default_value(1, 0, get_input_port_default_value(1));
@@ -3483,10 +3897,11 @@ void VisualShaderNodeClamp::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_op_type", "op_type"), &VisualShaderNodeClamp::set_op_type);
ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeClamp::get_op_type);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Float,Int,Vector2,Vector3,Vector4"), "set_op_type", "get_op_type");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Float,Int,UInt,Vector2,Vector3,Vector4"), "set_op_type", "get_op_type");
BIND_ENUM_CONSTANT(OP_TYPE_FLOAT);
BIND_ENUM_CONSTANT(OP_TYPE_INT);
+ BIND_ENUM_CONSTANT(OP_TYPE_UINT);
BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
@@ -4006,14 +4421,6 @@ int VisualShaderNodeVectorRefract::get_input_port_count() const {
return 3;
}
-VisualShaderNodeVectorRefract::PortType VisualShaderNodeVectorRefract::get_input_port_type(int p_port) const {
- if (p_port == 2) {
- return PORT_TYPE_SCALAR;
- }
-
- return PORT_TYPE_VECTOR_3D;
-}
-
String VisualShaderNodeVectorRefract::get_input_port_name(int p_port) const {
switch (p_port) {
case 0:
@@ -4030,10 +4437,6 @@ int VisualShaderNodeVectorRefract::get_output_port_count() const {
return 1;
}
-VisualShaderNodeVectorRefract::PortType VisualShaderNodeVectorRefract::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR_3D;
-}
-
String VisualShaderNodeVectorRefract::get_output_port_name(int p_port) const {
return "";
}
@@ -4042,6 +4445,31 @@ String VisualShaderNodeVectorRefract::generate_code(Shader::Mode p_mode, VisualS
return " " + p_output_vars[0] + " = refract(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
}
+void VisualShaderNodeVectorRefract::set_op_type(OpType p_op_type) {
+ ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
+ if (op_type == p_op_type) {
+ return;
+ }
+ switch (p_op_type) {
+ case OP_TYPE_VECTOR_2D: {
+ set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
+ set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
+ } break;
+ case OP_TYPE_VECTOR_3D: {
+ set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
+ set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
+ } break;
+ case OP_TYPE_VECTOR_4D: {
+ set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
+ set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
+ } break;
+ default:
+ break;
+ }
+ op_type = p_op_type;
+ emit_changed();
+}
+
VisualShaderNodeVectorRefract::VisualShaderNodeVectorRefract() {
set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
@@ -4559,44 +4987,44 @@ VisualShaderNodeTransformDecompose::VisualShaderNodeTransformDecompose() {
set_input_port_default_value(0, Transform3D());
}
-////////////// Float Uniform
+////////////// Float Parameter
-String VisualShaderNodeFloatUniform::get_caption() const {
- return "FloatUniform";
+String VisualShaderNodeFloatParameter::get_caption() const {
+ return "FloatParameter";
}
-int VisualShaderNodeFloatUniform::get_input_port_count() const {
+int VisualShaderNodeFloatParameter::get_input_port_count() const {
return 0;
}
-VisualShaderNodeFloatUniform::PortType VisualShaderNodeFloatUniform::get_input_port_type(int p_port) const {
+VisualShaderNodeFloatParameter::PortType VisualShaderNodeFloatParameter::get_input_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
-String VisualShaderNodeFloatUniform::get_input_port_name(int p_port) const {
+String VisualShaderNodeFloatParameter::get_input_port_name(int p_port) const {
return String();
}
-int VisualShaderNodeFloatUniform::get_output_port_count() const {
+int VisualShaderNodeFloatParameter::get_output_port_count() const {
return 1;
}
-VisualShaderNodeFloatUniform::PortType VisualShaderNodeFloatUniform::get_output_port_type(int p_port) const {
+VisualShaderNodeFloatParameter::PortType VisualShaderNodeFloatParameter::get_output_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
-String VisualShaderNodeFloatUniform::get_output_port_name(int p_port) const {
+String VisualShaderNodeFloatParameter::get_output_port_name(int p_port) const {
return ""; //no output port means the editor will be used as port
}
-String VisualShaderNodeFloatUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
+String VisualShaderNodeFloatParameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
String code = "";
if (hint == HINT_RANGE) {
- code += _get_qual_str() + "uniform float " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ")";
+ code += _get_qual_str() + "uniform float " + get_parameter_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ")";
} else if (hint == HINT_RANGE_STEP) {
- code += _get_qual_str() + "uniform float " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ", " + rtos(hint_range_step) + ")";
+ code += _get_qual_str() + "uniform float " + get_parameter_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ", " + rtos(hint_range_step) + ")";
} else {
- code += _get_qual_str() + "uniform float " + get_uniform_name();
+ code += _get_qual_str() + "uniform float " + get_parameter_name();
}
if (default_value_enabled) {
code += " = " + rtos(default_value);
@@ -4605,19 +5033,19 @@ String VisualShaderNodeFloatUniform::generate_global(Shader::Mode p_mode, Visual
return code;
}
-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 {
- return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
+String VisualShaderNodeFloatParameter::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 " " + p_output_vars[0] + " = " + get_parameter_name() + ";\n";
}
-bool VisualShaderNodeFloatUniform::is_show_prop_names() const {
+bool VisualShaderNodeFloatParameter::is_show_prop_names() const {
return true;
}
-bool VisualShaderNodeFloatUniform::is_use_prop_slots() const {
+bool VisualShaderNodeFloatParameter::is_use_prop_slots() const {
return true;
}
-void VisualShaderNodeFloatUniform::set_hint(Hint p_hint) {
+void VisualShaderNodeFloatParameter::set_hint(Hint p_hint) {
ERR_FAIL_INDEX(int(p_hint), int(HINT_MAX));
if (hint == p_hint) {
return;
@@ -4626,11 +5054,11 @@ void VisualShaderNodeFloatUniform::set_hint(Hint p_hint) {
emit_changed();
}
-VisualShaderNodeFloatUniform::Hint VisualShaderNodeFloatUniform::get_hint() const {
+VisualShaderNodeFloatParameter::Hint VisualShaderNodeFloatParameter::get_hint() const {
return hint;
}
-void VisualShaderNodeFloatUniform::set_min(float p_value) {
+void VisualShaderNodeFloatParameter::set_min(float p_value) {
if (Math::is_equal_approx(hint_range_min, p_value)) {
return;
}
@@ -4638,11 +5066,11 @@ void VisualShaderNodeFloatUniform::set_min(float p_value) {
emit_changed();
}
-float VisualShaderNodeFloatUniform::get_min() const {
+float VisualShaderNodeFloatParameter::get_min() const {
return hint_range_min;
}
-void VisualShaderNodeFloatUniform::set_max(float p_value) {
+void VisualShaderNodeFloatParameter::set_max(float p_value) {
if (Math::is_equal_approx(hint_range_max, p_value)) {
return;
}
@@ -4650,11 +5078,11 @@ void VisualShaderNodeFloatUniform::set_max(float p_value) {
emit_changed();
}
-float VisualShaderNodeFloatUniform::get_max() const {
+float VisualShaderNodeFloatParameter::get_max() const {
return hint_range_max;
}
-void VisualShaderNodeFloatUniform::set_step(float p_value) {
+void VisualShaderNodeFloatParameter::set_step(float p_value) {
if (Math::is_equal_approx(hint_range_step, p_value)) {
return;
}
@@ -4662,11 +5090,11 @@ void VisualShaderNodeFloatUniform::set_step(float p_value) {
emit_changed();
}
-float VisualShaderNodeFloatUniform::get_step() const {
+float VisualShaderNodeFloatParameter::get_step() const {
return hint_range_step;
}
-void VisualShaderNodeFloatUniform::set_default_value_enabled(bool p_enabled) {
+void VisualShaderNodeFloatParameter::set_default_value_enabled(bool p_enabled) {
if (default_value_enabled == p_enabled) {
return;
}
@@ -4674,11 +5102,11 @@ void VisualShaderNodeFloatUniform::set_default_value_enabled(bool p_enabled) {
emit_changed();
}
-bool VisualShaderNodeFloatUniform::is_default_value_enabled() const {
+bool VisualShaderNodeFloatParameter::is_default_value_enabled() const {
return default_value_enabled;
}
-void VisualShaderNodeFloatUniform::set_default_value(float p_value) {
+void VisualShaderNodeFloatParameter::set_default_value(float p_value) {
if (Math::is_equal_approx(default_value, p_value)) {
return;
}
@@ -4686,28 +5114,28 @@ void VisualShaderNodeFloatUniform::set_default_value(float p_value) {
emit_changed();
}
-float VisualShaderNodeFloatUniform::get_default_value() const {
+float VisualShaderNodeFloatParameter::get_default_value() const {
return default_value;
}
-void VisualShaderNodeFloatUniform::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_hint", "hint"), &VisualShaderNodeFloatUniform::set_hint);
- ClassDB::bind_method(D_METHOD("get_hint"), &VisualShaderNodeFloatUniform::get_hint);
+void VisualShaderNodeFloatParameter::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_hint", "hint"), &VisualShaderNodeFloatParameter::set_hint);
+ ClassDB::bind_method(D_METHOD("get_hint"), &VisualShaderNodeFloatParameter::get_hint);
- ClassDB::bind_method(D_METHOD("set_min", "value"), &VisualShaderNodeFloatUniform::set_min);
- ClassDB::bind_method(D_METHOD("get_min"), &VisualShaderNodeFloatUniform::get_min);
+ ClassDB::bind_method(D_METHOD("set_min", "value"), &VisualShaderNodeFloatParameter::set_min);
+ ClassDB::bind_method(D_METHOD("get_min"), &VisualShaderNodeFloatParameter::get_min);
- ClassDB::bind_method(D_METHOD("set_max", "value"), &VisualShaderNodeFloatUniform::set_max);
- ClassDB::bind_method(D_METHOD("get_max"), &VisualShaderNodeFloatUniform::get_max);
+ ClassDB::bind_method(D_METHOD("set_max", "value"), &VisualShaderNodeFloatParameter::set_max);
+ ClassDB::bind_method(D_METHOD("get_max"), &VisualShaderNodeFloatParameter::get_max);
- ClassDB::bind_method(D_METHOD("set_step", "value"), &VisualShaderNodeFloatUniform::set_step);
- ClassDB::bind_method(D_METHOD("get_step"), &VisualShaderNodeFloatUniform::get_step);
+ ClassDB::bind_method(D_METHOD("set_step", "value"), &VisualShaderNodeFloatParameter::set_step);
+ ClassDB::bind_method(D_METHOD("get_step"), &VisualShaderNodeFloatParameter::get_step);
- ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeFloatUniform::set_default_value_enabled);
- ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeFloatUniform::is_default_value_enabled);
+ ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeFloatParameter::set_default_value_enabled);
+ ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeFloatParameter::is_default_value_enabled);
- ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeFloatUniform::set_default_value);
- ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeFloatUniform::get_default_value);
+ ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeFloatParameter::set_default_value);
+ ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeFloatParameter::get_default_value);
ADD_PROPERTY(PropertyInfo(Variant::INT, "hint", PROPERTY_HINT_ENUM, "None,Range,Range+Step"), "set_hint", "get_hint");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "min"), "set_min", "get_min");
@@ -4722,16 +5150,16 @@ void VisualShaderNodeFloatUniform::_bind_methods() {
BIND_ENUM_CONSTANT(HINT_MAX);
}
-bool VisualShaderNodeFloatUniform::is_qualifier_supported(Qualifier p_qual) const {
