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			2950 lines
		
	
	
	
		
			94 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			2950 lines
		
	
	
	
		
			94 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*************************************************************************/
 | |
| /*  visual_shader_nodes.cpp                                              */
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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) 2007-2019 Juan Linietsky, Ariel Manzur.                 */
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| /* Copyright (c) 2014-2019 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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| #include "visual_shader_nodes.h"
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| ////////////// Scalar
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| 
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| String VisualShaderNodeScalarConstant::get_caption() const {
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| 	return "Scalar";
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| }
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| 
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| int VisualShaderNodeScalarConstant::get_input_port_count() const {
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| 	return 0;
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| }
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| VisualShaderNodeScalarConstant::PortType VisualShaderNodeScalarConstant::get_input_port_type(int p_port) const {
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| 	return PORT_TYPE_SCALAR;
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| }
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| String VisualShaderNodeScalarConstant::get_input_port_name(int p_port) const {
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| 	return String();
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| }
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| 
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| int VisualShaderNodeScalarConstant::get_output_port_count() const {
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| 	return 1;
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| }
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| VisualShaderNodeScalarConstant::PortType VisualShaderNodeScalarConstant::get_output_port_type(int p_port) const {
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| 	return PORT_TYPE_SCALAR;
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| }
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| String VisualShaderNodeScalarConstant::get_output_port_name(int p_port) const {
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| 	return ""; //no output port means the editor will be used as port
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| }
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| 
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| String VisualShaderNodeScalarConstant::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 {
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| 	return "\t" + p_output_vars[0] + " = " + vformat("%.6f", constant) + ";\n";
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| }
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| 
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| void VisualShaderNodeScalarConstant::set_constant(float p_value) {
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| 
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| 	constant = p_value;
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| 	emit_changed();
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| }
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| 
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| float VisualShaderNodeScalarConstant::get_constant() const {
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| 
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| 	return constant;
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| }
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| 
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| Vector<StringName> VisualShaderNodeScalarConstant::get_editable_properties() const {
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| 	Vector<StringName> props;
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| 	props.push_back("constant");
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| 	return props;
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| }
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| 
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| void VisualShaderNodeScalarConstant::_bind_methods() {
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| 
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| 	ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeScalarConstant::set_constant);
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| 	ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeScalarConstant::get_constant);
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| 
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| 	ADD_PROPERTY(PropertyInfo(Variant::REAL, "constant"), "set_constant", "get_constant");
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| }
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| 
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| VisualShaderNodeScalarConstant::VisualShaderNodeScalarConstant() {
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| 	constant = 0;
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| }
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| 
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| ////////////// Boolean
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| 
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| String VisualShaderNodeBooleanConstant::get_caption() const {
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| 	return "Boolean";
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| }
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| 
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| int VisualShaderNodeBooleanConstant::get_input_port_count() const {
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| 	return 0;
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| }
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| 
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| VisualShaderNodeBooleanConstant::PortType VisualShaderNodeBooleanConstant::get_input_port_type(int p_port) const {
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| 	return PORT_TYPE_BOOLEAN;
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| }
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| 
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| String VisualShaderNodeBooleanConstant::get_input_port_name(int p_port) const {
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| 	return String();
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| }
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| 
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| int VisualShaderNodeBooleanConstant::get_output_port_count() const {
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| 	return 1;
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| }
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| 
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| VisualShaderNodeBooleanConstant::PortType VisualShaderNodeBooleanConstant::get_output_port_type(int p_port) const {
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| 	return PORT_TYPE_BOOLEAN;
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| }
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| 
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| String VisualShaderNodeBooleanConstant::get_output_port_name(int p_port) const {
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| 	return ""; //no output port means the editor will be used as port
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| }
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| 
 | |
| String VisualShaderNodeBooleanConstant::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 {
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| 	return "\t" + p_output_vars[0] + " = " + (constant ? "true" : "false") + ";\n";
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| }
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| 
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| void VisualShaderNodeBooleanConstant::set_constant(bool p_value) {
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| 	constant = p_value;
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| 	emit_changed();
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| }
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| 
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| bool VisualShaderNodeBooleanConstant::get_constant() const {
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| 	return constant;
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| }
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| 
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| Vector<StringName> VisualShaderNodeBooleanConstant::get_editable_properties() const {
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| 	Vector<StringName> props;
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| 	props.push_back("constant");
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| 	return props;
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| }
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| 
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| void VisualShaderNodeBooleanConstant::_bind_methods() {
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| 
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| 	ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeBooleanConstant::set_constant);
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| 	ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeBooleanConstant::get_constant);
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| 
 | |
| 	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "constant"), "set_constant", "get_constant");
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| }
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| 
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| VisualShaderNodeBooleanConstant::VisualShaderNodeBooleanConstant() {
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| 	constant = false;
 | |
| }
 | |
| 
 | |
| ////////////// Color
 | |
| 
 | |
| String VisualShaderNodeColorConstant::get_caption() const {
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| 	return "Color";
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| }
 | |
| 
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| int VisualShaderNodeColorConstant::get_input_port_count() const {
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| 	return 0;
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| }
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| VisualShaderNodeColorConstant::PortType VisualShaderNodeColorConstant::get_input_port_type(int p_port) const {
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| 	return PORT_TYPE_VECTOR;
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| }
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| String VisualShaderNodeColorConstant::get_input_port_name(int p_port) const {
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| 	return String();
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| }
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| 
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| int VisualShaderNodeColorConstant::get_output_port_count() const {
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| 	return 2;
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| }
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| VisualShaderNodeColorConstant::PortType VisualShaderNodeColorConstant::get_output_port_type(int p_port) const {
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| 	return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
 | |
| }
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| String VisualShaderNodeColorConstant::get_output_port_name(int p_port) const {
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| 	return p_port == 0 ? "" : "alpha"; //no output port means the editor will be used as port
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| }
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| 
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| String VisualShaderNodeColorConstant::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 {
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| 
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| 	String code;
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| 	code += "\t" + p_output_vars[0] + " = " + vformat("vec3(%.6f,%.6f,%.6f)", constant.r, constant.g, constant.b) + ";\n";
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| 	code += "\t" + p_output_vars[1] + " = " + vformat("%.6f", constant.a) + ";\n";
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| 
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| 	return code;
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| }
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| 
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| void VisualShaderNodeColorConstant::set_constant(Color p_value) {
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| 
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| 	constant = p_value;
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| 	emit_changed();
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| }
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| 
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| Color VisualShaderNodeColorConstant::get_constant() const {
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| 
 | |
| 	return constant;
 | |
| }
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| 
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| Vector<StringName> VisualShaderNodeColorConstant::get_editable_properties() const {
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| 	Vector<StringName> props;
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| 	props.push_back("constant");
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| 	return props;
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| }
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| 
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| void VisualShaderNodeColorConstant::_bind_methods() {
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| 
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| 	ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeColorConstant::set_constant);
