mirror of
https://github.com/godotengine/godot.git
synced 2024-11-29 23:53:08 +00:00
2600 lines
95 KiB
C++
2600 lines
95 KiB
C++
/*************************************************************************/
|
|
/* visual_shader.cpp */
|
|
/*************************************************************************/
|
|
/* This file is part of: */
|
|
/* GODOT ENGINE */
|
|
/* https://godotengine.org */
|
|
/*************************************************************************/
|
|
/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
|
|
/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
|
|
/* */
|
|
/* Permission is hereby granted, free of charge, to any person obtaining */
|
|
/* a copy of this software and associated documentation files (the */
|
|
/* "Software"), to deal in the Software without restriction, including */
|
|
/* without limitation the rights to use, copy, modify, merge, publish, */
|
|
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
|
/* permit persons to whom the Software is furnished to do so, subject to */
|
|
/* the following conditions: */
|
|
/* */
|
|
/* The above copyright notice and this permission notice shall be */
|
|
/* included in all copies or substantial portions of the Software. */
|
|
/* */
|
|
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
|
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
|
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
|
|
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
|
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
|
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
|
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
|
/*************************************************************************/
|
|
|
|
#include "visual_shader.h"
|
|
|
|
#include "core/vmap.h"
|
|
#include "servers/visual/shader_types.h"
|
|
|
|
void VisualShaderNode::set_output_port_for_preview(int p_index) {
|
|
|
|
port_preview = p_index;
|
|
}
|
|
|
|
int VisualShaderNode::get_output_port_for_preview() const {
|
|
|
|
return port_preview;
|
|
}
|
|
|
|
void VisualShaderNode::set_input_port_default_value(int p_port, const Variant &p_value) {
|
|
default_input_values[p_port] = p_value;
|
|
emit_changed();
|
|
}
|
|
|
|
Variant VisualShaderNode::get_input_port_default_value(int p_port) const {
|
|
if (default_input_values.has(p_port)) {
|
|
return default_input_values[p_port];
|
|
}
|
|
|
|
return Variant();
|
|
}
|
|
|
|
bool VisualShaderNode::is_port_separator(int p_index) const {
|
|
return false;
|
|
}
|
|
|
|
Vector<VisualShader::DefaultTextureParam> VisualShaderNode::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
|
|
return Vector<VisualShader::DefaultTextureParam>();
|
|
}
|
|
String VisualShaderNode::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
|
|
return String();
|
|
}
|
|
|
|
String VisualShaderNode::generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
|
|
return String();
|
|
}
|
|
|
|
String VisualShaderNode::generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
|
|
return String();
|
|
}
|
|
|
|
Vector<StringName> VisualShaderNode::get_editable_properties() const {
|
|
return Vector<StringName>();
|
|
}
|
|
|
|
Array VisualShaderNode::_get_default_input_values() const {
|
|
|
|
Array ret;
|
|
for (Map<int, Variant>::Element *E = default_input_values.front(); E; E = E->next()) {
|
|
ret.push_back(E->key());
|
|
ret.push_back(E->get());
|
|
}
|
|
return ret;
|
|
}
|
|
void VisualShaderNode::_set_default_input_values(const Array &p_values) {
|
|
|
|
if (p_values.size() % 2 == 0) {
|
|
for (int i = 0; i < p_values.size(); i += 2) {
|
|
default_input_values[p_values[i + 0]] = p_values[i + 1];
|
|
}
|
|
}
|
|
|
|
emit_changed();
|
|
}
|
|
|
|
String VisualShaderNode::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
|
|
return String();
|
|
}
|
|
|
|
String VisualShaderNode::get_input_port_default_hint(int p_port) const {
|
|
return "";
|
|
}
|
|
|
|
void VisualShaderNode::_bind_methods() {
|
|
|
|
ClassDB::bind_method(D_METHOD("set_output_port_for_preview", "port"), &VisualShaderNode::set_output_port_for_preview);
|
|
ClassDB::bind_method(D_METHOD("get_output_port_for_preview"), &VisualShaderNode::get_output_port_for_preview);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_input_port_default_value", "port", "value"), &VisualShaderNode::set_input_port_default_value);
|
|
ClassDB::bind_method(D_METHOD("get_input_port_default_value", "port"), &VisualShaderNode::get_input_port_default_value);
|
|
|
|
ClassDB::bind_method(D_METHOD("_set_default_input_values", "values"), &VisualShaderNode::_set_default_input_values);
|
|
ClassDB::bind_method(D_METHOD("_get_default_input_values"), &VisualShaderNode::_get_default_input_values);
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "output_port_for_preview"), "set_output_port_for_preview", "get_output_port_for_preview");
|
|
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "default_input_values", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "_set_default_input_values", "_get_default_input_values");
|
|
ADD_SIGNAL(MethodInfo("editor_refresh_request"));
|
|
|
|
BIND_ENUM_CONSTANT(PORT_TYPE_SCALAR);
|
|
BIND_ENUM_CONSTANT(PORT_TYPE_VECTOR);
|
|
BIND_ENUM_CONSTANT(PORT_TYPE_BOOLEAN);
|
|
BIND_ENUM_CONSTANT(PORT_TYPE_TRANSFORM);
|
|
BIND_ENUM_CONSTANT(PORT_TYPE_SAMPLER);
|
|
BIND_ENUM_CONSTANT(PORT_TYPE_MAX);
|
|
}
|
|
|
|
VisualShaderNode::VisualShaderNode() {
|
|
port_preview = -1;
|
|
}
|
|
|
|
/////////////////////////////////////////////////////////
|
|
|
|
void VisualShaderNodeCustom::update_ports() {
|
|
ERR_FAIL_COND(!get_script_instance());
|
|
|
|
input_ports.clear();
|
|
if (get_script_instance()->has_method("_get_input_port_count")) {
|
|
int input_port_count = (int)get_script_instance()->call("_get_input_port_count");
|
|
bool has_name = get_script_instance()->has_method("_get_input_port_name");
|
|
bool has_type = get_script_instance()->has_method("_get_input_port_type");
|
|
for (int i = 0; i < input_port_count; i++) {
|
|
Port port;
|
|
if (has_name) {
|
|
port.name = (String)get_script_instance()->call("_get_input_port_name", i);
|
|
} else {
|
|
port.name = "in" + itos(i);
|
|
}
|
|
if (has_type) {
|
|
port.type = (int)get_script_instance()->call("_get_input_port_type", i);
|
|
} else {
|
|
port.type = (int)PortType::PORT_TYPE_SCALAR;
|
|
}
|
|
input_ports.push_back(port);
|
|
}
|
|
}
|
|
output_ports.clear();
|
|
if (get_script_instance()->has_method("_get_output_port_count")) {
|
|
int output_port_count = (int)get_script_instance()->call("_get_output_port_count");
|
|
bool has_name = get_script_instance()->has_method("_get_output_port_name");
|
|
bool has_type = get_script_instance()->has_method("_get_output_port_type");
|
|
for (int i = 0; i < output_port_count; i++) {
|
|
Port port;
|
|
if (has_name) {
|
|
port.name = (String)get_script_instance()->call("_get_output_port_name", i);
|
|
} else {
|
|
port.name = "out" + itos(i);
|
|
}
|
|
if (has_type) {
|
|
port.type = (int)get_script_instance()->call("_get_output_port_type", i);
|
|
} else {
|
|
port.type = (int)PortType::PORT_TYPE_SCALAR;
|
|
}
|
|
output_ports.push_back(port);
|
|
}
|
|
}
|
|
}
|
|
|
|
String VisualShaderNodeCustom::get_caption() const {
|
|
ERR_FAIL_COND_V(!get_script_instance(), "");
|
|
if (get_script_instance()->has_method("_get_name")) {
|
|
return (String)get_script_instance()->call("_get_name");
|
|
}
|
|
return "Unnamed";
|
|
}
|
|
|
|
int VisualShaderNodeCustom::get_input_port_count() const {
|
|
return input_ports.size();
|
|
}
|
|
|
|
VisualShaderNodeCustom::PortType VisualShaderNodeCustom::get_input_port_type(int p_port) const {
|
|
ERR_FAIL_INDEX_V(p_port, input_ports.size(), PORT_TYPE_SCALAR);
|
|
return (PortType)input_ports[p_port].type;
|
|
}
|
|
|
|
String VisualShaderNodeCustom::get_input_port_name(int p_port) const {
|
|
ERR_FAIL_INDEX_V(p_port, input_ports.size(), "");
|
|
return input_ports[p_port].name;
|
|
}
|
|
|
|
int VisualShaderNodeCustom::get_output_port_count() const {
|
|
return output_ports.size();
|
|
}
|
|
|
|
VisualShaderNodeCustom::PortType VisualShaderNodeCustom::get_output_port_type(int p_port) const {
|
|
ERR_FAIL_INDEX_V(p_port, output_ports.size(), PORT_TYPE_SCALAR);
|
|
return (PortType)output_ports[p_port].type;
|
|
}
|
|
|
|
String VisualShaderNodeCustom::get_output_port_name(int p_port) const {
|
|
ERR_FAIL_INDEX_V(p_port, output_ports.size(), "");
|
|
return output_ports[p_port].name;
|
|
}
|
|
|
|
String VisualShaderNodeCustom::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 {
|
|
|
|
ERR_FAIL_COND_V(!get_script_instance(), "");
|
|
ERR_FAIL_COND_V(!get_script_instance()->has_method("_get_code"), "");
|
|
Array input_vars;
|
|
for (int i = 0; i < get_input_port_count(); i++) {
|
|
input_vars.push_back(p_input_vars[i]);
|
|
}
|
|
Array output_vars;
|
|
for (int i = 0; i < get_output_port_count(); i++) {
|
|
output_vars.push_back(p_output_vars[i]);
|
|
}
|
|
String code = "\t{\n";
|
|
String _code = (String)get_script_instance()->call("_get_code", input_vars, output_vars, (int)p_mode, (int)p_type);
|
|
bool nend = _code.ends_with("\n");
|
|
_code = _code.insert(0, "\t\t");
|
|
_code = _code.replace("\n", "\n\t\t");
|
|
code += _code;
|
|
if (!nend) {
|
|
code += "\n\t}";
|
|
} else {
|
|
code.remove(code.size() - 1);
|
|
code += "}";
|
|
}
|
|
return code;
|
|
}
|
|
|
|
String VisualShaderNodeCustom::generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
|
|
ERR_FAIL_COND_V(!get_script_instance(), "");
|
|
if (get_script_instance()->has_method("_get_global_code")) {
|
|
String code = "// " + get_caption() + "\n";
|
|
code += (String)get_script_instance()->call("_get_global_code", (int)p_mode);
|
|
code += "\n";
|
|
return code;
|
|
}
|
|
return "";
|
|
}
|
|
|
|
void VisualShaderNodeCustom::_bind_methods() {
|
|
|
|
BIND_VMETHOD(MethodInfo(Variant::STRING, "_get_name"));
|
|
BIND_VMETHOD(MethodInfo(Variant::STRING, "_get_description"));
|
|
BIND_VMETHOD(MethodInfo(Variant::STRING, "_get_category"));
|
|
BIND_VMETHOD(MethodInfo(Variant::STRING, "_get_subcategory"));
|
|
BIND_VMETHOD(MethodInfo(Variant::INT, "_get_return_icon_type"));
|
|
BIND_VMETHOD(MethodInfo(Variant::INT, "_get_input_port_count"));
|
|
BIND_VMETHOD(MethodInfo(Variant::INT, "_get_input_port_type", PropertyInfo(Variant::INT, "port")));
|
|
BIND_VMETHOD(MethodInfo(Variant::STRING, "_get_input_port_name", PropertyInfo(Variant::INT, "port")));
|
|
BIND_VMETHOD(MethodInfo(Variant::INT, "_get_output_port_count"));
|
|
BIND_VMETHOD(MethodInfo(Variant::INT, "_get_output_port_type", PropertyInfo(Variant::INT, "port")));
|
|
BIND_VMETHOD(MethodInfo(Variant::STRING, "_get_output_port_name", PropertyInfo(Variant::INT, "port")));
|
|
BIND_VMETHOD(MethodInfo(Variant::STRING, "_get_code", PropertyInfo(Variant::ARRAY, "input_vars"), PropertyInfo(Variant::ARRAY, "output_vars"), PropertyInfo(Variant::INT, "mode"), PropertyInfo(Variant::INT, "type")));
|
|
BIND_VMETHOD(MethodInfo(Variant::STRING, "_get_global_code", PropertyInfo(Variant::INT, "mode")));
