summaryrefslogtreecommitdiff
path: root/scene/resources/visual_shader_nodes.h
diff options
context:
space:
mode:
Diffstat (limited to 'scene/resources/visual_shader_nodes.h')
-rw-r--r--scene/resources/visual_shader_nodes.h473
1 files changed, 388 insertions, 85 deletions
diff --git a/scene/resources/visual_shader_nodes.h b/scene/resources/visual_shader_nodes.h
index ffcb41072d..07843c0264 100644
--- a/scene/resources/visual_shader_nodes.h
+++ b/scene/resources/visual_shader_nodes.h
@@ -1,32 +1,32 @@
-/*************************************************************************/
-/* visual_shader_nodes.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2022 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 */
-/* "Software"), to deal in the Software without restriction, including */
-/* without limitation the rights to use, copy, modify, merge, publish, */
-/* distribute, sublicense, and/or sell copies of the Software, and to */
-/* permit persons to whom the Software is furnished to do so, subject to */
-/* the following conditions: */
-/* */
-/* The above copyright notice and this permission notice shall be */
-/* included in all copies or substantial portions of the Software. */
-/* */
-/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
-/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
-/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
-/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
-/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
-/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
-/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
-/*************************************************************************/
+/**************************************************************************/
+/* visual_shader_nodes.h */
+/**************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/**************************************************************************/
+/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/**************************************************************************/
#ifndef VISUAL_SHADER_NODES_H
#define VISUAL_SHADER_NODES_H
@@ -160,6 +160,36 @@ public:
///////////////////////////////////////
+class VisualShaderNodeUIntConstant : public VisualShaderNodeConstant {
+ GDCLASS(VisualShaderNodeUIntConstant, VisualShaderNodeConstant);
+ int constant = 0;
+
+protected:
+ static void _bind_methods();
+
+public:
+ virtual String get_caption() const override;
+
+ virtual int get_input_port_count() const override;
+ virtual PortType get_input_port_type(int p_port) const override;
+ virtual String get_input_port_name(int p_port) const override;
+
+ virtual int get_output_port_count() const override;
+ virtual PortType get_output_port_type(int p_port) const override;
+ virtual String get_output_port_name(int p_port) const override;
+
+ virtual String 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 = false) const override;
+
+ void set_constant(int p_constant);
+ int get_constant() const;
+
+ virtual Vector<StringName> get_editable_properties() const override;
+
+ VisualShaderNodeUIntConstant();
+};
+
+///////////////////////////////////////
+
class VisualShaderNodeBooleanConstant : public VisualShaderNodeConstant {
GDCLASS(VisualShaderNodeBooleanConstant, VisualShaderNodeConstant);
bool constant = false;
@@ -622,6 +652,28 @@ VARIANT_ENUM_CAST(VisualShaderNodeCubemap::TextureType)
VARIANT_ENUM_CAST(VisualShaderNodeCubemap::Source)
///////////////////////////////////////
+
+class VisualShaderNodeLinearSceneDepth : public VisualShaderNode {
+ GDCLASS(VisualShaderNodeLinearSceneDepth, VisualShaderNode);
+
+public:
+ virtual String get_caption() const override;
+
+ virtual int get_input_port_count() const override;
+ virtual PortType get_input_port_type(int p_port) const override;
+ virtual String get_input_port_name(int p_port) const override;
+
+ virtual int get_output_port_count() const override;
