1 | /**************************************************************************/ |
2 | /* visual_shader.cpp */ |
3 | /**************************************************************************/ |
4 | /* This file is part of: */ |
5 | /* GODOT ENGINE */ |
6 | /* https://godotengine.org */ |
7 | /**************************************************************************/ |
8 | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ |
9 | /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ |
10 | /* */ |
11 | /* Permission is hereby granted, free of charge, to any person obtaining */ |
12 | /* a copy of this software and associated documentation files (the */ |
13 | /* "Software"), to deal in the Software without restriction, including */ |
14 | /* without limitation the rights to use, copy, modify, merge, publish, */ |
15 | /* distribute, sublicense, and/or sell copies of the Software, and to */ |
16 | /* permit persons to whom the Software is furnished to do so, subject to */ |
17 | /* the following conditions: */ |
18 | /* */ |
19 | /* The above copyright notice and this permission notice shall be */ |
20 | /* included in all copies or substantial portions of the Software. */ |
21 | /* */ |
22 | /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ |
23 | /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ |
24 | /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ |
25 | /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ |
26 | /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ |
27 | /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ |
28 | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ |
29 | /**************************************************************************/ |
30 | |
31 | #include "visual_shader.h" |
32 | |
33 | #include "core/templates/rb_map.h" |
34 | #include "core/templates/vmap.h" |
35 | #include "servers/rendering/shader_types.h" |
36 | #include "visual_shader_nodes.h" |
37 | #include "visual_shader_particle_nodes.h" |
38 | #include "visual_shader_sdf_nodes.h" |
39 | |
40 | String make_unique_id(VisualShader::Type p_type, int p_id, const String &p_name) { |
41 | static const char *typepf[VisualShader::TYPE_MAX] = { "vtx" , "frg" , "lgt" , "start" , "process" , "collide" , "start_custom" , "process_custom" , "sky" , "fog" }; |
42 | return p_name + "_" + String(typepf[p_type]) + "_" + itos(p_id); |
43 | } |
44 | |
45 | bool VisualShaderNode::is_simple_decl() const { |
46 | return simple_decl; |
47 | } |
48 | |
49 | int VisualShaderNode::get_default_input_port(PortType p_type) const { |
50 | return 0; |
51 | } |
52 | |
53 | void VisualShaderNode::set_output_port_for_preview(int p_index) { |
54 | port_preview = p_index; |
55 | } |
56 | |
57 | int VisualShaderNode::get_output_port_for_preview() const { |
58 | return port_preview; |
59 | } |
60 | |
61 | void VisualShaderNode::set_input_port_default_value(int p_port, const Variant &p_value, const Variant &p_prev_value) { |
62 | Variant value = p_value; |
63 | |
64 | if (p_prev_value.get_type() != Variant::NIL) { |
65 | switch (p_value.get_type()) { |
66 | case Variant::FLOAT: { |
67 | switch (p_prev_value.get_type()) { |
68 | case Variant::INT: { |
69 | value = (float)p_prev_value; |
70 | } break; |
71 | case Variant::FLOAT: { |
72 | value = p_prev_value; |
73 | } break; |
74 | case Variant::VECTOR2: { |
75 | Vector2 pv = p_prev_value; |
76 | value = pv.x; |
77 | } break; |
78 | case Variant::VECTOR3: { |
79 | Vector3 pv = p_prev_value; |
80 | value = pv.x; |
81 | } break; |
82 | case Variant::QUATERNION: { |
83 | Quaternion pv = p_prev_value; |
84 | value = pv.x; |
85 | } break; |
86 | default: |
87 | break; |
88 | } |
89 | } break; |
90 | case Variant::INT: { |
91 | switch (p_prev_value.get_type()) { |
92 | case Variant::INT: { |
93 | value = p_prev_value; |
94 | } break; |
95 | case Variant::FLOAT: { |
96 | value = (int)p_prev_value; |
97 | } break; |
98 | case Variant::VECTOR2: { |
99 | Vector2 pv = p_prev_value; |
100 | value = (int)pv.x; |
101 | } break; |
102 | case Variant::VECTOR3: { |
103 | Vector3 pv = p_prev_value; |
104 | value = (int)pv.x; |
105 | } break; |
106 | case Variant::QUATERNION: { |
107 | Quaternion pv = p_prev_value; |
108 | value = (int)pv.x; |
109 | } break; |
110 | default: |
111 | break; |
112 | } |
113 | } break; |
114 | case Variant::VECTOR2: { |
115 | switch (p_prev_value.get_type()) { |
116 | case Variant::INT: { |
117 | float pv = (float)(int)p_prev_value; |
118 | value = Vector2(pv, pv); |
119 | } break; |
120 | case Variant::FLOAT: { |
121 | float pv = p_prev_value; |
122 | value = Vector2(pv, pv); |
123 | } break; |
124 | case Variant::VECTOR2: { |
125 | value = p_prev_value; |
126 | } break; |
127 | case Variant::VECTOR3: { |
128 | Vector3 pv = p_prev_value; |
129 | value = Vector2(pv.x, pv.y); |
130 | } break; |
131 | case Variant::QUATERNION: { |
132 | Quaternion pv = p_prev_value; |
133 | value = Vector2(pv.x, pv.y); |
134 | } break; |
135 | default: |
136 | break; |
137 | } |
138 | } break; |
139 | case Variant::VECTOR3: { |
140 | switch (p_prev_value.get_type()) { |
141 | case Variant::INT: { |
142 | float pv = (float)(int)p_prev_value; |
143 | value = Vector3(pv, pv, pv); |
144 | } break; |
145 | case Variant::FLOAT: { |
146 | float pv = p_prev_value; |
147 | value = Vector3(pv, pv, pv); |
148 | } break; |
149 | case Variant::VECTOR2: { |
150 | Vector2 pv = p_prev_value; |
151 | value = Vector3(pv.x, pv.y, pv.y); |
152 | } break; |
153 | case Variant::VECTOR3: { |
154 | value = p_prev_value; |
155 | } break; |
156 | case Variant::QUATERNION: { |
157 | Quaternion pv = p_prev_value; |
158 | value = Vector3(pv.x, pv.y, pv.z); |
159 | } break; |
160 | default: |
161 | break; |
162 | } |
163 | } break; |
164 | case Variant::QUATERNION: { |
165 | switch (p_prev_value.get_type()) { |
166 | case Variant::INT: { |
167 | float pv = (float)(int)p_prev_value; |
168 | value = Quaternion(pv, pv, pv, pv); |
169 | } break; |
170 | case Variant::FLOAT: { |
171 | float pv = p_prev_value; |
172 | value = Quaternion(pv, pv, pv, pv); |
173 | } break; |
174 | case Variant::VECTOR2: { |
175 | Vector2 pv = p_prev_value; |
176 | value = Quaternion(pv.x, pv.y, pv.y, pv.y); |
177 | } break; |
178 | case Variant::VECTOR3: { |
179 | Vector3 pv = p_prev_value; |
180 | value = Quaternion(pv.x, pv.y, pv.z, pv.z); |
181 | } break; |
182 | case Variant::QUATERNION: { |
183 | value = p_prev_value; |
184 | } break; |
185 | default: |
186 | break; |
187 | } |
188 | } break; |
189 | default: |
190 | break; |
191 | } |
192 | } |
193 | default_input_values[p_port] = value; |
194 | emit_changed(); |
195 | } |
196 | |
197 | Variant VisualShaderNode::get_input_port_default_value(int p_port) const { |
198 | if (default_input_values.has(p_port)) { |
199 | return default_input_values[p_port]; |
200 | } |
201 | |
202 | return Variant(); |
203 | } |
204 | |
205 | void VisualShaderNode::remove_input_port_default_value(int p_port) { |
206 | if (default_input_values.has(p_port)) { |
207 | default_input_values.erase(p_port); |
208 | emit_changed(); |
209 | } |
210 | } |
211 | |
212 | void VisualShaderNode::clear_default_input_values() { |
213 | if (!default_input_values.is_empty()) { |
214 | default_input_values.clear(); |
215 | emit_changed(); |
216 | } |
217 | } |
218 | |
219 | bool VisualShaderNode::is_port_separator(int p_index) const { |
220 | return false; |
221 | } |
222 | |
223 | bool VisualShaderNode::is_output_port_connected(int p_port) const { |
224 | if (connected_output_ports.has(p_port)) { |
225 | return connected_output_ports[p_port] > 0; |
226 | } |
227 | return false; |
228 | } |
229 | |
230 | void VisualShaderNode::set_output_port_connected(int p_port, bool p_connected) { |
231 | if (p_connected) { |
232 | connected_output_ports[p_port]++; |
233 | } else { |
234 | connected_output_ports[p_port]--; |
235 | } |
236 | } |
237 | |
238 | bool VisualShaderNode::is_input_port_connected(int p_port) const { |
239 | if (connected_input_ports.has(p_port)) { |
240 | return connected_input_ports[p_port]; |
241 | } |
242 | return false; |
243 | } |
244 | |
245 | void VisualShaderNode::set_input_port_connected(int p_port, bool p_connected) { |
246 | connected_input_ports[p_port] = p_connected; |
247 | } |
248 | |
249 | bool VisualShaderNode::is_generate_input_var(int p_port) const { |
250 | return true; |
251 | } |
252 | |
253 | bool VisualShaderNode::is_output_port_expandable(int p_port) const { |
254 | return false; |
255 | } |
256 | |
257 | bool VisualShaderNode::has_output_port_preview(int p_port) const { |
258 | return true; |
259 | } |
260 | |
261 | void VisualShaderNode::_set_output_ports_expanded(const Array &p_values) { |
262 | for (int i = 0; i < p_values.size(); i++) { |
263 | expanded_output_ports[p_values[i]] = true; |
264 | } |
265 | emit_changed(); |
266 | } |
267 | |
268 | Array VisualShaderNode::_get_output_ports_expanded() const { |
269 | Array arr; |
270 | for (int i = 0; i < get_output_port_count(); i++) { |
271 | if (_is_output_port_expanded(i)) { |
272 | arr.push_back(i); |
273 | } |
274 | } |
275 | return arr; |
276 | } |
277 | |
278 | void VisualShaderNode::_set_output_port_expanded(int p_port, bool p_expanded) { |
279 | expanded_output_ports[p_port] = p_expanded; |
280 | emit_changed(); |
281 | } |
282 | |
283 | bool VisualShaderNode::_is_output_port_expanded(int p_port) const { |
284 | if (expanded_output_ports.has(p_port)) { |
285 | return expanded_output_ports[p_port]; |
286 | } |
287 | return false; |
288 | } |
289 | |
290 | int VisualShaderNode::get_expanded_output_port_count() const { |
291 | int count = get_output_port_count(); |
292 | int count2 = count; |
293 | for (int i = 0; i < count; i++) { |
294 | if (is_output_port_expandable(i) && _is_output_port_expanded(i)) { |
295 | switch (get_output_port_type(i)) { |
296 | case PORT_TYPE_VECTOR_2D: { |
297 | count2 += 2; |
298 | } break; |
299 | case PORT_TYPE_VECTOR_3D: { |
300 | count2 += 3; |
301 | } break; |
302 | case PORT_TYPE_VECTOR_4D: { |
303 | count2 += 4; |
304 | } break; |
305 | default: |
306 | break; |
307 | } |
308 | } |
309 | } |
310 | return count2; |
311 | } |
312 | |
313 | bool VisualShaderNode::is_code_generated() const { |
314 | return true; |
315 | } |
316 | |
317 | bool VisualShaderNode::is_show_prop_names() const { |
318 | return false; |
319 | } |
320 | |
321 | bool VisualShaderNode::is_use_prop_slots() const { |
322 | return false; |
323 | } |
324 | |
325 | bool VisualShaderNode::is_disabled() const { |
326 | return disabled; |
327 | } |
328 | |
329 | void VisualShaderNode::set_disabled(bool p_disabled) { |
330 | disabled = p_disabled; |
331 | } |
332 | |
333 | bool VisualShaderNode::is_closable() const { |
334 | return closable; |
335 | } |
336 | |
337 | void VisualShaderNode::set_closable(bool p_closable) { |
338 | closable = p_closable; |
339 | } |
340 | |
341 | Vector<VisualShader::DefaultTextureParam> VisualShaderNode::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const { |
342 | return Vector<VisualShader::DefaultTextureParam>(); |
343 | } |
344 | |
345 | String VisualShaderNode::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const { |
346 | return String(); |
347 | } |
348 | |
349 | String VisualShaderNode::generate_global_per_node(Shader::Mode p_mode, int p_id) const { |
350 | return String(); |
351 | } |
352 | |
353 | String VisualShaderNode::generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const { |
354 | return String(); |
355 | } |
356 | |
357 | Vector<StringName> VisualShaderNode::get_editable_properties() const { |
358 | return Vector<StringName>(); |
359 | } |
360 | |
361 | HashMap<StringName, String> VisualShaderNode::get_editable_properties_names() const { |
362 | return HashMap<StringName, String>(); |
363 | } |
364 | |
365 | Array VisualShaderNode::get_default_input_values() const { |
366 | Array ret; |
367 | for (const KeyValue<int, Variant> &E : default_input_values) { |
368 | ret.push_back(E.key); |
369 | ret.push_back(E.value); |
370 | } |
371 | return ret; |
372 | } |
373 | |
374 | void VisualShaderNode::set_default_input_values(const Array &p_values) { |
375 | if (p_values.size() % 2 == 0) { |
376 | for (int i = 0; i < p_values.size(); i += 2) { |
377 | default_input_values[p_values[i + 0]] = p_values[i + 1]; |
378 | } |
379 | } |
380 | |
381 | emit_changed(); |
382 | } |
383 | |
384 | String VisualShaderNode::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const { |
385 | return String(); |
386 | } |
387 | |
388 | bool VisualShaderNode::is_input_port_default(int p_port, Shader::Mode p_mode) const { |
389 | return false; |
390 | } |
391 | |
392 | void VisualShaderNode::_bind_methods() { |
393 | ClassDB::bind_method(D_METHOD("get_default_input_port" , "type" ), &VisualShaderNode::get_default_input_port); |
394 | |
395 | ClassDB::bind_method(D_METHOD("set_output_port_for_preview" , "port" ), &VisualShaderNode::set_output_port_for_preview); |
396 | ClassDB::bind_method(D_METHOD("get_output_port_for_preview" ), &VisualShaderNode::get_output_port_for_preview); |
397 | |
398 | ClassDB::bind_method(D_METHOD("_set_output_port_expanded" , "port" ), &VisualShaderNode::_set_output_port_expanded); |
399 | ClassDB::bind_method(D_METHOD("_is_output_port_expanded" ), &VisualShaderNode::_is_output_port_expanded); |
400 | |
401 | ClassDB::bind_method(D_METHOD("_set_output_ports_expanded" , "values" ), &VisualShaderNode::_set_output_ports_expanded); |
402 | ClassDB::bind_method(D_METHOD("_get_output_ports_expanded" ), &VisualShaderNode::_get_output_ports_expanded); |
403 | |
404 | ClassDB::bind_method(D_METHOD("set_input_port_default_value" , "port" , "value" , "prev_value" ), &VisualShaderNode::set_input_port_default_value, DEFVAL(Variant())); |
405 | ClassDB::bind_method(D_METHOD("get_input_port_default_value" , "port" ), &VisualShaderNode::get_input_port_default_value); |
406 | |
407 | ClassDB::bind_method(D_METHOD("remove_input_port_default_value" , "port" ), &VisualShaderNode::remove_input_port_default_value); |
408 | ClassDB::bind_method(D_METHOD("clear_default_input_values" ), &VisualShaderNode::clear_default_input_values); |
409 | |
410 | ClassDB::bind_method(D_METHOD("set_default_input_values" , "values" ), &VisualShaderNode::set_default_input_values); |
411 | ClassDB::bind_method(D_METHOD("get_default_input_values" ), &VisualShaderNode::get_default_input_values); |
412 | |
413 | ADD_PROPERTY(PropertyInfo(Variant::INT, "output_port_for_preview" ), "set_output_port_for_preview" , "get_output_port_for_preview" ); |
414 | ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "default_input_values" , PROPERTY_HINT_NONE, "" , PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "set_default_input_values" , "get_default_input_values" ); |
415 | ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "expanded_output_ports" , PROPERTY_HINT_NONE, "" , PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "_set_output_ports_expanded" , "_get_output_ports_expanded" ); |
416 | |
417 | BIND_ENUM_CONSTANT(PORT_TYPE_SCALAR); |
418 | BIND_ENUM_CONSTANT(PORT_TYPE_SCALAR_INT); |
419 | BIND_ENUM_CONSTANT(PORT_TYPE_SCALAR_UINT); |
420 | BIND_ENUM_CONSTANT(PORT_TYPE_VECTOR_2D); |
421 | BIND_ENUM_CONSTANT(PORT_TYPE_VECTOR_3D); |
422 | BIND_ENUM_CONSTANT(PORT_TYPE_VECTOR_4D); |
423 | BIND_ENUM_CONSTANT(PORT_TYPE_BOOLEAN); |
424 | BIND_ENUM_CONSTANT(PORT_TYPE_TRANSFORM); |
425 | BIND_ENUM_CONSTANT(PORT_TYPE_SAMPLER); |
426 | BIND_ENUM_CONSTANT(PORT_TYPE_MAX); |
427 | } |
428 | |
429 | VisualShaderNode::VisualShaderNode() { |
430 | } |
431 | |
432 | ///////////////////////////////////////////////////////// |
433 | |
434 | void VisualShaderNodeCustom::update_ports() { |
435 | { |
436 | input_ports.clear(); |
437 | int input_port_count; |
438 | if (GDVIRTUAL_CALL(_get_input_port_count, input_port_count)) { |
439 | for (int i = 0; i < input_port_count; i++) { |
440 | Port port; |
441 | if (!GDVIRTUAL_CALL(_get_input_port_name, i, port.name)) { |
442 | port.name = "in" + itos(i); |
443 | } |
444 | PortType port_type; |
445 | if (GDVIRTUAL_CALL(_get_input_port_type, i, port_type)) { |
446 | port.type = (int)port_type; |
447 | } else { |
448 | port.type = (int)PortType::PORT_TYPE_SCALAR; |
449 | } |
450 | |
451 | input_ports.push_back(port); |
452 | } |
453 | } |
454 | } |
455 | |
456 | { |
457 | output_ports.clear(); |
458 | int output_port_count; |
459 | if (GDVIRTUAL_CALL(_get_output_port_count, output_port_count)) { |
460 | for (int i = 0; i < output_port_count; i++) { |
461 | Port port; |
462 | if (!GDVIRTUAL_CALL(_get_output_port_name, i, port.name)) { |
463 | port.name = "out" + itos(i); |
464 | } |
465 | PortType port_type; |
466 | if (GDVIRTUAL_CALL(_get_output_port_type, i, port_type)) { |
467 | port.type = (int)port_type; |
468 | } else { |
469 | port.type = (int)PortType::PORT_TYPE_SCALAR; |
470 | } |
471 | |
472 | output_ports.push_back(port); |
473 | } |
474 | } |
475 | } |
476 | } |
477 | |
478 | String VisualShaderNodeCustom::get_caption() const { |
479 | String ret = "Unnamed" ; |
480 | GDVIRTUAL_CALL(_get_name, ret); |
481 | return ret; |
482 | } |
483 | |
484 | int VisualShaderNodeCustom::get_input_port_count() const { |
485 | return input_ports.size(); |
486 | } |
487 | |
488 | VisualShaderNodeCustom::PortType VisualShaderNodeCustom::get_input_port_type(int p_port) const { |
489 | ERR_FAIL_INDEX_V(p_port, input_ports.size(), PORT_TYPE_SCALAR); |
490 | return (PortType)input_ports[p_port].type; |
491 | } |
492 | |
493 | String VisualShaderNodeCustom::get_input_port_name(int p_port) const { |
494 | ERR_FAIL_INDEX_V(p_port, input_ports.size(), "" ); |
495 | return input_ports[p_port].name; |
496 | } |
497 | |
498 | int VisualShaderNodeCustom::get_default_input_port(PortType p_type) const { |
499 | int ret = 0; |
500 | GDVIRTUAL_CALL(_get_default_input_port, p_type, ret); |
501 | return ret; |
502 | } |
503 | |
504 | int VisualShaderNodeCustom::get_output_port_count() const { |
505 | return output_ports.size(); |
506 | } |
507 | |
508 | VisualShaderNodeCustom::PortType VisualShaderNodeCustom::get_output_port_type(int p_port) const { |
509 | ERR_FAIL_INDEX_V(p_port, output_ports.size(), PORT_TYPE_SCALAR); |
510 | return (PortType)output_ports[p_port].type; |
511 | } |
512 | |
513 | String VisualShaderNodeCustom::get_output_port_name(int p_port) const { |
514 | ERR_FAIL_INDEX_V(p_port, output_ports.size(), "" ); |
515 | return output_ports[p_port].name; |
516 | } |
517 | |
518 | String VisualShaderNodeCustom::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 { |
519 | ERR_FAIL_COND_V(!GDVIRTUAL_IS_OVERRIDDEN(_get_code), "" ); |
520 | TypedArray<String> input_vars; |
521 | for (int i = 0; i < get_input_port_count(); i++) { |
522 | input_vars.push_back(p_input_vars[i]); |
523 | } |
524 | TypedArray<String> output_vars; |
525 | for (int i = 0; i < get_output_port_count(); i++) { |
526 | output_vars.push_back(p_output_vars[i]); |
527 | } |
528 | |
529 | String _code; |
530 | GDVIRTUAL_CALL(_get_code, input_vars, output_vars, p_mode, p_type, _code); |
531 | if (_is_valid_code(_code)) { |
532 | String code = " {\n" ; |
533 | bool nend = _code.ends_with("\n" ); |
534 | _code = _code.insert(0, " " ); |
535 | _code = _code.replace("\n" , "\n " ); |
536 | code += _code; |
537 | if (!nend) { |
538 | code += "\n }" ; |
539 | } else { |
540 | code.remove_at(code.size() - 1); |
541 | code += "}" ; |
542 | } |
543 | code += "\n" ; |
544 | return code; |
545 | } |
546 | return String(); |
547 | } |
548 | |
549 | String VisualShaderNodeCustom::generate_global_per_node(Shader::Mode p_mode, int p_id) const { |
550 | String _code; |
551 | if (GDVIRTUAL_CALL(_get_global_code, p_mode, _code)) { |
552 | if (_is_valid_code(_code)) { |
553 | String code = "// " + get_caption() + "\n" ; |
554 | code += _code; |
555 | code += "\n" ; |
556 | return code; |
557 | } |
558 | } |
559 | return String(); |
560 | } |
561 | |
562 | String VisualShaderNodeCustom::generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const { |
563 | String _code; |
564 | if (GDVIRTUAL_CALL(_get_func_code, p_mode, p_type, _code)) { |
565 | if (_is_valid_code(_code)) { |
566 | bool nend = _code.ends_with("\n" ); |
567 | String code = "// " + get_caption() + "\n" ; |
568 | code += " {\n" ; |
569 | _code = _code.insert(0, " " ); |
570 | _code = _code.replace("\n" , "\n " ); |
571 | code += _code; |
572 | if (!nend) { |
573 | code += "\n }" ; |
574 | } else { |
575 | code.remove_at(code.size() - 1); |
576 | code += "}" ; |
577 | } |
578 | code += "\n" ; |
579 | return code; |
580 | } |
581 | } |
582 | return String(); |
583 | } |
584 | |
585 | bool VisualShaderNodeCustom::is_available(Shader::Mode p_mode, VisualShader::Type p_type) const { |
586 | bool ret = true; |
587 | GDVIRTUAL_CALL(_is_available, p_mode, p_type, ret); |
588 | return ret; |
589 | } |
590 | |
591 | void VisualShaderNodeCustom::set_input_port_default_value(int p_port, const Variant &p_value, const Variant &p_prev_value) { |
592 | if (!is_initialized) { |
593 | VisualShaderNode::set_input_port_default_value(p_port, p_value, p_prev_value); |
594 | } |
595 | } |
596 | |
597 | void VisualShaderNodeCustom::set_default_input_values(const Array &p_values) { |
598 | if (!is_initialized) { |
599 | VisualShaderNode::set_default_input_values(p_values); |
600 | } |
601 | } |
602 | |
603 | void VisualShaderNodeCustom::remove_input_port_default_value(int p_port) { |
604 | if (!is_initialized) { |
605 | VisualShaderNode::remove_input_port_default_value(p_port); |
606 | } |
607 | } |
608 | |
609 | void VisualShaderNodeCustom::clear_default_input_values() { |
610 | if (!is_initialized) { |
611 | VisualShaderNode::clear_default_input_values(); |
612 | } |
613 | } |
614 | |
615 | void VisualShaderNodeCustom::_set_input_port_default_value(int p_port, const Variant &p_value) { |
616 | VisualShaderNode::set_input_port_default_value(p_port, p_value); |
617 | } |
618 | |
619 | bool VisualShaderNodeCustom::_is_valid_code(const String &p_code) const { |
620 | if (p_code.is_empty() || p_code == "null" ) { |
621 | return false; |
622 | } |
623 | return true; |
624 | } |
625 | |
626 | bool VisualShaderNodeCustom::_is_initialized() { |
627 | return is_initialized; |
628 | } |
629 | |
630 | void VisualShaderNodeCustom::_set_initialized(bool p_enabled) { |
631 | is_initialized = p_enabled; |
632 | } |
633 | |
634 | String VisualShaderNodeCustom::_get_name() const { |
635 | String ret; |
636 | GDVIRTUAL_CALL(_get_name, ret); |
637 | return ret; |
638 | } |
639 | |
640 | String VisualShaderNodeCustom::_get_description() const { |
641 | String ret; |
642 | GDVIRTUAL_CALL(_get_description, ret); |
643 | return ret; |
644 | } |
645 | |
646 | String VisualShaderNodeCustom::_get_category() const { |
647 | String ret; |
648 | GDVIRTUAL_CALL(_get_category, ret); |
649 | return ret; |
650 | } |
651 | |
652 | VisualShaderNodeCustom::PortType VisualShaderNodeCustom::_get_return_icon_type() const { |
653 | PortType ret = PORT_TYPE_SCALAR; |
654 | GDVIRTUAL_CALL(_get_return_icon_type, ret); |
655 | return ret; |
656 | } |
657 | |
658 | bool VisualShaderNodeCustom::_is_highend() const { |
659 | bool ret = false; |
660 | GDVIRTUAL_CALL(_is_highend, ret); |
661 | return ret; |
662 | } |
663 | |
664 | void VisualShaderNodeCustom::_bind_methods() { |
665 | GDVIRTUAL_BIND(_get_name); |
666 | GDVIRTUAL_BIND(_get_description); |
667 | GDVIRTUAL_BIND(_get_category); |
668 | GDVIRTUAL_BIND(_get_return_icon_type); |
669 | GDVIRTUAL_BIND(_get_input_port_count); |
670 | GDVIRTUAL_BIND(_get_input_port_type, "port" ); |
671 | GDVIRTUAL_BIND(_get_input_port_name, "port" ); |
672 | GDVIRTUAL_BIND(_get_default_input_port, "type" ); |
673 | GDVIRTUAL_BIND(_get_output_port_count); |
674 | GDVIRTUAL_BIND(_get_output_port_type, "port" ); |
675 | GDVIRTUAL_BIND(_get_output_port_name, "port" ); |
676 | GDVIRTUAL_BIND(_get_code, "input_vars" , "output_vars" , "mode" , "type" ); |
677 | GDVIRTUAL_BIND(_get_func_code, "mode" , "type" ); |
678 | GDVIRTUAL_BIND(_get_global_code, "mode" ); |
679 | GDVIRTUAL_BIND(_is_highend); |
680 | GDVIRTUAL_BIND(_is_available, "mode" , "type" ); |
681 | |
682 | ClassDB::bind_method(D_METHOD("_set_initialized" , "enabled" ), &VisualShaderNodeCustom::_set_initialized); |
683 | ClassDB::bind_method(D_METHOD("_is_initialized" ), &VisualShaderNodeCustom::_is_initialized); |
684 | ClassDB::bind_method(D_METHOD("_set_input_port_default_value" , "port" , "value" ), &VisualShaderNodeCustom::_set_input_port_default_value); |
685 | |
686 | ADD_PROPERTY(PropertyInfo(Variant::BOOL, "initialized" , PROPERTY_HINT_NONE, "" , PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "_set_initialized" , "_is_initialized" ); |
687 | } |
688 | |
689 | VisualShaderNodeCustom::VisualShaderNodeCustom() { |
690 | simple_decl = false; |
691 | } |
692 | |
693 | ///////////////////////////////////////////////////////// |
694 | |
695 | void VisualShader::set_shader_type(Type p_type) { |
696 | current_type = p_type; |
697 | } |
698 | |
699 | VisualShader::Type VisualShader::get_shader_type() const { |
700 | return current_type; |
701 | } |
702 | |
703 | void VisualShader::add_varying(const String &p_name, VaryingMode p_mode, VaryingType p_type) { |
704 | ERR_FAIL_COND(!p_name.is_valid_identifier()); |
705 | ERR_FAIL_INDEX((int)p_mode, (int)VARYING_MODE_MAX); |
706 | ERR_FAIL_INDEX((int)p_type, (int)VARYING_TYPE_MAX); |
707 | ERR_FAIL_COND(varyings.has(p_name)); |
708 | Varying var = Varying(p_name, p_mode, p_type); |
709 | varyings[p_name] = var; |
