/*************************************************************************/ /* visual_shader_nodes.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2019 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. */ /*************************************************************************/ #ifndef VISUAL_SHADER_NODES_H #define VISUAL_SHADER_NODES_H #include "scene/resources/visual_shader.h" /////////////////////////////////////// /// CONSTANTS /////////////////////////////////////// class VisualShaderNodeScalarConstant : public VisualShaderNode { GDCLASS(VisualShaderNodeScalarConstant, VisualShaderNode); float constant; protected: static void _bind_methods(); public: virtual String get_caption() const; virtual int get_input_port_count() const; virtual PortType get_input_port_type(int p_port) const; virtual String get_input_port_name(int p_port) const; virtual int get_output_port_count() const; virtual PortType get_output_port_type(int p_port) const; virtual String get_output_port_name(int p_port) const; virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty void set_constant(float p_value); float get_constant() const; virtual Vector get_editable_properties() const; VisualShaderNodeScalarConstant(); }; /////////////////////////////////////// class VisualShaderNodeBooleanConstant : public VisualShaderNode { GDCLASS(VisualShaderNodeBooleanConstant, VisualShaderNode); bool constant; protected: static void _bind_methods(); public: virtual String get_caption() const; virtual int get_input_port_count() const; virtual PortType get_input_port_type(int p_port) const; virtual String get_input_port_name(int p_port) const; virtual int get_output_port_count() const; virtual PortType get_output_port_type(int p_port) const; virtual String get_output_port_name(int p_port) const; virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty void set_constant(bool p_value); bool get_constant() const; virtual Vector get_editable_properties() const; VisualShaderNodeBooleanConstant(); }; /////////////////////////////////////// class VisualShaderNodeColorConstant : public VisualShaderNode { GDCLASS(VisualShaderNodeColorConstant, VisualShaderNode); Color constant; protected: static void _bind_methods(); public: virtual String get_caption() const; virtual int get_input_port_count() const; virtual PortType get_input_port_type(int p_port) const; virtual String get_input_port_name(int p_port) const; virtual int get_output_port_count() const; virtual PortType get_output_port_type(int p_port) const; virtual String get_output_port_name(int p_port) const; virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty void set_constant(Color p_value); Color get_constant() const; virtual Vector get_editable_properties() const; VisualShaderNodeColorConstant(); }; /////////////////////////////////////// class VisualShaderNodeVec3Constant : public VisualShaderNode { GDCLASS(VisualShaderNodeVec3Constant, VisualShaderNode); Vector3 constant; protected: static void _bind_methods(); public: virtual String get_caption() const; virtual int get_input_port_count() const; virtual PortType get_input_port_type(int p_port) const; virtual String get_input_port_name(int p_port) const; virtual int get_output_port_count() const; virtual PortType get_output_port_type(int p_port) const; virtual String get_output_port_name(int p_port) const; virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty void set_constant(Vector3 p_value); Vector3 get_constant() const; virtual Vector get_editable_properties() const; VisualShaderNodeVec3Constant(); }; /////////////////////////////////////// class VisualShaderNodeTransformConstant : public VisualShaderNode { GDCLASS(VisualShaderNodeTransformConstant, VisualShaderNode); Transform constant; protected: static void _bind_methods(); public: virtual String get_caption() const; virtual int get_input_port_count() const; virtual PortType get_input_port_type(int p_port) const; virtual String get_input_port_name(int p_port) const; virtual int get_output_port_count() const; virtual PortType get_output_port_type(int p_port) const; virtual String get_output_port_name(int p_port) const; virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty void set_constant(Transform p_value); Transform get_constant() const; virtual Vector get_editable_properties() const; VisualShaderNodeTransformConstant(); }; /////////////////////////////////////// /// TEXTURES /////////////////////////////////////// class VisualShaderNodeTexture : public VisualShaderNode { GDCLASS(VisualShaderNodeTexture, VisualShaderNode); Ref texture; public: enum Source { SOURCE_TEXTURE, SOURCE_SCREEN, SOURCE_2D_TEXTURE, SOURCE_2D_NORMAL, SOURCE_DEPTH }; enum TextureType { TYPE_DATA, TYPE_COLOR, TYPE_NORMALMAP }; private: Source source; TextureType texture_type; protected: static void _bind_methods(); public: virtual String get_caption() const; virtual int get_input_port_count() const; virtual PortType get_input_port_type(int p_port) const; virtual String get_input_port_name(int p_port) const; virtual int get_output_port_count() const; virtual PortType get_output_port_type(int