+ virtual PortType get_output_port_type(int p_port) const override;
+ virtual String get_output_port_name(int p_port) const override;
+ virtual bool has_output_port_preview(int p_port) const override;
+
+ virtual String 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 = false) const override;
+
+ VisualShaderNodeLinearSceneDepth();
+};
+
+///////////////////////////////////////
/// OPS
///////////////////////////////////////
@@ -719,6 +771,54 @@ public:
VARIANT_ENUM_CAST(VisualShaderNodeIntOp::Operator)
+class VisualShaderNodeUIntOp : public VisualShaderNode {
+ GDCLASS(VisualShaderNodeUIntOp, VisualShaderNode);
+
+public:
+ enum Operator {
+ OP_ADD,
+ OP_SUB,
+ OP_MUL,
+ OP_DIV,
+ OP_MOD,
+ OP_MAX,
+ OP_MIN,
+ OP_BITWISE_AND,
+ OP_BITWISE_OR,
+ OP_BITWISE_XOR,
+ OP_BITWISE_LEFT_SHIFT,
+ OP_BITWISE_RIGHT_SHIFT,
+ OP_ENUM_SIZE,
+ };
+
+protected:
+ Operator op = OP_ADD;
+
+ static void _bind_methods();
+
+public:
+ virtual String get_caption() const override;
+
+ virtual int get_input_port_count() const override;
+ virtual PortType get_input_port_type(int p_port) const override;
+ virtual String get_input_port_name(int p_port) const override;
+
+ virtual int get_output_port_count() const override;
+ virtual PortType get_output_port_type(int p_port) const override;
+ virtual String get_output_port_name(int p_port) const override;
+
+ virtual String 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 = false) const override;
+
+ void set_operator(Operator p_op);
+ Operator get_operator() const;
+
+ virtual Vector<StringName> get_editable_properties() const override;
+
+ VisualShaderNodeUIntOp();
+};
+
+VARIANT_ENUM_CAST(VisualShaderNodeUIntOp::Operator)
+
class VisualShaderNodeVectorOp : public VisualShaderNodeVectorBase {
GDCLASS(VisualShaderNodeVectorOp, VisualShaderNodeVectorBase);
@@ -1025,6 +1125,48 @@ public:
VARIANT_ENUM_CAST(VisualShaderNodeIntFunc::Function)
///////////////////////////////////////
+/// UINT FUNC
+///////////////////////////////////////
+
+class VisualShaderNodeUIntFunc : public VisualShaderNode {
+ GDCLASS(VisualShaderNodeUIntFunc, VisualShaderNode);
+
+public:
+ enum Function {
+ FUNC_NEGATE,
+ FUNC_BITWISE_NOT,
+ FUNC_MAX,
+ };
+
+protected:
+ Function func = FUNC_NEGATE;
+
+ static void _bind_methods();
+
+public:
+ virtual String get_caption() const override;
+
+ virtual int get_input_port_count() const override;
+ virtual PortType get_input_port_type(int p_port) const override;
+ virtual String get_input_port_name(int p_port) const override;
+
+ virtual int get_output_port_count() const override;
+ virtual PortType get_output_port_type(int p_port) const override;
+ virtual String get_output_port_name(int p_port) const override;
+
+ virtual String 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 = false) const override;
+
+ void set_function(Function p_func);
+ Function get_function() const;
+
+ virtual Vector<StringName> get_editable_properties() const override;
+
+ VisualShaderNodeUIntFunc();
+};
+
+VARIANT_ENUM_CAST(VisualShaderNodeUIntFunc::Function)
+
+///////////////////////////////////////
/// VECTOR FUNC
///////////////////////////////////////
@@ -1231,6 +1373,30 @@ public:
VARIANT_ENUM_CAST(VisualShaderNodeUVFunc::Function)
///////////////////////////////////////
+/// UV POLARCOORD
+///////////////////////////////////////
+
+class VisualShaderNodeUVPolarCoord : public VisualShaderNode {
+ GDCLASS(VisualShaderNodeUVPolarCoord, VisualShaderNode);
+
+public:
+ virtual String get_caption() const override;
+
+ virtual int get_input_port_count() const override;
+ virtual PortType get_input_port_type(int p_port) const override;
+ virtual String get_input_port_name(int p_port) const override;
+ virtual bool is_input_port_default(int p_port, Shader::Mode p_mode) const override;
+
+ virtual int get_output_port_count() const override;
+ virtual PortType get_output_port_type(int p_port) const override;
