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-rw-r--r--scene/resources/visual_shader_nodes.cpp1863
1 files changed, 1296 insertions, 567 deletions
diff --git a/scene/resources/visual_shader_nodes.cpp b/scene/resources/visual_shader_nodes.cpp
index e45dfdcb1b..c34aca32dc 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 +30,65 @@
#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;
+ 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;
+ 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"), "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_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 +291,7 @@ 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_3D;
}
String VisualShaderNodeColorConstant::get_input_port_name(int p_port) const {
@@ -244,7 +303,7 @@ int VisualShaderNodeColorConstant::get_output_port_count() const {
}
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_3D : PORT_TYPE_SCALAR;
}
String VisualShaderNodeColorConstant::get_output_port_name(int p_port) const {
@@ -294,10 +353,72 @@ 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 +426,7 @@ 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 +438,7 @@ 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 {
@@ -367,7 +488,7 @@ 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 +560,7 @@ 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:
@@ -470,7 +591,7 @@ VisualShaderNodeTexture::PortType VisualShaderNodeTexture::get_output_port_type(
if (p_port == 0 && source == SOURCE_DEPTH) {
return PORT_TYPE_SCALAR;
}
- return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
+ return p_port == 0 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR;
}
String VisualShaderNodeTexture::get_output_port_name(int p_port) const {
@@ -487,22 +608,19 @@ 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 "";
-}
-
-static String make_unique_id(VisualShader::Type p_type, int p_id, const String &p_name) {
- static const char *typepf[VisualShader::TYPE_MAX] = { "vtx", "frg", "lgt" };
- return p_name + "_" + String(typepf[p_type]) + "_" + itos(p_id);
+ return false;
}
Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
VisualShader::DefaultTextureParam dtp;
dtp.name = make_unique_id(p_type, p_id, "tex");
- dtp.param = texture;
+ dtp.params.push_back(texture);
Vector<VisualShader::DefaultTextureParam> ret;
ret.push_back(dtp);
return ret;
@@ -531,8 +649,8 @@ 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)";
}
@@ -540,19 +658,19 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader:
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[0].is_empty()) { // Use UV by default.
- if (p_input_vars[1] == String()) {
+ if (p_input_vars[1].is_empty()) {
code += " vec4 " + id + "_read = texture(" + id + ", " + default_uv + ");\n";
} else {
code += " vec4 " + id + "_read = 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 += " vec4 " + id + "_read = 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 += " vec4 " + id + "_read = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
}
code += " " + p_output_vars[0] + " = " + id + "_read.rgb;\n";
@@ -565,22 +683,22 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader:
String code;
code += " {\n";
- if (id == String()) {
+ if (id.is_empty()) {
code += " vec4 " + id + "_tex_read = vec4(0.0);\n";
} else {
- 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()) {
+ if (p_input_vars[1].is_empty()) {
code += " vec4 " + id + "_tex_read = texture(" + id + ", " + default_uv + ");\n";
} else {
code += " vec4 " + id + "_tex_read = 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 += " vec4 " + id + "_tex_read = 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 += " vec4 " + id + "_tex_read = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
}
code += " " + p_output_vars[0] + " = " + id + "_tex_read.rgb;\n";
@@ -592,19 +710,19 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader:
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[0].is_empty() || p_for_preview) { // Use UV by default.
- if (p_input_vars[1] == String()) {
+ if (p_input_vars[1].is_empty()) {
code += " vec4 _tex_read = textureLod(SCREEN_TEXTURE, " + default_uv + ", 0.0 );\n";
} else {
code += " vec4 _tex_read = 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 += " vec4 _tex_read = 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 += " vec4 _tex_read = textureLod(SCREEN_TEXTURE, " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
}
code += " " + p_output_vars[0] + " = _tex_read.rgb;\n";
@@ -615,19 +733,19 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader:
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[0].is_empty()) { // Use UV by default.
