1588 lines
61 KiB
C++
1588 lines
61 KiB
C++
/*************************************************************************/
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/* visual_shader.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "visual_shader.h"
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#include "core/vmap.h"
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#include "servers/visual/shader_types.h"
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void VisualShaderNode::set_output_port_for_preview(int p_index) {
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port_preview = p_index;
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}
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int VisualShaderNode::get_output_port_for_preview() const {
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return port_preview;
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}
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void VisualShaderNode::set_input_port_default_value(int p_port, const Variant &p_value) {
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default_input_values[p_port] = p_value;
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emit_changed();
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}
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Variant VisualShaderNode::get_input_port_default_value(int p_port) const {
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if (default_input_values.has(p_port)) {
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return default_input_values[p_port];
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}
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return Variant();
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}
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bool VisualShaderNode::is_port_separator(int p_index) const {
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return false;
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}
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Vector<VisualShader::DefaultTextureParam> VisualShaderNode::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
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return Vector<VisualShader::DefaultTextureParam>();
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}
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String VisualShaderNode::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
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return String();
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}
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Vector<StringName> VisualShaderNode::get_editable_properties() const {
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return Vector<StringName>();
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}
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Array VisualShaderNode::_get_default_input_values() const {
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Array ret;
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for (Map<int, Variant>::Element *E = default_input_values.front(); E; E = E->next()) {
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ret.push_back(E->key());
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ret.push_back(E->get());
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}
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return ret;
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}
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void VisualShaderNode::_set_default_input_values(const Array &p_values) {
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if (p_values.size() % 2 == 0) {
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for (int i = 0; i < p_values.size(); i += 2) {
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default_input_values[p_values[i + 0]] = p_values[i + 1];
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}
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}
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emit_changed();
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}
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String VisualShaderNode::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
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return String();
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}
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void VisualShaderNode::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_output_port_for_preview", "port"), &VisualShaderNode::set_output_port_for_preview);
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ClassDB::bind_method(D_METHOD("get_output_port_for_preview"), &VisualShaderNode::get_output_port_for_preview);
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ClassDB::bind_method(D_METHOD("set_input_port_default_value", "port", "value"), &VisualShaderNode::set_input_port_default_value);
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ClassDB::bind_method(D_METHOD("get_input_port_default_value", "port"), &VisualShaderNode::get_input_port_default_value);
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ClassDB::bind_method(D_METHOD("_set_default_input_values", "values"), &VisualShaderNode::_set_default_input_values);
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ClassDB::bind_method(D_METHOD("_get_default_input_values"), &VisualShaderNode::_get_default_input_values);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "output_port_for_preview"), "set_output_port_for_preview", "get_output_port_for_preview");
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ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "default_input_values", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "_set_default_input_values", "_get_default_input_values");
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ADD_SIGNAL(MethodInfo("editor_refresh_request"));
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}
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VisualShaderNode::VisualShaderNode() {
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port_preview = -1;
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}
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/////////////////////////////////////////////////////////
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void VisualShader::add_node(Type p_type, const Ref<VisualShaderNode> &p_node, const Vector2 &p_position, int p_id) {
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ERR_FAIL_COND(p_node.is_null());
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ERR_FAIL_COND(p_id < 2);
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ERR_FAIL_INDEX(p_type, TYPE_MAX);
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Graph *g = &graph[p_type];
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ERR_FAIL_COND(g->nodes.has(p_id));
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Node n;
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n.node = p_node;
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n.position = p_position;
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Ref<VisualShaderNodeUniform> uniform = n.node;
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if (uniform.is_valid()) {
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String valid_name = validate_uniform_name(uniform->get_uniform_name(), uniform);
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uniform->set_uniform_name(valid_name);
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}
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Ref<VisualShaderNodeInput> input = n.node;
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if (input.is_valid()) {
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input->shader_mode = shader_mode;
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input->shader_type = p_type;
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input->connect("input_type_changed", this, "_input_type_changed", varray(p_type, p_id));
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}
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n.node->connect("changed", this, "_queue_update");
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g->nodes[p_id] = n;
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_queue_update();
