visual_shader.cpp 197 KB

1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027102810291030103110321033103410351036103710381039104010411042104310441045104610471048104910501051105210531054105510561057105810591060106110621063106410651066106710681069107010711072107310741075107610771078107910801081108210831084108510861087108810891090109110921093109410951096109710981099110011011102110311041105110611071108110911101111111211131114111511161117111811191120112111221123112411251126112711281129113011311132113311341135113611371138113911401141114211431144114511461147114811491150115111521153115411551156115711581159116011611162116311641165116611671168116911701171117211731174117511761177117811791180118111821183118411851186118711881189119011911192119311941195119611971198119912001201120212031204120512061207120812091210121112121213121412151216121712181219122012211222122312241225122612271228122912301231123212331234123512361237123812391240124112421243124412451246124712481249125012511252125312541255125612571258125912601261126212631264126512661267126812691270127112721273127412751276127712781279128012811282128312841285128612871288128912901291129212931294129512961297129812991300130113021303130413051306130713081309131013111312131313141315131613171318131913201321132213231324132513261327132813291330133113321333133413351336133713381339134013411342134313441345134613471348134913501351135213531354135513561357135813591360136113621363136413651366136713681369137013711372137313741375137613771378137913801381138213831384138513861387138813891390139113921393139413951396139713981399140014011402140314041405140614071408140914101411141214131414141514161417141814191420142114221423142414251426142714281429143014311432143314341435143614371438143914401441144214431444144514461447144814491450145114521453145414551456145714581459146014611462146314641465146614671468146914701471147214731474147514761477147814791480148114821483148414851486148714881489149014911492149314941495149614971498149915001501150215031504150515061507150815091510151115121513151415151516151715181519152015211522152315241525152615271528152915301531153215331534153515361537153815391540154115421543154415451546154715481549155015511552155315541555155615571558155915601561156215631564156515661567156815691570157115721573157415751576157715781579158015811582158315841585158615871588158915901591159215931594159515961597159815991600160116021603160416051606160716081609161016111612161316141615161616171618161916201621162216231624162516261627162816291630163116321633163416351636163716381639164016411642164316441645164616471648164916501651165216531654165516561657165816591660166116621663166416651666166716681669167016711672167316741675167616771678167916801681168216831684168516861687168816891690169116921693169416951696169716981699170017011702170317041705170617071708170917101711171217131714171517161717171817191720172117221723172417251726172717281729173017311732173317341735173617371738173917401741174217431744174517461747174817491750175117521753175417551756175717581759176017611762176317641765176617671768176917701771177217731774177517761777177817791780178117821783178417851786178717881789179017911792179317941795179617971798179918001801180218031804180518061807180818091810181118121813181418151816181718181819182018211822182318241825182618271828182918301831183218331834183518361837183818391840184118421843184418451846184718481849185018511852185318541855185618571858185918601861186218631864186518661867186818691870187118721873187418751876187718781879188018811882188318841885188618871888188918901891189218931894189518961897189818991900190119021903190419051906190719081909191019111912191319141915191619171918191919201921192219231924192519261927192819291930193119321933193419351936193719381939194019411942194319441945194619471948194919501951195219531954195519561957195819591960196119621963196419651966196719681969197019711972197319741975197619771978197919801981198219831984198519861987198819891990199119921993199419951996199719981999200020012002200320042005200620072008200920102011201220132014201520162017201820192020202120222023202420252026202720282029203020312032203320342035203620372038203920402041204220432044204520462047204820492050205120522053205420552056205720582059206020612062206320642065206620672068206920702071207220732074207520762077207820792080208120822083208420852086208720882089209020912092209320942095209620972098209921002101210221032104210521062107210821092110211121122113211421152116211721182119212021212122212321242125212621272128212921302131213221332134213521362137213821392140214121422143214421452146214721482149215021512152215321542155215621572158215921602161216221632164216521662167216821692170217121722173217421752176217721782179218021812182218321842185218621872188218921902191219221932194219521962197219821992200220122022203220422052206220722082209221022112212221322142215221622172218221922202221222222232224222522262227222822292230223122322233223422352236223722382239224022412242224322442245224622472248224922502251225222532254225522562257225822592260226122622263226422652266226722682269227022712272227322742275227622772278227922802281228222832284228522862287228822892290229122922293229422952296229722982299230023012302230323042305230623072308230923102311231223132314231523162317231823192320232123222323232423252326232723282329233023312332233323342335233623372338233923402341234223432344234523462347234823492350235123522353235423552356235723582359236023612362236323642365236623672368236923702371237223732374237523762377237823792380238123822383238423852386238723882389239023912392239323942395239623972398239924002401240224032404240524062407240824092410241124122413241424152416241724182419242024212422242324242425242624272428242924302431243224332434243524362437243824392440244124422443244424452446244724482449245024512452245324542455245624572458245924602461246224632464246524662467246824692470247124722473247424752476247724782479248024812482248324842485248624872488248924902491249224932494249524962497249824992500250125022503250425052506250725082509251025112512251325142515251625172518251925202521252225232524252525262527252825292530253125322533253425352536253725382539254025412542254325442545254625472548254925502551255225532554255525562557255825592560256125622563256425652566256725682569257025712572257325742575257625772578257925802581258225832584258525862587258825892590259125922593259425952596259725982599260026012602260326042605260626072608260926102611261226132614261526162617261826192620262126222623262426252626262726282629263026312632263326342635263626372638263926402641264226432644264526462647264826492650265126522653265426552656265726582659266026612662266326642665266626672668266926702671267226732674267526762677267826792680268126822683268426852686268726882689269026912692269326942695269626972698269927002701270227032704270527062707270827092710271127122713271427152716271727182719272027212722272327242725272627272728272927302731273227332734273527362737273827392740274127422743274427452746274727482749275027512752275327542755275627572758275927602761276227632764276527662767276827692770277127722773277427752776277727782779278027812782278327842785278627872788278927902791279227932794279527962797279827992800280128022803280428052806280728082809281028112812281328142815281628172818281928202821282228232824282528262827282828292830283128322833283428352836283728382839284028412842284328442845284628472848284928502851285228532854285528562857285828592860286128622863286428652866286728682869287028712872287328742875287628772878287928802881288228832884288528862887288828892890289128922893289428952896289728982899290029012902290329042905290629072908290929102911291229132914291529162917291829192920292129222923292429252926292729282929293029312932293329342935293629372938293929402941294229432944294529462947294829492950295129522953295429552956295729582959296029612962296329642965296629672968296929702971297229732974297529762977297829792980298129822983298429852986298729882989299029912992299329942995299629972998299930003001300230033004300530063007300830093010301130123013301430153016301730183019302030213022302330243025302630273028302930303031303230333034303530363037303830393040304130423043304430453046304730483049305030513052305330543055305630573058305930603061306230633064306530663067306830693070307130723073307430753076307730783079308030813082308330843085308630873088308930903091309230933094309530963097309830993100310131023103310431053106310731083109311031113112311331143115311631173118311931203121312231233124312531263127312831293130313131323133313431353136313731383139314031413142314331443145314631473148314931503151315231533154315531563157315831593160316131623163316431653166316731683169317031713172317331743175317631773178317931803181318231833184318531863187318831893190319131923193319431953196319731983199320032013202320332043205320632073208320932103211321232133214321532163217321832193220322132223223322432253226322732283229323032313232323332343235323632373238323932403241324232433244324532463247324832493250325132523253325432553256325732583259326032613262326332643265326632673268326932703271327232733274327532763277327832793280328132823283328432853286328732883289329032913292329332943295329632973298329933003301330233033304330533063307330833093310331133123313331433153316331733183319332033213322332333243325332633273328332933303331333233333334333533363337333833393340334133423343334433453346334733483349335033513352335333543355335633573358335933603361336233633364336533663367336833693370337133723373337433753376337733783379338033813382338333843385338633873388338933903391339233933394339533963397339833993400340134023403340434053406340734083409341034113412341334143415341634173418341934203421342234233424342534263427342834293430343134323433343434353436343734383439344034413442344334443445344634473448344934503451345234533454345534563457345834593460346134623463346434653466346734683469347034713472347334743475347634773478347934803481348234833484348534863487348834893490349134923493349434953496349734983499350035013502350335043505350635073508350935103511351235133514351535163517351835193520352135223523352435253526352735283529353035313532353335343535353635373538353935403541354235433544354535463547354835493550355135523553355435553556355735583559356035613562356335643565356635673568356935703571357235733574357535763577357835793580358135823583358435853586358735883589359035913592359335943595359635973598359936003601360236033604360536063607360836093610361136123613361436153616361736183619362036213622362336243625362636273628362936303631363236333634363536363637363836393640364136423643364436453646364736483649365036513652365336543655365636573658365936603661366236633664366536663667366836693670367136723673367436753676367736783679368036813682368336843685368636873688368936903691369236933694369536963697369836993700370137023703370437053706370737083709371037113712371337143715371637173718371937203721372237233724372537263727372837293730373137323733373437353736373737383739374037413742374337443745374637473748374937503751375237533754375537563757375837593760376137623763376437653766376737683769377037713772377337743775377637773778377937803781378237833784378537863787378837893790379137923793379437953796379737983