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path: root/scene/resources/visual_shader_nodes.cpp
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Diffstat (limited to 'scene/resources/visual_shader_nodes.cpp')
-rw-r--r--scene/resources/visual_shader_nodes.cpp1205
1 files changed, 819 insertions, 386 deletions
diff --git a/scene/resources/visual_shader_nodes.cpp b/scene/resources/visual_shader_nodes.cpp
index 2911d726b4..03abac1b3e 100644
--- a/scene/resources/visual_shader_nodes.cpp
+++ b/scene/resources/visual_shader_nodes.cpp
@@ -1606,6 +1606,58 @@ VisualShaderNodeCubemap::VisualShaderNodeCubemap() {
simple_decl = false;
}
+////////////// Linear Depth
+
+String VisualShaderNodeLinearSceneDepth::get_caption() const {
+ return "LinearSceneDepth";
+}
+
+int VisualShaderNodeLinearSceneDepth::get_input_port_count() const {
+ return 0;
+}
+
+VisualShaderNodeLinearSceneDepth::PortType VisualShaderNodeLinearSceneDepth::get_input_port_type(int p_port) const {
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeLinearSceneDepth::get_input_port_name(int p_port) const {
+ return "";
+}
+
+int VisualShaderNodeLinearSceneDepth::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeLinearSceneDepth::PortType VisualShaderNodeLinearSceneDepth::get_output_port_type(int p_port) const {
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeLinearSceneDepth::get_output_port_name(int p_port) const {
+ return "linear depth";
+}
+
+bool VisualShaderNodeLinearSceneDepth::has_output_port_preview(int p_port) const {
+ return false;
+}
+
+String VisualShaderNodeLinearSceneDepth::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 += " {\n";
+
+ code += " float __log_depth = textureLod(DEPTH_TEXTURE, SCREEN_UV, 0.0).x;\n";
+ code += " vec3 __depth_ndc = vec3(SCREEN_UV * 2.0 - 1.0, __log_depth);\n";
+ code += " vec4 __depth_view = INV_PROJECTION_MATRIX * vec4(__depth_ndc, 1.0);\n";
+ code += " __depth_view.xyz /= __depth_view.w;\n";
+ code += vformat(" %s = -__depth_view.z;\n", p_output_vars[0]);
+
+ code += " }\n";
+ return code;
+}
+
+VisualShaderNodeLinearSceneDepth::VisualShaderNodeLinearSceneDepth() {
+ simple_decl = false;
+}
+
////////////// Float Op
String VisualShaderNodeFloatOp::get_caption() const {
@@ -3056,9 +3108,9 @@ void VisualShaderNodeUVFunc::set_function(VisualShaderNodeUVFunc::Function p_fun
return;
}
if (p_func == FUNC_PANNING) {
- set_input_port_default_value(2, Vector2()); // offset
+ set_input_port_default_value(2, Vector2(), get_input_port_default_value(2)); // offset
} else { // FUNC_SCALING
- set_input_port_default_value(2, Vector2(0.5, 0.5)); // pivot
+ set_input_port_default_value(2, Vector2(0.5, 0.5), get_input_port_default_value(2)); // pivot
}
func = p_func;
emit_changed();
@@ -3090,6 +3142,111 @@ VisualShaderNodeUVFunc::VisualShaderNodeUVFunc() {
set_input_port_default_value(2, Vector2()); // offset
}
+////////////// UV PolarCoord
+
+String VisualShaderNodeUVPolarCoord::get_caption() const {
+ return "UVPolarCoord";
+}
+
+int VisualShaderNodeUVPolarCoord::get_input_port_count() const {
+ return 4;
+}
+
+VisualShaderNodeUVPolarCoord::PortType VisualShaderNodeUVPolarCoord::get_input_port_type(int p_port) const {
+ switch (p_port) {
+ case 0:
+ return PORT_TYPE_VECTOR_2D; // uv
+ case 1:
+ return PORT_TYPE_VECTOR_2D; // center
+ case 2:
+ return PORT_TYPE_SCALAR; // zoom
+ case 3:
+ return PORT_TYPE_SCALAR; // repeat
+ default:
+ break;
+ }
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeUVPolarCoord::get_input_port_name(int p_port) const {
+ switch (p_port) {
+ case 0:
+ return "uv";
+ case 1:
+ return "scale";
+ case 2:
+ return "zoom strength";
+ case 3:
+ return "repeat";
+ default:
+ break;
+ }
+ return "";
+}
+
+bool VisualShaderNodeUVPolarCoord::is_input_port_default(int p_port, Shader::Mode p_mode) const {
+ if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
+ if (p_port == 0) {
+ return true;
+ }
+ }
+ return false;
+}
+
+int VisualShaderNodeUVPolarCoord::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeUVPolarCoord::PortType VisualShaderNodeUVPolarCoord::get_output_port_type(int p_port) const {
+ return PORT_TYPE_VECTOR_2D;
+}
+
+String VisualShaderNodeUVPolarCoord::get_output_port_name(int p_port) const {
+ return "uv";
+}
+
+String VisualShaderNodeUVPolarCoord::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 += " {\n";
+
+ String uv;
+ if (p_input_vars[0].is_empty()) {
+ if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
+ uv = "UV";
+ } else {
+ uv = "vec2(0.0)";
+ }
+ } else {
+ uv = vformat("%s", p_input_vars[0]);
+ }
+ String center = vformat("%s", p_input_vars[1]);
+ String zoom = vformat("%s", p_input_vars[2]);
+ String repeat = vformat("%s", p_input_vars[3]);
+
+ if (p_mode == Shader::MODE_CANVAS_ITEM) {
+ code += vformat(" vec2 __dir = %s - %s;\n", uv, center);
+ code += " float __radius = length(__dir) * 2.0;\n";
+ code += " float __angle = atan(__dir.y, __dir.x) * 1.0 / (PI * 2.0);\n";
+ code += vformat(" %s = mod(vec2(__radius * %s, __angle * %s), 1.0);\n", p_output_vars[0], zoom, repeat);
+ } else {
+ code += vformat(" vec2 __dir = %s - %s;\n", uv, center);
+ code += " float __radius = length(__dir) * 2.0;\n";
+ code += " float __angle = atan(__dir.y, __dir.x) * 1.0 / (PI * 2.0);\n";
+ code += vformat(" %s = vec2(__radius * %s, __angle * %s);\n", p_output_vars[0], zoom, repeat);
+ }
+
+ code += " }\n";
+ return code;
+}
+
+VisualShaderNodeUVPolarCoord::VisualShaderNodeUVPolarCoord() {
+ set_input_port_default_value(1, Vector2(0.5, 0.5)); // center
+ set_input_port_default_value(2, 1.0); // zoom
+ set_input_port_default_value(3, 1.0); // repeat
+
+ simple_decl = false;
+}
+
////////////// Dot Product
String VisualShaderNodeDotProduct::get_caption() const {
@@ -4566,44 +4723,44 @@ VisualShaderNodeTransformDecompose::VisualShaderNodeTransformDecompose() {
set_input_port_default_value(0, Transform3D());
}
-////////////// Float Uniform
+////////////// Float Parameter
-String VisualShaderNodeFloatUniform::get_caption() const {
- return "FloatUniform";
+String VisualShaderNodeFloatParameter::get_caption() const {
+ return "FloatParameter";
}
-int VisualShaderNodeFloatUniform::get_input_port_count() const {
+int VisualShaderNodeFloatParameter::get_input_port_count() const {
return 0;
}
-VisualShaderNodeFloatUniform::PortType VisualShaderNodeFloatUniform::get_input_port_type(int p_port) const {
+VisualShaderNodeFloatParameter::PortType VisualShaderNodeFloatParameter::get_input_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
-String VisualShaderNodeFloatUniform::get_input_port_name(int p_port) const {
+String VisualShaderNodeFloatParameter::get_input_port_name(int p_port) const {
return String();
}
-int VisualShaderNodeFloatUniform::get_output_port_count() const {
+int VisualShaderNodeFloatParameter::get_output_port_count() const {
return 1;
}
-VisualShaderNodeFloatUniform::PortType VisualShaderNodeFloatUniform::get_output_port_type(int p_port) const {
+VisualShaderNodeFloatParameter::PortType VisualShaderNodeFloatParameter::get_output_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
-String VisualShaderNodeFloatUniform::get_output_port_name(int p_port) const {
+String VisualShaderNodeFloatParameter::get_output_port_name(int p_port) const {
return ""; //no output port means the editor will be used as port
}
-String VisualShaderNodeFloatUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
+String VisualShaderNodeFloatParameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
String code = "";
if (hint == HINT_RANGE) {
- code += _get_qual_str() + "uniform float " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ")";
+ code += _get_qual_str() + "uniform float " + get_parameter_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ")";
} else if (hint == HINT_RANGE_STEP) {
- code += _get_qual_str() + "uniform float " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ", " + rtos(hint_range_step) + ")";
+ code += _get_qual_str() + "uniform float " + get_parameter_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();
+ code += _get_qual_str() + "uniform float " + get_parameter_name();
}
if (default_value_enabled) {
code += " = " + rtos(default_value);
@@ -4612,19 +4769,19 @@ String VisualShaderNodeFloatUniform::generate_global(Shader::Mode p_mode, Visual
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 " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
+String VisualShaderNodeFloatParameter::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] + " = " + get_parameter_name() + ";\n";
}
-bool VisualShaderNodeFloatUniform::is_show_prop_names() const {
+bool VisualShaderNodeFloatParameter::is_show_prop_names() const {
return true;
}
-bool VisualShaderNodeFloatUniform::is_use_prop_slots() const {
+bool VisualShaderNodeFloatParameter::is_use_prop_slots() const {
return true;
}
-void VisualShaderNodeFloatUniform::set_hint(Hint p_hint) {
+void VisualShaderNodeFloatParameter::set_hint(Hint p_hint) {
ERR_FAIL_INDEX(int(p_hint), int(HINT_MAX));
if (hint == p_hint) {
return;
@@ -4633,11 +4790,11 @@ void VisualShaderNodeFloatUniform::set_hint(Hint p_hint) {
emit_changed();
}
-VisualShaderNodeFloatUniform::Hint VisualShaderNodeFloatUniform::get_hint() const {
+VisualShaderNodeFloatParameter::Hint VisualShaderNodeFloatParameter::get_hint() const {
return hint;
}
-void VisualShaderNodeFloatUniform::set_min(float p_value) {
+void VisualShaderNodeFloatParameter::set_min(float p_value) {
if (Math::is_equal_approx(hint_range_min, p_value)) {
return;
}
@@ -4645,11 +4802,11 @@ void VisualShaderNodeFloatUniform::set_min(float p_value) {
emit_changed();
}
-float VisualShaderNodeFloatUniform::get_min() const {
+float VisualShaderNodeFloatParameter::get_min() const {
return hint_range_min;
}
-void VisualShaderNodeFloatUniform::set_max(float p_value) {
+void VisualShaderNodeFloatParameter::set_max(float p_value) {
if (Math::is_equal_approx(hint_range_max, p_value)) {
return;
}
@@ -4657,11 +4814,11 @@ void VisualShaderNodeFloatUniform::set_max(float p_value) {
emit_changed();
}
-float VisualShaderNodeFloatUniform::get_max() const {