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}
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void VisualShader::set_node_position(Type p_type, int p_id, const Vector2 &p_position) {
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ERR_FAIL_INDEX(p_type, TYPE_MAX);
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Graph *g = &graph[p_type];
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ERR_FAIL_COND(!g->nodes.has(p_id));
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g->nodes[p_id].position = p_position;
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}
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Vector2 VisualShader::get_node_position(Type p_type, int p_id) const {
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ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Vector2());
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const Graph *g = &graph[p_type];
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ERR_FAIL_COND_V(!g->nodes.has(p_id), Vector2());
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return g->nodes[p_id].position;
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}
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Ref<VisualShaderNode> VisualShader::get_node(Type p_type, int p_id) const {
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ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Ref<VisualShaderNode>());
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const Graph *g = &graph[p_type];
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ERR_FAIL_COND_V(!g->nodes.has(p_id), Ref<VisualShaderNode>());
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return g->nodes[p_id].node;
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}
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Vector<int> VisualShader::get_node_list(Type p_type) const {
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ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Vector<int>());
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const Graph *g = &graph[p_type];
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Vector<int> ret;
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for (Map<int, Node>::Element *E = g->nodes.front(); E; E = E->next()) {
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ret.push_back(E->key());
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}
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return ret;
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}
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int VisualShader::get_valid_node_id(Type p_type) const {
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ERR_FAIL_INDEX_V(p_type, TYPE_MAX, NODE_ID_INVALID);
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const Graph *g = &graph[p_type];
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return g->nodes.size() ? MAX(2, g->nodes.back()->key() + 1) : 2;
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}
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int VisualShader::find_node_id(Type p_type, const Ref<VisualShaderNode> &p_node) const {
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for (const Map<int, Node>::Element *E = graph[p_type].nodes.front(); E; E = E->next()) {
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if (E->get().node == p_node)
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return E->key();
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}
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return NODE_ID_INVALID;
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}
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void VisualShader::remove_node(Type p_type, int p_id) {
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ERR_FAIL_INDEX(p_type, TYPE_MAX);
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ERR_FAIL_COND(p_id < 2);
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Graph *g = &graph[p_type];
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ERR_FAIL_COND(!g->nodes.has(p_id));
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Ref<VisualShaderNodeInput> input = g->nodes[p_id].node;
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if (input.is_valid()) {
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input->disconnect("input_type_changed", this, "_input_type_changed");
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}
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g->nodes[p_id].node->disconnect("changed", this, "_queue_update");
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g->nodes.erase(p_id);
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for (List<Connection>::Element *E = g->connections.front(); E;) {
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List<Connection>::Element *N = E->next();
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if (E->get().from_node == p_id || E->get().to_node == p_id) {
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g->connections.erase(E);
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}
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E = N;
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}
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_queue_update();
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}
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bool VisualShader::is_node_connection(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) const {
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ERR_FAIL_INDEX_V(p_type, TYPE_MAX, false);
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const Graph *g = &graph[p_type];
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for (const List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
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if (E->get().from_node == p_from_node && E->get().from_port == p_from_port && E->get().to_node == p_to_node && E->get().to_port == p_to_port) {
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return true;
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}
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}
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return false;
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}
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bool VisualShader::can_connect_nodes(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) const {
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ERR_FAIL_INDEX_V(p_type, TYPE_MAX, false);
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const Graph *g = &graph[p_type];
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if (!g->nodes.has(p_from_node))
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return false;
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if (p_from_port < 0 || p_from_port >= g->nodes[p_from_node].node->get_output_port_count())
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return false;
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if (!g->nodes.has(p_to_node))
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return false;
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if (p_to_port < 0 || p_to_port >= g->nodes[p_to_node].node->get_input_port_count())
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return false;
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VisualShaderNode::PortType from_port_type = g->nodes[p_from_node].node->get_output_port_type(p_from_port);
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VisualShaderNode::PortType to_port_type = g->nodes[p_to_node].node->get_input_port_type(p_to_port);
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if (MAX(0, from_port_type - 1) != (MAX(0, to_port_type - 1))) {
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return false;
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}
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for (const List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
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if (E->get().from_node == p_from_node && E->get().from_port == p_from_port && E->get().to_node == p_to_node && E->get().to_port == p_to_port) {
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return false;
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}
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}
