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-rw-r--r--scene/resources/visual_shader_nodes.cpp2095
1 files changed, 2026 insertions, 69 deletions
diff --git a/scene/resources/visual_shader_nodes.cpp b/scene/resources/visual_shader_nodes.cpp
index d011b102a2..2e58c512b8 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) 2007-2018 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2019 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 */
@@ -29,6 +29,7 @@
/*************************************************************************/
#include "visual_shader_nodes.h"
+
////////////// Scalar
String VisualShaderNodeScalarConstant::get_caption() const {
@@ -38,9 +39,11 @@ String VisualShaderNodeScalarConstant::get_caption() const {
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();
}
@@ -48,14 +51,16 @@ String VisualShaderNodeScalarConstant::get_input_port_name(int p_port) const {
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 {
+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, bool p_for_preview) const {
return "\t" + p_output_vars[0] + " = " + vformat("%.6f", constant) + ";\n";
}
@@ -88,6 +93,67 @@ VisualShaderNodeScalarConstant::VisualShaderNodeScalarConstant() {
constant = 0;
}
+////////////// Boolean
+
+String VisualShaderNodeBooleanConstant::get_caption() const {
+ return "Boolean";
+}
+
+int VisualShaderNodeBooleanConstant::get_input_port_count() const {
+ return 0;
+}
+
+VisualShaderNodeBooleanConstant::PortType VisualShaderNodeBooleanConstant::get_input_port_type(int p_port) const {
+ return PORT_TYPE_BOOLEAN;
+}
+
+String VisualShaderNodeBooleanConstant::get_input_port_name(int p_port) const {
+ return String();
+}
+
+int VisualShaderNodeBooleanConstant::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeBooleanConstant::PortType VisualShaderNodeBooleanConstant::get_output_port_type(int p_port) const {
+ return PORT_TYPE_BOOLEAN;
+}
+
+String VisualShaderNodeBooleanConstant::get_output_port_name(int p_port) const {
+ return ""; //no output port means the editor will be used as port
+}
+
+String VisualShaderNodeBooleanConstant::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] + " = " + (constant ? "true" : "false") + ";\n";
+}
+
+void VisualShaderNodeBooleanConstant::set_constant(bool p_value) {
+ constant = p_value;
+ emit_changed();
+}
+
+bool VisualShaderNodeBooleanConstant::get_constant() const {
+ return constant;
+}
+
+Vector<StringName> VisualShaderNodeBooleanConstant::get_editable_properties() const {
+ Vector<StringName> props;
+ props.push_back("constant");
+ return props;
+}
+
+void VisualShaderNodeBooleanConstant::_bind_methods() {
+
+ ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeBooleanConstant::set_constant);
+ ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeBooleanConstant::get_constant);
+
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "constant"), "set_constant", "get_constant");
+}
+
+VisualShaderNodeBooleanConstant::VisualShaderNodeBooleanConstant() {
+ constant = false;
+}
+
////////////// Color
String VisualShaderNodeColorConstant::get_caption() const {
@@ -97,9 +163,11 @@ String VisualShaderNodeColorConstant::get_caption() const {
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();
}
@@ -107,14 +175,16 @@ String VisualShaderNodeColorConstant::get_input_port_name(int p_port) const {
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 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";
@@ -161,9 +231,11 @@ String VisualShaderNodeVec3Constant::get_caption() const {
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();
}
@@ -171,14 +243,16 @@ String VisualShaderNodeVec3Constant::get_input_port_name(int p_port) const {
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 {
+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, bool p_for_preview) const {
return "\t" + p_output_vars[0] + " = " + vformat("vec3(%.6f,%.6f,%.6f)", constant.x, constant.y, constant.z) + ";\n";
}
@@ -219,9 +293,11 @@ String VisualShaderNodeTransformConstant::get_caption() const {
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();
}
@@ -229,14 +305,16 @@ String VisualShaderNodeTransformConstant::get_input_port_name(int p_port) const
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 {
+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;
t.basis.transpose();
@@ -283,25 +361,60 @@ String VisualShaderNodeTexture::get_caption() const {
}
int VisualShaderNodeTexture::get_input_port_count() const {
- return 2;
+ return 3;
}
+
VisualShaderNodeTexture::PortType VisualShaderNodeTexture::get_input_port_type(int p_port) const {
- return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
+
+ 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 VisualShaderNodeTexture::get_input_port_name(int p_port) const {
- return p_port == 0 ? "uv" : "lod";
+
+ switch (p_port) {
+ case 0:
+ return "uv";
+ case 1:
+ return "lod";
+ case 2:
+ return "sampler";
+ default:
+ return "";
+ }
}
int VisualShaderNodeTexture::get_output_port_count() const {
return 2;
}
+
VisualShaderNodeTexture::PortType VisualShaderNodeTexture::get_output_port_type(int p_port) const {
+ if (p_port == 0 && source == SOURCE_DEPTH)
+ return PORT_TYPE_SCALAR;
return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
}
+
String VisualShaderNodeTexture::get_output_port_name(int p_port) const {
+ if (p_port == 0 && source == SOURCE_DEPTH)
+ return "depth";
return p_port == 0 ? "rgb" : "alpha";
}
+String VisualShaderNodeTexture::get_input_port_default_hint(int p_port) const {
+ if (p_port == 0) {
+ return "UV.xy";
+ }
+ return "";
+}
+
static String make_unique_id(VisualShader::Type p_type, int p_id, const String &p_name) {
static const char *typepf[VisualShader::TYPE_MAX] = { "vtx", "frg", "lgt" };
@@ -324,7 +437,7 @@ String VisualShaderNodeTexture::generate_global(Shader::Mode p_mode, VisualShade
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_COLOR: u += " : hint_albedo"; break;
case TYPE_NORMALMAP: u += " : hint_normal"; break;
}
return u + ";";
@@ -333,15 +446,14 @@ String VisualShaderNodeTexture::generate_global(Shader::Mode p_mode, VisualShade
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 {
+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 {
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";
+ if (p_input_vars[0] == String()) { // Use UV by default.
+ code += "\tvec4 " + id + "_read = texture( " + id + " , UV.xy );\n";
} else if (p_input_vars[1] == String()) {
//no lod
code += "\tvec4 " + id + "_read = texture( " + id + " , " + p_input_vars[0] + ".xy );\n";
@@ -354,12 +466,35 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader:
return code;
}
+ if (source == SOURCE_PORT) {
+ String id = p_input_vars[2];
+ String code;
+ if (id == String()) {
+ code += "\tvec4 " + id + "_tex_read = vec4(0.0);\n";
+ } else {
+ if (p_input_vars[0] == String()) { // Use UV by default.
+
+ code += "\tvec4 " + id + "_tex_read = texture( " + id + " , UV.xy );\n";
+
+ } else if (p_input_vars[1] == String()) {
+ //no lod
+ code += "\tvec4 " + id + "_tex_read = texture( " + id + " , " + p_input_vars[0] + ".xy );\n";
+ } else {
+ code += "\tvec4 " + id + "_tex_read = textureLod( " + id + " , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n";
+ }
+
+ code += "\t" + p_output_vars[0] + " = " + id + "_tex_read.rgb;\n";
+ code += "\t" + p_output_vars[1] + " = " + id + "_tex_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
+ if (p_input_vars[0] == String() || p_for_preview) { // Use UV by default.
- code += "\t\tvec4 _tex_read = vec4(0.0);\n";
+ code += "\t\tvec4 _tex_read = textureLod( SCREEN_TEXTURE , UV.xy, 0.0 );\n";
} else if (p_input_vars[1] == String()) {
//no lod
@@ -377,9 +512,9 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader:
if (source == SOURCE_2D_TEXTURE && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
String code = "\t{\n";
- if (p_input_vars[0] == String()) { //none bound, do nothing
+ if (p_input_vars[0] == String()) { // Use UV by default.
- code += "\t\tvec4 _tex_read = vec4(0.0);\n";
+ code += "\t\tvec4 _tex_read = texture( TEXTURE , UV.xy );\n";
} else if (p_input_vars[1] == String()) {
//no lod
@@ -397,9 +532,9 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader:
if (source == SOURCE_2D_NORMAL && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
String code = "\t{\n";
- if (p_input_vars[0] == String()) { //none bound, do nothing
+ if (p_input_vars[0] == String()) { // Use UV by default.
- code += "\t\tvec4 _tex_read = vec4(0.0);\n";
+ code += "\t\tvec4 _tex_read = texture( NORMAL_TEXTURE , UV.xy );\n";
} else if (p_input_vars[1] == String()) {
//no lod
@@ -414,6 +549,41 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader:
return code;
}
+ if (p_for_preview) // DEPTH_TEXTURE is not supported in preview(canvas_item) shader
+ {
+ if (source == SOURCE_DEPTH) {
+ String code;
+ code += "\t" + p_output_vars[0] + " = 0.0;\n";
+ code += "\t" + p_output_vars[1] + " = 1.0;\n";
+ return code;
+ }
+ }
+
+ if (source == SOURCE_DEPTH && p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) {
+
+ String code = "\t{\n";
+ if (p_input_vars[0] == String()) { // Use UV by default.
