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-rw-r--r--scene/resources/visual_shader_nodes.cpp3813
1 files changed, 2646 insertions, 1167 deletions
diff --git a/scene/resources/visual_shader_nodes.cpp b/scene/resources/visual_shader_nodes.cpp
index a99c09e89c..b8667f07fe 100644
--- a/scene/resources/visual_shader_nodes.cpp
+++ b/scene/resources/visual_shader_nodes.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* 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 */
@@ -30,6 +30,70 @@
#include "visual_shader_nodes.h"
+////////////// Vector Base
+
+VisualShaderNodeVectorBase::PortType VisualShaderNodeVectorBase::get_input_port_type(int p_port) const {
+ switch (op_type) {
+ case OP_TYPE_VECTOR_2D:
+ return PORT_TYPE_VECTOR_2D;
+ case OP_TYPE_VECTOR_3D:
+ return PORT_TYPE_VECTOR_3D;
+ case OP_TYPE_VECTOR_4D:
+ return PORT_TYPE_VECTOR_4D;
+ default:
+ break;
+ }
+ return PORT_TYPE_SCALAR;
+}
+
+VisualShaderNodeVectorBase::PortType VisualShaderNodeVectorBase::get_output_port_type(int p_port) const {
+ switch (op_type) {
+ case OP_TYPE_VECTOR_2D:
+ return PORT_TYPE_VECTOR_2D;
+ case OP_TYPE_VECTOR_3D:
+ return PORT_TYPE_VECTOR_3D;
+ case OP_TYPE_VECTOR_4D:
+ return PORT_TYPE_VECTOR_4D;
+ default:
+ break;
+ }
+ return PORT_TYPE_SCALAR;
+}
+
+void VisualShaderNodeVectorBase::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;
+ }
+ op_type = p_op_type;
+ emit_changed();
+}
+
+VisualShaderNodeVectorBase::OpType VisualShaderNodeVectorBase::get_op_type() const {
+ return op_type;
+}
+
+void VisualShaderNodeVectorBase::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeVectorBase::set_op_type);
+ ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeVectorBase::get_op_type);
+
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Vector2,Vector3,Vector4"), "set_op_type", "get_op_type");
+
+ BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
+ BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
+ BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
+ BIND_ENUM_CONSTANT(OP_TYPE_MAX);
+}
+
+Vector<StringName> VisualShaderNodeVectorBase::get_editable_properties() const {
+ Vector<StringName> props;
+ props.push_back("op_type");
+ return props;
+}
+
+VisualShaderNodeVectorBase::VisualShaderNodeVectorBase() {
+}
+
////////////// Constants Base
VisualShaderNodeConstant::VisualShaderNodeConstant() {
@@ -38,7 +102,7 @@ VisualShaderNodeConstant::VisualShaderNodeConstant() {
////////////// Scalar(Float)
String VisualShaderNodeFloatConstant::get_caption() const {
- return "ScalarFloat";
+ return "FloatConstant";
}
int VisualShaderNodeFloatConstant::get_input_port_count() const {
@@ -66,11 +130,14 @@ String VisualShaderNodeFloatConstant::get_output_port_name(int p_port) const {
}
String VisualShaderNodeFloatConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return "\t" + p_output_vars[0] + " = " + vformat("%.6f", constant) + ";\n";
+ return " " + p_output_vars[0] + " = " + vformat("%.6f", constant) + ";\n";
}
-void VisualShaderNodeFloatConstant::set_constant(float p_value) {
- constant = p_value;
+void VisualShaderNodeFloatConstant::set_constant(float p_constant) {
+ if (Math::is_equal_approx(constant, p_constant)) {
+ return;
+ }
+ constant = p_constant;
emit_changed();
}
@@ -85,7 +152,7 @@ Vector<StringName> VisualShaderNodeFloatConstant::get_editable_properties() cons
}
void VisualShaderNodeFloatConstant::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeFloatConstant::set_constant);
+ ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeFloatConstant::set_constant);
ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeFloatConstant::get_constant);
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "constant"), "set_constant", "get_constant");
@@ -97,7 +164,7 @@ VisualShaderNodeFloatConstant::VisualShaderNodeFloatConstant() {
////////////// Scalar(Int)
String VisualShaderNodeIntConstant::get_caption() const {
- return "ScalarInt";
+ return "IntConstant";
}
int VisualShaderNodeIntConstant::get_input_port_count() const {
@@ -125,11 +192,14 @@ String VisualShaderNodeIntConstant::get_output_port_name(int p_port) const {
}
String VisualShaderNodeIntConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return "\t" + p_output_vars[0] + " = " + itos(constant) + ";\n";
+ return " " + p_output_vars[0] + " = " + itos(constant) + ";\n";
}
-void VisualShaderNodeIntConstant::set_constant(int p_value) {
- constant = p_value;
+void VisualShaderNodeIntConstant::set_constant(int p_constant) {
+ if (constant == p_constant) {
+ return;
+ }
+ constant = p_constant;
emit_changed();
}
@@ -144,7 +214,7 @@ Vector<StringName> VisualShaderNodeIntConstant::get_editable_properties() const
}
void VisualShaderNodeIntConstant::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeIntConstant::set_constant);
+ ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeIntConstant::set_constant);
ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeIntConstant::get_constant);
ADD_PROPERTY(PropertyInfo(Variant::INT, "constant"), "set_constant", "get_constant");
@@ -156,7 +226,7 @@ VisualShaderNodeIntConstant::VisualShaderNodeIntConstant() {
////////////// Boolean
String VisualShaderNodeBooleanConstant::get_caption() const {
- return "Boolean";
+ return "BooleanConstant";
}
int VisualShaderNodeBooleanConstant::get_input_port_count() const {
@@ -184,11 +254,14 @@ String VisualShaderNodeBooleanConstant::get_output_port_name(int p_port) const {
}
String VisualShaderNodeBooleanConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return "\t" + p_output_vars[0] + " = " + (constant ? "true" : "false") + ";\n";
+ return " " + p_output_vars[0] + " = " + (constant ? "true" : "false") + ";\n";
}
-void VisualShaderNodeBooleanConstant::set_constant(bool p_value) {
- constant = p_value;
+void VisualShaderNodeBooleanConstant::set_constant(bool p_constant) {
+ if (constant == p_constant) {
+ return;
+ }
+ constant = p_constant;
emit_changed();
}
@@ -203,7 +276,7 @@ Vector<StringName> VisualShaderNodeBooleanConstant::get_editable_properties() co
}
void VisualShaderNodeBooleanConstant::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeBooleanConstant::set_constant);
+ ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeBooleanConstant::set_constant);
ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeBooleanConstant::get_constant);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "constant"), "set_constant", "get_constant");
@@ -215,7 +288,7 @@ VisualShaderNodeBooleanConstant::VisualShaderNodeBooleanConstant() {
////////////// Color
String VisualShaderNodeColorConstant::get_caption() const {
- return "Color";
+ return "ColorConstant";
}
int VisualShaderNodeColorConstant::get_input_port_count() const {
@@ -223,7 +296,7 @@ int VisualShaderNodeColorConstant::get_input_port_count() const {
}
VisualShaderNodeColorConstant::PortType VisualShaderNodeColorConstant::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_4D;
}
String VisualShaderNodeColorConstant::get_input_port_name(int p_port) const {
@@ -231,27 +304,33 @@ String VisualShaderNodeColorConstant::get_input_port_name(int p_port) const {
}
int VisualShaderNodeColorConstant::get_output_port_count() const {
- return 2;
+ return 1;
}
VisualShaderNodeColorConstant::PortType VisualShaderNodeColorConstant::get_output_port_type(int p_port) const {
- return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
+ return p_port == 0 ? PORT_TYPE_VECTOR_4D : PORT_TYPE_SCALAR;
}
String VisualShaderNodeColorConstant::get_output_port_name(int p_port) const {
- return p_port == 0 ? "" : "alpha"; //no output port means the editor will be used as port
+ return "";
}
-String VisualShaderNodeColorConstant::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 += "\t" + p_output_vars[0] + " = " + vformat("vec3(%.6f, %.6f, %.6f)", constant.r, constant.g, constant.b) + ";\n";
- code += "\t" + p_output_vars[1] + " = " + vformat("%.6f", constant.a) + ";\n";
+bool VisualShaderNodeColorConstant::is_output_port_expandable(int p_port) const {
+ if (p_port == 0) {
+ return true;
+ }
+ return false;
+}
- return code;
+String VisualShaderNodeColorConstant::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] + " = " + vformat("vec4(%.6f, %.6f, %.6f, %.6f)", constant.r, constant.g, constant.b, constant.a) + ";\n";
}
-void VisualShaderNodeColorConstant::set_constant(Color p_value) {
- constant = p_value;
+void VisualShaderNodeColorConstant::set_constant(const Color &p_constant) {
+ if (constant.is_equal_approx(p_constant)) {
+ return;
+ }
+ constant = p_constant;
emit_changed();
}
@@ -266,7 +345,7 @@ Vector<StringName> VisualShaderNodeColorConstant::get_editable_properties() cons
}
void VisualShaderNodeColorConstant::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeColorConstant::set_constant);
+ ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeColorConstant::set_constant);
ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeColorConstant::get_constant);
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "constant"), "set_constant", "get_constant");
@@ -275,10 +354,72 @@ void VisualShaderNodeColorConstant::_bind_methods() {
VisualShaderNodeColorConstant::VisualShaderNodeColorConstant() {
}
-////////////// Vector
+////////////// Vector2
+
+String VisualShaderNodeVec2Constant::get_caption() const {
+ return "Vector2Constant";
+}
+
+int VisualShaderNodeVec2Constant::get_input_port_count() const {
+ return 0;
+}
+
+VisualShaderNodeVec2Constant::PortType VisualShaderNodeVec2Constant::get_input_port_type(int p_port) const {
+ return PORT_TYPE_VECTOR_2D;
+}
+
+String VisualShaderNodeVec2Constant::get_input_port_name(int p_port) const {
+ return String();
+}
+
+int VisualShaderNodeVec2Constant::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeVec2Constant::PortType VisualShaderNodeVec2Constant::get_output_port_type(int p_port) const {
+ return PORT_TYPE_VECTOR_2D;
+}
+
+String VisualShaderNodeVec2Constant::get_output_port_name(int p_port) const {
+ return ""; //no output port means the editor will be used as port
+}
+
+String VisualShaderNodeVec2Constant::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] + " = " + vformat("vec2(%.6f, %.6f)", constant.x, constant.y) + ";\n";
+}
+
+void VisualShaderNodeVec2Constant::set_constant(const Vector2 &p_constant) {
+ if (constant.is_equal_approx(p_constant)) {
+ return;
+ }
+ constant = p_constant;
+ emit_changed();
+}
+
+Vector2 VisualShaderNodeVec2Constant::get_constant() const {
+ return constant;
+}
+
+Vector<StringName> VisualShaderNodeVec2Constant::get_editable_properties() const {
+ Vector<StringName> props;
+ props.push_back("constant");
+ return props;
+}
+
+void VisualShaderNodeVec2Constant::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeVec2Constant::set_constant);
+ ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeVec2Constant::get_constant);
+
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "constant"), "set_constant", "get_constant");
+}
+
+VisualShaderNodeVec2Constant::VisualShaderNodeVec2Constant() {
+}
+
+////////////// Vector3
String VisualShaderNodeVec3Constant::get_caption() const {
- return "Vector";
+ return "Vector3Constant";
}
int VisualShaderNodeVec3Constant::get_input_port_count() const {
@@ -286,7 +427,7 @@ int VisualShaderNodeVec3Constant::get_input_port_count() const {
}
VisualShaderNodeVec3Constant::PortType VisualShaderNodeVec3Constant::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeVec3Constant::get_input_port_name(int p_port) const {
@@ -298,7 +439,7 @@ int VisualShaderNodeVec3Constant::get_output_port_count() const {
}
VisualShaderNodeVec3Constant::PortType VisualShaderNodeVec3Constant::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeVec3Constant::get_output_port_name(int p_port) const {
@@ -306,11 +447,14 @@ String VisualShaderNodeVec3Constant::get_output_port_name(int p_port) const {
}
String VisualShaderNodeVec3Constant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return "\t" + p_output_vars[0] + " = " + vformat("vec3(%.6f, %.6f, %.6f)", constant.x, constant.y, constant.z) + ";\n";
+ return " " + p_output_vars[0] + " = " + vformat("vec3(%.6f, %.6f, %.6f)", constant.x, constant.y, constant.z) + ";\n";
}
-void VisualShaderNodeVec3Constant::set_constant(Vector3 p_value) {
- constant = p_value;
+void VisualShaderNodeVec3Constant::set_constant(const Vector3 &p_constant) {
+ if (constant.is_equal_approx(p_constant)) {
+ return;
+ }
+ constant = p_constant;
emit_changed();
}
@@ -325,7 +469,7 @@ Vector<StringName> VisualShaderNodeVec3Constant::get_editable_properties() const
}
void VisualShaderNodeVec3Constant::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeVec3Constant::set_constant);
+ ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeVec3Constant::set_constant);
ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeVec3Constant::get_constant);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant"), "set_constant", "get_constant");
@@ -334,10 +478,72 @@ void VisualShaderNodeVec3Constant::_bind_methods() {
VisualShaderNodeVec3Constant::VisualShaderNodeVec3Constant() {
}
-////////////// Transform
+////////////// Vector4
+
+String VisualShaderNodeVec4Constant::get_caption() const {
+ return "Vector4Constant";
+}
+
+int VisualShaderNodeVec4Constant::get_input_port_count() const {
+ return 0;
+}
+
+VisualShaderNodeVec4Constant::PortType VisualShaderNodeVec4Constant::get_input_port_type(int p_port) const {
+ return PORT_TYPE_VECTOR_4D;
+}
+
+String VisualShaderNodeVec4Constant::get_input_port_name(int p_port) const {
+ return String();
+}
+
+int VisualShaderNodeVec4Constant::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeVec4Constant::PortType VisualShaderNodeVec4Constant::get_output_port_type(int p_port) const {
+ return PORT_TYPE_VECTOR_4D;
+}
+
+String VisualShaderNodeVec4Constant::get_output_port_name(int p_port) const {
+ return ""; // No output port means the editor will be used as port.
+}
+
+String VisualShaderNodeVec4Constant::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] + " = " + vformat("vec4(%.6f, %.6f, %.6f, %.6f)", constant.x, constant.y, constant.z, constant.w) + ";\n";
+}
+
+void VisualShaderNodeVec4Constant::set_constant(const Quaternion &p_constant) {
+ if (constant.is_equal_approx(p_constant)) {
+ return;
+ }
+ constant = p_constant;
+ emit_changed();
+}
+
+Quaternion VisualShaderNodeVec4Constant::get_constant() const {
+ return constant;
+}
+
+Vector<StringName> VisualShaderNodeVec4Constant::get_editable_properties() const {
+ Vector<StringName> props;
+ props.push_back("constant");
+ return props;
+}
+
+void VisualShaderNodeVec4Constant::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeVec4Constant::set_constant);
+ ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeVec4Constant::get_constant);
+
+ ADD_PROPERTY(PropertyInfo(Variant::QUATERNION, "constant"), "set_constant", "get_constant");
+}
+
+VisualShaderNodeVec4Constant::VisualShaderNodeVec4Constant() {
+}
+
+////////////// Transform3D
String VisualShaderNodeTransformConstant::get_caption() const {
- return "Transform";
+ return "TransformConstant";
}
int VisualShaderNodeTransformConstant::get_input_port_count() const {
@@ -345,7 +551,7 @@ int VisualShaderNodeTransformConstant::get_input_port_count() const {
}
VisualShaderNodeTransformConstant::PortType VisualShaderNodeTransformConstant::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeTransformConstant::get_input_port_name(int p_port) const {
@@ -365,10 +571,10 @@ String VisualShaderNodeTransformConstant::get_output_port_name(int p_port) const
}
String VisualShaderNodeTransformConstant::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 {
- Transform t = constant;
+ Transform3D t = constant;
t.basis.transpose();
- String code = "\t" + p_output_vars[0] + " = mat4(";
+ String code = " " + p_output_vars[0] + " = mat4(";
code += vformat("vec4(%.6f, %.6f, %.6f, 0.0), ", t.basis[0].x, t.basis[0].y, t.basis[0].z);
code += vformat("vec4(%.6f, %.6f, %.6f, 0.0), ", t.basis[1].x, t.basis[1].y, t.basis[1].z);
code += vformat("vec4(%.6f, %.6f, %.6f, 0.0), ", t.basis[2].x, t.basis[2].y, t.basis[2].z);
@@ -376,12 +582,15 @@ String VisualShaderNodeTransformConstant::generate_code(Shader::Mode p_mode, Vis
return code;
}
-void VisualShaderNodeTransformConstant::set_constant(Transform p_value) {
- constant = p_value;
+void VisualShaderNodeTransformConstant::set_constant(const Transform3D &p_constant) {
+ if (constant.is_equal_approx(p_constant)) {
+ return;
+ }
+ constant = p_constant;
emit_changed();
}
-Transform VisualShaderNodeTransformConstant::get_constant() const {
+Transform3D VisualShaderNodeTransformConstant::get_constant() const {
return constant;
}
@@ -392,10 +601,10 @@ Vector<StringName> VisualShaderNodeTransformConstant::get_editable_properties()
}
void VisualShaderNodeTransformConstant::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeTransformConstant::set_constant);
+ ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeTransformConstant::set_constant);
ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeTransformConstant::get_constant);
- ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM, "constant"), "set_constant", "get_constant");
+ ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "constant"), "set_constant", "get_constant");
}
VisualShaderNodeTransformConstant::VisualShaderNodeTransformConstant() {
@@ -414,7 +623,7 @@ int VisualShaderNodeTexture::get_input_port_count() const {
VisualShaderNodeTexture::PortType VisualShaderNodeTexture::get_input_port_type(int p_port) const {
switch (p_port) {
case 0:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_2D;
case 1:
return PORT_TYPE_SCALAR;
case 2:
@@ -438,39 +647,47 @@ String VisualShaderNodeTexture::get_input_port_name(int p_port) const {
}
int VisualShaderNodeTexture::get_output_port_count() const {
- return 2;
+ return 1;
}
VisualShaderNodeTexture::PortType VisualShaderNodeTexture::get_output_port_type(int p_port) const {
- if (p_port == 0 && source == SOURCE_DEPTH) {
- return PORT_TYPE_SCALAR;
+ switch (p_port) {
+ case 0:
+ return PORT_TYPE_VECTOR_4D;
+ default:
+ return PORT_TYPE_SCALAR;
}
- return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
}
String VisualShaderNodeTexture::get_output_port_name(int p_port) const {
- if (p_port == 0 && source == SOURCE_DEPTH) {
- return "depth";
+ switch (p_port) {
+ case 0:
+ return "color";
+ default:
+ return "";
}
- return p_port == 0 ? "rgb" : "alpha";
}
-String VisualShaderNodeTexture::get_input_port_default_hint(int p_port) const {
+bool VisualShaderNodeTexture::is_output_port_expandable(int p_port) const {
if (p_port == 0) {
- return "default";
+ return true;
}
- return "";
+ return false;
}
-static String make_unique_id(VisualShader::Type p_type, int p_id, const String &p_name) {
- static const char *typepf[VisualShader::TYPE_MAX] = { "vtx", "frg", "lgt" };
- return p_name + "_" + String(typepf[p_type]) + "_" + itos(p_id);
+bool VisualShaderNodeTexture::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;
}
Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
VisualShader::DefaultTextureParam dtp;
dtp.name = make_unique_id(p_type, p_id, "tex");
- dtp.param = texture;
+ dtp.params.push_back(texture);
Vector<VisualShader::DefaultTextureParam> ret;
ret.push_back(dtp);
return ret;
@@ -483,11 +700,13 @@ String VisualShaderNodeTexture::generate_global(Shader::Mode p_mode, VisualShade
case TYPE_DATA:
break;
case TYPE_COLOR:
- u += " : hint_albedo";
+ u += " : source_color";
break;
case TYPE_NORMAL_MAP:
u += " : hint_normal";
break;
+ default:
+ break;
}
return u + ";\n";
}
@@ -497,182 +716,131 @@ String VisualShaderNodeTexture::generate_global(Shader::Mode p_mode, VisualShade
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_PARTICLES && p_mode != Shader::MODE_SKY) {
- default_uv = "UV.xy";
+ if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
+ 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");
- String code;
- if (p_input_vars[0] == String()) { // Use UV by default.
-
- if (p_input_vars[1] == String()) {
- code += "\tvec4 " + id + "_read = texture(" + id + ", " + default_uv + ");\n";
+ 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 += "\tvec4 " + id + "_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
+ code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
}
-
- } else if (p_input_vars[1] == String()) {
+ } else if (p_input_vars[1].is_empty()) {
//no lod
- code += "\tvec4 " + id + "_read = texture(" + id + ", " + p_input_vars[0] + ".xy);\n";
+ code += " " + p_output_vars[0] + " = texture(" + id + ", " + p_input_vars[0] + ");\n";
} else {
- code += "\tvec4 " + id + "_read = textureLod(" + id + ", " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
+ code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
}
-
- code += "\t" + p_output_vars[0] + " = " + id + "_read.rgb;\n";
- code += "\t" + p_output_vars[1] + " = " + id + "_read.a;\n";
return code;
}
if (source == SOURCE_PORT) {
String id = p_input_vars[2];
-
- String code;
- code += "\t{\n";
- if (id == String()) {
- code += "\t\tvec4 " + id + "_tex_read = vec4(0.0);\n";
+ if (id.is_empty()) {
+ code += " " + p_output_vars[0] + " = vec4(0.0);\n";
} else {
- if (p_input_vars[0] == String()) { // Use UV by default.
-
- if (p_input_vars[1] == String()) {
- code += "\t\tvec4 " + id + "_tex_read = texture(" + id + ", " + default_uv + ");\n";
+ 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 += "\t\tvec4 " + id + "_tex_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
+ code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
}
-
- } else if (p_input_vars[1] == String()) {
+ } else if (p_input_vars[1].is_empty()) {
//no lod
- code += "\t\tvec4 " + id + "_tex_read = texture(" + id + ", " + p_input_vars[0] + ".xy);\n";
+ code += " " + p_output_vars[0] + " = texture(" + id + ", " + p_input_vars[0] + ");\n";
} else {
- code += "\t\tvec4 " + id + "_tex_read = textureLod(" + id + ", " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
+ code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
}
-
- code += "\t\t" + p_output_vars[0] + " = " + id + "_tex_read.rgb;\n";
- code += "\t\t" + p_output_vars[1] + " = " + id + "_tex_read.a;\n";
}
- code += "\t}\n";
return code;
}
if (source == SOURCE_SCREEN && (p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) {
- String code = "\t{\n";
- if (p_input_vars[0] == String() || p_for_preview) { // Use UV by default.
-
- if (p_input_vars[1] == String()) {
- code += "\t\tvec4 _tex_read = textureLod(SCREEN_TEXTURE, " + default_uv + ", 0.0 );\n";
+ 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 += "\t\tvec4 _tex_read = textureLod(SCREEN_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
+ code += " " + p_output_vars[0] + " = textureLod(SCREEN_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
}
-
- } else if (p_input_vars[1] == String()) {
+ } else if (p_input_vars[1].is_empty()) {
//no lod
- code += "\t\tvec4 _tex_read = textureLod(SCREEN_TEXTURE, " + p_input_vars[0] + ".xy, 0.0);\n";
+ code += " " + p_output_vars[0] + " = textureLod(SCREEN_TEXTURE, " + p_input_vars[0] + ", 0.0);\n";
} else {
- code += "\t\tvec4 _tex_read = textureLod(SCREEN_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
+ code += " " + p_output_vars[0] + " = textureLod(SCREEN_TEXTURE, " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
}
-
- code += "\t\t" + p_output_vars[0] + " = _tex_read.rgb;\n";
- code += "\t\t" + p_output_vars[1] + " = _tex_read.a;\n";
- code += "\t}\n";
return code;
}
if (source == SOURCE_2D_TEXTURE && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
- String code = "\t{\n";
- if (p_input_vars[0] == String()) { // Use UV by default.
-
- if (p_input_vars[1] == String()) {
- code += "\t\tvec4 _tex_read = texture(TEXTURE, " + default_uv + ");\n";
+ 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 += "\t\tvec4 _tex_read = textureLod(TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
+ code += " " + p_output_vars[0] + " = textureLod(TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
}
-
- } else if (p_input_vars[1] == String()) {
+ } else if (p_input_vars[1].is_empty()) {
//no lod
- code += "\t\tvec4 _tex_read = texture(TEXTURE, " + p_input_vars[0] + ".xy);\n";
+ code += " " + p_output_vars[0] + " = texture(TEXTURE, " + p_input_vars[0] + ");\n";
} else {
- code += "\t\tvec4 _tex_read = textureLod(TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
+ code += " " + p_output_vars[0] + " = textureLod(TEXTURE, " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
}
-
- code += "\t\t" + p_output_vars[0] + " = _tex_read.rgb;\n";
- code += "\t\t" + p_output_vars[1] + " = _tex_read.a;\n";
- code += "\t}\n";
return code;
}
if (source == SOURCE_2D_NORMAL && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
- String code = "\t{\n";
- if (p_input_vars[0] == String()) { // Use UV by default.
-
- if (p_input_vars[1] == String()) {
- code += "\t\tvec4 _tex_read = texture(NORMAL_TEXTURE, " + default_uv + ");\n";
+ 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 += "\t\tvec4 _tex_read = textureLod(NORMAL_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
+ code += " " + p_output_vars[0] + " = textureLod(NORMAL_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
}
-
- } else if (p_input_vars[1] == String()) {
+ } else if (p_input_vars[1].is_empty()) {
//no lod
- code += "\t\tvec4 _tex_read = texture(NORMAL_TEXTURE, " + p_input_vars[0] + ".xy);\n";
+ code += " " + p_output_vars[0] + " = texture(NORMAL_TEXTURE, " + p_input_vars[0] + ".xy);\n";
} else {
- code += "\t\tvec4 _tex_read = textureLod(NORMAL_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
+ code += " " + p_output_vars[0] + " = textureLod(NORMAL_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
}
-
- code += "\t\t" + p_output_vars[0] + " = _tex_read.rgb;\n";
- code += "\t\t" + p_output_vars[1] + " = _tex_read.a;\n";
- code += "\t}\n";
return code;
}
- if (p_for_preview) // DEPTH_TEXTURE is not supported in preview(canvas_item) shader
- {
- if (source == SOURCE_DEPTH) {
- String code;
- code += "\t" + p_output_vars[0] + " = 0.0;\n";
- code += "\t" + p_output_vars[1] + " = 1.0;\n";
- return code;
- }
- }
-
- if (source == SOURCE_DEPTH && p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) {
- String code = "\t{\n";
- if (p_input_vars[0] == String()) { // Use UV by default.