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| 	ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeColorConstant::get_constant);
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| 
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| 	ADD_PROPERTY(PropertyInfo(Variant::COLOR, "constant"), "set_constant", "get_constant");
 | |
| }
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| 
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| VisualShaderNodeColorConstant::VisualShaderNodeColorConstant() {
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| 	constant = Color(1, 1, 1, 1);
 | |
| }
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| 
 | |
| ////////////// Vector
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| 
 | |
| String VisualShaderNodeVec3Constant::get_caption() const {
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| 	return "Vector";
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| }
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| 
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| int VisualShaderNodeVec3Constant::get_input_port_count() const {
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| 	return 0;
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| }
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| VisualShaderNodeVec3Constant::PortType VisualShaderNodeVec3Constant::get_input_port_type(int p_port) const {
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| 	return PORT_TYPE_VECTOR;
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| }
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| String VisualShaderNodeVec3Constant::get_input_port_name(int p_port) const {
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| 	return String();
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| }
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| 
 | |
| int VisualShaderNodeVec3Constant::get_output_port_count() const {
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| 	return 1;
 | |
| }
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| VisualShaderNodeVec3Constant::PortType VisualShaderNodeVec3Constant::get_output_port_type(int p_port) const {
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| 	return PORT_TYPE_VECTOR;
 | |
| }
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| String VisualShaderNodeVec3Constant::get_output_port_name(int p_port) const {
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| 	return ""; //no output port means the editor will be used as port
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeVec3Constant::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 {
 | |
| 	return "\t" + p_output_vars[0] + " = " + vformat("vec3(%.6f,%.6f,%.6f)", constant.x, constant.y, constant.z) + ";\n";
 | |
| }
 | |
| 
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| void VisualShaderNodeVec3Constant::set_constant(Vector3 p_value) {
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| 
 | |
| 	constant = p_value;
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| 	emit_changed();
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| }
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| 
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| Vector3 VisualShaderNodeVec3Constant::get_constant() const {
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| 
 | |
| 	return constant;
 | |
| }
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| 
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| Vector<StringName> VisualShaderNodeVec3Constant::get_editable_properties() const {
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| 	Vector<StringName> props;
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| 	props.push_back("constant");
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| 	return props;
 | |
| }
 | |
| 
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| void VisualShaderNodeVec3Constant::_bind_methods() {
 | |
| 
 | |
| 	ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeVec3Constant::set_constant);
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| 	ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeVec3Constant::get_constant);
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| 
 | |
| 	ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant"), "set_constant", "get_constant");
 | |
| }
 | |
| 
 | |
| VisualShaderNodeVec3Constant::VisualShaderNodeVec3Constant() {
 | |
| }
 | |
| 
 | |
| ////////////// Transform
 | |
| 
 | |
| String VisualShaderNodeTransformConstant::get_caption() const {
 | |
| 	return "Transform";
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeTransformConstant::get_input_port_count() const {
 | |
| 	return 0;
 | |
| }
 | |
| VisualShaderNodeTransformConstant::PortType VisualShaderNodeTransformConstant::get_input_port_type(int p_port) const {
 | |
| 	return PORT_TYPE_VECTOR;
 | |
| }
 | |
| String VisualShaderNodeTransformConstant::get_input_port_name(int p_port) const {
 | |
| 	return String();
 | |
| }
 | |
| 
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| int VisualShaderNodeTransformConstant::get_output_port_count() const {
 | |
| 	return 1;
 | |
| }
 | |
| VisualShaderNodeTransformConstant::PortType VisualShaderNodeTransformConstant::get_output_port_type(int p_port) const {
 | |
| 	return PORT_TYPE_TRANSFORM;
 | |
| }
 | |
| String VisualShaderNodeTransformConstant::get_output_port_name(int p_port) const {
 | |
| 	return ""; //no output port means the editor will be used as port
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeTransformConstant::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 {
 | |
| 	Transform t = constant;
 | |
| 	t.basis.transpose();
 | |
| 
 | |
| 	String code = "\t" + p_output_vars[0] + " = mat4(";
 | |
| 	code += vformat("vec4(%.6f,%.6f,%.6f,0.0),", t.basis[0].x, t.basis[0].y, t.basis[0].z);
 | |
| 	code += vformat("vec4(%.6f,%.6f,%.6f,0.0),", t.basis[1].x, t.basis[1].y, t.basis[1].z);
 | |
| 	code += vformat("vec4(%.6f,%.6f,%.6f,0.0),", t.basis[2].x, t.basis[2].y, t.basis[2].z);
 | |
| 	code += vformat("vec4(%.6f,%.6f,%.6f,1.0) );\n", t.origin.x, t.origin.y, t.origin.z);
 | |
| 	return code;
 | |
| }
 | |
| 
 | |
| void VisualShaderNodeTransformConstant::set_constant(Transform p_value) {
 | |
| 
 | |
| 	constant = p_value;
 | |
| 	emit_changed();
 | |
| }
 | |
| 
 | |
| Transform VisualShaderNodeTransformConstant::get_constant() const {
 | |
| 
 | |
| 	return constant;
 | |
| }
 | |
| 
 | |
| Vector<StringName> VisualShaderNodeTransformConstant::get_editable_properties() const {
 | |
| 	Vector<StringName> props;
 | |
| 	props.push_back("constant");
 | |
| 	return props;
 | |
| }
 | |
| 
 | |
| void VisualShaderNodeTransformConstant::_bind_methods() {
 | |
| 
 | |
| 	ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeTransformConstant::set_constant);
 | |
| 	ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeTransformConstant::get_constant);
 | |
| 
 | |
| 	ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM, "constant"), "set_constant", "get_constant");
 | |
| }
 | |
| 
 | |
| VisualShaderNodeTransformConstant::VisualShaderNodeTransformConstant() {
 | |
| }
 | |
| 
 | |
| ////////////// Texture
 | |
| 
 | |
| String VisualShaderNodeTexture::get_caption() const {
 | |
| 	return "Texture";
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeTexture::get_input_port_count() const {
 | |
| 	return 2;
 | |
| }
 | |
| VisualShaderNodeTexture::PortType VisualShaderNodeTexture::get_input_port_type(int p_port) const {
 | |
| 	return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
 | |
| }
 | |
| String VisualShaderNodeTexture::get_input_port_name(int p_port) const {
 | |
| 	return p_port == 0 ? "uv" : "lod";
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeTexture::get_output_port_count() const {
 | |
| 	return 2;
 | |
| }
 | |
| VisualShaderNodeTexture::PortType VisualShaderNodeTexture::get_output_port_type(int p_port) const {
 | |
| 	return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
 | |
| }
 | |
| String VisualShaderNodeTexture::get_output_port_name(int p_port) const {
 | |
| 	return p_port == 0 ? "rgb" : "alpha";
 | |
| }
 | |
| 
 | |
| static String make_unique_id(VisualShader::Type p_type, int p_id, const String &p_name) {
 | |
| 
 | |
| 	static const char *typepf[VisualShader::TYPE_MAX] = { "vtx", "frg", "lgt" };
 | |
| 	return p_name + "_" + String(typepf[p_type]) + "_" + itos(p_id);
 | |
| }
 | |
| 
 | |
| Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
 | |
| 	VisualShader::DefaultTextureParam dtp;
 | |
| 	dtp.name = make_unique_id(p_type, p_id, "tex");
 | |
| 	dtp.param = texture;
 | |
| 	Vector<VisualShader::DefaultTextureParam> ret;
 | |
| 	ret.push_back(dtp);
 | |
| 	return ret;
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeTexture::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
 | |
| 
 | |
| 	if (source == SOURCE_TEXTURE) {
 | |
| 
 | |
| 		String u = "uniform sampler2D " + make_unique_id(p_type, p_id, "tex");
 | |
| 		switch (texture_type) {
 | |
| 			case TYPE_DATA: break;
 | |
| 			case TYPE_COLOR: u += " : hint_albedo"; break;
 | |
| 			case TYPE_NORMALMAP: u += " : hint_normal"; break;
 | |
| 		}
 | |
| 		return u + ";";
 | |
| 	}
 | |
| 
 | |
| 	return String();
 | |
| }
 | |
| 
 | |
| 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 {
 | |
| 
 | |
| 	if (source == SOURCE_TEXTURE) {
 | |
| 		String id = make_unique_id(p_type, p_id, "tex");
 | |
| 		String code;
 | |
| 		if (p_input_vars[0] == String()) { //none bound, do nothing
 | |
| 
 | |
| 			code += "\tvec4 " + id + "_read = vec4(0.0);\n";
 | |
| 
 | |
| 		} else if (p_input_vars[1] == String()) {
 | |
| 			//no lod
 | |
| 			code += "\tvec4 " + id + "_read = texture( " + id + " , " + p_input_vars[0] + ".xy );\n";
 | |
| 		} else {
 | |
| 			code += "\tvec4 " + id + "_read = textureLod( " + id + " , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n";
 | |
| 		}
 | |
| 
 | |
| 		code += "\t" + p_output_vars[0] + " = " + id + "_read.rgb;\n";
 | |
| 		code += "\t" + p_output_vars[1] + " = " + id + "_read.a;\n";
 | |
| 		return code;
 | |
| 	}
 | |
| 
 | |
| 	if (source == SOURCE_SCREEN && (p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) {
 | |
| 
 | |
| 		String code = "\t{\n";
 | |
| 		if (p_input_vars[0] == String() || p_for_preview) { //none bound, do nothing
 | |
| 
 | |
| 			code += "\t\tvec4 _tex_read = vec4(0.0);\n";
 | |
| 
 | |
| 		} else if (p_input_vars[1] == String()) {
 | |
| 			//no lod
 | |
| 			code += "\t\tvec4 _tex_read = textureLod( SCREEN_TEXTURE , " + p_input_vars[0] + ".xy, 0.0 );\n";
 | |
| 		} else {
 | |
| 			code += "\t\tvec4 _tex_read = textureLod( SCREEN_TEXTURE , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n";
 | |
| 		}
 | |
| 
 | |
| 		code += "\t\t" + p_output_vars[0] + " = _tex_read.rgb;\n";
 | |
| 		code += "\t\t" + p_output_vars[1] + " = _tex_read.a;\n";
 | |
| 		code += "\t}\n";
 | |
| 		return code;
 | |
| 	}
 | |
| 
 | |
| 	if (source == SOURCE_2D_TEXTURE && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
 | |
| 
 | |
| 		String code = "\t{\n";
 | |
| 		if (p_input_vars[0] == String()) { //none bound, do nothing
 | |
| 
 | |
| 			code += "\t\tvec4 _tex_read = vec4(0.0);\n";
 | |
| 
 | |
| 		} else if (p_input_vars[1] == String()) {
 | |
| 			//no lod
 | |
| 			code += "\t\tvec4 _tex_read = texture( TEXTURE , " + p_input_vars[0] + ".xy );\n";
 | |
| 		} else {
 | |
| 			code += "\t\tvec4 _tex_read = textureLod( TEXTURE , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n";
 | |
| 		}
 | |
| 
 | |
| 		code += "\t\t" + p_output_vars[0] + " = _tex_read.rgb;\n";
 | |
| 		code += "\t\t" + p_output_vars[1] + " = _tex_read.a;\n";
 | |
| 		code += "\t}\n";
 | |
| 		return code;
 | |
| 	}
 | |
| 
 | |
| 	if (source == SOURCE_2D_NORMAL && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
 | |
| 
 | |
| 		String code = "\t{\n";
 | |
| 		if (p_input_vars[0] == String()) { //none bound, do nothing
 | |
| 
 | |
| 			code += "\t\tvec4 _tex_read = vec4(0.0);\n";
 | |
| 
 | |
| 		} else if (p_input_vars[1] == String()) {
 | |
| 			//no lod
 | |
| 			code += "\t\tvec4 _tex_read = texture( NORMAL_TEXTURE , " + p_input_vars[0] + ".xy );\n";
 | |
| 		} else {
 | |
| 			code += "\t\tvec4 _tex_read = textureLod( NORMAL_TEXTURE , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n";
 | |
| 		}
 | |
| 
 | |
| 		code += "\t\t" + p_output_vars[0] + " = _tex_read.rgb;\n";
 | |
| 		code += "\t\t" + p_output_vars[1] + " = _tex_read.a;\n";
 | |
| 		code += "\t}\n";
 | |
| 		return code;
 | |
| 	}
 | |
| 
 | |
| 	//none
 | |
| 	String code;
 | |
| 	code += "\t" + p_output_vars[0] + " = vec3(0.0);\n";
 | |
| 	code += "\t" + p_output_vars[1] + " = 1.0;\n";
 | |
| 	return code;
 | |
| }
 | |
| 
 | |
| void VisualShaderNodeTexture::set_source(Source p_source) {
 | |
| 	source = p_source;
 | |
| 	emit_changed();
 | |
| 	emit_signal("editor_refresh_request");
 | |
| }
 | |
| 
 | |
| VisualShaderNodeTexture::Source VisualShaderNodeTexture::get_source() const {
 | |
| 	return source;
 | |
| }
 | |
| 
 | |
| void VisualShaderNodeTexture::set_texture(Ref<Texture> p_value) {
 | |
| 
 | |
| 	texture = p_value;
 | |
| 	emit_changed();
 | |
| }
 | |
| 
 | |
| Ref<Texture> VisualShaderNodeTexture::get_texture() const {
 | |
| 
 | |
| 	return texture;
 | |
| }
 | |
| 
 | |
| void VisualShaderNodeTexture::set_texture_type(TextureType p_type) {
 | |
| 	texture_type = p_type;
 | |
| 	emit_changed();
 | |
| }
 | |
| 
 | |
| VisualShaderNodeTexture::TextureType VisualShaderNodeTexture::get_texture_type() const {
 | |
| 	return texture_type;
 | |
| }
 | |
| 
 | |
| Vector<StringName> VisualShaderNodeTexture::get_editable_properties() const {
 | |
| 	Vector<StringName> props;
 | |
| 	props.push_back("source");
 | |
| 	if (source == SOURCE_TEXTURE) {
 | |
| 		props.push_back("texture");
 | |
| 		props.push_back("texture_type");
 | |
| 	}
 | |
| 	return props;
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeTexture::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
 | |
| 
 | |
| 	if (source == SOURCE_TEXTURE) {
 | |
| 		return String(); // all good
 | |
| 	}
 | |
| 
 | |
| 	if (source == SOURCE_SCREEN && (p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) {
 | |
| 
 | |
| 		return String(); // all good
 | |
| 	}
 | |
| 
 | |
| 	if (source == SOURCE_2D_TEXTURE && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
 | |
| 
 | |
| 		return String(); // all good
 | |
| 	}
 | |
| 
 | |
| 	if (source == SOURCE_2D_NORMAL && p_mode == Shader::MODE_CANVAS_ITEM) {
 | |
| 
 | |
| 		return String(); // all good
 | |
| 	}
 | |
| 
 | |
| 	return TTR("Invalid source for shader.");
 | |
| }
 | |
| 
 | |
| void VisualShaderNodeTexture::_bind_methods() {
 | |
| 
 | |
| 	ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeTexture::set_source);
 | |
| 	ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeTexture::get_source);
 | |
| 
 | |
| 	ClassDB::bind_method(D_METHOD("set_texture", "value"), &VisualShaderNodeTexture::set_texture);
