Visual Shader: Add vector operations to Remap node

This commit is contained in:
tetrapod00 2024-09-21 17:22:51 -07:00
parent e4e024ab88
commit eb5a9c3b33
4 changed files with 243 additions and 17 deletions

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@ -8,4 +8,34 @@
</description> </description>
<tutorials> <tutorials>
</tutorials> </tutorials>
<members>
<member name="op_type" type="int" setter="set_op_type" getter="get_op_type" enum="VisualShaderNodeRemap.OpType" default="0">
</member>
</members>
<constants>
<constant name="OP_TYPE_SCALAR" value="0" enum="OpType">
A floating-point scalar type.
</constant>
<constant name="OP_TYPE_VECTOR_2D" value="1" enum="OpType">
A 2D vector type.
</constant>
<constant name="OP_TYPE_VECTOR_2D_SCALAR" value="2" enum="OpType">
The [code]value[/code] port uses a 2D vector type, while the [code]input min[/code], [code]input max[/code], [code]output min[/code], and [code]output max[/code] ports use a floating-point scalar type.
</constant>
<constant name="OP_TYPE_VECTOR_3D" value="3" enum="OpType">
A 3D vector type.
</constant>
<constant name="OP_TYPE_VECTOR_3D_SCALAR" value="4" enum="OpType">
The [code]value[/code] port uses a 3D vector type, while the [code]input min[/code], [code]input max[/code], [code]output min[/code], and [code]output max[/code] ports use a floating-point scalar type.
</constant>
<constant name="OP_TYPE_VECTOR_4D" value="5" enum="OpType">
A 4D vector type.
</constant>
<constant name="OP_TYPE_VECTOR_4D_SCALAR" value="6" enum="OpType">
The [code]value[/code] port uses a 4D vector type, while the [code]input min[/code], [code]input max[/code], [code]output min[/code], and [code]output max[/code] ports use a floating-point scalar type.
</constant>
<constant name="OP_TYPE_MAX" value="7" enum="OpType">
Represents the size of the [enum OpType] enum.
</constant>
</constants>
</class> </class>

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@ -3600,6 +3600,16 @@ void VisualShaderEditor::_setup_node(VisualShaderNode *p_node, const Vector<Vari
fmaFunc->set_op_type((VisualShaderNodeMultiplyAdd::OpType)(int)p_ops[0]); fmaFunc->set_op_type((VisualShaderNodeMultiplyAdd::OpType)(int)p_ops[0]);
} }
} }
// REMAP
{
VisualShaderNodeRemap *remap_func = Object::cast_to<VisualShaderNodeRemap>(p_node);
if (remap_func) {
ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
remap_func->set_op_type((VisualShaderNodeRemap::OpType)(int)p_ops[0]);
}
}
} }
void VisualShaderEditor::_add_node(int p_idx, const Vector<Variant> &p_ops, const String &p_resource_path, int p_node_idx) { void VisualShaderEditor::_add_node(int p_idx, const Vector<Variant> &p_ops, const String &p_resource_path, int p_node_idx) {
@ -7089,6 +7099,7 @@ VisualShaderEditor::VisualShaderEditor() {
add_options.push_back(AddOption("Pow", "Scalar/Functions", "VisualShaderNodeFloatOp", TTR("Returns the value of the first parameter raised to the power of the second."), { VisualShaderNodeFloatOp::OP_POW }, VisualShaderNode::PORT_TYPE_SCALAR)); add_options.push_back(AddOption("Pow", "Scalar/Functions", "VisualShaderNodeFloatOp", TTR("Returns the value of the first parameter raised to the power of the second."), { VisualShaderNodeFloatOp::OP_POW }, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Radians", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Converts a quantity in degrees to radians."), { VisualShaderNodeFloatFunc::FUNC_RADIANS }, VisualShaderNode::PORT_TYPE_SCALAR)); add_options.push_back(AddOption("Radians", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Converts a quantity in degrees to radians."), { VisualShaderNodeFloatFunc::FUNC_RADIANS }, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Reciprocal", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("1.0 / scalar"), { VisualShaderNodeFloatFunc::FUNC_RECIPROCAL }, VisualShaderNode::PORT_TYPE_SCALAR)); add_options.push_back(AddOption("Reciprocal", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("1.0 / scalar"), { VisualShaderNodeFloatFunc::FUNC_RECIPROCAL }, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Remap", "Scalar/Functions", "VisualShaderNodeRemap", TTR("Remaps a value from the input range to the output range."), { VisualShaderNodeRemap::OP_TYPE_SCALAR }, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Round", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Finds the nearest integer to the parameter."), { VisualShaderNodeFloatFunc::FUNC_ROUND }, VisualShaderNode::PORT_TYPE_SCALAR)); add_options.push_back(AddOption("Round", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Finds the nearest integer to the parameter."), { VisualShaderNodeFloatFunc::FUNC_ROUND }, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("RoundEven", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Finds the nearest even integer to the parameter."), { VisualShaderNodeFloatFunc::FUNC_ROUNDEVEN }, VisualShaderNode::PORT_TYPE_SCALAR)); add_options.push_back(AddOption("RoundEven", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Finds the nearest even integer to the parameter."), { VisualShaderNodeFloatFunc::FUNC_ROUNDEVEN }, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Saturate", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Clamps the value between 0.0 and 1.0."), { VisualShaderNodeFloatFunc::FUNC_SATURATE }, VisualShaderNode::PORT_TYPE_SCALAR)); add_options.push_back(AddOption("Saturate", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Clamps the value between 0.0 and 1.0."), { VisualShaderNodeFloatFunc::FUNC_SATURATE }, VisualShaderNode::PORT_TYPE_SCALAR));
@ -7206,7 +7217,6 @@ VisualShaderEditor::VisualShaderEditor() {
add_options.push_back(AddOption("DistanceFade", "Utility", "VisualShaderNodeDistanceFade", TTR("The distance fade effect fades out each pixel based on its distance to another object."), {}, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); add_options.push_back(AddOption("DistanceFade", "Utility", "VisualShaderNodeDistanceFade", TTR("The distance fade effect fades out each pixel based on its distance to another object."), {}, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("ProximityFade", "Utility", "VisualShaderNodeProximityFade", TTR("The proximity fade effect fades out each pixel based on its distance to another object."), {}, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL)); add_options.push_back(AddOption("ProximityFade", "Utility", "VisualShaderNodeProximityFade", TTR("The proximity fade effect fades out each pixel based on its distance to another object."), {}, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
add_options.push_back(AddOption("RandomRange", "Utility", "VisualShaderNodeRandomRange", TTR("Returns a random value between the minimum and maximum input values."), {}, VisualShaderNode::PORT_TYPE_SCALAR)); add_options.push_back(AddOption("RandomRange", "Utility", "VisualShaderNodeRandomRange", TTR("Returns a random value between the minimum and maximum input values."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Remap", "Utility", "VisualShaderNodeRemap", TTR("Remaps a given input from the input range to the output range."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("RotationByAxis", "Utility", "VisualShaderNodeRotationByAxis", TTR("Builds a rotation matrix from the given axis and angle, multiply the input vector by it and returns both this vector and a matrix."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D)); add_options.push_back(AddOption("RotationByAxis", "Utility", "VisualShaderNodeRotationByAxis", TTR("Builds a rotation matrix from the given axis and angle, multiply the input vector by it and returns both this vector and a matrix."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
