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-rw-r--r--scene/resources/animation_library.cpp21
-rw-r--r--scene/resources/animation_library.h3
-rw-r--r--scene/resources/default_theme/default_theme.cpp54
-rw-r--r--scene/resources/font.cpp22
-rw-r--r--scene/resources/font.h4
-rw-r--r--scene/resources/material.cpp127
-rw-r--r--scene/resources/material.h18
-rw-r--r--scene/resources/packed_scene.cpp3
-rw-r--r--scene/resources/particles_material.cpp28
-rw-r--r--scene/resources/resource_format_text.cpp2
-rw-r--r--scene/resources/visual_shader.cpp345
-rw-r--r--scene/resources/visual_shader.h4
-rw-r--r--scene/resources/visual_shader_nodes.cpp798
-rw-r--r--scene/resources/visual_shader_nodes.h115
14 files changed, 1038 insertions, 506 deletions
diff --git a/scene/resources/animation_library.cpp b/scene/resources/animation_library.cpp
index 229d9ab218..5d92c3b0c6 100644
--- a/scene/resources/animation_library.cpp
+++ b/scene/resources/animation_library.cpp
@@ -30,8 +30,25 @@
#include "animation_library.h"
+bool AnimationLibrary::is_valid_name(const String &p_name) {
+ return !(p_name.is_empty() || p_name.contains("/") || p_name.contains(":") || p_name.contains(",") || p_name.contains("["));
+}
+
+String AnimationLibrary::validate_name(const String &p_name) {
+ if (p_name.is_empty()) {
+ return "_"; // Should always return a valid name.
+ }
+
+ String name = p_name;
+ const char *characters = "/:,[";
+ for (const char *p = characters; *p; p++) {
+ name = name.replace(String::chr(*p), "_");
+ }
+ return name;
+}
+
Error AnimationLibrary::add_animation(const StringName &p_name, const Ref<Animation> &p_animation) {
- ERR_FAIL_COND_V_MSG(String(p_name).contains("/") || String(p_name).contains(":") || String(p_name).contains(",") || String(p_name).contains("["), ERR_INVALID_PARAMETER, "Invalid animation name: " + String(p_name) + ".");
+ ERR_FAIL_COND_V_MSG(!is_valid_name(p_name), ERR_INVALID_PARAMETER, "Invalid animation name: '" + String(p_name) + "'.");
ERR_FAIL_COND_V(p_animation.is_null(), ERR_INVALID_PARAMETER);
if (animations.has(p_name)) {
@@ -55,7 +72,7 @@ void AnimationLibrary::remove_animation(const StringName &p_name) {
void AnimationLibrary::rename_animation(const StringName &p_name, const StringName &p_new_name) {
ERR_FAIL_COND(!animations.has(p_name));
- ERR_FAIL_COND_MSG(String(p_new_name).contains("/") || String(p_new_name).contains(":") || String(p_new_name).contains(",") || String(p_new_name).contains("["), "Invalid animation name: " + String(p_new_name) + ".");
+ ERR_FAIL_COND_MSG(!is_valid_name(p_new_name), "Invalid animation name: '" + String(p_new_name) + "'.");
ERR_FAIL_COND(animations.has(p_new_name));
animations.insert(p_new_name, animations[p_name]);
diff --git a/scene/resources/animation_library.h b/scene/resources/animation_library.h
index 69ac5a97d2..0f327fb072 100644
--- a/scene/resources/animation_library.h
+++ b/scene/resources/animation_library.h
@@ -49,6 +49,9 @@ protected:
static void _bind_methods();
public:
+ static bool is_valid_name(const String &p_name);
+ static String validate_name(const String &p_name);
+
Error add_animation(const StringName &p_name, const Ref<Animation> &p_animation);
void remove_animation(const StringName &p_name);
void rename_animation(const StringName &p_name, const StringName &p_new_name);
diff --git a/scene/resources/default_theme/default_theme.cpp b/scene/resources/default_theme/default_theme.cpp
index 69b8355497..f059ec2cf6 100644
--- a/scene/resources/default_theme/default_theme.cpp
+++ b/scene/resources/default_theme/default_theme.cpp
@@ -177,7 +177,7 @@ void fill_default_theme(Ref<Theme> &theme, const Ref<Font> &default_font, const
theme->set_color("icon_focus_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);
+ theme->set_constant("h_separation", "Button", 2 * scale);
// LinkButton
@@ -230,7 +230,7 @@ void fill_default_theme(Ref<Theme> &theme, const Ref<Font> &default_font, const
theme->set_color("font_disabled_color", "OptionButton", control_font_disabled_color);
theme->set_color("font_outline_color", "OptionButton", Color(1, 1, 1));
- theme->set_constant("hseparation", "OptionButton", 2 * scale);
+ theme->set_constant("h_separation", "OptionButton", 2 * scale);
theme->set_constant("arrow_margin", "OptionButton", 4 * scale);
theme->set_constant("outline_size", "OptionButton", 0);
@@ -252,7 +252,7 @@ void fill_default_theme(Ref<Theme> &theme, const Ref<Font> &default_font, const
theme->set_color("font_disabled_color", "MenuButton", Color(1, 1, 1, 0.3));
theme->set_color("font_outline_color", "MenuButton", Color(1, 1, 1));
- theme->set_constant("hseparation", "MenuButton", 3 * scale);
+ theme->set_constant("h_separation", "MenuButton", 3 * scale);
theme->set_constant("outline_size", "MenuButton", 0);
// CheckBox
@@ -295,8 +295,8 @@ void fill_default_theme(Ref<Theme> &theme, const Ref<Font> &default_font, const
theme->set_color("font_disabled_color", "CheckBox", control_font_disabled_color);
theme->set_color("font_outline_color", "CheckBox", Color(1, 1, 1));
- theme->set_constant("hseparation", "CheckBox", 4 * scale);
- theme->set_constant("check_vadjust", "CheckBox", 0 * scale);
+ theme->set_constant("h_separation", "CheckBox", 4 * scale);
+ theme->set_constant("check_v_adjust", "CheckBox", 0 * scale);
theme->set_constant("outline_size", "CheckBox", 0);
// CheckButton
@@ -335,8 +335,8 @@ void fill_default_theme(Ref<Theme> &theme, const Ref<Font> &default_font, const
theme->set_color("font_disabled_color", "CheckButton", control_font_disabled_color);
theme->set_color("font_outline_color", "CheckButton", Color(1, 1, 1));
- theme->set_constant("hseparation", "CheckButton", 4 * scale);
- theme->set_constant("check_vadjust", "CheckButton", 0 * scale);
+ theme->set_constant("h_separation", "CheckButton", 4 * scale);
+ theme->set_constant("check_v_adjust", "CheckButton", 0 * scale);
theme->set_constant("outline_size", "CheckButton", 0);
// Label
@@ -582,8 +582,8 @@ void fill_default_theme(Ref<Theme> &theme, const Ref<Font> &default_font, const
theme->set_icon("close", "Window", icons["close"]);
theme->set_icon("close_pressed", "Window", icons["close_hl"]);
- theme->set_constant("close_h_ofs", "Window", 18 * scale);
- theme->set_constant("close_v_ofs", "Window", 24 * scale);
+ theme->set_constant("close_h_offset", "Window", 18 * scale);
+ theme->set_constant("close_v_offset", "Window", 24 * scale);
// Dialogs
@@ -665,8 +665,8 @@ void fill_default_theme(Ref<Theme> &theme, const Ref<Font> &default_font, const
theme->set_color("font_outline_color", "PopupMenu", Color(1, 1, 1));
theme->set_color("font_separator_outline_color", "PopupMenu", Color(1, 1, 1));
- theme->set_constant("hseparation", "PopupMenu", 4 * scale);
- theme->set_constant("vseparation", "PopupMenu", 4 * scale);
+ theme->set_constant("h_separation", "PopupMenu", 4 * scale);
+ theme->set_constant("v_separation", "PopupMenu", 4 * scale);
theme->set_constant("outline_size", "PopupMenu", 0);
theme->set_constant("separator_outline_size", "PopupMenu", 0);
theme->set_constant("item_start_padding", "PopupMenu", 2 * scale);
@@ -688,9 +688,9 @@ void fill_default_theme(Ref<Theme> &theme, const Ref<Font> &default_font, const
graphnode_position->set_border_color(Color(0.98, 0.89, 0.27));
theme->set_stylebox("frame", "GraphNode", graphnode_normal);
- theme->set_stylebox("selectedframe", "GraphNode", graphnode_selected);
+ theme->set_stylebox("selected_frame", "GraphNode", graphnode_selected);
theme->set_stylebox("comment", "GraphNode", graphnode_comment_normal);
- theme->set_stylebox("commentfocus", "GraphNode", graphnode_comment_selected);
+ theme->set_stylebox("comment_focus", "GraphNode", graphnode_comment_selected);
theme->set_stylebox("breakpoint", "GraphNode", graphnode_breakpoint);
theme->set_stylebox("position", "GraphNode", graphnode_position);
@@ -746,8 +746,8 @@ void fill_default_theme(Ref<Theme> &theme, const Ref<Font> &default_font, const
theme->set_color("children_hl_line_color", "Tree", Color(0.27, 0.27, 0.27));
theme->set_color("custom_button_font_highlight", "Tree", control_font_hover_color);
- theme->set_constant("hseparation", "Tree", 4 * scale);
- theme->set_constant("vseparation", "Tree", 4 * scale);
+ theme->set_constant("h_separation", "Tree", 4 * scale);
+ theme->set_constant("v_separation", "Tree", 4 * scale);
theme->set_constant("item_margin", "Tree", 16 * scale);
theme->set_constant("button_margin", "Tree", 4 * scale);
theme->set_constant("draw_relationship_lines", "Tree", 0);
@@ -764,8 +764,8 @@ void fill_default_theme(Ref<Theme> &theme, const Ref<Font> &default_font, const
theme->set_stylebox("bg", "ItemList", make_flat_stylebox(style_normal_color));
theme->set_stylebox("bg_focus", "ItemList", focus);
- theme->set_constant("hseparation", "ItemList", 4);
- theme->set_constant("vseparation", "ItemList", 2);
+ theme->set_constant("h_separation", "ItemList", 4);
+ theme->set_constant("v_separation", "ItemList", 2);
theme->set_constant("icon_margin", "ItemList", 4);
theme->set_constant("line_separation", "ItemList", 2 * scale);
@@ -846,7 +846,7 @@ void fill_default_theme(Ref<Theme> &theme, const Ref<Font> &default_font, const
theme->set_color("font_outline_color", "TabBar", Color(1, 1, 1));
theme->set_color("drop_mark_color", "TabBar", Color(1, 1, 1));
- theme->set_constant("hseparation", "TabBar", 4 * scale);
+ theme->set_constant("h_separation", "TabBar", 4 * scale);
theme->set_constant("outline_size", "TabBar", 0);
// Separators
@@ -896,7 +896,7 @@ void fill_default_theme(Ref<Theme> &theme, const Ref<Font> &default_font, const
theme->set_color("font_disabled_color", "ColorPickerButton", Color(0.9, 0.9, 0.9, 0.3));
theme->set_color("font_outline_color", "ColorPickerButton", Color(1, 1, 1));
- theme->set_constant("hseparation", "ColorPickerButton", 2 * scale);
+ theme->set_constant("h_separation", "ColorPickerButton", 2 * scale);
theme->set_constant("outline_size", "ColorPickerButton", 0);
// ColorPresetButton
@@ -956,8 +956,8 @@ void fill_default_theme(Ref<Theme> &theme, const Ref<Font> &default_font, const
theme->set_constant("shadow_outline_size", "RichTextLabel", 1 * scale);
theme->set_constant("line_separation", "RichTextLabel", 0 * scale);
- theme->set_constant("table_hseparation", "RichTextLabel", 3 * scale);
- theme->set_constant("table_vseparation", "RichTextLabel", 3 * scale);
+ theme->set_constant("table_h_separation", "RichTextLabel", 3 * scale);
+ theme->set_constant("table_v_separation", "RichTextLabel", 3 * scale);
theme->set_constant("outline_size", "RichTextLabel", 0);
@@ -976,16 +976,16 @@ void fill_default_theme(Ref<Theme> &theme, const Ref<Font> &default_font, const
theme->set_constant("margin_top", "MarginContainer", 0 * scale);
theme->set_constant("margin_right", "MarginContainer", 0 * scale);
theme->set_constant("margin_bottom", "MarginContainer", 0 * scale);
- theme->set_constant("hseparation", "GridContainer", 4 * scale);
- theme->set_constant("vseparation", "GridContainer", 4 * scale);
+ theme->set_constant("h_separation", "GridContainer", 4 * scale);
+ theme->set_constant("v_separation", "GridContainer", 4 * scale);
theme->set_constant("separation", "HSplitContainer", 12 * scale);
theme->set_constant("separation", "VSplitContainer", 12 * scale);
theme->set_constant("autohide", "HSplitContainer", 1 * scale);
theme->set_constant("autohide", "VSplitContainer", 1 * scale);
- theme->set_constant("hseparation", "HFlowContainer", 4 * scale);
- theme->set_constant("vseparation", "HFlowContainer", 4 * scale);
- theme->set_constant("hseparation", "VFlowContainer", 4 * scale);
- theme->set_constant("vseparation", "VFlowContainer", 4 * scale);
+ theme->set_constant("h_separation", "HFlowContainer", 4 * scale);
+ theme->set_constant("v_separation", "HFlowContainer", 4 * scale);
+ theme->set_constant("h_separation", "VFlowContainer", 4 * scale);
+ theme->set_constant("v_separation", "VFlowContainer", 4 * scale);
theme->set_stylebox("panel", "PanelContainer", make_flat_stylebox(style_normal_color, 0, 0, 0, 0));
diff --git a/scene/resources/font.cpp b/scene/resources/font.cpp
index efbe9c93f7..d6b2572628 100644
--- a/scene/resources/font.cpp
+++ b/scene/resources/font.cpp
@@ -54,6 +54,7 @@ _FORCE_INLINE_ void FontData::_ensure_rid(int p_cache_index) const {
cache.write[p_cache_index] = TS->create_font();
TS->font_set_data_ptr(cache[p_cache_index], data_ptr, data_size);
TS->font_set_antialiased(cache[p_cache_index], antialiased);
+ TS->font_set_generate_mipmaps(cache[p_cache_index], mipmaps);
TS->font_set_multichannel_signed_distance_field(cache[p_cache_index], msdf);
TS->font_set_msdf_pixel_range(cache[p_cache_index], msdf_pixel_range);
TS->font_set_msdf_size(cache[p_cache_index], msdf_size);
@@ -77,6 +78,9 @@ void FontData::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_antialiased", "antialiased"), &FontData::set_antialiased);
ClassDB::bind_method(D_METHOD("is_antialiased"), &FontData::is_antialiased);
+ ClassDB::bind_method(D_METHOD("set_generate_mipmaps", "generate_mipmaps"), &FontData::set_generate_mipmaps);
+ ClassDB::bind_method(D_METHOD("get_generate_mipmaps"), &FontData::get_generate_mipmaps);
+
ClassDB::bind_method(D_METHOD("set_font_name", "name"), &FontData::set_font_name);
ClassDB::bind_method(D_METHOD("get_font_name"), &FontData::get_font_name);
@@ -212,6 +216,7 @@ void FontData::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_supported_variation_list"), &FontData::get_supported_variation_list);
ADD_PROPERTY(PropertyInfo(Variant::PACKED_BYTE_ARRAY, "data", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE), "set_data", "get_data");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "generate_mipmaps", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE), "set_generate_mipmaps", "get_generate_mipmaps");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "antialiased", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE), "set_antialiased", "is_antialiased");
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");
@@ -442,6 +447,7 @@ void FontData::reset_state() {
cache.clear();
antialiased = true;
+ mipmaps = false;
msdf = false;
force_autohinter = false;
hinting = TextServer::HINTING_LIGHT;
@@ -735,6 +741,7 @@ Error FontData::load_bitmap_font(const String &p_path) {
reset_state();
antialiased = false;
+ mipmaps = false;
msdf = false;
force_autohinter = false;
hinting = TextServer::HINTING_NONE;
@@ -1290,6 +1297,21 @@ bool FontData::is_antialiased() const {
return antialiased;
}
+void FontData::set_generate_mipmaps(bool p_generate_mipmaps) {
+ if (mipmaps != p_generate_mipmaps) {
+ mipmaps = p_generate_mipmaps;
+ for (int i = 0; i < cache.size(); i++) {
+ _ensure_rid(i);
+ TS->font_set_generate_mipmaps(cache[i], mipmaps);
+ }
+ emit_changed();
+ }
+}
+
+bool FontData::get_generate_mipmaps() const {
+ return mipmaps;
+}
+
void FontData::set_multichannel_signed_distance_field(bool p_msdf) {
if (msdf != p_msdf) {
msdf = p_msdf;
diff --git a/scene/resources/font.h b/scene/resources/font.h
index 2aa12dd2de..9a90032605 100644
--- a/scene/resources/font.h
+++ b/scene/resources/font.h
@@ -49,6 +49,7 @@ class FontData : public Resource {
PackedByteArray data;
bool antialiased = true;
+ bool mipmaps = false;
bool msdf = false;
int msdf_pixel_range = 16;
int msdf_size = 48;
@@ -103,6 +104,9 @@ public:
virtual void set_antialiased(bool p_antialiased);
virtual bool is_antialiased() const;
+ virtual void set_generate_mipmaps(bool p_generate_mipmaps);
+ virtual bool get_generate_mipmaps() const;
+
virtual void set_multichannel_signed_distance_field(bool p_msdf);
virtual bool is_multichannel_signed_distance_field() const;
diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp
index 430626b008..8e17ff35a9 100644
--- a/scene/resources/material.cpp
+++ b/scene/resources/material.cpp
@@ -395,6 +395,9 @@ void BaseMaterial3D::init_shaders() {
shader_names->distance_fade_min = "distance_fade_min";
shader_names->distance_fade_max = "distance_fade_max";
+ shader_names->msdf_pixel_range = "msdf_pixel_range";
+ shader_names->msdf_outline_size = "msdf_outline_size";
+
shader_names->metallic_texture_channel = "metallic_texture_channel";
shader_names->ao_texture_channel = "ao_texture_channel";
shader_names->clearcoat_texture_channel = "clearcoat_texture_channel";
@@ -432,12 +435,10 @@ void BaseMaterial3D::init_shaders() {