|
|
}
|
|
|
|
VisualShaderNodeCustom::VisualShaderNodeCustom() {
|
|
}
|
|
|
|
/////////////////////////////////////////////////////////
|
|
|
|
void VisualShader::add_node(Type p_type, const Ref<VisualShaderNode> &p_node, const Vector2 &p_position, int p_id) {
|
|
ERR_FAIL_COND(p_node.is_null());
|
|
ERR_FAIL_COND(p_id < 2);
|
|
ERR_FAIL_INDEX(p_type, TYPE_MAX);
|
|
Graph *g = &graph[p_type];
|
|
ERR_FAIL_COND(g->nodes.has(p_id));
|
|
Node n;
|
|
n.node = p_node;
|
|
n.position = p_position;
|
|
|
|
Ref<VisualShaderNodeUniform> uniform = n.node;
|
|
if (uniform.is_valid()) {
|
|
String valid_name = validate_uniform_name(uniform->get_uniform_name(), uniform);
|
|
uniform->set_uniform_name(valid_name);
|
|
}
|
|
|
|
Ref<VisualShaderNodeInput> input = n.node;
|
|
if (input.is_valid()) {
|
|
input->shader_mode = shader_mode;
|
|
input->shader_type = p_type;
|
|
input->connect("input_type_changed", this, "_input_type_changed", varray(p_type, p_id));
|
|
}
|
|
|
|
n.node->connect("changed", this, "_queue_update");
|
|
|
|
Ref<VisualShaderNodeCustom> custom = n.node;
|
|
if (custom.is_valid()) {
|
|
custom->update_ports();
|
|
}
|
|
|
|
g->nodes[p_id] = n;
|
|
|
|
_queue_update();
|
|
}
|
|
|
|
void VisualShader::set_node_position(Type p_type, int p_id, const Vector2 &p_position) {
|
|
ERR_FAIL_INDEX(p_type, TYPE_MAX);
|
|
Graph *g = &graph[p_type];
|
|
ERR_FAIL_COND(!g->nodes.has(p_id));
|
|
g->nodes[p_id].position = p_position;
|
|
}
|
|
|
|
Vector2 VisualShader::get_node_position(Type p_type, int p_id) const {
|
|
ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Vector2());
|
|
const Graph *g = &graph[p_type];
|
|
ERR_FAIL_COND_V(!g->nodes.has(p_id), Vector2());
|
|
return g->nodes[p_id].position;
|
|
}
|
|
|
|
Ref<VisualShaderNode> VisualShader::get_node(Type p_type, int p_id) const {
|
|
ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Ref<VisualShaderNode>());
|
|
const Graph *g = &graph[p_type];
|
|
ERR_FAIL_COND_V(!g->nodes.has(p_id), Ref<VisualShaderNode>());
|
|
return g->nodes[p_id].node;
|
|
}
|
|
|
|
Vector<int> VisualShader::get_node_list(Type p_type) const {
|
|
ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Vector<int>());
|
|
const Graph *g = &graph[p_type];
|
|
|
|
Vector<int> ret;
|
|
for (Map<int, Node>::Element *E = g->nodes.front(); E; E = E->next()) {
|
|
ret.push_back(E->key());
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
int VisualShader::get_valid_node_id(Type p_type) const {
|
|
ERR_FAIL_INDEX_V(p_type, TYPE_MAX, NODE_ID_INVALID);
|
|
const Graph *g = &graph[p_type];
|
|
return g->nodes.size() ? MAX(2, g->nodes.back()->key() + 1) : 2;
|
|
}
|
|
|
|
int VisualShader::find_node_id(Type p_type, const Ref<VisualShaderNode> &p_node) const {
|
|
for (const Map<int, Node>::Element *E = graph[p_type].nodes.front(); E; E = E->next()) {
|
|
if (E->get().node == p_node)
|
|
return E->key();
|
|
}
|
|
|
|
return NODE_ID_INVALID;
|
|
}
|
|
|
|
void VisualShader::remove_node(Type p_type, int p_id) {
|
|
ERR_FAIL_INDEX(p_type, TYPE_MAX);
|
|
ERR_FAIL_COND(p_id < 2);
|
|
Graph *g = &graph[p_type];
|
|
ERR_FAIL_COND(!g->nodes.has(p_id));
|
|
|
|
Ref<VisualShaderNodeInput> input = g->nodes[p_id].node;
|
|
if (input.is_valid()) {
|
|
input->disconnect("input_type_changed", this, "_input_type_changed");
|
|
}
|
|
|
|
g->nodes[p_id].node->disconnect("changed", this, "_queue_update");
|
|
|
|
g->nodes.erase(p_id);
|
|
|
|
for (List<Connection>::Element *E = g->connections.front(); E;) {
|
|
List<Connection>::Element *N = E->next();
|
|
if (E->get().from_node == p_id || E->get().to_node == p_id) {
|
|
g->connections.erase(E);
|
|
}
|
|
E = N;
|
|
}
|
|
|
|
_queue_update();
|
|
}
|
|
|
|
bool VisualShader::is_node_connection(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) const {
|
|
ERR_FAIL_INDEX_V(p_type, TYPE_MAX, false);
|
|
const Graph *g = &graph[p_type];
|
|
|
|
for (const List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
|
|
|
|
if (E->get().from_node == p_from_node && E->get().from_port == p_from_port && E->get().to_node == p_to_node && E->get().to_port == p_to_port) {
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool VisualShader::can_connect_nodes(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) const {
|
|
|
|
ERR_FAIL_INDEX_V(p_type, TYPE_MAX, false);
|
|
const Graph *g = &graph[p_type];
|
|
|
|
if (!g->nodes.has(p_from_node))
|
|
return false;
|
|
|
|
if (p_from_node == p_to_node)
|
|
return false;
|
|
|
|
if (p_from_port < 0 || p_from_port >= g->nodes[p_from_node].node->get_output_port_count())
|
|
return false;
|
|
|
|
if (!g->nodes.has(p_to_node))
|
|
return false;
|
|
|
|
if (p_to_port < 0 || p_to_port >= g->nodes[p_to_node].node->get_input_port_count())
|
|
return false;
|
|
|
|
VisualShaderNode::PortType from_port_type = g->nodes[p_from_node].node->get_output_port_type(p_from_port);
|
|
VisualShaderNode::PortType to_port_type = g->nodes[p_to_node].node->get_input_port_type(p_to_port);
|
|
|
|
if (!is_port_types_compatible(from_port_type, to_port_type)) {
|
|
return false;
|
|
}
|
|
|
|
for (const List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
|
|
|
|
if (E->get().from_node == p_from_node && E->get().from_port == p_from_port && E->get().to_node == p_to_node && E->get().to_port == p_to_port) {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool VisualShader::is_port_types_compatible(int p_a, int p_b) const {
|
|
return MAX(0, p_a - 2) == (MAX(0, p_b - 2));
|
|
}
|
|
|
|
void VisualShader::connect_nodes_forced(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
|
|
ERR_FAIL_INDEX(p_type, TYPE_MAX);
|
|
Graph *g = &graph[p_type];
|
|
Connection c;
|
|
c.from_node = p_from_node;
|
|
c.from_port = p_from_port;
|
|
c.to_node = p_to_node;
|
|
c.to_port = p_to_port;
|
|
g->connections.push_back(c);
|
|
_queue_update();
|
|
}
|
|
|
|
Error VisualShader::connect_nodes(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
|
|
ERR_FAIL_INDEX_V(p_type, TYPE_MAX, ERR_CANT_CONNECT);
|
|
Graph *g = &graph[p_type];
|
|
|
|
ERR_FAIL_COND_V(!g->nodes.has(p_from_node), ERR_INVALID_PARAMETER);
|
|
ERR_FAIL_INDEX_V(p_from_port, g->nodes[p_from_node].node->get_output_port_count(), ERR_INVALID_PARAMETER);
|
|
ERR_FAIL_COND_V(!g->nodes.has(p_to_node), ERR_INVALID_PARAMETER);
|
|
ERR_FAIL_INDEX_V(p_to_port, g->nodes[p_to_node].node->get_input_port_count(), ERR_INVALID_PARAMETER);
|
|
|
|
VisualShaderNode::PortType from_port_type = g->nodes[p_from_node].node->get_output_port_type(p_from_port);
|
|
VisualShaderNode::PortType to_port_type = g->nodes[p_to_node].node->get_input_port_type(p_to_port);
|
|
|
|
ERR_FAIL_COND_V_MSG(!is_port_types_compatible(from_port_type, to_port_type), ERR_INVALID_PARAMETER, "Incompatible port types (scalar/vec/bool) with transform.");
|
|
|
|
for (List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
|
|
|
|
if (E->get().from_node == p_from_node && E->get().from_port == p_from_port && E->get().to_node == p_to_node && E->get().to_port == p_to_port) {
|
|
ERR_FAIL_V(ERR_ALREADY_EXISTS);
|
|
}
|
|
}
|
|
|
|
Connection c;
|
|
c.from_node = p_from_node;
|
|
c.from_port = p_from_port;
|
|
c.to_node = p_to_node;
|
|
c.to_port = p_to_port;
|
|
g->connections.push_back(c);
|
|
|
|
_queue_update();
|
|
return OK;
|
|
}
|
|
|
|
void VisualShader::disconnect_nodes(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
|
|
ERR_FAIL_INDEX(p_type, TYPE_MAX);
|
|
Graph *g = &graph[p_type];
|
|
|
|
for (List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
|
|
|
|
if (E->get().from_node == p_from_node && E->get().from_port == p_from_port && E->get().to_node == p_to_node && E->get().to_port == p_to_port) {
|
|
g->connections.erase(E);
|
|
_queue_update();
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
Array VisualShader::_get_node_connections(Type p_type) const {
|
|
ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Array());
|
|
const Graph *g = &graph[p_type];
|
|
|
|
Array ret;
|
|
for (const List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
|
|
Dictionary d;
|
|
d["from_node"] = E->get().from_node;
|
|
d["from_port"] = E->get().from_port;
|
|
d["to_node"] = E->get().to_node;
|
|
d["to_port"] = E->get().to_port;
|
|
ret.push_back(d);
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
void VisualShader::get_node_connections(Type p_type, List<Connection> *r_connections) const {
|
|
ERR_FAIL_INDEX(p_type, TYPE_MAX);
|
|
const Graph *g = &graph[p_type];
|
|
|
|
for (const List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
|
|
r_connections->push_back(E->get());
|
|
}
|
|
}
|
|
|
|
void VisualShader::set_mode(Mode p_mode) {
|
|
if (shader_mode == p_mode) {
|
|
return;
|
|
}
|
|
|
|
//erase input/output connections
|
|
modes.clear();
|
|
flags.clear();
|
|
shader_mode = p_mode;
|
|
for (int i = 0; i < TYPE_MAX; i++) {
|
|
|
|
for (Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) {
|
|
|
|
Ref<VisualShaderNodeInput> input = E->get().node;
|
|
if (input.is_valid()) {
|
|
input->shader_mode = shader_mode;
|
|
//input->input_index = 0;
|
|
}
|
|
}
|
|
|
|
Ref<VisualShaderNodeOutput> output = graph[i].nodes[NODE_ID_OUTPUT].node;
|
|
output->shader_mode = shader_mode;
|
|
|
|
// clear connections since they are no longer valid
|
|
for (List<Connection>::Element *E = graph[i].connections.front(); E;) {
|
|
|
|
bool keep = true;
|
|
|
|
List<Connection>::Element *N = E->next();
|
|
|
|
int from = E->get().from_node;
|
|
int to = E->get().to_node;
|
|
|
|
if (!graph[i].nodes.has(from)) {
|
|
keep = false;
|
|
} else {
|
|
Ref<VisualShaderNode> from_node = graph[i].nodes[from].node;
|
|
if (from_node->is_class("VisualShaderNodeOutput") || from_node->is_class("VisualShaderNodeInput")) {
|
|
keep = false;
|
|
}
|
|
}
|
|
|
|
if (!graph[i].nodes.has(to)) {
|
|
keep = false;
|
|
} else {
|
|
Ref<VisualShaderNode> to_node = graph[i].nodes[to].node;
|
|
if (to_node->is_class("VisualShaderNodeOutput") || to_node->is_class("VisualShaderNodeInput")) {
|
|
keep = false;
|
|
}
|
|
}
|
|
|
|
if (!keep) {
|
|
graph[i].connections.erase(E);
|
|
}
|
|
E = N;
|
|
}
|
|
}
|
|
|
|
_queue_update();
|
|
_change_notify();
|
|
}
|
|
|
|
void VisualShader::set_graph_offset(const Vector2 &p_offset) {
|
|
graph_offset = p_offset;
|
|
}
|
|
|
|
Vector2 VisualShader::get_graph_offset() const {
|
|
return graph_offset;
|
|
}
|
|
|
|
Shader::Mode VisualShader::get_mode() const {
|
|
return shader_mode;
|
|
}
|
|
|
|
bool VisualShader::is_text_shader() const {
|
|
return false;
|
|
}
|
|
|
|
String VisualShader::generate_preview_shader(Type p_type, int p_node, int p_port, Vector<DefaultTextureParam> &default_tex_params) const {
|
|
|
|
Ref<VisualShaderNode> node = get_node(p_type, p_node);
|
|
ERR_FAIL_COND_V(!node.is_valid(), String());
|
|
ERR_FAIL_COND_V(p_port < 0 || p_port >= node->get_output_port_count(), String());
|
|
ERR_FAIL_COND_V(node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_TRANSFORM, String());
|
|
|
|
StringBuilder global_code;
|
|
StringBuilder global_code_per_node;
|
|
