Unified several visual shader nodes

This commit is contained in:
Yuri Roubinsky 2021-01-18 12:23:04 +03:00
parent 49b5776e8b
commit de5a8128d7
21 changed files with 963 additions and 740 deletions

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@ -0,0 +1,32 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeClamp" inherits="VisualShaderNode" version="4.0">
<brief_description>
Clamps a value within the visual shader graph.
</brief_description>
<description>
Constrains a value to lie between [code]min[/code] and [code]max[/code] values.
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="op_type" type="int" setter="set_op_type" getter="get_op_type" enum="VisualShaderNodeClamp.OpType" default="0">
A type of operands and returned value.
</member>
</members>
<constants>
<constant name="OP_TYPE_FLOAT" value="0" enum="OpType">
A floating-point scalar.
</constant>
<constant name="OP_TYPE_INT" value="1" enum="OpType">
An integer scalar.
</constant>
<constant name="OP_TYPE_VECTOR" value="2" enum="OpType">
A vector type.
</constant>
<constant name="OP_TYPE_MAX" value="3" enum="OpType">
Represents the size of the [enum OpType] enum.
</constant>
</constants>
</class>

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@ -11,7 +11,7 @@
<methods>
</methods>
<members>
<member name="function" type="int" setter="set_function" getter="get_function" enum="VisualShaderNodeIntFunc.Function" default="3">
<member name="function" type="int" setter="set_function" getter="get_function" enum="VisualShaderNodeIntFunc.Function" default="2">
A function to be applied to the scalar. See [enum Function] for options.
</member>
</members>
@ -19,13 +19,10 @@
<constant name="FUNC_ABS" value="0" enum="Function">
Returns the absolute value of the parameter. Translates to [code]abs(x)[/code] in the Godot Shader Language.
</constant>
<constant name="FUNC_CLAMP" value="1" enum="Function">
Constrains a parameter between [code]min[/code] and [code]max[/code]. Translates to [code]clamp(x, min, max)[/code] in the Godot Shader Language.
</constant>
<constant name="FUNC_NEGATE" value="2" enum="Function">
<constant name="FUNC_NEGATE" value="1" enum="Function">
Negates the [code]x[/code] using [code]-(x)[/code].
</constant>
<constant name="FUNC_SIGN" value="3" enum="Function">
<constant name="FUNC_SIGN" value="2" enum="Function">
Extracts the sign of the parameter. Translates to [code]sign(x)[/code] in the Godot Shader Language.
</constant>
</constants>

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@ -0,0 +1,32 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeMix" inherits="VisualShaderNode" version="4.0">
<brief_description>
Linearly interpolates between two values within the visual shader graph.
</brief_description>
<description>
Translates to [code]mix(a, b, weight)[/code] in the shader language.
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="op_type" type="int" setter="set_op_type" getter="get_op_type" enum="VisualShaderNodeMix.OpType" default="0">
A type of operands and returned value.
</member>
</members>
<constants>
<constant name="OP_TYPE_SCALAR" value="0" enum="OpType">
A scalar type.
</constant>
<constant name="OP_TYPE_VECTOR" value="1" enum="OpType">
A vector type.
</constant>
<constant name="OP_TYPE_VECTOR_SCALAR" value="2" enum="OpType">
A vector type. [code]weight[/code] port is using a scalar type.
</constant>
<constant name="OP_TYPE_MAX" value="3" enum="OpType">
Represents the size of the [enum OpType] enum.
</constant>
</constants>
</class>

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@ -1,15 +0,0 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeScalarClamp" inherits="VisualShaderNode" version="4.0">
<brief_description>
Clamps a scalar value within the visual shader graph.
</brief_description>
<description>
Constrains a value to lie between [code]min[/code] and [code]max[/code] values.
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>

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@ -1,15 +0,0 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeScalarInterp" inherits="VisualShaderNode" version="4.0">
<brief_description>
Linearly interpolates between two scalars within the visual shader graph.
</brief_description>
<description>
Translates to [code]mix(a, b, weight)[/code] in the shader language.
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>

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@ -1,16 +0,0 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeScalarSmoothStep" inherits="VisualShaderNode" version="4.0">
<brief_description>
Calculates a scalar SmoothStep function within the visual shader graph.
</brief_description>
<description>
Translates to [code]smoothstep(edge0, edge1, x)[/code] in the shader language.
Returns [code]0.0[/code] if [code]x[/code] is smaller than [code]edge0[/code] and [code]1.0[/code] if [code]x[/code] is larger than [code]edge1[/code]. Otherwise the return value is interpolated between [code]0.0[/code] and [code]1.0[/code] using Hermite polynomials.
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>

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@ -1,15 +0,0 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeScalarSwitch" inherits="VisualShaderNodeSwitch" version="4.0">
<brief_description>
A boolean/scalar function for use within the visual shader graph.
</brief_description>
<description>
Returns an associated scalar if the provided boolean value is [code]true[/code] or [code]false[/code].
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>

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@ -0,0 +1,33 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeSmoothStep" inherits="VisualShaderNode" version="4.0">
<brief_description>
Calculates a SmoothStep function within the visual shader graph.
</brief_description>
<description>
Translates to [code]smoothstep(edge0, edge1, x)[/code] in the shader language.
Returns [code]0.0[/code] if [code]x[/code] is smaller than [code]edge0[/code] and [code]1.0[/code] if [code]x[/code] is larger than [code]edge1[/code]. Otherwise the return value is interpolated between [code]0.0[/code] and [code]1.0[/code] using Hermite polynomials.
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="op_type" type="int" setter="set_op_type" getter="get_op_type" enum="VisualShaderNodeSmoothStep.OpType" default="0">
A type of operands and returned value.
</member>
</members>
<constants>
<constant name="OP_TYPE_SCALAR" value="0" enum="OpType">
A scalar type.
</constant>
<constant name="OP_TYPE_VECTOR" value="1" enum="OpType">
A vector type.
</constant>
<constant name="OP_TYPE_VECTOR_SCALAR" value="2" enum="OpType">
A vector type. [code]edge0[/code] and [code]edge1[/code] are using a scalar type.
</constant>
<constant name="OP_TYPE_MAX" value="3" enum="OpType">
Represents the size of the [enum OpType] enum.
</constant>
</constants>
</class>