// VECTOR // VECTOR
@ -7340,6 +7350,12 @@ VisualShaderEditor::VisualShaderEditor() {
add_options.push_back(AddOption("Refract", "Vector/Functions", "VisualShaderNodeVectorRefract", TTR("Returns the vector that points in the direction of refraction."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D)); add_options.push_back(AddOption("Refract", "Vector/Functions", "VisualShaderNodeVectorRefract", TTR("Returns the vector that points in the direction of refraction."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D));
add_options.push_back(AddOption("Refract", "Vector/Functions", "VisualShaderNodeVectorRefract", TTR("Returns the vector that points in the direction of refraction."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D)); add_options.push_back(AddOption("Refract", "Vector/Functions", "VisualShaderNodeVectorRefract", TTR("Returns the vector that points in the direction of refraction."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
add_options.push_back(AddOption("Refract", "Vector/Functions", "VisualShaderNodeVectorRefract", TTR("Returns the vector that points in the direction of refraction."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D)); add_options.push_back(AddOption("Refract", "Vector/Functions", "VisualShaderNodeVectorRefract", TTR("Returns the vector that points in the direction of refraction."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
add_options.push_back(AddOption("Remap", "Vector/Functions", "VisualShaderNodeRemap", TTR("Remaps a vector from the input range to the output range."), { VisualShaderNodeRemap::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
add_options.push_back(AddOption("Remap", "Vector/Functions", "VisualShaderNodeRemap", TTR("Remaps a vector from the input range to the output range."), { VisualShaderNodeRemap::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
add_options.push_back(AddOption("Remap", "Vector/Functions", "VisualShaderNodeRemap", TTR("Remaps a vector from the input range to the output range."), { VisualShaderNodeRemap::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
add_options.push_back(AddOption("RemapS", "Vector/Functions", "VisualShaderNodeRemap", TTR("Remaps a vector from the input range to the output range. Ranges defined with scalars."), { VisualShaderNodeRemap::OP_TYPE_VECTOR_2D_SCALAR }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
add_options.push_back(AddOption("RemapS", "Vector/Functions", "VisualShaderNodeRemap", TTR("Remaps a vector from the input range to the output range. Ranges defined with scalars."), { VisualShaderNodeRemap::OP_TYPE_VECTOR_3D_SCALAR }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
add_options.push_back(AddOption("RemapS", "Vector/Functions", "VisualShaderNodeRemap", TTR("Remaps a vector from the input range to the output range. Ranges defined with scalars."), { VisualShaderNodeRemap::OP_TYPE_VECTOR_4D_SCALAR }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
add_options.push_back(AddOption("Round", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer to the parameter."), { VisualShaderNodeVectorFunc::FUNC_ROUND, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D)); add_options.push_back(AddOption("Round", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer to the parameter."), { VisualShaderNodeVectorFunc::FUNC_ROUND, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
add_options.push_back(AddOption("Round", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer to the parameter."), { VisualShaderNodeVectorFunc::FUNC_ROUND, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D)); add_options.push_back(AddOption("Round", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer to the parameter."), { VisualShaderNodeVectorFunc::FUNC_ROUND, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
