| 1 | /**************************************************************************/ |
| 2 | /* visual_shader_sdf_nodes.h */ |
| 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 | #ifndef VISUAL_SHADER_SDF_NODES_H |
| 32 | #define VISUAL_SHADER_SDF_NODES_H |
| 33 | |
| 34 | #include "scene/resources/visual_shader.h" |
| 35 | |
| 36 | class VisualShaderNodeSDFToScreenUV : public VisualShaderNode { |
| 37 | GDCLASS(VisualShaderNodeSDFToScreenUV, VisualShaderNode); |
| 38 | |
| 39 | public: |
| 40 | virtual String get_caption() const override; |
| 41 | |
| 42 | virtual int get_input_port_count() const override; |
| 43 | virtual PortType get_input_port_type(int p_port) const override; |
| 44 | virtual String get_input_port_name(int p_port) const override; |
| 45 | |
| 46 | virtual int get_output_port_count() const override; |
| 47 | virtual PortType get_output_port_type(int p_port) const override; |
| 48 | virtual String get_output_port_name(int p_port) const override; |
| 49 | |
| 50 | virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override; |
| 51 | |
| 52 | VisualShaderNodeSDFToScreenUV(); |
| 53 | }; |
| 54 | |
| 55 | class VisualShaderNodeScreenUVToSDF : public VisualShaderNode { |
| 56 | GDCLASS(VisualShaderNodeScreenUVToSDF, VisualShaderNode); |
| 57 | |
| 58 | public: |
| 59 | virtual String get_caption() const override; |
| 60 | |
| 61 | virtual int get_input_port_count() const override; |
| 62 | virtual PortType get_input_port_type(int p_port) const override; |
| 63 | virtual String get_input_port_name(int p_port) const override; |
| 64 | |
| 65 | virtual int get_output_port_count() const override; |
| 66 | virtual PortType get_output_port_type(int p_port) const override; |
| 67 | virtual String get_output_port_name(int p_port) const override; |
| 68 | |
| 69 | virtual bool is_input_port_default(int p_port, Shader::Mode p_mode) const override; |
| 70 | virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override; |
| 71 | |
| 72 | VisualShaderNodeScreenUVToSDF(); |
| 73 | }; |
| 74 | |
| 75 | class VisualShaderNodeTextureSDF : public VisualShaderNode { |
| 76 | GDCLASS(VisualShaderNodeTextureSDF, VisualShaderNode); |
| 77 | |
| 78 | public: |
| 79 | virtual String get_caption() const override; |
| 80 | |
| 81 | virtual int get_input_port_count() const override; |
| 82 | virtual PortType get_input_port_type(int p_port) const override; |
| 83 | virtual String get_input_port_name(int p_port) const override; |
| 84 | |
| 85 | virtual int get_output_port_count() const override; |
| 86 | virtual PortType get_output_port_type(int p_port) const override; |
| 87 | virtual String get_output_port_name(int p_port) const override; |
| 88 | |
| 89 | virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override; |
| 90 | |
| 91 | VisualShaderNodeTextureSDF(); |
| 92 | }; |
| 93 | |
| 94 | class VisualShaderNodeTextureSDFNormal : public VisualShaderNode { |
| 95 | GDCLASS(VisualShaderNodeTextureSDFNormal, VisualShaderNode); |
| 96 | |
| 97 | public: |
| 98 | virtual String get_caption() const override; |
| 99 | |
| 100 | virtual int get_input_port_count() const override; |
| 101 | virtual PortType get_input_port_type(int p_port) const override; |
| 102 | virtual String get_input_port_name(int p_port) const override; |
| 103 | |
| 104 | virtual int get_output_port_count() const override; |
| 105 | virtual PortType get_output_port_type(int p_port) const override; |
| 106 | virtual String get_output_port_name(int p_port) const override; |
| 107 | |
| 108 | virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override; |
| 109 | |
| 110 | VisualShaderNodeTextureSDFNormal(); |
| 111 | }; |
| 112 | |
| 113 | class VisualShaderNodeSDFRaymarch : public VisualShaderNode { |
| 114 | GDCLASS(VisualShaderNodeSDFRaymarch, VisualShaderNode); |
| 115 | |
| 116 | public: |
| 117 | virtual String get_caption() const override; |
| 118 | |
| 119 | virtual int get_input_port_count() const override; |
| 120 | virtual PortType get_input_port_type(int p_port) const override; |
| 121 | virtual String get_input_port_name(int p_port) const override; |
| 122 | |
| 123 | virtual int get_output_port_count() const override; |
| 124 | virtual PortType get_output_port_type(int p_port) const override; |
| 125 | virtual String get_output_port_name(int p_port) const override; |
| 126 | |
| 127 | virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override; |
| 128 | |
| 129 | VisualShaderNodeSDFRaymarch(); |
| 130 | }; |
| 131 | |
| 132 | #endif // VISUAL_SHADER_SDF_NODES_H |
| 133 | |