-
- if (p_input_vars[1] == String()) {
- code += "\t\tfloat _depth = texture(DEPTH_TEXTURE, " + default_uv + ").r;\n";
+ 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.
+ if (p_input_vars[1].is_empty()) {
+ code += " float _depth = texture(DEPTH_TEXTURE, " + default_uv + ").r;\n";
+ } else {
+ code += " float _depth = textureLod(DEPTH_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ").r;\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 += "\t\tfloat _depth = textureLod(DEPTH_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ").r;\n";
+ code += " float _depth = textureLod(DEPTH_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ").r;\n";
}
- } else if (p_input_vars[1] == String()) {
- //no lod
- code += "\t\tfloat _depth = texture(DEPTH_TEXTURE, " + p_input_vars[0] + ".xy).r;\n";
- } else {
- code += "\t\tfloat _depth = textureLod(DEPTH_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ").r;\n";
+ code += " " + p_output_vars[0] + " = vec4(_depth, _depth, _depth, 1.0);\n";
+ code += " }\n";
+ return code;
}
-
- code += "\t\t" + p_output_vars[0] + " = _depth;\n";
- code += "\t\t" + p_output_vars[1] + " = 1.0;\n";
- code += "\t}\n";
- return code;
- } else if (source == SOURCE_DEPTH) {
- String code;
- code += "\t" + p_output_vars[0] + " = 0.0;\n";
- code += "\t" + p_output_vars[1] + " = 1.0;\n";
- return code;
}
- //none
- String code;
- code += "\t" + p_output_vars[0] + " = vec3(0.0);\n";
- code += "\t" + p_output_vars[1] + " = 1.0;\n";
+ code += " " + p_output_vars[0] + " = vec4(0.0);\n";
return code;
}
void VisualShaderNodeTexture::set_source(Source p_source) {
- source = p_source;
- switch (source) {
+ ERR_FAIL_INDEX(int(p_source), int(SOURCE_MAX));
+ if (source == p_source) {
+ return;
+ }
+ switch (p_source) {
case SOURCE_TEXTURE:
simple_decl = true;
break;
@@ -691,17 +859,20 @@ void VisualShaderNodeTexture::set_source(Source p_source) {
case SOURCE_PORT:
simple_decl = false;
break;
+ default:
+ break;
}
+ source = p_source;
emit_changed();
- emit_signal("editor_refresh_request");
+ emit_signal(SNAME("editor_refresh_request"));
}
VisualShaderNodeTexture::Source VisualShaderNodeTexture::get_source() const {
return source;
}
-void VisualShaderNodeTexture::set_texture(Ref<Texture2D> p_value) {
- texture = p_value;
+void VisualShaderNodeTexture::set_texture(Ref<Texture2D> p_texture) {
+ texture = p_texture;
emit_changed();
}
@@ -709,8 +880,12 @@ Ref<Texture2D> VisualShaderNodeTexture::get_texture() const {
return texture;
}
-void VisualShaderNodeTexture::set_texture_type(TextureType p_type) {
- texture_type = p_type;
+void VisualShaderNodeTexture::set_texture_type(TextureType p_texture_type) {
+ ERR_FAIL_INDEX(int(p_texture_type), int(TYPE_MAX));
+ if (texture_type == p_texture_type) {
+ return;
+ }
+ texture_type = p_texture_type;
emit_changed();
}
@@ -730,7 +905,7 @@ Vector<StringName> VisualShaderNodeTexture::get_editable_properties() const {
String VisualShaderNodeTexture::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
if (is_input_port_connected(2) && source != SOURCE_PORT) {
- return TTR("The sampler port is connected but not used. Consider changing the source to 'SamplerPort'.");
+ return RTR("The sampler port is connected but not used. Consider changing the source to 'SamplerPort'.");
}
if (source == SOURCE_TEXTURE) {
@@ -755,12 +930,12 @@ String VisualShaderNodeTexture::get_warning(Shader::Mode p_mode, VisualShader::T
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 TTR("Invalid source for preview.");
+ return RTR("Invalid source for preview.");
}
return String(); // all good
}
- return TTR("Invalid source for shader.");
+ return RTR("Invalid source for shader.");
}
void VisualShaderNodeTexture::_bind_methods() {
@@ -775,7 +950,7 @@ void VisualShaderNodeTexture::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,Screen,Texture2D,NormalMap2D,Depth,SamplerPort"), "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,Normalmap"), "set_texture_type", "get_texture_type");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normal Map"), "set_texture_type", "get_texture_type");
BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
BIND_ENUM_CONSTANT(SOURCE_SCREEN);
@@ -783,15 +958,18 @@ void VisualShaderNodeTexture::_bind_methods() {
BIND_ENUM_CONSTANT(SOURCE_2D_NORMAL);
BIND_ENUM_CONSTANT(SOURCE_DEPTH);
BIND_ENUM_CONSTANT(SOURCE_PORT);
+ BIND_ENUM_CONSTANT(SOURCE_MAX);
+
BIND_ENUM_CONSTANT(TYPE_DATA);
BIND_ENUM_CONSTANT(TYPE_COLOR);
BIND_ENUM_CONSTANT(TYPE_NORMAL_MAP);
+ BIND_ENUM_CONSTANT(TYPE_MAX);
}
VisualShaderNodeTexture::VisualShaderNodeTexture() {
}
-////////////// Curve
+////////////// CurveTexture
String VisualShaderNodeCurveTexture::get_caption() const {
return "CurveTexture";
@@ -841,19 +1019,19 @@ String VisualShaderNodeCurveTexture::generate_global(Shader::Mode p_mode, Visual
}
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 {
- if (p_input_vars[0] == String()) {
- return "\t" + p_output_vars[0] + " = 0.0;\n";
+ if (p_input_vars[0].is_empty()) {
+ return " " + p_output_vars[0] + " = 0.0;\n";
}
String id = make_unique_id(p_type, p_id, "curve");
String code;
- code += "\t" + p_output_vars[0] + " = texture(" + id + ", vec2(" + p_input_vars[0] + ", 0.0)).r;\n";
+ code += " " + p_output_vars[0] + " = texture(" + id + ", vec2(" + p_input_vars[0] + ")).r;\n";
return code;
}
Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCurveTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
VisualShader::DefaultTextureParam dtp;
dtp.name = make_unique_id(p_type, p_id, "curve");
- dtp.param = texture;
+ dtp.params.push_back(texture);
Vector<VisualShader::DefaultTextureParam> ret;
ret.push_back(dtp);
return ret;
@@ -871,6 +1049,92 @@ bool VisualShaderNodeCurveTexture::is_use_prop_slots() const {
}
VisualShaderNodeCurveTexture::VisualShaderNodeCurveTexture() {
+ set_input_port_default_value(0, 0.0);
+ simple_decl = true;
+ allow_v_resize = false;
+}
+
+////////////// CurveXYZTexture
+
+String VisualShaderNodeCurveXYZTexture::get_caption() const {
+ return "CurveXYZTexture";
+}
+
+int VisualShaderNodeCurveXYZTexture::get_input_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeCurveXYZTexture::PortType VisualShaderNodeCurveXYZTexture::get_input_port_type(int p_port) const {
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeCurveXYZTexture::get_input_port_name(int p_port) const {
+ return String();
+}
+
+int VisualShaderNodeCurveXYZTexture::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeCurveXYZTexture::PortType VisualShaderNodeCurveXYZTexture::get_output_port_type(int p_port) const {
+ return PORT_TYPE_VECTOR_3D;
+}
+
+String VisualShaderNodeCurveXYZTexture::get_output_port_name(int p_port) const {
+ return String();
+}
+
+void VisualShaderNodeCurveXYZTexture::set_texture(Ref<CurveXYZTexture> p_texture) {
+ texture = p_texture;
+ emit_changed();
+}
+
+Ref<CurveXYZTexture> VisualShaderNodeCurveXYZTexture::get_texture() const {
+ return texture;
+}
+
+Vector<StringName> VisualShaderNodeCurveXYZTexture::get_editable_properties() const {
+ Vector<StringName> props;
+ props.push_back("texture");
+ return props;
+}
+
+String VisualShaderNodeCurveXYZTexture::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
+ return "uniform sampler2D " + make_unique_id(p_type, p_id, "curve3d") + ";\n";
+}
+
+String VisualShaderNodeCurveXYZTexture::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 {
+ if (p_input_vars[0].is_empty()) {
+ return " " + p_output_vars[0] + " = vec3(0.0);\n";
+ }
+ String id = make_unique_id(p_type, p_id, "curve3d");
+ String code;
+ code += " " + p_output_vars[0] + " = texture(" + id + ", vec2(" + p_input_vars[0] + ")).rgb;\n";
+ return code;
+}
+
+Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCurveXYZTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
+ VisualShader::DefaultTextureParam dtp;
+ dtp.name = make_unique_id(p_type, p_id, "curve3d");
+ dtp.params.push_back(texture);
+ Vector<VisualShader::DefaultTextureParam> ret;
+ ret.push_back(dtp);
+ return ret;
+}
+
+void VisualShaderNodeCurveXYZTexture::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_texture", "texture"), &VisualShaderNodeCurveXYZTexture::set_texture);
+ ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeCurveXYZTexture::get_texture);
+
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "CurveXYZTexture"), "set_texture", "get_texture");
+}
+
+bool VisualShaderNodeCurveXYZTexture::is_use_prop_slots() const {
+ return true;
+}
+
+VisualShaderNodeCurveXYZTexture::VisualShaderNodeCurveXYZTexture() {
+ set_input_port_default_value(0, 0.0);
simple_decl = true;
allow_v_resize = false;
}
@@ -884,7 +1148,7 @@ int VisualShaderNodeSample3D::get_input_port_count() const {
VisualShaderNodeSample3D::PortType VisualShaderNodeSample3D::get_input_port_type(int p_port) const {
switch (p_port) {
case 0:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
case 1:
return PORT_TYPE_SCALAR;
case 2:
@@ -906,27 +1170,36 @@ String VisualShaderNodeSample3D::get_input_port_name(int p_port) const {
}
int VisualShaderNodeSample3D::get_output_port_count() const {
- return 2;
+ return 1;
}
VisualShaderNodeSample3D::PortType VisualShaderNodeSample3D::get_output_port_type(int p_port) const {
- return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
+ return p_port == 0 ? PORT_TYPE_VECTOR_4D : PORT_TYPE_SCALAR;
}
String VisualShaderNodeSample3D::get_output_port_name(int p_port) const {
- return p_port == 0 ? "rgb" : "alpha";
+ return "color";
}
-String VisualShaderNodeSample3D::get_input_port_default_hint(int p_port) const {
+bool VisualShaderNodeSample3D::is_output_port_expandable(int p_port) const {
if (p_port == 0) {
- return "default";
+ return true;
}
- return "";
+ return false;
+}
+
+bool VisualShaderNodeSample3D::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;
}
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 default_uv;
- if (p_mode != Shader::MODE_PARTICLES && p_mode != Shader::MODE_SKY) {
+ if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
default_uv = "vec3(UV, 0.0)";
} else {
default_uv = "vec3(0.0)";
@@ -935,43 +1208,41 @@ String VisualShaderNodeSample3D::generate_code(Shader::Mode p_mode, VisualShader
String code;
if (source == SOURCE_TEXTURE || source == SOURCE_PORT) {
String id;
- code += "\t{\n";
if (source == SOURCE_TEXTURE) {
id = make_unique_id(p_type, p_id, "tex3d");
} else {
id = p_input_vars[2];
}
- if (id != String()) {
- if (p_input_vars[0] == String()) { // Use UV by default.
- if (p_input_vars[1] == String()) {
- code += "\t\tvec4 " + id + "_tex_read = texture(" + id + ", " + default_uv + ");\n";
+ 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 += "\t\tvec4 " + id + "_tex_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
+ code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
}
- } else if (p_input_vars[1] == String()) {
+ } else if (p_input_vars[1].is_empty()) {
//no lod
- code += "\t\tvec4 " + id + "_tex_read = texture(" + id + ", " + p_input_vars[0] + ");\n";
+ code += " " + p_output_vars[0] + " = texture(" + id + ", " + p_input_vars[0] + ");\n";
} else {
- code += "\t\tvec4 " + id + "_tex_read = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
+ code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
}
} else {
- code += "\t\tvec4 " + id + "_tex_read = vec4(0.0);\n";
+ code += " " + p_output_vars[0] + " = vec4(0.0);\n";
}
-
- code += "\t\t" + p_output_vars[0] + " = " + id + "_tex_read.rgb;\n";
- code += "\t\t" + p_output_vars[1] + " = " + id + "_tex_read.a;\n";
- code += "\t}\n";
return code;
}
- code += "\t" + p_output_vars[0] + " = vec3(0.0);\n";
- code += "\t" + p_output_vars[1] + " = 1.0;\n";
+ code += " " + p_output_vars[0] + " = vec4(0.0);\n";
return code;
}
void VisualShaderNodeSample3D::set_source(Source p_source) {
+ ERR_FAIL_INDEX(int(p_source), int(SOURCE_MAX));
+ if (source == p_source) {
+ return;
+ }
source = p_source;
emit_changed();
- emit_signal("editor_refresh_request");
+ emit_signal(SNAME("editor_refresh_request"));
}
VisualShaderNodeSample3D::Source VisualShaderNodeSample3D::get_source() const {
@@ -986,11 +1257,12 @@ void VisualShaderNodeSample3D::_bind_methods() {
BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
BIND_ENUM_CONSTANT(SOURCE_PORT);
+ BIND_ENUM_CONSTANT(SOURCE_MAX);
}
String VisualShaderNodeSample3D::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
if (is_input_port_connected(2) && source != SOURCE_PORT) {
- return TTR("The sampler port is connected but not used. Consider changing the source to 'SamplerPort'.");
+ return RTR("The sampler port is connected but not used. Consider changing the source to 'SamplerPort'.");
}
if (source == SOURCE_TEXTURE) {
@@ -999,7 +1271,7 @@ String VisualShaderNodeSample3D::get_warning(Shader::Mode p_mode, VisualShader::
if (source == SOURCE_PORT) {
return String(); // all good
}
- return TTR("Invalid source for shader.");
+ return RTR("Invalid source for shader.");
}
VisualShaderNodeSample3D::VisualShaderNodeSample3D() {
@@ -1022,7 +1294,7 @@ String VisualShaderNodeTexture2DArray::get_input_port_name(int p_port) const {
Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture2DArray::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
VisualShader::DefaultTextureParam dtp;
dtp.name = make_unique_id(p_type, p_id, "tex3d");
- dtp.param = texture;
+ dtp.params.push_back(texture_array);
Vector<VisualShader::DefaultTextureParam> ret;
ret.push_back(dtp);
return ret;
@@ -1035,13 +1307,13 @@ String VisualShaderNodeTexture2DArray::generate_global(Shader::Mode p_mode, Visu
return String();
}
-void VisualShaderNodeTexture2DArray::set_texture_array(Ref<Texture2DArray> p_value) {
- texture = p_value;
+void VisualShaderNodeTexture2DArray::set_texture_array(Ref<Texture2DArray> p_texture_array) {
+ texture_array = p_texture_array;
emit_changed();
}
Ref<Texture2DArray> VisualShaderNodeTexture2DArray::get_texture_array() const {
- return texture;
+ return texture_array;
}
Vector<StringName> VisualShaderNodeTexture2DArray::get_editable_properties() const {
@@ -1079,7 +1351,7 @@ String VisualShaderNodeTexture3D::get_input_port_name(int p_port) const {
Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture3D::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
VisualShader::DefaultTextureParam dtp;
dtp.name = make_unique_id(p_type, p_id, "tex3d");
- dtp.param = texture;
+ dtp.params.push_back(texture);
Vector<VisualShader::DefaultTextureParam> ret;
ret.push_back(dtp);
return ret;
@@ -1092,8 +1364,8 @@ String VisualShaderNodeTexture3D::generate_global(Shader::Mode p_mode, VisualSha
return String();
}
-void VisualShaderNodeTexture3D::set_texture(Ref<Texture3D> p_value) {
- texture = p_value;
+void VisualShaderNodeTexture3D::set_texture(Ref<Texture3D> p_texture) {
+ texture = p_texture;
emit_changed();
}
@@ -1133,7 +1405,7 @@ int VisualShaderNodeCubemap::get_input_port_count() const {
VisualShaderNodeCubemap::PortType VisualShaderNodeCubemap::get_input_port_type(int p_port) const {
switch (p_port) {
case 0:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
case 1:
return PORT_TYPE_SCALAR;
case 2:
@@ -1157,21 +1429,28 @@ String VisualShaderNodeCubemap::get_input_port_name(int p_port) const {
}
int VisualShaderNodeCubemap::get_output_port_count() const {
- return 2;
+ return 1;
}
VisualShaderNodeCubemap::PortType VisualShaderNodeCubemap::get_output_port_type(int p_port) const {
- return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
+ return PORT_TYPE_VECTOR_4D;
}
String VisualShaderNodeCubemap::get_output_port_name(int p_port) const {
- return p_port == 0 ? "rgb" : "alpha";
+ return "color";
+}
+
+bool VisualShaderNodeCubemap::is_output_port_expandable(int p_port) const {
+ if (p_port == 0) {
+ return true;
+ }
+ return false;
}
Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCubemap::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
VisualShader::DefaultTextureParam dtp;
dtp.name = make_unique_id(p_type, p_id, "cube");
- dtp.param = cube_map;
+ dtp.params.push_back(cube_map);
Vector<VisualShader::DefaultTextureParam> ret;
ret.push_back(dtp);
return ret;
@@ -1184,11 +1463,13 @@ String VisualShaderNodeCubemap::generate_global(Shader::Mode p_mode, VisualShade
case TYPE_DATA:
break;
case TYPE_COLOR:
- u += " : hint_albedo";
+ u += " : source_color";
break;
case TYPE_NORMAL_MAP:
u += " : hint_normal";
break;
+ default:
+ break;
}
return u + ";\n";
}
@@ -1197,7 +1478,7 @@ 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_PARTICLES && p_mode != Shader::MODE_SKY) {
+ if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
default_uv = "vec3(UV, 0.0)";
} else {
default_uv = "vec3(0.0)";
@@ -1210,59 +1491,56 @@ String VisualShaderNodeCubemap::generate_code(Shader::Mode p_mode, VisualShader:
} else if (source == SOURCE_PORT) {
id = p_input_vars[2];
} else {
- return String();
+ return code;
}
- code += "\t{\n";
-
- if (id == String()) {
- code += "\t\tvec4 " + id + "_read = vec4(0.0);\n";
- code += "\t\t" + p_output_vars[0] + " = " + id + "_read.rgb;\n";
- code += "\t\t" + p_output_vars[1] + " = " + id + "_read.a;\n";
- code += "\t}\n";
+ if (id.is_empty()) {
+ code += " " + p_output_vars[0] + " = vec4(0.0);\n";
return code;
}
- if (p_input_vars[0] == String()) { // Use UV by default.
+ if (p_input_vars[0].is_empty()) { // Use UV by default.
