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Diffstat (limited to 'scene/resources/visual_shader_nodes.h')
-rw-r--r--scene/resources/visual_shader_nodes.h361
1 files changed, 308 insertions, 53 deletions
diff --git a/scene/resources/visual_shader_nodes.h b/scene/resources/visual_shader_nodes.h
index 28ead64fe2..339e59bda9 100644
--- a/scene/resources/visual_shader_nodes.h
+++ b/scene/resources/visual_shader_nodes.h
@@ -38,7 +38,7 @@
///////////////////////////////////////
class VisualShaderNodeScalarConstant : public VisualShaderNode {
- GDCLASS(VisualShaderNodeScalarConstant, VisualShaderNode)
+ GDCLASS(VisualShaderNodeScalarConstant, VisualShaderNode);
float constant;
protected:
@@ -68,7 +68,7 @@ public:
///////////////////////////////////////
class VisualShaderNodeBooleanConstant : public VisualShaderNode {
- GDCLASS(VisualShaderNodeBooleanConstant, VisualShaderNode)
+ GDCLASS(VisualShaderNodeBooleanConstant, VisualShaderNode);
bool constant;
protected:
@@ -98,7 +98,7 @@ public:
///////////////////////////////////////
class VisualShaderNodeColorConstant : public VisualShaderNode {
- GDCLASS(VisualShaderNodeColorConstant, VisualShaderNode)
+ GDCLASS(VisualShaderNodeColorConstant, VisualShaderNode);
Color constant;
protected:
@@ -128,7 +128,7 @@ public:
///////////////////////////////////////
class VisualShaderNodeVec3Constant : public VisualShaderNode {
- GDCLASS(VisualShaderNodeVec3Constant, VisualShaderNode)
+ GDCLASS(VisualShaderNodeVec3Constant, VisualShaderNode);
Vector3 constant;
protected:
@@ -158,7 +158,7 @@ public:
///////////////////////////////////////
class VisualShaderNodeTransformConstant : public VisualShaderNode {
- GDCLASS(VisualShaderNodeTransformConstant, VisualShaderNode)
+ GDCLASS(VisualShaderNodeTransformConstant, VisualShaderNode);
Transform constant;
protected:
@@ -190,7 +190,7 @@ public:
///////////////////////////////////////
class VisualShaderNodeTexture : public VisualShaderNode {
- GDCLASS(VisualShaderNodeTexture, VisualShaderNode)
+ GDCLASS(VisualShaderNodeTexture, VisualShaderNode);
Ref<Texture> texture;
public:
@@ -198,7 +198,9 @@ public:
SOURCE_TEXTURE,
SOURCE_SCREEN,
SOURCE_2D_TEXTURE,
- SOURCE_2D_NORMAL
+ SOURCE_2D_NORMAL,
+ SOURCE_DEPTH,
+ SOURCE_PORT,
};
enum TextureType {
@@ -225,6 +227,8 @@ public:
virtual PortType get_output_port_type(int p_port) const;
virtual String get_output_port_name(int p_port) const;
+ virtual String get_input_port_default_hint(int p_port) const;
+
virtual Vector<VisualShader::DefaultTextureParam> get_default_texture_parameters(VisualShader::Type p_type, int p_id) const;
virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const;
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; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
@@ -251,10 +255,15 @@ VARIANT_ENUM_CAST(VisualShaderNodeTexture::Source)
///////////////////////////////////////
class VisualShaderNodeCubeMap : public VisualShaderNode {
- GDCLASS(VisualShaderNodeCubeMap, VisualShaderNode)
+ GDCLASS(VisualShaderNodeCubeMap, VisualShaderNode);
Ref<CubeMap> cube_map;
public:
+ enum Source {
+ SOURCE_TEXTURE,
+ SOURCE_PORT
+ };
+
enum TextureType {
TYPE_DATA,
TYPE_COLOR,
@@ -262,6 +271,7 @@ public:
};
private:
+ Source source;
TextureType texture_type;
protected:
@@ -273,6 +283,7 @@ public:
virtual int get_input_port_count() const;
virtual PortType get_input_port_type(int p_port) const;
virtual String get_input_port_name(int p_port) const;
+ virtual String get_input_port_default_hint(int p_port) const;
virtual int get_output_port_count() const;
