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-rw-r--r--scene/resources/animation.cpp38
-rw-r--r--scene/resources/box_shape_3d.cpp1
-rw-r--r--scene/resources/capsule_shape_2d.cpp2
-rw-r--r--scene/resources/capsule_shape_3d.cpp2
-rw-r--r--scene/resources/circle_shape_2d.cpp1
-rw-r--r--scene/resources/cylinder_shape_3d.cpp2
-rw-r--r--scene/resources/default_theme/color_picker_sample.svg1
-rw-r--r--scene/resources/default_theme/default_theme.cpp12
-rw-r--r--scene/resources/default_theme/default_theme.h2
-rw-r--r--scene/resources/default_theme/mini_checkerboard.svg2
-rw-r--r--scene/resources/environment.cpp10
-rw-r--r--scene/resources/environment.h13
-rw-r--r--scene/resources/font.cpp21
-rw-r--r--scene/resources/font.h4
-rw-r--r--scene/resources/importer_mesh.cpp10
-rw-r--r--scene/resources/material.cpp38
-rw-r--r--scene/resources/material.h10
-rw-r--r--scene/resources/mesh.cpp1
-rw-r--r--scene/resources/packed_scene.cpp6
-rw-r--r--scene/resources/packed_scene.h2
-rw-r--r--scene/resources/rectangle_shape_2d.cpp1
-rw-r--r--scene/resources/resource_format_text.cpp18
-rw-r--r--scene/resources/skeleton_modification_2d_jiggle.cpp2
-rw-r--r--scene/resources/sky_material.cpp40
-rw-r--r--scene/resources/sphere_shape_3d.cpp1
-rw-r--r--scene/resources/surface_tool.cpp88
-rw-r--r--scene/resources/surface_tool.h12
-rw-r--r--scene/resources/texture.cpp210
-rw-r--r--scene/resources/texture.h58
-rw-r--r--scene/resources/theme.cpp144
-rw-r--r--scene/resources/theme.h10
-rw-r--r--scene/resources/tile_set.cpp8
-rw-r--r--scene/resources/visual_shader.cpp897
-rw-r--r--scene/resources/visual_shader.h176
-rw-r--r--scene/resources/visual_shader_nodes.cpp127
-rw-r--r--scene/resources/visual_shader_nodes.h2
-rw-r--r--scene/resources/visual_shader_particle_nodes.cpp209
-rw-r--r--scene/resources/visual_shader_particle_nodes.h14
-rw-r--r--scene/resources/visual_shader_sdf_nodes.cpp32
-rw-r--r--scene/resources/world_2d.h2
-rw-r--r--scene/resources/world_3d.cpp2
41 files changed, 1643 insertions, 588 deletions
diff --git a/scene/resources/animation.cpp b/scene/resources/animation.cpp
index b6151bccf4..f6e0df0265 100644
--- a/scene/resources/animation.cpp
+++ b/scene/resources/animation.cpp
@@ -2320,22 +2320,12 @@ Variant Animation::_cubic_interpolate(const Variant &p_pre_a, const Variant &p_a
if (vformat == ((1 << Variant::INT) | (1 << Variant::FLOAT)) || vformat == (1 << Variant::FLOAT)) {
//mix of real and int
+ real_t a = p_a;
+ real_t b = p_b;
+ real_t pa = p_pre_a;
+ real_t pb = p_post_b;
- real_t p0 = p_pre_a;
- real_t p1 = p_a;
- real_t p2 = p_b;
- real_t p3 = p_post_b;
-
- real_t t = p_c;
- real_t t2 = t * t;
- real_t t3 = t2 * t;
-
- return 0.5f *
- ((p1 * 2.0f) +
- (-p0 + p2) * t +
- (2.0f * p0 - 5.0f * p1 + 4 * p2 - p3) * t2 +
- (-p0 + 3.0f * p1 - 3.0f * p2 + p3) * t3);
-
+ return Math::cubic_interpolate(a, b, pa, pb, p_c);
} else if ((vformat & (vformat - 1))) {
return p_a; //can't interpolate, mix of types
}
@@ -2423,7 +2413,7 @@ T Animation::_interpolate(const Vector<TKey<T>> &p_keys, double p_time, Interpol
real_t c = 0.0;
// prepare for all cases of interpolation
- if ((loop_mode == LOOP_LINEAR || loop_mode == LOOP_PINGPONG) && p_loop_wrap) {
+ if (loop_mode == LOOP_LINEAR && p_loop_wrap) {
// loop
if (!p_backward) {
// no backward
@@ -2577,11 +2567,19 @@ T Animation::_interpolate(const Vector<TKey<T>> &p_keys, double p_time, Interpol
case INTERPOLATION_CUBIC: {
int pre = idx - 1;
if (pre < 0) {
- pre = 0;
+ if (loop_mode == LOOP_LINEAR && p_loop_wrap) {
+ pre = len - 1;
+ } else {
+ pre = 0;
+ }
}
int post = next + 1;
if (post >= len) {
- post = next;
+ if (loop_mode == LOOP_LINEAR && p_loop_wrap) {
+ post = 0;
+ } else {
+ post = next;
+ }
}
return _cubic_interpolate(p_keys[pre].value, p_keys[idx].value, p_keys[next].value, p_keys[post].value, c);
@@ -4349,7 +4347,7 @@ struct AnimationCompressionDataState {
if (temp_packets.size() == 0) {
return; //nohing to do
}
-#define DEBUG_PACKET_PUSH
+//#define DEBUG_PACKET_PUSH
#ifdef DEBUG_PACKET_PUSH
#ifndef _MSC_VER
#warning Debugging packet push, disable this code in production to gain a bit more import performance.
@@ -4380,7 +4378,7 @@ struct AnimationCompressionDataState {
header_bytes += 2;
}
- while (header_bytes % 4 != 0) {
+ while (header_bytes < 8 && header_bytes % 4 != 0) { // First cond needed to silence wrong GCC warning.
header[header_bytes++] = 0;
}
diff --git a/scene/resources/box_shape_3d.cpp b/scene/resources/box_shape_3d.cpp
index a1ec9a2230..1abbf366fd 100644
--- a/scene/resources/box_shape_3d.cpp
+++ b/scene/resources/box_shape_3d.cpp
@@ -77,6 +77,7 @@ bool BoxShape3D::_get(const StringName &p_name, Variant &r_property) const {
#endif // DISABLE_DEPRECATED
void BoxShape3D::set_size(const Vector3 &p_size) {
+ ERR_FAIL_COND_MSG(p_size.x < 0 || p_size.y < 0 || p_size.z < 0, "BoxShape3D size cannot be negative.");
size = p_size;
_update_shape();
notify_change_to_owners();
diff --git a/scene/resources/capsule_shape_2d.cpp b/scene/resources/capsule_shape_2d.cpp
index 4d2698d27d..a1ad487bff 100644
--- a/scene/resources/capsule_shape_2d.cpp
+++ b/scene/resources/capsule_shape_2d.cpp
@@ -59,6 +59,7 @@ void CapsuleShape2D::_update_shape() {
}
void CapsuleShape2D::set_radius(real_t p_radius) {
+ ERR_FAIL_COND_MSG(p_radius < 0, "CapsuleShape2D radius cannot be negative.");
radius = p_radius;
if (radius > height * 0.5) {
height = radius * 2.0;
@@ -71,6 +72,7 @@ real_t CapsuleShape2D::get_radius() const {
}
void CapsuleShape2D::set_height(real_t p_height) {
+ ERR_FAIL_COND_MSG(p_height < 0, "CapsuleShape2D height cannot be negative.");
height = p_height;
if (radius > height * 0.5) {
radius = height * 0.5;
diff --git a/scene/resources/capsule_shape_3d.cpp b/scene/resources/capsule_shape_3d.cpp
index c16ddad984..2179ce82dd 100644
--- a/scene/resources/capsule_shape_3d.cpp
+++ b/scene/resources/capsule_shape_3d.cpp
@@ -79,6 +79,7 @@ void CapsuleShape3D::_update_shape() {
}
void CapsuleShape3D::set_radius(float p_radius) {
+ ERR_FAIL_COND_MSG(p_radius < 0, "CapsuleShape3D radius cannot be negative.");
radius = p_radius;
if (radius > height * 0.5) {
height = radius * 2.0;
@@ -92,6 +93,7 @@ float CapsuleShape3D::get_radius() const {
}
void CapsuleShape3D::set_height(float p_height) {
+ ERR_FAIL_COND_MSG(p_height < 0, "CapsuleShape3D height cannot be negative.");
height = p_height;
if (radius > height * 0.5) {
radius = height * 0.5;
diff --git a/scene/resources/circle_shape_2d.cpp b/scene/resources/circle_shape_2d.cpp
index 9c16ac2eed..de931fca7e 100644
--- a/scene/resources/circle_shape_2d.cpp
+++ b/scene/resources/circle_shape_2d.cpp
@@ -43,6 +43,7 @@ void CircleShape2D::_update_shape() {
}
void CircleShape2D::set_radius(real_t p_radius) {
+ ERR_FAIL_COND_MSG(p_radius < 0, "CircleShape2D radius cannot be negative.");
radius = p_radius;
_update_shape();
}
diff --git a/scene/resources/cylinder_shape_3d.cpp b/scene/resources/cylinder_shape_3d.cpp
index 5eeb62d17b..c4f1cba341 100644
--- a/scene/resources/cylinder_shape_3d.cpp
+++ b/scene/resources/cylinder_shape_3d.cpp
@@ -72,6 +72,7 @@ void CylinderShape3D::_update_shape() {
}
void CylinderShape3D::set_radius(float p_radius) {
+ ERR_FAIL_COND_MSG(p_radius < 0, "CylinderShape3D radius cannot be negative.");
radius = p_radius;
_update_shape();
notify_change_to_owners();
@@ -82,6 +83,7 @@ float CylinderShape3D::get_radius() const {
}
void CylinderShape3D::set_height(float p_height) {
+ ERR_FAIL_COND_MSG(p_height < 0, "CylinderShape3D height cannot be negative.");
height = p_height;
_update_shape();
notify_change_to_owners();
diff --git a/scene/resources/default_theme/color_picker_sample.svg b/scene/resources/default_theme/color_picker_sample.svg
deleted file mode 100644
index 140ac20a99..0000000000
--- a/scene/resources/default_theme/color_picker_sample.svg
+++ /dev/null
@@ -1 +0,0 @@
-<svg clip-rule="evenodd" fill-rule="evenodd" stroke-linejoin="round" stroke-miterlimit="2" viewBox="0 0 256 20" xmlns="http://www.w3.org/2000/svg"><g fill-rule="nonzero"><path d="m0 0v5h5v-5zm5 5v5h5v-5z" fill="#e0e0e0"/><path d="m5 0v5h5v-5zm0 5h-5v5h5z" fill="#fff"/><path d="m80 0v5h5v-5zm5 5v5h5v-5z" fill="#e0e0e0"/><path d="m85 0v5h5v-5zm0 5h-5v5h5z" fill="#fff"/><path d="m159.978 0v5h5v-5zm5 5v5h5v-5z" fill="#e0e0e0"/><path d="m164.978 0v5h5v-5zm0 5h-5v5h5z" fill="#fff"/><path d="m39.991 0v5h5v-5zm5 5v5h5v-5z" fill="#e0e0e0"/><path d="m44.991 0v5h5v-5zm0 5h-5v5h5z" fill="#fff"/><path d="m119.99 0v5h5v-5zm5 5v5h5v-5z" fill="#e0e0e0"/><path d="m124.99 0v5h5v-5zm0 5h-5v5h5z" fill="#fff"/><path d="m199.968 0v5h5v-5zm5 5v5h5v-5z" fill="#e0e0e0"/><path d="m204.968 0v5h5v-5zm0 5h-5v5h5z" fill="#fff"/><path d="m9.98 0v5h5v-5zm5 5v5h5v-5z" fill="#e0e0e0"/><path d="m14.98 0v5h5v-5zm0 5h-5v5h5z" fill="#fff"/><path d="m89.98 0v5h5v-5zm5 5v5h5v-5z" fill="#e0e0e0"/><path d="m94.98 0v5h5v-5zm0 5h-5v5h5z" fill="#fff"/><path d="m169.957 0v5h5v-5zm5 5v5h5v-5z" fill="#e0e0e0"/><path d="m174.957 0v5h5v-5zm0 5h-5v5h5z" fill="#fff"/><path d="m49.97 0v5h5v-5zm5 5v5h5v-5z" fill="#e0e0e0"/><path d="m54.97 0v5h5v-5zm0 5h-5v5h5z" fill="#fff"/><path d="m129.97 0v5h5v-5zm5 5v5h5v-5z" fill="#e0e0e0"/><path d="m134.97 0v5h5v-5zm0 5h-5v5h5z" fill="#fff"/><path d="m209.948 0v5h5v-5zm5 5v5h5v-5z" fill="#e0e0e0"/><path d="m214.948 0v5h5v-5zm0 5h-5v5h5z" fill="#fff"/><path d="m19.995 0v5h5v-5zm5 5v5h5v-5z" fill="#e0e0e0"/><path d="m24.995 0v5h5v-5zm0 5h-5v5h5z" fill="#fff"/><path d="m99.995 0v5h5v-5zm5 5v5h5v-5z" fill="#e0e0e0"/><path d="m104.995 0v5h5v-5zm0 5h-5v5h5z" fill="#fff"/><path d="m179.973 0v5h5v-5zm5 5v5h5v-5z" fill="#e0e0e0"/><path d="m184.973 0v5h5v-5zm0 5h-5v5h5z" fill="#fff"/><path d="m59.986 0v5h5v-5zm5 5v5h5v-5z" fill="#e0e0e0"/><path d="m64.986 0v5h5v-5zm0 5h-5v5h5z" fill="#fff"/><path d="m139.986 0v5h5v-5zm5 5v5h5v-5z" fill="#e0e0e0"/><path d="m144.986 0v5h5v-5zm0 5h-5v5h5z" fill="#fff"/><path d="m219.964 0v5h5v-5zm5 5v5h5v-5z" fill="#e0e0e0"/><path d="m224.964 0v5h5v-5zm0 5h-5v5h5z" fill="#fff"/><path d="m30.011 0v5h5v-5zm5 5v5h5v-5z" fill="#e0e0e0"/><path d="m35.011 0v5h5v-5zm0 5h-5v5h5z" fill="#fff"/><path d="m110.011 0v5h5v-5zm5 5v5h5v-5z" fill="#e0e0e0"/><path d="m115.011 0v5h5v-5zm0 5h-5v5h5z" fill="#fff"/><path d="m189.989 0v5h5v-5zm5 5v5h5v-5z" fill="#e0e0e0"/><path d="m194.989 0v5h5v-5zm0 5h-5v5h5z" fill="#fff"/><path d="m70.001 0v5h5v-5zm5 5v5h5v-5z" fill="#e0e0e0"/><path d="m75.001 0v5h5v-5zm0 5h-5v5h5z" fill="#fff"/><path d="m150.001 0v5h5v-5zm5 5v5h5v-5z" fill="#e0e0e0"/><path d="m155.001 0v5h5v-5zm0 5h-5v5h5z" fill="#fff"/><path d="m229.979 0v5h5v-5zm5 5v5h5v-5z" fill="#e0e0e0"/><path d="m234.979 0v5h5v-5zm0 5h-5v5h5z" fill="#fff"/><path d="m240.017 0v5h5v-5zm5 5v5h5v-5z" fill="#e0e0e0"/><path d="m245.017 0v5h5v-5zm0 5h-5v5h5z" fill="#fff"/><path d="m249.996 0v5h5v-5zm5 5v5h5v-5z" fill="#e0e0e0"/><path d="m254.996 0v5h5v-5zm0 5h-5v5h5z" fill="#fff"/><path d="m249.996 10v5h5v-5zm5 5v5h5v-5z" fill="#e0e0e0"/><path d="m254.996 10v5h5v-5zm0 5h-5v5h5z" fill="#fff"/><path d="m240.017 10v5h5v-5zm5 5v5h5v-5z" fill="#e0e0e0"/><path d="m245.017 10v5h5v-5zm0 5h-5v5h5z" fill="#fff"/><path d="m0 10v5h5v-5zm5 5v5h5v-5z" fill="#e0e0e0"/><path d="m5 10v5h5v-5zm0 5h-5v5h5z" fill="#fff"/><path d="m80 10v5h5v-5zm5 5v5h5v-5z" fill="#e0e0e0"/><path d="m85 10v5h5v-5zm0 5h-5v5h5z" fill="#fff"/><path d="m159.978 10v5h5v-5zm5 5v5h5v-5z" fill="#e0e0e0"/><path d="m164.978 10v5h5v-5zm0 5h-5v5h5z" fill="#fff"/><path d="m39.991 10v5h5v-5zm5 5v5h5v-5z" fill="#e0e0e0"/><path d="m44.991 10v5h5v-5zm0 5h-5v5h5z" fill="#fff"/><path d="m119.99 10v5h5v-5zm5 5v5h5v-5z" fill="#e0e0e0"/><path d="m124.99 10v5h5v-5zm0 5h-5v5h5z" fill="#fff"/><path d="m199.968 10v5h5v-5zm5 5v5h5v-5z" fill="#e0e0e0"/><path d="m204.968 10v5h5v-5zm0 5h-5v5h5z" fill="#fff"/><path d="m9.98 10v5h5v-5zm5 5v5h5v-5z" fill="#e0e0e0"/><path d="m14.98 10v5h5v-5zm0 5h-5v5h5z" fill="#fff"/><path d="m89.98 10v5h5v-5zm5 5v5h5v-5z" fill="#e0e0e0"/><path d="m94.98 10v5h5v-5zm0 5h-5v5h5z" fill="#fff"/><path d="m169.957 10v5h5v-5zm5 5v5h5v-5z" fill="#e0e0e0"/><path d="m174.957 10v5h5v-5zm0 5h-5v5h5z" fill="#fff"/><path d="m49.97 10v5h5v-5zm5 5v5h5v-5z" fill="#e0e0e0"/><path d="m54.97 10v5h5v-5zm0 5h-5v5h5z" fill="#fff"/><path d="m129.97 10v5h5v-5zm5 5v5h5v-5z" fill="#e0e0e0"/><path d="m134.97 10v5h5v-5zm0 5h-5v5h5z" fill="#fff"/><path d="m209.948 10v5h5v-5zm5 5v5h5v-5z" fill="#e0e0e0"/><path d="m214.948 10v5h5v-5zm0 5h-5v5h5z" fill="#fff"/><path d="m19.995 10v5h5v-5zm5 5v5h5v-5z" fill="#e0e0e0"/><path d="m24.995 10v5h5v-5zm0 5h-5v5h5z" fill="#fff"/><path d="m99.995 10v5h5v-5zm5 5v5h5v-5z" fill="#e0e0e0"/><path d="m104.995 10v5h5v-5zm0 5h-5v5h5z" fill="#fff"/><path d="m179.973 10v5h5v-5zm5 5v5h5v-5z" fill="#e0e0e0"/><path d="m184.973 10v5h5v-5zm0 5h-5v5h5z" fill="#fff"/><path d="m59.986 10v5h5v-5zm5 5v5h5v-5z" fill="#e0e0e0"/><path d="m64.986 10v5h5v-5zm0 5h-5v5h5z" fill="#fff"/><path d="m139.986 10v5h5v-5zm5 5v5h5v-5z" fill="#e0e0e0"/><path d="m144.986 10v5h5v-5zm0 5h-5v5h5z" fill="#fff"/><path d="m219.964 10v5h5v-5zm5 5v5h5v-5z" fill="#e0e0e0"/><path d="m224.964 10v5h5v-5zm0 5h-5v5h5z" fill="#fff"/><path d="m30.011 10v5h5v-5zm5 5v5h5v-5z" fill="#e0e0e0"/><path d="m35.011 10v5h5v-5zm0 5h-5v5h5z" fill="#fff"/><path d="m110.011 10v5h5v-5zm5 5v5h5v-5z" fill="#e0e0e0"/><path d="m115.011 10v5h5v-5zm0 5h-5v5h5z" fill="#fff"/><path d="m189.989 10v5h5v-5zm5 5v5h5v-5z" fill="#e0e0e0"/><path d="m194.989 10v5h5v-5zm0 5h-5v5h5z" fill="#fff"/><path d="m70.001 10v5h5v-5zm5 5v5h5v-5z" fill="#e0e0e0"/><path d="m75.001 10v5h5v-5zm0 5h-5v5h5z" fill="#fff"/><path d="m150.001 10v5h5v-5zm5 5v5h5v-5z" fill="#e0e0e0"/><path d="m155.001 10v5h5v-5zm0 5h-5v5h5z" fill="#fff"/><path d="m229.979 10v5h5v-5zm5 5v5h5v-5z" fill="#e0e0e0"/><path d="m234.979 10v5h5v-5zm0 5h-5v5h5z" fill="#fff"/></g></svg>
diff --git a/scene/resources/default_theme/default_theme.cpp b/scene/resources/default_theme/default_theme.cpp
index 670b141080..61114333fb 100644
--- a/scene/resources/default_theme/default_theme.cpp
+++ b/scene/resources/default_theme/default_theme.cpp
@@ -175,7 +175,7 @@ void fill_default_theme(Ref<Theme> &theme, const Ref<Font> &default_font, Ref<Te
theme->set_color("icon_hover_color", "Button", Color(1, 1, 1, 1));
theme->set_color("icon_hover_pressed_color", "Button", Color(1, 1, 1, 1));
theme->set_color("icon_focus_color", "Button", Color(1, 1, 1, 1));
- theme->set_color("icon_disabled_color", "Button", Color(1, 1, 1, 1));
+ theme->set_color("icon_disabled_color", "Button", Color(1, 1, 1, 0.4));
theme->set_constant("hseparation", "Button", 2 * scale);
@@ -466,7 +466,7 @@ void fill_default_theme(Ref<Theme> &theme, const Ref<Font> &default_font, Ref<Te
theme->set_color("completion_background_color", "CodeEdit", Color(0.17, 0.16, 0.2));
theme->set_color("completion_selected_color", "CodeEdit", Color(0.26, 0.26, 0.27));
theme->set_color("completion_existing_color", "CodeEdit", Color(0.87, 0.87, 0.87, 0.13));
- theme->set_color("completion_scroll_color", "CodeEdit", control_font_pressed_color);
+ theme->set_color("completion_scroll_color", "CodeEdit", control_font_pressed_color * Color(1, 1, 1, 0.29));
theme->set_color("completion_font_color", "CodeEdit", Color(0.67, 0.67, 0.67));
theme->set_color("font_color", "CodeEdit", control_font_color);
theme->set_color("font_selected_color", "CodeEdit", Color(0, 0, 0));
@@ -490,7 +490,7 @@ void fill_default_theme(Ref<Theme> &theme, const Ref<Font> &default_font, Ref<Te
theme->set_constant("completion_lines", "CodeEdit", 7);
theme->set_constant("completion_max_width", "CodeEdit", 50);
- theme->set_constant("completion_scroll_width", "CodeEdit", 3);
+ theme->set_constant("completion_scroll_width", "CodeEdit", 6);
theme->set_constant("line_spacing", "CodeEdit", 4 * scale);
theme->set_constant("outline_size", "CodeEdit", 0);
@@ -864,7 +864,6 @@ void fill_default_theme(Ref<Theme> &theme, const Ref<Font> &default_font, Ref<Te
theme->set_icon("screen_picker", "ColorPicker", icons["color_picker_pipette"]);
theme->set_icon("add_preset", "ColorPicker", icons["add"]);
theme->set_icon("color_hue", "ColorPicker", icons["color_picker_hue"]);
- theme->set_icon("color_sample", "ColorPicker", icons["color_picker_sample"]);
theme->set_icon("sample_bg", "ColorPicker", icons["mini_checkerboard"]);
theme->set_icon("overbright_indicator", "ColorPicker", icons["color_picker_overbright"]);
theme->set_icon("bar_arrow", "ColorPicker", icons["color_picker_bar_arrow"]);
@@ -1019,7 +1018,7 @@ void fill_default_theme(Ref<Theme> &theme, const Ref<Font> &default_font, Ref<Te
default_style = make_flat_stylebox(Color(1, 0.365, 0.365), 4, 4, 4, 4, 0, false, 2);
}
-void make_default_theme(float p_scale, Ref<Font> p_font) {
+void make_default_theme(float p_scale, Ref<Font> p_font, TextServer::SubpixelPositioning p_subpixel, TextServer::Hinting p_hinting, bool p_aa) {
Ref<Theme> t;
t.instantiate();
@@ -1041,6 +1040,9 @@ void make_default_theme(float p_scale, Ref<Font> p_font) {
Ref<FontData> dynamic_font_data;
dynamic_font_data.instantiate();
dynamic_font_data->set_data_ptr(_font_OpenSans_SemiBold, _font_OpenSans_SemiBold_size);
+ dynamic_font_data->set_subpixel_positioning(p_subpixel);
+ dynamic_font_data->set_hinting(p_hinting);
+ dynamic_font_data->set_antialiased(p_aa);
dynamic_font->add_data(dynamic_font_data);
default_font = dynamic_font;
diff --git a/scene/resources/default_theme/default_theme.h b/scene/resources/default_theme/default_theme.h
index 3016517824..28afd5f5e1 100644
--- a/scene/resources/default_theme/default_theme.h
+++ b/scene/resources/default_theme/default_theme.h
@@ -36,7 +36,7 @@
const int default_font_size = 16;
void fill_default_theme(Ref<Theme> &theme, const Ref<Font> &default_font, Ref<Texture2D> &default_icon, Ref<StyleBox> &default_style, float p_scale);
-void make_default_theme(float p_scale, Ref<Font> p_font);
+void make_default_theme(float p_scale, Ref<Font> p_font, TextServer::SubpixelPositioning p_subpixel, TextServer::Hinting p_hinting, bool p_aa);
void clear_default_theme();
#endif
diff --git a/scene/resources/default_theme/mini_checkerboard.svg b/scene/resources/default_theme/mini_checkerboard.svg
index 0ae6a855bd..03438f75a6 100644
--- a/scene/resources/default_theme/mini_checkerboard.svg
+++ b/scene/resources/default_theme/mini_checkerboard.svg
@@ -1 +1 @@
-<svg height="16" viewBox="0 0 16 16" width="16" xmlns="http://www.w3.org/2000/svg"><g stroke-linecap="round" stroke-linejoin="round" stroke-width="1.9994"><path d="m0 0v8h8v-8zm8 8v8h8v-8z" fill="#e0e0e0"/><path d="m8 0v8h8v-8zm0 8h-8v8h8z" fill="#fff"/></g></svg>
+<svg height="16" viewBox="0 0 16 16" width="16" xmlns="http://www.w3.org/2000/svg"><g stroke-width="2"><path d="m0 0v8h8v-8zm8 8v8h8v-8z" fill="#808080"/><path d="m8 0v8h8v-8zm0 8h-8v8h8z" fill="#fff"/></g></svg>
diff --git a/scene/resources/environment.cpp b/scene/resources/environment.cpp
index b13ae9d016..82d8ad4444 100644
--- a/scene/resources/environment.cpp
+++ b/scene/resources/environment.cpp
@@ -155,7 +155,9 @@ float Environment::get_ambient_light_energy() const {
}
void Environment::set_ambient_light_sky_contribution(float p_ratio) {
- ambient_sky_contribution = p_ratio;
+ // Sky contribution values outside the [0.0; 1.0] range don't make sense and
+ // can result in negative colors.
