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			132 lines
		
	
	
	
		
			6.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			132 lines
		
	
	
	
		
			6.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*************************************************************************/
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| /*  visual_shader_sdf_nodes.h                                            */
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| /*************************************************************************/
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| /*                       This file is part of:                           */
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| /*                           GODOT ENGINE                                */
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| /*                      https://godotengine.org                          */
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| /*************************************************************************/
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| /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
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| /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */
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| /*                                                                       */
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| /* Permission is hereby granted, free of charge, to any person obtaining */
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| /* a copy of this software and associated documentation files (the       */
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| /* "Software"), to deal in the Software without restriction, including   */
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| /* without limitation the rights to use, copy, modify, merge, publish,   */
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| /* distribute, sublicense, and/or sell copies of the Software, and to    */
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| /* permit persons to whom the Software is furnished to do so, subject to */
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| /* the following conditions:                                             */
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| /*                                                                       */
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| /* The above copyright notice and this permission notice shall be        */
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| /* included in all copies or substantial portions of the Software.       */
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| /*                                                                       */
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| /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
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| /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
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| /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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| /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
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| /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
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| /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
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| /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
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| /*************************************************************************/
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| 
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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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| 
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| class VisualShaderNodeSDFToScreenUV : public VisualShaderNode {
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| 	GDCLASS(VisualShaderNodeSDFToScreenUV, VisualShaderNode);
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| 
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| public:
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| 	virtual String get_caption() const override;
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| 
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| 	virtual int get_input_port_count() const override;
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| 	virtual PortType get_input_port_type(int p_port) const override;
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| 	virtual String get_input_port_name(int p_port) const override;
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| 
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| 	virtual int get_output_port_count() const override;
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| 	virtual PortType get_output_port_type(int p_port) const override;
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| 	virtual String get_output_port_name(int p_port) const override;
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| 
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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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| 
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| 	VisualShaderNodeSDFToScreenUV();
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| };
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| 
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| class VisualShaderNodeScreenUVToSDF : public VisualShaderNode {
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| 	GDCLASS(VisualShaderNodeScreenUVToSDF, VisualShaderNode);
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| 
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| public:
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| 	virtual String get_caption() const override;
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| 
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| 	virtual int get_input_port_count() const override;
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| 	virtual PortType get_input_port_type(int p_port) const override;
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| 	virtual String get_input_port_name(int p_port) const override;
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| 
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| 	virtual int get_output_port_count() const override;
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| 	virtual PortType get_output_port_type(int p_port) const override;
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| 	virtual String get_output_port_name(int p_port) const override;
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| 
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| 	virtual String get_input_port_default_hint(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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| 
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| 	VisualShaderNodeScreenUVToSDF();
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| };
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| 
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| class VisualShaderNodeTextureSDF : public VisualShaderNode {
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| 	GDCLASS(VisualShaderNodeTextureSDF, VisualShaderNode);
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| 
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| public:
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| 	virtual String get_caption() const override;
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| 
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| 	virtual int get_input_port_count() const override;
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| 	virtual PortType get_input_port_type(int p_port) const override;
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| 	virtual String get_input_port_name(int p_port) const override;
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| 
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| 	virtual int get_output_port_count() const override;
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| 	virtual PortType get_output_port_type(int p_port) const override;
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| 	virtual String get_output_port_name(int p_port) const override;
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| 
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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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| 
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| 	VisualShaderNodeTextureSDF();
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| };
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| 
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| class VisualShaderNodeTextureSDFNormal : public VisualShaderNode {
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| 	GDCLASS(VisualShaderNodeTextureSDFNormal, VisualShaderNode);
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| 
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| public:
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| 	virtual String get_caption() const override;
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| 
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| 	virtual int get_input_port_count() const override;
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| 	virtual PortType get_input_port_type(int p_port) const override;
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| 	virtual String get_input_port_name(int p_port) const override;
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| 
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| 	virtual int get_output_port_count() const override;
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| 	virtual PortType get_output_port_type(int p_port) const override;
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| 	virtual String get_output_port_name(int p_port) const override;
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| 
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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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| 
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| 	VisualShaderNodeTextureSDFNormal();
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| };
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| 
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| class VisualShaderNodeSDFRaymarch : public VisualShaderNode {
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| 	GDCLASS(VisualShaderNodeSDFRaymarch, VisualShaderNode);
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| 
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| public:
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| 	virtual String get_caption() const override;
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| 
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| 	virtual int get_input_port_count() const override;
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| 	virtual PortType get_input_port_type(int p_port) const override;
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| 	virtual String get_input_port_name(int p_port) const override;
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| 
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| 	virtual int get_output_port_count() const override;
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| 	virtual PortType get_output_port_type(int p_port) const override;
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| 	virtual String get_output_port_name(int p_port) const override;
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| 
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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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| 
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| 	VisualShaderNodeSDFRaymarch();
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| };
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| 
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| #endif // VISUAL_SHADER_SDF_NODES_H
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