Changed `TransformMult` node to `TransformOp` in visual shaders
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974cc68fb4
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@ -1,32 +0,0 @@
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="VisualShaderNodeTransformMult" inherits="VisualShaderNode" version="4.0">
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<brief_description>
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Multiplies [Transform3D] by [Transform3D] within the visual shader graph.
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</brief_description>
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<description>
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A multiplication operation on two transforms (4x4 matrices), with support for different multiplication operators.
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</description>
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<tutorials>
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</tutorials>
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<methods>
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</methods>
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<members>
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<member name="operator" type="int" setter="set_operator" getter="get_operator" enum="VisualShaderNodeTransformMult.Operator" default="0">
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The multiplication type to be performed on the transforms. See [enum Operator] for options.
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</member>
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</members>
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<constants>
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<constant name="OP_AxB" value="0" enum="Operator">
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Multiplies transform [code]a[/code] by the transform [code]b[/code].
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</constant>
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<constant name="OP_BxA" value="1" enum="Operator">
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Multiplies transform [code]b[/code] by the transform [code]a[/code].
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</constant>
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<constant name="OP_AxB_COMP" value="2" enum="Operator">
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Performs a component-wise multiplication of transform [code]a[/code] by the transform [code]b[/code].
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</constant>
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<constant name="OP_BxA_COMP" value="3" enum="Operator">
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Performs a component-wise multiplication of transform [code]b[/code] by the transform [code]a[/code].
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</constant>
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</constants>
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</class>
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@ -0,0 +1,50 @@
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="VisualShaderNodeTransformOp" inherits="VisualShaderNode" version="4.0">
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<brief_description>
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A [Transform3D] operator to be used within the visual shader graph.
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</brief_description>
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<description>
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Applies [member operator] to two transform (4x4 matrices) inputs.
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</description>
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<tutorials>
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</tutorials>
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<methods>
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</methods>
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<members>
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<member name="operator" type="int" setter="set_operator" getter="get_operator" enum="VisualShaderNodeTransformOp.Operator" default="0">
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The type of the operation to be performed on the transforms. See [enum Operator] for options.
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</member>
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</members>
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<constants>
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<constant name="OP_AxB" value="0" enum="Operator">
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Multiplies transform [code]a[/code] by the transform [code]b[/code].
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</constant>
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<constant name="OP_BxA" value="1" enum="Operator">
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Multiplies transform [code]b[/code] by the transform [code]a[/code].
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</constant>
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<constant name="OP_AxB_COMP" value="2" enum="Operator">
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Performs a component-wise multiplication of transform [code]a[/code] by the transform [code]b[/code].
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</constant>
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<constant name="OP_BxA_COMP" value="3" enum="Operator">
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Performs a component-wise multiplication of transform [code]b[/code] by the transform [code]a[/code].
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</constant>
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<constant name="OP_ADD" value="4" enum="Operator">
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Adds two transforms.
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</constant>
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<constant name="OP_A_MINUS_B" value="5" enum="Operator">
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Subtracts the transform [code]a[/code] from the transform [code]b[/code].
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</constant>
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<constant name="OP_B_MINUS_A" value="6" enum="Operator">
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Subtracts the transform [code]b[/code] from the transform [code]a[/code].
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</constant>
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<constant name="OP_A_DIV_B" value="7" enum="Operator">
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Divides the transform [code]a[/code] by the transform [code]b[/code].
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</constant>
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<constant name="OP_B_DIV_A" value="8" enum="Operator">
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Divides the transform [code]b[/code] by the transform [code]a[/code].
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</constant>
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<constant name="OP_LIMITER" value="9" enum="Operator">
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Represents the size of the [enum Operator] enum.
