godot/scene/resources/visual_shader_nodes.h

1488 lines
52 KiB
C++

/*************************************************************************/
/* visual_shader_nodes.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef VISUAL_SHADER_NODES_H
#define VISUAL_SHADER_NODES_H
#include "scene/resources/visual_shader.h"
///////////////////////////////////////
/// CONSTANTS
///////////////////////////////////////
class VisualShaderNodeScalarConstant : public VisualShaderNode {
GDCLASS(VisualShaderNodeScalarConstant, VisualShaderNode)
float constant;
protected:
static void _bind_methods();
public:
virtual String get_caption() const;
virtual int get_input_port_count() const;
virtual PortType get_input_port_type(int p_port) const;
virtual String get_input_port_name(int p_port) const;
virtual int get_output_port_count() const;
virtual PortType get_output_port_type(int p_port) const;
virtual String get_output_port_name(int p_port) const;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
void set_constant(float p_value);
float get_constant() const;
virtual Vector<StringName> get_editable_properties() const;
VisualShaderNodeScalarConstant();
};
///////////////////////////////////////
class VisualShaderNodeBooleanConstant : public VisualShaderNode {
GDCLASS(VisualShaderNodeBooleanConstant, VisualShaderNode)
bool constant;
protected:
static void _bind_methods();
public:
virtual String get_caption() const;
virtual int get_input_port_count() const;
virtual PortType get_input_port_type(int p_port) const;
virtual String get_input_port_name(int p_port) const;
virtual int get_output_port_count() const;
virtual PortType get_output_port_type(int p_port) const;
virtual String get_output_port_name(int p_port) const;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
void set_constant(bool p_value);
bool get_constant() const;
virtual Vector<StringName> get_editable_properties() const;
VisualShaderNodeBooleanConstant();
};
///////////////////////////////////////
class VisualShaderNodeColorConstant : public VisualShaderNode {
GDCLASS(VisualShaderNodeColorConstant, VisualShaderNode)
Color constant;
protected:
static void _bind_methods();
public:
virtual String get_caption() const;
virtual int get_input_port_count() const;
virtual PortType get_input_port_type(int p_port) const;
virtual String get_input_port_name(int p_port) const;
virtual int get_output_port_count() const;
virtual PortType get_output_port_type(int p_port) const;
virtual String get_output_port_name(int p_port) const;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
void set_constant(Color p_value);
Color get_constant() const;
virtual Vector<StringName> get_editable_properties() const;
VisualShaderNodeColorConstant();
};
///////////////////////////////////////
class VisualShaderNodeVec3Constant : public VisualShaderNode {
GDCLASS(VisualShaderNodeVec3Constant, VisualShaderNode)
Vector3 constant;
protected:
static void _bind_methods();
public:
virtual String get_caption() const;
virtual int get_input_port_count() const;
virtual PortType get_input_port_type(int p_port) const;
virtual String get_input_port_name(int p_port) const;
virtual int get_output_port_count() const;
virtual PortType get_output_port_type(int p_port) const;
virtual String get_output_port_name(int p_port) const;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
void set_constant(Vector3 p_value);
Vector3 get_constant() const;
virtual Vector<StringName> get_editable_properties() const;
VisualShaderNodeVec3Constant();
};
///////////////////////////////////////
class VisualShaderNodeTransformConstant : public VisualShaderNode {
GDCLASS(VisualShaderNodeTransformConstant, VisualShaderNode)
Transform constant;
protected:
static void _bind_methods();
public:
virtual String get_caption() const;
virtual int get_input_port_count() const;
virtual PortType get_input_port_type(int p_port) const;
virtual String get_input_port_name(int p_port) const;
virtual int get_output_port_count() const;
virtual PortType get_output_port_type(int p_port) const;
virtual String get_output_port_name(int p_port) const;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
void set_constant(Transform p_value);
Transform get_constant() const;
virtual Vector<StringName> get_editable_properties() const;
VisualShaderNodeTransformConstant();
};
///////////////////////////////////////
/// TEXTURES
///////////////////////////////////////
class VisualShaderNodeTexture : public VisualShaderNode {
GDCLASS(VisualShaderNodeTexture, VisualShaderNode)
Ref<Texture> texture;
public:
enum Source {
SOURCE_TEXTURE,