+float VisualShaderNodeFloatParameter::get_max() const {
return hint_range_max;
}
-void VisualShaderNodeFloatUniform::set_step(float p_value) {
+void VisualShaderNodeFloatParameter::set_step(float p_value) {
if (Math::is_equal_approx(hint_range_step, p_value)) {
return;
}
@@ -4669,11 +4826,11 @@ void VisualShaderNodeFloatUniform::set_step(float p_value) {
emit_changed();
}
-float VisualShaderNodeFloatUniform::get_step() const {
+float VisualShaderNodeFloatParameter::get_step() const {
return hint_range_step;
}
-void VisualShaderNodeFloatUniform::set_default_value_enabled(bool p_enabled) {
+void VisualShaderNodeFloatParameter::set_default_value_enabled(bool p_enabled) {
if (default_value_enabled == p_enabled) {
return;
}
@@ -4681,11 +4838,11 @@ void VisualShaderNodeFloatUniform::set_default_value_enabled(bool p_enabled) {
emit_changed();
}
-bool VisualShaderNodeFloatUniform::is_default_value_enabled() const {
+bool VisualShaderNodeFloatParameter::is_default_value_enabled() const {
return default_value_enabled;
}
-void VisualShaderNodeFloatUniform::set_default_value(float p_value) {
+void VisualShaderNodeFloatParameter::set_default_value(float p_value) {
if (Math::is_equal_approx(default_value, p_value)) {
return;
}
@@ -4693,28 +4850,28 @@ void VisualShaderNodeFloatUniform::set_default_value(float p_value) {
emit_changed();
}
-float VisualShaderNodeFloatUniform::get_default_value() const {
+float VisualShaderNodeFloatParameter::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);
+void VisualShaderNodeFloatParameter::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_hint", "hint"), &VisualShaderNodeFloatParameter::set_hint);
+ ClassDB::bind_method(D_METHOD("get_hint"), &VisualShaderNodeFloatParameter::get_hint);
- ClassDB::bind_method(D_METHOD("set_min", "value"), &VisualShaderNodeFloatUniform::set_min);
- ClassDB::bind_method(D_METHOD("get_min"), &VisualShaderNodeFloatUniform::get_min);
+ ClassDB::bind_method(D_METHOD("set_min", "value"), &VisualShaderNodeFloatParameter::set_min);
+ ClassDB::bind_method(D_METHOD("get_min"), &VisualShaderNodeFloatParameter::get_min);
- ClassDB::bind_method(D_METHOD("set_max", "value"), &VisualShaderNodeFloatUniform::set_max);
- ClassDB::bind_method(D_METHOD("get_max"), &VisualShaderNodeFloatUniform::get_max);
+ ClassDB::bind_method(D_METHOD("set_max", "value"), &VisualShaderNodeFloatParameter::set_max);
+ ClassDB::bind_method(D_METHOD("get_max"), &VisualShaderNodeFloatParameter::get_max);
- 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_step", "value"), &VisualShaderNodeFloatParameter::set_step);
+ ClassDB::bind_method(D_METHOD("get_step"), &VisualShaderNodeFloatParameter::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_enabled", "enabled"), &VisualShaderNodeFloatParameter::set_default_value_enabled);
+ ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeFloatParameter::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);
+ ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeFloatParameter::set_default_value);
+ ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeFloatParameter::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");
@@ -4729,16 +4886,16 @@ void VisualShaderNodeFloatUniform::_bind_methods() {
BIND_ENUM_CONSTANT(HINT_MAX);
}
-bool VisualShaderNodeFloatUniform::is_qualifier_supported(Qualifier p_qual) const {
+bool VisualShaderNodeFloatParameter::is_qualifier_supported(Qualifier p_qual) const {
return true; // all qualifiers are supported
}
-bool VisualShaderNodeFloatUniform::is_convertible_to_constant() const {
+bool VisualShaderNodeFloatParameter::is_convertible_to_constant() const {
return true; // conversion is allowed
}
-Vector<StringName> VisualShaderNodeFloatUniform::get_editable_properties() const {
- Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
+Vector<StringName> VisualShaderNodeFloatParameter::get_editable_properties() const {
+ Vector<StringName> props = VisualShaderNodeParameter::get_editable_properties();
props.push_back("hint");
if (hint == HINT_RANGE || hint == HINT_RANGE_STEP) {
props.push_back("min");
@@ -4754,47 +4911,47 @@ Vector<StringName> VisualShaderNodeFloatUniform::get_editable_properties() const
return props;
}
-VisualShaderNodeFloatUniform::VisualShaderNodeFloatUniform() {
+VisualShaderNodeFloatParameter::VisualShaderNodeFloatParameter() {
}
-////////////// Integer Uniform
+////////////// Integer Parametet
-String VisualShaderNodeIntUniform::get_caption() const {
- return "IntUniform";
+String VisualShaderNodeIntParameter::get_caption() const {
+ return "IntParameter";
}
-int VisualShaderNodeIntUniform::get_input_port_count() const {
+int VisualShaderNodeIntParameter::get_input_port_count() const {
return 0;
}
-VisualShaderNodeIntUniform::PortType VisualShaderNodeIntUniform::get_input_port_type(int p_port) const {
+VisualShaderNodeIntParameter::PortType VisualShaderNodeIntParameter::get_input_port_type(int p_port) const {
return PORT_TYPE_SCALAR_INT;
}
-String VisualShaderNodeIntUniform::get_input_port_name(int p_port) const {
+String VisualShaderNodeIntParameter::get_input_port_name(int p_port) const {
return String();
}
-int VisualShaderNodeIntUniform::get_output_port_count() const {
+int VisualShaderNodeIntParameter::get_output_port_count() const {
return 1;
}
-VisualShaderNodeIntUniform::PortType VisualShaderNodeIntUniform::get_output_port_type(int p_port) const {
+VisualShaderNodeIntParameter::PortType VisualShaderNodeIntParameter::get_output_port_type(int p_port) const {
return PORT_TYPE_SCALAR_INT;
}
-String VisualShaderNodeIntUniform::get_output_port_name(int p_port) const {
+String VisualShaderNodeIntParameter::get_output_port_name(int p_port) const {
return ""; //no output port means the editor will be used as port
}
-String VisualShaderNodeIntUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
+String VisualShaderNodeIntParameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
String code = "";
if (hint == HINT_RANGE) {
- code += _get_qual_str() + "uniform int " + get_uniform_name() + " : hint_range(" + itos(hint_range_min) + ", " + itos(hint_range_max) + ")";
+ code += _get_qual_str() + "uniform int " + get_parameter_name() + " : hint_range(" + itos(hint_range_min) + ", " + itos(hint_range_max) + ")";
} else if (hint == HINT_RANGE_STEP) {
- code += _get_qual_str() + "uniform int " + get_uniform_name() + " : hint_range(" + itos(hint_range_min) + ", " + itos(hint_range_max) + ", " + itos(hint_range_step) + ")";
+ code += _get_qual_str() + "uniform int " + get_parameter_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();
+ code += _get_qual_str() + "uniform int " + get_parameter_name();
}
if (default_value_enabled) {
code += " = " + itos(default_value);
@@ -4803,19 +4960,19 @@ String VisualShaderNodeIntUniform::generate_global(Shader::Mode p_mode, VisualSh
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 " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
+String VisualShaderNodeIntParameter::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] + " = " + get_parameter_name() + ";\n";
}
-bool VisualShaderNodeIntUniform::is_show_prop_names() const {
+bool VisualShaderNodeIntParameter::is_show_prop_names() const {
return true;
}
-bool VisualShaderNodeIntUniform::is_use_prop_slots() const {
+bool VisualShaderNodeIntParameter::is_use_prop_slots() const {
return true;
}
-void VisualShaderNodeIntUniform::set_hint(Hint p_hint) {
+void VisualShaderNodeIntParameter::set_hint(Hint p_hint) {
ERR_FAIL_INDEX(int(p_hint), int(HINT_MAX));
if (hint == p_hint) {
return;
@@ -4824,11 +4981,11 @@ void VisualShaderNodeIntUniform::set_hint(Hint p_hint) {
emit_changed();
}
-VisualShaderNodeIntUniform::Hint VisualShaderNodeIntUniform::get_hint() const {
+VisualShaderNodeIntParameter::Hint VisualShaderNodeIntParameter::get_hint() const {
return hint;
}
-void VisualShaderNodeIntUniform::set_min(int p_value) {
+void VisualShaderNodeIntParameter::set_min(int p_value) {
if (hint_range_min == p_value) {
return;
}
@@ -4836,11 +4993,11 @@ void VisualShaderNodeIntUniform::set_min(int p_value) {
emit_changed();
}
-int VisualShaderNodeIntUniform::get_min() const {
+int VisualShaderNodeIntParameter::get_min() const {
return hint_range_min;
}
-void VisualShaderNodeIntUniform::set_max(int p_value) {
+void VisualShaderNodeIntParameter::set_max(int p_value) {
if (hint_range_max == p_value) {
return;
}
@@ -4848,11 +5005,11 @@ void VisualShaderNodeIntUniform::set_max(int p_value) {
emit_changed();
}
-int VisualShaderNodeIntUniform::get_max() const {
+int VisualShaderNodeIntParameter::get_max() const {
return hint_range_max;
}
-void VisualShaderNodeIntUniform::set_step(int p_value) {
+void VisualShaderNodeIntParameter::set_step(int p_value) {
if (hint_range_step == p_value) {
return;
}
@@ -4860,11 +5017,11 @@ void VisualShaderNodeIntUniform::set_step(int p_value) {
emit_changed();
}
-int VisualShaderNodeIntUniform::get_step() const {
+int VisualShaderNodeIntParameter::get_step() const {
return hint_range_step;
}
-void VisualShaderNodeIntUniform::set_default_value_enabled(bool p_default_value_enabled) {
+void VisualShaderNodeIntParameter::set_default_value_enabled(bool p_default_value_enabled) {
if (default_value_enabled == p_default_value_enabled) {
return;
}
@@ -4872,11 +5029,11 @@ void VisualShaderNodeIntUniform::set_default_value_enabled(bool p_default_value_
emit_changed();
}
-bool VisualShaderNodeIntUniform::is_default_value_enabled() const {
+bool VisualShaderNodeIntParameter::is_default_value_enabled() const {
return default_value_enabled;
}
-void VisualShaderNodeIntUniform::set_default_value(int p_default_value) {
+void VisualShaderNodeIntParameter::set_default_value(int p_default_value) {
if (default_value == p_default_value) {
return;
}
@@ -4884,28 +5041,28 @@ void VisualShaderNodeIntUniform::set_default_value(int p_default_value) {
emit_changed();
}
-int VisualShaderNodeIntUniform::get_default_value() const {
+int VisualShaderNodeIntParameter::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);
+void VisualShaderNodeIntParameter::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_hint", "hint"), &VisualShaderNodeIntParameter::set_hint);
