godot/scene/resources/visual_shader_nodes.cpp

5175 lines
158 KiB
C++

/*************************************************************************/
/* visual_shader_nodes.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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(Float)
String VisualShaderNodeFloatConstant::get_caption() const {
return "ScalarFloat";
}
int VisualShaderNodeFloatConstant::get_input_port_count() const {
return 0;
}
VisualShaderNodeFloatConstant::PortType VisualShaderNodeFloatConstant::get_input_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeFloatConstant::get_input_port_name(int p_port) const {
return String();
}
int VisualShaderNodeFloatConstant::get_output_port_count() const {
return 1;
}
VisualShaderNodeFloatConstant::PortType VisualShaderNodeFloatConstant::get_output_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeFloatConstant::get_output_port_name(int p_port) const {
return ""; //no output port means the editor will be used as port
}
String VisualShaderNodeFloatConstant::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 VisualShaderNodeFloatConstant::set_constant(float p_value) {
constant = p_value;
emit_changed();
}
float VisualShaderNodeFloatConstant::get_constant() const {
return constant;
}
Vector<StringName> VisualShaderNodeFloatConstant::get_editable_properties() const {
Vector<StringName> props;
props.push_back("constant");
return props;
}
void VisualShaderNodeFloatConstant::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeFloatConstant::set_constant);
ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeFloatConstant::get_constant);
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "constant"), "set_constant", "get_constant");
}
VisualShaderNodeFloatConstant::VisualShaderNodeFloatConstant() {
constant = 0.0;
}
////////////// Scalar(Int)
String VisualShaderNodeIntConstant::get_caption() const {
return "ScalarInt";
}
int VisualShaderNodeIntConstant::get_input_port_count() const {
return 0;
}
VisualShaderNodeIntConstant::PortType VisualShaderNodeIntConstant::get_input_port_type(int p_port) const {
return PORT_TYPE_SCALAR_INT;
}
String VisualShaderNodeIntConstant::get_input_port_name(int p_port) const {
return String();
}
int VisualShaderNodeIntConstant::get_output_port_count() const {
return 1;
}
VisualShaderNodeIntConstant::PortType VisualShaderNodeIntConstant::get_output_port_type(int p_port) const {
return PORT_TYPE_SCALAR_INT;
}
String VisualShaderNodeIntConstant::get_output_port_name(int p_port) const {
return ""; //no output port means the editor will be used as port
}
String VisualShaderNodeIntConstant::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] + " = " + itos(constant) + ";\n";
}
void VisualShaderNodeIntConstant::set_constant(int p_value) {
constant = p_value;
emit_changed();
}
int VisualShaderNodeIntConstant::get_constant() const {
return constant;
}
Vector<StringName> VisualShaderNodeIntConstant::get_editable_properties() const {
Vector<StringName> props;
props.push_back("constant");
return props;
}
void VisualShaderNodeIntConstant::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeIntConstant::set_constant);
ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeIntConstant::get_constant);
ADD_PROPERTY(PropertyInfo(Variant::INT, "constant"), "set_constant", "get_constant");
}
VisualShaderNodeIntConstant::VisualShaderNodeIntConstant() {
constant = 0;
}
////////////// Boolean
String VisualShaderNodeBooleanConstant::get_caption() const {
return "Boolean";
}
int VisualShaderNodeBooleanConstant::get_input_port_count() const {
return 0;
}
VisualShaderNodeBooleanConstant::PortType VisualShaderNodeBooleanConstant::get_input_port_type(int p_port) const {
return PORT_TYPE_BOOLEAN;
}
String VisualShaderNodeBooleanConstant::get_input_port_name(int p_port) const {
return String();
}
int VisualShaderNodeBooleanConstant::get_output_port_count() const {
return 1;
}
VisualShaderNodeBooleanConstant::PortType VisualShaderNodeBooleanConstant::get_output_port_type(int p_port) const {
return PORT_TYPE_BOOLEAN;
}
String VisualShaderNodeBooleanConstant::get_output_port_name(int p_port) const {
return ""; //no output port means the editor will be used as port
}
String VisualShaderNodeBooleanConstant::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] + " = " + (constant ? "true" : "false") + ";\n";
}
void VisualShaderNodeBooleanConstant::set_constant(bool p_value) {
constant = p_value;
emit_changed();
}
bool VisualShaderNodeBooleanConstant::get_constant() const {
return constant;
}
Vector<StringName> VisualShaderNodeBooleanConstant::get_editable_properties() const {
Vector<StringName> props;
props.push_back("constant");
return props;
}
void VisualShaderNodeBooleanConstant::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeBooleanConstant::set_constant);
ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeBooleanConstant::get_constant);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "constant"), "set_constant", "get_constant");
}
VisualShaderNodeBooleanConstant::VisualShaderNodeBooleanConstant() {
constant = false;
}
////////////// 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 "Texture2D";
}
int VisualShaderNodeTexture::get_input_port_count() const {
return 3;
}
VisualShaderNodeTexture::PortType VisualShaderNodeTexture::get_input_port_type(int p_port) const {
switch (p_port) {
case 0:
return PORT_TYPE_VECTOR;
case 1:
return PORT_TYPE_SCALAR;
case 2:
return PORT_TYPE_SAMPLER;
default:
return PORT_TYPE_SCALAR;
}
}
String VisualShaderNodeTexture::get_input_port_name(int p_port) const {
switch (p_port) {
case 0:
return "uv";
case 1:
return "lod";
case 2:
return "sampler2D";
default:
return "";
}
}
int VisualShaderNodeTexture::get_output_port_count() const {
return 2;
}
VisualShaderNodeTexture::PortType VisualShaderNodeTexture::get_output_port_type(int p_port) const {
if (p_port == 0 && source == SOURCE_DEPTH) {
return PORT_TYPE_SCALAR;
}
return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
}
String VisualShaderNodeTexture::get_output_port_name(int p_port) const {
if (p_port == 0 && source == SOURCE_DEPTH) {
return "depth";
}
return p_port == 0 ? "rgb" : "alpha";
}
String VisualShaderNodeTexture::get_input_port_default_hint(int p_port) const {
if (p_port == 0) {
return "UV.xy";
}
return "";
}
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 + ";\n";
}
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()) { // Use UV by default.
if (p_input_vars[1] == String()) {
code += "\tvec4 " + id + "_read = texture(" + id + ", UV.xy);\n";
} else {
code += "\tvec4 " + id + "_read = textureLod(" + id + ", UV.xy, " + p_input_vars[1] + ");\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_PORT) {
String id = p_input_vars[2];
String code;
code += "\t{\n";
if (id == String()) {
code += "\t\tvec4 " + id + "_tex_read = vec4(0.0);\n";
} else {
if (p_input_vars[0] == String()) { // Use UV by default.
if (p_input_vars[1] == String()) {
code += "\t\tvec4 " + id + "_tex_read = texture(" + id + ", UV.xy);\n";
} else {
code += "\t\tvec4 " + id + "_tex_read = textureLod(" + id + ", UV.xy, " + p_input_vars[1] + ");\n";
}
} else if (p_input_vars[1] == String()) {
//no lod
code += "\t\tvec4 " + id + "_tex_read = texture(" + id + ", " + p_input_vars[0] + ".xy);\n";
} else {
code += "\t\tvec4 " + id + "_tex_read = textureLod(" + id + ", " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n";
}
code += "\t\t" + p_output_vars[0] + " = " + id + "_tex_read.rgb;\n";
code += "\t\t" + p_output_vars[1] + " = " + id + "_tex_read.a;\n";
}
code += "\t}\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) { // Use UV by default.
if (p_input_vars[1] == String()) {
code += "\t\tvec4 _tex_read = textureLod(SCREEN_TEXTURE, UV.xy, 0.0 );\n";
} else {
code += "\t\tvec4 _tex_read = textureLod(SCREEN_TEXTURE, UV.xy, " + p_input_vars[1] + ");\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()) { // Use UV by default.
if (p_input_vars[1] == String()) {
code += "\t\tvec4 _tex_read = texture(TEXTURE , UV.xy);\n";
} else {
code += "\t\tvec4 _tex_read = textureLod(TEXTURE, UV.xy, " + p_input_vars[1] + ");\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()) { // Use UV by default.
if (p_input_vars[1] == String()) {
code += "\t\tvec4 _tex_read = texture(NORMAL_TEXTURE, UV.xy);\n";
} else {
code += "\t\tvec4 _tex_read = textureLod(NORMAL_TEXTURE, UV.xy, " + p_input_vars[1] + ");\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;
}
if (p_for_preview) // DEPTH_TEXTURE is not supported in preview(canvas_item) shader
{
if (source == SOURCE_DEPTH) {
String code;
code += "\t" + p_output_vars[0] + " = 0.0;\n";
code += "\t" + p_output_vars[1] + " = 1.0;\n";
return code;
}
}
if (source == SOURCE_DEPTH && p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) {
String code = "\t{\n";
if (p_input_vars[0] == String()) { // Use UV by default.
if (p_input_vars[1] == String()) {
code += "\t\tfloat _depth = texture(DEPTH_TEXTURE, UV.xy).r;\n";
} else {
code += "\t\tfloat _depth = textureLod(DEPTH_TEXTURE, UV.xy, " + p_input_vars[1] + ").r;\n";
}
} else if (p_input_vars[1] == String()) {
//no lod
code += "\t\tfloat _depth = texture(DEPTH_TEXTURE, " + p_input_vars[0] + ".xy).r;\n";
} else {
code += "\t\tfloat _depth = textureLod(DEPTH_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ").r;\n";
}
code += "\t\t" + p_output_vars[0] + " = _depth;\n";
code += "\t\t" + p_output_vars[1] + " = 1.0;\n";
code += "\t}\n";
return code;
} else if (source == SOURCE_DEPTH) {
String code;
code += "\t" + p_output_vars[0] + " = 0.0;\n";
code += "\t" + p_output_vars[1] + " = 1.0;\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;
switch (source) {
case SOURCE_TEXTURE:
simple_decl = true;
break;
case SOURCE_SCREEN:
simple_decl = false;
break;
case SOURCE_2D_TEXTURE:
simple_decl = false;
break;
case SOURCE_2D_NORMAL:
simple_decl = false;
break;
case SOURCE_DEPTH:
simple_decl = false;
break;
case SOURCE_PORT:
simple_decl = false;
break;
}
emit_changed();
emit_signal("editor_refresh_request");
}
VisualShaderNodeTexture::Source VisualShaderNodeTexture::get_source() const {
return source;
}
void VisualShaderNodeTexture::set_texture(Ref<Texture2D> p_value) {
texture = p_value;
emit_changed();
}
Ref<Texture2D> 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_PORT) {
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
}
if (source == SOURCE_DEPTH && p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) {
if (get_output_port_for_preview() == 0) { // DEPTH_TEXTURE is not supported in preview(canvas_item) shader
return TTR("Invalid source for preview.");
}
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,Depth,SamplerPort"), "set_source", "get_source");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "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(SOURCE_DEPTH);
BIND_ENUM_CONSTANT(SOURCE_PORT);
BIND_ENUM_CONSTANT(TYPE_DATA);
BIND_ENUM_CONSTANT(TYPE_COLOR);
BIND_ENUM_CONSTANT(TYPE_NORMALMAP);
}
VisualShaderNodeTexture::VisualShaderNodeTexture() {
texture_type = TYPE_DATA;
source = SOURCE_TEXTURE;
}
////////////// Sample3D
int VisualShaderNodeSample3D::get_input_port_count() const {
return 3;
}
VisualShaderNodeSample3D::PortType VisualShaderNodeSample3D::get_input_port_type(int p_port) const {
switch (p_port) {
case 0:
return PORT_TYPE_VECTOR;
case 1:
return PORT_TYPE_SCALAR;
case 2:
return PORT_TYPE_SAMPLER;
default:
return PORT_TYPE_SCALAR;
}
}
String VisualShaderNodeSample3D::get_input_port_name(int p_port) const {
switch (p_port) {
case 0:
return "uvw";
case 1:
return "lod";
default:
return "";
}
}
int VisualShaderNodeSample3D::get_output_port_count() const {
return 2;
}
VisualShaderNodeSample3D::PortType VisualShaderNodeSample3D::get_output_port_type(int p_port) const {
return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
}
String VisualShaderNodeSample3D::get_output_port_name(int p_port) const {
return p_port == 0 ? "rgb" : "alpha";
}
String VisualShaderNodeSample3D::get_input_port_default_hint(int p_port) const {
if (p_port == 0) {
return "vec3(UV.xy, 0.0)";
}
return "";
}
String VisualShaderNodeSample3D::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;
if (source == SOURCE_TEXTURE || source == SOURCE_PORT) {
String id;
code += "\t{\n";
if (source == SOURCE_TEXTURE) {
id = make_unique_id(p_type, p_id, "tex3d");
} else {
id = p_input_vars[2];
}
if (id != String()) {
if (p_input_vars[0] == String()) { // Use UV by default.
