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Merge pull request #35470 from Chaosus/vs_docs
Docs for some nodes in visual shader
This commit is contained in:
commit
2e27e74649
@ -11,6 +11,7 @@
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<return type="Array">
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</return>
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<description>
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Returns an [Array] containing default values for all of the input ports of the node in the form [code][index0, value0, index1, value1, ...][/code].
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</description>
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</method>
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<method name="get_input_port_default_value" qualifiers="const">
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@ -19,6 +20,7 @@
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<argument index="0" name="port" type="int">
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</argument>
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<description>
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Returns the default value of the input [code]port[/code].
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</description>
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</method>
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<method name="set_default_input_values">
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@ -27,6 +29,7 @@
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<argument index="0" name="values" type="Array">
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</argument>
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<description>
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Sets the default input ports values using an [Array] of the form [code][index0, value0, index1, value1, ...][/code]. For example: [code][0, Vector3(0, 0, 0), 1, Vector3(0, 0, 0)][/code].
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</description>
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</method>
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<method name="set_input_port_default_value">
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@ -37,16 +40,19 @@
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<argument index="1" name="value" type="Variant">
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</argument>
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<description>
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Sets the default value for the selected input [code]port[/code].
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</description>
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</method>
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</methods>
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<members>
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<member name="output_port_for_preview" type="int" setter="set_output_port_for_preview" getter="get_output_port_for_preview" default="-1">
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Sets the output port index which will be showed for preview. If set to [code]-1[/code] no port will be open for preview.
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</member>
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</members>
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<signals>
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<signal name="editor_refresh_request">
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<description>
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Emitted when the node requests an editor refresh. Currently called only in setter of [member VisualShaderNodeTexture.source], [VisualShaderNodeTexture], and [VisualShaderNodeCubeMap] (and their derivatives).
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</description>
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</signal>
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</signals>
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@ -1,8 +1,11 @@
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="VisualShaderNodeBooleanConstant" inherits="VisualShaderNode" category="Core" version="3.2">
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<brief_description>
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A boolean constant to be used within the visual shader graph.
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</brief_description>
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<description>
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Has only one output port and no inputs.
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Translated to [code]bool[/code] in the shader language.
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</description>
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<tutorials>
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</tutorials>
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@ -10,6 +13,7 @@
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</methods>
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<members>
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<member name="constant" type="bool" setter="set_constant" getter="get_constant" default="false">
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A boolean constant which represents a state of this node.
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</member>
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</members>
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<constants>
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@ -1,8 +1,10 @@
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="VisualShaderNodeBooleanUniform" inherits="VisualShaderNodeUniform" category="Core" version="3.2">
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<brief_description>
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A boolean uniform to be used within the visual shader graph.
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</brief_description>
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<description>
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Translated to [code]uniform bool[/code] in the shader language.
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</description>
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<tutorials>
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</tutorials>
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@ -1,8 +1,11 @@
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="VisualShaderNodeColorConstant" inherits="VisualShaderNode" category="Core" version="3.2">
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<brief_description>
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A [Color] constant to be used within the visual shader graph.
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</brief_description>
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<description>
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Has two output ports representing RGB and alpha channels of [Color].
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Translated to [code]vec3 rgb[/code] and [code]float alpha[/code] in the shader language.
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</description>
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<tutorials>
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</tutorials>
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@ -10,6 +13,7 @@
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</methods>
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<members>
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<member name="constant" type="Color" setter="set_constant" getter="get_constant" default="Color( 1, 1, 1, 1 )">
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A [Color] constant which represents a state of this node.
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</member>
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</members>
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<constants>
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@ -1,8 +1,10 @@
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="VisualShaderNodeColorFunc" inherits="VisualShaderNode" category="Core" version="3.2">
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<brief_description>
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A [Color] function to be used within the visual shader graph.
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</brief_description>
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<description>
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Accept a [Color] to the input port and transform it according to [member function].
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</description>
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<tutorials>
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</tutorials>
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@ -10,12 +12,29 @@
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</methods>
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<members>
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<member name="function" type="int" setter="set_function" getter="get_function" enum="VisualShaderNodeColorFunc.Function" default="0">
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A function to be applied to the input color. See [enum Function] for options.
