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-rw-r--r--scene/resources/visual_shader_nodes.cpp1045
1 files changed, 797 insertions, 248 deletions
diff --git a/scene/resources/visual_shader_nodes.cpp b/scene/resources/visual_shader_nodes.cpp
index a94fdd9d7b..2064ca10f3 100644
--- a/scene/resources/visual_shader_nodes.cpp
+++ b/scene/resources/visual_shader_nodes.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -30,66 +30,127 @@
#include "visual_shader_nodes.h"
-////////////// Scalar
+////////////// Scalar(Float)
-String VisualShaderNodeScalarConstant::get_caption() const {
- return "Scalar";
+String VisualShaderNodeFloatConstant::get_caption() const {
+ return "ScalarFloat";
}
-int VisualShaderNodeScalarConstant::get_input_port_count() const {
+int VisualShaderNodeFloatConstant::get_input_port_count() const {
return 0;
}
-VisualShaderNodeScalarConstant::PortType VisualShaderNodeScalarConstant::get_input_port_type(int p_port) const {
+VisualShaderNodeFloatConstant::PortType VisualShaderNodeFloatConstant::get_input_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
-String VisualShaderNodeScalarConstant::get_input_port_name(int p_port) const {
+String VisualShaderNodeFloatConstant::get_input_port_name(int p_port) const {
return String();
}
-int VisualShaderNodeScalarConstant::get_output_port_count() const {
+int VisualShaderNodeFloatConstant::get_output_port_count() const {
return 1;
}
-VisualShaderNodeScalarConstant::PortType VisualShaderNodeScalarConstant::get_output_port_type(int p_port) const {
+VisualShaderNodeFloatConstant::PortType VisualShaderNodeFloatConstant::get_output_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
-String VisualShaderNodeScalarConstant::get_output_port_name(int p_port) const {
+String VisualShaderNodeFloatConstant::get_output_port_name(int p_port) const {
return ""; //no output port means the editor will be used as port
}
-String VisualShaderNodeScalarConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
+String VisualShaderNodeFloatConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
return "\t" + p_output_vars[0] + " = " + vformat("%.6f", constant) + ";\n";
}
-void VisualShaderNodeScalarConstant::set_constant(float p_value) {
+void VisualShaderNodeFloatConstant::set_constant(float p_value) {
constant = p_value;
emit_changed();
}
-float VisualShaderNodeScalarConstant::get_constant() const {
+float VisualShaderNodeFloatConstant::get_constant() const {
return constant;
}
-Vector<StringName> VisualShaderNodeScalarConstant::get_editable_properties() const {
+Vector<StringName> VisualShaderNodeFloatConstant::get_editable_properties() const {
Vector<StringName> props;
props.push_back("constant");
return props;
}
-void VisualShaderNodeScalarConstant::_bind_methods() {
+void VisualShaderNodeFloatConstant::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeScalarConstant::set_constant);
- ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeScalarConstant::get_constant);
+ ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeFloatConstant::set_constant);
+ ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeFloatConstant::get_constant);
- ADD_PROPERTY(PropertyInfo(Variant::REAL, "constant"), "set_constant", "get_constant");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "constant"), "set_constant", "get_constant");
}
-VisualShaderNodeScalarConstant::VisualShaderNodeScalarConstant() {
+VisualShaderNodeFloatConstant::VisualShaderNodeFloatConstant() {
+ constant = 0.0;
+}
+
+////////////// Scalar(Int)
+
+String VisualShaderNodeIntConstant::get_caption() const {
+ return "ScalarInt";
+}
+
+int VisualShaderNodeIntConstant::get_input_port_count() const {
+ return 0;
+}
+
+VisualShaderNodeIntConstant::PortType VisualShaderNodeIntConstant::get_input_port_type(int p_port) const {
+ return PORT_TYPE_SCALAR_INT;
+}
+
+String VisualShaderNodeIntConstant::get_input_port_name(int p_port) const {
+ return String();
+}
+
+int VisualShaderNodeIntConstant::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeIntConstant::PortType VisualShaderNodeIntConstant::get_output_port_type(int p_port) const {
+ return PORT_TYPE_SCALAR_INT;
+}
+
+String VisualShaderNodeIntConstant::get_output_port_name(int p_port) const {
+ return ""; //no output port means the editor will be used as port
+}
+
+String VisualShaderNodeIntConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
+ return "\t" + p_output_vars[0] + " = " + itos(constant) + ";\n";
+}
+
+void VisualShaderNodeIntConstant::set_constant(int p_value) {
+ constant = p_value;
+ emit_changed();
+}
+
+int VisualShaderNodeIntConstant::get_constant() const {
+ return constant;
+}
+
+Vector<StringName> VisualShaderNodeIntConstant::get_editable_properties() const {
+ Vector<StringName> props;
+ props.push_back("constant");
+ return props;
+}
+
+void VisualShaderNodeIntConstant::_bind_methods() {
+
+ ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeIntConstant::set_constant);
+ ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeIntConstant::get_constant);
+
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "constant"), "set_constant", "get_constant");
+}
+
+VisualShaderNodeIntConstant::VisualShaderNodeIntConstant() {
constant = 0;
}
@@ -187,7 +248,7 @@ String VisualShaderNodeColorConstant::get_output_port_name(int p_port) const {
String VisualShaderNodeColorConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
String code;
- code += "\t" + p_output_vars[0] + " = " + vformat("vec3(%.6f,%.6f,%.6f)", constant.r, constant.g, constant.b) + ";\n";
+ code += "\t" + p_output_vars[0] + " = " + vformat("vec3(%.6f, %.6f, %.6f)", constant.r, constant.g, constant.b) + ";\n";
code += "\t" + p_output_vars[1] + " = " + vformat("%.6f", constant.a) + ";\n";
return code;
@@ -253,7 +314,7 @@ String VisualShaderNodeVec3Constant::get_output_port_name(int p_port) const {
}
String VisualShaderNodeVec3Constant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return "\t" + p_output_vars[0] + " = " + vformat("vec3(%.6f,%.6f,%.6f)", constant.x, constant.y, constant.z) + ";\n";
+ return "\t" + p_output_vars[0] + " = " + vformat("vec3(%.6f, %.6f, %.6f)", constant.x, constant.y, constant.z) + ";\n";
}
void VisualShaderNodeVec3Constant::set_constant(Vector3 p_value) {
@@ -319,10 +380,10 @@ String VisualShaderNodeTransformConstant::generate_code(Shader::Mode p_mode, Vis
t.basis.transpose();
String code = "\t" + p_output_vars[0] + " = mat4(";
- code += vformat("vec4(%.6f,%.6f,%.6f,0.0),", t.basis[0].x, t.basis[0].y, t.basis[0].z);
- code += vformat("vec4(%.6f,%.6f,%.6f,0.0),", t.basis[1].x, t.basis[1].y, t.basis[1].z);
- code += vformat("vec4(%.6f,%.6f,%.6f,0.0),", t.basis[2].x, t.basis[2].y, t.basis[2].z);
- code += vformat("vec4(%.6f,%.6f,%.6f,1.0) );\n", t.origin.x, t.origin.y, t.origin.z);
+ code += vformat("vec4(%.6f, %.6f, %.6f, 0.0), ", t.basis[0].x, t.basis[0].y, t.basis[0].z);
+ code += vformat("vec4(%.6f, %.6f, %.6f, 0.0), ", t.basis[1].x, t.basis[1].y, t.basis[1].z);
+ code += vformat("vec4(%.6f, %.6f, %.6f, 0.0), ", t.basis[2].x, t.basis[2].y, t.basis[2].z);
+ code += vformat("vec4(%.6f, %.6f, %.6f, 1.0));\n", t.origin.x, t.origin.y, t.origin.z);
return code;
}
@@ -357,7 +418,7 @@ VisualShaderNodeTransformConstant::VisualShaderNodeTransformConstant() {
////////////// Texture
String VisualShaderNodeTexture::get_caption() const {
- return "Texture";
+ return "Texture2D";
}
int VisualShaderNodeTexture::get_input_port_count() const {
@@ -440,7 +501,7 @@ String VisualShaderNodeTexture::generate_global(Shader::Mode p_mode, VisualShade
case TYPE_COLOR: u += " : hint_albedo"; break;
case TYPE_NORMALMAP: u += " : hint_normal"; break;
}
- return u + ";";
+ return u + ";\n";
}
return String();
@@ -454,16 +515,16 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader:
if (p_input_vars[0] == String()) { // Use UV by default.
if (p_input_vars[1] == String()) {
- code += "\tvec4 " + id + "_read = texture( " + id + " , UV.xy );\n";
+ code += "\tvec4 " + id + "_read = texture(" + id + ", UV.xy);\n";
} else {
- code += "\tvec4 " + id + "_read = textureLod( " + id + " , UV.xy , " + p_input_vars[1] + " );\n";
+ code += "\tvec4 " + id + "_read = textureLod(" + id + ", UV.xy, " + p_input_vars[1] + ");\n";
}
} else if (p_input_vars[1] == String()) {
//no lod
- code += "\tvec4 " + id + "_read = texture( " + id + " , " + p_input_vars[0] + ".xy );\n";
+ code += "\tvec4 " + id + "_read = texture(" + id + ", " + p_input_vars[0] + ".xy);\n";
} else {
- code += "\tvec4 " + id + "_read = textureLod( " + id + " , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n";
+ code += "\tvec4 " + id + "_read = textureLod(" + id + ", " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
}
code += "\t" + p_output_vars[0] + " = " + id + "_read.rgb;\n";
@@ -482,16 +543,16 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader:
if (p_input_vars[0] == String()) { // Use UV by default.
if (p_input_vars[1] == String()) {
- code += "\t\tvec4 " + id + "_tex_read = texture( " + id + " , UV.xy );\n";
+ code += "\t\tvec4 " + id + "_tex_read = texture(" + id + ", UV.xy);\n";
} else {
- code += "\t\tvec4 " + id + "_tex_read = textureLod( " + id + " , UV.xy , " + p_input_vars[1] + " );\n";
+ code += "\t\tvec4 " + id + "_tex_read = textureLod(" + id + ", UV.xy, " + p_input_vars[1] + ");\n";
}
} else if (p_input_vars[1] == String()) {
//no lod
- code += "\t\tvec4 " + id + "_tex_read = texture( " + id + " , " + p_input_vars[0] + ".xy );\n";
+ code += "\t\tvec4 " + id + "_tex_read = texture(" + id + ", " + p_input_vars[0] + ".xy);\n";
} else {
- code += "\t\tvec4 " + id + "_tex_read = textureLod( " + id + " , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n";
+ code += "\t\tvec4 " + id + "_tex_read = textureLod(" + id + ", " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
}
code += "\t\t" + p_output_vars[0] + " = " + id + "_tex_read.rgb;\n";
@@ -507,16 +568,16 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader:
if (p_input_vars[0] == String() || p_for_preview) { // Use UV by default.