- if (p_input_vars[1] == String()) {
+ if (p_input_vars[1].is_empty()) {
code += " vec4 _tex_read = texture(TEXTURE, " + default_uv + ");\n";
} else {
code += " vec4 _tex_read = 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 += " vec4 _tex_read = 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 += " vec4 _tex_read = textureLod(TEXTURE, " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
}
code += " " + p_output_vars[0] + " = _tex_read.rgb;\n";
@@ -638,15 +756,15 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader:
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[0].is_empty()) { // Use UV by default.
- if (p_input_vars[1] == String()) {
+ if (p_input_vars[1].is_empty()) {
code += " vec4 _tex_read = texture(NORMAL_TEXTURE, " + default_uv + ");\n";
} else {
code += " vec4 _tex_read = 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";
} else {
@@ -671,15 +789,15 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader:
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[0].is_empty()) { // Use UV by default.
- if (p_input_vars[1] == String()) {
+ 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] == String()) {
+ } else if (p_input_vars[1].is_empty()) {
//no lod
code += " float _depth = texture(DEPTH_TEXTURE, " + p_input_vars[0] + ".xy).r;\n";
} else {
@@ -888,7 +1006,7 @@ 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");
@@ -900,7 +1018,7 @@ String VisualShaderNodeCurveTexture::generate_code(Shader::Mode p_mode, VisualSh
Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCurveTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
VisualShader::DefaultTextureParam dtp;
dtp.name = make_unique_id(p_type, p_id, "curve");
- dtp.param = texture;
+ dtp.params.push_back(texture);
Vector<VisualShader::DefaultTextureParam> ret;
ret.push_back(dtp);
return ret;
@@ -918,6 +1036,7 @@ bool VisualShaderNodeCurveTexture::is_use_prop_slots() const {
}
VisualShaderNodeCurveTexture::VisualShaderNodeCurveTexture() {
+ set_input_port_default_value(0, 0.0);
simple_decl = true;
allow_v_resize = false;
}
@@ -945,7 +1064,7 @@ 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 {
@@ -972,7 +1091,7 @@ 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");
@@ -984,7 +1103,7 @@ String VisualShaderNodeCurveXYZTexture::generate_code(Shader::Mode p_mode, Visua
Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCurveXYZTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
VisualShader::DefaultTextureParam dtp;
dtp.name = make_unique_id(p_type, p_id, "curve3d");
- dtp.param = texture;
+ dtp.params.push_back(texture);
Vector<VisualShader::DefaultTextureParam> ret;
ret.push_back(dtp);
return ret;
@@ -1002,6 +1121,7 @@ bool VisualShaderNodeCurveXYZTexture::is_use_prop_slots() const {
}
VisualShaderNodeCurveXYZTexture::VisualShaderNodeCurveXYZTexture() {
+ set_input_port_default_value(0, 0.0);
simple_decl = true;
allow_v_resize = false;
}
@@ -1015,7 +1135,7 @@ 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:
@@ -1041,7 +1161,7 @@ int VisualShaderNodeSample3D::get_output_port_count() const {
}
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_3D : PORT_TYPE_SCALAR;
}
String VisualShaderNodeSample3D::get_output_port_name(int p_port) const {
@@ -1055,16 +1175,18 @@ 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)";
@@ -1079,14 +1201,14 @@ String VisualShaderNodeSample3D::generate_code(Shader::Mode p_mode, VisualShader
} 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()) {
+ if (!id.is_empty()) {
+ if (p_input_vars[0].is_empty()) { // Use UV by default.