+ virtual String get_output_port_name(int p_port) const override;
+
+ virtual String 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 = false) const override;
+
+ VisualShaderNodeUVPolarCoord();
+};
+
+///////////////////////////////////////
/// DOT
///////////////////////////////////////
@@ -1310,6 +1476,7 @@ public:
enum OpType {
OP_TYPE_FLOAT,
OP_TYPE_INT,
+ OP_TYPE_UINT,
OP_TYPE_VECTOR_2D,
OP_TYPE_VECTOR_3D,
OP_TYPE_VECTOR_4D,
@@ -1717,11 +1884,11 @@ public:
};
///////////////////////////////////////
-/// UNIFORMS
+/// PARAMETERS
///////////////////////////////////////
-class VisualShaderNodeFloatUniform : public VisualShaderNodeUniform {
- GDCLASS(VisualShaderNodeFloatUniform, VisualShaderNodeUniform);
+class VisualShaderNodeFloatParameter : public VisualShaderNodeParameter {
+ GDCLASS(VisualShaderNodeFloatParameter, VisualShaderNodeParameter);
public:
enum Hint {
@@ -1782,13 +1949,13 @@ public:
virtual Vector<StringName> get_editable_properties() const override;
- VisualShaderNodeFloatUniform();
+ VisualShaderNodeFloatParameter();
};
-VARIANT_ENUM_CAST(VisualShaderNodeFloatUniform::Hint)
+VARIANT_ENUM_CAST(VisualShaderNodeFloatParameter::Hint)
-class VisualShaderNodeIntUniform : public VisualShaderNodeUniform {
- GDCLASS(VisualShaderNodeIntUniform, VisualShaderNodeUniform);
+class VisualShaderNodeIntParameter : public VisualShaderNodeParameter {
+ GDCLASS(VisualShaderNodeIntParameter, VisualShaderNodeParameter);
public:
enum Hint {
@@ -1849,15 +2016,58 @@ public:
virtual Vector<StringName> get_editable_properties() const override;
- VisualShaderNodeIntUniform();
+ VisualShaderNodeIntParameter();
};
-VARIANT_ENUM_CAST(VisualShaderNodeIntUniform::Hint)
+VARIANT_ENUM_CAST(VisualShaderNodeIntParameter::Hint)
+
+///////////////////////////////////////
+
+class VisualShaderNodeUIntParameter : public VisualShaderNodeParameter {
+ GDCLASS(VisualShaderNodeUIntParameter, VisualShaderNodeParameter);
+
+private:
+ bool default_value_enabled = false;
+ int default_value = 0;
+
+protected:
+ static void _bind_methods();
+
+public:
+ virtual String get_caption() const override;
+
+ virtual int get_input_port_count() const override;
+ virtual PortType get_input_port_type(int p_port) const override;
+ virtual String get_input_port_name(int p_port) const override;
+
+ virtual int get_output_port_count() const override;
+ virtual PortType get_output_port_type(int p_port) const override;
+ virtual String get_output_port_name(int p_port) const override;
+
+ virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override;
+ virtual String 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 = false) const override;
+
+ virtual bool is_show_prop_names() const override;
+ virtual bool is_use_prop_slots() const override;
+
+ void set_default_value_enabled(bool p_enabled);
+ bool is_default_value_enabled() const;
+
+ void set_default_value(int p_value);
+ int get_default_value() const;
+
+ bool is_qualifier_supported(Qualifier p_qual) const override;
+ bool is_convertible_to_constant() const override;
+
+ virtual Vector<StringName> get_editable_properties() const override;
+
+ VisualShaderNodeUIntParameter();
+};
///////////////////////////////////////
-class VisualShaderNodeBooleanUniform : public VisualShaderNodeUniform {
- GDCLASS(VisualShaderNodeBooleanUniform, VisualShaderNodeUniform);
+class VisualShaderNodeBooleanParameter : public VisualShaderNodeParameter {
+ GDCLASS(VisualShaderNodeBooleanParameter, VisualShaderNodeParameter);
private:
bool default_value_enabled = false;
@@ -1894,13 +2104,13 @@ public:
virtual Vector<StringName> get_editable_properties() const override;
- VisualShaderNodeBooleanUniform();
+ VisualShaderNodeBooleanParameter();
};
///////////////////////////////////////
-class VisualShaderNodeColorUniform : public VisualShaderNodeUniform {
- GDCLASS(VisualShaderNodeColorUniform, VisualShaderNodeUniform);
