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-rw-r--r--scene/resources/default_theme/default_theme.cpp26
-rw-r--r--scene/resources/default_theme/icon_file.pngbin0 -> 183 bytes
-rw-r--r--scene/resources/default_theme/theme_data.h4
-rw-r--r--scene/resources/packed_scene.cpp3
-rw-r--r--scene/resources/shape_2d.cpp1
-rw-r--r--scene/resources/visual_shader.cpp2
-rw-r--r--scene/resources/visual_shader_nodes.cpp245
-rw-r--r--scene/resources/visual_shader_nodes.h87
8 files changed, 354 insertions, 14 deletions
diff --git a/scene/resources/default_theme/default_theme.cpp b/scene/resources/default_theme/default_theme.cpp
index de39fac627..aebb0d7ba4 100644
--- a/scene/resources/default_theme/default_theme.cpp
+++ b/scene/resources/default_theme/default_theme.cpp
@@ -219,21 +219,21 @@ void fill_default_theme(Ref<Theme> &theme, const Ref<Font> &default_font, const
theme->set_constant("hseparation", "ColorPickerButton", 2 * scale);
- // ToolButton
+ // Button
- theme->set_stylebox("normal", "ToolButton", make_empty_stylebox(6, 4, 6, 4));
- theme->set_stylebox("pressed", "ToolButton", make_stylebox(button_pressed_png, 4, 4, 4, 4, 6, 4, 6, 4));
- theme->set_stylebox("hover", "ToolButton", make_stylebox(button_normal_png, 4, 4, 4, 4, 6, 4, 6, 4));
- theme->set_stylebox("disabled", "ToolButton", make_empty_stylebox(6, 4, 6, 4));
- theme->set_stylebox("focus", "ToolButton", focus);
- theme->set_font("font", "ToolButton", default_font);
+ theme->set_stylebox("normal", "Button", make_empty_stylebox(6, 4, 6, 4));
+ theme->set_stylebox("pressed", "Button", make_stylebox(button_pressed_png, 4, 4, 4, 4, 6, 4, 6, 4));
+ theme->set_stylebox("hover", "Button", make_stylebox(button_normal_png, 4, 4, 4, 4, 6, 4, 6, 4));
+ theme->set_stylebox("disabled", "Button", make_empty_stylebox(6, 4, 6, 4));
+ theme->set_stylebox("focus", "Button", focus);
+ theme->set_font("font", "Button", default_font);
- theme->set_color("font_color", "ToolButton", control_font_color);
- theme->set_color("font_color_pressed", "ToolButton", control_font_color_pressed);
- theme->set_color("font_color_hover", "ToolButton", control_font_color_hover);
- theme->set_color("font_color_disabled", "ToolButton", Color(0.9, 0.95, 1, 0.3));
+ theme->set_color("font_color", "Button", control_font_color);
+ theme->set_color("font_color_pressed", "Button", control_font_color_pressed);