p_port) const; virtual String get_output_port_name(int p_port) const; virtual Vector get_default_texture_parameters(VisualShader::Type p_type, int p_id) const; virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const; virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty void set_source(Source p_source); Source get_source() const; void set_texture(Ref p_value); Ref get_texture() const; void set_texture_type(TextureType p_type); TextureType get_texture_type() const; virtual Vector get_editable_properties() const; virtual String get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const; VisualShaderNodeTexture(); }; VARIANT_ENUM_CAST(VisualShaderNodeTexture::TextureType) VARIANT_ENUM_CAST(VisualShaderNodeTexture::Source) /////////////////////////////////////// class VisualShaderNodeCubeMap : public VisualShaderNode { GDCLASS(VisualShaderNodeCubeMap, VisualShaderNode); Ref cube_map; public: enum TextureType { TYPE_DATA, TYPE_COLOR, TYPE_NORMALMAP }; private: TextureType texture_type; protected: static void _bind_methods(); public: virtual String get_caption() const; virtual int get_input_port_count() const; virtual PortType get_input_port_type(int p_port) const; virtual String get_input_port_name(int p_port) const; virtual int get_output_port_count() const; virtual PortType get_output_port_type(int p_port) const; virtual String get_output_port_name(int p_port) const; virtual Vector get_default_texture_parameters(VisualShader::Type p_type, int p_id) const; virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const; virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty void set_cube_map(Ref p_value); Ref get_cube_map() const; void set_texture_type(TextureType p_type); TextureType get_texture_type() const; virtual Vector get_editable_properties() const; VisualShaderNodeCubeMap(); }; VARIANT_ENUM_CAST(VisualShaderNodeCubeMap::TextureType) /////////////////////////////////////// /// OPS /////////////////////////////////////// class VisualShaderNodeScalarOp : public VisualShaderNode { GDCLASS(VisualShaderNodeScalarOp, VisualShaderNode); public: enum Operator { OP_ADD, OP_SUB, OP_MUL, OP_DIV, OP_MOD, OP_POW, OP_MAX, OP_MIN, OP_ATAN2, OP_STEP }; protected: Operator op; static void _bind_methods(); public: virtual String get_caption() const; virtual int get_input_port_count() const; virtual PortType get_input_port_type(int p_port) const; virtual String get_input_port_name(int p_port) const; virtual int get_output_port_count() const; virtual PortType get_output_port_type(int p_port) const; virtual String get_output_port_name(int p_port) const; virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty void set_operator(Operator p_op); Operator get_operator() const; virtual Vector get_editable_properties() const; VisualShaderNodeScalarOp(); }; VARIANT_ENUM_CAST(VisualShaderNodeScalarOp::Operator) class VisualShaderNodeVectorOp : public VisualShaderNode { GDCLASS(VisualShaderNodeVectorOp, VisualShaderNode); public: enum Operator { OP_ADD, OP_SUB, OP_MUL, OP_DIV, OP_MOD, OP_POW, OP_MAX, OP_MIN, OP_CROSS, OP_ATAN2, OP_REFLECT, OP_STEP }; protected: Operator op; static void _bind_methods(); public: virtual String get_caption() const; virtual int get_input_port_count() const; virtual PortType get_input_port_type(int p_port) const; virtual String get_input_port_name(int p_port) const; virtual int get_output_port_count() const; virtual PortType get_output_port_type(int p_port) const; virtual String get_output_port_name(int p_port) const; virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty void set_operator(Operator p_op); Operator get_operator() const; virtual Vector get_editable_properties() const; VisualShaderNodeVectorOp(); }; VARIANT_ENUM_CAST(VisualShaderNodeVectorOp::Operator) /////////////////////////////////////// class VisualShaderNodeColorOp : public VisualShaderNode { GDCLASS(VisualShaderNodeColorOp, VisualShaderNode); public: enum Operator { OP_SCREEN, OP_DIFFERENCE, OP_DARKEN, OP_LIGHTEN, OP_OVERLAY, OP_DODGE, OP_BURN, OP_SOFT_LIGHT, OP_HARD_LIGHT }; protected: Operator op; static void _bind_methods(); public: virtual String get_caption() const; virtual int get_input_port_count() const; virtual PortType get_input_port_type(int p_port) const; virtual String get_input_port_name(int p_port) const; virtual int get_output_port_count() const; virtual PortType get_output_port_type(int p_port) const; virtual String get_output_port_name(int p_port) const; virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty void set_operator(Operator p_op); Operator get_operator() const; virtual Vector get_editable_properties() const; VisualShaderNodeColorOp(); }; VARIANT_ENUM_CAST(VisualShaderNodeColorOp::Operator) /////////////////////////////////////// /// TRANSFORM-TRANSFORM MULTIPLICATION /////////////////////////////////////// class VisualShaderNodeTransformMult : public VisualShaderNode { GDCLASS(VisualShaderNodeTransformMult, VisualShaderNode); public: enum Operator { OP_AxB, OP_BxA, OP_AxB_COMP, OP_BxA_COMP }; protected: Operator op; static void _bind_methods(); public: virtual String get_caption() const; virtual