- if (p_input_vars[1] == String()) {
- code += "\t\tvec4 " + id + "_read = texture(" + id + ", " + default_uv + ");\n";
+ if (p_input_vars[1].is_empty()) {
+ code += " " + p_output_vars[0] + " = texture(" + id + ", " + default_uv + ");\n";
} else {
- code += "\t\tvec4 " + id + "_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + " );\n";
+ code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
}
- } else if (p_input_vars[1] == String()) {
+ } else if (p_input_vars[1].is_empty()) {
//no lod
- code += "\t\tvec4 " + id + "_read = texture(" + id + ", " + p_input_vars[0] + ");\n";
+ code += " " + p_output_vars[0] + " = texture(" + id + ", " + p_input_vars[0] + ");\n";
} else {
- code += "\t\tvec4 " + id + "_read = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
+ code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
}
- code += "\t\t" + p_output_vars[0] + " = " + id + "_read.rgb;\n";
- code += "\t\t" + p_output_vars[1] + " = " + id + "_read.a;\n";
- code += "\t}\n";
-
return code;
}
-String VisualShaderNodeCubemap::get_input_port_default_hint(int p_port) const {
- if (p_port == 0) {
- return "default";
+bool VisualShaderNodeCubemap::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 "";
+ return false;
}
void VisualShaderNodeCubemap::set_source(Source p_source) {
+ ERR_FAIL_INDEX(int(p_source), int(SOURCE_MAX));
+ if (source == p_source) {
+ return;
+ }
source = p_source;
emit_changed();
- emit_signal("editor_refresh_request");
+ emit_signal(SNAME("editor_refresh_request"));
}
VisualShaderNodeCubemap::Source VisualShaderNodeCubemap::get_source() const {
return source;
}
-void VisualShaderNodeCubemap::set_cube_map(Ref<Cubemap> p_value) {
- cube_map = p_value;
+void VisualShaderNodeCubemap::set_cube_map(Ref<Cubemap> p_cube_map) {
+ cube_map = p_cube_map;
emit_changed();
}
@@ -1270,8 +1548,12 @@ Ref<Cubemap> VisualShaderNodeCubemap::get_cube_map() const {
return cube_map;
}
-void VisualShaderNodeCubemap::set_texture_type(TextureType p_type) {
- texture_type = p_type;
+void VisualShaderNodeCubemap::set_texture_type(TextureType p_texture_type) {
+ ERR_FAIL_INDEX(int(p_texture_type), int(TYPE_MAX));
+ if (texture_type == p_texture_type) {
+ return;
+ }
+ texture_type = p_texture_type;
emit_changed();
}
@@ -1291,7 +1573,7 @@ Vector<StringName> VisualShaderNodeCubemap::get_editable_properties() const {
String VisualShaderNodeCubemap::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
if (is_input_port_connected(2) && source != SOURCE_PORT) {
- return TTR("The sampler port is connected but not used. Consider changing the source to 'SamplerPort'.");
+ return RTR("The sampler port is connected but not used. Consider changing the source to 'SamplerPort'.");
}
return String();
}
@@ -1308,14 +1590,16 @@ void VisualShaderNodeCubemap::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,SamplerPort"), "set_source", "get_source");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "cube_map", PROPERTY_HINT_RESOURCE_TYPE, "Cubemap"), "set_cube_map", "get_cube_map");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normalmap"), "set_texture_type", "get_texture_type");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normal Map"), "set_texture_type", "get_texture_type");
BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
BIND_ENUM_CONSTANT(SOURCE_PORT);
+ BIND_ENUM_CONSTANT(SOURCE_MAX);
BIND_ENUM_CONSTANT(TYPE_DATA);
BIND_ENUM_CONSTANT(TYPE_COLOR);
BIND_ENUM_CONSTANT(TYPE_NORMAL_MAP);
+ BIND_ENUM_CONSTANT(TYPE_MAX);
}
VisualShaderNodeCubemap::VisualShaderNodeCubemap() {
@@ -1353,7 +1637,7 @@ String VisualShaderNodeFloatOp::get_output_port_name(int p_port) const {
}
String VisualShaderNodeFloatOp::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 = "\t" + p_output_vars[0] + " = ";
+ String code = " " + p_output_vars[0] + " = ";
switch (op) {
case OP_ADD:
code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
@@ -1385,12 +1669,17 @@ String VisualShaderNodeFloatOp::generate_code(Shader::Mode p_mode, VisualShader:
case OP_STEP:
code += "step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
break;
+ default:
+ break;
}
-
return code;
}
void VisualShaderNodeFloatOp::set_operator(Operator p_op) {
+ ERR_FAIL_INDEX(int(p_op), int(OP_ENUM_SIZE));
+ if (op == p_op) {
+ return;
+ }
op = p_op;
emit_changed();
}
@@ -1409,7 +1698,7 @@ void VisualShaderNodeFloatOp::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeFloatOp::set_operator);
ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeFloatOp::get_operator);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Sub,Multiply,Divide,Remainder,Power,Max,Min,Atan2,Step"), "set_operator", "get_operator");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Subtract,Multiply,Divide,Remainder,Power,Max,Min,ATan2,Step"), "set_operator", "get_operator");
BIND_ENUM_CONSTANT(OP_ADD);
BIND_ENUM_CONSTANT(OP_SUB);
@@ -1421,6 +1710,7 @@ void VisualShaderNodeFloatOp::_bind_methods() {
BIND_ENUM_CONSTANT(OP_MIN);
BIND_ENUM_CONSTANT(OP_ATAN2);
BIND_ENUM_CONSTANT(OP_STEP);
+ BIND_ENUM_CONSTANT(OP_ENUM_SIZE);
}
VisualShaderNodeFloatOp::VisualShaderNodeFloatOp() {
@@ -1459,7 +1749,7 @@ String VisualShaderNodeIntOp::get_output_port_name(int p_port) const {
}
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 {
- String code = "\t" + p_output_vars[0] + " = ";
+ String code = " " + p_output_vars[0] + " = ";
switch (op) {
case OP_ADD:
code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
@@ -1482,12 +1772,33 @@ String VisualShaderNodeIntOp::generate_code(Shader::Mode p_mode, VisualShader::T
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 VisualShaderNodeIntOp::set_operator(Operator p_op) {
+ ERR_FAIL_INDEX(int(p_op), OP_ENUM_SIZE);
+ if (op == p_op) {
+ return;
+ }
op = p_op;
emit_changed();
}
@@ -1506,7 +1817,7 @@ void VisualShaderNodeIntOp::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeIntOp::set_operator);
ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeIntOp::get_operator);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Sub,Multiply,Divide,Remainder,Max,Min"), "set_operator", "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);
@@ -1515,6 +1826,12 @@ void VisualShaderNodeIntOp::_bind_methods() {
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);
}
VisualShaderNodeIntOp::VisualShaderNodeIntOp() {
@@ -1532,10 +1849,6 @@ int VisualShaderNodeVectorOp::get_input_port_count() const {
return 2;
}
-VisualShaderNodeVectorOp::PortType VisualShaderNodeVectorOp::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
-}
-
String VisualShaderNodeVectorOp::get_input_port_name(int p_port) const {
return p_port == 0 ? "a" : "b";
}
@@ -1544,16 +1857,12 @@ int VisualShaderNodeVectorOp::get_output_port_count() const {
return 1;
}
-VisualShaderNodeVectorOp::PortType VisualShaderNodeVectorOp::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
-}
-
String VisualShaderNodeVectorOp::get_output_port_name(int p_port) const {
- return "op"; //no output port means the editor will be used as port
+ return "op";
}
String VisualShaderNodeVectorOp::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 = "\t" + p_output_vars[0] + " = ";
+ String code = " " + p_output_vars[0] + " = ";
switch (op) {
case OP_ADD:
code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
@@ -1580,23 +1889,66 @@ String VisualShaderNodeVectorOp::generate_code(Shader::Mode p_mode, VisualShader
code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
break;
case OP_CROSS:
- code += "cross(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
+ 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 += "cross(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
+ }
break;
case OP_ATAN2:
code += "atan(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
break;
case OP_REFLECT:
- code += "reflect(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
+ 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";
+ }
break;
case OP_STEP:
code += "step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
break;
+ default:
+ break;
}
return code;
}
+void VisualShaderNodeVectorOp::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();
+}
+
void VisualShaderNodeVectorOp::set_operator(Operator p_op) {
+ ERR_FAIL_INDEX(int(p_op), int(OP_ENUM_SIZE));
+ if (op == p_op) {
+ return;
+ }
op = p_op;
emit_changed();
}
@@ -1606,16 +1958,32 @@ VisualShaderNodeVectorOp::Operator VisualShaderNodeVectorOp::get_operator() cons
}
Vector<StringName> VisualShaderNodeVectorOp::get_editable_properties() const {
- Vector<StringName> props;
+ Vector<StringName> props = VisualShaderNodeVectorBase::get_editable_properties();
props.push_back("operator");
return props;
}
+String VisualShaderNodeVectorOp::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
+ bool invalid_type = false;
+
+ if (op_type == OP_TYPE_VECTOR_2D || op_type == OP_TYPE_VECTOR_4D) {
+ if (op == OP_CROSS || op == OP_REFLECT) {
+ invalid_type = true;
+ }
+ }
+
+ if (invalid_type) {
+ return RTR("Invalid operator for that type.");
+ }
+
+ return String();
+}
+
void VisualShaderNodeVectorOp::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeVectorOp::set_operator);
ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeVectorOp::get_operator);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Sub,Multiply,Divide,Remainder,Power,Max,Min,Cross,Atan2,Reflect,Step"), "set_operator", "get_operator");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Subtract,Multiply,Divide,Remainder,Power,Max,Min,Cross,ATan2,Reflect,Step"), "set_operator", "get_operator");
BIND_ENUM_CONSTANT(OP_ADD);
BIND_ENUM_CONSTANT(OP_SUB);
@@ -1629,11 +1997,26 @@ void VisualShaderNodeVectorOp::_bind_methods() {
BIND_ENUM_CONSTANT(OP_ATAN2);
BIND_ENUM_CONSTANT(OP_REFLECT);
BIND_ENUM_CONSTANT(OP_STEP);
+ BIND_ENUM_CONSTANT(OP_ENUM_SIZE);
}
VisualShaderNodeVectorOp::VisualShaderNodeVectorOp() {
- set_input_port_default_value(0, Vector3());
- set_input_port_default_value(1, Vector3());
+ switch (op_type) {
+ case OP_TYPE_VECTOR_2D: {
+ set_input_port_default_value(0, Vector2());
+ set_input_port_default_value(1, Vector2());
+ } break;
+ case OP_TYPE_VECTOR_3D: {
+ set_input_port_default_value(0, Vector3());
+ set_input_port_default_value(1, Vector3());
+ } break;
+ case OP_TYPE_VECTOR_4D: {
+ set_input_port_default_value(0, Quaternion());
+ set_input_port_default_value(1, Quaternion());
+ } break;
+ default:
+ break;
+ }
}
////////////// Color Op
@@ -1647,7 +2030,7 @@ int VisualShaderNodeColorOp::get_input_port_count() const {
}
VisualShaderNodeColorOp::PortType VisualShaderNodeColorOp::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeColorOp::get_input_port_name(int p_port) const {
@@ -1659,7 +2042,7 @@ int VisualShaderNodeColorOp::get_output_port_count() const {
}
VisualShaderNodeColorOp::PortType VisualShaderNodeColorOp::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeColorOp::get_output_port_name(int p_port) const {
@@ -1671,75 +2054,80 @@ String VisualShaderNodeColorOp::generate_code(Shader::Mode p_mode, VisualShader:
static const char *axisn[3] = { "x", "y", "z" };
switch (op) {
case OP_SCREEN: {
- code += "\t" + p_output_vars[0] + " = vec3(1.0) - (vec3(1.0) - " + p_input_vars[0] + ") * (vec3(1.0) - " + p_input_vars[1] + ");\n";
+ code += " " + p_output_vars[0] + " = vec3(1.0) - (vec3(1.0) - " + p_input_vars[0] + ") * (vec3(1.0) - " + p_input_vars[1] + ");\n";
} break;
case OP_DIFFERENCE: {
- code += "\t" + p_output_vars[0] + " = abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ");\n";
+ code += " " + p_output_vars[0] + " = abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ");\n";
} break;
case OP_DARKEN: {
- code += "\t" + p_output_vars[0] + " = min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
+ code += " " + p_output_vars[0] + " = min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
} break;
case OP_LIGHTEN: {
- code += "\t" + p_output_vars[0] + " = max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
+ code += " " + p_output_vars[0] + " = max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
} break;
case OP_OVERLAY: {
for (int i = 0; i < 3; i++) {
- code += "\t{\n";
- code += "\t\tfloat base = " + p_input_vars[0] + "." + axisn[i] + ";\n";
- code += "\t\tfloat blend = " + p_input_vars[1] + "." + axisn[i] + ";\n";
- code += "\t\tif (base < 0.5) {\n";
- code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = 2.0 * base * blend;\n";
- code += "\t\t} else {\n";
- code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);\n";
- code += "\t\t}\n";
- code += "\t}\n";
+ code += " {\n";
+ code += " float base = " + p_input_vars[0] + "." + axisn[i] + ";\n";
+ code += " float blend = " + p_input_vars[1] + "." + axisn[i] + ";\n";
+ code += " if (base < 0.5) {\n";
+ code += " " + p_output_vars[0] + "." + axisn[i] + " = 2.0 * base * blend;\n";
+ code += " } else {\n";
+ code += " " + p_output_vars[0] + "." + axisn[i] + " = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);\n";
+ code += " }\n";
+ code += " }\n";
}
} break;
case OP_DODGE: {
- code += "\t" + p_output_vars[0] + " = (" + p_input_vars[0] + ") / (vec3(1.0) - " + p_input_vars[1] + ");\n";
+ code += " " + p_output_vars[0] + " = (" + p_input_vars[0] + ") / (vec3(1.0) - " + p_input_vars[1] + ");\n";
} break;
case OP_BURN: {
- code += "\t" + p_output_vars[0] + " = vec3(1.0) - (vec3(1.0) - " + p_input_vars[0] + ") / (" + p_input_vars[1] + ");\n";
+ code += " " + p_output_vars[0] + " = vec3(1.0) - (vec3(1.0) - " + p_input_vars[0] + ") / (" + p_input_vars[1] + ");\n";
} break;
case OP_SOFT_LIGHT: {
for (int i = 0; i < 3; i++) {
- code += "\t{\n";
- code += "\t\tfloat base = " + p_input_vars[0] + "." + axisn[i] + ";\n";
- code += "\t\tfloat blend = " + p_input_vars[1] + "." + axisn[i] + ";\n";
- code += "\t\tif (base < 0.5) {\n";
- code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (base * (blend + 0.5));\n";
- code += "\t\t} else {\n";
- code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0 - base) * (1.0 - (blend - 0.5)));\n";
- code += "\t\t}\n";
- code += "\t}\n";
+ code += " {\n";
+ code += " float base = " + p_input_vars[0] + "." + axisn[i] + ";\n";
+ code += " float blend = " + p_input_vars[1] + "." + axisn[i] + ";\n";
+ code += " if (base < 0.5) {\n";
+ code += " " + p_output_vars[0] + "." + axisn[i] + " = (base * (blend + 0.5));\n";
+ code += " } else {\n";
+ code += " " + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0 - base) * (1.0 - (blend - 0.5)));\n";
+ code += " }\n";
+ code += " }\n";
}
} break;
case OP_HARD_LIGHT: {
for (int i = 0; i < 3; i++) {
- code += "\t{\n";
- code += "\t\tfloat base = " + p_input_vars[0] + "." + axisn[i] + ";\n";
- code += "\t\tfloat blend = " + p_input_vars[1] + "." + axisn[i] + ";\n";
- code += "\t\tif (base < 0.5) {\n";
- code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (base * (2.0 * blend));\n";
- code += "\t\t} else {\n";
- code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0 - base) * (1.0 - 2.0 * (blend - 0.5)));\n";
- code += "\t\t}\n";
- code += "\t}\n";
+ code += " {\n";
+ code += " float base = " + p_input_vars[0] + "." + axisn[i] + ";\n";
+ code += " float blend = " + p_input_vars[1] + "." + axisn[i] + ";\n";
+ code += " if (base < 0.5) {\n";
+ code += " " + p_output_vars[0] + "." + axisn[i] + " = (base * (2.0 * blend));\n";
+ code += " } else {\n";
+ code += " " + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0 - base) * (1.0 - 2.0 * (blend - 0.5)));\n";
+ code += " }\n";
+ code += " }\n";
}
} break;
+ default:
+ break;
}
return code;
}
void VisualShaderNodeColorOp::set_operator(Operator p_op) {
- op = p_op;
- switch (op) {
+ ERR_FAIL_INDEX(int(p_op), int(OP_MAX));
+ if (op == p_op) {
+ return;
+ }
+ switch (p_op) {
case OP_SCREEN:
simple_decl = true;
break;
@@ -1767,7 +2155,10 @@ void VisualShaderNodeColorOp::set_operator(Operator p_op) {
case OP_HARD_LIGHT:
simple_decl = false;
break;
+ default:
+ break;
}
+ op = p_op;
emit_changed();
}
@@ -1785,7 +2176,7 @@ void VisualShaderNodeColorOp::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeColorOp::set_operator);
ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeColorOp::get_operator);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Screen,Difference,Darken,Lighten,Overlay,Dodge,Burn,SoftLight,HardLight"), "set_operator", "get_operator");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Screen,Difference,Darken,Lighten,Overlay,Dodge,Burn,Soft Light,Hard Light"), "set_operator", "get_operator");
BIND_ENUM_CONSTANT(OP_SCREEN);
BIND_ENUM_CONSTANT(OP_DIFFERENCE);
@@ -1796,6 +2187,7 @@ void VisualShaderNodeColorOp::_bind_methods() {
BIND_ENUM_CONSTANT(OP_BURN);
BIND_ENUM_CONSTANT(OP_SOFT_LIGHT);
BIND_ENUM_CONSTANT(OP_HARD_LIGHT);
+ BIND_ENUM_CONSTANT(OP_MAX);
}
VisualShaderNodeColorOp::VisualShaderNodeColorOp() {
@@ -1803,78 +2195,101 @@ VisualShaderNodeColorOp::VisualShaderNodeColorOp() {
set_input_port_default_value(1, Vector3());
}
-////////////// Transform Mult
+////////////// Transform Op
-String VisualShaderNodeTransformMult::get_caption() const {
- return "TransformMult";
+String VisualShaderNodeTransformOp::get_caption() const {
+ return "TransformOp";
}
-int VisualShaderNodeTransformMult::get_input_port_count() const {
+int VisualShaderNodeTransformOp::get_input_port_count() const {
return 2;
}
-VisualShaderNodeTransformMult::PortType VisualShaderNodeTransformMult::get_input_port_type(int p_port) const {
+VisualShaderNodeTransformOp::PortType VisualShaderNodeTransformOp::get_input_port_type(int p_port) const {
return PORT_TYPE_TRANSFORM;
}
-String VisualShaderNodeTransformMult::get_input_port_name(int p_port) const {
+String VisualShaderNodeTransformOp::get_input_port_name(int p_port) const {
return p_port == 0 ? "a" : "b";
}
-int VisualShaderNodeTransformMult::get_output_port_count() const {
+int VisualShaderNodeTransformOp::get_output_port_count() const {
return 1;
}
-VisualShaderNodeTransformMult::PortType VisualShaderNodeTransformMult::get_output_port_type(int p_port) const {
+VisualShaderNodeTransformOp::PortType VisualShaderNodeTransformOp::get_output_port_type(int p_port) const {
return PORT_TYPE_TRANSFORM;
}
-String VisualShaderNodeTransformMult::get_output_port_name(int p_port) const {
+String VisualShaderNodeTransformOp::get_output_port_name(int p_port) const {
return "mult"; //no output port means the editor will be used as port
}
-String VisualShaderNodeTransformMult::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 {
- if (op == OP_AxB) {
- return "\t" + p_output_vars[0] + " = " + p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
- } else if (op == OP_BxA) {
- return "\t" + p_output_vars[0] + " = " + p_input_vars[1] + " * " + p_input_vars[0] + ";\n";
- } else if (op == OP_AxB_COMP) {
- return "\t" + p_output_vars[0] + " = matrixCompMult(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
- } else {
- return "\t" + p_output_vars[0] + " = matrixCompMult(" + p_input_vars[1] + ", " + p_input_vars[0] + ");\n";
+String VisualShaderNodeTransformOp::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 {
+ switch (op) {
+ case OP_AxB:
+ return " " + p_output_vars[0] + " = " + p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
+ case OP_BxA:
+ return " " + p_output_vars[0] + " = " + p_input_vars[1] + " * " + p_input_vars[0] + ";\n";
+ case OP_AxB_COMP:
+ return " " + p_output_vars[0] + " = matrixCompMult(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
+ case OP_BxA_COMP:
+ return " " + p_output_vars[0] + " = matrixCompMult(" + p_input_vars[1] + ", " + p_input_vars[0] + ");\n";
+ case OP_ADD:
+ return " " + p_output_vars[0] + " = " + p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
+ case OP_A_MINUS_B:
+ return " " + p_output_vars[0] + " = " + p_input_vars[0] + " - " + p_input_vars[1] + ";\n";
+ case OP_B_MINUS_A:
+ return " " + p_output_vars[0] + " = " + p_input_vars[1] + " - " + p_input_vars[0] + ";\n";
+ case OP_A_DIV_B:
+ return " " + p_output_vars[0] + " = " + p_input_vars[0] + " / " + p_input_vars[1] + ";\n";
+ case OP_B_DIV_A:
+ return " " + p_output_vars[0] + " = " + p_input_vars[1] + " / " + p_input_vars[0] + ";\n";
+ default:
+ return "";
}
}
-void VisualShaderNodeTransformMult::set_operator(Operator p_op) {
+void VisualShaderNodeTransformOp::set_operator(Operator p_op) {
+ ERR_FAIL_INDEX(int(p_op), int(OP_MAX));
+ if (op == p_op) {
+ return;
+ }
op = p_op;
emit_changed();
}
-VisualShaderNodeTransformMult::Operator VisualShaderNodeTransformMult::get_operator() const {
+VisualShaderNodeTransformOp::Operator VisualShaderNodeTransformOp::get_operator() const {
return op;
}
-Vector<StringName> VisualShaderNodeTransformMult::get_editable_properties() const {
+Vector<StringName> VisualShaderNodeTransformOp::get_editable_properties() const {
Vector<StringName> props;
props.push_back("operator");
return props;
}
-void VisualShaderNodeTransformMult::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeTransformMult::set_operator);
- ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeTransformMult::get_operator);
+void VisualShaderNodeTransformOp::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeTransformOp::set_operator);
+ ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeTransformOp::get_operator);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "A x B,B x A,A x B(per component),B x A(per component)"), "set_operator", "get_operator");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "A x B,B x A,A x B(per component),B x A(per component),A + B,A - B,B - A,A / B,B / A"), "set_operator", "get_operator");
BIND_ENUM_CONSTANT(OP_AxB);
BIND_ENUM_CONSTANT(OP_BxA);
BIND_ENUM_CONSTANT(OP_AxB_COMP);
BIND_ENUM_CONSTANT(OP_BxA_COMP);
+ BIND_ENUM_CONSTANT(OP_ADD);
+ BIND_ENUM_CONSTANT(OP_A_MINUS_B);
+ BIND_ENUM_CONSTANT(OP_B_MINUS_A);
+ BIND_ENUM_CONSTANT(OP_A_DIV_B);
+ BIND_ENUM_CONSTANT(OP_B_DIV_A);
+ BIND_ENUM_CONSTANT(OP_MAX);
}
-VisualShaderNodeTransformMult::VisualShaderNodeTransformMult() {
- set_input_port_default_value(0, Transform());
- set_input_port_default_value(1, Transform());
+VisualShaderNodeTransformOp::VisualShaderNodeTransformOp() {
+ set_input_port_default_value(0, Transform3D());
+ set_input_port_default_value(1, Transform3D());
}
////////////// TransformVec Mult
@@ -1888,7 +2303,7 @@ int VisualShaderNodeTransformVecMult::get_input_port_count() const {
}
VisualShaderNodeTransformVecMult::PortType VisualShaderNodeTransformVecMult::get_input_port_type(int p_port) const {
- return p_port == 0 ? PORT_TYPE_TRANSFORM : PORT_TYPE_VECTOR;
+ return p_port == 0 ? PORT_TYPE_TRANSFORM : PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeTransformVecMult::get_input_port_name(int p_port) const {
@@ -1900,7 +2315,7 @@ int VisualShaderNodeTransformVecMult::get_output_port_count() const {
}
VisualShaderNodeTransformVecMult::PortType VisualShaderNodeTransformVecMult::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeTransformVecMult::get_output_port_name(int p_port) const {
@@ -1909,17 +2324,21 @@ String VisualShaderNodeTransformVecMult::get_output_port_name(int p_port) const
String VisualShaderNodeTransformVecMult::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 {
if (op == OP_AxB) {
- return "\t" + p_output_vars[0] + " = (" + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 1.0)).xyz;\n";
+ return " " + p_output_vars[0] + " = (" + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 1.0)).xyz;\n";
} else if (op == OP_BxA) {
- return "\t" + p_output_vars[0] + " = (vec4(" + p_input_vars[1] + ", 1.0) * " + p_input_vars[0] + ").xyz;\n";
+ return " " + p_output_vars[0] + " = (vec4(" + p_input_vars[1] + ", 1.0) * " + p_input_vars[0] + ").xyz;\n";
} else if (op == OP_3x3_AxB) {
- return "\t" + p_output_vars[0] + " = (" + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 0.0)).xyz;\n";
+ return " " + p_output_vars[0] + " = (" + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 0.0)).xyz;\n";
} else {
- return "\t" + p_output_vars[0] + " = (vec4(" + p_input_vars[1] + ", 0.0) * " + p_input_vars[0] + ").xyz;\n";
+ return " " + p_output_vars[0] + " = (vec4(" + p_input_vars[1] + ", 0.0) * " + p_input_vars[0] + ").xyz;\n";
}
}
void VisualShaderNodeTransformVecMult::set_operator(Operator p_op) {
+ ERR_FAIL_INDEX(int(p_op), int(OP_MAX));
+ if (op == p_op) {
+ return;
+ }
op = p_op;
emit_changed();
}
@@ -1944,10 +2363,11 @@ void VisualShaderNodeTransformVecMult::_bind_methods() {
BIND_ENUM_CONSTANT(OP_BxA);
BIND_ENUM_CONSTANT(OP_3x3_AxB);
BIND_ENUM_CONSTANT(OP_3x3_BxA);
+ BIND_ENUM_CONSTANT(OP_MAX);
}
VisualShaderNodeTransformVecMult::VisualShaderNodeTransformVecMult() {
- set_input_port_default_value(0, Transform());
+ set_input_port_default_value(0, Transform3D());
set_input_port_default_value(1, Vector3());
}
@@ -1982,7 +2402,7 @@ String VisualShaderNodeFloatFunc::get_output_port_name(int p_port) const {
}
String VisualShaderNodeFloatFunc::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 *scalar_func_id[FUNC_ONEMINUS + 1] = {
+ static const char *functions[FUNC_MAX] = {
"sin($)",
"cos($)",
"tan($)",
@@ -2016,11 +2436,14 @@ String VisualShaderNodeFloatFunc::generate_code(Shader::Mode p_mode, VisualShade
"trunc($)",
"1.0 - $"
};
-
- return "\t" + p_output_vars[0] + " = " + String(scalar_func_id[func]).replace("$", p_input_vars[0]) + ";\n";
+ return " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
}
void VisualShaderNodeFloatFunc::set_function(Function p_func) {
+ ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
+ if (func == p_func) {
+ return;
+ }
func = p_func;
emit_changed();
}
@@ -2039,7 +2462,7 @@ void VisualShaderNodeFloatFunc::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeFloatFunc::set_function);
ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeFloatFunc::get_function);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Sin,Cos,Tan,ASin,ACos,ATan,SinH,CosH,TanH,Log,Exp,Sqrt,Abs,Sign,Floor,Round,Ceil,Frac,Saturate,Negate,ACosH,ASinH,ATanH,Degrees,Exp2,InverseSqrt,Log2,Radians,Reciprocal,RoundEven,Trunc,OneMinus"), "set_function", "get_function");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Sin,Cos,Tan,ASin,ACos,ATan,SinH,CosH,TanH,Log,Exp,Sqrt,Abs,Sign,Floor,Round,Ceil,Fract,Saturate,Negate,ACosH,ASinH,ATanH,Degrees,Exp2,InverseSqrt,Log2,Radians,Reciprocal,RoundEven,Trunc,OneMinus"), "set_function", "get_function");
BIND_ENUM_CONSTANT(FUNC_SIN);
BIND_ENUM_CONSTANT(FUNC_COS);
@@ -2058,7 +2481,7 @@ void VisualShaderNodeFloatFunc::_bind_methods() {
BIND_ENUM_CONSTANT(FUNC_FLOOR);
BIND_ENUM_CONSTANT(FUNC_ROUND);
BIND_ENUM_CONSTANT(FUNC_CEIL);
- BIND_ENUM_CONSTANT(FUNC_FRAC);
+ BIND_ENUM_CONSTANT(FUNC_FRACT);
BIND_ENUM_CONSTANT(FUNC_SATURATE);
BIND_ENUM_CONSTANT(FUNC_NEGATE);
BIND_ENUM_CONSTANT(FUNC_ACOSH);
@@ -2073,6 +2496,7 @@ void VisualShaderNodeFloatFunc::_bind_methods() {
BIND_ENUM_CONSTANT(FUNC_ROUNDEVEN);
BIND_ENUM_CONSTANT(FUNC_TRUNC);
BIND_ENUM_CONSTANT(FUNC_ONEMINUS);
+ BIND_ENUM_CONSTANT(FUNC_MAX);
}
VisualShaderNodeFloatFunc::VisualShaderNodeFloatFunc() {
@@ -2110,16 +2534,21 @@ String VisualShaderNodeIntFunc::get_output_port_name(int p_port) const {
}
String VisualShaderNodeIntFunc::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 *int_func_id[FUNC_SIGN + 1] = {
+ static const char *functions[FUNC_MAX] = {
"abs($)",
"-($)",
- "sign($)"
+ "sign($)",
+ "~($)"
};
- return "\t" + p_output_vars[0] + " = " + String(int_func_id[func]).replace("$", p_input_vars[0]) + ";\n";
+ return " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
}
void VisualShaderNodeIntFunc::set_function(Function p_func) {
+ ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
+ if (func == p_func) {
+ return;
+ }
func = p_func;
emit_changed();
}
@@ -2138,11 +2567,13 @@ void VisualShaderNodeIntFunc::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeIntFunc::set_function);
ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeIntFunc::get_function);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Abs,Negate,Sign"), "set_function", "get_function");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Abs,Negate,Sign,Bitwise NOT"), "set_function", "get_function");
BIND_ENUM_CONSTANT(FUNC_ABS);
BIND_ENUM_CONSTANT(FUNC_NEGATE);
BIND_ENUM_CONSTANT(FUNC_SIGN);
+ BIND_ENUM_CONSTANT(FUNC_BITWISE_NOT);
+ BIND_ENUM_CONSTANT(FUNC_MAX);
}
VisualShaderNodeIntFunc::VisualShaderNodeIntFunc() {
@@ -2159,10 +2590,6 @@ int VisualShaderNodeVectorFunc::get_input_port_count() const {
return 1;
}
-VisualShaderNodeVectorFunc::PortType VisualShaderNodeVectorFunc::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
-}
-
String VisualShaderNodeVectorFunc::get_input_port_name(int p_port) const {
return "";
}
@@ -2171,22 +2598,16 @@ int VisualShaderNodeVectorFunc::get_output_port_count() const {
return 1;
}
-VisualShaderNodeVectorFunc::PortType VisualShaderNodeVectorFunc::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
-}
-
String VisualShaderNodeVectorFunc::get_output_port_name(int p_port) const {
- return ""; //no output port means the editor will be used as port
+ return "result";
}
String VisualShaderNodeVectorFunc::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 *vec_func_id[FUNC_ONEMINUS + 1] = {
+ static const char *funcs[FUNC_MAX] = {
"normalize($)",
- "max(min($, vec3(1.0)), vec3(0.0))",
+ "", // FUNC_SATURATE
"-($)",
"1.0 / ($)",
- "",
- "",
"abs($)",
"acos($)",
"acosh($)",
@@ -2215,45 +2636,66 @@ String VisualShaderNodeVectorFunc::generate_code(Shader::Mode p_mode, VisualShad
"tan($)",
"tanh($)",
"trunc($)",
- "vec3(1.0, 1.0, 1.0) - $"
+ "" // FUNC_ONEMINUS
};
- String code;
+ if (func == FUNC_SATURATE) {
+ String code;
- if (func == FUNC_RGB2HSV) {
- code += "\t{\n";
- code += "\t\tvec3 c = " + p_input_vars[0] + ";\n";
- code += "\t\tvec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);\n";
- code += "\t\tvec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));\n";
- code += "\t\tvec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));\n";
- code += "\t\tfloat d = q.x - min(q.w, q.y);\n";
- code += "\t\tfloat e = 1.0e-10;\n";
- code += "\t\t" + p_output_vars[0] + " = vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);\n";
- code += "\t}\n";
- } else if (func == FUNC_HSV2RGB) {
- code += "\t{\n";
- code += "\t\tvec3 c = " + p_input_vars[0] + ";\n";
- code += "\t\tvec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n";
- code += "\t\tvec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n";
- code += "\t\t" + p_output_vars[0] + " = c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n";
- code += "\t}\n";
+ if (op_type == OP_TYPE_VECTOR_2D) {
+ code = "max(min($, vec2(1.0)), vec2(0.0))";
+ } else if (op_type == OP_TYPE_VECTOR_3D) {
+ code = "max(min($, vec3(1.0)), vec3(0.0))";
+ } else {
+ code = "max(min($, vec4(1.0)), vec4(0.0))";
+ }
+ return " " + p_output_vars[0] + " = " + code.replace("$", p_input_vars[0]) + ";\n";
+ }
- } else {
- code += "\t" + p_output_vars[0] + " = " + String(vec_func_id[func]).replace("$", p_input_vars[0]) + ";\n";
+ if (func == FUNC_ONEMINUS) {
+ String code;
+
+ if (op_type == OP_TYPE_VECTOR_2D) {
+ code = "vec2(1.0) - $";
+ } else if (op_type == OP_TYPE_VECTOR_3D) {
+ code = "vec3(1.0) - $";
+ } else {
+ code = "vec4(1.0) - $";
+ }
+ return " " + p_output_vars[0] + " = " + code.replace("$", p_input_vars[0]) + ";\n";
}
- return code;
+ return " " + p_output_vars[0] + " = " + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
+}
+
+void VisualShaderNodeVectorFunc::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));
+ } break;
+ case OP_TYPE_VECTOR_3D: {
+ set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
+ } break;
+ case OP_TYPE_VECTOR_4D: {
+ set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
+ } break;
+ default:
+ break;
+ }
+ op_type = p_op_type;
+ emit_changed();
}
void VisualShaderNodeVectorFunc::set_function(Function p_func) {
- func = p_func;
- if (func == FUNC_RGB2HSV) {
- simple_decl = false;
- } else if (func == FUNC_HSV2RGB) {
- simple_decl = false;
- } else {
- simple_decl = true;
+ ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
+ if (func == p_func) {
+ return;
}
+ func = p_func;
emit_changed();
}
@@ -2262,7 +2704,7 @@ VisualShaderNodeVectorFunc::Function VisualShaderNodeVectorFunc::get_function()
}
Vector<StringName> VisualShaderNodeVectorFunc::get_editable_properties() const {
- Vector<StringName> props;
+ Vector<StringName> props = VisualShaderNodeVectorBase::get_editable_properties();
props.push_back("function");
return props;
}
@@ -2271,14 +2713,12 @@ void VisualShaderNodeVectorFunc::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeVectorFunc::set_function);
ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeVectorFunc::get_function);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Normalize,Saturate,Negate,Reciprocal,RGB2HSV,HSV2RGB,Abs,ACos,ACosH,ASin,ASinH,ATan,ATanH,Ceil,Cos,CosH,Degrees,Exp,Exp2,Floor,Frac,InverseSqrt,Log,Log2,Radians,Round,RoundEven,Sign,Sin,SinH,Sqrt,Tan,TanH,Trunc,OneMinus"), "set_function", "get_function");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Normalize,Saturate,Negate,Reciprocal,Abs,ACos,ACosH,ASin,ASinH,ATan,ATanH,Ceil,Cos,CosH,Degrees,Exp,Exp2,Floor,Fract,InverseSqrt,Log,Log2,Radians,Round,RoundEven,Sign,Sin,SinH,Sqrt,Tan,TanH,Trunc,OneMinus"), "set_function", "get_function");
BIND_ENUM_CONSTANT(FUNC_NORMALIZE);
BIND_ENUM_CONSTANT(FUNC_SATURATE);
BIND_ENUM_CONSTANT(FUNC_NEGATE);
BIND_ENUM_CONSTANT(FUNC_RECIPROCAL);
- BIND_ENUM_CONSTANT(FUNC_RGB2HSV);
- BIND_ENUM_CONSTANT(FUNC_HSV2RGB);
BIND_ENUM_CONSTANT(FUNC_ABS);
BIND_ENUM_CONSTANT(FUNC_ACOS);
BIND_ENUM_CONSTANT(FUNC_ACOSH);
@@ -2293,7 +2733,7 @@ void VisualShaderNodeVectorFunc::_bind_methods() {
BIND_ENUM_CONSTANT(FUNC_EXP);
BIND_ENUM_CONSTANT(FUNC_EXP2);
BIND_ENUM_CONSTANT(FUNC_FLOOR);
- BIND_ENUM_CONSTANT(FUNC_FRAC);
+ BIND_ENUM_CONSTANT(FUNC_FRACT);
BIND_ENUM_CONSTANT(FUNC_INVERSE_SQRT);
BIND_ENUM_CONSTANT(FUNC_LOG);
BIND_ENUM_CONSTANT(FUNC_LOG2);
@@ -2308,10 +2748,23 @@ void VisualShaderNodeVectorFunc::_bind_methods() {
BIND_ENUM_CONSTANT(FUNC_TANH);
BIND_ENUM_CONSTANT(FUNC_TRUNC);
BIND_ENUM_CONSTANT(FUNC_ONEMINUS);
+ BIND_ENUM_CONSTANT(FUNC_MAX);
}
VisualShaderNodeVectorFunc::VisualShaderNodeVectorFunc() {
- set_input_port_default_value(0, Vector3());
+ switch (op_type) {
+ case OP_TYPE_VECTOR_2D: {
+ set_input_port_default_value(0, Vector2());
+ } break;
+ case OP_TYPE_VECTOR_3D: {
+ set_input_port_default_value(0, Vector3());
+ } break;
+ case OP_TYPE_VECTOR_4D: {
+ set_input_port_default_value(0, Quaternion());
+ } break;
+ default:
+ break;
+ }
}
////////////// ColorFunc
@@ -2325,7 +2778,7 @@ int VisualShaderNodeColorFunc::get_input_port_count() const {
}
VisualShaderNodeColorFunc::PortType VisualShaderNodeColorFunc::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeColorFunc::get_input_port_name(int p_port) const {
@@ -2337,7 +2790,7 @@ int VisualShaderNodeColorFunc::get_output_port_count() const {
}
VisualShaderNodeColorFunc::PortType VisualShaderNodeColorFunc::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeColorFunc::get_output_port_name(int p_port) const {
@@ -2349,22 +2802,42 @@ String VisualShaderNodeColorFunc::generate_code(Shader::Mode p_mode, VisualShade
switch (func) {
case FUNC_GRAYSCALE:
- code += "\t{\n";
- code += "\t\tvec3 c = " + p_input_vars[0] + ";\n";
- code += "\t\tfloat max1 = max(c.r, c.g);\n";
- code += "\t\tfloat max2 = max(max1, c.b);\n";
- code += "\t\tfloat max3 = max(max1, max2);\n";
- code += "\t\t" + p_output_vars[0] + " = vec3(max3, max3, max3);\n";
- code += "\t}\n";
+ code += " {\n";
+ code += " vec3 c = " + p_input_vars[0] + ";\n";
+ code += " float max1 = max(c.r, c.g);\n";
+ code += " float max2 = max(max1, c.b);\n";
+ code += " " + p_output_vars[0] + " = vec3(max2, max2, max2);\n";
+ code += " }\n";
+ break;
+ case FUNC_HSV2RGB:
+ code += " {\n";
+ code += " vec3 c = " + p_input_vars[0] + ";\n";
+ code += " vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n";
+ code += " vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n";
+ code += " " + p_output_vars[0] + " = c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n";
+ code += " }\n";
+ break;
+ case FUNC_RGB2HSV:
+ code += " {\n";
+ code += " vec3 c = " + p_input_vars[0] + ";\n";
+ code += " vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);\n";
+ code += " vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));\n";
+ code += " vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));\n";
+ code += " float d = q.x - min(q.w, q.y);\n";
+ code += " float e = 1.0e-10;\n";
+ code += " " + p_output_vars[0] + " = vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);\n";
+ code += " }\n";
break;
case FUNC_SEPIA:
- code += "\t{\n";
- code += "\t\tvec3 c = " + p_input_vars[0] + ";\n";
- code += "\t\tfloat r = (c.r * .393) + (c.g *.769) + (c.b * .189);\n";
- code += "\t\tfloat g = (c.r * .349) + (c.g *.686) + (c.b * .168);\n";
- code += "\t\tfloat b = (c.r * .272) + (c.g *.534) + (c.b * .131);\n";
- code += "\t\t" + p_output_vars[0] + " = vec3(r, g, b);\n";
- code += "\t}\n";
+ code += " {\n";
+ code += " vec3 c = " + p_input_vars[0] + ";\n";
+ code += " float r = (c.r * .393) + (c.g *.769) + (c.b * .189);\n";
+ code += " float g = (c.r * .349) + (c.g *.686) + (c.b * .168);\n";
+ code += " float b = (c.r * .272) + (c.g *.534) + (c.b * .131);\n";
+ code += " " + p_output_vars[0] + " = vec3(r, g, b);\n";
+ code += " }\n";
+ break;
+ default:
break;
}
@@ -2372,6 +2845,10 @@ String VisualShaderNodeColorFunc::generate_code(Shader::Mode p_mode, VisualShade
}
void VisualShaderNodeColorFunc::set_function(Function p_func) {
+ ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
+ if (func == p_func) {
+ return;
+ }
func = p_func;
emit_changed();
}
@@ -2390,10 +2867,13 @@ void VisualShaderNodeColorFunc::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeColorFunc::set_function);
ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeColorFunc::get_function);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Grayscale,Sepia"), "set_function", "get_function");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Grayscale,HSV2RGB,RGB2HSV,Sepia"), "set_function", "get_function");
BIND_ENUM_CONSTANT(FUNC_GRAYSCALE);
+ BIND_ENUM_CONSTANT(FUNC_HSV2RGB);
+ BIND_ENUM_CONSTANT(FUNC_RGB2HSV);
BIND_ENUM_CONSTANT(FUNC_SEPIA);
+ BIND_ENUM_CONSTANT(FUNC_MAX);
}
VisualShaderNodeColorFunc::VisualShaderNodeColorFunc() {
@@ -2432,17 +2912,21 @@ String VisualShaderNodeTransformFunc::get_output_port_name(int p_port) const {
}
String VisualShaderNodeTransformFunc::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 *funcs[FUNC_TRANSPOSE + 1] = {
+ static const char *functions[FUNC_MAX] = {
"inverse($)",
"transpose($)"
};
String code;
- code += "\t" + p_output_vars[0] + " = " + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
+ code += " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
return code;
}
void VisualShaderNodeTransformFunc::set_function(Function p_func) {
+ ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
+ if (func == p_func) {
+ return;
+ }
func = p_func;
emit_changed();
}
@@ -2465,10 +2949,151 @@ void VisualShaderNodeTransformFunc::_bind_methods() {
BIND_ENUM_CONSTANT(FUNC_INVERSE);
BIND_ENUM_CONSTANT(FUNC_TRANSPOSE);
+ BIND_ENUM_CONSTANT(FUNC_MAX);
}
VisualShaderNodeTransformFunc::VisualShaderNodeTransformFunc() {
- set_input_port_default_value(0, Transform());
+ set_input_port_default_value(0, Transform3D());
+}
+
+////////////// UV Func
+
+String VisualShaderNodeUVFunc::get_caption() const {
+ return "UVFunc";
+}
+
+int VisualShaderNodeUVFunc::get_input_port_count() const {
+ return 3;
+}
+
+VisualShaderNodeUVFunc::PortType VisualShaderNodeUVFunc::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; // scale
+ case 2:
+ return PORT_TYPE_VECTOR_2D; // offset & pivot
+ default:
+ break;
+ }
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeUVFunc::get_input_port_name(int p_port) const {
+ switch (p_port) {
+ case 0:
+ return "uv";
+ case 1:
+ return "scale";
+ case 2:
+ switch (func) {
+ case FUNC_PANNING:
+ return "offset";
+ case FUNC_SCALING:
+ return "pivot";
+ default:
+ break;
+ }
+ break;
+ default:
+ break;
+ }
+ return "";
+}
+
+bool VisualShaderNodeUVFunc::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 VisualShaderNodeUVFunc::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeUVFunc::PortType VisualShaderNodeUVFunc::get_output_port_type(int p_port) const {
+ return PORT_TYPE_VECTOR_2D;
+}
+
+String VisualShaderNodeUVFunc::get_output_port_name(int p_port) const {
+ return "uv";
+}
+
+bool VisualShaderNodeUVFunc::is_show_prop_names() const {
+ return true;
+}
+
+String VisualShaderNodeUVFunc::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 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 scale = vformat("%s", p_input_vars[1]);
+ String offset_pivot = vformat("%s", p_input_vars[2]);
+
+ switch (func) {
+ case FUNC_PANNING: {
+ code += vformat(" %s = fma(%s, %s, %s);\n", p_output_vars[0], offset_pivot, scale, uv);
+ } break;
+ case FUNC_SCALING: {
+ code += vformat(" %s = fma((%s - %s), %s, %s);\n", p_output_vars[0], uv, offset_pivot, scale, offset_pivot);
+ } break;
+ default:
+ break;
+ }
+ return code;
+}
+
+void VisualShaderNodeUVFunc::set_function(VisualShaderNodeUVFunc::Function p_func) {
+ ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
+ if (func == p_func) {
+ return;
+ }
+ if (p_func == FUNC_PANNING) {
+ set_input_port_default_value(2, Vector2()); // offset
+ } else { // FUNC_SCALING
+ set_input_port_default_value(2, Vector2(0.5, 0.5)); // pivot
+ }
+ func = p_func;
+ emit_changed();
+}
+
+VisualShaderNodeUVFunc::Function VisualShaderNodeUVFunc::get_function() const {
+ return func;
+}
+
+Vector<StringName> VisualShaderNodeUVFunc::get_editable_properties() const {
+ Vector<StringName> props;
+ props.push_back("function");
+ return props;
+}
+
+void VisualShaderNodeUVFunc::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeUVFunc::set_function);
+ ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeUVFunc::get_function);
+
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Panning,Scaling"), "set_function", "get_function");
+
+ BIND_ENUM_CONSTANT(FUNC_PANNING);
+ BIND_ENUM_CONSTANT(FUNC_SCALING);
+ BIND_ENUM_CONSTANT(FUNC_MAX);
+}
+
+VisualShaderNodeUVFunc::VisualShaderNodeUVFunc() {
+ set_input_port_default_value(1, Vector2(1.0, 1.0)); // scale
+ set_input_port_default_value(2, Vector2()); // offset
}
////////////// Dot Product
@@ -2482,7 +3107,7 @@ int VisualShaderNodeDotProduct::get_input_port_count() const {
}
VisualShaderNodeDotProduct::PortType VisualShaderNodeDotProduct::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeDotProduct::get_input_port_name(int p_port) const {
@@ -2502,7 +3127,7 @@ String VisualShaderNodeDotProduct::get_output_port_name(int p_port) const {
}
String VisualShaderNodeDotProduct::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return "\t" + p_output_vars[0] + " = dot(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
+ return " " + p_output_vars[0] + " = dot(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
}
VisualShaderNodeDotProduct::VisualShaderNodeDotProduct() {
@@ -2520,10 +3145,6 @@ int VisualShaderNodeVectorLen::get_input_port_count() const {
return 1;
}
-VisualShaderNodeVectorLen::PortType VisualShaderNodeVectorLen::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
-}
-
String VisualShaderNodeVectorLen::get_input_port_name(int p_port) const {
return "";
}
@@ -2540,12 +3161,34 @@ String VisualShaderNodeVectorLen::get_output_port_name(int p_port) const {
return "length";
}
+void VisualShaderNodeVectorLen::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));
+ } break;
+ case OP_TYPE_VECTOR_3D: {
+ set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
+ } break;
+ case OP_TYPE_VECTOR_4D: {
+ set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
+ } break;
+ default:
+ break;
+ }
+ op_type = p_op_type;
+ emit_changed();
+}
+
String VisualShaderNodeVectorLen::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return "\t" + p_output_vars[0] + " = length(" + p_input_vars[0] + ");\n";
+ return " " + p_output_vars[0] + " = length(" + p_input_vars[0] + ");\n";
}
VisualShaderNodeVectorLen::VisualShaderNodeVectorLen() {
- set_input_port_default_value(0, Vector3());
+ set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
}
////////////// Determinant
@@ -2579,155 +3222,148 @@ String VisualShaderNodeDeterminant::get_output_port_name(int p_port) const {
}
String VisualShaderNodeDeterminant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return "\t" + p_output_vars[0] + " = determinant(" + p_input_vars[0] + ");\n";
+ return " " + p_output_vars[0] + " = determinant(" + p_input_vars[0] + ");\n";
}
VisualShaderNodeDeterminant::VisualShaderNodeDeterminant() {
- set_input_port_default_value(0, Transform());
+ set_input_port_default_value(0, Transform3D());
}
-////////////// Scalar Derivative Function
+////////////// Derivative Function
-String VisualShaderNodeScalarDerivativeFunc::get_caption() const {
- return "ScalarDerivativeFunc";
+String VisualShaderNodeDerivativeFunc::get_caption() const {
+ return "DerivativeFunc";
}
-int VisualShaderNodeScalarDerivativeFunc::get_input_port_count() const {
+int VisualShaderNodeDerivativeFunc::get_input_port_count() const {
return 1;
}
-VisualShaderNodeScalarDerivativeFunc::PortType VisualShaderNodeScalarDerivativeFunc::get_input_port_type(int p_port) const {
+VisualShaderNodeDerivativeFunc::PortType VisualShaderNodeDerivativeFunc::get_input_port_type(int p_port) const {
+ switch (op_type) {
+ case OP_TYPE_VECTOR_2D:
+ return PORT_TYPE_VECTOR_2D;
+ case OP_TYPE_VECTOR_3D:
+ return PORT_TYPE_VECTOR_3D;
+ case OP_TYPE_VECTOR_4D:
+ return PORT_TYPE_VECTOR_4D;
+ default:
+ break;
+ }
return PORT_TYPE_SCALAR;
}
-String VisualShaderNodeScalarDerivativeFunc::get_input_port_name(int p_port) const {
- return "";
+String VisualShaderNodeDerivativeFunc::get_input_port_name(int p_port) const {
+ return "p";
}
-int VisualShaderNodeScalarDerivativeFunc::get_output_port_count() const {
+int VisualShaderNodeDerivativeFunc::get_output_port_count() const {
return 1;
}
-VisualShaderNodeScalarDerivativeFunc::PortType VisualShaderNodeScalarDerivativeFunc::get_output_port_type(int p_port) const {
+VisualShaderNodeDerivativeFunc::PortType VisualShaderNodeDerivativeFunc::get_output_port_type(int p_port) const {
+ switch (op_type) {
+ case OP_TYPE_VECTOR_2D:
+ return PORT_TYPE_VECTOR_2D;
+ case OP_TYPE_VECTOR_3D:
+ return PORT_TYPE_VECTOR_3D;
+ case OP_TYPE_VECTOR_4D:
+ return PORT_TYPE_VECTOR_4D;
+ default:
+ break;
+ }
return PORT_TYPE_SCALAR;
}
-String VisualShaderNodeScalarDerivativeFunc::get_output_port_name(int p_port) const {
- return "";
+String VisualShaderNodeDerivativeFunc::get_output_port_name(int p_port) const {
+ return "result";
}
-String VisualShaderNodeScalarDerivativeFunc::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 *funcs[FUNC_Y + 1] = {
+String VisualShaderNodeDerivativeFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
+ static const char *functions[FUNC_MAX] = {
"fwidth($)",
"dFdx($)",
"dFdy($)"
};
String code;
- code += "\t" + p_output_vars[0] + " = " + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
+ code += " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
return code;
}
-void VisualShaderNodeScalarDerivativeFunc::set_function(Function p_func) {
- func = p_func;
+void VisualShaderNodeDerivativeFunc::set_op_type(OpType p_op_type) {
+ ERR_FAIL_INDEX((int)p_op_type, int(OP_TYPE_MAX));
+ if (op_type == p_op_type) {
+ return;
+ }
+ switch (p_op_type) {
+ case OP_TYPE_SCALAR: {
+ set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
+ } break;
+ case OP_TYPE_VECTOR_2D: {
+ set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
+ } break;
+ case OP_TYPE_VECTOR_3D: {
+ set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
+ } break;
+ case OP_TYPE_VECTOR_4D: {
+ set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
+ } break;
+ default:
+ break;
+ }
+ op_type = p_op_type;
emit_changed();
}
-VisualShaderNodeScalarDerivativeFunc::Function VisualShaderNodeScalarDerivativeFunc::get_function() const {
- return func;
-}
-
-Vector<StringName> VisualShaderNodeScalarDerivativeFunc::get_editable_properties() const {
- Vector<StringName> props;
- props.push_back("function");
- return props;
-}
-
-void VisualShaderNodeScalarDerivativeFunc::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeScalarDerivativeFunc::set_function);
- ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeScalarDerivativeFunc::get_function);
-
- ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Sum,X,Y"), "set_function", "get_function");
-
- BIND_ENUM_CONSTANT(FUNC_SUM);
- BIND_ENUM_CONSTANT(FUNC_X);
- BIND_ENUM_CONSTANT(FUNC_Y);
-}
-
-VisualShaderNodeScalarDerivativeFunc::VisualShaderNodeScalarDerivativeFunc() {
- set_input_port_default_value(0, 0.0);
-}
-
-////////////// Vector Derivative Function
-
-String VisualShaderNodeVectorDerivativeFunc::get_caption() const {
- return "VectorDerivativeFunc";
-}
-
-int VisualShaderNodeVectorDerivativeFunc::get_input_port_count() const {
- return 1;
-}
-
-VisualShaderNodeVectorDerivativeFunc::PortType VisualShaderNodeVectorDerivativeFunc::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
-}
-
-String VisualShaderNodeVectorDerivativeFunc::get_input_port_name(int p_port) const {
- return "";
-}
-
-int VisualShaderNodeVectorDerivativeFunc::get_output_port_count() const {
- return 1;
-}
-
-VisualShaderNodeVectorDerivativeFunc::PortType VisualShaderNodeVectorDerivativeFunc::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
-}
-
-String VisualShaderNodeVectorDerivativeFunc::get_output_port_name(int p_port) const {
- return "";
-}
-
-String VisualShaderNodeVectorDerivativeFunc::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 *funcs[FUNC_Y + 1] = {
- "fwidth($)",
- "dFdx($)",
- "dFdy($)"
- };
-
- String code;
- code += "\t" + p_output_vars[0] + " = " + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
- return code;
+VisualShaderNodeDerivativeFunc::OpType VisualShaderNodeDerivativeFunc::get_op_type() const {
+ return op_type;
}
-void VisualShaderNodeVectorDerivativeFunc::set_function(Function p_func) {
+void VisualShaderNodeDerivativeFunc::set_function(Function p_func) {
+ ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
+ if (func == p_func) {
+ return;
+ }
func = p_func;
emit_changed();
}
-VisualShaderNodeVectorDerivativeFunc::Function VisualShaderNodeVectorDerivativeFunc::get_function() const {
+VisualShaderNodeDerivativeFunc::Function VisualShaderNodeDerivativeFunc::get_function() const {
return func;
}
-Vector<StringName> VisualShaderNodeVectorDerivativeFunc::get_editable_properties() const {
+Vector<StringName> VisualShaderNodeDerivativeFunc::get_editable_properties() const {
Vector<StringName> props;
+ props.push_back("op_type");
props.push_back("function");
return props;
}
-void VisualShaderNodeVectorDerivativeFunc::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeVectorDerivativeFunc::set_function);
- ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeVectorDerivativeFunc::get_function);
+void VisualShaderNodeDerivativeFunc::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeDerivativeFunc::set_op_type);
+ ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeDerivativeFunc::get_op_type);
+
+ ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeDerivativeFunc::set_function);
+ ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeDerivativeFunc::get_function);
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector2,Vector3,Vector4"), "set_op_type", "get_op_type");
ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Sum,X,Y"), "set_function", "get_function");
+ BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
+ BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
+ BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
+ BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
+ BIND_ENUM_CONSTANT(OP_TYPE_MAX);
+
BIND_ENUM_CONSTANT(FUNC_SUM);
BIND_ENUM_CONSTANT(FUNC_X);
BIND_ENUM_CONSTANT(FUNC_Y);
+ BIND_ENUM_CONSTANT(FUNC_MAX);
}
-VisualShaderNodeVectorDerivativeFunc::VisualShaderNodeVectorDerivativeFunc() {
- set_input_port_default_value(0, Vector3());
+VisualShaderNodeDerivativeFunc::VisualShaderNodeDerivativeFunc() {
+ set_input_port_default_value(0, 0.0);
}
////////////// Clamp
@@ -2744,8 +3380,12 @@ VisualShaderNodeClamp::PortType VisualShaderNodeClamp::get_input_port_type(int p
switch (op_type) {
case OP_TYPE_INT:
return PORT_TYPE_SCALAR_INT;
- case OP_TYPE_VECTOR:
- return PORT_TYPE_VECTOR;
+ case OP_TYPE_VECTOR_2D:
+ return PORT_TYPE_VECTOR_2D;
+ case OP_TYPE_VECTOR_3D:
+ return PORT_TYPE_VECTOR_3D;
+ case OP_TYPE_VECTOR_4D:
+ return PORT_TYPE_VECTOR_4D;
default:
break;
}
@@ -2771,8 +3411,12 @@ VisualShaderNodeClamp::PortType VisualShaderNodeClamp::get_output_port_type(int
switch (op_type) {
case OP_TYPE_INT:
return PORT_TYPE_SCALAR_INT;
- case OP_TYPE_VECTOR:
- return PORT_TYPE_VECTOR;
+ case OP_TYPE_VECTOR_2D:
+ return PORT_TYPE_VECTOR_2D;
+ case OP_TYPE_VECTOR_3D:
+ return PORT_TYPE_VECTOR_3D;
+ case OP_TYPE_VECTOR_4D:
+ return PORT_TYPE_VECTOR_4D;
default:
break;
}
@@ -2784,29 +3428,39 @@ String VisualShaderNodeClamp::get_output_port_name(int p_port) const {
}
String VisualShaderNodeClamp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return "\t" + p_output_vars[0] + " = clamp(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
+ return " " + p_output_vars[0] + " = clamp(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
}
void VisualShaderNodeClamp::set_op_type(OpType p_op_type) {
- ERR_FAIL_INDEX((int)p_op_type, OP_TYPE_MAX);
+ 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_FLOAT:
- set_input_port_default_value(0, 0.0);
- set_input_port_default_value(1, 0.0);
- set_input_port_default_value(2, 0.0);
+ 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(2, 0.0, get_input_port_default_value(2));
break;
case OP_TYPE_INT:
- set_input_port_default_value(0, 0);
- set_input_port_default_value(1, 0);
- set_input_port_default_value(2, 0);
+ 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));
+ set_input_port_default_value(2, 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(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(2, Vector3(), get_input_port_default_value(2));
break;
- case OP_TYPE_VECTOR:
- 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));
- set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
+ 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));
break;
default:
break;
@@ -2826,14 +3480,16 @@ Vector<StringName> VisualShaderNodeClamp::get_editable_properties() const {
}
void VisualShaderNodeClamp::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeClamp::set_op_type);
+ 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,Vector"), "set_op_type", "get_op_type");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Float,Int,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_VECTOR);
+ BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
+ BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
+ BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
BIND_ENUM_CONSTANT(OP_TYPE_MAX);
}
@@ -2853,10 +3509,6 @@ int VisualShaderNodeFaceForward::get_input_port_count() const {
return 3;
}
-VisualShaderNodeFaceForward::PortType VisualShaderNodeFaceForward::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
-}
-
String VisualShaderNodeFaceForward::get_input_port_name(int p_port) const {
switch (p_port) {
case 0:
@@ -2874,16 +3526,40 @@ int VisualShaderNodeFaceForward::get_output_port_count() const {
return 1;
}
-VisualShaderNodeFaceForward::PortType VisualShaderNodeFaceForward::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
-}
-
String VisualShaderNodeFaceForward::get_output_port_name(int p_port) const {
return "";
}
+void VisualShaderNodeFaceForward::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));
+ 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(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));
+ } break;
+ default:
+ break;
+ }
+ op_type = p_op_type;
+ emit_changed();
+}
+
String VisualShaderNodeFaceForward::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return "\t" + p_output_vars[0] + " = faceforward(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
+ return " " + p_output_vars[0] + " = faceforward(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
}
VisualShaderNodeFaceForward::VisualShaderNodeFaceForward() {
@@ -2903,7 +3579,7 @@ int VisualShaderNodeOuterProduct::get_input_port_count() const {
}
VisualShaderNodeOuterProduct::PortType VisualShaderNodeOuterProduct::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeOuterProduct::get_input_port_name(int p_port) const {
@@ -2930,7 +3606,7 @@ String VisualShaderNodeOuterProduct::get_output_port_name(int p_port) const {
}
String VisualShaderNodeOuterProduct::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return "\t" + p_output_vars[0] + " = outerProduct(vec4(" + p_input_vars[0] + ", 0.0), vec4(" + p_input_vars[1] + ", 0.0));\n";
+ return " " + p_output_vars[0] + " = outerProduct(vec4(" + p_input_vars[0] + ", 0.0), vec4(" + p_input_vars[1] + ", 0.0));\n";
}
VisualShaderNodeOuterProduct::VisualShaderNodeOuterProduct() {
@@ -2950,11 +3626,25 @@ int VisualShaderNodeStep::get_input_port_count() const {
VisualShaderNodeStep::PortType VisualShaderNodeStep::get_input_port_type(int p_port) const {
switch (op_type) {
- case OP_TYPE_VECTOR:
- return PORT_TYPE_VECTOR;
- case OP_TYPE_VECTOR_SCALAR:
+ case OP_TYPE_VECTOR_2D:
+ return PORT_TYPE_VECTOR_2D;
+ case OP_TYPE_VECTOR_2D_SCALAR:
+ if (p_port == 1) {
+ return PORT_TYPE_VECTOR_2D;
+ }
+ break;
+ case OP_TYPE_VECTOR_3D:
+ return PORT_TYPE_VECTOR_3D;
+ case OP_TYPE_VECTOR_3D_SCALAR:
if (p_port == 1) {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
+ }
+ break;
+ case OP_TYPE_VECTOR_4D:
+ return PORT_TYPE_VECTOR_4D;
+ case OP_TYPE_VECTOR_4D_SCALAR:
+ if (p_port == 1) {
+ return PORT_TYPE_VECTOR_4D;
}
break;
default:
@@ -2964,12 +3654,13 @@ VisualShaderNodeStep::PortType VisualShaderNodeStep::get_input_port_type(int p_p
}
String VisualShaderNodeStep::get_input_port_name(int p_port) const {
- if (p_port == 0) {
- return "edge";
- } else if (p_port == 1) {
- return "x";
+ switch (p_port) {
+ case 0:
+ return "edge";
+ case 1:
+ return "x";
}
- return "";
+ return String();
}
int VisualShaderNodeStep::get_output_port_count() const {
@@ -2978,10 +3669,18 @@ int VisualShaderNodeStep::get_output_port_count() const {
VisualShaderNodeStep::PortType VisualShaderNodeStep::get_output_port_type(int p_port) const {
switch (op_type) {
- case OP_TYPE_VECTOR:
- return PORT_TYPE_VECTOR;
- case OP_TYPE_VECTOR_SCALAR:
- return PORT_TYPE_VECTOR;
+ case OP_TYPE_VECTOR_2D:
+ return PORT_TYPE_VECTOR_2D;
+ case OP_TYPE_VECTOR_2D_SCALAR:
+ return PORT_TYPE_VECTOR_2D;
+ case OP_TYPE_VECTOR_3D:
+ return PORT_TYPE_VECTOR_3D;
+ case OP_TYPE_VECTOR_3D_SCALAR:
+ return PORT_TYPE_VECTOR_3D;
+ case OP_TYPE_VECTOR_4D:
+ return PORT_TYPE_VECTOR_4D;
+ case OP_TYPE_VECTOR_4D_SCALAR:
+ return PORT_TYPE_VECTOR_4D;
default:
break;
}
@@ -2993,35 +3692,39 @@ String VisualShaderNodeStep::get_output_port_name(int p_port) const {
}
void VisualShaderNodeStep::set_op_type(OpType p_op_type) {
- ERR_FAIL_INDEX((int)p_op_type, OP_TYPE_MAX);
+ 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_SCALAR:
- if (op_type == OP_TYPE_VECTOR) {
- set_input_port_default_value(0, 0.0); // edge
- }
- if (op_type == OP_TYPE_VECTOR || op_type == OP_TYPE_VECTOR_SCALAR) {
- set_input_port_default_value(1, 0.0); // x
- }
- break;
- case OP_TYPE_VECTOR:
- if (op_type == OP_TYPE_SCALAR || op_type == OP_TYPE_VECTOR_SCALAR) {
- set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0)); // edge
- }
- if (op_type == OP_TYPE_SCALAR) {
- set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0)); // x
- }
- break;
- case OP_TYPE_VECTOR_SCALAR:
- if (op_type == OP_TYPE_VECTOR) {
- set_input_port_default_value(0, 0.0); // edge
- }
- if (op_type == OP_TYPE_SCALAR) {
- set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0)); // x
- }
- break;
+ 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));
+ } 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));
+ } break;
+ case OP_TYPE_VECTOR_2D_SCALAR: {
+ set_input_port_default_value(0, 0.0, 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_3D_SCALAR: {
+ set_input_port_default_value(0, 0.0, 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;
+ case OP_TYPE_VECTOR_4D_SCALAR: {
+ set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
+ set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
+ } break;
default:
break;
}
@@ -3034,7 +3737,7 @@ VisualShaderNodeStep::OpType VisualShaderNodeStep::get_op_type() const {
}
String VisualShaderNodeStep::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return "\t" + p_output_vars[0] + " = step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
+ return " " + p_output_vars[0] + " = step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
}
Vector<StringName> VisualShaderNodeStep::get_editable_properties() const {
@@ -3044,14 +3747,18 @@ Vector<StringName> VisualShaderNodeStep::get_editable_properties() const {
}
void VisualShaderNodeStep::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeStep::set_op_type);
+ ClassDB::bind_method(D_METHOD("set_op_type", "op_type"), &VisualShaderNodeStep::set_op_type);
ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeStep::get_op_type);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector,VectorScalar"), "set_op_type", "get_op_type");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector2,Vector2Scalar,Vector3,Vector3Scalar,Vector4,Vector4Scalar"), "set_op_type", "get_op_type");
BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
- BIND_ENUM_CONSTANT(OP_TYPE_VECTOR);
- BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_SCALAR);
+ BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
+ BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D_SCALAR);
+ BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
+ BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D_SCALAR);
+ BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
+ BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D_SCALAR);
BIND_ENUM_CONSTANT(OP_TYPE_MAX);
}
@@ -3072,11 +3779,25 @@ int VisualShaderNodeSmoothStep::get_input_port_count() const {
VisualShaderNodeSmoothStep::PortType VisualShaderNodeSmoothStep::get_input_port_type(int p_port) const {
switch (op_type) {
- case OP_TYPE_VECTOR:
- return PORT_TYPE_VECTOR;
- case OP_TYPE_VECTOR_SCALAR:
+ case OP_TYPE_VECTOR_2D:
+ return PORT_TYPE_VECTOR_2D;
+ case OP_TYPE_VECTOR_2D_SCALAR:
if (p_port == 2) {
- return PORT_TYPE_VECTOR; // x
+ return PORT_TYPE_VECTOR_2D; // x
+ }
+ break;
+ case OP_TYPE_VECTOR_3D:
+ return PORT_TYPE_VECTOR_3D;
+ case OP_TYPE_VECTOR_3D_SCALAR:
+ if (p_port == 2) {
+ return PORT_TYPE_VECTOR_3D; // x
+ }
+ break;
+ case OP_TYPE_VECTOR_4D:
+ return PORT_TYPE_VECTOR_4D;
+ case OP_TYPE_VECTOR_4D_SCALAR:
+ if (p_port == 2) {
+ return PORT_TYPE_VECTOR_4D; // x
}
break;
default:
@@ -3086,14 +3807,15 @@ VisualShaderNodeSmoothStep::PortType VisualShaderNodeSmoothStep::get_input_port_
}
String VisualShaderNodeSmoothStep::get_input_port_name(int p_port) const {
- if (p_port == 0) {
- return "edge0";
- } else if (p_port == 1) {
- return "edge1";
- } else if (p_port == 2) {
- return "x";
+ switch (p_port) {
+ case 0:
+ return "edge0";
+ case 1:
+ return "edge1";
+ case 2:
+ return "x";
}
- return "";
+ return String();
}
int VisualShaderNodeSmoothStep::get_output_port_count() const {
@@ -3102,10 +3824,18 @@ int VisualShaderNodeSmoothStep::get_output_port_count() const {
VisualShaderNodeSmoothStep::PortType VisualShaderNodeSmoothStep::get_output_port_type(int p_port) const {
switch (op_type) {
- case OP_TYPE_VECTOR:
- return PORT_TYPE_VECTOR;
- case OP_TYPE_VECTOR_SCALAR:
- return PORT_TYPE_VECTOR;
+ case OP_TYPE_VECTOR_2D:
+ return PORT_TYPE_VECTOR_2D;
+ case OP_TYPE_VECTOR_2D_SCALAR:
+ return PORT_TYPE_VECTOR_2D;
+ case OP_TYPE_VECTOR_3D:
+ return PORT_TYPE_VECTOR_3D;
+ case OP_TYPE_VECTOR_3D_SCALAR:
+ return PORT_TYPE_VECTOR_3D;
+ case OP_TYPE_VECTOR_4D:
+ return PORT_TYPE_VECTOR_4D;
+ case OP_TYPE_VECTOR_4D_SCALAR:
+ return PORT_TYPE_VECTOR_4D;
default:
break;
}
@@ -3117,37 +3847,45 @@ String VisualShaderNodeSmoothStep::get_output_port_name(int p_port) const {
}
void VisualShaderNodeSmoothStep::set_op_type(OpType p_op_type) {
- ERR_FAIL_INDEX((int)p_op_type, OP_TYPE_MAX);
+ 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_SCALAR:
- if (op_type == OP_TYPE_VECTOR) {
- set_input_port_default_value(0, 0.0); // edge0
- set_input_port_default_value(1, 0.0); // edge1
- }
- if (op_type == OP_TYPE_VECTOR || op_type == OP_TYPE_VECTOR_SCALAR) {
- set_input_port_default_value(2, 0.0); // x
- }
+ set_input_port_default_value(0, 0.0, get_input_port_default_value(0)); // edge0
+ set_input_port_default_value(1, 0.0, get_input_port_default_value(1)); // edge1
+ set_input_port_default_value(2, 0.0, get_input_port_default_value(2)); // x
break;
- case OP_TYPE_VECTOR:
- if (op_type == OP_TYPE_SCALAR || op_type == OP_TYPE_VECTOR_SCALAR) {
- set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0)); // edge0
- set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0)); // edge1
- }
- if (op_type == OP_TYPE_SCALAR) {
- set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0)); // x
- }
+ case OP_TYPE_VECTOR_2D:
+ set_input_port_default_value(0, Vector2(), get_input_port_default_value(0)); // edge0
+ set_input_port_default_value(1, Vector2(), get_input_port_default_value(1)); // edge1
+ set_input_port_default_value(2, Vector2(), get_input_port_default_value(2)); // x
break;
- case OP_TYPE_VECTOR_SCALAR:
- if (op_type == OP_TYPE_VECTOR) {
- set_input_port_default_value(0, 0.0); // edge0
- set_input_port_default_value(1, 0.0); // edge1
- }
- if (op_type == OP_TYPE_SCALAR) {
- set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0)); // x
- }
+ case OP_TYPE_VECTOR_2D_SCALAR:
+ set_input_port_default_value(0, 0.0, get_input_port_default_value(0)); // edge0
+ set_input_port_default_value(1, 0.0, get_input_port_default_value(1)); // edge1
+ set_input_port_default_value(2, Vector2(), get_input_port_default_value(2)); // x
+ break;
+ case OP_TYPE_VECTOR_3D:
+ set_input_port_default_value(0, Vector3(), get_input_port_default_value(0)); // edge0
+ set_input_port_default_value(1, Vector3(), get_input_port_default_value(1)); // edge1
+ set_input_port_default_value(2, Vector3(), get_input_port_default_value(2)); // x
+ break;
+ case OP_TYPE_VECTOR_3D_SCALAR:
+ set_input_port_default_value(0, 0.0, get_input_port_default_value(0)); // edge0
+ set_input_port_default_value(1, 0.0, get_input_port_default_value(1)); // edge1
+ set_input_port_default_value(2, Vector3(), get_input_port_default_value(2)); // x
+ break;
+ case OP_TYPE_VECTOR_4D:
+ set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0)); // edge0
+ set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1)); // edge1
+ set_input_port_default_value(2, Quaternion(), get_input_port_default_value(2)); // x
+ break;
+ case OP_TYPE_VECTOR_4D_SCALAR:
+ set_input_port_default_value(0, 0.0, get_input_port_default_value(0)); // edge0
+ set_input_port_default_value(1, 0.0, get_input_port_default_value(1)); // edge1
+ set_input_port_default_value(2, Quaternion(), get_input_port_default_value(2)); // x
break;
default:
break;
@@ -3161,7 +3899,7 @@ VisualShaderNodeSmoothStep::OpType VisualShaderNodeSmoothStep::get_op_type() con
}
String VisualShaderNodeSmoothStep::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return "\t" + p_output_vars[0] + " = smoothstep(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
+ return " " + p_output_vars[0] + " = smoothstep(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
}
Vector<StringName> VisualShaderNodeSmoothStep::get_editable_properties() const {
@@ -3171,21 +3909,25 @@ Vector<StringName> VisualShaderNodeSmoothStep::get_editable_properties() const {
}
void VisualShaderNodeSmoothStep::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeSmoothStep::set_op_type);
+ ClassDB::bind_method(D_METHOD("set_op_type", "op_type"), &VisualShaderNodeSmoothStep::set_op_type);
ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeSmoothStep::get_op_type);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector,VectorScalar"), "set_op_type", "get_op_type");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector2,Vector2Scalar,Vector3,Vector3Scalar,Vector4,Vector4Scalar"), "set_op_type", "get_op_type");
BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
- BIND_ENUM_CONSTANT(OP_TYPE_VECTOR);
- BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_SCALAR);
+ BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
+ BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D_SCALAR);
+ BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
+ BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D_SCALAR);
+ BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
+ BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D_SCALAR);
BIND_ENUM_CONSTANT(OP_TYPE_MAX);
}
VisualShaderNodeSmoothStep::VisualShaderNodeSmoothStep() {
- set_input_port_default_value(0, 0.0);
- set_input_port_default_value(1, 0.0);
- set_input_port_default_value(2, 0.0);
+ set_input_port_default_value(0, 0.0); // edge0
+ set_input_port_default_value(1, 1.0); // edge1
+ set_input_port_default_value(2, 0.5); // x
}
////////////// Distance
@@ -3198,17 +3940,14 @@ int VisualShaderNodeVectorDistance::get_input_port_count() const {
return 2;
}
-VisualShaderNodeVectorDistance::PortType VisualShaderNodeVectorDistance::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
-}
-
String VisualShaderNodeVectorDistance::get_input_port_name(int p_port) const {
- if (p_port == 0) {
- return "p0";
- } else if (p_port == 1) {
- return "p1";
+ switch (p_port) {
+ case 0:
+ return "a";
+ case 1:
+ return "b";
}
- return "";
+ return String();
}
int VisualShaderNodeVectorDistance::get_output_port_count() const {
@@ -3223,13 +3962,38 @@ String VisualShaderNodeVectorDistance::get_output_port_name(int p_port) const {
return "";
}
+void VisualShaderNodeVectorDistance::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)); // a
+ set_input_port_default_value(1, Vector2(), get_input_port_default_value(1)); // b
+ } break;
+ case OP_TYPE_VECTOR_3D: {
+ set_input_port_default_value(0, Vector3(), get_input_port_default_value(0)); // a
+ set_input_port_default_value(1, Vector3(), get_input_port_default_value(1)); // b
+ } break;
+ case OP_TYPE_VECTOR_4D: {
+ set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0)); // a
+ set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1)); // b
+ } break;
+ default:
+ break;
+ }
+ op_type = p_op_type;
+ emit_changed();
+}
+
String VisualShaderNodeVectorDistance::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return "\t" + p_output_vars[0] + " = distance(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
+ return " " + p_output_vars[0] + " = distance(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
}
VisualShaderNodeVectorDistance::VisualShaderNodeVectorDistance() {
- 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));
+ set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0)); // a
+ set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0)); // b
}
////////////// Refract Vector
@@ -3247,18 +4011,19 @@ VisualShaderNodeVectorRefract::PortType VisualShaderNodeVectorRefract::get_input
return PORT_TYPE_SCALAR;
}
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeVectorRefract::get_input_port_name(int p_port) const {
- if (p_port == 0) {
- return "I";
- } else if (p_port == 1) {
- return "N";
- } else if (p_port == 2) {
- return "eta";
+ switch (p_port) {
+ case 0:
+ return "I";
+ case 1:
+ return "N";
+ case 2:
+ return "eta";
}
- return "";
+ return String();
}
int VisualShaderNodeVectorRefract::get_output_port_count() const {
@@ -3266,7 +4031,7 @@ int VisualShaderNodeVectorRefract::get_output_port_count() const {
}
VisualShaderNodeVectorRefract::PortType VisualShaderNodeVectorRefract::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeVectorRefract::get_output_port_name(int p_port) const {
@@ -3274,7 +4039,7 @@ String VisualShaderNodeVectorRefract::get_output_port_name(int p_port) const {
}
String VisualShaderNodeVectorRefract::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return "\t" + p_output_vars[0] + " = refract(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
+ return " " + p_output_vars[0] + " = refract(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
}
VisualShaderNodeVectorRefract::VisualShaderNodeVectorRefract() {
@@ -3295,13 +4060,27 @@ int VisualShaderNodeMix::get_input_port_count() const {
VisualShaderNodeMix::PortType VisualShaderNodeMix::get_input_port_type(int p_port) const {
switch (op_type) {
- case OP_TYPE_VECTOR:
- return PORT_TYPE_VECTOR;
- case OP_TYPE_VECTOR_SCALAR:
+ case OP_TYPE_VECTOR_2D:
+ return PORT_TYPE_VECTOR_2D;
+ case OP_TYPE_VECTOR_2D_SCALAR:
if (p_port == 2) {
break;
}
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_2D;
+ case OP_TYPE_VECTOR_3D:
+ return PORT_TYPE_VECTOR_3D;
+ case OP_TYPE_VECTOR_3D_SCALAR:
+ if (p_port == 2) {
+ break;
+ }
+ return PORT_TYPE_VECTOR_3D;
+ case OP_TYPE_VECTOR_4D:
+ return PORT_TYPE_VECTOR_4D;
+ case OP_TYPE_VECTOR_4D_SCALAR:
+ if (p_port == 2) {
+ break;
+ }
+ return PORT_TYPE_VECTOR_4D;
default:
break;
}
@@ -3324,10 +4103,18 @@ int VisualShaderNodeMix::get_output_port_count() const {
VisualShaderNodeMix::PortType VisualShaderNodeMix::get_output_port_type(int p_port) const {
switch (op_type) {
- case OP_TYPE_VECTOR:
- return PORT_TYPE_VECTOR;
- case OP_TYPE_VECTOR_SCALAR:
- return PORT_TYPE_VECTOR;
+ case OP_TYPE_VECTOR_2D:
+ return PORT_TYPE_VECTOR_2D;
+ case OP_TYPE_VECTOR_2D_SCALAR:
+ return PORT_TYPE_VECTOR_2D;
+ case OP_TYPE_VECTOR_3D:
+ return PORT_TYPE_VECTOR_3D;
+ case OP_TYPE_VECTOR_3D_SCALAR:
+ return PORT_TYPE_VECTOR_3D;
+ case OP_TYPE_VECTOR_4D:
+ return PORT_TYPE_VECTOR_4D;
+ case OP_TYPE_VECTOR_4D_SCALAR:
+ return PORT_TYPE_VECTOR_4D;
default:
break;
}
@@ -3339,32 +4126,46 @@ String VisualShaderNodeMix::get_output_port_name(int p_port) const {
}
void VisualShaderNodeMix::set_op_type(OpType p_op_type) {
- ERR_FAIL_INDEX((int)p_op_type, OP_TYPE_MAX);
+ 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_SCALAR:
- set_input_port_default_value(0, 0.0); // a
- set_input_port_default_value(1, 1.0); // b
- if (op_type == OP_TYPE_VECTOR) {
- set_input_port_default_value(2, 0.5); // weight
- }
- break;
- case OP_TYPE_VECTOR:
- set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0)); // a
- set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0)); // b
- if (op_type == OP_TYPE_SCALAR || op_type == OP_TYPE_VECTOR_SCALAR) {
- set_input_port_default_value(2, Vector3(0.5, 0.5, 0.5)); // weight
- }
- break;
- case OP_TYPE_VECTOR_SCALAR:
- set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0)); // a
- set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0)); // b
- if (op_type == OP_TYPE_VECTOR) {
- set_input_port_default_value(2, 0.5); // weight
- }
- break;
+ case OP_TYPE_SCALAR: {
+ set_input_port_default_value(0, 0.0, get_input_port_default_value(0)); // a
+ set_input_port_default_value(1, 0.0, get_input_port_default_value(1)); // b
+ set_input_port_default_value(2, 0.0, get_input_port_default_value(2)); // weight
+ } break;
+ case OP_TYPE_VECTOR_2D: {
+ set_input_port_default_value(0, Vector2(), get_input_port_default_value(0)); // a
+ set_input_port_default_value(1, Vector2(), get_input_port_default_value(1)); // b
+ set_input_port_default_value(2, Vector2(), get_input_port_default_value(2)); // weight
+ } break;
+ case OP_TYPE_VECTOR_2D_SCALAR: {
+ set_input_port_default_value(0, Vector2(), get_input_port_default_value(0)); // a
+ set_input_port_default_value(1, Vector2(), get_input_port_default_value(1)); // b
+ set_input_port_default_value(2, 0.0, get_input_port_default_value(2)); // weight
+ } break;
+ case OP_TYPE_VECTOR_3D: {
+ set_input_port_default_value(0, Vector3(), get_input_port_default_value(0)); // a
+ set_input_port_default_value(1, Vector3(), get_input_port_default_value(1)); // b
+ set_input_port_default_value(2, Vector3(), get_input_port_default_value(2)); // weight
+ } break;
+ case OP_TYPE_VECTOR_3D_SCALAR: {
+ set_input_port_default_value(0, Vector3(), get_input_port_default_value(0)); // a
+ set_input_port_default_value(1, Vector3(), get_input_port_default_value(1)); // b
+ set_input_port_default_value(2, 0.0, get_input_port_default_value(2)); // weight
+ } break;
+ case OP_TYPE_VECTOR_4D: {
+ set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0)); // a
+ set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1)); // b
+ set_input_port_default_value(2, Quaternion(), get_input_port_default_value(2)); // weight
+ } break;
+ case OP_TYPE_VECTOR_4D_SCALAR: {
+ set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0)); // a
+ set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1)); // b
+ set_input_port_default_value(2, 0.0, get_input_port_default_value(2)); // weight
+ } break;
default:
break;
}
@@ -3377,7 +4178,7 @@ VisualShaderNodeMix::OpType VisualShaderNodeMix::get_op_type() const {
}
String VisualShaderNodeMix::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return "\t" + p_output_vars[0] + " = mix(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
