Added uniform qualifiers to visual shaders
This commit is contained in:
parent
1c23a0cc7f
commit
082542b525
@ -546,6 +546,10 @@ void VisualShaderEditor::_update_graph() {
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Ref<VisualShaderNodeUniform> uniform = vsnode;
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Ref<VisualShaderNodeFloatUniform> float_uniform = vsnode;
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Ref<VisualShaderNodeIntUniform> int_uniform = vsnode;
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Ref<VisualShaderNodeVec3Uniform> vec3_uniform = vsnode;
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Ref<VisualShaderNodeColorUniform> color_uniform = vsnode;
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Ref<VisualShaderNodeBooleanUniform> bool_uniform = vsnode;
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Ref<VisualShaderNodeTransformUniform> transform_uniform = vsnode;
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if (uniform.is_valid()) {
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graph->add_child(node);
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_update_created_node(node);
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@ -571,7 +575,7 @@ void VisualShaderEditor::_update_graph() {
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//shortcut
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VisualShaderNode::PortType port_right = vsnode->get_output_port_type(0);
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node->set_slot(0, false, VisualShaderNode::PORT_TYPE_SCALAR, Color(), true, port_right, type_color[port_right]);
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if (!float_uniform.is_valid() && !int_uniform.is_valid()) {
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if (!float_uniform.is_valid() && !int_uniform.is_valid() && !vec3_uniform.is_valid() && !color_uniform.is_valid() && !bool_uniform.is_valid() && !transform_uniform.is_valid()) {
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continue;
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}
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}
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@ -585,13 +589,16 @@ void VisualShaderEditor::_update_graph() {
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}
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}
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if (custom_editor && !float_uniform.is_valid() && !int_uniform.is_valid() && vsnode->get_output_port_count() > 0 && vsnode->get_output_port_name(0) == "" && (vsnode->get_input_port_count() == 0 || vsnode->get_input_port_name(0) == "")) {
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if (custom_editor && !float_uniform.is_valid() && !int_uniform.is_valid() && !vec3_uniform.is_valid() && !bool_uniform.is_valid() && !transform_uniform.is_valid() && vsnode->get_output_port_count() > 0 && vsnode->get_output_port_name(0) == "" && (vsnode->get_input_port_count() == 0 || vsnode->get_input_port_name(0) == "")) {
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//will be embedded in first port
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} else if (custom_editor) {
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port_offset++;
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node->add_child(custom_editor);
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if (float_uniform.is_valid() || int_uniform.is_valid()) {
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if (color_uniform.is_valid()) {
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custom_editor->call_deferred("_show_prop_names", true);
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}
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if (float_uniform.is_valid() || int_uniform.is_valid() || vec3_uniform.is_valid() || bool_uniform.is_valid() || transform_uniform.is_valid()) {
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custom_editor->call_deferred("_show_prop_names", true);
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continue;
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}
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@ -2156,12 +2156,43 @@ String VisualShaderNodeUniform::get_uniform_name() const {
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return uniform_name;
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}
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void VisualShaderNodeUniform::set_qualifier(VisualShaderNodeUniform::Qualifier p_qual) {
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qualifier = p_qual;
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emit_changed();
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}
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VisualShaderNodeUniform::Qualifier VisualShaderNodeUniform::get_qualifier() const {
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return qualifier;
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}
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void VisualShaderNodeUniform::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_uniform_name", "name"), &VisualShaderNodeUniform::set_uniform_name);
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ClassDB::bind_method(D_METHOD("get_uniform_name"), &VisualShaderNodeUniform::get_uniform_name);
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ClassDB::bind_method(D_METHOD("set_qualifier", "qualifier"), &VisualShaderNodeUniform::set_qualifier);
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ClassDB::bind_method(D_METHOD("get_qualifier"), &VisualShaderNodeUniform::get_qualifier);
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ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "uniform_name"), "set_uniform_name", "get_uniform_name");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "qualifier", PROPERTY_HINT_ENUM, "None,Global,Instance"), "set_qualifier", "get_qualifier");
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BIND_ENUM_CONSTANT(QUAL_NONE);
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BIND_ENUM_CONSTANT(QUAL_GLOBAL);
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BIND_ENUM_CONSTANT(QUAL_INSTANCE);
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}
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String VisualShaderNodeUniform::_get_qual_str() const {
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if (is_qualifier_supported(qualifier)) {
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switch (qualifier) {
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case QUAL_NONE:
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break;
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case QUAL_GLOBAL:
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return "global ";
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case QUAL_INSTANCE:
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return "instance ";
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}
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}
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return String();
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}
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String VisualShaderNodeUniform::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
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@ -2171,11 +2202,21 @@ String VisualShaderNodeUniform::get_warning(Shader::Mode p_mode, VisualShader::T
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if (keyword_list.find(uniform_name)) {
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return TTR("Uniform name cannot be equal to a shader keyword. Choose another name.");
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}
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if (!is_qualifier_supported(qualifier)) {
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return "This uniform type does not support that qualifier.";
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}
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return String();
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}
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Vector<StringName> VisualShaderNodeUniform::get_editable_properties() const {
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Vector<StringName> props;
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props.push_back("qualifier");
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return props;
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}
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VisualShaderNodeUniform::VisualShaderNodeUniform() {
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qualifier = QUAL_NONE;
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}
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////////////// GroupBase
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@ -369,21 +369,38 @@ public:
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class VisualShaderNodeUniform : public VisualShaderNode {
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GDCLASS(VisualShaderNodeUniform, VisualShaderNode);
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public:
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enum Qualifier {
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QUAL_NONE,
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QUAL_GLOBAL,
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QUAL_INSTANCE,
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};
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private:
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String uniform_name;
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Qualifier qualifier;