 | |
| 	ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeTexture::get_texture);
 | |
| 
 | |
| 	ClassDB::bind_method(D_METHOD("set_texture_type", "value"), &VisualShaderNodeTexture::set_texture_type);
 | |
| 	ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeTexture::get_texture_type);
 | |
| 
 | |
| 	ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,Screen,Texture2D,NormalMap2D"), "set_source", "get_source");
 | |
| 	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture");
 | |
| 	ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normalmap"), "set_texture_type", "get_texture_type");
 | |
| 
 | |
| 	BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
 | |
| 	BIND_ENUM_CONSTANT(SOURCE_SCREEN);
 | |
| 	BIND_ENUM_CONSTANT(SOURCE_2D_TEXTURE);
 | |
| 	BIND_ENUM_CONSTANT(SOURCE_2D_NORMAL);
 | |
| 	BIND_ENUM_CONSTANT(TYPE_DATA);
 | |
| 	BIND_ENUM_CONSTANT(TYPE_COLOR);
 | |
| 	BIND_ENUM_CONSTANT(TYPE_NORMALMAP);
 | |
| }
 | |
| 
 | |
| VisualShaderNodeTexture::VisualShaderNodeTexture() {
 | |
| 	texture_type = TYPE_DATA;
 | |
| 	source = SOURCE_TEXTURE;
 | |
| }
 | |
| 
 | |
| ////////////// CubeMap
 | |
| 
 | |
| String VisualShaderNodeCubeMap::get_caption() const {
 | |
| 	return "CubeMap";
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeCubeMap::get_input_port_count() const {
 | |
| 	return 2;
 | |
| }
 | |
| VisualShaderNodeCubeMap::PortType VisualShaderNodeCubeMap::get_input_port_type(int p_port) const {
 | |
| 	return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
 | |
| }
 | |
| String VisualShaderNodeCubeMap::get_input_port_name(int p_port) const {
 | |
| 	return p_port == 0 ? "uv" : "lod";
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeCubeMap::get_output_port_count() const {
 | |
| 	return 2;
 | |
| }
 | |
| VisualShaderNodeCubeMap::PortType VisualShaderNodeCubeMap::get_output_port_type(int p_port) const {
 | |
| 	return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
 | |
| }
 | |
| String VisualShaderNodeCubeMap::get_output_port_name(int p_port) const {
 | |
| 	return p_port == 0 ? "rgb" : "alpha";
 | |
| }
 | |
| 
 | |
| Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCubeMap::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
 | |
| 	VisualShader::DefaultTextureParam dtp;
 | |
| 	dtp.name = make_unique_id(p_type, p_id, "cube");
 | |
| 	dtp.param = cube_map;
 | |
| 	Vector<VisualShader::DefaultTextureParam> ret;
 | |
| 	ret.push_back(dtp);
 | |
| 	return ret;
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeCubeMap::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
 | |
| 
 | |
| 	String u = "uniform sampler2DCube " + make_unique_id(p_type, p_id, "cube");
 | |
| 	switch (texture_type) {
 | |
| 		case TYPE_DATA: break;
 | |
| 		case TYPE_COLOR: u += " : hint_albedo"; break;
 | |
| 		case TYPE_NORMALMAP: u += " : hint_normal"; break;
 | |
| 	}
 | |
| 	return u + ";";
 | |
| }
 | |
| 
 | |
| 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 id = make_unique_id(p_type, p_id, "cube");
 | |
| 	String code;
 | |
| 	if (p_input_vars[0] == String()) { //none bound, do nothing
 | |
| 
 | |
| 		code += "\tvec4 " + id + "_read = vec4(0.0);\n";
 | |
| 
 | |
| 	} else if (p_input_vars[1] == String()) {
 | |
| 		//no lod
 | |
| 		code += "\tvec4 " + id + "_read = texture( " + id + " , " + p_input_vars[0] + " );\n";
 | |
| 	} else {
 | |
| 		code += "\tvec4 " + id + "_read = textureLod( " + id + " , " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n";
 | |
| 	}
 | |
| 
 | |
| 	code += "\t" + p_output_vars[0] + " = " + id + "_read.rgb;\n";
 | |
| 	code += "\t" + p_output_vars[1] + " = " + id + "_read.a;\n";
 | |
| 	return code;
 | |
| }
 | |
| 
 | |
| void VisualShaderNodeCubeMap::set_cube_map(Ref<CubeMap> p_value) {
 | |
| 
 | |
| 	cube_map = p_value;
 | |
| 	emit_changed();
 | |
| }
 | |
| 
 | |
| Ref<CubeMap> VisualShaderNodeCubeMap::get_cube_map() const {
 | |
| 
 | |
| 	return cube_map;
 | |
| }
 | |
| 
 | |
| void VisualShaderNodeCubeMap::set_texture_type(TextureType p_type) {
 | |
| 	texture_type = p_type;
 | |
| 	emit_changed();
 | |
| }
 | |
| 
 | |
| VisualShaderNodeCubeMap::TextureType VisualShaderNodeCubeMap::get_texture_type() const {
 | |
| 	return texture_type;
 | |
| }
 | |
| 
 | |
| Vector<StringName> VisualShaderNodeCubeMap::get_editable_properties() const {
 | |
| 	Vector<StringName> props;
 | |
| 	props.push_back("cube_map");
 | |
| 	props.push_back("texture_type");
 | |
| 	return props;
 | |
| }
 | |
| 
 | |
| void VisualShaderNodeCubeMap::_bind_methods() {
 | |
| 
 | |
| 	ClassDB::bind_method(D_METHOD("set_cube_map", "value"), &VisualShaderNodeCubeMap::set_cube_map);
 | |
| 	ClassDB::bind_method(D_METHOD("get_cube_map"), &VisualShaderNodeCubeMap::get_cube_map);
 | |
| 
 | |
| 	ClassDB::bind_method(D_METHOD("set_texture_type", "value"), &VisualShaderNodeCubeMap::set_texture_type);
 | |
| 	ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeCubeMap::get_texture_type);
 | |
| 
 | |
| 	ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "cube_map", PROPERTY_HINT_RESOURCE_TYPE, "CubeMap"), "set_cube_map", "get_cube_map");
 | |
| 	ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normalmap"), "set_texture_type", "get_texture_type");
 | |
| 
 | |
| 	BIND_ENUM_CONSTANT(TYPE_DATA);
 | |
| 	BIND_ENUM_CONSTANT(TYPE_COLOR);
 | |
| 	BIND_ENUM_CONSTANT(TYPE_NORMALMAP);
 | |
| }
 | |
| 
 | |
| VisualShaderNodeCubeMap::VisualShaderNodeCubeMap() {
 | |
| 	texture_type = TYPE_DATA;
 | |
| }
 | |
| ////////////// Scalar Op
 | |
| 
 | |
| String VisualShaderNodeScalarOp::get_caption() const {
 | |
| 	return "ScalarOp";
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeScalarOp::get_input_port_count() const {
 | |
| 	return 2;
 | |
| }
 | |
| VisualShaderNodeScalarOp::PortType VisualShaderNodeScalarOp::get_input_port_type(int p_port) const {
 | |
| 	return PORT_TYPE_SCALAR;
 | |
| }
 | |
| String VisualShaderNodeScalarOp::get_input_port_name(int p_port) const {
 | |
| 	return p_port == 0 ? "a" : "b";
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeScalarOp::get_output_port_count() const {
 | |
| 	return 1;
 | |
| }
 | |
| VisualShaderNodeScalarOp::PortType VisualShaderNodeScalarOp::get_output_port_type(int p_port) const {
 | |
| 	return PORT_TYPE_SCALAR;
 | |
| }
 | |
| String VisualShaderNodeScalarOp::get_output_port_name(int p_port) const {
 | |
| 	return "op"; //no output port means the editor will be used as port
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeScalarOp::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 code = "\t" + p_output_vars[0] + " = ";
 | |
| 	switch (op) {
 | |
| 
 | |
| 		case OP_ADD: code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n"; break;
 | |
| 		case OP_SUB: code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n"; break;
 | |
| 		case OP_MUL: code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n"; break;
 | |
| 		case OP_DIV: code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n"; break;
 | |
| 		case OP_MOD: code += "mod( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
 | |
| 		case OP_POW: code += "pow( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
 | |
| 		case OP_MAX: code += "max( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
 | |
| 		case OP_MIN: code += "min( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
 | |
| 		case OP_ATAN2: code += "atan( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
 | |
| 		case OP_STEP: code += "step( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
 | |
| 	}
 | |
| 
 | |
| 	return code;
 | |
| }
 | |
| 
 | |
| void VisualShaderNodeScalarOp::set_operator(Operator p_op) {
 | |
| 
 | |
| 	op = p_op;
 | |
| 	emit_changed();
 | |
| }
 | |
| 
 | |
| VisualShaderNodeScalarOp::Operator VisualShaderNodeScalarOp::get_operator() const {
 | |
| 
 | |
| 	return op;
 | |
| }
 | |
| 
 | |
| Vector<StringName> VisualShaderNodeScalarOp::get_editable_properties() const {
 | |
| 	Vector<StringName> props;
 | |
| 	props.push_back("operator");
 | |
| 	return props;
 | |
| }
 | |
| 
 | |
| void VisualShaderNodeScalarOp::_bind_methods() {
 | |
| 
 | |
| 	ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeScalarOp::set_operator);
 | |
| 	ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeScalarOp::get_operator);
 | |
| 
 | |
| 	ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Sub,Multiply,Divide,Remainder,Power,Max,Min,Atan2,Step"), "set_operator", "get_operator");
 | |
| 
 | |
| 	BIND_ENUM_CONSTANT(OP_ADD);
 | |
| 	BIND_ENUM_CONSTANT(OP_SUB);
 | |
| 	BIND_ENUM_CONSTANT(OP_MUL);
 | |
| 	BIND_ENUM_CONSTANT(OP_DIV);
 | |
| 	BIND_ENUM_CONSTANT(OP_MOD);
 | |
| 	BIND_ENUM_CONSTANT(OP_POW);
 | |
| 	BIND_ENUM_CONSTANT(OP_MAX);
 | |
| 	BIND_ENUM_CONSTANT(OP_MIN);
 | |
| 	BIND_ENUM_CONSTANT(OP_ATAN2);
 | |
| 	BIND_ENUM_CONSTANT(OP_STEP);
 | |
| }
 | |
| 
 | |
| VisualShaderNodeScalarOp::VisualShaderNodeScalarOp() {
 | |
| 	op = OP_ADD;
 | |
| 	set_input_port_default_value(0, 0.0);
 | |
| 	set_input_port_default_value(1, 0.0);
 | |
| }
 | |
| 
 | |
| ////////////// Vector Op
 | |
| 
 | |
| String VisualShaderNodeVectorOp::get_caption() const {
 | |
| 	return "VectorOp";
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeVectorOp::get_input_port_count() const {
 | |
| 	return 2;
 | |
| }
 | |
| VisualShaderNodeVectorOp::PortType VisualShaderNodeVectorOp::get_input_port_type(int p_port) const {
 | |
| 	return PORT_TYPE_VECTOR;
 | |
| }
 | |
| String VisualShaderNodeVectorOp::get_input_port_name(int p_port) const {
 | |
| 	return p_port == 0 ? "a" : "b";
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeVectorOp::get_output_port_count() const {
 | |
| 	return 1;
 | |
| }
 | |
| VisualShaderNodeVectorOp::PortType VisualShaderNodeVectorOp::get_output_port_type(int p_port) const {
 | |
| 	return PORT_TYPE_VECTOR;
 | |
| }
 | |
| String VisualShaderNodeVectorOp::get_output_port_name(int p_port) const {
 | |
| 	return "op"; //no output port means the editor will be used as port
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeVectorOp::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 code = "\t" + p_output_vars[0] + " = ";
 | |
| 	switch (op) {
 | |
| 
 | |
| 		case OP_ADD: code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n"; break;
 | |
| 		case OP_SUB: code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n"; break;
 | |
| 		case OP_MUL: code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n"; break;
 | |
| 		case OP_DIV: code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n"; break;
 | |
| 		case OP_MOD: code += "mod( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
 | |
| 		case OP_POW: code += "pow( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
 | |
| 		case OP_MAX: code += "max( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
 | |
| 		case OP_MIN: code += "min( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
 | |
| 		case OP_CROSS: code += "cross( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
 | |
| 		case OP_ATAN2: code += "atan( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
 | |
| 		case OP_REFLECT: code += "reflect( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
 | |
| 		case OP_STEP: code += "step( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break;
 | |
| 	}
 | |
| 
 | |
| 	return code;
 | |
| }
 | |
| 
 | |
| void VisualShaderNodeVectorOp::set_operator(Operator p_op) {
 | |
| 
 | |
| 	op = p_op;
 | |
| 	emit_changed();
 | |
| }
 | |
| 
 | |
| VisualShaderNodeVectorOp::Operator VisualShaderNodeVectorOp::get_operator() const {
 | |
| 
 | |
| 	return op;
 | |
| }
 | |
| 
 | |
| Vector<StringName> VisualShaderNodeVectorOp::get_editable_properties() const {
 | |
| 	Vector<StringName> props;
 | |
| 	props.push_back("operator");
 | |
| 	return props;
 | |
| }
 | |
| 
 | |
| void VisualShaderNodeVectorOp::_bind_methods() {
 | |
| 
 | |
| 	ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeVectorOp::set_operator);
 | |
| 	ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeVectorOp::get_operator);
 | |
| 
 | |
| 	ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Sub,Multiply,Divide,Remainder,Power,Max,Min,Cross,Atan2,Reflect,Step"), "set_operator", "get_operator");
 | |
| 
 | |
| 	BIND_ENUM_CONSTANT(OP_ADD);
 | |
| 	BIND_ENUM_CONSTANT(OP_SUB);
 | |
| 	BIND_ENUM_CONSTANT(OP_MUL);
 | |
| 	BIND_ENUM_CONSTANT(OP_DIV);
 | |
| 	BIND_ENUM_CONSTANT(OP_MOD);
 | |
| 	BIND_ENUM_CONSTANT(OP_POW);
 | |
| 	BIND_ENUM_CONSTANT(OP_MAX);
 | |
| 	BIND_ENUM_CONSTANT(OP_MIN);
 | |
| 	BIND_ENUM_CONSTANT(OP_CROSS);
 | |
| 	BIND_ENUM_CONSTANT(OP_ATAN2);
 | |
| 	BIND_ENUM_CONSTANT(OP_REFLECT);
 | |
| 	BIND_ENUM_CONSTANT(OP_STEP);
 | |
| }
 | |
| 
 | |
| VisualShaderNodeVectorOp::VisualShaderNodeVectorOp() {
 | |
| 	op = OP_ADD;
 | |
| 	set_input_port_default_value(0, Vector3());
 | |
| 	set_input_port_default_value(1, Vector3());
 | |
| }
 | |
| 
 | |
| ////////////// Color Op
 | |
| 
 | |
| String VisualShaderNodeColorOp::get_caption() const {
 | |
| 	return "ColorOp";
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeColorOp::get_input_port_count() const {
 | |
| 	return 2;
 | |
| }
 | |
| VisualShaderNodeColorOp::PortType VisualShaderNodeColorOp::get_input_port_type(int p_port) const {
 | |
| 	return PORT_TYPE_VECTOR;
 | |
| }
 | |
| String VisualShaderNodeColorOp::get_input_port_name(int p_port) const {
 | |
| 	return p_port == 0 ? "a" : "b";
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeColorOp::get_output_port_count() const {
 | |
| 	return 1;
 | |
| }
 | |
| VisualShaderNodeColorOp::PortType VisualShaderNodeColorOp::get_output_port_type(int p_port) const {
 | |
| 	return PORT_TYPE_VECTOR;
 | |
| }
 | |
| String VisualShaderNodeColorOp::get_output_port_name(int p_port) const {
 | |
| 	return "op"; //no output port means the editor will be used as port
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeColorOp::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 code;
 | |
| 	static const char *axisn[3] = { "x", "y", "z" };
 | |
| 	switch (op) {
 | |
| 		case OP_SCREEN: {
 | |
| 
 | |
| 			code += "\t" + p_output_vars[0] + "=vec3(1.0)-(vec3(1.0)-" + p_input_vars[0] + ")*(vec3(1.0)-" + p_input_vars[1] + ");\n";
 | |
| 		} break;
 | |
| 		case OP_DIFFERENCE: {
 | |
| 
 | |
| 			code += "\t" + p_output_vars[0] + "=abs(" + p_input_vars[0] + "-" + p_input_vars[1] + ");\n";
 | |
| 		} break;
 | |
| 		case OP_DARKEN: {
 | |
| 
 | |
| 			code += "\t" + p_output_vars[0] + "=min(" + p_input_vars[0] + "," + p_input_vars[1] + ");\n";
 | |
| 		} break;
 | |
| 		case OP_LIGHTEN: {
 | |
| 
 | |
| 			code += "\t" + p_output_vars[0] + "=max(" + p_input_vars[0] + "," + p_input_vars[1] + ");\n";
 | |
| 
 | |
| 		} break;
 | |
| 		case OP_OVERLAY: {
 | |
| 
 | |
| 			for (int i = 0; i < 3; i++) {
 | |
| 				code += "\t{\n";
 | |
| 				code += "\t\tfloat base=" + p_input_vars[0] + "." + axisn[i] + ";\n";
 | |
| 				code += "\t\tfloat blend=" + p_input_vars[1] + "." + axisn[i] + ";\n";
 | |
| 				code += "\t\tif (base < 0.5) {\n";
