Added uniform qualifiers to visual shaders

This commit is contained in:
Yuri Roubinsky 2020-05-05 11:25:48 +03:00
parent 1c23a0cc7f
commit 082542b525
5 changed files with 133 additions and 18 deletions

View file

@ -546,6 +546,10 @@ void VisualShaderEditor::_update_graph() {
Ref<VisualShaderNodeUniform> uniform = vsnode;
Ref<VisualShaderNodeFloatUniform> float_uniform = vsnode;
Ref<VisualShaderNodeIntUniform> int_uniform = vsnode;
Ref<VisualShaderNodeVec3Uniform> vec3_uniform = vsnode;
Ref<VisualShaderNodeColorUniform> color_uniform = vsnode;
Ref<VisualShaderNodeBooleanUniform> bool_uniform = vsnode;
Ref<VisualShaderNodeTransformUniform> transform_uniform = vsnode;
if (uniform.is_valid()) {
graph->add_child(node);
_update_created_node(node);
@ -571,7 +575,7 @@ void VisualShaderEditor::_update_graph() {
//shortcut
VisualShaderNode::PortType port_right = vsnode->get_output_port_type(0);
node->set_slot(0, false, VisualShaderNode::PORT_TYPE_SCALAR, Color(), true, port_right, type_color[port_right]);
if (!float_uniform.is_valid() && !int_uniform.is_valid()) {
if (!float_uniform.is_valid() && !int_uniform.is_valid() && !vec3_uniform.is_valid() && !color_uniform.is_valid() && !bool_uniform.is_valid() && !transform_uniform.is_valid()) {
continue;
}
}
@ -585,13 +589,16 @@ void VisualShaderEditor::_update_graph() {
}
}
if (custom_editor && !float_uniform.is_valid() && !int_uniform.is_valid() && vsnode->get_output_port_count() > 0 && vsnode->get_output_port_name(0) == "" && (vsnode->get_input_port_count() == 0 || vsnode->get_input_port_name(0) == "")) {
if (custom_editor && !float_uniform.is_valid() && !int_uniform.is_valid() && !vec3_uniform.is_valid() && !bool_uniform.is_valid() && !transform_uniform.is_valid() && vsnode->get_output_port_count() > 0 && vsnode->get_output_port_name(0) == "" && (vsnode->get_input_port_count() == 0 || vsnode->get_input_port_name(0) == "")) {
//will be embedded in first port
} else if (custom_editor) {
port_offset++;
node->add_child(custom_editor);
if (float_uniform.is_valid() || int_uniform.is_valid()) {
if (color_uniform.is_valid()) {
custom_editor->call_deferred("_show_prop_names", true);
}
if (float_uniform.is_valid() || int_uniform.is_valid() || vec3_uniform.is_valid() || bool_uniform.is_valid() || transform_uniform.is_valid()) {
custom_editor->call_deferred("_show_prop_names", true);
continue;
}

View file

@ -2156,12 +2156,43 @@ String VisualShaderNodeUniform::get_uniform_name() const {
return uniform_name;
}
void VisualShaderNodeUniform::set_qualifier(VisualShaderNodeUniform::Qualifier p_qual) {
qualifier = p_qual;
emit_changed();
}
VisualShaderNodeUniform::Qualifier VisualShaderNodeUniform::get_qualifier() const {
return qualifier;
}
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);
ClassDB::bind_method(D_METHOD("set_qualifier", "qualifier"), &VisualShaderNodeUniform::set_qualifier);
ClassDB::bind_method(D_METHOD("get_qualifier"), &VisualShaderNodeUniform::get_qualifier);
ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "uniform_name"), "set_uniform_name", "get_uniform_name");
ADD_PROPERTY(PropertyInfo(Variant::INT, "qualifier", PROPERTY_HINT_ENUM, "None,Global,Instance"), "set_qualifier", "get_qualifier");
BIND_ENUM_CONSTANT(QUAL_NONE);
BIND_ENUM_CONSTANT(QUAL_GLOBAL);
BIND_ENUM_CONSTANT(QUAL_INSTANCE);
}
String VisualShaderNodeUniform::_get_qual_str() const {
if (is_qualifier_supported(qualifier)) {
switch (qualifier) {
case QUAL_NONE:
break;
case QUAL_GLOBAL:
return "global ";
case QUAL_INSTANCE:
return "instance ";
}
}
return String();
}
String VisualShaderNodeUniform::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
@ -2171,11 +2202,21 @@ String VisualShaderNodeUniform::get_warning(Shader::Mode p_mode, VisualShader::T
if (keyword_list.find(uniform_name)) {
return TTR("Uniform name cannot be equal to a shader keyword. Choose another name.");
}
if (!is_qualifier_supported(qualifier)) {
return "This uniform type does not support that qualifier.";
}
return String();
}
Vector<StringName> VisualShaderNodeUniform::get_editable_properties() const {
Vector<StringName> props;
props.push_back("qualifier");
return props;
}
VisualShaderNodeUniform::VisualShaderNodeUniform() {
qualifier = QUAL_NONE;
}
////////////// GroupBase