+ theme->set_color("font_color_hover", "Button", control_font_color_hover);
+ theme->set_color("font_color_disabled", "Button", Color(0.9, 0.95, 1, 0.3));
- theme->set_constant("hseparation", "ToolButton", 3);
+ theme->set_constant("hseparation", "Button", 3);
// OptionButton
@@ -726,7 +726,9 @@ void fill_default_theme(Ref<Theme> &theme, const Ref<Font> &default_font, const
// FileDialog
theme->set_icon("folder", "FileDialog", make_icon(icon_folder_png));
+ theme->set_icon("file", "FileDialog", make_icon(icon_file_png));
theme->set_color("folder_icon_modulate", "FileDialog", Color(1, 1, 1));
+ theme->set_color("file_icon_modulate", "FileDialog", Color(1, 1, 1));
theme->set_color("files_disabled", "FileDialog", Color(0, 0, 0, 0.7));
// ColorPicker
diff --git a/scene/resources/default_theme/icon_file.png b/scene/resources/default_theme/icon_file.png
new file mode 100644
index 0000000000..bb4c361a8d
--- /dev/null
+++ b/scene/resources/default_theme/icon_file.png
Binary files differ
diff --git a/scene/resources/default_theme/theme_data.h b/scene/resources/default_theme/theme_data.h
index 0a4e557451..edcdb90db9 100644
--- a/scene/resources/default_theme/theme_data.h
+++ b/scene/resources/default_theme/theme_data.h
@@ -150,6 +150,10 @@ static const unsigned char icon_color_pick_png[] = {
0x89, 0x50, 0x4e, 0x47, 0xd, 0xa, 0x1a, 0xa, 0x0, 0x0, 0x0, 0xd, 0x49, 0x48, 0x44, 0x52, 0x0, 0x0, 0x0, 0x10, 0x0, 0x0, 0x0, 0x10, 0x8, 0x4, 0x0, 0x0, 0x0, 0xb5, 0xfa, 0x37, 0xea, 0x0, 0x0, 0x0, 0xaa, 0x49, 0x44, 0x41, 0x54, 0x78, 0xda, 0x9d, 0x8e, 0x35, 0x82, 0x2, 0x41, 0x10, 0x45, 0x3b, 0xda, 0x3d, 0xca, 0xba, 0x44, 0x2b, 0x70, 0x9, 0xdc, 0xe1, 0x20, 0xe8, 0x91, 0x90, 0x78, 0x6e, 0x40, 0x4c, 0x82, 0x74, 0xff, 0xc2, 0x9d, 0x18, 0xa7, 0x6, 0x77, 0x7b, 0x23, 0x2d, 0xaf, 0x4c, 0xdc, 0xc, 0xbd, 0x65, 0x1e, 0x84, 0x80, 0x19, 0x55, 0x34, 0x60, 0x3e, 0xd0, 0xea, 0x17, 0x3d, 0x4a, 0xc8, 0x80, 0x1a, 0x60, 0xc2, 0x4f, 0xfd, 0x30, 0xe0, 0x1b, 0x2d, 0x16, 0xab, 0xa7, 0x2c, 0xe, 0x41, 0x68, 0xa5, 0xb9, 0xca, 0x91, 0x16, 0x2e, 0x54, 0xe0, 0x59, 0x54, 0x91, 0xfe, 0xa3, 0x3a, 0xff, 0xce, 0xab, 0x5b, 0xf, 0xa0, 0x4, 0x8f, 0x7b, 0x4c, 0xd3, 0x1b, 0xca, 0x32, 0xcc, 0x55, 0x7a, 0xf4, 0x76, 0x42, 0x2b, 0x97, 0x3e, 0xae, 0xfa, 0xdd, 0xd2, 0xd2, 0x8e, 0x72, 0xe1, 0x83, 0xaf, 0x9f, 0xa9, 0x28, 0x7d, 0x5b, 0xe2, 0x2a, 0xd, 0xc3, 0xa2, 0x78, 0xfe, 0x7d, 0x51, 0xfc, 0x0, 0x8a, 0x41, 0xcb, 0x3d, 0xb2, 0xae, 0x1c, 0xd3, 0xc, 0xa5, 0x30, 0x81, 0xc6, 0xda, 0x29, 0x8e, 0x83, 0x34, 0x25, 0x29, 0x4a, 0x46, 0x71, 0x1f, 0x33, 0xbe, 0x51, 0x89, 0xaf, 0x78, 0xe3, 0x97, 0x7e, 0x0, 0x0, 0x0, 0x0, 0x49, 0x45, 0x4e, 0x44, 0xae, 0x42, 0x60, 0x82