+ ClassDB::bind_method(D_METHOD("get_hint"), &VisualShaderNodeIntParameter::get_hint);
- ClassDB::bind_method(D_METHOD("set_min", "value"), &VisualShaderNodeIntUniform::set_min);
- ClassDB::bind_method(D_METHOD("get_min"), &VisualShaderNodeIntUniform::get_min);
+ ClassDB::bind_method(D_METHOD("set_min", "value"), &VisualShaderNodeIntParameter::set_min);
+ ClassDB::bind_method(D_METHOD("get_min"), &VisualShaderNodeIntParameter::get_min);
- ClassDB::bind_method(D_METHOD("set_max", "value"), &VisualShaderNodeIntUniform::set_max);
- ClassDB::bind_method(D_METHOD("get_max"), &VisualShaderNodeIntUniform::get_max);
+ ClassDB::bind_method(D_METHOD("set_max", "value"), &VisualShaderNodeIntParameter::set_max);
+ ClassDB::bind_method(D_METHOD("get_max"), &VisualShaderNodeIntParameter::get_max);
- ClassDB::bind_method(D_METHOD("set_step", "value"), &VisualShaderNodeIntUniform::set_step);
- ClassDB::bind_method(D_METHOD("get_step"), &VisualShaderNodeIntUniform::get_step);
+ ClassDB::bind_method(D_METHOD("set_step", "value"), &VisualShaderNodeIntParameter::set_step);
+ ClassDB::bind_method(D_METHOD("get_step"), &VisualShaderNodeIntParameter::get_step);
- 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_enabled", "enabled"), &VisualShaderNodeIntParameter::set_default_value_enabled);
+ ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeIntParameter::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);
+ ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeIntParameter::set_default_value);
+ ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeIntParameter::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");
@@ -4920,16 +5077,16 @@ void VisualShaderNodeIntUniform::_bind_methods() {
BIND_ENUM_CONSTANT(HINT_MAX);
}
-bool VisualShaderNodeIntUniform::is_qualifier_supported(Qualifier p_qual) const {
+bool VisualShaderNodeIntParameter::is_qualifier_supported(Qualifier p_qual) const {
return true; // all qualifiers are supported
}
-bool VisualShaderNodeIntUniform::is_convertible_to_constant() const {
+bool VisualShaderNodeIntParameter::is_convertible_to_constant() const {
return true; // conversion is allowed
}
-Vector<StringName> VisualShaderNodeIntUniform::get_editable_properties() const {
- Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
+Vector<StringName> VisualShaderNodeIntParameter::get_editable_properties() const {
+ Vector<StringName> props = VisualShaderNodeParameter::get_editable_properties();
props.push_back("hint");
if (hint == HINT_RANGE || hint == HINT_RANGE_STEP) {
props.push_back("min");
@@ -4945,40 +5102,40 @@ Vector<StringName> VisualShaderNodeIntUniform::get_editable_properties() const {
return props;
}
-VisualShaderNodeIntUniform::VisualShaderNodeIntUniform() {
+VisualShaderNodeIntParameter::VisualShaderNodeIntParameter() {
}
-////////////// Boolean Uniform
+////////////// Boolean Parameter
-String VisualShaderNodeBooleanUniform::get_caption() const {
- return "BooleanUniform";
+String VisualShaderNodeBooleanParameter::get_caption() const {
+ return "BooleanParameter";
}
-int VisualShaderNodeBooleanUniform::get_input_port_count() const {
+int VisualShaderNodeBooleanParameter::get_input_port_count() const {
return 0;
}
-VisualShaderNodeBooleanUniform::PortType VisualShaderNodeBooleanUniform::get_input_port_type(int p_port) const {
+VisualShaderNodeBooleanParameter::PortType VisualShaderNodeBooleanParameter::get_input_port_type(int p_port) const {
return PORT_TYPE_BOOLEAN;
}
-String VisualShaderNodeBooleanUniform::get_input_port_name(int p_port) const {
+String VisualShaderNodeBooleanParameter::get_input_port_name(int p_port) const {
return String();
}
-int VisualShaderNodeBooleanUniform::get_output_port_count() const {
+int VisualShaderNodeBooleanParameter::get_output_port_count() const {
return 1;
}
-VisualShaderNodeBooleanUniform::PortType VisualShaderNodeBooleanUniform::get_output_port_type(int p_port) const {
+VisualShaderNodeBooleanParameter::PortType VisualShaderNodeBooleanParameter::get_output_port_type(int p_port) const {
return PORT_TYPE_BOOLEAN;
}
-String VisualShaderNodeBooleanUniform::get_output_port_name(int p_port) const {
+String VisualShaderNodeBooleanParameter::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) {
+void VisualShaderNodeBooleanParameter::set_default_value_enabled(bool p_default_value_enabled) {
if (default_value_enabled == p_default_value_enabled) {
return;
}
@@ -4986,11 +5143,11 @@ void VisualShaderNodeBooleanUniform::set_default_value_enabled(bool p_default_va
emit_changed();
}
-bool VisualShaderNodeBooleanUniform::is_default_value_enabled() const {
+bool VisualShaderNodeBooleanParameter::is_default_value_enabled() const {
return default_value_enabled;
}
-void VisualShaderNodeBooleanUniform::set_default_value(bool p_default_value) {
+void VisualShaderNodeBooleanParameter::set_default_value(bool p_default_value) {
if (default_value == p_default_value) {
return;
}
@@ -4998,12 +5155,12 @@ void VisualShaderNodeBooleanUniform::set_default_value(bool p_default_value) {
emit_changed();
}
-bool VisualShaderNodeBooleanUniform::get_default_value() const {
+bool VisualShaderNodeBooleanParameter::get_default_value() const {
return default_value;
}
-String VisualShaderNodeBooleanUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
- String code = _get_qual_str() + "uniform bool " + get_uniform_name();
+String VisualShaderNodeBooleanParameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
+ String code = _get_qual_str() + "uniform bool " + get_parameter_name();
if (default_value_enabled) {
if (default_value) {
code += " = true";
@@ -5015,39 +5172,39 @@ String VisualShaderNodeBooleanUniform::generate_global(Shader::Mode p_mode, Visu
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 " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
+String VisualShaderNodeBooleanParameter::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] + " = " + get_parameter_name() + ";\n";
}
-bool VisualShaderNodeBooleanUniform::is_show_prop_names() const {
+bool VisualShaderNodeBooleanParameter::is_show_prop_names() const {
return true;
}
-bool VisualShaderNodeBooleanUniform::is_use_prop_slots() const {
+bool VisualShaderNodeBooleanParameter::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);
+void VisualShaderNodeBooleanParameter::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeBooleanParameter::set_default_value_enabled);
+ ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeBooleanParameter::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);
+ ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeBooleanParameter::set_default_value);
+ ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeBooleanParameter::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 {
+bool VisualShaderNodeBooleanParameter::is_qualifier_supported(Qualifier p_qual) const {
return true; // all qualifiers are supported
}
-bool VisualShaderNodeBooleanUniform::is_convertible_to_constant() const {
+bool VisualShaderNodeBooleanParameter::is_convertible_to_constant() const {
return true; // conversion is allowed
}
-Vector<StringName> VisualShaderNodeBooleanUniform::get_editable_properties() const {
- Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
+Vector<StringName> VisualShaderNodeBooleanParameter::get_editable_properties() const {
+ Vector<StringName> props = VisualShaderNodeParameter::get_editable_properties();
props.push_back("default_value_enabled");
if (default_value_enabled) {
props.push_back("default_value");
@@ -5055,47 +5212,47 @@ Vector<StringName> VisualShaderNodeBooleanUniform::get_editable_properties() con
return props;
}
-VisualShaderNodeBooleanUniform::VisualShaderNodeBooleanUniform() {
+VisualShaderNodeBooleanParameter::VisualShaderNodeBooleanParameter() {
}
-////////////// Color Uniform
+////////////// Color Parameter
-String VisualShaderNodeColorUniform::get_caption() const {
- return "ColorUniform";
+String VisualShaderNodeColorParameter::get_caption() const {
+ return "ColorParameter";
}
-int VisualShaderNodeColorUniform::get_input_port_count() const {
+int VisualShaderNodeColorParameter::get_input_port_count() const {
return 0;
}
-VisualShaderNodeColorUniform::PortType VisualShaderNodeColorUniform::get_input_port_type(int p_port) const {
+VisualShaderNodeColorParameter::PortType VisualShaderNodeColorParameter::get_input_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
-String VisualShaderNodeColorUniform::get_input_port_name(int p_port) const {
+String VisualShaderNodeColorParameter::get_input_port_name(int p_port) const {
return String();
}
-int VisualShaderNodeColorUniform::get_output_port_count() const {
+int VisualShaderNodeColorParameter::get_output_port_count() const {
return 1;
}
-VisualShaderNodeColorUniform::PortType VisualShaderNodeColorUniform::get_output_port_type(int p_port) const {
+VisualShaderNodeColorParameter::PortType VisualShaderNodeColorParameter::get_output_port_type(int p_port) const {
return p_port == 0 ? PORT_TYPE_VECTOR_4D : PORT_TYPE_SCALAR;
}
-String VisualShaderNodeColorUniform::get_output_port_name(int p_port) const {
+String VisualShaderNodeColorParameter::get_output_port_name(int p_port) const {
return "color";
}
-bool VisualShaderNodeColorUniform::is_output_port_expandable(int p_port) const {
+bool VisualShaderNodeColorParameter::is_output_port_expandable(int p_port) const {
if (p_port == 0) {
return true;
}
return false;
}
-void VisualShaderNodeColorUniform::set_default_value_enabled(bool p_enabled) {
+void VisualShaderNodeColorParameter::set_default_value_enabled(bool p_enabled) {
if (default_value_enabled == p_enabled) {
return;
}
@@ -5103,11 +5260,11 @@ void VisualShaderNodeColorUniform::set_default_value_enabled(bool p_enabled) {
emit_changed();
}
-bool VisualShaderNodeColorUniform::is_default_value_enabled() const {
+bool VisualShaderNodeColorParameter::is_default_value_enabled() const {
return default_value_enabled;
}
-void VisualShaderNodeColorUniform::set_default_value(const Color &p_value) {
+void VisualShaderNodeColorParameter::set_default_value(const Color &p_value) {
