Add few improvements for `VisualShaderNodeParticleRandomness`
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964fc6e15d
commit
87eafe48b8
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@ -21,7 +21,10 @@
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<constant name="OP_TYPE_VECTOR_3D" value="2" enum="OpType">
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<constant name="OP_TYPE_VECTOR_3D" value="2" enum="OpType">
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A 3D vector type.
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A 3D vector type.
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</constant>
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</constant>
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<constant name="OP_TYPE_MAX" value="3" enum="OpType">
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<constant name="OP_TYPE_VECTOR_4D" value="3" enum="OpType">
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A 4D vector type.
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</constant>
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<constant name="OP_TYPE_MAX" value="4" enum="OpType">
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Represents the size of the [enum OpType] enum.
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Represents the size of the [enum OpType] enum.
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</constant>
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</constant>
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</constants>
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</constants>
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@ -2508,14 +2508,6 @@ void VisualShader::_update_shader() const {
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global_compute_code += " return __rand_from_seed(seed) * (to - from) + from;\n";
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global_compute_code += " return __rand_from_seed(seed) * (to - from) + from;\n";
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global_compute_code += "}\n\n";
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global_compute_code += "}\n\n";
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global_compute_code += "vec2 __randv2_range(inout uint seed, vec2 from, vec2 to) {\n";
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global_compute_code += " return vec2(__randf_range(seed, from.x, to.x), __randf_range(seed, from.y, to.y));\n";
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global_compute_code += "}\n\n";
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global_compute_code += "vec3 __randv3_range(inout uint seed, vec3 from, vec3 to) {\n";
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global_compute_code += " return vec3(__randf_range(seed, from.x, to.x), __randf_range(seed, from.y, to.y), __randf_range(seed, from.z, to.z));\n";
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global_compute_code += "}\n\n";
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global_compute_code += "uint __hash(uint x) {\n";
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global_compute_code += "uint __hash(uint x) {\n";
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global_compute_code += " x = ((x >> uint(16)) ^ x) * uint(73244475);\n";
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global_compute_code += " x = ((x >> uint(16)) ^ x) * uint(73244475);\n";
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global_compute_code += " x = ((x >> uint(16)) ^ x) * uint(73244475);\n";
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global_compute_code += " x = ((x >> uint(16)) ^ x) * uint(73244475);\n";
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@ -911,11 +911,12 @@ void VisualShaderNodeParticleRandomness::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeParticleRandomness::set_op_type);
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ClassDB::bind_method(D_METHOD("set_op_type", "type"), &VisualShaderNodeParticleRandomness::set_op_type);
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ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeParticleRandomness::get_op_type);
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ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeParticleRandomness::get_op_type);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector2,Vector3"), "set_op_type", "get_op_type");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector2,Vector3,Vector4"), "set_op_type", "get_op_type");
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BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
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BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
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BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
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BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
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BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
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BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
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BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
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BIND_ENUM_CONSTANT(OP_TYPE_MAX);
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BIND_ENUM_CONSTANT(OP_TYPE_MAX);
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}
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}
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@ -939,6 +940,8 @@ VisualShaderNodeParticleRandomness::PortType VisualShaderNodeParticleRandomness:
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return PORT_TYPE_VECTOR_2D;
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return PORT_TYPE_VECTOR_2D;
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case OP_TYPE_VECTOR_3D:
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case OP_TYPE_VECTOR_3D:
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return PORT_TYPE_VECTOR_3D;
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return PORT_TYPE_VECTOR_3D;
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case OP_TYPE_VECTOR_4D:
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return PORT_TYPE_VECTOR_4D;
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default:
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default:
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break;
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break;
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}
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}
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@ -950,48 +953,69 @@ String VisualShaderNodeParticleRandomness::get_output_port_name(int p_port) cons
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}
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}
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int VisualShaderNodeParticleRandomness::get_input_port_count() const {
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int VisualShaderNodeParticleRandomness::get_input_port_count() const {
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return 2;
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return 3;
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}
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}
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VisualShaderNodeParticleRandomness::PortType VisualShaderNodeParticleRandomness::get_input_port_type(int p_port) const {
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VisualShaderNodeParticleRandomness::PortType VisualShaderNodeParticleRandomness::get_input_port_type(int p_port) const {