shader_names->albedo_texture_size = "albedo_texture_size";
}
-Ref<StandardMaterial3D> BaseMaterial3D::materials_for_2d[BaseMaterial3D::MAX_MATERIALS_FOR_2D];
+HashMap<uint64_t, Ref<StandardMaterial3D>> BaseMaterial3D::materials_for_2d;
void BaseMaterial3D::finish_shaders() {
- for (int i = 0; i < MAX_MATERIALS_FOR_2D; i++) {
- materials_for_2d[i].unref();
- }
+ materials_for_2d.clear();
memdelete(dirty_materials);
dirty_materials = nullptr;
@@ -644,6 +645,11 @@ void BaseMaterial3D::_update_shader() {
code += "uniform float distance_fade_max;\n";
}
+ if (flags[FLAG_ALBEDO_TEXTURE_MSDF]) {
+ code += "uniform float msdf_pixel_range;\n";
+ code += "uniform float msdf_outline_size;\n";
+ }
+
// alpha scissor is only valid if there is not antialiasing edge
// alpha hash is valid whenever, but not with alpha scissor
if (transparency == TRANSPARENCY_ALPHA_SCISSOR) {
@@ -911,6 +917,12 @@ void BaseMaterial3D::_update_shader() {
code += "}\n";
code += "\n\n";
+ if (flags[FLAG_ALBEDO_TEXTURE_MSDF]) {
+ code += "float msdf_median(float r, float g, float b, float a) {\n";
+ code += " return min(max(min(r, g), min(max(r, g), b)), a);\n";
+ code += "}\n";
+ }
+ code += "\n\n";
if (flags[FLAG_UV1_USE_TRIPLANAR] || flags[FLAG_UV2_USE_TRIPLANAR]) {
code += "vec4 triplanar_texture(sampler2D p_sampler,vec3 p_weights,vec3 p_triplanar_pos) {\n";
code += " vec4 samp=vec4(0.0);\n";
@@ -1010,7 +1022,30 @@ void BaseMaterial3D::_update_shader() {
}
}
- if (flags[FLAG_ALBEDO_TEXTURE_FORCE_SRGB]) {
+ if (flags[FLAG_ALBEDO_TEXTURE_MSDF]) {
+ code += " {\n";
+ code += " albedo_tex.rgb = mix(vec3(1.0 + 0.055) * pow(albedo_tex.rgb, vec3(1.0 / 2.4)) - vec3(0.055), vec3(12.92) * albedo_tex.rgb.rgb, lessThan(albedo_tex.rgb, vec3(0.0031308)));\n";
+ code += " vec2 msdf_size = vec2(msdf_pixel_range) / vec2(textureSize(texture_albedo, 0));\n";
+ if (flags[FLAG_USE_POINT_SIZE]) {
+ code += " vec2 dest_size = vec2(1.0) / fwidth(POINT_COORD);\n";
+ } else {
+ if (flags[FLAG_UV1_USE_TRIPLANAR]) {
+ code += " vec2 dest_size = vec2(1.0) / fwidth(uv1_triplanar_pos);\n";
+ } else {
+ code += " vec2 dest_size = vec2(1.0) / fwidth(base_uv);\n";
+ }
+ }
+ code += " float px_size = max(0.5 * dot(msdf_size, dest_size), 1.0);\n";
+ code += " float d = msdf_median(albedo_tex.r, albedo_tex.g, albedo_tex.b, albedo_tex.a) - 0.5;\n";
+ code += " if (msdf_outline_size > 0.0) {\n";
+ code += " float cr = clamp(msdf_outline_size, 0.0, msdf_pixel_range / 2.0) / msdf_pixel_range;\n";
+ code += " albedo_tex.a = clamp((d + cr) * px_size, 0.0, 1.0);\n";
+ code += " } else {\n";
+ code += " albedo_tex.a = clamp(d * px_size + 0.5, 0.0, 1.0);\n";
+ code += " }\n";
+ code += " albedo_tex.rgb = vec3(1.0);\n";
+ code += " }\n";
+ } else if (flags[FLAG_ALBEDO_TEXTURE_FORCE_SRGB]) {
code += " albedo_tex.rgb = mix(pow((albedo_tex.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)),vec3(2.4)),albedo_tex.rgb.rgb * (1.0 / 12.92),lessThan(albedo_tex.rgb,vec3(0.04045)));\n";
}
@@ -1777,6 +1812,14 @@ void BaseMaterial3D::_validate_property(PropertyInfo &property) const {
property.usage = PROPERTY_USAGE_NO_EDITOR;
}
+ if (property.name == "msdf_pixel_range" && !flags[FLAG_ALBEDO_TEXTURE_MSDF]) {
+ property.usage = PROPERTY_USAGE_NO_EDITOR;
+ }
+
+ if (property.name == "msdf_outline_size" && !flags[FLAG_ALBEDO_TEXTURE_MSDF]) {
+ property.usage = PROPERTY_USAGE_NO_EDITOR;
+ }
+
if ((property.name == "distance_fade_max_distance" || property.name == "distance_fade_min_distance") && distance_fade == DISTANCE_FADE_DISABLED) {
property.usage = PROPERTY_USAGE_NO_EDITOR;
}
@@ -2125,35 +2168,45 @@ BaseMaterial3D::TextureChannel BaseMaterial3D::get_refraction_texture_channel()
return refraction_texture_channel;
}
-Ref<Material> BaseMaterial3D::get_material_for_2d(bool p_shaded, bool p_transparent, bool p_double_sided, bool p_cut_alpha, bool p_opaque_prepass, bool p_billboard, bool p_billboard_y, RID *r_shader_rid) {
- int version = 0;
+Ref<Material> BaseMaterial3D::get_material_for_2d(bool p_shaded, bool p_transparent, bool p_double_sided, bool p_cut_alpha, bool p_opaque_prepass, bool p_billboard, bool p_billboard_y, bool p_msdf, bool p_no_depth, bool p_fixed_size, TextureFilter p_filter, RID *r_shader_rid) {
+ int64_t hash = 0;
if (p_shaded) {
- version = 1;
+ hash |= 1 << 0;
}
if (p_transparent) {
- version |= 2;
+ hash |= 1 << 1;
}
if (p_cut_alpha) {
- version |= 4;
+ hash |= 1 << 2;
}
if (p_opaque_prepass) {
- version |= 8;
+ hash |= 1 << 3;
}
if (p_double_sided) {
- version |= 16;
+ hash |= 1 << 4;
}
if (p_billboard) {
- version |= 32;
+ hash |= 1 << 5;
}
if (p_billboard_y) {
- version |= 64;
+ hash |= 1 << 6;
+ }
+ if (p_msdf) {
+ hash |= 1 << 7;
}
+ if (p_no_depth) {
+ hash |= 1 << 8;
+ }
+ if (p_fixed_size) {
+ hash |= 1 << 9;
+ }
+ hash = hash_djb2_one_64(p_filter, hash);
- if (materials_for_2d[version].is_valid()) {
+ if (materials_for_2d.has(hash)) {
if (r_shader_rid) {
- *r_shader_rid = materials_for_2d[version]->get_shader_rid();
+ *r_shader_rid = materials_for_2d[hash]->get_shader_rid();
}
- return materials_for_2d[version];
+ return materials_for_2d[hash];
}
Ref<StandardMaterial3D> material;
@@ -2164,18 +2217,22 @@ Ref<Material> BaseMaterial3D::get_material_for_2d(bool p_shaded, bool p_transpar
material->set_cull_mode(p_double_sided ? CULL_DISABLED : CULL_BACK);
material->set_flag(FLAG_SRGB_VERTEX_COLOR, true);
material->set_flag(FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
+ material->set_flag(FLAG_ALBEDO_TEXTURE_MSDF, p_msdf);
+ material->set_flag(FLAG_DISABLE_DEPTH_TEST, p_no_depth);
+ material->set_flag(FLAG_FIXED_SIZE, p_fixed_size);
+ material->set_texture_filter(p_filter);
if (p_billboard || p_billboard_y) {
material->set_flag(FLAG_BILLBOARD_KEEP_SCALE, true);
material->set_billboard_mode(p_billboard_y ? BILLBOARD_FIXED_Y : BILLBOARD_ENABLED);
}
- materials_for_2d[version] = material;
+ materials_for_2d[hash] = material;
if (r_shader_rid) {
- *r_shader_rid = materials_for_2d[version]->get_shader_rid();
+ *r_shader_rid = materials_for_2d[hash]->get_shader_rid();
}
- return materials_for_2d[version];
+ return materials_for_2d[hash];
}
void BaseMaterial3D::set_on_top_of_alpha() {
@@ -2203,6 +2260,24 @@ float BaseMaterial3D::get_proximity_fade_distance() const {
return proximity_fade_distance;
}
+void BaseMaterial3D::set_msdf_pixel_range(float p_range) {
+ msdf_pixel_range = p_range;
+ RS::get_singleton()->material_set_param(_get_material(), shader_names->msdf_pixel_range, p_range);
+}
+
+float BaseMaterial3D::get_msdf_pixel_range() const {
+ return msdf_pixel_range;
+}
+
+void BaseMaterial3D::set_msdf_outline_size(float p_size) {
+ msdf_outline_size = p_size;
+ RS::get_singleton()->material_set_param(_get_material(), shader_names->msdf_outline_size, p_size);
+}
+
+float BaseMaterial3D::get_msdf_outline_size() const {
+ return msdf_outline_size;
+}
+
void BaseMaterial3D::set_distance_fade(DistanceFadeMode p_mode) {
distance_fade = p_mode;
_queue_shader_change();
@@ -2445,6 +2520,12 @@ void BaseMaterial3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_proximity_fade_distance", "distance"), &BaseMaterial3D::set_proximity_fade_distance);
ClassDB::bind_method(D_METHOD("get_proximity_fade_distance"), &BaseMaterial3D::get_proximity_fade_distance);
+ ClassDB::bind_method(D_METHOD("set_msdf_pixel_range", "range"), &BaseMaterial3D::set_msdf_pixel_range);
+ ClassDB::bind_method(D_METHOD("get_msdf_pixel_range"), &BaseMaterial3D::get_msdf_pixel_range);
+
+ ClassDB::bind_method(D_METHOD("set_msdf_outline_size", "size"), &BaseMaterial3D::set_msdf_outline_size);
+ ClassDB::bind_method(D_METHOD("get_msdf_outline_size"), &BaseMaterial3D::get_msdf_outline_size);
+
ClassDB::bind_method(D_METHOD("set_distance_fade", "mode"), &BaseMaterial3D::set_distance_fade);
ClassDB::bind_method(D_METHOD("get_distance_fade"), &BaseMaterial3D::get_distance_fade);
@@ -2479,6 +2560,7 @@ void BaseMaterial3D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "albedo_color"), "set_albedo", "get_albedo");
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "albedo_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_ALBEDO);
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "albedo_tex_force_srgb"), "set_flag", "get_flag", FLAG_ALBEDO_TEXTURE_FORCE_SRGB);
+ ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "albedo_tex_msdf"), "set_flag", "get_flag", FLAG_ALBEDO_TEXTURE_MSDF);
ADD_GROUP("ORM", "orm_");
ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "orm_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture", TEXTURE_ORM);
@@ -2616,6 +2698,9 @@ void BaseMaterial3D::_bind_methods() {
ADD_GROUP("Proximity Fade", "proximity_fade_");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "proximity_fade_enable"), "set_proximity_fade", "is_proximity_fade_enabled");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "proximity_fade_distance", PROPERTY_HINT_RANGE, "0,4096,0.01"), "set_proximity_fade_distance", "get_proximity_fade_distance");
+ ADD_GROUP("MSDF", "msdf_");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "msdf_pixel_range", PROPERTY_HINT_RANGE, "1,100,1"), "set_msdf_pixel_range", "get_msdf_pixel_range");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "msdf_outline_size", PROPERTY_HINT_RANGE, "1,250,1"), "set_msdf_outline_size", "get_msdf_outline_size");
ADD_GROUP("Distance Fade", "distance_fade_");
ADD_PROPERTY(PropertyInfo(Variant::INT, "distance_fade_mode", PROPERTY_HINT_ENUM, "Disabled,PixelAlpha,PixelDither,ObjectDither"), "set_distance_fade", "get_distance_fade");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "distance_fade_min_distance", PROPERTY_HINT_RANGE, "0,4096,0.01"), "set_distance_fade_min_distance", "get_distance_fade_min_distance");
@@ -2715,6 +2800,7 @@ void BaseMaterial3D::_bind_methods() {
BIND_ENUM_CONSTANT(FLAG_INVERT_HEIGHTMAP);
BIND_ENUM_CONSTANT(FLAG_SUBSURFACE_MODE_SKIN);
BIND_ENUM_CONSTANT(FLAG_PARTICLE_TRAILS_MODE);
+ BIND_ENUM_CONSTANT(FLAG_ALBEDO_TEXTURE_MSDF);
BIND_ENUM_CONSTANT(FLAG_MAX);
BIND_ENUM_CONSTANT(DIFFUSE_BURLEY);
@@ -2804,6 +2890,7 @@ BaseMaterial3D::BaseMaterial3D(bool p_orm) :
set_heightmap_deep_parallax_max_layers(32);
set_heightmap_deep_parallax_flip_tangent(false); //also sets binormal
+ flags[FLAG_ALBEDO_TEXTURE_MSDF] = false;
flags[FLAG_USE_TEXTURE_REPEAT] = true;
is_initialized = true;
diff --git a/scene/resources/material.h b/scene/resources/material.h
index 07227c037c..99e125f5b0 100644
--- a/scene/resources/material.h
+++ b/scene/resources/material.h
@@ -242,6 +242,7 @@ public:
FLAG_INVERT_HEIGHTMAP,
FLAG_SUBSURFACE_MODE_SKIN,
FLAG_PARTICLE_TRAILS_MODE,
+ FLAG_ALBEDO_TEXTURE_MSDF,
FLAG_MAX
};
@@ -412,6 +413,8 @@ private:
StringName uv2_blend_sharpness;
StringName grow;
StringName proximity_fade_distance;
+ StringName msdf_pixel_range;
+ StringName msdf_outline_size;
StringName distance_fade_min;
StringName distance_fade_max;
StringName ao_light_affect;
@@ -500,6 +503,9 @@ private:
bool proximity_fade_enabled = false;
float proximity_fade_distance;
+ float msdf_pixel_range = 4.f;
+ float msdf_outline_size = 0.f;
+
DistanceFadeMode distance_fade = DISTANCE_FADE_DISABLED;
float distance_fade_max_distance;
float distance_fade_min_distance;
@@ -527,9 +533,7 @@ private:
_FORCE_INLINE_ void _validate_feature(const String &text, Feature feature, PropertyInfo &property) const;
- static const int MAX_MATERIALS_FOR_2D = 128;
-
- static Ref<StandardMaterial3D> materials_for_2d[MAX_MATERIALS_FOR_2D]; //used by Sprite3D and other stuff
+ static HashMap<uint64_t, Ref<StandardMaterial3D>> materials_for_2d; //used by Sprite3D, Label3D and other stuff
void _validate_high_end(const String &text, PropertyInfo &property) const;
@@ -714,6 +718,12 @@ public:
void set_proximity_fade_distance(float p_distance);
float get_proximity_fade_distance() const;
+ void set_msdf_pixel_range(float p_range);
+ float get_msdf_pixel_range() const;
+
+ void set_msdf_outline_size(float p_size);
+ float get_msdf_outline_size() const;
+
void set_distance_fade(DistanceFadeMode p_mode);
DistanceFadeMode get_distance_fade() const;
@@ -739,7 +749,7 @@ public:
static void finish_shaders();
static void flush_changes();
- static Ref<Material> get_material_for_2d(bool p_shaded, bool p_transparent, bool p_double_sided, bool p_cut_alpha, bool p_opaque_prepass, bool p_billboard = false, bool p_billboard_y = false, RID *r_shader_rid = nullptr);
+ static Ref<Material> get_material_for_2d(bool p_shaded, bool p_transparent, bool p_double_sided, bool p_cut_alpha, bool p_opaque_prepass, bool p_billboard = false, bool p_billboard_y = false, bool p_msdf = false, bool p_no_depth = false, bool p_fixed_size = false, TextureFilter p_filter = TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RID *r_shader_rid = nullptr);
virtual RID get_shader_rid() const override;
diff --git a/scene/resources/packed_scene.cpp b/scene/resources/packed_scene.cpp
index b1c2702a1e..b991cb1abe 100644
--- a/scene/resources/packed_scene.cpp
+++ b/scene/resources/packed_scene.cpp
@@ -310,6 +310,9 @@ Node *SceneState::instantiate(GenEditState p_edit_state) const {
NODE_FROM_ID(owner, n.owner);
if (owner) {
node->_set_owner_nocheck(owner);
+ if (node->data.unique_name_in_owner) {
+ node->_acquire_unique_name_in_owner();
+ }
}
}
diff --git a/scene/resources/particles_material.cpp b/scene/resources/particles_material.cpp
index 01a0411545..597d070285 100644
--- a/scene/resources/particles_material.cpp
+++ b/scene/resources/particles_material.cpp
@@ -233,48 +233,48 @@ void ParticlesMaterial::_update_shader() {
code += "uniform vec3 gravity;\n";
if (color_ramp.is_valid()) {
- code += "uniform sampler2D color_ramp;\n";
+ code += "uniform sampler2D color_ramp : repeat_disable;\n";
}
if (color_initial_ramp.is_valid()) {
- code += "uniform sampler2D color_initial_ramp;\n";
+ code += "uniform sampler2D color_initial_ramp : repeat_disable;\n";
}
if (tex_parameters[PARAM_INITIAL_LINEAR_VELOCITY].is_valid()) {
- code += "uniform sampler2D linear_velocity_texture;\n";
+ code += "uniform sampler2D linear_velocity_texture : repeat_disable;\n";
}
if (tex_parameters[PARAM_ORBIT_VELOCITY].is_valid()) {
- code += "uniform sampler2D orbit_velocity_texture;\n";
+ code += "uniform sampler2D orbit_velocity_texture : repeat_disable;\n";
}
if (tex_parameters[PARAM_ANGULAR_VELOCITY].is_valid()) {
- code += "uniform sampler2D angular_velocity_texture;\n";
+ code += "uniform sampler2D angular_velocity_texture : repeat_disable;\n";
}
if (tex_parameters[PARAM_LINEAR_ACCEL].is_valid()) {
- code += "uniform sampler2D linear_accel_texture;\n";
+ code += "uniform sampler2D linear_accel_texture : repeat_disable;\n";
}
if (tex_parameters[PARAM_RADIAL_ACCEL].is_valid()) {
- code += "uniform sampler2D radial_accel_texture;\n";
+ code += "uniform sampler2D radial_accel_texture : repeat_disable;\n";
}
if (tex_parameters[PARAM_TANGENTIAL_ACCEL].is_valid()) {
- code += "uniform sampler2D tangent_accel_texture;\n";
+ code += "uniform sampler2D tangent_accel_texture : repeat_disable;\n";
}
if (tex_parameters[PARAM_DAMPING].is_valid()) {
- code += "uniform sampler2D damping_texture;\n";
+ code += "uniform sampler2D damping_texture : repeat_disable;\n";
}
if (tex_parameters[PARAM_ANGLE].is_valid()) {
- code += "uniform sampler2D angle_texture;\n";
+ code += "uniform sampler2D angle_texture : repeat_disable;\n";
}
if (tex_parameters[PARAM_SCALE].is_valid()) {
- code += "uniform sampler2D scale_texture;\n";
+ code += "uniform sampler2D scale_texture : repeat_disable;\n";
}
if (tex_parameters[PARAM_HUE_VARIATION].is_valid()) {
- code += "uniform sampler2D hue_variation_texture;\n";
+ code += "uniform sampler2D hue_variation_texture : repeat_disable;\n";
}
if (tex_parameters[PARAM_ANIM_SPEED].is_valid()) {
- code += "uniform sampler2D anim_speed_texture;\n";
+ code += "uniform sampler2D anim_speed_texture : repeat_disable;\n";
}
if (tex_parameters[PARAM_ANIM_OFFSET].is_valid()) {
- code += "uniform sampler2D anim_offset_texture;\n";
+ code += "uniform sampler2D anim_offset_texture : repeat_disable;\n";
}
if (collision_enabled) {
diff --git a/scene/resources/resource_format_text.cpp b/scene/resources/resource_format_text.cpp
index 4b0456681b..b18456d464 100644
--- a/scene/resources/resource_format_text.cpp
+++ b/scene/resources/resource_format_text.cpp
@@ -898,6 +898,8 @@ Error ResourceLoaderText::rename_dependencies(Ref<FileAccess> p_f, const String