virtual PortType get_output_port_type(int p_port) const;
@@ -282,6 +293,9 @@ public:
virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const;
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; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
+ void set_source(Source p_source);
+ Source get_source() const;
+
void set_cube_map(Ref<CubeMap> p_value);
Ref<CubeMap> get_cube_map() const;
@@ -294,13 +308,14 @@ public:
};
VARIANT_ENUM_CAST(VisualShaderNodeCubeMap::TextureType)
+VARIANT_ENUM_CAST(VisualShaderNodeCubeMap::Source)
///////////////////////////////////////
/// OPS
///////////////////////////////////////
class VisualShaderNodeScalarOp : public VisualShaderNode {
- GDCLASS(VisualShaderNodeScalarOp, VisualShaderNode)
+ GDCLASS(VisualShaderNodeScalarOp, VisualShaderNode);
public:
enum Operator {
@@ -345,7 +360,7 @@ public:
VARIANT_ENUM_CAST(VisualShaderNodeScalarOp::Operator)
class VisualShaderNodeVectorOp : public VisualShaderNode {
- GDCLASS(VisualShaderNodeVectorOp, VisualShaderNode)
+ GDCLASS(VisualShaderNodeVectorOp, VisualShaderNode);
public:
enum Operator {
@@ -394,7 +409,7 @@ VARIANT_ENUM_CAST(VisualShaderNodeVectorOp::Operator)
///////////////////////////////////////
class VisualShaderNodeColorOp : public VisualShaderNode {
- GDCLASS(VisualShaderNodeColorOp, VisualShaderNode)
+ GDCLASS(VisualShaderNodeColorOp, VisualShaderNode);
public:
enum Operator {
@@ -442,7 +457,7 @@ VARIANT_ENUM_CAST(VisualShaderNodeColorOp::Operator)
///////////////////////////////////////
class VisualShaderNodeTransformMult : public VisualShaderNode {
- GDCLASS(VisualShaderNodeTransformMult, VisualShaderNode)
+ GDCLASS(VisualShaderNodeTransformMult, VisualShaderNode);
public:
enum Operator {
@@ -485,7 +500,7 @@ VARIANT_ENUM_CAST(VisualShaderNodeTransformMult::Operator)
///////////////////////////////////////
class VisualShaderNodeTransformVecMult : public VisualShaderNode {
- GDCLASS(VisualShaderNodeTransformVecMult, VisualShaderNode)
+ GDCLASS(VisualShaderNodeTransformVecMult, VisualShaderNode);
public:
enum Operator {
@@ -528,7 +543,7 @@ VARIANT_ENUM_CAST(VisualShaderNodeTransformVecMult::Operator)
///////////////////////////////////////
class VisualShaderNodeScalarFunc : public VisualShaderNode {
- GDCLASS(VisualShaderNodeScalarFunc, VisualShaderNode)
+ GDCLASS(VisualShaderNodeScalarFunc, VisualShaderNode);
public:
enum Function {
@@ -562,7 +577,8 @@ public:
FUNC_RADIANS,
FUNC_RECIPROCAL,
FUNC_ROUNDEVEN,
- FUNC_TRUNC
+ FUNC_TRUNC,
+ FUNC_ONEMINUS
};
protected:
@@ -598,7 +614,7 @@ VARIANT_ENUM_CAST(VisualShaderNodeScalarFunc::Function)
///////////////////////////////////////
class VisualShaderNodeVectorFunc : public VisualShaderNode {
- GDCLASS(VisualShaderNodeVectorFunc, VisualShaderNode)
+ GDCLASS(VisualShaderNodeVectorFunc, VisualShaderNode);
public:
enum Function {
@@ -635,7 +651,8 @@ public:
FUNC_SQRT,
FUNC_TAN,
FUNC_TANH,
- FUNC_TRUNC
+ FUNC_TRUNC,
+ FUNC_ONEMINUS
};
protected:
@@ -671,7 +688,7 @@ VARIANT_ENUM_CAST(VisualShaderNodeVectorFunc::Function)
///////////////////////////////////////
class VisualShaderNodeColorFunc : public VisualShaderNode {
- GDCLASS(VisualShaderNodeColorFunc, VisualShaderNode)
+ GDCLASS(VisualShaderNodeColorFunc, VisualShaderNode);
public:
enum Function {
@@ -697,7 +714,7 @@ public:
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; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
- void set_function(Function p_op);
+ void set_function(Function p_func);
Function get_function() const;