if (p_input_vars[1] == String()) {
- code += "\t\tvec4 _tex_read = textureLod( SCREEN_TEXTURE , UV.xy , 0.0 );\n";
+ code += "\t\tvec4 _tex_read = textureLod(SCREEN_TEXTURE, UV.xy, 0.0 );\n";
} else {
- code += "\t\tvec4 _tex_read = textureLod( SCREEN_TEXTURE , UV.xy , " + p_input_vars[1] + ");\n";
+ code += "\t\tvec4 _tex_read = textureLod(SCREEN_TEXTURE, UV.xy, " + p_input_vars[1] + ");\n";
}
} else if (p_input_vars[1] == String()) {
//no lod
- code += "\t\tvec4 _tex_read = textureLod( SCREEN_TEXTURE , " + p_input_vars[0] + ".xy , 0.0 );\n";
+ code += "\t\tvec4 _tex_read = textureLod(SCREEN_TEXTURE, " + p_input_vars[0] + ".xy, 0.0);\n";
} else {
- code += "\t\tvec4 _tex_read = textureLod( SCREEN_TEXTURE , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n";
+ code += "\t\tvec4 _tex_read = textureLod(SCREEN_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
}
code += "\t\t" + p_output_vars[0] + " = _tex_read.rgb;\n";
@@ -531,16 +592,16 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader:
if (p_input_vars[0] == String()) { // Use UV by default.
if (p_input_vars[1] == String()) {
- code += "\t\tvec4 _tex_read = texture( TEXTURE , UV.xy );\n";
+ code += "\t\tvec4 _tex_read = texture(TEXTURE , UV.xy);\n";
} else {
- code += "\t\tvec4 _tex_read = textureLod( TEXTURE , UV.xy , " + p_input_vars[1] + " );\n";
+ code += "\t\tvec4 _tex_read = textureLod(TEXTURE, UV.xy, " + p_input_vars[1] + ");\n";
}
} else if (p_input_vars[1] == String()) {
//no lod
- code += "\t\tvec4 _tex_read = texture( TEXTURE , " + p_input_vars[0] + ".xy );\n";
+ code += "\t\tvec4 _tex_read = texture(TEXTURE, " + p_input_vars[0] + ".xy);\n";
} else {
- code += "\t\tvec4 _tex_read = textureLod( TEXTURE , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n";
+ code += "\t\tvec4 _tex_read = textureLod(TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
}
code += "\t\t" + p_output_vars[0] + " = _tex_read.rgb;\n";
@@ -555,16 +616,16 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader:
if (p_input_vars[0] == String()) { // Use UV by default.
if (p_input_vars[1] == String()) {
- code += "\t\tvec4 _tex_read = texture( NORMAL_TEXTURE , UV.xy );\n";
+ code += "\t\tvec4 _tex_read = texture(NORMAL_TEXTURE, UV.xy);\n";
} else {
- code += "\t\tvec4 _tex_read = textureLod( NORMAL_TEXTURE , UV.xy , " + p_input_vars[1] + " );\n";
+ code += "\t\tvec4 _tex_read = textureLod(NORMAL_TEXTURE, UV.xy, " + p_input_vars[1] + ");\n";
}
} else if (p_input_vars[1] == String()) {
//no lod
- code += "\t\tvec4 _tex_read = texture( NORMAL_TEXTURE , " + p_input_vars[0] + ".xy );\n";
+ code += "\t\tvec4 _tex_read = texture(NORMAL_TEXTURE, " + p_input_vars[0] + ".xy);\n";
} else {
- code += "\t\tvec4 _tex_read = textureLod( NORMAL_TEXTURE , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n";
+ code += "\t\tvec4 _tex_read = textureLod(NORMAL_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
}
code += "\t\t" + p_output_vars[0] + " = _tex_read.rgb;\n";
@@ -589,16 +650,16 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader:
if (p_input_vars[0] == String()) { // Use UV by default.
if (p_input_vars[1] == String()) {
- code += "\t\tfloat _depth = texture( DEPTH_TEXTURE , UV.xy ).r;\n";
+ code += "\t\tfloat _depth = texture(DEPTH_TEXTURE, UV.xy).r;\n";
} else {
- code += "\t\tfloat _depth = textureLod( DEPTH_TEXTURE , UV.xy , " + p_input_vars[1] + " ).r;\n";
+ code += "\t\tfloat _depth = textureLod(DEPTH_TEXTURE, UV.xy, " + p_input_vars[1] + ").r;\n";
}
} else if (p_input_vars[1] == String()) {
//no lod
- code += "\t\tfloat _depth = texture( DEPTH_TEXTURE , " + p_input_vars[0] + ".xy ).r;\n";
+ code += "\t\tfloat _depth = texture(DEPTH_TEXTURE, " + p_input_vars[0] + ".xy).r;\n";
} else {
- code += "\t\tfloat _depth = textureLod( DEPTH_TEXTURE , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " ).r;\n";
+ code += "\t\tfloat _depth = textureLod(DEPTH_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ").r;\n";
}
code += "\t\t" + p_output_vars[0] + " = _depth;\n";
@@ -621,6 +682,26 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader:
void VisualShaderNodeTexture::set_source(Source p_source) {
source = p_source;
+ switch (source) {
+ case SOURCE_TEXTURE:
+ simple_decl = true;
+ break;
+ case SOURCE_SCREEN:
+ simple_decl = false;
+ break;
+ case SOURCE_2D_TEXTURE:
+ simple_decl = false;
+ break;
+ case SOURCE_2D_NORMAL:
+ simple_decl = false;
+ break;
+ case SOURCE_DEPTH:
+ simple_decl = false;
+ break;
+ case SOURCE_PORT:
+ simple_decl = false;
+ break;
+ }
emit_changed();
emit_signal("editor_refresh_request");
}
@@ -629,13 +710,13 @@ VisualShaderNodeTexture::Source VisualShaderNodeTexture::get_source() const {
return source;
}
-void VisualShaderNodeTexture::set_texture(Ref<Texture> p_value) {
+void VisualShaderNodeTexture::set_texture(Ref<Texture2D> p_value) {
texture = p_value;
emit_changed();
}
-Ref<Texture> VisualShaderNodeTexture::get_texture() const {
+Ref<Texture2D> VisualShaderNodeTexture::get_texture() const {
return texture;
}
@@ -707,7 +788,7 @@ void VisualShaderNodeTexture::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeTexture::get_texture_type);
ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,Screen,Texture2D,NormalMap2D,Depth,SamplerPort"), "set_source", "get_source");
- ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture");
ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normalmap"), "set_texture_type", "get_texture_type");
BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
@@ -715,6 +796,7 @@ void VisualShaderNodeTexture::_bind_methods() {
BIND_ENUM_CONSTANT(SOURCE_2D_TEXTURE);
BIND_ENUM_CONSTANT(SOURCE_2D_NORMAL);
BIND_ENUM_CONSTANT(SOURCE_DEPTH);
+ BIND_ENUM_CONSTANT(SOURCE_PORT);
BIND_ENUM_CONSTANT(TYPE_DATA);
BIND_ENUM_CONSTANT(TYPE_COLOR);
BIND_ENUM_CONSTANT(TYPE_NORMALMAP);
@@ -725,17 +807,17 @@ VisualShaderNodeTexture::VisualShaderNodeTexture() {
source = SOURCE_TEXTURE;
}
-////////////// CubeMap
+////////////// Cubemap
-String VisualShaderNodeCubeMap::get_caption() const {
- return "CubeMap";
+String VisualShaderNodeCubemap::get_caption() const {
+ return "Cubemap";
}
-int VisualShaderNodeCubeMap::get_input_port_count() const {
+int VisualShaderNodeCubemap::get_input_port_count() const {
return 3;
}
-VisualShaderNodeCubeMap::PortType VisualShaderNodeCubeMap::get_input_port_type(int p_port) const {
+VisualShaderNodeCubemap::PortType VisualShaderNodeCubemap::get_input_port_type(int p_port) const {
switch (p_port) {
case 0:
return PORT_TYPE_VECTOR;
@@ -748,7 +830,7 @@ VisualShaderNodeCubeMap::PortType VisualShaderNodeCubeMap::get_input_port_type(i
}
}
-String VisualShaderNodeCubeMap::get_input_port_name(int p_port) const {
+String VisualShaderNodeCubemap::get_input_port_name(int p_port) const {
switch (p_port) {
case 0:
return "uv";
@@ -761,19 +843,19 @@ String VisualShaderNodeCubeMap::get_input_port_name(int p_port) const {
}
}
-int VisualShaderNodeCubeMap::get_output_port_count() const {
+int VisualShaderNodeCubemap::get_output_port_count() const {
return 2;
}
-VisualShaderNodeCubeMap::PortType VisualShaderNodeCubeMap::get_output_port_type(int p_port) const {
+VisualShaderNodeCubemap::PortType VisualShaderNodeCubemap::get_output_port_type(int p_port) const {
return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
}
-String VisualShaderNodeCubeMap::get_output_port_name(int p_port) const {
+String VisualShaderNodeCubemap::get_output_port_name(int p_port) const {
return p_port == 0 ? "rgb" : "alpha";
}
-Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCubeMap::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
+Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCubemap::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
VisualShader::DefaultTextureParam dtp;
dtp.name = make_unique_id(p_type, p_id, "cube");
dtp.param = cube_map;
@@ -782,7 +864,7 @@ Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCubeMap::get_default_t
return ret;
}
-String VisualShaderNodeCubeMap::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
+String VisualShaderNodeCubemap::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
if (source == SOURCE_TEXTURE) {
String u = "uniform samplerCube " + make_unique_id(p_type, p_id, "cube");
@@ -791,12 +873,12 @@ String VisualShaderNodeCubeMap::generate_global(Shader::Mode p_mode, VisualShade
case TYPE_COLOR: u += " : hint_albedo"; break;
case TYPE_NORMALMAP: u += " : hint_normal"; break;
}
- return u + ";";
+ return u + ";\n";
}
return String();
}
-String VisualShaderNodeCubeMap::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
+String VisualShaderNodeCubemap::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
String code;
String id;
@@ -808,71 +890,75 @@ String VisualShaderNodeCubeMap::generate_code(Shader::Mode p_mode, VisualShader:
return String();
}
+ code += "\t{\n";
+
if (id == String()) {
- code += "\tvec4 " + id + "_read = vec4(0.0);\n";
- code += "\t" + p_output_vars[0] + " = " + id + "_read.rgb;\n";
- code += "\t" + p_output_vars[1] + " = " + id + "_read.a;\n";
+ code += "\t\tvec4 " + id + "_read = vec4(0.0);\n";
+ code += "\t\t" + p_output_vars[0] + " = " + id + "_read.rgb;\n";
+ code += "\t\t" + p_output_vars[1] + " = " + id + "_read.a;\n";
+ code += "\t}\n";
return code;
}
if (p_input_vars[0] == String()) { // Use UV by default.
