Fix default input port hints for some modes in visual shader

This commit is contained in:
Yuri Roubinsky 2022-01-22 11:09:16 +03:00
parent 0e2842d5b2
commit 538cff1351
9 changed files with 97 additions and 70 deletions

View file

@ -487,11 +487,13 @@ bool VisualShaderNodeTexture::is_output_port_expandable(int p_port) const {
return false;
}
String VisualShaderNodeTexture::get_input_port_default_hint(int p_port) const {
if (p_port == 0) {
return "default";
bool VisualShaderNodeTexture::is_input_port_default(int p_port, Shader::Mode p_mode) const {
if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
if (p_port == 0) {
return true;
}
}
return "";
return false;
}
Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
@ -526,7 +528,7 @@ String VisualShaderNodeTexture::generate_global(Shader::Mode p_mode, VisualShade
String VisualShaderNodeTexture::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 {
String default_uv;
if (p_mode != Shader::MODE_PARTICLES && p_mode != Shader::MODE_SKY) {
if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
default_uv = "UV.xy";
} else {
default_uv = "vec2(0.0)";
@ -1052,16 +1054,18 @@ bool VisualShaderNodeSample3D::is_output_port_expandable(int p_port) const {
return false;
}
String VisualShaderNodeSample3D::get_input_port_default_hint(int p_port) const {
if (p_port == 0) {
return "default";
bool VisualShaderNodeSample3D::is_input_port_default(int p_port, Shader::Mode p_mode) const {
if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
if (p_port == 0) {
return true;
}
}
return "";
return false;
}
String VisualShaderNodeSample3D::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 {
String default_uv;
if (p_mode != Shader::MODE_PARTICLES && p_mode != Shader::MODE_SKY) {
if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
default_uv = "vec3(UV, 0.0)";
} else {
default_uv = "vec3(0.0)";
@ -1346,7 +1350,7 @@ String VisualShaderNodeCubemap::generate_global(Shader::Mode p_mode, VisualShade
String VisualShaderNodeCubemap::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 {
String default_uv;
if (p_mode != Shader::MODE_PARTICLES && p_mode != Shader::MODE_SKY) {
if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
default_uv = "vec3(UV, 0.0)";
} else {
default_uv = "vec3(0.0)";
@ -1393,11 +1397,13 @@ String VisualShaderNodeCubemap::generate_code(Shader::Mode p_mode, VisualShader:
return code;
}
String VisualShaderNodeCubemap::get_input_port_default_hint(int p_port) const {
if (p_port == 0) {
return "default";
bool VisualShaderNodeCubemap::is_input_port_default(int p_port, Shader::Mode p_mode) const {
if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
if (p_port == 0) {
return true;
}
}
return "";
return false;
}
void VisualShaderNodeCubemap::set_source(Source p_source) {
@ -2781,11 +2787,13 @@ String VisualShaderNodeUVFunc::get_input_port_name(int p_port) const {
return "";
}
String VisualShaderNodeUVFunc::get_input_port_default_hint(int p_port) const {
if (p_port == 0) {
return "UV";
bool VisualShaderNodeUVFunc::is_input_port_default(int p_port, Shader::Mode p_mode) const {
if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
if (p_port == 0) {
return true;
}
}
return "";
return false;
}
int VisualShaderNodeUVFunc::get_output_port_count() const {
@ -2809,7 +2817,11 @@ String VisualShaderNodeUVFunc::generate_code(Shader::Mode p_mode, VisualShader::
String uv;
if (p_input_vars[0].is_empty()) {
uv = "vec3(UV.xy, 0.0)";
if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
uv = "vec3(UV.xy, 0.0)";
} else {
uv = "vec3(0.0)";
}
} else {
uv = vformat("%s", p_input_vars[0]);
}
@ -4966,7 +4978,7 @@ bool VisualShaderNodeTextureUniform::is_code_generated() const {