virtual Vector<StringName> get_editable_properties() const;
@@ -712,7 +729,7 @@ VARIANT_ENUM_CAST(VisualShaderNodeColorFunc::Function)
///////////////////////////////////////
class VisualShaderNodeTransformFunc : public VisualShaderNode {
- GDCLASS(VisualShaderNodeTransformFunc, VisualShaderNode)
+ GDCLASS(VisualShaderNodeTransformFunc, VisualShaderNode);
public:
enum Function {
@@ -738,7 +755,7 @@ public:
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; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
- void set_function(Function p_op);
+ void set_function(Function p_func);
Function get_function() const;
virtual Vector<StringName> get_editable_properties() const;
@@ -753,7 +770,7 @@ VARIANT_ENUM_CAST(VisualShaderNodeTransformFunc::Function)
///////////////////////////////////////
class VisualShaderNodeDotProduct : public VisualShaderNode {
- GDCLASS(VisualShaderNodeDotProduct, VisualShaderNode)
+ GDCLASS(VisualShaderNodeDotProduct, VisualShaderNode);
public:
virtual String get_caption() const;
@@ -776,7 +793,7 @@ public:
///////////////////////////////////////
class VisualShaderNodeVectorLen : public VisualShaderNode {
- GDCLASS(VisualShaderNodeVectorLen, VisualShaderNode)
+ GDCLASS(VisualShaderNodeVectorLen, VisualShaderNode);
public:
virtual String get_caption() const;
@@ -799,7 +816,7 @@ public:
///////////////////////////////////////
class VisualShaderNodeDeterminant : public VisualShaderNode {
- GDCLASS(VisualShaderNodeDeterminant, VisualShaderNode)
+ GDCLASS(VisualShaderNodeDeterminant, VisualShaderNode);
public:
virtual String get_caption() const;
@@ -822,7 +839,7 @@ public:
///////////////////////////////////////
class VisualShaderNodeScalarClamp : public VisualShaderNode {
- GDCLASS(VisualShaderNodeScalarClamp, VisualShaderNode)
+ GDCLASS(VisualShaderNodeScalarClamp, VisualShaderNode);
public:
virtual String get_caption() const;
@@ -843,7 +860,7 @@ public:
///////////////////////////////////////
class VisualShaderNodeVectorClamp : public VisualShaderNode {
- GDCLASS(VisualShaderNodeVectorClamp, VisualShaderNode)
+ GDCLASS(VisualShaderNodeVectorClamp, VisualShaderNode);
public:
virtual String get_caption() const;
@@ -866,7 +883,7 @@ public:
///////////////////////////////////////
class VisualShaderNodeScalarDerivativeFunc : public VisualShaderNode {
- GDCLASS(VisualShaderNodeScalarDerivativeFunc, VisualShaderNode)
+ GDCLASS(VisualShaderNodeScalarDerivativeFunc, VisualShaderNode);
public:
enum Function {
@@ -893,7 +910,7 @@ public:
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; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
- void set_function(Function p_op);
+ void set_function(Function p_func);
Function get_function() const;
virtual Vector<StringName> get_editable_properties() const;
@@ -906,7 +923,7 @@ VARIANT_ENUM_CAST(VisualShaderNodeScalarDerivativeFunc::Function)
///////////////////////////////////////
class VisualShaderNodeVectorDerivativeFunc : public VisualShaderNode {
- GDCLASS(VisualShaderNodeVectorDerivativeFunc, VisualShaderNode)
+ GDCLASS(VisualShaderNodeVectorDerivativeFunc, VisualShaderNode);
public:
enum Function {
@@ -933,7 +950,7 @@ public:
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; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
- void set_function(Function p_op);
+ void set_function(Function p_func);
Function get_function() const;
virtual Vector<StringName> get_editable_properties() const;
@@ -948,7 +965,7 @@ VARIANT_ENUM_CAST(VisualShaderNodeVectorDerivativeFunc::Function)
///////////////////////////////////////