if (p_input_vars[1] == String()) {
- code += "\tvec4 " + id + "_read = texture( " + id + " , vec3( UV, 0.0 ) );\n";
+ code += "\t\tvec4 " + id + "_read = texture(" + id + " , vec3(UV, 0.0));\n";
} else {
- code += "\tvec4 " + id + "_read = textureLod( " + id + " , vec3( UV, 0.0 )" + " , " + p_input_vars[1] + " );\n";
+ code += "\t\tvec4 " + id + "_read = textureLod(" + id + " , vec3(UV, 0.0)" + " , " + p_input_vars[1] + " );\n";
}
} else if (p_input_vars[1] == String()) {
//no lod
- code += "\tvec4 " + id + "_read = texture( " + id + " , " + p_input_vars[0] + " );\n";
+ code += "\t\tvec4 " + id + "_read = texture(" + id + ", " + p_input_vars[0] + ");\n";
} else {
- code += "\tvec4 " + id + "_read = textureLod( " + id + " , " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n";
+ code += "\t\tvec4 " + id + "_read = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
}
- code += "\t" + p_output_vars[0] + " = " + id + "_read.rgb;\n";
- code += "\t" + p_output_vars[1] + " = " + id + "_read.a;\n";
+ code += "\t\t" + p_output_vars[0] + " = " + id + "_read.rgb;\n";
+ code += "\t\t" + p_output_vars[1] + " = " + id + "_read.a;\n";
+ code += "\t}\n";
return code;
}
-String VisualShaderNodeCubeMap::get_input_port_default_hint(int p_port) const {
+String VisualShaderNodeCubemap::get_input_port_default_hint(int p_port) const {
if (p_port == 0) {
return "vec3(UV, 0.0)";
}
return "";
}
-void VisualShaderNodeCubeMap::set_source(Source p_source) {
+void VisualShaderNodeCubemap::set_source(Source p_source) {
source = p_source;
emit_changed();
emit_signal("editor_refresh_request");
}
-VisualShaderNodeCubeMap::Source VisualShaderNodeCubeMap::get_source() const {
+VisualShaderNodeCubemap::Source VisualShaderNodeCubemap::get_source() const {
return source;
}
-void VisualShaderNodeCubeMap::set_cube_map(Ref<CubeMap> p_value) {
+void VisualShaderNodeCubemap::set_cube_map(Ref<Cubemap> p_value) {
cube_map = p_value;
emit_changed();
}
-Ref<CubeMap> VisualShaderNodeCubeMap::get_cube_map() const {
+Ref<Cubemap> VisualShaderNodeCubemap::get_cube_map() const {
return cube_map;
}
-void VisualShaderNodeCubeMap::set_texture_type(TextureType p_type) {
+void VisualShaderNodeCubemap::set_texture_type(TextureType p_type) {
texture_type = p_type;
emit_changed();
}
-VisualShaderNodeCubeMap::TextureType VisualShaderNodeCubeMap::get_texture_type() const {
+VisualShaderNodeCubemap::TextureType VisualShaderNodeCubemap::get_texture_type() const {
return texture_type;
}
-Vector<StringName> VisualShaderNodeCubeMap::get_editable_properties() const {
+Vector<StringName> VisualShaderNodeCubemap::get_editable_properties() const {
Vector<StringName> props;
props.push_back("source");
if (source == SOURCE_TEXTURE) {
@@ -882,19 +968,19 @@ Vector<StringName> VisualShaderNodeCubeMap::get_editable_properties() const {
return props;
}
-void VisualShaderNodeCubeMap::_bind_methods() {
+void VisualShaderNodeCubemap::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeCubeMap::set_source);
- ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeCubeMap::get_source);
+ ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeCubemap::set_source);
+ ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeCubemap::get_source);
- ClassDB::bind_method(D_METHOD("set_cube_map", "value"), &VisualShaderNodeCubeMap::set_cube_map);
- ClassDB::bind_method(D_METHOD("get_cube_map"), &VisualShaderNodeCubeMap::get_cube_map);
+ ClassDB::bind_method(D_METHOD("set_cube_map", "value"), &VisualShaderNodeCubemap::set_cube_map);
+ ClassDB::bind_method(D_METHOD("get_cube_map"), &VisualShaderNodeCubemap::get_cube_map);
- ClassDB::bind_method(D_METHOD("set_texture_type", "value"), &VisualShaderNodeCubeMap::set_texture_type);
- ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeCubeMap::get_texture_type);
+ ClassDB::bind_method(D_METHOD("set_texture_type", "value"), &VisualShaderNodeCubemap::set_texture_type);
+ ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeCubemap::get_texture_type);
ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,SamplerPort"), "set_source", "get_source");
- ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "cube_map", PROPERTY_HINT_RESOURCE_TYPE, "CubeMap"), "set_cube_map", "get_cube_map");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "cube_map", PROPERTY_HINT_RESOURCE_TYPE, "Cubemap"), "set_cube_map", "get_cube_map");
ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normalmap"), "set_texture_type", "get_texture_type");
BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
@@ -905,42 +991,43 @@ void VisualShaderNodeCubeMap::_bind_methods() {
BIND_ENUM_CONSTANT(TYPE_NORMALMAP);
}
-VisualShaderNodeCubeMap::VisualShaderNodeCubeMap() {
+VisualShaderNodeCubemap::VisualShaderNodeCubemap() {
texture_type = TYPE_DATA;
source = SOURCE_TEXTURE;
+ simple_decl = false;
}
-////////////// Scalar Op
+////////////// Float Op
-String VisualShaderNodeScalarOp::get_caption() const {
- return "ScalarOp";
+String VisualShaderNodeFloatOp::get_caption() const {
+ return "FloatOp";
}
-int VisualShaderNodeScalarOp::get_input_port_count() const {
+int VisualShaderNodeFloatOp::get_input_port_count() const {
return 2;
}
-VisualShaderNodeScalarOp::PortType VisualShaderNodeScalarOp::get_input_port_type(int p_port) const {
+VisualShaderNodeFloatOp::PortType VisualShaderNodeFloatOp::get_input_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
-String VisualShaderNodeScalarOp::get_input_port_name(int p_port) const {
+String VisualShaderNodeFloatOp::get_input_port_name(int p_port) const {
return p_port == 0 ? "a" : "b";
}
-int VisualShaderNodeScalarOp::get_output_port_count() const {
+int VisualShaderNodeFloatOp::get_output_port_count() const {
return 1;
}
-VisualShaderNodeScalarOp::PortType VisualShaderNodeScalarOp::get_output_port_type(int p_port) const {
+VisualShaderNodeFloatOp::PortType VisualShaderNodeFloatOp::get_output_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
-String VisualShaderNodeScalarOp::get_output_port_name(int p_port) const {
+String VisualShaderNodeFloatOp::get_output_port_name(int p_port) const {
return "op"; //no output port means the editor will be used as port
}
-String VisualShaderNodeScalarOp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
+String VisualShaderNodeFloatOp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
String code = "\t" + p_output_vars[0] + " = ";
switch (op) {
@@ -949,38 +1036,38 @@ String VisualShaderNodeScalarOp::generate_code(Shader::Mode p_mode, VisualShader
case OP_SUB: code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n"; break;
case OP_MUL: code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n"; break;
case OP_DIV: code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n"; break;
- case OP_MOD: code += "mod( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
- case OP_POW: code += "pow( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
- case OP_MAX: code += "max( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
- case OP_MIN: code += "min( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
- case OP_ATAN2: code += "atan( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
- case OP_STEP: code += "step( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
+ case OP_MOD: code += "mod(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break;
+ case OP_POW: code += "pow(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break;
+ case OP_MAX: code += "max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break;
+ case OP_MIN: code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break;
+ case OP_ATAN2: code += "atan(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break;
+ case OP_STEP: code += "step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break;
}
return code;
}
-void VisualShaderNodeScalarOp::set_operator(Operator p_op) {
+void VisualShaderNodeFloatOp::set_operator(Operator p_op) {
op = p_op;
emit_changed();
}
-VisualShaderNodeScalarOp::Operator VisualShaderNodeScalarOp::get_operator() const {
+VisualShaderNodeFloatOp::Operator VisualShaderNodeFloatOp::get_operator() const {
return op;
}
-Vector<StringName> VisualShaderNodeScalarOp::get_editable_properties() const {
+Vector<StringName> VisualShaderNodeFloatOp::get_editable_properties() const {
Vector<StringName> props;
props.push_back("operator");
return props;
}
-void VisualShaderNodeScalarOp::_bind_methods() {
+void VisualShaderNodeFloatOp::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeScalarOp::set_operator);
- ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeScalarOp::get_operator);
+ ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeFloatOp::set_operator);
+ ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeFloatOp::get_operator);
ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Sub,Multiply,Divide,Remainder,Power,Max,Min,Atan2,Step"), "set_operator", "get_operator");
@@ -996,12 +1083,97 @@ void VisualShaderNodeScalarOp::_bind_methods() {
BIND_ENUM_CONSTANT(OP_STEP);
}
-VisualShaderNodeScalarOp::VisualShaderNodeScalarOp() {
+VisualShaderNodeFloatOp::VisualShaderNodeFloatOp() {
op = OP_ADD;
set_input_port_default_value(0, 0.0);
set_input_port_default_value(1, 0.0);
}
+////////////// Integer Op
+
+String VisualShaderNodeIntOp::get_caption() const {
+ return "IntOp";
+}
+
+int VisualShaderNodeIntOp::get_input_port_count() const {
+ return 2;
+}
+
+VisualShaderNodeIntOp::PortType VisualShaderNodeIntOp::get_input_port_type(int p_port) const {
+ return PORT_TYPE_SCALAR_INT;
+}
+
+String VisualShaderNodeIntOp::get_input_port_name(int p_port) const {
+ return p_port == 0 ? "a" : "b";
+}
+
+int VisualShaderNodeIntOp::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeIntOp::PortType VisualShaderNodeIntOp::get_output_port_type(int p_port) const {
+ return PORT_TYPE_SCALAR_INT;
+}
+
+String VisualShaderNodeIntOp::get_output_port_name(int p_port) const {
+ return "op"; //no output port means the editor will be used as port
+}
+
