/*************************************************************************/ /* visual_shader_nodes.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "visual_shader_nodes.h" ////////////// Scalar(Float) String VisualShaderNodeFloatConstant::get_caption() const { return "ScalarFloat"; } int VisualShaderNodeFloatConstant::get_input_port_count() const { return 0; } VisualShaderNodeFloatConstant::PortType VisualShaderNodeFloatConstant::get_input_port_type(int p_port) const { return PORT_TYPE_SCALAR; } String VisualShaderNodeFloatConstant::get_input_port_name(int p_port) const { return String(); } int VisualShaderNodeFloatConstant::get_output_port_count() const { return 1; } VisualShaderNodeFloatConstant::PortType VisualShaderNodeFloatConstant::get_output_port_type(int p_port) const { return PORT_TYPE_SCALAR; } String VisualShaderNodeFloatConstant::get_output_port_name(int p_port) const { return ""; //no output port means the editor will be used as port } String VisualShaderNodeFloatConstant::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 "\t" + p_output_vars[0] + " = " + vformat("%.6f", constant) + ";\n"; } void VisualShaderNodeFloatConstant::set_constant(float p_value) { constant = p_value; emit_changed(); } float VisualShaderNodeFloatConstant::get_constant() const { return constant; } Vector VisualShaderNodeFloatConstant::get_editable_properties() const { Vector props; props.push_back("constant"); return props; } void VisualShaderNodeFloatConstant::_bind_methods() { ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeFloatConstant::set_constant); ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeFloatConstant::get_constant); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "constant"), "set_constant", "get_constant"); } VisualShaderNodeFloatConstant::VisualShaderNodeFloatConstant() { } ////////////// Scalar(Int) String VisualShaderNodeIntConstant::get_caption() const { return "ScalarInt"; } int VisualShaderNodeIntConstant::get_input_port_count() const { return 0; } VisualShaderNodeIntConstant::PortType VisualShaderNodeIntConstant::get_input_port_type(int p_port) const { return PORT_TYPE_SCALAR_INT; } String VisualShaderNodeIntConstant::get_input_port_name(int p_port) const { return String(); } int VisualShaderNodeIntConstant::get_output_port_count() const { return 1; } VisualShaderNodeIntConstant::PortType VisualShaderNodeIntConstant::get_output_port_type(int p_port) const { return PORT_TYPE_SCALAR_INT; } String VisualShaderNodeIntConstant::get_output_port_name(int p_port) const { return ""; //no output port means the editor will be used as port } String VisualShaderNodeIntConstant::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 "\t" + p_output_vars[0] + " = " + itos(constant) + ";\n"; } void VisualShaderNodeIntConstant::set_constant(int p_value) { constant = p_value; emit_changed(); } int VisualShaderNodeIntConstant::get_constant() const { return constant; } Vector VisualShaderNodeIntConstant::get_editable_properties() const { Vector props; props.push_back("constant"); return props; } void VisualShaderNodeIntConstant::_bind_methods() { ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeIntConstant::set_constant); ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeIntConstant::get_constant); ADD_PROPERTY(PropertyInfo(Variant::INT, "constant"), "set_constant", "get_constant"); } VisualShaderNodeIntConstant::VisualShaderNodeIntConstant() { } ////////////// Boolean String VisualShaderNodeBooleanConstant::get_caption() const { return "Boolean"; } int VisualShaderNodeBooleanConstant::get_input_port_count() const { return 0; } VisualShaderNodeBooleanConstant::PortType VisualShaderNodeBooleanConstant::get_input_port_type(int p_port) const { return PORT_TYPE_BOOLEAN; } String VisualShaderNodeBooleanConstant::get_input_port_name(int p_port) const { return String(); } int VisualShaderNodeBooleanConstant::get_output_port_count() const { return 1; } VisualShaderNodeBooleanConstant::PortType VisualShaderNodeBooleanConstant::get_output_port_type(int p_port) const { return PORT_TYPE_BOOLEAN; } String VisualShaderNodeBooleanConstant::get_output_port_name(int p_port) const { return ""; //no output port means the editor will be used as port } String VisualShaderNodeBooleanConstant::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 "\t" + p_output_vars[0] + " = " + (constant ? "true" : "false") + ";\n"; } void VisualShaderNodeBooleanConstant::set_constant(bool p_value) { constant = p_value; emit_changed(); } bool VisualShaderNodeBooleanConstant::get_constant() const { return constant; } Vector VisualShaderNodeBooleanConstant::get_editable_properties() const { Vector props; props.push_back("constant"); return props; } void VisualShaderNodeBooleanConstant::_bind_methods() { ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeBooleanConstant::set_constant); ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeBooleanConstant::get_constant); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "constant"), "set_constant", "get_constant"); } VisualShaderNodeBooleanConstant::VisualShaderNodeBooleanConstant() { } ////////////// Color String VisualShaderNodeColorConstant::get_caption() const { return "Color"; } int VisualShaderNodeColorConstant::get_input_port_count() const { return 0; } VisualShaderNodeColorConstant::PortType VisualShaderNodeColorConstant::get_input_port_type(int p_port) const { return PORT_TYPE_VECTOR; } String VisualShaderNodeColorConstant::get_input_port_name(int p_port) const { return String(); } int VisualShaderNodeColorConstant::get_output_port_count() const { return 2; } VisualShaderNodeColorConstant::PortType VisualShaderNodeColorConstant::get_output_port_type(int p_port) const { return p_port == 0 ? PORT_TYPE_VECTOR : 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 } 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 += "\t" + p_output_vars[0] + " = " + vformat("vec3(%.6f, %.6f, %.6f)", constant.r, constant.g, constant.b) + ";\n"; code += "\t" + p_output_vars[1] + " = " + vformat("%.6f", constant.a) + ";\n"; return code; } void VisualShaderNodeColorConstant::set_constant(Color p_value) { constant = p_value; emit_changed(); } Color VisualShaderNodeColorConstant::get_constant() const { return constant; } Vector VisualShaderNodeColorConstant::get_editable_properties() const { Vector props; props.push_back("constant"); return props; } void VisualShaderNodeColorConstant::_bind_methods() { ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeColorConstant::set_constant); ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeColorConstant::get_constant); ADD_PROPERTY(PropertyInfo(Variant::COLOR, "constant"), "set_constant", "get_constant"); } VisualShaderNodeColorConstant::VisualShaderNodeColorConstant() { } ////////////// Vector String VisualShaderNodeVec3Constant::get_caption() const { return "Vector"; } int VisualShaderNodeVec3Constant::get_input_port_count() const { return 0; } VisualShaderNodeVec3Constant::PortType VisualShaderNodeVec3Constant::get_input_port_type(int p_port) const { return PORT_TYPE_VECTOR; } String VisualShaderNodeVec3Constant::get_input_port_name(int p_port) const { return String(); } int VisualShaderNodeVec3Constant::get_output_port_count() const { return 1; } VisualShaderNodeVec3Constant::PortType VisualShaderNodeVec3Constant::get_output_port_type(int p_port) const { return PORT_TYPE_VECTOR; } String VisualShaderNodeVec3Constant::get_output_port_name(int p_port) const { return ""; //no output port means the editor will be used as port } String VisualShaderNodeVec3Constant::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 "\t" + p_output_vars[0] + " = " + vformat("vec3(%.6f, %.6f, %.6f)", constant.x, constant.y, constant.z) + ";\n"; } void VisualShaderNodeVec3Constant::set_constant(Vector3 p_value) { constant = p_value; emit_changed(); } Vector3 VisualShaderNodeVec3Constant::get_constant() const { return constant; } Vector VisualShaderNodeVec3Constant::get_editable_properties() const { Vector props; props.push_back("constant"); return props; } void VisualShaderNodeVec3Constant::_bind_methods() { ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeVec3Constant::set_constant); ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeVec3Constant::get_constant); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant"), "set_constant", "get_constant"); } VisualShaderNodeVec3Constant::VisualShaderNodeVec3Constant() { } ////////////// Transform String VisualShaderNodeTransformConstant::get_caption() const { return "Transform"; } int VisualShaderNodeTransformConstant::get_input_port_count() const { return 0; } VisualShaderNodeTransformConstant::PortType VisualShaderNodeTransformConstant::get_input_port_type(int p_port) const { return PORT_TYPE_VECTOR; } String VisualShaderNodeTransformConstant::get_input_port_name(int p_port) const { return String(); } int VisualShaderNodeTransformConstant::get_output_port_count() const { return 1; } VisualShaderNodeTransformConstant::PortType VisualShaderNodeTransformConstant::get_output_port_type(int p_port) const { return PORT_TYPE_TRANSFORM; } String VisualShaderNodeTransformConstant::get_output_port_name(int p_port) const { return ""; //no output port means the editor will be used as port } String VisualShaderNodeTransformConstant::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 { Transform t = constant; t.basis.transpose(); String code = "\t" + p_output_vars[0] + " = mat4("; code += vformat("vec4(%.6f, %.6f, %.6f, 0.0), ", t.basis[0].x, t.basis[0].y, t.basis[0].z); code += vformat("vec4(%.6f, %.6f, %.6f, 0.0), ", t.basis[1].x, t.basis[1].y, t.basis[1].z); code += vformat("vec4(%.6f, %.6f, %.6f, 0.0), ", t.basis[2].x, t.basis[2].y, t.basis[2].z); code += vformat("vec4(%.6f, %.6f, %.6f, 1.0));\n", t.origin.x, t.origin.y, t.origin.z); return code; } void VisualShaderNodeTransformConstant::set_constant(Transform p_value) { constant = p_value; emit_changed(); } Transform VisualShaderNodeTransformConstant::get_constant() const { return constant; } Vector VisualShaderNodeTransformConstant::get_editable_properties() const { Vector props; props.push_back("constant"); return props; } void VisualShaderNodeTransformConstant::_bind_methods() { ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeTransformConstant::set_constant); ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeTransformConstant::get_constant); ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM, "constant"), "set_constant", "get_constant"); } VisualShaderNodeTransformConstant::VisualShaderNodeTransformConstant() { } ////////////// Texture String VisualShaderNodeTexture::get_caption() const { return "Texture2D"; } int VisualShaderNodeTexture::get_input_port_count() const { return 3; } VisualShaderNodeTexture::PortType VisualShaderNodeTexture::get_input_port_type(int p_port) const { switch (p_port) { case 0: return PORT_TYPE_VECTOR; case 1: return PORT_TYPE_SCALAR; case 2: return PORT_TYPE_SAMPLER; default: return PORT_TYPE_SCALAR; } } String VisualShaderNodeTexture::get_input_port_name(int p_port) const { switch (p_port) { case 0: return "uv"; case 1: return "lod"; case 2: return "sampler2D"; default: return ""; } } int VisualShaderNodeTexture::get_output_port_count() const { return 2; } VisualShaderNodeTexture::PortType VisualShaderNodeTexture::get_output_port_type(int p_port) const { if (p_port == 0 && source == SOURCE_DEPTH) { return PORT_TYPE_SCALAR; } return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR; } String VisualShaderNodeTexture::get_output_port_name(int p_port) const { if (p_port == 0 && source == SOURCE_DEPTH) { return "depth"; } return p_port == 0 ? "rgb" : "alpha"; } String VisualShaderNodeTexture::get_input_port_default_hint(int p_port) const { if (p_port == 0) { return "default"; } return ""; } static String make_unique_id(VisualShader::Type p_type, int p_id, const String &p_name) { static const char *typepf[VisualShader::TYPE_MAX] = { "vtx", "frg", "lgt" }; return p_name + "_" + String(typepf[p_type]) + "_" + itos(p_id); } Vector VisualShaderNodeTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const { VisualShader::DefaultTextureParam dtp; dtp.name = make_unique_id(p_type, p_id, "tex"); dtp.param = texture; Vector ret; ret.push_back(dtp); return ret; } String VisualShaderNodeTexture::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const { if (source == SOURCE_TEXTURE) { String u = "uniform sampler2D " + make_unique_id(p_type, p_id, "tex"); switch (texture_type) { case TYPE_DATA: break; case TYPE_COLOR: u += " : hint_albedo"; break; case TYPE_NORMAL_MAP: u += " : hint_normal"; break; } return u + ";\n"; } return String(); } String VisualShaderNodeTexture::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_PARTICLES && p_mode != Shader::MODE_SKY) { default_uv = "UV.xy"; } else { default_uv = "vec2(0.0)"; } if (source == SOURCE_TEXTURE) { String id = make_unique_id(p_type, p_id, "tex"); String code; if (p_input_vars[0] == String()) { // Use UV by default. if (p_input_vars[1] == String()) { code += "\tvec4 " + id + "_read = texture(" + id + ", " + default_uv + ");\n"; } else { code += "\tvec4 " + id + "_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n"; } } else if (p_input_vars[1] == String()) { //no lod code += "\tvec4 " + id + "_read = texture(" + id + ", " + p_input_vars[0] + ".xy);\n"; } else { code += "\tvec4 " + id + "_read = textureLod(" + id + ", " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n"; } code += "\t" + p_output_vars[0] + " = " + id + "_read.rgb;\n"; code += "\t" + p_output_vars[1] + " = " + id + "_read.a;\n"; return code; } if (source == SOURCE_PORT) { String id = p_input_vars[2]; String code; code += "\t{\n"; if (id == String()) { code += "\t\tvec4 " + id + "_tex_read = vec4(0.0);\n"; } else { if (p_input_vars[0] == String()) { // Use UV by default. if (p_input_vars[1] == String()) { code += "\t\tvec4 " + id + "_tex_read = texture(" + id + ", " + default_uv + ");\n"; } else { code += "\t\tvec4 " + id + "_tex_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n"; } } else if (p_input_vars[1] == String()) { //no lod code += "\t\tvec4 " + id + "_tex_read = texture(" + id + ", " + p_input_vars[0] + ".xy);\n"; } else { code += "\t\tvec4 " + id + "_tex_read = textureLod(" + id + ", " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n"; } code += "\t\t" + p_output_vars[0] + " = " + id + "_tex_read.rgb;\n"; code += "\t\t" + p_output_vars[1] + " = " + id + "_tex_read.a;\n"; } code += "\t}\n"; return code; } if (source == SOURCE_SCREEN && (p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) { String code = "\t{\n"; if (p_input_vars[0] == String() || p_for_preview) { // Use UV by default. if (p_input_vars[1] == String()) { code += "\t\tvec4 _tex_read = textureLod(SCREEN_TEXTURE, " + default_uv + ", 0.0 );\n"; } else { code += "\t\tvec4 _tex_read = textureLod(SCREEN_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n"; } } else if (p_input_vars[1] == String()) { //no lod code += "\t\tvec4 _tex_read = textureLod(SCREEN_TEXTURE, " + p_input_vars[0] + ".xy, 0.0);\n"; } else { code += "\t\tvec4 _tex_read = textureLod(SCREEN_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n"; } code += "\t\t" + p_output_vars[0] + " = _tex_read.rgb;\n"; code += "\t\t" + p_output_vars[1] + " = _tex_read.a;\n"; code += "\t}\n"; return code; } if (source == SOURCE_2D_TEXTURE && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) { String code = "\t{\n"; if (p_input_vars[0] == String()) { // Use UV by default. if (p_input_vars[1] == String()) { code += "\t\tvec4 _tex_read = texture(TEXTURE, " + default_uv + ");\n"; } else { code += "\t\tvec4 _tex_read = textureLod(TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n"; } } else if (p_input_vars[1] == String()) { //no lod code += "\t\tvec4 _tex_read = texture(TEXTURE, " + p_input_vars[0] + ".xy);\n"; } else { code += "\t\tvec4 _tex_read = textureLod(TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n"; } code += "\t\t" + p_output_vars[0] + " = _tex_read.rgb;\n"; code += "\t\t" + p_output_vars[1] + " = _tex_read.a;\n"; code += "\t}\n"; return code; } if (source == SOURCE_2D_NORMAL && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) { String code = "\t{\n"; if (p_input_vars[0] == String()) { // Use UV by default. if (p_input_vars[1] == String()) { code += "\t\tvec4 _tex_read = texture(NORMAL_TEXTURE, " + default_uv + ");\n"; } else { code += "\t\tvec4 _tex_read = textureLod(NORMAL_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n"; } } else if (p_input_vars[1] == String()) { //no lod code += "\t\tvec4 _tex_read = texture(NORMAL_TEXTURE, " + p_input_vars[0] + ".xy);\n"; } else { code += "\t\tvec4 _tex_read = textureLod(NORMAL_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n"; } code += "\t\t" + p_output_vars[0] + " = _tex_read.rgb;\n"; code += "\t\t" + p_output_vars[1] + " = _tex_read.a;\n"; code += "\t}\n"; return code; } if (p_for_preview) // DEPTH_TEXTURE is not supported in preview(canvas_item) shader { if (source == SOURCE_DEPTH) { String code; code += "\t" + p_output_vars[0] + " = 0.0;\n"; code += "\t" + 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 = "\t{\n"; if (p_input_vars[0] == String()) { // Use UV by default. if (p_input_vars[1] == String()) { code += "\t\tfloat _depth = texture(DEPTH_TEXTURE, " + default_uv + ").r;\n"; } else { code += "\t\tfloat _depth = textureLod(DEPTH_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ").r;\n"; } } else if (p_input_vars[1] == String()) { //no lod code += "\t\tfloat _depth = texture(DEPTH_TEXTURE, " + p_input_vars[0] + ".xy).r;\n"; } else { code += "\t\tfloat _depth = textureLod(DEPTH_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ").r;\n"; } code += "\t\t" + p_output_vars[0] + " = _depth;\n"; code += "\t\t" + p_output_vars[1] + " = 1.0;\n"; code += "\t}\n"; return code; } else if (source == SOURCE_DEPTH) { String code; code += "\t" + p_output_vars[0] + " = 0.0;\n"; code += "\t" + p_output_vars[1] + " = 1.0;\n"; return code; } //none String code; code += "\t" + p_output_vars[0] + " = vec3(0.0);\n"; code += "\t" + p_output_vars[1] + " = 1.0;\n"; return code; } void VisualShaderNodeTexture::set_source(Source p_source) { source = p_source; switch (source) { case SOURCE_TEXTURE: simple_decl = true; break; case SOURCE_SCREEN: simple_decl = false; break; case SOURCE_2D_TEXTURE: simple_decl = false; break; case SOURCE_2D_NORMAL: simple_decl = false; break; case SOURCE_DEPTH: simple_decl = false; break; case SOURCE_PORT: simple_decl = false; break; } emit_changed(); emit_signal("editor_refresh_request"); } VisualShaderNodeTexture::Source VisualShaderNodeTexture::get_source() const { return source; } void VisualShaderNodeTexture::set_texture(Ref p_value) { texture = p_value; emit_changed(); } Ref VisualShaderNodeTexture::get_texture() const { return texture; } void VisualShaderNodeTexture::set_texture_type(TextureType p_type) { texture_type = p_type; emit_changed(); } VisualShaderNodeTexture::TextureType VisualShaderNodeTexture::get_texture_type() const { return texture_type; } Vector VisualShaderNodeTexture::get_editable_properties() const { Vector props; props.push_back("source"); if (source == SOURCE_TEXTURE) { props.push_back("texture"); props.push_back("texture_type"); } return props; } String VisualShaderNodeTexture::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const { if (is_input_port_connected(2) && source != SOURCE_PORT) { return TTR("The sampler port is connected but not used. Consider changing the source to 'SamplerPort'."); } if (source == SOURCE_TEXTURE) { return String(); // all good } if (source == SOURCE_PORT) { return String(); // all good } if (source == SOURCE_SCREEN && (p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) { return String(); // all good } if (source == SOURCE_2D_TEXTURE && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) { return String(); // all good } if (source == SOURCE_2D_NORMAL && p_mode == Shader::MODE_CANVAS_ITEM) { return String(); // all good } if (source == SOURCE_DEPTH && p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) { if (get_output_port_for_preview() == 0) { // DEPTH_TEXTURE is not supported in preview(canvas_item) shader return TTR("Invalid source for preview."); } return String(); // all good } return TTR("Invalid source for shader."); } void VisualShaderNodeTexture::_bind_methods() { ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeTexture::set_source); ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeTexture::get_source); ClassDB::bind_method(D_METHOD("set_texture", "value"), &VisualShaderNodeTexture::set_texture); ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeTexture::get_texture); ClassDB::bind_method(D_METHOD("set_texture_type", "value"), &VisualShaderNodeTexture::set_texture_type); ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeTexture::get_texture_type); ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,Screen,Texture2D,NormalMap2D,Depth,SamplerPort"), "set_source", "get_source"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_texture", "get_texture"); ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normalmap"), "set_texture_type", "get_texture_type"); BIND_ENUM_CONSTANT(SOURCE_TEXTURE); BIND_ENUM_CONSTANT(SOURCE_SCREEN); BIND_ENUM_CONSTANT(SOURCE_2D_TEXTURE); BIND_ENUM_CONSTANT(SOURCE_2D_NORMAL); BIND_ENUM_CONSTANT(SOURCE_DEPTH); BIND_ENUM_CONSTANT(SOURCE_PORT); BIND_ENUM_CONSTANT(TYPE_DATA); BIND_ENUM_CONSTANT(TYPE_COLOR); BIND_ENUM_CONSTANT(TYPE_NORMAL_MAP); } VisualShaderNodeTexture::VisualShaderNodeTexture() { } ////////////// Curve String VisualShaderNodeCurveTexture::get_caption() const { return "CurveTexture"; } int VisualShaderNodeCurveTexture::get_input_port_count() const { return 1; } VisualShaderNodeCurveTexture::PortType VisualShaderNodeCurveTexture::get_input_port_type(int p_port) const { return PORT_TYPE_SCALAR; } String VisualShaderNodeCurveTexture::get_input_port_name(int p_port) const { return String(); } int VisualShaderNodeCurveTexture::get_output_port_count() const { return 1; } VisualShaderNodeCurveTexture::PortType VisualShaderNodeCurveTexture::get_output_port_type(int p_port) const { return PORT_TYPE_SCALAR; } String VisualShaderNodeCurveTexture::get_output_port_name(int p_port) const { return String(); } void VisualShaderNodeCurveTexture::set_texture(Ref p_texture) { texture = p_texture; emit_changed(); } Ref VisualShaderNodeCurveTexture::get_texture() const { return texture; } Vector VisualShaderNodeCurveTexture::get_editable_properties() const { Vector props; props.push_back("texture"); return props; } String VisualShaderNodeCurveTexture::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const { return "uniform sampler2D " + make_unique_id(p_type, p_id, "curve") + ";\n"; } String VisualShaderNodeCurveTexture::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 (p_input_vars[0] == String()) { return "\t" + p_output_vars[0] + " = 0.0;\n"; } String id = make_unique_id(p_type, p_id, "curve"); String code; code += "\t" + p_output_vars[0] + " = texture(" + id + ", vec2(" + p_input_vars[0] + ", 0.0)).r;\n"; return code; } Vector VisualShaderNodeCurveTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const { VisualShader::DefaultTextureParam dtp; dtp.name = make_unique_id(p_type, p_id, "curve"); dtp.param = texture; Vector ret; ret.push_back(dtp); return ret; } void VisualShaderNodeCurveTexture::_bind_methods() { ClassDB::bind_method(D_METHOD("set_texture", "texture"), &VisualShaderNodeCurveTexture::set_texture); ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeCurveTexture::get_texture); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_texture", "get_texture"); } bool VisualShaderNodeCurveTexture::is_use_prop_slots() const { return true; } VisualShaderNodeCurveTexture::VisualShaderNodeCurveTexture() { simple_decl = true; allow_v_resize = false; } ////////////// Sample3D int VisualShaderNodeSample3D::get_input_port_count() const { return 3; } VisualShaderNodeSample3D::PortType VisualShaderNodeSample3D::get_input_port_type(int p_port) const { switch (p_port) { case 0: return PORT_TYPE_VECTOR; case 1: return PORT_TYPE_SCALAR; case 2: return PORT_TYPE_SAMPLER; default: return PORT_TYPE_SCALAR; } } String VisualShaderNodeSample3D::get_input_port_name(int p_port) const { switch (p_port) { case 0: return "uvw"; case 1: return "lod"; default: return ""; } } int VisualShaderNodeSample3D::get_output_port_count() const { return 2; } VisualShaderNodeSample3D::PortType VisualShaderNodeSample3D::get_output_port_type(int p_port) const { return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR; } String VisualShaderNodeSample3D::get_output_port_name(int p_port) const { return p_port == 0 ? "rgb" : "alpha"; } String VisualShaderNodeSample3D::get_input_port_default_hint(int p_port) const { if (p_port == 0) { return "default"; } return ""; } String VisualShaderNodeSample3D::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_PARTICLES && p_mode != Shader::MODE_SKY) { default_uv = "vec3(UV, 0.0)"; } else { default_uv = "vec3(0.0)"; } String code; if (source == SOURCE_TEXTURE || source == SOURCE_PORT) { String id; code += "\t{\n"; if (source == SOURCE_TEXTURE) { id = make_unique_id(p_type, p_id, "tex3d"); } else { id = p_input_vars[2]; } if (id != String()) { if (p_input_vars[0] == String()) { // Use UV by default. if (p_input_vars[1] == String()) { code += "\t\tvec4 " + id + "_tex_read = texture(" + id + ", " + default_uv + ");\n"; } else { code += "\t\tvec4 " + id + "_tex_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n"; } } else if (p_input_vars[1] == String()) { //no lod code += "\t\tvec4 " + id + "_tex_read = texture(" + id + ", " + p_input_vars[0] + ");\n"; } else { code += "\t\tvec4 " + id + "_tex_read = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; } } else { code += "\t\tvec4 " + id + "_tex_read = vec4(0.0);\n"; } code += "\t\t" + p_output_vars[0] + " = " + id + "_tex_read.rgb;\n"; code += "\t\t" + p_output_vars[1] + " = " + id + "_tex_read.a;\n"; code += "\t}\n"; return code; } code += "\t" + p_output_vars[0] + " = vec3(0.0);\n"; code += "\t" + p_output_vars[1] + " = 1.0;\n"; return code; } void VisualShaderNodeSample3D::set_source(Source p_source) { source = p_source; emit_changed(); emit_signal("editor_refresh_request"); } VisualShaderNodeSample3D::Source VisualShaderNodeSample3D::get_source() const { return source; } void VisualShaderNodeSample3D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeSample3D::set_source); ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeSample3D::get_source); ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,SamplerPort"), "set_source", "get_source"); BIND_ENUM_CONSTANT(SOURCE_TEXTURE); BIND_ENUM_CONSTANT(SOURCE_PORT); } String VisualShaderNodeSample3D::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const { if (is_input_port_connected(2) && source != SOURCE_PORT) { return TTR("The sampler port is connected but not used. Consider changing the source to 'SamplerPort'."); } if (source == SOURCE_TEXTURE) { return String(); // all good } if (source == SOURCE_PORT) { return String(); // all good } return TTR("Invalid source for shader."); } VisualShaderNodeSample3D::VisualShaderNodeSample3D() { simple_decl = false; } ////////////// Texture2DArray String VisualShaderNodeTexture2DArray::get_caption() const { return "Texture2DArray"; } String VisualShaderNodeTexture2DArray::get_input_port_name(int p_port) const { if (p_port == 2) { return "sampler2DArray"; } return VisualShaderNodeSample3D::get_input_port_name(p_port); } Vector VisualShaderNodeTexture2DArray::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const { VisualShader::DefaultTextureParam dtp; dtp.name = make_unique_id(p_type, p_id, "tex3d"); dtp.param = texture; Vector ret; ret.push_back(dtp); return ret; } String VisualShaderNodeTexture2DArray::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const { if (source == SOURCE_TEXTURE) { return "uniform sampler2DArray " + make_unique_id(p_type, p_id, "tex3d") + ";\n"; } return String(); } void VisualShaderNodeTexture2DArray::set_texture_array(Ref p_value) { texture = p_value; emit_changed(); } Ref VisualShaderNodeTexture2DArray::get_texture_array() const { return texture; } Vector VisualShaderNodeTexture2DArray::get_editable_properties() const { Vector props; props.push_back("source"); if (source == SOURCE_TEXTURE) { props.push_back("texture_array"); } return props; } void VisualShaderNodeTexture2DArray::_bind_methods() { ClassDB::bind_method(D_METHOD("set_texture_array", "value"), &VisualShaderNodeTexture2DArray::set_texture_array); ClassDB::bind_method(D_METHOD("get_texture_array"), &VisualShaderNodeTexture2DArray::get_texture_array); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_array", PROPERTY_HINT_RESOURCE_TYPE, "Texture2DArray"), "set_texture_array", "get_texture_array"); } VisualShaderNodeTexture2DArray::VisualShaderNodeTexture2DArray() { } ////////////// Texture3D String VisualShaderNodeTexture3D::get_caption() const { return "Texture3D"; } String VisualShaderNodeTexture3D::get_input_port_name(int p_port) const { if (p_port == 2) { return "sampler3D"; } return VisualShaderNodeSample3D::get_input_port_name(p_port); } Vector VisualShaderNodeTexture3D::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const { VisualShader::DefaultTextureParam dtp; dtp.name = make_unique_id(p_type, p_id, "tex3d"); dtp.param = texture; Vector ret; ret.push_back(dtp); return ret; } String VisualShaderNodeTexture3D::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const { if (source == SOURCE_TEXTURE) { return "uniform sampler3D " + make_unique_id(p_type, p_id, "tex3d") + ";\n"; } return String(); } void VisualShaderNodeTexture3D::set_texture(Ref p_value) { texture = p_value; emit_changed(); } Ref VisualShaderNodeTexture3D::get_texture() const { return texture; } Vector VisualShaderNodeTexture3D::get_editable_properties() const { Vector props; props.push_back("source"); if (source == SOURCE_TEXTURE) { props.push_back("texture"); } return props; } void VisualShaderNodeTexture3D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_texture", "value"), &VisualShaderNodeTexture3D::set_texture); ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeTexture3D::get_texture); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture3D"), "set_texture", "get_texture"); } VisualShaderNodeTexture3D::VisualShaderNodeTexture3D() { } ////////////// Cubemap String VisualShaderNodeCubemap::get_caption() const { return "Cubemap"; } int VisualShaderNodeCubemap::get_input_port_count() const { return 3; } VisualShaderNodeCubemap::PortType VisualShaderNodeCubemap::get_input_port_type(int p_port) const { switch (p_port) { case 0: return PORT_TYPE_VECTOR; case 1: return PORT_TYPE_SCALAR; case 2: return PORT_TYPE_SAMPLER; default: return PORT_TYPE_SCALAR; } } String VisualShaderNodeCubemap::get_input_port_name(int p_port) const { switch (p_port) { case 0: return "uv"; case 1: return "lod"; case 2: return "samplerCube"; default: return ""; } } int VisualShaderNodeCubemap::get_output_port_count() const { return 2; } VisualShaderNodeCubemap::PortType VisualShaderNodeCubemap::get_output_port_type(int p_port) const { return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR; } String VisualShaderNodeCubemap::get_output_port_name(int p_port) const { return p_port == 0 ? "rgb" : "alpha"; } Vector VisualShaderNodeCubemap::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const { VisualShader::DefaultTextureParam dtp; dtp.name = make_unique_id(p_type, p_id, "cube"); dtp.param = cube_map; Vector ret; ret.push_back(dtp); return ret; } String VisualShaderNodeCubemap::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const { if (source == SOURCE_TEXTURE) { String u = "uniform samplerCube " + make_unique_id(p_type, p_id, "cube"); switch (texture_type) { case TYPE_DATA: break; case TYPE_COLOR: u += " : hint_albedo"; break; case TYPE_NORMAL_MAP: u += " : hint_normal"; break; } return u + ";\n"; } return String(); } String VisualShaderNodeCubemap::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_PARTICLES && p_mode != Shader::MODE_SKY) { default_uv = "vec3(UV, 0.0)"; } else { default_uv = "vec3(0.0)"; } String code; String id; if (source == SOURCE_TEXTURE) { id = make_unique_id(p_type, p_id, "cube"); } else if (source == SOURCE_PORT) { id = p_input_vars[2]; } else { return String(); } code += "\t{\n"; if (id == String()) { code += "\t\tvec4 " + id + "_read = vec4(0.0);\n"; code += "\t\t" + p_output_vars[0] + " = " + id + "_read.rgb;\n"; code += "\t\t" + p_output_vars[1] + " = " + id + "_read.a;\n"; code += "\t}\n"; return code; } if (p_input_vars[0] == String()) { // Use UV by default. if (p_input_vars[1] == String()) { code += "\t\tvec4 " + id + "_read = texture(" + id + ", " + default_uv + ");\n"; } else { code += "\t\tvec4 " + id + "_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + " );\n"; } } else if (p_input_vars[1] == String()) { //no lod code += "\t\tvec4 " + id + "_read = texture(" + id + ", " + p_input_vars[0] + ");\n"; } else { code += "\t\tvec4 " + id + "_read = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; } code += "\t\t" + p_output_vars[0] + " = " + id + "_read.rgb;\n"; code += "\t\t" + p_output_vars[1] + " = " + id + "_read.a;\n"; code += "\t}\n"; return code; } String VisualShaderNodeCubemap::get_input_port_default_hint(int p_port) const { if (p_port == 0) { return "default"; } return ""; } void VisualShaderNodeCubemap::set_source(Source p_source) { source = p_source; emit_changed(); emit_signal("editor_refresh_request"); } VisualShaderNodeCubemap::Source VisualShaderNodeCubemap::get_source() const { return source; } void VisualShaderNodeCubemap::set_cube_map(Ref p_value) { cube_map = p_value; emit_changed(); } Ref VisualShaderNodeCubemap::get_cube_map() const { return cube_map; } void VisualShaderNodeCubemap::set_texture_type(TextureType p_type) { texture_type = p_type; emit_changed(); } VisualShaderNodeCubemap::TextureType VisualShaderNodeCubemap::get_texture_type() const { return texture_type; } Vector VisualShaderNodeCubemap::get_editable_properties() const { Vector props; props.push_back("source"); if (source == SOURCE_TEXTURE) { props.push_back("cube_map"); props.push_back("texture_type"); } return props; } String VisualShaderNodeCubemap::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const { if (is_input_port_connected(2) && source != SOURCE_PORT) { return TTR("The sampler port is connected but not used. Consider changing the source to 'SamplerPort'."); } return String(); } void VisualShaderNodeCubemap::_bind_methods() { ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeCubemap::set_source); ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeCubemap::get_source); ClassDB::bind_method(D_METHOD("set_cube_map", "value"), &VisualShaderNodeCubemap::set_cube_map); ClassDB::bind_method(D_METHOD("get_cube_map"), &VisualShaderNodeCubemap::get_cube_map); ClassDB::bind_method(D_METHOD("set_texture_type", "value"), &VisualShaderNodeCubemap::set_texture_type); ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeCubemap::get_texture_type); ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,SamplerPort"), "set_source", "get_source"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "cube_map", PROPERTY_HINT_RESOURCE_TYPE, "Cubemap"), "set_cube_map", "get_cube_map"); ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normalmap"), "set_texture_type", "get_texture_type"); BIND_ENUM_CONSTANT(SOURCE_TEXTURE); BIND_ENUM_CONSTANT(SOURCE_PORT); BIND_ENUM_CONSTANT(TYPE_DATA); BIND_ENUM_CONSTANT(TYPE_COLOR); BIND_ENUM_CONSTANT(TYPE_NORMAL_MAP); } VisualShaderNodeCubemap::VisualShaderNodeCubemap() { simple_decl = false; } ////////////// Float Op String VisualShaderNodeFloatOp::get_caption() const { return "FloatOp"; } int VisualShaderNodeFloatOp::get_input_port_count() const { return 2; } VisualShaderNodeFloatOp::PortType VisualShaderNodeFloatOp::get_input_port_type(int p_port) const { return PORT_TYPE_SCALAR; } String VisualShaderNodeFloatOp::get_input_port_name(int p_port) const { return p_port == 0 ? "a" : "b"; } int VisualShaderNodeFloatOp::get_output_port_count() const { return 1; } VisualShaderNodeFloatOp::PortType VisualShaderNodeFloatOp::get_output_port_type(int p_port) const { return PORT_TYPE_SCALAR; } String VisualShaderNodeFloatOp::get_output_port_name(int p_port) const { return "op"; //no output port means the editor will be used as port } String VisualShaderNodeFloatOp::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 = "\t" + p_output_vars[0] + " = "; switch (op) { case OP_ADD: code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n"; break; case OP_SUB: code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n"; break; case OP_MUL: code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n"; break; case OP_DIV: code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n"; break; case OP_MOD: code += "mod(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break; case OP_POW: code += "pow(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break; case OP_MAX: code += "max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break; case OP_MIN: code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break; case OP_ATAN2: code += "atan(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break; case OP_STEP: code += "step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break; } return code; } void VisualShaderNodeFloatOp::set_operator(Operator p_op) { op = p_op; emit_changed(); } VisualShaderNodeFloatOp::Operator VisualShaderNodeFloatOp::get_operator() const { return op; } Vector VisualShaderNodeFloatOp::get_editable_properties() const { Vector props; props.push_back("operator"); return props; } void VisualShaderNodeFloatOp::_bind_methods() { ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeFloatOp::set_operator); ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeFloatOp::get_operator); ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Sub,Multiply,Divide,Remainder,Power,Max,Min,Atan2,Step"), "set_operator", "get_operator"); BIND_ENUM_CONSTANT(OP_ADD); BIND_ENUM_CONSTANT(OP_SUB); BIND_ENUM_CONSTANT(OP_MUL); BIND_ENUM_CONSTANT(OP_DIV); BIND_ENUM_CONSTANT(OP_MOD); BIND_ENUM_CONSTANT(OP_POW); BIND_ENUM_CONSTANT(OP_MAX); BIND_ENUM_CONSTANT(OP_MIN); BIND_ENUM_CONSTANT(OP_ATAN2); BIND_ENUM_CONSTANT(OP_STEP); } VisualShaderNodeFloatOp::VisualShaderNodeFloatOp() { set_input_port_default_value(0, 0.0); set_input_port_default_value(1, 0.0); } ////////////// Integer Op String VisualShaderNodeIntOp::get_caption() const { return "IntOp"; } int VisualShaderNodeIntOp::get_input_port_count() const { return 2; } VisualShaderNodeIntOp::PortType VisualShaderNodeIntOp::get_input_port_type(int p_port) const { return PORT_TYPE_SCALAR_INT; } String VisualShaderNodeIntOp::get_input_port_name(int p_port) const { return p_port == 0 ? "a" : "b"; } int VisualShaderNodeIntOp::get_output_port_count() const { return 1; } VisualShaderNodeIntOp::PortType VisualShaderNodeIntOp::get_output_port_type(int p_port) const { return PORT_TYPE_SCALAR_INT; } String VisualShaderNodeIntOp::get_output_port_name(int p_port) const { return "op"; //no output port means the editor will be used as port } String VisualShaderNodeIntOp::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 = "\t" + p_output_vars[0] + " = "; switch (op) { case OP_ADD: code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n"; break; case OP_SUB: code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n"; break; case OP_MUL: code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n"; break; case OP_DIV: code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n"; break; case OP_MOD: code += p_input_vars[0] + " % " + p_input_vars[1] + ";\n"; break; case OP_MAX: code += "max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break; case OP_MIN: code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break; } return code; } void VisualShaderNodeIntOp::set_operator(Operator p_op) { op = p_op; emit_changed(); } VisualShaderNodeIntOp::Operator VisualShaderNodeIntOp::get_operator() const { return op; } Vector VisualShaderNodeIntOp::get_editable_properties() const { Vector props; props.push_back("operator"); return props; } void VisualShaderNodeIntOp::_bind_methods() { ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeIntOp::set_operator); ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeIntOp::get_operator); ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Sub,Multiply,Divide,Remainder,Max,Min"), "set_operator", "get_operator"); BIND_ENUM_CONSTANT(OP_ADD); BIND_ENUM_CONSTANT(OP_SUB); BIND_ENUM_CONSTANT(OP_MUL); BIND_ENUM_CONSTANT(OP_DIV); BIND_ENUM_CONSTANT(OP_MOD); BIND_ENUM_CONSTANT(OP_MAX); BIND_ENUM_CONSTANT(OP_MIN); } VisualShaderNodeIntOp::VisualShaderNodeIntOp() { set_input_port_default_value(0, 0); set_input_port_default_value(1, 0); } ////////////// Vector Op String VisualShaderNodeVectorOp::get_caption() const { return "VectorOp"; } int VisualShaderNodeVectorOp::get_input_port_count() const { return 2; } VisualShaderNodeVectorOp::PortType VisualShaderNodeVectorOp::get_input_port_type(int p_port) const { return PORT_TYPE_VECTOR; } String VisualShaderNodeVectorOp::get_input_port_name(int p_port) const { return p_port == 0 ? "a" : "b"; } int VisualShaderNodeVectorOp::get_output_port_count() const { return 1; } VisualShaderNodeVectorOp::PortType VisualShaderNodeVectorOp::get_output_port_type(int p_port) const { return PORT_TYPE_VECTOR; } String VisualShaderNodeVectorOp::get_output_port_name(int p_port) const { return "op"; //no output port means the editor will be used as port } String VisualShaderNodeVectorOp::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 = "\t" + p_output_vars[0] + " = "; switch (op) { case OP_ADD: code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n"; break; case OP_SUB: code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n"; break; case OP_MUL: code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n"; break; case OP_DIV: code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n"; break; case OP_MOD: code += "mod(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break; case OP_POW: code += "pow(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break; case OP_MAX: code += "max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break; case OP_MIN: code += "min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break; case OP_CROSS: code += "cross(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break; case OP_ATAN2: code += "atan(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; break; case OP_REFLECT: 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"; break; } return code; } void VisualShaderNodeVectorOp::set_operator(Operator p_op) { op = p_op; emit_changed(); } VisualShaderNodeVectorOp::Operator VisualShaderNodeVectorOp::get_operator() const { return op; } Vector VisualShaderNodeVectorOp::get_editable_properties() const { Vector props; props.push_back("operator"); return props; } void VisualShaderNodeVectorOp::_bind_methods() { ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeVectorOp::set_operator); ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeVectorOp::get_operator); ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Sub,Multiply,Divide,Remainder,Power,Max,Min,Cross,Atan2,Reflect,Step"), "set_operator", "get_operator"); BIND_ENUM_CONSTANT(OP_ADD); BIND_ENUM_CONSTANT(OP_SUB); BIND_ENUM_CONSTANT(OP_MUL); BIND_ENUM_CONSTANT(OP_DIV); BIND_ENUM_CONSTANT(OP_MOD); BIND_ENUM_CONSTANT(OP_POW); BIND_ENUM_CONSTANT(OP_MAX); BIND_ENUM_CONSTANT(OP_MIN); BIND_ENUM_CONSTANT(OP_CROSS); BIND_ENUM_CONSTANT(OP_ATAN2); BIND_ENUM_CONSTANT(OP_REFLECT); BIND_ENUM_CONSTANT(OP_STEP); } VisualShaderNodeVectorOp::VisualShaderNodeVectorOp() { set_input_port_default_value(0, Vector3()); set_input_port_default_value(1, Vector3()); } ////////////// Color Op String VisualShaderNodeColorOp::get_caption() const { return "ColorOp"; } int VisualShaderNodeColorOp::get_input_port_count() const { return 2; } VisualShaderNodeColorOp::PortType VisualShaderNodeColorOp::get_input_port_type(int p_port) const { return PORT_TYPE_VECTOR; } String VisualShaderNodeColorOp::get_input_port_name(int p_port) const { return p_port == 0 ? "a" : "b"; } int VisualShaderNodeColorOp::get_output_port_count() const { return 1; } VisualShaderNodeColorOp::PortType VisualShaderNodeColorOp::get_output_port_type(int p_port) const { return PORT_TYPE_VECTOR; } String VisualShaderNodeColorOp::get_output_port_name(int p_port) const { return "op"; //no output port means the editor will be used as port } String VisualShaderNodeColorOp::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; static const char *axisn[3] = { "x", "y", "z" }; switch (op) { case OP_SCREEN: { code += "\t" + p_output_vars[0] + " = vec3(1.0) - (vec3(1.0) - " + p_input_vars[0] + ") * (vec3(1.0) - " + p_input_vars[1] + ");\n"; } break; case OP_DIFFERENCE: { code += "\t" + p_output_vars[0] + " = abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ");\n"; } break; case OP_DARKEN: { code += "\t" + p_output_vars[0] + " = min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; } break; case OP_LIGHTEN: { code += "\t" + p_output_vars[0] + " = max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; } break; case OP_OVERLAY: { for (int i = 0; i < 3; i++) { code += "\t{\n"; code += "\t\tfloat base = " + p_input_vars[0] + "." + axisn[i] + ";\n"; code += "\t\tfloat blend = " + p_input_vars[1] + "." + axisn[i] + ";\n"; code += "\t\tif (base < 0.5) {\n"; code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = 2.0 * base * blend;\n"; code += "\t\t} else {\n"; code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);\n"; code += "\t\t}\n"; code += "\t}\n"; } } break; case OP_DODGE: { code += "\t" + p_output_vars[0] + " = (" + p_input_vars[0] + ") / (vec3(1.0) - " + p_input_vars[1] + ");\n"; } break; case OP_BURN: { code += "\t" + p_output_vars[0] + " = vec3(1.0) - (vec3(1.0) - " + p_input_vars[0] + ") / (" + p_input_vars[1] + ");\n"; } break; case OP_SOFT_LIGHT: { for (int i = 0; i < 3; i++) { code += "\t{\n"; code += "\t\tfloat base = " + p_input_vars[0] + "." + axisn[i] + ";\n"; code += "\t\tfloat blend = " + p_input_vars[1] + "." + axisn[i] + ";\n"; code += "\t\tif (base < 0.5) {\n"; code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (base * (blend + 0.5));\n"; code += "\t\t} else {\n"; code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0 - base) * (1.0 - (blend - 0.5)));\n"; code += "\t\t}\n"; code += "\t}\n"; } } break; case OP_HARD_LIGHT: { for (int i = 0; i < 3; i++) { code += "\t{\n"; code += "\t\tfloat base = " + p_input_vars[0] + "." + axisn[i] + ";\n"; code += "\t\tfloat blend = " + p_input_vars[1] + "." + axisn[i] + ";\n"; code += "\t\tif (base < 0.5) {\n"; code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (base * (2.0 * blend));\n"; code += "\t\t} else {\n"; code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0 - base) * (1.0 - 2.0 * (blend - 0.5)));\n"; code += "\t\t}\n"; code += "\t}\n"; } } break; } return code; } void VisualShaderNodeColorOp::set_operator(Operator p_op) { op = p_op; switch (op) { case OP_SCREEN: simple_decl = true; break; case OP_DIFFERENCE: simple_decl = true; break; case OP_DARKEN: simple_decl = true; break; case OP_LIGHTEN: simple_decl = true; break; case OP_OVERLAY: simple_decl = false; break; case OP_DODGE: simple_decl = true; break; case OP_BURN: simple_decl = true; break; case OP_SOFT_LIGHT: simple_decl = false; break; case OP_HARD_LIGHT: simple_decl = false; break; } emit_changed(); } VisualShaderNodeColorOp::Operator VisualShaderNodeColorOp::get_operator() const { return op; } Vector VisualShaderNodeColorOp::get_editable_properties() const { Vector props; props.push_back("operator"); return props; } void VisualShaderNodeColorOp::_bind_methods() { ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeColorOp::set_operator); ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeColorOp::get_operator); ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Screen,Difference,Darken,Lighten,Overlay,Dodge,Burn,SoftLight,HardLight"), "set_operator", "get_operator"); BIND_ENUM_CONSTANT(OP_SCREEN); BIND_ENUM_CONSTANT(OP_DIFFERENCE); BIND_ENUM_CONSTANT(OP_DARKEN); BIND_ENUM_CONSTANT(OP_LIGHTEN); BIND_ENUM_CONSTANT(OP_OVERLAY); BIND_ENUM_CONSTANT(OP_DODGE); BIND_ENUM_CONSTANT(OP_BURN); BIND_ENUM_CONSTANT(OP_SOFT_LIGHT); BIND_ENUM_CONSTANT(OP_HARD_LIGHT); } VisualShaderNodeColorOp::VisualShaderNodeColorOp() { set_input_port_default_value(0, Vector3()); set_input_port_default_value(1, Vector3()); } ////////////// Transform Mult String VisualShaderNodeTransformMult::get_caption() const { return "TransformMult"; } int VisualShaderNodeTransformMult::get_input_port_count() const { return 2; } VisualShaderNodeTransformMult::PortType VisualShaderNodeTransformMult::get_input_port_type(int p_port) const { return PORT_TYPE_TRANSFORM; } String VisualShaderNodeTransformMult::get_input_port_name(int p_port) const { return p_port == 0 ? "a" : "b"; } int VisualShaderNodeTransformMult::get_output_port_count() const { return 1; } VisualShaderNodeTransformMult::PortType VisualShaderNodeTransformMult::get_output_port_type(int p_port) const { return PORT_TYPE_TRANSFORM; } String VisualShaderNodeTransformMult::get_output_port_name(int p_port) const { return "mult"; //no output port means the editor will be used as port } String VisualShaderNodeTransformMult::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 (op == OP_AxB) { return "\t" + p_output_vars[0] + " = " + p_input_vars[0] + " * " + p_input_vars[1] + ";\n"; } else if (op == OP_BxA) { return "\t" + p_output_vars[0] + " = " + p_input_vars[1] + " * " + p_input_vars[0] + ";\n"; } else if (op == OP_AxB_COMP) { return "\t" + p_output_vars[0] + " = matrixCompMult(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; } else { return "\t" + p_output_vars[0] + " = matrixCompMult(" + p_input_vars[1] + ", " + p_input_vars[0] + ");\n"; } } void VisualShaderNodeTransformMult::set_operator(Operator p_op) { op = p_op; emit_changed(); } VisualShaderNodeTransformMult::Operator VisualShaderNodeTransformMult::get_operator() const { return op; } Vector VisualShaderNodeTransformMult::get_editable_properties() const { Vector props; props.push_back("operator"); return props; } void VisualShaderNodeTransformMult::_bind_methods() { ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeTransformMult::set_operator); ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeTransformMult::get_operator); ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "A x B,B x A,A x B(per component),B x A(per component)"), "set_operator", "get_operator"); BIND_ENUM_CONSTANT(OP_AxB); BIND_ENUM_CONSTANT(OP_BxA); BIND_ENUM_CONSTANT(OP_AxB_COMP); BIND_ENUM_CONSTANT(OP_BxA_COMP); } VisualShaderNodeTransformMult::VisualShaderNodeTransformMult() { set_input_port_default_value(0, Transform()); set_input_port_default_value(1, Transform()); } ////////////// TransformVec Mult String VisualShaderNodeTransformVecMult::get_caption() const { return "TransformVectorMult"; } int VisualShaderNodeTransformVecMult::get_input_port_count() const { return 2; } VisualShaderNodeTransformVecMult::PortType VisualShaderNodeTransformVecMult::get_input_port_type(int p_port) const { return p_port == 0 ? PORT_TYPE_TRANSFORM : PORT_TYPE_VECTOR; } String VisualShaderNodeTransformVecMult::get_input_port_name(int p_port) const { return p_port == 0 ? "a" : "b"; } int VisualShaderNodeTransformVecMult::get_output_port_count() const { return 1; } VisualShaderNodeTransformVecMult::PortType VisualShaderNodeTransformVecMult::get_output_port_type(int p_port) const { return PORT_TYPE_VECTOR; } String VisualShaderNodeTransformVecMult::get_output_port_name(int p_port) const { return ""; //no output port means the editor will be used as port } String VisualShaderNodeTransformVecMult::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 (op == OP_AxB) { return "\t" + p_output_vars[0] + " = (" + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 1.0)).xyz;\n"; } else if (op == OP_BxA) { return "\t" + p_output_vars[0] + " = (vec4(" + p_input_vars[1] + ", 1.0) * " + p_input_vars[0] + ").xyz;\n"; } else if (op == OP_3x3_AxB) { return "\t" + p_output_vars[0] + " = (" + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 0.0)).xyz;\n"; } else { return "\t" + p_output_vars[0] + " = (vec4(" + p_input_vars[1] + ", 0.0) * " + p_input_vars[0] + ").xyz;\n"; } } void VisualShaderNodeTransformVecMult::set_operator(Operator p_op) { op = p_op; emit_changed(); } VisualShaderNodeTransformVecMult::Operator VisualShaderNodeTransformVecMult::get_operator() const { return op; } Vector VisualShaderNodeTransformVecMult::get_editable_properties() const { Vector props; props.push_back("operator"); return props; } void VisualShaderNodeTransformVecMult::_bind_methods() { ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeTransformVecMult::set_operator); ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeTransformVecMult::get_operator); ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "A x B,B x A,A x B (3x3),B x A (3x3)"), "set_operator", "get_operator"); BIND_ENUM_CONSTANT(OP_AxB); BIND_ENUM_CONSTANT(OP_BxA); BIND_ENUM_CONSTANT(OP_3x3_AxB); BIND_ENUM_CONSTANT(OP_3x3_BxA); } VisualShaderNodeTransformVecMult::VisualShaderNodeTransformVecMult() { set_input_port_default_value(0, Transform()); set_input_port_default_value(1, Vector3()); } ////////////// Float Func String VisualShaderNodeFloatFunc::get_caption() const { return "FloatFunc"; } int VisualShaderNodeFloatFunc::get_input_port_count() const { return 1; } VisualShaderNodeFloatFunc::PortType VisualShaderNodeFloatFunc::get_input_port_type(int p_port) const { return PORT_TYPE_SCALAR; } String VisualShaderNodeFloatFunc::get_input_port_name(int p_port) const { return ""; } int VisualShaderNodeFloatFunc::get_output_port_count() const { return 1; } VisualShaderNodeFloatFunc::PortType VisualShaderNodeFloatFunc::get_output_port_type(int p_port) const { return PORT_TYPE_SCALAR; } String VisualShaderNodeFloatFunc::get_output_port_name(int p_port) const { return ""; //no output port means the editor will be used as port } String VisualShaderNodeFloatFunc::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 { static const char *scalar_func_id[FUNC_ONEMINUS + 1] = { "sin($)", "cos($)", "tan($)", "asin($)", "acos($)", "atan($)", "sinh($)", "cosh($)", "tanh($)", "log($)", "exp($)", "sqrt($)", "abs($)", "sign($)", "floor($)", "round($)", "ceil($)", "fract($)", "min(max($, 0.0), 1.0)", "-($)", "acosh($)", "asinh($)", "atanh($)", "degrees($)", "exp2($)", "inversesqrt($)", "log2($)", "radians($)", "1.0 / ($)", "roundEven($)", "trunc($)", "1.0 - $" }; return "\t" + p_output_vars[0] + " = " + String(scalar_func_id[func]).replace("$", p_input_vars[0]) + ";\n"; } void VisualShaderNodeFloatFunc::set_function(Function p_func) { func = p_func; emit_changed(); } VisualShaderNodeFloatFunc::Function VisualShaderNodeFloatFunc::get_function() const { return func; } Vector VisualShaderNodeFloatFunc::get_editable_properties() const { Vector props; props.push_back("function"); return props; } void VisualShaderNodeFloatFunc::_bind_methods() { ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeFloatFunc::set_function); ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeFloatFunc::get_function); ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Sin,Cos,Tan,ASin,ACos,ATan,SinH,CosH,TanH,Log,Exp,Sqrt,Abs,Sign,Floor,Round,Ceil,Frac,Saturate,Negate,ACosH,ASinH,ATanH,Degrees,Exp2,InverseSqrt,Log2,Radians,Reciprocal,RoundEven,Trunc,OneMinus"), "set_function", "get_function"); BIND_ENUM_CONSTANT(FUNC_SIN); BIND_ENUM_CONSTANT(FUNC_COS); BIND_ENUM_CONSTANT(FUNC_TAN); BIND_ENUM_CONSTANT(FUNC_ASIN); BIND_ENUM_CONSTANT(FUNC_ACOS); BIND_ENUM_CONSTANT(FUNC_ATAN); BIND_ENUM_CONSTANT(FUNC_SINH); BIND_ENUM_CONSTANT(FUNC_COSH); BIND_ENUM_CONSTANT(FUNC_TANH); BIND_ENUM_CONSTANT(FUNC_LOG); BIND_ENUM_CONSTANT(FUNC_EXP); BIND_ENUM_CONSTANT(FUNC_SQRT); BIND_ENUM_CONSTANT(FUNC_ABS); BIND_ENUM_CONSTANT(FUNC_SIGN); BIND_ENUM_CONSTANT(FUNC_FLOOR); BIND_ENUM_CONSTANT(FUNC_ROUND); BIND_ENUM_CONSTANT(FUNC_CEIL); BIND_ENUM_CONSTANT(FUNC_FRAC); BIND_ENUM_CONSTANT(FUNC_SATURATE); BIND_ENUM_CONSTANT(FUNC_NEGATE); BIND_ENUM_CONSTANT(FUNC_ACOSH); BIND_ENUM_CONSTANT(FUNC_ASINH); BIND_ENUM_CONSTANT(FUNC_ATANH); BIND_ENUM_CONSTANT(FUNC_DEGREES); BIND_ENUM_CONSTANT(FUNC_EXP2); BIND_ENUM_CONSTANT(FUNC_INVERSE_SQRT); BIND_ENUM_CONSTANT(FUNC_LOG2); BIND_ENUM_CONSTANT(FUNC_RADIANS); BIND_ENUM_CONSTANT(FUNC_RECIPROCAL); BIND_ENUM_CONSTANT(FUNC_ROUNDEVEN); BIND_ENUM_CONSTANT(FUNC_TRUNC); BIND_ENUM_CONSTANT(FUNC_ONEMINUS); } VisualShaderNodeFloatFunc::VisualShaderNodeFloatFunc() { set_input_port_default_value(0, 0.0); } ////////////// Int Func String VisualShaderNodeIntFunc::get_caption() const { return "IntFunc"; } int VisualShaderNodeIntFunc::get_input_port_count() const { if (func == FUNC_CLAMP) { return 3; } return 1; } VisualShaderNodeIntFunc::PortType VisualShaderNodeIntFunc::get_input_port_type(int p_port) const { return PORT_TYPE_SCALAR_INT; } String VisualShaderNodeIntFunc::get_input_port_name(int p_port) const { if (func == FUNC_CLAMP) { if (p_port == 0) { return ""; } else if (p_port == 1) { return "min"; } else if (p_port == 2) { return "max"; } } return ""; } int VisualShaderNodeIntFunc::get_output_port_count() const { return 1; } VisualShaderNodeIntFunc::PortType VisualShaderNodeIntFunc::get_output_port_type(int p_port) const { return PORT_TYPE_SCALAR_INT; } String VisualShaderNodeIntFunc::get_output_port_name(int p_port) const { return ""; //no output port means the editor will be used as port } String VisualShaderNodeIntFunc::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 (func == FUNC_CLAMP) { return "\t" + p_output_vars[0] + " = clamp(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n"; } static const char *int_func_id[FUNC_SIGN + 1] = { "abs($)", "", "-($)", "sign($)" }; return "\t" + p_output_vars[0] + " = " + String(int_func_id[func]).replace("$", p_input_vars[0]) + ";\n"; } void VisualShaderNodeIntFunc::set_function(Function p_func) { if (func != p_func) { if (p_func == FUNC_CLAMP) { set_input_port_default_value(1, 0); set_input_port_default_value(2, 0); } } func = p_func; emit_changed(); } VisualShaderNodeIntFunc::Function VisualShaderNodeIntFunc::get_function() const { return func; } Vector VisualShaderNodeIntFunc::get_editable_properties() const { Vector props; props.push_back("function"); return props; } void VisualShaderNodeIntFunc::_bind_methods() { ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeIntFunc::set_function); ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeIntFunc::get_function); ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Abs,Clamp,Negate,Sign"), "set_function", "get_function"); BIND_ENUM_CONSTANT(FUNC_ABS); BIND_ENUM_CONSTANT(FUNC_CLAMP); BIND_ENUM_CONSTANT(FUNC_NEGATE); BIND_ENUM_CONSTANT(FUNC_SIGN); } VisualShaderNodeIntFunc::VisualShaderNodeIntFunc() { set_input_port_default_value(0, 0); } ////////////// Vector Func String VisualShaderNodeVectorFunc::get_caption() const { return "VectorFunc"; } int VisualShaderNodeVectorFunc::get_input_port_count() const { return 1; } VisualShaderNodeVectorFunc::PortType VisualShaderNodeVectorFunc::get_input_port_type(int p_port) const { return PORT_TYPE_VECTOR; } String VisualShaderNodeVectorFunc::get_input_port_name(int p_port) const { return ""; } int VisualShaderNodeVectorFunc::get_output_port_count() const { return 1; } VisualShaderNodeVectorFunc::PortType VisualShaderNodeVectorFunc::get_output_port_type(int p_port) const { return PORT_TYPE_VECTOR; } String VisualShaderNodeVectorFunc::get_output_port_name(int p_port) const { return ""; //no output port means the editor will be used as port } String VisualShaderNodeVectorFunc::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 { static const char *vec_func_id[FUNC_ONEMINUS + 1] = { "normalize($)", "max(min($, vec3(1.0)), vec3(0.0))", "-($)", "1.0 / ($)", "", "", "abs($)", "acos($)", "acosh($)", "asin($)", "asinh($)", "atan($)", "atanh($)", "ceil($)", "cos($)", "cosh($)", "degrees($)", "exp($)", "exp2($)", "floor($)", "fract($)", "inversesqrt($)", "log($)", "log2($)", "radians($)", "round($)", "roundEven($)", "sign($)", "sin($)", "sinh($)", "sqrt($)", "tan($)", "tanh($)", "trunc($)", "vec3(1.0, 1.0, 1.0) - $" }; String code; if (func == FUNC_RGB2HSV) { code += "\t{\n"; code += "\t\tvec3 c = " + p_input_vars[0] + ";\n"; code += "\t\tvec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);\n"; code += "\t\tvec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));\n"; code += "\t\tvec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));\n"; code += "\t\tfloat d = q.x - min(q.w, q.y);\n"; code += "\t\tfloat e = 1.0e-10;\n"; code += "\t\t" + p_output_vars[0] + " = vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);\n"; code += "\t}\n"; } else if (func == FUNC_HSV2RGB) { code += "\t{\n"; code += "\t\tvec3 c = " + p_input_vars[0] + ";\n"; code += "\t\tvec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n"; code += "\t\tvec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n"; code += "\t\t" + p_output_vars[0] + " = c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n"; code += "\t}\n"; } else { code += "\t" + p_output_vars[0] + " = " + String(vec_func_id[func]).replace("$", p_input_vars[0]) + ";\n"; } return code; } void VisualShaderNodeVectorFunc::set_function(Function p_func) { func = p_func; if (func == FUNC_RGB2HSV) { simple_decl = false; } else if (func == FUNC_HSV2RGB) { simple_decl = false; } else { simple_decl = true; } emit_changed(); } VisualShaderNodeVectorFunc::Function VisualShaderNodeVectorFunc::get_function() const { return func; } Vector VisualShaderNodeVectorFunc::get_editable_properties() const { Vector props; props.push_back("function"); return props; } void VisualShaderNodeVectorFunc::_bind_methods() { ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeVectorFunc::set_function); ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeVectorFunc::get_function); ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Normalize,Saturate,Negate,Reciprocal,RGB2HSV,HSV2RGB,Abs,ACos,ACosH,ASin,ASinH,ATan,ATanH,Ceil,Cos,CosH,Degrees,Exp,Exp2,Floor,Frac,InverseSqrt,Log,Log2,Radians,Round,RoundEven,Sign,Sin,SinH,Sqrt,Tan,TanH,Trunc,OneMinus"), "set_function", "get_function"); BIND_ENUM_CONSTANT(FUNC_NORMALIZE); BIND_ENUM_CONSTANT(FUNC_SATURATE); BIND_ENUM_CONSTANT(FUNC_NEGATE); BIND_ENUM_CONSTANT(FUNC_RECIPROCAL); BIND_ENUM_CONSTANT(FUNC_RGB2HSV); BIND_ENUM_CONSTANT(FUNC_HSV2RGB); BIND_ENUM_CONSTANT(FUNC_ABS); BIND_ENUM_CONSTANT(FUNC_ACOS); BIND_ENUM_CONSTANT(FUNC_ACOSH); BIND_ENUM_CONSTANT(FUNC_ASIN); BIND_ENUM_CONSTANT(FUNC_ASINH); BIND_ENUM_CONSTANT(FUNC_ATAN); BIND_ENUM_CONSTANT(FUNC_ATANH); BIND_ENUM_CONSTANT(FUNC_CEIL); BIND_ENUM_CONSTANT(FUNC_COS); BIND_ENUM_CONSTANT(FUNC_COSH); BIND_ENUM_CONSTANT(FUNC_DEGREES); BIND_ENUM_CONSTANT(FUNC_EXP); BIND_ENUM_CONSTANT(FUNC_EXP2); BIND_ENUM_CONSTANT(FUNC_FLOOR); BIND_ENUM_CONSTANT(FUNC_FRAC); BIND_ENUM_CONSTANT(FUNC_INVERSE_SQRT); BIND_ENUM_CONSTANT(FUNC_LOG); BIND_ENUM_CONSTANT(FUNC_LOG2); BIND_ENUM_CONSTANT(FUNC_RADIANS); BIND_ENUM_CONSTANT(FUNC_ROUND); BIND_ENUM_CONSTANT(FUNC_ROUNDEVEN); BIND_ENUM_CONSTANT(FUNC_SIGN); BIND_ENUM_CONSTANT(FUNC_SIN); BIND_ENUM_CONSTANT(FUNC_SINH); BIND_ENUM_CONSTANT(FUNC_SQRT); BIND_ENUM_CONSTANT(FUNC_TAN); BIND_ENUM_CONSTANT(FUNC_TANH); BIND_ENUM_CONSTANT(FUNC_TRUNC); BIND_ENUM_CONSTANT(FUNC_ONEMINUS); } VisualShaderNodeVectorFunc::VisualShaderNodeVectorFunc() { set_input_port_default_value(0, Vector3()); } ////////////// ColorFunc String VisualShaderNodeColorFunc::get_caption() const { return "ColorFunc"; } int VisualShaderNodeColorFunc::get_input_port_count() const { return 1; } VisualShaderNodeColorFunc::PortType VisualShaderNodeColorFunc::get_input_port_type(int p_port) const { return PORT_TYPE_VECTOR; } String VisualShaderNodeColorFunc::get_input_port_name(int p_port) const { return ""; } int VisualShaderNodeColorFunc::get_output_port_count() const { return 1; } VisualShaderNodeColorFunc::PortType VisualShaderNodeColorFunc::get_output_port_type(int p_port) const { return PORT_TYPE_VECTOR; } String VisualShaderNodeColorFunc::get_output_port_name(int p_port) const { return ""; } String VisualShaderNodeColorFunc::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; switch (func) { case FUNC_GRAYSCALE: code += "\t{\n"; code += "\t\tvec3 c = " + p_input_vars[0] + ";\n"; code += "\t\tfloat max1 = max(c.r, c.g);\n"; code += "\t\tfloat max2 = max(max1, c.b);\n"; code += "\t\tfloat max3 = max(max1, max2);\n"; code += "\t\t" + p_output_vars[0] + " = vec3(max3, max3, max3);\n"; code += "\t}\n"; break; case FUNC_SEPIA: code += "\t{\n"; code += "\t\tvec3 c = " + p_input_vars[0] + ";\n"; code += "\t\tfloat r = (c.r * .393) + (c.g *.769) + (c.b * .189);\n"; code += "\t\tfloat g = (c.r * .349) + (c.g *.686) + (c.b * .168);\n"; code += "\t\tfloat b = (c.r * .272) + (c.g *.534) + (c.b * .131);\n"; code += "\t\t" + p_output_vars[0] + " = vec3(r, g, b);\n"; code += "\t}\n"; break; } return code; } void VisualShaderNodeColorFunc::set_function(Function p_func) { func = p_func; emit_changed(); } VisualShaderNodeColorFunc::Function VisualShaderNodeColorFunc::get_function() const { return func; } Vector VisualShaderNodeColorFunc::get_editable_properties() const { Vector props; props.push_back("function"); return props; } void VisualShaderNodeColorFunc::_bind_methods() { ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeColorFunc::set_function); ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeColorFunc::get_function); ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Grayscale,Sepia"), "set_function", "get_function"); BIND_ENUM_CONSTANT(FUNC_GRAYSCALE); BIND_ENUM_CONSTANT(FUNC_SEPIA); } VisualShaderNodeColorFunc::VisualShaderNodeColorFunc() { simple_decl = false; set_input_port_default_value(0, Vector3()); } ////////////// Transform Func String VisualShaderNodeTransformFunc::get_caption() const { return "TransformFunc"; } int VisualShaderNodeTransformFunc::get_input_port_count() const { return 1; } VisualShaderNodeTransformFunc::PortType VisualShaderNodeTransformFunc::get_input_port_type(int p_port) const { return PORT_TYPE_TRANSFORM; } String VisualShaderNodeTransformFunc::get_input_port_name(int p_port) const { return ""; } int VisualShaderNodeTransformFunc::get_output_port_count() const { return 1; } VisualShaderNodeTransformFunc::PortType VisualShaderNodeTransformFunc::get_output_port_type(int p_port) const { return PORT_TYPE_TRANSFORM; } String VisualShaderNodeTransformFunc::get_output_port_name(int p_port) const { return ""; } String VisualShaderNodeTransformFunc::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 { static const char *funcs[FUNC_TRANSPOSE + 1] = { "inverse($)", "transpose($)" }; String code; code += "\t" + p_output_vars[0] + " = " + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n"; return code; } void VisualShaderNodeTransformFunc::set_function(Function p_func) { func = p_func; emit_changed(); } VisualShaderNodeTransformFunc::Function VisualShaderNodeTransformFunc::get_function() const { return func; } Vector VisualShaderNodeTransformFunc::get_editable_properties() const { Vector props; props.push_back("function"); return props; } void VisualShaderNodeTransformFunc::_bind_methods() { ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeTransformFunc::set_function); ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeTransformFunc::get_function); ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Inverse,Transpose"), "set_function", "get_function"); BIND_ENUM_CONSTANT(FUNC_INVERSE); BIND_ENUM_CONSTANT(FUNC_TRANSPOSE); } VisualShaderNodeTransformFunc::VisualShaderNodeTransformFunc() { set_input_port_default_value(0, Transform()); } ////////////// Dot Product String VisualShaderNodeDotProduct::get_caption() const { return "DotProduct"; } int VisualShaderNodeDotProduct::get_input_port_count() const { return 2; } VisualShaderNodeDotProduct::PortType VisualShaderNodeDotProduct::get_input_port_type(int p_port) const { return PORT_TYPE_VECTOR; } String VisualShaderNodeDotProduct::get_input_port_name(int p_port) const { return p_port == 0 ? "a" : "b"; } int VisualShaderNodeDotProduct::get_output_port_count() const { return 1; } VisualShaderNodeDotProduct::PortType VisualShaderNodeDotProduct::get_output_port_type(int p_port) const { return PORT_TYPE_SCALAR; } String VisualShaderNodeDotProduct::get_output_port_name(int p_port) const { return "dot"; } String VisualShaderNodeDotProduct::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 "\t" + p_output_vars[0] + " = dot(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; } VisualShaderNodeDotProduct::VisualShaderNodeDotProduct() { set_input_port_default_value(0, Vector3()); set_input_port_default_value(1, Vector3()); } ////////////// Vector Len String VisualShaderNodeVectorLen::get_caption() const { return "VectorLen"; } int VisualShaderNodeVectorLen::get_input_port_count() const { return 1; } VisualShaderNodeVectorLen::PortType VisualShaderNodeVectorLen::get_input_port_type(int p_port) const { return PORT_TYPE_VECTOR; } String VisualShaderNodeVectorLen::get_input_port_name(int p_port) const { return ""; } int VisualShaderNodeVectorLen::get_output_port_count() const { return 1; } VisualShaderNodeVectorLen::PortType VisualShaderNodeVectorLen::get_output_port_type(int p_port) const { return PORT_TYPE_SCALAR; } String VisualShaderNodeVectorLen::get_output_port_name(int p_port) const { return "length"; } String VisualShaderNodeVectorLen::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 "\t" + p_output_vars[0] + " = length(" + p_input_vars[0] + ");\n"; } VisualShaderNodeVectorLen::VisualShaderNodeVectorLen() { set_input_port_default_value(0, Vector3()); } ////////////// Determinant String VisualShaderNodeDeterminant::get_caption() const { return "Determinant"; } int VisualShaderNodeDeterminant::get_input_port_count() const { return 1; } VisualShaderNodeDeterminant::PortType VisualShaderNodeDeterminant::get_input_port_type(int p_port) const { return PORT_TYPE_TRANSFORM; } String VisualShaderNodeDeterminant::get_input_port_name(int p_port) const { return ""; } int VisualShaderNodeDeterminant::get_output_port_count() const { return 1; } VisualShaderNodeDeterminant::PortType VisualShaderNodeDeterminant::get_output_port_type(int p_port) const { return PORT_TYPE_SCALAR; } String VisualShaderNodeDeterminant::get_output_port_name(int p_port) const { return ""; } String VisualShaderNodeDeterminant::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 "\t" + p_output_vars[0] + " = determinant(" + p_input_vars[0] + ");\n"; } VisualShaderNodeDeterminant::VisualShaderNodeDeterminant() { set_input_port_default_value(0, Transform()); } ////////////// Scalar Derivative Function String VisualShaderNodeScalarDerivativeFunc::get_caption() const { return "ScalarDerivativeFunc"; } int VisualShaderNodeScalarDerivativeFunc::get_input_port_count() const { return 1; } VisualShaderNodeScalarDerivativeFunc::PortType VisualShaderNodeScalarDerivativeFunc::get_input_port_type(int p_port) const { return PORT_TYPE_SCALAR; } String VisualShaderNodeScalarDerivativeFunc::get_input_port_name(int p_port) const { return ""; } int VisualShaderNodeScalarDerivativeFunc::get_output_port_count() const { return 1; } VisualShaderNodeScalarDerivativeFunc::PortType VisualShaderNodeScalarDerivativeFunc::get_output_port_type(int p_port) const { return PORT_TYPE_SCALAR; } String VisualShaderNodeScalarDerivativeFunc::get_output_port_name(int p_port) const { return ""; } String VisualShaderNodeScalarDerivativeFunc::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 { static const char *funcs[FUNC_Y + 1] = { "fwidth($)", "dFdx($)", "dFdy($)" }; String code; code += "\t" + p_output_vars[0] + " = " + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n"; return code; } void VisualShaderNodeScalarDerivativeFunc::set_function(Function p_func) { func = p_func; emit_changed(); } VisualShaderNodeScalarDerivativeFunc::Function VisualShaderNodeScalarDerivativeFunc::get_function() const { return func; } Vector VisualShaderNodeScalarDerivativeFunc::get_editable_properties() const { Vector props; props.push_back("function"); return props; } void VisualShaderNodeScalarDerivativeFunc::_bind_methods() { ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeScalarDerivativeFunc::set_function); ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeScalarDerivativeFunc::get_function); ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Sum,X,Y"), "set_function", "get_function"); BIND_ENUM_CONSTANT(FUNC_SUM); BIND_ENUM_CONSTANT(FUNC_X); BIND_ENUM_CONSTANT(FUNC_Y); } VisualShaderNodeScalarDerivativeFunc::VisualShaderNodeScalarDerivativeFunc() { set_input_port_default_value(0, 0.0); } ////////////// Vector Derivative Function String VisualShaderNodeVectorDerivativeFunc::get_caption() const { return "VectorDerivativeFunc"; } int VisualShaderNodeVectorDerivativeFunc::get_input_port_count() const { return 1; } VisualShaderNodeVectorDerivativeFunc::PortType VisualShaderNodeVectorDerivativeFunc::get_input_port_type(int p_port) const { return PORT_TYPE_VECTOR; } String VisualShaderNodeVectorDerivativeFunc::get_input_port_name(int p_port) const { return ""; } int VisualShaderNodeVectorDerivativeFunc::get_output_port_count() const { return 1; } VisualShaderNodeVectorDerivativeFunc::PortType VisualShaderNodeVectorDerivativeFunc::get_output_port_type(int p_port) const { return PORT_TYPE_VECTOR; } String VisualShaderNodeVectorDerivativeFunc::get_output_port_name(int p_port) const { return ""; } String VisualShaderNodeVectorDerivativeFunc::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 { static const char *funcs[FUNC_Y + 1] = { "fwidth($)", "dFdx($)", "dFdy($)" }; String code; code += "\t" + p_output_vars[0] + " = " + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n"; return code; } void VisualShaderNodeVectorDerivativeFunc::set_function(Function p_func) { func = p_func; emit_changed(); } VisualShaderNodeVectorDerivativeFunc::Function VisualShaderNodeVectorDerivativeFunc::get_function() const { return func; } Vector VisualShaderNodeVectorDerivativeFunc::get_editable_properties() const { Vector props; props.push_back("function"); return props; } void VisualShaderNodeVectorDerivativeFunc::_bind_methods() { ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeVectorDerivativeFunc::set_function); ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeVectorDerivativeFunc::get_function); ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Sum,X,Y"), "set_function", "get_function"); BIND_ENUM_CONSTANT(FUNC_SUM); BIND_ENUM_CONSTANT(FUNC_X); BIND_ENUM_CONSTANT(FUNC_Y); } VisualShaderNodeVectorDerivativeFunc::VisualShaderNodeVectorDerivativeFunc() { set_input_port_default_value(0, Vector3()); } ////////////// Scalar Clamp String VisualShaderNodeScalarClamp::get_caption() const { return "ScalarClamp"; } int VisualShaderNodeScalarClamp::get_input_port_count() const { return 3; } VisualShaderNodeScalarClamp::PortType VisualShaderNodeScalarClamp::get_input_port_type(int p_port) const { return PORT_TYPE_SCALAR; } String VisualShaderNodeScalarClamp::get_input_port_name(int p_port) const { if (p_port == 0) { return ""; } else if (p_port == 1) { return "min"; } else if (p_port == 2) { return "max"; } return ""; } int VisualShaderNodeScalarClamp::get_output_port_count() const { return 1; } VisualShaderNodeScalarClamp::PortType VisualShaderNodeScalarClamp::get_output_port_type(int p_port) const { return PORT_TYPE_SCALAR; } String VisualShaderNodeScalarClamp::get_output_port_name(int p_port) const { return ""; } String VisualShaderNodeScalarClamp::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 "\t" + p_output_vars[0] + " = clamp(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n"; } VisualShaderNodeScalarClamp::VisualShaderNodeScalarClamp() { set_input_port_default_value(0, 0.0); set_input_port_default_value(1, 0.0); set_input_port_default_value(2, 1.0); } ////////////// Vector Clamp String VisualShaderNodeVectorClamp::get_caption() const { return "VectorClamp"; } int VisualShaderNodeVectorClamp::get_input_port_count() const { return 3; } VisualShaderNodeVectorClamp::PortType VisualShaderNodeVectorClamp::get_input_port_type(int p_port) const { return PORT_TYPE_VECTOR; } String VisualShaderNodeVectorClamp::get_input_port_name(int p_port) const { if (p_port == 0) { return ""; } else if (p_port == 1) { return "min"; } else if (p_port == 2) { return "max"; } return ""; } int VisualShaderNodeVectorClamp::get_output_port_count() const { return 1; } VisualShaderNodeVectorClamp::PortType VisualShaderNodeVectorClamp::get_output_port_type(int p_port) const { return PORT_TYPE_VECTOR; } String VisualShaderNodeVectorClamp::get_output_port_name(int p_port) const { return ""; } String VisualShaderNodeVectorClamp::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 "\t" + p_output_vars[0] + " = clamp(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n"; } VisualShaderNodeVectorClamp::VisualShaderNodeVectorClamp() { set_input_port_default_value(0, Vector3(0, 0, 0)); set_input_port_default_value(1, Vector3(0, 0, 0)); set_input_port_default_value(2, Vector3(1, 1, 1)); } ////////////// FaceForward String VisualShaderNodeFaceForward::get_caption() const { return "FaceForward"; } int VisualShaderNodeFaceForward::get_input_port_count() const { return 3; } VisualShaderNodeFaceForward::PortType VisualShaderNodeFaceForward::get_input_port_type(int p_port) const { return PORT_TYPE_VECTOR; } String VisualShaderNodeFaceForward::get_input_port_name(int p_port) const { switch (p_port) { case 0: return "N"; case 1: return "I"; case 2: return "Nref"; default: return ""; } } int VisualShaderNodeFaceForward::get_output_port_count() const { return 1; } VisualShaderNodeFaceForward::PortType VisualShaderNodeFaceForward::get_output_port_type(int p_port) const { return PORT_TYPE_VECTOR; } String VisualShaderNodeFaceForward::get_output_port_name(int p_port) const { return ""; } String VisualShaderNodeFaceForward::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 "\t" + p_output_vars[0] + " = faceforward(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n"; } VisualShaderNodeFaceForward::VisualShaderNodeFaceForward() { 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)); set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0)); } ////////////// Outer Product String VisualShaderNodeOuterProduct::get_caption() const { return "OuterProduct"; } int VisualShaderNodeOuterProduct::get_input_port_count() const { return 2; } VisualShaderNodeOuterProduct::PortType VisualShaderNodeOuterProduct::get_input_port_type(int p_port) const { return PORT_TYPE_VECTOR; } String VisualShaderNodeOuterProduct::get_input_port_name(int p_port) const { switch (p_port) { case 0: return "c"; case 1: return "r"; default: return ""; } } int VisualShaderNodeOuterProduct::get_output_port_count() const { return 1; } VisualShaderNodeOuterProduct::PortType VisualShaderNodeOuterProduct::get_output_port_type(int p_port) const { return PORT_TYPE_TRANSFORM; } String VisualShaderNodeOuterProduct::get_output_port_name(int p_port) const { return ""; } String VisualShaderNodeOuterProduct::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 "\t" + p_output_vars[0] + " = outerProduct(vec4(" + p_input_vars[0] + ", 0.0), vec4(" + p_input_vars[1] + ", 0.0));\n"; } VisualShaderNodeOuterProduct::VisualShaderNodeOuterProduct() { 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)); } ////////////// Vector-Scalar Step String VisualShaderNodeVectorScalarStep::get_caption() const { return "VectorScalarStep"; } int VisualShaderNodeVectorScalarStep::get_input_port_count() const { return 2; } VisualShaderNodeVectorScalarStep::PortType VisualShaderNodeVectorScalarStep::get_input_port_type(int p_port) const { if (p_port == 0) { return PORT_TYPE_SCALAR; } return PORT_TYPE_VECTOR; } String VisualShaderNodeVectorScalarStep::get_input_port_name(int p_port) const { if (p_port == 0) { return "edge"; } else if (p_port == 1) { return "x"; } return ""; } int VisualShaderNodeVectorScalarStep::get_output_port_count() const { return 1; } VisualShaderNodeVectorScalarStep::PortType VisualShaderNodeVectorScalarStep::get_output_port_type(int p_port) const { return PORT_TYPE_VECTOR; } String VisualShaderNodeVectorScalarStep::get_output_port_name(int p_port) const { return ""; } String VisualShaderNodeVectorScalarStep::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 "\t" + p_output_vars[0] + " = step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; } VisualShaderNodeVectorScalarStep::VisualShaderNodeVectorScalarStep() { set_input_port_default_value(0, 0.0); set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0)); } ////////////// Scalar SmoothStep String VisualShaderNodeScalarSmoothStep::get_caption() const { return "ScalarSmoothStep"; } int VisualShaderNodeScalarSmoothStep::get_input_port_count() const { return 3; } VisualShaderNodeScalarSmoothStep::PortType VisualShaderNodeScalarSmoothStep::get_input_port_type(int p_port) const { return PORT_TYPE_SCALAR; } String VisualShaderNodeScalarSmoothStep::get_input_port_name(int p_port) const { if (p_port == 0) { return "edge0"; } else if (p_port == 1) { return "edge1"; } else if (p_port == 2) { return "x"; } return ""; } int VisualShaderNodeScalarSmoothStep::get_output_port_count() const { return 1; } VisualShaderNodeScalarSmoothStep::PortType VisualShaderNodeScalarSmoothStep::get_output_port_type(int p_port) const { return PORT_TYPE_SCALAR; } String VisualShaderNodeScalarSmoothStep::get_output_port_name(int p_port) const { return ""; } String VisualShaderNodeScalarSmoothStep::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 "\t" + p_output_vars[0] + " = smoothstep(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n"; } VisualShaderNodeScalarSmoothStep::VisualShaderNodeScalarSmoothStep() { set_input_port_default_value(0, 0.0); set_input_port_default_value(1, 0.0); set_input_port_default_value(2, 0.0); } ////////////// Vector SmoothStep String VisualShaderNodeVectorSmoothStep::get_caption() const { return "VectorSmoothStep"; } int VisualShaderNodeVectorSmoothStep::get_input_port_count() const { return 3; } VisualShaderNodeVectorSmoothStep::PortType VisualShaderNodeVectorSmoothStep::get_input_port_type(int p_port) const { return PORT_TYPE_VECTOR; } String VisualShaderNodeVectorSmoothStep::get_input_port_name(int p_port) const { if (p_port == 0) { return "edge0"; } else if (p_port == 1) { return "edge1"; } else if (p_port == 2) { return "x"; } return ""; } int VisualShaderNodeVectorSmoothStep::get_output_port_count() const { return 1; } VisualShaderNodeVectorSmoothStep::PortType VisualShaderNodeVectorSmoothStep::get_output_port_type(int p_port) const { return PORT_TYPE_VECTOR; } String VisualShaderNodeVectorSmoothStep::get_output_port_name(int p_port) const { return ""; } String VisualShaderNodeVectorSmoothStep::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 "\t" + p_output_vars[0] + " = smoothstep(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n"; } VisualShaderNodeVectorSmoothStep::VisualShaderNodeVectorSmoothStep() { 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)); set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0)); } ////////////// Vector-Scalar SmoothStep String VisualShaderNodeVectorScalarSmoothStep::get_caption() const { return "VectorScalarSmoothStep"; } int VisualShaderNodeVectorScalarSmoothStep::get_input_port_count() const { return 3; } VisualShaderNodeVectorScalarSmoothStep::PortType VisualShaderNodeVectorScalarSmoothStep::get_input_port_type(int p_port) const { if (p_port == 0) { return PORT_TYPE_SCALAR; } else if (p_port == 1) { return PORT_TYPE_SCALAR; } return PORT_TYPE_VECTOR; } String VisualShaderNodeVectorScalarSmoothStep::get_input_port_name(int p_port) const { if (p_port == 0) { return "edge0"; } else if (p_port == 1) { return "edge1"; } else if (p_port == 2) { return "x"; } return ""; } int VisualShaderNodeVectorScalarSmoothStep::get_output_port_count() const { return 1; } VisualShaderNodeVectorScalarSmoothStep::PortType VisualShaderNodeVectorScalarSmoothStep::get_output_port_type(int p_port) const { return PORT_TYPE_VECTOR; } String VisualShaderNodeVectorScalarSmoothStep::get_output_port_name(int p_port) const { return ""; } String VisualShaderNodeVectorScalarSmoothStep::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 "\t" + p_output_vars[0] + " = smoothstep(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n"; } VisualShaderNodeVectorScalarSmoothStep::VisualShaderNodeVectorScalarSmoothStep() { set_input_port_default_value(0, 0.0); set_input_port_default_value(1, 0.0); set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0)); } ////////////// Distance String VisualShaderNodeVectorDistance::get_caption() const { return "Distance"; } int VisualShaderNodeVectorDistance::get_input_port_count() const { return 2; } VisualShaderNodeVectorDistance::PortType VisualShaderNodeVectorDistance::get_input_port_type(int p_port) const { return PORT_TYPE_VECTOR; } String VisualShaderNodeVectorDistance::get_input_port_name(int p_port) const { if (p_port == 0) { return "p0"; } else if (p_port == 1) { return "p1"; } return ""; } int VisualShaderNodeVectorDistance::get_output_port_count() const { return 1; } VisualShaderNodeVectorDistance::PortType VisualShaderNodeVectorDistance::get_output_port_type(int p_port) const { return PORT_TYPE_SCALAR; } String VisualShaderNodeVectorDistance::get_output_port_name(int p_port) const { return ""; } String VisualShaderNodeVectorDistance::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 "\t" + p_output_vars[0] + " = distance(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; } VisualShaderNodeVectorDistance::VisualShaderNodeVectorDistance() { 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)); } ////////////// Refract Vector String VisualShaderNodeVectorRefract::get_caption() const { return "Refract"; } 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; } String VisualShaderNodeVectorRefract::get_input_port_name(int p_port) const { if (p_port == 0) { return "I"; } else if (p_port == 1) { return "N"; } else if (p_port == 2) { return "eta"; } return ""; } int VisualShaderNodeVectorRefract::get_output_port_count() const { return 1; } VisualShaderNodeVectorRefract::PortType VisualShaderNodeVectorRefract::get_output_port_type(int p_port) const { return PORT_TYPE_VECTOR; } String VisualShaderNodeVectorRefract::get_output_port_name(int p_port) const { return ""; } String VisualShaderNodeVectorRefract::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 "\t" + p_output_vars[0] + " = refract(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n"; } 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)); set_input_port_default_value(2, 0.0); } ////////////// Scalar Mix String VisualShaderNodeScalarInterp::get_caption() const { return "ScalarMix"; } int VisualShaderNodeScalarInterp::get_input_port_count() const { return 3; } VisualShaderNodeScalarInterp::PortType VisualShaderNodeScalarInterp::get_input_port_type(int p_port) const { return PORT_TYPE_SCALAR; } String VisualShaderNodeScalarInterp::get_input_port_name(int p_port) const { if (p_port == 0) { return "a"; } else if (p_port == 1) { return "b"; } else { return "weight"; } } int VisualShaderNodeScalarInterp::get_output_port_count() const { return 1; } VisualShaderNodeScalarInterp::PortType VisualShaderNodeScalarInterp::get_output_port_type(int p_port) const { return PORT_TYPE_SCALAR; } String VisualShaderNodeScalarInterp::get_output_port_name(int p_port) const { return "mix"; } String VisualShaderNodeScalarInterp::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 "\t" + p_output_vars[0] + " = mix(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n"; } VisualShaderNodeScalarInterp::VisualShaderNodeScalarInterp() { set_input_port_default_value(0, 0.0); set_input_port_default_value(1, 1.0); set_input_port_default_value(2, 0.5); } ////////////// Vector Mix String VisualShaderNodeVectorInterp::get_caption() const { return "VectorMix"; } int VisualShaderNodeVectorInterp::get_input_port_count() const { return 3; } VisualShaderNodeVectorInterp::PortType VisualShaderNodeVectorInterp::get_input_port_type(int p_port) const { return PORT_TYPE_VECTOR; } String VisualShaderNodeVectorInterp::get_input_port_name(int p_port) const { if (p_port == 0) { return "a"; } else if (p_port == 1) { return "b"; } else { return "weight"; } } int VisualShaderNodeVectorInterp::get_output_port_count() const { return 1; } VisualShaderNodeVectorInterp::PortType VisualShaderNodeVectorInterp::get_output_port_type(int p_port) const { return PORT_TYPE_VECTOR; } String VisualShaderNodeVectorInterp::get_output_port_name(int p_port) const { return "mix"; } String VisualShaderNodeVectorInterp::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 "\t" + p_output_vars[0] + " = mix(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n"; } VisualShaderNodeVectorInterp::VisualShaderNodeVectorInterp() { set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0)); set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0)); set_input_port_default_value(2, Vector3(0.5, 