+bool VisualShaderNodeFloatParameter::is_qualifier_supported(Qualifier p_qual) const {
return true; // all qualifiers are supported
}
-bool VisualShaderNodeFloatUniform::is_convertible_to_constant() const {
+bool VisualShaderNodeFloatParameter::is_convertible_to_constant() const {
return true; // conversion is allowed
}
-Vector<StringName> VisualShaderNodeFloatUniform::get_editable_properties() const {
- Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
+Vector<StringName> VisualShaderNodeFloatParameter::get_editable_properties() const {
+ Vector<StringName> props = VisualShaderNodeParameter::get_editable_properties();
props.push_back("hint");
if (hint == HINT_RANGE || hint == HINT_RANGE_STEP) {
props.push_back("min");
@@ -4747,47 +5175,47 @@ Vector<StringName> VisualShaderNodeFloatUniform::get_editable_properties() const
return props;
}
-VisualShaderNodeFloatUniform::VisualShaderNodeFloatUniform() {
+VisualShaderNodeFloatParameter::VisualShaderNodeFloatParameter() {
}
-////////////// Integer Uniform
+////////////// Integer Parameter
-String VisualShaderNodeIntUniform::get_caption() const {
- return "IntUniform";
+String VisualShaderNodeIntParameter::get_caption() const {
+ return "IntParameter";
}
-int VisualShaderNodeIntUniform::get_input_port_count() const {
+int VisualShaderNodeIntParameter::get_input_port_count() const {
return 0;
}
-VisualShaderNodeIntUniform::PortType VisualShaderNodeIntUniform::get_input_port_type(int p_port) const {
+VisualShaderNodeIntParameter::PortType VisualShaderNodeIntParameter::get_input_port_type(int p_port) const {
return PORT_TYPE_SCALAR_INT;
}
-String VisualShaderNodeIntUniform::get_input_port_name(int p_port) const {
+String VisualShaderNodeIntParameter::get_input_port_name(int p_port) const {
return String();
}
-int VisualShaderNodeIntUniform::get_output_port_count() const {
+int VisualShaderNodeIntParameter::get_output_port_count() const {
return 1;
}
-VisualShaderNodeIntUniform::PortType VisualShaderNodeIntUniform::get_output_port_type(int p_port) const {
+VisualShaderNodeIntParameter::PortType VisualShaderNodeIntParameter::get_output_port_type(int p_port) const {
return PORT_TYPE_SCALAR_INT;
}
-String VisualShaderNodeIntUniform::get_output_port_name(int p_port) const {
+String VisualShaderNodeIntParameter::get_output_port_name(int p_port) const {
return ""; //no output port means the editor will be used as port
}
-String VisualShaderNodeIntUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
+String VisualShaderNodeIntParameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
String code = "";
if (hint == HINT_RANGE) {
- code += _get_qual_str() + "uniform int " + get_uniform_name() + " : hint_range(" + itos(hint_range_min) + ", " + itos(hint_range_max) + ")";
+ code += _get_qual_str() + "uniform int " + get_parameter_name() + " : hint_range(" + itos(hint_range_min) + ", " + itos(hint_range_max) + ")";
} else if (hint == HINT_RANGE_STEP) {
- code += _get_qual_str() + "uniform int " + get_uniform_name() + " : hint_range(" + itos(hint_range_min) + ", " + itos(hint_range_max) + ", " + itos(hint_range_step) + ")";
+ code += _get_qual_str() + "uniform int " + get_parameter_name() + " : hint_range(" + itos(hint_range_min) + ", " + itos(hint_range_max) + ", " + itos(hint_range_step) + ")";
} else {
- code += _get_qual_str() + "uniform int " + get_uniform_name();
+ code += _get_qual_str() + "uniform int " + get_parameter_name();
}
if (default_value_enabled) {
code += " = " + itos(default_value);
@@ -4796,19 +5224,19 @@ String VisualShaderNodeIntUniform::generate_global(Shader::Mode p_mode, VisualSh
return code;
}
-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 {
- return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
+String VisualShaderNodeIntParameter::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 " " + p_output_vars[0] + " = " + get_parameter_name() + ";\n";
}
-bool VisualShaderNodeIntUniform::is_show_prop_names() const {
+bool VisualShaderNodeIntParameter::is_show_prop_names() const {
return true;
}
-bool VisualShaderNodeIntUniform::is_use_prop_slots() const {
+bool VisualShaderNodeIntParameter::is_use_prop_slots() const {
return true;
}
-void VisualShaderNodeIntUniform::set_hint(Hint p_hint) {
+void VisualShaderNodeIntParameter::set_hint(Hint p_hint) {
ERR_FAIL_INDEX(int(p_hint), int(HINT_MAX));
if (hint == p_hint) {
return;
@@ -4817,11 +5245,11 @@ void VisualShaderNodeIntUniform::set_hint(Hint p_hint) {
emit_changed();
}
-VisualShaderNodeIntUniform::Hint VisualShaderNodeIntUniform::get_hint() const {
+VisualShaderNodeIntParameter::Hint VisualShaderNodeIntParameter::get_hint() const {
return hint;
}
-void VisualShaderNodeIntUniform::set_min(int p_value) {
+void VisualShaderNodeIntParameter::set_min(int p_value) {
if (hint_range_min == p_value) {
return;
}
@@ -4829,11 +5257,11 @@ void VisualShaderNodeIntUniform::set_min(int p_value) {
emit_changed();
}
-int VisualShaderNodeIntUniform::get_min() const {
+int VisualShaderNodeIntParameter::get_min() const {
return hint_range_min;
}
-void VisualShaderNodeIntUniform::set_max(int p_value) {
+void VisualShaderNodeIntParameter::set_max(int p_value) {
if (hint_range_max == p_value) {
return;
}
@@ -4841,11 +5269,11 @@ void VisualShaderNodeIntUniform::set_max(int p_value) {
emit_changed();
}
-int VisualShaderNodeIntUniform::get_max() const {
+int VisualShaderNodeIntParameter::get_max() const {
return hint_range_max;
}
-void VisualShaderNodeIntUniform::set_step(int p_value) {
+void VisualShaderNodeIntParameter::set_step(int p_value) {
if (hint_range_step == p_value) {
return;
}
@@ -4853,11 +5281,11 @@ void VisualShaderNodeIntUniform::set_step(int p_value) {
emit_changed();
}
-int VisualShaderNodeIntUniform::get_step() const {
+int VisualShaderNodeIntParameter::get_step() const {
return hint_range_step;
}
-void VisualShaderNodeIntUniform::set_default_value_enabled(bool p_default_value_enabled) {
+void VisualShaderNodeIntParameter::set_default_value_enabled(bool p_default_value_enabled) {
if (default_value_enabled == p_default_value_enabled) {
return;
}
@@ -4865,11 +5293,11 @@ void VisualShaderNodeIntUniform::set_default_value_enabled(bool p_default_value_
emit_changed();
}
-bool VisualShaderNodeIntUniform::is_default_value_enabled() const {
+bool VisualShaderNodeIntParameter::is_default_value_enabled() const {
return default_value_enabled;
}
-void VisualShaderNodeIntUniform::set_default_value(int p_default_value) {
+void VisualShaderNodeIntParameter::set_default_value(int p_default_value) {
if (default_value == p_default_value) {
return;
}
@@ -4877,28 +5305,28 @@ void VisualShaderNodeIntUniform::set_default_value(int p_default_value) {
emit_changed();
}
-int VisualShaderNodeIntUniform::get_default_value() const {
+int VisualShaderNodeIntParameter::get_default_value() const {
return default_value;
}
-void VisualShaderNodeIntUniform::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_hint", "hint"), &VisualShaderNodeIntUniform::set_hint);
- ClassDB::bind_method(D_METHOD("get_hint"), &VisualShaderNodeIntUniform::get_hint);
+void VisualShaderNodeIntParameter::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_hint", "hint"), &VisualShaderNodeIntParameter::set_hint);
+ ClassDB::bind_method(D_METHOD("get_hint"), &VisualShaderNodeIntParameter::get_hint);
- ClassDB::bind_method(D_METHOD("set_min", "value"), &VisualShaderNodeIntUniform::set_min);
- ClassDB::bind_method(D_METHOD("get_min"), &VisualShaderNodeIntUniform::get_min);
+ ClassDB::bind_method(D_METHOD("set_min", "value"), &VisualShaderNodeIntParameter::set_min);
+ ClassDB::bind_method(D_METHOD("get_min"), &VisualShaderNodeIntParameter::get_min);
- ClassDB::bind_method(D_METHOD("set_max", "value"), &VisualShaderNodeIntUniform::set_max);
- ClassDB::bind_method(D_METHOD("get_max"), &VisualShaderNodeIntUniform::get_max);
+ ClassDB::bind_method(D_METHOD("set_max", "value"), &VisualShaderNodeIntParameter::set_max);
+ ClassDB::bind_method(D_METHOD("get_max"), &VisualShaderNodeIntParameter::get_max);
- ClassDB::bind_method(D_METHOD("set_step", "value"), &VisualShaderNodeIntUniform::set_step);
- ClassDB::bind_method(D_METHOD("get_step"), &VisualShaderNodeIntUniform::get_step);
+ ClassDB::bind_method(D_METHOD("set_step", "value"), &VisualShaderNodeIntParameter::set_step);
+ ClassDB::bind_method(D_METHOD("get_step"), &VisualShaderNodeIntParameter::get_step);
- ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeIntUniform::set_default_value_enabled);
- ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeIntUniform::is_default_value_enabled);
+ ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeIntParameter::set_default_value_enabled);
+ ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeIntParameter::is_default_value_enabled);
- ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeIntUniform::set_default_value);
- ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeIntUniform::get_default_value);
+ ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeIntParameter::set_default_value);
+ ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeIntParameter::get_default_value);
ADD_PROPERTY(PropertyInfo(Variant::INT, "hint", PROPERTY_HINT_ENUM, "None,Range,Range + Step"), "set_hint", "get_hint");
ADD_PROPERTY(PropertyInfo(Variant::INT, "min"), "set_min", "get_min");
@@ -4913,16 +5341,16 @@ void VisualShaderNodeIntUniform::_bind_methods() {
BIND_ENUM_CONSTANT(HINT_MAX);
}
-bool VisualShaderNodeIntUniform::is_qualifier_supported(Qualifier p_qual) const {
+bool VisualShaderNodeIntParameter::is_qualifier_supported(Qualifier p_qual) const {
return true; // all qualifiers are supported
}
-bool VisualShaderNodeIntUniform::is_convertible_to_constant() const {
+bool VisualShaderNodeIntParameter::is_convertible_to_constant() const {
return true; // conversion is allowed
}
-Vector<StringName> VisualShaderNodeIntUniform::get_editable_properties() const {
- Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
+Vector<StringName> VisualShaderNodeIntParameter::get_editable_properties() const {
+ Vector<StringName> props = VisualShaderNodeParameter::get_editable_properties();
props.push_back("hint");
if (hint == HINT_RANGE || hint == HINT_RANGE_STEP) {
props.push_back("min");
@@ -4938,40 +5366,146 @@ Vector<StringName> VisualShaderNodeIntUniform::get_editable_properties() const {
return props;
}
-VisualShaderNodeIntUniform::VisualShaderNodeIntUniform() {
+VisualShaderNodeIntParameter::VisualShaderNodeIntParameter() {
+}
+
+////////////// Unsigned Integer Parameter
+
+String VisualShaderNodeUIntParameter::get_caption() const {
+ return "UIntParameter";
+}
+
+int VisualShaderNodeUIntParameter::get_input_port_count() const {
+ return 0;
+}
+
+VisualShaderNodeUIntParameter::PortType VisualShaderNodeUIntParameter::get_input_port_type(int p_port) const {
+ return PORT_TYPE_SCALAR_UINT;
+}
+
+String VisualShaderNodeUIntParameter::get_input_port_name(int p_port) const {
+ return String();
+}
+
+int VisualShaderNodeUIntParameter::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeUIntParameter::PortType VisualShaderNodeUIntParameter::get_output_port_type(int p_port) const {
+ return PORT_TYPE_SCALAR_UINT;
+}
+
+String VisualShaderNodeUIntParameter::get_output_port_name(int p_port) const {
+ return ""; // No output port means the editor will be used as port.
