diff options
Diffstat (limited to 'scene/resources/visual_shader_nodes.cpp')
-rw-r--r-- | scene/resources/visual_shader_nodes.cpp | 160 |
1 files changed, 134 insertions, 26 deletions
diff --git a/scene/resources/visual_shader_nodes.cpp b/scene/resources/visual_shader_nodes.cpp index 2e58c512b8..c56d5d7213 100644 --- a/scene/resources/visual_shader_nodes.cpp +++ b/scene/resources/visual_shader_nodes.cpp @@ -453,7 +453,12 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader: String code; if (p_input_vars[0] == String()) { // Use UV by default. - code += "\tvec4 " + id + "_read = texture( " + id + " , UV.xy );\n"; + if (p_input_vars[1] == String()) { + code += "\tvec4 " + id + "_read = texture( " + id + " , UV.xy );\n"; + } else { + code += "\tvec4 " + id + "_read = textureLod( " + id + " , UV.xy , " + p_input_vars[1] + " );\n"; + } + } else if (p_input_vars[1] == String()) { //no lod code += "\tvec4 " + id + "_read = texture( " + id + " , " + p_input_vars[0] + ".xy );\n"; @@ -468,19 +473,63 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader: if (source == SOURCE_PORT) { String id = p_input_vars[2]; + + VisualShaderNodeUniform::UniformType utype = VisualShaderNodeUniform::UTYPE_NONE; + if (id.begins_with("cube_")) { + utype = VisualShaderNodeUniform::UTYPE_CUBEMAP; + id = id.substr(5); + } else if (id.begins_with("s2d_")) { + utype = VisualShaderNodeUniform::UTYPE_SAMPLER2D; + id = id.substr(4); + } + String code; if (id == String()) { code += "\tvec4 " + id + "_tex_read = vec4(0.0);\n"; } else { if (p_input_vars[0] == String()) { // Use UV by default. - - code += "\tvec4 " + id + "_tex_read = texture( " + id + " , UV.xy );\n"; - + switch (utype) { + case VisualShaderNodeUniform::UTYPE_CUBEMAP: + if (p_input_vars[1] == String()) { + code += "\tvec4 " + id + "_tex_read = texture( " + id + " , vec3( UV, 0.0 ) );\n"; + } else { + code += "\tvec4 " + id + "_tex_read = textureLod( " + id + " , vec3( UV, 0.0 ) , " + p_input_vars[1] + " );\n"; + } + break; + case VisualShaderNodeUniform::UTYPE_SAMPLER2D: + if (p_input_vars[1] == String()) { + code += "\tvec4 " + id + "_tex_read = texture( " + id + " , UV.xy );\n"; + } else { + code += "\tvec4 " + id + "_tex_read = textureLod( " + id + " , UV.xy , " + p_input_vars[1] + " );\n"; + } + break; + default: + break; + } } else if (p_input_vars[1] == String()) { //no lod - code += "\tvec4 " + id + "_tex_read = texture( " + id + " , " + p_input_vars[0] + ".xy );\n"; + + switch (utype) { + case VisualShaderNodeUniform::UTYPE_CUBEMAP: + code += "\tvec4 " + id + "_tex_read = texture( " + id + " , " + p_input_vars[0] + " );\n"; + break; + case VisualShaderNodeUniform::UTYPE_SAMPLER2D: + code += "\tvec4 " + id + "_tex_read = texture( " + id + " , " + p_input_vars[0] + ".xy );\n"; + break; + default: + break; + } } else { - code += "\tvec4 " + id + "_tex_read = textureLod( " + id + " , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n"; + switch (utype) { + case VisualShaderNodeUniform::UTYPE_CUBEMAP: + code += "\tvec4 " + id + "_tex_read = textureLod( " + id + " , " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; + break; + case VisualShaderNodeUniform::UTYPE_SAMPLER2D: + code += "\tvec4 " + id + "_tex_read = textureLod( " + id + " , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n"; + break; + default: + break; + } } code += "\t" + p_output_vars[0] + " = " + id + "_tex_read.rgb;\n"; @@ -494,11 +543,15 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader: String code = "\t{\n"; if (p_input_vars[0] == String() || p_for_preview) { // Use UV by default. - code += "\t\tvec4 _tex_read = textureLod( SCREEN_TEXTURE , UV.xy, 0.0 );\n"; + if (p_input_vars[1] == String()) { + code += "\t\tvec4 _tex_read = textureLod( SCREEN_TEXTURE , UV.xy , 0.0 );\n"; + } else { + code += "\t\tvec4 _tex_read = textureLod( SCREEN_TEXTURE , UV.xy , " + p_input_vars[1] + ");\n"; + } } else if (p_input_vars[1] == String()) { //no lod - code += "\t\tvec4 _tex_read = textureLod( SCREEN_TEXTURE , " + p_input_vars[0] + ".xy, 0.0 );\n"; + code += "\t\tvec4 _tex_read = textureLod( SCREEN_TEXTURE , " + p_input_vars[0] + ".xy , 0.0 );\n"; } else { code += "\t\tvec4 _tex_read = textureLod( SCREEN_TEXTURE , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n"; } @@ -514,7 +567,11 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader: String code = "\t{\n"; if (p_input_vars[0] == String()) { // Use UV by default. - code += "\t\tvec4 _tex_read = texture( TEXTURE , UV.xy );\n"; + if (p_input_vars[1] == String()) { + code += "\t\tvec4 _tex_read = texture( TEXTURE , UV.xy );\n"; + } else { + code += "\t\tvec4 _tex_read = textureLod( TEXTURE , UV.xy , " + p_input_vars[1] + " );\n"; + } } else if (p_input_vars[1] == String()) { //no lod @@ -534,7 +591,11 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader: String code = "\t{\n"; if (p_input_vars[0] == String()) { // Use UV by default. - code += "\t\tvec4 _tex_read = texture( NORMAL_TEXTURE , UV.xy );\n"; + if (p_input_vars[1] == String()) { + code += "\t\tvec4 _tex_read = texture( NORMAL_TEXTURE , UV.xy );\n"; + } else { + code += "\t\tvec4 _tex_read = textureLod( NORMAL_TEXTURE , UV.xy , " + p_input_vars[1] + " );\n"; + } } else if (p_input_vars[1] == String()) { //no lod @@ -564,7 +625,11 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader: String code = "\t{\n"; if (p_input_vars[0] == String()) { // Use UV by default. - code += "\t\tfloat _depth = texture( DEPTH_TEXTURE , UV.xy ).r;\n"; + if (p_input_vars[1] == String()) { + code += "\t\tfloat _depth = texture( DEPTH_TEXTURE , UV.xy ).r;\n"; + } else { + code += "\t\tfloat _depth = textureLod( DEPTH_TEXTURE , UV.xy , " + p_input_vars[1] + " ).r;\n"; + } } else if (p_input_vars[1] == String()) { //no lod @@ -738,7 +803,7 @@ Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCubeMap::get_default_t String VisualShaderNodeCubeMap::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const { - String u = "uniform sampler2DCube " + make_unique_id(p_type, p_id, "cube"); + String u = "uniform samplerCube " + make_unique_id(p_type, p_id, "cube"); switch (texture_type) { case TYPE_DATA: break; case TYPE_COLOR: u += " : hint_albedo"; break; @@ -751,9 +816,13 @@ String VisualShaderNodeCubeMap::generate_code(Shader::Mode p_mode, VisualShader: String id = make_unique_id(p_type, p_id, "cube"); String code; - if (p_input_vars[0] == String()) { //none bound, do nothing + if (p_input_vars[0] == String()) { // Use UV by default. - code += "\tvec4 " + id + "_read = vec4(0.0);\n"; + if (p_input_vars[1] == String()) { + code += "\tvec4 " + id + "_read = texture( " + id + " , vec3( UV, 0.0 ) );\n"; + } else { + code += "\tvec4 " + id + "_read = textureLod( " + id + " , vec3( UV, 0.0 )" + " , " + p_input_vars[1] + " );\n"; + } } else if (p_input_vars[1] == String()) { //no lod @@ -767,6 +836,13 @@ String VisualShaderNodeCubeMap::generate_code(Shader::Mode p_mode, VisualShader: return code; } +String