View file

@ -369,21 +369,38 @@ public:
class VisualShaderNodeUniform : public VisualShaderNode {
GDCLASS(VisualShaderNodeUniform, VisualShaderNode);
public:
enum Qualifier {
QUAL_NONE,
QUAL_GLOBAL,
QUAL_INSTANCE,
};
private:
String uniform_name;
Qualifier qualifier;
protected:
static void _bind_methods();
String _get_qual_str() const;
public:
void set_uniform_name(const String &p_name);
String get_uniform_name() const;
void set_qualifier(Qualifier p_qual);
Qualifier get_qualifier() const;
virtual bool is_qualifier_supported(Qualifier p_qual) const = 0;
virtual Vector<StringName> get_editable_properties() const;
virtual String get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const;
VisualShaderNodeUniform();
};
VARIANT_ENUM_CAST(VisualShaderNodeUniform::Qualifier)
class VisualShaderNodeGroupBase : public VisualShaderNode {
GDCLASS(VisualShaderNodeGroupBase, VisualShaderNode);

View file

@ -3283,11 +3283,11 @@ String VisualShaderNodeFloatUniform::get_output_port_name(int p_port) const {
String VisualShaderNodeFloatUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
if (hint == HINT_RANGE) {
return "uniform float " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ");\n";
return _get_qual_str() + "uniform float " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ");\n";
} else if (hint == HINT_RANGE_STEP) {
return "uniform float " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ", " + rtos(hint_range_step) + ");\n";
return _get_qual_str() + "uniform float " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ", " + rtos(hint_range_step) + ");\n";
}
return "uniform float " + get_uniform_name() + ";\n";
return _get_qual_str() + "uniform float " + get_uniform_name() + ";\n";
}
String VisualShaderNodeFloatUniform::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 {
@ -3353,8 +3353,12 @@ void VisualShaderNodeFloatUniform::_bind_methods() {
BIND_ENUM_CONSTANT(HINT_RANGE_STEP);
}
bool VisualShaderNodeFloatUniform::is_qualifier_supported(Qualifier p_qual) const {
return true; // all qualifiers are supported
}
Vector<StringName> VisualShaderNodeFloatUniform::get_editable_properties() const {
Vector<StringName> props;
Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
props.push_back("hint");
if (hint == HINT_RANGE || hint == HINT_RANGE_STEP) {
props.push_back("min");
@ -3405,11 +3409,11 @@ String VisualShaderNodeIntUniform::get_output_port_name(int p_port) const {
String VisualShaderNodeIntUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
if (hint == HINT_RANGE) {
return "uniform int " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ");\n";
return _get_qual_str() + "uniform int " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ");\n";
} else if (hint == HINT_RANGE_STEP) {
return "uniform int " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ", " + rtos(hint_range_step) + ");\n";
return _get_qual_str() + "uniform int " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ", " + rtos(hint_range_step) + ");\n";
}
return "uniform int " + get_uniform_name() + ";\n";
return _get_qual_str() + "uniform int " + get_uniform_name() + ";\n";
}
String VisualShaderNodeIntUniform::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 {
@ -3475,8 +3479,12 @@ void VisualShaderNodeIntUniform::_bind_methods() {
BIND_ENUM_CONSTANT(HINT_RANGE_STEP);
}
bool VisualShaderNodeIntUniform::is_qualifier_supported(Qualifier p_qual) const {
return true; // all qualifiers are supported
}
Vector<StringName> VisualShaderNodeIntUniform::get_editable_properties() const {
Vector<StringName> props;
Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
props.push_back("hint");
if (hint == HINT_RANGE || hint == HINT_RANGE_STEP) {
props.push_back("min");
@ -3526,13 +3534,17 @@ String VisualShaderNodeBooleanUniform::get_output_port_name(int p_port) const {
}
String VisualShaderNodeBooleanUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
return "uniform bool " + get_uniform_name() + ";\n";
return _get_qual_str() + "uniform bool " + get_uniform_name() + ";\n";
}
String VisualShaderNodeBooleanUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
}
bool VisualShaderNodeBooleanUniform::is_qualifier_supported(Qualifier p_qual) const {
return true; // all qualifiers are supported
}
VisualShaderNodeBooleanUniform::VisualShaderNodeBooleanUniform() {
}
@ -3568,7 +3580,7 @@ String VisualShaderNodeColorUniform::get_output_port_name(int p_port) const {
String VisualShaderNodeColorUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
return "uniform vec4 " + get_uniform_name() + " : hint_color;\n";
return _get_qual_str() + "uniform vec4 " + get_uniform_name() + " : hint_color;\n";
}
String VisualShaderNodeColorUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
@ -3577,6 +3589,10 @@ String VisualShaderNodeColorUniform::generate_code(Shader::Mode p_mode, VisualSh
return code;
}
bool VisualShaderNodeColorUniform::is_qualifier_supported(Qualifier p_qual) const {
return true; // all qualifiers are supported
}
VisualShaderNodeColorUniform::VisualShaderNodeColorUniform() {
}
@ -3611,13 +3627,17 @@ String VisualShaderNodeVec3Uniform::get_output_port_name(int p_port) const {
}
String VisualShaderNodeVec3Uniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
return "uniform vec3 " + get_uniform_name() + ";\n";
return _get_qual_str() + "uniform vec3 " + get_uniform_name() + ";\n";
}
String VisualShaderNodeVec3Uniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
}
bool VisualShaderNodeVec3Uniform::is_qualifier_supported(Qualifier p_qual) const {
return true; // all qualifiers are supported
}
VisualShaderNodeVec3Uniform::VisualShaderNodeVec3Uniform() {
}
@ -3652,13 +3672,17 @@ String VisualShaderNodeTransformUniform::get_output_port_name(int p_port) const
}
String VisualShaderNodeTransformUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
return "uniform mat4 " + get_uniform_name() + ";\n";
return _get_qual_str() + "uniform mat4 " + get_uniform_name() + ";\n";
}
String VisualShaderNodeTransformUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
}
bool VisualShaderNodeTransformUniform::is_qualifier_supported(Qualifier p_qual) const {
return true; // all qualifiers are supported
}
VisualShaderNodeTransformUniform::VisualShaderNodeTransformUniform() {
}
@ -3713,7 +3737,7 @@ String VisualShaderNodeTextureUniform::get_output_port_name(int p_port) const {
}
String VisualShaderNodeTextureUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
String code = "uniform sampler2D " + get_uniform_name();
String code = _get_qual_str() + "uniform sampler2D " + get_uniform_name();
switch (texture_type) {
case TYPE_DATA:
@ -3778,7 +3802,7 @@ VisualShaderNodeTextureUniform::ColorDefault VisualShaderNodeTextureUniform::get
}
Vector<StringName> VisualShaderNodeTextureUniform::get_editable_properties() const {
Vector<StringName> props;
Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
props.push_back("texture_type");
props.push_back("color_default");
return props;
@ -3810,6 +3834,18 @@ String VisualShaderNodeTextureUniform::get_input_port_default_hint(int p_port) c
return "";
}
bool VisualShaderNodeTextureUniform::is_qualifier_supported(Qualifier p_qual) const {
switch (p_qual) {
case Qualifier::QUAL_NONE:
return true;
case Qualifier::QUAL_GLOBAL:
return true;
case Qualifier::QUAL_INSTANCE:
return false;
}
return false;
}
VisualShaderNodeTextureUniform::VisualShaderNodeTextureUniform() {
texture_type = TYPE_DATA;
color_default = COLOR_DEFAULT_WHITE;
@ -3952,7 +3988,7 @@ String VisualShaderNodeCubemapUniform::get_input_port_default_hint(int p_port) c
}
String VisualShaderNodeCubemapUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
String code = "uniform samplerCube " + get_uniform_name();
String code = _get_qual_str() + "uniform samplerCube " + get_uniform_name();
switch (texture_type) {
case TYPE_DATA:

View file

@ -1457,6 +1457,8 @@ public:
void set_step(float p_value);
float get_step() const;
bool is_qualifier_supported(Qualifier p_qual) const;
virtual Vector<StringName> get_editable_properties() const;
VisualShaderNodeFloatUniform();
@ -1509,6 +1511,8 @@ public:
void set_step(int p_value);
int get_step() const;
bool is_qualifier_supported(Qualifier p_qual) const;
virtual Vector<StringName> get_editable_properties() const;
VisualShaderNodeIntUniform();
@ -1535,6 +1539,8 @@ public:
virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
bool is_qualifier_supported(Qualifier p_qual) const;
VisualShaderNodeBooleanUniform();
};
@ -1557,6 +1563,8 @@ public:
virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
bool is_qualifier_supported(Qualifier p_qual) const;
VisualShaderNodeColorUniform();
};
@ -1579,6 +1587,8 @@ public:
virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
bool is_qualifier_supported(Qualifier p_qual) const;
VisualShaderNodeVec3Uniform();
};
@ -1601,6 +1611,8 @@ public:
virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
bool is_qualifier_supported(Qualifier p_qual) const;
VisualShaderNodeTransformUniform();
};
@ -1652,6 +1664,8 @@ public:
void set_color_default(ColorDefault p_default);
ColorDefault get_color_default() const;
bool is_qualifier_supported(Qualifier p_qual) const;
VisualShaderNodeTextureUniform();
};