+ return " " + p_output_vars[0] + " = mix(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
}
Vector<StringName> VisualShaderNodeMix::get_editable_properties() const {
@@ -3387,14 +4188,18 @@ Vector<StringName> VisualShaderNodeMix::get_editable_properties() const {
}
void VisualShaderNodeMix::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeMix::set_op_type);
+ ClassDB::bind_method(D_METHOD("set_op_type", "op_type"), &VisualShaderNodeMix::set_op_type);
ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeMix::get_op_type);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector,VectorScalar"), "set_op_type", "get_op_type");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector2,Vector2Scalar,Vector3,Vector3Scalar,Vector4,Vector4Scalar"), "set_op_type", "get_op_type");
BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
- BIND_ENUM_CONSTANT(OP_TYPE_VECTOR);
- BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_SCALAR);
+ BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
+ BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D_SCALAR);
+ BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
+ BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D_SCALAR);
+ BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
+ BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D_SCALAR);
BIND_ENUM_CONSTANT(OP_TYPE_MAX);
}
@@ -3411,7 +4216,17 @@ String VisualShaderNodeVectorCompose::get_caption() const {
}
int VisualShaderNodeVectorCompose::get_input_port_count() const {
- return 3;
+ switch (op_type) {
+ case OP_TYPE_VECTOR_2D:
+ return 2;
+ case OP_TYPE_VECTOR_3D:
+ return 3;
+ case OP_TYPE_VECTOR_4D:
+ return 4;
+ default:
+ break;
+ }
+ return 0;
}
VisualShaderNodeVectorCompose::PortType VisualShaderNodeVectorCompose::get_input_port_type(int p_port) const {
@@ -3419,29 +4234,104 @@ VisualShaderNodeVectorCompose::PortType VisualShaderNodeVectorCompose::get_input
}
String VisualShaderNodeVectorCompose::get_input_port_name(int p_port) const {
- if (p_port == 0) {
- return "x";
- } else if (p_port == 1) {
- return "y";
- } else {
- return "z";
+ switch (op_type) {
+ case OP_TYPE_VECTOR_2D: {
+ switch (p_port) {
+ case 0:
+ return "x";
+ case 1:
+ return "y";
+ }
+ } break;
+ case OP_TYPE_VECTOR_3D: {
+ switch (p_port) {
+ case 0:
+ return "x";
+ case 1:
+ return "y";
+ case 2:
+ return "z";
+ }
+ } break;
+ case OP_TYPE_VECTOR_4D: {
+ switch (p_port) {
+ case 0:
+ return "x";
+ case 1:
+ return "y";
+ case 2:
+ return "z";
+ case 3:
+ return "w";
+ }
+ } break;
+ default:
+ break;
}
+ return String();
}
int VisualShaderNodeVectorCompose::get_output_port_count() const {
return 1;
}
-VisualShaderNodeVectorCompose::PortType VisualShaderNodeVectorCompose::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
-}
-
String VisualShaderNodeVectorCompose::get_output_port_name(int p_port) const {
return "vec";
}
+void VisualShaderNodeVectorCompose::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: {
+ float p1 = get_input_port_default_value(0);
+ float p2 = get_input_port_default_value(1);
+
+ set_input_port_default_value(0, p1);
+ set_input_port_default_value(1, p2);
+ } break;
+ case OP_TYPE_VECTOR_3D: {
+ float p1 = get_input_port_default_value(0);
+ float p2 = get_input_port_default_value(1);
+
+ set_input_port_default_value(0, p1);
+ set_input_port_default_value(1, p2);
+ set_input_port_default_value(2, 0.0);
+ } break;
+ case OP_TYPE_VECTOR_4D: {
+ float p1 = get_input_port_default_value(0);
+ float p2 = get_input_port_default_value(1);
+
+ set_input_port_default_value(0, p1);
+ set_input_port_default_value(1, p2);
+ set_input_port_default_value(2, 0.0);
+ set_input_port_default_value(3, 0.0);
+ } break;
+ default:
+ break;
+ }
+ op_type = p_op_type;
+ emit_changed();
+}
+
String VisualShaderNodeVectorCompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return "\t" + p_output_vars[0] + " = vec3(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
+ String code;
+ switch (op_type) {
+ case OP_TYPE_VECTOR_2D: {
+ code += " " + p_output_vars[0] + " = vec2(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
+ } break;
+ case OP_TYPE_VECTOR_3D: {
+ code += " " + p_output_vars[0] + " = vec3(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
+ } break;
+ case OP_TYPE_VECTOR_4D: {
+ code += " " + p_output_vars[0] + " = vec4(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ", " + p_input_vars[3] + ");\n";
+ } break;
+ default:
+ break;
+ }
+ return code;
}
VisualShaderNodeVectorCompose::VisualShaderNodeVectorCompose() {
@@ -3461,7 +4351,7 @@ int VisualShaderNodeTransformCompose::get_input_port_count() const {
}
VisualShaderNodeTransformCompose::PortType VisualShaderNodeTransformCompose::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeTransformCompose::get_input_port_name(int p_port) const {
@@ -3489,7 +4379,7 @@ String VisualShaderNodeTransformCompose::get_output_port_name(int p_port) const
}
String VisualShaderNodeTransformCompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return "\t" + p_output_vars[0] + " = mat4(vec4(" + p_input_vars[0] + ", 0.0), vec4(" + p_input_vars[1] + ", 0.0), vec4(" + p_input_vars[2] + ", 0.0), vec4(" + p_input_vars[3] + ", 1.0));\n";
+ return " " + p_output_vars[0] + " = mat4(vec4(" + p_input_vars[0] + ", 0.0), vec4(" + p_input_vars[1] + ", 0.0), vec4(" + p_input_vars[2] + ", 0.0), vec4(" + p_input_vars[3] + ", 1.0));\n";
}
VisualShaderNodeTransformCompose::VisualShaderNodeTransformCompose() {
@@ -3508,16 +4398,22 @@ int VisualShaderNodeVectorDecompose::get_input_port_count() const {
return 1;
}
-VisualShaderNodeVectorDecompose::PortType VisualShaderNodeVectorDecompose::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
-}
-
String VisualShaderNodeVectorDecompose::get_input_port_name(int p_port) const {
return "vec";
}
int VisualShaderNodeVectorDecompose::get_output_port_count() const {
- return 3;
+ switch (op_type) {
+ case OP_TYPE_VECTOR_2D:
+ return 2;
+ case OP_TYPE_VECTOR_3D:
+ return 3;
+ case OP_TYPE_VECTOR_4D:
+ return 4;
+ default:
+ break;
+ }
+ return 0;
}
VisualShaderNodeVectorDecompose::PortType VisualShaderNodeVectorDecompose::get_output_port_type(int p_port) const {
@@ -3525,25 +4421,91 @@ VisualShaderNodeVectorDecompose::PortType VisualShaderNodeVectorDecompose::get_o
}
String VisualShaderNodeVectorDecompose::get_output_port_name(int p_port) const {
- if (p_port == 0) {
- return "x";
- } else if (p_port == 1) {
- return "y";
- } else {
- return "z";
+ switch (op_type) {
+ case OP_TYPE_VECTOR_2D: {
+ switch (p_port) {
+ case 0:
+ return "x";
+ case 1:
+ return "y";
+ }
+ } break;
+ case OP_TYPE_VECTOR_3D: {
+ switch (p_port) {
+ case 0:
+ return "x";
+ case 1:
+ return "y";
+ case 2:
+ return "z";
+ }
+ } break;
+ case OP_TYPE_VECTOR_4D: {
+ switch (p_port) {
+ case 0:
+ return "x";
+ case 1:
+ return "y";
+ case 2:
+ return "z";
+ case 3:
+ return "w";
+ }
+ } break;
+ default:
+ break;
+ }
+ return String();
+}
+
+void VisualShaderNodeVectorDecompose::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));
+ } break;
+ case OP_TYPE_VECTOR_3D: {
+ set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
+ } break;
+ case OP_TYPE_VECTOR_4D: {
+ set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
+ } break;
+ default:
+ break;
+ }
+ op_type = p_op_type;
+ emit_changed();
}
String VisualShaderNodeVectorDecompose::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 += "\t" + p_output_vars[0] + " = " + p_input_vars[0] + ".x;\n";
- code += "\t" + p_output_vars[1] + " = " + p_input_vars[0] + ".y;\n";
- code += "\t" + p_output_vars[2] + " = " + p_input_vars[0] + ".z;\n";
+ switch (op_type) {
+ case OP_TYPE_VECTOR_2D: {
+ code += " " + p_output_vars[0] + " = " + p_input_vars[0] + ".x;\n";
+ code += " " + p_output_vars[1] + " = " + p_input_vars[0] + ".y;\n";
+ } break;
+ case OP_TYPE_VECTOR_3D: {
+ code += " " + p_output_vars[0] + " = " + p_input_vars[0] + ".x;\n";
+ code += " " + p_output_vars[1] + " = " + p_input_vars[0] + ".y;\n";
+ code += " " + p_output_vars[2] + " = " + p_input_vars[0] + ".z;\n";
+ } break;
+ case OP_TYPE_VECTOR_4D: {
+ code += " " + p_output_vars[0] + " = " + p_input_vars[0] + ".x;\n";
+ code += " " + p_output_vars[1] + " = " + p_input_vars[0] + ".y;\n";
+ code += " " + p_output_vars[2] + " = " + p_input_vars[0] + ".z;\n";
+ code += " " + p_output_vars[3] + " = " + p_input_vars[0] + ".w;\n";
+ } break;
+ default:
+ break;
+ }
return code;
}
VisualShaderNodeVectorDecompose::VisualShaderNodeVectorDecompose() {
- set_input_port_default_value(0, Vector3());
+ set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
}
////////////// Transform Decompose
@@ -3569,7 +4531,7 @@ int VisualShaderNodeTransformDecompose::get_output_port_count() const {
}
VisualShaderNodeTransformDecompose::PortType VisualShaderNodeTransformDecompose::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeTransformDecompose::get_output_port_name(int p_port) const {
@@ -3586,15 +4548,15 @@ String VisualShaderNodeTransformDecompose::get_output_port_name(int p_port) cons
String VisualShaderNodeTransformDecompose::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 += "\t" + p_output_vars[0] + " = " + p_input_vars[0] + "[0].xyz;\n";
- code += "\t" + p_output_vars[1] + " = " + p_input_vars[0] + "[1].xyz;\n";
- code += "\t" + p_output_vars[2] + " = " + p_input_vars[0] + "[2].xyz;\n";
- code += "\t" + p_output_vars[3] + " = " + p_input_vars[0] + "[3].xyz;\n";
+ code += " " + p_output_vars[0] + " = " + p_input_vars[0] + "[0].xyz;\n";
+ code += " " + p_output_vars[1] + " = " + p_input_vars[0] + "[1].xyz;\n";
+ code += " " + p_output_vars[2] + " = " + p_input_vars[0] + "[2].xyz;\n";
+ code += " " + p_output_vars[3] + " = " + p_input_vars[0] + "[3].xyz;\n";
return code;
}
VisualShaderNodeTransformDecompose::VisualShaderNodeTransformDecompose() {
- set_input_port_default_value(0, Transform());
+ set_input_port_default_value(0, Transform3D());
}
////////////// Float Uniform
@@ -3644,7 +4606,7 @@ String VisualShaderNodeFloatUniform::generate_global(Shader::Mode p_mode, Visual
}
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 "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
+ return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
}
bool VisualShaderNodeFloatUniform::is_show_prop_names() const {
@@ -3656,6 +4618,10 @@ bool VisualShaderNodeFloatUniform::is_use_prop_slots() const {
}
void VisualShaderNodeFloatUniform::set_hint(Hint p_hint) {
+ ERR_FAIL_INDEX(int(p_hint), int(HINT_MAX));
+ if (hint == p_hint) {
+ return;
+ }
hint = p_hint;
emit_changed();
}
@@ -3665,6 +4631,9 @@ VisualShaderNodeFloatUniform::Hint VisualShaderNodeFloatUniform::get_hint() cons
}
void VisualShaderNodeFloatUniform::set_min(float p_value) {
+ if (Math::is_equal_approx(hint_range_min, p_value)) {
+ return;
+ }
hint_range_min = p_value;
emit_changed();
}
@@ -3674,6 +4643,9 @@ float VisualShaderNodeFloatUniform::get_min() const {
}
void VisualShaderNodeFloatUniform::set_max(float p_value) {
+ if (Math::is_equal_approx(hint_range_max, p_value)) {
+ return;
+ }
hint_range_max = p_value;
emit_changed();
}
@@ -3683,6 +4655,9 @@ float VisualShaderNodeFloatUniform::get_max() const {
}
void VisualShaderNodeFloatUniform::set_step(float p_value) {
+ if (Math::is_equal_approx(hint_range_step, p_value)) {
+ return;
+ }
hint_range_step = p_value;
emit_changed();
}
@@ -3692,6 +4667,9 @@ float VisualShaderNodeFloatUniform::get_step() const {
}
void VisualShaderNodeFloatUniform::set_default_value_enabled(bool p_enabled) {
+ if (default_value_enabled == p_enabled) {
+ return;
+ }
default_value_enabled = p_enabled;
emit_changed();
}
@@ -3701,6 +4679,9 @@ bool VisualShaderNodeFloatUniform::is_default_value_enabled() const {
}
void VisualShaderNodeFloatUniform::set_default_value(float p_value) {
+ if (Math::is_equal_approx(default_value, p_value)) {
+ return;
+ }
default_value = p_value;
emit_changed();
}
@@ -3738,12 +4719,17 @@ void VisualShaderNodeFloatUniform::_bind_methods() {
BIND_ENUM_CONSTANT(HINT_NONE);
BIND_ENUM_CONSTANT(HINT_RANGE);
BIND_ENUM_CONSTANT(HINT_RANGE_STEP);
+ BIND_ENUM_CONSTANT(HINT_MAX);
}
bool VisualShaderNodeFloatUniform::is_qualifier_supported(Qualifier p_qual) const {
return true; // all qualifiers are supported
}
+bool VisualShaderNodeFloatUniform::is_convertible_to_constant() const {
+ return true; // conversion is allowed
+}
+
Vector<StringName> VisualShaderNodeFloatUniform::get_editable_properties() const {
Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
props.push_back("hint");
@@ -3811,7 +4797,7 @@ String VisualShaderNodeIntUniform::generate_global(Shader::Mode p_mode, VisualSh
}
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 "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
+ return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
}
bool VisualShaderNodeIntUniform::is_show_prop_names() const {
@@ -3823,6 +4809,10 @@ bool VisualShaderNodeIntUniform::is_use_prop_slots() const {
}
void VisualShaderNodeIntUniform::set_hint(Hint p_hint) {
+ ERR_FAIL_INDEX(int(p_hint), int(HINT_MAX));
+ if (hint == p_hint) {
+ return;
+ }
hint = p_hint;
emit_changed();
}
@@ -3832,6 +4822,9 @@ VisualShaderNodeIntUniform::Hint VisualShaderNodeIntUniform::get_hint() const {
}
void VisualShaderNodeIntUniform::set_min(int p_value) {
+ if (hint_range_min == p_value) {
+ return;
+ }
hint_range_min = p_value;
emit_changed();
}
@@ -3841,6 +4834,9 @@ int VisualShaderNodeIntUniform::get_min() const {
}
void VisualShaderNodeIntUniform::set_max(int p_value) {
+ if (hint_range_max == p_value) {
+ return;
+ }
hint_range_max = p_value;
emit_changed();
}
@@ -3850,6 +4846,9 @@ int VisualShaderNodeIntUniform::get_max() const {
}
void VisualShaderNodeIntUniform::set_step(int p_value) {
+ if (hint_range_step == p_value) {
+ return;
+ }
hint_range_step = p_value;
emit_changed();
}
@@ -3858,8 +4857,11 @@ int VisualShaderNodeIntUniform::get_step() const {
return hint_range_step;
}
-void VisualShaderNodeIntUniform::set_default_value_enabled(bool p_enabled) {
- default_value_enabled = p_enabled;
+void VisualShaderNodeIntUniform::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();
}
@@ -3867,8 +4869,11 @@ bool VisualShaderNodeIntUniform::is_default_value_enabled() const {
return default_value_enabled;
}
-void VisualShaderNodeIntUniform::set_default_value(int p_value) {
- default_value = p_value;
+void VisualShaderNodeIntUniform::set_default_value(int p_default_value) {
+ if (default_value == p_default_value) {
+ return;
+ }
+ default_value = p_default_value;
emit_changed();
}
@@ -3895,7 +4900,7 @@ void VisualShaderNodeIntUniform::_bind_methods() {
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);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "hint", PROPERTY_HINT_ENUM, "None,Range,Range+Step"), "set_hint", "get_hint");
+ 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");
ADD_PROPERTY(PropertyInfo(Variant::INT, "max"), "set_max", "get_max");
ADD_PROPERTY(PropertyInfo(Variant::INT, "step"), "set_step", "get_step");
@@ -3905,12 +4910,17 @@ void VisualShaderNodeIntUniform::_bind_methods() {
BIND_ENUM_CONSTANT(HINT_NONE);
BIND_ENUM_CONSTANT(HINT_RANGE);
BIND_ENUM_CONSTANT(HINT_RANGE_STEP);
+ BIND_ENUM_CONSTANT(HINT_MAX);
}
bool VisualShaderNodeIntUniform::is_qualifier_supported(Qualifier p_qual) const {
return true; // all qualifiers are supported
}
+bool VisualShaderNodeIntUniform::is_convertible_to_constant() const {
+ return true; // conversion is allowed
+}
+
Vector<StringName> VisualShaderNodeIntUniform::get_editable_properties() const {
Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
props.push_back("hint");
@@ -3961,8 +4971,11 @@ String VisualShaderNodeBooleanUniform::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_enabled) {
- default_value_enabled = p_enabled;
+void VisualShaderNodeBooleanUniform::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();
}
@@ -3970,8 +4983,11 @@ bool VisualShaderNodeBooleanUniform::is_default_value_enabled() const {
return default_value_enabled;
}
-void VisualShaderNodeBooleanUniform::set_default_value(bool p_value) {
- default_value = p_value;
+void VisualShaderNodeBooleanUniform::set_default_value(bool p_default_value) {
+ if (default_value == p_default_value) {
+ return;
+ }
+ default_value = p_default_value;
emit_changed();
}
@@ -3993,7 +5009,7 @@ String VisualShaderNodeBooleanUniform::generate_global(Shader::Mode p_mode, Visu
}
String VisualShaderNodeBooleanUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
+ return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
}
bool VisualShaderNodeBooleanUniform::is_show_prop_names() const {
@@ -4019,6 +5035,10 @@ bool VisualShaderNodeBooleanUniform::is_qualifier_supported(Qualifier p_qual) co
return true; // all qualifiers are supported
}
+bool VisualShaderNodeBooleanUniform::is_convertible_to_constant() const {
+ return true; // conversion is allowed
+}
+
Vector<StringName> VisualShaderNodeBooleanUniform::get_editable_properties() const {
Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
props.push_back("default_value_enabled");
@@ -4042,7 +5062,7 @@ int VisualShaderNodeColorUniform::get_input_port_count() const {
}
VisualShaderNodeColorUniform::PortType VisualShaderNodeColorUniform::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_SCALAR;
}
String VisualShaderNodeColorUniform::get_input_port_name(int p_port) const {
@@ -4050,18 +5070,28 @@ String VisualShaderNodeColorUniform::get_input_port_name(int p_port) const {
}
int VisualShaderNodeColorUniform::get_output_port_count() const {
- return 2;
+ return 1;
}
VisualShaderNodeColorUniform::PortType VisualShaderNodeColorUniform::get_output_port_type(int p_port) const {
- return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
+ return p_port == 0 ? PORT_TYPE_VECTOR_4D : PORT_TYPE_SCALAR;
}
String VisualShaderNodeColorUniform::get_output_port_name(int p_port) const {
- return p_port == 0 ? "color" : "alpha"; //no output port means the editor will be used as port
+ return "color";
+}
+
+bool VisualShaderNodeColorUniform::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) {
+ if (default_value_enabled == p_enabled) {
+ return;
+ }
default_value_enabled = p_enabled;
emit_changed();
}
@@ -4071,6 +5101,9 @@ bool VisualShaderNodeColorUniform::is_default_value_enabled() const {
}
void VisualShaderNodeColorUniform::set_default_value(const Color &p_value) {
+ if (default_value.is_equal_approx(p_value)) {
+ return;
+ }
default_value = p_value;
emit_changed();
}
@@ -4080,7 +5113,7 @@ Color VisualShaderNodeColorUniform::get_default_value() const {
}
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() + " : hint_color";
+ String code = _get_qual_str() + "uniform vec4 " + get_uniform_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);
}
@@ -4089,9 +5122,7 @@ String VisualShaderNodeColorUniform::generate_global(Shader::Mode p_mode, Visual
}
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 {
- String code = "\t" + p_output_vars[0] + " = " + get_uniform_name() + ".rgb;\n";
- code += "\t" + p_output_vars[1] + " = " + get_uniform_name() + ".a;\n";
- return code;
+ return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
}
bool VisualShaderNodeColorUniform::is_show_prop_names() const {
@@ -4113,6 +5144,10 @@ bool VisualShaderNodeColorUniform::is_qualifier_supported(Qualifier p_qual) cons
return true; // all qualifiers are supported
}
+bool VisualShaderNodeColorUniform::is_convertible_to_constant() const {
+ return true; // conversion is allowed
+}
+
Vector<StringName> VisualShaderNodeColorUniform::get_editable_properties() const {
Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
props.push_back("default_value_enabled");
@@ -4125,10 +5160,110 @@ Vector<StringName> VisualShaderNodeColorUniform::get_editable_properties() const
VisualShaderNodeColorUniform::VisualShaderNodeColorUniform() {
}
-////////////// Vector Uniform
+////////////// Vector2 Uniform
+
+String VisualShaderNodeVec2Uniform::get_caption() const {
+ return "Vector2Uniform";
+}
+
+int VisualShaderNodeVec2Uniform::get_input_port_count() const {
+ return 0;
+}
+
+VisualShaderNodeVec2Uniform::PortType VisualShaderNodeVec2Uniform::get_input_port_type(int p_port) const {
+ return PORT_TYPE_VECTOR_2D;
+}
+
+String VisualShaderNodeVec2Uniform::get_input_port_name(int p_port) const {
+ return String();
+}
+
+int VisualShaderNodeVec2Uniform::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeVec2Uniform::PortType VisualShaderNodeVec2Uniform::get_output_port_type(int p_port) const {
+ return PORT_TYPE_VECTOR_2D;
+}
+
+String VisualShaderNodeVec2Uniform::get_output_port_name(int p_port) const {
+ return String();
+}
+
+void VisualShaderNodeVec2Uniform::set_default_value_enabled(bool p_enabled) {
+ default_value_enabled = p_enabled;
+ emit_changed();
+}
+
+bool VisualShaderNodeVec2Uniform::is_default_value_enabled() const {
+ return default_value_enabled;
+}
+
+void VisualShaderNodeVec2Uniform::set_default_value(const Vector2 &p_value) {
+ default_value = p_value;
+ emit_changed();
+}
+
+Vector2 VisualShaderNodeVec2Uniform::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();
+ if (default_value_enabled) {
+ code += vformat(" = vec2(%.6f, %.6f)", default_value.x, default_value.y);
+ }
+ code += ";\n";
+ 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";
+}
+
+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);
+
+ 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);
+
+ 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 {
+ return true;
+}
+
+bool VisualShaderNodeVec2Uniform::is_use_prop_slots() const {
+ return true;
+}
+
+bool VisualShaderNodeVec2Uniform::is_qualifier_supported(Qualifier p_qual) const {
+ return true; // all qualifiers are supported
+}
+
+bool VisualShaderNodeVec2Uniform::is_convertible_to_constant() const {
+ return true; // conversion is allowed
+}
+
+Vector<StringName> VisualShaderNodeVec2Uniform::get_editable_properties() const {
+ Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
+ props.push_back("default_value_enabled");
+ if (default_value_enabled) {
+ props.push_back("default_value");
+ }
+ return props;
+}
+
+VisualShaderNodeVec2Uniform::VisualShaderNodeVec2Uniform() {
+}
+
+////////////// Vector3 Uniform
String VisualShaderNodeVec3Uniform::get_caption() const {
- return "VectorUniform";
+ return "Vector3Uniform";
}
int VisualShaderNodeVec3Uniform::get_input_port_count() const {
@@ -4136,7 +5271,7 @@ int VisualShaderNodeVec3Uniform::get_input_port_count() const {
}
VisualShaderNodeVec3Uniform::PortType VisualShaderNodeVec3Uniform::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeVec3Uniform::get_input_port_name(int p_port) const {
@@ -4148,7 +5283,7 @@ int VisualShaderNodeVec3Uniform::get_output_port_count() const {
}
VisualShaderNodeVec3Uniform::PortType VisualShaderNodeVec3Uniform::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeVec3Uniform::get_output_port_name(int p_port) const {
@@ -4183,7 +5318,7 @@ String VisualShaderNodeVec3Uniform::generate_global(Shader::Mode p_mode, VisualS
}
String VisualShaderNodeVec3Uniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
+ return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
}
void VisualShaderNodeVec3Uniform::_bind_methods() {
@@ -4209,6 +5344,10 @@ bool VisualShaderNodeVec3Uniform::is_qualifier_supported(Qualifier p_qual) const
return true; // all qualifiers are supported
}
+bool VisualShaderNodeVec3Uniform::is_convertible_to_constant() const {
+ return true; // conversion is allowed
+}
+
Vector<StringName> VisualShaderNodeVec3Uniform::get_editable_properties() const {
Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
props.push_back("default_value_enabled");
@@ -4221,6 +5360,106 @@ Vector<StringName> VisualShaderNodeVec3Uniform::get_editable_properties() const
VisualShaderNodeVec3Uniform::VisualShaderNodeVec3Uniform() {
}
+////////////// Vector4 Uniform
+
+String VisualShaderNodeVec4Uniform::get_caption() const {
+ return "Vector4Uniform";
+}
+
+int VisualShaderNodeVec4Uniform::get_input_port_count() const {
+ return 0;
+}
+
+VisualShaderNodeVec4Uniform::PortType VisualShaderNodeVec4Uniform::get_input_port_type(int p_port) const {
+ return PORT_TYPE_VECTOR_4D;
+}
+
+String VisualShaderNodeVec4Uniform::get_input_port_name(int p_port) const {
+ return String();
+}
+
+int VisualShaderNodeVec4Uniform::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeVec4Uniform::PortType VisualShaderNodeVec4Uniform::get_output_port_type(int p_port) const {
+ return PORT_TYPE_VECTOR_4D;
+}
+
+String VisualShaderNodeVec4Uniform::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) {
+ default_value_enabled = p_enabled;
+ emit_changed();
+}
+
+bool VisualShaderNodeVec4Uniform::is_default_value_enabled() const {
+ return default_value_enabled;
+}
+
+void VisualShaderNodeVec4Uniform::set_default_value(const Quaternion &p_value) {
+ default_value = p_value;
+ emit_changed();
+}
+
+Quaternion VisualShaderNodeVec4Uniform::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();
+ if (default_value_enabled) {
+ code += vformat(" = vec4(%.6f, %.6f, %.6f, %.6f)", default_value.x, default_value.y, default_value.z, default_value.w);
+ }
+ code += ";\n";
+ 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";
+}
+
+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);
+
+ 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);
+
+ 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");
+}
+
+bool VisualShaderNodeVec4Uniform::is_show_prop_names() const {
+ return true;
+}
+
+bool VisualShaderNodeVec4Uniform::is_use_prop_slots() const {
+ return true;
+}
+
+bool VisualShaderNodeVec4Uniform::is_qualifier_supported(Qualifier p_qual) const {
+ return true; // All qualifiers are supported.
+}
+
+bool VisualShaderNodeVec4Uniform::is_convertible_to_constant() const {
+ return true; // Conversion is allowed.
