godot/scene/resources/visual_shader_nodes.cpp
Windy Darian 52538b200f Fix saturate ScalarFunc in Visual Shader
Was getting this error when using a saturate node. This change fixes it.
```
 :39 - Invalid arguments for built-in function: max(float,int)
 drivers\gles3\rasterizer_storage_gles3.cpp:2150 - Condition ' err != OK ' is true.
```
2019-02-25 23:30:03 -05:00

1927 lines
64 KiB
C++

/*************************************************************************/
/* visual_shader_nodes.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "visual_shader_nodes.h"
////////////// Scalar
String VisualShaderNodeScalarConstant::get_caption() const {
return "Scalar";
}
int VisualShaderNodeScalarConstant::get_input_port_count() const {
return 0;
}
VisualShaderNodeScalarConstant::PortType VisualShaderNodeScalarConstant::get_input_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeScalarConstant::get_input_port_name(int p_port) const {
return String();
}
int VisualShaderNodeScalarConstant::get_output_port_count() const {
return 1;
}
VisualShaderNodeScalarConstant::PortType VisualShaderNodeScalarConstant::get_output_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeScalarConstant::get_output_port_name(int p_port) const {
return ""; //no output port means the editor will be used as port
}
String VisualShaderNodeScalarConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
return "\t" + p_output_vars[0] + " = " + vformat("%.6f", constant) + ";\n";
}
void VisualShaderNodeScalarConstant::set_constant(float p_value) {
constant = p_value;
emit_changed();
}
float VisualShaderNodeScalarConstant::get_constant() const {
return constant;
}
Vector<StringName> VisualShaderNodeScalarConstant::get_editable_properties() const {
Vector<StringName> props;
props.push_back("constant");
return props;
}
void VisualShaderNodeScalarConstant::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeScalarConstant::set_constant);
ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeScalarConstant::get_constant);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "constant"), "set_constant", "get_constant");
}
VisualShaderNodeScalarConstant::VisualShaderNodeScalarConstant() {
constant = 0;
}
////////////// Color
String VisualShaderNodeColorConstant::get_caption() const {
return "Color";
}
int VisualShaderNodeColorConstant::get_input_port_count() const {
return 0;
}
VisualShaderNodeColorConstant::PortType VisualShaderNodeColorConstant::get_input_port_type(int p_port) const {
return PORT_TYPE_VECTOR;
}
String VisualShaderNodeColorConstant::get_input_port_name(int p_port) const {
return String();
}
int VisualShaderNodeColorConstant::get_output_port_count() const {
return 2;
}
VisualShaderNodeColorConstant::PortType VisualShaderNodeColorConstant::get_output_port_type(int p_port) const {
return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
}
String VisualShaderNodeColorConstant::get_output_port_name(int p_port) const {
return p_port == 0 ? "" : "alpha"; //no output port means the editor will be used as port
}
String VisualShaderNodeColorConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
String code;
code += "\t" + p_output_vars[0] + " = " + vformat("vec3(%.6f,%.6f,%.6f)", constant.r, constant.g, constant.b) + ";\n";
code += "\t" + p_output_vars[1] + " = " + vformat("%.6f", constant.a) + ";\n";
return code;
}
void VisualShaderNodeColorConstant::set_constant(Color p_value) {
constant = p_value;
emit_changed();
}
Color VisualShaderNodeColorConstant::get_constant() const {
return constant;
}
Vector<StringName> VisualShaderNodeColorConstant::get_editable_properties() const {
Vector<StringName> props;
props.push_back("constant");
return props;
}
void VisualShaderNodeColorConstant::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeColorConstant::set_constant);
ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeColorConstant::get_constant);
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "constant"), "set_constant", "get_constant");
}
VisualShaderNodeColorConstant::VisualShaderNodeColorConstant() {
constant = Color(1, 1, 1, 1);
}
////////////// Vector
String VisualShaderNodeVec3Constant::get_caption() const {
return "Vector";
}
int VisualShaderNodeVec3Constant::get_input_port_count() const {
return 0;
}
VisualShaderNodeVec3Constant::PortType VisualShaderNodeVec3Constant::get_input_port_type(int p_port) const {
return PORT_TYPE_VECTOR;
}
String VisualShaderNodeVec3Constant::get_input_port_name(int p_port) const {
return String();
}
int VisualShaderNodeVec3Constant::get_output_port_count() const {
return 1;
}
VisualShaderNodeVec3Constant::PortType VisualShaderNodeVec3Constant::get_output_port_type(int p_port) const {
return PORT_TYPE_VECTOR;
}
String VisualShaderNodeVec3Constant::get_output_port_name(int p_port) const {
return ""; //no output port means the editor will be used as port
}
String VisualShaderNodeVec3Constant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
return "\t" + p_output_vars[0] + " = " + vformat("vec3(%.6f,%.6f,%.6f)", constant.x, constant.y, constant.z) + ";\n";
}
void VisualShaderNodeVec3Constant::set_constant(Vector3 p_value) {
constant = p_value;
emit_changed();
}
Vector3 VisualShaderNodeVec3Constant::get_constant() const {
return constant;
}
Vector<StringName> VisualShaderNodeVec3Constant::get_editable_properties() const {
Vector<StringName> props;
props.push_back("constant");
return props;
}
void VisualShaderNodeVec3Constant::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeVec3Constant::set_constant);
ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeVec3Constant::get_constant);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant"), "set_constant", "get_constant");
}
VisualShaderNodeVec3Constant::VisualShaderNodeVec3Constant() {
}
////////////// Transform
String VisualShaderNodeTransformConstant::get_caption() const {
return "Transform";
}
int VisualShaderNodeTransformConstant::get_input_port_count() const {
return 0;
}
VisualShaderNodeTransformConstant::PortType VisualShaderNodeTransformConstant::get_input_port_type(int p_port) const {
return PORT_TYPE_VECTOR;
}
String VisualShaderNodeTransformConstant::get_input_port_name(int p_port) const {
return String();
}
int VisualShaderNodeTransformConstant::get_output_port_count() const {
return 1;
}
VisualShaderNodeTransformConstant::PortType VisualShaderNodeTransformConstant::get_output_port_type(int p_port) const {
return PORT_TYPE_TRANSFORM;
}
String VisualShaderNodeTransformConstant::get_output_port_name(int p_port) const {
return ""; //no output port means the editor will be used as port
}
String VisualShaderNodeTransformConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
Transform t = constant;
t.basis.transpose();
String code = "\t" + p_output_vars[0] + " = mat4(";
code += vformat("vec4(%.6f,%.6f,%.6f,0.0),", t.basis[0].x, t.basis[0].y, t.basis[0].z);
code += vformat("vec4(%.6f,%.6f,%.6f,0.0),", t.basis[1].x, t.basis[1].y, t.basis[1].z);
code += vformat("vec4(%.6f,%.6f,%.6f,0.0),", t.basis[2].x, t.basis[2].y, t.basis[2].z);
code += vformat("vec4(%.6f,%.6f,%.6f,1.0) );\n", t.origin.x, t.origin.y, t.origin.z);
return code;
}