799380038013802380338043805380638073808380938103811381238133814381538163817381838193820382138223823382438253826382738283829383038313832383338343835383638373838383938403841384238433844384538463847384838493850385138523853385438553856385738583859386038613862386338643865386638673868386938703871387238733874387538763877387838793880388138823883388438853886388738883889389038913892389338943895389638973898389939003901390239033904390539063907390839093910391139123913391439153916391739183919392039213922392339243925392639273928392939303931393239333934393539363937393839393940394139423943394439453946394739483949395039513952395339543955395639573958395939603961396239633964396539663967396839693970397139723973397439753976397739783979398039813982398339843985398639873988398939903991399239933994399539963997399839994000400140024003400440054006400740084009401040114012401340144015401640174018401940204021402240234024402540264027402840294030403140324033403440354036403740384039404040414042404340444045404640474048404940504051405240534054405540564057405840594060406140624063406440654066406740684069407040714072407340744075407640774078407940804081408240834084408540864087408840894090409140924093409440954096409740984099410041014102410341044105410641074108410941104111411241134114411541164117411841194120412141224123412441254126412741284129413041314132413341344135413641374138413941404141414241434144414541464147414841494150415141524153415441554156415741584159416041614162416341644165416641674168416941704171417241734174417541764177417841794180418141824183418441854186418741884189419041914192419341944195419641974198419942004201420242034204420542064207420842094210421142124213421442154216421742184219422042214222422342244225422642274228422942304231423242334234423542364237423842394240424142424243424442454246424742484249425042514252425342544255425642574258425942604261426242634264426542664267426842694270427142724273427442754276427742784279428042814282428342844285428642874288428942904291429242934294429542964297429842994300430143024303430443054306430743084309431043114312431343144315431643174318431943204321432243234324432543264327432843294330433143324333433443354336433743384339434043414342434343444345434643474348434943504351435243534354435543564357435843594360436143624363436443654366436743684369437043714372437343744375437643774378437943804381438243834384438543864387438843894390439143924393439443954396439743984399440044014402440344044405440644074408440944104411441244134414441544164417441844194420442144224423442444254426442744284429443044314432443344344435443644374438443944404441444244434444444544464447444844494450445144524453445444554456445744584459446044614462446344644465446644674468446944704471447244734474447544764477447844794480448144824483448444854486448744884489449044914492449344944495449644974498449945004501450245034504450545064507450845094510451145124513451445154516451745184519452045214522452345244525452645274528452945304531453245334534453545364537453845394540454145424543454445454546454745484549455045514552455345544555455645574558455945604561456245634564456545664567456845694570457145724573457445754576457745784579458045814582458345844585458645874588458945904591459245934594459545964597459845994600460146024603460446054606460746084609461046114612461346144615461646174618461946204621462246234624462546264627462846294630463146324633463446354636463746384639464046414642464346444645464646474648464946504651465246534654465546564657465846594660466146624663466446654666466746684669467046714672467346744675467646774678467946804681468246834684468546864687468846894690469146924693469446954696469746984699470047014702470347044705470647074708470947104711471247134714471547164717471847194720472147224723472447254726472747284729473047314732473347344735473647374738473947404741474247434744474547464747474847494750475147524753475447554756475747584759476047614762476347644765476647674768476947704771477247734774477547764777477847794780478147824783478447854786478747884789479047914792479347944795479647974798479948004801480248034804480548064807480848094810481148124813481448154816481748184819482048214822482348244825482648274828482948304831483248334834483548364837483848394840484148424843484448454846484748484849485048514852485348544855485648574858485948604861486248634864486548664867486848694870487148724873487448754876487748784879488048814882488348844885488648874888488948904891489248934894489548964897489848994900490149024903490449054906490749084909491049114912491349144915491649174918491949204921492249234924492549264927492849294930493149324933493449354936493749384939494049414942494349444945494649474948494949504951495249534954495549564957495849594960496149624963496449654966496749684969497049714972497349744975497649774978497949804981498249834984498549864987498849894990499149924993499449954996499749984999500050015002500350045005500650075008500950105011501250135014501550165017501850195020502150225023502450255026502750285029503050315032503350345035503650375038503950405041504250435044504550465047504850495050505150525053505450555056505750585059506050615062506350645065506650675068506950705071507250735074507550765077507850795080508150825083508450855086508750885089509050915092509350945095509650975098509951005101510251035104510551065107510851095110511151125113511451155116511751185119512051215122512351245125512651275128512951305131513251335134513551365137513851395140514151425143514451455146514751485149515051515152515351545155515651575158515951605161516251635164516551665167516851695170517151725173517451755176517751785179518051815182518351845185518651875188518951905191519251935194519551965197519851995200520152025203520452055206520752085209521052115212521352145215521652175218521952205221522252235224522552265227522852295230523152325233523452355236523752385239524052415242524352445245524652475248524952505251525252535254525552565257525852595260526152625263526452655266526752685269527052715272527352745275527652775278527952805281528252835284528552865287528852895290529152925293529452955296529752985299530053015302530353045305530653075308530953105311531253135314531553165317531853195320532153225323532453255326532753285329533053315332533353345335533653375338533953405341534253435344534553465347534853495350535153525353535453555356535753585359536053615362536353645365536653675368536953705371537253735374537553765377537853795380538153825383538453855386538753885389539053915392539353945395539653975398539954005401540254035404
  1. /**************************************************************************/
  2. /* visual_shader.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "visual_shader.h"
  31. #include "core/templates/rb_map.h"
  32. #include "core/templates/vmap.h"
  33. #include "core/variant/variant_utility.h"
  34. #include "servers/rendering/shader_types.h"
  35. #include "visual_shader_nodes.h"
  36. #include "visual_shader_particle_nodes.h"
  37. String make_unique_id(VisualShader::Type p_type, int p_id, const String &p_name) {
  38. static const char *typepf[VisualShader::TYPE_MAX] = { "vtx", "frg", "lgt", "start", "process", "collide", "start_custom", "process_custom", "sky", "fog" };
  39. return p_name + "_" + String(typepf[p_type]) + "_" + itos(p_id);
  40. }
  41. bool VisualShaderNode::is_simple_decl() const {
  42. return simple_decl;
  43. }
  44. int VisualShaderNode::get_default_input_port(PortType p_type) const {
  45. return 0;
  46. }
  47. void VisualShaderNode::set_output_port_for_preview(int p_index) {
  48. port_preview = p_index;
  49. }
  50. int VisualShaderNode::get_output_port_for_preview() const {
  51. return port_preview;
  52. }
  53. void VisualShaderNode::set_input_port_default_value(int p_port, const Variant &p_value, const Variant &p_prev_value) {
  54. Variant value = p_value;
  55. if (p_prev_value.get_type() != Variant::NIL) {
  56. switch (p_value.get_type()) {
  57. case Variant::FLOAT: {
  58. switch (p_prev_value.get_type()) {
  59. case Variant::INT: {
  60. value = (float)p_prev_value;
  61. } break;
  62. case Variant::FLOAT: {
  63. value = p_prev_value;
  64. } break;
  65. case Variant::VECTOR2: {
  66. Vector2 pv = p_prev_value;
  67. value = pv.x;
  68. } break;
  69. case Variant::VECTOR3: {
  70. Vector3 pv = p_prev_value;
  71. value = pv.x;
  72. } break;
  73. case Variant::QUATERNION: {
  74. Quaternion pv = p_prev_value;
  75. value = pv.x;
  76. } break;
  77. default:
  78. break;
  79. }
  80. } break;
  81. case Variant::INT: {
  82. switch (p_prev_value.get_type()) {
  83. case Variant::INT: {
  84. value = p_prev_value;
  85. } break;
  86. case Variant::FLOAT: {
  87. value = (int)p_prev_value;
  88. } break;
  89. case Variant::VECTOR2: {
  90. Vector2 pv = p_prev_value;
  91. value = (int)pv.x;
  92. } break;
  93. case Variant::VECTOR3: {
  94. Vector3 pv = p_prev_value;
  95. value = (int)pv.x;
  96. } break;
  97. case Variant::QUATERNION: {
  98. Quaternion pv = p_prev_value;
  99. value = (int)pv.x;
  100. } break;
  101. default:
  102. break;
  103. }
  104. } break;
  105. case Variant::VECTOR2: {
  106. switch (p_prev_value.get_type()) {
  107. case Variant::INT: {
  108. float pv = (float)(int)p_prev_value;
  109. value = Vector2(pv, pv);
  110. } break;
  111. case Variant::FLOAT: {
  112. float pv = p_prev_value;
  113. value = Vector2(pv, pv);
  114. } break;
  115. case Variant::VECTOR2: {
  116. value = p_prev_value;
  117. } break;
  118. case Variant::VECTOR3: {
  119. Vector3 pv = p_prev_value;
  120. value = Vector2(pv.x, pv.y);
  121. } break;
  122. case Variant::QUATERNION: {
  123. Quaternion pv = p_prev_value;
  124. value = Vector2(pv.x, pv.y);
  125. } break;
  126. default:
  127. break;
  128. }
  129. } break;
  130. case Variant::VECTOR3: {
  131. switch (p_prev_value.get_type()) {
  132. case Variant::INT: {
  133. float pv = (float)(int)p_prev_value;
  134. value = Vector3(pv, pv, pv);
  135. } break;
  136. case Variant::FLOAT: {
  137. float pv = p_prev_value;
  138. value = Vector3(pv, pv, pv);
  139. } break;
  140. case Variant::VECTOR2: {
  141. Vector2 pv = p_prev_value;
  142. value = Vector3(pv.x, pv.y, pv.y);
  143. } break;
  144. case Variant::VECTOR3: {
  145. value = p_prev_value;
  146. } break;
  147. case Variant::QUATERNION: {
  148. Quaternion pv = p_prev_value;
  149. value = Vector3(pv.x, pv.y, pv.z);
  150. } break;
  151. default:
  152. break;
  153. }
  154. } break;
  155. case Variant::QUATERNION: {
  156. switch (p_prev_value.get_type()) {
  157. case Variant::INT: {
  158. float pv = (float)(int)p_prev_value;
  159. value = Quaternion(pv, pv, pv, pv);
  160. } break;
  161. case Variant::FLOAT: {
  162. float pv = p_prev_value;
  163. value = Quaternion(pv, pv, pv, pv);
  164. } break;
  165. case Variant::VECTOR2: {
  166. Vector2 pv = p_prev_value;
  167. value = Quaternion(pv.x, pv.y, pv.y, pv.y);
  168. } break;
  169. case Variant::VECTOR3: {
  170. Vector3 pv = p_prev_value;
  171. value = Quaternion(pv.x, pv.y, pv.z, pv.z);
  172. } break;
  173. case Variant::QUATERNION: {
  174. value = p_prev_value;
  175. } break;
  176. default:
  177. break;
  178. }
  179. } break;
  180. default:
  181. break;
  182. }
  183. }