+}
+
+String VisualShaderNodeUIntParameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
+ String code = _get_qual_str() + "uniform uint " + get_parameter_name();
+ if (default_value_enabled) {
+ code += " = " + itos(default_value);
+ }
+ code += ";\n";
+ return code;
+}
+
+String VisualShaderNodeUIntParameter::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 " " + p_output_vars[0] + " = " + get_parameter_name() + ";\n";
+}
+
+bool VisualShaderNodeUIntParameter::is_show_prop_names() const {
+ return true;
+}
+
+bool VisualShaderNodeUIntParameter::is_use_prop_slots() const {
+ return true;
+}
+
+void VisualShaderNodeUIntParameter::set_default_value_enabled(bool p_default_value_enabled) {
+ if (default_value_enabled == p_default_value_enabled) {
+ return;
+ }
+ default_value_enabled = p_default_value_enabled;
+ emit_changed();
+}
+
+bool VisualShaderNodeUIntParameter::is_default_value_enabled() const {
+ return default_value_enabled;
+}
+
+void VisualShaderNodeUIntParameter::set_default_value(int p_default_value) {
+ if (default_value == p_default_value) {
+ return;
+ }
+ default_value = p_default_value;
+ emit_changed();
+}
+
+int VisualShaderNodeUIntParameter::get_default_value() const {
+ return default_value;
+}
+
+void VisualShaderNodeUIntParameter::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeUIntParameter::set_default_value_enabled);
+ ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeUIntParameter::is_default_value_enabled);
+
+ ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeUIntParameter::set_default_value);
+ ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeUIntParameter::get_default_value);
+
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "default_value"), "set_default_value", "get_default_value");
+}
+
+bool VisualShaderNodeUIntParameter::is_qualifier_supported(Qualifier p_qual) const {
+ return true; // All qualifiers are supported.
+}
+
+bool VisualShaderNodeUIntParameter::is_convertible_to_constant() const {
+ return true; // Conversion is allowed.
+}
+
+Vector<StringName> VisualShaderNodeUIntParameter::get_editable_properties() const {
+ Vector<StringName> props = VisualShaderNodeParameter::get_editable_properties();
+ props.push_back("default_value_enabled");
+ if (default_value_enabled) {
+ props.push_back("default_value");
+ }
+ return props;
+}
+
+VisualShaderNodeUIntParameter::VisualShaderNodeUIntParameter() {
}
-////////////// Boolean Uniform
+////////////// Boolean Parameter
-String VisualShaderNodeBooleanUniform::get_caption() const {
- return "BooleanUniform";
+String VisualShaderNodeBooleanParameter::get_caption() const {
+ return "BooleanParameter";
}
-int VisualShaderNodeBooleanUniform::get_input_port_count() const {
+int VisualShaderNodeBooleanParameter::get_input_port_count() const {
return 0;
}
-VisualShaderNodeBooleanUniform::PortType VisualShaderNodeBooleanUniform::get_input_port_type(int p_port) const {
+VisualShaderNodeBooleanParameter::PortType VisualShaderNodeBooleanParameter::get_input_port_type(int p_port) const {
return PORT_TYPE_BOOLEAN;
}
-String VisualShaderNodeBooleanUniform::get_input_port_name(int p_port) const {
+String VisualShaderNodeBooleanParameter::get_input_port_name(int p_port) const {
return String();
}
-int VisualShaderNodeBooleanUniform::get_output_port_count() const {
+int VisualShaderNodeBooleanParameter::get_output_port_count() const {
return 1;
}
-VisualShaderNodeBooleanUniform::PortType VisualShaderNodeBooleanUniform::get_output_port_type(int p_port) const {
+VisualShaderNodeBooleanParameter::PortType VisualShaderNodeBooleanParameter::get_output_port_type(int p_port) const {
return PORT_TYPE_BOOLEAN;
}
-String VisualShaderNodeBooleanUniform::get_output_port_name(int p_port) const {
+String VisualShaderNodeBooleanParameter::get_output_port_name(int p_port) const {
return ""; //no output port means the editor will be used as port
}
-void VisualShaderNodeBooleanUniform::set_default_value_enabled(bool p_default_value_enabled) {
+void VisualShaderNodeBooleanParameter::set_default_value_enabled(bool p_default_value_enabled) {
if (default_value_enabled == p_default_value_enabled) {
return;
}
@@ -4979,11 +5513,11 @@ void VisualShaderNodeBooleanUniform::set_default_value_enabled(bool p_default_va
emit_changed();
}
-bool VisualShaderNodeBooleanUniform::is_default_value_enabled() const {
+bool VisualShaderNodeBooleanParameter::is_default_value_enabled() const {
return default_value_enabled;
}
-void VisualShaderNodeBooleanUniform::set_default_value(bool p_default_value) {
+void VisualShaderNodeBooleanParameter::set_default_value(bool p_default_value) {
if (default_value == p_default_value) {
return;
}
@@ -4991,12 +5525,12 @@ void VisualShaderNodeBooleanUniform::set_default_value(bool p_default_value) {
emit_changed();
}
-bool VisualShaderNodeBooleanUniform::get_default_value() const {
+bool VisualShaderNodeBooleanParameter::get_default_value() const {
return default_value;
}
-String VisualShaderNodeBooleanUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
- String code = _get_qual_str() + "uniform bool " + get_uniform_name();
+String VisualShaderNodeBooleanParameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
+ String code = _get_qual_str() + "uniform bool " + get_parameter_name();
if (default_value_enabled) {
if (default_value) {
code += " = true";
@@ -5008,39 +5542,39 @@ String VisualShaderNodeBooleanUniform::generate_global(Shader::Mode p_mode, Visu
return code;
}
-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 " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
+String VisualShaderNodeBooleanParameter::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 " " + p_output_vars[0] + " = " + get_parameter_name() + ";\n";
}
-bool VisualShaderNodeBooleanUniform::is_show_prop_names() const {
+bool VisualShaderNodeBooleanParameter::is_show_prop_names() const {
return true;
}
-bool VisualShaderNodeBooleanUniform::is_use_prop_slots() const {
+bool VisualShaderNodeBooleanParameter::is_use_prop_slots() const {
return true;
}
-void VisualShaderNodeBooleanUniform::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeBooleanUniform::set_default_value_enabled);
- ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeBooleanUniform::is_default_value_enabled);
+void VisualShaderNodeBooleanParameter::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeBooleanParameter::set_default_value_enabled);
+ ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeBooleanParameter::is_default_value_enabled);
- ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeBooleanUniform::set_default_value);
- ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeBooleanUniform::get_default_value);
+ ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeBooleanParameter::set_default_value);
+ ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeBooleanParameter::get_default_value);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value"), "set_default_value", "get_default_value");
}
-bool VisualShaderNodeBooleanUniform::is_qualifier_supported(Qualifier p_qual) const {
+bool VisualShaderNodeBooleanParameter::is_qualifier_supported(Qualifier p_qual) const {
return true; // all qualifiers are supported
}
-bool VisualShaderNodeBooleanUniform::is_convertible_to_constant() const {
+bool VisualShaderNodeBooleanParameter::is_convertible_to_constant() const {
return true; // conversion is allowed
}
-Vector<StringName> VisualShaderNodeBooleanUniform::get_editable_properties() const {
- Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
+Vector<StringName> VisualShaderNodeBooleanParameter::get_editable_properties() const {
+ Vector<StringName> props = VisualShaderNodeParameter::get_editable_properties();
props.push_back("default_value_enabled");
if (default_value_enabled) {
props.push_back("default_value");
@@ -5048,47 +5582,47 @@ Vector<StringName> VisualShaderNodeBooleanUniform::get_editable_properties() con
return props;
}
-VisualShaderNodeBooleanUniform::VisualShaderNodeBooleanUniform() {
+VisualShaderNodeBooleanParameter::VisualShaderNodeBooleanParameter() {
}
-////////////// Color Uniform
+////////////// Color Parameter
-String VisualShaderNodeColorUniform::get_caption() const {
- return "ColorUniform";
+String VisualShaderNodeColorParameter::get_caption() const {
+ return "ColorParameter";
}
-int VisualShaderNodeColorUniform::get_input_port_count() const {
+int VisualShaderNodeColorParameter::get_input_port_count() const {
return 0;
}
-VisualShaderNodeColorUniform::PortType VisualShaderNodeColorUniform::get_input_port_type(int p_port) const {
+VisualShaderNodeColorParameter::PortType VisualShaderNodeColorParameter::get_input_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
-String VisualShaderNodeColorUniform::get_input_port_name(int p_port) const {
+String VisualShaderNodeColorParameter::get_input_port_name(int p_port) const {
return String();
}
-int VisualShaderNodeColorUniform::get_output_port_count() const {
+int VisualShaderNodeColorParameter::get_output_port_count() const {
return 1;
}
-VisualShaderNodeColorUniform::PortType VisualShaderNodeColorUniform::get_output_port_type(int p_port) const {
+VisualShaderNodeColorParameter::PortType VisualShaderNodeColorParameter::get_output_port_type(int p_port) const {
return p_port == 0 ? PORT_TYPE_VECTOR_4D : PORT_TYPE_SCALAR;
}
-String VisualShaderNodeColorUniform::get_output_port_name(int p_port) const {
+String VisualShaderNodeColorParameter::get_output_port_name(int p_port) const {
return "color";
}
-bool VisualShaderNodeColorUniform::is_output_port_expandable(int p_port) const {
+bool VisualShaderNodeColorParameter::is_output_port_expandable(int p_port) const {
if (p_port == 0) {
return true;
}
return false;
}
-void VisualShaderNodeColorUniform::set_default_value_enabled(bool p_enabled) {
+void VisualShaderNodeColorParameter::set_default_value_enabled(bool p_enabled) {
if (default_value_enabled == p_enabled) {
return;
}
@@ -5096,11 +5630,11 @@ void VisualShaderNodeColorUniform::set_default_value_enabled(bool p_enabled) {
emit_changed();
}
-bool VisualShaderNodeColorUniform::is_default_value_enabled() const {
+bool VisualShaderNodeColorParameter::is_default_value_enabled() const {
return default_value_enabled;
}
-void VisualShaderNodeColorUniform::set_default_value(const Color &p_value) {
+void VisualShaderNodeColorParameter::set_default_value(const Color &p_value) {
if (default_value.is_equal_approx(p_value)) {
return;
}
@@ -5108,12 +5642,12 @@ void VisualShaderNodeColorUniform::set_default_value(const Color &p_value) {
emit_changed();
}
-Color VisualShaderNodeColorUniform::get_default_value() const {
+Color VisualShaderNodeColorParameter::get_default_value() const {
return default_value;
}
-String VisualShaderNodeColorUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
- String code = _get_qual_str() + "uniform vec4 " + get_uniform_name() + " : source_color";
+String VisualShaderNodeColorParameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
+ String code = _get_qual_str() + "uniform vec4 " + get_parameter_name() + " : source_color";
if (default_value_enabled) {
code += vformat(" = vec4(%.6f, %.6f, %.6f, %.6f)", default_value.r, default_value.g, default_value.b, default_value.a);
}
@@ -5121,35 +5655,35 @@ String VisualShaderNodeColorUniform::generate_global(Shader::Mode p_mode, Visual
return code;
}
-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 {
- return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
+String VisualShaderNodeColorParameter::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 " " + p_output_vars[0] + " = " + get_parameter_name() + ";\n";
}
-bool VisualShaderNodeColorUniform::is_show_prop_names() const {
+bool VisualShaderNodeColorParameter::is_show_prop_names() const {
return true;
}
-void VisualShaderNodeColorUniform::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeColorUniform::set_default_value_enabled);
- ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeColorUniform::is_default_value_enabled);
+void VisualShaderNodeColorParameter::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeColorParameter::set_default_value_enabled);
+ ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeColorParameter::is_default_value_enabled);
- ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeColorUniform::set_default_value);
- ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeColorUniform::get_default_value);
+ ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeColorParameter::set_default_value);
+ ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeColorParameter::get_default_value);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "default_value"), "set_default_value", "get_default_value");
}
-bool VisualShaderNodeColorUniform::is_qualifier_supported(Qualifier p_qual) const {
+bool VisualShaderNodeColorParameter::is_qualifier_supported(Qualifier p_qual) const {
