Merge pull request #43906 from Chaosus/vs_sdf
Added SDF nodes to visual shader
This commit is contained in:
commit
eb77d0cf1b
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@ -0,0 +1,15 @@
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="VisualShaderNodeSDFRaymarch" inherits="VisualShaderNode" version="4.0">
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<brief_description>
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SDF raymarching algorithm to be used within the visual shader graph.
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</brief_description>
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<description>
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Casts a ray against the screen SDF (signed-distance field) and returns the distance travelled.
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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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<constants>
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</constants>
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</class>
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@ -0,0 +1,15 @@
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="VisualShaderNodeSDFToScreenUV" inherits="VisualShaderNode" version="4.0">
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<brief_description>
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A function to convert a SDF (signed-distance field) to screen UV, to be used within the visual shader graph.
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</brief_description>
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<description>
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Translates to [code]sdf_to_screen_uv(sdf_pos)[/code] in the shader language.
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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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<constants>
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</constants>
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</class>
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@ -0,0 +1,15 @@
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="VisualShaderNodeScreenUVToSDF" inherits="VisualShaderNode" version="4.0">
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<brief_description>
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A function to convert screen UV to a SDF (signed-distance field), to be used within the visual shader graph.
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</brief_description>
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<description>
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Translates to [code]screen_uv_to_sdf(uv)[/code] in the shader language. If the UV port isn't connected, [code]SCREEN_UV[/code] is used instead.
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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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<constants>
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</constants>
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</class>
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@ -0,0 +1,15 @@
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="VisualShaderNodeTextureSDF" inherits="VisualShaderNode" version="4.0">
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<brief_description>
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Performs a SDF (signed-distance field) texture lookup within the visual shader graph.
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</brief_description>
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<description>
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Translates to [code]texture_sdf(sdf_pos)[/code] in the shader language.
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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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<constants>
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</constants>
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</class>
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@ -0,0 +1,15 @@
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="VisualShaderNodeTextureSDFNormal" inherits="VisualShaderNode" version="4.0">
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<brief_description>
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Performs a SDF (signed-distance field) normal texture lookup within the visual shader graph.
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</brief_description>
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<description>
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Translates to [code]texture_sdf_normal(sdf_pos)[/code] in the shader language.
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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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<constants>
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</constants>
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</class>
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@ -44,6 +44,7 @@
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#include "scene/gui/panel.h"
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#include "scene/main/window.h"
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#include "scene/resources/visual_shader_nodes.h"
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#include "scene/resources/visual_shader_sdf_nodes.h"
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#include "servers/display_server.h"
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#include "servers/rendering/shader_types.h"
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@ -3671,7 +3672,17 @@ VisualShaderEditor::VisualShaderEditor() {
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add_options.push_back(AddOption("FloatUniform", "Scalar", "Variables", "VisualShaderNodeFloatUniform", TTR("Scalar floating-point uniform."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
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add_options.push_back(AddOption("IntUniform", "Scalar", "Variables", "VisualShaderNodeIntUniform", TTR("Scalar integer uniform."), -1, VisualShaderNode::PORT_TYPE_SCALAR_INT));
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// SDF
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{