VisualShaderNodeCubeMap::get_input_port_default_hint(int p_port) const { + if (p_port == 0) { + return "vec3(UV, 0.0)"; + } + return ""; +} + void VisualShaderNodeCubeMap::set_cube_map(Ref<CubeMap> p_value) { cube_map = p_value; @@ -3135,8 +3211,11 @@ String VisualShaderNodeTextureUniform::generate_code(Shader::Mode p_mode, Visual String id = get_uniform_name(); String code = "\t{\n"; if (p_input_vars[0] == String()) { // Use UV by default. - - code += "\t\tvec4 n_tex_read = texture( " + id + " , UV.xy );\n"; + if (p_input_vars[1] == String()) { + code += "\t\tvec4 n_tex_read = texture( " + id + " , UV.xy );\n"; + } else { + code += "\t\tvec4 n_tex_read = textureLod( " + id + " , UV.xy , " + p_input_vars[1] + " );\n"; + } } else if (p_input_vars[1] == String()) { //no lod code += "\t\tvec4 n_tex_read = texture( " + id + " , " + p_input_vars[0] + ".xy );\n"; @@ -3205,6 +3284,7 @@ String VisualShaderNodeTextureUniform::get_input_port_default_hint(int p_port) c VisualShaderNodeTextureUniform::VisualShaderNodeTextureUniform() { texture_type = TYPE_DATA; color_default = COLOR_DEFAULT_WHITE; + set_uniform_type(VisualShaderNodeUniform::UTYPE_SAMPLER2D); } ////////////// Texture Uniform (Triplanar) @@ -3314,28 +3394,55 @@ String VisualShaderNodeCubeMapUniform::get_caption() const { return "CubeMapUniform"; } +int VisualShaderNodeCubeMapUniform::get_output_port_count() const { + return 1; +} + +VisualShaderNodeCubeMapUniform::PortType VisualShaderNodeCubeMapUniform::get_output_port_type(int p_port) const { + return PORT_TYPE_SAMPLER; +} + +String VisualShaderNodeCubeMapUniform::get_output_port_name(int p_port) const { + return "sampler"; +} + int VisualShaderNodeCubeMapUniform::get_input_port_count() const { - return 2; + return 0; } VisualShaderNodeCubeMapUniform::PortType VisualShaderNodeCubeMapUniform::get_input_port_type(int p_port) const { - return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR; + return PORT_TYPE_SCALAR; } String VisualShaderNodeCubeMapUniform::get_input_port_name(int p_port) const { - return p_port == 0 ? "normal" : "lod"; + return ""; } -int VisualShaderNodeCubeMapUniform::get_output_port_count() const { - return 2; +String VisualShaderNodeCubeMapUniform::get_input_port_default_hint(int p_port) const { + return ""; } -VisualShaderNodeCubeMapUniform::PortType VisualShaderNodeCubeMapUniform::get_output_port_type(int p_port) const { - return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR; -} +String VisualShaderNodeCubeMapUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const { + String code = "uniform samplerCube " + get_uniform_name(); -String VisualShaderNodeCubeMapUniform::get_output_port_name(int p_port) const { - return p_port == 0 ? "rgb" : "alpha"; + switch (texture_type) { + case TYPE_DATA: + if (color_default == COLOR_DEFAULT_BLACK) + code += " : hint_black;\n"; + else + code += ";\n"; + break; + case TYPE_COLOR: + if (color_default == COLOR_DEFAULT_BLACK) + code += " : hint_black_albedo;\n"; + else + code += " : hint_albedo;\n"; + break; + case TYPE_NORMALMAP: code += " : hint_normal;\n"; break; + case TYPE_ANISO: code += " : hint_aniso;\n"; break; + } + + 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 { @@ -3343,6 +3450,7 @@ String VisualShaderNodeCubeMapUniform::generate_code(Shader::Mode p_mode, Visual } VisualShaderNodeCubeMapUniform::VisualShaderNodeCubeMapUniform() { + set_uniform_type(VisualShaderNodeUniform::UTYPE_CUBEMAP); } ////////////// If |