diff options
Diffstat (limited to 'scene/resources/visual_shader_nodes.cpp')
-rw-r--r-- | scene/resources/visual_shader_nodes.cpp | 2585 |
1 files changed, 1744 insertions, 841 deletions
diff --git a/scene/resources/visual_shader_nodes.cpp b/scene/resources/visual_shader_nodes.cpp index 951870fe34..dbd45793f9 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() { @@ -232,7 +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 { @@ -240,15 +304,15 @@ 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 ""; } bool VisualShaderNodeColorConstant::is_output_port_expandable(int p_port) const { @@ -259,11 +323,7 @@ bool VisualShaderNodeColorConstant::is_output_port_expandable(int p_port) const } 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 += " " + p_output_vars[0] + " = " + vformat("vec3(%.6f, %.6f, %.6f)", constant.r, constant.g, constant.b) + ";\n"; - code += " " + p_output_vars[1] + " = " + vformat("%.6f", constant.a) + ";\n"; - - return code; + return " " + p_output_vars[0] + " = " + vformat("vec4(%.6f, %.6f, %.6f, %.6f)", constant.r, constant.g, constant.b, constant.a) + ";\n"; } void VisualShaderNodeColorConstant::set_constant(const Color &p_constant) { @@ -294,10 +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 "VectorConstant"; + return "Vector3Constant"; } int VisualShaderNodeVec3Constant::get_input_port_count() const { @@ -305,7 +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 { @@ -317,7 +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 { @@ -356,6 +478,68 @@ void VisualShaderNodeVec3Constant::_bind_methods() { VisualShaderNodeVec3Constant::VisualShaderNodeVec3Constant() { } +////////////// 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 { @@ -367,7 +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 { @@ -439,7 +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: @@ -463,21 +647,25 @@ 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"; } bool VisualShaderNodeTexture::is_output_port_expandable(int p_port) const { @@ -487,11 +675,13 @@ bool VisualShaderNodeTexture::is_output_port_expandable(int p_port) const { return false; } -String VisualShaderNodeTexture::get_input_port_default_hint(int p_port) const { - if (p_port == 0) { - return "default"; +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 ""; + return false; } Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const { @@ -526,176 +716,122 @@ 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 += " vec4 " + 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 += " vec4 " + 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 += " vec4 " + id + "_read = texture(" + id + ", " + p_input_vars[0] + ".xy);\n"; + code += " " + p_output_vars[0] + " = texture(" + id + ", " + p_input_vars[0] + ");\n"; } else { - code += " vec4 " + 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 += " " + p_output_vars[0] + " = " + id + "_read.rgb;\n"; - code += " " + p_output_vars[1] + " = " + id + "_read.a;\n"; return code; } if (source == SOURCE_PORT) { String id = p_input_vars[2]; - - String code; - code += " {\n"; - if (id == String()) { - code += " vec4 " + 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 += " vec4 " + 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 += " vec4 " + 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 += " vec4 " + 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 += " vec4 " + 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 += " " + p_output_vars[0] + " = " + id + "_tex_read.rgb;\n"; - code += " " + p_output_vars[1] + " = " + id + "_tex_read.a;\n"; } - code += " }\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 = " {\n"; - if (p_input_vars[0] == String() || p_for_preview) { // Use UV by default. - - if (p_input_vars[1] == String()) { - code += " vec4 _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 += " vec4 _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 += " vec4 _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 += " vec4 _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 += " " + p_output_vars[0] + " = _tex_read.rgb;\n"; - code += " " + p_output_vars[1] + " = _tex_read.a;\n"; - code += " }\n"; return code; } if (source == SOURCE_2D_TEXTURE && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) { - String code = " {\n"; - if (p_input_vars[0] == String()) { // Use UV by default. - - if (p_input_vars[1] == String()) { - code += " vec4 _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 += " vec4 _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 += " vec4 _tex_read = texture(TEXTURE, " + p_input_vars[0] + ".xy);\n"; + code += " " + p_output_vars[0] + " = texture(TEXTURE, " + p_input_vars[0] + ");\n"; } else { - code += " vec4 _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 += " " + p_output_vars[0] + " = _tex_read.rgb;\n"; - code += " " + p_output_vars[1] + " = _tex_read.a;\n"; - code += " }\n"; return code; } if (source == SOURCE_2D_NORMAL && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) { - String code = " {\n"; - if (p_input_vars[0] == String()) { // Use UV by default. - - if (p_input_vars[1] == String()) { - code += " vec4 _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 += " vec4 _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 += " vec4 _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 += " vec4 _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 += " " + p_output_vars[0] + " = _tex_read.rgb;\n"; - code += " " + p_output_vars[1] + " = _tex_read.a;\n"; - code += " }\n"; return code; } - if (p_for_preview) // DEPTH_TEXTURE is not supported in preview(canvas_item) shader - { - if (source == SOURCE_DEPTH) { - String code; - code += " " + p_output_vars[0] + " = 0.0;\n"; - code += " " + 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 = " {\n"; - if (p_input_vars[0] == String()) { // Use UV by default. - - if (p_input_vars[1] == String()) { - code += " float _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 += " float _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 += " float _depth = texture(DEPTH_TEXTURE, " + p_input_vars[0] + ".xy).r;\n"; - } else { - code += " float _depth = textureLod(DEPTH_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ").r;\n"; + code += " " + p_output_vars[0] + " = vec4(_depth, _depth, _depth, 1.0);\n"; + code += " }\n"; + return code; } - - code += " " + p_output_vars[0] + " = _depth;\n"; - code += " " + p_output_vars[1] + " = 1.0;\n"; - code += " }\n"; - return code; - } else if (source == SOURCE_DEPTH) { - String code; - code += " " + p_output_vars[0] + " = 0.0;\n"; - code += " " + p_output_vars[1] + " = 1.0;\n"; - return code; } - //none - String code; - code += " " + p_output_vars[0] + " = vec3(0.0);\n"; - code += " " + p_output_vars[1] + " = 1.0;\n"; + code += " " + p_output_vars[0] + " = vec4(0.0);\n"; return code; } @@ -769,7 +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) { @@ -794,12 +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() { @@ -883,7 +1019,7 @@ 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()) { + 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"); @@ -941,7 +1077,7 @@ int VisualShaderNodeCurveXYZTexture::get_output_port_count() const { } VisualShaderNodeCurveXYZTexture::PortType VisualShaderNodeCurveXYZTexture::get_output_port_type(int p_port) const { - return PORT_TYPE_VECTOR; + return PORT_TYPE_VECTOR_3D; } String VisualShaderNodeCurveXYZTexture::get_output_port_name(int p_port) const { @@ -968,7 +1104,7 @@ String VisualShaderNodeCurveXYZTexture::generate_global(Shader::Mode p_mode, Vis } 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] == String()) { + 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"); @@ -1012,7 +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: @@ -1034,15 +1170,15 @@ 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"; } bool VisualShaderNodeSample3D::is_output_port_expandable(int p_port) const { @@ -1052,16 +1188,18 @@ bool VisualShaderNodeSample3D::is_output_port_expandable(int p_port) const { return false; } -String VisualShaderNodeSample3D::get_input_port_default_hint(int p_port) const { - if (p_port == 0) { - return "default"; +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 ""; + 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)"; @@ -1070,36 +1208,30 @@ String VisualShaderNodeSample3D::generate_code(Shader::Mode p_mode, VisualShader String code; if (source == SOURCE_TEXTURE || source == SOURCE_PORT) { String id; - code += " {\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 += " vec4 " + 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 += " vec4 " + 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 += " vec4 " + id + "_tex_read = texture(" + id + ", " + p_input_vars[0] + ");\n"; + code += " " + p_output_vars[0] + " = texture(" + id + ", " + p_input_vars[0] + ");\n"; } else { - code += " vec4 " + 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 += " vec4 " + id + "_tex_read = vec4(0.0);\n"; + code += " " + p_output_vars[0] + " = vec4(0.0);\n"; } - - code += " " + p_output_vars[0] + " = " + id + "_tex_read.rgb;\n"; - code += " " + p_output_vars[1] + " = " + id + "_tex_read.a;\n"; - code += " }\n"; return code; } - code += " " + p_output_vars[0] + " = vec3(0.0);\n"; - code += " " + p_output_vars[1] + " = 1.0;\n"; + code += " " + p_output_vars[0] + " = vec4(0.0);\n"; return code; } @@ -1130,7 +1262,7 @@ void VisualShaderNodeSample3D::_bind_methods() { 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) { @@ -1139,7 +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() { @@ -1273,7 +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: @@ -1297,15 +1429,15 @@ 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 { @@ -1346,7 +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)"; @@ -1359,45 +1491,38 @@ 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 += " {\n"; - - if (id == String()) { - code += " vec4 " + id + "_read = vec4(0.0);\n"; - code += " " + p_output_vars[0] + " = " + id + "_read.rgb;\n"; - code += " " + p_output_vars[1] + " = " + id + "_read.a;\n"; - code += " }\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 += " vec4 " + 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 += " vec4 " + 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 += " vec4 " + id + "_read = texture(" + id + ", " + p_input_vars[0] + ");\n"; + code += " " + p_output_vars[0] + " = texture(" + id + ", " + p_input_vars[0] + ");\n"; } else { - code += " vec4 " + 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 += " " + p_output_vars[0] + " = " + id + "_read.rgb;\n"; - code += " " + p_output_vars[1] + " = " + id + "_read.a;\n"; - code += " }\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) { @@ -1448,7 +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(); } @@ -1647,6 +1772,21 @@ 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; } @@ -1677,7 +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,Subtract,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); @@ -1686,6 +1826,11 @@ 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); } @@ -1704,10 +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"; } @@ -1716,12 +1857,8 @@ 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 { @@ -1752,13 +1889,25 @@ 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"; @@ -1770,6 +1919,31 @@ String VisualShaderNodeVectorOp::generate_code(Shader::Mode p_mode, VisualShader 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) { @@ -1784,11 +1958,27 @@ 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); @@ -1811,8 +2001,22 @@ void VisualShaderNodeVectorOp::_bind_methods() { } 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 @@ -1826,7 +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 { @@ -1838,7 +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 { @@ -2099,7 +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 { @@ -2111,7 +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 { @@ -2333,7 +2537,8 @@ String VisualShaderNodeIntFunc::generate_code(Shader::Mode p_mode, VisualShader: static const char *functions[FUNC_MAX] = { "abs($)", "-($)", - "sign($)" + "sign($)", + "~($)" }; return " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n"; @@ -2362,11 +2567,12 @@ 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); } @@ -2384,10 +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 ""; } @@ -2396,22 +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_MAX] = { + static const char *funcs[FUNC_MAX] = { "normalize($)", - "max(min($, vec3(1.0)), vec3(0.0))", + "", // FUNC_SATURATE "-($)", "1.0 / ($)", - "", - "", "abs($)", "acos($)", "acosh($)", @@ -2440,34 +2636,58 @@ String VisualShaderNodeVectorFunc::generate_code(Shader::Mode p_mode, VisualShad "tan($)", "tanh($)", "trunc($)", - "vec3(1.0, 1.0, 1.0) - $" + "" // FUNC_ONEMINUS }; - String code; + if (func == FUNC_SATURATE) { + String code; - if (func == FUNC_RGB2HSV) { - code += " {\n"; - code += " vec3 c = " + p_input_vars[0] + ";\n"; - code += " vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);\n"; - code += " vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));\n"; - code += " vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));\n"; - code += " float d = q.x - min(q.w, q.y);\n"; - code += " float e = 1.0e-10;\n"; - code += " " + p_output_vars[0] + " = vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);\n"; - code += " }\n"; - } else if (func == FUNC_HSV2RGB) { - code += " {\n"; - code += " vec3 c = " + p_input_vars[0] + ";\n"; - code += " vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n"; - code += " vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n"; - code += " " + p_output_vars[0] + " = c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n"; - code += " }\n"; + if (op_type == OP_TYPE_VECTOR_2D) { + code = "max(min($, 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("$", p_input_vars[0]) + ";\n"; + } - } else { - code += " " + p_output_vars[0] + " = " + String(vec_func_id[func]).replace("$", 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) { @@ -2475,13 +2695,6 @@ void VisualShaderNodeVectorFunc::set_function(Function p_func) { if (func == p_func) { return; } - if (p_func == FUNC_RGB2HSV) { - simple_decl = false; - } else if (p_func == FUNC_HSV2RGB) { - simple_decl = false; - } else { - simple_decl = true; - } func = p_func; emit_changed(); } @@ -2491,7 +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; } @@ -2500,14 +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,Frac,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); @@ -2541,7 +2752,19 @@ void VisualShaderNodeVectorFunc::_bind_methods() { } 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 @@ -2555,7 +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 { @@ -2567,7 +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 { @@ -2583,8 +2806,26 @@ String VisualShaderNodeColorFunc::generate_code(Shader::Mode p_mode, VisualShade 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 += " float max3 = max(max1, max2);\n"; - code += " " + p_output_vars[0] + " = vec3(max3, max3, max3);\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: @@ -2626,9 +2867,11 @@ 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); } @@ -2726,11 +2969,11 @@ int VisualShaderNodeUVFunc::get_input_port_count() const { VisualShaderNodeUVFunc::PortType VisualShaderNodeUVFunc::get_input_port_type(int p_port) const { switch (p_port) { case 0: - [[fallthrough]]; // uv + return PORT_TYPE_VECTOR_2D; // uv case 1: - return PORT_TYPE_VECTOR; // scale + return PORT_TYPE_VECTOR_2D; // scale case 2: - return PORT_TYPE_VECTOR; // offset & pivot + return PORT_TYPE_VECTOR_2D; // offset & pivot default: break; } @@ -2759,11 +3002,13 @@ String VisualShaderNodeUVFunc::get_input_port_name(int p_port) const { return ""; } -String VisualShaderNodeUVFunc::get_input_port_default_hint(int p_port) const { - if (p_port == 0) { - return "UV"; +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 ""; + return false; } int VisualShaderNodeUVFunc::get_output_port_count() const { @@ -2771,7 +3016,7 @@ int VisualShaderNodeUVFunc::get_output_port_count() const { } VisualShaderNodeUVFunc::PortType VisualShaderNodeUVFunc::get_output_port_type(int p_port) const { - return PORT_TYPE_VECTOR; + return PORT_TYPE_VECTOR_2D; } String VisualShaderNodeUVFunc::get_output_port_name(int p_port) const { @@ -2787,7 +3032,11 @@ String VisualShaderNodeUVFunc::generate_code(Shader::Mode p_mode, VisualShader:: String uv; if (p_input_vars[0].is_empty()) { - uv = "vec3(UV.xy, 0.0)"; + 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]); } @@ -2813,9 +3062,9 @@ void VisualShaderNodeUVFunc::set_function(VisualShaderNodeUVFunc::Function p_fun return; } if (p_func == FUNC_PANNING) { - set_input_port_default_value(2, Vector3()); // offset + set_input_port_default_value(2, Vector2()); // offset } else { // FUNC_SCALING - set_input_port_default_value(2, Vector3(0.5, 0.5, 0.0)); // pivot + set_input_port_default_value(2, Vector2(0.5, 0.5)); // pivot } func = p_func; emit_changed(); @@ -2843,8 +3092,8 @@ void VisualShaderNodeUVFunc::_bind_methods() { } VisualShaderNodeUVFunc::VisualShaderNodeUVFunc() { - set_input_port_default_value(1, Vector3(1.0, 1.0, 0.0)); // scale - set_input_port_default_value(2, Vector3()); // offset + set_input_port_default_value(1, Vector2(1.0, 1.0)); // scale + set_input_port_default_value(2, Vector2()); // offset } ////////////// Dot Product @@ -2858,7 +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 { @@ -2896,10 +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 ""; } @@ -2916,12 +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 " " + 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 @@ -2962,37 +3229,57 @@ VisualShaderNodeDeterminant::VisualShaderNodeDeterminant() { 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 { +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($)", @@ -3004,84 +3291,36 @@ String VisualShaderNodeScalarDerivativeFunc::generate_code(Shader::Mode p_mode, return code; } -void VisualShaderNodeScalarDerivativeFunc::set_function(Function p_func) { - ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX)); - if (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; } - func = p_func; + 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); - BIND_ENUM_CONSTANT(FUNC_MAX); -} - -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 *functions[FUNC_MAX] = { - "fwidth($)", - "dFdx($)", - "dFdy($)" - }; - - String code; - code += " " + p_output_vars[0] + " = " + String(functions[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; @@ -3090,30 +3329,41 @@ void VisualShaderNodeVectorDerivativeFunc::set_function(Function 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 @@ -3130,8 +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; } @@ -3157,8 +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; } @@ -3180,19 +3438,29 @@ void VisualShaderNodeClamp::set_op_type(OpType p_op_type) { } 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: - 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_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; @@ -3215,11 +3483,13 @@ void VisualShaderNodeClamp::_bind_methods() { ClassDB::bind_method(D_METHOD("set_op_type", "op_type"), &VisualShaderNodeClamp::set_op_type); ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeClamp::get_op_type); - ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Float,Int,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); } @@ -3239,10 +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: @@ -3260,14 +3526,38 @@ 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 " " + p_output_vars[0] + " = faceforward(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n"; } @@ -3289,7 +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 { @@ -3336,11 +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: @@ -3350,12 +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 { @@ -3364,10 +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; } @@ -3384,30 +3697,34 @@ void VisualShaderNodeStep::set_op_type(OpType 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; } @@ -3433,11 +3750,15 @@ void VisualShaderNodeStep::_bind_methods() { 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); } @@ -3458,11 +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: @@ -3472,14 +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 { @@ -3488,10 +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; } @@ -3509,31 +3853,39 @@ void VisualShaderNodeSmoothStep::set_op_type(OpType p_op_type) { } 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 - } - 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 - } - 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 - } + 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_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_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; @@ -3560,18 +3912,22 @@ void VisualShaderNodeSmoothStep::_bind_methods() { 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 @@ -3584,17 +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 { @@ -3609,13 +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 " " + 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 @@ -3633,18 +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 { @@ -3652,7 +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 { @@ -3681,13 +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; } @@ -3710,10 +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; } @@ -3730,27 +4131,41 @@ void VisualShaderNodeMix::set_op_type(OpType 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; } @@ -3776,11 +4191,15 @@ void VisualShaderNodeMix::_bind_methods() { 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); } @@ -3797,7 +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 { @@ -3805,29 +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 " " + 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() { @@ -3847,7 +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 { @@ -3894,16 +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 { @@ -3911,25 +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 += " " + 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"; + 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 @@ -3955,7 +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 { @@ -4486,7 +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 { @@ -4494,15 +5070,22 @@ 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) { @@ -4539,9 +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 = " " + p_output_vars[0] + " = " + get_uniform_name() + ".rgb;\n"; - code += " " + 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 { @@ -4579,10 +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 { @@ -4590,7 +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 { @@ -4602,7 +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 { @@ -4679,6 +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 { @@ -4690,7 +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 { @@ -4730,9 +5511,9 @@ Transform3D VisualShaderNodeTransformUniform::get_default_value() const { 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) + ")"; } @@ -4793,28 +5574,24 @@ 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; @@ -4824,10 +5601,6 @@ 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 ""; @@ -4835,70 +5608,113 @@ 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 { + bool has_colon = false; 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; - default: - code += ";\n"; - break; + // type + { + String type_code; + + switch (texture_type) { + case TYPE_DATA: + if (color_default == COLOR_DEFAULT_BLACK) { + type_code = "hint_black"; + } + break; + case TYPE_COLOR: + if (color_default == COLOR_DEFAULT_BLACK) { + type_code = "hint_black_albedo"; + } else { + type_code = "hint_albedo"; + } + break; + case TYPE_NORMAL_MAP: + type_code = "hint_normal"; + break; + case TYPE_ANISOTROPY: + type_code = "hint_anisotropy"; + break; + default: + break; + } + + if (!type_code.is_empty()) { + code += " : " + type_code; + has_colon = true; + } } - return code; -} + // filter + { + String filter_code; -bool VisualShaderNodeTextureUniform::is_code_generated() const { - return is_output_port_connected(0) || is_output_port_connected(1); // rgb or alpha -} + switch (texture_filter) { + case FILTER_NEAREST: + filter_code = "filter_nearest"; + break; + case FILTER_LINEAR: + filter_code = "filter_linear"; + break; + case FILTER_NEAREST_MIPMAP: + filter_code = "filter_nearest_mipmap"; + break; + case FILTER_LINEAR_MIPMAP: + filter_code = "filter_linear_mipmap"; + break; + case FILTER_NEAREST_MIPMAP_ANISOTROPIC: + filter_code = "filter_nearest_mipmap_anisotropic"; + break; + case FILTER_LINEAR_MIPMAP_ANISOTROPIC: + filter_code = "filter_linear_mipmap_anisotropic"; + break; + default: + break; + } -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)"; + if (!filter_code.is_empty()) { + if (!has_colon) { + code += " : "; + has_colon = true; + } else { + code += ", "; + } + code += filter_code; + } } - String id = get_uniform_name(); - String code = " {\n"; - if (p_input_vars[0] == String()) { // Use UV by default. - if (p_input_vars[1] == String()) { - code += " vec4 n_tex_read = texture(" + id + ", " + default_uv + ");\n"; - } else { - code += " vec4 n_tex_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n"; + // repeat + { + String repeat_code; + + switch (texture_repeat) { + case REPEAT_ENABLED: + repeat_code = "repeat_enable"; + break; + case REPEAT_DISABLED: + repeat_code = "repeat_disable"; + break; + default: + break; + } + + if (!repeat_code.is_empty()) { + if (!has_colon) { + code += " : "; + } else { + code += ", "; + } + code += repeat_code; } - } else if (p_input_vars[1] == String()) { - //no lod - code += " vec4 n_tex_read = texture(" + id + ", " + p_input_vars[0] + ".xy);\n"; - } else { - code += " vec4 n_tex_read = textureLod(" + id + ", " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n"; } - code += " " + p_output_vars[0] + " = n_tex_read.rgb;\n"; - code += " " + p_output_vars[1] + " = n_tex_read.a;\n"; - code += " }\n"; + code += ";\n"; return code; } +String VisualShaderNodeTextureUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { + return ""; +} + 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) { @@ -4925,13 +5741,56 @@ VisualShaderNodeTextureUniform::ColorDefault VisualShaderNodeTextureUniform::get return color_default; } +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::TextureFilter VisualShaderNodeTextureUniform::get_texture_filter() const { + return texture_filter; +} + +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::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); @@ -4939,25 +5798,40 @@ 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); + 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 Default,Black Default"), "set_color_default", "get_color_default"); + 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 { @@ -4979,7 +5853,6 @@ bool VisualShaderNodeTextureUniform::is_convertible_to_constant() const { } VisualShaderNodeTextureUniform::VisualShaderNodeTextureUniform() { - simple_decl = false; } ////////////// Texture Uniform (Triplanar) @@ -4992,9 +5865,9 @@ 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; } @@ -5008,10 +5881,36 @@ 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 += "// " + 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"; @@ -5034,11 +5933,13 @@ String VisualShaderNodeTextureUniformTriplanar::generate_global_per_func(Shader: String code; if (p_type == VisualShader::TYPE_VERTEX) { - code += " // TRIPLANAR FUNCTION VERTEX CODE\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; @@ -5046,32 +5947,28 @@ 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 = " {\n"; - - if (p_input_vars[0] == String() && p_input_vars[1] == String()) { - code += " vec4 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 += " vec4 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 += " vec4 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 += " vec4 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 += " " + p_output_vars[0] + " = n_tex_read.rgb;\n"; - code += " " + p_output_vars[1] + " = n_tex_read.a;\n"; - code += " }\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() { @@ -5083,34 +5980,10 @@ 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(); @@ -5132,8 +6005,8 @@ String VisualShaderNodeTexture2DArrayUniform::generate_global(Shader::Mode p_mod case TYPE_NORMAL_MAP: code += " : hint_normal;\n"; break; - case TYPE_ANISO: - code += " : hint_aniso;\n"; + case TYPE_ANISOTROPY: + code += " : hint_anisotropy;\n"; break; default: code += ";\n"; @@ -5156,34 +6029,10 @@ 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(); @@ -5205,8 +6054,8 @@ String VisualShaderNodeTexture3DUniform::generate_global(Shader::Mode p_mode, Vi case TYPE_NORMAL_MAP: code += " : hint_normal;\n"; break; - case TYPE_ANISO: - code += " : hint_aniso;\n"; + case TYPE_ANISOTROPY: + code += " : hint_anisotropy;\n"; break; default: code += ";\n"; @@ -5229,34 +6078,10 @@ 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(); @@ -5278,8 +6103,8 @@ String VisualShaderNodeCubemapUniform::generate_global(Shader::Mode p_mode, Visu case TYPE_NORMAL_MAP: code += " : hint_normal;\n"; break; - case TYPE_ANISO: - code += " : hint_aniso;\n"; + case TYPE_ANISOTROPY: + code += " : hint_anisotropy;\n"; break; default: code += ";\n"; @@ -5310,7 +6135,7 @@ 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 { @@ -5337,7 +6162,7 @@ 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 { @@ -5389,8 +6214,12 @@ 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: @@ -5423,8 +6252,12 @@ 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: @@ -5446,16 +6279,24 @@ void VisualShaderNodeSwitch::set_op_type(OpType p_op_type) { } 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_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: - 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_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); @@ -5486,11 +6327,13 @@ 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); @@ -5529,15 +6372,15 @@ 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; } } @@ -5578,13 +6421,21 @@ 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]; } @@ -5600,13 +6451,17 @@ String VisualShaderNodeFresnel::generate_code(Shader::Mode p_mode, VisualShader: } } -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() { @@ -5708,8 +6563,12 @@ VisualShaderNodeCompare::PortType VisualShaderNodeCompare::get_input_port_type(i 