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add_options.push_back(AddOption("ScreenUVToSDF", "SDF", "", "VisualShaderNodeScreenUVToSDF", TTR("Converts screen UV to a SDF."), -1, VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("SDFRaymarch", "SDF", "", "VisualShaderNodeSDFRaymarch", TTR("Casts a ray against the screen SDF and returns the distance travelled."), -1, -1, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("SDFToScreenUV", "SDF", "", "VisualShaderNodeSDFToScreenUV", TTR("Converts a SDF to screen UV."), -1, VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("TextureSDF", "SDF", "", "VisualShaderNodeTextureSDF", TTR("Performs a SDF texture lookup."), -1, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
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add_options.push_back(AddOption("TextureSDFNormal", "SDF", "", "VisualShaderNodeTextureSDFNormal", TTR("Performs a SDF normal texture lookup."), -1, VisualShaderNode::PORT_TYPE_VECTOR, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_CANVAS_ITEM));
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}
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// TEXTURES
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cubemap_node_option_idx = add_options.size();
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add_options.push_back(AddOption("CubeMap", "Textures", "Functions", "VisualShaderNodeCubemap", TTR("Perform the cubic texture lookup."), -1, -1));
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curve_node_option_idx = add_options.size();
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@ -175,6 +175,7 @@
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#include "scene/resources/video_stream.h"
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#include "scene/resources/visual_shader.h"
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#include "scene/resources/visual_shader_nodes.h"
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#include "scene/resources/visual_shader_sdf_nodes.h"
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#include "scene/resources/world_2d.h"
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#include "scene/resources/world_3d.h"
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#include "scene/resources/world_margin_shape_3d.h"
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@ -602,6 +603,12 @@ void register_scene_types() {
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ClassDB::register_class<VisualShaderNodeCompare>();
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ClassDB::register_class<VisualShaderNodeMultiplyAdd>();
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ClassDB::register_class<VisualShaderNodeSDFToScreenUV>();
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ClassDB::register_class<VisualShaderNodeScreenUVToSDF>();
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ClassDB::register_class<VisualShaderNodeTextureSDF>();
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ClassDB::register_class<VisualShaderNodeTextureSDFNormal>();
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ClassDB::register_class<VisualShaderNodeSDFRaymarch>();
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ClassDB::register_class<ShaderMaterial>();
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ClassDB::register_virtual_class<CanvasItem>();
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ClassDB::register_class<CanvasTexture>();
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@ -33,6 +33,7 @@
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#include "core/templates/vmap.h"
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#include "servers/rendering/shader_types.h"
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#include "visual_shader_nodes.h"
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#include "visual_shader_sdf_nodes.h"
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bool VisualShaderNode::is_simple_decl() const {
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return simple_decl;
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/*************************************************************************/
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/* visual_shader_sdf_nodes.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "visual_shader_sdf_nodes.h"
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// VisualShaderNodeSDFToScreenUV
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String VisualShaderNodeSDFToScreenUV::get_caption() const {
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return "SDFToScreenUV";
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}
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int VisualShaderNodeSDFToScreenUV::get_input_port_count() const {
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return 1;
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}
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VisualShaderNodeSDFToScreenUV::PortType VisualShaderNodeSDFToScreenUV::get_input_port_type(int p_port) const {
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return PORT_TYPE_VECTOR;
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}
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String VisualShaderNodeSDFToScreenUV::get_input_port_name(int p_port) const {
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return "sdf_pos";
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}
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int VisualShaderNodeSDFToScreenUV::get_output_port_count() const {
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return 1;
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}
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VisualShaderNodeSDFToScreenUV::PortType VisualShaderNodeSDFToScreenUV::get_output_port_type(int p_port) const {
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return PORT_TYPE_VECTOR;
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}
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String VisualShaderNodeSDFToScreenUV::get_output_port_name(int p_port) const {
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return "";
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}
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String VisualShaderNodeSDFToScreenUV::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
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return "\t" + p_output_vars[0] + " = vec3(sdf_to_screen_uv(" + (p_input_vars[0] == String() ? "vec2(0.0)" : p_input_vars[0] + ".xy") + "), 0.0f);\n";
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}
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VisualShaderNodeSDFToScreenUV::VisualShaderNodeSDFToScreenUV() {
