/**************************************************************************/ /* visual_shader_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_NODES_H #define VISUAL_SHADER_NODES_H #include "scene/resources/curve_texture.h" #include "scene/resources/visual_shader.h" class Cubemap; class Texture2DArray; /////////////////////////////////////// /// Vector Base Node /////////////////////////////////////// class VisualShaderNodeVectorBase : public VisualShaderNode { GDCLASS(VisualShaderNodeVectorBase, VisualShaderNode); public: enum OpType { OP_TYPE_VECTOR_2D, OP_TYPE_VECTOR_3D, OP_TYPE_VECTOR_4D, OP_TYPE_MAX, }; protected: OpType op_type = OP_TYPE_VECTOR_3D; protected: static void _bind_methods(); public: virtual String get_caption() const override = 0; virtual int get_input_port_count() const override = 0; virtual PortType get_input_port_type(int p_port) const override; virtual String get_input_port_name(int p_port) const override = 0; virtual int get_output_port_count() const override = 0; virtual PortType get_output_port_type(int p_port) const override; virtual String get_output_port_name(int p_port) const override = 0; 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 = 0; virtual void set_op_type(OpType p_op_type); OpType get_op_type() const; virtual Vector get_editable_properties() const override; virtual Category get_category() const override { return CATEGORY_VECTOR; } VisualShaderNodeVectorBase(); }; VARIANT_ENUM_CAST(VisualShaderNodeVectorBase::OpType) /////////////////////////////////////// /// CONSTANTS /////////////////////////////////////// class VisualShaderNodeConstant : public VisualShaderNode { GDCLASS(VisualShaderNodeConstant, VisualShaderNode); public: virtual String get_caption() const override = 0; virtual int get_input_port_count() const override = 0; virtual PortType get_input_port_type(int p_port) const override = 0; virtual String get_input_port_name(int p_port) const override = 0; virtual int get_output_port_count() const override = 0; virtual PortType get_output_port_type(int p_port) const override = 0; virtual String get_output_port_name(int p_port) const override = 0; 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 = 0; virtual Category get_category() const override { return CATEGORY_INPUT; } VisualShaderNodeConstant(); }; class VisualShaderNodeFloatConstant : public VisualShaderNodeConstant { GDCLASS(VisualShaderNodeFloatConstant, VisualShaderNodeConstant); float constant = 0.0f; protected: static void _bind_methods(); 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; void set_constant(float p_constant); float get_constant() const; virtual Vector get_editable_properties() const override; VisualShaderNodeFloatConstant(); }; /////////////////////////////////////// class VisualShaderNodeIntConstant : public VisualShaderNodeConstant { GDCLASS(VisualShaderNodeIntConstant, VisualShaderNodeConstant); int constant = 0; protected: static void _bind_methods(); 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; void set_constant(int p_constant); int get_constant() const; virtual Vector get_editable_properties() const override; VisualShaderNodeIntConstant(); }; /////////////////////////////////////// class VisualShaderNodeUIntConstant : public VisualShaderNodeConstant { GDCLASS(VisualShaderNodeUIntConstant, VisualShaderNodeConstant); int constant = 0; protected: static void _bind_methods(); 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; void set_constant(int p_constant); int get_constant() const; virtual Vector get_editable_properties() const override; VisualShaderNodeUIntConstant(); }; /////////////////////////////////////// class VisualShaderNodeBooleanConstant : public VisualShaderNodeConstant { GDCLASS(VisualShaderNodeBooleanConstant, VisualShaderNodeConstant); bool constant = false; protected: static void _bind_methods(); 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; void set_constant(bool p_constant); bool get_constant() const; virtual Vector get_editable_properties() const override; VisualShaderNodeBooleanConstant(); }; /////////////////////////////////////// class VisualShaderNodeColorConstant : public VisualShaderNodeConstant { GDCLASS(VisualShaderNodeColorConstant, VisualShaderNodeConstant); Color constant = Color(1, 1, 1, 1); protected: static void _bind_methods(); 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; void set_constant(const Color &p_constant); Color get_constant() const; virtual Vector get_editable_properties() const override; VisualShaderNodeColorConstant(); }; /////////////////////////////////////// class VisualShaderNodeVec2Constant : public VisualShaderNodeConstant { GDCLASS(VisualShaderNodeVec2Constant, VisualShaderNodeConstant); Vector2 constant; protected: static void _bind_methods(); 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; void set_constant(const Vector2 &p_constant); Vector2 get_constant() const; virtual Vector get_editable_properties() const override; VisualShaderNodeVec2Constant(); }; /////////////////////////////////////// class VisualShaderNodeVec3Constant : public VisualShaderNodeConstant { GDCLASS(VisualShaderNodeVec3Constant, VisualShaderNodeConstant); Vector3 constant; protected: static void _bind_methods(); 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; void set_constant(const Vector3 &p_constant); Vector3 get_constant() const; virtual Vector get_editable_properties() const override; VisualShaderNodeVec3Constant(); }; /////////////////////////////////////// class VisualShaderNodeVec4Constant : public VisualShaderNodeConstant { GDCLASS(VisualShaderNodeVec4Constant, VisualShaderNodeConstant); Quaternion constant; protected: static void _bind_methods(); 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; void set_constant(const Quaternion &p_constant); Quaternion get_constant() const; virtual Vector get_editable_properties() const override; VisualShaderNodeVec4Constant(); }; /////////////////////////////////////// class VisualShaderNodeTransformConstant : public VisualShaderNodeConstant { GDCLASS(VisualShaderNodeTransformConstant, VisualShaderNodeConstant); Transform3D constant; protected: static void _bind_methods(); 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; void set_constant(const Transform3D &p_constant); Transform3D get_constant() const; virtual Vector get_editable_properties() const override; VisualShaderNodeTransformConstant(); }; /////////////////////////////////////// /// TEXTURES /////////////////////////////////////// class VisualShaderNodeTexture : public VisualShaderNode { GDCLASS(VisualShaderNodeTexture, VisualShaderNode); Ref texture; public: enum Source { SOURCE_TEXTURE, SOURCE_SCREEN, SOURCE_2D_TEXTURE, SOURCE_2D_NORMAL, SOURCE_DEPTH, SOURCE_PORT, SOURCE_3D_NORMAL, SOURCE_ROUGHNESS, SOURCE_MAX, }; enum TextureType { TYPE_DATA, TYPE_COLOR, TYPE_NORMAL_MAP, TYPE_MAX, }; private: Source source = SOURCE_TEXTURE; TextureType texture_type = TYPE_DATA; protected: static void _bind_methods(); 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 Vector