Modified code generation to be more friendly to previews, fixes #25094
This commit is contained in:
parent
26cf4fed6e
commit
3eb0757552
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@ -834,15 +834,15 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
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}
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Ref<VisualShaderNodeInput> input = vsnode;
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bool skip_global = input.is_valid() && for_preview;
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if (input.is_valid() && for_preview) {
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//handle for preview
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code += input->generate_code_for_preview(type, node, inputs, outputs);
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} else {
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//handle normally
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if (!skip_global) {
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global_code += vsnode->generate_global(get_mode(), type, node);
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code += vsnode->generate_code(get_mode(), type, node, inputs, outputs);
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}
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//handle normally
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code += vsnode->generate_code(get_mode(), type, node, inputs, outputs, for_preview);
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code += "\n"; //
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processed.insert(node);
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@ -1218,56 +1218,56 @@ String VisualShaderNodeInput::get_caption() const {
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return TTR("Input");
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}
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String VisualShaderNodeInput::generate_code_for_preview(VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const {
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String VisualShaderNodeInput::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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int idx = 0;
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if (p_for_preview) {
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int idx = 0;
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String code;
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String code;
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while (preview_ports[idx].mode != Shader::MODE_MAX) {
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if (preview_ports[idx].mode == shader_mode && preview_ports[idx].shader_type == shader_type && preview_ports[idx].name == input_name) {
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code = "\t" + p_output_vars[0] + " = " + preview_ports[idx].string + ";\n";
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break;
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while (preview_ports[idx].mode != Shader::MODE_MAX) {
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if (preview_ports[idx].mode == shader_mode && preview_ports[idx].shader_type == shader_type && preview_ports[idx].name == input_name) {
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code = "\t" + p_output_vars[0] + " = " + preview_ports[idx].string + ";\n";
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break;
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}
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idx++;
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}
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idx++;
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}
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if (code == String()) {
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switch (get_output_port_type(0)) {
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case PORT_TYPE_SCALAR: {
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code = "\t" + p_output_vars[0] + " = 0.0;\n";
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} break; //default (none found) is scalar
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case PORT_TYPE_VECTOR: {
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code = "\t" + p_output_vars[0] + " = vec3(0.0);\n";
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} break; //default (none found) is scalar
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case PORT_TYPE_TRANSFORM: {
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code = "\t" + p_output_vars[0] + " = mat4( vec4(1.0,0.0,0.0,0.0), vec4(0.0,1.0,0.0,0.0), vec4(0.0,0.0,1.0,0.0), vec4(0.0,0.0,0.0,1.0) );\n";
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} break; //default (none found) is scalar
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if (code == String()) {
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switch (get_output_port_type(0)) {
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case PORT_TYPE_SCALAR: {
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code = "\t" + p_output_vars[0] + " = 0.0;\n";
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} break; //default (none found) is scalar
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case PORT_TYPE_VECTOR: {
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code = "\t" + p_output_vars[0] + " = vec3(0.0);\n";
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} break; //default (none found) is scalar
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case PORT_TYPE_TRANSFORM: {
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code = "\t" + p_output_vars[0] + " = mat4( vec4(1.0,0.0,0.0,0.0), vec4(0.0,1.0,0.0,0.0), vec4(0.0,0.0,1.0,0.0), vec4(0.0,0.0,0.0,1.0) );\n";
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} break; //default (none found) is scalar
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}
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}
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}
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return code;
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}
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return code;
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String VisualShaderNodeInput::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const {
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} else {
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int idx = 0;
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int idx = 0;
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String code;
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String code;
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while (ports[idx].mode != Shader::MODE_MAX) {
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if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == input_name) {
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code = "\t" + p_output_vars[0] + " = " + ports[idx].string + ";\n";
