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-rw-r--r--scene/resources/visual_shader_nodes.cpp3448
1 files changed, 2529 insertions, 919 deletions
diff --git a/scene/resources/visual_shader_nodes.cpp b/scene/resources/visual_shader_nodes.cpp
index 2064ca10f3..e45dfdcb1b 100644
--- a/scene/resources/visual_shader_nodes.cpp
+++ b/scene/resources/visual_shader_nodes.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -30,10 +30,15 @@
#include "visual_shader_nodes.h"
+////////////// Constants Base
+
+VisualShaderNodeConstant::VisualShaderNodeConstant() {
+}
+
////////////// Scalar(Float)
String VisualShaderNodeFloatConstant::get_caption() const {
- return "ScalarFloat";
+ return "FloatConstant";
}
int VisualShaderNodeFloatConstant::get_input_port_count() const {
@@ -61,17 +66,18 @@ String VisualShaderNodeFloatConstant::get_output_port_name(int p_port) const {
}
String VisualShaderNodeFloatConstant::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";
+ return " " + p_output_vars[0] + " = " + vformat("%.6f", constant) + ";\n";
}
-void VisualShaderNodeFloatConstant::set_constant(float p_value) {
-
- constant = p_value;
+void VisualShaderNodeFloatConstant::set_constant(float p_constant) {
+ if (Math::is_equal_approx(constant, p_constant)) {
+ return;
+ }
+ constant = p_constant;
emit_changed();
}
float VisualShaderNodeFloatConstant::get_constant() const {
-
return constant;
}
@@ -82,21 +88,19 @@ Vector<StringName> VisualShaderNodeFloatConstant::get_editable_properties() cons
}
void VisualShaderNodeFloatConstant::_bind_methods() {
-
- ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeFloatConstant::set_constant);
+ ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeFloatConstant::set_constant);
ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeFloatConstant::get_constant);
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "constant"), "set_constant", "get_constant");
}
VisualShaderNodeFloatConstant::VisualShaderNodeFloatConstant() {
- constant = 0.0;
}
////////////// Scalar(Int)
String VisualShaderNodeIntConstant::get_caption() const {
- return "ScalarInt";
+ return "IntConstant";
}
int VisualShaderNodeIntConstant::get_input_port_count() const {
@@ -124,11 +128,14 @@ String VisualShaderNodeIntConstant::get_output_port_name(int p_port) const {
}
String VisualShaderNodeIntConstant::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] + " = " + itos(constant) + ";\n";
+ return " " + p_output_vars[0] + " = " + itos(constant) + ";\n";
}
-void VisualShaderNodeIntConstant::set_constant(int p_value) {
- constant = p_value;
+void VisualShaderNodeIntConstant::set_constant(int p_constant) {
+ if (constant == p_constant) {
+ return;
+ }
+ constant = p_constant;
emit_changed();
}
@@ -143,21 +150,19 @@ Vector<StringName> VisualShaderNodeIntConstant::get_editable_properties() const
}
void VisualShaderNodeIntConstant::_bind_methods() {
-
- ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeIntConstant::set_constant);
+ ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeIntConstant::set_constant);
ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeIntConstant::get_constant);
ADD_PROPERTY(PropertyInfo(Variant::INT, "constant"), "set_constant", "get_constant");
}
VisualShaderNodeIntConstant::VisualShaderNodeIntConstant() {
- constant = 0;
}
////////////// Boolean
String VisualShaderNodeBooleanConstant::get_caption() const {
- return "Boolean";
+ return "BooleanConstant";
}
int VisualShaderNodeBooleanConstant::get_input_port_count() const {
@@ -185,11 +190,14 @@ String VisualShaderNodeBooleanConstant::get_output_port_name(int p_port) const {
}
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";
+ return " " + p_output_vars[0] + " = " + (constant ? "true" : "false") + ";\n";
}
-void VisualShaderNodeBooleanConstant::set_constant(bool p_value) {
- constant = p_value;
+void VisualShaderNodeBooleanConstant::set_constant(bool p_constant) {
+ if (constant == p_constant) {
+ return;
+ }
+ constant = p_constant;
emit_changed();
}
@@ -204,21 +212,19 @@ Vector<StringName> VisualShaderNodeBooleanConstant::get_editable_properties() co
}
void VisualShaderNodeBooleanConstant::_bind_methods() {
-
- ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeBooleanConstant::set_constant);
+ ClassDB::bind_method(D_METHOD("set_constant", "constant"), &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 {
- return "Color";
+ return "ColorConstant";
}
int VisualShaderNodeColorConstant::get_input_port_count() const {
@@ -245,23 +251,30 @@ 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, bool p_for_preview) const {
+bool VisualShaderNodeColorConstant::is_output_port_expandable(int p_port) const {
+ if (p_port == 0) {
+ return true;
+ }
+ return false;
+}
+String VisualShaderNodeColorConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
String code;
- code += "\t" + p_output_vars[0] + " = " + vformat("vec3(%.6f, %.6f, %.6f)", constant.r, constant.g, constant.b) + ";\n";
- code += "\t" + p_output_vars[1] + " = " + vformat("%.6f", constant.a) + ";\n";
+ code += " " + p_output_vars[0] + " = " + vformat("vec3(%.6f, %.6f, %.6f)", constant.r, constant.g, constant.b) + ";\n";
+ code += " " + p_output_vars[1] + " = " + vformat("%.6f", constant.a) + ";\n";
return code;
}
-void VisualShaderNodeColorConstant::set_constant(Color p_value) {
-
- constant = p_value;
+void VisualShaderNodeColorConstant::set_constant(const Color &p_constant) {
+ if (constant.is_equal_approx(p_constant)) {
+ return;
+ }
+ constant = p_constant;
emit_changed();
}
Color VisualShaderNodeColorConstant::get_constant() const {
-
return constant;
}
@@ -272,21 +285,19 @@ Vector<StringName> VisualShaderNodeColorConstant::get_editable_properties() cons
}
void VisualShaderNodeColorConstant::_bind_methods() {
-
- ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeColorConstant::set_constant);
+ ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeColorConstant::set_constant);
ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeColorConstant::get_constant);
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "constant"), "set_constant", "get_constant");
}
VisualShaderNodeColorConstant::VisualShaderNodeColorConstant() {
- constant = Color(1, 1, 1, 1);
}
////////////// Vector
String VisualShaderNodeVec3Constant::get_caption() const {
- return "Vector";
+ return "VectorConstant";
}
int VisualShaderNodeVec3Constant::get_input_port_count() const {
@@ -314,17 +325,18 @@ String VisualShaderNodeVec3Constant::get_output_port_name(int p_port) 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";
+ return " " + p_output_vars[0] + " = " + vformat("vec3(%.6f, %.6f, %.6f)", constant.x, constant.y, constant.z) + ";\n";
}
-void VisualShaderNodeVec3Constant::set_constant(Vector3 p_value) {
-
- constant = p_value;
+void VisualShaderNodeVec3Constant::set_constant(const Vector3 &p_constant) {
+ if (constant.is_equal_approx(p_constant)) {
+ return;
+ }
+ constant = p_constant;
emit_changed();
}
Vector3 VisualShaderNodeVec3Constant::get_constant() const {
-
return constant;
}
@@ -335,8 +347,7 @@ Vector<StringName> VisualShaderNodeVec3Constant::get_editable_properties() const
}
void VisualShaderNodeVec3Constant::_bind_methods() {
-
- ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeVec3Constant::set_constant);
+ ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeVec3Constant::set_constant);
ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeVec3Constant::get_constant);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant"), "set_constant", "get_constant");
@@ -345,10 +356,10 @@ void VisualShaderNodeVec3Constant::_bind_methods() {
VisualShaderNodeVec3Constant::VisualShaderNodeVec3Constant() {
}
-////////////// Transform
+////////////// Transform3D
String VisualShaderNodeTransformConstant::get_caption() const {
- return "Transform";
+ return "TransformConstant";
}
int VisualShaderNodeTransformConstant::get_input_port_count() const {
@@ -376,10 +387,10 @@ String VisualShaderNodeTransformConstant::get_output_port_name(int p_port) const
}
String VisualShaderNodeTransformConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- Transform t = constant;
+ Transform3D t = constant;
t.basis.transpose();
- String code = "\t" + p_output_vars[0] + " = mat4(";
+ String code = " " + p_output_vars[0] + " = mat4(";
code += vformat("vec4(%.6f, %.6f, %.6f, 0.0), ", t.basis[0].x, t.basis[0].y, t.basis[0].z);
code += vformat("vec4(%.6f, %.6f, %.6f, 0.0), ", t.basis[1].x, t.basis[1].y, t.basis[1].z);
code += vformat("vec4(%.6f, %.6f, %.6f, 0.0), ", t.basis[2].x, t.basis[2].y, t.basis[2].z);
@@ -387,14 +398,15 @@ String VisualShaderNodeTransformConstant::generate_code(Shader::Mode p_mode, Vis
return code;
}
-void VisualShaderNodeTransformConstant::set_constant(Transform p_value) {
-
- constant = p_value;
+void VisualShaderNodeTransformConstant::set_constant(const Transform3D &p_constant) {
+ if (constant.is_equal_approx(p_constant)) {
+ return;
+ }
+ constant = p_constant;
emit_changed();
}
-Transform VisualShaderNodeTransformConstant::get_constant() const {
-
+Transform3D VisualShaderNodeTransformConstant::get_constant() const {
return constant;
}
@@ -405,11 +417,10 @@ Vector<StringName> VisualShaderNodeTransformConstant::get_editable_properties()
}
void VisualShaderNodeTransformConstant::_bind_methods() {
-
- ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeTransformConstant::set_constant);
+ ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeTransformConstant::set_constant);
ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeTransformConstant::get_constant);
- ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM, "constant"), "set_constant", "get_constant");
+ ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "constant"), "set_constant", "get_constant");
}
VisualShaderNodeTransformConstant::VisualShaderNodeTransformConstant() {
@@ -426,7 +437,6 @@ int VisualShaderNodeTexture::get_input_port_count() const {
}
VisualShaderNodeTexture::PortType VisualShaderNodeTexture::get_input_port_type(int p_port) const {
-
switch (p_port) {
case 0:
return PORT_TYPE_VECTOR;
@@ -440,7 +450,6 @@ VisualShaderNodeTexture::PortType VisualShaderNodeTexture::get_input_port_type(i
}
String VisualShaderNodeTexture::get_input_port_name(int p_port) const {
-
switch (p_port) {
case 0:
return "uv";
@@ -458,26 +467,34 @@ int VisualShaderNodeTexture::get_output_port_count() const {
}
VisualShaderNodeTexture::PortType VisualShaderNodeTexture::get_output_port_type(int p_port) const {
- if (p_port == 0 && source == SOURCE_DEPTH)
+ 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)
+ if (p_port == 0 && source == SOURCE_DEPTH) {
return "depth";
+ }
return p_port == 0 ? "rgb" : "alpha";
}
+bool VisualShaderNodeTexture::is_output_port_expandable(int p_port) const {
+ if (p_port == 0) {
+ return true;
+ }
+ return false;
+}
+
String VisualShaderNodeTexture::get_input_port_default_hint(int p_port) const {
if (p_port == 0) {
- return "UV.xy";
+ return "default";
}
return "";
}
static String make_unique_id(VisualShader::Type p_type, int p_id, const String &p_name) {
-
static const char *typepf[VisualShader::TYPE_MAX] = { "vtx", "frg", "lgt" };
return p_name + "_" + String(typepf[p_type]) + "_" + itos(p_id);
}
@@ -492,14 +509,19 @@ Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture::get_default_t
}
String VisualShaderNodeTexture::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
-
if (source == SOURCE_TEXTURE) {
-
String u = "uniform sampler2D " + make_unique_id(p_type, p_id, "tex");
switch (texture_type) {
- case TYPE_DATA: break;
- case TYPE_COLOR: u += " : hint_albedo"; break;
- case TYPE_NORMALMAP: u += " : hint_normal"; break;
+ case TYPE_DATA:
+ break;
+ case TYPE_COLOR:
+ u += " : hint_albedo";
+ break;
+ case TYPE_NORMAL_MAP:
+ u += " : hint_normal";
+ break;
+ default:
+ break;
}
return u + ";\n";
}
@@ -508,6 +530,12 @@ String VisualShaderNodeTexture::generate_global(Shader::Mode p_mode, VisualShade
}
String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
+ String default_uv;
+ if (p_mode != Shader::MODE_PARTICLES && p_mode != Shader::MODE_SKY) {
+ default_uv = "UV.xy";
+ } else {
+ default_uv = "vec2(0.0)";
+ }
if (source == SOURCE_TEXTURE) {
String id = make_unique_id(p_type, p_id, "tex");
@@ -515,20 +543,20 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader:
if (p_input_vars[0] == String()) { // Use UV by default.
if (p_input_vars[1] == String()) {
- code += "\tvec4 " + id + "_read = texture(" + id + ", UV.xy);\n";
+ code += " vec4 " + id + "_read = texture(" + id + ", " + default_uv + ");\n";
} else {
- code += "\tvec4 " + id + "_read = textureLod(" + id + ", UV.xy, " + p_input_vars[1] + ");\n";
+ code += " vec4 " + id + "_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
}
} else if (p_input_vars[1] == String()) {
//no lod
- code += "\tvec4 " + id + "_read = texture(" + id + ", " + p_input_vars[0] + ".xy);\n";
+ code += " vec4 " + id + "_read = texture(" + id + ", " + p_input_vars[0] + ".xy);\n";
} else {
- code += "\tvec4 " + id + "_read = textureLod(" + id + ", " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
+ code += " vec4 " + id + "_read = textureLod(" + id + ", " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
}
- code += "\t" + p_output_vars[0] + " = " + id + "_read.rgb;\n";
- code += "\t" + p_output_vars[1] + " = " + id + "_read.a;\n";
+ code += " " + p_output_vars[0] + " = " + id + "_read.rgb;\n";
+ code += " " + p_output_vars[1] + " = " + id + "_read.a;\n";
return code;
}
@@ -536,101 +564,98 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader:
String id = p_input_vars[2];
String code;
- code += "\t{\n";
+ code += " {\n";
if (id == String()) {
- code += "\t\tvec4 " + id + "_tex_read = vec4(0.0);\n";
+ code += " vec4 " + id + "_tex_read = vec4(0.0);\n";
} else {
if (p_input_vars[0] == String()) { // Use UV by default.
if (p_input_vars[1] == String()) {
- code += "\t\tvec4 " + id + "_tex_read = texture(" + id + ", UV.xy);\n";
+ code += " vec4 " + id + "_tex_read = texture(" + id + ", " + default_uv + ");\n";
} else {
- code += "\t\tvec4 " + id + "_tex_read = textureLod(" + id + ", UV.xy, " + p_input_vars[1] + ");\n";
+ code += " vec4 " + id + "_tex_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
}
} else if (p_input_vars[1] == String()) {
//no lod
- code += "\t\tvec4 " + id + "_tex_read = texture(" + id + ", " + p_input_vars[0] + ".xy);\n";
+ code += " vec4 " + id + "_tex_read = texture(" + id + ", " + p_input_vars[0] + ".xy);\n";
} else {
- code += "\t\tvec4 " + id + "_tex_read = textureLod(" + id + ", " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
+ code += " vec4 " + id + "_tex_read = textureLod(" + id + ", " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
}
- code += "\t\t" + p_output_vars[0] + " = " + id + "_tex_read.rgb;\n";
- code += "\t\t" + p_output_vars[1] + " = " + id + "_tex_read.a;\n";
+ code += " " + p_output_vars[0] + " = " + id + "_tex_read.rgb;\n";
+ code += " " + p_output_vars[1] + " = " + id + "_tex_read.a;\n";
}
- code += "\t}\n";
+ code += " }\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";
+ String code = " {\n";
if (p_input_vars[0] == String() || p_for_preview) { // Use UV by default.
if (p_input_vars[1] == String()) {
- code += "\t\tvec4 _tex_read = textureLod(SCREEN_TEXTURE, UV.xy, 0.0 );\n";
+ code += " vec4 _tex_read = textureLod(SCREEN_TEXTURE, " + default_uv + ", 0.0 );\n";
} else {
- code += "\t\tvec4 _tex_read = textureLod(SCREEN_TEXTURE, UV.xy, " + p_input_vars[1] + ");\n";
+ code += " vec4 _tex_read = textureLod(SCREEN_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
}
} else if (p_input_vars[1] == String()) {
//no lod
- code += "\t\tvec4 _tex_read = textureLod(SCREEN_TEXTURE, " + p_input_vars[0] + ".xy, 0.0);\n";
+ code += " vec4 _tex_read = textureLod(SCREEN_TEXTURE, " + p_input_vars[0] + ".xy, 0.0);\n";
} else {
- code += "\t\tvec4 _tex_read = textureLod(SCREEN_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
+ code += " vec4 _tex_read = textureLod(SCREEN_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
}
- code += "\t\t" + p_output_vars[0] + " = _tex_read.rgb;\n";
- code += "\t\t" + p_output_vars[1] + " = _tex_read.a;\n";
- code += "\t}\n";
+ code += " " + p_output_vars[0] + " = _tex_read.rgb;\n";
+ code += " " + p_output_vars[1] + " = _tex_read.a;\n";
+ code += " }\n";
return code;
}
if (source == SOURCE_2D_TEXTURE && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
-
- String code = "\t{\n";
+ String code = " {\n";
if (p_input_vars[0] == String()) { // Use UV by default.
if (p_input_vars[1] == String()) {
- code += "\t\tvec4 _tex_read = texture(TEXTURE , UV.xy);\n";
+ code += " vec4 _tex_read = texture(TEXTURE, " + default_uv + ");\n";
} else {
- code += "\t\tvec4 _tex_read = textureLod(TEXTURE, UV.xy, " + p_input_vars[1] + ");\n";
+ code += " vec4 _tex_read = textureLod(TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
}
} else if (p_input_vars[1] == String()) {
//no lod
- code += "\t\tvec4 _tex_read = texture(TEXTURE, " + p_input_vars[0] + ".xy);\n";
+ code += " vec4 _tex_read = texture(TEXTURE, " + p_input_vars[0] + ".xy);\n";
} else {
- code += "\t\tvec4 _tex_read = textureLod(TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
+ code += " vec4 _tex_read = textureLod(TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
}
- code += "\t\t" + p_output_vars[0] + " = _tex_read.rgb;\n";
- code += "\t\t" + p_output_vars[1] + " = _tex_read.a;\n";
- code += "\t}\n";
+ code += " " + p_output_vars[0] + " = _tex_read.rgb;\n";
+ code += " " + p_output_vars[1] + " = _tex_read.a;\n";
+ code += " }\n";
return code;
}
if (source == SOURCE_2D_NORMAL && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
-
- String code = "\t{\n";
+ String code = " {\n";
if (p_input_vars[0] == String()) { // Use UV by default.
if (p_input_vars[1] == String()) {
- code += "\t\tvec4 _tex_read = texture(NORMAL_TEXTURE, UV.xy);\n";
+ code += " vec4 _tex_read = texture(NORMAL_TEXTURE, " + default_uv + ");\n";
} else {
- code += "\t\tvec4 _tex_read = textureLod(NORMAL_TEXTURE, UV.xy, " + p_input_vars[1] + ");\n";
+ code += " vec4 _tex_read = textureLod(NORMAL_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
}
} else if (p_input_vars[1] == String()) {
//no lod
- code += "\t\tvec4 _tex_read = texture(NORMAL_TEXTURE, " + p_input_vars[0] + ".xy);\n";
+ code += " vec4 _tex_read = texture(NORMAL_TEXTURE, " + p_input_vars[0] + ".xy);\n";
} else {
- code += "\t\tvec4 _tex_read = textureLod(NORMAL_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
+ code += " vec4 _tex_read = textureLod(NORMAL_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
}
- code += "\t\t" + p_output_vars[0] + " = _tex_read.rgb;\n";
- code += "\t\t" + p_output_vars[1] + " = _tex_read.a;\n";
- code += "\t}\n";
+ code += " " + p_output_vars[0] + " = _tex_read.rgb;\n";
+ code += " " + p_output_vars[1] + " = _tex_read.a;\n";
+ code += " }\n";
return code;
}
@@ -638,51 +663,53 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader:
{
if (source == SOURCE_DEPTH) {
String code;
- code += "\t" + p_output_vars[0] + " = 0.0;\n";
- code += "\t" + p_output_vars[1] + " = 1.0;\n";
+ code += " " + p_output_vars[0] + " = 0.0;\n";
+ code += " " + 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";
+ String code = " {\n";
if (p_input_vars[0] == String()) { // Use UV by default.
