diff options
Diffstat (limited to 'scene/resources/visual_shader_nodes.h')
-rw-r--r-- | scene/resources/visual_shader_nodes.h | 241 |
1 files changed, 212 insertions, 29 deletions
diff --git a/scene/resources/visual_shader_nodes.h b/scene/resources/visual_shader_nodes.h index 4b883c25cc..e3b101cf84 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; @@ -355,6 +385,8 @@ public: SOURCE_2D_NORMAL, SOURCE_DEPTH, SOURCE_PORT, + SOURCE_3D_NORMAL, + SOURCE_ROUGHNESS, SOURCE_MAX, }; @@ -638,6 +670,7 @@ public: 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_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; VisualShaderNodeLinearSceneDepth(); @@ -741,6 +774,54 @@ 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); @@ -1047,6 +1128,48 @@ 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 /////////////////////////////////////// @@ -1356,6 +1479,7 @@ public: enum OpType { OP_TYPE_FLOAT, OP_TYPE_INT, + OP_TYPE_UINT, OP_TYPE_VECTOR_2D, OP_TYPE_VECTOR_3D, OP_TYPE_VECTOR_4D, @@ -1902,6 +2026,49 @@ 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 VisualShaderNodeBooleanParameter : public VisualShaderNodeParameter { GDCLASS(VisualShaderNodeBooleanParameter, VisualShaderNodeParameter); @@ -2198,11 +2365,20 @@ public: REPEAT_MAX, }; + enum TextureSource { + SOURCE_NONE, + SOURCE_SCREEN, + SOURCE_DEPTH, + SOURCE_NORMAL_ROUGHNESS, + SOURCE_MAX, + }; + protected: TextureType texture_type = TYPE_DATA; ColorDefault color_default = COLOR_DEFAULT_WHITE; TextureFilter texture_filter = FILTER_DEFAULT; TextureRepeat texture_repeat = REPEAT_DEFAULT; + TextureSource texture_source = SOURCE_NONE; protected: static void _bind_methods(); @@ -2234,6 +2410,9 @@ public: void set_texture_repeat(TextureRepeat p_repeat); TextureRepeat get_texture_repeat() const; + void set_texture_source(TextureSource p_source); + TextureSource get_texture_source() const; + bool is_qualifier_supported(Qualifier p_qual) const override; bool is_convertible_to_constant() const override; @@ -2244,6 +2423,7 @@ VARIANT_ENUM_CAST(VisualShaderNodeTextureParameter::TextureType) VARIANT_ENUM_CAST(VisualShaderNodeTextureParameter::ColorDefault) VARIANT_ENUM_CAST(VisualShaderNodeTextureParameter::TextureFilter) VARIANT_ENUM_CAST(VisualShaderNodeTextureParameter::TextureRepeat) +VARIANT_ENUM_CAST(VisualShaderNodeTextureParameter::TextureSource) /////////////////////////////////////// @@ -2361,6 +2541,7 @@ public: enum OpType { OP_TYPE_FLOAT, OP_TYPE_INT, + OP_TYPE_UINT, OP_TYPE_VECTOR_2D, OP_TYPE_VECTOR_3D, OP_TYPE_VECTOR_4D, @@ -2476,6 +2657,7 @@ public: enum ComparisonType { CTYPE_SCALAR, CTYPE_SCALAR_INT, + CTYPE_SCALAR_UINT, CTYPE_VECTOR_2D, CTYPE_VECTOR_3D, CTYPE_VECTOR_4D, @@ -2667,6 +2849,7 @@ public: 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_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; VisualShaderNodeProximityFade(); |