String VisualShaderNodeTextureUniform::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 {
String default_uv;
if (p_mode != Shader::MODE_PARTICLES && p_mode != Shader::MODE_SKY) {
if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
default_uv = "UV.xy";
} else {
default_uv = "vec2(0.0)";
@ -5112,11 +5124,13 @@ void VisualShaderNodeTextureUniform::_bind_methods() {
BIND_ENUM_CONSTANT(REPEAT_MAX);
}
String VisualShaderNodeTextureUniform::get_input_port_default_hint(int p_port) const {
if (p_port == 0) {
return "default";
bool VisualShaderNodeTextureUniform::is_input_port_default(int p_port, Shader::Mode p_mode) const {
if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
if (p_port == 0) {
return true;
}
}
return "";
return false;
}
bool VisualShaderNodeTextureUniform::is_qualifier_supported(Qualifier p_qual) const {
@ -5224,13 +5238,13 @@ String VisualShaderNodeTextureUniformTriplanar::generate_code(Shader::Mode p_mod
return code;
}
String VisualShaderNodeTextureUniformTriplanar::get_input_port_default_hint(int p_port) const {
bool VisualShaderNodeTextureUniformTriplanar::is_input_port_default(int p_port, Shader::Mode p_mode) const {
if (p_port == 0) {
return "default";
return true;
} else if (p_port == 1) {
return "default";
return true;
}
return "";
return false;
}
VisualShaderNodeTextureUniformTriplanar::VisualShaderNodeTextureUniformTriplanar() {
@ -5266,8 +5280,8 @@ String VisualShaderNodeTexture2DArrayUniform::get_input_port_name(int p_port) co
return "";
}
String VisualShaderNodeTexture2DArrayUniform::get_input_port_default_hint(int p_port) const {
return "";
bool VisualShaderNodeTexture2DArrayUniform::is_input_port_default(int p_port, Shader::Mode p_mode) const {
return false;
}
String VisualShaderNodeTexture2DArrayUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
@ -5339,8 +5353,8 @@ String VisualShaderNodeTexture3DUniform::get_input_port_name(int p_port) const {
return "";
}
String VisualShaderNodeTexture3DUniform::get_input_port_default_hint(int p_port) const {
return "";
bool VisualShaderNodeTexture3DUniform::is_input_port_default(int p_port, Shader::Mode p_mode) const {
return false;
}
String VisualShaderNodeTexture3DUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
@ -5412,8 +5426,8 @@ String VisualShaderNodeCubemapUniform::get_input_port_name(int p_port) const {
return "";
}
String VisualShaderNodeCubemapUniform::get_input_port_default_hint(int p_port) const {
return "";
bool VisualShaderNodeCubemapUniform::is_input_port_default(int p_port, Shader::Mode p_mode) const {
return false;
}
String VisualShaderNodeCubemapUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
@ -5738,12 +5752,20 @@ String VisualShaderNodeFresnel::generate_code(Shader::Mode p_mode, VisualShader:
String normal;
String view;
if (p_input_vars[0].is_empty()) {
normal = "NORMAL";
if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
normal = "NORMAL";
} else {
normal = "vec3(0.0)";
}
} else {
normal = p_input_vars[0];
}
if (p_input_vars[1].is_empty()) {
view = "VIEW";
if (p_mode == Shader::MODE_SPATIAL) {
view = "VIEW";
} else {
view = "vec3(0.0)";
}
} else {
view = p_input_vars[1];
}
@ -5759,13 +5781,17 @@ String VisualShaderNodeFresnel::generate_code(Shader::Mode p_mode, VisualShader:
}
}
String VisualShaderNodeFresnel::get_input_port_default_hint(int p_port) const {
bool VisualShaderNodeFresnel::is_input_port_default(int p_port, Shader::Mode p_mode) const {
if (p_port == 0) {
return "default";
if (p_mode == Shader::MODE_CANVAS_ITEM || p_mode == Shader::MODE_SPATIAL) {
return true;
}
} else if (p_port == 1) {
return "default";
if (p_mode == Shader::MODE_SPATIAL) {
return true;
}
}
return "";
return false;
}
VisualShaderNodeFresnel::VisualShaderNodeFresnel() {