+String VisualShaderNodeIntOp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
+
+ String code = "\t" + p_output_vars[0] + " = ";
+ switch (op) {
+
+ case OP_ADD: code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n"; break;
+ case OP_SUB: code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n"; break;
+ case OP_MUL: code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n"; break;
+ case OP_DIV: code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n"; break;
+ case OP_MOD: code += p_input_vars[0] + " % " + p_input_vars[1] + ";\n"; break;
+ case OP_MAX: code += "max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break;
+ case OP_MIN: code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break;
+ }
+
+ return code;
+}
+
+void VisualShaderNodeIntOp::set_operator(Operator p_op) {
+
+ op = p_op;
+ emit_changed();
+}
+
+VisualShaderNodeIntOp::Operator VisualShaderNodeIntOp::get_operator() const {
+ return op;
+}
+
+Vector<StringName> VisualShaderNodeIntOp::get_editable_properties() const {
+ Vector<StringName> props;
+ props.push_back("operator");
+ return props;
+}
+
+void VisualShaderNodeIntOp::_bind_methods() {
+
+ ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeIntOp::set_operator);
+ ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeIntOp::get_operator);
+
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Sub,Multiply,Divide,Remainder,Max,Min"), "set_operator", "get_operator");
+
+ BIND_ENUM_CONSTANT(OP_ADD);
+ BIND_ENUM_CONSTANT(OP_SUB);
+ BIND_ENUM_CONSTANT(OP_MUL);
+ BIND_ENUM_CONSTANT(OP_DIV);
+ BIND_ENUM_CONSTANT(OP_MOD);
+ BIND_ENUM_CONSTANT(OP_MAX);
+ BIND_ENUM_CONSTANT(OP_MIN);
+}
+
+VisualShaderNodeIntOp::VisualShaderNodeIntOp() {
+ op = OP_ADD;
+ set_input_port_default_value(0, 0);
+ set_input_port_default_value(1, 0);
+}
+
////////////// Vector Op
String VisualShaderNodeVectorOp::get_caption() const {
@@ -1041,14 +1213,14 @@ String VisualShaderNodeVectorOp::generate_code(Shader::Mode p_mode, VisualShader
case OP_SUB: code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n"; break;
case OP_MUL: code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n"; break;
case OP_DIV: code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n"; break;
- case OP_MOD: code += "mod( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
- case OP_POW: code += "pow( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
- case OP_MAX: code += "max( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
- case OP_MIN: code += "min( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
- case OP_CROSS: code += "cross( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
- case OP_ATAN2: code += "atan( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
- case OP_REFLECT: code += "reflect( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
- case OP_STEP: code += "step( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
+ case OP_MOD: code += "mod(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break;
+ case OP_POW: code += "pow(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break;
+ case OP_MAX: code += "max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break;
+ case OP_MIN: code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break;
+ case OP_CROSS: code += "cross(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break;
+ case OP_ATAN2: code += "atan(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break;
+ case OP_REFLECT: code += "reflect(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break;
+ case OP_STEP: code += "step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break;
}
return code;
@@ -1135,27 +1307,27 @@ String VisualShaderNodeColorOp::generate_code(Shader::Mode p_mode, VisualShader:
switch (op) {
case OP_SCREEN: {
- code += "\t" + p_output_vars[0] + "=vec3(1.0)-(vec3(1.0)-" + p_input_vars[0] + ")*(vec3(1.0)-" + p_input_vars[1] + ");\n";
+ code += "\t" + p_output_vars[0] + " = vec3(1.0) - (vec3(1.0) - " + p_input_vars[0] + ") * (vec3(1.0) - " + p_input_vars[1] + ");\n";
} break;
case OP_DIFFERENCE: {
- code += "\t" + p_output_vars[0] + "=abs(" + p_input_vars[0] + "-" + p_input_vars[1] + ");\n";
+ code += "\t" + p_output_vars[0] + " = abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ");\n";
} break;
case OP_DARKEN: {
- code += "\t" + p_output_vars[0] + "=min(" + p_input_vars[0] + "," + p_input_vars[1] + ");\n";
+ code += "\t" + p_output_vars[0] + " = min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
} break;
case OP_LIGHTEN: {
- code += "\t" + p_output_vars[0] + "=max(" + p_input_vars[0] + "," + p_input_vars[1] + ");\n";
+ code += "\t" + p_output_vars[0] + " = max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
} break;
case OP_OVERLAY: {
for (int i = 0; i < 3; i++) {
code += "\t{\n";
- code += "\t\tfloat base=" + p_input_vars[0] + "." + axisn[i] + ";\n";
- code += "\t\tfloat blend=" + p_input_vars[1] + "." + axisn[i] + ";\n";
+ code += "\t\tfloat base = " + p_input_vars[0] + "." + axisn[i] + ";\n";
+ code += "\t\tfloat blend = " + p_input_vars[1] + "." + axisn[i] + ";\n";
code += "\t\tif (base < 0.5) {\n";
code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = 2.0 * base * blend;\n";
code += "\t\t} else {\n";
@@ -1167,23 +1339,23 @@ String VisualShaderNodeColorOp::generate_code(Shader::Mode p_mode, VisualShader:
} break;
case OP_DODGE: {
- code += "\t" + p_output_vars[0] + "=(" + p_input_vars[0] + ")/(vec3(1.0)-" + p_input_vars[1] + ");\n";
+ code += "\t" + p_output_vars[0] + " = (" + p_input_vars[0] + ") / (vec3(1.0) - " + p_input_vars[1] + ");\n";
} break;
case OP_BURN: {
- code += "\t" + p_output_vars[0] + "=vec3(1.0)-(vec3(1.0)-" + p_input_vars[0] + ")/(" + p_input_vars[1] + ");\n";
+ code += "\t" + p_output_vars[0] + " = vec3(1.0) - (vec3(1.0) - " + p_input_vars[0] + ") / (" + p_input_vars[1] + ");\n";
} break;
case OP_SOFT_LIGHT: {
for (int i = 0; i < 3; i++) {
code += "\t{\n";
- code += "\t\tfloat base=" + p_input_vars[0] + "." + axisn[i] + ";\n";
- code += "\t\tfloat blend=" + p_input_vars[1] + "." + axisn[i] + ";\n";
+ code += "\t\tfloat base = " + p_input_vars[0] + "." + axisn[i] + ";\n";
+ code += "\t\tfloat blend = " + p_input_vars[1] + "." + axisn[i] + ";\n";
code += "\t\tif (base < 0.5) {\n";
- code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (base * (blend+0.5));\n";
+ code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (base * (blend + 0.5));\n";
code += "\t\t} else {\n";
- code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0-base) * (1.0-(blend-0.5)));\n";
+ code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0 - base) * (1.0 - (blend - 0.5)));\n";
code += "\t\t}\n";
code += "\t}\n";
}
@@ -1193,12 +1365,12 @@ String VisualShaderNodeColorOp::generate_code(Shader::Mode p_mode, VisualShader:
for (int i = 0; i < 3; i++) {
code += "\t{\n";
- code += "\t\tfloat base=" + p_input_vars[0] + "." + axisn[i] + ";\n";
- code += "\t\tfloat blend=" + p_input_vars[1] + "." + axisn[i] + ";\n";
+ code += "\t\tfloat base = " + p_input_vars[0] + "." + axisn[i] + ";\n";
+ code += "\t\tfloat blend = " + p_input_vars[1] + "." + axisn[i] + ";\n";
code += "\t\tif (base < 0.5) {\n";
- code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (base * (2.0*blend));\n";
+ code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (base * (2.0 * blend));\n";
code += "\t\t} else {\n";
- code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0-base) * (1.0-2.0*(blend-0.5)));\n";
+ code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0 - base) * (1.0 - 2.0 * (blend - 0.5)));\n";
code += "\t\t}\n";
code += "\t}\n";
}
@@ -1212,6 +1384,35 @@ String VisualShaderNodeColorOp::generate_code(Shader::Mode p_mode, VisualShader:
void VisualShaderNodeColorOp::set_operator(Operator p_op) {
op = p_op;
+ switch (op) {
+ case OP_SCREEN:
+ simple_decl = true;
+ break;
+ case OP_DIFFERENCE:
+ simple_decl = true;
+ break;
+ case OP_DARKEN:
+ simple_decl = true;
+ break;
+ case OP_LIGHTEN:
+ simple_decl = true;
+ break;
+ case OP_OVERLAY:
+ simple_decl = false;
+ break;
+ case OP_DODGE:
+ simple_decl = true;
+ break;
+ case OP_BURN:
+ simple_decl = true;
+ break;
+ case OP_SOFT_LIGHT:
+ simple_decl = false;
+ break;
+ case OP_HARD_LIGHT:
+ simple_decl = false;
+ break;
+ }
emit_changed();
}
@@ -1287,9 +1488,9 @@ String VisualShaderNodeTransformMult::generate_code(Shader::Mode p_mode, VisualS
} else if (op == OP_BxA) {
return "\t" + p_output_vars[0] + " = " + p_input_vars[1] + " * " + p_input_vars[0] + ";\n";
} else if (op == OP_AxB_COMP) {
- return "\t" + p_output_vars[0] + " = matrixCompMult( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n";
+ return "\t" + p_output_vars[0] + " = matrixCompMult(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
} else {
- return "\t" + p_output_vars[0] + " = matrixCompMult( " + p_input_vars[1] + " , " + p_input_vars[0] + " );\n";
+ return "\t" + p_output_vars[0] + " = matrixCompMult(" + p_input_vars[1] + ", " + p_input_vars[0] + ");\n";
}
}
@@ -1361,13 +1562,13 @@ String VisualShaderNodeTransformVecMult::get_output_port_name(int p_port) const
String VisualShaderNodeTransformVecMult::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
if (op == OP_AxB) {
- return "\t" + p_output_vars[0] + " = ( " + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 1.0) ).xyz;\n";
+ return "\t" + p_output_vars[0] + " = (" + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 1.0)).xyz;\n";
} else if (op == OP_BxA) {
- return "\t" + p_output_vars[0] + " = ( vec4(" + p_input_vars[1] + ", 1.0) * " + p_input_vars[0] + " ).xyz;\n";
+ return "\t" + p_output_vars[0] + " = (vec4(" + p_input_vars[1] + ", 1.0) * " + p_input_vars[0] + ").xyz;\n";
} else if (op == OP_3x3_AxB) {
- return "\t" + p_output_vars[0] + " = ( " + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 0.0) ).xyz;\n";
+ return "\t" + p_output_vars[0] + " = (" + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 0.0)).xyz;\n";
} else {
- return "\t" + p_output_vars[0] + " = ( vec4(" + p_input_vars[1] + ", 0.0) * " + p_input_vars[0] + " ).xyz;\n";
