diff options
Diffstat (limited to 'scene/resources/visual_shader_nodes.h')
-rw-r--r-- | scene/resources/visual_shader_nodes.h | 249 |
1 files changed, 193 insertions, 56 deletions
diff --git a/scene/resources/visual_shader_nodes.h b/scene/resources/visual_shader_nodes.h index ffcb41072d..4b883c25cc 100644 --- a/scene/resources/visual_shader_nodes.h +++ b/scene/resources/visual_shader_nodes.h @@ -622,6 +622,28 @@ VARIANT_ENUM_CAST(VisualShaderNodeCubemap::TextureType) VARIANT_ENUM_CAST(VisualShaderNodeCubemap::Source) /////////////////////////////////////// + +class VisualShaderNodeLinearSceneDepth : public VisualShaderNode { + GDCLASS(VisualShaderNodeLinearSceneDepth, VisualShaderNode); + +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 bool has_output_port_preview(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; + + VisualShaderNodeLinearSceneDepth(); +}; + +/////////////////////////////////////// /// OPS /////////////////////////////////////// @@ -1231,6 +1253,30 @@ public: VARIANT_ENUM_CAST(VisualShaderNodeUVFunc::Function) /////////////////////////////////////// +/// UV POLARCOORD +/////////////////////////////////////// + +class VisualShaderNodeUVPolarCoord : public VisualShaderNode { + GDCLASS(VisualShaderNodeUVPolarCoord, VisualShaderNode); + +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 bool is_input_port_default(int p_port, Shader::Mode p_mode) 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; + + VisualShaderNodeUVPolarCoord(); +}; + +/////////////////////////////////////// /// DOT /////////////////////////////////////// @@ -1717,11 +1763,11 @@ public: }; /////////////////////////////////////// -/// UNIFORMS +/// PARAMETERS /////////////////////////////////////// -class VisualShaderNodeFloatUniform : public VisualShaderNodeUniform { - GDCLASS(VisualShaderNodeFloatUniform, VisualShaderNodeUniform); +class VisualShaderNodeFloatParameter : public VisualShaderNodeParameter { + GDCLASS(VisualShaderNodeFloatParameter, VisualShaderNodeParameter); public: enum Hint { @@ -1782,13 +1828,13 @@ public: virtual Vector<StringName> get_editable_properties() const override; - VisualShaderNodeFloatUniform(); + VisualShaderNodeFloatParameter(); }; -VARIANT_ENUM_CAST(VisualShaderNodeFloatUniform::Hint) +VARIANT_ENUM_CAST(VisualShaderNodeFloatParameter::Hint) -class VisualShaderNodeIntUniform : public VisualShaderNodeUniform { - GDCLASS(VisualShaderNodeIntUniform, VisualShaderNodeUniform); +class VisualShaderNodeIntParameter : public VisualShaderNodeParameter { + GDCLASS(VisualShaderNodeIntParameter, VisualShaderNodeParameter); public: enum Hint { @@ -1849,15 +1895,15 @@ public: virtual Vector<StringName> get_editable_properties() const override; - VisualShaderNodeIntUniform(); + VisualShaderNodeIntParameter(); }; -VARIANT_ENUM_CAST(VisualShaderNodeIntUniform::Hint) +VARIANT_ENUM_CAST(VisualShaderNodeIntParameter::Hint) /////////////////////////////////////// -class VisualShaderNodeBooleanUniform : public VisualShaderNodeUniform { - GDCLASS(VisualShaderNodeBooleanUniform, VisualShaderNodeUniform); +class VisualShaderNodeBooleanParameter : public VisualShaderNodeParameter { + GDCLASS(VisualShaderNodeBooleanParameter, VisualShaderNodeParameter); private: bool default_value_enabled = false; @@ -1894,13 +1940,13 @@ public: virtual Vector<StringName> get_editable_properties() const override; - VisualShaderNodeBooleanUniform(); + VisualShaderNodeBooleanParameter(); }; /////////////////////////////////////// -class VisualShaderNodeColorUniform : public VisualShaderNodeUniform { - GDCLASS(VisualShaderNodeColorUniform, VisualShaderNodeUniform); +class VisualShaderNodeColorParameter : public VisualShaderNodeParameter { + GDCLASS(VisualShaderNodeColorParameter, VisualShaderNodeParameter); private: bool default_value_enabled = false; @@ -1938,13 +1984,13 @@ public: virtual Vector<StringName> get_editable_properties() const override; - VisualShaderNodeColorUniform(); + VisualShaderNodeColorParameter(); }; /////////////////////////////////////// -class