diff options
Diffstat (limited to 'scene/resources')
-rw-r--r-- | scene/resources/animation.cpp | 8 | ||||
-rwxr-xr-x | scene/resources/default_theme/make_header.py | 26 | ||||
-rw-r--r-- | scene/resources/material.cpp | 5 | ||||
-rw-r--r-- | scene/resources/material.h | 3 | ||||
-rw-r--r-- | scene/resources/visual_shader_nodes.cpp | 129 | ||||
-rw-r--r-- | scene/resources/visual_shader_nodes.h | 24 |
6 files changed, 111 insertions, 84 deletions
diff --git a/scene/resources/animation.cpp b/scene/resources/animation.cpp index e57a2b68c8..8acfdc482a 100644 --- a/scene/resources/animation.cpp +++ b/scene/resources/animation.cpp @@ -2329,13 +2329,14 @@ float Animation::bezier_track_interpolate(int p_track, float p_time) const { int iterations = 10; - float low = 0; - float high = bt->values[idx + 1].time - bt->values[idx].time; + float duration = bt->values[idx + 1].time - bt->values[idx].time; // time duration between our two keyframes + float low = 0; // 0% of the current animation segment + float high = 1; // 100% of the current animation segment float middle = 0; Vector2 start(0, bt->values[idx].value.value); Vector2 start_out = start + bt->values[idx].value.out_handle; - Vector2 end(high, bt->values[idx + 1].value.value); + Vector2 end(duration, bt->values[idx + 1].value.value); Vector2 end_in = end + bt->values[idx + 1].value.in_handle; //narrow high and low as much as possible @@ -2355,7 +2356,6 @@ float Animation::bezier_track_interpolate(int p_track, float p_time) const { //interpolate the result: Vector2 low_pos = _bezier_interp(low, start, start_out, end_in, end); Vector2 high_pos = _bezier_interp(high, start, start_out, end_in, end); - float c = (t - low_pos.x) / (high_pos.x - low_pos.x); return low_pos.linear_interpolate(high_pos, c).y; diff --git a/scene/resources/default_theme/make_header.py b/scene/resources/default_theme/make_header.py index db449f9417..73b1ae0b0b 100755 --- a/scene/resources/default_theme/make_header.py +++ b/scene/resources/default_theme/make_header.py @@ -4,15 +4,16 @@ import os import glob import string +enc = "utf-8" # Generate include files f = open("theme_data.h", "wb") -f.write("// THIS FILE HAS BEEN AUTOGENERATED, DON'T EDIT!!\n") +f.write(b"// THIS FILE HAS BEEN AUTOGENERATED, DON\'T EDIT!!\n") # Generate png image block -f.write("\n// png image block\n"); +f.write(b"\n// png image block\n") pixmaps = glob.glob("*.png") pixmaps.sort() @@ -21,22 +22,23 @@ for x in pixmaps: var_str = x[:-4] + "_png" - f.write("\nstatic const unsigned char " + var_str + "[] = {\n\t") + s = "\nstatic const unsigned char " + var_str + "[] = {\n\t" + f.write(s.encode(enc)) pngf = open(x, "rb") b = pngf.read(1) while(len(b) == 1): - f.write(hex(ord(b))) + f.write(hex(ord(b)).encode(enc)) b = pngf.read(1) if (len(b) == 1): - f.write(", ") + f.write(b", ") - f.write("\n};\n") + f.write(b"\n};\n") pngf.close() # Generate shaders block -f.write("\n// shaders block\n"); +f.write(b"\n// shaders block\n"); shaders = glob.glob("*.gsl") shaders.sort() @@ -45,7 +47,8 @@ for x in shaders: var_str = x[:-4] + "_shader_code" - f.write("\nstatic const char *" + var_str + " = \n") + s = "\nstatic const char *" + var_str + " = \n" + f.write(s.encode(enc)) sf = open(x, "rb") @@ -55,12 +58,13 @@ for x in shaders: b = b[:-2] if (b.endswith("\n")): b = b[:-1] - f.write(" \"" + b) + s = ' \"' + b + f.write(s.encode(enc)) b = sf.readline() if (b != ""): - f.write("\"\n") + f.write(b'"\n') - f.write("\";\n") + f.write(b'";\n') sf.close() f.close() diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp index 90e103c96b..56b3ee70bb 100644 --- a/scene/resources/material.cpp +++ b/scene/resources/material.cpp @@ -404,6 +404,9 @@ void SpatialMaterial::_update_shader() { if (flags[FLAG_DONT_RECEIVE_SHADOWS]) { code += ",shadows_disabled"; } + if (flags[FLAG_DISABLE_AMBIENT_LIGHT]) { + code += ",ambient_light_disabled"; + } if (flags[FLAG_ENSURE_CORRECT_NORMALS]) { code += ",ensure_correct_normals"; } @@ -1866,6 +1869,7 @@ void SpatialMaterial::_bind_methods() { ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_fixed_size"), "set_flag", "get_flag", FLAG_FIXED_SIZE); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_albedo_tex_force_srgb"), "set_flag", "get_flag", FLAG_ALBEDO_TEXTURE_FORCE_SRGB); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_do_not_receive_shadows"), "set_flag", "get_flag", FLAG_DONT_RECEIVE_SHADOWS); + ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_disable_ambient_light"), "set_flag", "get_flag", FLAG_DISABLE_AMBIENT_LIGHT); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flags_ensure_correct_normals"), "set_flag", "get_flag", FLAG_ENSURE_CORRECT_NORMALS); ADD_GROUP("Vertex Color", "vertex_color"); ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "vertex_color_use_as_albedo"), "set_flag", "get_flag", FLAG_ALBEDO_FROM_VERTEX_COLOR); @@ -2057,6 +2061,7 @@ void SpatialMaterial::_bind_methods() { BIND_ENUM_CONSTANT(FLAG_TRIPLANAR_USE_WORLD); BIND_ENUM_CONSTANT(FLAG_ALBEDO_TEXTURE_FORCE_SRGB); BIND_ENUM_CONSTANT(FLAG_DONT_RECEIVE_SHADOWS); + BIND_ENUM_CONSTANT(FLAG_DISABLE_AMBIENT_LIGHT); BIND_ENUM_CONSTANT(FLAG_ENSURE_CORRECT_NORMALS); BIND_ENUM_CONSTANT(FLAG_MAX); diff --git a/scene/resources/material.h b/scene/resources/material.h index 3b9d1be260..84f1005b03 100644 --- a/scene/resources/material.h +++ b/scene/resources/material.h @@ -192,6 +192,7 @@ public: FLAG_ALBEDO_TEXTURE_FORCE_SRGB, FLAG_DONT_RECEIVE_SHADOWS, FLAG_ENSURE_CORRECT_NORMALS, + FLAG_DISABLE_AMBIENT_LIGHT, FLAG_MAX }; @@ -240,7 +241,7 @@ private: uint64_t blend_mode : 2; uint64_t depth_draw_mode : 2; uint64_t cull_mode : 2; - uint64_t flags : 16; + uint64_t flags : 17; uint64_t detail_blend_mode : 2; uint64_t diffuse_mode : 3; uint64_t specular_mode : 2; diff --git a/scene/resources/visual_shader_nodes.cpp b/scene/resources/visual_shader_nodes.cpp index 90af312870..98ecdbdf30 100644 --- a/scene/resources/visual_shader_nodes.cpp +++ b/scene/resources/visual_shader_nodes.cpp @@ -183,7 +183,7 @@ VisualShaderNodeVec3Constant::VisualShaderNodeVec3Constant() { ////////////// Transform String VisualShaderNodeTransformConstant::get_caption() const { - return "Transform4x3"; + return "Transform"; } int VisualShaderNodeTransformConstant::get_input_port_count() const { @@ -587,6 +587,10 @@ void VisualShaderNodeCubeMap::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "cube_map", PROPERTY_HINT_RESOURCE_TYPE, "CubeMap"), "set_cube_map", "get_cube_map"); ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normalmap"), "set_texture_type", "get_texture_type"); + + BIND_ENUM_CONSTANT(TYPE_DATA); + BIND_ENUM_CONSTANT(TYPE_COLOR); + BIND_ENUM_CONSTANT(TYPE_NORMALMAP); } VisualShaderNodeCubeMap::VisualShaderNodeCubeMap() { @@ -681,7 +685,7 @@ VisualShaderNodeScalarOp::VisualShaderNodeScalarOp() { ////////////// Vector Op String VisualShaderNodeVectorOp::get_caption() const { - return "VecOp"; + return "VectorOp"; } int VisualShaderNodeVectorOp::get_input_port_count() const { @@ -894,6 +898,16 @@ void VisualShaderNodeColorOp::_bind_methods() { ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeColorOp::get_operator); ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Screen,Difference,Darken,Lighten,Overlay,Dodge,Burn,SoftLight,HardLight"), "set_operator", "get_operator"); + + BIND_ENUM_CONSTANT(OP_SCREEN); + BIND_ENUM_CONSTANT(OP_DIFFERENCE); + BIND_ENUM_CONSTANT(OP_DARKEN); + BIND_ENUM_CONSTANT(OP_LIGHTEN); + BIND_ENUM_CONSTANT(OP_OVERLAY); + BIND_ENUM_CONSTANT(OP_DODGE); + BIND_ENUM_CONSTANT(OP_BURN); + BIND_ENUM_CONSTANT(OP_SOFT_LIGHT); + BIND_ENUM_CONSTANT(OP_HARD_LIGHT); } VisualShaderNodeColorOp::VisualShaderNodeColorOp() { @@ -905,7 +919,7 @@ VisualShaderNodeColorOp::VisualShaderNodeColorOp() { ////////////// Transform Mult String VisualShaderNodeTransformMult::get_caption() const { - return "TransMult"; + return "TransformMult"; } int VisualShaderNodeTransformMult::get_input_port_count() const { @@ -960,6 +974,9 @@ void VisualShaderNodeTransformMult::_bind_methods() { ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeTransformMult::get_operator); ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "A x B,B x A"), "set_operator", "get_operator"); + + BIND_ENUM_CONSTANT(OP_AxB); + BIND_ENUM_CONSTANT(OP_BxA); } VisualShaderNodeTransformMult::VisualShaderNodeTransformMult() { @@ -971,7 +988,7 @@ VisualShaderNodeTransformMult::VisualShaderNodeTransformMult() { ////////////// TransformVec Mult String VisualShaderNodeTransformVecMult::get_caption() const { - return "TransVecMult"; + return "TransformVectorMult"; } int VisualShaderNodeTransformVecMult::get_input_port_count() const { @@ -1150,7 +1167,7 @@ VisualShaderNodeScalarFunc::VisualShaderNodeScalarFunc() { ////////////// Vector Func String VisualShaderNodeVectorFunc::get_caption() const { - return "VecFunc"; + return "VectorFunc"; } int VisualShaderNodeVectorFunc::get_input_port_count() const { @@ -1251,7 +1268,7 @@ VisualShaderNodeVectorFunc::VisualShaderNodeVectorFunc() { ////////////// Dot Product String VisualShaderNodeDotProduct::get_caption() const { - return "DotProd"; + return "DotProduct"; } int VisualShaderNodeDotProduct::get_input_port_count() const { @@ -1286,7 +1303,7 @@ VisualShaderNodeDotProduct::VisualShaderNodeDotProduct() { ////////////// Vector Len String VisualShaderNodeVectorLen::get_caption() const { - return "VecLen"; + return "VectorLen"; } int VisualShaderNodeVectorLen::get_input_port_count() const { @@ -1362,7 +1379,7 @@ VisualShaderNodeScalarInterp::VisualShaderNodeScalarInterp() { ////////////// Vector Interp String VisualShaderNodeVectorInterp::get_caption() const { - return "VecInterp"; + return "VectorInterp"; } int VisualShaderNodeVectorInterp::get_input_port_count() const { @@ -1401,18 +1418,18 @@ VisualShaderNodeVectorInterp::VisualShaderNodeVectorInterp() { set_input_port_default_value(2, Vector3()); } -////////////// Vector Construct -String VisualShaderNodeVectorConstruct::get_caption() const { - return "VecConstr"; +////////////// Vector Compose +String VisualShaderNodeVectorCompose::get_caption() const { + return "VectorCompose"; } -int VisualShaderNodeVectorConstruct::get_input_port_count() const { +int VisualShaderNodeVectorCompose::get_input_port_count() const { return 3; } -VisualShaderNodeVectorConstruct::PortType VisualShaderNodeVectorConstruct::get_input_port_type(int p_port) const { +VisualShaderNodeVectorCompose::PortType VisualShaderNodeVectorCompose::get_input_port_type(int p_port) const { return PORT_TYPE_SCALAR; } -String VisualShaderNodeVectorConstruct::get_input_port_name(int p_port) const { +String VisualShaderNodeVectorCompose::get_input_port_name(int p_port) const { if (p_port == 0) { return "x"; } else if (p_port == 1) { @@ -1422,40 +1439,40 @@ String VisualShaderNodeVectorConstruct::get_input_port_name(int p_port) const { } } -int VisualShaderNodeVectorConstruct::get_output_port_count() const { +int VisualShaderNodeVectorCompose::get_output_port_count() const { return 1; } -VisualShaderNodeVectorConstruct::PortType VisualShaderNodeVectorConstruct::get_output_port_type(int p_port) const { +VisualShaderNodeVectorCompose::PortType