diff options
Diffstat (limited to 'scene/resources/visual_shader_nodes.cpp')
-rw-r--r-- | scene/resources/visual_shader_nodes.cpp | 2129 |
1 files changed, 1710 insertions, 419 deletions
diff --git a/scene/resources/visual_shader_nodes.cpp b/scene/resources/visual_shader_nodes.cpp index 87720cf110..d3b094de31 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) 2007-2020 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2021 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 +30,11 @@ #include "visual_shader_nodes.h" +////////////// Constants Base + +VisualShaderNodeConstant::VisualShaderNodeConstant() { +} + ////////////// Scalar(Float) String VisualShaderNodeFloatConstant::get_caption() const { @@ -87,7 +92,6 @@ void VisualShaderNodeFloatConstant::_bind_methods() { } VisualShaderNodeFloatConstant::VisualShaderNodeFloatConstant() { - constant = 0.0; } ////////////// Scalar(Int) @@ -147,7 +151,6 @@ void VisualShaderNodeIntConstant::_bind_methods() { } VisualShaderNodeIntConstant::VisualShaderNodeIntConstant() { - constant = 0; } ////////////// Boolean @@ -207,7 +210,6 @@ void VisualShaderNodeBooleanConstant::_bind_methods() { } VisualShaderNodeBooleanConstant::VisualShaderNodeBooleanConstant() { - constant = false; } ////////////// Color @@ -240,6 +242,13 @@ String VisualShaderNodeColorConstant::get_output_port_name(int p_port) const { return p_port == 0 ? "" : "alpha"; //no output port means the editor will be used as port } +bool VisualShaderNodeColorConstant::is_output_port_expandable(int p_port) const { + if (p_port == 0) { + return true; + } + return false; +} + String VisualShaderNodeColorConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { String code; code += "\t" + p_output_vars[0] + " = " + vformat("vec3(%.6f, %.6f, %.6f)", constant.r, constant.g, constant.b) + ";\n"; @@ -271,7 +280,6 @@ void VisualShaderNodeColorConstant::_bind_methods() { } VisualShaderNodeColorConstant::VisualShaderNodeColorConstant() { - constant = Color(1, 1, 1, 1); } ////////////// Vector @@ -333,10 +341,10 @@ void VisualShaderNodeVec3Constant::_bind_methods() { VisualShaderNodeVec3Constant::VisualShaderNodeVec3Constant() { } -////////////// Transform +////////////// Transform3D String VisualShaderNodeTransformConstant::get_caption() const { - return "Transform"; + return "Transform3D"; } int VisualShaderNodeTransformConstant::get_input_port_count() const { @@ -364,7 +372,7 @@ String VisualShaderNodeTransformConstant::get_output_port_name(int p_port) const } String VisualShaderNodeTransformConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { - Transform t = constant; + Transform3D t = constant; t.basis.transpose(); String code = "\t" + p_output_vars[0] + " = mat4("; @@ -375,12 +383,12 @@ String VisualShaderNodeTransformConstant::generate_code(Shader::Mode p_mode, Vis return code; } -void VisualShaderNodeTransformConstant::set_constant(Transform p_value) { +void VisualShaderNodeTransformConstant::set_constant(Transform3D p_value) { constant = p_value; emit_changed(); } -Transform VisualShaderNodeTransformConstant::get_constant() const { +Transform3D VisualShaderNodeTransformConstant::get_constant() const { return constant; } @@ -394,7 +402,7 @@ void VisualShaderNodeTransformConstant::_bind_methods() { ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeTransformConstant::set_constant); ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeTransformConstant::get_constant); - ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM, "constant"), "set_constant", "get_constant"); + ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "constant"), "set_constant", "get_constant"); } VisualShaderNodeTransformConstant::VisualShaderNodeTransformConstant() { @@ -454,9 +462,16 @@ String VisualShaderNodeTexture::get_output_port_name(int p_port) const { return p_port == 0 ? "rgb" : "alpha"; } +bool VisualShaderNodeTexture::is_output_port_expandable(int p_port) const { + if (p_port == 0) { + return true; + } + return false; +} + String VisualShaderNodeTexture::get_input_port_default_hint(int p_port) const { if (p_port == 0) { - return "UV.xy"; + return "default"; } return ""; } @@ -484,7 +499,7 @@ String VisualShaderNodeTexture::generate_global(Shader::Mode p_mode, VisualShade case TYPE_COLOR: u += " : hint_albedo"; break; - case TYPE_NORMALMAP: + case TYPE_NORMAL_MAP: u += " : hint_normal"; break; } @@ -495,15 +510,22 @@ 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"; + } else { + default_uv = "vec2(0.0)"; + } + if (source == SOURCE_TEXTURE) { String id = make_unique_id(p_type, p_id, "tex"); String code; if (p_input_vars[0] == String()) { // Use UV by default. if (p_input_vars[1] == String()) { - code += "\tvec4 " + id + "_read = texture(" + id + ", UV.xy);\n"; + code += "\tvec4 " + id + "_read = texture(" + id + ", " + default_uv + ");\n"; } else { - code += "\tvec4 " + id + "_read = textureLod(" + id + ", UV.xy, " + p_input_vars[1] + ");\n"; + code += "\tvec4 " + id + "_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n"; } } else if (p_input_vars[1] == String()) { @@ -529,9 +551,9 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader: if (p_input_vars[0] == String()) { // Use UV by default. if (p_input_vars[1] == String()) { - code += "\t\tvec4 " + id + "_tex_read = texture(" + id + ", UV.xy);\n"; + code += "\t\tvec4 " + id + "_tex_read = texture(" + id + ", " + default_uv + ");\n"; } else { - code += "\t\tvec4 " + id + "_tex_read = textureLod(" + id + ", UV.xy, " + p_input_vars[1] + ");\n"; + code += "\t\tvec4 " + id + "_tex_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n"; } } else if (p_input_vars[1] == String()) { @@ -553,9 +575,9 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader: if (p_input_vars[0] == String() || p_for_preview) { // Use UV by default. if (p_input_vars[1] == String()) { - code += "\t\tvec4 _tex_read = textureLod(SCREEN_TEXTURE, UV.xy, 0.0 );\n"; + code += "\t\tvec4 _tex_read = textureLod(SCREEN_TEXTURE, " + default_uv + ", 0.0 );\n"; } else { - code += "\t\tvec4 _tex_read = textureLod(SCREEN_TEXTURE, UV.xy, " + p_input_vars[1] + ");\n"; + code += "\t\tvec4 _tex_read = textureLod(SCREEN_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n"; } } else if (p_input_vars[1] == String()) { @@ -576,9 +598,9 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader: if (p_input_vars[0] == String()) { // Use UV by default. if (p_input_vars[1] == String()) { - code += "\t\tvec4 _tex_read = texture(TEXTURE , UV.xy);\n"; + code += "\t\tvec4 _tex_read = texture(TEXTURE, " + default_uv + ");\n"; } else { - code += "\t\tvec4 _tex_read = textureLod(TEXTURE, UV.xy, " + p_input_vars[1] + ");\n"; + code += "\t\tvec4 _tex_read = textureLod(TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n"; } } else if (p_input_vars[1] == String()) { @@ -599,9 +621,9 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader: if (p_input_vars[0] == String()) { // Use UV by default. if (p_input_vars[1] == String()) { - code += "\t\tvec4 _tex_read = texture(NORMAL_TEXTURE, UV.xy);\n"; + code += "\t\tvec4 _tex_read = texture(NORMAL_TEXTURE, " + default_uv + ");\n"; } else { - code += "\t\tvec4 _tex_read = textureLod(NORMAL_TEXTURE, UV.xy, " + p_input_vars[1] + ");\n"; + code += "\t\tvec4 _tex_read = textureLod(NORMAL_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n"; } } else if (p_input_vars[1] == String()) { @@ -632,9 +654,9 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader: if (p_input_vars[0] == String()) { // Use UV by default. if (p_input_vars[1] == String()) { - code += "\t\tfloat _depth = texture(DEPTH_TEXTURE, UV.xy).r;\n"; + code += "\t\tfloat _depth = texture(DEPTH_TEXTURE, " + default_uv + ").r;\n"; } else { - code += "\t\tfloat _depth = textureLod(DEPTH_TEXTURE, UV.xy, " + p_input_vars[1] + ").r;\n"; + code += "\t\tfloat _depth = textureLod(DEPTH_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ").r;\n"; } } else if (p_input_vars[1] == String()) { @@ -721,6 +743,10 @@ Vector<StringName> VisualShaderNodeTexture::get_editable_properties() const { } String VisualShaderNodeTexture::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const { + if (is_input_port_connected(2) && source != SOURCE_PORT) { + return TTR("The sampler port is connected but not used. Consider changing the source to 'SamplerPort'."); + } + if (source == SOURCE_TEXTURE) { return String(); // all good } @@ -763,7 +789,7 @@ void VisualShaderNodeTexture::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,Screen,Texture2D,NormalMap2D,Depth,SamplerPort"), "set_source", "get_source"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normalmap"), "set_texture_type", "get_texture_type"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normal Map"), "set_texture_type", "get_texture_type"); BIND_ENUM_CONSTANT(SOURCE_TEXTURE); BIND_ENUM_CONSTANT(SOURCE_SCREEN); @@ -773,12 +799,346 @@ void VisualShaderNodeTexture::_bind_methods() { BIND_ENUM_CONSTANT(SOURCE_PORT); BIND_ENUM_CONSTANT(TYPE_DATA); BIND_ENUM_CONSTANT(TYPE_COLOR); - BIND_ENUM_CONSTANT(TYPE_NORMALMAP); + BIND_ENUM_CONSTANT(TYPE_NORMAL_MAP); } VisualShaderNodeTexture::VisualShaderNodeTexture() { - texture_type = TYPE_DATA; - source = SOURCE_TEXTURE; +} + +////////////// Curve + +String VisualShaderNodeCurveTexture::get_caption() const { + return "CurveTexture"; +} + +int VisualShaderNodeCurveTexture::get_input_port_count() const { + return 1; +} + +VisualShaderNodeCurveTexture::PortType VisualShaderNodeCurveTexture::get_input_port_type(int p_port) const { + return PORT_TYPE_SCALAR; +} + +String VisualShaderNodeCurveTexture::get_input_port_name(int p_port) const { + return String(); +} + +int VisualShaderNodeCurveTexture::get_output_port_count() const { + return 1; +} + +VisualShaderNodeCurveTexture::PortType VisualShaderNodeCurveTexture::get_output_port_type(int p_port) const { + return PORT_TYPE_SCALAR; +} + +String VisualShaderNodeCurveTexture::get_output_port_name(int p_port) const { + return String(); +} + +void VisualShaderNodeCurveTexture::set_texture(Ref<CurveTexture> p_texture) { + texture = p_texture; + emit_changed(); +} + +Ref<CurveTexture> VisualShaderNodeCurveTexture::get_texture() const { + return texture; +} + +Vector<StringName> VisualShaderNodeCurveTexture::get_editable_properties() const { + Vector<StringName> props; + props.push_back("texture"); + return props; +} + +String VisualShaderNodeCurveTexture::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const { + return "uniform sampler2D " + make_unique_id(p_type, p_id, "curve") + ";\n"; +} + +String VisualShaderNodeCurveTexture::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { + if (p_input_vars[0] == String()) { + return "\t" + p_output_vars[0] + " = 0.0;\n"; + } + String id = make_unique_id(p_type, p_id, "curve"); + String code; + code += "\t" + p_output_vars[0] + " = texture(" + id + ", vec2(" + p_input_vars[0] + ")).r;\n"; + return code; +} + +Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCurveTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const { + VisualShader::DefaultTextureParam dtp; + dtp.name = make_unique_id(p_type, p_id, "curve"); + dtp.param = texture; + Vector<VisualShader::DefaultTextureParam> ret; + ret.push_back(dtp); + return ret; +} + +void VisualShaderNodeCurveTexture::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_texture", "texture"), &VisualShaderNodeCurveTexture::set_texture); + ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeCurveTexture::get_texture); + + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_texture", "get_texture"); +} + +bool VisualShaderNodeCurveTexture::is_use_prop_slots() const { + return true; +} + +VisualShaderNodeCurveTexture::VisualShaderNodeCurveTexture() { + simple_decl = true; + allow_v_resize = false; +} + +////////////// Sample3D + +int VisualShaderNodeSample3D::get_input_port_count() const { + return 