SOURCE_SCREEN,
SOURCE_2D_TEXTURE,
SOURCE_2D_NORMAL
};
enum TextureType {
TYPE_DATA,
TYPE_COLOR,
TYPE_NORMALMAP
};
private:
Source source;
TextureType texture_type;
protected:
static void _bind_methods();
public:
virtual String get_caption() const;
virtual int get_input_port_count() const;
virtual PortType get_input_port_type(int p_port) const;
virtual String get_input_port_name(int p_port) const;
virtual int get_output_port_count() const;
virtual PortType get_output_port_type(int p_port) const;
virtual String get_output_port_name(int p_port) const;
virtual Vector<VisualShader::DefaultTextureParam> get_default_texture_parameters(VisualShader::Type p_type, int p_id) const;
virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
void set_source(Source p_source);
Source get_source() const;
void set_texture(Ref<Texture> p_value);
Ref<Texture> get_texture() const;
void set_texture_type(TextureType p_type);
TextureType get_texture_type() const;
virtual Vector<StringName> get_editable_properties() const;
virtual String get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const;
VisualShaderNodeTexture();
};
VARIANT_ENUM_CAST(VisualShaderNodeTexture::TextureType)
VARIANT_ENUM_CAST(VisualShaderNodeTexture::Source)
///////////////////////////////////////
class VisualShaderNodeCubeMap : public VisualShaderNode {
GDCLASS(VisualShaderNodeCubeMap, VisualShaderNode)
Ref<CubeMap> cube_map;
public:
enum TextureType {
TYPE_DATA,
TYPE_COLOR,
TYPE_NORMALMAP
};
private:
TextureType texture_type;
protected:
static void _bind_methods();
public:
virtual String get_caption() const;
virtual int get_input_port_count() const;
virtual PortType get_input_port_type(int p_port) const;
virtual String get_input_port_name(int p_port) const;
virtual int get_output_port_count() const;
virtual PortType get_output_port_type(int p_port) const;
virtual String get_output_port_name(int p_port) const;
virtual Vector<VisualShader::DefaultTextureParam> get_default_texture_parameters(VisualShader::Type p_type, int p_id) const;
virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
void set_cube_map(Ref<CubeMap> p_value);
Ref<CubeMap> get_cube_map() const;
void set_texture_type(TextureType p_type);
TextureType get_texture_type() const;
virtual Vector<StringName> get_editable_properties() const;
VisualShaderNodeCubeMap();
};
VARIANT_ENUM_CAST(VisualShaderNodeCubeMap::TextureType)
///////////////////////////////////////
/// OPS
///////////////////////////////////////
class VisualShaderNodeScalarOp : public VisualShaderNode {
GDCLASS(VisualShaderNodeScalarOp, VisualShaderNode)
public:
enum Operator {
OP_ADD,
OP_SUB,
OP_MUL,
OP_DIV,
OP_MOD,
OP_POW,
OP_MAX,
OP_MIN,
OP_ATAN2,
OP_STEP
};
protected:
Operator op;
static void _bind_methods();
public:
virtual String get_caption() const;
virtual int get_input_port_count() const;
virtual PortType get_input_port_type(int p_port) const;
virtual String get_input_port_name(int p_port) const;
virtual int get_output_port_count() const;
virtual PortType get_output_port_type(int p_port) const;
virtual String get_output_port_name(int p_port) const;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
void set_operator(Operator p_op);
Operator get_operator() const;
virtual Vector<StringName> get_editable_properties() const;
VisualShaderNodeScalarOp();
};
VARIANT_ENUM_CAST(VisualShaderNodeScalarOp::Operator)
class VisualShaderNodeVectorOp : public VisualShaderNode {
GDCLASS(VisualShaderNodeVectorOp, VisualShaderNode)
public:
enum Operator {
OP_ADD,
OP_SUB,
OP_MUL,
OP_DIV,
OP_MOD,
OP_POW,
OP_MAX,
OP_MIN,
OP_CROSS,
OP_ATAN2,
OP_REFLECT,
OP_STEP
};
protected:
Operator op;
static void _bind_methods();
public:
virtual String get_caption() const;
virtual int get_input_port_count() const;
virtual PortType get_input_port_type(int p_port) const;
virtual String get_input_port_name(int p_port) const;
virtual int get_output_port_count() const;
virtual PortType get_output_port_type(int p_port) const;
virtual String get_output_port_name(int p_port) const;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
void set_operator(Operator p_op);
Operator get_operator() const;
virtual Vector<StringName> get_editable_properties() const;
VisualShaderNodeVectorOp();
};
VARIANT_ENUM_CAST(VisualShaderNodeVectorOp::Operator)
///////////////////////////////////////
class VisualShaderNodeColorOp : public VisualShaderNode {
GDCLASS(VisualShaderNodeColorOp, VisualShaderNode)
public:
enum Operator {
OP_SCREEN,
OP_DIFFERENCE,
OP_DARKEN,
OP_LIGHTEN,
OP_OVERLAY,
OP_DODGE,
OP_BURN,
OP_SOFT_LIGHT,
OP_HARD_LIGHT
};
protected:
Operator op;