void VisualShaderNodeTransformConstant::set_constant(Transform p_value) {
constant = p_value;
emit_changed();
}
Transform VisualShaderNodeTransformConstant::get_constant() const {
return constant;
}
Vector<StringName> VisualShaderNodeTransformConstant::get_editable_properties() const {
Vector<StringName> props;
props.push_back("constant");
return props;
}
void VisualShaderNodeTransformConstant::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeTransformConstant::set_constant);
ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeTransformConstant::get_constant);
ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM, "constant"), "set_constant", "get_constant");
}
VisualShaderNodeTransformConstant::VisualShaderNodeTransformConstant() {
}
////////////// Texture
String VisualShaderNodeTexture::get_caption() const {
return "Texture";
}
int VisualShaderNodeTexture::get_input_port_count() const {
return 2;
}
VisualShaderNodeTexture::PortType VisualShaderNodeTexture::get_input_port_type(int p_port) const {
return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
}
String VisualShaderNodeTexture::get_input_port_name(int p_port) const {
return p_port == 0 ? "uv" : "lod";
}
int VisualShaderNodeTexture::get_output_port_count() const {
return 2;
}
VisualShaderNodeTexture::PortType VisualShaderNodeTexture::get_output_port_type(int p_port) const {
return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
}
String VisualShaderNodeTexture::get_output_port_name(int p_port) const {
return p_port == 0 ? "rgb" : "alpha";
}
static String make_unique_id(VisualShader::Type p_type, int p_id, const String &p_name) {
static const char *typepf[VisualShader::TYPE_MAX] = { "vtx", "frg", "lgt" };
return p_name + "_" + String(typepf[p_type]) + "_" + itos(p_id);
}
Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
VisualShader::DefaultTextureParam dtp;
dtp.name = make_unique_id(p_type, p_id, "tex");
dtp.param = texture;
Vector<VisualShader::DefaultTextureParam> ret;
ret.push_back(dtp);
return ret;
}
String VisualShaderNodeTexture::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
if (source == SOURCE_TEXTURE) {
String u = "uniform sampler2D " + make_unique_id(p_type, p_id, "tex");
switch (texture_type) {
case TYPE_DATA: break;
case TYPE_COLOR: u += " : hint_albedo"; break;
case TYPE_NORMALMAP: u += " : hint_normal"; break;
}
return u + ";";
}
return String();
}
String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
if (source == SOURCE_TEXTURE) {
String id = make_unique_id(p_type, p_id, "tex");
String code;
if (p_input_vars[0] == String()) { //none bound, do nothing
code += "\tvec4 " + id + "_read = vec4(0.0);\n";
} else if (p_input_vars[1] == String()) {
//no lod
code += "\tvec4 " + id + "_read = texture( " + id + " , " + p_input_vars[0] + ".xy );\n";
} else {
code += "\tvec4 " + id + "_read = textureLod( " + id + " , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n";
}
code += "\t" + p_output_vars[0] + " = " + id + "_read.rgb;\n";
code += "\t" + p_output_vars[1] + " = " + id + "_read.a;\n";
return code;
}
if (source == SOURCE_SCREEN && (p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) {
String code = "\t{\n";
if (p_input_vars[0] == String() || p_for_preview) { //none bound, do nothing
code += "\t\tvec4 _tex_read = vec4(0.0);\n";
} else if (p_input_vars[1] == String()) {
//no lod
code += "\t\tvec4 _tex_read = textureLod( SCREEN_TEXTURE , " + p_input_vars[0] + ".xy, 0.0 );\n";
} else {
code += "\t\tvec4 _tex_read = textureLod( SCREEN_TEXTURE , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n";
}
code += "\t\t" + p_output_vars[0] + " = _tex_read.rgb;\n";
code += "\t\t" + p_output_vars[1] + " = _tex_read.a;\n";
code += "\t}\n";
return code;
}
if (source == SOURCE_2D_TEXTURE && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
String code = "\t{\n";
if (p_input_vars[0] == String()) { //none bound, do nothing
code += "\t\tvec4 _tex_read = vec4(0.0);\n";
} else if (p_input_vars[1] == String()) {
//no lod
code += "\t\tvec4 _tex_read = texture( TEXTURE , " + p_input_vars[0] + ".xy );\n";
} else {
code += "\t\tvec4 _tex_read = textureLod( TEXTURE , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n";
}
code += "\t\t" + p_output_vars[0] + " = _tex_read.rgb;\n";
code += "\t\t" + p_output_vars[1] + " = _tex_read.a;\n";
code += "\t}\n";
return code;
}
if (source == SOURCE_2D_NORMAL && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
String code = "\t{\n";
if (p_input_vars[0] == String()) { //none bound, do nothing
code += "\t\tvec4 _tex_read = vec4(0.0);\n";
} else if (p_input_vars[1] == String()) {
//no lod
code += "\t\tvec4 _tex_read = texture( NORMAL_TEXTURE , " + p_input_vars[0] + ".xy );\n";
} else {
code += "\t\tvec4 _tex_read = textureLod( NORMAL_TEXTURE , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n";
}
code += "\t\t" + p_output_vars[0] + " = _tex_read.rgb;\n";
code += "\t\t" + p_output_vars[1] + " = _tex_read.a;\n";
code += "\t}\n";
return code;
}
//none
String code;
code += "\t" + p_output_vars[0] + " = vec3(0.0);\n";
code += "\t" + p_output_vars[1] + " = 1.0;\n";
return code;
}
void VisualShaderNodeTexture::set_source(Source p_source) {
source = p_source;
emit_changed();
emit_signal("editor_refresh_request");
}
VisualShaderNodeTexture::Source VisualShaderNodeTexture::get_source() const {
return source;
}
void VisualShaderNodeTexture::set_texture(Ref<Texture> p_value) {
texture = p_value;
emit_changed();
}
Ref<Texture> VisualShaderNodeTexture::get_texture() const {
return texture;
}
void VisualShaderNodeTexture::set_texture_type(TextureType p_type) {
texture_type = p_type;
emit_changed();
}
VisualShaderNodeTexture::TextureType VisualShaderNodeTexture::get_texture_type() const {
return texture_type;
}
Vector<StringName> VisualShaderNodeTexture::get_editable_properties() const {
Vector<StringName> props;
props.push_back("source");
if (source == SOURCE_TEXTURE) {
props.push_back("texture");
props.push_back("texture_type");
}
return props;
}
String VisualShaderNodeTexture::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
if (source == SOURCE_TEXTURE) {
return String(); // all good
}
if (source == SOURCE_SCREEN && (p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) {
return String(); // all good
}
if (source == SOURCE_2D_TEXTURE && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
return String(); // all good
}
if (source == SOURCE_2D_NORMAL && p_mode == Shader::MODE_CANVAS_ITEM) {
return String(); // all good
}
return TTR("Invalid source for shader.");
}
void VisualShaderNodeTexture::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeTexture::set_source);
ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeTexture::get_source);
ClassDB::bind_method(D_METHOD("set_texture", "value"), &VisualShaderNodeTexture::set_texture);
ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeTexture::get_texture);
ClassDB::bind_method(D_METHOD("set_texture_type", "value"), &VisualShaderNodeTexture::set_texture_type);
ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeTexture::get_texture_type);
ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,Screen,Texture2D,NormalMap2D"), "set_source", "get_source");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture");
ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normalmap"), "set_texture_type", "get_texture_type");
BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
BIND_ENUM_CONSTANT(SOURCE_SCREEN);
BIND_ENUM_CONSTANT(SOURCE_2D_TEXTURE);
BIND_ENUM_CONSTANT(SOURCE_2D_NORMAL);
BIND_ENUM_CONSTANT(TYPE_DATA);
BIND_ENUM_CONSTANT(TYPE_COLOR);
BIND_ENUM_CONSTANT(TYPE_NORMALMAP);
}
VisualShaderNodeTexture::VisualShaderNodeTexture() {
texture_type = TYPE_DATA;
source = SOURCE_TEXTURE;
}
////////////// CubeMap
String VisualShaderNodeCubeMap::get_caption() const {
return "CubeMap";
}
int VisualShaderNodeCubeMap::get_input_port_count() const {
return 2;
}
VisualShaderNodeCubeMap::PortType VisualShaderNodeCubeMap::get_input_port_type(int p_port) const {
return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
}
String VisualShaderNodeCubeMap::get_input_port_name(int p_port) const {
return p_port == 0 ? "uv" : "lod";
}
int VisualShaderNodeCubeMap::get_output_port_count() const {
return 2;
}
VisualShaderNodeCubeMap::PortType VisualShaderNodeCubeMap::get_output_port_type(int p_port) const {
return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
}
String VisualShaderNodeCubeMap::get_output_port_name(int p_port) const {
return p_port == 0 ? "rgb" : "alpha";
}
Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCubeMap::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
VisualShader::DefaultTextureParam dtp;
dtp.name = make_unique_id(p_type, p_id, "cube");
dtp.param = cube_map;
Vector<VisualShader::DefaultTextureParam> ret;
ret.push_back(dtp);
return ret;
}
String VisualShaderNodeCubeMap::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
String u = "uniform sampler2DCube " + make_unique_id(p_type, p_id, "cube");
switch (texture_type) {
case TYPE_DATA: break;
case TYPE_COLOR: u += " : hint_albedo"; break;
case TYPE_NORMALMAP: u += " : hint_normal"; break;
}
return u + ";";
}
String VisualShaderNodeCubeMap::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
String id = make_unique_id(p_type, p_id, "cube");
String code;
if (p_input_vars[0] == String()) { //none bound, do nothing
code += "\tvec4 " + id + "_read = vec4(0.0);\n";
} else if (p_input_vars[1] == String()) {
//no lod
code += "\tvec4 " + id + "_read = texture( " + id + " , " + p_input_vars[0] + " );\n";
} else {
code += "\tvec4 " + id + "_read = textureLod( " + id + " , " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n";
}
code += "\t" + p_output_vars[0] + " = " + id + "_read.rgb;\n";
code += "\t" + p_output_vars[1] + " = " + id + "_read.a;\n";
return code;
}
void VisualShaderNodeCubeMap::set_cube_map(Ref<CubeMap> p_value) {
cube_map = p_value;
emit_changed();
}
Ref<CubeMap> VisualShaderNodeCubeMap::get_cube_map() const {
return cube_map;
}
void VisualShaderNodeCubeMap::set_texture_type(TextureType p_type) {
texture_type = p_type;
emit_changed();
}
VisualShaderNodeCubeMap::TextureType VisualShaderNodeCubeMap::get_texture_type() const {
return texture_type;
}
Vector<StringName> VisualShaderNodeCubeMap::get_editable_properties() const {
Vector<StringName> props;
props.push_back("cube_map");
props.push_back("texture_type");
return props;
}
void VisualShaderNodeCubeMap::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_cube_map", "value"), &VisualShaderNodeCubeMap::set_cube_map);
ClassDB::bind_method(D_METHOD("get_cube_map"), &VisualShaderNodeCubeMap::get_cube_map);
ClassDB::bind_method(D_METHOD("set_texture_type", "value"), &VisualShaderNodeCubeMap::set_texture_type);
ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeCubeMap::get_texture_type);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "cube_map", PROPERTY_HINT_RESOURCE_TYPE, "CubeMap"), "set_cube_map", "get_cube_map");
ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normalmap"), "set_texture_type", "get_texture_type");
BIND_ENUM_CONSTANT(TYPE_DATA);
BIND_ENUM_CONSTANT(TYPE_COLOR);
BIND_ENUM_CONSTANT(TYPE_NORMALMAP);
}
VisualShaderNodeCubeMap::VisualShaderNodeCubeMap() {
texture_type = TYPE_DATA;
}
////////////// Scalar Op
String VisualShaderNodeScalarOp::get_caption() const {
return "ScalarOp";
}
int VisualShaderNodeScalarOp::get_input_port_count() const {
return 2;
}
VisualShaderNodeScalarOp::PortType VisualShaderNodeScalarOp::get_input_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeScalarOp::get_input_port_name(int p_port) const {
return p_port == 0 ? "a" : "b";
}
int VisualShaderNodeScalarOp::get_output_port_count() const {
return 1;
}
VisualShaderNodeScalarOp::PortType VisualShaderNodeScalarOp::get_output_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeScalarOp::get_output_port_name(int p_port) const {
return "op"; //no output port means the editor will be used as port
}
String VisualShaderNodeScalarOp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
String code = "\t" + p_output_vars[0] + " = ";
switch (op) {
case OP_ADD: code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n"; break;
case OP_SUB: code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n"; break;
case OP_MUL: code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n"; break;
case OP_DIV: code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n"; break;
case OP_MOD: code += "mod( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
case OP_POW: code += "pow( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
case OP_MAX: code += "max( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
case OP_MIN: code += "min( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
case OP_ATAN2: code += "atan( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
}
return code;
}
void VisualShaderNodeScalarOp::set_operator(Operator p_op) {
op = p_op;
emit_changed();
}
VisualShaderNodeScalarOp::Operator VisualShaderNodeScalarOp::get_operator() const {
return op;
}
Vector<StringName> VisualShaderNodeScalarOp::get_editable_properties() const {
Vector<StringName> props;
props.push_back("operator");
return props;
}
void VisualShaderNodeScalarOp::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeScalarOp::set_operator);
ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeScalarOp::get_operator);
ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Sub,Multiply,Divide,Remainder,Power,Max,Min,Atan2"), "set_operator", "get_operator");
BIND_ENUM_CONSTANT(OP_ADD);
BIND_ENUM_CONSTANT(OP_SUB);
BIND_ENUM_CONSTANT(OP_MUL);
BIND_ENUM_CONSTANT(OP_DIV);
BIND_ENUM_CONSTANT(OP_MOD);
BIND_ENUM_CONSTANT(OP_POW);
BIND_ENUM_CONSTANT(OP_MAX);
BIND_ENUM_CONSTANT(OP_MIN);
BIND_ENUM_CONSTANT(OP_ATAN2);
}
VisualShaderNodeScalarOp::VisualShaderNodeScalarOp() {
op = OP_ADD;
set_input_port_default_value(0, 0.0);
set_input_port_default_value(1, 0.0);
}
////////////// Vector Op
String VisualShaderNodeVectorOp::get_caption() const {
return "VectorOp";
}
int VisualShaderNodeVectorOp::get_input_port_count() const {
return 2;
}
VisualShaderNodeVectorOp::PortType VisualShaderNodeVectorOp::get_input_port_type(int p_port) const {
return PORT_TYPE_VECTOR;
}
String VisualShaderNodeVectorOp::get_input_port_name(int p_port) const {
return p_port == 0 ? "a" : "b";
}
int VisualShaderNodeVectorOp::get_output_port_count() const {
