| 1 | /**************************************************************************/ |
| 2 | /* visual_shader_sdf_nodes.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_sdf_nodes.h" |
| 32 | |
| 33 | // VisualShaderNodeSDFToScreenUV |
| 34 | |
| 35 | String VisualShaderNodeSDFToScreenUV::get_caption() const { |
| 36 | return "SDFToScreenUV" ; |
| 37 | } |
| 38 | |
| 39 | int VisualShaderNodeSDFToScreenUV::get_input_port_count() const { |
| 40 | return 1; |
| 41 | } |
| 42 | |
| 43 | VisualShaderNodeSDFToScreenUV::PortType VisualShaderNodeSDFToScreenUV::get_input_port_type(int p_port) const { |
| 44 | return PORT_TYPE_VECTOR_2D; |
| 45 | } |
| 46 | |
| 47 | String VisualShaderNodeSDFToScreenUV::get_input_port_name(int p_port) const { |
| 48 | return "sdf_pos" ; |
| 49 | } |
| 50 | |
| 51 | int VisualShaderNodeSDFToScreenUV::get_output_port_count() const { |
| 52 | return 1; |
| 53 | } |
| 54 | |
| 55 | VisualShaderNodeSDFToScreenUV::PortType VisualShaderNodeSDFToScreenUV::get_output_port_type(int p_port) const { |
| 56 | return PORT_TYPE_VECTOR_2D; |
| 57 | } |
| 58 | |
| 59 | String VisualShaderNodeSDFToScreenUV::get_output_port_name(int p_port) const { |
| 60 | return "" ; |
| 61 | } |
| 62 | |
| 63 | String VisualShaderNodeSDFToScreenUV::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 { |
| 64 | return " " + p_output_vars[0] + " = sdf_to_screen_uv(" + (p_input_vars[0].is_empty() ? "vec2(0.0)" : p_input_vars[0]) + ");\n" ; |
| 65 | } |
| 66 | |
| 67 | VisualShaderNodeSDFToScreenUV::VisualShaderNodeSDFToScreenUV() { |
| 68 | } |
| 69 | |
| 70 | // VisualShaderNodeScreenUVToSDF |
| 71 | |
| 72 | String VisualShaderNodeScreenUVToSDF::get_caption() const { |
| 73 | return "ScreenUVToSDF" ; |
| 74 | } |
| 75 | |
| 76 | int VisualShaderNodeScreenUVToSDF::get_input_port_count() const { |
| 77 | return 1; |
| 78 | } |
| 79 | |
| 80 | VisualShaderNodeScreenUVToSDF::PortType VisualShaderNodeScreenUVToSDF::get_input_port_type(int p_port) const { |
| 81 | return PORT_TYPE_VECTOR_2D; |
| 82 | } |
| 83 | |
| 84 | String VisualShaderNodeScreenUVToSDF::get_input_port_name(int p_port) const { |
| 85 | return "uv" ; |
| 86 | } |
| 87 | |
| 88 | int VisualShaderNodeScreenUVToSDF::get_output_port_count() const { |
| 89 | return 1; |
| 90 | } |
| 91 | |
| 92 | VisualShaderNodeScreenUVToSDF::PortType VisualShaderNodeScreenUVToSDF::get_output_port_type(int p_port) const { |
| 93 | return PORT_TYPE_VECTOR_2D; |
| 94 | } |
| 95 | |
| 96 | String VisualShaderNodeScreenUVToSDF::get_output_port_name(int p_port) const { |
| 97 | return "" ; |
| 98 | } |
| 99 | |
| 100 | bool VisualShaderNodeScreenUVToSDF::is_input_port_default(int p_port, Shader::Mode p_mode) const { |
| 101 | if (p_port == 0) { |
| 102 | return true; |
| 103 | } |
| 104 | return false; |
| 105 | } |
| 106 | |
| 107 | String VisualShaderNodeScreenUVToSDF::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 { |
| 108 | return " " + p_output_vars[0] + " = screen_uv_to_sdf(" + (p_input_vars[0].is_empty() ? "SCREEN_UV" : p_input_vars[0]) + ");\n" ; |
| 109 | } |
| 110 | |
| 111 | VisualShaderNodeScreenUVToSDF::VisualShaderNodeScreenUVToSDF() { |