3; +} + +VisualShaderNodeSample3D::PortType VisualShaderNodeSample3D::get_input_port_type(int p_port) const { + switch (p_port) { + case 0: + return PORT_TYPE_VECTOR; + case 1: + return PORT_TYPE_SCALAR; + case 2: + return PORT_TYPE_SAMPLER; + default: + return PORT_TYPE_SCALAR; + } +} + +String VisualShaderNodeSample3D::get_input_port_name(int p_port) const { + switch (p_port) { + case 0: + return "uvw"; + case 1: + return "lod"; + default: + return ""; + } +} + +int VisualShaderNodeSample3D::get_output_port_count() const { + return 2; +} + +VisualShaderNodeSample3D::PortType VisualShaderNodeSample3D::get_output_port_type(int p_port) const { + return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR; +} + +String VisualShaderNodeSample3D::get_output_port_name(int p_port) const { + return p_port == 0 ? "rgb" : "alpha"; +} + +bool VisualShaderNodeSample3D::is_output_port_expandable(int p_port) const { + if (p_port == 0) { + return true; + } + return false; +} + +String VisualShaderNodeSample3D::get_input_port_default_hint(int p_port) const { + if (p_port == 0) { + return "default"; + } + return ""; +} + +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) { + default_uv = "vec3(UV, 0.0)"; + } else { + default_uv = "vec3(0.0)"; + } + + String code; + if (source == SOURCE_TEXTURE || source == SOURCE_PORT) { + String id; + code += "\t{\n"; + if (source == SOURCE_TEXTURE) { + id = make_unique_id(p_type, p_id, "tex3d"); + } else { + id = p_input_vars[2]; + } + if (id != String()) { + if (p_input_vars[0] == String()) { // Use UV by default. + if (p_input_vars[1] == String()) { + code += "\t\tvec4 " + id + "_tex_read = texture(" + id + ", " + default_uv + ");\n"; + } else { + code += "\t\tvec4 " + id + "_tex_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n"; + } + } else if (p_input_vars[1] == String()) { + //no lod + code += "\t\tvec4 " + id + "_tex_read = texture(" + id + ", " + p_input_vars[0] + ");\n"; + } else { + code += "\t\tvec4 " + id + "_tex_read = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; + } + } else { + code += "\t\tvec4 " + id + "_tex_read = vec4(0.0);\n"; + } + + code += "\t\t" + p_output_vars[0] + " = " + id + "_tex_read.rgb;\n"; + code += "\t\t" + p_output_vars[1] + " = " + id + "_tex_read.a;\n"; + code += "\t}\n"; + return code; + } + code += "\t" + p_output_vars[0] + " = vec3(0.0);\n"; + code += "\t" + p_output_vars[1] + " = 1.0;\n"; + return code; +} + +void VisualShaderNodeSample3D::set_source(Source p_source) { + source = p_source; + emit_changed(); + emit_signal("editor_refresh_request"); +} + +VisualShaderNodeSample3D::Source VisualShaderNodeSample3D::get_source() const { + return source; +} + +void VisualShaderNodeSample3D::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeSample3D::set_source); + ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeSample3D::get_source); + + ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,SamplerPort"), "set_source", "get_source"); + + BIND_ENUM_CONSTANT(SOURCE_TEXTURE); + BIND_ENUM_CONSTANT(SOURCE_PORT); +} + +String VisualShaderNodeSample3D::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const { + if (is_input_port_connected(2) && source != SOURCE_PORT) { + return TTR("The sampler port is connected but not used. Consider changing the source to 'SamplerPort'."); + } + + if (source == SOURCE_TEXTURE) { + return String(); // all good + } + if (source == SOURCE_PORT) { + return String(); // all good + } + return TTR("Invalid source for shader."); +} + +VisualShaderNodeSample3D::VisualShaderNodeSample3D() { + simple_decl = false; +} + +////////////// Texture2DArray + +String VisualShaderNodeTexture2DArray::get_caption() const { + return "Texture2DArray"; +} + +String VisualShaderNodeTexture2DArray::get_input_port_name(int p_port) const { + if (p_port == 2) { + return "sampler2DArray"; + } + return VisualShaderNodeSample3D::get_input_port_name(p_port); +} + +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; + Vector<VisualShader::DefaultTextureParam> ret; + ret.push_back(dtp); + return ret; +} + +String VisualShaderNodeTexture2DArray::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const { + if (source == SOURCE_TEXTURE) { + return "uniform sampler2DArray " + make_unique_id(p_type, p_id, "tex3d") + ";\n"; + } + return String(); +} + +void VisualShaderNodeTexture2DArray::set_texture_array(Ref<Texture2DArray> p_value) { + texture = p_value; + emit_changed(); +} + +Ref<Texture2DArray> VisualShaderNodeTexture2DArray::get_texture_array() const { + return texture; +} + +Vector<StringName> VisualShaderNodeTexture2DArray::get_editable_properties() const { + Vector<StringName> props; + props.push_back("source"); + if (source == SOURCE_TEXTURE) { + props.push_back("texture_array"); + } + return props; +} + +void VisualShaderNodeTexture2DArray::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_texture_array", "value"), &VisualShaderNodeTexture2DArray::set_texture_array); + ClassDB::bind_method(D_METHOD("get_texture_array"), &VisualShaderNodeTexture2DArray::get_texture_array); + + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_array", PROPERTY_HINT_RESOURCE_TYPE, "Texture2DArray"), "set_texture_array", "get_texture_array"); +} + +VisualShaderNodeTexture2DArray::VisualShaderNodeTexture2DArray() { +} + +////////////// Texture3D + +String VisualShaderNodeTexture3D::get_caption() const { + return "Texture3D"; +} + +String VisualShaderNodeTexture3D::get_input_port_name(int p_port) const { + if (p_port == 2) { + return "sampler3D"; + } + return VisualShaderNodeSample3D::get_input_port_name(p_port); +} + +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; + Vector<VisualShader::DefaultTextureParam> ret; + ret.push_back(dtp); + return ret; +} + +String VisualShaderNodeTexture3D::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const { + if (source == SOURCE_TEXTURE) { + return "uniform sampler3D " + make_unique_id(p_type, p_id, "tex3d") + ";\n"; + } + return String(); +} + +void VisualShaderNodeTexture3D::set_texture(Ref<Texture3D> p_value) { + texture = p_value; + emit_changed(); +} + +Ref<Texture3D> VisualShaderNodeTexture3D::get_texture() const { + return texture; +} + +Vector<StringName> VisualShaderNodeTexture3D::get_editable_properties() const { + Vector<StringName> props; + props.push_back("source"); + if (source == SOURCE_TEXTURE) { + props.push_back("texture"); + } + return props; +} + +void VisualShaderNodeTexture3D::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_texture", "value"), &VisualShaderNodeTexture3D::set_texture); + ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeTexture3D::get_texture); + + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture3D"), "set_texture", "get_texture"); +} + +VisualShaderNodeTexture3D::VisualShaderNodeTexture3D() { } ////////////// Cubemap @@ -829,6 +1189,13 @@ String VisualShaderNodeCubemap::get_output_port_name(int p_port) const { return p_port == 0 ? "rgb" : "alpha"; } +bool VisualShaderNodeCubemap::is_output_port_expandable(int p_port) const { + if (p_port == 0) { + return true; + } + return false; +} + Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCubemap::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const { VisualShader::DefaultTextureParam dtp; dtp.name = make_unique_id(p_type, p_id, "cube"); @@ -847,7 +1214,7 @@ String VisualShaderNodeCubemap::generate_global(Shader::Mode p_mode, VisualShade case TYPE_COLOR: u += " : hint_albedo"; break; - case TYPE_NORMALMAP: + case TYPE_NORMAL_MAP: u += " : hint_normal"; break; } @@ -857,6 +1224,13 @@ 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) { + default_uv = "vec3(UV, 0.0)"; + } else { + default_uv = "vec3(0.0)"; + } + String code; String id; if (source == SOURCE_TEXTURE) { @@ -880,9 +1254,9 @@ String VisualShaderNodeCubemap::generate_code(Shader::Mode p_mode, VisualShader: if (p_input_vars[0] == String()) { // Use UV by default. if (p_input_vars[1] == String()) { - code += "\t\tvec4 " + id + "_read = texture(" + id + " , vec3(UV, 0.0));\n"; + code += "\t\tvec4 " + id + "_read = texture(" + id + ", " + default_uv + ");\n"; } else { - code += "\t\tvec4 " + id + "_read = textureLod(" + id + " , vec3(UV, 0.0)" + " , " + p_input_vars[1] + " );\n"; + code += "\t\tvec4 " + id + "_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + " );\n"; } } else if (p_input_vars[1] == String()) { @@ -900,7 +1274,7 @@ String VisualShaderNodeCubemap::generate_code(Shader::Mode p_mode, VisualShader: String VisualShaderNodeCubemap::get_input_port_default_hint(int p_port) const { if (p_port == 0) { - return "vec3(UV, 0.0)"; + return "default"; } return ""; } @@ -943,6 +1317,13 @@ Vector<StringName> VisualShaderNodeCubemap::get_editable_properties() const { return props; } +String VisualShaderNodeCubemap::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const { + if (is_input_port_connected(2) && source != SOURCE_PORT) { + return TTR("The sampler port is connected but not used. Consider changing the source to 'SamplerPort'."); + } + return String(); +} + void VisualShaderNodeCubemap::_bind_methods() { ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeCubemap::set_source); ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeCubemap::get_source); @@ -955,19 +1336,17 @@ void VisualShaderNodeCubemap::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,SamplerPort"), "set_source", "get_source"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "cube_map", PROPERTY_HINT_RESOURCE_TYPE, "Cubemap"), "set_cube_map", "get_cube_map"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normalmap"), "set_texture_type", "get_texture_type"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normal Map"), "set_texture_type", "get_texture_type"); BIND_ENUM_CONSTANT(SOURCE_TEXTURE); BIND_ENUM_CONSTANT(SOURCE_PORT); BIND_ENUM_CONSTANT(TYPE_DATA); BIND_ENUM_CONSTANT(TYPE_COLOR); - BIND_ENUM_CONSTANT(TYPE_NORMALMAP); + BIND_ENUM_CONSTANT(TYPE_NORMAL_MAP); } VisualShaderNodeCubemap::VisualShaderNodeCubemap() { - texture_type = TYPE_DATA; - source = SOURCE_TEXTURE; simple_decl = false; } @@ -1058,7 +1437,7 @@ void VisualShaderNodeFloatOp::_bind_methods() { ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeFloatOp::set_operator); ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeFloatOp::get_operator); - ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Sub,Multiply,Divide,Remainder,Power,Max,Min,Atan2,Step"), "set_operator", "get_operator"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Subtract,Multiply,Divide,Remainder,Power,Max,Min,ATan2,Step"), "set_operator", "get_operator"); BIND_ENUM_CONSTANT(OP_ADD); BIND_ENUM_CONSTANT(OP_SUB); @@ -1073,7 +1452,6 @@ void VisualShaderNodeFloatOp::_bind_methods() { } VisualShaderNodeFloatOp::VisualShaderNodeFloatOp() { - op = OP_ADD; set_input_port_default_value(0, 0.0); set_input_port_default_value(1, 0.0); } @@ -1156,7 +1534,7 @@ void VisualShaderNodeIntOp::_bind_methods() { ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeIntOp::set_operator); ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeIntOp::get_operator); - ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Sub,Multiply,Divide,Remainder,Max,Min"), "set_operator", "get_operator"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Subtract,Multiply,Divide,Remainder,Max,Min"), "set_operator", "get_operator"); BIND_ENUM_CONSTANT(OP_ADD); BIND_ENUM_CONSTANT(OP_SUB); @@ -1168,7 +1546,6 @@ void VisualShaderNodeIntOp::_bind_methods() { } VisualShaderNodeIntOp::VisualShaderNodeIntOp() { - op = OP_ADD; set_input_port_default_value(0, 0); set_input_port_default_value(1, 0); } @@ -1266,7 +1643,7 @@ void VisualShaderNodeVectorOp::_bind_methods() { ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeVectorOp::set_operator); ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeVectorOp::get_operator); - ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Sub,Multiply,Divide,Remainder,Power,Max,Min,Cross,Atan2,Reflect,Step"), "set_operator", "get_operator"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Subtract,Multiply,Divide,Remainder,Power,Max,Min,Cross,ATan2,Reflect,Step"), "set_operator", "get_operator"); BIND_ENUM_CONSTANT(OP_ADD); BIND_ENUM_CONSTANT(OP_SUB); @@ -1283,7 +1660,6 @@ void VisualShaderNodeVectorOp::_bind_methods() { } VisualShaderNodeVectorOp::VisualShaderNodeVectorOp() { - op = OP_ADD; set_input_port_default_value(0, Vector3()); set_input_port_default_value(1, Vector3()); } @@ -1437,7 +1813,7 @@ void VisualShaderNodeColorOp::_bind_methods() { ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeColorOp::set_operator); ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeColorOp::get_operator); - ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Screen,Difference,Darken,Lighten,Overlay,Dodge,Burn,SoftLight,HardLight"), "set_operator", "get_operator"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Screen,Difference,Darken,Lighten,Overlay,Dodge,Burn,Soft Light,Hard Light"), "set_operator", "get_operator"); BIND_ENUM_CONSTANT(OP_SCREEN); BIND_ENUM_CONSTANT(OP_DIFFERENCE); @@ -1451,7 +1827,6 @@ void VisualShaderNodeColorOp::_bind_methods() { } VisualShaderNodeColorOp::VisualShaderNodeColorOp() { - op = OP_SCREEN; set_input_port_default_value(0, Vector3()); set_input_port_default_value(1, Vector3()); } @@ -1526,9 +1901,8 @@ void VisualShaderNodeTransformMult::_bind_methods() { } VisualShaderNodeTransformMult::VisualShaderNodeTransformMult() { - op = OP_AxB; - set_input_port_default_value(0, Transform()); - set_input_port_default_value(1, Transform()); + set_input_port_default_value(0, Transform3D()); + set_input_port_default_value(1, Transform3D()); } ////////////// TransformVec Mult @@ -1601,8 +1975,7 @@ void VisualShaderNodeTransformVecMult::_bind_methods() { } VisualShaderNodeTransformVecMult::VisualShaderNodeTransformVecMult() { - op = OP_AxB; - set_input_port_default_value(0, Transform()); + set_input_port_default_value(0, Transform3D()); set_input_port_default_value(1, Vector3()); } @@ -1731,7 +2104,6 @@ void VisualShaderNodeFloatFunc::_bind_methods() { } VisualShaderNodeFloatFunc::VisualShaderNodeFloatFunc() { - func = FUNC_SIGN; set_input_port_default_value(0, 0.0); } @@ -1742,9 +2114,6 @@ String VisualShaderNodeIntFunc::get_caption() const { } int VisualShaderNodeIntFunc::get_input_port_count() const { - if (func == FUNC_CLAMP) { - return 3; - } return 1; } @@ -1753,15 +2122,6 @@ VisualShaderNodeIntFunc::PortType VisualShaderNodeIntFunc::get_input_port_type(i } String VisualShaderNodeIntFunc::get_input_port_name(int p_port) const { - if (func == FUNC_CLAMP) { - if (p_port == 0) { - return ""; - } else if (p_port == 1) { - return "min"; - } else if (p_port == 2) { - return "max"; - } - } return ""; } @@ -1778,13 +2138,8 @@ String VisualShaderNodeIntFunc::get_output_port_name(int p_port) const { } String VisualShaderNodeIntFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { - if (func == FUNC_CLAMP) { - return "\t" + p_output_vars[0] + " = clamp(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n"; - } - static const char *int_func_id[FUNC_SIGN + 1] = { "abs($)", - "", "-($)", "sign($)" }; @@ -1793,12 +2148,6 @@ String VisualShaderNodeIntFunc::generate_code(Shader::Mode p_mode, VisualShader: } void VisualShaderNodeIntFunc::set_function(Function p_func) { - if (func != p_func) { - if (p_func == FUNC_CLAMP) { - set_input_port_default_value(1, 0); - set_input_port_default_value(2, 0); - } - } func = p_func; emit_changed(); } @@ -1817,16 +2166,14 @@ 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,Clamp,Negate,Sign"), "set_function", "get_function"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Abs,Negate,Sign"), "set_function", "get_function"); BIND_ENUM_CONSTANT(FUNC_ABS); - BIND_ENUM_CONSTANT(FUNC_CLAMP); BIND_ENUM_CONSTANT(FUNC_NEGATE); BIND_ENUM_CONSTANT(FUNC_SIGN); } VisualShaderNodeIntFunc::VisualShaderNodeIntFunc() { - func = FUNC_SIGN; set_input_port_default_value(0, 0); } @@ -1992,7 +2339,6 @@ void VisualShaderNodeVectorFunc::_bind_methods() { } VisualShaderNodeVectorFunc::VisualShaderNodeVectorFunc() { - func = FUNC_NORMALIZE; set_input_port_default_value(0, Vector3()); } @@ -2079,9 +2425,8 @@ void VisualShaderNodeColorFunc::_bind_methods() { } VisualShaderNodeColorFunc::VisualShaderNodeColorFunc() { - func = FUNC_GRAYSCALE; - set_input_port_default_value(0, Vector3()); simple_decl = false; + set_input_port_default_value(0, Vector3()); } ////////////// Transform Func @@ -2151,8 +2496,144 @@ void VisualShaderNodeTransformFunc::_bind_methods() { } VisualShaderNodeTransformFunc::VisualShaderNodeTransformFunc() { - func = FUNC_INVERSE; - set_input_port_default_value(0, Transform()); + set_input_port_default_value(0, Transform3D()); +} + +////////////// UV Func + +String VisualShaderNodeUVFunc::get_caption() const { + return "UVFunc"; +} + +int VisualShaderNodeUVFunc::get_input_port_count() const { + return 3; +} + +VisualShaderNodeUVFunc::PortType VisualShaderNodeUVFunc::get_input_port_type(int p_port) const { + switch (p_port) { + case 0: + [[fallthrough]]; // uv + case 1: + return PORT_TYPE_VECTOR; // scale + case 2: + return PORT_TYPE_VECTOR; // offset & pivot + default: + break; + } + return PORT_TYPE_SCALAR; +} + +String VisualShaderNodeUVFunc::get_input_port_name(int p_port) const { + switch (p_port) { + case 0: + return "uv"; + case 1: + return "scale"; + case 2: + switch (func) { + case FUNC_PANNING: + return "offset"; + case FUNC_SCALING: + return "pivot"; + case FUNC_MAX: + break; + default: + break; + } + break; + default: + break; + } + return ""; +} + +String VisualShaderNodeUVFunc::get_input_port_default_hint(int p_port) const { + if (p_port == 0) { + return "UV"; + } + return ""; +} + +int VisualShaderNodeUVFunc::get_output_port_count() const { + return 1; +} + +VisualShaderNodeUVFunc::PortType VisualShaderNodeUVFunc::get_output_port_type(int p_port) const { + return PORT_TYPE_VECTOR; +} + +String VisualShaderNodeUVFunc::get_output_port_name(int p_port) const { + return "uv"; +} + +bool VisualShaderNodeUVFunc::is_show_prop_names() const { + return true; +} + +String VisualShaderNodeUVFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { + String code; + + String uv; + if (p_input_vars[0].is_empty()) { + uv = "vec3(UV.xy, 0.0)"; + } else { + uv = vformat("%s", p_input_vars[0]); + } + String scale = vformat("%s", p_input_vars[1]); + String offset_pivot = vformat("%s", p_input_vars[2]); + + switch (func) { + case FUNC_PANNING: { + code += vformat("\t%s = fma(%s, %s, %s);\n", p_output_vars[0], offset_pivot, scale, uv); + } break; + case FUNC_SCALING: { + code += vformat("\t%s = fma((%s - %s), %s, %s);\n", p_output_vars[0], uv, offset_pivot, scale, offset_pivot); + } break; + case FUNC_MAX: + break; + } + return code; +} + +void VisualShaderNodeUVFunc::set_function(VisualShaderNodeUVFunc::Function p_func) { + ERR_FAIL_INDEX(int(p_func), FUNC_MAX); + if (func == p_func) { + return; + } + func = p_func; + + if (p_func == FUNC_PANNING) { + set_input_port_default_value(2, Vector3()); // offset + } else { // FUNC_SCALING + set_input_port_default_value(2, Vector3(0.5, 0.5, 0.0)); // pivot + } + emit_changed(); +} + +VisualShaderNodeUVFunc::Function VisualShaderNodeUVFunc::get_function() const { + return func; +} + +Vector<StringName> VisualShaderNodeUVFunc::get_editable_properties() const { + Vector<StringName> props; + props.push_back("function"); + return props; +} + +void VisualShaderNodeUVFunc::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeUVFunc::set_function); + ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeUVFunc::get_function); + + ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Panning,Scaling"), "set_function", "get_function"); + + BIND_ENUM_CONSTANT(FUNC_PANNING); + BIND_ENUM_CONSTANT(FUNC_SCALING); + BIND_ENUM_CONSTANT(FUNC_MAX); +} + +VisualShaderNodeUVFunc::VisualShaderNodeUVFunc() { + set_input_port_default_value(1, Vector3(1.0, 1.0, 0.0)); // scale + set_input_port_default_value(2, Vector3()); // offset } ////////////// Dot Product @@ -2267,7 +2748,7 @@ String VisualShaderNodeDeterminant::generate_code(Shader::Mode p_mode, VisualSha } VisualShaderNodeDeterminant::VisualShaderNodeDeterminant() { - set_input_port_default_value(0, Transform()); + set_input_port_default_value(0, Transform3D()); } ////////////// Scalar Derivative Function @@ -2339,7 +2820,6 @@ void VisualShaderNodeScalarDerivativeFunc::_bind_methods() { } VisualShaderNodeScalarDerivativeFunc::VisualShaderNodeScalarDerivativeFunc() { - func = FUNC_SUM; set_input_port_default_value(0, 0.0); } @@ -2412,25 +2892,32 @@ void VisualShaderNodeVectorDerivativeFunc::_bind_methods() { } VisualShaderNodeVectorDerivativeFunc::VisualShaderNodeVectorDerivativeFunc() { - func = FUNC_SUM; set_input_port_default_value(0, Vector3()); } -////////////// Scalar Clamp +////////////// Clamp -String VisualShaderNodeScalarClamp::get_caption() const { - return "ScalarClamp"; +String VisualShaderNodeClamp::get_caption() const { + return "Clamp"; } -int VisualShaderNodeScalarClamp::get_input_port_count() const { +int VisualShaderNodeClamp::get_input_port_count() const { return 3; } -VisualShaderNodeScalarClamp::PortType VisualShaderNodeScalarClamp::get_input_port_type(int p_port) const { +VisualShaderNodeClamp::PortType VisualShaderNodeClamp::get_input_port_type(int p_port) const { + switch (op_type) { + case OP_TYPE_INT: + return PORT_TYPE_SCALAR_INT; + case OP_TYPE_VECTOR: + return PORT_TYPE_VECTOR; + default: + break; + } return PORT_TYPE_SCALAR; } -String VisualShaderNodeScalarClamp::get_input_port_name(int p_port) const { +String VisualShaderNodeClamp::get_input_port_name(int p_port) const { if (p_port == 0) { return ""; } else if (p_port == 1) { @@ -2441,73 +2928,84 @@ String VisualShaderNodeScalarClamp::get_input_port_name(int p_port) const { return ""; } -int VisualShaderNodeScalarClamp::get_output_port_count() const { +int VisualShaderNodeClamp::get_output_port_count() const { return 1; } -VisualShaderNodeScalarClamp::PortType VisualShaderNodeScalarClamp::get_output_port_type(int p_port) const { +VisualShaderNodeClamp::PortType VisualShaderNodeClamp::get_output_port_type(int p_port) const { + switch (op_type) { + case OP_TYPE_INT: + return PORT_TYPE_SCALAR_INT; + case OP_TYPE_VECTOR: + return PORT_TYPE_VECTOR; + default: + break; + } return PORT_TYPE_SCALAR; } -String VisualShaderNodeScalarClamp::get_output_port_name(int p_port) const { +String VisualShaderNodeClamp::get_output_port_name(int p_port) const { return ""; } -String VisualShaderNodeScalarClamp::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 VisualShaderNodeClamp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { return "\t" + p_output_vars[0] + " = clamp(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n"; } -VisualShaderNodeScalarClamp::VisualShaderNodeScalarClamp() { - set_input_port_default_value(0, 0.0); - set_input_port_default_value(1, 0.0); - set_input_port_default_value(2, 1.0); -} - -////////////// Vector Clamp - -String VisualShaderNodeVectorClamp::get_caption() const { - return "VectorClamp"; -} - -int VisualShaderNodeVectorClamp::get_input_port_count() const { - return 3; -} - -VisualShaderNodeVectorClamp::PortType VisualShaderNodeVectorClamp::get_input_port_type(int p_port) const { - return PORT_TYPE_VECTOR; -} - -String VisualShaderNodeVectorClamp::get_input_port_name(int p_port) const { - if (p_port == 0) { - return ""; - } else if (p_port == 1) { - return "min"; - } else if (p_port == 2) { - return "max"; +void VisualShaderNodeClamp::set_op_type(OpType p_op_type) { + ERR_FAIL_INDEX((int)p_op_type, OP_TYPE_MAX); + if (op_type == p_op_type) { + return; } - return ""; + switch (p_op_type) { + case OP_TYPE_FLOAT: + set_input_port_default_value(0, 0.0); + set_input_port_default_value(1, 0.0); + set_input_port_default_value(2, 0.0); + 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); + 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; + default: + break; + } + op_type = p_op_type; + emit_changed(); } -int VisualShaderNodeVectorClamp::get_output_port_count() const { - return 1; +VisualShaderNodeClamp::OpType VisualShaderNodeClamp::get_op_type() const { + return op_type; } -VisualShaderNodeVectorClamp::PortType VisualShaderNodeVectorClamp::get_output_port_type(int p_port) const { - return PORT_TYPE_VECTOR; +Vector<StringName> VisualShaderNodeClamp::get_editable_properties() const { + Vector<StringName> props; + props.push_back("op_type"); + return props; } -String VisualShaderNodeVectorClamp::get_output_port_name(int p_port) const { - return ""; -} +void VisualShaderNodeClamp::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeClamp::set_op_type); + ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeClamp::get_op_type); -String VisualShaderNodeVectorClamp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { - return "\t" + p_output_vars[0] + " = clamp(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n"; + ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Float,Int,Vector"), "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_MAX); } -VisualShaderNodeVectorClamp::VisualShaderNodeVectorClamp() { - set_input_port_default_value(0, Vector3(0, 0, 0)); - set_input_port_default_value(1, Vector3(0, 0, 0)); - set_input_port_default_value(2, Vector3(1, 1, 1)); +VisualShaderNodeClamp::VisualShaderNodeClamp() { + set_input_port_default_value(0, 0.0); + set_input_port_default_value(1, 0.0); + set_input_port_default_value(2, 1.0); } ////////////// FaceForward @@ -2605,24 +3103,32 @@ VisualShaderNodeOuterProduct::VisualShaderNodeOuterProduct() { set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0)); } -////////////// Vector-Scalar Step +////////////// Step -String VisualShaderNodeVectorScalarStep::get_caption() const { - return "VectorScalarStep"; +String VisualShaderNodeStep::get_caption() const { + return "Step"; } -int VisualShaderNodeVectorScalarStep::get_input_port_count() const { +int VisualShaderNodeStep::get_input_port_count() const { return 2; } -VisualShaderNodeVectorScalarStep::PortType VisualShaderNodeVectorScalarStep::get_input_port_type(int p_port) const { - if (p_port == 0) { - return PORT_TYPE_SCALAR; +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: + if (p_port == 1) { + return PORT_TYPE_VECTOR; + } + break; + default: + break; } - return PORT_TYPE_VECTOR; + return PORT_TYPE_SCALAR; } -String VisualShaderNodeVectorScalarStep::get_input_port_name(int p_port) const { +String VisualShaderNodeStep::get_input_port_name(int p_port) const { if (p_port == 0) { return "edge"; } else if (p_port == 1) { @@ -2631,89 +3137,120 @@ String VisualShaderNodeVectorScalarStep::get_input_port_name(int p_port) const { return ""; } -int VisualShaderNodeVectorScalarStep::get_output_port_count() const { +int VisualShaderNodeStep::get_output_port_count() const { return 1; } -VisualShaderNodeVectorScalarStep::PortType VisualShaderNodeVectorScalarStep::get_output_port_type(int p_port) const { - return PORT_TYPE_VECTOR; +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; + default: + break; + } + return PORT_TYPE_SCALAR; } -String VisualShaderNodeVectorScalarStep::get_output_port_name(int p_port) const { +String VisualShaderNodeStep::get_output_port_name(int p_port) const { return ""; } -String VisualShaderNodeVectorScalarStep::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { - return "\t" + p_output_vars[0] + " = step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; -} - -VisualShaderNodeVectorScalarStep::VisualShaderNodeVectorScalarStep() { - set_input_port_default_value(0, 0.0); - set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0)); -} - -////////////// Scalar SmoothStep - -String VisualShaderNodeScalarSmoothStep::get_caption() const { - return "ScalarSmoothStep"; -} - -int VisualShaderNodeScalarSmoothStep::get_input_port_count() const { - return 3; +void VisualShaderNodeStep::set_op_type(OpType p_op_type) { + ERR_FAIL_INDEX((int)p_op_type, OP_TYPE_MAX); + if (op_type == p_op_type) { + return; + } + switch (p_op_type) { + case OP_TYPE_SCALAR: + if (op_type == OP_TYPE_VECTOR) { + set_input_port_default_value(0, 0.0); // edge + } + if (op_type == OP_TYPE_VECTOR || op_type == OP_TYPE_VECTOR_SCALAR) { + set_input_port_default_value(1, 0.0); // x + } + break; + case OP_TYPE_VECTOR: + if (op_type == OP_TYPE_SCALAR || op_type == OP_TYPE_VECTOR_SCALAR) { + set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0)); // edge + } + if (op_type == OP_TYPE_SCALAR) { + set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0)); // x + } + break; + case OP_TYPE_VECTOR_SCALAR: + if (op_type == OP_TYPE_VECTOR) { + set_input_port_default_value(0, 0.0); // edge + } + if (op_type == OP_TYPE_SCALAR) { + set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0)); // x + } + break; + default: + break; + } + op_type = p_op_type; + emit_changed(); } -VisualShaderNodeScalarSmoothStep::PortType VisualShaderNodeScalarSmoothStep::get_input_port_type(int p_port) const { - return PORT_TYPE_SCALAR; +VisualShaderNodeStep::OpType VisualShaderNodeStep::get_op_type() const { + return op_type; } -String VisualShaderNodeScalarSmoothStep::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"; - } - return ""; +String VisualShaderNodeStep::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { + return "\t" + p_output_vars[0] + " = step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; } -int VisualShaderNodeScalarSmoothStep::get_output_port_count() const { - return 1; +Vector<StringName> VisualShaderNodeStep::get_editable_properties() const { + Vector<StringName> props; + props.push_back("op_type"); + return props; } -VisualShaderNodeScalarSmoothStep::PortType VisualShaderNodeScalarSmoothStep::get_output_port_type(int p_port) const { - return PORT_TYPE_SCALAR; -} +void VisualShaderNodeStep::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeStep::set_op_type); + ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeStep::get_op_type); -String VisualShaderNodeScalarSmoothStep::get_output_port_name(int p_port) const { - return ""; -} + ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector,VectorScalar"), "set_op_type", "get_op_type"); -String VisualShaderNodeScalarSmoothStep::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { - return "\t" + p_output_vars[0] + " = smoothstep(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n"; + BIND_ENUM_CONSTANT(OP_TYPE_SCALAR); + BIND_ENUM_CONSTANT(OP_TYPE_VECTOR); + BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_SCALAR); + BIND_ENUM_CONSTANT(OP_TYPE_MAX); } -VisualShaderNodeScalarSmoothStep::VisualShaderNodeScalarSmoothStep() { +VisualShaderNodeStep::VisualShaderNodeStep() { set_input_port_default_value(0, 0.0); set_input_port_default_value(1, 0.0); - set_input_port_default_value(2, 0.0); } -////////////// Vector SmoothStep +////////////// SmoothStep -String VisualShaderNodeVectorSmoothStep::get_caption() const { - return "VectorSmoothStep"; +String VisualShaderNodeSmoothStep::get_caption() const { + return "SmoothStep"; } -int VisualShaderNodeVectorSmoothStep::get_input_port_count() const { +int VisualShaderNodeSmoothStep::get_input_port_count() const { return 3; } -VisualShaderNodeVectorSmoothStep::PortType VisualShaderNodeVectorSmoothStep::get_input_port_type(int p_port) const { - return PORT_TYPE_VECTOR; +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: + if (p_port == 2) { + return PORT_TYPE_VECTOR; // x + } + break; + default: + break; + } + return PORT_TYPE_SCALAR; } -String VisualShaderNodeVectorSmoothStep::get_input_port_name(int p_port) const { +String VisualShaderNodeSmoothStep::get_input_port_name(int p_port) const { if (p_port == 0) { return "edge0"; } else if (p_port == 1) { @@ -2724,78 +3261,96 @@ String VisualShaderNodeVectorSmoothStep::get_input_port_name(int p_port) const { return ""; } -int VisualShaderNodeVectorSmoothStep::get_output_port_count() const { +int VisualShaderNodeSmoothStep::get_output_port_count() const { return 1; } -VisualShaderNodeVectorSmoothStep::PortType VisualShaderNodeVectorSmoothStep::get_output_port_type(int p_port) const { - return PORT_TYPE_VECTOR; +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; + default: + break; + } + return PORT_TYPE_SCALAR; } -String VisualShaderNodeVectorSmoothStep::get_output_port_name(int p_port) const { +String VisualShaderNodeSmoothStep::get_output_port_name(int p_port) const { return ""; } -String VisualShaderNodeVectorSmoothStep::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { - return "\t" + p_output_vars[0] + " = smoothstep(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n"; -} - -VisualShaderNodeVectorSmoothStep::VisualShaderNodeVectorSmoothStep() { - 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)); -} - -////////////// Vector-Scalar SmoothStep - -String VisualShaderNodeVectorScalarSmoothStep::get_caption() const { - return "VectorScalarSmoothStep"; -} - -int VisualShaderNodeVectorScalarSmoothStep::get_input_port_count() const { - return 3; -} - -VisualShaderNodeVectorScalarSmoothStep::PortType VisualShaderNodeVectorScalarSmoothStep::get_input_port_type(int p_port) const { - if (p_port == 0) { - return PORT_TYPE_SCALAR; - } else if (p_port == 1) { - return PORT_TYPE_SCALAR; +void VisualShaderNodeSmoothStep::set_op_type(OpType p_op_type) { + ERR_FAIL_INDEX((int)p_op_type, OP_TYPE_MAX); + if (op_type == p_op_type) { + return; } - return PORT_TYPE_VECTOR; -} - -String VisualShaderNodeVectorScalarSmoothStep::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_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 + } + break; + default: + break; } - return ""; + op_type = p_op_type; + emit_changed(); } -int VisualShaderNodeVectorScalarSmoothStep::get_output_port_count() const { - return 1; +VisualShaderNodeSmoothStep::OpType VisualShaderNodeSmoothStep::get_op_type() const { + return op_type; } -VisualShaderNodeVectorScalarSmoothStep::PortType VisualShaderNodeVectorScalarSmoothStep::get_output_port_type(int p_port) const { - return PORT_TYPE_VECTOR; +String VisualShaderNodeSmoothStep::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { + return "\t" + p_output_vars[0] + " = smoothstep(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n"; } -String VisualShaderNodeVectorScalarSmoothStep::get_output_port_name(int p_port) const { - return ""; +Vector<StringName> VisualShaderNodeSmoothStep::get_editable_properties() const { + Vector<StringName> props; + props.push_back("op_type"); + return props; } -String VisualShaderNodeVectorScalarSmoothStep::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { - return "\t" + p_output_vars[0] + " = smoothstep(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n"; +void VisualShaderNodeSmoothStep::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_op_type", "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"); + + BIND_ENUM_CONSTANT(OP_TYPE_SCALAR); + BIND_ENUM_CONSTANT(OP_TYPE_VECTOR); + BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_SCALAR); + BIND_ENUM_CONSTANT(OP_TYPE_MAX); } -VisualShaderNodeVectorScalarSmoothStep::VisualShaderNodeVectorScalarSmoothStep() { +VisualShaderNodeSmoothStep::VisualShaderNodeSmoothStep() { set_input_port_default_value(0, 0.0); set_input_port_default_value(1, 0.0); - set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0)); + set_input_port_default_value(2, 0.0); } ////////////// Distance @@ -2893,21 +3448,32 @@ VisualShaderNodeVectorRefract::VisualShaderNodeVectorRefract() { set_input_port_default_value(2, 0.0); } -////////////// Scalar Mix +////////////// Mix -String