 | |
| 				code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = 2.0 * base * blend;\n";
 | |
| 				code += "\t\t} else {\n";
 | |
| 				code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);\n";
 | |
| 				code += "\t\t}\n";
 | |
| 				code += "\t}\n";
 | |
| 			}
 | |
| 
 | |
| 		} break;
 | |
| 		case OP_DODGE: {
 | |
| 
 | |
| 			code += "\t" + p_output_vars[0] + "=(" + p_input_vars[0] + ")/(vec3(1.0)-" + p_input_vars[1] + ");\n";
 | |
| 
 | |
| 		} break;
 | |
| 		case OP_BURN: {
 | |
| 
 | |
| 			code += "\t" + p_output_vars[0] + "=vec3(1.0)-(vec3(1.0)-" + p_input_vars[0] + ")/(" + p_input_vars[1] + ");\n";
 | |
| 		} break;
 | |
| 		case OP_SOFT_LIGHT: {
 | |
| 
 | |
| 			for (int i = 0; i < 3; i++) {
 | |
| 				code += "\t{\n";
 | |
| 				code += "\t\tfloat base=" + p_input_vars[0] + "." + axisn[i] + ";\n";
 | |
| 				code += "\t\tfloat blend=" + p_input_vars[1] + "." + axisn[i] + ";\n";
 | |
| 				code += "\t\tif (base < 0.5) {\n";
 | |
| 				code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (base * (blend+0.5));\n";
 | |
| 				code += "\t\t} else {\n";
 | |
| 				code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0-base) * (1.0-(blend-0.5)));\n";
 | |
| 				code += "\t\t}\n";
 | |
| 				code += "\t}\n";
 | |
| 			}
 | |
| 
 | |
| 		} break;
 | |
| 		case OP_HARD_LIGHT: {
 | |
| 
 | |
| 			for (int i = 0; i < 3; i++) {
 | |
| 				code += "\t{\n";
 | |
| 				code += "\t\tfloat base=" + p_input_vars[0] + "." + axisn[i] + ";\n";
 | |
| 				code += "\t\tfloat blend=" + p_input_vars[1] + "." + axisn[i] + ";\n";
 | |
| 				code += "\t\tif (base < 0.5) {\n";
 | |
| 				code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (base * (2.0*blend));\n";
 | |
| 				code += "\t\t} else {\n";
 | |
| 				code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0-base) * (1.0-2.0*(blend-0.5)));\n";
 | |
| 				code += "\t\t}\n";
 | |
| 				code += "\t}\n";
 | |
| 			}
 | |
| 
 | |
| 		} break;
 | |
| 	}
 | |
| 
 | |
| 	return code;
 | |
| }
 | |
| 
 | |
| void VisualShaderNodeColorOp::set_operator(Operator p_op) {
 | |
| 
 | |
| 	op = p_op;
 | |
| 	emit_changed();
 | |
| }
 | |
| 
 | |
| VisualShaderNodeColorOp::Operator VisualShaderNodeColorOp::get_operator() const {
 | |
| 
 | |
| 	return op;
 | |
| }
 | |
| 
 | |
| Vector<StringName> VisualShaderNodeColorOp::get_editable_properties() const {
 | |
| 	Vector<StringName> props;
 | |
| 	props.push_back("operator");
 | |
| 	return props;
 | |
| }
 | |
| 
 | |
| void VisualShaderNodeColorOp::_bind_methods() {
 | |
| 
 | |
| 	ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeColorOp::set_operator);
 | |
| 	ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeColorOp::get_operator);
 | |
| 
 | |
| 	ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Screen,Difference,Darken,Lighten,Overlay,Dodge,Burn,SoftLight,HardLight"), "set_operator", "get_operator");
 | |
| 
 | |
| 	BIND_ENUM_CONSTANT(OP_SCREEN);
 | |
| 	BIND_ENUM_CONSTANT(OP_DIFFERENCE);
 | |
| 	BIND_ENUM_CONSTANT(OP_DARKEN);
 | |
| 	BIND_ENUM_CONSTANT(OP_LIGHTEN);
 | |
| 	BIND_ENUM_CONSTANT(OP_OVERLAY);
 | |
| 	BIND_ENUM_CONSTANT(OP_DODGE);
 | |
| 	BIND_ENUM_CONSTANT(OP_BURN);
 | |
| 	BIND_ENUM_CONSTANT(OP_SOFT_LIGHT);
 | |
| 	BIND_ENUM_CONSTANT(OP_HARD_LIGHT);
 | |
| }
 | |
| 
 | |
| VisualShaderNodeColorOp::VisualShaderNodeColorOp() {
 | |
| 	op = OP_SCREEN;
 | |
| 	set_input_port_default_value(0, Vector3());
 | |
| 	set_input_port_default_value(1, Vector3());
 | |
| }
 | |
| 
 | |
| ////////////// Transform Mult
 | |
| 
 | |
| String VisualShaderNodeTransformMult::get_caption() const {
 | |
| 	return "TransformMult";
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeTransformMult::get_input_port_count() const {
 | |
| 	return 2;
 | |
| }
 | |
| VisualShaderNodeTransformMult::PortType VisualShaderNodeTransformMult::get_input_port_type(int p_port) const {
 | |
| 	return PORT_TYPE_TRANSFORM;
 | |
| }
 | |
| String VisualShaderNodeTransformMult::get_input_port_name(int p_port) const {
 | |
| 	return p_port == 0 ? "a" : "b";
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeTransformMult::get_output_port_count() const {
 | |
| 	return 1;
 | |
| }
 | |
| VisualShaderNodeTransformMult::PortType VisualShaderNodeTransformMult::get_output_port_type(int p_port) const {
 | |
| 	return PORT_TYPE_TRANSFORM;
 | |
| }
 | |
| String VisualShaderNodeTransformMult::get_output_port_name(int p_port) const {
 | |
| 	return "mult"; //no output port means the editor will be used as port
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeTransformMult::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 {
 | |
| 
 | |
| 	if (op == OP_AxB) {
 | |
| 		return "\t" + p_output_vars[0] + " = " + p_input_vars[0] + " * " + p_input_vars[1] + ";\n";
 | |
| 	} else if (op == OP_BxA) {
 | |
| 		return "\t" + p_output_vars[0] + " = " + p_input_vars[1] + " * " + p_input_vars[0] + ";\n";
 | |
| 	} else if (op == OP_AxB_COMP) {
 | |
| 		return "\t" + p_output_vars[0] + " = matrixCompMult( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n";
 | |
| 	} else {
 | |
| 		return "\t" + p_output_vars[0] + " = matrixCompMult( " + p_input_vars[1] + " , " + p_input_vars[0] + " );\n";
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void VisualShaderNodeTransformMult::set_operator(Operator p_op) {
 | |
| 
 | |
| 	op = p_op;
 | |
| 	emit_changed();
 | |
| }
 | |
| 
 | |
| VisualShaderNodeTransformMult::Operator VisualShaderNodeTransformMult::get_operator() const {
 | |
| 
 | |
| 	return op;
 | |
| }
 | |
| 
 | |
| Vector<StringName> VisualShaderNodeTransformMult::get_editable_properties() const {
 | |
| 	Vector<StringName> props;
 | |
| 	props.push_back("operator");
 | |
| 	return props;
 | |
| }
 | |
| 
 | |
| void VisualShaderNodeTransformMult::_bind_methods() {
 | |
| 
 | |
| 	ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeTransformMult::set_operator);
 | |
| 	ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeTransformMult::get_operator);
 | |
| 
 | |
| 	ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "A x B,B x A,A x B(per component),B x A(per component)"), "set_operator", "get_operator");
 | |
| 
 | |
| 	BIND_ENUM_CONSTANT(OP_AxB);
 | |
| 	BIND_ENUM_CONSTANT(OP_BxA);
 | |
| 	BIND_ENUM_CONSTANT(OP_AxB_COMP);
 | |
| 	BIND_ENUM_CONSTANT(OP_BxA_COMP);
 | |
| }
 | |
| 
 | |
| VisualShaderNodeTransformMult::VisualShaderNodeTransformMult() {
 | |
| 	op = OP_AxB;
 | |
| 	set_input_port_default_value(0, Transform());
 | |
| 	set_input_port_default_value(1, Transform());
 | |
| }
 | |
| 
 | |
| ////////////// TransformVec Mult
 | |
| 
 | |
| String VisualShaderNodeTransformVecMult::get_caption() const {
 | |
| 	return "TransformVectorMult";
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeTransformVecMult::get_input_port_count() const {
 | |
| 	return 2;
 | |
| }
 | |
| VisualShaderNodeTransformVecMult::PortType VisualShaderNodeTransformVecMult::get_input_port_type(int p_port) const {
 | |
| 	return p_port == 0 ? PORT_TYPE_TRANSFORM : PORT_TYPE_VECTOR;
 | |
| }
 | |
| String VisualShaderNodeTransformVecMult::get_input_port_name(int p_port) const {
 | |
| 	return p_port == 0 ? "a" : "b";
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeTransformVecMult::get_output_port_count() const {
 | |
| 	return 1;
 | |
| }
 | |
| VisualShaderNodeTransformVecMult::PortType VisualShaderNodeTransformVecMult::get_output_port_type(int p_port) const {
 | |
| 	return PORT_TYPE_VECTOR;
 | |
| }
 | |
| String VisualShaderNodeTransformVecMult::get_output_port_name(int p_port) const {
 | |
| 	return ""; //no output port means the editor will be used as port
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeTransformVecMult::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 {
 | |
| 	if (op == OP_AxB) {
 | |
| 		return "\t" + p_output_vars[0] + " = ( " + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 1.0) ).xyz;\n";
 | |
| 	} else if (op == OP_BxA) {
 | |
| 		return "\t" + p_output_vars[0] + " = ( vec4(" + p_input_vars[1] + ", 1.0) * " + p_input_vars[0] + " ).xyz;\n";
 | |
| 	} else if (op == OP_3x3_AxB) {
 | |
| 		return "\t" + p_output_vars[0] + " = ( " + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 0.0) ).xyz;\n";
 | |
| 	} else {
 | |
| 		return "\t" + p_output_vars[0] + " = ( vec4(" + p_input_vars[1] + ", 0.0) * " + p_input_vars[0] + " ).xyz;\n";
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void VisualShaderNodeTransformVecMult::set_operator(Operator p_op) {
 | |
| 
 | |
| 	op = p_op;
 | |
| 	emit_changed();
 | |
| }
 | |
| 
 | |
| VisualShaderNodeTransformVecMult::Operator VisualShaderNodeTransformVecMult::get_operator() const {
 | |
| 
 | |
| 	return op;
 | |
| }
 | |
| 
 | |
| Vector<StringName> VisualShaderNodeTransformVecMult::get_editable_properties() const {
 | |
| 	Vector<StringName> props;
 | |
| 	props.push_back("operator");
 | |
| 	return props;
 | |
| }
 | |
| 
 | |
| void VisualShaderNodeTransformVecMult::_bind_methods() {
 | |
| 
 | |
| 	ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeTransformVecMult::set_operator);
 | |
| 	ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeTransformVecMult::get_operator);
 | |
| 
 | |
| 	ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "A x B,B x A,A x B (3x3),B x A (3x3)"), "set_operator", "get_operator");
 | |
| 
 | |
| 	BIND_ENUM_CONSTANT(OP_AxB);
 | |
| 	BIND_ENUM_CONSTANT(OP_BxA);
 | |
| 	BIND_ENUM_CONSTANT(OP_3x3_AxB);
 | |
| 	BIND_ENUM_CONSTANT(OP_3x3_BxA);
 | |
| }
 | |
| 
 | |
| VisualShaderNodeTransformVecMult::VisualShaderNodeTransformVecMult() {
 | |
| 	op = OP_AxB;
 | |
| 	set_input_port_default_value(0, Transform());
 | |
| 	set_input_port_default_value(1, Vector3());
 | |
| }
 | |
| 
 | |
| ////////////// Scalar Func
 | |
| 
 | |
| String VisualShaderNodeScalarFunc::get_caption() const {
 | |
| 	return "ScalarFunc";
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeScalarFunc::get_input_port_count() const {
 | |
| 	return 1;
 | |
| }
 | |
| VisualShaderNodeScalarFunc::PortType VisualShaderNodeScalarFunc::get_input_port_type(int p_port) const {
 | |
| 	return PORT_TYPE_SCALAR;
 | |
| }
 | |
| String VisualShaderNodeScalarFunc::get_input_port_name(int p_port) const {
 | |
| 	return "";
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeScalarFunc::get_output_port_count() const {
 | |
| 	return 1;
 | |
| }
 | |
| VisualShaderNodeScalarFunc::PortType VisualShaderNodeScalarFunc::get_output_port_type(int p_port) const {
 | |
| 	return PORT_TYPE_SCALAR;
 | |
| }
 | |
| String VisualShaderNodeScalarFunc::get_output_port_name(int p_port) const {
 | |
| 	return ""; //no output port means the editor will be used as port
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeScalarFunc::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 {
 | |
| 
 | |
| 	static const char *scalar_func_id[FUNC_TRUNC + 1] = {
 | |
| 		"sin($)",
 | |
| 		"cos($)",
 | |
| 		"tan($)",
 | |
| 		"asin($)",
 | |
| 		"acos($)",
 | |
| 		"atan($)",
 | |
| 		"sinh($)",
 | |
| 		"cosh($)",
 | |
| 		"tanh($)",
 | |
| 		"log($)",
 | |
| 		"exp($)",
 | |
| 		"sqrt($)",
 | |
| 		"abs($)",
 | |
| 		"sign($)",
 | |
| 		"floor($)",
 | |
| 		"round($)",
 | |
| 		"ceil($)",
 | |
| 		"fract($)",
 | |
| 		"min(max($,0.0),1.0)",
 | |
| 		"-($)",
 | |
| 		"acosh($)",
 | |
| 		"asinh($)",
 | |
| 		"atanh($)",
 | |
| 		"degrees($)",
 | |
| 		"exp2($)",
 | |
| 		"inversesqrt($)",
 | |
| 		"log2($)",
 | |
| 		"radians($)",
 | |
| 		"1.0/($)",
 | |
| 		"roundEven($)",
 | |
| 		"trunc($)"
 | |
| 	};
 | |
| 
 | |
| 	return "\t" + p_output_vars[0] + " = " + String(scalar_func_id[func]).replace("$", p_input_vars[0]) + ";\n";
 | |
| }
 | |
| 
 | |
| void VisualShaderNodeScalarFunc::set_function(Function p_func) {
 | |
| 
 | |
| 	func = p_func;
 | |
| 	emit_changed();
 | |
| }
 | |
| 
 | |
| VisualShaderNodeScalarFunc::Function VisualShaderNodeScalarFunc::get_function() const {
 | |
| 
 | |
| 	return func;
 | |
| }
 | |
| 
 | |
| Vector<StringName> VisualShaderNodeScalarFunc::get_editable_properties() const {
 | |
| 	Vector<StringName> props;
 | |
| 	props.push_back("function");
 | |
| 	return props;
 | |
| }
 | |
| 
 | |
| void VisualShaderNodeScalarFunc::_bind_methods() {
 | |
| 
 | |
| 	ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeScalarFunc::set_function);
 | |
| 	ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeScalarFunc::get_function);
 | |
| 
 | |
| 	ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Sin,Cos,Tan,ASin,ACos,ATan,SinH,CosH,TanH,Log,Exp,Sqrt,Abs,Sign,Floor,Round,Ceil,Frac,Saturate,Negate,ACosH,ASinH,ATanH,Degrees,Exp2,InverseSqrt,Log2,Radians,Reciprocal,RoundEven,Trunc"), "set_function", "get_function");
 | |
| 
 | |
| 	BIND_ENUM_CONSTANT(FUNC_SIN);
 | |
| 	BIND_ENUM_CONSTANT(FUNC_COS);
 | |
| 	BIND_ENUM_CONSTANT(FUNC_TAN);
 | |
| 	BIND_ENUM_CONSTANT(FUNC_ASIN);
 | |
| 	BIND_ENUM_CONSTANT(FUNC_ACOS);
 | |
| 	BIND_ENUM_CONSTANT(FUNC_ATAN);
 | |
| 	BIND_ENUM_CONSTANT(FUNC_SINH);
 | |
| 	BIND_ENUM_CONSTANT(FUNC_COSH);
 | |
| 	BIND_ENUM_CONSTANT(FUNC_TANH);
 | |
| 	BIND_ENUM_CONSTANT(FUNC_LOG);
 | |
| 	BIND_ENUM_CONSTANT(FUNC_EXP);
 | |
| 	BIND_ENUM_CONSTANT(FUNC_SQRT);
 | |
| 	BIND_ENUM_CONSTANT(FUNC_ABS);
 | |
| 	BIND_ENUM_CONSTANT(FUNC_SIGN);
 | |
| 	BIND_ENUM_CONSTANT(FUNC_FLOOR);
 | |
| 	BIND_ENUM_CONSTANT(FUNC_ROUND);
 | |
| 	BIND_ENUM_CONSTANT(FUNC_CEIL);
 | |
| 	BIND_ENUM_CONSTANT(FUNC_FRAC);
 | |
| 	BIND_ENUM_CONSTANT(FUNC_SATURATE);
 | |
| 	BIND_ENUM_CONSTANT(FUNC_NEGATE);
 | |
| 	BIND_ENUM_CONSTANT(FUNC_ACOSH);
 | |
| 	BIND_ENUM_CONSTANT(FUNC_ASINH);
 | |
| 	BIND_ENUM_CONSTANT(FUNC_ATANH);
 | |
| 	BIND_ENUM_CONSTANT(FUNC_DEGREES);
 | |
| 	BIND_ENUM_CONSTANT(FUNC_EXP2);
 | |
| 	BIND_ENUM_CONSTANT(FUNC_INVERSE_SQRT);
 | |
| 	BIND_ENUM_CONSTANT(FUNC_LOG2);
 | |
| 	BIND_ENUM_CONSTANT(FUNC_RADIANS);
 | |
| 	BIND_ENUM_CONSTANT(FUNC_RECIPROCAL);
 | |
| 	BIND_ENUM_CONSTANT(FUNC_ROUNDEVEN);
 | |
| 	BIND_ENUM_CONSTANT(FUNC_TRUNC);
 | |
| }
 | |
| 
 | |
| VisualShaderNodeScalarFunc::VisualShaderNodeScalarFunc() {
 | |
| 	func = FUNC_SIGN;
 | |
| 	set_input_port_default_value(0, 0.0);
 | |
| }
 | |
| 
 | |
| ////////////// Vector Func
 | |
| 
 | |
| String VisualShaderNodeVectorFunc::get_caption() const {
 | |
| 	return "VectorFunc";
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeVectorFunc::get_input_port_count() const {
 | |
| 	return 1;
 | |
| }
 | |
| VisualShaderNodeVectorFunc::PortType VisualShaderNodeVectorFunc::get_input_port_type(int p_port) const {
 | |
| 	return PORT_TYPE_VECTOR;
 | |
| }
 | |
| String VisualShaderNodeVectorFunc::get_input_port_name(int p_port) const {
 | |
| 	return "";
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeVectorFunc::get_output_port_count() const {
 | |
| 	return 1;
 | |
| }
 | |
| VisualShaderNodeVectorFunc::PortType VisualShaderNodeVectorFunc::get_output_port_type(int p_port) const {
 | |
| 	return PORT_TYPE_VECTOR;
 | |
| }
 | |
| String VisualShaderNodeVectorFunc::get_output_port_name(int p_port) const {
 | |
| 	return ""; //no output port means the editor will be used as port
