/**************************************************************************/ /* visual_shader_sdf_nodes.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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; virtual Category get_category() const override { return CATEGORY_TEXTURES; } 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 bool is_input_port_default(int p_port, Shader::Mode p_mode) 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; virtual Category get_category() const override { return CATEGORY_TEXTURES; } 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; virtual Category get_category() const override { return CATEGORY_TEXTURES; } 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; virtual Category get_category() const override { return CATEGORY_TEXTURES; } 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; virtual Category get_category() const override { return CATEGORY_TEXTURES; } VisualShaderNodeSDFRaymarch(); }; #endif // VISUAL_SHADER_SDF_NODES_H