if (p_input_vars[1] == String()) {
code += "\t\tvec4 " + id + "_tex_read = texture(" + id + ", vec3(UV.xy, 0.0));\n";
} else {
code += "\t\tvec4 " + id + "_tex_read = textureLod(" + id + ", vec3(UV.xy, 0.0), " + p_input_vars[1] + ");\n";
}
} else if (p_input_vars[1] == String()) {
//no lod
code += "\t\tvec4 " + id + "_tex_read = texture(" + id + ", " + p_input_vars[0] + ");\n";
} else {
code += "\t\tvec4 " + id + "_tex_read = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
}
} else {
code += "\t\tvec4 " + id + "_tex_read = vec4(0.0);\n";
}
code += "\t\t" + p_output_vars[0] + " = " + id + "_tex_read.rgb;\n";
code += "\t\t" + p_output_vars[1] + " = " + id + "_tex_read.a;\n";
code += "\t}\n";
return code;
}
code += "\t" + p_output_vars[0] + " = vec3(0.0);\n";
code += "\t" + p_output_vars[1] + " = 1.0;\n";
return code;
}
void VisualShaderNodeSample3D::set_source(Source p_source) {
source = p_source;
emit_changed();
emit_signal("editor_refresh_request");
}
VisualShaderNodeSample3D::Source VisualShaderNodeSample3D::get_source() const {
return source;
}
void VisualShaderNodeSample3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeSample3D::set_source);
ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeSample3D::get_source);
ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,SamplerPort"), "set_source", "get_source");
BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
BIND_ENUM_CONSTANT(SOURCE_PORT);
}
String VisualShaderNodeSample3D::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
if (source == SOURCE_TEXTURE) {
return String(); // all good
}
if (source == SOURCE_PORT) {
return String(); // all good
}
return TTR("Invalid source for shader.");
}
VisualShaderNodeSample3D::VisualShaderNodeSample3D() {
source = SOURCE_TEXTURE;
simple_decl = false;
}
////////////// Texture2DArray
String VisualShaderNodeTexture2DArray::get_caption() const {
return "Texture2DArray";
}
String VisualShaderNodeTexture2DArray::get_input_port_name(int p_port) const {
if (p_port == 2) {
return "sampler2DArray";
}
return VisualShaderNodeSample3D::get_input_port_name(p_port);
}
Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture2DArray::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
VisualShader::DefaultTextureParam dtp;
dtp.name = make_unique_id(p_type, p_id, "tex3d");
dtp.param = texture;
Vector<VisualShader::DefaultTextureParam> ret;
ret.push_back(dtp);
return ret;
}
String VisualShaderNodeTexture2DArray::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
if (source == SOURCE_TEXTURE) {
return "uniform sampler2DArray " + make_unique_id(p_type, p_id, "tex3d") + ";\n";
}
return String();
}
void VisualShaderNodeTexture2DArray::set_texture_array(Ref<Texture2DArray> p_value) {
texture = p_value;
emit_changed();
}
Ref<Texture2DArray> VisualShaderNodeTexture2DArray::get_texture_array() const {
return texture;
}
Vector<StringName> VisualShaderNodeTexture2DArray::get_editable_properties() const {
Vector<StringName> props;
props.push_back("source");
if (source == SOURCE_TEXTURE) {
props.push_back("texture_array");
}
return props;
}
void VisualShaderNodeTexture2DArray::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_texture_array", "value"), &VisualShaderNodeTexture2DArray::set_texture_array);
ClassDB::bind_method(D_METHOD("get_texture_array"), &VisualShaderNodeTexture2DArray::get_texture_array);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_array", PROPERTY_HINT_RESOURCE_TYPE, "Texture2DArray"), "set_texture_array", "get_texture_array");
}
VisualShaderNodeTexture2DArray::VisualShaderNodeTexture2DArray() {
}
////////////// Cubemap
String VisualShaderNodeCubemap::get_caption() const {
return "Cubemap";
}
int VisualShaderNodeCubemap::get_input_port_count() const {
return 3;
}
VisualShaderNodeCubemap::PortType VisualShaderNodeCubemap::get_input_port_type(int p_port) const {
switch (p_port) {
case 0:
return PORT_TYPE_VECTOR;
case 1:
return PORT_TYPE_SCALAR;
case 2:
return PORT_TYPE_SAMPLER;
default:
return PORT_TYPE_SCALAR;
}
}
String VisualShaderNodeCubemap::get_input_port_name(int p_port) const {
switch (p_port) {
case 0:
return "uv";
case 1:
return "lod";
case 2:
return "samplerCube";
default:
return "";
}
}
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 {
if (source == SOURCE_TEXTURE) {
String u = "uniform samplerCube " + 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 + ";\n";
}
return String();
}
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 code;
String id;
if (source == SOURCE_TEXTURE) {
id = make_unique_id(p_type, p_id, "cube");
} else if (source == SOURCE_PORT) {
id = p_input_vars[2];
} else {
return String();
}
code += "\t{\n";
if (id == String()) {
code += "\t\tvec4 " + id + "_read = vec4(0.0);\n";
code += "\t\t" + p_output_vars[0] + " = " + id + "_read.rgb;\n";
code += "\t\t" + p_output_vars[1] + " = " + id + "_read.a;\n";
code += "\t}\n";
return code;
}
if (p_input_vars[0] == String()) { // Use UV by default.
if (p_input_vars[1] == String()) {
code += "\t\tvec4 " + id + "_read = texture(" + id + " , vec3(UV, 0.0));\n";
} else {
code += "\t\tvec4 " + id + "_read = textureLod(" + id + " , vec3(UV, 0.0)" + " , " + p_input_vars[1] + " );\n";
}
} else if (p_input_vars[1] == String()) {
//no lod
code += "\t\tvec4 " + id + "_read = texture(" + id + ", " + p_input_vars[0] + ");\n";
} else {
code += "\t\tvec4 " + id + "_read = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
}
code += "\t\t" + p_output_vars[0] + " = " + id + "_read.rgb;\n";
code += "\t\t" + p_output_vars[1] + " = " + id + "_read.a;\n";
code += "\t}\n";
return code;
}
String VisualShaderNodeCubemap::get_input_port_default_hint(int p_port) const {
if (p_port == 0) {
return "vec3(UV, 0.0)";
}
return "";
}
void VisualShaderNodeCubemap::set_source(Source p_source) {
source = p_source;
emit_changed();
emit_signal("editor_refresh_request");
}
VisualShaderNodeCubemap::Source VisualShaderNodeCubemap::get_source() const {
return source;
}
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("source");
if (source == SOURCE_TEXTURE) {
props.push_back("cube_map");
props.push_back("texture_type");
}
return props;
}
void VisualShaderNodeCubemap::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeCubemap::set_source);
ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeCubemap::get_source);
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::INT, "source", PROPERTY_HINT_ENUM, "Texture,SamplerPort"), "set_source", "get_source");
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(SOURCE_TEXTURE);
BIND_ENUM_CONSTANT(SOURCE_PORT);
BIND_ENUM_CONSTANT(TYPE_DATA);
BIND_ENUM_CONSTANT(TYPE_COLOR);
BIND_ENUM_CONSTANT(TYPE_NORMALMAP);
}
VisualShaderNodeCubemap::VisualShaderNodeCubemap() {
texture_type = TYPE_DATA;
source = SOURCE_TEXTURE;
simple_decl = false;
}
////////////// Float Op
String VisualShaderNodeFloatOp::get_caption() const {
return "FloatOp";
}
int VisualShaderNodeFloatOp::get_input_port_count() const {
return 2;
}
VisualShaderNodeFloatOp::PortType VisualShaderNodeFloatOp::get_input_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeFloatOp::get_input_port_name(int p_port) const {
return p_port == 0 ? "a" : "b";
}
int VisualShaderNodeFloatOp::get_output_port_count() const {
return 1;
}
VisualShaderNodeFloatOp::PortType VisualShaderNodeFloatOp::get_output_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeFloatOp::get_output_port_name(int p_port) const {
return "op"; //no output port means the editor will be used as port
}
String VisualShaderNodeFloatOp::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;
case OP_STEP:
code += "step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
break;
}
return code;
}
void VisualShaderNodeFloatOp::set_operator(Operator p_op) {
op = p_op;
emit_changed();
}
VisualShaderNodeFloatOp::Operator VisualShaderNodeFloatOp::get_operator() const {
return op;
}
Vector<StringName> VisualShaderNodeFloatOp::get_editable_properties() const {
Vector<StringName> props;
props.push_back("operator");
return props;
}
void VisualShaderNodeFloatOp::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeFloatOp::set_operator);
ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeFloatOp::get_operator);
ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Sub,Multiply,Divide,Remainder,Power,Max,Min,Atan2,Step"), "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);
BIND_ENUM_CONSTANT(OP_STEP);
}
VisualShaderNodeFloatOp::VisualShaderNodeFloatOp() {
op = OP_ADD;
set_input_port_default_value(0, 0.0);
set_input_port_default_value(1, 0.0);
}
////////////// Integer Op
String VisualShaderNodeIntOp::get_caption() const {
return "IntOp";
}
int VisualShaderNodeIntOp::get_input_port_count() const {
return 2;
}
VisualShaderNodeIntOp::PortType VisualShaderNodeIntOp::get_input_port_type(int p_port) const {
return PORT_TYPE_SCALAR_INT;
}
String VisualShaderNodeIntOp::get_input_port_name(int p_port) const {
return p_port == 0 ? "a" : "b";
}
int VisualShaderNodeIntOp::get_output_port_count() const {
return 1;
}
VisualShaderNodeIntOp::PortType VisualShaderNodeIntOp::get_output_port_type(int p_port) const {
return PORT_TYPE_SCALAR_INT;
}
String VisualShaderNodeIntOp::get_output_port_name(int p_port) const {
return "op"; //no output port means the editor will be used as port
}
String VisualShaderNodeIntOp::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 += 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;
}
return code;
}
void VisualShaderNodeIntOp::set_operator(Operator p_op) {
op = p_op;
emit_changed();
}
VisualShaderNodeIntOp::Operator VisualShaderNodeIntOp::get_operator() const {
return op;
}
Vector<StringName> VisualShaderNodeIntOp::get_editable_properties() const {
Vector<StringName> props;
props.push_back("operator");
return props;
}
void VisualShaderNodeIntOp::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeIntOp::set_operator);
ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeIntOp::get_operator);
ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Sub,Multiply,Divide,Remainder,Max,Min"), "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_MAX);
BIND_ENUM_CONSTANT(OP_MIN);
}
VisualShaderNodeIntOp::VisualShaderNodeIntOp() {
op = OP_ADD;
set_input_port_default_value(0, 0);
set_input_port_default_value(1, 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;
case OP_ATAN2:
code += "atan(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
break;
case OP_REFLECT:
code += "reflect(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
break;
case OP_STEP:
code += "step(" + 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,Atan2,Reflect,Step"), "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);
BIND_ENUM_CONSTANT(OP_ATAN2);
BIND_ENUM_CONSTANT(OP_REFLECT);
BIND_ENUM_CONSTANT(OP_STEP);
}
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;
switch (op) {
case OP_SCREEN:
simple_decl = true;
break;
case OP_DIFFERENCE:
simple_decl = true;
break;
case OP_DARKEN:
simple_decl = true;
break;
case OP_LIGHTEN:
simple_decl = true;
break;
case OP_OVERLAY:
simple_decl = false;
break;
case OP_DODGE:
simple_decl = true;
break;
case OP_BURN:
simple_decl = true;
break;
case OP_SOFT_LIGHT:
simple_decl = false;
break;
case OP_HARD_LIGHT:
simple_decl = false;
break;
}
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 if (op == OP_BxA) {
return "\t" + p_output_vars[0] + " = " + p_input_vars[1] + " * " + p_input_vars[0] + ";\n";
} else if (op == OP_AxB_COMP) {
return "\t" + p_output_vars[0] + " = matrixCompMult(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
} else {
return "\t" + p_output_vars[0] + " = matrixCompMult(" + 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,A x B(per component),B x A(per component)"), "set_operator", "get_operator");
BIND_ENUM_CONSTANT(OP_AxB);
BIND_ENUM_CONSTANT(OP_BxA);
BIND_ENUM_CONSTANT(OP_AxB_COMP);
BIND_ENUM_CONSTANT(OP_BxA_COMP);
}
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());
}
////////////// Float Func
String VisualShaderNodeFloatFunc::get_caption() const {
return "FloatFunc";
}
int VisualShaderNodeFloatFunc::get_input_port_count() const {
return 1;
}
VisualShaderNodeFloatFunc::PortType VisualShaderNodeFloatFunc::get_input_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeFloatFunc::get_input_port_name(int p_port) const {
return "";
}
int VisualShaderNodeFloatFunc::get_output_port_count() const {
return 1;
}
