Merge pull request #32674 from Chaosus/vs_fix_cubemaps

Makes cubemaps to be works in visual shaders
This commit is contained in:
Rémi Verschelde 2019-10-10 10:16:50 +02:00 committed by GitHub
commit 220ee9281f
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GPG Key ID: 4AEE18F83AFDEB23
5 changed files with 133 additions and 28 deletions

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@ -1,5 +1,5 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeCubeMapUniform" inherits="VisualShaderNode" category="Core" version="3.2">
<class name="VisualShaderNodeCubeMapUniform" inherits="VisualShaderNodeTextureUniform" category="Core" version="3.2">
<brief_description>
</brief_description>
<description>

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@ -1067,7 +1067,16 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
VisualShaderNodeUniform *uniform = (VisualShaderNodeUniform *)graph[type].nodes[from_node].node.ptr();
if (uniform) {
inputs[i] = uniform->get_uniform_name();
inputs[i] = "";
switch (uniform->get_uniform_type()) {
case VisualShaderNodeUniform::UTYPE_CUBEMAP:
inputs[i] += "cube_";
break;
case VisualShaderNodeUniform::UTYPE_SAMPLER2D:
inputs[i] += "s2d_";
break;
}
inputs[i] += uniform->get_uniform_name();
} else {
inputs[i] = "";
}
@ -1973,7 +1982,16 @@ void VisualShaderNodeUniform::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::STRING, "uniform_name"), "set_uniform_name", "get_uniform_name");
}
int VisualShaderNodeUniform::get_uniform_type() const {
return (int)uniform_type;
}
void VisualShaderNodeUniform::set_uniform_type(int p_type) {
uniform_type = (UniformType)p_type;
}
VisualShaderNodeUniform::VisualShaderNodeUniform() {
uniform_type = UTYPE_NONE;
}
////////////// GroupBase

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@ -353,7 +353,16 @@ public:
class VisualShaderNodeUniform : public VisualShaderNode {
GDCLASS(VisualShaderNodeUniform, VisualShaderNode);
public:
enum UniformType {
UTYPE_NONE,
UTYPE_CUBEMAP,
UTYPE_SAMPLER2D,
};
private:
String uniform_name;
UniformType uniform_type;
protected:
static void _bind_methods();
@ -362,6 +371,9 @@ public:
void set_uniform_name(const String &p_name);
String get_uniform_name() const;
int get_uniform_type() const;
void set_uniform_type(int p_type);
VisualShaderNodeUniform();
};