+
+ code += "\t\tfloat _depth = texture( DEPTH_TEXTURE , UV.xy ).r;\n";
+
+ } else if (p_input_vars[1] == String()) {
+ //no lod
+ code += "\t\tfloat _depth = texture( DEPTH_TEXTURE , " + p_input_vars[0] + ".xy ).r;\n";
+ } else {
+ code += "\t\tfloat _depth = textureLod( DEPTH_TEXTURE , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " ).r;\n";
+ }
+
+ code += "\t\t" + p_output_vars[0] + " = _depth;\n";
+ code += "\t\t" + p_output_vars[1] + " = 1.0;\n";
+ code += "\t}\n";
+ return code;
+ } else if (source == SOURCE_DEPTH) {
+ String code;
+ code += "\t" + p_output_vars[0] + " = 0.0;\n";
+ code += "\t" + p_output_vars[1] + " = 1.0;\n";
+ return code;
+ }
+
//none
String code;
code += "\t" + p_output_vars[0] + " = vec3(0.0);\n";
@@ -467,6 +637,10 @@ String VisualShaderNodeTexture::get_warning(Shader::Mode p_mode, VisualShader::T
return String(); // all good
}
+ if (source == SOURCE_PORT) {
+ 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
@@ -482,6 +656,14 @@ String VisualShaderNodeTexture::get_warning(Shader::Mode p_mode, VisualShader::T
return String(); // all good
}
+ if (source == SOURCE_DEPTH && p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) {
+
+ if (get_output_port_for_preview() == 0) { // DEPTH_TEXTURE is not supported in preview(canvas_item) shader
+ return TTR("Invalid source for preview.");
+ }
+ return String(); // all good
+ }
+
return TTR("Invalid source for shader.");
}
@@ -496,7 +678,7 @@ void VisualShaderNodeTexture::_bind_methods() {
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::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::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normalmap"), "set_texture_type", "get_texture_type");
@@ -504,6 +686,7 @@ void VisualShaderNodeTexture::_bind_methods() {
BIND_ENUM_CONSTANT(SOURCE_SCREEN);
BIND_ENUM_CONSTANT(SOURCE_2D_TEXTURE);
BIND_ENUM_CONSTANT(SOURCE_2D_NORMAL);
+ BIND_ENUM_CONSTANT(SOURCE_DEPTH);
BIND_ENUM_CONSTANT(TYPE_DATA);
BIND_ENUM_CONSTANT(TYPE_COLOR);
BIND_ENUM_CONSTANT(TYPE_NORMALMAP);
@@ -523,9 +706,11 @@ String VisualShaderNodeCubeMap::get_caption() const {
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";
}
@@ -533,9 +718,11 @@ String VisualShaderNodeCubeMap::get_input_port_name(int p_port) const {
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";
}
@@ -554,13 +741,13 @@ String VisualShaderNodeCubeMap::generate_global(Shader::Mode p_mode, VisualShade
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_COLOR: u += " : hint_albedo"; 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 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 id = make_unique_id(p_type, p_id, "cube");
String code;
@@ -626,6 +813,7 @@ void VisualShaderNodeCubeMap::_bind_methods() {
VisualShaderNodeCubeMap::VisualShaderNodeCubeMap() {
texture_type = TYPE_DATA;
}
+
////////////// Scalar Op
String VisualShaderNodeScalarOp::get_caption() const {
@@ -635,9 +823,11 @@ String VisualShaderNodeScalarOp::get_caption() const {
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";
}
@@ -645,14 +835,16 @@ String VisualShaderNodeScalarOp::get_input_port_name(int p_port) const {
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 VisualShaderNodeScalarOp::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 = "\t" + p_output_vars[0] + " = ";
switch (op) {
@@ -666,6 +858,7 @@ String VisualShaderNodeScalarOp::generate_code(Shader::Mode p_mode, VisualShader
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;
+ case OP_STEP: code += "step( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
}
return code;
@@ -693,7 +886,7 @@ 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");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Sub,Multiply,Divide,Remainder,Power,Max,Min,Atan2,Step"), "set_operator", "get_operator");
BIND_ENUM_CONSTANT(OP_ADD);
BIND_ENUM_CONSTANT(OP_SUB);
@@ -704,6 +897,7 @@ void VisualShaderNodeScalarOp::_bind_methods() {
BIND_ENUM_CONSTANT(OP_MAX);
BIND_ENUM_CONSTANT(OP_MIN);
BIND_ENUM_CONSTANT(OP_ATAN2);
+ BIND_ENUM_CONSTANT(OP_STEP);
}
VisualShaderNodeScalarOp::VisualShaderNodeScalarOp() {
@@ -721,9 +915,11 @@ String VisualShaderNodeVectorOp::get_caption() const {
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";
}
@@ -731,14 +927,16 @@ String VisualShaderNodeVectorOp::get_input_port_name(int p_port) const {
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 VisualShaderNodeVectorOp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
String code = "\t" + p_output_vars[0] + " = ";
switch (op) {
@@ -752,6 +950,9 @@ String VisualShaderNodeVectorOp::generate_code(Shader::Mode p_mode, VisualShader
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;
+ case OP_ATAN2: code += "atan( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
+ case OP_REFLECT: code += "reflect( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
+ case OP_STEP: code += "step( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
}
return code;
@@ -779,7 +980,7 @@ 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"), "set_operator", "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");
BIND_ENUM_CONSTANT(OP_ADD);
BIND_ENUM_CONSTANT(OP_SUB);
@@ -790,6 +991,9 @@ void VisualShaderNodeVectorOp::_bind_methods() {
BIND_ENUM_CONSTANT(OP_MAX);
BIND_ENUM_CONSTANT(OP_MIN);
BIND_ENUM_CONSTANT(OP_CROSS);
+ BIND_ENUM_CONSTANT(OP_ATAN2);
+ BIND_ENUM_CONSTANT(OP_REFLECT);
+ BIND_ENUM_CONSTANT(OP_STEP);
}
VisualShaderNodeVectorOp::VisualShaderNodeVectorOp() {
@@ -807,9 +1011,11 @@ String VisualShaderNodeColorOp::get_caption() const {
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";
}
@@ -817,14 +1023,16 @@ String VisualShaderNodeColorOp::get_input_port_name(int p_port) const {
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 VisualShaderNodeColorOp::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;
static const char *axisn[3] = { "x", "y", "z" };
@@ -955,9 +1163,11 @@ String VisualShaderNodeTransformMult::get_caption() const {
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";
}
@@ -965,19 +1175,25 @@ String VisualShaderNodeTransformMult::get_input_port_name(int p_port) const {
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 {
+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, bool p_for_preview) const {
if (op == OP_AxB) {
return "\t" + p_output_vars[0] + " = " + p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
- } else {
+ } else if (op == OP_BxA) {
return "\t" + p_output_vars[0] + " = " + p_input_vars[1] + " * " + p_input_vars[0] + ";\n";
+ } else if (op == OP_AxB_COMP) {
+ return "\t" + p_output_vars[0] + " = matrixCompMult( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n";
+ } else {
+ return "\t" + p_output_vars[0] + " = matrixCompMult( " + p_input_vars[1] + " , " + p_input_vars[0] + " );\n";
}
}
@@ -1003,10 +1219,12 @@ 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");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "A x B,B x A,A x B(per component),B x A(per component)"), "set_operator", "get_operator");
BIND_ENUM_CONSTANT(OP_AxB);
BIND_ENUM_CONSTANT(OP_BxA);
+ BIND_ENUM_CONSTANT(OP_AxB_COMP);
+ BIND_ENUM_CONSTANT(OP_BxA_COMP);
}
VisualShaderNodeTransformMult::VisualShaderNodeTransformMult() {
@@ -1024,9 +1242,11 @@ String VisualShaderNodeTransformVecMult::get_caption() const {
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";
}
@@ -1034,14 +1254,16 @@ String VisualShaderNodeTransformVecMult::get_input_port_name(int p_port) const {
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 {
+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, bool p_for_preview) 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) {
@@ -1098,9 +1320,11 @@ String VisualShaderNodeScalarFunc::get_caption() const {
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 "";
}
@@ -1108,16 +1332,18 @@ String VisualShaderNodeScalarFunc::get_input_port_name(int p_port) const {
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 {
+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, bool p_for_preview) const {
- static const char *scalar_func_id[FUNC_NEGATE + 1] = {
+ static const char *scalar_func_id[FUNC_ONEMINUS + 1] = {