static void _bind_methods();
public:
virtual String get_caption() const;
virtual int get_input_port_count() const;
virtual PortType get_input_port_type(int p_port) const;
virtual String get_input_port_name(int p_port) const;
virtual int get_output_port_count() const;
virtual PortType get_output_port_type(int p_port) const;
virtual String get_output_port_name(int p_port) const;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
void set_operator(Operator p_op);
Operator get_operator() const;
virtual Vector<StringName> get_editable_properties() const;
VisualShaderNodeColorOp();
};
VARIANT_ENUM_CAST(VisualShaderNodeColorOp::Operator)
///////////////////////////////////////
/// TRANSFORM-TRANSFORM MULTIPLICATION
///////////////////////////////////////
class VisualShaderNodeTransformMult : public VisualShaderNode {
GDCLASS(VisualShaderNodeTransformMult, VisualShaderNode)
public:
enum Operator {
OP_AxB,
OP_BxA,
OP_AxB_COMP,
OP_BxA_COMP
};
protected:
Operator op;
static void _bind_methods();
public:
virtual String get_caption() const;
virtual int get_input_port_count() const;
virtual PortType get_input_port_type(int p_port) const;
virtual String get_input_port_name(int p_port) const;
virtual int get_output_port_count() const;
virtual PortType get_output_port_type(int p_port) const;
virtual String get_output_port_name(int p_port) const;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
void set_operator(Operator p_op);
Operator get_operator() const;
virtual Vector<StringName> get_editable_properties() const;
VisualShaderNodeTransformMult();
};
VARIANT_ENUM_CAST(VisualShaderNodeTransformMult::Operator)
///////////////////////////////////////
/// TRANSFORM-VECTOR MULTIPLICATION
///////////////////////////////////////
class VisualShaderNodeTransformVecMult : public VisualShaderNode {
GDCLASS(VisualShaderNodeTransformVecMult, VisualShaderNode)
public:
enum Operator {
OP_AxB,
OP_BxA,
OP_3x3_AxB,
OP_3x3_BxA,
};
protected:
Operator op;
static void _bind_methods();
public:
virtual String get_caption() const;
virtual int get_input_port_count() const;
virtual PortType get_input_port_type(int p_port) const;
virtual String get_input_port_name(int p_port) const;
virtual int get_output_port_count() const;
virtual PortType get_output_port_type(int p_port) const;
virtual String get_output_port_name(int p_port) const;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
void set_operator(Operator p_op);
Operator get_operator() const;
virtual Vector<StringName> get_editable_properties() const;
VisualShaderNodeTransformVecMult();
};
VARIANT_ENUM_CAST(VisualShaderNodeTransformVecMult::Operator)
///////////////////////////////////////
/// SCALAR FUNC
///////////////////////////////////////
class VisualShaderNodeScalarFunc : public VisualShaderNode {
GDCLASS(VisualShaderNodeScalarFunc, VisualShaderNode)
public:
enum Function {
FUNC_SIN,
FUNC_COS,
FUNC_TAN,
FUNC_ASIN,
FUNC_ACOS,
FUNC_ATAN,
FUNC_SINH,
FUNC_COSH,
FUNC_TANH,
FUNC_LOG,
FUNC_EXP,
FUNC_SQRT,
FUNC_ABS,
FUNC_SIGN,
FUNC_FLOOR,
FUNC_ROUND,
FUNC_CEIL,
FUNC_FRAC,
FUNC_SATURATE,
FUNC_NEGATE,
FUNC_ACOSH,
FUNC_ASINH,
FUNC_ATANH,
FUNC_DEGREES,
FUNC_EXP2,
FUNC_INVERSE_SQRT,
FUNC_LOG2,
FUNC_RADIANS,
FUNC_RECIPROCAL,
FUNC_ROUNDEVEN,
FUNC_TRUNC
};
protected:
Function func;
static void _bind_methods();
public:
virtual String get_caption() const;
virtual int get_input_port_count() const;
virtual PortType get_input_port_type(int p_port) const;
virtual String get_input_port_name(int p_port) const;
virtual int get_output_port_count() const;
virtual PortType get_output_port_type(int p_port) const;
virtual String get_output_port_name(int p_port) const;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
void set_function(Function p_func);
Function get_function() const;
virtual Vector<StringName> get_editable_properties() const;
VisualShaderNodeScalarFunc();
};
VARIANT_ENUM_CAST(VisualShaderNodeScalarFunc::Function)
///////////////////////////////////////
/// VECTOR FUNC
///////////////////////////////////////
class VisualShaderNodeVectorFunc : public VisualShaderNode {
GDCLASS(VisualShaderNodeVectorFunc, VisualShaderNode)
public:
enum Function {
FUNC_NORMALIZE,
FUNC_SATURATE,
FUNC_NEGATE,
FUNC_RECIPROCAL,
FUNC_RGB2HSV,
FUNC_HSV2RGB,
FUNC_ABS,
FUNC_ACOS,
FUNC_ACOSH,
FUNC_ASIN,
FUNC_ASINH,
FUNC_ATAN,
FUNC_ATANH,
FUNC_CEIL,
FUNC_COS,
FUNC_COSH,
FUNC_DEGREES,
FUNC_EXP,
FUNC_EXP2,
FUNC_FLOOR,
FUNC_FRAC,
FUNC_INVERSE_SQRT,
FUNC_LOG,
FUNC_LOG2,
FUNC_RADIANS,
FUNC_ROUND,
FUNC_ROUNDEVEN,
FUNC_SIGN,
FUNC_SIN,
FUNC_SINH,
FUNC_SQRT,
FUNC_TAN,
FUNC_TANH,
FUNC_TRUNC
};
protected:
Function func;
static void _bind_methods();
public:
virtual String get_caption() const;
virtual int get_input_port_count() const;
virtual PortType get_input_port_type(int p_port) const;
virtual String get_input_port_name(int p_port) const;
virtual int get_output_port_count() const;
virtual PortType get_output_port_type(int p_port) const;
virtual String get_output_port_name(int p_port) const;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
void set_function(Function p_func);
Function get_function() const;
virtual Vector<StringName> get_editable_properties() const;
VisualShaderNodeVectorFunc();
};
VARIANT_ENUM_CAST(VisualShaderNodeVectorFunc::Function)
///////////////////////////////////////
/// COLOR FUNC
///////////////////////////////////////
class VisualShaderNodeColorFunc : public VisualShaderNode {
GDCLASS(VisualShaderNodeColorFunc, VisualShaderNode)
public:
enum Function {
FUNC_GRAYSCALE,
FUNC_SEPIA
};
protected:
Function func;
static void _bind_methods();
public:
virtual String get_caption() const;
virtual int get_input_port_count() const;
virtual PortType get_input_port_type(int p_port) const;
virtual String get_input_port_name(int p_port) const;
virtual int get_output_port_count() const;
virtual PortType get_output_port_type(int p_port) const;
virtual String get_output_port_name(int p_port) const;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
void set_function(Function p_op);
Function get_function() const;
virtual Vector<StringName> get_editable_properties() const;
VisualShaderNodeColorFunc();
};
VARIANT_ENUM_CAST(VisualShaderNodeColorFunc::Function)
///////////////////////////////////////
/// TRANSFORM FUNC
///////////////////////////////////////
class VisualShaderNodeTransformFunc : public VisualShaderNode {
GDCLASS(VisualShaderNodeTransformFunc, VisualShaderNode)
public:
enum Function {
FUNC_INVERSE,
FUNC_TRANSPOSE
};
protected:
Function func;
static void _bind_methods();
public:
virtual String get_caption() const;
virtual int get_input_port_count() const;
virtual PortType get_input_port_type(int p_port) const;
virtual String get_input_port_name(int p_port) const;
virtual int get_output_port_count() const;
virtual PortType get_output_port_type(int p_port) const;
virtual String get_output_port_name(int p_port) const;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
void set_function(Function p_op);
Function get_function() const;
virtual Vector<StringName> get_editable_properties() const;
VisualShaderNodeTransformFunc();
};
VARIANT_ENUM_CAST(VisualShaderNodeTransformFunc::Function)
///////////////////////////////////////
/// DOT
///////////////////////////////////////
class VisualShaderNodeDotProduct : public VisualShaderNode {
GDCLASS(VisualShaderNodeDotProduct, VisualShaderNode)
public:
virtual String get_caption() const;
virtual int get_input_port_count() const;
virtual PortType get_input_port_type(int p_port) const;
virtual String get_input_port_name(int p_port) const;
virtual int get_output_port_count() const;
virtual PortType get_output_port_type(int p_port) const;
virtual String get_output_port_name(int p_port) const;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
VisualShaderNodeDotProduct();
};
///////////////////////////////////////
/// LENGTH
///////////////////////////////////////
class VisualShaderNodeVectorLen : public VisualShaderNode {
GDCLASS(VisualShaderNodeVectorLen, VisualShaderNode)
public:
virtual String get_caption() const;
virtual int get_input_port_count() const;
virtual PortType get_input_port_type(int p_port) const;
virtual String get_input_port_name(int p_port) const;
virtual int get_output_port_count() const;
virtual PortType get_output_port_type(int p_port) const;
virtual String get_output_port_name(int p_port) const;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
VisualShaderNodeVectorLen();
};
///////////////////////////////////////
/// DETERMINANT
///////////////////////////////////////
class VisualShaderNodeDeterminant : public VisualShaderNode {
GDCLASS(VisualShaderNodeDeterminant, VisualShaderNode)
public:
virtual String get_caption() const;
virtual int get_input_port_count() const;
virtual PortType get_input_port_type(int p_port) const;
virtual String get_input_port_name(int p_port) const;
virtual int get_output_port_count() const;
virtual PortType get_output_port_type(int p_port) const;
virtual String get_output_port_name(int p_port) const;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
VisualShaderNodeDeterminant();
};
///////////////////////////////////////
/// CLAMP
///////////////////////////////////////