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</constant>
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</constants>
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</class>
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@ -2172,6 +2172,16 @@ void VisualShaderEditor::_setup_node(VisualShaderNode *p_node, int p_op_idx) {
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}
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}
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// TRANSFORM_OP
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{
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VisualShaderNodeTransformOp *matOp = Object::cast_to<VisualShaderNodeTransformOp>(p_node);
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if (matOp) {
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matOp->set_operator((VisualShaderNodeTransformOp::Operator)p_op_idx);
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return;
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}
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}
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// TRANSFORM_FUNC
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{
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VisualShaderNodeTransformFunc *matFunc = Object::cast_to<VisualShaderNodeTransformFunc>(p_node);
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@ -4450,6 +4460,7 @@ VisualShaderEditor::VisualShaderEditor() {
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// TRANSFORM
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add_options.push_back(AddOption("TransformFunc", "Transform", "Common", "VisualShaderNodeTransformFunc", TTR("Transform function."), -1, VisualShaderNode::PORT_TYPE_TRANSFORM));
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add_options.push_back(AddOption("TransformOp", "Transform", "Common", "VisualShaderNodeTransformOp", TTR("Transform operator."), -1, VisualShaderNode::PORT_TYPE_TRANSFORM));
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add_options.push_back(AddOption("OuterProduct", "Transform", "Composition", "VisualShaderNodeOuterProduct", TTR("Calculate the outer product of a pair of vectors.\n\nOuterProduct treats the first parameter 'c' as a column vector (matrix with one column) and the second parameter 'r' as a row vector (matrix with one row) and does a linear algebraic matrix multiply 'c * r', yielding a matrix whose number of rows is the number of components in 'c' and whose number of columns is the number of components in 'r'."), -1, VisualShaderNode::PORT_TYPE_TRANSFORM));
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add_options.push_back(AddOption("TransformCompose", "Transform", "Composition", "VisualShaderNodeTransformCompose", TTR("Composes transform from four vectors."), -1, VisualShaderNode::PORT_TYPE_TRANSFORM));
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@ -4460,7 +4471,11 @@ VisualShaderEditor::VisualShaderEditor() {
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add_options.push_back(AddOption("Inverse", "Transform", "Functions", "VisualShaderNodeTransformFunc", TTR("Calculates the inverse of a transform."), VisualShaderNodeTransformFunc::FUNC_INVERSE, VisualShaderNode::PORT_TYPE_TRANSFORM));
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add_options.push_back(AddOption("Transpose", "Transform", "Functions", "VisualShaderNodeTransformFunc", TTR("Calculates the transpose of a transform."), VisualShaderNodeTransformFunc::FUNC_TRANSPOSE, VisualShaderNode::PORT_TYPE_TRANSFORM));
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add_options.push_back(AddOption("TransformMult", "Transform", "Operators", "VisualShaderNodeTransformMult", TTR("Multiplies transform by transform."), -1, VisualShaderNode::PORT_TYPE_TRANSFORM));
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add_options.push_back(AddOption("Add", "Transform", "Operators", "VisualShaderNodeTransformOp", TTR("Sums two transforms."), VisualShaderNodeTransformOp::OP_ADD, VisualShaderNode::PORT_TYPE_TRANSFORM));
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add_options.push_back(AddOption("Divide", "Transform", "Operators", "VisualShaderNodeTransformOp", TTR("Divides two transforms."), VisualShaderNodeTransformOp::OP_A_DIV_B, VisualShaderNode::PORT_TYPE_TRANSFORM));
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add_options.push_back(AddOption("Multiply", "Transform", "Operators", "VisualShaderNodeTransformOp", TTR("Multiplies two transforms."), VisualShaderNodeTransformOp::OP_AxB, VisualShaderNode::PORT_TYPE_TRANSFORM));
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add_options.push_back(AddOption("MultiplyComp", "Transform", "Operators", "VisualShaderNodeTransformOp", TTR("Performs per-component multiplication of two transforms."), VisualShaderNodeTransformOp::OP_AxB_COMP, VisualShaderNode::PORT_TYPE_TRANSFORM));
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add_options.push_back(AddOption("Subtract", "Transform", "Operators", "VisualShaderNodeTransformOp", TTR("Subtracts two transforms."), VisualShaderNodeTransformOp::OP_A_MINUS_B, VisualShaderNode::PORT_TYPE_TRANSFORM));
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add_options.push_back(AddOption("TransformVectorMult", "Transform", "Operators", "VisualShaderNodeTransformVecMult", TTR("Multiplies vector by transform."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
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add_options.push_back(AddOption("TransformConstant", "Transform", "Variables", "VisualShaderNodeTransformConstant", TTR("Transform constant."), -1, VisualShaderNode::PORT_TYPE_TRANSFORM));
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@ -557,7 +557,7 @@ void register_scene_types() {
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GDREGISTER_CLASS(VisualShaderNodeIntOp);
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GDREGISTER_CLASS(VisualShaderNodeVectorOp);
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GDREGISTER_CLASS(VisualShaderNodeColorOp);
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GDREGISTER_CLASS(VisualShaderNodeTransformMult);
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GDREGISTER_CLASS(VisualShaderNodeTransformOp);
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GDREGISTER_CLASS(VisualShaderNodeTransformVecMult);
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GDREGISTER_CLASS(VisualShaderNodeFloatFunc);
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GDREGISTER_CLASS(VisualShaderNodeIntFunc);
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@ -983,6 +983,7 @@ void register_scene_types() {
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ClassDB::add_compatibility_class("VisualShaderNodeVectorScalarSmoothStep", "VisualShaderNodeSmoothStep");
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ClassDB::add_compatibility_class("VisualShaderNodeVectorScalarStep", "VisualShaderNodeStep");
