diff options
Diffstat (limited to 'scene')
-rw-r--r-- | scene/2d/navigation_region_2d.cpp | 2 | ||||
-rw-r--r-- | scene/3d/gpu_particles_collision_3d.cpp | 47 | ||||
-rw-r--r-- | scene/3d/gpu_particles_collision_3d.h | 9 | ||||
-rw-r--r-- | scene/3d/light_3d.cpp | 5 | ||||
-rw-r--r-- | scene/3d/light_3d.h | 1 | ||||
-rw-r--r-- | scene/3d/navigation_region_3d.cpp | 2 | ||||
-rw-r--r-- | scene/main/viewport.cpp | 28 | ||||
-rw-r--r-- | scene/main/window.cpp | 41 | ||||
-rw-r--r-- | scene/resources/material.cpp | 4 | ||||
-rw-r--r-- | scene/resources/visual_shader_nodes.cpp | 47 | ||||
-rw-r--r-- | scene/resources/visual_shader_nodes.h | 7 |
11 files changed, 149 insertions, 44 deletions
diff --git a/scene/2d/navigation_region_2d.cpp b/scene/2d/navigation_region_2d.cpp index 6f189a57e8..cdf7c5afa9 100644 --- a/scene/2d/navigation_region_2d.cpp +++ b/scene/2d/navigation_region_2d.cpp @@ -422,7 +422,7 @@ real_t NavigationRegion2D::get_enter_cost() const { void NavigationRegion2D::set_travel_cost(real_t p_travel_cost) { ERR_FAIL_COND_MSG(p_travel_cost < 0.0, "The travel_cost must be positive."); travel_cost = MAX(p_travel_cost, 0.0); - NavigationServer2D::get_singleton()->region_set_enter_cost(region, travel_cost); + NavigationServer2D::get_singleton()->region_set_travel_cost(region, travel_cost); } real_t NavigationRegion2D::get_travel_cost() const { diff --git a/scene/3d/gpu_particles_collision_3d.cpp b/scene/3d/gpu_particles_collision_3d.cpp index 1fcd5160f6..1cfd889272 100644 --- a/scene/3d/gpu_particles_collision_3d.cpp +++ b/scene/3d/gpu_particles_collision_3d.cpp @@ -127,6 +127,10 @@ GPUParticlesCollisionBox3D::~GPUParticlesCollisionBox3D() { void GPUParticlesCollisionSDF3D::_find_meshes(const AABB &p_aabb, Node *p_at_node, List<PlotMesh> &plot_meshes) { MeshInstance3D *mi = Object::cast_to<MeshInstance3D>(p_at_node); if (mi && mi->is_visible_in_tree()) { + if ((mi->get_layer_mask() & bake_mask) == 0) { + return; + } + Ref<Mesh> mesh = mi->get_mesh(); if (mesh.is_valid()) { AABB aabb = mesh->get_aabb(); @@ -445,7 +449,7 @@ Ref<Image> GPUParticlesCollisionSDF3D::bake() { //compute bvh - ERR_FAIL_COND_V(faces.size() <= 1, Ref<Image>()); + ERR_FAIL_COND_V_MSG(faces.size() <= 1, Ref<Image>(), "No faces detected during GPUParticlesCollisionSDF3D bake. Check whether there are visible meshes matching the bake mask within its extents."); LocalVector<FacePos> face_pos; @@ -499,6 +503,16 @@ Ref<Image> GPUParticlesCollisionSDF3D::bake() { return ret; } +TypedArray<String> GPUParticlesCollisionSDF3D::get_configuration_warnings() const { + TypedArray<String> warnings = Node::get_configuration_warnings(); + + if (bake_mask == 0) { + warnings.push_back(RTR("The Bake Mask has no bits enabled, which means baking will not produce any collision for this GPUParticlesCollisionSDF3D.