class VisualShaderNodeScalarClamp : public VisualShaderNode {
GDCLASS(VisualShaderNodeScalarClamp, VisualShaderNode)
public:
virtual String get_caption() const;
virtual int get_input_port_count() const;
virtual PortType get_input_port_type(int p_port) const;
virtual String get_input_port_name(int p_port) const;
virtual int get_output_port_count() const;
virtual PortType get_output_port_type(int p_port) const;
virtual String get_output_port_name(int p_port) const;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
VisualShaderNodeScalarClamp();
};
///////////////////////////////////////
class VisualShaderNodeVectorClamp : public VisualShaderNode {
GDCLASS(VisualShaderNodeVectorClamp, VisualShaderNode)
public:
virtual String get_caption() const;
virtual int get_input_port_count() const;
virtual PortType get_input_port_type(int p_port) const;
virtual String get_input_port_name(int p_port) const;
virtual int get_output_port_count() const;
virtual PortType get_output_port_type(int p_port) const;
virtual String get_output_port_name(int p_port) const;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
VisualShaderNodeVectorClamp();
};
///////////////////////////////////////
/// DERIVATIVE FUNCTIONS
///////////////////////////////////////
class VisualShaderNodeScalarDerivativeFunc : public VisualShaderNode {
GDCLASS(VisualShaderNodeScalarDerivativeFunc, VisualShaderNode)
public:
enum Function {
FUNC_SUM,
FUNC_X,
FUNC_Y
};
protected:
Function func;
static void _bind_methods();
public:
virtual String get_caption() const;
virtual int get_input_port_count() const;
virtual PortType get_input_port_type(int p_port) const;
virtual String get_input_port_name(int p_port) const;
virtual int get_output_port_count() const;
virtual PortType get_output_port_type(int p_port) const;
virtual String get_output_port_name(int p_port) const;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
void set_function(Function p_op);
Function get_function() const;
virtual Vector<StringName> get_editable_properties() const;
VisualShaderNodeScalarDerivativeFunc();
};
VARIANT_ENUM_CAST(VisualShaderNodeScalarDerivativeFunc::Function)
///////////////////////////////////////
class VisualShaderNodeVectorDerivativeFunc : public VisualShaderNode {
GDCLASS(VisualShaderNodeVectorDerivativeFunc, VisualShaderNode)
public:
enum Function {
FUNC_SUM,
FUNC_X,
FUNC_Y
};
protected:
Function func;
static void _bind_methods();
public:
virtual String get_caption() const;
virtual int get_input_port_count() const;
virtual PortType get_input_port_type(int p_port) const;
virtual String get_input_port_name(int p_port) const;
virtual int get_output_port_count() const;
virtual PortType get_output_port_type(int p_port) const;
virtual String get_output_port_name(int p_port) const;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
void set_function(Function p_op);
Function get_function() const;
virtual Vector<StringName> get_editable_properties() const;
VisualShaderNodeVectorDerivativeFunc();
};
VARIANT_ENUM_CAST(VisualShaderNodeVectorDerivativeFunc::Function)
///////////////////////////////////////
/// FACEFORWARD
///////////////////////////////////////
class VisualShaderNodeFaceForward : public VisualShaderNode {
GDCLASS(VisualShaderNodeFaceForward, VisualShaderNode)
public:
virtual String get_caption() const;
virtual int get_input_port_count() const;
virtual PortType get_input_port_type(int p_port) const;
virtual String get_input_port_name(int p_port) const;
virtual int get_output_port_count() const;
virtual PortType get_output_port_type(int p_port) const;
virtual String get_output_port_name(int p_port) const;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
VisualShaderNodeFaceForward();
};
///////////////////////////////////////
/// OUTER PRODUCT
///////////////////////////////////////
class VisualShaderNodeOuterProduct : public VisualShaderNode {
GDCLASS(VisualShaderNodeOuterProduct, VisualShaderNode)
public:
virtual String get_caption() const;
virtual int get_input_port_count() const;
virtual PortType get_input_port_type(int p_port) const;
virtual String get_input_port_name(int p_port) const;
virtual int get_output_port_count() const;
virtual PortType get_output_port_type(int p_port) const;
virtual String get_output_port_name(int p_port) const;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
VisualShaderNodeOuterProduct();
};
///////////////////////////////////////
/// STEP
///////////////////////////////////////
class VisualShaderNodeVectorScalarStep : public VisualShaderNode {
GDCLASS(VisualShaderNodeVectorScalarStep, VisualShaderNode)