  184. default_input_values[p_port] = value;
  185. emit_changed();
  186. }
  187. Variant VisualShaderNode::get_input_port_default_value(int p_port) const {
  188. if (default_input_values.has(p_port)) {
  189. return default_input_values[p_port];
  190. }
  191. return Variant();
  192. }
  193. void VisualShaderNode::remove_input_port_default_value(int p_port) {
  194. if (default_input_values.has(p_port)) {
  195. default_input_values.erase(p_port);
  196. emit_changed();
  197. }
  198. }
  199. void VisualShaderNode::clear_default_input_values() {
  200. if (!default_input_values.is_empty()) {
  201. default_input_values.clear();
  202. emit_changed();
  203. }
  204. }
  205. bool VisualShaderNode::is_port_separator(int p_index) const {
  206. return false;
  207. }
  208. bool VisualShaderNode::is_output_port_connected(int p_port) const {
  209. if (connected_output_ports.has(p_port)) {
  210. return connected_output_ports[p_port] > 0;
  211. }
  212. return false;
  213. }
  214. void VisualShaderNode::set_output_port_connected(int p_port, bool p_connected) {
  215. if (p_connected) {
  216. connected_output_ports[p_port]++;
  217. } else {
  218. connected_output_ports[p_port]--;
  219. }
  220. }
  221. bool VisualShaderNode::is_input_port_connected(int p_port) const {
  222. if (connected_input_ports.has(p_port)) {
  223. return connected_input_ports[p_port];
  224. }
  225. return false;
  226. }
  227. void VisualShaderNode::set_input_port_connected(int p_port, bool p_connected) {
  228. connected_input_ports[p_port] = p_connected;
  229. }
  230. bool VisualShaderNode::is_any_port_connected() const {
  231. for (const KeyValue<int, bool> &E : connected_input_ports) {
  232. if (E.value) {
  233. return true;
  234. }
  235. }
  236. for (const KeyValue<int, int> &E : connected_output_ports) {
  237. if (E.value > 0) {
  238. return true;
  239. }
  240. }
  241. return false;
  242. }
  243. bool VisualShaderNode::is_generate_input_var(int p_port) const {
  244. return true;
  245. }
  246. bool VisualShaderNode::is_output_port_expandable(int p_port) const {
  247. VisualShaderNode::PortType port = get_output_port_type(p_port);
  248. if (get_output_port_count() == 1 && (port == PORT_TYPE_VECTOR_2D || port == PORT_TYPE_VECTOR_3D || port == PORT_TYPE_VECTOR_4D)) {
  249. return true;
  250. }
  251. return false;
  252. }
  253. bool VisualShaderNode::has_output_port_preview(int p_port) const {
  254. return true;
  255. }
  256. void VisualShaderNode::_set_output_ports_expanded(const Array &p_values) {
  257. for (int i = 0; i < p_values.size(); i++) {
  258. expanded_output_ports[p_values[i]] = true;
  259. }
  260. emit_changed();
  261. }
  262. Array VisualShaderNode::_get_output_ports_expanded() const {
  263. Array arr;
  264. for (int i = 0; i < get_output_port_count(); i++) {
  265. if (_is_output_port_expanded(i)) {
  266. arr.push_back(i);
  267. }
  268. }
  269. return arr;
  270. }
  271. void VisualShaderNode::_set_output_port_expanded(int p_port, bool p_expanded) {
  272. expanded_output_ports[p_port] = p_expanded;
  273. emit_changed();
  274. }
  275. bool VisualShaderNode::_is_output_port_expanded(int p_port) const {
  276. if (expanded_output_ports.has(p_port)) {
  277. return expanded_output_ports[p_port];
  278. }
  279. return false;
  280. }
  281. int VisualShaderNode::get_expanded_output_port_count() const {
  282. int count = get_output_port_count();
  283. int count2 = count;
  284. for (int i = 0; i < count; i++) {
  285. if (is_output_port_expandable(i) && _is_output_port_expanded(i)) {
  286. switch (get_output_port_type(i)) {
  287. case PORT_TYPE_VECTOR_2D: {
  288. count2 += 2;
  289. } break;
  290. case PORT_TYPE_VECTOR_3D: {
  291. count2 += 3;
  292. } break;
  293. case PORT_TYPE_VECTOR_4D: {
  294. count2 += 4;
  295. } break;
  296. default:
  297. break;
  298. }
  299. }
  300. }
  301. return count2;
  302. }
  303. bool VisualShaderNode::is_code_generated() const {
  304. return true;
  305. }
  306. bool VisualShaderNode::is_show_prop_names() const {
  307. return false;
  308. }
  309. bool VisualShaderNode::is_use_prop_slots() const {
  310. return false;
  311. }
  312. bool VisualShaderNode::is_disabled() const {
  313. return disabled;
  314. }
  315. void VisualShaderNode::set_disabled(bool p_disabled) {
  316. disabled = p_disabled;
  317. }
  318. bool VisualShaderNode::is_deletable() const {
  319. return closable;
  320. }
  321. void VisualShaderNode::set_deletable(bool p_closable) {
  322. closable = p_closable;
  323. }
  324. void VisualShaderNode::set_frame(int p_node) {
  325. linked_parent_graph_frame = p_node;
  326. }
  327. int VisualShaderNode::get_frame() const {
  328. return linked_parent_graph_frame;
  329. }
  330. Vector<VisualShader::DefaultTextureParam> VisualShaderNode::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
  331. return Vector<VisualShader::DefaultTextureParam>();
  332. }
  333. String VisualShaderNode::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  334. return String();
  335. }
  336. String VisualShaderNode::generate_global_per_node(Shader::Mode p_mode, int p_id) const {
  337. return String();
  338. }
  339. String VisualShaderNode::generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  340. return String();
  341. }
  342. Vector<StringName> VisualShaderNode::get_editable_properties() const {
  343. return Vector<StringName>();
  344. }
  345. HashMap<StringName, String> VisualShaderNode::get_editable_properties_names() const {
  346. return HashMap<StringName, String>();
  347. }
  348. Array VisualShaderNode::get_default_input_values() const {
  349. Array ret;
  350. for (const KeyValue<int, Variant> &E : default_input_values) {
  351. ret.push_back(E.key);
  352. ret.push_back(E.value);
  353. }
  354. return ret;
  355. }
  356. void VisualShaderNode::set_default_input_values(const Array &p_values) {
  357. if (p_values.size() % 2 == 0) {
  358. for (int i = 0; i < p_values.size(); i += 2) {
  359. default_input_values[p_values[i + 0]] = p_values[i + 1];
  360. }
  361. }
  362. emit_changed();
  363. }
  364. String VisualShaderNode::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  365. return String();
  366. }
  367. VisualShaderNode::Category VisualShaderNode::get_category() const {
  368. return CATEGORY_NONE;
  369. }
  370. bool VisualShaderNode::is_input_port_default(int p_port, Shader::Mode p_mode) const {
  371. return false;
  372. }
  373. void VisualShaderNode::_bind_methods() {
  374. ClassDB::bind_method(D_METHOD("get_default_input_port", "type"), &VisualShaderNode::get_default_input_port);
  375. ClassDB::bind_method(D_METHOD("set_output_port_for_preview", "port"), &VisualShaderNode::set_output_port_for_preview);
  376. ClassDB::bind_method(D_METHOD("get_output_port_for_preview"), &VisualShaderNode::get_output_port_for_preview);
  377. ClassDB::bind_method(D_METHOD("_set_output_port_expanded", "port"), &VisualShaderNode::_set_output_port_expanded);
  378. ClassDB::bind_method(D_METHOD("_is_output_port_expanded"), &VisualShaderNode::_is_output_port_expanded);
  379. ClassDB::bind_method(D_METHOD("_set_output_ports_expanded", "values"), &VisualShaderNode::_set_output_ports_expanded);
  380. ClassDB::bind_method(D_METHOD("_get_output_ports_expanded"), &VisualShaderNode::_get_output_ports_expanded);
  381. ClassDB::bind_method(D_METHOD("set_input_port_default_value", "port", "value", "prev_value"), &VisualShaderNode::set_input_port_default_value, DEFVAL(Variant()));
  382. ClassDB::bind_method(D_METHOD("get_input_port_default_value", "port"), &VisualShaderNode::get_input_port_default_value);
  383. ClassDB::bind_method(D_METHOD("remove_input_port_default_value", "port"), &VisualShaderNode::remove_input_port_default_value);
  384. ClassDB::bind_method(D_METHOD("clear_default_input_values"), &VisualShaderNode::clear_default_input_values);
  385. ClassDB::bind_method(D_METHOD("set_default_input_values", "values"), &VisualShaderNode::set_default_input_values);
  386. ClassDB::bind_method(D_METHOD("get_default_input_values"), &VisualShaderNode::get_default_input_values);
  387. ClassDB::bind_method(D_METHOD("set_frame", "frame"), &VisualShaderNode::set_frame);
  388. ClassDB::bind_method(D_METHOD("get_frame"), &VisualShaderNode::get_frame);
  389. ADD_PROPERTY(PropertyInfo(Variant::INT, "output_port_for_preview"), "set_output_port_for_preview", "get_output_port_for_preview");
  390. ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "default_input_values", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "set_default_input_values", "get_default_input_values");
  391. ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "expanded_output_ports", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "_set_output_ports_expanded", "_get_output_ports_expanded");
  392. ADD_PROPERTY(PropertyInfo(Variant::INT, "linked_parent_graph_frame", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_frame", "get_frame");
  393. BIND_ENUM_CONSTANT(PORT_TYPE_SCALAR);
  394. BIND_ENUM_CONSTANT(PORT_TYPE_SCALAR_INT);
  395. BIND_ENUM_CONSTANT(PORT_TYPE_SCALAR_UINT);
  396. BIND_ENUM_CONSTANT(PORT_TYPE_VECTOR_2D);
  397. BIND_ENUM_CONSTANT(PORT_TYPE_VECTOR_3D);
  398. BIND_ENUM_CONSTANT(PORT_TYPE_VECTOR_4D);
  399. BIND_ENUM_CONSTANT(PORT_TYPE_BOOLEAN);
  400. BIND_ENUM_CONSTANT(PORT_TYPE_TRANSFORM);
  401. BIND_ENUM_CONSTANT(PORT_TYPE_SAMPLER);
  402. BIND_ENUM_CONSTANT(PORT_TYPE_MAX);
  403. }
  404. VisualShaderNode::VisualShaderNode() {
  405. }
  406. /////////////////////////////////////////////////////////
  407. void VisualShaderNodeCustom::update_property_default_values() {
  408. int prop_count;
  409. if (GDVIRTUAL_CALL(_get_property_count, prop_count)) {
  410. for (int i = 0; i < prop_count; i++) {
  411. int selected = 0;
  412. if (GDVIRTUAL_CALL(_get_property_default_index, i, selected)) {
  413. dp_selected_cache[i] = selected;
  414. }
  415. }
  416. }
  417. }
  418. void VisualShaderNodeCustom::update_input_port_default_values() {
  419. int input_port_count;
  420. if (GDVIRTUAL_CALL(_get_input_port_count, input_port_count)) {
  421. for (int i = 0; i < input_port_count; i++) {
  422. Variant value;
  423. if (GDVIRTUAL_CALL(_get_input_port_default_value, i, value)) {
  424. default_input_values[i] = value;
  425. }
  426. }
  427. }
  428. }
  429. void VisualShaderNodeCustom::update_ports() {
  430. {
  431. dp_props.clear();
  432. int prop_count;
  433. if (GDVIRTUAL_CALL(_get_property_count, prop_count)) {
  434. for (int i = 0; i < prop_count; i++) {
  435. DropDownListProperty prop;
  436. if (!GDVIRTUAL_CALL(_get_property_name, i, prop.name)) {
  437. prop.name = "prop";
  438. }
  439. if (!GDVIRTUAL_CALL(_get_property_options, i, prop.options)) {
  440. prop.options.push_back("Default");
  441. }
  442. dp_props.push_back(prop);
  443. }
  444. }
  445. }
  446. {
  447. Vector<String> vprops = properties.split(";", false);
  448. for (int i = 0; i < vprops.size(); i++) {
  449. Vector<String> arr = vprops[i].split(",", false);
  450. ERR_FAIL_COND(arr.size() != 2);
  451. ERR_FAIL_COND(!arr[0].is_valid_int());