+class VisualShaderNodeColorParameter : public VisualShaderNodeParameter {
+ GDCLASS(VisualShaderNodeColorParameter, VisualShaderNodeParameter);
private:
bool default_value_enabled = false;
@@ -1938,13 +2148,13 @@ public:
virtual Vector<StringName> get_editable_properties() const override;
- VisualShaderNodeColorUniform();
+ VisualShaderNodeColorParameter();
};
///////////////////////////////////////
-class VisualShaderNodeVec2Uniform : public VisualShaderNodeUniform {
- GDCLASS(VisualShaderNodeVec2Uniform, VisualShaderNodeUniform);
+class VisualShaderNodeVec2Parameter : public VisualShaderNodeParameter {
+ GDCLASS(VisualShaderNodeVec2Parameter, VisualShaderNodeParameter);
private:
bool default_value_enabled = false;
@@ -1981,13 +2191,13 @@ public:
virtual Vector<StringName> get_editable_properties() const override;
- VisualShaderNodeVec2Uniform();
+ VisualShaderNodeVec2Parameter();
};
///////////////////////////////////////
-class VisualShaderNodeVec3Uniform : public VisualShaderNodeUniform {
- GDCLASS(VisualShaderNodeVec3Uniform, VisualShaderNodeUniform);
+class VisualShaderNodeVec3Parameter : public VisualShaderNodeParameter {
+ GDCLASS(VisualShaderNodeVec3Parameter, VisualShaderNodeParameter);
private:
bool default_value_enabled = false;
@@ -2024,17 +2234,17 @@ public:
virtual Vector<StringName> get_editable_properties() const override;
- VisualShaderNodeVec3Uniform();
+ VisualShaderNodeVec3Parameter();
};
///////////////////////////////////////
-class VisualShaderNodeVec4Uniform : public VisualShaderNodeUniform {
- GDCLASS(VisualShaderNodeVec4Uniform, VisualShaderNodeUniform);
+class VisualShaderNodeVec4Parameter : public VisualShaderNodeParameter {
+ GDCLASS(VisualShaderNodeVec4Parameter, VisualShaderNodeParameter);
private:
bool default_value_enabled = false;
- Quaternion default_value;
+ Vector4 default_value;
protected:
static void _bind_methods();
@@ -2059,21 +2269,21 @@ public:
void set_default_value_enabled(bool p_enabled);
bool is_default_value_enabled() const;
- void set_default_value(const Quaternion &p_value);
- Quaternion get_default_value() const;
+ void set_default_value(const Vector4 &p_value);
+ Vector4 get_default_value() const;
bool is_qualifier_supported(Qualifier p_qual) const override;
bool is_convertible_to_constant() const override;
virtual Vector<StringName> get_editable_properties() const override;
- VisualShaderNodeVec4Uniform();
+ VisualShaderNodeVec4Parameter();
};
///////////////////////////////////////
-class VisualShaderNodeTransformUniform : public VisualShaderNodeUniform {
- GDCLASS(VisualShaderNodeTransformUniform, VisualShaderNodeUniform);
+class VisualShaderNodeTransformParameter : public VisualShaderNodeParameter {
+ GDCLASS(VisualShaderNodeTransformParameter, VisualShaderNodeParameter);
private:
bool default_value_enabled = false;
@@ -2110,13 +2320,13 @@ public:
virtual Vector<StringName> get_editable_properties() const override;
- VisualShaderNodeTransformUniform();
+ VisualShaderNodeTransformParameter();
};
///////////////////////////////////////
-class VisualShaderNodeTextureUniform : public VisualShaderNodeUniform {
- GDCLASS(VisualShaderNodeTextureUniform, VisualShaderNodeUniform);
+class VisualShaderNodeTextureParameter : public VisualShaderNodeParameter {
+ GDCLASS(VisualShaderNodeTextureParameter, VisualShaderNodeParameter);
public:
enum TextureType {
@@ -2162,17 +2372,13 @@ protected:
static void _bind_methods();
public:
- virtual String get_caption() const override;
-
virtual int get_input_port_count() const override;
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
- virtual String get_output_port_name(int p_port) const override;
- virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override;
virtual String 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 = false) const override;
virtual HashMap<StringName, String> get_editable_properties_names() const override;
@@ -2195,18 +2401,32 @@ public:
bool is_qualifier_supported(Qualifier p_qual) const override;
bool is_convertible_to_constant() const override;
- VisualShaderNodeTextureUniform();
+ VisualShaderNodeTextureParameter();
};
-VARIANT_ENUM_CAST(VisualShaderNodeTextureUniform::TextureType)
-VARIANT_ENUM_CAST(VisualShaderNodeTextureUniform::ColorDefault)
-VARIANT_ENUM_CAST(VisualShaderNodeTextureUniform::TextureFilter)
-VARIANT_ENUM_CAST(VisualShaderNodeTextureUniform::TextureRepeat)
+VARIANT_ENUM_CAST(VisualShaderNodeTextureParameter::TextureType)
+VARIANT_ENUM_CAST(VisualShaderNodeTextureParameter::ColorDefault)
+VARIANT_ENUM_CAST(VisualShaderNodeTextureParameter::TextureFilter)
+VARIANT_ENUM_CAST(VisualShaderNodeTextureParameter::TextureRepeat)
///////////////////////////////////////
-class VisualShaderNodeTextureUniformTriplanar : public VisualShaderNodeTextureUniform {
- GDCLASS(VisualShaderNodeTextureUniformTriplanar, VisualShaderNodeTextureUniform);
+class VisualShaderNodeTexture2DParameter : public VisualShaderNodeTextureParameter {
+ GDCLASS(VisualShaderNodeTexture2DParameter, VisualShaderNodeTextureParameter);
+
+public:
+ virtual String get_caption() const override;
+ virtual String get_output_port_name(int p_port) const override;
+
+ virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override;
+
+ VisualShaderNodeTexture2DParameter();
+};
+
+///////////////////////////////////////
+
+class VisualShaderNodeTextureParameterTriplanar : public VisualShaderNodeTextureParameter {
+ GDCLASS(VisualShaderNodeTextureParameterTriplanar, VisualShaderNodeTextureParameter);
public:
virtual String get_caption() const override;
@@ -2223,54 +2443,52 @@ public:
virtual String generate_global_per_node(Shader::Mode p_mode, int p_id) const override;
virtual String generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override;
+ virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override;
virtual String 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 = false) const override;
- VisualShaderNodeTextureUniformTriplanar();
+ VisualShaderNodeTextureParameterTriplanar();
};
///////////////////////////////////////
-class VisualShaderNodeTexture2DArrayUniform : public VisualShaderNodeTextureUniform {
- GDCLASS(VisualShaderNodeTexture2DArrayUniform, VisualShaderNodeTextureUniform);
+class VisualShaderNodeTexture2DArrayParameter : public VisualShaderNodeTextureParameter {
+ GDCLASS(VisualShaderNodeTexture2DArrayParameter, VisualShaderNodeTextureParameter);
public:
virtual String get_caption() const override;
virtual String get_output_port_name(int p_port) const override;
virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override;
- virtual String 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 = false) const override;
- VisualShaderNodeTexture2DArrayUniform();
+ VisualShaderNodeTexture2DArrayParameter();
};
///////////////////////////////////////
-class VisualShaderNodeTexture3DUniform : public VisualShaderNodeTextureUniform {
- GDCLASS(VisualShaderNodeTexture3DUniform, VisualShaderNodeTextureUniform);
+class VisualShaderNodeTexture3DParameter : public VisualShaderNodeTextureParameter {
+ GDCLASS(VisualShaderNodeTexture3DParameter, VisualShaderNodeTextureParameter);
public:
virtual String get_caption() const override;
virtual String get_output_port_name(int p_port) const override;
virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override;
- virtual String 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 = false) const override;
- VisualShaderNodeTexture3DUniform();
+ VisualShaderNodeTexture3DParameter();
};
///////////////////////////////////////
-class VisualShaderNodeCubemapUniform : public VisualShaderNodeTextureUniform {
- GDCLASS(VisualShaderNodeCubemapUniform, VisualShaderNodeTextureUniform);
+class VisualShaderNodeCubemapParameter : public VisualShaderNodeTextureParameter {
+ GDCLASS(VisualShaderNodeCubemapParameter, VisualShaderNodeTextureParameter);
