Merge pull request #71717 from Chaosus/vs_refactor_texture_get_code
This commit is contained in:
commit
6f2c0140f0
|
@ -58,13 +58,6 @@
|
|||
Sets the output port index which will be showed for preview. If set to [code]-1[/code] no port will be open for preview.
|
||||
</member>
|
||||
</members>
|
||||
<signals>
|
||||
<signal name="editor_refresh_request">
|
||||
<description>
|
||||
Emitted when the node requests an editor refresh. Currently called only in setter of [member VisualShaderNodeTexture.source], [VisualShaderNodeTexture], and [VisualShaderNodeCubemap] (and their derivatives).
|
||||
</description>
|
||||
</signal>
|
||||
</signals>
|
||||
<constants>
|
||||
<constant name="PORT_TYPE_SCALAR" value="0" enum="PortType">
|
||||
Floating-point scalar. Translated to [code]float[/code] type in shader code.
|
||||
|
|
|
@ -399,7 +399,6 @@ void VisualShaderNode::_bind_methods() {
|
|||
ADD_PROPERTY(PropertyInfo(Variant::INT, "output_port_for_preview"), "set_output_port_for_preview", "get_output_port_for_preview");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "default_input_values", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "set_default_input_values", "get_default_input_values");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "expanded_output_ports", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "_set_output_ports_expanded", "_get_output_ports_expanded");
|
||||
ADD_SIGNAL(MethodInfo("editor_refresh_request"));
|
||||
|
||||
BIND_ENUM_CONSTANT(PORT_TYPE_SCALAR);
|
||||
BIND_ENUM_CONSTANT(PORT_TYPE_SCALAR_INT);
|
||||
|
|
|
@ -756,194 +756,157 @@ Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture::get_default_t
|
|||
}
|
||||
|
||||
String VisualShaderNodeTexture::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
|
||||
if (source == SOURCE_TEXTURE) {
|
||||
String u = "uniform sampler2D " + make_unique_id(p_type, p_id, "tex");
|
||||
switch (texture_type) {
|
||||
case TYPE_DATA:
|
||||
break;
|
||||
case TYPE_COLOR:
|
||||
u += " : source_color";
|
||||
break;
|
||||
case TYPE_NORMAL_MAP:
|
||||
u += " : hint_normal";
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
return u + ";\n";
|
||||
} else if (source == SOURCE_SCREEN && (p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) {
|
||||
String u = "uniform sampler2D " + make_unique_id(p_type, p_id, "screen_tex");
|
||||
return u + " : hint_screen_texture;\n";
|
||||
} else if (source == SOURCE_DEPTH || source == SOURCE_3D_NORMAL || source == SOURCE_ROUGHNESS) {
|
||||
String sampler_name = "";
|
||||
String hint = " : ";
|
||||
if (source == SOURCE_DEPTH) {
|
||||
sampler_name = "depth_tex";
|
||||
hint += "hint_depth_texture;\n";
|
||||
} else if (source == SOURCE_3D_NORMAL) {
|
||||
sampler_name = "screen_normal_tex";
|
||||
hint += "hint_normal_roughness_texture;\n";
|
||||
} else if (source == SOURCE_ROUGHNESS) {
|
||||
sampler_name = "screen_roughness_tex";
|
||||
hint += "hint_normal_roughness_texture;\n";
|
||||
}
|
||||
return "uniform sampler2D " + make_unique_id(p_type, p_id, sampler_name) + hint;
|
||||
String code;
|
||||
|
||||
switch (source) {
|
||||
case SOURCE_TEXTURE: {
|
||||
code += "uniform sampler2D " + make_unique_id(p_type, p_id, "tex");
|
||||
switch (texture_type) {
|
||||
case TYPE_DATA: {
|
||||
} break;
|
||||
case TYPE_COLOR: {
|
||||
code += " : source_color";
|
||||
} break;
|
||||
case TYPE_NORMAL_MAP: {
|
||||
code += " : hint_normal";
|
||||
} break;
|
||||
default: {
|
||||
} break;
|
||||
}
|
||||
code += ";\n";
|
||||
} break;
|
||||
case SOURCE_SCREEN: {
|
||||
if ((p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) {
|
||||
code += "uniform sampler2D " + make_unique_id(p_type, p_id, "screen_tex") + " : hint_screen_texture;\n";
|
||||
}
|
||||
} break;
|
||||
case SOURCE_DEPTH:
|
||||
case SOURCE_3D_NORMAL:
|
||||
case SOURCE_ROUGHNESS: {
|
||||