};
+static const unsigned char icon_file_png[] = {
+ 0x89, 0x50, 0x4e, 0x47, 0xd, 0xa, 0x1a, 0xa, 0x0, 0x0, 0x0, 0xd, 0x49, 0x48, 0x44, 0x52, 0x0, 0x0, 0x0, 0x10, 0x0, 0x0, 0x0, 0x10, 0x2, 0x3, 0x0, 0x0, 0x0, 0x62, 0x9d, 0x17, 0xf2, 0x0, 0x0, 0x0, 0x9, 0x70, 0x48, 0x59, 0x73, 0x0, 0x0, 0xe, 0xc3, 0x0, 0x0, 0xe, 0xc3, 0x1, 0xc7, 0x6f, 0xa8, 0x64, 0x0, 0x0, 0x0, 0x19, 0x74, 0x45, 0x58, 0x74, 0x53, 0x6f, 0x66, 0x74, 0x77, 0x61, 0x72, 0x65, 0x0, 0x77, 0x77, 0x77, 0x2e, 0x69, 0x6e, 0x6b, 0x73, 0x63, 0x61, 0x70, 0x65, 0x2e, 0x6f, 0x72, 0x67, 0x9b, 0xee, 0x3c, 0x1a, 0x0, 0x0, 0x0, 0x9, 0x50, 0x4c, 0x54, 0x45, 0x0, 0x0, 0x0, 0xdf, 0xdf, 0xdf, 0xe0, 0xe0, 0xe0, 0x42, 0xf, 0xc7, 0x49, 0x0, 0x0, 0x0, 0x2, 0x74, 0x52, 0x4e, 0x53, 0x0, 0x88, 0x95, 0xf0, 0xc6, 0x2a, 0x0, 0x0, 0x0, 0x21, 0x49, 0x44, 0x41, 0x54, 0x8, 0xd7, 0x63, 0x60, 0x0, 0x1, 0xae, 0x55, 0x2d, 0x20, 0xa2, 0x13, 0x44, 0x74, 0x39, 0x80, 0x88, 0x9, 0x40, 0xa2, 0x1, 0xc4, 0x5d, 0xb5, 0x80, 0x68, 0x2, 0x4, 0x0, 0x95, 0x34, 0x18, 0xe4, 0x5e, 0x46, 0xf7, 0x27, 0x0, 0x0, 0x0, 0x0, 0x49, 0x45, 0x4e, 0x44, 0xae, 0x42, 0x60, 0x82
+};
+
static const unsigned char icon_folder_png[] = {
0x89, 0x50, 0x4e, 0x47, 0xd, 0xa, 0x1a, 0xa, 0x0, 0x0, 0x0, 0xd, 0x49, 0x48, 0x44, 0x52, 0x0, 0x0, 0x0, 0x10, 0x0, 0x0, 0x0, 0x10, 0x8, 0x4, 0x0, 0x0, 0x0, 0xb5, 0xfa, 0x37, 0xea, 0x0, 0x0, 0x0, 0x2e, 0x49, 0x44, 0x41, 0x54, 0x78, 0xda, 0x63, 0xa0, 0x6, 0x78, 0x70, 0xf4, 0xc1, 0x7f, 0x24, 0x78, 0x18, 0x53, 0xc1, 0x7f, 0x54, 0x48, 0x50, 0xc1, 0x43, 0x1b, 0xbc, 0xa, 0x50, 0xad, 0x23, 0xa4, 0xe0, 0xff, 0x70, 0x52, 0x70, 0x18, 0x97, 0xf4, 0xfd, 0x43, 0xd4, 0x88, 0x4a, 0x0, 0x5a, 0xcb, 0x18, 0xab, 0x5e, 0xd9, 0x1a, 0x53, 0x0, 0x0, 0x0, 0x0, 0x49, 0x45, 0x4e, 0x44, 0xae, 0x42, 0x60, 0x82
};
diff --git a/scene/resources/packed_scene.cpp b/scene/resources/packed_scene.cpp
index 058e89cf2e..cb201bc539 100644
--- a/scene/resources/packed_scene.cpp
+++ b/scene/resources/packed_scene.cpp
@@ -98,6 +98,9 @@ Node *SceneState::instance(GenEditState p_edit_state) const {
}
#endif
parent = nparent;
+ } else {
+ // i == 0 is root node. Confirm that it doesn't have a parent defined.