return true; // all qualifiers are supported
}
-bool VisualShaderNodeColorUniform::is_convertible_to_constant() const {
+bool VisualShaderNodeColorParameter::is_convertible_to_constant() const {
return true; // conversion is allowed
}
-Vector<StringName> VisualShaderNodeColorUniform::get_editable_properties() const {
- Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
+Vector<StringName> VisualShaderNodeColorParameter::get_editable_properties() const {
+ Vector<StringName> props = VisualShaderNodeParameter::get_editable_properties();
props.push_back("default_value_enabled");
if (default_value_enabled) {
props.push_back("default_value");
@@ -5157,59 +5691,59 @@ Vector<StringName> VisualShaderNodeColorUniform::get_editable_properties() const
return props;
}
-VisualShaderNodeColorUniform::VisualShaderNodeColorUniform() {
+VisualShaderNodeColorParameter::VisualShaderNodeColorParameter() {
}
-////////////// Vector2 Uniform
+////////////// Vector2 Parameter
-String VisualShaderNodeVec2Uniform::get_caption() const {
- return "Vector2Uniform";
+String VisualShaderNodeVec2Parameter::get_caption() const {
+ return "Vector2Parameter";
}
-int VisualShaderNodeVec2Uniform::get_input_port_count() const {
+int VisualShaderNodeVec2Parameter::get_input_port_count() const {
return 0;
}
-VisualShaderNodeVec2Uniform::PortType VisualShaderNodeVec2Uniform::get_input_port_type(int p_port) const {
+VisualShaderNodeVec2Parameter::PortType VisualShaderNodeVec2Parameter::get_input_port_type(int p_port) const {
return PORT_TYPE_VECTOR_2D;
}
-String VisualShaderNodeVec2Uniform::get_input_port_name(int p_port) const {
+String VisualShaderNodeVec2Parameter::get_input_port_name(int p_port) const {
return String();
}
-int VisualShaderNodeVec2Uniform::get_output_port_count() const {
+int VisualShaderNodeVec2Parameter::get_output_port_count() const {
return 1;
}
-VisualShaderNodeVec2Uniform::PortType VisualShaderNodeVec2Uniform::get_output_port_type(int p_port) const {
+VisualShaderNodeVec2Parameter::PortType VisualShaderNodeVec2Parameter::get_output_port_type(int p_port) const {
return PORT_TYPE_VECTOR_2D;
}
-String VisualShaderNodeVec2Uniform::get_output_port_name(int p_port) const {
+String VisualShaderNodeVec2Parameter::get_output_port_name(int p_port) const {
return String();
}
-void VisualShaderNodeVec2Uniform::set_default_value_enabled(bool p_enabled) {
+void VisualShaderNodeVec2Parameter::set_default_value_enabled(bool p_enabled) {
default_value_enabled = p_enabled;
emit_changed();
}
-bool VisualShaderNodeVec2Uniform::is_default_value_enabled() const {
+bool VisualShaderNodeVec2Parameter::is_default_value_enabled() const {
return default_value_enabled;
}
-void VisualShaderNodeVec2Uniform::set_default_value(const Vector2 &p_value) {
+void VisualShaderNodeVec2Parameter::set_default_value(const Vector2 &p_value) {
default_value = p_value;
emit_changed();
}
-Vector2 VisualShaderNodeVec2Uniform::get_default_value() const {
+Vector2 VisualShaderNodeVec2Parameter::get_default_value() const {
return default_value;
}
-String VisualShaderNodeVec2Uniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
- String code = _get_qual_str() + "uniform vec2 " + get_uniform_name();
+String VisualShaderNodeVec2Parameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
+ String code = _get_qual_str() + "uniform vec2 " + get_parameter_name();
if (default_value_enabled) {
code += vformat(" = vec2(%.6f, %.6f)", default_value.x, default_value.y);
}
@@ -5217,39 +5751,39 @@ String VisualShaderNodeVec2Uniform::generate_global(Shader::Mode p_mode, VisualS
return code;
}
-String VisualShaderNodeVec2Uniform::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 " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
+String VisualShaderNodeVec2Parameter::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 " " + p_output_vars[0] + " = " + get_parameter_name() + ";\n";
}
-void VisualShaderNodeVec2Uniform::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeVec2Uniform::set_default_value_enabled);
- ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeVec2Uniform::is_default_value_enabled);
+void VisualShaderNodeVec2Parameter::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeVec2Parameter::set_default_value_enabled);
+ ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeVec2Parameter::is_default_value_enabled);
- ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeVec2Uniform::set_default_value);
- ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeVec2Uniform::get_default_value);
+ ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeVec2Parameter::set_default_value);
+ ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeVec2Parameter::get_default_value);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "default_value"), "set_default_value", "get_default_value");
}
-bool VisualShaderNodeVec2Uniform::is_show_prop_names() const {
+bool VisualShaderNodeVec2Parameter::is_show_prop_names() const {
return true;
}
-bool VisualShaderNodeVec2Uniform::is_use_prop_slots() const {
+bool VisualShaderNodeVec2Parameter::is_use_prop_slots() const {
return true;
}
-bool VisualShaderNodeVec2Uniform::is_qualifier_supported(Qualifier p_qual) const {
+bool VisualShaderNodeVec2Parameter::is_qualifier_supported(Qualifier p_qual) const {
return true; // all qualifiers are supported
}
-bool VisualShaderNodeVec2Uniform::is_convertible_to_constant() const {
+bool VisualShaderNodeVec2Parameter::is_convertible_to_constant() const {
return true; // conversion is allowed
}
-Vector<StringName> VisualShaderNodeVec2Uniform::get_editable_properties() const {
- Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
+Vector<StringName> VisualShaderNodeVec2Parameter::get_editable_properties() const {
+ Vector<StringName> props = VisualShaderNodeParameter::get_editable_properties();
props.push_back("default_value_enabled");
if (default_value_enabled) {
props.push_back("default_value");
@@ -5257,59 +5791,59 @@ Vector<StringName> VisualShaderNodeVec2Uniform::get_editable_properties() const
return props;
}
-VisualShaderNodeVec2Uniform::VisualShaderNodeVec2Uniform() {
+VisualShaderNodeVec2Parameter::VisualShaderNodeVec2Parameter() {
}
-////////////// Vector3 Uniform
+////////////// Vector3 Parameter
-String VisualShaderNodeVec3Uniform::get_caption() const {
- return "Vector3Uniform";
+String VisualShaderNodeVec3Parameter::get_caption() const {
+ return "Vector3Parameter";
}
-int VisualShaderNodeVec3Uniform::get_input_port_count() const {
+int VisualShaderNodeVec3Parameter::get_input_port_count() const {
return 0;
}
-VisualShaderNodeVec3Uniform::PortType VisualShaderNodeVec3Uniform::get_input_port_type(int p_port) const {
+VisualShaderNodeVec3Parameter::PortType VisualShaderNodeVec3Parameter::get_input_port_type(int p_port) const {
return PORT_TYPE_VECTOR_3D;
}
-String VisualShaderNodeVec3Uniform::get_input_port_name(int p_port) const {
+String VisualShaderNodeVec3Parameter::get_input_port_name(int p_port) const {
return String();
}
-int VisualShaderNodeVec3Uniform::get_output_port_count() const {
+int VisualShaderNodeVec3Parameter::get_output_port_count() const {
return 1;
}
-VisualShaderNodeVec3Uniform::PortType VisualShaderNodeVec3Uniform::get_output_port_type(int p_port) const {
+VisualShaderNodeVec3Parameter::PortType VisualShaderNodeVec3Parameter::get_output_port_type(int p_port) const {
return PORT_TYPE_VECTOR_3D;
}
-String VisualShaderNodeVec3Uniform::get_output_port_name(int p_port) const {
+String VisualShaderNodeVec3Parameter::get_output_port_name(int p_port) const {
return ""; //no output port means the editor will be used as port
}
-void VisualShaderNodeVec3Uniform::set_default_value_enabled(bool p_enabled) {
+void VisualShaderNodeVec3Parameter::set_default_value_enabled(bool p_enabled) {
default_value_enabled = p_enabled;
emit_changed();
}
-bool VisualShaderNodeVec3Uniform::is_default_value_enabled() const {
+bool VisualShaderNodeVec3Parameter::is_default_value_enabled() const {
return default_value_enabled;
}
-void VisualShaderNodeVec3Uniform::set_default_value(const Vector3 &p_value) {
+void VisualShaderNodeVec3Parameter::set_default_value(const Vector3 &p_value) {
default_value = p_value;
emit_changed();
}
-Vector3 VisualShaderNodeVec3Uniform::get_default_value() const {
+Vector3 VisualShaderNodeVec3Parameter::get_default_value() const {
return default_value;
}
-String VisualShaderNodeVec3Uniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
- String code = _get_qual_str() + "uniform vec3 " + get_uniform_name();
+String VisualShaderNodeVec3Parameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
+ String code = _get_qual_str() + "uniform vec3 " + get_parameter_name();
if (default_value_enabled) {
code += vformat(" = vec3(%.6f, %.6f, %.6f)", default_value.x, default_value.y, default_value.z);
}
@@ -5317,39 +5851,39 @@ String VisualShaderNodeVec3Uniform::generate_global(Shader::Mode p_mode, VisualS
return code;
}
-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 " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
+String VisualShaderNodeVec3Parameter::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 " " + p_output_vars[0] + " = " + get_parameter_name() + ";\n";
}
-void VisualShaderNodeVec3Uniform::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeVec3Uniform::set_default_value_enabled);
- ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeVec3Uniform::is_default_value_enabled);
+void VisualShaderNodeVec3Parameter::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeVec3Parameter::set_default_value_enabled);
+ ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeVec3Parameter::is_default_value_enabled);
- ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeVec3Uniform::set_default_value);
- ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeVec3Uniform::get_default_value);
+ ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeVec3Parameter::set_default_value);
+ ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeVec3Parameter::get_default_value);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "default_value"), "set_default_value", "get_default_value");
}
-bool VisualShaderNodeVec3Uniform::is_show_prop_names() const {
+bool VisualShaderNodeVec3Parameter::is_show_prop_names() const {
return true;
}
-bool VisualShaderNodeVec3Uniform::is_use_prop_slots() const {
+bool VisualShaderNodeVec3Parameter::is_use_prop_slots() const {
return true;
}
-bool VisualShaderNodeVec3Uniform::is_qualifier_supported(Qualifier p_qual) const {
+bool VisualShaderNodeVec3Parameter::is_qualifier_supported(Qualifier p_qual) const {
return true; // all qualifiers are supported
}
-bool VisualShaderNodeVec3Uniform::is_convertible_to_constant() const {
+bool VisualShaderNodeVec3Parameter::is_convertible_to_constant() const {
return true; // conversion is allowed
}
-Vector<StringName> VisualShaderNodeVec3Uniform::get_editable_properties() const {
- Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
+Vector<StringName> VisualShaderNodeVec3Parameter::get_editable_properties() const {
+ Vector<StringName> props = VisualShaderNodeParameter::get_editable_properties();
props.push_back("default_value_enabled");
if (default_value_enabled) {
props.push_back("default_value");
@@ -5357,59 +5891,59 @@ Vector<StringName> VisualShaderNodeVec3Uniform::get_editable_properties() const
return props;
}
-VisualShaderNodeVec3Uniform::VisualShaderNodeVec3Uniform() {
+VisualShaderNodeVec3Parameter::VisualShaderNodeVec3Parameter() {
}
-////////////// Vector4 Uniform
+////////////// Vector4 Parameter
-String VisualShaderNodeVec4Uniform::get_caption() const {
- return "Vector4Uniform";
+String VisualShaderNodeVec4Parameter::get_caption() const {
+ return "Vector4Parameter";
}
-int VisualShaderNodeVec4Uniform::get_input_port_count() const {
+int VisualShaderNodeVec4Parameter::get_input_port_count() const {
return 0;
}
-VisualShaderNodeVec4Uniform::PortType VisualShaderNodeVec4Uniform::get_input_port_type(int p_port) const {
+VisualShaderNodeVec4Parameter::PortType VisualShaderNodeVec4Parameter::get_input_port_type(int p_port) const {
return PORT_TYPE_VECTOR_4D;
}
-String VisualShaderNodeVec4Uniform::get_input_port_name(int p_port) const {
+String VisualShaderNodeVec4Parameter::get_input_port_name(int p_port) const {
return String();
}
-int VisualShaderNodeVec4Uniform::get_output_port_count() const {
+int VisualShaderNodeVec4Parameter::get_output_port_count() const {
return 1;
}
-VisualShaderNodeVec4Uniform::PortType VisualShaderNodeVec4Uniform::get_output_port_type(int p_port) const {
+VisualShaderNodeVec4Parameter::PortType VisualShaderNodeVec4Parameter::get_output_port_type(int p_port) const {
return PORT_TYPE_VECTOR_4D;
}
-String VisualShaderNodeVec4Uniform::get_output_port_name(int p_port) const {
+String VisualShaderNodeVec4Parameter::get_output_port_name(int p_port) const {
return ""; // No output port means the editor will be used as port.
