/*************************************************************************/ /* visual_shader_nodes.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_nodes.h" ////////////// Scalar String VisualShaderNodeScalarConstant::get_caption() const { return "Scalar"; } int VisualShaderNodeScalarConstant::get_input_port_count() const { return 0; } VisualShaderNodeScalarConstant::PortType VisualShaderNodeScalarConstant::get_input_port_type(int p_port) const { return PORT_TYPE_SCALAR; } String VisualShaderNodeScalarConstant::get_input_port_name(int p_port) const { return String(); } int VisualShaderNodeScalarConstant::get_output_port_count() const { return 1; } VisualShaderNodeScalarConstant::PortType VisualShaderNodeScalarConstant::get_output_port_type(int p_port) const { return PORT_TYPE_SCALAR; } String VisualShaderNodeScalarConstant::get_output_port_name(int p_port) const { return ""; //no output port means the editor will be used as port } String VisualShaderNodeScalarConstant::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] + " = " + vformat("%.6f", constant) + ";\n"; } void VisualShaderNodeScalarConstant::set_constant(float p_value) { constant = p_value; emit_changed(); } float VisualShaderNodeScalarConstant::get_constant() const { return constant; } Vector VisualShaderNodeScalarConstant::get_editable_properties() const { Vector props; props.push_back("constant"); return props; } void VisualShaderNodeScalarConstant::_bind_methods() { ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeScalarConstant::set_constant); ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeScalarConstant::get_constant); ADD_PROPERTY(PropertyInfo(Variant::REAL, "constant"), "set_constant", "get_constant"); } VisualShaderNodeScalarConstant::VisualShaderNodeScalarConstant() { constant = 0; } ////////////// Color String VisualShaderNodeColorConstant::get_caption() const { return "Color"; } int VisualShaderNodeColorConstant::get_input_port_count() const { return 0; } VisualShaderNodeColorConstant::PortType VisualShaderNodeColorConstant::get_input_port_type(int p_port) const { return PORT_TYPE_VECTOR; } String VisualShaderNodeColorConstant::get_input_port_name(int p_port) const { return String(); } int VisualShaderNodeColorConstant::get_output_port_count() const { return 2; } VisualShaderNodeColorConstant::PortType VisualShaderNodeColorConstant::get_output_port_type(int p_port) const { return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR; } String VisualShaderNodeColorConstant::get_output_port_name(int p_port) const { return p_port == 0 ? "" : "alpha"; //no output port means the editor will be used as port } String VisualShaderNodeColorConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { String code; code += "\t" + p_output_vars[0] + " = " + vformat("vec3(%.6f,%.6f,%.6f)", constant.r, constant.g, constant.b) + ";\n"; code += "\t" + p_output_vars[1] + " = " + vformat("%.6f", constant.a) + ";\n"; return code; } void VisualShaderNodeColorConstant::set_constant(Color p_value) { constant = p_value; emit_changed(); } Color VisualShaderNodeColorConstant::get_constant() const { return constant; } Vector VisualShaderNodeColorConstant::get_editable_properties() const { Vector props; props.push_back("constant"); return props; } void VisualShaderNodeColorConstant::_bind_methods() { ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeColorConstant::set_constant); ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeColorConstant::get_constant); ADD_PROPERTY(PropertyInfo(Variant::COLOR, "constant"), "set_constant", "get_constant"); } VisualShaderNodeColorConstant::VisualShaderNodeColorConstant() { constant = Color(1, 1, 1, 1); } ////////////// Vector String VisualShaderNodeVec3Constant::get_caption() const { return "Vector"; } int VisualShaderNodeVec3Constant::get_input_port_count() const { return 0; } VisualShaderNodeVec3Constant::PortType VisualShaderNodeVec3Constant::get_input_port_type(int p_port) const { return PORT_TYPE_VECTOR; } String VisualShaderNodeVec3Constant::get_input_port_name(int p_port) const { return String(); } int VisualShaderNodeVec3Constant::get_output_port_count() const { return 1; } VisualShaderNodeVec3Constant::PortType VisualShaderNodeVec3Constant::get_output_port_type(int p_port) const { return PORT_TYPE_VECTOR; } String VisualShaderNodeVec3Constant::get_output_port_name(int p_port) const { return ""; //no output port means the editor will be used as port } String VisualShaderNodeVec3Constant::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] + " = " + vformat("vec3(%.6f,%.6f,%.6f)", constant.x, constant.y, constant.z) + ";\n"; } void VisualShaderNodeVec3Constant::set_constant(Vector3 p_value) { constant = p_value; emit_changed(); } Vector3 VisualShaderNodeVec3Constant::get_constant() const { return constant; } Vector VisualShaderNodeVec3Constant::get_editable_properties() const { Vector props; props.push_back("constant"); return props; } void VisualShaderNodeVec3Constant::_bind_methods() { ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeVec3Constant::set_constant); ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeVec3Constant::get_constant); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "constant"), "set_constant", "get_constant"); } VisualShaderNodeVec3Constant::VisualShaderNodeVec3Constant() { } ////////////// Transform String VisualShaderNodeTransformConstant::get_caption() const { return "Transform"; } int VisualShaderNodeTransformConstant::get_input_port_count() const { return 0; } VisualShaderNodeTransformConstant::PortType VisualShaderNodeTransformConstant::get_input_port_type(int p_port) const { return PORT_TYPE_VECTOR; } String VisualShaderNodeTransformConstant::get_input_port_name(int p_port) const { return String(); } int VisualShaderNodeTransformConstant::get_output_port_count() const { return 1; } VisualShaderNodeTransformConstant::PortType VisualShaderNodeTransformConstant::get_output_port_type(int p_port) const { return PORT_TYPE_TRANSFORM; } String VisualShaderNodeTransformConstant::get_output_port_name(int p_port) const { return ""; //no output port means the editor will be used as port } String VisualShaderNodeTransformConstant::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 { Transform t = constant; t.basis.transpose(); String code = "\t" + p_output_vars[0] + " = mat4("; code += vformat("vec4(%.6f,%.6f,%.6f,0.0),", t.basis[0].x, t.basis[0].y, t.basis[0].z); code += vformat("vec4(%.6f,%.6f,%.6f,0.0),", t.basis[1].x, t.basis[1].y, t.basis[1].z); code += vformat("vec4(%.6f,%.6f,%.6f,0.0),", t.basis[2].x, t.basis[2].y, t.basis[2].z); code += vformat("vec4(%.6f,%.6f,%.6f,1.0) );\n", t.origin.x, t.origin.y, t.origin.z); return code; } void VisualShaderNodeTransformConstant::set_constant(Transform p_value) { constant = p_value; emit_changed(); } Transform VisualShaderNodeTransformConstant::get_constant() const { return constant; } Vector VisualShaderNodeTransformConstant::get_editable_properties() const { Vector props; props.push_back("constant"); return props; } void