public:
virtual String get_caption() const;
virtual int get_input_port_count() const;
virtual PortType get_input_port_type(int p_port) const;
virtual String get_input_port_name(int p_port) const;
virtual int get_output_port_count() const;
virtual PortType get_output_port_type(int p_port) const;
virtual String get_output_port_name(int p_port) const;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
VisualShaderNodeVectorScalarStep();
};
///////////////////////////////////////
/// SMOOTHSTEP
///////////////////////////////////////
class VisualShaderNodeScalarSmoothStep : public VisualShaderNode {
GDCLASS(VisualShaderNodeScalarSmoothStep, VisualShaderNode)
public:
virtual String get_caption() const;
virtual int get_input_port_count() const;
virtual PortType get_input_port_type(int p_port) const;
virtual String get_input_port_name(int p_port) const;
virtual int get_output_port_count() const;
virtual PortType get_output_port_type(int p_port) const;
virtual String get_output_port_name(int p_port) const;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
VisualShaderNodeScalarSmoothStep();
};
///////////////////////////////////////
class VisualShaderNodeVectorSmoothStep : public VisualShaderNode {
GDCLASS(VisualShaderNodeVectorSmoothStep, VisualShaderNode)
public:
virtual String get_caption() const;
virtual int get_input_port_count() const;
virtual PortType get_input_port_type(int p_port) const;
virtual String get_input_port_name(int p_port) const;
virtual int get_output_port_count() const;
virtual PortType get_output_port_type(int p_port) const;
virtual String get_output_port_name(int p_port) const;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
VisualShaderNodeVectorSmoothStep();
};
///////////////////////////////////////
class VisualShaderNodeVectorScalarSmoothStep : public VisualShaderNode {
GDCLASS(VisualShaderNodeVectorScalarSmoothStep, VisualShaderNode)
public:
virtual String get_caption() const;
virtual int get_input_port_count() const;
virtual PortType get_input_port_type(int p_port) const;
virtual String get_input_port_name(int p_port) const;
virtual int get_output_port_count() const;
virtual PortType get_output_port_type(int p_port) const;
virtual String get_output_port_name(int p_port) const;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
VisualShaderNodeVectorScalarSmoothStep();
};
///////////////////////////////////////
/// DISTANCE
///////////////////////////////////////
class VisualShaderNodeVectorDistance : public VisualShaderNode {
GDCLASS(VisualShaderNodeVectorDistance, VisualShaderNode)
public:
virtual String get_caption() const;
virtual int get_input_port_count() const;
virtual PortType get_input_port_type(int p_port) const;
virtual String get_input_port_name(int p_port) const;
virtual int get_output_port_count() const;
virtual PortType get_output_port_type(int p_port) const;
virtual String get_output_port_name(int p_port) const;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
VisualShaderNodeVectorDistance();
};
///////////////////////////////////////
/// REFRACT
///////////////////////////////////////
class VisualShaderNodeVectorRefract : public VisualShaderNode {
GDCLASS(VisualShaderNodeVectorRefract, VisualShaderNode)
public:
virtual String get_caption() const;
virtual int get_input_port_count() const;
virtual PortType get_input_port_type(int p_port) const;
virtual String get_input_port_name(int p_port) const;
virtual int get_output_port_count() const;
virtual PortType get_output_port_type(int p_port) const;
virtual String get_output_port_name(int p_port) const;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
VisualShaderNodeVectorRefract();
};
///////////////////////////////////////
/// MIX
///////////////////////////////////////
class VisualShaderNodeScalarInterp : public VisualShaderNode {
GDCLASS(VisualShaderNodeScalarInterp, VisualShaderNode)
public:
virtual String get_caption() const;
virtual int get_input_port_count() const;
virtual PortType get_input_port_type(int p_port) const;
virtual String get_input_port_name(int p_port) const;
virtual int get_output_port_count() const;
virtual PortType get_output_port_type(int p_port) const;
virtual String get_output_port_name(int p_port) const;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
VisualShaderNodeScalarInterp();
};
///////////////////////////////////////
class VisualShaderNodeVectorInterp : public VisualShaderNode {
GDCLASS(VisualShaderNodeVectorInterp, VisualShaderNode)
public:
virtual String get_caption() const;
virtual int get_input_port_count() const;