return ERR_CANT_CREATE;
}
+ fw.unref();
+
Ref<DirAccess> da = DirAccess::create(DirAccess::ACCESS_RESOURCES);
da->remove(p_path);
da->rename(p_path + ".depren", p_path);
diff --git a/scene/resources/visual_shader.cpp b/scene/resources/visual_shader.cpp
index 129f76702e..755962b96c 100644
--- a/scene/resources/visual_shader.cpp
+++ b/scene/resources/visual_shader.cpp
@@ -74,6 +74,10 @@ void VisualShaderNode::set_input_port_default_value(int p_port, const Variant &p
Vector3 pv = p_prev_value;
value = pv.x;
} break;
+ case Variant::QUATERNION: {
+ Quaternion pv = p_prev_value;
+ value = pv.x;
+ } break;
default:
break;
}
@@ -94,6 +98,10 @@ void VisualShaderNode::set_input_port_default_value(int p_port, const Variant &p
Vector3 pv = p_prev_value;
value = (int)pv.x;
} break;
+ case Variant::QUATERNION: {
+ Quaternion pv = p_prev_value;
+ value = (int)pv.x;
+ } break;
default:
break;
}
@@ -115,6 +123,10 @@ void VisualShaderNode::set_input_port_default_value(int p_port, const Variant &p
Vector3 pv = p_prev_value;
value = Vector2(pv.x, pv.y);
} break;
+ case Variant::QUATERNION: {
+ Quaternion pv = p_prev_value;
+ value = Vector2(pv.x, pv.y);
+ } break;
default:
break;
}
@@ -136,6 +148,35 @@ void VisualShaderNode::set_input_port_default_value(int p_port, const Variant &p
case Variant::VECTOR3: {
value = p_prev_value;
} break;
+ case Variant::QUATERNION: {
+ Quaternion pv = p_prev_value;
+ value = Vector3(pv.x, pv.y, pv.z);
+ } break;
+ default:
+ break;
+ }
+ } break;
+ case Variant::QUATERNION: {
+ switch (p_prev_value.get_type()) {
+ case Variant::INT: {
+ float pv = (float)(int)p_prev_value;
+ value = Quaternion(pv, pv, pv, pv);
+ } break;
+ case Variant::FLOAT: {
+ float pv = p_prev_value;
+ value = Quaternion(pv, pv, pv, pv);
+ } break;
+ case Variant::VECTOR2: {
+ Vector2 pv = p_prev_value;
+ value = Quaternion(pv.x, pv.y, pv.y, pv.y);
+ } break;
+ case Variant::VECTOR3: {
+ Vector3 pv = p_prev_value;
+ value = Quaternion(pv.x, pv.y, pv.z, pv.z);
+ } break;
+ case Variant::QUATERNION: {
+ value = p_prev_value;
+ } break;
default:
break;
}
@@ -253,6 +294,9 @@ int VisualShaderNode::get_expanded_output_port_count() const {
case PORT_TYPE_VECTOR_3D: {
count2 += 3;
} break;
+ case PORT_TYPE_VECTOR_4D: {
+ count2 += 4;
+ } break;
default:
break;
}
@@ -360,6 +404,7 @@ void VisualShaderNode::_bind_methods() {
BIND_ENUM_CONSTANT(PORT_TYPE_SCALAR_INT);
BIND_ENUM_CONSTANT(PORT_TYPE_VECTOR_2D);
BIND_ENUM_CONSTANT(PORT_TYPE_VECTOR_3D);
+ BIND_ENUM_CONSTANT(PORT_TYPE_VECTOR_4D);
BIND_ENUM_CONSTANT(PORT_TYPE_BOOLEAN);
BIND_ENUM_CONSTANT(PORT_TYPE_TRANSFORM);
BIND_ENUM_CONSTANT(PORT_TYPE_SAMPLER);
@@ -767,7 +812,6 @@ void VisualShader::add_node(Type p_type, const Ref<VisualShaderNode> &p_node, co
if (input.is_valid()) {
input->shader_mode = shader_mode;
input->shader_type = p_type;
- input->connect("input_type_changed", callable_mp(this, &VisualShader::_input_type_changed), varray(p_type, p_id));
}
n.node->connect("changed", callable_mp(this, &VisualShader::_queue_update));
@@ -837,11 +881,6 @@ void VisualShader::remove_node(Type p_type, int p_id) {
Graph *g = &graph[p_type];
ERR_FAIL_COND(!g->nodes.has(p_id));
- Ref<VisualShaderNodeInput> input = g->nodes[p_id].node;
- if (input.is_valid()) {
- input->disconnect("input_type_changed", callable_mp(this, &VisualShader::_input_type_changed));
- }
-
g->nodes[p_id].node->disconnect("changed", callable_mp(this, &VisualShader::_queue_update));
g->nodes.erase(p_id);
@@ -1203,6 +1242,9 @@ String VisualShader::generate_preview_shader(Type p_type, int p_node, int p_port
case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
code += " COLOR.rgb = n_out" + itos(p_node) + "p" + itos(p_port) + ";\n";
} break;
+ case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
+ code += " COLOR.rgb = n_out" + itos(p_node) + "p" + itos(p_port) + ".xyz;\n";
+ } break;
default: {
code += " COLOR.rgb = vec3(0.0);\n";
} break;
@@ -1687,11 +1729,14 @@ Error VisualShader::_write_node(Type type, StringBuilder *global_code, StringBui
inputs[i] = "(" + src_var + " ? 1.0 : 0.0)";
} break;
case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
- inputs[i] = "dot(" + src_var + ", vec2(0.333333, 0.333333))";
+ inputs[i] = "dot(" + src_var + ", vec2(0.5, 0.5))";
} break;
case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
inputs[i] = "dot(" + src_var + ", vec3(0.333333, 0.333333, 0.333333))";
} break;
+ case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
+ inputs[i] = "dot(" + src_var + ", vec4(0.25, 0.25, 0.25, 0.25))";
+ } break;
default:
break;
}
@@ -1705,11 +1750,14 @@ Error VisualShader::_write_node(Type type, StringBuilder *global_code, StringBui
inputs[i] = "(" + src_var + " ? 1 : 0)";
} break;
case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
- inputs[i] = "dot(float(" + src_var + "), vec2(0.333333, 0.333333))";
+ inputs[i] = "dot(float(" + src_var + "), vec2(0.5, 0.5))";
} break;
case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
inputs[i] = "dot(float(" + src_var + "), vec3(0.333333, 0.333333, 0.333333))";
} break;
+ case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
+ inputs[i] = "dot(float(" + src_var + "), vec4(0.25, 0.25, 0.25, 0.25))";
+ } break;
default:
break;
}
@@ -1728,6 +1776,9 @@ Error VisualShader::_write_node(Type type, StringBuilder *global_code, StringBui
case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
inputs[i] = "all(bvec3(" + src_var + "))";
} break;
+ case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
+ inputs[i] = "all(bvec4(" + src_var + "))";
+ } break;
default:
break;
}
@@ -1743,7 +1794,8 @@ 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_3D: {
+ case VisualShaderNode::PORT_TYPE_VECTOR_3D:
+ case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
inputs[i] = "vec2(" + src_var + ".xy)";
} break;
default:
@@ -1765,6 +1817,30 @@ Error VisualShader::_write_node(Type type, StringBuilder *global_code, StringBui
case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
inputs[i] = "vec3(" + src_var + ", 0.0)";
} break;
+ case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
+ inputs[i] = "vec3(" + src_var + ".xyz)";
+ } break;
+ default:
+ break;
+ }
+ } break;
+ case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
+ switch (out_type) {
+ case VisualShaderNode::PORT_TYPE_SCALAR: {
+ inputs[i] = "vec4(" + src_var + ")";
+ } break;
+ case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
+ inputs[i] = "vec4(float(" + src_var + "))";
+ } break;
+ case VisualShaderNode::PORT_TYPE_BOOLEAN: {
+ inputs[i] = "vec4(" + src_var + " ? 1.0 : 0.0)";
+ } break;
+ case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
+ inputs[i] = "vec4(" + src_var + ", 0.0, 0.0)";
+ } break;
+ case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
+ inputs[i] = "vec4(" + src_var + ", 0.0)";
+ } break;
default:
break;
}
@@ -1799,6 +1875,10 @@ Error VisualShader::_write_node(Type type, StringBuilder *global_code, StringBui
Vector3 val = defval;
inputs[i] = "n_in" + itos(node) + "p" + itos(i);
node_code += " vec3 " + inputs[i] + " = " + vformat("vec3(%.5f, %.5f, %.5f);\n", val.x, val.y, val.z);
+ } else if (defval.get_type() == Variant::QUATERNION) {
+ Quaternion val = defval;
+ inputs[i] = "n_in" + itos(node) + "p" + itos(i);
+ node_code += " vec4 " + inputs[i] + " = " + vformat("vec4(%.5f, %.5f, %.5f, %.5f);\n", val.x, val.y, val.z, val.w);
} else if (defval.get_type() == Variant::TRANSFORM3D) {
Transform3D val = defval;
val.basis.transpose();
@@ -1838,6 +1918,9 @@ Error VisualShader::_write_node(Type type, StringBuilder *global_code, StringBui
case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
output_count += 3;
} break;
+ case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
+ output_count += 4;
+ } break;
default:
break;
}
@@ -1865,6 +1948,9 @@ Error VisualShader::_write_node(Type type, StringBuilder *global_code, StringBui
case VisualShaderNode::PORT_TYPE_VECTOR_3D:
outputs[i] = "vec3 " + var_name;
break;
+ case VisualShaderNode::PORT_TYPE_VECTOR_4D:
+ outputs[i] = "vec4 " + var_name;
+ break;
case VisualShaderNode::PORT_TYPE_BOOLEAN:
outputs[i] = "bool " + var_name;
break;
@@ -1882,6 +1968,9 @@ Error VisualShader::_write_node(Type type, StringBuilder *global_code, StringBui
case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
j += 3;
} break;
+ case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
+ j += 4;
+ } break;
default:
break;
}
@@ -1904,6 +1993,9 @@ Error VisualShader::_write_node(Type type, StringBuilder *global_code, StringBui
case VisualShaderNode::PORT_TYPE_VECTOR_3D:
code += " vec3 " + outputs[i] + ";\n";
break;
+ case VisualShaderNode::PORT_TYPE_VECTOR_4D:
+ code += " vec4 " + outputs[i] + ";\n";
+ break;
case VisualShaderNode::PORT_TYPE_BOOLEAN:
code += " bool " + outputs[i] + ";\n";
break;
@@ -1921,6 +2013,9 @@ Error VisualShader::_write_node(Type type, StringBuilder *global_code, StringBui
case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
j += 3;
} break;
+ case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
+ j += 4;
+ } break;
default:
break;
}
@@ -1932,29 +2027,19 @@ Error VisualShader::_write_node(Type type, StringBuilder *global_code, StringBui
if (!node_code.is_empty()) {
code += node_name;
code += node_code;
- code += "\n";
}
for (int i = 0; i < output_count; i++) {
- bool new_line_inserted = false;
if (expanded_output_ports[i]) {
switch (vsnode->get_output_port_type(i)) {
case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
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";
- new_line_inserted = true;
- }
String r = "n_out" + itos(node) + "p" + itos(i + 1);
code += " float " + r + " = n_out" + itos(node) + "p" + itos(i) + ".r;\n";
outputs[i + 1] = r;
}
if (vsnode->is_output_port_connected(i + 2) || (for_preview && vsnode->get_output_port_for_preview() == (i + 2))) { // green-component
- if (!new_line_inserted) {
- code += "\n";
- new_line_inserted = true;
- }
String g = "n_out" + itos(node) + "p" + itos(i + 2);
code += " float " + g + " = n_out" + itos(node) + "p" + itos(i) + ".g;\n";
outputs[i + 2] = g;
@@ -1964,30 +2049,18 @@ Error VisualShader::_write_node(Type type, StringBuilder *global_code, StringBui
} break;
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";
- new_line_inserted = true;
- }
String r = "n_out" + itos(node) + "p" + itos(i + 1);
code += " float " + r + " = n_out" + itos(node) + "p" + itos(i) + ".r;\n";
outputs[i + 1] = r;
}
if (vsnode->is_output_port_connected(i + 2) || (for_preview && vsnode->get_output_port_for_preview() == (i + 2))) { // green-component
- if (!new_line_inserted) {
- code += "\n";
- new_line_inserted = true;
- }
String g = "n_out" + itos(node) + "p" + itos(i + 2);
code += " float " + g + " = n_out" + itos(node) + "p" + itos(i) + ".g;\n";
outputs[i + 2] = g;
}
if (vsnode->is_output_port_connected(i + 3) || (for_preview && vsnode->get_output_port_for_preview() == (i + 3))) { // blue-component
- if (!new_line_inserted) {
- code += "\n";
- new_line_inserted = true;
- }
String b = "n_out" + itos(node) + "p" + itos(i + 3);
code += " float " + b + " = n_out" + itos(node) + "p" + itos(i) + ".b;\n";
outputs[i + 3] = b;
@@ -1995,12 +2068,43 @@ Error VisualShader::_write_node(Type type, StringBuilder *global_code, StringBui
i += 3;
} break;
+ case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
+ if (vsnode->is_output_port_connected(i + 1) || (for_preview && vsnode->get_output_port_for_preview() == (i + 1))) { // red-component
+ String r = "n_out" + itos(node) + "p" + itos(i + 1);
+ code += " float " + r + " = n_out" + itos(node) + "p" + itos(i) + ".r;\n";
+ outputs[i + 1] = r;
+ }
+
+ if (vsnode->is_output_port_connected(i + 2) || (for_preview && vsnode->get_output_port_for_preview() == (i + 2))) { // green-component
+ String g = "n_out" + itos(node) + "p" + itos(i + 2);
+ code += " float " + g + " = n_out" + itos(node) + "p" + itos(i) + ".g;\n";
+ outputs[i + 2] = g;
+ }
+
+ if (vsnode->is_output_port_connected(i + 3) || (for_preview && vsnode->get_output_port_for_preview() == (i + 3))) { // blue-component
+ String b = "n_out" + itos(node) + "p" + itos(i + 3);
+ code += " float " + b + " = n_out" + itos(node) + "p" + itos(i) + ".b;\n";
+ outputs[i + 3] = b;
+ }
+
+ if (vsnode->is_output_port_connected(i + 4) || (for_preview && vsnode->get_output_port_for_preview() == (i + 4))) { // alpha-component
+ String a = "n_out" + itos(node) + "p" + itos(i + 4);
+ code += " float " + a + " = n_out" + itos(node) + "p" + itos(i) + ".a;\n";
+ outputs[i + 4] = a;
+ }
+
+ i += 4;
+ } break;
default:
break;
}
}
}
+ if (!node_code.is_empty()) {
+ code += "\n";
+ }
+
code += "\n"; //
processed.insert(node);
@@ -2147,6 +2251,9 @@ void VisualShader::_update_shader() const {
case VaryingType::VARYING_TYPE_VECTOR_3D:
global_code += "vec3 ";
break;
+ case VaryingType::VARYING_TYPE_VECTOR_4D:
+ global_code += "vec4 ";
+ break;
case VaryingType::VARYING_TYPE_COLOR:
global_code += "vec4 ";
break;
@@ -2207,6 +2314,9 @@ void VisualShader::_update_shader() const {
case VaryingType::VARYING_TYPE_VECTOR_3D:
code2 += "vec3(0.0)";
break;
+ case VaryingType::VARYING_TYPE_VECTOR_4D:
+ code2 += "vec4(0.0)";
+ break;
case VaryingType::VARYING_TYPE_COLOR:
code2 += "vec4(0.0)";
break;
@@ -2447,21 +2557,6 @@ void VisualShader::_queue_update() {
call_deferred(SNAME("_update_shader"));
}
-void VisualShader::_input_type_changed(Type p_type, int p_id) {
- ERR_FAIL_INDEX(p_type, TYPE_MAX);
- //erase connections using this input, as type changed
- Graph *g = &graph[p_type];
-
- for (List<Connection>::Element *E = g->connections.front(); E;) {
- List<Connection>::Element *N = E->next();
- if (E->get().from_node == p_id) {
- g->connections.erase(E);
- g->nodes[E->get().to_node].prev_connected_nodes.erase(p_id);
- }
- E = N;
- }
-}
-
void VisualShader::rebuild() {
dirty.set();
_update_shader();
@@ -2527,6 +2622,7 @@ void VisualShader::_bind_methods() {
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_VECTOR_4D);
BIND_ENUM_CONSTANT(VARYING_TYPE_COLOR);
BIND_ENUM_CONSTANT(VARYING_TYPE_TRANSFORM);
BIND_ENUM_CONSTANT(VARYING_TYPE_MAX);
@@ -2569,12 +2665,10 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ 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_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_VECTOR_4D, "color", "COLOR" },
{ 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_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_VECTOR_4D, "instance_custom", "INSTANCE_CUSTOM" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_matrix", "MODEL_MATRIX" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "modelview_matrix", "MODELVIEW_MATRIX" },
@@ -2590,7 +2684,7 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ 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_3D, "fragcoord", "FRAGCOORD.xyz" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
{ 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" },
@@ -2598,8 +2692,7 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ 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_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_4D, "color", "COLOR" },
{ 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" },
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_matrix", "MODEL_MATRIX" },
@@ -2619,7 +2712,7 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ 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_3D, "fragcoord", "FRAGCOORD.xyz" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
{ 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" },
@@ -2647,8 +2740,7 @@ 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_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_VECTOR_4D, "color", "COLOR" },
{ 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" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_matrix", "MODEL_MATRIX" },
@@ -2656,16 +2748,14 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "screen_matrix", "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_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_VECTOR_4D, "instance_custom", "INSTANCE_CUSTOM" },
{ 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_3D, "fragcoord", "FRAGCOORD.xyz" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
{ 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_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_4D, "color", "COLOR" },