"sin($)",
"cos($)",
"tan($)",
@@ -1136,8 +1362,20 @@ String VisualShaderNodeScalarFunc::generate_code(Shader::Mode p_mode, VisualShad
"round($)",
"ceil($)",
"fract($)",
- "min(max($,0),1)",
+ "min(max($,0.0),1.0)",
"-($)",
+ "acosh($)",
+ "asinh($)",
+ "atanh($)",
+ "degrees($)",
+ "exp2($)",
+ "inversesqrt($)",
+ "log2($)",
+ "radians($)",
+ "1.0/($)",
+ "roundEven($)",
+ "trunc($)",
+ "1.0-$"
};
return "\t" + p_output_vars[0] + " = " + String(scalar_func_id[func]).replace("$", p_input_vars[0]) + ";\n";
@@ -1165,7 +1403,7 @@ 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");
+ 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,ACosH,ASinH,ATanH,Degrees,Exp2,InverseSqrt,Log2,Radians,Reciprocal,RoundEven,Trunc,OneMinus"), "set_function", "get_function");
BIND_ENUM_CONSTANT(FUNC_SIN);
BIND_ENUM_CONSTANT(FUNC_COS);
@@ -1187,6 +1425,18 @@ void VisualShaderNodeScalarFunc::_bind_methods() {
BIND_ENUM_CONSTANT(FUNC_FRAC);
BIND_ENUM_CONSTANT(FUNC_SATURATE);
BIND_ENUM_CONSTANT(FUNC_NEGATE);
+ BIND_ENUM_CONSTANT(FUNC_ACOSH);
+ BIND_ENUM_CONSTANT(FUNC_ASINH);
+ BIND_ENUM_CONSTANT(FUNC_ATANH);
+ BIND_ENUM_CONSTANT(FUNC_DEGREES);
+ BIND_ENUM_CONSTANT(FUNC_EXP2);
+ BIND_ENUM_CONSTANT(FUNC_INVERSE_SQRT);
+ BIND_ENUM_CONSTANT(FUNC_LOG2);
+ BIND_ENUM_CONSTANT(FUNC_RADIANS);
+ BIND_ENUM_CONSTANT(FUNC_RECIPROCAL);
+ BIND_ENUM_CONSTANT(FUNC_ROUNDEVEN);
+ BIND_ENUM_CONSTANT(FUNC_TRUNC);
+ BIND_ENUM_CONSTANT(FUNC_ONEMINUS);
}
VisualShaderNodeScalarFunc::VisualShaderNodeScalarFunc() {
@@ -1203,9 +1453,11 @@ String VisualShaderNodeVectorFunc::get_caption() const {
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 "";
}
@@ -1213,22 +1465,53 @@ String VisualShaderNodeVectorFunc::get_input_port_name(int p_port) const {
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 {
+String VisualShaderNodeVectorFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- static const char *vec_func_id[FUNC_HSV2RGB + 1] = {
+ static const char *vec_func_id[FUNC_ONEMINUS + 1] = {
"normalize($)",
"max(min($,vec3(1.0)),vec3(0.0))",
"-($)",
"1.0/($)",
"",
"",
+ "abs($)",
+ "acos($)",
+ "acosh($)",
+ "asin($)",
+ "asinh($)",
+ "atan($)",
+ "atanh($)",
+ "ceil($)",
+ "cos($)",
+ "cosh($)",
+ "degrees($)",
+ "exp($)",
+ "exp2($)",
+ "floor($)",
+ "fract($)",
+ "inversesqrt($)",
+ "log($)",
+ "log2($)",
+ "radians($)",
+ "round($)",
+ "roundEven($)",
+ "sign($)",
+ "sin($)",
+ "sinh($)",
+ "sqrt($)",
+ "tan($)",
+ "tanh($)",
+ "trunc($)",
+ "vec3(1.0, 1.0, 1.0)-$"
};
String code;
@@ -1280,7 +1563,7 @@ 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");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Normalize,Saturate,Negate,Reciprocal,RGB2HSV,HSV2RGB,Abs,ACos,ACosH,ASin,ASinH,ATan,ATanH,Ceil,Cos,CosH,Degrees,Exp,Exp2,Floor,Frac,InverseSqrt,Log,Log2,Radians,Round,RoundEven,Sign,Sin,SinH,Sqrt,Tan,TanH,Trunc,OneMinus"), "set_function", "get_function");
BIND_ENUM_CONSTANT(FUNC_NORMALIZE);
BIND_ENUM_CONSTANT(FUNC_SATURATE);
@@ -1288,6 +1571,35 @@ void VisualShaderNodeVectorFunc::_bind_methods() {
BIND_ENUM_CONSTANT(FUNC_RECIPROCAL);
BIND_ENUM_CONSTANT(FUNC_RGB2HSV);
BIND_ENUM_CONSTANT(FUNC_HSV2RGB);
+ BIND_ENUM_CONSTANT(FUNC_ABS);
+ BIND_ENUM_CONSTANT(FUNC_ACOS);
+ BIND_ENUM_CONSTANT(FUNC_ACOSH);
+ BIND_ENUM_CONSTANT(FUNC_ASIN);
+ BIND_ENUM_CONSTANT(FUNC_ASINH);
+ BIND_ENUM_CONSTANT(FUNC_ATAN);
+ BIND_ENUM_CONSTANT(FUNC_ATANH);
+ BIND_ENUM_CONSTANT(FUNC_CEIL);
+ BIND_ENUM_CONSTANT(FUNC_COS);
+ BIND_ENUM_CONSTANT(FUNC_COSH);
+ BIND_ENUM_CONSTANT(FUNC_DEGREES);
+ BIND_ENUM_CONSTANT(FUNC_EXP);
+ BIND_ENUM_CONSTANT(FUNC_EXP2);
+ BIND_ENUM_CONSTANT(FUNC_FLOOR);
+ BIND_ENUM_CONSTANT(FUNC_FRAC);
+ BIND_ENUM_CONSTANT(FUNC_INVERSE_SQRT);
+ BIND_ENUM_CONSTANT(FUNC_LOG);
+ BIND_ENUM_CONSTANT(FUNC_LOG2);
+ BIND_ENUM_CONSTANT(FUNC_RADIANS);
+ BIND_ENUM_CONSTANT(FUNC_ROUND);
+ BIND_ENUM_CONSTANT(FUNC_ROUNDEVEN);
+ BIND_ENUM_CONSTANT(FUNC_SIGN);
+ BIND_ENUM_CONSTANT(FUNC_SIN);
+ BIND_ENUM_CONSTANT(FUNC_SINH);
+ BIND_ENUM_CONSTANT(FUNC_SQRT);
+ BIND_ENUM_CONSTANT(FUNC_TAN);
+ BIND_ENUM_CONSTANT(FUNC_TANH);
+ BIND_ENUM_CONSTANT(FUNC_TRUNC);
+ BIND_ENUM_CONSTANT(FUNC_ONEMINUS);
}
VisualShaderNodeVectorFunc::VisualShaderNodeVectorFunc() {
@@ -1295,6 +1607,172 @@ VisualShaderNodeVectorFunc::VisualShaderNodeVectorFunc() {
set_input_port_default_value(0, Vector3());
}
+////////////// ColorFunc
+
+String VisualShaderNodeColorFunc::get_caption() const {
+ return "ColorFunc";
+}
+
+int VisualShaderNodeColorFunc::get_input_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeColorFunc::PortType VisualShaderNodeColorFunc::get_input_port_type(int p_port) const {
+ return PORT_TYPE_VECTOR;
+}
+
+String VisualShaderNodeColorFunc::get_input_port_name(int p_port) const {
+ return "";
+}
+
+int VisualShaderNodeColorFunc::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeColorFunc::PortType VisualShaderNodeColorFunc::get_output_port_type(int p_port) const {
+ return PORT_TYPE_VECTOR;
+}
+
+String VisualShaderNodeColorFunc::get_output_port_name(int p_port) const {
+ return "";
+}
+
+String VisualShaderNodeColorFunc::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 (func) {
+ case FUNC_GRAYSCALE:
+ code += "\t{\n";
+ code += "\t\tvec3 c = " + p_input_vars[0] + ";\n";
+ code += "\t\tfloat max1 = max(c.r, c.g);\n";
+ code += "\t\tfloat max2 = max(max1, c.b);\n";
+ code += "\t\tfloat max3 = max(max1, max2);\n";
+ code += "\t\t" + p_output_vars[0] + " = vec3(max3, max3, max3);\n";
+ code += "\t}\n";
+ break;
+ case FUNC_SEPIA:
+ code += "\t{\n";
+ code += "\t\tvec3 c = " + p_input_vars[0] + ";\n";
+ code += "\t\tfloat r = (c.r * .393) + (c.g *.769) + (c.b * .189);\n";
+ code += "\t\tfloat g = (c.r * .349) + (c.g *.686) + (c.b * .168);\n";
+ code += "\t\tfloat b = (c.r * .272) + (c.g *.534) + (c.b * .131);\n";
+ code += "\t\t" + p_output_vars[0] + " = vec3(r, g, b);\n";
+ code += "\t}\n";
+ break;
+ }
+
+ return code;
+}
+
+void VisualShaderNodeColorFunc::set_function(Function p_func) {
+
+ func = p_func;
+ emit_changed();
+}
+
+VisualShaderNodeColorFunc::Function VisualShaderNodeColorFunc::get_function() const {
+
+ return func;
+}
+
+Vector<StringName> VisualShaderNodeColorFunc::get_editable_properties() const {
+ Vector<StringName> props;
+ props.push_back("function");
+ return props;
+}
+
+void VisualShaderNodeColorFunc::_bind_methods() {
+
+ ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeColorFunc::set_function);
+ ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeColorFunc::get_function);
+
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Grayscale,Sepia"), "set_function", "get_function");
+
+ BIND_ENUM_CONSTANT(FUNC_GRAYSCALE);
+ BIND_ENUM_CONSTANT(FUNC_SEPIA);
+}
+
+VisualShaderNodeColorFunc::VisualShaderNodeColorFunc() {
+ func = FUNC_GRAYSCALE;
+ set_input_port_default_value(0, Vector3());
+}
+
+////////////// Transform Func
+
+String VisualShaderNodeTransformFunc::get_caption() const {
+ return "TransformFunc";
+}
+
+int VisualShaderNodeTransformFunc::get_input_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeTransformFunc::PortType VisualShaderNodeTransformFunc::get_input_port_type(int p_port) const {
+ return PORT_TYPE_TRANSFORM;
+}
+
+String VisualShaderNodeTransformFunc::get_input_port_name(int p_port) const {
+ return "";
+}
+
+int VisualShaderNodeTransformFunc::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeTransformFunc::PortType VisualShaderNodeTransformFunc::get_output_port_type(int p_port) const {
+ return PORT_TYPE_TRANSFORM;
+}
+
+String VisualShaderNodeTransformFunc::get_output_port_name(int p_port) const {
+ return "";
+}
+
+String VisualShaderNodeTransformFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
+
+ static const char *funcs[FUNC_TRANSPOSE + 1] = {
+ "inverse($)",
+ "transpose($)"
+ };
+
+ String code;
+ code += "\t" + p_output_vars[0] + "=" + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
+ return code;
+}
+
+void VisualShaderNodeTransformFunc::set_function(Function p_func) {
+
+ func = p_func;
+ emit_changed();
+}
+
+VisualShaderNodeTransformFunc::Function VisualShaderNodeTransformFunc::get_function() const {
+