VisualShaderNodeFloatFunc::PortType VisualShaderNodeFloatFunc::get_output_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeFloatFunc::get_output_port_name(int p_port) const {
return ""; //no output port means the editor will be used as port
}
String VisualShaderNodeFloatFunc::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_ONEMINUS + 1] = {
"sin($)",
"cos($)",
"tan($)",
"asin($)",
"acos($)",
"atan($)",
"sinh($)",
"cosh($)",
"tanh($)",
"log($)",
"exp($)",
"sqrt($)",
"abs($)",
"sign($)",
"floor($)",
"round($)",
"ceil($)",
"fract($)",
"min(max($, 0.0), 1.0)",
"-($)",
"acosh($)",
"asinh($)",
"atanh($)",
"degrees($)",
"exp2($)",
"inversesqrt($)",
"log2($)",
"radians($)",
"1.0 / ($)",
"roundEven($)",
"trunc($)",
"1.0 - $"
};
return "\t" + p_output_vars[0] + " = " + String(scalar_func_id[func]).replace("$", p_input_vars[0]) + ";\n";
}
void VisualShaderNodeFloatFunc::set_function(Function p_func) {
func = p_func;
emit_changed();
}
VisualShaderNodeFloatFunc::Function VisualShaderNodeFloatFunc::get_function() const {
return func;
}
Vector<StringName> VisualShaderNodeFloatFunc::get_editable_properties() const {
Vector<StringName> props;
props.push_back("function");
return props;
}
void VisualShaderNodeFloatFunc::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeFloatFunc::set_function);
ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeFloatFunc::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,ACosH,ASinH,ATanH,Degrees,Exp2,InverseSqrt,Log2,Radians,Reciprocal,RoundEven,Trunc,OneMinus"), "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);
BIND_ENUM_CONSTANT(FUNC_ACOSH);
BIND_ENUM_CONSTANT(FUNC_ASINH);
BIND_ENUM_CONSTANT(FUNC_ATANH);
BIND_ENUM_CONSTANT(FUNC_DEGREES);
BIND_ENUM_CONSTANT(FUNC_EXP2);
BIND_ENUM_CONSTANT(FUNC_INVERSE_SQRT);
BIND_ENUM_CONSTANT(FUNC_LOG2);
BIND_ENUM_CONSTANT(FUNC_RADIANS);
BIND_ENUM_CONSTANT(FUNC_RECIPROCAL);
BIND_ENUM_CONSTANT(FUNC_ROUNDEVEN);
BIND_ENUM_CONSTANT(FUNC_TRUNC);
BIND_ENUM_CONSTANT(FUNC_ONEMINUS);
}
VisualShaderNodeFloatFunc::VisualShaderNodeFloatFunc() {
func = FUNC_SIGN;
set_input_port_default_value(0, 0.0);
}
////////////// Int Func
String VisualShaderNodeIntFunc::get_caption() const {
return "IntFunc";
}
int VisualShaderNodeIntFunc::get_input_port_count() const {
if (func == FUNC_CLAMP) {
return 3;
}
return 1;
}
VisualShaderNodeIntFunc::PortType VisualShaderNodeIntFunc::get_input_port_type(int p_port) const {
return PORT_TYPE_SCALAR_INT;
}
String VisualShaderNodeIntFunc::get_input_port_name(int p_port) const {
if (func == FUNC_CLAMP) {
if (p_port == 0) {
return "";
} else if (p_port == 1) {
return "min";
} else if (p_port == 2) {
return "max";
}
}
return "";
}
int VisualShaderNodeIntFunc::get_output_port_count() const {
return 1;
}
VisualShaderNodeIntFunc::PortType VisualShaderNodeIntFunc::get_output_port_type(int p_port) const {
return PORT_TYPE_SCALAR_INT;
}
String VisualShaderNodeIntFunc::get_output_port_name(int p_port) const {
return ""; //no output port means the editor will be used as port
}
String VisualShaderNodeIntFunc::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 (func == FUNC_CLAMP) {
return "\t" + p_output_vars[0] + " = clamp(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
}
static const char *int_func_id[FUNC_SIGN + 1] = {
"abs($)",
"",
"-($)",
"sign($)"
};
return "\t" + p_output_vars[0] + " = " + String(int_func_id[func]).replace("$", p_input_vars[0]) + ";\n";
}
void VisualShaderNodeIntFunc::set_function(Function p_func) {
if (func != p_func) {
if (p_func == FUNC_CLAMP) {
set_input_port_default_value(1, 0);
set_input_port_default_value(2, 0);
}
}
func = p_func;
emit_changed();
}
VisualShaderNodeIntFunc::Function VisualShaderNodeIntFunc::get_function() const {
return func;
}
Vector<StringName> VisualShaderNodeIntFunc::get_editable_properties() const {
Vector<StringName> props;
props.push_back("function");
return props;
}
void VisualShaderNodeIntFunc::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeIntFunc::set_function);
ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeIntFunc::get_function);
ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Abs,Clamp,Negate,Sign"), "set_function", "get_function");
BIND_ENUM_CONSTANT(FUNC_ABS);
BIND_ENUM_CONSTANT(FUNC_CLAMP);
BIND_ENUM_CONSTANT(FUNC_NEGATE);
BIND_ENUM_CONSTANT(FUNC_SIGN);
}
VisualShaderNodeIntFunc::VisualShaderNodeIntFunc() {
func = FUNC_SIGN;
set_input_port_default_value(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_ONEMINUS + 1] = {
"normalize($)",
"max(min($, vec3(1.0)), vec3(0.0))",
"-($)",
"1.0 / ($)",
"",
"",
"abs($)",
"acos($)",
"acosh($)",
"asin($)",
"asinh($)",
"atan($)",
"atanh($)",
"ceil($)",
"cos($)",
"cosh($)",
"degrees($)",
"exp($)",
"exp2($)",
"floor($)",
"fract($)",
"inversesqrt($)",
"log($)",
"log2($)",
"radians($)",
"round($)",
"roundEven($)",
"sign($)",
"sin($)",
"sinh($)",
"sqrt($)",
"tan($)",
"tanh($)",
"trunc($)",
"vec3(1.0, 1.0, 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;
if (func == FUNC_RGB2HSV) {
simple_decl = false;
} else if (func == FUNC_HSV2RGB) {
simple_decl = false;
} else {
simple_decl = true;
}
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,Abs,ACos,ACosH,ASin,ASinH,ATan,ATanH,Ceil,Cos,CosH,Degrees,Exp,Exp2,Floor,Frac,InverseSqrt,Log,Log2,Radians,Round,RoundEven,Sign,Sin,SinH,Sqrt,Tan,TanH,Trunc,OneMinus"), "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);
BIND_ENUM_CONSTANT(FUNC_ABS);
BIND_ENUM_CONSTANT(FUNC_ACOS);
BIND_ENUM_CONSTANT(FUNC_ACOSH);
BIND_ENUM_CONSTANT(FUNC_ASIN);
BIND_ENUM_CONSTANT(FUNC_ASINH);
BIND_ENUM_CONSTANT(FUNC_ATAN);
BIND_ENUM_CONSTANT(FUNC_ATANH);
BIND_ENUM_CONSTANT(FUNC_CEIL);
BIND_ENUM_CONSTANT(FUNC_COS);
BIND_ENUM_CONSTANT(FUNC_COSH);
BIND_ENUM_CONSTANT(FUNC_DEGREES);
BIND_ENUM_CONSTANT(FUNC_EXP);
BIND_ENUM_CONSTANT(FUNC_EXP2);
BIND_ENUM_CONSTANT(FUNC_FLOOR);
BIND_ENUM_CONSTANT(FUNC_FRAC);
BIND_ENUM_CONSTANT(FUNC_INVERSE_SQRT);
BIND_ENUM_CONSTANT(FUNC_LOG);
BIND_ENUM_CONSTANT(FUNC_LOG2);
BIND_ENUM_CONSTANT(FUNC_RADIANS);
BIND_ENUM_CONSTANT(FUNC_ROUND);
BIND_ENUM_CONSTANT(FUNC_ROUNDEVEN);
BIND_ENUM_CONSTANT(FUNC_SIGN);
BIND_ENUM_CONSTANT(FUNC_SIN);
BIND_ENUM_CONSTANT(FUNC_SINH);
BIND_ENUM_CONSTANT(FUNC_SQRT);
BIND_ENUM_CONSTANT(FUNC_TAN);
BIND_ENUM_CONSTANT(FUNC_TANH);
BIND_ENUM_CONSTANT(FUNC_TRUNC);
BIND_ENUM_CONSTANT(FUNC_ONEMINUS);
}
VisualShaderNodeVectorFunc::VisualShaderNodeVectorFunc() {
func = FUNC_NORMALIZE;
set_input_port_default_value(0, Vector3());
}
////////////// ColorFunc
String VisualShaderNodeColorFunc::get_caption() const {
return "ColorFunc";
}
int VisualShaderNodeColorFunc::get_input_port_count() const {
return 1;
}
VisualShaderNodeColorFunc::PortType VisualShaderNodeColorFunc::get_input_port_type(int p_port) const {
return PORT_TYPE_VECTOR;
}
String VisualShaderNodeColorFunc::get_input_port_name(int p_port) const {
return "";
}
int VisualShaderNodeColorFunc::get_output_port_count() const {
return 1;
}
VisualShaderNodeColorFunc::PortType VisualShaderNodeColorFunc::get_output_port_type(int p_port) const {
return PORT_TYPE_VECTOR;
}
String VisualShaderNodeColorFunc::get_output_port_name(int p_port) const {
return "";
}
String VisualShaderNodeColorFunc::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;
switch (func) {
case FUNC_GRAYSCALE:
code += "\t{\n";
code += "\t\tvec3 c = " + p_input_vars[0] + ";\n";
code += "\t\tfloat max1 = max(c.r, c.g);\n";
code += "\t\tfloat max2 = max(max1, c.b);\n";
code += "\t\tfloat max3 = max(max1, max2);\n";
code += "\t\t" + p_output_vars[0] + " = vec3(max3, max3, max3);\n";
code += "\t}\n";
break;
case FUNC_SEPIA:
code += "\t{\n";
code += "\t\tvec3 c = " + p_input_vars[0] + ";\n";
code += "\t\tfloat r = (c.r * .393) + (c.g *.769) + (c.b * .189);\n";
code += "\t\tfloat g = (c.r * .349) + (c.g *.686) + (c.b * .168);\n";
code += "\t\tfloat b = (c.r * .272) + (c.g *.534) + (c.b * .131);\n";
code += "\t\t" + p_output_vars[0] + " = vec3(r, g, b);\n";
code += "\t}\n";
break;
}
return code;
}
void VisualShaderNodeColorFunc::set_function(Function p_func) {
func = p_func;
emit_changed();
}
VisualShaderNodeColorFunc::Function VisualShaderNodeColorFunc::get_function() const {
return func;
}
Vector<StringName> VisualShaderNodeColorFunc::get_editable_properties() const {
Vector<StringName> props;
props.push_back("function");
return props;
}
void VisualShaderNodeColorFunc::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeColorFunc::set_function);
ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeColorFunc::get_function);
ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Grayscale,Sepia"), "set_function", "get_function");
BIND_ENUM_CONSTANT(FUNC_GRAYSCALE);
BIND_ENUM_CONSTANT(FUNC_SEPIA);
}
VisualShaderNodeColorFunc::VisualShaderNodeColorFunc() {
func = FUNC_GRAYSCALE;
set_input_port_default_value(0, Vector3());
simple_decl = false;
}
////////////// Transform Func
String VisualShaderNodeTransformFunc::get_caption() const {
return "TransformFunc";
}
int VisualShaderNodeTransformFunc::get_input_port_count() const {
return 1;
}
VisualShaderNodeTransformFunc::PortType VisualShaderNodeTransformFunc::get_input_port_type(int p_port) const {
return PORT_TYPE_TRANSFORM;
}
String VisualShaderNodeTransformFunc::get_input_port_name(int p_port) const {
return "";
}
int VisualShaderNodeTransformFunc::get_output_port_count() const {
return 1;
}
VisualShaderNodeTransformFunc::PortType VisualShaderNodeTransformFunc::get_output_port_type(int p_port) const {
return PORT_TYPE_TRANSFORM;
}
String VisualShaderNodeTransformFunc::get_output_port_name(int p_port) const {
return "";
}
String VisualShaderNodeTransformFunc::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 *funcs[FUNC_TRANSPOSE + 1] = {
"inverse($)",
"transpose($)"
};
String code;
code += "\t" + p_output_vars[0] + " = " + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
return code;
}
void VisualShaderNodeTransformFunc::set_function(Function p_func) {
func = p_func;
emit_changed();
}
VisualShaderNodeTransformFunc::Function VisualShaderNodeTransformFunc::get_function() const {
return func;
}
Vector<StringName> VisualShaderNodeTransformFunc::get_editable_properties() const {
Vector<StringName> props;
props.push_back("function");
return props;
}
void VisualShaderNodeTransformFunc::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeTransformFunc::set_function);
ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeTransformFunc::get_function);
ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Inverse,Transpose"), "set_function", "get_function");
BIND_ENUM_CONSTANT(FUNC_INVERSE);
BIND_ENUM_CONSTANT(FUNC_TRANSPOSE);
}
VisualShaderNodeTransformFunc::VisualShaderNodeTransformFunc() {
func = FUNC_INVERSE;
set_input_port_default_value(0, Transform());
}
////////////// 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());
}
////////////// Determinant
String VisualShaderNodeDeterminant::get_caption() const {
return "Determinant";
}
int VisualShaderNodeDeterminant::get_input_port_count() const {
return 1;
}
VisualShaderNodeDeterminant::PortType VisualShaderNodeDeterminant::get_input_port_type(int p_port) const {
return PORT_TYPE_TRANSFORM;
}
String VisualShaderNodeDeterminant::get_input_port_name(int p_port) const {
return "";
}
int VisualShaderNodeDeterminant::get_output_port_count() const {
return 1;
}
VisualShaderNodeDeterminant::PortType VisualShaderNodeDeterminant::get_output_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeDeterminant::get_output_port_name(int p_port) const {
return "";
}
String VisualShaderNodeDeterminant::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] + " = determinant(" + p_input_vars[0] + ");\n";
}
VisualShaderNodeDeterminant::VisualShaderNodeDeterminant() {
set_input_port_default_value(0, Transform());
}
////////////// Scalar Derivative Function
String VisualShaderNodeScalarDerivativeFunc::get_caption() const {
return "ScalarDerivativeFunc";
}
int VisualShaderNodeScalarDerivativeFunc::get_input_port_count() const {
return 1;
}
VisualShaderNodeScalarDerivativeFunc::PortType VisualShaderNodeScalarDerivativeFunc::get_input_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeScalarDerivativeFunc::get_input_port_name(int p_port) const {
return "";
}
int VisualShaderNodeScalarDerivativeFunc::get_output_port_count() const {
return 1;
}
VisualShaderNodeScalarDerivativeFunc::PortType VisualShaderNodeScalarDerivativeFunc::get_output_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeScalarDerivativeFunc::get_output_port_name(int p_port) const {