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@ -0,0 +1,33 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeStep" inherits="VisualShaderNode" version="4.0">
<brief_description>
Calculates a Step function within the visual shader graph.
</brief_description>
<description>
Translates to [code]step(edge, x)[/code] in the shader language.
Returns [code]0.0[/code] if [code]x[/code] is smaller than [code]edge[/code] and [code]1.0[/code] otherwise.
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="op_type" type="int" setter="set_op_type" getter="get_op_type" enum="VisualShaderNodeStep.OpType" default="0">
A type of operands and returned value.
</member>
</members>
<constants>
<constant name="OP_TYPE_SCALAR" value="0" enum="OpType">
A scalar type.
</constant>
<constant name="OP_TYPE_VECTOR" value="1" enum="OpType">
A vector type.
</constant>
<constant name="OP_TYPE_VECTOR_SCALAR" value="2" enum="OpType">
A vector type. [code]edge[/code] port is using a scalar type.
</constant>
<constant name="OP_TYPE_MAX" value="3" enum="OpType">
Represents the size of the [enum OpType] enum.
</constant>
</constants>
</class>

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@ -1,15 +1,38 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeSwitch" inherits="VisualShaderNode" version="4.0">
<brief_description>
A boolean/vector function for use within the visual shader graph.
A selector function for use within the visual shader graph.
</brief_description>
<description>
Returns an associated vector if the provided boolean value is [code]true[/code] or [code]false[/code].
Returns an associated value of the [code]op_type[/code] type if the provided boolean value is [code]true[/code] or [code]false[/code].
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<members>
<member name="op_type" type="int" setter="set_op_type" getter="get_op_type" enum="VisualShaderNodeSwitch.OpType" default="0">
A type of operands and returned value.
</member>
</members>
<constants>
<constant name="OP_TYPE_FLOAT" value="0" enum="OpType">
A floating-point scalar.
</constant>
<constant name="OP_TYPE_INT" value="1" enum="OpType">
An integer scalar.
</constant>
<constant name="OP_TYPE_VECTOR" value="2" enum="OpType">
A vector type.
</constant>
<constant name="OP_TYPE_BOOLEAN" value="3" enum="OpType">
A boolean type.
</constant>
<constant name="OP_TYPE_TRANSFORM" value="4" enum="OpType">
A transform type.
</constant>
<constant name="OP_TYPE_MAX" value="5" enum="OpType">
Represents the size of the [enum OpType] enum.
</constant>
</constants>
</class>

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@ -1,15 +0,0 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeVectorClamp" inherits="VisualShaderNode" version="4.0">
<brief_description>
Clamps a vector value within the visual shader graph.
</brief_description>
<description>
Constrains a value to lie between [code]min[/code] and [code]max[/code] values. The operation is performed on each component of the vector individually.
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>

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@ -1,15 +0,0 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeVectorInterp" inherits="VisualShaderNode" version="4.0">
<brief_description>
Linearly interpolates between two vectors within the visual shader graph.
</brief_description>
<description>
Translates to [code]mix(a, b, weight)[/code] in the shader language, where [code]weight[/code] is a [Vector3] with weights for each component.
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>

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@ -1,15 +0,0 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeVectorScalarMix" inherits="VisualShaderNode" version="4.0">
<brief_description>
Linearly interpolates between two vectors using a scalar. For use within the visual shader graph.
</brief_description>
<description>
Translates to [code]mix(a, b, weight)[/code] in the shader language, where [code]a[/code] and [code]b[/code] are vectors and [code]weight[/code] is a scalar.
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>

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@ -1,16 +0,0 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeVectorScalarSmoothStep" inherits="VisualShaderNode" version="4.0">
<brief_description>
Calculates a vector SmoothStep function using scalar within the visual shader graph.
</brief_description>
<description>
Translates to [code]smoothstep(edge0, edge1, x)[/code] in the shader language, where [code]x[/code] is a scalar.
Returns [code]0.0[/code] if [code]x[/code] is smaller than [code]edge0[/code] and [code]1.0[/code] if [code]x[/code] is larger than [code]edge1[/code]. Otherwise the return value is interpolated between [code]0.0[/code] and [code]1.0[/code] using Hermite polynomials.
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>

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@ -1,16 +0,0 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeVectorScalarStep" inherits="VisualShaderNode" version="4.0">
<brief_description>
Calculates a vector Step function within the visual shader graph.
</brief_description>
<description>
Translates to [code]step(edge, x)[/code] in the shader language.
Returns [code]0.0[/code] if [code]x[/code] is smaller than [code]edge[/code] and [code]1.0[/code] otherwise.
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>

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@ -1,16 +0,0 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualShaderNodeVectorSmoothStep" inherits="VisualShaderNode" version="4.0">
<brief_description>
Calculates a vector SmoothStep function within the visual shader graph.
</brief_description>
<description>
Translates to [code]smoothstep(edge0, edge1, x)[/code] in the shader language, where [code]x[/code] is a vector.
Returns [code]0.0[/code] if [code]x[/code] is smaller than [code]edge0[/code] and [code]1.0[/code] if [code]x[/code] is larger than [code]edge1[/code]. Otherwise the return value is interpolated between [code]0.0[/code] and [code]1.0[/code] using Hermite polynomials.
</description>
<tutorials>
</tutorials>
<methods>
</methods>
<constants>
</constants>
</class>