+}
+
+Vector<StringName> VisualShaderNodeVec4Uniform::get_editable_properties() const {
+ Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
+ props.push_back("default_value_enabled");
+ if (default_value_enabled) {
+ props.push_back("default_value");
+ }
+ return props;
+}
+
+VisualShaderNodeVec4Uniform::VisualShaderNodeVec4Uniform() {
+}
+
////////////// Transform Uniform
String VisualShaderNodeTransformUniform::get_caption() const {
@@ -4232,7 +5471,7 @@ int VisualShaderNodeTransformUniform::get_input_port_count() const {
}
VisualShaderNodeTransformUniform::PortType VisualShaderNodeTransformUniform::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeTransformUniform::get_input_port_name(int p_port) const {
@@ -4260,21 +5499,21 @@ bool VisualShaderNodeTransformUniform::is_default_value_enabled() const {
return default_value_enabled;
}
-void VisualShaderNodeTransformUniform::set_default_value(const Transform &p_value) {
+void VisualShaderNodeTransformUniform::set_default_value(const Transform3D &p_value) {
default_value = p_value;
emit_changed();
}
-Transform VisualShaderNodeTransformUniform::get_default_value() const {
+Transform3D VisualShaderNodeTransformUniform::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();
if (default_value_enabled) {
- Vector3 row0 = default_value.basis.get_row(0);
- Vector3 row1 = default_value.basis.get_row(1);
- Vector3 row2 = default_value.basis.get_row(2);
+ Vector3 row0 = default_value.basis.rows[0];
+ Vector3 row1 = default_value.basis.rows[1];
+ Vector3 row2 = default_value.basis.rows[2];
Vector3 origin = default_value.origin;
code += " = mat4(" + vformat("vec4(%.6f, %.6f, %.6f, 0.0)", row0.x, row0.y, row0.z) + vformat(", vec4(%.6f, %.6f, %.6f, 0.0)", row1.x, row1.y, row1.z) + vformat(", vec4(%.6f, %.6f, %.6f, 0.0)", row2.x, row2.y, row2.z) + vformat(", vec4(%.6f, %.6f, %.6f, 1.0)", origin.x, origin.y, origin.z) + ")";
}
@@ -4283,7 +5522,7 @@ String VisualShaderNodeTransformUniform::generate_global(Shader::Mode p_mode, Vi
}
String VisualShaderNodeTransformUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
+ return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
}
void VisualShaderNodeTransformUniform::_bind_methods() {
@@ -4294,7 +5533,7 @@ void VisualShaderNodeTransformUniform::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeTransformUniform::get_default_value);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
- ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM, "default_value"), "set_default_value", "get_default_value");
+ ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "default_value"), "set_default_value", "get_default_value");
}
bool VisualShaderNodeTransformUniform::is_show_prop_names() const {
@@ -4306,7 +5545,14 @@ bool VisualShaderNodeTransformUniform::is_use_prop_slots() const {
}
bool VisualShaderNodeTransformUniform::is_qualifier_supported(Qualifier p_qual) const {
- return true; // all qualifiers are supported
+ if (p_qual == Qualifier::QUAL_INSTANCE) {
+ return false;
+ }
+ return true;
+}
+
+bool VisualShaderNodeTransformUniform::is_convertible_to_constant() const {
+ return true; // conversion is allowed
}
Vector<StringName> VisualShaderNodeTransformUniform::get_editable_properties() const {
@@ -4321,6 +5567,110 @@ Vector<StringName> VisualShaderNodeTransformUniform::get_editable_properties() c
VisualShaderNodeTransformUniform::VisualShaderNodeTransformUniform() {
}
+//////////////
+
+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 code;
+ bool has_colon = false;
+
+ // type
+ {
+ String type_code;
+
+ switch (p_texture_type) {
+ case VisualShaderNodeTextureUniform::TYPE_DATA:
+ if (p_color_default == VisualShaderNodeTextureUniform::COLOR_DEFAULT_BLACK) {
+ type_code = "hint_default_black";
+ }
+ break;
+ case VisualShaderNodeTextureUniform::TYPE_COLOR:
+ type_code = "source_color";
+ if (p_color_default == VisualShaderNodeTextureUniform::COLOR_DEFAULT_BLACK) {
+ type_code += ", hint_default_black";
+ }
+ break;
+ case VisualShaderNodeTextureUniform::TYPE_NORMAL_MAP:
+ type_code = "hint_normal";
+ break;
+ case VisualShaderNodeTextureUniform::TYPE_ANISOTROPY:
+ type_code = "hint_anisotropy";
+ break;
+ default:
+ break;
+ }
+
+ if (!type_code.is_empty()) {
+ code += " : " + type_code;
+ has_colon = true;
+ }
+ }
+
+ // filter
+ {
+ String filter_code;
+
+ switch (p_texture_filter) {
+ case VisualShaderNodeTextureUniform::FILTER_NEAREST:
+ filter_code = "filter_nearest";
+ break;
+ case VisualShaderNodeTextureUniform::FILTER_LINEAR:
+ filter_code = "filter_linear";
+ break;
+ case VisualShaderNodeTextureUniform::FILTER_NEAREST_MIPMAP:
+ filter_code = "filter_nearest_mipmap";
+ break;
+ case VisualShaderNodeTextureUniform::FILTER_LINEAR_MIPMAP:
+ filter_code = "filter_linear_mipmap";
+ break;
+ case VisualShaderNodeTextureUniform::FILTER_NEAREST_MIPMAP_ANISOTROPIC:
+ filter_code = "filter_nearest_mipmap_anisotropic";
+ break;
+ case VisualShaderNodeTextureUniform::FILTER_LINEAR_MIPMAP_ANISOTROPIC:
+ filter_code = "filter_linear_mipmap_anisotropic";
+ break;
+ default:
+ break;
+ }
+
+ if (!filter_code.is_empty()) {
+ if (!has_colon) {
+ code += " : ";
+ has_colon = true;
+ } else {
+ code += ", ";
+ }
+ code += filter_code;
+ }
+ }
+
+ // repeat
+ {
+ String repeat_code;
+
+ switch (p_texture_repeat) {
+ case VisualShaderNodeTextureUniform::REPEAT_ENABLED:
+ repeat_code = "repeat_enable";
+ break;
+ case VisualShaderNodeTextureUniform::REPEAT_DISABLED:
+ repeat_code = "repeat_disable";
+ break;
+ default:
+ break;
+ }
+
+ if (!repeat_code.is_empty()) {
+ if (!has_colon) {
+ code += " : ";
+ } else {
+ code += ", ";
+ }
+ code += repeat_code;
+ }
+ }
+
+ return code;
+}
+
////////////// Texture Uniform
String VisualShaderNodeTextureUniform::get_caption() const {
@@ -4328,28 +5678,24 @@ String VisualShaderNodeTextureUniform::get_caption() const {
}
int VisualShaderNodeTextureUniform::get_input_port_count() const {
- return 2;
+ return 0;
}
VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_input_port_type(int p_port) const {
- return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
+ return PORT_TYPE_SCALAR;
}
String VisualShaderNodeTextureUniform::get_input_port_name(int p_port) const {
- return p_port == 0 ? "uv" : "lod";
+ return "";
}
int VisualShaderNodeTextureUniform::get_output_port_count() const {
- return 3;
+ return 1;
}
VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_output_port_type(int p_port) const {
switch (p_port) {
case 0:
- return PORT_TYPE_VECTOR;
- case 1:
- return PORT_TYPE_SCALAR;
- case 2:
return PORT_TYPE_SAMPLER;
default:
return PORT_TYPE_SCALAR;
@@ -4359,10 +5705,6 @@ VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_out
String VisualShaderNodeTextureUniform::get_output_port_name(int p_port) const {
switch (p_port) {
case 0:
- return "rgb";
- case 1:
- return "alpha";
- case 2:
return "sampler2D";
default:
return "";
@@ -4371,91 +5713,91 @@ String VisualShaderNodeTextureUniform::get_output_port_name(int p_port) const {
String VisualShaderNodeTextureUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
String code = _get_qual_str() + "uniform sampler2D " + get_uniform_name();
-
- 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_NORMAL_MAP:
- code += " : hint_normal;\n";
- break;
- case TYPE_ANISO:
- code += " : hint_aniso;\n";
- break;
- }
-
+ code += get_sampler_hint(texture_type, color_default, texture_filter, texture_repeat);
+ code += ";\n";
return code;
}
-bool VisualShaderNodeTextureUniform::is_code_generated() const {
- return is_output_port_connected(0) || is_output_port_connected(1); // rgb or alpha
+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 {
+ return "";
}
-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 default_uv;
- if (p_mode != Shader::MODE_PARTICLES && p_mode != Shader::MODE_SKY) {
- default_uv = "UV.xy";
- } else {
- default_uv = "vec2(0.0)";
+void VisualShaderNodeTextureUniform::set_texture_type(TextureType p_texture_type) {
+ ERR_FAIL_INDEX(int(p_texture_type), int(TYPE_MAX));
+ if (texture_type == p_texture_type) {
+ return;
}
+ texture_type = p_texture_type;
+ emit_changed();
+}
- String id = get_uniform_name();
- String code = "\t{\n";
- if (p_input_vars[0] == String()) { // Use UV by default.
- if (p_input_vars[1] == String()) {
- code += "\t\tvec4 n_tex_read = texture(" + id + ", " + default_uv + ");\n";
- } else {
- code += "\t\tvec4 n_tex_read = textureLod(" + id + ", " + default_uv + ", " + 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";
- } else {
- code += "\t\tvec4 n_tex_read = textureLod(" + id + ", " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
+VisualShaderNodeTextureUniform::TextureType VisualShaderNodeTextureUniform::get_texture_type() const {
+ return texture_type;
+}
+
+void VisualShaderNodeTextureUniform::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;
}
+ color_default = p_color_default;
+ emit_changed();
+}
- code += "\t\t" + p_output_vars[0] + " = n_tex_read.rgb;\n";
- code += "\t\t" + p_output_vars[1] + " = n_tex_read.a;\n";
- code += "\t}\n";
- return code;
+VisualShaderNodeTextureUniform::ColorDefault VisualShaderNodeTextureUniform::get_color_default() const {
+ return color_default;
}
-void VisualShaderNodeTextureUniform::set_texture_type(TextureType p_type) {
- texture_type = p_type;
+void VisualShaderNodeTextureUniform::set_texture_filter(TextureFilter p_filter) {
+ ERR_FAIL_INDEX(int(p_filter), int(FILTER_MAX));
+ if (texture_filter == p_filter) {
+ return;
+ }
+ texture_filter = p_filter;
emit_changed();
}
-VisualShaderNodeTextureUniform::TextureType VisualShaderNodeTextureUniform::get_texture_type() const {
- return texture_type;
+VisualShaderNodeTextureUniform::TextureFilter VisualShaderNodeTextureUniform::get_texture_filter() const {
+ return texture_filter;
}
-void VisualShaderNodeTextureUniform::set_color_default(ColorDefault p_default) {
- color_default = p_default;
+void VisualShaderNodeTextureUniform::set_texture_repeat(TextureRepeat p_repeat) {
+ ERR_FAIL_INDEX(int(p_repeat), int(REPEAT_MAX));
+ if (texture_repeat == p_repeat) {
+ return;
+ }
+ texture_repeat = p_repeat;
emit_changed();
}
-VisualShaderNodeTextureUniform::ColorDefault VisualShaderNodeTextureUniform::get_color_default() const {
- return color_default;
+VisualShaderNodeTextureUniform::TextureRepeat VisualShaderNodeTextureUniform::get_texture_repeat() const {
+ return texture_repeat;
}
Vector<StringName> VisualShaderNodeTextureUniform::get_editable_properties() const {
Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
props.push_back("texture_type");
- props.push_back("color_default");
+ if (texture_type == TYPE_DATA || texture_type == TYPE_COLOR) {
+ props.push_back("color_default");
+ }
+ props.push_back("texture_filter");
+ props.push_back("texture_repeat");
return props;
}
+bool VisualShaderNodeTextureUniform::is_show_prop_names() const {
+ return true;
+}
+
+HashMap<StringName, String> VisualShaderNodeTextureUniform::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"));
+ 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);
@@ -4463,23 +5805,40 @@ void VisualShaderNodeTextureUniform::_bind_methods() {
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);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normalmap,Aniso"), "set_texture_type", "get_texture_type");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "color_default", PROPERTY_HINT_ENUM, "White Default,Black Default"), "set_color_default", "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_repeat", "type"), &VisualShaderNodeTextureUniform::set_texture_repeat);
+ ClassDB::bind_method(D_METHOD("get_texture_repeat"), &VisualShaderNodeTextureUniform::get_texture_repeat);
+
+ 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, "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");
BIND_ENUM_CONSTANT(TYPE_DATA);
BIND_ENUM_CONSTANT(TYPE_COLOR);
BIND_ENUM_CONSTANT(TYPE_NORMAL_MAP);
- BIND_ENUM_CONSTANT(TYPE_ANISO);
+ BIND_ENUM_CONSTANT(TYPE_ANISOTROPY);
+ BIND_ENUM_CONSTANT(TYPE_MAX);
BIND_ENUM_CONSTANT(COLOR_DEFAULT_WHITE);
BIND_ENUM_CONSTANT(COLOR_DEFAULT_BLACK);
-}
+ BIND_ENUM_CONSTANT(COLOR_DEFAULT_MAX);
-String VisualShaderNodeTextureUniform::get_input_port_default_hint(int p_port) const {
- if (p_port == 0) {
- return "default";
- }
- return "";
+ BIND_ENUM_CONSTANT(FILTER_DEFAULT);
+ BIND_ENUM_CONSTANT(FILTER_NEAREST);
+ BIND_ENUM_CONSTANT(FILTER_LINEAR);
+ BIND_ENUM_CONSTANT(FILTER_NEAREST_MIPMAP);
+ BIND_ENUM_CONSTANT(FILTER_LINEAR_MIPMAP);
+ BIND_ENUM_CONSTANT(FILTER_NEAREST_MIPMAP_ANISOTROPIC);
+ BIND_ENUM_CONSTANT(FILTER_LINEAR_MIPMAP_ANISOTROPIC);
+ BIND_ENUM_CONSTANT(FILTER_MAX);
+
+ BIND_ENUM_CONSTANT(REPEAT_DEFAULT);
+ BIND_ENUM_CONSTANT(REPEAT_ENABLED);
+ BIND_ENUM_CONSTANT(REPEAT_DISABLED);
+ BIND_ENUM_CONSTANT(REPEAT_MAX);
}
bool VisualShaderNodeTextureUniform::is_qualifier_supported(Qualifier p_qual) const {
@@ -4490,12 +5849,17 @@ bool VisualShaderNodeTextureUniform::is_qualifier_supported(Qualifier p_qual) co
return true;
case Qualifier::QUAL_INSTANCE:
return false;
+ default:
+ break;
}
return false;
}
+bool VisualShaderNodeTextureUniform::is_convertible_to_constant() const {
+ return false; // conversion is not allowed
+}
+
VisualShaderNodeTextureUniform::VisualShaderNodeTextureUniform() {
- simple_decl = false;
}
////////////// Texture Uniform (Triplanar)
@@ -4508,9 +5872,9 @@ int VisualShaderNodeTextureUniformTriplanar::get_input_port_count() const {
return 2;
}
-VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniformTriplanar::get_input_port_type(int p_port) const {
+VisualShaderNodeTextureUniformTriplanar::PortType VisualShaderNodeTextureUniformTriplanar::get_input_port_type(int p_port) const {
if (p_port == 0 || p_port == 1) {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
return PORT_TYPE_SCALAR;
}
@@ -4524,24 +5888,50 @@ String VisualShaderNodeTextureUniformTriplanar::get_input_port_name(int p_port)
return "";
}
-String VisualShaderNodeTextureUniformTriplanar::generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
+int VisualShaderNodeTextureUniformTriplanar::get_output_port_count() const {
+ return 2;
+}
+
+VisualShaderNodeTextureUniformTriplanar::PortType VisualShaderNodeTextureUniformTriplanar::get_output_port_type(int p_port) const {
+ switch (p_port) {
+ case 0:
+ return PORT_TYPE_VECTOR_4D;
+ case 1:
+ return PORT_TYPE_SAMPLER;
+ default:
+ return PORT_TYPE_SCALAR;
+ }
+}
+
+String VisualShaderNodeTextureUniformTriplanar::get_output_port_name(int p_port) const {
+ switch (p_port) {
+ case 0:
+ return "color";
+ case 1:
+ return "sampler2D";
+ default:
+ return "";
+ }
+}
+
+String VisualShaderNodeTextureUniformTriplanar::generate_global_per_node(Shader::Mode p_mode, int p_id) const {
String code;
- code += "// TRIPLANAR FUNCTION GLOBAL CODE\n";
- code += "\tvec4 triplanar_texture(sampler2D p_sampler, vec3 p_weights, vec3 p_triplanar_pos) {\n";
- code += "\t\tvec4 samp = vec4(0.0);\n";
- code += "\t\tsamp += texture(p_sampler, p_triplanar_pos.xy) * p_weights.z;\n";
- code += "\t\tsamp += texture(p_sampler, p_triplanar_pos.xz) * p_weights.y;\n";
- code += "\t\tsamp += texture(p_sampler, p_triplanar_pos.zy * vec2(-1.0, 1.0)) * p_weights.x;\n";
- code += "\t\treturn samp;\n";
- code += "\t}\n";
+ code += "// " + get_caption() + "\n";
+ code += " vec4 triplanar_texture(sampler2D p_sampler, vec3 p_weights, vec3 p_triplanar_pos) {\n";
+ code += " vec4 samp = vec4(0.0);\n";
+ code += " samp += texture(p_sampler, p_triplanar_pos.xy) * p_weights.z;\n";
+ code += " samp += texture(p_sampler, p_triplanar_pos.xz) * p_weights.y;\n";
+ code += " samp += texture(p_sampler, p_triplanar_pos.zy * vec2(-1.0, 1.0)) * p_weights.x;\n";
+ code += " return samp;\n";
+ code += " }\n";
code += "\n";
- code += "\tuniform vec3 triplanar_scale = vec3(1.0, 1.0, 1.0);\n";
- code += "\tuniform vec3 triplanar_offset;\n";
- code += "\tuniform float triplanar_sharpness = 0.5;\n";
+ code += " uniform vec3 triplanar_scale = vec3(1.0, 1.0, 1.0);\n";
+ code += " uniform vec3 triplanar_offset;\n";
+ code += " uniform float triplanar_sharpness = 0.5;\n";
code += "\n";
- code += "\tvarying vec3 triplanar_power_normal;\n";
- code += "\tvarying vec3 triplanar_pos;\n";
+ code += " varying vec3 triplanar_power_normal;\n";
+ code += " varying vec3 triplanar_pos;\n";
return code;
}
@@ -4550,11 +5940,13 @@ String VisualShaderNodeTextureUniformTriplanar::generate_global_per_func(Shader:
String code;
if (p_type == VisualShader::TYPE_VERTEX) {
- code += "\t// TRIPLANAR FUNCTION VERTEX CODE\n";
- code += "\t\ttriplanar_power_normal = pow(abs(NORMAL), vec3(triplanar_sharpness));\n";
- code += "\t\ttriplanar_power_normal /= dot(triplanar_power_normal, vec3(1.0));\n";
- code += "\t\ttriplanar_pos = VERTEX * triplanar_scale + triplanar_offset;\n";
- code += "\t\ttriplanar_pos *= vec3(1.0, -1.0, 1.0);\n";
+ code += "// " + get_caption() + "\n";
+ code += " {\n";
+ code += " triplanar_power_normal = pow(abs(NORMAL), vec3(triplanar_sharpness));\n";
+ code += " triplanar_power_normal /= dot(triplanar_power_normal, vec3(1.0));\n";
+ code += " triplanar_pos = VERTEX * triplanar_scale + triplanar_offset;\n";
+ code += " triplanar_pos *= vec3(1.0, -1.0, 1.0);\n";
+ code += " }\n";
}
return code;
@@ -4562,32 +5954,28 @@ String VisualShaderNodeTextureUniformTriplanar::generate_global_per_func(Shader:
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 code = "\t{\n";
-
- if (p_input_vars[0] == String() && p_input_vars[1] == String()) {
- code += "\t\tvec4 n_tex_read = triplanar_texture(" + id + ", triplanar_power_normal, triplanar_pos);\n";
- } else if (p_input_vars[0] != String() && p_input_vars[1] == String()) {
- code += "\t\tvec4 n_tex_read = triplanar_texture(" + id + ", " + p_input_vars[0] + ", triplanar_pos);\n";
- } else if (p_input_vars[0] == String() && p_input_vars[1] != String()) {
- code += "\t\tvec4 n_tex_read = triplanar_texture(" + id + ", triplanar_power_normal, " + p_input_vars[1] + ");\n";
+
+ String code;
+ if (p_input_vars[0].is_empty() && p_input_vars[1].is_empty()) {
+ code += " " + p_output_vars[0] + " = triplanar_texture(" + id + ", triplanar_power_normal, triplanar_pos);\n";
+ } else if (!p_input_vars[0].is_empty() && p_input_vars[1].is_empty()) {
+ code += " " + p_output_vars[0] + " = triplanar_texture(" + id + ", " + p_input_vars[0] + ", triplanar_pos);\n";
+ } else if (p_input_vars[0].is_empty() && !p_input_vars[1].is_empty()) {
+ code += " " + p_output_vars[0] + " = triplanar_texture(" + id + ", triplanar_power_normal, " + p_input_vars[1] + ");\n";
} else {
- code += "\t\tvec4 n_tex_read = triplanar_texture(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
+ code += " " + p_output_vars[0] + " = triplanar_texture(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
}
- code += "\t\t" + p_output_vars[0] + " = n_tex_read.rgb;\n";
- code += "\t\t" + p_output_vars[1] + " = n_tex_read.a;\n";
- code += "\t}\n";
-
return code;
}
-String VisualShaderNodeTextureUniformTriplanar::get_input_port_default_hint(int p_port) const {
+bool VisualShaderNodeTextureUniformTriplanar::is_input_port_default(int p_port, Shader::Mode p_mode) const {
if (p_port == 0) {
- return "default";
+ return true;
} else if (p_port == 1) {
- return "default";
+ return true;
}
- return "";
+ return false;
}
VisualShaderNodeTextureUniformTriplanar::VisualShaderNodeTextureUniformTriplanar() {
@@ -4599,58 +5987,14 @@ String VisualShaderNodeTexture2DArrayUniform::get_caption() const {
return "Texture2DArrayUniform";
}
-int VisualShaderNodeTexture2DArrayUniform::get_output_port_count() const {
- return 1;
-}
-
-VisualShaderNodeTexture2DArrayUniform::PortType VisualShaderNodeTexture2DArrayUniform::get_output_port_type(int p_port) const {
- return PORT_TYPE_SAMPLER;
-}
-
String VisualShaderNodeTexture2DArrayUniform::get_output_port_name(int p_port) const {
return "sampler2DArray";
}
-int VisualShaderNodeTexture2DArrayUniform::get_input_port_count() const {
- return 0;
-}
-
-VisualShaderNodeTexture2DArrayUniform::PortType VisualShaderNodeTexture2DArrayUniform::get_input_port_type(int p_port) const {
- return PORT_TYPE_SCALAR;
-}
-
-String VisualShaderNodeTexture2DArrayUniform::get_input_port_name(int p_port) const {
- return "";
-}
-
-String VisualShaderNodeTexture2DArrayUniform::get_input_port_default_hint(int p_port) const {
- return "";
-}
-
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();
-
- 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_NORMAL_MAP:
- code += " : hint_normal;\n";
- break;
- case TYPE_ANISO:
- code += " : hint_aniso;\n";
- break;
- }
-
+ code += get_sampler_hint(texture_type, color_default, texture_filter, texture_repeat);
+ code += ";\n";
return code;
}
@@ -4667,58 +6011,14 @@ String VisualShaderNodeTexture3DUniform::get_caption() const {
return "Texture3DUniform";
}
-int VisualShaderNodeTexture3DUniform::get_output_port_count() const {
- return 1;
-}
-
-VisualShaderNodeTexture3DUniform::PortType VisualShaderNodeTexture3DUniform::get_output_port_type(int p_port) const {
- return PORT_TYPE_SAMPLER;
-}
-
String VisualShaderNodeTexture3DUniform::get_output_port_name(int p_port) const {
return "sampler3D";
}
-int VisualShaderNodeTexture3DUniform::get_input_port_count() const {
- return 0;
-}
-
-VisualShaderNodeTexture3DUniform::PortType VisualShaderNodeTexture3DUniform::get_input_port_type(int p_port) const {
- return PORT_TYPE_SCALAR;
-}
-
-String VisualShaderNodeTexture3DUniform::get_input_port_name(int p_port) const {
- return "";
-}
-
-String VisualShaderNodeTexture3DUniform::get_input_port_default_hint(int p_port) const {
- return "";
-}
-
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();
-
- 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_NORMAL_MAP:
- code += " : hint_normal;\n";
- break;
- case TYPE_ANISO:
- code += " : hint_aniso;\n";
- break;
- }
-
+ code += get_sampler_hint(texture_type, color_default, texture_filter, texture_repeat);
+ code += ";\n";
return code;
}
@@ -4735,60 +6035,14 @@ 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 "samplerCube";
}
-int VisualShaderNodeCubemapUniform::get_input_port_count() const {
- return 0;
-}
-
-VisualShaderNodeCubemapUniform::PortType VisualShaderNodeCubemapUniform::get_input_port_type(int p_port) const {
- return PORT_TYPE_SCALAR;
-}
-
-String VisualShaderNodeCubemapUniform::get_input_port_name(int p_port) const {
- return "";
-}
-
-String VisualShaderNodeCubemapUniform::get_input_port_default_hint(int p_port) const {
- return "";
-}
-
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();
-
- 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_NORMAL_MAP:
- code += " : hint_normal;\n";
- break;
- case TYPE_ANISO:
- code += " : hint_aniso;\n";
- break;
- }
-
+ code += get_sampler_hint(texture_type, color_default, texture_filter, texture_repeat);
+ code += ";\n";
return code;
}
@@ -4813,7 +6067,7 @@ VisualShaderNodeIf::PortType VisualShaderNodeIf::get_input_port_type(int p_port)
if (p_port == 0 || p_port == 1 || p_port == 2) {
return PORT_TYPE_SCALAR;
}
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeIf::get_input_port_name(int p_port) const {
@@ -4840,7 +6094,7 @@ int VisualShaderNodeIf::get_output_port_count() const {
}
VisualShaderNodeIf::PortType VisualShaderNodeIf::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeIf::get_output_port_name(int p_port) const {
@@ -4849,18 +6103,18 @@ String VisualShaderNodeIf::get_output_port_name(int p_port) const {
String VisualShaderNodeIf::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 += "\tif(abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ")\n"; // abs(a - b) < tolerance eg. a == b
- code += "\t{\n";
- code += "\t\t" + p_output_vars[0] + " = " + p_input_vars[3] + ";\n";
- code += "\t}\n";
- code += "\telse if(" + p_input_vars[0] + " < " + p_input_vars[1] + ")\n"; // a < b
- code += "\t{\n";
- code += "\t\t" + p_output_vars[0] + " = " + p_input_vars[5] + ";\n";
- code += "\t}\n";
- code += "\telse\n"; // a > b (or a >= b if abs(a - b) < tolerance is false)
- code += "\t{\n";
- code += "\t\t" + p_output_vars[0] + " = " + p_input_vars[4] + ";\n";
- code += "\t}\n";
+ code += " if(abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ")\n"; // abs(a - b) < tolerance eg. a == b
+ code += " {\n";
+ code += " " + p_output_vars[0] + " = " + p_input_vars[3] + ";\n";
+ code += " }\n";
