diff options
Diffstat (limited to 'scene')
-rw-r--r-- | scene/resources/fog_material.cpp | 6 | ||||
-rw-r--r-- | scene/resources/material.cpp | 32 | ||||
-rw-r--r-- | scene/resources/particles_material.cpp | 8 | ||||
-rw-r--r-- | scene/resources/sky_material.cpp | 22 | ||||
-rw-r--r-- | scene/resources/visual_shader_nodes.cpp | 224 |
5 files changed, 112 insertions, 180 deletions
diff --git a/scene/resources/fog_material.cpp b/scene/resources/fog_material.cpp index a05ef0c779..39ade85af6 100644 --- a/scene/resources/fog_material.cpp +++ b/scene/resources/fog_material.cpp @@ -148,11 +148,11 @@ void FogMaterial::_update_shader() { shader_type fog; uniform float density : hint_range(0, 1, 0.0001) = 1.0; -uniform vec4 albedo : hint_color = vec4(1.0); -uniform vec4 emission : hint_color = vec4(0, 0, 0, 1); +uniform vec4 albedo : source_color = vec4(1.0); +uniform vec4 emission : source_color = vec4(0, 0, 0, 1); uniform float height_falloff = 0.0; uniform float edge_fade = 0.1; -uniform sampler3D density_texture: hint_white; +uniform sampler3D density_texture: hint_default_white; void fog() { diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp index b8171ca4bd..591d58d527 100644 --- a/scene/resources/material.cpp +++ b/scene/resources/material.cpp @@ -631,8 +631,8 @@ void BaseMaterial3D::_update_shader() { code += ";\n"; - code += "uniform vec4 albedo : hint_color;\n"; - code += "uniform sampler2D texture_albedo : hint_albedo," + texfilter_str + ";\n"; + code += "uniform vec4 albedo : source_color;\n"; + code += "uniform sampler2D texture_albedo : source_color," + texfilter_str + ";\n"; if (grow_enabled) { code += "uniform float grow;\n"; } @@ -669,7 +669,7 @@ void BaseMaterial3D::_update_shader() { //TODO ALL HINTS if (!orm) { code += "uniform float roughness : hint_range(0,1);\n"; - code += "uniform sampler2D texture_metallic : hint_white," + texfilter_str + ";\n"; + code += "uniform sampler2D texture_metallic : hint_default_white," + texfilter_str + ";\n"; code += "uniform vec4 metallic_texture_channel;\n"; switch (roughness_texture_channel) { case TEXTURE_CHANNEL_RED: { @@ -704,8 +704,8 @@ void BaseMaterial3D::_update_shader() { } if (features[FEATURE_EMISSION]) { - code += "uniform sampler2D texture_emission : hint_black_albedo," + texfilter_str + ";\n"; - code += "uniform vec4 emission : hint_color;\n"; + code += "uniform sampler2D texture_emission : source_color, hint_default_black," + texfilter_str + ";\n"; + code += "uniform vec4 emission : source_color;\n"; code += "uniform float emission_energy;\n"; } @@ -722,48 +722,48 @@ void BaseMaterial3D::_update_shader() { if (features[FEATURE_RIM]) { code += "uniform float rim : hint_range(0,1);\n"; code += "uniform float rim_tint : hint_range(0,1);\n"; - code += "uniform sampler2D texture_rim : hint_white," + texfilter_str + ";\n"; + code += "uniform sampler2D texture_rim : hint_default_white," + texfilter_str + ";\n"; } if (features[FEATURE_CLEARCOAT]) { code += "uniform float clearcoat : hint_range(0,1);\n"; code += "uniform float clearcoat_roughness : hint_range(0,1);\n"; - code += "uniform sampler2D texture_clearcoat : hint_white," + texfilter_str + ";\n"; + code += "uniform sampler2D texture_clearcoat : hint_default_white," + texfilter_str + ";\n"; } if (features[FEATURE_ANISOTROPY]) { code += "uniform float anisotropy_ratio : hint_range(0,256);\n"; code += "uniform sampler2D texture_flowmap : hint_anisotropy," + texfilter_str + ";\n"; } if (features[FEATURE_AMBIENT_OCCLUSION]) { - code += "uniform sampler2D texture_ambient_occlusion : hint_white, " + texfilter_str + ";\n"; + code += "uniform sampler2D texture_ambient_occlusion : hint_default_white, " + texfilter_str + ";\n"; code += "uniform vec4 ao_texture_channel;\n"; code += "uniform float ao_light_affect;\n"; } if (features[FEATURE_DETAIL]) { - code += "uniform sampler2D texture_detail_albedo : hint_albedo," + texfilter_str + ";\n"; + code += "uniform sampler2D texture_detail_albedo : source_color," + texfilter_str + ";\n"; code += "uniform sampler2D texture_detail_normal : hint_normal," + texfilter_str + ";\n"; - code += "uniform sampler2D texture_detail_mask : hint_white," + texfilter_str + ";\n"; + code += "uniform sampler2D texture_detail_mask : hint_default_white," + texfilter_str + ";\n"; } if (features[FEATURE_SUBSURFACE_SCATTERING]) { code += "uniform float subsurface_scattering_strength : hint_range(0,1);\n"; - code += "uniform sampler2D texture_subsurface_scattering : hint_white," + texfilter_str + ";\n"; + code += "uniform sampler2D texture_subsurface_scattering : hint_default_white," + texfilter_str + ";\n"; } if (features[FEATURE_SUBSURFACE_TRANSMITTANCE]) { - code += "uniform vec4 transmittance_color : hint_color;\n"; + code += "uniform vec4 transmittance_color : source_color;\n"; code += "uniform float transmittance_depth;\n"; - code += "uniform sampler2D texture_subsurface_transmittance : hint_white," + texfilter_str + ";\n"; + code += "uniform sampler2D texture_subsurface_transmittance : hint_default_white," + texfilter_str + ";\n"; code += "uniform float transmittance_boost;\n"; } if (features[FEATURE_BACKLIGHT]) { - code += "uniform vec4 backlight : hint_color;\n"; - code += "uniform sampler2D texture_backlight : hint_black," + texfilter_str + ";\n"; + code += "uniform vec4 backlight : source_color;\n"; + code += "uniform sampler2D texture_backlight : hint_default_black," + texfilter_str + ";\n"; } if (features[FEATURE_HEIGHT_MAPPING]) { - code += "uniform sampler2D texture_heightmap : hint_black," + texfilter_str + ";\n"; + code += "uniform sampler2D texture_heightmap : hint_default_black," + texfilter_str + ";\n"; code += "uniform float heightmap_scale;\n"; code += "uniform int heightmap_min_layers;\n"; code += "uniform int heightmap_max_layers;\n"; diff --git a/scene/resources/particles_material.cpp b/scene/resources/particles_material.cpp index fced9e91c9..c4b15df6bb 100644 --- a/scene/resources/particles_material.cpp +++ b/scene/resources/particles_material.cpp @@ -197,14 +197,14 @@ void ParticlesMaterial::_update_shader() { code += "uniform vec3 emission_box_extents;\n"; } break; case EMISSION_SHAPE_DIRECTED_POINTS: { - code += "uniform sampler2D emission_texture_normal : hint_black;\n"; + code += "uniform sampler2D emission_texture_normal : hint_default_black;\n"; [[fallthrough]]; } case EMISSION_SHAPE_POINTS: { - code += "uniform sampler2D emission_texture_points : hint_black;\n"; + code += "uniform sampler2D emission_texture_points : hint_default_black;\n"; code += "uniform int emission_texture_point_count;\n"; if (emission_color_texture.is_valid()) { - code += "uniform sampler2D emission_texture_color : hint_white;\n"; + code += "uniform sampler2D emission_texture_color : hint_default_white;\n"; } } break; case EMISSION_SHAPE_RING: { @@ -228,7 +228,7 @@ void ParticlesMaterial::_update_shader() { code += "uniform bool sub_emitter_keep_velocity;\n"; } - code += "uniform vec4 color_value : hint_color;\n"; + code += "uniform vec4 color_value : source_color;\n"; code += "uniform vec3 gravity;\n"; diff --git a/scene/resources/sky_material.cpp b/scene/resources/sky_material.cpp index 593689fbcb..3abffaa6a6 100644 --- a/scene/resources/sky_material.cpp +++ b/scene/resources/sky_material.cpp @@ -250,14 +250,14 @@ void ProceduralSkyMaterial::_update_shader() { shader_type sky; -uniform vec4 sky_top_color : hint_color = vec4(0.385, 0.454, 0.55, 1.0); -uniform vec4 sky_horizon_color : hint_color = vec4(0.646, 0.656, 0.67, 