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@ -1733,6 +1733,194 @@ void VisualShaderEditor::_add_curve_node(const String &p_path) {
curve->set_texture(ResourceLoader::load(p_path));
}
void VisualShaderEditor::_setup_node(VisualShaderNode *p_node, int p_op_idx) {
// FLOAT_OP
{
VisualShaderNodeFloatOp *floatOp = Object::cast_to<VisualShaderNodeFloatOp>(p_node);
if (floatOp) {
floatOp->set_operator((VisualShaderNodeFloatOp::Operator)p_op_idx);
return;
}
}
// FLOAT_FUNC
{
VisualShaderNodeFloatFunc *floatFunc = Object::cast_to<VisualShaderNodeFloatFunc>(p_node);
if (floatFunc) {
floatFunc->set_function((VisualShaderNodeFloatFunc::Function)p_op_idx);
return;
}
}
// VECTOR_OP
{
VisualShaderNodeVectorOp *vecOp = Object::cast_to<VisualShaderNodeVectorOp>(p_node);
if (vecOp) {
vecOp->set_operator((VisualShaderNodeVectorOp::Operator)p_op_idx);
return;
}
}
// VECTOR_FUNC
{
VisualShaderNodeVectorFunc *vecFunc = Object::cast_to<VisualShaderNodeVectorFunc>(p_node);
if (vecFunc) {
vecFunc->set_function((VisualShaderNodeVectorFunc::Function)p_op_idx);
return;
}
}
// COLOR_OP
{
VisualShaderNodeColorOp *colorOp = Object::cast_to<VisualShaderNodeColorOp>(p_node);
if (colorOp) {
colorOp->set_operator((VisualShaderNodeColorOp::Operator)p_op_idx);
return;
}
}
// COLOR_FUNC
{
VisualShaderNodeColorFunc *colorFunc = Object::cast_to<VisualShaderNodeColorFunc>(p_node);
if (colorFunc) {
colorFunc->set_function((VisualShaderNodeColorFunc::Function)p_op_idx);
return;
}
}
// INT_OP
{
VisualShaderNodeIntOp *intOp = Object::cast_to<VisualShaderNodeIntOp>(p_node);
if (intOp) {
intOp->set_operator((VisualShaderNodeIntOp::Operator)p_op_idx);
return;
}
}
// INT_FUNC
{
VisualShaderNodeIntFunc *intFunc = Object::cast_to<VisualShaderNodeIntFunc>(p_node);
if (intFunc) {
intFunc->set_function((VisualShaderNodeIntFunc::Function)p_op_idx);
return;
}
}
// TRANSFORM_FUNC
{
VisualShaderNodeTransformFunc *matFunc = Object::cast_to<VisualShaderNodeTransformFunc>(p_node);
if (matFunc) {
matFunc->set_function((VisualShaderNodeTransformFunc::Function)p_op_idx);
return;
}
}
// IS
{
VisualShaderNodeIs *is = Object::cast_to<VisualShaderNodeIs>(p_node);
if (is) {
is->set_function((VisualShaderNodeIs::Function)p_op_idx);
return;
}
}
// COMPARE
{
VisualShaderNodeCompare *cmp = Object::cast_to<VisualShaderNodeCompare>(p_node);
if (cmp) {
cmp->set_function((VisualShaderNodeCompare::Function)p_op_idx);
return;
}
}
// DERIVATIVE
{
VisualShaderNodeScalarDerivativeFunc *sderFunc = Object::cast_to<VisualShaderNodeScalarDerivativeFunc>(p_node);
if (sderFunc) {
sderFunc->set_function((VisualShaderNodeScalarDerivativeFunc::Function)p_op_idx);
return;
}
VisualShaderNodeVectorDerivativeFunc *vderFunc = Object::cast_to<VisualShaderNodeVectorDerivativeFunc>(p_node);
if (vderFunc) {
vderFunc->set_function((VisualShaderNodeVectorDerivativeFunc::Function)p_op_idx);
return;
}
}
// MIX
{
VisualShaderNodeMix *mix = Object::cast_to<VisualShaderNodeMix>(p_node);
if (mix) {
mix->set_op_type((VisualShaderNodeMix::OpType)p_op_idx);
return;
}
}
// CLAMP
{
VisualShaderNodeClamp *clampFunc = Object::cast_to<VisualShaderNodeClamp>(p_node);
if (clampFunc) {
clampFunc->set_op_type((VisualShaderNodeClamp::OpType)p_op_idx);
return;
}
}
// SWITCH
{
VisualShaderNodeSwitch *switchFunc = Object::cast_to<VisualShaderNodeSwitch>(p_node);
if (switchFunc) {
switchFunc->set_op_type((VisualShaderNodeSwitch::OpType)p_op_idx);
return;
}
}
// SMOOTHSTEP
{
VisualShaderNodeSmoothStep *smoothStepFunc = Object::cast_to<VisualShaderNodeSmoothStep>(p_node);
if (smoothStepFunc) {
smoothStepFunc->set_op_type((VisualShaderNodeSmoothStep::OpType)p_op_idx);
return;
}
}
// STEP
{
VisualShaderNodeStep *stepFunc = Object::cast_to<VisualShaderNodeStep>(p_node);
if (stepFunc) {
stepFunc->set_op_type((VisualShaderNodeStep::OpType)p_op_idx);
return;
}
}
// MULTIPLY_ADD
{
VisualShaderNodeMultiplyAdd *fmaFunc = Object::cast_to<VisualShaderNodeMultiplyAdd>(p_node);
if (fmaFunc) {
fmaFunc->set_op_type((VisualShaderNodeMultiplyAdd::OpType)p_op_idx);
}
}
}
VisualShaderNode *VisualShaderEditor::_add_node(int p_idx, int p_op_idx) {
ERR_FAIL_INDEX_V(p_idx, add_options.size(), nullptr);
@ -1750,97 +1938,15 @@ VisualShaderNode *VisualShaderEditor::_add_node(int p_idx, int p_op_idx) {
if ((int)add_options[p_idx].value != -1) {
constant->set_constant(add_options[p_idx].value);
}
}
} else {
if (p_op_idx != -1) {
VisualShaderNodeInput *input = Object::cast_to<VisualShaderNodeInput>(vsn);
if (p_op_idx != -1) {
VisualShaderNodeInput *input = Object::cast_to<VisualShaderNodeInput>(vsn);
if (input) {
input->set_input_name(add_options[p_idx].sub_func_str);
}
VisualShaderNodeIs *is = Object::cast_to<VisualShaderNodeIs>(vsn);
if (is) {
is->set_function((VisualShaderNodeIs::Function)p_op_idx);
}
VisualShaderNodeCompare *cmp = Object::cast_to<VisualShaderNodeCompare>(vsn);
if (cmp) {
cmp->set_function((VisualShaderNodeCompare::Function)p_op_idx);
}
VisualShaderNodeColorOp *colorOp = Object::cast_to<VisualShaderNodeColorOp>(vsn);
if (colorOp) {
colorOp->set_operator((VisualShaderNodeColorOp::Operator)p_op_idx);
}
VisualShaderNodeColorFunc *colorFunc = Object::cast_to<VisualShaderNodeColorFunc>(vsn);
if (colorFunc) {
colorFunc->set_function((VisualShaderNodeColorFunc::Function)p_op_idx);
}
VisualShaderNodeFloatOp *floatOp = Object::cast_to<VisualShaderNodeFloatOp>(vsn);
if (floatOp) {
floatOp->set_operator((VisualShaderNodeFloatOp::Operator)p_op_idx);
}
VisualShaderNodeIntOp *intOp = Object::cast_to<VisualShaderNodeIntOp>(vsn);
if (intOp) {
intOp->set_operator((VisualShaderNodeIntOp::Operator)p_op_idx);
}
VisualShaderNodeFloatFunc *floatFunc = Object::cast_to<VisualShaderNodeFloatFunc>(vsn);
if (floatFunc) {
floatFunc->set_function((VisualShaderNodeFloatFunc::Function)p_op_idx);
}
VisualShaderNodeIntFunc *intFunc = Object::cast_to<VisualShaderNodeIntFunc>(vsn);
if (intFunc) {
intFunc->set_function((VisualShaderNodeIntFunc::Function)p_op_idx);