+ if (p_input_vars[1].is_empty()) {
code += " vec4 " + id + "_tex_read = texture(" + id + ", " + default_uv + ");\n";
} else {
code += " vec4 " + id + "_tex_read = 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";
} else {
@@ -1165,7 +1287,7 @@ String VisualShaderNodeTexture2DArray::get_input_port_name(int p_port) const {
Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture2DArray::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
VisualShader::DefaultTextureParam dtp;
dtp.name = make_unique_id(p_type, p_id, "tex3d");
- dtp.param = texture_array;
+ dtp.params.push_back(texture_array);
Vector<VisualShader::DefaultTextureParam> ret;
ret.push_back(dtp);
return ret;
@@ -1222,7 +1344,7 @@ String VisualShaderNodeTexture3D::get_input_port_name(int p_port) const {
Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture3D::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
VisualShader::DefaultTextureParam dtp;
dtp.name = make_unique_id(p_type, p_id, "tex3d");
- dtp.param = texture;
+ dtp.params.push_back(texture);
Vector<VisualShader::DefaultTextureParam> ret;
ret.push_back(dtp);
return ret;
@@ -1276,7 +1398,7 @@ 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:
@@ -1304,7 +1426,7 @@ int VisualShaderNodeCubemap::get_output_port_count() const {
}
VisualShaderNodeCubemap::PortType VisualShaderNodeCubemap::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_3D : PORT_TYPE_SCALAR;
}
String VisualShaderNodeCubemap::get_output_port_name(int p_port) const {
@@ -1321,7 +1443,7 @@ bool VisualShaderNodeCubemap::is_output_port_expandable(int p_port) const {
Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCubemap::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
VisualShader::DefaultTextureParam dtp;
dtp.name = make_unique_id(p_type, p_id, "cube");
- dtp.param = cube_map;
+ dtp.params.push_back(cube_map);
Vector<VisualShader::DefaultTextureParam> ret;
ret.push_back(dtp);
return ret;
@@ -1349,7 +1471,7 @@ 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)";
@@ -1367,7 +1489,7 @@ String VisualShaderNodeCubemap::generate_code(Shader::Mode p_mode, VisualShader:
code += " {\n";
- if (id == String()) {
+ if (id.is_empty()) {
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";
@@ -1375,15 +1497,15 @@ String VisualShaderNodeCubemap::generate_code(Shader::Mode p_mode, VisualShader:
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()) {
+ if (p_input_vars[1].is_empty()) {
code += " vec4 " + id + "_read = texture(" + id + ", " + default_uv + ");\n";
} else {
code += " vec4 " + id + "_read = 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";
} else {
@@ -1396,11 +1518,13 @@ String VisualShaderNodeCubemap::generate_code(Shader::Mode p_mode, VisualShader:
return code;
}
-String VisualShaderNodeCubemap::get_input_port_default_hint(int p_port) const {
- if (p_port == 0) {
- return "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) {
@@ -1650,6 +1774,21 @@ 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;
}
@@ -1680,7 +1819,7 @@ 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);
@@ -1689,6 +1828,11 @@ 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);
}
@@ -1707,10 +1851,6 @@ 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";
}
@@ -1719,12 +1859,8 @@ 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 {
@@ -1755,13 +1891,21 @@ 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 {
+ 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 {
+ 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";
@@ -1773,6 +1917,27 @@ 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;
+ 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) {
@@ -1787,11 +1952,27 @@ 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) {
+ if (op == OP_CROSS || op == OP_REFLECT) {
+ invalid_type = true;
+ }
+ }
+
+ if (invalid_type) {
+ return TTR("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);
@@ -1814,8 +1995,18 @@ 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;
+ default:
+ break;
+ }
}
////////////// Color Op
@@ -1829,7 +2020,7 @@ 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 {
@@ -1841,7 +2032,7 @@ 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 {
@@ -2102,7 +2293,7 @@ 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 {
@@ -2114,7 +2305,7 @@ 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 {
@@ -2336,7 +2527,8 @@ 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";
