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path: root/scene/resources/visual_shader_nodes.cpp
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Diffstat (limited to 'scene/resources/visual_shader_nodes.cpp')
-rw-r--r--scene/resources/visual_shader_nodes.cpp92
1 files changed, 46 insertions, 46 deletions
diff --git a/scene/resources/visual_shader_nodes.cpp b/scene/resources/visual_shader_nodes.cpp
index 8f0e0058ea..95a8155c31 100644
--- a/scene/resources/visual_shader_nodes.cpp
+++ b/scene/resources/visual_shader_nodes.cpp
@@ -357,7 +357,7 @@ VisualShaderNodeTransformConstant::VisualShaderNodeTransformConstant() {
////////////// Texture
String VisualShaderNodeTexture::get_caption() const {
- return "Texture";
+ return "Texture2D";
}
int VisualShaderNodeTexture::get_input_port_count() const {
@@ -649,13 +649,13 @@ VisualShaderNodeTexture::Source VisualShaderNodeTexture::get_source() const {
return source;
}
-void VisualShaderNodeTexture::set_texture(Ref<Texture> p_value) {
+void VisualShaderNodeTexture::set_texture(Ref<Texture2D> p_value) {
texture = p_value;
emit_changed();
}
-Ref<Texture> VisualShaderNodeTexture::get_texture() const {
+Ref<Texture2D> VisualShaderNodeTexture::get_texture() const {
return texture;
}
@@ -727,7 +727,7 @@ void VisualShaderNodeTexture::_bind_methods() {
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,Depth,SamplerPort"), "set_source", "get_source");
- ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture");
+ 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");
BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
@@ -746,17 +746,17 @@ VisualShaderNodeTexture::VisualShaderNodeTexture() {
source = SOURCE_TEXTURE;
}
-////////////// CubeMap
+////////////// Cubemap
-String VisualShaderNodeCubeMap::get_caption() const {
- return "CubeMap";
+String VisualShaderNodeCubemap::get_caption() const {
+ return "Cubemap";
}
-int VisualShaderNodeCubeMap::get_input_port_count() const {
+int VisualShaderNodeCubemap::get_input_port_count() const {
return 3;
}
-VisualShaderNodeCubeMap::PortType VisualShaderNodeCubeMap::get_input_port_type(int p_port) const {
+VisualShaderNodeCubemap::PortType VisualShaderNodeCubemap::get_input_port_type(int p_port) const {
switch (p_port) {
case 0:
return PORT_TYPE_VECTOR;
@@ -769,7 +769,7 @@ VisualShaderNodeCubeMap::PortType VisualShaderNodeCubeMap::get_input_port_type(i
}
}
-String VisualShaderNodeCubeMap::get_input_port_name(int p_port) const {
+String VisualShaderNodeCubemap::get_input_port_name(int p_port) const {
switch (p_port) {
case 0:
return "uv";
@@ -782,19 +782,19 @@ String VisualShaderNodeCubeMap::get_input_port_name(int p_port) const {
}
}
-int VisualShaderNodeCubeMap::get_output_port_count() const {
+int VisualShaderNodeCubemap::get_output_port_count() const {
return 2;
}
-VisualShaderNodeCubeMap::PortType VisualShaderNodeCubeMap::get_output_port_type(int p_port) const {
+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 {
+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 {
+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;
@@ -803,7 +803,7 @@ Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCubeMap::get_default_t
return ret;
}
-String VisualShaderNodeCubeMap::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
+String VisualShaderNodeCubemap::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
if (source == SOURCE_TEXTURE) {
String u = "uniform samplerCube " + make_unique_id(p_type, p_id, "cube");
@@ -817,7 +817,7 @@ String VisualShaderNodeCubeMap::generate_global(Shader::Mode p_mode, VisualShade
return String();
}
-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 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 code;
String id;
@@ -860,44 +860,44 @@ String VisualShaderNodeCubeMap::generate_code(Shader::Mode p_mode, VisualShader:
return code;
}
-String VisualShaderNodeCubeMap::get_input_port_default_hint(int p_port) const {
+String VisualShaderNodeCubemap::get_input_port_default_hint(int p_port) const {
if (p_port == 0) {
return "vec3(UV, 0.0)";
}
return "";
}
-void VisualShaderNodeCubeMap::set_source(Source p_source) {
+void VisualShaderNodeCubemap::set_source(Source p_source) {
source = p_source;
emit_changed();
emit_signal("editor_refresh_request");
}
-VisualShaderNodeCubeMap::Source VisualShaderNodeCubeMap::get_source() const {
+VisualShaderNodeCubemap::Source VisualShaderNodeCubemap::get_source() const {
return source;