if (p_input_vars[1] == String()) {
- code += "\t\tfloat _depth = texture(DEPTH_TEXTURE, UV.xy).r;\n";
+ code += " float _depth = texture(DEPTH_TEXTURE, " + default_uv + ").r;\n";
} else {
- code += "\t\tfloat _depth = textureLod(DEPTH_TEXTURE, UV.xy, " + p_input_vars[1] + ").r;\n";
+ code += " float _depth = textureLod(DEPTH_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ").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";
+ code += " float _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 += " float _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";
+ code += " " + p_output_vars[0] + " = _depth;\n";
+ code += " " + p_output_vars[1] + " = 1.0;\n";
+ code += " }\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";
+ code += " " + p_output_vars[0] + " = 0.0;\n";
+ code += " " + p_output_vars[1] + " = 1.0;\n";
return code;
}
//none
String code;
- code += "\t" + p_output_vars[0] + " = vec3(0.0);\n";
- code += "\t" + p_output_vars[1] + " = 1.0;\n";
+ code += " " + p_output_vars[0] + " = vec3(0.0);\n";
+ code += " " + p_output_vars[1] + " = 1.0;\n";
return code;
}
void VisualShaderNodeTexture::set_source(Source p_source) {
- source = p_source;
- switch (source) {
+ ERR_FAIL_INDEX(int(p_source), int(SOURCE_MAX));
+ if (source == p_source) {
+ return;
+ }
+ switch (p_source) {
case SOURCE_TEXTURE:
simple_decl = true;
break;
@@ -701,28 +728,33 @@ void VisualShaderNodeTexture::set_source(Source p_source) {
case SOURCE_PORT:
simple_decl = false;
break;
+ default:
+ break;
}
+ source = p_source;
emit_changed();
- emit_signal("editor_refresh_request");
+ emit_signal(SNAME("editor_refresh_request"));
}
VisualShaderNodeTexture::Source VisualShaderNodeTexture::get_source() const {
return source;
}
-void VisualShaderNodeTexture::set_texture(Ref<Texture2D> p_value) {
-
- texture = p_value;
+void VisualShaderNodeTexture::set_texture(Ref<Texture2D> p_texture) {
+ texture = p_texture;
emit_changed();
}
Ref<Texture2D> VisualShaderNodeTexture::get_texture() const {
-
return texture;
}
-void VisualShaderNodeTexture::set_texture_type(TextureType p_type) {
- texture_type = p_type;
+void VisualShaderNodeTexture::set_texture_type(TextureType p_texture_type) {
+ ERR_FAIL_INDEX(int(p_texture_type), int(TYPE_MAX));
+ if (texture_type == p_texture_type) {
+ return;
+ }
+ texture_type = p_texture_type;
emit_changed();
}
@@ -741,6 +773,9 @@ Vector<StringName> VisualShaderNodeTexture::get_editable_properties() const {
}
String VisualShaderNodeTexture::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
+ if (is_input_port_connected(2) && source != SOURCE_PORT) {
+ return TTR("The sampler port is connected but not used. Consider changing the source to 'SamplerPort'.");
+ }
if (source == SOURCE_TEXTURE) {
return String(); // all good
@@ -751,22 +786,18 @@ String VisualShaderNodeTexture::get_warning(Shader::Mode p_mode, VisualShader::T
}
if (source == SOURCE_SCREEN && (p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) {
-
return String(); // all good
}
if (source == SOURCE_2D_TEXTURE && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
-
return String(); // all good
}
if (source == SOURCE_2D_NORMAL && p_mode == Shader::MODE_CANVAS_ITEM) {
-
return String(); // all good
}
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.");
}
@@ -777,7 +808,6 @@ String VisualShaderNodeTexture::get_warning(Shader::Mode p_mode, VisualShader::T
}
void VisualShaderNodeTexture::_bind_methods() {
-
ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeTexture::set_source);
ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeTexture::get_source);
@@ -789,7 +819,7 @@ void VisualShaderNodeTexture::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,Screen,Texture2D,NormalMap2D,Depth,SamplerPort"), "set_source", "get_source");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normalmap"), "set_texture_type", "get_texture_type");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normal Map"), "set_texture_type", "get_texture_type");
BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
BIND_ENUM_CONSTANT(SOURCE_SCREEN);
@@ -797,14 +827,440 @@ void VisualShaderNodeTexture::_bind_methods() {
BIND_ENUM_CONSTANT(SOURCE_2D_NORMAL);
BIND_ENUM_CONSTANT(SOURCE_DEPTH);
BIND_ENUM_CONSTANT(SOURCE_PORT);
+ BIND_ENUM_CONSTANT(SOURCE_MAX);
+
BIND_ENUM_CONSTANT(TYPE_DATA);
BIND_ENUM_CONSTANT(TYPE_COLOR);
- BIND_ENUM_CONSTANT(TYPE_NORMALMAP);
+ BIND_ENUM_CONSTANT(TYPE_NORMAL_MAP);
+ BIND_ENUM_CONSTANT(TYPE_MAX);
}
VisualShaderNodeTexture::VisualShaderNodeTexture() {
- texture_type = TYPE_DATA;
- source = SOURCE_TEXTURE;
+}
+
+////////////// CurveTexture
+
+String VisualShaderNodeCurveTexture::get_caption() const {
+ return "CurveTexture";
+}
+
+int VisualShaderNodeCurveTexture::get_input_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeCurveTexture::PortType VisualShaderNodeCurveTexture::get_input_port_type(int p_port) const {
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeCurveTexture::get_input_port_name(int p_port) const {
+ return String();
+}
+
+int VisualShaderNodeCurveTexture::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeCurveTexture::PortType VisualShaderNodeCurveTexture::get_output_port_type(int p_port) const {
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeCurveTexture::get_output_port_name(int p_port) const {
+ return String();
+}
+
+void VisualShaderNodeCurveTexture::set_texture(Ref<CurveTexture> p_texture) {
+ texture = p_texture;
+ emit_changed();
+}
+
+Ref<CurveTexture> VisualShaderNodeCurveTexture::get_texture() const {
+ return texture;
+}
+
+Vector<StringName> VisualShaderNodeCurveTexture::get_editable_properties() const {
+ Vector<StringName> props;
+ props.push_back("texture");
+ return props;
+}
+
+String VisualShaderNodeCurveTexture::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
+ return "uniform sampler2D " + make_unique_id(p_type, p_id, "curve") + ";\n";
+}
+
+String VisualShaderNodeCurveTexture::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
+ if (p_input_vars[0] == String()) {
+ return " " + p_output_vars[0] + " = 0.0;\n";
+ }
+ String id = make_unique_id(p_type, p_id, "curve");
+ String code;
+ code += " " + p_output_vars[0] + " = texture(" + id + ", vec2(" + p_input_vars[0] + ")).r;\n";
+ return code;
+}
+
+Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCurveTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
+ VisualShader::DefaultTextureParam dtp;
+ dtp.name = make_unique_id(p_type, p_id, "curve");
+ dtp.param = texture;
+ Vector<VisualShader::DefaultTextureParam> ret;
+ ret.push_back(dtp);
+ return ret;
+}
+
+void VisualShaderNodeCurveTexture::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_texture", "texture"), &VisualShaderNodeCurveTexture::set_texture);
+ ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeCurveTexture::get_texture);
+
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_texture", "get_texture");
+}
+
+bool VisualShaderNodeCurveTexture::is_use_prop_slots() const {
+ return true;
+}
+
+VisualShaderNodeCurveTexture::VisualShaderNodeCurveTexture() {
+ simple_decl = true;
+ allow_v_resize = false;
+}
+
+////////////// CurveXYZTexture
+
+String VisualShaderNodeCurveXYZTexture::get_caption() const {
+ return "CurveXYZTexture";
+}
+
+int VisualShaderNodeCurveXYZTexture::get_input_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeCurveXYZTexture::PortType VisualShaderNodeCurveXYZTexture::get_input_port_type(int p_port) const {
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeCurveXYZTexture::get_input_port_name(int p_port) const {
+ return String();
+}
+
+int VisualShaderNodeCurveXYZTexture::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeCurveXYZTexture::PortType VisualShaderNodeCurveXYZTexture::get_output_port_type(int p_port) const {
+ return PORT_TYPE_VECTOR;
+}
+
+String VisualShaderNodeCurveXYZTexture::get_output_port_name(int p_port) const {
+ return String();
+}
+
+void VisualShaderNodeCurveXYZTexture::set_texture(Ref<CurveXYZTexture> p_texture) {
+ texture = p_texture;
+ emit_changed();
+}
+
+Ref<CurveXYZTexture> VisualShaderNodeCurveXYZTexture::get_texture() const {
+ return texture;
+}
+
+Vector<StringName> VisualShaderNodeCurveXYZTexture::get_editable_properties() const {
+ Vector<StringName> props;
+ props.push_back("texture");
+ return props;
+}
+
+String VisualShaderNodeCurveXYZTexture::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
+ return "uniform sampler2D " + make_unique_id(p_type, p_id, "curve3d") + ";\n";
+}
+
+String VisualShaderNodeCurveXYZTexture::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
+ if (p_input_vars[0] == String()) {
+ return " " + p_output_vars[0] + " = vec3(0.0);\n";
+ }
+ String id = make_unique_id(p_type, p_id, "curve3d");
+ String code;
+ code += " " + p_output_vars[0] + " = texture(" + id + ", vec2(" + p_input_vars[0] + ")).rgb;\n";
+ return code;
+}
+
+Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCurveXYZTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
+ VisualShader::DefaultTextureParam dtp;
+ dtp.name = make_unique_id(p_type, p_id, "curve3d");
+ dtp.param = texture;
+ Vector<VisualShader::DefaultTextureParam> ret;
+ ret.push_back(dtp);
+ return ret;
+}
+
+void VisualShaderNodeCurveXYZTexture::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_texture", "texture"), &VisualShaderNodeCurveXYZTexture::set_texture);
+ ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeCurveXYZTexture::get_texture);
+
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "CurveXYZTexture"), "set_texture", "get_texture");
+}
+
+bool VisualShaderNodeCurveXYZTexture::is_use_prop_slots() const {
+ return true;
+}
+
+VisualShaderNodeCurveXYZTexture::VisualShaderNodeCurveXYZTexture() {
+ simple_decl = true;
+ allow_v_resize = false;
+}
+
+////////////// Sample3D
+
+int VisualShaderNodeSample3D::get_input_port_count() const {
+ return 3;
+}
+
+VisualShaderNodeSample3D::PortType VisualShaderNodeSample3D::get_input_port_type(int p_port) const {
+ switch (p_port) {
+ case 0:
+ return PORT_TYPE_VECTOR;
+ case 1:
+ return PORT_TYPE_SCALAR;
+ case 2:
+ return PORT_TYPE_SAMPLER;
+ default:
+ return PORT_TYPE_SCALAR;
+ }
+}
+
+String VisualShaderNodeSample3D::get_input_port_name(int p_port) const {
+ switch (p_port) {
+ case 0:
+ return "uvw";
+ case 1:
+ return "lod";
+ default:
+ return "";
+ }
+}
+
+int VisualShaderNodeSample3D::get_output_port_count() const {
+ return 2;
+}
+
+VisualShaderNodeSample3D::PortType VisualShaderNodeSample3D::get_output_port_type(int p_port) const {
+ return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeSample3D::get_output_port_name(int p_port) const {
+ return p_port == 0 ? "rgb" : "alpha";
+}
+
+bool VisualShaderNodeSample3D::is_output_port_expandable(int p_port) const {
+ if (p_port == 0) {
+ return true;
+ }
+ return false;
+}
+
+String VisualShaderNodeSample3D::get_input_port_default_hint(int p_port) const {
+ if (p_port == 0) {
+ return "default";
+ }
+ return "";
+}
+
+String VisualShaderNodeSample3D::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
+ String default_uv;
+ if (p_mode != Shader::MODE_PARTICLES && p_mode != Shader::MODE_SKY) {
+ default_uv = "vec3(UV, 0.0)";
+ } else {
+ default_uv = "vec3(0.0)";
+ }
+
+ String code;
+ if (source == SOURCE_TEXTURE || source == SOURCE_PORT) {
+ String id;
+ code += " {\n";
+ if (source == SOURCE_TEXTURE) {
+ id = make_unique_id(p_type, p_id, "tex3d");
+ } else {
+ id = p_input_vars[2];
+ }
+ if (id != String()) {
+ if (p_input_vars[0] == String()) { // Use UV by default.
+ if (p_input_vars[1] == String()) {
+ code += " vec4 " + id + "_tex_read = texture(" + id + ", " + default_uv + ");\n";
+ } else {
+ code += " vec4 " + id + "_tex_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
+ }
+ } else if (p_input_vars[1] == String()) {
+ //no lod
+ code += " vec4 " + id + "_tex_read = texture(" + id + ", " + p_input_vars[0] + ");\n";
+ } else {
+ code += " vec4 " + id + "_tex_read = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
+ }
+ } else {
+ code += " vec4 " + id + "_tex_read = vec4(0.0);\n";
+ }
+
+ code += " " + p_output_vars[0] + " = " + id + "_tex_read.rgb;\n";
+ code += " " + p_output_vars[1] + " = " + id + "_tex_read.a;\n";
+ code += " }\n";
+ return code;
+ }
+ code += " " + p_output_vars[0] + " = vec3(0.0);\n";
+ code += " " + p_output_vars[1] + " = 1.0;\n";
+ return code;
+}
+
+void VisualShaderNodeSample3D::set_source(Source p_source) {
+ ERR_FAIL_INDEX(int(p_source), int(SOURCE_MAX));
+ if (source == p_source) {
+ return;
+ }
+ source = p_source;
+ emit_changed();
+ emit_signal(SNAME("editor_refresh_request"));
+}
+
+VisualShaderNodeSample3D::Source VisualShaderNodeSample3D::get_source() const {
+ return source;
+}
+
+void VisualShaderNodeSample3D::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeSample3D::set_source);
+ ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeSample3D::get_source);
+
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,SamplerPort"), "set_source", "get_source");
+
+ BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
+ BIND_ENUM_CONSTANT(SOURCE_PORT);
+ BIND_ENUM_CONSTANT(SOURCE_MAX);
+}
+
+String VisualShaderNodeSample3D::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
+ if (is_input_port_connected(2) && source != SOURCE_PORT) {
+ return TTR("The sampler port is connected but not used. Consider changing the source to 'SamplerPort'.");
+ }
+
+ if (source == SOURCE_TEXTURE) {
+ return String(); // all good
+ }
+ if (source == SOURCE_PORT) {
+ return String(); // all good
+ }
+ return TTR("Invalid source for shader.");
+}
+
+VisualShaderNodeSample3D::VisualShaderNodeSample3D() {
+ simple_decl = false;
+}
+
+////////////// Texture2DArray
+
+String VisualShaderNodeTexture2DArray::get_caption() const {
+ return "Texture2DArray";
+}
+
+String VisualShaderNodeTexture2DArray::get_input_port_name(int p_port) const {
+ if (p_port == 2) {
+ return "sampler2DArray";
+ }
+ return VisualShaderNodeSample3D::get_input_port_name(p_port);
+}
+
+Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture2DArray::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
+ VisualShader::DefaultTextureParam dtp;
+ dtp.name = make_unique_id(p_type, p_id, "tex3d");
+ dtp.param = texture_array;
+ Vector<VisualShader::DefaultTextureParam> ret;
+ ret.push_back(dtp);
+ return ret;
+}
+
+String VisualShaderNodeTexture2DArray::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
+ if (source == SOURCE_TEXTURE) {
+ return "uniform sampler2DArray " + make_unique_id(p_type, p_id, "tex3d") + ";\n";
+ }
+ return String();
+}
+
+void VisualShaderNodeTexture2DArray::set_texture_array(Ref<Texture2DArray> p_texture_array) {
+ texture_array = p_texture_array;
+ emit_changed();
+}
+
+Ref<Texture2DArray> VisualShaderNodeTexture2DArray::get_texture_array() const {
+ return texture_array;
+}
+
+Vector<StringName> VisualShaderNodeTexture2DArray::get_editable_properties() const {
+ Vector<StringName> props;
+ props.push_back("source");
+ if (source == SOURCE_TEXTURE) {
+ props.push_back("texture_array");
+ }
+ return props;
+}
+
+void VisualShaderNodeTexture2DArray::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_texture_array", "value"), &VisualShaderNodeTexture2DArray::set_texture_array);
+ ClassDB::bind_method(D_METHOD("get_texture_array"), &VisualShaderNodeTexture2DArray::get_texture_array);
+
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_array", PROPERTY_HINT_RESOURCE_TYPE, "Texture2DArray"), "set_texture_array", "get_texture_array");
+}
+
+VisualShaderNodeTexture2DArray::VisualShaderNodeTexture2DArray() {
+}
+
+////////////// Texture3D
+
+String VisualShaderNodeTexture3D::get_caption() const {
+ return "Texture3D";
+}
+
+String VisualShaderNodeTexture3D::get_input_port_name(int p_port) const {
+ if (p_port == 2) {
+ return "sampler3D";
+ }
+ return VisualShaderNodeSample3D::get_input_port_name(p_port);
+}
+
+Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture3D::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
+ VisualShader::DefaultTextureParam dtp;
+ dtp.name = make_unique_id(p_type, p_id, "tex3d");
+ dtp.param = texture;
+ Vector<VisualShader::DefaultTextureParam> ret;
+ ret.push_back(dtp);
+ return ret;
+}
+
+String VisualShaderNodeTexture3D::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
+ if (source == SOURCE_TEXTURE) {
+ return "uniform sampler3D " + make_unique_id(p_type, p_id, "tex3d") + ";\n";
+ }
+ return String();
+}
+
+void VisualShaderNodeTexture3D::set_texture(Ref<Texture3D> p_texture) {
+ texture = p_texture;
+ emit_changed();
+}
+
+Ref<Texture3D> VisualShaderNodeTexture3D::get_texture() const {
+ return texture;
+}
+
+Vector<StringName> VisualShaderNodeTexture3D::get_editable_properties() const {
+ Vector<StringName> props;
+ props.push_back("source");
+ if (source == SOURCE_TEXTURE) {
+ props.push_back("texture");
+ }
+ return props;
+}
+
+void VisualShaderNodeTexture3D::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_texture", "value"), &VisualShaderNodeTexture3D::set_texture);
+ ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeTexture3D::get_texture);
+
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture3D"), "set_texture", "get_texture");
+}
+
+VisualShaderNodeTexture3D::VisualShaderNodeTexture3D() {
}
////////////// Cubemap
@@ -855,6 +1311,13 @@ String VisualShaderNodeCubemap::get_output_port_name(int p_port) const {
return p_port == 0 ? "rgb" : "alpha";
}
+bool VisualShaderNodeCubemap::is_output_port_expandable(int p_port) const {
+ if (p_port == 0) {
+ return true;
+ }
+ return false;
+}
+
Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCubemap::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
VisualShader::DefaultTextureParam dtp;
dtp.name = make_unique_id(p_type, p_id, "cube");
@@ -865,13 +1328,19 @@ Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCubemap::get_default_t
}
String VisualShaderNodeCubemap::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
-
if (source == SOURCE_TEXTURE) {
String u = "uniform samplerCube " + make_unique_id(p_type, p_id, "cube");
switch (texture_type) {
- case TYPE_DATA: break;
- case TYPE_COLOR: u += " : hint_albedo"; break;
- case TYPE_NORMALMAP: u += " : hint_normal"; break;
+ case TYPE_DATA:
+ break;
+ case TYPE_COLOR:
+ u += " : hint_albedo";
+ break;
+ case TYPE_NORMAL_MAP:
+ u += " : hint_normal";
+ break;
+ default:
+ break;
}
return u + ";\n";
}
@@ -879,6 +1348,12 @@ String VisualShaderNodeCubemap::generate_global(Shader::Mode p_mode, VisualShade
}
String VisualShaderNodeCubemap::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
+ String default_uv;
+ if (p_mode != Shader::MODE_PARTICLES && p_mode != Shader::MODE_SKY) {
+ default_uv = "vec3(UV, 0.0)";
+ } else {
+ default_uv = "vec3(0.0)";
+ }
String code;
String id;
@@ -890,67 +1365,73 @@ String VisualShaderNodeCubemap::generate_code(Shader::Mode p_mode, VisualShader:
return String();
}
- code += "\t{\n";
+ code += " {\n";
if (id == String()) {
- code += "\t\tvec4 " + id + "_read = vec4(0.0);\n";
- code += "\t\t" + p_output_vars[0] + " = " + id + "_read.rgb;\n";
- code += "\t\t" + p_output_vars[1] + " = " + id + "_read.a;\n";
- code += "\t}\n";
+ code += " vec4 " + id + "_read = vec4(0.0);\n";
+ code += " " + p_output_vars[0] + " = " + id + "_read.rgb;\n";
+ code += " " + p_output_vars[1] + " = " + id + "_read.a;\n";
+ code += " }\n";
return code;
}
if (p_input_vars[0] == String()) { // Use UV by default.