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}
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// VisualShaderNodeScreenUVToSDF
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String VisualShaderNodeScreenUVToSDF::get_caption() const {
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return "ScreenUVToSDF";
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}
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int VisualShaderNodeScreenUVToSDF::get_input_port_count() const {
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return 1;
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}
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VisualShaderNodeScreenUVToSDF::PortType VisualShaderNodeScreenUVToSDF::get_input_port_type(int p_port) const {
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return PORT_TYPE_VECTOR;
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}
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String VisualShaderNodeScreenUVToSDF::get_input_port_name(int p_port) const {
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return "uv";
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}
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int VisualShaderNodeScreenUVToSDF::get_output_port_count() const {
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return 1;
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}
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VisualShaderNodeScreenUVToSDF::PortType VisualShaderNodeScreenUVToSDF::get_output_port_type(int p_port) const {
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return PORT_TYPE_VECTOR;
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}
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String VisualShaderNodeScreenUVToSDF::get_output_port_name(int p_port) const {
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return "";
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}
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String VisualShaderNodeScreenUVToSDF::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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}
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return "";
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}
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String VisualShaderNodeScreenUVToSDF::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
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return "\t" + p_output_vars[0] + " = vec3(screen_uv_to_sdf(" + (p_input_vars[0] == String() ? "SCREEN_UV" : p_input_vars[0] + ".xy") + "), 0.0f);\n";
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}
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VisualShaderNodeScreenUVToSDF::VisualShaderNodeScreenUVToSDF() {
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}
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// VisualShaderNodeTextureSDF
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String VisualShaderNodeTextureSDF::get_caption() const {
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return "TextureSDF";
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}
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int VisualShaderNodeTextureSDF::get_input_port_count() const {
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return 1;
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}
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VisualShaderNodeTextureSDF::PortType VisualShaderNodeTextureSDF::get_input_port_type(int p_port) const {
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return PORT_TYPE_VECTOR;
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}
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String VisualShaderNodeTextureSDF::get_input_port_name(int p_port) const {
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return "sdf_pos";
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}
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int VisualShaderNodeTextureSDF::get_output_port_count() const {
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return 1;
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}
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VisualShaderNodeTextureSDF::PortType VisualShaderNodeTextureSDF::get_output_port_type(int p_port) const {
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return PORT_TYPE_SCALAR;
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}
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String VisualShaderNodeTextureSDF::get_output_port_name(int p_port) const {
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return "";
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}
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String VisualShaderNodeTextureSDF::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
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return "\t" + p_output_vars[0] + " = texture_sdf(" + (p_input_vars[0] == String() ? "vec2(0.0)" : p_input_vars[0] + ".xy") + ");\n";
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}
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VisualShaderNodeTextureSDF::VisualShaderNodeTextureSDF() {
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}
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// VisualShaderNodeTextureSDFNormal
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String VisualShaderNodeTextureSDFNormal::get_caption() const {
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return "TextureSDFNormal";
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}
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int VisualShaderNodeTextureSDFNormal::get_input_port_count() const {
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return 1;
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}
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VisualShaderNodeTextureSDFNormal::PortType VisualShaderNodeTextureSDFNormal::get_input_port_type(int p_port) const {
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return PORT_TYPE_VECTOR;
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}
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String VisualShaderNodeTextureSDFNormal::get_input_port_name(int p_port) const {
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return "sdf_pos";
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}
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int VisualShaderNodeTextureSDFNormal::get_output_port_count() const {
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return 1;