+ ERR_FAIL_COND_V_MSG(n.parent != -1, nullptr, vformat("Invalid scene: root node %s cannot specify a parent node.", snames[n.name]));
}
Node *node = nullptr;
diff --git a/scene/resources/shape_2d.cpp b/scene/resources/shape_2d.cpp
index 99e8020e34..94cecc76eb 100644
--- a/scene/resources/shape_2d.cpp
+++ b/scene/resources/shape_2d.cpp
@@ -100,6 +100,7 @@ void Shape2D::_bind_methods() {
ClassDB::bind_method(D_METHOD("collide_with_motion", "local_xform", "local_motion", "with_shape", "shape_xform", "shape_motion"), &Shape2D::collide_with_motion);
ClassDB::bind_method(D_METHOD("collide_and_get_contacts", "local_xform", "with_shape", "shape_xform"), &Shape2D::collide_and_get_contacts);
ClassDB::bind_method(D_METHOD("collide_with_motion_and_get_contacts", "local_xform", "local_motion", "with_shape", "shape_xform", "shape_motion"), &Shape2D::collide_with_motion_and_get_contacts);
+ ClassDB::bind_method(D_METHOD("draw", "canvas_item", "color"), &Shape2D::draw);
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "custom_solver_bias", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_custom_solver_bias", "get_custom_solver_bias");
}
diff --git a/scene/resources/visual_shader.cpp b/scene/resources/visual_shader.cpp
index 77d4dee21e..8236f9a9e3 100644
--- a/scene/resources/visual_shader.cpp
+++ b/scene/resources/visual_shader.cpp
@@ -1268,7 +1268,7 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
String class_name = vsnode->get_class_name();
if (class_name == "VisualShaderNodeCustom") {
- class_name = vsnode->get_script_instance()->get_script()->get_language()->get_global_class_name(vsnode->get_script_instance()->get_script()->get_path());
+ class_name = vsnode->get_script_instance()->get_script()->get_path();
}
if (!r_classes.has(class_name)) {
global_code_per_node += vsnode->generate_global_per_node(get_mode(), type, node);
diff --git a/scene/resources/visual_shader_nodes.cpp b/scene/resources/visual_shader_nodes.cpp
index 87720cf110..5c6b13a527 100644
--- a/scene/resources/visual_shader_nodes.cpp
+++ b/scene/resources/visual_shader_nodes.cpp
@@ -781,6 +781,183 @@ VisualShaderNodeTexture::VisualShaderNodeTexture() {
source = SOURCE_TEXTURE;
}
+////////////// Sample3D
+
+int VisualShaderNodeSample3D::get_input_port_count() const {
+ return 3;
+}
+
+VisualShaderNodeSample3D::PortType VisualShaderNodeSample3D::get_input_port_type(int p_port) const {
+ switch (p_port) {
+ case 0:
+ return PORT_TYPE_VECTOR;
+ case 1:
+ return PORT_TYPE_SCALAR;
+ case 2:
+ return PORT_TYPE_SAMPLER;
+ default:
+ return PORT_TYPE_SCALAR;
+ }
+}
+
+String VisualShaderNodeSample3D::get_input_port_name(int p_port) const {
+ switch (p_port) {
+ case 0:
+ return "uvw";
+ case 1:
+ return "lod";
+ default:
+ return "";
+ }
+}
+
+int VisualShaderNodeSample3D::get_output_port_count() const {
+ return 2;
+}
+
+VisualShaderNodeSample3D::PortType VisualShaderNodeSample3D::get_output_port_type(int p_port) const {
+ return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeSample3D::get_output_port_name(int p_port) const {
+ return p_port == 0 ? "rgb" : "alpha";
+}
+
+String VisualShaderNodeSample3D::get_input_port_default_hint(int p_port) const {
+ if (p_port == 0) {
+ return "vec3(UV.xy, 0.0)";
+ }
+ return "";
+}
+
+String VisualShaderNodeSample3D::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) const {
+ String code;
+ if (source == SOURCE_TEXTURE || source == SOURCE_PORT) {
+ String id;
+ code += "\t{\n";
+ if (source == SOURCE_TEXTURE) {
+ id = make_unique_id(p_type, p_id, "tex3d");
+ } else {
+ id = p_input_vars[2];
+ }
+ if (id != String()) {
+ if (p_input_vars[0] == String()) { // Use UV by default.