{ 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" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_pixel_size", "SCREEN_PIXEL_SIZE" },
@@ -2675,42 +2765,34 @@ 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_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_VECTOR_4D, "specular_shininess", "SPECULAR_SHININESS" },
{ 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_3D, "fragcoord", "FRAGCOORD.xyz" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
{ 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_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_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_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_4D, "color", "COLOR" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "light", "LIGHT" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "light_color", "LIGHT_COLOR" },
{ 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_4D, "shadow", "SHADOW_MODULATE" },
{ 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_3D, "specular_shininess", "SPECULAR_SHININESS.rgb" },
- { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "specular_shininess_alpha", "SPECULAR_SHININESS.a" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "specular_shininess", "SPECULAR_SHININESS" },
// Particles, Start
{ 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_4D, "color", "COLOR" },
{ 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_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_VECTOR_4D, "custom", "CUSTOM" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
@@ -2720,13 +2802,11 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
// Particles, Start (Custom)
{ 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_4D, "color", "COLOR" },
{ 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_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_VECTOR_4D, "custom", "CUSTOM" },
{ 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" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
@@ -2736,13 +2816,11 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
// Particles, Process
{ 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_4D, "color", "COLOR" },
{ 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_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_VECTOR_4D, "custom", "CUSTOM" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
@@ -2752,13 +2830,11 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
// Particles, Process (Custom)
{ 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_4D, "color", "COLOR" },
{ 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_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_VECTOR_4D, "custom", "CUSTOM" },
{ 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" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
@@ -2770,13 +2846,11 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ 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_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_4D, "color", "COLOR" },
{ 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_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_VECTOR_4D, "custom", "CUSTOM" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
@@ -2789,8 +2863,7 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ 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_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_4D, "half_res_color", "HALF_RES_COLOR" },
{ 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" },
@@ -2808,8 +2881,7 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
{ 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_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_VECTOR_4D, "quarter_res_color", "QUARTER_RES_COLOR" },
{ 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" },
{ Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_2D, "sky_coords", "SKY_COORDS" },
@@ -2835,20 +2907,20 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::preview_ports[] = {
{ 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_3D, "color", "vec3(1.0)" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec4(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_3D, "fragcoord", "FRAGCOORD.rgb" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
{ 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_3D, "color", "vec3(1.0)" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec4(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)" },
@@ -2856,7 +2928,7 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::preview_ports[] = {
// Spatial, Light
- { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "fragcoord", "FRAGCOORD.rgb" },
+ { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
{ 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" },
@@ -2867,25 +2939,25 @@ 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_3D, "color", "vec3(1.0)" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec4(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_3D, "fragcoord", "FRAGCOORD.rgb" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
{ 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_3D, "color", "vec3(1.0)" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "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_3D, "fragcoord", "FRAGCOORD.rgb" },
+ { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
{ 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_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_VECTOR_4D, "color", "vec4(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" },
@@ -2927,7 +2999,7 @@ int VisualShaderNodeInput::get_output_port_count() const {
}
VisualShaderNodeInput::PortType VisualShaderNodeInput::get_output_port_type(int p_port) const {
- return get_input_type_by_name(input_name);
+ return p_port == 0 ? get_input_type_by_name(input_name) : PORT_TYPE_SCALAR;
}
String VisualShaderNodeInput::get_output_port_name(int p_port) const {
@@ -2938,6 +3010,22 @@ String VisualShaderNodeInput::get_caption() const {
return "Input";
}
+bool VisualShaderNodeInput::is_output_port_expandable(int p_port) const {
+ if (p_port == 0) {
+ switch (get_input_type_by_name(input_name)) {
+ case PORT_TYPE_VECTOR_2D:
+ return true;
+ case PORT_TYPE_VECTOR_3D:
+ return true;
+ case PORT_TYPE_VECTOR_4D:
+ return true;
+ default:
+ return false;
+ }
+ }
+ return false;
+}
+
String VisualShaderNodeInput::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 {
if (get_output_port_type(0) == PORT_TYPE_SAMPLER) {
return "";
@@ -2970,6 +3058,9 @@ String VisualShaderNodeInput::generate_code(Shader::Mode p_mode, VisualShader::T
case PORT_TYPE_VECTOR_3D: {
code = " " + p_output_vars[0] + " = vec3(0.0);\n";
} break;
+ case PORT_TYPE_VECTOR_4D: {
+ code = " " + p_output_vars[0] + " = vec4(0.0);\n";
+ } break;
case PORT_TYPE_BOOLEAN: {
code = " " + p_output_vars[0] + " = false;\n";
} break;
@@ -3186,6 +3277,8 @@ int VisualShaderNodeUniformRef::get_output_port_count() const {
return 1;
case UniformType::UNIFORM_TYPE_VECTOR3:
return 1;
+ case UniformType::UNIFORM_TYPE_VECTOR4:
+ return 1;
case UniformType::UNIFORM_TYPE_TRANSFORM:
return 1;
case UniformType::UNIFORM_TYPE_COLOR:
@@ -3210,6 +3303,8 @@ VisualShaderNodeUniformRef::PortType VisualShaderNodeUniformRef::get_output_port
return PortType::PORT_TYPE_VECTOR_2D;
case UniformType::UNIFORM_TYPE_VECTOR3:
return PortType::PORT_TYPE_VECTOR_3D;
+ case UniformType::UNIFORM_TYPE_VECTOR4:
+ return PortType::PORT_TYPE_VECTOR_4D;
case UniformType::UNIFORM_TYPE_TRANSFORM:
return PortType::PORT_TYPE_TRANSFORM;
case UniformType::UNIFORM_TYPE_COLOR:
@@ -3239,6 +3334,8 @@ String VisualShaderNodeUniformRef::get_output_port_name(int p_port) const {
return "";
case UniformType::UNIFORM_TYPE_VECTOR3:
return "";
+ case UniformType::UNIFORM_TYPE_VECTOR4:
+ return "";
case UniformType::UNIFORM_TYPE_TRANSFORM:
return "";
case UniformType::UNIFORM_TYPE_COLOR:
@@ -3311,6 +3408,8 @@ VisualShaderNodeUniformRef::PortType VisualShaderNodeUniformRef::get_port_type_b
return PORT_TYPE_VECTOR_2D;
case UniformType::UNIFORM_TYPE_VECTOR3:
return PORT_TYPE_VECTOR_3D;
+ case UniformType::UNIFORM_TYPE_VECTOR4:
+ return PORT_TYPE_VECTOR_4D;
case UniformType::UNIFORM_TYPE_TRANSFORM:
return PORT_TYPE_TRANSFORM;
case UniformType::UNIFORM_TYPE_COLOR:
@@ -3386,8 +3485,7 @@ const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = {
{ 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_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_VECTOR_4D, "color", "COLOR" },
{ 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" },
@@ -3435,14 +3533,12 @@ 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_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_VECTOR_4D, "color", "COLOR" },
{ 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_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_4D, "color", "COLOR" },
{ 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" },
@@ -3451,16 +3547,14 @@ const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = {
////////////////////////////////////////////////////////////////////////
// Canvas Item, Light.
////////////////////////////////////////////////////////////////////////
- { 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_4D, "light", "LIGHT" },
////////////////////////////////////////////////////////////////////////
// Sky, Sky.
////////////////////////////////////////////////////////////////////////
{ 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_3D, "fog", "FOG.rgb" },
- { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "fog_alpha", "FOG.a" },
+ { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fog", "FOG" },
////////////////////////////////////////////////////////////////////////
// Fog, Fog.
@@ -3697,6 +3791,11 @@ String VisualShaderNodeUniform::get_warning(Shader::Mode p_mode, VisualShader::T
incompatible_type = true;
}
} break;
+ case RS::GLOBAL_VAR_TYPE_VEC4: {
+ if (!Object::cast_to<VisualShaderNodeVec4Uniform>(this)) {
+ incompatible_type = true;
+ }
+ } break;
case RS::GLOBAL_VAR_TYPE_TRANSFORM: {
if (!Object::cast_to<VisualShaderNodeTransformUniform>(this)) {
incompatible_type = true;
@@ -4404,6 +4503,9 @@ String VisualShaderNodeExpression::generate_code(Shader::Mode p_mode, VisualShad
case PORT_TYPE_VECTOR_3D:
tk = "vec3(0.0, 0.0, 0.0)";
break;
+ case PORT_TYPE_VECTOR_4D:
+ tk = "vec4(0.0, 0.0, 0.0, 0.0)";
+ break;
case PORT_TYPE_BOOLEAN:
tk = "false";
break;
@@ -4542,6 +4644,8 @@ String VisualShaderNodeVarying::get_type_str() const {
return "vec2";
case VisualShader::VARYING_TYPE_VECTOR_3D:
return "vec3";
+ case VisualShader::VARYING_TYPE_VECTOR_4D:
+ return "vec4";
case VisualShader::VARYING_TYPE_COLOR:
return "vec4";
case VisualShader::VARYING_TYPE_TRANSFORM:
@@ -4558,6 +4662,8 @@ VisualShaderNodeVarying::PortType VisualShaderNodeVarying::get_port_type(VisualS
return PORT_TYPE_VECTOR_2D;
case VisualShader::VARYING_TYPE_VECTOR_3D:
return PORT_TYPE_VECTOR_3D;
+ case VisualShader::VARYING_TYPE_VECTOR_4D:
+ return PORT_TYPE_VECTOR_4D;
case VisualShader::VARYING_TYPE_COLOR:
if (p_port == 1) {
break; // scalar
@@ -4718,6 +4824,9 @@ String VisualShaderNodeVaryingGetter::generate_code(Shader::Mode p_mode, VisualS
case VisualShader::VARYING_TYPE_VECTOR_3D:
from = "vec3(0.0)";
break;
+ case VisualShader::VARYING_TYPE_VECTOR_4D:
+ from = "vec4(0.0)";
+ break;
case VisualShader::VARYING_TYPE_COLOR:
from = "vec3(0.0)";
from2 = "0.0";
diff --git a/scene/resources/visual_shader.h b/scene/resources/visual_shader.h
index 2d4b2852e9..aaf570d98c 100644
--- a/scene/resources/visual_shader.h
+++ b/scene/resources/visual_shader.h
@@ -83,6 +83,7 @@ public:
VARYING_TYPE_FLOAT,
VARYING_TYPE_VECTOR_2D,
VARYING_TYPE_VECTOR_3D,
+ VARYING_TYPE_VECTOR_4D,
VARYING_TYPE_COLOR,
VARYING_TYPE_TRANSFORM,
VARYING_TYPE_MAX,
@@ -271,6 +272,7 @@ public:
PORT_TYPE_SCALAR_INT,
PORT_TYPE_VECTOR_2D,
PORT_TYPE_VECTOR_3D,
+ PORT_TYPE_VECTOR_4D,
PORT_TYPE_BOOLEAN,
PORT_TYPE_TRANSFORM,
PORT_TYPE_SAMPLER,
@@ -446,6 +448,7 @@ public:
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 is_output_port_expandable(int p_port) const override;
virtual String get_caption() const override;
@@ -556,6 +559,7 @@ public:
UNIFORM_TYPE_BOOLEAN,
UNIFORM_TYPE_VECTOR2,
UNIFORM_TYPE_VECTOR3,
+ UNIFORM_TYPE_VECTOR4,
UNIFORM_TYPE_TRANSFORM,
UNIFORM_TYPE_COLOR,
UNIFORM_TYPE_SAMPLER,
diff --git a/scene/resources/visual_shader_nodes.cpp b/scene/resources/visual_shader_nodes.cpp
index 4e16353460..1368bf0382 100644
--- a/scene/resources/visual_shader_nodes.cpp
+++ b/scene/resources/visual_shader_nodes.cpp
@@ -38,6 +38,8 @@ VisualShaderNodeVectorBase::PortType VisualShaderNodeVectorBase::get_input_port_
return PORT_TYPE_VECTOR_2D;
case OP_TYPE_VECTOR_3D:
return PORT_TYPE_VECTOR_3D;
+ case OP_TYPE_VECTOR_4D:
+ return PORT_TYPE_VECTOR_4D;
default:
break;
}
@@ -50,6 +52,8 @@ VisualShaderNodeVectorBase::PortType VisualShaderNodeVectorBase::get_output_port
return PORT_TYPE_VECTOR_2D;
case OP_TYPE_VECTOR_3D:
return PORT_TYPE_VECTOR_3D;
+ case OP_TYPE_VECTOR_4D:
+ return PORT_TYPE_VECTOR_4D;
default:
break;
}
@@ -73,10 +77,11 @@ void VisualShaderNodeVectorBase::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeVectorBase::set_op_type);
ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeVectorBase::get_op_type);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Vector2,Vector3"), "set_op_type", "get_op_type");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Vector2,Vector3,Vector4"), "set_op_type", "get_op_type");
BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
+ BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
BIND_ENUM_CONSTANT(OP_TYPE_MAX);
}
@@ -291,7 +296,7 @@ int VisualShaderNodeColorConstant::get_input_port_count() const {
}
VisualShaderNodeColorConstant::PortType VisualShaderNodeColorConstant::get_input_port_type(int p_port) const {
- return PORT_TYPE_VECTOR_3D;
+ return PORT_TYPE_VECTOR_4D;
}
String VisualShaderNodeColorConstant::get_input_port_name(int p_port) const {
@@ -299,15 +304,15 @@ String VisualShaderNodeColorConstant::get_input_port_name(int p_port) const {
}
int VisualShaderNodeColorConstant::get_output_port_count() const {
- return 2;
+ return 1;
}
VisualShaderNodeColorConstant::PortType VisualShaderNodeColorConstant::get_output_port_type(int p_port) const {
- return p_port == 0 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR;
+ return p_port == 0 ? PORT_TYPE_VECTOR_4D : PORT_TYPE_SCALAR;
}
String VisualShaderNodeColorConstant::get_output_port_name(int p_port) const {
- return p_port == 0 ? "" : "alpha"; //no output port means the editor will be used as port
+ return "";
}
bool VisualShaderNodeColorConstant::is_output_port_expandable(int p_port) const {
@@ -318,11 +323,7 @@ bool VisualShaderNodeColorConstant::is_output_port_expandable(int p_port) const
}
String VisualShaderNodeColorConstant::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;
- code += " " + p_output_vars[0] + " = " + vformat("vec3(%.6f, %.6f, %.6f)", constant.r, constant.g, constant.b) + ";\n";
- code += " " + p_output_vars[1] + " = " + vformat("%.6f", constant.a) + ";\n";
-
- return code;
+ return " " + p_output_vars[0] + " = " + vformat("vec4(%.6f, %.6f, %.6f, %.6f)", constant.r, constant.g, constant.b, constant.a) + ";\n";
}
void VisualShaderNodeColorConstant::set_constant(const Color &p_constant) {
@@ -477,6 +478,68 @@ void VisualShaderNodeVec3Constant::_bind_methods() {
VisualShaderNodeVec3Constant::VisualShaderNodeVec3Constant() {
}
+////////////// Vector4
+
+String VisualShaderNodeVec4Constant::get_caption() const {
+ return "Vector4Constant";
+}
+
+int VisualShaderNodeVec4Constant::get_input_port_count() const {
+ return 0;
+}
+
+VisualShaderNodeVec4Constant::PortType VisualShaderNodeVec4Constant::get_input_port_type(int p_port) const {
+ return PORT_TYPE_VECTOR_4D;
+}
+
+String VisualShaderNodeVec4Constant::get_input_port_name(int p_port) const {
+ return String();
+}
+
+int VisualShaderNodeVec4Constant::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeVec4Constant::PortType VisualShaderNodeVec4Constant::get_output_port_type(int p_port) const {
+ return PORT_TYPE_VECTOR_4D;
+}
+
+String VisualShaderNodeVec4Constant::get_output_port_name(int p_port) const {
+ return ""; // No output port means the editor will be used as port.