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return true;
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}
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Error VisualShader::connect_nodes(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
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ERR_FAIL_INDEX_V(p_type, TYPE_MAX, ERR_CANT_CONNECT);
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Graph *g = &graph[p_type];
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ERR_FAIL_COND_V(!g->nodes.has(p_from_node), ERR_INVALID_PARAMETER);
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ERR_FAIL_INDEX_V(p_from_port, g->nodes[p_from_node].node->get_output_port_count(), ERR_INVALID_PARAMETER);
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ERR_FAIL_COND_V(!g->nodes.has(p_to_node), ERR_INVALID_PARAMETER);
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ERR_FAIL_INDEX_V(p_to_port, g->nodes[p_to_node].node->get_input_port_count(), ERR_INVALID_PARAMETER);
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VisualShaderNode::PortType from_port_type = g->nodes[p_from_node].node->get_output_port_type(p_from_port);
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VisualShaderNode::PortType to_port_type = g->nodes[p_to_node].node->get_input_port_type(p_to_port);
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if (MAX(0, from_port_type - 1) != (MAX(0, to_port_type - 1))) {
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ERR_EXPLAIN("Incompatible port types (scalar/vec with transform");
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ERR_FAIL_V(ERR_INVALID_PARAMETER)
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return ERR_INVALID_PARAMETER;
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}
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for (List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
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if (E->get().from_node == p_from_node && E->get().from_port == p_from_port && E->get().to_node == p_to_node && E->get().to_port == p_to_port) {
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ERR_FAIL_V(ERR_ALREADY_EXISTS);
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}
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}
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Connection c;
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c.from_node = p_from_node;
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c.from_port = p_from_port;
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c.to_node = p_to_node;
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c.to_port = p_to_port;
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g->connections.push_back(c);
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_queue_update();
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return OK;
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}
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void VisualShader::disconnect_nodes(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
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ERR_FAIL_INDEX(p_type, TYPE_MAX);
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Graph *g = &graph[p_type];
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for (List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
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if (E->get().from_node == p_from_node && E->get().from_port == p_from_port && E->get().to_node == p_to_node && E->get().to_port == p_to_port) {
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g->connections.erase(E);
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_queue_update();
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return;
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}
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}
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}
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Array VisualShader::_get_node_connections(Type p_type) const {
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ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Array());
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const Graph *g = &graph[p_type];
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Array ret;
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for (const List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
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Dictionary d;
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d["from_node"] = E->get().from_node;
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d["from_port"] = E->get().from_port;
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d["to_node"] = E->get().to_node;
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d["to_port"] = E->get().to_port;
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ret.push_back(d);
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}
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return ret;
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}
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void VisualShader::get_node_connections(Type p_type, List<Connection> *r_connections) const {
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ERR_FAIL_INDEX(p_type, TYPE_MAX);
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const Graph *g = &graph[p_type];
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for (const List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
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r_connections->push_back(E->get());
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}
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}
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void VisualShader::set_mode(Mode p_mode) {
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if (shader_mode == p_mode) {
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return;
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}
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//erase input/output connections
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modes.clear();
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flags.clear();
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shader_mode = p_mode;
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for (int i = 0; i < TYPE_MAX; i++) {
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for (Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) {
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Ref<VisualShaderNodeInput> input = E->get().node;
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if (input.is_valid()) {
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input->shader_mode = shader_mode;
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//input->input_index = 0;
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}
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}
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Ref<VisualShaderNodeOutput> output = graph[i].nodes[NODE_ID_OUTPUT].node;
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output->shader_mode = shader_mode;
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// clear connections since they are no longer valid
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for (List<Connection>::Element *E = graph[i].connections.front(); E;) {
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bool keep = true;
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List<Connection>::Element *N = E->next();
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int from = E->get().from_node;
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int to = E->get().to_node;
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if (!graph[i].nodes.has(from)) {
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keep = false;
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} else {
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Ref<VisualShaderNode> from_node = graph[i].nodes[from].node;
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if (from_node->is_class("VisualShaderNodeOutput") || from_node->is_class("VisualShaderNodeInput")) {
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keep = false;
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}
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}