710 | varyings_list.push_back(var); |
711 | _queue_update(); |
712 | } |
713 | |
714 | void VisualShader::remove_varying(const String &p_name) { |
715 | ERR_FAIL_COND(!varyings.has(p_name)); |
716 | varyings.erase(p_name); |
717 | for (List<Varying>::Element *E = varyings_list.front(); E; E = E->next()) { |
718 | if (E->get().name == p_name) { |
719 | varyings_list.erase(E); |
720 | break; |
721 | } |
722 | } |
723 | _queue_update(); |
724 | } |
725 | |
726 | bool VisualShader::has_varying(const String &p_name) const { |
727 | return varyings.has(p_name); |
728 | } |
729 | |
730 | int VisualShader::get_varyings_count() const { |
731 | return varyings_list.size(); |
732 | } |
733 | |
734 | const VisualShader::Varying *VisualShader::get_varying_by_index(int p_idx) const { |
735 | ERR_FAIL_INDEX_V(p_idx, varyings_list.size(), nullptr); |
736 | return &varyings_list[p_idx]; |
737 | } |
738 | |
739 | void VisualShader::set_varying_mode(const String &p_name, VaryingMode p_mode) { |
740 | ERR_FAIL_INDEX((int)p_mode, (int)VARYING_MODE_MAX); |
741 | ERR_FAIL_COND(!varyings.has(p_name)); |
742 | if (varyings[p_name].mode == p_mode) { |
743 | return; |
744 | } |
745 | varyings[p_name].mode = p_mode; |
746 | _queue_update(); |
747 | } |
748 | |
749 | VisualShader::VaryingMode VisualShader::get_varying_mode(const String &p_name) { |
750 | ERR_FAIL_COND_V(!varyings.has(p_name), VARYING_MODE_MAX); |
751 | return varyings[p_name].mode; |
752 | } |
753 | |
754 | void VisualShader::set_varying_type(const String &p_name, VaryingType p_type) { |
755 | ERR_FAIL_INDEX((int)p_type, (int)VARYING_TYPE_MAX); |
756 | ERR_FAIL_COND(!varyings.has(p_name)); |
757 | if (varyings[p_name].type == p_type) { |
758 | return; |
759 | } |
760 | varyings[p_name].type = p_type; |
761 | _queue_update(); |
762 | } |
763 | |
764 | VisualShader::VaryingType VisualShader::get_varying_type(const String &p_name) { |
765 | ERR_FAIL_COND_V(!varyings.has(p_name), VARYING_TYPE_MAX); |
766 | return varyings[p_name].type; |
767 | } |
768 | |
769 | void VisualShader::add_node(Type p_type, const Ref<VisualShaderNode> &p_node, const Vector2 &p_position, int p_id) { |
770 | ERR_FAIL_COND(p_node.is_null()); |
771 | ERR_FAIL_COND(p_id < 2); |
772 | ERR_FAIL_INDEX(p_type, TYPE_MAX); |
773 | Graph *g = &graph[p_type]; |
774 | ERR_FAIL_COND(g->nodes.has(p_id)); |
775 | Node n; |
776 | n.node = p_node; |
777 | n.position = p_position; |
778 | |
779 | Ref<VisualShaderNodeParameter> parameter = n.node; |
780 | if (parameter.is_valid()) { |
781 | String valid_name = validate_parameter_name(parameter->get_parameter_name(), parameter); |
782 | parameter->set_parameter_name(valid_name); |
783 | } |
784 | |
785 | Ref<VisualShaderNodeInput> input = n.node; |
786 | if (input.is_valid()) { |
787 | input->shader_mode = shader_mode; |
788 | input->shader_type = p_type; |
789 | } |
790 | |
791 | n.node->connect_changed(callable_mp(this, &VisualShader::_queue_update)); |
792 | |
793 | Ref<VisualShaderNodeCustom> custom = n.node; |
794 | if (custom.is_valid()) { |
795 | custom->update_ports(); |
796 | } |
797 | |
798 | g->nodes[p_id] = n; |
799 | |
800 | _queue_update(); |
801 | } |
802 | |
803 | void VisualShader::set_node_position(Type p_type, int p_id, const Vector2 &p_position) { |
804 | ERR_FAIL_INDEX(p_type, TYPE_MAX); |
805 | Graph *g = &graph[p_type]; |
806 | ERR_FAIL_COND(!g->nodes.has(p_id)); |
807 | g->nodes[p_id].position = p_position; |
808 | } |
809 | |
810 | Vector2 VisualShader::get_node_position(Type p_type, int p_id) const { |
811 | ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Vector2()); |
812 | const Graph *g = &graph[p_type]; |
813 | ERR_FAIL_COND_V(!g->nodes.has(p_id), Vector2()); |
814 | return g->nodes[p_id].position; |
815 | } |
816 | |
817 | Ref<VisualShaderNode> VisualShader::get_node(Type p_type, int p_id) const { |
818 | ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Ref<VisualShaderNode>()); |
819 | const Graph *g = &graph[p_type]; |
820 | ERR_FAIL_COND_V(!g->nodes.has(p_id), Ref<VisualShaderNode>()); |
821 | return g->nodes[p_id].node; |
822 | } |
823 | |
824 | Vector<int> VisualShader::get_node_list(Type p_type) const { |
825 | ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Vector<int>()); |
826 | const Graph *g = &graph[p_type]; |
827 | |
828 | Vector<int> ret; |
829 | for (const KeyValue<int, Node> &E : g->nodes) { |
830 | ret.push_back(E.key); |
831 | } |
832 | |
833 | return ret; |
834 | } |
835 | |
836 | int VisualShader::get_valid_node_id(Type p_type) const { |
837 | ERR_FAIL_INDEX_V(p_type, TYPE_MAX, NODE_ID_INVALID); |
838 | const Graph *g = &graph[p_type]; |
839 | return g->nodes.size() ? MAX(2, g->nodes.back()->key() + 1) : 2; |
840 | } |
841 | |
842 | int VisualShader::find_node_id(Type p_type, const Ref<VisualShaderNode> &p_node) const { |
843 | for (const KeyValue<int, Node> &E : graph[p_type].nodes) { |
844 | if (E.value.node == p_node) { |
845 | return E.key; |
846 | } |
847 | } |
848 | |
849 | return NODE_ID_INVALID; |
850 | } |
851 | |
852 | void VisualShader::remove_node(Type p_type, int p_id) { |
853 | ERR_FAIL_INDEX(p_type, TYPE_MAX); |
854 | ERR_FAIL_COND(p_id < 2); |
855 | Graph *g = &graph[p_type]; |
856 | ERR_FAIL_COND(!g->nodes.has(p_id)); |
857 | |
858 | g->nodes[p_id].node->disconnect_changed(callable_mp(this, &VisualShader::_queue_update)); |
859 | |
860 | g->nodes.erase(p_id); |
861 | |
862 | for (List<Connection>::Element *E = g->connections.front(); E;) { |
863 | List<Connection>::Element *N = E->next(); |
864 | if (E->get().from_node == p_id || E->get().to_node == p_id) { |
865 | g->connections.erase(E); |
866 | if (E->get().from_node == p_id) { |
867 | g->nodes[E->get().to_node].prev_connected_nodes.erase(p_id); |
868 | g->nodes[E->get().to_node].node->set_input_port_connected(E->get().to_port, false); |
869 | } else if (E->get().to_node == p_id) { |
870 | g->nodes[E->get().from_node].next_connected_nodes.erase(p_id); |
871 | } |
872 | } |
873 | E = N; |
874 | } |
875 | |
876 | _queue_update(); |
877 | } |
878 | |
879 | void VisualShader::replace_node(Type p_type, int p_id, const StringName &p_new_class) { |
880 | ERR_FAIL_INDEX(p_type, TYPE_MAX); |
881 | ERR_FAIL_COND(p_id < 2); |
882 | Graph *g = &graph[p_type]; |
883 | ERR_FAIL_COND(!g->nodes.has(p_id)); |
884 | |
885 | if (g->nodes[p_id].node->get_class_name() == p_new_class) { |
886 | return; |
887 | } |
888 | VisualShaderNode *vsn = Object::cast_to<VisualShaderNode>(ClassDB::instantiate(p_new_class)); |
889 | VisualShaderNode *prev_vsn = g->nodes[p_id].node.ptr(); |
890 | |
891 | // Update connection data. |
892 | for (int i = 0; i < vsn->get_output_port_count(); i++) { |
893 | if (i < prev_vsn->get_output_port_count()) { |
894 | if (prev_vsn->is_output_port_connected(i)) { |
895 | vsn->set_output_port_connected(i, true); |
896 | } |
897 | |
898 | if (prev_vsn->is_output_port_expandable(i) && prev_vsn->_is_output_port_expanded(i) && vsn->is_output_port_expandable(i)) { |
899 | vsn->_set_output_port_expanded(i, true); |
900 | |
901 | int component_count = 0; |
902 | switch (prev_vsn->get_output_port_type(i)) { |
903 | case VisualShaderNode::PORT_TYPE_VECTOR_2D: |
904 | component_count = 2; |
905 | break; |
906 | case VisualShaderNode::PORT_TYPE_VECTOR_3D: |
907 | component_count = 3; |
908 | break; |
909 | case VisualShaderNode::PORT_TYPE_VECTOR_4D: |
910 | component_count = 4; |
911 | break; |
912 | default: |
913 | break; |
914 | } |
915 | |
916 | for (int j = 0; j < component_count; j++) { |
917 | int sub_port = i + 1 + j; |
918 | |
919 | if (prev_vsn->is_output_port_connected(sub_port)) { |
920 | vsn->set_output_port_connected(sub_port, true); |
921 | } |
922 | } |
923 | |
924 | i += component_count; |
925 | } |
926 | } else { |
927 | break; |
928 | } |
929 | } |
930 | |
931 | vsn->connect_changed(callable_mp(this, &VisualShader::_queue_update)); |
932 | g->nodes[p_id].node = Ref<VisualShaderNode>(vsn); |
933 | |
934 | _queue_update(); |
935 | } |
936 | |
937 | 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 { |
938 | ERR_FAIL_INDEX_V(p_type, TYPE_MAX, false); |
939 | const Graph *g = &graph[p_type]; |
940 | |
941 | for (const Connection &E : g->connections) { |
942 | if (E.from_node == p_from_node && E.from_port == p_from_port && E.to_node == p_to_node && E.to_port == p_to_port) { |
943 | return true; |
944 | } |
945 | } |
946 | |
947 | return false; |
948 | } |
949 | |
950 | bool VisualShader::is_nodes_connected_relatively(const Graph *p_graph, int p_node, int p_target) const { |
951 | bool result = false; |
952 | |
953 | const VisualShader::Node &node = p_graph->nodes[p_node]; |
954 | |
955 | for (const int &E : node.prev_connected_nodes) { |
956 | if (E == p_target) { |
957 | return true; |
958 | } |
959 | |
960 | result = is_nodes_connected_relatively(p_graph, E, p_target); |
961 | if (result) { |
962 | break; |
963 | } |
964 | } |
965 | return result; |
966 | } |
967 | |
968 | 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 { |
969 | ERR_FAIL_INDEX_V(p_type, TYPE_MAX, false); |
970 | const Graph *g = &graph[p_type]; |
971 | |
972 | if (!g->nodes.has(p_from_node)) { |
973 | return false; |
974 | } |
975 | |
976 | if (p_from_node == p_to_node) { |
977 | return false; |
978 | } |
979 | |
980 | if (p_from_port < 0 || p_from_port >= g->nodes[p_from_node].node->get_expanded_output_port_count()) { |
981 | return false; |
982 | } |
983 | |
984 | if (!g->nodes.has(p_to_node)) { |
985 | return false; |
986 | } |
987 | |
988 | if (p_to_port < 0 || p_to_port >= g->nodes[p_to_node].node->get_input_port_count()) { |
989 | return false; |
990 | } |
991 | |
992 | VisualShaderNode::PortType from_port_type = g->nodes[p_from_node].node->get_output_port_type(p_from_port); |
993 | VisualShaderNode::PortType to_port_type = g->nodes[p_to_node].node->get_input_port_type(p_to_port); |
994 | |
995 | if (!is_port_types_compatible(from_port_type, to_port_type)) { |
996 | return false; |
997 | } |
998 | |
999 | for (const Connection &E : g->connections) { |
1000 | if (E.from_node == p_from_node && E.from_port == p_from_port && E.to_node == p_to_node && E.to_port == p_to_port) { |
1001 | return false; |
1002 | } |
1003 | } |
1004 | |
1005 | if (is_nodes_connected_relatively(g, p_from_node, p_to_node)) { |
1006 | return false; |
1007 | } |
1008 | |
1009 | return true; |
1010 | } |
1011 | |
1012 | bool VisualShader::is_port_types_compatible(int p_a, int p_b) const { |
1013 | return MAX(0, p_a - (int)VisualShaderNode::PORT_TYPE_BOOLEAN) == (MAX(0, p_b - (int)VisualShaderNode::PORT_TYPE_BOOLEAN)); |
1014 | } |
1015 | |
1016 | void VisualShader::connect_nodes_forced(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) { |
1017 | ERR_FAIL_INDEX(p_type, TYPE_MAX); |
1018 | Graph *g = &graph[p_type]; |
1019 | |
1020 | ERR_FAIL_COND(!g->nodes.has(p_from_node)); |
1021 | ERR_FAIL_INDEX(p_from_port, g->nodes[p_from_node].node->get_expanded_output_port_count()); |
1022 | ERR_FAIL_COND(!g->nodes.has(p_to_node)); |
1023 | ERR_FAIL_INDEX(p_to_port, g->nodes[p_to_node].node->get_input_port_count()); |
1024 | |
1025 | for (const Connection &E : g->connections) { |
1026 | if (E.from_node == p_from_node && E.from_port == p_from_port && E.to_node == p_to_node && E.to_port == p_to_port) { |
1027 | return; |
1028 | } |
1029 | } |
1030 | |
1031 | Connection c; |
1032 | c.from_node = p_from_node; |
1033 | c.from_port = p_from_port; |
1034 | c.to_node = p_to_node; |
1035 | c.to_port = p_to_port; |
1036 | g->connections.push_back(c); |
1037 | g->nodes[p_from_node].next_connected_nodes.push_back(p_to_node); |
1038 | g->nodes[p_to_node].prev_connected_nodes.push_back(p_from_node); |
1039 | g->nodes[p_from_node].node->set_output_port_connected(p_from_port, true); |
1040 | g->nodes[p_to_node].node->set_input_port_connected(p_to_port, true); |
1041 | |
1042 | _queue_update(); |
1043 | } |
1044 | |
1045 | Error VisualShader::connect_nodes(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) { |
1046 | ERR_FAIL_INDEX_V(p_type, TYPE_MAX, ERR_CANT_CONNECT); |
1047 | Graph *g = &graph[p_type]; |
1048 | |
1049 | ERR_FAIL_COND_V(!g->nodes.has(p_from_node), ERR_INVALID_PARAMETER); |
1050 | ERR_FAIL_INDEX_V(p_from_port, g->nodes[p_from_node].node->get_expanded_output_port_count(), ERR_INVALID_PARAMETER); |
1051 | ERR_FAIL_COND_V(!g->nodes.has(p_to_node), ERR_INVALID_PARAMETER); |
1052 | ERR_FAIL_INDEX_V(p_to_port, g->nodes[p_to_node].node->get_input_port_count(), ERR_INVALID_PARAMETER); |
1053 | |
1054 | VisualShaderNode::PortType from_port_type = g->nodes[p_from_node].node->get_output_port_type(p_from_port); |
1055 | VisualShaderNode::PortType to_port_type = g->nodes[p_to_node].node->get_input_port_type(p_to_port); |
1056 | |
1057 | ERR_FAIL_COND_V_MSG(!is_port_types_compatible(from_port_type, to_port_type), ERR_INVALID_PARAMETER, "Incompatible port types (scalar/vec/bool) with transform." ); |
1058 | |
1059 | for (const Connection &E : g->connections) { |
1060 | if (E.from_node == p_from_node && E.from_port == p_from_port && E.to_node == p_to_node && E.to_port == p_to_port) { |
1061 | ERR_FAIL_V(ERR_ALREADY_EXISTS); |
1062 | } |
1063 | } |
1064 | |
1065 | Connection c; |
1066 | c.from_node = p_from_node; |
1067 | c.from_port = p_from_port; |
1068 | c.to_node = p_to_node; |
1069 | c.to_port = p_to_port; |
1070 | g->connections.push_back(c); |
1071 | g->nodes[p_from_node].next_connected_nodes.push_back(p_to_node); |
1072 | g->nodes[p_to_node].prev_connected_nodes.push_back(p_from_node); |
1073 | g->nodes[p_from_node].node->set_output_port_connected(p_from_port, true); |
1074 | g->nodes[p_to_node].node->set_input_port_connected(p_to_port, true); |
1075 | |
1076 | _queue_update(); |
1077 | return OK; |
1078 | } |
1079 | |
1080 | void VisualShader::disconnect_nodes(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) { |
1081 | ERR_FAIL_INDEX(p_type, TYPE_MAX); |
1082 | Graph *g = &graph[p_type]; |
1083 | |
1084 | for (const List<Connection>::Element *E = g->connections.front(); E; E = E->next()) { |
1085 | 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) { |
1086 | g->connections.erase(E); |
1087 | g->nodes[p_from_node].next_connected_nodes.erase(p_to_node); |
1088 | g->nodes[p_to_node].prev_connected_nodes.erase(p_from_node); |
1089 | g->nodes[p_from_node].node->set_output_port_connected(p_from_port, false); |
1090 | g->nodes[p_to_node].node->set_input_port_connected(p_to_port, false); |
1091 | _queue_update(); |
1092 | return; |
1093 | } |
1094 | } |
1095 | } |
1096 | |
1097 | TypedArray<Dictionary> VisualShader::_get_node_connections(Type p_type) const { |
1098 | ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Array()); |
1099 | const Graph *g = &graph[p_type]; |
1100 | |
1101 | TypedArray<Dictionary> ret; |
1102 | for (const Connection &E : g->connections) { |
1103 | Dictionary d; |
1104 | d["from_node" ] = E.from_node; |
1105 | d["from_port" ] = E.from_port; |
1106 | d["to_node" ] = E.to_node; |
1107 | d["to_port" ] = E.to_port; |
1108 | ret.push_back(d); |
1109 | } |
1110 | |
1111 | return ret; |
1112 | } |
1113 | |
1114 | void VisualShader::get_node_connections(Type p_type, List<Connection> *r_connections) const { |
1115 | ERR_FAIL_INDEX(p_type, TYPE_MAX); |
1116 | const Graph *g = &graph[p_type]; |
1117 | |
1118 | for (const Connection &E : g->connections) { |
1119 | r_connections->push_back(E); |
1120 | } |
1121 | } |
1122 | |
1123 | void VisualShader::set_mode(Mode p_mode) { |
1124 | ERR_FAIL_INDEX_MSG(p_mode, Mode::MODE_MAX, vformat("Invalid shader mode: %d." , p_mode)); |
1125 | |
1126 | if (shader_mode == p_mode) { |
1127 | return; |
1128 | } |
1129 | |
1130 | //erase input/output connections |
1131 | modes.clear(); |
1132 | flags.clear(); |
1133 | shader_mode = p_mode; |
1134 | for (int i = 0; i < TYPE_MAX; i++) { |
1135 | for (KeyValue<int, Node> &E : graph[i].nodes) { |
1136 | Ref<VisualShaderNodeInput> input = E.value.node; |
1137 | if (input.is_valid()) { |
1138 | input->shader_mode = shader_mode; |
1139 | //input->input_index = 0; |
1140 | } |
1141 | } |
1142 | |
1143 | Ref<VisualShaderNodeOutput> output = graph[i].nodes[NODE_ID_OUTPUT].node; |
1144 | output->shader_mode = shader_mode; |
1145 | |
1146 | // clear connections since they are no longer valid |
1147 | for (List<Connection>::Element *E = graph[i].connections.front(); E;) { |
1148 | bool keep = true; |
1149 | |
1150 | List<Connection>::Element *N = E->next(); |
1151 | |
1152 | int from = E->get().from_node; |
1153 | int to = E->get().to_node; |
1154 | |
1155 | if (!graph[i].nodes.has(from)) { |
1156 | keep = false; |
1157 | } else { |
1158 | Ref<VisualShaderNode> from_node = graph[i].nodes[from].node; |
1159 | if (from_node->is_class("VisualShaderNodeOutput" ) || from_node->is_class("VisualShaderNodeInput" )) { |
1160 | keep = false; |
1161 | } |
1162 | } |
1163 | |
1164 | if (!graph[i].nodes.has(to)) { |
1165 | keep = false; |
1166 | } else { |
1167 | Ref<VisualShaderNode> to_node = graph[i].nodes[to].node; |
1168 | if (to_node->is_class("VisualShaderNodeOutput" ) || to_node->is_class("VisualShaderNodeInput" )) { |
1169 | keep = false; |
1170 | } |
1171 | } |
1172 | |
1173 | if (!keep) { |
1174 | graph[i].connections.erase(E); |
1175 | } |
1176 | E = N; |
1177 | } |
1178 | } |
1179 | |
1180 | _queue_update(); |
1181 | notify_property_list_changed(); |
1182 | } |
1183 | |
1184 | void VisualShader::set_graph_offset(const Vector2 &p_offset) { |
1185 | graph_offset = p_offset; |
1186 | } |
1187 | |
1188 | Vector2 VisualShader::get_graph_offset() const { |
1189 | return graph_offset; |
1190 | } |
1191 | |
1192 | Shader::Mode VisualShader::get_mode() const { |
1193 | return shader_mode; |
1194 | } |
1195 | |
1196 | bool VisualShader::is_text_shader() const { |
1197 | return false; |
1198 | } |
1199 | |
1200 | String VisualShader::generate_preview_shader(Type p_type, int p_node, int p_port, Vector<DefaultTextureParam> &default_tex_params) const { |
1201 | Ref<VisualShaderNode> node = get_node(p_type, p_node); |
1202 | ERR_FAIL_COND_V(!node.is_valid(), String()); |
1203 | ERR_FAIL_COND_V(p_port < 0 || p_port >= node->get_expanded_output_port_count(), String()); |
1204 | ERR_FAIL_COND_V(node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_TRANSFORM, String()); |
1205 | |
1206 | StringBuilder global_code; |
1207 | StringBuilder global_code_per_node; |
1208 | HashMap<Type, StringBuilder> global_code_per_func; |
1209 | StringBuilder shader_code; |
1210 | HashSet<StringName> classes; |
1211 | |
1212 | global_code += String() + "shader_type canvas_item;\n" ; |
1213 | |
1214 | String global_expressions; |
1215 | for (int i = 0, index = 0; i < TYPE_MAX; i++) { |
1216 | for (const KeyValue<int, Node> &E : graph[i].nodes) { |
1217 | Ref<VisualShaderNodeGlobalExpression> global_expression = E.value.node; |
1218 | if (global_expression.is_valid()) { |
1219 | String expr = "" ; |
1220 | expr += "// " + global_expression->get_caption() + ":" + itos(index++) + "\n" ; |
1221 | expr += global_expression->generate_global(get_mode(), Type(i), -1); |
1222 | expr = expr.replace("\n" , "\n " ); |
1223 | expr += "\n" ; |
1224 | global_expressions += expr; |
1225 | } |
1226 | } |
1227 | } |
1228 | |
1229 | global_code += "\n" ; |
1230 | global_code += global_expressions; |
1231 | |
1232 | //make it faster to go around through shader |
1233 | VMap<ConnectionKey, const List<Connection>::Element *> input_connections; |
1234 | VMap<ConnectionKey, const List<Connection>::Element *> output_connections; |
1235 | |
1236 | for (const List<Connection>::Element *E = graph[p_type].connections.front(); E; E = E->next()) { |
1237 | ConnectionKey from_key; |
1238 | from_key.node = E->get().from_node; |
1239 | from_key.port = E->get().from_port; |
1240 | |
1241 | output_connections.insert(from_key, E); |
1242 | |
1243 | ConnectionKey to_key; |
1244 | to_key.node = E->get().to_node; |
1245 | to_key.port = E->get().to_port; |
1246 | |
1247 | input_connections.insert(to_key, E); |
1248 | } |
1249 | |
1250 | shader_code += "\nvoid fragment() {\n" ; |
1251 | |
1252 | HashSet<int> processed; |
1253 | Error err = _write_node(p_type, &global_code, &global_code_per_node, &global_code_per_func, shader_code, default_tex_params, input_connections, output_connections, p_node, processed, true, classes); |
1254 | ERR_FAIL_COND_V(err != OK, String()); |
1255 | |
1256 | switch (node->get_output_port_type(p_port)) { |
1257 | case VisualShaderNode::PORT_TYPE_SCALAR: { |
1258 | shader_code += " COLOR.rgb = vec3(n_out" + itos(p_node) + "p" + itos(p_port) + ");\n" ; |
1259 | } break; |
1260 | case VisualShaderNode::PORT_TYPE_SCALAR_INT: { |
1261 | shader_code += " COLOR.rgb = vec3(float(n_out" + itos(p_node) + "p" + itos(p_port) + "));\n" ; |
1262 | } break; |
1263 | case VisualShaderNode::PORT_TYPE_SCALAR_UINT: { |
1264 | shader_code += " COLOR.rgb = vec3(float(n_out" + itos(p_node) + "p" + itos(p_port) + "));\n" ; |
1265 | } break; |
1266 | case VisualShaderNode::PORT_TYPE_BOOLEAN: { |
1267 | shader_code += " COLOR.rgb = vec3(n_out" + itos(p_node) + "p" + itos(p_port) + " ? 1.0 : 0.0);\n" ; |
1268 | } break; |
1269 | case VisualShaderNode::PORT_TYPE_VECTOR_2D: { |
1270 | shader_code += " COLOR.rgb = vec3(n_out" + itos(p_node) + "p" + itos(p_port) + ", 0.0);\n" ; |
1271 | } break; |
1272 | case VisualShaderNode::PORT_TYPE_VECTOR_3D: { |
1273 | shader_code += " COLOR.rgb = n_out" + itos(p_node) + "p" + itos(p_port) + ";\n" ; |
1274 | } break; |
1275 | case VisualShaderNode::PORT_TYPE_VECTOR_4D: { |
1276 | shader_code += " COLOR.rgb = n_out" + itos(p_node) + "p" + itos(p_port) + ".xyz;\n" ; |
1277 | } break; |
1278 | default: { |
1279 | shader_code += " COLOR.rgb = vec3(0.0);\n" ; |
1280 | } break; |
1281 | } |
1282 | |
1283 | shader_code += "}\n" ; |
1284 | |
1285 | //set code secretly |
1286 | global_code += "\n\n" ; |
1287 | String final_code = global_code; |
1288 | final_code += global_code_per_node; |
1289 | final_code += shader_code; |
1290 | return final_code; |
1291 | } |
1292 | |
1293 | String VisualShader::validate_port_name(const String &p_port_name, VisualShaderNode *p_node, int p_port_id, bool p_output) const { |
1294 | String port_name = p_port_name; |
1295 | |
1296 | if (port_name.is_empty()) { |
1297 | return String(); |
1298 | } |
1299 | |
1300 | while (port_name.length() && !is_ascii_char(port_name[0])) { |
1301 | port_name = port_name.substr(1, port_name.length() - 1); |
1302 | } |
1303 | |
1304 | if (!port_name.is_empty()) { |
1305 | String valid_name; |
1306 | |
1307 | for (int i = 0; i < port_name.length(); i++) { |
1308 | if (is_ascii_identifier_char(port_name[i])) { |
1309 | valid_name += String::chr(port_name[i]); |
1310 | } else if (port_name[i] == ' ') { |
1311 | valid_name += "_" ; |
1312 | } |
1313 | } |
1314 | |
1315 | port_name = valid_name; |
1316 | } else { |
1317 | return String(); |
1318 | } |
1319 | |
1320 | List<String> input_names; |
1321 | List<String> output_names; |
1322 | |
1323 | for (int i = 0; i < p_node->get_input_port_count(); i++) { |
1324 | if (!p_output && i == p_port_id) { |
1325 | continue; |
1326 | } |
1327 | if (port_name == p_node->get_input_port_name(i)) { |
1328 | return String(); |
1329 | } |
1330 | } |
1331 | for (int i = 0; i < p_node->get_output_port_count(); i++) { |
1332 | if (p_output && i == p_port_id) { |
1333 | continue; |
1334 | } |
1335 | if (port_name == p_node->get_output_port_name(i)) { |
1336 | return String(); |
1337 | } |
1338 | } |
1339 | |
1340 | return port_name; |
1341 | } |
1342 | |
1343 | String VisualShader::validate_parameter_name(const String &p_name, const Ref<VisualShaderNodeParameter> &p_parameter) const { |
1344 | String param_name = p_name; //validate name first |
1345 | while (param_name.length() && !is_ascii_char(param_name[0])) { |
1346 | param_name = param_name.substr(1, param_name.length() - 1); |
1347 | } |
1348 | if (!param_name.is_empty()) { |
1349 | String valid_name; |
1350 | |
1351 | for (int i = 0; i < param_name.length(); i++) { |
1352 | if (is_ascii_identifier_char(param_name[i])) { |
1353 | valid_name += String::chr(param_name[i]); |
1354 | } else if (param_name[i] == ' ') { |
1355 | valid_name += "_" ; |
1356 | } |
1357 | } |
1358 | |
1359 | param_name = valid_name; |
1360 | } |
1361 | |
1362 | if (param_name.is_empty()) { |
1363 | param_name = p_parameter->get_caption(); |
1364 | } |
1365 | |
1366 | int attempt = 1; |
1367 | |
1368 | while (true) { |
1369 | bool exists = false; |
1370 | for (int i = 0; i < TYPE_MAX; i++) { |
1371 | for (const KeyValue<int, Node> &E : graph[i].nodes) { |
1372 | Ref<VisualShaderNodeParameter> node = E.value.node; |
1373 | if (node == p_parameter) { //do not test on self |
1374 | continue; |
1375 | } |
1376 | if (node.is_valid() && node->get_parameter_name() == param_name) { |
1377 | exists = true; |
1378 | break; |
1379 | } |
1380 | } |
1381 | if (exists) { |
1382 | break; |
1383 | } |
1384 | } |
1385 | |
1386 | if (exists) { |
1387 | //remove numbers, put new and try again |
1388 | attempt++; |
1389 | while (param_name.length() && is_digit(param_name[param_name.length() - 1])) { |
1390 | param_name = param_name.substr(0, param_name.length() - 1); |
1391 | } |
1392 | ERR_FAIL_COND_V(param_name.is_empty(), String()); |
1393 | param_name += itos(attempt); |
1394 | } else { |
1395 | break; |
1396 | } |
1397 | } |
1398 | |
1399 | return param_name; |
1400 | } |
1401 | |
1402 | static const char *type_string[VisualShader::TYPE_MAX] = { |
1403 | "vertex" , |
1404 | "fragment" , |
1405 | "light" , |
1406 | "start" , |
1407 | "process" , |
1408 | "collide" , |