if (p_input_vars[1] == String()) {
- code += "\t\tvec4 " + id + "_read = texture(" + id + " , vec3(UV, 0.0));\n";
+ code += " vec4 " + id + "_read = texture(" + id + ", " + default_uv + ");\n";
} else {
- code += "\t\tvec4 " + id + "_read = textureLod(" + id + " , vec3(UV, 0.0)" + " , " + p_input_vars[1] + " );\n";
+ code += " vec4 " + id + "_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + " );\n";
}
} else if (p_input_vars[1] == String()) {
//no lod
- code += "\t\tvec4 " + id + "_read = texture(" + id + ", " + p_input_vars[0] + ");\n";
+ code += " vec4 " + id + "_read = texture(" + id + ", " + p_input_vars[0] + ");\n";
} else {
- code += "\t\tvec4 " + id + "_read = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
+ code += " vec4 " + id + "_read = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
}
- code += "\t\t" + p_output_vars[0] + " = " + id + "_read.rgb;\n";
- code += "\t\t" + p_output_vars[1] + " = " + id + "_read.a;\n";
- code += "\t}\n";
+ code += " " + p_output_vars[0] + " = " + id + "_read.rgb;\n";
+ code += " " + p_output_vars[1] + " = " + id + "_read.a;\n";
+ code += " }\n";
return code;
}
String VisualShaderNodeCubemap::get_input_port_default_hint(int p_port) const {
if (p_port == 0) {
- return "vec3(UV, 0.0)";
+ return "default";
}
return "";
}
void VisualShaderNodeCubemap::set_source(Source p_source) {
+ ERR_FAIL_INDEX(int(p_source), int(SOURCE_MAX));
+ if (source == p_source) {
+ return;
+ }
source = p_source;
emit_changed();
- emit_signal("editor_refresh_request");
+ emit_signal(SNAME("editor_refresh_request"));
}
VisualShaderNodeCubemap::Source VisualShaderNodeCubemap::get_source() const {
return source;
}
-void VisualShaderNodeCubemap::set_cube_map(Ref<Cubemap> p_value) {
-
- cube_map = p_value;
+void VisualShaderNodeCubemap::set_cube_map(Ref<Cubemap> p_cube_map) {
+ cube_map = p_cube_map;
emit_changed();
}
Ref<Cubemap> VisualShaderNodeCubemap::get_cube_map() const {
-
return cube_map;
}
-void VisualShaderNodeCubemap::set_texture_type(TextureType p_type) {
- texture_type = p_type;
+void VisualShaderNodeCubemap::set_texture_type(TextureType p_texture_type) {
+ ERR_FAIL_INDEX(int(p_texture_type), int(TYPE_MAX));
+ if (texture_type == p_texture_type) {
+ return;
+ }
+ texture_type = p_texture_type;
emit_changed();
}
@@ -968,8 +1449,14 @@ Vector<StringName> VisualShaderNodeCubemap::get_editable_properties() const {
return props;
}
-void VisualShaderNodeCubemap::_bind_methods() {
+String VisualShaderNodeCubemap::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
+ if (is_input_port_connected(2) && source != SOURCE_PORT) {
+ return TTR("The sampler port is connected but not used. Consider changing the source to 'SamplerPort'.");
+ }
+ return String();
+}
+void VisualShaderNodeCubemap::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeCubemap::set_source);
ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeCubemap::get_source);
@@ -981,19 +1468,19 @@ void VisualShaderNodeCubemap::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,SamplerPort"), "set_source", "get_source");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "cube_map", PROPERTY_HINT_RESOURCE_TYPE, "Cubemap"), "set_cube_map", "get_cube_map");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normalmap"), "set_texture_type", "get_texture_type");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normal Map"), "set_texture_type", "get_texture_type");
BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
BIND_ENUM_CONSTANT(SOURCE_PORT);
+ BIND_ENUM_CONSTANT(SOURCE_MAX);
BIND_ENUM_CONSTANT(TYPE_DATA);
BIND_ENUM_CONSTANT(TYPE_COLOR);
- BIND_ENUM_CONSTANT(TYPE_NORMALMAP);
+ BIND_ENUM_CONSTANT(TYPE_NORMAL_MAP);
+ BIND_ENUM_CONSTANT(TYPE_MAX);
}
VisualShaderNodeCubemap::VisualShaderNodeCubemap() {
- texture_type = TYPE_DATA;
- source = SOURCE_TEXTURE;
simple_decl = false;
}
@@ -1028,33 +1515,54 @@ String VisualShaderNodeFloatOp::get_output_port_name(int p_port) const {
}
String VisualShaderNodeFloatOp::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] + " = ";
+ String code = " " + p_output_vars[0] + " = ";
switch (op) {
-
- case OP_ADD: code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n"; break;
- case OP_SUB: code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n"; break;
- case OP_MUL: code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n"; break;
- case OP_DIV: code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n"; break;
- case OP_MOD: code += "mod(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break;
- case OP_POW: code += "pow(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break;
- case OP_MAX: code += "max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break;
- case OP_MIN: code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break;
- case OP_ATAN2: code += "atan(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break;
- case OP_STEP: code += "step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break;
+ case OP_ADD:
+ code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
+ break;
+ case OP_SUB:
+ code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n";
+ break;
+ case OP_MUL:
+ code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
+ break;
+ case OP_DIV:
+ code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n";
+ break;
+ case OP_MOD:
+ code += "mod(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
+ break;
+ case OP_POW:
+ code += "pow(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
+ break;
+ case OP_MAX:
+ code += "max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
+ break;
+ case OP_MIN:
+ code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
+ break;
+ case OP_ATAN2:
+ code += "atan(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
+ break;
+ case OP_STEP:
+ code += "step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
+ break;
+ default:
+ break;
}
-
return code;
}
void VisualShaderNodeFloatOp::set_operator(Operator p_op) {
-
+ ERR_FAIL_INDEX(int(p_op), int(OP_ENUM_SIZE));
+ if (op == p_op) {
+ return;
+ }
op = p_op;
emit_changed();
}
VisualShaderNodeFloatOp::Operator VisualShaderNodeFloatOp::get_operator() const {
-
return op;
}
@@ -1065,11 +1573,10 @@ Vector<StringName> VisualShaderNodeFloatOp::get_editable_properties() const {
}
void VisualShaderNodeFloatOp::_bind_methods() {
-
ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeFloatOp::set_operator);
ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeFloatOp::get_operator);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Sub,Multiply,Divide,Remainder,Power,Max,Min,Atan2,Step"), "set_operator", "get_operator");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Subtract,Multiply,Divide,Remainder,Power,Max,Min,ATan2,Step"), "set_operator", "get_operator");
BIND_ENUM_CONSTANT(OP_ADD);
BIND_ENUM_CONSTANT(OP_SUB);
@@ -1081,10 +1588,10 @@ void VisualShaderNodeFloatOp::_bind_methods() {
BIND_ENUM_CONSTANT(OP_MIN);
BIND_ENUM_CONSTANT(OP_ATAN2);
BIND_ENUM_CONSTANT(OP_STEP);
+ BIND_ENUM_CONSTANT(OP_ENUM_SIZE);
}
VisualShaderNodeFloatOp::VisualShaderNodeFloatOp() {
- op = OP_ADD;
set_input_port_default_value(0, 0.0);
set_input_port_default_value(1, 0.0);
}
@@ -1120,24 +1627,41 @@ String VisualShaderNodeIntOp::get_output_port_name(int p_port) const {
}
String VisualShaderNodeIntOp::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] + " = ";
+ String code = " " + p_output_vars[0] + " = ";
switch (op) {
-
- case OP_ADD: code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n"; break;
- case OP_SUB: code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n"; break;
- case OP_MUL: code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n"; break;
- case OP_DIV: code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n"; break;
- case OP_MOD: code += p_input_vars[0] + " % " + p_input_vars[1] + ";\n"; break;
- case OP_MAX: code += "max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break;
- case OP_MIN: code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break;
+ case OP_ADD:
+ code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
+ break;
+ case OP_SUB:
+ code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n";
+ break;
+ case OP_MUL:
+ code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
+ break;
+ case OP_DIV:
+ code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n";
+ break;
+ case OP_MOD:
+ code += p_input_vars[0] + " % " + p_input_vars[1] + ";\n";
+ break;
+ case OP_MAX:
+ code += "max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
+ break;
+ case OP_MIN:
+ code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
+ break;
+ default:
+ break;
}
return code;
}
void VisualShaderNodeIntOp::set_operator(Operator p_op) {
-
+ ERR_FAIL_INDEX(int(p_op), OP_ENUM_SIZE);
+ if (op == p_op) {
+ return;
+ }
op = p_op;
emit_changed();
}
@@ -1153,11 +1677,10 @@ Vector<StringName> VisualShaderNodeIntOp::get_editable_properties() const {
}
void VisualShaderNodeIntOp::_bind_methods() {
-
ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeIntOp::set_operator);
ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeIntOp::get_operator);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Sub,Multiply,Divide,Remainder,Max,Min"), "set_operator", "get_operator");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Subtract,Multiply,Divide,Remainder,Max,Min"), "set_operator", "get_operator");
BIND_ENUM_CONSTANT(OP_ADD);
BIND_ENUM_CONSTANT(OP_SUB);
@@ -1166,10 +1689,10 @@ void VisualShaderNodeIntOp::_bind_methods() {
BIND_ENUM_CONSTANT(OP_MOD);
BIND_ENUM_CONSTANT(OP_MAX);
BIND_ENUM_CONSTANT(OP_MIN);
+ BIND_ENUM_CONSTANT(OP_ENUM_SIZE);
}
VisualShaderNodeIntOp::VisualShaderNodeIntOp() {
- op = OP_ADD;
set_input_port_default_value(0, 0);
set_input_port_default_value(1, 0);
}
@@ -1205,35 +1728,61 @@ String VisualShaderNodeVectorOp::get_output_port_name(int p_port) 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] + " = ";
+ String code = " " + p_output_vars[0] + " = ";
switch (op) {
-
- case OP_ADD: code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n"; break;
- case OP_SUB: code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n"; break;
- case OP_MUL: code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n"; break;
- case OP_DIV: code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n"; break;
- case OP_MOD: code += "mod(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break;
- case OP_POW: code += "pow(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break;
- case OP_MAX: code += "max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break;
- case OP_MIN: code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break;
- case OP_CROSS: code += "cross(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break;
- 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;
+ case OP_ADD:
+ code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
+ break;
+ case OP_SUB:
+ code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n";
+ break;
+ case OP_MUL:
+ code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
+ break;
+ case OP_DIV:
+ code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n";
+ break;
+ case OP_MOD:
+ code += "mod(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
+ break;
+ case OP_POW:
+ code += "pow(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
+ break;
+ case OP_MAX:
+ code += "max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
+ break;
+ case OP_MIN:
+ code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
+ break;
+ case OP_CROSS:
+ code += "cross(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
+ break;
+ 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;
+ default:
+ break;
}
return code;
}
void VisualShaderNodeVectorOp::set_operator(Operator p_op) {
-
+ ERR_FAIL_INDEX(int(p_op), int(OP_ENUM_SIZE));
+ if (op == p_op) {
+ return;
+ }
op = p_op;
emit_changed();
}
VisualShaderNodeVectorOp::Operator VisualShaderNodeVectorOp::get_operator() const {
-
return op;
}
@@ -1244,11 +1793,10 @@ Vector<StringName> VisualShaderNodeVectorOp::get_editable_properties() const {
}
void VisualShaderNodeVectorOp::_bind_methods() {
-
ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeVectorOp::set_operator);
ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeVectorOp::get_operator);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Sub,Multiply,Divide,Remainder,Power,Max,Min,Cross,Atan2,Reflect,Step"), "set_operator", "get_operator");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Subtract,Multiply,Divide,Remainder,Power,Max,Min,Cross,ATan2,Reflect,Step"), "set_operator", "get_operator");
BIND_ENUM_CONSTANT(OP_ADD);
BIND_ENUM_CONSTANT(OP_SUB);
@@ -1262,10 +1810,10 @@ void VisualShaderNodeVectorOp::_bind_methods() {
BIND_ENUM_CONSTANT(OP_ATAN2);
BIND_ENUM_CONSTANT(OP_REFLECT);
BIND_ENUM_CONSTANT(OP_STEP);
+ BIND_ENUM_CONSTANT(OP_ENUM_SIZE);
}
VisualShaderNodeVectorOp::VisualShaderNodeVectorOp() {
- op = OP_ADD;
set_input_port_default_value(0, Vector3());
set_input_port_default_value(1, Vector3());
}
@@ -1301,90 +1849,84 @@ String VisualShaderNodeColorOp::get_output_port_name(int p_port) 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" };
switch (op) {
case OP_SCREEN: {
-
- code += "\t" + p_output_vars[0] + " = vec3(1.0) - (vec3(1.0) - " + p_input_vars[0] + ") * (vec3(1.0) - " + p_input_vars[1] + ");\n";
+ code += " " + p_output_vars[0] + " = vec3(1.0) - (vec3(1.0) - " + p_input_vars[0] + ") * (vec3(1.0) - " + p_input_vars[1] + ");\n";
} break;
case OP_DIFFERENCE: {
-
- code += "\t" + p_output_vars[0] + " = abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ");\n";
+ code += " " + p_output_vars[0] + " = abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ");\n";
} break;
case OP_DARKEN: {
-
- code += "\t" + p_output_vars[0] + " = min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
+ code += " " + p_output_vars[0] + " = min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
} break;
case OP_LIGHTEN: {
-
- code += "\t" + p_output_vars[0] + " = max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
+ code += " " + p_output_vars[0] + " = max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
} break;
case OP_OVERLAY: {
-
for (int i = 0; i < 3; i++) {
- code += "\t{\n";
- code += "\t\tfloat base = " + p_input_vars[0] + "." + axisn[i] + ";\n";
- code += "\t\tfloat blend = " + p_input_vars[1] + "." + axisn[i] + ";\n";
- code += "\t\tif (base < 0.5) {\n";
- code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = 2.0 * base * blend;\n";
- code += "\t\t} else {\n";
- code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);\n";
- code += "\t\t}\n";
- code += "\t}\n";
+ code += " {\n";
+ code += " float base = " + p_input_vars[0] + "." + axisn[i] + ";\n";
+ code += " float blend = " + p_input_vars[1] + "." + axisn[i] + ";\n";
+ code += " if (base < 0.5) {\n";
+ code += " " + p_output_vars[0] + "." + axisn[i] + " = 2.0 * base * blend;\n";
+ code += " } else {\n";
+ code += " " + p_output_vars[0] + "." + axisn[i] + " = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);\n";
+ code += " }\n";
+ code += " }\n";
}
} break;
case OP_DODGE: {
-
- code += "\t" + p_output_vars[0] + " = (" + p_input_vars[0] + ") / (vec3(1.0) - " + p_input_vars[1] + ");\n";
+ code += " " + p_output_vars[0] + " = (" + p_input_vars[0] + ") / (vec3(1.0) - " + p_input_vars[1] + ");\n";
} break;
case OP_BURN: {
-
- code += "\t" + p_output_vars[0] + " = vec3(1.0) - (vec3(1.0) - " + p_input_vars[0] + ") / (" + p_input_vars[1] + ");\n";
+ code += " " + p_output_vars[0] + " = vec3(1.0) - (vec3(1.0) - " + p_input_vars[0] + ") / (" + p_input_vars[1] + ");\n";
} break;
case OP_SOFT_LIGHT: {
-
for (int i = 0; i < 3; i++) {
- code += "\t{\n";
- code += "\t\tfloat base = " + p_input_vars[0] + "." + axisn[i] + ";\n";
- code += "\t\tfloat blend = " + p_input_vars[1] + "." + axisn[i] + ";\n";
- code += "\t\tif (base < 0.5) {\n";
- code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (base * (blend + 0.5));\n";
- code += "\t\t} else {\n";
- code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0 - base) * (1.0 - (blend - 0.5)));\n";
- code += "\t\t}\n";
- code += "\t}\n";
+ code += " {\n";
+ code += " float base = " + p_input_vars[0] + "." + axisn[i] + ";\n";
+ code += " float blend = " + p_input_vars[1] + "." + axisn[i] + ";\n";
+ code += " if (base < 0.5) {\n";
+ code += " " + p_output_vars[0] + "." + axisn[i] + " = (base * (blend + 0.5));\n";
+ code += " } else {\n";
+ code += " " + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0 - base) * (1.0 - (blend - 0.5)));\n";
+ code += " }\n";
+ code += " }\n";
}
} break;
case OP_HARD_LIGHT: {
-
for (int i = 0; i < 3; i++) {
- code += "\t{\n";
- code += "\t\tfloat base = " + p_input_vars[0] + "." + axisn[i] + ";\n";
- code += "\t\tfloat blend = " + p_input_vars[1] + "." + axisn[i] + ";\n";
- code += "\t\tif (base < 0.5) {\n";
- code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (base * (2.0 * blend));\n";
- code += "\t\t} else {\n";
- code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0 - base) * (1.0 - 2.0 * (blend - 0.5)));\n";
- code += "\t\t}\n";
- code += "\t}\n";
+ code += " {\n";
+ code += " float base = " + p_input_vars[0] + "." + axisn[i] + ";\n";
+ code += " float blend = " + p_input_vars[1] + "." + axisn[i] + ";\n";
+ code += " if (base < 0.5) {\n";
+ code += " " + p_output_vars[0] + "." + axisn[i] + " = (base * (2.0 * blend));\n";
+ code += " } else {\n";
+ code += " " + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0 - base) * (1.0 - 2.0 * (blend - 0.5)));\n";
+ code += " }\n";
+ code += " }\n";
}
} break;
+ default:
+ break;
}
return code;
}
void VisualShaderNodeColorOp::set_operator(Operator p_op) {
-
- op = p_op;
- switch (op) {
+ ERR_FAIL_INDEX(int(p_op), int(OP_MAX));
+ if (op == p_op) {
+ return;
+ }
+ switch (p_op) {
case OP_SCREEN:
simple_decl = true;
break;
@@ -1412,12 +1954,14 @@ void VisualShaderNodeColorOp::set_operator(Operator p_op) {
case OP_HARD_LIGHT:
simple_decl = false;
break;
+ default:
+ break;
}
+ op = p_op;
emit_changed();
}
VisualShaderNodeColorOp::Operator VisualShaderNodeColorOp::get_operator() const {
-
return op;
}
@@ -1428,11 +1972,10 @@ Vector<StringName> VisualShaderNodeColorOp::get_editable_properties() const {
}
void VisualShaderNodeColorOp::_bind_methods() {
-
ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeColorOp::set_operator);
ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeColorOp::get_operator);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Screen,Difference,Darken,Lighten,Overlay,Dodge,Burn,SoftLight,HardLight"), "set_operator", "get_operator");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Screen,Difference,Darken,Lighten,Overlay,Dodge,Burn,Soft Light,Hard Light"), "set_operator", "get_operator");
BIND_ENUM_CONSTANT(OP_SCREEN);
BIND_ENUM_CONSTANT(OP_DIFFERENCE);
@@ -1443,91 +1986,109 @@ void VisualShaderNodeColorOp::_bind_methods() {
BIND_ENUM_CONSTANT(OP_BURN);
BIND_ENUM_CONSTANT(OP_SOFT_LIGHT);
BIND_ENUM_CONSTANT(OP_HARD_LIGHT);
+ BIND_ENUM_CONSTANT(OP_MAX);
}
VisualShaderNodeColorOp::VisualShaderNodeColorOp() {
- op = OP_SCREEN;
set_input_port_default_value(0, Vector3());
set_input_port_default_value(1, Vector3());
}
-////////////// Transform Mult
+////////////// Transform Op
-String VisualShaderNodeTransformMult::get_caption() const {
- return "TransformMult";
+String VisualShaderNodeTransformOp::get_caption() const {
+ return "TransformOp";
}
-int VisualShaderNodeTransformMult::get_input_port_count() const {
+int VisualShaderNodeTransformOp::get_input_port_count() const {
return 2;
}
-VisualShaderNodeTransformMult::PortType VisualShaderNodeTransformMult::get_input_port_type(int p_port) const {
+VisualShaderNodeTransformOp::PortType VisualShaderNodeTransformOp::get_input_port_type(int p_port) const {
return PORT_TYPE_TRANSFORM;
}
-String VisualShaderNodeTransformMult::get_input_port_name(int p_port) const {
+String VisualShaderNodeTransformOp::get_input_port_name(int p_port) const {
return p_port == 0 ? "a" : "b";
}
-int VisualShaderNodeTransformMult::get_output_port_count() const {
+int VisualShaderNodeTransformOp::get_output_port_count() const {
return 1;
}
-VisualShaderNodeTransformMult::PortType VisualShaderNodeTransformMult::get_output_port_type(int p_port) const {
+VisualShaderNodeTransformOp::PortType VisualShaderNodeTransformOp::get_output_port_type(int p_port) const {
return PORT_TYPE_TRANSFORM;
}
-String VisualShaderNodeTransformMult::get_output_port_name(int p_port) const {
+String VisualShaderNodeTransformOp::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, 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 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";
+String VisualShaderNodeTransformOp::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 {
+ switch (op) {
+ case OP_AxB:
+ return " " + p_output_vars[0] + " = " + p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
+ case OP_BxA:
+ return " " + p_output_vars[0] + " = " + p_input_vars[1] + " * " + p_input_vars[0] + ";\n";
+ case OP_AxB_COMP:
+ return " " + p_output_vars[0] + " = matrixCompMult(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
+ case OP_BxA_COMP:
+ return " " + p_output_vars[0] + " = matrixCompMult(" + p_input_vars[1] + ", " + p_input_vars[0] + ");\n";
+ case OP_ADD:
+ return " " + p_output_vars[0] + " = " + p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
+ case OP_A_MINUS_B:
+ return " " + p_output_vars[0] + " = " + p_input_vars[0] + " - " + p_input_vars[1] + ";\n";
+ case OP_B_MINUS_A:
+ return " " + p_output_vars[0] + " = " + p_input_vars[1] + " - " + p_input_vars[0] + ";\n";
+ case OP_A_DIV_B:
+ return " " + p_output_vars[0] + " = " + p_input_vars[0] + " / " + p_input_vars[1] + ";\n";
+ case OP_B_DIV_A:
+ return " " + p_output_vars[0] + " = " + p_input_vars[1] + " / " + p_input_vars[0] + ";\n";
+ default:
+ return "";
}
}
-void VisualShaderNodeTransformMult::set_operator(Operator p_op) {
-
+void VisualShaderNodeTransformOp::set_operator(Operator p_op) {
+ ERR_FAIL_INDEX(int(p_op), int(OP_MAX));
+ if (op == p_op) {
+ return;
+ }
op = p_op;
emit_changed();
}
-VisualShaderNodeTransformMult::Operator VisualShaderNodeTransformMult::get_operator() const {
-
+VisualShaderNodeTransformOp::Operator VisualShaderNodeTransformOp::get_operator() const {
return op;
}
-Vector<StringName> VisualShaderNodeTransformMult::get_editable_properties() const {
+Vector<StringName> VisualShaderNodeTransformOp::get_editable_properties() const {
Vector<StringName> props;
props.push_back("operator");
return props;
}
-void VisualShaderNodeTransformMult::_bind_methods() {
-
- ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeTransformMult::set_operator);
- ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeTransformMult::get_operator);
+void VisualShaderNodeTransformOp::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeTransformOp::set_operator);
+ ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeTransformOp::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");
+ 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),A + B,A - B,B - A,A / B,B / A"), "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);
+ BIND_ENUM_CONSTANT(OP_ADD);
+ BIND_ENUM_CONSTANT(OP_A_MINUS_B);
+ BIND_ENUM_CONSTANT(OP_B_MINUS_A);
+ BIND_ENUM_CONSTANT(OP_A_DIV_B);