class VisualShaderNodeFaceForward : public VisualShaderNode {
- GDCLASS(VisualShaderNodeFaceForward, VisualShaderNode)
+ GDCLASS(VisualShaderNodeFaceForward, VisualShaderNode);
public:
virtual String get_caption() const;
@@ -971,7 +988,7 @@ public:
///////////////////////////////////////
class VisualShaderNodeOuterProduct : public VisualShaderNode {
- GDCLASS(VisualShaderNodeOuterProduct, VisualShaderNode)
+ GDCLASS(VisualShaderNodeOuterProduct, VisualShaderNode);
public:
virtual String get_caption() const;
@@ -994,7 +1011,7 @@ public:
///////////////////////////////////////
class VisualShaderNodeVectorScalarStep : public VisualShaderNode {
- GDCLASS(VisualShaderNodeVectorScalarStep, VisualShaderNode)
+ GDCLASS(VisualShaderNodeVectorScalarStep, VisualShaderNode);
public:
virtual String get_caption() const;
@@ -1017,7 +1034,7 @@ public:
///////////////////////////////////////
class VisualShaderNodeScalarSmoothStep : public VisualShaderNode {
- GDCLASS(VisualShaderNodeScalarSmoothStep, VisualShaderNode)
+ GDCLASS(VisualShaderNodeScalarSmoothStep, VisualShaderNode);
public:
virtual String get_caption() const;
@@ -1038,7 +1055,7 @@ public:
///////////////////////////////////////
class VisualShaderNodeVectorSmoothStep : public VisualShaderNode {
- GDCLASS(VisualShaderNodeVectorSmoothStep, VisualShaderNode)
+ GDCLASS(VisualShaderNodeVectorSmoothStep, VisualShaderNode);
public:
virtual String get_caption() const;
@@ -1059,7 +1076,7 @@ public:
///////////////////////////////////////
class VisualShaderNodeVectorScalarSmoothStep : public VisualShaderNode {
- GDCLASS(VisualShaderNodeVectorScalarSmoothStep, VisualShaderNode)
+ GDCLASS(VisualShaderNodeVectorScalarSmoothStep, VisualShaderNode);
public:
virtual String get_caption() const;
@@ -1082,7 +1099,7 @@ public:
///////////////////////////////////////
class VisualShaderNodeVectorDistance : public VisualShaderNode {
- GDCLASS(VisualShaderNodeVectorDistance, VisualShaderNode)
+ GDCLASS(VisualShaderNodeVectorDistance, VisualShaderNode);
public:
virtual String get_caption() const;
@@ -1105,7 +1122,7 @@ public:
///////////////////////////////////////
class VisualShaderNodeVectorRefract : public VisualShaderNode {
- GDCLASS(VisualShaderNodeVectorRefract, VisualShaderNode)
+ GDCLASS(VisualShaderNodeVectorRefract, VisualShaderNode);
public:
virtual String get_caption() const;
@@ -1128,7 +1145,7 @@ public:
///////////////////////////////////////
class VisualShaderNodeScalarInterp : public VisualShaderNode {
- GDCLASS(VisualShaderNodeScalarInterp, VisualShaderNode)
+ GDCLASS(VisualShaderNodeScalarInterp, VisualShaderNode);
public:
virtual String get_caption() const;
@@ -1149,7 +1166,7 @@ public:
///////////////////////////////////////
class VisualShaderNodeVectorInterp : public VisualShaderNode {
- GDCLASS(VisualShaderNodeVectorInterp, VisualShaderNode)
+ GDCLASS(VisualShaderNodeVectorInterp, VisualShaderNode);
public:
virtual String get_caption() const;
@@ -1168,11 +1185,32 @@ public:
};
///////////////////////////////////////
+
+class VisualShaderNodeVectorScalarMix : public VisualShaderNode {
+ GDCLASS(VisualShaderNodeVectorScalarMix, VisualShaderNode);
+
+public:
+ virtual String get_caption() const;
+
+ virtual int get_input_port_count() const;
+ virtual PortType get_input_port_type(int p_port) const;
+ virtual String get_input_port_name(int p_port) const;
+
+ virtual int get_output_port_count() const;
+ virtual PortType get_output_port_type(int p_port) const;
+ virtual String get_output_port_name(int p_port) const;
+