Map<Type, StringBuilder> global_code_per_func;
|
|
StringBuilder code;
|
|
Set<StringName> classes;
|
|
|
|
global_code += String() + "shader_type canvas_item;\n";
|
|
|
|
String global_expressions;
|
|
for (int i = 0, index = 0; i < TYPE_MAX; i++) {
|
|
for (Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) {
|
|
Ref<VisualShaderNodeGlobalExpression> global_expression = Object::cast_to<VisualShaderNodeGlobalExpression>(E->get().node.ptr());
|
|
if (global_expression.is_valid()) {
|
|
|
|
String expr = "";
|
|
expr += "// " + global_expression->get_caption() + ":" + itos(index++) + "\n";
|
|
expr += global_expression->generate_global(get_mode(), Type(i), -1);
|
|
expr = expr.replace("\n", "\n\t");
|
|
expr += "\n";
|
|
global_expressions += expr;
|
|
}
|
|
}
|
|
}
|
|
|
|
global_code += "\n";
|
|
global_code += global_expressions;
|
|
|
|
//make it faster to go around through shader
|
|
VMap<ConnectionKey, const List<Connection>::Element *> input_connections;
|
|
VMap<ConnectionKey, const List<Connection>::Element *> output_connections;
|
|
|
|
for (const List<Connection>::Element *E = graph[p_type].connections.front(); E; E = E->next()) {
|
|
ConnectionKey from_key;
|
|
from_key.node = E->get().from_node;
|
|
from_key.port = E->get().from_port;
|
|
|
|
output_connections.insert(from_key, E);
|
|
|
|
ConnectionKey to_key;
|
|
to_key.node = E->get().to_node;
|
|
to_key.port = E->get().to_port;
|
|
|
|
input_connections.insert(to_key, E);
|
|
}
|
|
|
|
code += "\nvoid fragment() {\n";
|
|
|
|
Set<int> processed;
|
|
Error err = _write_node(p_type, global_code, global_code_per_node, global_code_per_func, code, default_tex_params, input_connections, output_connections, p_node, processed, true, classes);
|
|
ERR_FAIL_COND_V(err != OK, String());
|
|
|
|
if (node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_SCALAR) {
|
|
code += "\tCOLOR.rgb = vec3( n_out" + itos(p_node) + "p" + itos(p_port) + " );\n";
|
|
} else if (node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_BOOLEAN) {
|
|
code += "\tCOLOR.rgb = vec3( n_out" + itos(p_node) + "p" + itos(p_port) + " ? 1.0 : 0.0 );\n";
|
|
} else {
|
|
code += "\tCOLOR.rgb = n_out" + itos(p_node) + "p" + itos(p_port) + ";\n";
|
|
}
|
|
code += "}\n";
|
|
|
|
//set code secretly
|
|
global_code += "\n\n";
|
|
String final_code = global_code;
|
|
final_code += global_code_per_node;
|
|
final_code += code;
|
|
return final_code;
|
|
}
|
|
|
|
#define IS_INITIAL_CHAR(m_d) (((m_d) >= 'a' && (m_d) <= 'z') || ((m_d) >= 'A' && (m_d) <= 'Z'))
|
|
|
|
#define IS_SYMBOL_CHAR(m_d) (((m_d) >= 'a' && (m_d) <= 'z') || ((m_d) >= 'A' && (m_d) <= 'Z') || ((m_d) >= '0' && (m_d) <= '9') || (m_d) == '_')
|
|
|
|
String VisualShader::validate_port_name(const String &p_name, const List<String> &p_input_ports, const List<String> &p_output_ports) const {
|
|
String name = p_name;
|
|
|
|
while (name.length() && !IS_INITIAL_CHAR(name[0])) {
|
|
name = name.substr(1, name.length() - 1);
|
|
}
|
|
|
|
if (name != String()) {
|
|
|
|
String valid_name;
|
|
|
|
for (int i = 0; i < name.length(); i++) {
|
|
if (IS_SYMBOL_CHAR(name[i])) {
|
|
valid_name += String::chr(name[i]);
|
|
} else if (name[i] == ' ') {
|
|
valid_name += "_";
|
|
}
|
|
}
|
|
|
|
name = valid_name;
|
|
}
|
|
|
|
String valid_name = name;
|
|
bool is_equal = false;
|
|
|
|
for (int i = 0; i < p_input_ports.size(); i++) {
|
|
if (name == p_input_ports[i]) {
|
|
is_equal = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!is_equal) {
|
|
for (int i = 0; i < p_output_ports.size(); i++) {
|
|
if (name == p_output_ports[i]) {
|
|
is_equal = true;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (is_equal) {
|
|
name = "";
|
|
}
|
|
|
|
return name;
|
|
}
|
|
|
|
String VisualShader::validate_uniform_name(const String &p_name, const Ref<VisualShaderNodeUniform> &p_uniform) const {
|
|
|
|
String name = p_name; //validate name first
|
|
while (name.length() && !IS_INITIAL_CHAR(name[0])) {
|
|
name = name.substr(1, name.length() - 1);
|
|
}
|
|
if (name != String()) {
|
|
|
|
String valid_name;
|
|
|
|
for (int i = 0; i < name.length(); i++) {
|
|
if (IS_SYMBOL_CHAR(name[i])) {
|
|
valid_name += String::chr(name[i]);
|
|
} else if (name[i] == ' ') {
|
|
valid_name += "_";
|
|
}
|
|
}
|
|
|
|
name = valid_name;
|
|
}
|
|
|
|
if (name == String()) {
|
|
name = p_uniform->get_caption();
|
|
}
|
|
|
|
int attempt = 1;
|
|
|
|
while (true) {
|
|
|
|
bool exists = false;
|
|
for (int i = 0; i < TYPE_MAX; i++) {
|
|
for (const Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) {
|
|
Ref<VisualShaderNodeUniform> node = E->get().node;
|
|
if (node == p_uniform) { //do not test on self
|
|
continue;
|
|
}
|
|
if (node.is_valid() && node->get_uniform_name() == name) {
|
|
exists = true;
|
|
break;
|
|
}
|
|
}
|
|
if (exists) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (exists) {
|
|
//remove numbers, put new and try again
|
|
attempt++;
|
|
while (name.length() && name[name.length() - 1] >= '0' && name[name.length() - 1] <= '9') {
|
|
name = name.substr(0, name.length() - 1);
|
|
}
|
|
ERR_FAIL_COND_V(name == String(), String());
|
|
name += itos(attempt);
|
|
} else {
|
|
break;
|
|
}
|
|
}
|
|
|
|
return name;
|
|
}
|
|
|
|
VisualShader::RenderModeEnums VisualShader::render_mode_enums[] = {
|
|
{ Shader::MODE_SPATIAL, "blend" },
|
|
{ Shader::MODE_SPATIAL, "depth_draw" },
|
|
{ Shader::MODE_SPATIAL, "cull" },
|
|
{ Shader::MODE_SPATIAL, "diffuse" },
|
|
{ Shader::MODE_SPATIAL, "specular" },
|
|
{ Shader::MODE_CANVAS_ITEM, "blend" },
|
|
{ Shader::MODE_CANVAS_ITEM, NULL }
|
|
};
|
|
|
|
static const char *type_string[VisualShader::TYPE_MAX] = {
|
|
"vertex",
|
|
"fragment",
|
|
"light"
|
|
};
|
|
bool VisualShader::_set(const StringName &p_name, const Variant &p_value) {
|
|
|
|
String name = p_name;
|
|
if (name == "mode") {
|
|
set_mode(Shader::Mode(int(p_value)));
|
|
return true;
|
|
} else if (name.begins_with("flags/")) {
|
|
StringName flag = name.get_slicec('/', 1);
|
|
bool enable = p_value;
|
|
if (enable) {
|
|
flags.insert(flag);
|
|
} else {
|
|
flags.erase(flag);
|
|
}
|
|
_queue_update();
|
|
return true;
|
|
} else if (name.begins_with("modes/")) {
|
|
String mode = name.get_slicec('/', 1);
|
|
int value = p_value;
|
|
if (value == 0) {
|
|
modes.erase(mode); //means it's default anyway, so don't store it
|
|
} else {
|
|
modes[mode] = value;
|
|
}
|
|
_queue_update();
|
|
return true;
|
|
} else if (name.begins_with("nodes/")) {
|
|
String typestr = name.get_slicec('/', 1);
|
|
Type type = TYPE_VERTEX;
|
|
for (int i = 0; i < TYPE_MAX; i++) {
|
|
if (typestr == type_string[i]) {
|
|
type = Type(i);
|
|
break;
|
|
}
|
|
}
|
|
|
|
String index = name.get_slicec('/', 2);
|
|
if (index == "connections") {
|
|
|
|
Vector<int> conns = p_value;
|
|
if (conns.size() % 4 == 0) {
|
|
for (int i = 0; i < conns.size(); i += 4) {
|
|
connect_nodes_forced(type, conns[i + 0], conns[i + 1], conns[i + 2], conns[i + 3]);
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
int id = index.to_int();
|
|
String what = name.get_slicec('/', 3);
|
|
|
|
if (what == "node") {
|
|
add_node(type, p_value, Vector2(), id);
|
|
return true;
|
|
} else if (what == "position") {
|
|
set_node_position(type, id, p_value);
|
|
return true;
|
|
} else if (what == "size") {
|
|
((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->set_size(p_value);
|
|
return true;
|
|
} else if (what == "input_ports") {
|
|
((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->set_inputs(p_value);
|
|
return true;
|
|
} else if (what == "output_ports") {
|
|
((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->set_outputs(p_value);
|
|
return true;
|
|
} else if (what == "expression") {
|
|
((VisualShaderNodeExpression *)get_node(type, id).ptr())->set_expression(p_value);
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool VisualShader::_get(const StringName &p_name, Variant &r_ret) const {
|
|
|
|
String name = p_name;
|
|
if (name == "mode") {
|
|
r_ret = get_mode();
|
|
return true;
|
|
} else if (name.begins_with("flags/")) {
|
|
StringName flag = name.get_slicec('/', 1);
|
|
r_ret = flags.has(flag);
|
|
return true;
|
|
} else if (name.begins_with("modes/")) {
|
|
String mode = name.get_slicec('/', 1);
|
|
if (modes.has(mode)) {
|
|
r_ret = modes[mode];
|
|
} else {
|
|
r_ret = 0;
|
|
}
|
|
return true;
|
|
} else if (name.begins_with("nodes/")) {
|
|
String typestr = name.get_slicec('/', 1);
|
|
Type type = TYPE_VERTEX;
|
|
for (int i = 0; i < TYPE_MAX; i++) {
|
|
if (typestr == type_string[i]) {
|
|
type = Type(i);
|
|
break;
|
|
}
|
|
}
|
|
|
|
String index = name.get_slicec('/', 2);
|
|
if (index == "connections") {
|
|
|
|
Vector<int> conns;
|
|
for (const List<Connection>::Element *E = graph[type].connections.front(); E; E = E->next()) {
|
|
conns.push_back(E->get().from_node);
|
|
conns.push_back(E->get().from_port);
|
|
conns.push_back(E->get().to_node);
|
|
conns.push_back(E->get().to_port);
|
|
}
|
|
|
|
r_ret = conns;
|
|
return true;
|
|
}
|
|
|
|
int id = index.to_int();
|
|
String what = name.get_slicec('/', 3);
|
|
|
|
if (what == "node") {
|
|
r_ret = get_node(type, id);
|
|
return true;
|
|
} else if (what == "position") {
|
|
r_ret = get_node_position(type, id);
|
|
return true;
|
|
} else if (what == "size") {
|
|
r_ret = ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->get_size();
|
|
return true;
|
|
} else if (what == "input_ports") {
|
|
r_ret = ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->get_inputs();
|
|
return true;
|
|
} else if (what == "output_ports") {
|
|
r_ret = ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->get_outputs();
|
|
return true;
|
|
} else if (what == "expression") {
|
|
r_ret = ((VisualShaderNodeExpression *)get_node(type, id).ptr())->get_expression();
|
|
return true;
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
void VisualShader::_get_property_list(List<PropertyInfo> *p_list) const {
|
|
|
|
//mode
|
|
p_list->push_back(PropertyInfo(Variant::INT, "mode", PROPERTY_HINT_ENUM, "Spatial,CanvasItem,Particles"));
|
|
//render modes
|
|
|
|
Map<String, String> blend_mode_enums;
|
|
Set<String> toggles;
|
|
|
|
for (int i = 0; i < ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader_mode)).size(); i++) {
|
|
|
|
String mode = ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader_mode))[i];
|
|
int idx = 0;
|
|
bool in_enum = false;
|
|
while (render_mode_enums[idx].string) {
|
|
if (mode.begins_with(render_mode_enums[idx].string)) {
|
|
String begin = render_mode_enums[idx].string;
|
|
String option = mode.replace_first(begin + "_", "");
|
|
if (!blend_mode_enums.has(begin)) {
|
|
blend_mode_enums[begin] = option;
|
|
} else {
|
|
blend_mode_enums[begin] += "," + option;
|
|
}
|
|
in_enum = true;
|
|
break;
|
|
}
|
|
idx++;
|
|
}
|
|
|
|
if (!in_enum) {
|
|
toggles.insert(mode);
|
|
}
|
|
}
|
|
|
|
for (Map<String, String>::Element *E = blend_mode_enums.front(); E; E = E->next()) {
|
|
|
|
p_list->push_back(PropertyInfo(Variant::INT, "modes/" + E->key(), PROPERTY_HINT_ENUM, E->get()));