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeVectorFunc::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 {
 | |
| 
 | |
| 	static const char *vec_func_id[FUNC_TRUNC + 1] = {
 | |
| 		"normalize($)",
 | |
| 		"max(min($,vec3(1.0)),vec3(0.0))",
 | |
| 		"-($)",
 | |
| 		"1.0/($)",
 | |
| 		"",
 | |
| 		"",
 | |
| 		"abs($)",
 | |
| 		"acos($)",
 | |
| 		"acosh($)",
 | |
| 		"asin($)",
 | |
| 		"asinh($)",
 | |
| 		"atan($)",
 | |
| 		"atanh($)",
 | |
| 		"ceil($)",
 | |
| 		"cos($)",
 | |
| 		"cosh($)",
 | |
| 		"degrees($)",
 | |
| 		"exp($)",
 | |
| 		"exp2($)",
 | |
| 		"floor($)",
 | |
| 		"fract($)",
 | |
| 		"inversesqrt($)",
 | |
| 		"log($)",
 | |
| 		"log2($)",
 | |
| 		"radians($)",
 | |
| 		"round($)",
 | |
| 		"roundEven($)",
 | |
| 		"sign($)",
 | |
| 		"sin($)",
 | |
| 		"sinh($)",
 | |
| 		"sqrt($)",
 | |
| 		"tan($)",
 | |
| 		"tanh($)",
 | |
| 		"trunc($)"
 | |
| 	};
 | |
| 
 | |
| 	String code;
 | |
| 
 | |
| 	if (func == FUNC_RGB2HSV) {
 | |
| 		code += "\t{\n";
 | |
| 		code += "\t\tvec3 c = " + p_input_vars[0] + ";\n";
 | |
| 		code += "\t\tvec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);\n";
 | |
| 		code += "\t\tvec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));\n";
 | |
| 		code += "\t\tvec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));\n";
 | |
| 		code += "\t\tfloat d = q.x - min(q.w, q.y);\n";
 | |
| 		code += "\t\tfloat e = 1.0e-10;\n";
 | |
| 		code += "\t\t" + p_output_vars[0] + "=vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);\n";
 | |
| 		code += "\t}\n";
 | |
| 	} else if (func == FUNC_HSV2RGB) {
 | |
| 		code += "\t{\n";
 | |
| 		code += "\t\tvec3 c = " + p_input_vars[0] + ";\n";
 | |
| 		code += "\t\tvec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n";
 | |
| 		code += "\t\tvec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n";
 | |
| 		code += "\t\t" + p_output_vars[0] + "=c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n";
 | |
| 		code += "\t}\n";
 | |
| 
 | |
| 	} else {
 | |
| 		code += "\t" + p_output_vars[0] + "=" + String(vec_func_id[func]).replace("$", p_input_vars[0]) + ";\n";
 | |
| 	}
 | |
| 
 | |
| 	return code;
 | |
| }
 | |
| 
 | |
| void VisualShaderNodeVectorFunc::set_function(Function p_func) {
 | |
| 
 | |
| 	func = p_func;
 | |
| 	emit_changed();
 | |
| }
 | |
| 
 | |
| VisualShaderNodeVectorFunc::Function VisualShaderNodeVectorFunc::get_function() const {
 | |
| 
 | |
| 	return func;
 | |
| }
 | |
| 
 | |
| Vector<StringName> VisualShaderNodeVectorFunc::get_editable_properties() const {
 | |
| 	Vector<StringName> props;
 | |
| 	props.push_back("function");
 | |
| 	return props;
 | |
| }
 | |
| 
 | |
| void VisualShaderNodeVectorFunc::_bind_methods() {
 | |
| 
 | |
| 	ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeVectorFunc::set_function);
 | |
| 	ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeVectorFunc::get_function);
 | |
| 
 | |
| 	ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Normalize,Saturate,Negate,Reciprocal,RGB2HSV,HSV2RGB,Abs,ACos,ACosH,ASin,ASinH,ATan,ATanH,Ceil,Cos,CosH,Degrees,Exp,Exp2,Floor,Frac,InverseSqrt,Log,Log2,Radians,Round,RoundEven,Sign,Sin,SinH,Sqrt,Tan,TanH,Trunc"), "set_function", "get_function");
 | |
| 
 | |
| 	BIND_ENUM_CONSTANT(FUNC_NORMALIZE);
 | |
| 	BIND_ENUM_CONSTANT(FUNC_SATURATE);
 | |
| 	BIND_ENUM_CONSTANT(FUNC_NEGATE);
 | |
| 	BIND_ENUM_CONSTANT(FUNC_RECIPROCAL);
 | |
| 	BIND_ENUM_CONSTANT(FUNC_RGB2HSV);
 | |
| 	BIND_ENUM_CONSTANT(FUNC_HSV2RGB);
 | |
| 	BIND_ENUM_CONSTANT(FUNC_ABS);
 | |
| 	BIND_ENUM_CONSTANT(FUNC_ACOS);
 | |
| 	BIND_ENUM_CONSTANT(FUNC_ACOSH);
 | |
| 	BIND_ENUM_CONSTANT(FUNC_ASIN);
 | |
| 	BIND_ENUM_CONSTANT(FUNC_ASINH);
 | |
| 	BIND_ENUM_CONSTANT(FUNC_ATAN);
 | |
| 	BIND_ENUM_CONSTANT(FUNC_ATANH);
 | |
| 	BIND_ENUM_CONSTANT(FUNC_CEIL);
 | |
| 	BIND_ENUM_CONSTANT(FUNC_COS);
 | |
| 	BIND_ENUM_CONSTANT(FUNC_COSH);
 | |
| 	BIND_ENUM_CONSTANT(FUNC_DEGREES);
 | |
| 	BIND_ENUM_CONSTANT(FUNC_EXP);
 | |
| 	BIND_ENUM_CONSTANT(FUNC_EXP2);
 | |
| 	BIND_ENUM_CONSTANT(FUNC_FLOOR);
 | |
| 	BIND_ENUM_CONSTANT(FUNC_FRAC);
 | |
| 	BIND_ENUM_CONSTANT(FUNC_INVERSE_SQRT);
 | |
| 	BIND_ENUM_CONSTANT(FUNC_LOG);
 | |
| 	BIND_ENUM_CONSTANT(FUNC_LOG2);
 | |
| 	BIND_ENUM_CONSTANT(FUNC_RADIANS);
 | |
| 	BIND_ENUM_CONSTANT(FUNC_ROUND);
 | |
| 	BIND_ENUM_CONSTANT(FUNC_ROUNDEVEN);
 | |
| 	BIND_ENUM_CONSTANT(FUNC_SIGN);
 | |
| 	BIND_ENUM_CONSTANT(FUNC_SIN);
 | |
| 	BIND_ENUM_CONSTANT(FUNC_SINH);
 | |
| 	BIND_ENUM_CONSTANT(FUNC_SQRT);
 | |
| 	BIND_ENUM_CONSTANT(FUNC_TAN);
 | |
| 	BIND_ENUM_CONSTANT(FUNC_TANH);
 | |
| 	BIND_ENUM_CONSTANT(FUNC_TRUNC);
 | |
| }
 | |
| 
 | |
| VisualShaderNodeVectorFunc::VisualShaderNodeVectorFunc() {
 | |
| 	func = FUNC_NORMALIZE;
 | |
| 	set_input_port_default_value(0, Vector3());
 | |
| }
 | |
| 
 | |
| ////////////// ColorFunc
 | |
| 
 | |
| String VisualShaderNodeColorFunc::get_caption() const {
 | |
| 	return "ColorFunc";
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeColorFunc::get_input_port_count() const {
 | |
| 	return 1;
 | |
| }
 | |
| 
 | |
| VisualShaderNodeColorFunc::PortType VisualShaderNodeColorFunc::get_input_port_type(int p_port) const {
 | |
| 	return PORT_TYPE_VECTOR;
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeColorFunc::get_input_port_name(int p_port) const {
 | |
| 	return "";
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeColorFunc::get_output_port_count() const {
 | |
| 	return 1;
 | |
| }
 | |
| 
 | |
| VisualShaderNodeColorFunc::PortType VisualShaderNodeColorFunc::get_output_port_type(int p_port) const {
 | |
| 	return PORT_TYPE_VECTOR;
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeColorFunc::get_output_port_name(int p_port) const {
 | |
| 	return "";
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeColorFunc::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 code;
 | |
| 
 | |
| 	switch (func) {
 | |
| 		case FUNC_GRAYSCALE:
 | |
| 			code += "\t{\n";
 | |
| 			code += "\t\tvec3 c = " + p_input_vars[0] + ";\n";
 | |
| 			code += "\t\tfloat max1 = max(c.r, c.g);\n";
 | |
| 			code += "\t\tfloat max2 = max(max1, c.b);\n";
 | |
| 			code += "\t\tfloat max3 = max(max1, max2);\n";
 | |
| 			code += "\t\t" + p_output_vars[0] + " = vec3(max3, max3, max3);\n";
 | |
| 			code += "\t}\n";
 | |
| 			break;
 | |
| 		case FUNC_SEPIA:
 | |
| 			code += "\t{\n";
 | |
| 			code += "\t\tvec3 c = " + p_input_vars[0] + ";\n";
 | |
| 			code += "\t\tfloat r = (c.r * .393) + (c.g *.769) + (c.b * .189);\n";
 | |
| 			code += "\t\tfloat g = (c.r * .349) + (c.g *.686) + (c.b * .168);\n";
 | |
| 			code += "\t\tfloat b = (c.r * .272) + (c.g *.534) + (c.b * .131);\n";
 | |
| 			code += "\t\t" + p_output_vars[0] + " = vec3(r, g, b);\n";
 | |
| 			code += "\t}\n";
 | |
| 			break;
 | |
| 	}
 | |
| 
 | |
| 	return code;
 | |
| }
 | |
| 
 | |
| void VisualShaderNodeColorFunc::set_function(Function p_func) {
 | |
| 
 | |
| 	func = p_func;
 | |
| 	emit_changed();
 | |
| }
 | |
| 
 | |
| VisualShaderNodeColorFunc::Function VisualShaderNodeColorFunc::get_function() const {
 | |
| 
 | |
| 	return func;
 | |
| }
 | |
| 
 | |
| Vector<StringName> VisualShaderNodeColorFunc::get_editable_properties() const {
 | |
| 	Vector<StringName> props;
 | |
| 	props.push_back("function");
 | |
| 	return props;
 | |
| }
 | |
| 
 | |
| void VisualShaderNodeColorFunc::_bind_methods() {
 | |
| 
 | |
| 	ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeColorFunc::set_function);
 | |
| 	ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeColorFunc::get_function);
 | |
| 
 | |
| 	ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Grayscale,Sepia"), "set_function", "get_function");
 | |
| 
 | |
| 	BIND_ENUM_CONSTANT(FUNC_GRAYSCALE);
 | |
| 	BIND_ENUM_CONSTANT(FUNC_SEPIA);
 | |
| }
 | |
| 
 | |
| VisualShaderNodeColorFunc::VisualShaderNodeColorFunc() {
 | |
| 	func = FUNC_GRAYSCALE;
 | |
| 	set_input_port_default_value(0, Vector3());
 | |
| }
 | |
| 
 | |
| ////////////// Transform Func
 | |
| 
 | |
| String VisualShaderNodeTransformFunc::get_caption() const {
 | |
| 	return "TransformFunc";
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeTransformFunc::get_input_port_count() const {
 | |
| 	return 1;
 | |
| }
 | |
| 
 | |
| VisualShaderNodeTransformFunc::PortType VisualShaderNodeTransformFunc::get_input_port_type(int p_port) const {
 | |
| 	return PORT_TYPE_TRANSFORM;
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeTransformFunc::get_input_port_name(int p_port) const {
 | |
| 	return "";
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeTransformFunc::get_output_port_count() const {
 | |
| 	return 1;
 | |
| }
 | |
| 
 | |
| VisualShaderNodeTransformFunc::PortType VisualShaderNodeTransformFunc::get_output_port_type(int p_port) const {
 | |
| 	return PORT_TYPE_TRANSFORM;
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeTransformFunc::get_output_port_name(int p_port) const {
 | |
| 	return "";
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeTransformFunc::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 {
 | |
| 
 | |
| 	static const char *funcs[FUNC_TRANSPOSE + 1] = {
 | |
| 		"inverse($)",
 | |
| 		"transpose($)"
 | |
| 	};
 | |
| 
 | |
| 	String code;
 | |
| 	code += "\t" + p_output_vars[0] + "=" + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
 | |
| 	return code;
 | |
| }
 | |
| 
 | |
| void VisualShaderNodeTransformFunc::set_function(Function p_func) {
 | |
| 
 | |
| 	func = p_func;
 | |
| 	emit_changed();
 | |
| }
 | |
| 
 | |
| VisualShaderNodeTransformFunc::Function VisualShaderNodeTransformFunc::get_function() const {
 | |
| 
 | |
| 	return func;
 | |
| }
 | |
| 
 | |
| Vector<StringName> VisualShaderNodeTransformFunc::get_editable_properties() const {
 | |
| 	Vector<StringName> props;
 | |
| 	props.push_back("function");
 | |
| 	return props;
 | |
| }
 | |
| 
 | |
| void VisualShaderNodeTransformFunc::_bind_methods() {
 | |
| 
 | |
| 	ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeTransformFunc::set_function);
 | |
| 	ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeTransformFunc::get_function);
 | |
| 
 | |
| 	ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Inverse,Transpose"), "set_function", "get_function");
 | |
| 
 | |
| 	BIND_ENUM_CONSTANT(FUNC_INVERSE);
 | |
| 	BIND_ENUM_CONSTANT(FUNC_TRANSPOSE);
 | |
| }
 | |
| 
 | |
| VisualShaderNodeTransformFunc::VisualShaderNodeTransformFunc() {
 | |
| 	func = FUNC_INVERSE;
 | |
| 	set_input_port_default_value(0, Transform());
 | |
| }
 | |
| 
 | |
| ////////////// Dot Product
 | |
| 
 | |
| String VisualShaderNodeDotProduct::get_caption() const {
 | |
| 	return "DotProduct";
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeDotProduct::get_input_port_count() const {
 | |
| 	return 2;
 | |
| }
 | |
| VisualShaderNodeDotProduct::PortType VisualShaderNodeDotProduct::get_input_port_type(int p_port) const {
 | |
| 	return PORT_TYPE_VECTOR;
 | |
| }
 | |
| String VisualShaderNodeDotProduct::get_input_port_name(int p_port) const {
 | |
| 	return p_port == 0 ? "a" : "b";
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeDotProduct::get_output_port_count() const {
 | |
| 	return 1;
 | |
| }
 | |
| VisualShaderNodeDotProduct::PortType VisualShaderNodeDotProduct::get_output_port_type(int p_port) const {
 | |
| 	return PORT_TYPE_SCALAR;
 | |
| }
 | |
| String VisualShaderNodeDotProduct::get_output_port_name(int p_port) const {
 | |
| 	return "dot";
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeDotProduct::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 {
 | |
| 	return "\t" + p_output_vars[0] + " = dot( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n";
 | |
| }
 | |
| 
 | |
| VisualShaderNodeDotProduct::VisualShaderNodeDotProduct() {
 | |
| 	set_input_port_default_value(0, Vector3());
 | |
| 	set_input_port_default_value(1, Vector3());
 | |
| }
 | |
| 
 | |
| ////////////// Vector Len
 | |
| 
 | |
| String VisualShaderNodeVectorLen::get_caption() const {
 | |
| 	return "VectorLen";
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeVectorLen::get_input_port_count() const {
 | |
| 	return 1;
 | |
| }
 | |
| VisualShaderNodeVectorLen::PortType VisualShaderNodeVectorLen::get_input_port_type(int p_port) const {
 | |
| 	return PORT_TYPE_VECTOR;
 | |
| }
 | |
| String VisualShaderNodeVectorLen::get_input_port_name(int p_port) const {
 | |
| 	return "";
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeVectorLen::get_output_port_count() const {
 | |
| 	return 1;
 | |
| }
 | |
| VisualShaderNodeVectorLen::PortType VisualShaderNodeVectorLen::get_output_port_type(int p_port) const {
 | |
| 	return PORT_TYPE_SCALAR;
 | |
| }
 | |
| String VisualShaderNodeVectorLen::get_output_port_name(int p_port) const {
 | |
| 	return "length";
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeVectorLen::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 {
 | |
| 	return "\t" + p_output_vars[0] + " = length( " + p_input_vars[0] + " );\n";
 | |
| }
 | |
| 
 | |
| VisualShaderNodeVectorLen::VisualShaderNodeVectorLen() {
 | |
| 	set_input_port_default_value(0, Vector3());
 | |
| }
 | |
| 
 | |
| ////////////// Determinant
 | |
| 
 | |
| String VisualShaderNodeDeterminant::get_caption() const {
 | |
| 	return "Determinant";
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeDeterminant::get_input_port_count() const {
 | |
| 	return 1;
 | |
| }
 | |
| 
 | |
| VisualShaderNodeScalarClamp::PortType VisualShaderNodeDeterminant::get_input_port_type(int p_port) const {
 | |
| 	return PORT_TYPE_TRANSFORM;
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeDeterminant::get_input_port_name(int p_port) const {
 | |
| 	return "";
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeDeterminant::get_output_port_count() const {
 | |
| 	return 1;
 | |
| }
 | |
| 
 | |
| VisualShaderNodeDeterminant::PortType VisualShaderNodeDeterminant::get_output_port_type(int p_port) const {
 | |
| 	return PORT_TYPE_SCALAR;
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeDeterminant::get_output_port_name(int p_port) const {
 | |
| 	return "";
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeDeterminant::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 {
 | |
| 	return "\t" + p_output_vars[0] + " = determinant( " + p_input_vars[0] + " );\n";
 | |
| }
 | |
| 
 | |
| VisualShaderNodeDeterminant::VisualShaderNodeDeterminant() {
 | |
| 	set_input_port_default_value(0, Transform());
 | |
| }
 | |
| 
 | |
| ////////////// Scalar Derivative Function
 | |
| 
 | |
| String VisualShaderNodeScalarDerivativeFunc::get_caption() const {
 | |
| 	return "ScalarDerivativeFunc";
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeScalarDerivativeFunc::get_input_port_count() const {
 | |
| 	return 1;
 | |
| }
 | |
| 
 | |
| VisualShaderNodeScalarDerivativeFunc::PortType VisualShaderNodeScalarDerivativeFunc::get_input_port_type(int p_port) const {
 | |
| 	return PORT_TYPE_SCALAR;
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeScalarDerivativeFunc::get_input_port_name(int p_port) const {
 | |
| 	return "";
