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-rw-r--r--scene/resources/visual_shader.cpp17
-rw-r--r--scene/resources/visual_shader.h3
-rw-r--r--scene/resources/visual_shader_nodes.cpp81
-rw-r--r--scene/resources/visual_shader_nodes.h3
4 files changed, 91 insertions, 13 deletions
diff --git a/scene/resources/visual_shader.cpp b/scene/resources/visual_shader.cpp
index 3f2261b043..6c829e6e81 100644
--- a/scene/resources/visual_shader.cpp
+++ b/scene/resources/visual_shader.cpp
@@ -122,7 +122,8 @@ void VisualShaderNode::_bind_methods() {
BIND_ENUM_CONSTANT(PORT_TYPE_VECTOR);
BIND_ENUM_CONSTANT(PORT_TYPE_BOOLEAN);
BIND_ENUM_CONSTANT(PORT_TYPE_TRANSFORM);
- BIND_ENUM_CONSTANT(PORT_TYPE_ICON_COLOR);
+ BIND_ENUM_CONSTANT(PORT_TYPE_SAMPLER);
+ BIND_ENUM_CONSTANT(PORT_TYPE_MAX);
}
VisualShaderNode::VisualShaderNode() {
@@ -1058,7 +1059,15 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
String src_var = "n_out" + itos(from_node) + "p" + itos(from_port);
- if (in_type == out_type) {
+ if (in_type == VisualShaderNode::PORT_TYPE_SAMPLER && out_type == VisualShaderNode::PORT_TYPE_SAMPLER) {
+
+ VisualShaderNodeUniform *uniform = (VisualShaderNodeUniform *)graph[type].nodes[from_node].node.ptr();
+ if (uniform) {
+ inputs[i] = uniform->get_uniform_name();
+ } else {
+ inputs[i] = "";
+ }
+ } else if (in_type == out_type) {
inputs[i] = src_var;
} else if (in_type == VisualShaderNode::PORT_TYPE_SCALAR && out_type == VisualShaderNode::PORT_TYPE_VECTOR) {
inputs[i] = "dot(" + src_var + ",vec3(0.333333,0.333333,0.333333))";
@@ -2207,7 +2216,7 @@ void VisualShaderNodeGroupBase::clear_output_ports() {
void VisualShaderNodeGroupBase::set_input_port_type(int p_id, int p_type) {
ERR_FAIL_COND(!has_input_port(p_id));
- ERR_FAIL_COND(p_type < 0 || p_type > PORT_TYPE_TRANSFORM);
+ ERR_FAIL_COND(p_type < 0 || p_type >= PORT_TYPE_MAX);
if (input_ports[p_id].type == p_type)
return;
@@ -2273,7 +2282,7 @@ String VisualShaderNodeGroupBase::get_input_port_name(int p_id) const {
void VisualShaderNodeGroupBase::set_output_port_type(int p_id, int p_type) {
ERR_FAIL_COND(!has_output_port(p_id));
- ERR_FAIL_COND(p_type < 0 || p_type > PORT_TYPE_TRANSFORM);
+ ERR_FAIL_COND(p_type < 0 || p_type >= PORT_TYPE_MAX);
if (output_ports[p_id].type == p_type)
return;
diff --git a/scene/resources/visual_shader.h b/scene/resources/visual_shader.h
index 45beb8e6ca..d9f089586d 100644
--- a/scene/resources/visual_shader.h
+++ b/scene/resources/visual_shader.h
@@ -184,7 +184,8 @@ public:
PORT_TYPE_VECTOR,
PORT_TYPE_BOOLEAN,
PORT_TYPE_TRANSFORM,
- PORT_TYPE_ICON_COLOR // just a hint for node tree icons, do not use it as actual port type !