+ if (p_input_vars[1] == String()) {
+ code += "\t\tvec4 " + id + "_tex_read = texture(" + id + ", vec3(UV.xy, 0.0));\n";
+ } else {
+ code += "\t\tvec4 " + id + "_tex_read = textureLod(" + id + ", vec3(UV.xy, 0.0), " + p_input_vars[1] + ");\n";
+ }
+ } else if (p_input_vars[1] == String()) {
+ //no lod
+ code += "\t\tvec4 " + id + "_tex_read = texture(" + id + ", " + p_input_vars[0] + ");\n";
+ } else {
+ code += "\t\tvec4 " + id + "_tex_read = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
+ }
+ } else {
+ code += "\t\tvec4 " + id + "_tex_read = vec4(0.0);\n";
+ }
+
+ code += "\t\t" + p_output_vars[0] + " = " + id + "_tex_read.rgb;\n";
+ code += "\t\t" + p_output_vars[1] + " = " + id + "_tex_read.a;\n";
+ code += "\t}\n";
+ return code;
+ }
+ code += "\t" + p_output_vars[0] + " = vec3(0.0);\n";
+ code += "\t" + p_output_vars[1] + " = 1.0;\n";
+ return code;
+}
+
+void VisualShaderNodeSample3D::set_source(Source p_source) {
+ source = p_source;
+ emit_changed();
+ emit_signal("editor_refresh_request");
+}
+
+VisualShaderNodeSample3D::Source VisualShaderNodeSample3D::get_source() const {
+ return source;
+}
+
+void VisualShaderNodeSample3D::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeSample3D::set_source);
+ ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeSample3D::get_source);
+
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,SamplerPort"), "set_source", "get_source");
+
+ BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
+ BIND_ENUM_CONSTANT(SOURCE_PORT);
+}
+
+String VisualShaderNodeSample3D::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
+ if (source == SOURCE_TEXTURE) {
+ return String(); // all good
+ }
+ if (source == SOURCE_PORT) {
+ return String(); // all good
+ }
+ return TTR("Invalid source for shader.");
+}
+
+VisualShaderNodeSample3D::VisualShaderNodeSample3D() {
+ source = SOURCE_TEXTURE;
+ simple_decl = false;
+}
+
+////////////// Texture2DArray
+
+String VisualShaderNodeTexture2DArray::get_caption() const {
+ return "Texture2DArray";
+}
+
+String VisualShaderNodeTexture2DArray::get_input_port_name(int p_port) const {
+ if (p_port == 2) {
+ return "sampler2DArray";
+ }
+ return VisualShaderNodeSample3D::get_input_port_name(p_port);
+}
+
+Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture2DArray::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
+ VisualShader::DefaultTextureParam dtp;
+ dtp.name = make_unique_id(p_type, p_id, "tex3d");
+ dtp.param = texture;
+ Vector<VisualShader::DefaultTextureParam> ret;
+ ret.push_back(dtp);
+ return ret;
+}
+
+String VisualShaderNodeTexture2DArray::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
+ if (source == SOURCE_TEXTURE) {
+ return "uniform sampler2DArray " + make_unique_id(p_type, p_id, "tex3d") + ";\n";
+ }
+ return String();
+}
+
+void VisualShaderNodeTexture2DArray::set_texture_array(Ref<Texture2DArray> p_value) {
+ texture = p_value;
+ emit_changed();
+}
+
+Ref<Texture2DArray> VisualShaderNodeTexture2DArray::get_texture_array() const {
+ return texture;
+}
+
+Vector<StringName> VisualShaderNodeTexture2DArray::get_editable_properties() const {
+ Vector<StringName> props;
+ props.push_back("source");
+ if (source == SOURCE_TEXTURE) {
+ props.push_back("texture_array");
+ }
+ return props;
+}
+
+void VisualShaderNodeTexture2DArray::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_texture_array", "value"), &VisualShaderNodeTexture2DArray::set_texture_array);
+ ClassDB::bind_method(D_METHOD("get_texture_array"), &VisualShaderNodeTexture2DArray::get_texture_array);
+
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_array", PROPERTY_HINT_RESOURCE_TYPE, "Texture2DArray"), "set_texture_array", "get_texture_array");
+}
+
+VisualShaderNodeTexture2DArray::VisualShaderNodeTexture2DArray() {
+}
////////////// Cubemap
String VisualShaderNodeCubemap::get_caption() const {
@@ -3926,6 +4103,74 @@ String VisualShaderNodeTextureUniformTriplanar::get_input_port_default_hint(int
VisualShaderNodeTextureUniformTriplanar::VisualShaderNodeTextureUniformTriplanar() {
}
+////////////// Texture2DArray Uniform
+
+String VisualShaderNodeTexture2DArrayUniform::get_caption() const {
+ return "Texture2DArrayUniform";