return "";
}
String VisualShaderNodeScalarDerivativeFunc::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 *funcs[FUNC_Y + 1] = {
"fwidth($)",
"dFdx($)",
"dFdy($)"
};
String code;
code += "\t" + p_output_vars[0] + " = " + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
return code;
}
void VisualShaderNodeScalarDerivativeFunc::set_function(Function p_func) {
func = p_func;
emit_changed();
}
VisualShaderNodeScalarDerivativeFunc::Function VisualShaderNodeScalarDerivativeFunc::get_function() const {
return func;
}
Vector<StringName> VisualShaderNodeScalarDerivativeFunc::get_editable_properties() const {
Vector<StringName> props;
props.push_back("function");
return props;
}
void VisualShaderNodeScalarDerivativeFunc::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeScalarDerivativeFunc::set_function);
ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeScalarDerivativeFunc::get_function);
ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Sum,X,Y"), "set_function", "get_function");
BIND_ENUM_CONSTANT(FUNC_SUM);
BIND_ENUM_CONSTANT(FUNC_X);
BIND_ENUM_CONSTANT(FUNC_Y);
}
VisualShaderNodeScalarDerivativeFunc::VisualShaderNodeScalarDerivativeFunc() {
func = FUNC_SUM;
set_input_port_default_value(0, 0.0);
}
////////////// Vector Derivative Function
String VisualShaderNodeVectorDerivativeFunc::get_caption() const {
return "VectorDerivativeFunc";
}
int VisualShaderNodeVectorDerivativeFunc::get_input_port_count() const {
return 1;
}
VisualShaderNodeVectorDerivativeFunc::PortType VisualShaderNodeVectorDerivativeFunc::get_input_port_type(int p_port) const {
return PORT_TYPE_VECTOR;
}
String VisualShaderNodeVectorDerivativeFunc::get_input_port_name(int p_port) const {
return "";
}
int VisualShaderNodeVectorDerivativeFunc::get_output_port_count() const {
return 1;
}
VisualShaderNodeVectorDerivativeFunc::PortType VisualShaderNodeVectorDerivativeFunc::get_output_port_type(int p_port) const {
return PORT_TYPE_VECTOR;
}
String VisualShaderNodeVectorDerivativeFunc::get_output_port_name(int p_port) const {
return "";
}
String VisualShaderNodeVectorDerivativeFunc::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 *funcs[FUNC_Y + 1] = {
"fwidth($)",
"dFdx($)",
"dFdy($)"
};
String code;
code += "\t" + p_output_vars[0] + " = " + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
return code;
}
void VisualShaderNodeVectorDerivativeFunc::set_function(Function p_func) {
func = p_func;
emit_changed();
}
VisualShaderNodeVectorDerivativeFunc::Function VisualShaderNodeVectorDerivativeFunc::get_function() const {
return func;
}
Vector<StringName> VisualShaderNodeVectorDerivativeFunc::get_editable_properties() const {
Vector<StringName> props;
props.push_back("function");
return props;
}
void VisualShaderNodeVectorDerivativeFunc::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeVectorDerivativeFunc::set_function);
ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeVectorDerivativeFunc::get_function);
ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Sum,X,Y"), "set_function", "get_function");
BIND_ENUM_CONSTANT(FUNC_SUM);
BIND_ENUM_CONSTANT(FUNC_X);
BIND_ENUM_CONSTANT(FUNC_Y);
}
VisualShaderNodeVectorDerivativeFunc::VisualShaderNodeVectorDerivativeFunc() {
func = FUNC_SUM;
set_input_port_default_value(0, Vector3());
}
////////////// Scalar Clamp
String VisualShaderNodeScalarClamp::get_caption() const {
return "ScalarClamp";
}
int VisualShaderNodeScalarClamp::get_input_port_count() const {
return 3;
}
VisualShaderNodeScalarClamp::PortType VisualShaderNodeScalarClamp::get_input_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeScalarClamp::get_input_port_name(int p_port) const {
if (p_port == 0) {
return "";
} else if (p_port == 1) {
return "min";
} else if (p_port == 2) {
return "max";
}
return "";
}
int VisualShaderNodeScalarClamp::get_output_port_count() const {
return 1;
}
VisualShaderNodeScalarClamp::PortType VisualShaderNodeScalarClamp::get_output_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeScalarClamp::get_output_port_name(int p_port) const {
return "";
}
String VisualShaderNodeScalarClamp::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] + " = clamp(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
}
VisualShaderNodeScalarClamp::VisualShaderNodeScalarClamp() {
set_input_port_default_value(0, 0.0);
set_input_port_default_value(1, 0.0);
set_input_port_default_value(2, 1.0);
}
////////////// Vector Clamp
String VisualShaderNodeVectorClamp::get_caption() const {
return "VectorClamp";
}
int VisualShaderNodeVectorClamp::get_input_port_count() const {
return 3;
}
VisualShaderNodeVectorClamp::PortType VisualShaderNodeVectorClamp::get_input_port_type(int p_port) const {
return PORT_TYPE_VECTOR;
}
String VisualShaderNodeVectorClamp::get_input_port_name(int p_port) const {
if (p_port == 0) {
return "";
} else if (p_port == 1) {
return "min";
} else if (p_port == 2) {
return "max";
}
return "";
}
int VisualShaderNodeVectorClamp::get_output_port_count() const {
return 1;
}
VisualShaderNodeVectorClamp::PortType VisualShaderNodeVectorClamp::get_output_port_type(int p_port) const {
return PORT_TYPE_VECTOR;
}
String VisualShaderNodeVectorClamp::get_output_port_name(int p_port) const {
return "";
}
String VisualShaderNodeVectorClamp::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] + " = clamp(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
}
VisualShaderNodeVectorClamp::VisualShaderNodeVectorClamp() {
set_input_port_default_value(0, Vector3(0, 0, 0));
set_input_port_default_value(1, Vector3(0, 0, 0));
set_input_port_default_value(2, Vector3(1, 1, 1));
}
////////////// FaceForward
String VisualShaderNodeFaceForward::get_caption() const {
return "FaceForward";
}
int VisualShaderNodeFaceForward::get_input_port_count() const {
return 3;
}
VisualShaderNodeFaceForward::PortType VisualShaderNodeFaceForward::get_input_port_type(int p_port) const {
return PORT_TYPE_VECTOR;
}
String VisualShaderNodeFaceForward::get_input_port_name(int p_port) const {
switch (p_port) {
case 0:
return "N";
case 1:
return "I";
case 2:
return "Nref";
default:
return "";
}
}
int VisualShaderNodeFaceForward::get_output_port_count() const {
return 1;
}
VisualShaderNodeFaceForward::PortType VisualShaderNodeFaceForward::get_output_port_type(int p_port) const {
return PORT_TYPE_VECTOR;
}
String VisualShaderNodeFaceForward::get_output_port_name(int p_port) const {
return "";
}
String VisualShaderNodeFaceForward::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] + " = faceforward(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
}
VisualShaderNodeFaceForward::VisualShaderNodeFaceForward() {
set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
}
////////////// Outer Product
String VisualShaderNodeOuterProduct::get_caption() const {
return "OuterProduct";
}
int VisualShaderNodeOuterProduct::get_input_port_count() const {
return 2;
}
VisualShaderNodeOuterProduct::PortType VisualShaderNodeOuterProduct::get_input_port_type(int p_port) const {
return PORT_TYPE_VECTOR;
}
String VisualShaderNodeOuterProduct::get_input_port_name(int p_port) const {
switch (p_port) {
case 0:
return "c";
case 1:
return "r";
default:
return "";
}
}
int VisualShaderNodeOuterProduct::get_output_port_count() const {
return 1;
}
VisualShaderNodeOuterProduct::PortType VisualShaderNodeOuterProduct::get_output_port_type(int p_port) const {
return PORT_TYPE_TRANSFORM;
}
String VisualShaderNodeOuterProduct::get_output_port_name(int p_port) const {
return "";
}
String VisualShaderNodeOuterProduct::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] + " = outerProduct(vec4(" + p_input_vars[0] + ", 0.0), vec4(" + p_input_vars[1] + ", 0.0));\n";
}
VisualShaderNodeOuterProduct::VisualShaderNodeOuterProduct() {
set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
}
////////////// Vector-Scalar Step
String VisualShaderNodeVectorScalarStep::get_caption() const {
return "VectorScalarStep";
}
int VisualShaderNodeVectorScalarStep::get_input_port_count() const {
return 2;
}
VisualShaderNodeVectorScalarStep::PortType VisualShaderNodeVectorScalarStep::get_input_port_type(int p_port) const {
if (p_port == 0) {
return PORT_TYPE_SCALAR;
}
return PORT_TYPE_VECTOR;
}
String VisualShaderNodeVectorScalarStep::get_input_port_name(int p_port) const {
if (p_port == 0) {
return "edge";
} else if (p_port == 1) {
return "x";
}
return "";
}
int VisualShaderNodeVectorScalarStep::get_output_port_count() const {
return 1;
}
VisualShaderNodeVectorScalarStep::PortType VisualShaderNodeVectorScalarStep::get_output_port_type(int p_port) const {
return PORT_TYPE_VECTOR;
}
String VisualShaderNodeVectorScalarStep::get_output_port_name(int p_port) const {
return "";
}
String VisualShaderNodeVectorScalarStep::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] + " = step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
}
VisualShaderNodeVectorScalarStep::VisualShaderNodeVectorScalarStep() {
set_input_port_default_value(0, 0.0);
set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
}
////////////// Scalar SmoothStep
String VisualShaderNodeScalarSmoothStep::get_caption() const {
return "ScalarSmoothStep";
}
int VisualShaderNodeScalarSmoothStep::get_input_port_count() const {
return 3;
}
VisualShaderNodeScalarSmoothStep::PortType VisualShaderNodeScalarSmoothStep::get_input_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeScalarSmoothStep::get_input_port_name(int p_port) const {
if (p_port == 0) {
return "edge0";
} else if (p_port == 1) {
return "edge1";
} else if (p_port == 2) {
return "x";
}
return "";
}
int VisualShaderNodeScalarSmoothStep::get_output_port_count() const {
return 1;
}
VisualShaderNodeScalarSmoothStep::PortType VisualShaderNodeScalarSmoothStep::get_output_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeScalarSmoothStep::get_output_port_name(int p_port) const {
return "";
}
String VisualShaderNodeScalarSmoothStep::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] + " = smoothstep(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
}
VisualShaderNodeScalarSmoothStep::VisualShaderNodeScalarSmoothStep() {
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 SmoothStep
String VisualShaderNodeVectorSmoothStep::get_caption() const {
return "VectorSmoothStep";
}
int VisualShaderNodeVectorSmoothStep::get_input_port_count() const {
return 3;
}
VisualShaderNodeVectorSmoothStep::PortType VisualShaderNodeVectorSmoothStep::get_input_port_type(int p_port) const {
return PORT_TYPE_VECTOR;
}
String VisualShaderNodeVectorSmoothStep::get_input_port_name(int p_port) const {
if (p_port == 0) {
return "edge0";
} else if (p_port == 1) {
return "edge1";
} else if (p_port == 2) {
return "x";
}
return "";
}
int VisualShaderNodeVectorSmoothStep::get_output_port_count() const {
return 1;
}
VisualShaderNodeVectorSmoothStep::PortType VisualShaderNodeVectorSmoothStep::get_output_port_type(int p_port) const {
return PORT_TYPE_VECTOR;
}
String VisualShaderNodeVectorSmoothStep::get_output_port_name(int p_port) const {
return "";
}
String VisualShaderNodeVectorSmoothStep::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] + " = smoothstep(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
}
VisualShaderNodeVectorSmoothStep::VisualShaderNodeVectorSmoothStep() {
set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
}
////////////// Vector-Scalar SmoothStep
String VisualShaderNodeVectorScalarSmoothStep::get_caption() const {
return "VectorScalarSmoothStep";
}
int VisualShaderNodeVectorScalarSmoothStep::get_input_port_count() const {
return 3;
}
VisualShaderNodeVectorScalarSmoothStep::PortType VisualShaderNodeVectorScalarSmoothStep::get_input_port_type(int p_port) const {
if (p_port == 0) {
return PORT_TYPE_SCALAR;
} else if (p_port == 1) {
return PORT_TYPE_SCALAR;
}
return PORT_TYPE_VECTOR;
}
String VisualShaderNodeVectorScalarSmoothStep::get_input_port_name(int p_port) const {
if (p_port == 0) {
return "edge0";
} else if (p_port == 1) {
return "edge1";
} else if (p_port == 2) {
return "x";
}
return "";
}
int VisualShaderNodeVectorScalarSmoothStep::get_output_port_count() const {
return 1;
}
VisualShaderNodeVectorScalarSmoothStep::PortType VisualShaderNodeVectorScalarSmoothStep::get_output_port_type(int p_port) const {
return PORT_TYPE_VECTOR;
}