if (default_value.is_equal_approx(p_value)) {
return;
}
@@ -5115,12 +5272,12 @@ void VisualShaderNodeColorUniform::set_default_value(const Color &p_value) {
emit_changed();
}
-Color VisualShaderNodeColorUniform::get_default_value() const {
+Color VisualShaderNodeColorParameter::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() + " : source_color";
+String VisualShaderNodeColorParameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
+ String code = _get_qual_str() + "uniform vec4 " + get_parameter_name() + " : source_color";
if (default_value_enabled) {
code += vformat(" = vec4(%.6f, %.6f, %.6f, %.6f)", default_value.r, default_value.g, default_value.b, default_value.a);
}
@@ -5128,35 +5285,35 @@ String VisualShaderNodeColorUniform::generate_global(Shader::Mode p_mode, Visual
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 {
- return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
+String VisualShaderNodeColorParameter::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] + " = " + get_parameter_name() + ";\n";
}
-bool VisualShaderNodeColorUniform::is_show_prop_names() const {
+bool VisualShaderNodeColorParameter::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);
+void VisualShaderNodeColorParameter::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeColorParameter::set_default_value_enabled);
+ ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeColorParameter::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);
+ ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeColorParameter::set_default_value);
+ ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeColorParameter::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 {
+bool VisualShaderNodeColorParameter::is_qualifier_supported(Qualifier p_qual) const {
return true; // all qualifiers are supported
}
-bool VisualShaderNodeColorUniform::is_convertible_to_constant() const {
+bool VisualShaderNodeColorParameter::is_convertible_to_constant() const {
return true; // conversion is allowed
}
-Vector<StringName> VisualShaderNodeColorUniform::get_editable_properties() const {
- Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
+Vector<StringName> VisualShaderNodeColorParameter::get_editable_properties() const {
+ Vector<StringName> props = VisualShaderNodeParameter::get_editable_properties();
props.push_back("default_value_enabled");
if (default_value_enabled) {
props.push_back("default_value");
@@ -5164,59 +5321,59 @@ Vector<StringName> VisualShaderNodeColorUniform::get_editable_properties() const
return props;
}
-VisualShaderNodeColorUniform::VisualShaderNodeColorUniform() {
+VisualShaderNodeColorParameter::VisualShaderNodeColorParameter() {
}
-////////////// Vector2 Uniform
+////////////// Vector2 Parameter
-String VisualShaderNodeVec2Uniform::get_caption() const {
- return "Vector2Uniform";
+String VisualShaderNodeVec2Parameter::get_caption() const {
+ return "Vector2Parameter";
}
-int VisualShaderNodeVec2Uniform::get_input_port_count() const {
+int VisualShaderNodeVec2Parameter::get_input_port_count() const {
return 0;
}
-VisualShaderNodeVec2Uniform::PortType VisualShaderNodeVec2Uniform::get_input_port_type(int p_port) const {
+VisualShaderNodeVec2Parameter::PortType VisualShaderNodeVec2Parameter::get_input_port_type(int p_port) const {
return PORT_TYPE_VECTOR_2D;
}
-String VisualShaderNodeVec2Uniform::get_input_port_name(int p_port) const {
+String VisualShaderNodeVec2Parameter::get_input_port_name(int p_port) const {
return String();
}
-int VisualShaderNodeVec2Uniform::get_output_port_count() const {
+int VisualShaderNodeVec2Parameter::get_output_port_count() const {
return 1;
}
-VisualShaderNodeVec2Uniform::PortType VisualShaderNodeVec2Uniform::get_output_port_type(int p_port) const {
+VisualShaderNodeVec2Parameter::PortType VisualShaderNodeVec2Parameter::get_output_port_type(int p_port) const {
return PORT_TYPE_VECTOR_2D;
}
-String VisualShaderNodeVec2Uniform::get_output_port_name(int p_port) const {
+String VisualShaderNodeVec2Parameter::get_output_port_name(int p_port) const {
return String();
}
-void VisualShaderNodeVec2Uniform::set_default_value_enabled(bool p_enabled) {
+void VisualShaderNodeVec2Parameter::set_default_value_enabled(bool p_enabled) {
default_value_enabled = p_enabled;
emit_changed();
}
-bool VisualShaderNodeVec2Uniform::is_default_value_enabled() const {
+bool VisualShaderNodeVec2Parameter::is_default_value_enabled() const {
return default_value_enabled;
}
-void VisualShaderNodeVec2Uniform::set_default_value(const Vector2 &p_value) {
+void VisualShaderNodeVec2Parameter::set_default_value(const Vector2 &p_value) {
default_value = p_value;
emit_changed();
}
-Vector2 VisualShaderNodeVec2Uniform::get_default_value() const {
+Vector2 VisualShaderNodeVec2Parameter::get_default_value() const {
return default_value;
}
-String VisualShaderNodeVec2Uniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
- String code = _get_qual_str() + "uniform vec2 " + get_uniform_name();
+String VisualShaderNodeVec2Parameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
+ String code = _get_qual_str() + "uniform vec2 " + get_parameter_name();
if (default_value_enabled) {
code += vformat(" = vec2(%.6f, %.6f)", default_value.x, default_value.y);
}
@@ -5224,39 +5381,39 @@ String VisualShaderNodeVec2Uniform::generate_global(Shader::Mode p_mode, VisualS
return code;
}
-String VisualShaderNodeVec2Uniform::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] + " = " + get_uniform_name() + ";\n";
+String VisualShaderNodeVec2Parameter::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] + " = " + get_parameter_name() + ";\n";
}
-void VisualShaderNodeVec2Uniform::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeVec2Uniform::set_default_value_enabled);
- ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeVec2Uniform::is_default_value_enabled);
+void VisualShaderNodeVec2Parameter::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeVec2Parameter::set_default_value_enabled);
+ ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeVec2Parameter::is_default_value_enabled);
- ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeVec2Uniform::set_default_value);
- ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeVec2Uniform::get_default_value);
+ ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeVec2Parameter::set_default_value);
+ ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeVec2Parameter::get_default_value);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "default_value"), "set_default_value", "get_default_value");
}
-bool VisualShaderNodeVec2Uniform::is_show_prop_names() const {
+bool VisualShaderNodeVec2Parameter::is_show_prop_names() const {
return true;
}
-bool VisualShaderNodeVec2Uniform::is_use_prop_slots() const {
+bool VisualShaderNodeVec2Parameter::is_use_prop_slots() const {
return true;
}
-bool VisualShaderNodeVec2Uniform::is_qualifier_supported(Qualifier p_qual) const {
+bool VisualShaderNodeVec2Parameter::is_qualifier_supported(Qualifier p_qual) const {
return true; // all qualifiers are supported
}
-bool VisualShaderNodeVec2Uniform::is_convertible_to_constant() const {
+bool VisualShaderNodeVec2Parameter::is_convertible_to_constant() const {
return true; // conversion is allowed
}
-Vector<StringName> VisualShaderNodeVec2Uniform::get_editable_properties() const {
- Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
+Vector<StringName> VisualShaderNodeVec2Parameter::get_editable_properties() const {
+ Vector<StringName> props = VisualShaderNodeParameter::get_editable_properties();
props.push_back("default_value_enabled");
if (default_value_enabled) {
props.push_back("default_value");
@@ -5264,59 +5421,59 @@ Vector<StringName> VisualShaderNodeVec2Uniform::get_editable_properties() const
return props;
}
-VisualShaderNodeVec2Uniform::VisualShaderNodeVec2Uniform() {
+VisualShaderNodeVec2Parameter::VisualShaderNodeVec2Parameter() {
}
-////////////// Vector3 Uniform
+////////////// Vector3 Parameter
-String VisualShaderNodeVec3Uniform::get_caption() const {
- return "Vector3Uniform";
+String VisualShaderNodeVec3Parameter::get_caption() const {
+ return "Vector3Parameter";
}
-int VisualShaderNodeVec3Uniform::get_input_port_count() const {
+int VisualShaderNodeVec3Parameter::get_input_port_count() const {
return 0;
}
-VisualShaderNodeVec3Uniform::PortType VisualShaderNodeVec3Uniform::get_input_port_type(int p_port) const {
+VisualShaderNodeVec3Parameter::PortType VisualShaderNodeVec3Parameter::get_input_port_type(int p_port) const {
return PORT_TYPE_VECTOR_3D;
}
-String VisualShaderNodeVec3Uniform::get_input_port_name(int p_port) const {
+String VisualShaderNodeVec3Parameter::get_input_port_name(int p_port) const {
return String();
}
-int VisualShaderNodeVec3Uniform::get_output_port_count() const {
+int VisualShaderNodeVec3Parameter::get_output_port_count() const {
return 1;
}
-VisualShaderNodeVec3Uniform::PortType VisualShaderNodeVec3Uniform::get_output_port_type(int p_port) const {
+VisualShaderNodeVec3Parameter::PortType VisualShaderNodeVec3Parameter::get_output_port_type(int p_port) const {
return PORT_TYPE_VECTOR_3D;
}
-String VisualShaderNodeVec3Uniform::get_output_port_name(int p_port) const {
+String VisualShaderNodeVec3Parameter::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) {
+void VisualShaderNodeVec3Parameter::set_default_value_enabled(bool p_enabled) {
default_value_enabled = p_enabled;
emit_changed();
}
-bool VisualShaderNodeVec3Uniform::is_default_value_enabled() const {
+bool VisualShaderNodeVec3Parameter::is_default_value_enabled() const {
return default_value_enabled;
}
-void VisualShaderNodeVec3Uniform::set_default_value(const Vector3 &p_value) {
+void VisualShaderNodeVec3Parameter::set_default_value(const Vector3 &p_value) {
default_value = p_value;
emit_changed();
}
-Vector3 VisualShaderNodeVec3Uniform::get_default_value() const {
+Vector3 VisualShaderNodeVec3Parameter::get_default_value() const {
return default_value;
}
-String VisualShaderNodeVec3Uniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