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break;
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while (ports[idx].mode != Shader::MODE_MAX) {
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if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == input_name) {
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code = "\t" + p_output_vars[0] + " = " + ports[idx].string + ";\n";
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break;
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}
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idx++;
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}
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idx++;
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}
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if (code == String()) {
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code = "\t" + p_output_vars[0] + " = 0.0;\n"; //default (none found) is scalar
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}
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if (code == String()) {
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code = "\t" + p_output_vars[0] + " = 0.0;\n"; //default (none found) is scalar
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}
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return code;
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return code;
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}
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}
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void VisualShaderNodeInput::set_input_name(String p_name) {
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@ -1535,7 +1535,7 @@ String VisualShaderNodeOutput::get_caption() const {
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return TTR("Output");
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}
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String VisualShaderNodeOutput::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const {
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String VisualShaderNodeOutput::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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int idx = 0;
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int count = 0;
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@ -200,7 +200,7 @@ public:
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virtual Vector<VisualShader::DefaultTextureParam> get_default_texture_parameters(VisualShader::Type p_type, int p_id) const;
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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) const = 0; //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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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 = 0; //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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virtual String get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const;
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@ -243,8 +243,7 @@ public:
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virtual String get_caption() const;
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virtual String generate_code_for_preview(VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) 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) 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;
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void set_input_name(String p_name);
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String get_input_name() const;
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@ -293,7 +292,7 @@ public:
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virtual String get_caption() 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) 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;
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VisualShaderNodeOutput();
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};
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@ -55,7 +55,7 @@ String VisualShaderNodeScalarConstant::get_output_port_name(int p_port) const {
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return ""; //no output port means the editor will be used as port
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}
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String VisualShaderNodeScalarConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const {
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String VisualShaderNodeScalarConstant::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] + " = " + vformat("%.6f", constant) + ";\n";
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}
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@ -114,7 +114,7 @@ String VisualShaderNodeColorConstant::get_output_port_name(int p_port) const {
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return p_port == 0 ? "" : "alpha"; //no output port means the editor will be used as port
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}
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String VisualShaderNodeColorConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const {
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String VisualShaderNodeColorConstant::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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String code;
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code += "\t" + p_output_vars[0] + " = " + vformat("vec3(%.6f,%.6f,%.6f)", constant.r, constant.g, constant.b) + ";\n";
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@ -178,7 +178,7 @@ String VisualShaderNodeVec3Constant::get_output_port_name(int p_port) const {
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return ""; //no output port means the editor will be used as port
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}
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String VisualShaderNodeVec3Constant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const {
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String VisualShaderNodeVec3Constant::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] + " = " + vformat("vec3(%.6f,%.6f,%.6f)", constant.x, constant.y, constant.z) + ";\n";
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}
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@ -236,7 +236,7 @@ String VisualShaderNodeTransformConstant::get_output_port_name(int p_port) const
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return ""; //no output port means the editor will be used as port
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}
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String VisualShaderNodeTransformConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const {
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String VisualShaderNodeTransformConstant::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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Transform t = constant;