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</member>
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</members>
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<constants>
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<constant name="FUNC_GRAYSCALE" value="0" enum="Function">
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Converts the color to grayscale using the following formula:
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[codeblock]
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vec3 c = input;
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float max1 = max(c.r, c.g);
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float max2 = max(max1, c.b);
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float max3 = max(max1, max2);
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return vec3(max3, max3, max3);
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[/codeblock]
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</constant>
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<constant name="FUNC_SEPIA" value="1" enum="Function">
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Applies sepia tone effect using the following formula:
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[codeblock]
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vec3 c = input;
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float r = (c.r * 0.393) + (c.g * 0.769) + (c.b * 0.189);
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float g = (c.r * 0.349) + (c.g * 0.686) + (c.b * 0.168);
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float b = (c.r * 0.272) + (c.g * 0.534) + (c.b * 0.131);
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return vec3(r, g, b);
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[/codeblock]
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</constant>
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</constants>
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</class>
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@ -1,8 +1,10 @@
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="VisualShaderNodeColorOp" inherits="VisualShaderNode" category="Core" version="3.2">
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<brief_description>
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A [Color] operator to be used within the visual shader graph.
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</brief_description>
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<description>
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Applies [member operator] to two color inputs.
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</description>
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<tutorials>
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</tutorials>
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@ -10,26 +12,87 @@
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</methods>
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<members>
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<member name="operator" type="int" setter="set_operator" getter="get_operator" enum="VisualShaderNodeColorOp.Operator" default="0">
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An operator to be applied to the inputs. See [enum Operator] for options.
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</member>
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</members>
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<constants>
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<constant name="OP_SCREEN" value="0" enum="Operator">
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Produce a screen effect with the following formula:
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[codeblock]
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result = vec3(1.0) - (vec3(1.0) - a) * (vec3(1.0) - b);
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[/codeblock]
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</constant>
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<constant name="OP_DIFFERENCE" value="1" enum="Operator">
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Produce a difference effect with the following formula:
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[codeblock]
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result = abs(a - b);
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[/codeblock]
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</constant>
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<constant name="OP_DARKEN" value="2" enum="Operator">
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Produce a darken effect with the following formula:
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[codeblock]
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result = min(a, b);
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[/codeblock]
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</constant>
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<constant name="OP_LIGHTEN" value="3" enum="Operator">
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Produce a lighten effect with the following formula:
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[codeblock]
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result = max(a, b);
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[/codeblock]
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</constant>
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<constant name="OP_OVERLAY" value="4" enum="Operator">
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Produce an overlay effect with the following formula:
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[codeblock]
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for (int i = 0; i < 3; i++) {
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float base = a[i];
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float blend = b[i];
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if (base < 0.5) {
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result[i] = 2.0 * base * blend;
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} else {
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result[i] = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);
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}
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}
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[/codeblock]
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</constant>
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<constant name="OP_DODGE" value="5" enum="Operator">
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Produce a dodge effect with the following formula:
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[codeblock]
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result = a / (vec3(1.0) - b);
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[/codeblock]
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</constant>
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<constant name="OP_BURN" value="6" enum="Operator">
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Produce a burn effect with the following formula:
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[codeblock]
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result = vec3(1.0) - (vec3(1.0) - a) / b;
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[/codeblock]
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</constant>
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<constant name="OP_SOFT_LIGHT" value="7" enum="Operator">
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Produce a soft light effect with the following formula:
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[codeblock]
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for (int i = 0; i < 3; i++) {
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float base = a[i];
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float blend = b[i];
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if (base < 0.5) {
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result[i] = base * (blend + 0.5);
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} else {
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result[i] = 1.0 - (1.0 - base) * (1.0 - (blend - 0.5));
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}
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}
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[/codeblock]
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</constant>
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<constant name="OP_HARD_LIGHT" value="8" enum="Operator">
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Produce a hard light effect with the following formula:
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[codeblock]
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for (int i = 0; i < 3; i++) {
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float base = a[i];
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float blend = b[i];
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if (base < 0.5) {
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result[i] = base * (2.0 * blend);
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} else {
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result[i] = 1.0 - (1.0 - base) * (1.0 - 2.0 * (blend - 0.5));
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}
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}
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[/codeblock]
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</constant>
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</constants>
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</class>
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@ -1,8 +1,10 @@
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="VisualShaderNodeColorUniform" inherits="VisualShaderNodeUniform" category="Core" version="3.2">
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<brief_description>
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A [Color] uniform to be used within the visual shader graph.