+ BIND_ENUM_CONSTANT(OP_B_DIV_A);
+ BIND_ENUM_CONSTANT(OP_MAX);
}
-VisualShaderNodeTransformMult::VisualShaderNodeTransformMult() {
- op = OP_AxB;
- set_input_port_default_value(0, Transform());
- set_input_port_default_value(1, Transform());
+VisualShaderNodeTransformOp::VisualShaderNodeTransformOp() {
+ set_input_port_default_value(0, Transform3D());
+ set_input_port_default_value(1, Transform3D());
}
////////////// TransformVec Mult
@@ -1562,24 +2123,26 @@ String VisualShaderNodeTransformVecMult::get_output_port_name(int p_port) 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";
+ return " " + p_output_vars[0] + " = (" + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 1.0)).xyz;\n";
} else if (op == OP_BxA) {
- return "\t" + p_output_vars[0] + " = (vec4(" + p_input_vars[1] + ", 1.0) * " + p_input_vars[0] + ").xyz;\n";
+ return " " + p_output_vars[0] + " = (vec4(" + p_input_vars[1] + ", 1.0) * " + p_input_vars[0] + ").xyz;\n";
} else if (op == OP_3x3_AxB) {
- return "\t" + p_output_vars[0] + " = (" + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 0.0)).xyz;\n";
+ return " " + p_output_vars[0] + " = (" + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 0.0)).xyz;\n";
} else {
- return "\t" + p_output_vars[0] + " = (vec4(" + p_input_vars[1] + ", 0.0) * " + p_input_vars[0] + ").xyz;\n";
+ return " " + p_output_vars[0] + " = (vec4(" + p_input_vars[1] + ", 0.0) * " + p_input_vars[0] + ").xyz;\n";
}
}
void VisualShaderNodeTransformVecMult::set_operator(Operator p_op) {
-
+ ERR_FAIL_INDEX(int(p_op), int(OP_MAX));
+ if (op == p_op) {
+ return;
+ }
op = p_op;
emit_changed();
}
VisualShaderNodeTransformVecMult::Operator VisualShaderNodeTransformVecMult::get_operator() const {
-
return op;
}
@@ -1590,7 +2153,6 @@ Vector<StringName> VisualShaderNodeTransformVecMult::get_editable_properties() c
}
void VisualShaderNodeTransformVecMult::_bind_methods() {
-
ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeTransformVecMult::set_operator);
ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeTransformVecMult::get_operator);
@@ -1600,11 +2162,11 @@ void VisualShaderNodeTransformVecMult::_bind_methods() {
BIND_ENUM_CONSTANT(OP_BxA);
BIND_ENUM_CONSTANT(OP_3x3_AxB);
BIND_ENUM_CONSTANT(OP_3x3_BxA);
+ BIND_ENUM_CONSTANT(OP_MAX);
}
VisualShaderNodeTransformVecMult::VisualShaderNodeTransformVecMult() {
- op = OP_AxB;
- set_input_port_default_value(0, Transform());
+ set_input_port_default_value(0, Transform3D());
set_input_port_default_value(1, Vector3());
}
@@ -1639,8 +2201,7 @@ String VisualShaderNodeFloatFunc::get_output_port_name(int p_port) const {
}
String VisualShaderNodeFloatFunc::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_ONEMINUS + 1] = {
+ static const char *functions[FUNC_MAX] = {
"sin($)",
"cos($)",
"tan($)",
@@ -1674,18 +2235,19 @@ String VisualShaderNodeFloatFunc::generate_code(Shader::Mode p_mode, VisualShade
"trunc($)",
"1.0 - $"
};
-
- return "\t" + p_output_vars[0] + " = " + String(scalar_func_id[func]).replace("$", p_input_vars[0]) + ";\n";
+ return " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
}
void VisualShaderNodeFloatFunc::set_function(Function p_func) {
-
+ ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
+ if (func == p_func) {
+ return;
+ }
func = p_func;
emit_changed();
}
VisualShaderNodeFloatFunc::Function VisualShaderNodeFloatFunc::get_function() const {
-
return func;
}
@@ -1696,7 +2258,6 @@ Vector<StringName> VisualShaderNodeFloatFunc::get_editable_properties() const {
}
void VisualShaderNodeFloatFunc::_bind_methods() {
-
ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeFloatFunc::set_function);
ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeFloatFunc::get_function);
@@ -1734,10 +2295,10 @@ void VisualShaderNodeFloatFunc::_bind_methods() {
BIND_ENUM_CONSTANT(FUNC_ROUNDEVEN);
BIND_ENUM_CONSTANT(FUNC_TRUNC);
BIND_ENUM_CONSTANT(FUNC_ONEMINUS);
+ BIND_ENUM_CONSTANT(FUNC_MAX);
}
VisualShaderNodeFloatFunc::VisualShaderNodeFloatFunc() {
- func = FUNC_SIGN;
set_input_port_default_value(0, 0.0);
}
@@ -1748,9 +2309,6 @@ String VisualShaderNodeIntFunc::get_caption() const {
}
int VisualShaderNodeIntFunc::get_input_port_count() const {
- if (func == FUNC_CLAMP) {
- return 3;
- }
return 1;
}
@@ -1759,15 +2317,6 @@ VisualShaderNodeIntFunc::PortType VisualShaderNodeIntFunc::get_input_port_type(i
}
String VisualShaderNodeIntFunc::get_input_port_name(int p_port) const {
- if (func == FUNC_CLAMP) {
- if (p_port == 0) {
- return "";
- } else if (p_port == 1) {
- return "min";
- } else if (p_port == 2) {
- return "max";
- }
- }
return "";
}
@@ -1784,33 +2333,25 @@ String VisualShaderNodeIntFunc::get_output_port_name(int p_port) const {
}
String VisualShaderNodeIntFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- if (func == FUNC_CLAMP) {
- return "\t" + p_output_vars[0] + " = clamp(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
- }
-
- static const char *int_func_id[FUNC_SIGN + 1] = {
+ static const char *functions[FUNC_MAX] = {
"abs($)",
- "",
"-($)",
"sign($)"
};
- return "\t" + p_output_vars[0] + " = " + String(int_func_id[func]).replace("$", p_input_vars[0]) + ";\n";
+ return " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
}
void VisualShaderNodeIntFunc::set_function(Function p_func) {
- if (func != p_func) {
- if (p_func == FUNC_CLAMP) {
- set_input_port_default_value(1, 0);
- set_input_port_default_value(2, 0);
- }
+ ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
+ if (func == p_func) {
+ return;
}
func = p_func;
emit_changed();
}
VisualShaderNodeIntFunc::Function VisualShaderNodeIntFunc::get_function() const {
-
return func;
}
@@ -1821,20 +2362,18 @@ Vector<StringName> VisualShaderNodeIntFunc::get_editable_properties() const {
}
void VisualShaderNodeIntFunc::_bind_methods() {
-
ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeIntFunc::set_function);
ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeIntFunc::get_function);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Abs,Clamp,Negate,Sign"), "set_function", "get_function");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Abs,Negate,Sign"), "set_function", "get_function");
BIND_ENUM_CONSTANT(FUNC_ABS);
- BIND_ENUM_CONSTANT(FUNC_CLAMP);
BIND_ENUM_CONSTANT(FUNC_NEGATE);
BIND_ENUM_CONSTANT(FUNC_SIGN);
+ BIND_ENUM_CONSTANT(FUNC_MAX);
}
VisualShaderNodeIntFunc::VisualShaderNodeIntFunc() {
- func = FUNC_SIGN;
set_input_port_default_value(0, 0);
}
@@ -1869,8 +2408,7 @@ String VisualShaderNodeVectorFunc::get_output_port_name(int p_port) 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_ONEMINUS + 1] = {
+ static const char *vec_func_id[FUNC_MAX] = {
"normalize($)",
"max(min($, vec3(1.0)), vec3(0.0))",
"-($)",
@@ -1911,45 +2449,47 @@ String VisualShaderNodeVectorFunc::generate_code(Shader::Mode p_mode, VisualShad
String code;
if (func == FUNC_RGB2HSV) {
- code += "\t{\n";
- code += "\t\tvec3 c = " + p_input_vars[0] + ";\n";
- code += "\t\tvec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);\n";
- code += "\t\tvec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));\n";
- code += "\t\tvec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));\n";
- code += "\t\tfloat d = q.x - min(q.w, q.y);\n";
- code += "\t\tfloat e = 1.0e-10;\n";
- code += "\t\t" + p_output_vars[0] + " = vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);\n";
- code += "\t}\n";
+ code += " {\n";
+ code += " vec3 c = " + p_input_vars[0] + ";\n";
+ code += " vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);\n";
+ code += " vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));\n";
+ code += " vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));\n";
+ code += " float d = q.x - min(q.w, q.y);\n";
+ code += " float e = 1.0e-10;\n";
+ code += " " + p_output_vars[0] + " = vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);\n";
+ code += " }\n";
} else if (func == FUNC_HSV2RGB) {
- code += "\t{\n";
- code += "\t\tvec3 c = " + p_input_vars[0] + ";\n";
- code += "\t\tvec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n";
- code += "\t\tvec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n";
- code += "\t\t" + p_output_vars[0] + " = c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n";
- code += "\t}\n";
+ code += " {\n";
+ code += " vec3 c = " + p_input_vars[0] + ";\n";
+ code += " vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n";
+ code += " vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n";
+ code += " " + p_output_vars[0] + " = c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n";
+ code += " }\n";
} else {
- code += "\t" + p_output_vars[0] + " = " + String(vec_func_id[func]).replace("$", p_input_vars[0]) + ";\n";
+ code += " " + p_output_vars[0] + " = " + String(vec_func_id[func]).replace("$", p_input_vars[0]) + ";\n";
}
return code;
}
void VisualShaderNodeVectorFunc::set_function(Function p_func) {
-
- func = p_func;
- if (func == FUNC_RGB2HSV) {
+ ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
+ if (func == p_func) {
+ return;
+ }
+ if (p_func == FUNC_RGB2HSV) {
simple_decl = false;
- } else if (func == FUNC_HSV2RGB) {
+ } else if (p_func == FUNC_HSV2RGB) {
simple_decl = false;
} else {
simple_decl = true;
}
+ func = p_func;
emit_changed();
}
VisualShaderNodeVectorFunc::Function VisualShaderNodeVectorFunc::get_function() const {
-
return func;
}
@@ -1960,7 +2500,6 @@ Vector<StringName> VisualShaderNodeVectorFunc::get_editable_properties() const {
}
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);
@@ -2001,10 +2540,10 @@ void VisualShaderNodeVectorFunc::_bind_methods() {
BIND_ENUM_CONSTANT(FUNC_TANH);
BIND_ENUM_CONSTANT(FUNC_TRUNC);
BIND_ENUM_CONSTANT(FUNC_ONEMINUS);
+ BIND_ENUM_CONSTANT(FUNC_MAX);
}
VisualShaderNodeVectorFunc::VisualShaderNodeVectorFunc() {
- func = FUNC_NORMALIZE;
set_input_port_default_value(0, Vector3());
}
@@ -2039,27 +2578,28 @@ String VisualShaderNodeColorFunc::get_output_port_name(int p_port) const {
}
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";
+ code += " {\n";
+ code += " vec3 c = " + p_input_vars[0] + ";\n";
+ code += " float max1 = max(c.r, c.g);\n";
+ code += " float max2 = max(max1, c.b);\n";
+ code += " float max3 = max(max1, max2);\n";
+ code += " " + p_output_vars[0] + " = vec3(max3, max3, max3);\n";
+ code += " }\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";
+ code += " {\n";
+ code += " vec3 c = " + p_input_vars[0] + ";\n";
+ code += " float r = (c.r * .393) + (c.g *.769) + (c.b * .189);\n";
+ code += " float g = (c.r * .349) + (c.g *.686) + (c.b * .168);\n";
+ code += " float b = (c.r * .272) + (c.g *.534) + (c.b * .131);\n";
+ code += " " + p_output_vars[0] + " = vec3(r, g, b);\n";
+ code += " }\n";
+ break;
+ default:
break;
}
@@ -2067,13 +2607,15 @@ String VisualShaderNodeColorFunc::generate_code(Shader::Mode p_mode, VisualShade
}
void VisualShaderNodeColorFunc::set_function(Function p_func) {
-
+ ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
+ if (func == p_func) {
+ return;
+ }
func = p_func;
emit_changed();
}
VisualShaderNodeColorFunc::Function VisualShaderNodeColorFunc::get_function() const {
-
return func;
}
@@ -2084,7 +2626,6 @@ Vector<StringName> VisualShaderNodeColorFunc::get_editable_properties() const {
}
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);
@@ -2092,12 +2633,12 @@ void VisualShaderNodeColorFunc::_bind_methods() {
BIND_ENUM_CONSTANT(FUNC_GRAYSCALE);
BIND_ENUM_CONSTANT(FUNC_SEPIA);
+ BIND_ENUM_CONSTANT(FUNC_MAX);
}
VisualShaderNodeColorFunc::VisualShaderNodeColorFunc() {
- func = FUNC_GRAYSCALE;
- set_input_port_default_value(0, Vector3());
simple_decl = false;
+ set_input_port_default_value(0, Vector3());
}
////////////// Transform Func
@@ -2131,25 +2672,26 @@ String VisualShaderNodeTransformFunc::get_output_port_name(int p_port) const {
}
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] = {
+ static const char *functions[FUNC_MAX] = {
"inverse($)",
"transpose($)"
};
String code;
- code += "\t" + p_output_vars[0] + " = " + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
+ code += " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
return code;
}
void VisualShaderNodeTransformFunc::set_function(Function p_func) {
-
+ ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
+ if (func == p_func) {
+ return;
+ }
func = p_func;
emit_changed();
}
VisualShaderNodeTransformFunc::Function VisualShaderNodeTransformFunc::get_function() const {
-
return func;
}
@@ -2160,7 +2702,6 @@ Vector<StringName> VisualShaderNodeTransformFunc::get_editable_properties() cons
}
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);
@@ -2168,11 +2709,145 @@ void VisualShaderNodeTransformFunc::_bind_methods() {
BIND_ENUM_CONSTANT(FUNC_INVERSE);
BIND_ENUM_CONSTANT(FUNC_TRANSPOSE);
+ BIND_ENUM_CONSTANT(FUNC_MAX);
}
VisualShaderNodeTransformFunc::VisualShaderNodeTransformFunc() {
- func = FUNC_INVERSE;
- set_input_port_default_value(0, Transform());
+ set_input_port_default_value(0, Transform3D());
+}
+
+////////////// UV Func
+
+String VisualShaderNodeUVFunc::get_caption() const {
+ return "UVFunc";
+}
+
+int VisualShaderNodeUVFunc::get_input_port_count() const {
+ return 3;
+}
+
+VisualShaderNodeUVFunc::PortType VisualShaderNodeUVFunc::get_input_port_type(int p_port) const {
+ switch (p_port) {
+ case 0:
+ [[fallthrough]]; // uv
+ case 1:
+ return PORT_TYPE_VECTOR; // scale
+ case 2:
+ return PORT_TYPE_VECTOR; // offset & pivot
+ default:
+ break;
+ }
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeUVFunc::get_input_port_name(int p_port) const {
+ switch (p_port) {
+ case 0:
+ return "uv";
+ case 1:
+ return "scale";
+ case 2:
+ switch (func) {
+ case FUNC_PANNING:
+ return "offset";
+ case FUNC_SCALING:
+ return "pivot";
+ default:
+ break;
+ }
+ break;
+ default:
+ break;
+ }
+ return "";
+}
+
+String VisualShaderNodeUVFunc::get_input_port_default_hint(int p_port) const {
+ if (p_port == 0) {
+ return "UV";
+ }
+ return "";
+}
+
+int VisualShaderNodeUVFunc::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeUVFunc::PortType VisualShaderNodeUVFunc::get_output_port_type(int p_port) const {
+ return PORT_TYPE_VECTOR;
+}
+
+String VisualShaderNodeUVFunc::get_output_port_name(int p_port) const {
+ return "uv";
+}
+
+bool VisualShaderNodeUVFunc::is_show_prop_names() const {
+ return true;
+}
+
+String VisualShaderNodeUVFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
+ String code;
+
+ String uv;
+ if (p_input_vars[0].is_empty()) {
+ uv = "vec3(UV.xy, 0.0)";
+ } else {
+ uv = vformat("%s", p_input_vars[0]);
+ }
+ String scale = vformat("%s", p_input_vars[1]);
+ String offset_pivot = vformat("%s", p_input_vars[2]);
+
+ switch (func) {
+ case FUNC_PANNING: {
+ code += vformat(" %s = fma(%s, %s, %s);\n", p_output_vars[0], offset_pivot, scale, uv);
+ } break;
+ case FUNC_SCALING: {
+ code += vformat(" %s = fma((%s - %s), %s, %s);\n", p_output_vars[0], uv, offset_pivot, scale, offset_pivot);
+ } break;
+ default:
+ break;
+ }
+ return code;
+}
+
+void VisualShaderNodeUVFunc::set_function(VisualShaderNodeUVFunc::Function p_func) {
+ ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
+ if (func == p_func) {
+ return;
+ }
+ if (p_func == FUNC_PANNING) {
+ set_input_port_default_value(2, Vector3()); // offset
+ } else { // FUNC_SCALING
+ set_input_port_default_value(2, Vector3(0.5, 0.5, 0.0)); // pivot
+ }
+ func = p_func;
+ emit_changed();
+}
+
+VisualShaderNodeUVFunc::Function VisualShaderNodeUVFunc::get_function() const {
+ return func;
+}
+
+Vector<StringName> VisualShaderNodeUVFunc::get_editable_properties() const {
+ Vector<StringName> props;
+ props.push_back("function");
+ return props;
+}
+
+void VisualShaderNodeUVFunc::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeUVFunc::set_function);
+ ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeUVFunc::get_function);
+
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Panning,Scaling"), "set_function", "get_function");
+
+ BIND_ENUM_CONSTANT(FUNC_PANNING);
+ BIND_ENUM_CONSTANT(FUNC_SCALING);
+ BIND_ENUM_CONSTANT(FUNC_MAX);
+}
+
+VisualShaderNodeUVFunc::VisualShaderNodeUVFunc() {
+ set_input_port_default_value(1, Vector3(1.0, 1.0, 0.0)); // scale
+ set_input_port_default_value(2, Vector3()); // offset
}
////////////// Dot Product
@@ -2206,7 +2881,7 @@ String VisualShaderNodeDotProduct::get_output_port_name(int p_port) 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";
+ return " " + p_output_vars[0] + " = dot(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
}
VisualShaderNodeDotProduct::VisualShaderNodeDotProduct() {
@@ -2245,7 +2920,7 @@ String VisualShaderNodeVectorLen::get_output_port_name(int p_port) 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";
+ return " " + p_output_vars[0] + " = length(" + p_input_vars[0] + ");\n";
}
VisualShaderNodeVectorLen::VisualShaderNodeVectorLen() {
@@ -2283,11 +2958,11 @@ String VisualShaderNodeDeterminant::get_output_port_name(int p_port) const {
}
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";
+ return " " + p_output_vars[0] + " = determinant(" + p_input_vars[0] + ");\n";
}
VisualShaderNodeDeterminant::VisualShaderNodeDeterminant() {
- set_input_port_default_value(0, Transform());
+ set_input_port_default_value(0, Transform3D());
}
////////////// Scalar Derivative Function
@@ -2321,26 +2996,27 @@ String VisualShaderNodeScalarDerivativeFunc::get_output_port_name(int p_port) co
}
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] = {
+ static const char *functions[FUNC_MAX] = {
"fwidth($)",
"dFdx($)",
"dFdy($)"
};
String code;
- code += "\t" + p_output_vars[0] + " = " + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
+ code += " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
return code;
}
void VisualShaderNodeScalarDerivativeFunc::set_function(Function p_func) {
-
+ ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
+ if (func == p_func) {
+ return;
+ }
func = p_func;
emit_changed();
}
VisualShaderNodeScalarDerivativeFunc::Function VisualShaderNodeScalarDerivativeFunc::get_function() const {
-
return func;
}
@@ -2351,7 +3027,6 @@ Vector<StringName> VisualShaderNodeScalarDerivativeFunc::get_editable_properties
}
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);
@@ -2360,10 +3035,10 @@ void VisualShaderNodeScalarDerivativeFunc::_bind_methods() {
BIND_ENUM_CONSTANT(FUNC_SUM);
BIND_ENUM_CONSTANT(FUNC_X);
BIND_ENUM_CONSTANT(FUNC_Y);
+ BIND_ENUM_CONSTANT(FUNC_MAX);
}
VisualShaderNodeScalarDerivativeFunc::VisualShaderNodeScalarDerivativeFunc() {
- func = FUNC_SUM;
set_input_port_default_value(0, 0.0);
}
@@ -2398,26 +3073,27 @@ String VisualShaderNodeVectorDerivativeFunc::get_output_port_name(int p_port) co
}
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] = {
+ static const char *functions[FUNC_MAX] = {
"fwidth($)",
"dFdx($)",
"dFdy($)"
};
String code;
- code += "\t" + p_output_vars[0] + " = " + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
+ code += " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
return code;
}
void VisualShaderNodeVectorDerivativeFunc::set_function(Function p_func) {
-
+ ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
+ if (func == p_func) {
+ return;
+ }
func = p_func;
emit_changed();
}
VisualShaderNodeVectorDerivativeFunc::Function VisualShaderNodeVectorDerivativeFunc::get_function() const {
-
return func;
}
@@ -2428,7 +3104,6 @@ Vector<StringName> VisualShaderNodeVectorDerivativeFunc::get_editable_properties
}
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);
@@ -2437,103 +3112,124 @@ void VisualShaderNodeVectorDerivativeFunc::_bind_methods() {
BIND_ENUM_CONSTANT(FUNC_SUM);
BIND_ENUM_CONSTANT(FUNC_X);
BIND_ENUM_CONSTANT(FUNC_Y);
+ BIND_ENUM_CONSTANT(FUNC_MAX);
}
VisualShaderNodeVectorDerivativeFunc::VisualShaderNodeVectorDerivativeFunc() {
- func = FUNC_SUM;
set_input_port_default_value(0, Vector3());
}
-////////////// Scalar Clamp
+////////////// Clamp
-String VisualShaderNodeScalarClamp::get_caption() const {
- return "ScalarClamp";
+String VisualShaderNodeClamp::get_caption() const {
+ return "Clamp";
}
-int VisualShaderNodeScalarClamp::get_input_port_count() const {
+int VisualShaderNodeClamp::get_input_port_count() const {
return 3;
}
-VisualShaderNodeScalarClamp::PortType VisualShaderNodeScalarClamp::get_input_port_type(int p_port) const {
+VisualShaderNodeClamp::PortType VisualShaderNodeClamp::get_input_port_type(int p_port) const {
+ switch (op_type) {
+ case OP_TYPE_INT:
+ return PORT_TYPE_SCALAR_INT;
+ case OP_TYPE_VECTOR:
+ return PORT_TYPE_VECTOR;
+ default:
+ break;
+ }
return PORT_TYPE_SCALAR;
}
-String VisualShaderNodeScalarClamp::get_input_port_name(int p_port) const {
- if (p_port == 0)
+String VisualShaderNodeClamp::get_input_port_name(int p_port) const {
+ if (p_port == 0) {
return "";
- else if (p_port == 1)
+ } else if (p_port == 1) {
return "min";
- else if (p_port == 2)
+ } else if (p_port == 2) {
return "max";
+ }
return "";
}
-int VisualShaderNodeScalarClamp::get_output_port_count() const {
+int VisualShaderNodeClamp::get_output_port_count() const {
return 1;
}
-VisualShaderNodeScalarClamp::PortType VisualShaderNodeScalarClamp::get_output_port_type(int p_port) const {
+VisualShaderNodeClamp::PortType VisualShaderNodeClamp::get_output_port_type(int p_port) const {
+ switch (op_type) {
+ case OP_TYPE_INT:
+ return PORT_TYPE_SCALAR_INT;
+ case OP_TYPE_VECTOR:
+ return PORT_TYPE_VECTOR;
+ default:
+ break;
+ }
return PORT_TYPE_SCALAR;
}
-String VisualShaderNodeScalarClamp::get_output_port_name(int p_port) const {
+String VisualShaderNodeClamp::get_output_port_name(int p_port) const {
return "";
}
-String VisualShaderNodeScalarClamp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- 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);
+String VisualShaderNodeClamp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
+ return " " + p_output_vars[0] + " = clamp(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
}
-////////////// 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;
+void VisualShaderNodeClamp::set_op_type(OpType p_op_type) {
+ ERR_FAIL_INDEX((int)p_op_type, int(OP_TYPE_MAX));
+ if (op_type == p_op_type) {
+ return;
+ }
+ switch (p_op_type) {
+ case OP_TYPE_FLOAT:
+ set_input_port_default_value(0, 0.0);
+ set_input_port_default_value(1, 0.0);
+ set_input_port_default_value(2, 0.0);
+ break;
+ case OP_TYPE_INT:
+ set_input_port_default_value(0, 0);
+ set_input_port_default_value(1, 0);
+ set_input_port_default_value(2, 0);
+ break;
+ case OP_TYPE_VECTOR:
+ set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
+ set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
+ set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
+ break;
+ default:
+ break;
+ }
+ op_type = p_op_type;
+ emit_changed();
}
-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 "";
+VisualShaderNodeClamp::OpType VisualShaderNodeClamp::get_op_type() const {
+ return op_type;
}
-int VisualShaderNodeVectorClamp::get_output_port_count() const {
- return 1;
+Vector<StringName> VisualShaderNodeClamp::get_editable_properties() const {
+ Vector<StringName> props;
+ props.push_back("op_type");
+ return props;
}
-VisualShaderNodeVectorClamp::PortType VisualShaderNodeVectorClamp::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
-}
+void VisualShaderNodeClamp::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_op_type", "op_type"), &VisualShaderNodeClamp::set_op_type);
+ ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeClamp::get_op_type);
-String VisualShaderNodeVectorClamp::get_output_port_name(int p_port) const {
- return "";
-}
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Float,Int,Vector"), "set_op_type", "get_op_type");
-String VisualShaderNodeVectorClamp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return "\t" + p_output_vars[0] + " = clamp(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
+ BIND_ENUM_CONSTANT(OP_TYPE_FLOAT);
+ BIND_ENUM_CONSTANT(OP_TYPE_INT);
+ BIND_ENUM_CONSTANT(OP_TYPE_VECTOR);
+ BIND_ENUM_CONSTANT(OP_TYPE_MAX);
}
-VisualShaderNodeVectorClamp::VisualShaderNodeVectorClamp() {
- set_input_port_default_value(0, Vector3(0, 0, 0));
- set_input_port_default_value(1, Vector3(0, 0, 0));
- set_input_port_default_value(2, Vector3(1, 1, 1));
+VisualShaderNodeClamp::VisualShaderNodeClamp() {
+ set_input_port_default_value(0, 0.0);
+ set_input_port_default_value(1, 0.0);
+ set_input_port_default_value(2, 1.0);
}
////////////// FaceForward
@@ -2576,7 +3272,7 @@ String VisualShaderNodeFaceForward::get_output_port_name(int p_port) const {
}
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";
+ return " " + p_output_vars[0] + " = faceforward(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
}
VisualShaderNodeFaceForward::VisualShaderNodeFaceForward() {
@@ -2623,7 +3319,7 @@ String VisualShaderNodeOuterProduct::get_output_port_name(int p_port) const {
}
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";
+ return " " + p_output_vars[0] + " = outerProduct(vec4(" + p_input_vars[0] + ", 0.0), vec4(" + p_input_vars[1] + ", 0.0));\n";
}
VisualShaderNodeOuterProduct::VisualShaderNodeOuterProduct() {
@@ -2631,193 +3327,254 @@ VisualShaderNodeOuterProduct::VisualShaderNodeOuterProduct() {
set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
}
-////////////// Vector-Scalar Step
+////////////// Step
-String VisualShaderNodeVectorScalarStep::get_caption() const {
- return "VectorScalarStep";
+String VisualShaderNodeStep::get_caption() const {
+ return "Step";
}
-int VisualShaderNodeVectorScalarStep::get_input_port_count() const {
+int VisualShaderNodeStep::get_input_port_count() const {
return 2;
}
-VisualShaderNodeVectorScalarStep::PortType VisualShaderNodeVectorScalarStep::get_input_port_type(int p_port) const {
- if (p_port == 0) {
- return PORT_TYPE_SCALAR;
+VisualShaderNodeStep::PortType VisualShaderNodeStep::get_input_port_type(int p_port) const {
+ switch (op_type) {
+ case OP_TYPE_VECTOR:
+ return PORT_TYPE_VECTOR;
+ case OP_TYPE_VECTOR_SCALAR:
+ if (p_port == 1) {
+ return PORT_TYPE_VECTOR;
+ }
+ break;
+ default:
+ break;
}
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_SCALAR;
}
-String VisualShaderNodeVectorScalarStep::get_input_port_name(int p_port) const {
- if (p_port == 0)
+String VisualShaderNodeStep::get_input_port_name(int p_port) const {
+ if (p_port == 0) {
return "edge";
- else if (p_port == 1)
+ } else if (p_port == 1) {
return "x";
+ }
return "";
}
-int VisualShaderNodeVectorScalarStep::get_output_port_count() const {
+int VisualShaderNodeStep::get_output_port_count() const {
return 1;
}
-VisualShaderNodeVectorScalarStep::PortType VisualShaderNodeVectorScalarStep::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+VisualShaderNodeStep::PortType VisualShaderNodeStep::get_output_port_type(int p_port) const {
+ switch (op_type) {
+ case OP_TYPE_VECTOR:
+ return PORT_TYPE_VECTOR;
+ case OP_TYPE_VECTOR_SCALAR:
+ return PORT_TYPE_VECTOR;
+ default:
+ break;
+ }
+ return PORT_TYPE_SCALAR;
}
-String VisualShaderNodeVectorScalarStep::get_output_port_name(int p_port) const {
+String VisualShaderNodeStep::get_output_port_name(int p_port) const {
return "";
}
-String VisualShaderNodeVectorScalarStep::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return "\t" + p_output_vars[0] + " = step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
-}
-
-VisualShaderNodeVectorScalarStep::VisualShaderNodeVectorScalarStep() {
- set_input_port_default_value(0, 0.0);
- set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
-}
-
-////////////// Scalar SmoothStep
-
-String VisualShaderNodeScalarSmoothStep::get_caption() const {
- return "ScalarSmoothStep";
-}
-
-int VisualShaderNodeScalarSmoothStep::get_input_port_count() const {
- return 3;
+void VisualShaderNodeStep::set_op_type(OpType p_op_type) {
+ ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
+ if (op_type == p_op_type) {
+ return;
+ }
+ switch (p_op_type) {
+ case OP_TYPE_SCALAR:
+ if (op_type == OP_TYPE_VECTOR) {
+ set_input_port_default_value(0, 0.0); // edge
+ }
+ if (op_type == OP_TYPE_VECTOR || op_type == OP_TYPE_VECTOR_SCALAR) {
+ set_input_port_default_value(1, 0.0); // x
+ }
+ break;
+ case OP_TYPE_VECTOR:
+ if (op_type == OP_TYPE_SCALAR || op_type == OP_TYPE_VECTOR_SCALAR) {
+ set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0)); // edge
+ }
+ if (op_type == OP_TYPE_SCALAR) {
+ set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0)); // x
+ }
+ break;
+ case OP_TYPE_VECTOR_SCALAR:
+ if (op_type == OP_TYPE_VECTOR) {
+ set_input_port_default_value(0, 0.0); // edge
+ }
+ if (op_type == OP_TYPE_SCALAR) {
+ set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0)); // x
+ }
+ break;
+ default:
+ break;
+ }
+ op_type = p_op_type;
+ emit_changed();
}
-VisualShaderNodeScalarSmoothStep::PortType VisualShaderNodeScalarSmoothStep::get_input_port_type(int p_port) const {
- return PORT_TYPE_SCALAR;
+VisualShaderNodeStep::OpType VisualShaderNodeStep::get_op_type() const {
+ return op_type;
}
-String VisualShaderNodeScalarSmoothStep::get_input_port_name(int p_port) const {
- if (p_port == 0)
- return "edge0";
- else if (p_port == 1)
- return "edge1";
- else if (p_port == 2)
- return "x";
- return "";
+String VisualShaderNodeStep::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
+ return " " + p_output_vars[0] + " = step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
}
-int VisualShaderNodeScalarSmoothStep::get_output_port_count() const {
- return 1;
+Vector<StringName> VisualShaderNodeStep::get_editable_properties() const {
+ Vector<StringName> props;
+ props.push_back("op_type");
+ return props;
}
-VisualShaderNodeScalarSmoothStep::PortType VisualShaderNodeScalarSmoothStep::get_output_port_type(int p_port) const {
- return PORT_TYPE_SCALAR;
-}
+void VisualShaderNodeStep::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_op_type", "op_type"), &VisualShaderNodeStep::set_op_type);
+ ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeStep::get_op_type);
-String VisualShaderNodeScalarSmoothStep::get_output_port_name(int p_port) const {
- return "";
-}
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector,VectorScalar"), "set_op_type", "get_op_type");
-String VisualShaderNodeScalarSmoothStep::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return "\t" + p_output_vars[0] + " = smoothstep(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
+ BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
+ BIND_ENUM_CONSTANT(OP_TYPE_VECTOR);
+ BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_SCALAR);
+ BIND_ENUM_CONSTANT(OP_TYPE_MAX);
}
-VisualShaderNodeScalarSmoothStep::VisualShaderNodeScalarSmoothStep() {
+VisualShaderNodeStep::VisualShaderNodeStep() {
set_input_port_default_value(0, 0.0);
set_input_port_default_value(1, 0.0);
- set_input_port_default_value(2, 0.0);
}
-////////////// Vector SmoothStep
+////////////// SmoothStep
-String VisualShaderNodeVectorSmoothStep::get_caption() const {
- return "VectorSmoothStep";
+String VisualShaderNodeSmoothStep::get_caption() const {
+ return "SmoothStep";
}
-int VisualShaderNodeVectorSmoothStep::get_input_port_count() const {
+int VisualShaderNodeSmoothStep::get_input_port_count() const {
return 3;
}
-VisualShaderNodeVectorSmoothStep::PortType VisualShaderNodeVectorSmoothStep::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+VisualShaderNodeSmoothStep::PortType VisualShaderNodeSmoothStep::get_input_port_type(int p_port) const {
+ switch (op_type) {
+ case OP_TYPE_VECTOR:
+ return PORT_TYPE_VECTOR;
+ case OP_TYPE_VECTOR_SCALAR:
+ if (p_port == 2) {
+ return PORT_TYPE_VECTOR; // x
+ }
+ break;
+ default:
+ break;
+ }
+ return PORT_TYPE_SCALAR;
}
-String VisualShaderNodeVectorSmoothStep::get_input_port_name(int p_port) const {
- if (p_port == 0)
+String VisualShaderNodeSmoothStep::get_input_port_name(int p_port) const {
+ if (p_port == 0) {
return "edge0";
- else if (p_port == 1)
+ } else if (p_port == 1) {
return "edge1";
- else if (p_port == 2)
+ } else if (p_port == 2) {
return "x";
+ }
return "";
}
-int VisualShaderNodeVectorSmoothStep::get_output_port_count() const {
+int VisualShaderNodeSmoothStep::get_output_port_count() const {
return 1;
}
-VisualShaderNodeVectorSmoothStep::PortType VisualShaderNodeVectorSmoothStep::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+VisualShaderNodeSmoothStep::PortType VisualShaderNodeSmoothStep::get_output_port_type(int p_port) const {
+ switch (op_type) {
+ case OP_TYPE_VECTOR:
+ return PORT_TYPE_VECTOR;
+ case OP_TYPE_VECTOR_SCALAR:
+ return PORT_TYPE_VECTOR;
+ default:
+ break;
+ }
+ return PORT_TYPE_SCALAR;
}
-String VisualShaderNodeVectorSmoothStep::get_output_port_name(int p_port) const {
+String VisualShaderNodeSmoothStep::get_output_port_name(int p_port) const {
return "";
}
-String VisualShaderNodeVectorSmoothStep::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return "\t" + p_output_vars[0] + " = smoothstep(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
-}
-
-VisualShaderNodeVectorSmoothStep::VisualShaderNodeVectorSmoothStep() {
- set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
- set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
- set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
-}
-
-////////////// Vector-Scalar SmoothStep
-
-String VisualShaderNodeVectorScalarSmoothStep::get_caption() const {
- return "VectorScalarSmoothStep";
-}
-
-int VisualShaderNodeVectorScalarSmoothStep::get_input_port_count() const {
- return 3;
-}
-
-VisualShaderNodeVectorScalarSmoothStep::PortType VisualShaderNodeVectorScalarSmoothStep::get_input_port_type(int p_port) const {
- if (p_port == 0) {
- return PORT_TYPE_SCALAR;
- } else if (p_port == 1) {
- return PORT_TYPE_SCALAR;
+void VisualShaderNodeSmoothStep::set_op_type(OpType p_op_type) {
+ ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
+ if (op_type == p_op_type) {
+ return;
}
- return PORT_TYPE_VECTOR;
+ switch (p_op_type) {
+ case OP_TYPE_SCALAR:
+ if (op_type == OP_TYPE_VECTOR) {
+ set_input_port_default_value(0, 0.0); // edge0
+ set_input_port_default_value(1, 0.0); // edge1
+ }
+ if (op_type == OP_TYPE_VECTOR || op_type == OP_TYPE_VECTOR_SCALAR) {
+ set_input_port_default_value(2, 0.0); // x
+ }
+ break;
+ case OP_TYPE_VECTOR:
+ if (op_type == OP_TYPE_SCALAR || op_type == OP_TYPE_VECTOR_SCALAR) {
+ set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0)); // edge0
+ set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0)); // edge1
+ }
+ if (op_type == OP_TYPE_SCALAR) {
+ set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0)); // x
+ }
+ break;
+ case OP_TYPE_VECTOR_SCALAR:
+ if (op_type == OP_TYPE_VECTOR) {
+ set_input_port_default_value(0, 0.0); // edge0
+ set_input_port_default_value(1, 0.0); // edge1
+ }
+ if (op_type == OP_TYPE_SCALAR) {
+ set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0)); // x
+ }
+ break;
+ default:
+ break;
+ }
+ op_type = p_op_type;
+ emit_changed();
}
-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 "";
+VisualShaderNodeSmoothStep::OpType VisualShaderNodeSmoothStep::get_op_type() const {
+ return op_type;
}
-int VisualShaderNodeVectorScalarSmoothStep::get_output_port_count() const {
- return 1;
+String VisualShaderNodeSmoothStep::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
+ return " " + p_output_vars[0] + " = smoothstep(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
}
-VisualShaderNodeVectorScalarSmoothStep::PortType VisualShaderNodeVectorScalarSmoothStep::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+Vector<StringName> VisualShaderNodeSmoothStep::get_editable_properties() const {
+ Vector<StringName> props;
+ props.push_back("op_type");
+ return props;
}
-String VisualShaderNodeVectorScalarSmoothStep::get_output_port_name(int p_port) const {
- return "";
-}
+void VisualShaderNodeSmoothStep::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_op_type", "op_type"), &VisualShaderNodeSmoothStep::set_op_type);
+ ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeSmoothStep::get_op_type);
+
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector,VectorScalar"), "set_op_type", "get_op_type");
-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";
+ BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
+ BIND_ENUM_CONSTANT(OP_TYPE_VECTOR);
+ BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_SCALAR);
+ BIND_ENUM_CONSTANT(OP_TYPE_MAX);
}
-VisualShaderNodeVectorScalarSmoothStep::VisualShaderNodeVectorScalarSmoothStep() {
+VisualShaderNodeSmoothStep::VisualShaderNodeSmoothStep() {
set_input_port_default_value(0, 0.0);
set_input_port_default_value(1, 0.0);
- set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
+ set_input_port_default_value(2, 0.0);
}
////////////// Distance
@@ -2856,7 +3613,7 @@ String VisualShaderNodeVectorDistance::get_output_port_name(int p_port) const {
}
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";
+ return " " + p_output_vars[0] + " = distance(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
}
VisualShaderNodeVectorDistance::VisualShaderNodeVectorDistance() {
@@ -2875,7 +3632,6 @@ int VisualShaderNodeVectorRefract::get_input_port_count() const {
}
VisualShaderNodeVectorRefract::PortType VisualShaderNodeVectorRefract::get_input_port_type(int p_port) const {
-
if (p_port == 2) {
return PORT_TYPE_SCALAR;
}
@@ -2907,7 +3663,7 @@ String VisualShaderNodeVectorRefract::get_output_port_name(int p_port) const {
}
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";
+ return " " + p_output_vars[0] + " = refract(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
}
VisualShaderNodeVectorRefract::VisualShaderNodeVectorRefract() {
@@ -2916,21 +3672,32 @@ VisualShaderNodeVectorRefract::VisualShaderNodeVectorRefract() {
set_input_port_default_value(2, 0.0);
}
-////////////// Scalar Mix
+////////////// Mix
-String VisualShaderNodeScalarInterp::get_caption() const {
- return "ScalarMix";
+String VisualShaderNodeMix::get_caption() const {
+ return "Mix";
}
-int VisualShaderNodeScalarInterp::get_input_port_count() const {
+int VisualShaderNodeMix::get_input_port_count() const {
return 3;
}
-VisualShaderNodeScalarInterp::PortType VisualShaderNodeScalarInterp::get_input_port_type(int p_port) const {
+VisualShaderNodeMix::PortType VisualShaderNodeMix::get_input_port_type(int p_port) const {
+ switch (op_type) {
+ case OP_TYPE_VECTOR:
+ return PORT_TYPE_VECTOR;
+ case OP_TYPE_VECTOR_SCALAR:
+ if (p_port == 2) {
+ break;
+ }
+ return PORT_TYPE_VECTOR;
+ default:
+ break;
+ }
return PORT_TYPE_SCALAR;
}
-String VisualShaderNodeScalarInterp::get_input_port_name(int p_port) const {
+String VisualShaderNodeMix::get_input_port_name(int p_port) const {
if (p_port == 0) {
return "a";
} else if (p_port == 1) {
@@ -2940,120 +3707,90 @@ String VisualShaderNodeScalarInterp::get_input_port_name(int p_port) const {
}
}
-int VisualShaderNodeScalarInterp::get_output_port_count() const {
+int VisualShaderNodeMix::get_output_port_count() const {
return 1;
}
-VisualShaderNodeScalarInterp::PortType VisualShaderNodeScalarInterp::get_output_port_type(int p_port) const {
+VisualShaderNodeMix::PortType VisualShaderNodeMix::get_output_port_type(int p_port) const {
+ switch (op_type) {
+ case OP_TYPE_VECTOR:
+ return PORT_TYPE_VECTOR;
+ case OP_TYPE_VECTOR_SCALAR:
+ return PORT_TYPE_VECTOR;
+ default:
+ break;
+ }
return PORT_TYPE_SCALAR;
}
-String VisualShaderNodeScalarInterp::get_output_port_name(int p_port) const {
+String VisualShaderNodeMix::get_output_port_name(int p_port) const {
return "mix";
}
-String VisualShaderNodeScalarInterp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return "\t" + p_output_vars[0] + " = mix(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
-}
-
-VisualShaderNodeScalarInterp::VisualShaderNodeScalarInterp() {
- set_input_port_default_value(0, 0.0);
- set_input_port_default_value(1, 1.0);
- set_input_port_default_value(2, 0.5);
-}
-
-////////////// Vector Mix
-
-String VisualShaderNodeVectorInterp::get_caption() const {
- return "VectorMix";
-}
-
-int VisualShaderNodeVectorInterp::get_input_port_count() const {
- return 3;
-}
-
-VisualShaderNodeVectorInterp::PortType VisualShaderNodeVectorInterp::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
-}
-
-String VisualShaderNodeVectorInterp::get_input_port_name(int p_port) const {
- if (p_port == 0) {
- return "a";
- } else if (p_port == 1) {
- return "b";
- } else {
- return "weight";
+void VisualShaderNodeMix::set_op_type(OpType p_op_type) {
+ ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
+ if (op_type == p_op_type) {
+ return;
}
+ switch (p_op_type) {
+ case OP_TYPE_SCALAR:
+ set_input_port_default_value(0, 0.0); // a
+ set_input_port_default_value(1, 1.0); // b
+ if (op_type == OP_TYPE_VECTOR) {
+ set_input_port_default_value(2, 0.5); // weight
+ }
+ break;
+ case OP_TYPE_VECTOR:
+ set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0)); // a
+ set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0)); // b
+ if (op_type == OP_TYPE_SCALAR || op_type == OP_TYPE_VECTOR_SCALAR) {
+ set_input_port_default_value(2, Vector3(0.5, 0.5, 0.5)); // weight
+ }
+ break;
+ case OP_TYPE_VECTOR_SCALAR:
+ set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0)); // a
+ set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0)); // b
+ if (op_type == OP_TYPE_VECTOR) {
+ set_input_port_default_value(2, 0.5); // weight
+ }
+ break;
+ default:
+ break;
+ }
+ op_type = p_op_type;
+ emit_changed();
}
-int VisualShaderNodeVectorInterp::get_output_port_count() const {
- return 1;
-}
-
-VisualShaderNodeVectorInterp::PortType VisualShaderNodeVectorInterp::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
-}
-
-String VisualShaderNodeVectorInterp::get_output_port_name(int p_port) const {
- return "mix";
-}
-
-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(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;
+VisualShaderNodeMix::OpType VisualShaderNodeMix::get_op_type() const {
+ return op_type;
}
-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";
- }
+String VisualShaderNodeMix::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
+ return " " + p_output_vars[0] + " = mix(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
}
-int VisualShaderNodeVectorScalarMix::get_output_port_count() const {
- return 1;
+Vector<StringName> VisualShaderNodeMix::get_editable_properties() const {
+ Vector<StringName> props;
+ props.push_back("op_type");
+ return props;
}
-VisualShaderNodeVectorScalarMix::PortType VisualShaderNodeVectorScalarMix::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
-}
+void VisualShaderNodeMix::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_op_type", "op_type"), &VisualShaderNodeMix::set_op_type);
+ ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeMix::get_op_type);
-String VisualShaderNodeVectorScalarMix::get_output_port_name(int p_port) const {
- return "mix";
-}
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector,VectorScalar"), "set_op_type", "get_op_type");
-String VisualShaderNodeVectorScalarMix::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return "\t" + p_output_vars[0] + " = mix(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
+ BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
+ BIND_ENUM_CONSTANT(OP_TYPE_VECTOR);
+ BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_SCALAR);
+ BIND_ENUM_CONSTANT(OP_TYPE_MAX);
}
-VisualShaderNodeVectorScalarMix::VisualShaderNodeVectorScalarMix() {
- set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
- set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0));
- set_input_port_default_value(2, 0.5);
+VisualShaderNodeMix::VisualShaderNodeMix() {
+ set_input_port_default_value(0, 0.0); // a
+ set_input_port_default_value(1, 1.0); // b
+ set_input_port_default_value(2, 0.5); // weight
}
////////////// Vector Compose
@@ -3093,11 +3830,10 @@ String VisualShaderNodeVectorCompose::get_output_port_name(int p_port) 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";
+ return " " + p_output_vars[0] + " = vec3(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
}
VisualShaderNodeVectorCompose::VisualShaderNodeVectorCompose() {
-
set_input_port_default_value(0, 0.0);
set_input_port_default_value(1, 0.0);
set_input_port_default_value(2, 0.0);
@@ -3142,11 +3878,10 @@ String VisualShaderNodeTransformCompose::get_output_port_name(int p_port) 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";
+ return " " + p_output_vars[0] + " = mat4(vec4(" + p_input_vars[0] + ", 0.0), vec4(" + p_input_vars[1] + ", 0.0), vec4(" + p_input_vars[2] + ", 0.0), vec4(" + p_input_vars[3] + ", 1.0));\n";
}
VisualShaderNodeTransformCompose::VisualShaderNodeTransformCompose() {
-
set_input_port_default_value(0, Vector3());
set_input_port_default_value(1, Vector3());
set_input_port_default_value(2, Vector3());
@@ -3190,9 +3925,9 @@ 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, 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";
- code += "\t" + p_output_vars[2] + " = " + p_input_vars[0] + ".z;\n";
+ code += " " + p_output_vars[0] + " = " + p_input_vars[0] + ".x;\n";
+ code += " " + p_output_vars[1] + " = " + p_input_vars[0] + ".y;\n";
+ code += " " + p_output_vars[2] + " = " + p_input_vars[0] + ".z;\n";
return code;
}
@@ -3240,15 +3975,15 @@ 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, 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";
- code += "\t" + p_output_vars[2] + " = " + p_input_vars[0] + "[2].xyz;\n";
- code += "\t" + p_output_vars[3] + " = " + p_input_vars[0] + "[3].xyz;\n";
+ code += " " + p_output_vars[0] + " = " + p_input_vars[0] + "[0].xyz;\n";
+ code += " " + p_output_vars[1] + " = " + p_input_vars[0] + "[1].xyz;\n";
+ code += " " + p_output_vars[2] + " = " + p_input_vars[0] + "[2].xyz;\n";
+ code += " " + p_output_vars[3] + " = " + p_input_vars[0] + "[3].xyz;\n";
return code;
}
VisualShaderNodeTransformDecompose::VisualShaderNodeTransformDecompose() {
- set_input_port_default_value(0, Transform());
+ set_input_port_default_value(0, Transform3D());
}
////////////// Float Uniform
@@ -3282,19 +4017,38 @@ String VisualShaderNodeFloatUniform::get_output_port_name(int p_port) const {
}
String VisualShaderNodeFloatUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
+ String code = "";
if (hint == HINT_RANGE) {
- return "uniform float " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ");\n";
+ code += _get_qual_str() + "uniform float " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ")";
} else if (hint == HINT_RANGE_STEP) {
- return "uniform float " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ", " + rtos(hint_range_step) + ");\n";
+ code += _get_qual_str() + "uniform float " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ", " + rtos(hint_range_step) + ")";