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t.basis.transpose();
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@ -333,7 +333,7 @@ String VisualShaderNodeTexture::generate_global(Shader::Mode p_mode, VisualShade
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return String();
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}
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String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const {
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String VisualShaderNodeTexture::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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if (source == SOURCE_TEXTURE) {
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String id = make_unique_id(p_type, p_id, "tex");
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@ -357,7 +357,7 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader:
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if (source == SOURCE_SCREEN && (p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) {
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String code = "\t{\n";
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if (p_input_vars[0] == String()) { //none bound, do nothing
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if (p_input_vars[0] == String() || p_for_preview) { //none bound, do nothing
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code += "\t\tvec4 _tex_read = vec4(0.0);\n";
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@ -560,7 +560,7 @@ String VisualShaderNodeCubeMap::generate_global(Shader::Mode p_mode, VisualShade
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return u + ";";
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}
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String VisualShaderNodeCubeMap::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const {
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String VisualShaderNodeCubeMap::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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String id = make_unique_id(p_type, p_id, "cube");
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String code;
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@ -652,7 +652,7 @@ String VisualShaderNodeScalarOp::get_output_port_name(int p_port) const {
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return "op"; //no output port means the editor will be used as port
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}
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String VisualShaderNodeScalarOp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const {
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String VisualShaderNodeScalarOp::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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String code = "\t" + p_output_vars[0] + " = ";
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switch (op) {
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@ -738,7 +738,7 @@ String VisualShaderNodeVectorOp::get_output_port_name(int p_port) const {
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return "op"; //no output port means the editor will be used as port
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}
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String VisualShaderNodeVectorOp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const {
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String VisualShaderNodeVectorOp::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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String code = "\t" + p_output_vars[0] + " = ";
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switch (op) {
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@ -824,7 +824,7 @@ String VisualShaderNodeColorOp::get_output_port_name(int p_port) const {
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return "op"; //no output port means the editor will be used as port
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}
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String VisualShaderNodeColorOp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const {
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String VisualShaderNodeColorOp::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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String code;
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static const char *axisn[3] = { "x", "y", "z" };
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@ -972,7 +972,7 @@ String VisualShaderNodeTransformMult::get_output_port_name(int p_port) const {
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return "mult"; //no output port means the editor will be used as port
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}
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String VisualShaderNodeTransformMult::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const {
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String VisualShaderNodeTransformMult::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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if (op == OP_AxB) {
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return "\t" + p_output_vars[0] + " = " + p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
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@ -1041,7 +1041,7 @@ String VisualShaderNodeTransformVecMult::get_output_port_name(int p_port) const
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return ""; //no output port means the editor will be used as port
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}
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String VisualShaderNodeTransformVecMult::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const {
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String VisualShaderNodeTransformVecMult::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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if (op == OP_AxB) {
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return "\t" + p_output_vars[0] + " = ( " + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 1.0) ).xyz;\n";
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} else if (op == OP_BxA) {
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@ -1115,7 +1115,7 @@ String VisualShaderNodeScalarFunc::get_output_port_name(int p_port) const {
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return ""; //no output port means the editor will be used as port
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}
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String VisualShaderNodeScalarFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const {
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String VisualShaderNodeScalarFunc::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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static const char *scalar_func_id[FUNC_NEGATE + 1] = {
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"sin($)",