  452. ERR_FAIL_COND(!arr[1].is_valid_int());
  453. int index = arr[0].to_int();
  454. int selected = arr[1].to_int();
  455. dp_selected_cache[index] = selected;
  456. }
  457. }
  458. {
  459. input_ports.clear();
  460. int input_port_count;
  461. if (GDVIRTUAL_CALL(_get_input_port_count, input_port_count)) {
  462. for (int i = 0; i < input_port_count; i++) {
  463. Port port;
  464. if (!GDVIRTUAL_CALL(_get_input_port_name, i, port.name)) {
  465. port.name = "in" + itos(i);
  466. }
  467. PortType port_type;
  468. if (GDVIRTUAL_CALL(_get_input_port_type, i, port_type)) {
  469. port.type = (int)port_type;
  470. } else {
  471. port.type = (int)PortType::PORT_TYPE_SCALAR;
  472. }
  473. input_ports.push_back(port);
  474. }
  475. }
  476. }
  477. {
  478. output_ports.clear();
  479. int output_port_count;
  480. if (GDVIRTUAL_CALL(_get_output_port_count, output_port_count)) {
  481. for (int i = 0; i < output_port_count; i++) {
  482. Port port;
  483. if (!GDVIRTUAL_CALL(_get_output_port_name, i, port.name)) {
  484. port.name = "out" + itos(i);
  485. }
  486. PortType port_type;
  487. if (GDVIRTUAL_CALL(_get_output_port_type, i, port_type)) {
  488. port.type = (int)port_type;
  489. } else {
  490. port.type = (int)PortType::PORT_TYPE_SCALAR;
  491. }
  492. output_ports.push_back(port);
  493. }
  494. }
  495. }
  496. }
  497. void VisualShaderNodeCustom::update_properties() {
  498. properties = "";
  499. for (const KeyValue<int, int> &p : dp_selected_cache) {
  500. if (p.value != 0) {
  501. properties += itos(p.key) + "," + itos(p.value) + ";";
  502. }
  503. }
  504. }
  505. String VisualShaderNodeCustom::get_caption() const {
  506. String ret = "Unnamed";
  507. GDVIRTUAL_CALL(_get_name, ret);
  508. return ret;
  509. }
  510. int VisualShaderNodeCustom::get_input_port_count() const {
  511. return input_ports.size();
  512. }
  513. VisualShaderNodeCustom::PortType VisualShaderNodeCustom::get_input_port_type(int p_port) const {
  514. ERR_FAIL_INDEX_V(p_port, input_ports.size(), PORT_TYPE_SCALAR);
  515. return (PortType)input_ports.get(p_port).type;
  516. }
  517. String VisualShaderNodeCustom::get_input_port_name(int p_port) const {
  518. ERR_FAIL_INDEX_V(p_port, input_ports.size(), "");
  519. return input_ports.get(p_port).name;
  520. }
  521. int VisualShaderNodeCustom::get_default_input_port(PortType p_type) const {
  522. int ret = 0;
  523. GDVIRTUAL_CALL(_get_default_input_port, p_type, ret);
  524. return ret;
  525. }
  526. int VisualShaderNodeCustom::get_output_port_count() const {
  527. return output_ports.size();
  528. }
  529. VisualShaderNodeCustom::PortType VisualShaderNodeCustom::get_output_port_type(int p_port) const {
  530. ERR_FAIL_INDEX_V(p_port, output_ports.size(), PORT_TYPE_SCALAR);
  531. return (PortType)output_ports.get(p_port).type;
  532. }
  533. String VisualShaderNodeCustom::get_output_port_name(int p_port) const {
  534. ERR_FAIL_INDEX_V(p_port, output_ports.size(), "");
  535. return output_ports.get(p_port).name;
  536. }
  537. String VisualShaderNodeCustom::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  538. ERR_FAIL_COND_V(!GDVIRTUAL_IS_OVERRIDDEN(_get_code), "");
  539. TypedArray<String> input_vars;
  540. for (int i = 0; i < get_input_port_count(); i++) {
  541. input_vars.push_back(p_input_vars[i]);
  542. }
  543. TypedArray<String> output_vars;
  544. for (int i = 0; i < get_output_port_count(); i++) {
  545. output_vars.push_back(p_output_vars[i]);
  546. }
  547. String _code;
  548. GDVIRTUAL_CALL(_get_code, input_vars, output_vars, p_mode, p_type, _code);
  549. if (_is_valid_code(_code)) {
  550. String code = " {\n";
  551. bool nend = _code.ends_with("\n");
  552. _code = _code.insert(0, " ");
  553. _code = _code.replace("\n", "\n ");
  554. code += _code;
  555. if (!nend) {
  556. code += "\n }";
  557. } else {
  558. code.remove_at(code.size() - 1);
  559. code += "}";
  560. }
  561. code += "\n";
  562. return code;
  563. }
  564. return String();
  565. }
  566. String VisualShaderNodeCustom::generate_global_per_node(Shader::Mode p_mode, int p_id) const {
  567. String _code;
  568. if (GDVIRTUAL_CALL(_get_global_code, p_mode, _code)) {
  569. if (_is_valid_code(_code)) {
  570. String code = "// " + get_caption() + "\n";
  571. code += _code;
  572. code += "\n";
  573. return code;
  574. }
  575. }
  576. return String();
  577. }
  578. String VisualShaderNodeCustom::generate_global_per_func(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  579. String _code;
  580. if (GDVIRTUAL_CALL(_get_func_code, p_mode, p_type, _code)) {
  581. if (_is_valid_code(_code)) {
  582. bool nend = _code.ends_with("\n");
  583. String code = "// " + get_caption() + "\n";
  584. code += " {\n";
  585. _code = _code.insert(0, " ");
  586. _code = _code.replace("\n", "\n ");
  587. code += _code;
  588. if (!nend) {
  589. code += "\n }";
  590. } else {
  591. code.remove_at(code.size() - 1);
  592. code += "}";
  593. }
  594. code += "\n";
  595. return code;
  596. }
  597. }
  598. return String();
  599. }
  600. bool VisualShaderNodeCustom::is_available(Shader::Mode p_mode, VisualShader::Type p_type) const {
  601. bool ret = true;
  602. GDVIRTUAL_CALL(_is_available, p_mode, p_type, ret);
  603. return ret;
  604. }
  605. void VisualShaderNodeCustom::set_input_port_default_value(int p_port, const Variant &p_value, const Variant &p_prev_value) {
  606. if (!is_initialized) {
  607. VisualShaderNode::set_input_port_default_value(p_port, p_value, p_prev_value);
  608. }
  609. }
  610. void VisualShaderNodeCustom::set_default_input_values(const Array &p_values) {
  611. if (!is_initialized) {
  612. VisualShaderNode::set_default_input_values(p_values);
  613. }
  614. }
  615. void VisualShaderNodeCustom::remove_input_port_default_value(int p_port) {
  616. if (!is_initialized) {
  617. VisualShaderNode::remove_input_port_default_value(p_port);
  618. }
  619. }
  620. void VisualShaderNodeCustom::clear_default_input_values() {
  621. if (!is_initialized) {
  622. VisualShaderNode::clear_default_input_values();
  623. }
  624. }
  625. void VisualShaderNodeCustom::_set_input_port_default_value(int p_port, const Variant &p_value) {
  626. VisualShaderNode::set_input_port_default_value(p_port, p_value);
  627. }
  628. bool VisualShaderNodeCustom::_is_valid_code(const String &p_code) const {
  629. if (p_code.is_empty() || p_code == "null") {
  630. return false;
  631. }
  632. return true;
  633. }
  634. bool VisualShaderNodeCustom::_is_initialized() {
  635. return is_initialized;
  636. }
  637. void VisualShaderNodeCustom::_set_initialized(bool p_enabled) {
  638. is_initialized = p_enabled;
  639. }
  640. void VisualShaderNodeCustom::_set_properties(const String &p_properties) {
  641. properties = p_properties;
  642. }
  643. String VisualShaderNodeCustom::_get_properties() const {
  644. return properties;
  645. }
  646. String VisualShaderNodeCustom::_get_name() const {
  647. String ret;
  648. GDVIRTUAL_CALL(_get_name, ret);
  649. return ret;
  650. }
  651. String VisualShaderNodeCustom::_get_description() const {
  652. String ret;
  653. GDVIRTUAL_CALL(_get_description, ret);
  654. return ret;
  655. }
  656. String VisualShaderNodeCustom::_get_category() const {
  657. String ret;
  658. GDVIRTUAL_CALL(_get_category, ret);
  659. return ret;
  660. }
  661. VisualShaderNodeCustom::PortType VisualShaderNodeCustom::_get_return_icon_type() const {
  662. PortType ret = PORT_TYPE_SCALAR;
  663. GDVIRTUAL_CALL(_get_return_icon_type, ret);
  664. return ret;
  665. }
  666. bool VisualShaderNodeCustom::_is_highend() const {
  667. bool ret = false;
  668. GDVIRTUAL_CALL(_is_highend, ret);
  669. return ret;
  670. }
  671. void VisualShaderNodeCustom::_set_option_index(int p_option, int p_value) {
  672. dp_selected_cache[p_option] = p_value;
  673. update_properties();
  674. update_ports();
  675. update_input_port_default_values();
  676. emit_changed();
  677. }
  678. int VisualShaderNodeCustom::get_option_index(int p_option) const {
  679. if (!dp_selected_cache.has(p_option)) {
  680. return 0;
  681. }
  682. return dp_selected_cache[p_option];
  683. }
  684. void VisualShaderNodeCustom::_bind_methods() {
  685. GDVIRTUAL_BIND(_get_name);
  686. GDVIRTUAL_BIND(_get_description);
  687. GDVIRTUAL_BIND(_get_category);
  688. GDVIRTUAL_BIND(_get_return_icon_type);
  689. GDVIRTUAL_BIND(_get_input_port_count);
  690. GDVIRTUAL_BIND(_get_input_port_type, "port");
  691. GDVIRTUAL_BIND(_get_input_port_name, "port");
  692. GDVIRTUAL_BIND(_get_input_port_default_value, "port");
  693. GDVIRTUAL_BIND(_get_default_input_port, "type");
  694. GDVIRTUAL_BIND(_get_output_port_count);
  695. GDVIRTUAL_BIND(_get_output_port_type, "port");
  696. GDVIRTUAL_BIND(_get_output_port_name, "port");
  697. GDVIRTUAL_BIND(_get_property_count);
  698. GDVIRTUAL_BIND(_get_property_name, "index");
  699. GDVIRTUAL_BIND(_get_property_default_index, "index");
  700. GDVIRTUAL_BIND(_get_property_options, "index");
  701. GDVIRTUAL_BIND(_get_code, "input_vars", "output_vars", "mode", "type");
  702. GDVIRTUAL_BIND(_get_func_code, "mode", "type");
  703. GDVIRTUAL_BIND(_get_global_code, "mode");
  704. GDVIRTUAL_BIND(_is_highend);
  705. GDVIRTUAL_BIND(_is_available, "mode", "type");
  706. ClassDB::bind_method(D_METHOD("_set_initialized", "enabled"), &VisualShaderNodeCustom::_set_initialized);
  707. ClassDB::bind_method(D_METHOD("_is_initialized"), &VisualShaderNodeCustom::_is_initialized);
  708. ClassDB::bind_method(D_METHOD("_set_input_port_default_value", "port", "value"), &VisualShaderNodeCustom::_set_input_port_default_value);
  709. ClassDB::bind_method(D_METHOD("_set_option_index", "option", "value"), &VisualShaderNodeCustom::_set_option_index);
  710. ClassDB::bind_method(D_METHOD("_set_properties", "properties"), &VisualShaderNodeCustom::_set_properties);
  711. ClassDB::bind_method(D_METHOD("_get_properties"), &VisualShaderNodeCustom::_get_properties);
  712. ClassDB::bind_method(D_METHOD("get_option_index", "option"), &VisualShaderNodeCustom::get_option_index);
  713. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "initialized", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "_set_initialized", "_is_initialized");
  714. ADD_PROPERTY(PropertyInfo(Variant::STRING, "properties", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "_set_properties", "_get_properties");
  715. }
  716. VisualShaderNodeCustom::VisualShaderNodeCustom() {
  717. simple_decl = false;
  718. }
  719. /////////////////////////////////////////////////////////
  720. void VisualShader::set_shader_type(Type p_type) {
  721. current_type = p_type;
  722. }
  723. VisualShader::Type VisualShader::get_shader_type() const {
  724. return current_type;
  725. }
  726. void VisualShader::add_varying(const String &p_name, VaryingMode p_mode, VaryingType p_type) {
  727. ERR_FAIL_COND(!p_name.is_valid_ascii_identifier());
  728. ERR_FAIL_INDEX((int)p_mode, (int)VARYING_MODE_MAX);
  729. ERR_FAIL_INDEX((int)p_type, (int)VARYING_TYPE_MAX);
  730. ERR_FAIL_COND(varyings.has(p_name));