+ ambient_sky_contribution = CLAMP(p_ratio, 0.0, 1.0);
_update_ambient_light();
}
@@ -1332,7 +1334,7 @@ void Environment::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sdfgi_min_cell_size", PROPERTY_HINT_RANGE, "0.01,64,0.01"), "set_sdfgi_min_cell_size", "get_sdfgi_min_cell_size");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sdfgi_cascade0_distance", PROPERTY_HINT_RANGE, "0.1,16384,0.1,or_greater"), "set_sdfgi_cascade0_distance", "get_sdfgi_cascade0_distance");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sdfgi_max_distance", PROPERTY_HINT_RANGE, "0.1,16384,0.1,or_greater"), "set_sdfgi_max_distance", "get_sdfgi_max_distance");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "sdfgi_y_scale", PROPERTY_HINT_ENUM, "Disable,75%,50%"), "set_sdfgi_y_scale", "get_sdfgi_y_scale");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "sdfgi_y_scale", PROPERTY_HINT_ENUM, "50% (Compact),75% (Balanced),100% (Sparse)"), "set_sdfgi_y_scale", "get_sdfgi_y_scale");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sdfgi_energy"), "set_sdfgi_energy", "get_sdfgi_energy");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sdfgi_normal_bias"), "set_sdfgi_normal_bias", "get_sdfgi_normal_bias");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sdfgi_probe_bias"), "set_sdfgi_probe_bias", "get_sdfgi_probe_bias");
@@ -1511,9 +1513,9 @@ void Environment::_bind_methods() {
BIND_ENUM_CONSTANT(GLOW_BLEND_MODE_REPLACE);
BIND_ENUM_CONSTANT(GLOW_BLEND_MODE_MIX);
- BIND_ENUM_CONSTANT(SDFGI_Y_SCALE_DISABLED);
- BIND_ENUM_CONSTANT(SDFGI_Y_SCALE_75_PERCENT);
BIND_ENUM_CONSTANT(SDFGI_Y_SCALE_50_PERCENT);
+ BIND_ENUM_CONSTANT(SDFGI_Y_SCALE_75_PERCENT);
+ BIND_ENUM_CONSTANT(SDFGI_Y_SCALE_100_PERCENT);
}
Environment::Environment() {
diff --git a/scene/resources/environment.h b/scene/resources/environment.h
index b04723a221..b71fe8904a 100644
--- a/scene/resources/environment.h
+++ b/scene/resources/environment.h
@@ -34,7 +34,6 @@
#include "core/io/resource.h"
#include "scene/resources/sky.h"
#include "scene/resources/texture.h"
-#include "servers/rendering_server.h"
class Environment : public Resource {
GDCLASS(Environment, Resource);
@@ -71,9 +70,9 @@ public:
};
enum SDFGIYScale {
- SDFGI_Y_SCALE_DISABLED,
- SDFGI_Y_SCALE_75_PERCENT,
SDFGI_Y_SCALE_50_PERCENT,
+ SDFGI_Y_SCALE_75_PERCENT,
+ SDFGI_Y_SCALE_100_PERCENT,
};
enum GlowBlendMode {
@@ -147,12 +146,12 @@ private:
// SDFGI
bool sdfgi_enabled = false;
- int sdfgi_cascades = 6;
+ int sdfgi_cascades = 4;
float sdfgi_min_cell_size = 0.2;
- SDFGIYScale sdfgi_y_scale = SDFGI_Y_SCALE_DISABLED;
+ SDFGIYScale sdfgi_y_scale = SDFGI_Y_SCALE_75_PERCENT;
bool sdfgi_use_occlusion = false;
- float sdfgi_bounce_feedback = 0.0;
- bool sdfgi_read_sky_light = false;
+ float sdfgi_bounce_feedback = 0.5;
+ bool sdfgi_read_sky_light = true;
float sdfgi_energy = 1.0;
float sdfgi_normal_bias = 1.1;
float sdfgi_probe_bias = 1.1;
diff --git a/scene/resources/font.cpp b/scene/resources/font.cpp
index b512acdd8a..5b57e93950 100644
--- a/scene/resources/font.cpp
+++ b/scene/resources/font.cpp
@@ -60,6 +60,7 @@ _FORCE_INLINE_ void FontData::_ensure_rid(int p_cache_index) const {
TS->font_set_fixed_size(cache[p_cache_index], fixed_size);
TS->font_set_force_autohinter(cache[p_cache_index], force_autohinter);
TS->font_set_hinting(cache[p_cache_index], hinting);
+ TS->font_set_subpixel_positioning(cache[p_cache_index], subpixel_positioning);
TS->font_set_oversampling(cache[p_cache_index], oversampling);
}
}
@@ -101,6 +102,9 @@ void FontData::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_hinting", "hinting"), &FontData::set_hinting);
ClassDB::bind_method(D_METHOD("get_hinting"), &FontData::get_hinting);
+ ClassDB::bind_method(D_METHOD("set_subpixel_positioning", "subpixel_positioning"), &FontData::set_subpixel_positioning);
+ ClassDB::bind_method(D_METHOD("get_subpixel_positioning"), &FontData::get_subpixel_positioning);
+
ClassDB::bind_method(D_METHOD("set_oversampling", "oversampling"), &FontData::set_oversampling);
ClassDB::bind_method(D_METHOD("get_oversampling"), &FontData::get_oversampling);
@@ -204,6 +208,7 @@ void FontData::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::STRING, "font_name", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE), "set_font_name", "get_font_name");
ADD_PROPERTY(PropertyInfo(Variant::STRING, "style_name", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE), "set_font_style_name", "get_font_style_name");
ADD_PROPERTY(PropertyInfo(Variant::INT, "font_style", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE), "set_font_style", "get_font_style");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "subpixel_positioning", PROPERTY_HINT_ENUM, "Disabled,Auto,One half of a pixel,One quarter of a pixel", PROPERTY_USAGE_STORAGE), "set_subpixel_positioning", "get_subpixel_positioning");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "multichannel_signed_distance_field", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE), "set_multichannel_signed_distance_field", "is_multichannel_signed_distance_field");
ADD_PROPERTY(PropertyInfo(Variant::INT, "msdf_pixel_range", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE), "set_msdf_pixel_range", "get_msdf_pixel_range");
ADD_PROPERTY(PropertyInfo(Variant::INT, "msdf_size", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE), "set_msdf_size", "get_msdf_size");
@@ -430,6 +435,7 @@ void FontData::reset_state() {
msdf = false;
force_autohinter = false;
hinting = TextServer::HINTING_LIGHT;
+ subpixel_positioning = TextServer::SUBPIXEL_POSITIONING_DISABLED;
msdf_pixel_range = 14;
msdf_size = 128;
fixed_size = 0;
@@ -1364,6 +1370,21 @@ TextServer::Hinting FontData::get_hinting() const {
return hinting;
}
+void FontData::set_subpixel_positioning(TextServer::SubpixelPositioning p_subpixel) {
+ if (subpixel_positioning != p_subpixel) {
+ subpixel_positioning = p_subpixel;
+ for (int i = 0; i < cache.size(); i++) {
+ _ensure_rid(i);
+ TS->font_set_subpixel_positioning(cache[i], subpixel_positioning);
+ }
+ emit_changed();
+ }
+}
+
+TextServer::SubpixelPositioning FontData::get_subpixel_positioning() const {
+ return subpixel_positioning;
+}
+
void FontData::set_oversampling(real_t p_oversampling) {
if (oversampling != p_oversampling) {
oversampling = p_oversampling;
diff --git a/scene/resources/font.h b/scene/resources/font.h
index 93351a3493..aaf0a7fe7b 100644
--- a/scene/resources/font.h
+++ b/scene/resources/font.h
@@ -55,6 +55,7 @@ class FontData : public Resource {
int fixed_size = 0;
bool force_autohinter = false;
TextServer::Hinting hinting = TextServer::HINTING_LIGHT;
+ TextServer::SubpixelPositioning subpixel_positioning = TextServer::SUBPIXEL_POSITIONING_AUTO;
real_t oversampling = 0.f;
// Cache.
@@ -118,6 +119,9 @@ public:
virtual void set_hinting(TextServer::Hinting p_hinting);
virtual TextServer::Hinting get_hinting() const;
+ virtual void set_subpixel_positioning(TextServer::SubpixelPositioning p_subpixel);
+ virtual TextServer::SubpixelPositioning get_subpixel_positioning() const;
+
virtual void set_oversampling(real_t p_oversampling);
virtual real_t get_oversampling() const;
diff --git a/scene/resources/importer_mesh.cpp b/scene/resources/importer_mesh.cpp
index 92ab091b86..30deb5ccd5 100644
--- a/scene/resources/importer_mesh.cpp
+++ b/scene/resources/importer_mesh.cpp
@@ -275,6 +275,7 @@ void ImporterMesh::generate_lods(float p_normal_merge_angle, float p_normal_spli
PackedInt32Array indices = surfaces[i].arrays[RS::ARRAY_INDEX];
Vector<Vector3> normals = surfaces[i].arrays[RS::ARRAY_NORMAL];
Vector<Vector2> uvs = surfaces[i].arrays[RS::ARRAY_TEX_UV];
+ Vector<Vector2> uv2s = surfaces[i].arrays[RS::ARRAY_TEX_UV2];
unsigned int index_count = indices.size();
unsigned int vertex_count = vertices.size();
@@ -287,7 +288,7 @@ void ImporterMesh::generate_lods(float p_normal_merge_angle, float p_normal_spli
const int *indices_ptr = indices.ptr();
if (normals.is_empty()) {
- normals.resize(vertices.size());
+ normals.resize(index_count);
Vector3 *n_ptr = normals.ptrw();
for (unsigned int j = 0; j < index_count; j += 3) {
const Vector3 &v0 = vertices_ptr[indices_ptr[j + 0]];
@@ -313,6 +314,7 @@ void ImporterMesh::generate_lods(float p_normal_merge_angle, float p_normal_spli
LocalVector<Vector3> merged_normals;
LocalVector<int> merged_normals_counts;
const Vector2 *uvs_ptr = uvs.ptr();
+ const Vector2 *uv2s_ptr = uv2s.ptr();
for (unsigned int j = 0; j < vertex_count; j++) {
const Vector3 &v = vertices_ptr[j];
@@ -327,8 +329,10 @@ void ImporterMesh::generate_lods(float p_normal_merge_angle, float p_normal_spli
for (unsigned int k = 0; k < close_verts.size(); k++) {
const Pair<int, int> &idx = close_verts[k];
- // TODO check more attributes?
- if ((!uvs_ptr || uvs_ptr[j].distance_squared_to(uvs_ptr[idx.second]) < CMP_EPSILON2) && normals[idx.second].dot(n) > normal_merge_threshold) {
+ bool is_uvs_close = (!uvs_ptr || uvs_ptr[j].distance_squared_to(uvs_ptr[idx.second]) < CMP_EPSILON2);
+ bool is_uv2s_close = (!uv2s_ptr || uv2s_ptr[j].distance_squared_to(uv2s_ptr[idx.second]) < CMP_EPSILON2);
+ bool is_normals_close = normals[idx.second].dot(n) > normal_merge_threshold;
+ if (is_uvs_close && is_uv2s_close && is_normals_close) {
vertex_remap.push_back(idx.first);
merged_normals[idx.first] += normals[idx.second];
merged_normals_counts[idx.first]++;
diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp
index f3e5ece1f9..6fb0c0468d 100644
--- a/scene/resources/material.cpp
+++ b/scene/resources/material.cpp
@@ -330,7 +330,7 @@ void BaseMaterial3D::init_shaders() {
shader_names->rim = "rim";
shader_names->rim_tint = "rim_tint";
shader_names->clearcoat = "clearcoat";
- shader_names->clearcoat_gloss = "clearcoat_gloss";
+ shader_names->clearcoat_roughness = "clearcoat_roughness";
shader_names->anisotropy = "anisotropy_ratio";
shader_names->heightmap_scale = "heightmap_scale";
shader_names->subsurface_scattering_strength = "subsurface_scattering_strength";
@@ -541,12 +541,6 @@ void BaseMaterial3D::_update_shader() {
case SPECULAR_SCHLICK_GGX:
code += ",specular_schlick_ggx";
break;
- case SPECULAR_BLINN:
- code += ",specular_blinn";
- break;
- case SPECULAR_PHONG:
- code += ",specular_phong";
- break;
case SPECULAR_TOON:
code += ",specular_toon";
break;
@@ -690,7 +684,7 @@ void BaseMaterial3D::_update_shader() {
}
if (features[FEATURE_CLEARCOAT]) {
code += "uniform float clearcoat : hint_range(0,1);\n";
- code += "uniform float clearcoat_gloss : hint_range(0,1);\n";
+ code += "uniform float clearcoat_roughness : hint_range(0,1);\n";
code += "uniform sampler2D texture_clearcoat : hint_white," + texfilter_str + ";\n";
}
if (features[FEATURE_ANISOTROPY]) {
@@ -1166,7 +1160,7 @@ void BaseMaterial3D::_update_shader() {
code += " vec2 clearcoat_tex = texture(texture_clearcoat,base_uv).xy;\n";
}
code += " CLEARCOAT = clearcoat*clearcoat_tex.x;";
- code += " CLEARCOAT_GLOSS = clearcoat_gloss*clearcoat_tex.y;\n";
+ code += " CLEARCOAT_ROUGHNESS = clearcoat_roughness*clearcoat_tex.y;\n";
}
if (features[FEATURE_ANISOTROPY]) {
@@ -1408,13 +1402,13 @@ float BaseMaterial3D::get_clearcoat() const {
return clearcoat;
}
-void BaseMaterial3D::set_clearcoat_gloss(float p_clearcoat_gloss) {
- clearcoat_gloss = p_clearcoat_gloss;
- RS::get_singleton()->material_set_param(_get_material(), shader_names->clearcoat_gloss, p_clearcoat_gloss);
+void BaseMaterial3D::set_clearcoat_roughness(float p_clearcoat_roughness) {
+ clearcoat_roughness = p_clearcoat_roughness;
+ RS::get_singleton()->material_set_param(_get_material(), shader_names->clearcoat_roughness, p_clearcoat_roughness);
}
-float BaseMaterial3D::get_clearcoat_gloss() const {
- return clearcoat_gloss;
+float BaseMaterial3D::get_clearcoat_roughness() const {
+ return clearcoat_roughness;
}
void BaseMaterial3D::set_anisotropy(float p_anisotropy) {
@@ -2215,7 +2209,9 @@ BaseMaterial3D::EmissionOperator BaseMaterial3D::get_emission_operator() const {
RID BaseMaterial3D::get_shader_rid() const {
MutexLock lock(material_mutex);
- ((BaseMaterial3D *)this)->_update_shader();
+ if (element.in_list()) { // _is_shader_dirty() would create anoder mutex lock
+ ((BaseMaterial3D *)this)->_update_shader();
+ }
ERR_FAIL_COND_V(!shader_map.has(current_key), RID());
return shader_map[current_key].shader;
}
@@ -2269,8 +2265,8 @@ void BaseMaterial3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_clearcoat", "clearcoat"), &BaseMaterial3D::set_clearcoat);
ClassDB::bind_method(D_METHOD("get_clearcoat"), &BaseMaterial3D::get_clearcoat);
- ClassDB::bind_method(D_METHOD("set_clearcoat_gloss", "clearcoat_gloss"), &BaseMaterial3D::set_clearcoat_gloss);
- ClassDB::bind_method(D_METHOD("get_clearcoat_gloss"), &BaseMaterial3D::get_clearcoat_gloss);
+ ClassDB::bind_method(D_METHOD("set_clearcoat_roughness", "clearcoat_roughness"), &BaseMaterial3D::set_clearcoat_roughness);
+ ClassDB::bind_method(D_METHOD("get_clearcoat_roughness"), &BaseMaterial3D::get_clearcoat_roughness);
ClassDB::bind_method(D_METHOD("set_anisotropy", "anisotropy"), &BaseMaterial3D::set_anisotropy);
ClassDB::bind_method(D_METHOD("get_anisotropy"), &BaseMaterial3D::get_anisotropy);
@@ -2436,7 +2432,7 @@ void BaseMaterial3D::_bind_methods() {
ADD_GROUP("Shading", "");
ADD_PROPERTY(PropertyInfo(Variant::INT, "shading_mode", PROPERTY_HINT_ENUM, "Unshaded,Per-Pixel,Per-Vertex"), "set_shading_mode", "get_shading_mode");
ADD_PROPERTY(PropertyInfo(Variant::INT, "diffuse_mode", PROPERTY_HINT_ENUM, "Burley,Lambert,Lambert Wrap,Toon"), "set_diffuse_mode", "get_diffuse_mode");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "specular_mode", PROPERTY_HINT_ENUM, "SchlickGGX,Blinn,Phong,Toon,Disabled"), "set_specular_mode", "get_specular_mode");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "specular_mode", PROPERTY_HINT_ENUM, "SchlickGGX,Toon,Disabled"), "set_specular_mode", "get_specular_mode");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "disable_ambient_light"), "set_flag", "get_flag", FLAG_DISABLE_AMBIENT_LIGHT);
ADD_GROUP("Vertex Color", "vertex_color");
@@ -2484,7 +2480,7 @@ void BaseMaterial3D::_bind_methods() {
ADD_GROUP("Clearcoat", "clearcoat_");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "clearcoat_enabled"), "set_feature", "get_feature", FEATURE_CLEARCOAT);
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "clearcoat", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_clearcoat", "get_clearcoat");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "clearcoat_gloss", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_clearcoat_gloss", "get_clearcoat_gloss");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "clearcoat_roughness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_clearcoat_roughness", "get_clearcoat_roughness");
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "clearcoat_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_CLEARCOAT);
ADD_GROUP("Anisotropy", "anisotropy_");
@@ -2691,8 +2687,6 @@ void BaseMaterial3D::_bind_methods() {
BIND_ENUM_CONSTANT(DIFFUSE_TOON);
BIND_ENUM_CONSTANT(SPECULAR_SCHLICK_GGX);
- BIND_ENUM_CONSTANT(SPECULAR_BLINN);
- BIND_ENUM_CONSTANT(SPECULAR_PHONG);
BIND_ENUM_CONSTANT(SPECULAR_TOON);
BIND_ENUM_CONSTANT(SPECULAR_DISABLED);
@@ -2730,7 +2724,7 @@ BaseMaterial3D::BaseMaterial3D(bool p_orm) :
set_rim(1.0);
set_rim_tint(0.5);
set_clearcoat(1);
- set_clearcoat_gloss(0.5);
+ set_clearcoat_roughness(0.5);
set_anisotropy(0);
set_heightmap_scale(0.05);
set_subsurface_scattering_strength(0);
diff --git a/scene/resources/material.h b/scene/resources/material.h
index 57591bee2f..a79f072f9a 100644
--- a/scene/resources/material.h
+++ b/scene/resources/material.h
@@ -252,8 +252,6 @@ public:
enum SpecularMode {
SPECULAR_SCHLICK_GGX,
- SPECULAR_BLINN,
- SPECULAR_PHONG,
SPECULAR_TOON,
SPECULAR_DISABLED,
SPECULAR_MAX
@@ -387,7 +385,7 @@ private:
StringName rim;
StringName rim_tint;
StringName clearcoat;
- StringName clearcoat_gloss;
+ StringName clearcoat_roughness;
StringName anisotropy;
StringName heightmap_scale;
StringName subsurface_scattering_strength;
@@ -454,7 +452,7 @@ private:
float rim;
float rim_tint;
float clearcoat;
- float clearcoat_gloss;
+ float clearcoat_roughness;
float anisotropy;
float heightmap_scale;
float subsurface_scattering_strength;
@@ -572,8 +570,8 @@ public:
void set_clearcoat(float p_clearcoat);
float get_clearcoat() const;
- void set_clearcoat_gloss(float p_clearcoat_gloss);
- float get_clearcoat_gloss() const;
+ void set_clearcoat_roughness(float p_clearcoat_roughness);
+ float get_clearcoat_roughness() const;
void set_anisotropy(float p_anisotropy);
float get_anisotropy() const;
diff --git a/scene/resources/mesh.cpp b/scene/resources/mesh.cpp
index 441e84eccc..6b44b05e02 100644
--- a/scene/resources/mesh.cpp
+++ b/scene/resources/mesh.cpp
@@ -1684,6 +1684,7 @@ Error ArrayMesh::lightmap_unwrap(const Transform3D &p_base_transform, float p_te
Error ArrayMesh::lightmap_unwrap_cached(const Transform3D &p_base_transform, float p_texel_size, const Vector<uint8_t> &p_src_cache, Vector<uint8_t> &r_dst_cache, bool p_generate_cache) {
ERR_FAIL_COND_V(!array_mesh_lightmap_unwrap_callback, ERR_UNCONFIGURED);
ERR_FAIL_COND_V_MSG(blend_shapes.size() != 0, ERR_UNAVAILABLE, "Can't unwrap mesh with blend shapes.");
+ ERR_FAIL_COND_V_MSG(p_texel_size <= 0.0f, ERR_PARAMETER_RANGE_ERROR, "Texel size must be greater than 0.");
LocalVector<float> vertices;
LocalVector<float> normals;
diff --git a/scene/resources/packed_scene.cpp b/scene/resources/packed_scene.cpp
index f9a4eba978..2f1ac7a83a 100644
--- a/scene/resources/packed_scene.cpp
+++ b/scene/resources/packed_scene.cpp
@@ -529,10 +529,6 @@ Error SceneState::_parse_node(Node *p_owner, Node *p_node, int p_parent_idx, Map
if (!gi.persistent) {
continue;
}
- /*
- if (instance_state_node>=0 && instance_state->is_node_in_group(instance_state_node,gi.name))
- continue; //group was instantiated, don't add here
- */
bool skip = false;
for (const SceneState::PackState &ia : states_stack) {
@@ -1657,7 +1653,7 @@ void PackedScene::recreate_state() {
#endif
}
-Ref<SceneState> PackedScene::get_state() {
+Ref<SceneState> PackedScene::get_state() const {
return state;
}
diff --git a/scene/resources/packed_scene.h b/scene/resources/packed_scene.h
index 81b38840d9..96222937d0 100644
--- a/scene/resources/packed_scene.h
+++ b/scene/resources/packed_scene.h
@@ -228,7 +228,7 @@ public:
virtual void set_last_modified_time(uint64_t p_time) override { state->set_last_modified_time(p_time); }
#endif
- Ref<SceneState> get_state();
+ Ref<SceneState> get_state() const;
PackedScene();
};
diff --git a/scene/resources/rectangle_shape_2d.cpp b/scene/resources/rectangle_shape_2d.cpp
index 27659f724e..5e88c9974c 100644
--- a/scene/resources/rectangle_shape_2d.cpp
+++ b/scene/resources/rectangle_shape_2d.cpp
@@ -58,6 +58,7 @@ bool RectangleShape2D::_get(const StringName &p_name, Variant &r_property) const
#endif // DISABLE_DEPRECATED
void RectangleShape2D::set_size(const Vector2 &p_size) {
+ ERR_FAIL_COND_MSG(p_size.x < 0 || p_size.y < 0, "RectangleShape2D size cannot be negative.");
size = p_size;
_update_shape();
}
diff --git a/scene/resources/resource_format_text.cpp b/scene/resources/resource_format_text.cpp
index 6bb710b1d9..d9ac967699 100644
--- a/scene/resources/resource_format_text.cpp
+++ b/scene/resources/resource_format_text.cpp
@@ -153,7 +153,7 @@ Error ResourceLoaderText::_parse_ext_resource(VariantParser::Stream *p_stream, R
RES res = ResourceLoader::load_threaded_get(path);
if (res.is_null()) {
if (ResourceLoader::get_abort_on_missing_resources()) {
- error = ERR_FILE_CORRUPT;
+ error = ERR_FILE_MISSING_DEPENDENCIES;
error_text = "[ext_resource] referenced nonexistent resource at: " + path;
_printerr();
return error;
@@ -165,7 +165,7 @@ Error ResourceLoaderText::_parse_ext_resource(VariantParser::Stream *p_stream, R
r_res = res;
}
} else {
- error = ERR_FILE_CORRUPT;
+ error = ERR_FILE_MISSING_DEPENDENCIES;
error_text = "[ext_resource] referenced non-loaded resource at: " + path;
_printerr();
return error;
@@ -265,7 +265,9 @@ Ref<PackedScene> ResourceLoaderText::_parse_node_tag(VariantParser::ResourcePars
error = VariantParser::parse_tag_assign_eof(&stream, lines, error_text, next_tag, assign, value, &parser);
if (error) {
- if (error != ERR_FILE_EOF) {
+ if (error == ERR_FILE_MISSING_DEPENDENCIES) {
+ // Resource loading error, just skip it.
+ } else if (error != ERR_FILE_EOF) {
_printerr();
return Ref<PackedScene>();
} else {
@@ -1951,7 +1953,7 @@ Error ResourceFormatSaverTextInstance::save(const String &p_path, const RES &p_r
}
Error ResourceFormatSaverText::save(const String &p_path, const RES &p_resource, uint32_t p_flags) {
- if (p_path.ends_with(".sct") && p_resource->get_class() != "PackedScene") {
+ if (p_path.ends_with(".tscn") && !Ref<PackedScene>(p_resource).is_valid()) {
return ERR_FILE_UNRECOGNIZED;
}
@@ -1960,14 +1962,14 @@ Error ResourceFormatSaverText::save(const String &p_path, const RES &p_resource,
}
bool ResourceFormatSaverText::recognize(const RES &p_resource) const {
- return true; // all recognized!
+ return true; // All resources recognized!
}
void ResourceFormatSaverText::get_recognized_extensions(const RES &p_resource, List<String> *p_extensions) const {
- if (p_resource->get_class() == "PackedScene") {
- p_extensions->push_back("tscn"); //text scene
+ if (Ref<PackedScene>(p_resource).is_valid()) {
+ p_extensions->push_back("tscn"); // Text scene.
} else {
- p_extensions->push_back("tres"); //text resource
+ p_extensions->push_back("tres"); // Text resource.