- String code = _get_qual_str() + "uniform vec3 " + get_uniform_name();
+String VisualShaderNodeVec3Parameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
+ String code = _get_qual_str() + "uniform vec3 " + get_parameter_name();
if (default_value_enabled) {
code += vformat(" = vec3(%.6f, %.6f, %.6f)", default_value.x, default_value.y, default_value.z);
}
@@ -5324,39 +5481,39 @@ String VisualShaderNodeVec3Uniform::generate_global(Shader::Mode p_mode, VisualS
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 " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
+String VisualShaderNodeVec3Parameter::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] + " = " + get_parameter_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);
+void VisualShaderNodeVec3Parameter::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeVec3Parameter::set_default_value_enabled);
+ ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeVec3Parameter::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);
+ ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeVec3Parameter::set_default_value);
+ ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeVec3Parameter::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 {
+bool VisualShaderNodeVec3Parameter::is_show_prop_names() const {
return true;
}
-bool VisualShaderNodeVec3Uniform::is_use_prop_slots() const {
+bool VisualShaderNodeVec3Parameter::is_use_prop_slots() const {
return true;
}
-bool VisualShaderNodeVec3Uniform::is_qualifier_supported(Qualifier p_qual) const {
+bool VisualShaderNodeVec3Parameter::is_qualifier_supported(Qualifier p_qual) const {
return true; // all qualifiers are supported
}
-bool VisualShaderNodeVec3Uniform::is_convertible_to_constant() const {
+bool VisualShaderNodeVec3Parameter::is_convertible_to_constant() const {
return true; // conversion is allowed
}
-Vector<StringName> VisualShaderNodeVec3Uniform::get_editable_properties() const {
- Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
+Vector<StringName> VisualShaderNodeVec3Parameter::get_editable_properties() const {
+ Vector<StringName> props = VisualShaderNodeParameter::get_editable_properties();
props.push_back("default_value_enabled");
if (default_value_enabled) {
props.push_back("default_value");
@@ -5364,59 +5521,59 @@ Vector<StringName> VisualShaderNodeVec3Uniform::get_editable_properties() const
return props;
}
-VisualShaderNodeVec3Uniform::VisualShaderNodeVec3Uniform() {
+VisualShaderNodeVec3Parameter::VisualShaderNodeVec3Parameter() {
}
-////////////// Vector4 Uniform
+////////////// Vector4 Parameter
-String VisualShaderNodeVec4Uniform::get_caption() const {
- return "Vector4Uniform";
+String VisualShaderNodeVec4Parameter::get_caption() const {
+ return "Vector4Parameter";
}
-int VisualShaderNodeVec4Uniform::get_input_port_count() const {
+int VisualShaderNodeVec4Parameter::get_input_port_count() const {
return 0;
}
-VisualShaderNodeVec4Uniform::PortType VisualShaderNodeVec4Uniform::get_input_port_type(int p_port) const {
+VisualShaderNodeVec4Parameter::PortType VisualShaderNodeVec4Parameter::get_input_port_type(int p_port) const {
return PORT_TYPE_VECTOR_4D;
}
-String VisualShaderNodeVec4Uniform::get_input_port_name(int p_port) const {
+String VisualShaderNodeVec4Parameter::get_input_port_name(int p_port) const {
return String();
}
-int VisualShaderNodeVec4Uniform::get_output_port_count() const {
+int VisualShaderNodeVec4Parameter::get_output_port_count() const {
return 1;
}
-VisualShaderNodeVec4Uniform::PortType VisualShaderNodeVec4Uniform::get_output_port_type(int p_port) const {
+VisualShaderNodeVec4Parameter::PortType VisualShaderNodeVec4Parameter::get_output_port_type(int p_port) const {
return PORT_TYPE_VECTOR_4D;
}
-String VisualShaderNodeVec4Uniform::get_output_port_name(int p_port) const {
+String VisualShaderNodeVec4Parameter::get_output_port_name(int p_port) const {
return ""; // No output port means the editor will be used as port.
}
-void VisualShaderNodeVec4Uniform::set_default_value_enabled(bool p_enabled) {
+void VisualShaderNodeVec4Parameter::set_default_value_enabled(bool p_enabled) {
default_value_enabled = p_enabled;
emit_changed();
}
-bool VisualShaderNodeVec4Uniform::is_default_value_enabled() const {
+bool VisualShaderNodeVec4Parameter::is_default_value_enabled() const {
return default_value_enabled;
}
-void VisualShaderNodeVec4Uniform::set_default_value(const Quaternion &p_value) {
+void VisualShaderNodeVec4Parameter::set_default_value(const Vector4 &p_value) {
default_value = p_value;
emit_changed();
}
-Quaternion VisualShaderNodeVec4Uniform::get_default_value() const {
+Vector4 VisualShaderNodeVec4Parameter::get_default_value() const {
return default_value;
}
-String VisualShaderNodeVec4Uniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
- String code = _get_qual_str() + "uniform vec4 " + get_uniform_name();
+String VisualShaderNodeVec4Parameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
+ String code = _get_qual_str() + "uniform vec4 " + get_parameter_name();
if (default_value_enabled) {
code += vformat(" = vec4(%.6f, %.6f, %.6f, %.6f)", default_value.x, default_value.y, default_value.z, default_value.w);
}
@@ -5424,39 +5581,39 @@ String VisualShaderNodeVec4Uniform::generate_global(Shader::Mode p_mode, VisualS
return code;
}
-String VisualShaderNodeVec4Uniform::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] + " = " + get_uniform_name() + ";\n";
+String VisualShaderNodeVec4Parameter::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] + " = " + get_parameter_name() + ";\n";
}
-void VisualShaderNodeVec4Uniform::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeVec4Uniform::set_default_value_enabled);
- ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeVec4Uniform::is_default_value_enabled);
+void VisualShaderNodeVec4Parameter::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeVec4Parameter::set_default_value_enabled);
+ ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeVec4Parameter::is_default_value_enabled);
- ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeVec4Uniform::set_default_value);
- ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeVec4Uniform::get_default_value);
+ ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeVec4Parameter::set_default_value);
+ ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeVec4Parameter::get_default_value);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
- ADD_PROPERTY(PropertyInfo(Variant::QUATERNION, "default_value"), "set_default_value", "get_default_value");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR4, "default_value"), "set_default_value", "get_default_value");
}
-bool VisualShaderNodeVec4Uniform::is_show_prop_names() const {
+bool VisualShaderNodeVec4Parameter::is_show_prop_names() const {
return true;
}
-bool VisualShaderNodeVec4Uniform::is_use_prop_slots() const {
+bool VisualShaderNodeVec4Parameter::is_use_prop_slots() const {
return true;
}
-bool VisualShaderNodeVec4Uniform::is_qualifier_supported(Qualifier p_qual) const {
+bool VisualShaderNodeVec4Parameter::is_qualifier_supported(Qualifier p_qual) const {
return true; // All qualifiers are supported.
}
-bool VisualShaderNodeVec4Uniform::is_convertible_to_constant() const {
+bool VisualShaderNodeVec4Parameter::is_convertible_to_constant() const {
return true; // Conversion is allowed.
}
-Vector<StringName> VisualShaderNodeVec4Uniform::get_editable_properties() const {
- Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
+Vector<StringName> VisualShaderNodeVec4Parameter::get_editable_properties() const {
+ Vector<StringName> props = VisualShaderNodeParameter::get_editable_properties();
props.push_back("default_value_enabled");
if (default_value_enabled) {
props.push_back("default_value");
@@ -5464,59 +5621,59 @@ Vector<StringName> VisualShaderNodeVec4Uniform::get_editable_properties() const
return props;
}
-VisualShaderNodeVec4Uniform::VisualShaderNodeVec4Uniform() {
+VisualShaderNodeVec4Parameter::VisualShaderNodeVec4Parameter() {
}
-////////////// Transform Uniform
+////////////// Transform Parameter
-String VisualShaderNodeTransformUniform::get_caption() const {
- return "TransformUniform";
+String VisualShaderNodeTransformParameter::get_caption() const {
+ return "TransformParameter";
}
-int VisualShaderNodeTransformUniform::get_input_port_count() const {
+int VisualShaderNodeTransformParameter::get_input_port_count() const {
return 0;
}
-VisualShaderNodeTransformUniform::PortType VisualShaderNodeTransformUniform::get_input_port_type(int p_port) const {
+VisualShaderNodeTransformParameter::PortType VisualShaderNodeTransformParameter::get_input_port_type(int p_port) const {
return PORT_TYPE_VECTOR_3D;
}
-String VisualShaderNodeTransformUniform::get_input_port_name(int p_port) const {
+String VisualShaderNodeTransformParameter::get_input_port_name(int p_port) const {
return String();
}
-int VisualShaderNodeTransformUniform::get_output_port_count() const {
+int VisualShaderNodeTransformParameter::get_output_port_count() const {
return 1;
}
-VisualShaderNodeTransformUniform::PortType VisualShaderNodeTransformUniform::get_output_port_type(int p_port) const {
+VisualShaderNodeTransformParameter::PortType VisualShaderNodeTransformParameter::get_output_port_type(int p_port) const {
return PORT_TYPE_TRANSFORM;
}
-String VisualShaderNodeTransformUniform::get_output_port_name(int p_port) const {
+String VisualShaderNodeTransformParameter::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) {
+void VisualShaderNodeTransformParameter::set_default_value_enabled(bool p_enabled) {
default_value_enabled = p_enabled;
emit_changed();
}
-bool VisualShaderNodeTransformUniform::is_default_value_enabled() const {
+bool VisualShaderNodeTransformParameter::is_default_value_enabled() const {
return default_value_enabled;
}
-void VisualShaderNodeTransformUniform::set_default_value(const Transform3D &p_value) {
+void VisualShaderNodeTransformParameter::set_default_value(const Transform3D &p_value) {
default_value = p_value;
emit_changed();
}
-Transform3D VisualShaderNodeTransformUniform::get_default_value() const {