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protected:
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static void _bind_methods();
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String _get_qual_str() const;
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public:
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void set_uniform_name(const String &p_name);
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String get_uniform_name() const;
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void set_qualifier(Qualifier p_qual);
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Qualifier get_qualifier() const;
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virtual bool is_qualifier_supported(Qualifier p_qual) const = 0;
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virtual Vector<StringName> get_editable_properties() const;
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virtual String get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const;
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VisualShaderNodeUniform();
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};
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VARIANT_ENUM_CAST(VisualShaderNodeUniform::Qualifier)
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class VisualShaderNodeGroupBase : public VisualShaderNode {
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GDCLASS(VisualShaderNodeGroupBase, VisualShaderNode);
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@ -3283,11 +3283,11 @@ String VisualShaderNodeFloatUniform::get_output_port_name(int p_port) const {
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String VisualShaderNodeFloatUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
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if (hint == HINT_RANGE) {
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return "uniform float " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ");\n";
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return _get_qual_str() + "uniform float " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ");\n";
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} else if (hint == HINT_RANGE_STEP) {
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return "uniform float " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ", " + rtos(hint_range_step) + ");\n";
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return _get_qual_str() + "uniform float " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ", " + rtos(hint_range_step) + ");\n";
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}
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return "uniform float " + get_uniform_name() + ";\n";
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return _get_qual_str() + "uniform float " + get_uniform_name() + ";\n";
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}
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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 {
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@ -3353,8 +3353,12 @@ void VisualShaderNodeFloatUniform::_bind_methods() {
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BIND_ENUM_CONSTANT(HINT_RANGE_STEP);
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}
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bool VisualShaderNodeFloatUniform::is_qualifier_supported(Qualifier p_qual) const {
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return true; // all qualifiers are supported
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}
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Vector<StringName> VisualShaderNodeFloatUniform::get_editable_properties() const {
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Vector<StringName> props;
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Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
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props.push_back("hint");
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if (hint == HINT_RANGE || hint == HINT_RANGE_STEP) {
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props.push_back("min");
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@ -3405,11 +3409,11 @@ String VisualShaderNodeIntUniform::get_output_port_name(int p_port) const {
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String VisualShaderNodeIntUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
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if (hint == HINT_RANGE) {
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return "uniform int " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ");\n";
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return _get_qual_str() + "uniform int " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ");\n";
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} else if (hint == HINT_RANGE_STEP) {
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return "uniform int " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ", " + rtos(hint_range_step) + ");\n";
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return _get_qual_str() + "uniform int " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ", " + rtos(hint_range_step) + ");\n";
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}
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return "uniform int " + get_uniform_name() + ";\n";
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return _get_qual_str() + "uniform int " + get_uniform_name() + ";\n";
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}
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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 {
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@ -3475,8 +3479,12 @@ void VisualShaderNodeIntUniform::_bind_methods() {
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BIND_ENUM_CONSTANT(HINT_RANGE_STEP);
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}
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bool VisualShaderNodeIntUniform::is_qualifier_supported(Qualifier p_qual) const {
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return true; // all qualifiers are supported
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}
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Vector<StringName> VisualShaderNodeIntUniform::get_editable_properties() const {
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Vector<StringName> props;
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Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
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props.push_back("hint");
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if (hint == HINT_RANGE || hint == HINT_RANGE_STEP) {
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props.push_back("min");
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@ -3526,13 +3534,17 @@ String VisualShaderNodeBooleanUniform::get_output_port_name(int p_port) const {
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}
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String VisualShaderNodeBooleanUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
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return "uniform bool " + get_uniform_name() + ";\n";
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return _get_qual_str() + "uniform bool " + get_uniform_name() + ";\n";
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}
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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 {
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return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
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}
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bool VisualShaderNodeBooleanUniform::is_qualifier_supported(Qualifier p_qual) const {
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return true; // all qualifiers are supported
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}
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VisualShaderNodeBooleanUniform::VisualShaderNodeBooleanUniform() {
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}
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@ -3568,7 +3580,7 @@ String VisualShaderNodeColorUniform::get_output_port_name(int p_port) const {
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String VisualShaderNodeColorUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
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return "uniform vec4 " + get_uniform_name() + " : hint_color;\n";
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return _get_qual_str() + "uniform vec4 " + get_uniform_name() + " : hint_color;\n";
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}
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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 {
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@ -3577,6 +3589,10 @@ String VisualShaderNodeColorUniform::generate_code(Shader::Mode p_mode, VisualSh
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return code;
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}
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bool VisualShaderNodeColorUniform::is_qualifier_supported(Qualifier p_qual) const {
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return true; // all qualifiers are supported
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}
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VisualShaderNodeColorUniform::VisualShaderNodeColorUniform() {
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}
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@ -3611,13 +3627,17 @@ String VisualShaderNodeVec3Uniform::get_output_port_name(int p_port) const {