+ return "\t" + p_output_vars[0] + " = (vec4(" + p_input_vars[1] + ", 0.0) * " + p_input_vars[0] + ").xyz;\n";
}
}
@@ -1407,37 +1608,37 @@ VisualShaderNodeTransformVecMult::VisualShaderNodeTransformVecMult() {
set_input_port_default_value(1, Vector3());
}
-////////////// Scalar Func
+////////////// Float Func
-String VisualShaderNodeScalarFunc::get_caption() const {
- return "ScalarFunc";
+String VisualShaderNodeFloatFunc::get_caption() const {
+ return "FloatFunc";
}
-int VisualShaderNodeScalarFunc::get_input_port_count() const {
+int VisualShaderNodeFloatFunc::get_input_port_count() const {
return 1;
}
-VisualShaderNodeScalarFunc::PortType VisualShaderNodeScalarFunc::get_input_port_type(int p_port) const {
+VisualShaderNodeFloatFunc::PortType VisualShaderNodeFloatFunc::get_input_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
-String VisualShaderNodeScalarFunc::get_input_port_name(int p_port) const {
+String VisualShaderNodeFloatFunc::get_input_port_name(int p_port) const {
return "";
}
-int VisualShaderNodeScalarFunc::get_output_port_count() const {
+int VisualShaderNodeFloatFunc::get_output_port_count() const {
return 1;
}
-VisualShaderNodeScalarFunc::PortType VisualShaderNodeScalarFunc::get_output_port_type(int p_port) const {
+VisualShaderNodeFloatFunc::PortType VisualShaderNodeFloatFunc::get_output_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
-String VisualShaderNodeScalarFunc::get_output_port_name(int p_port) const {
+String VisualShaderNodeFloatFunc::get_output_port_name(int p_port) const {
return ""; //no output port means the editor will be used as port
}
-String VisualShaderNodeScalarFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
+String VisualShaderNodeFloatFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
static const char *scalar_func_id[FUNC_ONEMINUS + 1] = {
"sin($)",
@@ -1458,7 +1659,7 @@ String VisualShaderNodeScalarFunc::generate_code(Shader::Mode p_mode, VisualShad
"round($)",
"ceil($)",
"fract($)",
- "min(max($,0.0),1.0)",
+ "min(max($, 0.0), 1.0)",
"-($)",
"acosh($)",
"asinh($)",
@@ -1468,36 +1669,36 @@ String VisualShaderNodeScalarFunc::generate_code(Shader::Mode p_mode, VisualShad
"inversesqrt($)",
"log2($)",
"radians($)",
- "1.0/($)",
+ "1.0 / ($)",
"roundEven($)",
"trunc($)",
- "1.0-$"
+ "1.0 - $"
};
return "\t" + p_output_vars[0] + " = " + String(scalar_func_id[func]).replace("$", p_input_vars[0]) + ";\n";
}
-void VisualShaderNodeScalarFunc::set_function(Function p_func) {
+void VisualShaderNodeFloatFunc::set_function(Function p_func) {
func = p_func;
emit_changed();
}
-VisualShaderNodeScalarFunc::Function VisualShaderNodeScalarFunc::get_function() const {
+VisualShaderNodeFloatFunc::Function VisualShaderNodeFloatFunc::get_function() const {
return func;
}
-Vector<StringName> VisualShaderNodeScalarFunc::get_editable_properties() const {
+Vector<StringName> VisualShaderNodeFloatFunc::get_editable_properties() const {
Vector<StringName> props;
props.push_back("function");
return props;
}
-void VisualShaderNodeScalarFunc::_bind_methods() {
+void VisualShaderNodeFloatFunc::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeScalarFunc::set_function);
- ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeScalarFunc::get_function);
+ ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeFloatFunc::set_function);
+ ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeFloatFunc::get_function);
ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Sin,Cos,Tan,ASin,ACos,ATan,SinH,CosH,TanH,Log,Exp,Sqrt,Abs,Sign,Floor,Round,Ceil,Frac,Saturate,Negate,ACosH,ASinH,ATanH,Degrees,Exp2,InverseSqrt,Log2,Radians,Reciprocal,RoundEven,Trunc,OneMinus"), "set_function", "get_function");
@@ -1535,11 +1736,108 @@ void VisualShaderNodeScalarFunc::_bind_methods() {
BIND_ENUM_CONSTANT(FUNC_ONEMINUS);
}
-VisualShaderNodeScalarFunc::VisualShaderNodeScalarFunc() {
+VisualShaderNodeFloatFunc::VisualShaderNodeFloatFunc() {
func = FUNC_SIGN;
set_input_port_default_value(0, 0.0);
}
+////////////// Int Func
+
+String VisualShaderNodeIntFunc::get_caption() const {
+ return "IntFunc";
+}
+
+int VisualShaderNodeIntFunc::get_input_port_count() const {
+ if (func == FUNC_CLAMP) {
+ return 3;
+ }
+ return 1;
+}
+
+VisualShaderNodeIntFunc::PortType VisualShaderNodeIntFunc::get_input_port_type(int p_port) const {
+ return PORT_TYPE_SCALAR_INT;
+}
+
+String VisualShaderNodeIntFunc::get_input_port_name(int p_port) const {
+ if (func == FUNC_CLAMP) {
+ if (p_port == 0) {
+ return "";
+ } else if (p_port == 1) {
+ return "min";
+ } else if (p_port == 2) {
+ return "max";
+ }
+ }
+ return "";
+}
+
+int VisualShaderNodeIntFunc::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeIntFunc::PortType VisualShaderNodeIntFunc::get_output_port_type(int p_port) const {
+ return PORT_TYPE_SCALAR_INT;
+}
+
+String VisualShaderNodeIntFunc::get_output_port_name(int p_port) const {
+ return ""; //no output port means the editor will be used as port
+}
+
+String VisualShaderNodeIntFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
+ if (func == FUNC_CLAMP) {
+ return "\t" + p_output_vars[0] + " = clamp(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
+ }
+
+ static const char *int_func_id[FUNC_SIGN + 1] = {
+ "abs($)",
+ "",
+ "-($)",
+ "sign($)"
+ };
+
+ return "\t" + p_output_vars[0] + " = " + String(int_func_id[func]).replace("$", p_input_vars[0]) + ";\n";
+}
+
+void VisualShaderNodeIntFunc::set_function(Function p_func) {
+ if (func != p_func) {
+ if (p_func == FUNC_CLAMP) {
+ set_input_port_default_value(1, 0);
+ set_input_port_default_value(2, 0);
+ }
+ }
+ func = p_func;
+ emit_changed();
+}
+
+VisualShaderNodeIntFunc::Function VisualShaderNodeIntFunc::get_function() const {
+
+ return func;
+}
+
+Vector<StringName> VisualShaderNodeIntFunc::get_editable_properties() const {
+ Vector<StringName> props;
+ props.push_back("function");
+ return props;
+}
+
+void VisualShaderNodeIntFunc::_bind_methods() {
+
+ ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeIntFunc::set_function);
+ ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeIntFunc::get_function);
+
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Abs,Clamp,Negate,Sign"), "set_function", "get_function");
+
+ BIND_ENUM_CONSTANT(FUNC_ABS);
+ BIND_ENUM_CONSTANT(FUNC_CLAMP);
+ BIND_ENUM_CONSTANT(FUNC_NEGATE);
+ BIND_ENUM_CONSTANT(FUNC_SIGN);
+}
+
+VisualShaderNodeIntFunc::VisualShaderNodeIntFunc() {
+ func = FUNC_SIGN;
+ set_input_port_default_value(0, 0);
+}
+
////////////// Vector Func
String VisualShaderNodeVectorFunc::get_caption() const {
@@ -1574,9 +1872,9 @@ String VisualShaderNodeVectorFunc::generate_code(Shader::Mode p_mode, VisualShad
static const char *vec_func_id[FUNC_ONEMINUS + 1] = {
"normalize($)",
- "max(min($,vec3(1.0)),vec3(0.0))",
+ "max(min($, vec3(1.0)), vec3(0.0))",
"-($)",
- "1.0/($)",
+ "1.0 / ($)",
"",
"",
"abs($)",
@@ -1607,7 +1905,7 @@ String VisualShaderNodeVectorFunc::generate_code(Shader::Mode p_mode, VisualShad
"tan($)",
"tanh($)",
"trunc($)",
- "vec3(1.0, 1.0, 1.0)-$"
+ "vec3(1.0, 1.0, 1.0) - $"
};
String code;
@@ -1620,18 +1918,18 @@ String VisualShaderNodeVectorFunc::generate_code(Shader::Mode p_mode, VisualShad
code += "\t\tvec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));\n";
code += "\t\tfloat d = q.x - min(q.w, q.y);\n";
code += "\t\tfloat e = 1.0e-10;\n";
- code += "\t\t" + p_output_vars[0] + "=vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);\n";
+ code += "\t\t" + p_output_vars[0] + " = vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);\n";
code += "\t}\n";
} else if (func == FUNC_HSV2RGB) {
code += "\t{\n";
code += "\t\tvec3 c = " + p_input_vars[0] + ";\n";
code += "\t\tvec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n";
code += "\t\tvec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n";
- code += "\t\t" + p_output_vars[0] + "=c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n";
+ code += "\t\t" + p_output_vars[0] + " = c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n";
code += "\t}\n";
} else {
- code += "\t" + p_output_vars[0] + "=" + String(vec_func_id[func]).replace("$", p_input_vars[0]) + ";\n";
+ code += "\t" + p_output_vars[0] + " = " + String(vec_func_id[func]).replace("$", p_input_vars[0]) + ";\n";
}
return code;
@@ -1640,6 +1938,13 @@ String VisualShaderNodeVectorFunc::generate_code(Shader::Mode p_mode, VisualShad
void VisualShaderNodeVectorFunc::set_function(Function p_func) {
func = p_func;
+ if (func == FUNC_RGB2HSV) {
+ simple_decl = false;
+ } else if (func == FUNC_HSV2RGB) {
+ simple_decl = false;
+ } else {
+ simple_decl = true;
+ }
emit_changed();
}
@@ -1792,6 +2097,7 @@ void VisualShaderNodeColorFunc::_bind_methods() {
VisualShaderNodeColorFunc::VisualShaderNodeColorFunc() {
func = FUNC_GRAYSCALE;
set_input_port_default_value(0, Vector3());
+ simple_decl = false;
}
////////////// Transform Func
@@ -1832,7 +2138,7 @@ String VisualShaderNodeTransformFunc::generate_code(Shader::Mode p_mode, VisualS
};
String code;
- code += "\t" + p_output_vars[0] + "=" + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
+ code += "\t" + p_output_vars[0] + " = " + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
return code;
}
@@ -1900,7 +2206,7 @@ String VisualShaderNodeDotProduct::get_output_port_name(int p_port) const {
}
String VisualShaderNodeDotProduct::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return "\t" + p_output_vars[0] + " = dot( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n";
+ return "\t" + p_output_vars[0] + " = dot(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
}
VisualShaderNodeDotProduct::VisualShaderNodeDotProduct() {
@@ -1939,7 +2245,7 @@ String VisualShaderNodeVectorLen::get_output_port_name(int p_port) const {
}
String VisualShaderNodeVectorLen::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return "\t" + p_output_vars[0] + " = length( " + p_input_vars[0] + " );\n";
+ return "\t" + p_output_vars[0] + " = length(" + p_input_vars[0] + ");\n";