String VisualShaderNodeVectorScalarSmoothStep::get_output_port_name(int p_port) const {
return "";
}
String VisualShaderNodeVectorScalarSmoothStep::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] + " = smoothstep(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
}
VisualShaderNodeVectorScalarSmoothStep::VisualShaderNodeVectorScalarSmoothStep() {
set_input_port_default_value(0, 0.0);
set_input_port_default_value(1, 0.0);
set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
}
////////////// Distance
String VisualShaderNodeVectorDistance::get_caption() const {
return "Distance";
}
int VisualShaderNodeVectorDistance::get_input_port_count() const {
return 2;
}
VisualShaderNodeVectorDistance::PortType VisualShaderNodeVectorDistance::get_input_port_type(int p_port) const {
return PORT_TYPE_VECTOR;
}
String VisualShaderNodeVectorDistance::get_input_port_name(int p_port) const {
if (p_port == 0) {
return "p0";
} else if (p_port == 1) {
return "p1";
}
return "";
}
int VisualShaderNodeVectorDistance::get_output_port_count() const {
return 1;
}
VisualShaderNodeVectorDistance::PortType VisualShaderNodeVectorDistance::get_output_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeVectorDistance::get_output_port_name(int p_port) const {
return "";
}
String VisualShaderNodeVectorDistance::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] + " = distance(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
}
VisualShaderNodeVectorDistance::VisualShaderNodeVectorDistance() {
set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
}
////////////// Refract Vector
String VisualShaderNodeVectorRefract::get_caption() const {
return "Refract";
}
int VisualShaderNodeVectorRefract::get_input_port_count() const {
return 3;
}
VisualShaderNodeVectorRefract::PortType VisualShaderNodeVectorRefract::get_input_port_type(int p_port) const {
if (p_port == 2) {
return PORT_TYPE_SCALAR;
}
return PORT_TYPE_VECTOR;
}
String VisualShaderNodeVectorRefract::get_input_port_name(int p_port) const {
if (p_port == 0) {
return "I";
} else if (p_port == 1) {
return "N";
} else if (p_port == 2) {
return "eta";
}
return "";
}
int VisualShaderNodeVectorRefract::get_output_port_count() const {
return 1;
}
VisualShaderNodeVectorRefract::PortType VisualShaderNodeVectorRefract::get_output_port_type(int p_port) const {
return PORT_TYPE_VECTOR;
}
String VisualShaderNodeVectorRefract::get_output_port_name(int p_port) const {
return "";
}
String VisualShaderNodeVectorRefract::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] + " = refract(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
}
VisualShaderNodeVectorRefract::VisualShaderNodeVectorRefract() {
set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
set_input_port_default_value(2, 0.0);
}
////////////// Scalar Mix
String VisualShaderNodeScalarInterp::get_caption() const {
return "ScalarMix";
}
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 "weight";
}
}
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, 1.0);
set_input_port_default_value(2, 0.5);
}
////////////// Vector Mix
String VisualShaderNodeVectorInterp::get_caption() const {
return "VectorMix";
}
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 "weight";
}
}
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(0.0, 0.0, 0.0));
set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0));
set_input_port_default_value(2, Vector3(0.5, 0.5, 0.5));
}
////////////// Vector Mix (by scalar)
String VisualShaderNodeVectorScalarMix::get_caption() const {
return "VectorScalarMix";
}
int VisualShaderNodeVectorScalarMix::get_input_port_count() const {
return 3;
}
VisualShaderNodeVectorScalarMix::PortType VisualShaderNodeVectorScalarMix::get_input_port_type(int p_port) const {
if (p_port == 2) {
return PORT_TYPE_SCALAR;
}
return PORT_TYPE_VECTOR;
}
String VisualShaderNodeVectorScalarMix::get_input_port_name(int p_port) const {
if (p_port == 0) {
return "a";
} else if (p_port == 1) {
return "b";
} else {
return "weight";
}
}
int VisualShaderNodeVectorScalarMix::get_output_port_count() const {
return 1;
}
VisualShaderNodeVectorScalarMix::PortType VisualShaderNodeVectorScalarMix::get_output_port_type(int p_port) const {
return PORT_TYPE_VECTOR;
}
String VisualShaderNodeVectorScalarMix::get_output_port_name(int p_port) const {
return "mix";
}
String VisualShaderNodeVectorScalarMix::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";
}
VisualShaderNodeVectorScalarMix::VisualShaderNodeVectorScalarMix() {
set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0));
set_input_port_default_value(2, 0.5);
}
////////////// 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());
}
////////////// Float Uniform
String VisualShaderNodeFloatUniform::get_caption() const {
return "FloatUniform";
}
int VisualShaderNodeFloatUniform::get_input_port_count() const {
return 0;
}
VisualShaderNodeFloatUniform::PortType VisualShaderNodeFloatUniform::get_input_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeFloatUniform::get_input_port_name(int p_port) const {
return String();
}
int VisualShaderNodeFloatUniform::get_output_port_count() const {
return 1;
}
VisualShaderNodeFloatUniform::PortType VisualShaderNodeFloatUniform::get_output_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeFloatUniform::get_output_port_name(int p_port) const {
return ""; //no output port means the editor will be used as port
}
String VisualShaderNodeFloatUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
String code = "";
if (hint == HINT_RANGE) {
code += _get_qual_str() + "uniform float " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ")";
} else if (hint == HINT_RANGE_STEP) {
code += _get_qual_str() + "uniform float " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ", " + rtos(hint_range_step) + ")";
} else {
code += _get_qual_str() + "uniform float " + get_uniform_name();
}
if (default_value_enabled) {
code += " = " + rtos(default_value);
}
code += ";\n";
return code;
}
String VisualShaderNodeFloatUniform::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";
}
void VisualShaderNodeFloatUniform::set_hint(Hint p_hint) {
hint = p_hint;
emit_changed();
}
VisualShaderNodeFloatUniform::Hint VisualShaderNodeFloatUniform::get_hint() const {
return hint;
}
void VisualShaderNodeFloatUniform::set_min(float p_value) {
hint_range_min = p_value;
emit_changed();
}
float VisualShaderNodeFloatUniform::get_min() const {
return hint_range_min;
}
void VisualShaderNodeFloatUniform::set_max(float p_value) {
hint_range_max = p_value;
emit_changed();
}
float VisualShaderNodeFloatUniform::get_max() const {
return hint_range_max;
}
void VisualShaderNodeFloatUniform::set_step(float p_value) {
hint_range_step = p_value;
emit_changed();
}
float VisualShaderNodeFloatUniform::get_step() const {
return hint_range_step;
}
void VisualShaderNodeFloatUniform::set_default_value_enabled(bool p_enabled) {
default_value_enabled = p_enabled;
emit_changed();
}
bool VisualShaderNodeFloatUniform::is_default_value_enabled() const {
return default_value_enabled;
}
void VisualShaderNodeFloatUniform::set_default_value(float p_value) {
default_value = p_value;
emit_changed();
}
float VisualShaderNodeFloatUniform::get_default_value() const {
return default_value;
}
void VisualShaderNodeFloatUniform::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_hint", "hint"), &VisualShaderNodeFloatUniform::set_hint);
ClassDB::bind_method(D_METHOD("get_hint"), &VisualShaderNodeFloatUniform::get_hint);
ClassDB::bind_method(D_METHOD("set_min", "value"), &VisualShaderNodeFloatUniform::set_min);
ClassDB::bind_method(D_METHOD("get_min"), &VisualShaderNodeFloatUniform::get_min);
ClassDB::bind_method(D_METHOD("set_max", "value"), &VisualShaderNodeFloatUniform::set_max);
ClassDB::bind_method(D_METHOD("get_max"), &VisualShaderNodeFloatUniform::get_max);
ClassDB::bind_method(D_METHOD("set_step", "value"), &VisualShaderNodeFloatUniform::set_step);
ClassDB::bind_method(D_METHOD("get_step"), &VisualShaderNodeFloatUniform::get_step);
ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeFloatUniform::set_default_value_enabled);
ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeFloatUniform::is_default_value_enabled);
ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeFloatUniform::set_default_value);
ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeFloatUniform::get_default_value);
ADD_PROPERTY(PropertyInfo(Variant::INT, "hint", PROPERTY_HINT_ENUM, "None,Range,Range+Step"), "set_hint", "get_hint");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "min"), "set_min", "get_min");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "max"), "set_max", "get_max");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "step"), "set_step", "get_step");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "default_value"), "set_default_value", "get_default_value");
BIND_ENUM_CONSTANT(HINT_NONE);
BIND_ENUM_CONSTANT(HINT_RANGE);
BIND_ENUM_CONSTANT(HINT_RANGE_STEP);
}
bool VisualShaderNodeFloatUniform::is_qualifier_supported(Qualifier p_qual) const {
return true; // all qualifiers are supported
}
Vector<StringName> VisualShaderNodeFloatUniform::get_editable_properties() const {
Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
props.push_back("hint");
if (hint == HINT_RANGE || hint == HINT_RANGE_STEP) {
props.push_back("min");
props.push_back("max");
}
if (hint == HINT_RANGE_STEP) {
props.push_back("step");
}
props.push_back("default_value_enabled");
if (default_value_enabled) {
props.push_back("default_value");
}
return props;
}
VisualShaderNodeFloatUniform::VisualShaderNodeFloatUniform() {
hint = HINT_NONE;
hint_range_min = 0.0;
hint_range_max = 1.0;
hint_range_step = 0.1;
default_value_enabled = false;
default_value = 0.0;
}
////////////// Integer Uniform
String VisualShaderNodeIntUniform::get_caption() const {
return "IntUniform";
}
int VisualShaderNodeIntUniform::get_input_port_count() const {
return 0;
}
VisualShaderNodeIntUniform::PortType VisualShaderNodeIntUniform::get_input_port_type(int p_port) const {
return PORT_TYPE_SCALAR_INT;
}
String VisualShaderNodeIntUniform::get_input_port_name(int p_port) const {
return String();
}
int VisualShaderNodeIntUniform::get_output_port_count() const {
return 1;
}
VisualShaderNodeIntUniform::PortType VisualShaderNodeIntUniform::get_output_port_type(int p_port) const {
return PORT_TYPE_SCALAR_INT;
}
String VisualShaderNodeIntUniform::get_output_port_name(int p_port) const {
return ""; //no output port means the editor will be used as port
}
String VisualShaderNodeIntUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
String code = "";
if (hint == HINT_RANGE) {
code += _get_qual_str() + "uniform int " + get_uniform_name() + " : hint_range(" + itos(hint_range_min) + ", " + itos(hint_range_max) + ")";
} else if (hint == HINT_RANGE_STEP) {
code += _get_qual_str() + "uniform int " + get_uniform_name() + " : hint_range(" + itos(hint_range_min) + ", " + itos(hint_range_max) + ", " + itos(hint_range_step) + ")";
} else {
code += _get_qual_str() + "uniform int " + get_uniform_name();
}
if (default_value_enabled) {
code += " = " + itos(default_value);
}
code += ";\n";
return code;
}
String VisualShaderNodeIntUniform::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";
}
void VisualShaderNodeIntUniform::set_hint(Hint p_hint) {
hint = p_hint;
emit_changed();
}
VisualShaderNodeIntUniform::Hint VisualShaderNodeIntUniform::get_hint() const {
return hint;
}
void VisualShaderNodeIntUniform::set_min(int p_value) {
hint_range_min = p_value;
emit_changed();
}
int VisualShaderNodeIntUniform::get_min() const {
return hint_range_min;
}
void VisualShaderNodeIntUniform::set_max(int p_value) {
hint_range_max = p_value;
emit_changed();
}
int VisualShaderNodeIntUniform::get_max() const {
return hint_range_max;
}
void VisualShaderNodeIntUniform::set_step(int p_value) {
hint_range_step = p_value;
emit_changed();
}
int VisualShaderNodeIntUniform::get_step() const {
return hint_range_step;
}
void VisualShaderNodeIntUniform::set_default_value_enabled(bool p_enabled) {
default_value_enabled = p_enabled;
emit_changed();
}
bool VisualShaderNodeIntUniform::is_default_value_enabled() const {
return default_value_enabled;
}
void VisualShaderNodeIntUniform::set_default_value(int p_value) {
default_value = p_value;
emit_changed();
}
int VisualShaderNodeIntUniform::get_default_value() const {
return default_value;
}