}
}
diff --git a/scene/resources/skeleton_modification_2d_jiggle.cpp b/scene/resources/skeleton_modification_2d_jiggle.cpp
index eee6067dae..0921417656 100644
--- a/scene/resources/skeleton_modification_2d_jiggle.cpp
+++ b/scene/resources/skeleton_modification_2d_jiggle.cpp
@@ -29,7 +29,9 @@
/*************************************************************************/
#include "skeleton_modification_2d_jiggle.h"
+
#include "scene/2d/skeleton_2d.h"
+#include "scene/resources/world_2d.h"
bool SkeletonModification2DJiggle::_set(const StringName &p_path, const Variant &p_value) {
String path = p_path;
diff --git a/scene/resources/sky_material.cpp b/scene/resources/sky_material.cpp
index c5d5ba2912..8e633a4075 100644
--- a/scene/resources/sky_material.cpp
+++ b/scene/resources/sky_material.cpp
@@ -208,16 +208,16 @@ void ProceduralSkyMaterial::_update_shader() {
shader_type sky;
-uniform vec4 sky_top_color : hint_color = vec4(0.35, 0.46, 0.71, 1.0);
-uniform vec4 sky_horizon_color : hint_color = vec4(0.55, 0.69, 0.81, 1.0);
-uniform float sky_curve : hint_range(0, 1) = 0.09;
+uniform vec4 sky_top_color : hint_color = vec4(0.385, 0.454, 0.55, 1.0);
+uniform vec4 sky_horizon_color : hint_color = vec4(0.646, 0.656, 0.67, 1.0);
+uniform float sky_curve : hint_range(0, 1) = 0.15;
uniform float sky_energy = 1.0;
-uniform vec4 ground_bottom_color : hint_color = vec4(0.12, 0.12, 0.13, 1.0);
-uniform vec4 ground_horizon_color : hint_color = vec4(0.37, 0.33, 0.31, 1.0);
+uniform vec4 ground_bottom_color : hint_color = vec4(0.2, 0.169, 0.133, 1.0);
+uniform vec4 ground_horizon_color : hint_color = vec4(0.646, 0.656, 0.67, 1.0);
uniform float ground_curve : hint_range(0, 1) = 0.02;
uniform float ground_energy = 1.0;
-uniform float sun_angle_max = 1.74;
-uniform float sun_curve : hint_range(0, 1) = 0.05;
+uniform float sun_angle_max = 30.0;
+uniform float sun_curve : hint_range(0, 1) = 0.15;
void sky() {
float v_angle = acos(clamp(EYEDIR.y, -1.0, 1.0));
@@ -277,18 +277,18 @@ void sky() {
}
ProceduralSkyMaterial::ProceduralSkyMaterial() {
- set_sky_top_color(Color(0.35, 0.46, 0.71));
- set_sky_horizon_color(Color(0.55, 0.69, 0.81));
- set_sky_curve(0.09);
+ set_sky_top_color(Color(0.385, 0.454, 0.55));
+ set_sky_horizon_color(Color(0.6463, 0.6558, 0.6708));
+ set_sky_curve(0.15);
set_sky_energy(1.0);
- set_ground_bottom_color(Color(0.12, 0.12, 0.13));
- set_ground_horizon_color(Color(0.37, 0.33, 0.31));
+ set_ground_bottom_color(Color(0.2, 0.169, 0.133));
+ set_ground_horizon_color(Color(0.6463, 0.6558, 0.6708));
set_ground_curve(0.02);
set_ground_energy(1.0);
- set_sun_angle_max(100.0);
- set_sun_curve(0.05);
+ set_sun_angle_max(30.0);
+ set_sun_curve(0.15);
}
ProceduralSkyMaterial::~ProceduralSkyMaterial() {
@@ -583,14 +583,14 @@ void PhysicalSkyMaterial::_update_shader() {
shader_type sky;
uniform float rayleigh : hint_range(0, 64) = 2.0;
-uniform vec4 rayleigh_color : hint_color = vec4(0.26, 0.41, 0.58, 1.0);
+uniform vec4 rayleigh_color : hint_color = vec4(0.3, 0.405, 0.6, 1.0);
uniform float mie : hint_range(0, 1) = 0.005;
uniform float mie_eccentricity : hint_range(-1, 1) = 0.8;
-uniform vec4 mie_color : hint_color = vec4(0.63, 0.77, 0.92, 1.0);
+uniform vec4 mie_color : hint_color = vec4(0.69, 0.729, 0.812, 1.0);
uniform float turbidity : hint_range(0, 1000) = 10.0;
uniform float sun_disk_scale : hint_range(0, 360) = 1.0;
-uniform vec4 ground_color : hint_color = vec4(1.0);
+uniform vec4 ground_color : hint_color = vec4(0.1, 0.07, 0.034, 1.0);
uniform float exposure : hint_range(0, 128) = 0.1;
uniform float dither_strength : hint_range(0, 10) = 1.0;
@@ -680,13 +680,13 @@ void sky() {
PhysicalSkyMaterial::PhysicalSkyMaterial() {
set_rayleigh_coefficient(2.0);
- set_rayleigh_color(Color(0.26, 0.41, 0.58));
+ set_rayleigh_color(Color(0.3, 0.405, 0.6));
set_mie_coefficient(0.005);
set_mie_eccentricity(0.8);
- set_mie_color(Color(0.63, 0.77, 0.92));
+ set_mie_color(Color(0.69, 0.729, 0.812));
set_turbidity(10.0);
set_sun_disk_scale(1.0);
- set_ground_color(Color(1.0, 1.0, 1.0));
+ set_ground_color(Color(0.1, 0.07, 0.034));
set_exposure(0.1);
set_dither_strength(1.0);
}
diff --git a/scene/resources/sphere_shape_3d.cpp b/scene/resources/sphere_shape_3d.cpp
index ee789362c9..8282992401 100644
--- a/scene/resources/sphere_shape_3d.cpp
+++ b/scene/resources/sphere_shape_3d.cpp
@@ -63,6 +63,7 @@ void SphereShape3D::_update_shape() {
}
void SphereShape3D::set_radius(float p_radius) {
+ ERR_FAIL_COND_MSG(p_radius < 0, "SphereShape3D radius cannot be negative.");
radius = p_radius;
_update_shape();
notify_change_to_owners();
diff --git a/scene/resources/surface_tool.cpp b/scene/resources/surface_tool.cpp
index 0677d9c1a8..8ff1fde2cf 100644
--- a/scene/resources/surface_tool.cpp
+++ b/scene/resources/surface_tool.cpp
@@ -37,6 +37,44 @@ SurfaceTool::SimplifyFunc SurfaceTool::simplify_func = nullptr;
SurfaceTool::SimplifyWithAttribFunc SurfaceTool::simplify_with_attrib_func = nullptr;
SurfaceTool::SimplifyScaleFunc SurfaceTool::simplify_scale_func = nullptr;
SurfaceTool::SimplifySloppyFunc SurfaceTool::simplify_sloppy_func = nullptr;
+SurfaceTool::GenerateRemapFunc SurfaceTool::generate_remap_func = nullptr;
+SurfaceTool::RemapVertexFunc SurfaceTool::remap_vertex_func = nullptr;
+SurfaceTool::RemapIndexFunc SurfaceTool::remap_index_func = nullptr;
+
+void SurfaceTool::strip_mesh_arrays(PackedVector3Array &r_vertices, PackedInt32Array &r_indices) {
+ ERR_FAIL_COND_MSG(!generate_remap_func || !remap_vertex_func || !remap_index_func, "Meshoptimizer library is not initialized.");
+
+ Vector<uint32_t> remap;
+ remap.resize(r_vertices.size());
+ uint32_t new_vertex_count = generate_remap_func(remap.ptrw(), (unsigned int *)r_indices.ptr(), r_indices.size(), (float *)r_vertices.ptr(), r_vertices.size(), sizeof(Vector3));
+ remap_vertex_func(r_vertices.ptrw(), r_vertices.ptr(), r_vertices.size(), sizeof(Vector3), remap.ptr());
+ r_vertices.resize(new_vertex_count);
+ remap_index_func((unsigned int *)r_indices.ptrw(), (unsigned int *)r_indices.ptr(), r_indices.size(), remap.ptr());
+
+ HashMap<const int *, bool, TriangleHasher, TriangleHasher> found_triangles;
+ int *idx_ptr = r_indices.ptrw();
+
+ int filtered_indices_count = 0;
+ for (int i = 0; i < r_indices.size() / 3; i++) {
+ const int *tri = idx_ptr + (i * 3);
+
+ if (tri[0] == tri[1] || tri[1] == tri[2] || tri[2] == tri[0]) {
+ continue;
+ }
+
+ if (found_triangles.has(tri)) {
+ continue;
+ }
+
+ if (i != filtered_indices_count) {
+ memcpy(idx_ptr + (filtered_indices_count * 3), tri, sizeof(int) * 3);
+ }
+
+ found_triangles[tri] = true;
+ filtered_indices_count++;
+ }
+ r_indices.resize(filtered_indices_count * 3);
+}
bool SurfaceTool::Vertex::operator==(const Vertex &p_vertex) const {
if (vertex != p_vertex.vertex) {
@@ -107,6 +145,56 @@ uint32_t SurfaceTool::VertexHasher::hash(const Vertex &p_vtx) {
return h;
}
+uint32_t SurfaceTool::TriangleHasher::hash(const int *p_triangle) {
+ int t0 = p_triangle[0];
+ int t1 = p_triangle[1];
+ int t2 = p_triangle[2];
+
+ if (t0 > t1) {
+ SWAP(t0, t1);
+ }
+ if (t1 > t2) {
+ SWAP(t1, t2);
+ }
+ if (t0 > t1) {
+ SWAP(t0, t1);
+ }
+
+ return (t0 * 73856093) ^ (t1 * 19349663) ^ (t2 * 83492791);
+}
+
+bool SurfaceTool::TriangleHasher::compare(const int *p_lhs, const int *p_rhs) {
+ int r0 = p_rhs[0];
+ int r1 = p_rhs[1];
+ int r2 = p_rhs[2];
+
+ if (r0 > r1) {
+ SWAP(r0, r1);
+ }
+ if (r1 > r2) {
+ SWAP(r1, r2);
+ }
+ if (r0 > r1) {
+ SWAP(r0, r1);
+ }
+
+ int l0 = p_lhs[0];
+ int l1 = p_lhs[1];
+ int l2 = p_lhs[2];
+
+ if (l0 > l1) {
+ SWAP(l0, l1);
+ }
+ if (l1 > l2) {
+ SWAP(l1, l2);
+ }
+ if (l0 > l1) {
+ SWAP(l0, l1);
+ }
+
+ return l0 == r0 && l1 == r1 && l2 == r2;
+}
+
void SurfaceTool::begin(Mesh::PrimitiveType p_primitive) {
clear();
diff --git a/scene/resources/surface_tool.h b/scene/resources/surface_tool.h
index 9cb83e0e68..bf4332ad2a 100644
--- a/scene/resources/surface_tool.h
+++ b/scene/resources/surface_tool.h
@@ -84,12 +84,24 @@ public:
static SimplifyScaleFunc simplify_scale_func;
typedef size_t (*SimplifySloppyFunc)(unsigned int *destination, const unsigned int *indices, size_t index_count, const float *vertex_positions_data, size_t vertex_count, size_t vertex_positions_stride, size_t target_index_count, float target_error, float *out_result_error);
static SimplifySloppyFunc simplify_sloppy_func;
+ typedef size_t (*GenerateRemapFunc)(unsigned int *destination, const unsigned int *indices, size_t index_count, const void *vertices, size_t vertex_count, size_t vertex_size);
+ static GenerateRemapFunc generate_remap_func;
+ typedef void (*RemapVertexFunc)(void *destination, const void *vertices, size_t vertex_count, size_t vertex_size, const unsigned int *remap);
+ static RemapVertexFunc remap_vertex_func;
+ typedef void (*RemapIndexFunc)(unsigned int *destination, const unsigned int *indices, size_t index_count, const unsigned int *remap);
+ static RemapIndexFunc remap_index_func;
+ static void strip_mesh_arrays(PackedVector3Array &r_vertices, PackedInt32Array &r_indices);
private:
struct VertexHasher {
static _FORCE_INLINE_ uint32_t hash(const Vertex &p_vtx);
};
+ struct TriangleHasher {
+ static _FORCE_INLINE_ uint32_t hash(const int *p_triangle);
+ static _FORCE_INLINE_ bool compare(const int *p_lhs, const int *p_rhs);
+ };
+
struct WeightSort {
int index = 0;
float weight = 0.0;
diff --git a/scene/resources/texture.cpp b/scene/resources/texture.cpp
index ee66a61da8..1ab1d81355 100644
--- a/scene/resources/texture.cpp
+++ b/scene/resources/texture.cpp
@@ -293,7 +293,7 @@ ImageTexture::~ImageTexture() {
//////////////////////////////////////////
-Ref<Image> StreamTexture2D::load_image_from_file(FileAccess *f, int p_size_limit) {
+Ref<Image> CompressedTexture2D::load_image_from_file(FileAccess *f, int p_size_limit) {
uint32_t data_format = f->get_32();
uint32_t w = f->get_16();
uint32_t h = f->get_16();
@@ -426,7 +426,7 @@ Ref<Image> StreamTexture2D::load_image_from_file(FileAccess *f, int p_size_limit
return Ref<Image>();
}
-void StreamTexture2D::set_path(const String &p_path, bool p_take_over) {
+void CompressedTexture2D::set_path(const String &p_path, bool p_take_over) {
if (texture.is_valid()) {
RenderingServer::get_singleton()->texture_set_path(texture, p_path);
}
@@ -434,36 +434,36 @@ void StreamTexture2D::set_path(const String &p_path, bool p_take_over) {
Resource::set_path(p_path, p_take_over);
}
-void StreamTexture2D::_requested_3d(void *p_ud) {
- StreamTexture2D *st = (StreamTexture2D *)p_ud;
- Ref<StreamTexture2D> stex(st);
+void CompressedTexture2D::_requested_3d(void *p_ud) {
+ CompressedTexture2D *st = (CompressedTexture2D *)p_ud;
+ Ref<CompressedTexture2D> stex(st);
ERR_FAIL_COND(!request_3d_callback);
request_3d_callback(stex);
}
-void StreamTexture2D::_requested_roughness(void *p_ud, const String &p_normal_path, RS::TextureDetectRoughnessChannel p_roughness_channel) {
- StreamTexture2D *st = (StreamTexture2D *)p_ud;
- Ref<StreamTexture2D> stex(st);
+void CompressedTexture2D::_requested_roughness(void *p_ud, const String &p_normal_path, RS::TextureDetectRoughnessChannel p_roughness_channel) {
+ CompressedTexture2D *st = (CompressedTexture2D *)p_ud;
+ Ref<CompressedTexture2D> stex(st);
ERR_FAIL_COND(!request_roughness_callback);
request_roughness_callback(stex, p_normal_path, p_roughness_channel);
}
-void StreamTexture2D::_requested_normal(void *p_ud) {
- StreamTexture2D *st = (StreamTexture2D *)p_ud;
- Ref<StreamTexture2D> stex(st);
+void CompressedTexture2D::_requested_normal(void *p_ud) {
+ CompressedTexture2D *st = (CompressedTexture2D *)p_ud;
+ Ref<CompressedTexture2D> stex(st);
ERR_FAIL_COND(!request_normal_callback);
request_normal_callback(stex);
}
-StreamTexture2D::TextureFormatRequestCallback StreamTexture2D::request_3d_callback = nullptr;
-StreamTexture2D::TextureFormatRoughnessRequestCallback StreamTexture2D::request_roughness_callback = nullptr;
-StreamTexture2D::TextureFormatRequestCallback StreamTexture2D::request_normal_callback = nullptr;
+CompressedTexture2D::TextureFormatRequestCallback CompressedTexture2D::request_3d_callback = nullptr;
+CompressedTexture2D::TextureFormatRoughnessRequestCallback CompressedTexture2D::request_roughness_callback = nullptr;
+CompressedTexture2D::TextureFormatRequestCallback CompressedTexture2D::request_normal_callback = nullptr;
-Image::Format StreamTexture2D::get_format() const {
+Image::Format CompressedTexture2D::get_format() const {
return format;
}
-Error StreamTexture2D::_load_data(const String &p_path, int &r_width, int &r_height, Ref<Image> &image, bool &r_request_3d, bool &r_request_normal, bool &r_request_roughness, int &mipmap_limit, int p_size_limit) {
+Error CompressedTexture2D::_load_data(const String &p_path, int &r_width, int &r_height, Ref<Image> &image, bool &r_request_3d, bool &r_request_normal, bool &r_request_roughness, int &mipmap_limit, int p_size_limit) {
alpha_cache.unref();
ERR_FAIL_COND_V(image.is_null(), ERR_INVALID_PARAMETER);
@@ -523,7 +523,7 @@ Error StreamTexture2D::_load_data(const String &p_path, int &r_width, int &r_hei
return OK;
}
-Error StreamTexture2D::load(const String &p_path) {
+Error CompressedTexture2D::load(const String &p_path) {
int lw, lh;
Ref<Image> image;
image.instantiate();
@@ -590,51 +590,51 @@ Error StreamTexture2D::load(const String &p_path) {
return OK;
}
-String StreamTexture2D::get_load_path() const {
+String CompressedTexture2D::get_load_path() const {
return path_to_file;
}
-int StreamTexture2D::get_width() const {
+int CompressedTexture2D::get_width() const {
return w;
}
-int StreamTexture2D::get_height() const {
+int CompressedTexture2D::get_height() const {
return h;
}
-RID StreamTexture2D::get_rid() const {
+RID CompressedTexture2D::get_rid() const {
if (!texture.is_valid()) {
texture = RS::get_singleton()->texture_2d_placeholder_create();
}
return texture;
}
-void StreamTexture2D::draw(RID p_canvas_item, const Point2 &p_pos, const Color &p_modulate, bool p_transpose) const {
+void CompressedTexture2D::draw(RID p_canvas_item, const Point2 &p_pos, const Color &p_modulate, bool p_transpose) const {
if ((w | h) == 0) {
return;
}
RenderingServer::get_singleton()->canvas_item_add_texture_rect(p_canvas_item, Rect2(p_pos, Size2(w, h)), texture, false, p_modulate, p_transpose);
}
-void StreamTexture2D::draw_rect(RID p_canvas_item, const Rect2 &p_rect, bool p_tile, const Color &p_modulate, bool p_transpose) const {
+void CompressedTexture2D::draw_rect(RID p_canvas_item, const Rect2 &p_rect, bool p_tile, const Color &p_modulate, bool p_transpose) const {
if ((w | h) == 0) {
return;
}
RenderingServer::get_singleton()->canvas_item_add_texture_rect(p_canvas_item, p_rect, texture, p_tile, p_modulate, p_transpose);
}
-void StreamTexture2D::draw_rect_region(RID p_canvas_item, const Rect2 &p_rect, const Rect2 &p_src_rect, const Color &p_modulate, bool p_transpose, bool p_clip_uv) const {
+void CompressedTexture2D::draw_rect_region(RID p_canvas_item, const Rect2 &p_rect, const Rect2 &p_src_rect, const Color &p_modulate, bool p_transpose, bool p_clip_uv) const {
if ((w | h) == 0) {
return;
}
RenderingServer::get_singleton()->canvas_item_add_texture_rect_region(p_canvas_item, p_rect, texture, p_src_rect, p_modulate, p_transpose, p_clip_uv);
}
-bool StreamTexture2D::has_alpha() const {
+bool CompressedTexture2D::has_alpha() const {
return false;
}
-Ref<Image> StreamTexture2D::get_image() const {
+Ref<Image> CompressedTexture2D::get_image() const {
if (texture.is_valid()) {
return RS::get_singleton()->texture_2d_get(texture);
} else {
@@ -642,7 +642,7 @@ Ref<Image> StreamTexture2D::get_image() const {
}
}
-bool StreamTexture2D::is_pixel_opaque(int p_x, int p_y) const {
+bool CompressedTexture2D::is_pixel_opaque(int p_x, int p_y) const {
if (!alpha_cache.is_valid()) {
Ref<Image> img = get_image();
if (img.is_valid()) {
@@ -676,7 +676,7 @@ bool StreamTexture2D::is_pixel_opaque(int p_x, int p_y) const {
return true;
}
-void StreamTexture2D::reload_from_file() {
+void CompressedTexture2D::reload_from_file() {
String path = get_path();
if (!path.is_resource_file()) {
return;
@@ -691,26 +691,26 @@ void StreamTexture2D::reload_from_file() {
load(path);
}
-void StreamTexture2D::_validate_property(PropertyInfo &property) const {
+void CompressedTexture2D::_validate_property(PropertyInfo &property) const {
}
-void StreamTexture2D::_bind_methods() {
- ClassDB::bind_method(D_METHOD("load", "path"), &StreamTexture2D::load);
- ClassDB::bind_method(D_METHOD("get_load_path"), &StreamTexture2D::get_load_path);
+void CompressedTexture2D::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("load", "path"), &CompressedTexture2D::load);
+ ClassDB::bind_method(D_METHOD("get_load_path"), &CompressedTexture2D::get_load_path);
- ADD_PROPERTY(PropertyInfo(Variant::STRING, "load_path", PROPERTY_HINT_FILE, "*.stex"), "load", "get_load_path");
+ ADD_PROPERTY(PropertyInfo(Variant::STRING, "load_path", PROPERTY_HINT_FILE, "*.ctex"), "load", "get_load_path");
}
-StreamTexture2D::StreamTexture2D() {}
+CompressedTexture2D::CompressedTexture2D() {}
-StreamTexture2D::~StreamTexture2D() {
+CompressedTexture2D::~CompressedTexture2D() {
if (texture.is_valid()) {
RS::get_singleton()->free(texture);
}
}
-RES ResourceFormatLoaderStreamTexture2D::load(const String &p_path, const String &p_original_path, Error *r_error, bool p_use_sub_threads, float *r_progress, CacheMode p_cache_mode) {
- Ref<StreamTexture2D> st;
+RES ResourceFormatLoaderCompressedTexture2D::load(const String &p_path, const String &p_original_path, Error *r_error, bool p_use_sub_threads, float *r_progress, CacheMode p_cache_mode) {
+ Ref<CompressedTexture2D> st;
st.instantiate();
Error err = st->load(p_path);
if (r_error) {
@@ -723,17 +723,17 @@ RES ResourceFormatLoaderStreamTexture2D::load(const String &p_path, const String
return st;
}
-void ResourceFormatLoaderStreamTexture2D::get_recognized_extensions(List<String> *p_extensions) const {
- p_extensions->push_back("stex");
+void ResourceFormatLoaderCompressedTexture2D::get_recognized_extensions(List<String> *p_extensions) const {
+ p_extensions->push_back("ctex");
}
-bool ResourceFormatLoaderStreamTexture2D::handles_type(const String &p_type) const {
- return p_type == "StreamTexture2D";
+bool ResourceFormatLoaderCompressedTexture2D::handles_type(const String &p_type) const {
+ return p_type == "CompressedTexture2D";
}
-String ResourceFormatLoaderStreamTexture2D::get_resource_type(const String &p_path) const {
- if (p_path.get_extension().to_lower() == "stex") {
- return "StreamTexture2D";
+String ResourceFormatLoaderCompressedTexture2D::get_resource_type(const String &p_path) const {
+ if (p_path.get_extension().to_lower() == "ctex") {
+ return "CompressedTexture2D";
}
return "";
}
@@ -846,7 +846,7 @@ ImageTexture3D::~ImageTexture3D() {
////////////////////////////////////////////
-void StreamTexture3D::set_path(const String &p_path, bool p_take_over) {
+void CompressedTexture3D::set_path(const String &p_path, bool p_take_over) {
if (texture.is_valid()) {
RenderingServer::get_singleton()->texture_set_path(texture, p_path);
}
@@ -854,11 +854,11 @@ void StreamTexture3D::set_path(const String &p_path, bool p_take_over) {
Resource::set_path(p_path, p_take_over);
}
-Image::Format StreamTexture3D::get_format() const {
+Image::Format CompressedTexture3D::get_format() const {
return format;
}
-Error StreamTexture3D::_load_data(const String &p_path, Vector<Ref<Image>> &r_data, Image::Format &r_format, int &r_width, int &r_height, int &r_depth, bool &r_mipmaps) {
+Error CompressedTexture3D::_load_data(const String &p_path, Vector<Ref<Image>> &r_data, Image::Format &r_format, int &r_width, int &r_height, int &r_depth, bool &r_mipmaps) {
FileAccessRef f = FileAccess::open(p_path, FileAccess::READ);
ERR_FAIL_COND_V_MSG(!f, ERR_CANT_OPEN, vformat("Unable to open file: %s.", p_path));
@@ -887,7 +887,7 @@ Error StreamTexture3D::_load_data(const String &p_path, Vector<Ref<Image>> &r_da
r_data.clear();
for (int i = 0; i < (r_depth + mipmaps); i++) {
- Ref<Image> image = StreamTexture2D::load_image_from_file(f, 0);
+ Ref<Image> image = CompressedTexture2D::load_image_from_file(f, 0);
ERR_FAIL_COND_V(image.is_null() || image->is_empty(), ERR_CANT_OPEN);
if (i == 0) {
r_format = image->get_format();
@@ -900,7 +900,7 @@ Error StreamTexture3D::_load_data(const String &p_path, Vector<Ref<Image>> &r_da
return OK;
}
-Error StreamTexture3D::load(const String &p_path) {
+Error CompressedTexture3D::load(const String &p_path) {
Vector<Ref<Image>> data;
int tw, th, td;
@@ -937,34 +937,34 @@ Error StreamTexture3D::load(const String &p_path) {
return OK;
}
-String StreamTexture3D::get_load_path() const {
+String CompressedTexture3D::get_load_path() const {
return path_to_file;
}
-int StreamTexture3D::get_width() const {
+int CompressedTexture3D::get_width() const {
return w;
}
-int StreamTexture3D::get_height() const {
+int CompressedTexture3D::get_height() const {
return h;
}
-int StreamTexture3D::get_depth() const {
+int CompressedTexture3D::get_depth() const {
return d;
}
-bool StreamTexture3D::has_mipmaps() const {