1.0); +uniform vec4 sky_top_color : source_color = vec4(0.385, 0.454, 0.55, 1.0); +uniform vec4 sky_horizon_color : source_color = vec4(0.646, 0.656, 0.67, 1.0); uniform float sky_curve : hint_range(0, 1) = 0.15; uniform float sky_energy = 1.0; -uniform sampler2D sky_cover : hint_black_albedo; -uniform vec4 sky_cover_modulate : hint_color = vec4(1.0, 1.0, 1.0, 1.0); -uniform vec4 ground_bottom_color : hint_color = vec4(0.2, 0.169, 0.133, 1.0); -uniform vec4 ground_horizon_color : hint_color = vec4(0.646, 0.656, 0.67, 1.0); +uniform sampler2D sky_cover : source_color, hint_default_black; +uniform vec4 sky_cover_modulate : source_color = vec4(1.0, 1.0, 1.0, 1.0); +uniform vec4 ground_bottom_color : source_color = vec4(0.2, 0.169, 0.133, 1.0); +uniform vec4 ground_horizon_color : source_color = vec4(0.646, 0.656, 0.67, 1.0); uniform float ground_curve : hint_range(0, 1) = 0.02; uniform float ground_energy = 1.0; uniform float sun_angle_max = 30.0; @@ -434,7 +434,7 @@ void PanoramaSkyMaterial::_update_shader() { shader_type sky; -uniform sampler2D source_panorama : %s, hint_black_albedo; +uniform sampler2D source_panorama : %s, source_color, hint_default_black; void sky() { COLOR = texture(source_panorama, SKY_COORDS).rgb; @@ -646,18 +646,18 @@ void PhysicalSkyMaterial::_update_shader() { shader_type sky; uniform float rayleigh : hint_range(0, 64) = 2.0; -uniform vec4 rayleigh_color : hint_color = vec4(0.3, 0.405, 0.6, 1.0); +uniform vec4 rayleigh_color : source_color = vec4(0.3, 0.405, 0.6, 1.0); uniform float mie : hint_range(0, 1) = 0.005; uniform float mie_eccentricity : hint_range(-1, 1) = 0.8; -uniform vec4 mie_color : hint_color = vec4(0.69, 0.729, 0.812, 1.0); +uniform vec4 mie_color : source_color = vec4(0.69, 0.729, 0.812, 1.0); uniform float turbidity : hint_range(0, 1000) = 10.0; uniform float sun_disk_scale : hint_range(0, 360) = 1.0; -uniform vec4 ground_color : hint_color = vec4(0.1, 0.07, 0.034, 1.0); +uniform vec4 ground_color : source_color = vec4(0.1, 0.07, 0.034, 1.0); uniform float exposure : hint_range(0, 128) = 0.1; uniform float dither_strength : hint_range(0, 10) = 1.0; -uniform sampler2D night_sky : hint_black_albedo; +uniform sampler2D night_sky : source_color, hint_default_black; const vec3 UP = vec3( 0.0, 1.0, 0.0 ); diff --git a/scene/resources/visual_shader_nodes.cpp b/scene/resources/visual_shader_nodes.cpp index dbd45793f9..5c0f36ca92 100644 --- a/scene/resources/visual_shader_nodes.cpp +++ b/scene/resources/visual_shader_nodes.cpp @@ -700,7 +700,7 @@ String VisualShaderNodeTexture::generate_global(Shader::Mode p_mode, VisualShade case TYPE_DATA: break; case TYPE_COLOR: - u += " : hint_albedo"; + u += " : source_color"; break; case TYPE_NORMAL_MAP: u += " : hint_normal"; @@ -1463,7 +1463,7 @@ String VisualShaderNodeCubemap::generate_global(Shader::Mode p_mode, VisualShade case TYPE_DATA: break; case TYPE_COLOR: - u += " : hint_albedo"; + u += " : source_color"; break; case TYPE_NORMAL_MAP: u += " : hint_normal"; @@ -5113,7 +5113,7 @@ Color VisualShaderNodeColorUniform::get_default_value() const { } String VisualShaderNodeColorUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const { - String code = _get_qual_str() + "uniform vec4 " + get_uniform_name() + " : hint_color"; + String code = _get_qual_str() + "uniform vec4 " + get_uniform_name() + " : source_color"; if (default_value_enabled) { code += vformat(" = vec4(%.6f, %.6f, %.6f, %.6f)", default_value.r, default_value.g, default_value.b, default_value.a); } @@ -5567,71 +5567,32 @@ Vector<StringName> VisualShaderNodeTransformUniform::get_editable_properties() c VisualShaderNodeTransformUniform::VisualShaderNodeTransformUniform() { } -////////////// Texture Uniform - -String