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Diffstat (limited to 'scene/resources/visual_shader_nodes.h')
-rw-r--r-- | scene/resources/visual_shader_nodes.h | 861 |
1 files changed, 861 insertions, 0 deletions
diff --git a/scene/resources/visual_shader_nodes.h b/scene/resources/visual_shader_nodes.h new file mode 100644 index 0000000000..cf46ee3189 --- /dev/null +++ b/scene/resources/visual_shader_nodes.h @@ -0,0 +1,861 @@ +#ifndef VISUAL_SHADER_NODES_H +#define VISUAL_SHADER_NODES_H + +#include "scene/resources/visual_shader.h" + +/// CONSTANTS /// + +class VisualShaderNodeScalarConstant : public VisualShaderNode { + GDCLASS(VisualShaderNodeScalarConstant, VisualShaderNode) + float constant; + +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) 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_constant(float p_value); + float get_constant() const; + + virtual Vector<StringName> get_editable_properties() const; + + VisualShaderNodeScalarConstant(); +}; + +class VisualShaderNodeColorConstant : public VisualShaderNode { + GDCLASS(VisualShaderNodeColorConstant, VisualShaderNode) + Color constant; + +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) 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_constant(Color p_value); + Color get_constant() const; + + virtual Vector<StringName> get_editable_properties() const; + + VisualShaderNodeColorConstant(); +}; + +class VisualShaderNodeVec3Constant : public VisualShaderNode { + GDCLASS(VisualShaderNodeVec3Constant, VisualShaderNode) + Vector3 constant; + +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) 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_constant(Vector3 p_value); + Vector3 get_constant() const; + + virtual Vector<StringName> get_editable_properties() const; + + VisualShaderNodeVec3Constant(); +}; + +class VisualShaderNodeTransformConstant : public VisualShaderNode { + GDCLASS(VisualShaderNodeTransformConstant, VisualShaderNode) + Transform constant; + +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) 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_constant(Transform p_value); + Transform get_constant() const; + + virtual Vector<StringName> get_editable_properties() const; + + VisualShaderNodeTransformConstant(); +}; + +////////////////////////////////// + +class VisualShaderNodeTexture : public VisualShaderNode { + GDCLASS(VisualShaderNodeTexture, VisualShaderNode) + Ref<Texture> texture; + +public: + enum Source { + SOURCE_TEXTURE, + SOURCE_SCREEN, + SOURCE_2D_TEXTURE, + SOURCE_2D_NORMAL + }; + + enum TextureType { + TYPE_DATA, + TYPE_COLOR, + TYPE_NORMALMAP + }; + +private: + Source source; + TextureType texture_type; + +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 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) 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_texture(Ref<Texture> p_value); + Ref<Texture> get_texture() const; + + void set_texture_type(TextureType p_type); + TextureType get_texture_type() const; + + virtual Vector<StringName> get_editable_properties() const; + + virtual String get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const; + + VisualShaderNodeTexture(); +}; + +VARIANT_ENUM_CAST(VisualShaderNodeTexture::TextureType) +VARIANT_ENUM_CAST(VisualShaderNodeTexture::Source) + +////////////////////////////////// + +class VisualShaderNodeCubeMap : public VisualShaderNode { + GDCLASS(VisualShaderNodeCubeMap, VisualShaderNode) + Ref<CubeMap> cube_map; + +public: + enum TextureType { + TYPE_DATA, + TYPE_COLOR, + TYPE_NORMALMAP + }; + +private: + TextureType texture_type; + +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 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) 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_cube_map(Ref<CubeMap> p_value); + Ref<CubeMap> get_cube_map() const; + + void set_texture_type(TextureType p_type); + TextureType get_texture_type() const; + + virtual Vector<StringName> get_editable_properties() const; + + VisualShaderNodeCubeMap(); +}; + +VARIANT_ENUM_CAST(VisualShaderNodeCubeMap::TextureType) +/////////////////////////////////////// + +class VisualShaderNodeScalarOp : public VisualShaderNode { + GDCLASS(VisualShaderNodeScalarOp, VisualShaderNode) + +public: + enum Operator { + OP_ADD, + OP_SUB, + OP_MUL, + OP_DIV, + OP_MOD, + OP_POW, + OP_MAX, + OP_MIN, + OP_ATAN2 + }; + +protected: + Operator op; + + 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) 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_operator(Operator p_op); + Operator get_operator() const; + + virtual Vector<StringName> get_editable_properties() const; + + VisualShaderNodeScalarOp(); +}; + +VARIANT_ENUM_CAST(VisualShaderNodeScalarOp::Operator) + +class VisualShaderNodeVectorOp : public VisualShaderNode { + GDCLASS(VisualShaderNodeVectorOp, VisualShaderNode) + +public: + enum Operator { + OP_ADD, + OP_SUB, + OP_MUL, + OP_DIV, + OP_MOD, + OP_POW, + OP_MAX, + OP_MIN, + OP_CROSS + + }; + +protected: + Operator op; + + 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) 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_operator(Operator p_op); + Operator get_operator() const; + + virtual Vector<StringName> get_editable_properties() const; + + VisualShaderNodeVectorOp(); +}; + +VARIANT_ENUM_CAST(VisualShaderNodeVectorOp::Operator) + +class VisualShaderNodeColorOp : public VisualShaderNode { + GDCLASS(VisualShaderNodeColorOp, VisualShaderNode) + +public: + enum Operator { + OP_SCREEN, + OP_DIFFERENCE, + OP_DARKEN, + OP_LIGHTEN, + OP_OVERLAY, + OP_DODGE, + OP_BURN, + OP_SOFT_LIGHT, + OP_HARD_LIGHT, + }; + +protected: + Operator op; + + 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) 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_operator(Operator p_op); + Operator get_operator() const; + + virtual Vector<StringName> get_editable_properties() const; + + VisualShaderNodeColorOp(); +}; + +VARIANT_ENUM_CAST(VisualShaderNodeColorOp::Operator) + +class VisualShaderNodeTransformMult : public VisualShaderNode { + GDCLASS(VisualShaderNodeTransformMult, VisualShaderNode) + +public: + enum Operator { + OP_AxB, + OP_BxA, + }; + +protected: + Operator op; + + 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) 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_operator(Operator p_op); + Operator get_operator() const; + + virtual Vector<StringName> get_editable_properties() const; + + VisualShaderNodeTransformMult(); +}; + +VARIANT_ENUM_CAST(VisualShaderNodeTransformMult::Operator) + +class VisualShaderNodeTransformVecMult : public VisualShaderNode { + GDCLASS(VisualShaderNodeTransformVecMult, VisualShaderNode) + +public: + enum Operator { + OP_AxB, + OP_BxA, + OP_3x3_AxB, + OP_3x3_BxA, + }; + +protected: + Operator op; + + 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) 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_operator(Operator p_op); + Operator get_operator() const; + + virtual Vector<StringName> get_editable_properties() const; + + VisualShaderNodeTransformVecMult(); +}; + +VARIANT_ENUM_CAST(VisualShaderNodeTransformVecMult::Operator) + +/////////////////////////////////////// + +class VisualShaderNodeScalarFunc : public VisualShaderNode { + GDCLASS(VisualShaderNodeScalarFunc, VisualShaderNode) + +public: + enum Function { + FUNC_SIN, + FUNC_COS, + FUNC_TAN, + FUNC_ASIN, + FUNC_ACOS, + FUNC_ATAN, + FUNC_SINH, + FUNC_COSH, + FUNC_TANH, + FUNC_LOG, + FUNC_EXP, + FUNC_SQRT, + FUNC_ABS, + FUNC_SIGN, + FUNC_FLOOR, + FUNC_ROUND, + FUNC_CEIL, + FUNC_FRAC, + FUNC_SATURATE, + FUNC_NEGATE, + }; + +protected: + Function func; + + 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) 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; + + VisualShaderNodeScalarFunc(); +}; + +VARIANT_ENUM_CAST(VisualShaderNodeScalarFunc::Function) + +/////////////////////////////////////// + +class VisualShaderNodeVectorFunc : public VisualShaderNode { + GDCLASS(VisualShaderNodeVectorFunc, VisualShaderNode) + +public: + enum Function { + FUNC_NORMALIZE, + FUNC_SATURATE, + FUNC_NEGATE, + FUNC_RECIPROCAL, + FUNC_RGB2HSV, + FUNC_HSV2RGB, + }; + +protected: + Function func; + + 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) 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; + + VisualShaderNodeVectorFunc(); +}; + +VARIANT_ENUM_CAST(VisualShaderNodeVectorFunc::Function) + +/////////////////////////////////////// + +class VisualShaderNodeDotProduct : public VisualShaderNode { + GDCLASS(VisualShaderNodeDotProduct, 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) 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 + + VisualShaderNodeDotProduct(); +}; + +/////////////////////////////////////// + +class VisualShaderNodeVectorLen : public VisualShaderNode { + GDCLASS(VisualShaderNodeVectorLen, 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) 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 + + VisualShaderNodeVectorLen(); +}; + +/////////////////////////////////////// + +class VisualShaderNodeScalarInterp : public VisualShaderNode { + GDCLASS(VisualShaderNodeScalarInterp, 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) 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 + + VisualShaderNodeScalarInterp(); +}; + +/////////////////////////////////////// + +class VisualShaderNodeVectorInterp : public VisualShaderNode { + GDCLASS(VisualShaderNodeVectorInterp, 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) 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 + + VisualShaderNodeVectorInterp(); +}; + +/////////////////////////////////////// + +class VisualShaderNodeVectorConstruct : public VisualShaderNode { + GDCLASS(VisualShaderNodeVectorConstruct, 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) 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 + + VisualShaderNodeVectorConstruct(); +}; + +/////////////////////////////////////// + +class VisualShaderNodeTransformConstruct : public VisualShaderNode { + GDCLASS(VisualShaderNodeTransformConstruct, 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) 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 + + VisualShaderNodeTransformConstruct(); +}; + +/////////////////////////////////////// + +class VisualShaderNodeVectorDestruct : public VisualShaderNode { + GDCLASS(VisualShaderNodeVectorDestruct, 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) 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 + + VisualShaderNodeVectorDestruct(); +}; + +/////////////////////////////////////// + +class VisualShaderNodeTransformDestruct : public VisualShaderNode { + GDCLASS(VisualShaderNodeTransformDestruct, 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) 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 + + VisualShaderNodeTransformDestruct(); +}; + +/////////////////////////////////////// + +class VisualShaderNodeScalarUniform : public VisualShaderNodeUniform { + GDCLASS(VisualShaderNodeScalarUniform, VisualShaderNodeUniform) + +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_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) 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 + + VisualShaderNodeScalarUniform(); +}; + +class VisualShaderNodeColorUniform : public VisualShaderNodeUniform { + GDCLASS(VisualShaderNodeColorUniform, VisualShaderNodeUniform) + +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_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) 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 + + VisualShaderNodeColorUniform(); +}; + +class VisualShaderNodeVec3Uniform : public VisualShaderNodeUniform { + GDCLASS(VisualShaderNodeVec3Uniform, VisualShaderNodeUniform) + +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_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) 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 + + VisualShaderNodeVec3Uniform(); +}; + +class VisualShaderNodeTransformUniform : public VisualShaderNodeUniform { + GDCLASS(VisualShaderNodeTransformUniform, VisualShaderNodeUniform) + +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_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) 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 + + VisualShaderNodeTransformUniform(); +}; + +////////////////////////////////// + +class VisualShaderNodeTextureUniform : public VisualShaderNodeUniform { + GDCLASS(VisualShaderNodeTextureUniform, VisualShaderNodeUniform) +public: + enum TextureType { + TYPE_DATA, + TYPE_COLOR, + TYPE_NORMALMAP, + TYPE_ANISO, + }; + + enum ColorDefault { + COLOR_DEFAULT_WHITE, + COLOR_DEFAULT_BLACK + }; + +private: + TextureType texture_type; + ColorDefault color_default; + +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_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) 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 + + Vector<StringName> get_editable_properties() const; + + void set_texture_type(TextureType p_type); + TextureType get_texture_type() const; + + void set_color_default(ColorDefault p_default); + ColorDefault get_color_default() const; + + VisualShaderNodeTextureUniform(); +}; + +VARIANT_ENUM_CAST(VisualShaderNodeTextureUniform::TextureType) +VARIANT_ENUM_CAST(VisualShaderNodeTextureUniform::ColorDefault) + +////////////////////////////////// + +class VisualShaderNodeCubeMapUniform : public VisualShaderNode { + GDCLASS(VisualShaderNodeCubeMapUniform, 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) 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(); +}; + +#endif // VISUAL_SHADER_NODES_H |