0.5, 0.5)); } ////////////// Vector Mix (by scalar) String VisualShaderNodeVectorScalarMix::get_caption() const { return "VectorScalarMix"; } int VisualShaderNodeVectorScalarMix::get_input_port_count() const { return 3; } VisualShaderNodeVectorScalarMix::PortType VisualShaderNodeVectorScalarMix::get_input_port_type(int p_port) const { if (p_port == 2) { return PORT_TYPE_SCALAR; } return PORT_TYPE_VECTOR; } String VisualShaderNodeVectorScalarMix::get_input_port_name(int p_port) const { if (p_port == 0) { return "a"; } else if (p_port == 1) { return "b"; } else { return "weight"; } } int VisualShaderNodeVectorScalarMix::get_output_port_count() const { return 1; } VisualShaderNodeVectorScalarMix::PortType VisualShaderNodeVectorScalarMix::get_output_port_type(int p_port) const { return PORT_TYPE_VECTOR; } String VisualShaderNodeVectorScalarMix::get_output_port_name(int p_port) const { return "mix"; } String VisualShaderNodeVectorScalarMix::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 "\t" + p_output_vars[0] + " = mix(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n"; } VisualShaderNodeVectorScalarMix::VisualShaderNodeVectorScalarMix() { set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0)); set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0)); set_input_port_default_value(2, 0.5); } ////////////// Vector Compose String VisualShaderNodeVectorCompose::get_caption() const { return "VectorCompose"; } int VisualShaderNodeVectorCompose::get_input_port_count() const { return 3; } VisualShaderNodeVectorCompose::PortType VisualShaderNodeVectorCompose::get_input_port_type(int p_port) const { return PORT_TYPE_SCALAR; } String VisualShaderNodeVectorCompose::get_input_port_name(int p_port) const { if (p_port == 0) { return "x"; } else if (p_port == 1) { return "y"; } else { return "z"; } } int VisualShaderNodeVectorCompose::get_output_port_count() const { return 1; } VisualShaderNodeVectorCompose::PortType VisualShaderNodeVectorCompose::get_output_port_type(int p_port) const { return PORT_TYPE_VECTOR; } String VisualShaderNodeVectorCompose::get_output_port_name(int p_port) const { return "vec"; } String VisualShaderNodeVectorCompose::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 "\t" + p_output_vars[0] + " = vec3(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n"; } VisualShaderNodeVectorCompose::VisualShaderNodeVectorCompose() { set_input_port_default_value(0, 0.0); set_input_port_default_value(1, 0.0); set_input_port_default_value(2, 0.0); } ////////////// Transform Compose String VisualShaderNodeTransformCompose::get_caption() const { return "TransformCompose"; } int VisualShaderNodeTransformCompose::get_input_port_count() const { return 4; } VisualShaderNodeTransformCompose::PortType VisualShaderNodeTransformCompose::get_input_port_type(int p_port) const { return PORT_TYPE_VECTOR; } String VisualShaderNodeTransformCompose::get_input_port_name(int p_port) const { if (p_port == 0) { return "x"; } else if (p_port == 1) { return "y"; } else if (p_port == 2) { return "z"; } else { return "origin"; } } int VisualShaderNodeTransformCompose::get_output_port_count() const { return 1; } VisualShaderNodeTransformCompose::PortType VisualShaderNodeTransformCompose::get_output_port_type(int p_port) const { return PORT_TYPE_TRANSFORM; } String VisualShaderNodeTransformCompose::get_output_port_name(int p_port) const { return "xform"; } String VisualShaderNodeTransformCompose::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 "\t" + p_output_vars[0] + " = mat4(vec4(" + p_input_vars[0] + ", 0.0), vec4(" + p_input_vars[1] + ", 0.0), vec4(" + p_input_vars[2] + ", 0.0), vec4(" + p_input_vars[3] + ", 1.0));\n"; } VisualShaderNodeTransformCompose::VisualShaderNodeTransformCompose() { set_input_port_default_value(0, Vector3()); set_input_port_default_value(1, Vector3()); set_input_port_default_value(2, Vector3()); set_input_port_default_value(3, Vector3()); } ////////////// Vector Decompose String VisualShaderNodeVectorDecompose::get_caption() const { return "VectorDecompose"; } int VisualShaderNodeVectorDecompose::get_input_port_count() const { return 1; } VisualShaderNodeVectorDecompose::PortType VisualShaderNodeVectorDecompose::get_input_port_type(int p_port) const { return PORT_TYPE_VECTOR; } String VisualShaderNodeVectorDecompose::get_input_port_name(int p_port) const { return "vec"; } int VisualShaderNodeVectorDecompose::get_output_port_count() const { return 3; } VisualShaderNodeVectorDecompose::PortType VisualShaderNodeVectorDecompose::get_output_port_type(int p_port) const { return PORT_TYPE_SCALAR; } String VisualShaderNodeVectorDecompose::get_output_port_name(int p_port) const { if (p_port == 0) { return "x"; } else if (p_port == 1) { return "y"; } else { return "z"; } } String VisualShaderNodeVectorDecompose::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 += "\t" + p_output_vars[0] + " = " + p_input_vars[0] + ".x;\n"; code += "\t" + p_output_vars[1] + " = " + p_input_vars[0] + ".y;\n"; code += "\t" + p_output_vars[2] + " = " + p_input_vars[0] + ".z;\n"; return code; } VisualShaderNodeVectorDecompose::VisualShaderNodeVectorDecompose() { set_input_port_default_value(0, Vector3()); } ////////////// Transform Decompose String VisualShaderNodeTransformDecompose::get_caption() const { return "TransformDecompose"; } int VisualShaderNodeTransformDecompose::get_input_port_count() const { return 1; } VisualShaderNodeTransformDecompose::PortType VisualShaderNodeTransformDecompose::get_input_port_type(int p_port) const { return PORT_TYPE_TRANSFORM; } String VisualShaderNodeTransformDecompose::get_input_port_name(int p_port) const { return "xform"; } int VisualShaderNodeTransformDecompose::get_output_port_count() const { return 4; } VisualShaderNodeTransformDecompose::PortType VisualShaderNodeTransformDecompose::get_output_port_type(int p_port) const { return PORT_TYPE_VECTOR; } String VisualShaderNodeTransformDecompose::get_output_port_name(int p_port) const { if (p_port == 0) { return "x"; } else if (p_port == 1) { return "y"; } else if (p_port == 2) { return "z"; } else { return "origin"; } } String VisualShaderNodeTransformDecompose::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 += "\t" + p_output_vars[0] + " = " + p_input_vars[0] + "[0].xyz;\n"; code += "\t" + p_output_vars[1] + " = " + p_input_vars[0] + "[1].xyz;\n"; code += "\t" + p_output_vars[2] + " = " + p_input_vars[0] + "[2].xyz;\n"; code += "\t" + p_output_vars[3] + " = " + p_input_vars[0] + "[3].xyz;\n"; return code; } VisualShaderNodeTransformDecompose::VisualShaderNodeTransformDecompose() { set_input_port_default_value(0, Transform()); } ////////////// Float Uniform String VisualShaderNodeFloatUniform::get_caption() const { return "FloatUniform"; } int VisualShaderNodeFloatUniform::get_input_port_count() const { return 0; } VisualShaderNodeFloatUniform::PortType VisualShaderNodeFloatUniform::get_input_port_type(int p_port) const { return PORT_TYPE_SCALAR; } String VisualShaderNodeFloatUniform::get_input_port_name(int p_port) const { return String(); } int VisualShaderNodeFloatUniform::get_output_port_count() const { return 1; } VisualShaderNodeFloatUniform::PortType VisualShaderNodeFloatUniform::get_output_port_type(int p_port) const { return PORT_TYPE_SCALAR; } String VisualShaderNodeFloatUniform::get_output_port_name(int p_port) const { return ""; //no output port means the editor will be used as port } String VisualShaderNodeFloatUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const { String code = ""; if (hint == HINT_RANGE) { code += _get_qual_str() + "uniform float " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ")"; } else if (hint == HINT_RANGE_STEP) { code += _get_qual_str() + "uniform float " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ", " + rtos(hint_range_step) + ")"; } else { code += _get_qual_str() + "uniform float " + get_uniform_name(); } if (default_value_enabled) { code += " = " + rtos(default_value); } code += ";\n"; return code; } String VisualShaderNodeFloatUniform::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 "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n"; } bool VisualShaderNodeFloatUniform::is_show_prop_names() const { return true; } bool VisualShaderNodeFloatUniform::is_use_prop_slots() const { return true; } void VisualShaderNodeFloatUniform::set_hint(Hint p_hint) { hint = p_hint; emit_changed(); } VisualShaderNodeFloatUniform::Hint VisualShaderNodeFloatUniform::get_hint() const { return hint; } void VisualShaderNodeFloatUniform::set_min(float p_value) { hint_range_min = p_value; emit_changed(); } float VisualShaderNodeFloatUniform::get_min() const { return hint_range_min; } void VisualShaderNodeFloatUniform::set_max(float p_value) { hint_range_max = p_value; emit_changed(); } float VisualShaderNodeFloatUniform::get_max() const { return hint_range_max; } void VisualShaderNodeFloatUniform::set_step(float p_value) { hint_range_step = p_value; emit_changed(); } float VisualShaderNodeFloatUniform::get_step() const { return hint_range_step; } void VisualShaderNodeFloatUniform::set_default_value_enabled(bool p_enabled) { default_value_enabled = p_enabled; emit_changed(); } bool VisualShaderNodeFloatUniform::is_default_value_enabled() const { return default_value_enabled; } void VisualShaderNodeFloatUniform::set_default_value(float p_value) { default_value = p_value; emit_changed(); } float VisualShaderNodeFloatUniform::get_default_value() const { return default_value; } void VisualShaderNodeFloatUniform::_bind_methods() { ClassDB::bind_method(D_METHOD("set_hint", "hint"), &VisualShaderNodeFloatUniform::set_hint); ClassDB::bind_method(D_METHOD("get_hint"), &VisualShaderNodeFloatUniform::get_hint); ClassDB::bind_method(D_METHOD("set_min", "value"), &VisualShaderNodeFloatUniform::set_min); ClassDB::bind_method(D_METHOD("get_min"), &VisualShaderNodeFloatUniform::get_min); ClassDB::bind_method(D_METHOD("set_max", "value"), &VisualShaderNodeFloatUniform::set_max); ClassDB::bind_method(D_METHOD("get_max"), &VisualShaderNodeFloatUniform::get_max); ClassDB::bind_method(D_METHOD("set_step", "value"), &VisualShaderNodeFloatUniform::set_step); ClassDB::bind_method(D_METHOD("get_step"), &VisualShaderNodeFloatUniform::get_step); ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeFloatUniform::set_default_value_enabled); ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeFloatUniform::is_default_value_enabled); ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeFloatUniform::set_default_value); ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeFloatUniform::get_default_value); ADD_PROPERTY(PropertyInfo(Variant::INT, "hint", PROPERTY_HINT_ENUM, "None,Range,Range+Step"), "set_hint", "get_hint"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "min"), "set_min", "get_min"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "max"), "set_max", "get_max"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "step"), "set_step", "get_step"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "default_value"), "set_default_value", "get_default_value"); BIND_ENUM_CONSTANT(HINT_NONE); BIND_ENUM_CONSTANT(HINT_RANGE); BIND_ENUM_CONSTANT(HINT_RANGE_STEP); } bool VisualShaderNodeFloatUniform::is_qualifier_supported(Qualifier p_qual) const { return true; // all qualifiers are supported } Vector VisualShaderNodeFloatUniform::get_editable_properties() const { Vector props = VisualShaderNodeUniform::get_editable_properties(); props.push_back("hint"); if (hint == HINT_RANGE || hint == HINT_RANGE_STEP) { props.push_back("min"); props.push_back("max"); } if (hint == HINT_RANGE_STEP) { props.push_back("step"); } props.push_back("default_value_enabled"); if (default_value_enabled) { props.push_back("default_value"); } return props; } VisualShaderNodeFloatUniform::VisualShaderNodeFloatUniform() { } ////////////// Integer Uniform String VisualShaderNodeIntUniform::get_caption() const { return "IntUniform"; } int VisualShaderNodeIntUniform::get_input_port_count() const { return 0; } VisualShaderNodeIntUniform::PortType VisualShaderNodeIntUniform::get_input_port_type(int p_port) const { return PORT_TYPE_SCALAR_INT; } String VisualShaderNodeIntUniform::get_input_port_name(int p_port) const { return String(); } int VisualShaderNodeIntUniform::get_output_port_count() const { return 1; } VisualShaderNodeIntUniform::PortType VisualShaderNodeIntUniform::get_output_port_type(int p_port) const { return PORT_TYPE_SCALAR_INT; } String VisualShaderNodeIntUniform::get_output_port_name(int p_port) const { return ""; //no output port means the editor will be used as port } String VisualShaderNodeIntUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const { String code = ""; if (hint == HINT_RANGE) { code += _get_qual_str() + "uniform int " + get_uniform_name() + " : hint_range(" + itos(hint_range_min) + ", " + itos(hint_range_max) + ")"; } else if (hint == HINT_RANGE_STEP) { code += _get_qual_str() + "uniform int " + get_uniform_name() + " : hint_range(" + itos(hint_range_min) + ", " + itos(hint_range_max) + ", " + itos(hint_range_step) + ")"; } else { code += _get_qual_str() + "uniform int " + get_uniform_name(); } if (default_value_enabled) { code += " = " + itos(default_value); } code += ";\n"; return code; } String VisualShaderNodeIntUniform::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 "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n"; } bool VisualShaderNodeIntUniform::is_show_prop_names() const { return true; } bool VisualShaderNodeIntUniform::is_use_prop_slots() const { return true; } void VisualShaderNodeIntUniform::set_hint(Hint p_hint) { hint = p_hint; emit_changed(); } VisualShaderNodeIntUniform::Hint VisualShaderNodeIntUniform::get_hint() const { return hint; } void VisualShaderNodeIntUniform::set_min(int p_value) { hint_range_min = p_value; emit_changed(); } int VisualShaderNodeIntUniform::get_min() const { return hint_range_min; } void VisualShaderNodeIntUniform::set_max(int p_value) { hint_range_max = p_value; emit_changed(); } int VisualShaderNodeIntUniform::get_max() const { return hint_range_max; } void VisualShaderNodeIntUniform::set_step(int p_value) { hint_range_step = p_value; emit_changed(); } int VisualShaderNodeIntUniform::get_step() const { return hint_range_step; } void VisualShaderNodeIntUniform::set_default_value_enabled(bool p_enabled) { default_value_enabled = p_enabled; emit_changed(); } bool VisualShaderNodeIntUniform::is_default_value_enabled() const { return default_value_enabled; } void VisualShaderNodeIntUniform::set_default_value(int p_value) { default_value = p_value; emit_changed(); } int VisualShaderNodeIntUniform::get_default_value() const { return default_value; } void VisualShaderNodeIntUniform::_bind_methods() { ClassDB::bind_method(D_METHOD("set_hint", "hint"), &VisualShaderNodeIntUniform::set_hint); ClassDB::bind_method(D_METHOD("get_hint"), &VisualShaderNodeIntUniform::get_hint); ClassDB::bind_method(D_METHOD("set_min", "value"), &VisualShaderNodeIntUniform::set_min); ClassDB::bind_method(D_METHOD("get_min"), &VisualShaderNodeIntUniform::get_min); ClassDB::bind_method(D_METHOD("set_max", "value"), &VisualShaderNodeIntUniform::set_max); ClassDB::bind_method(D_METHOD("get_max"), &VisualShaderNodeIntUniform::get_max); ClassDB::bind_method(D_METHOD("set_step", "value"), &VisualShaderNodeIntUniform::set_step); ClassDB::bind_method(D_METHOD("get_step"), &VisualShaderNodeIntUniform::get_step); ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeIntUniform::set_default_value_enabled); ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeIntUniform::is_default_value_enabled); ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeIntUniform::set_default_value); ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeIntUniform::get_default_value); ADD_PROPERTY(PropertyInfo(Variant::INT, "hint", PROPERTY_HINT_ENUM, "None,Range,Range+Step"), "set_hint", "get_hint"); ADD_PROPERTY(PropertyInfo(Variant::INT, "min"), "set_min", "get_min"); ADD_PROPERTY(PropertyInfo(Variant::INT, "max"), "set_max", "get_max"); ADD_PROPERTY(PropertyInfo(Variant::INT, "step"), "set_step", "get_step"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled"); ADD_PROPERTY(PropertyInfo(Variant::INT, "default_value"), "set_default_value", "get_default_value"); BIND_ENUM_CONSTANT(HINT_NONE); BIND_ENUM_CONSTANT(HINT_RANGE); BIND_ENUM_CONSTANT(HINT_RANGE_STEP); } bool VisualShaderNodeIntUniform::is_qualifier_supported(Qualifier p_qual) const { return true; // all qualifiers are supported } Vector VisualShaderNodeIntUniform::get_editable_properties() const { Vector props = VisualShaderNodeUniform::get_editable_properties(); props.push_back("hint"); if (hint == HINT_RANGE || hint == HINT_RANGE_STEP) { props.push_back("min"); props.push_back("max"); } if (hint == HINT_RANGE_STEP) { props.push_back("step"); } props.push_back("default_value_enabled"); if (default_value_enabled) { props.push_back("default_value"); } return props; } VisualShaderNodeIntUniform::VisualShaderNodeIntUniform() { } ////////////// Boolean Uniform String VisualShaderNodeBooleanUniform::get_caption() const { return "BooleanUniform"; } int VisualShaderNodeBooleanUniform::get_input_port_count() const { return 0; } VisualShaderNodeBooleanUniform::PortType VisualShaderNodeBooleanUniform::get_input_port_type(int p_port) const { return PORT_TYPE_BOOLEAN; } String VisualShaderNodeBooleanUniform::get_input_port_name(int p_port) const { return String(); } int VisualShaderNodeBooleanUniform::get_output_port_count() const { return 1; } VisualShaderNodeBooleanUniform::PortType VisualShaderNodeBooleanUniform::get_output_port_type(int p_port) const { return PORT_TYPE_BOOLEAN; } String VisualShaderNodeBooleanUniform::get_output_port_name(int p_port) const { return ""; //no output port