+Transform3D VisualShaderNodeTransformParameter::get_default_value() const {
return default_value;
}
-String VisualShaderNodeTransformUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
- String code = _get_qual_str() + "uniform mat4 " + get_uniform_name();
+String VisualShaderNodeTransformParameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
+ String code = _get_qual_str() + "uniform mat4 " + get_parameter_name();
if (default_value_enabled) {
Vector3 row0 = default_value.basis.rows[0];
Vector3 row1 = default_value.basis.rows[1];
@@ -5528,42 +5685,42 @@ String VisualShaderNodeTransformUniform::generate_global(Shader::Mode p_mode, Vi
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 " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
+String VisualShaderNodeTransformParameter::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] + " = " + get_parameter_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);
+void VisualShaderNodeTransformParameter::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeTransformParameter::set_default_value_enabled);
+ ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeTransformParameter::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);
+ ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeTransformParameter::set_default_value);
+ ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeTransformParameter::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 {
+bool VisualShaderNodeTransformParameter::is_show_prop_names() const {
return true;
}
-bool VisualShaderNodeTransformUniform::is_use_prop_slots() const {
+bool VisualShaderNodeTransformParameter::is_use_prop_slots() const {
return true;
}
-bool VisualShaderNodeTransformUniform::is_qualifier_supported(Qualifier p_qual) const {
+bool VisualShaderNodeTransformParameter::is_qualifier_supported(Qualifier p_qual) const {
if (p_qual == Qualifier::QUAL_INSTANCE) {
return false;
}
return true;
}
-bool VisualShaderNodeTransformUniform::is_convertible_to_constant() const {
+bool VisualShaderNodeTransformParameter::is_convertible_to_constant() const {
return true; // conversion is allowed
}
-Vector<StringName> VisualShaderNodeTransformUniform::get_editable_properties() const {
- Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
+Vector<StringName> VisualShaderNodeTransformParameter::get_editable_properties() const {
+ Vector<StringName> props = VisualShaderNodeParameter::get_editable_properties();
props.push_back("default_value_enabled");
if (default_value_enabled) {
props.push_back("default_value");
@@ -5571,12 +5728,12 @@ Vector<StringName> VisualShaderNodeTransformUniform::get_editable_properties() c
return props;
}
-VisualShaderNodeTransformUniform::VisualShaderNodeTransformUniform() {
+VisualShaderNodeTransformParameter::VisualShaderNodeTransformParameter() {
}
//////////////
-String get_sampler_hint(VisualShaderNodeTextureUniform::TextureType p_texture_type, VisualShaderNodeTextureUniform::ColorDefault p_color_default, VisualShaderNodeTextureUniform::TextureFilter p_texture_filter, VisualShaderNodeTextureUniform::TextureRepeat p_texture_repeat) {
+String get_sampler_hint(VisualShaderNodeTextureParameter::TextureType p_texture_type, VisualShaderNodeTextureParameter::ColorDefault p_color_default, VisualShaderNodeTextureParameter::TextureFilter p_texture_filter, VisualShaderNodeTextureParameter::TextureRepeat p_texture_repeat) {
String code;
bool has_colon = false;
@@ -5585,25 +5742,25 @@ String get_sampler_hint(VisualShaderNodeTextureUniform::TextureType p_texture_ty
String type_code;
switch (p_texture_type) {
- case VisualShaderNodeTextureUniform::TYPE_DATA:
- if (p_color_default == VisualShaderNodeTextureUniform::COLOR_DEFAULT_BLACK) {
+ case VisualShaderNodeTextureParameter::TYPE_DATA:
+ if (p_color_default == VisualShaderNodeTextureParameter::COLOR_DEFAULT_BLACK) {
type_code = "hint_default_black";
- } else if (p_color_default == VisualShaderNodeTextureUniform::COLOR_DEFAULT_TRANSPARENT) {
+ } else if (p_color_default == VisualShaderNodeTextureParameter::COLOR_DEFAULT_TRANSPARENT) {
type_code = "hint_default_transparent";
}
break;
- case VisualShaderNodeTextureUniform::TYPE_COLOR:
+ case VisualShaderNodeTextureParameter::TYPE_COLOR:
type_code = "source_color";
- if (p_color_default == VisualShaderNodeTextureUniform::COLOR_DEFAULT_BLACK) {
+ if (p_color_default == VisualShaderNodeTextureParameter::COLOR_DEFAULT_BLACK) {
type_code += ", hint_default_black";
- } else if (p_color_default == VisualShaderNodeTextureUniform::COLOR_DEFAULT_TRANSPARENT) {
+ } else if (p_color_default == VisualShaderNodeTextureParameter::COLOR_DEFAULT_TRANSPARENT) {
type_code += ", hint_default_transparent";
}
break;
- case VisualShaderNodeTextureUniform::TYPE_NORMAL_MAP:
+ case VisualShaderNodeTextureParameter::TYPE_NORMAL_MAP:
type_code = "hint_normal";
break;
- case VisualShaderNodeTextureUniform::TYPE_ANISOTROPY:
+ case VisualShaderNodeTextureParameter::TYPE_ANISOTROPY:
type_code = "hint_anisotropy";
break;
default:
@@ -5621,22 +5778,22 @@ String get_sampler_hint(VisualShaderNodeTextureUniform::TextureType p_texture_ty
String filter_code;
switch (p_texture_filter) {
- case VisualShaderNodeTextureUniform::FILTER_NEAREST:
+ case VisualShaderNodeTextureParameter::FILTER_NEAREST:
filter_code = "filter_nearest";
break;
- case VisualShaderNodeTextureUniform::FILTER_LINEAR:
+ case VisualShaderNodeTextureParameter::FILTER_LINEAR:
filter_code = "filter_linear";
break;
- case VisualShaderNodeTextureUniform::FILTER_NEAREST_MIPMAP:
+ case VisualShaderNodeTextureParameter::FILTER_NEAREST_MIPMAP:
filter_code = "filter_nearest_mipmap";
break;
- case VisualShaderNodeTextureUniform::FILTER_LINEAR_MIPMAP:
+ case VisualShaderNodeTextureParameter::FILTER_LINEAR_MIPMAP:
filter_code = "filter_linear_mipmap";
break;
- case VisualShaderNodeTextureUniform::FILTER_NEAREST_MIPMAP_ANISOTROPIC:
+ case VisualShaderNodeTextureParameter::FILTER_NEAREST_MIPMAP_ANISOTROPIC:
filter_code = "filter_nearest_mipmap_anisotropic";
break;
- case VisualShaderNodeTextureUniform::FILTER_LINEAR_MIPMAP_ANISOTROPIC:
+ case VisualShaderNodeTextureParameter::FILTER_LINEAR_MIPMAP_ANISOTROPIC:
filter_code = "filter_linear_mipmap_anisotropic";
break;
default:
@@ -5659,10 +5816,10 @@ String get_sampler_hint(VisualShaderNodeTextureUniform::TextureType p_texture_ty
String repeat_code;
switch (p_texture_repeat) {
- case VisualShaderNodeTextureUniform::REPEAT_ENABLED:
+ case VisualShaderNodeTextureParameter::REPEAT_ENABLED:
repeat_code = "repeat_enable";
break;
- case VisualShaderNodeTextureUniform::REPEAT_DISABLED:
+ case VisualShaderNodeTextureParameter::REPEAT_DISABLED:
repeat_code = "repeat_disable";
break;
default:
@@ -5682,29 +5839,25 @@ String get_sampler_hint(VisualShaderNodeTextureUniform::TextureType p_texture_ty
return code;
}
-////////////// Texture Uniform
-
-String VisualShaderNodeTextureUniform::get_caption() const {
- return "TextureUniform";
-}
+////////////// Texture Parameter
-int VisualShaderNodeTextureUniform::get_input_port_count() const {
+int VisualShaderNodeTextureParameter::get_input_port_count() const {
return 0;
}
-VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_input_port_type(int p_port) const {
+VisualShaderNodeTextureParameter::PortType VisualShaderNodeTextureParameter::get_input_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
-String VisualShaderNodeTextureUniform::get_input_port_name(int p_port) const {
+String VisualShaderNodeTextureParameter::get_input_port_name(int p_port) const {
return "";
}
-int VisualShaderNodeTextureUniform::get_output_port_count() const {
+int VisualShaderNodeTextureParameter::get_output_port_count() const {
return 1;
}
-VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_output_port_type(int p_port) const {
+VisualShaderNodeTextureParameter::PortType VisualShaderNodeTextureParameter::get_output_port_type(int p_port) const {
switch (p_port) {
case 0:
return PORT_TYPE_SAMPLER;
@@ -5713,27 +5866,11 @@ VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_out
}
}
-String VisualShaderNodeTextureUniform::get_output_port_name(int p_port) const {
- switch (p_port) {
- case 0:
- return "sampler2D";
- default:
- return "";
- }
-}
-
-String VisualShaderNodeTextureUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
- String code = _get_qual_str() + "uniform sampler2D " + get_uniform_name();
- code += get_sampler_hint(texture_type, color_default, texture_filter, texture_repeat);
- code += ";\n";
- return code;
-}
-
-String VisualShaderNodeTextureUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
+String VisualShaderNodeTextureParameter::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 "";
}
-void VisualShaderNodeTextureUniform::set_texture_type(TextureType p_texture_type) {
+void VisualShaderNodeTextureParameter::set_texture_type(TextureType p_texture_type) {
ERR_FAIL_INDEX(int(p_texture_type), int(TYPE_MAX));
if (texture_type == p_texture_type) {
return;
@@ -5742,11 +5879,11 @@ void VisualShaderNodeTextureUniform::set_texture_type(TextureType p_texture_type
emit_changed();
}
-VisualShaderNodeTextureUniform::TextureType VisualShaderNodeTextureUniform::get_texture_type() const {
+VisualShaderNodeTextureParameter::TextureType VisualShaderNodeTextureParameter::get_texture_type() const {
return texture_type;
}
-void VisualShaderNodeTextureUniform::set_color_default(ColorDefault p_color_default) {
+void VisualShaderNodeTextureParameter::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;
@@ -5755,11 +5892,11 @@ void VisualShaderNodeTextureUniform::set_color_default(ColorDefault p_color_defa
emit_changed();
}
-VisualShaderNodeTextureUniform::ColorDefault VisualShaderNodeTextureUniform::get_color_default() const {
+VisualShaderNodeTextureParameter::ColorDefault VisualShaderNodeTextureParameter::get_color_default() const {
return color_default;
}
-void VisualShaderNodeTextureUniform::set_texture_filter(TextureFilter p_filter) {
+void VisualShaderNodeTextureParameter::set_texture_filter(TextureFilter p_filter) {
ERR_FAIL_INDEX(int(p_filter), int(FILTER_MAX));
if (texture_filter == p_filter) {
return;