virtual PortType get_input_port_type(int p_port) const;
virtual String get_input_port_name(int p_port) const;
virtual int get_output_port_count() const;
virtual PortType get_output_port_type(int p_port) const;
virtual String get_output_port_name(int p_port) const;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
VisualShaderNodeVectorInterp();
};
///////////////////////////////////////
/// COMPOSE
///////////////////////////////////////
class VisualShaderNodeVectorCompose : public VisualShaderNode {
GDCLASS(VisualShaderNodeVectorCompose, VisualShaderNode)
public:
virtual String get_caption() const;
virtual int get_input_port_count() const;
virtual PortType get_input_port_type(int p_port) const;
virtual String get_input_port_name(int p_port) const;
virtual int get_output_port_count() const;
virtual PortType get_output_port_type(int p_port) const;
virtual String get_output_port_name(int p_port) const;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
VisualShaderNodeVectorCompose();
};
///////////////////////////////////////
class VisualShaderNodeTransformCompose : public VisualShaderNode {
GDCLASS(VisualShaderNodeTransformCompose, VisualShaderNode)
public:
virtual String get_caption() const;
virtual int get_input_port_count() const;
virtual PortType get_input_port_type(int p_port) const;
virtual String get_input_port_name(int p_port) const;
virtual int get_output_port_count() const;
virtual PortType get_output_port_type(int p_port) const;
virtual String get_output_port_name(int p_port) const;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
VisualShaderNodeTransformCompose();
};
///////////////////////////////////////
/// DECOMPOSE
///////////////////////////////////////
class VisualShaderNodeVectorDecompose : public VisualShaderNode {
GDCLASS(VisualShaderNodeVectorDecompose, VisualShaderNode)
public:
virtual String get_caption() const;
virtual int get_input_port_count() const;
virtual PortType get_input_port_type(int p_port) const;
virtual String get_input_port_name(int p_port) const;
virtual int get_output_port_count() const;
virtual PortType get_output_port_type(int p_port) const;
virtual String get_output_port_name(int p_port) const;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
VisualShaderNodeVectorDecompose();
};
///////////////////////////////////////
class VisualShaderNodeTransformDecompose : public VisualShaderNode {
GDCLASS(VisualShaderNodeTransformDecompose, VisualShaderNode)
public:
virtual String get_caption() const;
virtual int get_input_port_count() const;
virtual PortType get_input_port_type(int p_port) const;
virtual String get_input_port_name(int p_port) const;
virtual int get_output_port_count() const;
virtual PortType get_output_port_type(int p_port) const;
virtual String get_output_port_name(int p_port) const;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
VisualShaderNodeTransformDecompose();
};
///////////////////////////////////////
/// UNIFORMS
///////////////////////////////////////
class VisualShaderNodeScalarUniform : public VisualShaderNodeUniform {
GDCLASS(VisualShaderNodeScalarUniform, VisualShaderNodeUniform)
public:
virtual String get_caption() const;
virtual int get_input_port_count() const;
virtual PortType get_input_port_type(int p_port) const;
virtual String get_input_port_name(int p_port) const;
virtual int get_output_port_count() const;
virtual PortType get_output_port_type(int p_port) const;
virtual String get_output_port_name(int p_port) const;
virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
VisualShaderNodeScalarUniform();
};
///////////////////////////////////////
class VisualShaderNodeBooleanUniform : public VisualShaderNodeUniform {
GDCLASS(VisualShaderNodeBooleanUniform, VisualShaderNodeUniform)
public:
virtual String get_caption() const;
virtual int get_input_port_count() const;
virtual PortType get_input_port_type(int p_port) const;
virtual String get_input_port_name(int p_port) const;
virtual int get_output_port_count() const;
virtual PortType get_output_port_type(int p_port) const;
virtual String get_output_port_name(int p_port) const;
virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
VisualShaderNodeBooleanUniform();
};
///////////////////////////////////////
class VisualShaderNodeColorUniform : public VisualShaderNodeUniform {
GDCLASS(VisualShaderNodeColorUniform, VisualShaderNodeUniform)
public:
virtual String get_caption() const;
virtual int get_input_port_count() const;
virtual PortType get_input_port_type(int p_port) const;
virtual String get_input_port_name(int p_port) const;
virtual int get_output_port_count() const;