+bool CompressedTexture3D::has_mipmaps() const {
return mipmaps;
}
-RID StreamTexture3D::get_rid() const {
+RID CompressedTexture3D::get_rid() const {
if (!texture.is_valid()) {
texture = RS::get_singleton()->texture_3d_placeholder_create();
}
return texture;
}
-Vector<Ref<Image>> StreamTexture3D::get_data() const {
+Vector<Ref<Image>> CompressedTexture3D::get_data() const {
if (texture.is_valid()) {
return RS::get_singleton()->texture_3d_get(texture);
} else {
@@ -972,7 +972,7 @@ Vector<Ref<Image>> StreamTexture3D::get_data() const {
}
}
-void StreamTexture3D::reload_from_file() {
+void CompressedTexture3D::reload_from_file() {
String path = get_path();
if (!path.is_resource_file()) {
return;
@@ -987,19 +987,19 @@ void StreamTexture3D::reload_from_file() {
load(path);
}
-void StreamTexture3D::_validate_property(PropertyInfo &property) const {
+void CompressedTexture3D::_validate_property(PropertyInfo &property) const {
}
-void StreamTexture3D::_bind_methods() {
- ClassDB::bind_method(D_METHOD("load", "path"), &StreamTexture3D::load);
- ClassDB::bind_method(D_METHOD("get_load_path"), &StreamTexture3D::get_load_path);
+void CompressedTexture3D::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("load", "path"), &CompressedTexture3D::load);
+ ClassDB::bind_method(D_METHOD("get_load_path"), &CompressedTexture3D::get_load_path);
- ADD_PROPERTY(PropertyInfo(Variant::STRING, "load_path", PROPERTY_HINT_FILE, "*.stex"), "load", "get_load_path");
+ ADD_PROPERTY(PropertyInfo(Variant::STRING, "load_path", PROPERTY_HINT_FILE, "*.ctex"), "load", "get_load_path");
}
-StreamTexture3D::StreamTexture3D() {}
+CompressedTexture3D::CompressedTexture3D() {}
-StreamTexture3D::~StreamTexture3D() {
+CompressedTexture3D::~CompressedTexture3D() {
if (texture.is_valid()) {
RS::get_singleton()->free(texture);
}
@@ -1007,8 +1007,8 @@ StreamTexture3D::~StreamTexture3D() {
/////////////////////////////
-RES ResourceFormatLoaderStreamTexture3D::load(const String &p_path, const String &p_original_path, Error *r_error, bool p_use_sub_threads, float *r_progress, CacheMode p_cache_mode) {
- Ref<StreamTexture3D> st;
+RES ResourceFormatLoaderCompressedTexture3D::load(const String &p_path, const String &p_original_path, Error *r_error, bool p_use_sub_threads, float *r_progress, CacheMode p_cache_mode) {
+ Ref<CompressedTexture3D> st;
st.instantiate();
Error err = st->load(p_path);
if (r_error) {
@@ -1021,17 +1021,17 @@ RES ResourceFormatLoaderStreamTexture3D::load(const String &p_path, const String
return st;
}
-void ResourceFormatLoaderStreamTexture3D::get_recognized_extensions(List<String> *p_extensions) const {
+void ResourceFormatLoaderCompressedTexture3D::get_recognized_extensions(List<String> *p_extensions) const {
p_extensions->push_back("stex3d");
}
-bool ResourceFormatLoaderStreamTexture3D::handles_type(const String &p_type) const {
- return p_type == "StreamTexture3D";
+bool ResourceFormatLoaderCompressedTexture3D::handles_type(const String &p_type) const {
+ return p_type == "CompressedTexture3D";
}
-String ResourceFormatLoaderStreamTexture3D::get_resource_type(const String &p_path) const {
+String ResourceFormatLoaderCompressedTexture3D::get_resource_type(const String &p_path) const {
if (p_path.get_extension().to_lower() == "stex3d") {
- return "StreamTexture3D";
+ return "CompressedTexture3D";
}
return "";
}
@@ -1902,7 +1902,7 @@ void GradientTexture2D::_queue_update() {
return;
}
update_pending = true;
- call_deferred("_update");
+ call_deferred(SNAME("_update"));
}
void GradientTexture2D::_update() {
@@ -2599,7 +2599,7 @@ ImageTextureLayered::~ImageTextureLayered() {
///////////////////////////////////////////
-void StreamTextureLayered::set_path(const String &p_path, bool p_take_over) {
+void CompressedTextureLayered::set_path(const String &p_path, bool p_take_over) {
if (texture.is_valid()) {
RenderingServer::get_singleton()->texture_set_path(texture, p_path);
}
@@ -2607,11 +2607,11 @@ void StreamTextureLayered::set_path(const String &p_path, bool p_take_over) {
Resource::set_path(p_path, p_take_over);
}
-Image::Format StreamTextureLayered::get_format() const {
+Image::Format CompressedTextureLayered::get_format() const {
return format;
}
-Error StreamTextureLayered::_load_data(const String &p_path, Vector<Ref<Image>> &images, int &mipmap_limit, int p_size_limit) {
+Error CompressedTextureLayered::_load_data(const String &p_path, Vector<Ref<Image>> &images, int &mipmap_limit, int p_size_limit) {
ERR_FAIL_COND_V(images.size() != 0, ERR_INVALID_PARAMETER);
FileAccessRef f = FileAccess::open(p_path, FileAccess::READ);
@@ -2647,7 +2647,7 @@ Error StreamTextureLayered::_load_data(const String &p_path, Vector<Ref<Image>>
images.resize(layer_count);
for (uint32_t i = 0; i < layer_count; i++) {
- Ref<Image> image = StreamTexture2D::load_image_from_file(f, p_size_limit);
+ Ref<Image> image = CompressedTexture2D::load_image_from_file(f, p_size_limit);
ERR_FAIL_COND_V(image.is_null() || image->is_empty(), ERR_CANT_OPEN);
images.write[i] = image;
}
@@ -2655,7 +2655,7 @@ Error StreamTextureLayered::_load_data(const String &p_path, Vector<Ref<Image>>
return OK;
}
-Error StreamTextureLayered::load(const String &p_path) {
+Error CompressedTextureLayered::load(const String &p_path) {
Vector<Ref<Image>> images;
int mipmap_limit;
@@ -2690,38 +2690,38 @@ Error StreamTextureLayered::load(const String &p_path) {
return OK;
}
-String StreamTextureLayered::get_load_path() const {
+String CompressedTextureLayered::get_load_path() const {
return path_to_file;
}
-int StreamTextureLayered::get_width() const {
+int CompressedTextureLayered::get_width() const {
return w;
}
-int StreamTextureLayered::get_height() const {
+int CompressedTextureLayered::get_height() const {
return h;
}
-int StreamTextureLayered::get_layers() const {
+int CompressedTextureLayered::get_layers() const {
return layers;
}
-bool StreamTextureLayered::has_mipmaps() const {
+bool CompressedTextureLayered::has_mipmaps() const {
return mipmaps;
}
-TextureLayered::LayeredType StreamTextureLayered::get_layered_type() const {
+TextureLayered::LayeredType CompressedTextureLayered::get_layered_type() const {
return layered_type;
}
-RID StreamTextureLayered::get_rid() const {
+RID CompressedTextureLayered::get_rid() const {
if (!texture.is_valid()) {
texture = RS::get_singleton()->texture_2d_layered_placeholder_create(RS::TextureLayeredType(layered_type));
}
return texture;
}
-Ref<Image> StreamTextureLayered::get_layer_data(int p_layer) const {
+Ref<Image> CompressedTextureLayered::get_layer_data(int p_layer) const {
if (texture.is_valid()) {
return RS::get_singleton()->texture_2d_layer_get(texture, p_layer);
} else {
@@ -2729,7 +2729,7 @@ Ref<Image> StreamTextureLayered::get_layer_data(int p_layer) const {
}
}
-void StreamTextureLayered::reload_from_file() {
+void CompressedTextureLayered::reload_from_file() {
String path = get_path();
if (!path.is_resource_file()) {
return;
@@ -2744,21 +2744,21 @@ void StreamTextureLayered::reload_from_file() {
load(path);
}
-void StreamTextureLayered::_validate_property(PropertyInfo &property) const {
+void CompressedTextureLayered::_validate_property(PropertyInfo &property) const {
}
-void StreamTextureLayered::_bind_methods() {
- ClassDB::bind_method(D_METHOD("load", "path"), &StreamTextureLayered::load);
- ClassDB::bind_method(D_METHOD("get_load_path"), &StreamTextureLayered::get_load_path);
+void CompressedTextureLayered::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("load", "path"), &CompressedTextureLayered::load);
+ ClassDB::bind_method(D_METHOD("get_load_path"), &CompressedTextureLayered::get_load_path);
- ADD_PROPERTY(PropertyInfo(Variant::STRING, "load_path", PROPERTY_HINT_FILE, "*.stex"), "load", "get_load_path");
+ ADD_PROPERTY(PropertyInfo(Variant::STRING, "load_path", PROPERTY_HINT_FILE, "*.ctex"), "load", "get_load_path");
}
-StreamTextureLayered::StreamTextureLayered(LayeredType p_type) {
+CompressedTextureLayered::CompressedTextureLayered(LayeredType p_type) {
layered_type = p_type;
}
-StreamTextureLayered::~StreamTextureLayered() {
+CompressedTextureLayered::~CompressedTextureLayered() {
if (texture.is_valid()) {
RS::get_singleton()->free(texture);
}
@@ -2766,18 +2766,18 @@ StreamTextureLayered::~StreamTextureLayered() {
/////////////////////////////////////////////////
-RES ResourceFormatLoaderStreamTextureLayered::load(const String &p_path, const String &p_original_path, Error *r_error, bool p_use_sub_threads, float *r_progress, CacheMode p_cache_mode) {
- Ref<StreamTextureLayered> st;
+RES ResourceFormatLoaderCompressedTextureLayered::load(const String &p_path, const String &p_original_path, Error *r_error, bool p_use_sub_threads, float *r_progress, CacheMode p_cache_mode) {
+ Ref<CompressedTextureLayered> st;
if (p_path.get_extension().to_lower() == "stexarray") {
- Ref<StreamTexture2DArray> s;
+ Ref<CompressedTexture2DArray> s;
s.instantiate();
st = s;
} else if (p_path.get_extension().to_lower() == "scube") {
- Ref<StreamCubemap> s;
+ Ref<CompressedCubemap> s;
s.instantiate();
st = s;
} else if (p_path.get_extension().to_lower() == "scubearray") {
- Ref<StreamCubemapArray> s;
+ Ref<CompressedCubemapArray> s;
s.instantiate();
st = s;
} else {
@@ -2797,25 +2797,25 @@ RES ResourceFormatLoaderStreamTextureLayered::load(const String &p_path, const S
return st;
}
-void ResourceFormatLoaderStreamTextureLayered::get_recognized_extensions(List<String> *p_extensions) const {
+void ResourceFormatLoaderCompressedTextureLayered::get_recognized_extensions(List<String> *p_extensions) const {
p_extensions->push_back("stexarray");
p_extensions->push_back("scube");
p_extensions->push_back("scubearray");
}
-bool ResourceFormatLoaderStreamTextureLayered::handles_type(const String &p_type) const {
- return p_type == "StreamTexture2DArray" || p_type == "StreamCubemap" || p_type == "StreamCubemapArray";
+bool ResourceFormatLoaderCompressedTextureLayered::handles_type(const String &p_type) const {
+ return p_type == "CompressedTexture2DArray" || p_type == "CompressedCubemap" || p_type == "CompressedCubemapArray";
}
-String ResourceFormatLoaderStreamTextureLayered::get_resource_type(const String &p_path) const {
+String ResourceFormatLoaderCompressedTextureLayered::get_resource_type(const String &p_path) const {
if (p_path.get_extension().to_lower() == "stexarray") {
- return "StreamTexture2DArray";
+ return "CompressedTexture2DArray";
}
if (p_path.get_extension().to_lower() == "scube") {
- return "StreamCubemap";
+ return "CompressedCubemap";
}
if (p_path.get_extension().to_lower() == "scubearray") {
- return "StreamCubemapArray";
+ return "CompressedCubemapArray";
}
return "";
}
diff --git a/scene/resources/texture.h b/scene/resources/texture.h
index 8075497c42..a3c147610d 100644
--- a/scene/resources/texture.h
+++ b/scene/resources/texture.h
@@ -128,8 +128,8 @@ public:
~ImageTexture();
};
-class StreamTexture2D : public Texture2D {
- GDCLASS(StreamTexture2D, Texture2D);
+class CompressedTexture2D : public Texture2D {
+ GDCLASS(CompressedTexture2D, Texture2D);
public:
enum DataFormat {
@@ -174,8 +174,8 @@ protected:
public:
static Ref<Image> load_image_from_file(FileAccess *p_file, int p_size_limit);
- typedef void (*TextureFormatRequestCallback)(const Ref<StreamTexture2D> &);
- typedef void (*TextureFormatRoughnessRequestCallback)(const Ref<StreamTexture2D> &, const String &p_normal_path, RS::TextureDetectRoughnessChannel p_roughness_channel);
+ typedef void (*TextureFormatRequestCallback)(const Ref<CompressedTexture2D> &);
+ typedef void (*TextureFormatRoughnessRequestCallback)(const Ref<CompressedTexture2D> &, const String &p_normal_path, RS::TextureDetectRoughnessChannel p_roughness_channel);
static TextureFormatRequestCallback request_3d_callback;
static TextureFormatRoughnessRequestCallback request_roughness_callback;
@@ -200,11 +200,11 @@ public:
virtual Ref<Image> get_image() const override;
- StreamTexture2D();
- ~StreamTexture2D();
+ CompressedTexture2D();
+ ~CompressedTexture2D();
};
-class ResourceFormatLoaderStreamTexture2D : public ResourceFormatLoader {
+class ResourceFormatLoaderCompressedTexture2D : public ResourceFormatLoader {
public:
virtual RES load(const String &p_path, const String &p_original_path = "", Error *r_error = nullptr, bool p_use_sub_threads = false, float *r_progress = nullptr, CacheMode p_cache_mode = CACHE_MODE_REUSE);
virtual void get_recognized_extensions(List<String> *p_extensions) const;
@@ -380,8 +380,8 @@ public:
ImageTextureLayered(LAYERED_TYPE_CUBEMAP_ARRAY) {}
};
-class StreamTextureLayered : public TextureLayered {
- GDCLASS(StreamTextureLayered, TextureLayered);
+class CompressedTextureLayered : public TextureLayered {
+ GDCLASS(CompressedTextureLayered, TextureLayered);
public:
enum DataFormat {
@@ -433,34 +433,34 @@ public:
virtual Ref<Image> get_layer_data(int p_layer) const override;
- StreamTextureLayered(LayeredType p_layered_type);
- ~StreamTextureLayered();
+ CompressedTextureLayered(LayeredType p_layered_type);
+ ~CompressedTextureLayered();
};
-class StreamTexture2DArray : public StreamTextureLayered {
- GDCLASS(StreamTexture2DArray, StreamTextureLayered)
+class CompressedTexture2DArray : public CompressedTextureLayered {
+ GDCLASS(CompressedTexture2DArray, CompressedTextureLayered)
public:
- StreamTexture2DArray() :
- StreamTextureLayered(LAYERED_TYPE_2D_ARRAY) {}
+ CompressedTexture2DArray() :
+ CompressedTextureLayered(LAYERED_TYPE_2D_ARRAY) {}
};
-class StreamCubemap : public StreamTextureLayered {
- GDCLASS(StreamCubemap, StreamTextureLayered);
+class CompressedCubemap : public CompressedTextureLayered {
+ GDCLASS(CompressedCubemap, CompressedTextureLayered);
public:
- StreamCubemap() :
- StreamTextureLayered(LAYERED_TYPE_CUBEMAP) {}
+ CompressedCubemap() :
+ CompressedTextureLayered(LAYERED_TYPE_CUBEMAP) {}
};
-class StreamCubemapArray : public StreamTextureLayered {
- GDCLASS(StreamCubemapArray, StreamTextureLayered);
+class CompressedCubemapArray : public CompressedTextureLayered {
+ GDCLASS(CompressedCubemapArray, CompressedTextureLayered);
public:
- StreamCubemapArray() :
- StreamTextureLayered(LAYERED_TYPE_CUBEMAP_ARRAY) {}
+ CompressedCubemapArray() :
+ CompressedTextureLayered(LAYERED_TYPE_CUBEMAP_ARRAY) {}
};
-class ResourceFormatLoaderStreamTextureLayered : public ResourceFormatLoader {
+class ResourceFormatLoaderCompressedTextureLayered : public ResourceFormatLoader {
public:
virtual RES load(const String &p_path, const String &p_original_path = "", Error *r_error = nullptr, bool p_use_sub_threads = false, float *r_progress = nullptr, CacheMode p_cache_mode = CACHE_MODE_REUSE);
virtual void get_recognized_extensions(List<String> *p_extensions) const;
@@ -520,8 +520,8 @@ public:
~ImageTexture3D();
};
-class StreamTexture3D : public Texture3D {
- GDCLASS(StreamTexture3D, Texture3D);
+class CompressedTexture3D : public Texture3D {
+ GDCLASS(CompressedTexture3D, Texture3D);
public:
enum DataFormat {
@@ -571,11 +571,11 @@ public:
virtual Vector<Ref<Image>> get_data() const override;
- StreamTexture3D();
- ~StreamTexture3D();
+ CompressedTexture3D();
+ ~CompressedTexture3D();
};
-class ResourceFormatLoaderStreamTexture3D : public ResourceFormatLoader {
+class ResourceFormatLoaderCompressedTexture3D : public ResourceFormatLoader {
public:
virtual RES load(const String &p_path, const String &p_original_path = "", Error *r_error = nullptr, bool p_use_sub_threads = false, float *r_progress = nullptr, CacheMode p_cache_mode = CACHE_MODE_REUSE);
virtual void get_recognized_extensions(List<String> *p_extensions) const;
diff --git a/scene/resources/theme.cpp b/scene/resources/theme.cpp
index f962e55666..373fbb94ea 100644
--- a/scene/resources/theme.cpp
+++ b/scene/resources/theme.cpp
@@ -29,6 +29,7 @@
/*************************************************************************/
#include "theme.h"
+
#include "core/string/print_string.h"
// Universal Theme resources used when no other theme has the item.
@@ -401,6 +402,26 @@ void Theme::add_icon_type(const StringName &p_theme_type) {
icon_map[p_theme_type] = HashMap<StringName, Ref<Texture2D>>();
}
+void Theme::remove_icon_type(const StringName &p_theme_type) {
+ if (!icon_map.has(p_theme_type)) {
+ return;
+ }
+
+ _freeze_change_propagation();
+
+ const StringName *L = nullptr;
+ while ((L = icon_map[p_theme_type].next(L))) {
+ Ref<Texture2D> icon = icon_map[p_theme_type][*L];
+ if (icon.is_valid()) {
+ icon->disconnect("changed", callable_mp(this, &Theme::_emit_theme_changed));
+ }
+ }
+
+ icon_map.erase(p_theme_type);
+
+ _unfreeze_and_propagate_changes();
+}
+
void Theme::get_icon_type_list(List<StringName> *p_list) const {
ERR_FAIL_NULL(p_list);
@@ -488,6 +509,26 @@ void Theme::add_stylebox_type(const StringName &p_theme_type) {
style_map[p_theme_type] = HashMap<StringName, Ref<StyleBox>>();
}
+void Theme::remove_stylebox_type(const StringName &p_theme_type) {
+ if (!style_map.has(p_theme_type)) {
+ return;
+ }
+
+ _freeze_change_propagation();
+
+ const StringName *L = nullptr;
+ while ((L = style_map[p_theme_type].next(L))) {
+ Ref<StyleBox> style = style_map[p_theme_type][*L];
+ if (style.is_valid()) {
+ style->disconnect("changed", callable_mp(this, &Theme::_emit_theme_changed));
+ }
+ }
+
+ style_map.erase(p_theme_type);
+
+ _unfreeze_and_propagate_changes();
+}
+
void Theme::get_stylebox_type_list(List<StringName> *p_list) const {
ERR_FAIL_NULL(p_list);
@@ -577,6 +618,26 @@ void Theme::add_font_type(const StringName &p_theme_type) {
font_map[p_theme_type] = HashMap<StringName, Ref<Font>>();
}
+void Theme::remove_font_type(const StringName &p_theme_type) {
+ if (!font_map.has(p_theme_type)) {
+ return;
+ }
+
+ _freeze_change_propagation();
+
+ const StringName *L = nullptr;
+ while ((L = font_map[p_theme_type].next(L))) {
+ Ref<Font> font = font_map[p_theme_type][*L];
+ if (font.is_valid()) {
+ font->disconnect("changed", callable_mp(this, &Theme::_emit_theme_changed));
+ }
+ }
+
+ font_map.erase(p_theme_type);
+
+ _unfreeze_and_propagate_changes();
+}
+
void Theme::get_font_type_list(List<StringName> *p_list) const {
ERR_FAIL_NULL(p_list);
@@ -653,6 +714,14 @@ void Theme::add_font_size_type(const StringName &p_theme_type) {
font_size_map[p_theme_type] = HashMap<StringName, int>();
}
+void Theme::remove_font_size_type(const StringName &p_theme_type) {
+ if (!font_size_map.has(p_theme_type)) {
+ return;
+ }
+
+ font_size_map.erase(p_theme_type);
+}
+
void Theme::get_font_size_type_list(List<StringName> *p_list) const {
ERR_FAIL_NULL(p_list);
@@ -727,6 +796,14 @@ void Theme::add_color_type(const StringName &p_theme_type) {
color_map[p_theme_type] = HashMap<StringName, Color>();
}
+void Theme::remove_color_type(const StringName &p_theme_type) {
+ if (!color_map.has(p_theme_type)) {
+ return;
+ }
+
+ color_map.erase(p_theme_type);
+}
+
void Theme::get_color_type_list(List<StringName> *p_list) const {
ERR_FAIL_NULL(p_list);
@@ -801,6 +878,14 @@ void Theme::add_constant_type(const StringName &p_theme_type) {
constant_map[p_theme_type] = HashMap<StringName, int>();
}
+void Theme::remove_constant_type(const StringName &p_theme_type) {
+ if (!constant_map.has(p_theme_type)) {
+ return;
+ }
+
+ constant_map.erase(p_theme_type);
+}
+
void Theme::get_constant_type_list(List<StringName> *p_list) const {
ERR_FAIL_NULL(p_list);
@@ -1017,6 +1102,31 @@ void Theme::add_theme_item_type(DataType p_data_type, const StringName &p_theme_
}
}
+void Theme::remove_theme_item_type(DataType p_data_type, const StringName &p_theme_type) {
+ switch (p_data_type) {
+ case DATA_TYPE_COLOR:
+ remove_color_type(p_theme_type);
+ break;
+ case DATA_TYPE_CONSTANT:
+ remove_constant_type(p_theme_type);
+ break;
+ case DATA_TYPE_FONT:
+ remove_font_type(p_theme_type);
+ break;
+ case DATA_TYPE_FONT_SIZE:
+ remove_font_size_type(p_theme_type);
+ break;
+ case DATA_TYPE_ICON:
+ remove_icon_type(p_theme_type);
+ break;
+ case DATA_TYPE_STYLEBOX:
+ remove_stylebox_type(p_theme_type);
+ break;
+ case DATA_TYPE_MAX:
+ break; // Can't happen, but silences warning.
+ }
+}
+
void Theme::get_theme_item_type_list(DataType p_data_type, List<StringName> *p_list) const {
switch (p_data_type) {
case DATA_TYPE_COLOR:
@@ -1101,6 +1211,38 @@ void Theme::get_type_variation_list(const StringName &p_base_type, List<StringNa
}
// Theme types.
+void Theme::add_type(const StringName &p_theme_type) {
+ // Add a record to every data type map.
+ for (int i = 0; i < Theme::DATA_TYPE_MAX; i++) {
+ Theme::DataType dt = (Theme::DataType)i;
+ add_theme_item_type(dt, p_theme_type);
+ }
+
+ _emit_theme_changed(true);
+}
+
+void Theme::remove_type(const StringName &p_theme_type) {
+ // Gracefully remove the record from every data type map.
+ for (int i = 0; i < Theme::DATA_TYPE_MAX; i++) {
+ Theme::DataType dt = (Theme::DataType)i;
+ remove_theme_item_type(dt, p_theme_type);
+ }
+
+ // If type is a variation, remove that connection.
+ if (get_type_variation_base(p_theme_type) != StringName()) {
+ clear_type_variation(p_theme_type);
+ }
+
+ // If type is a variation base, remove all those connections.