return 1;
}
VisualShaderNodeVectorOp::PortType VisualShaderNodeVectorOp::get_output_port_type(int p_port) const {
return PORT_TYPE_VECTOR;
}
String VisualShaderNodeVectorOp::get_output_port_name(int p_port) const {
return "op"; //no output port means the editor will be used as port
}
String VisualShaderNodeVectorOp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
String code = "\t" + p_output_vars[0] + " = ";
switch (op) {
case OP_ADD: code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n"; break;
case OP_SUB: code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n"; break;
case OP_MUL: code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n"; break;
case OP_DIV: code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n"; break;
case OP_MOD: code += "mod( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
case OP_POW: code += "pow( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
case OP_MAX: code += "max( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
case OP_MIN: code += "min( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
case OP_CROSS: code += "cross( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
}
return code;
}
void VisualShaderNodeVectorOp::set_operator(Operator p_op) {
op = p_op;
emit_changed();
}
VisualShaderNodeVectorOp::Operator VisualShaderNodeVectorOp::get_operator() const {
return op;
}
Vector<StringName> VisualShaderNodeVectorOp::get_editable_properties() const {
Vector<StringName> props;
props.push_back("operator");
return props;
}
void VisualShaderNodeVectorOp::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeVectorOp::set_operator);
ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeVectorOp::get_operator);
ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Sub,Multiply,Divide,Remainder,Power,Max,Min,Cross"), "set_operator", "get_operator");
BIND_ENUM_CONSTANT(OP_ADD);
BIND_ENUM_CONSTANT(OP_SUB);
BIND_ENUM_CONSTANT(OP_MUL);
BIND_ENUM_CONSTANT(OP_DIV);
BIND_ENUM_CONSTANT(OP_MOD);
BIND_ENUM_CONSTANT(OP_POW);
BIND_ENUM_CONSTANT(OP_MAX);
BIND_ENUM_CONSTANT(OP_MIN);
BIND_ENUM_CONSTANT(OP_CROSS);
}
VisualShaderNodeVectorOp::VisualShaderNodeVectorOp() {
op = OP_ADD;
set_input_port_default_value(0, Vector3());
set_input_port_default_value(1, Vector3());
}
////////////// Color Op
String VisualShaderNodeColorOp::get_caption() const {
return "ColorOp";
}
int VisualShaderNodeColorOp::get_input_port_count() const {
return 2;
}
VisualShaderNodeColorOp::PortType VisualShaderNodeColorOp::get_input_port_type(int p_port) const {
return PORT_TYPE_VECTOR;
}
String VisualShaderNodeColorOp::get_input_port_name(int p_port) const {
return p_port == 0 ? "a" : "b";
}
int VisualShaderNodeColorOp::get_output_port_count() const {
return 1;
}
VisualShaderNodeColorOp::PortType VisualShaderNodeColorOp::get_output_port_type(int p_port) const {
return PORT_TYPE_VECTOR;
}
String VisualShaderNodeColorOp::get_output_port_name(int p_port) const {
return "op"; //no output port means the editor will be used as port
}
String VisualShaderNodeColorOp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
String code;
static const char *axisn[3] = { "x", "y", "z" };
switch (op) {
case OP_SCREEN: {
code += "\t" + p_output_vars[0] + "=vec3(1.0)-(vec3(1.0)-" + p_input_vars[0] + ")*(vec3(1.0)-" + p_input_vars[1] + ");\n";
} break;
case OP_DIFFERENCE: {
code += "\t" + p_output_vars[0] + "=abs(" + p_input_vars[0] + "-" + p_input_vars[1] + ");\n";
} break;
case OP_DARKEN: {
code += "\t" + p_output_vars[0] + "=min(" + p_input_vars[0] + "," + p_input_vars[1] + ");\n";
} break;
case OP_LIGHTEN: {
code += "\t" + p_output_vars[0] + "=max(" + p_input_vars[0] + "," + p_input_vars[1] + ");\n";
} break;
case OP_OVERLAY: {
for (int i = 0; i < 3; i++) {
code += "\t{\n";
code += "\t\tfloat base=" + p_input_vars[0] + "." + axisn[i] + ";\n";
code += "\t\tfloat blend=" + p_input_vars[1] + "." + axisn[i] + ";\n";
code += "\t\tif (base < 0.5) {\n";
code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = 2.0 * base * blend;\n";
code += "\t\t} else {\n";
code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);\n";
code += "\t\t}\n";
code += "\t}\n";
}
} break;
case OP_DODGE: {
code += "\t" + p_output_vars[0] + "=(" + p_input_vars[0] + ")/(vec3(1.0)-" + p_input_vars[1] + ");\n";
} break;
case OP_BURN: {
code += "\t" + p_output_vars[0] + "=vec3(1.0)-(vec3(1.0)-" + p_input_vars[0] + ")/(" + p_input_vars[1] + ");\n";
} break;
case OP_SOFT_LIGHT: {
for (int i = 0; i < 3; i++) {
code += "\t{\n";
code += "\t\tfloat base=" + p_input_vars[0] + "." + axisn[i] + ";\n";
code += "\t\tfloat blend=" + p_input_vars[1] + "." + axisn[i] + ";\n";
code += "\t\tif (base < 0.5) {\n";
code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (base * (blend+0.5));\n";
code += "\t\t} else {\n";
code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0-base) * (1.0-(blend-0.5)));\n";
code += "\t\t}\n";
code += "\t}\n";
}
} break;
case OP_HARD_LIGHT: {
for (int i = 0; i < 3; i++) {
code += "\t{\n";
code += "\t\tfloat base=" + p_input_vars[0] + "." + axisn[i] + ";\n";
code += "\t\tfloat blend=" + p_input_vars[1] + "." + axisn[i] + ";\n";
code += "\t\tif (base < 0.5) {\n";
code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (base * (2.0*blend));\n";
code += "\t\t} else {\n";
code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0-base) * (1.0-2.0*(blend-0.5)));\n";
code += "\t\t}\n";
code += "\t}\n";
}
} break;
}
return code;
}
void VisualShaderNodeColorOp::set_operator(Operator p_op) {
op = p_op;
emit_changed();
}
VisualShaderNodeColorOp::Operator VisualShaderNodeColorOp::get_operator() const {
return op;
}
Vector<StringName> VisualShaderNodeColorOp::get_editable_properties() const {
Vector<StringName> props;
props.push_back("operator");
return props;
}
void VisualShaderNodeColorOp::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeColorOp::set_operator);
ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeColorOp::get_operator);
ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Screen,Difference,Darken,Lighten,Overlay,Dodge,Burn,SoftLight,HardLight"), "set_operator", "get_operator");
BIND_ENUM_CONSTANT(OP_SCREEN);
BIND_ENUM_CONSTANT(OP_DIFFERENCE);
BIND_ENUM_CONSTANT(OP_DARKEN);
BIND_ENUM_CONSTANT(OP_LIGHTEN);
BIND_ENUM_CONSTANT(OP_OVERLAY);
BIND_ENUM_CONSTANT(OP_DODGE);
BIND_ENUM_CONSTANT(OP_BURN);
BIND_ENUM_CONSTANT(OP_SOFT_LIGHT);
BIND_ENUM_CONSTANT(OP_HARD_LIGHT);
}
VisualShaderNodeColorOp::VisualShaderNodeColorOp() {
op = OP_SCREEN;
set_input_port_default_value(0, Vector3());
set_input_port_default_value(1, Vector3());
}
////////////// Transform Mult
String VisualShaderNodeTransformMult::get_caption() const {
return "TransformMult";
}
int VisualShaderNodeTransformMult::get_input_port_count() const {
return 2;
}
VisualShaderNodeTransformMult::PortType VisualShaderNodeTransformMult::get_input_port_type(int p_port) const {
return PORT_TYPE_TRANSFORM;
}
String VisualShaderNodeTransformMult::get_input_port_name(int p_port) const {
return p_port == 0 ? "a" : "b";
}
int VisualShaderNodeTransformMult::get_output_port_count() const {
return 1;
}
VisualShaderNodeTransformMult::PortType VisualShaderNodeTransformMult::get_output_port_type(int p_port) const {
