diff options
Diffstat (limited to 'scene/resources/visual_shader_nodes.cpp')
-rw-r--r-- | scene/resources/visual_shader_nodes.cpp | 1896 |
1 files changed, 1896 insertions, 0 deletions
diff --git a/scene/resources/visual_shader_nodes.cpp b/scene/resources/visual_shader_nodes.cpp new file mode 100644 index 0000000000..98ecdbdf30 --- /dev/null +++ b/scene/resources/visual_shader_nodes.cpp @@ -0,0 +1,1896 @@ +#include "visual_shader_nodes.h" +////////////// Scalar + +String VisualShaderNodeScalarConstant::get_caption() const { + return "Scalar"; +} + +int VisualShaderNodeScalarConstant::get_input_port_count() const { + return 0; +} +VisualShaderNodeScalarConstant::PortType VisualShaderNodeScalarConstant::get_input_port_type(int p_port) const { + return PORT_TYPE_SCALAR; +} +String VisualShaderNodeScalarConstant::get_input_port_name(int p_port) const { + return String(); +} + +int VisualShaderNodeScalarConstant::get_output_port_count() const { + return 1; +} +VisualShaderNodeScalarConstant::PortType VisualShaderNodeScalarConstant::get_output_port_type(int p_port) const { + return PORT_TYPE_SCALAR; +} +String VisualShaderNodeScalarConstant::get_output_port_name(int p_port) const { + return ""; //no output port means the editor will be used as port +} + +String VisualShaderNodeScalarConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const { + return "\t" + p_output_vars[0] + " = " + vformat("%.6f", constant) + ";\n"; +} + +void VisualShaderNodeScalarConstant::set_constant(float p_value) { + + constant = p_value; + emit_changed(); +} + +float VisualShaderNodeScalarConstant::get_constant() const { + + return constant; +} + +Vector<StringName> VisualShaderNodeScalarConstant::get_editable_properties() const { + Vector<StringName> props; + props.push_back("constant"); + return props; +} + +void VisualShaderNodeScalarConstant::_bind_methods() { + + ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeScalarConstant::set_constant); + ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeScalarConstant::get_constant); + + ADD_PROPERTY(PropertyInfo(Variant::REAL, "constant"), "set_constant", "get_constant"); +} + +VisualShaderNodeScalarConstant::VisualShaderNodeScalarConstant() { + constant = 0; +} + +////////////// Color + +String VisualShaderNodeColorConstant::get_caption() const { + return "Color"; +} + +int VisualShaderNodeColorConstant::get_input_port_count() const { + return 0; +} +VisualShaderNodeColorConstant::PortType VisualShaderNodeColorConstant::get_input_port_type(int p_port) const { + return PORT_TYPE_VECTOR; +} +String VisualShaderNodeColorConstant::get_input_port_name(int p_port) const { + return String(); +} + +int VisualShaderNodeColorConstant::get_output_port_count() const { + return 2; +} +VisualShaderNodeColorConstant::PortType VisualShaderNodeColorConstant::get_output_port_type(int p_port) const { + return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR; +} +String VisualShaderNodeColorConstant::get_output_port_name(int p_port) const { + return p_port == 0 ? "" : "alpha"; //no output port means the editor will be used as port +} + +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) const { + + String code; + code += "\t" + p_output_vars[0] + " = " + vformat("vec3(%.6f,%.6f,%.6f)", constant.r, constant.g, constant.b) + ";\n"; + code += "\t" + p_output_vars[1] + " = " + vformat("%.6f", constant.a) + ";\n"; + + return code; +} + +void VisualShaderNodeColorConstant::set_constant(Color p_value) { + + constant = p_value; + emit_changed(); +} + +Color VisualShaderNodeColorConstant::get_constant() const { + + return constant; +} + +Vector<StringName> VisualShaderNodeColorConstant::get_editable_properties() const { + Vector<StringName> props; + props.push_back("constant"); + return props; +} + +void VisualShaderNodeColorConstant::_bind_methods() { + + ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeColorConstant::set_constant); + ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeColorConstant::get_constant); + + ADD_PROPERTY(PropertyInfo(Variant::COLOR, "constant"), "set_constant", "get_constant"); +} + +VisualShaderNodeColorConstant::VisualShaderNodeColorConstant() { + constant = Color(1, 1, 1, 1); +} + +////////////// Vector + +String VisualShaderNodeVec3Constant::get_caption() const { + return "Vector"; +} + +int VisualShaderNodeVec3Constant::get_input_port_count() const { + return 0; +} +VisualShaderNodeVec3Constant::PortType VisualShaderNodeVec3Constant::get_input_port_type(int p_port) const { + return PORT_TYPE_VECTOR; +} +String VisualShaderNodeVec3Constant::get_input_port_name(int p_port) const { + return String(); +} + +int VisualShaderNodeVec3Constant::get_output_port_count() const { + return 1; +} +VisualShaderNodeVec3Constant::PortType VisualShaderNodeVec3Constant::get_output_port_type(int p_port) const { + return PORT_TYPE_VECTOR; +} +String VisualShaderNodeVec3Constant::get_output_port_name(int p_port) const { + return ""; //no output port means the editor will be used as port +} + +String VisualShaderNodeVec3Constant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const { + return "\t" + p_output_vars[0] + " = " + vformat("vec3(%.6f,%.6f,%.6f)", constant.x, constant.y, constant.z) + ";\n"; +} + +void VisualShaderNodeVec3Constant::set_constant(Vector3 p_value) { + + constant = p_value; + emit_changed(); +} + +Vector3 VisualShaderNodeVec3Constant::get_constant() const { + + return constant; +} + +Vector<StringName> VisualShaderNodeVec3Constant::get_editable_properties() const { + Vector<StringName> props; + props.push_back("constant"); + return props; +} + +void VisualShaderNodeVec3Constant::_bind_methods() { + + ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeVec3Constant::set_constant); + ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeVec3Constant::get_constant); + + ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant"), "set_constant", "get_constant"); +} + +VisualShaderNodeVec3Constant::VisualShaderNodeVec3Constant() { +} + +////////////// Transform + +String VisualShaderNodeTransformConstant::get_caption() const { + return "Transform"; +} + +int VisualShaderNodeTransformConstant::get_input_port_count() const { + return 0; +} +VisualShaderNodeTransformConstant::PortType VisualShaderNodeTransformConstant::get_input_port_type(int p_port) const { + return PORT_TYPE_VECTOR; +} +String VisualShaderNodeTransformConstant::get_input_port_name(int p_port) const { + return String(); +} + +int VisualShaderNodeTransformConstant::get_output_port_count() const { + return 1; +} +VisualShaderNodeTransformConstant::PortType VisualShaderNodeTransformConstant::get_output_port_type(int p_port) const { + return PORT_TYPE_TRANSFORM; +} +String VisualShaderNodeTransformConstant::get_output_port_name(int p_port) const { + return ""; //no output port means the editor will be used as port +} + +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) const { + Transform t = constant; + t.basis.transpose(); + + String code = "\t" + p_output_vars[0] + " = mat4("; + code += vformat("vec4(%.6f,%.6f,%.6f,0.0),", t.basis[0].x, t.basis[0].y, t.basis[0].z); + code += vformat("vec4(%.6f,%.6f,%.6f,0.0),", t.basis[1].x, t.basis[1].y, t.basis[1].z); + code += vformat("vec4(%.6f,%.6f,%.6f,0.0),", t.basis[2].x, t.basis[2].y, t.basis[2].z); + code += vformat("vec4(%.6f,%.6f,%.6f,1.0) );\n", t.origin.x, t.origin.y, t.origin.z); + return