VisualShaderNodeTransformConstant::_bind_methods() { ClassDB::bind_method(D_METHOD("set_constant", "value"), &VisualShaderNodeTransformConstant::set_constant); ClassDB::bind_method(D_METHOD("get_constant"), &VisualShaderNodeTransformConstant::get_constant); ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM, "constant"), "set_constant", "get_constant"); } VisualShaderNodeTransformConstant::VisualShaderNodeTransformConstant() { } ////////////// Texture String VisualShaderNodeTexture::get_caption() const { return "Texture"; } int VisualShaderNodeTexture::get_input_port_count() const { return 2; } VisualShaderNodeTexture::PortType VisualShaderNodeTexture::get_input_port_type(int p_port) const { return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR; } String VisualShaderNodeTexture::get_input_port_name(int p_port) const { return p_port == 0 ? "uv" : "lod"; } int VisualShaderNodeTexture::get_output_port_count() const { return 2; } VisualShaderNodeTexture::PortType VisualShaderNodeTexture::get_output_port_type(int p_port) const { return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR; } String VisualShaderNodeTexture::get_output_port_name(int p_port) const { return p_port == 0 ? "rgb" : "alpha"; } static String make_unique_id(VisualShader::Type p_type, int p_id, const String &p_name) { static const char *typepf[VisualShader::TYPE_MAX] = { "vtx", "frg", "lgt" }; return p_name + "_" + String(typepf[p_type]) + "_" + itos(p_id); } Vector VisualShaderNodeTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const { VisualShader::DefaultTextureParam dtp; dtp.name = make_unique_id(p_type, p_id, "tex"); dtp.param = texture; Vector ret; ret.push_back(dtp); return ret; } String VisualShaderNodeTexture::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const { if (source == SOURCE_TEXTURE) { String u = "uniform sampler2D " + make_unique_id(p_type, p_id, "tex"); switch (texture_type) { case TYPE_DATA: break; case TYPE_COLOR: u += " : hint_albedo"; break; case TYPE_NORMALMAP: u += " : hint_normal"; break; } return u + ";"; } return String(); } String VisualShaderNodeTexture::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 (source == SOURCE_TEXTURE) { String id = make_unique_id(p_type, p_id, "tex"); String code; if (p_input_vars[0] == String()) { //none bound, do nothing code += "\tvec4 " + id + "_read = vec4(0.0);\n"; } else if (p_input_vars[1] == String()) { //no lod code += "\tvec4 " + id + "_read = texture( " + id + " , " + p_input_vars[0] + ".xy );\n"; } else { code += "\tvec4 " + id + "_read = textureLod( " + id + " , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n"; } code += "\t" + p_output_vars[0] + " = " + id + "_read.rgb;\n"; code += "\t" + p_output_vars[1] + " = " + id + "_read.a;\n"; return code; } if (source == SOURCE_SCREEN && (p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) { String code = "\t{\n"; if (p_input_vars[0] == String() || p_for_preview) { //none bound, do nothing code += "\t\tvec4 _tex_read = vec4(0.0);\n"; } else if (p_input_vars[1] == String()) { //no lod code += "\t\tvec4 _tex_read = textureLod( SCREEN_TEXTURE , " + p_input_vars[0] + ".xy, 0.0 );\n"; } else { code += "\t\tvec4 _tex_read = textureLod( SCREEN_TEXTURE , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n"; } code += "\t\t" + p_output_vars[0] + " = _tex_read.rgb;\n"; code += "\t\t" + p_output_vars[1] + " = _tex_read.a;\n"; code += "\t}\n"; return code; } if (source == SOURCE_2D_TEXTURE && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) { String code = "\t{\n"; if (p_input_vars[0] == String()) { //none bound, do nothing code += "\t\tvec4 _tex_read = vec4(0.0);\n"; } else if (p_input_vars[1] == String()) { //no lod code += "\t\tvec4 _tex_read = texture( TEXTURE , " + p_input_vars[0] + ".xy );\n"; } else { code += "\t\tvec4 _tex_read = textureLod( TEXTURE , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n"; } code += "\t\t" + p_output_vars[0] + " = _tex_read.rgb;\n"; code += "\t\t" + p_output_vars[1] + " = _tex_read.a;\n"; code += "\t}\n"; return code; } if (source == SOURCE_2D_NORMAL && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) { String code = "\t{\n"; if (p_input_vars[0] == String()) { //none bound, do nothing code += "\t\tvec4 _tex_read = vec4(0.0);\n"; } else if (p_input_vars[1] == String()) { //no lod code += "\t\tvec4 _tex_read = texture( NORMAL_TEXTURE , " + p_input_vars[0] + ".xy );\n"; } else { code += "\t\tvec4 _tex_read = textureLod( NORMAL_TEXTURE , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n"; } code += "\t\t" + p_output_vars[0] + " = _tex_read.rgb;\n"; code += "\t\t" + p_output_vars[1] + " = _tex_read.a;\n"; code += "\t}\n"; return code; } //none String code; code += "\t" + p_output_vars[0] + " = vec3(0.0);\n"; code += "\t" + p_output_vars[1] + " = 1.0;\n"; return code; } void VisualShaderNodeTexture::set_source(Source p_source) { source = p_source; emit_changed(); emit_signal("editor_refresh_request"); } VisualShaderNodeTexture::Source VisualShaderNodeTexture::get_source() const { return source; } void VisualShaderNodeTexture::set_texture(Ref p_value) { texture = p_value; emit_changed(); } Ref VisualShaderNodeTexture::get_texture() const { return texture; } void VisualShaderNodeTexture::set_texture_type(TextureType p_type) { texture_type = p_type; emit_changed(); } VisualShaderNodeTexture::TextureType VisualShaderNodeTexture::get_texture_type() const { return texture_type; } Vector VisualShaderNodeTexture::get_editable_properties() const { Vector props; props.push_back("source"); if (source == SOURCE_TEXTURE) { props.push_back("texture"); props.push_back("texture_type"); } return props; } String VisualShaderNodeTexture::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const { if (source == SOURCE_TEXTURE) { return String(); // all good } if (source == SOURCE_SCREEN && (p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) { return String(); // all good } if (source == SOURCE_2D_TEXTURE && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) { return String(); // all good } if (source == SOURCE_2D_NORMAL && p_mode == Shader::MODE_CANVAS_ITEM) { return String(); // all good } return TTR("Invalid source for shader."); } void VisualShaderNodeTexture::_bind_methods() { ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeTexture::set_source); ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeTexture::get_source); ClassDB::bind_method(D_METHOD("set_texture", "value"), &VisualShaderNodeTexture::set_texture); ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeTexture::get_texture); ClassDB::bind_method(D_METHOD("set_texture_type", "value"), &VisualShaderNodeTexture::set_texture_type); ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeTexture::get_texture_type); ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,Screen,Texture2D,NormalMap2D"), "set_source", "get_source"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture"); ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normalmap"), "set_texture_type", "get_texture_type"); BIND_ENUM_CONSTANT(SOURCE_TEXTURE); BIND_ENUM_CONSTANT(SOURCE_SCREEN); BIND_ENUM_CONSTANT(SOURCE_2D_TEXTURE); BIND_ENUM_CONSTANT(SOURCE_2D_NORMAL); BIND_ENUM_CONSTANT(TYPE_DATA); BIND_ENUM_CONSTANT(TYPE_COLOR); BIND_ENUM_CONSTANT(TYPE_NORMALMAP); } VisualShaderNodeTexture::VisualShaderNodeTexture() { texture_type = TYPE_DATA; source = SOURCE_TEXTURE; } ////////////// CubeMap String VisualShaderNodeCubeMap::get_caption() const { return "CubeMap"; } int VisualShaderNodeCubeMap::get_input_port_count() const { return 2; } VisualShaderNodeCubeMap::PortType VisualShaderNodeCubeMap::get_input_port_type(int p_port) const { return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR; } String VisualShaderNodeCubeMap::get_input_port_name(int p_port) const { return p_port == 0 ? "uv" : "lod"; } int VisualShaderNodeCubeMap::get_output_port_count() const { return 2; } VisualShaderNodeCubeMap::PortType VisualShaderNodeCubeMap::get_output_port_type(int p_port) const { return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR; } String VisualShaderNodeCubeMap::get_output_port_name(int p_port) const { return p_port == 0 ? "rgb" : "alpha"; } Vector VisualShaderNodeCubeMap::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const { VisualShader::DefaultTextureParam dtp; dtp.name = make_unique_id(p_type, p_id, "cube"); dtp.param = cube_map; Vector ret; ret.push_back(dtp); return ret; } String VisualShaderNodeCubeMap::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const { String u = "uniform sampler2DCube " + make_unique_id(p_type, p_id, "cube"); switch (texture_type) { case TYPE_DATA: break; case TYPE_COLOR: u += " : hint_albedo"; break; case TYPE_NORMALMAP: u += " : hint_normal"; break; } return u + ";"; } String VisualShaderNodeCubeMap::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 id = make_unique_id(p_type, p_id, "cube"); String code; if (p_input_vars[0] == String()) { //none bound, do nothing code += "\tvec4 " + id + "_read = vec4(0.0);\n"; } else if (p_input_vars[1] == String()) { //no lod code += "\tvec4 " + id + "_read = texture( " + id + " , " + p_input_vars[0] + " );\n"; } else { code += "\tvec4 " + id + "_read = textureLod( " + id + " , " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; } code += "\t" + p_output_vars[0] + " = " + id + "_read.rgb;\n"; code += "\t" + p_output_vars[1] + " = " + id + "_read.a;\n"; return code; } void VisualShaderNodeCubeMap::set_cube_map(Ref p_value) { cube_map = p_value; emit_changed(); } Ref VisualShaderNodeCubeMap::get_cube_map() const { return cube_map; } void VisualShaderNodeCubeMap::set_texture_type(TextureType p_type) { texture_type = p_type; emit_changed(); } VisualShaderNodeCubeMap::TextureType VisualShaderNodeCubeMap::get_texture_type() const { return texture_type; } Vector VisualShaderNodeCubeMap::get_editable_properties() const { Vector props; props.push_back("cube_map"); props.push_back("texture_type"); return props; } void VisualShaderNodeCubeMap::_bind_methods() { ClassDB::bind_method(D_METHOD("set_cube_map", "value"), &VisualShaderNodeCubeMap::set_cube_map); ClassDB::bind_method(D_METHOD("get_cube_map"), &VisualShaderNodeCubeMap::get_cube_map); ClassDB::bind_method(D_METHOD("set_texture_type", "value"), &VisualShaderNodeCubeMap::set_texture_type); ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeCubeMap::get_texture_type); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "cube_map", PROPERTY_HINT_RESOURCE_TYPE, "CubeMap"), "set_cube_map", "get_cube_map"); ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normalmap"), "set_texture_type", "get_texture_type"); BIND_ENUM_CONSTANT(TYPE_DATA); BIND_ENUM_CONSTANT(TYPE_COLOR); BIND_ENUM_CONSTANT(TYPE_NORMALMAP); } VisualShaderNodeCubeMap::VisualShaderNodeCubeMap() { texture_type = TYPE_DATA; } ////////////// Scalar Op String VisualShaderNodeScalarOp::get_caption() const { return "ScalarOp"; } int VisualShaderNodeScalarOp::get_input_port_count() const { return 2; } VisualShaderNodeScalarOp::PortType VisualShaderNodeScalarOp::get_input_port_type(int p_port) const { return PORT_TYPE_SCALAR; } String VisualShaderNodeScalarOp::get_input_port_name(int p_port) const { return p_port == 0 ? "a" : "b"; } int VisualShaderNodeScalarOp::get_output_port_count() const { return 1; } VisualShaderNodeScalarOp::PortType VisualShaderNodeScalarOp::get_output_port_type(int p_port) const { return PORT_TYPE_SCALAR; } String VisualShaderNodeScalarOp::get_output_port_name(int p_port) const { return "op"; //no output port means the editor will be used as port } String VisualShaderNodeScalarOp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { String code = "\t" + p_output_vars[0] + " = "; switch (op) { case OP_ADD: code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n"; break; case OP_SUB: code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n"; break; case OP_MUL: code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n"; break; case OP_DIV: code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n"; break; case OP_MOD: code += "mod( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break; case OP_POW: code += "pow( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break; case OP_MAX: code += "max( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break; case OP_MIN: code += "min( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break; case OP_ATAN2: code += "atan( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break; } return code; } void VisualShaderNodeScalarOp::set_operator(Operator p_op) { op = p_op; emit_changed(); } VisualShaderNodeScalarOp::Operator VisualShaderNodeScalarOp::get_operator() const { return op; } Vector VisualShaderNodeScalarOp::get_editable_properties() const { Vector props; props.push_back("operator"); return props; } void VisualShaderNodeScalarOp::_bind_methods() { ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeScalarOp::set_operator); ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeScalarOp::get_operator); ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Sub,Multiply,Divide,Remainder,Power,Max,Min,Atan2"), "set_operator", "get_operator"); BIND_ENUM_CONSTANT(OP_ADD); BIND_ENUM_CONSTANT(OP_SUB); BIND_ENUM_CONSTANT(OP_MUL); BIND_ENUM_CONSTANT(OP_DIV); BIND_ENUM_CONSTANT(OP_MOD); BIND_ENUM_CONSTANT(OP_POW); BIND_ENUM_CONSTANT(OP_MAX); BIND_ENUM_CONSTANT(OP_MIN); BIND_ENUM_CONSTANT(OP_ATAN2); } VisualShaderNodeScalarOp::VisualShaderNodeScalarOp() { op = OP_ADD; set_input_port_default_value(0, 0.0); set_input_port_default_value(1, 0.0); } ////////////// Vector Op String VisualShaderNodeVectorOp::get_caption() const { return "VectorOp"; } int VisualShaderNodeVectorOp::get_input_port_count() const { return 2; } VisualShaderNodeVectorOp::PortType VisualShaderNodeVectorOp::get_input_port_type(int p_port) const { return PORT_TYPE_VECTOR; } String VisualShaderNodeVectorOp::get_input_port_name(int p_port) const { return p_port == 0 ? "a" : "b"; } int VisualShaderNodeVectorOp::get_output_port_count() const { return 1; } VisualShaderNodeVectorOp::PortType VisualShaderNodeVectorOp::get_output_port_type(int p_port) const { return PORT_TYPE_VECTOR; } String VisualShaderNodeVectorOp::get_output_port_name(int p_port) const { return "op"; //no output port means the