+}
+
+String VisualShaderNodeVec4Constant::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] + " = " + vformat("vec4(%.6f, %.6f, %.6f, %.6f)", constant.x, constant.y, constant.z, constant.w) + ";\n";
+}
+
+void VisualShaderNodeVec4Constant::set_constant(const Quaternion &p_constant) {
+ if (constant.is_equal_approx(p_constant)) {
+ return;
+ }
+ constant = p_constant;
+ emit_changed();
+}
+
+Quaternion VisualShaderNodeVec4Constant::get_constant() const {
+ return constant;
+}
+
+Vector<StringName> VisualShaderNodeVec4Constant::get_editable_properties() const {
+ Vector<StringName> props;
+ props.push_back("constant");
+ return props;
+}
+
+void VisualShaderNodeVec4Constant::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_constant", "constant"), &VisualShaderNodeVec4Constant::set_constant);
+ ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeVec4Constant::get_constant);
+
+ ADD_PROPERTY(PropertyInfo(Variant::QUATERNION, "constant"), "set_constant", "get_constant");
+}
+
+VisualShaderNodeVec4Constant::VisualShaderNodeVec4Constant() {
+}
+
////////////// Transform3D
String VisualShaderNodeTransformConstant::get_caption() const {
@@ -584,21 +647,25 @@ String VisualShaderNodeTexture::get_input_port_name(int p_port) const {
}
int VisualShaderNodeTexture::get_output_port_count() const {
- return 2;
+ return 1;
}
VisualShaderNodeTexture::PortType VisualShaderNodeTexture::get_output_port_type(int p_port) const {
- if (p_port == 0 && source == SOURCE_DEPTH) {
- return PORT_TYPE_SCALAR;
+ switch (p_port) {
+ case 0:
+ return PORT_TYPE_VECTOR_4D;
+ default:
+ return PORT_TYPE_SCALAR;
}
- return p_port == 0 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR;
}
String VisualShaderNodeTexture::get_output_port_name(int p_port) const {
- if (p_port == 0 && source == SOURCE_DEPTH) {
- return "depth";
+ switch (p_port) {
+ case 0:
+ return "color";
+ default:
+ return "";
}
- return p_port == 0 ? "rgb" : "alpha";
}
bool VisualShaderNodeTexture::is_output_port_expandable(int p_port) const {
@@ -655,170 +722,116 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader:
default_uv = "vec2(0.0)";
}
+ String code;
if (source == SOURCE_TEXTURE) {
String id = make_unique_id(p_type, p_id, "tex");
- String code;
if (p_input_vars[0].is_empty()) { // Use UV by default.
-
if (p_input_vars[1].is_empty()) {
- code += " vec4 " + id + "_read = texture(" + id + ", " + default_uv + ");\n";
+ code += " " + p_output_vars[0] + " = texture(" + id + ", " + default_uv + ");\n";
} else {
- code += " vec4 " + id + "_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
+ code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
}
-
} else if (p_input_vars[1].is_empty()) {
//no lod
- code += " vec4 " + id + "_read = texture(" + id + ", " + p_input_vars[0] + ");\n";
+ code += " " + p_output_vars[0] + " = texture(" + id + ", " + p_input_vars[0] + ");\n";
} else {
- code += " vec4 " + id + "_read = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
+ code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
}
-
- code += " " + p_output_vars[0] + " = " + id + "_read.rgb;\n";
- code += " " + p_output_vars[1] + " = " + id + "_read.a;\n";
return code;
}
if (source == SOURCE_PORT) {
String id = p_input_vars[2];
-
- String code;
- code += " {\n";
if (id.is_empty()) {
- code += " vec4 " + id + "_tex_read = vec4(0.0);\n";
+ code += " " + p_output_vars[0] + " = vec4(0.0);\n";
} else {
if (p_input_vars[0].is_empty()) { // Use UV by default.
-
if (p_input_vars[1].is_empty()) {
- code += " vec4 " + id + "_tex_read = texture(" + id + ", " + default_uv + ");\n";
+ code += " " + p_output_vars[0] + " = texture(" + id + ", " + default_uv + ");\n";
} else {
- code += " vec4 " + id + "_tex_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
+ code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
}
-
} else if (p_input_vars[1].is_empty()) {
//no lod
- code += " vec4 " + id + "_tex_read = texture(" + id + ", " + p_input_vars[0] + ");\n";
+ code += " " + p_output_vars[0] + " = texture(" + id + ", " + p_input_vars[0] + ");\n";
} else {
- code += " vec4 " + id + "_tex_read = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
+ code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
}
-
- code += " " + p_output_vars[0] + " = " + id + "_tex_read.rgb;\n";
- code += " " + p_output_vars[1] + " = " + id + "_tex_read.a;\n";
}
- code += " }\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 = " {\n";
if (p_input_vars[0].is_empty() || p_for_preview) { // Use UV by default.
-
if (p_input_vars[1].is_empty()) {
- code += " vec4 _tex_read = textureLod(SCREEN_TEXTURE, " + default_uv + ", 0.0 );\n";
+ code += " " + p_output_vars[0] + " = textureLod(SCREEN_TEXTURE, " + default_uv + ", 0.0);\n";
} else {
- code += " vec4 _tex_read = textureLod(SCREEN_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
+ code += " " + p_output_vars[0] + " = textureLod(SCREEN_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
}
-
} else if (p_input_vars[1].is_empty()) {
//no lod
- code += " vec4 _tex_read = textureLod(SCREEN_TEXTURE, " + p_input_vars[0] + ", 0.0);\n";
+ code += " " + p_output_vars[0] + " = textureLod(SCREEN_TEXTURE, " + p_input_vars[0] + ", 0.0);\n";
} else {
- code += " vec4 _tex_read = textureLod(SCREEN_TEXTURE, " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
+ code += " " + p_output_vars[0] + " = textureLod(SCREEN_TEXTURE, " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
}
-
- code += " " + p_output_vars[0] + " = _tex_read.rgb;\n";
- code += " " + p_output_vars[1] + " = _tex_read.a;\n";
- code += " }\n";
return code;
}
if (source == SOURCE_2D_TEXTURE && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
- String code = " {\n";
if (p_input_vars[0].is_empty()) { // Use UV by default.
-
if (p_input_vars[1].is_empty()) {
- code += " vec4 _tex_read = texture(TEXTURE, " + default_uv + ");\n";
+ code += " " + p_output_vars[0] + " = texture(TEXTURE, " + default_uv + ");\n";
} else {
- code += " vec4 _tex_read = textureLod(TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
+ code += " " + p_output_vars[0] + " = textureLod(TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
}
-
} else if (p_input_vars[1].is_empty()) {
//no lod
- code += " vec4 _tex_read = texture(TEXTURE, " + p_input_vars[0] + ");\n";
+ code += " " + p_output_vars[0] + " = texture(TEXTURE, " + p_input_vars[0] + ");\n";
} else {
- code += " vec4 _tex_read = textureLod(TEXTURE, " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
+ code += " " + p_output_vars[0] + " = textureLod(TEXTURE, " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
}
-
- code += " " + p_output_vars[0] + " = _tex_read.rgb;\n";
- code += " " + p_output_vars[1] + " = _tex_read.a;\n";
- code += " }\n";
return code;
}
if (source == SOURCE_2D_NORMAL && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
- String code = " {\n";
if (p_input_vars[0].is_empty()) { // Use UV by default.
-
if (p_input_vars[1].is_empty()) {
- code += " vec4 _tex_read = texture(NORMAL_TEXTURE, " + default_uv + ");\n";
+ code += " " + p_output_vars[0] + " = texture(NORMAL_TEXTURE, " + default_uv + ");\n";
} else {
- code += " vec4 _tex_read = textureLod(NORMAL_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
+ code += " " + p_output_vars[0] + " = textureLod(NORMAL_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
}
-
} else if (p_input_vars[1].is_empty()) {
//no lod
- code += " vec4 _tex_read = texture(NORMAL_TEXTURE, " + p_input_vars[0] + ".xy);\n";
+ code += " " + p_output_vars[0] + " = texture(NORMAL_TEXTURE, " + p_input_vars[0] + ".xy);\n";
} else {
- code += " vec4 _tex_read = textureLod(NORMAL_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
+ code += " " + p_output_vars[0] + " = textureLod(NORMAL_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
}
-
- code += " " + p_output_vars[0] + " = _tex_read.rgb;\n";
- code += " " + p_output_vars[1] + " = _tex_read.a;\n";
- code += " }\n";
return code;
}
- if (p_for_preview) // DEPTH_TEXTURE is not supported in preview(canvas_item) shader
- {
- if (source == SOURCE_DEPTH) {
- String code;
- code += " " + p_output_vars[0] + " = 0.0;\n";
- code += " " + p_output_vars[1] + " = 1.0;\n";
- return code;
- }
- }
-
- if (source == SOURCE_DEPTH && p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) {
- String code = " {\n";
- if (p_input_vars[0].is_empty()) { // Use UV by default.
-
- if (p_input_vars[1].is_empty()) {
- code += " float _depth = texture(DEPTH_TEXTURE, " + default_uv + ").r;\n";
+ if (source == SOURCE_DEPTH) {
+ if (!p_for_preview && p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) {
+ code += " {\n";
+ if (p_input_vars[0].is_empty()) { // Use UV by default.
+ if (p_input_vars[1].is_empty()) {
+ code += " float _depth = texture(DEPTH_TEXTURE, " + default_uv + ").r;\n";
+ } else {
+ code += " float _depth = textureLod(DEPTH_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ").r;\n";
+ }
+ } else if (p_input_vars[1].is_empty()) {
+ //no lod
+ code += " float _depth = texture(DEPTH_TEXTURE, " + p_input_vars[0] + ".xy).r;\n";
} else {
- code += " float _depth = textureLod(DEPTH_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ").r;\n";
+ code += " float _depth = textureLod(DEPTH_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ").r;\n";
}
- } else if (p_input_vars[1].is_empty()) {
- //no lod
- code += " float _depth = texture(DEPTH_TEXTURE, " + p_input_vars[0] + ".xy).r;\n";
- } else {
- code += " float _depth = textureLod(DEPTH_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ").r;\n";
+ code += " " + p_output_vars[0] + " = vec4(_depth, _depth, _depth, 1.0);\n";
+ code += " }\n";
+ return code;
}
-
- code += " " + p_output_vars[0] + " = _depth;\n";
- code += " " + p_output_vars[1] + " = 1.0;\n";
- code += " }\n";
- return code;
- } else if (source == SOURCE_DEPTH) {
- String code;
- code += " " + p_output_vars[0] + " = 0.0;\n";
- code += " " + p_output_vars[1] + " = 1.0;\n";
- return code;
}
- //none
- String code;
- code += " " + p_output_vars[0] + " = vec3(0.0);\n";
- code += " " + p_output_vars[1] + " = 1.0;\n";
+ code += " " + p_output_vars[0] + " = vec4(0.0);\n";
return code;
}
@@ -1157,15 +1170,15 @@ String VisualShaderNodeSample3D::get_input_port_name(int p_port) const {
}
int VisualShaderNodeSample3D::get_output_port_count() const {
- return 2;
+ return 1;
}
VisualShaderNodeSample3D::PortType VisualShaderNodeSample3D::get_output_port_type(int p_port) const {
- return p_port == 0 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR;
+ return p_port == 0 ? PORT_TYPE_VECTOR_4D : PORT_TYPE_SCALAR;
}
String VisualShaderNodeSample3D::get_output_port_name(int p_port) const {
- return p_port == 0 ? "rgb" : "alpha";
+ return "color";
}
bool VisualShaderNodeSample3D::is_output_port_expandable(int p_port) const {
@@ -1195,7 +1208,6 @@ String VisualShaderNodeSample3D::generate_code(Shader::Mode p_mode, VisualShader
String code;
if (source == SOURCE_TEXTURE || source == SOURCE_PORT) {
String id;
- code += " {\n";
if (source == SOURCE_TEXTURE) {
id = make_unique_id(p_type, p_id, "tex3d");
} else {
@@ -1204,27 +1216,22 @@ String VisualShaderNodeSample3D::generate_code(Shader::Mode p_mode, VisualShader
if (!id.is_empty()) {
if (p_input_vars[0].is_empty()) { // Use UV by default.
if (p_input_vars[1].is_empty()) {
- code += " vec4 " + id + "_tex_read = texture(" + id + ", " + default_uv + ");\n";
+ code += " " + p_output_vars[0] + " = texture(" + id + ", " + default_uv + ");\n";
} else {
- code += " vec4 " + id + "_tex_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
+ code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
}
} else if (p_input_vars[1].is_empty()) {
//no lod
- code += " vec4 " + id + "_tex_read = texture(" + id + ", " + p_input_vars[0] + ");\n";
+ code += " " + p_output_vars[0] + " = texture(" + id + ", " + p_input_vars[0] + ");\n";
} else {
- code += " vec4 " + id + "_tex_read = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
+ code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
}
} else {
- code += " vec4 " + id + "_tex_read = vec4(0.0);\n";
+ code += " " + p_output_vars[0] + " = vec4(0.0);\n";
}
-
- code += " " + p_output_vars[0] + " = " + id + "_tex_read.rgb;\n";
- code += " " + p_output_vars[1] + " = " + id + "_tex_read.a;\n";
- code += " }\n";
return code;
}
- code += " " + p_output_vars[0] + " = vec3(0.0);\n";
- code += " " + p_output_vars[1] + " = 1.0;\n";
+ code += " " + p_output_vars[0] + " = vec4(0.0);\n";
return code;
}
@@ -1422,15 +1429,15 @@ String VisualShaderNodeCubemap::get_input_port_name(int p_port) const {
}
int VisualShaderNodeCubemap::get_output_port_count() const {
- return 2;
+ return 1;
}
VisualShaderNodeCubemap::PortType VisualShaderNodeCubemap::get_output_port_type(int p_port) const {
- return p_port == 0 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR;
+ return PORT_TYPE_VECTOR_4D;
}
String VisualShaderNodeCubemap::get_output_port_name(int p_port) const {
- return p_port == 0 ? "rgb" : "alpha";
+ return "color";
}
bool VisualShaderNodeCubemap::is_output_port_expandable(int p_port) const {
@@ -1484,37 +1491,28 @@ String VisualShaderNodeCubemap::generate_code(Shader::Mode p_mode, VisualShader:
} else if (source == SOURCE_PORT) {
id = p_input_vars[2];
} else {
- return String();
+ return code;
}
- code += " {\n";
-
if (id.is_empty()) {
- code += " vec4 " + id + "_read = vec4(0.0);\n";
- code += " " + p_output_vars[0] + " = " + id + "_read.rgb;\n";
- code += " " + p_output_vars[1] + " = " + id + "_read.a;\n";
- code += " }\n";
+ code += " " + p_output_vars[0] + " = vec4(0.0);\n";
return code;
}
if (p_input_vars[0].is_empty()) { // Use UV by default.
if (p_input_vars[1].is_empty()) {
- code += " vec4 " + id + "_read = texture(" + id + ", " + default_uv + ");\n";
+ code += " " + p_output_vars[0] + " = texture(" + id + ", " + default_uv + ");\n";
} else {
- code += " vec4 " + id + "_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + " );\n";
+ code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
}
} else if (p_input_vars[1].is_empty()) {
//no lod
- code += " vec4 " + id + "_read = texture(" + id + ", " + p_input_vars[0] + ");\n";
+ code += " " + p_output_vars[0] + " = texture(" + id + ", " + p_input_vars[0] + ");\n";
} else {
- code += " vec4 " + id + "_read = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
+ code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
}
- code += " " + p_output_vars[0] + " = " + id + "_read.rgb;\n";
- code += " " + p_output_vars[1] + " = " + id + "_read.a;\n";
- code += " }\n";
-
return code;
}
@@ -1891,8 +1889,10 @@ String VisualShaderNodeVectorOp::generate_code(Shader::Mode p_mode, VisualShader
code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
break;
case OP_CROSS:
- if (op_type == OP_TYPE_VECTOR_2D) { // not supported
+ if (op_type == OP_TYPE_VECTOR_2D) { // Not supported.
code += "vec2(0.0);\n";
+ } else if (op_type == OP_TYPE_VECTOR_4D) { // Not supported.