\nTo resolve this, enable at least one bit in the Bake Mask property.")); + } + + return warnings; +} + void GPUParticlesCollisionSDF3D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_extents", "extents"), &GPUParticlesCollisionSDF3D::set_extents); ClassDB::bind_method(D_METHOD("get_extents"), &GPUParticlesCollisionSDF3D::get_extents); @@ -512,9 +526,15 @@ void GPUParticlesCollisionSDF3D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_thickness", "thickness"), &GPUParticlesCollisionSDF3D::set_thickness); ClassDB::bind_method(D_METHOD("get_thickness"), &GPUParticlesCollisionSDF3D::get_thickness); + ClassDB::bind_method(D_METHOD("set_bake_mask", "mask"), &GPUParticlesCollisionSDF3D::set_bake_mask); + ClassDB::bind_method(D_METHOD("get_bake_mask"), &GPUParticlesCollisionSDF3D::get_bake_mask); + ClassDB::bind_method(D_METHOD("set_bake_mask_value", "layer_number", "value"), &GPUParticlesCollisionSDF3D::set_bake_mask_value); + ClassDB::bind_method(D_METHOD("get_bake_mask_value", "layer_number"), &GPUParticlesCollisionSDF3D::get_bake_mask_value); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "extents", PROPERTY_HINT_RANGE, "0.01,1024,0.01,or_greater,suffix:m"), "set_extents", "get_extents"); ADD_PROPERTY(PropertyInfo(Variant::INT, "resolution", PROPERTY_HINT_ENUM, "16,32,64,128,256,512,suffix:px"), "set_resolution", "get_resolution"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "thickness", PROPERTY_HINT_RANGE, "0.0,2.0,0.01,suffix:m"), "set_thickness", "get_thickness"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "bake_mask", PROPERTY_HINT_LAYERS_3D_RENDER), "set_bake_mask", "get_bake_mask"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture3D"), "set_texture", "get_texture"); BIND_ENUM_CONSTANT(RESOLUTION_16); @@ -553,6 +573,31 @@ GPUParticlesCollisionSDF3D::Resolution GPUParticlesCollisionSDF3D::get_resolutio return resolution; } +void GPUParticlesCollisionSDF3D::set_bake_mask(uint32_t p_mask) { + bake_mask = p_mask; + update_configuration_warnings(); +} + +uint32_t GPUParticlesCollisionSDF3D::get_bake_mask() const { + return bake_mask; +} + +void GPUParticlesCollisionSDF3D::set_bake_mask_value(int p_layer_number, bool p_value) { + ERR_FAIL_COND_MSG(p_layer_number < 1 || p_layer_number > 20, vformat("The render layer number (%d) must be between 1 and 20 (inclusive).", p_layer_number)); + uint32_t mask = get_bake_mask(); + if (p_value) { + mask |= 1 << (p_layer_number - 1); + } else { + mask &= ~(1 << (p_layer_number - 1)); + } + set_bake_mask(mask); +} + +bool GPUParticlesCollisionSDF3D::get_bake_mask_value(int p_layer_number) const { + ERR_FAIL_COND_V_MSG(p_layer_number < 1 || p_layer_number > 20, false, vformat("The render layer number (%d) must be between 1 and 20 (inclusive).", p_layer_number)); + return bake_mask & (1 << (p_layer_number - 1)); +} + void GPUParticlesCollisionSDF3D::set_texture(const Ref<Texture3D> &p_texture) { texture = p_texture; RID tex = texture.is_valid() ? texture->get_rid() : RID(); diff --git a/scene/3d/gpu_particles_collision_3d.h b/scene/3d/gpu_particles_collision_3d.h index 4b2cb930fa..712bd015ff 100644 --- a/scene/3d/gpu_particles_collision_3d.h +++ b/scene/3d/gpu_particles_collision_3d.h @@ -110,6 +110,7 @@ public: private: Vector3 extents = Vector3(1, 1, 1); Resolution resolution = RESOLUTION_64; + uint32_t bake_mask = 0xFFFFFFFF; Ref<Texture3D> texture; float thickness = 1.0; @@ -161,6 +162,8 @@ protected: static void _bind_methods(); public: + virtual TypedArray<String> get_configuration_warnings() const override; + void set_thickness(float p_thickness); float get_thickness() const; @@ -170,6 +173,12 @@ public: void set_resolution(Resolution p_resolution); Resolution get_resolution() const; + void