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ClassDB::add_compatibility_class("VisualShaderNodeScalarSwitch", "VisualShaderNodeSwitch");
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ClassDB::add_compatibility_class("VisualShaderNodeScalarTransformMult", "VisualShaderNodeTransformOp");
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ClassDB::add_compatibility_class("World", "World3D");
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ClassDB::add_compatibility_class("StreamTexture", "StreamTexture2D");
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ClassDB::add_compatibility_class("Light2D", "PointLight2D");
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@ -1915,76 +1915,96 @@ VisualShaderNodeColorOp::VisualShaderNodeColorOp() {
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set_input_port_default_value(1, Vector3());
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}
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////////////// Transform Mult
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////////////// Transform Op
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String VisualShaderNodeTransformMult::get_caption() const {
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return "TransformMult";
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String VisualShaderNodeTransformOp::get_caption() const {
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return "TransformOp";
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}
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int VisualShaderNodeTransformMult::get_input_port_count() const {
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int VisualShaderNodeTransformOp::get_input_port_count() const {
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return 2;
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}
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VisualShaderNodeTransformMult::PortType VisualShaderNodeTransformMult::get_input_port_type(int p_port) const {
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VisualShaderNodeTransformOp::PortType VisualShaderNodeTransformOp::get_input_port_type(int p_port) const {
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return PORT_TYPE_TRANSFORM;
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}
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String VisualShaderNodeTransformMult::get_input_port_name(int p_port) const {
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String VisualShaderNodeTransformOp::get_input_port_name(int p_port) const {
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return p_port == 0 ? "a" : "b";
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}
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int VisualShaderNodeTransformMult::get_output_port_count() const {
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int VisualShaderNodeTransformOp::get_output_port_count() const {
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return 1;
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}
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VisualShaderNodeTransformMult::PortType VisualShaderNodeTransformMult::get_output_port_type(int p_port) const {
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VisualShaderNodeTransformOp::PortType VisualShaderNodeTransformOp::get_output_port_type(int p_port) const {
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return PORT_TYPE_TRANSFORM;
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}
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String VisualShaderNodeTransformMult::get_output_port_name(int p_port) const {
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String VisualShaderNodeTransformOp::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, bool p_for_preview) const {
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if (op == OP_AxB) {
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return " " + p_output_vars[0] + " = " + p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
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} else if (op == OP_BxA) {
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return " " + p_output_vars[0] + " = " + p_input_vars[1] + " * " + p_input_vars[0] + ";\n";
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} else if (op == OP_AxB_COMP) {
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return " " + p_output_vars[0] + " = matrixCompMult(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
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} else {
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return " " + p_output_vars[0] + " = matrixCompMult(" + p_input_vars[1] + ", " + p_input_vars[0] + ");\n";
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String VisualShaderNodeTransformOp::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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switch (op) {
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case OP_AxB:
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return " " + p_output_vars[0] + " = " + p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
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case OP_BxA:
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return " " + p_output_vars[0] + " = " + p_input_vars[1] + " * " + p_input_vars[0] + ";\n";
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case OP_AxB_COMP:
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return " " + p_output_vars[0] + " = matrixCompMult(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
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case OP_BxA_COMP:
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return " " + p_output_vars[0] + " = matrixCompMult(" + p_input_vars[1] + ", " + p_input_vars[0] + ");\n";
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case OP_ADD:
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return " " + p_output_vars[0] + " = " + p_input_vars[0] + " + " + p_input_vars[1] + ";\n";
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case OP_A_MINUS_B:
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return " " + p_output_vars[0] + " = " + p_input_vars[0] + " - " + p_input_vars[1] + ";\n";
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case OP_B_MINUS_A:
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return " " + p_output_vars[0] + " = " + p_input_vars[1] + " - " + p_input_vars[0] + ";\n";
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case OP_A_DIV_B:
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return " " + p_output_vars[0] + " = " + p_input_vars[0] + " / " + p_input_vars[1] + ";\n";
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case OP_B_DIV_A:
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return " " + p_output_vars[0] + " = " + p_input_vars[1] + " / " + p_input_vars[0] + ";\n";
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default:
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return "";
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}
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}
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void VisualShaderNodeTransformMult::set_operator(Operator p_op) {
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void VisualShaderNodeTransformOp::set_operator(Operator p_op) {
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ERR_FAIL_INDEX(int(p_op), int(OP_LIMITER));
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op = p_op;
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emit_changed();
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}
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VisualShaderNodeTransformMult::Operator VisualShaderNodeTransformMult::get_operator() const {
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VisualShaderNodeTransformOp::Operator VisualShaderNodeTransformOp::get_operator() const {
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return op;
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}
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Vector<StringName> VisualShaderNodeTransformMult::get_editable_properties() const {
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Vector<StringName> VisualShaderNodeTransformOp::get_editable_properties() const {
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Vector<StringName> props;
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props.push_back("operator");
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return props;
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}
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void VisualShaderNodeTransformMult::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeTransformMult::set_operator);
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ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeTransformMult::get_operator);
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void VisualShaderNodeTransformOp::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeTransformOp::set_operator);
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ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeTransformOp::get_operator);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "A x B,B x A,A x B(per component),B x A(per component)"), "set_operator", "get_operator");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "A x B,B x A,A x B(per component),B x A(per component),A + B,A - B,B - A,A / B,B / A"), "set_operator", "get_operator");
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BIND_ENUM_CONSTANT(OP_AxB);
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BIND_ENUM_CONSTANT(OP_BxA);
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BIND_ENUM_CONSTANT(OP_AxB_COMP);
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BIND_ENUM_CONSTANT(OP_BxA_COMP);
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BIND_ENUM_CONSTANT(OP_ADD);
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BIND_ENUM_CONSTANT(OP_A_MINUS_B);
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BIND_ENUM_CONSTANT(OP_B_MINUS_A);
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BIND_ENUM_CONSTANT(OP_A_DIV_B);
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BIND_ENUM_CONSTANT(OP_B_DIV_A);
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BIND_ENUM_CONSTANT(OP_LIMITER);
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}
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VisualShaderNodeTransformMult::VisualShaderNodeTransformMult() {
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VisualShaderNodeTransformOp::VisualShaderNodeTransformOp() {
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set_input_port_default_value(0, Transform3D());
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set_input_port_default_value(1, Transform3D());
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}
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@ -696,19 +696,25 @@ public:
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VARIANT_ENUM_CAST(VisualShaderNodeColorOp::Operator)
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///////////////////////////////////////
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/// TRANSFORM-TRANSFORM MULTIPLICATION
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///////////////////////////////////////
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////////////////////////////////
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/// TRANSFORM-TRANSFORM OPERATOR
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////////////////////////////////
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class VisualShaderNodeTransformMult : public VisualShaderNode {
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GDCLASS(VisualShaderNodeTransformMult, VisualShaderNode);
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class VisualShaderNodeTransformOp : public VisualShaderNode {
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GDCLASS(VisualShaderNodeTransformOp, VisualShaderNode);
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public:
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enum Operator {
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OP_AxB,
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OP_BxA,
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OP_AxB_COMP,
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OP_BxA_COMP
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OP_BxA_COMP,
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OP_ADD,
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OP_A_MINUS_B,
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OP_B_MINUS_A,
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OP_A_DIV_B,
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OP_B_DIV_A,
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OP_LIMITER,
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};
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protected:
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@ -734,10 +740,10 @@ public:
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virtual Vector<StringName> get_editable_properties() const override;
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VisualShaderNodeTransformMult();
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VisualShaderNodeTransformOp();
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};
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VARIANT_ENUM_CAST(VisualShaderNodeTransformMult::Operator)
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VARIANT_ENUM_CAST(VisualShaderNodeTransformOp::Operator)
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///////////////////////////////////////
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/// TRANSFORM-VECTOR MULTIPLICATION
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