+}
+
+int VisualShaderNodeTexture2DArrayUniform::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeTexture2DArrayUniform::PortType VisualShaderNodeTexture2DArrayUniform::get_output_port_type(int p_port) const {
+ return PORT_TYPE_SAMPLER;
+}
+
+String VisualShaderNodeTexture2DArrayUniform::get_output_port_name(int p_port) const {
+ return "sampler2DArray";
+}
+
+int VisualShaderNodeTexture2DArrayUniform::get_input_port_count() const {
+ return 0;
+}
+
+VisualShaderNodeTexture2DArrayUniform::PortType VisualShaderNodeTexture2DArrayUniform::get_input_port_type(int p_port) const {
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeTexture2DArrayUniform::get_input_port_name(int p_port) const {
+ return "";
+}
+
+String VisualShaderNodeTexture2DArrayUniform::get_input_port_default_hint(int p_port) const {
+ return "";
+}
+
+String VisualShaderNodeTexture2DArrayUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
+ String code = _get_qual_str() + "uniform sampler2DArray " + get_uniform_name();
+
+ switch (texture_type) {
+ case TYPE_DATA:
+ if (color_default == COLOR_DEFAULT_BLACK)
+ code += " : hint_black;\n";
+ else
+ code += ";\n";
+ break;
+ case TYPE_COLOR:
+ if (color_default == COLOR_DEFAULT_BLACK)
+ code += " : hint_black_albedo;\n";
+ else
+ code += " : hint_albedo;\n";
+ break;
+ case TYPE_NORMALMAP:
+ code += " : hint_normal;\n";
+ break;
+ case TYPE_ANISO:
+ code += " : hint_aniso;\n";
+ break;
+ }
+
+ return code;
+}
+
+String VisualShaderNodeTexture2DArrayUniform::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) const {
+ return String();
+}
+
+VisualShaderNodeTexture2DArrayUniform::VisualShaderNodeTexture2DArrayUniform() {
+}
+
////////////// Cubemap Uniform
String VisualShaderNodeCubemapUniform::get_caption() const {
diff --git a/scene/resources/visual_shader_nodes.h b/scene/resources/visual_shader_nodes.h
index 69f42f621a..28a9de6819 100644
--- a/scene/resources/visual_shader_nodes.h
+++ b/scene/resources/visual_shader_nodes.h
@@ -236,7 +236,7 @@ public:
enum TextureType {
TYPE_DATA,
TYPE_COLOR,
- TYPE_NORMALMAP
+ TYPE_NORMALMAP,
};
private:
@@ -284,6 +284,68 @@ VARIANT_ENUM_CAST(VisualShaderNodeTexture::Source)
///////////////////////////////////////
+class VisualShaderNodeSample3D : public VisualShaderNode {
+ GDCLASS(VisualShaderNodeSample3D, VisualShaderNode);
+
+public:
+ enum Source {
+ SOURCE_TEXTURE,
+ SOURCE_PORT,
+ };
+
+protected:
+ Source source;
+
+ static void _bind_methods();
+
+public:
+ virtual String get_caption() const = 0;
+
+ 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;
+ 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 = 0;
+ 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;
+
+ virtual String get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const;
+
+ VisualShaderNodeSample3D();
+};
+
+VARIANT_ENUM_CAST(VisualShaderNodeSample3D::Source)
+
+class VisualShaderNodeTexture2DArray : public VisualShaderNodeSample3D {
+ GDCLASS(VisualShaderNodeTexture2DArray, VisualShaderNodeSample3D);
+ Ref<Texture2DArray> texture;
+
+protected:
+ static void _bind_methods();
+
+public:
+ virtual String get_caption() const;
+
+ virtual String get_input_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;
+
+ void set_texture_array(Ref<Texture2DArray> p_value);
+ Ref<Texture2DArray> get_texture_array() const;
+
+ virtual Vector<StringName> get_editable_properties() const;
+
+ VisualShaderNodeTexture2DArray();
+};
+
class VisualShaderNodeCubemap : public VisualShaderNode {
GDCLASS(VisualShaderNodeCubemap, VisualShaderNode);
Ref<Cubemap> cube_map;
@@ -1695,6 +1757,29 @@ public:
///////////////////////////////////////
+class VisualShaderNodeTexture2DArrayUniform : public VisualShaderNodeTextureUniform {
+ GDCLASS(VisualShaderNodeTexture2DArrayUniform, 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 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 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
+
+ VisualShaderNodeTexture2DArrayUniform();
+};
+
+///////////////////////////////////////
+
class VisualShaderNodeCubemapUniform : public VisualShaderNodeTextureUniform {
GDCLASS(VisualShaderNodeCubemapUniform, VisualShaderNodeTextureUniform);