| 112 | } |
| 113 | |
| 114 | // VisualShaderNodeTextureSDF |
| 115 | |
| 116 | String VisualShaderNodeTextureSDF::get_caption() const { |
| 117 | return "TextureSDF" ; |
| 118 | } |
| 119 | |
| 120 | int VisualShaderNodeTextureSDF::get_input_port_count() const { |
| 121 | return 1; |
| 122 | } |
| 123 | |
| 124 | VisualShaderNodeTextureSDF::PortType VisualShaderNodeTextureSDF::get_input_port_type(int p_port) const { |
| 125 | return PORT_TYPE_VECTOR_2D; |
| 126 | } |
| 127 | |
| 128 | String VisualShaderNodeTextureSDF::get_input_port_name(int p_port) const { |
| 129 | return "sdf_pos" ; |
| 130 | } |
| 131 | |
| 132 | int VisualShaderNodeTextureSDF::get_output_port_count() const { |
| 133 | return 1; |
| 134 | } |
| 135 | |
| 136 | VisualShaderNodeTextureSDF::PortType VisualShaderNodeTextureSDF::get_output_port_type(int p_port) const { |
| 137 | return PORT_TYPE_SCALAR; |
| 138 | } |
| 139 | |
| 140 | String VisualShaderNodeTextureSDF::get_output_port_name(int p_port) const { |
| 141 | return "" ; |
| 142 | } |
| 143 | |
| 144 | String VisualShaderNodeTextureSDF::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 { |
| 145 | return " " + p_output_vars[0] + " = texture_sdf(" + (p_input_vars[0].is_empty() ? "vec2(0.0)" : p_input_vars[0]) + ");\n" ; |
| 146 | } |
| 147 | |
| 148 | VisualShaderNodeTextureSDF::VisualShaderNodeTextureSDF() { |
| 149 | } |
| 150 | |
| 151 | // VisualShaderNodeTextureSDFNormal |
| 152 | |
| 153 | String VisualShaderNodeTextureSDFNormal::get_caption() const { |
| 154 | return "TextureSDFNormal" ; |
| 155 | } |
| 156 | |
| 157 | int VisualShaderNodeTextureSDFNormal::get_input_port_count() const { |
| 158 | return 1; |
| 159 | } |
| 160 | |
| 161 | VisualShaderNodeTextureSDFNormal::PortType VisualShaderNodeTextureSDFNormal::get_input_port_type(int p_port) const { |
| 162 | return PORT_TYPE_VECTOR_2D; |
| 163 | } |
| 164 | |
| 165 | String VisualShaderNodeTextureSDFNormal::get_input_port_name(int p_port) const { |
| 166 | return "sdf_pos" ; |
| 167 | } |
| 168 | |
| 169 | int VisualShaderNodeTextureSDFNormal::get_output_port_count() const { |
| 170 | return 1; |
| 171 | } |
| 172 | |
| 173 | VisualShaderNodeTextureSDFNormal::PortType VisualShaderNodeTextureSDFNormal::get_output_port_type(int p_port) const { |
| 174 | return PORT_TYPE_VECTOR_2D; |
| 175 | } |
| 176 | |
| 177 | String VisualShaderNodeTextureSDFNormal::get_output_port_name(int p_port) const { |
| 178 | return "" ; |
| 179 | } |
| 180 | |
| 181 | String VisualShaderNodeTextureSDFNormal::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 { |
| 182 | return " " + p_output_vars[0] + " = texture_sdf_normal(" + (p_input_vars[0].is_empty() ? "vec2(0.0)" : p_input_vars[0]) + ");\n" ; |
| 183 | } |
| 184 | |
| 185 | VisualShaderNodeTextureSDFNormal::VisualShaderNodeTextureSDFNormal() { |
| 186 | } |
| 187 | |
| 188 | // VisualShaderNodeSDFRaymarch |
| 189 | |
| 190 | String VisualShaderNodeSDFRaymarch::get_caption() const { |
| 191 | return "SDFRaymarch" ; |
| 192 | } |
| 193 | |
| 194 | int VisualShaderNodeSDFRaymarch::get_input_port_count() const { |