code; +} + +void VisualShaderNodeTransformConstant::set_constant(Transform p_value) { + + constant = p_value; + emit_changed(); +} + +Transform VisualShaderNodeTransformConstant::get_constant() const { + + return constant; +} + +Vector<StringName> VisualShaderNodeTransformConstant::get_editable_properties() const { + Vector<StringName> props; + props.push_back("constant"); + return props; +} + +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"); +} + +VisualShaderNodeTransformConstant::VisualShaderNodeTransformConstant() { +} + +////////////// Texture + +String VisualShaderNodeTexture::get_caption() const { + return "Texture"; +} + +int VisualShaderNodeTexture::get_input_port_count() const { + return 2; +} +VisualShaderNodeTexture::PortType VisualShaderNodeTexture::get_input_port_type(int p_port) const { + return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR; +} +String VisualShaderNodeTexture::get_input_port_name(int p_port) const { + return p_port == 0 ? "uv" : "lod"; +} + +int VisualShaderNodeTexture::get_output_port_count() const { + return 2; +} +VisualShaderNodeTexture::PortType VisualShaderNodeTexture::get_output_port_type(int p_port) const { + return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR; +} +String VisualShaderNodeTexture::get_output_port_name(int p_port) const { + return p_port == 0 ? "rgb" : "alpha"; +} + +static String make_unique_id(VisualShader::Type p_type, int p_id, const String &p_name) { + + static const char *typepf[VisualShader::TYPE_MAX] = { "vtx", "frg", "lgt" }; + return p_name + "_" + String(typepf[p_type]) + "_" + itos(p_id); +} + +Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const { + VisualShader::DefaultTextureParam dtp; + dtp.name = make_unique_id(p_type, p_id, "tex"); + dtp.param = texture; + Vector<VisualShader::DefaultTextureParam> ret; + ret.push_back(dtp); + return ret; +} + +String VisualShaderNodeTexture::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const { + + if (source == SOURCE_TEXTURE) { + + String u = "uniform sampler2D " + make_unique_id(p_type, p_id, "tex"); + switch (texture_type) { + case TYPE_DATA: break; + case TYPE_COLOR: u += " : hint_color"; break; + case TYPE_NORMALMAP: u += " : hint_normal"; break; + } + return u + ";"; + } + + return String(); +} + +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) const { + + if (source == SOURCE_TEXTURE) { + String id = make_unique_id(p_type, p_id, "tex"); + String code; + if (p_input_vars[0] == String()) { //none bound, do nothing + + code += "\tvec4 " + id + "_read = vec4(0.0);\n"; + + } else if (p_input_vars[1] == String()) { + //no lod + code += "\tvec4 " + id + "_read = texture( " + id + " , " + p_input_vars[0] + ".xy );\n"; + } else { + code += "\tvec4 " + id + "_read = textureLod( " + id + " , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n"; + } + + code += "\t" + p_output_vars[0] + " = " + id + "_read.rgb;\n"; + code += "\t" + p_output_vars[1] + " = " + id + "_read.a;\n"; + return code; + } + + if (source == SOURCE_SCREEN && (p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) { + + String code = "\t{\n"; + if (p_input_vars[0] == String()) { //none bound, do nothing + + code += "\t\tvec4 _tex_read = vec4(0.0);\n"; + + } else if (p_input_vars[1] == String()) { + //no lod + code += "\t\tvec4 _tex_read = textureLod( SCREEN_TEXTURE , " + p_input_vars[0] + ".xy, 0.0 );\n"; + } else { + code += "\t\tvec4 _tex_read = textureLod( SCREEN_TEXTURE , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n"; + } + + code += "\t\t" + p_output_vars[0] + " = _tex_read.rgb;\n"; + code += "\t\t" + p_output_vars[1] + " = _tex_read.a;\n"; + code += "\t}\n"; + return code; + } + + if (source == SOURCE_2D_TEXTURE && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) { + + String code = "\t{\n"; + if (p_input_vars[0] == String()) { //none bound, do nothing + + code += "\t\tvec4 _tex_read = vec4(0.0);\n"; + + } else if (p_input_vars[1] == String()) { + //no lod + code += "\t\tvec4 _tex_read = texture( TEXTURE , " + p_input_vars[0] + ".xy );\n"; + } else { + code += "\t\tvec4 _tex_read = textureLod( TEXTURE , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n"; + } + + code += "\t\t" + p_output_vars[0] + " = _tex_read.rgb;\n"; + code += "\t\t" + p_output_vars[1] + " = _tex_read.a;\n"; + code += "\t}\n"; + return code; + } + + if (source == SOURCE_2D_NORMAL && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) { + + String code = "\t{\n"; + if (p_input_vars[0] == String()) { //none bound, do nothing + + code += "\t\tvec4 _tex_read = vec4(0.0);\n"; + + } else if (p_input_vars[1] == String()) { + //no lod + code += "\t\tvec4 _tex_read = texture( NORMAL_TEXTURE , " + p_input_vars[0] + ".xy );\n"; + } else { + code += "\t\tvec4 _tex_read = textureLod( NORMAL_TEXTURE , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n"; + } + + code += "\t\t" + p_output_vars[0] + " = _tex_read.rgb;\n"; + code += "\t\t" + p_output_vars[1] + " = _tex_read.a;\n"; + code += "\t}\n"; + return code; + } + + //none + String code; + code += "\t" + p_output_vars[0] + " = vec3(0.0);\n"; + code += "\t" + p_output_vars[1] + " = 1.0;\n"; + return code; +} + +void VisualShaderNodeTexture::set_source(Source p_source) { + source = p_source; + emit_changed(); + emit_signal("editor_refresh_request"); +} + +VisualShaderNodeTexture::Source VisualShaderNodeTexture::get_source() const { + return source; +} + +void VisualShaderNodeTexture::set_texture(Ref<Texture> p_value) { + + texture = p_value; + emit_changed(); +} + +Ref<Texture> VisualShaderNodeTexture::get_texture() const { + + return texture; +} + +void VisualShaderNodeTexture::set_texture_type(TextureType p_type) { + texture_type = p_type; + emit_changed(); +} + +VisualShaderNodeTexture::TextureType VisualShaderNodeTexture::get_texture_type() const { + return texture_type; +} + +Vector<StringName> VisualShaderNodeTexture::get_editable_properties() const { + Vector<StringName> props; + props.push_back("source"); + if (source == SOURCE_TEXTURE) { + props.push_back("texture"); + props.push_back("texture_type"); + } + return props; +} + +String VisualShaderNodeTexture::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const { + + if (source == SOURCE_TEXTURE) { + return String(); // all good + } + + if (source == SOURCE_SCREEN && (p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) { + + return String(); // all good + } + + if (source == SOURCE_2D_TEXTURE && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) { + + return String(); // all good + } + + if (source == SOURCE_2D_NORMAL && p_mode == Shader::MODE_CANVAS_ITEM) { + + return String(); // all good + } + + return TTR("Invalid source for shader."); +} + +void VisualShaderNodeTexture::_bind_methods() { + + ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeTexture::set_source); + ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeTexture::get_source); + + ClassDB::bind_method(D_METHOD("set_texture", "value"), &VisualShaderNodeTexture::set_texture); + ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeTexture::get_texture); + + ClassDB::bind_method(D_METHOD("set_texture_type", "value"), &VisualShaderNodeTexture::set_texture_type); + ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeTexture::get_texture_type); + + ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,Screen,Texture2D,NormalMap2D"), "set_source", "get_source"); + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normalmap"), "set_texture_type", "get_texture_type"); + + BIND_ENUM_CONSTANT(SOURCE_TEXTURE); + BIND_ENUM_CONSTANT(SOURCE_SCREEN); + BIND_ENUM_CONSTANT(SOURCE_2D_TEXTURE); + BIND_ENUM_CONSTANT(SOURCE_2D_NORMAL); + BIND_ENUM_CONSTANT(TYPE_DATA); + BIND_ENUM_CONSTANT(TYPE_COLOR); + BIND_ENUM_CONSTANT(TYPE_NORMALMAP); +} + +VisualShaderNodeTexture::VisualShaderNodeTexture() { + texture_type = TYPE_DATA; + source = SOURCE_TEXTURE; +} + +////////////// CubeMap + +String VisualShaderNodeCubeMap::get_caption() const { + return "CubeMap"; +} + +int VisualShaderNodeCubeMap::get_input_port_count() const { + return 2; +} +VisualShaderNodeCubeMap::PortType VisualShaderNodeCubeMap::get_input_port_type(int p_port) const { + return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR; +} +String VisualShaderNodeCubeMap::get_input_port_name(int p_port) const { + return p_port == 0 ? "uv" : "lod"; +} + +int VisualShaderNodeCubeMap::get_output_port_count() const { + return 2; +} +VisualShaderNodeCubeMap::PortType VisualShaderNodeCubeMap::get_output_port_type(int p_port) const { + return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR; +} +String VisualShaderNodeCubeMap::get_output_port_name(int p_port) const { + return p_port == 0 ? "rgb" : "alpha"; +} + +Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCubeMap::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const { + VisualShader::DefaultTextureParam dtp; + dtp.name = make_unique_id(p_type, p_id, "cube"); + dtp.param = cube_map; + Vector<VisualShader::DefaultTextureParam> ret; + ret.push_back(dtp); + return ret; +} + +String VisualShaderNodeCubeMap::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const { + + String u = "uniform sampler2DCube " + make_unique_id(p_type, p_id, "cube"); + switch (texture_type) { + case TYPE_DATA: break; + case TYPE_COLOR: u += " : hint_color"; break; + case TYPE_NORMALMAP: u += " : hint_normal"; break; + } + return u + ";"; +} + +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) const { + + String id = make_unique_id(p_type, p_id, "cube"); + String code; + if (p_input_vars[0] == String()) { //none bound, do nothing + + code += "\tvec4 " + id + "_read = vec4(0.0);\n"; + + } else if (p_input_vars[1] == String()) { + //no lod + code += "\tvec4 " + id + "_read = texture( " + id + " , " + p_input_vars[0] + " );\n"; + } else { + code += "\tvec4 " + id + "_read = textureLod( " + id + " , " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; + } + + code += "\t" + p_output_vars[0] + " = " + id + "_read.rgb;\n"; + code += "\t" + p_output_vars[1] + " = " + id + "_read.a;\n"; + return code; +} + +void VisualShaderNodeCubeMap::set_cube_map(Ref<CubeMap> p_value) { + + cube_map = p_value; + emit_changed(); +} + +Ref<CubeMap> VisualShaderNodeCubeMap::get_cube_map() const { + + return cube_map; +} + +void VisualShaderNodeCubeMap::set_texture_type(TextureType p_type) { + texture_type = p_type; + emit_changed(); +} + +VisualShaderNodeCubeMap::TextureType VisualShaderNodeCubeMap::get_texture_type() const { + return texture_type; +} + +Vector<StringName> VisualShaderNodeCubeMap::get_editable_properties() const { + Vector<StringName> props; + props.push_back("cube_map"); + props.push_back("texture_type"); + return props; +} + +void VisualShaderNodeCubeMap::_bind_methods() { + + ClassDB::bind_method(D_METHOD("set_cube_map", "value"), &VisualShaderNodeCubeMap::set_cube_map); + ClassDB::bind_method(D_METHOD("get_cube_map"), &VisualShaderNodeCubeMap::get_cube_map); + + ClassDB::bind_method(D_METHOD("set_texture_type", "value"), &VisualShaderNodeCubeMap::set_texture_type); + ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeCubeMap::get_texture_type); + + 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"); + + BIND_ENUM_CONSTANT(TYPE_DATA); + BIND_ENUM_CONSTANT(TYPE_COLOR); + BIND_ENUM_CONSTANT(TYPE_NORMALMAP); +} + +VisualShaderNodeCubeMap::VisualShaderNodeCubeMap() { + texture_type = TYPE_DATA; +} +////////////// Scalar Op + +String VisualShaderNodeScalarOp::get_caption() const { + return "ScalarOp"; +} + +int VisualShaderNodeScalarOp::get_input_port_count() const { + return 2; +} +VisualShaderNodeScalarOp::PortType VisualShaderNodeScalarOp::get_input_port_type(int p_port) const { + return PORT_TYPE_SCALAR; +} +String VisualShaderNodeScalarOp::get_input_port_name(int p_port) const { + return p_port == 0 ? "a" : "b"; +} + +int VisualShaderNodeScalarOp::get_output_port_count() const { + return 1; +} +VisualShaderNodeScalarOp::PortType VisualShaderNodeScalarOp::get_output_port_type(int p_port) const { + return PORT_TYPE_SCALAR; +} +String VisualShaderNodeScalarOp::get_output_port_name(int p_port) const { + return "op"; //no output port means the editor will be used as port +} + +String VisualShaderNodeScalarOp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const { + + String code = "\t" + p_output_vars[0] + " = "; + switch (op) { + + case OP_ADD: code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n"; break; + case OP_SUB: code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n"; break; + case OP_MUL: code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n"; break; + case OP_DIV: code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n"; break; + case OP_MOD: code += "mod( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break; + case OP_POW: code += "pow( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break; + case OP_MAX: code += "max( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break; + case OP_MIN: code += "min( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break; + case OP_ATAN2: code += "atan( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break; + } + + return code; +} + +void VisualShaderNodeScalarOp::set_operator(Operator p_op) { + + op = p_op; + emit_changed(); +} + +VisualShaderNodeScalarOp::Operator VisualShaderNodeScalarOp::get_operator() const { + + return op; +} + +Vector<StringName> VisualShaderNodeScalarOp::get_editable_properties() const { + Vector<StringName> props; + props.push_back("operator"); + return props; +} + +void VisualShaderNodeScalarOp::_bind_methods() { + + ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeScalarOp::set_operator); + ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeScalarOp::get_operator); + + ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Sub,Multiply,Divide,Remainder,Power,Max,Min,Atan2"), "set_operator", "get_operator"); + + BIND_ENUM_CONSTANT(OP_ADD); + BIND_ENUM_CONSTANT(OP_SUB); + BIND_ENUM_CONSTANT(OP_MUL); + BIND_ENUM_CONSTANT(OP_DIV); + BIND_ENUM_CONSTANT(OP_MOD); + BIND_ENUM_CONSTANT(OP_POW); + BIND_ENUM_CONSTANT(OP_MAX); + BIND_ENUM_CONSTANT(OP_MIN); + BIND_ENUM_CONSTANT(OP_ATAN2); +} + +VisualShaderNodeScalarOp::VisualShaderNodeScalarOp() { + op = OP_ADD; + set_input_port_default_value(0, 0.0); + set_input_port_default_value(1, 0.0); +} + +////////////// Vector Op + +String VisualShaderNodeVectorOp::get_caption() const { + return "VectorOp"; +} + +int VisualShaderNodeVectorOp::get_input_port_count() const { + return 2; +} +VisualShaderNodeVectorOp::PortType VisualShaderNodeVectorOp::get_input_port_type(int p_port) const { + return PORT_TYPE_VECTOR; +} +String VisualShaderNodeVectorOp::get_input_port_name(int p_port) const { + return