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-rw-r--r--scene/resources/visual_shader_nodes.cpp2129
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;
+}