get_default_texture_parameters(VisualShader::Type p_type, int p_id) const override; virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) 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; void set_source(Source p_source); Source get_source() const; void set_texture(Ref p_texture); Ref get_texture() const; void set_texture_type(TextureType p_texture_type); TextureType get_texture_type() const; virtual Vector get_editable_properties() const override; virtual String get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const override; virtual Category get_category() const override { return CATEGORY_TEXTURES; } VisualShaderNodeTexture(); }; VARIANT_ENUM_CAST(VisualShaderNodeTexture::TextureType) VARIANT_ENUM_CAST(VisualShaderNodeTexture::Source) /////////////////////////////////////// class VisualShaderNodeCurveTexture : public VisualShaderNodeResizableBase { GDCLASS(VisualShaderNodeCurveTexture, VisualShaderNodeResizableBase); Ref texture; protected: static void _bind_methods(); 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 Vector get_default_texture_parameters(VisualShader::Type p_type, int p_id) const override; virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) 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; void set_texture(Ref p_texture); Ref get_texture() const; virtual Vector get_editable_properties() const override; virtual bool is_use_prop_slots() const override; virtual Category get_category() const override { return CATEGORY_TEXTURES; } VisualShaderNodeCurveTexture(); }; /////////////////////////////////////// class VisualShaderNodeCurveXYZTexture : public VisualShaderNodeResizableBase { GDCLASS(VisualShaderNodeCurveXYZTexture, VisualShaderNodeResizableBase); Ref texture; protected: static void _bind_methods(); 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 Vector get_default_texture_parameters(VisualShader::Type p_type, int p_id) const override; virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) 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; void set_texture(Ref p_texture); Ref get_texture() const; virtual Vector get_editable_properties() const override; virtual bool is_use_prop_slots() const override; virtual Category get_category() const override { return CATEGORY_TEXTURES; } VisualShaderNodeCurveXYZTexture(); }; /////////////////////////////////////// class VisualShaderNodeSample3D : public VisualShaderNode { GDCLASS(VisualShaderNodeSample3D, VisualShaderNode); public: enum Source { SOURCE_TEXTURE, SOURCE_PORT, SOURCE_MAX, }; protected: Source source = SOURCE_TEXTURE; static void _bind_methods(); public: 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 bool is_input_port_default(int p_port, Shader::Mode p_mode) 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; void set_source(Source p_source); Source get_source() const; virtual String get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const override; virtual Category get_category() const override { return CATEGORY_TEXTURES; } VisualShaderNodeSample3D(); }; VARIANT_ENUM_CAST(VisualShaderNodeSample3D::Source) class VisualShaderNodeTexture2DArray : public VisualShaderNodeSample3D { GDCLASS(VisualShaderNodeTexture2DArray, VisualShaderNodeSample3D); Ref texture_array; protected: static void _bind_methods(); public: virtual String get_caption() const override; virtual String get_input_port_name(int p_port) const override; virtual Vector get_default_texture_parameters(VisualShader::Type p_type, int p_id) const override; virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override; void set_texture_array(Ref p_texture_array); Ref get_texture_array() const; virtual Vector get_editable_properties() const override; VisualShaderNodeTexture2DArray(); }; class VisualShaderNodeTexture3D : public VisualShaderNodeSample3D { GDCLASS(VisualShaderNodeTexture3D, VisualShaderNodeSample3D); Ref texture; protected: static void _bind_methods(); public: virtual String get_caption() const override; virtual String get_input_port_name(int p_port) const override; virtual Vector get_default_texture_parameters(VisualShader::Type p_type, int p_id) const override; virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override; void set_texture(Ref p_texture); Ref get_texture() const; virtual Vector get_editable_properties() const override; VisualShaderNodeTexture3D(); }; class VisualShaderNodeCubemap : public VisualShaderNode { GDCLASS(VisualShaderNodeCubemap, VisualShaderNode); Ref cube_map; public: enum Source { SOURCE_TEXTURE, SOURCE_PORT, SOURCE_MAX, }; enum TextureType { TYPE_DATA, TYPE_COLOR, TYPE_NORMAL_MAP, TYPE_MAX, }; private: Source source = SOURCE_TEXTURE; TextureType texture_type = TYPE_DATA; protected: static void _bind_methods(); 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 bool is_input_port_default(int p_port, Shader::Mode p_mode) 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 Vector get_default_texture_parameters(VisualShader::Type p_type, int p_id) const override; virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) 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; void set_source(Source p_source); Source get_source() const; void set_cube_map(Ref p_cube_map); Ref get_cube_map() const; void set_texture_type(TextureType p_texture_type); TextureType get_texture_type() const; virtual Vector get_editable_properties() const override; virtual String get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const override; virtual Category get_category() const override { return CATEGORY_TEXTURES; } VisualShaderNodeCubemap(); }; VARIANT_ENUM_CAST(VisualShaderNodeCubemap::TextureType) VARIANT_ENUM_CAST(VisualShaderNodeCubemap::Source) /////////////////////////////////////// class VisualShaderNodeLinearSceneDepth : public VisualShaderNode { GDCLASS(VisualShaderNodeLinearSceneDepth, 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 has_output_port_preview(int p_port) const override; virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) 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; } VisualShaderNodeLinearSceneDepth(); }; class VisualShaderNodeWorldPositionFromDepth : public VisualShaderNode { GDCLASS(VisualShaderNodeWorldPositionFromDepth, 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 bool is_input_port_default(int p_port, Shader::Mode p_mode) 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 has_output_port_preview(int p_port) const override; virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) 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; } VisualShaderNodeWorldPositionFromDepth(); }; class VisualShaderNodeScreenNormalWorldSpace : public VisualShaderNode { GDCLASS(VisualShaderNodeScreenNormalWorldSpace, 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 bool is_input_port_default(int p_port, Shader::Mode p_mode) 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 has_output_port_preview(int p_port) const override; virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) 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; } VisualShaderNodeScreenNormalWorldSpace(); }; /////////////////////////////////////// /// OPS /////////////////////////////////////// class VisualShaderNodeFloatOp : public VisualShaderNode { GDCLASS(VisualShaderNodeFloatOp, VisualShaderNode); public: enum Operator { OP_ADD, OP_SUB, OP_MUL, OP_DIV, OP_MOD, OP_POW, OP_MAX, OP_MIN, OP_ATAN2, OP_STEP, OP_ENUM_SIZE, }; protected: Operator op = OP_ADD; static void _bind_methods(); 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; void set_operator(Operator p_op); Operator get_operator() const; virtual Vector get_editable_properties() const override; virtual Category get_category() const override { return CATEGORY_SCALAR; } VisualShaderNodeFloatOp(); }; VARIANT_ENUM_CAST(VisualShaderNodeFloatOp::Operator) class VisualShaderNodeIntOp : public VisualShaderNode { GDCLASS(VisualShaderNodeIntOp, VisualShaderNode); public: enum Operator { OP_ADD, OP_SUB, OP_MUL, OP_DIV, OP_MOD, OP_MAX, OP_MIN, OP_BITWISE_AND, OP_BITWISE_OR, OP_BITWISE_XOR, OP_BITWISE_LEFT_SHIFT, OP_BITWISE_RIGHT_SHIFT, OP_ENUM_SIZE, }; protected: Operator op = OP_ADD; static void _bind_methods(); 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; void set_operator(Operator p_op); Operator get_operator() const; virtual Vector get_editable_properties() const override; virtual Category get_category() const override { return CATEGORY_SCALAR; } VisualShaderNodeIntOp(); }; VARIANT_ENUM_CAST(VisualShaderNodeIntOp::Operator) class VisualShaderNodeUIntOp : public VisualShaderNode { GDCLASS(VisualShaderNodeUIntOp, VisualShaderNode); public: enum Operator { OP_ADD, OP_SUB, OP_MUL, OP_DIV, OP_MOD, OP_MAX, OP_MIN, OP_BITWISE_AND, OP_BITWISE_OR, OP_BITWISE_XOR, OP_BITWISE_LEFT_SHIFT, OP_BITWISE_RIGHT_SHIFT, OP_ENUM_SIZE, }; protected: Operator op = OP_ADD; static void _bind_methods(); 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; void set_operator(Operator p_op); Operator get_operator() const; virtual Vector get_editable_properties() const override; virtual Category get_category() const override { return CATEGORY_SCALAR; } VisualShaderNodeUIntOp(); }; VARIANT_ENUM_CAST(VisualShaderNodeUIntOp::Operator) class VisualShaderNodeVectorOp : public VisualShaderNodeVectorBase { GDCLASS(VisualShaderNodeVectorOp, VisualShaderNodeVectorBase); public: enum Operator { OP_ADD, OP_SUB, OP_MUL, OP_DIV, OP_MOD, OP_POW, OP_MAX, OP_MIN, OP_CROSS, OP_ATAN2, OP_REFLECT, OP_STEP, OP_ENUM_SIZE, }; protected: Operator op = OP_ADD; static void _bind_methods(); public: virtual String get_caption() const override; virtual int get_input_port_count() const override; virtual String get_input_port_name(int p_port) const override; virtual int get_output_port_count() 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 void set_op_type(OpType p_op_type) override; void set_operator(Operator p_op); Operator get_operator() const; virtual Vector get_editable_properties() const override; String get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const override; VisualShaderNodeVectorOp(); }; VARIANT_ENUM_CAST(VisualShaderNodeVectorOp::Operator) /////////////////////////////////////// class VisualShaderNodeColorOp : public VisualShaderNode { GDCLASS(VisualShaderNodeColorOp, VisualShaderNode); public: enum Operator { OP_SCREEN, OP_DIFFERENCE, OP_DARKEN, OP_LIGHTEN, OP_OVERLAY, OP_DODGE, OP_BURN, OP_SOFT_LIGHT, OP_HARD_LIGHT, OP_MAX, }; protected: Operator op = OP_SCREEN; static void _bind_methods(); 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; void set_operator(Operator p_op); Operator get_operator() const; virtual Vector get_editable_properties() const override; virtual Category get_category() const override { return CATEGORY_COLOR; } VisualShaderNodeColorOp(); }; VARIANT_ENUM_CAST(VisualShaderNodeColorOp::Operator) //////////////////////////////// /// TRANSFORM-TRANSFORM OPERATOR //////////////////////////////// class VisualShaderNodeTransformOp : public VisualShaderNode { GDCLASS(VisualShaderNodeTransformOp, VisualShaderNode); public: enum Operator { OP_AxB, OP_BxA, OP_AxB_COMP, OP_BxA_COMP, OP_ADD, OP_A_MINUS_B, OP_B_MINUS_A, OP_A_DIV_B, OP_B_DIV_A, OP_MAX, }; protected: Operator op = OP_AxB; static void _bind_methods(); 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; void set_operator(Operator p_op); Operator get_operator() const; virtual Vector get_editable_properties() const override; virtual Category get_category() const override { return CATEGORY_TRANSFORM; } VisualShaderNodeTransformOp(); }; VARIANT_ENUM_CAST(VisualShaderNodeTransformOp::Operator) /////////////////////////////////////// /// TRANSFORM-VECTOR MULTIPLICATION /////////////////////////////////////// class VisualShaderNodeTransformVecMult : public VisualShaderNode { GDCLASS(VisualShaderNodeTransformVecMult, VisualShaderNode); public: enum Operator { OP_AxB, OP_BxA, OP_3x3_AxB, OP_3x3_BxA, OP_MAX, }; protected: Operator op = OP_AxB; static void _bind_methods(); 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; void set_operator(Operator p_op); Operator get_operator() const; virtual Vector get_editable_properties() const override; virtual Category get_category() const override { return CATEGORY_TRANSFORM; } VisualShaderNodeTransformVecMult(); }; VARIANT_ENUM_CAST(VisualShaderNodeTransformVecMult::Operator) /////////////////////////////////////// /// FLOAT FUNC /////////////////////////////////////// class VisualShaderNodeFloatFunc : public VisualShaderNode { GDCLASS(VisualShaderNodeFloatFunc, VisualShaderNode); public: enum Function { FUNC_SIN, FUNC_COS, FUNC_TAN, FUNC_ASIN, FUNC_ACOS, FUNC_ATAN, FUNC_SINH, FUNC_COSH, FUNC_TANH, FUNC_LOG, FUNC_EXP, FUNC_SQRT, FUNC_ABS, FUNC_SIGN, FUNC_FLOOR, FUNC_ROUND, FUNC_CEIL, FUNC_FRACT, FUNC_SATURATE, FUNC_NEGATE, FUNC_ACOSH, FUNC_ASINH, FUNC_ATANH, FUNC_DEGREES, FUNC_EXP2, FUNC_INVERSE_SQRT, FUNC_LOG2, FUNC_RADIANS, FUNC_RECIPROCAL, FUNC_ROUNDEVEN, FUNC_TRUNC, FUNC_ONEMINUS, FUNC_MAX, }; protected: Function func = FUNC_SIGN; static void _bind_methods(); 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; void set_function(Function p_func); Function get_function() const; virtual Vector get_editable_properties() const override; virtual Category get_category() const override { return CATEGORY_SCALAR; } VisualShaderNodeFloatFunc(); }; VARIANT_ENUM_CAST(VisualShaderNodeFloatFunc::Function) /////////////////////////////////////// /// INT FUNC /////////////////////////////////////// class VisualShaderNodeIntFunc : public VisualShaderNode { GDCLASS(VisualShaderNodeIntFunc, VisualShaderNode); public: enum Function { FUNC_ABS, FUNC_NEGATE, FUNC_SIGN, FUNC_BITWISE_NOT, FUNC_MAX, }; protected: Function func = FUNC_SIGN; static void _bind_methods(); 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; void set_function(Function p_func); Function get_function() const; virtual Vector get_editable_properties() const override; virtual Category get_category() const override { return CATEGORY_SCALAR; } VisualShaderNodeIntFunc(); }; VARIANT_ENUM_CAST(VisualShaderNodeIntFunc::Function) /////////////////////////////////////// /// UINT FUNC /////////////////////////////////////// class VisualShaderNodeUIntFunc : public VisualShaderNode { GDCLASS(VisualShaderNodeUIntFunc, VisualShaderNode); public: enum Function { FUNC_NEGATE, FUNC_BITWISE_NOT, FUNC_MAX, }; protected: Function func = FUNC_NEGATE; static void _bind_methods(); 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; void set_function(Function p_func); Function get_function() const; virtual Vector get_editable_properties() const override; virtual Category get_category() const override { return CATEGORY_SCALAR; } VisualShaderNodeUIntFunc(); }; VARIANT_ENUM_CAST(VisualShaderNodeUIntFunc::Function) /////////////////////////////////////// /// VECTOR FUNC /////////////////////////////////////// class VisualShaderNodeVectorFunc : public VisualShaderNodeVectorBase { GDCLASS(VisualShaderNodeVectorFunc, VisualShaderNodeVectorBase); void _update_default_input_values(); public: enum Function { FUNC_NORMALIZE, FUNC_SATURATE, FUNC_NEGATE, FUNC_RECIPROCAL, FUNC_ABS, FUNC_ACOS, FUNC_ACOSH, FUNC_ASIN, FUNC_ASINH, FUNC_ATAN, FUNC_ATANH, FUNC_CEIL, FUNC_COS, FUNC_COSH, FUNC_DEGREES, FUNC_EXP, FUNC_EXP2, FUNC_FLOOR, FUNC_FRACT, FUNC_INVERSE_SQRT, FUNC_LOG, FUNC_LOG2, FUNC_RADIANS, FUNC_ROUND, FUNC_ROUNDEVEN, FUNC_SIGN, FUNC_SIN, FUNC_SINH, FUNC_SQRT, FUNC_TAN, FUNC_TANH, FUNC_TRUNC, FUNC_ONEMINUS, FUNC_MAX, }; protected: Function func = FUNC_NORMALIZE; static void _bind_methods(); public: virtual String get_caption() const override; virtual int get_input_port_count() const override; virtual String get_input_port_name(int p_port) const override; virtual int get_output_port_count() 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 void set_op_type(OpType p_op_type) override; void set_function(Function p_func); Function get_function() const; virtual Vector get_editable_properties() const override; VisualShaderNodeVectorFunc(); }; VARIANT_ENUM_CAST(VisualShaderNodeVectorFunc::Function) /////////////////////////////////////// /// COLOR FUNC /////////////////////////////////////// class VisualShaderNodeColorFunc : public VisualShaderNode { GDCLASS(VisualShaderNodeColorFunc, VisualShaderNode); public: enum Function { FUNC_GRAYSCALE, FUNC_HSV2RGB, FUNC_RGB2HSV, FUNC_SEPIA, FUNC_MAX, }; protected: Function func = FUNC_GRAYSCALE; static void _bind_methods(); 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; void set_function(Function p_func); Function get_function() const; virtual Vector get_editable_properties() const override; virtual Category get_category() const override { return CATEGORY_COLOR; } VisualShaderNodeColorFunc(); }; VARIANT_ENUM_CAST(VisualShaderNodeColorFunc::Function) /////////////////////////////////////// /// TRANSFORM FUNC /////////////////////////////////////// class VisualShaderNodeTransformFunc : public VisualShaderNode { GDCLASS(VisualShaderNodeTransformFunc, VisualShaderNode); public: enum Function { FUNC_INVERSE, FUNC_TRANSPOSE, FUNC_MAX, }; protected: Function func = FUNC_INVERSE; static void _bind_methods(); 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; void set_function(Function p_func); Function get_function() const; virtual Vector get_editable_properties() const override; virtual Category get_category() const override { return CATEGORY_TRANSFORM; } VisualShaderNodeTransformFunc(); }; VARIANT_ENUM_CAST(VisualShaderNodeTransformFunc::Function) /////////////////////////////////////// /// UV FUNC /////////////////////////////////////// class VisualShaderNodeUVFunc : public VisualShaderNode { GDCLASS(VisualShaderNodeUVFunc, VisualShaderNode); public: enum Function { FUNC_PANNING, FUNC_SCALING, FUNC_MAX, }; protected: Function func = FUNC_PANNING; static void _bind_methods(); 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 bool is_input_port_default(int p_port, Shader::Mode p_mode) 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_show_prop_names() 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; void set_function(Function p_func); Function get_function() const; virtual Vector get_editable_properties() const override; virtual Category get_category() const override { return CATEGORY_TEXTURES; } VisualShaderNodeUVFunc(); }; VARIANT_ENUM_CAST(VisualShaderNodeUVFunc::Function) /////////////////////////////////////// /// UV POLARCOORD /////////////////////////////////////// class VisualShaderNodeUVPolarCoord : public VisualShaderNode { GDCLASS(VisualShaderNodeUVPolarCoord, 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 bool is_input_port_default(int p_port, Shader::Mode p_mode) 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; } VisualShaderNodeUVPolarCoord(); }; /////////////////////////////////////// /// DOT /////////////////////////////////////// class VisualShaderNodeDotProduct : public VisualShaderNode { GDCLASS(VisualShaderNodeDotProduct, 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_VECTOR; } VisualShaderNodeDotProduct(); }; /////////////////////////////////////// /// LENGTH /////////////////////////////////////// class VisualShaderNodeVectorLen : public VisualShaderNodeVectorBase { GDCLASS(VisualShaderNodeVectorLen, VisualShaderNodeVectorBase); public: virtual String get_caption() const override; virtual int get_input_port_count() 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 void set_op_type(OpType p_op_type) 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; VisualShaderNodeVectorLen(); }; /////////////////////////////////////// /// DETERMINANT /////////////////////////////////////// class VisualShaderNodeDeterminant : public VisualShaderNode { GDCLASS(VisualShaderNodeDeterminant, 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_VECTOR; } VisualShaderNodeDeterminant(); }; /////////////////////////////////////// /// CLAMP /////////////////////////////////////// class VisualShaderNodeClamp : public VisualShaderNode { GDCLASS(VisualShaderNodeClamp, VisualShaderNode); public: enum OpType { OP_TYPE_FLOAT, OP_TYPE_INT, OP_TYPE_UINT, OP_TYPE_VECTOR_2D, OP_TYPE_VECTOR_3D, OP_TYPE_VECTOR_4D, OP_TYPE_MAX, }; protected: OpType op_type = OP_TYPE_FLOAT; static void _bind_methods(); 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; void set_op_type(OpType p_op_type); OpType get_op_type() const; virtual Vector get_editable_properties() 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 { if (op_type == OP_TYPE_FLOAT || op_type == OP_TYPE_INT || op_type == OP_TYPE_UINT) { return CATEGORY_SCALAR; } else { return CATEGORY_VECTOR; } } VisualShaderNodeClamp(); }; VARIANT_ENUM_CAST(VisualShaderNodeClamp::OpType) /////////////////////////////////////// /// DERIVATIVE FUNCTION /////////////////////////////////////// class VisualShaderNodeDerivativeFunc : public VisualShaderNode { GDCLASS(VisualShaderNodeDerivativeFunc, VisualShaderNode); public: enum OpType { OP_TYPE_SCALAR, OP_TYPE_VECTOR_2D, OP_TYPE_VECTOR_3D, OP_TYPE_VECTOR_4D, OP_TYPE_MAX, }; enum Function { FUNC_SUM, FUNC_X, FUNC_Y, FUNC_MAX, }; enum Precision { PRECISION_NONE, PRECISION_COARSE, PRECISION_FINE, PRECISION_MAX, }; protected: OpType op_type = OP_TYPE_SCALAR; Function func = FUNC_SUM; Precision