|
|
}
|
|
|
|
for (Set<String>::Element *E = toggles.front(); E; E = E->next()) {
|
|
p_list->push_back(PropertyInfo(Variant::BOOL, "flags/" + E->get()));
|
|
}
|
|
|
|
for (int i = 0; i < TYPE_MAX; i++) {
|
|
for (Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) {
|
|
|
|
String prop_name = "nodes/";
|
|
prop_name += type_string[i];
|
|
prop_name += "/" + itos(E->key());
|
|
|
|
if (E->key() != NODE_ID_OUTPUT) {
|
|
|
|
p_list->push_back(PropertyInfo(Variant::OBJECT, prop_name + "/node", PROPERTY_HINT_RESOURCE_TYPE, "VisualShaderNode", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_DO_NOT_SHARE_ON_DUPLICATE));
|
|
}
|
|
p_list->push_back(PropertyInfo(Variant::VECTOR2, prop_name + "/position", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
|
|
|
|
if (Object::cast_to<VisualShaderNodeGroupBase>(E->get().node.ptr()) != NULL) {
|
|
p_list->push_back(PropertyInfo(Variant::VECTOR2, prop_name + "/size", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
|
|
p_list->push_back(PropertyInfo(Variant::STRING, prop_name + "/input_ports", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
|
|
p_list->push_back(PropertyInfo(Variant::STRING, prop_name + "/output_ports", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
|
|
}
|
|
if (Object::cast_to<VisualShaderNodeExpression>(E->get().node.ptr()) != NULL) {
|
|
p_list->push_back(PropertyInfo(Variant::STRING, prop_name + "/expression", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
|
|
}
|
|
}
|
|
p_list->push_back(PropertyInfo(Variant::POOL_INT_ARRAY, "nodes/" + String(type_string[i]) + "/connections", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR));
|
|
}
|
|
}
|
|
|
|
Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBuilder &global_code_per_node, Map<Type, StringBuilder> &global_code_per_func, StringBuilder &code, Vector<VisualShader::DefaultTextureParam> &def_tex_params, const VMap<ConnectionKey, const List<Connection>::Element *> &input_connections, const VMap<ConnectionKey, const List<Connection>::Element *> &output_connections, int node, Set<int> &processed, bool for_preview, Set<StringName> &r_classes) const {
|
|
|
|
const Ref<VisualShaderNode> vsnode = graph[type].nodes[node].node;
|
|
|
|
//check inputs recursively first
|
|
int input_count = vsnode->get_input_port_count();
|
|
for (int i = 0; i < input_count; i++) {
|
|
ConnectionKey ck;
|
|
ck.node = node;
|
|
ck.port = i;
|
|
|
|
if (input_connections.has(ck)) {
|
|
int from_node = input_connections[ck]->get().from_node;
|
|
if (processed.has(from_node)) {
|
|
continue;
|
|
}
|
|
|
|
Error err = _write_node(type, global_code, global_code_per_node, global_code_per_func, code, def_tex_params, input_connections, output_connections, from_node, processed, for_preview, r_classes);
|
|
if (err)
|
|
return err;
|
|
}
|
|
}
|
|
|
|
// then this node
|
|
|
|
code += "// " + vsnode->get_caption() + ":" + itos(node) + "\n";
|
|
Vector<String> input_vars;
|
|
|
|
input_vars.resize(vsnode->get_input_port_count());
|
|
String *inputs = input_vars.ptrw();
|
|
|
|
for (int i = 0; i < input_count; i++) {
|
|
ConnectionKey ck;
|
|
ck.node = node;
|
|
ck.port = i;
|
|
|
|
if (input_connections.has(ck)) {
|
|
//connected to something, use that output
|
|
int from_node = input_connections[ck]->get().from_node;
|
|
int from_port = input_connections[ck]->get().from_port;
|
|
|
|
VisualShaderNode::PortType in_type = vsnode->get_input_port_type(i);
|
|
VisualShaderNode::PortType out_type = graph[type].nodes[from_node].node->get_output_port_type(from_port);
|
|
|
|
String src_var = "n_out" + itos(from_node) + "p" + itos(from_port);
|
|
|
|
if (in_type == VisualShaderNode::PORT_TYPE_SAMPLER && out_type == VisualShaderNode::PORT_TYPE_SAMPLER) {
|
|
|
|
VisualShaderNodeUniform *uniform = (VisualShaderNodeUniform *)graph[type].nodes[from_node].node.ptr();
|
|
if (uniform) {
|
|
inputs[i] = uniform->get_uniform_name();
|
|
} else {
|
|
inputs[i] = "";
|
|
}
|
|
} else if (in_type == out_type) {
|
|
inputs[i] = src_var;
|
|
} else if (in_type == VisualShaderNode::PORT_TYPE_SCALAR && out_type == VisualShaderNode::PORT_TYPE_VECTOR) {
|
|
inputs[i] = "dot(" + src_var + ",vec3(0.333333,0.333333,0.333333))";
|
|
} else if (in_type == VisualShaderNode::PORT_TYPE_VECTOR && out_type == VisualShaderNode::PORT_TYPE_SCALAR) {
|
|
inputs[i] = "vec3(" + src_var + ")";
|
|
} else if (in_type == VisualShaderNode::PORT_TYPE_BOOLEAN && out_type == VisualShaderNode::PORT_TYPE_VECTOR) {
|
|
inputs[i] = "all(bvec3(" + src_var + "))";
|
|
} else if (in_type == VisualShaderNode::PORT_TYPE_BOOLEAN && out_type == VisualShaderNode::PORT_TYPE_SCALAR) {
|
|
inputs[i] = src_var + ">0.0?true:false";
|
|
} else if (in_type == VisualShaderNode::PORT_TYPE_SCALAR && out_type == VisualShaderNode::PORT_TYPE_BOOLEAN) {
|
|
inputs[i] = src_var + "?1.0:0.0";
|
|
} else if (in_type == VisualShaderNode::PORT_TYPE_VECTOR && out_type == VisualShaderNode::PORT_TYPE_BOOLEAN) {
|
|
inputs[i] = "vec3(" + src_var + "?1.0:0.0)";
|
|
}
|
|
} else {
|
|
|
|
Variant defval = vsnode->get_input_port_default_value(i);
|
|
if (defval.get_type() == Variant::REAL || defval.get_type() == Variant::INT) {
|
|
float val = defval;
|
|
inputs[i] = "n_in" + itos(node) + "p" + itos(i);
|
|
code += "\tfloat " + inputs[i] + " = " + vformat("%.5f", val) + ";\n";
|
|
} else if (defval.get_type() == Variant::BOOL) {
|
|
bool val = defval;
|
|
inputs[i] = "n_in" + itos(node) + "p" + itos(i);
|
|
code += "\tbool " + inputs[i] + " = " + (val ? "true" : "false") + ";\n";
|
|
} else if (defval.get_type() == Variant::VECTOR3) {
|
|
Vector3 val = defval;
|
|
inputs[i] = "n_in" + itos(node) + "p" + itos(i);
|
|
code += "\tvec3 " + inputs[i] + " = " + vformat("vec3(%.5f,%.5f,%.5f);\n", val.x, val.y, val.z);
|
|
} else if (defval.get_type() == Variant::TRANSFORM) {
|
|
Transform val = defval;
|
|
val.basis.transpose();
|
|
inputs[i] = "n_in" + itos(node) + "p" + itos(i);
|
|
Array values;
|
|
for (int j = 0; j < 3; j++) {
|
|
values.push_back(val.basis[j].x);
|
|
values.push_back(val.basis[j].y);
|
|
values.push_back(val.basis[j].z);
|
|
}
|
|
values.push_back(val.origin.x);
|
|
values.push_back(val.origin.y);
|
|
values.push_back(val.origin.z);
|
|
bool err = false;
|
|
code += "\tmat4 " + inputs[i] + " = " + String("mat4( vec4(%.5f,%.5f,%.5f,0.0),vec4(%.5f,%.5f,%.5f,0.0),vec4(%.5f,%.5f,%.5f,0.0),vec4(%.5f,%.5f,%.5f,1.0) );\n").sprintf(values, &err);
|
|
} else {
|
|
//will go empty, node is expected to know what it is doing at this point and handle it
|
|
}
|
|
}
|
|
}
|
|
|
|
int output_count = vsnode->get_output_port_count();
|
|
Vector<String> output_vars;
|
|
output_vars.resize(vsnode->get_output_port_count());
|
|
String *outputs = output_vars.ptrw();
|
|
|
|
for (int i = 0; i < output_count; i++) {
|
|
|
|
outputs[i] = "n_out" + itos(node) + "p" + itos(i);
|
|
switch (vsnode->get_output_port_type(i)) {
|
|
case VisualShaderNode::PORT_TYPE_SCALAR: code += String() + "\tfloat " + outputs[i] + ";\n"; break;
|
|
case VisualShaderNode::PORT_TYPE_VECTOR: code += String() + "\tvec3 " + outputs[i] + ";\n"; break;
|
|
case VisualShaderNode::PORT_TYPE_BOOLEAN: code += String() + "\tbool " + outputs[i] + ";\n"; break;
|
|
case VisualShaderNode::PORT_TYPE_TRANSFORM: code += String() + "\tmat4 " + outputs[i] + ";\n"; break;
|
|
default: {
|
|
}
|
|
}
|
|
}
|
|
|
|
Vector<VisualShader::DefaultTextureParam> params = vsnode->get_default_texture_parameters(type, node);
|
|
for (int i = 0; i < params.size(); i++) {
|
|
def_tex_params.push_back(params[i]);
|
|
}
|
|
|
|
Ref<VisualShaderNodeInput> input = vsnode;
|
|
bool skip_global = input.is_valid() && for_preview;
|
|
|
|
if (!skip_global) {
|
|
|
|
global_code += vsnode->generate_global(get_mode(), type, node);
|
|
|
|
String class_name = vsnode->get_class_name();
|
|
if (class_name == "VisualShaderNodeCustom") {
|
|
class_name = vsnode->get_script_instance()->get_script()->get_language()->get_global_class_name(vsnode->get_script_instance()->get_script()->get_path());
|
|
}
|
|
if (!r_classes.has(class_name)) {
|
|
global_code_per_node += vsnode->generate_global_per_node(get_mode(), type, node);
|
|
for (int i = 0; i < TYPE_MAX; i++) {
|
|
global_code_per_func[Type(i)] += vsnode->generate_global_per_func(get_mode(), Type(i), node);
|
|
}
|
|
r_classes.insert(class_name);
|
|
}
|
|
}
|
|
|
|
code += vsnode->generate_code(get_mode(), type, node, inputs, outputs, for_preview);
|
|
|
|
code += "\n"; //
|
|
processed.insert(node);
|
|
|
|
return OK;
|
|
}
|
|
|
|
void VisualShader::_update_shader() const {
|
|
if (!dirty)
|
|
return;
|
|
|
|
dirty = false;
|
|
|
|
StringBuilder global_code;
|
|
StringBuilder global_code_per_node;
|
|
Map<Type, StringBuilder> global_code_per_func;
|
|
StringBuilder code;
|
|
Vector<VisualShader::DefaultTextureParam> default_tex_params;
|
|
Set<StringName> classes;
|
|
List<int> insertion_pos;
|
|
static const char *shader_mode_str[Shader::MODE_MAX] = { "spatial", "canvas_item", "particles" };
|
|
|
|
global_code += String() + "shader_type " + shader_mode_str[shader_mode] + ";\n";
|
|
|
|
String render_mode;
|
|
|
|
{
|
|
//fill render mode enums
|
|
int idx = 0;
|
|
while (render_mode_enums[idx].string) {
|
|
|
|
if (shader_mode == render_mode_enums[idx].mode) {
|
|
|
|
if (modes.has(render_mode_enums[idx].string)) {
|
|
|
|
int which = modes[render_mode_enums[idx].string];
|
|
int count = 0;
|
|
for (int i = 0; i < ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader_mode)).size(); i++) {
|
|
String mode = ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader_mode))[i];
|
|
if (mode.begins_with(render_mode_enums[idx].string)) {
|
|
if (count == which) {
|
|
if (render_mode != String()) {
|
|
render_mode += ", ";
|
|
}
|
|
render_mode += mode;
|
|
break;
|
|
}
|
|
count++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
idx++;
|
|
}
|
|
|
|
//fill render mode flags
|
|
for (int i = 0; i < ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader_mode)).size(); i++) {
|
|
|
|
String mode = ShaderTypes::get_singleton()->get_modes(VisualServer::ShaderMode(shader_mode))[i];
|
|
if (flags.has(mode)) {
|
|
if (render_mode != String()) {
|
|
render_mode += ", ";
|
|
}
|
|
render_mode += mode;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (render_mode != String()) {
|
|
|
|
global_code += "render_mode " + render_mode + ";\n\n";
|
|
}
|
|
|
|
static const char *func_name[TYPE_MAX] = { "vertex", "fragment", "light" };
|
|
|
|
String global_expressions;
|
|
for (int i = 0, index = 0; i < TYPE_MAX; i++) {
|
|
for (Map<int, Node>::Element *E = graph[i].nodes.front(); E; E = E->next()) {
|
|
Ref<VisualShaderNodeGlobalExpression> global_expression = Object::cast_to<VisualShaderNodeGlobalExpression>(E->get().node.ptr());
|
|
if (global_expression.is_valid()) {
|
|
|
|
String expr = "";
|
|
expr += "// " + global_expression->get_caption() + ":" + itos(index++) + "\n";
|
|
expr += global_expression->generate_global(get_mode(), Type(i), -1);
|
|