  731. Varying var = Varying(p_name, p_mode, p_type);
  732. varyings[p_name] = var;
  733. varyings_list.push_back(var);
  734. _queue_update();
  735. }
  736. void VisualShader::remove_varying(const String &p_name) {
  737. ERR_FAIL_COND(!varyings.has(p_name));
  738. varyings.erase(p_name);
  739. for (List<Varying>::Element *E = varyings_list.front(); E; E = E->next()) {
  740. if (E->get().name == p_name) {
  741. varyings_list.erase(E);
  742. break;
  743. }
  744. }
  745. _queue_update();
  746. }
  747. bool VisualShader::has_varying(const String &p_name) const {
  748. return varyings.has(p_name);
  749. }
  750. int VisualShader::get_varyings_count() const {
  751. return varyings_list.size();
  752. }
  753. const VisualShader::Varying *VisualShader::get_varying_by_index(int p_idx) const {
  754. ERR_FAIL_INDEX_V(p_idx, varyings_list.size(), nullptr);
  755. return &varyings_list.get(p_idx);
  756. }
  757. void VisualShader::set_varying_mode(const String &p_name, VaryingMode p_mode) {
  758. ERR_FAIL_INDEX((int)p_mode, (int)VARYING_MODE_MAX);
  759. ERR_FAIL_COND(!varyings.has(p_name));
  760. if (varyings[p_name].mode == p_mode) {
  761. return;
  762. }
  763. varyings[p_name].mode = p_mode;
  764. _queue_update();
  765. }
  766. VisualShader::VaryingMode VisualShader::get_varying_mode(const String &p_name) {
  767. ERR_FAIL_COND_V(!varyings.has(p_name), VARYING_MODE_MAX);
  768. return varyings[p_name].mode;
  769. }
  770. void VisualShader::set_varying_type(const String &p_name, VaryingType p_type) {
  771. ERR_FAIL_INDEX((int)p_type, (int)VARYING_TYPE_MAX);
  772. ERR_FAIL_COND(!varyings.has(p_name));
  773. if (varyings[p_name].type == p_type) {
  774. return;
  775. }
  776. varyings[p_name].type = p_type;
  777. _queue_update();
  778. }
  779. VisualShader::VaryingType VisualShader::get_varying_type(const String &p_name) {
  780. ERR_FAIL_COND_V(!varyings.has(p_name), VARYING_TYPE_MAX);
  781. return varyings[p_name].type;
  782. }
  783. void VisualShader::_set_preview_shader_parameter(const String &p_name, const Variant &p_value) {
  784. #ifdef TOOLS_ENABLED
  785. if (Engine::get_singleton()->is_editor_hint()) {
  786. if (p_value.get_type() == Variant::NIL) {
  787. if (!preview_params.erase(p_name)) {
  788. return;
  789. }
  790. } else {
  791. Variant *var = preview_params.getptr(p_name);
  792. if (var != nullptr && *var == p_value) {
  793. return;
  794. }
  795. preview_params.insert(p_name, p_value);
  796. }
  797. emit_changed();
  798. }
  799. #endif // TOOLS_ENABLED
  800. }
  801. Variant VisualShader::_get_preview_shader_parameter(const String &p_name) const {
  802. #ifdef TOOLS_ENABLED
  803. if (Engine::get_singleton()->is_editor_hint()) {
  804. ERR_FAIL_COND_V(!preview_params.has(p_name), Variant());
  805. return preview_params.get(p_name);
  806. }
  807. #endif // TOOLS_ENABLED
  808. return Variant();
  809. }
  810. bool VisualShader::_has_preview_shader_parameter(const String &p_name) const {
  811. #ifdef TOOLS_ENABLED
  812. if (Engine::get_singleton()->is_editor_hint()) {
  813. return preview_params.has(p_name);
  814. }
  815. #endif // TOOLS_ENABLED
  816. return false;
  817. }
  818. void VisualShader::add_node(Type p_type, const Ref<VisualShaderNode> &p_node, const Vector2 &p_position, int p_id) {
  819. ERR_FAIL_COND(p_node.is_null());
  820. ERR_FAIL_COND(p_id < 2);
  821. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  822. Graph *g = &graph[p_type];
  823. ERR_FAIL_COND(g->nodes.has(p_id));
  824. Node n;
  825. n.node = p_node;
  826. n.position = p_position;
  827. Ref<VisualShaderNodeParameter> parameter = n.node;
  828. if (parameter.is_valid()) {
  829. String valid_name = validate_parameter_name(parameter->get_parameter_name(), parameter);
  830. parameter->set_parameter_name(valid_name);
  831. }
  832. Ref<VisualShaderNodeInput> input = n.node;
  833. if (input.is_valid()) {
  834. input->shader_mode = shader_mode;
  835. input->shader_type = p_type;
  836. }
  837. n.node->connect_changed(callable_mp(this, &VisualShader::_queue_update));
  838. Ref<VisualShaderNodeCustom> custom = n.node;
  839. if (custom.is_valid()) {
  840. custom->update_ports();
  841. }
  842. g->nodes[p_id] = n;
  843. _queue_update();
  844. }
  845. void VisualShader::set_node_position(Type p_type, int p_id, const Vector2 &p_position) {
  846. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  847. Graph *g = &graph[p_type];
  848. ERR_FAIL_COND(!g->nodes.has(p_id));
  849. g->nodes[p_id].position = p_position;
  850. }
  851. Vector2 VisualShader::get_node_position(Type p_type, int p_id) const {
  852. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Vector2());
  853. const Graph *g = &graph[p_type];
  854. ERR_FAIL_COND_V(!g->nodes.has(p_id), Vector2());
  855. return g->nodes[p_id].position;
  856. }
  857. Ref<VisualShaderNode> VisualShader::get_node(Type p_type, int p_id) const {
  858. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Ref<VisualShaderNode>());
  859. const Graph *g = &graph[p_type];
  860. if (!g->nodes.has(p_id)) {
  861. return Ref<VisualShaderNode>();
  862. }
  863. ERR_FAIL_COND_V(!g->nodes.has(p_id), Ref<VisualShaderNode>());
  864. return g->nodes[p_id].node;
  865. }
  866. Vector<int> VisualShader::get_node_list(Type p_type) const {
  867. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Vector<int>());
  868. const Graph *g = &graph[p_type];
  869. Vector<int> ret;
  870. for (const KeyValue<int, Node> &E : g->nodes) {
  871. ret.push_back(E.key);
  872. }
  873. return ret;
  874. }
  875. int VisualShader::get_valid_node_id(Type p_type) const {
  876. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, NODE_ID_INVALID);
  877. const Graph *g = &graph[p_type];
  878. return g->nodes.size() ? MAX(2, g->nodes.back()->key() + 1) : 2;
  879. }
  880. int VisualShader::find_node_id(Type p_type, const Ref<VisualShaderNode> &p_node) const {
  881. for (const KeyValue<int, Node> &E : graph[p_type].nodes) {
  882. if (E.value.node == p_node) {
  883. return E.key;
  884. }
  885. }
  886. return NODE_ID_INVALID;
  887. }
  888. void VisualShader::remove_node(Type p_type, int p_id) {
  889. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  890. ERR_FAIL_COND(p_id < 2);
  891. Graph *g = &graph[p_type];
  892. ERR_FAIL_COND(!g->nodes.has(p_id));
  893. g->nodes[p_id].node->disconnect_changed(callable_mp(this, &VisualShader::_queue_update));
  894. g->nodes.erase(p_id);
  895. for (List<Connection>::Element *E = g->connections.front(); E;) {
  896. List<Connection>::Element *N = E->next();
  897. const VisualShader::Connection &connection = E->get();
  898. if (connection.from_node == p_id || connection.to_node == p_id) {
  899. if (connection.from_node == p_id) {
  900. g->nodes[connection.to_node].prev_connected_nodes.erase(p_id);
  901. g->nodes[connection.to_node].node->set_input_port_connected(connection.to_port, false);
  902. } else if (connection.to_node == p_id) {
  903. g->nodes[connection.from_node].next_connected_nodes.erase(p_id);
  904. g->nodes[connection.from_node].node->set_output_port_connected(connection.from_port, false);
  905. }
  906. g->connections.erase(E);
  907. }
  908. E = N;
  909. }
  910. _queue_update();
  911. }
  912. void VisualShader::replace_node(Type p_type, int p_id, const StringName &p_new_class) {
  913. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  914. ERR_FAIL_COND(p_id < 2);
  915. Graph *g = &graph[p_type];
  916. ERR_FAIL_COND(!g->nodes.has(p_id));
  917. if (g->nodes[p_id].node->get_class_name() == p_new_class) {
  918. return;
  919. }
  920. VisualShaderNode *vsn = Object::cast_to<VisualShaderNode>(ClassDB::instantiate(p_new_class));
  921. VisualShaderNode *prev_vsn = g->nodes[p_id].node.ptr();
  922. // Update connection data.
  923. for (int i = 0; i < vsn->get_output_port_count(); i++) {
  924. if (i < prev_vsn->get_output_port_count()) {
  925. if (prev_vsn->is_output_port_connected(i)) {
  926. vsn->set_output_port_connected(i, true);
  927. }
  928. if (prev_vsn->is_output_port_expandable(i) && prev_vsn->_is_output_port_expanded(i) && vsn->is_output_port_expandable(i)) {
  929. vsn->_set_output_port_expanded(i, true);
  930. int component_count = 0;
  931. switch (prev_vsn->get_output_port_type(i)) {
  932. case VisualShaderNode::PORT_TYPE_VECTOR_2D:
  933. component_count = 2;
  934. break;
  935. case VisualShaderNode::PORT_TYPE_VECTOR_3D:
  936. component_count = 3;
  937. break;
  938. case VisualShaderNode::PORT_TYPE_VECTOR_4D:
  939. component_count = 4;
  940. break;
  941. default:
  942. break;
  943. }
  944. for (int j = 0; j < component_count; j++) {
  945. int sub_port = i + 1 + j;
  946. if (prev_vsn->is_output_port_connected(sub_port)) {
  947. vsn->set_output_port_connected(sub_port, true);
  948. }
  949. }
  950. i += component_count;
  951. }
  952. } else {
  953. break;
  954. }
  955. }
  956. vsn->connect_changed(callable_mp(this, &VisualShader::_queue_update));
  957. g->nodes[p_id].node = Ref<VisualShaderNode>(vsn);
  958. _queue_update();
  959. }
  960. bool VisualShader::is_node_connection(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) const {
  961. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, false);
  962. const Graph *g = &graph[p_type];
  963. for (const Connection &E : g->connections) {
  964. if (E.from_node == p_from_node && E.from_port == p_from_port && E.to_node == p_to_node && E.to_port == p_to_port) {
  965. return true;
  966. }
  967. }
  968. return false;
  969. }
  970. bool VisualShader::is_nodes_connected_relatively(const Graph *p_graph, int p_node, int p_target) const {
  971. bool result = false;
  972. const VisualShader::Node &node = p_graph->nodes[p_node];
  973. for (const int &E : node.prev_connected_nodes) {
  974. if (E == p_target) {
  975. return true;
  976. }
  977. result = is_nodes_connected_relatively(p_graph, E, p_target);
  978. if (result) {
  979. break;
  980. }
  981. }
  982. return result;
  983. }
  984. bool VisualShader::_check_reroute_subgraph(Type p_type, int p_target_port_type, int p_reroute_node, List<int> *r_visited_reroute_nodes) const {
  985. const Graph *g = &graph[p_type];
  986. // BFS to check whether connecting to the given subgraph (rooted at p_reroute_node) is valid.
  987. List<int> queue;
  988. queue.push_back(p_reroute_node);
  989. if (r_visited_reroute_nodes != nullptr) {
  990. r_visited_reroute_nodes->push_back(p_reroute_node);
  991. }
  992. while (!queue.is_empty()) {
  993. int current_node_id = queue.front()->get();
  994. VisualShader::Node current_node = g->nodes[current_node_id];
  995. queue.pop_front();
  996. for (const int &next_node_id : current_node.next_connected_nodes) {
  997. Ref<VisualShaderNodeReroute> next_vsnode = g->nodes[next_node_id].node;
  998. if (next_vsnode.is_valid()) {
  999. queue.push_back(next_node_id);
  1000. if (r_visited_reroute_nodes != nullptr) {
  1001. r_visited_reroute_nodes->push_back(next_node_id);
  1002. }
  1003. continue;
  1004. }
  1005. // Check whether all ports connected with the reroute node are compatible.