void VisualShaderNodeIntUniform::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_hint", "hint"), &VisualShaderNodeIntUniform::set_hint);
ClassDB::bind_method(D_METHOD("get_hint"), &VisualShaderNodeIntUniform::get_hint);
ClassDB::bind_method(D_METHOD("set_min", "value"), &VisualShaderNodeIntUniform::set_min);
ClassDB::bind_method(D_METHOD("get_min"), &VisualShaderNodeIntUniform::get_min);
ClassDB::bind_method(D_METHOD("set_max", "value"), &VisualShaderNodeIntUniform::set_max);
ClassDB::bind_method(D_METHOD("get_max"), &VisualShaderNodeIntUniform::get_max);
ClassDB::bind_method(D_METHOD("set_step", "value"), &VisualShaderNodeIntUniform::set_step);
ClassDB::bind_method(D_METHOD("get_step"), &VisualShaderNodeIntUniform::get_step);
ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeIntUniform::set_default_value_enabled);
ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeIntUniform::is_default_value_enabled);
ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeIntUniform::set_default_value);
ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeIntUniform::get_default_value);
ADD_PROPERTY(PropertyInfo(Variant::INT, "hint", PROPERTY_HINT_ENUM, "None,Range,Range+Step"), "set_hint", "get_hint");
ADD_PROPERTY(PropertyInfo(Variant::INT, "min"), "set_min", "get_min");
ADD_PROPERTY(PropertyInfo(Variant::INT, "max"), "set_max", "get_max");
ADD_PROPERTY(PropertyInfo(Variant::INT, "step"), "set_step", "get_step");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
ADD_PROPERTY(PropertyInfo(Variant::INT, "default_value"), "set_default_value", "get_default_value");
BIND_ENUM_CONSTANT(HINT_NONE);
BIND_ENUM_CONSTANT(HINT_RANGE);
BIND_ENUM_CONSTANT(HINT_RANGE_STEP);
}
bool VisualShaderNodeIntUniform::is_qualifier_supported(Qualifier p_qual) const {
return true; // all qualifiers are supported
}
Vector<StringName> VisualShaderNodeIntUniform::get_editable_properties() const {
Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
props.push_back("hint");
if (hint == HINT_RANGE || hint == HINT_RANGE_STEP) {
props.push_back("min");
props.push_back("max");
}
if (hint == HINT_RANGE_STEP) {
props.push_back("step");
}
props.push_back("default_value_enabled");
if (default_value_enabled) {
props.push_back("default_value");
}
return props;
}
VisualShaderNodeIntUniform::VisualShaderNodeIntUniform() {
hint = HINT_NONE;
hint_range_min = 0;
hint_range_max = 100;
hint_range_step = 1;
default_value_enabled = false;
default_value = 0;
}
////////////// Boolean Uniform
String VisualShaderNodeBooleanUniform::get_caption() const {
return "BooleanUniform";
}
int VisualShaderNodeBooleanUniform::get_input_port_count() const {
return 0;
}
VisualShaderNodeBooleanUniform::PortType VisualShaderNodeBooleanUniform::get_input_port_type(int p_port) const {
return PORT_TYPE_BOOLEAN;
}
String VisualShaderNodeBooleanUniform::get_input_port_name(int p_port) const {
return String();
}
int VisualShaderNodeBooleanUniform::get_output_port_count() const {
return 1;
}
VisualShaderNodeBooleanUniform::PortType VisualShaderNodeBooleanUniform::get_output_port_type(int p_port) const {
return PORT_TYPE_BOOLEAN;
}
String VisualShaderNodeBooleanUniform::get_output_port_name(int p_port) const {
return ""; //no output port means the editor will be used as port
}
void VisualShaderNodeBooleanUniform::set_default_value_enabled(bool p_enabled) {
default_value_enabled = p_enabled;
emit_changed();
}
bool VisualShaderNodeBooleanUniform::is_default_value_enabled() const {
return default_value_enabled;
}
void VisualShaderNodeBooleanUniform::set_default_value(bool p_value) {
default_value = p_value;
emit_changed();
}
bool VisualShaderNodeBooleanUniform::get_default_value() const {
return default_value;
}
String VisualShaderNodeBooleanUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
String code = _get_qual_str() + "uniform bool " + get_uniform_name();
if (default_value_enabled) {
if (default_value) {
code += " = true";
} else {
code += " = false";
}
}
code += ";\n";
return code;
}
String VisualShaderNodeBooleanUniform::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";
}
void VisualShaderNodeBooleanUniform::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeBooleanUniform::set_default_value_enabled);
ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeBooleanUniform::is_default_value_enabled);
ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeBooleanUniform::set_default_value);
ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeBooleanUniform::get_default_value);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value"), "set_default_value", "get_default_value");
}
bool VisualShaderNodeBooleanUniform::is_qualifier_supported(Qualifier p_qual) const {
return true; // all qualifiers are supported
}
Vector<StringName> VisualShaderNodeBooleanUniform::get_editable_properties() const {
Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
props.push_back("default_value_enabled");
if (default_value_enabled) {
props.push_back("default_value");
}
return props;
}
VisualShaderNodeBooleanUniform::VisualShaderNodeBooleanUniform() {
default_value_enabled = false;
default_value = false;
}
////////////// 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
}
void VisualShaderNodeColorUniform::set_default_value_enabled(bool p_enabled) {
default_value_enabled = p_enabled;
emit_changed();
}
bool VisualShaderNodeColorUniform::is_default_value_enabled() const {
return default_value_enabled;
}
void VisualShaderNodeColorUniform::set_default_value(const Color &p_value) {
default_value = p_value;
emit_changed();
}
Color VisualShaderNodeColorUniform::get_default_value() const {
return default_value;
}
String VisualShaderNodeColorUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
String code = _get_qual_str() + "uniform vec4 " + get_uniform_name() + " : hint_color";
if (default_value_enabled) {
code += vformat(" = vec4(%.6f, %.6f, %.6f, %.6f)", default_value.r, default_value.g, default_value.b, default_value.a);
}
code += ";\n";
return code;
}
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;
}
void VisualShaderNodeColorUniform::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeColorUniform::set_default_value_enabled);
ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeColorUniform::is_default_value_enabled);
ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeColorUniform::set_default_value);
ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeColorUniform::get_default_value);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "default_value"), "set_default_value", "get_default_value");
}
bool VisualShaderNodeColorUniform::is_qualifier_supported(Qualifier p_qual) const {
return true; // all qualifiers are supported
}
Vector<StringName> VisualShaderNodeColorUniform::get_editable_properties() const {
Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
props.push_back("default_value_enabled");
if (default_value_enabled) {
props.push_back("default_value");
}
return props;
}
VisualShaderNodeColorUniform::VisualShaderNodeColorUniform() {
default_value_enabled = false;
default_value = Color(1.0, 1.0, 1.0, 1.0);
}
////////////// 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
}
void VisualShaderNodeVec3Uniform::set_default_value_enabled(bool p_enabled) {
default_value_enabled = p_enabled;
emit_changed();
}
bool VisualShaderNodeVec3Uniform::is_default_value_enabled() const {
return default_value_enabled;
}
void VisualShaderNodeVec3Uniform::set_default_value(const Vector3 &p_value) {
default_value = p_value;
emit_changed();
}
Vector3 VisualShaderNodeVec3Uniform::get_default_value() const {
return default_value;
}
String VisualShaderNodeVec3Uniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
String code = _get_qual_str() + "uniform vec3 " + get_uniform_name();
if (default_value_enabled) {
code += vformat(" = vec3(%.6f, %.6f, %.6f)", default_value.x, default_value.y, default_value.z);
}
code += ";\n";
return code;
}
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";
}
void VisualShaderNodeVec3Uniform::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeVec3Uniform::set_default_value_enabled);
ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeVec3Uniform::is_default_value_enabled);
ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeVec3Uniform::set_default_value);
ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeVec3Uniform::get_default_value);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "default_value"), "set_default_value", "get_default_value");
}
bool VisualShaderNodeVec3Uniform::is_qualifier_supported(Qualifier p_qual) const {
return true; // all qualifiers are supported
}
Vector<StringName> VisualShaderNodeVec3Uniform::get_editable_properties() const {
Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
props.push_back("default_value_enabled");
if (default_value_enabled) {
props.push_back("default_value");
}
return props;
}
VisualShaderNodeVec3Uniform::VisualShaderNodeVec3Uniform() {
default_value_enabled = false;
default_value = Vector3(0.0, 0.0, 0.0);
}
////////////// 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
}
void VisualShaderNodeTransformUniform::set_default_value_enabled(bool p_enabled) {
default_value_enabled = p_enabled;
emit_changed();
}
bool VisualShaderNodeTransformUniform::is_default_value_enabled() const {
return default_value_enabled;
}
void VisualShaderNodeTransformUniform::set_default_value(const Transform &p_value) {
default_value = p_value;
emit_changed();
}
Transform VisualShaderNodeTransformUniform::get_default_value() const {
return default_value;
}
String VisualShaderNodeTransformUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
String code = _get_qual_str() + "uniform mat4 " + get_uniform_name();
if (default_value_enabled) {
Vector3 row0 = default_value.basis.get_row(0);
Vector3 row1 = default_value.basis.get_row(1);
Vector3 row2 = default_value.basis.get_row(2);
Vector3 origin = default_value.origin;
code += " = mat4(" + vformat("vec4(%.6f, %.6f, %.6f, 0.0)", row0.x, row0.y, row0.z) + vformat(", vec4(%.6f, %.6f, %.6f, 0.0)", row1.x, row1.y, row1.z) + vformat(", vec4(%.6f, %.6f, %.6f, 0.0)", row2.x, row2.y, row2.z) + vformat(", vec4(%.6f, %.6f, %.6f, 1.0)", origin.x, origin.y, origin.z) + ")";
}
code += ";\n";
return code;
}
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";
}
void VisualShaderNodeTransformUniform::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeTransformUniform::set_default_value_enabled);
ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeTransformUniform::is_default_value_enabled);
ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeTransformUniform::set_default_value);
ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeTransformUniform::get_default_value);
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM, "default_value"), "set_default_value", "get_default_value");
}
bool VisualShaderNodeTransformUniform::is_qualifier_supported(Qualifier p_qual) const {
return true; // all qualifiers are supported
}
Vector<StringName> VisualShaderNodeTransformUniform::get_editable_properties() const {
Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
props.push_back("default_value_enabled");
if (default_value_enabled) {
props.push_back("default_value");
}
return props;
}
VisualShaderNodeTransformUniform::VisualShaderNodeTransformUniform() {
default_value_enabled = false;
default_value = Transform(1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0);
}
////////////// 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 3;
}
VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_output_port_type(int p_port) const {
switch (p_port) {
case 0:
return PORT_TYPE_VECTOR;
case 1:
return PORT_TYPE_SCALAR;
case 2:
return PORT_TYPE_SAMPLER;
default:
return PORT_TYPE_SCALAR;
}
}
String VisualShaderNodeTextureUniform::get_output_port_name(int p_port) const {
switch (p_port) {
case 0:
return "rgb";
case 1:
return "alpha";
case 2:
return "sampler2D";
default:
return "";
}
}
String VisualShaderNodeTextureUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
String code = _get_qual_str() + "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;
}
bool VisualShaderNodeTextureUniform::is_code_generated() const {
return is_output_port_connected(0) || is_output_port_connected(1); // rgb or alpha
}
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()) { // Use UV by default.