@@ -5768,11 +5905,11 @@ void VisualShaderNodeTextureUniform::set_texture_filter(TextureFilter p_filter)
emit_changed();
}
-VisualShaderNodeTextureUniform::TextureFilter VisualShaderNodeTextureUniform::get_texture_filter() const {
+VisualShaderNodeTextureParameter::TextureFilter VisualShaderNodeTextureParameter::get_texture_filter() const {
return texture_filter;
}
-void VisualShaderNodeTextureUniform::set_texture_repeat(TextureRepeat p_repeat) {
+void VisualShaderNodeTextureParameter::set_texture_repeat(TextureRepeat p_repeat) {
ERR_FAIL_INDEX(int(p_repeat), int(REPEAT_MAX));
if (texture_repeat == p_repeat) {
return;
@@ -5781,12 +5918,12 @@ void VisualShaderNodeTextureUniform::set_texture_repeat(TextureRepeat p_repeat)
emit_changed();
}
-VisualShaderNodeTextureUniform::TextureRepeat VisualShaderNodeTextureUniform::get_texture_repeat() const {
+VisualShaderNodeTextureParameter::TextureRepeat VisualShaderNodeTextureParameter::get_texture_repeat() const {
return texture_repeat;
}
-Vector<StringName> VisualShaderNodeTextureUniform::get_editable_properties() const {
- Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
+Vector<StringName> VisualShaderNodeTextureParameter::get_editable_properties() const {
+ Vector<StringName> props = VisualShaderNodeParameter::get_editable_properties();
props.push_back("texture_type");
if (texture_type == TYPE_DATA || texture_type == TYPE_COLOR) {
props.push_back("color_default");
@@ -5796,11 +5933,11 @@ Vector<StringName> VisualShaderNodeTextureUniform::get_editable_properties() con
return props;
}
-bool VisualShaderNodeTextureUniform::is_show_prop_names() const {
+bool VisualShaderNodeTextureParameter::is_show_prop_names() const {
return true;
}
-HashMap<StringName, String> VisualShaderNodeTextureUniform::get_editable_properties_names() const {
+HashMap<StringName, String> VisualShaderNodeTextureParameter::get_editable_properties_names() const {
HashMap<StringName, String> names;
names.insert("texture_type", RTR("Type"));
names.insert("color_default", RTR("Default Color"));
@@ -5809,18 +5946,18 @@ HashMap<StringName, String> VisualShaderNodeTextureUniform::get_editable_propert
return names;
}
-void VisualShaderNodeTextureUniform::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_texture_type", "type"), &VisualShaderNodeTextureUniform::set_texture_type);
- ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeTextureUniform::get_texture_type);
+void VisualShaderNodeTextureParameter::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_texture_type", "type"), &VisualShaderNodeTextureParameter::set_texture_type);
+ ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeTextureParameter::get_texture_type);
- ClassDB::bind_method(D_METHOD("set_color_default", "type"), &VisualShaderNodeTextureUniform::set_color_default);
- ClassDB::bind_method(D_METHOD("get_color_default"), &VisualShaderNodeTextureUniform::get_color_default);
+ ClassDB::bind_method(D_METHOD("set_color_default", "type"), &VisualShaderNodeTextureParameter::set_color_default);
+ ClassDB::bind_method(D_METHOD("get_color_default"), &VisualShaderNodeTextureParameter::get_color_default);
- ClassDB::bind_method(D_METHOD("set_texture_filter", "filter"), &VisualShaderNodeTextureUniform::set_texture_filter);
- ClassDB::bind_method(D_METHOD("get_texture_filter"), &VisualShaderNodeTextureUniform::get_texture_filter);
+ ClassDB::bind_method(D_METHOD("set_texture_filter", "filter"), &VisualShaderNodeTextureParameter::set_texture_filter);
+ ClassDB::bind_method(D_METHOD("get_texture_filter"), &VisualShaderNodeTextureParameter::get_texture_filter);
- ClassDB::bind_method(D_METHOD("set_texture_repeat", "type"), &VisualShaderNodeTextureUniform::set_texture_repeat);
- ClassDB::bind_method(D_METHOD("get_texture_repeat"), &VisualShaderNodeTextureUniform::get_texture_repeat);
+ ClassDB::bind_method(D_METHOD("set_texture_repeat", "type"), &VisualShaderNodeTextureParameter::set_texture_repeat);
+ ClassDB::bind_method(D_METHOD("get_texture_repeat"), &VisualShaderNodeTextureParameter::get_texture_repeat);
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,Black,Transparent"), "set_color_default", "get_color_default");
@@ -5853,7 +5990,7 @@ void VisualShaderNodeTextureUniform::_bind_methods() {
BIND_ENUM_CONSTANT(REPEAT_MAX);
}
-bool VisualShaderNodeTextureUniform::is_qualifier_supported(Qualifier p_qual) const {
+bool VisualShaderNodeTextureParameter::is_qualifier_supported(Qualifier p_qual) const {
switch (p_qual) {
case Qualifier::QUAL_NONE:
return true;
@@ -5867,31 +6004,56 @@ bool VisualShaderNodeTextureUniform::is_qualifier_supported(Qualifier p_qual) co
return false;
}
-bool VisualShaderNodeTextureUniform::is_convertible_to_constant() const {
+bool VisualShaderNodeTextureParameter::is_convertible_to_constant() const {
return false; // conversion is not allowed
}
-VisualShaderNodeTextureUniform::VisualShaderNodeTextureUniform() {
+VisualShaderNodeTextureParameter::VisualShaderNodeTextureParameter() {
+}
+
+////////////// Texture2D Parameter
+
+String VisualShaderNodeTexture2DParameter::get_caption() const {
+ return "Texture2DParameter";
+}
+
+String VisualShaderNodeTexture2DParameter::get_output_port_name(int p_port) const {
+ switch (p_port) {
+ case 0:
+ return "sampler2D";
+ default:
+ return "";
+ }
+}
+
+String VisualShaderNodeTexture2DParameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
+ String code = _get_qual_str() + "uniform sampler2D " + get_parameter_name();
+ code += get_sampler_hint(texture_type, color_default, texture_filter, texture_repeat);
+ code += ";\n";
+ return code;
}
-////////////// Texture Uniform (Triplanar)
+VisualShaderNodeTexture2DParameter::VisualShaderNodeTexture2DParameter() {
+}
-String VisualShaderNodeTextureUniformTriplanar::get_caption() const {
+////////////// Texture Parameter (Triplanar)
+
+String VisualShaderNodeTextureParameterTriplanar::get_caption() const {
return "TextureUniformTriplanar";
}
-int VisualShaderNodeTextureUniformTriplanar::get_input_port_count() const {
+int VisualShaderNodeTextureParameterTriplanar::get_input_port_count() const {
return 2;
}
-VisualShaderNodeTextureUniformTriplanar::PortType VisualShaderNodeTextureUniformTriplanar::get_input_port_type(int p_port) const {
+VisualShaderNodeTextureParameterTriplanar::PortType VisualShaderNodeTextureParameterTriplanar::get_input_port_type(int p_port) const {
if (p_port == 0 || p_port == 1) {
return PORT_TYPE_VECTOR_3D;
}
return PORT_TYPE_SCALAR;
}
-String VisualShaderNodeTextureUniformTriplanar::get_input_port_name(int p_port) const {
+String VisualShaderNodeTextureParameterTriplanar::get_input_port_name(int p_port) const {
if (p_port == 0) {
return "weights";
} else if (p_port == 1) {
@@ -5900,11 +6062,11 @@ String VisualShaderNodeTextureUniformTriplanar::get_input_port_name(int p_port)
return "";
}
-int VisualShaderNodeTextureUniformTriplanar::get_output_port_count() const {
+int VisualShaderNodeTextureParameterTriplanar::get_output_port_count() const {
return 2;
}
-VisualShaderNodeTextureUniformTriplanar::PortType VisualShaderNodeTextureUniformTriplanar::get_output_port_type(int p_port) const {
+VisualShaderNodeTextureParameterTriplanar::PortType VisualShaderNodeTextureParameterTriplanar::get_output_port_type(int p_port) const {
switch (p_port) {
case 0:
return PORT_TYPE_VECTOR_4D;
@@ -5915,7 +6077,7 @@ VisualShaderNodeTextureUniformTriplanar::PortType VisualShaderNodeTextureUniform
}
}
-String VisualShaderNodeTextureUniformTriplanar::get_output_port_name(int p_port) const {
+String VisualShaderNodeTextureParameterTriplanar::get_output_port_name(int p_port) const {
switch (p_port) {
case 0:
return "color";
@@ -5926,7 +6088,7 @@ String VisualShaderNodeTextureUniformTriplanar::get_output_port_name(int p_port)
}
}
-String VisualShaderNodeTextureUniformTriplanar::generate_global_per_node(Shader::Mode p_mode, int p_id) const {
+String VisualShaderNodeTextureParameterTriplanar::generate_global_per_node(Shader::Mode p_mode, int p_id) const {
String code;
code += "// " + get_caption() + "\n";
@@ -5948,7 +6110,7 @@ String VisualShaderNodeTextureUniformTriplanar::generate_global_per_node(Shader:
return code;
}
-String VisualShaderNodeTextureUniformTriplanar::generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
+String VisualShaderNodeTextureParameterTriplanar::generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
String code;
if (p_type == VisualShader::TYPE_VERTEX) {
@@ -5964,8 +6126,15 @@ String VisualShaderNodeTextureUniformTriplanar::generate_global_per_func(Shader:
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 VisualShaderNodeTextureParameterTriplanar::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
+ String code = _get_qual_str() + "uniform sampler2D " + get_parameter_name();
+ code += get_sampler_hint(texture_type, color_default, texture_filter, texture_repeat);
+ code += ";\n";
+ return code;
+}
+
+String VisualShaderNodeTextureParameterTriplanar::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_parameter_name();
String code;
if (p_input_vars[0].is_empty() && p_input_vars[1].is_empty()) {
@@ -5981,7 +6150,7 @@ String VisualShaderNodeTextureUniformTriplanar::generate_code(Shader::Mode p_mod
return code;
}
-bool VisualShaderNodeTextureUniformTriplanar::is_input_port_default(int p_port, Shader::Mode p_mode) const {
+bool VisualShaderNodeTextureParameterTriplanar::is_input_port_default(int p_port, Shader::Mode p_mode) const {
if (p_port == 0) {
return true;
} else if (p_port == 1) {
@@ -5990,79 +6159,67 @@ bool VisualShaderNodeTextureUniformTriplanar::is_input_port_default(int p_port,
return false;
}
-VisualShaderNodeTextureUniformTriplanar::VisualShaderNodeTextureUniformTriplanar() {
+VisualShaderNodeTextureParameterTriplanar::VisualShaderNodeTextureParameterTriplanar() {
}
-////////////// Texture2DArray Uniform
+////////////// Texture2DArray Parameter
-String VisualShaderNodeTexture2DArrayUniform::get_caption() const {
- return "Texture2DArrayUniform";
+String VisualShaderNodeTexture2DArrayParameter::get_caption() const {
+ return "Texture2DArrayParameter";
}