editor will be used as port } String VisualShaderNodeVectorOp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { String code = "\t" + p_output_vars[0] + " = "; switch (op) { case OP_ADD: code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n"; break; case OP_SUB: code += p_input_vars[0] + " - " + p_input_vars[1] + ";\n"; break; case OP_MUL: code += p_input_vars[0] + " * " + p_input_vars[1] + ";\n"; break; case OP_DIV: code += p_input_vars[0] + " / " + p_input_vars[1] + ";\n"; break; case OP_MOD: code += "mod( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break; case OP_POW: code += "pow( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break; case OP_MAX: code += "max( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break; case OP_MIN: code += "min( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break; case OP_CROSS: code += "cross( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; break; } return code; } void VisualShaderNodeVectorOp::set_operator(Operator p_op) { op = p_op; emit_changed(); } VisualShaderNodeVectorOp::Operator VisualShaderNodeVectorOp::get_operator() const { return op; } Vector VisualShaderNodeVectorOp::get_editable_properties() const { Vector props; props.push_back("operator"); return props; } void VisualShaderNodeVectorOp::_bind_methods() { ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeVectorOp::set_operator); ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeVectorOp::get_operator); ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Add,Sub,Multiply,Divide,Remainder,Power,Max,Min,Cross"), "set_operator", "get_operator"); BIND_ENUM_CONSTANT(OP_ADD); BIND_ENUM_CONSTANT(OP_SUB); BIND_ENUM_CONSTANT(OP_MUL); BIND_ENUM_CONSTANT(OP_DIV); BIND_ENUM_CONSTANT(OP_MOD); BIND_ENUM_CONSTANT(OP_POW); BIND_ENUM_CONSTANT(OP_MAX); BIND_ENUM_CONSTANT(OP_MIN); BIND_ENUM_CONSTANT(OP_CROSS); } VisualShaderNodeVectorOp::VisualShaderNodeVectorOp() { op = OP_ADD; set_input_port_default_value(0, Vector3()); set_input_port_default_value(1, Vector3()); } ////////////// Color Op String VisualShaderNodeColorOp::get_caption() const { return "ColorOp"; } int VisualShaderNodeColorOp::get_input_port_count() const { return 2; } VisualShaderNodeColorOp::PortType VisualShaderNodeColorOp::get_input_port_type(int p_port) const { return PORT_TYPE_VECTOR; } String VisualShaderNodeColorOp::get_input_port_name(int p_port) const { return p_port == 0 ? "a" : "b"; } int VisualShaderNodeColorOp::get_output_port_count() const { return 1; } VisualShaderNodeColorOp::PortType VisualShaderNodeColorOp::get_output_port_type(int p_port) const { return PORT_TYPE_VECTOR; } String VisualShaderNodeColorOp::get_output_port_name(int p_port) const { return "op"; //no output port means the editor will be used as port } String VisualShaderNodeColorOp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { String code; static const char *axisn[3] = { "x", "y", "z" }; switch (op) { case OP_SCREEN: { code += "\t" + p_output_vars[0] + "=vec3(1.0)-(vec3(1.0)-" + p_input_vars[0] + ")*(vec3(1.0)-" + p_input_vars[1] + ");\n"; } break; case OP_DIFFERENCE: { code += "\t" + p_output_vars[0] + "=abs(" + p_input_vars[0] + "-" + p_input_vars[1] + ");\n"; } break; case OP_DARKEN: { code += "\t" + p_output_vars[0] + "=min(" + p_input_vars[0] + "," + p_input_vars[1] + ");\n"; } break; case OP_LIGHTEN: { code += "\t" + p_output_vars[0] + "=max(" + p_input_vars[0] + "," + p_input_vars[1] + ");\n"; } break; case OP_OVERLAY: { for (int i = 0; i < 3; i++) { code += "\t{\n"; code += "\t\tfloat base=" + p_input_vars[0] + "." + axisn[i] + ";\n"; code += "\t\tfloat blend=" + p_input_vars[1] + "." + axisn[i] + ";\n"; code += "\t\tif (base < 0.5) {\n"; code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = 2.0 * base * blend;\n"; code += "\t\t} else {\n"; code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);\n"; code += "\t\t}\n"; code += "\t}\n"; } } break; case OP_DODGE: { code += "\t" + p_output_vars[0] + "=(" + p_input_vars[0] + ")/(vec3(1.0)-" + p_input_vars[1] + ");\n"; } break; case OP_BURN: { code += "\t" + p_output_vars[0] + "=vec3(1.0)-(vec3(1.0)-" + p_input_vars[0] + ")/(" + p_input_vars[1] + ");\n"; } break; case OP_SOFT_LIGHT: { for (int i = 0; i < 3; i++) { code += "\t{\n"; code += "\t\tfloat base=" + p_input_vars[0] + "." + axisn[i] + ";\n"; code += "\t\tfloat blend=" + p_input_vars[1] + "." + axisn[i] + ";\n"; code += "\t\tif (base < 0.5) {\n"; code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (base * (blend+0.5));\n"; code += "\t\t} else {\n"; code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0-base) * (1.0-(blend-0.5)));\n"; code += "\t\t}\n"; code += "\t}\n"; } } break; case OP_HARD_LIGHT: { for (int i = 0; i < 3; i++) { code += "\t{\n"; code += "\t\tfloat base=" + p_input_vars[0] + "." + axisn[i] + ";\n"; code += "\t\tfloat blend=" + p_input_vars[1] + "." + axisn[i] + ";\n"; code += "\t\tif (base < 0.5) {\n"; code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (base * (2.0*blend));\n"; code += "\t\t} else {\n"; code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0-base) * (1.0-2.0*(blend-0.5)));\n"; code += "\t\t}\n"; code += "\t}\n"; } } break; } return code; } void VisualShaderNodeColorOp::set_operator(Operator p_op) { op = p_op; emit_changed(); } VisualShaderNodeColorOp::Operator VisualShaderNodeColorOp::get_operator() const { return op; } Vector VisualShaderNodeColorOp::get_editable_properties() const { Vector props; props.push_back("operator"); return props; } void VisualShaderNodeColorOp::_bind_methods() { ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeColorOp::set_operator); ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeColorOp::get_operator); ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "Screen,Difference,Darken,Lighten,Overlay,Dodge,Burn,SoftLight,HardLight"), "set_operator", "get_operator"); BIND_ENUM_CONSTANT(OP_SCREEN); BIND_ENUM_CONSTANT(OP_DIFFERENCE); BIND_ENUM_CONSTANT(OP_DARKEN); BIND_ENUM_CONSTANT(OP_LIGHTEN); BIND_ENUM_CONSTANT(OP_OVERLAY); BIND_ENUM_CONSTANT(OP_DODGE); BIND_ENUM_CONSTANT(OP_BURN); BIND_ENUM_CONSTANT(OP_SOFT_LIGHT); BIND_ENUM_CONSTANT(OP_HARD_LIGHT); } VisualShaderNodeColorOp::VisualShaderNodeColorOp() { op = OP_SCREEN; set_input_port_default_value(0, Vector3()); set_input_port_default_value(1, Vector3()); } ////////////// Transform Mult String VisualShaderNodeTransformMult::get_caption() const { return "TransformMult"; } int VisualShaderNodeTransformMult::get_input_port_count() const { return 2; } VisualShaderNodeTransformMult::PortType VisualShaderNodeTransformMult::get_input_port_type(int p_port) const { return PORT_TYPE_TRANSFORM; } String VisualShaderNodeTransformMult::get_input_port_name(int p_port) const { return p_port == 0 ? "a" : "b"; } int VisualShaderNodeTransformMult::get_output_port_count() const { return 1; } VisualShaderNodeTransformMult::PortType VisualShaderNodeTransformMult::get_output_port_type(int p_port) const { return PORT_TYPE_TRANSFORM; } String VisualShaderNodeTransformMult::get_output_port_name(int p_port) const { return "mult"; //no output port means the editor