int get_input_port_count() const; virtual PortType get_input_port_type(int p_port) const; virtual String get_input_port_name(int p_port) const; virtual int get_output_port_count() const; virtual PortType get_output_port_type(int p_port) const; virtual String get_output_port_name(int p_port) const; virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty void set_operator(Operator p_op); Operator get_operator() const; virtual Vector get_editable_properties() const; VisualShaderNodeTransformMult(); }; VARIANT_ENUM_CAST(VisualShaderNodeTransformMult::Operator) /////////////////////////////////////// /// TRANSFORM-VECTOR MULTIPLICATION /////////////////////////////////////// class VisualShaderNodeTransformVecMult : public VisualShaderNode { GDCLASS(VisualShaderNodeTransformVecMult, VisualShaderNode); public: enum Operator { OP_AxB, OP_BxA, OP_3x3_AxB, OP_3x3_BxA, }; protected: Operator op; static void _bind_methods(); public: virtual String get_caption() const; virtual int get_input_port_count() const; virtual PortType get_input_port_type(int p_port) const; virtual String get_input_port_name(int p_port) const; virtual int get_output_port_count() const; virtual PortType get_output_port_type(int p_port) const; virtual String get_output_port_name(int p_port) const; virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty void set_operator(Operator p_op); Operator get_operator() const; virtual Vector get_editable_properties() const; VisualShaderNodeTransformVecMult(); }; VARIANT_ENUM_CAST(VisualShaderNodeTransformVecMult::Operator) /////////////////////////////////////// /// SCALAR FUNC /////////////////////////////////////// class VisualShaderNodeScalarFunc : public VisualShaderNode { GDCLASS(VisualShaderNodeScalarFunc, VisualShaderNode); public: enum Function { FUNC_SIN, FUNC_COS, FUNC_TAN, FUNC_ASIN, FUNC_ACOS, FUNC_ATAN, FUNC_SINH, FUNC_COSH, FUNC_TANH, FUNC_LOG, FUNC_EXP, FUNC_SQRT, FUNC_ABS, FUNC_SIGN, FUNC_FLOOR, FUNC_ROUND, FUNC_CEIL, FUNC_FRAC, FUNC_SATURATE, FUNC_NEGATE, FUNC_ACOSH, FUNC_ASINH, FUNC_ATANH, FUNC_DEGREES, FUNC_EXP2, FUNC_INVERSE_SQRT, FUNC_LOG2, FUNC_RADIANS, FUNC_RECIPROCAL, FUNC_ROUNDEVEN, FUNC_TRUNC, FUNC_ONEMINUS }; protected: Function func; static void _bind_methods(); public: virtual String get_caption() const; virtual int get_input_port_count() const; virtual PortType get_input_port_type(int p_port) const; virtual String get_input_port_name(int p_port) const; virtual int get_output_port_count() const; virtual PortType get_output_port_type(int p_port) const; virtual String get_output_port_name(int p_port) const; virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty void set_function(Function p_func); Function get_function() const; virtual Vector get_editable_properties() const; VisualShaderNodeScalarFunc(); }; VARIANT_ENUM_CAST(VisualShaderNodeScalarFunc::Function) /////////////////////////////////////// /// VECTOR FUNC /////////////////////////////////////// class VisualShaderNodeVectorFunc : public VisualShaderNode { GDCLASS(VisualShaderNodeVectorFunc, VisualShaderNode); public: enum Function { FUNC_NORMALIZE, FUNC_SATURATE, FUNC_NEGATE, FUNC_RECIPROCAL, FUNC_RGB2HSV, FUNC_HSV2RGB, FUNC_ABS, FUNC_ACOS, FUNC_ACOSH, FUNC_ASIN, FUNC_ASINH, FUNC_ATAN, FUNC_ATANH, FUNC_CEIL, FUNC_COS, FUNC_COSH, FUNC_DEGREES, FUNC_EXP, FUNC_EXP2, FUNC_FLOOR, FUNC_FRAC, FUNC_INVERSE_SQRT, FUNC_LOG, FUNC_LOG2, FUNC_RADIANS, FUNC_ROUND, FUNC_ROUNDEVEN, FUNC_SIGN, FUNC_SIN, FUNC_SINH, FUNC_SQRT, FUNC_TAN, FUNC_TANH, FUNC_TRUNC, FUNC_ONEMINUS }; protected: Function func; static void _bind_methods(); public: virtual String get_caption() const; virtual int get_input_port_count() const; virtual PortType get_input_port_type(int p_port) const; virtual String get_input_port_name(int p_port) const; virtual int get_output_port_count() const; virtual PortType get_output_port_type(int p_port) const; virtual String get_output_port_name(int p_port) const; virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty void set_function(Function p_func); Function get_function() const; virtual Vector get_editable_properties() const; VisualShaderNodeVectorFunc(); }; VARIANT_ENUM_CAST(VisualShaderNodeVectorFunc::Function) /////////////////////////////////////// /// COLOR FUNC /////////////////////////////////////// class VisualShaderNodeColorFunc : public VisualShaderNode { GDCLASS(VisualShaderNodeColorFunc, VisualShaderNode); public: enum Function { FUNC_GRAYSCALE, FUNC_SEPIA }; protected: Function func; static void _bind_methods(); public: virtual String get_caption() const; virtual int get_input_port_count() const; virtual PortType get_input_port_type(int p_port) const; virtual String get_input_port_name(int p_port) const; virtual int get_output_port_count() const; virtual PortType get_output_port_type(int p_port) const; virtual String get_output_port_name(int p_port) const; virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty void set_function(Function p_func); Function get_function() const; virtual Vector get_editable_properties() const; VisualShaderNodeColorFunc(); }; VARIANT_ENUM_CAST(VisualShaderNodeColorFunc::Function) /////////////////////////////////////// /// TRANSFORM