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										 |  |  | /*************************************************************************/ | 
					
						
							|  |  |  | /*  visual_shader_sdf_nodes.h                                            */ | 
					
						
							|  |  |  | /*************************************************************************/ | 
					
						
							|  |  |  | /*                       This file is part of:                           */ | 
					
						
							|  |  |  | /*                           GODOT ENGINE                                */ | 
					
						
							|  |  |  | /*                      https://godotengine.org                          */ | 
					
						
							|  |  |  | /*************************************************************************/ | 
					
						
							| 
									
										
										
										
											2022-01-03 21:27:34 +01:00
										 |  |  | /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */ | 
					
						
							|  |  |  | /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */ | 
					
						
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											2020-11-27 10:00:23 +03:00
										 |  |  | /*                                                                       */ | 
					
						
							|  |  |  | /* Permission is hereby granted, free of charge, to any person obtaining */ | 
					
						
							|  |  |  | /* a copy of this software and associated documentation files (the       */ | 
					
						
							|  |  |  | /* "Software"), to deal in the Software without restriction, including   */ | 
					
						
							|  |  |  | /* without limitation the rights to use, copy, modify, merge, publish,   */ | 
					
						
							|  |  |  | /* distribute, sublicense, and/or sell copies of the Software, and to    */ | 
					
						
							|  |  |  | /* permit persons to whom the Software is furnished to do so, subject to */ | 
					
						
							|  |  |  | /* the following conditions:                                             */ | 
					
						
							|  |  |  | /*                                                                       */ | 
					
						
							|  |  |  | /* The above copyright notice and this permission notice shall be        */ | 
					
						
							|  |  |  | /* included in all copies or substantial portions of the Software.       */ | 
					
						
							|  |  |  | /*                                                                       */ | 
					
						
							|  |  |  | /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */ | 
					
						
							|  |  |  | /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */ | 
					
						
							|  |  |  | /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ | 
					
						
							|  |  |  | /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */ | 
					
						
							|  |  |  | /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */ | 
					
						
							|  |  |  | /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */ | 
					
						
							|  |  |  | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */ | 
					
						
							|  |  |  | /*************************************************************************/ | 
					
						
							|  |  |  | 
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							|  |  |  | #ifndef VISUAL_SHADER_SDF_NODES_H
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							|  |  |  | #define VISUAL_SHADER_SDF_NODES_H
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							|  |  |  | 
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							|  |  |  | #include "scene/resources/visual_shader.h"
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							|  |  |  | class VisualShaderNodeSDFToScreenUV : public VisualShaderNode { | 
					
						
							|  |  |  | 	GDCLASS(VisualShaderNodeSDFToScreenUV, VisualShaderNode); | 
					
						
							|  |  |  | 
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							|  |  |  | public: | 
					
						
							|  |  |  | 	virtual String get_caption() const override; | 
					
						
							|  |  |  | 
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							|  |  |  | 	virtual int get_input_port_count() const override; | 
					
						
							|  |  |  | 	virtual PortType get_input_port_type(int p_port) const override; | 
					
						
							|  |  |  | 	virtual String get_input_port_name(int p_port) const override; | 
					
						
							|  |  |  | 
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							|  |  |  | 	virtual int get_output_port_count() const override; | 
					
						
							|  |  |  | 	virtual PortType get_output_port_type(int p_port) const override; | 
					
						
							|  |  |  | 	virtual String get_output_port_name(int p_port) const override; | 
					
						
							|  |  |  | 
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							|  |  |  | 	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; | 
					
						
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							|  |  |  | 	VisualShaderNodeSDFToScreenUV(); | 
					
						
							|  |  |  | }; | 
					
						
							|  |  |  | 
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							|  |  |  | class VisualShaderNodeScreenUVToSDF : public VisualShaderNode { | 
					
						
							|  |  |  | 	GDCLASS(VisualShaderNodeScreenUVToSDF, VisualShaderNode); | 
					
						
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							|  |  |  | public: | 
					
						
							|  |  |  | 	virtual String get_caption() const override; | 
					
						
							|  |  |  | 
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							|  |  |  | 	virtual int get_input_port_count() const override; | 
					
						
							|  |  |  | 	virtual PortType get_input_port_type(int p_port) const override; | 
					
						
							|  |  |  | 	virtual String get_input_port_name(int p_port) const override; | 
					
						
							|  |  |  | 
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							|  |  |  | 	virtual int get_output_port_count() const override; | 
					
						
							|  |  |  | 	virtual PortType get_output_port_type(int p_port) const override; | 
					
						
							|  |  |  | 	virtual String get_output_port_name(int p_port) const override; | 
					
						
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										 |  |  | 	virtual bool is_input_port_default(int p_port, Shader::Mode p_mode) const override; | 
					