| 195 | return 2; |
| 196 | } |
| 197 | |
| 198 | VisualShaderNodeSDFRaymarch::PortType VisualShaderNodeSDFRaymarch::get_input_port_type(int p_port) const { |
| 199 | if (p_port == 0 || p_port == 1) { |
| 200 | return PORT_TYPE_VECTOR_2D; |
| 201 | } |
| 202 | return PORT_TYPE_SCALAR; |
| 203 | } |
| 204 | |
| 205 | String VisualShaderNodeSDFRaymarch::get_input_port_name(int p_port) const { |
| 206 | if (p_port == 0) { |
| 207 | return "from_pos" ; |
| 208 | } else if (p_port == 1) { |
| 209 | return "to_pos" ; |
| 210 | } |
| 211 | return String(); |
| 212 | } |
| 213 | |
| 214 | int VisualShaderNodeSDFRaymarch::get_output_port_count() const { |
| 215 | return 3; |
| 216 | } |
| 217 | |
| 218 | VisualShaderNodeSDFRaymarch::PortType VisualShaderNodeSDFRaymarch::get_output_port_type(int p_port) const { |
| 219 | if (p_port == 0) { |
| 220 | return PORT_TYPE_SCALAR; |
| 221 | } else if (p_port == 1) { |
| 222 | return PORT_TYPE_BOOLEAN; |
| 223 | } else if (p_port == 2) { |
| 224 | return PORT_TYPE_VECTOR_2D; |
| 225 | } |
| 226 | return PORT_TYPE_SCALAR; |
| 227 | } |
| 228 | |
| 229 | String VisualShaderNodeSDFRaymarch::get_output_port_name(int p_port) const { |
| 230 | if (p_port == 0) { |
| 231 | return "distance" ; |
| 232 | } else if (p_port == 1) { |
| 233 | return "hit" ; |
| 234 | } else if (p_port == 2) { |
| 235 | return "end_pos" ; |
| 236 | } |
| 237 | return String(); |
| 238 | } |
| 239 | |
| 240 | String VisualShaderNodeSDFRaymarch::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 { |
| 241 | String code; |
| 242 | |
| 243 | code += " {\n" ; |
| 244 | |
| 245 | if (p_input_vars[0].is_empty()) { |
| 246 | code += " vec2 __from_pos = vec2(0.0f);\n" ; |
| 247 | } else { |
| 248 | code += " vec2 __from_pos = " + p_input_vars[0] + ";\n" ; |
| 249 | } |
| 250 | |
| 251 | if (p_input_vars[1].is_empty()) { |
| 252 | code += " vec2 __to_pos = vec2(0.0f);\n" ; |
| 253 | } else { |
| 254 | code += " vec2 __to_pos = " + p_input_vars[1] + ";\n" ; |
| 255 | } |
| 256 | |
| 257 | code += "\n vec2 __at = __from_pos;\n" ; |
| 258 | code += " float __max_dist = distance(__from_pos, __to_pos);\n" ; |
| 259 | code += " vec2 __dir = normalize(__to_pos - __from_pos);\n\n" ; |
| 260 | |
| 261 | code += " float __accum = 0.0f;\n" ; |
| 262 | code += " while(__accum < __max_dist) {\n" ; |
| 263 | code += " float __d = texture_sdf(__at);\n" ; |
| 264 | code += " __accum += __d;\n" ; |
| 265 | code += " if (__d < 0.01f) {\n" ; |
| 266 | code += " break;\n" ; |
| 267 | code += " }\n" ; |
| 268 | code += " __at += __d * __dir;\n" ; |
| 269 | code += " }\n" ; |
| 270 | |
| 271 | code += " float __dist = min(__max_dist, __accum);\n" ; |
| 272 | code += " " + p_output_vars[0] + " = __dist;\n" ; |
| 273 | code += " " + p_output_vars[1] + " = __accum < __max_dist;\n" ; |
| 274 | code += " " + p_output_vars[2] + " = __from_pos + __dir * __dist;\n" ; |
| 275 | |
| 276 | code += " }\n" ; |
| 277 | |
| 278 | return code; |
| 279 | } |
| 280 | |
| 281 | VisualShaderNodeSDFRaymarch::VisualShaderNodeSDFRaymarch() { |
| 282 | simple_decl = false; |
| 283 | } |
| 284 | |