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-rw-r--r--scene/resources/visual_shader_nodes.h224
1 files changed, 195 insertions, 29 deletions
diff --git a/scene/resources/visual_shader_nodes.h b/scene/resources/visual_shader_nodes.h
index 4b883c25cc..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;
@@ -741,6 +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);
@@ -1047,6 +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
///////////////////////////////////////
@@ -1356,6 +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,
@@ -1902,6 +2023,49 @@ 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);
@@ -2361,6 +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,
@@ -2476,6 +2641,7 @@ public:
enum ComparisonType {
CTYPE_SCALAR,
CTYPE_SCALAR_INT,
+ CTYPE_SCALAR_UINT,
CTYPE_VECTOR_2D,
CTYPE_VECTOR_3D,
CTYPE_VECTOR_4D,