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if (!graph[i].nodes.has(to)) {
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keep = false;
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} else {
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Ref<VisualShaderNode> to_node = graph[i].nodes[to].node;
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if (to_node->is_class("VisualShaderNodeOutput") || to_node->is_class("VisualShaderNodeInput")) {
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keep = false;
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}
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}
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if (!keep) {
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graph[i].connections.erase(E);
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}
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E = N;
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}
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}
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_queue_update();
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_change_notify();
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}
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void VisualShader::set_graph_offset(const Vector2 &p_offset) {
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graph_offset = p_offset;
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}
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Vector2 VisualShader::get_graph_offset() const {
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return graph_offset;
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}
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Shader::Mode VisualShader::get_mode() const {
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return shader_mode;
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}
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bool VisualShader::is_text_shader() const {
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return false;
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}
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String VisualShader::generate_preview_shader(Type p_type, int p_node, int p_port, Vector<DefaultTextureParam> &default_tex_params) const {
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Ref<VisualShaderNode> node = get_node(p_type, p_node);
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ERR_FAIL_COND_V(!node.is_valid(), String());
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ERR_FAIL_COND_V(p_port < 0 || p_port >= node->get_output_port_count(), String());
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ERR_FAIL_COND_V(node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_TRANSFORM, String());
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StringBuilder global_code;
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StringBuilder code;
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global_code += String() + "shader_type canvas_item;\n";
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//make it faster to go around through shader
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VMap<ConnectionKey, const List<Connection>::Element *> input_connections;
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VMap<ConnectionKey, const List<Connection>::Element *> output_connections;
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for (const List<Connection>::Element *E = graph[p_type].connections.front(); E; E = E->next()) {
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ConnectionKey from_key;
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from_key.node = E->get().from_node;
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from_key.port = E->get().from_port;
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output_connections.insert(from_key, E);
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ConnectionKey to_key;
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to_key.node = E->get().to_node;
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to_key.port = E->get().to_port;
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input_connections.insert(to_key, E);
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}
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code += "\nvoid fragment() {\n";
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Set<int> processed;
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Error err = _write_node(p_type, global_code, code, default_tex_params, input_connections, output_connections, p_node, processed, true);
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ERR_FAIL_COND_V(err != OK, String());
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|
|
|
if (node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_SCALAR) {
|
|
code += "\tCOLOR.rgb = vec3( n_out" + itos(p_node) + "p" + itos(p_port) + " );\n";
|
|
} else {
|
|
code += "\tCOLOR.rgb = n_out" + itos(p_node) + "p" + itos(p_port) + ";\n";
|
|
}
|
|
code += "}\n";
|
|
|
|
//set code secretly
|
|
global_code += "\n\n";
|
|
String final_code = global_code;
|
|
final_code += code;
|
|
return final_code;
|
|
}
|
|
|
|
#define IS_INITIAL_CHAR(m_d) (((m_d) >= 'a' && (m_d) <= 'z') || ((m_d) >= 'A' && (m_d) <= 'Z'))
|
|
|
|
#define IS_SYMBOL_CHAR(m_d) (((m_d) >= 'a' && (m_d) <= 'z') || ((m_d) >= 'A' && (m_d) <= 'Z') || ((m_d) >= '0' && (m_d) <= '9') || (m_d) == '_')
|
|
|
|
String VisualShader::validate_uniform_name(const String &p_name, const Ref<VisualShaderNodeUniform> &p_uniform) const {
|
|
|
|
String name = p_name; //validate name first
|
|
while (name.length() && !IS_INITIAL_CHAR(name[0])) {
|
|
name = name.substr(1, name.length() - 1);
|
|
}
|
|
if (name != String()) {
|
|
|
|
String valid_name;
|
|
|
|
for (int i = 0; i < name.length(); i++) {
|
|
if (IS_SYMBOL_CHAR(name[i])) {
|
|
valid_name += String::chr(name[i]);
|
|
} else if (name[i] == ' ') {
|
|
valid_name += "_";
|
|
}
|
|
}
|
|
|
|
name = valid_name;
|
|
}
|
|
|
|
if (name == String()) {
|
|
name = p_uniform->get_caption();
|
|
}
|
|
|
|
int attempt = 1;
|
|
|
|
while (true) {
|
|
|
|
bool exists = false;
|
|
for (int i = 0; i < TYPE_MAX; i++) {
|
|
for (const Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) {
|
|
Ref<VisualShaderNodeUniform> node = E->get().node;
|
|
if (node == p_uniform) { //do not test on self
|
|
continue;
|
|
}
|
|
if (node.is_valid() && node->get_uniform_name() == name) {
|
|
exists = true;
|
|
break;
|
|
}
|
|
}
|
|
if (exists) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (exists) {
|
|
//remove numbers, put new and try again
|
|
attempt++;
|
|
while (name.length() && name[name.length() - 1] >= '0' && name[name.length() - 1] <= '9') {
|
|
name = name.substr(0, name.length() - 1);
|
|
}
|
|
ERR_FAIL_COND_V(name == String(), String());
|
|
name += itos(attempt);
|
|
} else {
|
|
break;
|
|
}
|
|
}
|
|
|
|
return name;
|
|
}
|
|
|
|
VisualShader::RenderModeEnums VisualShader::render_mode_enums[] = {
|
|
{ Shader::MODE_SPATIAL, "blend" },
|
|
{ Shader::MODE_SPATIAL, "depth_draw" },
|
|
{ Shader::MODE_SPATIAL, "cull" },
|
|
{ Shader::MODE_SPATIAL, "diffuse" },
|
|
{ Shader::MODE_SPATIAL, "specular" },
|
|
{ Shader::MODE_CANVAS_ITEM, "blend" },
|
|
{ Shader::MODE_CANVAS_ITEM, NULL }
|
|
};
|
|
|
|
static const char *type_string[VisualShader::TYPE_MAX] = {
|
|
"vertex",
|
|
"fragment",
|
|
"light"
|
|
};
|
|
bool VisualShader::_set(const StringName &p_name, const Variant &p_value) {
|
|
|
|
String name = p_name;
|
|
if (name == "mode") {
|
|
set_mode(Shader::Mode(int(p_value)));
|
|
return true;
|
|
} else if (name.begins_with("flags/")) {
|
|
StringName flag = name.get_slicec('/', 1);
|
|
bool enable = p_value;
|
|
if (enable) {
|
|
flags.insert(flag);
|
|
} else {
|
|
flags.erase(flag);
|
|
}
|
|
_queue_update();
|
|
return true;
|
|
} else if (name.begins_with("modes/")) {
|
|
String mode = name.get_slicec('/', 1);
|
|
int value = p_value;
|
|
if (value == 0) {
|
|
modes.erase(mode); //means its default anyway, so dont store it
|
|
} else {
|
|
modes[mode] = value;
|
|
}
|
|
_queue_update();
|
|
return true;
|
|
} else if (name.begins_with("nodes/")) {
|
|
String typestr = name.get_slicec('/', 1);
|
|
Type type = TYPE_VERTEX;
|
|
for (int i = 0; i < TYPE_MAX; i++) {
|
|
if (typestr == type_string[i]) {
|
|
type = Type(i);