if (p_input_vars[1] == String()) {
code += "\t\tvec4 n_tex_read = texture(" + id + ", UV.xy);\n";
} else {
code += "\t\tvec4 n_tex_read = textureLod(" + id + ", UV.xy, " + p_input_vars[1] + ");\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 = VisualShaderNodeUniform::get_editable_properties();
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);
}
String VisualShaderNodeTextureUniform::get_input_port_default_hint(int p_port) const {
if (p_port == 0) {
return "UV.xy";
}
return "";
}
bool VisualShaderNodeTextureUniform::is_qualifier_supported(Qualifier p_qual) const {
switch (p_qual) {
case Qualifier::QUAL_NONE:
return true;
case Qualifier::QUAL_GLOBAL:
return true;
case Qualifier::QUAL_INSTANCE:
return false;
}
return false;
}
VisualShaderNodeTextureUniform::VisualShaderNodeTextureUniform() {
texture_type = TYPE_DATA;
color_default = COLOR_DEFAULT_WHITE;
simple_decl = false;
}
////////////// Texture Uniform (Triplanar)
String VisualShaderNodeTextureUniformTriplanar::get_caption() const {
return "TextureUniformTriplanar";
}
int VisualShaderNodeTextureUniformTriplanar::get_input_port_count() const {
return 2;
}
VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniformTriplanar::get_input_port_type(int p_port) const {
if (p_port == 0) {
return PORT_TYPE_VECTOR;
} else if (p_port == 1) {
return PORT_TYPE_VECTOR;
}
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeTextureUniformTriplanar::get_input_port_name(int p_port) const {
if (p_port == 0) {
return "weights";
} else if (p_port == 1) {
return "pos";
}
return "";
}
String VisualShaderNodeTextureUniformTriplanar::generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
String code;
code += "// TRIPLANAR FUNCTION GLOBAL CODE\n";
code += "\tvec4 triplanar_texture(sampler2D p_sampler, vec3 p_weights, vec3 p_triplanar_pos) {\n";
code += "\t\tvec4 samp = vec4(0.0);\n";
code += "\t\tsamp += texture(p_sampler, p_triplanar_pos.xy) * p_weights.z;\n";
code += "\t\tsamp += texture(p_sampler, p_triplanar_pos.xz) * p_weights.y;\n";
code += "\t\tsamp += texture(p_sampler, p_triplanar_pos.zy * vec2(-1.0, 1.0)) * p_weights.x;\n";
code += "\t\treturn samp;\n";
code += "\t}\n";
code += "\n";
code += "\tuniform vec3 triplanar_scale = vec3(1.0, 1.0, 1.0);\n";
code += "\tuniform vec3 triplanar_offset;\n";
code += "\tuniform float triplanar_sharpness = 0.5;\n";
code += "\n";
code += "\tvarying vec3 triplanar_power_normal;\n";
code += "\tvarying vec3 triplanar_pos;\n";
return code;
}
String VisualShaderNodeTextureUniformTriplanar::generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
String code;
if (p_type == VisualShader::TYPE_VERTEX) {
code += "\t// TRIPLANAR FUNCTION VERTEX CODE\n";
code += "\t\ttriplanar_power_normal = pow(abs(NORMAL), vec3(triplanar_sharpness));\n";
code += "\t\ttriplanar_power_normal /= dot(triplanar_power_normal, vec3(1.0));\n";
code += "\t\ttriplanar_pos = VERTEX * triplanar_scale + triplanar_offset;\n";
code += "\t\ttriplanar_pos *= vec3(1.0, -1.0, 1.0);\n";
}
return code;
}
String VisualShaderNodeTextureUniformTriplanar::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() && p_input_vars[1] == String()) {
code += "\t\tvec4 n_tex_read = triplanar_texture( " + id + ", triplanar_power_normal, triplanar_pos );\n";
} else if (p_input_vars[0] != String() && p_input_vars[1] == String()) {
code += "\t\tvec4 n_tex_read = triplanar_texture( " + id + ", " + p_input_vars[0] + ", triplanar_pos );\n";
} else if (p_input_vars[0] == String() && p_input_vars[1] != String()) {
code += "\t\tvec4 n_tex_read = triplanar_texture( " + id + ", triplanar_power_normal," + p_input_vars[1] + " );\n";
} else {
code += "\t\tvec4 n_tex_read = triplanar_texture( " + id + ", " + p_input_vars[0] + ", " + 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;
}
String VisualShaderNodeTextureUniformTriplanar::get_input_port_default_hint(int p_port) const {
if (p_port == 0) {
return "default";
} else if (p_port == 1) {
return "default";
}
return "";
}
VisualShaderNodeTextureUniformTriplanar::VisualShaderNodeTextureUniformTriplanar() {
}
////////////// Texture2DArray Uniform
String VisualShaderNodeTexture2DArrayUniform::get_caption() const {
return "Texture2DArrayUniform";
}
int VisualShaderNodeTexture2DArrayUniform::get_output_port_count() const {
return 1;
}
VisualShaderNodeTexture2DArrayUniform::PortType VisualShaderNodeTexture2DArrayUniform::get_output_port_type(int p_port) const {
return PORT_TYPE_SAMPLER;
}
String VisualShaderNodeTexture2DArrayUniform::get_output_port_name(int p_port) const {
return "sampler2DArray";
}
int VisualShaderNodeTexture2DArrayUniform::get_input_port_count() const {
return 0;
}
VisualShaderNodeTexture2DArrayUniform::PortType VisualShaderNodeTexture2DArrayUniform::get_input_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeTexture2DArrayUniform::get_input_port_name(int p_port) const {
return "";
}
String VisualShaderNodeTexture2DArrayUniform::get_input_port_default_hint(int p_port) const {
return "";
}
String VisualShaderNodeTexture2DArrayUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
String code = _get_qual_str() + "uniform sampler2DArray " + 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 VisualShaderNodeTexture2DArrayUniform::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();
}
VisualShaderNodeTexture2DArrayUniform::VisualShaderNodeTexture2DArrayUniform() {
}
////////////// Cubemap Uniform
String VisualShaderNodeCubemapUniform::get_caption() const {
return "CubemapUniform";
}
int VisualShaderNodeCubemapUniform::get_output_port_count() const {
return 1;
}
VisualShaderNodeCubemapUniform::PortType VisualShaderNodeCubemapUniform::get_output_port_type(int p_port) const {
return PORT_TYPE_SAMPLER;
}
String VisualShaderNodeCubemapUniform::get_output_port_name(int p_port) const {
return "samplerCube";
}
int VisualShaderNodeCubemapUniform::get_input_port_count() const {
return 0;
}
VisualShaderNodeCubemapUniform::PortType VisualShaderNodeCubemapUniform::get_input_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeCubemapUniform::get_input_port_name(int p_port) const {
return "";
}
String VisualShaderNodeCubemapUniform::get_input_port_default_hint(int p_port) const {
return "";
}
String VisualShaderNodeCubemapUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
String code = _get_qual_str() + "uniform samplerCube " + 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 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() {
}
////////////// If
String VisualShaderNodeIf::get_caption() const {
return "If";
}
int VisualShaderNodeIf::get_input_port_count() const {
return 6;
}
VisualShaderNodeIf::PortType VisualShaderNodeIf::get_input_port_type(int p_port) const {
if (p_port == 0 || p_port == 1 || p_port == 2) {
return PORT_TYPE_SCALAR;
}
return PORT_TYPE_VECTOR;
}
String VisualShaderNodeIf::get_input_port_name(int p_port) const {
switch (p_port) {
case 0:
return "a";
case 1:
return "b";
case 2:
return "tolerance";
case 3:
return "a == b";
case 4:
return "a > b";
case 5:
return "a < b";
default:
return "";
}
}
int VisualShaderNodeIf::get_output_port_count() const {
return 1;
}
VisualShaderNodeIf::PortType VisualShaderNodeIf::get_output_port_type(int p_port) const {
return PORT_TYPE_VECTOR;
}
String VisualShaderNodeIf::get_output_port_name(int p_port) const {
return "result";
}
String VisualShaderNodeIf::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 += "\tif(abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ")\n"; // abs(a - b) < tolerance eg. a == b
code += "\t{\n";
code += "\t\t" + p_output_vars[0] + " = " + p_input_vars[3] + ";\n";
code += "\t}\n";
code += "\telse if(" + p_input_vars[0] + " < " + p_input_vars[1] + ")\n"; // a < b
code += "\t{\n";
code += "\t\t" + p_output_vars[0] + " = " + p_input_vars[5] + ";\n";
code += "\t}\n";
code += "\telse\n"; // a > b (or a >= b if abs(a - b) < tolerance is false)
code += "\t{\n";
code += "\t\t" + p_output_vars[0] + " = " + p_input_vars[4] + ";\n";
code += "\t}\n";
return code;
}
VisualShaderNodeIf::VisualShaderNodeIf() {
set_input_port_default_value(0, 0.0);
set_input_port_default_value(1, 0.0);
set_input_port_default_value(2, CMP_EPSILON);
set_input_port_default_value(3, Vector3(0.0, 0.0, 0.0));
set_input_port_default_value(4, Vector3(0.0, 0.0, 0.0));
set_input_port_default_value(5, Vector3(0.0, 0.0, 0.0));
simple_decl = false;
}
////////////// Switch
String VisualShaderNodeSwitch::get_caption() const {
return "VectorSwitch";
}
int VisualShaderNodeSwitch::get_input_port_count() const {
return 3;
}
VisualShaderNodeSwitch::PortType VisualShaderNodeSwitch::get_input_port_type(int p_port) const {
if (p_port == 0) {
return PORT_TYPE_BOOLEAN;
}
return PORT_TYPE_VECTOR;
}
String VisualShaderNodeSwitch::get_input_port_name(int p_port) const {
switch (p_port) {
case 0:
return "value";
case 1:
return "true";
case 2:
return "false";
default:
return "";
}
}
int VisualShaderNodeSwitch::get_output_port_count() const {
return 1;
}
VisualShaderNodeSwitch::PortType VisualShaderNodeSwitch::get_output_port_type(int p_port) const {
return PORT_TYPE_VECTOR;
}
String VisualShaderNodeSwitch::get_output_port_name(int p_port) const {
return "result";
}
String VisualShaderNodeSwitch::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 += "\tif(" + p_input_vars[0] + ")\n";
code += "\t{\n";
code += "\t\t" + p_output_vars[0] + " = " + p_input_vars[1] + ";\n";
code += "\t}\n";
code += "\telse\n";
code += "\t{\n";
code += "\t\t" + p_output_vars[0] + " = " + p_input_vars[2] + ";\n";
code += "\t}\n";
return code;
}
VisualShaderNodeSwitch::VisualShaderNodeSwitch() {
set_input_port_default_value(0, false);
set_input_port_default_value(1, Vector3(1.0, 1.0, 1.0));
set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
simple_decl = false;
}
////////////// Switch(scalar)
String VisualShaderNodeScalarSwitch::get_caption() const {
return "ScalarSwitch";
}
VisualShaderNodeScalarSwitch::PortType VisualShaderNodeScalarSwitch::get_input_port_type(int p_port) const {
if (p_port == 0) {
return PORT_TYPE_BOOLEAN;
}
return PORT_TYPE_SCALAR;
}
VisualShaderNodeScalarSwitch::PortType VisualShaderNodeScalarSwitch::get_output_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
VisualShaderNodeScalarSwitch::VisualShaderNodeScalarSwitch() {
set_input_port_default_value(0, false);
set_input_port_default_value(1, 1.0);
set_input_port_default_value(2, 0.0);
}
////////////// Fresnel
String VisualShaderNodeFresnel::get_caption() const {
return "Fresnel";
}
int VisualShaderNodeFresnel::get_input_port_count() const {
return 4;
}
VisualShaderNodeFresnel::PortType VisualShaderNodeFresnel::get_input_port_type(int p_port) const {
switch (p_port) {
case 0:
return PORT_TYPE_VECTOR;
case 1:
return PORT_TYPE_VECTOR;
case 2:
return PORT_TYPE_BOOLEAN;
case 3:
return PORT_TYPE_SCALAR;
default:
return PORT_TYPE_VECTOR;
}
}
String VisualShaderNodeFresnel::get_input_port_name(int p_port) const {
switch (p_port) {
case 0:
return "normal";
case 1:
return "view";
case 2:
return "invert";
case 3:
return "power";
default:
return "";
}
}
int VisualShaderNodeFresnel::get_output_port_count() const {
return 1;
}
VisualShaderNodeFresnel::PortType VisualShaderNodeFresnel::get_output_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeFresnel::get_output_port_name(int p_port) const {
return "result";
}
bool VisualShaderNodeFresnel::is_generate_input_var(int p_port) const {
if (p_port == 2) {