+ code += "vec4(0.0);\n";
} else {
code += "cross(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
}
@@ -1901,8 +1901,10 @@ String VisualShaderNodeVectorOp::generate_code(Shader::Mode p_mode, VisualShader
code += "atan(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
break;
case OP_REFLECT:
- if (op_type == OP_TYPE_VECTOR_2D) { // not supported
+ if (op_type == OP_TYPE_VECTOR_2D) { // Not supported.
code += "vec2(0.0);\n";
+ } else if (op_type == OP_TYPE_VECTOR_4D) { // Not supported.
+ code += "vec4(0.0);\n";
} else {
code += "reflect(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
}
@@ -1931,6 +1933,10 @@ void VisualShaderNodeVectorOp::set_op_type(OpType p_op_type) {
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;
+ case OP_TYPE_VECTOR_4D: {
+ set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
+ set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
+ } break;
default:
break;
}
@@ -1960,7 +1966,7 @@ Vector<StringName> VisualShaderNodeVectorOp::get_editable_properties() const {
String VisualShaderNodeVectorOp::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
bool invalid_type = false;
- if (op_type == OP_TYPE_VECTOR_2D) {
+ if (op_type == OP_TYPE_VECTOR_2D || op_type == OP_TYPE_VECTOR_4D) {
if (op == OP_CROSS || op == OP_REFLECT) {
invalid_type = true;
}
@@ -2004,6 +2010,10 @@ VisualShaderNodeVectorOp::VisualShaderNodeVectorOp() {
set_input_port_default_value(0, Vector3());
set_input_port_default_value(1, Vector3());
} break;
+ case OP_TYPE_VECTOR_4D: {
+ set_input_port_default_value(0, Quaternion());
+ set_input_port_default_value(1, Quaternion());
+ } break;
default:
break;
}
@@ -2636,8 +2646,10 @@ String VisualShaderNodeVectorFunc::generate_code(Shader::Mode p_mode, VisualShad
if (op_type == OP_TYPE_VECTOR_2D) {
code = "max(min($, vec2(1.0)), vec2(0.0))";
- } else {
+ } else if (op_type == OP_TYPE_VECTOR_3D) {
code = "max(min($, vec3(1.0)), vec3(0.0))";
+ } else {
+ code = "max(min($, vec4(1.0)), vec4(0.0))";
}
return " " + p_output_vars[0] + " = " + code.replace("$", p_input_vars[0]) + ";\n";
}
@@ -2646,9 +2658,11 @@ String VisualShaderNodeVectorFunc::generate_code(Shader::Mode p_mode, VisualShad
String code;
if (op_type == OP_TYPE_VECTOR_2D) {
- code = "vec2(1.0, 1.0) - $";
+ code = "vec2(1.0) - $";
+ } else if (op_type == OP_TYPE_VECTOR_3D) {
+ code = "vec3(1.0) - $";
} else {
- code = "vec3(1.0, 1.0, 1.0) - $";
+ code = "vec4(1.0) - $";
}
return " " + p_output_vars[0] + " = " + code.replace("$", p_input_vars[0]) + ";\n";
}
@@ -2656,9 +2670,12 @@ String VisualShaderNodeVectorFunc::generate_code(Shader::Mode p_mode, VisualShad
String code;
if (func == FUNC_RGB2HSV) {
- if (op_type == OP_TYPE_VECTOR_2D) { // not supported
+ if (op_type == OP_TYPE_VECTOR_2D) { // Not supported.
return " " + p_output_vars[0] + " = vec2(0.0);\n";
}
+ if (op_type == OP_TYPE_VECTOR_4D) { // Not supported.
+ return " " + p_output_vars[0] + " = vec4(0.0);\n";
+ }
code += " {\n";
code += " vec3 c = " + p_input_vars[0] + ";\n";
code += " vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);\n";
@@ -2669,9 +2686,12 @@ String VisualShaderNodeVectorFunc::generate_code(Shader::Mode p_mode, VisualShad
code += " " + p_output_vars[0] + " = vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);\n";
code += " }\n";
} else if (func == FUNC_HSV2RGB) {
- if (op_type == OP_TYPE_VECTOR_2D) { // not supported
+ if (op_type == OP_TYPE_VECTOR_2D) { // Not supported.
return " " + p_output_vars[0] + " = vec2(0.0);\n";
}
+ if (op_type == OP_TYPE_VECTOR_4D) { // Not supported.
+ return " " + p_output_vars[0] + " = vec4(0.0);\n";
+ }
code += " {\n";
code += " vec3 c = " + p_input_vars[0] + ";\n";
code += " vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n";
@@ -2698,6 +2718,9 @@ void VisualShaderNodeVectorFunc::set_op_type(OpType p_op_type) {
case OP_TYPE_VECTOR_3D: {
set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
} break;
+ case OP_TYPE_VECTOR_4D: {
+ set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
+ } break;
default:
break;
}
@@ -2734,7 +2757,7 @@ Vector<StringName> VisualShaderNodeVectorFunc::get_editable_properties() const {
String VisualShaderNodeVectorFunc::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
bool invalid_type = false;
- if (op_type == OP_TYPE_VECTOR_2D) {
+ if (op_type == OP_TYPE_VECTOR_2D || op_type == OP_TYPE_VECTOR_4D) {
if (func == FUNC_RGB2HSV || func == FUNC_HSV2RGB) {
invalid_type = true;
}
@@ -2799,6 +2822,9 @@ VisualShaderNodeVectorFunc::VisualShaderNodeVectorFunc() {
case OP_TYPE_VECTOR_3D: {
set_input_port_default_value(0, Vector3());
} break;
+ case OP_TYPE_VECTOR_4D: {
+ set_input_port_default_value(0, Quaternion());
+ } break;
default:
break;
}
@@ -3189,6 +3215,9 @@ void VisualShaderNodeVectorLen::set_op_type(OpType p_op_type) {
case OP_TYPE_VECTOR_3D: {
set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
} break;
+ case OP_TYPE_VECTOR_4D: {
+ set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
+ } break;
default:
break;
}
@@ -3258,6 +3287,8 @@ VisualShaderNodeDerivativeFunc::PortType VisualShaderNodeDerivativeFunc::get_inp
return PORT_TYPE_VECTOR_2D;
case OP_TYPE_VECTOR_3D:
return PORT_TYPE_VECTOR_3D;
+ case OP_TYPE_VECTOR_4D:
+ return PORT_TYPE_VECTOR_4D;
default:
break;
}
@@ -3278,6 +3309,8 @@ VisualShaderNodeDerivativeFunc::PortType VisualShaderNodeDerivativeFunc::get_out
return PORT_TYPE_VECTOR_2D;
case OP_TYPE_VECTOR_3D:
return PORT_TYPE_VECTOR_3D;
+ case OP_TYPE_VECTOR_4D:
+ return PORT_TYPE_VECTOR_4D;
default:
break;
}
@@ -3315,6 +3348,9 @@ void VisualShaderNodeDerivativeFunc::set_op_type(OpType p_op_type) {
case OP_TYPE_VECTOR_3D: {
set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
} break;
+ case OP_TYPE_VECTOR_4D: {
+ set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
+ } break;
default:
break;
}
@@ -3353,12 +3389,13 @@ void VisualShaderNodeDerivativeFunc::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeDerivativeFunc::set_function);
ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeDerivativeFunc::get_function);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector2,Vector3"), "set_op_type", "get_op_type");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector2,Vector3,Vector4"), "set_op_type", "get_op_type");
ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Sum,X,Y"), "set_function", "get_function");
BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
+ BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
BIND_ENUM_CONSTANT(OP_TYPE_MAX);
BIND_ENUM_CONSTANT(FUNC_SUM);
@@ -3389,6 +3426,8 @@ VisualShaderNodeClamp::PortType VisualShaderNodeClamp::get_input_port_type(int p
return PORT_TYPE_VECTOR_2D;
case OP_TYPE_VECTOR_3D:
return PORT_TYPE_VECTOR_3D;
+ case OP_TYPE_VECTOR_4D:
+ return PORT_TYPE_VECTOR_4D;
default:
break;
}
@@ -3418,6 +3457,8 @@ VisualShaderNodeClamp::PortType VisualShaderNodeClamp::get_output_port_type(int
return PORT_TYPE_VECTOR_2D;
case OP_TYPE_VECTOR_3D:
return PORT_TYPE_VECTOR_3D;
+ case OP_TYPE_VECTOR_4D:
+ return PORT_TYPE_VECTOR_4D;
default:
break;
}
@@ -3458,6 +3499,11 @@ void VisualShaderNodeClamp::set_op_type(OpType p_op_type) {
set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
set_input_port_default_value(2, Vector3(), get_input_port_default_value(2));
break;
+ case OP_TYPE_VECTOR_4D:
+ set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
+ set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
+ set_input_port_default_value(2, Quaternion(), get_input_port_default_value(2));
+ break;
default:
break;
}
@@ -3479,12 +3525,13 @@ void VisualShaderNodeClamp::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_op_type", "op_type"), &VisualShaderNodeClamp::set_op_type);
ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeClamp::get_op_type);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Float,Int,Vector2,Vector3"), "set_op_type", "get_op_type");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Float,Int,Vector2,Vector3,Vector4"), "set_op_type", "get_op_type");
BIND_ENUM_CONSTANT(OP_TYPE_FLOAT);
BIND_ENUM_CONSTANT(OP_TYPE_INT);
BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
+ BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
BIND_ENUM_CONSTANT(OP_TYPE_MAX);
}
@@ -3541,6 +3588,11 @@ void VisualShaderNodeFaceForward::set_op_type(OpType p_op_type) {
set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
set_input_port_default_value(2, Vector3(), get_input_port_default_value(2));
} break;
+ case OP_TYPE_VECTOR_4D: {
+ set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
+ set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
+ set_input_port_default_value(2, Quaternion(), get_input_port_default_value(2));
+ } break;
default:
break;
}
@@ -3630,6 +3682,13 @@ VisualShaderNodeStep::PortType VisualShaderNodeStep::get_input_port_type(int p_p
return PORT_TYPE_VECTOR_3D;
}
break;
+ case OP_TYPE_VECTOR_4D:
+ return PORT_TYPE_VECTOR_4D;
+ case OP_TYPE_VECTOR_4D_SCALAR:
+ if (p_port == 1) {
+ return PORT_TYPE_VECTOR_4D;
+ }
+ break;
default:
break;
}
@@ -3660,6 +3719,10 @@ VisualShaderNodeStep::PortType VisualShaderNodeStep::get_output_port_type(int p_
return PORT_TYPE_VECTOR_3D;
case OP_TYPE_VECTOR_3D_SCALAR:
return PORT_TYPE_VECTOR_3D;
+ case OP_TYPE_VECTOR_4D:
+ return PORT_TYPE_VECTOR_4D;
+ case OP_TYPE_VECTOR_4D_SCALAR:
+ return PORT_TYPE_VECTOR_4D;
default:
break;
}
@@ -3696,6 +3759,14 @@ void VisualShaderNodeStep::set_op_type(OpType p_op_type) {
set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
} break;
+ case OP_TYPE_VECTOR_4D: {
+ set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
+ set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
+ } break;
+ case OP_TYPE_VECTOR_4D_SCALAR: {
+ set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
+ set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
+ } break;
default:
break;
}
@@ -3721,13 +3792,15 @@ void VisualShaderNodeStep::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_op_type", "op_type"), &VisualShaderNodeStep::set_op_type);
ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeStep::get_op_type);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector2,Vector2Scalar,Vector3,Vector3Scalar"), "set_op_type", "get_op_type");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector2,Vector2Scalar,Vector3,Vector3Scalar,Vector4,Vector4Scalar"), "set_op_type", "get_op_type");
BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D_SCALAR);
BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D_SCALAR);
+ BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
+ BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D_SCALAR);
BIND_ENUM_CONSTANT(OP_TYPE_MAX);
}
@@ -3762,6 +3835,13 @@ VisualShaderNodeSmoothStep::PortType VisualShaderNodeSmoothStep::get_input_port_
return PORT_TYPE_VECTOR_3D; // x
}
break;
+ case OP_TYPE_VECTOR_4D:
+ return PORT_TYPE_VECTOR_4D;
+ case OP_TYPE_VECTOR_4D_SCALAR:
+ if (p_port == 2) {
+ return PORT_TYPE_VECTOR_4D; // x
+ }
+ break;
default:
break;
}
@@ -3794,6 +3874,10 @@ VisualShaderNodeSmoothStep::PortType VisualShaderNodeSmoothStep::get_output_port
return PORT_TYPE_VECTOR_3D;
case OP_TYPE_VECTOR_3D_SCALAR:
return PORT_TYPE_VECTOR_3D;
+ case OP_TYPE_VECTOR_4D:
+ return PORT_TYPE_VECTOR_4D;
+ case OP_TYPE_VECTOR_4D_SCALAR:
+ return PORT_TYPE_VECTOR_4D;
default:
break;
}
@@ -3835,6 +3919,16 @@ void VisualShaderNodeSmoothStep::set_op_type(OpType p_op_type) {
set_input_port_default_value(1, 0.0, get_input_port_default_value(1)); // edge1
set_input_port_default_value(2, Vector3(), get_input_port_default_value(2)); // x
break;
+ case OP_TYPE_VECTOR_4D:
+ set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0)); // edge0
+ set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1)); // edge1
+ set_input_port_default_value(2, Quaternion(), get_input_port_default_value(2)); // x
+ break;
+ case OP_TYPE_VECTOR_4D_SCALAR:
+ set_input_port_default_value(0, 0.0, get_input_port_default_value(0)); // edge0
+ set_input_port_default_value(1, 0.0, get_input_port_default_value(1)); // edge1
+ set_input_port_default_value(2, Quaternion(), get_input_port_default_value(2)); // x
+ break;
default:
break;
}
@@ -3860,13 +3954,15 @@ void VisualShaderNodeSmoothStep::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_op_type", "op_type"), &VisualShaderNodeSmoothStep::set_op_type);
ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeSmoothStep::get_op_type);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector2,Vector2Scalar,Vector3,Vector3Scalar"), "set_op_type", "get_op_type");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector2,Vector2Scalar,Vector3,Vector3Scalar,Vector4,Vector4Scalar"), "set_op_type", "get_op_type");
BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D_SCALAR);
BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D_SCALAR);
+ BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
+ BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D_SCALAR);
BIND_ENUM_CONSTANT(OP_TYPE_MAX);
}
@@ -3922,6 +4018,10 @@ void VisualShaderNodeVectorDistance::set_op_type(OpType p_op_type) {
set_input_port_default_value(0, Vector3(), get_input_port_default_value(0)); // a
set_input_port_default_value(1, Vector3(), get_input_port_default_value(1)); // b
} break;
+ case OP_TYPE_VECTOR_4D: {
+ set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0)); // a
+ set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1)); // b
+ } break;
default:
break;
}
@@ -4016,6 +4116,13 @@ VisualShaderNodeMix::PortType VisualShaderNodeMix::get_input_port_type(int p_por
break;
}
return PORT_TYPE_VECTOR_3D;
+ case OP_TYPE_VECTOR_4D:
+ return PORT_TYPE_VECTOR_4D;
+ case OP_TYPE_VECTOR_4D_SCALAR:
+ if (p_port == 2) {
+ break;
+ }
+ return PORT_TYPE_VECTOR_4D;
default:
break;
}
@@ -4046,6 +4153,10 @@ VisualShaderNodeMix::PortType VisualShaderNodeMix::get_output_port_type(int p_po
return PORT_TYPE_VECTOR_3D;
case OP_TYPE_VECTOR_3D_SCALAR:
return PORT_TYPE_VECTOR_3D;
+ case OP_TYPE_VECTOR_4D:
+ return PORT_TYPE_VECTOR_4D;
+ case OP_TYPE_VECTOR_4D_SCALAR:
+ return PORT_TYPE_VECTOR_4D;
default:
break;
}
@@ -4087,6 +4198,16 @@ void VisualShaderNodeMix::set_op_type(OpType p_op_type) {
set_input_port_default_value(1, Vector3(), get_input_port_default_value(1)); // b
set_input_port_default_value(2, 0.0, get_input_port_default_value(2)); // weight
} break;
+ case OP_TYPE_VECTOR_4D: {
+ set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0)); // a
+ set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1)); // b