|
|
break;
|
|
}
|
|
}
|
|
|
|
String index = name.get_slicec('/', 2);
|
|
if (index == "connections") {
|
|
|
|
Vector<int> conns = p_value;
|
|
if (conns.size() % 4 == 0) {
|
|
for (int i = 0; i < conns.size(); i += 4) {
|
|
connect_nodes(type, conns[i + 0], conns[i + 1], conns[i + 2], conns[i + 3]);
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
int id = index.to_int();
|
|
String what = name.get_slicec('/', 3);
|
|
|
|
if (what == "node") {
|
|
add_node(type, p_value, Vector2(), id);
|
|
return true;
|
|
} else if (what == "position") {
|
|
set_node_position(type, id, p_value);
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool VisualShader::_get(const StringName &p_name, Variant &r_ret) const {
|
|
|
|
String name = p_name;
|
|
if (name == "mode") {
|
|
r_ret = get_mode();
|
|
return true;
|
|
} else if (name.begins_with("flags/")) {
|
|
StringName flag = name.get_slicec('/', 1);
|
|
r_ret = flags.has(flag);
|
|
return true;
|
|
} else if (name.begins_with("modes/")) {
|
|
String mode = name.get_slicec('/', 1);
|
|
if (modes.has(mode)) {
|
|
r_ret = modes[mode];
|
|
} else {
|
|
r_ret = 0;
|
|
}
|
|
return true;
|
|
} else if (name.begins_with("nodes/")) {
|
|
String typestr = name.get_slicec('/', 1);
|
|
Type type = TYPE_VERTEX;
|
|
for (int i = 0; i < TYPE_MAX; i++) {
|
|
if (typestr == type_string[i]) {
|
|
type = Type(i);
|
|
break;
|
|
}
|
|
}
|
|
|
|
String index = name.get_slicec('/', 2);
|
|
if (index == "connections") {
|
|
|
|
Vector<int> conns;
|
|
for (const List<Connection>::Element *E = graph[type].connections.front(); E; E = E->next()) {
|
|
conns.push_back(E->get().from_node);
|
|
conns.push_back(E->get().from_port);
|
|
conns.push_back(E->get().to_node);
|
|
conns.push_back(E->get().to_port);
|
|
}
|
|
|
|
r_ret = conns;
|
|
return true;
|
|
}
|
|
|
|
int id = index.to_int();
|
|
String what = name.get_slicec('/', 3);
|
|
|
|
if (what == "node") {
|
|
r_ret = get_node(type, id);
|
|
return true;
|
|
} else if (what == "position") {
|
|
r_ret = get_node_position(type, id);
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
void VisualShader::_get_property_list(List<PropertyInfo> *p_list) const {
|
|
|
|
//mode
|
|
p_list->push_back(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Spatial,CanvasItem,Particles"));
|
|
//render modes
|
|
|
|
Map<String, String> blend_mode_enums;
|
|
Set<String> toggles;
|
|
|
|
for (int i = 0; i < ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader_mode)).size(); i++) {
|
|
|
|
String mode = ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader_mode))[i];
|
|
int idx = 0;
|
|
bool in_enum = false;
|
|
while (render_mode_enums[idx].string) {
|
|
if (mode.begins_with(render_mode_enums[idx].string)) {
|
|
String begin = render_mode_enums[idx].string;
|
|
String option = mode.replace_first(begin + "_", "");
|
|
if (!blend_mode_enums.has(begin)) {
|
|
blend_mode_enums[begin] = option;
|
|
} else {
|
|
blend_mode_enums[begin] += "," + option;
|
|
}
|
|
in_enum = true;
|
|
break;
|
|
}
|
|
idx++;
|
|
}
|
|
|
|
if (!in_enum) {
|
|
toggles.insert(mode);
|
|
}
|
|
}
|
|
|
|
for (Map<String, String>::Element *E = blend_mode_enums.front(); E; E = E->next()) {
|
|
|
|
p_list->push_back(PropertyInfo(Variant::INT, "modes/" + E->key(), PROPERTY_HINT_ENUM, E->get()));
|
|
}
|
|
|
|
for (Set<String>::Element *E = toggles.front(); E; E = E->next()) {
|
|
p_list->push_back(PropertyInfo(Variant::BOOL, "flags/" + E->get()));
|
|
}
|
|
|
|
for (int i = 0; i < TYPE_MAX; i++) {
|
|
for (Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) {
|
|
|
|
String prop_name = "nodes/";
|
|
prop_name += type_string[i];
|
|
prop_name += "/" + itos(E->key());
|
|
|
|
if (E->key() != NODE_ID_OUTPUT) {
|
|
|
|
p_list->push_back(PropertyInfo(Variant::OBJECT, prop_name + "/node", PROPERTY_HINT_RESOURCE_TYPE, "VisualShaderNode", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE));
|
|
}
|
|
p_list->push_back(PropertyInfo(Variant::VECTOR2, prop_name + "/position", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
|
|
}
|
|
p_list->push_back(PropertyInfo(Variant::POOL_INT_ARRAY, "nodes/" + String(type_string[i]) + "/connections", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
|
|
}
|
|
}
|
|
|
|
Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBuilder &code, Vector<VisualShader::DefaultTextureParam> &def_tex_params, const VMap<ConnectionKey, const List<Connection>::Element *> &input_connections, const VMap<ConnectionKey, const List<Connection>::Element *> &output_connections, int node, Set<int> &processed, bool for_preview) const {
|
|
|
|
const Ref<VisualShaderNode> vsnode = graph[type].nodes[node].node;
|
|
|
|
//check inputs recursively first
|
|
int input_count = vsnode->get_input_port_count();
|
|
for (int i = 0; i < input_count; i++) {
|
|
ConnectionKey ck;
|
|
ck.node = node;
|
|
ck.port = i;
|
|
|
|
if (input_connections.has(ck)) {
|
|
int from_node = input_connections[ck]->get().from_node;
|
|
if (processed.has(from_node)) {
|
|
continue;
|
|
}
|
|
|
|
Error err = _write_node(type, global_code, code, def_tex_params, input_connections, output_connections, from_node, processed, for_preview);
|
|
if (err)
|
|
return err;
|
|
}
|
|
}
|
|
|
|
// then this node
|
|
|
|
code += "// " + vsnode->get_caption() + ":" + itos(node) + "\n";
|
|
Vector<String> input_vars;
|
|
|
|
input_vars.resize(vsnode->get_input_port_count());
|
|
String *inputs = input_vars.ptrw();
|
|
|
|
for (int i = 0; i < input_count; i++) {
|
|
ConnectionKey ck;
|
|
ck.node = node;
|
|
ck.port = i;
|
|
|
|
if (input_connections.has(ck)) {
|
|
//connected to something, use that output
|
|
int from_node = input_connections[ck]->get().from_node;
|
|
int from_port = input_connections[ck]->get().from_port;
|
|
|
|
VisualShaderNode::PortType in_type = vsnode->get_input_port_type(i);
|
|
VisualShaderNode::PortType out_type = graph[type].nodes[from_node].node->get_output_port_type(from_port);
|
|
|
|
String src_var = "n_out" + itos(from_node) + "p" + itos(from_port);
|
|
|
|
if (in_type == out_type) {
|
|
inputs[i] = src_var;
|
|
} else if (in_type == VisualShaderNode::PORT_TYPE_SCALAR && out_type == VisualShaderNode::PORT_TYPE_VECTOR) {
|
|
inputs[i] = "dot(" + src_var + ",vec3(0.333333,0.333333,0.333333))";
|
|
} else if (in_type == VisualShaderNode::PORT_TYPE_VECTOR && out_type == VisualShaderNode::PORT_TYPE_SCALAR) {
|
|
inputs[i] = "vec3(" + src_var + ")";
|
|
}
|
|
} else {
|
|
|
|
Variant defval = vsnode->get_input_port_default_value(i);
|
|
if (defval.get_type() == Variant::REAL || defval.get_type() == Variant::INT) {
|
|
float val = defval;
|
|
inputs[i] = "n_in" + itos(node) + "p" + itos(i);
|
|
code += "\tfloat " + inputs[i] + " = " + vformat("%.5f", val) + ";\n";
|
|
} else if (defval.get_type() == Variant::VECTOR3) {
|
|
Vector3 val = defval;
|
|
inputs[i] = "n_in" + itos(node) + "p" + itos(i);
|
|
code += "\tvec3 " + inputs[i] + " = " + vformat("vec3(%.5f,%.5f,%.5f);\n", val.x, val.y, val.z);
|
|
} else if (defval.get_type() == Variant::TRANSFORM) {
|
|
Transform val = defval;
|
|
val.basis.transpose();
|
|
inputs[i] = "n_in" + itos(node) + "p" + itos(i);
|
|
Array values;
|
|
for (int j = 0; j < 3; j++) {
|
|
values.push_back(val.basis[j].x);
|
|
values.push_back(val.basis[j].y);
|
|
values.push_back(val.basis[j].z);
|
|
}
|
|
values.push_back(val.origin.x);
|
|
values.push_back(val.origin.y);
|
|
values.push_back(val.origin.z);
|
|
bool err = false;
|
|
code += "\tmat4 " + inputs[i] + " = " + String("mat4( vec4(%.5f,%.5f,%.5f,0.0),vec4(%.5f,%.5f,%.5f,0.0),vec4(%.5f,%.5f,%.5f,0.0),vec4(%.5f,%.5f,%.5f,1.0) );\n").sprintf(values, &err);
|
|
} else {
|
|
//will go empty, node is expected to know what it is doing at this point and handle it
|
|
}
|
|
}
|
|
}
|
|
|
|
int output_count = vsnode->get_output_port_count();
|
|
Vector<String> output_vars;
|
|
output_vars.resize(vsnode->get_output_port_count());
|
|
String *outputs = output_vars.ptrw();
|
|
|
|
for (int i = 0; i < output_count; i++) {
|
|
|
|
outputs[i] = "n_out" + itos(node) + "p" + itos(i);
|
|
switch (vsnode->get_output_port_type(i)) {
|
|
case VisualShaderNode::PORT_TYPE_SCALAR: code += String() + "\tfloat " + outputs[i] + ";\n"; break;
|
|
case VisualShaderNode::PORT_TYPE_VECTOR: code += String() + "\tvec3 " + outputs[i] + ";\n"; break;
|
|
case VisualShaderNode::PORT_TYPE_TRANSFORM: code += String() + "\tmat4 " + outputs[i] + ";\n"; break;
|
|
default: {}