@@ -2365,11 +2557,12 @@ 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);
}
@@ -2387,10 +2580,6 @@ 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 "";
}
@@ -2399,22 +2588,18 @@ 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
"-($)",
"1.0 / ($)",
- "",
- "",
+ "", // FUNC_RGB2HSV
+ "", // FUNC_HSV2RGB
"abs($)",
"acos($)",
"acosh($)",
@@ -2443,12 +2628,37 @@ String VisualShaderNodeVectorFunc::generate_code(Shader::Mode p_mode, VisualShad
"tan($)",
"tanh($)",
"trunc($)",
- "vec3(1.0, 1.0, 1.0) - $"
+ "" // FUNC_ONEMINUS
};
+ if (func == FUNC_SATURATE) {
+ String code;
+
+ if (op_type == OP_TYPE_VECTOR_2D) {
+ code = "max(min($, vec2(1.0)), vec2(0.0))";
+ } else {
+ code = "max(min($, vec3(1.0)), vec3(0.0))";
+ }
+ return " " + p_output_vars[0] + " = " + code.replace("$", p_input_vars[0]) + ";\n";
+ }
+
+ if (func == FUNC_ONEMINUS) {
+ String code;
+
+ if (op_type == OP_TYPE_VECTOR_2D) {
+ code = "vec2(1.0, 1.0) - $";
+ } else {
+ code = "vec3(1.0, 1.0, 1.0) - $";
+ }
+ return " " + p_output_vars[0] + " = " + code.replace("$", p_input_vars[0]) + ";\n";
+ }
+
String code;
if (func == FUNC_RGB2HSV) {
+ if (op_type == OP_TYPE_VECTOR_2D) { // not supported
+ return " " + p_output_vars[0] + " = vec2(0.0);\n";
+ }
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";
@@ -2459,6 +2669,9 @@ String VisualShaderNodeVectorFunc::generate_code(Shader::Mode p_mode, VisualShad
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) {
+ if (op_type == OP_TYPE_VECTOR_2D) { // not supported
+ return " " + p_output_vars[0] + " = vec2(0.0);\n";
+ }
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";
@@ -2467,12 +2680,31 @@ String VisualShaderNodeVectorFunc::generate_code(Shader::Mode p_mode, VisualShad
code += " }\n";
} else {
- code += " " + p_output_vars[0] + " = " + String(vec_func_id[func]).replace("$", p_input_vars[0]) + ";\n";
+ code += " " + p_output_vars[0] + " = " + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
}
return code;
}
+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;
+ default:
+ break;
+ }
+ op_type = p_op_type;
+ emit_changed();
+}
+
void VisualShaderNodeVectorFunc::set_function(Function p_func) {
ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
if (func == p_func) {
@@ -2494,11 +2726,27 @@ 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;
}
+String VisualShaderNodeVectorFunc::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
+ bool invalid_type = false;
+
+ if (op_type == OP_TYPE_VECTOR_2D) {
+ if (func == FUNC_RGB2HSV || func == FUNC_HSV2RGB) {
+ invalid_type = true;
+ }
+ }
+
+ if (invalid_type) {
+ return TTR("Invalid function for that type.");
+ }
+
+ return String();
+}
+
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);
@@ -2544,7 +2792,16 @@ 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;
+ default:
+ break;
+ }
}
////////////// ColorFunc
@@ -2558,7 +2815,7 @@ 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 {
@@ -2570,7 +2827,7 @@ 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 {
@@ -2586,8 +2843,7 @@ 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_SEPIA:
@@ -2729,11 +2985,11 @@ 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;
}
@@ -2762,11 +3018,13 @@ 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 {
@@ -2774,7 +3032,7 @@ 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 {
@@ -2790,7 +3048,11 @@ 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]);
}
@@ -2816,9 +3078,9 @@ 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();
@@ -2846,8 +3108,8 @@ 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
@@ -2861,7 +3123,7 @@ 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 {
@@ -2899,10 +3161,6 @@ 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 "";
}
@@ -2919,12 +3177,31 @@ 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;
+ 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
@@ -2965,37 +3242,53 @@ 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;
+ 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;
+ 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($)",
"dFdx($)",
@@ -3007,84 +3300,33 @@ 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;
+ 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;
@@ -3093,30 +3335,40 @@ 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"), "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_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