VisualShaderNodeVec2Uniform : public VisualShaderNodeUniform { - GDCLASS(VisualShaderNodeVec2Uniform, VisualShaderNodeUniform); +class VisualShaderNodeVec2Parameter : public VisualShaderNodeParameter { + GDCLASS(VisualShaderNodeVec2Parameter, VisualShaderNodeParameter); private: bool default_value_enabled = false; @@ -1981,13 +2027,13 @@ public: virtual Vector<StringName> get_editable_properties() const override; - VisualShaderNodeVec2Uniform(); + VisualShaderNodeVec2Parameter(); }; /////////////////////////////////////// -class VisualShaderNodeVec3Uniform : public VisualShaderNodeUniform { - GDCLASS(VisualShaderNodeVec3Uniform, VisualShaderNodeUniform); +class VisualShaderNodeVec3Parameter : public VisualShaderNodeParameter { + GDCLASS(VisualShaderNodeVec3Parameter, VisualShaderNodeParameter); private: bool default_value_enabled = false; @@ -2024,17 +2070,17 @@ public: virtual Vector<StringName> get_editable_properties() const override; - VisualShaderNodeVec3Uniform(); + VisualShaderNodeVec3Parameter(); }; /////////////////////////////////////// -class VisualShaderNodeVec4Uniform : public VisualShaderNodeUniform { - GDCLASS(VisualShaderNodeVec4Uniform, VisualShaderNodeUniform); +class VisualShaderNodeVec4Parameter : public VisualShaderNodeParameter { + GDCLASS(VisualShaderNodeVec4Parameter, VisualShaderNodeParameter); private: bool default_value_enabled = false; - Quaternion default_value; + Vector4 default_value; protected: static void _bind_methods(); @@ -2059,21 +2105,21 @@ public: void set_default_value_enabled(bool p_enabled); bool is_default_value_enabled() const; - void set_default_value(const Quaternion &p_value); - Quaternion get_default_value() const; + void set_default_value(const Vector4 &p_value); + Vector4 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; - VisualShaderNodeVec4Uniform(); + VisualShaderNodeVec4Parameter(); }; /////////////////////////////////////// -class VisualShaderNodeTransformUniform : public VisualShaderNodeUniform { - GDCLASS(VisualShaderNodeTransformUniform, VisualShaderNodeUniform); +class VisualShaderNodeTransformParameter : public VisualShaderNodeParameter { + GDCLASS(VisualShaderNodeTransformParameter, VisualShaderNodeParameter); private: bool default_value_enabled = false; @@ -2110,13 +2156,13 @@ public: virtual Vector<StringName> get_editable_properties() const override; - VisualShaderNodeTransformUniform(); + VisualShaderNodeTransformParameter(); }; /////////////////////////////////////// -class VisualShaderNodeTextureUniform : public VisualShaderNodeUniform { - GDCLASS(VisualShaderNodeTextureUniform, VisualShaderNodeUniform); +class VisualShaderNodeTextureParameter : public VisualShaderNodeParameter { + GDCLASS(VisualShaderNodeTextureParameter, VisualShaderNodeParameter); public: enum TextureType { @@ -2162,17 +2208,13 @@ 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 HashMap<StringName, String> get_editable_properties_names() const override; @@ -2195,18 +2237,32 @@ public: bool is_qualifier_supported(Qualifier p_qual) const override; bool is_convertible_to_constant() const override; - VisualShaderNodeTextureUniform(); + VisualShaderNodeTextureParameter(); }; -VARIANT_ENUM_CAST(VisualShaderNodeTextureUniform::TextureType) -VARIANT_ENUM_CAST(VisualShaderNodeTextureUniform::ColorDefault) -VARIANT_ENUM_CAST(VisualShaderNodeTextureUniform::TextureFilter) -VARIANT_ENUM_CAST(VisualShaderNodeTextureUniform::TextureRepeat) +VARIANT_ENUM_CAST(VisualShaderNodeTextureParameter::TextureType) +VARIANT_ENUM_CAST(VisualShaderNodeTextureParameter::ColorDefault) +VARIANT_ENUM_CAST(VisualShaderNodeTextureParameter::TextureFilter) +VARIANT_ENUM_CAST(VisualShaderNodeTextureParameter::TextureRepeat) /////////////////////////////////////// -class VisualShaderNodeTextureUniformTriplanar : public VisualShaderNodeTextureUniform { - GDCLASS(VisualShaderNodeTextureUniformTriplanar, VisualShaderNodeTextureUniform); +class