  1006. for (const Connection &c : g->connections) {
  1007. VisualShaderNode::PortType to_port_type = g->nodes[next_node_id].node->get_input_port_type(c.to_port);
  1008. if (c.from_node == current_node_id &&
  1009. c.to_node == next_node_id &&
  1010. !is_port_types_compatible(p_target_port_type, to_port_type)) {
  1011. return false;
  1012. }
  1013. }
  1014. }
  1015. }
  1016. return true;
  1017. }
  1018. bool VisualShader::can_connect_nodes(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) const {
  1019. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, false);
  1020. const Graph *g = &graph[p_type];
  1021. if (!g->nodes.has(p_from_node)) {
  1022. return false;
  1023. }
  1024. if (p_from_node == p_to_node) {
  1025. return false;
  1026. }
  1027. if (p_from_port < 0 || p_from_port >= g->nodes[p_from_node].node->get_expanded_output_port_count()) {
  1028. return false;
  1029. }
  1030. if (!g->nodes.has(p_to_node)) {
  1031. return false;
  1032. }
  1033. if (p_to_port < 0 || p_to_port >= g->nodes[p_to_node].node->get_input_port_count()) {
  1034. return false;
  1035. }
  1036. VisualShaderNode::PortType from_port_type = g->nodes[p_from_node].node->get_output_port_type(p_from_port);
  1037. VisualShaderNode::PortType to_port_type = g->nodes[p_to_node].node->get_input_port_type(p_to_port);
  1038. Ref<VisualShaderNodeReroute> to_node_reroute = g->nodes[p_to_node].node;
  1039. if (to_node_reroute.is_valid()) {
  1040. if (!_check_reroute_subgraph(p_type, from_port_type, p_to_node)) {
  1041. return false;
  1042. }
  1043. } else if (!is_port_types_compatible(from_port_type, to_port_type)) {
  1044. return false;
  1045. }
  1046. for (const Connection &E : g->connections) {
  1047. if (E.from_node == p_from_node && E.from_port == p_from_port && E.to_node == p_to_node && E.to_port == p_to_port) {
  1048. return false;
  1049. }
  1050. }
  1051. if (is_nodes_connected_relatively(g, p_from_node, p_to_node)) {
  1052. return false;
  1053. }
  1054. return true;
  1055. }
  1056. bool VisualShader::is_port_types_compatible(int p_a, int p_b) const {
  1057. return MAX(0, p_a - (int)VisualShaderNode::PORT_TYPE_BOOLEAN) == (MAX(0, p_b - (int)VisualShaderNode::PORT_TYPE_BOOLEAN));
  1058. }
  1059. void VisualShader::attach_node_to_frame(Type p_type, int p_node, int p_frame) {
  1060. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  1061. ERR_FAIL_COND(p_frame < 0);
  1062. Graph *g = &graph[p_type];
  1063. ERR_FAIL_COND(!g->nodes.has(p_node));
  1064. g->nodes[p_node].node->set_frame(p_frame);
  1065. Ref<VisualShaderNodeFrame> vsnode_frame = g->nodes[p_frame].node;
  1066. if (vsnode_frame.is_valid()) {
  1067. vsnode_frame->add_attached_node(p_node);
  1068. }
  1069. }
  1070. void VisualShader::detach_node_from_frame(Type p_type, int p_node) {
  1071. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  1072. Graph *g = &graph[p_type];
  1073. ERR_FAIL_COND(!g->nodes.has(p_node));
  1074. int parent_frame_id = g->nodes[p_node].node->get_frame();
  1075. Ref<VisualShaderNodeFrame> vsnode_frame = g->nodes[parent_frame_id].node;
  1076. if (vsnode_frame.is_valid()) {
  1077. vsnode_frame->remove_attached_node(p_node);
  1078. }
  1079. g->nodes[p_node].node->set_frame(-1);
  1080. }
  1081. String VisualShader::get_reroute_parameter_name(Type p_type, int p_reroute_node) const {
  1082. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, "");
  1083. const Graph *g = &graph[p_type];
  1084. ERR_FAIL_COND_V(!g->nodes.has(p_reroute_node), "");
  1085. const VisualShader::Node *node = &g->nodes[p_reroute_node];
  1086. while (node->prev_connected_nodes.size() > 0) {
  1087. int connected_node_id = node->prev_connected_nodes[0];
  1088. node = &g->nodes[connected_node_id];
  1089. Ref<VisualShaderNodeParameter> parameter_node = node->node;
  1090. if (parameter_node.is_valid() && parameter_node->get_output_port_type(0) == VisualShaderNode::PORT_TYPE_SAMPLER) {
  1091. return parameter_node->get_parameter_name();
  1092. }
  1093. Ref<VisualShaderNodeInput> input_node = node->node;
  1094. if (input_node.is_valid() && input_node->get_output_port_type(0) == VisualShaderNode::PORT_TYPE_SAMPLER) {
  1095. return input_node->get_input_real_name();
  1096. }
  1097. }
  1098. return "";
  1099. }
  1100. void VisualShader::connect_nodes_forced(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  1101. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  1102. Graph *g = &graph[p_type];
  1103. ERR_FAIL_COND(!g->nodes.has(p_from_node));
  1104. ERR_FAIL_INDEX(p_from_port, g->nodes[p_from_node].node->get_expanded_output_port_count());
  1105. ERR_FAIL_COND(!g->nodes.has(p_to_node));
  1106. ERR_FAIL_INDEX(p_to_port, g->nodes[p_to_node].node->get_input_port_count());
  1107. for (const Connection &E : g->connections) {
  1108. if (E.from_node == p_from_node && E.from_port == p_from_port && E.to_node == p_to_node && E.to_port == p_to_port) {
  1109. return;
  1110. }
  1111. }
  1112. Connection c;
  1113. c.from_node = p_from_node;
  1114. c.from_port = p_from_port;
  1115. c.to_node = p_to_node;
  1116. c.to_port = p_to_port;
  1117. g->connections.push_back(c);
  1118. g->nodes[p_from_node].next_connected_nodes.push_back(p_to_node);
  1119. g->nodes[p_to_node].prev_connected_nodes.push_back(p_from_node);
  1120. g->nodes[p_from_node].node->set_output_port_connected(p_from_port, true);
  1121. g->nodes[p_to_node].node->set_input_port_connected(p_to_port, true);
  1122. _queue_update();
  1123. }
  1124. Error VisualShader::connect_nodes(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  1125. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, ERR_CANT_CONNECT);
  1126. Graph *g = &graph[p_type];
  1127. ERR_FAIL_COND_V(!g->nodes.has(p_from_node), ERR_INVALID_PARAMETER);
  1128. ERR_FAIL_INDEX_V(p_from_port, g->nodes[p_from_node].node->get_expanded_output_port_count(), ERR_INVALID_PARAMETER);
  1129. ERR_FAIL_COND_V(!g->nodes.has(p_to_node), ERR_INVALID_PARAMETER);
  1130. ERR_FAIL_INDEX_V(p_to_port, g->nodes[p_to_node].node->get_input_port_count(), ERR_INVALID_PARAMETER);
  1131. Ref<VisualShaderNodeReroute> from_node_reroute = g->nodes[p_from_node].node;
  1132. Ref<VisualShaderNodeReroute> to_node_reroute = g->nodes[p_to_node].node;
  1133. // Allow connection with incompatible port types only if the reroute node isn't connected to anything.
  1134. VisualShaderNode::PortType from_port_type = g->nodes[p_from_node].node->get_output_port_type(p_from_port);
  1135. VisualShaderNode::PortType to_port_type = g->nodes[p_to_node].node->get_input_port_type(p_to_port);
  1136. bool port_types_are_compatible = is_port_types_compatible(from_port_type, to_port_type);
  1137. if (to_node_reroute.is_valid()) {
  1138. List<int> visited_reroute_nodes;
  1139. port_types_are_compatible = _check_reroute_subgraph(p_type, from_port_type, p_to_node, &visited_reroute_nodes);
  1140. if (port_types_are_compatible) {
  1141. // Set the port type of all reroute nodes.
  1142. for (const int &E : visited_reroute_nodes) {
  1143. Ref<VisualShaderNodeReroute> reroute_node = g->nodes[E].node;
  1144. reroute_node->_set_port_type(from_port_type);
  1145. }
  1146. }
  1147. } else if (from_node_reroute.is_valid() && !from_node_reroute->is_input_port_connected(0)) {
  1148. from_node_reroute->_set_port_type(to_port_type);
  1149. port_types_are_compatible = true;
  1150. }
  1151. ERR_FAIL_COND_V_MSG(!port_types_are_compatible, ERR_INVALID_PARAMETER, "Incompatible port types.");
  1152. for (const Connection &E : g->connections) {
  1153. if (E.from_node == p_from_node && E.from_port == p_from_port && E.to_node == p_to_node && E.to_port == p_to_port) {
  1154. ERR_FAIL_V(ERR_ALREADY_EXISTS);
  1155. }
  1156. }
  1157. Connection c;
  1158. c.from_node = p_from_node;
  1159. c.from_port = p_from_port;
  1160. c.to_node = p_to_node;
  1161. c.to_port = p_to_port;
  1162. g->connections.push_back(c);
  1163. g->nodes[p_from_node].next_connected_nodes.push_back(p_to_node);
  1164. g->nodes[p_to_node].prev_connected_nodes.push_back(p_from_node);
  1165. g->nodes[p_from_node].node->set_output_port_connected(p_from_port, true);
  1166. g->nodes[p_to_node].node->set_input_port_connected(p_to_port, true);
  1167. _queue_update();
  1168. return OK;
  1169. }
  1170. void VisualShader::disconnect_nodes(Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port) {
  1171. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  1172. Graph *g = &graph[p_type];
  1173. for (List<Connection>::Element *E = g->connections.front(); E; E = E->next()) {
  1174. if (E->get().from_node == p_from_node && E->get().from_port == p_from_port && E->get().to_node == p_to_node && E->get().to_port == p_to_port) {
  1175. g->connections.erase(E);
  1176. g->nodes[p_from_node].next_connected_nodes.erase(p_to_node);
  1177. g->nodes[p_to_node].prev_connected_nodes.erase(p_from_node);
  1178. g->nodes[p_from_node].node->set_output_port_connected(p_from_port, false);
  1179. g->nodes[p_to_node].node->set_input_port_connected(p_to_port, false);
  1180. _queue_update();
  1181. return;
  1182. }
  1183. }
  1184. }
  1185. TypedArray<Dictionary> VisualShader::_get_node_connections(Type p_type) const {
  1186. ERR_FAIL_INDEX_V(p_type, TYPE_MAX, Array());
  1187. const Graph *g = &graph[p_type];
  1188. TypedArray<Dictionary> ret;
  1189. for (const Connection &E : g->connections) {
  1190. Dictionary d;
  1191. d["from_node"] = E.from_node;
  1192. d["from_port"] = E.from_port;
  1193. d["to_node"] = E.to_node;
  1194. d["to_port"] = E.to_port;
  1195. ret.push_back(d);
  1196. }
  1197. return ret;
  1198. }
  1199. void VisualShader::get_node_connections(Type p_type, List<Connection> *r_connections) const {
  1200. ERR_FAIL_INDEX(p_type, TYPE_MAX);
  1201. const Graph *g = &graph[p_type];
  1202. for (const Connection &E : g->connections) {
  1203. r_connections->push_back(E);
  1204. }
  1205. }
  1206. void VisualShader::set_mode(Mode p_mode) {
  1207. ERR_FAIL_INDEX_MSG(p_mode, Mode::MODE_MAX, vformat("Invalid shader mode: %d.", p_mode));
  1208. if (shader_mode == p_mode) {
  1209. return;
  1210. }
  1211. //erase input/output connections
  1212. modes.clear();
  1213. flags.clear();
  1214. shader_mode = p_mode;
  1215. for (int i = 0; i < TYPE_MAX; i++) {