+ return func;
+}
+
+Vector<StringName> VisualShaderNodeTransformFunc::get_editable_properties() const {
+ Vector<StringName> props;
+ props.push_back("function");
+ return props;
+}
+
+void VisualShaderNodeTransformFunc::_bind_methods() {
+
+ ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeTransformFunc::set_function);
+ ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeTransformFunc::get_function);
+
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Inverse,Transpose"), "set_function", "get_function");
+
+ BIND_ENUM_CONSTANT(FUNC_INVERSE);
+ BIND_ENUM_CONSTANT(FUNC_TRANSPOSE);
+}
+
+VisualShaderNodeTransformFunc::VisualShaderNodeTransformFunc() {
+ func = FUNC_INVERSE;
+ set_input_port_default_value(0, Transform());
+}
+
////////////// Dot Product
String VisualShaderNodeDotProduct::get_caption() const {
@@ -1304,9 +1782,11 @@ String VisualShaderNodeDotProduct::get_caption() const {
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";
}
@@ -1314,14 +1794,16 @@ String VisualShaderNodeDotProduct::get_input_port_name(int p_port) const {
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 {
+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, bool p_for_preview) const {
return "\t" + p_output_vars[0] + " = dot( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n";
}
@@ -1339,9 +1821,11 @@ String VisualShaderNodeVectorLen::get_caption() const {
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 "";
}
@@ -1349,14 +1833,16 @@ String VisualShaderNodeVectorLen::get_input_port_name(int p_port) const {
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 {
+String VisualShaderNodeVectorLen::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
return "\t" + p_output_vars[0] + " = length( " + p_input_vars[0] + " );\n";
}
@@ -1364,91 +1850,812 @@ VisualShaderNodeVectorLen::VisualShaderNodeVectorLen() {
set_input_port_default_value(0, Vector3());
}
-////////////// Scalar Interp
+////////////// Determinant
+
+String VisualShaderNodeDeterminant::get_caption() const {
+ return "Determinant";
+}
+
+int VisualShaderNodeDeterminant::get_input_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeDeterminant::PortType VisualShaderNodeDeterminant::get_input_port_type(int p_port) const {
+ return PORT_TYPE_TRANSFORM;
+}
+
+String VisualShaderNodeDeterminant::get_input_port_name(int p_port) const {
+ return "";
+}
+
+int VisualShaderNodeDeterminant::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeDeterminant::PortType VisualShaderNodeDeterminant::get_output_port_type(int p_port) const {
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeDeterminant::get_output_port_name(int p_port) const {
+ return "";
+}
+
+String VisualShaderNodeDeterminant::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] + " = determinant( " + p_input_vars[0] + " );\n";
+}
+
+VisualShaderNodeDeterminant::VisualShaderNodeDeterminant() {
+ set_input_port_default_value(0, Transform());
+}
+
+////////////// Scalar Derivative Function
+
+String VisualShaderNodeScalarDerivativeFunc::get_caption() const {
+ return "ScalarDerivativeFunc";
+}
+
+int VisualShaderNodeScalarDerivativeFunc::get_input_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeScalarDerivativeFunc::PortType VisualShaderNodeScalarDerivativeFunc::get_input_port_type(int p_port) const {
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeScalarDerivativeFunc::get_input_port_name(int p_port) const {
+ return "";
+}
+
+int VisualShaderNodeScalarDerivativeFunc::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeScalarDerivativeFunc::PortType VisualShaderNodeScalarDerivativeFunc::get_output_port_type(int p_port) const {
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeScalarDerivativeFunc::get_output_port_name(int p_port) const {
+ return "";
+}
+
+String VisualShaderNodeScalarDerivativeFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
+
+ static const char *funcs[FUNC_Y + 1] = {
+ "fwidth($)",
+ "dFdx($)",
+ "dFdy($)"
+ };
+
+ String code;
+ code += "\t" + p_output_vars[0] + "=" + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
+ return code;
+}
+
+void VisualShaderNodeScalarDerivativeFunc::set_function(Function p_func) {
+
+ func = p_func;
+ emit_changed();
+}
+
+VisualShaderNodeScalarDerivativeFunc::Function VisualShaderNodeScalarDerivativeFunc::get_function() const {
+
+ return func;
+}
+
+Vector<StringName> VisualShaderNodeScalarDerivativeFunc::get_editable_properties() const {
+ Vector<StringName> props;
+ props.push_back("function");
+ return props;
+}
+
+void VisualShaderNodeScalarDerivativeFunc::_bind_methods() {
+
+ ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeScalarDerivativeFunc::set_function);
+ ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeScalarDerivativeFunc::get_function);
+
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Sum,X,Y"), "set_function", "get_function");
+
+ BIND_ENUM_CONSTANT(FUNC_SUM);
+ BIND_ENUM_CONSTANT(FUNC_X);
+ BIND_ENUM_CONSTANT(FUNC_Y);
+}
+
+VisualShaderNodeScalarDerivativeFunc::VisualShaderNodeScalarDerivativeFunc() {
+ func = FUNC_SUM;
+ set_input_port_default_value(0, 0.0);
+}
+
+////////////// Vector Derivative Function
+
+String VisualShaderNodeVectorDerivativeFunc::get_caption() const {
+ return "VectorDerivativeFunc";
+}
+
+int VisualShaderNodeVectorDerivativeFunc::get_input_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeVectorDerivativeFunc::PortType VisualShaderNodeVectorDerivativeFunc::get_input_port_type(int p_port) const {
+ return PORT_TYPE_VECTOR;
+}
+
+String VisualShaderNodeVectorDerivativeFunc::get_input_port_name(int p_port) const {
+ return "";
+}
+
+int VisualShaderNodeVectorDerivativeFunc::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeVectorDerivativeFunc::PortType VisualShaderNodeVectorDerivativeFunc::get_output_port_type(int p_port) const {
+ return PORT_TYPE_VECTOR;
+}
+
+String VisualShaderNodeVectorDerivativeFunc::get_output_port_name(int p_port) const {
+ return "";
+}
+
+String VisualShaderNodeVectorDerivativeFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
+
+ static const char *funcs[FUNC_Y + 1] = {
+ "fwidth($)",
+ "dFdx($)",
+ "dFdy($)"
+ };
+
+ String code;
+ code += "\t" + p_output_vars[0] + "=" + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
+ return code;
+}
+
+void VisualShaderNodeVectorDerivativeFunc::set_function(Function p_func) {
+
+ func = p_func;
+ emit_changed();
+}
+
+VisualShaderNodeVectorDerivativeFunc::Function VisualShaderNodeVectorDerivativeFunc::get_function() const {
+
+ return func;
+}
+
+Vector<StringName> VisualShaderNodeVectorDerivativeFunc::get_editable_properties() const {
+ Vector<StringName> props;
+ props.push_back("function");
+ return props;
+}
+
+void VisualShaderNodeVectorDerivativeFunc::_bind_methods() {
+
+ ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeVectorDerivativeFunc::set_function);
+ ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeVectorDerivativeFunc::get_function);
+
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Sum,X,Y"), "set_function", "get_function");
+
+ BIND_ENUM_CONSTANT(FUNC_SUM);
+ BIND_ENUM_CONSTANT(FUNC_X);
+ BIND_ENUM_CONSTANT(FUNC_Y);
+}
+
+VisualShaderNodeVectorDerivativeFunc::VisualShaderNodeVectorDerivativeFunc() {
+ func = FUNC_SUM;
+ set_input_port_default_value(0, Vector3());
+}
+
+////////////// Scalar Clamp
+
+String VisualShaderNodeScalarClamp::get_caption() const {
+ return "ScalarClamp";
+}
+
+int VisualShaderNodeScalarClamp::get_input_port_count() const {
+ return 3;
+}
+
+VisualShaderNodeScalarClamp::PortType VisualShaderNodeScalarClamp::get_input_port_type(int p_port) const {
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeScalarClamp::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";
+ return "";
+}
+
+int VisualShaderNodeScalarClamp::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeScalarClamp::PortType VisualShaderNodeScalarClamp::get_output_port_type(int p_port) const {
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeScalarClamp::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 {
+ 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";