VisualShaderNodeScalarInterp::get_caption() const { - return "ScalarMix"; +String VisualShaderNodeMix::get_caption() const { + return "Mix"; } -int VisualShaderNodeScalarInterp::get_input_port_count() const { +int VisualShaderNodeMix::get_input_port_count() const { return 3; } -VisualShaderNodeScalarInterp::PortType VisualShaderNodeScalarInterp::get_input_port_type(int p_port) 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: + if (p_port == 2) { + break; + } + return PORT_TYPE_VECTOR; + default: + break; + } return PORT_TYPE_SCALAR; } -String VisualShaderNodeScalarInterp::get_input_port_name(int p_port) const { +String VisualShaderNodeMix::get_input_port_name(int p_port) const { if (p_port == 0) { return "a"; } else if (p_port == 1) { @@ -2917,121 +3483,90 @@ String VisualShaderNodeScalarInterp::get_input_port_name(int p_port) const { } } -int VisualShaderNodeScalarInterp::get_output_port_count() const { +int VisualShaderNodeMix::get_output_port_count() const { return 1; } -VisualShaderNodeScalarInterp::PortType VisualShaderNodeScalarInterp::get_output_port_type(int p_port) 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; + default: + break; + } return PORT_TYPE_SCALAR; } -String VisualShaderNodeScalarInterp::get_output_port_name(int p_port) const { +String VisualShaderNodeMix::get_output_port_name(int p_port) const { return "mix"; } -String VisualShaderNodeScalarInterp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { - return "\t" + p_output_vars[0] + " = mix(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n"; -} - -VisualShaderNodeScalarInterp::VisualShaderNodeScalarInterp() { - set_input_port_default_value(0, 0.0); - set_input_port_default_value(1, 1.0); - set_input_port_default_value(2, 0.5); -} - -////////////// Vector Mix - -String VisualShaderNodeVectorInterp::get_caption() const { - return "VectorMix"; -} - -int VisualShaderNodeVectorInterp::get_input_port_count() const { - return 3; -} - -VisualShaderNodeVectorInterp::PortType VisualShaderNodeVectorInterp::get_input_port_type(int p_port) const { - return PORT_TYPE_VECTOR; -} - -String VisualShaderNodeVectorInterp::get_input_port_name(int p_port) const { - if (p_port == 0) { - return "a"; - } else if (p_port == 1) { - return "b"; - } else { - return "weight"; +void VisualShaderNodeMix::set_op_type(OpType p_op_type) { + ERR_FAIL_INDEX((int)p_op_type, OP_TYPE_MAX); + if (op_type == p_op_type) { + return; } + switch (p_op_type) { + case OP_TYPE_SCALAR: + set_input_port_default_value(0, 0.0); // a + set_input_port_default_value(1, 1.0); // b + if (op_type == OP_TYPE_VECTOR) { + set_input_port_default_value(2, 0.5); // weight + } + break; + case OP_TYPE_VECTOR: + set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0)); // a + set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0)); // b + if (op_type == OP_TYPE_SCALAR || op_type == OP_TYPE_VECTOR_SCALAR) { + set_input_port_default_value(2, Vector3(0.5, 0.5, 0.5)); // weight + } + break; + case OP_TYPE_VECTOR_SCALAR: + set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0)); // a + set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0)); // b + if (op_type == OP_TYPE_VECTOR) { + set_input_port_default_value(2, 0.5); // weight + } + break; + default: + break; + } + op_type = p_op_type; + emit_changed(); } -int VisualShaderNodeVectorInterp::get_output_port_count() const { - return 1; -} - -VisualShaderNodeVectorInterp::PortType VisualShaderNodeVectorInterp::get_output_port_type(int p_port) const { - return PORT_TYPE_VECTOR; -} - -String VisualShaderNodeVectorInterp::get_output_port_name(int p_port) const { - return "mix"; +VisualShaderNodeMix::OpType VisualShaderNodeMix::get_op_type() const { + return op_type; } -String VisualShaderNodeVectorInterp::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 VisualShaderNodeMix::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { return "\t" + p_output_vars[0] + " = mix(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n"; } -VisualShaderNodeVectorInterp::VisualShaderNodeVectorInterp() { - set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0)); - set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0)); - set_input_port_default_value(2, Vector3(0.5, 0.5, 0.5)); -} - -////////////// Vector Mix (by scalar) - -String VisualShaderNodeVectorScalarMix::get_caption() const { - return "VectorScalarMix"; -} - -int VisualShaderNodeVectorScalarMix::get_input_port_count() const { - return 3; -} - -VisualShaderNodeVectorScalarMix::PortType VisualShaderNodeVectorScalarMix::get_input_port_type(int p_port) const { - if (p_port == 2) { - return PORT_TYPE_SCALAR; - } - return PORT_TYPE_VECTOR; -} - -String VisualShaderNodeVectorScalarMix::get_input_port_name(int p_port) const { - if (p_port == 0) { - return "a"; - } else if (p_port == 1) { - return "b"; - } else { - return "weight"; - } -} - -int VisualShaderNodeVectorScalarMix::get_output_port_count() const { - return 1; +Vector<StringName> VisualShaderNodeMix::get_editable_properties() const { + Vector<StringName> props; + props.push_back("op_type"); + return props; } -VisualShaderNodeVectorScalarMix::PortType VisualShaderNodeVectorScalarMix::get_output_port_type(int p_port) const { - return PORT_TYPE_VECTOR; -} +void VisualShaderNodeMix::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeMix::set_op_type); + ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeMix::get_op_type); -String VisualShaderNodeVectorScalarMix::get_output_port_name(int p_port) const { - return "mix"; -} + ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector,VectorScalar"), "set_op_type", "get_op_type"); -String VisualShaderNodeVectorScalarMix::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { - return "\t" + p_output_vars[0] + " = mix(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n"; + BIND_ENUM_CONSTANT(OP_TYPE_SCALAR); + BIND_ENUM_CONSTANT(OP_TYPE_VECTOR); + BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_SCALAR); + BIND_ENUM_CONSTANT(OP_TYPE_MAX); } -VisualShaderNodeVectorScalarMix::VisualShaderNodeVectorScalarMix() { - set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0)); - set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0)); - set_input_port_default_value(2, 0.5); +VisualShaderNodeMix::VisualShaderNodeMix() { + set_input_port_default_value(0, 0.0); // a + set_input_port_default_value(1, 1.0); // b + set_input_port_default_value(2, 0.5); // weight } ////////////// Vector Compose @@ -3224,7 +3759,7 @@ String VisualShaderNodeTransformDecompose::generate_code(Shader::Mode p_mode, Vi } VisualShaderNodeTransformDecompose::VisualShaderNodeTransformDecompose() { - set_input_port_default_value(0, Transform()); + set_input_port_default_value(0, Transform3D()); } ////////////// Float Uniform @@ -3258,18 +3793,33 @@ String VisualShaderNodeFloatUniform::get_output_port_name(int p_port) const { } String VisualShaderNodeFloatUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const { + String code = ""; if (hint == HINT_RANGE) { - return _get_qual_str() + "uniform float " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ");\n"; + code += _get_qual_str() + "uniform float " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ")"; } else if (hint == HINT_RANGE_STEP) { - return _get_qual_str() + "uniform float " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ", " + rtos(hint_range_step) + ");\n"; + code += _get_qual_str() + "uniform float " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ", " + rtos(hint_range_step) + ")"; + } else { + code += _get_qual_str() + "uniform float " + get_uniform_name(); } - return _get_qual_str() + "uniform float " + get_uniform_name() + ";\n"; + if (default_value_enabled) { + code += " = " + rtos(default_value); + } + code += ";\n"; + return code; } String VisualShaderNodeFloatUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n"; } +bool VisualShaderNodeFloatUniform::is_show_prop_names() const { + return true; +} + +bool VisualShaderNodeFloatUniform::is_use_prop_slots() const { + return true; +} + void VisualShaderNodeFloatUniform::set_hint(Hint p_hint) { hint = p_hint; emit_changed(); @@ -3306,6 +3856,24 @@ float VisualShaderNodeFloatUniform::get_step() const { return hint_range_step; } +void VisualShaderNodeFloatUniform::set_default_value_enabled(bool p_enabled) { + default_value_enabled = p_enabled; + emit_changed(); +} + +bool VisualShaderNodeFloatUniform::is_default_value_enabled() const { + return default_value_enabled; +} + +void VisualShaderNodeFloatUniform::set_default_value(float p_value) { + default_value = p_value; + emit_changed(); +} + +float VisualShaderNodeFloatUniform::get_default_value() const { + return default_value; +} + void VisualShaderNodeFloatUniform::_bind_methods() { ClassDB::bind_method(D_METHOD("set_hint", "hint"), &VisualShaderNodeFloatUniform::set_hint); ClassDB::bind_method(D_METHOD("get_hint"), &VisualShaderNodeFloatUniform::get_hint); @@ -3319,10 +3887,18 @@ void VisualShaderNodeFloatUniform::_bind_methods() { ClassDB::bind_method(D_METHOD("set_step", "value"), &VisualShaderNodeFloatUniform::set_step); ClassDB::bind_method(D_METHOD("get_step"), &VisualShaderNodeFloatUniform::get_step); + ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeFloatUniform::set_default_value_enabled); + ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeFloatUniform::is_default_value_enabled); + + ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeFloatUniform::set_default_value); + ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeFloatUniform::get_default_value); + ADD_PROPERTY(PropertyInfo(Variant::INT, "hint", PROPERTY_HINT_ENUM, "None,Range,Range+Step"), "set_hint", "get_hint"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "min"), "set_min", "get_min"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "max"), "set_max", "get_max"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "step"), "set_step", "get_step"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "default_value"), "set_default_value", "get_default_value"); BIND_ENUM_CONSTANT(HINT_NONE); BIND_ENUM_CONSTANT(HINT_RANGE); @@ -3333,6 +3909,10 @@ bool VisualShaderNodeFloatUniform::is_qualifier_supported(Qualifier p_qual) cons return true; // all qualifiers are supported } +bool VisualShaderNodeFloatUniform::is_convertible_to_constant() const { + return true; // conversion is allowed +} + Vector<StringName> VisualShaderNodeFloatUniform::get_editable_properties() const { Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties(); props.push_back("hint"); @@ -3343,14 +3923,14 @@ Vector<StringName> VisualShaderNodeFloatUniform::get_editable_properties() const if (hint == HINT_RANGE_STEP) { props.push_back("step"); } + props.push_back("default_value_enabled"); + if (default_value_enabled) { + props.push_back("default_value"); + } return props; } VisualShaderNodeFloatUniform::VisualShaderNodeFloatUniform() { - hint = HINT_NONE; - hint_range_min = 0.0; - hint_range_max = 1.0; - hint_range_step = 0.1; } ////////////// Integer Uniform @@ -3384,18 +3964,33 @@ String VisualShaderNodeIntUniform::get_output_port_name(int p_port) const { } String VisualShaderNodeIntUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const { + String code = ""; if (hint == HINT_RANGE) { - return _get_qual_str() + "uniform int " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ");\n"; + code += _get_qual_str() + "uniform int " + get_uniform_name() + " : hint_range(" + itos(hint_range_min) + ", " + itos(hint_range_max) + ")"; } else if (hint == HINT_RANGE_STEP) { - return _get_qual_str() + "uniform int " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ", " + rtos(hint_range_step) + ");\n"; + code += _get_qual_str() + "uniform int " + get_uniform_name() + " : hint_range(" + itos(hint_range_min) + ", " + itos(hint_range_max) + ", " + itos(hint_range_step) + ")"; + } else { + code += _get_qual_str() + "uniform int " + get_uniform_name(); + } + if (default_value_enabled) { + code += " = " + itos(default_value); } - return _get_qual_str() + "uniform int " + get_uniform_name() + ";\n"; + code += ";\n"; + return code; } String VisualShaderNodeIntUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n"; } +bool VisualShaderNodeIntUniform::is_show_prop_names() const { + return true; +} + +bool VisualShaderNodeIntUniform::is_use_prop_slots() const { + return true; +} + void VisualShaderNodeIntUniform::set_hint(Hint p_hint) { hint = p_hint; emit_changed(); @@ -3432,6 +4027,24 @@ int VisualShaderNodeIntUniform::get_step() const { return hint_range_step; } +void VisualShaderNodeIntUniform::set_default_value_enabled(bool p_enabled) { + default_value_enabled = p_enabled; + emit_changed(); +} + +bool VisualShaderNodeIntUniform::is_default_value_enabled() const { + return default_value_enabled; +} + +void VisualShaderNodeIntUniform::set_default_value(int p_value) { + default_value = p_value; + emit_changed(); +} + +int VisualShaderNodeIntUniform::get_default_value() const { + return default_value; +} + void VisualShaderNodeIntUniform::_bind_methods() { ClassDB::bind_method(D_METHOD("set_hint", "hint"), &VisualShaderNodeIntUniform::set_hint); ClassDB::bind_method(D_METHOD("get_hint"), &VisualShaderNodeIntUniform::get_hint); @@ -3445,10 +4058,18 @@ void VisualShaderNodeIntUniform::_bind_methods() { ClassDB::bind_method(D_METHOD("set_step", "value"), &VisualShaderNodeIntUniform::set_step); ClassDB::bind_method(D_METHOD("get_step"), &VisualShaderNodeIntUniform::get_step); - ADD_PROPERTY(PropertyInfo(Variant::INT, "hint", PROPERTY_HINT_ENUM, "None,Range,Range+Step"), "set_hint", "get_hint"); + ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeIntUniform::set_default_value_enabled); + ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeIntUniform::is_default_value_enabled); + + ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeIntUniform::set_default_value); + ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeIntUniform::get_default_value); + + ADD_PROPERTY(PropertyInfo(Variant::INT, "hint", PROPERTY_HINT_ENUM, "None,Range,Range + Step"), "set_hint", "get_hint"); ADD_PROPERTY(PropertyInfo(Variant::INT, "min"), "set_min", "get_min"); ADD_PROPERTY(PropertyInfo(Variant::INT, "max"), "set_max", "get_max"); ADD_PROPERTY(PropertyInfo(Variant::INT, "step"), "set_step", "get_step"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "default_value"), "set_default_value", "get_default_value"); BIND_ENUM_CONSTANT(HINT_NONE); BIND_ENUM_CONSTANT(HINT_RANGE); @@ -3459,6 +4080,10 @@ bool VisualShaderNodeIntUniform::is_qualifier_supported(Qualifier p_qual) const return true; // all qualifiers are supported } +bool VisualShaderNodeIntUniform::is_convertible_to_constant() const { + return true; // conversion is allowed +} + Vector<StringName> VisualShaderNodeIntUniform::get_editable_properties() const { Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties(); props.push_back("hint"); @@ -3469,14 +4094,14 @@ Vector<StringName> VisualShaderNodeIntUniform::get_editable_properties() const { if (hint == HINT_RANGE_STEP) { props.push_back("step"); } + props.push_back("default_value_enabled"); + if (default_value_enabled) { + props.push_back("default_value"); + } return props; } VisualShaderNodeIntUniform::VisualShaderNodeIntUniform() { - hint = HINT_NONE; - hint_range_min = 0; - hint_range_max = 100; - hint_range_step = 1; } ////////////// Boolean Uniform @@ -3509,18 +4134,77 @@ String VisualShaderNodeBooleanUniform::get_output_port_name(int p_port) const { return ""; //no output port means the editor will be used as port } +void VisualShaderNodeBooleanUniform::set_default_value_enabled(bool p_enabled) { + default_value_enabled = p_enabled; + emit_changed(); +} + +bool VisualShaderNodeBooleanUniform::is_default_value_enabled() const { + return default_value_enabled; +} + +void VisualShaderNodeBooleanUniform::set_default_value(bool p_value) { + default_value = p_value; + emit_changed(); +} + +bool VisualShaderNodeBooleanUniform::get_default_value() const { + return default_value; +} + String VisualShaderNodeBooleanUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const { - return _get_qual_str() + "uniform bool " + get_uniform_name() + ";\n"; + String code = _get_qual_str() + "uniform bool " + get_uniform_name(); + if (default_value_enabled) { + if (default_value) { + code += " = true"; + } else { + code += " = false"; + } + } + code += ";\n"; + return code; } String VisualShaderNodeBooleanUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n"; } +bool VisualShaderNodeBooleanUniform::is_show_prop_names() const { + return true; +} + +bool VisualShaderNodeBooleanUniform::is_use_prop_slots() const { + return true; +} + +void VisualShaderNodeBooleanUniform::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeBooleanUniform::set_default_value_enabled); + ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeBooleanUniform::is_default_value_enabled); + + ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeBooleanUniform::set_default_value); + ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeBooleanUniform::get_default_value); + + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value"), "set_default_value", "get_default_value"); +} + bool VisualShaderNodeBooleanUniform::is_qualifier_supported(Qualifier p_qual) const { return true; // all qualifiers are supported } +bool VisualShaderNodeBooleanUniform::is_convertible_to_constant() const { + return true; // conversion is allowed +} + +Vector<StringName> VisualShaderNodeBooleanUniform::get_editable_properties() const { + Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties(); + props.push_back("default_value_enabled"); + if (default_value_enabled) { + props.push_back("default_value"); + } + return props; +} + VisualShaderNodeBooleanUniform::VisualShaderNodeBooleanUniform() { } @@ -3554,8 +4238,31 @@ String VisualShaderNodeColorUniform::get_output_port_name(int p_port) const { return p_port == 0 ? "color" : "alpha"; //no output port means the editor will be used as port } +void VisualShaderNodeColorUniform::set_default_value_enabled(bool p_enabled) { + default_value_enabled = p_enabled; + emit_changed(); +} + +bool VisualShaderNodeColorUniform::is_default_value_enabled() const { + return default_value_enabled; +} + +void VisualShaderNodeColorUniform::set_default_value(const Color &p_value) { + default_value = p_value; + emit_changed(); +} + +Color VisualShaderNodeColorUniform::get_default_value() const { + return default_value; +} + String VisualShaderNodeColorUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const { - return _get_qual_str() + "uniform vec4 " + get_uniform_name() + " : hint_color;\n"; + String code = _get_qual_str() + "uniform vec4 " + get_uniform_name() + " : hint_color"; + if (default_value_enabled) { + code += vformat(" = vec4(%.6f, %.6f, %.6f, %.6f)", default_value.r, default_value.g, default_value.b, default_value.a); + } + code += ";\n"; + return code; } String VisualShaderNodeColorUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { @@ -3564,10 +4271,38 @@ String VisualShaderNodeColorUniform::generate_code(Shader::Mode p_mode, VisualSh return code; } +bool VisualShaderNodeColorUniform::is_show_prop_names() const { + return true; +} + +void VisualShaderNodeColorUniform::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeColorUniform::set_default_value_enabled); + ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeColorUniform::is_default_value_enabled); + + ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeColorUniform::set_default_value); + ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeColorUniform::get_default_value); + + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::COLOR, "default_value"), "set_default_value", "get_default_value"); +} + bool VisualShaderNodeColorUniform::is_qualifier_supported(Qualifier p_qual) const { return true; // all qualifiers are supported } +bool VisualShaderNodeColorUniform::is_convertible_to_constant() const { + return true; // conversion is allowed +} + +Vector<StringName> VisualShaderNodeColorUniform::get_editable_properties() const { + Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties(); + props.push_back("default_value_enabled"); + if (default_value_enabled) { + props.push_back("default_value"); + } + return props; +} + VisualShaderNodeColorUniform::VisualShaderNodeColorUniform() { } @@ -3601,18 +4336,73 @@ String VisualShaderNodeVec3Uniform::get_output_port_name(int p_port) const { return ""; //no output port means the editor will be used as port } +void VisualShaderNodeVec3Uniform::set_default_value_enabled(bool p_enabled) { + default_value_enabled = p_enabled; + emit_changed(); +} + +bool VisualShaderNodeVec3Uniform::is_default_value_enabled() const { + return default_value_enabled; +} + +void VisualShaderNodeVec3Uniform::set_default_value(const Vector3 &p_value) { + default_value = p_value; + emit_changed(); +} + +Vector3 VisualShaderNodeVec3Uniform::get_default_value() const { + return default_value; +} + String VisualShaderNodeVec3Uniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const { - return _get_qual_str() + "uniform vec3 " + get_uniform_name() + ";\n"; + String code = _get_qual_str() + "uniform vec3 " + get_uniform_name(); + if (default_value_enabled) { + code += vformat(" = vec3(%.6f, %.6f, %.6f)", default_value.x, default_value.y, default_value.z); + } + code += ";\n"; + return code; } String VisualShaderNodeVec3Uniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n"; } +void VisualShaderNodeVec3Uniform::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeVec3Uniform::set_default_value_enabled); + ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeVec3Uniform::is_default_value_enabled); + + ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeVec3Uniform::set_default_value); + ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeVec3Uniform::get_default_value); + + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "default_value"), "set_default_value", "get_default_value"); +} + +bool VisualShaderNodeVec3Uniform::is_show_prop_names() const { + return true; +} + +bool VisualShaderNodeVec3Uniform::is_use_prop_slots() const { + return true; +} + bool VisualShaderNodeVec3Uniform::is_qualifier_supported(Qualifier p_qual) const { return true; // all qualifiers are supported } +bool VisualShaderNodeVec3Uniform::is_convertible_to_constant() const { + return true; // conversion is allowed +} + +Vector<StringName> VisualShaderNodeVec3Uniform::get_editable_properties() const { + Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties(); + props.push_back("default_value_enabled"); + if (default_value_enabled) { + props.push_back("default_value"); + } + return props; +} + VisualShaderNodeVec3Uniform::VisualShaderNodeVec3Uniform() { } @@ -3646,18 +4436,77 @@ String VisualShaderNodeTransformUniform::get_output_port_name(int p_port) const return ""; //no output port means the editor will be used as port } +void VisualShaderNodeTransformUniform::set_default_value_enabled(bool p_enabled) { + default_value_enabled = p_enabled; + emit_changed(); +} + +bool VisualShaderNodeTransformUniform::is_default_value_enabled() const { + return default_value_enabled; +} + +void VisualShaderNodeTransformUniform::set_default_value(const Transform3D &p_value) { + default_value = p_value; + emit_changed(); +} + +Transform3D VisualShaderNodeTransformUniform::get_default_value() const { + return default_value; +} + String VisualShaderNodeTransformUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const { - return _get_qual_str() + "uniform mat4 " + get_uniform_name() + ";\n"; + String code = _get_qual_str() + "uniform mat4 " + get_uniform_name(); + if (default_value_enabled) { + Vector3 row0 = default_value.basis.get_row(0); + Vector3 row1 = default_value.basis.get_row(1); + Vector3 row2 = default_value.basis.get_row(2); + Vector3 origin = default_value.origin; + code += " = mat4(" + vformat("vec4(%.6f, %.6f, %.6f, 0.0)", row0.x, row0.y, row0.z) + vformat(", vec4(%.6f, %.6f, %.6f, 0.0)", row1.x, row1.y, row1.z) + vformat(", vec4(%.6f, %.6f, %.6f, 0.0)", row2.x, row2.y, row2.z) + vformat(", vec4(%.6f, %.6f, %.6f, 1.0)", origin.x, origin.y, origin.z) + ")"; + } + code += ";\n"; + return code; } String VisualShaderNodeTransformUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n"; } +void VisualShaderNodeTransformUniform::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeTransformUniform::set_default_value_enabled); + ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeTransformUniform::is_default_value_enabled); + + ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeTransformUniform::set_default_value); + ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeTransformUniform::get_default_value); + + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "default_value"), "set_default_value", "get_default_value"); +} + +bool VisualShaderNodeTransformUniform::is_show_prop_names() const { + return true; +} + +bool VisualShaderNodeTransformUniform::is_use_prop_slots() const { + return true; +} + bool VisualShaderNodeTransformUniform::is_qualifier_supported(Qualifier p_qual) const { return true; // all qualifiers are supported } +bool VisualShaderNodeTransformUniform::is_convertible_to_constant() const { + return true; // conversion is allowed +} + +Vector<StringName> VisualShaderNodeTransformUniform::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; +} + VisualShaderNodeTransformUniform::VisualShaderNodeTransformUniform() { } @@ -3727,7 +4576,7 @@ String VisualShaderNodeTextureUniform::generate_global(Shader::Mode p_mode, Visu code += " : hint_albedo;\n"; } break; - case TYPE_NORMALMAP: + case TYPE_NORMAL_MAP: code += " : hint_normal;\n"; break; case TYPE_ANISO: @@ -3738,14 +4587,25 @@ String VisualShaderNodeTextureUniform::generate_global(Shader::Mode p_mode, Visu return code; } +bool VisualShaderNodeTextureUniform::is_code_generated() const { + return is_output_port_connected(0) || is_output_port_connected(1); // rgb or alpha +} + String VisualShaderNodeTextureUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { + String default_uv; + if (p_mode != Shader::MODE_PARTICLES && p_mode != Shader::MODE_SKY) { + default_uv = "UV.xy"; + } else { + default_uv = "vec2(0.0)"; + } + String id = get_uniform_name(); String code = "\t{\n"; if (p_input_vars[0] == String()) { // Use UV by default. if (p_input_vars[1] == String()) { - code += "\t\tvec4 n_tex_read = texture(" + id + ", UV.xy);\n"; + code += "\t\tvec4 n_tex_read = texture(" + id + ", " + default_uv + ");\n"; } else { - code += "\t\tvec4 n_tex_read = textureLod(" + id + ", UV.xy, " + p_input_vars[1] + ");\n"; + code += "\t\tvec4 n_tex_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n"; } } else if (p_input_vars[1] == String()) { //no lod @@ -3792,12 +4652,12 @@ void VisualShaderNodeTextureUniform::_bind_methods() { ClassDB::bind_method(D_METHOD("set_color_default", "type"), &VisualShaderNodeTextureUniform::set_color_default); ClassDB::bind_method(D_METHOD("get_color_default"), &VisualShaderNodeTextureUniform::get_color_default); - ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normalmap,Aniso"), "set_texture_type", "get_texture_type"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "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"); BIND_ENUM_CONSTANT(TYPE_DATA); BIND_ENUM_CONSTANT(TYPE_COLOR); - BIND_ENUM_CONSTANT(TYPE_NORMALMAP); + BIND_ENUM_CONSTANT(TYPE_NORMAL_MAP); BIND_ENUM_CONSTANT(TYPE_ANISO); BIND_ENUM_CONSTANT(COLOR_DEFAULT_WHITE); @@ -3806,7 +4666,7 @@ void VisualShaderNodeTextureUniform::_bind_methods() { String VisualShaderNodeTextureUniform::get_input_port_default_hint(int p_port) const { if (p_port == 0) { - return "UV.xy"; + return "default"; } return ""; } @@ -3823,9 +4683,11 @@ bool VisualShaderNodeTextureUniform::is_qualifier_supported(Qualifier p_qual) co return false; } +bool VisualShaderNodeTextureUniform::is_convertible_to_constant() const { + return false; // conversion is not allowed +} + VisualShaderNodeTextureUniform::VisualShaderNodeTextureUniform() { - texture_type = TYPE_DATA; - color_default = COLOR_DEFAULT_WHITE; simple_decl = false; } @@ -3840,9 +4702,7 @@ int VisualShaderNodeTextureUniformTriplanar::get_input_port_count() const { } VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniformTriplanar::get_input_port_type(int p_port) const { - if (p_port == 0) { - return PORT_TYPE_VECTOR; - } else if (p_port == 1) { + if (p_port == 0 || p_port == 1) { return PORT_TYPE_VECTOR; } return PORT_TYPE_SCALAR; @@ -3898,13 +4758,13 @@ String VisualShaderNodeTextureUniformTriplanar::generate_code(Shader::Mode p_mod String code = "\t{\n"; if (p_input_vars[0] == String() && p_input_vars[1] == String()) { - code += "\t\tvec4 n_tex_read = triplanar_texture( " + id + ", triplanar_power_normal, triplanar_pos );\n"; + code += "\t\tvec4 n_tex_read = triplanar_texture(" + id + ", triplanar_power_normal, triplanar_pos);\n"; } else if (p_input_vars[0] != String() && p_input_vars[1] == String()) { - code += "\t\tvec4 n_tex_read = triplanar_texture( " + id + ", " + p_input_vars[0] + ", triplanar_pos );\n"; + code += "\t\tvec4 n_tex_read = triplanar_texture(" + id + ", " + p_input_vars[0] + ", triplanar_pos);\n"; } else if (p_input_vars[0] == String() && p_input_vars[1] != String()) { - code += "\t\tvec4 n_tex_read = triplanar_texture( " + id + ", triplanar_power_normal," + p_input_vars[1] + " );\n"; + code += "\t\tvec4 n_tex_read = triplanar_texture(" + id + ", triplanar_power_normal, " + p_input_vars[1] + ");\n"; } else { - code += "\t\tvec4 n_tex_read = triplanar_texture( " + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + " );\n"; + code += "\t\tvec4 n_tex_read = triplanar_texture(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; } code += "\t\t" + p_output_vars[0] + " = n_tex_read.rgb;\n"; @@ -3926,6 +4786,146 @@ String VisualShaderNodeTextureUniformTriplanar::get_input_port_default_hint(int VisualShaderNodeTextureUniformTriplanar::VisualShaderNodeTextureUniformTriplanar() { } +////////////// Texture2DArray Uniform + +String VisualShaderNodeTexture2DArrayUniform::get_caption() const { + return "Texture2DArrayUniform"; +} + +int VisualShaderNodeTexture2DArrayUniform::get_output_port_count() const { + return 1; +} + +VisualShaderNodeTexture2DArrayUniform::PortType VisualShaderNodeTexture2DArrayUniform::get_output_port_type(int p_port) const { + return PORT_TYPE_SAMPLER; +} + +String VisualShaderNodeTexture2DArrayUniform::get_output_port_name(int p_port) const { + return "sampler2DArray"; +} + +int VisualShaderNodeTexture2DArrayUniform::get_input_port_count() const { + return 0; +} + +VisualShaderNodeTexture2DArrayUniform::PortType VisualShaderNodeTexture2DArrayUniform::get_input_port_type(int p_port) const { + return PORT_TYPE_SCALAR; +} + +String VisualShaderNodeTexture2DArrayUniform::get_input_port_name(int p_port) const { + return ""; +} + +String VisualShaderNodeTexture2DArrayUniform::get_input_port_default_hint(int p_port) const { + return ""; +} + +String VisualShaderNodeTexture2DArrayUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const { + String code = _get_qual_str() + "uniform sampler2DArray " + get_uniform_name(); + + switch (texture_type) { + case TYPE_DATA: + if (color_default == COLOR_DEFAULT_BLACK) { + code += " : hint_black;\n"; + } else { + code += ";\n"; + } + break; + case TYPE_COLOR: + if (color_default == COLOR_DEFAULT_BLACK) { + code += " : hint_black_albedo;\n"; + } else { + code += " : hint_albedo;\n"; + } + break; + case TYPE_NORMAL_MAP: + code += " : hint_normal;\n"; + break; + case TYPE_ANISO: + code += " : hint_aniso;\n"; + break; + } + + return code; +} + +String VisualShaderNodeTexture2DArrayUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { + return String(); +} + +VisualShaderNodeTexture2DArrayUniform::VisualShaderNodeTexture2DArrayUniform() { +} + +////////////// Texture3D Uniform + +String VisualShaderNodeTexture3DUniform::get_caption() const { + return "Texture3DUniform"; +} + +int VisualShaderNodeTexture3DUniform::get_output_port_count() const { + return 1; +} + +VisualShaderNodeTexture3DUniform::PortType VisualShaderNodeTexture3DUniform::get_output_port_type(int p_port) const { + return PORT_TYPE_SAMPLER; +} + +String VisualShaderNodeTexture3DUniform::get_output_port_name(int p_port) const { + return "sampler3D"; +} + +int VisualShaderNodeTexture3DUniform::get_input_port_count() const { + return 0; +} + +VisualShaderNodeTexture3DUniform::PortType VisualShaderNodeTexture3DUniform::get_input_port_type(int p_port) const { + return PORT_TYPE_SCALAR; +} + +String VisualShaderNodeTexture3DUniform::get_input_port_name(int p_port) const { + return ""; +} + +String VisualShaderNodeTexture3DUniform::get_input_port_default_hint(int p_port) const { + return ""; +} + +String VisualShaderNodeTexture3DUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const { + String code = _get_qual_str() + "uniform sampler3D " + get_uniform_name(); + + switch (texture_type) { + case TYPE_DATA: + if (color_default == COLOR_DEFAULT_BLACK) { + code += " : hint_black;\n"; + } else { + code += ";\n"; + } + break; + case TYPE_COLOR: + if (color_default == COLOR_DEFAULT_BLACK) { + code += " : hint_black_albedo;\n"; + } else { + code += " : hint_albedo;\n"; + } + break; + case TYPE_NORMAL_MAP: + code += " : hint_normal;\n"; + break; + case TYPE_ANISO: + code += " : hint_aniso;\n"; + break; + } + + return code; +} + +String VisualShaderNodeTexture3DUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { + return String(); +} + +VisualShaderNodeTexture3DUniform::VisualShaderNodeTexture3DUniform() { +} + ////////////// Cubemap Uniform String VisualShaderNodeCubemapUniform::get_caption() const { @@ -3978,7 +4978,7 @@ String VisualShaderNodeCubemapUniform::generate_global(Shader::Mode p_mode, Visu code += " : hint_albedo;\n"; } break; - case TYPE_NORMALMAP: + case TYPE_NORMAL_MAP: code += " : hint_normal;\n"; break; case TYPE_ANISO: @@ -4062,19 +5062,19 @@ String VisualShaderNodeIf::generate_code(Shader::Mode p_mode, VisualShader::Type } VisualShaderNodeIf::VisualShaderNodeIf() { + simple_decl = false; set_input_port_default_value(0, 0.0); set_input_port_default_value(1, 0.0); set_input_port_default_value(2, CMP_EPSILON); set_input_port_default_value(3, Vector3(0.0, 0.0, 0.0)); set_input_port_default_value(4, Vector3(0.0, 0.0, 0.0)); set_input_port_default_value(5, Vector3(0.0, 0.0, 0.0)); - simple_decl = false; } ////////////// Switch String VisualShaderNodeSwitch::get_caption() const { - return "VectorSwitch"; + return "Switch"; } int VisualShaderNodeSwitch::get_input_port_count() const { @@ -4085,7 +5085,21 @@ VisualShaderNodeSwitch::PortType VisualShaderNodeSwitch::get_input_port_type(int if (p_port == 0) { return PORT_TYPE_BOOLEAN; } - return PORT_TYPE_VECTOR; + if (p_port == 1 || p_port == 2) { + switch (op_type) { + case OP_TYPE_INT: + return PORT_TYPE_SCALAR_INT; + case OP_TYPE_VECTOR: + return PORT_TYPE_VECTOR; + case OP_TYPE_BOOLEAN: + return PORT_TYPE_BOOLEAN; + case OP_TYPE_TRANSFORM: + return PORT_TYPE_TRANSFORM; + default: + break; + } + } + return PORT_TYPE_SCALAR; } String VisualShaderNodeSwitch::get_input_port_name(int p_port) const { @@ -4106,13 +5120,82 @@ int VisualShaderNodeSwitch::get_output_port_count() const { } VisualShaderNodeSwitch::PortType VisualShaderNodeSwitch::get_output_port_type(int p_port) const { - return PORT_TYPE_VECTOR; + switch (op_type) { + case OP_TYPE_INT: + return PORT_TYPE_SCALAR_INT; + case OP_TYPE_VECTOR: + return PORT_TYPE_VECTOR; + case