add_options.push_back(AddOption("Round", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer to the parameter."), { VisualShaderNodeVectorFunc::FUNC_ROUND, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D)); add_options.push_back(AddOption("Round", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer to the parameter."), { VisualShaderNodeVectorFunc::FUNC_ROUND, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));

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@ -8081,17 +8081,28 @@ int VisualShaderNodeRemap::get_input_port_count() const {
} }
VisualShaderNodeRemap::PortType VisualShaderNodeRemap::get_input_port_type(int p_port) const { VisualShaderNodeRemap::PortType VisualShaderNodeRemap::get_input_port_type(int p_port) const {
switch (p_port) { switch (op_type) {
case 0: case OP_TYPE_VECTOR_2D:
return PORT_TYPE_SCALAR; return PORT_TYPE_VECTOR_2D;
case 1: case OP_TYPE_VECTOR_2D_SCALAR:
return PORT_TYPE_SCALAR; if (p_port == 0) {
case 2: return PORT_TYPE_VECTOR_2D;
return PORT_TYPE_SCALAR; }
case 3: break;
return PORT_TYPE_SCALAR; case OP_TYPE_VECTOR_3D:
case 4: return PORT_TYPE_VECTOR_3D;
return PORT_TYPE_SCALAR; case OP_TYPE_VECTOR_3D_SCALAR:
if (p_port == 0) {
return PORT_TYPE_VECTOR_3D;
}
break;
case OP_TYPE_VECTOR_4D:
return PORT_TYPE_VECTOR_4D;
case OP_TYPE_VECTOR_4D_SCALAR:
if (p_port == 0) {
return PORT_TYPE_VECTOR_4D;
}
break;
default: default:
break; break;
} }
@ -8123,23 +8134,159 @@ int VisualShaderNodeRemap::get_output_port_count() const {
} }
VisualShaderNodeRemap::PortType VisualShaderNodeRemap::get_output_port_type(int p_port) const { VisualShaderNodeRemap::PortType VisualShaderNodeRemap::get_output_port_type(int p_port) const {
return PORT_TYPE_SCALAR; switch (op_type) {
case OP_TYPE_VECTOR_2D:
case OP_TYPE_VECTOR_2D_SCALAR:
return PORT_TYPE_VECTOR_2D;
case OP_TYPE_VECTOR_3D:
case OP_TYPE_VECTOR_3D_SCALAR:
return PORT_TYPE_VECTOR_3D;
case OP_TYPE_VECTOR_4D:
case OP_TYPE_VECTOR_4D_SCALAR:
return PORT_TYPE_VECTOR_4D;
default:
return PORT_TYPE_SCALAR;
}
} }
String VisualShaderNodeRemap::get_output_port_name(int p_port) const { String VisualShaderNodeRemap::get_output_port_name(int p_port) const {
return "value"; return "value";
} }
void VisualShaderNodeRemap::set_op_type(OpType p_op_type) {
ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
if (op_type == p_op_type) {
return;
}
switch (p_op_type) {
case OP_TYPE_SCALAR: {
set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
set_input_port_default_value(1, 0.0, get_input_port_default_value(1));
set_input_port_default_value(2, 1.0, get_input_port_default_value(2));
set_input_port_default_value(3, 0.0, get_input_port_default_value(3));
set_input_port_default_value(4, 1.0, get_input_port_default_value(4));
} break;
case OP_TYPE_VECTOR_2D: {
set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
set_input_port_default_value(2, Vector2(1.0, 1.0), get_input_port_default_value(2));
set_input_port_default_value(3, Vector2(), get_input_port_default_value(3));
set_input_port_default_value(4, Vector2(1.0, 1.0), get_input_port_default_value(4));
} break;
case OP_TYPE_VECTOR_2D_SCALAR: {
set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
set_input_port_default_value(1, 0.0, get_input_port_default_value(1));
set_input_port_default_value(2, 1.0, get_input_port_default_value(2));
set_input_port_default_value(3, 0.0, get_input_port_default_value(3));
set_input_port_default_value(4, 1.0, get_input_port_default_value(4));
} break;
case OP_TYPE_VECTOR_3D: {
set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
set_input_port_default_value(2, Vector3(1.0, 1.0, 1.0), get_input_port_default_value(2));