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</brief_description>
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<description>
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Translated to [code]uniform vec4[/code] in the shader language.
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</description>
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<tutorials>
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</tutorials>
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@ -1,8 +1,10 @@
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="VisualShaderNodeCompare" inherits="VisualShaderNode" category="Core" version="3.2">
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<brief_description>
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A comparison function for common types within the visual shader graph.
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</brief_description>
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<description>
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Compares [code]a[/code] and [code]b[/code] of [member type] by [member function]. Returns a boolean scalar. Translates to [code]if[/code] instruction in shader code.
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</description>
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<tutorials>
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</tutorials>
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@ -10,36 +12,51 @@
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</methods>
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<members>
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<member name="condition" type="int" setter="set_condition" getter="get_condition" enum="VisualShaderNodeCompare.Condition" default="0">
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Extra condition which is applied if [member type] is set to [constant CTYPE_VECTOR].
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</member>
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<member name="function" type="int" setter="set_function" getter="get_function" enum="VisualShaderNodeCompare.Function" default="0">
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A comparison function. See [enum Function] for options.
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</member>
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<member name="type" type="int" setter="set_comparsion_type" getter="get_comparsion_type" enum="VisualShaderNodeCompare.ComparsionType" default="0">
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<member name="type" type="int" setter="set_comparison_type" getter="get_comparison_type" enum="VisualShaderNodeCompare.ComparisonType" default="0">
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The type to be used in the comparison. See [enum ComparisonType] for options.
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</member>
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</members>
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<constants>
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<constant name="CTYPE_SCALAR" value="0" enum="ComparsionType">
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<constant name="CTYPE_SCALAR" value="0" enum="ComparisonType">
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A floating-point scalar.
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</constant>
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<constant name="CTYPE_VECTOR" value="1" enum="ComparsionType">
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<constant name="CTYPE_VECTOR" value="1" enum="ComparisonType">
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A 3D vector type.
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</constant>
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<constant name="CTYPE_BOOLEAN" value="2" enum="ComparsionType">
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<constant name="CTYPE_BOOLEAN" value="2" enum="ComparisonType">
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A boolean type.
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</constant>
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<constant name="CTYPE_TRANSFORM" value="3" enum="ComparsionType">
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<constant name="CTYPE_TRANSFORM" value="3" enum="ComparisonType">
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A transform ([code]mat4[/code]) type.
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</constant>
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<constant name="FUNC_EQUAL" value="0" enum="Function">
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Comparison for equality ([code]a == b[/code]).
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</constant>
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<constant name="FUNC_NOT_EQUAL" value="1" enum="Function">
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Comparison for inequality ([code]a != b[/code]).
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</constant>
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<constant name="FUNC_GREATER_THAN" value="2" enum="Function">
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Comparison for greater than ([code]a > b[/code]). Cannot be used if [member type] set to [constant CTYPE_BOOLEAN] or [constant CTYPE_TRANSFORM].
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</constant>
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<constant name="FUNC_GREATER_THAN_EQUAL" value="3" enum="Function">
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Comparison for greater than or equal ([code]a >= b[/code]). Cannot be used if [member type] set to [constant CTYPE_BOOLEAN] or [constant CTYPE_TRANSFORM].
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</constant>
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<constant name="FUNC_LESS_THAN" value="4" enum="Function">
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Comparison for less than ([code]a < b[/code]). Cannot be used if [member type] set to [constant CTYPE_BOOLEAN] or [constant CTYPE_TRANSFORM].