+ } else {
+ code += _get_qual_str() + "uniform float " + get_uniform_name();
+ }
+ if (default_value_enabled) {
+ code += " = " + rtos(default_value);
}
- return "uniform float " + get_uniform_name() + ";\n";
+ code += ";\n";
+ return code;
}
String VisualShaderNodeFloatUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
+ return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
+}
+
+bool VisualShaderNodeFloatUniform::is_show_prop_names() const {
+ return true;
+}
+
+bool VisualShaderNodeFloatUniform::is_use_prop_slots() const {
+ return true;
}
void VisualShaderNodeFloatUniform::set_hint(Hint p_hint) {
+ ERR_FAIL_INDEX(int(p_hint), int(HINT_MAX));
+ if (hint == p_hint) {
+ return;
+ }
hint = p_hint;
emit_changed();
}
@@ -3304,6 +4058,9 @@ VisualShaderNodeFloatUniform::Hint VisualShaderNodeFloatUniform::get_hint() cons
}
void VisualShaderNodeFloatUniform::set_min(float p_value) {
+ if (Math::is_equal_approx(hint_range_min, p_value)) {
+ return;
+ }
hint_range_min = p_value;
emit_changed();
}
@@ -3313,6 +4070,9 @@ float VisualShaderNodeFloatUniform::get_min() const {
}
void VisualShaderNodeFloatUniform::set_max(float p_value) {
+ if (Math::is_equal_approx(hint_range_max, p_value)) {
+ return;
+ }
hint_range_max = p_value;
emit_changed();
}
@@ -3322,6 +4082,9 @@ float VisualShaderNodeFloatUniform::get_max() const {
}
void VisualShaderNodeFloatUniform::set_step(float p_value) {
+ if (Math::is_equal_approx(hint_range_step, p_value)) {
+ return;
+ }
hint_range_step = p_value;
emit_changed();
}
@@ -3330,6 +4093,30 @@ float VisualShaderNodeFloatUniform::get_step() const {
return hint_range_step;
}
+void VisualShaderNodeFloatUniform::set_default_value_enabled(bool p_enabled) {
+ if (default_value_enabled == p_enabled) {
+ return;
+ }
+ default_value_enabled = p_enabled;
+ emit_changed();
+}
+
+bool VisualShaderNodeFloatUniform::is_default_value_enabled() const {
+ return default_value_enabled;
+}
+
+void VisualShaderNodeFloatUniform::set_default_value(float p_value) {
+ if (Math::is_equal_approx(default_value, p_value)) {
+ return;
+ }
+ default_value = p_value;
+ emit_changed();
+}
+
+float VisualShaderNodeFloatUniform::get_default_value() const {
+ return default_value;
+}
+
void VisualShaderNodeFloatUniform::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_hint", "hint"), &VisualShaderNodeFloatUniform::set_hint);
ClassDB::bind_method(D_METHOD("get_hint"), &VisualShaderNodeFloatUniform::get_hint);
@@ -3343,18 +4130,35 @@ void VisualShaderNodeFloatUniform::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_step", "value"), &VisualShaderNodeFloatUniform::set_step);
ClassDB::bind_method(D_METHOD("get_step"), &VisualShaderNodeFloatUniform::get_step);
+ ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeFloatUniform::set_default_value_enabled);
+ ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeFloatUniform::is_default_value_enabled);
+
+ ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeFloatUniform::set_default_value);
+ ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeFloatUniform::get_default_value);
+
ADD_PROPERTY(PropertyInfo(Variant::INT, "hint", PROPERTY_HINT_ENUM, "None,Range,Range+Step"), "set_hint", "get_hint");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "min"), "set_min", "get_min");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "max"), "set_max", "get_max");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "step"), "set_step", "get_step");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "default_value"), "set_default_value", "get_default_value");
BIND_ENUM_CONSTANT(HINT_NONE);
BIND_ENUM_CONSTANT(HINT_RANGE);
BIND_ENUM_CONSTANT(HINT_RANGE_STEP);
+ BIND_ENUM_CONSTANT(HINT_MAX);
+}
+
+bool VisualShaderNodeFloatUniform::is_qualifier_supported(Qualifier p_qual) const {
+ return true; // all qualifiers are supported
+}
+
+bool VisualShaderNodeFloatUniform::is_convertible_to_constant() const {
+ return true; // conversion is allowed
}
Vector<StringName> VisualShaderNodeFloatUniform::get_editable_properties() const {
- Vector<StringName> props;
+ Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
props.push_back("hint");
if (hint == HINT_RANGE || hint == HINT_RANGE_STEP) {
props.push_back("min");
@@ -3363,14 +4167,14 @@ Vector<StringName> VisualShaderNodeFloatUniform::get_editable_properties() const
if (hint == HINT_RANGE_STEP) {
props.push_back("step");
}
+ props.push_back("default_value_enabled");
+ if (default_value_enabled) {
+ props.push_back("default_value");
+ }
return props;
}
VisualShaderNodeFloatUniform::VisualShaderNodeFloatUniform() {
- hint = HINT_NONE;
- hint_range_min = 0.0;
- hint_range_max = 1.0;
- hint_range_step = 0.1;
}
////////////// Integer Uniform
@@ -3404,19 +4208,38 @@ String VisualShaderNodeIntUniform::get_output_port_name(int p_port) const {
}
String VisualShaderNodeIntUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
+ String code = "";
if (hint == HINT_RANGE) {
- return "uniform int " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ");\n";
+ code += _get_qual_str() + "uniform int " + get_uniform_name() + " : hint_range(" + itos(hint_range_min) + ", " + itos(hint_range_max) + ")";
} else if (hint == HINT_RANGE_STEP) {
- return "uniform int " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ", " + rtos(hint_range_step) + ");\n";
+ code += _get_qual_str() + "uniform int " + get_uniform_name() + " : hint_range(" + itos(hint_range_min) + ", " + itos(hint_range_max) + ", " + itos(hint_range_step) + ")";
+ } else {
+ code += _get_qual_str() + "uniform int " + get_uniform_name();
}
- return "uniform int " + get_uniform_name() + ";\n";
+ if (default_value_enabled) {
+ code += " = " + itos(default_value);
+ }
+ code += ";\n";
+ return code;
}
String VisualShaderNodeIntUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
+ return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
+}
+
+bool VisualShaderNodeIntUniform::is_show_prop_names() const {
+ return true;
+}
+
+bool VisualShaderNodeIntUniform::is_use_prop_slots() const {
+ return true;
}
void VisualShaderNodeIntUniform::set_hint(Hint p_hint) {
+ ERR_FAIL_INDEX(int(p_hint), int(HINT_MAX));
+ if (hint == p_hint) {
+ return;
+ }
hint = p_hint;
emit_changed();
}
@@ -3426,6 +4249,9 @@ VisualShaderNodeIntUniform::Hint VisualShaderNodeIntUniform::get_hint() const {
}
void VisualShaderNodeIntUniform::set_min(int p_value) {
+ if (hint_range_min == p_value) {
+ return;
+ }
hint_range_min = p_value;
emit_changed();
}
@@ -3435,6 +4261,9 @@ int VisualShaderNodeIntUniform::get_min() const {
}
void VisualShaderNodeIntUniform::set_max(int p_value) {
+ if (hint_range_max == p_value) {
+ return;
+ }
hint_range_max = p_value;
emit_changed();
}
@@ -3444,6 +4273,9 @@ int VisualShaderNodeIntUniform::get_max() const {
}
void VisualShaderNodeIntUniform::set_step(int p_value) {
+ if (hint_range_step == p_value) {
+ return;
+ }
hint_range_step = p_value;
emit_changed();
}
@@ -3452,6 +4284,30 @@ int VisualShaderNodeIntUniform::get_step() const {
return hint_range_step;
}
+void VisualShaderNodeIntUniform::set_default_value_enabled(bool p_default_value_enabled) {
+ if (default_value_enabled == p_default_value_enabled) {
+ return;
+ }
+ default_value_enabled = p_default_value_enabled;
+ emit_changed();
+}
+
+bool VisualShaderNodeIntUniform::is_default_value_enabled() const {
+ return default_value_enabled;
+}
+
+void VisualShaderNodeIntUniform::set_default_value(int p_default_value) {
+ if (default_value == p_default_value) {
+ return;
+ }
+ default_value = p_default_value;
+ emit_changed();
+}
+
+int VisualShaderNodeIntUniform::get_default_value() const {
+ return default_value;
+}
+
void VisualShaderNodeIntUniform::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_hint", "hint"), &VisualShaderNodeIntUniform::set_hint);
ClassDB::bind_method(D_METHOD("get_hint"), &VisualShaderNodeIntUniform::get_hint);
@@ -3465,18 +4321,35 @@ void VisualShaderNodeIntUniform::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_step", "value"), &VisualShaderNodeIntUniform::set_step);
ClassDB::bind_method(D_METHOD("get_step"), &VisualShaderNodeIntUniform::get_step);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "hint", PROPERTY_HINT_ENUM, "None,Range,Range+Step"), "set_hint", "get_hint");
+ ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeIntUniform::set_default_value_enabled);
+ ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeIntUniform::is_default_value_enabled);
+
+ ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeIntUniform::set_default_value);
+ ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeIntUniform::get_default_value);
+
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "hint", PROPERTY_HINT_ENUM, "None,Range,Range + Step"), "set_hint", "get_hint");
ADD_PROPERTY(PropertyInfo(Variant::INT, "min"), "set_min", "get_min");
ADD_PROPERTY(PropertyInfo(Variant::INT, "max"), "set_max", "get_max");
ADD_PROPERTY(PropertyInfo(Variant::INT, "step"), "set_step", "get_step");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "default_value"), "set_default_value", "get_default_value");
BIND_ENUM_CONSTANT(HINT_NONE);
BIND_ENUM_CONSTANT(HINT_RANGE);
BIND_ENUM_CONSTANT(HINT_RANGE_STEP);
+ BIND_ENUM_CONSTANT(HINT_MAX);
+}
+
+bool VisualShaderNodeIntUniform::is_qualifier_supported(Qualifier p_qual) const {
+ return true; // all qualifiers are supported
+}
+
+bool VisualShaderNodeIntUniform::is_convertible_to_constant() const {
+ return true; // conversion is allowed
}
Vector<StringName> VisualShaderNodeIntUniform::get_editable_properties() const {
- Vector<StringName> props;
+ Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
props.push_back("hint");
if (hint == HINT_RANGE || hint == HINT_RANGE_STEP) {
props.push_back("min");
@@ -3485,14 +4358,14 @@ Vector<StringName> VisualShaderNodeIntUniform::get_editable_properties() const {
if (hint == HINT_RANGE_STEP) {
props.push_back("step");
}
+ props.push_back("default_value_enabled");
+ if (default_value_enabled) {
+ props.push_back("default_value");
+ }
return props;
}
VisualShaderNodeIntUniform::VisualShaderNodeIntUniform() {
- hint = HINT_NONE;
- hint_range_min = 0;
- hint_range_max = 100;
- hint_range_step = 1;
}
////////////// Boolean Uniform
@@ -3525,12 +4398,81 @@ String VisualShaderNodeBooleanUniform::get_output_port_name(int p_port) const {
return ""; //no output port means the editor will be used as port
}
+void VisualShaderNodeBooleanUniform::set_default_value_enabled(bool p_default_value_enabled) {
+ if (default_value_enabled == p_default_value_enabled) {
+ return;
+ }
+ default_value_enabled = p_default_value_enabled;
+ emit_changed();
+}
+
+bool VisualShaderNodeBooleanUniform::is_default_value_enabled() const {
+ return default_value_enabled;
+}
+
+void VisualShaderNodeBooleanUniform::set_default_value(bool p_default_value) {
+ if (default_value == p_default_value) {
+ return;
+ }
+ default_value = p_default_value;
+ emit_changed();
+}
+
+bool VisualShaderNodeBooleanUniform::get_default_value() const {
+ return default_value;
+}
+
String VisualShaderNodeBooleanUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
- return "uniform bool " + get_uniform_name() + ";\n";
+ String code = _get_qual_str() + "uniform bool " + get_uniform_name();
+ if (default_value_enabled) {
+ if (default_value) {
+ code += " = true";
+ } else {
+ code += " = false";
+ }
+ }
+ code += ";\n";
+ return code;
}
String VisualShaderNodeBooleanUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
+ return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
+}
+
+bool VisualShaderNodeBooleanUniform::is_show_prop_names() const {
+ return true;
+}
+
+bool VisualShaderNodeBooleanUniform::is_use_prop_slots() const {
+ return true;
+}
+
+void VisualShaderNodeBooleanUniform::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeBooleanUniform::set_default_value_enabled);
+ ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeBooleanUniform::is_default_value_enabled);
+
+ ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeBooleanUniform::set_default_value);
+ ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeBooleanUniform::get_default_value);
+
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value"), "set_default_value", "get_default_value");
+}
+
+bool VisualShaderNodeBooleanUniform::is_qualifier_supported(Qualifier p_qual) const {
+ return true; // all qualifiers are supported
+}
+
+bool VisualShaderNodeBooleanUniform::is_convertible_to_constant() const {
+ return true; // conversion is allowed
+}
+
+Vector<StringName> VisualShaderNodeBooleanUniform::get_editable_properties() const {
+ Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
+ props.push_back("default_value_enabled");
+ if (default_value_enabled) {
+ props.push_back("default_value");
+ }
+ return props;
}
VisualShaderNodeBooleanUniform::VisualShaderNodeBooleanUniform() {
@@ -3566,17 +4508,77 @@ String VisualShaderNodeColorUniform::get_output_port_name(int p_port) const {
return p_port == 0 ? "color" : "alpha"; //no output port means the editor will be used as port
}
-String VisualShaderNodeColorUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
+void VisualShaderNodeColorUniform::set_default_value_enabled(bool p_enabled) {
+ if (default_value_enabled == p_enabled) {
+ return;
+ }
+ default_value_enabled = p_enabled;
+ emit_changed();
+}
+
+bool VisualShaderNodeColorUniform::is_default_value_enabled() const {
+ return default_value_enabled;
+}
- return "uniform vec4 " + get_uniform_name() + " : hint_color;\n";
+void VisualShaderNodeColorUniform::set_default_value(const Color &p_value) {
+ if (default_value.is_equal_approx(p_value)) {
+ return;
+ }
+ default_value = p_value;
+ emit_changed();
+}
+
+Color VisualShaderNodeColorUniform::get_default_value() const {
+ return default_value;
+}
+
+String VisualShaderNodeColorUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
+ String code = _get_qual_str() + "uniform vec4 " + get_uniform_name() + " : hint_color";
+ if (default_value_enabled) {
+ code += vformat(" = vec4(%.6f, %.6f, %.6f, %.6f)", default_value.r, default_value.g, default_value.b, default_value.a);
+ }
+ code += ";\n";
+ return code;
}
String VisualShaderNodeColorUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- String code = "\t" + p_output_vars[0] + " = " + get_uniform_name() + ".rgb;\n";
- code += "\t" + p_output_vars[1] + " = " + get_uniform_name() + ".a;\n";
+ String code = " " + p_output_vars[0] + " = " + get_uniform_name() + ".rgb;\n";
+ code += " " + p_output_vars[1] + " = " + get_uniform_name() + ".a;\n";
return code;
}
+bool VisualShaderNodeColorUniform::is_show_prop_names() const {
+ return true;
+}
+
+void VisualShaderNodeColorUniform::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeColorUniform::set_default_value_enabled);
+ ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeColorUniform::is_default_value_enabled);
+
+ ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeColorUniform::set_default_value);
+ ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeColorUniform::get_default_value);
+
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
+ ADD_PROPERTY(PropertyInfo(Variant::COLOR, "default_value"), "set_default_value", "get_default_value");
+}
+
+bool VisualShaderNodeColorUniform::is_qualifier_supported(Qualifier p_qual) const {
+ return true; // all qualifiers are supported
+}
+
+bool VisualShaderNodeColorUniform::is_convertible_to_constant() const {
+ return true; // conversion is allowed
+}
+
+Vector<StringName> VisualShaderNodeColorUniform::get_editable_properties() const {
+ Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
+ props.push_back("default_value_enabled");
+ if (default_value_enabled) {
+ props.push_back("default_value");
+ }
+ return props;
+}
+
VisualShaderNodeColorUniform::VisualShaderNodeColorUniform() {
}
@@ -3610,12 +4612,71 @@ String VisualShaderNodeVec3Uniform::get_output_port_name(int p_port) const {
return ""; //no output port means the editor will be used as port
}
+void VisualShaderNodeVec3Uniform::set_default_value_enabled(bool p_enabled) {
+ default_value_enabled = p_enabled;
+ emit_changed();
+}
+
+bool VisualShaderNodeVec3Uniform::is_default_value_enabled() const {
+ return default_value_enabled;
+}
+
+void VisualShaderNodeVec3Uniform::set_default_value(const Vector3 &p_value) {
+ default_value = p_value;
+ emit_changed();
+}
+
+Vector3 VisualShaderNodeVec3Uniform::get_default_value() const {
+ return default_value;
+}
+
String VisualShaderNodeVec3Uniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
- return "uniform vec3 " + get_uniform_name() + ";\n";
+ String code = _get_qual_str() + "uniform vec3 " + get_uniform_name();
+ if (default_value_enabled) {
+ code += vformat(" = vec3(%.6f, %.6f, %.6f)", default_value.x, default_value.y, default_value.z);
+ }
+ code += ";\n";
+ return code;
}
String VisualShaderNodeVec3Uniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
+ return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
+}
+
+void VisualShaderNodeVec3Uniform::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeVec3Uniform::set_default_value_enabled);
+ ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeVec3Uniform::is_default_value_enabled);
+
+ ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeVec3Uniform::set_default_value);
+ ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeVec3Uniform::get_default_value);
+
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "default_value"), "set_default_value", "get_default_value");
+}
+
+bool VisualShaderNodeVec3Uniform::is_show_prop_names() const {
+ return true;
+}
+
+bool VisualShaderNodeVec3Uniform::is_use_prop_slots() const {
+ return true;
+}
+
+bool VisualShaderNodeVec3Uniform::is_qualifier_supported(Qualifier p_qual) const {
+ return true; // all qualifiers are supported
+}
+
+bool VisualShaderNodeVec3Uniform::is_convertible_to_constant() const {
+ return true; // conversion is allowed
+}
+
+Vector<StringName> VisualShaderNodeVec3Uniform::get_editable_properties() const {
+ Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
+ props.push_back("default_value_enabled");
+ if (default_value_enabled) {
+ props.push_back("default_value");
+ }
+ return props;
}
VisualShaderNodeVec3Uniform::VisualShaderNodeVec3Uniform() {
@@ -3651,12 +4712,78 @@ String VisualShaderNodeTransformUniform::get_output_port_name(int p_port) const
return ""; //no output port means the editor will be used as port
}
+void VisualShaderNodeTransformUniform::set_default_value_enabled(bool p_enabled) {
+ default_value_enabled = p_enabled;
+ emit_changed();
+}
+
+bool VisualShaderNodeTransformUniform::is_default_value_enabled() const {
+ return default_value_enabled;
+}
+
+void VisualShaderNodeTransformUniform::set_default_value(const Transform3D &p_value) {
+ default_value = p_value;
+ emit_changed();
+}
+
+Transform3D VisualShaderNodeTransformUniform::get_default_value() const {
+ return default_value;
+}
+
String VisualShaderNodeTransformUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
- return "uniform mat4 " + get_uniform_name() + ";\n";
+ String code = _get_qual_str() + "uniform mat4 " + get_uniform_name();
+ if (default_value_enabled) {
+ Vector3 row0 = default_value.basis.get_row(0);
+ Vector3 row1 = default_value.basis.get_row(1);
+ Vector3 row2 = default_value.basis.get_row(2);
+ Vector3 origin = default_value.origin;
+ code += " = mat4(" + vformat("vec4(%.6f, %.6f, %.6f, 0.0)", row0.x, row0.y, row0.z) + vformat(", vec4(%.6f, %.6f, %.6f, 0.0)", row1.x, row1.y, row1.z) + vformat(", vec4(%.6f, %.6f, %.6f, 0.0)", row2.x, row2.y, row2.z) + vformat(", vec4(%.6f, %.6f, %.6f, 1.0)", origin.x, origin.y, origin.z) + ")";
+ }
+ code += ";\n";
+ return code;
}
String VisualShaderNodeTransformUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
+ return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
+}
+
+void VisualShaderNodeTransformUniform::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeTransformUniform::set_default_value_enabled);
+ ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeTransformUniform::is_default_value_enabled);
+
+ ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeTransformUniform::set_default_value);
+ ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeTransformUniform::get_default_value);
+
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
+ ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "default_value"), "set_default_value", "get_default_value");
+}
+
+bool VisualShaderNodeTransformUniform::is_show_prop_names() const {
+ return true;
+}
+
+bool VisualShaderNodeTransformUniform::is_use_prop_slots() const {
+ return true;
+}
+
+bool VisualShaderNodeTransformUniform::is_qualifier_supported(Qualifier p_qual) const {
+ if (p_qual == Qualifier::QUAL_INSTANCE) {
+ return false;
+ }
+ return true;
+}
+
+bool VisualShaderNodeTransformUniform::is_convertible_to_constant() const {
+ return true; // conversion is allowed
+}
+
+Vector<StringName> VisualShaderNodeTransformUniform::get_editable_properties() const {
+ Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
+ props.push_back("default_value_enabled");
+ if (default_value_enabled) {
+ props.push_back("default_value");
+ }
+ return props;
}
VisualShaderNodeTransformUniform::VisualShaderNodeTransformUniform() {
@@ -3685,7 +4812,6 @@ int VisualShaderNodeTextureUniform::get_output_port_count() const {
}
VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_output_port_type(int p_port) const {
-
switch (p_port) {
case 0:
return PORT_TYPE_VECTOR;
@@ -3699,7 +4825,6 @@ VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_out
}
String VisualShaderNodeTextureUniform::get_output_port_name(int p_port) const {
-
switch (p_port) {
case 0:
return "rgb";
@@ -3713,54 +4838,76 @@ String VisualShaderNodeTextureUniform::get_output_port_name(int p_port) const {
}
String VisualShaderNodeTextureUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
- String code = "uniform sampler2D " + get_uniform_name();
+ String code = _get_qual_str() + "uniform sampler2D " + get_uniform_name();
switch (texture_type) {
case TYPE_DATA:
- if (color_default == COLOR_DEFAULT_BLACK)
+ if (color_default == COLOR_DEFAULT_BLACK) {
code += " : hint_black;\n";
- else
+ } else {
code += ";\n";
+ }
break;
case TYPE_COLOR:
- if (color_default == COLOR_DEFAULT_BLACK)
+ if (color_default == COLOR_DEFAULT_BLACK) {
code += " : hint_black_albedo;\n";
- else
+ } else {
code += " : hint_albedo;\n";
+ }
+ break;
+ case TYPE_NORMAL_MAP:
+ code += " : hint_normal;\n";
+ break;
+ case TYPE_ANISO:
+ code += " : hint_aniso;\n";
+ break;
+ default:
+ code += ";\n";
break;
- case TYPE_NORMALMAP: code += " : hint_normal;\n"; break;
- case TYPE_ANISO: code += " : hint_aniso;\n"; break;
}
return code;
}
+bool VisualShaderNodeTextureUniform::is_code_generated() const {
+ return is_output_port_connected(0) || is_output_port_connected(1); // rgb or alpha
+}
+
String VisualShaderNodeTextureUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
+ String default_uv;
+ if (p_mode != Shader::MODE_PARTICLES && p_mode != Shader::MODE_SKY) {
+ default_uv = "UV.xy";
+ } else {
+ default_uv = "vec2(0.0)";
+ }
String id = get_uniform_name();
- String code = "\t{\n";
+ String code = " {\n";
if (p_input_vars[0] == String()) { // Use UV by default.