precision = PRECISION_NONE; protected: static void _bind_methods(); 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 String get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const override; void set_op_type(OpType p_op_type); OpType get_op_type() const; void set_function(Function p_func); Function get_function() const; void set_precision(Precision p_precision); Precision get_precision() const; virtual Vector get_editable_properties() const override; virtual Category get_category() const override { return CATEGORY_UTILITY; } VisualShaderNodeDerivativeFunc(); }; VARIANT_ENUM_CAST(VisualShaderNodeDerivativeFunc::OpType) VARIANT_ENUM_CAST(VisualShaderNodeDerivativeFunc::Function) VARIANT_ENUM_CAST(VisualShaderNodeDerivativeFunc::Precision) /////////////////////////////////////// /// FACEFORWARD /////////////////////////////////////// class VisualShaderNodeFaceForward : public VisualShaderNodeVectorBase { GDCLASS(VisualShaderNodeFaceForward, VisualShaderNodeVectorBase); public: virtual String get_caption() const override; virtual int get_input_port_count() const override; virtual String get_input_port_name(int p_port) const override; virtual int get_output_port_count() const override; virtual String get_output_port_name(int p_port) const override; virtual void set_op_type(OpType p_op_type) 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; VisualShaderNodeFaceForward(); }; /////////////////////////////////////// /// OUTER PRODUCT /////////////////////////////////////// class VisualShaderNodeOuterProduct : public VisualShaderNode { GDCLASS(VisualShaderNodeOuterProduct, 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_TRANSFORM; } VisualShaderNodeOuterProduct(); }; /////////////////////////////////////// /// STEP /////////////////////////////////////// class VisualShaderNodeStep : public VisualShaderNode { GDCLASS(VisualShaderNodeStep, VisualShaderNode); public: enum OpType { OP_TYPE_SCALAR, OP_TYPE_VECTOR_2D, OP_TYPE_VECTOR_2D_SCALAR, OP_TYPE_VECTOR_3D, OP_TYPE_VECTOR_3D_SCALAR, OP_TYPE_VECTOR_4D, OP_TYPE_VECTOR_4D_SCALAR, OP_TYPE_MAX, }; protected: OpType op_type = OP_TYPE_SCALAR; static void _bind_methods(); 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_default_input_port(PortType p_type) 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; void set_op_type(OpType p_op_type); OpType get_op_type() const; virtual Vector get_editable_properties() 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 { if (op_type == OP_TYPE_SCALAR) { return CATEGORY_SCALAR; } else { return CATEGORY_VECTOR; } } VisualShaderNodeStep(); }; VARIANT_ENUM_CAST(VisualShaderNodeStep::OpType) /////////////////////////////////////// /// SMOOTHSTEP /////////////////////////////////////// class VisualShaderNodeSmoothStep : public VisualShaderNode { GDCLASS(VisualShaderNodeSmoothStep, VisualShaderNode); public: enum OpType { OP_TYPE_SCALAR, OP_TYPE_VECTOR_2D, OP_TYPE_VECTOR_2D_SCALAR, OP_TYPE_VECTOR_3D, OP_TYPE_VECTOR_3D_SCALAR, OP_TYPE_VECTOR_4D, OP_TYPE_VECTOR_4D_SCALAR, OP_TYPE_MAX, }; protected: OpType op_type = OP_TYPE_SCALAR; static void _bind_methods(); 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_default_input_port(PortType p_type) 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; void set_op_type(OpType p_op_type); OpType get_op_type() const; virtual Vector get_editable_properties() 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 { if (op_type == OP_TYPE_SCALAR) { return CATEGORY_SCALAR; } else { return CATEGORY_VECTOR; } } VisualShaderNodeSmoothStep(); }; VARIANT_ENUM_CAST(VisualShaderNodeSmoothStep::OpType) /////////////////////////////////////// /// DISTANCE /////////////////////////////////////// class VisualShaderNodeVectorDistance : public VisualShaderNodeVectorBase { GDCLASS(VisualShaderNodeVectorDistance, VisualShaderNodeVectorBase); public: virtual String get_caption() const override; virtual int get_input_port_count() 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 void set_op_type(OpType p_op_type) 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; VisualShaderNodeVectorDistance(); }; /////////////////////////////////////// /// REFRACT /////////////////////////////////////// class VisualShaderNodeVectorRefract : public VisualShaderNodeVectorBase { GDCLASS(VisualShaderNodeVectorRefract, VisualShaderNodeVectorBase); public: virtual String get_caption() const override; virtual int get_input_port_count() const override; virtual String get_input_port_name(int p_port) const override; virtual int get_output_port_count() 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 void set_op_type(OpType p_op_type) override; VisualShaderNodeVectorRefract(); }; /////////////////////////////////////// /// MIX /////////////////////////////////////// class VisualShaderNodeMix : public VisualShaderNode { GDCLASS(VisualShaderNodeMix, VisualShaderNode); public: enum OpType { OP_TYPE_SCALAR, OP_TYPE_VECTOR_2D, OP_TYPE_VECTOR_2D_SCALAR, OP_TYPE_VECTOR_3D, OP_TYPE_VECTOR_3D_SCALAR, OP_TYPE_VECTOR_4D, OP_TYPE_VECTOR_4D_SCALAR, OP_TYPE_MAX, }; protected: OpType op_type = OP_TYPE_SCALAR; static void _bind_methods(); 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; void set_op_type(OpType p_op_type); OpType get_op_type() const; virtual Vector get_editable_properties() 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 { if (op_type == OP_TYPE_SCALAR) { return CATEGORY_SCALAR; } else { return CATEGORY_VECTOR; } } VisualShaderNodeMix(); }; VARIANT_ENUM_CAST(VisualShaderNodeMix::OpType) /////////////////////////////////////// /// COMPOSE /////////////////////////////////////// class VisualShaderNodeVectorCompose : public VisualShaderNodeVectorBase { GDCLASS(VisualShaderNodeVectorCompose, VisualShaderNodeVectorBase); 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 String get_output_port_name(int p_port) const override; virtual void set_op_type(OpType p_op_type) 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; VisualShaderNodeVectorCompose(); }; /////////////////////////////////////// class VisualShaderNodeTransformCompose : public VisualShaderNode { GDCLASS(VisualShaderNodeTransformCompose, 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_TRANSFORM; } VisualShaderNodeTransformCompose(); }; /////////////////////////////////////// /// DECOMPOSE /////////////////////////////////////// class VisualShaderNodeVectorDecompose : public VisualShaderNodeVectorBase { GDCLASS(VisualShaderNodeVectorDecompose, VisualShaderNodeVectorBase); public: virtual String get_caption() const override; virtual int get_input_port_count() 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 void set_op_type(OpType p_op_type) 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; VisualShaderNodeVectorDecompose(); }; /////////////////////////////////////// class VisualShaderNodeTransformDecompose : public VisualShaderNode { GDCLASS(VisualShaderNodeTransformDecompose, 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_TRANSFORM; } VisualShaderNodeTransformDecompose(); }; /////////////////////////////////////// /// PARAMETERS /////////////////////////////////////// class VisualShaderNodeFloatParameter : public VisualShaderNodeParameter { GDCLASS(VisualShaderNodeFloatParameter, VisualShaderNodeParameter); public: enum Hint { HINT_NONE, HINT_RANGE, HINT_RANGE_STEP, HINT_MAX, }; private: Hint hint = HINT_NONE; float hint_range_min = 0.0f; float hint_range_max = 1.0f; float hint_range_step = 0.1f; bool default_value_enabled = false; float default_value = 0.0f; protected: static void _bind_methods(); 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_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) 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 bool is_show_prop_names() const override; virtual bool is_use_prop_slots() const override; void set_hint(Hint p_hint); Hint get_hint() const; void set_min(float p_value); float get_min() const; void set_max(float p_value); float get_max() const; void set_step(float p_value); float get_step() const; void set_default_value_enabled(bool p_enabled); bool is_default_value_enabled() const; void set_default_value(float p_value); float get_default_value() const; bool is_qualifier_supported(Qualifier p_qual) const override; bool is_convertible_to_constant() const override; virtual Vector get_editable_properties() const override; VisualShaderNodeFloatParameter(); }; VARIANT_ENUM_CAST(VisualShaderNodeFloatParameter::Hint) class VisualShaderNodeIntParameter : public VisualShaderNodeParameter { GDCLASS(VisualShaderNodeIntParameter, VisualShaderNodeParameter); public: enum Hint { HINT_NONE, HINT_RANGE, HINT_RANGE_STEP, HINT_ENUM, HINT_MAX, }; private: Hint hint = HINT_NONE; int hint_range_min = 0; int hint_range_max = 100; int hint_range_step = 1; PackedStringArray hint_enum_names; bool default_value_enabled = false; int default_value = 0; protected: static void _bind_methods(); 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_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) 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 bool is_show_prop_names() const override; virtual bool is_use_prop_slots() const override; void set_hint(Hint p_hint); Hint get_hint() const; void set_min(int p_value); int get_min() const; void set_max(int p_value); int get_max() const; void set_step(int p_value); int get_step() const; void set_enum_names(const PackedStringArray &p_names); PackedStringArray get_enum_names() const; void set_default_value_enabled(bool p_enabled); bool is_default_value_enabled() const; void set_default_value(int p_value); int get_default_value() const; bool is_qualifier_supported(Qualifier p_qual) const override; bool is_convertible_to_constant() const override; virtual Vector get_editable_properties() const override; VisualShaderNodeIntParameter(); }; VARIANT_ENUM_CAST(VisualShaderNodeIntParameter::Hint) /////////////////////////////////////// class VisualShaderNodeUIntParameter : public VisualShaderNodeParameter { GDCLASS(VisualShaderNodeUIntParameter, VisualShaderNodeParameter); private: bool default_value_enabled = false; int default_value = 0; protected: static void _bind_methods(); 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_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) 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 bool is_show_prop_names() const override; virtual bool is_use_prop_slots() const override; void set_default_value_enabled(bool p_enabled); bool is_default_value_enabled() const; void set_default_value(int p_value); int get_default_value() const; bool is_qualifier_supported(Qualifier p_qual) const override; bool is_convertible_to_constant() const override; virtual Vector get_editable_properties() const override; VisualShaderNodeUIntParameter(); }; /////////////////////////////////////// class VisualShaderNodeBooleanParameter : public VisualShaderNodeParameter { GDCLASS(VisualShaderNodeBooleanParameter, VisualShaderNodeParameter); private: bool default_value_enabled = false; bool default_value = false; protected: static void _bind_methods(); 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_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) 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 bool is_show_prop_names() const override; virtual bool is_use_prop_slots() const override; void set_default_value_enabled(bool p_enabled); bool is_default_value_enabled() const; void set_default_value(bool p_value); bool get_default_value() const; bool is_qualifier_supported(Qualifier p_qual) const override; bool is_convertible_to_constant() const override; virtual Vector get_editable_properties() const override; VisualShaderNodeBooleanParameter(); }; /////////////////////////////////////// class VisualShaderNodeColorParameter : public VisualShaderNodeParameter { GDCLASS(VisualShaderNodeColorParameter, VisualShaderNodeParameter); private: bool default_value_enabled = false; Color default_value = Color(1.0, 1.0, 1.0, 1.0); protected: static void _bind_methods(); 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_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) 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 bool is_show_prop_names() const override; void set_default_value_enabled(bool p_enabled); bool is_default_value_enabled() const; void set_default_value(const Color &p_value); Color get_default_value() const; bool is_qualifier_supported(Qualifier p_qual) const override; bool is_convertible_to_constant() const override; virtual Vector get_editable_properties() const override; VisualShaderNodeColorParameter(); }; /////////////////////////////////////// class VisualShaderNodeVec2Parameter : public VisualShaderNodeParameter { GDCLASS(VisualShaderNodeVec2Parameter, VisualShaderNodeParameter); private: bool default_value_enabled = false; Vector2 default_value; protected: static void _bind_methods(); 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_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) 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 bool is_show_prop_names() const override; virtual bool is_use_prop_slots() const override; void set_default_value_enabled(bool p_enabled); bool is_default_value_enabled() const; void set_default_value(const Vector2 &p_value); Vector2 get_default_value() const; bool is_qualifier_supported(Qualifier p_qual) const override; bool is_convertible_to_constant() const override; virtual Vector get_editable_properties() const override; VisualShaderNodeVec2Parameter(); }; /////////////////////////////////////// class VisualShaderNodeVec3Parameter : public VisualShaderNodeParameter { GDCLASS(VisualShaderNodeVec3Parameter, VisualShaderNodeParameter); private: bool default_value_enabled = false; Vector3 default_value; protected: static void _bind_methods(); 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_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) 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 bool is_show_prop_names() const override; virtual bool is_use_prop_slots() const override; void set_default_value_enabled(bool p_enabled); bool