return PORT_TYPE_TRANSFORM;
}
String VisualShaderNodeTransformMult::get_output_port_name(int p_port) const {
return "mult"; //no output port means the editor will be used as port
}
String VisualShaderNodeTransformMult::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
if (op == OP_AxB) {
return "\t" + p_output_vars[0] + " = " + p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
} else {
return "\t" + p_output_vars[0] + " = " + p_input_vars[1] + " * " + p_input_vars[0] + ";\n";
}
}
void VisualShaderNodeTransformMult::set_operator(Operator p_op) {
op = p_op;
emit_changed();
}
VisualShaderNodeTransformMult::Operator VisualShaderNodeTransformMult::get_operator() const {
return op;
}
Vector<StringName> VisualShaderNodeTransformMult::get_editable_properties() const {
Vector<StringName> props;
props.push_back("operator");
return props;
}
void VisualShaderNodeTransformMult::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeTransformMult::set_operator);
ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeTransformMult::get_operator);
ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "A x B,B x A"), "set_operator", "get_operator");
BIND_ENUM_CONSTANT(OP_AxB);
BIND_ENUM_CONSTANT(OP_BxA);
}
VisualShaderNodeTransformMult::VisualShaderNodeTransformMult() {
op = OP_AxB;
set_input_port_default_value(0, Transform());
set_input_port_default_value(1, Transform());
}
////////////// TransformVec Mult
String VisualShaderNodeTransformVecMult::get_caption() const {
return "TransformVectorMult";
}
int VisualShaderNodeTransformVecMult::get_input_port_count() const {
return 2;
}
VisualShaderNodeTransformVecMult::PortType VisualShaderNodeTransformVecMult::get_input_port_type(int p_port) const {
return p_port == 0 ? PORT_TYPE_TRANSFORM : PORT_TYPE_VECTOR;
}
String VisualShaderNodeTransformVecMult::get_input_port_name(int p_port) const {
return p_port == 0 ? "a" : "b";
}
int VisualShaderNodeTransformVecMult::get_output_port_count() const {
return 1;
}
VisualShaderNodeTransformVecMult::PortType VisualShaderNodeTransformVecMult::get_output_port_type(int p_port) const {
return PORT_TYPE_VECTOR;
}
String VisualShaderNodeTransformVecMult::get_output_port_name(int p_port) const {
return ""; //no output port means the editor will be used as port
}
String VisualShaderNodeTransformVecMult::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
if (op == OP_AxB) {
return "\t" + p_output_vars[0] + " = ( " + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 1.0) ).xyz;\n";
} else if (op == OP_BxA) {
return "\t" + p_output_vars[0] + " = ( vec4(" + p_input_vars[1] + ", 1.0) * " + p_input_vars[0] + " ).xyz;\n";
} else if (op == OP_3x3_AxB) {
return "\t" + p_output_vars[0] + " = ( " + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 0.0) ).xyz;\n";
} else {
return "\t" + p_output_vars[0] + " = ( vec4(" + p_input_vars[1] + ", 0.0) * " + p_input_vars[0] + " ).xyz;\n";
}
}
void VisualShaderNodeTransformVecMult::set_operator(Operator p_op) {
op = p_op;
emit_changed();
}
VisualShaderNodeTransformVecMult::Operator VisualShaderNodeTransformVecMult::get_operator() const {
return op;
}
Vector<StringName> VisualShaderNodeTransformVecMult::get_editable_properties() const {
Vector<StringName> props;
props.push_back("operator");
return props;
}
void VisualShaderNodeTransformVecMult::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeTransformVecMult::set_operator);
ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeTransformVecMult::get_operator);
ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "A x B,B x A,A x B (3x3),B x A (3x3)"), "set_operator", "get_operator");
BIND_ENUM_CONSTANT(OP_AxB);
BIND_ENUM_CONSTANT(OP_BxA);
BIND_ENUM_CONSTANT(OP_3x3_AxB);
BIND_ENUM_CONSTANT(OP_3x3_BxA);
}
VisualShaderNodeTransformVecMult::VisualShaderNodeTransformVecMult() {
op = OP_AxB;
set_input_port_default_value(0, Transform());
set_input_port_default_value(1, Vector3());
}
////////////// Scalar Func
String VisualShaderNodeScalarFunc::get_caption() const {
return "ScalarFunc";
}
int VisualShaderNodeScalarFunc::get_input_port_count() const {
return 1;
}
VisualShaderNodeScalarFunc::PortType VisualShaderNodeScalarFunc::get_input_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeScalarFunc::get_input_port_name(int p_port) const {
return "";
}
int VisualShaderNodeScalarFunc::get_output_port_count() const {
return 1;
}
VisualShaderNodeScalarFunc::PortType VisualShaderNodeScalarFunc::get_output_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeScalarFunc::get_output_port_name(int p_port) const {
return ""; //no output port means the editor will be used as port
}
String VisualShaderNodeScalarFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
static const char *scalar_func_id[FUNC_NEGATE + 1] = {
"sin($)",
"cos($)",
"tan($)",
"asin($)",
"acos($)",
"atan($)",
"sinh($)",
"cosh($)",
"tanh($)",
"log($)",
"exp($)",
"sqrt($)",
"abs($)",
"sign($)",
"floor($)",
"round($)",
"ceil($)",
"fract($)",
"min(max($,0.0),1.0)",
"-($)",
};
return "\t" + p_output_vars[0] + " = " + String(scalar_func_id[func]).replace("$", p_input_vars[0]) + ";\n";
}
void VisualShaderNodeScalarFunc::set_function(Function p_func) {
func = p_func;
emit_changed();
}
VisualShaderNodeScalarFunc::Function VisualShaderNodeScalarFunc::get_function() const {
return func;
}
Vector<StringName> VisualShaderNodeScalarFunc::get_editable_properties() const {
Vector<StringName> props;
props.push_back("function");
return props;
}
void VisualShaderNodeScalarFunc::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeScalarFunc::set_function);
ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeScalarFunc::get_function);
ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Sin,Cos,Tan,ASin,ACos,ATan,SinH,CosH,TanH,Log,Exp,Sqrt,Abs,Sign,Floor,Round,Ceil,Frac,Saturate,Negate"), "set_function", "get_function");
BIND_ENUM_CONSTANT(FUNC_SIN);
BIND_ENUM_CONSTANT(FUNC_COS);
BIND_ENUM_CONSTANT(FUNC_TAN);
BIND_ENUM_CONSTANT(FUNC_ASIN);
BIND_ENUM_CONSTANT(FUNC_ACOS);
BIND_ENUM_CONSTANT(FUNC_ATAN);
BIND_ENUM_CONSTANT(FUNC_SINH);
BIND_ENUM_CONSTANT(FUNC_COSH);
BIND_ENUM_CONSTANT(FUNC_TANH);
BIND_ENUM_CONSTANT(FUNC_LOG);
BIND_ENUM_CONSTANT(FUNC_EXP);
BIND_ENUM_CONSTANT(FUNC_SQRT);
BIND_ENUM_CONSTANT(FUNC_ABS);
BIND_ENUM_CONSTANT(FUNC_SIGN);
BIND_ENUM_CONSTANT(FUNC_FLOOR);
BIND_ENUM_CONSTANT(FUNC_ROUND);
BIND_ENUM_CONSTANT(FUNC_CEIL);
BIND_ENUM_CONSTANT(FUNC_FRAC);
BIND_ENUM_CONSTANT(FUNC_SATURATE);
BIND_ENUM_CONSTANT(FUNC_NEGATE);
}
VisualShaderNodeScalarFunc::VisualShaderNodeScalarFunc() {
func = FUNC_SIGN;
set_input_port_default_value(0, 0.0);
}
////////////// Vector Func
String VisualShaderNodeVectorFunc::get_caption() const {
return "VectorFunc";
}
int VisualShaderNodeVectorFunc::get_input_port_count() const {
return 1;
}
VisualShaderNodeVectorFunc::PortType VisualShaderNodeVectorFunc::get_input_port_type(int p_port) const {
return PORT_TYPE_VECTOR;
}
String VisualShaderNodeVectorFunc::get_input_port_name(int p_port) const {
return "";
}
int VisualShaderNodeVectorFunc::get_output_port_count() const {
return 1;
}
VisualShaderNodeVectorFunc::PortType VisualShaderNodeVectorFunc::get_output_port_type(int p_port) const {