public:
virtual String get_caption() const override;
virtual String get_output_port_name(int p_port) const override;
virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override;
- virtual String 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 = false) const override;
- VisualShaderNodeCubemapUniform();
+ VisualShaderNodeCubemapParameter();
};
///////////////////////////////////////
@@ -2307,6 +2525,7 @@ public:
enum OpType {
OP_TYPE_FLOAT,
OP_TYPE_INT,
+ OP_TYPE_UINT,
OP_TYPE_VECTOR_2D,
OP_TYPE_VECTOR_3D,
OP_TYPE_VECTOR_4D,
@@ -2422,6 +2641,7 @@ public:
enum ComparisonType {
CTYPE_SCALAR,
CTYPE_SCALAR_INT,
+ CTYPE_SCALAR_UINT,
CTYPE_VECTOR_2D,
CTYPE_VECTOR_3D,
CTYPE_VECTOR_4D,
@@ -2574,4 +2794,87 @@ public:
VARIANT_ENUM_CAST(VisualShaderNodeBillboard::BillboardType)
+///////////////////////////////////////
+/// DistanceFade
+///////////////////////////////////////
+
+class VisualShaderNodeDistanceFade : public VisualShaderNode {
+ GDCLASS(VisualShaderNodeDistanceFade, VisualShaderNode);
+
+public:
+ virtual String get_caption() const override;
+
+ virtual int get_input_port_count() const override;
+ virtual PortType get_input_port_type(int p_port) const override;
+ virtual String get_input_port_name(int p_port) const override;
+
+ virtual int get_output_port_count() const override;
+ virtual PortType get_output_port_type(int p_port) const override;
+ virtual String get_output_port_name(int p_port) const override;
+ virtual bool has_output_port_preview(int p_port) const override;
+
+ virtual String 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 = false) const override;
+
+ VisualShaderNodeDistanceFade();
+};
+
+class VisualShaderNodeProximityFade : public VisualShaderNode {
+ GDCLASS(VisualShaderNodeProximityFade, VisualShaderNode);
+
+public:
+ virtual String get_caption() const override;
+
+ virtual int get_input_port_count() const override;
+ virtual PortType get_input_port_type(int p_port) const override;
+ virtual String get_input_port_name(int p_port) const override;
+
+ virtual int get_output_port_count() const override;
+ virtual PortType get_output_port_type(int p_port) const override;
+ virtual String get_output_port_name(int p_port) const override;
+ virtual bool has_output_port_preview(int p_port) const override;
+
+ virtual String 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 = false) const override;
+
+ VisualShaderNodeProximityFade();
+};
+
+class VisualShaderNodeRandomRange : public VisualShaderNode {
+ GDCLASS(VisualShaderNodeRandomRange, VisualShaderNode);
+
+public:
+ virtual String get_caption() const override;
+
+ virtual int get_input_port_count() const override;
+ virtual PortType get_input_port_type(int p_port) const override;
+ virtual String get_input_port_name(int p_port) const override;
+
+ virtual int get_output_port_count() const override;
+ virtual PortType get_output_port_type(int p_port) const override;
+ virtual String get_output_port_name(int p_port) const override;
+
+ virtual String generate_global_per_node(Shader::Mode p_mode, int p_id) const override;
+ virtual String 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 = false) const override;
+
+ VisualShaderNodeRandomRange();
+};
+
+class VisualShaderNodeRemap : public VisualShaderNode {
+ GDCLASS(VisualShaderNodeRemap, VisualShaderNode);
+
+public:
+ virtual String get_caption() const override;
+
+ virtual int get_input_port_count() const override;
+ virtual PortType get_input_port_type(int p_port) const override;
+ virtual String get_input_port_name(int p_port) const override;
+
+ virtual int get_output_port_count() const override;
+ virtual PortType get_output_port_type(int p_port) const override;
+ virtual String get_output_port_name(int p_port) const override;
+
+ virtual String 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 = false) const override;
+
+ VisualShaderNodeRemap();
+};
+
#endif // VISUAL_SHADER_NODES_H