}
-void VisualShaderNodeVec4Uniform::set_default_value_enabled(bool p_enabled) {
+void VisualShaderNodeVec4Parameter::set_default_value_enabled(bool p_enabled) {
default_value_enabled = p_enabled;
emit_changed();
}
-bool VisualShaderNodeVec4Uniform::is_default_value_enabled() const {
+bool VisualShaderNodeVec4Parameter::is_default_value_enabled() const {
return default_value_enabled;
}
-void VisualShaderNodeVec4Uniform::set_default_value(const Quaternion &p_value) {
+void VisualShaderNodeVec4Parameter::set_default_value(const Vector4 &p_value) {
default_value = p_value;
emit_changed();
}
-Quaternion VisualShaderNodeVec4Uniform::get_default_value() const {
+Vector4 VisualShaderNodeVec4Parameter::get_default_value() const {
return default_value;
}
-String VisualShaderNodeVec4Uniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
- String code = _get_qual_str() + "uniform vec4 " + get_uniform_name();
+String VisualShaderNodeVec4Parameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
+ String code = _get_qual_str() + "uniform vec4 " + get_parameter_name();
if (default_value_enabled) {
code += vformat(" = vec4(%.6f, %.6f, %.6f, %.6f)", default_value.x, default_value.y, default_value.z, default_value.w);
}
@@ -5417,39 +5951,39 @@ String VisualShaderNodeVec4Uniform::generate_global(Shader::Mode p_mode, VisualS
return code;
}
-String VisualShaderNodeVec4Uniform::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 " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
+String VisualShaderNodeVec4Parameter::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 " " + p_output_vars[0] + " = " + get_parameter_name() + ";\n";
}
-void VisualShaderNodeVec4Uniform::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeVec4Uniform::set_default_value_enabled);
- ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeVec4Uniform::is_default_value_enabled);
+void VisualShaderNodeVec4Parameter::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeVec4Parameter::set_default_value_enabled);
+ ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeVec4Parameter::is_default_value_enabled);
- ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeVec4Uniform::set_default_value);
- ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeVec4Uniform::get_default_value);
+ ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeVec4Parameter::set_default_value);
+ ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeVec4Parameter::get_default_value);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
- ADD_PROPERTY(PropertyInfo(Variant::QUATERNION, "default_value"), "set_default_value", "get_default_value");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR4, "default_value"), "set_default_value", "get_default_value");
}
-bool VisualShaderNodeVec4Uniform::is_show_prop_names() const {
+bool VisualShaderNodeVec4Parameter::is_show_prop_names() const {
return true;
}
-bool VisualShaderNodeVec4Uniform::is_use_prop_slots() const {
+bool VisualShaderNodeVec4Parameter::is_use_prop_slots() const {
return true;
}
-bool VisualShaderNodeVec4Uniform::is_qualifier_supported(Qualifier p_qual) const {
+bool VisualShaderNodeVec4Parameter::is_qualifier_supported(Qualifier p_qual) const {
return true; // All qualifiers are supported.
}
-bool VisualShaderNodeVec4Uniform::is_convertible_to_constant() const {
+bool VisualShaderNodeVec4Parameter::is_convertible_to_constant() const {
return true; // Conversion is allowed.
}
-Vector<StringName> VisualShaderNodeVec4Uniform::get_editable_properties() const {
- Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
+Vector<StringName> VisualShaderNodeVec4Parameter::get_editable_properties() const {
+ Vector<StringName> props = VisualShaderNodeParameter::get_editable_properties();
props.push_back("default_value_enabled");
if (default_value_enabled) {
props.push_back("default_value");
@@ -5457,59 +5991,59 @@ Vector<StringName> VisualShaderNodeVec4Uniform::get_editable_properties() const
return props;
}
-VisualShaderNodeVec4Uniform::VisualShaderNodeVec4Uniform() {
+VisualShaderNodeVec4Parameter::VisualShaderNodeVec4Parameter() {
}
-////////////// Transform Uniform
+////////////// Transform Parameter
-String VisualShaderNodeTransformUniform::get_caption() const {
- return "TransformUniform";
+String VisualShaderNodeTransformParameter::get_caption() const {
+ return "TransformParameter";
}
-int VisualShaderNodeTransformUniform::get_input_port_count() const {
+int VisualShaderNodeTransformParameter::get_input_port_count() const {
return 0;
}
-VisualShaderNodeTransformUniform::PortType VisualShaderNodeTransformUniform::get_input_port_type(int p_port) const {
+VisualShaderNodeTransformParameter::PortType VisualShaderNodeTransformParameter::get_input_port_type(int p_port) const {
return PORT_TYPE_VECTOR_3D;
}
-String VisualShaderNodeTransformUniform::get_input_port_name(int p_port) const {
+String VisualShaderNodeTransformParameter::get_input_port_name(int p_port) const {
return String();
}
-int VisualShaderNodeTransformUniform::get_output_port_count() const {
+int VisualShaderNodeTransformParameter::get_output_port_count() const {
return 1;
}
-VisualShaderNodeTransformUniform::PortType VisualShaderNodeTransformUniform::get_output_port_type(int p_port) const {
+VisualShaderNodeTransformParameter::PortType VisualShaderNodeTransformParameter::get_output_port_type(int p_port) const {
return PORT_TYPE_TRANSFORM;
}
-String VisualShaderNodeTransformUniform::get_output_port_name(int p_port) const {
+String VisualShaderNodeTransformParameter::get_output_port_name(int p_port) const {
return ""; //no output port means the editor will be used as port
}
-void VisualShaderNodeTransformUniform::set_default_value_enabled(bool p_enabled) {
+void VisualShaderNodeTransformParameter::set_default_value_enabled(bool p_enabled) {
default_value_enabled = p_enabled;
emit_changed();
}
-bool VisualShaderNodeTransformUniform::is_default_value_enabled() const {
+bool VisualShaderNodeTransformParameter::is_default_value_enabled() const {
return default_value_enabled;
}
-void VisualShaderNodeTransformUniform::set_default_value(const Transform3D &p_value) {
+void VisualShaderNodeTransformParameter::set_default_value(const Transform3D &p_value) {
default_value = p_value;
emit_changed();
}
-Transform3D VisualShaderNodeTransformUniform::get_default_value() const {
+Transform3D VisualShaderNodeTransformParameter::get_default_value() const {
return default_value;
}
-String VisualShaderNodeTransformUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
- String code = _get_qual_str() + "uniform mat4 " + get_uniform_name();
+String VisualShaderNodeTransformParameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
+ String code = _get_qual_str() + "uniform mat4 " + get_parameter_name();
if (default_value_enabled) {
Vector3 row0 = default_value.basis.rows[0];
Vector3 row1 = default_value.basis.rows[1];
@@ -5521,42 +6055,42 @@ String VisualShaderNodeTransformUniform::generate_global(Shader::Mode p_mode, Vi
return code;
}
-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 " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
+String VisualShaderNodeTransformParameter::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 " " + p_output_vars[0] + " = " + get_parameter_name() + ";\n";
}
-void VisualShaderNodeTransformUniform::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeTransformUniform::set_default_value_enabled);
- ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeTransformUniform::is_default_value_enabled);
+void VisualShaderNodeTransformParameter::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeTransformParameter::set_default_value_enabled);
+ ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeTransformParameter::is_default_value_enabled);
- ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeTransformUniform::set_default_value);
- ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeTransformUniform::get_default_value);
+ ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeTransformParameter::set_default_value);
+ ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeTransformParameter::get_default_value);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "default_value"), "set_default_value", "get_default_value");
}
-bool VisualShaderNodeTransformUniform::is_show_prop_names() const {
+bool VisualShaderNodeTransformParameter::is_show_prop_names() const {
return true;
}
-bool VisualShaderNodeTransformUniform::is_use_prop_slots() const {
+bool VisualShaderNodeTransformParameter::is_use_prop_slots() const {
return true;
}
-bool VisualShaderNodeTransformUniform::is_qualifier_supported(Qualifier p_qual) const {
+bool VisualShaderNodeTransformParameter::is_qualifier_supported(Qualifier p_qual) const {
if (p_qual == Qualifier::QUAL_INSTANCE) {
return false;
}
return true;
}
-bool VisualShaderNodeTransformUniform::is_convertible_to_constant() const {
+bool VisualShaderNodeTransformParameter::is_convertible_to_constant() const {
return true; // conversion is allowed
}
-Vector<StringName> VisualShaderNodeTransformUniform::get_editable_properties() const {
- Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
+Vector<StringName> VisualShaderNodeTransformParameter::get_editable_properties() const {
+ Vector<StringName> props = VisualShaderNodeParameter::get_editable_properties();
props.push_back("default_value_enabled");
if (default_value_enabled) {
props.push_back("default_value");
@@ -5564,12 +6098,12 @@ Vector<StringName> VisualShaderNodeTransformUniform::get_editable_properties() c
return props;
}
-VisualShaderNodeTransformUniform::VisualShaderNodeTransformUniform() {
+VisualShaderNodeTransformParameter::VisualShaderNodeTransformParameter() {
}
//////////////
-String get_sampler_hint(VisualShaderNodeTextureUniform::TextureType p_texture_type, VisualShaderNodeTextureUniform::ColorDefault p_color_default, VisualShaderNodeTextureUniform::TextureFilter p_texture_filter, VisualShaderNodeTextureUniform::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;
@@ -5578,21 +6112,25 @@ String get_sampler_hint(VisualShaderNodeTextureUniform::TextureType p_texture_ty
String type_code;
switch (p_texture_type) {
- case VisualShaderNodeTextureUniform::TYPE_DATA:
- if (p_color_default == VisualShaderNodeTextureUniform::COLOR_DEFAULT_BLACK) {