+ List<StringName> names;
+ get_type_variation_list(p_theme_type, &names);
+ for (const StringName &E : names) {
+ clear_type_variation(E);
+ }
+
+ _emit_theme_changed(true);
+}
+
void Theme::get_type_list(List<StringName> *p_list) const {
ERR_FAIL_NULL(p_list);
@@ -1668,6 +1810,8 @@ void Theme::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_type_variation_base", "theme_type"), &Theme::get_type_variation_base);
ClassDB::bind_method(D_METHOD("get_type_variation_list", "base_type"), &Theme::_get_type_variation_list);
+ ClassDB::bind_method(D_METHOD("add_type", "theme_type"), &Theme::add_type);
+ ClassDB::bind_method(D_METHOD("remove_type", "theme_type"), &Theme::remove_type);
ClassDB::bind_method(D_METHOD("get_type_list"), &Theme::_get_type_list);
ClassDB::bind_method(D_METHOD("merge_with", "other"), &Theme::merge_with);
diff --git a/scene/resources/theme.h b/scene/resources/theme.h
index 822743a1fe..9afe05007d 100644
--- a/scene/resources/theme.h
+++ b/scene/resources/theme.h
@@ -32,7 +32,6 @@
#define THEME_H
#include "core/io/resource.h"
-#include "core/io/resource_loader.h"
#include "scene/resources/font.h"
#include "scene/resources/style_box.h"
#include "scene/resources/texture.h"
@@ -158,6 +157,7 @@ public:
void clear_icon(const StringName &p_name, const StringName &p_theme_type);
void get_icon_list(StringName p_theme_type, List<StringName> *p_list) const;
void add_icon_type(const StringName &p_theme_type);
+ void remove_icon_type(const StringName &p_theme_type);
void get_icon_type_list(List<StringName> *p_list) const;
void set_stylebox(const StringName &p_name, const StringName &p_theme_type, const Ref<StyleBox> &p_style);
@@ -168,6 +168,7 @@ public:
void clear_stylebox(const StringName &p_name, const StringName &p_theme_type);
void get_stylebox_list(StringName p_theme_type, List<StringName> *p_list) const;
void add_stylebox_type(const StringName &p_theme_type);
+ void remove_stylebox_type(const StringName &p_theme_type);
void get_stylebox_type_list(List<StringName> *p_list) const;
void set_font(const StringName &p_name, const StringName &p_theme_type, const Ref<Font> &p_font);
@@ -178,6 +179,7 @@ public:
void clear_font(const StringName &p_name, const StringName &p_theme_type);
void get_font_list(StringName p_theme_type, List<StringName> *p_list) const;
void add_font_type(const StringName &p_theme_type);
+ void remove_font_type(const StringName &p_theme_type);
void get_font_type_list(List<StringName> *p_list) const;
void set_font_size(const StringName &p_name, const StringName &p_theme_type, int p_font_size);
@@ -188,6 +190,7 @@ public:
void clear_font_size(const StringName &p_name, const StringName &p_theme_type);
void get_font_size_list(StringName p_theme_type, List<StringName> *p_list) const;
void add_font_size_type(const StringName &p_theme_type);
+ void remove_font_size_type(const StringName &p_theme_type);
void get_font_size_type_list(List<StringName> *p_list) const;
void set_color(const StringName &p_name, const StringName &p_theme_type, const Color &p_color);
@@ -198,6 +201,7 @@ public:
void clear_color(const StringName &p_name, const StringName &p_theme_type);
void get_color_list(StringName p_theme_type, List<StringName> *p_list) const;
void add_color_type(const StringName &p_theme_type);
+ void remove_color_type(const StringName &p_theme_type);
void get_color_type_list(List<StringName> *p_list) const;
void set_constant(const StringName &p_name, const StringName &p_theme_type, int p_constant);
@@ -208,6 +212,7 @@ public:
void clear_constant(const StringName &p_name, const StringName &p_theme_type);
void get_constant_list(StringName p_theme_type, List<StringName> *p_list) const;
void add_constant_type(const StringName &p_theme_type);
+ void remove_constant_type(const StringName &p_theme_type);
void get_constant_type_list(List<StringName> *p_list) const;
void set_theme_item(DataType p_data_type, const StringName &p_name, const StringName &p_theme_type, const Variant &p_value);
@@ -218,6 +223,7 @@ public:
void clear_theme_item(DataType p_data_type, const StringName &p_name, const StringName &p_theme_type);
void get_theme_item_list(DataType p_data_type, StringName p_theme_type, List<StringName> *p_list) const;
void add_theme_item_type(DataType p_data_type, const StringName &p_theme_type);
+ void remove_theme_item_type(DataType p_data_type, const StringName &p_theme_type);
void get_theme_item_type_list(DataType p_data_type, List<StringName> *p_list) const;
void set_type_variation(const StringName &p_theme_type, const StringName &p_base_type);
@@ -226,6 +232,8 @@ public:
StringName get_type_variation_base(const StringName &p_theme_type) const;
void get_type_variation_list(const StringName &p_base_type, List<StringName> *p_list) const;
+ void add_type(const StringName &p_theme_type);
+ void remove_type(const StringName &p_theme_type);
void get_type_list(List<StringName> *p_list) const;
void get_type_dependencies(const StringName &p_base_type, const StringName &p_type_variant, List<StringName> *p_list);
diff --git a/scene/resources/tile_set.cpp b/scene/resources/tile_set.cpp
index 2854cbe30d..1174117028 100644
--- a/scene/resources/tile_set.cpp
+++ b/scene/resources/tile_set.cpp
@@ -4410,7 +4410,7 @@ void TileSetAtlasSource::_clear_tiles_outside_texture() {
void TileSetAtlasSource::_queue_update_padded_texture() {
padded_texture_needs_update = true;
- call_deferred("_update_padded_texture");
+ call_deferred(SNAME("_update_padded_texture"));
}
void TileSetAtlasSource::_update_padded_texture() {
@@ -4432,9 +4432,13 @@ void TileSetAtlasSource::_update_padded_texture() {
Ref<Image> src = texture->get_image();
+ if (!src.is_valid()) {
+ return;
+ }
+
Ref<Image> image;
image.instantiate();
- image->create(size.x, size.y, false, Image::FORMAT_RGBA8);
+ image->create(size.x, size.y, false, src->get_format());
for (KeyValue<Vector2i, TileAlternativesData> kv : tiles) {
for (int frame = 0; frame < (int)kv.value.animation_frames_durations.size(); frame++) {
diff --git a/scene/resources/visual_shader.cpp b/scene/resources/visual_shader.cpp
index dd2f3d2202..d3e61dbc84 100644
--- a/scene/resources/visual_shader.cpp
+++ b/scene/resources/visual_shader.cpp
@@ -131,7 +131,7 @@ void VisualShaderNode::set_input_port_default_value(int p_port, const Variant &p
} break;
case Variant::VECTOR2: {
Vector2 pv = p_prev_value;
- value = Vector3(pv.x, pv.y, 0.0);
+ value = Vector3(pv.x, pv.y, pv.y);
} break;
case Variant::VECTOR3: {
value = p_prev_value;
@@ -250,7 +250,7 @@ int VisualShaderNode::get_expanded_output_port_count() const {
case PORT_TYPE_VECTOR_2D: {
count2 += 2;
} break;
- case PORT_TYPE_VECTOR: {
+ case PORT_TYPE_VECTOR_3D: {
count2 += 3;
} break;
default:
@@ -289,7 +289,7 @@ String VisualShaderNode::generate_global(Shader::Mode p_mode, VisualShader::Type
return String();
}
-String VisualShaderNode::generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
+String VisualShaderNode::generate_global_per_node(Shader::Mode p_mode, int p_id) const {
return String();
}
@@ -359,7 +359,7 @@ void VisualShaderNode::_bind_methods() {
BIND_ENUM_CONSTANT(PORT_TYPE_SCALAR);
BIND_ENUM_CONSTANT(PORT_TYPE_SCALAR_INT);
BIND_ENUM_CONSTANT(PORT_TYPE_VECTOR_2D);
- BIND_ENUM_CONSTANT(PORT_TYPE_VECTOR);
+ BIND_ENUM_CONSTANT(PORT_TYPE_VECTOR_3D);
BIND_ENUM_CONSTANT(PORT_TYPE_BOOLEAN);
BIND_ENUM_CONSTANT(PORT_TYPE_TRANSFORM);
BIND_ENUM_CONSTANT(PORT_TYPE_SAMPLER);
@@ -455,32 +455,69 @@ String VisualShaderNodeCustom::generate_code(Shader::Mode p_mode, VisualShader::
for (int i = 0; i < get_output_port_count(); i++) {
output_vars.push_back(p_output_vars[i]);
}
- String code = " {\n";
+
String _code;
GDVIRTUAL_CALL(_get_code, input_vars, output_vars, p_mode, p_type, _code);
- bool nend = _code.ends_with("\n");
- _code = _code.insert(0, " ");
- _code = _code.replace("\n", "\n ");
- code += _code;
- if (!nend) {
- code += "\n }";
- } else {
- code.remove_at(code.size() - 1);
- code += "}";
+ if (_is_valid_code(_code)) {
+ String code = " {\n";
+ bool nend = _code.ends_with("\n");
+ _code = _code.insert(0, " ");
+ _code = _code.replace("\n", "\n ");
+ code += _code;
+ if (!nend) {
+ code += "\n }";
+ } else {
+ code.remove_at(code.size() - 1);
+ code += "}";
+ }
+ code += "\n";
+ return code;
}
- code += "\n";
- return code;
+ return String();
}
-String VisualShaderNodeCustom::generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
- String ret;
- if (GDVIRTUAL_CALL(_get_global_code, p_mode, ret)) {
- String code = "// " + get_caption() + "\n";
- code += ret;
- code += "\n";
- return code;
+String VisualShaderNodeCustom::generate_global_per_node(Shader::Mode p_mode, int p_id) const {
+ String _code;
+ if (GDVIRTUAL_CALL(_get_global_code, p_mode, _code)) {
+ if (_is_valid_code(_code)) {
+ String code = "// " + get_caption() + "\n";
+ code += _code;
+ code += "\n";
+ return code;
+ }
}
- return "";
+ return String();
+}
+
+String VisualShaderNodeCustom::generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
+ String _code;
+ if (GDVIRTUAL_CALL(_get_func_code, p_mode, p_type, _code)) {
+ if (_is_valid_code(_code)) {
+ bool nend = _code.ends_with("\n");
+ String code = "// " + get_caption() + "\n";
+ code += " {\n";
+ _code = _code.insert(0, " ");
+ _code = _code.replace("\n", "\n ");
+ code += _code;
+ if (!nend) {
+ code += "\n }";
+ } else {
+ code.remove_at(code.size() - 1);
+ code += "}";
+ }
+ code += "\n";
+ return code;
+ }
+ }
+ return String();
+}
+
+bool VisualShaderNodeCustom::is_available(Shader::Mode p_mode, VisualShader::Type p_type) const {
+ bool ret;
+ if (GDVIRTUAL_CALL(_is_available, p_mode, p_type, ret)) {
+ return ret;
+ }
+ return true;
}
void VisualShaderNodeCustom::set_input_port_default_value(int p_port, const Variant &p_value, const Variant &p_prev_value) {
@@ -511,6 +548,13 @@ void VisualShaderNodeCustom::_set_input_port_default_value(int p_port, const Var
VisualShaderNode::set_input_port_default_value(p_port, p_value);
}
+bool VisualShaderNodeCustom::_is_valid_code(const String &p_code) const {
+ if (p_code.is_empty() || p_code == "null") {
+ return false;
+ }
+ return true;
+}
+
bool VisualShaderNodeCustom::_is_initialized() {
return is_initialized;
}
@@ -531,8 +575,10 @@ void VisualShaderNodeCustom::_bind_methods() {
GDVIRTUAL_BIND(_get_output_port_type, "port");
GDVIRTUAL_BIND(_get_output_port_name, "port");
GDVIRTUAL_BIND(_get_code, "input_vars", "output_vars", "mode", "type");
+ GDVIRTUAL_BIND(_get_func_code, "mode", "type");
GDVIRTUAL_BIND(_get_global_code, "mode");
GDVIRTUAL_BIND(_is_highend);
+ GDVIRTUAL_BIND(_is_available, "mode", "type");
ClassDB::bind_method(D_METHOD("_set_initialized", "enabled"), &VisualShaderNodeCustom::_set_initialized);
ClassDB::bind_method(D_METHOD("_is_initialized"), &VisualShaderNodeCustom::_is_initialized);
@@ -555,6 +601,72 @@ VisualShader::Type VisualShader::get_shader_type() const {
return current_type;
}
+void VisualShader::add_varying(const String &p_name, VaryingMode p_mode, VaryingType p_type) {
+ ERR_FAIL_COND(!p_name.is_valid_identifier());
+ ERR_FAIL_INDEX((int)p_mode, (int)VARYING_MODE_MAX);
+ ERR_FAIL_INDEX((int)p_type, (int)VARYING_TYPE_MAX);
+ ERR_FAIL_COND(varyings.has(p_name));
+ Varying var = Varying(p_name, p_mode, p_type);
+ varyings[p_name] = var;
+ varyings_list.push_back(var);
+ _queue_update();
+}
+
+void VisualShader::remove_varying(const String &p_name) {
+ ERR_FAIL_COND(!varyings.has(p_name));
+ varyings.erase(p_name);
+ for (List<Varying>::Element *E = varyings_list.front(); E; E = E->next()) {
+ if (E->get().name == p_name) {
+ varyings_list.erase(E);
+ break;
+ }
+ }
+ _queue_update();
+}
+
+bool VisualShader::has_varying(const String &p_name) const {
+ return varyings.has(p_name);
+}
+
+int VisualShader::get_varyings_count() const {
+ return varyings_list.size();
+}
+
+const VisualShader::Varying *VisualShader::get_varying_by_index(int p_idx) const {
+ ERR_FAIL_INDEX_V(p_idx, varyings_list.size(), nullptr);
+ return &varyings_list[p_idx];
+}
+
+void VisualShader::set_varying_mode(const String &p_name, VaryingMode p_mode) {
+ ERR_FAIL_INDEX((int)p_mode, (int)VARYING_MODE_MAX);
+ ERR_FAIL_COND(!varyings.has(p_name));
+ if (varyings[p_name].mode == p_mode) {
+ return;
+ }
+ varyings[p_name].mode = p_mode;
+ _queue_update();
+}
+
+VisualShader::VaryingMode VisualShader::get_varying_mode(const String &p_name) {
+ ERR_FAIL_COND_V(!varyings.has(p_name), VARYING_MODE_MAX);
+ return varyings[p_name].mode;
+}
+
+void VisualShader::set_varying_type(const String &p_name, VaryingType p_type) {
+ ERR_FAIL_INDEX((int)p_type, (int)VARYING_TYPE_MAX);
+ ERR_FAIL_COND(!varyings.has(p_name));
+ if (varyings[p_name].type == p_type) {
+ return;
+ }
+ varyings[p_name].type = p_type;
+ _queue_update();
+}
+
+VisualShader::VaryingType VisualShader::get_varying_type(const String &p_name) {
+ ERR_FAIL_COND_V(!varyings.has(p_name), VARYING_TYPE_MAX);
+ return varyings[p_name].type;
+}
+
void VisualShader::set_engine_version(const Dictionary &p_engine_version) {
ERR_FAIL_COND(!p_engine_version.has("major"));
ERR_FAIL_COND(!p_engine_version.has("minor"));
@@ -1072,7 +1184,7 @@ String VisualShader::generate_preview_shader(Type p_type, int p_node, int p_port
code += "\nvoid fragment() {\n";
Set<int> processed;
- Error err = _write_node(p_type, global_code, global_code_per_node, global_code_per_func, code, default_tex_params, input_connections, output_connections, p_node, processed, true, classes);
+ Error err = _write_node(p_type, &global_code, &global_code_per_node, &global_code_per_func, code, default_tex_params, input_connections, output_connections, p_node, processed, true, classes);
ERR_FAIL_COND_V(err != OK, String());
switch (node->get_output_port_type(p_port)) {
@@ -1088,7 +1200,7 @@ String VisualShader::generate_preview_shader(Type p_type, int p_node, int p_port
case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
code += " COLOR.rgb = vec3(n_out" + itos(p_node) + "p" + itos(p_port) + ", 0.0);\n";
} break;
- case VisualShaderNode::PORT_TYPE_VECTOR: {
+ case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
code += " COLOR.rgb = n_out" + itos(p_node) + "p" + itos(p_port) + ";\n";
} break;
default: {
@@ -1253,6 +1365,16 @@ bool VisualShader::_set(const StringName &p_name, const Variant &p_value) {
}
_queue_update();
return true;
+ } else if (name.begins_with("varyings/")) {
+ String var_name = name.get_slicec('/', 1);
+ Varying value = Varying();
+ value.name = var_name;
+ if (value.from_string(p_value) && !varyings.has(var_name)) {
+ varyings[var_name] = value;
+ varyings_list.push_back(value);
+ }
+ _queue_update();
+ return true;
} else if (name.begins_with("nodes/")) {
String typestr = name.get_slicec('/', 1);
Type type = TYPE_VERTEX;
@@ -1317,6 +1439,14 @@ bool VisualShader::_get(const StringName &p_name, Variant &r_ret) const {
r_ret = 0;
}
return true;
+ } else if (name.begins_with("varyings/")) {
+ String var_name = name.get_slicec('/', 1);
+ if (varyings.has(var_name)) {
+ r_ret = varyings[var_name].to_string();
+ } else {
+ r_ret = String();
+ }
+ return true;
} else if (name.begins_with("nodes/")) {
String typestr = name.get_slicec('/', 1);
Type type = TYPE_VERTEX;
@@ -1411,6 +1541,10 @@ void VisualShader::_get_property_list(List<PropertyInfo> *p_list) const {
p_list->push_back(PropertyInfo(Variant::BOOL, "flags/" + E->get()));
}
+ for (const KeyValue<String, Varying> &E : varyings) {
+ p_list->push_back(PropertyInfo(Variant::STRING, "varyings/" + E.key));
+ }
+
for (int i = 0; i < TYPE_MAX; i++) {
for (const KeyValue<int, Node> &E : graph[i].nodes) {
String prop_name = "nodes/";
@@ -1435,7 +1569,7 @@ void VisualShader::_get_property_list(List<PropertyInfo> *p_list) const {
}
}
-Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBuilder &global_code_per_node, Map<Type, StringBuilder> &global_code_per_func, StringBuilder &code, Vector<VisualShader::DefaultTextureParam> &def_tex_params, const VMap<ConnectionKey, const List<Connection>::Element *> &input_connections, const VMap<ConnectionKey, const List<Connection>::Element *> &output_connections, int node, Set<int> &processed, bool for_preview, Set<StringName> &r_classes) const {
+Error VisualShader::_write_node(Type type, StringBuilder *global_code, StringBuilder *global_code_per_node, Map<Type, StringBuilder> *global_code_per_func, StringBuilder &code, Vector<VisualShader::DefaultTextureParam> &def_tex_params, const VMap<ConnectionKey, const List<Connection>::Element *> &input_connections, const VMap<ConnectionKey, const List<Connection>::Element *> &output_connections, int node, Set<int> &processed, bool for_preview, Set<StringName> &r_classes) const {
const Ref<VisualShaderNode> vsnode = graph[type].nodes[node].node;
if (vsnode->is_disabled()) {
@@ -1477,7 +1611,9 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
if (!skip_global) {
Ref<VisualShaderNodeUniform> uniform = vsnode;
if (!uniform.is_valid() || !uniform->is_global_code_generated()) {
- global_code += vsnode->generate_global(get_mode(), type, node);
+ if (global_code) {
+ *global_code += vsnode->generate_global(get_mode(), type, node);
+ }
}
String class_name = vsnode->get_class_name();
@@ -1485,9 +1621,13 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
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);
+ if (global_code_per_node) {
+ *global_code_per_node += vsnode->generate_global_per_node(get_mode(), node);
+ }
for (int i = 0; i < TYPE_MAX; i++) {
- global_code_per_func[Type(i)] += vsnode->generate_global_per_func(get_mode(), Type(i), node);
+ if (global_code_per_func) {
+ (*global_code_per_func)[Type(i)] += vsnode->generate_global_per_func(get_mode(), Type(i), node);
+ }
}
r_classes.insert(class_name);
}
@@ -1549,7 +1689,7 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
inputs[i] = "dot(" + src_var + ", vec2(0.333333, 0.333333))";
} break;
- case VisualShaderNode::PORT_TYPE_VECTOR: {
+ case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
inputs[i] = "dot(" + src_var + ", vec3(0.333333, 0.333333, 0.333333))";
} break;
default:
@@ -1567,7 +1707,7 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
inputs[i] = "dot(float(" + src_var + "), vec2(0.333333, 0.333333))";
} break;
- case VisualShaderNode::PORT_TYPE_VECTOR: {
+ case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
inputs[i] = "dot(float(" + src_var + "), vec3(0.333333, 0.333333, 0.333333))";
} break;
default:
@@ -1585,7 +1725,7 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
inputs[i] = "all(bvec2(" + src_var + "))";
} break;
- case VisualShaderNode::PORT_TYPE_VECTOR: {
+ case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
inputs[i] = "all(bvec3(" + src_var + "))";
} break;
default:
@@ -1603,7 +1743,7 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
case VisualShaderNode::PORT_TYPE_BOOLEAN: {
inputs[i] = "vec2(" + src_var + " ? 1.0 : 0.0)";
} break;
- case VisualShaderNode::PORT_TYPE_VECTOR: {
+ case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
inputs[i] = "vec2(" + src_var + ".xy)";
} break;
default:
@@ -1611,7 +1751,7 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
}
} break;
- case VisualShaderNode::PORT_TYPE_VECTOR: {
+ case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
switch (out_type) {
case VisualShaderNode::PORT_TYPE_SCALAR: {
inputs[i] = "vec3(" + src_var + ")";
@@ -1695,7 +1835,7 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
output_count += 2;
} break;
- case VisualShaderNode::PORT_TYPE_VECTOR: {
+ case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
output_count += 3;
} break;
default:
@@ -1722,7 +1862,7 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
case VisualShaderNode::PORT_TYPE_VECTOR_2D:
outputs[i] = "vec2 " + var_name;
break;
- case VisualShaderNode::PORT_TYPE_VECTOR:
+ case VisualShaderNode::PORT_TYPE_VECTOR_3D:
outputs[i] = "vec3 " + var_name;
break;
case VisualShaderNode::PORT_TYPE_BOOLEAN:
@@ -1739,7 +1879,7 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
j += 2;
} break;
- case VisualShaderNode::PORT_TYPE_VECTOR: {
+ case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
j += 3;
} break;
default:
@@ -1761,7 +1901,7 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
case VisualShaderNode::PORT_TYPE_VECTOR_2D:
code += " vec2 " + outputs[i] + ";\n";
break;
- case VisualShaderNode::PORT_TYPE_VECTOR:
+ case VisualShaderNode::PORT_TYPE_VECTOR_3D:
code += " vec3 " + outputs[i] + ";\n";
break;
case VisualShaderNode::PORT_TYPE_BOOLEAN:
@@ -1778,7 +1918,7 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
j += 2;
} break;
- case VisualShaderNode::PORT_TYPE_VECTOR: {
+ case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
j += 3;
} break;
default:
@@ -1822,7 +1962,7 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
i += 2;
} break;
- case VisualShaderNode::PORT_TYPE_VECTOR: {
+ case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
if (vsnode->is_output_port_connected(i + 1) || (for_preview && vsnode->get_output_port_for_preview() == (i + 1))) { // red-component
if (!new_line_inserted) {
code += "\n";
@@ -1940,6 +2080,7 @@ void VisualShader::_update_shader() const {
Set<String> used_uniform_names;
List<VisualShaderNodeUniform *> uniforms;
Map<int, List<int>> emitters;
+ Map<int, List<int>> varying_setters;
for (int i = 0, index = 0; i < TYPE_MAX; i++) {
if (!has_func_name(RenderingServer::ShaderMode(shader_mode), func_name[i])) {
@@ -1964,18 +2105,19 @@ void VisualShader::_update_shader() const {
if (uniform.is_valid()) {
uniforms.push_back(uniform.ptr());
}
+ Ref<VisualShaderNodeVaryingSetter> varying_setter = Object::cast_to<VisualShaderNodeVaryingSetter>(E->get().node.ptr());
+ if (varying_setter.is_valid() && varying_setter->is_input_port_connected(0)) {
+ if (!varying_setters.has(i)) {
+ varying_setters.insert(i, List<int>());
+ }
+ varying_setters[i].push_back(E->key());
+ }
Ref<VisualShaderNodeParticleEmit> emit_particle = Object::cast_to<VisualShaderNodeParticleEmit>(E->get().node.ptr());
if (emit_particle.is_valid()) {
if (!emitters.has(i)) {
emitters.insert(i, List<int>());
}
-
- for (const KeyValue<int, Node> &M : graph[i].nodes) {
- if (M.value.node == emit_particle.ptr()) {
- emitters[i].push_back(M.key);
- break;
- }
- }
+ emitters[i].push_back(E->key());
}
}
}
@@ -1990,6 +2132,36 @@ void VisualShader::_update_shader() const {
}
}
+ if (!varyings.is_empty()) {
+ global_code += "\n// Varyings\n";
+
+ for (const KeyValue<String, Varying> &E : varyings) {
+ global_code += "varying ";
+ switch (E.value.type) {
+ case VaryingType::VARYING_TYPE_FLOAT:
+ global_code += "float ";
+ break;
+ case VaryingType::VARYING_TYPE_VECTOR_2D:
+ global_code += "vec2 ";
+ break;
+ case VaryingType::VARYING_TYPE_VECTOR_3D:
+ global_code += "vec3 ";
+ break;
+ case VaryingType::VARYING_TYPE_COLOR:
+ global_code += "vec4 ";
+ break;
+ case VaryingType::VARYING_TYPE_TRANSFORM:
+ global_code += "mat4 ";
+ break;
+ default:
+ break;
+ }
+ global_code += E.key + ";\n";
+ }
+
+ global_code += "\n";
+ }
+
Map<int, String> code_map;
Set<int> empty_funcs;
@@ -2003,12 +2175,54 @@ void VisualShader::_update_shader() const {
VMap<ConnectionKey, const List<Connection>::Element *> output_connections;
StringBuilder func_code;
+ Set<int> processed;
bool is_empty_func = false;
if (shader_mode != Shader::MODE_PARTICLES && shader_mode != Shader::MODE_SKY && shader_mode != Shader::MODE_FOG) {
is_empty_func = true;
}
+ String varying_code;
+ if (shader_mode == Shader::MODE_SPATIAL || shader_mode == Shader::MODE_CANVAS_ITEM) {
+ for (const KeyValue<String, Varying> &E : varyings) {
+ if ((E.value.mode == VARYING_MODE_VERTEX_TO_FRAG_LIGHT && i == TYPE_VERTEX) || (E.value.mode == VARYING_MODE_FRAG_TO_LIGHT && i == TYPE_FRAGMENT)) {
+ bool found = false;
+ for (int key : varying_setters[i]) {
+ Ref<VisualShaderNodeVaryingSetter> setter = Object::cast_to<VisualShaderNodeVaryingSetter>(const_cast<VisualShaderNode *>(graph[i].nodes[key].node.ptr()));
+ if (setter.is_valid() && E.value.name == setter->get_varying_name()) {
+ found = true;
+ break;
+ }
+ }
+
+ if (!found) {
+ String code2;
+ switch (E.value.type) {
+ case VaryingType::VARYING_TYPE_FLOAT:
+ code2 += "0.0";
+ break;
+ case VaryingType::VARYING_TYPE_VECTOR_2D:
+ code2 += "vec2(0.0)";
+ break;
+ case VaryingType::VARYING_TYPE_VECTOR_3D:
+ code2 += "vec3(0.0)";
+ break;
+ case VaryingType::VARYING_TYPE_COLOR:
+ code2 += "vec4(0.0)";
+ break;
+ case VaryingType::VARYING_TYPE_TRANSFORM:
+ code2 += "mat4(1.0)";
+ break;
+ default:
+ break;
+ }
+ varying_code += vformat(" %s = %s;\n", E.key, code2);
+ }
+ is_empty_func = false;
+ }
+ }
+ }
+
for (const List<Connection>::Element *E = graph[i].connections.front(); E; E = E->next()) {
ConnectionKey from_key;
from_key.node = E->get().from_node;
@@ -2037,13 +2251,19 @@ void VisualShader::_update_shader() const {
}
insertion_pos.insert(i, code.get_string_length() + func_code.get_string_length());
- Set<int> processed;
- Error err = _write_node(Type(i), global_code, global_code_per_node, global_code_per_func, func_code, default_tex_params, input_connections, output_connections, NODE_ID_OUTPUT, processed, false, classes);
+ Error err = _write_node(Type(i), &global_code, &global_code_per_node, &global_code_per_func, func_code, default_tex_params, input_connections, output_connections, NODE_ID_OUTPUT, processed, false, classes);
ERR_FAIL_COND(err != OK);
+ if (varying_setters.has(i)) {
+ for (int &E : varying_setters[i]) {
+ err = _write_node(Type(i), nullptr, nullptr, nullptr, func_code, default_tex_params, input_connections, output_connections, E, processed, false, classes);
+ ERR_FAIL_COND(err != OK);
+ }
+ }
+
if (emitters.has(i)) {
for (int &E : emitters[i]) {
- err = _write_node(Type(i), global_code, global_code_per_node, global_code_per_func, func_code, default_tex_params, input_connections, output_connections, E, processed, false, classes);
+ err = _write_node(Type(i), &global_code, &global_code_per_node, &global_code_per_func, func_code, default_tex_params, input_connections, output_connections, E, processed, false, classes);
ERR_FAIL_COND(err != OK);
}
}
@@ -2051,6 +2271,7 @@ void VisualShader::_update_shader() const {
if (shader_mode == Shader::MODE_PARTICLES) {
code_map.insert(i, func_code);
} else {
+ func_code += varying_code;
func_code += "}\n";
code += func_code;
}
@@ -2146,7 +2367,11 @@ void VisualShader::_update_shader() const {
global_compute_code += " return __rand_from_seed(seed) * (to - from) + from;\n";
global_compute_code += "}\n\n";
- global_compute_code += "vec3 __randv_range(inout uint seed, vec3 from, vec3 to) {\n";
+ global_compute_code += "vec2 __randv2_range(inout uint seed, vec2 from, vec2 to) {\n";
+ global_compute_code += " return vec2(__randf_range(seed, from.x, to.x), __randf_range(seed, from.y, to.y));\n";
+ global_compute_code += "}\n\n";
+
+ global_compute_code += "vec3 __randv3_range(inout uint seed, vec3 from, vec3 to) {\n";
global_compute_code += " return vec3(__randf_range(seed, from.x, to.x), __randf_range(seed, from.y, to.y), __randf_range(seed, from.z, to.z));\n";
global_compute_code += "}\n\n";
@@ -2272,6 +2497,10 @@ void VisualShader::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_graph_offset", "offset"), &VisualShader::set_graph_offset);
ClassDB::bind_method(D_METHOD("get_graph_offset"), &VisualShader::get_graph_offset);
+ ClassDB::bind_method(D_METHOD("add_varying", "name", "mode", "type"), &VisualShader::add_varying);
+ ClassDB::bind_method(D_METHOD("remove_varying", "name"), &VisualShader::remove_varying);
+ ClassDB::bind_method(D_METHOD("has_varying", "name"), &VisualShader::has_varying);
+
ClassDB::bind_method(D_METHOD("_update_shader"), &VisualShader::_update_shader);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "graph_offset", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_graph_offset", "get_graph_offset");
@@ -2291,6 +2520,17 @@ void VisualShader::_bind_methods() {
BIND_ENUM_CONSTANT(TYPE_FOG);
BIND_ENUM_CONSTANT(TYPE_MAX);
+ BIND_ENUM_CONSTANT(VARYING_MODE_VERTEX_TO_FRAG_LIGHT);
+ BIND_ENUM_CONSTANT(VARYING_MODE_FRAG_TO_LIGHT);
+ BIND_ENUM_CONSTANT(VARYING_MODE_MAX);
+
+ BIND_ENUM_CONSTANT(VARYING_TYPE_FLOAT);
+ BIND_ENUM_CONSTANT(VARYING_TYPE_VECTOR_2D);
+ BIND_ENUM_CONSTANT(VARYING_TYPE_VECTOR_3D);
+ BIND_ENUM_CONSTANT(VARYING_TYPE_COLOR);
+ BIND_ENUM_CONSTANT(VARYING_TYPE_TRANSFORM);
+ BIND_ENUM_CONSTANT(VARYING_TYPE_MAX);
+
BIND_CONSTANT(NODE_ID_INVALID);
BIND_CONSTANT(NODE_ID_OUTPUT);
}
@@ -2322,17 +2562,18 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
// Node3D
// Node3D, Vertex
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "TANGENT" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "BINORMAL" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "vertex", "VERTEX" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "vertex_id", "VERTEX_ID" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent", "TANGENT" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "BINORMAL" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV2" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "instance_id", "INSTANCE_ID" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "instance_custom", "INSTANCE_CUSTOM.rgb" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "instance_custom", "INSTANCE_CUSTOM.rgb" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "instance_custom_alpha", "INSTANCE_CUSTOM.a" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
@@ -2344,17 +2585,20 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "VIEWPORT_SIZE" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_index", "VIEW_INDEX" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_mono_left", "VIEW_MONO_LEFT" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_right", "VIEW_RIGHT" },
// Node3D, Fragment
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "TANGENT" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "BINORMAL" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "view", "VIEW" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "fragcoord", "FRAGCOORD.xyz" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "vertex", "VERTEX" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent", "TANGENT" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "BINORMAL" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "view", "VIEW" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV2" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "point_coord", "POINT_COORD" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
@@ -2370,20 +2614,24 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "screen_texture", "SCREEN_TEXTURE" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "normal_roughness_texture", "NORMAL_ROUGHNESS_TEXTURE" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "depth_texture", "DEPTH_TEXTURE" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_index", "VIEW_INDEX" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_mono_left", "VIEW_MONO_LEFT" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_right", "VIEW_RIGHT" },
// Node3D, Light
- { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "fragcoord", "FRAGCOORD.xyz" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV2" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "view", "VIEW" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light", "LIGHT" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_color", "LIGHT_COLOR" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "view", "VIEW" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light", "LIGHT" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_color", "LIGHT_COLOR" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "attenuation", "ATTENUATION" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "albedo", "ALBEDO" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "backlight", "BACKLIGHT" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "diffuse", "DIFFUSE_LIGHT" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "specular", "SPECULAR_LIGHT" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "shadow_attenuation", "SHADOW_ATTENUATION" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "albedo", "ALBEDO" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "backlight", "BACKLIGHT" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "diffuse", "DIFFUSE_LIGHT" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "specular", "SPECULAR_LIGHT" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "metallic", "METALLIC" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
@@ -2400,7 +2648,7 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
// Canvas Item, Vertex
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "vertex", "VERTEX" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "texture_pixel_size", "TEXTURE_PIXEL_SIZE" },
@@ -2409,13 +2657,15 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "screen", "SCREEN_MATRIX" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_light_pass", "AT_LIGHT_PASS" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "instance_custom", "INSTANCE_CUSTOM.rgb" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "instance_custom", "INSTANCE_CUSTOM.rgb" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "instance_custom_alpha", "INSTANCE_CUSTOM.a" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "instance_id", "INSTANCE_ID" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "vertex_id", "VERTEX_ID" },
// Canvas Item, Fragment
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "fragcoord", "FRAGCOORD.xyz" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "texture_pixel_size", "TEXTURE_PIXEL_SIZE" },