FUNC /////////////////////////////////////// class VisualShaderNodeTransformFunc : public VisualShaderNode { GDCLASS(VisualShaderNodeTransformFunc, VisualShaderNode); public: enum Function { FUNC_INVERSE, FUNC_TRANSPOSE }; protected: Function func; static void _bind_methods(); public: virtual String get_caption() const; virtual int get_input_port_count() const; virtual PortType get_input_port_type(int p_port) const; virtual String get_input_port_name(int p_port) const; virtual int get_output_port_count() const; virtual PortType get_output_port_type(int p_port) const; virtual String get_output_port_name(int p_port) const; virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty void set_function(Function p_func); Function get_function() const; virtual Vector get_editable_properties() const; VisualShaderNodeTransformFunc(); }; VARIANT_ENUM_CAST(VisualShaderNodeTransformFunc::Function) /////////////////////////////////////// /// DOT /////////////////////////////////////// class VisualShaderNodeDotProduct : public VisualShaderNode { GDCLASS(VisualShaderNodeDotProduct, VisualShaderNode); public: virtual String get_caption() const; virtual int get_input_port_count() const; virtual PortType get_input_port_type(int p_port) const; virtual String get_input_port_name(int p_port) const; virtual int get_output_port_count() const; virtual PortType get_output_port_type(int p_port) const; virtual String get_output_port_name(int p_port) const; virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty VisualShaderNodeDotProduct(); }; /////////////////////////////////////// /// LENGTH /////////////////////////////////////// class VisualShaderNodeVectorLen : public VisualShaderNode { GDCLASS(VisualShaderNodeVectorLen, VisualShaderNode); public: virtual String get_caption() const; virtual int get_input_port_count() const; virtual PortType get_input_port_type(int p_port) const; virtual String get_input_port_name(int p_port) const; virtual int get_output_port_count() const; virtual PortType get_output_port_type(int p_port) const; virtual String get_output_port_name(int p_port) const; virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty VisualShaderNodeVectorLen(); }; /////////////////////////////////////// /// DETERMINANT /////////////////////////////////////// class VisualShaderNodeDeterminant : public VisualShaderNode { GDCLASS(VisualShaderNodeDeterminant, VisualShaderNode); public: virtual String get_caption() const; virtual int get_input_port_count() const; virtual PortType get_input_port_type(int p_port) const; virtual String get_input_port_name(int p_port) const; virtual int get_output_port_count() const; virtual PortType get_output_port_type(int p_port) const; virtual String get_output_port_name(int p_port) const; virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty VisualShaderNodeDeterminant(); }; /////////////////////////////////////// /// CLAMP /////////////////////////////////////// class VisualShaderNodeScalarClamp : public VisualShaderNode { GDCLASS(VisualShaderNodeScalarClamp, VisualShaderNode); public: virtual String get_caption() const; virtual int get_input_port_count() const; virtual PortType get_input_port_type(int p_port) const; virtual String get_input_port_name(int p_port) const; virtual int get_output_port_count() const; virtual PortType get_output_port_type(int p_port) const; virtual String get_output_port_name(int p_port) const; virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty VisualShaderNodeScalarClamp(); }; /////////////////////////////////////// class VisualShaderNodeVectorClamp : public VisualShaderNode { GDCLASS(VisualShaderNodeVectorClamp, VisualShaderNode); public: virtual String get_caption() const; virtual int get_input_port_count() const; virtual PortType get_input_port_type(int p_port) const; virtual String get_input_port_name(int p_port) const; virtual int get_output_port_count() const; virtual PortType get_output_port_type(int p_port) const; virtual String get_output_port_name(int p_port) const; virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty VisualShaderNodeVectorClamp(); }; /////////////////////////////////////// /// DERIVATIVE FUNCTIONS /////////////////////////////////////// class VisualShaderNodeScalarDerivativeFunc : public VisualShaderNode { GDCLASS(VisualShaderNodeScalarDerivativeFunc, VisualShaderNode); public: enum Function { FUNC_SUM, FUNC_X, FUNC_Y }; protected: Function func; static void _bind_methods(); public: virtual String get_caption() const; virtual int get_input_port_count() const; virtual PortType get_input_port_type(int p_port) const; virtual String get_input_port_name(int p_port) const; virtual int get_output_port_count() const; virtual PortType get_output_port_type(int p_port) const; virtual String get_output_port_name(int p_port) const; virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty void set_function(Function p_func); Function get_function() const; virtual Vector