if (p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) {
|
||||
String sampler_name = "";
|
||||
String hint = " : ";
|
||||
if (source == SOURCE_DEPTH) {
|
||||
sampler_name = "depth_tex";
|
||||
hint += "hint_depth_texture;\n";
|
||||
} else {
|
||||
sampler_name = source == SOURCE_ROUGHNESS ? "roughness_tex" : "normal_roughness_tex";
|
||||
hint += "hint_normal_roughness_texture;\n";
|
||||
}
|
||||
code += "uniform sampler2D " + make_unique_id(p_type, p_id, sampler_name) + hint;
|
||||
}
|
||||
} break;
|
||||
default: {
|
||||
} break;
|
||||
}
|
||||
|
||||
return String();
|
||||
return code;
|
||||
}
|
||||
|
||||
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 {
|
||||
String default_uv;
|
||||
if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
|
||||
default_uv = "UV";
|
||||
if (source == SOURCE_SCREEN) {
|
||||
default_uv = "SCREEN_UV";
|
||||
} else {
|
||||
default_uv = "UV";
|
||||
}
|
||||
} else {
|
||||
default_uv = "vec2(0.0)";
|
||||
}
|
||||
|
||||
String code;
|
||||
if (source == SOURCE_TEXTURE) {
|
||||
String id = make_unique_id(p_type, p_id, "tex");
|
||||
if (p_input_vars[0].is_empty()) { // Use UV by default.
|
||||
if (p_input_vars[1].is_empty()) {
|
||||
code += " " + p_output_vars[0] + " = texture(" + id + ", " + default_uv + ");\n";
|
||||
} else {
|
||||
code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
|
||||
}
|
||||
} else if (p_input_vars[1].is_empty()) {
|
||||
//no lod
|
||||
code += " " + p_output_vars[0] + " = texture(" + id + ", " + p_input_vars[0] + ");\n";
|
||||
} else {
|
||||
code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
|
||||
}
|
||||
return code;
|
||||
}
|
||||
String uv = p_input_vars[0].is_empty() ? default_uv : p_input_vars[0];
|
||||
|
||||
if (source == SOURCE_PORT) {
|
||||
String id = p_input_vars[2];
|
||||
if (id.is_empty()) {
|
||||
code += " " + p_output_vars[0] + " = vec4(0.0);\n";
|
||||
} else {
|
||||
if (p_input_vars[0].is_empty()) { // Use UV by default.
|
||||
if (p_input_vars[1].is_empty()) {
|
||||
code += " " + p_output_vars[0] + " = texture(" + id + ", " + default_uv + ");\n";
|
||||
} else {
|
||||
code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
|
||||
switch (source) {
|
||||
case SOURCE_PORT:
|
||||
case SOURCE_TEXTURE: {
|
||||
String id;
|
||||
if (source == SOURCE_PORT) {
|
||||
id = p_input_vars[2];
|
||||
if (id.is_empty()) {
|
||||
break;
|
||||
}
|
||||
} else if (p_input_vars[1].is_empty()) {
|
||||
//no lod
|
||||
code += " " + p_output_vars[0] + " = texture(" + id + ", " + p_input_vars[0] + ");\n";
|
||||
} else {
|
||||
code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
|
||||
} else { // SOURCE_TEXTURE
|
||||
id = make_unique_id(p_type, p_id, "tex");
|
||||
}
|
||||
}
|
||||
return code;
|
||||
}
|
||||
|
||||
if (source == SOURCE_SCREEN && (p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) {
|
||||
String id = make_unique_id(p_type, p_id, "screen_tex");
|
||||
if (p_input_vars[0].is_empty() || p_for_preview) { // Use UV by default.
|
||||
if (p_input_vars[1].is_empty()) {
|
||||
code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + default_uv + ", 0.0);\n";
|
||||
code += " " + p_output_vars[0] + " = texture(" + id + ", " + uv + ");\n";
|
||||
} else {
|
||||
code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
|
||||
code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + uv + ", " + p_input_vars[1] + ");\n";
|
||||
}
|
||||
} else if (p_input_vars[1].is_empty()) {
|
||||
//no lod
|
||||
code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + p_input_vars[0] + ", 0.0);\n";
|
||||
} else {
|
||||
code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
|
||||
}
|
||||
return code;
|
||||
}
|
||||
|
||||
if (source == SOURCE_2D_TEXTURE && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
|
||||
if (p_input_vars[0].is_empty()) { // Use UV by default.