VisualShaderNodeTextureUniform::get_caption() const { - return "TextureUniform"; -} - -int VisualShaderNodeTextureUniform::get_input_port_count() const { - return 0; -} - -VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_input_port_type(int p_port) const { - return PORT_TYPE_SCALAR; -} - -String VisualShaderNodeTextureUniform::get_input_port_name(int p_port) const { - return ""; -} +////////////// -int VisualShaderNodeTextureUniform::get_output_port_count() const { - return 1; -} - -VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_output_port_type(int p_port) const { - switch (p_port) { - case 0: - return PORT_TYPE_SAMPLER; - default: - return PORT_TYPE_SCALAR; - } -} - -String VisualShaderNodeTextureUniform::get_output_port_name(int p_port) const { - switch (p_port) { - case 0: - return "sampler2D"; - default: - return ""; - } -} - -String VisualShaderNodeTextureUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const { +String get_sampler_hint(VisualShaderNodeTextureUniform::TextureType p_texture_type, VisualShaderNodeTextureUniform::ColorDefault p_color_default, VisualShaderNodeTextureUniform::TextureFilter p_texture_filter, VisualShaderNodeTextureUniform::TextureRepeat p_texture_repeat) { + String code; bool has_colon = false; - String code = _get_qual_str() + "uniform sampler2D " + get_uniform_name(); // type { String type_code; - switch (texture_type) { - case TYPE_DATA: - if (color_default == COLOR_DEFAULT_BLACK) { - type_code = "hint_black"; + switch (p_texture_type) { + case VisualShaderNodeTextureUniform::TYPE_DATA: + if (p_color_default == VisualShaderNodeTextureUniform::COLOR_DEFAULT_BLACK) { + type_code = "hint_default_black"; } break; - case TYPE_COLOR: - if (color_default == COLOR_DEFAULT_BLACK) { - type_code = "hint_black_albedo"; - } else { - type_code = "hint_albedo"; + case VisualShaderNodeTextureUniform::TYPE_COLOR: + type_code = "source_color"; + if (p_color_default == VisualShaderNodeTextureUniform::COLOR_DEFAULT_BLACK) { + type_code += ", hint_default_black"; } break; - case TYPE_NORMAL_MAP: + case VisualShaderNodeTextureUniform::TYPE_NORMAL_MAP: type_code = "hint_normal"; break; - case TYPE_ANISOTROPY: + case VisualShaderNodeTextureUniform::TYPE_ANISOTROPY: type_code = "hint_anisotropy"; break; default: @@ -5648,23 +5609,23 @@ String VisualShaderNodeTextureUniform::generate_global(Shader::Mode p_mode, Visu { String filter_code; - switch (texture_filter) { - case FILTER_NEAREST: + switch (p_texture_filter) { + case VisualShaderNodeTextureUniform::FILTER_NEAREST: filter_code = "filter_nearest"; break; - case FILTER_LINEAR: + case VisualShaderNodeTextureUniform::FILTER_LINEAR: filter_code = "filter_linear"; break; - case FILTER_NEAREST_MIPMAP: + case VisualShaderNodeTextureUniform::FILTER_NEAREST_MIPMAP: filter_code = "filter_nearest_mipmap"; break; - case FILTER_LINEAR_MIPMAP: + case VisualShaderNodeTextureUniform::FILTER_LINEAR_MIPMAP: filter_code = "filter_linear_mipmap"; break; - case FILTER_NEAREST_MIPMAP_ANISOTROPIC: + case VisualShaderNodeTextureUniform::FILTER_NEAREST_MIPMAP_ANISOTROPIC: filter_code = "filter_nearest_mipmap_anisotropic"; break; - case FILTER_LINEAR_MIPMAP_ANISOTROPIC: + case VisualShaderNodeTextureUniform::FILTER_LINEAR_MIPMAP_ANISOTROPIC: filter_code = "filter_linear_mipmap_anisotropic"; break; default: @@ -5686,11 +5647,11 @@ String VisualShaderNodeTextureUniform::generate_global(Shader::Mode p_mode, Visu { String repeat_code; - switch (texture_repeat) { - case REPEAT_ENABLED: + switch (p_texture_repeat) { + case VisualShaderNodeTextureUniform::REPEAT_ENABLED: repeat_code = "repeat_enable"; break; - case REPEAT_DISABLED: + case VisualShaderNodeTextureUniform::REPEAT_DISABLED: repeat_code = "repeat_disable"; break; default: @@ -5707,6 +5668,52 @@ String VisualShaderNodeTextureUniform::generate_global(Shader::Mode p_mode, Visu } } + return code; +} + +////////////// Texture Uniform + +String VisualShaderNodeTextureUniform::get_caption() const { + return "TextureUniform"; +} + +int VisualShaderNodeTextureUniform::get_input_port_count() const { + return 0; +} + +VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_input_port_type(int p_port) const { + return PORT_TYPE_SCALAR; +} + +String VisualShaderNodeTextureUniform::get_input_port_name(int p_port) const { + return ""; +} + +int VisualShaderNodeTextureUniform::get_output_port_count() const { + return 1; +} + +VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_output_port_type(int p_port) const { + switch (p_port) { + case 0: + return PORT_TYPE_SAMPLER; + default: + return PORT_TYPE_SCALAR; + } +} + +String VisualShaderNodeTextureUniform::get_output_port_name(int p_port) const { + switch (p_port) { + case 0: + return "sampler2D"; + default: + return ""; + } +} + +String VisualShaderNodeTextureUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const { + String code = _get_qual_str() + "uniform sampler2D " + get_uniform_name(); + code += get_sampler_hint(texture_type, color_default, texture_filter, texture_repeat); code += ";\n"; return code; } @@ -5986,33 +5993,8 @@ String VisualShaderNodeTexture2DArrayUniform::get_output_port_name(int p_port) c String VisualShaderNodeTexture2DArrayUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const { String code = _get_qual_str() + "uniform sampler2DArray " + get_uniform_name(); - - switch (texture_type) { - case TYPE_DATA: - if (color_default == COLOR_DEFAULT_BLACK) { - code += " : hint_black;\n"; - } else { - code += ";\n"; - } - break; - case TYPE_COLOR: - if (color_default == COLOR_DEFAULT_BLACK) { - code += " : hint_black_albedo;\n"; - } else { - code += " : hint_albedo;\n"; - } - break; - case TYPE_NORMAL_MAP: - code += " : hint_normal;\n"; - break; - case TYPE_ANISOTROPY: - code += " : hint_anisotropy;\n"; - break; - default: - code += ";\n"; - break; - } - + code += get_sampler_hint(texture_type, color_default, texture_filter, texture_repeat); + code += ";\n"; return code; } @@ -6035,33 +6017,8 @@ String VisualShaderNodeTexture3DUniform::get_output_port_name(int p_port) const 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(); - - switch (texture_type) { - case TYPE_DATA: - if (color_default == COLOR_DEFAULT_BLACK) { - code += " : hint_black;\n"; - } else { - code += ";\n"; - } - break; - case TYPE_COLOR: - if (color_default == COLOR_DEFAULT_BLACK) { - code += " : hint_black_albedo;\n"; - } else { - code += " : hint_albedo;\n"; - } - break; - case TYPE_NORMAL_MAP: - code += " : hint_normal;\n"; - break; - case TYPE_ANISOTROPY: - code += " : hint_anisotropy;\n"; - break; - default: - code += ";\n"; - break; - } - + code += get_sampler_hint(texture_type, color_default, texture_filter, texture_repeat); + code += ";\n"; return code; } @@ -6084,33 +6041,8 @@ String VisualShaderNodeCubemapUniform::get_output_port_name(int p_port) const { 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(); - - switch (texture_type) { - case TYPE_DATA: - if (color_default == COLOR_DEFAULT_BLACK) { - code += " : hint_black;\n"; - } else { - code += ";\n"; - } - break; - case TYPE_COLOR: - if (color_default == COLOR_DEFAULT_BLACK) { - code += " : hint_black_albedo;\n"; - } else { - code += " : hint_albedo;\n"; - } - break; - case TYPE_NORMAL_MAP: - code += " : hint_normal;\n"; - break; - case TYPE_ANISOTROPY: - code += " : hint_anisotropy;\n"; - break; - default: - code += ";\n"; - break; - } - + code += get_sampler_hint(texture_type, color_default, texture_filter, texture_repeat); + code += ";\n"; return code; } |