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeScalarDerivativeFunc::get_output_port_count() const {
 | |
| 	return 1;
 | |
| }
 | |
| 
 | |
| VisualShaderNodeScalarDerivativeFunc::PortType VisualShaderNodeScalarDerivativeFunc::get_output_port_type(int p_port) const {
 | |
| 	return PORT_TYPE_SCALAR;
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeScalarDerivativeFunc::get_output_port_name(int p_port) const {
 | |
| 	return "";
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeScalarDerivativeFunc::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 {
 | |
| 
 | |
| 	static const char *funcs[FUNC_Y + 1] = {
 | |
| 		"fwidth($)",
 | |
| 		"dFdx($)",
 | |
| 		"dFdy($)"
 | |
| 	};
 | |
| 
 | |
| 	String code;
 | |
| 	code += "\t" + p_output_vars[0] + "=" + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
 | |
| 	return code;
 | |
| }
 | |
| 
 | |
| void VisualShaderNodeScalarDerivativeFunc::set_function(Function p_func) {
 | |
| 
 | |
| 	func = p_func;
 | |
| 	emit_changed();
 | |
| }
 | |
| 
 | |
| VisualShaderNodeScalarDerivativeFunc::Function VisualShaderNodeScalarDerivativeFunc::get_function() const {
 | |
| 
 | |
| 	return func;
 | |
| }
 | |
| 
 | |
| Vector<StringName> VisualShaderNodeScalarDerivativeFunc::get_editable_properties() const {
 | |
| 	Vector<StringName> props;
 | |
| 	props.push_back("function");
 | |
| 	return props;
 | |
| }
 | |
| 
 | |
| void VisualShaderNodeScalarDerivativeFunc::_bind_methods() {
 | |
| 
 | |
| 	ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeScalarDerivativeFunc::set_function);
 | |
| 	ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeScalarDerivativeFunc::get_function);
 | |
| 
 | |
| 	ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Sum,X,Y"), "set_function", "get_function");
 | |
| 
 | |
| 	BIND_ENUM_CONSTANT(FUNC_SUM);
 | |
| 	BIND_ENUM_CONSTANT(FUNC_X);
 | |
| 	BIND_ENUM_CONSTANT(FUNC_Y);
 | |
| }
 | |
| 
 | |
| VisualShaderNodeScalarDerivativeFunc::VisualShaderNodeScalarDerivativeFunc() {
 | |
| 	func = FUNC_SUM;
 | |
| 	set_input_port_default_value(0, 0.0);
 | |
| }
 | |
| 
 | |
| ////////////// Vector Derivative Function
 | |
| 
 | |
| String VisualShaderNodeVectorDerivativeFunc::get_caption() const {
 | |
| 	return "VectorDerivativeFunc";
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeVectorDerivativeFunc::get_input_port_count() const {
 | |
| 	return 1;
 | |
| }
 | |
| 
 | |
| VisualShaderNodeVectorDerivativeFunc::PortType VisualShaderNodeVectorDerivativeFunc::get_input_port_type(int p_port) const {
 | |
| 	return PORT_TYPE_VECTOR;
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeVectorDerivativeFunc::get_input_port_name(int p_port) const {
 | |
| 	return "";
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeVectorDerivativeFunc::get_output_port_count() const {
 | |
| 	return 1;
 | |
| }
 | |
| 
 | |
| VisualShaderNodeScalarDerivativeFunc::PortType VisualShaderNodeVectorDerivativeFunc::get_output_port_type(int p_port) const {
 | |
| 	return PORT_TYPE_VECTOR;
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeVectorDerivativeFunc::get_output_port_name(int p_port) const {
 | |
| 	return "";
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeVectorDerivativeFunc::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 {
 | |
| 
 | |
| 	static const char *funcs[FUNC_Y + 1] = {
 | |
| 		"fwidth($)",
 | |
| 		"dFdx($)",
 | |
| 		"dFdy($)"
 | |
| 	};
 | |
| 
 | |
| 	String code;
 | |
| 	code += "\t" + p_output_vars[0] + "=" + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n";
 | |
| 	return code;
 | |
| }
 | |
| 
 | |
| void VisualShaderNodeVectorDerivativeFunc::set_function(Function p_func) {
 | |
| 
 | |
| 	func = p_func;
 | |
| 	emit_changed();
 | |
| }
 | |
| 
 | |
| VisualShaderNodeVectorDerivativeFunc::Function VisualShaderNodeVectorDerivativeFunc::get_function() const {
 | |
| 
 | |
| 	return func;
 | |
| }
 | |
| 
 | |
| Vector<StringName> VisualShaderNodeVectorDerivativeFunc::get_editable_properties() const {
 | |
| 	Vector<StringName> props;
 | |
| 	props.push_back("function");
 | |
| 	return props;
 | |
| }
 | |
| 
 | |
| void VisualShaderNodeVectorDerivativeFunc::_bind_methods() {
 | |
| 
 | |
| 	ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeVectorDerivativeFunc::set_function);
 | |
| 	ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeVectorDerivativeFunc::get_function);
 | |
| 
 | |
| 	ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Sum,X,Y"), "set_function", "get_function");
 | |
| 
 | |
| 	BIND_ENUM_CONSTANT(FUNC_SUM);
 | |
| 	BIND_ENUM_CONSTANT(FUNC_X);
 | |
| 	BIND_ENUM_CONSTANT(FUNC_Y);
 | |
| }
 | |
| 
 | |
| VisualShaderNodeVectorDerivativeFunc::VisualShaderNodeVectorDerivativeFunc() {
 | |
| 	func = FUNC_SUM;
 | |
| 	set_input_port_default_value(0, Vector3());
 | |
| }
 | |
| 
 | |
| ////////////// Scalar Clamp
 | |
| 
 | |
| String VisualShaderNodeScalarClamp::get_caption() const {
 | |
| 	return "ScalarClamp";
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeScalarClamp::get_input_port_count() const {
 | |
| 	return 3;
 | |
| }
 | |
| 
 | |
| VisualShaderNodeScalarClamp::PortType VisualShaderNodeScalarClamp::get_input_port_type(int p_port) const {
 | |
| 	return PORT_TYPE_SCALAR;
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeScalarClamp::get_input_port_name(int p_port) const {
 | |
| 	if (p_port == 0)
 | |
| 		return "";
 | |
| 	else if (p_port == 1)
 | |
| 		return "min";
 | |
| 	else if (p_port == 2)
 | |
| 		return "max";
 | |
| 	return "";
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeScalarClamp::get_output_port_count() const {
 | |
| 	return 1;
 | |
| }
 | |
| 
 | |
| VisualShaderNodeScalarClamp::PortType VisualShaderNodeScalarClamp::get_output_port_type(int p_port) const {
 | |
| 	return PORT_TYPE_SCALAR;
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeScalarClamp::get_output_port_name(int p_port) const {
 | |
| 	return "";
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeScalarClamp::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 {
 | |
| 	return "\t" + p_output_vars[0] + " = clamp( " + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + " );\n";
 | |
| }
 | |
| 
 | |
| VisualShaderNodeScalarClamp::VisualShaderNodeScalarClamp() {
 | |
| 	set_input_port_default_value(0, 0.0);
 | |
| 	set_input_port_default_value(1, 0.0);
 | |
| 	set_input_port_default_value(2, 1.0);
 | |
| }
 | |
| 
 | |
| ////////////// Vector Clamp
 | |
| 
 | |
| String VisualShaderNodeVectorClamp::get_caption() const {
 | |
| 	return "VectorClamp";
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeVectorClamp::get_input_port_count() const {
 | |
| 	return 3;
 | |
| }
 | |
| 
 | |
| VisualShaderNodeVectorClamp::PortType VisualShaderNodeVectorClamp::get_input_port_type(int p_port) const {
 | |
| 	return PORT_TYPE_VECTOR;
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeVectorClamp::get_input_port_name(int p_port) const {
 | |
| 	if (p_port == 0)
 | |
| 		return "";
 | |
| 	else if (p_port == 1)
 | |
| 		return "min";
 | |
| 	else if (p_port == 2)
 | |
| 		return "max";
 | |
| 	return "";
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeVectorClamp::get_output_port_count() const {
 | |
| 	return 1;
 | |
| }
 | |
| 
 | |
| VisualShaderNodeVectorClamp::PortType VisualShaderNodeVectorClamp::get_output_port_type(int p_port) const {
 | |
| 	return PORT_TYPE_VECTOR;
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeVectorClamp::get_output_port_name(int p_port) const {
 | |
| 	return "";
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeVectorClamp::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 {
 | |
| 	return "\t" + p_output_vars[0] + " = clamp( " + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + " );\n";
 | |
| }
 | |
| 
 | |
| VisualShaderNodeVectorClamp::VisualShaderNodeVectorClamp() {
 | |
| 	set_input_port_default_value(0, Vector3(0, 0, 0));
 | |
| 	set_input_port_default_value(1, Vector3(0, 0, 0));
 | |
| 	set_input_port_default_value(2, Vector3(1, 1, 1));
 | |
| }
 | |
| 
 | |
| ////////////// FaceForward
 | |
| 
 | |
| String VisualShaderNodeFaceForward::get_caption() const {
 | |
| 	return "FaceForward";
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeFaceForward::get_input_port_count() const {
 | |
| 	return 3;
 | |
| }
 | |
| 
 | |
| VisualShaderNodeFaceForward::PortType VisualShaderNodeFaceForward::get_input_port_type(int p_port) const {
 | |
| 	return PORT_TYPE_VECTOR;
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeFaceForward::get_input_port_name(int p_port) const {
 | |
| 	switch (p_port) {
 | |
| 		case 0:
 | |
| 			return "N";
 | |
| 		case 1:
 | |
| 			return "I";
 | |
| 		case 2:
 | |
| 			return "Nref";
 | |
| 		default:
 | |
| 			return "";
 | |
| 	}
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeFaceForward::get_output_port_count() const {
 | |
| 	return 1;
 | |
| }
 | |
| 
 | |
| VisualShaderNodeFaceForward::PortType VisualShaderNodeFaceForward::get_output_port_type(int p_port) const {
 | |
| 	return PORT_TYPE_VECTOR;
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeFaceForward::get_output_port_name(int p_port) const {
 | |
| 	return "";
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeFaceForward::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 {
 | |
| 	return "\t" + p_output_vars[0] + " = faceforward( " + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + " );\n";
 | |
| }
 | |
| 
 | |
| VisualShaderNodeFaceForward::VisualShaderNodeFaceForward() {
 | |
| 	set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
 | |
| 	set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
 | |
| 	set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
 | |
| }
 | |
| 
 | |
| ////////////// Outer Product
 | |
| 
 | |
| String VisualShaderNodeOuterProduct::get_caption() const {
 | |
| 	return "OuterProduct";
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeOuterProduct::get_input_port_count() const {
 | |
| 	return 2;
 | |
| }
 | |
| 
 | |
| VisualShaderNodeFaceForward::PortType VisualShaderNodeOuterProduct::get_input_port_type(int p_port) const {
 | |
| 	return PORT_TYPE_VECTOR;
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeOuterProduct::get_input_port_name(int p_port) const {
 | |
| 	switch (p_port) {
 | |
| 		case 0:
 | |
| 			return "c";
 | |
| 		case 1:
 | |
| 			return "r";
 | |
| 		default:
 | |
| 			return "";
 | |
| 	}
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeOuterProduct::get_output_port_count() const {
 | |
| 	return 1;
 | |
| }
 | |
| 
 | |
| VisualShaderNodeOuterProduct::PortType VisualShaderNodeOuterProduct::get_output_port_type(int p_port) const {
 | |
| 	return PORT_TYPE_TRANSFORM;
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeOuterProduct::get_output_port_name(int p_port) const {
 | |
| 	return "";
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeOuterProduct::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 {
 | |
| 	return "\t" + p_output_vars[0] + " = outerProduct( " + p_input_vars[0] + ", " + p_input_vars[1] + " );\n";
 | |
| }
 | |
| 
 | |
| VisualShaderNodeOuterProduct::VisualShaderNodeOuterProduct() {
 | |
| 	set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
 | |
| 	set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
 | |
| }
 | |
| 
 | |
| ////////////// Vector-Scalar Step
 | |
| 
 | |
| String VisualShaderNodeVectorScalarStep::get_caption() const {
 | |
| 	return "VectorScalarStep";
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeVectorScalarStep::get_input_port_count() const {
 | |
| 	return 2;
 | |
| }
 | |
| 
 | |
| VisualShaderNodeVectorScalarStep::PortType VisualShaderNodeVectorScalarStep::get_input_port_type(int p_port) const {
 | |
| 	if (p_port == 0) {
 | |
| 		return PORT_TYPE_SCALAR;
 | |
| 	}
 | |
| 	return PORT_TYPE_VECTOR;
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeVectorScalarStep::get_input_port_name(int p_port) const {
 | |
| 	if (p_port == 0)
 | |
| 		return "edge";
 | |
| 	else if (p_port == 1)
 | |
| 		return "x";
 | |
| 	return "";
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeVectorScalarStep::get_output_port_count() const {
 | |
| 	return 1;
 | |
| }
 | |
| 
 | |
| VisualShaderNodeVectorClamp::PortType VisualShaderNodeVectorScalarStep::get_output_port_type(int p_port) const {
 | |
| 	return PORT_TYPE_VECTOR;
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeVectorScalarStep::get_output_port_name(int p_port) const {
 | |
| 	return "";
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeVectorScalarStep::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 {
 | |
| 	return "\t" + p_output_vars[0] + " = step( " + p_input_vars[0] + ", " + p_input_vars[1] + " );\n";
 | |
| }
 | |
| 
 | |
| VisualShaderNodeVectorScalarStep::VisualShaderNodeVectorScalarStep() {
 | |
| 	set_input_port_default_value(0, 0.0);
 | |
| 	set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
 | |
| }
 | |
| 
 | |
| ////////////// Scalar SmoothStep
 | |
| 
 | |
| String VisualShaderNodeScalarSmoothStep::get_caption() const {
 | |
| 	return "ScalarSmoothStep";
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeScalarSmoothStep::get_input_port_count() const {
 | |
| 	return 3;
 | |
| }
 | |
| 
 | |
| VisualShaderNodeScalarSmoothStep::PortType VisualShaderNodeScalarSmoothStep::get_input_port_type(int p_port) const {
 | |
| 	return PORT_TYPE_SCALAR;
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeScalarSmoothStep::get_input_port_name(int p_port) const {
 | |
| 	if (p_port == 0)
 | |
| 		return "edge0";
 | |
| 	else if (p_port == 1)
 | |
| 		return "edge1";
 | |
| 	else if (p_port == 2)
 | |
| 		return "x";
 | |
| 	return "";
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeScalarSmoothStep::get_output_port_count() const {
 | |
| 	return 1;
 | |
| }
 | |
| 
 | |
| VisualShaderNodeScalarSmoothStep::PortType VisualShaderNodeScalarSmoothStep::get_output_port_type(int p_port) const {
 | |
| 	return PORT_TYPE_SCALAR;
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeScalarSmoothStep::get_output_port_name(int p_port) const {
 | |
| 	return "";
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeScalarSmoothStep::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 {
 | |
| 	return "\t" + p_output_vars[0] + " = smoothstep( " + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + " );\n";
 | |
| }
 | |
| 
 | |
| VisualShaderNodeScalarSmoothStep::VisualShaderNodeScalarSmoothStep() {
 | |
| 	set_input_port_default_value(0, 0.0);
 | |
| 	set_input_port_default_value(1, 0.0);
 | |
| 	set_input_port_default_value(2, 0.0);
 | |
| }
 | |
| 
 | |
| ////////////// Vector SmoothStep
 | |
| 
 | |
| String VisualShaderNodeVectorSmoothStep::get_caption() const {
 | |
| 	return "VectorSmoothStep";
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeVectorSmoothStep::get_input_port_count() const {
 | |
| 	return 3;
 | |
| }
 | |
| 
 | |
| VisualShaderNodeVectorSmoothStep::PortType VisualShaderNodeVectorSmoothStep::get_input_port_type(int p_port) const {
 | |
| 	return PORT_TYPE_VECTOR;