+ code += " else if(" + p_input_vars[0] + " < " + p_input_vars[1] + ")\n"; // a < b
+ code += " {\n";
+ code += " " + p_output_vars[0] + " = " + p_input_vars[5] + ";\n";
+ code += " }\n";
+ code += " else\n"; // a > b (or a >= b if abs(a - b) < tolerance is false)
+ code += " {\n";
+ code += " " + p_output_vars[0] + " = " + p_input_vars[4] + ";\n";
+ code += " }\n";
return code;
}
@@ -4892,8 +6146,12 @@ VisualShaderNodeSwitch::PortType VisualShaderNodeSwitch::get_input_port_type(int
switch (op_type) {
case OP_TYPE_INT:
return PORT_TYPE_SCALAR_INT;
- case OP_TYPE_VECTOR:
- return PORT_TYPE_VECTOR;
+ case OP_TYPE_VECTOR_2D:
+ return PORT_TYPE_VECTOR_2D;
+ case OP_TYPE_VECTOR_3D:
+ return PORT_TYPE_VECTOR_3D;
+ case OP_TYPE_VECTOR_4D:
+ return PORT_TYPE_VECTOR_4D;
case OP_TYPE_BOOLEAN:
return PORT_TYPE_BOOLEAN;
case OP_TYPE_TRANSFORM:
@@ -4926,8 +6184,12 @@ VisualShaderNodeSwitch::PortType VisualShaderNodeSwitch::get_output_port_type(in
switch (op_type) {
case OP_TYPE_INT:
return PORT_TYPE_SCALAR_INT;
- case OP_TYPE_VECTOR:
- return PORT_TYPE_VECTOR;
+ case OP_TYPE_VECTOR_2D:
+ return PORT_TYPE_VECTOR_2D;
+ case OP_TYPE_VECTOR_3D:
+ return PORT_TYPE_VECTOR_3D;
+ case OP_TYPE_VECTOR_4D:
+ return PORT_TYPE_VECTOR_4D;
case OP_TYPE_BOOLEAN:
return PORT_TYPE_BOOLEAN;
case OP_TYPE_TRANSFORM:
@@ -4943,30 +6205,38 @@ String VisualShaderNodeSwitch::get_output_port_name(int p_port) const {
}
void VisualShaderNodeSwitch::set_op_type(OpType p_op_type) {
- ERR_FAIL_INDEX((int)p_op_type, OP_TYPE_MAX);
+ 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_FLOAT:
- set_input_port_default_value(1, 1.0);
- set_input_port_default_value(2, 0.0);
+ 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_INT:
- set_input_port_default_value(1, 1);
- set_input_port_default_value(2, 0);
+ 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));
break;
- case OP_TYPE_VECTOR:
- set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0));
- set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
+ case OP_TYPE_VECTOR_2D:
+ set_input_port_default_value(1, Vector2(1.0, 1.0), get_input_port_default_value(1));
+ set_input_port_default_value(2, Vector2(0.0, 0.0), get_input_port_default_value(2));
+ break;
+ case OP_TYPE_VECTOR_3D:
+ 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(0.0, 0.0, 0.0), get_input_port_default_value(2));
+ break;
+ case OP_TYPE_VECTOR_4D:
+ set_input_port_default_value(1, Quaternion(1.0, 1.0, 1.0, 1.0), get_input_port_default_value(1));
+ set_input_port_default_value(2, Quaternion(0.0, 0.0, 0.0, 0.0), get_input_port_default_value(2));
break;
case OP_TYPE_BOOLEAN:
set_input_port_default_value(1, true);
set_input_port_default_value(2, false);
break;
case OP_TYPE_TRANSFORM:
- set_input_port_default_value(1, Transform());
- set_input_port_default_value(2, Transform());
+ set_input_port_default_value(1, Transform3D());
+ set_input_port_default_value(2, Transform3D());
break;
default:
break;
@@ -4989,11 +6259,13 @@ 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,Vector,Boolean,Transform"), "set_op_type", "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");
BIND_ENUM_CONSTANT(OP_TYPE_FLOAT);
BIND_ENUM_CONSTANT(OP_TYPE_INT);
- BIND_ENUM_CONSTANT(OP_TYPE_VECTOR);
+ BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
+ BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
+ BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
BIND_ENUM_CONSTANT(OP_TYPE_BOOLEAN);
BIND_ENUM_CONSTANT(OP_TYPE_TRANSFORM);
BIND_ENUM_CONSTANT(OP_TYPE_MAX);
@@ -5001,14 +6273,14 @@ void VisualShaderNodeSwitch::_bind_methods() { // static
String VisualShaderNodeSwitch::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 += "\tif(" + p_input_vars[0] + ")\n";
- code += "\t{\n";
- code += "\t\t" + p_output_vars[0] + " = " + p_input_vars[1] + ";\n";
- code += "\t}\n";
- code += "\telse\n";
- code += "\t{\n";
- code += "\t\t" + p_output_vars[0] + " = " + p_input_vars[2] + ";\n";
- code += "\t}\n";
+ code += " if(" + p_input_vars[0] + ")\n";
+ code += " {\n";
+ code += " " + p_output_vars[0] + " = " + p_input_vars[1] + ";\n";
+ code += " }\n";
+ code += " else\n";
+ code += " {\n";
+ code += " " + p_output_vars[0] + " = " + p_input_vars[2] + ";\n";
+ code += " }\n";
return code;
}
@@ -5032,15 +6304,15 @@ int VisualShaderNodeFresnel::get_input_port_count() const {
VisualShaderNodeFresnel::PortType VisualShaderNodeFresnel::get_input_port_type(int p_port) const {
switch (p_port) {
case 0:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
case 1:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
case 2:
return PORT_TYPE_BOOLEAN;
case 3:
return PORT_TYPE_SCALAR;
default:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
}
@@ -5081,35 +6353,47 @@ bool VisualShaderNodeFresnel::is_generate_input_var(int p_port) const {
String VisualShaderNodeFresnel::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 normal;
String view;
- if (p_input_vars[0] == String()) {
- normal = "NORMAL";
+ if (p_input_vars[0].is_empty()) {
+ if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
+ normal = "NORMAL";
+ } else {
+ normal = "vec3(0.0)";
+ }
} else {
normal = p_input_vars[0];
}
- if (p_input_vars[1] == String()) {
- view = "VIEW";
+ if (p_input_vars[1].is_empty()) {
+ if (p_mode == Shader::MODE_SPATIAL) {
+ view = "VIEW";
+ } else {
+ view = "vec3(0.0)";
+ }
} else {
view = p_input_vars[1];
}
if (is_input_port_connected(2)) {
- return "\t" + p_output_vars[0] + " = " + p_input_vars[2] + " ? (pow(clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ")) : (pow(1.0 - clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + "));\n";
+ return " " + p_output_vars[0] + " = " + p_input_vars[2] + " ? (pow(clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ")) : (pow(1.0 - clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + "));\n";
} else {
if (get_input_port_default_value(2)) {
- return "\t" + p_output_vars[0] + " = pow(clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ");\n";
+ return " " + p_output_vars[0] + " = pow(clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ");\n";
} else {
- return "\t" + p_output_vars[0] + " = pow(1.0 - clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ");\n";
+ return " " + p_output_vars[0] + " = pow(1.0 - clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ");\n";
}
}
}
-String VisualShaderNodeFresnel::get_input_port_default_hint(int p_port) const {
+bool VisualShaderNodeFresnel::is_input_port_default(int p_port, Shader::Mode p_mode) const {
if (p_port == 0) {
- return "default";
+ if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
+ return true;
+ }
} else if (p_port == 1) {
- return "default";
+ if (p_mode == Shader::MODE_SPATIAL) {
+ return true;
+ }
}
- return "";
+ return false;
}
VisualShaderNodeFresnel::VisualShaderNodeFresnel() {
@@ -5148,17 +6432,21 @@ String VisualShaderNodeIs::get_output_port_name(int p_port) const {
}
String VisualShaderNodeIs::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 *funcs[FUNC_IS_NAN + 1] = {
+ static const char *functions[FUNC_MAX] = {
"isinf($)",
"isnan($)"
};
String code;
- code += "\t" + p_output_vars[0] + " = " + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
+ code += " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
return code;
}
void VisualShaderNodeIs::set_function(Function p_func) {
+ ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
+ if (func == p_func) {
+ return;
+ }
func = p_func;
emit_changed();
}
@@ -5181,6 +6469,7 @@ void VisualShaderNodeIs::_bind_methods() {
BIND_ENUM_CONSTANT(FUNC_IS_INF);
BIND_ENUM_CONSTANT(FUNC_IS_NAN);
+ BIND_ENUM_CONSTANT(FUNC_MAX);
}
VisualShaderNodeIs::VisualShaderNodeIs() {
@@ -5194,20 +6483,24 @@ String VisualShaderNodeCompare::get_caption() const {
}
int VisualShaderNodeCompare::get_input_port_count() const {
- if (ctype == CTYPE_SCALAR && (func == FUNC_EQUAL || func == FUNC_NOT_EQUAL)) {
+ if (comparison_type == CTYPE_SCALAR && (func == FUNC_EQUAL || func == FUNC_NOT_EQUAL)) {
return 3;
}
return 2;
}
VisualShaderNodeCompare::PortType VisualShaderNodeCompare::get_input_port_type(int p_port) const {
- switch (ctype) {
+ switch (comparison_type) {
case CTYPE_SCALAR:
return PORT_TYPE_SCALAR;
case CTYPE_SCALAR_INT:
return PORT_TYPE_SCALAR_INT;
- case CTYPE_VECTOR:
- return PORT_TYPE_VECTOR;
+ case CTYPE_VECTOR_2D:
+ return PORT_TYPE_VECTOR_2D;
+ case CTYPE_VECTOR_3D:
+ return PORT_TYPE_VECTOR_3D;
+ case CTYPE_VECTOR_4D:
+ return PORT_TYPE_VECTOR_4D;
case CTYPE_BOOLEAN:
return PORT_TYPE_BOOLEAN;
case CTYPE_TRANSFORM:
@@ -5244,17 +6537,16 @@ String VisualShaderNodeCompare::get_output_port_name(int p_port) const {
}
String VisualShaderNodeCompare::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
- if (ctype == CTYPE_BOOLEAN || ctype == CTYPE_TRANSFORM) {
+ if (comparison_type == CTYPE_BOOLEAN || comparison_type == CTYPE_TRANSFORM) {
if (func > FUNC_NOT_EQUAL) {
- return TTR("Invalid comparison function for that type.");
+ return RTR("Invalid comparison function for that type.");
}
}
-
return "";
}
String VisualShaderNodeCompare::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 *ops[FUNC_LESS_THAN_EQUAL + 1] = {
+ static const char *operators[FUNC_MAX] = {
"==",
"!=",
">",
@@ -5263,7 +6555,7 @@ String VisualShaderNodeCompare::generate_code(Shader::Mode p_mode, VisualShader:
"<=",
};
- static const char *funcs[FUNC_LESS_THAN_EQUAL + 1] = {
+ static const char *functions[FUNC_MAX] = {
"equal($)",
"notEqual($)",
"greaterThan($)",
@@ -5272,71 +6564,90 @@ String VisualShaderNodeCompare::generate_code(Shader::Mode p_mode, VisualShader:
"lessThanEqual($)",
};
- static const char *conds[COND_ANY + 1] = {
+ static const char *conditions[COND_MAX] = {
"all($)",
"any($)",
};
String code;
- switch (ctype) {
- case CTYPE_SCALAR:
+ switch (comparison_type) {
+ case CTYPE_SCALAR: {
if (func == FUNC_EQUAL) {
- code += "\t" + p_output_vars[0] + " = (abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ");";
+ code += " " + p_output_vars[0] + " = (abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ");";
} else if (func == FUNC_NOT_EQUAL) {
- code += "\t" + p_output_vars[0] + " = !(abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ");";
+ code += " " + p_output_vars[0] + " = !(abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ");";
} else {
- code += "\t" + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", ops[func]) + ";\n";
+ code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", operators[func]) + ";\n";
}
- break;
-
- case CTYPE_SCALAR_INT:
- code += "\t" + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", ops[func]) + ";\n";
- break;
-
- case CTYPE_VECTOR:
- code += "\t{\n";
- code += "\t\tbvec3 _bv = " + String(funcs[func]).replace("$", p_input_vars[0] + ", " + p_input_vars[1]) + ";\n";
- code += "\t\t" + p_output_vars[0] + " = " + String(conds[condition]).replace("$", "_bv") + ";\n";
- code += "\t}\n";
- break;
-
- case CTYPE_BOOLEAN:
+ } break;
+ case CTYPE_SCALAR_INT: {
+ code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", operators[func]) + ";\n";
+ } break;
+ case CTYPE_VECTOR_2D: {
+ code += " {\n";
+ code += " bvec2 _bv = " + String(functions[func]).replace("$", p_input_vars[0] + ", " + p_input_vars[1]) + ";\n";
+ code += " " + p_output_vars[0] + " = " + String(conditions[condition]).replace("$", "_bv") + ";\n";
+ code += " }\n";
+ } break;
+ case CTYPE_VECTOR_3D: {
+ code += " {\n";
+ code += " bvec3 _bv = " + String(functions[func]).replace("$", p_input_vars[0] + ", " + p_input_vars[1]) + ";\n";
+ code += " " + p_output_vars[0] + " = " + String(conditions[condition]).replace("$", "_bv") + ";\n";
+ code += " }\n";
+ } break;
+ case CTYPE_VECTOR_4D: {
+ code += " {\n";
+ code += " bvec4 _bv = " + String(functions[func]).replace("$", p_input_vars[0] + ", " + p_input_vars[1]) + ";\n";
+ code += " " + p_output_vars[0] + " = " + String(conditions[condition]).replace("$", "_bv") + ";\n";
+ code += " }\n";
+ } break;
+ case CTYPE_BOOLEAN: {
if (func > FUNC_NOT_EQUAL) {
- return "\t" + p_output_vars[0] + " = false;\n";
+ return " " + p_output_vars[0] + " = false;\n";
}
- code += "\t" + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", ops[func]) + ";\n";
- break;
-
- case CTYPE_TRANSFORM:
+ code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", operators[func]) + ";\n";
+ } break;
+ case CTYPE_TRANSFORM: {
if (func > FUNC_NOT_EQUAL) {
- return "\t" + p_output_vars[0] + " = false;\n";
+ return " " + p_output_vars[0] + " = false;\n";
}
- code += "\t" + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", ops[func]) + ";\n";
- break;
-
+ code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", operators[func]) + ";\n";
+ } break;
default:
break;
}
return code;
}
-void VisualShaderNodeCompare::set_comparison_type(ComparisonType p_type) {
- ctype = p_type;
-
- switch (ctype) {
+void VisualShaderNodeCompare::set_comparison_type(ComparisonType p_comparison_type) {
+ ERR_FAIL_INDEX(int(p_comparison_type), int(CTYPE_MAX));
+ if (comparison_type == p_comparison_type) {
+ return;
+ }
+ switch (p_comparison_type) {
case CTYPE_SCALAR:
- set_input_port_default_value(0, 0.0);
- set_input_port_default_value(1, 0.0);
+ 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));
simple_decl = true;
break;
case CTYPE_SCALAR_INT:
- set_input_port_default_value(0, 0);
- set_input_port_default_value(1, 0);
+ 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));
simple_decl = true;
break;
- case CTYPE_VECTOR:
- 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));
+ case CTYPE_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));
+ simple_decl = false;
+ break;
+ case CTYPE_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));
+ simple_decl = false;
+ break;
+ case CTYPE_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));
simple_decl = false;
break;
case CTYPE_BOOLEAN:
@@ -5345,19 +6656,26 @@ void VisualShaderNodeCompare::set_comparison_type(ComparisonType p_type) {
simple_decl = true;
break;
case CTYPE_TRANSFORM:
- set_input_port_default_value(0, Transform());
- set_input_port_default_value(1, Transform());
+ set_input_port_default_value(0, Transform3D());
+ set_input_port_default_value(1, Transform3D());
simple_decl = true;
break;
+ default:
+ break;
}
+ comparison_type = p_comparison_type;
emit_changed();
}
VisualShaderNodeCompare::ComparisonType VisualShaderNodeCompare::get_comparison_type() const {
- return ctype;
+ return comparison_type;
}
void VisualShaderNodeCompare::set_function(Function p_func) {
+ ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
+ if (func == p_func) {
+ return;
+ }
func = p_func;
emit_changed();
}
@@ -5366,8 +6684,12 @@ VisualShaderNodeCompare::Function VisualShaderNodeCompare::get_function() const
return func;
}
-void VisualShaderNodeCompare::set_condition(Condition p_cond) {
- condition = p_cond;
+void VisualShaderNodeCompare::set_condition(Condition p_condition) {
+ ERR_FAIL_INDEX(int(p_condition), int(COND_MAX));
+ if (condition == p_condition) {
+ return;
+ }
+ condition = p_condition;
emit_changed();
}
@@ -5379,7 +6701,7 @@ Vector<StringName> VisualShaderNodeCompare::get_editable_properties() const {
Vector<StringName> props;
props.push_back("type");
props.push_back("function");
- if (ctype == CTYPE_VECTOR) {
+ if (comparison_type == CTYPE_VECTOR_2D || comparison_type == CTYPE_VECTOR_3D || comparison_type == CTYPE_VECTOR_4D) {
props.push_back("condition");
}
return props;
@@ -5395,15 +6717,18 @@ 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,Vector,Boolean,Transform"), "set_comparison_type", "get_comparison_type");
+ 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, "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_VECTOR);
+ BIND_ENUM_CONSTANT(CTYPE_VECTOR_2D);
+ BIND_ENUM_CONSTANT(CTYPE_VECTOR_3D);
+ BIND_ENUM_CONSTANT(CTYPE_VECTOR_4D);
BIND_ENUM_CONSTANT(CTYPE_BOOLEAN);
BIND_ENUM_CONSTANT(CTYPE_TRANSFORM);
+ BIND_ENUM_CONSTANT(CTYPE_MAX);
BIND_ENUM_CONSTANT(FUNC_EQUAL);
BIND_ENUM_CONSTANT(FUNC_NOT_EQUAL);
@@ -5411,9 +6736,11 @@ void VisualShaderNodeCompare::_bind_methods() {
BIND_ENUM_CONSTANT(FUNC_GREATER_THAN_EQUAL);
BIND_ENUM_CONSTANT(FUNC_LESS_THAN);
BIND_ENUM_CONSTANT(FUNC_LESS_THAN_EQUAL);
+ BIND_ENUM_CONSTANT(FUNC_MAX);
BIND_ENUM_CONSTANT(COND_ALL);
BIND_ENUM_CONSTANT(COND_ANY);
+ BIND_ENUM_CONSTANT(COND_MAX);
}
VisualShaderNodeCompare::VisualShaderNodeCompare() {
@@ -5433,8 +6760,15 @@ int VisualShaderNodeMultiplyAdd::get_input_port_count() const {
}
VisualShaderNodeMultiplyAdd::PortType VisualShaderNodeMultiplyAdd::get_input_port_type(int p_port) const {
- if (op_type == OP_TYPE_VECTOR) {
- return PORT_TYPE_VECTOR;
+ switch (op_type) {
+ case OP_TYPE_VECTOR_2D:
+ return PORT_TYPE_VECTOR_2D;
+ case OP_TYPE_VECTOR_3D:
+ return PORT_TYPE_VECTOR_3D;
+ case OP_TYPE_VECTOR_4D:
+ return PORT_TYPE_VECTOR_4D;
+ default:
+ break;
}
return PORT_TYPE_SCALAR;
}
@@ -5455,11 +6789,17 @@ int VisualShaderNodeMultiplyAdd::get_output_port_count() const {
}
VisualShaderNodeMultiplyAdd::PortType VisualShaderNodeMultiplyAdd::get_output_port_type(int p_port) const {
- if (op_type == OP_TYPE_SCALAR) {
- return PORT_TYPE_SCALAR;
- } else {
- return PORT_TYPE_VECTOR;
+ switch (op_type) {
+ case OP_TYPE_VECTOR_2D:
+ return PORT_TYPE_VECTOR_2D;
+ case OP_TYPE_VECTOR_3D:
+ return PORT_TYPE_VECTOR_3D;
+ case OP_TYPE_VECTOR_4D:
+ return PORT_TYPE_VECTOR_4D;
+ default:
+ break;
}
+ return PORT_TYPE_SCALAR;
}
String VisualShaderNodeMultiplyAdd::get_output_port_name(int p_port) const {
@@ -5467,25 +6807,35 @@ String VisualShaderNodeMultiplyAdd::get_output_port_name(int p_port) const {
}
String VisualShaderNodeMultiplyAdd::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return "\t" + p_output_vars[0] + " = fma(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
+ return " " + p_output_vars[0] + " = fma(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
}
void VisualShaderNodeMultiplyAdd::set_op_type(OpType p_op_type) {
- ERR_FAIL_INDEX((int)p_op_type, OP_TYPE_MAX);
+ 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_SCALAR:
- set_input_port_default_value(0, 0.0);
- set_input_port_default_value(1, 0.0);
- set_input_port_default_value(2, 0.0);
- break;
- case OP_TYPE_VECTOR:
- 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));
- set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
- break;
+ 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(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(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(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));
+ } break;
default:
break;
}
@@ -5507,10 +6857,12 @@ void VisualShaderNodeMultiplyAdd::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeMultiplyAdd::set_op_type);
ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeMultiplyAdd::get_op_type);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector"), "set_op_type", "get_op_type");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector2,Vector3,Vector4"), "set_op_type", "get_op_type");
BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
- BIND_ENUM_CONSTANT(OP_TYPE_VECTOR);
+ BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
+ BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
+ BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
BIND_ENUM_CONSTANT(OP_TYPE_MAX);
}
@@ -5519,3 +6871,130 @@ VisualShaderNodeMultiplyAdd::VisualShaderNodeMultiplyAdd() {
set_input_port_default_value(1, 0.0);
set_input_port_default_value(2, 0.0);
}
+
+////////////// Billboard
+
+String VisualShaderNodeBillboard::get_caption() const {
+ return "GetBillboardMatrix";
+}
+
+int VisualShaderNodeBillboard::get_input_port_count() const {
+ return 0;
+}
+
+VisualShaderNodeBillboard::PortType VisualShaderNodeBillboard::get_input_port_type(int p_port) const {
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeBillboard::get_input_port_name(int p_port) const {
+ return "";
+}
+
+int VisualShaderNodeBillboard::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeBillboard::PortType VisualShaderNodeBillboard::get_output_port_type(int p_port) const {
+ return PORT_TYPE_TRANSFORM;
+}
+
+String VisualShaderNodeBillboard::get_output_port_name(int p_port) const {
+ return "model_view_matrix";
+}
+
+String VisualShaderNodeBillboard::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;
+
+ switch (billboard_type) {
+ case BILLBOARD_TYPE_ENABLED:
+ code += " {\n";
+ code += " mat4 __mvm = VIEW_MATRIX * mat4(INV_VIEW_MATRIX[0], INV_VIEW_MATRIX[1], INV_VIEW_MATRIX[2], MODEL_MATRIX[3]);\n";
+ if (keep_scale) {
+ code += " __mvm = __mvm * mat4(vec4(length(MODEL_MATRIX[0].xyz), 0.0, 0.0, 0.0), vec4(0.0, length(MODEL_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, length(MODEL_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
+ }
+ code += " " + p_output_vars[0] + " = __mvm;\n";
+ code += " }\n";
+ break;
+ case BILLBOARD_TYPE_FIXED_Y:
+ code += " {\n";
+ code += " mat4 __mvm = VIEW_MATRIX * mat4(INV_VIEW_MATRIX[0], MODEL_MATRIX[1], vec4(normalize(cross(INV_VIEW_MATRIX[0].xyz, MODEL_MATRIX[1].xyz)), 0.0), MODEL_MATRIX[3]);\n";
+ if (keep_scale) {
+ code += " __mvm = __mvm * mat4(vec4(length(MODEL_MATRIX[0].xyz), 0.0, 0.0, 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(0.0, 0.0, length(MODEL_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
+ } else {
+ code += " __mvm = __mvm * mat4(vec4(1.0, 0.0, 0.0, 0.0), vec4(0.0, 1.0 / length(MODEL_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
+ }
+ code += " " + p_output_vars[0] + " = __mvm;\n";
+ code += " }\n";
+ break;
+ case BILLBOARD_TYPE_PARTICLES:
+ code += " {\n";
+ code += " mat4 __wm = mat4(normalize(INV_VIEW_MATRIX[0]) * length(MODEL_MATRIX[0]), normalize(INV_VIEW_MATRIX[1]) * length(MODEL_MATRIX[0]), normalize(INV_VIEW_MATRIX[2]) * length(MODEL_MATRIX[2]), MODEL_MATRIX[3]);\n";
+ code += " __wm = __wm * mat4(vec4(cos(INSTANCE_CUSTOM.x), -sin(INSTANCE_CUSTOM.x), 0.0, 0.0), vec4(sin(INSTANCE_CUSTOM.x), cos(INSTANCE_CUSTOM.x), 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
+ code += " " + p_output_vars[0] + " = VIEW_MATRIX * __wm;\n";
+ code += " }\n";
+ break;
+ default:
+ code += " " + p_output_vars[0] + " = mat4(1.0);\n";
+ break;
+ }
+
+ return code;
+}
+
+bool VisualShaderNodeBillboard::is_show_prop_names() const {
+ return true;
+}
+
+void VisualShaderNodeBillboard::set_billboard_type(BillboardType p_billboard_type) {
+ ERR_FAIL_INDEX(int(p_billboard_type), int(BILLBOARD_TYPE_MAX));
+ if (billboard_type == p_billboard_type) {
+ return;
+ }
+ billboard_type = p_billboard_type;
+ simple_decl = bool(billboard_type == BILLBOARD_TYPE_DISABLED);
+ set_disabled(simple_decl);
+ emit_changed();
+}
+
+VisualShaderNodeBillboard::BillboardType VisualShaderNodeBillboard::get_billboard_type() const {
+ return billboard_type;
+}
+
+void VisualShaderNodeBillboard::set_keep_scale_enabled(bool p_enabled) {
+ keep_scale = p_enabled;
+ emit_changed();
+}
+
+bool VisualShaderNodeBillboard::is_keep_scale_enabled() const {
+ return keep_scale;
+}
+
+Vector<StringName> VisualShaderNodeBillboard::get_editable_properties() const {
+ Vector<StringName> props;
+ props.push_back("billboard_type");
+ if (billboard_type == BILLBOARD_TYPE_ENABLED || billboard_type == BILLBOARD_TYPE_FIXED_Y) {
+ props.push_back("keep_scale");
+ }
+ return props;
+}
+
+void VisualShaderNodeBillboard::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_billboard_type", "billboard_type"), &VisualShaderNodeBillboard::set_billboard_type);
+ ClassDB::bind_method(D_METHOD("get_billboard_type"), &VisualShaderNodeBillboard::get_billboard_type);
+
+ ClassDB::bind_method(D_METHOD("set_keep_scale_enabled", "enabled"), &VisualShaderNodeBillboard::set_keep_scale_enabled);
+ ClassDB::bind_method(D_METHOD("is_keep_scale_enabled"), &VisualShaderNodeBillboard::is_keep_scale_enabled);
+
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "billboard_type", PROPERTY_HINT_ENUM, "Disabled,Enabled,Y-Billboard,Particles"), "set_billboard_type", "get_billboard_type");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "keep_scale"), "set_keep_scale_enabled", "is_keep_scale_enabled");
+
+ BIND_ENUM_CONSTANT(BILLBOARD_TYPE_DISABLED);
+ BIND_ENUM_CONSTANT(BILLBOARD_TYPE_ENABLED);
+ BIND_ENUM_CONSTANT(BILLBOARD_TYPE_FIXED_Y);
+ BIND_ENUM_CONSTANT(BILLBOARD_TYPE_PARTICLES);
+ BIND_ENUM_CONSTANT(BILLBOARD_TYPE_MAX);
+}
+
+VisualShaderNodeBillboard::VisualShaderNodeBillboard() {
+ simple_decl = false;
+}