Makes Texture and TextureUniform in visual shaders to use UV by default
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parent
c9781df316
commit
b11d15d5c3
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@ -665,6 +665,15 @@ void VisualShaderEditor::_update_graph() {
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label->set_text(name_left);
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label->set_text(name_left);
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label->add_style_override("normal", label_style); //more compact
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label->add_style_override("normal", label_style); //more compact
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hb->add_child(label);
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hb->add_child(label);
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if (vsnode->get_input_port_default_hint(i) != "" && !port_left_used) {
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Label *hint_label = memnew(Label);
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hint_label->set_text("[" + vsnode->get_input_port_default_hint(i) + "]");
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hint_label->add_color_override("font_color", get_color("font_color_readonly", "TextEdit"));
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hint_label->add_style_override("normal", label_style);
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hb->add_child(hint_label);
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}
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}
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}
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}
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}
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@ -103,6 +103,10 @@ String VisualShaderNode::get_warning(Shader::Mode p_mode, VisualShader::Type p_t
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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 VisualShaderNode::get_input_port_default_hint(int p_port) const {
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return "";
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}
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void VisualShaderNode::_bind_methods() {
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void VisualShaderNode::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_output_port_for_preview", "port"), &VisualShaderNode::set_output_port_for_preview);
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ClassDB::bind_method(D_METHOD("set_output_port_for_preview", "port"), &VisualShaderNode::set_output_port_for_preview);
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@ -201,6 +201,8 @@ public:
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virtual PortType get_output_port_type(int p_port) const = 0;
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virtual PortType get_output_port_type(int p_port) const = 0;
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virtual String get_output_port_name(int p_port) const = 0;
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virtual String get_output_port_name(int p_port) const = 0;
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virtual String get_input_port_default_hint(int p_port) const;
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void set_output_port_for_preview(int p_index);
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void set_output_port_for_preview(int p_index);
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int get_output_port_for_preview() const;
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int get_output_port_for_preview() const;
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@ -408,6 +408,13 @@ String VisualShaderNodeTexture::get_output_port_name(int p_port) const {
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return p_port == 0 ? "rgb" : "alpha";
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return p_port == 0 ? "rgb" : "alpha";
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}
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}
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String VisualShaderNodeTexture::get_input_port_default_hint(int p_port) const {
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if (p_port == 0) {
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return "UV.xy";
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}
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return "";
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}
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static String make_unique_id(VisualShader::Type p_type, int p_id, const String &p_name) {
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static String make_unique_id(VisualShader::Type p_type, int p_id, const String &p_name) {
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static const char *typepf[VisualShader::TYPE_MAX] = { "vtx", "frg", "lgt" };
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static const char *typepf[VisualShader::TYPE_MAX] = { "vtx", "frg", "lgt" };
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@ -444,10 +451,9 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader:
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if (source == SOURCE_TEXTURE) {
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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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String id = make_unique_id(p_type, p_id, "tex");
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String code;
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String code;
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if (p_input_vars[0] == String()) { //none bound, do nothing
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if (p_input_vars[0] == String()) { // Use UV by default.
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code += "\tvec4 " + id + "_read = vec4(0.0);\n";
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code += "\tvec4 " + id + "_read = texture( " + id + " , UV.xy );\n";
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} else if (p_input_vars[1] == String()) {
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} else if (p_input_vars[1] == String()) {
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//no lod
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//no lod
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code += "\tvec4 " + id + "_read = texture( " + id + " , " + p_input_vars[0] + ".xy );\n";
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code += "\tvec4 " + id + "_read = texture( " + id + " , " + p_input_vars[0] + ".xy );\n";
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@ -466,9 +472,9 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader:
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if (id == String()) {
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if (id == String()) {
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code += "\tvec4 " + id + "_tex_read = vec4(0.0);\n";
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code += "\tvec4 " + id + "_tex_read = vec4(0.0);\n";
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} else {
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} else {
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if (p_input_vars[0] == String()) { //none bound, do nothing
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if (p_input_vars[0] == String()) { // Use UV by default.
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code += "\tvec4 " + id + "_tex_read = vec4(0.0);\n";
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code += "\tvec4 " + id + "_tex_read = texture( " + id + " , UV.xy );\n";
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} else if (p_input_vars[1] == String()) {
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} else if (p_input_vars[1] == String()) {
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//no lod
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//no lod
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@ -486,9 +492,9 @@ 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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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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String code = "\t{\n";
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if (p_input_vars[0] == String() || p_for_preview) { //none bound, do nothing
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if (p_input_vars[0] == String() || p_for_preview) { // Use UV by default.
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code += "\t\tvec4 _tex_read = vec4(0.0);\n";
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code += "\t\tvec4 _tex_read = textureLod( SCREEN_TEXTURE , UV.xy, 0.0 );\n";
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} else if (p_input_vars[1] == String()) {
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} else if (p_input_vars[1] == String()) {
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//no lod
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//no lod
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@ -506,9 +512,9 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader:
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if (source == SOURCE_2D_TEXTURE && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
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if (source == SOURCE_2D_TEXTURE && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
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String code = "\t{\n";
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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()) { // Use UV by default.