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@ -468,19 +468,55 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader:
if (source == SOURCE_PORT) {
String id = p_input_vars[2];
VisualShaderNodeUniform::UniformType utype = VisualShaderNodeUniform::UTYPE_NONE;
if (id.begins_with("cube_")) {
utype = VisualShaderNodeUniform::UTYPE_CUBEMAP;
id = id.substr(5);
} else if (id.begins_with("s2d_")) {
utype = VisualShaderNodeUniform::UTYPE_SAMPLER2D;
id = id.substr(4);
}
String code;
if (id == String()) {
code += "\tvec4 " + id + "_tex_read = vec4(0.0);\n";
} else {
if (p_input_vars[0] == String()) { // Use UV by default.
code += "\tvec4 " + id + "_tex_read = texture( " + id + " , UV.xy );\n";
switch (utype) {
case VisualShaderNodeUniform::UTYPE_CUBEMAP:
code += "\tvec4 " + id + "_tex_read = texture( " + id + " , vec3(UV, 0.0) );\n";
break;
case VisualShaderNodeUniform::UTYPE_SAMPLER2D:
code += "\tvec4 " + id + "_tex_read = texture( " + id + " , UV.xy );\n";
break;
default:
break;
}
} else if (p_input_vars[1] == String()) {
//no lod
code += "\tvec4 " + id + "_tex_read = texture( " + id + " , " + p_input_vars[0] + ".xy );\n";
switch (utype) {
case VisualShaderNodeUniform::UTYPE_CUBEMAP:
code += "\tvec4 " + id + "_tex_read = texture( " + id + " , " + p_input_vars[0] + " );\n";
break;
case VisualShaderNodeUniform::UTYPE_SAMPLER2D:
code += "\tvec4 " + id + "_tex_read = texture( " + id + " , " + p_input_vars[0] + ".xy );\n";
break;
default:
break;
}
} else {
code += "\tvec4 " + id + "_tex_read = textureLod( " + id + " , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n";
switch (utype) {
case VisualShaderNodeUniform::UTYPE_CUBEMAP:
code += "\tvec4 " + id + "_tex_read = textureLod( " + id + " , " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n";
break;
case VisualShaderNodeUniform::UTYPE_SAMPLER2D:
code += "\tvec4 " + id + "_tex_read = textureLod( " + id + " , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n";
break;
default:
break;
}
}
code += "\t" + p_output_vars[0] + " = " + id + "_tex_read.rgb;\n";
@ -738,7 +774,7 @@ Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCubeMap::get_default_t
String VisualShaderNodeCubeMap::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
String u = "uniform sampler2DCube " + make_unique_id(p_type, p_id, "cube");
String u = "uniform samplerCube " + make_unique_id(p_type, p_id, "cube");
switch (texture_type) {
case TYPE_DATA: break;
case TYPE_COLOR: u += " : hint_albedo"; break;
@ -751,9 +787,9 @@ String VisualShaderNodeCubeMap::generate_code(Shader::Mode p_mode, VisualShader:
String id = make_unique_id(p_type, p_id, "cube");
String code;
if (p_input_vars[0] == String()) { //none bound, do nothing
if (p_input_vars[0] == String()) { // Use UV by default.
code += "\tvec4 " + id + "_read = vec4(0.0);\n";
code += "\tvec4 " + id + "_read = texture( " + id + " , vec3(UV, 0.0) );\n";
} else if (p_input_vars[1] == String()) {
//no lod
@ -767,6 +803,13 @@ String VisualShaderNodeCubeMap::generate_code(Shader::Mode p_mode, VisualShader:
return code;
}
String VisualShaderNodeCubeMap::get_input_port_default_hint(int p_port) const {
if (p_port == 0) {
return "vec3(UV, 0.0)";
}
return "";
}
void VisualShaderNodeCubeMap::set_cube_map(Ref<CubeMap> p_value) {
cube_map = p_value;
@ -3205,6 +3248,7 @@ String VisualShaderNodeTextureUniform::get_input_port_default_hint(int p_port) c
VisualShaderNodeTextureUniform::VisualShaderNodeTextureUniform() {
texture_type = TYPE_DATA;
color_default = COLOR_DEFAULT_WHITE;
set_uniform_type(VisualShaderNodeUniform::UTYPE_SAMPLER2D);
}
////////////// Texture Uniform (Triplanar)
@ -3314,28 +3358,55 @@ String VisualShaderNodeCubeMapUniform::get_caption() const {
return "CubeMapUniform";
}
int VisualShaderNodeCubeMapUniform::get_input_port_count() const {
return 2;
}
VisualShaderNodeCubeMapUniform::PortType VisualShaderNodeCubeMapUniform::get_input_port_type(int p_port) const {
return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
}
String VisualShaderNodeCubeMapUniform::get_input_port_name(int p_port) const {
return p_port == 0 ? "normal" : "lod";
}
int VisualShaderNodeCubeMapUniform::get_output_port_count() const {
return 2;
return 1;
}
VisualShaderNodeCubeMapUniform::PortType VisualShaderNodeCubeMapUniform::get_output_port_type(int p_port) const {
return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
return PORT_TYPE_SAMPLER;
}
String VisualShaderNodeCubeMapUniform::get_output_port_name(int p_port) const {
return p_port == 0 ? "rgb" : "alpha";
return "sampler";
}
int VisualShaderNodeCubeMapUniform::get_input_port_count() const {
return 0;
}
VisualShaderNodeCubeMapUniform::PortType VisualShaderNodeCubeMapUniform::get_input_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeCubeMapUniform::get_input_port_name(int p_port) const {
return "";
}
String VisualShaderNodeCubeMapUniform::get_input_port_default_hint(int p_port) const {
return "";
}
String VisualShaderNodeCubeMapUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
String code = "uniform samplerCube " + get_uniform_name();
switch (texture_type) {
case TYPE_DATA:
if (color_default == COLOR_DEFAULT_BLACK)
code += " : hint_black;\n";
else
code += ";\n";
break;
case TYPE_COLOR:
if (color_default == COLOR_DEFAULT_BLACK)
code += " : hint_black_albedo;\n";
else
code += " : hint_albedo;\n";
break;
case TYPE_NORMALMAP: code += " : hint_normal;\n"; break;
case TYPE_ANISO: code += " : hint_aniso;\n"; break;
}
return code;
}
String VisualShaderNodeCubeMapUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
@ -3343,6 +3414,7 @@ String VisualShaderNodeCubeMapUniform::generate_code(Shader::Mode p_mode, Visual
}
VisualShaderNodeCubeMapUniform::VisualShaderNodeCubeMapUniform() {
set_uniform_type(VisualShaderNodeUniform::UTYPE_CUBEMAP);
}
////////////// If

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@ -277,6 +277,7 @@ public:
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 get_input_port_default_hint(int p_port) const;
virtual int get_output_port_count() const;
virtual PortType get_output_port_type(int p_port) const;
@ -1412,7 +1413,7 @@ public:
COLOR_DEFAULT_BLACK
};
private:
protected:
TextureType texture_type;
ColorDefault color_default;
@ -1471,8 +1472,8 @@ public:
///////////////////////////////////////
class VisualShaderNodeCubeMapUniform : public VisualShaderNode {
GDCLASS(VisualShaderNodeCubeMapUniform, VisualShaderNode);
class VisualShaderNodeCubeMapUniform : public VisualShaderNodeTextureUniform {
GDCLASS(VisualShaderNodeCubeMapUniform, VisualShaderNodeTextureUniform);
public:
virtual String get_caption() const;
@ -1485,6 +1486,8 @@ public:
virtual PortType get_output_port_type(int p_port) const;
virtual String get_output_port_name(int p_port) const;
virtual String get_input_port_default_hint(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
VisualShaderNodeCubeMapUniform();