+ case VisualShaderNodeTextureParameter::TYPE_DATA:
+ if (p_color_default == VisualShaderNodeTextureParameter::COLOR_DEFAULT_BLACK) {
type_code = "hint_default_black";
+ } else if (p_color_default == VisualShaderNodeTextureParameter::COLOR_DEFAULT_TRANSPARENT) {
+ type_code = "hint_default_transparent";
}
break;
- case VisualShaderNodeTextureUniform::TYPE_COLOR:
+ case VisualShaderNodeTextureParameter::TYPE_COLOR:
type_code = "source_color";
- if (p_color_default == VisualShaderNodeTextureUniform::COLOR_DEFAULT_BLACK) {
+ if (p_color_default == VisualShaderNodeTextureParameter::COLOR_DEFAULT_BLACK) {
type_code += ", hint_default_black";
+ } else if (p_color_default == VisualShaderNodeTextureParameter::COLOR_DEFAULT_TRANSPARENT) {
+ type_code += ", hint_default_transparent";
}
break;
- case VisualShaderNodeTextureUniform::TYPE_NORMAL_MAP:
+ case VisualShaderNodeTextureParameter::TYPE_NORMAL_MAP:
type_code = "hint_normal";
break;
- case VisualShaderNodeTextureUniform::TYPE_ANISOTROPY:
+ case VisualShaderNodeTextureParameter::TYPE_ANISOTROPY:
type_code = "hint_anisotropy";
break;
default:
@@ -5610,22 +6148,22 @@ String get_sampler_hint(VisualShaderNodeTextureUniform::TextureType p_texture_ty
String filter_code;
switch (p_texture_filter) {
- case VisualShaderNodeTextureUniform::FILTER_NEAREST:
+ case VisualShaderNodeTextureParameter::FILTER_NEAREST:
filter_code = "filter_nearest";
break;
- case VisualShaderNodeTextureUniform::FILTER_LINEAR:
+ case VisualShaderNodeTextureParameter::FILTER_LINEAR:
filter_code = "filter_linear";
break;
- case VisualShaderNodeTextureUniform::FILTER_NEAREST_MIPMAP:
+ case VisualShaderNodeTextureParameter::FILTER_NEAREST_MIPMAP:
filter_code = "filter_nearest_mipmap";
break;
- case VisualShaderNodeTextureUniform::FILTER_LINEAR_MIPMAP:
+ case VisualShaderNodeTextureParameter::FILTER_LINEAR_MIPMAP:
filter_code = "filter_linear_mipmap";
break;
- case VisualShaderNodeTextureUniform::FILTER_NEAREST_MIPMAP_ANISOTROPIC:
+ case VisualShaderNodeTextureParameter::FILTER_NEAREST_MIPMAP_ANISOTROPIC:
filter_code = "filter_nearest_mipmap_anisotropic";
break;
- case VisualShaderNodeTextureUniform::FILTER_LINEAR_MIPMAP_ANISOTROPIC:
+ case VisualShaderNodeTextureParameter::FILTER_LINEAR_MIPMAP_ANISOTROPIC:
filter_code = "filter_linear_mipmap_anisotropic";
break;
default:
@@ -5648,10 +6186,10 @@ String get_sampler_hint(VisualShaderNodeTextureUniform::TextureType p_texture_ty
String repeat_code;
switch (p_texture_repeat) {
- case VisualShaderNodeTextureUniform::REPEAT_ENABLED:
+ case VisualShaderNodeTextureParameter::REPEAT_ENABLED:
repeat_code = "repeat_enable";
break;
- case VisualShaderNodeTextureUniform::REPEAT_DISABLED:
+ case VisualShaderNodeTextureParameter::REPEAT_DISABLED:
repeat_code = "repeat_disable";
break;
default:
@@ -5668,32 +6206,55 @@ String get_sampler_hint(VisualShaderNodeTextureUniform::TextureType p_texture_ty
}
}
- return code;
-}
+ {
+ 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;
+ }
-////////////// Texture Uniform
+ if (!source_code.is_empty()) {
+ if (!has_colon) {
+ code += " : ";
+ } else {
+ code += ", ";
+ }
+ code += source_code;
+ }
+ }
-String VisualShaderNodeTextureUniform::get_caption() const {
- return "TextureUniform";
+ return code;
}
-int VisualShaderNodeTextureUniform::get_input_port_count() const {
+////////////// Texture Parameter
+
+int VisualShaderNodeTextureParameter::get_input_port_count() const {
return 0;
}
-VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_input_port_type(int p_port) const {
+VisualShaderNodeTextureParameter::PortType VisualShaderNodeTextureParameter::get_input_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
-String VisualShaderNodeTextureUniform::get_input_port_name(int p_port) const {
+String VisualShaderNodeTextureParameter::get_input_port_name(int p_port) const {
return "";
}
-int VisualShaderNodeTextureUniform::get_output_port_count() const {
+int VisualShaderNodeTextureParameter::get_output_port_count() const {
return 1;
}
-VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_output_port_type(int p_port) const {
+VisualShaderNodeTextureParameter::PortType VisualShaderNodeTextureParameter::get_output_port_type(int p_port) const {
switch (p_port) {
case 0:
return PORT_TYPE_SAMPLER;
@@ -5702,27 +6263,11 @@ VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_out
}
}
-String VisualShaderNodeTextureUniform::get_output_port_name(int p_port) const {
- switch (p_port) {
- case 0:
- return "sampler2D";
- default:
- return "";
- }
-}
-
-String VisualShaderNodeTextureUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
- String code = _get_qual_str() + "uniform sampler2D " + get_uniform_name();
- code += get_sampler_hint(texture_type, color_default, texture_filter, texture_repeat);
- code += ";\n";
- return code;
-}
-
-String VisualShaderNodeTextureUniform::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 VisualShaderNodeTextureParameter::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 "";
}
-void VisualShaderNodeTextureUniform::set_texture_type(TextureType p_texture_type) {
+void VisualShaderNodeTextureParameter::set_texture_type(TextureType p_texture_type) {
ERR_FAIL_INDEX(int(p_texture_type), int(TYPE_MAX));
if (texture_type == p_texture_type) {
return;
@@ -5731,11 +6276,11 @@ void VisualShaderNodeTextureUniform::set_texture_type(TextureType p_texture_type
emit_changed();
}
-VisualShaderNodeTextureUniform::TextureType VisualShaderNodeTextureUniform::get_texture_type() const {
+VisualShaderNodeTextureParameter::TextureType VisualShaderNodeTextureParameter::get_texture_type() const {
return texture_type;
}
-void VisualShaderNodeTextureUniform::set_color_default(ColorDefault p_color_default) {
+void VisualShaderNodeTextureParameter::set_color_default(ColorDefault p_color_default) {
ERR_FAIL_INDEX(int(p_color_default), int(COLOR_DEFAULT_MAX));
if (color_default == p_color_default) {
return;
@@ -5744,11 +6289,11 @@ void VisualShaderNodeTextureUniform::set_color_default(ColorDefault p_color_defa
emit_changed();
}
-VisualShaderNodeTextureUniform::ColorDefault VisualShaderNodeTextureUniform::get_color_default() const {
+VisualShaderNodeTextureParameter::ColorDefault VisualShaderNodeTextureParameter::get_color_default() const {
return color_default;
}
-void VisualShaderNodeTextureUniform::set_texture_filter(TextureFilter p_filter) {
+void VisualShaderNodeTextureParameter::set_texture_filter(TextureFilter p_filter) {
ERR_FAIL_INDEX(int(p_filter), int(FILTER_MAX));
if (texture_filter == p_filter) {
return;
@@ -5757,11 +6302,11 @@ void VisualShaderNodeTextureUniform::set_texture_filter(TextureFilter p_filter)
emit_changed();
}
-VisualShaderNodeTextureUniform::TextureFilter VisualShaderNodeTextureUniform::get_texture_filter() const {
+VisualShaderNodeTextureParameter::TextureFilter VisualShaderNodeTextureParameter::get_texture_filter() const {
return texture_filter;
}
-void VisualShaderNodeTextureUniform::set_texture_repeat(TextureRepeat p_repeat) {
+void VisualShaderNodeTextureParameter::set_texture_repeat(TextureRepeat p_repeat) {
ERR_FAIL_INDEX(int(p_repeat), int(REPEAT_MAX));
if (texture_repeat == p_repeat) {
return;
@@ -5770,51 +6315,70 @@ void VisualShaderNodeTextureUniform::set_texture_repeat(TextureRepeat p_repeat)
emit_changed();
}
-VisualShaderNodeTextureUniform::TextureRepeat VisualShaderNodeTextureUniform::get_texture_repeat() const {
+VisualShaderNodeTextureParameter::TextureRepeat VisualShaderNodeTextureParameter::get_texture_repeat() const {
return texture_repeat;
}
-Vector<StringName> VisualShaderNodeTextureUniform::get_editable_properties() const {
- Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
+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");
if (texture_type == TYPE_DATA || texture_type == TYPE_COLOR) {
props.push_back("color_default");
}
props.push_back("texture_filter");
props.push_back("texture_repeat");
+ props.push_back("texture_source");
return props;
}
-bool VisualShaderNodeTextureUniform::is_show_prop_names() const {
+bool VisualShaderNodeTextureParameter::is_show_prop_names() const {
return true;
}
-HashMap<StringName, String> VisualShaderNodeTextureUniform::get_editable_properties_names() const {
+HashMap<StringName, String> VisualShaderNodeTextureParameter::get_editable_properties_names() const {
HashMap<StringName, String> names;
names.insert("texture_type", RTR("Type"));
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;
}
-void VisualShaderNodeTextureUniform::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_texture_type", "type"), &VisualShaderNodeTextureUniform::set_texture_type);
- ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeTextureUniform::get_texture_type);
+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"), &VisualShaderNodeTextureUniform::set_color_default);
- ClassDB::bind_method(D_METHOD("get_color_default"), &VisualShaderNodeTextureUniform::get_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"), &VisualShaderNodeTextureUniform::set_texture_filter);
- ClassDB::bind_method(D_METHOD("get_texture_filter"), &VisualShaderNodeTextureUniform::get_texture_filter);
+ 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"), &VisualShaderNodeTextureUniform::set_texture_repeat);
- ClassDB::bind_method(D_METHOD("get_texture_repeat"), &VisualShaderNodeTextureUniform::get_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"), "set_color_default", "get_color_default");
+ 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);
@@ -5824,6 +6388,7 @@ void VisualShaderNodeTextureUniform::_bind_methods() {
BIND_ENUM_CONSTANT(COLOR_DEFAULT_WHITE);
BIND_ENUM_CONSTANT(COLOR_DEFAULT_BLACK);
+ BIND_ENUM_CONSTANT(COLOR_DEFAULT_TRANSPARENT);
BIND_ENUM_CONSTANT(COLOR_DEFAULT_MAX);
BIND_ENUM_CONSTANT(FILTER_DEFAULT);
@@ -5839,9 +6404,15 @@ void VisualShaderNodeTextureUniform::_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 VisualShaderNodeTextureUniform::is_qualifier_supported(Qualifier p_qual) const {
+bool VisualShaderNodeTextureParameter::is_qualifier_supported(Qualifier p_qual) const {
switch (p_qual) {
case Qualifier::QUAL_NONE:
return true;
@@ -5855,31 +6426,56 @@ bool VisualShaderNodeTextureUniform::is_qualifier_supported(Qualifier p_qual) co
return false;
}
-bool VisualShaderNodeTextureUniform::is_convertible_to_constant() const {