expr = expr.replace("\n", "\n\t");
|
|
expr += "\n";
|
|
global_expressions += expr;
|
|
}
|
|
}
|
|
}
|
|
|
|
for (int i = 0; i < TYPE_MAX; i++) {
|
|
|
|
//make it faster to go around through shader
|
|
VMap<ConnectionKey, const List<Connection>::Element *> input_connections;
|
|
VMap<ConnectionKey, const List<Connection>::Element *> output_connections;
|
|
|
|
for (const List<Connection>::Element *E = graph[i].connections.front(); E; E = E->next()) {
|
|
ConnectionKey from_key;
|
|
from_key.node = E->get().from_node;
|
|
from_key.port = E->get().from_port;
|
|
|
|
output_connections.insert(from_key, E);
|
|
|
|
ConnectionKey to_key;
|
|
to_key.node = E->get().to_node;
|
|
to_key.port = E->get().to_port;
|
|
|
|
input_connections.insert(to_key, E);
|
|
}
|
|
|
|
code += "\nvoid " + String(func_name[i]) + "() {\n";
|
|
|
|
Set<int> processed;
|
|
Error err = _write_node(Type(i), global_code, global_code_per_node, global_code_per_func, code, default_tex_params, input_connections, output_connections, NODE_ID_OUTPUT, processed, false, classes);
|
|
ERR_FAIL_COND(err != OK);
|
|
insertion_pos.push_back(code.get_string_length());
|
|
|
|
code += "}\n";
|
|
}
|
|
|
|
//set code secretly
|
|
global_code += "\n\n";
|
|
String final_code = global_code;
|
|
final_code += global_code_per_node;
|
|
final_code += global_expressions;
|
|
String tcode = code;
|
|
for (int i = 0; i < TYPE_MAX; i++) {
|
|
tcode = tcode.insert(insertion_pos[i], global_code_per_func[Type(i)]);
|
|
}
|
|
final_code += tcode;
|
|
|
|
const_cast<VisualShader *>(this)->set_code(final_code);
|
|
for (int i = 0; i < default_tex_params.size(); i++) {
|
|
const_cast<VisualShader *>(this)->set_default_texture_param(default_tex_params[i].name, default_tex_params[i].param);
|
|
}
|
|
if (previous_code != final_code) {
|
|
const_cast<VisualShader *>(this)->emit_signal("changed");
|
|
}
|
|
previous_code = final_code;
|
|
}
|
|
|
|
void VisualShader::_queue_update() {
|
|
if (dirty) {
|
|
return;
|
|
}
|
|
|
|
dirty = true;
|
|
call_deferred("_update_shader");
|
|
}
|
|
|
|
void VisualShader::_input_type_changed(Type p_type, int p_id) {
|
|
//erase connections using this input, as type changed
|
|
Graph *g = &graph[p_type];
|
|
|
|
for (List<Connection>::Element *E = g->connections.front(); E;) {
|
|
List<Connection>::Element *N = E->next();
|
|
if (E->get().from_node == p_id) {
|
|
g->connections.erase(E);
|
|
}
|
|
E = N;
|
|
}
|
|
}
|
|
|
|
void VisualShader::rebuild() {
|
|
dirty = true;
|
|
_update_shader();
|
|
}
|
|
|
|
void VisualShader::_bind_methods() {
|
|
|
|
ClassDB::bind_method(D_METHOD("set_mode", "mode"), &VisualShader::set_mode);
|
|
|
|
ClassDB::bind_method(D_METHOD("add_node", "type", "node", "position", "id"), &VisualShader::add_node);
|
|
ClassDB::bind_method(D_METHOD("get_node", "type", "id"), &VisualShader::get_node);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_node_position", "type", "id", "position"), &VisualShader::set_node_position);
|
|
ClassDB::bind_method(D_METHOD("get_node_position", "type", "id"), &VisualShader::get_node_position);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_node_list", "type"), &VisualShader::get_node_list);
|
|
ClassDB::bind_method(D_METHOD("get_valid_node_id", "type"), &VisualShader::get_valid_node_id);
|
|
|
|
ClassDB::bind_method(D_METHOD("remove_node", "type", "id"), &VisualShader::remove_node);
|
|
|
|
ClassDB::bind_method(D_METHOD("is_node_connection", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::is_node_connection);
|
|
ClassDB::bind_method(D_METHOD("can_connect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::is_node_connection);
|
|
|
|
ClassDB::bind_method(D_METHOD("connect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::connect_nodes);
|
|
ClassDB::bind_method(D_METHOD("disconnect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::disconnect_nodes);
|
|
ClassDB::bind_method(D_METHOD("connect_nodes_forced", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::connect_nodes_forced);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_node_connections", "type"), &VisualShader::_get_node_connections);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_graph_offset", "offset"), &VisualShader::set_graph_offset);
|
|
ClassDB::bind_method(D_METHOD("get_graph_offset"), &VisualShader::get_graph_offset);
|
|
|
|
ClassDB::bind_method(D_METHOD("_queue_update"), &VisualShader::_queue_update);
|
|
ClassDB::bind_method(D_METHOD("_update_shader"), &VisualShader::_update_shader);
|
|
|
|
ClassDB::bind_method(D_METHOD("_input_type_changed"), &VisualShader::_input_type_changed);
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "graph_offset", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_graph_offset", "get_graph_offset");
|
|
|
|
BIND_ENUM_CONSTANT(TYPE_VERTEX);
|
|
BIND_ENUM_CONSTANT(TYPE_FRAGMENT);
|
|
BIND_ENUM_CONSTANT(TYPE_LIGHT);
|
|
BIND_ENUM_CONSTANT(TYPE_MAX);
|
|
|
|
BIND_CONSTANT(NODE_ID_INVALID);
|
|
BIND_CONSTANT(NODE_ID_OUTPUT);
|
|
}
|
|
|
|
VisualShader::VisualShader() {
|
|
shader_mode = Shader::MODE_SPATIAL;
|
|
|
|
for (int i = 0; i < TYPE_MAX; i++) {
|
|
Ref<VisualShaderNodeOutput> output;
|
|
output.instance();
|
|
output->shader_type = Type(i);
|
|
output->shader_mode = shader_mode;
|
|
graph[i].nodes[NODE_ID_OUTPUT].node = output;
|
|
graph[i].nodes[NODE_ID_OUTPUT].position = Vector2(400, 150);
|
|
}
|
|
|
|
dirty = true;
|
|
}
|
|
|
|
///////////////////////////////////////////////////////////
|
|
|
|
const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
|
|
// Spatial, Vertex
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "TANGENT" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "BINORMAL" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "vec3(UV2,0.0)" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" },
|
|
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "modelview", "MODELVIEW_MATRIX" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "camera", "CAMERA_MATRIX" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_camera", "INV_CAMERA_MATRIX" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection", "INV_PROJECTION_MATRIX" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(VIEWPORT_SIZE, 0)" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
|
|
|
|
// Spatial, Fragment
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "TANGENT" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "BINORMAL" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "view", "VIEW" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "vec3(UV2,0.0)" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "point_coord", "vec3(POINT_COORD,0.0)" },
|
|
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV,0.0)" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "side", "float(FRONT_FACING ? 1.0 : 0.0)" },
|
|
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_camera", "INV_CAMERA_MATRIX" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "camera", "CAMERA_MATRIX" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection", "INV_PROJECTION_MATRIX" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(VIEWPORT_SIZE, 0.0)" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "front_facing", "FRONT_FACING" },
|
|
|
|
// Spatial, Light
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "view", "VIEW" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light", "LIGHT" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_color", "LIGHT_COLOR" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "attenuation", "ATTENUATION" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "albedo", "ALBEDO" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "transmission", "TRANSMISSION" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "diffuse", "DIFFUSE_LIGHT" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "specular", "SPECULAR_LIGHT" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
|
|
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_camera", "INV_CAMERA_MATRIX" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "camera", "CAMERA_MATRIX" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection", "INV_PROJECTION_MATRIX" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(VIEWPORT_SIZE, 0.0)" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
|
|
// Canvas Item, Vertex
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "vec3(VERTEX,0.0)" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "texture_pixel_size", "vec3(TEXTURE_PIXEL_SIZE, 1.0)" },
|
|
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "extra", "EXTRA_MATRIX" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "light_pass", "float(AT_LIGHT_PASS ? 1.0 : 0.0)" },
|
|
// Canvas Item, Fragment
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV,0.0)" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "texture_pixel_size", "vec3(TEXTURE_PIXEL_SIZE, 1.0)" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_pixel_size", "vec3(SCREEN_PIXEL_SIZE, 1.0)" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "point_coord", "vec3(POINT_COORD,0.0)" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "light_pass", "float(AT_LIGHT_PASS ? 1.0 : 0.0)" },
|
|
// Canvas Item, Light
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_vec", "vec3(LIGHT_VEC,0.0)" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_height", "LIGHT_HEIGHT" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_color", "LIGHT_COLOR.rgb" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_alpha", "LIGHT_COLOR.a" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_uv", "vec3(LIGHT_UV,0.0)" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "shadow_color", "SHADOW_COLOR.rgb" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV,0.0)" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "texture_pixel_size", "vec3(TEXTURE_PIXEL_SIZE, 1.0)" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "point_coord", "vec3(POINT_COORD,0.0)" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
|
|
|
|
// Particles, Vertex
|
|
{ Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
|
|
{ Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
|
|
{ Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "VELOCITY" },
|
|
{ Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "restart", "float(RESTART ? 1.0 : 0.0)" },
|
|
{ Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "active", "float(ACTIVE ? 1.0 : 0.0)" },
|
|
{ Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "custom", "CUSTOM.rgb" },
|
|
{ Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
|
|
{ Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
|
|
|
|
{ Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
|
|
{ Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
|
|
{ Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "index", "float(INDEX)" },
|
|
|
|
{ Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
|
|
{ Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
|
|
{ Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, NULL, NULL },