1409 | "start_custom" , |
1410 | "process_custom" , |
1411 | "sky" , |
1412 | "fog" , |
1413 | }; |
1414 | |
1415 | bool VisualShader::_set(const StringName &p_name, const Variant &p_value) { |
1416 | String prop_name = p_name; |
1417 | if (prop_name == "mode" ) { |
1418 | set_mode(Shader::Mode(int(p_value))); |
1419 | return true; |
1420 | } else if (prop_name.begins_with("flags/" )) { |
1421 | StringName flag = prop_name.get_slicec('/', 1); |
1422 | bool enable = p_value; |
1423 | if (enable) { |
1424 | flags.insert(flag); |
1425 | } else { |
1426 | flags.erase(flag); |
1427 | } |
1428 | _queue_update(); |
1429 | return true; |
1430 | } else if (prop_name.begins_with("modes/" )) { |
1431 | String mode_name = prop_name.get_slicec('/', 1); |
1432 | int value = p_value; |
1433 | if (value == 0) { |
1434 | modes.erase(mode_name); //means it's default anyway, so don't store it |
1435 | } else { |
1436 | modes[mode_name] = value; |
1437 | } |
1438 | _queue_update(); |
1439 | return true; |
1440 | } else if (prop_name.begins_with("varyings/" )) { |
1441 | String var_name = prop_name.get_slicec('/', 1); |
1442 | Varying value = Varying(); |
1443 | value.name = var_name; |
1444 | if (value.from_string(p_value) && !varyings.has(var_name)) { |
1445 | varyings[var_name] = value; |
1446 | varyings_list.push_back(value); |
1447 | } |
1448 | _queue_update(); |
1449 | return true; |
1450 | } else if (prop_name.begins_with("nodes/" )) { |
1451 | String typestr = prop_name.get_slicec('/', 1); |
1452 | Type type = TYPE_VERTEX; |
1453 | for (int i = 0; i < TYPE_MAX; i++) { |
1454 | if (typestr == type_string[i]) { |
1455 | type = Type(i); |
1456 | break; |
1457 | } |
1458 | } |
1459 | |
1460 | String index = prop_name.get_slicec('/', 2); |
1461 | if (index == "connections" ) { |
1462 | Vector<int> conns = p_value; |
1463 | if (conns.size() % 4 == 0) { |
1464 | for (int i = 0; i < conns.size(); i += 4) { |
1465 | connect_nodes_forced(type, conns[i + 0], conns[i + 1], conns[i + 2], conns[i + 3]); |
1466 | } |
1467 | } |
1468 | return true; |
1469 | } |
1470 | |
1471 | int id = index.to_int(); |
1472 | String what = prop_name.get_slicec('/', 3); |
1473 | |
1474 | if (what == "node" ) { |
1475 | add_node(type, p_value, Vector2(), id); |
1476 | return true; |
1477 | } else if (what == "position" ) { |
1478 | set_node_position(type, id, p_value); |
1479 | return true; |
1480 | } else if (what == "size" ) { |
1481 | ((VisualShaderNodeResizableBase *)get_node(type, id).ptr())->set_size(p_value); |
1482 | return true; |
1483 | } else if (what == "input_ports" ) { |
1484 | ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->set_inputs(p_value); |
1485 | return true; |
1486 | } else if (what == "output_ports" ) { |
1487 | ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->set_outputs(p_value); |
1488 | return true; |
1489 | } else if (what == "expression" ) { |
1490 | ((VisualShaderNodeExpression *)get_node(type, id).ptr())->set_expression(p_value); |
1491 | return true; |
1492 | } |
1493 | } |
1494 | return false; |
1495 | } |
1496 | |
1497 | bool VisualShader::_get(const StringName &p_name, Variant &r_ret) const { |
1498 | String prop_name = p_name; |
1499 | if (prop_name == "mode" ) { |
1500 | r_ret = get_mode(); |
1501 | return true; |
1502 | } else if (prop_name.begins_with("flags/" )) { |
1503 | StringName flag = prop_name.get_slicec('/', 1); |
1504 | r_ret = flags.has(flag); |
1505 | return true; |
1506 | } else if (prop_name.begins_with("modes/" )) { |
1507 | String mode_name = prop_name.get_slicec('/', 1); |
1508 | if (modes.has(mode_name)) { |
1509 | r_ret = modes[mode_name]; |
1510 | } else { |
1511 | r_ret = 0; |
1512 | } |
1513 | return true; |
1514 | } else if (prop_name.begins_with("varyings/" )) { |
1515 | String var_name = prop_name.get_slicec('/', 1); |
1516 | if (varyings.has(var_name)) { |
1517 | r_ret = varyings[var_name].to_string(); |
1518 | } else { |
1519 | r_ret = String(); |
1520 | } |
1521 | return true; |
1522 | } else if (prop_name.begins_with("nodes/" )) { |
1523 | String typestr = prop_name.get_slicec('/', 1); |
1524 | Type type = TYPE_VERTEX; |
1525 | for (int i = 0; i < TYPE_MAX; i++) { |
1526 | if (typestr == type_string[i]) { |
1527 | type = Type(i); |
1528 | break; |
1529 | } |
1530 | } |
1531 | |
1532 | String index = prop_name.get_slicec('/', 2); |
1533 | if (index == "connections" ) { |
1534 | Vector<int> conns; |
1535 | for (const Connection &E : graph[type].connections) { |
1536 | conns.push_back(E.from_node); |
1537 | conns.push_back(E.from_port); |
1538 | conns.push_back(E.to_node); |
1539 | conns.push_back(E.to_port); |
1540 | } |
1541 | |
1542 | r_ret = conns; |
1543 | return true; |
1544 | } |
1545 | |
1546 | int id = index.to_int(); |
1547 | String what = prop_name.get_slicec('/', 3); |
1548 | |
1549 | if (what == "node" ) { |
1550 | r_ret = get_node(type, id); |
1551 | return true; |
1552 | } else if (what == "position" ) { |
1553 | r_ret = get_node_position(type, id); |
1554 | return true; |
1555 | } else if (what == "size" ) { |
1556 | r_ret = ((VisualShaderNodeResizableBase *)get_node(type, id).ptr())->get_size(); |
1557 | return true; |
1558 | } else if (what == "input_ports" ) { |
1559 | r_ret = ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->get_inputs(); |
1560 | return true; |
1561 | } else if (what == "output_ports" ) { |
1562 | r_ret = ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->get_outputs(); |
1563 | return true; |
1564 | } else if (what == "expression" ) { |
1565 | r_ret = ((VisualShaderNodeExpression *)get_node(type, id).ptr())->get_expression(); |
1566 | return true; |
1567 | } |
1568 | } |
1569 | return false; |
1570 | } |
1571 | |
1572 | void VisualShader::reset_state() { |
1573 | // TODO: Everything needs to be cleared here. |
1574 | emit_changed(); |
1575 | } |
1576 | |
1577 | void VisualShader::_get_property_list(List<PropertyInfo> *p_list) const { |
1578 | //mode |
1579 | p_list->push_back(PropertyInfo(Variant::INT, PNAME("mode" ), PROPERTY_HINT_ENUM, "Node3D,CanvasItem,Particles,Sky,Fog" )); |
1580 | //render modes |
1581 | |
1582 | HashMap<String, String> blend_mode_enums; |
1583 | HashSet<String> toggles; |
1584 | |
1585 | const Vector<ShaderLanguage::ModeInfo> &rmodes = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode)); |
1586 | |
1587 | for (int i = 0; i < rmodes.size(); i++) { |
1588 | const ShaderLanguage::ModeInfo &info = rmodes[i]; |
1589 | |
1590 | if (!info.options.is_empty()) { |
1591 | const String begin = String(info.name); |
1592 | |
1593 | for (int j = 0; j < info.options.size(); j++) { |
1594 | const String option = String(info.options[j]).capitalize(); |
1595 | |
1596 | if (!blend_mode_enums.has(begin)) { |
1597 | blend_mode_enums[begin] = option; |
1598 | } else { |
1599 | blend_mode_enums[begin] += "," + option; |
1600 | } |
1601 | } |
1602 | } else { |
1603 | toggles.insert(String(info.name)); |
1604 | } |
1605 | } |
1606 | |
1607 | for (const KeyValue<String, String> &E : blend_mode_enums) { |
1608 | p_list->push_back(PropertyInfo(Variant::INT, vformat("%s/%s" , PNAME("modes" ), E.key), PROPERTY_HINT_ENUM, E.value)); |
1609 | } |
1610 | |
1611 | for (const String &E : toggles) { |
1612 | p_list->push_back(PropertyInfo(Variant::BOOL, vformat("%s/%s" , PNAME("flags" ), E))); |
1613 | } |
1614 | |
1615 | for (const KeyValue<String, Varying> &E : varyings) { |
1616 | p_list->push_back(PropertyInfo(Variant::STRING, vformat("%s/%s" , PNAME("varyings" ), E.key))); |
1617 | } |
1618 | |
1619 | for (int i = 0; i < TYPE_MAX; i++) { |
1620 | for (const KeyValue<int, Node> &E : graph[i].nodes) { |
1621 | String prop_name = "nodes/" ; |
1622 | prop_name += type_string[i]; |
1623 | prop_name += "/" + itos(E.key); |
1624 | |
1625 | if (E.key != NODE_ID_OUTPUT) { |
1626 | p_list->push_back(PropertyInfo(Variant::OBJECT, prop_name + "/node" , PROPERTY_HINT_RESOURCE_TYPE, "VisualShaderNode" , PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_ALWAYS_DUPLICATE)); |
1627 | } |
1628 | p_list->push_back(PropertyInfo(Variant::VECTOR2, prop_name + "/position" , PROPERTY_HINT_NONE, "" , PROPERTY_USAGE_NO_EDITOR)); |
1629 | |
1630 | if (Object::cast_to<VisualShaderNodeGroupBase>(E.value.node.ptr()) != nullptr) { |
1631 | p_list->push_back(PropertyInfo(Variant::VECTOR2, prop_name + "/size" , PROPERTY_HINT_NONE, "" , PROPERTY_USAGE_NO_EDITOR)); |
1632 | p_list->push_back(PropertyInfo(Variant::STRING, prop_name + "/input_ports" , PROPERTY_HINT_NONE, "" , PROPERTY_USAGE_NO_EDITOR)); |
1633 | p_list->push_back(PropertyInfo(Variant::STRING, prop_name + "/output_ports" , PROPERTY_HINT_NONE, "" , PROPERTY_USAGE_NO_EDITOR)); |
1634 | } |
1635 | if (Object::cast_to<VisualShaderNodeExpression>(E.value.node.ptr()) != nullptr) { |
1636 | p_list->push_back(PropertyInfo(Variant::STRING, prop_name + "/expression" , PROPERTY_HINT_NONE, "" , PROPERTY_USAGE_NO_EDITOR)); |
1637 | } |
1638 | } |
1639 | p_list->push_back(PropertyInfo(Variant::PACKED_INT32_ARRAY, "nodes/" + String(type_string[i]) + "/connections" , PROPERTY_HINT_NONE, "" , PROPERTY_USAGE_NO_EDITOR)); |
1640 | } |
1641 | } |
1642 | |
1643 | Error VisualShader::_write_node(Type type, StringBuilder *p_global_code, StringBuilder *p_global_code_per_node, HashMap<Type, StringBuilder> *p_global_code_per_func, StringBuilder &r_code, Vector<VisualShader::DefaultTextureParam> &r_def_tex_params, const VMap<ConnectionKey, const List<Connection>::Element *> &p_input_connections, const VMap<ConnectionKey, const List<Connection>::Element *> &p_output_connections, int p_node, HashSet<int> &r_processed, bool p_for_preview, HashSet<StringName> &r_classes) const { |
1644 | const Ref<VisualShaderNode> vsnode = graph[type].nodes[p_node].node; |
1645 | |
1646 | if (vsnode->is_disabled()) { |
1647 | r_code += "// " + vsnode->get_caption() + ":" + itos(p_node) + "\n" ; |
1648 | r_code += " // Node is disabled and code is not generated.\n" ; |
1649 | return OK; |
1650 | } |
1651 | |
1652 | //check inputs recursively first |
1653 | int input_count = vsnode->get_input_port_count(); |
1654 | for (int i = 0; i < input_count; i++) { |
1655 | ConnectionKey ck; |
1656 | ck.node = p_node; |
1657 | ck.port = i; |
1658 | |
1659 | if (p_input_connections.has(ck)) { |
1660 | int from_node = p_input_connections[ck]->get().from_node; |
1661 | if (r_processed.has(from_node)) { |
1662 | continue; |
1663 | } |
1664 | |
1665 | Error err = _write_node(type, p_global_code, p_global_code_per_node, p_global_code_per_func, r_code, r_def_tex_params, p_input_connections, p_output_connections, from_node, r_processed, p_for_preview, r_classes); |
1666 | if (err) { |
1667 | return err; |
1668 | } |
1669 | } |
1670 | } |
1671 | |
1672 | // then this node |
1673 | |
1674 | Vector<VisualShader::DefaultTextureParam> params = vsnode->get_default_texture_parameters(type, p_node); |
1675 | for (int i = 0; i < params.size(); i++) { |
1676 | r_def_tex_params.push_back(params[i]); |
1677 | } |
1678 | |
1679 | Ref<VisualShaderNodeInput> input = vsnode; |
1680 | bool skip_global = input.is_valid() && p_for_preview; |
1681 | |
1682 | if (!skip_global) { |
1683 | Ref<VisualShaderNodeParameter> parameter = vsnode; |
1684 | if (!parameter.is_valid() || !parameter->is_global_code_generated()) { |
1685 | if (p_global_code) { |
1686 | *p_global_code += vsnode->generate_global(get_mode(), type, p_node); |
1687 | } |
1688 | } |
1689 | |
1690 | String class_name = vsnode->get_class_name(); |
1691 | if (class_name == "VisualShaderNodeCustom" ) { |
1692 | class_name = vsnode->get_script_instance()->get_script()->get_path(); |
1693 | } |
1694 | if (!r_classes.has(class_name)) { |
1695 | if (p_global_code_per_node) { |
1696 | *p_global_code_per_node += vsnode->generate_global_per_node(get_mode(), p_node); |
1697 | } |
1698 | for (int i = 0; i < TYPE_MAX; i++) { |
1699 | if (p_global_code_per_func) { |
1700 | (*p_global_code_per_func)[Type(i)] += vsnode->generate_global_per_func(get_mode(), Type(i), p_node); |
1701 | } |
1702 | } |
1703 | r_classes.insert(class_name); |
1704 | } |
1705 | } |
1706 | |
1707 | if (!vsnode->is_code_generated()) { // just generate globals and ignore locals |
1708 | r_processed.insert(p_node); |
1709 | return OK; |
1710 | } |
1711 | |
1712 | String node_name = "// " + vsnode->get_caption() + ":" + itos(p_node) + "\n" ; |
1713 | String node_code; |
1714 | Vector<String> input_vars; |
1715 | |
1716 | input_vars.resize(vsnode->get_input_port_count()); |
1717 | String *inputs = input_vars.ptrw(); |
1718 | |
1719 | for (int i = 0; i < input_count; i++) { |
1720 | ConnectionKey ck; |
1721 | ck.node = p_node; |
1722 | ck.port = i; |
1723 | |
1724 | if (p_input_connections.has(ck)) { |
1725 | //connected to something, use that output |
1726 | int from_node = p_input_connections[ck]->get().from_node; |
1727 | |
1728 | if (graph[type].nodes[from_node].node->is_disabled()) { |
1729 | continue; |
1730 | } |
1731 | |
1732 | int from_port = p_input_connections[ck]->get().from_port; |
1733 | |
1734 | VisualShaderNode::PortType in_type = vsnode->get_input_port_type(i); |
1735 | VisualShaderNode::PortType out_type = graph[type].nodes[from_node].node->get_output_port_type(from_port); |
1736 | |
1737 | String src_var = "n_out" + itos(from_node) + "p" + itos(from_port); |
1738 | |
1739 | if (in_type == VisualShaderNode::PORT_TYPE_SAMPLER && out_type == VisualShaderNode::PORT_TYPE_SAMPLER) { |
1740 | VisualShaderNode *ptr = const_cast<VisualShaderNode *>(graph[type].nodes[from_node].node.ptr()); |
1741 | if (ptr->has_method("get_input_real_name" )) { |
1742 | inputs[i] = ptr->call("get_input_real_name" ); |
1743 | } else if (ptr->has_method("get_parameter_name" )) { |
1744 | inputs[i] = ptr->call("get_parameter_name" ); |
1745 | } else { |
1746 | inputs[i] = "" ; |
1747 | } |
1748 | } else if (in_type == out_type) { |
1749 | inputs[i] = src_var; |
1750 | } else { |
1751 | switch (in_type) { |
1752 | case VisualShaderNode::PORT_TYPE_SCALAR: { |
1753 | switch (out_type) { |
1754 | case VisualShaderNode::PORT_TYPE_SCALAR_INT: { |
1755 | inputs[i] = "float(" + src_var + ")" ; |
1756 | } break; |
1757 | case VisualShaderNode::PORT_TYPE_SCALAR_UINT: { |
1758 | inputs[i] = "float(" + src_var + ")" ; |
1759 | } break; |
1760 | case VisualShaderNode::PORT_TYPE_BOOLEAN: { |
1761 | inputs[i] = "(" + src_var + " ? 1.0 : 0.0)" ; |
1762 | } break; |
1763 | case VisualShaderNode::PORT_TYPE_VECTOR_2D: { |
1764 | inputs[i] = src_var + ".x" ; |
1765 | } break; |
1766 | case VisualShaderNode::PORT_TYPE_VECTOR_3D: { |
1767 | inputs[i] = src_var + ".x" ; |
1768 | } break; |
1769 | case VisualShaderNode::PORT_TYPE_VECTOR_4D: { |
1770 | inputs[i] = src_var + ".x" ; |
1771 | } break; |
1772 | default: |
1773 | break; |
1774 | } |
1775 | } break; |
1776 | case VisualShaderNode::PORT_TYPE_SCALAR_INT: { |
1777 | switch (out_type) { |
1778 | case VisualShaderNode::PORT_TYPE_SCALAR: { |
1779 | inputs[i] = "int(" + src_var + ")" ; |
1780 | } break; |
1781 | case VisualShaderNode::PORT_TYPE_SCALAR_UINT: { |
1782 | inputs[i] = "int(" + src_var + ")" ; |
1783 | } break; |
1784 | case VisualShaderNode::PORT_TYPE_BOOLEAN: { |
1785 | inputs[i] = "(" + src_var + " ? 1 : 0)" ; |
1786 | } break; |
1787 | case VisualShaderNode::PORT_TYPE_VECTOR_2D: { |
1788 | inputs[i] = "int(" + src_var + ".x)" ; |
1789 | } break; |
1790 | case VisualShaderNode::PORT_TYPE_VECTOR_3D: { |
1791 | inputs[i] = "int(" + src_var + ".x)" ; |
1792 | } break; |
1793 | case VisualShaderNode::PORT_TYPE_VECTOR_4D: { |
1794 | inputs[i] = "int(" + src_var + ".x)" ; |
1795 | } break; |
1796 | default: |
1797 | break; |
1798 | } |
1799 | } break; |
1800 | case VisualShaderNode::PORT_TYPE_SCALAR_UINT: { |
1801 | switch (out_type) { |
1802 | case VisualShaderNode::PORT_TYPE_SCALAR: { |
1803 | inputs[i] = "uint(" + src_var + ")" ; |
1804 | } break; |
1805 | case VisualShaderNode::PORT_TYPE_SCALAR_INT: { |
1806 | inputs[i] = "uint(" + src_var + ")" ; |
1807 | } break; |
1808 | case VisualShaderNode::PORT_TYPE_BOOLEAN: { |
1809 | inputs[i] = "(" + src_var + " ? 1u : 0u)" ; |
1810 | } break; |
1811 | case VisualShaderNode::PORT_TYPE_VECTOR_2D: { |
1812 | inputs[i] = "uint(" + src_var + ".x)" ; |
1813 | } break; |
1814 | case VisualShaderNode::PORT_TYPE_VECTOR_3D: { |
1815 | inputs[i] = "uint(" + src_var + ".x)" ; |
1816 | } break; |
1817 | case VisualShaderNode::PORT_TYPE_VECTOR_4D: { |
1818 | inputs[i] = "uint(" + src_var + ".x)" ; |
1819 | } break; |
1820 | default: |
1821 | break; |
1822 | } |
1823 | } break; |
1824 | case VisualShaderNode::PORT_TYPE_BOOLEAN: { |
1825 | switch (out_type) { |
1826 | case VisualShaderNode::PORT_TYPE_SCALAR: { |
1827 | inputs[i] = src_var + " > 0.0 ? true : false" ; |
1828 | } break; |
1829 | case VisualShaderNode::PORT_TYPE_SCALAR_INT: { |
1830 | inputs[i] = src_var + " > 0 ? true : false" ; |
1831 | } break; |
1832 | case VisualShaderNode::PORT_TYPE_SCALAR_UINT: { |
1833 | inputs[i] = src_var + " > 0u ? true : false" ; |
1834 | } break; |
1835 | case VisualShaderNode::PORT_TYPE_VECTOR_2D: { |
1836 | inputs[i] = "all(bvec2(" + src_var + "))" ; |
1837 | } break; |
1838 | case VisualShaderNode::PORT_TYPE_VECTOR_3D: { |
1839 | inputs[i] = "all(bvec3(" + src_var + "))" ; |
1840 | } break; |
1841 | case VisualShaderNode::PORT_TYPE_VECTOR_4D: { |
1842 | inputs[i] = "all(bvec4(" + src_var + "))" ; |
1843 | } break; |
1844 | default: |
1845 | break; |
1846 | } |
1847 | } break; |
1848 | case VisualShaderNode::PORT_TYPE_VECTOR_2D: { |
1849 | switch (out_type) { |
1850 | case VisualShaderNode::PORT_TYPE_SCALAR: { |
1851 | inputs[i] = "vec2(" + src_var + ")" ; |
1852 | } break; |
1853 | case VisualShaderNode::PORT_TYPE_SCALAR_INT: { |
1854 | inputs[i] = "vec2(float(" + src_var + "))" ; |
1855 | } break; |
1856 | case VisualShaderNode::PORT_TYPE_SCALAR_UINT: { |
1857 | inputs[i] = "vec2(float(" + src_var + "))" ; |
1858 | } break; |
1859 | case VisualShaderNode::PORT_TYPE_BOOLEAN: { |
1860 | inputs[i] = "vec2(" + src_var + " ? 1.0 : 0.0)" ; |
1861 | } break; |
1862 | case VisualShaderNode::PORT_TYPE_VECTOR_3D: |
1863 | case VisualShaderNode::PORT_TYPE_VECTOR_4D: { |
1864 | inputs[i] = "vec2(" + src_var + ".xy)" ; |
1865 | } break; |
1866 | default: |
1867 | break; |
1868 | } |
1869 | } break; |
1870 | |
1871 | case VisualShaderNode::PORT_TYPE_VECTOR_3D: { |
1872 | switch (out_type) { |
1873 | case VisualShaderNode::PORT_TYPE_SCALAR: { |
1874 | inputs[i] = "vec3(" + src_var + ")" ; |
1875 | } break; |
1876 | case VisualShaderNode::PORT_TYPE_SCALAR_INT: { |
1877 | inputs[i] = "vec3(float(" + src_var + "))" ; |
1878 | } break; |
1879 | case VisualShaderNode::PORT_TYPE_SCALAR_UINT: { |
1880 | inputs[i] = "vec3(float(" + src_var + "))" ; |
1881 | } break; |
1882 | case VisualShaderNode::PORT_TYPE_BOOLEAN: { |
1883 | inputs[i] = "vec3(" + src_var + " ? 1.0 : 0.0)" ; |
1884 | } break; |
1885 | case VisualShaderNode::PORT_TYPE_VECTOR_2D: { |
1886 | inputs[i] = "vec3(" + src_var + ", 0.0)" ; |
1887 | } break; |
1888 | case VisualShaderNode::PORT_TYPE_VECTOR_4D: { |
1889 | inputs[i] = "vec3(" + src_var + ".xyz)" ; |
1890 | } break; |
1891 | default: |
1892 | break; |
1893 | } |
1894 | } break; |
1895 | case VisualShaderNode::PORT_TYPE_VECTOR_4D: { |
1896 | switch (out_type) { |
1897 | case VisualShaderNode::PORT_TYPE_SCALAR: { |
1898 | inputs[i] = "vec4(" + src_var + ")" ; |
1899 | } break; |
1900 | case VisualShaderNode::PORT_TYPE_SCALAR_INT: { |
1901 | inputs[i] = "vec4(float(" + src_var + "))" ; |
1902 | } break; |
1903 | case VisualShaderNode::PORT_TYPE_SCALAR_UINT: { |
1904 | inputs[i] = "vec4(float(" + src_var + "))" ; |
1905 | } break; |
1906 | case VisualShaderNode::PORT_TYPE_BOOLEAN: { |
1907 | inputs[i] = "vec4(" + src_var + " ? 1.0 : 0.0)" ; |
1908 | } break; |
1909 | case VisualShaderNode::PORT_TYPE_VECTOR_2D: { |
1910 | inputs[i] = "vec4(" + src_var + ", 0.0, 0.0)" ; |
1911 | } break; |
1912 | case VisualShaderNode::PORT_TYPE_VECTOR_3D: { |
1913 | inputs[i] = "vec4(" + src_var + ", 0.0)" ; |
1914 | } break; |
1915 | default: |
1916 | break; |
1917 | } |
1918 | } break; |
1919 | default: |
1920 | break; |
1921 | } |
1922 | } |
1923 | } else { |
1924 | if (!vsnode->is_generate_input_var(i)) { |
1925 | continue; |
1926 | } |
1927 | |
1928 | Variant defval = vsnode->get_input_port_default_value(i); |
1929 | if (defval.get_type() == Variant::FLOAT) { |
1930 | float val = defval; |
1931 | inputs[i] = "n_in" + itos(p_node) + "p" + itos(i); |
1932 | node_code += " float " + inputs[i] + " = " + vformat("%.5f" , val) + ";\n" ; |
1933 | } else if (defval.get_type() == Variant::INT) { |
1934 | int val = defval; |
1935 | inputs[i] = "n_in" + itos(p_node) + "p" + itos(i); |
1936 | if (vsnode->get_input_port_type(i) == VisualShaderNode::PORT_TYPE_SCALAR_UINT) { |
1937 | node_code += " uint " + inputs[i] + " = " + itos(val) + "u;\n" ; |
1938 | } else { |
1939 | node_code += " int " + inputs[i] + " = " + itos(val) + ";\n" ; |
1940 | } |
1941 | } else if (defval.get_type() == Variant::BOOL) { |
1942 | bool val = defval; |
1943 | inputs[i] = "n_in" + itos(p_node) + "p" + itos(i); |
1944 | node_code += " bool " + inputs[i] + " = " + (val ? "true" : "false" ) + ";\n" ; |
1945 | } else if (defval.get_type() == Variant::VECTOR2) { |
1946 | Vector2 val = defval; |
1947 | inputs[i] = "n_in" + itos(p_node) + "p" + itos(i); |
1948 | node_code += " vec2 " + inputs[i] + " = " + vformat("vec2(%.5f, %.5f);\n" , val.x, val.y); |
1949 | } else if (defval.get_type() == Variant::VECTOR3) { |
1950 | Vector3 val = defval; |
1951 | inputs[i] = "n_in" + itos(p_node) + "p" + itos(i); |
1952 | node_code += " vec3 " + inputs[i] + " = " + vformat("vec3(%.5f, %.5f, %.5f);\n" , val.x, val.y, val.z); |
1953 | } else if (defval.get_type() == Variant::QUATERNION) { |
1954 | Quaternion val = defval; |
1955 | inputs[i] = "n_in" + itos(p_node) + "p" + itos(i); |
1956 | node_code += " vec4 " + inputs[i] + " = " + vformat("vec4(%.5f, %.5f, %.5f, %.5f);\n" , val.x, val.y, val.z, val.w); |
1957 | } else if (defval.get_type() == Variant::TRANSFORM3D) { |
1958 | Transform3D val = defval; |
1959 | val.basis.transpose(); |
1960 | inputs[i] = "n_in" + itos(p_node) + "p" + itos(i); |
1961 | Array values; |
1962 | for (int j = 0; j < 3; j++) { |
1963 | values.push_back(val.basis[j].x); |
1964 | values.push_back(val.basis[j].y); |
1965 | values.push_back(val.basis[j].z); |
1966 | } |
1967 | values.push_back(val.origin.x); |
1968 | values.push_back(val.origin.y); |
1969 | values.push_back(val.origin.z); |
1970 | bool err = false; |
1971 | node_code += " mat4 " + 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); |
1972 | } else { |
1973 | //will go empty, node is expected to know what it is doing at this point and handle it |
1974 | } |
1975 | } |
1976 | } |
1977 | |
1978 | int output_count = vsnode->get_output_port_count(); |
1979 | int initial_output_count = output_count; |
1980 | |
1981 | HashMap<int, bool> expanded_output_ports; |
1982 | |
1983 | for (int i = 0; i < initial_output_count; i++) { |
1984 | bool expanded = false; |
1985 | |
1986 | if (vsnode->is_output_port_expandable(i) && vsnode->_is_output_port_expanded(i)) { |
1987 | expanded = true; |
1988 | |
1989 | switch (vsnode->get_output_port_type(i)) { |
1990 | case VisualShaderNode::PORT_TYPE_VECTOR_2D: { |
1991 | output_count += 2; |
1992 | } break; |
1993 | case VisualShaderNode::PORT_TYPE_VECTOR_3D: { |
1994 | output_count += 3; |
1995 | } break; |
1996 | case VisualShaderNode::PORT_TYPE_VECTOR_4D: { |
1997 | output_count += 4; |
1998 | } break; |
1999 | default: |
2000 | break; |
2001 | } |
2002 | } |
2003 | expanded_output_ports.insert(i, expanded); |
2004 | } |
2005 | |
2006 | Vector<String> output_vars; |
2007 | output_vars.resize(output_count); |
2008 | String *outputs = output_vars.ptrw(); |
2009 | |
2010 | if (vsnode->is_simple_decl()) { // less code to generate for some simple_decl nodes |
2011 | for (int i = 0, j = 0; i < initial_output_count; i++, j++) { |
2012 | String var_name = "n_out" + itos(p_node) + "p" + itos(j); |
2013 | switch (vsnode->get_output_port_type(i)) { |
2014 | case VisualShaderNode::PORT_TYPE_SCALAR: |
2015 | outputs[i] = "float " + var_name; |
2016 | break; |
2017 | case VisualShaderNode::PORT_TYPE_SCALAR_INT: |
2018 | outputs[i] = "int " + var_name; |
2019 | break; |
2020 | case VisualShaderNode::PORT_TYPE_SCALAR_UINT: |
2021 | outputs[i] = "uint " + var_name; |
2022 | break; |
2023 | case VisualShaderNode::PORT_TYPE_VECTOR_2D: |
2024 | outputs[i] = "vec2 " + var_name; |
2025 | break; |
2026 | case VisualShaderNode::PORT_TYPE_VECTOR_3D: |
2027 | outputs[i] = "vec3 " + var_name; |
2028 | break; |
2029 | case VisualShaderNode::PORT_TYPE_VECTOR_4D: |
2030 | outputs[i] = "vec4 " + var_name; |
2031 | break; |
2032 | case VisualShaderNode::PORT_TYPE_BOOLEAN: |
2033 | outputs[i] = "bool " + var_name; |
2034 | break; |
2035 | case VisualShaderNode::PORT_TYPE_TRANSFORM: |
2036 | outputs[i] = "mat4 " + var_name; |
2037 | break; |
2038 | default: |
2039 | break; |
2040 | } |
2041 | if (expanded_output_ports[i]) { |
2042 | switch (vsnode->get_output_port_type(i)) { |
2043 | case VisualShaderNode::PORT_TYPE_VECTOR_2D: { |
2044 | j += 2; |
2045 | } break; |
2046 | case VisualShaderNode::PORT_TYPE_VECTOR_3D: { |
2047 | j += 3; |
2048 | } break; |
2049 | case VisualShaderNode::PORT_TYPE_VECTOR_4D: { |
2050 | j += 4; |
2051 | } break; |
2052 | default: |
2053 | break; |
2054 | } |
2055 | } |
2056 | } |
2057 | |
2058 | } else { |
2059 | for (int i = 0, j = 0; i < initial_output_count; i++, j++) { |
