/*************************************************************************/ /* visual_shader_sdf_nodes.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 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_sdf_nodes.h" // VisualShaderNodeSDFToScreenUV String VisualShaderNodeSDFToScreenUV::get_caption() const { return "SDFToScreenUV"; } int VisualShaderNodeSDFToScreenUV::get_input_port_count() const { return 1; } VisualShaderNodeSDFToScreenUV::PortType VisualShaderNodeSDFToScreenUV::get_input_port_type(int p_port) const { return PORT_TYPE_VECTOR_2D; } String VisualShaderNodeSDFToScreenUV::get_input_port_name(int p_port) const { return "sdf_pos"; } int VisualShaderNodeSDFToScreenUV::get_output_port_count() const { return 1; } VisualShaderNodeSDFToScreenUV::PortType VisualShaderNodeSDFToScreenUV::get_output_port_type(int p_port) const { return PORT_TYPE_VECTOR_2D; } String VisualShaderNodeSDFToScreenUV::get_output_port_name(int p_port) const { return ""; } String VisualShaderNodeSDFToScreenUV::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { return " " + p_output_vars[0] + " = sdf_to_screen_uv(" + (p_input_vars[0].is_empty() ? "vec2(0.0)" : p_input_vars[0]) + ");\n"; } VisualShaderNodeSDFToScreenUV::VisualShaderNodeSDFToScreenUV() { } // VisualShaderNodeScreenUVToSDF String VisualShaderNodeScreenUVToSDF::get_caption() const { return "ScreenUVToSDF"; } int VisualShaderNodeScreenUVToSDF::get_input_port_count() const { return 1; } VisualShaderNodeScreenUVToSDF::PortType VisualShaderNodeScreenUVToSDF::get_input_port_type(int p_port) const { return PORT_TYPE_VECTOR_2D; } String VisualShaderNodeScreenUVToSDF::get_input_port_name(int p_port) const { return "uv"; } int VisualShaderNodeScreenUVToSDF::get_output_port_count() const { return 1; } VisualShaderNodeScreenUVToSDF::PortType VisualShaderNodeScreenUVToSDF::get_output_port_type(int p_port) const { return PORT_TYPE_VECTOR_2D; } String VisualShaderNodeScreenUVToSDF::get_output_port_name(int p_port) const { return ""; } bool VisualShaderNodeScreenUVToSDF::is_input_port_default(int p_port, Shader::Mode p_mode) const { if (p_port == 0) { return true; } return false; } String VisualShaderNodeScreenUVToSDF::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { return " " + p_output_vars[0] + " = screen_uv_to_sdf(" + (p_input_vars[0].is_empty() ? "SCREEN_UV" : p_input_vars[0]) + ");\n"; } VisualShaderNodeScreenUVToSDF::VisualShaderNodeScreenUVToSDF() { } // VisualShaderNodeTextureSDF String VisualShaderNodeTextureSDF::get_caption() const { return "TextureSDF"; } int VisualShaderNodeTextureSDF::get_input_port_count() const { return 1; } VisualShaderNodeTextureSDF::PortType VisualShaderNodeTextureSDF::get_input_port_type(int p_port) const { return PORT_TYPE_VECTOR_2D; } String VisualShaderNodeTextureSDF::get_input_port_name(int p_port) const { return "sdf_pos"; } int VisualShaderNodeTextureSDF::get_output_port_count() const { return 1; } VisualShaderNodeTextureSDF::PortType VisualShaderNodeTextureSDF::get_output_port_type(int p_port) const { return PORT_TYPE_SCALAR; } String VisualShaderNodeTextureSDF::get_output_port_name(int p_port) const { return ""; } String VisualShaderNodeTextureSDF::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { return " " + p_output_vars[0] + " = texture_sdf(" + (p_input_vars[0].is_empty() ? "vec2(0.0)" : p_input_vars[0]) + ");\n"; } VisualShaderNodeTextureSDF::VisualShaderNodeTextureSDF() { } // VisualShaderNodeTextureSDFNormal