get_editable_properties() const; VisualShaderNodeScalarDerivativeFunc(); }; VARIANT_ENUM_CAST(VisualShaderNodeScalarDerivativeFunc::Function) /////////////////////////////////////// class VisualShaderNodeVectorDerivativeFunc : public VisualShaderNode { GDCLASS(VisualShaderNodeVectorDerivativeFunc, VisualShaderNode); public: enum Function { FUNC_SUM, FUNC_X, FUNC_Y }; protected: Function func; static void _bind_methods(); public: virtual String get_caption() const; virtual int get_input_port_count() const; virtual PortType get_input_port_type(int p_port) const; virtual String get_input_port_name(int p_port) const; virtual int get_output_port_count() const; virtual PortType get_output_port_type(int p_port) const; virtual String get_output_port_name(int p_port) const; virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty void set_function(Function p_func); Function get_function() const; virtual Vector get_editable_properties() const; VisualShaderNodeVectorDerivativeFunc(); }; VARIANT_ENUM_CAST(VisualShaderNodeVectorDerivativeFunc::Function) /////////////////////////////////////// /// FACEFORWARD /////////////////////////////////////// class VisualShaderNodeFaceForward : public VisualShaderNode { GDCLASS(VisualShaderNodeFaceForward, VisualShaderNode); public: virtual String get_caption() const; virtual int get_input_port_count() const; virtual PortType get_input_port_type(int p_port) const; virtual String get_input_port_name(int p_port) const; virtual int get_output_port_count() const; virtual PortType get_output_port_type(int p_port) const; virtual String get_output_port_name(int p_port) const; virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty VisualShaderNodeFaceForward(); }; /////////////////////////////////////// /// OUTER PRODUCT /////////////////////////////////////// class VisualShaderNodeOuterProduct : public VisualShaderNode { GDCLASS(VisualShaderNodeOuterProduct, VisualShaderNode); public: virtual String get_caption() const; virtual int get_input_port_count() const; virtual PortType get_input_port_type(int p_port) const; virtual String get_input_port_name(int p_port) const; virtual int get_output_port_count() const; virtual PortType get_output_port_type(int p_port) const; virtual String get_output_port_name(int p_port) const; virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty VisualShaderNodeOuterProduct(); }; /////////////////////////////////////// /// STEP /////////////////////////////////////// class VisualShaderNodeVectorScalarStep : public VisualShaderNode { GDCLASS(VisualShaderNodeVectorScalarStep, VisualShaderNode); public: virtual String get_caption() const; virtual int get_input_port_count() const; virtual PortType get_input_port_type(int p_port) const; virtual String get_input_port_name(int p_port) const; virtual int get_output_port_count() const; virtual PortType get_output_port_type(int p_port) const; virtual String get_output_port_name(int p_port) const; virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty VisualShaderNodeVectorScalarStep(); }; /////////////////////////////////////// /// SMOOTHSTEP /////////////////////////////////////// class VisualShaderNodeScalarSmoothStep : public VisualShaderNode { GDCLASS(VisualShaderNodeScalarSmoothStep, VisualShaderNode); public: virtual String get_caption() const; virtual int get_input_port_count() const; virtual PortType get_input_port_type(int p_port) const; virtual String get_input_port_name(int p_port) const; virtual int get_output_port_count() const; virtual PortType get_output_port_type(int p_port) const; virtual String get_output_port_name(int p_port) const; virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty VisualShaderNodeScalarSmoothStep(); }; /////////////////////////////////////// class VisualShaderNodeVectorSmoothStep : public VisualShaderNode { GDCLASS(VisualShaderNodeVectorSmoothStep, VisualShaderNode); public: virtual String get_caption() const; virtual int get_input_port_count() const; virtual PortType get_input_port_type(int p_port) const; virtual String get_input_port_name(int p_port) const; virtual int get_output_port_count() const; virtual PortType get_output_port_type(int p_port) const; virtual String get_output_port_name(int p_port) const; virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty VisualShaderNodeVectorSmoothStep(); }; /////////////////////////////////////// class VisualShaderNodeVectorScalarSmoothStep : public VisualShaderNode { GDCLASS(VisualShaderNodeVectorScalarSmoothStep, VisualShaderNode); public: virtual String get_caption() const; virtual int get_input_port_count() const; virtual PortType get_input_port_type(int p_port) const; virtual String get_input_port_name(int p_port) const; virtual int get_output_port_count() const; virtual PortType get_output_port_type(int p_port) const; virtual String get_output_port_name(int p_port) const; virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty VisualShaderNodeVectorScalarSmoothStep(); }; /////////////////////////////////////// /// DISTANCE /////////////////////////////////////// class VisualShaderNodeVectorDistance : public VisualShaderNode { GDCLASS(VisualShaderNodeVectorDistance, VisualShaderNode); public: virtual