will be used as port } String VisualShaderNodeTransformMult::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 (op == OP_AxB) { return "\t" + p_output_vars[0] + " = " + p_input_vars[0] + " * " + p_input_vars[1] + ";\n"; } else { return "\t" + p_output_vars[0] + " = " + p_input_vars[1] + " * " + p_input_vars[0] + ";\n"; } } void VisualShaderNodeTransformMult::set_operator(Operator p_op) { op = p_op; emit_changed(); } VisualShaderNodeTransformMult::Operator VisualShaderNodeTransformMult::get_operator() const { return op; } Vector VisualShaderNodeTransformMult::get_editable_properties() const { Vector props; props.push_back("operator"); return props; } void VisualShaderNodeTransformMult::_bind_methods() { ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeTransformMult::set_operator); ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeTransformMult::get_operator); ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "A x B,B x A"), "set_operator", "get_operator"); BIND_ENUM_CONSTANT(OP_AxB); BIND_ENUM_CONSTANT(OP_BxA); } VisualShaderNodeTransformMult::VisualShaderNodeTransformMult() { op = OP_AxB; set_input_port_default_value(0, Transform()); set_input_port_default_value(1, Transform()); } ////////////// TransformVec Mult String VisualShaderNodeTransformVecMult::get_caption() const { return "TransformVectorMult"; } int VisualShaderNodeTransformVecMult::get_input_port_count() const { return 2; } VisualShaderNodeTransformVecMult::PortType VisualShaderNodeTransformVecMult::get_input_port_type(int p_port) const { return p_port == 0 ? PORT_TYPE_TRANSFORM : PORT_TYPE_VECTOR; } String VisualShaderNodeTransformVecMult::get_input_port_name(int p_port) const { return p_port == 0 ? "a" : "b"; } int VisualShaderNodeTransformVecMult::get_output_port_count() const { return 1; } VisualShaderNodeTransformVecMult::PortType VisualShaderNodeTransformVecMult::get_output_port_type(int p_port) const { return PORT_TYPE_VECTOR; } String VisualShaderNodeTransformVecMult::get_output_port_name(int p_port) const { return ""; //no output port means the editor will be used as port } String VisualShaderNodeTransformVecMult::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 (op == OP_AxB) { return "\t" + p_output_vars[0] + " = ( " + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 1.0) ).xyz;\n"; } else if (op == OP_BxA) { return "\t" + p_output_vars[0] + " = ( vec4(" + p_input_vars[1] + ", 1.0) * " + p_input_vars[0] + " ).xyz;\n"; } else if (op == OP_3x3_AxB) { return "\t" + p_output_vars[0] + " = ( " + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 0.0) ).xyz;\n"; } else { return "\t" + p_output_vars[0] + " = ( vec4(" + p_input_vars[1] + ", 0.0) * " + p_input_vars[0] + " ).xyz;\n"; } } void VisualShaderNodeTransformVecMult::set_operator(Operator p_op) { op = p_op; emit_changed(); } VisualShaderNodeTransformVecMult::Operator VisualShaderNodeTransformVecMult::get_operator() const { return op; } Vector VisualShaderNodeTransformVecMult::get_editable_properties() const { Vector props; props.push_back("operator"); return props; } void VisualShaderNodeTransformVecMult::_bind_methods() { ClassDB::bind_method(D_METHOD("set_operator", "op"), &VisualShaderNodeTransformVecMult::set_operator); ClassDB::bind_method(D_METHOD("get_operator"), &VisualShaderNodeTransformVecMult::get_operator); ADD_PROPERTY(PropertyInfo(Variant::INT, "operator", PROPERTY_HINT_ENUM, "A x B,B x A,A x B (3x3),B x A (3x3)"), "set_operator", "get_operator"); BIND_ENUM_CONSTANT(OP_AxB); BIND_ENUM_CONSTANT(OP_BxA); BIND_ENUM_CONSTANT(OP_3x3_AxB); BIND_ENUM_CONSTANT(OP_3x3_BxA); } VisualShaderNodeTransformVecMult::VisualShaderNodeTransformVecMult() { op = OP_AxB; set_input_port_default_value(0, Transform()); set_input_port_default_value(1, Vector3()); } ////////////// Scalar Func String VisualShaderNodeScalarFunc::get_caption() const { return "ScalarFunc"; } int VisualShaderNodeScalarFunc::get_input_port_count() const { return 1; } VisualShaderNodeScalarFunc::PortType VisualShaderNodeScalarFunc::get_input_port_type(int p_port) const { return PORT_TYPE_SCALAR; } String VisualShaderNodeScalarFunc::get_input_port_name(int p_port) const { return ""; } int VisualShaderNodeScalarFunc::get_output_port_count() const { return 1; } VisualShaderNodeScalarFunc::PortType VisualShaderNodeScalarFunc::get_output_port_type(int p_port) const { return PORT_TYPE_SCALAR; } String VisualShaderNodeScalarFunc::get_output_port_name(int p_port) const { return ""; //no output port means the editor will be used as port } String VisualShaderNodeScalarFunc::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 { static const char *scalar_func_id[FUNC_NEGATE + 1] = { "sin($)", "cos($)", "tan($)", "asin($)", "acos($)", "atan($)", "sinh($)", "cosh($)", "tanh($)", "log($)", "exp($)", "sqrt($)", "abs($)", "sign($)", "floor($)", "round($)", "ceil($)", "fract($)", "min(max($,0.0),1.0)", "-($)", }; return "\t" + p_output_vars[0] + " = " + String(scalar_func_id[func]).replace("$", p_input_vars[0]) + ";\n"; } void VisualShaderNodeScalarFunc::set_function(Function p_func) { func = p_func; emit_changed(); } VisualShaderNodeScalarFunc::Function VisualShaderNodeScalarFunc::get_function() const { return func; } Vector VisualShaderNodeScalarFunc::get_editable_properties() const { Vector props; props.push_back("function"); return props; } void VisualShaderNodeScalarFunc::_bind_methods() { ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeScalarFunc::set_function); ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeScalarFunc::get_function); ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Sin,Cos,Tan,ASin,ACos,ATan,SinH,CosH,TanH,Log,Exp,Sqrt,Abs,Sign,Floor,Round,Ceil,Frac,Saturate,Negate"), "set_function", "get_function"); BIND_ENUM_CONSTANT(FUNC_SIN); BIND_ENUM_CONSTANT(FUNC_COS); BIND_ENUM_CONSTANT(FUNC_TAN); BIND_ENUM_CONSTANT(FUNC_ASIN); BIND_ENUM_CONSTANT(FUNC_ACOS); BIND_ENUM_CONSTANT(FUNC_ATAN); BIND_ENUM_CONSTANT(FUNC_SINH); BIND_ENUM_CONSTANT(FUNC_COSH); BIND_ENUM_CONSTANT(FUNC_TANH); BIND_ENUM_CONSTANT(FUNC_LOG); BIND_ENUM_CONSTANT(FUNC_EXP); BIND_ENUM_CONSTANT(FUNC_SQRT); BIND_ENUM_CONSTANT(FUNC_ABS); BIND_ENUM_CONSTANT(FUNC_SIGN); BIND_ENUM_CONSTANT(FUNC_FLOOR); BIND_ENUM_CONSTANT(FUNC_ROUND); BIND_ENUM_CONSTANT(FUNC_CEIL); BIND_ENUM_CONSTANT(FUNC_FRAC); BIND_ENUM_CONSTANT(FUNC_SATURATE); BIND_ENUM_CONSTANT(FUNC_NEGATE); } VisualShaderNodeScalarFunc::VisualShaderNodeScalarFunc() { func = FUNC_SIGN; set_input_port_default_value(0, 0.0); } ////////////// Vector Func String VisualShaderNodeVectorFunc::get_caption() const { return "VectorFunc"; } int VisualShaderNodeVectorFunc::get_input_port_count() const { return 1; } VisualShaderNodeVectorFunc::PortType VisualShaderNodeVectorFunc::get_input_port_type(int p_port) const { return PORT_TYPE_VECTOR; } String VisualShaderNodeVectorFunc::get_input_port_name(int p_port) const { return ""; } int VisualShaderNodeVectorFunc::get_output_port_count() const { return 1; } VisualShaderNodeVectorFunc::PortType VisualShaderNodeVectorFunc::get_output_port_type(int p_port) const { return PORT_TYPE_VECTOR; } String