|
|
};
|
|
|
|
const VisualShaderNodeInput::Port VisualShaderNodeInput::preview_ports[] = {
|
|
|
|
// Spatial, Fragment
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "vec3(0.0,0.0,1.0)" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "vec3(0.0,1.0,0.0)" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "vec3(1.0,0.0,0.0)" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "vec3(UV,0.0)" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
|
|
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV,0.0)" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "side", "1.0" },
|
|
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(1.0,1.0, 0.0)" },
|
|
|
|
// Spatial, Light
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "vec3(0.0,0.0,1.0)" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(1.0, 1.0, 0.0)" },
|
|
// Canvas Item, Vertex
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "vec3(VERTEX,0.0)" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
|
|
// Canvas Item, Fragment
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV,0.0)" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
|
|
// Canvas Item, Light
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "vec3(0.0,0.0,1.0)" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
|
|
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV,0.0)" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
|
|
// Particles, Vertex
|
|
{ Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" },
|
|
{ Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" },
|
|
{ Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "vec3(0.0,0.0,1.0)" },
|
|
{ Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
|
|
{ Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, NULL, NULL },
|
|
};
|
|
|
|
int VisualShaderNodeInput::get_input_port_count() const {
|
|
|
|
return 0;
|
|
}
|
|
VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_port_type(int p_port) const {
|
|
|
|
return PORT_TYPE_SCALAR;
|
|
}
|
|
String VisualShaderNodeInput::get_input_port_name(int p_port) const {
|
|
|
|
return "";
|
|
}
|
|
|
|
int VisualShaderNodeInput::get_output_port_count() const {
|
|
|
|
return 1;
|
|
}
|
|
VisualShaderNodeInput::PortType VisualShaderNodeInput::get_output_port_type(int p_port) const {
|
|
|
|
return get_input_type_by_name(input_name);
|
|
}
|
|
String VisualShaderNodeInput::get_output_port_name(int p_port) const {
|
|
return "";
|
|
}
|
|
|
|
String VisualShaderNodeInput::get_caption() const {
|
|
return TTR("Input");
|
|
}
|
|
|
|
String VisualShaderNodeInput::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 (p_for_preview) {
|
|
int idx = 0;
|
|
|
|
String code;
|
|
|
|
while (preview_ports[idx].mode != Shader::MODE_MAX) {
|
|
if (preview_ports[idx].mode == shader_mode && preview_ports[idx].shader_type == shader_type && preview_ports[idx].name == input_name) {
|
|
code = "\t" + p_output_vars[0] + " = " + preview_ports[idx].string + ";\n";
|
|
break;
|
|
}
|
|
idx++;
|
|
}
|
|
|
|
if (code == String()) {
|
|
switch (get_output_port_type(0)) {
|
|
case PORT_TYPE_SCALAR: {
|
|
code = "\t" + p_output_vars[0] + " = 0.0;\n";
|
|
} break; //default (none found) is scalar
|
|
case PORT_TYPE_VECTOR: {
|
|
code = "\t" + p_output_vars[0] + " = vec3(0.0);\n";
|
|
} break; //default (none found) is scalar
|
|
case PORT_TYPE_TRANSFORM: {
|
|
code = "\t" + p_output_vars[0] + " = mat4( vec4(1.0,0.0,0.0,0.0), vec4(0.0,1.0,0.0,0.0), vec4(0.0,0.0,1.0,0.0), vec4(0.0,0.0,0.0,1.0) );\n";
|
|
} break; //default (none found) is scalar
|
|
case PORT_TYPE_BOOLEAN: {
|
|
code = "\t" + p_output_vars[0] + " = false;\n";
|
|
} break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
return code;
|
|
|
|
} else {
|
|
int idx = 0;
|
|
|
|
String code;
|
|
|
|
while (ports[idx].mode != Shader::MODE_MAX) {
|
|
if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == input_name) {
|
|
code = "\t" + p_output_vars[0] + " = " + ports[idx].string + ";\n";
|
|
break;
|
|
}
|
|
idx++;
|
|
}
|
|
|
|
if (code == String()) {
|
|
code = "\t" + p_output_vars[0] + " = 0.0;\n"; //default (none found) is scalar
|
|
}
|
|
|
|
return code;
|
|
}
|
|
}
|
|
|
|
void VisualShaderNodeInput::set_input_name(String p_name) {
|
|
PortType prev_type = get_input_type_by_name(input_name);
|
|
input_name = p_name;
|
|
emit_changed();
|
|
if (get_input_type_by_name(input_name) != prev_type) {
|
|
emit_signal("input_type_changed");
|
|
}
|
|
}
|
|
|
|
String VisualShaderNodeInput::get_input_name() const {
|
|
return input_name;
|
|
}
|
|
|
|
VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_type_by_name(String p_name) const {
|
|
|
|
int idx = 0;
|
|
|
|
while (ports[idx].mode != Shader::MODE_MAX) {
|
|
if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == p_name) {
|
|
return ports[idx].type;
|
|
}
|
|
idx++;
|
|
}
|
|
|
|
return PORT_TYPE_SCALAR;
|
|
}
|
|
|
|
int VisualShaderNodeInput::get_input_index_count() const {
|
|
int idx = 0;
|
|
int count = 0;
|
|
|
|
while (ports[idx].mode != Shader::MODE_MAX) {
|
|
if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
|
|
count++;
|
|
}
|
|
idx++;
|
|
}
|
|
|
|
return count;
|
|
}
|
|
|
|
VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_index_type(int p_index) const {
|
|
int idx = 0;
|
|
int count = 0;
|
|
|
|
while (ports[idx].mode != Shader::MODE_MAX) {
|
|
if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
|
|
if (count == p_index) {
|
|
return ports[idx].type;
|
|
}
|
|
count++;
|
|
}
|
|
idx++;
|
|
}
|
|
|
|
return PORT_TYPE_SCALAR;
|
|
}
|
|
|
|
String VisualShaderNodeInput::get_input_index_name(int p_index) const {
|
|
int idx = 0;
|
|
int count = 0;
|
|
|
|
while (ports[idx].mode != Shader::MODE_MAX) {
|
|
if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
|
|
if (count == p_index) {
|
|
return ports[idx].name;
|
|
}
|
|
count++;
|
|
}
|
|
idx++;
|
|
}
|
|
|
|
return "";
|
|
}
|
|
|
|
void VisualShaderNodeInput::_validate_property(PropertyInfo &property) const {
|
|
|
|
if (property.name == "input_name") {
|
|
String port_list;
|
|
|
|
int idx = 0;
|
|
|
|
while (ports[idx].mode != Shader::MODE_MAX) {
|
|
if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
|
|
if (port_list != String()) {
|
|
port_list += ",";
|
|
}
|
|
port_list += ports[idx].name;
|
|
}
|
|
idx++;
|
|
}
|
|
|
|
if (port_list == "") {
|
|
port_list = TTR("None");
|
|
}
|
|
property.hint_string = port_list;
|
|
}
|
|
}
|
|
|
|
Vector<StringName> VisualShaderNodeInput::get_editable_properties() const {
|
|
Vector<StringName> props;
|
|
props.push_back("input_name");
|
|
return props;
|
|
}
|
|
|
|
void VisualShaderNodeInput::_bind_methods() {
|
|
|
|
ClassDB::bind_method(D_METHOD("set_input_name", "name"), &VisualShaderNodeInput::set_input_name);
|
|
ClassDB::bind_method(D_METHOD("get_input_name"), &VisualShaderNodeInput::get_input_name);
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::STRING, "input_name", PROPERTY_HINT_ENUM, ""), "set_input_name", "get_input_name");
|
|
ADD_SIGNAL(MethodInfo("input_type_changed"));
|
|
}
|
|
VisualShaderNodeInput::VisualShaderNodeInput() {
|
|
input_name = "[None]";
|
|
// changed when set
|
|
shader_type = VisualShader::TYPE_MAX;
|
|
shader_mode = Shader::MODE_MAX;
|
|
}
|
|
|
|
////////////////////////////////////////////
|
|
|
|
const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = {
|
|
// Spatial, Vertex
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "TANGENT" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "BINORMAL" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "UV:xy" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "UV2:xy" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
|
|
// Spatial, Fragment
|
|
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "albedo", "ALBEDO" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "ALPHA" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "metallic", "METALLIC" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "specular", "SPECULAR" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "emission", "EMISSION" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "ao", "AO" },
|
|
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normalmap", "NORMALMAP" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "normalmap_depth", "NORMALMAP_DEPTH" },
|
|
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "rim", "RIM" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "rim_tint", "RIM_TINT" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "clearcoat", "CLEARCOAT" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "clearcoat_gloss", "CLEARCOAT_GLOSS" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "anisotropy", "ANISOTROPY" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "anisotropy_flow", "ANISOTROPY_FLOW:xy" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "subsurf_scatter", "SSS_STRENGTH" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "transmission", "TRANSMISSION" },
|
|
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha_scissor", "ALPHA_SCISSOR" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "ao_light_affect", "AO_LIGHT_AFFECT" },
|
|
|
|
// Spatial, Light
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "diffuse", "DIFFUSE_LIGHT" },
|
|
{ Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "specular", "SPECULAR_LIGHT" },
|
|
// Canvas Item, Vertex
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX:xy" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "UV:xy" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
|
|
// Canvas Item, Fragment
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normalmap", "NORMALMAP" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "normalmap_depth", "NORMALMAP_DEPTH" },
|
|
// Canvas Item, Light
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light", "LIGHT.rgb" },
|
|
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_alpha", "LIGHT.rgb" },
|
|
// Particles, Vertex
|
|
{ Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" },
|
|
{ Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" },
|
|
{ Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "velocity", "VELOCITY" },
|
|
{ Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "custom", "CUSTOM.rgb" },
|
|
{ Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "custom_alpha", "CUSTOM.a" },
|
|
{ Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
|
|
{ Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, NULL, NULL },
|
|
};
|
|
|
|
int VisualShaderNodeOutput::get_input_port_count() const {
|
|
|
|
int idx = 0;
|
|
int count = 0;
|
|
|
|
while (ports[idx].mode != Shader::MODE_MAX) {
|
|
if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
|
|
count++;
|
|
}
|
|
idx++;
|
|
}
|
|
|
|
return count;
|
|
}
|
|
|
|
VisualShaderNodeOutput::PortType VisualShaderNodeOutput::get_input_port_type(int p_port) const {
|
|
|
|
int idx = 0;
|
|
int count = 0;
|
|
|
|
while (ports[idx].mode != Shader::MODE_MAX) {
|
|
if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
|
|
if (count == p_port) {