VisualShaderNodeTexture2DParameter : public VisualShaderNodeTextureParameter { + GDCLASS(VisualShaderNodeTexture2DParameter, VisualShaderNodeTextureParameter); + +public: + virtual String get_caption() 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; + + VisualShaderNodeTexture2DParameter(); +}; + +/////////////////////////////////////// + +class VisualShaderNodeTextureParameterTriplanar : public VisualShaderNodeTextureParameter { + GDCLASS(VisualShaderNodeTextureParameterTriplanar, VisualShaderNodeTextureParameter); public: virtual String get_caption() const override; @@ -2223,54 +2279,52 @@ public: virtual String generate_global_per_node(Shader::Mode p_mode, int p_id) const override; virtual String generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) 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; - VisualShaderNodeTextureUniformTriplanar(); + VisualShaderNodeTextureParameterTriplanar(); }; /////////////////////////////////////// -class VisualShaderNodeTexture2DArrayUniform : public VisualShaderNodeTextureUniform { - GDCLASS(VisualShaderNodeTexture2DArrayUniform, VisualShaderNodeTextureUniform); +class VisualShaderNodeTexture2DArrayParameter : public VisualShaderNodeTextureParameter { + GDCLASS(VisualShaderNodeTexture2DArrayParameter, VisualShaderNodeTextureParameter); public: virtual String get_caption() 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; - VisualShaderNodeTexture2DArrayUniform(); + VisualShaderNodeTexture2DArrayParameter(); }; /////////////////////////////////////// -class VisualShaderNodeTexture3DUniform : public VisualShaderNodeTextureUniform { - GDCLASS(VisualShaderNodeTexture3DUniform, VisualShaderNodeTextureUniform); +class VisualShaderNodeTexture3DParameter : public VisualShaderNodeTextureParameter { + GDCLASS(VisualShaderNodeTexture3DParameter, VisualShaderNodeTextureParameter); public: virtual String get_caption() 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; - VisualShaderNodeTexture3DUniform(); + VisualShaderNodeTexture3DParameter(); }; /////////////////////////////////////// -class VisualShaderNodeCubemapUniform : public VisualShaderNodeTextureUniform { - GDCLASS(VisualShaderNodeCubemapUniform, VisualShaderNodeTextureUniform); +class VisualShaderNodeCubemapParameter : public VisualShaderNodeTextureParameter { + GDCLASS(VisualShaderNodeCubemapParameter, VisualShaderNodeTextureParameter); public: virtual String get_caption() 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; - VisualShaderNodeCubemapUniform(); + VisualShaderNodeCubemapParameter(); }; /////////////////////////////////////// @@ -2574,4 +2628,87 @@ public: VARIANT_ENUM_CAST(VisualShaderNodeBillboard::BillboardType) +/////////////////////////////////////// +/// DistanceFade +/////////////////////////////////////// + +class VisualShaderNodeDistanceFade : public VisualShaderNode { + GDCLASS(VisualShaderNodeDistanceFade, VisualShaderNode); + +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 bool has_output_port_preview(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; + + VisualShaderNodeDistanceFade(); +}; + +class VisualShaderNodeProximityFade : public VisualShaderNode { + GDCLASS(VisualShaderNodeProximityFade, VisualShaderNode); + +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 bool has_output_port_preview(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; + + VisualShaderNodeProximityFade(); +}; + +class VisualShaderNodeRandomRange : public VisualShaderNode { + GDCLASS(VisualShaderNodeRandomRange, VisualShaderNode); + +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_per_node(Shader::Mode p_mode, 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; + + VisualShaderNodeRandomRange(); +}; + +class VisualShaderNodeRemap : public VisualShaderNode { + GDCLASS(VisualShaderNodeRemap, VisualShaderNode); + +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; + + VisualShaderNodeRemap(); +}; + #endif // VISUAL_SHADER_NODES_H |