						
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										 |  |  | 	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; | 
					
						
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							|  |  |  | 	VisualShaderNodeScreenUVToSDF(); | 
					
						
							|  |  |  | }; | 
					
						
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							|  |  |  | class VisualShaderNodeTextureSDF : public VisualShaderNode { | 
					
						
							|  |  |  | 	GDCLASS(VisualShaderNodeTextureSDF, VisualShaderNode); | 
					
						
							|  |  |  | 
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							|  |  |  | public: | 
					
						
							|  |  |  | 	virtual String get_caption() const override; | 
					
						
							|  |  |  | 
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							|  |  |  | 	virtual int get_input_port_count() const override; | 
					
						
							|  |  |  | 	virtual PortType get_input_port_type(int p_port) const override; | 
					
						
							|  |  |  | 	virtual String get_input_port_name(int p_port) const override; | 
					
						
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							|  |  |  | 	virtual int get_output_port_count() const override; | 
					
						
							|  |  |  | 	virtual PortType get_output_port_type(int p_port) const override; | 
					
						
							|  |  |  | 	virtual String get_output_port_name(int p_port) const override; | 
					
						
							|  |  |  | 
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							|  |  |  | 	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; | 
					
						
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							|  |  |  | 	VisualShaderNodeTextureSDF(); | 
					
						
							|  |  |  | }; | 
					
						
							|  |  |  | 
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							|  |  |  | class VisualShaderNodeTextureSDFNormal : public VisualShaderNode { | 
					
						
							|  |  |  | 	GDCLASS(VisualShaderNodeTextureSDFNormal, VisualShaderNode); | 
					
						
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							|  |  |  | public: | 
					
						
							|  |  |  | 	virtual String get_caption() const override; | 
					
						
							|  |  |  | 
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							|  |  |  | 	virtual int get_input_port_count() const override; | 
					
						
							|  |  |  | 	virtual PortType get_input_port_type(int p_port) const override; | 
					
						
							|  |  |  | 	virtual String get_input_port_name(int p_port) const override; | 
					
						
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							|  |  |  | 	virtual int get_output_port_count() const override; | 
					
						
							|  |  |  | 	virtual PortType get_output_port_type(int p_port) const override; | 
					
						
							|  |  |  | 	virtual String get_output_port_name(int p_port) const override; | 
					
						
							|  |  |  | 
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							|  |  |  | 	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; | 
					
						
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							|  |  |  | 	VisualShaderNodeTextureSDFNormal(); | 
					
						
							|  |  |  | }; | 
					
						
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							|  |  |  | class VisualShaderNodeSDFRaymarch : public VisualShaderNode { | 
					
						
							|  |  |  | 	GDCLASS(VisualShaderNodeSDFRaymarch, VisualShaderNode); | 
					
						
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							|  |  |  | public: | 
					
						
							|  |  |  | 	virtual String get_caption() const override; | 
					
						
							|  |  |  | 
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							|  |  |  | 	virtual int get_input_port_count() const override; | 
					
						
							|  |  |  | 	virtual PortType get_input_port_type(int p_port) const override; | 
					
						
							|  |  |  | 	virtual String get_input_port_name(int p_port) const override; | 
					
						
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							|  |  |  | 	virtual int get_output_port_count() const override; | 
					
						
							|  |  |  | 	virtual PortType get_output_port_type(int p_port) const override; | 
					
						
							|  |  |  | 	virtual String get_output_port_name(int p_port) const override; | 
					
						
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							|  |  |  | 	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; | 
					
						
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							|  |  |  | 	VisualShaderNodeSDFRaymarch(); | 
					
						
							|  |  |  | }; | 
					
						
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							|  |  |  | #endif // VISUAL_SHADER_SDF_NODES_H
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