|
|
return ports[idx].type;
|
|
}
|
|
count++;
|
|
}
|
|
idx++;
|
|
}
|
|
|
|
return PORT_TYPE_SCALAR;
|
|
}
|
|
|
|
String VisualShaderNodeOutput::get_input_port_name(int p_port) const {
|
|
|
|
int idx = 0;
|
|
int count = 0;
|
|
|
|
while (ports[idx].mode != Shader::MODE_MAX) {
|
|
if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
|
|
if (count == p_port) {
|
|
return String(ports[idx].name).capitalize();
|
|
}
|
|
count++;
|
|
}
|
|
idx++;
|
|
}
|
|
|
|
return String();
|
|
}
|
|
|
|
Variant VisualShaderNodeOutput::get_input_port_default_value(int p_port) const {
|
|
return Variant();
|
|
}
|
|
|
|
int VisualShaderNodeOutput::get_output_port_count() const {
|
|
|
|
return 0;
|
|
}
|
|
VisualShaderNodeOutput::PortType VisualShaderNodeOutput::get_output_port_type(int p_port) const {
|
|
return PORT_TYPE_SCALAR;
|
|
}
|
|
String VisualShaderNodeOutput::get_output_port_name(int p_port) const {
|
|
return String();
|
|
}
|
|
|
|
bool VisualShaderNodeOutput::is_port_separator(int p_index) const {
|
|
|
|
if (shader_mode == Shader::MODE_SPATIAL && shader_type == VisualShader::TYPE_FRAGMENT) {
|
|
String name = get_input_port_name(p_index);
|
|
return (name == "Normal" || name == "Rim" || name == "Alpha Scissor");
|
|
}
|
|
return false;
|
|
}
|
|
|
|
String VisualShaderNodeOutput::get_caption() const {
|
|
return TTR("Output");
|
|
}
|
|
|
|
String VisualShaderNodeOutput::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 {
|
|
|
|
int idx = 0;
|
|
int count = 0;
|
|
|
|
String code;
|
|
while (ports[idx].mode != Shader::MODE_MAX) {
|
|
if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
|
|
|
|
if (p_input_vars[count] != String()) {
|
|
String s = ports[idx].string;
|
|
if (s.find(":") != -1) {
|
|
code += "\t" + s.get_slicec(':', 0) + " = " + p_input_vars[count] + "." + s.get_slicec(':', 1) + ";\n";
|
|
} else {
|
|
code += "\t" + s + " = " + p_input_vars[count] + ";\n";
|
|
}
|
|
}
|
|
count++;
|
|
}
|
|
idx++;
|
|
}
|
|
|
|
return code;
|
|
}
|
|
|
|
VisualShaderNodeOutput::VisualShaderNodeOutput() {
|
|
}
|
|
|
|
///////////////////////////
|
|
|
|
void VisualShaderNodeUniform::set_uniform_name(const String &p_name) {
|
|
uniform_name = p_name;
|
|
emit_signal("name_changed");
|
|
emit_changed();
|
|
}
|
|
|
|
String VisualShaderNodeUniform::get_uniform_name() const {
|
|
return uniform_name;
|
|
}
|
|
|
|
void VisualShaderNodeUniform::_bind_methods() {
|
|
|
|
ClassDB::bind_method(D_METHOD("set_uniform_name", "name"), &VisualShaderNodeUniform::set_uniform_name);
|
|
ClassDB::bind_method(D_METHOD("get_uniform_name"), &VisualShaderNodeUniform::get_uniform_name);
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::STRING, "uniform_name"), "set_uniform_name", "get_uniform_name");
|
|
}
|
|
|
|
VisualShaderNodeUniform::VisualShaderNodeUniform() {
|
|
}
|
|
|
|
////////////// GroupBase
|
|
|
|
String VisualShaderNodeGroupBase::get_caption() const {
|
|
return "Group";
|
|
}
|
|
|
|
void VisualShaderNodeGroupBase::set_size(const Vector2 &p_size) {
|
|
size = p_size;
|
|
}
|
|
|
|
Vector2 VisualShaderNodeGroupBase::get_size() const {
|
|
return size;
|
|
}
|
|
|
|
void VisualShaderNodeGroupBase::set_inputs(const String &p_inputs) {
|
|
|
|
if (inputs == p_inputs)
|
|
return;
|
|
|
|
clear_input_ports();
|
|
|
|
inputs = p_inputs;
|
|
|
|
Vector<String> input_strings = inputs.split(";", false);
|
|
|
|
int input_port_count = input_strings.size();
|
|
|
|
for (int i = 0; i < input_port_count; i++) {
|
|
|
|
Vector<String> arr = input_strings[i].split(",");
|
|
ERR_FAIL_COND(arr.size() != 3);
|
|
|
|
int port_idx = arr[0].to_int();
|
|
int port_type = arr[1].to_int();
|
|
String port_name = arr[2];
|
|
|
|
Port port;
|
|
port.type = (PortType)port_type;
|
|
port.name = port_name;
|
|
input_ports[port_idx] = port;
|
|
}
|
|
}
|
|
|
|
String VisualShaderNodeGroupBase::get_inputs() const {
|
|
return inputs;
|
|
}
|
|
|
|
void VisualShaderNodeGroupBase::set_outputs(const String &p_outputs) {
|
|
|
|
if (outputs == p_outputs)
|
|
return;
|
|
|
|
clear_output_ports();
|
|
|
|
outputs = p_outputs;
|
|
|
|
Vector<String> output_strings = outputs.split(";", false);
|
|
|
|
int output_port_count = output_strings.size();
|
|
|
|
for (int i = 0; i < output_port_count; i++) {
|
|
|
|
Vector<String> arr = output_strings[i].split(",");
|
|
ERR_FAIL_COND(arr.size() != 3);
|
|
|
|
int port_idx = arr[0].to_int();
|
|
int port_type = arr[1].to_int();
|
|
String port_name = arr[2];
|
|
|
|
Port port;
|
|
port.type = (PortType)port_type;
|
|
port.name = port_name;
|
|
output_ports[port_idx] = port;
|
|
}
|
|
}
|
|
|
|
String VisualShaderNodeGroupBase::get_outputs() const {
|
|
return outputs;
|
|
}
|
|
|
|
bool VisualShaderNodeGroupBase::is_valid_port_name(const String &p_name) const {
|
|
if (!p_name.is_valid_identifier()) {
|
|
return false;
|
|
}
|
|
for (int i = 0; i < get_input_port_count(); i++) {
|
|
if (get_input_port_name(i) == p_name) {
|
|
return false;
|
|
}
|
|
}
|
|
for (int i = 0; i < get_output_port_count(); i++) {
|
|
if (get_output_port_name(i) == p_name) {
|
|
return false;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
void VisualShaderNodeGroupBase::add_input_port(int p_id, int p_type, const String &p_name) {
|
|
|
|
String str = itos(p_id) + "," + itos(p_type) + "," + p_name + ";";
|
|
Vector<String> inputs_strings = inputs.split(";", false);
|
|
int index = 0;
|
|
if (p_id < inputs_strings.size()) {
|
|
for (int i = 0; i < inputs_strings.size(); i++) {
|
|
if (i == p_id) {
|
|
inputs = inputs.insert(index, str);
|
|
break;
|
|
}
|
|
index += inputs_strings[i].size();
|
|
}
|
|
} else {
|
|
inputs += str;
|
|
}
|
|
|
|
inputs_strings = inputs.split(";", false);
|
|
index = 0;
|
|
|
|
for (int i = 0; i < inputs_strings.size(); i++) {
|
|
int count = 0;
|
|
for (int j = 0; j < inputs_strings[i].size(); j++) {
|
|
if (inputs_strings[i][j] == ',') {
|
|
break;
|
|
}
|
|
count++;
|
|
}
|
|
|
|
inputs.erase(index, count);
|
|
inputs = inputs.insert(index, itos(i));
|
|
index += inputs_strings[i].size();
|
|
}
|
|
|
|
_apply_port_changes();
|
|
}
|
|
|
|
void VisualShaderNodeGroupBase::remove_input_port(int p_id) {
|
|
|
|
ERR_FAIL_COND(!has_input_port(p_id));
|
|
|
|
Vector<String> inputs_strings = inputs.split(";", false);
|
|
int count = 0;
|
|
int index = 0;
|
|
for (int i = 0; i < inputs_strings.size(); i++) {
|
|
Vector<String> arr = inputs_strings[i].split(",");
|
|
if (arr[0].to_int() == p_id) {
|
|
count = inputs_strings[i].size();
|
|
break;
|
|
}
|
|
index += inputs_strings[i].size();
|
|
}
|
|
inputs.erase(index, count);
|
|
|
|
inputs_strings = inputs.split(";", false);
|
|
for (int i = p_id; i < inputs_strings.size(); i++) {
|
|
inputs = inputs.replace_first(inputs_strings[i].split(",")[0], itos(i));
|
|
}
|
|
|
|
_apply_port_changes();
|
|
}
|
|
|
|
int VisualShaderNodeGroupBase::get_input_port_count() const {
|
|
return input_ports.size();
|
|
}
|
|
|
|
bool VisualShaderNodeGroupBase::has_input_port(int p_id) const {
|
|
return input_ports.has(p_id);
|
|
}
|
|
|
|
void VisualShaderNodeGroupBase::add_output_port(int p_id, int p_type, const String &p_name) {
|
|
|
|
String str = itos(p_id) + "," + itos(p_type) + "," + p_name + ";";
|
|
Vector<String> outputs_strings = outputs.split(";", false);
|
|
int index = 0;
|
|
if (p_id < outputs_strings.size()) {
|
|
for (int i = 0; i < outputs_strings.size(); i++) {
|
|
if (i == p_id) {
|
|
outputs = outputs.insert(index, str);
|
|
break;
|
|
}
|
|
index += outputs_strings[i].size();
|
|
}
|
|
} else {
|
|
outputs += str;
|
|
}
|
|
|
|
outputs_strings = outputs.split(";", false);
|
|
index = 0;
|
|
|
|
for (int i = 0; i < outputs_strings.size(); i++) {
|
|
int count = 0;
|
|
for (int j = 0; j < outputs_strings[i].size(); j++) {
|
|
if (outputs_strings[i][j] == ',') {
|
|
break;
|
|
}
|
|
count++;
|
|
}
|
|
|
|
outputs.erase(index, count);
|
|
outputs = outputs.insert(index, itos(i));
|
|
index += outputs_strings[i].size();
|
|
}
|
|
|
|
_apply_port_changes();
|
|
}
|
|
|
|
void VisualShaderNodeGroupBase::remove_output_port(int p_id) {
|
|
|
|
ERR_FAIL_COND(!has_output_port(p_id));
|
|
|
|
Vector<String> outputs_strings = outputs.split(";", false);
|
|
int count = 0;
|
|
int index = 0;
|
|
for (int i = 0; i < outputs_strings.size(); i++) {
|
|
Vector<String> arr = outputs_strings[i].split(",");
|
|
if (arr[0].to_int() == p_id) {
|
|
count = outputs_strings[i].size();
|
|
break;
|
|
}
|
|
index += outputs_strings[i].size();
|
|
}
|
|
outputs.erase(index, count);
|
|
|
|
outputs_strings = outputs.split(";", false);
|
|
for (int i = p_id; i < outputs_strings.size(); i++) {
|
|
outputs = outputs.replace_first(outputs_strings[i].split(",")[0], itos(i));
|
|
}
|
|
|
|
_apply_port_changes();
|
|
}
|
|
|
|
int VisualShaderNodeGroupBase::get_output_port_count() const {
|
|
return output_ports.size();
|
|
}
|
|
|
|
bool VisualShaderNodeGroupBase::has_output_port(int p_id) const {
|
|
return output_ports.has(p_id);
|
|
}
|
|
|
|
void VisualShaderNodeGroupBase::clear_input_ports() {
|
|
input_ports.clear();
|
|
}
|
|
|
|
void VisualShaderNodeGroupBase::clear_output_ports() {
|
|
output_ports.clear();
|
|
}
|
|
|
|
void VisualShaderNodeGroupBase::set_input_port_type(int p_id, int p_type) {
|
|
|
|
ERR_FAIL_COND(!has_input_port(p_id));
|
|
ERR_FAIL_COND(p_type < 0 || p_type >= PORT_TYPE_MAX);
|
|
|
|
if (input_ports[p_id].type == p_type)
|
|
return;
|
|
|
|
Vector<String> inputs_strings = inputs.split(";", false);
|
|
int count = 0;
|
|
int index = 0;
|
|
for (int i = 0; i < inputs_strings.size(); i++) {
|
|
Vector<String> arr = inputs_strings[i].split(",");
|
|
if (arr[0].to_int() == p_id) {
|
|
index += arr[0].size();
|
|
count = arr[1].size() - 1;
|
|
break;
|
|
}
|
|
index += inputs_strings[i].size();
|
|
}
|
|
|
|
inputs.erase(index, count);
|
|
|
|
inputs = inputs.insert(index, itos(p_type));
|
|
|
|
_apply_port_changes();
|
|
}
|
|
|
|
VisualShaderNodeGroupBase::PortType VisualShaderNodeGroupBase::get_input_port_type(int p_id) const {
|
|
ERR_FAIL_COND_V(!input_ports.has(p_id), (PortType)0);
|
|
return input_ports[p_id].type;
|
|
}
|
|
|
|
void VisualShaderNodeGroupBase::set_input_port_name(int p_id, const String &p_name) {
|
|
|
|
ERR_FAIL_COND(!has_input_port(p_id));
|
|
ERR_FAIL_COND(!is_valid_port_name(p_name));
|
|
|
|
if (input_ports[p_id].name == p_name)
|
|
return;
|
|
|
|
Vector<String> inputs_strings = inputs.split(";", false);
|
|
int count = 0;
|
|
int index = 0;
|
|
for (int i = 0; i < inputs_strings.size(); i++) {
|
|
Vector<String> arr = inputs_strings[i].split(",");
|
|
if (arr[0].to_int() == p_id) {
|
|
index += arr[0].size() + arr[1].size();
|
|
count = arr[2].size() - 1;
|
|
break;
|
|
}
|
|
index += inputs_strings[i].size();
|
|
}
|
|
|
|
inputs.erase(index, count);
|
|
|
|
inputs = inputs.insert(index, p_name);
|
|
|
|
_apply_port_changes();
|
|
}
|
|
|
|
String VisualShaderNodeGroupBase::get_input_port_name(int p_id) const {
|
|
ERR_FAIL_COND_V(!input_ports.has(p_id), "");
|
|
return input_ports[p_id].name;