2060 | outputs[i] = "n_out" + itos(p_node) + "p" + itos(j); |
2061 | switch (vsnode->get_output_port_type(i)) { |
2062 | case VisualShaderNode::PORT_TYPE_SCALAR: |
2063 | r_code += " float " + outputs[i] + ";\n" ; |
2064 | break; |
2065 | case VisualShaderNode::PORT_TYPE_SCALAR_INT: |
2066 | r_code += " int " + outputs[i] + ";\n" ; |
2067 | break; |
2068 | case VisualShaderNode::PORT_TYPE_SCALAR_UINT: |
2069 | r_code += " uint " + outputs[i] + ";\n" ; |
2070 | break; |
2071 | case VisualShaderNode::PORT_TYPE_VECTOR_2D: |
2072 | r_code += " vec2 " + outputs[i] + ";\n" ; |
2073 | break; |
2074 | case VisualShaderNode::PORT_TYPE_VECTOR_3D: |
2075 | r_code += " vec3 " + outputs[i] + ";\n" ; |
2076 | break; |
2077 | case VisualShaderNode::PORT_TYPE_VECTOR_4D: |
2078 | r_code += " vec4 " + outputs[i] + ";\n" ; |
2079 | break; |
2080 | case VisualShaderNode::PORT_TYPE_BOOLEAN: |
2081 | r_code += " bool " + outputs[i] + ";\n" ; |
2082 | break; |
2083 | case VisualShaderNode::PORT_TYPE_TRANSFORM: |
2084 | r_code += " mat4 " + outputs[i] + ";\n" ; |
2085 | break; |
2086 | default: |
2087 | break; |
2088 | } |
2089 | if (expanded_output_ports[i]) { |
2090 | switch (vsnode->get_output_port_type(i)) { |
2091 | case VisualShaderNode::PORT_TYPE_VECTOR_2D: { |
2092 | j += 2; |
2093 | } break; |
2094 | case VisualShaderNode::PORT_TYPE_VECTOR_3D: { |
2095 | j += 3; |
2096 | } break; |
2097 | case VisualShaderNode::PORT_TYPE_VECTOR_4D: { |
2098 | j += 4; |
2099 | } break; |
2100 | default: |
2101 | break; |
2102 | } |
2103 | } |
2104 | } |
2105 | } |
2106 | |
2107 | node_code += vsnode->generate_code(get_mode(), type, p_node, inputs, outputs, p_for_preview); |
2108 | if (!node_code.is_empty()) { |
2109 | r_code += node_name; |
2110 | r_code += node_code; |
2111 | } |
2112 | |
2113 | for (int i = 0; i < output_count; i++) { |
2114 | if (expanded_output_ports[i]) { |
2115 | switch (vsnode->get_output_port_type(i)) { |
2116 | case VisualShaderNode::PORT_TYPE_VECTOR_2D: { |
2117 | if (vsnode->is_output_port_connected(i + 1) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 1))) { // red-component |
2118 | String r = "n_out" + itos(p_node) + "p" + itos(i + 1); |
2119 | r_code += " float " + r + " = n_out" + itos(p_node) + "p" + itos(i) + ".r;\n" ; |
2120 | outputs[i + 1] = r; |
2121 | } |
2122 | |
2123 | if (vsnode->is_output_port_connected(i + 2) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 2))) { // green-component |
2124 | String g = "n_out" + itos(p_node) + "p" + itos(i + 2); |
2125 | r_code += " float " + g + " = n_out" + itos(p_node) + "p" + itos(i) + ".g;\n" ; |
2126 | outputs[i + 2] = g; |
2127 | } |
2128 | |
2129 | i += 2; |
2130 | } break; |
2131 | case VisualShaderNode::PORT_TYPE_VECTOR_3D: { |
2132 | if (vsnode->is_output_port_connected(i + 1) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 1))) { // red-component |
2133 | String r = "n_out" + itos(p_node) + "p" + itos(i + 1); |
2134 | r_code += " float " + r + " = n_out" + itos(p_node) + "p" + itos(i) + ".r;\n" ; |
2135 | outputs[i + 1] = r; |
2136 | } |
2137 | |
2138 | if (vsnode->is_output_port_connected(i + 2) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 2))) { // green-component |
2139 | String g = "n_out" + itos(p_node) + "p" + itos(i + 2); |
2140 | r_code += " float " + g + " = n_out" + itos(p_node) + "p" + itos(i) + ".g;\n" ; |
2141 | outputs[i + 2] = g; |
2142 | } |
2143 | |
2144 | if (vsnode->is_output_port_connected(i + 3) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 3))) { // blue-component |
2145 | String b = "n_out" + itos(p_node) + "p" + itos(i + 3); |
2146 | r_code += " float " + b + " = n_out" + itos(p_node) + "p" + itos(i) + ".b;\n" ; |
2147 | outputs[i + 3] = b; |
2148 | } |
2149 | |
2150 | i += 3; |
2151 | } break; |
2152 | case VisualShaderNode::PORT_TYPE_VECTOR_4D: { |
2153 | if (vsnode->is_output_port_connected(i + 1) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 1))) { // red-component |
2154 | String r = "n_out" + itos(p_node) + "p" + itos(i + 1); |
2155 | r_code += " float " + r + " = n_out" + itos(p_node) + "p" + itos(i) + ".r;\n" ; |
2156 | outputs[i + 1] = r; |
2157 | } |
2158 | |
2159 | if (vsnode->is_output_port_connected(i + 2) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 2))) { // green-component |
2160 | String g = "n_out" + itos(p_node) + "p" + itos(i + 2); |
2161 | r_code += " float " + g + " = n_out" + itos(p_node) + "p" + itos(i) + ".g;\n" ; |
2162 | outputs[i + 2] = g; |
2163 | } |
2164 | |
2165 | if (vsnode->is_output_port_connected(i + 3) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 3))) { // blue-component |
2166 | String b = "n_out" + itos(p_node) + "p" + itos(i + 3); |
2167 | r_code += " float " + b + " = n_out" + itos(p_node) + "p" + itos(i) + ".b;\n" ; |
2168 | outputs[i + 3] = b; |
2169 | } |
2170 | |
2171 | if (vsnode->is_output_port_connected(i + 4) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 4))) { // alpha-component |
2172 | String a = "n_out" + itos(p_node) + "p" + itos(i + 4); |
2173 | r_code += " float " + a + " = n_out" + itos(p_node) + "p" + itos(i) + ".a;\n" ; |
2174 | outputs[i + 4] = a; |
2175 | } |
2176 | |
2177 | i += 4; |
2178 | } break; |
2179 | default: |
2180 | break; |
2181 | } |
2182 | } |
2183 | } |
2184 | |
2185 | if (!node_code.is_empty()) { |
2186 | r_code += "\n\n" ; |
2187 | } |
2188 | |
2189 | r_processed.insert(p_node); |
2190 | |
2191 | return OK; |
2192 | } |
2193 | |
2194 | bool VisualShader::has_func_name(RenderingServer::ShaderMode p_mode, const String &p_func_name) const { |
2195 | if (!ShaderTypes::get_singleton()->get_functions(p_mode).has(p_func_name)) { |
2196 | if (p_mode == RenderingServer::ShaderMode::SHADER_PARTICLES) { |
2197 | if (p_func_name == "start_custom" || p_func_name == "process_custom" || p_func_name == "collide" ) { |
2198 | return true; |
2199 | } |
2200 | } |
2201 | return false; |
2202 | } |
2203 | |
2204 | return true; |
2205 | } |
2206 | |
2207 | void VisualShader::_update_shader() const { |
2208 | if (!dirty.is_set()) { |
2209 | return; |
2210 | } |
2211 | |
2212 | dirty.clear(); |
2213 | |
2214 | StringBuilder global_code; |
2215 | StringBuilder global_code_per_node; |
2216 | HashMap<Type, StringBuilder> global_code_per_func; |
2217 | StringBuilder shader_code; |
2218 | Vector<VisualShader::DefaultTextureParam> default_tex_params; |
2219 | HashSet<StringName> classes; |
2220 | HashMap<int, int> insertion_pos; |
2221 | static const char *shader_mode_str[Shader::MODE_MAX] = { "spatial" , "canvas_item" , "particles" , "sky" , "fog" }; |
2222 | |
2223 | global_code += String() + "shader_type " + shader_mode_str[shader_mode] + ";\n" ; |
2224 | |
2225 | String render_mode; |
2226 | |
2227 | { |
2228 | const Vector<ShaderLanguage::ModeInfo> &rmodes = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode)); |
2229 | Vector<String> flag_names; |
2230 | |
2231 | // Add enum modes first. |
2232 | for (int i = 0; i < rmodes.size(); i++) { |
2233 | const ShaderLanguage::ModeInfo &info = rmodes[i]; |
2234 | const String temp = String(info.name); |
2235 | |
2236 | if (!info.options.is_empty()) { |
2237 | if (!render_mode.is_empty()) { |
2238 | render_mode += ", " ; |
2239 | } |
2240 | // Always write out a render_mode for the enumerated modes as having no render mode is not always |
2241 | // the same as the default. i.e. for depth_draw_opaque, the render mode has to be declared for it |
2242 | // to work properly, no render mode is an invalid option. |
2243 | if (modes.has(temp) && modes[temp] < info.options.size()) { |
2244 | render_mode += temp + "_" + info.options[modes[temp]]; |
2245 | } else { |
2246 | // Use the default. |
2247 | render_mode += temp + "_" + info.options[0]; |
2248 | } |
2249 | } else if (flags.has(temp)) { |
2250 | flag_names.push_back(temp); |
2251 | } |
2252 | } |
2253 | |
2254 | // Add flags afterward. |
2255 | for (int i = 0; i < flag_names.size(); i++) { |
2256 | if (!render_mode.is_empty()) { |
2257 | render_mode += ", " ; |
2258 | } |
2259 | render_mode += flag_names[i]; |
2260 | } |
2261 | } |
2262 | |
2263 | if (!render_mode.is_empty()) { |
2264 | global_code += "render_mode " + render_mode + ";\n\n" ; |
2265 | } |
2266 | |
2267 | static const char *func_name[TYPE_MAX] = { "vertex" , "fragment" , "light" , "start" , "process" , "collide" , "start_custom" , "process_custom" , "sky" , "fog" }; |
2268 | |
2269 | String global_expressions; |
2270 | HashSet<String> used_parameter_names; |
2271 | List<VisualShaderNodeParameter *> parameters; |
2272 | HashMap<int, List<int>> emitters; |
2273 | HashMap<int, List<int>> varying_setters; |
2274 | |
2275 | for (int i = 0, index = 0; i < TYPE_MAX; i++) { |
2276 | if (!has_func_name(RenderingServer::ShaderMode(shader_mode), func_name[i])) { |
2277 | continue; |
2278 | } |
2279 | |
2280 | for (const KeyValue<int, Node> &E : graph[i].nodes) { |
2281 | Ref<VisualShaderNodeGlobalExpression> global_expression = E.value.node; |
2282 | if (global_expression.is_valid()) { |
2283 | String expr = "" ; |
2284 | expr += "// " + global_expression->get_caption() + ":" + itos(index++) + "\n" ; |
2285 | expr += global_expression->generate_global(get_mode(), Type(i), -1); |
2286 | expr = expr.replace("\n" , "\n " ); |
2287 | expr += "\n" ; |
2288 | global_expressions += expr; |
2289 | } |
2290 | Ref<VisualShaderNodeParameterRef> parameter_ref = E.value.node; |
2291 | if (parameter_ref.is_valid()) { |
2292 | used_parameter_names.insert(parameter_ref->get_parameter_name()); |
2293 | } |
2294 | Ref<VisualShaderNodeParameter> parameter = E.value.node; |
2295 | if (parameter.is_valid()) { |
2296 | parameters.push_back(parameter.ptr()); |
2297 | } |
2298 | Ref<VisualShaderNodeVaryingSetter> varying_setter = E.value.node; |
2299 | if (varying_setter.is_valid() && varying_setter->is_input_port_connected(0)) { |
2300 | if (!varying_setters.has(i)) { |
2301 | varying_setters.insert(i, List<int>()); |
2302 | } |
2303 | varying_setters[i].push_back(E.key); |
2304 | } |
2305 | Ref<VisualShaderNodeParticleEmit> emit_particle = E.value.node; |
2306 | if (emit_particle.is_valid()) { |
2307 | if (!emitters.has(i)) { |
2308 | emitters.insert(i, List<int>()); |
2309 | } |
2310 | emitters[i].push_back(E.key); |
2311 | } |
2312 | } |
2313 | } |
2314 | |
2315 | for (int i = 0; i < parameters.size(); i++) { |
2316 | VisualShaderNodeParameter *parameter = parameters[i]; |
2317 | if (used_parameter_names.has(parameter->get_parameter_name())) { |
2318 | global_code += parameter->generate_global(get_mode(), Type(i), -1); |
2319 | const_cast<VisualShaderNodeParameter *>(parameter)->set_global_code_generated(true); |
2320 | } else { |
2321 | const_cast<VisualShaderNodeParameter *>(parameter)->set_global_code_generated(false); |
2322 | } |
2323 | } |
2324 | |
2325 | if (!varyings.is_empty()) { |
2326 | global_code += "\n// Varyings\n" ; |
2327 | |
2328 | for (const KeyValue<String, Varying> &E : varyings) { |
2329 | global_code += "varying " ; |
2330 | switch (E.value.type) { |
2331 | case VaryingType::VARYING_TYPE_FLOAT: |
2332 | global_code += "float " ; |
2333 | break; |
2334 | case VaryingType::VARYING_TYPE_INT: |
2335 | if (E.value.mode == VaryingMode::VARYING_MODE_VERTEX_TO_FRAG_LIGHT) { |
2336 | global_code += "flat " ; |
2337 | } |
2338 | global_code += "int " ; |
2339 | break; |
2340 | case VaryingType::VARYING_TYPE_UINT: |
2341 | if (E.value.mode == VaryingMode::VARYING_MODE_VERTEX_TO_FRAG_LIGHT) { |
2342 | global_code += "flat " ; |
2343 | } |
2344 | global_code += "uint " ; |
2345 | break; |
2346 | case VaryingType::VARYING_TYPE_VECTOR_2D: |
2347 | global_code += "vec2 " ; |
2348 | break; |
2349 | case VaryingType::VARYING_TYPE_VECTOR_3D: |
2350 | global_code += "vec3 " ; |
2351 | break; |
2352 | case VaryingType::VARYING_TYPE_VECTOR_4D: |
2353 | global_code += "vec4 " ; |
2354 | break; |
2355 | case VaryingType::VARYING_TYPE_BOOLEAN: |
2356 | if (E.value.mode == VaryingMode::VARYING_MODE_VERTEX_TO_FRAG_LIGHT) { |
2357 | global_code += "flat " ; |
2358 | } |
2359 | global_code += "bool " ; |
2360 | break; |
2361 | case VaryingType::VARYING_TYPE_TRANSFORM: |
2362 | global_code += "mat4 " ; |
2363 | break; |
2364 | default: |
2365 | break; |
2366 | } |
2367 | global_code += E.key + ";\n" ; |
2368 | } |
2369 | |
2370 | global_code += "\n" ; |
2371 | } |
2372 | |
2373 | HashMap<int, String> code_map; |
2374 | HashSet<int> empty_funcs; |
2375 | |
2376 | for (int i = 0; i < TYPE_MAX; i++) { |
2377 | if (!has_func_name(RenderingServer::ShaderMode(shader_mode), func_name[i])) { |
2378 | continue; |
2379 | } |
2380 | |
2381 | //make it faster to go around through shader |
2382 | VMap<ConnectionKey, const List<Connection>::Element *> input_connections; |
2383 | VMap<ConnectionKey, const List<Connection>::Element *> output_connections; |
2384 | |
2385 | StringBuilder func_code; |
2386 | HashSet<int> processed; |
2387 | |
2388 | bool is_empty_func = false; |
2389 | if (shader_mode != Shader::MODE_PARTICLES && shader_mode != Shader::MODE_SKY && shader_mode != Shader::MODE_FOG) { |
2390 | is_empty_func = true; |
2391 | } |
2392 | |
2393 | String varying_code; |
2394 | if (shader_mode == Shader::MODE_SPATIAL || shader_mode == Shader::MODE_CANVAS_ITEM) { |
2395 | for (const KeyValue<String, Varying> &E : varyings) { |
2396 | if ((E.value.mode == VARYING_MODE_VERTEX_TO_FRAG_LIGHT && i == TYPE_VERTEX) || (E.value.mode == VARYING_MODE_FRAG_TO_LIGHT && i == TYPE_FRAGMENT)) { |
2397 | bool found = false; |
2398 | for (int key : varying_setters[i]) { |
2399 | Ref<VisualShaderNodeVaryingSetter> setter = Object::cast_to<VisualShaderNodeVaryingSetter>(const_cast<VisualShaderNode *>(graph[i].nodes[key].node.ptr())); |
2400 | if (setter.is_valid() && E.value.name == setter->get_varying_name()) { |
2401 | found = true; |
2402 | break; |
2403 | } |
2404 | } |
2405 | |
2406 | if (!found) { |
2407 | String code2; |
2408 | switch (E.value.type) { |
2409 | case VaryingType::VARYING_TYPE_FLOAT: |
2410 | code2 += "0.0" ; |
2411 | break; |
2412 | case VaryingType::VARYING_TYPE_INT: |
2413 | code2 += "0" ; |
2414 | break; |
2415 | case VaryingType::VARYING_TYPE_UINT: |
2416 | code2 += "0u" ; |
2417 | break; |
2418 | case VaryingType::VARYING_TYPE_VECTOR_2D: |
2419 | code2 += "vec2(0.0)" ; |
2420 | break; |
2421 | case VaryingType::VARYING_TYPE_VECTOR_3D: |
2422 | code2 += "vec3(0.0)" ; |
2423 | break; |
2424 | case VaryingType::VARYING_TYPE_VECTOR_4D: |
2425 | code2 += "vec4(0.0)" ; |
2426 | break; |
2427 | case VaryingType::VARYING_TYPE_BOOLEAN: |
2428 | code2 += "false" ; |
2429 | break; |
2430 | case VaryingType::VARYING_TYPE_TRANSFORM: |
2431 | code2 += "mat4(1.0)" ; |
2432 | break; |
2433 | default: |
2434 | break; |
2435 | } |
2436 | varying_code += vformat(" %s = %s;\n" , E.key, code2); |
2437 | } |
2438 | is_empty_func = false; |
2439 | } |
2440 | } |
2441 | } |
2442 | |
2443 | for (const List<Connection>::Element *E = graph[i].connections.front(); E; E = E->next()) { |
2444 | ConnectionKey from_key; |
2445 | from_key.node = E->get().from_node; |
2446 | from_key.port = E->get().from_port; |
2447 | |
2448 | output_connections.insert(from_key, E); |
2449 | |
2450 | ConnectionKey to_key; |
2451 | to_key.node = E->get().to_node; |
2452 | to_key.port = E->get().to_port; |
2453 | |
2454 | input_connections.insert(to_key, E); |
2455 | |
2456 | if (is_empty_func && to_key.node == NODE_ID_OUTPUT) { |
2457 | is_empty_func = false; |
2458 | } |
2459 | } |
2460 | |
2461 | if (is_empty_func) { |
2462 | empty_funcs.insert(i); |
2463 | continue; |
2464 | } |
2465 | |
2466 | if (shader_mode != Shader::MODE_PARTICLES) { |
2467 | func_code += "\nvoid " + String(func_name[i]) + "() {\n" ; |
2468 | } |
2469 | insertion_pos.insert(i, shader_code.get_string_length() + func_code.get_string_length()); |
2470 | |
2471 | Error err = _write_node(Type(i), &global_code, &global_code_per_node, &global_code_per_func, func_code, default_tex_params, input_connections, output_connections, NODE_ID_OUTPUT, processed, false, classes); |
2472 | ERR_FAIL_COND(err != OK); |
2473 | |
2474 | if (varying_setters.has(i)) { |
2475 | for (int &E : varying_setters[i]) { |
2476 | err = _write_node(Type(i), nullptr, nullptr, nullptr, func_code, default_tex_params, input_connections, output_connections, E, processed, false, classes); |
2477 | ERR_FAIL_COND(err != OK); |
2478 | } |
2479 | } |
2480 | |
2481 | if (emitters.has(i)) { |
2482 | for (int &E : emitters[i]) { |
2483 | err = _write_node(Type(i), &global_code, &global_code_per_node, &global_code_per_func, func_code, default_tex_params, input_connections, output_connections, E, processed, false, classes); |
2484 | ERR_FAIL_COND(err != OK); |
2485 | } |
2486 | } |
2487 | |
2488 | if (shader_mode == Shader::MODE_PARTICLES) { |
2489 | code_map.insert(i, func_code); |
2490 | } else { |
2491 | func_code += varying_code; |
2492 | func_code += "}\n" ; |
2493 | shader_code += func_code; |
2494 | } |
2495 | } |
2496 | |
2497 | String global_compute_code; |
2498 | |
2499 | if (shader_mode == Shader::MODE_PARTICLES) { |
2500 | bool has_start_custom = !code_map[TYPE_START_CUSTOM].is_empty(); |
2501 | bool has_process = !code_map[TYPE_PROCESS].is_empty(); |
2502 | bool has_process_custom = !code_map[TYPE_PROCESS_CUSTOM].is_empty(); |
2503 | bool has_collide = !code_map[TYPE_COLLIDE].is_empty(); |
2504 | |
2505 | shader_code += "void start() {\n" ; |
2506 | shader_code += " uint __seed = __hash(NUMBER + uint(1) + RANDOM_SEED);\n" ; |
2507 | shader_code += "\n" ; |
2508 | shader_code += " {\n" ; |
2509 | shader_code += code_map[TYPE_START].replace("\n " , "\n " ); |
2510 | shader_code += " }\n" ; |
2511 | if (has_start_custom) { |
2512 | shader_code += " \n" ; |
2513 | shader_code += " {\n" ; |
2514 | shader_code += code_map[TYPE_START_CUSTOM].replace("\n " , "\n " ); |
2515 | shader_code += " }\n" ; |
2516 | } |
2517 | shader_code += "}\n\n" ; |
2518 | |
2519 | if (has_process || has_process_custom || has_collide) { |
2520 | shader_code += "void process() {\n" ; |
2521 | shader_code += " uint __seed = __hash(NUMBER + uint(1) + RANDOM_SEED);\n" ; |
2522 | shader_code += "\n" ; |
2523 | if (has_process || has_collide) { |
2524 | shader_code += " {\n" ; |
2525 | } |
2526 | String tab = " " ; |
2527 | if (has_collide) { |
2528 | shader_code += " if (COLLIDED) {\n\n" ; |
2529 | shader_code += code_map[TYPE_COLLIDE].replace("\n " , "\n " ); |
2530 | if (has_process) { |
2531 | shader_code += " } else {\n\n" ; |
2532 | tab += " " ; |
2533 | } |
2534 | } |
2535 | if (has_process) { |
2536 | shader_code += code_map[TYPE_PROCESS].replace("\n " , "\n " + tab); |
2537 | } |
2538 | if (has_collide) { |
2539 | shader_code += " }\n" ; |
2540 | } |
2541 | if (has_process || has_collide) { |
2542 | shader_code += " }\n" ; |
2543 | } |
2544 | |
2545 | if (has_process_custom) { |
2546 | if (has_process || has_collide) { |
2547 | shader_code += " \n" ; |
2548 | } |
2549 | shader_code += " {\n" ; |
2550 | shader_code += code_map[TYPE_PROCESS_CUSTOM].replace("\n " , "\n " ); |
2551 | shader_code += " }\n" ; |
2552 | } |
2553 | |
2554 | shader_code += "}\n\n" ; |
2555 | } |
2556 | |
2557 | global_compute_code += "float __rand_from_seed(inout uint seed) {\n" ; |
2558 | global_compute_code += " int k;\n" ; |
2559 | global_compute_code += " int s = int(seed);\n" ; |
2560 | global_compute_code += " if (s == 0)\n" ; |
2561 | global_compute_code += " s = 305420679;\n" ; |
2562 | global_compute_code += " k = s / 127773;\n" ; |
2563 | global_compute_code += " s = 16807 * (s - k * 127773) - 2836 * k;\n" ; |
2564 | global_compute_code += " if (s < 0)\n" ; |
2565 | global_compute_code += " s += 2147483647;\n" ; |
2566 | global_compute_code += " seed = uint(s);\n" ; |
2567 | global_compute_code += " return float(seed % uint(65536)) / 65535.0;\n" ; |
2568 | global_compute_code += "}\n\n" ; |
2569 | |
2570 | global_compute_code += "float __rand_from_seed_m1_p1(inout uint seed) {\n" ; |
2571 | global_compute_code += " return __rand_from_seed(seed) * 2.0 - 1.0;\n" ; |
2572 | global_compute_code += "}\n\n" ; |
2573 | |
2574 | global_compute_code += "float __randf_range(inout uint seed, float from, float to) {\n" ; |
2575 | global_compute_code += " return __rand_from_seed(seed) * (to - from) + from;\n" ; |
2576 | global_compute_code += "}\n\n" ; |
2577 | |
2578 | global_compute_code += "uint __hash(uint x) {\n" ; |
2579 | global_compute_code += " x = ((x >> uint(16)) ^ x) * uint(73244475);\n" ; |
2580 | global_compute_code += " x = ((x >> uint(16)) ^ x) * uint(73244475);\n" ; |
2581 | global_compute_code += " x = (x >> uint(16)) ^ x;\n" ; |
2582 | global_compute_code += " return x;\n" ; |
2583 | global_compute_code += "}\n\n" ; |
2584 | |
2585 | global_compute_code += "mat3 __build_rotation_mat3(vec3 axis, float angle) {\n" ; |
2586 | global_compute_code += " axis = normalize(axis);\n" ; |
2587 | global_compute_code += " float s = sin(angle);\n" ; |
2588 | global_compute_code += " float c = cos(angle);\n" ; |
2589 | global_compute_code += " float oc = 1.0 - c;\n" ; |
2590 | global_compute_code += " return mat3(vec3(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s), vec3(oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s), vec3(oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c));\n" ; |
2591 | global_compute_code += "}\n\n" ; |
2592 | |
2593 | global_compute_code += "mat4 __build_rotation_mat4(vec3 axis, float angle) {\n" ; |
2594 | global_compute_code += " axis = normalize(axis);\n" ; |
2595 | global_compute_code += " float s = sin(angle);\n" ; |
2596 | global_compute_code += " float c = cos(angle);\n" ; |
2597 | global_compute_code += " float oc = 1.0 - c;\n" ; |
2598 | global_compute_code += " return mat4(vec4(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, 0), vec4(oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, 0), vec4(oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c, 0), vec4(0, 0, 0, 1));\n" ; |
2599 | global_compute_code += "}\n\n" ; |
2600 | |
2601 | global_compute_code += "vec2 __get_random_unit_vec2(inout uint seed) {\n" ; |
2602 | global_compute_code += " return normalize(vec2(__rand_from_seed_m1_p1(seed), __rand_from_seed_m1_p1(seed)));\n" ; |
2603 | global_compute_code += "}\n\n" ; |
2604 | |
2605 | global_compute_code += "vec3 __get_random_unit_vec3(inout uint seed) {\n" ; |
2606 | global_compute_code += " return normalize(vec3(__rand_from_seed_m1_p1(seed), __rand_from_seed_m1_p1(seed), __rand_from_seed_m1_p1(seed)));\n" ; |
2607 | global_compute_code += "}\n\n" ; |
2608 | } |
2609 | |
2610 | //set code secretly |
2611 | global_code += "\n\n" ; |
2612 | String final_code = global_code; |
2613 | final_code += global_compute_code; |
2614 | final_code += global_code_per_node; |
2615 | final_code += global_expressions; |
2616 | String tcode = shader_code; |
2617 | for (int i = 0; i < TYPE_MAX; i++) { |
2618 | if (!has_func_name(RenderingServer::ShaderMode(shader_mode), func_name[i])) { |
2619 | continue; |
2620 | } |
2621 | String func_code = global_code_per_func[Type(i)].as_string(); |
2622 | if (empty_funcs.has(Type(i)) && !func_code.is_empty()) { |
2623 | func_code = vformat("%s%s%s" , String("\nvoid " + String(func_name[i]) + "() {\n" ), func_code, "}\n" ); |
2624 | } |
2625 | tcode = tcode.insert(insertion_pos[i], func_code); |
2626 | } |
2627 | final_code += tcode; |
2628 | |
2629 | const_cast<VisualShader *>(this)->set_code(final_code); |
2630 | for (int i = 0; i < default_tex_params.size(); i++) { |
2631 | for (int j = 0; j < default_tex_params[i].params.size(); j++) { |
2632 | const_cast<VisualShader *>(this)->set_default_texture_parameter(default_tex_params[i].name, default_tex_params[i].params[j], j); |
2633 | } |
2634 | } |
2635 | if (previous_code != final_code) { |
2636 | const_cast<VisualShader *>(this)->emit_signal(SNAME("changed" )); |
2637 | } |
2638 | previous_code = final_code; |
2639 | } |
2640 | |
2641 | void VisualShader::_queue_update() { |
2642 | if (dirty.is_set()) { |
2643 | return; |
2644 | } |
2645 | |
2646 | dirty.set(); |
2647 | call_deferred(SNAME("_update_shader" )); |
2648 | } |
2649 | |
2650 | void VisualShader::rebuild() { |
2651 | dirty.set(); |
2652 | _update_shader(); |
2653 | } |
2654 | |
2655 | void VisualShader::_bind_methods() { |
2656 | ClassDB::bind_method(D_METHOD("set_mode" , "mode" ), &VisualShader::set_mode); |
2657 | |
2658 | ClassDB::bind_method(D_METHOD("add_node" , "type" , "node" , "position" , "id" ), &VisualShader::add_node); |
2659 | ClassDB::bind_method(D_METHOD("get_node" , "type" , "id" ), &VisualShader::get_node); |
2660 | |
2661 | ClassDB::bind_method(D_METHOD("set_node_position" , "type" , "id" , "position" ), &VisualShader::set_node_position); |
2662 | ClassDB::bind_method(D_METHOD("get_node_position" , "type" , "id" ), &VisualShader::get_node_position); |
2663 | |
2664 | ClassDB::bind_method(D_METHOD("get_node_list" , "type" ), &VisualShader::get_node_list); |
2665 | ClassDB::bind_method(D_METHOD("get_valid_node_id" , "type" ), &VisualShader::get_valid_node_id); |
2666 | |
2667 | ClassDB::bind_method(D_METHOD("remove_node" , "type" , "id" ), &VisualShader::remove_node); |
2668 | ClassDB::bind_method(D_METHOD("replace_node" , "type" , "id" , "new_class" ), &VisualShader::replace_node); |
2669 | |
2670 | ClassDB::bind_method(D_METHOD("is_node_connection" , "type" , "from_node" , "from_port" , "to_node" , "to_port" ), &VisualShader::is_node_connection); |
2671 | ClassDB::bind_method(D_METHOD("can_connect_nodes" , "type" , "from_node" , "from_port" , "to_node" , "to_port" ), &VisualShader::can_connect_nodes); |