VisualShaderNodeVectorFunc::get_output_port_name(int p_port) const { return ""; //no output port means the editor will be used as port } String VisualShaderNodeVectorFunc::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 { static const char *vec_func_id[FUNC_HSV2RGB + 1] = { "normalize($)", "max(min($,vec3(1.0)),vec3(0.0))", "-($)", "1.0/($)", "", "", }; String code; if (func == FUNC_RGB2HSV) { code += "\t{\n"; code += "\t\tvec3 c = " + p_input_vars[0] + ";\n"; code += "\t\tvec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);\n"; code += "\t\tvec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));\n"; code += "\t\tvec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));\n"; code += "\t\tfloat d = q.x - min(q.w, q.y);\n"; code += "\t\tfloat e = 1.0e-10;\n"; code += "\t\t" + p_output_vars[0] + "=vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);\n"; code += "\t}\n"; } else if (func == FUNC_HSV2RGB) { code += "\t{\n"; code += "\t\tvec3 c = " + p_input_vars[0] + ";\n"; code += "\t\tvec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n"; code += "\t\tvec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n"; code += "\t\t" + p_output_vars[0] + "=c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n"; code += "\t}\n"; } else { code += "\t" + p_output_vars[0] + "=" + String(vec_func_id[func]).replace("$", p_input_vars[0]) + ";\n"; } return code; } void VisualShaderNodeVectorFunc::set_function(Function p_func) { func = p_func; emit_changed(); } VisualShaderNodeVectorFunc::Function VisualShaderNodeVectorFunc::get_function() const { return func; } Vector VisualShaderNodeVectorFunc::get_editable_properties() const { Vector props; props.push_back("function"); return props; } void VisualShaderNodeVectorFunc::_bind_methods() { ClassDB::bind_method(D_METHOD("set_function", "func"), &VisualShaderNodeVectorFunc::set_function); ClassDB::bind_method(D_METHOD("get_function"), &VisualShaderNodeVectorFunc::get_function); ADD_PROPERTY(PropertyInfo(Variant::INT, "function", PROPERTY_HINT_ENUM, "Normalize,Saturate,Negate,Reciprocal,RGB2HSV,HSV2RGB"), "set_function", "get_function"); BIND_ENUM_CONSTANT(FUNC_NORMALIZE); BIND_ENUM_CONSTANT(FUNC_SATURATE); BIND_ENUM_CONSTANT(FUNC_NEGATE); BIND_ENUM_CONSTANT(FUNC_RECIPROCAL); BIND_ENUM_CONSTANT(FUNC_RGB2HSV); BIND_ENUM_CONSTANT(FUNC_HSV2RGB); } VisualShaderNodeVectorFunc::VisualShaderNodeVectorFunc() { func = FUNC_NORMALIZE; set_input_port_default_value(0, Vector3()); } ////////////// Dot Product String VisualShaderNodeDotProduct::get_caption() const { return "DotProduct"; } int VisualShaderNodeDotProduct::get_input_port_count() const { return 2; } VisualShaderNodeDotProduct::PortType VisualShaderNodeDotProduct::get_input_port_type(int p_port) const { return PORT_TYPE_VECTOR; } String VisualShaderNodeDotProduct::get_input_port_name(int p_port) const { return p_port == 0 ? "a" : "b"; } int VisualShaderNodeDotProduct::get_output_port_count() const { return 1; } VisualShaderNodeDotProduct::PortType VisualShaderNodeDotProduct::get_output_port_type(int p_port) const { return PORT_TYPE_SCALAR; } String VisualShaderNodeDotProduct::get_output_port_name(int p_port) const { return "dot"; } String VisualShaderNodeDotProduct::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] + " = dot( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; } VisualShaderNodeDotProduct::VisualShaderNodeDotProduct() { set_input_port_default_value(0, Vector3()); set_input_port_default_value(1, Vector3()); } ////////////// Vector Len String VisualShaderNodeVectorLen::get_caption() const { return "VectorLen"; } int VisualShaderNodeVectorLen::get_input_port_count() const { return 1; } VisualShaderNodeVectorLen::PortType VisualShaderNodeVectorLen::get_input_port_type(int p_port) const { return PORT_TYPE_VECTOR; } String VisualShaderNodeVectorLen::get_input_port_name(int p_port) const { return ""; } int VisualShaderNodeVectorLen::get_output_port_count() const { return 1; } VisualShaderNodeVectorLen::PortType VisualShaderNodeVectorLen::get_output_port_type(int p_port) const { return PORT_TYPE_SCALAR; } String VisualShaderNodeVectorLen::get_output_port_name(int p_port) const { return "length"; } String VisualShaderNodeVectorLen::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] + " = length( " + p_input_vars[0] + " );\n"; } VisualShaderNodeVectorLen::VisualShaderNodeVectorLen() { set_input_port_default_value(0, Vector3()); } ////////////// Scalar Interp String VisualShaderNodeScalarInterp::get_caption() const { return "ScalarInterp"; } int VisualShaderNodeScalarInterp::get_input_port_count() const { return 3; } VisualShaderNodeScalarInterp::PortType VisualShaderNodeScalarInterp::get_input_port_type(int p_port) const { return PORT_TYPE_SCALAR; } String VisualShaderNodeScalarInterp::get_input_port_name(int p_port) const { if (p_port == 0) { return "a"; } else if (p_port == 1) { return "b"; } else { return "c"; } } int VisualShaderNodeScalarInterp::get_output_port_count() const { return 1; } VisualShaderNodeScalarInterp::PortType VisualShaderNodeScalarInterp::get_output_port_type(int p_port) const { return PORT_TYPE_SCALAR; } String VisualShaderNodeScalarInterp::get_output_port_name(int p_port) const { return "mix"; } String VisualShaderNodeScalarInterp::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] + " = mix( " + p_input_vars[0] + " , " + p_input_vars[1] + " , " + p_input_vars[2] + " );\n"; } VisualShaderNodeScalarInterp::VisualShaderNodeScalarInterp() { set_input_port_default_value(0, 0.0); set_input_port_default_value(1, 0.0); set_input_port_default_value(2, 0.0); } ////////////// Vector Interp String VisualShaderNodeVectorInterp::get_caption() const { return "VectorInterp"; } int VisualShaderNodeVectorInterp::get_input_port_count() const { return 3; } VisualShaderNodeVectorInterp::PortType VisualShaderNodeVectorInterp::get_input_port_type(int p_port) const { return PORT_TYPE_VECTOR; } String VisualShaderNodeVectorInterp::get_input_port_name(int p_port) const { if (p_port == 0) { return "a"; } else if (p_port == 1) { return "b"; } else { return "c"; } } int VisualShaderNodeVectorInterp::get_output_port_count() const { return 1; } VisualShaderNodeVectorInterp::PortType VisualShaderNodeVectorInterp::get_output_port_type(int p_port) const { return PORT_TYPE_VECTOR; } String VisualShaderNodeVectorInterp::get_output_port_name(int p_port) const { return "mix"; } String VisualShaderNodeVectorInterp::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] + " = mix( " + p_input_vars[0] + " , " + p_input_vars[1] + " , " + p_input_vars[2] + " );\n"; } VisualShaderNodeVectorInterp::VisualShaderNodeVectorInterp() { set_input_port_default_value(0, Vector3()); set_input_port_default_value(1, Vector3()); set_input_port_default_value(2, Vector3()); } ////////////// Vector Compose String VisualShaderNodeVectorCompose::get_caption() const { return "VectorCompose"; } int VisualShaderNodeVectorCompose::get_input_port_count() const { return 3; } VisualShaderNodeVectorCompose::PortType VisualShaderNodeVectorCompose::get_input_port_type(int p_port) const { return