+ 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; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
+
+ VisualShaderNodeVectorScalarMix();
+};
+
+///////////////////////////////////////
/// COMPOSE
///////////////////////////////////////
class VisualShaderNodeVectorCompose : public VisualShaderNode {
- GDCLASS(VisualShaderNodeVectorCompose, VisualShaderNode)
+ GDCLASS(VisualShaderNodeVectorCompose, VisualShaderNode);
public:
virtual String get_caption() const;
@@ -1193,7 +1231,7 @@ public:
///////////////////////////////////////
class VisualShaderNodeTransformCompose : public VisualShaderNode {
- GDCLASS(VisualShaderNodeTransformCompose, VisualShaderNode)
+ GDCLASS(VisualShaderNodeTransformCompose, VisualShaderNode);
public:
virtual String get_caption() const;
@@ -1216,7 +1254,7 @@ public:
///////////////////////////////////////
class VisualShaderNodeVectorDecompose : public VisualShaderNode {
- GDCLASS(VisualShaderNodeVectorDecompose, VisualShaderNode)
+ GDCLASS(VisualShaderNodeVectorDecompose, VisualShaderNode);
public:
virtual String get_caption() const;
@@ -1237,7 +1275,7 @@ public:
///////////////////////////////////////
class VisualShaderNodeTransformDecompose : public VisualShaderNode {
- GDCLASS(VisualShaderNodeTransformDecompose, VisualShaderNode)
+ GDCLASS(VisualShaderNodeTransformDecompose, VisualShaderNode);
public:
virtual String get_caption() const;
@@ -1260,7 +1298,7 @@ public:
///////////////////////////////////////
class VisualShaderNodeScalarUniform : public VisualShaderNodeUniform {
- GDCLASS(VisualShaderNodeScalarUniform, VisualShaderNodeUniform)
+ GDCLASS(VisualShaderNodeScalarUniform, VisualShaderNodeUniform);
public:
virtual String get_caption() const;
@@ -1282,7 +1320,7 @@ public:
///////////////////////////////////////
class VisualShaderNodeBooleanUniform : public VisualShaderNodeUniform {
- GDCLASS(VisualShaderNodeBooleanUniform, VisualShaderNodeUniform)
+ GDCLASS(VisualShaderNodeBooleanUniform, VisualShaderNodeUniform);
public:
virtual String get_caption() const;
@@ -1304,7 +1342,7 @@ public:
///////////////////////////////////////
class VisualShaderNodeColorUniform : public VisualShaderNodeUniform {
- GDCLASS(VisualShaderNodeColorUniform, VisualShaderNodeUniform)
+ GDCLASS(VisualShaderNodeColorUniform, VisualShaderNodeUniform);
public:
virtual String get_caption() const;
@@ -1326,7 +1364,7 @@ public:
///////////////////////////////////////
class VisualShaderNodeVec3Uniform : public VisualShaderNodeUniform {
- GDCLASS(VisualShaderNodeVec3Uniform, VisualShaderNodeUniform)
+ GDCLASS(VisualShaderNodeVec3Uniform, VisualShaderNodeUniform);
public:
virtual String get_caption() const;
@@ -1348,7 +1386,7 @@ public:
///////////////////////////////////////
class VisualShaderNodeTransformUniform : public VisualShaderNodeUniform {
- GDCLASS(VisualShaderNodeTransformUniform, VisualShaderNodeUniform)
+ GDCLASS(VisualShaderNodeTransformUniform, VisualShaderNodeUniform);
public:
virtual String get_caption() const;
@@ -1370,7 +1408,8 @@ public:
///////////////////////////////////////
class VisualShaderNodeTextureUniform : public VisualShaderNodeUniform {
- GDCLASS(VisualShaderNodeTextureUniform, VisualShaderNodeUniform)
+ GDCLASS(VisualShaderNodeTextureUniform, VisualShaderNodeUniform);
+
public:
enum TextureType {
TYPE_DATA,
@@ -1384,7 +1423,7 @@ public:
COLOR_DEFAULT_BLACK
};
-private:
+protected:
TextureType texture_type;
ColorDefault color_default;
@@ -1397,6 +1436,7 @@ public:
virtual int get_input_port_count() const;
virtual PortType get_input_port_type(int p_port) const;