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@ -1220,7 +1220,7 @@ String VisualShaderNodeVectorFunc::get_output_port_name(int p_port) const {
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return ""; //no output port means the editor will be used as port
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}
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String VisualShaderNodeVectorFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const {
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String VisualShaderNodeVectorFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
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static const char *vec_func_id[FUNC_HSV2RGB + 1] = {
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"normalize($)",
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@ -1321,7 +1321,7 @@ String VisualShaderNodeDotProduct::get_output_port_name(int p_port) const {
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return "dot";
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}
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String VisualShaderNodeDotProduct::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const {
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String VisualShaderNodeDotProduct::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] + " = dot( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n";
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}
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@ -1356,7 +1356,7 @@ String VisualShaderNodeVectorLen::get_output_port_name(int p_port) const {
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return "length";
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}
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String VisualShaderNodeVectorLen::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const {
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String VisualShaderNodeVectorLen::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] + " = length( " + p_input_vars[0] + " );\n";
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}
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@ -1396,7 +1396,7 @@ String VisualShaderNodeScalarInterp::get_output_port_name(int p_port) const {
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return "mix";
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}
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String VisualShaderNodeScalarInterp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const {
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String VisualShaderNodeScalarInterp::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] + " = mix( " + p_input_vars[0] + " , " + p_input_vars[1] + " , " + p_input_vars[2] + " );\n";
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}
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@ -1438,7 +1438,7 @@ String VisualShaderNodeVectorInterp::get_output_port_name(int p_port) const {
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return "mix";
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}
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|
||||
String VisualShaderNodeVectorInterp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const {
|
||||
String VisualShaderNodeVectorInterp::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 "\t" + p_output_vars[0] + " = mix( " + p_input_vars[0] + " , " + p_input_vars[1] + " , " + p_input_vars[2] + " );\n";
|
||||
}
|
||||
|
||||
|
@ -1479,7 +1479,7 @@ String VisualShaderNodeVectorCompose::get_output_port_name(int p_port) const {
|
|||
return "vec";
|
||||
}
|
||||
|
||||
String VisualShaderNodeVectorCompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const {
|
||||
String VisualShaderNodeVectorCompose::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 "\t" + p_output_vars[0] + " = vec3( " + p_input_vars[0] + " , " + p_input_vars[1] + " , " + p_input_vars[2] + " );\n";
|
||||
}
|
||||
|
||||
|
@ -1524,7 +1524,7 @@ String VisualShaderNodeTransformCompose::get_output_port_name(int p_port) const
|
|||
return "xform";
|
||||
}
|
||||
|
||||
String VisualShaderNodeTransformCompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const {
|
||||
String VisualShaderNodeTransformCompose::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 "\t" + p_output_vars[0] + " = mat4( vec4(" + p_input_vars[0] + ", 0.0) , vec4(" + p_input_vars[1] + ", 0.0) , vec4(" + p_input_vars[2] + ",0.0), vec4(" + p_input_vars[3] + ",1.0) );\n";
|
||||
}
|
||||
|
||||
|
@ -1567,7 +1567,7 @@ String VisualShaderNodeVectorDecompose::get_output_port_name(int p_port) const {
|
|||
}
|
||||
}
|
||||
|
||||
String VisualShaderNodeVectorDecompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const {
|
||||
String VisualShaderNodeVectorDecompose::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 += "\t" + p_output_vars[0] + " = " + p_input_vars[0] + ".x;\n";
|
||||
code += "\t" + p_output_vars[1] + " = " + p_input_vars[0] + ".y;\n";
|
||||
|
@ -1613,7 +1613,7 @@ String VisualShaderNodeTransformDecompose::get_output_port_name(int p_port) cons
|
|||
}
|
||||
}
|
||||
|
||||
String VisualShaderNodeTransformDecompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const {
|
||||
String VisualShaderNodeTransformDecompose::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 += "\t" + p_output_vars[0] + " = " + p_input_vars[0] + "[0].xyz;\n";
|
||||
code += "\t" + p_output_vars[1] + " = " + p_input_vars[0] + "[1].xyz;\n";
|
||||
|
@ -1655,7 +1655,7 @@ String VisualShaderNodeScalarUniform::get_output_port_name(int p_port) const {
|
|||
String VisualShaderNodeScalarUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
|
||||
return "uniform float " + get_uniform_name() + ";\n";
|
||||
}
|
||||
String VisualShaderNodeScalarUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const {
|
||||
String VisualShaderNodeScalarUniform::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 "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
|
||||
}
|
||||
|
||||
|
@ -1693,7 +1693,7 @@ String VisualShaderNodeColorUniform::generate_global(Shader::Mode p_mode, Visual
|
|||
return "uniform vec4 " + get_uniform_name() + " : hint_color;\n";
|
||||
}
|
||||
|
||||
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) const {
|
||||
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 {
|
||||
String code = "\t" + p_output_vars[0] + " = " + get_uniform_name() + ".rgb;\n";
|
||||
code += "\t" + p_output_vars[1] + " = " + get_uniform_name() + ".a;\n";
|
||||
return code;
|
||||
|
@ -1731,7 +1731,7 @@ String VisualShaderNodeVec3Uniform::generate_global(Shader::Mode p_mode, VisualS
|
|||
return "uniform vec3 " + get_uniform_name() + ";\n";
|
||||
}
|
||||
|
||||
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) const {
|
||||
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 {
|
||||
return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
|
||||
}
|
||||
|
||||
|
@ -1767,7 +1767,7 @@ String VisualShaderNodeTransformUniform::generate_global(Shader::Mode p_mode, Vi
|
|||
return "uniform mat4 " + get_uniform_name() + ";\n";
|
||||
}
|
||||