PORT_TYPE_SCALAR; } String VisualShaderNodeVectorCompose::get_input_port_name(int p_port) const { if (p_port == 0) { return "x"; } else if (p_port == 1) { return "y"; } else { return "z"; } } int VisualShaderNodeVectorCompose::get_output_port_count() const { return 1; } VisualShaderNodeVectorCompose::PortType VisualShaderNodeVectorCompose::get_output_port_type(int p_port) const { return PORT_TYPE_VECTOR; } String VisualShaderNodeVectorCompose::get_output_port_name(int p_port) const { return "vec"; } String VisualShaderNodeVectorCompose::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] + " = vec3( " + p_input_vars[0] + " , " + p_input_vars[1] + " , " + p_input_vars[2] + " );\n"; } VisualShaderNodeVectorCompose::VisualShaderNodeVectorCompose() { set_input_port_default_value(0, 0.0); set_input_port_default_value(1, 0.0); set_input_port_default_value(2, 0.0); } ////////////// Transform Compose String VisualShaderNodeTransformCompose::get_caption() const { return "TransformCompose"; } int VisualShaderNodeTransformCompose::get_input_port_count() const { return 4; } VisualShaderNodeTransformCompose::PortType VisualShaderNodeTransformCompose::get_input_port_type(int p_port) const { return PORT_TYPE_VECTOR; } String VisualShaderNodeTransformCompose::get_input_port_name(int p_port) const { if (p_port == 0) { return "x"; } else if (p_port == 1) { return "y"; } else if (p_port == 2) { return "z"; } else { return "origin"; } } int VisualShaderNodeTransformCompose::get_output_port_count() const { return 1; } VisualShaderNodeTransformCompose::PortType VisualShaderNodeTransformCompose::get_output_port_type(int p_port) const { return PORT_TYPE_TRANSFORM; } String VisualShaderNodeTransformCompose::get_output_port_name(int p_port) const { return "xform"; } String VisualShaderNodeTransformCompose::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] + " = mat4( vec4(" + p_input_vars[0] + ", 0.0) , vec4(" + p_input_vars[1] + ", 0.0) , vec4(" + p_input_vars[2] + ",0.0), vec4(" + p_input_vars[3] + ",1.0) );\n"; } VisualShaderNodeTransformCompose::VisualShaderNodeTransformCompose() { set_input_port_default_value(0, Vector3()); set_input_port_default_value(1, Vector3()); set_input_port_default_value(2, Vector3()); set_input_port_default_value(3, Vector3()); } ////////////// Vector Decompose String VisualShaderNodeVectorDecompose::get_caption() const { return "VectorDecompose"; } int VisualShaderNodeVectorDecompose::get_input_port_count() const { return 1; } VisualShaderNodeVectorDecompose::PortType VisualShaderNodeVectorDecompose::get_input_port_type(int p_port) const { return PORT_TYPE_VECTOR; } String VisualShaderNodeVectorDecompose::get_input_port_name(int p_port) const { return "vec"; } int VisualShaderNodeVectorDecompose::get_output_port_count() const { return 3; } VisualShaderNodeVectorDecompose::PortType VisualShaderNodeVectorDecompose::get_output_port_type(int p_port) const { return PORT_TYPE_SCALAR; } String VisualShaderNodeVectorDecompose::get_output_port_name(int p_port) const { if (p_port == 0) { return "x"; } else if (p_port == 1) { return "y"; } else { return "z"; } } String VisualShaderNodeVectorDecompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { String code; code += "\t" + p_output_vars[0] + " = " + p_input_vars[0] + ".x;\n"; code += "\t" + p_output_vars[1] + " = " + p_input_vars[0] + ".y;\n"; code += "\t" + p_output_vars[2] + " = " + p_input_vars[0] + ".z;\n"; return code; } VisualShaderNodeVectorDecompose::VisualShaderNodeVectorDecompose() { set_input_port_default_value(0, Vector3()); } ////////////// Transform Decompose String VisualShaderNodeTransformDecompose::get_caption() const { return "TransformDecompose"; } int VisualShaderNodeTransformDecompose::get_input_port_count() const { return 1; } VisualShaderNodeTransformDecompose::PortType VisualShaderNodeTransformDecompose::get_input_port_type(int p_port) const { return PORT_TYPE_TRANSFORM; } String VisualShaderNodeTransformDecompose::get_input_port_name(int p_port) const { return "xform"; } int VisualShaderNodeTransformDecompose::get_output_port_count() const { return 4; } VisualShaderNodeTransformDecompose::PortType VisualShaderNodeTransformDecompose::get_output_port_type(int p_port) const { return PORT_TYPE_VECTOR; } String VisualShaderNodeTransformDecompose::get_output_port_name(int p_port) const { if (p_port == 0) { return "x"; } else if (p_port == 1) { return "y"; } else if (p_port == 2) { return "z"; } else { return "origin"; } } String VisualShaderNodeTransformDecompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { String code; code += "\t" + p_output_vars[0] + " = " + p_input_vars[0] + "[0].xyz;\n"; code += "\t" + p_output_vars[1] + " = " + p_input_vars[0] + "[1].xyz;\n"; code += "\t" + p_output_vars[2] + " = " + p_input_vars[0] + "[2].xyz;\n"; code += "\t" + p_output_vars[3] + " = " + p_input_vars[0] + "[3].xyz;\n"; return code; } VisualShaderNodeTransformDecompose::VisualShaderNodeTransformDecompose() { set_input_port_default_value(0, Transform()); } ////////////// Scalar Uniform String VisualShaderNodeScalarUniform::get_caption() const { return "ScalarUniform"; } int VisualShaderNodeScalarUniform::get_input_port_count() const { return 0; } VisualShaderNodeScalarUniform::PortType VisualShaderNodeScalarUniform::get_input_port_type(int p_port) const { return PORT_TYPE_SCALAR; } String VisualShaderNodeScalarUniform::get_input_port_name(int p_port) const { return String(); } int VisualShaderNodeScalarUniform::get_output_port_count() const { return 1; } VisualShaderNodeScalarUniform::PortType VisualShaderNodeScalarUniform::get_output_port_type(int p_port) const { return PORT_TYPE_SCALAR; } String VisualShaderNodeScalarUniform::get_output_port_name(int p_port) const { return ""; //no output port means the editor will be used as port } String VisualShaderNodeScalarUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const { return "uniform float " + get_uniform_name() + ";\n"; } String VisualShaderNodeScalarUniform::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"; } VisualShaderNodeScalarUniform::VisualShaderNodeScalarUniform() { } ////////////// Color Uniform String VisualShaderNodeColorUniform::get_caption() const { return "ColorUniform"; } int VisualShaderNodeColorUniform::get_input_port_count() const { return 0; } VisualShaderNodeColorUniform::PortType VisualShaderNodeColorUniform::get_input_port_type(int p_port) const { return PORT_TYPE_VECTOR; } String VisualShaderNodeColorUniform::get_input_port_name(int p_port) const { return String(); } int VisualShaderNodeColorUniform::get_output_port_count() const { return 2; } VisualShaderNodeColorUniform::PortType VisualShaderNodeColorUniform::get_output_port_type(int p_port) const { return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR; } String VisualShaderNodeColorUniform::get_output_port_name(int p_port) const { return p_port == 0 ? "color" : "alpha"; //no output port means the editor will be used as port } 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"; } 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 { String code = "\t" + p_output_vars[0] + " = " + get_uniform_name() + ".rgb;\n"; code += "\t" + p_output_vars[1] + " = " + get_uniform_name() + ".a;\n"; return code; } VisualShaderNodeColorUniform::VisualShaderNodeColorUniform() { } ////////////// Vector Uniform String VisualShaderNodeVec3Uniform::get_caption() const { return "VectorUniform"; } int VisualShaderNodeVec3Uniform::get_input_port_count() const { return 0; } VisualShaderNodeVec3Uniform::PortType VisualShaderNodeVec3Uniform::get_input_port_type(int p_port) const { return PORT_TYPE_VECTOR; } String VisualShaderNodeVec3Uniform::get_input_port_name(int p_port) const { return String(); } int VisualShaderNodeVec3Uniform::get_output_port_count() const { return 1; } VisualShaderNodeVec3Uniform::PortType VisualShaderNodeVec3Uniform::get_output_port_type(int p_port) const { return PORT_TYPE_VECTOR; } String VisualShaderNodeVec3Uniform::get_output_port_name(int p_port) const { return ""; //no output port means the editor will be used as port } String VisualShaderNodeVec3Uniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const { return "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"; } VisualShaderNodeVec3Uniform::VisualShaderNodeVec3Uniform() { } ////////////// Transform Uniform String VisualShaderNodeTransformUniform::get_caption() const { return "TransformUniform"; } int VisualShaderNodeTransformUniform::get_input_port_count() const { return 0; } VisualShaderNodeTransformUniform::PortType VisualShaderNodeTransformUniform::get_input_port_type(int p_port) const { return PORT_TYPE_VECTOR; } String VisualShaderNodeTransformUniform::get_input_port_name(int p_port) const { return String(); } int VisualShaderNodeTransformUniform::get_output_port_count() const { return 1; } VisualShaderNodeTransformUniform::PortType VisualShaderNodeTransformUniform::get_output_port_type(int p_port) const { return PORT_TYPE_TRANSFORM; } String VisualShaderNodeTransformUniform::get_output_port_name(int p_port) const { return ""; //no output port means the editor will be used as port } String VisualShaderNodeTransformUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const { return "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"; } VisualShaderNodeTransformUniform::VisualShaderNodeTransformUniform() { } ////////////// Texture Uniform String VisualShaderNodeTextureUniform::get_caption() const { return "TextureUniform"; } int VisualShaderNodeTextureUniform::get_input_port_count() const { return 2; } VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_input_port_type(int p_port) const { return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR; } String VisualShaderNodeTextureUniform::get_input_port_name(int p_port) const { return p_port == 0 ? "uv" : "lod"; } int VisualShaderNodeTextureUniform::get_output_port_count() const { return 2; } VisualShaderNodeTextureUniform::PortType VisualShaderNodeTextureUniform::get_output_port_type(int p_port) const { return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR; } String VisualShaderNodeTextureUniform::get_output_port_name(int p_port) const { return p_port == 0 ? "rgb" : "alpha"; } String VisualShaderNodeTextureUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const { String code = "uniform sampler2D " + get_uniform_name(); switch (texture_type) { case TYPE_DATA: if (color_default == COLOR_DEFAULT_BLACK) code += " : hint_black;\n"; else code += ";\n"; break; case TYPE_COLOR: if (color_default == COLOR_DEFAULT_BLACK) code += " : hint_black_albedo;\n"; else code += " : hint_albedo;\n"; break; case TYPE_NORMALMAP: code += " : hint_normal;\n"; break; case TYPE_ANISO: code += " : hint_aniso;\n"; break; } return code; } String VisualShaderNodeTextureUniform::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 id = get_uniform_name(); String code = "\t{\n"; if (p_input_vars[0] == String()) { //none bound, do nothing code += "\t\tvec4 n_tex_read = vec4(0.0);\n"; } else if (p_input_vars[1] == String()) { //no lod code += "\t\tvec4 n_tex_read = texture( " + id + " , " + p_input_vars[0] + ".xy );\n"; } else { code += "\t\tvec4 n_tex_read = textureLod( " + id + " , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n"; } code += "\t\t" + p_output_vars[0] + " = n_tex_read.rgb;\n"; code += "\t\t" + p_output_vars[1] + " = n_tex_read.a;\n"; code += "\t}\n"; return code; } void VisualShaderNodeTextureUniform::set_texture_type(TextureType p_type) { texture_type = p_type; emit_changed(); } VisualShaderNodeTextureUniform::TextureType VisualShaderNodeTextureUniform::get_texture_type() const { return texture_type; } void VisualShaderNodeTextureUniform::set_color_default(ColorDefault p_default) { color_default = p_default; emit_changed(); } VisualShaderNodeTextureUniform::ColorDefault VisualShaderNodeTextureUniform::get_color_default() const { return color_default; } Vector VisualShaderNodeTextureUniform::get_editable_properties() const { Vector props; props.push_back("texture_type"); props.push_back("color_default"); return props; } void VisualShaderNodeTextureUniform::_bind_methods() { ClassDB::bind_method(D_METHOD("set_texture_type", "type"), &VisualShaderNodeTextureUniform::set_texture_type); ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeTextureUniform::get_texture_type); ClassDB::bind_method(D_METHOD("set_color_default", "type"), &VisualShaderNodeTextureUniform::set_color_default); ClassDB::bind_method(D_METHOD("get_color_default"), &VisualShaderNodeTextureUniform::get_color_default); ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normalmap,Aniso"), "set_texture_type", "get_texture_type"); ADD_PROPERTY(PropertyInfo(Variant::INT, "color_default", PROPERTY_HINT_ENUM, "White Default,Black Default"), "set_color_default", "get_color_default"); BIND_ENUM_CONSTANT(TYPE_DATA); BIND_ENUM_CONSTANT(TYPE_COLOR); BIND_ENUM_CONSTANT(TYPE_NORMALMAP); BIND_ENUM_CONSTANT(TYPE_ANISO); BIND_ENUM_CONSTANT(COLOR_DEFAULT_WHITE); BIND_ENUM_CONSTANT(COLOR_DEFAULT_BLACK); } VisualShaderNodeTextureUniform::VisualShaderNodeTextureUniform() { texture_type = TYPE_DATA; color_default = COLOR_DEFAULT_WHITE; } ////////////// CubeMap Uniform String VisualShaderNodeCubeMapUniform::get_caption() const { return "CubeMapUniform"; } int VisualShaderNodeCubeMapUniform::get_input_port_count() const { return 2; } VisualShaderNodeCubeMapUniform::PortType VisualShaderNodeCubeMapUniform::get_input_port_type(int p_port) const { return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR; } String VisualShaderNodeCubeMapUniform::get_input_port_name(int p_port) const { return p_port == 0 ? "normal" : "lod"; } int VisualShaderNodeCubeMapUniform::get_output_port_count() const { return 2; } VisualShaderNodeCubeMapUniform::PortType VisualShaderNodeCubeMapUniform::get_output_port_type(int p_port) const { return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR; } String VisualShaderNodeCubeMapUniform::get_output_port_name(int p_port) const { return p_port == 0 ? "rgb" : "alpha"; } String VisualShaderNodeCubeMapUniform::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 String(); } VisualShaderNodeCubeMapUniform::VisualShaderNodeCubeMapUniform() { }