|
|
}
|
|
}
|
|
|
|
Vector<VisualShader::DefaultTextureParam> params = vsnode->get_default_texture_parameters(type, node);
|
|
for (int i = 0; i < params.size(); i++) {
|
|
def_tex_params.push_back(params[i]);
|
|
}
|
|
|
|
Ref<VisualShaderNodeInput> input = vsnode;
|
|
bool skip_global = input.is_valid() && for_preview;
|
|
|
|
if (!skip_global) {
|
|
global_code += vsnode->generate_global(get_mode(), type, node);
|
|
}
|
|
|
|
//handle normally
|
|
code += vsnode->generate_code(get_mode(), type, node, inputs, outputs, for_preview);
|
|
|
|
code += "\n"; //
|
|
processed.insert(node);
|
|
|
|
return OK;
|
|
}
|
|
|
|
void VisualShader::_update_shader() const {
|
|
if (!dirty)
|
|
return;
|
|
|
|
dirty = false;
|
|
|
|
StringBuilder global_code;
|
|
StringBuilder code;
|
|
Vector<VisualShader::DefaultTextureParam> default_tex_params;
|
|
static const char *shader_mode_str[Shader::MODE_MAX] = { "spatial", "canvas_item", "particles" };
|
|
|
|
global_code += String() + "shader_type " + shader_mode_str[shader_mode] + ";\n";
|
|
|
|
String render_mode;
|
|
|
|
{
|
|
//fill render mode enums
|
|
int idx = 0;
|
|
while (render_mode_enums[idx].string) {
|
|
|
|
if (shader_mode == render_mode_enums[idx].mode) {
|
|
|
|
if (modes.has(render_mode_enums[idx].string)) {
|
|
|
|
int which = modes[render_mode_enums[idx].string];
|
|
int count = 0;
|
|
for (int i = 0; i < ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader_mode)).size(); i++) {
|
|
String mode = ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader_mode))[i];
|
|
if (mode.begins_with(render_mode_enums[idx].string)) {
|
|
if (count == which) {
|
|
if (render_mode != String()) {
|
|
render_mode += ", ";
|
|
}
|
|
render_mode += mode;
|
|
break;
|
|
}
|
|
count++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
idx++;
|
|
}
|
|
|
|
//fill render mode flags
|
|
for (int i = 0; i < ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader_mode)).size(); i++) {
|
|
|
|
String mode = ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader_mode))[i];
|
|
if (flags.has(mode)) {
|
|
if (render_mode != String()) {
|
|
render_mode += ", ";
|
|
}
|
|
render_mode += mode;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (render_mode != String()) {
|
|
|
|
global_code += "render_mode " + render_mode + ";\n\n";
|
|
}
|
|
|
|
static const char *func_name[TYPE_MAX] = { "vertex", "fragment", "light" };
|
|
|
|
for (int i = 0; i < TYPE_MAX; i++) {
|
|
|
|
//make it faster to go around through shader
|
|
VMap<ConnectionKey, const List<Connection>::Element *> input_connections;
|
|
VMap<ConnectionKey, const List<Connection>::Element *> output_connections;
|
|
|
|
for (const List<Connection>::Element *E = graph[i].connections.front(); E; E = E->next()) {
|
|
ConnectionKey from_key;
|
|
from_key.node = E->get().from_node;
|
|
from_key.port = E->get().from_port;
|
|
|
|
output_connections.insert(from_key, E);
|
|
|
|
ConnectionKey to_key;
|
|
to_key.node = E->get().to_node;
|
|
to_key.port = E->get().to_port;
|
|
|
|
input_connections.insert(to_key, E);
|
|
}
|
|
|
|
code += "\nvoid " + String(func_name[i]) + "() {\n";
|
|
|
|
Set<int> processed;
|
|
Error err = _write_node(Type(i), global_code, code, default_tex_params, input_connections, output_connections, NODE_ID_OUTPUT, processed, false);
|
|
ERR_FAIL_COND(err != OK);
|
|
|
|
code += "}\n";
|
|
}
|
|
|
|
//set code secretly
|
|
global_code += "\n\n";
|
|
String final_code = global_code;
|
|
final_code += code;
|
|
const_cast<VisualShader *>(this)->set_code(final_code);
|
|
for (int i = 0; i < default_tex_params.size(); i++) {
|
|
const_cast<VisualShader *>(this)->set_default_texture_param(default_tex_params[i].name, default_tex_params[i].param);
|
|
}
|
|
}
|
|
|
|
void VisualShader::_queue_update() {
|
|
if (dirty) {
|
|
return;
|
|
}
|
|
|
|
dirty = true;
|
|
call_deferred("_update_shader");
|
|
}
|
|
|
|
void VisualShader::_input_type_changed(Type p_type, int p_id) {
|
|
//erase connections using this input, as type changed
|
|
Graph *g = &graph[p_type];
|
|
|
|
for (List<Connection>::Element *E = g->connections.front(); E;) {
|
|
List<Connection>::Element *N = E->next();
|
|
if (E->get().from_node == p_id) {
|
|
g->connections.erase(E);
|
|
}
|
|
E = N;
|
|
}
|
|
}
|
|
|
|
void VisualShader::_bind_methods() {
|
|
|
|
ClassDB::bind_method(D_METHOD("set_mode", "mode"), &VisualShader::set_mode);
|
|
|
|
ClassDB::bind_method(D_METHOD("add_node", "type", "node", "position", "id"), &VisualShader::add_node);
|
|
ClassDB::bind_method(D_METHOD("set_node_position", "type", "id", "position"), &VisualShader::set_node_position);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_node", "type", "id"), &VisualShader::get_node);
|
|
ClassDB::bind_method(D_METHOD("get_node_position", "type", "id"), &VisualShader::get_node_position);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_node_list", "type"), &VisualShader::get_node_list);
|
|
ClassDB::bind_method(D_METHOD("get_valid_node_id", "type"), &VisualShader::get_valid_node_id);
|
|
|
|
ClassDB::bind_method(D_METHOD("remove_node", "type", "id"), &VisualShader::remove_node);
|
|
|
|
ClassDB::bind_method(D_METHOD("is_node_connection", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::is_node_connection);
|
|
ClassDB::bind_method(D_METHOD("can_connect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::is_node_connection);
|
|
|
|
ClassDB::bind_method(D_METHOD("connect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::connect_nodes);
|
|
ClassDB::bind_method(D_METHOD("disconnect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::disconnect_nodes);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_node_connections", "type"), &VisualShader::_get_node_connections);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_graph_offset", "offset"), &VisualShader::set_graph_offset);
|
|
ClassDB::bind_method(D_METHOD("get_graph_offset"), &VisualShader::get_graph_offset);
|
|
|
|
ClassDB::bind_method(D_METHOD("_queue_update"), &VisualShader::_queue_update);
|
|
ClassDB::bind_method(D_METHOD("_update_shader"), &VisualShader::_update_shader);
|
|
|
|
ClassDB::bind_method(D_METHOD("_input_type_changed"), &VisualShader::_input_type_changed);
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "graph_offset", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_graph_offset", "get_graph_offset");
|
|
|
|
BIND_ENUM_CONSTANT(TYPE_VERTEX);
|
|
BIND_ENUM_CONSTANT(TYPE_FRAGMENT);
|
|
BIND_ENUM_CONSTANT(TYPE_LIGHT);
|
|
BIND_ENUM_CONSTANT(TYPE_MAX);
|
|
|
|
BIND_CONSTANT(NODE_ID_INVALID);
|
|
BIND_CONSTANT(NODE_ID_OUTPUT);
|
|
}
|
|
|
|
VisualShader::VisualShader() {
|
|
shader_mode = Shader::MODE_SPATIAL;
|
|
|
|
for (int i = 0; i < TYPE_MAX; i++) {
|
|
Ref<VisualShaderNodeOutput> output;
|
|
output.instance();
|
|
output->shader_type = Type(i);
|
|
output->shader_mode = shader_mode;
|
|
graph[i].nodes[NODE_ID_OUTPUT].node = output;
|
|
graph[i].nodes[NODE_ID_OUTPUT].position = Vector2(400, 150);
|
|
}
|
|
|
|
dirty = true;
|
|
}
|
|
|
|
///////////////////////////////////////////////////////////
|
|
|
|
const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
|
|
// Spatial, Vertex
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "TANGENT" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "BINORMAL" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "vec3(UV2,0.0)" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" },
|
|
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_camera", "INV_CAMERA_MATRIX" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vp_size", "vec3(VIEWPORT_SIZE, 0)" },
|
|
|
|
// Spatial, Fragment
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "TANGENT" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "BINORMAL" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "vec3(UV2,0.0)" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "point_coord", "vec2(POINT_COORD,0.0)" },
|
|
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV,0.0)" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "side", "float(FRONT_FACING ? 1.0 : 0.0)" },
|
|
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_camera", "INV_CAMERA_MATRIX" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "vp_size", "vec3(VIEWPORT_SIZE, 0.0)" },
|
|
|
|
// Spatial, Light