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeVectorSmoothStep::get_input_port_name(int p_port) const {
 | |
| 	if (p_port == 0)
 | |
| 		return "edge0";
 | |
| 	else if (p_port == 1)
 | |
| 		return "edge1";
 | |
| 	else if (p_port == 2)
 | |
| 		return "x";
 | |
| 	return "";
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeVectorSmoothStep::get_output_port_count() const {
 | |
| 	return 1;
 | |
| }
 | |
| 
 | |
| VisualShaderNodeVectorClamp::PortType VisualShaderNodeVectorSmoothStep::get_output_port_type(int p_port) const {
 | |
| 	return PORT_TYPE_VECTOR;
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeVectorSmoothStep::get_output_port_name(int p_port) const {
 | |
| 	return "";
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeVectorSmoothStep::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 {
 | |
| 	return "\t" + p_output_vars[0] + " = smoothstep( " + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + " );\n";
 | |
| }
 | |
| 
 | |
| VisualShaderNodeVectorSmoothStep::VisualShaderNodeVectorSmoothStep() {
 | |
| 	set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
 | |
| 	set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
 | |
| 	set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
 | |
| }
 | |
| 
 | |
| ////////////// Vector-Scalar SmoothStep
 | |
| 
 | |
| String VisualShaderNodeVectorScalarSmoothStep::get_caption() const {
 | |
| 	return "VectorScalarSmoothStep";
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeVectorScalarSmoothStep::get_input_port_count() const {
 | |
| 	return 3;
 | |
| }
 | |
| 
 | |
| VisualShaderNodeVectorScalarSmoothStep::PortType VisualShaderNodeVectorScalarSmoothStep::get_input_port_type(int p_port) const {
 | |
| 	if (p_port == 0) {
 | |
| 		return PORT_TYPE_SCALAR;
 | |
| 	} else if (p_port == 1) {
 | |
| 		return PORT_TYPE_SCALAR;
 | |
| 	}
 | |
| 	return PORT_TYPE_VECTOR;
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeVectorScalarSmoothStep::get_input_port_name(int p_port) const {
 | |
| 	if (p_port == 0)
 | |
| 		return "edge0";
 | |
| 	else if (p_port == 1)
 | |
| 		return "edge1";
 | |
| 	else if (p_port == 2)
 | |
| 		return "x";
 | |
| 	return "";
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeVectorScalarSmoothStep::get_output_port_count() const {
 | |
| 	return 1;
 | |
| }
 | |
| 
 | |
| VisualShaderNodeVectorClamp::PortType VisualShaderNodeVectorScalarSmoothStep::get_output_port_type(int p_port) const {
 | |
| 	return PORT_TYPE_VECTOR;
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeVectorScalarSmoothStep::get_output_port_name(int p_port) const {
 | |
| 	return "";
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeVectorScalarSmoothStep::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 {
 | |
| 	return "\t" + p_output_vars[0] + " = smoothstep( " + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + " );\n";
 | |
| }
 | |
| 
 | |
| VisualShaderNodeVectorScalarSmoothStep::VisualShaderNodeVectorScalarSmoothStep() {
 | |
| 	set_input_port_default_value(0, 0.0);
 | |
| 	set_input_port_default_value(1, 0.0);
 | |
| 	set_input_port_default_value(2, Vector3(0.0, 0.0, 0.0));
 | |
| }
 | |
| 
 | |
| ////////////// Distance
 | |
| 
 | |
| String VisualShaderNodeVectorDistance::get_caption() const {
 | |
| 	return "Distance";
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeVectorDistance::get_input_port_count() const {
 | |
| 	return 2;
 | |
| }
 | |
| 
 | |
| VisualShaderNodeVectorDistance::PortType VisualShaderNodeVectorDistance::get_input_port_type(int p_port) const {
 | |
| 	return PORT_TYPE_VECTOR;
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeVectorDistance::get_input_port_name(int p_port) const {
 | |
| 	if (p_port == 0) {
 | |
| 		return "p0";
 | |
| 	} else if (p_port == 1) {
 | |
| 		return "p1";
 | |
| 	}
 | |
| 	return "";
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeVectorDistance::get_output_port_count() const {
 | |
| 	return 1;
 | |
| }
 | |
| 
 | |
| VisualShaderNodeVectorDistance::PortType VisualShaderNodeVectorDistance::get_output_port_type(int p_port) const {
 | |
| 	return PORT_TYPE_SCALAR;
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeVectorDistance::get_output_port_name(int p_port) const {
 | |
| 	return "";
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeVectorDistance::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 {
 | |
| 	return "\t" + p_output_vars[0] + " = distance( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n";
 | |
| }
 | |
| 
 | |
| VisualShaderNodeVectorDistance::VisualShaderNodeVectorDistance() {
 | |
| 	set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
 | |
| 	set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
 | |
| }
 | |
| 
 | |
| ////////////// Refract Vector
 | |
| 
 | |
| String VisualShaderNodeVectorRefract::get_caption() const {
 | |
| 	return "Refract";
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeVectorRefract::get_input_port_count() const {
 | |
| 	return 3;
 | |
| }
 | |
| 
 | |
| VisualShaderNodeVectorRefract::PortType VisualShaderNodeVectorRefract::get_input_port_type(int p_port) const {
 | |
| 
 | |
| 	if (p_port == 2) {
 | |
| 		return PORT_TYPE_SCALAR;
 | |
| 	}
 | |
| 
 | |
| 	return PORT_TYPE_VECTOR;
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeVectorRefract::get_input_port_name(int p_port) const {
 | |
| 	if (p_port == 0) {
 | |
| 		return "I";
 | |
| 	} else if (p_port == 1) {
 | |
| 		return "N";
 | |
| 	} else if (p_port == 2) {
 | |
| 		return "eta";
 | |
| 	}
 | |
| 	return "";
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeVectorRefract::get_output_port_count() const {
 | |
| 	return 1;
 | |
| }
 | |
| 
 | |
| VisualShaderNodeVectorRefract::PortType VisualShaderNodeVectorRefract::get_output_port_type(int p_port) const {
 | |
| 	return PORT_TYPE_VECTOR;
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeVectorRefract::get_output_port_name(int p_port) const {
 | |
| 	return "";
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeVectorRefract::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 {
 | |
| 	return "\t" + p_output_vars[0] + " = refract( " + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + " );\n";
 | |
| }
 | |
| 
 | |
| VisualShaderNodeVectorRefract::VisualShaderNodeVectorRefract() {
 | |
| 	set_input_port_default_value(0, Vector3(0.0, 0.0, 0.0));
 | |
| 	set_input_port_default_value(1, Vector3(0.0, 0.0, 0.0));
 | |
| 	set_input_port_default_value(2, 0.0);
 | |
| }
 | |
| 
 | |
| ////////////// Scalar Interp
 | |
| 
 | |
| String VisualShaderNodeScalarInterp::get_caption() const {
 | |
| 	return "ScalarInterp";
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeScalarInterp::get_input_port_count() const {
 | |
| 	return 3;
 | |
| }
 | |
| VisualShaderNodeScalarInterp::PortType VisualShaderNodeScalarInterp::get_input_port_type(int p_port) const {
 | |
| 	return PORT_TYPE_SCALAR;
 | |
| }
 | |
| String VisualShaderNodeScalarInterp::get_input_port_name(int p_port) const {
 | |
| 	if (p_port == 0) {
 | |
| 		return "a";
 | |
| 	} else if (p_port == 1) {
 | |
| 		return "b";
 | |
| 	} else {
 | |
| 		return "c";
 | |
| 	}
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeScalarInterp::get_output_port_count() const {
 | |
| 	return 1;
 | |
| }
 | |
| VisualShaderNodeScalarInterp::PortType VisualShaderNodeScalarInterp::get_output_port_type(int p_port) const {
 | |
| 	return PORT_TYPE_SCALAR;
 | |
| }
 | |
| String VisualShaderNodeScalarInterp::get_output_port_name(int p_port) const {
 | |
| 	return "mix";
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeScalarInterp::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 {
 | |
| 	return "\t" + p_output_vars[0] + " = mix( " + p_input_vars[0] + " , " + p_input_vars[1] + " , " + p_input_vars[2] + " );\n";
 | |
| }
 | |
| 
 | |
| VisualShaderNodeScalarInterp::VisualShaderNodeScalarInterp() {
 | |
| 	set_input_port_default_value(0, 0.0);
 | |
| 	set_input_port_default_value(1, 0.0);
 | |
| 	set_input_port_default_value(2, 0.0);
 | |
| }
 | |
| 
 | |
| ////////////// Vector Interp
 | |
| 
 | |
| String VisualShaderNodeVectorInterp::get_caption() const {
 | |
| 	return "VectorInterp";
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeVectorInterp::get_input_port_count() const {
 | |
| 	return 3;
 | |
| }
 | |
| VisualShaderNodeVectorInterp::PortType VisualShaderNodeVectorInterp::get_input_port_type(int p_port) const {
 | |
| 	return PORT_TYPE_VECTOR;
 | |
| }
 | |
| String VisualShaderNodeVectorInterp::get_input_port_name(int p_port) const {
 | |
| 	if (p_port == 0) {
 | |
| 		return "a";
 | |
| 	} else if (p_port == 1) {
 | |
| 		return "b";
 | |
| 	} else {
 | |
| 		return "c";
 | |
| 	}
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeVectorInterp::get_output_port_count() const {
 | |
| 	return 1;
 | |
| }
 | |
| VisualShaderNodeVectorInterp::PortType VisualShaderNodeVectorInterp::get_output_port_type(int p_port) const {
 | |
| 	return PORT_TYPE_VECTOR;
 | |
| }
 | |
| String VisualShaderNodeVectorInterp::get_output_port_name(int p_port) const {
 | |
| 	return "mix";
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeVectorInterp::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 {
 | |
| 	return "\t" + p_output_vars[0] + " = mix( " + p_input_vars[0] + " , " + p_input_vars[1] + " , " + p_input_vars[2] + " );\n";
 | |
| }
 | |
| 
 | |
| VisualShaderNodeVectorInterp::VisualShaderNodeVectorInterp() {
 | |
| 	set_input_port_default_value(0, Vector3());
 | |
| 	set_input_port_default_value(1, Vector3());
 | |
| 	set_input_port_default_value(2, Vector3());
 | |
| }
 | |
| 
 | |
| ////////////// Vector Compose
 | |
| String VisualShaderNodeVectorCompose::get_caption() const {
 | |
| 	return "VectorCompose";
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeVectorCompose::get_input_port_count() const {
 | |
| 	return 3;
 | |
| }
 | |
| VisualShaderNodeVectorCompose::PortType VisualShaderNodeVectorCompose::get_input_port_type(int p_port) const {
 | |
| 	return PORT_TYPE_SCALAR;
 | |
| }
 | |
| String VisualShaderNodeVectorCompose::get_input_port_name(int p_port) const {
 | |
| 	if (p_port == 0) {
 | |
| 		return "x";
 | |
| 	} else if (p_port == 1) {
 | |
| 		return "y";
 | |
| 	} else {
 | |
| 		return "z";
 | |
| 	}
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeVectorCompose::get_output_port_count() const {
 | |
| 	return 1;
 | |
| }
 | |
| VisualShaderNodeVectorCompose::PortType VisualShaderNodeVectorCompose::get_output_port_type(int p_port) const {
 | |
| 	return PORT_TYPE_VECTOR;
 | |
| }
 | |
| String VisualShaderNodeVectorCompose::get_output_port_name(int p_port) const {
 | |
| 	return "vec";
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeVectorCompose::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 {
 | |
| 	return "\t" + p_output_vars[0] + " = vec3( " + p_input_vars[0] + " , " + p_input_vars[1] + " , " + p_input_vars[2] + " );\n";
 | |
| }
 | |
| 
 | |
| VisualShaderNodeVectorCompose::VisualShaderNodeVectorCompose() {
 | |
| 
 | |
| 	set_input_port_default_value(0, 0.0);
 | |
| 	set_input_port_default_value(1, 0.0);
 | |
| 	set_input_port_default_value(2, 0.0);
 | |
| }
 | |
| 
 | |
| ////////////// Transform Compose
 | |
| 
 | |
| String VisualShaderNodeTransformCompose::get_caption() const {
 | |
| 	return "TransformCompose";
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeTransformCompose::get_input_port_count() const {
 | |
| 	return 4;
 | |
| }
 | |
| VisualShaderNodeTransformCompose::PortType VisualShaderNodeTransformCompose::get_input_port_type(int p_port) const {
 | |
| 	return PORT_TYPE_VECTOR;
 | |
| }
 | |
| String VisualShaderNodeTransformCompose::get_input_port_name(int p_port) const {
 | |
| 	if (p_port == 0) {
 | |
| 		return "x";
 | |
| 	} else if (p_port == 1) {
 | |
| 		return "y";
 | |
| 	} else if (p_port == 2) {
 | |
| 		return "z";
 | |
| 	} else {
 | |
| 		return "origin";
 | |
| 	}
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeTransformCompose::get_output_port_count() const {
 | |
| 	return 1;
 | |
| }
 | |
| VisualShaderNodeTransformCompose::PortType VisualShaderNodeTransformCompose::get_output_port_type(int p_port) const {
 | |
| 	return PORT_TYPE_TRANSFORM;
 | |
| }
 | |
| String VisualShaderNodeTransformCompose::get_output_port_name(int p_port) const {
 | |
| 	return "xform";
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeTransformCompose::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 {
 | |
| 	return "\t" + p_output_vars[0] + " = mat4( vec4(" + p_input_vars[0] + ", 0.0) , vec4(" + p_input_vars[1] + ", 0.0) , vec4(" + p_input_vars[2] + ",0.0), vec4(" + p_input_vars[3] + ",1.0) );\n";
 | |
| }
 | |
| 
 | |
| VisualShaderNodeTransformCompose::VisualShaderNodeTransformCompose() {
 | |
| 
 | |
| 	set_input_port_default_value(0, Vector3());
 | |
| 	set_input_port_default_value(1, Vector3());
 | |
| 	set_input_port_default_value(2, Vector3());
 | |
| 	set_input_port_default_value(3, Vector3());
 | |
| }
 | |
| 
 | |
| ////////////// Vector Decompose
 | |
| String VisualShaderNodeVectorDecompose::get_caption() const {
 | |
| 	return "VectorDecompose";
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeVectorDecompose::get_input_port_count() const {
 | |
| 	return 1;
 | |
| }
 | |
| VisualShaderNodeVectorDecompose::PortType VisualShaderNodeVectorDecompose::get_input_port_type(int p_port) const {
 | |
| 	return PORT_TYPE_VECTOR;
 | |
| }
 | |
| String VisualShaderNodeVectorDecompose::get_input_port_name(int p_port) const {
 | |
| 	return "vec";
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeVectorDecompose::get_output_port_count() const {
 | |
| 	return 3;
 | |
| }
 | |
| VisualShaderNodeVectorDecompose::PortType VisualShaderNodeVectorDecompose::get_output_port_type(int p_port) const {
 | |
| 	return PORT_TYPE_SCALAR;
 | |
| }
 | |
| String VisualShaderNodeVectorDecompose::get_output_port_name(int p_port) const {
 | |
| 	if (p_port == 0) {
 | |
| 		return "x";
 | |
| 	} else if (p_port == 1) {
 | |
| 		return "y";
 | |
| 	} else {
 | |
| 		return "z";
 | |
| 	}
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeVectorDecompose::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 code;
 | |
| 	code += "\t" + p_output_vars[0] + " = " + p_input_vars[0] + ".x;\n";
 | |
| 	code += "\t" + p_output_vars[1] + " = " + p_input_vars[0] + ".y;\n";
 | |
| 	code += "\t" + p_output_vars[2] + " = " + p_input_vars[0] + ".z;\n";
 | |
| 	return code;
 | |
| }
 | |
| 
 | |
| VisualShaderNodeVectorDecompose::VisualShaderNodeVectorDecompose() {
 | |
| 	set_input_port_default_value(0, Vector3());
 | |
| }
 | |
| 
 | |
| ////////////// Transform Decompose
 | |
| 
 | |
| String VisualShaderNodeTransformDecompose::get_caption() const {
 | |
| 	return "TransformDecompose";
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeTransformDecompose::get_input_port_count() const {
 | |
| 	return 1;
 | |
| }
 | |
| VisualShaderNodeTransformDecompose::PortType VisualShaderNodeTransformDecompose::get_input_port_type(int p_port) const {