@@ -3133,8 +3385,10 @@ 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;
default:
break;
}
@@ -3160,8 +3414,10 @@ 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;
default:
break;
}
@@ -3183,19 +3439,24 @@ 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;
default:
break;
@@ -3218,11 +3479,12 @@ 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"), "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_MAX);
}
@@ -3242,10 +3504,6 @@ 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:
@@ -3263,14 +3521,33 @@ 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;
+ 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";
}
@@ -3292,7 +3569,7 @@ 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 {
@@ -3339,11 +3616,18 @@ 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;
+ 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_3D;
}
break;
default:
@@ -3353,12 +3637,13 @@ 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 {
@@ -3367,10 +3652,14 @@ 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;
default:
break;
}
@@ -3387,30 +3676,26 @@ 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;
default:
break;
}
@@ -3436,11 +3721,13 @@ 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"), "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_MAX);
}
@@ -3461,11 +3748,18 @@ 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_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; // x
+ return PORT_TYPE_VECTOR_3D; // x
}
break;
default:
@@ -3475,14 +3769,15 @@ 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 {
@@ -3491,10 +3786,14 @@ 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;
default:
break;
}
@@ -3512,31 +3811,29 @@ 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;
default:
break;
@@ -3563,18 +3860,20 @@ 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"), "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_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
@@ -3587,17 +3886,14 @@ 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 {
@@ -3612,13 +3908,34 @@ 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;
+ 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
@@ -3636,18 +3953,19 @@ 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 {
@@ -3655,7 +3973,7 @@ 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 {
@@ -3684,13 +4002,20 @@ 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;
default:
break;
}
@@ -3713,10 +4038,14 @@ 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;
default:
break;
}
@@ -3733,27 +4062,31 @@ 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;
default:
break;
}
@@ -3779,11 +4112,13 @@ 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"), "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_MAX);
}
@@ -3800,7 +4135,15 @@ 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;
+ default:
+ break;
+ }
+ return 0;
}
VisualShaderNodeVectorCompose::PortType VisualShaderNodeVectorCompose::get_input_port_type(int p_port) const {
@@ -3808,29 +4151,80 @@ 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;
+ 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;
+ 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;
+ default:
+ break;
+ }
+ return code;
}
VisualShaderNodeVectorCompose::VisualShaderNodeVectorCompose() {
@@ -3850,7 +4244,7 @@ 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 {
@@ -3897,16 +4291,20 @@ 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;
+ default:
+ break;
+ }
+ return 0;
}
VisualShaderNodeVectorDecompose::PortType VisualShaderNodeVectorDecompose::get_output_port_type(int p_port) const {
@@ -3914,25 +4312,70 @@ 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;
+ 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;
+ 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;
+ 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
@@ -3958,7 +4401,7 @@ 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 {
@@ -4489,7 +4932,7 @@ 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_VECTOR_3D;
}
String VisualShaderNodeColorUniform::get_input_port_name(int p_port) const {
@@ -4501,7 +4944,7 @@ int VisualShaderNodeColorUniform::get_output_port_count() const {
}
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_3D : PORT_TYPE_SCALAR;
}
String VisualShaderNodeColorUniform::get_output_port_name(int p_port) const {
@@ -4582,10 +5025,110 @@ 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 {