set_bake_mask(uint32_t p_mask); + uint32_t get_bake_mask() const; + + void set_bake_mask_value(int p_layer_number, bool p_enable); + bool get_bake_mask_value(int p_layer_number) const; + void set_texture(const Ref<Texture3D> &p_texture); Ref<Texture3D> get_texture() const; diff --git a/scene/3d/light_3d.cpp b/scene/3d/light_3d.cpp index 678c217676..53c072c318 100644 --- a/scene/3d/light_3d.cpp +++ b/scene/3d/light_3d.cpp @@ -224,7 +224,7 @@ bool Light3D::is_editor_only() const { } void Light3D::_validate_property(PropertyInfo &property) const { - if (!shadow && (property.name == "shadow_bias" || property.name == "shadow_normal_bias" || property.name == "shadow_reverse_cull_face" || property.name == "shadow_transmittance_bias" || property.name == "shadow_fog_fade" || property.name == "shadow_blur" || property.name == "distance_fade_shadow")) { + if (!shadow && (property.name == "shadow_bias" || property.name == "shadow_normal_bias" || property.name == "shadow_reverse_cull_face" || property.name == "shadow_transmittance_bias" || property.name == "shadow_fog_fade" || property.name == "shadow_opacity" || property.name == "shadow_blur" || property.name == "distance_fade_shadow")) { property.usage = PROPERTY_USAGE_NO_EDITOR; } @@ -299,6 +299,7 @@ void Light3D::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::BOOL, "shadow_reverse_cull_face"), "set_shadow_reverse_cull_face", "get_shadow_reverse_cull_face"); ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "shadow_transmittance_bias", PROPERTY_HINT_RANGE, "-16,16,0.001"), "set_param", "get_param", PARAM_TRANSMITTANCE_BIAS); ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "shadow_fog_fade", PROPERTY_HINT_RANGE, "0.001,10,0.001"), "set_param", "get_param", PARAM_SHADOW_VOLUMETRIC_FOG_FADE); + ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "shadow_opacity", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param", "get_param", PARAM_SHADOW_OPACITY); ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "shadow_blur", PROPERTY_HINT_RANGE, "0,10,0.001"), "set_param", "get_param", PARAM_SHADOW_BLUR); ADD_GROUP("Distance Fade", "distance_fade_"); @@ -328,6 +329,7 @@ void Light3D::_bind_methods() { BIND_ENUM_CONSTANT(PARAM_SHADOW_NORMAL_BIAS); BIND_ENUM_CONSTANT(PARAM_SHADOW_BIAS); BIND_ENUM_CONSTANT(PARAM_SHADOW_PANCAKE_SIZE); + BIND_ENUM_CONSTANT(PARAM_SHADOW_OPACITY); BIND_ENUM_CONSTANT(PARAM_SHADOW_BLUR); BIND_ENUM_CONSTANT(PARAM_SHADOW_VOLUMETRIC_FOG_FADE); BIND_ENUM_CONSTANT(PARAM_TRANSMITTANCE_BIAS); @@ -375,6 +377,7 @@ Light3D::Light3D(RenderingServer::LightType p_type) { set_param(PARAM_SHADOW_SPLIT_3_OFFSET, 0.5); set_param(PARAM_SHADOW_FADE_START, 0.8); set_param(PARAM_SHADOW_PANCAKE_SIZE, 20.0); + set_param(PARAM_SHADOW_OPACITY, 1.0); set_param(PARAM_SHADOW_BLUR, 1.0); set_param(PARAM_SHADOW_BIAS, 0.03); set_param(PARAM_SHADOW_NORMAL_BIAS, 1.0); diff --git a/scene/3d/light_3d.h b/scene/3d/light_3d.h index 6ff332df5a..ef003e133d 100644 --- a/scene/3d/light_3d.h +++ b/scene/3d/light_3d.h @@ -54,6 +54,7 @@ public: PARAM_SHADOW_NORMAL_BIAS = RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS, PARAM_SHADOW_BIAS = RS::LIGHT_PARAM_SHADOW_BIAS, PARAM_SHADOW_PANCAKE_SIZE = RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE, + PARAM_SHADOW_OPACITY = RS::LIGHT_PARAM_SHADOW_OPACITY, PARAM_SHADOW_BLUR = RS::LIGHT_PARAM_SHADOW_BLUR, PARAM_SHADOW_VOLUMETRIC_FOG_FADE = RS::LIGHT_PARAM_SHADOW_VOLUMETRIC_FOG_FADE, PARAM_TRANSMITTANCE_BIAS = RS::LIGHT_PARAM_TRANSMITTANCE_BIAS, diff --git a/scene/3d/navigation_region_3d.cpp b/scene/3d/navigation_region_3d.cpp index 0abb0e8dea..4150b01651 100644 --- a/scene/3d/navigation_region_3d.cpp +++ b/scene/3d/navigation_region_3d.cpp @@ -119,7 +119,7 @@ real_t NavigationRegion3D::get_enter_cost() const { void NavigationRegion3D::set_travel_cost(real_t p_travel_cost) { ERR_FAIL_COND_MSG(p_travel_cost < 0.0, "The travel_cost must be positive."); travel_cost = MAX(p_travel_cost, 0.0); - NavigationServer3D::get_singleton()->region_set_enter_cost(region, travel_cost); + NavigationServer3D::get_singleton()->region_set_travel_cost(region, travel_cost); } real_t NavigationRegion3D::get_travel_cost() const { diff --git a/scene/main/viewport.cpp b/scene/main/viewport.cpp index 4dd4c8419c..584fad9648 100644 --- a/scene/main/viewport.cpp +++ b/scene/main/viewport.cpp @@ -2498,17 +2498,20 @@ bool Viewport::_sub_windows_forward_input(const Ref<InputEvent> &p_event) { if (gui.subwindow_drag == SUB_WINDOW_DRAG_RESIZE) { Vector2i diff = mm->get_position() - gui.subwindow_drag_from; Size2i min_size = gui.subwindow_focused->get_min_size(); + + Size2i min_size_adjusted = min_size; if (gui.subwindow_focused->is_wrapping_controls()) { Size2i cms = gui.subwindow_focused->get_contents_minimum_size(); - min_size.x = MAX(cms.x, min_size.x); - min_size.y = MAX(cms.y, min_size.y); + min_size_adjusted.x = MAX(cms.x, min_size.x); + min_size_adjusted.y = MAX(cms.y, min_size.y); } - min_size.x = MAX(min_size.x, 1); - min_size.y = MAX(min_size.y, 1); + + min_size_adjusted.x = MAX(min_size_adjusted.x, 1); + min_size_adjusted.y = MAX(min_size_adjusted.y, 1); Rect2i r = gui.subwindow_resize_from_rect; - Size2i limit = r.size - min_size; + Size2i limit = r.size - min_size_adjusted; switch (gui.subwindow_resize_mode) { case SUB_WINDOW_RESIZE_TOP_LEFT: { @@ -2563,6 +2566,19 @@ bool Viewport::_sub_windows_forward_input(const Ref<InputEvent> &p_event) { } } + Size2i max_size = gui.subwindow_focused->get_max_size(); + if ((max_size.x > 0 || max_size.y > 0) && (max_size.x >= min_size.x && max_size.y >= min_size.y)) { + max_size.x = MAX(max_size.x, 1); + max_size.y = MAX(max_size.y, 1); + + if (r.size.x > max_size.x) { + r.size.x = max_size.x; + } + if (r.size.y > max_size.y) { + r.size.y = max_size.y; + } + } + gui.subwindow_focused->_rect_changed_callback(r); } @@ -2600,7 +2616,7 @@ bool Viewport::_sub_windows_forward_input(const Ref<InputEvent> &p_event) { Ref<Texture2D> close_icon = sw.window->get_theme_icon(SNAME("close")); Rect2 close_rect; - close_rect.position = Vector2(r.position.x + r.size.x - close_v_ofs, r.position.y - close_h_ofs); + close_rect.position = Vector2(r.position.x + r.size.x - close_h_ofs, r.position.y - close_v_ofs); close_rect.size = close_icon->get_size(); if (gui.subwindow_focused != sw.window) { diff --git a/scene/main/window.cpp b/scene/main/window.cpp index bd72858ae6..d40b82f5eb 100644 --- a/scene/main/window.cpp +++ b/scene/main/window.cpp @@ -242,8 +242,8 @@ void Window::_make_window() { window_id = DisplayServer::get_singleton()->create_sub_window(DisplayServer::WindowMode(mode), vsync_mode, f, Rect2i(position, size)); ERR_FAIL_COND(window_id == DisplayServer::INVALID_WINDOW_ID); DisplayServer::get_singleton()->window_set_current_screen(current_screen, window_id); - DisplayServer::get_singleton()->window_set_max_size(max_size, window_id); - DisplayServer::get_singleton()->window_set_min_size(min_size, window_id); + DisplayServer::get_singleton()->window_set_max_size(Size2i(), window_id); + DisplayServer::get_singleton()->window_set_min_size(Size2i(), window_id); String tr_title = atr(title); #ifdef DEBUG_ENABLED if (window_id == DisplayServer::MAIN_WINDOW_ID) { @@ -596,20 +596,43 @@ void Window::_update_window_size() { size.x = MAX(size_limit.x, size.x); size.y = MAX(size_limit.y, size.y); - if (max_size.x > 0 && max_size.x > min_size.x && size.x > max_size.x) { - size.x = max_size.x; - } + bool reset_min_first = false; + + bool max_size_valid = false; + if ((max_size.x > 0 || max_size.y > 0) && (max_size.x >= min_size.x && max_size.y >= min_size.y)) { + max_size_valid = true; + + if (size.x > max_size.x) { + size.x = max_size.x; + } + if (size_limit.x > max_size.x) { + size_limit.x = max_size.x; + reset_min_first = true; + } - if (max_size.y > 0 && max_size.y > min_size.y && size.y > max_size.y) { - size.y = max_size.y; + if (size.y > max_size.y) { + size.y = max_size.y; + } + if (size_limit.y > max_size.y) { + size_limit.y = max_size.y; + reset_min_first = true; + } } if (embedder) { + size.x = MAX(size.x, 1); + size.y = MAX(size.y, 1); + embedder->_sub_window_update(this); } else if (window_id != DisplayServer::INVALID_WINDOW_ID) { + if (reset_min_first && wrap_controls) { + // Avoid an error if setting max_size to a value between min_size and the previous size_limit. + DisplayServer::get_singleton()->window_set_min_size(Size2i(), window_id); + } + DisplayServer::get_singleton()->window_set_size(size, window_id); + DisplayServer::get_singleton()->window_set_max_size(max_size_valid ? max_size : Size2i(), window_id); DisplayServer::get_singleton()->window_set_min_size(size_limit, window_id); - DisplayServer::get_singleton()->window_set_max_size(max_size, window_id); } //update the viewport @@ -953,6 +976,8 @@ void Window::set_wrap_controls(bool p_enable) { wrap_controls = p_enable; if (wrap_controls) { child_controls_changed(); + } else { + _update_window_size(); } } diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp index 55356c2058..88bc01fb25 100644 --- a/scene/resources/material.cpp +++ b/scene/resources/material.cpp @@ -233,7 +233,7 @@ void ShaderMaterial::_get_property_list(List<PropertyInfo> *p_list) const { if (!groups.has(last_group)) { PropertyInfo info; info.usage = PROPERTY_USAGE_GROUP; - info.name = last_group; + info.name = last_group.capitalize(); List<PropertyInfo> none_subgroup; none_subgroup.push_back(info); @@ -247,7 +247,7 @@ void ShaderMaterial::_get_property_list(List<PropertyInfo> *p_list) const { if (!groups[last_group].has(last_subgroup)) { PropertyInfo info; info.usage = PROPERTY_USAGE_SUBGROUP; - info.name = last_subgroup; + info.name = last_subgroup.capitalize(); List<PropertyInfo> subgroup; subgroup.push_back(info); diff --git a/scene/resources/visual_shader_nodes.cpp b/scene/resources/visual_shader_nodes.cpp