 | |
| 	return PORT_TYPE_TRANSFORM;
 | |
| }
 | |
| String VisualShaderNodeTransformDecompose::get_input_port_name(int p_port) const {
 | |
| 	return "xform";
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeTransformDecompose::get_output_port_count() const {
 | |
| 	return 4;
 | |
| }
 | |
| VisualShaderNodeTransformDecompose::PortType VisualShaderNodeTransformDecompose::get_output_port_type(int p_port) const {
 | |
| 	return PORT_TYPE_VECTOR;
 | |
| }
 | |
| String VisualShaderNodeTransformDecompose::get_output_port_name(int p_port) const {
 | |
| 	if (p_port == 0) {
 | |
| 		return "x";
 | |
| 	} else if (p_port == 1) {
 | |
| 		return "y";
 | |
| 	} else if (p_port == 2) {
 | |
| 		return "z";
 | |
| 	} else {
 | |
| 		return "origin";
 | |
| 	}
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeTransformDecompose::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 code;
 | |
| 	code += "\t" + p_output_vars[0] + " = " + p_input_vars[0] + "[0].xyz;\n";
 | |
| 	code += "\t" + p_output_vars[1] + " = " + p_input_vars[0] + "[1].xyz;\n";
 | |
| 	code += "\t" + p_output_vars[2] + " = " + p_input_vars[0] + "[2].xyz;\n";
 | |
| 	code += "\t" + p_output_vars[3] + " = " + p_input_vars[0] + "[3].xyz;\n";
 | |
| 	return code;
 | |
| }
 | |
| 
 | |
| VisualShaderNodeTransformDecompose::VisualShaderNodeTransformDecompose() {
 | |
| 	set_input_port_default_value(0, Transform());
 | |
| }
 | |
| 
 | |
| ////////////// Scalar Uniform
 | |
| 
 | |
| String VisualShaderNodeScalarUniform::get_caption() const {
 | |
| 	return "ScalarUniform";
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeScalarUniform::get_input_port_count() const {
 | |
| 	return 0;
 | |
| }
 | |
| VisualShaderNodeScalarUniform::PortType VisualShaderNodeScalarUniform::get_input_port_type(int p_port) const {
 | |
| 	return PORT_TYPE_SCALAR;
 | |
| }
 | |
| String VisualShaderNodeScalarUniform::get_input_port_name(int p_port) const {
 | |
| 	return String();
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeScalarUniform::get_output_port_count() const {
 | |
| 	return 1;
 | |
| }
 | |
| VisualShaderNodeScalarUniform::PortType VisualShaderNodeScalarUniform::get_output_port_type(int p_port) const {
 | |
| 	return PORT_TYPE_SCALAR;
 | |
| }
 | |
| String VisualShaderNodeScalarUniform::get_output_port_name(int p_port) const {
 | |
| 	return ""; //no output port means the editor will be used as port
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeScalarUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
 | |
| 	return "uniform float " + get_uniform_name() + ";\n";
 | |
| }
 | |
| String VisualShaderNodeScalarUniform::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 {
 | |
| 	return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
 | |
| }
 | |
| 
 | |
| VisualShaderNodeScalarUniform::VisualShaderNodeScalarUniform() {
 | |
| }
 | |
| 
 | |
| ////////////// Boolean Uniform
 | |
| 
 | |
| String VisualShaderNodeBooleanUniform::get_caption() const {
 | |
| 	return "BooleanUniform";
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeBooleanUniform::get_input_port_count() const {
 | |
| 	return 0;
 | |
| }
 | |
| 
 | |
| VisualShaderNodeBooleanUniform::PortType VisualShaderNodeBooleanUniform::get_input_port_type(int p_port) const {
 | |
| 	return PORT_TYPE_BOOLEAN;
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeBooleanUniform::get_input_port_name(int p_port) const {
 | |
| 	return String();
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeBooleanUniform::get_output_port_count() const {
 | |
| 	return 1;
 | |
| }
 | |
| 
 | |
| VisualShaderNodeBooleanUniform::PortType VisualShaderNodeBooleanUniform::get_output_port_type(int p_port) const {
 | |
| 	return PORT_TYPE_BOOLEAN;
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeBooleanUniform::get_output_port_name(int p_port) const {
 | |
| 	return ""; //no output port means the editor will be used as port
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeBooleanUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
 | |
| 	return "uniform bool " + get_uniform_name() + ";\n";
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeBooleanUniform::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 {
 | |
| 	return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
 | |
| }
 | |
| 
 | |
| VisualShaderNodeBooleanUniform::VisualShaderNodeBooleanUniform() {
 | |
| }
 | |
| 
 | |
| ////////////// Color Uniform
 | |
| 
 | |
| String VisualShaderNodeColorUniform::get_caption() const {
 | |
| 	return "ColorUniform";
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeColorUniform::get_input_port_count() const {
 | |
| 	return 0;
 | |
| }
 | |
| VisualShaderNodeColorUniform::PortType VisualShaderNodeColorUniform::get_input_port_type(int p_port) const {
 | |
| 	return PORT_TYPE_VECTOR;
 | |
| }
 | |
| String VisualShaderNodeColorUniform::get_input_port_name(int p_port) const {
 | |
| 	return String();
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeColorUniform::get_output_port_count() const {
 | |
| 	return 2;
 | |
| }
 | |
| VisualShaderNodeColorUniform::PortType VisualShaderNodeColorUniform::get_output_port_type(int p_port) const {
 | |
| 	return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
 | |
| }
 | |
| String VisualShaderNodeColorUniform::get_output_port_name(int p_port) const {
 | |
| 	return p_port == 0 ? "color" : "alpha"; //no output port means the editor will be used as port
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeColorUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
 | |
| 
 | |
| 	return "uniform vec4 " + get_uniform_name() + " : hint_color;\n";
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeColorUniform::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 code = "\t" + p_output_vars[0] + " = " + get_uniform_name() + ".rgb;\n";
 | |
| 	code += "\t" + p_output_vars[1] + " = " + get_uniform_name() + ".a;\n";
 | |
| 	return code;
 | |
| }
 | |
| 
 | |
| VisualShaderNodeColorUniform::VisualShaderNodeColorUniform() {
 | |
| }
 | |
| 
 | |
| ////////////// Vector Uniform
 | |
| 
 | |
| String VisualShaderNodeVec3Uniform::get_caption() const {
 | |
| 	return "VectorUniform";
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeVec3Uniform::get_input_port_count() const {
 | |
| 	return 0;
 | |
| }
 | |
| VisualShaderNodeVec3Uniform::PortType VisualShaderNodeVec3Uniform::get_input_port_type(int p_port) const {
 | |
| 	return PORT_TYPE_VECTOR;
 | |
| }
 | |
| String VisualShaderNodeVec3Uniform::get_input_port_name(int p_port) const {
 | |
| 	return String();
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeVec3Uniform::get_output_port_count() const {
 | |
| 	return 1;
 | |
| }
 | |
| VisualShaderNodeVec3Uniform::PortType VisualShaderNodeVec3Uniform::get_output_port_type(int p_port) const {
 | |
| 	return PORT_TYPE_VECTOR;
 | |
| }
 | |
| String VisualShaderNodeVec3Uniform::get_output_port_name(int p_port) const {
 | |
| 	return ""; //no output port means the editor will be used as port
 | |
| }
 | |
| String VisualShaderNodeVec3Uniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
 | |
| 	return "uniform vec3 " + get_uniform_name() + ";\n";
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeVec3Uniform::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 {
 | |
| 	return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
 | |
| }
 | |
| 
 | |
| VisualShaderNodeVec3Uniform::VisualShaderNodeVec3Uniform() {
 | |
| }
 | |
| 
 | |
| ////////////// Transform Uniform
 | |
| 
 | |
| String VisualShaderNodeTransformUniform::get_caption() const {
 | |
| 	return "TransformUniform";
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeTransformUniform::get_input_port_count() const {
 | |
| 	return 0;
 | |
| }
 | |
| VisualShaderNodeTransformUniform::PortType VisualShaderNodeTransformUniform::get_input_port_type(int p_port) const {
 | |
| 	return PORT_TYPE_VECTOR;
 | |
| }
 | |
| String VisualShaderNodeTransformUniform::get_input_port_name(int p_port) const {
 | |
| 	return String();
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeTransformUniform::get_output_port_count() const {
 | |
| 	return 1;
 | |
| }
 | |
| VisualShaderNodeTransformUniform::PortType VisualShaderNodeTransformUniform::get_output_port_type(int p_port) const {
 | |
| 	return PORT_TYPE_TRANSFORM;
 | |
| }
 | |
| String VisualShaderNodeTransformUniform::get_output_port_name(int p_port) const {
 | |
| 	return ""; //no output port means the editor will be used as port
 | |
| }
 | |
| String VisualShaderNodeTransformUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
 | |
| 	return "uniform mat4 " + get_uniform_name() + ";\n";
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeTransformUniform::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 {
 | |
| 	return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
 | |
| }
 | |
| 
 | |
| VisualShaderNodeTransformUniform::VisualShaderNodeTransformUniform() {
 | |
| }
 | |
| 
 | |
| ////////////// Texture Uniform
 | |
| 
 | |
| String VisualShaderNodeTextureUniform::get_caption() const {
 | |
| 	return "TextureUniform";
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeTextureUniform::get_input_port_count() const {
 | |
| 	return 2;
 | |
| }
 | |
| VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_input_port_type(int p_port) const {
 | |
| 	return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
 | |
| }
 | |
| String VisualShaderNodeTextureUniform::get_input_port_name(int p_port) const {
 | |
| 	return p_port == 0 ? "uv" : "lod";
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeTextureUniform::get_output_port_count() const {
 | |
| 	return 2;
 | |
| }
 | |
| VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_output_port_type(int p_port) const {
 | |
| 	return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
 | |
| }
 | |
| String VisualShaderNodeTextureUniform::get_output_port_name(int p_port) const {
 | |
| 	return p_port == 0 ? "rgb" : "alpha";
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeTextureUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
 | |
| 	String code = "uniform sampler2D " + get_uniform_name();
 | |
| 
 | |
| 	switch (texture_type) {
 | |
| 		case TYPE_DATA:
 | |
| 			if (color_default == COLOR_DEFAULT_BLACK)
 | |
| 				code += " : hint_black;\n";
 | |
| 			else
 | |
| 				code += ";\n";
 | |
| 			break;
 | |
| 		case TYPE_COLOR:
 | |
| 			if (color_default == COLOR_DEFAULT_BLACK)
 | |
| 				code += " : hint_black_albedo;\n";
 | |
| 			else
 | |
| 				code += " : hint_albedo;\n";
 | |
| 			break;
 | |
| 		case TYPE_NORMALMAP: code += " : hint_normal;\n"; break;
 | |
| 		case TYPE_ANISO: code += " : hint_aniso;\n"; break;
 | |
| 	}
 | |
| 
 | |
| 	return code;
 | |
| }
 | |
| 
 | |
| 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 id = get_uniform_name();
 | |
| 	String code = "\t{\n";
 | |
| 	if (p_input_vars[0] == String()) { //none bound, do nothing
 | |
| 
 | |
| 		code += "\t\tvec4 n_tex_read = vec4(0.0);\n";
 | |
| 	} else if (p_input_vars[1] == String()) {
 | |
| 		//no lod
 | |
| 		code += "\t\tvec4 n_tex_read = texture( " + id + " , " + p_input_vars[0] + ".xy );\n";
 | |
| 	} else {
 | |
| 		code += "\t\tvec4 n_tex_read = textureLod( " + id + " , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n";
 | |
| 	}
 | |
| 
 | |
| 	code += "\t\t" + p_output_vars[0] + " = n_tex_read.rgb;\n";
 | |
| 	code += "\t\t" + p_output_vars[1] + " = n_tex_read.a;\n";
 | |
| 	code += "\t}\n";
 | |
| 	return code;
 | |
| }
 | |
| 
 | |
| void VisualShaderNodeTextureUniform::set_texture_type(TextureType p_type) {
 | |
| 
 | |
| 	texture_type = p_type;
 | |
| 	emit_changed();
 | |
| }
 | |
| 
 | |
| VisualShaderNodeTextureUniform::TextureType VisualShaderNodeTextureUniform::get_texture_type() const {
 | |
| 	return texture_type;
 | |
| }
 | |
| 
 | |
| void VisualShaderNodeTextureUniform::set_color_default(ColorDefault p_default) {
 | |
| 	color_default = p_default;
 | |
| 	emit_changed();
 | |
| }
 | |
| VisualShaderNodeTextureUniform::ColorDefault VisualShaderNodeTextureUniform::get_color_default() const {
 | |
| 	return color_default;
 | |
| }
 | |
| 
 | |
| Vector<StringName> VisualShaderNodeTextureUniform::get_editable_properties() const {
 | |
| 	Vector<StringName> props;
 | |
| 	props.push_back("texture_type");
 | |
| 	props.push_back("color_default");
 | |
| 	return props;
 | |
| }
 | |
| 
 | |
| void VisualShaderNodeTextureUniform::_bind_methods() {
 | |
| 	ClassDB::bind_method(D_METHOD("set_texture_type", "type"), &VisualShaderNodeTextureUniform::set_texture_type);
 | |
| 	ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeTextureUniform::get_texture_type);
 | |
| 
 | |
| 	ClassDB::bind_method(D_METHOD("set_color_default", "type"), &VisualShaderNodeTextureUniform::set_color_default);
 | |
| 	ClassDB::bind_method(D_METHOD("get_color_default"), &VisualShaderNodeTextureUniform::get_color_default);
 | |
| 
 | |
| 	ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normalmap,Aniso"), "set_texture_type", "get_texture_type");
 | |
| 	ADD_PROPERTY(PropertyInfo(Variant::INT, "color_default", PROPERTY_HINT_ENUM, "White Default,Black Default"), "set_color_default", "get_color_default");
 | |
| 
 | |
| 	BIND_ENUM_CONSTANT(TYPE_DATA);
 | |
| 	BIND_ENUM_CONSTANT(TYPE_COLOR);
 | |
| 	BIND_ENUM_CONSTANT(TYPE_NORMALMAP);
 | |
| 	BIND_ENUM_CONSTANT(TYPE_ANISO);
 | |
| 
 | |
| 	BIND_ENUM_CONSTANT(COLOR_DEFAULT_WHITE);
 | |
| 	BIND_ENUM_CONSTANT(COLOR_DEFAULT_BLACK);
 | |
| }
 | |
| 
 | |
| VisualShaderNodeTextureUniform::VisualShaderNodeTextureUniform() {
 | |
| 	texture_type = TYPE_DATA;
 | |
| 	color_default = COLOR_DEFAULT_WHITE;
 | |
| }
 | |
| 
 | |
| ////////////// CubeMap Uniform
 | |
| 
 | |
| String VisualShaderNodeCubeMapUniform::get_caption() const {
 | |
| 	return "CubeMapUniform";
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeCubeMapUniform::get_input_port_count() const {
 | |
| 	return 2;
 | |
| }
 | |
| VisualShaderNodeCubeMapUniform::PortType VisualShaderNodeCubeMapUniform::get_input_port_type(int p_port) const {
 | |
| 	return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
 | |
| }
 | |
| String VisualShaderNodeCubeMapUniform::get_input_port_name(int p_port) const {
 | |
| 	return p_port == 0 ? "normal" : "lod";
 | |
| }
 | |
| 
 | |
| int VisualShaderNodeCubeMapUniform::get_output_port_count() const {
 | |
| 	return 2;
 | |
| }
 | |
| VisualShaderNodeCubeMapUniform::PortType VisualShaderNodeCubeMapUniform::get_output_port_type(int p_port) const {
 | |
| 	return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
 | |
| }
 | |
| String VisualShaderNodeCubeMapUniform::get_output_port_name(int p_port) const {
 | |
| 	return p_port == 0 ? "rgb" : "alpha";
 | |
| }
 | |
| 
 | |
| String VisualShaderNodeCubeMapUniform::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 {
 | |
| 	return String();
 | |
| }
 | |
| 
 | |
| VisualShaderNodeCubeMapUniform::VisualShaderNodeCubeMapUniform() {
 | |
| }
 | 
