diff options
Diffstat (limited to 'scene/resources/visual_shader_nodes.cpp')
-rw-r--r-- | scene/resources/visual_shader_nodes.cpp | 529 |
1 files changed, 470 insertions, 59 deletions
diff --git a/scene/resources/visual_shader_nodes.cpp b/scene/resources/visual_shader_nodes.cpp index 72e55ac47d..432d5a5b59 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 { @@ -1636,19 +1698,26 @@ 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_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 = texture(DEPTH_TEXTURE, SCREEN_UV).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;"; - code += vformat(" %s = -_depth_view.z;", p_output_vars[0]); + code += " float __log_depth = textureLod(DEPTH_TEXTURE, 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 @@ -1790,7 +1859,7 @@ 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 { @@ -1884,6 +1953,127 @@ 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 { @@ -2619,6 +2809,79 @@ 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 { @@ -3101,9 +3364,9 @@ 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(); @@ -3200,6 +3463,7 @@ String VisualShaderNodeUVPolarCoord::get_output_port_name(int p_port) const { 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()) { @@ -3216,17 +3480,18 @@ String VisualShaderNodeUVPolarCoord::generate_code(Shader::Mode p_mode, VisualSh 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); + 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 += 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; } @@ -3234,6 +3499,8 @@ 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 @@ -3520,6 +3787,8 @@ 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: @@ -3551,6 +3820,8 @@ 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: @@ -3582,6 +3853,7 @@ 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)); @@ -3623,10 +3895,11 @@ 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); @@ -4903,7 +5176,7 @@ Vector<StringName> VisualShaderNodeFloatParameter::get_editable_properties() con VisualShaderNodeFloatParameter::VisualShaderNodeFloatParameter() { } -////////////// Integer Parametet +////////////// Integer Parameter String VisualShaderNodeIntParameter::get_caption() const { return "IntParameter"; @@ -5094,6 +5367,112 @@ Vector<StringName> VisualShaderNodeIntParameter::get_editable_properties() const 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 Parameter String VisualShaderNodeBooleanParameter::get_caption() const { @@ -6115,6 +6494,13 @@ String VisualShaderNodeTextureParameterTriplanar::generate_global_per_func(Shade return code; } +String VisualShaderNodeTextureParameterTriplanar::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const { + String code = _get_qual_str() + "uniform sampler2D " + get_parameter_name(); + code += get_sampler_hint(texture_type, color_default, texture_filter, texture_repeat); + code += ";\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(); @@ -6297,6 +6683,8 @@ 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: @@ -6335,6 +6723,8 @@ 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: @@ -6365,6 +6755,7 @@ 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)); @@ -6410,10 +6801,11 @@ 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); @@ -6646,6 +7038,8 @@ 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: @@ -6731,6 +7125,7 @@ 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; @@ -6781,6 +7176,7 @@ 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)); @@ -6868,12 +7264,13 @@ 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); @@ -7194,6 +7591,10 @@ 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]); @@ -7235,24 +7636,32 @@ 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_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { String code; + code += " {\n"; String proximity_fade_distance = vformat("%s", p_input_vars[0]); - code += " float __depth_tex = textureLod(DEPTH_TEXTURE, SCREEN_UV, 0.0).r;\n"; + code += " float __depth_tex = textureLod(DEPTH_TEXTURE, SCREEN_UV, 0.0).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"; + 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 += " 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.z;\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 += " __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 @@ -7397,11 +7806,11 @@ String VisualShaderNodeRemap::get_output_port_name(int p_port) const { 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 += 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"; + 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; } @@ -7410,4 +7819,6 @@ VisualShaderNodeRemap::VisualShaderNodeRemap() { 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; } |