@@ -4593,7 +5136,7 @@ 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 {
@@ -4605,7 +5148,7 @@ 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 {
@@ -4693,7 +5236,7 @@ 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 {
@@ -4800,7 +5343,7 @@ int VisualShaderNodeTextureUniform::get_input_port_count() const {
}
VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_input_port_type(int p_port) const {
- return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
+ return p_port == 0 ? PORT_TYPE_VECTOR_2D : PORT_TYPE_SCALAR;
}
String VisualShaderNodeTextureUniform::get_input_port_name(int p_port) const {
@@ -4814,7 +5357,7 @@ int VisualShaderNodeTextureUniform::get_output_port_count() const {
VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_output_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:
@@ -4838,34 +5381,106 @@ 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";
+ // 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;
+ }
+ }
+
+ // filter
+ {
+ String filter_code;
+
+ 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;
+ }
+
+ if (!filter_code.is_empty()) {
+ if (!has_colon) {
+ code += " : ";
+ has_colon = true;
} else {
- code += ";\n";
+ code += ", ";
}
- break;
- case TYPE_COLOR:
- if (color_default == COLOR_DEFAULT_BLACK) {
- code += " : hint_black_albedo;\n";
+ code += filter_code;
+ }
+ }
+
+ // 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 += " : hint_albedo;\n";
+ code += ", ";
}
- break;
- case TYPE_NORMAL_MAP:
- code += " : hint_normal;\n";
- break;
- case TYPE_ANISO:
- code += " : hint_aniso;\n";
- break;
- default:
- code += ";\n";
- break;
+ code += repeat_code;
+ }
}
+ code += ";\n";
return code;
}
@@ -4875,25 +5490,25 @@ bool VisualShaderNodeTextureUniform::is_code_generated() const {
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";
+ if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
+ default_uv = "UV";
} else {
default_uv = "vec2(0.0)";
}
String id = get_uniform_name();
String code = " {\n";
- if (p_input_vars[0] == String()) { // Use UV by default.
- if (p_input_vars[1] == String()) {
+ if (p_input_vars[0].is_empty()) { // Use UV by default.
+ if (p_input_vars[1].is_empty()) {
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";
}
- } else if (p_input_vars[1] == String()) {
+ } else if (p_input_vars[1].is_empty()) {
//no lod
- code += " vec4 n_tex_read = texture(" + id + ", " + p_input_vars[0] + ".xy);\n";
+ code += " vec4 n_tex_read = texture(" + id + ", " + p_input_vars[0] + ");\n";
} else {
- code += " vec4 n_tex_read = textureLod(" + id + ", " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
+ code += " vec4 n_tex_read = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
}
code += " " + p_output_vars[0] + " = n_tex_read.rgb;\n";
@@ -4928,13 +5543,56 @@ 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;
+}
+
+Map<StringName, String> VisualShaderNodeTextureUniform::get_editable_properties_names() const {
+ Map<StringName, String> names;
+ names.insert("texture_type", TTR("Type"));
+ names.insert("color_default", TTR("Default Color"));
+ names.insert("texture_filter", TTR("Filter"));
+ names.insert("texture_repeat", TTR("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);
@@ -4942,25 +5600,49 @@ 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);
+
+ 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);
}
-String VisualShaderNodeTextureUniform::get_input_port_default_hint(int p_port) const {
- if (p_port == 0) {
- return "default";
+bool VisualShaderNodeTextureUniform::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;
}
bool VisualShaderNodeTextureUniform::is_qualifier_supported(Qualifier p_qual) const {
@@ -4997,7 +5679,7 @@ int VisualShaderNodeTextureUniformTriplanar::get_input_port_count() const {
VisualShaderNodeTextureUniform::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;
}
@@ -5011,10 +5693,10 @@ 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 {
+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";
@@ -5037,11 +5719,13 @@ 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;
@@ -5051,11 +5735,11 @@ String VisualShaderNodeTextureUniformTriplanar::generate_code(Shader::Mode p_mod
String id = get_uniform_name();
String code = " {\n";
- if (p_input_vars[0] == String() && p_input_vars[1] == String()) {
+ if (p_input_vars[0].is_empty() && p_input_vars[1].is_empty()) {
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()) {