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</constant>
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<constant name="FUNC_LESS_THAN_EQUAL" value="5" enum="Function">
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Comparison for less than or equal ([code]a < b[/code]). Cannot be used if [member type] set to [constant CTYPE_BOOLEAN] or [constant CTYPE_TRANSFORM].
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</constant>
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<constant name="COND_ALL" value="0" enum="Condition">
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The result will be true if all of component in vector satisfy the comparison condition.
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</constant>
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<constant name="COND_ANY" value="1" enum="Condition">
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The result will be true if any of component in vector satisfy the comparison condition.
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</constant>
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</constants>
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</class>
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@ -3929,7 +3929,7 @@ String VisualShaderNodeCompare::generate_code(Shader::Mode p_mode, VisualShader:
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return code;
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}
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void VisualShaderNodeCompare::set_comparsion_type(ComparsionType p_type) {
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void VisualShaderNodeCompare::set_comparison_type(ComparisonType p_type) {
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ctype = p_type;
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@ -3954,7 +3954,7 @@ void VisualShaderNodeCompare::set_comparsion_type(ComparsionType p_type) {
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emit_changed();
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}
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VisualShaderNodeCompare::ComparsionType VisualShaderNodeCompare::get_comparsion_type() const {
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VisualShaderNodeCompare::ComparisonType VisualShaderNodeCompare::get_comparison_type() const {
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return ctype;
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}
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@ -3992,8 +3992,8 @@ Vector<StringName> VisualShaderNodeCompare::get_editable_properties() const {
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void VisualShaderNodeCompare::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_comparsion_type", "type"), &VisualShaderNodeCompare::set_comparsion_type);
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ClassDB::bind_method(D_METHOD("get_comparsion_type"), &VisualShaderNodeCompare::get_comparsion_type);
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ClassDB::bind_method(D_METHOD("set_comparison_type", "type"), &VisualShaderNodeCompare::set_comparison_type);
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ClassDB::bind_method(D_METHOD("get_comparison_type"), &VisualShaderNodeCompare::get_comparison_type);
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ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeCompare::set_function);
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ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeCompare::get_function);
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@ -4001,7 +4001,7 @@ void VisualShaderNodeCompare::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_condition", "condition"), &VisualShaderNodeCompare::set_condition);
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ClassDB::bind_method(D_METHOD("get_condition"), &VisualShaderNodeCompare::get_condition);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "type", PROPERTY_HINT_ENUM, "Scalar,Vector,Boolean,Transform"), "set_comparsion_type", "get_comparsion_type");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "type", PROPERTY_HINT_ENUM, "Scalar,Vector,Boolean,Transform"), "set_comparison_type", "get_comparison_type");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "a == b,a != b,a > b,a >= b,a < b,a <= b"), "set_function", "get_function");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "condition", PROPERTY_HINT_ENUM, "All,Any"), "set_condition", "get_condition");
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@ -1635,7 +1635,7 @@ class VisualShaderNodeCompare : public VisualShaderNode {
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GDCLASS(VisualShaderNodeCompare, VisualShaderNode);
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public:
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enum ComparsionType {
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enum ComparisonType {
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CTYPE_SCALAR,
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CTYPE_VECTOR,
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CTYPE_BOOLEAN,
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@ -1657,7 +1657,7 @@ public:
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};
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protected:
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ComparsionType ctype;
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ComparisonType ctype;
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Function func;
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Condition condition;
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@ -1677,8 +1677,8 @@ public:
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virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
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void set_comparsion_type(ComparsionType p_type);
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ComparsionType get_comparsion_type() const;
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void set_comparison_type(ComparisonType p_type);
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ComparisonType get_comparison_type() const;
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void set_function(Function p_func);
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Function get_function() const;
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@ -1692,7 +1692,7 @@ public:
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VisualShaderNodeCompare();
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};
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VARIANT_ENUM_CAST(VisualShaderNodeCompare::ComparsionType)
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VARIANT_ENUM_CAST(VisualShaderNodeCompare::ComparisonType)
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VARIANT_ENUM_CAST(VisualShaderNodeCompare::Function)
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VARIANT_ENUM_CAST(VisualShaderNodeCompare::Condition)
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|
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