means the editor will be used as port } void VisualShaderNodeBooleanUniform::set_default_value_enabled(bool p_enabled) { default_value_enabled = p_enabled; emit_changed(); } bool VisualShaderNodeBooleanUniform::is_default_value_enabled() const { return default_value_enabled; } void VisualShaderNodeBooleanUniform::set_default_value(bool p_value) { default_value = p_value; emit_changed(); } bool VisualShaderNodeBooleanUniform::get_default_value() const { return default_value; } String VisualShaderNodeBooleanUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const { String code = _get_qual_str() + "uniform bool " + get_uniform_name(); if (default_value_enabled) { if (default_value) { code += " = true"; } else { code += " = false"; } } code += ";\n"; return code; } String VisualShaderNodeBooleanUniform::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 "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n"; } bool VisualShaderNodeBooleanUniform::is_show_prop_names() const { return true; } bool VisualShaderNodeBooleanUniform::is_use_prop_slots() const { return true; } void VisualShaderNodeBooleanUniform::_bind_methods() { ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeBooleanUniform::set_default_value_enabled); ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeBooleanUniform::is_default_value_enabled); ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeBooleanUniform::set_default_value); ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeBooleanUniform::get_default_value); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value"), "set_default_value", "get_default_value"); } bool VisualShaderNodeBooleanUniform::is_qualifier_supported(Qualifier p_qual) const { return true; // all qualifiers are supported } Vector VisualShaderNodeBooleanUniform::get_editable_properties() const { Vector props = VisualShaderNodeUniform::get_editable_properties(); props.push_back("default_value_enabled"); if (default_value_enabled) { props.push_back("default_value"); } return props; } VisualShaderNodeBooleanUniform::VisualShaderNodeBooleanUniform() { } ////////////// Color Uniform String VisualShaderNodeColorUniform::get_caption() const { return "ColorUniform"; } int VisualShaderNodeColorUniform::get_input_port_count() const { return 0; } VisualShaderNodeColorUniform::PortType VisualShaderNodeColorUniform::get_input_port_type(int p_port) const { return PORT_TYPE_VECTOR; } String VisualShaderNodeColorUniform::get_input_port_name(int p_port) const { return String(); } int VisualShaderNodeColorUniform::get_output_port_count() const { return 2; } VisualShaderNodeColorUniform::PortType VisualShaderNodeColorUniform::get_output_port_type(int p_port) const { return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR; } String VisualShaderNodeColorUniform::get_output_port_name(int p_port) const { return p_port == 0 ? "color" : "alpha"; //no output port means the editor will be used as port } void VisualShaderNodeColorUniform::set_default_value_enabled(bool p_enabled) { default_value_enabled = p_enabled; emit_changed(); } bool VisualShaderNodeColorUniform::is_default_value_enabled() const { return default_value_enabled; } void VisualShaderNodeColorUniform::set_default_value(const Color &p_value) { default_value = p_value; emit_changed(); } Color VisualShaderNodeColorUniform::get_default_value() const { return default_value; } 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"; if (default_value_enabled) { code += vformat(" = vec4(%.6f, %.6f, %.6f, %.6f)", default_value.r, default_value.g, default_value.b, default_value.a); } code += ";\n"; return code; } String VisualShaderNodeColorUniform::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 = "\t" + p_output_vars[0] + " = " + get_uniform_name() + ".rgb;\n"; code += "\t" + p_output_vars[1] + " = " + get_uniform_name() + ".a;\n"; return code; } bool VisualShaderNodeColorUniform::is_show_prop_names() const { return true; } void VisualShaderNodeColorUniform::_bind_methods() { ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeColorUniform::set_default_value_enabled); ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeColorUniform::is_default_value_enabled); ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeColorUniform::set_default_value); ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeColorUniform::get_default_value); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled"); ADD_PROPERTY(PropertyInfo(Variant::COLOR, "default_value"), "set_default_value", "get_default_value"); } bool VisualShaderNodeColorUniform::is_qualifier_supported(Qualifier p_qual) const { return true; // all qualifiers are supported } Vector VisualShaderNodeColorUniform::get_editable_properties() const { Vector props = VisualShaderNodeUniform::get_editable_properties(); props.push_back("default_value_enabled"); if (default_value_enabled) { props.push_back("default_value"); } return props; } VisualShaderNodeColorUniform::VisualShaderNodeColorUniform() { } ////////////// Vector Uniform String VisualShaderNodeVec3Uniform::get_caption() const { return "VectorUniform"; } int VisualShaderNodeVec3Uniform::get_input_port_count() const { return 0; } VisualShaderNodeVec3Uniform::PortType VisualShaderNodeVec3Uniform::get_input_port_type(int p_port) const { return PORT_TYPE_VECTOR; } String VisualShaderNodeVec3Uniform::get_input_port_name(int p_port) const { return String(); } int VisualShaderNodeVec3Uniform::get_output_port_count() const { return 1; } VisualShaderNodeVec3Uniform::PortType VisualShaderNodeVec3Uniform::get_output_port_type(int p_port) const { return PORT_TYPE_VECTOR; } String VisualShaderNodeVec3Uniform::get_output_port_name(int p_port) const { return ""; //no output port means the editor will be used as port } void VisualShaderNodeVec3Uniform::set_default_value_enabled(bool p_enabled) { default_value_enabled = p_enabled; emit_changed(); } bool VisualShaderNodeVec3Uniform::is_default_value_enabled() const { return default_value_enabled; } void VisualShaderNodeVec3Uniform::set_default_value(const Vector3 &p_value) { default_value = p_value; emit_changed(); } Vector3 VisualShaderNodeVec3Uniform::get_default_value() const { return default_value; } String VisualShaderNodeVec3Uniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const { String code = _get_qual_str() + "uniform vec3 " + get_uniform_name(); if (default_value_enabled) { code += vformat(" = vec3(%.6f, %.6f, %.6f)", default_value.x, default_value.y, default_value.z); } code += ";\n"; return code; } String VisualShaderNodeVec3Uniform::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 "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n"; } void VisualShaderNodeVec3Uniform::_bind_methods() { ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeVec3Uniform::set_default_value_enabled); ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeVec3Uniform::is_default_value_enabled); ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeVec3Uniform::set_default_value); ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeVec3Uniform::get_default_value); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "default_value"), "set_default_value", "get_default_value"); } bool VisualShaderNodeVec3Uniform::is_show_prop_names() const { return true; } bool VisualShaderNodeVec3Uniform::is_use_prop_slots() const { return true; } bool VisualShaderNodeVec3Uniform::is_qualifier_supported(Qualifier p_qual) const { return true; // all qualifiers are supported } Vector VisualShaderNodeVec3Uniform::get_editable_properties() const { Vector props = VisualShaderNodeUniform::get_editable_properties(); props.push_back("default_value_enabled"); if (default_value_enabled) { props.push_back("default_value"); } return props; } VisualShaderNodeVec3Uniform::VisualShaderNodeVec3Uniform() { } ////////////// Transform Uniform String VisualShaderNodeTransformUniform::get_caption() const { return "TransformUniform"; } int VisualShaderNodeTransformUniform::get_input_port_count() const { return 0; } VisualShaderNodeTransformUniform::PortType VisualShaderNodeTransformUniform::get_input_port_type(int p_port) const { return PORT_TYPE_VECTOR; } String VisualShaderNodeTransformUniform::get_input_port_name(int p_port) const { return String(); } int VisualShaderNodeTransformUniform::get_output_port_count() const { return 1; } VisualShaderNodeTransformUniform::PortType VisualShaderNodeTransformUniform::get_output_port_type(int p_port) const { return PORT_TYPE_TRANSFORM; } String VisualShaderNodeTransformUniform::get_output_port_name(int p_port) const { return ""; //no output port means the editor will be used as port } void VisualShaderNodeTransformUniform::set_default_value_enabled(bool p_enabled) { default_value_enabled = p_enabled; emit_changed(); } bool VisualShaderNodeTransformUniform::is_default_value_enabled() const { return default_value_enabled; } void VisualShaderNodeTransformUniform::set_default_value(const Transform &p_value) { default_value = p_value; emit_changed(); } Transform VisualShaderNodeTransformUniform::get_default_value() const { return default_value; } String VisualShaderNodeTransformUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const { String code = _get_qual_str() + "uniform mat4 " + get_uniform_name(); if (default_value_enabled) { Vector3 row0 = default_value.basis.get_row(0); Vector3 row1 = default_value.basis.get_row(1); Vector3 row2 = default_value.basis.get_row(2); Vector3 origin = default_value.origin; code += " = mat4(" + vformat("vec4(%.6f, %.6f, %.6f, 0.0)", row0.x, row0.y, row0.z) + vformat(", vec4(%.6f, %.6f, %.6f, 0.0)", row1.x, row1.y, row1.z) + vformat(", vec4(%.6f, %.6f, %.6f, 0.0)", row2.x, row2.y, row2.z) + vformat(", vec4(%.6f, %.6f, %.6f, 1.0)", origin.x, origin.y, origin.z) + ")"; } code += ";\n"; return code; } String VisualShaderNodeTransformUniform::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 "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n"; } void VisualShaderNodeTransformUniform::_bind_methods() { ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeTransformUniform::set_default_value_enabled); ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeTransformUniform::is_default_value_enabled); ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeTransformUniform::set_default_value); ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeTransformUniform::get_default_value); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled"); ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM, "default_value"), "set_default_value", "get_default_value"); } bool VisualShaderNodeTransformUniform::is_show_prop_names() const { return true; } bool VisualShaderNodeTransformUniform::is_use_prop_slots() const { return true; } bool VisualShaderNodeTransformUniform::is_qualifier_supported(Qualifier p_qual) const { return true; // all qualifiers are supported } Vector VisualShaderNodeTransformUniform::get_editable_properties() const { Vector props = VisualShaderNodeUniform::get_editable_properties(); props.push_back("default_value_enabled"); if (default_value_enabled) { props.push_back("default_value"); } return props; } VisualShaderNodeTransformUniform::VisualShaderNodeTransformUniform() { } ////////////// Texture Uniform String VisualShaderNodeTextureUniform::get_caption() const { return "TextureUniform"; } int VisualShaderNodeTextureUniform::get_input_port_count() const { return 2; } VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_input_port_type(int p_port) const { return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR; } String VisualShaderNodeTextureUniform::get_input_port_name(int p_port) const { return p_port == 0 ? "uv" : "lod"; } int VisualShaderNodeTextureUniform::get_output_port_count() const { return 3; } VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_output_port_type(int p_port) const { switch (p_port) { case 0: return PORT_TYPE_VECTOR; case 1: return PORT_TYPE_SCALAR; case 2: return PORT_TYPE_SAMPLER; default: return PORT_TYPE_SCALAR; } } String VisualShaderNodeTextureUniform::get_output_port_name(int p_port) const { switch (p_port) { case 0: return "rgb"; case 1: return "alpha"; case 2: 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(); 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_ANISO: code += " : hint_aniso;\n"; break; } 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_PARTICLES && p_mode != Shader::MODE_SKY) { default_uv = "UV.xy"; } else { default_uv = "vec2(0.0)"; } String id = get_uniform_name(); String code = "\t{\n"; if (p_input_vars[0] == String()) { // Use UV by default. if (p_input_vars[1] == String()) { code += "\t\tvec4 n_tex_read = texture(" + id + ", " + default_uv + ");\n"; } else { code += "\t\tvec4 n_tex_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n"; } } else if (p_input_vars[1] == String()) { //no lod code += "\t\tvec4 n_tex_read = texture(" + id + ", " + p_input_vars[0] + ".xy);\n"; } else { code += "\t\tvec4 n_tex_read = textureLod(" + id + ", " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n"; } code += "\t\t" + p_output_vars[0] + " = n_tex_read.rgb;\n"; code += "\t\t" + p_output_vars[1] + " = n_tex_read.a;\n"; code += "\t}\n"; return code; } void VisualShaderNodeTextureUniform::set_texture_type(TextureType p_type) { texture_type = p_type; emit_changed(); } VisualShaderNodeTextureUniform::TextureType VisualShaderNodeTextureUniform::get_texture_type() const { return texture_type; } void VisualShaderNodeTextureUniform::set_color_default(ColorDefault p_default) { color_default = p_default; emit_changed(); } VisualShaderNodeTextureUniform::ColorDefault VisualShaderNodeTextureUniform::get_color_default() const { return color_default; } Vector VisualShaderNodeTextureUniform::get_editable_properties() const { Vector props = VisualShaderNodeUniform::get_editable_properties(); props.push_back("texture_type"); props.push_back("color_default"); return props; } void VisualShaderNodeTextureUniform::_bind_methods() { ClassDB::bind_method(D_METHOD("set_texture_type", "type"), &VisualShaderNodeTextureUniform::set_texture_type); ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeTextureUniform::get_texture_type); ClassDB::bind_method(D_METHOD("set_color_default", "type"), &VisualShaderNodeTextureUniform::set_color_default); ClassDB::bind_method(D_METHOD("get_color_default"), &VisualShaderNodeTextureUniform::get_color_default); ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normalmap,Aniso"), "set_texture_type", "get_texture_type"); ADD_PROPERTY(PropertyInfo(Variant::INT, "color_default", PROPERTY_HINT_ENUM, "White Default,Black Default"), "set_color_default", "get_color_default"); BIND_ENUM_CONSTANT(TYPE_DATA); BIND_ENUM_CONSTANT(TYPE_COLOR); BIND_ENUM_CONSTANT(TYPE_NORMAL_MAP); BIND_ENUM_CONSTANT(TYPE_ANISO); BIND_ENUM_CONSTANT(COLOR_DEFAULT_WHITE); BIND_ENUM_CONSTANT(COLOR_DEFAULT_BLACK); } String VisualShaderNodeTextureUniform::get_input_port_default_hint(int p_port) const { if (p_port == 0) { return "default"; } return ""; } bool VisualShaderNodeTextureUniform::is_qualifier_supported(Qualifier p_qual) const { switch (p_qual) { case Qualifier::QUAL_NONE: return true; case Qualifier::QUAL_GLOBAL: return true; case Qualifier::QUAL_INSTANCE: return false; } return false; } VisualShaderNodeTextureUniform::VisualShaderNodeTextureUniform() { simple_decl = false; } ////////////// Texture Uniform (Triplanar) String VisualShaderNodeTextureUniformTriplanar::get_caption() const { return "TextureUniformTriplanar"; } int VisualShaderNodeTextureUniformTriplanar::get_input_port_count() const { return 2; } VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniformTriplanar::get_input_port_type(int p_port) const { if (p_port == 0) { return PORT_TYPE_VECTOR; } else if (p_port == 1) { return PORT_TYPE_VECTOR; } return PORT_TYPE_SCALAR; } String VisualShaderNodeTextureUniformTriplanar::get_input_port_name(int p_port) const { if (p_port == 0) { return "weights"; } else if (p_port == 1) { return "pos"; } return ""; } String VisualShaderNodeTextureUniformTriplanar::generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const { String code; code += "// TRIPLANAR FUNCTION GLOBAL CODE\n"; code += "\tvec4 triplanar_texture(sampler2D p_sampler, vec3 p_weights, vec3 p_triplanar_pos) {\n"; code += "\t\tvec4 samp = vec4(0.0);\n"; code += "\t\tsamp += texture(p_sampler, p_triplanar_pos.xy) * p_weights.z;\n"; code += "\t\tsamp += texture(p_sampler, p_triplanar_pos.xz) * p_weights.y;\n"; code += "\t\tsamp += texture(p_sampler, p_triplanar_pos.zy * vec2(-1.0, 1.0)) * p_weights.x;\n"; code += "\t\treturn samp;\n"; code += "\t}\n"; code += "\n"; code += "\tuniform vec3 triplanar_scale = vec3(1.0, 1.0, 1.0);\n"; code += "\tuniform vec3 triplanar_offset;\n"; code += "\tuniform float triplanar_sharpness = 0.5;\n"; code += "\n"; code += "\tvarying vec3 triplanar_power_normal;\n"; code += "\tvarying vec3 triplanar_pos;\n"; return code; } String VisualShaderNodeTextureUniformTriplanar::generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const { String code; if (p_type == VisualShader::TYPE_VERTEX) { code += "\t// TRIPLANAR FUNCTION VERTEX CODE\n"; code += "\t\ttriplanar_power_normal = pow(abs(NORMAL), vec3(triplanar_sharpness));\n"; code += "\t\ttriplanar_power_normal /= dot(triplanar_power_normal, vec3(1.0));\n"; code += "\t\ttriplanar_pos = VERTEX * triplanar_scale + triplanar_offset;\n"; code += "\t\ttriplanar_pos *= vec3(1.0, -1.0, 1.0);\n"; } return code; } 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 = "\t{\n"; if (p_input_vars[0] == String() && p_input_vars[1] == String()) { code += "\t\tvec4 n_tex_read = triplanar_texture(" + id + ", triplanar_power_normal, triplanar_pos);\n"; } else if (p_input_vars[0] != String() && p_input_vars[1] == String()) { code += "\t\tvec4 n_tex_read = triplanar_texture(" + id + ", " + p_input_vars[0] + ", triplanar_pos);\n"; } else if (p_input_vars[0] == String() && p_input_vars[1] != String()) { code += "\t\tvec4 n_tex_read = triplanar_texture(" + id + ", triplanar_power_normal, " + p_input_vars[1] + ");\n"; } else { code += "\t\tvec4 n_tex_read = triplanar_texture(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; } code += "\t\t" + p_output_vars[0] + " = n_tex_read.rgb;\n"; code += "\t\t" + p_output_vars[1] + " = n_tex_read.a;\n"; code += "\t}\n"; return code; } String VisualShaderNodeTextureUniformTriplanar::get_input_port_default_hint(int p_port) const { if (p_port == 0) { return "default"; } else if (p_port == 1) { return "default"; } return ""; } VisualShaderNodeTextureUniformTriplanar::VisualShaderNodeTextureUniformTriplanar() { } ////////////// Texture2DArray Uniform 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 ""; } String VisualShaderNodeTexture2DArrayUniform::get_input_port_default_hint(int p_port) const { return ""; } 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_ANISO: code += " : hint_aniso;\n"; break; } return code; } String VisualShaderNodeTexture2DArrayUniform::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 String(); } VisualShaderNodeTexture2DArrayUniform::VisualShaderNodeTexture2DArrayUniform() { } ////////////// Texture3D Uniform 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 ""; } String VisualShaderNodeTexture3DUniform::get_input_port_default_hint(int p_port) const { return ""; } 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_ANISO: code += " : hint_aniso;\n"; break; } return code; } String VisualShaderNodeTexture3DUniform::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 String(); } VisualShaderNodeTexture3DUniform::VisualShaderNodeTexture3DUniform() { } ////////////// Cubemap Uniform 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 ""; } String VisualShaderNodeCubemapUniform::get_input_port_default_hint(int p_port) const { return ""; } 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_ANISO: code += " : hint_aniso;\n"; break; } return code; } String VisualShaderNodeCubemapUniform::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 String(); } VisualShaderNodeCubemapUniform::VisualShaderNodeCubemapUniform() { } ////////////// If String VisualShaderNodeIf::get_caption() const { return "If"; } int VisualShaderNodeIf::get_input_port_count() const { return 6; } VisualShaderNodeIf::PortType VisualShaderNodeIf::get_input_port_type(int p_port) const { if (p_port == 0 || p_port == 1 || p_port == 2) { return PORT_TYPE_SCALAR; } return PORT_TYPE_VECTOR; } String VisualShaderNodeIf::get_input_port_name(int p_port) const { switch (p_port) { case 0: return "a"; case 1: return "b"; case 2: return "tolerance"; case 3: return "a == b"; case 4: return "a > b"; case 5: return "a < b"; default: return ""; } } int VisualShaderNodeIf::get_output_port_count() const { return 1; } VisualShaderNodeIf::PortType VisualShaderNodeIf::get_output_port_type(int p_port) const { return PORT_TYPE_VECTOR; } String VisualShaderNodeIf::get_output_port_name(int p_port) const { return "result"; } String VisualShaderNodeIf::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 += "\tif(abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ")\n"; // abs(a - b) < tolerance eg. a == b code += "\t{\n"; code += "\t\t" + p_output_vars[0] + " = " + p_input_vars[3] + ";\n"; code += "\t}\n"; code += "\telse if(" + p_input_vars[0] + " < " + p_input_vars[1] + ")\n"; // a < b code += "\t{\n"; code += "\t\t" + p_output_vars[0] + " = " + p_input_vars[5] + ";\n"; code += "\t}\n"; code += "\telse\n"; // a > b (or a >= b if abs(a - b) < tolerance is false) code += "\t{\n"; code += "\t\t" + p_output_vars[0] + " = " + p_input_vars[4] + ";\n"; code += "\t}\n"; return code; } VisualShaderNodeIf::VisualShaderNodeIf() { simple_decl = false; set_input_port_default_value(0, 0.0); set_input_port_default_value(1, 0.0); set_input_port_default_value(2, CMP_EPSILON); set_input_port_default_value(3, Vector3(0.0, 0.0, 0.0)); set_input_port_default_value(4, Vector3(0.0, 0.0, 0.0)); set_input_port_default_value(5, Vector3(0.0, 0.0, 0.0)); } ////////////// Switch String VisualShaderNodeSwitch::get_caption() const { return "VectorSwitch"; } int VisualShaderNodeSwitch::get_input_port_count() const { return 3; } VisualShaderNodeSwitch::PortType VisualShaderNodeSwitch::get_input_port_type(int p_port) const { if (p_port == 0) { return PORT_TYPE_BOOLEAN; } return PORT_TYPE_VECTOR; } String VisualShaderNodeSwitch::get_input_port_name(int p_port) const { switch (p_port) { case 0: return "value"; case 1: return "true"; case 2: return "false"; default: return ""; } } int VisualShaderNodeSwitch::get_output_port_count() const { return 1; } VisualShaderNodeSwitch::PortType VisualShaderNodeSwitch::get_output_port_type(int p_port) const { return PORT_TYPE_VECTOR; } String VisualShaderNodeSwitch::get_output_port_name(int p_port) const { return "result"; } String VisualShaderNodeSwitch::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 += "\tif(" + p_input_vars[0] + ")\n"; code += "\t{\n"; code += "\t\t" + p_output_vars[0] + " = " + p_input_vars[1] + ";\n"; code += "\t}\n"; code += "\telse\n"; code += "\t{\n"; code += "\t\t" + p_output_vars[0] + " = " + p_input_vars[2] + ";\n"; code += "\t}\n"; return code; } VisualShaderNodeSwitch::VisualShaderNodeSwitch() { simple_decl = false; set_input_port_default_value(0, false); set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0)); set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0)); } ////////////// Switch(scalar) String VisualShaderNodeScalarSwitch::get_caption() const { return "ScalarSwitch"; } VisualShaderNodeScalarSwitch::PortType VisualShaderNodeScalarSwitch::get_input_port_type(int p_port) const { if (p_port == 0) { return PORT_TYPE_BOOLEAN; } return PORT_TYPE_SCALAR; } VisualShaderNodeScalarSwitch::PortType VisualShaderNodeScalarSwitch::get_output_port_type(int p_port) const { return PORT_TYPE_SCALAR; } VisualShaderNodeScalarSwitch::VisualShaderNodeScalarSwitch() { set_input_port_default_value(0, false); set_input_port_default_value(1, 1.0); set_input_port_default_value(2, 0.0); } ////////////// Fresnel String VisualShaderNodeFresnel::get_caption() const { return "Fresnel"; } int VisualShaderNodeFresnel::get_input_port_count() const { return 4; } VisualShaderNodeFresnel::PortType VisualShaderNodeFresnel::get_input_port_type(int p_port) const { switch (p_port) { case 0: return PORT_TYPE_VECTOR; case 1: return PORT_TYPE_VECTOR; case 2: return PORT_TYPE_BOOLEAN; case 3: return PORT_TYPE_SCALAR; default: return PORT_TYPE_VECTOR; } } String VisualShaderNodeFresnel::get_input_port_name(int p_port) const { switch (p_port) { case 0: return "normal"; case 1: return "view"; case 2: return "invert"; case 3: return "power"; default: return ""; } } int VisualShaderNodeFresnel::get_output_port_count() const { return 1; } VisualShaderNodeFresnel::PortType VisualShaderNodeFresnel::get_output_port_type(int p_port) const { return PORT_TYPE_SCALAR; } String VisualShaderNodeFresnel::get_output_port_name(int p_port) const { return "result"; } bool VisualShaderNodeFresnel::is_generate_input_var(int p_port) const { if (p_port == 2) { return false; } return true; } String VisualShaderNodeFresnel::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 normal; String view; if (p_input_vars[0] == String()) { normal = "NORMAL"; } else { normal = p_input_vars[0]; } if (p_input_vars[1] == String()) { view = "VIEW"; } else { view = p_input_vars[1]; } if (is_input_port_connected(2)) { return "\t" + p_output_vars[0] + " = " + p_input_vars[2] + " ? (pow(clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ")) : (pow(1.0 - clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + "));\n"; } else { if (get_input_port_default_value(2)) { return "\t" + p_output_vars[0] + " = pow(clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ");\n"; } else { return "\t" + p_output_vars[0] + " = pow(1.0 - clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ");\n"; } } } String VisualShaderNodeFresnel::get_input_port_default_hint(int p_port) const { if (p_port == 0) { return "default"; } else if (p_port == 1) { return "default"; } return ""; } VisualShaderNodeFresnel::VisualShaderNodeFresnel() { set_input_port_default_value(2, false); set_input_port_default_value(3, 1.0); } ////////////// Is String VisualShaderNodeIs::get_caption() const { return "Is"; } int VisualShaderNodeIs::get_input_port_count() const { return 1; } VisualShaderNodeIs::PortType VisualShaderNodeIs::get_input_port_type(int p_port) const { return PORT_TYPE_SCALAR; } String VisualShaderNodeIs::get_input_port_name(int p_port) const { return ""; } int VisualShaderNodeIs::get_output_port_count() const { return 1; } VisualShaderNodeIs::PortType VisualShaderNodeIs::get_output_port_type(int p_port) const { return PORT_TYPE_BOOLEAN; } String VisualShaderNodeIs::get_output_port_name(int p_port) const { return ""; } String VisualShaderNodeIs::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 { static const char *funcs[FUNC_IS_NAN + 1] = { "isinf($)", "isnan($)" }; String code; code += "\t" + p_output_vars[0] + " = " + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n"; return code; } void VisualShaderNodeIs::set_function(Function p_func) { func = p_func; emit_changed(); } VisualShaderNodeIs::Function VisualShaderNodeIs::get_function() const { return func; } Vector VisualShaderNodeIs::get_editable_properties() const { Vector props; props.push_back("function"); return props; } void VisualShaderNodeIs::_bind_methods() { ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeIs::set_function); ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeIs::get_function); ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Inf,NaN"), "set_function", "get_function"); BIND_ENUM_CONSTANT(FUNC_IS_INF); BIND_ENUM_CONSTANT(FUNC_IS_NAN); } VisualShaderNodeIs::VisualShaderNodeIs() { set_input_port_default_value(0, 0.0); } ////////////// Compare String VisualShaderNodeCompare::get_caption() const { return "Compare"; } int VisualShaderNodeCompare::get_input_port_count() const { if (ctype == CTYPE_SCALAR && (func == FUNC_EQUAL || func == FUNC_NOT_EQUAL)) { return 3; } return 2; } VisualShaderNodeCompare::PortType VisualShaderNodeCompare::get_input_port_type(int p_port) const { if (p_port == 2) { return PORT_TYPE_SCALAR; } switch (ctype) { case CTYPE_SCALAR: return PORT_TYPE_SCALAR; case CTYPE_SCALAR_INT: return PORT_TYPE_SCALAR_INT; case CTYPE_VECTOR: return PORT_TYPE_VECTOR; case CTYPE_BOOLEAN: return PORT_TYPE_BOOLEAN; case CTYPE_TRANSFORM: return PORT_TYPE_TRANSFORM; } return PORT_TYPE_VECTOR; } String VisualShaderNodeCompare::get_input_port_name(int p_port) const { if (p_port == 0) { return "a"; } else if (p_port == 1) { return "b"; } else if (p_port == 2) { return "tolerance"; } return ""; } int VisualShaderNodeCompare::get_output_port_count() const { return 1; } VisualShaderNodeCompare::PortType VisualShaderNodeCompare::get_output_port_type(int p_port) const { return PORT_TYPE_BOOLEAN; } String VisualShaderNodeCompare::get_output_port_name(int p_port) const { if (p_port == 0) { return "result"; } return ""; } String VisualShaderNodeCompare::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const { if (ctype == CTYPE_BOOLEAN || ctype == CTYPE_TRANSFORM) { if (func > FUNC_NOT_EQUAL) { return TTR("Invalid comparison function for that type."); } } return ""; } String VisualShaderNodeCompare::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 { static const char *ops[FUNC_LESS_THAN_EQUAL + 1] = { "==", "!=", ">", ">=", "<", "<=", }; static const char *funcs[FUNC_LESS_THAN_EQUAL + 1] = { "equal($)", "notEqual($)", "greaterThan($)", "greaterThanEqual($)", "lessThan($)", "lessThanEqual($)", }; static const char *conds[COND_ANY + 1] = { "all($)", "any($)", }; String code; switch (ctype) { case CTYPE_SCALAR: if (func == FUNC_EQUAL) { code += "\t" + p_output_vars[0] + " = (abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ");"; } else if (func == FUNC_NOT_EQUAL) { code += "\t" + p_output_vars[0] + " = !(abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ");"; } else { code += "\t" + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", ops[func]) + ";\n"; } break; case CTYPE_SCALAR_INT: code += "\t" + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", ops[func]) + ";\n"; break; case CTYPE_VECTOR: code += "\t{\n"; code += "\t\tbvec3 _bv = " + String(funcs[func]).replace("$", p_input_vars[0] + ", " + p_input_vars[1]) + ";\n"; code += "\t\t" + p_output_vars[0] + " = " + String(conds[condition]).replace("$", "_bv") + ";\n"; code += "\t}\n"; break; case CTYPE_BOOLEAN: if (func > FUNC_NOT_EQUAL) { return "\t" + p_output_vars[0] + " = false;\n"; } code += "\t" + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", ops[func]) + ";\n"; break; case CTYPE_TRANSFORM: if (func > FUNC_NOT_EQUAL) { return "\t" + p_output_vars[0] + " = false;\n"; } code += "\t" + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", ops[func]) + ";\n"; break; default: break; } return code; } void VisualShaderNodeCompare::set_comparison_type(ComparisonType p_type) { ctype = p_type; switch (ctype) { case CTYPE_SCALAR: set_input_port_default_value(0, 0.0); set_input_port_default_value(1, 0.0); simple_decl = true; break; case CTYPE_SCALAR_INT: set_input_port_default_value(0, 0); set_input_port_default_value(1, 0); simple_decl = true; break; case CTYPE_VECTOR: 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)); simple_decl = false; break; case CTYPE_BOOLEAN: set_input_port_default_value(0, false); set_input_port_default_value(1, false); simple_decl = true; break; case CTYPE_TRANSFORM: set_input_port_default_value(0, Transform()); set_input_port_default_value(1, Transform()); simple_decl = true; break; } emit_changed(); } VisualShaderNodeCompare::ComparisonType VisualShaderNodeCompare::get_comparison_type() const { return ctype; } void VisualShaderNodeCompare::set_function(Function p_func) { func = p_func; emit_changed(); } VisualShaderNodeCompare::Function VisualShaderNodeCompare::get_function() const { return func; } void VisualShaderNodeCompare::set_condition(Condition p_cond) { condition = p_cond; emit_changed(); } VisualShaderNodeCompare::Condition VisualShaderNodeCompare::get_condition() const { return condition; } Vector VisualShaderNodeCompare::get_editable_properties() const { Vector props; props.push_back("type"); props.push_back("function"); if (ctype == CTYPE_VECTOR) { props.push_back("condition"); } return props; } void VisualShaderNodeCompare::_bind_methods() { ClassDB::bind_method(D_METHOD("set_comparison_type", "type"), &VisualShaderNodeCompare::set_comparison_type); ClassDB::bind_method(D_METHOD("get_comparison_type"), &VisualShaderNodeCompare::get_comparison_type); ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeCompare::set_function); ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeCompare::get_function); 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,Vector,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"); BIND_ENUM_CONSTANT(CTYPE_SCALAR); BIND_ENUM_CONSTANT(CTYPE_SCALAR_INT); BIND_ENUM_CONSTANT(CTYPE_VECTOR); BIND_ENUM_CONSTANT(CTYPE_BOOLEAN); BIND_ENUM_CONSTANT(CTYPE_TRANSFORM); BIND_ENUM_CONSTANT(FUNC_EQUAL); BIND_ENUM_CONSTANT(FUNC_NOT_EQUAL); BIND_ENUM_CONSTANT(FUNC_GREATER_THAN); BIND_ENUM_CONSTANT(FUNC_GREATER_THAN_EQUAL); BIND_ENUM_CONSTANT(FUNC_LESS_THAN); BIND_ENUM_CONSTANT(FUNC_LESS_THAN_EQUAL); BIND_ENUM_CONSTANT(COND_ALL); BIND_ENUM_CONSTANT(COND_ANY); } VisualShaderNodeCompare::VisualShaderNodeCompare() { set_input_port_default_value(0, 0.0); set_input_port_default_value(1, 0.0); set_input_port_default_value(2, CMP_EPSILON); } ////////////// Fma String VisualShaderNodeMultiplyAdd::get_caption() const { return "MultiplyAdd"; } int VisualShaderNodeMultiplyAdd::get_input_port_count() const { return 3; } VisualShaderNodeMultiplyAdd::PortType VisualShaderNodeMultiplyAdd::get_input_port_type(int p_port) const { if (op_type == OP_TYPE_SCALAR) { return PORT_TYPE_SCALAR; } return PORT_TYPE_VECTOR; } String VisualShaderNodeMultiplyAdd::get_input_port_name(int p_port) const { if (p_port == 0) { return "a"; } else if (p_port == 1) { return "b(*)"; } else if (p_port == 2) { return "c(+)"; } return ""; } int VisualShaderNodeMultiplyAdd::get_output_port_count() const { return 1; } VisualShaderNodeMultiplyAdd::PortType VisualShaderNodeMultiplyAdd::get_output_port_type(int p_port) const { if (op_type == OP_TYPE_SCALAR) { return PORT_TYPE_SCALAR; } else { return PORT_TYPE_VECTOR; } } String VisualShaderNodeMultiplyAdd::get_output_port_name(int p_port) const { return ""; } String VisualShaderNodeMultiplyAdd::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 "\t" + p_output_vars[0] + " = fma(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n"; } void VisualShaderNodeMultiplyAdd::set_op_type(OpType p_op_type) { ERR_FAIL_INDEX((int)p_op_type, OP_TYPE_MAX); if (p_op_type != op_type) { if (p_op_type == OP_TYPE_SCALAR) { set_input_port_default_value(0, 0.0); set_input_port_default_value(1, 0.0); set_input_port_default_value(2, 0.0); } else { 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)); set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0)); } } op_type = p_op_type; emit_changed(); } VisualShaderNodeMultiplyAdd::OpType VisualShaderNodeMultiplyAdd::get_op_type() const { return op_type; } Vector VisualShaderNodeMultiplyAdd::get_editable_properties() const { Vector props; props.push_back("op_type"); return props; } 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,Vector"), "set_op_type", "get_op_type"); BIND_ENUM_CONSTANT(OP_TYPE_SCALAR); BIND_ENUM_CONSTANT(OP_TYPE_VECTOR); BIND_ENUM_CONSTANT(OP_TYPE_MAX); } VisualShaderNodeMultiplyAdd::VisualShaderNodeMultiplyAdd() { set_input_port_default_value(0, 0.0); set_input_port_default_value(1, 0.0); set_input_port_default_value(2, 0.0); }