set_input_port_default_value(3, Vector3(), get_input_port_default_value(3));
set_input_port_default_value(4, Vector3(1.0, 1.0, 1.0), get_input_port_default_value(4));
} break;
case OP_TYPE_VECTOR_3D_SCALAR: {
set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
set_input_port_default_value(1, 0.0, get_input_port_default_value(1));
set_input_port_default_value(2, 1.0, get_input_port_default_value(2));
set_input_port_default_value(3, 0.0, get_input_port_default_value(3));
set_input_port_default_value(4, 1.0, get_input_port_default_value(4));
} break;
case OP_TYPE_VECTOR_4D: {
set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
set_input_port_default_value(2, Quaternion(1.0, 1.0, 1.0, 1.0), get_input_port_default_value(2));
set_input_port_default_value(3, Quaternion(), get_input_port_default_value(3));
set_input_port_default_value(4, Quaternion(1.0, 1.0, 1.0, 1.0), get_input_port_default_value(4));
} break;
case OP_TYPE_VECTOR_4D_SCALAR: {
set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
set_input_port_default_value(1, 0.0, get_input_port_default_value(1));
set_input_port_default_value(2, 1.0, get_input_port_default_value(2));
set_input_port_default_value(3, 0.0, get_input_port_default_value(3));
set_input_port_default_value(4, 1.0, get_input_port_default_value(4));
} break;
default:
break;
}
op_type = p_op_type;
emit_changed();
}
VisualShaderNodeRemap::OpType VisualShaderNodeRemap::get_op_type() const {
return op_type;
}
String VisualShaderNodeRemap::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 VisualShaderNodeRemap::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; String code;
code += " {\n"; code += " {\n";
code += vformat(" float __input_range = %s - %s;\n", p_input_vars[2], p_input_vars[1]); switch (op_type) {
code += vformat(" float __output_range = %s - %s;\n", p_input_vars[4], p_input_vars[3]); case OP_TYPE_SCALAR: {
code += vformat(" %s = %s + __output_range * ((%s - %s) / __input_range);\n", p_output_vars[0], p_input_vars[3], p_input_vars[0], p_input_vars[1]); code += vformat(" float __input_range = %s - %s;\n", p_input_vars[2], p_input_vars[1]);
code += vformat(" float __output_range = %s - %s;\n", p_input_vars[4], p_input_vars[3]);
code += vformat(" %s = %s + __output_range * ((%s - %s) / __input_range);\n", p_output_vars[0], p_input_vars[3], p_input_vars[0], p_input_vars[1]);
} break;
case OP_TYPE_VECTOR_2D: {
code += vformat(" vec2 __input_range = %s - %s;\n", p_input_vars[2], p_input_vars[1]);
code += vformat(" vec2 __output_range = %s - %s;\n", p_input_vars[4], p_input_vars[3]);
code += vformat(" %s = %s + __output_range * ((%s - %s) / __input_range);\n", p_output_vars[0], p_input_vars[3], p_input_vars[0], p_input_vars[1]);
} break;
case OP_TYPE_VECTOR_2D_SCALAR: {
code += vformat(" vec2 __input_range = vec2(%s - %s);\n", p_input_vars[2], p_input_vars[1]);
code += vformat(" vec2 __output_range = vec2(%s - %s);\n", p_input_vars[4], p_input_vars[3]);
code += vformat(" %s = vec2(%s) + __output_range * ((%s - vec2(%s)) / __input_range);\n", p_output_vars[0], p_input_vars[3], p_input_vars[0], p_input_vars[1]);
} break;
case OP_TYPE_VECTOR_3D: {
code += vformat(" vec3 __input_range = %s - %s;\n", p_input_vars[2], p_input_vars[1]);
code += vformat(" vec3 __output_range = %s - %s;\n", p_input_vars[4], p_input_vars[3]);
code += vformat(" %s = %s + __output_range * ((%s - %s) / __input_range);\n", p_output_vars[0], p_input_vars[3], p_input_vars[0], p_input_vars[1]);
} break;
case OP_TYPE_VECTOR_3D_SCALAR: {
code += vformat(" vec3 __input_range = vec3(%s - %s);\n", p_input_vars[2], p_input_vars[1]);
code += vformat(" vec3 __output_range = vec3(%s - %s);\n", p_input_vars[4], p_input_vars[3]);