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}
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String VisualShaderNodeVec3Uniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
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return "uniform vec3 " + get_uniform_name() + ";\n";
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return _get_qual_str() + "uniform vec3 " + get_uniform_name() + ";\n";
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}
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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 {
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return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
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}
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bool VisualShaderNodeVec3Uniform::is_qualifier_supported(Qualifier p_qual) const {
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return true; // all qualifiers are supported
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}
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VisualShaderNodeVec3Uniform::VisualShaderNodeVec3Uniform() {
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}
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@ -3652,13 +3672,17 @@ String VisualShaderNodeTransformUniform::get_output_port_name(int p_port) const
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}
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String VisualShaderNodeTransformUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
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return "uniform mat4 " + get_uniform_name() + ";\n";
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return _get_qual_str() + "uniform mat4 " + get_uniform_name() + ";\n";
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}
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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 {
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return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
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}
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bool VisualShaderNodeTransformUniform::is_qualifier_supported(Qualifier p_qual) const {
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return true; // all qualifiers are supported
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}
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VisualShaderNodeTransformUniform::VisualShaderNodeTransformUniform() {
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}
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@ -3713,7 +3737,7 @@ String VisualShaderNodeTextureUniform::get_output_port_name(int p_port) const {
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}
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String VisualShaderNodeTextureUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
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String code = "uniform sampler2D " + get_uniform_name();
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String code = _get_qual_str() + "uniform sampler2D " + get_uniform_name();
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switch (texture_type) {
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case TYPE_DATA:
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@ -3778,7 +3802,7 @@ VisualShaderNodeTextureUniform::ColorDefault VisualShaderNodeTextureUniform::get
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}
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Vector<StringName> VisualShaderNodeTextureUniform::get_editable_properties() const {
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Vector<StringName> props;
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Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
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props.push_back("texture_type");
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props.push_back("color_default");
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return props;
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@ -3810,6 +3834,18 @@ String VisualShaderNodeTextureUniform::get_input_port_default_hint(int p_port) c
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return "";
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}
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bool VisualShaderNodeTextureUniform::is_qualifier_supported(Qualifier p_qual) const {
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switch (p_qual) {
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case Qualifier::QUAL_NONE:
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return true;
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case Qualifier::QUAL_GLOBAL:
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return true;
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case Qualifier::QUAL_INSTANCE:
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return false;
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}
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return false;
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}
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VisualShaderNodeTextureUniform::VisualShaderNodeTextureUniform() {
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texture_type = TYPE_DATA;
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color_default = COLOR_DEFAULT_WHITE;
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@ -3952,7 +3988,7 @@ String VisualShaderNodeCubemapUniform::get_input_port_default_hint(int p_port) c
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}
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String VisualShaderNodeCubemapUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
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String code = "uniform samplerCube " + get_uniform_name();
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String code = _get_qual_str() + "uniform samplerCube " + get_uniform_name();
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switch (texture_type) {
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case TYPE_DATA:
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@ -1457,6 +1457,8 @@ public:
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void set_step(float p_value);
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float get_step() const;
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bool is_qualifier_supported(Qualifier p_qual) const;
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virtual Vector<StringName> get_editable_properties() const;
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VisualShaderNodeFloatUniform();
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@ -1509,6 +1511,8 @@ public:
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void set_step(int p_value);
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int get_step() const;
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bool is_qualifier_supported(Qualifier p_qual) const;
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virtual Vector<StringName> get_editable_properties() const;
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VisualShaderNodeIntUniform();
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@ -1535,6 +1539,8 @@ public:
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virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const;
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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
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bool is_qualifier_supported(Qualifier p_qual) const;
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VisualShaderNodeBooleanUniform();
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};
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@ -1557,6 +1563,8 @@ public:
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virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const;
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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
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bool is_qualifier_supported(Qualifier p_qual) const;
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VisualShaderNodeColorUniform();
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};
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@ -1579,6 +1587,8 @@ public:
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virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const;
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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
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bool is_qualifier_supported(Qualifier p_qual) const;
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VisualShaderNodeVec3Uniform();
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};
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@ -1601,6 +1611,8 @@ public:
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virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const;
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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
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bool is_qualifier_supported(Qualifier p_qual) const;
|
||||
|
||||
VisualShaderNodeTransformUniform();
|
||||
};
|
||||
|
||||
@ -1652,6 +1664,8 @@ public:
|
||||
void set_color_default(ColorDefault p_default);
|
||||
ColorDefault get_color_default() const;
|
||||
|
||||
bool is_qualifier_supported(Qualifier p_qual) const;
|
||||
|
||||
VisualShaderNodeTextureUniform();
|
||||
};
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user