is_default_value_enabled() const; void set_default_value(const Vector3 &p_value); Vector3 get_default_value() const; bool is_qualifier_supported(Qualifier p_qual) const override; bool is_convertible_to_constant() const override; virtual Vector get_editable_properties() const override; VisualShaderNodeVec3Parameter(); }; /////////////////////////////////////// class VisualShaderNodeVec4Parameter : public VisualShaderNodeParameter { GDCLASS(VisualShaderNodeVec4Parameter, VisualShaderNodeParameter); private: bool default_value_enabled = false; Vector4 default_value; protected: static void _bind_methods(); 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_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) 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 bool is_show_prop_names() const override; virtual bool is_use_prop_slots() const override; void set_default_value_enabled(bool p_enabled); bool is_default_value_enabled() const; void set_default_value(const Vector4 &p_value); Vector4 get_default_value() const; bool is_qualifier_supported(Qualifier p_qual) const override; bool is_convertible_to_constant() const override; virtual Vector get_editable_properties() const override; VisualShaderNodeVec4Parameter(); }; /////////////////////////////////////// class VisualShaderNodeTransformParameter : public VisualShaderNodeParameter { GDCLASS(VisualShaderNodeTransformParameter, VisualShaderNodeParameter); private: bool default_value_enabled = false; Transform3D default_value = Transform3D(1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0); protected: static void _bind_methods(); 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_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) 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 bool is_show_prop_names() const override; virtual bool is_use_prop_slots() const override; void set_default_value_enabled(bool p_enabled); bool is_default_value_enabled() const; void set_default_value(const Transform3D &p_value); Transform3D get_default_value() const; bool is_qualifier_supported(Qualifier p_qual) const override; bool is_convertible_to_constant() const override; virtual Vector get_editable_properties() const override; VisualShaderNodeTransformParameter(); }; /////////////////////////////////////// class VisualShaderNodeTextureParameter : public VisualShaderNodeParameter { GDCLASS(VisualShaderNodeTextureParameter, VisualShaderNodeParameter); public: enum TextureType { TYPE_DATA, TYPE_COLOR, TYPE_NORMAL_MAP, TYPE_ANISOTROPY, TYPE_MAX, }; enum ColorDefault { COLOR_DEFAULT_WHITE, COLOR_DEFAULT_BLACK, COLOR_DEFAULT_TRANSPARENT, COLOR_DEFAULT_MAX, }; enum TextureFilter { FILTER_DEFAULT, FILTER_NEAREST, FILTER_LINEAR, FILTER_NEAREST_MIPMAP, FILTER_LINEAR_MIPMAP, FILTER_NEAREST_MIPMAP_ANISOTROPIC, FILTER_LINEAR_MIPMAP_ANISOTROPIC, FILTER_MAX, }; enum TextureRepeat { REPEAT_DEFAULT, REPEAT_ENABLED, REPEAT_DISABLED, REPEAT_MAX, }; enum TextureSource { SOURCE_NONE, SOURCE_SCREEN, SOURCE_DEPTH, SOURCE_NORMAL_ROUGHNESS, SOURCE_MAX, }; protected: TextureType texture_type = TYPE_DATA; ColorDefault color_default = COLOR_DEFAULT_WHITE; TextureFilter texture_filter = FILTER_DEFAULT; TextureRepeat texture_repeat = REPEAT_DEFAULT; TextureSource texture_source = SOURCE_NONE; protected: static void _bind_methods(); public: 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 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 HashMap get_editable_properties_names() const override; virtual bool is_show_prop_names() const override; virtual String get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const override; Vector get_editable_properties() const override; void set_texture_type(TextureType p_type); TextureType get_texture_type() const; void set_color_default(ColorDefault p_default); ColorDefault get_color_default() const; void set_texture_filter(TextureFilter p_filter); TextureFilter get_texture_filter() const; void set_texture_repeat(TextureRepeat p_repeat); TextureRepeat get_texture_repeat() const; void set_texture_source(TextureSource p_source); TextureSource get_texture_source() const; bool is_qualifier_supported(Qualifier p_qual) const override; bool is_convertible_to_constant() const override; VisualShaderNodeTextureParameter(); }; VARIANT_ENUM_CAST(VisualShaderNodeTextureParameter::TextureType) VARIANT_ENUM_CAST(VisualShaderNodeTextureParameter::ColorDefault) VARIANT_ENUM_CAST(VisualShaderNodeTextureParameter::TextureFilter) VARIANT_ENUM_CAST(VisualShaderNodeTextureParameter::TextureRepeat) VARIANT_ENUM_CAST(VisualShaderNodeTextureParameter::TextureSource) /////////////////////////////////////// class VisualShaderNodeTexture2DParameter : public VisualShaderNodeTextureParameter { GDCLASS(VisualShaderNodeTexture2DParameter, VisualShaderNodeTextureParameter); public: virtual String get_caption() const override; virtual String get_output_port_name(int p_port) const override; virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override; VisualShaderNodeTexture2DParameter(); }; /////////////////////////////////////// class VisualShaderNodeTextureParameterTriplanar : public VisualShaderNodeTextureParameter { GDCLASS(VisualShaderNodeTextureParameterTriplanar, VisualShaderNodeTextureParameter); 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_global_per_node(Shader::Mode p_mode, int p_id) const override; virtual String generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override; virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) 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; VisualShaderNodeTextureParameterTriplanar(); }; /////////////////////////////////////// class VisualShaderNodeTexture2DArrayParameter : public VisualShaderNodeTextureParameter { GDCLASS(VisualShaderNodeTexture2DArrayParameter, VisualShaderNodeTextureParameter); public: virtual String get_caption() const override; virtual String get_output_port_name(int p_port) const override; virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override; VisualShaderNodeTexture2DArrayParameter(); }; /////////////////////////////////////// class VisualShaderNodeTexture3DParameter : public VisualShaderNodeTextureParameter { GDCLASS(VisualShaderNodeTexture3DParameter, VisualShaderNodeTextureParameter); public: virtual String get_caption() const override; virtual String get_output_port_name(int p_port) const override; virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override; VisualShaderNodeTexture3DParameter(); }; /////////////////////////////////////// class VisualShaderNodeCubemapParameter : public VisualShaderNodeTextureParameter { GDCLASS(VisualShaderNodeCubemapParameter, VisualShaderNodeTextureParameter); public: virtual String get_caption() const override; virtual String get_output_port_name(int p_port) const override; virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override; VisualShaderNodeCubemapParameter(); }; /////////////////////////////////////// /// IF /////////////////////////////////////// class VisualShaderNodeIf : public VisualShaderNode { GDCLASS(VisualShaderNodeIf, 