p_port == 0 ? "a" : "b"; +} + +int VisualShaderNodeVectorOp::get_output_port_count() const { + return 1; +} +VisualShaderNodeVectorOp::PortType VisualShaderNodeVectorOp::get_output_port_type(int p_port) const { + return PORT_TYPE_VECTOR; +} +String VisualShaderNodeVectorOp::get_output_port_name(int p_port) const { + return "op"; //no output port means the editor will be used as port +} + +String VisualShaderNodeVectorOp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const { + + String code = "\t" + p_output_vars[0] + " = "; + switch (op) { + + case OP_ADD: code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n"; break; + case OP_SUB: code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n"; break; + case OP_MUL: code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n"; break; + case OP_DIV: code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n"; break; + case OP_MOD: code += "mod( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break; + case OP_POW: code += "pow( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break; + case OP_MAX: code += "max( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break; + case OP_MIN: code += "min( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break; + case OP_CROSS: code += "cross( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break; + } + + return code; +} + +void VisualShaderNodeVectorOp::set_operator(Operator p_op) { + + op = p_op; + emit_changed(); +} + +VisualShaderNodeVectorOp::Operator VisualShaderNodeVectorOp::get_operator() const { + + return op; +} + +Vector<StringName> VisualShaderNodeVectorOp::get_editable_properties() const { + Vector<StringName> props; + props.push_back("operator"); + return props; +} + +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"), "set_operator", "get_operator"); + + BIND_ENUM_CONSTANT(OP_ADD); + BIND_ENUM_CONSTANT(OP_SUB); + BIND_ENUM_CONSTANT(OP_MUL); + BIND_ENUM_CONSTANT(OP_DIV); + BIND_ENUM_CONSTANT(OP_MOD); + BIND_ENUM_CONSTANT(OP_POW); + BIND_ENUM_CONSTANT(OP_MAX); + BIND_ENUM_CONSTANT(OP_MIN); + BIND_ENUM_CONSTANT(OP_CROSS); +} + +VisualShaderNodeVectorOp::VisualShaderNodeVectorOp() { + op = OP_ADD; + set_input_port_default_value(0, Vector3()); + set_input_port_default_value(1, Vector3()); +} + +////////////// Color Op + +String VisualShaderNodeColorOp::get_caption() const { + return "ColorOp"; +} + +int VisualShaderNodeColorOp::get_input_port_count() const { + return 2; +} +VisualShaderNodeColorOp::PortType VisualShaderNodeColorOp::get_input_port_type(int p_port) const { + return PORT_TYPE_VECTOR; +} +String VisualShaderNodeColorOp::get_input_port_name(int p_port) const { + return p_port == 0 ? "a" : "b"; +} + +int VisualShaderNodeColorOp::get_output_port_count() const { + return 1; +} +VisualShaderNodeColorOp::PortType VisualShaderNodeColorOp::get_output_port_type(int p_port) const { + return PORT_TYPE_VECTOR; +} +String VisualShaderNodeColorOp::get_output_port_name(int p_port) const { + return "op"; //no output port means the editor will be used as port +} + +String VisualShaderNodeColorOp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const { + + String code; + static const char *axisn[3] = { "x", "y", "z" }; + switch (op) { + case OP_SCREEN: { + + code += "\t" + p_output_vars[0] + "=vec3(1.0)-(vec3(1.0)-" + p_input_vars[0] + ")*(vec3(1.0)-" + p_input_vars[1] + ");\n"; + } break; + case OP_DIFFERENCE: { + + code += "\t" + p_output_vars[0] + "=abs(" + p_input_vars[0] + "-" + p_input_vars[1] + ");\n"; + } break; + case OP_DARKEN: { + + code += "\t" + p_output_vars[0] + "=min(" + p_input_vars[0] + "," + p_input_vars[1] + ");\n"; + } break; + case OP_LIGHTEN: { + + code += "\t" + p_output_vars[0] + "=max(" + p_input_vars[0] + "," + p_input_vars[1] + ");\n"; + + } break; + case OP_OVERLAY: { + + for (int i = 0; i < 3; i++) { + code += "\t{\n"; + code += "\t\tfloat base=" + p_input_vars[0] + "." + axisn[i] + ";\n"; + code += "\t\tfloat blend=" + p_input_vars[1] + "." + axisn[i] + ";\n"; + code += "\t\tif (base < 0.5) {\n"; + code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = 2.0 * base * blend;\n"; + code += "\t\t} else {\n"; + code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);\n"; + code += "\t\t}\n"; + code += "\t}\n"; + } + + } break; + case OP_DODGE: { + + code += "\t" + p_output_vars[0] + "=(" + p_input_vars[0] + ")/(vec3(1.0)-" + p_input_vars[1] + ");\n"; + + } break; + case OP_BURN: { + + code += "\t" + p_output_vars[0] + "=vec3(1.0)-(vec3(1.0)-" + p_input_vars[0] + ")/(" + p_input_vars[1] + ");\n"; + } break; + case OP_SOFT_LIGHT: { + + for (int i = 0; i < 3; i++) { + code += "\t{\n"; + code += "\t\tfloat base=" + p_input_vars[0] + "." + axisn[i] + ";\n"; + code += "\t\tfloat blend=" + p_input_vars[1] + "." + axisn[i] + ";\n"; + code += "\t\tif (base < 0.5) {\n"; + code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (base * (blend+0.5));\n"; + code += "\t\t} else {\n"; + code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0-base) * (1.0-(blend-0.5)));\n"; + code += "\t\t}\n"; + code += "\t}\n"; + } + + } break; + case OP_HARD_LIGHT: { + + for (int i = 0; i < 3; i++) { + code += "\t{\n"; + code += "\t\tfloat base=" + p_input_vars[0] + "." + axisn[i] + ";\n"; + code += "\t\tfloat blend=" + p_input_vars[1] + "." + axisn[i] + ";\n"; + code += "\t\tif (base < 0.5) {\n"; + code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (base * (2.0*blend));\n"; + code += "\t\t} else {\n"; + code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0-base) * (1.0-2.0*(blend-0.5)));\n"; + code += "\t\t}\n"; + code += "\t}\n"; + } + + } break; + } + + return code; +} + +void VisualShaderNodeColorOp::set_operator(Operator p_op) { + + op = p_op; + emit_changed(); +} + +VisualShaderNodeColorOp::Operator VisualShaderNodeColorOp::get_operator() const { + + return op; +} + +Vector<StringName> VisualShaderNodeColorOp::get_editable_properties() const { + Vector<StringName> props; + props.push_back("operator"); + return props; +} + +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"); + + BIND_ENUM_CONSTANT(OP_SCREEN); + BIND_ENUM_CONSTANT(OP_DIFFERENCE); + BIND_ENUM_CONSTANT(OP_DARKEN); + BIND_ENUM_CONSTANT(OP_LIGHTEN); + BIND_ENUM_CONSTANT(OP_OVERLAY); + BIND_ENUM_CONSTANT(OP_DODGE); + BIND_ENUM_CONSTANT(OP_BURN); + BIND_ENUM_CONSTANT(OP_SOFT_LIGHT); + BIND_ENUM_CONSTANT(OP_HARD_LIGHT); +} + +VisualShaderNodeColorOp::VisualShaderNodeColorOp() { + op = OP_SCREEN; + set_input_port_default_value(0, Vector3()); + set_input_port_default_value(1, Vector3()); +} + +////////////// Transform Mult + +String VisualShaderNodeTransformMult::get_caption() const { + return "TransformMult"; +} + +int VisualShaderNodeTransformMult::get_input_port_count() const { + return 2; +} +VisualShaderNodeTransformMult::PortType VisualShaderNodeTransformMult::get_input_port_type(int p_port) const { + return PORT_TYPE_TRANSFORM; +} +String VisualShaderNodeTransformMult::get_input_port_name(int p_port) const { + return p_port == 0 ? "a" : "b"; +} + +int VisualShaderNodeTransformMult::get_output_port_count() const { + return 1; +} +VisualShaderNodeTransformMult::PortType VisualShaderNodeTransformMult::get_output_port_type(int p_port) const { + return PORT_TYPE_TRANSFORM; +} +String VisualShaderNodeTransformMult::get_output_port_name(int p_port) const { + return "mult"; //no output port means the editor will be used