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 */
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17/* the following conditions: */
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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 */
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29/**************************************************************************/
30
31#include "visual_shader_sdf_nodes.h"
32
33// VisualShaderNodeSDFToScreenUV
34
35String VisualShaderNodeSDFToScreenUV::get_caption() const {
36 return "SDFToScreenUV";
37}
38
39int VisualShaderNodeSDFToScreenUV::get_input_port_count() const {
40 return 1;
41}
42
43VisualShaderNodeSDFToScreenUV::PortType VisualShaderNodeSDFToScreenUV::get_input_port_type(int p_port) const {
44 return PORT_TYPE_VECTOR_2D;
45}
46
47String VisualShaderNodeSDFToScreenUV::get_input_port_name(int p_port) const {
48 return "sdf_pos";
49}
50
51int VisualShaderNodeSDFToScreenUV::get_output_port_count() const {
52 return 1;
53}
54
55VisualShaderNodeSDFToScreenUV::PortType VisualShaderNodeSDFToScreenUV::get_output_port_type(int p_port) const {
56 return PORT_TYPE_VECTOR_2D;
57}
58
59String VisualShaderNodeSDFToScreenUV::get_output_port_name(int p_port) const {
60 return "";
61}
62
63String 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
67VisualShaderNodeSDFToScreenUV::VisualShaderNodeSDFToScreenUV() {
68}
69
70// VisualShaderNodeScreenUVToSDF
71
72String VisualShaderNodeScreenUVToSDF::get_caption() const {
73 return "ScreenUVToSDF";
74}
75
76int VisualShaderNodeScreenUVToSDF::get_input_port_count() const {
77 return 1;
78}
79
80VisualShaderNodeScreenUVToSDF::PortType VisualShaderNodeScreenUVToSDF::get_input_port_type(int p_port) const {
81 return PORT_TYPE_VECTOR_2D;
82}
83
84String VisualShaderNodeScreenUVToSDF::get_input_port_name(int p_port) const {
85 return "uv";
86}
87
88int VisualShaderNodeScreenUVToSDF::get_output_port_count() const {
89 return 1;
90}
91
92VisualShaderNodeScreenUVToSDF::PortType VisualShaderNodeScreenUVToSDF::get_output_port_type(int p_port) const {
93 return PORT_TYPE_VECTOR_2D;
94}
95
96String VisualShaderNodeScreenUVToSDF::get_output_port_name(int p_port) const {
97 return "";
98}
99
100bool 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
107String 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
111VisualShaderNodeScreenUVToSDF::VisualShaderNodeScreenUVToSDF() {
112}
113
114// VisualShaderNodeTextureSDF
115
116String VisualShaderNodeTextureSDF::get_caption() const {
117 return "TextureSDF";
118}
119
120int VisualShaderNodeTextureSDF::get_input_port_count() const {
121 return 1;
122}
123
124VisualShaderNodeTextureSDF::PortType VisualShaderNodeTextureSDF::get_input_port_type(int p_port) const {
125 return PORT_TYPE_VECTOR_2D;
126}
127
128String VisualShaderNodeTextureSDF::get_input_port_name(int p_port) const {
129 return "sdf_pos";
130}
131
132int VisualShaderNodeTextureSDF::get_output_port_count() const {
133 return 1;
134}
135
136VisualShaderNodeTextureSDF::PortType VisualShaderNodeTextureSDF::get_output_port_type(int p_port) const {
137 return PORT_TYPE_SCALAR;
138}
139
140String VisualShaderNodeTextureSDF::get_output_port_name(int p_port) const {
141 return "";
142}
143
144String 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
148VisualShaderNodeTextureSDF::VisualShaderNodeTextureSDF() {
149}
150
151// VisualShaderNodeTextureSDFNormal
152
153String VisualShaderNodeTextureSDFNormal::get_caption() const {
154 return "TextureSDFNormal";
155}
156
157int VisualShaderNodeTextureSDFNormal::get_input_port_count() const {
158 return 1;
159}
160
161VisualShaderNodeTextureSDFNormal::PortType VisualShaderNodeTextureSDFNormal::get_input_port_type(int p_port) const {
162 return PORT_TYPE_VECTOR_2D;
163}
164
165String VisualShaderNodeTextureSDFNormal::get_input_port_name(int p_port) const {
166 return "sdf_pos";
167}
168
169int VisualShaderNodeTextureSDFNormal::get_output_port_count() const {
170 return 1;
171}
172
173VisualShaderNodeTextureSDFNormal::PortType VisualShaderNodeTextureSDFNormal::get_output_port_type(int p_port) const {
174 return PORT_TYPE_VECTOR_2D;
175}
176
177String VisualShaderNodeTextureSDFNormal::get_output_port_name(int p_port) const {
178 return "";
179}
180
181String 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
185VisualShaderNodeTextureSDFNormal::VisualShaderNodeTextureSDFNormal() {
186}
187
188// VisualShaderNodeSDFRaymarch
189
190String VisualShaderNodeSDFRaymarch::get_caption() const {
191 return "SDFRaymarch";
192}
193
194int VisualShaderNodeSDFRaymarch::get_input_port_count() const {
195 return 2;
196}
197
198VisualShaderNodeSDFRaymarch::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
205String 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
214int VisualShaderNodeSDFRaymarch::get_output_port_count() const {
215 return 3;
216}
217
218VisualShaderNodeSDFRaymarch::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
229String 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
240String 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
281VisualShaderNodeSDFRaymarch::VisualShaderNodeSDFRaymarch() {
282 simple_decl = false;
283}
284