index 5cc2073ca5..b422d298b2 100644 --- a/scene/resources/visual_shader_nodes.cpp +++ b/scene/resources/visual_shader_nodes.cpp @@ -1901,13 +1901,7 @@ 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. - 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"; - } + code += "reflect(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break; case OP_STEP: code += "step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; @@ -1967,7 +1961,7 @@ String VisualShaderNodeVectorOp::get_warning(Shader::Mode p_mode, VisualShader:: bool invalid_type = false; if (op_type == OP_TYPE_VECTOR_2D || op_type == OP_TYPE_VECTOR_4D) { - if (op == OP_CROSS || op == OP_REFLECT) { + if (op == OP_CROSS) { invalid_type = true; } } @@ -4006,14 +4000,6 @@ int VisualShaderNodeVectorRefract::get_input_port_count() const { return 3; } -VisualShaderNodeVectorRefract::PortType VisualShaderNodeVectorRefract::get_input_port_type(int p_port) const { - if (p_port == 2) { - return PORT_TYPE_SCALAR; - } - - return PORT_TYPE_VECTOR_3D; -} - String VisualShaderNodeVectorRefract::get_input_port_name(int p_port) const { switch (p_port) { case 0: @@ -4030,10 +4016,6 @@ int VisualShaderNodeVectorRefract::get_output_port_count() const { return 1; } -VisualShaderNodeVectorRefract::PortType VisualShaderNodeVectorRefract::get_output_port_type(int p_port) const { - return PORT_TYPE_VECTOR_3D; -} - String VisualShaderNodeVectorRefract::get_output_port_name(int p_port) const { return ""; } @@ -4042,6 +4024,31 @@ String VisualShaderNodeVectorRefract::generate_code(Shader::Mode p_mode, VisualS return " " + p_output_vars[0] + " = refract(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n"; } +void VisualShaderNodeVectorRefract::set_op_type(OpType p_op_type) { + ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX)); + if (op_type == p_op_type) { + return; + } + switch (p_op_type) { + case OP_TYPE_VECTOR_2D: { + set_input_port_default_value(0, Vector2(), get_input_port_default_value(0)); + set_input_port_default_value(1, Vector2(), get_input_port_default_value(1)); + } break; + case OP_TYPE_VECTOR_3D: { + set_input_port_default_value(0, Vector3(), get_input_port_default_value(0)); + set_input_port_default_value(1, Vector3(), get_input_port_default_value(1)); + } break; + 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; + } + op_type = p_op_type; + emit_changed(); +} + VisualShaderNodeVectorRefract::VisualShaderNodeVectorRefract() { set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0)); set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0)); diff --git a/scene/resources/visual_shader_nodes.h b/scene/resources/visual_shader_nodes.h index f770156d14..ffcb41072d 100644 --- a/scene/resources/visual_shader_nodes.h +++ b/scene/resources/visual_shader_nodes.h @@ -1564,21 +1564,20 @@ public: /// REFRACT /////////////////////////////////////// -class VisualShaderNodeVectorRefract : public VisualShaderNode { - GDCLASS(VisualShaderNodeVectorRefract, VisualShaderNode); +class VisualShaderNodeVectorRefract : public VisualShaderNodeVectorBase { + GDCLASS(VisualShaderNodeVectorRefract, VisualShaderNodeVectorBase); 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; + virtual void set_op_type(OpType p_op_type) override; VisualShaderNodeVectorRefract(); }; |