@@ -2426,41 +2676,41 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "texture", "TEXTURE" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "normal_texture", "NORMAL_TEXTURE" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "screen_texture", "SCREEN_TEXTURE" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "specular_shininess", "SPECULAR_SHININESS.rgb" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "specular_shininess", "SPECULAR_SHININESS.rgb" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "specular_shininess_alpha", "SPECULAR_SHININESS.a" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "specular_shininess_texture", "SPECULAR_SHININESS_TEXTURE" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "vertex", "VERTEX" },
// Canvas Item, Light
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "fragcoord", "FRAGCOORD.xyz" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light", "LIGHT.rgb" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light", "LIGHT.rgb" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_alpha", "LIGHT.a" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_color", "LIGHT_COLOR.rgb" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_color", "LIGHT_COLOR.rgb" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_color_alpha", "LIGHT_COLOR.a" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_position", "LIGHT_POSITION" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_vertex", "LIGHT_VERTEX" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "shadow", "SHADOW_MODULATE.rgb" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_position", "LIGHT_POSITION" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_vertex", "LIGHT_VERTEX" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "shadow", "SHADOW_MODULATE.rgb" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "shadow_alpha", "SHADOW_MODULATE.a" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "texture_pixel_size", "TEXTURE_PIXEL_SIZE" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "point_coord", "POINT_COORD" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SAMPLER, "texture", "TEXTURE" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "specular_shininess", "SPECULAR_SHININESS.rgb" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "specular_shininess", "SPECULAR_SHININESS.rgb" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "specular_shininess_alpha", "SPECULAR_SHININESS.a" },
// Particles, Start
- { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR, "attractor_force", "ATTRACTOR_FORCE" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "VELOCITY" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR, "custom", "CUSTOM.rgb" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_3D, "custom", "CUSTOM.rgb" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
@@ -2470,13 +2720,13 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
// Particles, Start (Custom)
- { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR, "attractor_force", "ATTRACTOR_FORCE" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "VELOCITY" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR, "custom", "CUSTOM.rgb" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "custom", "CUSTOM.rgb" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
@@ -2486,13 +2736,13 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
// Particles, Process
- { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR, "attractor_force", "ATTRACTOR_FORCE" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "VELOCITY" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR, "custom", "CUSTOM.rgb" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_3D, "custom", "CUSTOM.rgb" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
@@ -2502,13 +2752,13 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
// Particles, Process (Custom)
- { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR, "attractor_force", "ATTRACTOR_FORCE" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "VELOCITY" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR, "custom", "CUSTOM.rgb" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "custom", "CUSTOM.rgb" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
@@ -2518,15 +2768,15 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
// Particles, Collide
- { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR, "attractor_force", "ATTRACTOR_FORCE" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "collision_depth", "COLLISION_DEPTH" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR, "collision_normal", "COLLISION_NORMAL" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_3D, "collision_normal", "COLLISION_NORMAL" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "VELOCITY" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
- { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR, "custom", "CUSTOM.rgb" },
+ { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_3D, "custom", "CUSTOM.rgb" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
@@ -2539,27 +2789,27 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_cubemap_pass", "AT_CUBEMAP_PASS" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_half_res_pass", "AT_HALF_RES_PASS" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_quarter_res_pass", "AT_QUARTER_RES_PASS" },
- { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "eyedir", "EYEDIR" },
- { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "half_res_color", "HALF_RES_COLOR.rgb" },
+ { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "eyedir", "EYEDIR" },
+ { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "half_res_color", "HALF_RES_COLOR.rgb" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "half_res_alpha", "HALF_RES_COLOR.a" },
- { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "light0_color", "LIGHT0_COLOR" },
- { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "light0_direction", "LIGHT0_DIRECTION" },
+ { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light0_color", "LIGHT0_COLOR" },
+ { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light0_direction", "LIGHT0_DIRECTION" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "light0_enabled", "LIGHT0_ENABLED" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "light0_energy", "LIGHT0_ENERGY" },
- { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "light1_color", "LIGHT1_COLOR" },
- { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "light1_direction", "LIGHT1_DIRECTION" },
+ { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light1_color", "LIGHT1_COLOR" },
+ { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light1_direction", "LIGHT1_DIRECTION" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "light1_enabled", "LIGHT1_ENABLED" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "light1_energy", "LIGHT1_ENERGY" },
- { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "light2_color", "LIGHT2_COLOR" },
- { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "light2_direction", "LIGHT2_DIRECTION" },
+ { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light2_color", "LIGHT2_COLOR" },
+ { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light2_direction", "LIGHT2_DIRECTION" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "light2_enabled", "LIGHT2_ENABLED" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "light2_energy", "LIGHT2_ENERGY" },
- { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "light3_color", "LIGHT3_COLOR" },
- { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "light3_direction", "LIGHT3_DIRECTION" },
+ { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light3_color", "LIGHT3_COLOR" },
+ { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light3_direction", "LIGHT3_DIRECTION" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "light3_enabled", "LIGHT3_ENABLED" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "light3_energy", "LIGHT3_ENERGY" },
- { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "position", "POSITION" },
- { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "quarter_res_color", "QUARTER_RES_COLOR.rgb" },
+ { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "position", "POSITION" },
+ { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "quarter_res_color", "QUARTER_RES_COLOR.rgb" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "quarter_res_alpha", "QUARTER_RES_COLOR.a" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SAMPLER, "radiance", "RADIANCE" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
@@ -2568,10 +2818,10 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
// Fog, Fog
- { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR, "world_position", "WORLD_POSITION" },
- { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR, "object_position", "OBJECT_POSITION" },
- { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR, "uvw", "UVW" },
- { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR, "extents", "EXTENTS" },
+ { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "world_position", "WORLD_POSITION" },
+ { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "object_position", "OBJECT_POSITION" },
+ { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "uvw", "UVW" },
+ { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "extents", "EXTENTS" },
{ Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_SCALAR, "sdf", "SDF" },
{ Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
@@ -2581,25 +2831,25 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
const VisualShaderNodeInput::Port VisualShaderNodeInput::preview_ports[] = {
// Spatial, Vertex
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "vec3(0.0, 0.0, 1.0)" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "vec3(0.0, 1.0, 0.0)" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "vec3(1.0, 0.0, 0.0)" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "vec3(0.0, 0.0, 1.0)" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent", "vec3(0.0, 1.0, 0.0)" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "vec3(1.0, 0.0, 0.0)" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "vec3(1.0)" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "vec2(1.0)" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
// Spatial, Fragment
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.rgb" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "vec3(0.0, 0.0, 1.0)" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "vec3(0.0, 1.0, 0.0)" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "vec3(1.0, 0.0, 0.0)" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "fragcoord", "FRAGCOORD.rgb" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "vec3(0.0, 0.0, 1.0)" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent", "vec3(0.0, 1.0, 0.0)" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "vec3(1.0, 0.0, 0.0)" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "vec3(1.0)" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "vec2(1.0)" },
@@ -2607,8 +2857,8 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::preview_ports[] = {
// Spatial, Light
- { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.rgb" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "vec3(0.0, 0.0, 1.0)" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "fragcoord", "FRAGCOORD.rgb" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "vec3(0.0, 0.0, 1.0)" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "vec2(1.0)" },
@@ -2618,25 +2868,25 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::preview_ports[] = {
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "vertex", "VERTEX" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "vec3(1.0)" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
// Canvas Item, Fragment
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.rgb" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "fragcoord", "FRAGCOORD.rgb" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "vec3(1.0)" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
// Canvas Item, Light
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.rgb" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "fragcoord", "FRAGCOORD.rgb" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "vec3(0.0, 0.0, 1.0)" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "vec3(0.0, 0.0, 1.0)" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "vec3(1.0)" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
@@ -2718,7 +2968,7 @@ String VisualShaderNodeInput::generate_code(Shader::Mode p_mode, VisualShader::T
case PORT_TYPE_VECTOR_2D: {
code = " " + p_output_vars[0] + " = vec2(0.0);\n";
} break;
- case PORT_TYPE_VECTOR: {
+ case PORT_TYPE_VECTOR_3D: {
code = " " + p_output_vars[0] + " = vec3(0.0);\n";
} break;
case PORT_TYPE_BOOLEAN: {
@@ -2960,12 +3210,12 @@ VisualShaderNodeUniformRef::PortType VisualShaderNodeUniformRef::get_output_port
case UniformType::UNIFORM_TYPE_VECTOR2:
return PortType::PORT_TYPE_VECTOR_2D;
case UniformType::UNIFORM_TYPE_VECTOR3:
- return PortType::PORT_TYPE_VECTOR;
+ return PortType::PORT_TYPE_VECTOR_3D;
case UniformType::UNIFORM_TYPE_TRANSFORM:
return PortType::PORT_TYPE_TRANSFORM;
case UniformType::UNIFORM_TYPE_COLOR:
if (p_port == 0) {
- return PortType::PORT_TYPE_VECTOR;
+ return PortType::PORT_TYPE_VECTOR_3D;
} else if (p_port == 1) {
return PORT_TYPE_SCALAR;
}
@@ -3061,11 +3311,11 @@ VisualShaderNodeUniformRef::PortType VisualShaderNodeUniformRef::get_port_type_b
case UniformType::UNIFORM_TYPE_VECTOR2:
return PORT_TYPE_VECTOR_2D;
case UniformType::UNIFORM_TYPE_VECTOR3:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
case UniformType::UNIFORM_TYPE_TRANSFORM:
return PORT_TYPE_TRANSFORM;
case UniformType::UNIFORM_TYPE_COLOR:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
default:
break;
}
@@ -3131,47 +3381,52 @@ const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = {
////////////////////////////////////////////////////////////////////////
// Node3D, Vertex.
////////////////////////////////////////////////////////////////////////
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "TANGENT" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "BINORMAL" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "vertex", "VERTEX" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent", "TANGENT" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "BINORMAL" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV2" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_view_matrix", "MODELVIEW_MATRIX" },
////////////////////////////////////////////////////////////////////////
// Node3D, Fragment.
////////////////////////////////////////////////////////////////////////
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "albedo", "ALBEDO" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "albedo", "ALBEDO" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "ALPHA" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "metallic", "METALLIC" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "specular", "SPECULAR" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "emission", "EMISSION" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "emission", "EMISSION" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "ao", "AO" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "ao_light_affect", "AO_LIGHT_AFFECT" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal_map", "NORMAL_MAP" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal_map", "NORMAL_MAP" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "normal_map_depth", "NORMAL_MAP_DEPTH" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "rim", "RIM" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "rim_tint", "RIM_TINT" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "clearcoat", "CLEARCOAT" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "clearcoat_gloss", "CLEARCOAT_GLOSS" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "clearcoat_roughness", "CLEARCOAT_ROUGHNESS" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "anisotropy", "ANISOTROPY" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "anisotropy_flow", "ANISOTROPY_FLOW" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "subsurf_scatter", "SSS_STRENGTH" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "backlight", "BACKLIGHT" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "backlight", "BACKLIGHT" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha_scissor_threshold", "ALPHA_SCISSOR_THRESHOLD" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "ao_light_affect", "AO_LIGHT_AFFECT" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha_hash_scale", "ALPHA_HASH_SCALE" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha_aa_edge", "ALPHA_ANTIALIASING_EDGE" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "alpha_uv", "ALPHA_TEXTURE_COORDINATE" },
+
////////////////////////////////////////////////////////////////////////
// Node3D, Light.
////////////////////////////////////////////////////////////////////////
- { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "diffuse", "DIFFUSE_LIGHT" },
- { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "specular", "SPECULAR_LIGHT" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "diffuse", "DIFFUSE_LIGHT" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "specular", "SPECULAR_LIGHT" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "ALPHA" },
////////////////////////////////////////////////////////////////////////
@@ -3181,39 +3436,39 @@ const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = {
////////////////////////////////////////////////////////////////////////
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "vertex", "VERTEX" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" },
////////////////////////////////////////////////////////////////////////
// Canvas Item, Fragment.
////////////////////////////////////////////////////////////////////////
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR.rgb" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal_map", "NORMAL_MAP" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal_map", "NORMAL_MAP" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "normal_map_depth", "NORMAL_MAP_DEPTH" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "light_vertex", "LIGHT_VERTEX" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_vertex", "LIGHT_VERTEX" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "shadow_vertex", "SHADOW_VERTEX" },
////////////////////////////////////////////////////////////////////////
// Canvas Item, Light.
////////////////////////////////////////////////////////////////////////
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light", "LIGHT.rgb" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light", "LIGHT.rgb" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_alpha", "LIGHT.a" },
////////////////////////////////////////////////////////////////////////
// Sky, Sky.
////////////////////////////////////////////////////////////////////////
- { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR" },
+ { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "color", "COLOR" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "ALPHA" },
- { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "fog", "FOG.rgb" },
+ { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "fog", "FOG.rgb" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "fog_alpha", "FOG.a" },
////////////////////////////////////////////////////////////////////////
// Fog, Fog.
////////////////////////////////////////////////////////////////////////
{ Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_SCALAR, "density", "DENSITY" },
- { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR, "albedo", "ALBEDO" },
- { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR, "emission", "EMISSION" },
+ { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "albedo", "ALBEDO" },
+ { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "emission", "EMISSION" },
////////////////////////////////////////////////////////////////////////
{ Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, nullptr, nullptr },
@@ -3290,7 +3545,7 @@ bool VisualShaderNodeOutput::is_port_separator(int p_index) const {
}
if (shader_mode == Shader::MODE_SPATIAL && shader_type == VisualShader::TYPE_FRAGMENT) {
String name = get_input_port_name(p_index);
- return bool(name == "Normal" || name == "Rim" || name == "Alpha Scissor Threshold");
+ return bool(name == "Ao" || name == "Normal" || name == "Rim" || name == "Clearcoat" || name == "Anisotropy" || name == "Subsurf Scatter" || name == "Alpha Scissor Threshold");
}
return false;
}
@@ -4147,7 +4402,7 @@ String VisualShaderNodeExpression::generate_code(Shader::Mode p_mode, VisualShad
case PORT_TYPE_VECTOR_2D:
tk = "vec2(0.0, 0.0)";
break;
- case PORT_TYPE_VECTOR:
+ case PORT_TYPE_VECTOR_3D:
tk = "vec3(0.0, 0.0, 0.0)";
break;
case PORT_TYPE_BOOLEAN:
@@ -4195,3 +4450,299 @@ String VisualShaderNodeGlobalExpression::generate_global(Shader::Mode p_mode, Vi
VisualShaderNodeGlobalExpression::VisualShaderNodeGlobalExpression() {
set_editable(false);
}
+
+////////////// Varying
+
+List<VisualShaderNodeVarying::Varying> varyings;
+
+void VisualShaderNodeVarying::add_varying(const String &p_name, VisualShader::VaryingMode p_mode, VisualShader::VaryingType p_type) { // static
+ varyings.push_back({ p_name, p_mode, p_type });
+}
+
+void VisualShaderNodeVarying::clear_varyings() { // static
+ varyings.clear();
+}
+
+bool VisualShaderNodeVarying::has_varying(const String &p_name) { // static
+ for (const VisualShaderNodeVarying::Varying &E : varyings) {
+ if (E.name == p_name) {
+ return true;
+ }
+ }
+ return false;
+}
+
+int VisualShaderNodeVarying::get_varyings_count() const {
+ return varyings.size();
+}
+
+String VisualShaderNodeVarying::get_varying_name_by_index(int p_idx) const {
+ if (p_idx >= 0 && p_idx < varyings.size()) {
+ return varyings[p_idx].name;
+ }
+ return "";
+}
+
+VisualShader::VaryingType VisualShaderNodeVarying::get_varying_type_by_name(const String &p_name) const {
+ for (int i = 0; i < varyings.size(); i++) {
+ if (varyings[i].name == p_name) {
+ return varyings[i].type;
+ }
+ }
+ return VisualShader::VARYING_TYPE_FLOAT;
+}
+
+VisualShader::VaryingType VisualShaderNodeVarying::get_varying_type_by_index(int p_idx) const {
+ if (p_idx >= 0 && p_idx < varyings.size()) {
+ return varyings[p_idx].type;
+ }
+ return VisualShader::VARYING_TYPE_FLOAT;
+}
+
+VisualShader::VaryingMode VisualShaderNodeVarying::get_varying_mode_by_name(const String &p_name) const {
+ for (int i = 0; i < varyings.size(); i++) {
+ if (varyings[i].name == p_name) {
+ return varyings[i].mode;
+ }
+ }
+ return VisualShader::VARYING_MODE_VERTEX_TO_FRAG_LIGHT;
+}
+
+VisualShader::VaryingMode VisualShaderNodeVarying::get_varying_mode_by_index(int p_idx) const {
+ if (p_idx >= 0 && p_idx < varyings.size()) {
+ return varyings[p_idx].mode;
+ }
+ return VisualShader::VARYING_MODE_VERTEX_TO_FRAG_LIGHT;
+}
+
+VisualShaderNodeVarying::PortType VisualShaderNodeVarying::get_port_type_by_index(int p_idx) const {
+ if (p_idx >= 0 && p_idx < varyings.size()) {
+ return get_port_type(varyings[p_idx].type, 0);
+ }
+ return PORT_TYPE_SCALAR;
+}
+
+//////////////
+
+void VisualShaderNodeVarying::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_varying_name", "name"), &VisualShaderNodeVarying::set_varying_name);
+ ClassDB::bind_method(D_METHOD("get_varying_name"), &VisualShaderNodeVarying::get_varying_name);
+
+ ClassDB::bind_method(D_METHOD("set_varying_type", "type"), &VisualShaderNodeVarying::set_varying_type);
+ ClassDB::bind_method(D_METHOD("get_varying_type"), &VisualShaderNodeVarying::get_varying_type);
+
+ ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "varying_name"), "set_varying_name", "get_varying_name");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "varying_type", PROPERTY_HINT_ENUM, "Float,Vector,Transform"), "set_varying_type", "get_varying_type");
+}
+
+String VisualShaderNodeVarying::get_type_str() const {
+ switch (varying_type) {
+ case VisualShader::VARYING_TYPE_FLOAT:
+ return "float";
+ case VisualShader::VARYING_TYPE_VECTOR_2D:
+ return "vec2";
+ case VisualShader::VARYING_TYPE_VECTOR_3D:
+ return "vec3";
+ case VisualShader::VARYING_TYPE_COLOR:
+ return "vec4";
+ case VisualShader::VARYING_TYPE_TRANSFORM:
+ return "mat4";
+ default:
+ break;
+ }
+ return "";
+}
+
+VisualShaderNodeVarying::PortType VisualShaderNodeVarying::get_port_type(VisualShader::VaryingType p_type, int p_port) const {
+ switch (p_type) {
+ case VisualShader::VARYING_TYPE_VECTOR_2D:
+ return PORT_TYPE_VECTOR_2D;
+ case VisualShader::VARYING_TYPE_VECTOR_3D:
+ return PORT_TYPE_VECTOR_3D;
+ case VisualShader::VARYING_TYPE_COLOR:
+ if (p_port == 1) {
+ break; // scalar
+ }
+ return PORT_TYPE_VECTOR_3D;
+ case VisualShader::VARYING_TYPE_TRANSFORM:
+ return PORT_TYPE_TRANSFORM;
+ default:
+ break;
+ }
+ return PORT_TYPE_SCALAR;
+}
+
+void VisualShaderNodeVarying::set_varying_name(String p_varying_name) {
+ if (varying_name == p_varying_name) {
+ return;
+ }
+ varying_name = p_varying_name;
+ emit_changed();
+}
+
+String VisualShaderNodeVarying::get_varying_name() const {
+ return varying_name;
+}
+
+void VisualShaderNodeVarying::set_varying_type(VisualShader::VaryingType p_varying_type) {
+ ERR_FAIL_INDEX(p_varying_type, VisualShader::VARYING_TYPE_MAX);
+ if (varying_type == p_varying_type) {
+ return;
+ }
+ varying_type = p_varying_type;
+ emit_changed();
+}
+
+VisualShader::VaryingType VisualShaderNodeVarying::get_varying_type() const {
+ return varying_type;
+}
+
+VisualShaderNodeVarying::VisualShaderNodeVarying() {
+}
+
+////////////// Varying Setter
+
+String VisualShaderNodeVaryingSetter::get_caption() const {
+ return vformat("VaryingSetter");
+}
+
+int VisualShaderNodeVaryingSetter::get_input_port_count() const {
+ if (varying_type == VisualShader::VARYING_TYPE_COLOR) {
+ return 2;
+ }
+ return 1;
+}
+
+VisualShaderNodeVaryingSetter::PortType VisualShaderNodeVaryingSetter::get_input_port_type(int p_port) const {
+ return get_port_type(varying_type, p_port);
+}
+
+String VisualShaderNodeVaryingSetter::get_input_port_name(int p_port) const {
+ if (varying_type == VisualShader::VARYING_TYPE_COLOR) {
+ if (p_port == 0) {
+ return "color";
+ } else {
+ return "alpha";
+ }
+ }
+ return "";
+}
+
+int VisualShaderNodeVaryingSetter::get_output_port_count() const {
+ return 0;
+}
+
+VisualShaderNodeVaryingSetter::PortType VisualShaderNodeVaryingSetter::get_output_port_type(int p_port) const {
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeVaryingSetter::get_output_port_name(int p_port) const {
+ return "";
+}
+
+String VisualShaderNodeVaryingSetter::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
+ return vformat("varying %s %s;\n", get_type_str(), varying_name);
+}
+
+String VisualShaderNodeVaryingSetter::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 (varying_name == "[None]") {
+ return code;
+ }
+ if (varying_type == VisualShader::VARYING_TYPE_COLOR) {
+ code += vformat(" %s = vec4(%s, %s);\n", varying_name, p_input_vars[0], p_input_vars[1]);
+ } else {
+ code += vformat(" %s = %s;\n", varying_name, p_input_vars[0]);
+ }
+ return code;
+}
+
+VisualShaderNodeVaryingSetter::VisualShaderNodeVaryingSetter() {
+}
+
+////////////// Varying Getter
+
+String VisualShaderNodeVaryingGetter::get_caption() const {
+ return vformat("VaryingGetter");
+}
+
+int VisualShaderNodeVaryingGetter::get_input_port_count() const {
+ return 0;
+}
+
+VisualShaderNodeVaryingGetter::PortType VisualShaderNodeVaryingGetter::get_input_port_type(int p_port) const {
+ return PORT_TYPE_SCALAR;
+}
+
+String VisualShaderNodeVaryingGetter::get_input_port_name(int p_port) const {
+ return "";
+}
+
+int VisualShaderNodeVaryingGetter::get_output_port_count() const {
+ if (varying_type == VisualShader::VARYING_TYPE_COLOR) {
+ return 2;
+ }
+ return 1;
+}
+
+VisualShaderNodeVaryingGetter::PortType VisualShaderNodeVaryingGetter::get_output_port_type(int p_port) const {
+ return get_port_type(varying_type, p_port);
+}
+
+String VisualShaderNodeVaryingGetter::get_output_port_name(int p_port) const {
+ if (varying_type == VisualShader::VARYING_TYPE_COLOR) {
+ if (p_port == 0) {
+ return "color";
+ } else {
+ return "alpha";
+ }
+ }
+ return "";
+}
+
+bool VisualShaderNodeVaryingGetter::has_output_port_preview(int p_port) const {
+ return false;
+}
+
+String VisualShaderNodeVaryingGetter::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 from = varying_name;
+ String from2;
+
+ if (varying_name == "[None]") {
+ switch (varying_type) {
+ case VisualShader::VARYING_TYPE_FLOAT:
+ from = "0.0";
+ break;
+ case VisualShader::VARYING_TYPE_VECTOR_2D:
+ from = "vec2(0.0)";
+ break;
+ case VisualShader::VARYING_TYPE_VECTOR_3D:
+ from = "vec3(0.0)";
+ break;
+ case VisualShader::VARYING_TYPE_COLOR:
+ from = "vec3(0.0)";
+ from2 = "0.0";
+ break;
+ case VisualShader::VARYING_TYPE_TRANSFORM:
+ from = "mat4(1.0)";
+ break;
+ default:
+ break;
+ }
+ } else if (varying_type == VisualShader::VARYING_TYPE_COLOR) {
+ from = varying_name + ".rgb";
+ from2 = varying_name + ".a";
+ }
+
+ if (varying_type == VisualShader::VARYING_TYPE_COLOR) {
+ String code;
+ code += vformat(" %s = %s;\n", p_output_vars[0], from);
+ code += vformat(" %s = %s;\n", p_output_vars[1], from2);
+ return code;
+ }
+ return vformat(" %s = %s;\n", p_output_vars[0], from);
+}
+
+VisualShaderNodeVaryingGetter::VisualShaderNodeVaryingGetter() {
+ varying_name = "[None]";
+}
diff --git a/scene/resources/visual_shader.h b/scene/resources/visual_shader.h
index 9f877e08a5..2d4b2852e9 100644
--- a/scene/resources/visual_shader.h
+++ b/scene/resources/visual_shader.h
@@ -73,6 +73,49 @@ public:
List<Ref<Texture2D>> params;
};
+ enum VaryingMode {
+ VARYING_MODE_VERTEX_TO_FRAG_LIGHT,
+ VARYING_MODE_FRAG_TO_LIGHT,
+ VARYING_MODE_MAX,
+ };
+
+ enum VaryingType {
+ VARYING_TYPE_FLOAT,
+ VARYING_TYPE_VECTOR_2D,
+ VARYING_TYPE_VECTOR_3D,
+ VARYING_TYPE_COLOR,
+ VARYING_TYPE_TRANSFORM,
+ VARYING_TYPE_MAX,
+ };
+
+ struct Varying {
+ String name;
+ VaryingMode mode;
+ VaryingType type;
+
+ Varying() {
+ }
+
+ Varying(String p_name, VaryingMode p_mode, VaryingType p_type) :
+ name(p_name), mode(p_mode), type(p_type) {}
+
+ bool from_string(const String &p_str) {
+ Vector<String> arr = p_str.split(",");
+ if (arr.size() != 2) {
+ return false;
+ }
+
+ mode = (VaryingMode)arr[0].to_int();
+ type = (VaryingType)arr[1].to_int();
+
+ return true;
+ }
+
+ String to_string() const {
+ return vformat("%s,%s", itos((int)mode), itos((int)type));
+ }
+ };
+
private:
Type current_type;
@@ -94,14 +137,12 @@ private:
Vector2 graph_offset;
- struct RenderModeEnums {
- Shader::Mode mode = Shader::Mode::MODE_MAX;
- const char *string;
- };
-
HashMap<String, int> modes;
Set<StringName> flags;
+ Map<String, Varying> varyings;
+ List<Varying> varyings_list;
+
mutable SafeFlag dirty;
void _queue_update();
@@ -116,7 +157,7 @@ private:
}
};
- Error _write_node(Type p_type, StringBuilder &global_code, StringBuilder &global_code_per_node, Map<Type, StringBuilder> &global_code_per_func, StringBuilder &code, Vector<DefaultTextureParam> &def_tex_params, const VMap<ConnectionKey, const List<Connection>::Element *> &input_connections, const VMap<ConnectionKey, const List<Connection>::Element *> &output_connections, int node, Set<int> &processed, bool for_preview, Set<StringName> &r_classes) const;
+ Error _write_node(Type p_type, StringBuilder *global_code, StringBuilder *global_code_per_node, Map<Type, StringBuilder> *global_code_per_func, StringBuilder &code, Vector<DefaultTextureParam> &def_tex_params, const VMap<ConnectionKey, const List<Connection>::Element *> &input_connections, const VMap<ConnectionKey, const List<Connection>::Element *> &output_connections, int node, Set<int> &processed, bool for_preview, Set<StringName> &r_classes) const;
void _input_type_changed(Type p_type, int p_id);
bool has_func_name(RenderingServer::ShaderMode p_mode, const String &p_func_name) const;
@@ -151,6 +192,18 @@ public:
void add_node(Type p_type, const Ref<VisualShaderNode> &p_node, const Vector2 &p_position, int p_id);
void set_node_position(Type p_type, int p_id, const Vector2 &p_position);
+ void add_varying(const String &p_name, VaryingMode p_mode, VaryingType p_type);
+ void remove_varying(const String &p_name);
+ bool has_varying(const String &p_name) const;
+ int get_varyings_count() const;
+ const Varying *get_varying_by_index(int p_idx) const;
+
+ void set_varying_mode(const String &p_name, VaryingMode p_mode);
+ VaryingMode get_varying_mode(const String &p_name);
+
+ void set_varying_type(const String &p_name, VaryingType p_type);
+ VaryingType get_varying_type(const String &p_name);
+
Vector2 get_node_position(Type p_type, int p_id) const;
Ref<VisualShaderNode> get_node(Type p_type, int p_id) const;
@@ -190,6 +243,8 @@ public:
};
VARIANT_ENUM_CAST(VisualShader::Type)
+VARIANT_ENUM_CAST(VisualShader::VaryingMode)
+VARIANT_ENUM_CAST(VisualShader::VaryingType)
///
///
///
@@ -215,7 +270,7 @@ public:
PORT_TYPE_SCALAR,
PORT_TYPE_SCALAR_INT,
PORT_TYPE_VECTOR_2D,
- PORT_TYPE_VECTOR,
+ PORT_TYPE_VECTOR_3D,
PORT_TYPE_BOOLEAN,
PORT_TYPE_TRANSFORM,
PORT_TYPE_SAMPLER,
@@ -275,7 +330,7 @@ public:
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;
- virtual String generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const;
+ virtual String generate_global_per_node(Shader::Mode p_mode, int p_id) const;
virtual String generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) 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.