as port +} + +String VisualShaderNodeTransformMult::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const { + + if (op == OP_AxB) { + return "\t" + p_output_vars[0] + " = " + p_input_vars[0] + " * " + p_input_vars[1] + ";\n"; + } else { + return "\t" + p_output_vars[0] + " = " + p_input_vars[1] + " * " + p_input_vars[0] + ";\n"; + } +} + +void VisualShaderNodeTransformMult::set_operator(Operator p_op) { + + op = p_op; + emit_changed(); +} + +VisualShaderNodeTransformMult::Operator VisualShaderNodeTransformMult::get_operator() const { + + return op; +} + +Vector<StringName> VisualShaderNodeTransformMult::get_editable_properties() const { + Vector<StringName> props; + props.push_back("operator"); + return props; +} + +void VisualShaderNodeTransformMult::_bind_methods() { + + ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeTransformMult::set_operator); + ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeTransformMult::get_operator); + + ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "A x B,B x A"), "set_operator", "get_operator"); + + BIND_ENUM_CONSTANT(OP_AxB); + BIND_ENUM_CONSTANT(OP_BxA); +} + +VisualShaderNodeTransformMult::VisualShaderNodeTransformMult() { + op = OP_AxB; + set_input_port_default_value(0, Transform()); + set_input_port_default_value(1, Transform()); +} + +////////////// TransformVec Mult + +String VisualShaderNodeTransformVecMult::get_caption() const { + return "TransformVectorMult"; +} + +int VisualShaderNodeTransformVecMult::get_input_port_count() const { + return 2; +} +VisualShaderNodeTransformVecMult::PortType VisualShaderNodeTransformVecMult::get_input_port_type(int p_port) const { + return p_port == 0 ? PORT_TYPE_TRANSFORM : PORT_TYPE_VECTOR; +} +String VisualShaderNodeTransformVecMult::get_input_port_name(int p_port) const { + return p_port == 0 ? "a" : "b"; +} + +int VisualShaderNodeTransformVecMult::get_output_port_count() const { + return 1; +} +VisualShaderNodeTransformVecMult::PortType VisualShaderNodeTransformVecMult::get_output_port_type(int p_port) const { + return PORT_TYPE_VECTOR; +} +String VisualShaderNodeTransformVecMult::get_output_port_name(int p_port) const { + return ""; //no output port means the editor will be used as port +} + +String VisualShaderNodeTransformVecMult::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const { + if (op == OP_AxB) { + return "\t" + p_output_vars[0] + " = ( " + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 1.0) ).xyz;\n"; + } else if (op == OP_BxA) { + return "\t" + p_output_vars[0] + " = ( vec4(" + p_input_vars[1] + ", 1.0) * " + p_input_vars[0] + " ).xyz;\n"; + } else if (op == OP_3x3_AxB) { + return "\t" + p_output_vars[0] + " = ( " + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 0.0) ).xyz;\n"; + } else { + return "\t" + p_output_vars[0] + " = ( vec4(" + p_input_vars[1] + ", 0.0) * " + p_input_vars[0] + " ).xyz;\n"; + } +} + +void VisualShaderNodeTransformVecMult::set_operator(Operator p_op) { + + op = p_op; + emit_changed(); +} + +VisualShaderNodeTransformVecMult::Operator VisualShaderNodeTransformVecMult::get_operator() const { + + return op; +} + +Vector<StringName> VisualShaderNodeTransformVecMult::get_editable_properties() const { + Vector<StringName> props; + props.push_back("operator"); + return props; +} + +void VisualShaderNodeTransformVecMult::_bind_methods() { + + ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeTransformVecMult::set_operator); + ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeTransformVecMult::get_operator); + + ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "A x B,B x A,A x B (3x3),B x A (3x3)"), "set_operator", "get_operator"); + + BIND_ENUM_CONSTANT(OP_AxB); + BIND_ENUM_CONSTANT(OP_BxA); + BIND_ENUM_CONSTANT(OP_3x3_AxB); + BIND_ENUM_CONSTANT(OP_3x3_BxA); +} + +VisualShaderNodeTransformVecMult::VisualShaderNodeTransformVecMult() { + op = OP_AxB; + set_input_port_default_value(0, Transform()); + set_input_port_default_value(1, Vector3()); +} + +////////////// Scalar Func + +String VisualShaderNodeScalarFunc::get_caption() const { + return "ScalarFunc"; +} + +int VisualShaderNodeScalarFunc::get_input_port_count() const { + return 1; +} +VisualShaderNodeScalarFunc::PortType VisualShaderNodeScalarFunc::get_input_port_type(int p_port) const { + return PORT_TYPE_SCALAR; +} +String VisualShaderNodeScalarFunc::get_input_port_name(int p_port) const { + return ""; +} + +int VisualShaderNodeScalarFunc::get_output_port_count() const { + return 1; +} +VisualShaderNodeScalarFunc::PortType VisualShaderNodeScalarFunc::get_output_port_type(int p_port) const { + return PORT_TYPE_SCALAR; +} +String VisualShaderNodeScalarFunc::get_output_port_name(int p_port) const { + return ""; //no output port means the editor will be used as port +} + +String VisualShaderNodeScalarFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const { + + static const char *scalar_func_id[FUNC_NEGATE + 1] = { + "sin($)", + "cos($)", + "tan($)", + "asin($)", + "acos($)", + "atan($)", + "sinh($)", + "cosh($)", + "tanh($)", + "log($)", + "exp($)", + "sqrt($)", + "abs($)", + "sign($)", + "floor($)", + "round($)", + "ceil($)", + "fract($)", + "min(max($,0),1)", + "-($)", + }; + + return "\t" + p_output_vars[0] + " = " + String(scalar_func_id[func]).replace("$", p_input_vars[0]) + ";\n"; +} + +void VisualShaderNodeScalarFunc::set_function(Function p_func) { + + func = p_func; + emit_changed(); +} + +VisualShaderNodeScalarFunc::Function VisualShaderNodeScalarFunc::get_function() const { + + return func; +} + +Vector<StringName> VisualShaderNodeScalarFunc::get_editable_properties() const { + Vector<StringName> props; + props.push_back("function"); + return props; +} + +void VisualShaderNodeScalarFunc::_bind_methods() { + + ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeScalarFunc::set_function); + ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeScalarFunc::get_function); + + ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Sin,Cos,Tan,ASin,ACos,ATan,SinH,CosH,TanH,Log,Exp,Sqrt,Abs,Sign,Floor,Round,Ceil,Frac,Saturate,Negate"), "set_function", "get_function"); + + BIND_ENUM_CONSTANT(FUNC_SIN); + BIND_ENUM_CONSTANT(FUNC_COS); + BIND_ENUM_CONSTANT(FUNC_TAN); + BIND_ENUM_CONSTANT(FUNC_ASIN); + BIND_ENUM_CONSTANT(FUNC_ACOS); + BIND_ENUM_CONSTANT(FUNC_ATAN); + BIND_ENUM_CONSTANT(FUNC_SINH); + BIND_ENUM_CONSTANT(FUNC_COSH); + BIND_ENUM_CONSTANT(FUNC_TANH); + BIND_ENUM_CONSTANT(FUNC_LOG); + BIND_ENUM_CONSTANT(FUNC_EXP); + BIND_ENUM_CONSTANT(FUNC_SQRT); + BIND_ENUM_CONSTANT(FUNC_ABS); + BIND_ENUM_CONSTANT(FUNC_SIGN); + BIND_ENUM_CONSTANT(FUNC_FLOOR); + BIND_ENUM_CONSTANT(FUNC_ROUND); + BIND_ENUM_CONSTANT(FUNC_CEIL); + BIND_ENUM_CONSTANT(FUNC_FRAC); + BIND_ENUM_CONSTANT(FUNC_SATURATE); + BIND_ENUM_CONSTANT(FUNC_NEGATE); +} + +VisualShaderNodeScalarFunc::VisualShaderNodeScalarFunc() { + func = FUNC_SIGN; + set_input_port_default_value(0, 0.0); +} + +////////////// Vector Func + +String VisualShaderNodeVectorFunc::get_caption() const { + return "VectorFunc"; +} + +int VisualShaderNodeVectorFunc::get_input_port_count() const { + return 1; +} +VisualShaderNodeVectorFunc::PortType VisualShaderNodeVectorFunc::get_input_port_type(int p_port) const { + return PORT_TYPE_VECTOR; +} +String VisualShaderNodeVectorFunc::get_input_port_name(int p_port) const { + return ""; +} + +int VisualShaderNodeVectorFunc::get_output_port_count() const { + return 1; +} +VisualShaderNodeVectorFunc::PortType VisualShaderNodeVectorFunc::get_output_port_type(int p_port) const { + return PORT_TYPE_VECTOR; +} +String VisualShaderNodeVectorFunc::get_output_port_name(int p_port) const { + return ""; //no output port means the editor will be used as port +} + +String VisualShaderNodeVectorFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const { + + static const char *vec_func_id[FUNC_HSV2RGB + 1] = { + "normalize($)", + "max(min($,vec3(1.0)),vec3(0.0))", + "-($)", + "1.0/($)", + "", + "", + }; + + String code; + + if (func == FUNC_RGB2HSV) { + code += "\t{\n"; + code += "\t\tvec3 c = " + p_input_vars[0] + ";\n"; + code += "\t\tvec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);\n"; + code += "\t\tvec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));\n"; + code += "\t\tvec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));\n"; + code += "\t\tfloat d = q.x - min(q.w, q.y);\n"; + code += "\t\tfloat e = 1.0e-10;\n"; + code += "\t\t" + p_output_vars[0] + "=vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);\n"; + code += "\t}\n"; + } else if (func == FUNC_HSV2RGB) { + code += "\t{\n"; + code += "\t\tvec3 c = " + p_input_vars[0] + ";\n"; + code += "\t\tvec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n"; + code += "\t\tvec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n"; + code += "\t\t" + p_output_vars[0] + "=c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n"; + code += "\t}\n"; + + } else { + code += "\t" + p_output_vars[0] + "=" + String(vec_func_id[func]).replace("$", p_input_vars[0]) + ";\n"; + } + + return code; +} + +void VisualShaderNodeVectorFunc::set_function(Function p_func) { + + func = p_func; + emit_changed(); +} + +VisualShaderNodeVectorFunc::Function VisualShaderNodeVectorFunc::get_function() const { + + return func; +} + +Vector<StringName> VisualShaderNodeVectorFunc::get_editable_properties() const { + Vector<StringName> props; + props.push_back("function"); + return props; +} + +void VisualShaderNodeVectorFunc::_bind_methods() { + + ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeVectorFunc::set_function); + ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeVectorFunc::get_function); + + ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Normalize,Saturate,Negate,Reciprocal,RGB2HSV,HSV2RGB"), "set_function", "get_function"); + + BIND_ENUM_CONSTANT(FUNC_NORMALIZE); + BIND_ENUM_CONSTANT(FUNC_SATURATE); + BIND_ENUM_CONSTANT(FUNC_NEGATE); + BIND_ENUM_CONSTANT(FUNC_RECIPROCAL); + BIND_ENUM_CONSTANT(FUNC_RGB2HSV); + BIND_ENUM_CONSTANT(FUNC_HSV2RGB); +} + +VisualShaderNodeVectorFunc::VisualShaderNodeVectorFunc() { + func = FUNC_NORMALIZE; + set_input_port_default_value(0, Vector3()); +} + +////////////// Dot Product + +String VisualShaderNodeDotProduct::get_caption() const { + return "DotProduct"; +} + +int VisualShaderNodeDotProduct::get_input_port_count() const { + return 2; +} +VisualShaderNodeDotProduct::PortType VisualShaderNodeDotProduct::get_input_port_type(int p_port) const { + return PORT_TYPE_VECTOR; +} +String VisualShaderNodeDotProduct::get_input_port_name(int p_port) const { + return p_port == 0 ? "a" : "b"; +} + +int VisualShaderNodeDotProduct::get_output_port_count() const { + return 1; +} +VisualShaderNodeDotProduct::PortType VisualShaderNodeDotProduct::get_output_port_type(int p_port) const { + return PORT_TYPE_SCALAR; +} +String VisualShaderNodeDotProduct::get_output_port_name(int p_port) const { + return "dot"; +} + +String VisualShaderNodeDotProduct::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const { + return "\t" + p_output_vars[0] + " = dot( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; +} + +VisualShaderNodeDotProduct::VisualShaderNodeDotProduct() { + set_input_port_default_value(0, Vector3()); + set_input_port_default_value(1, Vector3()); +} + +////////////// Vector Len + +String VisualShaderNodeVectorLen::get_caption() const { + return "VectorLen"; +} + +int VisualShaderNodeVectorLen::get_input_port_count() const { + return 1; +} +VisualShaderNodeVectorLen::PortType VisualShaderNodeVectorLen::get_input_port_type(int p_port) const { + return PORT_TYPE_VECTOR; +} +String VisualShaderNodeVectorLen::get_input_port_name(int p_port) const { + return ""; +} + +int VisualShaderNodeVectorLen::get_output_port_count() const { + return 1; +} +VisualShaderNodeVectorLen::PortType VisualShaderNodeVectorLen::get_output_port_type(int p_port) const { + return PORT_TYPE_SCALAR; +} +String VisualShaderNodeVectorLen::get_output_port_name(int p_port) const { + return "length"; +} + +String VisualShaderNodeVectorLen::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const { + return "\t" + p_output_vars[0] + " = length( " + p_input_vars[0] + " );\n"; +} + +VisualShaderNodeVectorLen::VisualShaderNodeVectorLen() { + set_input_port_default_value(0, Vector3()); +} + +////////////// Scalar Interp + +String VisualShaderNodeScalarInterp::get_caption() const { + return "ScalarInterp"; +} + +int VisualShaderNodeScalarInterp::get_input_port_count() const { + return 3; +} +VisualShaderNodeScalarInterp::PortType VisualShaderNodeScalarInterp::get_input_port_type(int p_port) const { + return PORT_TYPE_SCALAR; +} +String VisualShaderNodeScalarInterp::get_input_port_name(int p_port) const { + if (p_port == 0) { + return "a"; + } else if (p_port == 1) { + return "b"; + } else { + return "c"; + } +} + +int VisualShaderNodeScalarInterp::get_output_port_count() const { + return 1; +} +VisualShaderNodeScalarInterp::PortType VisualShaderNodeScalarInterp::get_output_port_type(int p_port) const { + return PORT_TYPE_SCALAR; +} +String VisualShaderNodeScalarInterp::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) 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, 0.0); + set_input_port_default_value(2, 0.0); +} + +////////////// Vector Interp + +String VisualShaderNodeVectorInterp::get_caption() const { + return "VectorInterp"; +} + +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 "c"; + } +} + +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"; +} + +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) 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()); + set_input_port_default_value(1, Vector3()); + set_input_port_default_value(2, Vector3()); +} + +////////////// Vector Compose +String VisualShaderNodeVectorCompose::get_caption() const { + return "VectorCompose"; +} + +int VisualShaderNodeVectorCompose::get_input_port_count() const { + return 3; +} +VisualShaderNodeVectorCompose::PortType VisualShaderNodeVectorCompose::get_input_port_type(int p_port) const { + return PORT_TYPE_SCALAR; +} +String VisualShaderNodeVectorCompose::get_input_port_name(int p_port) const { + if (p_port == 0) { + return "x"; + } else if (p_port == 1) { + return "y"; + } else { + return "z"; + } +} + +int VisualShaderNodeVectorCompose::get_output_port_count() const { + return 1; +} +VisualShaderNodeVectorCompose::PortType VisualShaderNodeVectorCompose::get_output_port_type(int p_port) const { + return PORT_TYPE_VECTOR; +} +String VisualShaderNodeVectorCompose::get_output_port_name(int p_port) const { + return "vec"; +} + +String VisualShaderNodeVectorCompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const { + return "\t" + p_output_vars[0] + " = vec3( " + p_input_vars[0] + " , " + p_input_vars[1] + " , " + p_input_vars[2] + " );\n"; +} + +VisualShaderNodeVectorCompose::VisualShaderNodeVectorCompose() { + + set_input_port_default_value(0, 0.0); + set_input_port_default_value(1, 0.0); + set_input_port_default_value(2, 0.0); +} + +////////////// Transform Compose + +String VisualShaderNodeTransformCompose::get_caption() const { + return "TransformCompose"; +} + +int VisualShaderNodeTransformCompose::get_input_port_count() const { + return 4; +} +VisualShaderNodeTransformCompose::PortType VisualShaderNodeTransformCompose::get_input_port_type(int p_port) const { + return PORT_TYPE_VECTOR; +} +String VisualShaderNodeTransformCompose::get_input_port_name(int p_port) const { + if (p_port == 0) { + return "x"; + } else if (p_port == 1) { + return "y"; + } else if (p_port == 2) { + return "z"; + } else { + return "origin"; + } +} + +int VisualShaderNodeTransformCompose::get_output_port_count() const { + return 1; +} +VisualShaderNodeTransformCompose::PortType VisualShaderNodeTransformCompose::get_output_port_type(int p_port) const { + return PORT_TYPE_TRANSFORM; +} +String VisualShaderNodeTransformCompose::get_output_port_name(int p_port) const { + return "xform"; +} + +String VisualShaderNodeTransformCompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const { + return "\t" + p_output_vars[0] + " = mat4( vec4(" + p_input_vars[0] + ", 0.0) , vec4(" + p_input_vars[1] + ", 0.0) , vec4(" + p_input_vars[2] + ",0.0), vec4(" + p_input_vars[3] + ",1.0) );\n"; +} + +VisualShaderNodeTransformCompose::VisualShaderNodeTransformCompose() { + + set_input_port_default_value(0, Vector3()); + set_input_port_default_value(1, Vector3()); + set_input_port_default_value(2, Vector3()); + set_input_port_default_value(3, Vector3()); +} + +////////////// Vector Decompose +String VisualShaderNodeVectorDecompose::get_caption() const { + return "VectorDecompose"; +} + +int VisualShaderNodeVectorDecompose::get_input_port_count() const { + return 1; +} +VisualShaderNodeVectorDecompose::PortType VisualShaderNodeVectorDecompose::get_input_port_type(int p_port) const { + return PORT_TYPE_VECTOR; +} +String VisualShaderNodeVectorDecompose::get_input_port_name(int p_port) const { + return "vec"; +} + +int VisualShaderNodeVectorDecompose::get_output_port_count() const { + return 3; +} +VisualShaderNodeVectorDecompose::PortType VisualShaderNodeVectorDecompose::get_output_port_type(int p_port) const { + return PORT_TYPE_SCALAR; +} +String VisualShaderNodeVectorDecompose::get_output_port_name(int p_port) const { + if (p_port == 0) { + return "x"; + } else if (p_port == 1) { + return "y"; + } else { + return "z"; + } +} + +String VisualShaderNodeVectorDecompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const { + String code; + code += "\t" + p_output_vars[0] + " = " + p_input_vars[0] + ".x;\n"; + code += "\t" + p_output_vars[1] + " = " + p_input_vars[0] + ".y;\n"; + code += "\t" + p_output_vars[2] + " = " + p_input_vars[0] + ".z;\n"; + return code; +} + +VisualShaderNodeVectorDecompose::VisualShaderNodeVectorDecompose() { + set_input_port_default_value(0, Vector3()); +} + +////////////// Transform Decompose + +String VisualShaderNodeTransformDecompose::get_caption() const { + return "TransformDecompose"; +} + +int VisualShaderNodeTransformDecompose::get_input_port_count() const { + return 1; +} +VisualShaderNodeTransformDecompose::PortType VisualShaderNodeTransformDecompose::get_input_port_type(int p_port) const { + return PORT_TYPE_TRANSFORM; +} +String VisualShaderNodeTransformDecompose::get_input_port_name(int p_port) const { + return "xform"; +} + +int VisualShaderNodeTransformDecompose::get_output_port_count() const { + return 4; +} +VisualShaderNodeTransformDecompose::PortType VisualShaderNodeTransformDecompose::get_output_port_type(int p_port) const { + return PORT_TYPE_VECTOR; +} +String VisualShaderNodeTransformDecompose::get_output_port_name(int p_port) const { + if (p_port == 0) { + return "x"; + } else if (p_port == 1) { + return "y"; + } else if (p_port == 2) { + return "z"; + } else { + return "origin"; + } +} + +String VisualShaderNodeTransformDecompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const { + String code; + code += "\t" + p_output_vars[0] + " = " + p_input_vars[0] + "[0].xyz;\n"; + code += "\t" + p_output_vars[1] + " = " + p_input_vars[0] + "[1].xyz;\n"; + code += "\t" + p_output_vars[2] + " = " + p_input_vars[0] + "[2].xyz;\n"; + code += "\t" + p_output_vars[3] + " = " + p_input_vars[0] + "[3].xyz;\n"; + return code; +} + +VisualShaderNodeTransformDecompose::VisualShaderNodeTransformDecompose() { + set_input_port_default_value(0, Transform()); +} + +////////////// Scalar Uniform + +String VisualShaderNodeScalarUniform::get_caption() const { + return "ScalarUniform"; +} + +int VisualShaderNodeScalarUniform::get_input_port_count() const { + return 0; +} +VisualShaderNodeScalarUniform::PortType VisualShaderNodeScalarUniform::get_input_port_type(int p_port) const { + return PORT_TYPE_SCALAR; +} +String VisualShaderNodeScalarUniform::get_input_port_name(int p_port) const { + return String(); +} + +int VisualShaderNodeScalarUniform::get_output_port_count() const { + return 1; +} +VisualShaderNodeScalarUniform::PortType VisualShaderNodeScalarUniform::get_output_port_type(int p_port) const { + return PORT_TYPE_SCALAR; +} +String VisualShaderNodeScalarUniform::get_output_port_name(int p_port) const { + return ""; //no output port means the editor will be used as port +} + +String VisualShaderNodeScalarUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const { + return "uniform float " + get_uniform_name() + ";\n"; +} +String VisualShaderNodeScalarUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const { + return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n"; +} + +VisualShaderNodeScalarUniform::VisualShaderNodeScalarUniform() { +} + +////////////// Color Uniform + +String VisualShaderNodeColorUniform::get_caption() const { + return "ColorUniform"; +} + +int VisualShaderNodeColorUniform::get_input_port_count() const { + return 0; +} +VisualShaderNodeColorUniform::PortType VisualShaderNodeColorUniform::get_input_port_type(int p_port) const { + return PORT_TYPE_VECTOR; +} +String VisualShaderNodeColorUniform::get_input_port_name(int p_port) const { + return String(); +} + +int VisualShaderNodeColorUniform::get_output_port_count() const { + return 2; +} +VisualShaderNodeColorUniform::PortType VisualShaderNodeColorUniform::get_output_port_type(int p_port) const { + return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR; +} +String VisualShaderNodeColorUniform::get_output_port_name(int p_port) const { + return p_port == 0 ? "color" : "alpha"; //no output port means the editor will be used as port +} + +String VisualShaderNodeColorUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const { + + return "uniform vec4 " + get_uniform_name() + " : hint_color;\n"; +} + +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) const { + String code = "\t" + p_output_vars[0] + " = " + get_uniform_name() + ".rgb;\n"; + code += "\t" + p_output_vars[1] + " = " + get_uniform_name() + ".a;\n"; + return code; +} + +VisualShaderNodeColorUniform::VisualShaderNodeColorUniform() { +} + +////////////// Vector Uniform + +String VisualShaderNodeVec3Uniform::get_caption() const { + return "VectorUniform"; +} + +int