}
VisualShaderNodeVectorOp *vecOp = Object::cast_to<VisualShaderNodeVectorOp>(vsn);
if (vecOp) {
vecOp->set_operator((VisualShaderNodeVectorOp::Operator)p_op_idx);
}
VisualShaderNodeVectorFunc *vecFunc = Object::cast_to<VisualShaderNodeVectorFunc>(vsn);
if (vecFunc) {
vecFunc->set_function((VisualShaderNodeVectorFunc::Function)p_op_idx);
}
VisualShaderNodeTransformFunc *matFunc = Object::cast_to<VisualShaderNodeTransformFunc>(vsn);
if (matFunc) {
matFunc->set_function((VisualShaderNodeTransformFunc::Function)p_op_idx);
}
VisualShaderNodeScalarDerivativeFunc *sderFunc = Object::cast_to<VisualShaderNodeScalarDerivativeFunc>(vsn);
if (sderFunc) {
sderFunc->set_function((VisualShaderNodeScalarDerivativeFunc::Function)p_op_idx);
}
VisualShaderNodeVectorDerivativeFunc *vderFunc = Object::cast_to<VisualShaderNodeVectorDerivativeFunc>(vsn);
if (vderFunc) {
vderFunc->set_function((VisualShaderNodeVectorDerivativeFunc::Function)p_op_idx);
}
VisualShaderNodeMultiplyAdd *fmaFunc = Object::cast_to<VisualShaderNodeMultiplyAdd>(vsn);
if (fmaFunc) {
fmaFunc->set_op_type((VisualShaderNodeMultiplyAdd::OpType)p_op_idx);
if (input) {
input->set_input_name(add_options[p_idx].sub_func_str);
} else {
_setup_node(vsn, p_op_idx);
}
}
}
@ -3395,8 +3501,11 @@ VisualShaderEditor::VisualShaderEditor() {
add_options.push_back(AddOption("LessThan", "Conditional", "Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Less Than (<)")), VisualShaderNodeCompare::FUNC_LESS_THAN, VisualShaderNode::PORT_TYPE_BOOLEAN));
add_options.push_back(AddOption("LessThanEqual", "Conditional", "Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Less Than or Equal (<=)")), VisualShaderNodeCompare::FUNC_LESS_THAN_EQUAL, VisualShaderNode::PORT_TYPE_BOOLEAN));
add_options.push_back(AddOption("NotEqual", "Conditional", "Functions", "VisualShaderNodeCompare", vformat(compare_func_desc, TTR("Not Equal (!=)")), VisualShaderNodeCompare::FUNC_NOT_EQUAL, VisualShaderNode::PORT_TYPE_BOOLEAN));
add_options.push_back(AddOption("Switch", "Conditional", "Functions", "VisualShaderNodeSwitch", TTR("Returns an associated vector if the provided boolean value is true or false."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("SwitchS", "Conditional", "Functions", "VisualShaderNodeScalarSwitch", TTR("Returns an associated scalar if the provided boolean value is true or false."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Switch", "Conditional", "Functions", "VisualShaderNodeSwitch", TTR("Returns an associated vector if the provided boolean value is true or false."), VisualShaderNodeSwitch::OP_TYPE_VECTOR, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("SwitchBool", "Conditional", "Functions", "VisualShaderNodeSwitch", TTR("Returns an associated boolean if the provided boolean value is true or false."), VisualShaderNodeSwitch::OP_TYPE_BOOLEAN, VisualShaderNode::PORT_TYPE_BOOLEAN));
add_options.push_back(AddOption("SwitchFloat", "Conditional", "Functions", "VisualShaderNodeSwitch", TTR("Returns an associated floating-point scalar if the provided boolean value is true or false."), VisualShaderNodeSwitch::OP_TYPE_FLOAT, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("SwitchInt", "Conditional", "Functions", "VisualShaderNodeSwitch", TTR("Returns an associated integer scalar if the provided boolean value is true or false."), VisualShaderNodeSwitch::OP_TYPE_INT, VisualShaderNode::PORT_TYPE_SCALAR_INT));
add_options.push_back(AddOption("SwitchTransform", "Conditional", "Functions", "VisualShaderNodeSwitch", TTR("Returns an associated transform if the provided boolean value is true or false."), VisualShaderNodeSwitch::OP_TYPE_TRANSFORM, VisualShaderNode::PORT_TYPE_TRANSFORM));
add_options.push_back(AddOption("Compare", "Conditional", "Common", "VisualShaderNodeCompare", TTR("Returns the boolean result of the comparison between two parameters."), -1, VisualShaderNode::PORT_TYPE_BOOLEAN));
add_options.push_back(AddOption("Is", "Conditional", "Common", "VisualShaderNodeIs", TTR("Returns the boolean result of the comparison between INF (or NaN) and a scalar parameter."), -1, VisualShaderNode::PORT_TYPE_BOOLEAN));
@ -3619,8 +3728,8 @@ VisualShaderEditor::VisualShaderEditor() {
add_options.push_back(AddOption("ATan2", "Scalar", "Functions", "VisualShaderNodeFloatOp", TTR("Returns the arc-tangent of the parameters."), VisualShaderNodeFloatOp::OP_ATAN2, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("ATanH", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the inverse hyperbolic tangent of the parameter."), VisualShaderNodeFloatFunc::FUNC_ATANH, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Ceil", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Finds the nearest integer that is greater than or equal to the parameter."), VisualShaderNodeFloatFunc::FUNC_CEIL, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Clamp", "Scalar", "Functions", "VisualShaderNodeScalarClamp", TTR("Constrains a value to lie between two further values."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Clamp", "Scalar", "Functions", "VisualShaderNodeIntFunc", TTR("Constrains a value to lie between two further values."), VisualShaderNodeIntFunc::FUNC_CLAMP, VisualShaderNode::PORT_TYPE_SCALAR_INT));
add_options.push_back(AddOption("Clamp", "Scalar", "Functions", "VisualShaderNodeClamp", TTR("Constrains a value to lie between two further values."), VisualShaderNodeClamp::OP_TYPE_FLOAT, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Clamp", "Scalar", "Functions", "VisualShaderNodeClamp", TTR("Constrains a value to lie between two further values."), VisualShaderNodeClamp::OP_TYPE_INT, VisualShaderNode::PORT_TYPE_SCALAR_INT));