VisualShaderNodeVectorCompose::get_output_port_type(int p_port) const { return PORT_TYPE_VECTOR; } -String VisualShaderNodeVectorConstruct::get_output_port_name(int p_port) const { +String VisualShaderNodeVectorCompose::get_output_port_name(int p_port) const { return "vec"; } -String VisualShaderNodeVectorConstruct::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const { +String VisualShaderNodeVectorCompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const { return "\t" + p_output_vars[0] + " = vec3( " + p_input_vars[0] + " , " + p_input_vars[1] + " , " + p_input_vars[2] + " );\n"; } -VisualShaderNodeVectorConstruct::VisualShaderNodeVectorConstruct() { +VisualShaderNodeVectorCompose::VisualShaderNodeVectorCompose() { set_input_port_default_value(0, 0.0); set_input_port_default_value(1, 0.0); set_input_port_default_value(2, 0.0); } -////////////// Transform Construct +////////////// Transform Compose -String VisualShaderNodeTransformConstruct::get_caption() const { - return "TransConstr"; +String VisualShaderNodeTransformCompose::get_caption() const { + return "TransformCompose"; } -int VisualShaderNodeTransformConstruct::get_input_port_count() const { +int VisualShaderNodeTransformCompose::get_input_port_count() const { return 4; } -VisualShaderNodeTransformConstruct::PortType VisualShaderNodeTransformConstruct::get_input_port_type(int p_port) const { +VisualShaderNodeTransformCompose::PortType VisualShaderNodeTransformCompose::get_input_port_type(int p_port) const { return PORT_TYPE_VECTOR; } -String VisualShaderNodeTransformConstruct::get_input_port_name(int p_port) const { +String VisualShaderNodeTransformCompose::get_input_port_name(int p_port) const { if (p_port == 0) { return "x"; } else if (p_port == 1) { @@ -1467,21 +1484,21 @@ String VisualShaderNodeTransformConstruct::get_input_port_name(int p_port) const } } -int VisualShaderNodeTransformConstruct::get_output_port_count() const { +int VisualShaderNodeTransformCompose::get_output_port_count() const { return 1; } -VisualShaderNodeTransformConstruct::PortType VisualShaderNodeTransformConstruct::get_output_port_type(int p_port) const { +VisualShaderNodeTransformCompose::PortType VisualShaderNodeTransformCompose::get_output_port_type(int p_port) const { return PORT_TYPE_TRANSFORM; } -String VisualShaderNodeTransformConstruct::get_output_port_name(int p_port) const { +String VisualShaderNodeTransformCompose::get_output_port_name(int p_port) const { return "xform"; } -String VisualShaderNodeTransformConstruct::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const { +String VisualShaderNodeTransformCompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const { return "\t" + p_output_vars[0] + " = mat4( vec4(" + p_input_vars[0] + ", 0.0) , vec4(" + p_input_vars[1] + ", 0.0) , vec4(" + p_input_vars[2] + ",0.0), vec4(" + p_input_vars[3] + ",1.0) );\n"; } -VisualShaderNodeTransformConstruct::VisualShaderNodeTransformConstruct() { +VisualShaderNodeTransformCompose::VisualShaderNodeTransformCompose() { set_input_port_default_value(0, Vector3()); set_input_port_default_value(1, Vector3()); @@ -1489,28 +1506,28 @@ VisualShaderNodeTransformConstruct::VisualShaderNodeTransformConstruct() { set_input_port_default_value(3, Vector3()); } -////////////// Vector Destruct -String VisualShaderNodeVectorDestruct::get_caption() const { - return "VecDestr"; +////////////// Vector Decompose +String VisualShaderNodeVectorDecompose::get_caption() const { + return "VectorDecompose"; } -int VisualShaderNodeVectorDestruct::get_input_port_count() const { +int VisualShaderNodeVectorDecompose::get_input_port_count() const { return 1; } -VisualShaderNodeVectorDestruct::PortType