+ PORT_TYPE_SAMPLER,
+ PORT_TYPE_MAX,
};
virtual String get_caption() const = 0;
diff --git a/scene/resources/visual_shader_nodes.cpp b/scene/resources/visual_shader_nodes.cpp
index b7173b157e..24e436e61c 100644
--- a/scene/resources/visual_shader_nodes.cpp
+++ b/scene/resources/visual_shader_nodes.cpp
@@ -361,15 +361,35 @@ String VisualShaderNodeTexture::get_caption() const {
}
int VisualShaderNodeTexture::get_input_port_count() const {
- return 2;
+ return 3;
}
VisualShaderNodeTexture::PortType VisualShaderNodeTexture::get_input_port_type(int p_port) const {
- return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
+
+ switch (p_port) {
+ case 0:
+ return PORT_TYPE_VECTOR;
+ case 1:
+ return PORT_TYPE_SCALAR;
+ case 2:
+ return PORT_TYPE_SAMPLER;
+ default:
+ return PORT_TYPE_SCALAR;
+ }
}
String VisualShaderNodeTexture::get_input_port_name(int p_port) const {
- return p_port == 0 ? "uv" : "lod";
+
+ switch (p_port) {
+ case 0:
+ return "uv";
+ case 1:
+ return "lod";
+ case 2:
+ return "sampler";
+ default:
+ return "";
+ }
}
int VisualShaderNodeTexture::get_output_port_count() const {
@@ -440,6 +460,29 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader:
return code;
}
+ if (source == SOURCE_PORT) {
+ String id = p_input_vars[2];
+ String code;
+ if (id == String()) {
+ code += "\tvec4 " + id + "_tex_read = vec4(0.0);\n";
+ } else {
+ if (p_input_vars[0] == String()) { //none bound, do nothing
+
+ code += "\tvec4 " + id + "_tex_read = vec4(0.0);\n";
+
+ } else if (p_input_vars[1] == String()) {
+ //no lod
+ code += "\tvec4 " + id + "_tex_read = texture( " + id + " , " + p_input_vars[0] + ".xy );\n";
+ } else {
+ code += "\tvec4 " + id + "_tex_read = textureLod( " + id + " , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n";
+ }
+
+ code += "\t" + p_output_vars[0] + " = " + id + "_tex_read.rgb;\n";
+ code += "\t" + p_output_vars[1] + " = " + id + "_tex_read.a;\n";
+ }
+ return code;
+ }
+
if (source == SOURCE_SCREEN && (p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) {
String code = "\t{\n";
@@ -588,6 +631,10 @@ String VisualShaderNodeTexture::get_warning(Shader::Mode p_mode, VisualShader::T
return String(); // all good
}
+ if (source == SOURCE_PORT) {
+ return String(); // all good
+ }
+
if (source == SOURCE_SCREEN && (p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) {
return String(); // all good
@@ -625,7 +672,7 @@ void VisualShaderNodeTexture::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_texture_type", "value"), &VisualShaderNodeTexture::set_texture_type);
ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeTexture::get_texture_type);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,Screen,Texture2D,NormalMap2D,Depth"), "set_source", "get_source");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,Screen,Texture2D,NormalMap2D,Depth,SamplerPort"), "set_source", "get_source");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture");
ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normalmap"), "set_texture_type", "get_texture_type");
@@ -3023,15 +3070,35 @@ String VisualShaderNodeTextureUniform::get_input_port_name(int p_port) const {
}
int VisualShaderNodeTextureUniform::get_output_port_count() const {
- return 2;
+ return 3;
}
VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_output_port_type(int p_port) const {
- return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
+
+ switch (p_port) {
+ case 0:
+ return PORT_TYPE_VECTOR;
+ case 1:
+ return PORT_TYPE_SCALAR;
+ case 2:
+ return PORT_TYPE_SAMPLER;
+ default:
+ return PORT_TYPE_SCALAR;
+ }
}
String VisualShaderNodeTextureUniform::get_output_port_name(int p_port) const {
- return p_port == 0 ? "rgb" : "alpha";
+
+ switch (p_port) {
+ case 0:
+ return "rgb";
+ case 1:
+ return "alpha";
+ case 2:
+ return "sampler";
+ default:
+ return "";
+ }
}
String VisualShaderNodeTextureUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
diff --git a/scene/resources/visual_shader_nodes.h b/scene/resources/visual_shader_nodes.h
index 0c6e060353..1e4608444c 100644
--- a/scene/resources/visual_shader_nodes.h
+++ b/scene/resources/visual_shader_nodes.h
@@ -199,7 +199,8 @@ public:
SOURCE_SCREEN,
SOURCE_2D_TEXTURE,
SOURCE_2D_NORMAL,
- SOURCE_DEPTH
+ SOURCE_DEPTH,
+ SOURCE_PORT,
};
enum TextureType {