add_options.push_back(AddOption("Cos", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the cosine of the parameter."), VisualShaderNodeFloatFunc::FUNC_COS, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("CosH", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the hyperbolic cosine of the parameter."), VisualShaderNodeFloatFunc::FUNC_COSH, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Degrees", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Converts a quantity in radians to degrees."), VisualShaderNodeFloatFunc::FUNC_DEGREES, VisualShaderNode::PORT_TYPE_SCALAR));
@ -3633,7 +3742,7 @@ VisualShaderEditor::VisualShaderEditor() {
add_options.push_back(AddOption("Log2", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Base-2 logarithm."), VisualShaderNodeFloatFunc::FUNC_LOG2, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Max", "Scalar", "Functions", "VisualShaderNodeFloatOp", TTR("Returns the greater of two values."), VisualShaderNodeFloatOp::OP_MAX, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Min", "Scalar", "Functions", "VisualShaderNodeFloatOp", TTR("Returns the lesser of two values."), VisualShaderNodeFloatOp::OP_MIN, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Mix", "Scalar", "Functions", "VisualShaderNodeScalarInterp", TTR("Linear interpolation between two scalars."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Mix", "Scalar", "Functions", "VisualShaderNodeMix", TTR("Linear interpolation between two scalars."), VisualShaderNodeMix::OP_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("MultiplyAdd", "Scalar", "Functions", "VisualShaderNodeMultiplyAdd", TTR("Performs a fused multiply-add operation (a * b + c) on scalars."), VisualShaderNodeMultiplyAdd::OP_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Negate", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the opposite value of the parameter."), VisualShaderNodeFloatFunc::FUNC_NEGATE, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Negate", "Scalar", "Functions", "VisualShaderNodeIntFunc", TTR("Returns the opposite value of the parameter."), VisualShaderNodeIntFunc::FUNC_NEGATE, VisualShaderNode::PORT_TYPE_SCALAR_INT));
@ -3649,8 +3758,8 @@ VisualShaderEditor::VisualShaderEditor() {
add_options.push_back(AddOption("Sin", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the sine of the parameter."), VisualShaderNodeFloatFunc::FUNC_SIN, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("SinH", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the hyperbolic sine of the parameter."), VisualShaderNodeFloatFunc::FUNC_SINH, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Sqrt", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the square root of the parameter."), VisualShaderNodeFloatFunc::FUNC_SQRT, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("SmoothStep", "Scalar", "Functions", "VisualShaderNodeScalarSmoothStep", TTR("SmoothStep function( scalar(edge0), scalar(edge1), scalar(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge0' and 1.0 if x is larger than 'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using Hermite polynomials."), -1, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Step", "Scalar", "Functions", "VisualShaderNodeFloatOp", TTR("Step function( scalar(edge), scalar(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0."), VisualShaderNodeFloatOp::OP_STEP, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("SmoothStep", "Scalar", "Functions", "VisualShaderNodeSmoothStep", TTR("SmoothStep function( scalar(edge0), scalar(edge1), scalar(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge0' and 1.0 if x is larger than 'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using Hermite polynomials."), VisualShaderNodeSmoothStep::OP_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Step", "Scalar", "Functions", "VisualShaderNodeStep", TTR("Step function( scalar(edge), scalar(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0."), VisualShaderNodeStep::OP_TYPE_SCALAR, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Tan", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the tangent of the parameter."), VisualShaderNodeFloatFunc::FUNC_TAN, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("TanH", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Returns the hyperbolic tangent of the parameter."), VisualShaderNodeFloatFunc::FUNC_TANH, VisualShaderNode::PORT_TYPE_SCALAR));
add_options.push_back(AddOption("Trunc", "Scalar", "Functions", "VisualShaderNodeFloatFunc", TTR("Finds the truncated value of the parameter."), VisualShaderNodeFloatFunc::FUNC_TRUNC, VisualShaderNode::PORT_TYPE_SCALAR));
@ -3724,7 +3833,7 @@ VisualShaderEditor::VisualShaderEditor() {
add_options.push_back(AddOption("ATan2", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns the arc-tangent of the parameters."), VisualShaderNodeVectorOp::OP_ATAN2, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("ATanH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the inverse hyperbolic tangent of the parameter."), VisualShaderNodeVectorFunc::FUNC_ATANH, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Ceil", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer that is greater than or equal to the parameter."), VisualShaderNodeVectorFunc::FUNC_CEIL, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Clamp", "Vector", "Functions", "VisualShaderNodeVectorClamp", TTR("Constrains a value to lie between two further values."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Clamp", "Vector", "Functions", "VisualShaderNodeClamp", TTR("Constrains a value to lie between two further values."), VisualShaderNodeClamp::OP_TYPE_VECTOR, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Cos", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the cosine of the parameter."), VisualShaderNodeVectorFunc::FUNC_COS, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("CosH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the hyperbolic cosine of the parameter."), VisualShaderNodeVectorFunc::FUNC_COSH, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Cross", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Calculates the cross product of two vectors."), VisualShaderNodeVectorOp::OP_CROSS, VisualShaderNode::PORT_TYPE_VECTOR));