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code += "\t\tvec4 _tex_read = vec4(0.0);\n";
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code += "\t\tvec4 _tex_read = texture( TEXTURE , UV.xy );\n";
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} else if (p_input_vars[1] == String()) {
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} else if (p_input_vars[1] == String()) {
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//no lod
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//no lod
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@ -526,9 +532,9 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader:
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if (source == SOURCE_2D_NORMAL && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
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if (source == SOURCE_2D_NORMAL && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
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String code = "\t{\n";
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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()) { // Use UV by default.
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code += "\t\tvec4 _tex_read = vec4(0.0);\n";
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code += "\t\tvec4 _tex_read = texture( NORMAL_TEXTURE , UV.xy );\n";
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} else if (p_input_vars[1] == String()) {
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} else if (p_input_vars[1] == String()) {
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//no lod
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//no lod
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@ -556,9 +562,9 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader:
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if (source == SOURCE_DEPTH && p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) {
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if (source == SOURCE_DEPTH && p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) {
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String code = "\t{\n";
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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()) { // Use UV by default.
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code += "\t\tfloat _depth = 0.0;\n";
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code += "\t\tfloat _depth = texture( DEPTH_TEXTURE , UV.xy ).r;\n";
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} else if (p_input_vars[1] == String()) {
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} else if (p_input_vars[1] == String()) {
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//no lod
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//no lod
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@ -3128,9 +3134,9 @@ String VisualShaderNodeTextureUniform::generate_code(Shader::Mode p_mode, Visual
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String id = get_uniform_name();
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String id = get_uniform_name();
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String code = "\t{\n";
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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()) { // Use UV by default.
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code += "\t\tvec4 n_tex_read = vec4(0.0);\n";
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code += "\t\tvec4 n_tex_read = texture( " + id + " , UV.xy );\n";
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} else if (p_input_vars[1] == String()) {
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} else if (p_input_vars[1] == String()) {
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//no lod
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//no lod
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code += "\t\tvec4 n_tex_read = texture( " + id + " , " + p_input_vars[0] + ".xy );\n";
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code += "\t\tvec4 n_tex_read = texture( " + id + " , " + p_input_vars[0] + ".xy );\n";
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@ -3189,6 +3195,13 @@ void VisualShaderNodeTextureUniform::_bind_methods() {
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BIND_ENUM_CONSTANT(COLOR_DEFAULT_BLACK);
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BIND_ENUM_CONSTANT(COLOR_DEFAULT_BLACK);
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}
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}
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String VisualShaderNodeTextureUniform::get_input_port_default_hint(int p_port) const {
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if (p_port == 0) {
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return "UV.xy";
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}
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return "";
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}
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VisualShaderNodeTextureUniform::VisualShaderNodeTextureUniform() {
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VisualShaderNodeTextureUniform::VisualShaderNodeTextureUniform() {
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texture_type = TYPE_DATA;
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texture_type = TYPE_DATA;
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color_default = COLOR_DEFAULT_WHITE;
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color_default = COLOR_DEFAULT_WHITE;
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@ -3283,6 +3296,15 @@ String VisualShaderNodeTextureUniformTriplanar::generate_code(Shader::Mode p_mod
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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 VisualShaderNodeTextureUniformTriplanar::get_input_port_default_hint(int p_port) const {
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if (p_port == 0) {
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return "default";
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} else if (p_port == 1) {
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return "default";
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}
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return "";
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}
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VisualShaderNodeTextureUniformTriplanar::VisualShaderNodeTextureUniformTriplanar() {
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VisualShaderNodeTextureUniformTriplanar::VisualShaderNodeTextureUniformTriplanar() {
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}
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}
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@ -227,6 +227,8 @@ public:
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virtual PortType get_output_port_type(int p_port) const;
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virtual PortType get_output_port_type(int p_port) const;
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virtual String get_output_port_name(int p_port) const;
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virtual String get_output_port_name(int p_port) const;
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virtual String get_input_port_default_hint(int p_port) const;
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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 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_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, 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
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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; //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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@ -1423,6 +1425,7 @@ public:
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virtual int get_input_port_count() const;
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virtual int get_input_port_count() const;
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virtual PortType get_input_port_type(int p_port) const;
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virtual PortType get_input_port_type(int p_port) const;
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virtual String get_input_port_name(int p_port) const;
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virtual String get_input_port_name(int p_port) const;
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virtual String get_input_port_default_hint(int p_port) const;
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virtual int get_output_port_count() const;
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virtual int get_output_port_count() const;
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virtual PortType get_output_port_type(int p_port) const;
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virtual PortType get_output_port_type(int p_port) const;
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@ -1457,6 +1460,8 @@ public:
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virtual PortType get_input_port_type(int p_port) const;
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virtual PortType get_input_port_type(int p_port) const;
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virtual String get_input_port_name(int p_port) const;
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virtual String get_input_port_name(int p_port) const;
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virtual String get_input_port_default_hint(int p_port) const;
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virtual String generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const;
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virtual String generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const;
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virtual String generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const;
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virtual String generate_global_per_func(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, 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
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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; //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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