String get_caption() const; virtual int get_input_port_count() const; virtual PortType get_input_port_type(int p_port) const; virtual String get_input_port_name(int p_port) const; virtual int get_output_port_count() const; virtual PortType get_output_port_type(int p_port) const; virtual String get_output_port_name(int p_port) const; virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty VisualShaderNodeVectorDistance(); }; /////////////////////////////////////// /// REFRACT /////////////////////////////////////// class VisualShaderNodeVectorRefract : public VisualShaderNode { GDCLASS(VisualShaderNodeVectorRefract, VisualShaderNode); public: virtual String get_caption() const; virtual int get_input_port_count() const; virtual PortType get_input_port_type(int p_port) const; virtual String get_input_port_name(int p_port) const; virtual int get_output_port_count() const; virtual PortType get_output_port_type(int p_port) const; virtual String get_output_port_name(int p_port) const; virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty VisualShaderNodeVectorRefract(); }; /////////////////////////////////////// /// MIX /////////////////////////////////////// class VisualShaderNodeScalarInterp : public VisualShaderNode { GDCLASS(VisualShaderNodeScalarInterp, VisualShaderNode); public: virtual String get_caption() const; virtual int get_input_port_count() const; virtual PortType get_input_port_type(int p_port) const; virtual String get_input_port_name(int p_port) const; virtual int get_output_port_count() const; virtual PortType get_output_port_type(int p_port) const; virtual String get_output_port_name(int p_port) const; virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty VisualShaderNodeScalarInterp(); }; /////////////////////////////////////// class VisualShaderNodeVectorInterp : public VisualShaderNode { GDCLASS(VisualShaderNodeVectorInterp, VisualShaderNode); public: virtual String get_caption() const; virtual int get_input_port_count() const; virtual PortType get_input_port_type(int p_port) const; virtual String get_input_port_name(int p_port) const; virtual int get_output_port_count() const; virtual PortType get_output_port_type(int p_port) const; virtual String get_output_port_name(int p_port) const; virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty VisualShaderNodeVectorInterp(); }; /////////////////////////////////////// /// COMPOSE /////////////////////////////////////// class VisualShaderNodeVectorCompose : public VisualShaderNode { GDCLASS(VisualShaderNodeVectorCompose, VisualShaderNode); public: virtual String get_caption() const; virtual int get_input_port_count() const; virtual PortType get_input_port_type(int p_port) const; virtual String get_input_port_name(int p_port) const; virtual int get_output_port_count() const; virtual PortType get_output_port_type(int p_port) const; virtual String get_output_port_name(int p_port) const; virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty VisualShaderNodeVectorCompose(); }; /////////////////////////////////////// class VisualShaderNodeTransformCompose : public VisualShaderNode { GDCLASS(VisualShaderNodeTransformCompose, VisualShaderNode); public: virtual String get_caption() const; virtual int get_input_port_count() const; virtual PortType get_input_port_type(int p_port) const; virtual String get_input_port_name(int p_port) const; virtual int get_output_port_count() const; virtual PortType get_output_port_type(int p_port) const; virtual String get_output_port_name(int p_port) const; virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty VisualShaderNodeTransformCompose(); }; /////////////////////////////////////// /// DECOMPOSE /////////////////////////////////////// class VisualShaderNodeVectorDecompose : public VisualShaderNode { GDCLASS(VisualShaderNodeVectorDecompose, VisualShaderNode); public: virtual String get_caption() const; virtual int get_input_port_count() const; virtual PortType get_input_port_type(int p_port) const; virtual String get_input_port_name(int p_port) const; virtual int get_output_port_count() const; virtual PortType get_output_port_type(int p_port) const; virtual String get_output_port_name(int p_port) const; virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty VisualShaderNodeVectorDecompose(); }; /////////////////////////////////////// class VisualShaderNodeTransformDecompose : public VisualShaderNode { GDCLASS(VisualShaderNodeTransformDecompose, VisualShaderNode); public: virtual String get_caption() const; virtual int get_input_port_count() const; virtual PortType get_input_port_type(int p_port) const; virtual String get_input_port_name(int p_port) const; virtual int get_output_port_count() const; virtual PortType get_output_port_type(int p_port) const; virtual String get_output_port_name(int p_port) const; virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty VisualShaderNodeTransformDecompose(); }; /////////////////////////////////////// /// UNIFORMS /////////////////////////////////////// class VisualShaderNodeScalarUniform : public VisualShaderNodeUniform { GDCLASS(VisualShaderNodeScalarUniform, VisualShaderNodeUniform); public: virtual String get_caption() const; virtual int get_input_port_count() const; virtual PortType get_input_port_type(int p_port) const; virtual String get_input_port_name(int p_port) const; virtual int get_output_port_count() const; virtual PortType get_output_port_type(int p_port) const; virtual String get_output_port_name(int p_port) const; virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const; virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty VisualShaderNodeScalarUniform(); }; /////////////////////////////////////// class VisualShaderNodeBooleanUniform : public VisualShaderNodeUniform { GDCLASS(VisualShaderNodeBooleanUniform, VisualShaderNodeUniform); public: virtual String get_caption() const; virtual int get_input_port_count() const; virtual PortType get_input_port_type(int p_port) const; virtual String get_input_port_name(int p_port) const; virtual int get_output_port_count() const; virtual PortType get_output_port_type(int p_port) const; virtual String get_output_port_name(int p_port) const; virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const; virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty VisualShaderNodeBooleanUniform(); }; /////////////////////////////////////// class VisualShaderNodeColorUniform : public VisualShaderNodeUniform { GDCLASS(VisualShaderNodeColorUniform, VisualShaderNodeUniform); public: virtual String get_caption() const; virtual int get_input_port_count() const; virtual PortType get_input_port_type(int p_port) const; virtual String get_input_port_name(int p_port) const; virtual int get_output_port_count() const; virtual PortType get_output_port_type(int p_port) const; virtual String get_output_port_name(int p_port) const; virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const; virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty VisualShaderNodeColorUniform(); }; /////////////////////////////////////// class VisualShaderNodeVec3Uniform : public VisualShaderNodeUniform { GDCLASS(VisualShaderNodeVec3Uniform, VisualShaderNodeUniform); public: virtual String get_caption() const; virtual int get_input_port_count() const; virtual PortType get_input_port_type(int p_port) const; virtual String get_input_port_name(int p_port) const; virtual int get_output_port_count() const; virtual PortType get_output_port_type(int p_port) const; virtual String get_output_port_name(int p_port) const; virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const; virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty VisualShaderNodeVec3Uniform(); }; /////////////////////////////////////// class VisualShaderNodeTransformUniform : public VisualShaderNodeUniform { GDCLASS(VisualShaderNodeTransformUniform, VisualShaderNodeUniform); public: virtual String get_caption() const; virtual int get_input_port_count() const; virtual PortType get_input_port_type(int p_port) const; virtual String get_input_port_name(int p_port) const; virtual int get_output_port_count() const; virtual PortType get_output_port_type(int p_port) const; virtual String get_output_port_name(int p_port) const; virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const; virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty VisualShaderNodeTransformUniform(); }; /////////////////////////////////////// class VisualShaderNodeTextureUniform : public VisualShaderNodeUniform { GDCLASS(VisualShaderNodeTextureUniform, VisualShaderNodeUniform); public: enum TextureType { TYPE_DATA, TYPE_COLOR, TYPE_NORMALMAP, TYPE_ANISO, }; enum ColorDefault { COLOR_DEFAULT_WHITE, COLOR_DEFAULT_BLACK }; private: TextureType texture_type; ColorDefault color_default; protected: static void _bind_methods(); public: virtual String get_caption() const; virtual int get_input_port_count() const; virtual PortType get_input_port_type(int p_port) const; virtual String get_input_port_name(int p_port) const; virtual int get_output_port_count() const; virtual PortType get_output_port_type(int p_port) const; virtual String get_output_port_name(int p_port) const; virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const; virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty Vector get_editable_properties() const; void set_texture_type(TextureType p_type); TextureType get_texture_type() const; void set_color_default(ColorDefault p_default); ColorDefault get_color_default() const; VisualShaderNodeTextureUniform(); }; VARIANT_ENUM_CAST(VisualShaderNodeTextureUniform::TextureType) VARIANT_ENUM_CAST(VisualShaderNodeTextureUniform::ColorDefault) /////////////////////////////////////// class VisualShaderNodeTextureUniformTriplanar : public VisualShaderNodeTextureUniform { GDCLASS(VisualShaderNodeTextureUniformTriplanar, VisualShaderNodeTextureUniform); public: virtual String get_caption() const; virtual int get_input_port_count() const; virtual PortType get_input_port_type(int p_port) const; virtual String get_input_port_name(int p_port) const; virtual String generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const; virtual String generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const; virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty VisualShaderNodeTextureUniformTriplanar(); }; /////////////////////////////////////// class VisualShaderNodeCubeMapUniform : public VisualShaderNode { GDCLASS(VisualShaderNodeCubeMapUniform, VisualShaderNode); public: virtual String get_caption() const; virtual int get_input_port_count() const; virtual PortType get_input_port_type(int p_port) const; virtual String get_input_port_name(int p_port) const; virtual int get_output_port_count() const; virtual PortType get_output_port_type(int p_port) const; virtual String get_output_port_name(int p_port) const; virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty VisualShaderNodeCubeMapUniform(); }; /////////////////////////////////////// /// IF /////////////////////////////////////// class VisualShaderNodeIf : public VisualShaderNode { GDCLASS(VisualShaderNodeIf, VisualShaderNode); public: virtual String get_caption() const; virtual int get_input_port_count() const; virtual PortType get_input_port_type(int p_port) const; virtual String get_input_port_name(int p_port) const; virtual int get_output_port_count() const; virtual PortType get_output_port_type(int p_port) const; virtual String get_output_port_name(int p_port) const; virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; VisualShaderNodeIf(); }; /////////////////////////////////////// /// SWITCH /////////////////////////////////////// class VisualShaderNodeSwitch : public VisualShaderNode { GDCLASS(VisualShaderNodeSwitch, VisualShaderNode); public: virtual String get_caption() const; virtual int get_input_port_count() const; virtual PortType get_input_port_type(int p_port) const; virtual String get_input_port_name(int p_port) const; virtual int get_output_port_count() const; virtual PortType get_output_port_type(int p_port) const; virtual String get_output_port_name(int p_port) const; virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; VisualShaderNodeSwitch(); }; /////////////////////////////////////// /// FRESNEL /////////////////////////////////////// class VisualShaderNodeFresnel : public VisualShaderNode { GDCLASS(VisualShaderNodeFresnel, VisualShaderNode); public: virtual String get_caption() const; virtual int get_input_port_count() const; virtual PortType get_input_port_type(int p_port) const; virtual String get_input_port_name(int p_port) const; virtual int get_output_port_count() const; virtual PortType get_output_port_type(int p_port) const; virtual String get_output_port_name(int p_port) const; virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; VisualShaderNodeFresnel(); }; /////////////////////////////////////// /// Is /////////////////////////////////////// class VisualShaderNodeIs : public VisualShaderNode { GDCLASS(VisualShaderNodeIs, VisualShaderNode); public: enum Function { FUNC_IS_INF, FUNC_IS_NAN, }; protected: Function func; protected: static void _bind_methods(); public: virtual String get_caption() const; virtual int get_input_port_count() const; virtual PortType get_input_port_type(int p_port) const; virtual String get_input_port_name(int p_port) const; virtual int get_output_port_count() const; virtual PortType get_output_port_type(int p_port) const; virtual String get_output_port_name(int p_port) const; virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty void set_function(Function p_func); Function get_function() const; virtual Vector get_editable_properties() const; VisualShaderNodeIs(); }; VARIANT_ENUM_CAST(VisualShaderNodeIs::Function) /////////////////////////////////////// /// Compare /////////////////////////////////////// class VisualShaderNodeCompare : public VisualShaderNode { GDCLASS(VisualShaderNodeCompare, VisualShaderNode); public: enum ComparsionType { CTYPE_SCALAR, CTYPE_VECTOR, CTYPE_BOOLEAN, CTYPE_TRANSFORM }; enum Function { FUNC_EQUAL, FUNC_NOT_EQUAL, FUNC_GREATER_THAN, FUNC_GREATER_THAN_EQUAL, FUNC_LESS_THAN, FUNC_LESS_THAN_EQUAL, }; enum Condition { COND_ALL, COND_ANY, }; protected: ComparsionType ctype; Function func; Condition condition; protected: static void _bind_methods(); public: virtual String get_caption() const; virtual int get_input_port_count() const; virtual PortType get_input_port_type(int p_port) const; virtual String get_input_port_name(int p_port) const; virtual int get_output_port_count() const; virtual PortType get_output_port_type(int p_port) const; virtual String get_output_port_name(int p_port) const; virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty void set_comparsion_type(ComparsionType p_func); ComparsionType get_comparsion_type() const; void set_function(Function p_func); Function get_function() const; void set_condition(Condition p_mode); Condition get_condition() const; virtual Vector get_editable_properties() const; virtual String get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const; VisualShaderNodeCompare(); }; VARIANT_ENUM_CAST(VisualShaderNodeCompare::ComparsionType) VARIANT_ENUM_CAST(VisualShaderNodeCompare::Function) VARIANT_ENUM_CAST(VisualShaderNodeCompare::Condition) #endif // VISUAL_SHADER_NODES_H