OP_TYPE_BOOLEAN: + return PORT_TYPE_BOOLEAN; + case OP_TYPE_TRANSFORM: + return PORT_TYPE_TRANSFORM; + default: + break; + } + return PORT_TYPE_SCALAR; } String VisualShaderNodeSwitch::get_output_port_name(int p_port) const { return "result"; } +void VisualShaderNodeSwitch::set_op_type(OpType p_op_type) { + ERR_FAIL_INDEX((int)p_op_type, OP_TYPE_MAX); + if (op_type == p_op_type) { + return; + } + switch (p_op_type) { + case OP_TYPE_FLOAT: + set_input_port_default_value(1, 1.0); + set_input_port_default_value(2, 0.0); + break; + case OP_TYPE_INT: + set_input_port_default_value(1, 1); + set_input_port_default_value(2, 0); + 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)); + break; + case OP_TYPE_BOOLEAN: + set_input_port_default_value(1, true); + set_input_port_default_value(2, false); + break; + case OP_TYPE_TRANSFORM: + set_input_port_default_value(1, Transform3D()); + set_input_port_default_value(2, Transform3D()); + break; + default: + break; + } + op_type = p_op_type; + emit_changed(); +} + +VisualShaderNodeSwitch::OpType VisualShaderNodeSwitch::get_op_type() const { + return op_type; +} + +Vector<StringName> VisualShaderNodeSwitch::get_editable_properties() const { + Vector<StringName> props; + props.push_back("op_type"); + return props; +} + +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"); + + BIND_ENUM_CONSTANT(OP_TYPE_FLOAT); + BIND_ENUM_CONSTANT(OP_TYPE_INT); + BIND_ENUM_CONSTANT(OP_TYPE_VECTOR); + BIND_ENUM_CONSTANT(OP_TYPE_BOOLEAN); + BIND_ENUM_CONSTANT(OP_TYPE_TRANSFORM); + BIND_ENUM_CONSTANT(OP_TYPE_MAX); +} + String VisualShaderNodeSwitch::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { String code; code += "\tif(" + p_input_vars[0] + ")\n"; @@ -4127,30 +5210,7 @@ String VisualShaderNodeSwitch::generate_code(Shader::Mode p_mode, VisualShader:: } VisualShaderNodeSwitch::VisualShaderNodeSwitch() { - set_input_port_default_value(0, false); - 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)); simple_decl = false; -} - -////////////// Switch(scalar) - -String VisualShaderNodeScalarSwitch::get_caption() const { - return "ScalarSwitch"; -} - -VisualShaderNodeScalarSwitch::PortType VisualShaderNodeScalarSwitch::get_input_port_type(int p_port) const { - if (p_port == 0) { - return PORT_TYPE_BOOLEAN; - } - return PORT_TYPE_SCALAR; -} - -VisualShaderNodeScalarSwitch::PortType VisualShaderNodeScalarSwitch::get_output_port_type(int p_port) const { - return PORT_TYPE_SCALAR; -} - -VisualShaderNodeScalarSwitch::VisualShaderNodeScalarSwitch() { set_input_port_default_value(0, false); set_input_port_default_value(1, 1.0); set_input_port_default_value(2, 0.0); @@ -4208,6 +5268,13 @@ String VisualShaderNodeFresnel::get_output_port_name(int p_port) const { return "result"; } +bool VisualShaderNodeFresnel::is_generate_input_var(int p_port) const { + if (p_port == 2) { + return false; + } + return true; +} + 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; @@ -4222,7 +5289,15 @@ String VisualShaderNodeFresnel::generate_code(Shader::Mode p_mode, VisualShader: view = p_input_vars[1]; } - return "\t" + p_output_vars[0] + " = " + p_input_vars[2] + " ? (pow(clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ")) : (pow(1.0 - clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + "));\n"; + if (is_input_port_connected(2)) { + return "\t" + p_output_vars[0] + " = " + p_input_vars[2] + " ? (pow(clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ")) : (pow(1.0 - clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + "));\n"; + } else { + if (get_input_port_default_value(2)) { + return "\t" + p_output_vars[0] + " = pow(clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ");\n"; + } else { + return "\t" + p_output_vars[0] + " = pow(1.0 - clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ");\n"; + } + } } String VisualShaderNodeFresnel::get_input_port_default_hint(int p_port) const { @@ -4306,7 +5381,6 @@ void VisualShaderNodeIs::_bind_methods() { } VisualShaderNodeIs::VisualShaderNodeIs() { - func = FUNC_IS_INF; set_input_port_default_value(0, 0.0); } @@ -4324,9 +5398,6 @@ int VisualShaderNodeCompare::get_input_port_count() const { } VisualShaderNodeCompare::PortType VisualShaderNodeCompare::get_input_port_type(int p_port) const { - if (p_port == 2) { - return PORT_TYPE_SCALAR; - } switch (ctype) { case CTYPE_SCALAR: return PORT_TYPE_SCALAR; @@ -4338,8 +5409,9 @@ VisualShaderNodeCompare::PortType VisualShaderNodeCompare::get_input_port_type(i return PORT_TYPE_BOOLEAN; case CTYPE_TRANSFORM: return PORT_TYPE_TRANSFORM; + default: + return PORT_TYPE_SCALAR; } - return PORT_TYPE_VECTOR; } String VisualShaderNodeCompare::get_input_port_name(int p_port) const { @@ -4470,8 +5542,8 @@ void VisualShaderNodeCompare::set_comparison_type(ComparisonType p_type) { simple_decl = true; break; case CTYPE_TRANSFORM: - set_input_port_default_value(0, Transform()); - set_input_port_default_value(1, Transform()); + set_input_port_default_value(0, Transform3D()); + set_input_port_default_value(1, Transform3D()); simple_decl = true; break; } @@ -4542,10 +5614,229 @@ void VisualShaderNodeCompare::_bind_methods() { } VisualShaderNodeCompare::VisualShaderNodeCompare() { - ctype = CTYPE_SCALAR; - func = FUNC_EQUAL; - condition = COND_ALL; set_input_port_default_value(0, 0.0); set_input_port_default_value(1, 0.0); set_input_port_default_value(2, CMP_EPSILON); } + +////////////// Fma + +String VisualShaderNodeMultiplyAdd::get_caption() const { + return "MultiplyAdd"; +} + +int VisualShaderNodeMultiplyAdd::get_input_port_count() const { + return 3; +} + +VisualShaderNodeMultiplyAdd::PortType VisualShaderNodeMultiplyAdd::get_input_port_type(int p_port) const { + if (op_type == OP_TYPE_VECTOR) { + return PORT_TYPE_VECTOR; + } + return PORT_TYPE_SCALAR; +} + +String VisualShaderNodeMultiplyAdd::get_input_port_name(int p_port) const { + if (p_port == 0) { + return "a"; + } else if (p_port == 1) { + return "b(*)"; + } else if (p_port == 2) { + return "c(+)"; + } + return ""; +} + +int VisualShaderNodeMultiplyAdd::get_output_port_count() const { + return 1; +} + +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; + } +} + +String VisualShaderNodeMultiplyAdd::get_output_port_name(int p_port) const { + return ""; +} + +String VisualShaderNodeMultiplyAdd::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { + return "\t" + p_output_vars[0] + " = fma(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n"; +} + +void VisualShaderNodeMultiplyAdd::set_op_type(OpType p_op_type) { + ERR_FAIL_INDEX((int)p_op_type, OP_TYPE_MAX); + if (op_type == p_op_type) { + return; + } + switch (p_op_type) { + case OP_TYPE_SCALAR: + set_input_port_default_value(0, 0.0); + set_input_port_default_value(1, 0.0); + set_input_port_default_value(2, 0.0); + break; + case OP_TYPE_VECTOR: + set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0)); + set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0)); + set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0)); + break; + default: + break; + } + op_type = p_op_type; + emit_changed(); +} + +VisualShaderNodeMultiplyAdd::OpType VisualShaderNodeMultiplyAdd::get_op_type() const { + return op_type; +} + +Vector<StringName> VisualShaderNodeMultiplyAdd::get_editable_properties() const { + Vector<StringName> props; + props.push_back("op_type"); + return props; +} + +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"); + + BIND_ENUM_CONSTANT(OP_TYPE_SCALAR); + BIND_ENUM_CONSTANT(OP_TYPE_VECTOR); + BIND_ENUM_CONSTANT(OP_TYPE_MAX); +} + +VisualShaderNodeMultiplyAdd::VisualShaderNodeMultiplyAdd() { + set_input_port_default_value(0, 0.0); + set_input_port_default_value(1, 0.0); + set_input_port_default_value(2, 0.0); +} + +////////////// Billboard + +String VisualShaderNodeBillboard::get_caption() const { + return "GetBillboardMatrix"; +} + +int VisualShaderNodeBillboard::get_input_port_count() const { + return 0; +} + +VisualShaderNodeBillboard::PortType VisualShaderNodeBillboard::get_input_port_type(int p_port) const { + return PORT_TYPE_SCALAR; +} + +String VisualShaderNodeBillboard::get_input_port_name(int p_port) const { + return ""; +} + +int VisualShaderNodeBillboard::get_output_port_count() const { + return 1; +} + +VisualShaderNodeBillboard::PortType VisualShaderNodeBillboard::get_output_port_type(int p_port) const { + return PORT_TYPE_TRANSFORM; +} + +String VisualShaderNodeBillboard::get_output_port_name(int p_port) const { + return "model_view_matrix"; +} + +String VisualShaderNodeBillboard::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { + String code; + + switch (billboard_type) { + case BILLBOARD_TYPE_ENABLED: + code += "\t{\n"; + code += "\t\tmat4 __mvm = INV_CAMERA_MATRIX * mat4(CAMERA_MATRIX[0], CAMERA_MATRIX[1], CAMERA_MATRIX[2], WORLD_MATRIX[3]);\n"; + if (keep_scale) { + code += "\t\t__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 += "\t\t" + p_output_vars[0] + " = __mvm;\n"; + code += "\t}\n"; + break; + case BILLBOARD_TYPE_FIXED_Y: + code += "\t{\n"; + code += "\t\tmat4 __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"; + if (keep_scale) { + code += "\t\t__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"; + } else { + code += "\t\t__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 += "\t\t" + p_output_vars[0] + " = __mvm;\n"; + code += "\t}\n"; + break; + case BILLBOARD_TYPE_PARTICLES: + code += "\t{\n"; + code += "\t\tmat4 __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 += "\t\t__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 += "\t\t" + p_output_vars[0] + " = INV_CAMERA_MATRIX * __wm;\n"; + code += "\t}\n"; + break; + default: + code += "\t" + p_output_vars[0] + " = mat4(1.0);\n"; + break; + } + + return code; +} + +bool VisualShaderNodeBillboard::is_show_prop_names() const { + return true; +} + +void VisualShaderNodeBillboard::set_billboard_type(BillboardType p_billboard_type) { + ERR_FAIL_INDEX((int)p_billboard_type, BILLBOARD_TYPE_MAX); + billboard_type = p_billboard_type; + simple_decl = bool(billboard_type == BILLBOARD_TYPE_DISABLED); + set_disabled(simple_decl); + emit_changed(); +} + +VisualShaderNodeBillboard::BillboardType VisualShaderNodeBillboard::get_billboard_type() const { + return billboard_type; +} + +void VisualShaderNodeBillboard::set_keep_scale_enabled(bool p_enabled) { + keep_scale = p_enabled; + emit_changed(); +} + +bool VisualShaderNodeBillboard::is_keep_scale_enabled() const { + return keep_scale; +} + +Vector<StringName> VisualShaderNodeBillboard::get_editable_properties() const { + Vector<StringName> props; + props.push_back("billboard_type"); + if (billboard_type == BILLBOARD_TYPE_ENABLED || billboard_type == BILLBOARD_TYPE_FIXED_Y) { + props.push_back("keep_scale"); + } + return props; +} + +void VisualShaderNodeBillboard::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_billboard_type", "billboard_type"), &VisualShaderNodeBillboard::set_billboard_type); + ClassDB::bind_method(D_METHOD("get_billboard_type"), &VisualShaderNodeBillboard::get_billboard_type); + + ClassDB::bind_method(D_METHOD("set_keep_scale_enabled", "enabled"), &VisualShaderNodeBillboard::set_keep_scale_enabled); + ClassDB::bind_method(D_METHOD("is_keep_scale_enabled"), &VisualShaderNodeBillboard::is_keep_scale_enabled); + + ADD_PROPERTY(PropertyInfo(Variant::INT, "billboard_type", PROPERTY_HINT_ENUM, "Disabled,Enabled,Y-Billboard,Particles"), "set_billboard_type", "get_billboard_type"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "keep_scale"), "set_keep_scale_enabled", "is_keep_scale_enabled"); + + BIND_ENUM_CONSTANT(BILLBOARD_TYPE_DISABLED); + BIND_ENUM_CONSTANT(BILLBOARD_TYPE_ENABLED); + BIND_ENUM_CONSTANT(BILLBOARD_TYPE_FIXED_Y); + BIND_ENUM_CONSTANT(BILLBOARD_TYPE_PARTICLES); + BIND_ENUM_CONSTANT(BILLBOARD_TYPE_MAX); +} + +VisualShaderNodeBillboard::VisualShaderNodeBillboard() { + simple_decl = false; +} |