|
|
}
|
|
|
|
void VisualShaderNodeGroupBase::set_output_port_type(int p_id, int p_type) {
|
|
|
|
ERR_FAIL_COND(!has_output_port(p_id));
|
|
ERR_FAIL_COND(p_type < 0 || p_type >= PORT_TYPE_MAX);
|
|
|
|
if (output_ports[p_id].type == p_type)
|
|
return;
|
|
|
|
Vector<String> output_strings = outputs.split(";", false);
|
|
int count = 0;
|
|
int index = 0;
|
|
for (int i = 0; i < output_strings.size(); i++) {
|
|
Vector<String> arr = output_strings[i].split(",");
|
|
if (arr[0].to_int() == p_id) {
|
|
index += arr[0].size();
|
|
count = arr[1].size() - 1;
|
|
break;
|
|
}
|
|
index += output_strings[i].size();
|
|
}
|
|
|
|
outputs.erase(index, count);
|
|
|
|
outputs = outputs.insert(index, itos(p_type));
|
|
|
|
_apply_port_changes();
|
|
}
|
|
|
|
VisualShaderNodeGroupBase::PortType VisualShaderNodeGroupBase::get_output_port_type(int p_id) const {
|
|
ERR_FAIL_COND_V(!output_ports.has(p_id), (PortType)0);
|
|
return output_ports[p_id].type;
|
|
}
|
|
|
|
void VisualShaderNodeGroupBase::set_output_port_name(int p_id, const String &p_name) {
|
|
|
|
ERR_FAIL_COND(!has_output_port(p_id));
|
|
ERR_FAIL_COND(!is_valid_port_name(p_name));
|
|
|
|
if (output_ports[p_id].name == p_name)
|
|
return;
|
|
|
|
Vector<String> output_strings = outputs.split(";", false);
|
|
int count = 0;
|
|
int index = 0;
|
|
for (int i = 0; i < output_strings.size(); i++) {
|
|
Vector<String> arr = output_strings[i].split(",");
|
|
if (arr[0].to_int() == p_id) {
|
|
index += arr[0].size() + arr[1].size();
|
|
count = arr[2].size() - 1;
|
|
break;
|
|
}
|
|
index += output_strings[i].size();
|
|
}
|
|
|
|
outputs.erase(index, count);
|
|
|
|
outputs = outputs.insert(index, p_name);
|
|
|
|
_apply_port_changes();
|
|
}
|
|
|
|
String VisualShaderNodeGroupBase::get_output_port_name(int p_id) const {
|
|
ERR_FAIL_COND_V(!output_ports.has(p_id), "");
|
|
return output_ports[p_id].name;
|
|
}
|
|
|
|
int VisualShaderNodeGroupBase::get_free_input_port_id() const {
|
|
return input_ports.size();
|
|
}
|
|
|
|
int VisualShaderNodeGroupBase::get_free_output_port_id() const {
|
|
return output_ports.size();
|
|
}
|
|
|
|
void VisualShaderNodeGroupBase::set_control(Control *p_control, int p_index) {
|
|
controls[p_index] = p_control;
|
|
}
|
|
|
|
Control *VisualShaderNodeGroupBase::get_control(int p_index) {
|
|
ERR_FAIL_COND_V(!controls.has(p_index), NULL);
|
|
return controls[p_index];
|
|
}
|
|
|
|
void VisualShaderNodeGroupBase::_apply_port_changes() {
|
|
|
|
Vector<String> inputs_strings = inputs.split(";", false);
|
|
Vector<String> outputs_strings = outputs.split(";", false);
|
|
|
|
clear_input_ports();
|
|
clear_output_ports();
|
|
|
|
for (int i = 0; i < inputs_strings.size(); i++) {
|
|
Vector<String> arr = inputs_strings[i].split(",");
|
|
Port port;
|
|
port.type = (PortType)arr[1].to_int();
|
|
port.name = arr[2];
|
|
input_ports[i] = port;
|
|
}
|
|
for (int i = 0; i < outputs_strings.size(); i++) {
|
|
Vector<String> arr = outputs_strings[i].split(",");
|
|
Port port;
|
|
port.type = (PortType)arr[1].to_int();
|
|
port.name = arr[2];
|
|
output_ports[i] = port;
|
|
}
|
|
}
|
|
|
|
void VisualShaderNodeGroupBase::set_editable(bool p_enabled) {
|
|
editable = p_enabled;
|
|
}
|
|
|
|
bool VisualShaderNodeGroupBase::is_editable() const {
|
|
return editable;
|
|
}
|
|
|
|
void VisualShaderNodeGroupBase::_bind_methods() {
|
|
|
|
ClassDB::bind_method(D_METHOD("set_size", "size"), &VisualShaderNodeGroupBase::set_size);
|
|
ClassDB::bind_method(D_METHOD("get_size"), &VisualShaderNodeGroupBase::get_size);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_inputs", "inputs"), &VisualShaderNodeGroupBase::set_inputs);
|
|
ClassDB::bind_method(D_METHOD("get_inputs"), &VisualShaderNodeGroupBase::get_inputs);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_outputs", "outputs"), &VisualShaderNodeGroupBase::set_outputs);
|
|
ClassDB::bind_method(D_METHOD("get_outputs"), &VisualShaderNodeGroupBase::get_outputs);
|
|
|
|
ClassDB::bind_method(D_METHOD("is_valid_port_name", "name"), &VisualShaderNodeGroupBase::is_valid_port_name);
|
|
|
|
ClassDB::bind_method(D_METHOD("add_input_port", "id", "type", "name"), &VisualShaderNodeGroupBase::add_input_port);
|
|
ClassDB::bind_method(D_METHOD("remove_input_port", "id"), &VisualShaderNodeGroupBase::remove_input_port);
|
|
ClassDB::bind_method(D_METHOD("get_input_port_count"), &VisualShaderNodeGroupBase::get_input_port_count);
|
|
ClassDB::bind_method(D_METHOD("has_input_port", "id"), &VisualShaderNodeGroupBase::has_input_port);
|
|
ClassDB::bind_method(D_METHOD("clear_input_ports"), &VisualShaderNodeGroupBase::clear_input_ports);
|
|
|
|
ClassDB::bind_method(D_METHOD("add_output_port", "id", "type", "name"), &VisualShaderNodeGroupBase::add_output_port);
|
|
ClassDB::bind_method(D_METHOD("remove_output_port", "id"), &VisualShaderNodeGroupBase::remove_output_port);
|
|
ClassDB::bind_method(D_METHOD("get_output_port_count"), &VisualShaderNodeGroupBase::get_output_port_count);
|
|
ClassDB::bind_method(D_METHOD("has_output_port", "id"), &VisualShaderNodeGroupBase::has_output_port);
|
|
ClassDB::bind_method(D_METHOD("clear_output_ports"), &VisualShaderNodeGroupBase::clear_output_ports);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_input_port_name", "id", "name"), &VisualShaderNodeGroupBase::set_input_port_name);
|
|
ClassDB::bind_method(D_METHOD("set_input_port_type", "id", "type"), &VisualShaderNodeGroupBase::set_input_port_type);
|
|
ClassDB::bind_method(D_METHOD("set_output_port_name", "id", "name"), &VisualShaderNodeGroupBase::set_output_port_name);
|
|
ClassDB::bind_method(D_METHOD("set_output_port_type", "id", "type"), &VisualShaderNodeGroupBase::set_output_port_type);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_free_input_port_id"), &VisualShaderNodeGroupBase::get_free_input_port_id);
|
|
ClassDB::bind_method(D_METHOD("get_free_output_port_id"), &VisualShaderNodeGroupBase::get_free_output_port_id);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_control", "control", "index"), &VisualShaderNodeGroupBase::set_control);
|
|
ClassDB::bind_method(D_METHOD("get_control", "index"), &VisualShaderNodeGroupBase::get_control);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_editable", "enabled"), &VisualShaderNodeGroupBase::set_editable);
|
|
ClassDB::bind_method(D_METHOD("is_editable"), &VisualShaderNodeGroupBase::is_editable);
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "editable"), "set_editable", "is_editable");
|
|
}
|
|
|
|
String VisualShaderNodeGroupBase::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 "";
|
|
}
|
|
|
|
VisualShaderNodeGroupBase::VisualShaderNodeGroupBase() {
|
|
size = Size2(0, 0);
|
|
inputs = "";
|
|
outputs = "";
|
|
editable = false;
|
|
}
|
|
|
|
////////////// Expression
|
|
|
|
String VisualShaderNodeExpression::get_caption() const {
|
|
return "Expression";
|
|
}
|
|
|
|
void VisualShaderNodeExpression::set_expression(const String &p_expression) {
|
|
expression = p_expression;
|
|
}
|
|
|
|
void VisualShaderNodeExpression::build() {
|
|
emit_changed();
|
|
}
|
|
|
|
String VisualShaderNodeExpression::get_expression() const {
|
|
return expression;
|
|
}
|
|
|
|
String VisualShaderNodeExpression::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 _expression = expression;
|
|
|
|
_expression = _expression.insert(0, "\n");
|
|
_expression = _expression.replace("\n", "\n\t\t");
|
|
|
|
static Vector<String> pre_symbols;
|
|
if (pre_symbols.empty()) {
|
|
pre_symbols.push_back("\t");
|
|
pre_symbols.push_back(",");
|
|
pre_symbols.push_back(";");
|
|
pre_symbols.push_back("{");
|
|
pre_symbols.push_back("[");
|
|
pre_symbols.push_back("]");
|
|
pre_symbols.push_back("(");
|
|
pre_symbols.push_back(" ");
|
|
pre_symbols.push_back("-");
|
|
pre_symbols.push_back("*");
|
|
pre_symbols.push_back("/");
|
|
pre_symbols.push_back("+");
|
|
pre_symbols.push_back("=");
|
|
pre_symbols.push_back("&");
|
|
pre_symbols.push_back("|");
|
|
pre_symbols.push_back("!");
|
|
}
|
|
|
|
static Vector<String> post_symbols;
|
|
if (post_symbols.empty()) {
|
|
post_symbols.push_back("\t");
|
|
post_symbols.push_back("\n");
|
|
post_symbols.push_back(",");
|
|
post_symbols.push_back(";");
|
|
post_symbols.push_back("}");
|
|
post_symbols.push_back("[");
|
|
post_symbols.push_back("]");
|
|
post_symbols.push_back(")");
|
|
post_symbols.push_back(" ");
|
|
post_symbols.push_back(".");
|
|
post_symbols.push_back("-");
|
|
post_symbols.push_back("*");
|
|
post_symbols.push_back("/");
|
|
post_symbols.push_back("+");
|
|
post_symbols.push_back("=");
|
|
post_symbols.push_back("&");
|
|
post_symbols.push_back("|");
|
|
post_symbols.push_back("!");
|
|
}
|
|
|
|
for (int i = 0; i < get_input_port_count(); i++) {
|
|
for (int j = 0; j < pre_symbols.size(); j++) {
|
|
for (int k = 0; k < post_symbols.size(); k++) {
|
|
_expression = _expression.replace(pre_symbols[j] + get_input_port_name(i) + post_symbols[k], pre_symbols[j] + p_input_vars[i] + post_symbols[k]);
|
|
}
|
|
}
|
|
}
|
|
for (int i = 0; i < get_output_port_count(); i++) {
|
|
for (int j = 0; j < pre_symbols.size(); j++) {
|
|
for (int k = 0; k < post_symbols.size(); k++) {
|
|
_expression = _expression.replace(pre_symbols[j] + get_output_port_name(i) + post_symbols[k], pre_symbols[j] + p_output_vars[i] + post_symbols[k]);
|
|
}
|
|
}
|
|
}
|
|
|
|
String output_initializer;
|
|
|
|
for (int i = 0; i < get_output_port_count(); i++) {
|
|
int port_type = get_output_port_type(i);
|
|
String tk = "";
|
|
switch (port_type) {
|
|
case PORT_TYPE_SCALAR:
|
|
tk = "0.0";
|
|
break;
|
|
case PORT_TYPE_VECTOR:
|
|
tk = "vec3(0.0, 0.0, 0.0)";
|
|
break;
|
|
case PORT_TYPE_BOOLEAN:
|
|
tk = "false";
|
|
break;
|
|
case PORT_TYPE_TRANSFORM:
|
|
tk = "mat4(1.0)";
|
|
break;
|
|
default:
|
|
continue;
|
|
}
|
|
output_initializer += "\t" + p_output_vars[i] + "=" + tk + ";\n";
|
|
}
|
|
|
|
String code;
|
|
code += output_initializer;
|
|
code += "\t{";
|
|
code += _expression;
|
|
code += "\n\t}";
|
|
|
|
return code;
|
|
}
|
|
|
|
void VisualShaderNodeExpression::_bind_methods() {
|
|
|
|
ClassDB::bind_method(D_METHOD("set_expression", "expression"), &VisualShaderNodeExpression::set_expression);
|
|
ClassDB::bind_method(D_METHOD("get_expression"), &VisualShaderNodeExpression::get_expression);
|
|
|
|
ClassDB::bind_method(D_METHOD("build"), &VisualShaderNodeExpression::build);
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::STRING, "expression"), "set_expression", "get_expression");
|
|
}
|
|
|
|
VisualShaderNodeExpression::VisualShaderNodeExpression() {
|
|
expression = "";
|
|
set_editable(true);
|
|
}
|
|
|
|
////////////// Global Expression
|
|
|
|
String VisualShaderNodeGlobalExpression::get_caption() const {
|
|
return "GlobalExpression";
|
|
}
|
|
|
|
String VisualShaderNodeGlobalExpression::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
|
|
return expression;
|
|
}
|
|
|
|
VisualShaderNodeGlobalExpression::VisualShaderNodeGlobalExpression() {
|
|
set_editable(false);
|
|
}
|