  1216. for (KeyValue<int, Node> &E : graph[i].nodes) {
  1217. Ref<VisualShaderNodeInput> input = E.value.node;
  1218. if (input.is_valid()) {
  1219. input->shader_mode = shader_mode;
  1220. //input->input_index = 0;
  1221. }
  1222. }
  1223. Ref<VisualShaderNodeOutput> output = graph[i].nodes[NODE_ID_OUTPUT].node;
  1224. output->shader_mode = shader_mode;
  1225. // clear connections since they are no longer valid
  1226. for (List<Connection>::Element *E = graph[i].connections.front(); E;) {
  1227. bool keep = true;
  1228. List<Connection>::Element *N = E->next();
  1229. int from = E->get().from_node;
  1230. int to = E->get().to_node;
  1231. if (!graph[i].nodes.has(from)) {
  1232. keep = false;
  1233. } else {
  1234. Ref<VisualShaderNode> from_node = graph[i].nodes[from].node;
  1235. if (from_node->is_class("VisualShaderNodeOutput") || from_node->is_class("VisualShaderNodeInput")) {
  1236. keep = false;
  1237. }
  1238. }
  1239. if (!graph[i].nodes.has(to)) {
  1240. keep = false;
  1241. } else {
  1242. Ref<VisualShaderNode> to_node = graph[i].nodes[to].node;
  1243. if (to_node->is_class("VisualShaderNodeOutput") || to_node->is_class("VisualShaderNodeInput")) {
  1244. keep = false;
  1245. }
  1246. }
  1247. if (!keep) {
  1248. graph[i].connections.erase(E);
  1249. }
  1250. E = N;
  1251. }
  1252. }
  1253. _queue_update();
  1254. notify_property_list_changed();
  1255. }
  1256. void VisualShader::set_graph_offset(const Vector2 &p_offset) {
  1257. graph_offset = p_offset;
  1258. }
  1259. Vector2 VisualShader::get_graph_offset() const {
  1260. return graph_offset;
  1261. }
  1262. Shader::Mode VisualShader::get_mode() const {
  1263. return shader_mode;
  1264. }
  1265. bool VisualShader::is_text_shader() const {
  1266. return false;
  1267. }
  1268. String VisualShader::generate_preview_shader(Type p_type, int p_node, int p_port, Vector<DefaultTextureParam> &default_tex_params) const {
  1269. Ref<VisualShaderNode> node = get_node(p_type, p_node);
  1270. ERR_FAIL_COND_V(node.is_null(), String());
  1271. ERR_FAIL_COND_V(p_port < 0 || p_port >= node->get_expanded_output_port_count(), String());
  1272. ERR_FAIL_COND_V(node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_TRANSFORM, String());
  1273. StringBuilder global_code;
  1274. StringBuilder global_code_per_node;
  1275. HashMap<Type, StringBuilder> global_code_per_func;
  1276. StringBuilder shader_code;
  1277. HashSet<StringName> classes;
  1278. global_code += String() + "shader_type canvas_item;\n";
  1279. String global_expressions;
  1280. for (int i = 0, index = 0; i < TYPE_MAX; i++) {
  1281. for (const KeyValue<int, Node> &E : graph[i].nodes) {
  1282. Ref<VisualShaderNodeGlobalExpression> global_expression = E.value.node;
  1283. if (global_expression.is_valid()) {
  1284. String expr = "";
  1285. expr += "// " + global_expression->get_caption() + ":" + itos(index++) + "\n";
  1286. expr += global_expression->generate_global(get_mode(), Type(i), -1);
  1287. expr = expr.replace("\n", "\n ");
  1288. expr += "\n";
  1289. global_expressions += expr;
  1290. }
  1291. }
  1292. }
  1293. global_code += "\n";
  1294. global_code += global_expressions;
  1295. //make it faster to go around through shader
  1296. VMap<ConnectionKey, const List<Connection>::Element *> input_connections;
  1297. VMap<ConnectionKey, const List<Connection>::Element *> output_connections;
  1298. for (const List<Connection>::Element *E = graph[p_type].connections.front(); E; E = E->next()) {
  1299. ConnectionKey from_key;
  1300. from_key.node = E->get().from_node;
  1301. from_key.port = E->get().from_port;
  1302. output_connections.insert(from_key, E);
  1303. ConnectionKey to_key;
  1304. to_key.node = E->get().to_node;
  1305. to_key.port = E->get().to_port;
  1306. input_connections.insert(to_key, E);
  1307. }
  1308. shader_code += "\nvoid fragment() {\n";
  1309. HashSet<int> processed;
  1310. Error err = _write_node(p_type, &global_code, &global_code_per_node, &global_code_per_func, shader_code, default_tex_params, input_connections, output_connections, p_node, processed, true, classes);
  1311. ERR_FAIL_COND_V(err != OK, String());
  1312. switch (node->get_output_port_type(p_port)) {
  1313. case VisualShaderNode::PORT_TYPE_SCALAR: {
  1314. shader_code += " COLOR.rgb = vec3(n_out" + itos(p_node) + "p" + itos(p_port) + ");\n";
  1315. } break;
  1316. case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
  1317. shader_code += " COLOR.rgb = vec3(float(n_out" + itos(p_node) + "p" + itos(p_port) + "));\n";
  1318. } break;
  1319. case VisualShaderNode::PORT_TYPE_SCALAR_UINT: {
  1320. shader_code += " COLOR.rgb = vec3(float(n_out" + itos(p_node) + "p" + itos(p_port) + "));\n";
  1321. } break;
  1322. case VisualShaderNode::PORT_TYPE_BOOLEAN: {
  1323. shader_code += " COLOR.rgb = vec3(n_out" + itos(p_node) + "p" + itos(p_port) + " ? 1.0 : 0.0);\n";
  1324. } break;
  1325. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1326. shader_code += " COLOR.rgb = vec3(n_out" + itos(p_node) + "p" + itos(p_port) + ", 0.0);\n";
  1327. } break;
  1328. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1329. shader_code += " COLOR.rgb = n_out" + itos(p_node) + "p" + itos(p_port) + ";\n";
  1330. } break;
  1331. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1332. shader_code += " COLOR = n_out" + itos(p_node) + "p" + itos(p_port) + ";\n";
  1333. } break;
  1334. default: {
  1335. shader_code += " COLOR.rgb = vec3(0.0);\n";
  1336. } break;
  1337. }
  1338. shader_code += "}\n";
  1339. //set code secretly
  1340. global_code += "\n\n";
  1341. String final_code = global_code;
  1342. final_code += global_code_per_node;
  1343. final_code += shader_code;
  1344. return final_code;
  1345. }
  1346. String VisualShader::validate_port_name(const String &p_port_name, VisualShaderNode *p_node, int p_port_id, bool p_output) const {
  1347. String port_name = p_port_name;
  1348. if (port_name.is_empty()) {
  1349. return String();
  1350. }
  1351. while (port_name.length() && !is_ascii_alphabet_char(port_name[0])) {
  1352. port_name = port_name.substr(1, port_name.length() - 1);
  1353. }
  1354. if (!port_name.is_empty()) {
  1355. String valid_name;
  1356. for (int i = 0; i < port_name.length(); i++) {
  1357. if (is_ascii_identifier_char(port_name[i])) {
  1358. valid_name += String::chr(port_name[i]);
  1359. } else if (port_name[i] == ' ') {
  1360. valid_name += "_";
  1361. }
  1362. }
  1363. port_name = valid_name;
  1364. } else {
  1365. return String();
  1366. }
  1367. List<String> input_names;
  1368. List<String> output_names;
  1369. for (int i = 0; i < p_node->get_input_port_count(); i++) {
  1370. if (!p_output && i == p_port_id) {
  1371. continue;
  1372. }
  1373. if (port_name == p_node->get_input_port_name(i)) {
  1374. return String();
  1375. }
  1376. }
  1377. for (int i = 0; i < p_node->get_output_port_count(); i++) {
  1378. if (p_output && i == p_port_id) {
  1379. continue;
  1380. }
  1381. if (port_name == p_node->get_output_port_name(i)) {
  1382. return String();
  1383. }
  1384. }
  1385. return port_name;
  1386. }
  1387. String VisualShader::validate_parameter_name(const String &p_name, const Ref<VisualShaderNodeParameter> &p_parameter) const {
  1388. String param_name = p_name; //validate name first
  1389. while (param_name.length() && !is_ascii_alphabet_char(param_name[0])) {
  1390. param_name = param_name.substr(1, param_name.length() - 1);
  1391. }
  1392. if (!param_name.is_empty()) {
  1393. String valid_name;
  1394. for (int i = 0; i < param_name.length(); i++) {
  1395. if (is_ascii_identifier_char(param_name[i])) {
  1396. valid_name += String::chr(param_name[i]);
  1397. } else if (param_name[i] == ' ') {
  1398. valid_name += "_";
  1399. }
  1400. }
  1401. param_name = valid_name;
  1402. }
  1403. if (param_name.is_empty()) {
  1404. param_name = p_parameter->get_caption();
  1405. }
  1406. int attempt = 1;
  1407. while (true) {
  1408. bool exists = false;
  1409. for (int i = 0; i < TYPE_MAX; i++) {
  1410. for (const KeyValue<int, Node> &E : graph[i].nodes) {
  1411. Ref<VisualShaderNodeParameter> node = E.value.node;
  1412. if (node == p_parameter) { //do not test on self
  1413. continue;
  1414. }
  1415. if (node.is_valid() && node->get_parameter_name() == param_name) {
  1416. exists = true;
  1417. break;
  1418. }
  1419. }
  1420. if (exists) {
  1421. break;
  1422. }
  1423. }
  1424. if (exists) {
  1425. //remove numbers, put new and try again
  1426. attempt++;
  1427. while (param_name.length() && is_digit(param_name[param_name.length() - 1])) {
  1428. param_name = param_name.substr(0, param_name.length() - 1);
  1429. }
  1430. ERR_FAIL_COND_V(param_name.is_empty(), String());
  1431. param_name += itos(attempt);
  1432. } else {
  1433. break;
  1434. }
  1435. }
  1436. return param_name;
  1437. }
  1438. static const char *type_string[VisualShader::TYPE_MAX] = {
  1439. "vertex",
  1440. "fragment",
  1441. "light",
  1442. "start",
  1443. "process",
  1444. "collide",
  1445. "start_custom",
  1446. "process_custom",
  1447. "sky",
  1448. "fog",
  1449. };
  1450. bool VisualShader::_set(const StringName &p_name, const Variant &p_value) {
  1451. String prop_name = p_name;
  1452. if (prop_name == "mode") {
  1453. set_mode(Shader::Mode(int(p_value)));
  1454. return true;
  1455. } else if (prop_name.begins_with("flags/")) {
  1456. StringName flag = prop_name.get_slicec('/', 1);
  1457. bool enable = p_value;
  1458. if (enable) {
  1459. flags.insert(flag);
  1460. } else {
  1461. flags.erase(flag);
  1462. }
  1463. _queue_update();
  1464. return true;
  1465. } else if (prop_name.begins_with("modes/")) {
  1466. String mode_name = prop_name.get_slicec('/', 1);
  1467. int value = p_value;
  1468. if (value == 0) {
  1469. modes.erase(mode_name); //means it's default anyway, so don't store it
  1470. } else {
  1471. modes[mode_name] = value;
  1472. }
  1473. _queue_update();
  1474. return true;
  1475. } else if (prop_name.begins_with("varyings/")) {
  1476. String var_name = prop_name.get_slicec('/', 1);
  1477. Varying value = Varying();
  1478. value.name = var_name;
  1479. if (value.from_string(p_value) && !varyings.has(var_name)) {