}
VisualShaderNodeVectorLen::VisualShaderNodeVectorLen() {
@@ -1977,7 +2283,7 @@ String VisualShaderNodeDeterminant::get_output_port_name(int p_port) const {
}
String VisualShaderNodeDeterminant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return "\t" + p_output_vars[0] + " = determinant( " + p_input_vars[0] + " );\n";
+ return "\t" + p_output_vars[0] + " = determinant(" + p_input_vars[0] + ");\n";
}
VisualShaderNodeDeterminant::VisualShaderNodeDeterminant() {
@@ -2023,7 +2329,7 @@ String VisualShaderNodeScalarDerivativeFunc::generate_code(Shader::Mode p_mode,
};
String code;
- code += "\t" + p_output_vars[0] + "=" + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
+ code += "\t" + p_output_vars[0] + " = " + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
return code;
}
@@ -2100,7 +2406,7 @@ String VisualShaderNodeVectorDerivativeFunc::generate_code(Shader::Mode p_mode,
};
String code;
- code += "\t" + p_output_vars[0] + "=" + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
+ code += "\t" + p_output_vars[0] + " = " + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
return code;
}
@@ -2175,7 +2481,7 @@ String VisualShaderNodeScalarClamp::get_output_port_name(int p_port) const {
}
String VisualShaderNodeScalarClamp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return "\t" + p_output_vars[0] + " = clamp( " + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + " );\n";
+ return "\t" + p_output_vars[0] + " = clamp(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
}
VisualShaderNodeScalarClamp::VisualShaderNodeScalarClamp() {
@@ -2221,7 +2527,7 @@ String VisualShaderNodeVectorClamp::get_output_port_name(int p_port) const {
}
String VisualShaderNodeVectorClamp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return "\t" + p_output_vars[0] + " = clamp( " + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + " );\n";
+ return "\t" + p_output_vars[0] + " = clamp(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
}
VisualShaderNodeVectorClamp::VisualShaderNodeVectorClamp() {
@@ -2270,7 +2576,7 @@ String VisualShaderNodeFaceForward::get_output_port_name(int p_port) const {
}
String VisualShaderNodeFaceForward::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return "\t" + p_output_vars[0] + " = faceforward( " + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + " );\n";
+ return "\t" + p_output_vars[0] + " = faceforward(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
}
VisualShaderNodeFaceForward::VisualShaderNodeFaceForward() {
@@ -2317,7 +2623,7 @@ String VisualShaderNodeOuterProduct::get_output_port_name(int p_port) const {
}
String VisualShaderNodeOuterProduct::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return "\t" + p_output_vars[0] + " = outerProduct( vec4(" + p_input_vars[0] + ", 0.0), vec4(" + p_input_vars[1] + ", 0.0) );\n";
+ return "\t" + p_output_vars[0] + " = outerProduct(vec4(" + p_input_vars[0] + ", 0.0), vec4(" + p_input_vars[1] + ", 0.0));\n";
}
VisualShaderNodeOuterProduct::VisualShaderNodeOuterProduct() {
@@ -2363,7 +2669,7 @@ String VisualShaderNodeVectorScalarStep::get_output_port_name(int p_port) const
}
String VisualShaderNodeVectorScalarStep::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return "\t" + p_output_vars[0] + " = step( " + p_input_vars[0] + ", " + p_input_vars[1] + " );\n";
+ return "\t" + p_output_vars[0] + " = step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
}
VisualShaderNodeVectorScalarStep::VisualShaderNodeVectorScalarStep() {
@@ -2408,7 +2714,7 @@ String VisualShaderNodeScalarSmoothStep::get_output_port_name(int p_port) const
}
String VisualShaderNodeScalarSmoothStep::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return "\t" + p_output_vars[0] + " = smoothstep( " + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + " );\n";
+ return "\t" + p_output_vars[0] + " = smoothstep(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
}
VisualShaderNodeScalarSmoothStep::VisualShaderNodeScalarSmoothStep() {
@@ -2454,7 +2760,7 @@ String VisualShaderNodeVectorSmoothStep::get_output_port_name(int p_port) const
}
String VisualShaderNodeVectorSmoothStep::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return "\t" + p_output_vars[0] + " = smoothstep( " + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + " );\n";
+ return "\t" + p_output_vars[0] + " = smoothstep(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
}
VisualShaderNodeVectorSmoothStep::VisualShaderNodeVectorSmoothStep() {
@@ -2505,7 +2811,7 @@ String VisualShaderNodeVectorScalarSmoothStep::get_output_port_name(int p_port)
}
String VisualShaderNodeVectorScalarSmoothStep::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return "\t" + p_output_vars[0] + " = smoothstep( " + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + " );\n";
+ return "\t" + p_output_vars[0] + " = smoothstep(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
}
VisualShaderNodeVectorScalarSmoothStep::VisualShaderNodeVectorScalarSmoothStep() {
@@ -2550,7 +2856,7 @@ String VisualShaderNodeVectorDistance::get_output_port_name(int p_port) const {
}
String VisualShaderNodeVectorDistance::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return "\t" + p_output_vars[0] + " = distance( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n";
+ return "\t" + p_output_vars[0] + " = distance(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
}
VisualShaderNodeVectorDistance::VisualShaderNodeVectorDistance() {
@@ -2601,7 +2907,7 @@ String VisualShaderNodeVectorRefract::get_output_port_name(int p_port) const {
}
String VisualShaderNodeVectorRefract::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return "\t" + p_output_vars[0] + " = refract( " + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + " );\n";
+ return "\t" + p_output_vars[0] + " = refract(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
}
VisualShaderNodeVectorRefract::VisualShaderNodeVectorRefract() {
@@ -2647,7 +2953,7 @@ String VisualShaderNodeScalarInterp::get_output_port_name(int p_port) const {
}
String VisualShaderNodeScalarInterp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return "\t" + p_output_vars[0] + " = mix( " + p_input_vars[0] + " , " + p_input_vars[1] + " , " + p_input_vars[2] + " );\n";
+ return "\t" + p_output_vars[0] + " = mix(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
}
VisualShaderNodeScalarInterp::VisualShaderNodeScalarInterp() {
@@ -2693,7 +2999,7 @@ String VisualShaderNodeVectorInterp::get_output_port_name(int p_port) const {
}
String VisualShaderNodeVectorInterp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return "\t" + p_output_vars[0] + " = mix( " + p_input_vars[0] + " , " + p_input_vars[1] + " , " + p_input_vars[2] + " );\n";
+ return "\t" + p_output_vars[0] + " = mix(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
}
VisualShaderNodeVectorInterp::VisualShaderNodeVectorInterp() {
@@ -2741,7 +3047,7 @@ String VisualShaderNodeVectorScalarMix::get_output_port_name(int p_port) const {
}
String VisualShaderNodeVectorScalarMix::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return "\t" + p_output_vars[0] + " = mix( " + p_input_vars[0] + " , " + p_input_vars[1] + " , " + p_input_vars[2] + " );\n";
+ return "\t" + p_output_vars[0] + " = mix(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
}
VisualShaderNodeVectorScalarMix::VisualShaderNodeVectorScalarMix() {
@@ -2787,7 +3093,7 @@ String VisualShaderNodeVectorCompose::get_output_port_name(int p_port) const {
}
String VisualShaderNodeVectorCompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return "\t" + p_output_vars[0] + " = vec3( " + p_input_vars[0] + " , " + p_input_vars[1] + " , " + p_input_vars[2] + " );\n";
+ return "\t" + p_output_vars[0] + " = vec3(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
}
VisualShaderNodeVectorCompose::VisualShaderNodeVectorCompose() {
@@ -2836,7 +3142,7 @@ String VisualShaderNodeTransformCompose::get_output_port_name(int p_port) const
}
String VisualShaderNodeTransformCompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return "\t" + p_output_vars[0] + " = mat4( vec4(" + p_input_vars[0] + ", 0.0) , vec4(" + p_input_vars[1] + ", 0.0) , vec4(" + p_input_vars[2] + ",0.0), vec4(" + p_input_vars[3] + ",1.0) );\n";
+ return "\t" + p_output_vars[0] + " = mat4(vec4(" + p_input_vars[0] + ", 0.0), vec4(" + p_input_vars[1] + ", 0.0), vec4(" + p_input_vars[2] + ", 0.0), vec4(" + p_input_vars[3] + ", 1.0));\n";
}
VisualShaderNodeTransformCompose::VisualShaderNodeTransformCompose() {
@@ -2945,45 +3251,248 @@ VisualShaderNodeTransformDecompose::VisualShaderNodeTransformDecompose() {
set_input_port_default_value(0, Transform());
}
-////////////// Scalar Uniform
+////////////// Float Uniform
-String VisualShaderNodeScalarUniform::get_caption() const {
- return "ScalarUniform";
+String VisualShaderNodeFloatUniform::get_caption() const {
+ return "FloatUniform";
}
-int VisualShaderNodeScalarUniform::get_input_port_count() const {
+int VisualShaderNodeFloatUniform::get_input_port_count() const {
return 0;
}
-VisualShaderNodeScalarUniform::PortType VisualShaderNodeScalarUniform::get_input_port_type(int p_port) const {
+VisualShaderNodeFloatUniform::PortType VisualShaderNodeFloatUniform::get_input_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
-String VisualShaderNodeScalarUniform::get_input_port_name(int p_port) const {
+String VisualShaderNodeFloatUniform::get_input_port_name(int p_port) const {
return String();
}
-int VisualShaderNodeScalarUniform::get_output_port_count() const {
+int VisualShaderNodeFloatUniform::get_output_port_count() const {
return 1;
}
-VisualShaderNodeScalarUniform::PortType VisualShaderNodeScalarUniform::get_output_port_type(int p_port) const {
+VisualShaderNodeFloatUniform::PortType VisualShaderNodeFloatUniform::get_output_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
-String VisualShaderNodeScalarUniform::get_output_port_name(int p_port) const {