2672 | |
2673 | ClassDB::bind_method(D_METHOD("connect_nodes" , "type" , "from_node" , "from_port" , "to_node" , "to_port" ), &VisualShader::connect_nodes); |
2674 | ClassDB::bind_method(D_METHOD("disconnect_nodes" , "type" , "from_node" , "from_port" , "to_node" , "to_port" ), &VisualShader::disconnect_nodes); |
2675 | ClassDB::bind_method(D_METHOD("connect_nodes_forced" , "type" , "from_node" , "from_port" , "to_node" , "to_port" ), &VisualShader::connect_nodes_forced); |
2676 | |
2677 | ClassDB::bind_method(D_METHOD("get_node_connections" , "type" ), &VisualShader::_get_node_connections); |
2678 | |
2679 | ClassDB::bind_method(D_METHOD("set_graph_offset" , "offset" ), &VisualShader::set_graph_offset); |
2680 | ClassDB::bind_method(D_METHOD("get_graph_offset" ), &VisualShader::get_graph_offset); |
2681 | |
2682 | ClassDB::bind_method(D_METHOD("add_varying" , "name" , "mode" , "type" ), &VisualShader::add_varying); |
2683 | ClassDB::bind_method(D_METHOD("remove_varying" , "name" ), &VisualShader::remove_varying); |
2684 | ClassDB::bind_method(D_METHOD("has_varying" , "name" ), &VisualShader::has_varying); |
2685 | |
2686 | ClassDB::bind_method(D_METHOD("_update_shader" ), &VisualShader::_update_shader); |
2687 | |
2688 | ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "graph_offset" , PROPERTY_HINT_NONE, "" , PROPERTY_USAGE_NO_EDITOR), "set_graph_offset" , "get_graph_offset" ); |
2689 | |
2690 | ADD_PROPERTY_DEFAULT("code" , "" ); // Inherited from Shader, prevents showing default code as override in docs. |
2691 | |
2692 | BIND_ENUM_CONSTANT(TYPE_VERTEX); |
2693 | BIND_ENUM_CONSTANT(TYPE_FRAGMENT); |
2694 | BIND_ENUM_CONSTANT(TYPE_LIGHT); |
2695 | BIND_ENUM_CONSTANT(TYPE_START); |
2696 | BIND_ENUM_CONSTANT(TYPE_PROCESS); |
2697 | BIND_ENUM_CONSTANT(TYPE_COLLIDE); |
2698 | BIND_ENUM_CONSTANT(TYPE_START_CUSTOM); |
2699 | BIND_ENUM_CONSTANT(TYPE_PROCESS_CUSTOM); |
2700 | BIND_ENUM_CONSTANT(TYPE_SKY); |
2701 | BIND_ENUM_CONSTANT(TYPE_FOG); |
2702 | BIND_ENUM_CONSTANT(TYPE_MAX); |
2703 | |
2704 | BIND_ENUM_CONSTANT(VARYING_MODE_VERTEX_TO_FRAG_LIGHT); |
2705 | BIND_ENUM_CONSTANT(VARYING_MODE_FRAG_TO_LIGHT); |
2706 | BIND_ENUM_CONSTANT(VARYING_MODE_MAX); |
2707 | |
2708 | BIND_ENUM_CONSTANT(VARYING_TYPE_FLOAT); |
2709 | BIND_ENUM_CONSTANT(VARYING_TYPE_INT); |
2710 | BIND_ENUM_CONSTANT(VARYING_TYPE_UINT); |
2711 | BIND_ENUM_CONSTANT(VARYING_TYPE_VECTOR_2D); |
2712 | BIND_ENUM_CONSTANT(VARYING_TYPE_VECTOR_3D); |
2713 | BIND_ENUM_CONSTANT(VARYING_TYPE_VECTOR_4D); |
2714 | BIND_ENUM_CONSTANT(VARYING_TYPE_BOOLEAN); |
2715 | BIND_ENUM_CONSTANT(VARYING_TYPE_TRANSFORM); |
2716 | BIND_ENUM_CONSTANT(VARYING_TYPE_MAX); |
2717 | |
2718 | BIND_CONSTANT(NODE_ID_INVALID); |
2719 | BIND_CONSTANT(NODE_ID_OUTPUT); |
2720 | } |
2721 | |
2722 | VisualShader::VisualShader() { |
2723 | dirty.set(); |
2724 | for (int i = 0; i < TYPE_MAX; i++) { |
2725 | if (i > (int)TYPE_LIGHT && i < (int)TYPE_SKY) { |
2726 | Ref<VisualShaderNodeParticleOutput> output; |
2727 | output.instantiate(); |
2728 | output->shader_type = Type(i); |
2729 | output->shader_mode = shader_mode; |
2730 | graph[i].nodes[NODE_ID_OUTPUT].node = output; |
2731 | } else { |
2732 | Ref<VisualShaderNodeOutput> output; |
2733 | output.instantiate(); |
2734 | output->shader_type = Type(i); |
2735 | output->shader_mode = shader_mode; |
2736 | graph[i].nodes[NODE_ID_OUTPUT].node = output; |
2737 | } |
2738 | |
2739 | graph[i].nodes[NODE_ID_OUTPUT].position = Vector2(400, 150); |
2740 | } |
2741 | } |
2742 | |
2743 | /////////////////////////////////////////////////////////// |
2744 | |
2745 | const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = { |
2746 | // Node3D |
2747 | |
2748 | // Node3D, Vertex |
2749 | { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "vertex" , "VERTEX" }, |
2750 | { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "vertex_id" , "VERTEX_ID" }, |
2751 | { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal" , "NORMAL" }, |
2752 | { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent" , "TANGENT" }, |
2753 | { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal" , "BINORMAL" }, |
2754 | { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv" , "UV" }, |
2755 | { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2" , "UV2" }, |
2756 | { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color" , "COLOR" }, |
2757 | { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size" , "POINT_SIZE" }, |
2758 | { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "instance_id" , "INSTANCE_ID" }, |
2759 | { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "instance_custom" , "INSTANCE_CUSTOM" }, |
2760 | { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "roughness" , "ROUGHNESS" }, |
2761 | { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_matrix" , "MODEL_MATRIX" }, |
2762 | { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "modelview_matrix" , "MODELVIEW_MATRIX" }, |
2763 | { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_view_matrix" , "INV_VIEW_MATRIX" }, |
2764 | { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "view_matrix" , "VIEW_MATRIX" }, |
2765 | { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection_matrix" , "PROJECTION_MATRIX" }, |
2766 | { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection_matrix" , "INV_PROJECTION_MATRIX" }, |
2767 | { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time" , "TIME" }, |
2768 | { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "exposure" , "EXPOSURE" }, |
2769 | { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size" , "VIEWPORT_SIZE" }, |
2770 | { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb" , "OUTPUT_IS_SRGB" }, |
2771 | { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_index" , "VIEW_INDEX" }, |
2772 | { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_mono_left" , "VIEW_MONO_LEFT" }, |
2773 | { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_right" , "VIEW_RIGHT" }, |
2774 | { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "eye_offset" , "EYE_OFFSET" }, |
2775 | { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "node_position_world" , "NODE_POSITION_WORLD" }, |
2776 | { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "camera_position_world" , "CAMERA_POSITION_WORLD" }, |
2777 | { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "camera_direction_world" , "CAMERA_DIRECTION_WORLD" }, |
2778 | { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "camera_visible_layers" , "CAMERA_VISIBLE_LAYERS" }, |
2779 | { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "node_position_view" , "NODE_POSITION_VIEW" }, |
2780 | { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom0" , "CUSTOM0" }, |
2781 | { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom1" , "CUSTOM1" }, |
2782 | { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom2" , "CUSTOM2" }, |
2783 | { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom3" , "CUSTOM3" }, |
2784 | |
2785 | // Node3D, Fragment |
2786 | { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord" , "FRAGCOORD" }, |
2787 | { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "vertex" , "VERTEX" }, |
2788 | { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal" , "NORMAL" }, |
2789 | { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent" , "TANGENT" }, |
2790 | { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal" , "BINORMAL" }, |
2791 | { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "view" , "VIEW" }, |
2792 | { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv" , "UV" }, |
2793 | { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2" , "UV2" }, |
2794 | { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color" , "COLOR" }, |
2795 | { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "point_coord" , "POINT_COORD" }, |
2796 | { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv" , "SCREEN_UV" }, |
2797 | { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_matrix" , "MODEL_MATRIX" }, |
2798 | { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "view_matrix" , "VIEW_MATRIX" }, |
2799 | { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_view_matrix" , "INV_VIEW_MATRIX" }, |
2800 | { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection_matrix" , "PROJECTION_MATRIX" }, |
2801 | { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection_matrix" , "INV_PROJECTION_MATRIX" }, |
2802 | { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time" , "TIME" }, |
2803 | { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "exposure" , "EXPOSURE" }, |
2804 | { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size" , "VIEWPORT_SIZE" }, |
2805 | { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb" , "OUTPUT_IS_SRGB" }, |
2806 | { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "front_facing" , "FRONT_FACING" }, |
2807 | { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_index" , "VIEW_INDEX" }, |
2808 | { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_mono_left" , "VIEW_MONO_LEFT" }, |
2809 | { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_right" , "VIEW_RIGHT" }, |
2810 | { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "eye_offset" , "EYE_OFFSET" }, |
2811 | { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "node_position_world" , "NODE_POSITION_WORLD" }, |
2812 | { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "camera_position_world" , "CAMERA_POSITION_WORLD" }, |
2813 | { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "camera_direction_world" , "CAMERA_DIRECTION_WORLD" }, |
2814 | { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "camera_visible_layers" , "CAMERA_VISIBLE_LAYERS" }, |
2815 | { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "node_position_view" , "NODE_POSITION_VIEW" }, |
2816 | |
2817 | // Node3D, Light |
2818 | { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord" , "FRAGCOORD" }, |
2819 | { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal" , "NORMAL" }, |
2820 | { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv" , "UV" }, |
2821 | { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2" , "UV2" }, |
2822 | { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "view" , "VIEW" }, |
2823 | { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light" , "LIGHT" }, |
2824 | { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_color" , "LIGHT_COLOR" }, |
2825 | { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_BOOLEAN, "light_is_directional" , "LIGHT_IS_DIRECTIONAL" }, |
2826 | { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "attenuation" , "ATTENUATION" }, |
2827 | { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "albedo" , "ALBEDO" }, |
2828 | { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "backlight" , "BACKLIGHT" }, |
2829 | { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "diffuse" , "DIFFUSE_LIGHT" }, |
2830 | { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "specular" , "SPECULAR_LIGHT" }, |
2831 | { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "roughness" , "ROUGHNESS" }, |
2832 | { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "metallic" , "METALLIC" }, |
2833 | { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_matrix" , "MODEL_MATRIX" }, |
2834 | { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "view_matrix" , "VIEW_MATRIX" }, |
2835 | { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_view_matrix" , "INV_VIEW_MATRIX" }, |
2836 | { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection_matrix" , "PROJECTION_MATRIX" }, |
2837 | { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection_matrix" , "INV_PROJECTION_MATRIX" }, |
2838 | { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time" , "TIME" }, |
2839 | { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "exposure" , "EXPOSURE" }, |
2840 | { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size" , "VIEWPORT_SIZE" }, |
2841 | { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb" , "OUTPUT_IS_SRGB" }, |
2842 | |
2843 | // Canvas Item |
2844 | |
2845 | // Canvas Item, Vertex |
2846 | { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "vertex" , "VERTEX" }, |
2847 | { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv" , "UV" }, |
2848 | { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color" , "COLOR" }, |
2849 | { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size" , "POINT_SIZE" }, |
2850 | { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "texture_pixel_size" , "TEXTURE_PIXEL_SIZE" }, |
2851 | { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_matrix" , "MODEL_MATRIX" }, |
2852 | { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "canvas_matrix" , "CANVAS_MATRIX" }, |
2853 | { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "screen_matrix" , "SCREEN_MATRIX" }, |
2854 | { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time" , "TIME" }, |
2855 | { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_light_pass" , "AT_LIGHT_PASS" }, |
2856 | { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "instance_custom" , "INSTANCE_CUSTOM" }, |
2857 | { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "instance_id" , "INSTANCE_ID" }, |
2858 | { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "vertex_id" , "VERTEX_ID" }, |
2859 | |
2860 | // Canvas Item, Fragment |
2861 | { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord" , "FRAGCOORD" }, |
2862 | { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv" , "UV" }, |
2863 | { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color" , "COLOR" }, |
2864 | { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv" , "SCREEN_UV" }, |
2865 | { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "texture_pixel_size" , "TEXTURE_PIXEL_SIZE" }, |
2866 | { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_pixel_size" , "SCREEN_PIXEL_SIZE" }, |
2867 | { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "point_coord" , "POINT_COORD" }, |
2868 | { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time" , "TIME" }, |
2869 | { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_light_pass" , "AT_LIGHT_PASS" }, |
2870 | { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "texture" , "TEXTURE" }, |
2871 | { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "normal_texture" , "NORMAL_TEXTURE" }, |
2872 | { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "specular_shininess" , "SPECULAR_SHININESS" }, |
2873 | { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "specular_shininess_texture" , "SPECULAR_SHININESS_TEXTURE" }, |
2874 | { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "vertex" , "VERTEX" }, |
2875 | |
2876 | // Canvas Item, Light |
2877 | { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord" , "FRAGCOORD" }, |
2878 | { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv" , "UV" }, |
2879 | { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal" , "NORMAL" }, |
2880 | { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color" , "COLOR" }, |
2881 | { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "light" , "LIGHT" }, |
2882 | { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "light_color" , "LIGHT_COLOR" }, |
2883 | { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_position" , "LIGHT_POSITION" }, |
2884 | { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_direction" , "LIGHT_DIRECTION" }, |
2885 | { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_BOOLEAN, "light_is_directional" , "LIGHT_IS_DIRECTIONAL" }, |
2886 | { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_energy" , "LIGHT_ENERGY" }, |
2887 | { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_vertex" , "LIGHT_VERTEX" }, |
2888 | { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "shadow" , "SHADOW_MODULATE" }, |
2889 | { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv" , "SCREEN_UV" }, |
2890 | { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "texture_pixel_size" , "TEXTURE_PIXEL_SIZE" }, |
2891 | { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "point_coord" , "POINT_COORD" }, |
2892 | { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time" , "TIME" }, |
2893 | { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SAMPLER, "texture" , "TEXTURE" }, |
2894 | { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "specular_shininess" , "SPECULAR_SHININESS" }, |
2895 | |
2896 | // Particles, Start |
2897 | { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force" , "ATTRACTOR_FORCE" }, |
2898 | { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color" , "COLOR" }, |
2899 | { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity" , "VELOCITY" }, |
2900 | { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart" , "RESTART" }, |
2901 | { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_BOOLEAN, "active" , "ACTIVE" }, |
2902 | { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom" , "CUSTOM" }, |
2903 | { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform" , "TRANSFORM" }, |
2904 | { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "delta" , "DELTA" }, |
2905 | { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime" , "LIFETIME" }, |
2906 | { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "index" , "INDEX" }, |
2907 | { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "number" , "NUMBER" }, |
2908 | { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "random_seed" , "RANDOM_SEED" }, |
2909 | { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform" , "EMISSION_TRANSFORM" }, |
2910 | { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "time" , "TIME" }, |
2911 | |
2912 | // Particles, Start (Custom) |
2913 | { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force" , "ATTRACTOR_FORCE" }, |
2914 | { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color" , "COLOR" }, |
2915 | { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity" , "VELOCITY" }, |
2916 | { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart" , "RESTART" }, |
2917 | { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "active" , "ACTIVE" }, |
2918 | { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom" , "CUSTOM" }, |
2919 | { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform" , "TRANSFORM" }, |
2920 | { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "delta" , "DELTA" }, |
2921 | { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime" , "LIFETIME" }, |
2922 | { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "index" , "INDEX" }, |
2923 | { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "number" , "NUMBER" }, |
2924 | { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "random_seed" , "RANDOM_SEED" }, |
2925 | { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform" , "EMISSION_TRANSFORM" }, |
2926 | { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "time" , "TIME" }, |
2927 | |
2928 | // Particles, Process |
2929 | { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force" , "ATTRACTOR_FORCE" }, |
2930 | { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color" , "COLOR" }, |
2931 | { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity" , "VELOCITY" }, |
2932 | { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart" , "RESTART" }, |
2933 | { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_BOOLEAN, "active" , "ACTIVE" }, |
2934 | { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom" , "CUSTOM" }, |
2935 | { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform" , "TRANSFORM" }, |
2936 | { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "delta" , "DELTA" }, |
2937 | { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime" , "LIFETIME" }, |
2938 | { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "index" , "INDEX" }, |
2939 | { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "number" , "NUMBER" }, |
2940 | { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "random_seed" , "RANDOM_SEED" }, |
2941 | { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform" , "EMISSION_TRANSFORM" }, |
2942 | { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "time" , "TIME" }, |
2943 | |
2944 | // Particles, Process (Custom) |
2945 | { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force" , "ATTRACTOR_FORCE" }, |
2946 | { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color" , "COLOR" }, |
2947 | { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity" , "VELOCITY" }, |
2948 | { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart" , "RESTART" }, |
2949 | { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "active" , "ACTIVE" }, |
2950 | { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom" , "CUSTOM" }, |
2951 | { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform" , "TRANSFORM" }, |
2952 | { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "delta" , "DELTA" }, |
2953 | { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime" , "LIFETIME" }, |
2954 | { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "index" , "INDEX" }, |
2955 | { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "number" , "NUMBER" }, |
2956 | { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "random_seed" , "RANDOM_SEED" }, |
2957 | { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform" , "EMISSION_TRANSFORM" }, |
2958 | { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "time" , "TIME" }, |
2959 | |
2960 | // Particles, Collide |
2961 | { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force" , "ATTRACTOR_FORCE" }, |
2962 | { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "collision_depth" , "COLLISION_DEPTH" }, |
2963 | { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_3D, "collision_normal" , "COLLISION_NORMAL" }, |
2964 | { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color" , "COLOR" }, |
2965 | { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity" , "VELOCITY" }, |
2966 | { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart" , "RESTART" }, |
2967 | { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_BOOLEAN, "active" , "ACTIVE" }, |
2968 | { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom" , "CUSTOM" }, |
2969 | { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform" , "TRANSFORM" }, |
2970 | { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "delta" , "DELTA" }, |
2971 | { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime" , "LIFETIME" }, |
2972 | { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "index" , "INDEX" }, |
2973 | { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "number" , "NUMBER" }, |
2974 | { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "random_seed" , "RANDOM_SEED" }, |
2975 | { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform" , "EMISSION_TRANSFORM" }, |
2976 | { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "time" , "TIME" }, |
2977 | |
2978 | // Sky, Sky |
2979 | { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_cubemap_pass" , "AT_CUBEMAP_PASS" }, |
2980 | { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_half_res_pass" , "AT_HALF_RES_PASS" }, |
2981 | { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_quarter_res_pass" , "AT_QUARTER_RES_PASS" }, |
2982 | { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "eyedir" , "EYEDIR" }, |
2983 | { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_4D, "half_res_color" , "HALF_RES_COLOR" }, |
2984 | { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light0_color" , "LIGHT0_COLOR" }, |
2985 | { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light0_direction" , "LIGHT0_DIRECTION" }, |
2986 | { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "light0_enabled" , "LIGHT0_ENABLED" }, |
2987 | { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "light0_energy" , "LIGHT0_ENERGY" }, |
2988 | { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light1_color" , "LIGHT1_COLOR" }, |
2989 | { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light1_direction" , "LIGHT1_DIRECTION" }, |
2990 | { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "light1_enabled" , "LIGHT1_ENABLED" }, |
2991 | { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "light1_energy" , "LIGHT1_ENERGY" }, |
2992 | { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light2_color" , "LIGHT2_COLOR" }, |
2993 | { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light2_direction" , "LIGHT2_DIRECTION" }, |
2994 | { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "light2_enabled" , "LIGHT2_ENABLED" }, |
2995 | { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "light2_energy" , "LIGHT2_ENERGY" }, |
2996 | { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light3_color" , "LIGHT3_COLOR" }, |
2997 | { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light3_direction" , "LIGHT3_DIRECTION" }, |
2998 | { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "light3_enabled" , "LIGHT3_ENABLED" }, |
2999 | { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "light3_energy" , "LIGHT3_ENERGY" }, |
3000 | { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "position" , "POSITION" }, |
3001 | { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_4D, "quarter_res_color" , "QUARTER_RES_COLOR" }, |
3002 | { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SAMPLER, "radiance" , "RADIANCE" }, |
3003 | { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv" , "SCREEN_UV" }, |