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 = 0;
@@ -328,14 +383,20 @@ protected:
GDVIRTUAL1RC(int, _get_output_port_type, int)
GDVIRTUAL1RC(String, _get_output_port_name, int)
GDVIRTUAL4RC(String, _get_code, TypedArray<String>, TypedArray<String>, Shader::Mode, VisualShader::Type)
+ GDVIRTUAL2RC(String, _get_func_code, Shader::Mode, VisualShader::Type)
GDVIRTUAL1RC(String, _get_global_code, Shader::Mode)
GDVIRTUAL0RC(bool, _is_highend)
+ GDVIRTUAL2RC(bool, _is_available, Shader::Mode, VisualShader::Type)
+
+ bool _is_valid_code(const String &p_code) const;
protected:
void _set_input_port_default_value(int p_port, const Variant &p_value);
+ bool is_available(Shader::Mode p_mode, VisualShader::Type p_type) 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 override;
- virtual String generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override;
+ 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;
static void _bind_methods();
@@ -697,6 +758,103 @@ public:
VisualShaderNodeGlobalExpression();
};
+class VisualShaderNodeVarying : public VisualShaderNode {
+ GDCLASS(VisualShaderNodeVarying, VisualShaderNode);
+
+public:
+ struct Varying {
+ String name;
+ VisualShader::VaryingMode mode;
+ VisualShader::VaryingType type;
+ bool assigned = false;
+ };
+
+protected:
+ VisualShader::VaryingType varying_type = VisualShader::VARYING_TYPE_FLOAT;
+ String varying_name = "[None]";
+
+public: // internal
+ static void add_varying(const String &p_name, VisualShader::VaryingMode p_mode, VisualShader::VaryingType p_type);
+ static void clear_varyings();
+ static bool has_varying(const String &p_name);
+
+ int get_varyings_count() const;
+ String get_varying_name_by_index(int p_idx) const;
+ VisualShader::VaryingMode get_varying_mode_by_name(const String &p_name) const;
+ VisualShader::VaryingMode get_varying_mode_by_index(int p_idx) const;
+ VisualShader::VaryingType get_varying_type_by_name(const String &p_name) const;
+ VisualShader::VaryingType get_varying_type_by_index(int p_idx) const;
+ PortType get_port_type_by_index(int p_idx) const;
+
+protected:
+ static void _bind_methods();
+
+protected:
+ String get_type_str() const;
+ PortType get_port_type(VisualShader::VaryingType p_type, int p_port) const;
+
+public:
+ virtual String get_caption() const override = 0;
+
+ virtual int get_input_port_count() const override = 0;
+ virtual PortType get_input_port_type(int p_port) const override = 0;
+ virtual String get_input_port_name(int p_port) const override = 0;
+
+ virtual int get_output_port_count() const override = 0;
+ virtual PortType get_output_port_type(int p_port) const override = 0;
+ virtual String get_output_port_name(int p_port) const override = 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 override = 0;
+
+ void set_varying_name(String p_varying_name);
+ String get_varying_name() const;
+
+ void set_varying_type(VisualShader::VaryingType p_varying_type);
+ VisualShader::VaryingType get_varying_type() const;
+
+ VisualShaderNodeVarying();
+};
+
+class VisualShaderNodeVaryingSetter : public VisualShaderNodeVarying {
+ GDCLASS(VisualShaderNodeVaryingSetter, VisualShaderNodeVarying);
+
+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;
+
+ VisualShaderNodeVaryingSetter();
+};
+
+class VisualShaderNodeVaryingGetter : public VisualShaderNodeVarying {
+ GDCLASS(VisualShaderNodeVaryingGetter, VisualShaderNodeVarying);
+
+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;
+
+ VisualShaderNodeVaryingGetter();
+};
+
extern String make_unique_id(VisualShader::Type p_type, int p_id, const String &p_name);
#endif // VISUAL_SHADER_H
diff --git a/scene/resources/visual_shader_nodes.cpp b/scene/resources/visual_shader_nodes.cpp
index 9a714fd3dd..7b4d7e66d4 100644
--- a/scene/resources/visual_shader_nodes.cpp
+++ b/scene/resources/visual_shader_nodes.cpp
@@ -37,7 +37,7 @@ VisualShaderNodeVectorBase::PortType VisualShaderNodeVectorBase::get_input_port_
case OP_TYPE_VECTOR_2D:
return PORT_TYPE_VECTOR_2D;
case OP_TYPE_VECTOR_3D:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
default:
break;
}
@@ -49,7 +49,7 @@ VisualShaderNodeVectorBase::PortType VisualShaderNodeVectorBase::get_output_port
case OP_TYPE_VECTOR_2D:
return PORT_TYPE_VECTOR_2D;
case OP_TYPE_VECTOR_3D:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
default:
break;
}
@@ -291,7 +291,7 @@ int VisualShaderNodeColorConstant::get_input_port_count() const {
}
VisualShaderNodeColorConstant::PortType VisualShaderNodeColorConstant::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeColorConstant::get_input_port_name(int p_port) const {
@@ -303,7 +303,7 @@ int VisualShaderNodeColorConstant::get_output_port_count() const {
}
VisualShaderNodeColorConstant::PortType VisualShaderNodeColorConstant::get_output_port_type(int p_port) const {
- return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
+ return p_port == 0 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR;
}
String VisualShaderNodeColorConstant::get_output_port_name(int p_port) const {
@@ -426,7 +426,7 @@ int VisualShaderNodeVec3Constant::get_input_port_count() const {
}
VisualShaderNodeVec3Constant::PortType VisualShaderNodeVec3Constant::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeVec3Constant::get_input_port_name(int p_port) const {
@@ -438,7 +438,7 @@ int VisualShaderNodeVec3Constant::get_output_port_count() const {
}
VisualShaderNodeVec3Constant::PortType VisualShaderNodeVec3Constant::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeVec3Constant::get_output_port_name(int p_port) const {
@@ -488,7 +488,7 @@ int VisualShaderNodeTransformConstant::get_input_port_count() const {
}
VisualShaderNodeTransformConstant::PortType VisualShaderNodeTransformConstant::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeTransformConstant::get_input_port_name(int p_port) const {
@@ -591,7 +591,7 @@ VisualShaderNodeTexture::PortType VisualShaderNodeTexture::get_output_port_type(
if (p_port == 0 && source == SOURCE_DEPTH) {
return PORT_TYPE_SCALAR;
}
- return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
+ return p_port == 0 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR;
}
String VisualShaderNodeTexture::get_output_port_name(int p_port) const {
@@ -1064,7 +1064,7 @@ int VisualShaderNodeCurveXYZTexture::get_output_port_count() const {
}
VisualShaderNodeCurveXYZTexture::PortType VisualShaderNodeCurveXYZTexture::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeCurveXYZTexture::get_output_port_name(int p_port) const {
@@ -1135,7 +1135,7 @@ int VisualShaderNodeSample3D::get_input_port_count() const {
VisualShaderNodeSample3D::PortType VisualShaderNodeSample3D::get_input_port_type(int p_port) const {
switch (p_port) {
case 0:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
case 1:
return PORT_TYPE_SCALAR;
case 2:
@@ -1161,7 +1161,7 @@ int VisualShaderNodeSample3D::get_output_port_count() const {
}
VisualShaderNodeSample3D::PortType VisualShaderNodeSample3D::get_output_port_type(int p_port) const {
- return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
+ return p_port == 0 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR;
}
String VisualShaderNodeSample3D::get_output_port_name(int p_port) const {
@@ -1398,7 +1398,7 @@ int VisualShaderNodeCubemap::get_input_port_count() const {
VisualShaderNodeCubemap::PortType VisualShaderNodeCubemap::get_input_port_type(int p_port) const {
switch (p_port) {
case 0:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
case 1:
return PORT_TYPE_SCALAR;
case 2:
@@ -1426,7 +1426,7 @@ int VisualShaderNodeCubemap::get_output_port_count() const {
}
VisualShaderNodeCubemap::PortType VisualShaderNodeCubemap::get_output_port_type(int p_port) const {
- return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
+ return p_port == 0 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR;
}
String VisualShaderNodeCubemap::get_output_port_name(int p_port) const {
@@ -2020,7 +2020,7 @@ int VisualShaderNodeColorOp::get_input_port_count() const {
}
VisualShaderNodeColorOp::PortType VisualShaderNodeColorOp::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeColorOp::get_input_port_name(int p_port) const {
@@ -2032,7 +2032,7 @@ int VisualShaderNodeColorOp::get_output_port_count() const {
}
VisualShaderNodeColorOp::PortType VisualShaderNodeColorOp::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeColorOp::get_output_port_name(int p_port) const {
@@ -2293,7 +2293,7 @@ int VisualShaderNodeTransformVecMult::get_input_port_count() const {
}
VisualShaderNodeTransformVecMult::PortType VisualShaderNodeTransformVecMult::get_input_port_type(int p_port) const {
- return p_port == 0 ? PORT_TYPE_TRANSFORM : PORT_TYPE_VECTOR;
+ return p_port == 0 ? PORT_TYPE_TRANSFORM : PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeTransformVecMult::get_input_port_name(int p_port) const {
@@ -2305,7 +2305,7 @@ int VisualShaderNodeTransformVecMult::get_output_port_count() const {
}
VisualShaderNodeTransformVecMult::PortType VisualShaderNodeTransformVecMult::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeTransformVecMult::get_output_port_name(int p_port) const {
@@ -2815,7 +2815,7 @@ int VisualShaderNodeColorFunc::get_input_port_count() const {
}
VisualShaderNodeColorFunc::PortType VisualShaderNodeColorFunc::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeColorFunc::get_input_port_name(int p_port) const {
@@ -2827,7 +2827,7 @@ int VisualShaderNodeColorFunc::get_output_port_count() const {
}
VisualShaderNodeColorFunc::PortType VisualShaderNodeColorFunc::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeColorFunc::get_output_port_name(int p_port) const {
@@ -2843,8 +2843,7 @@ String VisualShaderNodeColorFunc::generate_code(Shader::Mode p_mode, VisualShade
code += " vec3 c = " + p_input_vars[0] + ";\n";
code += " float max1 = max(c.r, c.g);\n";
code += " float max2 = max(max1, c.b);\n";
- code += " float max3 = max(max1, max2);\n";
- code += " " + p_output_vars[0] + " = vec3(max3, max3, max3);\n";
+ code += " " + p_output_vars[0] + " = vec3(max2, max2, max2);\n";
code += " }\n";
break;
case FUNC_SEPIA:
@@ -3124,7 +3123,7 @@ int VisualShaderNodeDotProduct::get_input_port_count() const {
}
VisualShaderNodeDotProduct::PortType VisualShaderNodeDotProduct::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeDotProduct::get_input_port_name(int p_port) const {
@@ -3258,7 +3257,7 @@ VisualShaderNodeDerivativeFunc::PortType VisualShaderNodeDerivativeFunc::get_inp
case OP_TYPE_VECTOR_2D:
return PORT_TYPE_VECTOR_2D;
case OP_TYPE_VECTOR_3D:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
default:
break;
}
@@ -3278,7 +3277,7 @@ VisualShaderNodeDerivativeFunc::PortType VisualShaderNodeDerivativeFunc::get_out
case OP_TYPE_VECTOR_2D:
return PORT_TYPE_VECTOR_2D;
case OP_TYPE_VECTOR_3D:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
default:
break;
}
@@ -3389,7 +3388,7 @@ VisualShaderNodeClamp::PortType VisualShaderNodeClamp::get_input_port_type(int p
case OP_TYPE_VECTOR_2D:
return PORT_TYPE_VECTOR_2D;
case OP_TYPE_VECTOR_3D:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
default:
break;
}
@@ -3418,7 +3417,7 @@ VisualShaderNodeClamp::PortType VisualShaderNodeClamp::get_output_port_type(int
case OP_TYPE_VECTOR_2D:
return PORT_TYPE_VECTOR_2D;
case OP_TYPE_VECTOR_3D:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
default:
break;
}
@@ -3570,7 +3569,7 @@ int VisualShaderNodeOuterProduct::get_input_port_count() const {
}
VisualShaderNodeOuterProduct::PortType VisualShaderNodeOuterProduct::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeOuterProduct::get_input_port_name(int p_port) const {
@@ -3625,10 +3624,10 @@ VisualShaderNodeStep::PortType VisualShaderNodeStep::get_input_port_type(int p_p
}
break;
case OP_TYPE_VECTOR_3D:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
case OP_TYPE_VECTOR_3D_SCALAR:
if (p_port == 1) {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
break;
default:
@@ -3658,9 +3657,9 @@ VisualShaderNodeStep::PortType VisualShaderNodeStep::get_output_port_type(int p_
case OP_TYPE_VECTOR_2D_SCALAR:
return PORT_TYPE_VECTOR_2D;
case OP_TYPE_VECTOR_3D:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
case OP_TYPE_VECTOR_3D_SCALAR:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
default:
break;
}
@@ -3757,10 +3756,10 @@ VisualShaderNodeSmoothStep::PortType VisualShaderNodeSmoothStep::get_input_port_
}
break;
case OP_TYPE_VECTOR_3D:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
case OP_TYPE_VECTOR_3D_SCALAR:
if (p_port == 2) {
- return PORT_TYPE_VECTOR; // x
+ return PORT_TYPE_VECTOR_3D; // x
}
break;
default:
@@ -3792,9 +3791,9 @@ VisualShaderNodeSmoothStep::PortType VisualShaderNodeSmoothStep::get_output_port
case OP_TYPE_VECTOR_2D_SCALAR:
return PORT_TYPE_VECTOR_2D;
case OP_TYPE_VECTOR_3D:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
case OP_TYPE_VECTOR_3D_SCALAR:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
default:
break;
}
@@ -3954,7 +3953,7 @@ VisualShaderNodeVectorRefract::PortType VisualShaderNodeVectorRefract::get_input
return PORT_TYPE_SCALAR;
}
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeVectorRefract::get_input_port_name(int p_port) const {
@@ -3974,7 +3973,7 @@ int VisualShaderNodeVectorRefract::get_output_port_count() const {
}
VisualShaderNodeVectorRefract::PortType VisualShaderNodeVectorRefract::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeVectorRefract::get_output_port_name(int p_port) const {
@@ -4011,12 +4010,12 @@ VisualShaderNodeMix::PortType VisualShaderNodeMix::get_input_port_type(int p_por
}
return PORT_TYPE_VECTOR_2D;
case OP_TYPE_VECTOR_3D:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
case OP_TYPE_VECTOR_3D_SCALAR:
if (p_port == 2) {
break;
}
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
default:
break;
}
@@ -4044,9 +4043,9 @@ VisualShaderNodeMix::PortType VisualShaderNodeMix::get_output_port_type(int p_po
case OP_TYPE_VECTOR_2D_SCALAR:
return PORT_TYPE_VECTOR_2D;
case OP_TYPE_VECTOR_3D:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
case OP_TYPE_VECTOR_3D_SCALAR:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
default:
break;
}
@@ -4245,7 +4244,7 @@ int VisualShaderNodeTransformCompose::get_input_port_count() const {
}
VisualShaderNodeTransformCompose::PortType VisualShaderNodeTransformCompose::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeTransformCompose::get_input_port_name(int p_port) const {
@@ -4402,7 +4401,7 @@ int VisualShaderNodeTransformDecompose::get_output_port_count() const {
}
VisualShaderNodeTransformDecompose::PortType VisualShaderNodeTransformDecompose::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeTransformDecompose::get_output_port_name(int p_port) const {
@@ -4933,7 +4932,7 @@ int VisualShaderNodeColorUniform::get_input_port_count() const {
}
VisualShaderNodeColorUniform::PortType VisualShaderNodeColorUniform::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeColorUniform::get_input_port_name(int p_port) const {
@@ -4945,7 +4944,7 @@ int VisualShaderNodeColorUniform::get_output_port_count() const {
}
VisualShaderNodeColorUniform::PortType VisualShaderNodeColorUniform::get_output_port_type(int p_port) const {
- return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
+ return p_port == 0 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR;
}
String VisualShaderNodeColorUniform::get_output_port_name(int p_port) const {
@@ -5137,7 +5136,7 @@ int VisualShaderNodeVec3Uniform::get_input_port_count() const {
}
VisualShaderNodeVec3Uniform::PortType VisualShaderNodeVec3Uniform::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeVec3Uniform::get_input_port_name(int p_port) const {
@@ -5149,7 +5148,7 @@ int VisualShaderNodeVec3Uniform::get_output_port_count() const {
}
VisualShaderNodeVec3Uniform::PortType VisualShaderNodeVec3Uniform::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeVec3Uniform::get_output_port_name(int p_port) const {
@@ -5237,7 +5236,7 @@ int VisualShaderNodeTransformUniform::get_input_port_count() const {
}
VisualShaderNodeTransformUniform::PortType VisualShaderNodeTransformUniform::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeTransformUniform::get_input_port_name(int p_port) const {
@@ -5358,7 +5357,7 @@ int VisualShaderNodeTextureUniform::get_output_port_count() const {
VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_output_port_type(int p_port) const {
switch (p_port) {
case 0:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
case 1:
return PORT_TYPE_SCALAR;
case 2:
@@ -5680,7 +5679,7 @@ int VisualShaderNodeTextureUniformTriplanar::get_input_port_count() const {
VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniformTriplanar::get_input_port_type(int p_port) const {
if (p_port == 0 || p_port == 1) {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
return PORT_TYPE_SCALAR;
}
@@ -5694,10 +5693,10 @@ String VisualShaderNodeTextureUniformTriplanar::get_input_port_name(int p_port)
return "";
}
-String VisualShaderNodeTextureUniformTriplanar::generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
+String VisualShaderNodeTextureUniformTriplanar::generate_global_per_node(Shader::Mode p_mode, int p_id) const {
String code;
- code += "// TRIPLANAR FUNCTION GLOBAL CODE\n";
+ code += "// " + get_caption() + "\n";
code += " vec4 triplanar_texture(sampler2D p_sampler, vec3 p_weights, vec3 p_triplanar_pos) {\n";
code += " vec4 samp = vec4(0.0);\n";
code += " samp += texture(p_sampler, p_triplanar_pos.xy) * p_weights.z;\n";
@@ -5720,11 +5719,13 @@ String VisualShaderNodeTextureUniformTriplanar::generate_global_per_func(Shader:
String code;
if (p_type == VisualShader::TYPE_VERTEX) {
- code += " // TRIPLANAR FUNCTION VERTEX CODE\n";
+ code += "// " + get_caption() + "\n";
+ code += " {\n";
code += " triplanar_power_normal = pow(abs(NORMAL), vec3(triplanar_sharpness));\n";
code += " triplanar_power_normal /= dot(triplanar_power_normal, vec3(1.0));\n";
code += " triplanar_pos = VERTEX * triplanar_scale + triplanar_offset;\n";
code += " triplanar_pos *= vec3(1.0, -1.0, 1.0);\n";
+ code += " }\n";
}
return code;
@@ -5996,7 +5997,7 @@ VisualShaderNodeIf::PortType VisualShaderNodeIf::get_input_port_type(int p_port)
if (p_port == 0 || p_port == 1 || p_port == 2) {
return PORT_TYPE_SCALAR;
}
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeIf::get_input_port_name(int p_port) const {
@@ -6023,7 +6024,7 @@ int VisualShaderNodeIf::get_output_port_count() const {
}
VisualShaderNodeIf::PortType VisualShaderNodeIf::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeIf::get_output_port_name(int p_port) const {
@@ -6078,7 +6079,7 @@ VisualShaderNodeSwitch::PortType VisualShaderNodeSwitch::get_input_port_type(int
case OP_TYPE_VECTOR_2D:
return PORT_TYPE_VECTOR_2D;
case OP_TYPE_VECTOR_3D:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
case OP_TYPE_BOOLEAN:
return PORT_TYPE_BOOLEAN;
case OP_TYPE_TRANSFORM:
@@ -6114,7 +6115,7 @@ VisualShaderNodeSwitch::PortType VisualShaderNodeSwitch::get_output_port_type(in
case OP_TYPE_VECTOR_2D:
return PORT_TYPE_VECTOR_2D;
case OP_TYPE_VECTOR_3D:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
case OP_TYPE_BOOLEAN:
return PORT_TYPE_BOOLEAN;
case OP_TYPE_TRANSFORM:
@@ -6224,15 +6225,15 @@ int VisualShaderNodeFresnel::get_input_port_count() const {
VisualShaderNodeFresnel::PortType VisualShaderNodeFresnel::get_input_port_type(int p_port) const {
switch (p_port) {
case 0:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
case 1:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
case 2:
return PORT_TYPE_BOOLEAN;
case 3:
return PORT_TYPE_SCALAR;
default:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
}
@@ -6418,7 +6419,7 @@ VisualShaderNodeCompare::PortType VisualShaderNodeCompare::get_input_port_type(i
case CTYPE_VECTOR_2D:
return PORT_TYPE_VECTOR_2D;
case CTYPE_VECTOR_3D:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
case CTYPE_BOOLEAN:
return PORT_TYPE_BOOLEAN;
case CTYPE_TRANSFORM:
@@ -6670,7 +6671,7 @@ VisualShaderNodeMultiplyAdd::PortType VisualShaderNodeMultiplyAdd::get_input_por
case OP_TYPE_VECTOR_2D:
return PORT_TYPE_VECTOR_2D;
case OP_TYPE_VECTOR_3D:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
default:
break;
}
@@ -6697,7 +6698,7 @@ VisualShaderNodeMultiplyAdd::PortType VisualShaderNodeMultiplyAdd::get_output_po
case OP_TYPE_VECTOR_2D:
return PORT_TYPE_VECTOR_2D;
case OP_TYPE_VECTOR_3D:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
default:
break;
}
diff --git a/scene/resources/visual_shader_nodes.h b/scene/resources/visual_shader_nodes.h
index 5c7a674d34..eeeb91a3ee 100644
--- a/scene/resources/visual_shader_nodes.h
+++ b/scene/resources/visual_shader_nodes.h
@@ -2136,7 +2136,7 @@ public:
virtual bool is_input_port_default(int p_port, Shader::Mode p_mode) const override;
- virtual String generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override;
+ 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_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;
diff --git a/scene/resources/visual_shader_particle_nodes.cpp b/scene/resources/visual_shader_particle_nodes.cpp
index fbac92a06d..398c33c452 100644
--- a/scene/resources/visual_shader_particle_nodes.cpp
+++ b/scene/resources/visual_shader_particle_nodes.cpp
@@ -39,7 +39,10 @@ int VisualShaderNodeParticleEmitter::get_output_port_count() const {
}
VisualShaderNodeParticleEmitter::PortType VisualShaderNodeParticleEmitter::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ if (mode_2d) {
+ return PORT_TYPE_VECTOR_2D;
+ }
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeParticleEmitter::get_output_port_name(int p_port) const {
@@ -54,6 +57,9 @@ bool VisualShaderNodeParticleEmitter::has_output_port_preview(int p_port) const
}
void VisualShaderNodeParticleEmitter::set_mode_2d(bool p_enabled) {
+ if (mode_2d == p_enabled) {
+ return;
+ }
mode_2d = p_enabled;
emit_changed();
}
@@ -111,7 +117,7 @@ String VisualShaderNodeParticleSphereEmitter::get_input_port_name(int p_port) co
return String();
}
-String VisualShaderNodeParticleSphereEmitter::generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
+String VisualShaderNodeParticleSphereEmitter::generate_global_per_node(Shader::Mode p_mode, int p_id) const {
String code;
code += "vec2 __get_random_point_in_circle(inout uint seed, float radius, float inner_radius) {\n";
@@ -129,7 +135,7 @@ String VisualShaderNodeParticleSphereEmitter::generate_code(Shader::Mode p_mode,
String code;
if (mode_2d) {
- code += " " + p_output_vars[0] + " = vec3(__get_random_point_in_circle(__seed, " + (p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0]) + ", " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + "), 0.0);\n";
+ code += " " + p_output_vars[0] + " = __get_random_point_in_circle(__seed, " + (p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0]) + ", " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ");\n";
} else {
code += " " + p_output_vars[0] + " = __get_random_point_in_sphere(__seed, " + (p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0]) + ", " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ");\n";
}
@@ -154,11 +160,27 @@ int VisualShaderNodeParticleBoxEmitter::get_input_port_count() const {
VisualShaderNodeParticleBoxEmitter::PortType VisualShaderNodeParticleBoxEmitter::get_input_port_type(int p_port) const {
if (p_port == 0) {
- return PORT_TYPE_VECTOR;
+ if (mode_2d) {
+ return PORT_TYPE_VECTOR_2D;
+ }
+ return PORT_TYPE_VECTOR_3D;
}
return PORT_TYPE_SCALAR;
}
+void VisualShaderNodeParticleBoxEmitter::set_mode_2d(bool p_enabled) {
+ if (mode_2d == p_enabled) {
+ return;
+ }
+ if (p_enabled) {
+ set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
+ } else {
+ set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
+ }
+ mode_2d = p_enabled;
+ emit_changed();
+}
+
String VisualShaderNodeParticleBoxEmitter::get_input_port_name(int p_port) const {
if (p_port == 0) {
return "extents";
@@ -166,7 +188,7 @@ String VisualShaderNodeParticleBoxEmitter::get_input_port_name(int p_port) const
return String();
}
-String VisualShaderNodeParticleBoxEmitter::generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
+String VisualShaderNodeParticleBoxEmitter::generate_global_per_node(Shader::Mode p_mode, int p_id) const {
String code;
code += "vec2 __get_random_point_in_box2d(inout uint seed, vec2 extents) {\n";