@ -3742,8 +3851,8 @@ VisualShaderEditor::VisualShaderEditor() {
add_options.push_back(AddOption("Log2", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Base-2 logarithm."), VisualShaderNodeVectorFunc::FUNC_LOG2, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Max", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns the greater of two values."), VisualShaderNodeVectorOp::OP_MAX, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Min", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Returns the lesser of two values."), VisualShaderNodeVectorOp::OP_MIN, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Mix", "Vector", "Functions", "VisualShaderNodeVectorInterp", TTR("Linear interpolation between two vectors."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("MixS", "Vector", "Functions", "VisualShaderNodeVectorScalarMix", TTR("Linear interpolation between two vectors using scalar."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Mix", "Vector", "Functions", "VisualShaderNodeMix", TTR("Linear interpolation between two vectors."), VisualShaderNodeMix::OP_TYPE_VECTOR, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("MixS", "Vector", "Functions", "VisualShaderNodeMix", TTR("Linear interpolation between two vectors using scalar."), VisualShaderNodeMix::OP_TYPE_VECTOR_SCALAR, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("MultiplyAdd", "Vector", "Functions", "VisualShaderNodeMultiplyAdd", TTR("Performs a fused multiply-add operation (a * b + c) on vectors."), VisualShaderNodeMultiplyAdd::OP_TYPE_VECTOR, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Negate", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the opposite value of the parameter."), VisualShaderNodeVectorFunc::FUNC_NEGATE, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Normalize", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Calculates the normalize product of vector."), VisualShaderNodeVectorFunc::FUNC_NORMALIZE, VisualShaderNode::PORT_TYPE_VECTOR));
@ -3760,10 +3869,10 @@ VisualShaderEditor::VisualShaderEditor() {
add_options.push_back(AddOption("Sin", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the sine of the parameter."), VisualShaderNodeVectorFunc::FUNC_SIN, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("SinH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the hyperbolic sine of the parameter."), VisualShaderNodeVectorFunc::FUNC_SINH, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Sqrt", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the square root of the parameter."), VisualShaderNodeVectorFunc::FUNC_SQRT, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("SmoothStep", "Vector", "Functions", "VisualShaderNodeVectorSmoothStep", TTR("SmoothStep function( vector(edge0), vector(edge1), vector(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than 'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using Hermite polynomials."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("SmoothStepS", "Vector", "Functions", "VisualShaderNodeVectorScalarSmoothStep", TTR("SmoothStep function( scalar(edge0), scalar(edge1), vector(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than 'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using Hermite polynomials."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Step", "Vector", "Functions", "VisualShaderNodeVectorOp", TTR("Step function( vector(edge), vector(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0."), VisualShaderNodeVectorOp::OP_STEP, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("StepS", "Vector", "Functions", "VisualShaderNodeVectorScalarStep", TTR("Step function( scalar(edge), vector(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0."), -1, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("SmoothStep", "Vector", "Functions", "VisualShaderNodeSmoothStep", TTR("SmoothStep function( vector(edge0), vector(edge1), vector(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than 'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using Hermite polynomials."), VisualShaderNodeSmoothStep::OP_TYPE_VECTOR, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("SmoothStepS", "Vector", "Functions", "VisualShaderNodeSmoothStep", TTR("SmoothStep function( scalar(edge0), scalar(edge1), vector(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge0' and 1.0 if 'x' is larger than 'edge1'. Otherwise the return value is interpolated between 0.0 and 1.0 using Hermite polynomials."), VisualShaderNodeSmoothStep::OP_TYPE_VECTOR_SCALAR, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Step", "Vector", "Functions", "VisualShaderNodeStep", TTR("Step function( vector(edge), vector(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0."), VisualShaderNodeStep::OP_TYPE_VECTOR, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("StepS", "Vector", "Functions", "VisualShaderNodeStep", TTR("Step function( scalar(edge), vector(x) ).\n\nReturns 0.0 if 'x' is smaller than 'edge' and otherwise 1.0."), VisualShaderNodeStep::OP_TYPE_VECTOR_SCALAR, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Tan", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the tangent of the parameter."), VisualShaderNodeVectorFunc::FUNC_TAN, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("TanH", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Returns the hyperbolic tangent of the parameter."), VisualShaderNodeVectorFunc::FUNC_TANH, VisualShaderNode::PORT_TYPE_VECTOR));
add_options.push_back(AddOption("Trunc", "Vector", "Functions", "VisualShaderNodeVectorFunc", TTR("Finds the truncated value of the parameter."), VisualShaderNodeVectorFunc::FUNC_TRUNC, VisualShaderNode::PORT_TYPE_VECTOR));