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "view", "VIEW" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light", "LIGHT" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_color", "LIGHT_COLOR" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "attenuation", "ATTENUATION" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "albedo", "ALBEDO" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "transmission", "TRANSMISSION" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
|
|
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_camera", "INV_CAMERA_MATRIX" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "vp_size", "vec3(VIEWPORT_SIZE, 0.0)" },
|
|
// Canvas Item, Vertex
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "vec3(VERTEX,0.0)" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" },
|
|
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "extra", "EXTRA_MATRIX" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "light_pass", "float(AT_LIGHT_PASS ? 1.0 : 0.0)" },
|
|
// Canvas Item, Fragment
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV,0.0)" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "point_coord", "vec2(POINT_COORD,0.0)" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "light_pass", "float(AT_LIGHT_PASS ? 1.0 : 0.0)" },
|
|
// Canvas Item, Light
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_vec", "vec3(LIGHT_VEC,0.0)" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_height", "LIGHT_HEIGHT" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_color", "LIGHT_COLOR.rgb" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_alpha", "LIGHT_COLOR.a" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_uv", "vec3(LIGHT_UV,0.0)" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "shadow_color", "SHADOW_COLOR.rgb" },
|
|
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV,0.0)" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "point_coord", "vec2(POINT_COORD,0.0)" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
|
|
// Particles, Vertex
|
|
{ Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
|
|
{ Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
|
|
{ Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "VELOCITY" },
|
|
{ Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "restart", "float(RESTART ? 1.0 : 0.0)" },
|
|
{ Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "active", "float(ACTIVE ? 1.0 : 0.0)" },
|
|
{ Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "custom", "CUSTOM.rgb" },
|
|
{ Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
|
|
{ Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
|
|
|
|
{ Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
|
|
{ Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
|
|
{ Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "index", "float(INDEX)" },
|
|
|
|
{ Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
|
|
{ Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
|
|
{ Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, NULL, NULL },
|
|
};
|
|
|
|
const VisualShaderNodeInput::Port VisualShaderNodeInput::preview_ports[] = {
|
|
|
|
// Spatial, Fragment
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "vec3(0.0,0.0,1.0)" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "vec3(0.0,1.0,0.0)" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "vec3(1.0,0.0,0.0)" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "vec3(UV,0.0)" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
|
|
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(UV,0.0)" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "side", "1.0" },
|
|
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "vp_size", "vec3(1.0,1.0, 0.0)" },
|
|
|
|
// Spatial, Light
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "vec3(0.0,0.0,1.0)" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "vp_size", "vec3(1.0, 1.0, 0.0)" },
|
|
// Canvas Item, Vertex
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "vec3(VERTEX,0.0)" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
|
|
// Canvas Item, Fragment
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(UV,0.0)" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
|
|
// Canvas Item, Light
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "vec3(0.0,0.0,1.0)" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
|
|
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(UV,0.0)" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
|
|
// Particles, Vertex
|
|
{ Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
|
|
{ Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
|
|
{ Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "vec3(0.0,0.0,1.0)" },
|
|
{ Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
|
|
{ Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, NULL, NULL },
|
|
};
|
|
|
|
int VisualShaderNodeInput::get_input_port_count() const {
|
|
|
|
return 0;
|
|
}
|
|
VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_port_type(int p_port) const {
|
|
|
|
return PORT_TYPE_SCALAR;
|
|
}
|
|
String VisualShaderNodeInput::get_input_port_name(int p_port) const {
|
|
|
|
return "";
|
|
}
|
|
|
|
int VisualShaderNodeInput::get_output_port_count() const {
|
|
|
|
return 1;
|
|
}
|
|
VisualShaderNodeInput::PortType VisualShaderNodeInput::get_output_port_type(int p_port) const {
|
|
|
|
return get_input_type_by_name(input_name);
|
|
}
|
|
String VisualShaderNodeInput::get_output_port_name(int p_port) const {
|
|
return "";
|
|
}
|
|
|
|
String VisualShaderNodeInput::get_caption() const {
|
|
return TTR("Input");
|
|
}
|
|
|
|
String VisualShaderNodeInput::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 (p_for_preview) {
|
|
int idx = 0;
|
|
|
|
String code;
|
|
|
|
while (preview_ports[idx].mode != Shader::MODE_MAX) {
|
|
if (preview_ports[idx].mode == shader_mode && preview_ports[idx].shader_type == shader_type && preview_ports[idx].name == input_name) {
|
|
code = "\t" + p_output_vars[0] + " = " + preview_ports[idx].string + ";\n";
|
|
break;
|
|
}
|
|
idx++;
|
|
}
|
|
|
|
if (code == String()) {
|
|
switch (get_output_port_type(0)) {
|
|
case PORT_TYPE_SCALAR: {
|
|
code = "\t" + p_output_vars[0] + " = 0.0;\n";
|
|
} break; //default (none found) is scalar
|
|
case PORT_TYPE_VECTOR: {
|
|
code = "\t" + p_output_vars[0] + " = vec3(0.0);\n";
|
|
} break; //default (none found) is scalar
|
|
case PORT_TYPE_TRANSFORM: {
|
|
code = "\t" + p_output_vars[0] + " = mat4( vec4(1.0,0.0,0.0,0.0), vec4(0.0,1.0,0.0,0.0), vec4(0.0,0.0,1.0,0.0), vec4(0.0,0.0,0.0,1.0) );\n";
|
|
} break; //default (none found) is scalar
|
|
}
|
|
}
|
|
|
|
return code;
|
|
|
|
} else {
|
|
int idx = 0;
|
|
|
|
String code;
|
|
|
|
while (ports[idx].mode != Shader::MODE_MAX) {
|
|
if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == input_name) {
|
|
code = "\t" + p_output_vars[0] + " = " + ports[idx].string + ";\n";
|
|
break;
|
|
}
|
|
idx++;
|
|
}
|
|
|
|
if (code == String()) {
|
|
code = "\t" + p_output_vars[0] + " = 0.0;\n"; //default (none found) is scalar
|
|
}
|
|
|
|
return code;
|
|
}
|
|
}
|
|
|
|
void VisualShaderNodeInput::set_input_name(String p_name) {
|
|
PortType prev_type = get_input_type_by_name(input_name);
|
|
input_name = p_name;
|
|
emit_changed();
|
|
if (get_input_type_by_name(input_name) != prev_type) {
|
|
emit_signal("input_type_changed");
|
|
}
|
|
}
|
|
|
|
String VisualShaderNodeInput::get_input_name() const {
|
|
return input_name;
|
|
}
|
|
|
|
VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_type_by_name(String p_name) const {
|
|
|
|
int idx = 0;
|
|
|
|
while (ports[idx].mode != Shader::MODE_MAX) {
|
|
if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == p_name) {
|
|
return ports[idx].type;
|
|
}
|
|
idx++;
|
|
}
|
|
|
|
return PORT_TYPE_SCALAR;
|
|
}
|
|
|
|
int VisualShaderNodeInput::get_input_index_count() const {
|
|
int idx = 0;
|
|
int count = 0;
|
|
|
|
while (ports[idx].mode != Shader::MODE_MAX) {
|
|
if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
|
|
count++;
|
|
}
|
|
idx++;
|
|
}
|
|
|
|
return count;
|
|
}
|
|
|
|
VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_index_type(int p_index) const {
|
|
int idx = 0;
|
|
int count = 0;
|
|
|
|
while (ports[idx].mode != Shader::MODE_MAX) {
|
|
if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
|
|
if (count == p_index) {
|
|
return ports[idx].type;
|
|
}
|
|
count++;
|
|
}
|
|
idx++;
|
|
}
|
|
|
|
return PORT_TYPE_SCALAR;
|
|
}
|
|
|
|
String VisualShaderNodeInput::get_input_index_name(int p_index) const {
