godot/scene/resources/visual_shader_sdf_nodes.cpp

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/*************************************************************************/
/* 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). */
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/* */
/* 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;
}
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;
}
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] + " = vec3(sdf_to_screen_uv(" + (p_input_vars[0].is_empty() ? "vec2(0.0)" : p_input_vars[0] + ".xy") + "), 0.0f);\n";
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}
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;
}
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;
}
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 {
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if (p_port == 0) {
return true;
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}
return false;
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}
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] + " = vec3(screen_uv_to_sdf(" + (p_input_vars[0].is_empty() ? "SCREEN_UV" : p_input_vars[0] + ".xy") + "), 0.0f);\n";
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}
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;
}
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] + ".xy") + ");\n";
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}
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;
}
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;
}
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] + " = vec3(texture_sdf_normal(" + (p_input_vars[0].is_empty() ? "vec2(0.0)" : p_input_vars[0] + ".xy") + "), 0.0f);\n";
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}
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;
}
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;
}
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";
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if (p_input_vars[0].is_empty()) {
code += " vec2 __from_pos = vec2(0.0f);\n";
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} else {
code += " vec2 __from_pos = " + p_input_vars[0] + ".xy;\n";
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}
if (p_input_vars[1].is_empty()) {
code += " vec2 __to_pos = vec2(0.0f);\n";
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} else {
code += " vec2 __to_pos = " + p_input_vars[1] + ".xy;\n";
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}
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] + " = vec3(__from_pos + __dir * __dist, 0.0f);\n";
code += " }\n";
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return code;
}
VisualShaderNodeSDFRaymarch::VisualShaderNodeSDFRaymarch() {
simple_decl = false;
}