+ return "";
+}
+
+int VisualShaderNodeVectorClamp::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeVectorClamp::PortType VisualShaderNodeVectorClamp::get_output_port_type(int p_port) const {
+ return PORT_TYPE_VECTOR;
+}
+
+String VisualShaderNodeVectorClamp::get_output_port_name(int p_port) const {
+ return "";
+}
+
+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";
+}
+
+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));
+}
+
+////////////// FaceForward
+
+String VisualShaderNodeFaceForward::get_caption() const {
+ return "FaceForward";
+}
+
+int VisualShaderNodeFaceForward::get_input_port_count() const {
+ return 3;
+}
+
+VisualShaderNodeFaceForward::PortType VisualShaderNodeFaceForward::get_input_port_type(int p_port) const {
+ return PORT_TYPE_VECTOR;
+}
+
+String VisualShaderNodeFaceForward::get_input_port_name(int p_port) const {
+ switch (p_port) {
+ case 0:
+ return "N";
+ case 1:
+ return "I";
+ case 2:
+ return "Nref";
+ default:
+ return "";
+ }
+}
+
+int VisualShaderNodeFaceForward::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeFaceForward::PortType VisualShaderNodeFaceForward::get_output_port_type(int p_port) const {
+ return PORT_TYPE_VECTOR;
+}
+
+String VisualShaderNodeFaceForward::get_output_port_name(int p_port) const {
+ return "";
+}
+
+String VisualShaderNodeFaceForward::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
+ return "\t" + p_output_vars[0] + " = faceforward( " + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + " );\n";
+}
+
+VisualShaderNodeFaceForward::VisualShaderNodeFaceForward() {
+ 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));
+}
+
+////////////// Outer Product
+
+String VisualShaderNodeOuterProduct::get_caption() const {
+ return "OuterProduct";
+}
+
+int VisualShaderNodeOuterProduct::get_input_port_count() const {
+ return 2;
+}
+
+VisualShaderNodeOuterProduct::PortType VisualShaderNodeOuterProduct::get_input_port_type(int p_port) const {
+ return PORT_TYPE_VECTOR;
+}
+
+String VisualShaderNodeOuterProduct::get_input_port_name(int p_port) const {
+ switch (p_port) {
+ case 0:
+ return "c";
+ case 1:
+ return "r";
+ default:
+ return "";
+ }
+}
+
+int VisualShaderNodeOuterProduct::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeOuterProduct::PortType VisualShaderNodeOuterProduct::get_output_port_type(int p_port) const {
+ return PORT_TYPE_TRANSFORM;
+}
+
+String VisualShaderNodeOuterProduct::get_output_port_name(int p_port) const {
+ return "";
+}
+
+String VisualShaderNodeOuterProduct::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] + " = outerProduct( vec4(" + p_input_vars[0] + ", 0.0), vec4(" + p_input_vars[1] + ", 0.0) );\n";
+}
+
+VisualShaderNodeOuterProduct::VisualShaderNodeOuterProduct() {
+ 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));
+}
+
+////////////// Vector-Scalar Step
+
+String VisualShaderNodeVectorScalarStep::get_caption() const {
+ return "VectorScalarStep";
+}
+
+int VisualShaderNodeVectorScalarStep::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;
+ }
+ return PORT_TYPE_VECTOR;
+}
+
+String VisualShaderNodeVectorScalarStep::get_input_port_name(int p_port) const {
+ if (p_port == 0)
+ return "edge";
+ else if (p_port == 1)
+ return "x";
+ return "";
+}
+
+int VisualShaderNodeVectorScalarStep::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeVectorScalarStep::PortType VisualShaderNodeVectorScalarStep::get_output_port_type(int p_port) const {
+ return PORT_TYPE_VECTOR;
+}
+
+String VisualShaderNodeVectorScalarStep::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;
+}
+
+VisualShaderNodeScalarSmoothStep::PortType VisualShaderNodeScalarSmoothStep::get_input_port_type(int p_port) const {
+ return PORT_TYPE_SCALAR;
+}
+
+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 "";
+}
+
+int VisualShaderNodeScalarSmoothStep::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeScalarSmoothStep::PortType VisualShaderNodeScalarSmoothStep::get_output_port_type(int p_port) const {
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeScalarSmoothStep::get_output_port_name(int p_port) const {
+ return "";
+}
+
+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";
+}
+
+VisualShaderNodeScalarSmoothStep::VisualShaderNodeScalarSmoothStep() {
+ 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
+
+String VisualShaderNodeVectorSmoothStep::get_caption() const {
+ return "VectorSmoothStep";
+}
+
+int VisualShaderNodeVectorSmoothStep::get_input_port_count() const {
+ return 3;
+}
+
+VisualShaderNodeVectorSmoothStep::PortType VisualShaderNodeVectorSmoothStep::get_input_port_type(int p_port) const {
+ return PORT_TYPE_VECTOR;
+}
+
+String VisualShaderNodeVectorSmoothStep::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 "";
+}
+
+int VisualShaderNodeVectorSmoothStep::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeVectorSmoothStep::PortType VisualShaderNodeVectorSmoothStep::get_output_port_type(int p_port) const {
+ return PORT_TYPE_VECTOR;
+}
+
+String VisualShaderNodeVectorSmoothStep::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;
+ }
+ 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";
+ return "";
+}
+
+int VisualShaderNodeVectorScalarSmoothStep::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeVectorScalarSmoothStep::PortType VisualShaderNodeVectorScalarSmoothStep::get_output_port_type(int p_port) const {
+ return PORT_TYPE_VECTOR;
+}
+
+String VisualShaderNodeVectorScalarSmoothStep::get_output_port_name(int p_port) const {
+ return "";
+}
+
+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";
+}
+
+VisualShaderNodeVectorScalarSmoothStep::VisualShaderNodeVectorScalarSmoothStep() {
+ 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));
+}
+
+////////////// Distance
+
+String VisualShaderNodeVectorDistance::get_caption() const {
+ return "Distance";
+}
+
+int VisualShaderNodeVectorDistance::get_input_port_count() const {
+ return 2;
+}
+
+VisualShaderNodeVectorDistance::PortType VisualShaderNodeVectorDistance::get_input_port_type(int p_port) const {
+ return PORT_TYPE_VECTOR;
+}
+
+String VisualShaderNodeVectorDistance::get_input_port_name(int p_port) const {
+ if (p_port == 0) {
+ return "p0";
+ } else if (p_port == 1) {
+ return "p1";
+ }
+ return "";
+}
+
+int VisualShaderNodeVectorDistance::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeVectorDistance::PortType VisualShaderNodeVectorDistance::get_output_port_type(int p_port) const {
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeVectorDistance::get_output_port_name(int p_port) const {
+ return "";
+}
+
+String VisualShaderNodeVectorDistance::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
+ return "\t" + p_output_vars[0] + " = distance( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n";
+}
+
+VisualShaderNodeVectorDistance::VisualShaderNodeVectorDistance() {
+ set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
+ set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
+}
+
+////////////// Refract Vector
+
+String VisualShaderNodeVectorRefract::get_caption() const {
+ return "Refract";
+}
+
+int VisualShaderNodeVectorRefract::get_input_port_count() const {
+ return 3;
+}
+
+VisualShaderNodeVectorRefract::PortType VisualShaderNodeVectorRefract::get_input_port_type(int p_port) const {
+
+ if (p_port == 2) {
+ return PORT_TYPE_SCALAR;
+ }
+
+ return PORT_TYPE_VECTOR;
+}
+
+String VisualShaderNodeVectorRefract::get_input_port_name(int p_port) const {
+ if (p_port == 0) {
+ return "I";
+ } else if (p_port == 1) {
+ return "N";
+ } else if (p_port == 2) {
+ return "eta";
+ }
+ return "";
+}
+
+int VisualShaderNodeVectorRefract::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeVectorRefract::PortType VisualShaderNodeVectorRefract::get_output_port_type(int p_port) const {
+ return PORT_TYPE_VECTOR;
+}
+
+String VisualShaderNodeVectorRefract::get_output_port_name(int p_port) const {
+ return "";
+}
+
+String VisualShaderNodeVectorRefract::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] + " = refract( " + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + " );\n";
+}
+