@@ -185,7 +207,7 @@ String VisualShaderNodeParticleBoxEmitter::generate_global_per_node(Shader::Mode
String VisualShaderNodeParticleBoxEmitter::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 (mode_2d) {
- code += " " + p_output_vars[0] + " = vec3(__get_random_point_in_box2d(__seed, " + (p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0]) + ".xy), 0.0);\n";
+ code += " " + p_output_vars[0] + " = __get_random_point_in_box2d(__seed, " + (p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0]) + ");\n";
} else {
code += " " + p_output_vars[0] + " = __get_random_point_in_box3d(__seed, " + (p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0]) + ");\n";
}
@@ -221,7 +243,7 @@ String VisualShaderNodeParticleRingEmitter::get_input_port_name(int p_port) cons
return String();
}
-String VisualShaderNodeParticleRingEmitter::generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
+String VisualShaderNodeParticleRingEmitter::generate_global_per_node(Shader::Mode p_mode, int p_id) const {
String code;
code += "vec2 __get_random_point_on_ring2d(inout uint seed, float radius, float inner_radius) {\n";
@@ -243,7 +265,7 @@ String VisualShaderNodeParticleRingEmitter::generate_code(Shader::Mode p_mode, V
String code;
if (mode_2d) {
- code = " " + p_output_vars[0] + " = vec3(__get_random_point_on_ring2d(__seed, " + (p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0]) + ", " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + "), 0.0);\n";
+ code = " " + p_output_vars[0] + " = __get_random_point_on_ring2d(__seed, " + (p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0]) + ", " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ");\n";
} else {
code = " " + p_output_vars[0] + " = __get_random_point_on_ring3d(__seed, " + (p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0]) + ", " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ", " + (p_input_vars[2].is_empty() ? (String)get_input_port_default_value(2) : p_input_vars[2]) + ");\n";
}
@@ -269,18 +291,24 @@ int VisualShaderNodeParticleMeshEmitter::get_output_port_count() const {
VisualShaderNodeParticleBoxEmitter::PortType VisualShaderNodeParticleMeshEmitter::get_output_port_type(int p_port) const {
switch (p_port) {
- case 0:
- return PORT_TYPE_VECTOR; // position
- case 1:
- return PORT_TYPE_VECTOR; // normal
- case 2:
- return PORT_TYPE_VECTOR; // color
- case 3:
- return PORT_TYPE_SCALAR; // alpha
- case 4:
- return PORT_TYPE_VECTOR; // uv
- case 5:
- return PORT_TYPE_VECTOR; // uv2
+ case 0: // position
+ if (mode_2d) {
+ return PORT_TYPE_VECTOR_2D;
+ }
+ return PORT_TYPE_VECTOR_3D;
+ case 1: // normal
+ if (mode_2d) {
+ return PORT_TYPE_VECTOR_2D;
+ }
+ return PORT_TYPE_VECTOR_3D;
+ case 2: // color
+ return PORT_TYPE_VECTOR_3D;
+ case 3: // alpha
+ return PORT_TYPE_SCALAR;
+ case 4: // uv
+ return PORT_TYPE_VECTOR_2D;
+ case 5: // uv2
+ return PORT_TYPE_VECTOR_2D;
}
return PORT_TYPE_SCALAR;
}
@@ -341,18 +369,22 @@ String VisualShaderNodeParticleMeshEmitter::generate_global(Shader::Mode p_mode,
return code;
}
-String VisualShaderNodeParticleMeshEmitter::_generate_code(VisualShader::Type p_type, int p_id, const String *p_output_vars, int p_index, const String &p_texture_name, bool p_ignore_mode2d) const {
+String VisualShaderNodeParticleMeshEmitter::_generate_code(VisualShader::Type p_type, int p_id, const String *p_output_vars, int p_index, const String &p_texture_name, PortType p_port_type) const {
String code;
if (is_output_port_connected(p_index)) {
- if (mode_2d && !p_ignore_mode2d) {
- code += " " + p_output_vars[p_index] + " = vec3(";
- code += "texelFetch(";
- code += make_unique_id(p_type, p_id, p_texture_name) + ", ";
- code += "ivec2(__scalar_ibuff, 0), 0).xy, 0.0);\n";
- } else {
- code += " " + p_output_vars[p_index] + " = texelFetch(";
- code += make_unique_id(p_type, p_id, p_texture_name) + ", ";
- code += "ivec2(__scalar_ibuff, 0), 0).xyz;\n";
+ switch (p_port_type) {
+ case PORT_TYPE_VECTOR_2D: {
+ code += vformat(" %s = texelFetch(%s, ivec2(__scalar_ibuff, 0), 0).xy;\n", p_output_vars[p_index], make_unique_id(p_type, p_id, p_texture_name));
+ } break;
+ case PORT_TYPE_VECTOR_3D: {
+ if (mode_2d) {
+ code += vformat(" %s = texelFetch(%s, ivec2(__scalar_ibuff, 0), 0).xy;\n", p_output_vars[p_index], make_unique_id(p_type, p_id, p_texture_name));
+ } else {
+ code += vformat(" %s = texelFetch(%s, ivec2(__scalar_ibuff, 0), 0).xyz;\n", p_output_vars[p_index], make_unique_id(p_type, p_id, p_texture_name));
+ }
+ } break;
+ default:
+ break;
}
}
return code;
@@ -362,27 +394,22 @@ String VisualShaderNodeParticleMeshEmitter::generate_code(Shader::Mode p_mode, V
String code;
code += " __scalar_ibuff = int(__rand_from_seed(__seed) * 65535.0) % " + itos(position_texture->get_width()) + ";\n";
- code += _generate_code(p_type, p_id, p_output_vars, 0, "mesh_vx");
- code += _generate_code(p_type, p_id, p_output_vars, 1, "mesh_nm");
+ code += _generate_code(p_type, p_id, p_output_vars, 0, "mesh_vx", VisualShaderNode::PORT_TYPE_VECTOR_3D);
+ code += _generate_code(p_type, p_id, p_output_vars, 1, "mesh_nm", VisualShaderNode::PORT_TYPE_VECTOR_3D);
if (is_output_port_connected(2) || is_output_port_connected(3)) {
- code += " __vec4_buff = texelFetch(";
- code += make_unique_id(p_type, p_id, "mesh_col") + ", ";
- code += "ivec2(__scalar_ibuff, 0), 0);\n";
+ code += vformat(" __vec4_buff = texelFetch(%s, ivec2(__scalar_ibuff, 0), 0);\n", make_unique_id(p_type, p_id, "mesh_col"));
+
if (is_output_port_connected(2)) {
code += " " + p_output_vars[2] + " = __vec4_buff.rgb;\n";
- } else {
- code += " " + p_output_vars[2] + " = vec3(0.0);\n";
}
if (is_output_port_connected(3)) {
code += " " + p_output_vars[3] + " = __vec4_buff.a;\n";
- } else {
- code += " " + p_output_vars[3] + " = 0.0;\n";
}
}
- code += _generate_code(p_type, p_id, p_output_vars, 4, "mesh_uv", true);
- code += _generate_code(p_type, p_id, p_output_vars, 5, "mesh_uv2", true);
+ code += _generate_code(p_type, p_id, p_output_vars, 4, "mesh_uv", VisualShaderNode::PORT_TYPE_VECTOR_2D);
+ code += _generate_code(p_type, p_id, p_output_vars, 5, "mesh_uv2", VisualShaderNode::PORT_TYPE_VECTOR_2D);
return code;
}
@@ -731,7 +758,7 @@ int VisualShaderNodeParticleMultiplyByAxisAngle::get_input_port_count() const {
VisualShaderNodeParticleMultiplyByAxisAngle::PortType VisualShaderNodeParticleMultiplyByAxisAngle::get_input_port_type(int p_port) const {
if (p_port == 0 || p_port == 1) { // position, rotation_axis
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
return PORT_TYPE_SCALAR; // angle (degrees/radians)
}
@@ -762,7 +789,7 @@ int VisualShaderNodeParticleMultiplyByAxisAngle::get_output_port_count() const {
}
VisualShaderNodeParticleMultiplyByAxisAngle::PortType VisualShaderNodeParticleMultiplyByAxisAngle::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeParticleMultiplyByAxisAngle::get_output_port_name(int p_port) const {
@@ -815,7 +842,7 @@ int VisualShaderNodeParticleConeVelocity::get_input_port_count() const {
VisualShaderNodeParticleConeVelocity::PortType VisualShaderNodeParticleConeVelocity::get_input_port_type(int p_port) const {
if (p_port == 0) {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
} else if (p_port == 1) {
return PORT_TYPE_SCALAR;
}
@@ -836,7 +863,7 @@ int VisualShaderNodeParticleConeVelocity::get_output_port_count() const {
}
VisualShaderNodeParticleConeVelocity::PortType VisualShaderNodeParticleConeVelocity::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeParticleConeVelocity::get_output_port_name(int p_port) const {
@@ -876,10 +903,11 @@ void VisualShaderNodeParticleRandomness::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeParticleRandomness::set_op_type);
ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeParticleRandomness::get_op_type);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector"), "set_op_type", "get_op_type");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector2,Vector3"), "set_op_type", "get_op_type");
BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
- BIND_ENUM_CONSTANT(OP_TYPE_VECTOR);
+ BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
+ BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
BIND_ENUM_CONSTANT(OP_TYPE_MAX);
}
@@ -898,8 +926,13 @@ int VisualShaderNodeParticleRandomness::get_output_port_count() const {
}
VisualShaderNodeParticleRandomness::PortType VisualShaderNodeParticleRandomness::get_output_port_type(int p_port) const {
- if (op_type == OP_TYPE_VECTOR) {
- return PORT_TYPE_VECTOR;
+ switch (op_type) {
+ case OP_TYPE_VECTOR_2D:
+ return PORT_TYPE_VECTOR_2D;
+ case OP_TYPE_VECTOR_3D:
+ return PORT_TYPE_VECTOR_3D;
+ default:
+ break;
}
return PORT_TYPE_SCALAR;
}
@@ -913,8 +946,13 @@ int VisualShaderNodeParticleRandomness::get_input_port_count() const {
}
VisualShaderNodeParticleRandomness::PortType VisualShaderNodeParticleRandomness::get_input_port_type(int p_port) const {
- if (op_type == OP_TYPE_VECTOR) {
- return PORT_TYPE_VECTOR;
+ switch (op_type) {
+ case OP_TYPE_VECTOR_2D:
+ return PORT_TYPE_VECTOR_2D;
+ case OP_TYPE_VECTOR_3D:
+ return PORT_TYPE_VECTOR_3D;
+ default:
+ break;
}
return PORT_TYPE_SCALAR;
}
@@ -930,10 +968,18 @@ String VisualShaderNodeParticleRandomness::get_input_port_name(int p_port) const
String VisualShaderNodeParticleRandomness::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 (op_type == OP_TYPE_SCALAR) {
- code += vformat(" %s = __randf_range(__seed, %s, %s);\n", p_output_vars[0], p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0], p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]);
- } else if (op_type == OP_TYPE_VECTOR) {
- code += vformat(" %s = __randv_range(__seed, %s, %s);\n", p_output_vars[0], p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0], p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]);
+ switch (op_type) {
+ case OP_TYPE_SCALAR: {
+ code += vformat(" %s = __randf_range(__seed, %s, %s);\n", p_output_vars[0], p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0], p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]);
+ } break;
+ case OP_TYPE_VECTOR_2D: {
+ code += vformat(" %s = __randv2_range(__seed, %s, %s);\n", p_output_vars[0], p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0], p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]);
+ } break;
+ case OP_TYPE_VECTOR_3D: {
+ code += vformat(" %s = __randv3_range(__seed, %s, %s);\n", p_output_vars[0], p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0], p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]);
+ } break;
+ default:
+ break;
}
return code;
}
@@ -943,12 +989,21 @@ void VisualShaderNodeParticleRandomness::set_op_type(OpType p_op_type) {
if (op_type == p_op_type) {
return;
}
- if (p_op_type == OP_TYPE_SCALAR) {
- set_input_port_default_value(0, 0.0);
- set_input_port_default_value(1, 1.0);
- } else {
- set_input_port_default_value(0, Vector3(-1.0, -1.0, -1.0));
- set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0));
+ switch (p_op_type) {
+ case OP_TYPE_SCALAR: {
+ set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
+ set_input_port_default_value(1, 0.0, get_input_port_default_value(1));
+ } break;
+ case OP_TYPE_VECTOR_2D: {
+ set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
+ set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
+ } break;
+ case OP_TYPE_VECTOR_3D: {
+ set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
+ set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
+ } break;
+ default:
+ break;
}
op_type = p_op_type;
emit_changed();
@@ -963,7 +1018,7 @@ bool VisualShaderNodeParticleRandomness::has_output_port_preview(int p_port) con
}
VisualShaderNodeParticleRandomness::VisualShaderNodeParticleRandomness() {
- set_input_port_default_value(0, 0.0);
+ set_input_port_default_value(0, -1.0);
set_input_port_default_value(1, 1.0);
}
@@ -996,7 +1051,7 @@ int VisualShaderNodeParticleAccelerator::get_output_port_count() const {
}
VisualShaderNodeParticleAccelerator::PortType VisualShaderNodeParticleAccelerator::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
String VisualShaderNodeParticleAccelerator::get_output_port_name(int p_port) const {
@@ -1009,11 +1064,11 @@ int VisualShaderNodeParticleAccelerator::get_input_port_count() const {
VisualShaderNodeParticleAccelerator::PortType VisualShaderNodeParticleAccelerator::get_input_port_type(int p_port) const {
if (p_port == 0) {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
} else if (p_port == 1) {
return PORT_TYPE_SCALAR;
} else if (p_port == 2) {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
}
return PORT_TYPE_SCALAR;
}
@@ -1106,19 +1161,19 @@ VisualShaderNodeParticleOutput::PortType VisualShaderNodeParticleOutput::get_inp
switch (p_port) {
case 0:
if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) {
- return PORT_TYPE_VECTOR; // custom.rgb
+ return PORT_TYPE_VECTOR_3D; // custom.rgb
}
return PORT_TYPE_BOOLEAN; // active
case 1:
if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) {
break; // custom.a (scalar)
}
- return PORT_TYPE_VECTOR; // velocity
+ return PORT_TYPE_VECTOR_3D; // velocity
case 2:
- return PORT_TYPE_VECTOR; // color & velocity
+ return PORT_TYPE_VECTOR_3D; // color & velocity
case 3:
if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) {
- return PORT_TYPE_VECTOR; // color
+ return PORT_TYPE_VECTOR_3D; // color
}
break; // alpha (scalar)
case 4:
@@ -1131,18 +1186,18 @@ VisualShaderNodeParticleOutput::PortType VisualShaderNodeParticleOutput::get_inp
if (shader_type == VisualShader::TYPE_COLLIDE) {
return PORT_TYPE_TRANSFORM; // transform
}
- return PORT_TYPE_VECTOR; // position
+ return PORT_TYPE_VECTOR_3D; // position
case 5:
if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) {
return PORT_TYPE_TRANSFORM; // transform
}
if (shader_type == VisualShader::TYPE_PROCESS) {
- return PORT_TYPE_VECTOR; // rotation_axis
+ return PORT_TYPE_VECTOR_3D; // rotation_axis
}
break; // scale (scalar)
case 6:
if (shader_type == VisualShader::TYPE_START) {
- return PORT_TYPE_VECTOR; // rotation_axis
+ return PORT_TYPE_VECTOR_3D; // rotation_axis
}
break;
case 7:
@@ -1263,7 +1318,7 @@ String VisualShaderNodeParticleOutput::generate_code(Shader::Mode p_mode, Visual
code += tab + "TRANSFORM = " + p_input_vars[5] + ";\n";
}
} else {
- if (!p_input_vars[0].is_empty()) { // active (begin)
+ if (!p_input_vars[0].is_empty()) { // Active (begin).
code += tab + "ACTIVE = " + p_input_vars[0] + ";\n";
code += tab + "if(ACTIVE) {\n";
tab += " ";
@@ -1326,7 +1381,7 @@ String VisualShaderNodeParticleOutput::generate_code(Shader::Mode p_mode, Visual
code += tab + "TRANSFORM " + op + " mat4(vec4(" + p_input_vars[scale] + ", 0, 0, 0), vec4(0, " + p_input_vars[scale] + ", 0, 0), vec4(0, 0, " + p_input_vars[scale] + ", 0), vec4(0, 0, 0, 1));\n";
}
}
- if (!p_input_vars[0].is_empty()) { // active (end)
+ if (!p_input_vars[0].is_empty()) { // Active (end).
code += " }\n";
}
}
@@ -1372,13 +1427,13 @@ VisualShaderNodeParticleEmit::PortType VisualShaderNodeParticleEmit::get_input_p
case 1:
return PORT_TYPE_TRANSFORM;
case 2:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
case 3:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
case 4:
return PORT_TYPE_SCALAR;
case 5:
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_3D;
case 6:
return PORT_TYPE_SCALAR;
}
diff --git a/scene/resources/visual_shader_particle_nodes.h b/scene/resources/visual_shader_particle_nodes.h
index ce0d896c01..0b91cba5e0 100644
--- a/scene/resources/visual_shader_particle_nodes.h
+++ b/scene/resources/visual_shader_particle_nodes.h
@@ -48,7 +48,7 @@ public:
virtual String get_output_port_name(int p_port) const override;
virtual bool has_output_port_preview(int p_port) const override;
- void set_mode_2d(bool p_enabled);
+ virtual void set_mode_2d(bool p_enabled);
bool is_mode_2d() const;
Vector<StringName> get_editable_properties() const override;
@@ -68,7 +68,7 @@ public:
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
- virtual String generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) 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;
VisualShaderNodeParticleSphereEmitter();
@@ -83,8 +83,9 @@ public:
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 void set_mode_2d(bool p_enabled) override;
- virtual String generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) 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;
VisualShaderNodeParticleBoxEmitter();
@@ -100,7 +101,7 @@ public:
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
- virtual String generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) 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;
VisualShaderNodeParticleRingEmitter();
@@ -118,7 +119,7 @@ class VisualShaderNodeParticleMeshEmitter : public VisualShaderNodeParticleEmitt
Ref<ImageTexture> uv_texture;
Ref<ImageTexture> uv2_texture;
- String _generate_code(VisualShader::Type p_type, int p_id, const String *p_output_vars, int p_index, const String &p_texture_name, bool p_ignore_mode2d = false) const;
+ String _generate_code(VisualShader::Type p_type, int p_id, const String *p_output_vars, int p_index, const String &p_texture_name, PortType p_port_type) const;
void _update_texture(const Vector<Vector2> &p_array, Ref<ImageTexture> &r_texture);
void _update_texture(const Vector<Vector3> &p_array, Ref<ImageTexture> &r_texture);
@@ -213,7 +214,8 @@ class VisualShaderNodeParticleRandomness : public VisualShaderNode {
public:
enum OpType {
OP_TYPE_SCALAR,
- OP_TYPE_VECTOR,
+ OP_TYPE_VECTOR_2D,
+ OP_TYPE_VECTOR_3D,
OP_TYPE_MAX,
};
diff --git a/scene/resources/visual_shader_sdf_nodes.cpp b/scene/resources/visual_shader_sdf_nodes.cpp
index 6654e2319b..cbd3ebd83b 100644
--- a/scene/resources/visual_shader_sdf_nodes.cpp
+++ b/scene/resources/visual_shader_sdf_nodes.cpp
@@ -41,7 +41,7 @@ int VisualShaderNodeSDFToScreenUV::get_input_port_count() const {
}
VisualShaderNodeSDFToScreenUV::PortType VisualShaderNodeSDFToScreenUV::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_2D;
}
String VisualShaderNodeSDFToScreenUV::get_input_port_name(int p_port) const {
@@ -53,7 +53,7 @@ int VisualShaderNodeSDFToScreenUV::get_output_port_count() const {
}
VisualShaderNodeSDFToScreenUV::PortType VisualShaderNodeSDFToScreenUV::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_2D;
}
String VisualShaderNodeSDFToScreenUV::get_output_port_name(int p_port) const {
@@ -61,7 +61,7 @@ String VisualShaderNodeSDFToScreenUV::get_output_port_name(int p_port) const {
}
String VisualShaderNodeSDFToScreenUV::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 " " + p_output_vars[0] + " = vec3(sdf_to_screen_uv(" + (p_input_vars[0].is_empty() ? "vec2(0.0)" : p_input_vars[0] + ".xy") + "), 0.0f);\n";
+ return " " + p_output_vars[0] + " = sdf_to_screen_uv(" + (p_input_vars[0].is_empty() ? "vec2(0.0)" : p_input_vars[0]) + ");\n";
}
VisualShaderNodeSDFToScreenUV::VisualShaderNodeSDFToScreenUV() {
@@ -78,7 +78,7 @@ int VisualShaderNodeScreenUVToSDF::get_input_port_count() const {
}
VisualShaderNodeScreenUVToSDF::PortType VisualShaderNodeScreenUVToSDF::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_2D;
}
String VisualShaderNodeScreenUVToSDF::get_input_port_name(int p_port) const {
@@ -90,7 +90,7 @@ int VisualShaderNodeScreenUVToSDF::get_output_port_count() const {
}
VisualShaderNodeScreenUVToSDF::PortType VisualShaderNodeScreenUVToSDF::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_2D;
}
String VisualShaderNodeScreenUVToSDF::get_output_port_name(int p_port) const {
@@ -105,7 +105,7 @@ bool VisualShaderNodeScreenUVToSDF::is_input_port_default(int p_port, Shader::Mo
}
String VisualShaderNodeScreenUVToSDF::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 " " + p_output_vars[0] + " = vec3(screen_uv_to_sdf(" + (p_input_vars[0].is_empty() ? "SCREEN_UV" : p_input_vars[0] + ".xy") + "), 0.0f);\n";
+ return " " + p_output_vars[0] + " = screen_uv_to_sdf(" + (p_input_vars[0].is_empty() ? "SCREEN_UV" : p_input_vars[0]) + ");\n";
}
VisualShaderNodeScreenUVToSDF::VisualShaderNodeScreenUVToSDF() {
@@ -122,7 +122,7 @@ int VisualShaderNodeTextureSDF::get_input_port_count() const {
}
VisualShaderNodeTextureSDF::PortType VisualShaderNodeTextureSDF::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_2D;
}
String VisualShaderNodeTextureSDF::get_input_port_name(int p_port) const {
@@ -142,7 +142,7 @@ String VisualShaderNodeTextureSDF::get_output_port_name(int p_port) const {
}
String VisualShaderNodeTextureSDF::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 " " + p_output_vars[0] + " = texture_sdf(" + (p_input_vars[0].is_empty() ? "vec2(0.0)" : p_input_vars[0] + ".xy") + ");\n";
+ return " " + p_output_vars[0] + " = texture_sdf(" + (p_input_vars[0].is_empty() ? "vec2(0.0)" : p_input_vars[0]) + ");\n";
}
VisualShaderNodeTextureSDF::VisualShaderNodeTextureSDF() {
@@ -159,7 +159,7 @@ int VisualShaderNodeTextureSDFNormal::get_input_port_count() const {
}
VisualShaderNodeTextureSDFNormal::PortType VisualShaderNodeTextureSDFNormal::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_2D;
}
String VisualShaderNodeTextureSDFNormal::get_input_port_name(int p_port) const {
@@ -171,7 +171,7 @@ int VisualShaderNodeTextureSDFNormal::get_output_port_count() const {
}
VisualShaderNodeTextureSDFNormal::PortType VisualShaderNodeTextureSDFNormal::get_output_port_type(int p_port) const {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_2D;
}
String VisualShaderNodeTextureSDFNormal::get_output_port_name(int p_port) const {
@@ -179,7 +179,7 @@ String VisualShaderNodeTextureSDFNormal::get_output_port_name(int p_port) const
}
String VisualShaderNodeTextureSDFNormal::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 " " + p_output_vars[0] + " = vec3(texture_sdf_normal(" + (p_input_vars[0].is_empty() ? "vec2(0.0)" : p_input_vars[0] + ".xy") + "), 0.0f);\n";
+ return " " + p_output_vars[0] + " = texture_sdf_normal(" + (p_input_vars[0].is_empty() ? "vec2(0.0)" : p_input_vars[0]) + ");\n";
}
VisualShaderNodeTextureSDFNormal::VisualShaderNodeTextureSDFNormal() {
@@ -197,7 +197,7 @@ int VisualShaderNodeSDFRaymarch::get_input_port_count() const {
VisualShaderNodeSDFRaymarch::PortType VisualShaderNodeSDFRaymarch::get_input_port_type(int p_port) const {
if (p_port == 0 || p_port == 1) {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_2D;
}
return PORT_TYPE_SCALAR;
}
@@ -221,7 +221,7 @@ VisualShaderNodeSDFRaymarch::PortType VisualShaderNodeSDFRaymarch::get_output_po
} else if (p_port == 1) {
return PORT_TYPE_BOOLEAN;
} else if (p_port == 2) {
- return PORT_TYPE_VECTOR;
+ return PORT_TYPE_VECTOR_2D;
}
return PORT_TYPE_SCALAR;
}
@@ -245,13 +245,13 @@ String VisualShaderNodeSDFRaymarch::generate_code(Shader::Mode p_mode, VisualSha
if (p_input_vars[0].is_empty()) {
code += " vec2 __from_pos = vec2(0.0f);\n";
} else {
- code += " vec2 __from_pos = " + p_input_vars[0] + ".xy;\n";
+ code += " vec2 __from_pos = " + p_input_vars[0] + ";\n";
}
if (p_input_vars[1].is_empty()) {
code += " vec2 __to_pos = vec2(0.0f);\n";
} else {
- code += " vec2 __to_pos = " + p_input_vars[1] + ".xy;\n";
+ code += " vec2 __to_pos = " + p_input_vars[1] + ";\n";
}
code += "\n vec2 __at = __from_pos;\n";
@@ -271,7 +271,7 @@ String VisualShaderNodeSDFRaymarch::generate_code(Shader::Mode p_mode, VisualSha
code += " float __dist = min(__max_dist, __accum);\n";
code += " " + p_output_vars[0] + " = __dist;\n";
code += " " + p_output_vars[1] + " = __accum < __max_dist;\n";
- code += " " + p_output_vars[2] + " = vec3(__from_pos + __dir * __dist, 0.0f);\n";
+ code += " " + p_output_vars[2] + " = __from_pos + __dir * __dist;\n";
code += " }\n";
diff --git a/scene/resources/world_2d.h b/scene/resources/world_2d.h
index 91f9a026d3..4a277c3d84 100644
--- a/scene/resources/world_2d.h
+++ b/scene/resources/world_2d.h
@@ -31,8 +31,8 @@
#ifndef WORLD_2D_H
#define WORLD_2D_H
-#include "core/config/project_settings.h"
#include "core/io/resource.h"
+#include "scene/resources/world_2d.h"
#include "servers/physics_server_2d.h"
class VisibleOnScreenNotifier2D;
diff --git a/scene/resources/world_3d.cpp b/scene/resources/world_3d.cpp
index c012ab6177..0088236112 100644
--- a/scene/resources/world_3d.cpp
+++ b/scene/resources/world_3d.cpp
@@ -30,7 +30,7 @@
#include "world_3d.h"
-#include "core/math/camera_matrix.h"
+#include "core/config/project_settings.h"
#include "core/math/octree.h"
#include "scene/3d/camera_3d.h"
#include "scene/3d/visible_on_screen_notifier_3d.h"