-String VisualShaderNodeTexture2DArrayUniform::get_output_port_name(int p_port) const {
+String VisualShaderNodeTexture2DArrayParameter::get_output_port_name(int p_port) const {
return "sampler2DArray";
}
-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();
+String VisualShaderNodeTexture2DArrayParameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
+ String code = _get_qual_str() + "uniform sampler2DArray " + get_parameter_name();
code += get_sampler_hint(texture_type, color_default, texture_filter, texture_repeat);
code += ";\n";
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();
+VisualShaderNodeTexture2DArrayParameter::VisualShaderNodeTexture2DArrayParameter() {
}
-VisualShaderNodeTexture2DArrayUniform::VisualShaderNodeTexture2DArrayUniform() {
-}
+////////////// Texture3D Parameter
-////////////// Texture3D Uniform
-
-String VisualShaderNodeTexture3DUniform::get_caption() const {
- return "Texture3DUniform";
+String VisualShaderNodeTexture3DParameter::get_caption() const {
+ return "Texture3DParameter";
}
-String VisualShaderNodeTexture3DUniform::get_output_port_name(int p_port) const {
+String VisualShaderNodeTexture3DParameter::get_output_port_name(int p_port) const {
return "sampler3D";
}
-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();
+String VisualShaderNodeTexture3DParameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
+ String code = _get_qual_str() + "uniform sampler3D " + get_parameter_name();
code += get_sampler_hint(texture_type, color_default, texture_filter, texture_repeat);
code += ";\n";
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();
+VisualShaderNodeTexture3DParameter::VisualShaderNodeTexture3DParameter() {
}
-VisualShaderNodeTexture3DUniform::VisualShaderNodeTexture3DUniform() {
-}
+////////////// Cubemap Parameter
-////////////// Cubemap Uniform
-
-String VisualShaderNodeCubemapUniform::get_caption() const {
- return "CubemapUniform";
+String VisualShaderNodeCubemapParameter::get_caption() const {
+ return "CubemapParameter";
}
-String VisualShaderNodeCubemapUniform::get_output_port_name(int p_port) const {
+String VisualShaderNodeCubemapParameter::get_output_port_name(int p_port) const {
return "samplerCube";
}
-String VisualShaderNodeCubemapUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
- String code = _get_qual_str() + "uniform samplerCube " + get_uniform_name();
+String VisualShaderNodeCubemapParameter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
+ String code = _get_qual_str() + "uniform samplerCube " + get_parameter_name();
code += get_sampler_hint(texture_type, color_default, texture_filter, texture_repeat);
code += ";\n";
return code;
}
-String VisualShaderNodeCubemapUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return String();
-}
-
-VisualShaderNodeCubemapUniform::VisualShaderNodeCubemapUniform() {
+VisualShaderNodeCubemapParameter::VisualShaderNodeCubemapParameter() {
}
////////////// If
@@ -7010,3 +7167,279 @@ void VisualShaderNodeBillboard::_bind_methods() {
VisualShaderNodeBillboard::VisualShaderNodeBillboard() {
simple_decl = false;
}
+
+////////////// DistanceFade
+
+String VisualShaderNodeDistanceFade::get_caption() const {
+ return "DistanceFade";
+}
+
+int VisualShaderNodeDistanceFade::get_input_port_count() const {
+ return 2;
+}
+
+VisualShaderNodeDistanceFade::PortType VisualShaderNodeDistanceFade::get_input_port_type(int p_port) const {
+ switch (p_port) {
+ case 0:
+ return PORT_TYPE_SCALAR;
+ case 1:
+ return PORT_TYPE_SCALAR;
+ }
+
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeDistanceFade::get_input_port_name(int p_port) const {
+ switch (p_port) {
+ case 0:
+ return "min";
+ case 1:
+ return "max";
+ }
+
+ return "";
+}
+
+int VisualShaderNodeDistanceFade::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeDistanceFade::PortType VisualShaderNodeDistanceFade::get_output_port_type(int p_port) const {
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeDistanceFade::get_output_port_name(int p_port) const {
+ return "amount";
+}
+
+bool VisualShaderNodeDistanceFade::has_output_port_preview(int p_port) const {
+ return false;
+}
+
+String VisualShaderNodeDistanceFade::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 += vformat(" %s = clamp(smoothstep(%s, %s,-VERTEX.z),0.0,1.0);\n", p_output_vars[0], p_input_vars[0], p_input_vars[1]);
+ return code;
+}
+
+VisualShaderNodeDistanceFade::VisualShaderNodeDistanceFade() {
+ set_input_port_default_value(0, 0.0);
+ set_input_port_default_value(1, 10.0);
+}
+
+////////////// ProximityFade
+
+String VisualShaderNodeProximityFade::get_caption() const {
+ return "ProximityFade";
+}
+
+int VisualShaderNodeProximityFade::get_input_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeProximityFade::PortType VisualShaderNodeProximityFade::get_input_port_type(int p_port) const {
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeProximityFade::get_input_port_name(int p_port) const {
+ return "distance";
+}
+
+int VisualShaderNodeProximityFade::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeProximityFade::PortType VisualShaderNodeProximityFade::get_output_port_type(int p_port) const {
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeProximityFade::get_output_port_name(int p_port) const {
+ return "fade";
+}
+
+bool VisualShaderNodeProximityFade::has_output_port_preview(int p_port) const {
+ return false;
+}
+
+String VisualShaderNodeProximityFade::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 += " {\n";
+
+ String proximity_fade_distance = vformat("%s", p_input_vars[0]);
+ code += " float __depth_tex = textureLod(DEPTH_TEXTURE, SCREEN_UV, 0.0).r;\n";
+ if (!RenderingServer::get_singleton()->is_low_end()) {
+ code += " vec4 __depth_world_pos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV * 2.0 - 1.0, __depth_tex, 1.0);\n";
+ } else {
+ code += " vec4 __depth_world_pos = INV_PROJECTION_MATRIX * vec4(vec3(SCREEN_UV, __depth_tex) * 2.0 - 1.0, 1.0);\n";
+ }
+ code += " __depth_world_pos.xyz /= __depth_world_pos.w;\n";
+ code += vformat(" %s = clamp(1.0 - smoothstep(__depth_world_pos.z + %s, __depth_world_pos.z, VERTEX.z), 0.0, 1.0);\n", p_output_vars[0], p_input_vars[0]);
+
+ code += " }\n";
+ return code;
+}
+
+VisualShaderNodeProximityFade::VisualShaderNodeProximityFade() {
+ set_input_port_default_value(0, 1.0);
+
+ simple_decl = false;
+}
+
+////////////// Random Range
+
+String VisualShaderNodeRandomRange::get_caption() const {
+ return "RandomRange";
+}
+
+int VisualShaderNodeRandomRange::get_input_port_count() const {
+ return 3;
+}
+
+VisualShaderNodeRandomRange::PortType VisualShaderNodeRandomRange::get_input_port_type(int p_port) const {
+ switch (p_port) {
+ case 0:
+ return PORT_TYPE_VECTOR_3D;
+ case 1:
+ return PORT_TYPE_SCALAR;
+ case 2:
+ return PORT_TYPE_SCALAR;
+ default:
+ break;
+ }
+
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeRandomRange::get_input_port_name(int p_port) const {
+ switch (p_port) {
+ case 0:
+ return "seed";
+ case 1:
+ return "min";
+ case 2:
+ return "max";
+ default:
+ break;
+ }
+
+ return "";
+}
+
+int VisualShaderNodeRandomRange::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeRandomRange::PortType VisualShaderNodeRandomRange::get_output_port_type(int p_port) const {
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeRandomRange::get_output_port_name(int p_port) const {
+ return "value";
+}
+
+String VisualShaderNodeRandomRange::generate_global_per_node(Shader::Mode p_mode, int p_id) const {
+ String code;
+
+ code += "\n\n";
+ code += "// 3D Noise with friendly permission by Inigo Quilez\n";
+ code += "vec3 hash_noise_range( vec3 p ) {\n";
+ code += " p *= mat3(vec3(127.1, 311.7, -53.7), vec3(269.5, 183.3, 77.1), vec3(-301.7, 27.3, 215.3));\n";
+ code += " return 2.0 * fract(fract(p)*4375.55) -1.;\n";
+ code += "}\n";
+ code += "\n";
+
+ return code;
+}
+
+String VisualShaderNodeRandomRange::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 += vformat(" %s = mix(%s, %s, hash_noise_range(%s).x);\n", p_output_vars[0], p_input_vars[1], p_input_vars[2], p_input_vars[0]);
+
+ return code;
+}
+
+VisualShaderNodeRandomRange::VisualShaderNodeRandomRange() {
+ set_input_port_default_value(0, Vector3(1.0, 1.0, 1.0));
+ set_input_port_default_value(1, 0.0);
+ set_input_port_default_value(2, 1.0);
+}
+
+////////////// Remap
+
+String VisualShaderNodeRemap::get_caption() const {
+ return "Remap";
+}
+
+int VisualShaderNodeRemap::get_input_port_count() const {
+ return 5;
+}
+
+VisualShaderNodeRemap::PortType VisualShaderNodeRemap::get_input_port_type(int p_port) const {
+ switch (p_port) {
+ case 0:
+ return PORT_TYPE_SCALAR;
+ case 1:
+ return PORT_TYPE_SCALAR;
+ case 2:
+ return PORT_TYPE_SCALAR;
+ case 3:
+ return PORT_TYPE_SCALAR;
+ case 4:
+ return PORT_TYPE_SCALAR;
+ default:
+ break;
+ }
+
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeRemap::get_input_port_name(int p_port) const {
+ switch (p_port) {
+ case 0:
+ return "value";
+ case 1:
+ return "input min";
+ case 2:
+ return "input max";
+ case 3:
+ return "output min";
+ case 4:
+ return "output max";
+ default:
+ break;
+ }
+
+ return "";
+}
+
+int VisualShaderNodeRemap::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeRemap::PortType VisualShaderNodeRemap::get_output_port_type(int p_port) const {
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeRemap::get_output_port_name(int p_port) const {
+ return "value";
+}
+
+String VisualShaderNodeRemap::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 += " {\n";
+ code += vformat(" float __input_range = %s - %s;\n", p_input_vars[2], p_input_vars[1]);
+ code += vformat(" float __output_range = %s - %s;\n", p_input_vars[4], p_input_vars[3]);
+ code += vformat(" %s = %s + __output_range * ((%s - %s) / __input_range);\n", p_output_vars[0], p_input_vars[3], p_input_vars[0], p_input_vars[1]);
+ code += " }\n";
+ return code;
+}
+
+VisualShaderNodeRemap::VisualShaderNodeRemap() {
+ set_input_port_default_value(1, 0.0);
+ set_input_port_default_value(2, 1.0);
+ set_input_port_default_value(3, 0.0);
+ set_input_port_default_value(4, 1.0);
+
+ simple_decl = false;
+}