+VisualShaderNodeVectorRefract::VisualShaderNodeVectorRefract() {
+ 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, 0.0);
+}
+
+////////////// Scalar Mix
String VisualShaderNodeScalarInterp::get_caption() const {
- return "ScalarInterp";
+ return "ScalarMix";
}
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";
+ return "weight";
}
}
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 {
+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, 0.0);
- set_input_port_default_value(2, 0.0);
+ set_input_port_default_value(1, 1.0);
+ set_input_port_default_value(2, 0.5);
}
-////////////// Vector Interp
+////////////// Vector Mix
String VisualShaderNodeVectorInterp::get_caption() const {
- return "VectorInterp";
+ 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 "c";
+ return "weight";
}
}
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 {
+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 {
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());
+ 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;
+}
+
+VisualShaderNodeVectorScalarMix::PortType VisualShaderNodeVectorScalarMix::get_output_port_type(int p_port) const {
+ return PORT_TYPE_VECTOR;
+}
+
+String VisualShaderNodeVectorScalarMix::get_output_port_name(int p_port) const {
+ return "mix";
+}
+
+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";
+}
+
+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);
}
////////////// Vector Compose
+
String VisualShaderNodeVectorCompose::get_caption() const {
return "VectorCompose";
}
@@ -1456,9 +2663,11 @@ String VisualShaderNodeVectorCompose::get_caption() const {
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";
@@ -1472,14 +2681,16 @@ String VisualShaderNodeVectorCompose::get_input_port_name(int p_port) const {
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 {
+String VisualShaderNodeVectorCompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
return "\t" + p_output_vars[0] + " = vec3( " + p_input_vars[0] + " , " + p_input_vars[1] + " , " + p_input_vars[2] + " );\n";
}
@@ -1499,9 +2710,11 @@ String VisualShaderNodeTransformCompose::get_caption() const {
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";
@@ -1517,14 +2730,16 @@ String VisualShaderNodeTransformCompose::get_input_port_name(int p_port) const {
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 {
+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, bool p_for_preview) 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";
}
@@ -1544,9 +2759,11 @@ String VisualShaderNodeVectorDecompose::get_caption() const {
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";
}
@@ -1554,9 +2771,11 @@ String VisualShaderNodeVectorDecompose::get_input_port_name(int p_port) const {
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";
@@ -1567,7 +2786,7 @@ String VisualShaderNodeVectorDecompose::get_output_port_name(int p_port) const {
}
}
-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 VisualShaderNodeVectorDecompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
String code;
code += "\t" + p_output_vars[0] + " = " + p_input_vars[0] + ".x;\n";
code += "\t" + p_output_vars[1] + " = " + p_input_vars[0] + ".y;\n";
@@ -1588,9 +2807,11 @@ String VisualShaderNodeTransformDecompose::get_caption() const {
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";
}
@@ -1598,9 +2819,11 @@ String VisualShaderNodeTransformDecompose::get_input_port_name(int p_port) const
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";
@@ -1613,7 +2836,7 @@ String VisualShaderNodeTransformDecompose::get_output_port_name(int p_port) cons
}
}
-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 VisualShaderNodeTransformDecompose::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] + " = " + p_input_vars[0] + "[0].xyz;\n";
code += "\t" + p_output_vars[1] + " = " + p_input_vars[0] + "[1].xyz;\n";
@@ -1635,9 +2858,11 @@ String VisualShaderNodeScalarUniform::get_caption() const {
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();
}
@@ -1645,9 +2870,11 @@ String VisualShaderNodeScalarUniform::get_input_port_name(int p_port) const {
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
}
@@ -1655,13 +2882,55 @@ String VisualShaderNodeScalarUniform::get_output_port_name(int p_port) const {
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 {
+
+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, bool p_for_preview) const {
return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
}
VisualShaderNodeScalarUniform::VisualShaderNodeScalarUniform() {
}
+////////////// Boolean Uniform
+
+String VisualShaderNodeBooleanUniform::get_caption() const {
+ return "BooleanUniform";
+}
+
+int VisualShaderNodeBooleanUniform::get_input_port_count() const {
+ return 0;
+}
+
+VisualShaderNodeBooleanUniform::PortType VisualShaderNodeBooleanUniform::get_input_port_type(int p_port) const {
+ return PORT_TYPE_BOOLEAN;
+}
+
+String VisualShaderNodeBooleanUniform::get_input_port_name(int p_port) const {
+ return String();
+}
+
+int VisualShaderNodeBooleanUniform::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeBooleanUniform::PortType VisualShaderNodeBooleanUniform::get_output_port_type(int p_port) const {
+ return PORT_TYPE_BOOLEAN;
+}
+
+String VisualShaderNodeBooleanUniform::get_output_port_name(int p_port) const {
+ return ""; //no output port means the editor will be used as port
+}
+
+String VisualShaderNodeBooleanUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
+ return "uniform bool " + get_uniform_name() + ";\n";
+}
+
+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";
+}
+
+VisualShaderNodeBooleanUniform::VisualShaderNodeBooleanUniform() {
+}
+
////////////// Color Uniform
String VisualShaderNodeColorUniform::get_caption() const {
@@ -1671,9 +2940,11 @@ String VisualShaderNodeColorUniform::get_caption() const {
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();
}
@@ -1681,9 +2952,11 @@ String VisualShaderNodeColorUniform::get_input_port_name(int p_port) const {
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
}
@@ -1693,7 +2966,7 @@ String VisualShaderNodeColorUniform::generate_global(Shader::Mode p_mode, Visual
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 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 {
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;
@@ -1711,9 +2984,11 @@ String VisualShaderNodeVec3Uniform::get_caption() const {
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();
}
@@ -1721,17 +2996,20 @@ String VisualShaderNodeVec3Uniform::get_input_port_name(int p_port) const {
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 {
+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";
}
@@ -1747,9 +3025,11 @@ String VisualShaderNodeTransformUniform::get_caption() const {
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();
}
@@ -1757,17 +3037,20 @@ String VisualShaderNodeTransformUniform::get_input_port_name(int p_port) const {
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 {
+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";
}
@@ -1783,21 +3066,45 @@ String VisualShaderNodeTextureUniform::get_caption() const {
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;
+ return 3;
}
+
VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_output_port_type(int p_port) const {
- return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
+
+ 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 VisualShaderNodeTextureUniform::get_output_port_name(int p_port) const {
- return p_port == 0 ? "rgb" : "alpha";
+
+ switch (p_port) {
+ case 0:
+ return "rgb";
+ case 1:
+ return "alpha";
+ case 2:
+ return "sampler";
+ default:
+ return "";
+ }
}
String VisualShaderNodeTextureUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
@@ -1823,13 +3130,13 @@ String VisualShaderNodeTextureUniform::generate_global(Shader::Mode p_mode, Visu
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 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 id = get_uniform_name();
String code = "\t{\n";
- if (p_input_vars[0] == String()) { //none bound, do nothing
+ if (p_input_vars[0] == String()) { // Use UV by default.