+bool VisualShaderNodeTextureParameter::is_convertible_to_constant() const {
return false; // conversion is not allowed
}
-VisualShaderNodeTextureUniform::VisualShaderNodeTextureUniform() {
+VisualShaderNodeTextureParameter::VisualShaderNodeTextureParameter() {
}
-////////////// Texture Uniform (Triplanar)
+////////////// Texture2D Parameter
-String VisualShaderNodeTextureUniformTriplanar::get_caption() const {
- return "TextureUniformTriplanar";
+String VisualShaderNodeTexture2DParameter::get_caption() const {
+ return "Texture2DParameter";
}
-int VisualShaderNodeTextureUniformTriplanar::get_input_port_count() const {
+String VisualShaderNodeTexture2DParameter::get_output_port_name(int p_port) const {
+ switch (p_port) {
+ case 0:
+ return "sampler2D";
+ default:
+ return "";
+ }
+}
+
+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, texture_source);
+ code += ";\n";
+ return code;
+}
+
+VisualShaderNodeTexture2DParameter::VisualShaderNodeTexture2DParameter() {
+}
+
+////////////// Texture Parameter (Triplanar)
+
+String VisualShaderNodeTextureParameterTriplanar::get_caption() const {
+ return "TextureParameterTriplanar";
+}
+
+int VisualShaderNodeTextureParameterTriplanar::get_input_port_count() const {
return 2;
}
-VisualShaderNodeTextureUniformTriplanar::PortType VisualShaderNodeTextureUniformTriplanar::get_input_port_type(int p_port) const {
+VisualShaderNodeTextureParameterTriplanar::PortType VisualShaderNodeTextureParameterTriplanar::get_input_port_type(int p_port) const {
if (p_port == 0 || p_port == 1) {
return PORT_TYPE_VECTOR_3D;
}
return PORT_TYPE_SCALAR;
}
-String VisualShaderNodeTextureUniformTriplanar::get_input_port_name(int p_port) const {
+String VisualShaderNodeTextureParameterTriplanar::get_input_port_name(int p_port) const {
if (p_port == 0) {
return "weights";
} else if (p_port == 1) {
@@ -5888,11 +6484,11 @@ String VisualShaderNodeTextureUniformTriplanar::get_input_port_name(int p_port)
return "";
}
-int VisualShaderNodeTextureUniformTriplanar::get_output_port_count() const {
+int VisualShaderNodeTextureParameterTriplanar::get_output_port_count() const {
return 2;
}
-VisualShaderNodeTextureUniformTriplanar::PortType VisualShaderNodeTextureUniformTriplanar::get_output_port_type(int p_port) const {
+VisualShaderNodeTextureParameterTriplanar::PortType VisualShaderNodeTextureParameterTriplanar::get_output_port_type(int p_port) const {
switch (p_port) {
case 0:
return PORT_TYPE_VECTOR_4D;
@@ -5903,7 +6499,7 @@ VisualShaderNodeTextureUniformTriplanar::PortType VisualShaderNodeTextureUniform
}
}
-String VisualShaderNodeTextureUniformTriplanar::get_output_port_name(int p_port) const {
+String VisualShaderNodeTextureParameterTriplanar::get_output_port_name(int p_port) const {
switch (p_port) {
case 0:
return "color";
@@ -5914,7 +6510,7 @@ String VisualShaderNodeTextureUniformTriplanar::get_output_port_name(int p_port)
}
}
-String VisualShaderNodeTextureUniformTriplanar::generate_global_per_node(Shader::Mode p_mode, int p_id) const {
+String VisualShaderNodeTextureParameterTriplanar::generate_global_per_node(Shader::Mode p_mode, int p_id) const {
String code;
code += "// " + get_caption() + "\n";
@@ -5936,7 +6532,7 @@ String VisualShaderNodeTextureUniformTriplanar::generate_global_per_node(Shader:
return code;
}
-String VisualShaderNodeTextureUniformTriplanar::generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
+String VisualShaderNodeTextureParameterTriplanar::generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
String code;
if (p_type == VisualShader::TYPE_VERTEX) {
@@ -5952,8 +6548,15 @@ String VisualShaderNodeTextureUniformTriplanar::generate_global_per_func(Shader:
return code;
}
-String VisualShaderNodeTextureUniformTriplanar::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 id = get_uniform_name();
+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, texture_source);
+ code += ";\n";
+ return code;
+}
+
+String VisualShaderNodeTextureParameterTriplanar::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 id = get_parameter_name();
String code;
if (p_input_vars[0].is_empty() && p_input_vars[1].is_empty()) {
@@ -5969,7 +6572,7 @@ String VisualShaderNodeTextureUniformTriplanar::generate_code(Shader::Mode p_mod
return code;
}
-bool VisualShaderNodeTextureUniformTriplanar::is_input_port_default(int p_port, Shader::Mode p_mode) const {
+bool VisualShaderNodeTextureParameterTriplanar::is_input_port_default(int p_port, Shader::Mode p_mode) const {
if (p_port == 0) {
return true;
} else if (p_port == 1) {
@@ -5978,79 +6581,67 @@ bool VisualShaderNodeTextureUniformTriplanar::is_input_port_default(int p_port,
return false;
}
-VisualShaderNodeTextureUniformTriplanar::VisualShaderNodeTextureUniformTriplanar() {
+VisualShaderNodeTextureParameterTriplanar::VisualShaderNodeTextureParameterTriplanar() {
}
-////////////// Texture2DArray Uniform
+////////////// Texture2DArray Parameter
-String VisualShaderNodeTexture2DArrayUniform::get_caption() const {
- return "Texture2DArrayUniform";
+String VisualShaderNodeTexture2DArrayParameter::get_caption() const {
+ return "Texture2DArrayParameter";
}
-String VisualShaderNodeTexture2DArrayUniform::get_output_port_name(int p_port) const {
+String VisualShaderNodeTexture2DArrayParameter::get_output_port_name(int p_port) const {
return "sampler2DArray";
}
-String VisualShaderNodeTexture2DArrayUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
- String code = _get_qual_str() + "uniform sampler2DArray " + get_uniform_name();
- code += get_sampler_hint(texture_type, color_default, texture_filter, texture_repeat);
+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, texture_source);
code += ";\n";
return code;
}
-String VisualShaderNodeTexture2DArrayUniform::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 String();
+VisualShaderNodeTexture2DArrayParameter::VisualShaderNodeTexture2DArrayParameter() {
}
-VisualShaderNodeTexture2DArrayUniform::VisualShaderNodeTexture2DArrayUniform() {
-}
-
-////////////// Texture3D Uniform
+////////////// Texture3D Parameter
-String VisualShaderNodeTexture3DUniform::get_caption() const {
- return "Texture3DUniform";
+String VisualShaderNodeTexture3DParameter::get_caption() const {
+ return "Texture3DParameter";
}
-String VisualShaderNodeTexture3DUniform::get_output_port_name(int p_port) const {
+String VisualShaderNodeTexture3DParameter::get_output_port_name(int p_port) const {
return "sampler3D";
}
-String VisualShaderNodeTexture3DUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
- String code = _get_qual_str() + "uniform sampler3D " + get_uniform_name();
- code += get_sampler_hint(texture_type, color_default, texture_filter, texture_repeat);
+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, texture_source);
code += ";\n";
return code;
}
-String VisualShaderNodeTexture3DUniform::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 String();
-}
-
-VisualShaderNodeTexture3DUniform::VisualShaderNodeTexture3DUniform() {
+VisualShaderNodeTexture3DParameter::VisualShaderNodeTexture3DParameter() {
}
-////////////// Cubemap Uniform
+////////////// Cubemap Parameter
-String VisualShaderNodeCubemapUniform::get_caption() const {
- return "CubemapUniform";
+String VisualShaderNodeCubemapParameter::get_caption() const {
+ return "CubemapParameter";
}
-String VisualShaderNodeCubemapUniform::get_output_port_name(int p_port) const {
+String VisualShaderNodeCubemapParameter::get_output_port_name(int p_port) const {
return "samplerCube";
}
-String VisualShaderNodeCubemapUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
- String code = _get_qual_str() + "uniform samplerCube " + get_uniform_name();
- code += get_sampler_hint(texture_type, color_default, texture_filter, texture_repeat);
+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, texture_source);
code += ";\n";
return code;
}
-String VisualShaderNodeCubemapUniform::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 String();
-}
-
-VisualShaderNodeCubemapUniform::VisualShaderNodeCubemapUniform() {
+VisualShaderNodeCubemapParameter::VisualShaderNodeCubemapParameter() {
}
////////////// If
@@ -6146,6 +6737,8 @@ VisualShaderNodeSwitch::PortType VisualShaderNodeSwitch::get_input_port_type(int
switch (op_type) {
case OP_TYPE_INT:
return PORT_TYPE_SCALAR_INT;
+ case OP_TYPE_UINT:
+ return PORT_TYPE_SCALAR_UINT;
case OP_TYPE_VECTOR_2D:
return PORT_TYPE_VECTOR_2D;
case OP_TYPE_VECTOR_3D:
@@ -6184,6 +6777,8 @@ VisualShaderNodeSwitch::PortType VisualShaderNodeSwitch::get_output_port_type(in
switch (op_type) {
case OP_TYPE_INT:
return PORT_TYPE_SCALAR_INT;
+ case OP_TYPE_UINT:
+ return PORT_TYPE_SCALAR_UINT;
case OP_TYPE_VECTOR_2D:
return PORT_TYPE_VECTOR_2D;
case OP_TYPE_VECTOR_3D:
@@ -6214,6 +6809,7 @@ void VisualShaderNodeSwitch::set_op_type(OpType p_op_type) {
set_input_port_default_value(1, 1.0, get_input_port_default_value(1));
set_input_port_default_value(2, 0.0, get_input_port_default_value(2));
break;
+ case OP_TYPE_UINT:
case OP_TYPE_INT:
set_input_port_default_value(1, 1, get_input_port_default_value(1));
set_input_port_default_value(2, 0, get_input_port_default_value(2));
@@ -6259,10 +6855,11 @@ void VisualShaderNodeSwitch::_bind_methods() { // static
ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeSwitch::set_op_type);
ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeSwitch::get_op_type);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Float,Int,Vector2,Vector3,Vector4,Boolean,Transform"), "set_op_type", "get_op_type");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Float,Int,UInt,Vector2,Vector3,Vector4,Boolean,Transform"), "set_op_type", "get_op_type");
BIND_ENUM_CONSTANT(OP_TYPE_FLOAT);
BIND_ENUM_CONSTANT(OP_TYPE_INT);
+ BIND_ENUM_CONSTANT(OP_TYPE_UINT);
BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
@@ -6495,6 +7092,8 @@ VisualShaderNodeCompare::PortType VisualShaderNodeCompare::get_input_port_type(i
return PORT_TYPE_SCALAR;
case CTYPE_SCALAR_INT:
return PORT_TYPE_SCALAR_INT;
+ case CTYPE_SCALAR_UINT:
+ return PORT_TYPE_SCALAR_UINT;
case CTYPE_VECTOR_2D:
return PORT_TYPE_VECTOR_2D;
case CTYPE_VECTOR_3D:
@@ -6580,6 +7179,7 @@ String VisualShaderNodeCompare::generate_code(Shader::Mode p_mode, VisualShader:
code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", operators[func]) + ";\n";