+ } else if (!p_input_vars[0].is_empty() && p_input_vars[1].is_empty()) {
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()) {
+ } else if (p_input_vars[0].is_empty() && !p_input_vars[1].is_empty()) {
code += " vec4 n_tex_read = 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";
@@ -5068,13 +5752,13 @@ String VisualShaderNodeTextureUniformTriplanar::generate_code(Shader::Mode p_mod
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() {
@@ -5110,8 +5794,8 @@ String VisualShaderNodeTexture2DArrayUniform::get_input_port_name(int p_port) co
return "";
}
-String VisualShaderNodeTexture2DArrayUniform::get_input_port_default_hint(int p_port) const {
- return "";
+bool VisualShaderNodeTexture2DArrayUniform::is_input_port_default(int p_port, Shader::Mode p_mode) const {
+ return false;
}
String VisualShaderNodeTexture2DArrayUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
@@ -5135,8 +5819,8 @@ 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";
@@ -5183,8 +5867,8 @@ String VisualShaderNodeTexture3DUniform::get_input_port_name(int p_port) const {
return "";
}
-String VisualShaderNodeTexture3DUniform::get_input_port_default_hint(int p_port) const {
- return "";
+bool VisualShaderNodeTexture3DUniform::is_input_port_default(int p_port, Shader::Mode p_mode) const {
+ return false;
}
String VisualShaderNodeTexture3DUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
@@ -5208,8 +5892,8 @@ 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";
@@ -5256,8 +5940,8 @@ String VisualShaderNodeCubemapUniform::get_input_port_name(int p_port) const {
return "";
}
-String VisualShaderNodeCubemapUniform::get_input_port_default_hint(int p_port) const {
- return "";
+bool VisualShaderNodeCubemapUniform::is_input_port_default(int p_port, Shader::Mode p_mode) const {
+ return false;
}
String VisualShaderNodeCubemapUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
@@ -5281,8 +5965,8 @@ 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";
@@ -5313,7 +5997,7 @@ 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 {
@@ -5340,7 +6024,7 @@ 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 {
@@ -5392,8 +6076,10 @@ 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_BOOLEAN:
return PORT_TYPE_BOOLEAN;
case OP_TYPE_TRANSFORM:
@@ -5426,8 +6112,10 @@ 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_BOOLEAN:
return PORT_TYPE_BOOLEAN;
case OP_TYPE_TRANSFORM:
@@ -5449,16 +6137,20 @@ 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_BOOLEAN:
set_input_port_default_value(1, true);
@@ -5489,11 +6181,12 @@ 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,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_BOOLEAN);
BIND_ENUM_CONSTANT(OP_TYPE_TRANSFORM);
BIND_ENUM_CONSTANT(OP_TYPE_MAX);
@@ -5532,15 +6225,15 @@ 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;
}
}
@@ -5581,13 +6274,21 @@ 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];
}
@@ -5603,13 +6304,17 @@ 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() {
@@ -5711,8 +6416,10 @@ 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_BOOLEAN:
return PORT_TYPE_BOOLEAN;
case CTYPE_TRANSFORM:
@@ -5783,7 +6490,7 @@ 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) {
@@ -5791,33 +6498,34 @@ 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_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;
}
@@ -5831,18 +6539,23 @@ 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_BOOLEAN:
@@ -5896,7 +6609,7 @@ 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) {
props.push_back("condition");
}
return props;
@@ -5912,13 +6625,14 @@ 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,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_BOOLEAN);
BIND_ENUM_CONSTANT(CTYPE_TRANSFORM);
BIND_ENUM_CONSTANT(CTYPE_MAX);
@@ -5953,8 +6667,13 @@ 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;
+ default:
+ break;
}
return PORT_TYPE_SCALAR;
}
@@ -5975,11 +6694,15 @@ 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;
+ default:
+ break;
}
+ return PORT_TYPE_SCALAR;
}
String VisualShaderNodeMultiplyAdd::get_output_port_name(int p_port) const {
@@ -5996,16 +6719,21 @@ 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;
default:
break;
}
@@ -6027,10 +6755,11 @@ 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"), "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_MAX);
}
@@ -6076,29 +6805,29 @@ 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: