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Diffstat (limited to 'scene/resources/visual_shader_nodes.h')
-rw-r--r--scene/resources/visual_shader_nodes.h19
1 files changed, 16 insertions, 3 deletions
diff --git a/scene/resources/visual_shader_nodes.h b/scene/resources/visual_shader_nodes.h
index d5ee990191..339e59bda9 100644
--- a/scene/resources/visual_shader_nodes.h
+++ b/scene/resources/visual_shader_nodes.h
@@ -259,6 +259,11 @@ class VisualShaderNodeCubeMap : public VisualShaderNode {
Ref<CubeMap> cube_map;
public:
+ enum Source {
+ SOURCE_TEXTURE,
+ SOURCE_PORT
+ };
+
enum TextureType {
TYPE_DATA,
TYPE_COLOR,
@@ -266,6 +271,7 @@ public:
};
private:
+ Source source;
TextureType texture_type;
protected:
@@ -277,6 +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;
@@ -286,6 +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;
@@ -298,6 +308,7 @@ public:
};
VARIANT_ENUM_CAST(VisualShaderNodeCubeMap::TextureType)
+VARIANT_ENUM_CAST(VisualShaderNodeCubeMap::Source)
///////////////////////////////////////
/// OPS
@@ -1412,7 +1423,7 @@ public:
COLOR_DEFAULT_BLACK
};
-private:
+protected:
TextureType texture_type;
ColorDefault color_default;
@@ -1471,8 +1482,8 @@ public:
///////////////////////////////////////
-class VisualShaderNodeCubeMapUniform : public VisualShaderNode {
- GDCLASS(VisualShaderNodeCubeMapUniform, VisualShaderNode);
+class VisualShaderNodeCubeMapUniform : public VisualShaderNodeTextureUniform {
+ GDCLASS(VisualShaderNodeCubeMapUniform, VisualShaderNodeTextureUniform);
public:
virtual String get_caption() const;
@@ -1485,6 +1496,8 @@ 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 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();