+String VisualShaderNodeFloatUniform::get_output_port_name(int p_port) const {
return ""; //no output port means the editor will be used as port
}
-String VisualShaderNodeScalarUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
+String VisualShaderNodeFloatUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
+ if (hint == HINT_RANGE) {
+ return "uniform float " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ");\n";
+ } else if (hint == HINT_RANGE_STEP) {
+ return "uniform float " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ", " + rtos(hint_range_step) + ");\n";
+ }
return "uniform float " + get_uniform_name() + ";\n";
}
-String VisualShaderNodeScalarUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
+String VisualShaderNodeFloatUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
+ return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
+}
+
+void VisualShaderNodeFloatUniform::set_hint(Hint p_hint) {
+ hint = p_hint;
+ emit_changed();
+}
+
+VisualShaderNodeFloatUniform::Hint VisualShaderNodeFloatUniform::get_hint() const {
+ return hint;
+}
+
+void VisualShaderNodeFloatUniform::set_min(float p_value) {
+ hint_range_min = p_value;
+ emit_changed();
+}
+
+float VisualShaderNodeFloatUniform::get_min() const {
+ return hint_range_min;
+}
+
+void VisualShaderNodeFloatUniform::set_max(float p_value) {
+ hint_range_max = p_value;
+ emit_changed();
+}
+
+float VisualShaderNodeFloatUniform::get_max() const {
+ return hint_range_max;
+}
+
+void VisualShaderNodeFloatUniform::set_step(float p_value) {
+ hint_range_step = p_value;
+ emit_changed();
+}
+
+float VisualShaderNodeFloatUniform::get_step() const {
+ return hint_range_step;
+}
+
+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);
+
+ 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_max", "value"), &VisualShaderNodeFloatUniform::set_max);
+ ClassDB::bind_method(D_METHOD("get_max"), &VisualShaderNodeFloatUniform::get_max);
+
+ ClassDB::bind_method(D_METHOD("set_step", "value"), &VisualShaderNodeFloatUniform::set_step);
+ ClassDB::bind_method(D_METHOD("get_step"), &VisualShaderNodeFloatUniform::get_step);
+
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "hint", PROPERTY_HINT_ENUM, "None,Range,Range+Step"), "set_hint", "get_hint");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "min"), "set_min", "get_min");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "max"), "set_max", "get_max");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "step"), "set_step", "get_step");
+
+ BIND_ENUM_CONSTANT(HINT_NONE);
+ BIND_ENUM_CONSTANT(HINT_RANGE);
+ BIND_ENUM_CONSTANT(HINT_RANGE_STEP);
+}
+
+Vector<StringName> VisualShaderNodeFloatUniform::get_editable_properties() const {
+ Vector<StringName> props;
+ props.push_back("hint");
+ if (hint == HINT_RANGE || hint == HINT_RANGE_STEP) {
+ props.push_back("min");
+ props.push_back("max");
+ }
+ if (hint == HINT_RANGE_STEP) {
+ props.push_back("step");
+ }
+ return props;
+}
+
+VisualShaderNodeFloatUniform::VisualShaderNodeFloatUniform() {
+ hint = HINT_NONE;
+ hint_range_min = 0.0;
+ hint_range_max = 1.0;
+ hint_range_step = 0.1;
+}
+
+////////////// Integer Uniform
+
+String VisualShaderNodeIntUniform::get_caption() const {
+ return "IntUniform";
+}
+
+int VisualShaderNodeIntUniform::get_input_port_count() const {
+ return 0;
+}
+
+VisualShaderNodeIntUniform::PortType VisualShaderNodeIntUniform::get_input_port_type(int p_port) const {
+ return PORT_TYPE_SCALAR_INT;
+}
+
+String VisualShaderNodeIntUniform::get_input_port_name(int p_port) const {
+ return String();
+}
+
+int VisualShaderNodeIntUniform::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeIntUniform::PortType VisualShaderNodeIntUniform::get_output_port_type(int p_port) const {
+ return PORT_TYPE_SCALAR_INT;
+}
+
+String VisualShaderNodeIntUniform::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 {
+ if (hint == HINT_RANGE) {
+ return "uniform int " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ");\n";
+ } else if (hint == HINT_RANGE_STEP) {
+ return "uniform int " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ", " + rtos(hint_range_step) + ");\n";
+ }
+ return "uniform int " + get_uniform_name() + ";\n";
+}
+
+String VisualShaderNodeIntUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
}
-VisualShaderNodeScalarUniform::VisualShaderNodeScalarUniform() {
+void VisualShaderNodeIntUniform::set_hint(Hint p_hint) {
+ hint = p_hint;
+ emit_changed();
+}
+
+VisualShaderNodeIntUniform::Hint VisualShaderNodeIntUniform::get_hint() const {
+ return hint;
+}
+
+void VisualShaderNodeIntUniform::set_min(int p_value) {
+ hint_range_min = p_value;
+ emit_changed();
+}
+
+int VisualShaderNodeIntUniform::get_min() const {
+ return hint_range_min;
+}
+
+void VisualShaderNodeIntUniform::set_max(int p_value) {
+ hint_range_max = p_value;
+ emit_changed();
+}
+
+int VisualShaderNodeIntUniform::get_max() const {
+ return hint_range_max;
+}
+
+void VisualShaderNodeIntUniform::set_step(int p_value) {
+ hint_range_step = p_value;
+ emit_changed();
+}
+
+int VisualShaderNodeIntUniform::get_step() const {
+ return hint_range_step;
+}
+
+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);
+
+ 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_max", "value"), &VisualShaderNodeIntUniform::set_max);
+ ClassDB::bind_method(D_METHOD("get_max"), &VisualShaderNodeIntUniform::get_max);
+
+ ClassDB::bind_method(D_METHOD("set_step", "value"), &VisualShaderNodeIntUniform::set_step);
+ ClassDB::bind_method(D_METHOD("get_step"), &VisualShaderNodeIntUniform::get_step);
+
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "hint", PROPERTY_HINT_ENUM, "None,Range,Range+Step"), "set_hint", "get_hint");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "min"), "set_min", "get_min");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "max"), "set_max", "get_max");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "step"), "set_step", "get_step");
+
+ BIND_ENUM_CONSTANT(HINT_NONE);
+ BIND_ENUM_CONSTANT(HINT_RANGE);
+ BIND_ENUM_CONSTANT(HINT_RANGE_STEP);
+}
+
+Vector<StringName> VisualShaderNodeIntUniform::get_editable_properties() const {
+ Vector<StringName> props;
+ props.push_back("hint");
+ if (hint == HINT_RANGE || hint == HINT_RANGE_STEP) {
+ props.push_back("min");
+ props.push_back("max");
+ }
+ if (hint == HINT_RANGE_STEP) {
+ props.push_back("step");
+ }
+ return props;
+}
+
+VisualShaderNodeIntUniform::VisualShaderNodeIntUniform() {
+ hint = HINT_NONE;
+ hint_range_min = 0;
+ hint_range_max = 100;
+ hint_range_step = 1;
}
////////////// Boolean Uniform
@@ -3232,15 +3741,15 @@ String VisualShaderNodeTextureUniform::generate_code(Shader::Mode p_mode, Visual
String code = "\t{\n";
if (p_input_vars[0] == String()) { // Use UV by default.
if (p_input_vars[1] == String()) {
- code += "\t\tvec4 n_tex_read = texture( " + id + " , UV.xy );\n";
+ code += "\t\tvec4 n_tex_read = texture(" + id + ", UV.xy);\n";
} else {
- code += "\t\tvec4 n_tex_read = textureLod( " + id + " , UV.xy , " + p_input_vars[1] + " );\n";
+ code += "\t\tvec4 n_tex_read = textureLod(" + id + ", UV.xy, " + p_input_vars[1] + ");\n";
}
} else if (p_input_vars[1] == String()) {
//no lod
- code += "\t\tvec4 n_tex_read = texture( " + id + " , " + p_input_vars[0] + ".xy );\n";
+ code += "\t\tvec4 n_tex_read = texture(" + id + ", " + p_input_vars[0] + ".xy);\n";
} else {
- code += "\t\tvec4 n_tex_read = textureLod( " + id + " , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n";
+ code += "\t\tvec4 n_tex_read = textureLod(" + id + ", " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
}
code += "\t\t" + p_output_vars[0] + " = n_tex_read.rgb;\n";
@@ -3304,6 +3813,7 @@ String VisualShaderNodeTextureUniform::get_input_port_default_hint(int p_port) c
VisualShaderNodeTextureUniform::VisualShaderNodeTextureUniform() {
texture_type = TYPE_DATA;
color_default = COLOR_DEFAULT_WHITE;
+ simple_decl = false;
}
////////////// Texture Uniform (Triplanar)
@@ -3407,41 +3917,41 @@ String VisualShaderNodeTextureUniformTriplanar::get_input_port_default_hint(int
VisualShaderNodeTextureUniformTriplanar::VisualShaderNodeTextureUniformTriplanar() {
}
-////////////// CubeMap Uniform
+////////////// Cubemap Uniform
-String VisualShaderNodeCubeMapUniform::get_caption() const {
- return "CubeMapUniform";
+String VisualShaderNodeCubemapUniform::get_caption() const {
+ return "CubemapUniform";
}
-int VisualShaderNodeCubeMapUniform::get_output_port_count() const {
+int VisualShaderNodeCubemapUniform::get_output_port_count() const {
return 1;
}
-VisualShaderNodeCubeMapUniform::PortType VisualShaderNodeCubeMapUniform::get_output_port_type(int p_port) const {
+VisualShaderNodeCubemapUniform::PortType VisualShaderNodeCubemapUniform::get_output_port_type(int p_port) const {
return PORT_TYPE_SAMPLER;
}
-String VisualShaderNodeCubeMapUniform::get_output_port_name(int p_port) const {
+String VisualShaderNodeCubemapUniform::get_output_port_name(int p_port) const {
return "samplerCube";
}
-int VisualShaderNodeCubeMapUniform::get_input_port_count() const {
+int VisualShaderNodeCubemapUniform::get_input_port_count() const {
return 0;
}
-VisualShaderNodeCubeMapUniform::PortType VisualShaderNodeCubeMapUniform::get_input_port_type(int p_port) const {
+VisualShaderNodeCubemapUniform::PortType VisualShaderNodeCubemapUniform::get_input_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
-String VisualShaderNodeCubeMapUniform::get_input_port_name(int p_port) const {
+String VisualShaderNodeCubemapUniform::get_input_port_name(int p_port) const {
return "";
}
-String VisualShaderNodeCubeMapUniform::get_input_port_default_hint(int p_port) const {
+String VisualShaderNodeCubemapUniform::get_input_port_default_hint(int p_port) const {
return "";
}
-String VisualShaderNodeCubeMapUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
+String VisualShaderNodeCubemapUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
String code = "uniform samplerCube " + get_uniform_name();
switch (texture_type) {