}
} break;
+ case CTYPE_SCALAR_UINT:
case CTYPE_SCALAR_INT: {
code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", operators[func]) + ";\n";
} break;
@@ -6630,6 +7230,7 @@ void VisualShaderNodeCompare::set_comparison_type(ComparisonType p_comparison_ty
set_input_port_default_value(1, 0.0, get_input_port_default_value(1));
simple_decl = true;
break;
+ case CTYPE_SCALAR_UINT:
case CTYPE_SCALAR_INT:
set_input_port_default_value(0, 0, get_input_port_default_value(0));
set_input_port_default_value(1, 0, get_input_port_default_value(1));
@@ -6717,12 +7318,13 @@ void VisualShaderNodeCompare::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_condition", "condition"), &VisualShaderNodeCompare::set_condition);
ClassDB::bind_method(D_METHOD("get_condition"), &VisualShaderNodeCompare::get_condition);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "type", PROPERTY_HINT_ENUM, "Float,Int,Vector2,Vector3,Vector4,Boolean,Transform"), "set_comparison_type", "get_comparison_type");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "type", PROPERTY_HINT_ENUM, "Float,Int,UInt,Vector2,Vector3,Vector4,Boolean,Transform"), "set_comparison_type", "get_comparison_type");
ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "a == b,a != b,a > b,a >= b,a < b,a <= b"), "set_function", "get_function");
ADD_PROPERTY(PropertyInfo(Variant::INT, "condition", PROPERTY_HINT_ENUM, "All,Any"), "set_condition", "get_condition");
BIND_ENUM_CONSTANT(CTYPE_SCALAR);
BIND_ENUM_CONSTANT(CTYPE_SCALAR_INT);
+ BIND_ENUM_CONSTANT(CTYPE_SCALAR_UINT);
BIND_ENUM_CONSTANT(CTYPE_VECTOR_2D);
BIND_ENUM_CONSTANT(CTYPE_VECTOR_3D);
BIND_ENUM_CONSTANT(CTYPE_VECTOR_4D);
@@ -6818,23 +7420,23 @@ void VisualShaderNodeMultiplyAdd::set_op_type(OpType p_op_type) {
switch (p_op_type) {
case OP_TYPE_SCALAR: {
set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
- set_input_port_default_value(1, 0.0, get_input_port_default_value(1));
+ set_input_port_default_value(1, 1.0, get_input_port_default_value(1));
set_input_port_default_value(2, 0.0, get_input_port_default_value(2));
} break;
case OP_TYPE_VECTOR_2D: {
set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
- set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
+ set_input_port_default_value(1, Vector2(1.0, 1.0), get_input_port_default_value(1));
set_input_port_default_value(2, Vector2(), get_input_port_default_value(2));
} break;
case OP_TYPE_VECTOR_3D: {
set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
- set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
+ set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0), get_input_port_default_value(1));
set_input_port_default_value(2, Vector3(), get_input_port_default_value(2));
} break;
case OP_TYPE_VECTOR_4D: {
- set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
- set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
- set_input_port_default_value(2, Quaternion(), get_input_port_default_value(2));
+ set_input_port_default_value(0, Vector4(), get_input_port_default_value(0));
+ set_input_port_default_value(1, Vector4(1.0, 1.0, 1.0, 1.0), get_input_port_default_value(1));
+ set_input_port_default_value(2, Vector4(), get_input_port_default_value(2));
} break;
default:
break;
@@ -6868,7 +7470,7 @@ void VisualShaderNodeMultiplyAdd::_bind_methods() {
VisualShaderNodeMultiplyAdd::VisualShaderNodeMultiplyAdd() {
set_input_port_default_value(0, 0.0);
- set_input_port_default_value(1, 0.0);
+ set_input_port_default_value(1, 1.0);
set_input_port_default_value(2, 0.0);
}
@@ -6998,3 +7600,282 @@ void VisualShaderNodeBillboard::_bind_methods() {
VisualShaderNodeBillboard::VisualShaderNodeBillboard() {
simple_decl = false;
}
+
+////////////// DistanceFade
+
+String VisualShaderNodeDistanceFade::get_caption() const {
+ return "DistanceFade";
+}
+
+int VisualShaderNodeDistanceFade::get_input_port_count() const {
+ return 2;
+}
+
+VisualShaderNodeDistanceFade::PortType VisualShaderNodeDistanceFade::get_input_port_type(int p_port) const {
+ switch (p_port) {
+ case 0:
+ return PORT_TYPE_SCALAR;
+ case 1:
+ return PORT_TYPE_SCALAR;
+ }
+
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeDistanceFade::get_input_port_name(int p_port) const {
+ switch (p_port) {
+ case 0:
+ return "min";
+ case 1:
+ return "max";
+ }
+
+ return "";
+}
+
+int VisualShaderNodeDistanceFade::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeDistanceFade::PortType VisualShaderNodeDistanceFade::get_output_port_type(int p_port) const {
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeDistanceFade::get_output_port_name(int p_port) const {
+ return "amount";
+}
+
+bool VisualShaderNodeDistanceFade::has_output_port_preview(int p_port) const {
+ return false;
+}
+
+String VisualShaderNodeDistanceFade::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 += vformat(" %s = clamp(smoothstep(%s, %s,-VERTEX.z),0.0,1.0);\n", p_output_vars[0], p_input_vars[0], p_input_vars[1]);
+ return code;
+}
+
+VisualShaderNodeDistanceFade::VisualShaderNodeDistanceFade() {
+ set_input_port_default_value(0, 0.0);
+ set_input_port_default_value(1, 10.0);
+}
+
+////////////// ProximityFade
+
+String VisualShaderNodeProximityFade::get_caption() const {
+ return "ProximityFade";
+}
+
+int VisualShaderNodeProximityFade::get_input_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeProximityFade::PortType VisualShaderNodeProximityFade::get_input_port_type(int p_port) const {
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeProximityFade::get_input_port_name(int p_port) const {
+ return "distance";
+}
+
+int VisualShaderNodeProximityFade::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeProximityFade::PortType VisualShaderNodeProximityFade::get_output_port_type(int p_port) const {
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeProximityFade::get_output_port_name(int p_port) const {
+ return "fade";
+}
+
+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";
+
+ 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 {
+ code += " vec4 __depth_world_pos = INV_PROJECTION_MATRIX * vec4(vec3(SCREEN_UV, __depth_tex) * 2.0 - 1.0, 1.0);\n";
+ }
+ code += " __depth_world_pos.xyz /= __depth_world_pos.w;\n";
+ code += vformat(" %s = clamp(1.0 - smoothstep(__depth_world_pos.z + %s, __depth_world_pos.z, VERTEX.z), 0.0, 1.0);\n", p_output_vars[0], p_input_vars[0]);
+
+ code += " }\n";
+ return code;
+}
+
+VisualShaderNodeProximityFade::VisualShaderNodeProximityFade() {
+ set_input_port_default_value(0, 1.0);
+
+ simple_decl = false;
+}
+
+////////////// Random Range
+
+String VisualShaderNodeRandomRange::get_caption() const {
+ return "RandomRange";
+}
+
+int VisualShaderNodeRandomRange::get_input_port_count() const {
+ return 3;
+}
+
+VisualShaderNodeRandomRange::PortType VisualShaderNodeRandomRange::get_input_port_type(int p_port) const {
+ switch (p_port) {
+ case 0:
+ return PORT_TYPE_VECTOR_3D;
+ case 1:
+ return PORT_TYPE_SCALAR;
+ case 2:
+ return PORT_TYPE_SCALAR;
+ default:
+ break;
+ }
+
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeRandomRange::get_input_port_name(int p_port) const {
+ switch (p_port) {
+ case 0:
+ return "seed";
+ case 1:
+ return "min";
+ case 2:
+ return "max";
+ default:
+ break;
+ }
+
+ return "";
+}
+
+int VisualShaderNodeRandomRange::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeRandomRange::PortType VisualShaderNodeRandomRange::get_output_port_type(int p_port) const {
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeRandomRange::get_output_port_name(int p_port) const {
+ return "value";
+}
+
+String VisualShaderNodeRandomRange::generate_global_per_node(Shader::Mode p_mode, int p_id) const {
+ String code;
+
+ code += "\n\n";
+ code += "// 3D Noise with friendly permission by Inigo Quilez\n";
+ code += "vec3 hash_noise_range( vec3 p ) {\n";
+ code += " p *= mat3(vec3(127.1, 311.7, -53.7), vec3(269.5, 183.3, 77.1), vec3(-301.7, 27.3, 215.3));\n";
+ code += " return 2.0 * fract(fract(p)*4375.55) -1.;\n";
+ code += "}\n";
+ code += "\n";
+
+ return code;
+}
+
+String VisualShaderNodeRandomRange::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 += vformat(" %s = mix(%s, %s, hash_noise_range(%s).x);\n", p_output_vars[0], p_input_vars[1], p_input_vars[2], p_input_vars[0]);
+
+ return code;
+}
+
+VisualShaderNodeRandomRange::VisualShaderNodeRandomRange() {
+ set_input_port_default_value(0, Vector3(1.0, 1.0, 1.0));
+ set_input_port_default_value(1, 0.0);
+ set_input_port_default_value(2, 1.0);
+}
+
+////////////// Remap
+
+String VisualShaderNodeRemap::get_caption() const {
+ return "Remap";
+}
+
+int VisualShaderNodeRemap::get_input_port_count() const {
+ return 5;
+}
+
+VisualShaderNodeRemap::PortType VisualShaderNodeRemap::get_input_port_type(int p_port) const {
+ switch (p_port) {
+ case 0:
+ return PORT_TYPE_SCALAR;
+ case 1:
+ return PORT_TYPE_SCALAR;
+ case 2:
+ return PORT_TYPE_SCALAR;
+ case 3:
+ return PORT_TYPE_SCALAR;
+ case 4:
+ return PORT_TYPE_SCALAR;
+ default:
+ break;
+ }
+
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeRemap::get_input_port_name(int p_port) const {
+ switch (p_port) {
+ case 0:
+ return "value";
+ case 1:
+ return "input min";
+ case 2:
+ return "input max";
+ case 3:
+ return "output min";
+ case 4:
+ return "output max";
+ default:
+ break;
+ }
+
+ return "";
+}
+
+int VisualShaderNodeRemap::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeRemap::PortType VisualShaderNodeRemap::get_output_port_type(int p_port) const {
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeRemap::get_output_port_name(int p_port) const {
+ return "value";
+}
+
+String VisualShaderNodeRemap::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 += vformat(" float __input_range = %s - %s;\n", p_input_vars[2], p_input_vars[1]);
+ code += vformat(" float __output_range = %s - %s;\n", p_input_vars[4], p_input_vars[3]);
+ code += vformat(" %s = %s + __output_range * ((%s - %s) / __input_range);\n", p_output_vars[0], p_input_vars[3], p_input_vars[0], p_input_vars[1]);
+ code += " }\n";
+ return code;
+}
+
+VisualShaderNodeRemap::VisualShaderNodeRemap() {
+ set_input_port_default_value(1, 0.0);
+ set_input_port_default_value(2, 1.0);
+ set_input_port_default_value(3, 0.0);
+ set_input_port_default_value(4, 1.0);
+
+ simple_decl = false;
+}