|
||||
if (p_input_vars[1].is_empty()) {
|
||||
code += " " + p_output_vars[0] + " = texture(TEXTURE, " + default_uv + ");\n";
|
||||
} else {
|
||||
code += " " + p_output_vars[0] + " = textureLod(TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
|
||||
}
|
||||
} else if (p_input_vars[1].is_empty()) {
|
||||
//no lod
|
||||
code += " " + p_output_vars[0] + " = texture(TEXTURE, " + p_input_vars[0] + ");\n";
|
||||
} else {
|
||||
code += " " + p_output_vars[0] + " = textureLod(TEXTURE, " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
|
||||
}
|
||||
return code;
|
||||
}
|
||||
|
||||
if (source == SOURCE_2D_NORMAL && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
|
||||
if (p_input_vars[0].is_empty()) { // Use UV by default.
|
||||
if (p_input_vars[1].is_empty()) {
|
||||
code += " " + p_output_vars[0] + " = texture(NORMAL_TEXTURE, " + default_uv + ");\n";
|
||||
} else {
|
||||
code += " " + p_output_vars[0] + " = textureLod(NORMAL_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
|
||||
}
|
||||
} else if (p_input_vars[1].is_empty()) {
|
||||
//no lod
|
||||
code += " " + p_output_vars[0] + " = texture(NORMAL_TEXTURE, " + p_input_vars[0] + ".xy);\n";
|
||||
} else {
|
||||
code += " " + p_output_vars[0] + " = textureLod(NORMAL_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
|
||||
}
|
||||
return code;
|
||||
}
|
||||
|
||||
if (source == SOURCE_DEPTH || source == SOURCE_ROUGHNESS) {
|
||||
if (!p_for_preview && p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) {
|
||||
String var_name = "";
|
||||
String sampler_name = "";
|
||||
|
||||
if (source == SOURCE_DEPTH) {
|
||||
var_name = "_depth";
|
||||
sampler_name = "depth_tex";
|
||||
} else if (source == SOURCE_ROUGHNESS) {
|
||||
var_name = "_screen_roughness";
|
||||
sampler_name = "screen_roughness_tex";
|
||||
}
|
||||
|
||||
String id = make_unique_id(p_type, p_id, sampler_name);
|
||||
code += " {\n";
|
||||
if (p_input_vars[0].is_empty()) { // Use UV by default.
|
||||
if (p_input_vars[1].is_empty()) {
|
||||
code += " float " + var_name + " = texture(" + id + ", " + default_uv + ").r;\n";
|
||||
} else {
|
||||
code += " float " + var_name + " = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ").r;\n";
|
||||
}
|
||||
} else if (p_input_vars[1].is_empty()) {
|
||||
//no lod
|
||||
code += " float " + var_name + " = texture(" + id + ", " + p_input_vars[0] + ".xy).r;\n";
|
||||
} else {
|
||||
code += " float " + var_name + " = textureLod(" + id + ", " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ").r;\n";
|
||||
}
|
||||
|
||||
code += " " + p_output_vars[0] + " = vec4(" + var_name + ", " + var_name + ", " + var_name + ", 1.0);\n";
|
||||
code += " }\n";
|
||||
return code;
|
||||
}
|
||||
}
|
||||
|
||||
if (source == SOURCE_3D_NORMAL) {
|
||||
if (!p_for_preview && p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) {
|
||||
String id = make_unique_id(p_type, p_id, "screen_normal_tex");
|
||||
code += " {\n";
|
||||
if (p_input_vars[0].is_empty()) { // Use UV by default.