VisualShaderNodeVectorDestruct::get_input_port_type(int p_port) const { +VisualShaderNodeVectorDecompose::PortType VisualShaderNodeVectorDecompose::get_input_port_type(int p_port) const { return PORT_TYPE_VECTOR; } -String VisualShaderNodeVectorDestruct::get_input_port_name(int p_port) const { +String VisualShaderNodeVectorDecompose::get_input_port_name(int p_port) const { return "vec"; } -int VisualShaderNodeVectorDestruct::get_output_port_count() const { +int VisualShaderNodeVectorDecompose::get_output_port_count() const { return 3; } -VisualShaderNodeVectorDestruct::PortType VisualShaderNodeVectorDestruct::get_output_port_type(int p_port) const { +VisualShaderNodeVectorDecompose::PortType VisualShaderNodeVectorDecompose::get_output_port_type(int p_port) const { return PORT_TYPE_SCALAR; } -String VisualShaderNodeVectorDestruct::get_output_port_name(int p_port) const { +String VisualShaderNodeVectorDecompose::get_output_port_name(int p_port) const { if (p_port == 0) { return "x"; } else if (p_port == 1) { @@ -1520,7 +1537,7 @@ String VisualShaderNodeVectorDestruct::get_output_port_name(int p_port) const { } } -String VisualShaderNodeVectorDestruct::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const { +String VisualShaderNodeVectorDecompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const { String code; code += "\t" + p_output_vars[0] + " = " + p_input_vars[0] + ".x;\n"; code += "\t" + p_output_vars[1] + " = " + p_input_vars[0] + ".y;\n"; @@ -1528,33 +1545,33 @@ String VisualShaderNodeVectorDestruct::generate_code(Shader::Mode p_mode, Visual return code; } -VisualShaderNodeVectorDestruct::VisualShaderNodeVectorDestruct() { +VisualShaderNodeVectorDecompose::VisualShaderNodeVectorDecompose() { set_input_port_default_value(0, Vector3()); } -////////////// Transform Destruct +////////////// Transform Decompose -String VisualShaderNodeTransformDestruct::get_caption() const { - return "TransDestr"; +String VisualShaderNodeTransformDecompose::get_caption() const { + return "TransformDecompose"; } -int VisualShaderNodeTransformDestruct::get_input_port_count() const { +int VisualShaderNodeTransformDecompose::get_input_port_count() const { return 1; } -VisualShaderNodeTransformDestruct::PortType VisualShaderNodeTransformDestruct::get_input_port_type(int p_port) const { +VisualShaderNodeTransformDecompose::PortType VisualShaderNodeTransformDecompose::get_input_port_type(int p_port) const { return PORT_TYPE_TRANSFORM; } -String VisualShaderNodeTransformDestruct::get_input_port_name(int p_port) const { +String VisualShaderNodeTransformDecompose::get_input_port_name(int p_port) const { return "xform"; } -int VisualShaderNodeTransformDestruct::get_output_port_count() const { +int VisualShaderNodeTransformDecompose::get_output_port_count() const { return 4; } -VisualShaderNodeTransformDestruct::PortType VisualShaderNodeTransformDestruct::get_output_port_type(int p_port) const { +VisualShaderNodeTransformDecompose::PortType VisualShaderNodeTransformDecompose::get_output_port_type(int p_port) const { return PORT_TYPE_VECTOR; } -String VisualShaderNodeTransformDestruct::get_output_port_name(int p_port) const { +String VisualShaderNodeTransformDecompose::get_output_port_name(int p_port) const { if (p_port == 0) { return "x"; } else if (p_port == 1) { @@ -1566,7 +1583,7 @@ String VisualShaderNodeTransformDestruct::get_output_port_name(int p_port) const } } -String VisualShaderNodeTransformDestruct::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const { +String VisualShaderNodeTransformDecompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const { String code; code += "\t" + p_output_vars[0] + " = " + p_input_vars[0] + "[0].xyz;\n"; code += "\t" + p_output_vars[1] + " = " + p_input_vars[0] + "[1].xyz;\n"; @@ -1575,7 +1592,7 @@ String VisualShaderNodeTransformDestruct::generate_code(Shader::Mode p_mode, Vis return code; } -VisualShaderNodeTransformDestruct::VisualShaderNodeTransformDestruct() { +VisualShaderNodeTransformDecompose::VisualShaderNodeTransformDecompose() { set_input_port_default_value(0, Transform()); } @@ -1658,7 +1675,7 @@ VisualShaderNodeColorUniform::VisualShaderNodeColorUniform() { ////////////// Vector Uniform String VisualShaderNodeVec3Uniform::get_caption() const { - return "VecUniform"; + return "VectorUniform"; } int VisualShaderNodeVec3Uniform::get_input_port_count() const { @@ -1694,7 +1711,7 @@ VisualShaderNodeVec3Uniform::VisualShaderNodeVec3Uniform() { ////////////// Transform Uniform String VisualShaderNodeTransformUniform::get_caption() const { - return "TransUniform"; + return "TransformUniform"; } int VisualShaderNodeTransformUniform::get_input_port_count() const { @@ -1730,7 +1747,7 @@ VisualShaderNodeTransformUniform::VisualShaderNodeTransformUniform() { ////////////// Texture Uniform String VisualShaderNodeTextureUniform::get_caption() const { - return "TexUniform"; + return "TextureUniform"; } int VisualShaderNodeTextureUniform::get_input_port_count() const { @@ -1848,7 +1865,7 @@ VisualShaderNodeTextureUniform::VisualShaderNodeTextureUniform() { ////////////// CubeMap Uniform String VisualShaderNodeCubeMapUniform::get_caption() const { - return "CubeMap"; + return "CubeMapUniform"; } int VisualShaderNodeCubeMapUniform::get_input_port_count() const { diff --git a/scene/resources/visual_shader_nodes.h b/scene/resources/visual_shader_nodes.h index cf46ee3189..2ede36fbc8 100644 --- a/scene/resources/visual_shader_nodes.h +++ b/scene/resources/visual_shader_nodes.h @@ -621,8 +621,8 @@ public: /////////////////////////////////////// -class VisualShaderNodeVectorConstruct : public VisualShaderNode { - GDCLASS(VisualShaderNodeVectorConstruct, VisualShaderNode) +class VisualShaderNodeVectorCompose : public VisualShaderNode { + GDCLASS(VisualShaderNodeVectorCompose, VisualShaderNode) public: virtual String get_caption() const; @@ -637,13 +637,13 @@ public: 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(); + VisualShaderNodeVectorCompose(); }; /////////////////////////////////////// -class VisualShaderNodeTransformConstruct : public VisualShaderNode { - GDCLASS(VisualShaderNodeTransformConstruct, VisualShaderNode) +class VisualShaderNodeTransformCompose : public VisualShaderNode { + GDCLASS(VisualShaderNodeTransformCompose, VisualShaderNode) public: virtual String get_caption() const; @@ -658,13 +658,13 @@ public: 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(); + VisualShaderNodeTransformCompose(); }; /////////////////////////////////////// -class VisualShaderNodeVectorDestruct : public VisualShaderNode { - GDCLASS(VisualShaderNodeVectorDestruct, VisualShaderNode) +class VisualShaderNodeVectorDecompose : public VisualShaderNode { + GDCLASS(VisualShaderNodeVectorDecompose, VisualShaderNode) public: virtual String get_caption() const; @@ -679,13 +679,13 @@ public: 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(); + VisualShaderNodeVectorDecompose(); }; /////////////////////////////////////// -class VisualShaderNodeTransformDestruct : public VisualShaderNode { - GDCLASS(VisualShaderNodeTransformDestruct, VisualShaderNode) +class VisualShaderNodeTransformDecompose : public VisualShaderNode { + GDCLASS(VisualShaderNodeTransformDecompose, VisualShaderNode) public: virtual String get_caption() const; @@ -700,7 +700,7 @@ public: 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(); + VisualShaderNodeTransformDecompose(); }; /////////////////////////////////////// |