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: @@ -5748,7 +6607,7 @@ String VisualShaderNodeCompare::get_output_port_name(int p_port) const { String VisualShaderNodeCompare::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const { 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 ""; @@ -5780,7 +6639,7 @@ String VisualShaderNodeCompare::generate_code(Shader::Mode p_mode, VisualShader: String code; switch (comparison_type) { - case CTYPE_SCALAR: + case CTYPE_SCALAR: { if (func == FUNC_EQUAL) { code += " " + p_output_vars[0] + " = (abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ");"; } else if (func == FUNC_NOT_EQUAL) { @@ -5788,33 +6647,40 @@ String VisualShaderNodeCompare::generate_code(Shader::Mode p_mode, VisualShader: } else { code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", operators[func]) + ";\n"; } - break; - - case CTYPE_SCALAR_INT: + } break; + case CTYPE_SCALAR_INT: { code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", operators[func]) + ";\n"; - break; - - case CTYPE_VECTOR: + } break; + case CTYPE_VECTOR_2D: { + code += " {\n"; + code += " bvec2 _bv = " + String(functions[func]).replace("$", 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("$", "_bv") + ";\n"; code += " }\n"; - break; - - case CTYPE_BOOLEAN: + } break; + case CTYPE_VECTOR_4D: { + code += " {\n"; + code += " bvec4 _bv = " + String(functions[func]).replace("$", 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 " " + p_output_vars[0] + " = false;\n"; } code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", operators[func]) + ";\n"; - break; - - case CTYPE_TRANSFORM: + } break; + case CTYPE_TRANSFORM: { if (func > FUNC_NOT_EQUAL) { return " " + p_output_vars[0] + " = false;\n"; } code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", operators[func]) + ";\n"; - break; - + } break; default: break; } @@ -5828,18 +6694,28 @@ void VisualShaderNodeCompare::set_comparison_type(ComparisonType p_comparison_ty } 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: @@ -5893,7 +6769,7 @@ Vector<StringName> VisualShaderNodeCompare::get_editable_properties() const { Vector<StringName> props; props.push_back("type"); props.push_back("function"); - if (comparison_type == CTYPE_VECTOR) { + if (comparison_type == CTYPE_VECTOR_2D || comparison_type == CTYPE_VECTOR_3D || comparison_type == CTYPE_VECTOR_4D) { props.push_back("condition"); } return props; @@ -5909,13 +6785,15 @@ 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); @@ -5950,8 +6828,15 @@ 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; } @@ -5972,11 +6857,17 @@ 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 { @@ -5993,16 +6884,26 @@ void VisualShaderNodeMultiplyAdd::set_op_type(OpType 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; } @@ -6024,10 +6925,12 @@ 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); } @@ -6073,29 +6976,29 @@ String VisualShaderNodeBillboard::generate_code(Shader::Mode p_mode, VisualShade switch (billboard_type) { case BILLBOARD_TYPE_ENABLED: code += " {\n"; - code += " mat4 __mvm = INV_CAMERA_MATRIX * mat4(CAMERA_MATRIX[0], CAMERA_MATRIX[1], CAMERA_MATRIX[2], WORLD_MATRIX[3]);\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(WORLD_MATRIX[0].xyz), 0.0, 0.0, 0.0), vec4(0.0, length(WORLD_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, length(WORLD_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n"; + 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 = INV_CAMERA_MATRIX * mat4(CAMERA_MATRIX[0], WORLD_MATRIX[1], vec4(normalize(cross(CAMERA_MATRIX[0].xyz, WORLD_MATRIX[1].xyz)), 0.0), WORLD_MATRIX[3]);\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(WORLD_MATRIX[0].xyz), 0.0, 0.0, 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(0.0, 0.0, length(WORLD_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n"; + 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(WORLD_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 += " __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(CAMERA_MATRIX[0]) * length(WORLD_MATRIX[0]), normalize(CAMERA_MATRIX[1]) * length(WORLD_MATRIX[0]), normalize(CAMERA_MATRIX[2]) * length(WORLD_MATRIX[2]), WORLD_MATRIX[3]);\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] + " = INV_CAMERA_MATRIX * __wm;\n"; + code += " " + p_output_vars[0] + " = VIEW_MATRIX * __wm;\n"; code += " }\n"; break; default: |