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}
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VisualShaderNodeTextureSDFNormal::PortType VisualShaderNodeTextureSDFNormal::get_output_port_type(int p_port) const {
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return PORT_TYPE_VECTOR;
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}
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String VisualShaderNodeTextureSDFNormal::get_output_port_name(int p_port) const {
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return "";
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}
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String VisualShaderNodeTextureSDFNormal::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
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return "\t" + p_output_vars[0] + " = vec3(texture_sdf_normal(" + (p_input_vars[0] == String() ? "vec2(0.0)" : p_input_vars[0] + ".xy") + "), 0.0f);\n";
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}
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VisualShaderNodeTextureSDFNormal::VisualShaderNodeTextureSDFNormal() {
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}
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// VisualShaderNodeSDFRaymarch
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String VisualShaderNodeSDFRaymarch::get_caption() const {
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return "SDFRaymarch";
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}
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int VisualShaderNodeSDFRaymarch::get_input_port_count() const {
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return 2;
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}
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VisualShaderNodeSDFRaymarch::PortType VisualShaderNodeSDFRaymarch::get_input_port_type(int p_port) const {
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if (p_port == 0 || p_port == 1) {
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return PORT_TYPE_VECTOR;
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}
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return PORT_TYPE_SCALAR;
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}
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String VisualShaderNodeSDFRaymarch::get_input_port_name(int p_port) const {
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if (p_port == 0) {
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return "from_pos";
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} else if (p_port == 1) {
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return "to_pos";
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}
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return String();
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}
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int VisualShaderNodeSDFRaymarch::get_output_port_count() const {
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return 3;
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}
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VisualShaderNodeSDFRaymarch::PortType VisualShaderNodeSDFRaymarch::get_output_port_type(int p_port) const {
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if (p_port == 0) {
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return PORT_TYPE_SCALAR;
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} else if (p_port == 1) {
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return PORT_TYPE_BOOLEAN;
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} else if (p_port == 2) {
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return PORT_TYPE_VECTOR;
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}
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return PORT_TYPE_SCALAR;
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}
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String VisualShaderNodeSDFRaymarch::get_output_port_name(int p_port) const {
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if (p_port == 0) {
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return "distance";
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} else if (p_port == 1) {
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return "hit";
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} else if (p_port == 2) {
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return "end_pos";
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}
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return String();
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}
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String VisualShaderNodeSDFRaymarch::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
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String code;
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code += "\t{\n";
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if (p_input_vars[0] == String()) {
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code += "\t\tvec2 __from_pos = vec2(0.0f);\n";
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} else {
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code += "\t\tvec2 __from_pos = " + p_input_vars[0] + ".xy;\n";
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}
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if (p_input_vars[1] == String()) {
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code += "\t\tvec2 __to_pos = vec2(0.0f);\n";
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} else {
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code += "\t\tvec2 __to_pos = " + p_input_vars[1] + ".xy;\n";
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}
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code += "\n\t\tvec2 __at = __from_pos;\n";
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code += "\t\tfloat __max_dist = distance(__from_pos, __to_pos);\n";
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code += "\t\tvec2 __dir = normalize(__to_pos - __from_pos);\n\n";
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||||
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code += "\t\tfloat __accum = 0.0f;\n";
|
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code += "\t\twhile(__accum < __max_dist) {\n";
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code += "\t\t\tfloat __d = texture_sdf(__at);\n";
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code += "\t\t\t__accum += __d;\n";
|
||||
code += "\t\t\tif (__d < 0.01f) {\n";