- code += "\t\tvec4 n_tex_read = vec4(0.0);\n";
+ code += "\t\tvec4 n_tex_read = texture( " + id + " , UV.xy );\n";
} else if (p_input_vars[1] == String()) {
//no lod
code += "\t\tvec4 n_tex_read = texture( " + id + " , " + p_input_vars[0] + ".xy );\n";
@@ -1857,6 +3164,7 @@ void VisualShaderNodeTextureUniform::set_color_default(ColorDefault p_default) {
color_default = p_default;
emit_changed();
}
+
VisualShaderNodeTextureUniform::ColorDefault VisualShaderNodeTextureUniform::get_color_default() const {
return color_default;
}
@@ -1887,11 +3195,119 @@ void VisualShaderNodeTextureUniform::_bind_methods() {
BIND_ENUM_CONSTANT(COLOR_DEFAULT_BLACK);
}
+String VisualShaderNodeTextureUniform::get_input_port_default_hint(int p_port) const {
+ if (p_port == 0) {
+ return "UV.xy";
+ }
+ return "";
+}
+
VisualShaderNodeTextureUniform::VisualShaderNodeTextureUniform() {
texture_type = TYPE_DATA;
color_default = COLOR_DEFAULT_WHITE;
}
+////////////// Texture Uniform (Triplanar)
+
+String VisualShaderNodeTextureUniformTriplanar::get_caption() const {
+ return "TextureUniformTriplanar";
+}
+
+int VisualShaderNodeTextureUniformTriplanar::get_input_port_count() const {
+ return 2;
+}
+
+VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniformTriplanar::get_input_port_type(int p_port) const {
+ if (p_port == 0) {
+ return PORT_TYPE_VECTOR;
+ } else if (p_port == 1) {
+ return PORT_TYPE_VECTOR;
+ }
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeTextureUniformTriplanar::get_input_port_name(int p_port) const {
+ if (p_port == 0) {
+ return "weights";
+ } else if (p_port == 1) {
+ return "pos";
+ }
+ return "";
+}
+
+String VisualShaderNodeTextureUniformTriplanar::generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
+
+ String code;
+
+ code += "// TRIPLANAR FUNCTION GLOBAL CODE\n";
+ code += "\tvec4 triplanar_texture(sampler2D p_sampler, vec3 p_weights, vec3 p_triplanar_pos) {\n";
+ code += "\t\tvec4 samp = vec4(0.0);\n";
+ code += "\t\tsamp += texture(p_sampler, p_triplanar_pos.xy) * p_weights.z;\n";
+ code += "\t\tsamp += texture(p_sampler, p_triplanar_pos.xz) * p_weights.y;\n";
+ code += "\t\tsamp += texture(p_sampler, p_triplanar_pos.zy * vec2(-1.0, 1.0)) * p_weights.x;\n";
+ code += "\t\treturn samp;\n";
+ code += "\t}\n";
+ code += "\n";
+ code += "\tuniform vec3 triplanar_scale = vec3(1.0, 1.0, 1.0);\n";
+ code += "\tuniform vec3 triplanar_offset;\n";
+ code += "\tuniform float triplanar_sharpness = 0.5;\n";
+ code += "\n";
+ code += "\tvarying vec3 triplanar_power_normal;\n";
+ code += "\tvarying vec3 triplanar_pos;\n";
+
+ return code;
+}
+
+String VisualShaderNodeTextureUniformTriplanar::generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
+
+ String code;
+
+ if (p_type == VisualShader::TYPE_VERTEX) {
+
+ code += "\t// TRIPLANAR FUNCTION VERTEX CODE\n";
+ code += "\t\ttriplanar_power_normal = pow(abs(NORMAL), vec3(triplanar_sharpness));\n";
+ code += "\t\ttriplanar_power_normal /= dot(triplanar_power_normal, vec3(1.0));\n";
+ code += "\t\ttriplanar_pos = VERTEX * triplanar_scale + triplanar_offset;\n";
+ code += "\t\ttriplanar_pos *= vec3(1.0, -1.0, 1.0);\n";
+ }
+
+ return code;
+}
+
+String VisualShaderNodeTextureUniformTriplanar::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 id = get_uniform_name();
+ 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";
+ } 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";
+ } 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";
+ } else {
+ 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";
+ code += "\t\t" + p_output_vars[1] + " = n_tex_read.a;\n";
+ code += "\t}\n";
+
+ return code;
+}
+
+String VisualShaderNodeTextureUniformTriplanar::get_input_port_default_hint(int p_port) const {
+ if (p_port == 0) {
+ return "default";
+ } else if (p_port == 1) {
+ return "default";
+ }
+ return "";
+}
+
+VisualShaderNodeTextureUniformTriplanar::VisualShaderNodeTextureUniformTriplanar() {
+}
+
////////////// CubeMap Uniform
String VisualShaderNodeCubeMapUniform::get_caption() const {
@@ -1901,9 +3317,11 @@ String VisualShaderNodeCubeMapUniform::get_caption() const {
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";
}
@@ -1911,16 +3329,555 @@ String VisualShaderNodeCubeMapUniform::get_input_port_name(int p_port) const {
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 {
+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() {
}
+
+////////////// If
+
+String VisualShaderNodeIf::get_caption() const {
+ return "If";
+}
+
+int VisualShaderNodeIf::get_input_port_count() const {
+ return 6;
+}
+
+VisualShaderNodeIf::PortType VisualShaderNodeIf::get_input_port_type(int p_port) const {
+ if (p_port == 0 || p_port == 1 || p_port == 2) {
+ return PORT_TYPE_SCALAR;
+ }
+ return PORT_TYPE_VECTOR;
+}
+
+String VisualShaderNodeIf::get_input_port_name(int p_port) const {
+ switch (p_port) {
+ case 0:
+ return "a";
+ case 1:
+ return "b";
+ case 2:
+ return "tolerance";
+ case 3:
+ return "a == b";
+ case 4:
+ return "a > b";
+ case 5:
+ return "a < b";
+ default:
+ return "";
+ }
+}
+
+int VisualShaderNodeIf::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeIf::PortType VisualShaderNodeIf::get_output_port_type(int p_port) const {
+ return PORT_TYPE_VECTOR;
+}
+
+String VisualShaderNodeIf::get_output_port_name(int p_port) const {
+ return "result";
+}
+
+String VisualShaderNodeIf::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(abs(" + p_input_vars[0] + "-" + p_input_vars[1] + ")<" + p_input_vars[2] + ")\n"; // abs(a - b) < tolerance eg. a == b
+ code += "\t{\n";
+ code += "\t\t" + p_output_vars[0] + "=" + p_input_vars[3] + ";\n";
+ code += "\t}\n";
+ code += "\telse if(" + p_input_vars[0] + "<" + p_input_vars[1] + ")\n"; // a < b
+ code += "\t{\n";
+ code += "\t\t" + p_output_vars[0] + "=" + p_input_vars[5] + ";\n";
+ code += "\t}\n";
+ code += "\telse\n"; // a > b (or a >= b if abs(a - b) < tolerance is false)
+ code += "\t{\n";
+ code += "\t\t" + p_output_vars[0] + "=" + p_input_vars[4] + ";\n";
+ code += "\t}\n";
+ return code;
+}
+
+VisualShaderNodeIf::VisualShaderNodeIf() {
+ 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));
+}
+
+////////////// Switch
+
+String VisualShaderNodeSwitch::get_caption() const {
+ return "VectorSwitch";
+}
+
+int VisualShaderNodeSwitch::get_input_port_count() const {
+ return 3;
+}
+
+VisualShaderNodeSwitch::PortType VisualShaderNodeSwitch::get_input_port_type(int p_port) const {
+ if (p_port == 0) {
+ return PORT_TYPE_BOOLEAN;
+ }
+ return PORT_TYPE_VECTOR;
+}
+
+String VisualShaderNodeSwitch::get_input_port_name(int p_port) const {
+ switch (p_port) {
+ case 0:
+ return "value";
+ case 1:
+ return "true";
+ case 2:
+ return "false";
+ default:
+ return "";
+ }
+}
+
+int VisualShaderNodeSwitch::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeSwitch::PortType VisualShaderNodeSwitch::get_output_port_type(int p_port) const {
+ return PORT_TYPE_VECTOR;
+}
+
+String VisualShaderNodeSwitch::get_output_port_name(int p_port) const {
+ return "result";
+}
+
+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";
+ code += "\t{\n";
+ code += "\t\t" + p_output_vars[0] + "=" + p_input_vars[1] + ";\n";
+ code += "\t}\n";
+ code += "\telse\n";
+ code += "\t{\n";
+ code += "\t\t" + p_output_vars[0] + "=" + p_input_vars[2] + ";\n";
+ code += "\t}\n";
+ return code;
+}
+
+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));
+}
+
+////////////// 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);
+}
+
+////////////// Fresnel
+
+String VisualShaderNodeFresnel::get_caption() const {
+ return "Fresnel";
+}
+
+int VisualShaderNodeFresnel::get_input_port_count() const {
+ return 4;
+}
+
+VisualShaderNodeFresnel::PortType VisualShaderNodeFresnel::get_input_port_type(int p_port) const {
+ switch (p_port) {
+ case 0:
+ return PORT_TYPE_VECTOR;
+ case 1:
+ return PORT_TYPE_VECTOR;
+ case 2:
+ return PORT_TYPE_BOOLEAN;
+ case 3:
+ return PORT_TYPE_SCALAR;
+ default:
+ return PORT_TYPE_VECTOR;
+ }
+}
+
+String VisualShaderNodeFresnel::get_input_port_name(int p_port) const {
+ switch (p_port) {
+ case 0:
+ return "normal";
+ case 1:
+ return "view";
+ case 2:
+ return "invert";
+ case 3:
+ return "power";
+ default:
+ return "";
+ }
+}
+
+int VisualShaderNodeFresnel::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeFresnel::PortType VisualShaderNodeFresnel::get_output_port_type(int p_port) const {