3004 | { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord" , "FRAGCOORD" }, |
3005 | { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_2D, "sky_coords" , "SKY_COORDS" }, |
3006 | { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "time" , "TIME" }, |
3007 | |
3008 | // Fog, Fog |
3009 | |
3010 | { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "world_position" , "WORLD_POSITION" }, |
3011 | { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "object_position" , "OBJECT_POSITION" }, |
3012 | { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "uvw" , "UVW" }, |
3013 | { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "size" , "SIZE" }, |
3014 | { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_SCALAR, "sdf" , "SDF" }, |
3015 | { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_SCALAR, "time" , "TIME" }, |
3016 | |
3017 | { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, nullptr, nullptr }, |
3018 | }; |
3019 | |
3020 | const VisualShaderNodeInput::Port VisualShaderNodeInput::preview_ports[] = { |
3021 | // Spatial, Vertex |
3022 | |
3023 | { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal" , "vec3(0.0, 0.0, 1.0)" }, |
3024 | { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent" , "vec3(0.0, 1.0, 0.0)" }, |
3025 | { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal" , "vec3(1.0, 0.0, 0.0)" }, |
3026 | { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv" , "UV" }, |
3027 | { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2" , "UV" }, |
3028 | { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color" , "vec4(1.0)" }, |
3029 | { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha" , "1.0" }, |
3030 | { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size" , "vec2(1.0)" }, |
3031 | { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time" , "TIME" }, |
3032 | |
3033 | // Spatial, Fragment |
3034 | |
3035 | { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord" , "FRAGCOORD" }, |
3036 | { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal" , "vec3(0.0, 0.0, 1.0)" }, |
3037 | { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent" , "vec3(0.0, 1.0, 0.0)" }, |
3038 | { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal" , "vec3(1.0, 0.0, 0.0)" }, |
3039 | { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv" , "UV" }, |
3040 | { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2" , "UV" }, |
3041 | { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color" , "vec4(1.0)" }, |
3042 | { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha" , "1.0" }, |
3043 | { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv" , "SCREEN_UV" }, |
3044 | { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size" , "vec2(1.0)" }, |
3045 | { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time" , "TIME" }, |
3046 | |
3047 | // Spatial, Light |
3048 | |
3049 | { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord" , "FRAGCOORD" }, |
3050 | { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal" , "vec3(0.0, 0.0, 1.0)" }, |
3051 | { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv" , "UV" }, |
3052 | { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2" , "UV" }, |
3053 | { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size" , "vec2(1.0)" }, |
3054 | { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time" , "TIME" }, |
3055 | |
3056 | // Canvas Item, Vertex |
3057 | |
3058 | { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "vertex" , "VERTEX" }, |
3059 | { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv" , "UV" }, |
3060 | { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color" , "vec4(1.0)" }, |
3061 | { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha" , "1.0" }, |
3062 | { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time" , "TIME" }, |
3063 | |
3064 | // Canvas Item, Fragment |
3065 | |
3066 | { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord" , "FRAGCOORD" }, |
3067 | { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv" , "UV" }, |
3068 | { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color" , "vec3(1.0)" }, |
3069 | { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha" , "1.0" }, |
3070 | { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv" , "SCREEN_UV" }, |
3071 | { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time" , "TIME" }, |
3072 | |
3073 | // Canvas Item, Light |
3074 | |
3075 | { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord" , "FRAGCOORD" }, |
3076 | { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv" , "UV" }, |
3077 | { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal" , "vec3(0.0, 0.0, 1.0)" }, |
3078 | { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color" , "vec4(1.0)" }, |
3079 | { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha" , "1.0" }, |
3080 | { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv" , "SCREEN_UV" }, |
3081 | { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time" , "TIME" }, |
3082 | |
3083 | // Particles |
3084 | |
3085 | { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "time" , "TIME" }, |
3086 | { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "time" , "TIME" }, |
3087 | { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "time" , "TIME" }, |
3088 | { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "time" , "TIME" }, |
3089 | { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "time" , "TIME" }, |
3090 | |
3091 | // Sky |
3092 | |
3093 | { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv" , "SCREEN_UV" }, |
3094 | { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "time" , "TIME" }, |
3095 | |
3096 | // Fog |
3097 | |
3098 | { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_SCALAR, "time" , "TIME" }, |
3099 | |
3100 | { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, nullptr, nullptr }, |
3101 | }; |
3102 | |
3103 | int VisualShaderNodeInput::get_input_port_count() const { |
3104 | return 0; |
3105 | } |
3106 | |
3107 | VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_port_type(int p_port) const { |
3108 | return PORT_TYPE_SCALAR; |
3109 | } |
3110 | |
3111 | String VisualShaderNodeInput::get_input_port_name(int p_port) const { |
3112 | return "" ; |
3113 | } |
3114 | |
3115 | int VisualShaderNodeInput::get_output_port_count() const { |
3116 | return 1; |
3117 | } |
3118 | |
3119 | VisualShaderNodeInput::PortType VisualShaderNodeInput::get_output_port_type(int p_port) const { |
3120 | return p_port == 0 ? get_input_type_by_name(input_name) : PORT_TYPE_SCALAR; |
3121 | } |
3122 | |
3123 | String VisualShaderNodeInput::get_output_port_name(int p_port) const { |
3124 | return "" ; |
3125 | } |
3126 | |
3127 | String VisualShaderNodeInput::get_caption() const { |
3128 | return "Input" ; |
3129 | } |
3130 | |
3131 | bool VisualShaderNodeInput::is_output_port_expandable(int p_port) const { |
3132 | if (p_port == 0) { |
3133 | switch (get_input_type_by_name(input_name)) { |
3134 | case PORT_TYPE_VECTOR_2D: |
3135 | return true; |
3136 | case PORT_TYPE_VECTOR_3D: |
3137 | return true; |
3138 | case PORT_TYPE_VECTOR_4D: |
3139 | return true; |
3140 | default: |
3141 | return false; |
3142 | } |
3143 | } |
3144 | return false; |
3145 | } |
3146 | |
3147 | 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 { |
3148 | if (get_output_port_type(0) == PORT_TYPE_SAMPLER) { |
3149 | return "" ; |
3150 | } |
3151 | |
3152 | if (p_for_preview) { |
3153 | int idx = 0; |
3154 | |
3155 | String code; |
3156 | |
3157 | while (preview_ports[idx].mode != Shader::MODE_MAX) { |
3158 | if (preview_ports[idx].mode == shader_mode && preview_ports[idx].shader_type == shader_type && preview_ports[idx].name == input_name) { |
3159 | code = " " + p_output_vars[0] + " = " + preview_ports[idx].string + ";\n" ; |
3160 | break; |
3161 | } |
3162 | idx++; |
3163 | } |
3164 | |
3165 | if (code.is_empty()) { |
3166 | switch (get_output_port_type(0)) { |
3167 | case PORT_TYPE_SCALAR: { |
3168 | code = " " + p_output_vars[0] + " = 0.0;\n" ; |
3169 | } break; |
3170 | case PORT_TYPE_SCALAR_INT: { |
3171 | code = " " + p_output_vars[0] + " = 0;\n" ; |
3172 | } break; |
3173 | case PORT_TYPE_VECTOR_2D: { |
3174 | code = " " + p_output_vars[0] + " = vec2(0.0);\n" ; |
3175 | } break; |
3176 | case PORT_TYPE_VECTOR_3D: { |
3177 | code = " " + p_output_vars[0] + " = vec3(0.0);\n" ; |
3178 | } break; |
3179 | case PORT_TYPE_VECTOR_4D: { |
3180 | code = " " + p_output_vars[0] + " = vec4(0.0);\n" ; |
3181 | } break; |
3182 | case PORT_TYPE_BOOLEAN: { |
3183 | code = " " + p_output_vars[0] + " = false;\n" ; |
3184 | } break; |
3185 | default: |
3186 | break; |
3187 | } |
3188 | } |
3189 | |
3190 | return code; |
3191 | |
3192 | } else { |
3193 | int idx = 0; |
3194 | |
3195 | String code; |
3196 | |
3197 | while (ports[idx].mode != Shader::MODE_MAX) { |
3198 | if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == input_name) { |
3199 | code = " " + p_output_vars[0] + " = " + ports[idx].string + ";\n" ; |
3200 | break; |
3201 | } |
3202 | idx++; |
3203 | } |
3204 | |
3205 | if (code.is_empty()) { |
3206 | code = " " + p_output_vars[0] + " = 0.0;\n" ; //default (none found) is scalar |
3207 | } |
3208 | |
3209 | return code; |
3210 | } |
3211 | } |
3212 | |
3213 | void VisualShaderNodeInput::set_input_name(String p_name) { |
3214 | PortType prev_type = get_input_type_by_name(input_name); |
3215 | input_name = p_name; |
3216 | emit_changed(); |
3217 | if (get_input_type_by_name(input_name) != prev_type) { |
3218 | emit_signal(SNAME("input_type_changed" )); |
3219 | } |
3220 | } |
3221 | |
3222 | String VisualShaderNodeInput::get_input_name() const { |
3223 | return input_name; |
3224 | } |
3225 | |
3226 | String VisualShaderNodeInput::get_input_real_name() const { |
3227 | int idx = 0; |
3228 | |
3229 | while (ports[idx].mode != Shader::MODE_MAX) { |
3230 | if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == input_name) { |
3231 | return String(ports[idx].string); |
3232 | } |
3233 | idx++; |
3234 | } |
3235 | |
3236 | return "" ; |
3237 | } |
3238 | |
3239 | VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_type_by_name(String p_name) const { |
3240 | int idx = 0; |
3241 | |
3242 | while (ports[idx].mode != Shader::MODE_MAX) { |
3243 | if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == p_name) { |
3244 | return ports[idx].type; |
3245 | } |
3246 | idx++; |
3247 | } |
3248 | |
3249 | return PORT_TYPE_SCALAR; |
3250 | } |
3251 | |
3252 | int VisualShaderNodeInput::get_input_index_count() const { |
3253 | int idx = 0; |
3254 | int count = 0; |
3255 | |
3256 | while (ports[idx].mode != Shader::MODE_MAX) { |
3257 | if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) { |
3258 | count++; |
3259 | } |
3260 | idx++; |
3261 | } |
3262 | |
3263 | return count; |
3264 | } |
3265 | |
3266 | VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_index_type(int p_index) const { |
3267 | int idx = 0; |
3268 | int count = 0; |
3269 | |
3270 | while (ports[idx].mode != Shader::MODE_MAX) { |
3271 | if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) { |
3272 | if (count == p_index) { |
3273 | return ports[idx].type; |
3274 | } |
3275 | count++; |
3276 | } |
3277 | idx++; |
3278 | } |
3279 | |
3280 | return PORT_TYPE_SCALAR; |
3281 | } |
3282 | |
3283 | String VisualShaderNodeInput::get_input_index_name(int p_index) const { |
3284 | int idx = 0; |
3285 | int count = 0; |
3286 | |
3287 | while (ports[idx].mode != Shader::MODE_MAX) { |
3288 | if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) { |
3289 | if (count == p_index) { |
3290 | return ports[idx].name; |
3291 | } |
3292 | count++; |
3293 | } |
3294 | idx++; |
3295 | } |
3296 | |
3297 | return "" ; |
3298 | } |
3299 | |
3300 | void VisualShaderNodeInput::_validate_property(PropertyInfo &p_property) const { |
3301 | if (p_property.name == "input_name" ) { |
3302 | String port_list; |
3303 | |
3304 | int idx = 0; |
3305 | |
3306 | while (ports[idx].mode != Shader::MODE_MAX) { |
3307 | if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) { |
3308 | if (!port_list.is_empty()) { |
3309 | port_list += "," ; |
3310 | } |
3311 | port_list += ports[idx].name; |
3312 | } |
3313 | idx++; |
3314 | } |
3315 | |
3316 | if (port_list.is_empty()) { |
3317 | port_list = RTR("None" ); |
3318 | } |
3319 | p_property.hint_string = port_list; |
3320 | } |
3321 | } |
3322 | |
3323 | Vector<StringName> VisualShaderNodeInput::get_editable_properties() const { |
3324 | Vector<StringName> props; |
3325 | props.push_back("input_name" ); |
3326 | return props; |
3327 | } |
3328 | |
3329 | void VisualShaderNodeInput::set_shader_type(VisualShader::Type p_shader_type) { |
3330 | shader_type = p_shader_type; |
3331 | } |
3332 | |
3333 | void VisualShaderNodeInput::set_shader_mode(Shader::Mode p_shader_mode) { |
3334 | shader_mode = p_shader_mode; |
3335 | } |
3336 | |
3337 | void VisualShaderNodeInput::_bind_methods() { |
3338 | ClassDB::bind_method(D_METHOD("set_input_name" , "name" ), &VisualShaderNodeInput::set_input_name); |
3339 | ClassDB::bind_method(D_METHOD("get_input_name" ), &VisualShaderNodeInput::get_input_name); |
3340 | ClassDB::bind_method(D_METHOD("get_input_real_name" ), &VisualShaderNodeInput::get_input_real_name); |
3341 | |
3342 | ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "input_name" , PROPERTY_HINT_ENUM, "" ), "set_input_name" , "get_input_name" ); |
3343 | ADD_SIGNAL(MethodInfo("input_type_changed" )); |
3344 | } |
3345 | |
3346 | VisualShaderNodeInput::VisualShaderNodeInput() { |
3347 | } |
3348 | |
3349 | ////////////// ParameterRef |
3350 | |
3351 | RBMap<RID, List<VisualShaderNodeParameterRef::Parameter>> parameters; |
3352 | |
3353 | void VisualShaderNodeParameterRef::add_parameter(RID p_shader_rid, const String &p_name, ParameterType p_type) { |
3354 | parameters[p_shader_rid].push_back({ p_name, p_type }); |
3355 | } |
3356 | |
3357 | void VisualShaderNodeParameterRef::clear_parameters(RID p_shader_rid) { |
3358 | parameters[p_shader_rid].clear(); |
3359 | } |
3360 | |
3361 | bool VisualShaderNodeParameterRef::has_parameter(RID p_shader_rid, const String &p_name) { |
3362 | for (const VisualShaderNodeParameterRef::Parameter &E : parameters[p_shader_rid]) { |
3363 | if (E.name == p_name) { |
3364 | return true; |
3365 | } |
3366 | } |
3367 | return false; |
3368 | } |
3369 | |
3370 | String VisualShaderNodeParameterRef::get_caption() const { |
3371 | return "ParameterRef" ; |
3372 | } |
3373 | |
3374 | int VisualShaderNodeParameterRef::get_input_port_count() const { |
3375 | return 0; |
3376 | } |
3377 | |
3378 | VisualShaderNodeParameterRef::PortType VisualShaderNodeParameterRef::get_input_port_type(int p_port) const { |
3379 | return PortType::PORT_TYPE_SCALAR; |
3380 | } |
3381 | |
3382 | String VisualShaderNodeParameterRef::get_input_port_name(int p_port) const { |
3383 | return "" ; |
3384 | } |
3385 | |
3386 | int VisualShaderNodeParameterRef::get_output_port_count() const { |
3387 | switch (param_type) { |
3388 | case PARAMETER_TYPE_FLOAT: |
3389 | return 1; |
3390 | case PARAMETER_TYPE_INT: |
3391 | return 1; |
3392 | case PARAMETER_TYPE_UINT: |
3393 | return 1; |
3394 | case PARAMETER_TYPE_BOOLEAN: |
3395 | return 1; |
3396 | case PARAMETER_TYPE_VECTOR2: |
3397 | return 1; |
3398 | case PARAMETER_TYPE_VECTOR3: |
3399 | return 1; |
3400 | case PARAMETER_TYPE_VECTOR4: |
3401 | return 1; |
3402 | case PARAMETER_TYPE_TRANSFORM: |
3403 | return 1; |
3404 | case PARAMETER_TYPE_COLOR: |
3405 | return 2; |
3406 | case UNIFORM_TYPE_SAMPLER: |
3407 | return 1; |
3408 | default: |
3409 | break; |
3410 | } |
3411 | return 1; |
3412 | } |
3413 | |
3414 | VisualShaderNodeParameterRef::PortType VisualShaderNodeParameterRef::get_output_port_type(int p_port) const { |
3415 | switch (param_type) { |
3416 | case PARAMETER_TYPE_FLOAT: |
3417 | return PortType::PORT_TYPE_SCALAR; |
3418 | case PARAMETER_TYPE_INT: |
3419 | return PortType::PORT_TYPE_SCALAR_INT; |
3420 | case PARAMETER_TYPE_UINT: |
3421 | return PortType::PORT_TYPE_SCALAR_UINT; |
3422 | case PARAMETER_TYPE_BOOLEAN: |
3423 | return PortType::PORT_TYPE_BOOLEAN; |
3424 | case PARAMETER_TYPE_VECTOR2: |
3425 | return PortType::PORT_TYPE_VECTOR_2D; |
3426 | case PARAMETER_TYPE_VECTOR3: |
3427 | return PortType::PORT_TYPE_VECTOR_3D; |
3428 | case PARAMETER_TYPE_VECTOR4: |
3429 | return PortType::PORT_TYPE_VECTOR_4D; |
3430 | case PARAMETER_TYPE_TRANSFORM: |
3431 | return PortType::PORT_TYPE_TRANSFORM; |
3432 | case PARAMETER_TYPE_COLOR: |
3433 | if (p_port == 0) { |
3434 | return PortType::PORT_TYPE_VECTOR_3D; |
3435 | } else if (p_port == 1) { |
3436 | return PORT_TYPE_SCALAR; |
3437 | } |
3438 | break; |
3439 | case UNIFORM_TYPE_SAMPLER: |
3440 | return PortType::PORT_TYPE_SAMPLER; |
3441 | default: |
3442 | break; |
3443 | } |
3444 | return PORT_TYPE_SCALAR; |
3445 | } |
3446 | |
3447 | String VisualShaderNodeParameterRef::get_output_port_name(int p_port) const { |
3448 | switch (param_type) { |
3449 | case PARAMETER_TYPE_FLOAT: |
3450 | return "" ; |
3451 | case PARAMETER_TYPE_INT: |
3452 | return "" ; |
3453 | case PARAMETER_TYPE_UINT: |
3454 | return "" ; |
3455 | case PARAMETER_TYPE_BOOLEAN: |
3456 | return "" ; |
3457 | case PARAMETER_TYPE_VECTOR2: |
3458 | return "" ; |
3459 | case PARAMETER_TYPE_VECTOR3: |
3460 | return "" ; |
3461 | case PARAMETER_TYPE_VECTOR4: |
3462 | return "" ; |
3463 | case PARAMETER_TYPE_TRANSFORM: |
3464 | return "" ; |
3465 | case PARAMETER_TYPE_COLOR: |
3466 | if (p_port == 0) { |
3467 | return "rgb" ; |
3468 | } else if (p_port == 1) { |
3469 | return "alpha" ; |
3470 | } |
3471 | break; |
3472 | case UNIFORM_TYPE_SAMPLER: |
3473 | return "" ; |
3474 | break; |
3475 | default: |
3476 | break; |
3477 | } |
3478 | return "" ; |
3479 | } |
3480 | |
3481 | void VisualShaderNodeParameterRef::set_shader_rid(const RID &p_shader_rid) { |
3482 | shader_rid = p_shader_rid; |
3483 | } |
3484 | |
3485 | void VisualShaderNodeParameterRef::set_parameter_name(const String &p_name) { |
3486 | parameter_name = p_name; |
3487 | if (shader_rid.is_valid()) { |
3488 | update_parameter_type(); |
3489 | } |
3490 | emit_changed(); |
3491 | } |
3492 | |
3493 | void VisualShaderNodeParameterRef::update_parameter_type() { |
3494 | if (parameter_name != "[None]" ) { |
3495 | param_type = get_parameter_type_by_name(parameter_name); |
3496 | } else { |
3497 | param_type = PARAMETER_TYPE_FLOAT; |
3498 | } |
3499 | } |
3500 | |
3501 | String VisualShaderNodeParameterRef::get_parameter_name() const { |
3502 | return parameter_name; |
3503 | } |
3504 | |
3505 | int VisualShaderNodeParameterRef::get_parameters_count() const { |
3506 | ERR_FAIL_COND_V(!shader_rid.is_valid(), 0); |
3507 | |
3508 | return parameters[shader_rid].size(); |
3509 | } |
3510 | |
3511 | String VisualShaderNodeParameterRef::get_parameter_name_by_index(int p_idx) const { |
3512 | ERR_FAIL_COND_V(!shader_rid.is_valid(), String()); |
3513 | |
3514 | if (p_idx >= 0 && p_idx < parameters[shader_rid].size()) { |
3515 | return parameters[shader_rid][p_idx].name; |
3516 | } |
3517 | return "" ; |
3518 | } |
3519 | |
3520 | VisualShaderNodeParameterRef::ParameterType VisualShaderNodeParameterRef::get_parameter_type_by_name(const String &p_name) const { |
3521 | ERR_FAIL_COND_V(!shader_rid.is_valid(), PARAMETER_TYPE_FLOAT); |
3522 | |
3523 | for (int i = 0; i < parameters[shader_rid].size(); i++) { |
3524 | if (parameters[shader_rid][i].name == p_name) { |
3525 | return parameters[shader_rid][i].type; |
3526 | } |
3527 | } |
3528 | return PARAMETER_TYPE_FLOAT; |
3529 | } |
3530 | |
3531 | VisualShaderNodeParameterRef::ParameterType VisualShaderNodeParameterRef::get_parameter_type_by_index(int p_idx) const { |
3532 | ERR_FAIL_COND_V(!shader_rid.is_valid(), PARAMETER_TYPE_FLOAT); |
3533 | |
3534 | if (p_idx >= 0 && p_idx < parameters[shader_rid].size()) { |
3535 | return parameters[shader_rid][p_idx].type; |
3536 | } |
3537 | return PARAMETER_TYPE_FLOAT; |
3538 | } |
3539 | |
3540 | VisualShaderNodeParameterRef::PortType VisualShaderNodeParameterRef::get_port_type_by_index(int p_idx) const { |
3541 | ERR_FAIL_COND_V(!shader_rid.is_valid(), PORT_TYPE_SCALAR); |
3542 | |
3543 | if (p_idx >= 0 && p_idx < parameters[shader_rid].size()) { |
3544 | switch (parameters[shader_rid][p_idx].type) { |
3545 | case PARAMETER_TYPE_FLOAT: |
3546 | return PORT_TYPE_SCALAR; |
3547 | case PARAMETER_TYPE_INT: |
3548 | return PORT_TYPE_SCALAR_INT; |
3549 | case PARAMETER_TYPE_UINT: |
3550 | return PORT_TYPE_SCALAR_UINT; |
3551 | case UNIFORM_TYPE_SAMPLER: |
3552 | return PORT_TYPE_SAMPLER; |
3553 | case PARAMETER_TYPE_VECTOR2: |
3554 | return PORT_TYPE_VECTOR_2D; |
3555 | case PARAMETER_TYPE_VECTOR3: |
3556 | return PORT_TYPE_VECTOR_3D; |
3557 | case PARAMETER_TYPE_VECTOR4: |
3558 | return PORT_TYPE_VECTOR_4D; |
3559 | case PARAMETER_TYPE_TRANSFORM: |
3560 | return PORT_TYPE_TRANSFORM; |
3561 | case PARAMETER_TYPE_COLOR: |
3562 | return PORT_TYPE_VECTOR_3D; |
3563 | default: |
3564 | break; |
3565 | } |
3566 | } |
3567 | return PORT_TYPE_SCALAR; |
3568 | } |
3569 | |
3570 | String VisualShaderNodeParameterRef::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 { |
3571 | switch (param_type) { |
3572 | case PARAMETER_TYPE_FLOAT: |
3573 | if (parameter_name == "[None]" ) { |
3574 | return " " + p_output_vars[0] + " = 0.0;\n" ; |
3575 | } |
3576 | break; |
3577 | case PARAMETER_TYPE_COLOR: { |
3578 | String code = " " + p_output_vars[0] + " = " + get_parameter_name() + ".rgb;\n" ; |
3579 | code += " " + p_output_vars[1] + " = " + get_parameter_name() + ".a;\n" ; |
3580 | return code; |
3581 | } break; |
3582 | case UNIFORM_TYPE_SAMPLER: |
3583 | return String(); |
3584 | default: |
3585 | break; |
3586 | } |
3587 | |
3588 | return " " + p_output_vars[0] + " = " + get_parameter_name() + ";\n" ; |
3589 | } |
3590 | |
3591 | void VisualShaderNodeParameterRef::_set_parameter_type(int p_type) { |
3592 | param_type = (ParameterType)p_type; |
3593 | } |
3594 | |
3595 | int VisualShaderNodeParameterRef::_get_parameter_type() const { |
3596 | return (int)param_type; |
3597 | } |
3598 | |
3599 | void VisualShaderNodeParameterRef::_bind_methods() { |
3600 | ClassDB::bind_method(D_METHOD("set_parameter_name" , "name" ), &VisualShaderNodeParameterRef::set_parameter_name); |
3601 | ClassDB::bind_method(D_METHOD("get_parameter_name" ), &VisualShaderNodeParameterRef::get_parameter_name); |
3602 | |
3603 | ClassDB::bind_method(D_METHOD("_set_parameter_type" , "type" ), &VisualShaderNodeParameterRef::_set_parameter_type); |
3604 | ClassDB::bind_method(D_METHOD("_get_parameter_type" ), &VisualShaderNodeParameterRef::_get_parameter_type); |
3605 | |
3606 | ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "parameter_name" , PROPERTY_HINT_ENUM, "" ), "set_parameter_name" , "get_parameter_name" ); |
3607 | ADD_PROPERTY(PropertyInfo(Variant::INT, "param_type" , PROPERTY_HINT_NONE, "" , PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "_set_parameter_type" , "_get_parameter_type" ); |
3608 | } |
3609 | |
3610 | Vector<StringName> VisualShaderNodeParameterRef::get_editable_properties() const { |
3611 | Vector<StringName> props; |
3612 | props.push_back("parameter_name" ); |
3613 | props.push_back("param_type" ); |
3614 | return props; |
3615 | } |
3616 | |
3617 | VisualShaderNodeParameterRef::VisualShaderNodeParameterRef() { |
3618 | } |
3619 | |
3620 | //////////////////////////////////////////// |
3621 | |
3622 | const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = { |
3623 | //////////////////////////////////////////////////////////////////////// |
3624 | // Node3D. |
3625 | //////////////////////////////////////////////////////////////////////// |
3626 | // Node3D, Vertex. |
3627 | //////////////////////////////////////////////////////////////////////// |
3628 | { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Vertex" , "VERTEX" }, |
3629 | { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Normal" , "NORMAL" }, |
3630 | { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Tangent" , "TANGENT" }, |
3631 | { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Binormal" , "BINORMAL" }, |
3632 | { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "UV" , "UV" }, |
3633 | { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "UV2" , "UV2" }, |
3634 | { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Color" , "COLOR.rgb" }, |
3635 | { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha" , "COLOR.a" }, |
3636 | { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "Roughness" , "ROUGHNESS" }, |
3637 | { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "Point Size" , "POINT_SIZE" }, |
3638 | { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "Model View Matrix" , "MODELVIEW_MATRIX" }, |
3639 | //////////////////////////////////////////////////////////////////////// |
3640 | // Node3D, Fragment. |
3641 | //////////////////////////////////////////////////////////////////////// |
3642 | { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Albedo" , "ALBEDO" }, |
3643 | { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha" , "ALPHA" }, |
3644 | { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Metallic" , "METALLIC" }, |
3645 | { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Roughness" , "ROUGHNESS" }, |
3646 | { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Specular" , "SPECULAR" }, |
3647 | { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Emission" , "EMISSION" }, |
3648 | { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "AO" , "AO" }, |