|
||||
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) const {
|
||||
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 {
|
||||
return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
|
||||
}
|
||||
|
||||
|
@ -1823,7 +1823,7 @@ String VisualShaderNodeTextureUniform::generate_global(Shader::Mode p_mode, Visu
|
|||
return code;
|
||||
}
|
||||
|
||||
String VisualShaderNodeTextureUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const {
|
||||
String VisualShaderNodeTextureUniform::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 id = get_uniform_name();
|
||||
String code = "\t{\n";
|
||||
|
@ -1918,7 +1918,7 @@ String VisualShaderNodeCubeMapUniform::get_output_port_name(int p_port) const {
|
|||
return p_port == 0 ? "rgb" : "alpha";
|
||||
}
|
||||
|
||||
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) const {
|
||||
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 {
|
||||
return String();
|
||||
}
|
||||
|
||||
|
|
|
@ -53,7 +53,7 @@ public:
|
|||
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) 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
|
||||
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;
|
||||
|
@ -81,7 +81,7 @@ public:
|
|||
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) 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
|
||||
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;
|
||||
|
@ -109,7 +109,7 @@ public:
|
|||
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) 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
|
||||
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;
|
||||
|
@ -137,7 +137,7 @@ public:
|
|||
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) 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
|
||||
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;
|
||||
|
@ -187,7 +187,7 @@ public:
|
|||
|
||||
virtual Vector<VisualShader::DefaultTextureParam> 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) 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
|
||||
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;
|
||||
|
@ -240,7 +240,7 @@ public:
|
|||
|
||||
virtual Vector<VisualShader::DefaultTextureParam> 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) 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
|
||||
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<CubeMap> p_value);
|
||||
Ref<CubeMap> get_cube_map() const;
|
||||
|
@ -288,7 +288,7 @@ public:
|
|||
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) 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
|
||||
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;
|
||||
|
@ -333,7 +333,7 @@ public:
|
|||
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) 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
|
||||
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;
|
||||
|
@ -377,7 +377,7 @@ public:
|
|||
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) 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
|
||||
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;
|
||||
|
@ -414,7 +414,7 @@ public:
|
|||
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) 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
|
||||
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;
|
||||
|
@ -453,7 +453,7 @@ public:
|
|||
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) 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
|
||||
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;
|
||||
|
@ -510,7 +510,7 @@ public:
|
|||
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) 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
|
||||
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;
|
||||
|
@ -553,7 +553,7 @@ public:
|
|||
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) 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
|
||||
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;
|
||||
|
@ -581,7 +581,7 @@ public:
|
|||
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) 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
|
||||
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();
|
||||
};
|
||||
|
@ -602,7 +602,7 @@ public:
|
|||
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) 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
|
||||
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();
|
||||
};
|
||||
|
@ -623,7 +623,7 @@ public:
|
|||
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) 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
|
||||
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();
|
||||
};
|
||||
|
@ -644,7 +644,7 @@ public:
|
|||
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) 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
|
||||
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();
|
||||
};
|
||||
|
@ -665,7 +665,7 @@ public:
|
|||
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) 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
|
||||
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();
|
||||
};
|
||||
|
@ -686,7 +686,7 @@ public:
|
|||
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) 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
|
||||
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();
|
||||
};
|
||||
|
@ -707,7 +707,7 @@ public:
|
|||
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) 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
|
||||
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();
|
||||
};
|
||||
|
@ -728,7 +728,7 @@ public:
|
|||
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) 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
|
||||
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();
|
||||
};
|
||||
|
@ -750,7 +750,7 @@ public:
|
|||
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) 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
|
||||
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();
|
||||
};
|
||||
|
@ -770,7 +770,7 @@ public:
|
|||
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) 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
|
||||
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();
|
||||
};
|
||||
|
@ -790,7 +790,7 @@ public:
|
|||
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) 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
|
||||
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();
|
||||
};
|
||||
|
@ -810,7 +810,7 @@ public:
|
|||
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) 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
|
||||
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();
|
||||
};
|
||||
|
@ -851,7 +851,7 @@ public:
|
|||
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) 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
|
||||
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<StringName> get_editable_properties() const;
|
||||
|
||||
|
@ -883,7 +883,7 @@ public:
|
|||
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) 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
|
||||
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();
|
||||
};
|
||||
|
|
Loading…
Reference in New Issue