return PORT_TYPE_VECTOR;
}
String VisualShaderNodeVectorFunc::get_output_port_name(int p_port) const {
return ""; //no output port means the editor will be used as port
}
String VisualShaderNodeVectorFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
static const char *vec_func_id[FUNC_HSV2RGB + 1] = {
"normalize($)",
"max(min($,vec3(1.0)),vec3(0.0))",
"-($)",
"1.0/($)",
"",
"",
};
String code;
if (func == FUNC_RGB2HSV) {
code += "\t{\n";
code += "\t\tvec3 c = " + p_input_vars[0] + ";\n";
code += "\t\tvec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);\n";
code += "\t\tvec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));\n";
code += "\t\tvec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));\n";
code += "\t\tfloat d = q.x - min(q.w, q.y);\n";
code += "\t\tfloat e = 1.0e-10;\n";
code += "\t\t" + p_output_vars[0] + "=vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);\n";
code += "\t}\n";
} else if (func == FUNC_HSV2RGB) {
code += "\t{\n";
code += "\t\tvec3 c = " + p_input_vars[0] + ";\n";
code += "\t\tvec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n";
code += "\t\tvec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n";
code += "\t\t" + p_output_vars[0] + "=c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n";
code += "\t}\n";
} else {
code += "\t" + p_output_vars[0] + "=" + String(vec_func_id[func]).replace("$", p_input_vars[0]) + ";\n";
}
return code;
}
void VisualShaderNodeVectorFunc::set_function(Function p_func) {
func = p_func;
emit_changed();
}
VisualShaderNodeVectorFunc::Function VisualShaderNodeVectorFunc::get_function() const {
return func;
}
Vector<StringName> VisualShaderNodeVectorFunc::get_editable_properties() const {
Vector<StringName> props;
props.push_back("function");
return props;
}
void VisualShaderNodeVectorFunc::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeVectorFunc::set_function);
ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeVectorFunc::get_function);
ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Normalize,Saturate,Negate,Reciprocal,RGB2HSV,HSV2RGB"), "set_function", "get_function");
BIND_ENUM_CONSTANT(FUNC_NORMALIZE);
BIND_ENUM_CONSTANT(FUNC_SATURATE);
BIND_ENUM_CONSTANT(FUNC_NEGATE);
BIND_ENUM_CONSTANT(FUNC_RECIPROCAL);
BIND_ENUM_CONSTANT(FUNC_RGB2HSV);
BIND_ENUM_CONSTANT(FUNC_HSV2RGB);
}
VisualShaderNodeVectorFunc::VisualShaderNodeVectorFunc() {
func = FUNC_NORMALIZE;
set_input_port_default_value(0, Vector3());
}
////////////// Dot Product
String VisualShaderNodeDotProduct::get_caption() const {
return "DotProduct";
}
int VisualShaderNodeDotProduct::get_input_port_count() const {
return 2;
}
VisualShaderNodeDotProduct::PortType VisualShaderNodeDotProduct::get_input_port_type(int p_port) const {
return PORT_TYPE_VECTOR;
}
String VisualShaderNodeDotProduct::get_input_port_name(int p_port) const {
return p_port == 0 ? "a" : "b";
}
int VisualShaderNodeDotProduct::get_output_port_count() const {
return 1;
}
VisualShaderNodeDotProduct::PortType VisualShaderNodeDotProduct::get_output_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeDotProduct::get_output_port_name(int p_port) const {
return "dot";
}
String VisualShaderNodeDotProduct::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
return "\t" + p_output_vars[0] + " = dot( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n";
}
VisualShaderNodeDotProduct::VisualShaderNodeDotProduct() {
set_input_port_default_value(0, Vector3());
set_input_port_default_value(1, Vector3());
}
////////////// Vector Len
String VisualShaderNodeVectorLen::get_caption() const {
return "VectorLen";
}
int VisualShaderNodeVectorLen::get_input_port_count() const {
return 1;
}
VisualShaderNodeVectorLen::PortType VisualShaderNodeVectorLen::get_input_port_type(int p_port) const {
return PORT_TYPE_VECTOR;
}
String VisualShaderNodeVectorLen::get_input_port_name(int p_port) const {
return "";
}
int VisualShaderNodeVectorLen::get_output_port_count() const {
return 1;
}
VisualShaderNodeVectorLen::PortType VisualShaderNodeVectorLen::get_output_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeVectorLen::get_output_port_name(int p_port) const {
return "length";
}
String VisualShaderNodeVectorLen::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
return "\t" + p_output_vars[0] + " = length( " + p_input_vars[0] + " );\n";
}
VisualShaderNodeVectorLen::VisualShaderNodeVectorLen() {
set_input_port_default_value(0, Vector3());
}
////////////// Scalar Interp
String VisualShaderNodeScalarInterp::get_caption() const {
return "ScalarInterp";
}
int VisualShaderNodeScalarInterp::get_input_port_count() const {
return 3;
}
VisualShaderNodeScalarInterp::PortType VisualShaderNodeScalarInterp::get_input_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeScalarInterp::get_input_port_name(int p_port) const {
if (p_port == 0) {
return "a";
} else if (p_port == 1) {
return "b";
} else {
return "c";
}
}
int VisualShaderNodeScalarInterp::get_output_port_count() const {
return 1;
}
VisualShaderNodeScalarInterp::PortType VisualShaderNodeScalarInterp::get_output_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeScalarInterp::get_output_port_name(int p_port) const {
return "mix";
}
String VisualShaderNodeScalarInterp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
return "\t" + p_output_vars[0] + " = mix( " + p_input_vars[0] + " , " + p_input_vars[1] + " , " + p_input_vars[2] + " );\n";
}
VisualShaderNodeScalarInterp::VisualShaderNodeScalarInterp() {
set_input_port_default_value(0, 0.0);
set_input_port_default_value(1, 0.0);
set_input_port_default_value(2, 0.0);
}
////////////// Vector Interp
String VisualShaderNodeVectorInterp::get_caption() const {
return "VectorInterp";
}
int VisualShaderNodeVectorInterp::get_input_port_count() const {
return 3;
}
VisualShaderNodeVectorInterp::PortType VisualShaderNodeVectorInterp::get_input_port_type(int p_port) const {
return PORT_TYPE_VECTOR;
}
String VisualShaderNodeVectorInterp::get_input_port_name(int p_port) const {
if (p_port == 0) {
return "a";
} else if (p_port == 1) {
return "b";
} else {
return "c";
}
}
int VisualShaderNodeVectorInterp::get_output_port_count() const {
return 1;
}
VisualShaderNodeVectorInterp::PortType VisualShaderNodeVectorInterp::get_output_port_type(int p_port) const {
return PORT_TYPE_VECTOR;
}
String VisualShaderNodeVectorInterp::get_output_port_name(int p_port) const {
return "mix";
}
String VisualShaderNodeVectorInterp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
return "\t" + p_output_vars[0] + " = mix( " + p_input_vars[0] + " , " + p_input_vars[1] + " , " + p_input_vars[2] + " );\n";
}
VisualShaderNodeVectorInterp::VisualShaderNodeVectorInterp() {
set_input_port_default_value(0, Vector3());
set_input_port_default_value(1, Vector3());
set_input_port_default_value(2, Vector3());
}
////////////// Vector Compose
String VisualShaderNodeVectorCompose::get_caption() const {
return "VectorCompose";
}
int VisualShaderNodeVectorCompose::get_input_port_count() const {
return 3;
}
VisualShaderNodeVectorCompose::PortType VisualShaderNodeVectorCompose::get_input_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeVectorCompose::get_input_port_name(int p_port) const {