+ set_input_port_default_value(2, Quaternion(), get_input_port_default_value(2)); // weight
+ } break;
+ case OP_TYPE_VECTOR_4D_SCALAR: {
+ set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0)); // a
+ set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1)); // b
+ set_input_port_default_value(2, 0.0, get_input_port_default_value(2)); // weight
+ } break;
default:
break;
}
@@ -4112,13 +4233,15 @@ void VisualShaderNodeMix::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_op_type", "op_type"), &VisualShaderNodeMix::set_op_type);
ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeMix::get_op_type);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector2,Vector2Scalar,Vector3,Vector3Scalar"), "set_op_type", "get_op_type");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector2,Vector2Scalar,Vector3,Vector3Scalar,Vector4,Vector4Scalar"), "set_op_type", "get_op_type");
BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D_SCALAR);
BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D_SCALAR);
+ BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
+ BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D_SCALAR);
BIND_ENUM_CONSTANT(OP_TYPE_MAX);
}
@@ -4140,6 +4263,8 @@ int VisualShaderNodeVectorCompose::get_input_port_count() const {
return 2;
case OP_TYPE_VECTOR_3D:
return 3;
+ case OP_TYPE_VECTOR_4D:
+ return 4;
default:
break;
}
@@ -4170,6 +4295,18 @@ String VisualShaderNodeVectorCompose::get_input_port_name(int p_port) const {
return "z";
}
} break;
+ case OP_TYPE_VECTOR_4D: {
+ switch (p_port) {
+ case 0:
+ return "x";
+ case 1:
+ return "y";
+ case 2:
+ return "z";
+ case 3:
+ return "w";
+ }
+ } break;
default:
break;
}
@@ -4205,6 +4342,15 @@ void VisualShaderNodeVectorCompose::set_op_type(OpType p_op_type) {
set_input_port_default_value(1, p2);
set_input_port_default_value(2, 0.0);
} break;
+ case OP_TYPE_VECTOR_4D: {
+ float p1 = get_input_port_default_value(0);
+ float p2 = get_input_port_default_value(1);
+
+ set_input_port_default_value(0, p1);
+ set_input_port_default_value(1, p2);
+ set_input_port_default_value(2, 0.0);
+ set_input_port_default_value(3, 0.0);
+ } break;
default:
break;
}
@@ -4221,6 +4367,9 @@ String VisualShaderNodeVectorCompose::generate_code(Shader::Mode p_mode, VisualS
case OP_TYPE_VECTOR_3D: {
code += " " + p_output_vars[0] + " = vec3(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
} break;
+ case OP_TYPE_VECTOR_4D: {
+ code += " " + p_output_vars[0] + " = vec4(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ", " + p_input_vars[3] + ");\n";
+ } break;
default:
break;
}
@@ -4301,6 +4450,8 @@ int VisualShaderNodeVectorDecompose::get_output_port_count() const {
return 2;
case OP_TYPE_VECTOR_3D:
return 3;
+ case OP_TYPE_VECTOR_4D:
+ return 4;
default:
break;
}
@@ -4331,6 +4482,18 @@ String VisualShaderNodeVectorDecompose::get_output_port_name(int p_port) const {
return "z";
}
} break;
+ case OP_TYPE_VECTOR_4D: {
+ switch (p_port) {
+ case 0:
+ return "x";
+ case 1:
+ return "y";
+ case 2:
+ return "z";
+ case 3:
+ return "w";
+ }
+ } break;
default:
break;
}
@@ -4349,6 +4512,9 @@ void VisualShaderNodeVectorDecompose::set_op_type(OpType p_op_type) {
case OP_TYPE_VECTOR_3D: {
set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
} break;
+ case OP_TYPE_VECTOR_4D: {
+ set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
+ } break;
default:
break;
}
@@ -4368,6 +4534,12 @@ String VisualShaderNodeVectorDecompose::generate_code(Shader::Mode p_mode, Visua
code += " " + p_output_vars[1] + " = " + p_input_vars[0] + ".y;\n";
code += " " + p_output_vars[2] + " = " + p_input_vars[0] + ".z;\n";
} break;
+ case OP_TYPE_VECTOR_4D: {
+ code += " " + p_output_vars[0] + " = " + p_input_vars[0] + ".x;\n";
+ code += " " + p_output_vars[1] + " = " + p_input_vars[0] + ".y;\n";
+ code += " " + p_output_vars[2] + " = " + p_input_vars[0] + ".z;\n";
+ code += " " + p_output_vars[3] + " = " + p_input_vars[0] + ".w;\n";
+ } break;
default:
break;
}
@@ -5225,6 +5397,106 @@ Vector<StringName> VisualShaderNodeVec3Uniform::get_editable_properties() const
VisualShaderNodeVec3Uniform::VisualShaderNodeVec3Uniform() {
}
+////////////// Vector4 Uniform
+
+String VisualShaderNodeVec4Uniform::get_caption() const {
+ return "Vector4Uniform";
+}
+
+int VisualShaderNodeVec4Uniform::get_input_port_count() const {
+ return 0;
+}
+
+VisualShaderNodeVec4Uniform::PortType VisualShaderNodeVec4Uniform::get_input_port_type(int p_port) const {
+ return PORT_TYPE_VECTOR_4D;
+}
+
+String VisualShaderNodeVec4Uniform::get_input_port_name(int p_port) const {
+ return String();
+}
+
+int VisualShaderNodeVec4Uniform::get_output_port_count() const {
+ return 1;
+}
+
+VisualShaderNodeVec4Uniform::PortType VisualShaderNodeVec4Uniform::get_output_port_type(int p_port) const {
+ return PORT_TYPE_VECTOR_4D;
+}
+
+String VisualShaderNodeVec4Uniform::get_output_port_name(int p_port) const {
+ return ""; // No output port means the editor will be used as port.
+}
+
+void VisualShaderNodeVec4Uniform::set_default_value_enabled(bool p_enabled) {
+ default_value_enabled = p_enabled;
+ emit_changed();
+}
+
+bool VisualShaderNodeVec4Uniform::is_default_value_enabled() const {
+ return default_value_enabled;
+}
+
+void VisualShaderNodeVec4Uniform::set_default_value(const Quaternion &p_value) {
+ default_value = p_value;
+ emit_changed();
+}
+
+Quaternion VisualShaderNodeVec4Uniform::get_default_value() const {
+ return default_value;
+}
+
+String VisualShaderNodeVec4Uniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
+ String code = _get_qual_str() + "uniform vec4 " + get_uniform_name();
+ if (default_value_enabled) {
+ code += vformat(" = vec4(%.6f, %.6f, %.6f, %.6f)", default_value.x, default_value.y, default_value.z, default_value.w);
+ }
+ code += ";\n";
+ return code;
+}
+
+String VisualShaderNodeVec4Uniform::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] + " = " + get_uniform_name() + ";\n";
+}
+
+void VisualShaderNodeVec4Uniform::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeVec4Uniform::set_default_value_enabled);
+ ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeVec4Uniform::is_default_value_enabled);
+
+ ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeVec4Uniform::set_default_value);
+ ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeVec4Uniform::get_default_value);
+
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
+ ADD_PROPERTY(PropertyInfo(Variant::QUATERNION, "default_value"), "set_default_value", "get_default_value");
+}
+
+bool VisualShaderNodeVec4Uniform::is_show_prop_names() const {
+ return true;
+}
+
+bool VisualShaderNodeVec4Uniform::is_use_prop_slots() const {
+ return true;
+}
+
+bool VisualShaderNodeVec4Uniform::is_qualifier_supported(Qualifier p_qual) const {
+ return true; // All qualifiers are supported.
+}
+
+bool VisualShaderNodeVec4Uniform::is_convertible_to_constant() const {
+ return true; // Conversion is allowed.
+}
+
+Vector<StringName> VisualShaderNodeVec4Uniform::get_editable_properties() const {
+ Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
+ props.push_back("default_value_enabled");
+ if (default_value_enabled) {
+ props.push_back("default_value");
+ }
+ return props;
+}
+
+VisualShaderNodeVec4Uniform::VisualShaderNodeVec4Uniform() {
+}
+
////////////// Transform Uniform
String VisualShaderNodeTransformUniform::get_caption() const {
@@ -5339,28 +5611,24 @@ String VisualShaderNodeTextureUniform::get_caption() const {
}
int VisualShaderNodeTextureUniform::get_input_port_count() const {
- return 2;
+ return 0;
}
VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_input_port_type(int p_port) const {
- return p_port == 0 ? PORT_TYPE_VECTOR_2D : PORT_TYPE_SCALAR;
+ return PORT_TYPE_SCALAR;
}
String VisualShaderNodeTextureUniform::get_input_port_name(int p_port) const {
- return p_port == 0 ? "uv" : "lod";
+ return "";
}
int VisualShaderNodeTextureUniform::get_output_port_count() const {
- return 3;
+ return 1;
}
VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_output_port_type(int p_port) const {
switch (p_port) {
case 0:
- return PORT_TYPE_VECTOR_3D;
- case 1:
- return PORT_TYPE_SCALAR;
- case 2:
return PORT_TYPE_SAMPLER;
default:
return PORT_TYPE_SCALAR;
@@ -5370,10 +5638,6 @@ VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_out
String VisualShaderNodeTextureUniform::get_output_port_name(int p_port) const {
switch (p_port) {
case 0:
- return "rgb";
- case 1:
- return "alpha";
- case 2:
return "sampler2D";
default:
return "";
@@ -5484,37 +5748,8 @@ String VisualShaderNodeTextureUniform::generate_global(Shader::Mode p_mode, Visu
return code;
}
-bool VisualShaderNodeTextureUniform::is_code_generated() const {
- return is_output_port_connected(0) || is_output_port_connected(1); // rgb or alpha
-}
-
String VisualShaderNodeTextureUniform::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 default_uv;
- if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
- default_uv = "UV";
- } else {
- default_uv = "vec2(0.0)";
- }
-
- String id = get_uniform_name();
- String code = " {\n";
- if (p_input_vars[0].is_empty()) { // Use UV by default.
- if (p_input_vars[1].is_empty()) {
- code += " vec4 n_tex_read = texture(" + id + ", " + default_uv + ");\n";
- } else {
- code += " vec4 n_tex_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
- }
- } else if (p_input_vars[1].is_empty()) {
- //no lod
- code += " vec4 n_tex_read = texture(" + id + ", " + p_input_vars[0] + ");\n";
- } else {
- code += " vec4 n_tex_read = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
- }
-
- code += " " + p_output_vars[0] + " = n_tex_read.rgb;\n";
- code += " " + p_output_vars[1] + " = n_tex_read.a;\n";
- code += " }\n";
- return code;
+ return "";
}
void VisualShaderNodeTextureUniform::set_texture_type(TextureType p_texture_type) {
@@ -5636,15 +5871,6 @@ void VisualShaderNodeTextureUniform::_bind_methods() {
BIND_ENUM_CONSTANT(REPEAT_MAX);
}
-bool VisualShaderNodeTextureUniform::is_input_port_default(int p_port, Shader::Mode p_mode) const {
- if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
- if (p_port == 0) {
- return true;
- }
- }
- return false;
-}
-
bool VisualShaderNodeTextureUniform::is_qualifier_supported(Qualifier p_qual) const {
switch (p_qual) {
case Qualifier::QUAL_NONE:
@@ -5664,7 +5890,6 @@ bool VisualShaderNodeTextureUniform::is_convertible_to_constant() const {
}
VisualShaderNodeTextureUniform::VisualShaderNodeTextureUniform() {
- simple_decl = false;
}
////////////// Texture Uniform (Triplanar)
@@ -5677,7 +5902,7 @@ int VisualShaderNodeTextureUniformTriplanar::get_input_port_count() const {
return 2;
}
-VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniformTriplanar::get_input_port_type(int p_port) const {
+VisualShaderNodeTextureUniformTriplanar::PortType VisualShaderNodeTextureUniformTriplanar::get_input_port_type(int p_port) const {
if (p_port == 0 || p_port == 1) {
return PORT_TYPE_VECTOR_3D;
}
@@ -5693,6 +5918,32 @@ String VisualShaderNodeTextureUniformTriplanar::get_input_port_name(int p_port)
return "";
}
+int VisualShaderNodeTextureUniformTriplanar::get_output_port_count() const {
+ return 2;
+}
+
+VisualShaderNodeTextureUniformTriplanar::PortType VisualShaderNodeTextureUniformTriplanar::get_output_port_type(int p_port) const {
+ switch (p_port) {
+ case 0:
+ return PORT_TYPE_VECTOR_4D;
+ case 1:
+ return PORT_TYPE_SAMPLER;
+ default:
+ return PORT_TYPE_SCALAR;
+ }
+}
+
+String VisualShaderNodeTextureUniformTriplanar::get_output_port_name(int p_port) const {
+ switch (p_port) {
+ case 0:
+ return "color";
+ case 1:
+ return "sampler2D";
+ default:
+ return "";
+ }
+}
+
String VisualShaderNodeTextureUniformTriplanar::generate_global_per_node(Shader::Mode p_mode, int p_id) const {
String code;
@@ -5733,22 +5984,18 @@ String VisualShaderNodeTextureUniformTriplanar::generate_global_per_func(Shader:
String VisualShaderNodeTextureUniformTriplanar::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 id = get_uniform_name();
- String code = " {\n";
+ String code;
if (p_input_vars[0].is_empty() && p_input_vars[1].is_empty()) {
- code += " vec4 n_tex_read = triplanar_texture(" + id + ", triplanar_power_normal, triplanar_pos);\n";
+ code += " " + p_output_vars[0] + " = triplanar_texture(" + id + ", triplanar_power_normal, triplanar_pos);\n";
} else if (!p_input_vars[0].is_empty() && p_input_vars[1].is_empty()) {
- code += " vec4 n_tex_read = triplanar_texture(" + id + ", " + p_input_vars[0] + ", triplanar_pos);\n";
+ code += " " + p_output_vars[0] + " = triplanar_texture(" + id + ", " + p_input_vars[0] + ", triplanar_pos);\n";
} else if (p_input_vars[0].is_empty() && !p_input_vars[1].is_empty()) {
- code += " vec4 n_tex_read = triplanar_texture(" + id + ", triplanar_power_normal, " + p_input_vars[1] + ");\n";
+ code += " " + p_output_vars[0] + " = triplanar_texture(" + id + ", triplanar_power_normal, " + p_input_vars[1] + ");\n";
} else {
- code += " vec4 n_tex_read = triplanar_texture(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
+ code += " " + p_output_vars[0] + " = triplanar_texture(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
}
- code += " " + p_output_vars[0] + " = n_tex_read.rgb;\n";
- code += " " + p_output_vars[1] + " = n_tex_read.a;\n";
- code += " }\n";
-
return code;
}
@@ -5770,34 +6017,10 @@ String VisualShaderNodeTexture2DArrayUniform::get_caption() const {
return "Texture2DArrayUniform";
}
-int VisualShaderNodeTexture2DArrayUniform::get_output_port_count() const {
- return 1;
-}
-
-VisualShaderNodeTexture2DArrayUniform::PortType VisualShaderNodeTexture2DArrayUniform::get_output_port_type(int p_port) const {
- return PORT_TYPE_SAMPLER;
-}
-
String VisualShaderNodeTexture2DArrayUniform::get_output_port_name(int p_port) const {
return "sampler2DArray";
}
-int VisualShaderNodeTexture2DArrayUniform::get_input_port_count() const {
- return 0;
-}
-
-VisualShaderNodeTexture2DArrayUniform::PortType VisualShaderNodeTexture2DArrayUniform::get_input_port_type(int p_port) const {
- return PORT_TYPE_SCALAR;
-}
-
-String VisualShaderNodeTexture2DArrayUniform::get_input_port_name(int p_port) const {
- return "";
-}
-
-bool VisualShaderNodeTexture2DArrayUniform::is_input_port_default(int p_port, Shader::Mode p_mode) const {
- return false;
-}
-
String VisualShaderNodeTexture2DArrayUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
String code = _get_qual_str() + "uniform sampler2DArray " + get_uniform_name();
@@ -5843,34 +6066,10 @@ String VisualShaderNodeTexture3DUniform::get_caption() const {
return "Texture3DUniform";