}
-void VisualShaderNodeCubeMap::set_cube_map(Ref<CubeMap> p_value) {
+void VisualShaderNodeCubemap::set_cube_map(Ref<Cubemap> p_value) {
cube_map = p_value;
emit_changed();
}
-Ref<CubeMap> VisualShaderNodeCubeMap::get_cube_map() const {
+Ref<Cubemap> VisualShaderNodeCubemap::get_cube_map() const {
return cube_map;
}
-void VisualShaderNodeCubeMap::set_texture_type(TextureType p_type) {
+void VisualShaderNodeCubemap::set_texture_type(TextureType p_type) {
texture_type = p_type;
emit_changed();
}
-VisualShaderNodeCubeMap::TextureType VisualShaderNodeCubeMap::get_texture_type() const {
+VisualShaderNodeCubemap::TextureType VisualShaderNodeCubemap::get_texture_type() const {
return texture_type;
}
-Vector<StringName> VisualShaderNodeCubeMap::get_editable_properties() const {
+Vector<StringName> VisualShaderNodeCubemap::get_editable_properties() const {
Vector<StringName> props;
props.push_back("source");
if (source == SOURCE_TEXTURE) {
@@ -907,19 +907,19 @@ Vector<StringName> VisualShaderNodeCubeMap::get_editable_properties() const {
return props;
}
-void VisualShaderNodeCubeMap::_bind_methods() {
+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);
+ ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeCubemap::set_source);
+ ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeCubemap::get_source);
- 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_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);
+ 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::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::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(SOURCE_TEXTURE);
@@ -930,7 +930,7 @@ void VisualShaderNodeCubeMap::_bind_methods() {
BIND_ENUM_CONSTANT(TYPE_NORMALMAP);
}
-VisualShaderNodeCubeMap::VisualShaderNodeCubeMap() {
+VisualShaderNodeCubemap::VisualShaderNodeCubemap() {
texture_type = TYPE_DATA;
source = SOURCE_TEXTURE;
simple_decl = false;
@@ -3552,41 +3552,41 @@ String VisualShaderNodeTextureUniformTriplanar::get_input_port_default_hint(int
VisualShaderNodeTextureUniformTriplanar::VisualShaderNodeTextureUniformTriplanar() {
}
-////////////// CubeMap Uniform
+////////////// Cubemap Uniform
-String VisualShaderNodeCubeMapUniform::get_caption() const {
- return "CubeMapUniform";
+String VisualShaderNodeCubemapUniform::get_caption() const {
+ return "CubemapUniform";
}
-int VisualShaderNodeCubeMapUniform::get_output_port_count() const {
+int VisualShaderNodeCubemapUniform::get_output_port_count() const {
return 1;
}
-VisualShaderNodeCubeMapUniform::PortType VisualShaderNodeCubeMapUniform::get_output_port_type(int p_port) const {
+VisualShaderNodeCubemapUniform::PortType VisualShaderNodeCubemapUniform::get_output_port_type(int p_port) const {
return PORT_TYPE_SAMPLER;
}
-String VisualShaderNodeCubeMapUniform::get_output_port_name(int p_port) const {
+String VisualShaderNodeCubemapUniform::get_output_port_name(int p_port) const {
return "samplerCube";
}
-int VisualShaderNodeCubeMapUniform::get_input_port_count() const {
+int VisualShaderNodeCubemapUniform::get_input_port_count() const {
return 0;
}
-VisualShaderNodeCubeMapUniform::PortType VisualShaderNodeCubeMapUniform::get_input_port_type(int p_port) const {
+VisualShaderNodeCubemapUniform::PortType VisualShaderNodeCubemapUniform::get_input_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
-String VisualShaderNodeCubeMapUniform::get_input_port_name(int p_port) const {
+String VisualShaderNodeCubemapUniform::get_input_port_name(int p_port) const {
return "";
}
-String VisualShaderNodeCubeMapUniform::get_input_port_default_hint(int p_port) const {
+String VisualShaderNodeCubemapUniform::get_input_port_default_hint(int p_port) const {
return "";
}
-String VisualShaderNodeCubeMapUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
+String VisualShaderNodeCubemapUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
String code = "uniform samplerCube " + get_uniform_name();
switch (texture_type) {
@@ -3609,11 +3609,11 @@ String VisualShaderNodeCubeMapUniform::generate_global(Shader::Mode p_mode, Visu
return code;
}
-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, bool p_for_preview) const {
+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, bool p_for_preview) const {
return String();
}
-VisualShaderNodeCubeMapUniform::VisualShaderNodeCubeMapUniform() {
+VisualShaderNodeCubemapUniform::VisualShaderNodeCubemapUniform() {
}
////////////// If