|
|
int idx = 0;
|
|
int count = 0;
|
|
|
|
while (ports[idx].mode != Shader::MODE_MAX) {
|
|
if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
|
|
if (count == p_index) {
|
|
return ports[idx].name;
|
|
}
|
|
count++;
|
|
}
|
|
idx++;
|
|
}
|
|
|
|
return "";
|
|
}
|
|
|
|
void VisualShaderNodeInput::_validate_property(PropertyInfo &property) const {
|
|
|
|
if (property.name == "input_name") {
|
|
String port_list;
|
|
|
|
int idx = 0;
|
|
|
|
while (ports[idx].mode != Shader::MODE_MAX) {
|
|
if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
|
|
if (port_list != String()) {
|
|
port_list += ",";
|
|
}
|
|
port_list += ports[idx].name;
|
|
}
|
|
idx++;
|
|
}
|
|
|
|
if (port_list == "") {
|
|
port_list = TTR("None");
|
|
}
|
|
property.hint_string = port_list;
|
|
}
|
|
}
|
|
|
|
Vector<StringName> VisualShaderNodeInput::get_editable_properties() const {
|
|
Vector<StringName> props;
|
|
props.push_back("input_name");
|
|
return props;
|
|
}
|
|
|
|
void VisualShaderNodeInput::_bind_methods() {
|
|
|
|
ClassDB::bind_method(D_METHOD("set_input_name", "name"), &VisualShaderNodeInput::set_input_name);
|
|
ClassDB::bind_method(D_METHOD("get_input_name"), &VisualShaderNodeInput::get_input_name);
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::STRING, "input_name", PROPERTY_HINT_ENUM, ""), "set_input_name", "get_input_name");
|
|
ADD_SIGNAL(MethodInfo("input_type_changed"));
|
|
}
|
|
VisualShaderNodeInput::VisualShaderNodeInput() {
|
|
input_name = "[None]";
|
|
// changed when set
|
|
shader_type = VisualShader::TYPE_MAX;
|
|
shader_mode = Shader::MODE_MAX;
|
|
}
|
|
|
|
////////////////////////////////////////////
|
|
|
|
const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = {
|
|
// Spatial, Vertex
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "TANGENT" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "BINORMAL" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "UV:xy" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "UV2:xy" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
|
|
// Spatial, Fragment
|
|
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "albedo", "ALBEDO" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "ALPHA" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "metallic", "METALLIC" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "specular", "SPECULAR" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "emission", "EMISSION" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "ao", "AO" },
|
|
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normalmap", "NORMALMAP" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "normalmap_depth", "NORMALMAP_DEPTH" },
|
|
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "rim", "RIM" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "rim_tint", "RIM_TINT" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "clearcoat", "CLEARCOAT" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "clearcoat_gloss", "CLEARCOAT_GLOSS" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "anisotropy", "ANISOTROPY" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "anisotropy_flow", "ANISOTROPY_FLOW:xy" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "subsurf_scatter", "SSS_STRENGTH" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "transmission", "TRANSMISSION" },
|
|
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha_scissor", "ALPHA_SCISSOR" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "ao_light_affect", "AO_LIGHT_AFFECT" },
|
|
|
|
// Spatial, Light
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "diffuse", "DIFFUSE_LIGHT" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "specular", "SPECULAR_LIGHT" },
|
|
// Canvas Item, Vertex
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX:xy" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "UV:xy" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
|
|
// Canvas Item, Fragment
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normalmap", "NORMALMAP" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "normalmap_depth", "NORMALMAP_DEPTH" },
|
|
// Canvas Item, Light
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light", "LIGHT.rgb" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_alpha", "LIGHT.rgb" },
|
|
// Particles, Vertex
|
|
{ Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
|
|
{ Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
|
|
{ Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "VELOCITY" },
|
|
{ Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "custom", "CUSTOM.rgb" },
|
|
{ Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
|
|
{ Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
|
|
{ Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, NULL, NULL },
|
|
};
|
|
|
|
int VisualShaderNodeOutput::get_input_port_count() const {
|
|
|
|
int idx = 0;
|
|
int count = 0;
|
|
|
|
while (ports[idx].mode != Shader::MODE_MAX) {
|
|
if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
|
|
count++;
|
|
}
|
|
idx++;
|
|
}
|
|
|
|
return count;
|
|
}
|
|
|
|
VisualShaderNodeOutput::PortType VisualShaderNodeOutput::get_input_port_type(int p_port) const {
|
|
|
|
int idx = 0;
|
|
int count = 0;
|
|
|
|
while (ports[idx].mode != Shader::MODE_MAX) {
|
|
if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
|
|
if (count == p_port) {
|
|
return ports[idx].type;
|
|
}
|
|
count++;
|
|
}
|
|
idx++;
|
|
}
|
|
|
|
return PORT_TYPE_SCALAR;
|
|
}
|
|
|
|
String VisualShaderNodeOutput::get_input_port_name(int p_port) const {
|
|
|
|
int idx = 0;
|
|
int count = 0;
|
|
|
|
while (ports[idx].mode != Shader::MODE_MAX) {
|
|
if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
|
|
if (count == p_port) {
|
|
return String(ports[idx].name).capitalize();
|
|
}
|
|
count++;
|
|
}
|
|
idx++;
|
|
}
|
|
|
|
return String();
|
|
}
|
|
|
|
Variant VisualShaderNodeOutput::get_input_port_default_value(int p_port) const {
|
|
return Variant();
|
|
}
|
|
|
|
int VisualShaderNodeOutput::get_output_port_count() const {
|
|
|
|
return 0;
|
|
}
|
|
VisualShaderNodeOutput::PortType VisualShaderNodeOutput::get_output_port_type(int p_port) const {
|
|
return PORT_TYPE_SCALAR;
|
|
}
|
|
String VisualShaderNodeOutput::get_output_port_name(int p_port) const {
|
|
return String();
|
|
}
|
|
|
|
bool VisualShaderNodeOutput::is_port_separator(int p_index) const {
|
|
|
|
if (shader_mode == Shader::MODE_SPATIAL && shader_type == VisualShader::TYPE_FRAGMENT) {
|
|
String name = get_input_port_name(p_index);
|
|
return (name == "Normal" || name == "Rim" || name == "Alpha Scissor");
|
|
}
|
|
return false;
|
|
}
|
|
|
|
String VisualShaderNodeOutput::get_caption() const {
|
|
return TTR("Output");
|
|
}
|
|
|
|
String VisualShaderNodeOutput::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 {
|
|
|
|
int idx = 0;
|
|
int count = 0;
|
|
|
|
String code;
|
|
while (ports[idx].mode != Shader::MODE_MAX) {
|
|
if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
|
|
|
|
if (p_input_vars[count] != String()) {
|
|
String s = ports[idx].string;
|
|
if (s.find(":") != -1) {
|
|
code += "\t" + s.get_slicec(':', 0) + " = " + p_input_vars[count] + "." + s.get_slicec(':', 1) + ";\n";
|
|
} else {
|
|
code += "\t" + s + " = " + p_input_vars[count] + ";\n";
|
|
}
|
|
}
|
|
count++;
|
|
}
|
|
idx++;
|
|
}
|
|
|
|
return code;
|
|
}
|
|
|
|
VisualShaderNodeOutput::VisualShaderNodeOutput() {
|
|
}
|
|
|
|
///////////////////////////
|
|
|
|
void VisualShaderNodeUniform::set_uniform_name(const String &p_name) {
|
|
uniform_name = p_name;
|
|
emit_signal("name_changed");
|
|
emit_changed();
|
|
}
|
|
|
|
String VisualShaderNodeUniform::get_uniform_name() const {
|
|
return uniform_name;
|
|
}
|
|
|
|
void VisualShaderNodeUniform::_bind_methods() {
|
|
|
|
ClassDB::bind_method(D_METHOD("set_uniform_name", "name"), &VisualShaderNodeUniform::set_uniform_name);
|
|
ClassDB::bind_method(D_METHOD("get_uniform_name"), &VisualShaderNodeUniform::get_uniform_name);
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::STRING, "uniform_name"), "set_uniform_name", "get_uniform_name");
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}
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|
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VisualShaderNodeUniform::VisualShaderNodeUniform() {
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}
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