}
-int VisualShaderNodeTexture3DUniform::get_output_port_count() const {
- return 1;
-}
-
-VisualShaderNodeTexture3DUniform::PortType VisualShaderNodeTexture3DUniform::get_output_port_type(int p_port) const {
- return PORT_TYPE_SAMPLER;
-}
-
String VisualShaderNodeTexture3DUniform::get_output_port_name(int p_port) const {
return "sampler3D";
}
-int VisualShaderNodeTexture3DUniform::get_input_port_count() const {
- return 0;
-}
-
-VisualShaderNodeTexture3DUniform::PortType VisualShaderNodeTexture3DUniform::get_input_port_type(int p_port) const {
- return PORT_TYPE_SCALAR;
-}
-
-String VisualShaderNodeTexture3DUniform::get_input_port_name(int p_port) const {
- return "";
-}
-
-bool VisualShaderNodeTexture3DUniform::is_input_port_default(int p_port, Shader::Mode p_mode) const {
- return false;
-}
-
String VisualShaderNodeTexture3DUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
String code = _get_qual_str() + "uniform sampler3D " + get_uniform_name();
@@ -5916,34 +6115,10 @@ String VisualShaderNodeCubemapUniform::get_caption() const {
return "CubemapUniform";
}
-int VisualShaderNodeCubemapUniform::get_output_port_count() const {
- return 1;
-}
-
-VisualShaderNodeCubemapUniform::PortType VisualShaderNodeCubemapUniform::get_output_port_type(int p_port) const {
- return PORT_TYPE_SAMPLER;
-}
-
String VisualShaderNodeCubemapUniform::get_output_port_name(int p_port) const {
return "samplerCube";
}
-int VisualShaderNodeCubemapUniform::get_input_port_count() const {
- return 0;
-}
-
-VisualShaderNodeCubemapUniform::PortType VisualShaderNodeCubemapUniform::get_input_port_type(int p_port) const {
- return PORT_TYPE_SCALAR;
-}
-
-String VisualShaderNodeCubemapUniform::get_input_port_name(int p_port) const {
- return "";
-}
-
-bool VisualShaderNodeCubemapUniform::is_input_port_default(int p_port, Shader::Mode p_mode) const {
- return false;
-}
-
String VisualShaderNodeCubemapUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
String code = _get_qual_str() + "uniform samplerCube " + get_uniform_name();
@@ -6080,6 +6255,8 @@ VisualShaderNodeSwitch::PortType VisualShaderNodeSwitch::get_input_port_type(int
return PORT_TYPE_VECTOR_2D;
case OP_TYPE_VECTOR_3D:
return PORT_TYPE_VECTOR_3D;
+ case OP_TYPE_VECTOR_4D:
+ return PORT_TYPE_VECTOR_4D;
case OP_TYPE_BOOLEAN:
return PORT_TYPE_BOOLEAN;
case OP_TYPE_TRANSFORM:
@@ -6116,6 +6293,8 @@ VisualShaderNodeSwitch::PortType VisualShaderNodeSwitch::get_output_port_type(in
return PORT_TYPE_VECTOR_2D;
case OP_TYPE_VECTOR_3D:
return PORT_TYPE_VECTOR_3D;
+ case OP_TYPE_VECTOR_4D:
+ return PORT_TYPE_VECTOR_4D;
case OP_TYPE_BOOLEAN:
return PORT_TYPE_BOOLEAN;
case OP_TYPE_TRANSFORM:
@@ -6152,6 +6331,10 @@ void VisualShaderNodeSwitch::set_op_type(OpType p_op_type) {
set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0), get_input_port_default_value(1));
set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0), get_input_port_default_value(2));
break;
+ case OP_TYPE_VECTOR_4D:
+ set_input_port_default_value(1, Quaternion(1.0, 1.0, 1.0, 1.0), get_input_port_default_value(1));
+ set_input_port_default_value(2, Quaternion(0.0, 0.0, 0.0, 0.0), get_input_port_default_value(2));
+ break;
case OP_TYPE_BOOLEAN:
set_input_port_default_value(1, true);
set_input_port_default_value(2, false);
@@ -6181,12 +6364,13 @@ void VisualShaderNodeSwitch::_bind_methods() { // static
ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeSwitch::set_op_type);
ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeSwitch::get_op_type);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Float,Int,Vector2,Vector3,Boolean,Transform"), "set_op_type", "get_op_type");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Float,Int,Vector2,Vector3,Vector4,Boolean,Transform"), "set_op_type", "get_op_type");
BIND_ENUM_CONSTANT(OP_TYPE_FLOAT);
BIND_ENUM_CONSTANT(OP_TYPE_INT);
BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
+ BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
BIND_ENUM_CONSTANT(OP_TYPE_BOOLEAN);
BIND_ENUM_CONSTANT(OP_TYPE_TRANSFORM);
BIND_ENUM_CONSTANT(OP_TYPE_MAX);
@@ -6420,6 +6604,8 @@ VisualShaderNodeCompare::PortType VisualShaderNodeCompare::get_input_port_type(i
return PORT_TYPE_VECTOR_2D;
case CTYPE_VECTOR_3D:
return PORT_TYPE_VECTOR_3D;
+ case CTYPE_VECTOR_4D:
+ return PORT_TYPE_VECTOR_4D;
case CTYPE_BOOLEAN:
return PORT_TYPE_BOOLEAN;
case CTYPE_TRANSFORM:
@@ -6514,6 +6700,12 @@ String VisualShaderNodeCompare::generate_code(Shader::Mode p_mode, VisualShader:
code += " " + p_output_vars[0] + " = " + String(conditions[condition]).replace("$", "_bv") + ";\n";
code += " }\n";
} break;
+ case CTYPE_VECTOR_4D: {
+ code += " {\n";
+ code += " bvec4 _bv = " + String(functions[func]).replace("$", p_input_vars[0] + ", " + p_input_vars[1]) + ";\n";
+ code += " " + p_output_vars[0] + " = " + String(conditions[condition]).replace("$", "_bv") + ";\n";
+ code += " }\n";
+ } break;
case CTYPE_BOOLEAN: {
if (func > FUNC_NOT_EQUAL) {
return " " + p_output_vars[0] + " = false;\n";
@@ -6558,6 +6750,11 @@ void VisualShaderNodeCompare::set_comparison_type(ComparisonType p_comparison_ty
set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
simple_decl = false;
break;
+ case CTYPE_VECTOR_4D:
+ set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
+ set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
+ simple_decl = false;
+ break;
case CTYPE_BOOLEAN:
set_input_port_default_value(0, false);
set_input_port_default_value(1, false);
@@ -6609,7 +6806,7 @@ Vector<StringName> VisualShaderNodeCompare::get_editable_properties() const {
Vector<StringName> props;
props.push_back("type");
props.push_back("function");
- if (comparison_type == CTYPE_VECTOR_2D || comparison_type == CTYPE_VECTOR_3D) {
+ if (comparison_type == CTYPE_VECTOR_2D || comparison_type == CTYPE_VECTOR_3D || comparison_type == CTYPE_VECTOR_4D) {
props.push_back("condition");
}
return props;
@@ -6625,7 +6822,7 @@ void VisualShaderNodeCompare::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_condition", "condition"), &VisualShaderNodeCompare::set_condition);
ClassDB::bind_method(D_METHOD("get_condition"), &VisualShaderNodeCompare::get_condition);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "type", PROPERTY_HINT_ENUM, "Float,Int,Vector2,Vector3,Boolean,Transform"), "set_comparison_type", "get_comparison_type");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "type", PROPERTY_HINT_ENUM, "Float,Int,Vector2,Vector3,Vector4,Boolean,Transform"), "set_comparison_type", "get_comparison_type");
ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "a == b,a != b,a > b,a >= b,a < b,a <= b"), "set_function", "get_function");
ADD_PROPERTY(PropertyInfo(Variant::INT, "condition", PROPERTY_HINT_ENUM, "All,Any"), "set_condition", "get_condition");
@@ -6633,6 +6830,7 @@ void VisualShaderNodeCompare::_bind_methods() {
BIND_ENUM_CONSTANT(CTYPE_SCALAR_INT);
BIND_ENUM_CONSTANT(CTYPE_VECTOR_2D);
BIND_ENUM_CONSTANT(CTYPE_VECTOR_3D);
+ BIND_ENUM_CONSTANT(CTYPE_VECTOR_4D);
BIND_ENUM_CONSTANT(CTYPE_BOOLEAN);
BIND_ENUM_CONSTANT(CTYPE_TRANSFORM);
BIND_ENUM_CONSTANT(CTYPE_MAX);
@@ -6672,6 +6870,8 @@ VisualShaderNodeMultiplyAdd::PortType VisualShaderNodeMultiplyAdd::get_input_por
return PORT_TYPE_VECTOR_2D;
case OP_TYPE_VECTOR_3D:
return PORT_TYPE_VECTOR_3D;
+ case OP_TYPE_VECTOR_4D:
+ return PORT_TYPE_VECTOR_4D;
default:
break;
}
@@ -6699,6 +6899,8 @@ VisualShaderNodeMultiplyAdd::PortType VisualShaderNodeMultiplyAdd::get_output_po
return PORT_TYPE_VECTOR_2D;
case OP_TYPE_VECTOR_3D:
return PORT_TYPE_VECTOR_3D;
+ case OP_TYPE_VECTOR_4D:
+ return PORT_TYPE_VECTOR_4D;
default:
break;
}
@@ -6734,6 +6936,11 @@ void VisualShaderNodeMultiplyAdd::set_op_type(OpType p_op_type) {
set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
set_input_port_default_value(2, Vector3(), get_input_port_default_value(2));
} break;
+ case OP_TYPE_VECTOR_4D: {
+ set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
+ set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
+ set_input_port_default_value(2, Quaternion(), get_input_port_default_value(2));
+ } break;
default:
break;
}
@@ -6755,11 +6962,12 @@ void VisualShaderNodeMultiplyAdd::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeMultiplyAdd::set_op_type);
ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeMultiplyAdd::get_op_type);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector2,Vector3"), "set_op_type", "get_op_type");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector2,Vector3,Vector4"), "set_op_type", "get_op_type");
BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
+ BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
BIND_ENUM_CONSTANT(OP_TYPE_MAX);
}
diff --git a/scene/resources/visual_shader_nodes.h b/scene/resources/visual_shader_nodes.h
index eeeb91a3ee..26c98bd2ea 100644
--- a/scene/resources/visual_shader_nodes.h
+++ b/scene/resources/visual_shader_nodes.h
@@ -44,6 +44,7 @@ public:
enum OpType {
OP_TYPE_VECTOR_2D,
OP_TYPE_VECTOR_3D,
+ OP_TYPE_VECTOR_4D,
OP_TYPE_MAX,
};
@@ -280,6 +281,36 @@ public:
///////////////////////////////////////
+class VisualShaderNodeVec4Constant : public VisualShaderNodeConstant {
+ GDCLASS(VisualShaderNodeVec4Constant, VisualShaderNodeConstant);
+ Quaternion constant;
+
+protected:
+ static void _bind_methods();
+
+public:
+ virtual String get_caption() const override;
+
+ virtual int get_input_port_count() const override;
+ virtual PortType get_input_port_type(int p_port) const override;
+ virtual String get_input_port_name(int p_port) const override;
+
+ virtual int get_output_port_count() const override;
+ virtual PortType get_output_port_type(int p_port) const override;
+ virtual String get_output_port_name(int p_port) const override;
+
+ virtual String generate_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;
+
+ void set_constant(const Quaternion &p_constant);
+ Quaternion get_constant() const;
+
+ virtual Vector<StringName> get_editable_properties() const override;
+
+ VisualShaderNodeVec4Constant();
+};
+
+///////////////////////////////////////
+
class VisualShaderNodeTransformConstant : public VisualShaderNodeConstant {
GDCLASS(VisualShaderNodeTransformConstant, VisualShaderNodeConstant);
Transform3D constant;
@@ -1282,6 +1313,7 @@ public:
OP_TYPE_INT,
OP_TYPE_VECTOR_2D,
OP_TYPE_VECTOR_3D,
+ OP_TYPE_VECTOR_4D,
OP_TYPE_MAX,
};
@@ -1324,6 +1356,7 @@ public:
OP_TYPE_SCALAR,
OP_TYPE_VECTOR_2D,
OP_TYPE_VECTOR_3D,
+ OP_TYPE_VECTOR_4D,
OP_TYPE_MAX,
};
@@ -1427,6 +1460,8 @@ public:
OP_TYPE_VECTOR_2D_SCALAR,
OP_TYPE_VECTOR_3D,
OP_TYPE_VECTOR_3D_SCALAR,
+ OP_TYPE_VECTOR_4D,
+ OP_TYPE_VECTOR_4D_SCALAR,
OP_TYPE_MAX,
};
@@ -1471,6 +1506,8 @@ public:
OP_TYPE_VECTOR_2D_SCALAR,
OP_TYPE_VECTOR_3D,
OP_TYPE_VECTOR_3D_SCALAR,
+ OP_TYPE_VECTOR_4D,
+ OP_TYPE_VECTOR_4D_SCALAR,
OP_TYPE_MAX,
};
@@ -1561,6 +1598,8 @@ public:
OP_TYPE_VECTOR_2D_SCALAR,
OP_TYPE_VECTOR_3D,
OP_TYPE_VECTOR_3D_SCALAR,
+ OP_TYPE_VECTOR_4D,
+ OP_TYPE_VECTOR_4D_SCALAR,
OP_TYPE_MAX,
};
@@ -1990,6 +2029,49 @@ public:
///////////////////////////////////////
+class VisualShaderNodeVec4Uniform : public VisualShaderNodeUniform {
+ GDCLASS(VisualShaderNodeVec4Uniform, VisualShaderNodeUniform);
+
+private:
+ bool default_value_enabled = false;
+ Quaternion default_value;
+
+protected:
+ static void _bind_methods();
+
+public:
+ virtual String get_caption() const override;
+
+ virtual int get_input_port_count() const override;
+ virtual PortType get_input_port_type(int p_port) const override;
+ virtual String get_input_port_name(int p_port) const override;
+
+ virtual int get_output_port_count() const override;
+ virtual PortType get_output_port_type(int p_port) const override;
+ virtual String get_output_port_name(int p_port) const override;
+
+ virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override;
+ virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
+
+ virtual bool is_show_prop_names() const override;
+ virtual bool is_use_prop_slots() const override;
+
+ void set_default_value_enabled(bool p_enabled);
+ bool is_default_value_enabled() const;
+
+ void set_default_value(const Quaternion &p_value);
+ Quaternion get_default_value() const;
+
+ bool is_qualifier_supported(Qualifier p_qual) const override;
+ bool is_convertible_to_constant() const override;
+
+ virtual Vector<StringName> get_editable_properties() const override;
+
+ VisualShaderNodeVec4Uniform();
+};
+
+///////////////////////////////////////
+
class VisualShaderNodeTransformUniform : public VisualShaderNodeUniform {
GDCLASS(VisualShaderNodeTransformUniform, VisualShaderNodeUniform);
@@ -2084,7 +2166,6 @@ 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 bool is_input_port_default(int p_port, Shader::Mode p_mode) const override;
virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
@@ -2095,7 +2176,6 @@ public:
virtual Map<StringName, String> get_editable_properties_names() const override;
virtual bool is_show_prop_names() const override;
- virtual bool is_code_generated() const override;
Vector<StringName> get_editable_properties() const override;
@@ -2134,6 +2214,10 @@ public:
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 is_input_port_default(int p_port, Shader::Mode p_mode) const override;
virtual String generate_global_per_node(Shader::Mode p_mode, int p_id) const override;
@@ -2150,16 +2234,8 @@ class VisualShaderNodeTexture2DArrayUniform : public VisualShaderNodeTextureUnif
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 is_input_port_default(int p_port, Shader::Mode p_mode) 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;
@@ -2173,16 +2249,8 @@ class VisualShaderNodeTexture3DUniform : public VisualShaderNodeTextureUniform {
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 is_input_port_default(int p_port, Shader::Mode p_mode) 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;
@@ -2196,16 +2264,8 @@ class VisualShaderNodeCubemapUniform : public VisualShaderNodeTextureUniform {
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 is_input_port_default(int p_port, Shader::Mode p_mode) 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;
@@ -2248,6 +2308,7 @@ public:
OP_TYPE_INT,
OP_TYPE_VECTOR_2D,
OP_TYPE_VECTOR_3D,
+ OP_TYPE_VECTOR_4D,
OP_TYPE_BOOLEAN,
OP_TYPE_TRANSFORM,
OP_TYPE_MAX,
@@ -2362,6 +2423,7 @@ public:
CTYPE_SCALAR_INT,
CTYPE_VECTOR_2D,
CTYPE_VECTOR_3D,
+ CTYPE_VECTOR_4D,
CTYPE_BOOLEAN,
CTYPE_TRANSFORM,
CTYPE_MAX,
@@ -2431,6 +2493,7 @@ public:
OP_TYPE_SCALAR,
OP_TYPE_VECTOR_2D,
OP_TYPE_VECTOR_3D,
+ OP_TYPE_VECTOR_4D,
OP_TYPE_MAX,
};