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switch (op_type) {
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switch (p_port) {
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case OP_TYPE_VECTOR_2D:
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case 0:
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return PORT_TYPE_VECTOR_2D;
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return PORT_TYPE_SCALAR_UINT;
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case OP_TYPE_VECTOR_3D:
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case 1:
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return PORT_TYPE_VECTOR_3D;
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case 2:
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default:
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switch (op_type) {
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case OP_TYPE_VECTOR_2D:
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return PORT_TYPE_VECTOR_2D;
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case OP_TYPE_VECTOR_3D:
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return PORT_TYPE_VECTOR_3D;
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case OP_TYPE_VECTOR_4D:
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return PORT_TYPE_VECTOR_4D;
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default:
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break;
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}
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break;
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break;
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}
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}
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return PORT_TYPE_SCALAR;
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return PORT_TYPE_SCALAR;
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}
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}
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String VisualShaderNodeParticleRandomness::get_input_port_name(int p_port) const {
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String VisualShaderNodeParticleRandomness::get_input_port_name(int p_port) const {
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if (p_port == 0) {
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switch (p_port) {
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return "min";
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case 0:
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} else if (p_port == 1) {
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return "seed";
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return "max";
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case 1:
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return "min";
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case 2:
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return "max";
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}
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}
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return String();
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return String();
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}
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}
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String VisualShaderNodeParticleRandomness::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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bool VisualShaderNodeParticleRandomness::is_input_port_default(int p_port, Shader::Mode p_mode) const {
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return p_port == 0; // seed
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}
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String VisualShaderNodeParticleRandomness::generate_global_per_node(Shader::Mode p_mode, int p_id) const {
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String code;
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String code;
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switch (op_type) {
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case OP_TYPE_SCALAR: {
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code += "vec2 __randv2_range(inout uint seed, vec2 from, vec2 to) {\n";
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code += vformat(" %s = __randf_range(__seed, %s, %s);\n", p_output_vars[0], p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0], p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]);
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code += " return vec2(__randf_range(seed, from.x, to.x), __randf_range(seed, from.y, to.y));\n";
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} break;
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code += "}\n\n";
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case OP_TYPE_VECTOR_2D: {
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code += vformat(" %s = __randv2_range(__seed, %s, %s);\n", p_output_vars[0], p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0], p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]);
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code += "vec3 __randv3_range(inout uint seed, vec3 from, vec3 to) {\n";
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} break;
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code += " return vec3(__randf_range(seed, from.x, to.x), __randf_range(seed, from.y, to.y), __randf_range(seed, from.z, to.z));\n";
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case OP_TYPE_VECTOR_3D: {
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code += "}\n\n";
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code += vformat(" %s = __randv3_range(__seed, %s, %s);\n", p_output_vars[0], p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0], p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]);
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} break;
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code += "vec4 __randv4_range(inout uint seed, vec4 from, vec4 to) {\n";
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default:
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code += " return vec4(__randf_range(seed, from.x, to.x), __randf_range(seed, from.y, to.y), __randf_range(seed, from.z, to.z), __randf_range(seed, from.w, to.w));\n";
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break;
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code += "}\n\n";
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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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String VisualShaderNodeParticleRandomness::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 *func[(int)OP_TYPE_MAX] = { "__randf_range", "__randv2_range", "__randv3_range", "__randv4_range" };
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return vformat(" %s = %s(%s, %s, %s);\n", p_output_vars[0], func[op_type], p_input_vars[0].is_empty() ? "__seed" : p_input_vars[0], p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1], p_input_vars[2].is_empty() ? (String)get_input_port_default_value(2) : p_input_vars[2]);
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}
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void VisualShaderNodeParticleRandomness::set_op_type(OpType p_op_type) {
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void VisualShaderNodeParticleRandomness::set_op_type(OpType p_op_type) {
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ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
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ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