|
||||
} break;
|
||||
case SOURCE_SCREEN: {
|
||||
if ((p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) {
|
||||
String id = make_unique_id(p_type, p_id, "screen_tex");
|
||||
if (p_input_vars[1].is_empty()) {
|
||||
code += " vec3 _screen_normal = texture(" + id + ", " + default_uv + ").xyz;\n";
|
||||
code += " " + p_output_vars[0] + " = texture(" + id + ", " + uv + ");\n";
|
||||
} else {
|
||||
code += " vec3 _screen_normal = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ").xyz;\n";
|
||||
code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + uv + ", " + p_input_vars[1] + ");\n";
|
||||
}
|
||||
} else if (p_input_vars[1].is_empty()) {
|
||||
//no lod
|
||||
code += " vec3 _screen_normal = texture(" + id + ", " + p_input_vars[0] + ".xy).xyz;\n";
|
||||
} else {
|
||||
code += " vec3 _screen_normal = textureLod(" + id + ", " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ").xyz;\n";
|
||||
return code;
|
||||
}
|
||||
} break;
|
||||
case SOURCE_2D_NORMAL:
|
||||
case SOURCE_2D_TEXTURE: {
|
||||
if (p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
|
||||
String id = source == SOURCE_2D_TEXTURE ? "TEXTURE" : "NORMAL_TEXTURE";
|
||||
|
||||
code += " " + p_output_vars[0] + " = vec4(_screen_normal, 1.0);\n";
|
||||
code += " }\n";
|
||||
return code;
|
||||
}
|
||||
if (p_input_vars[1].is_empty()) {
|
||||
code += " " + p_output_vars[0] + " = texture(" + id + ", " + uv + ");\n";
|
||||
} else {
|
||||
code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + uv + ", " + p_input_vars[1] + ");\n";
|
||||
}
|
||||
return code;
|
||||
}
|
||||
} break;
|
||||
case SOURCE_3D_NORMAL:
|
||||
case SOURCE_ROUGHNESS:
|
||||
case SOURCE_DEPTH: {
|
||||
if (!p_for_preview && p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) {
|
||||
String var_name = "";
|
||||
String sampler_name = "";
|
||||
|
||||
switch (source) {
|
||||
case SOURCE_DEPTH: {
|
||||
var_name = "_depth";
|
||||
sampler_name = "depth_tex";
|
||||
} break;
|
||||
case SOURCE_ROUGHNESS: {
|
||||
var_name = "_roughness";
|
||||
sampler_name = "roughness_tex";
|
||||
} break;
|
||||
case SOURCE_3D_NORMAL: {
|
||||
var_name = "_normal";
|
||||
sampler_name = "normal_roughness_tex";
|
||||
} break;
|
||||
default: {
|
||||
} break;
|
||||
}
|
||||
|
||||
String id = make_unique_id(p_type, p_id, sampler_name);
|
||||
String type = source == SOURCE_3D_NORMAL ? "vec3" : "float";
|
||||
String components = source == SOURCE_3D_NORMAL ? "rgb" : "r";
|
||||
|
||||
code += " {\n";
|
||||
if (p_input_vars[1].is_empty()) {
|
||||
code += " " + type + " " + var_name + " = texture(" + id + ", " + uv + ")." + components + ";\n";
|
||||
} else {
|
||||
code += " " + type + " " + var_name + " = textureLod(" + id + ", " + uv + ", " + p_input_vars[1] + ")." + components + ";\n";
|
||||
}
|
||||
if (source == SOURCE_3D_NORMAL) {
|
||||
code += " " + p_output_vars[0] + " = vec4(" + var_name + ", 1.0);\n";
|
||||
} else {
|
||||
code += " " + p_output_vars[0] + " = vec4(" + var_name + ", " + var_name + ", " + var_name + ", 1.0);\n";
|
||||
}
|
||||
code += " }\n";
|
||||
|
||||
return code;
|
||||
}
|
||||
} break;
|
||||
default: {
|
||||
} break;
|
||||
}
|
||||
|
||||
code += " " + p_output_vars[0] + " = vec4(0.0);\n";
|
||||
|
@ -985,7 +948,6 @@ void VisualShaderNodeTexture::set_source(Source p_source) {
|
|||
}
|
||||
source = p_source;
|
||||
emit_changed();
|
||||
emit_signal(SNAME("editor_refresh_request"));
|
||||
}
|
||||
|
||||
VisualShaderNodeTexture::Source VisualShaderNodeTexture::get_source() const {
|
||||
|
@ -1029,31 +991,34 @@ String VisualShaderNodeTexture::get_warning(Shader::Mode p_mode, VisualShader::T
|
|||
return RTR("The sampler port is connected but not used. Consider changing the source to 'SamplerPort'.");
|
||||
}
|
||||
|
||||
if (source == SOURCE_TEXTURE) {
|
||||
return String(); // all good
|
||||
}
|
||||
|
||||
if (source == SOURCE_PORT) {
|
||||
return String(); // all good
|
||||
}
|
||||
|
||||
if (source == SOURCE_SCREEN && (p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) {
|
||||
return String(); // all good
|
||||
}
|
||||
|
||||
if (source == SOURCE_2D_TEXTURE && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
|
||||
return String(); // all good
|
||||
}
|
||||
|
||||
if (source == SOURCE_2D_NORMAL && p_mode == Shader::MODE_CANVAS_ITEM) {
|
||||
return String(); // all good
|
||||
}
|
||||
|
||||
if ((source == SOURCE_DEPTH || source == SOURCE_3D_NORMAL || source == SOURCE_ROUGHNESS) && p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) {
|
||||
if (get_output_port_for_preview() == 0) { // DEPTH_TEXTURE and NORMAL_ROUGHNESS_TEXTURE are not supported in preview(canvas_item) shader
|
||||
return RTR("Invalid source for preview.");
|
||||
}
|
||||
return String(); // all good
|
||||
switch (source) {
|
||||
case SOURCE_TEXTURE:
|
||||
case SOURCE_PORT: {
|
||||
return String(); // All good.