return false;
}
return true;
}
String VisualShaderNodeFresnel::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 normal;
String view;
if (p_input_vars[0] == String()) {
normal = "NORMAL";
} else {
normal = p_input_vars[0];
}
if (p_input_vars[1] == String()) {
view = "VIEW";
} else {
view = p_input_vars[1];
}
if (is_input_port_connected(2)) {
return "\t" + p_output_vars[0] + " = " + p_input_vars[2] + " ? (pow(clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ")) : (pow(1.0 - clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + "));\n";
} else {
if (get_input_port_default_value(2)) {
return "\t" + p_output_vars[0] + " = pow(clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ");\n";
} else {
return "\t" + p_output_vars[0] + " = pow(1.0 - clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ");\n";
}
}
}
String VisualShaderNodeFresnel::get_input_port_default_hint(int p_port) const {
if (p_port == 0) {
return "default";
} else if (p_port == 1) {
return "default";
}
return "";
}
VisualShaderNodeFresnel::VisualShaderNodeFresnel() {
set_input_port_default_value(2, false);
set_input_port_default_value(3, 1.0);
}
////////////// Is
String VisualShaderNodeIs::get_caption() const {
return "Is";
}
int VisualShaderNodeIs::get_input_port_count() const {
return 1;
}
VisualShaderNodeIs::PortType VisualShaderNodeIs::get_input_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeIs::get_input_port_name(int p_port) const {
return "";
}
int VisualShaderNodeIs::get_output_port_count() const {
return 1;
}
VisualShaderNodeIs::PortType VisualShaderNodeIs::get_output_port_type(int p_port) const {
return PORT_TYPE_BOOLEAN;
}
String VisualShaderNodeIs::get_output_port_name(int p_port) const {
return "";
}
String VisualShaderNodeIs::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 *funcs[FUNC_IS_NAN + 1] = {
"isinf($)",
"isnan($)"
};
String code;
code += "\t" + p_output_vars[0] + " = " + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
return code;
}
void VisualShaderNodeIs::set_function(Function p_func) {
func = p_func;
emit_changed();
}
VisualShaderNodeIs::Function VisualShaderNodeIs::get_function() const {
return func;
}
Vector<StringName> VisualShaderNodeIs::get_editable_properties() const {
Vector<StringName> props;
props.push_back("function");
return props;
}
void VisualShaderNodeIs::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeIs::set_function);
ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeIs::get_function);
ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Inf,NaN"), "set_function", "get_function");
BIND_ENUM_CONSTANT(FUNC_IS_INF);
BIND_ENUM_CONSTANT(FUNC_IS_NAN);
}
VisualShaderNodeIs::VisualShaderNodeIs() {
func = FUNC_IS_INF;
set_input_port_default_value(0, 0.0);
}
////////////// Compare
String VisualShaderNodeCompare::get_caption() const {
return "Compare";
}
int VisualShaderNodeCompare::get_input_port_count() const {
if (ctype == CTYPE_SCALAR && (func == FUNC_EQUAL || func == FUNC_NOT_EQUAL)) {
return 3;
}
return 2;
}
VisualShaderNodeCompare::PortType VisualShaderNodeCompare::get_input_port_type(int p_port) const {
if (p_port == 2) {
return PORT_TYPE_SCALAR;
}
switch (ctype) {
case CTYPE_SCALAR:
return PORT_TYPE_SCALAR;
case CTYPE_SCALAR_INT:
return PORT_TYPE_SCALAR_INT;
case CTYPE_VECTOR:
return PORT_TYPE_VECTOR;
case CTYPE_BOOLEAN:
return PORT_TYPE_BOOLEAN;
case CTYPE_TRANSFORM:
return PORT_TYPE_TRANSFORM;
}
return PORT_TYPE_VECTOR;
}
String VisualShaderNodeCompare::get_input_port_name(int p_port) const {
if (p_port == 0) {
return "a";
} else if (p_port == 1) {
return "b";
} else if (p_port == 2) {
return "tolerance";
}
return "";
}
int VisualShaderNodeCompare::get_output_port_count() const {
return 1;
}
VisualShaderNodeCompare::PortType VisualShaderNodeCompare::get_output_port_type(int p_port) const {
return PORT_TYPE_BOOLEAN;
}
String VisualShaderNodeCompare::get_output_port_name(int p_port) const {
if (p_port == 0) {
return "result";
}
return "";
}
String VisualShaderNodeCompare::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
if (ctype == CTYPE_BOOLEAN || ctype == CTYPE_TRANSFORM) {
if (func > FUNC_NOT_EQUAL) {
return TTR("Invalid comparison function for that type.");
}
}
return "";
}
String VisualShaderNodeCompare::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 *ops[FUNC_LESS_THAN_EQUAL + 1] = {
"==",
"!=",
">",
">=",
"<",
"<=",
};
static const char *funcs[FUNC_LESS_THAN_EQUAL + 1] = {
"equal($)",
"notEqual($)",
"greaterThan($)",
"greaterThanEqual($)",
"lessThan($)",
"lessThanEqual($)",
};
static const char *conds[COND_ANY + 1] = {
"all($)",
"any($)",
};
String code;
switch (ctype) {
case CTYPE_SCALAR:
if (func == FUNC_EQUAL) {
code += "\t" + p_output_vars[0] + " = (abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ");";
} else if (func == FUNC_NOT_EQUAL) {
code += "\t" + p_output_vars[0] + " = !(abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ");";
} else {
code += "\t" + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", ops[func]) + ";\n";
}
break;
case CTYPE_SCALAR_INT:
code += "\t" + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", ops[func]) + ";\n";
break;
case CTYPE_VECTOR:
code += "\t{\n";
code += "\t\tbvec3 _bv = " + String(funcs[func]).replace("$", p_input_vars[0] + ", " + p_input_vars[1]) + ";\n";
code += "\t\t" + p_output_vars[0] + " = " + String(conds[condition]).replace("$", "_bv") + ";\n";
code += "\t}\n";
break;
case CTYPE_BOOLEAN:
if (func > FUNC_NOT_EQUAL) {
return "\t" + p_output_vars[0] + " = false;\n";
}
code += "\t" + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", ops[func]) + ";\n";
break;
case CTYPE_TRANSFORM:
if (func > FUNC_NOT_EQUAL) {
return "\t" + p_output_vars[0] + " = false;\n";
}
code += "\t" + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", ops[func]) + ";\n";
break;
default:
break;
}
return code;
}
void VisualShaderNodeCompare::set_comparison_type(ComparisonType p_type) {
ctype = p_type;
switch (ctype) {
case CTYPE_SCALAR:
set_input_port_default_value(0, 0.0);
set_input_port_default_value(1, 0.0);
simple_decl = true;
break;
case CTYPE_SCALAR_INT:
set_input_port_default_value(0, 0);
set_input_port_default_value(1, 0);
simple_decl = true;
break;
case CTYPE_VECTOR:
set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
simple_decl = false;
break;
case CTYPE_BOOLEAN:
set_input_port_default_value(0, false);
set_input_port_default_value(1, false);
simple_decl = true;
break;
case CTYPE_TRANSFORM:
set_input_port_default_value(0, Transform());
set_input_port_default_value(1, Transform());
simple_decl = true;
break;
}
emit_changed();
}
VisualShaderNodeCompare::ComparisonType VisualShaderNodeCompare::get_comparison_type() const {
return ctype;
}
void VisualShaderNodeCompare::set_function(Function p_func) {
func = p_func;
emit_changed();
}
VisualShaderNodeCompare::Function VisualShaderNodeCompare::get_function() const {
return func;
}
void VisualShaderNodeCompare::set_condition(Condition p_cond) {
condition = p_cond;
emit_changed();
}
VisualShaderNodeCompare::Condition VisualShaderNodeCompare::get_condition() const {
return condition;
}
Vector<StringName> VisualShaderNodeCompare::get_editable_properties() const {
Vector<StringName> props;
props.push_back("type");
props.push_back("function");
if (ctype == CTYPE_VECTOR) {
props.push_back("condition");
}
return props;
}
void VisualShaderNodeCompare::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_comparison_type", "type"), &VisualShaderNodeCompare::set_comparison_type);
ClassDB::bind_method(D_METHOD("get_comparison_type"), &VisualShaderNodeCompare::get_comparison_type);
ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeCompare::set_function);
ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeCompare::get_function);
ClassDB::bind_method(D_METHOD("set_condition", "condition"), &VisualShaderNodeCompare::set_condition);
ClassDB::bind_method(D_METHOD("get_condition"), &VisualShaderNodeCompare::get_condition);
ADD_PROPERTY(PropertyInfo(Variant::INT, "type", PROPERTY_HINT_ENUM, "Float,Int,Vector,Boolean,Transform"), "set_comparison_type", "get_comparison_type");
ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "a == b,a != b,a > b,a >= b,a < b,a <= b"), "set_function", "get_function");
ADD_PROPERTY(PropertyInfo(Variant::INT, "condition", PROPERTY_HINT_ENUM, "All,Any"), "set_condition", "get_condition");
BIND_ENUM_CONSTANT(CTYPE_SCALAR);
BIND_ENUM_CONSTANT(CTYPE_SCALAR_INT);
BIND_ENUM_CONSTANT(CTYPE_VECTOR);
BIND_ENUM_CONSTANT(CTYPE_BOOLEAN);
BIND_ENUM_CONSTANT(CTYPE_TRANSFORM);
BIND_ENUM_CONSTANT(FUNC_EQUAL);
BIND_ENUM_CONSTANT(FUNC_NOT_EQUAL);
BIND_ENUM_CONSTANT(FUNC_GREATER_THAN);
BIND_ENUM_CONSTANT(FUNC_GREATER_THAN_EQUAL);
BIND_ENUM_CONSTANT(FUNC_LESS_THAN);
BIND_ENUM_CONSTANT(FUNC_LESS_THAN_EQUAL);
BIND_ENUM_CONSTANT(COND_ALL);
BIND_ENUM_CONSTANT(COND_ANY);
}
VisualShaderNodeCompare::VisualShaderNodeCompare() {
ctype = CTYPE_SCALAR;
func = FUNC_EQUAL;
condition = COND_ALL;
set_input_port_default_value(0, 0.0);
set_input_port_default_value(1, 0.0);
set_input_port_default_value(2, CMP_EPSILON);
}
////////////// Fma
String VisualShaderNodeMultiplyAdd::get_caption() const {
return "MultiplyAdd";
}
int VisualShaderNodeMultiplyAdd::get_input_port_count() const {
return 3;
}
VisualShaderNodeMultiplyAdd::PortType VisualShaderNodeMultiplyAdd::get_input_port_type(int p_port) const {
if (type == TYPE_SCALAR) {
return PORT_TYPE_SCALAR;
}
return PORT_TYPE_VECTOR;
}
String VisualShaderNodeMultiplyAdd::get_input_port_name(int p_port) const {
if (p_port == 0) {
return "a";
} else if (p_port == 1) {
return "b(*)";
} else if (p_port == 2) {
return "c(+)";
}
return "";
}
int VisualShaderNodeMultiplyAdd::get_output_port_count() const {
return 1;
}
VisualShaderNodeMultiplyAdd::PortType VisualShaderNodeMultiplyAdd::get_output_port_type(int p_port) const {
if (type == TYPE_SCALAR) {
return PORT_TYPE_SCALAR;
} else {
return PORT_TYPE_VECTOR;
}
}
String VisualShaderNodeMultiplyAdd::get_output_port_name(int p_port) const {
return "";
}
String VisualShaderNodeMultiplyAdd::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] + " = fma(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n";
}
void VisualShaderNodeMultiplyAdd::set_type(Type p_type) {
ERR_FAIL_INDEX((int)p_type, TYPE_MAX);
if (p_type != type) {
if (p_type == TYPE_SCALAR) {
set_input_port_default_value(0, 0.0);
set_input_port_default_value(1, 0.0);
set_input_port_default_value(2, 0.0);
} else {
set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
}
}
type = p_type;
emit_changed();
}
VisualShaderNodeMultiplyAdd::Type VisualShaderNodeMultiplyAdd::get_type() const {
return type;
}
Vector<StringName> VisualShaderNodeMultiplyAdd::get_editable_properties() const {
Vector<StringName> props;
props.push_back("type");
return props;
}
void VisualShaderNodeMultiplyAdd::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_type", "type"), &VisualShaderNodeMultiplyAdd::set_type);
ClassDB::bind_method(D_METHOD("get_type"), &VisualShaderNodeMultiplyAdd::get_type);
ADD_PROPERTY(PropertyInfo(Variant::INT, "type", PROPERTY_HINT_ENUM, "Scalar,Vector"), "set_type", "get_type");
BIND_ENUM_CONSTANT(TYPE_SCALAR);
BIND_ENUM_CONSTANT(TYPE_VECTOR);
BIND_ENUM_CONSTANT(TYPE_MAX);
}
VisualShaderNodeMultiplyAdd::VisualShaderNodeMultiplyAdd() {
type = TYPE_SCALAR;
set_input_port_default_value(0, 0.0);
set_input_port_default_value(1, 0.0);
set_input_port_default_value(2, 0.0);
}