virtual PortType get_output_port_type(int p_port) const;
virtual String get_output_port_name(int p_port) const;
virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
VisualShaderNodeColorUniform();
};
///////////////////////////////////////
class VisualShaderNodeVec3Uniform : public VisualShaderNodeUniform {
GDCLASS(VisualShaderNodeVec3Uniform, VisualShaderNodeUniform)
public:
virtual String get_caption() const;
virtual int get_input_port_count() const;
virtual PortType get_input_port_type(int p_port) const;
virtual String get_input_port_name(int p_port) const;
virtual int get_output_port_count() const;
virtual PortType get_output_port_type(int p_port) const;
virtual String get_output_port_name(int p_port) const;
virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
VisualShaderNodeVec3Uniform();
};
///////////////////////////////////////
class VisualShaderNodeTransformUniform : public VisualShaderNodeUniform {
GDCLASS(VisualShaderNodeTransformUniform, VisualShaderNodeUniform)
public:
virtual String get_caption() const;
virtual int get_input_port_count() const;
virtual PortType get_input_port_type(int p_port) const;
virtual String get_input_port_name(int p_port) const;
virtual int get_output_port_count() const;
virtual PortType get_output_port_type(int p_port) const;
virtual String get_output_port_name(int p_port) const;
virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
VisualShaderNodeTransformUniform();
};
///////////////////////////////////////
class VisualShaderNodeTextureUniform : public VisualShaderNodeUniform {
GDCLASS(VisualShaderNodeTextureUniform, VisualShaderNodeUniform)
public:
enum TextureType {
TYPE_DATA,
TYPE_COLOR,
TYPE_NORMALMAP,
TYPE_ANISO,
};
enum ColorDefault {
COLOR_DEFAULT_WHITE,
COLOR_DEFAULT_BLACK
};
private:
TextureType texture_type;
ColorDefault color_default;
protected:
static void _bind_methods();
public:
virtual String get_caption() const;
virtual int get_input_port_count() const;
virtual PortType get_input_port_type(int p_port) const;
virtual String get_input_port_name(int p_port) const;
virtual int get_output_port_count() const;
virtual PortType get_output_port_type(int p_port) const;
virtual String get_output_port_name(int p_port) const;
virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
Vector<StringName> get_editable_properties() const;
void set_texture_type(TextureType p_type);
TextureType get_texture_type() const;
void set_color_default(ColorDefault p_default);
ColorDefault get_color_default() const;
VisualShaderNodeTextureUniform();
};
VARIANT_ENUM_CAST(VisualShaderNodeTextureUniform::TextureType)
VARIANT_ENUM_CAST(VisualShaderNodeTextureUniform::ColorDefault)
///////////////////////////////////////
class VisualShaderNodeCubeMapUniform : public VisualShaderNode {
GDCLASS(VisualShaderNodeCubeMapUniform, VisualShaderNode)
public:
virtual String get_caption() const;
virtual int get_input_port_count() const;
virtual PortType get_input_port_type(int p_port) const;
virtual String get_input_port_name(int p_port) const;
virtual int get_output_port_count() const;
virtual PortType get_output_port_type(int p_port) const;
virtual String get_output_port_name(int p_port) const;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
VisualShaderNodeCubeMapUniform();
};
///////////////////////////////////////
/// IF
///////////////////////////////////////
class VisualShaderNodeIf : public VisualShaderNode {
GDCLASS(VisualShaderNodeIf, VisualShaderNode)
public:
virtual String get_caption() const;
virtual int get_input_port_count() const;
virtual PortType get_input_port_type(int p_port) const;
virtual String get_input_port_name(int p_port) const;
virtual int get_output_port_count() const;
virtual PortType get_output_port_type(int p_port) const;
virtual String get_output_port_name(int p_port) const;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const;
VisualShaderNodeIf();
};
///////////////////////////////////////
/// SWITCH
///////////////////////////////////////
class VisualShaderNodeSwitch : public VisualShaderNode {
GDCLASS(VisualShaderNodeSwitch, VisualShaderNode)
public:
virtual String get_caption() const;
virtual int get_input_port_count() const;
virtual PortType get_input_port_type(int p_port) const;
virtual String get_input_port_name(int p_port) const;
virtual int get_output_port_count() const;
virtual PortType get_output_port_type(int p_port) const;
virtual String get_output_port_name(int p_port) const;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const;
VisualShaderNodeSwitch();
};
#endif // VISUAL_SHADER_NODES_H