3649 | { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "AO Light Affect" , "AO_LIGHT_AFFECT" }, |
3650 | |
3651 | { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Normal" , "NORMAL" }, |
3652 | { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Normal Map" , "NORMAL_MAP" }, |
3653 | { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Normal Map Depth" , "NORMAL_MAP_DEPTH" }, |
3654 | |
3655 | { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Rim" , "RIM" }, |
3656 | { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Rim Tint" , "RIM_TINT" }, |
3657 | { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Clearcoat" , "CLEARCOAT" }, |
3658 | { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Clearcoat Roughness" , "CLEARCOAT_ROUGHNESS" }, |
3659 | { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Anisotropy" , "ANISOTROPY" }, |
3660 | { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "Anisotropy Flow" , "ANISOTROPY_FLOW" }, |
3661 | { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Subsurf Scatter" , "SSS_STRENGTH" }, |
3662 | { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Backlight" , "BACKLIGHT" }, |
3663 | |
3664 | { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha Scissor Threshold" , "ALPHA_SCISSOR_THRESHOLD" }, |
3665 | { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha Hash Scale" , "ALPHA_HASH_SCALE" }, |
3666 | { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha AA Edge" , "ALPHA_ANTIALIASING_EDGE" }, |
3667 | { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "Alpha UV" , "ALPHA_TEXTURE_COORDINATE" }, |
3668 | |
3669 | { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Depth" , "DEPTH" }, |
3670 | |
3671 | //////////////////////////////////////////////////////////////////////// |
3672 | // Node3D, Light. |
3673 | //////////////////////////////////////////////////////////////////////// |
3674 | { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Diffuse" , "DIFFUSE_LIGHT" }, |
3675 | { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Specular" , "SPECULAR_LIGHT" }, |
3676 | { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha" , "ALPHA" }, |
3677 | |
3678 | //////////////////////////////////////////////////////////////////////// |
3679 | // Canvas Item. |
3680 | //////////////////////////////////////////////////////////////////////// |
3681 | // Canvas Item, Vertex. |
3682 | //////////////////////////////////////////////////////////////////////// |
3683 | { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "Vertex" , "VERTEX" }, |
3684 | { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "UV" , "UV" }, |
3685 | { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Color" , "COLOR.rgb" }, |
3686 | { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha" , "COLOR.a" }, |
3687 | { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "Point Size" , "POINT_SIZE" }, |
3688 | //////////////////////////////////////////////////////////////////////// |
3689 | // Canvas Item, Fragment. |
3690 | //////////////////////////////////////////////////////////////////////// |
3691 | { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Color" , "COLOR.rgb" }, |
3692 | { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha" , "COLOR.a" }, |
3693 | { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Normal" , "NORMAL" }, |
3694 | { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Normal Map" , "NORMAL_MAP" }, |
3695 | { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Normal Map Depth" , "NORMAL_MAP_DEPTH" }, |
3696 | { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Light Vertex" , "LIGHT_VERTEX" }, |
3697 | { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "Shadow Vertex" , "SHADOW_VERTEX" }, |
3698 | //////////////////////////////////////////////////////////////////////// |
3699 | // Canvas Item, Light. |
3700 | //////////////////////////////////////////////////////////////////////// |
3701 | { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Light" , "LIGHT.rgb" }, |
3702 | { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "Light Alpha" , "LIGHT.a" }, |
3703 | |
3704 | //////////////////////////////////////////////////////////////////////// |
3705 | // Sky, Sky. |
3706 | //////////////////////////////////////////////////////////////////////// |
3707 | { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Color" , "COLOR" }, |
3708 | { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha" , "ALPHA" }, |
3709 | { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Fog" , "FOG.rgb" }, |
3710 | { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "Fog Alpha" , "FOG.a" }, |
3711 | |
3712 | //////////////////////////////////////////////////////////////////////// |
3713 | // Fog, Fog. |
3714 | //////////////////////////////////////////////////////////////////////// |
3715 | { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_SCALAR, "Density" , "DENSITY" }, |
3716 | { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Albedo" , "ALBEDO" }, |
3717 | { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Emission" , "EMISSION" }, |
3718 | |
3719 | //////////////////////////////////////////////////////////////////////// |
3720 | { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, nullptr, nullptr }, |
3721 | }; |
3722 | |
3723 | int VisualShaderNodeOutput::get_input_port_count() const { |
3724 | int idx = 0; |
3725 | int count = 0; |
3726 | |
3727 | while (ports[idx].mode != Shader::MODE_MAX) { |
3728 | if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) { |
3729 | count++; |
3730 | } |
3731 | idx++; |
3732 | } |
3733 | |
3734 | return count; |
3735 | } |
3736 | |
3737 | VisualShaderNodeOutput::PortType VisualShaderNodeOutput::get_input_port_type(int p_port) const { |
3738 | int idx = 0; |
3739 | int count = 0; |
3740 | |
3741 | while (ports[idx].mode != Shader::MODE_MAX) { |
3742 | if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) { |
3743 | if (count == p_port) { |
3744 | return ports[idx].type; |
3745 | } |
3746 | count++; |
3747 | } |
3748 | idx++; |
3749 | } |
3750 | |
3751 | return PORT_TYPE_SCALAR; |
3752 | } |
3753 | |
3754 | String VisualShaderNodeOutput::get_input_port_name(int p_port) const { |
3755 | int idx = 0; |
3756 | int count = 0; |
3757 | |
3758 | while (ports[idx].mode != Shader::MODE_MAX) { |
3759 | if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) { |
3760 | if (count == p_port) { |
3761 | return String(ports[idx].name); |
3762 | } |
3763 | count++; |
3764 | } |
3765 | idx++; |
3766 | } |
3767 | |
3768 | return String(); |
3769 | } |
3770 | |
3771 | Variant VisualShaderNodeOutput::get_input_port_default_value(int p_port) const { |
3772 | return Variant(); |
3773 | } |
3774 | |
3775 | int VisualShaderNodeOutput::get_output_port_count() const { |
3776 | return 0; |
3777 | } |
3778 | |
3779 | VisualShaderNodeOutput::PortType VisualShaderNodeOutput::get_output_port_type(int p_port) const { |
3780 | return PORT_TYPE_SCALAR; |
3781 | } |
3782 | |
3783 | String VisualShaderNodeOutput::get_output_port_name(int p_port) const { |
3784 | return String(); |
3785 | } |
3786 | |
3787 | bool VisualShaderNodeOutput::is_port_separator(int p_index) const { |
3788 | if (shader_mode == Shader::MODE_SPATIAL && shader_type == VisualShader::TYPE_VERTEX) { |
3789 | String port_name = get_input_port_name(p_index); |
3790 | return bool(port_name == "Model View Matrix" ); |
3791 | } |
3792 | if (shader_mode == Shader::MODE_SPATIAL && shader_type == VisualShader::TYPE_FRAGMENT) { |
3793 | String port_name = get_input_port_name(p_index); |
3794 | return bool(port_name == "AO" || port_name == "Normal" || port_name == "Rim" || port_name == "Clearcoat" || port_name == "Anisotropy" || port_name == "Subsurf Scatter" || port_name == "Alpha Scissor Threshold" || port_name == "Depth" ); |
3795 | } |
3796 | return false; |
3797 | } |
3798 | |
3799 | String VisualShaderNodeOutput::get_caption() const { |
3800 | return "Output" ; |
3801 | } |
3802 | |
3803 | 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 { |
3804 | int idx = 0; |
3805 | int count = 0; |
3806 | |
3807 | String shader_code; |
3808 | while (ports[idx].mode != Shader::MODE_MAX) { |
3809 | if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) { |
3810 | if (!p_input_vars[count].is_empty()) { |
3811 | String s = ports[idx].string; |
3812 | if (s.contains(":" )) { |
3813 | shader_code += " " + s.get_slicec(':', 0) + " = " + p_input_vars[count] + "." + s.get_slicec(':', 1) + ";\n" ; |
3814 | } else { |
3815 | shader_code += " " + s + " = " + p_input_vars[count] + ";\n" ; |
3816 | } |
3817 | } |
3818 | count++; |
3819 | } |
3820 | idx++; |
3821 | } |
3822 | |
3823 | return shader_code; |
3824 | } |
3825 | |
3826 | VisualShaderNodeOutput::VisualShaderNodeOutput() { |
3827 | } |
3828 | |
3829 | /////////////////////////// |
3830 | |
3831 | void VisualShaderNodeParameter::set_parameter_name(const String &p_name) { |
3832 | parameter_name = p_name; |
3833 | emit_signal(SNAME("name_changed" )); |
3834 | emit_changed(); |
3835 | } |
3836 | |
3837 | String VisualShaderNodeParameter::get_parameter_name() const { |
3838 | return parameter_name; |
3839 | } |
3840 | |
3841 | void VisualShaderNodeParameter::set_qualifier(VisualShaderNodeParameter::Qualifier p_qual) { |
3842 | ERR_FAIL_INDEX(int(p_qual), int(QUAL_MAX)); |
3843 | if (qualifier == p_qual) { |
3844 | return; |
3845 | } |
3846 | qualifier = p_qual; |
3847 | emit_changed(); |
3848 | } |
3849 | |
3850 | VisualShaderNodeParameter::Qualifier VisualShaderNodeParameter::get_qualifier() const { |
3851 | return qualifier; |
3852 | } |
3853 | |
3854 | void VisualShaderNodeParameter::set_global_code_generated(bool p_enabled) { |
3855 | global_code_generated = p_enabled; |
3856 | } |
3857 | |
3858 | bool VisualShaderNodeParameter::is_global_code_generated() const { |
3859 | return global_code_generated; |
3860 | } |
3861 | |
3862 | #ifndef DISABLE_DEPRECATED |
3863 | // Kept for compatibility from 3.x to 4.0. |
3864 | bool VisualShaderNodeParameter::_set(const StringName &p_name, const Variant &p_value) { |
3865 | if (p_name == "uniform_name" ) { |
3866 | set_parameter_name(p_value); |
3867 | return true; |
3868 | } |
3869 | return false; |
3870 | } |
3871 | #endif |
3872 | |
3873 | void VisualShaderNodeParameter::_bind_methods() { |
3874 | ClassDB::bind_method(D_METHOD("set_parameter_name" , "name" ), &VisualShaderNodeParameter::set_parameter_name); |
3875 | ClassDB::bind_method(D_METHOD("get_parameter_name" ), &VisualShaderNodeParameter::get_parameter_name); |
3876 | |
3877 | ClassDB::bind_method(D_METHOD("set_qualifier" , "qualifier" ), &VisualShaderNodeParameter::set_qualifier); |
3878 | ClassDB::bind_method(D_METHOD("get_qualifier" ), &VisualShaderNodeParameter::get_qualifier); |
3879 | |
3880 | ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "parameter_name" ), "set_parameter_name" , "get_parameter_name" ); |
3881 | ADD_PROPERTY(PropertyInfo(Variant::INT, "qualifier" , PROPERTY_HINT_ENUM, "None,Global,Instance" ), "set_qualifier" , "get_qualifier" ); |
3882 | |
3883 | BIND_ENUM_CONSTANT(QUAL_NONE); |
3884 | BIND_ENUM_CONSTANT(QUAL_GLOBAL); |
3885 | BIND_ENUM_CONSTANT(QUAL_INSTANCE); |
3886 | BIND_ENUM_CONSTANT(QUAL_MAX); |
3887 | } |
3888 | |
3889 | String VisualShaderNodeParameter::_get_qual_str() const { |
3890 | if (is_qualifier_supported(qualifier)) { |
3891 | switch (qualifier) { |
3892 | case QUAL_NONE: |
3893 | break; |
3894 | case QUAL_GLOBAL: |
3895 | return "global " ; |
3896 | case QUAL_INSTANCE: |
3897 | return "instance " ; |
3898 | default: |
3899 | break; |
3900 | } |
3901 | } |
3902 | return String(); |
3903 | } |
3904 | |
3905 | String VisualShaderNodeParameter::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const { |
3906 | List<String> keyword_list; |
3907 | ShaderLanguage::get_keyword_list(&keyword_list); |
3908 | if (keyword_list.find(parameter_name)) { |
3909 | return RTR("Shader keywords cannot be used as parameter names.\nChoose another name." ); |
3910 | } |
3911 | if (!is_qualifier_supported(qualifier)) { |
3912 | String qualifier_str; |
3913 | switch (qualifier) { |
3914 | case QUAL_NONE: |
3915 | break; |
3916 | case QUAL_GLOBAL: |
3917 | qualifier_str = "global" ; |
3918 | break; |
3919 | case QUAL_INSTANCE: |
3920 | qualifier_str = "instance" ; |
3921 | break; |
3922 | default: |
3923 | break; |
3924 | } |
3925 | return vformat(RTR("This parameter type does not support the '%s' qualifier." ), qualifier_str); |
3926 | } else if (qualifier == Qualifier::QUAL_GLOBAL) { |
3927 | RS::GlobalShaderParameterType gvt = RS::get_singleton()->global_shader_parameter_get_type(parameter_name); |
3928 | if (gvt == RS::GLOBAL_VAR_TYPE_MAX) { |
3929 | return vformat(RTR("Global parameter '%s' does not exist.\nCreate it in the Project Settings." ), parameter_name); |
3930 | } |
3931 | bool incompatible_type = false; |
3932 | switch (gvt) { |
3933 | case RS::GLOBAL_VAR_TYPE_FLOAT: { |
3934 | if (!Object::cast_to<VisualShaderNodeFloatParameter>(this)) { |
3935 | incompatible_type = true; |
3936 | } |
3937 | } break; |
3938 | case RS::GLOBAL_VAR_TYPE_INT: { |
3939 | if (!Object::cast_to<VisualShaderNodeIntParameter>(this)) { |
3940 | incompatible_type = true; |
3941 | } |
3942 | } break; |
3943 | case RS::GLOBAL_VAR_TYPE_BOOL: { |
3944 | if (!Object::cast_to<VisualShaderNodeBooleanParameter>(this)) { |
3945 | incompatible_type = true; |
3946 | } |
3947 | } break; |
3948 | case RS::GLOBAL_VAR_TYPE_COLOR: { |
3949 | if (!Object::cast_to<VisualShaderNodeColorParameter>(this)) { |
3950 | incompatible_type = true; |
3951 | } |
3952 | } break; |
3953 | case RS::GLOBAL_VAR_TYPE_VEC3: { |
3954 | if (!Object::cast_to<VisualShaderNodeVec3Parameter>(this)) { |
3955 | incompatible_type = true; |
3956 | } |
3957 | } break; |
3958 | case RS::GLOBAL_VAR_TYPE_VEC4: { |
3959 | if (!Object::cast_to<VisualShaderNodeVec4Parameter>(this)) { |
3960 | incompatible_type = true; |
3961 | } |
3962 | } break; |
3963 | case RS::GLOBAL_VAR_TYPE_TRANSFORM: { |
3964 | if (!Object::cast_to<VisualShaderNodeTransformParameter>(this)) { |
3965 | incompatible_type = true; |
3966 | } |
3967 | } break; |
3968 | case RS::GLOBAL_VAR_TYPE_SAMPLER2D: { |
3969 | if (!Object::cast_to<VisualShaderNodeTextureParameter>(this)) { |
3970 | incompatible_type = true; |
3971 | } |
3972 | } break; |
3973 | case RS::GLOBAL_VAR_TYPE_SAMPLER3D: { |
3974 | if (!Object::cast_to<VisualShaderNodeTexture3DParameter>(this)) { |
3975 | incompatible_type = true; |
3976 | } |
3977 | } break; |
3978 | case RS::GLOBAL_VAR_TYPE_SAMPLER2DARRAY: { |
3979 | if (!Object::cast_to<VisualShaderNodeTexture2DArrayParameter>(this)) { |
3980 | incompatible_type = true; |
3981 | } |
3982 | } break; |
3983 | case RS::GLOBAL_VAR_TYPE_SAMPLERCUBE: { |
3984 | if (!Object::cast_to<VisualShaderNodeCubemapParameter>(this)) { |
3985 | incompatible_type = true; |
3986 | } |
3987 | } break; |
3988 | default: |
3989 | break; |
3990 | } |
3991 | if (incompatible_type) { |
3992 | return vformat(RTR("Global parameter '%s' has an incompatible type for this kind of node.\nChange it in the Project Settings." ), parameter_name); |
3993 | } |
3994 | } |
3995 | |
3996 | return String(); |
3997 | } |
3998 | |
3999 | Vector<StringName> VisualShaderNodeParameter::get_editable_properties() const { |
4000 | Vector<StringName> props; |
4001 | props.push_back("qualifier" ); |
4002 | return props; |
4003 | } |
4004 | |
4005 | VisualShaderNodeParameter::VisualShaderNodeParameter() { |
4006 | } |
4007 | |
4008 | ////////////// ResizeableBase |
4009 | |
4010 | void VisualShaderNodeResizableBase::set_size(const Size2 &p_size) { |
4011 | size = p_size; |
4012 | } |
4013 | |
4014 | Size2 VisualShaderNodeResizableBase::get_size() const { |
4015 | return size; |
4016 | } |
4017 | |
4018 | void VisualShaderNodeResizableBase::set_allow_v_resize(bool p_enabled) { |
4019 | allow_v_resize = p_enabled; |
4020 | } |
4021 | |
4022 | bool VisualShaderNodeResizableBase::is_allow_v_resize() const { |
4023 | return allow_v_resize; |
4024 | } |
4025 | |
4026 | void VisualShaderNodeResizableBase::_bind_methods() { |
4027 | ClassDB::bind_method(D_METHOD("set_size" , "size" ), &VisualShaderNodeResizableBase::set_size); |
4028 | ClassDB::bind_method(D_METHOD("get_size" ), &VisualShaderNodeResizableBase::get_size); |
4029 | |
4030 | ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "size" ), "set_size" , "get_size" ); |
4031 | } |
4032 | |
4033 | VisualShaderNodeResizableBase::VisualShaderNodeResizableBase() { |
4034 | set_allow_v_resize(true); |
4035 | } |
4036 | |
4037 | ////////////// Comment |
4038 | |
4039 | String VisualShaderNodeComment::() const { |
4040 | return title; |
4041 | } |
4042 | |
4043 | int VisualShaderNodeComment::() const { |
4044 | return 0; |
4045 | } |
4046 | |
4047 | VisualShaderNodeComment::PortType VisualShaderNodeComment::(int p_port) const { |
4048 | return PortType::PORT_TYPE_SCALAR; |
4049 | } |
4050 | |
4051 | String VisualShaderNodeComment::(int p_port) const { |
4052 | return String(); |
4053 | } |
4054 | |
4055 | int VisualShaderNodeComment::() const { |
4056 | return 0; |
4057 | } |
4058 | |
4059 | VisualShaderNodeComment::PortType VisualShaderNodeComment::(int p_port) const { |
4060 | return PortType::PORT_TYPE_SCALAR; |
4061 | } |
4062 | |
4063 | String VisualShaderNodeComment::(int p_port) const { |
4064 | return String(); |
4065 | } |
4066 | |
4067 | void VisualShaderNodeComment::(const String &p_title) { |
4068 | title = p_title; |
4069 | } |
4070 | |
4071 | String VisualShaderNodeComment::() const { |
4072 | return title; |
4073 | } |
4074 | |
4075 | void VisualShaderNodeComment::(const String &p_description) { |
4076 | description = p_description; |
4077 | } |
4078 | |
4079 | String VisualShaderNodeComment::() const { |
4080 | return description; |
4081 | } |
4082 | |
4083 | String VisualShaderNodeComment::(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 { |
4084 | return String(); |
4085 | } |
4086 | |
4087 | void VisualShaderNodeComment::() { |
4088 | ClassDB::bind_method(D_METHOD("set_title" , "title" ), &VisualShaderNodeComment::set_title); |
4089 | ClassDB::bind_method(D_METHOD("get_title" ), &VisualShaderNodeComment::get_title); |
4090 | |
4091 | ClassDB::bind_method(D_METHOD("set_description" , "description" ), &VisualShaderNodeComment::set_description); |
4092 | ClassDB::bind_method(D_METHOD("get_description" ), &VisualShaderNodeComment::get_description); |
4093 | |
4094 | ADD_PROPERTY(PropertyInfo(Variant::STRING, "title" ), "set_title" , "get_title" ); |
4095 | ADD_PROPERTY(PropertyInfo(Variant::STRING, "description" ), "set_description" , "get_description" ); |
4096 | } |
4097 | |
4098 | VisualShaderNodeComment::() { |
4099 | } |
4100 | |
4101 | ////////////// GroupBase |
4102 | |
4103 | void VisualShaderNodeGroupBase::set_inputs(const String &p_inputs) { |
4104 | if (inputs == p_inputs) { |
4105 | return; |
4106 | } |
4107 | |
4108 | clear_input_ports(); |
4109 | |
4110 | inputs = p_inputs; |
4111 | |
4112 | Vector<String> input_strings = inputs.split(";" , false); |
4113 | |
4114 | int input_port_count = input_strings.size(); |
4115 | |
4116 | for (int i = 0; i < input_port_count; i++) { |
4117 | Vector<String> arr = input_strings[i].split("," ); |
4118 | ERR_FAIL_COND(arr.size() != 3); |
4119 | |
4120 | int port_idx = arr[0].to_int(); |
4121 | int port_type = arr[1].to_int(); |
4122 | String port_name = arr[2]; |
4123 | |
4124 | Port port; |
4125 | port.type = (PortType)port_type; |
4126 | port.name = port_name; |
4127 | input_ports[port_idx] = port; |
4128 | } |
4129 | } |
4130 | |
4131 | String VisualShaderNodeGroupBase::get_inputs() const { |
4132 | return inputs; |
4133 | } |
4134 | |
4135 | void VisualShaderNodeGroupBase::set_outputs(const String &p_outputs) { |
4136 | if (outputs == p_outputs) { |
4137 | return; |
4138 | } |
4139 | |
4140 | clear_output_ports(); |
4141 | |
4142 | outputs = p_outputs; |
4143 | |
4144 | Vector<String> output_strings = outputs.split(";" , false); |
4145 | |
4146 | int output_port_count = output_strings.size(); |
4147 | |
4148 | for (int i = 0; i < output_port_count; i++) { |
4149 | Vector<String> arr = output_strings[i].split("," ); |
4150 | ERR_FAIL_COND(arr.size() != 3); |
4151 | |
4152 | int port_idx = arr[0].to_int(); |
4153 | int port_type = arr[1].to_int(); |
4154 | String port_name = arr[2]; |
4155 | |
4156 | Port port; |
4157 | port.type = (PortType)port_type; |
4158 | port.name = port_name; |
4159 | output_ports[port_idx] = port; |
4160 | } |
4161 | } |
4162 | |
4163 | String VisualShaderNodeGroupBase::get_outputs() const { |
4164 | return outputs; |
4165 | } |
4166 | |
4167 | bool VisualShaderNodeGroupBase::is_valid_port_name(const String &p_name) const { |
4168 | if (!p_name.is_valid_identifier()) { |
4169 | return false; |
4170 | } |
4171 | for (int i = 0; i < get_input_port_count(); i++) { |
4172 | if (get_input_port_name(i) == p_name) { |
4173 | return false; |
4174 | } |
4175 | } |
4176 | for (int i = 0; i < get_output_port_count(); i++) { |
4177 | if (get_output_port_name(i) == p_name) { |
4178 | return false; |
4179 | } |
4180 | } |
4181 | return true; |
4182 | } |
4183 | |
4184 | void VisualShaderNodeGroupBase::add_input_port(int p_id, int p_type, const String &p_name) { |
4185 | ERR_FAIL_INDEX(p_type, int(PORT_TYPE_MAX)); |
4186 | ERR_FAIL_COND(!is_valid_port_name(p_name)); |
4187 | |
4188 | String str = itos(p_id) + "," + itos(p_type) + "," + p_name + ";" ; |
4189 | Vector<String> inputs_strings = inputs.split(";" , false); |
4190 | int index = 0; |
4191 | if (p_id < inputs_strings.size()) { |
4192 | for (int i = 0; i < inputs_strings.size(); i++) { |
4193 | if (i == p_id) { |
4194 | inputs = inputs.insert(index, str); |
4195 | break; |
4196 | } |
4197 | index += inputs_strings[i].size(); |
4198 | } |
4199 | } else { |
4200 | inputs += str; |
4201 | } |
4202 | |
4203 | inputs_strings = inputs.split(";" , false); |
4204 | index = 0; |
4205 | |
4206 | for (int i = 0; i < inputs_strings.size(); i++) { |
4207 | int count = 0; |
4208 | for (int j = 0; j < inputs_strings[i].size(); j++) { |
4209 | if (inputs_strings[i][j] == ',') { |
4210 | break; |
4211 | } |
4212 | count++; |
4213 | } |
4214 | |
4215 | inputs = inputs.left(index) + inputs.substr(index + count); |
4216 | inputs = inputs.insert(index, itos(i)); |
4217 | index += inputs_strings[i].size(); |
4218 | } |
4219 | |
4220 | _apply_port_changes(); |
4221 | emit_changed(); |
4222 | } |
4223 | |
4224 | void VisualShaderNodeGroupBase::remove_input_port(int p_id) { |
4225 | ERR_FAIL_COND(!has_input_port(p_id)); |
4226 | |
4227 | Vector<String> inputs_strings = inputs.split(";" , false); |
4228 | int count = 0; |
4229 | int index = 0; |
4230 | for (int i = 0; i < inputs_strings.size(); i++) { |
4231 | Vector<String> arr = inputs_strings[i].split("," ); |
4232 | if (arr[0].to_int() == p_id) { |
4233 | count = inputs_strings[i].size(); |
4234 | break; |
4235 | } |
4236 | index += inputs_strings[i].size(); |
4237 | } |
4238 | inputs = inputs.left(index) + inputs.substr(index + count); |
4239 | |
4240 | inputs_strings = inputs.split(";" , false); |
4241 | inputs = inputs.substr(0, index); |
4242 | |
4243 | for (int i = p_id; i < inputs_strings.size(); i++) { |
4244 | inputs += inputs_strings[i].replace_first(inputs_strings[i].split("," )[0], itos(i)) + ";" ; |
4245 | } |
4246 | |
4247 | _apply_port_changes(); |
4248 | emit_changed(); |
4249 | } |
4250 | |
4251 | int VisualShaderNodeGroupBase::get_input_port_count() const { |
4252 | return input_ports.size(); |
4253 | } |
4254 | |
4255 | bool VisualShaderNodeGroupBase::has_input_port(int p_id) const { |
4256 | return input_ports.has(p_id); |
4257 | } |
4258 | |
4259 | void VisualShaderNodeGroupBase::add_output_port(int p_id, int p_type, const String &p_name) { |
4260 | ERR_FAIL_INDEX(p_type, int(PORT_TYPE_MAX)); |
4261 | ERR_FAIL_COND(!is_valid_port_name(p_name)); |
4262 | |
4263 | String str = itos(p_id) + "," + itos(p_type) + "," + p_name + ";" ; |
4264 | Vector<String> outputs_strings = outputs.split(";" , false); |
4265 | int index = 0; |
4266 | if (p_id < outputs_strings.size()) { |
4267 | for (int i = 0; i < outputs_strings.size(); i++) { |
4268 | if (i == p_id) { |
4269 | outputs = outputs.insert(index, str); |
4270 | break; |
4271 | } |
4272 | index += outputs_strings[i].size(); |
4273 | } |
4274 | } else { |
4275 | outputs += str; |
4276 | } |
4277 | |
4278 | outputs_strings = outputs.split(";" , false); |
4279 | index = 0; |
4280 | |
4281 | for (int i = 0; i < outputs_strings.size(); i++) { |
4282 | int count = 0; |
4283 | for (int j = 0; j < outputs_strings[i].size(); j++) { |
4284 | if (outputs_strings[i][j] == ',') { |
4285 | break; |
4286 | } |
4287 | count++; |
4288 | } |
4289 | |
4290 | outputs = outputs.left(index) + outputs.substr(index + count); |
4291 | outputs = outputs.insert(index, itos(i)); |
4292 | index += outputs_strings[i].size(); |
4293 | } |
4294 | |
4295 | _apply_port_changes(); |
4296 | emit_changed(); |
4297 | } |
4298 | |
4299 | void VisualShaderNodeGroupBase::remove_output_port(int p_id) { |
4300 | ERR_FAIL_COND(!has_output_port(p_id)); |
4301 | |
4302 | Vector<String> outputs_strings = outputs.split(";" , false); |
4303 | int count = 0; |
4304 | int index = 0; |
4305 | for (int i = 0; i < outputs_strings.size(); i++) { |
4306 | Vector<String> arr = outputs_strings[i].split("," ); |
4307 | if (arr[0].to_int() == p_id) { |
4308 | count = outputs_strings[i].size(); |