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeFresnel::get_output_port_name(int p_port) const {
+ return "result";
+}
+
+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 {
+ return "\t" + p_output_vars[0] + " = " + p_input_vars[2] + " ? (pow(clamp(dot(" + p_input_vars[0] + ", " + p_input_vars[1] + "), 0.0, 1.0), " + p_input_vars[3] + ")) : (pow(1.0 - clamp(dot(" + p_input_vars[0] + ", " + p_input_vars[1] + "), 0.0, 1.0), " + p_input_vars[3] + "));";
+}
+
+VisualShaderNodeFresnel::VisualShaderNodeFresnel() {
+ 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, false);
+ set_input_port_default_value(3, 1.0);
+}
+
+////////////// Is
+
+String VisualShaderNodeIs::get_caption() const {
+
+ return "Is";
+}
+
+int VisualShaderNodeIs::get_input_port_count() const {
+
+ return 1;
+}
+
+VisualShaderNodeIs::PortType VisualShaderNodeIs::get_input_port_type(int p_port) const {
+
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeIs::get_input_port_name(int p_port) const {
+
+ return "";
+}
+
+int VisualShaderNodeIs::get_output_port_count() const {
+
+ return 1;
+}
+
+VisualShaderNodeIs::PortType VisualShaderNodeIs::get_output_port_type(int p_port) const {
+
+ return PORT_TYPE_BOOLEAN;
+}
+
+String VisualShaderNodeIs::get_output_port_name(int p_port) const {
+
+ return "";
+}
+
+String VisualShaderNodeIs::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
+
+ static const char *funcs[FUNC_IS_NAN + 1] = {
+ "isinf($)",
+ "isnan($)"
+ };
+
+ String code;
+ code += "\t" + p_output_vars[0] + "=" + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
+ return code;
+}
+
+void VisualShaderNodeIs::set_function(Function p_func) {
+
+ func = p_func;
+ emit_changed();
+}
+
+VisualShaderNodeIs::Function VisualShaderNodeIs::get_function() const {
+
+ return func;
+}
+
+Vector<StringName> VisualShaderNodeIs::get_editable_properties() const {
+
+ Vector<StringName> props;
+ props.push_back("function");
+ return props;
+}
+
+void VisualShaderNodeIs::_bind_methods() {
+
+ ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeIs::set_function);
+ ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeIs::get_function);
+
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Inf,NaN"), "set_function", "get_function");
+
+ BIND_ENUM_CONSTANT(FUNC_IS_INF);
+ BIND_ENUM_CONSTANT(FUNC_IS_NAN);
+}
+
+VisualShaderNodeIs::VisualShaderNodeIs() {
+
+ func = FUNC_IS_INF;
+ set_input_port_default_value(0, 0.0);
+}
+
+////////////// Compare
+
+String VisualShaderNodeCompare::get_caption() const {
+
+ return "Compare";
+}
+
+int VisualShaderNodeCompare::get_input_port_count() const {
+
+ if (ctype == CTYPE_SCALAR && (func == FUNC_EQUAL || func == FUNC_NOT_EQUAL)) {
+ return 3;
+ }
+ return 2;
+}
+
+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;
+ case CTYPE_VECTOR:
+ return PORT_TYPE_VECTOR;
+ case CTYPE_BOOLEAN:
+ return PORT_TYPE_BOOLEAN;
+ case CTYPE_TRANSFORM:
+ return PORT_TYPE_TRANSFORM;
+ }
+ return PORT_TYPE_VECTOR;
+}
+
+String VisualShaderNodeCompare::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 "tolerance";
+ return "";
+}
+
+int VisualShaderNodeCompare::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeCompare::PortType VisualShaderNodeCompare::get_output_port_type(int p_port) const {
+ return PORT_TYPE_BOOLEAN;
+}
+
+String VisualShaderNodeCompare::get_output_port_name(int p_port) const {
+ if (p_port == 0)
+ return "result";
+ return "";
+}
+
+String VisualShaderNodeCompare::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
+
+ if (ctype == CTYPE_BOOLEAN || ctype == CTYPE_TRANSFORM) {
+ if (func > FUNC_NOT_EQUAL) {
+ return TTR("Invalid comparison function for that type.");
+ }
+ }
+
+ return "";
+}
+
+String VisualShaderNodeCompare::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
+
+ static const char *ops[FUNC_LESS_THAN_EQUAL + 1] = {
+ "==",
+ "!=",
+ ">",
+ ">=",
+ "<",
+ "<=",
+ };
+
+ static const char *funcs[FUNC_LESS_THAN_EQUAL + 1] = {
+ "equal($)",
+ "notEqual($)",
+ "greaterThan($)",
+ "greaterThanEqual($)",
+ "lessThan($)",
+ "lessThanEqual($)",
+ };
+
+ static const char *conds[COND_ANY + 1] = {
+ "all($)",
+ "any($)",
+ };
+
+ String code;
+ switch (ctype) {
+ case CTYPE_SCALAR:
+ if (func == FUNC_EQUAL) {
+ code += "\t" + p_output_vars[0] + "=(abs(" + p_input_vars[0] + "-" + p_input_vars[1] + ")<" + p_input_vars[2] + ");";
+ } else if (func == FUNC_NOT_EQUAL) {
+ code += "\t" + p_output_vars[0] + "=!(abs(" + p_input_vars[0] + "-" + p_input_vars[1] + ")<" + p_input_vars[2] + ");";
+ } else {
+ code += "\t" + p_output_vars[0] + "=" + (p_input_vars[0] + "$" + p_input_vars[1]).replace("$", ops[func]) + ";\n";
+ }
+ break;
+
+ case CTYPE_VECTOR:
+ code += "\t{\n";
+ code += "\t\tbvec3 _bv=" + String(funcs[func]).replace("$", p_input_vars[0] + ", " + p_input_vars[1]) + ";\n";
+ code += "\t\t" + p_output_vars[0] + "=" + String(conds[condition]).replace("$", "_bv") + ";\n";
+ code += "\t}\n";
+ break;
+
+ case CTYPE_BOOLEAN:
+ if (func > FUNC_NOT_EQUAL)
+ return "\t" + p_output_vars[0] + "=false;\n";
+ code += "\t" + p_output_vars[0] + "=" + (p_input_vars[0] + "$" + p_input_vars[1]).replace("$", ops[func]) + ";\n";
+ break;
+
+ case CTYPE_TRANSFORM:
+ if (func > FUNC_NOT_EQUAL)
+ return "\t" + p_output_vars[0] + "=false;\n";
+ code += "\t" + p_output_vars[0] + "=" + (p_input_vars[0] + "$" + p_input_vars[1]).replace("$", ops[func]) + ";\n";
+ break;
+
+ default:
+ break;
+ }
+ return code;
+}
+
+void VisualShaderNodeCompare::set_comparsion_type(ComparsionType p_type) {
+
+ ctype = p_type;
+
+ switch (ctype) {
+ case CTYPE_SCALAR:
+ set_input_port_default_value(0, 0.0);
+ set_input_port_default_value(1, 0.0);
+ break;
+ case CTYPE_VECTOR:
+ set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
+ set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
+ break;
+ case CTYPE_BOOLEAN:
+ set_input_port_default_value(0, false);
+ set_input_port_default_value(1, false);
+ break;
+ case CTYPE_TRANSFORM:
+ set_input_port_default_value(0, Transform());
+ set_input_port_default_value(1, Transform());
+ break;
+ }
+ emit_changed();
+}
+
+VisualShaderNodeCompare::ComparsionType VisualShaderNodeCompare::get_comparsion_type() const {
+
+ return ctype;
+}
+
+void VisualShaderNodeCompare::set_function(Function p_func) {
+
+ func = p_func;
+ emit_changed();
+}
+
+VisualShaderNodeCompare::Function VisualShaderNodeCompare::get_function() const {
+
+ return func;
+}
+
+void VisualShaderNodeCompare::set_condition(Condition p_cond) {
+
+ condition = p_cond;
+ emit_changed();
+}
+
+VisualShaderNodeCompare::Condition VisualShaderNodeCompare::get_condition() const {
+
+ return condition;
+}
+
+Vector<StringName> VisualShaderNodeCompare::get_editable_properties() const {
+ Vector<StringName> props;
+ props.push_back("type");
+ props.push_back("function");
+ if (ctype == CTYPE_VECTOR)
+ props.push_back("condition");
+ return props;
+}
+
+void VisualShaderNodeCompare::_bind_methods() {
+
+ ClassDB::bind_method(D_METHOD("set_comparsion_type", "type"), &VisualShaderNodeCompare::set_comparsion_type);
+ ClassDB::bind_method(D_METHOD("get_comparsion_type"), &VisualShaderNodeCompare::get_comparsion_type);
+
+ ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeCompare::set_function);
+ ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeCompare::get_function);
+
+ ClassDB::bind_method(D_METHOD("set_condition", "condition"), &VisualShaderNodeCompare::set_condition);
+ ClassDB::bind_method(D_METHOD("get_condition"), &VisualShaderNodeCompare::get_condition);
+
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "type", PROPERTY_HINT_ENUM, "Scalar,Vector,Boolean,Transform"), "set_comparsion_type", "get_comparsion_type");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "a == b,a != b,a > b,a >= b,a < b,a <= b"), "set_function", "get_function");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "condition", PROPERTY_HINT_ENUM, "All,Any"), "set_condition", "get_condition");
+
+ BIND_ENUM_CONSTANT(CTYPE_SCALAR);
+ BIND_ENUM_CONSTANT(CTYPE_VECTOR);
+ BIND_ENUM_CONSTANT(CTYPE_BOOLEAN);
+ BIND_ENUM_CONSTANT(CTYPE_TRANSFORM);
+
+ BIND_ENUM_CONSTANT(FUNC_EQUAL);
+ BIND_ENUM_CONSTANT(FUNC_NOT_EQUAL);
+ BIND_ENUM_CONSTANT(FUNC_GREATER_THAN);
+ BIND_ENUM_CONSTANT(FUNC_GREATER_THAN_EQUAL);
+ BIND_ENUM_CONSTANT(FUNC_LESS_THAN);
+ BIND_ENUM_CONSTANT(FUNC_LESS_THAN_EQUAL);
+
+ BIND_ENUM_CONSTANT(COND_ALL);
+ BIND_ENUM_CONSTANT(COND_ANY);
+}
+
+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);
+}