View file

@ -276,6 +276,7 @@ class VisualShaderEditor : public VBoxContainer {
void _add_texture3d_node(const String &p_path);
void _add_curve_node(const String &p_path);
void _setup_node(VisualShaderNode *p_node, int p_op_idx);
VisualShaderNode *_add_node(int p_idx, int p_op_idx = -1);
void _update_options_menu();
void _set_mode(int p_which);

View file

@ -556,19 +556,14 @@ void register_scene_types() {
ClassDB::register_class<VisualShaderNodeDeterminant>();
ClassDB::register_class<VisualShaderNodeScalarDerivativeFunc>();
ClassDB::register_class<VisualShaderNodeVectorDerivativeFunc>();
ClassDB::register_class<VisualShaderNodeScalarClamp>();
ClassDB::register_class<VisualShaderNodeVectorClamp>();
ClassDB::register_class<VisualShaderNodeClamp>();
ClassDB::register_class<VisualShaderNodeFaceForward>();
ClassDB::register_class<VisualShaderNodeOuterProduct>();
ClassDB::register_class<VisualShaderNodeVectorScalarStep>();
ClassDB::register_class<VisualShaderNodeScalarSmoothStep>();
ClassDB::register_class<VisualShaderNodeVectorSmoothStep>();
ClassDB::register_class<VisualShaderNodeVectorScalarSmoothStep>();
ClassDB::register_class<VisualShaderNodeSmoothStep>();
ClassDB::register_class<VisualShaderNodeStep>();
ClassDB::register_class<VisualShaderNodeVectorDistance>();
ClassDB::register_class<VisualShaderNodeVectorRefract>();
ClassDB::register_class<VisualShaderNodeScalarInterp>();
ClassDB::register_class<VisualShaderNodeVectorInterp>();
ClassDB::register_class<VisualShaderNodeVectorScalarMix>();
ClassDB::register_class<VisualShaderNodeMix>();
ClassDB::register_class<VisualShaderNodeVectorCompose>();
ClassDB::register_class<VisualShaderNodeTransformCompose>();
ClassDB::register_class<VisualShaderNodeVectorDecompose>();
@ -594,7 +589,6 @@ void register_scene_types() {
ClassDB::register_class<VisualShaderNodeCubemapUniform>();
ClassDB::register_class<VisualShaderNodeIf>();
ClassDB::register_class<VisualShaderNodeSwitch>();
ClassDB::register_class<VisualShaderNodeScalarSwitch>();
ClassDB::register_class<VisualShaderNodeFresnel>();
ClassDB::register_class<VisualShaderNodeExpression>();
ClassDB::register_class<VisualShaderNodeGlobalExpression>();
@ -928,6 +922,16 @@ void register_scene_types() {
ClassDB::add_compatibility_class("VisualShaderNodeScalarFunc", "VisualShaderNodeFloatFunc");
ClassDB::add_compatibility_class("VisualShaderNodeScalarOp", "VisualShaderNodeFloatOp");
ClassDB::add_compatibility_class("VisualShaderNodeScalarUniform", "VisualShaderNodeFloatUniform");
ClassDB::add_compatibility_class("VisualShaderNodeScalarClamp", "VisualShaderNodeClamp");
ClassDB::add_compatibility_class("VisualShaderNodeVectorClamp", "VisualShaderNodeClamp");
ClassDB::add_compatibility_class("VisualShaderNodeScalarInterp", "VisualShaderNodeMix");
ClassDB::add_compatibility_class("VisualShaderNodeVectorInterp", "VisualShaderNodeMix");
ClassDB::add_compatibility_class("VisualShaderNodeVectorScalarMix", "VisualShaderNodeMix");
ClassDB::add_compatibility_class("VisualShaderNodeScalarSmoothStep", "VisualShaderNodeSmoothStep");
ClassDB::add_compatibility_class("VisualShaderNodeVectorSmoothStep", "VisualShaderNodeSmoothStep");
ClassDB::add_compatibility_class("VisualShaderNodeVectorScalarSmoothStep", "VisualShaderNodeSmoothStep");
ClassDB::add_compatibility_class("VisualShaderNodeVectorScalarStep", "VisualShaderNodeStep");
ClassDB::add_compatibility_class("VisualShaderNodeScalarSwitch", "VisualShaderNodeSwitch");
ClassDB::add_compatibility_class("World", "World3D");
ClassDB::add_compatibility_class("StreamTexture", "StreamTexture2D");
ClassDB::add_compatibility_class("Light2D", "PointLight2D");