if (p_port == 0) {
return "x";
} else if (p_port == 1) {
return "y";
} else {
return "z";
}
}
int VisualShaderNodeVectorCompose::get_output_port_count() const {
return 1;
}
VisualShaderNodeVectorCompose::PortType VisualShaderNodeVectorCompose::get_output_port_type(int p_port) const {
return PORT_TYPE_VECTOR;
}
String VisualShaderNodeVectorCompose::get_output_port_name(int p_port) const {
return "vec";
}
String VisualShaderNodeVectorCompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
return "\t" + p_output_vars[0] + " = vec3( " + p_input_vars[0] + " , " + p_input_vars[1] + " , " + p_input_vars[2] + " );\n";
}
VisualShaderNodeVectorCompose::VisualShaderNodeVectorCompose() {
set_input_port_default_value(0, 0.0);
set_input_port_default_value(1, 0.0);
set_input_port_default_value(2, 0.0);
}
////////////// Transform Compose
String VisualShaderNodeTransformCompose::get_caption() const {
return "TransformCompose";
}
int VisualShaderNodeTransformCompose::get_input_port_count() const {
return 4;
}
VisualShaderNodeTransformCompose::PortType VisualShaderNodeTransformCompose::get_input_port_type(int p_port) const {
return PORT_TYPE_VECTOR;
}
String VisualShaderNodeTransformCompose::get_input_port_name(int p_port) const {
if (p_port == 0) {
return "x";
} else if (p_port == 1) {
return "y";
} else if (p_port == 2) {
return "z";
} else {
return "origin";
}
}
int VisualShaderNodeTransformCompose::get_output_port_count() const {
return 1;
}
VisualShaderNodeTransformCompose::PortType VisualShaderNodeTransformCompose::get_output_port_type(int p_port) const {
return PORT_TYPE_TRANSFORM;
}
String VisualShaderNodeTransformCompose::get_output_port_name(int p_port) const {
return "xform";
}
String VisualShaderNodeTransformCompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
return "\t" + p_output_vars[0] + " = mat4( vec4(" + p_input_vars[0] + ", 0.0) , vec4(" + p_input_vars[1] + ", 0.0) , vec4(" + p_input_vars[2] + ",0.0), vec4(" + p_input_vars[3] + ",1.0) );\n";
}
VisualShaderNodeTransformCompose::VisualShaderNodeTransformCompose() {
set_input_port_default_value(0, Vector3());
set_input_port_default_value(1, Vector3());
set_input_port_default_value(2, Vector3());
set_input_port_default_value(3, Vector3());
}
////////////// Vector Decompose
String VisualShaderNodeVectorDecompose::get_caption() const {
return "VectorDecompose";
}
int VisualShaderNodeVectorDecompose::get_input_port_count() const {
return 1;
}
VisualShaderNodeVectorDecompose::PortType VisualShaderNodeVectorDecompose::get_input_port_type(int p_port) const {
return PORT_TYPE_VECTOR;
}
String VisualShaderNodeVectorDecompose::get_input_port_name(int p_port) const {
return "vec";
}
int VisualShaderNodeVectorDecompose::get_output_port_count() const {
return 3;
}
VisualShaderNodeVectorDecompose::PortType VisualShaderNodeVectorDecompose::get_output_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeVectorDecompose::get_output_port_name(int p_port) const {
if (p_port == 0) {
return "x";
} else if (p_port == 1) {
return "y";
} else {
return "z";
}
}
String VisualShaderNodeVectorDecompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
String code;
code += "\t" + p_output_vars[0] + " = " + p_input_vars[0] + ".x;\n";
code += "\t" + p_output_vars[1] + " = " + p_input_vars[0] + ".y;\n";
code += "\t" + p_output_vars[2] + " = " + p_input_vars[0] + ".z;\n";
return code;
}
VisualShaderNodeVectorDecompose::VisualShaderNodeVectorDecompose() {
set_input_port_default_value(0, Vector3());
}
////////////// Transform Decompose
String VisualShaderNodeTransformDecompose::get_caption() const {
return "TransformDecompose";
}
int VisualShaderNodeTransformDecompose::get_input_port_count() const {
return 1;
}
VisualShaderNodeTransformDecompose::PortType VisualShaderNodeTransformDecompose::get_input_port_type(int p_port) const {
return PORT_TYPE_TRANSFORM;
}
String VisualShaderNodeTransformDecompose::get_input_port_name(int p_port) const {
return "xform";
}
int VisualShaderNodeTransformDecompose::get_output_port_count() const {
return 4;
}
VisualShaderNodeTransformDecompose::PortType VisualShaderNodeTransformDecompose::get_output_port_type(int p_port) const {
return PORT_TYPE_VECTOR;
}
String VisualShaderNodeTransformDecompose::get_output_port_name(int p_port) const {
if (p_port == 0) {
return "x";
} else if (p_port == 1) {
return "y";
} else if (p_port == 2) {
return "z";
} else {
return "origin";
}
}
String VisualShaderNodeTransformDecompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
String code;
code += "\t" + p_output_vars[0] + " = " + p_input_vars[0] + "[0].xyz;\n";
code += "\t" + p_output_vars[1] + " = " + p_input_vars[0] + "[1].xyz;\n";
code += "\t" + p_output_vars[2] + " = " + p_input_vars[0] + "[2].xyz;\n";
code += "\t" + p_output_vars[3] + " = " + p_input_vars[0] + "[3].xyz;\n";
return code;
}
VisualShaderNodeTransformDecompose::VisualShaderNodeTransformDecompose() {
set_input_port_default_value(0, Transform());
}
////////////// Scalar Uniform
String VisualShaderNodeScalarUniform::get_caption() const {
return "ScalarUniform";
}
int VisualShaderNodeScalarUniform::get_input_port_count() const {
return 0;
}
VisualShaderNodeScalarUniform::PortType VisualShaderNodeScalarUniform::get_input_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeScalarUniform::get_input_port_name(int p_port) const {
return String();
}
int VisualShaderNodeScalarUniform::get_output_port_count() const {
return 1;
}
VisualShaderNodeScalarUniform::PortType VisualShaderNodeScalarUniform::get_output_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeScalarUniform::get_output_port_name(int p_port) const {
return ""; //no output port means the editor will be used as port
}
String VisualShaderNodeScalarUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
return "uniform float " + get_uniform_name() + ";\n";
}
String VisualShaderNodeScalarUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
}
VisualShaderNodeScalarUniform::VisualShaderNodeScalarUniform() {
}
////////////// Color Uniform
String VisualShaderNodeColorUniform::get_caption() const {
return "ColorUniform";
}
int VisualShaderNodeColorUniform::get_input_port_count() const {
return 0;
}
VisualShaderNodeColorUniform::PortType VisualShaderNodeColorUniform::get_input_port_type(int p_port) const {
return PORT_TYPE_VECTOR;
}
String VisualShaderNodeColorUniform::get_input_port_name(int p_port) const {
return String();
}
int VisualShaderNodeColorUniform::get_output_port_count() const {
return 2;
}
VisualShaderNodeColorUniform::PortType VisualShaderNodeColorUniform::get_output_port_type(int p_port) const {
return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
}
String VisualShaderNodeColorUniform::get_output_port_name(int p_port) const {
return p_port == 0 ? "color" : "alpha"; //no output port means the editor will be used as port
}
String VisualShaderNodeColorUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
return "uniform vec4 " + get_uniform_name() + " : hint_color;\n";
}
String VisualShaderNodeColorUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
String code = "\t" + p_output_vars[0] + " = " + get_uniform_name() + ".rgb;\n";