virtual String get_input_port_name(int p_port) const;
+ virtual String get_input_port_default_hint(int p_port) const;
virtual int get_output_port_count() const;
virtual PortType get_output_port_type(int p_port) const;
@@ -1421,8 +1461,29 @@ VARIANT_ENUM_CAST(VisualShaderNodeTextureUniform::ColorDefault)
///////////////////////////////////////
-class VisualShaderNodeCubeMapUniform : public VisualShaderNode {
- GDCLASS(VisualShaderNodeCubeMapUniform, VisualShaderNode)
+class VisualShaderNodeTextureUniformTriplanar : public VisualShaderNodeTextureUniform {
+ GDCLASS(VisualShaderNodeTextureUniformTriplanar, VisualShaderNodeTextureUniform);
+
+public:
+ virtual String get_caption() const;
+
+ virtual int get_input_port_count() const;
+ virtual PortType get_input_port_type(int p_port) const;
+ virtual String get_input_port_name(int p_port) const;
+
+ virtual String get_input_port_default_hint(int p_port) const;
+
+ virtual String generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const;
+ virtual String generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const;
+ 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; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
+
+ VisualShaderNodeTextureUniformTriplanar();
+};
+
+///////////////////////////////////////
+
+class VisualShaderNodeCubeMapUniform : public VisualShaderNodeTextureUniform {
+ GDCLASS(VisualShaderNodeCubeMapUniform, VisualShaderNodeTextureUniform);
public:
virtual String get_caption() const;
@@ -1435,9 +1496,203 @@ public:
virtual PortType get_output_port_type(int p_port) const;
virtual String get_output_port_name(int p_port) const;
+ virtual String get_input_port_default_hint(int p_port) const;
+ virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const;
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; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
VisualShaderNodeCubeMapUniform();
};
+///////////////////////////////////////
+/// IF
+///////////////////////////////////////
+
+class VisualShaderNodeIf : public VisualShaderNode {
+ GDCLASS(VisualShaderNodeIf, VisualShaderNode);
+
+public:
+ virtual String get_caption() const;
+
+ virtual int get_input_port_count() const;
+ virtual PortType get_input_port_type(int p_port) const;
+ virtual String get_input_port_name(int p_port) const;
+
+ virtual int get_output_port_count() const;
+ virtual PortType get_output_port_type(int p_port) const;
+ virtual String get_output_port_name(int p_port) const;
+
+ 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;
+
+ VisualShaderNodeIf();
+};
+
+///////////////////////////////////////
+/// SWITCH
+///////////////////////////////////////
+
+class VisualShaderNodeSwitch : public VisualShaderNode {
+ GDCLASS(VisualShaderNodeSwitch, VisualShaderNode);
+
+public:
+ virtual String get_caption() const;
+
+ virtual int get_input_port_count() const;
+ virtual PortType get_input_port_type(int p_port) const;
+ virtual String get_input_port_name(int p_port) const;
+
+ virtual int get_output_port_count() const;
+ virtual PortType get_output_port_type(int p_port) const;
+ virtual String get_output_port_name(int p_port) const;
+
+ 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;
+
+ VisualShaderNodeSwitch();
+};
+
+class VisualShaderNodeScalarSwitch : public VisualShaderNodeSwitch {
+ GDCLASS(VisualShaderNodeScalarSwitch, VisualShaderNodeSwitch);
+
+public:
+ virtual String get_caption() const;
+
+ virtual PortType get_input_port_type(int p_port) const;
+ virtual PortType get_output_port_type(int p_port) const;
+
+ VisualShaderNodeScalarSwitch();
+};
+
+///////////////////////////////////////
+/// FRESNEL
+///////////////////////////////////////
+
+class VisualShaderNodeFresnel : public VisualShaderNode {
+ GDCLASS(VisualShaderNodeFresnel, VisualShaderNode);
+
+public:
+ virtual String get_caption() const;
+
+ virtual int get_input_port_count() const;
+ virtual PortType get_input_port_type(int p_port) const;
+ virtual String get_input_port_name(int p_port) const;
+
+ virtual int get_output_port_count() const;
+ virtual PortType get_output_port_type(int p_port) const;
+ virtual String get_output_port_name(int p_port) const;
+
+ 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;
+
+ VisualShaderNodeFresnel();
+};
+
+///////////////////////////////////////
+/// Is
+///////////////////////////////////////
+
+class VisualShaderNodeIs : public VisualShaderNode {
+ GDCLASS(VisualShaderNodeIs, VisualShaderNode);
+
+public:
+ enum Function {
+ FUNC_IS_INF,
+ FUNC_IS_NAN,
+ };
+
+protected:
+ Function func;
+
+protected:
+ static void _bind_methods();
+
+public:
+ virtual String get_caption() const;
+
+ virtual int get_input_port_count() const;
+ virtual PortType get_input_port_type(int p_port) const;
+ virtual String get_input_port_name(int p_port) const;
+
+ virtual int get_output_port_count() const;
+ virtual PortType get_output_port_type(int p_port) const;
+ virtual String get_output_port_name(int p_port) const;
+
+ 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; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
+
+ void set_function(Function p_func);
+ Function get_function() const;
+
+ virtual Vector<StringName> get_editable_properties() const;
+
+ VisualShaderNodeIs();
+};
+
+VARIANT_ENUM_CAST(VisualShaderNodeIs::Function)
+
+///////////////////////////////////////
+/// Compare
+///////////////////////////////////////
+
+class VisualShaderNodeCompare : public VisualShaderNode {
+ GDCLASS(VisualShaderNodeCompare, VisualShaderNode);
+
+public:
+ enum ComparsionType {
+ CTYPE_SCALAR,
+ CTYPE_VECTOR,
+ CTYPE_BOOLEAN,
+ CTYPE_TRANSFORM
+ };
+
+ enum Function {
+ FUNC_EQUAL,
+ FUNC_NOT_EQUAL,
+ FUNC_GREATER_THAN,
+ FUNC_GREATER_THAN_EQUAL,
+ FUNC_LESS_THAN,
+ FUNC_LESS_THAN_EQUAL,
+ };
+
+ enum Condition {
+ COND_ALL,
+ COND_ANY,
+ };
+
+protected:
+ ComparsionType ctype;
+ Function func;
+ Condition condition;
+
+protected:
+ static void _bind_methods();
+
+public:
+ virtual String get_caption() const;
+
+ virtual int get_input_port_count() const;
+ virtual PortType get_input_port_type(int p_port) const;
+ virtual String get_input_port_name(int p_port) const;
+
+ virtual int get_output_port_count() const;
+ virtual PortType get_output_port_type(int p_port) const;
+ virtual String get_output_port_name(int p_port) const;
+
+ 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; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
+
+ void set_comparsion_type(ComparsionType p_type);
+ ComparsionType get_comparsion_type() const;
+
+ void set_function(Function p_func);
+ Function get_function() const;
+
+ void set_condition(Condition p_cond);
+ Condition get_condition() const;
+
+ virtual Vector<StringName> get_editable_properties() const;
+ virtual String get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const;
+
+ VisualShaderNodeCompare();
+};
+
+VARIANT_ENUM_CAST(VisualShaderNodeCompare::ComparsionType)
+VARIANT_ENUM_CAST(VisualShaderNodeCompare::Function)
+VARIANT_ENUM_CAST(VisualShaderNodeCompare::Condition)
+
#endif // VISUAL_SHADER_NODES_H