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code += "\t\t\t\tbreak;\n";
|
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code += "\t\t\t}\n";
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code += "\t\t\t__at += __d * __dir;\n";
|
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code += "\t\t}\n";
|
||||
|
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code += "\t\tfloat __dist = min(__max_dist, __accum);\n";
|
||||
code += "\t\t" + p_output_vars[0] + " = __dist;\n";
|
||||
code += "\t\t" + p_output_vars[1] + " = __accum < __max_dist;\n";
|
||||
code += "\t\t" + p_output_vars[2] + " = vec3(__from_pos + __dir * __dist, 0.0f);\n";
|
||||
|
||||
code += "\t}\n";
|
||||
|
||||
return code;
|
||||
}
|
||||
|
||||
VisualShaderNodeSDFRaymarch::VisualShaderNodeSDFRaymarch() {
|
||||
simple_decl = false;
|
||||
}
|
|
@ -0,0 +1,132 @@
|
|||
/*************************************************************************/
|
||||
/* visual_shader_sdf_nodes.h */
|
||||
/*************************************************************************/
|
||||
/* This file is part of: */
|
||||
/* GODOT ENGINE */
|
||||
/* https://godotengine.org */
|
||||
/*************************************************************************/
|
||||
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
|
||||
/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
|
||||
/* */
|
||||
/* Permission is hereby granted, free of charge, to any person obtaining */
|
||||
/* a copy of this software and associated documentation files (the */
|
||||
/* "Software"), to deal in the Software without restriction, including */
|
||||
/* without limitation the rights to use, copy, modify, merge, publish, */
|
||||
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
||||
/* permit persons to whom the Software is furnished to do so, subject to */
|
||||
/* the following conditions: */
|
||||
/* */
|
||||
/* The above copyright notice and this permission notice shall be */
|
||||
/* included in all copies or substantial portions of the Software. */
|
||||
/* */
|
||||
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
||||
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
||||
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
|
||||
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
||||
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
||||
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
||||
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
||||
/*************************************************************************/
|
||||
|
||||
#ifndef VISUAL_SHADER_SDF_NODES_H
|
||||
#define VISUAL_SHADER_SDF_NODES_H
|
||||
|
||||
#include "scene/resources/visual_shader.h"
|
||||
|
||||
class VisualShaderNodeSDFToScreenUV : public VisualShaderNode {
|
||||
GDCLASS(VisualShaderNodeSDFToScreenUV, VisualShaderNode);
|
||||
|
||||
public:
|
||||
virtual String get_caption() const override;
|
||||
|
||||
virtual int get_input_port_count() const override;
|
||||
virtual PortType get_input_port_type(int p_port) const override;
|
||||
virtual String get_input_port_name(int p_port) const override;
|
||||
|
||||
virtual int get_output_port_count() const override;
|
||||
virtual PortType get_output_port_type(int p_port) const override;
|
||||
virtual String get_output_port_name(int p_port) const override;
|
||||
|
||||
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;
|
||||
|
||||
VisualShaderNodeSDFToScreenUV();
|
||||
};
|
||||
|
||||
class VisualShaderNodeScreenUVToSDF : public VisualShaderNode {
|
||||
GDCLASS(VisualShaderNodeScreenUVToSDF, VisualShaderNode);
|
||||
|
||||
public:
|
||||
virtual String get_caption() const override;
|
||||
|
||||
virtual int get_input_port_count() const override;
|
||||
virtual PortType get_input_port_type(int p_port) const override;
|
||||
virtual String get_input_port_name(int p_port) const override;
|
||||
|
||||
virtual int get_output_port_count() const override;
|
||||
virtual PortType get_output_port_type(int p_port) const override;
|
||||
virtual String get_output_port_name(int p_port) const override;
|
||||
|
||||
virtual String get_input_port_default_hint(int p_port) const override;
|
||||
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;
|
||||
|
||||
VisualShaderNodeScreenUVToSDF();
|
||||
};
|
||||
|
||||
class VisualShaderNodeTextureSDF : public VisualShaderNode {
|
||||
GDCLASS(VisualShaderNodeTextureSDF, VisualShaderNode);
|
||||
|
||||
public:
|
||||
virtual String get_caption() const override;
|
||||
|
||||
virtual int get_input_port_count() const override;
|
||||
virtual PortType get_input_port_type(int p_port) const override;
|
||||
virtual String get_input_port_name(int p_port) const override;
|
||||
|
||||
virtual int get_output_port_count() const override;
|
||||
virtual PortType get_output_port_type(int p_port) const override;
|
||||
virtual String get_output_port_name(int p_port) const override;
|
||||
|
||||
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;
|
||||
|
||||
VisualShaderNodeTextureSDF();
|
||||
};
|
||||
|
||||
class VisualShaderNodeTextureSDFNormal : public VisualShaderNode {
|
||||
GDCLASS(VisualShaderNodeTextureSDFNormal, VisualShaderNode);
|
||||
|
||||
public:
|
||||
virtual String get_caption() const override;
|
||||
|
||||
virtual int get_input_port_count() const override;
|
||||
virtual PortType get_input_port_type(int p_port) const override;
|
||||
virtual String get_input_port_name(int p_port) const override;
|
||||
|
||||
virtual int get_output_port_count() const override;
|
||||
virtual PortType get_output_port_type(int p_port) const override;
|
||||
virtual String get_output_port_name(int p_port) const override;
|
||||
|
||||
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;
|
||||
|
||||
VisualShaderNodeTextureSDFNormal();
|
||||
};
|
||||
|
||||
class VisualShaderNodeSDFRaymarch : public VisualShaderNode {
|
||||
GDCLASS(VisualShaderNodeSDFRaymarch, VisualShaderNode);
|
||||
|
||||
public:
|
||||
virtual String get_caption() const override;
|
||||
|
||||
virtual int get_input_port_count() const override;
|
||||
virtual PortType get_input_port_type(int p_port) const override;
|
||||
virtual String get_input_port_name(int p_port) const override;
|
||||
|
||||
virtual int get_output_port_count() const override;
|
||||
virtual PortType get_output_port_type(int p_port) const override;
|
||||
virtual String get_output_port_name(int p_port) const override;
|
||||
|
||||
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;
|
||||
|
||||
VisualShaderNodeSDFRaymarch();
|
||||
};
|
||||
|
||||
#endif // VISUAL_SHADER_SDF_NODES_H
|
Loading…
Reference in New Issue