code += vformat(" %s = vec3(%s) + __output_range * ((%s - vec3(%s)) / __input_range);\n", p_output_vars[0], p_input_vars[3], p_input_vars[0], p_input_vars[1]);
} break;
case OP_TYPE_VECTOR_4D: {
code += vformat(" vec4 __input_range = %s - %s;\n", p_input_vars[2], p_input_vars[1]);
code += vformat(" vec4 __output_range = %s - %s;\n", p_input_vars[4], p_input_vars[3]);
code += vformat(" %s = %s + __output_range * ((%s - %s) / __input_range);\n", p_output_vars[0], p_input_vars[3], p_input_vars[0], p_input_vars[1]);
} break;
case OP_TYPE_VECTOR_4D_SCALAR: {
code += vformat(" vec4 __input_range = vec4(%s - %s);\n", p_input_vars[2], p_input_vars[1]);
code += vformat(" vec4 __output_range = vec4(%s - %s);\n", p_input_vars[4], p_input_vars[3]);
code += vformat(" %s = vec4(%s) + __output_range * ((%s - vec4(%s)) / __input_range);\n", p_output_vars[0], p_input_vars[3], p_input_vars[0], p_input_vars[1]);
} break;
default:
break;
}
code += " }\n"; code += " }\n";
return code; return code;
} }
Vector<StringName> VisualShaderNodeRemap::get_editable_properties() const {
Vector<StringName> props;
props.push_back("op_type");
return props;
}
void VisualShaderNodeRemap::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_op_type", "op_type"), &VisualShaderNodeRemap::set_op_type);
ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeRemap::get_op_type);
ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector2,Vector2Scalar,Vector3,Vector3Scalar,Vector4,Vector4Scalar"), "set_op_type", "get_op_type");
BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D_SCALAR);
BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D_SCALAR);
BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D_SCALAR);
BIND_ENUM_CONSTANT(OP_TYPE_MAX);
}
VisualShaderNodeRemap::VisualShaderNodeRemap() { VisualShaderNodeRemap::VisualShaderNodeRemap() {
set_input_port_default_value(1, 0.0); set_input_port_default_value(1, 0.0);
set_input_port_default_value(2, 1.0); set_input_port_default_value(2, 1.0);

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@ -3068,9 +3068,29 @@ public:
VisualShaderNodeRandomRange(); VisualShaderNodeRandomRange();
}; };
///////////////////////////////////////
/// Remap
///////////////////////////////////////
class VisualShaderNodeRemap : public VisualShaderNode { class VisualShaderNodeRemap : public VisualShaderNode {
GDCLASS(VisualShaderNodeRemap, VisualShaderNode); GDCLASS(VisualShaderNodeRemap, VisualShaderNode);
public:
enum OpType {
OP_TYPE_SCALAR,
OP_TYPE_VECTOR_2D,
OP_TYPE_VECTOR_2D_SCALAR,
OP_TYPE_VECTOR_3D,
OP_TYPE_VECTOR_3D_SCALAR,
OP_TYPE_VECTOR_4D,
OP_TYPE_VECTOR_4D_SCALAR,
OP_TYPE_MAX,
};
protected:
OpType op_type = OP_TYPE_SCALAR;
static void _bind_methods();
public: public:
virtual String get_caption() const override; virtual String get_caption() const override;
@ -3082,13 +3102,26 @@ public:
virtual PortType get_output_port_type(int p_port) const override; virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override; virtual String get_output_port_name(int p_port) const override;
void set_op_type(OpType p_op_type);
OpType get_op_type() const;
virtual Vector<StringName> get_editable_properties() const override;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override; virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
virtual Category get_category() const override { return CATEGORY_UTILITY; } virtual Category get_category() const override {
if (op_type == OP_TYPE_SCALAR) {
return CATEGORY_SCALAR;
} else {
return CATEGORY_VECTOR;
}
}
VisualShaderNodeRemap(); VisualShaderNodeRemap();
}; };
VARIANT_ENUM_CAST(VisualShaderNodeRemap::OpType)
class VisualShaderNodeRotationByAxis : public VisualShaderNode { class VisualShaderNodeRotationByAxis : public VisualShaderNode {
GDCLASS(VisualShaderNodeRotationByAxis, VisualShaderNode); GDCLASS(VisualShaderNodeRotationByAxis, VisualShaderNode);