4309 | break; |
4310 | } |
4311 | index += outputs_strings[i].size(); |
4312 | } |
4313 | outputs = outputs.left(index) + outputs.substr(index + count); |
4314 | |
4315 | outputs_strings = outputs.split(";" , false); |
4316 | outputs = outputs.substr(0, index); |
4317 | |
4318 | for (int i = p_id; i < outputs_strings.size(); i++) { |
4319 | outputs += outputs_strings[i].replace_first(outputs_strings[i].split("," )[0], itos(i)) + ";" ; |
4320 | } |
4321 | |
4322 | _apply_port_changes(); |
4323 | emit_changed(); |
4324 | } |
4325 | |
4326 | int VisualShaderNodeGroupBase::get_output_port_count() const { |
4327 | return output_ports.size(); |
4328 | } |
4329 | |
4330 | bool VisualShaderNodeGroupBase::has_output_port(int p_id) const { |
4331 | return output_ports.has(p_id); |
4332 | } |
4333 | |
4334 | void VisualShaderNodeGroupBase::clear_input_ports() { |
4335 | input_ports.clear(); |
4336 | } |
4337 | |
4338 | void VisualShaderNodeGroupBase::clear_output_ports() { |
4339 | output_ports.clear(); |
4340 | } |
4341 | |
4342 | void VisualShaderNodeGroupBase::set_input_port_type(int p_id, int p_type) { |
4343 | ERR_FAIL_COND(!has_input_port(p_id)); |
4344 | ERR_FAIL_INDEX(p_type, int(PORT_TYPE_MAX)); |
4345 | |
4346 | if (input_ports[p_id].type == p_type) { |
4347 | return; |
4348 | } |
4349 | |
4350 | Vector<String> inputs_strings = inputs.split(";" , false); |
4351 | int count = 0; |
4352 | int index = 0; |
4353 | for (int i = 0; i < inputs_strings.size(); i++) { |
4354 | Vector<String> arr = inputs_strings[i].split("," ); |
4355 | ERR_FAIL_COND(arr.size() != 3); |
4356 | |
4357 | if (arr[0].to_int() == p_id) { |
4358 | index += arr[0].size(); |
4359 | count = arr[1].size() - 1; |
4360 | break; |
4361 | } |
4362 | index += inputs_strings[i].size(); |
4363 | } |
4364 | |
4365 | inputs = inputs.left(index) + inputs.substr(index + count); |
4366 | inputs = inputs.insert(index, itos(p_type)); |
4367 | |
4368 | _apply_port_changes(); |
4369 | emit_changed(); |
4370 | } |
4371 | |
4372 | VisualShaderNodeGroupBase::PortType VisualShaderNodeGroupBase::get_input_port_type(int p_id) const { |
4373 | ERR_FAIL_COND_V(!input_ports.has(p_id), (PortType)0); |
4374 | return input_ports[p_id].type; |
4375 | } |
4376 | |
4377 | void VisualShaderNodeGroupBase::set_input_port_name(int p_id, const String &p_name) { |
4378 | ERR_FAIL_COND(!has_input_port(p_id)); |
4379 | ERR_FAIL_COND(!is_valid_port_name(p_name)); |
4380 | |
4381 | if (input_ports[p_id].name == p_name) { |
4382 | return; |
4383 | } |
4384 | |
4385 | Vector<String> inputs_strings = inputs.split(";" , false); |
4386 | int count = 0; |
4387 | int index = 0; |
4388 | for (int i = 0; i < inputs_strings.size(); i++) { |
4389 | Vector<String> arr = inputs_strings[i].split("," ); |
4390 | ERR_FAIL_COND(arr.size() != 3); |
4391 | |
4392 | if (arr[0].to_int() == p_id) { |
4393 | index += arr[0].size() + arr[1].size(); |
4394 | count = arr[2].size() - 1; |
4395 | break; |
4396 | } |
4397 | index += inputs_strings[i].size(); |
4398 | } |
4399 | |
4400 | inputs = inputs.left(index) + inputs.substr(index + count); |
4401 | inputs = inputs.insert(index, p_name); |
4402 | |
4403 | _apply_port_changes(); |
4404 | emit_changed(); |
4405 | } |
4406 | |
4407 | String VisualShaderNodeGroupBase::get_input_port_name(int p_id) const { |
4408 | ERR_FAIL_COND_V(!input_ports.has(p_id), "" ); |
4409 | return input_ports[p_id].name; |
4410 | } |
4411 | |
4412 | void VisualShaderNodeGroupBase::set_output_port_type(int p_id, int p_type) { |
4413 | ERR_FAIL_COND(!has_output_port(p_id)); |
4414 | ERR_FAIL_INDEX(p_type, int(PORT_TYPE_MAX)); |
4415 | |
4416 | if (output_ports[p_id].type == p_type) { |
4417 | return; |
4418 | } |
4419 | |
4420 | Vector<String> output_strings = outputs.split(";" , false); |
4421 | int count = 0; |
4422 | int index = 0; |
4423 | for (int i = 0; i < output_strings.size(); i++) { |
4424 | Vector<String> arr = output_strings[i].split("," ); |
4425 | ERR_FAIL_COND(arr.size() != 3); |
4426 | |
4427 | if (arr[0].to_int() == p_id) { |
4428 | index += arr[0].size(); |
4429 | count = arr[1].size() - 1; |
4430 | break; |
4431 | } |
4432 | index += output_strings[i].size(); |
4433 | } |
4434 | |
4435 | outputs = outputs.left(index) + outputs.substr(index + count); |
4436 | |
4437 | outputs = outputs.insert(index, itos(p_type)); |
4438 | |
4439 | _apply_port_changes(); |
4440 | emit_changed(); |
4441 | } |
4442 | |
4443 | VisualShaderNodeGroupBase::PortType VisualShaderNodeGroupBase::get_output_port_type(int p_id) const { |
4444 | ERR_FAIL_COND_V(!output_ports.has(p_id), (PortType)0); |
4445 | return output_ports[p_id].type; |
4446 | } |
4447 | |
4448 | void VisualShaderNodeGroupBase::set_output_port_name(int p_id, const String &p_name) { |
4449 | ERR_FAIL_COND(!has_output_port(p_id)); |
4450 | ERR_FAIL_COND(!is_valid_port_name(p_name)); |
4451 | |
4452 | if (output_ports[p_id].name == p_name) { |
4453 | return; |
4454 | } |
4455 | |
4456 | Vector<String> output_strings = outputs.split(";" , false); |
4457 | int count = 0; |
4458 | int index = 0; |
4459 | for (int i = 0; i < output_strings.size(); i++) { |
4460 | Vector<String> arr = output_strings[i].split("," ); |
4461 | ERR_FAIL_COND(arr.size() != 3); |
4462 | |
4463 | if (arr[0].to_int() == p_id) { |
4464 | index += arr[0].size() + arr[1].size(); |
4465 | count = arr[2].size() - 1; |
4466 | break; |
4467 | } |
4468 | index += output_strings[i].size(); |
4469 | } |
4470 | |
4471 | outputs = outputs.left(index) + outputs.substr(index + count); |
4472 | |
4473 | outputs = outputs.insert(index, p_name); |
4474 | |
4475 | _apply_port_changes(); |
4476 | emit_changed(); |
4477 | } |
4478 | |
4479 | String VisualShaderNodeGroupBase::get_output_port_name(int p_id) const { |
4480 | ERR_FAIL_COND_V(!output_ports.has(p_id), "" ); |
4481 | return output_ports[p_id].name; |
4482 | } |
4483 | |
4484 | int VisualShaderNodeGroupBase::get_free_input_port_id() const { |
4485 | return input_ports.size(); |
4486 | } |
4487 | |
4488 | int VisualShaderNodeGroupBase::get_free_output_port_id() const { |
4489 | return output_ports.size(); |
4490 | } |
4491 | |
4492 | void VisualShaderNodeGroupBase::set_ctrl_pressed(Control *p_control, int p_index) { |
4493 | controls[p_index] = p_control; |
4494 | } |
4495 | |
4496 | Control *VisualShaderNodeGroupBase::is_ctrl_pressed(int p_index) { |
4497 | ERR_FAIL_COND_V(!controls.has(p_index), nullptr); |
4498 | return controls[p_index]; |
4499 | } |
4500 | |
4501 | void VisualShaderNodeGroupBase::_apply_port_changes() { |
4502 | Vector<String> inputs_strings = inputs.split(";" , false); |
4503 | Vector<String> outputs_strings = outputs.split(";" , false); |
4504 | |
4505 | clear_input_ports(); |
4506 | clear_output_ports(); |
4507 | |
4508 | for (int i = 0; i < inputs_strings.size(); i++) { |
4509 | Vector<String> arr = inputs_strings[i].split("," ); |
4510 | ERR_FAIL_COND(arr.size() != 3); |
4511 | |
4512 | Port port; |
4513 | port.type = (PortType)arr[1].to_int(); |
4514 | port.name = arr[2]; |
4515 | input_ports[i] = port; |
4516 | } |
4517 | for (int i = 0; i < outputs_strings.size(); i++) { |
4518 | Vector<String> arr = outputs_strings[i].split("," ); |
4519 | ERR_FAIL_COND(arr.size() != 3); |
4520 | |
4521 | Port port; |
4522 | port.type = (PortType)arr[1].to_int(); |
4523 | port.name = arr[2]; |
4524 | output_ports[i] = port; |
4525 | } |
4526 | } |
4527 | |
4528 | void VisualShaderNodeGroupBase::set_editable(bool p_enabled) { |
4529 | editable = p_enabled; |
4530 | } |
4531 | |
4532 | bool VisualShaderNodeGroupBase::is_editable() const { |
4533 | return editable; |
4534 | } |
4535 | |
4536 | void VisualShaderNodeGroupBase::_bind_methods() { |
4537 | ClassDB::bind_method(D_METHOD("set_inputs" , "inputs" ), &VisualShaderNodeGroupBase::set_inputs); |
4538 | ClassDB::bind_method(D_METHOD("get_inputs" ), &VisualShaderNodeGroupBase::get_inputs); |
4539 | |
4540 | ClassDB::bind_method(D_METHOD("set_outputs" , "outputs" ), &VisualShaderNodeGroupBase::set_outputs); |
4541 | ClassDB::bind_method(D_METHOD("get_outputs" ), &VisualShaderNodeGroupBase::get_outputs); |
4542 | |
4543 | ClassDB::bind_method(D_METHOD("is_valid_port_name" , "name" ), &VisualShaderNodeGroupBase::is_valid_port_name); |
4544 | |
4545 | ClassDB::bind_method(D_METHOD("add_input_port" , "id" , "type" , "name" ), &VisualShaderNodeGroupBase::add_input_port); |
4546 | ClassDB::bind_method(D_METHOD("remove_input_port" , "id" ), &VisualShaderNodeGroupBase::remove_input_port); |
4547 | ClassDB::bind_method(D_METHOD("get_input_port_count" ), &VisualShaderNodeGroupBase::get_input_port_count); |
4548 | ClassDB::bind_method(D_METHOD("has_input_port" , "id" ), &VisualShaderNodeGroupBase::has_input_port); |
4549 | ClassDB::bind_method(D_METHOD("clear_input_ports" ), &VisualShaderNodeGroupBase::clear_input_ports); |
4550 | |
4551 | ClassDB::bind_method(D_METHOD("add_output_port" , "id" , "type" , "name" ), &VisualShaderNodeGroupBase::add_output_port); |
4552 | ClassDB::bind_method(D_METHOD("remove_output_port" , "id" ), &VisualShaderNodeGroupBase::remove_output_port); |
4553 | ClassDB::bind_method(D_METHOD("get_output_port_count" ), &VisualShaderNodeGroupBase::get_output_port_count); |
4554 | ClassDB::bind_method(D_METHOD("has_output_port" , "id" ), &VisualShaderNodeGroupBase::has_output_port); |
4555 | ClassDB::bind_method(D_METHOD("clear_output_ports" ), &VisualShaderNodeGroupBase::clear_output_ports); |
4556 | |
4557 | ClassDB::bind_method(D_METHOD("set_input_port_name" , "id" , "name" ), &VisualShaderNodeGroupBase::set_input_port_name); |
4558 | ClassDB::bind_method(D_METHOD("set_input_port_type" , "id" , "type" ), &VisualShaderNodeGroupBase::set_input_port_type); |
4559 | ClassDB::bind_method(D_METHOD("set_output_port_name" , "id" , "name" ), &VisualShaderNodeGroupBase::set_output_port_name); |
4560 | ClassDB::bind_method(D_METHOD("set_output_port_type" , "id" , "type" ), &VisualShaderNodeGroupBase::set_output_port_type); |
4561 | |
4562 | ClassDB::bind_method(D_METHOD("get_free_input_port_id" ), &VisualShaderNodeGroupBase::get_free_input_port_id); |
4563 | ClassDB::bind_method(D_METHOD("get_free_output_port_id" ), &VisualShaderNodeGroupBase::get_free_output_port_id); |
4564 | } |
4565 | |
4566 | String VisualShaderNodeGroupBase::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 { |
4567 | return "" ; |
4568 | } |
4569 | |
4570 | VisualShaderNodeGroupBase::VisualShaderNodeGroupBase() { |
4571 | simple_decl = false; |
4572 | } |
4573 | |
4574 | ////////////// Expression |
4575 | |
4576 | String VisualShaderNodeExpression::get_caption() const { |
4577 | return "Expression" ; |
4578 | } |
4579 | |
4580 | void VisualShaderNodeExpression::set_expression(const String &p_expression) { |
4581 | expression = p_expression; |
4582 | emit_changed(); |
4583 | } |
4584 | |
4585 | String VisualShaderNodeExpression::get_expression() const { |
4586 | return expression; |
4587 | } |
4588 | |
4589 | String VisualShaderNodeExpression::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 { |
4590 | String _expression = expression; |
4591 | |
4592 | _expression = _expression.insert(0, "\n" ); |
4593 | _expression = _expression.replace("\n" , "\n " ); |
4594 | |
4595 | static Vector<String> pre_symbols; |
4596 | if (pre_symbols.is_empty()) { |
4597 | pre_symbols.push_back(" " ); |
4598 | pre_symbols.push_back("," ); |
4599 | pre_symbols.push_back(";" ); |
4600 | pre_symbols.push_back("{" ); |
4601 | pre_symbols.push_back("[" ); |
4602 | pre_symbols.push_back("]" ); |
4603 | pre_symbols.push_back("(" ); |
4604 | pre_symbols.push_back(" " ); |
4605 | pre_symbols.push_back("-" ); |
4606 | pre_symbols.push_back("*" ); |
4607 | pre_symbols.push_back("/" ); |
4608 | pre_symbols.push_back("+" ); |
4609 | pre_symbols.push_back("=" ); |
4610 | pre_symbols.push_back("&" ); |
4611 | pre_symbols.push_back("|" ); |
4612 | pre_symbols.push_back("!" ); |
4613 | } |
4614 | |
4615 | static Vector<String> post_symbols; |
4616 | if (post_symbols.is_empty()) { |
4617 | post_symbols.push_back(" " ); |
4618 | post_symbols.push_back("\n" ); |
4619 | post_symbols.push_back("," ); |
4620 | post_symbols.push_back(";" ); |
4621 | post_symbols.push_back("}" ); |
4622 | post_symbols.push_back("[" ); |
4623 | post_symbols.push_back("]" ); |
4624 | post_symbols.push_back(")" ); |
4625 | post_symbols.push_back(" " ); |
4626 | post_symbols.push_back("." ); |
4627 | post_symbols.push_back("-" ); |
4628 | post_symbols.push_back("*" ); |
4629 | post_symbols.push_back("/" ); |
4630 | post_symbols.push_back("+" ); |
4631 | post_symbols.push_back("=" ); |
4632 | post_symbols.push_back("&" ); |
4633 | post_symbols.push_back("|" ); |
4634 | post_symbols.push_back("!" ); |
4635 | } |
4636 | |
4637 | for (int i = 0; i < get_input_port_count(); i++) { |
4638 | for (int j = 0; j < pre_symbols.size(); j++) { |
4639 | for (int k = 0; k < post_symbols.size(); k++) { |
4640 | _expression = _expression.replace(pre_symbols[j] + get_input_port_name(i) + post_symbols[k], pre_symbols[j] + p_input_vars[i] + post_symbols[k]); |
4641 | } |
4642 | } |
4643 | } |
4644 | for (int i = 0; i < get_output_port_count(); i++) { |
4645 | for (int j = 0; j < pre_symbols.size(); j++) { |
4646 | for (int k = 0; k < post_symbols.size(); k++) { |
4647 | _expression = _expression.replace(pre_symbols[j] + get_output_port_name(i) + post_symbols[k], pre_symbols[j] + p_output_vars[i] + post_symbols[k]); |
4648 | } |
4649 | } |
4650 | } |
4651 | |
4652 | String output_initializer; |
4653 | |
4654 | for (int i = 0; i < get_output_port_count(); i++) { |
4655 | int port_type = get_output_port_type(i); |
4656 | String tk = "" ; |
4657 | switch (port_type) { |
4658 | case PORT_TYPE_SCALAR: |
4659 | tk = "0.0" ; |
4660 | break; |
4661 | case PORT_TYPE_SCALAR_INT: |
4662 | tk = "0" ; |
4663 | break; |
4664 | case PORT_TYPE_VECTOR_2D: |
4665 | tk = "vec2(0.0, 0.0)" ; |
4666 | break; |
4667 | case PORT_TYPE_VECTOR_3D: |
4668 | tk = "vec3(0.0, 0.0, 0.0)" ; |
4669 | break; |
4670 | case PORT_TYPE_VECTOR_4D: |
4671 | tk = "vec4(0.0, 0.0, 0.0, 0.0)" ; |
4672 | break; |
4673 | case PORT_TYPE_BOOLEAN: |
4674 | tk = "false" ; |
4675 | break; |
4676 | case PORT_TYPE_TRANSFORM: |
4677 | tk = "mat4(1.0)" ; |
4678 | break; |
4679 | default: |
4680 | continue; |
4681 | } |
4682 | output_initializer += " " + p_output_vars[i] + " = " + tk + ";\n" ; |
4683 | } |
4684 | |
4685 | String code; |
4686 | code += output_initializer; |
4687 | code += " {" ; |
4688 | code += _expression; |
4689 | code += "\n }\n" ; |
4690 | |
4691 | return code; |
4692 | } |
4693 | |
4694 | void VisualShaderNodeExpression::_bind_methods() { |
4695 | ClassDB::bind_method(D_METHOD("set_expression" , "expression" ), &VisualShaderNodeExpression::set_expression); |
4696 | ClassDB::bind_method(D_METHOD("get_expression" ), &VisualShaderNodeExpression::get_expression); |
4697 | |
4698 | ADD_PROPERTY(PropertyInfo(Variant::STRING, "expression" ), "set_expression" , "get_expression" ); |
4699 | } |
4700 | |
4701 | VisualShaderNodeExpression::VisualShaderNodeExpression() { |
4702 | set_editable(true); |
4703 | } |
4704 | |
4705 | ////////////// Global Expression |
4706 | |
4707 | String VisualShaderNodeGlobalExpression::get_caption() const { |
4708 | return "GlobalExpression" ; |
4709 | } |
4710 | |
4711 | String VisualShaderNodeGlobalExpression::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const { |
4712 | return expression; |
4713 | } |
4714 | |
4715 | VisualShaderNodeGlobalExpression::VisualShaderNodeGlobalExpression() { |
4716 | set_editable(false); |
4717 | } |
4718 | |
4719 | ////////////// Varying |
4720 | |
4721 | List<VisualShaderNodeVarying::Varying> varyings; |
4722 | |
4723 | void VisualShaderNodeVarying::add_varying(const String &p_name, VisualShader::VaryingMode p_mode, VisualShader::VaryingType p_type) { // static |
4724 | varyings.push_back({ p_name, p_mode, p_type }); |
4725 | } |
4726 | |
4727 | void VisualShaderNodeVarying::clear_varyings() { // static |
4728 | varyings.clear(); |
4729 | } |
4730 | |
4731 | bool VisualShaderNodeVarying::has_varying(const String &p_name) { // static |
4732 | for (const VisualShaderNodeVarying::Varying &E : varyings) { |
4733 | if (E.name == p_name) { |
4734 | return true; |
4735 | } |
4736 | } |
4737 | return false; |
4738 | } |
4739 | |
4740 | int VisualShaderNodeVarying::get_varyings_count() const { |
4741 | return varyings.size(); |
4742 | } |
4743 | |
4744 | String VisualShaderNodeVarying::get_varying_name_by_index(int p_idx) const { |
4745 | if (p_idx >= 0 && p_idx < varyings.size()) { |
4746 | return varyings[p_idx].name; |
4747 | } |
4748 | return "" ; |
4749 | } |
4750 | |
4751 | VisualShader::VaryingType VisualShaderNodeVarying::get_varying_type_by_name(const String &p_name) const { |
4752 | for (int i = 0; i < varyings.size(); i++) { |
4753 | if (varyings[i].name == p_name) { |
4754 | return varyings[i].type; |
4755 | } |
4756 | } |
4757 | return VisualShader::VARYING_TYPE_FLOAT; |
4758 | } |
4759 | |
4760 | VisualShader::VaryingType VisualShaderNodeVarying::get_varying_type_by_index(int p_idx) const { |
4761 | if (p_idx >= 0 && p_idx < varyings.size()) { |
4762 | return varyings[p_idx].type; |
4763 | } |
4764 | return VisualShader::VARYING_TYPE_FLOAT; |
4765 | } |
4766 | |
4767 | VisualShader::VaryingMode VisualShaderNodeVarying::get_varying_mode_by_name(const String &p_name) const { |
4768 | for (int i = 0; i < varyings.size(); i++) { |
4769 | if (varyings[i].name == p_name) { |
4770 | return varyings[i].mode; |
4771 | } |
4772 | } |
4773 | return VisualShader::VARYING_MODE_VERTEX_TO_FRAG_LIGHT; |
4774 | } |
4775 | |
4776 | VisualShader::VaryingMode VisualShaderNodeVarying::get_varying_mode_by_index(int p_idx) const { |
4777 | if (p_idx >= 0 && p_idx < varyings.size()) { |
4778 | return varyings[p_idx].mode; |
4779 | } |
4780 | return VisualShader::VARYING_MODE_VERTEX_TO_FRAG_LIGHT; |
4781 | } |
4782 | |
4783 | VisualShaderNodeVarying::PortType VisualShaderNodeVarying::get_port_type_by_index(int p_idx) const { |
4784 | if (p_idx >= 0 && p_idx < varyings.size()) { |
4785 | return get_port_type(varyings[p_idx].type, 0); |
4786 | } |
4787 | return PORT_TYPE_SCALAR; |
4788 | } |
4789 | |
4790 | ////////////// |
4791 | |
4792 | void VisualShaderNodeVarying::_bind_methods() { |
4793 | ClassDB::bind_method(D_METHOD("set_varying_name" , "name" ), &VisualShaderNodeVarying::set_varying_name); |
4794 | ClassDB::bind_method(D_METHOD("get_varying_name" ), &VisualShaderNodeVarying::get_varying_name); |
4795 | |
4796 | ClassDB::bind_method(D_METHOD("set_varying_type" , "type" ), &VisualShaderNodeVarying::set_varying_type); |
4797 | ClassDB::bind_method(D_METHOD("get_varying_type" ), &VisualShaderNodeVarying::get_varying_type); |
4798 | |
4799 | ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "varying_name" ), "set_varying_name" , "get_varying_name" ); |
4800 | ADD_PROPERTY(PropertyInfo(Variant::INT, "varying_type" , PROPERTY_HINT_ENUM, "Float,Int,Vector2,Vector3,Vector4,Boolean,Transform" ), "set_varying_type" , "get_varying_type" ); |
4801 | } |
4802 | |
4803 | String VisualShaderNodeVarying::get_type_str() const { |
4804 | switch (varying_type) { |
4805 | case VisualShader::VARYING_TYPE_FLOAT: |
4806 | return "float" ; |
4807 | case VisualShader::VARYING_TYPE_INT: |
4808 | return "int" ; |
4809 | case VisualShader::VARYING_TYPE_UINT: |
4810 | return "uint" ; |
4811 | case VisualShader::VARYING_TYPE_VECTOR_2D: |
4812 | return "vec2" ; |
4813 | case VisualShader::VARYING_TYPE_VECTOR_3D: |
4814 | return "vec3" ; |
4815 | case VisualShader::VARYING_TYPE_VECTOR_4D: |
4816 | return "vec4" ; |
4817 | case VisualShader::VARYING_TYPE_BOOLEAN: |
4818 | return "bool" ; |
4819 | case VisualShader::VARYING_TYPE_TRANSFORM: |
4820 | return "mat4" ; |
4821 | default: |
4822 | break; |
4823 | } |
4824 | return "" ; |
4825 | } |
4826 | |
4827 | VisualShaderNodeVarying::PortType VisualShaderNodeVarying::get_port_type(VisualShader::VaryingType p_type, int p_port) const { |
4828 | switch (p_type) { |
4829 | case VisualShader::VARYING_TYPE_INT: |
4830 | return PORT_TYPE_SCALAR_INT; |
4831 | case VisualShader::VARYING_TYPE_UINT: |
4832 | return PORT_TYPE_SCALAR_UINT; |
4833 | case VisualShader::VARYING_TYPE_VECTOR_2D: |
4834 | return PORT_TYPE_VECTOR_2D; |
4835 | case VisualShader::VARYING_TYPE_VECTOR_3D: |
4836 | return PORT_TYPE_VECTOR_3D; |
4837 | case VisualShader::VARYING_TYPE_VECTOR_4D: |
4838 | return PORT_TYPE_VECTOR_4D; |
4839 | case VisualShader::VARYING_TYPE_BOOLEAN: |
4840 | return PORT_TYPE_BOOLEAN; |
4841 | case VisualShader::VARYING_TYPE_TRANSFORM: |
4842 | return PORT_TYPE_TRANSFORM; |
4843 | default: |
4844 | break; |
4845 | } |
4846 | return PORT_TYPE_SCALAR; |
4847 | } |
4848 | |
4849 | void VisualShaderNodeVarying::set_varying_name(String p_varying_name) { |
4850 | if (varying_name == p_varying_name) { |
4851 | return; |
4852 | } |
4853 | varying_name = p_varying_name; |
4854 | emit_changed(); |
4855 | } |
4856 | |
4857 | String VisualShaderNodeVarying::get_varying_name() const { |
4858 | return varying_name; |
4859 | } |
4860 | |
4861 | void VisualShaderNodeVarying::set_varying_type(VisualShader::VaryingType p_varying_type) { |
4862 | ERR_FAIL_INDEX(p_varying_type, VisualShader::VARYING_TYPE_MAX); |
4863 | if (varying_type == p_varying_type) { |
4864 | return; |
4865 | } |
4866 | varying_type = p_varying_type; |
4867 | emit_changed(); |
4868 | } |
4869 | |
4870 | VisualShader::VaryingType VisualShaderNodeVarying::get_varying_type() const { |
4871 | return varying_type; |
4872 | } |
4873 | |
4874 | VisualShaderNodeVarying::VisualShaderNodeVarying() { |
4875 | } |
4876 | |
4877 | ////////////// Varying Setter |
4878 | |
4879 | String VisualShaderNodeVaryingSetter::get_caption() const { |
4880 | return "VaryingSetter" ; |
4881 | } |
4882 | |
4883 | int VisualShaderNodeVaryingSetter::get_input_port_count() const { |
4884 | return 1; |
4885 | } |
4886 | |
4887 | VisualShaderNodeVaryingSetter::PortType VisualShaderNodeVaryingSetter::get_input_port_type(int p_port) const { |
4888 | return get_port_type(varying_type, p_port); |
4889 | } |
4890 | |
4891 | String VisualShaderNodeVaryingSetter::get_input_port_name(int p_port) const { |
4892 | return "" ; |
4893 | } |
4894 | |
4895 | int VisualShaderNodeVaryingSetter::get_output_port_count() const { |
4896 | return 0; |
4897 | } |
4898 | |
4899 | VisualShaderNodeVaryingSetter::PortType VisualShaderNodeVaryingSetter::get_output_port_type(int p_port) const { |
4900 | return PORT_TYPE_SCALAR; |
4901 | } |
4902 | |
4903 | String VisualShaderNodeVaryingSetter::get_output_port_name(int p_port) const { |
4904 | return "" ; |
4905 | } |
4906 | |
4907 | String VisualShaderNodeVaryingSetter::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 { |
4908 | String code; |
4909 | if (varying_name == "[None]" ) { |
4910 | return code; |
4911 | } |
4912 | code += vformat(" %s = %s;\n" , varying_name, p_input_vars[0]); |
4913 | return code; |
4914 | } |
4915 | |
4916 | VisualShaderNodeVaryingSetter::VisualShaderNodeVaryingSetter() { |
4917 | } |
4918 | |
4919 | ////////////// Varying Getter |
4920 | |
4921 | String VisualShaderNodeVaryingGetter::get_caption() const { |
4922 | return "VaryingGetter" ; |
4923 | } |
4924 | |
4925 | int VisualShaderNodeVaryingGetter::get_input_port_count() const { |
4926 | return 0; |
4927 | } |
4928 | |
4929 | VisualShaderNodeVaryingGetter::PortType VisualShaderNodeVaryingGetter::get_input_port_type(int p_port) const { |
4930 | return PORT_TYPE_SCALAR; |
4931 | } |
4932 | |
4933 | String VisualShaderNodeVaryingGetter::get_input_port_name(int p_port) const { |
4934 | return "" ; |
4935 | } |
4936 | |
4937 | int VisualShaderNodeVaryingGetter::get_output_port_count() const { |
4938 | return 1; |
4939 | } |
4940 | |
4941 | VisualShaderNodeVaryingGetter::PortType VisualShaderNodeVaryingGetter::get_output_port_type(int p_port) const { |
4942 | return get_port_type(varying_type, p_port); |
4943 | } |
4944 | |
4945 | String VisualShaderNodeVaryingGetter::get_output_port_name(int p_port) const { |
4946 | return "" ; |
4947 | } |
4948 | |
4949 | bool VisualShaderNodeVaryingGetter::has_output_port_preview(int p_port) const { |
4950 | return false; |
4951 | } |
4952 | |
4953 | String VisualShaderNodeVaryingGetter::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 { |
4954 | String from = varying_name; |
4955 | String from2; |
4956 | |
4957 | if (varying_name == "[None]" ) { |
4958 | switch (varying_type) { |
4959 | case VisualShader::VARYING_TYPE_FLOAT: |
4960 | from = "0.0" ; |
4961 | break; |
4962 | case VisualShader::VARYING_TYPE_INT: |
4963 | from = "0" ; |
4964 | break; |
4965 | case VisualShader::VARYING_TYPE_UINT: |
4966 | from = "0u" ; |
4967 | break; |
4968 | case VisualShader::VARYING_TYPE_VECTOR_2D: |
4969 | from = "vec2(0.0)" ; |
4970 | break; |
4971 | case VisualShader::VARYING_TYPE_VECTOR_3D: |
4972 | from = "vec3(0.0)" ; |
4973 | break; |
4974 | case VisualShader::VARYING_TYPE_VECTOR_4D: |
4975 | from = "vec4(0.0)" ; |
4976 | break; |
4977 | case VisualShader::VARYING_TYPE_BOOLEAN: |
4978 | from = "false" ; |
4979 | break; |
4980 | case VisualShader::VARYING_TYPE_TRANSFORM: |
4981 | from = "mat4(1.0)" ; |
4982 | break; |
4983 | default: |
4984 | break; |
4985 | } |
4986 | } |
4987 | return vformat(" %s = %s;\n" , p_output_vars[0], from); |
4988 | } |
4989 | |
4990 | VisualShaderNodeVaryingGetter::VisualShaderNodeVaryingGetter() { |
4991 | varying_name = "[None]" ; |
4992 | } |
4993 | |