VisualShaderNodeVec3Uniform::get_input_port_count() const { + return 0; +} +VisualShaderNodeVec3Uniform::PortType VisualShaderNodeVec3Uniform::get_input_port_type(int p_port) const { + return PORT_TYPE_VECTOR; +} +String VisualShaderNodeVec3Uniform::get_input_port_name(int p_port) const { + return String(); +} + +int VisualShaderNodeVec3Uniform::get_output_port_count() const { + return 1; +} +VisualShaderNodeVec3Uniform::PortType VisualShaderNodeVec3Uniform::get_output_port_type(int p_port) const { + return PORT_TYPE_VECTOR; +} +String VisualShaderNodeVec3Uniform::get_output_port_name(int p_port) const { + return ""; //no output port means the editor will be used as port +} +String VisualShaderNodeVec3Uniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const { + return "uniform vec3 " + get_uniform_name() + ";\n"; +} + +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) const { + return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n"; +} + +VisualShaderNodeVec3Uniform::VisualShaderNodeVec3Uniform() { +} + +////////////// Transform Uniform + +String VisualShaderNodeTransformUniform::get_caption() const { + return "TransformUniform"; +} + +int VisualShaderNodeTransformUniform::get_input_port_count() const { + return 0; +} +VisualShaderNodeTransformUniform::PortType VisualShaderNodeTransformUniform::get_input_port_type(int p_port) const { + return PORT_TYPE_VECTOR; +} +String VisualShaderNodeTransformUniform::get_input_port_name(int p_port) const { + return String(); +} + +int VisualShaderNodeTransformUniform::get_output_port_count() const { + return 1; +} +VisualShaderNodeTransformUniform::PortType VisualShaderNodeTransformUniform::get_output_port_type(int p_port) const { + return PORT_TYPE_TRANSFORM; +} +String VisualShaderNodeTransformUniform::get_output_port_name(int p_port) const { + return ""; //no output port means the editor will be used as port +} +String VisualShaderNodeTransformUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const { + return "uniform mat4 " + get_uniform_name() + ";\n"; +} + +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) const { + return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n"; +} + +VisualShaderNodeTransformUniform::VisualShaderNodeTransformUniform() { +} + +////////////// Texture Uniform + +String VisualShaderNodeTextureUniform::get_caption() const { + return "TextureUniform"; +} + +int VisualShaderNodeTextureUniform::get_input_port_count() const { + return 2; +} +VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_input_port_type(int p_port) const { + return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR; +} +String VisualShaderNodeTextureUniform::get_input_port_name(int p_port) const { + return p_port == 0 ? "uv" : "lod"; +} + +int VisualShaderNodeTextureUniform::get_output_port_count() const { + return 2; +} +VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_output_port_type(int p_port) const { + return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR; +} +String VisualShaderNodeTextureUniform::get_output_port_name(int p_port) const { + return p_port == 0 ? "rgb" : "alpha"; +} + +String VisualShaderNodeTextureUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const { + String code = "uniform sampler2D " + get_uniform_name(); + + switch (texture_type) { + case TYPE_DATA: + if (color_default == COLOR_DEFAULT_BLACK) + code += " : hint_black;\n"; + else + code += ";\n"; + break; + case TYPE_COLOR: + if (color_default == COLOR_DEFAULT_BLACK) + code += " : hint_black_albedo;\n"; + else + code += " : hint_albedo;\n"; + break; + case TYPE_NORMALMAP: code += " : hint_normal;\n"; break; + case TYPE_ANISO: code += " : hint_aniso;\n"; break; + } + + return code; +} + +String VisualShaderNodeTextureUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const { + + String id = get_uniform_name(); + String code = "\t{\n"; + if (p_input_vars[0] == String()) { //none bound, do nothing + + code += "\t\tvec4 n_tex_read = vec4(0.0);\n"; + } else if (p_input_vars[1] == String()) { + //no lod + code += "\t\tvec4 n_tex_read = texture( " + id + " , " + p_input_vars[0] + ".xy );\n"; + } else { + code += "\t\tvec4 n_tex_read = textureLod( " + id + " , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n"; + } + + code += "\t\t" + p_output_vars[0] + " = n_tex_read.rgb;\n"; + code += "\t\t" + p_output_vars[1] + " = n_tex_read.a;\n"; + code += "\t}\n"; + return code; +} + +void VisualShaderNodeTextureUniform::set_texture_type(TextureType p_type) { + + texture_type = p_type; + emit_changed(); +} + +VisualShaderNodeTextureUniform::TextureType VisualShaderNodeTextureUniform::get_texture_type() const { + return texture_type; +} + +void VisualShaderNodeTextureUniform::set_color_default(ColorDefault p_default) { + color_default = p_default; + emit_changed(); +} +VisualShaderNodeTextureUniform::ColorDefault VisualShaderNodeTextureUniform::get_color_default() const { + return color_default; +} + +Vector<StringName> VisualShaderNodeTextureUniform::get_editable_properties() const { + Vector<StringName> props; + props.push_back("texture_type"); + props.push_back("color_default"); + return props; +} + +void VisualShaderNodeTextureUniform::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_texture_type", "type"), &VisualShaderNodeTextureUniform::set_texture_type); + ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeTextureUniform::get_texture_type); + + ClassDB::bind_method(D_METHOD("set_color_default", "type"), &VisualShaderNodeTextureUniform::set_color_default); + ClassDB::bind_method(D_METHOD("get_color_default"), &VisualShaderNodeTextureUniform::get_color_default); + + ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normalmap,Aniso"), "set_texture_type", "get_texture_type"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "color_default", PROPERTY_HINT_ENUM, "White Default,Black Default"), "set_color_default", "get_color_default"); + + BIND_ENUM_CONSTANT(TYPE_DATA); + BIND_ENUM_CONSTANT(TYPE_COLOR); + BIND_ENUM_CONSTANT(TYPE_NORMALMAP); + BIND_ENUM_CONSTANT(TYPE_ANISO); + + BIND_ENUM_CONSTANT(COLOR_DEFAULT_WHITE); + BIND_ENUM_CONSTANT(COLOR_DEFAULT_BLACK); +} + +VisualShaderNodeTextureUniform::VisualShaderNodeTextureUniform() { + texture_type = TYPE_DATA; + color_default = COLOR_DEFAULT_WHITE; +} + +////////////// CubeMap Uniform + +String VisualShaderNodeCubeMapUniform::get_caption() const { + return "CubeMapUniform"; +} + +int VisualShaderNodeCubeMapUniform::get_input_port_count() const { + return 2; +} +VisualShaderNodeCubeMapUniform::PortType VisualShaderNodeCubeMapUniform::get_input_port_type(int p_port) const { + return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR; +} +String VisualShaderNodeCubeMapUniform::get_input_port_name(int p_port) const { + return p_port == 0 ? "normal" : "lod"; +} + +int VisualShaderNodeCubeMapUniform::get_output_port_count() const { + return 2; +} +VisualShaderNodeCubeMapUniform::PortType VisualShaderNodeCubeMapUniform::get_output_port_type(int p_port) const { + return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR; +} +String VisualShaderNodeCubeMapUniform::get_output_port_name(int p_port) const { + return p_port == 0 ? "rgb" : "alpha"; +} + +String VisualShaderNodeCubeMapUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const { + return String(); +} + +VisualShaderNodeCubeMapUniform::VisualShaderNodeCubeMapUniform() { +} |