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if (op_type == p_op_type) {
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if (op_type == p_op_type) {
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@ -999,16 +1023,20 @@ void VisualShaderNodeParticleRandomness::set_op_type(OpType p_op_type) {
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}
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}
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switch (p_op_type) {
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switch (p_op_type) {
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case OP_TYPE_SCALAR: {
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case OP_TYPE_SCALAR: {
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set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
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set_input_port_default_value(1, 0.0, get_input_port_default_value(1));
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set_input_port_default_value(1, 0.0, get_input_port_default_value(1));
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set_input_port_default_value(2, 0.0, get_input_port_default_value(2));
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} break;
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} break;
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case OP_TYPE_VECTOR_2D: {
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case OP_TYPE_VECTOR_2D: {
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set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
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set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
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set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
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set_input_port_default_value(2, Vector2(), get_input_port_default_value(2));
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} break;
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} break;
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case OP_TYPE_VECTOR_3D: {
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case OP_TYPE_VECTOR_3D: {
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set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
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set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
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set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
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set_input_port_default_value(2, Vector3(), get_input_port_default_value(2));
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} break;
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case OP_TYPE_VECTOR_4D: {
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set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
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set_input_port_default_value(2, Quaternion(), get_input_port_default_value(2));
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} break;
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} break;
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default:
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default:
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break;
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break;
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@ -1026,8 +1054,8 @@ bool VisualShaderNodeParticleRandomness::has_output_port_preview(int p_port) con
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}
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}
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VisualShaderNodeParticleRandomness::VisualShaderNodeParticleRandomness() {
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VisualShaderNodeParticleRandomness::VisualShaderNodeParticleRandomness() {
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set_input_port_default_value(0, -1.0);
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set_input_port_default_value(1, -1.0);
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set_input_port_default_value(1, 1.0);
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set_input_port_default_value(2, 1.0);
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}
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}
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// VisualShaderNodeParticleAccelerator
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// VisualShaderNodeParticleAccelerator
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@ -216,6 +216,7 @@ public:
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OP_TYPE_SCALAR,
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OP_TYPE_SCALAR,
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OP_TYPE_VECTOR_2D,
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OP_TYPE_VECTOR_2D,
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OP_TYPE_VECTOR_3D,
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OP_TYPE_VECTOR_3D,
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OP_TYPE_VECTOR_4D,
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OP_TYPE_MAX,
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OP_TYPE_MAX,
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};
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};
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@ -232,12 +233,14 @@ public:
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virtual int get_input_port_count() const override;
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virtual int get_input_port_count() const override;
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virtual PortType get_input_port_type(int p_port) const override;
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virtual PortType get_input_port_type(int p_port) const override;
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virtual String get_input_port_name(int p_port) const override;
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virtual String get_input_port_name(int p_port) const override;
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virtual bool is_input_port_default(int p_port, Shader::Mode p_mode) const override;
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virtual int get_output_port_count() const override;
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virtual int get_output_port_count() const override;
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virtual PortType get_output_port_type(int p_port) const override;
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virtual PortType get_output_port_type(int p_port) const override;
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virtual String get_output_port_name(int p_port) const override;
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virtual String get_output_port_name(int p_port) const override;
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virtual bool has_output_port_preview(int p_port) const override;
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virtual bool has_output_port_preview(int p_port) const override;
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virtual String generate_global_per_node(Shader::Mode p_mode, int p_id) const override;
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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 override;
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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 override;
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void set_op_type(OpType p_type);
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void set_op_type(OpType p_type);
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