|
||||
} break;
|
||||
case SOURCE_SCREEN: {
|
||||
if ((p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) {
|
||||
return String(); // All good.
|
||||
}
|
||||
} break;
|
||||
case SOURCE_2D_NORMAL:
|
||||
case SOURCE_2D_TEXTURE: {
|
||||
if (p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
|
||||
return String(); // All good.
|
||||
}
|
||||
} break;
|
||||
case SOURCE_3D_NORMAL:
|
||||
case SOURCE_ROUGHNESS:
|
||||
case SOURCE_DEPTH: {
|
||||
if (p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) {
|
||||
if (get_output_port_for_preview() == 0) { // Not supported in preview(canvas_item) shader.
|
||||
return RTR("Invalid source for preview.");
|
||||
}
|
||||
return String(); // All good.
|
||||
}
|
||||
} break;
|
||||
default: {
|
||||
} break;
|
||||
}
|
||||
|
||||
return RTR("Invalid source for shader.");
|
||||
|
@ -1321,6 +1286,17 @@ bool VisualShaderNodeSample3D::is_input_port_default(int p_port, Shader::Mode p_
|
|||
}
|
||||
|
||||
String VisualShaderNodeSample3D::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;
|
||||
String id;
|
||||
if (source == SOURCE_TEXTURE) {
|
||||
id = make_unique_id(p_type, p_id, "tex3d");
|
||||
} else { // SOURCE_PORT
|
||||
id = p_input_vars[2];
|
||||
if (id.is_empty()) {
|
||||
code += " " + p_output_vars[0] + " = vec4(0.0);\n";
|
||||
return code;
|
||||
}
|
||||
}
|
||||
String default_uv;
|
||||
if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
|
||||
default_uv = "vec3(UV, 0.0)";
|
||||
|
@ -1328,33 +1304,12 @@ String VisualShaderNodeSample3D::generate_code(Shader::Mode p_mode, VisualShader
|
|||
default_uv = "vec3(0.0)";
|
||||
}
|
||||
|
||||
String code;
|
||||
if (source == SOURCE_TEXTURE || source == SOURCE_PORT) {
|
||||
String id;
|
||||
if (source == SOURCE_TEXTURE) {
|
||||
id = make_unique_id(p_type, p_id, "tex3d");
|
||||
} else {
|
||||
id = p_input_vars[2];
|
||||
}
|
||||
if (!id.is_empty()) {
|
||||
if (p_input_vars[0].is_empty()) { // Use UV by default.