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_CONDITIONAL; } VisualShaderNodeIf(); }; /////////////////////////////////////// /// SWITCH /////////////////////////////////////// class VisualShaderNodeSwitch : public VisualShaderNode { GDCLASS(VisualShaderNodeSwitch, VisualShaderNode); public: enum OpType { OP_TYPE_FLOAT, OP_TYPE_INT, OP_TYPE_UINT, OP_TYPE_VECTOR_2D, OP_TYPE_VECTOR_3D, OP_TYPE_VECTOR_4D, OP_TYPE_BOOLEAN, OP_TYPE_TRANSFORM, OP_TYPE_MAX, }; protected: OpType op_type = OP_TYPE_FLOAT; static void _bind_methods(); 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; void set_op_type(OpType p_op_type); OpType get_op_type() const; virtual Vector get_editable_properties() 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_CONDITIONAL; } VisualShaderNodeSwitch(); }; VARIANT_ENUM_CAST(VisualShaderNodeSwitch::OpType) /////////////////////////////////////// /// FRESNEL /////////////////////////////////////// class VisualShaderNodeFresnel : public VisualShaderNode { GDCLASS(VisualShaderNodeFresnel, 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 bool is_generate_input_var(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_UTILITY; } VisualShaderNodeFresnel(); }; /////////////////////////////////////// /// Is /////////////////////////////////////// class VisualShaderNodeIs : public VisualShaderNode { GDCLASS(VisualShaderNodeIs, VisualShaderNode); public: enum Function { FUNC_IS_INF, FUNC_IS_NAN, FUNC_MAX, }; protected: Function func = FUNC_IS_INF; protected: static void _bind_methods(); 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; void set_function(Function p_func); Function get_function() const; virtual Vector get_editable_properties() const override; virtual Category get_category() const override { return CATEGORY_CONDITIONAL; } VisualShaderNodeIs(); }; VARIANT_ENUM_CAST(VisualShaderNodeIs::Function) /////////////////////////////////////// /// Compare /////////////////////////////////////// class VisualShaderNodeCompare : public VisualShaderNode { GDCLASS(VisualShaderNodeCompare, VisualShaderNode); public: enum ComparisonType { CTYPE_SCALAR, CTYPE_SCALAR_INT, CTYPE_SCALAR_UINT, CTYPE_VECTOR_2D, CTYPE_VECTOR_3D, CTYPE_VECTOR_4D, CTYPE_BOOLEAN, CTYPE_TRANSFORM, CTYPE_MAX, }; enum Function { FUNC_EQUAL, FUNC_NOT_EQUAL, FUNC_GREATER_THAN, FUNC_GREATER_THAN_EQUAL, FUNC_LESS_THAN, FUNC_LESS_THAN_EQUAL, FUNC_MAX, }; enum Condition { COND_ALL, COND_ANY, COND_MAX, }; protected: ComparisonType comparison_type = CTYPE_SCALAR; Function func = FUNC_EQUAL; Condition condition = COND_ALL; protected: static void _bind_methods(); 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; void set_comparison_type(ComparisonType p_type); ComparisonType get_comparison_type() const; void set_function(Function p_func); Function get_function() const; void set_condition(Condition p_cond); Condition get_condition() const; virtual Vector get_editable_properties() const override; virtual String get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const override; virtual Category get_category() const override { return CATEGORY_CONDITIONAL; } VisualShaderNodeCompare(); }; VARIANT_ENUM_CAST(VisualShaderNodeCompare::ComparisonType) VARIANT_ENUM_CAST(VisualShaderNodeCompare::Function) VARIANT_ENUM_CAST(VisualShaderNodeCompare::Condition) class VisualShaderNodeMultiplyAdd : public VisualShaderNode { GDCLASS(VisualShaderNodeMultiplyAdd, VisualShaderNode); public: enum OpType { OP_TYPE_SCALAR, OP_TYPE_VECTOR_2D, OP_TYPE_VECTOR_3D, OP_TYPE_VECTOR_4D, OP_TYPE_MAX, }; protected: OpType op_type = OP_TYPE_SCALAR; protected: static void _bind_methods(); 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; void set_op_type(OpType p_op_type); OpType get_op_type() const; virtual Vector get_editable_properties() const override; virtual Category get_category() const override { if (op_type == OP_TYPE_SCALAR) { return CATEGORY_SCALAR; } else { return CATEGORY_VECTOR; } } VisualShaderNodeMultiplyAdd(); }; VARIANT_ENUM_CAST(VisualShaderNodeMultiplyAdd::OpType) class VisualShaderNodeBillboard : public VisualShaderNode { GDCLASS(VisualShaderNodeBillboard, VisualShaderNode); public: enum BillboardType { BILLBOARD_TYPE_DISABLED, BILLBOARD_TYPE_ENABLED, BILLBOARD_TYPE_FIXED_Y, BILLBOARD_TYPE_PARTICLES, BILLBOARD_TYPE_MAX, }; protected: BillboardType billboard_type = BILLBOARD_TYPE_ENABLED; bool keep_scale = false; protected: static void _bind_methods(); 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 bool is_show_prop_names() const override; void set_billboard_type(BillboardType p_billboard_type); BillboardType get_billboard_type() const; void set_keep_scale_enabled(bool p_enabled); bool is_keep_scale_enabled() const; virtual Vector get_editable_properties() const override; virtual Category get_category() const override { return CATEGORY_UTILITY; } VisualShaderNodeBillboard(); }; VARIANT_ENUM_CAST(VisualShaderNodeBillboard::BillboardType) /////////////////////////////////////// /// DistanceFade /////////////////////////////////////// class VisualShaderNodeDistanceFade : public VisualShaderNode { GDCLASS(VisualShaderNodeDistanceFade, 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 has_output_port_preview(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_UTILITY; } VisualShaderNodeDistanceFade(); }; class VisualShaderNodeProximityFade : public VisualShaderNode { GDCLASS(VisualShaderNodeProximityFade, 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 has_output_port_preview(int p_port) const override; virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) 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_UTILITY; } VisualShaderNodeProximityFade(); }; class VisualShaderNodeRandomRange : public VisualShaderNode { GDCLASS(VisualShaderNodeRandomRange, 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_global_per_node(Shader::Mode p_mode, int p_id) 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_UTILITY; } VisualShaderNodeRandomRange(); }; class VisualShaderNodeRemap : public VisualShaderNode { GDCLASS(VisualShaderNodeRemap, 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_UTILITY; } VisualShaderNodeRemap(); }; class VisualShaderNodeRotationByAxis : public VisualShaderNode { GDCLASS(VisualShaderNodeRotationByAxis, 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 has_output_port_preview(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_UTILITY; } VisualShaderNodeRotationByAxis(); }; class VisualShaderNodeReroute : public VisualShaderNode { GDCLASS(VisualShaderNodeReroute, VisualShaderNode); PortType input_port_type = PORT_TYPE_SCALAR; protected: static void _bind_methods(); 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 has_output_port_preview(int p_port) const override { return false; } virtual bool is_output_port_expandable(int p_port) const override { return false; } 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_SPECIAL; } void _set_port_type(PortType p_type); PortType get_port_type() const { return input_port_type; } VisualShaderNodeReroute(); }; #endif // VISUAL_SHADER_NODES_H