@@ -3464,11 +3974,11 @@ String VisualShaderNodeCubeMapUniform::generate_global(Shader::Mode p_mode, Visu
return code;
}
-String VisualShaderNodeCubeMapUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
+String VisualShaderNodeCubemapUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
return String();
}
-VisualShaderNodeCubeMapUniform::VisualShaderNodeCubeMapUniform() {
+VisualShaderNodeCubemapUniform::VisualShaderNodeCubemapUniform() {
}
////////////// If
@@ -3522,17 +4032,17 @@ String VisualShaderNodeIf::get_output_port_name(int p_port) const {
String VisualShaderNodeIf::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
String code;
- code += "\tif(abs(" + p_input_vars[0] + "-" + p_input_vars[1] + ")<" + p_input_vars[2] + ")\n"; // abs(a - b) < tolerance eg. a == b
+ code += "\tif(abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ")\n"; // abs(a - b) < tolerance eg. a == b
code += "\t{\n";
- code += "\t\t" + p_output_vars[0] + "=" + p_input_vars[3] + ";\n";
+ code += "\t\t" + p_output_vars[0] + " = " + p_input_vars[3] + ";\n";
code += "\t}\n";
- code += "\telse if(" + p_input_vars[0] + "<" + p_input_vars[1] + ")\n"; // a < b
+ code += "\telse if(" + p_input_vars[0] + " < " + p_input_vars[1] + ")\n"; // a < b
code += "\t{\n";
- code += "\t\t" + p_output_vars[0] + "=" + p_input_vars[5] + ";\n";
+ code += "\t\t" + p_output_vars[0] + " = " + p_input_vars[5] + ";\n";
code += "\t}\n";
code += "\telse\n"; // a > b (or a >= b if abs(a - b) < tolerance is false)
code += "\t{\n";
- code += "\t\t" + p_output_vars[0] + "=" + p_input_vars[4] + ";\n";
+ code += "\t\t" + p_output_vars[0] + " = " + p_input_vars[4] + ";\n";
code += "\t}\n";
return code;
}
@@ -3544,6 +4054,7 @@ VisualShaderNodeIf::VisualShaderNodeIf() {
set_input_port_default_value(3, Vector3(0.0, 0.0, 0.0));
set_input_port_default_value(4, Vector3(0.0, 0.0, 0.0));
set_input_port_default_value(5, Vector3(0.0, 0.0, 0.0));
+ simple_decl = false;
}
////////////// Switch
@@ -3593,11 +4104,11 @@ String VisualShaderNodeSwitch::generate_code(Shader::Mode p_mode, VisualShader::
String code;
code += "\tif(" + p_input_vars[0] + ")\n";
code += "\t{\n";
- code += "\t\t" + p_output_vars[0] + "=" + p_input_vars[1] + ";\n";
+ code += "\t\t" + p_output_vars[0] + " = " + p_input_vars[1] + ";\n";
code += "\t}\n";
code += "\telse\n";
code += "\t{\n";
- code += "\t\t" + p_output_vars[0] + "=" + p_input_vars[2] + ";\n";
+ code += "\t\t" + p_output_vars[0] + " = " + p_input_vars[2] + ";\n";
code += "\t}\n";
return code;
}
@@ -3606,6 +4117,7 @@ VisualShaderNodeSwitch::VisualShaderNodeSwitch() {
set_input_port_default_value(0, false);
set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0));
set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
+ simple_decl = false;
}
////////////// Switch(scalar)
@@ -3684,12 +4196,33 @@ String VisualShaderNodeFresnel::get_output_port_name(int p_port) const {
}
String VisualShaderNodeFresnel::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return "\t" + p_output_vars[0] + " = " + p_input_vars[2] + " ? (pow(clamp(dot(" + p_input_vars[0] + ", " + p_input_vars[1] + "), 0.0, 1.0), " + p_input_vars[3] + ")) : (pow(1.0 - clamp(dot(" + p_input_vars[0] + ", " + p_input_vars[1] + "), 0.0, 1.0), " + p_input_vars[3] + "));";
+
+ String normal;
+ String view;
+ if (p_input_vars[0] == String()) {
+ normal = "NORMAL";
+ } else {
+ normal = p_input_vars[0];
+ }
+ if (p_input_vars[1] == String()) {
+ view = "VIEW";
+ } else {
+ view = p_input_vars[1];
+ }
+
+ return "\t" + p_output_vars[0] + " = " + p_input_vars[2] + " ? (pow(clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ")) : (pow(1.0 - clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + "));\n";
+}
+
+String VisualShaderNodeFresnel::get_input_port_default_hint(int p_port) const {
+ if (p_port == 0) {
+ return "default";
+ } else if (p_port == 1) {
+ return "default";
+ }
+ return "";
}
VisualShaderNodeFresnel::VisualShaderNodeFresnel() {
- set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
- set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
set_input_port_default_value(2, false);
set_input_port_default_value(3, 1.0);
}
@@ -3739,7 +4272,7 @@ String VisualShaderNodeIs::generate_code(Shader::Mode p_mode, VisualShader::Type
};
String code;
- code += "\t" + p_output_vars[0] + "=" + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
+ code += "\t" + p_output_vars[0] + " = " + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
return code;
}
@@ -3800,6 +4333,8 @@ VisualShaderNodeCompare::PortType VisualShaderNodeCompare::get_input_port_type(i
switch (ctype) {
case CTYPE_SCALAR:
return PORT_TYPE_SCALAR;
+ case CTYPE_SCALAR_INT:
+ return PORT_TYPE_SCALAR_INT;
case CTYPE_VECTOR:
return PORT_TYPE_VECTOR;
case CTYPE_BOOLEAN:
@@ -3874,31 +4409,35 @@ String VisualShaderNodeCompare::generate_code(Shader::Mode p_mode, VisualShader:
switch (ctype) {
case CTYPE_SCALAR:
if (func == FUNC_EQUAL) {
- code += "\t" + p_output_vars[0] + "=(abs(" + p_input_vars[0] + "-" + p_input_vars[1] + ")<" + p_input_vars[2] + ");";
+ code += "\t" + p_output_vars[0] + " = (abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ");";
} else if (func == FUNC_NOT_EQUAL) {
- code += "\t" + p_output_vars[0] + "=!(abs(" + p_input_vars[0] + "-" + p_input_vars[1] + ")<" + p_input_vars[2] + ");";
+ code += "\t" + p_output_vars[0] + " = !(abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ");";
} else {
- code += "\t" + p_output_vars[0] + "=" + (p_input_vars[0] + "$" + p_input_vars[1]).replace("$", ops[func]) + ";\n";
+ code += "\t" + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", ops[func]) + ";\n";
}
break;
+ case CTYPE_SCALAR_INT:
+ code += "\t" + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", ops[func]) + ";\n";
+ break;
+
case CTYPE_VECTOR:
code += "\t{\n";
- code += "\t\tbvec3 _bv=" + String(funcs[func]).replace("$", p_input_vars[0] + ", " + p_input_vars[1]) + ";\n";
- code += "\t\t" + p_output_vars[0] + "=" + String(conds[condition]).replace("$", "_bv") + ";\n";
+ code += "\t\tbvec3 _bv = " + String(funcs[func]).replace("$", p_input_vars[0] + ", " + p_input_vars[1]) + ";\n";
+ code += "\t\t" + p_output_vars[0] + " = " + String(conds[condition]).replace("$", "_bv") + ";\n";
code += "\t}\n";
break;
case CTYPE_BOOLEAN:
if (func > FUNC_NOT_EQUAL)
- return "\t" + p_output_vars[0] + "=false;\n";
- code += "\t" + p_output_vars[0] + "=" + (p_input_vars[0] + "$" + p_input_vars[1]).replace("$", ops[func]) + ";\n";
+ return "\t" + p_output_vars[0] + " = false;\n";
+ code += "\t" + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", ops[func]) + ";\n";
break;
case CTYPE_TRANSFORM:
if (func > FUNC_NOT_EQUAL)
- return "\t" + p_output_vars[0] + "=false;\n";
- code += "\t" + p_output_vars[0] + "=" + (p_input_vars[0] + "$" + p_input_vars[1]).replace("$", ops[func]) + ";\n";
+ return "\t" + p_output_vars[0] + " = false;\n";
+ code += "\t" + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", ops[func]) + ";\n";
break;
default:
@@ -3907,7 +4446,7 @@ String VisualShaderNodeCompare::generate_code(Shader::Mode p_mode, VisualShader:
return code;
}
-void VisualShaderNodeCompare::set_comparsion_type(ComparsionType p_type) {
+void VisualShaderNodeCompare::set_comparison_type(ComparisonType p_type) {
ctype = p_type;
@@ -3915,24 +4454,33 @@ void VisualShaderNodeCompare::set_comparsion_type(ComparsionType p_type) {
case CTYPE_SCALAR:
set_input_port_default_value(0, 0.0);
set_input_port_default_value(1, 0.0);
+ simple_decl = true;
+ break;
+ case CTYPE_SCALAR_INT:
+ set_input_port_default_value(0, 0);
+ set_input_port_default_value(1, 0);
+ simple_decl = true;
break;
case CTYPE_VECTOR:
set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
+ simple_decl = false;
break;
case CTYPE_BOOLEAN:
set_input_port_default_value(0, false);
set_input_port_default_value(1, false);
+ simple_decl = true;
break;
case CTYPE_TRANSFORM:
set_input_port_default_value(0, Transform());
set_input_port_default_value(1, Transform());
+ simple_decl = true;
break;
}
emit_changed();
}
-VisualShaderNodeCompare::ComparsionType VisualShaderNodeCompare::get_comparsion_type() const {
+VisualShaderNodeCompare::ComparisonType VisualShaderNodeCompare::get_comparison_type() const {
return ctype;
}
@@ -3970,8 +4518,8 @@ Vector<StringName> VisualShaderNodeCompare::get_editable_properties() const {
void VisualShaderNodeCompare::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_comparsion_type", "type"), &VisualShaderNodeCompare::set_comparsion_type);
- ClassDB::bind_method(D_METHOD("get_comparsion_type"), &VisualShaderNodeCompare::get_comparsion_type);
+ ClassDB::bind_method(D_METHOD("set_comparison_type", "type"), &VisualShaderNodeCompare::set_comparison_type);
+ ClassDB::bind_method(D_METHOD("get_comparison_type"), &VisualShaderNodeCompare::get_comparison_type);
ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeCompare::set_function);
ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeCompare::get_function);
@@ -3979,11 +4527,12 @@ void VisualShaderNodeCompare::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_condition", "condition"), &VisualShaderNodeCompare::set_condition);
ClassDB::bind_method(D_METHOD("get_condition"), &VisualShaderNodeCompare::get_condition);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "type", PROPERTY_HINT_ENUM, "Scalar,Vector,Boolean,Transform"), "set_comparsion_type", "get_comparsion_type");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "type", PROPERTY_HINT_ENUM, "Float,Int,Vector,Boolean,Transform"), "set_comparison_type", "get_comparison_type");
ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "a == b,a != b,a > b,a >= b,a < b,a <= b"), "set_function", "get_function");
ADD_PROPERTY(PropertyInfo(Variant::INT, "condition", PROPERTY_HINT_ENUM, "All,Any"), "set_condition", "get_condition");
BIND_ENUM_CONSTANT(CTYPE_SCALAR);
+ BIND_ENUM_CONSTANT(CTYPE_SCALAR_INT);
BIND_ENUM_CONSTANT(CTYPE_VECTOR);
BIND_ENUM_CONSTANT(CTYPE_BOOLEAN);
BIND_ENUM_CONSTANT(CTYPE_TRANSFORM);