|
||||
if (p_input_vars[1].is_empty()) {
|
||||
code += " " + p_output_vars[0] + " = texture(" + id + ", " + default_uv + ");\n";
|
||||
} else {
|
||||
code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
|
||||
}
|
||||
} else if (p_input_vars[1].is_empty()) {
|
||||
//no lod
|
||||
code += " " + p_output_vars[0] + " = texture(" + id + ", " + p_input_vars[0] + ");\n";
|
||||
} else {
|
||||
code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
|
||||
}
|
||||
} else {
|
||||
code += " " + p_output_vars[0] + " = vec4(0.0);\n";
|
||||
}
|
||||
return code;
|
||||
String uv = p_input_vars[0].is_empty() ? default_uv : p_input_vars[0];
|
||||
if (p_input_vars[1].is_empty()) {
|
||||
code += " " + p_output_vars[0] + " = texture(" + id + ", " + uv + ");\n";
|
||||
} else {
|
||||
code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + uv + ", " + p_input_vars[1] + ");\n";
|
||||
}
|
||||
code += " " + p_output_vars[0] + " = vec4(0.0);\n";
|
||||
return code;
|
||||
}
|
||||
|
||||
|
@ -1365,7 +1320,6 @@ void VisualShaderNodeSample3D::set_source(Source p_source) {
|
|||
}
|
||||
source = p_source;
|
||||
emit_changed();
|
||||
emit_signal(SNAME("editor_refresh_request"));
|
||||
}
|
||||
|
||||
VisualShaderNodeSample3D::Source VisualShaderNodeSample3D::get_source() const {
|
||||
|
@ -1387,14 +1341,7 @@ String VisualShaderNodeSample3D::get_warning(Shader::Mode p_mode, VisualShader::
|
|||
if (is_input_port_connected(2) && source != SOURCE_PORT) {
|
||||
return RTR("The sampler port is connected but not used. Consider changing the source to 'SamplerPort'.");
|
||||
}
|
||||
|
||||
if (source == SOURCE_TEXTURE) {
|
||||
return String(); // all good
|
||||
}
|
||||
if (source == SOURCE_PORT) {
|
||||
return String(); // all good
|
||||
}
|
||||
return RTR("Invalid source for shader.");
|
||||
return String();
|
||||
}
|
||||
|
||||
VisualShaderNodeSample3D::VisualShaderNodeSample3D() {
|
||||
|
@ -1600,6 +1547,19 @@ String VisualShaderNodeCubemap::generate_global(Shader::Mode p_mode, VisualShade
|
|||
}
|
||||
|
||||
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 {
|
||||
String code;
|
||||
String id;
|
||||
|
||||
if (source == SOURCE_TEXTURE) {
|
||||
id = make_unique_id(p_type, p_id, "cube");
|
||||
} else { // SOURCE_PORT
|
||||
id = p_input_vars[2];
|
||||
if (id.is_empty()) {
|
||||
code += " " + p_output_vars[0] + " = vec4(0.0);\n";
|
||||
return code;
|
||||
}
|
||||
}
|
||||
|
||||
String default_uv;
|
||||
if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
|
||||
default_uv = "vec3(UV, 0.0)";
|
||||
|
@ -1607,35 +1567,13 @@ String VisualShaderNodeCubemap::generate_code(Shader::Mode p_mode, VisualShader:
|
|||
default_uv = "vec3(0.0)";
|
||||
}
|
||||
|
||||
String code;
|
||||
String id;
|
||||
if (source == SOURCE_TEXTURE) {
|
||||
id = make_unique_id(p_type, p_id, "cube");
|
||||
} else if (source == SOURCE_PORT) {
|
||||
id = p_input_vars[2];
|
||||
String uv = p_input_vars[0].is_empty() ? default_uv : p_input_vars[0];
|
||||
if (p_input_vars[1].is_empty()) {
|
||||
code += " " + p_output_vars[0] + " = texture(" + id + ", " + uv + ");\n";
|
||||
} else {
|
||||
return code;
|
||||
code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + uv + ", " + p_input_vars[1] + ");\n";
|
||||
}
|
||||
|
||||
if (id.is_empty()) {
|
||||
code += " " + p_output_vars[0] + " = vec4(0.0);\n";
|
||||
return code;
|
||||
}
|
||||
|
||||
if (p_input_vars[0].is_empty()) { // Use UV by default.
|
||||
|
||||
if (p_input_vars[1].is_empty()) {
|
||||
code += " " + p_output_vars[0] + " = texture(" + id + ", " + default_uv + ");\n";
|
||||
} else {
|
||||
code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
|
||||
}
|
||||
|
||||
} else if (p_input_vars[1].is_empty()) {
|
||||
//no lod
|
||||
code += " " + p_output_vars[0] + " = texture(" + id + ", " + p_input_vars[0] + ");\n";
|
||||
} else {
|
||||
code += " " + p_output_vars[0] + " = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
|
||||
}
|
||||
return code;
|
||||
}
|
||||
|
||||
|
@ -1655,7 +1593,6 @@ void VisualShaderNodeCubemap::set_source(Source p_source) {
|
|||
}
|
||||
source = p_source;
|
||||
emit_changed();
|
||||
emit_signal(SNAME("editor_refresh_request"));
|
||||
}
|
||||
|
||||
VisualShaderNodeCubemap::Source VisualShaderNodeCubemap::get_source() const {
|
||||
|
|
Loading…
Reference in New Issue