File diff suppressed because it is too large Load diff

View file

@ -826,7 +826,6 @@ class VisualShaderNodeIntFunc : public VisualShaderNode {
public:
enum Function {
FUNC_ABS,
FUNC_CLAMP,
FUNC_NEGATE,
FUNC_SIGN,
};
@ -1088,8 +1087,20 @@ public:
/// CLAMP
///////////////////////////////////////
class VisualShaderNodeScalarClamp : public VisualShaderNode {
GDCLASS(VisualShaderNodeScalarClamp, VisualShaderNode);
class VisualShaderNodeClamp : public VisualShaderNode {
GDCLASS(VisualShaderNodeClamp, VisualShaderNode);
public:
enum OpType {
OP_TYPE_FLOAT,
OP_TYPE_INT,
OP_TYPE_VECTOR,
OP_TYPE_MAX,
};
protected:
OpType op_type = OP_TYPE_FLOAT;
static void _bind_methods();
public:
virtual String get_caption() const override;
@ -1102,32 +1113,18 @@ public:
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override; //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
void set_op_type(OpType p_type);
OpType get_op_type() const;
VisualShaderNodeScalarClamp();
};
///////////////////////////////////////
class VisualShaderNodeVectorClamp : public VisualShaderNode {
GDCLASS(VisualShaderNodeVectorClamp, VisualShaderNode);
public:
virtual String get_caption() const override;
virtual int get_input_port_count() const override;
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
virtual Vector<StringName> get_editable_properties() const override;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override; //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
VisualShaderNodeVectorClamp();
VisualShaderNodeClamp();
};
VARIANT_ENUM_CAST(VisualShaderNodeClamp::OpType)
///////////////////////////////////////
/// DERIVATIVE FUNCTIONS
///////////////////////////////////////
@ -1260,8 +1257,20 @@ public:
/// STEP
///////////////////////////////////////
class VisualShaderNodeVectorScalarStep : public VisualShaderNode {
GDCLASS(VisualShaderNodeVectorScalarStep, VisualShaderNode);
class VisualShaderNodeStep : public VisualShaderNode {
GDCLASS(VisualShaderNodeStep, VisualShaderNode);
public:
enum OpType {
OP_TYPE_SCALAR,
OP_TYPE_VECTOR,
OP_TYPE_VECTOR_SCALAR,
OP_TYPE_MAX,
};
protected:
OpType op_type = OP_TYPE_SCALAR;
static void _bind_methods();
public:
virtual String get_caption() const override;
@ -1274,17 +1283,36 @@ public:
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
void set_op_type(OpType p_type);
OpType get_op_type() const;
virtual Vector<StringName> get_editable_properties() const override;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override; //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
VisualShaderNodeVectorScalarStep();
VisualShaderNodeStep();
};
VARIANT_ENUM_CAST(VisualShaderNodeStep::OpType)
///////////////////////////////////////
/// SMOOTHSTEP
///////////////////////////////////////
class VisualShaderNodeScalarSmoothStep : public VisualShaderNode {
GDCLASS(VisualShaderNodeScalarSmoothStep, VisualShaderNode);
class VisualShaderNodeSmoothStep : public VisualShaderNode {
GDCLASS(VisualShaderNodeSmoothStep, VisualShaderNode);
public:
enum OpType {
OP_TYPE_SCALAR,
OP_TYPE_VECTOR,
OP_TYPE_VECTOR_SCALAR,
OP_TYPE_MAX,
};
protected:
OpType op_type = OP_TYPE_SCALAR;
static void _bind_methods();
public:
virtual String get_caption() const override;
@ -1297,52 +1325,17 @@ public:
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override; //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
void set_op_type(OpType p_type);
OpType get_op_type() const;
VisualShaderNodeScalarSmoothStep();
};
///////////////////////////////////////
class VisualShaderNodeVectorSmoothStep : public VisualShaderNode {
GDCLASS(VisualShaderNodeVectorSmoothStep, VisualShaderNode);
public:
virtual String get_caption() const override;
virtual int get_input_port_count() const override;
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
virtual Vector<StringName> get_editable_properties() const override;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override; //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
VisualShaderNodeVectorSmoothStep();
VisualShaderNodeSmoothStep();
};
///////////////////////////////////////
class VisualShaderNodeVectorScalarSmoothStep : public VisualShaderNode {
GDCLASS(VisualShaderNodeVectorScalarSmoothStep, VisualShaderNode);
public:
virtual String get_caption() const override;
virtual int get_input_port_count() const override;
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override; //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
VisualShaderNodeVectorScalarSmoothStep();
};
VARIANT_ENUM_CAST(VisualShaderNodeSmoothStep::OpType)
///////////////////////////////////////
/// DISTANCE
@ -1394,8 +1387,20 @@ public:
/// MIX
///////////////////////////////////////
class VisualShaderNodeScalarInterp : public VisualShaderNode {
GDCLASS(VisualShaderNodeScalarInterp, VisualShaderNode);
class VisualShaderNodeMix : public VisualShaderNode {
GDCLASS(VisualShaderNodeMix, VisualShaderNode);
public:
enum OpType {
OP_TYPE_SCALAR,
OP_TYPE_VECTOR,
OP_TYPE_VECTOR_SCALAR,
OP_TYPE_MAX,
};
protected:
OpType op_type = OP_TYPE_SCALAR;
static void _bind_methods();
public:
virtual String get_caption() const override;
@ -1408,52 +1413,17 @@ public:
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override; //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
void set_op_type(OpType p_type);
OpType get_op_type() const;
VisualShaderNodeScalarInterp();
};
///////////////////////////////////////
class VisualShaderNodeVectorInterp : public VisualShaderNode {
GDCLASS(VisualShaderNodeVectorInterp, VisualShaderNode);
public:
virtual String get_caption() const override;
virtual int get_input_port_count() const override;
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
virtual Vector<StringName> get_editable_properties() const override;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override; //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
VisualShaderNodeVectorInterp();
VisualShaderNodeMix();
};
///////////////////////////////////////
class VisualShaderNodeVectorScalarMix : public VisualShaderNode {
GDCLASS(VisualShaderNodeVectorScalarMix, VisualShaderNode);
public:
virtual String get_caption() const override;
virtual int get_input_port_count() const override;
virtual PortType get_input_port_type(int p_port) const override;
virtual String get_input_port_name(int p_port) const override;
virtual int get_output_port_count() const override;
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override; //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
VisualShaderNodeVectorScalarMix();
};
VARIANT_ENUM_CAST(VisualShaderNodeMix::OpType)
///////////////////////////////////////
/// COMPOSE
@ -2022,6 +1992,21 @@ public:
class VisualShaderNodeSwitch : public VisualShaderNode {
GDCLASS(VisualShaderNodeSwitch, VisualShaderNode);
public:
enum OpType {
OP_TYPE_FLOAT,
OP_TYPE_INT,
OP_TYPE_VECTOR,
OP_TYPE_BOOLEAN,
OP_TYPE_TRANSFORM,
OP_TYPE_MAX,
};
protected:
OpType op_type = OP_TYPE_FLOAT;
static void _bind_methods();
public:
virtual String get_caption() const override;
@ -2033,22 +2018,17 @@ public:
virtual PortType get_output_port_type(int p_port) const override;
virtual String get_output_port_name(int p_port) const override;
void set_op_type(OpType p_type);
OpType get_op_type() const;
virtual Vector<StringName> get_editable_properties() const override;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
VisualShaderNodeSwitch();
};
class VisualShaderNodeScalarSwitch : public VisualShaderNodeSwitch {
GDCLASS(VisualShaderNodeScalarSwitch, VisualShaderNodeSwitch);
public:
virtual String get_caption() const override;
virtual PortType get_input_port_type(int p_port) const override;
virtual PortType get_output_port_type(int p_port) const override;
VisualShaderNodeScalarSwitch();
};
VARIANT_ENUM_CAST(VisualShaderNodeSwitch::OpType)
///////////////////////////////////////
/// FRESNEL