if (p_input_vars[1] == String()) {
- code += "\t\tvec4 n_tex_read = texture(" + id + ", UV.xy);\n";
+ code += " vec4 n_tex_read = texture(" + id + ", " + default_uv + ");\n";
} else {
- code += "\t\tvec4 n_tex_read = textureLod(" + id + ", UV.xy, " + p_input_vars[1] + ");\n";
+ code += " vec4 n_tex_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
}
} else if (p_input_vars[1] == String()) {
//no lod
- code += "\t\tvec4 n_tex_read = texture(" + id + ", " + p_input_vars[0] + ".xy);\n";
+ code += " vec4 n_tex_read = texture(" + id + ", " + p_input_vars[0] + ".xy);\n";
} else {
- code += "\t\tvec4 n_tex_read = textureLod(" + id + ", " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
+ code += " vec4 n_tex_read = textureLod(" + id + ", " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
}
- code += "\t\t" + p_output_vars[0] + " = n_tex_read.rgb;\n";
- code += "\t\t" + p_output_vars[1] + " = n_tex_read.a;\n";
- code += "\t}\n";
+ code += " " + p_output_vars[0] + " = n_tex_read.rgb;\n";
+ code += " " + p_output_vars[1] + " = n_tex_read.a;\n";
+ code += " }\n";
return code;
}
-void VisualShaderNodeTextureUniform::set_texture_type(TextureType p_type) {
-
- texture_type = p_type;
+void VisualShaderNodeTextureUniform::set_texture_type(TextureType p_texture_type) {
+ ERR_FAIL_INDEX(int(p_texture_type), int(TYPE_MAX));
+ if (texture_type == p_texture_type) {
+ return;
+ }
+ texture_type = p_texture_type;
emit_changed();
}
@@ -3768,8 +4915,12 @@ VisualShaderNodeTextureUniform::TextureType VisualShaderNodeTextureUniform::get_
return texture_type;
}
-void VisualShaderNodeTextureUniform::set_color_default(ColorDefault p_default) {
- color_default = p_default;
+void VisualShaderNodeTextureUniform::set_color_default(ColorDefault p_color_default) {
+ ERR_FAIL_INDEX(int(p_color_default), int(COLOR_DEFAULT_MAX));
+ if (color_default == p_color_default) {
+ return;
+ }
+ color_default = p_color_default;
emit_changed();
}
@@ -3778,7 +4929,7 @@ VisualShaderNodeTextureUniform::ColorDefault VisualShaderNodeTextureUniform::get
}
Vector<StringName> VisualShaderNodeTextureUniform::get_editable_properties() const {
- Vector<StringName> props;
+ Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
props.push_back("texture_type");
props.push_back("color_default");
return props;
@@ -3791,28 +4942,46 @@ void VisualShaderNodeTextureUniform::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_color_default", "type"), &VisualShaderNodeTextureUniform::set_color_default);
ClassDB::bind_method(D_METHOD("get_color_default"), &VisualShaderNodeTextureUniform::get_color_default);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normalmap,Aniso"), "set_texture_type", "get_texture_type");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normal Map,Anisotropic"), "set_texture_type", "get_texture_type");
ADD_PROPERTY(PropertyInfo(Variant::INT, "color_default", PROPERTY_HINT_ENUM, "White Default,Black Default"), "set_color_default", "get_color_default");
BIND_ENUM_CONSTANT(TYPE_DATA);
BIND_ENUM_CONSTANT(TYPE_COLOR);
- BIND_ENUM_CONSTANT(TYPE_NORMALMAP);
+ BIND_ENUM_CONSTANT(TYPE_NORMAL_MAP);
BIND_ENUM_CONSTANT(TYPE_ANISO);
+ BIND_ENUM_CONSTANT(TYPE_MAX);
BIND_ENUM_CONSTANT(COLOR_DEFAULT_WHITE);
BIND_ENUM_CONSTANT(COLOR_DEFAULT_BLACK);
+ BIND_ENUM_CONSTANT(COLOR_DEFAULT_MAX);
}
String VisualShaderNodeTextureUniform::get_input_port_default_hint(int p_port) const {
if (p_port == 0) {
- return "UV.xy";
+ return "default";
}
return "";
}
+bool VisualShaderNodeTextureUniform::is_qualifier_supported(Qualifier p_qual) const {
+ switch (p_qual) {
+ case Qualifier::QUAL_NONE:
+ return true;
+ case Qualifier::QUAL_GLOBAL:
+ return true;
+ case Qualifier::QUAL_INSTANCE:
+ return false;
+ default:
+ break;
+ }
+ return false;
+}
+
+bool VisualShaderNodeTextureUniform::is_convertible_to_constant() const {
+ return false; // conversion is not allowed
+}
+
VisualShaderNodeTextureUniform::VisualShaderNodeTextureUniform() {
- texture_type = TYPE_DATA;
- color_default = COLOR_DEFAULT_WHITE;
simple_decl = false;
}
@@ -3827,9 +4996,7 @@ int VisualShaderNodeTextureUniformTriplanar::get_input_port_count() const {
}
VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniformTriplanar::get_input_port_type(int p_port) const {
- if (p_port == 0) {
- return PORT_TYPE_VECTOR;
- } else if (p_port == 1) {
+ if (p_port == 0 || p_port == 1) {
return PORT_TYPE_VECTOR;
}
return PORT_TYPE_SCALAR;
@@ -3845,62 +5012,58 @@ String VisualShaderNodeTextureUniformTriplanar::get_input_port_name(int p_port)
}
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 += " vec4 triplanar_texture(sampler2D p_sampler, vec3 p_weights, vec3 p_triplanar_pos) {\n";
+ code += " vec4 samp = vec4(0.0);\n";
+ code += " samp += texture(p_sampler, p_triplanar_pos.xy) * p_weights.z;\n";
+ code += " samp += texture(p_sampler, p_triplanar_pos.xz) * p_weights.y;\n";
+ code += " samp += texture(p_sampler, p_triplanar_pos.zy * vec2(-1.0, 1.0)) * p_weights.x;\n";
+ code += " return samp;\n";
+ code += " }\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 += " uniform vec3 triplanar_scale = vec3(1.0, 1.0, 1.0);\n";
+ code += " uniform vec3 triplanar_offset;\n";
+ code += " uniform float triplanar_sharpness = 0.5;\n";
code += "\n";
- code += "\tvarying vec3 triplanar_power_normal;\n";
- code += "\tvarying vec3 triplanar_pos;\n";
+ code += " varying vec3 triplanar_power_normal;\n";
+ code += " varying 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";
+ code += " // TRIPLANAR FUNCTION VERTEX CODE\n";
+ code += " triplanar_power_normal = pow(abs(NORMAL), vec3(triplanar_sharpness));\n";
+ code += " triplanar_power_normal /= dot(triplanar_power_normal, vec3(1.0));\n";
+ code += " triplanar_pos = VERTEX * triplanar_scale + triplanar_offset;\n";
+ code += " triplanar_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";
+ String code = " {\n";
if (p_input_vars[0] == String() && p_input_vars[1] == String()) {
- code += "\t\tvec4 n_tex_read = triplanar_texture( " + id + ", triplanar_power_normal, triplanar_pos );\n";
+ code += " vec4 n_tex_read = triplanar_texture(" + id + ", triplanar_power_normal, triplanar_pos);\n";
} else if (p_input_vars[0] != String() && p_input_vars[1] == String()) {
- code += "\t\tvec4 n_tex_read = triplanar_texture( " + id + ", " + p_input_vars[0] + ", triplanar_pos );\n";
+ code += " vec4 n_tex_read = triplanar_texture(" + id + ", " + p_input_vars[0] + ", triplanar_pos);\n";
} else if (p_input_vars[0] == String() && p_input_vars[1] != String()) {
- code += "\t\tvec4 n_tex_read = triplanar_texture( " + id + ", triplanar_power_normal," + p_input_vars[1] + " );\n";
+ code += " vec4 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 += " vec4 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";
+ code += " " + p_output_vars[0] + " = n_tex_read.rgb;\n";
+ code += " " + p_output_vars[1] + " = n_tex_read.a;\n";
+ code += " }\n";
return code;
}
@@ -3917,6 +5080,152 @@ String VisualShaderNodeTextureUniformTriplanar::get_input_port_default_hint(int
VisualShaderNodeTextureUniformTriplanar::VisualShaderNodeTextureUniformTriplanar() {
}
+////////////// Texture2DArray Uniform
+
+String VisualShaderNodeTexture2DArrayUniform::get_caption() const {
+ return "Texture2DArrayUniform";
+}
+
+int VisualShaderNodeTexture2DArrayUniform::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeTexture2DArrayUniform::PortType VisualShaderNodeTexture2DArrayUniform::get_output_port_type(int p_port) const {
+ return PORT_TYPE_SAMPLER;
+}
+
+String VisualShaderNodeTexture2DArrayUniform::get_output_port_name(int p_port) const {
+ return "sampler2DArray";
+}
+
+int VisualShaderNodeTexture2DArrayUniform::get_input_port_count() const {
+ return 0;
+}
+
+VisualShaderNodeTexture2DArrayUniform::PortType VisualShaderNodeTexture2DArrayUniform::get_input_port_type(int p_port) const {
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeTexture2DArrayUniform::get_input_port_name(int p_port) const {
+ return "";
+}
+
+String VisualShaderNodeTexture2DArrayUniform::get_input_port_default_hint(int p_port) const {
+ return "";
+}
+
+String VisualShaderNodeTexture2DArrayUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
+ String code = _get_qual_str() + "uniform sampler2DArray " + get_uniform_name();
+
+ switch (texture_type) {
+ case TYPE_DATA:
+ if (color_default == COLOR_DEFAULT_BLACK) {
+ code += " : hint_black;\n";
+ } else {
+ code += ";\n";
+ }
+ break;
+ case TYPE_COLOR:
+ if (color_default == COLOR_DEFAULT_BLACK) {
+ code += " : hint_black_albedo;\n";
+ } else {
+ code += " : hint_albedo;\n";
+ }
+ break;
+ case TYPE_NORMAL_MAP:
+ code += " : hint_normal;\n";
+ break;
+ case TYPE_ANISO:
+ code += " : hint_aniso;\n";
+ break;
+ default:
+ code += ";\n";
+ break;
+ }
+
+ return code;
+}
+
+String VisualShaderNodeTexture2DArrayUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
+ return String();
+}
+
+VisualShaderNodeTexture2DArrayUniform::VisualShaderNodeTexture2DArrayUniform() {
+}
+
+////////////// Texture3D Uniform
+
+String VisualShaderNodeTexture3DUniform::get_caption() const {
+ return "Texture3DUniform";
+}
+
+int VisualShaderNodeTexture3DUniform::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeTexture3DUniform::PortType VisualShaderNodeTexture3DUniform::get_output_port_type(int p_port) const {
+ return PORT_TYPE_SAMPLER;
+}
+
+String VisualShaderNodeTexture3DUniform::get_output_port_name(int p_port) const {
+ return "sampler3D";
+}
+
+int VisualShaderNodeTexture3DUniform::get_input_port_count() const {
+ return 0;
+}
+
+VisualShaderNodeTexture3DUniform::PortType VisualShaderNodeTexture3DUniform::get_input_port_type(int p_port) const {
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeTexture3DUniform::get_input_port_name(int p_port) const {
+ return "";
+}
+
+String VisualShaderNodeTexture3DUniform::get_input_port_default_hint(int p_port) const {
+ return "";
+}
+
+String VisualShaderNodeTexture3DUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
+ String code = _get_qual_str() + "uniform sampler3D " + get_uniform_name();
+
+ switch (texture_type) {
+ case TYPE_DATA:
+ if (color_default == COLOR_DEFAULT_BLACK) {
+ code += " : hint_black;\n";
+ } else {
+ code += ";\n";
+ }
+ break;
+ case TYPE_COLOR:
+ if (color_default == COLOR_DEFAULT_BLACK) {
+ code += " : hint_black_albedo;\n";
+ } else {
+ code += " : hint_albedo;\n";
+ }
+ break;
+ case TYPE_NORMAL_MAP:
+ code += " : hint_normal;\n";
+ break;
+ case TYPE_ANISO:
+ code += " : hint_aniso;\n";
+ break;
+ default:
+ code += ";\n";
+ break;
+ }
+
+ return code;
+}
+
+String VisualShaderNodeTexture3DUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
+ return String();
+}
+
+VisualShaderNodeTexture3DUniform::VisualShaderNodeTexture3DUniform() {
+}
+
////////////// Cubemap Uniform
String VisualShaderNodeCubemapUniform::get_caption() const {
@@ -3952,23 +5261,32 @@ String VisualShaderNodeCubemapUniform::get_input_port_default_hint(int p_port) c
}
String VisualShaderNodeCubemapUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
- String code = "uniform samplerCube " + get_uniform_name();
+ String code = _get_qual_str() + "uniform samplerCube " + get_uniform_name();
switch (texture_type) {
case TYPE_DATA:
- if (color_default == COLOR_DEFAULT_BLACK)
+ if (color_default == COLOR_DEFAULT_BLACK) {
code += " : hint_black;\n";
- else
+ } else {
code += ";\n";
+ }
break;
case TYPE_COLOR:
- if (color_default == COLOR_DEFAULT_BLACK)
+ if (color_default == COLOR_DEFAULT_BLACK) {
code += " : hint_black_albedo;\n";
- else
+ } else {
code += " : hint_albedo;\n";
+ }
+ break;
+ case TYPE_NORMAL_MAP:
+ code += " : hint_normal;\n";
+ break;
+ case TYPE_ANISO:
+ code += " : hint_aniso;\n";
+ break;
+ default:
+ code += ";\n";
break;
- case TYPE_NORMALMAP: code += " : hint_normal;\n"; break;
- case TYPE_ANISO: code += " : hint_aniso;\n"; break;
}
return code;
@@ -4030,37 +5348,36 @@ String VisualShaderNodeIf::get_output_port_name(int p_port) const {
}
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";
+ code += " if(abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ")\n"; // abs(a - b) < tolerance eg. a == b
+ code += " {\n";
+ code += " " + p_output_vars[0] + " = " + p_input_vars[3] + ";\n";
+ code += " }\n";
+ code += " else if(" + p_input_vars[0] + " < " + p_input_vars[1] + ")\n"; // a < b
+ code += " {\n";
+ code += " " + p_output_vars[0] + " = " + p_input_vars[5] + ";\n";
+ code += " }\n";
+ code += " else\n"; // a > b (or a >= b if abs(a - b) < tolerance is false)
+ code += " {\n";
+ code += " " + p_output_vars[0] + " = " + p_input_vars[4] + ";\n";
+ code += " }\n";
return code;
}
VisualShaderNodeIf::VisualShaderNodeIf() {
+ simple_decl = false;
set_input_port_default_value(0, 0.0);
set_input_port_default_value(1, 0.0);
set_input_port_default_value(2, CMP_EPSILON);
set_input_port_default_value(3, Vector3(0.0, 0.0, 0.0));
set_input_port_default_value(4, Vector3(0.0, 0.0, 0.0));
set_input_port_default_value(5, Vector3(0.0, 0.0, 0.0));
- simple_decl = false;
}
////////////// Switch
String VisualShaderNodeSwitch::get_caption() const {
- return "VectorSwitch";
+ return "Switch";
}
int VisualShaderNodeSwitch::get_input_port_count() const {
@@ -4071,7 +5388,21 @@ VisualShaderNodeSwitch::PortType VisualShaderNodeSwitch::get_input_port_type(int
if (p_port == 0) {
return PORT_TYPE_BOOLEAN;
}
- return PORT_TYPE_VECTOR;
+ if (p_port == 1 || p_port == 2) {
+ switch (op_type) {
+ case OP_TYPE_INT:
+ return PORT_TYPE_SCALAR_INT;
+ case OP_TYPE_VECTOR:
+ return PORT_TYPE_VECTOR;
+ case OP_TYPE_BOOLEAN:
+ return PORT_TYPE_BOOLEAN;
+ case OP_TYPE_TRANSFORM:
+ return PORT_TYPE_TRANSFORM;
+ default:
+ break;
+ }
+ }
+ return PORT_TYPE_SCALAR;
}
String VisualShaderNodeSwitch::get_input_port_name(int p_port) const {
@@ -4092,52 +5423,97 @@ int VisualShaderNodeSwitch::get_output_port_count() const {
}
VisualShaderNodeSwitch::PortType VisualShaderNodeSwitch::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ switch (op_type) {
+ case OP_TYPE_INT:
+ return PORT_TYPE_SCALAR_INT;
+ case OP_TYPE_VECTOR:
+ return PORT_TYPE_VECTOR;
+ case OP_TYPE_BOOLEAN:
+ return PORT_TYPE_BOOLEAN;
+ case OP_TYPE_TRANSFORM:
+ return PORT_TYPE_TRANSFORM;
+ default:
+ break;
+ }
+ return PORT_TYPE_SCALAR;
}
String VisualShaderNodeSwitch::get_output_port_name(int p_port) const {
return "result";
}
-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 {
+void VisualShaderNodeSwitch::set_op_type(OpType p_op_type) {
+ ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
+ if (op_type == p_op_type) {
+ return;
+ }
+ switch (p_op_type) {
+ case OP_TYPE_FLOAT:
+ set_input_port_default_value(1, 1.0);
+ set_input_port_default_value(2, 0.0);
+ break;
+ case OP_TYPE_INT:
+ set_input_port_default_value(1, 1);
+ set_input_port_default_value(2, 0);
+ break;
+ case OP_TYPE_VECTOR:
+ set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0));
+ set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
+ break;
+ case OP_TYPE_BOOLEAN:
+ set_input_port_default_value(1, true);
+ set_input_port_default_value(2, false);
+ break;
+ case OP_TYPE_TRANSFORM:
+ set_input_port_default_value(1, Transform3D());
+ set_input_port_default_value(2, Transform3D());
+ break;
+ default:
+ break;
+ }
+ op_type = p_op_type;
+ emit_changed();
+}
- 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::OpType VisualShaderNodeSwitch::get_op_type() const {
+ return op_type;
}
-VisualShaderNodeSwitch::VisualShaderNodeSwitch() {
- set_input_port_default_value(0, false);
- set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0));
- set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
- simple_decl = false;
+Vector<StringName> VisualShaderNodeSwitch::get_editable_properties() const {
+ Vector<StringName> props;
+ props.push_back("op_type");
+ return props;
}
-////////////// Switch(scalar)
+void VisualShaderNodeSwitch::_bind_methods() { // static
+ ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeSwitch::set_op_type);
+ ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeSwitch::get_op_type);
-String VisualShaderNodeScalarSwitch::get_caption() const {
- return "ScalarSwitch";
-}
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Float,Int,Vector,Boolean,Transform"), "set_op_type", "get_op_type");
-VisualShaderNodeScalarSwitch::PortType VisualShaderNodeScalarSwitch::get_input_port_type(int p_port) const {
- if (p_port == 0) {
- return PORT_TYPE_BOOLEAN;
- }
- return PORT_TYPE_SCALAR;
+ BIND_ENUM_CONSTANT(OP_TYPE_FLOAT);
+ BIND_ENUM_CONSTANT(OP_TYPE_INT);
+ BIND_ENUM_CONSTANT(OP_TYPE_VECTOR);
+ BIND_ENUM_CONSTANT(OP_TYPE_BOOLEAN);
+ BIND_ENUM_CONSTANT(OP_TYPE_TRANSFORM);
+ BIND_ENUM_CONSTANT(OP_TYPE_MAX);
}
-VisualShaderNodeScalarSwitch::PortType VisualShaderNodeScalarSwitch::get_output_port_type(int p_port) const {
- return PORT_TYPE_SCALAR;
+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 += " if(" + p_input_vars[0] + ")\n";