code += "\t" + p_output_vars[1] + " = " + get_uniform_name() + ".a;\n";
return code;
}
VisualShaderNodeColorUniform::VisualShaderNodeColorUniform() {
}
////////////// Vector Uniform
String VisualShaderNodeVec3Uniform::get_caption() const {
return "VectorUniform";
}
int VisualShaderNodeVec3Uniform::get_input_port_count() const {
return 0;
}
VisualShaderNodeVec3Uniform::PortType VisualShaderNodeVec3Uniform::get_input_port_type(int p_port) const {
return PORT_TYPE_VECTOR;
}
String VisualShaderNodeVec3Uniform::get_input_port_name(int p_port) const {
return String();
}
int VisualShaderNodeVec3Uniform::get_output_port_count() const {
return 1;
}
VisualShaderNodeVec3Uniform::PortType VisualShaderNodeVec3Uniform::get_output_port_type(int p_port) const {
return PORT_TYPE_VECTOR;
}
String VisualShaderNodeVec3Uniform::get_output_port_name(int p_port) const {
return ""; //no output port means the editor will be used as port
}
String VisualShaderNodeVec3Uniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
return "uniform vec3 " + get_uniform_name() + ";\n";
}
String VisualShaderNodeVec3Uniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
}
VisualShaderNodeVec3Uniform::VisualShaderNodeVec3Uniform() {
}
////////////// Transform Uniform
String VisualShaderNodeTransformUniform::get_caption() const {
return "TransformUniform";
}
int VisualShaderNodeTransformUniform::get_input_port_count() const {
return 0;
}
VisualShaderNodeTransformUniform::PortType VisualShaderNodeTransformUniform::get_input_port_type(int p_port) const {
return PORT_TYPE_VECTOR;
}
String VisualShaderNodeTransformUniform::get_input_port_name(int p_port) const {
return String();
}
int VisualShaderNodeTransformUniform::get_output_port_count() const {
return 1;
}
VisualShaderNodeTransformUniform::PortType VisualShaderNodeTransformUniform::get_output_port_type(int p_port) const {
return PORT_TYPE_TRANSFORM;
}
String VisualShaderNodeTransformUniform::get_output_port_name(int p_port) const {
return ""; //no output port means the editor will be used as port
}
String VisualShaderNodeTransformUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
return "uniform mat4 " + get_uniform_name() + ";\n";
}
String VisualShaderNodeTransformUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
}
VisualShaderNodeTransformUniform::VisualShaderNodeTransformUniform() {
}
////////////// Texture Uniform
String VisualShaderNodeTextureUniform::get_caption() const {
return "TextureUniform";
}
int VisualShaderNodeTextureUniform::get_input_port_count() const {
return 2;
}
VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_input_port_type(int p_port) const {
return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
}
String VisualShaderNodeTextureUniform::get_input_port_name(int p_port) const {
return p_port == 0 ? "uv" : "lod";
}
int VisualShaderNodeTextureUniform::get_output_port_count() const {
return 2;
}
VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_output_port_type(int p_port) const {
return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
}
String VisualShaderNodeTextureUniform::get_output_port_name(int p_port) const {
return p_port == 0 ? "rgb" : "alpha";
}
String VisualShaderNodeTextureUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
String code = "uniform sampler2D " + get_uniform_name();
switch (texture_type) {
case TYPE_DATA:
if (color_default == COLOR_DEFAULT_BLACK)
code += " : hint_black;\n";
else
code += ";\n";
break;
case TYPE_COLOR:
if (color_default == COLOR_DEFAULT_BLACK)
code += " : hint_black_albedo;\n";
else
code += " : hint_albedo;\n";
break;
case TYPE_NORMALMAP: code += " : hint_normal;\n"; break;
case TYPE_ANISO: code += " : hint_aniso;\n"; break;
}
return code;
}
String VisualShaderNodeTextureUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
String id = get_uniform_name();
String code = "\t{\n";
if (p_input_vars[0] == String()) { //none bound, do nothing
code += "\t\tvec4 n_tex_read = vec4(0.0);\n";
} else if (p_input_vars[1] == String()) {
//no lod
code += "\t\tvec4 n_tex_read = texture( " + id + " , " + p_input_vars[0] + ".xy );\n";
} else {
code += "\t\tvec4 n_tex_read = textureLod( " + id + " , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n";
}
code += "\t\t" + p_output_vars[0] + " = n_tex_read.rgb;\n";
code += "\t\t" + p_output_vars[1] + " = n_tex_read.a;\n";
code += "\t}\n";
return code;
}
void VisualShaderNodeTextureUniform::set_texture_type(TextureType p_type) {
texture_type = p_type;
emit_changed();
}
VisualShaderNodeTextureUniform::TextureType VisualShaderNodeTextureUniform::get_texture_type() const {
return texture_type;
}
void VisualShaderNodeTextureUniform::set_color_default(ColorDefault p_default) {
color_default = p_default;
emit_changed();
}
VisualShaderNodeTextureUniform::ColorDefault VisualShaderNodeTextureUniform::get_color_default() const {
return color_default;
}
Vector<StringName> VisualShaderNodeTextureUniform::get_editable_properties() const {
Vector<StringName> props;
props.push_back("texture_type");
props.push_back("color_default");
return props;
}
void VisualShaderNodeTextureUniform::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_texture_type", "type"), &VisualShaderNodeTextureUniform::set_texture_type);
ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeTextureUniform::get_texture_type);
ClassDB::bind_method(D_METHOD("set_color_default", "type"), &VisualShaderNodeTextureUniform::set_color_default);
ClassDB::bind_method(D_METHOD("get_color_default"), &VisualShaderNodeTextureUniform::get_color_default);
ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normalmap,Aniso"), "set_texture_type", "get_texture_type");
ADD_PROPERTY(PropertyInfo(Variant::INT, "color_default", PROPERTY_HINT_ENUM, "White Default,Black Default"), "set_color_default", "get_color_default");
BIND_ENUM_CONSTANT(TYPE_DATA);
BIND_ENUM_CONSTANT(TYPE_COLOR);
BIND_ENUM_CONSTANT(TYPE_NORMALMAP);
BIND_ENUM_CONSTANT(TYPE_ANISO);
BIND_ENUM_CONSTANT(COLOR_DEFAULT_WHITE);
BIND_ENUM_CONSTANT(COLOR_DEFAULT_BLACK);
}
VisualShaderNodeTextureUniform::VisualShaderNodeTextureUniform() {
texture_type = TYPE_DATA;
color_default = COLOR_DEFAULT_WHITE;
}
////////////// CubeMap Uniform
String VisualShaderNodeCubeMapUniform::get_caption() const {
return "CubeMapUniform";
}
int VisualShaderNodeCubeMapUniform::get_input_port_count() const {
return 2;
}
VisualShaderNodeCubeMapUniform::PortType VisualShaderNodeCubeMapUniform::get_input_port_type(int p_port) const {
return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
}
String VisualShaderNodeCubeMapUniform::get_input_port_name(int p_port) const {
return p_port == 0 ? "normal" : "lod";
}
int VisualShaderNodeCubeMapUniform::get_output_port_count() const {
return 2;
}
VisualShaderNodeCubeMapUniform::PortType VisualShaderNodeCubeMapUniform::get_output_port_type(int p_port) const {
return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
}
String VisualShaderNodeCubeMapUniform::get_output_port_name(int p_port) const {
return p_port == 0 ? "rgb" : "alpha";
}
String VisualShaderNodeCubeMapUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
return String();
}
VisualShaderNodeCubeMapUniform::VisualShaderNodeCubeMapUniform() {
}