String VisualShaderNodeTextureSDFNormal::get_caption() const { return "TextureSDFNormal"; } int VisualShaderNodeTextureSDFNormal::get_input_port_count() const { return 1; } VisualShaderNodeTextureSDFNormal::PortType VisualShaderNodeTextureSDFNormal::get_input_port_type(int p_port) const { return PORT_TYPE_VECTOR_2D; } String VisualShaderNodeTextureSDFNormal::get_input_port_name(int p_port) const { return "sdf_pos"; } int VisualShaderNodeTextureSDFNormal::get_output_port_count() const { return 1; } VisualShaderNodeTextureSDFNormal::PortType VisualShaderNodeTextureSDFNormal::get_output_port_type(int p_port) const { return PORT_TYPE_VECTOR_2D; } String VisualShaderNodeTextureSDFNormal::get_output_port_name(int p_port) const { return ""; } String VisualShaderNodeTextureSDFNormal::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { return " " + p_output_vars[0] + " = texture_sdf_normal(" + (p_input_vars[0].is_empty() ? "vec2(0.0)" : p_input_vars[0]) + ");\n"; } VisualShaderNodeTextureSDFNormal::VisualShaderNodeTextureSDFNormal() { } // VisualShaderNodeSDFRaymarch String VisualShaderNodeSDFRaymarch::get_caption() const { return "SDFRaymarch"; } int VisualShaderNodeSDFRaymarch::get_input_port_count() const { return 2; } VisualShaderNodeSDFRaymarch::PortType VisualShaderNodeSDFRaymarch::get_input_port_type(int p_port) const { if (p_port == 0 || p_port == 1) { return PORT_TYPE_VECTOR_2D; } return PORT_TYPE_SCALAR; } String VisualShaderNodeSDFRaymarch::get_input_port_name(int p_port) const { if (p_port == 0) { return "from_pos"; } else if (p_port == 1) { return "to_pos"; } return String(); } int VisualShaderNodeSDFRaymarch::get_output_port_count() const { return 3; } VisualShaderNodeSDFRaymarch::PortType VisualShaderNodeSDFRaymarch::get_output_port_type(int p_port) const { if (p_port == 0) { return PORT_TYPE_SCALAR; } else if (p_port == 1) { return PORT_TYPE_BOOLEAN; } else if (p_port == 2) { return PORT_TYPE_VECTOR_2D; } return PORT_TYPE_SCALAR; } String VisualShaderNodeSDFRaymarch::get_output_port_name(int p_port) const { if (p_port == 0) { return "distance"; } else if (p_port == 1) { return "hit"; } else if (p_port == 2) { return "end_pos"; } return String(); } String VisualShaderNodeSDFRaymarch::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 += " {\n"; if (p_input_vars[0].is_empty()) { code += " vec2 __from_pos = vec2(0.0f);\n"; } else { code += " vec2 __from_pos = " + p_input_vars[0] + ";\n"; } if (p_input_vars[1].is_empty()) { code += " vec2 __to_pos = vec2(0.0f);\n"; } else { code += " vec2 __to_pos = " + p_input_vars[1] + ";\n"; } code += "\n vec2 __at = __from_pos;\n"; code += " float __max_dist = distance(__from_pos, __to_pos);\n"; code += " vec2 __dir = normalize(__to_pos - __from_pos);\n\n"; code += " float __accum = 0.0f;\n"; code += " while(__accum < __max_dist) {\n"; code += " float __d = texture_sdf(__at);\n"; code += " __accum += __d;\n"; code += " if (__d < 0.01f) {\n"; code += " break;\n"; code += " }\n"; code += " __at += __d * __dir;\n"; code += " }\n"; code += " float __dist = min(__max_dist, __accum);\n"; code += " " + p_output_vars[0] + " = __dist;\n"; code += " " + p_output_vars[1] + " = __accum < __max_dist;\n"; code += " " + p_output_vars[2] + " = __from_pos + __dir * __dist;\n"; code += " }\n"; return code; } VisualShaderNodeSDFRaymarch::VisualShaderNodeSDFRaymarch() { simple_decl = false; }