+ code += " {\n";
+ code += " " + p_output_vars[0] + " = " + p_input_vars[1] + ";\n";
+ code += " }\n";
+ code += " else\n";
+ code += " {\n";
+ code += " " + p_output_vars[0] + " = " + p_input_vars[2] + ";\n";
+ code += " }\n";
+ return code;
}
-VisualShaderNodeScalarSwitch::VisualShaderNodeScalarSwitch() {
+VisualShaderNodeSwitch::VisualShaderNodeSwitch() {
+ simple_decl = false;
set_input_port_default_value(0, false);
set_input_port_default_value(1, 1.0);
set_input_port_default_value(2, 0.0);
@@ -4195,8 +5571,14 @@ 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 {
+bool VisualShaderNodeFresnel::is_generate_input_var(int p_port) const {
+ if (p_port == 2) {
+ return false;
+ }
+ return true;
+}
+String VisualShaderNodeFresnel::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
String normal;
String view;
if (p_input_vars[0] == String()) {
@@ -4210,7 +5592,15 @@ String VisualShaderNodeFresnel::generate_code(Shader::Mode p_mode, VisualShader:
view = p_input_vars[1];
}
- return "\t" + p_output_vars[0] + " = " + p_input_vars[2] + " ? (pow(clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ")) : (pow(1.0 - clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + "));\n";
+ if (is_input_port_connected(2)) {
+ return " " + p_output_vars[0] + " = " + p_input_vars[2] + " ? (pow(clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ")) : (pow(1.0 - clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + "));\n";
+ } else {
+ if (get_input_port_default_value(2)) {
+ return " " + p_output_vars[0] + " = pow(clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ");\n";
+ } else {
+ return " " + p_output_vars[0] + " = pow(1.0 - clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ");\n";
+ }
+ }
}
String VisualShaderNodeFresnel::get_input_port_default_hint(int p_port) const {
@@ -4230,72 +5620,64 @@ VisualShaderNodeFresnel::VisualShaderNodeFresnel() {
////////////// 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] = {
+ static const char *functions[FUNC_MAX] = {
"isinf($)",
"isnan($)"
};
String code;
- code += "\t" + p_output_vars[0] + " = " + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
+ code += " " + p_output_vars[0] + " = " + String(functions[func]).replace("$", p_input_vars[0]) + ";\n";
return code;
}
void VisualShaderNodeIs::set_function(Function p_func) {
-
+ ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
+ if (func == p_func) {
+ return;
+ }
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);
@@ -4303,34 +5685,28 @@ void VisualShaderNodeIs::_bind_methods() {
BIND_ENUM_CONSTANT(FUNC_IS_INF);
BIND_ENUM_CONSTANT(FUNC_IS_NAN);
+ BIND_ENUM_CONSTANT(FUNC_MAX);
}
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)) {
+ if (comparison_type == 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) {
+ switch (comparison_type) {
case CTYPE_SCALAR:
return PORT_TYPE_SCALAR;
case CTYPE_SCALAR_INT:
@@ -4341,17 +5717,19 @@ VisualShaderNodeCompare::PortType VisualShaderNodeCompare::get_input_port_type(i
return PORT_TYPE_BOOLEAN;
case CTYPE_TRANSFORM:
return PORT_TYPE_TRANSFORM;
+ default:
+ return PORT_TYPE_SCALAR;
}
- return PORT_TYPE_VECTOR;
}
String VisualShaderNodeCompare::get_input_port_name(int p_port) const {
- if (p_port == 0)
+ if (p_port == 0) {
return "a";
- else if (p_port == 1)
+ } else if (p_port == 1) {
return "b";
- else if (p_port == 2)
+ } else if (p_port == 2) {
return "tolerance";
+ }
return "";
}
@@ -4364,25 +5742,23 @@ VisualShaderNodeCompare::PortType VisualShaderNodeCompare::get_output_port_type(
}
String VisualShaderNodeCompare::get_output_port_name(int p_port) const {
- if (p_port == 0)
+ 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 (comparison_type == CTYPE_BOOLEAN || comparison_type == 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 *operators[FUNC_MAX] = {
"==",
"!=",
">",
@@ -4391,7 +5767,7 @@ String VisualShaderNodeCompare::generate_code(Shader::Mode p_mode, VisualShader:
"<=",
};
- static const char *funcs[FUNC_LESS_THAN_EQUAL + 1] = {
+ static const char *functions[FUNC_MAX] = {
"equal($)",
"notEqual($)",
"greaterThan($)",
@@ -4400,44 +5776,46 @@ String VisualShaderNodeCompare::generate_code(Shader::Mode p_mode, VisualShader:
"lessThanEqual($)",
};
- static const char *conds[COND_ANY + 1] = {
+ static const char *conditions[COND_MAX] = {
"all($)",
"any($)",
};
String code;
- switch (ctype) {
+ switch (comparison_type) {
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] + ");";
+ code += " " + 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] + ");";
+ code += " " + 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";
+ code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", operators[func]) + ";\n";
}
break;
case CTYPE_SCALAR_INT:
- code += "\t" + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", ops[func]) + ";\n";
+ code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", operators[func]) + ";\n";
break;
case CTYPE_VECTOR:
- code += "\t{\n";
- code += "\t\tbvec3 _bv = " + String(funcs[func]).replace("$", p_input_vars[0] + ", " + p_input_vars[1]) + ";\n";
- code += "\t\t" + p_output_vars[0] + " = " + String(conds[condition]).replace("$", "_bv") + ";\n";
- code += "\t}\n";
+ code += " {\n";
+ code += " bvec3 _bv = " + String(functions[func]).replace("$", p_input_vars[0] + ", " + p_input_vars[1]) + ";\n";
+ code += " " + p_output_vars[0] + " = " + String(conditions[condition]).replace("$", "_bv") + ";\n";
+ code += " }\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";
+ if (func > FUNC_NOT_EQUAL) {
+ return " " + p_output_vars[0] + " = false;\n";
+ }
+ code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", operators[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";
+ if (func > FUNC_NOT_EQUAL) {
+ return " " + p_output_vars[0] + " = false;\n";
+ }
+ code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", operators[func]) + ";\n";
break;
default:
@@ -4446,11 +5824,12 @@ String VisualShaderNodeCompare::generate_code(Shader::Mode p_mode, VisualShader:
return code;
}
-void VisualShaderNodeCompare::set_comparison_type(ComparisonType p_type) {
-
- ctype = p_type;
-
- switch (ctype) {
+void VisualShaderNodeCompare::set_comparison_type(ComparisonType p_comparison_type) {
+ ERR_FAIL_INDEX(int(p_comparison_type), int(CTYPE_MAX));
+ if (comparison_type == p_comparison_type) {
+ return;
+ }
+ switch (p_comparison_type) {
case CTYPE_SCALAR:
set_input_port_default_value(0, 0.0);
set_input_port_default_value(1, 0.0);
@@ -4472,38 +5851,44 @@ void VisualShaderNodeCompare::set_comparison_type(ComparisonType p_type) {
simple_decl = true;
break;
case CTYPE_TRANSFORM:
- set_input_port_default_value(0, Transform());
- set_input_port_default_value(1, Transform());
+ set_input_port_default_value(0, Transform3D());
+ set_input_port_default_value(1, Transform3D());
simple_decl = true;
break;
+ default:
+ break;
}
+ comparison_type = p_comparison_type;
emit_changed();
}
VisualShaderNodeCompare::ComparisonType VisualShaderNodeCompare::get_comparison_type() const {
-
- return ctype;
+ return comparison_type;
}
void VisualShaderNodeCompare::set_function(Function p_func) {
-
+ ERR_FAIL_INDEX(int(p_func), int(FUNC_MAX));
+ if (func == p_func) {
+ return;
+ }
func = p_func;
emit_changed();
}
VisualShaderNodeCompare::Function VisualShaderNodeCompare::get_function() const {
-
return func;
}
-void VisualShaderNodeCompare::set_condition(Condition p_cond) {
-
- condition = p_cond;
+void VisualShaderNodeCompare::set_condition(Condition p_condition) {
+ ERR_FAIL_INDEX(int(p_condition), int(COND_MAX));
+ if (condition == p_condition) {
+ return;
+ }
+ condition = p_condition;
emit_changed();
}
VisualShaderNodeCompare::Condition VisualShaderNodeCompare::get_condition() const {
-
return condition;
}
@@ -4511,13 +5896,13 @@ Vector<StringName> VisualShaderNodeCompare::get_editable_properties() const {
Vector<StringName> props;
props.push_back("type");
props.push_back("function");
- if (ctype == CTYPE_VECTOR)
+ if (comparison_type == CTYPE_VECTOR) {
props.push_back("condition");
+ }
return props;
}
void VisualShaderNodeCompare::_bind_methods() {
-
ClassDB::bind_method(D_METHOD("set_comparison_type", "type"), &VisualShaderNodeCompare::set_comparison_type);
ClassDB::bind_method(D_METHOD("get_comparison_type"), &VisualShaderNodeCompare::get_comparison_type);
@@ -4536,6 +5921,7 @@ void VisualShaderNodeCompare::_bind_methods() {
BIND_ENUM_CONSTANT(CTYPE_VECTOR);
BIND_ENUM_CONSTANT(CTYPE_BOOLEAN);
BIND_ENUM_CONSTANT(CTYPE_TRANSFORM);
+ BIND_ENUM_CONSTANT(CTYPE_MAX);
BIND_ENUM_CONSTANT(FUNC_EQUAL);
BIND_ENUM_CONSTANT(FUNC_NOT_EQUAL);
@@ -4543,16 +5929,240 @@ void VisualShaderNodeCompare::_bind_methods() {
BIND_ENUM_CONSTANT(FUNC_GREATER_THAN_EQUAL);
BIND_ENUM_CONSTANT(FUNC_LESS_THAN);
BIND_ENUM_CONSTANT(FUNC_LESS_THAN_EQUAL);
+ BIND_ENUM_CONSTANT(FUNC_MAX);
BIND_ENUM_CONSTANT(COND_ALL);
BIND_ENUM_CONSTANT(COND_ANY);
+ BIND_ENUM_CONSTANT(COND_MAX);
}
VisualShaderNodeCompare::VisualShaderNodeCompare() {
- ctype = CTYPE_SCALAR;
- func = FUNC_EQUAL;
- condition = COND_ALL;
set_input_port_default_value(0, 0.0);
set_input_port_default_value(1, 0.0);
set_input_port_default_value(2, CMP_EPSILON);
}
+
+////////////// Fma
+
+String VisualShaderNodeMultiplyAdd::get_caption() const {
+ return "MultiplyAdd";
+}
+
+int VisualShaderNodeMultiplyAdd::get_input_port_count() const {
+ return 3;
+}
+
+VisualShaderNodeMultiplyAdd::PortType VisualShaderNodeMultiplyAdd::get_input_port_type(int p_port) const {
+ if (op_type == OP_TYPE_VECTOR) {
+ return PORT_TYPE_VECTOR;
+ }
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeMultiplyAdd::get_input_port_name(int p_port) const {
+ if (p_port == 0) {
+ return "a";
+ } else if (p_port == 1) {
+ return "b(*)";
+ } else if (p_port == 2) {
+ return "c(+)";
+ }
+ return "";
+}
+
+int VisualShaderNodeMultiplyAdd::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeMultiplyAdd::PortType VisualShaderNodeMultiplyAdd::get_output_port_type(int p_port) const {
+ if (op_type == OP_TYPE_SCALAR) {
+ return PORT_TYPE_SCALAR;
+ } else {
+ return PORT_TYPE_VECTOR;
+ }
+}
+
+String VisualShaderNodeMultiplyAdd::get_output_port_name(int p_port) const {
+ return "";
+}
+
+String VisualShaderNodeMultiplyAdd::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
+ return " " + p_output_vars[0] + " = fma(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
+}
+
+void VisualShaderNodeMultiplyAdd::set_op_type(OpType p_op_type) {
+ ERR_FAIL_INDEX((int)p_op_type, int(OP_TYPE_MAX));
+ if (op_type == p_op_type) {
+ return;
+ }
+ switch (p_op_type) {
+ case OP_TYPE_SCALAR:
+ set_input_port_default_value(0, 0.0);
+ set_input_port_default_value(1, 0.0);
+ set_input_port_default_value(2, 0.0);
+ break;
+ case OP_TYPE_VECTOR:
+ set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
+ set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
+ set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
+ break;
+ default:
+ break;
+ }
+ op_type = p_op_type;
+ emit_changed();
+}
+
+VisualShaderNodeMultiplyAdd::OpType VisualShaderNodeMultiplyAdd::get_op_type() const {
+ return op_type;
+}
+
+Vector<StringName> VisualShaderNodeMultiplyAdd::get_editable_properties() const {
+ Vector<StringName> props;
+ props.push_back("op_type");
+ return props;
+}
+
+void VisualShaderNodeMultiplyAdd::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeMultiplyAdd::set_op_type);
+ ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeMultiplyAdd::get_op_type);
+
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector"), "set_op_type", "get_op_type");
+
+ BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
+ BIND_ENUM_CONSTANT(OP_TYPE_VECTOR);
+ BIND_ENUM_CONSTANT(OP_TYPE_MAX);
+}
+
+VisualShaderNodeMultiplyAdd::VisualShaderNodeMultiplyAdd() {
+ set_input_port_default_value(0, 0.0);
+ set_input_port_default_value(1, 0.0);
+ set_input_port_default_value(2, 0.0);
+}
+
+////////////// Billboard
+
+String VisualShaderNodeBillboard::get_caption() const {
+ return "GetBillboardMatrix";
+}
+
+int VisualShaderNodeBillboard::get_input_port_count() const {
+ return 0;
+}
+
+VisualShaderNodeBillboard::PortType VisualShaderNodeBillboard::get_input_port_type(int p_port) const {
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeBillboard::get_input_port_name(int p_port) const {
+ return "";
+}
+
+int VisualShaderNodeBillboard::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeBillboard::PortType VisualShaderNodeBillboard::get_output_port_type(int p_port) const {
+ return PORT_TYPE_TRANSFORM;
+}
+
+String VisualShaderNodeBillboard::get_output_port_name(int p_port) const {
+ return "model_view_matrix";
+}
+
+String VisualShaderNodeBillboard::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
+ String code;
+
+ switch (billboard_type) {
+ case BILLBOARD_TYPE_ENABLED:
+ code += " {\n";
+ code += " mat4 __mvm = INV_CAMERA_MATRIX * mat4(CAMERA_MATRIX[0], CAMERA_MATRIX[1], CAMERA_MATRIX[2], WORLD_MATRIX[3]);\n";
+ if (keep_scale) {
+ code += " __mvm = __mvm * mat4(vec4(length(WORLD_MATRIX[0].xyz), 0.0, 0.0, 0.0), vec4(0.0, length(WORLD_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, length(WORLD_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
+ }
+ code += " " + p_output_vars[0] + " = __mvm;\n";
+ code += " }\n";
+ break;
+ case BILLBOARD_TYPE_FIXED_Y:
+ code += " {\n";
+ code += " mat4 __mvm = INV_CAMERA_MATRIX * mat4(CAMERA_MATRIX[0], WORLD_MATRIX[1], vec4(normalize(cross(CAMERA_MATRIX[0].xyz, WORLD_MATRIX[1].xyz)), 0.0), WORLD_MATRIX[3]);\n";
+ if (keep_scale) {
+ code += " __mvm = __mvm * mat4(vec4(length(WORLD_MATRIX[0].xyz), 0.0, 0.0, 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(0.0, 0.0, length(WORLD_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
+ } else {
+ code += " __mvm = __mvm * mat4(vec4(1.0, 0.0, 0.0, 0.0), vec4(0.0, 1.0 / length(WORLD_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
+ }
+ code += " " + p_output_vars[0] + " = __mvm;\n";
+ code += " }\n";
+ break;
+ case BILLBOARD_TYPE_PARTICLES:
+ code += " {\n";
+ code += " mat4 __wm = mat4(normalize(CAMERA_MATRIX[0]) * length(WORLD_MATRIX[0]), normalize(CAMERA_MATRIX[1]) * length(WORLD_MATRIX[0]), normalize(CAMERA_MATRIX[2]) * length(WORLD_MATRIX[2]), WORLD_MATRIX[3]);\n";
+ code += " __wm = __wm * mat4(vec4(cos(INSTANCE_CUSTOM.x), -sin(INSTANCE_CUSTOM.x), 0.0, 0.0), vec4(sin(INSTANCE_CUSTOM.x), cos(INSTANCE_CUSTOM.x), 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n";
+ code += " " + p_output_vars[0] + " = INV_CAMERA_MATRIX * __wm;\n";
+ code += " }\n";
+ break;
+ default:
+ code += " " + p_output_vars[0] + " = mat4(1.0);\n";
+ break;
+ }
+
+ return code;
+}
+
+bool VisualShaderNodeBillboard::is_show_prop_names() const {
+ return true;
+}
+
+void VisualShaderNodeBillboard::set_billboard_type(BillboardType p_billboard_type) {
+ ERR_FAIL_INDEX(int(p_billboard_type), int(BILLBOARD_TYPE_MAX));
+ if (billboard_type == p_billboard_type) {
+ return;
+ }
+ billboard_type = p_billboard_type;
+ simple_decl = bool(billboard_type == BILLBOARD_TYPE_DISABLED);
+ set_disabled(simple_decl);
+ emit_changed();
+}
+
+VisualShaderNodeBillboard::BillboardType VisualShaderNodeBillboard::get_billboard_type() const {
+ return billboard_type;
+}
+
+void VisualShaderNodeBillboard::set_keep_scale_enabled(bool p_enabled) {
+ keep_scale = p_enabled;
+ emit_changed();
+}
+
+bool VisualShaderNodeBillboard::is_keep_scale_enabled() const {
+ return keep_scale;
+}
+
+Vector<StringName> VisualShaderNodeBillboard::get_editable_properties() const {
+ Vector<StringName> props;
+ props.push_back("billboard_type");
+ if (billboard_type == BILLBOARD_TYPE_ENABLED || billboard_type == BILLBOARD_TYPE_FIXED_Y) {
+ props.push_back("keep_scale");
+ }
+ return props;
+}
+
+void VisualShaderNodeBillboard::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_billboard_type", "billboard_type"), &VisualShaderNodeBillboard::set_billboard_type);
+ ClassDB::bind_method(D_METHOD("get_billboard_type"), &VisualShaderNodeBillboard::get_billboard_type);
+
+ ClassDB::bind_method(D_METHOD("set_keep_scale_enabled", "enabled"), &VisualShaderNodeBillboard::set_keep_scale_enabled);
+ ClassDB::bind_method(D_METHOD("is_keep_scale_enabled"), &VisualShaderNodeBillboard::is_keep_scale_enabled);
+
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "billboard_type", PROPERTY_HINT_ENUM, "Disabled,Enabled,Y-Billboard,Particles"), "set_billboard_type", "get_billboard_type");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "keep_scale"), "set_keep_scale_enabled", "is_keep_scale_enabled");
+
+ BIND_ENUM_CONSTANT(BILLBOARD_TYPE_DISABLED);
+ BIND_ENUM_CONSTANT(BILLBOARD_TYPE_ENABLED);
+ BIND_ENUM_CONSTANT(BILLBOARD_TYPE_FIXED_Y);
+ BIND_ENUM_CONSTANT(BILLBOARD_TYPE_PARTICLES);
+ BIND_ENUM_CONSTANT(BILLBOARD_TYPE_MAX);
+}
+
+VisualShaderNodeBillboard::VisualShaderNodeBillboard() {
+ simple_decl = false;
+}