  1480. varyings[var_name] = value;
  1481. varyings_list.push_back(value);
  1482. }
  1483. _queue_update();
  1484. return true;
  1485. }
  1486. #ifdef TOOLS_ENABLED
  1487. else if (prop_name.begins_with("preview_params/") && Engine::get_singleton()->is_editor_hint()) {
  1488. String param_name = prop_name.get_slicec('/', 1);
  1489. Variant value = VariantUtilityFunctions::str_to_var(p_value);
  1490. preview_params[param_name] = value;
  1491. return true;
  1492. }
  1493. #endif
  1494. else if (prop_name.begins_with("nodes/")) {
  1495. String typestr = prop_name.get_slicec('/', 1);
  1496. Type type = TYPE_VERTEX;
  1497. for (int i = 0; i < TYPE_MAX; i++) {
  1498. if (typestr == type_string[i]) {
  1499. type = Type(i);
  1500. break;
  1501. }
  1502. }
  1503. String index = prop_name.get_slicec('/', 2);
  1504. if (index == "connections") {
  1505. Vector<int> conns = p_value;
  1506. if (conns.size() % 4 == 0) {
  1507. for (int i = 0; i < conns.size(); i += 4) {
  1508. connect_nodes_forced(type, conns[i + 0], conns[i + 1], conns[i + 2], conns[i + 3]);
  1509. }
  1510. }
  1511. return true;
  1512. }
  1513. int id = index.to_int();
  1514. String what = prop_name.get_slicec('/', 3);
  1515. if (what == "node") {
  1516. add_node(type, p_value, Vector2(), id);
  1517. return true;
  1518. } else if (what == "position") {
  1519. set_node_position(type, id, p_value);
  1520. return true;
  1521. } else if (what == "size") {
  1522. ((VisualShaderNodeResizableBase *)get_node(type, id).ptr())->set_size(p_value);
  1523. return true;
  1524. } else if (what == "input_ports") {
  1525. ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->set_inputs(p_value);
  1526. return true;
  1527. } else if (what == "output_ports") {
  1528. ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->set_outputs(p_value);
  1529. return true;
  1530. } else if (what == "expression") {
  1531. ((VisualShaderNodeExpression *)get_node(type, id).ptr())->set_expression(p_value);
  1532. return true;
  1533. }
  1534. }
  1535. return false;
  1536. }
  1537. bool VisualShader::_get(const StringName &p_name, Variant &r_ret) const {
  1538. String prop_name = p_name;
  1539. if (prop_name == "mode") {
  1540. r_ret = get_mode();
  1541. return true;
  1542. } else if (prop_name.begins_with("flags/")) {
  1543. StringName flag = prop_name.get_slicec('/', 1);
  1544. r_ret = flags.has(flag);
  1545. return true;
  1546. } else if (prop_name.begins_with("modes/")) {
  1547. String mode_name = prop_name.get_slicec('/', 1);
  1548. if (modes.has(mode_name)) {
  1549. r_ret = modes[mode_name];
  1550. } else {
  1551. r_ret = 0;
  1552. }
  1553. return true;
  1554. } else if (prop_name.begins_with("varyings/")) {
  1555. String var_name = prop_name.get_slicec('/', 1);
  1556. if (varyings.has(var_name)) {
  1557. r_ret = varyings[var_name].to_string();
  1558. } else {
  1559. r_ret = String();
  1560. }
  1561. return true;
  1562. }
  1563. #ifdef TOOLS_ENABLED
  1564. else if (prop_name.begins_with("preview_params/") && Engine::get_singleton()->is_editor_hint()) {
  1565. String param_name = prop_name.get_slicec('/', 1);
  1566. if (preview_params.has(param_name)) {
  1567. r_ret = VariantUtilityFunctions::var_to_str(preview_params[param_name]);
  1568. } else {
  1569. r_ret = String();
  1570. }
  1571. return true;
  1572. }
  1573. #endif // TOOLS_ENABLED
  1574. else if (prop_name.begins_with("nodes/")) {
  1575. String typestr = prop_name.get_slicec('/', 1);
  1576. Type type = TYPE_VERTEX;
  1577. for (int i = 0; i < TYPE_MAX; i++) {
  1578. if (typestr == type_string[i]) {
  1579. type = Type(i);
  1580. break;
  1581. }
  1582. }
  1583. String index = prop_name.get_slicec('/', 2);
  1584. if (index == "connections") {
  1585. Vector<int> conns;
  1586. for (const Connection &E : graph[type].connections) {
  1587. conns.push_back(E.from_node);
  1588. conns.push_back(E.from_port);
  1589. conns.push_back(E.to_node);
  1590. conns.push_back(E.to_port);
  1591. }
  1592. r_ret = conns;
  1593. return true;
  1594. }
  1595. int id = index.to_int();
  1596. String what = prop_name.get_slicec('/', 3);
  1597. if (what == "node") {
  1598. r_ret = get_node(type, id);
  1599. return true;
  1600. } else if (what == "position") {
  1601. r_ret = get_node_position(type, id);
  1602. return true;
  1603. } else if (what == "size") {
  1604. r_ret = ((VisualShaderNodeResizableBase *)get_node(type, id).ptr())->get_size();
  1605. return true;
  1606. } else if (what == "input_ports") {
  1607. r_ret = ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->get_inputs();
  1608. return true;
  1609. } else if (what == "output_ports") {
  1610. r_ret = ((VisualShaderNodeGroupBase *)get_node(type, id).ptr())->get_outputs();
  1611. return true;
  1612. } else if (what == "expression") {
  1613. r_ret = ((VisualShaderNodeExpression *)get_node(type, id).ptr())->get_expression();
  1614. return true;
  1615. }
  1616. }
  1617. return false;
  1618. }
  1619. void VisualShader::reset_state() {
  1620. // TODO: Everything needs to be cleared here.
  1621. emit_changed();
  1622. }
  1623. void VisualShader::_get_property_list(List<PropertyInfo> *p_list) const {
  1624. //mode
  1625. p_list->push_back(PropertyInfo(Variant::INT, PNAME("mode"), PROPERTY_HINT_ENUM, "Spatial,CanvasItem,Particles,Sky,Fog"));
  1626. //render modes
  1627. HashMap<String, String> blend_mode_enums;
  1628. HashSet<String> toggles;
  1629. const Vector<ShaderLanguage::ModeInfo> &rmodes = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode));
  1630. for (int i = 0; i < rmodes.size(); i++) {
  1631. const ShaderLanguage::ModeInfo &info = rmodes[i];
  1632. if (!info.options.is_empty()) {
  1633. const String begin = String(info.name);
  1634. for (int j = 0; j < info.options.size(); j++) {
  1635. const String option = String(info.options[j]).capitalize();
  1636. if (!blend_mode_enums.has(begin)) {
  1637. blend_mode_enums[begin] = option;
  1638. } else {
  1639. blend_mode_enums[begin] += "," + option;
  1640. }
  1641. }
  1642. } else {
  1643. toggles.insert(String(info.name));
  1644. }
  1645. }
  1646. for (const KeyValue<String, String> &E : blend_mode_enums) {
  1647. p_list->push_back(PropertyInfo(Variant::INT, vformat("%s/%s", PNAME("modes"), E.key), PROPERTY_HINT_ENUM, E.value));
  1648. }
  1649. for (const String &E : toggles) {
  1650. p_list->push_back(PropertyInfo(Variant::BOOL, vformat("%s/%s", PNAME("flags"), E)));
  1651. }
  1652. for (const KeyValue<String, Varying> &E : varyings) {
  1653. p_list->push_back(PropertyInfo(Variant::STRING, vformat("%s/%s", "varyings", E.key), PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  1654. }
  1655. #ifdef TOOLS_ENABLED
  1656. if (Engine::get_singleton()->is_editor_hint()) {
  1657. for (const KeyValue<String, Variant> &E : preview_params) {
  1658. p_list->push_back(PropertyInfo(Variant::STRING, vformat("%s/%s", "preview_params", E.key), PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  1659. }
  1660. }
  1661. #endif // TOOLS_ENABLED
  1662. for (int i = 0; i < TYPE_MAX; i++) {
  1663. for (const KeyValue<int, Node> &E : graph[i].nodes) {
  1664. String prop_name = "nodes/";
  1665. prop_name += type_string[i];
  1666. prop_name += "/" + itos(E.key);
  1667. if (E.key != NODE_ID_OUTPUT) {
  1668. p_list->push_back(PropertyInfo(Variant::OBJECT, prop_name + "/node", PROPERTY_HINT_RESOURCE_TYPE, "VisualShaderNode", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_ALWAYS_DUPLICATE));
  1669. }
  1670. p_list->push_back(PropertyInfo(Variant::VECTOR2, prop_name + "/position", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  1671. if (Object::cast_to<VisualShaderNodeGroupBase>(E.value.node.ptr()) != nullptr) {
  1672. p_list->push_back(PropertyInfo(Variant::VECTOR2, prop_name + "/size", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  1673. p_list->push_back(PropertyInfo(Variant::STRING, prop_name + "/input_ports", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  1674. p_list->push_back(PropertyInfo(Variant::STRING, prop_name + "/output_ports", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  1675. }
  1676. if (Object::cast_to<VisualShaderNodeExpression>(E.value.node.ptr()) != nullptr) {
  1677. p_list->push_back(PropertyInfo(Variant::STRING, prop_name + "/expression", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  1678. }
  1679. }
  1680. p_list->push_back(PropertyInfo(Variant::PACKED_INT32_ARRAY, "nodes/" + String(type_string[i]) + "/connections", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR));
  1681. }
  1682. }
  1683. Error VisualShader::_write_node(Type type, StringBuilder *p_global_code, StringBuilder *p_global_code_per_node, HashMap<Type, StringBuilder> *p_global_code_per_func, StringBuilder &r_code, Vector<VisualShader::DefaultTextureParam> &r_def_tex_params, const VMap<ConnectionKey, const List<Connection>::Element *> &p_input_connections, const VMap<ConnectionKey, const List<Connection>::Element *> &p_output_connections, int p_node, HashSet<int> &r_processed, bool p_for_preview, HashSet<StringName> &r_classes) const {
  1684. const Ref<VisualShaderNode> vsnode = graph[type].nodes[p_node].node;
  1685. if (vsnode->is_disabled()) {
  1686. r_code += "// " + vsnode->get_caption() + ":" + itos(p_node) + "\n";
  1687. r_code += " // Node is disabled and code is not generated.\n";
  1688. return OK;
  1689. }
  1690. //check inputs recursively first
  1691. int input_count = vsnode->get_input_port_count();
  1692. for (int i = 0; i < input_count; i++) {
  1693. ConnectionKey ck;
  1694. ck.node = p_node;
  1695. ck.port = i;
  1696. if (p_input_connections.has(ck)) {
  1697. int from_node = p_input_connections[ck]->get().from_node;
  1698. if (r_processed.has(from_node)) {
  1699. continue;
  1700. }
  1701. Error err = _write_node(type, p_global_code, p_global_code_per_node, p_global_code_per_func, r_code, r_def_tex_params, p_input_connections, p_output_connections, from_node, r_processed, p_for_preview, r_classes);
  1702. if (err) {
  1703. return err;
  1704. }
  1705. }
  1706. }
  1707. // then this node
  1708. Vector<VisualShader::DefaultTextureParam> params = vsnode->get_default_texture_parameters(type, p_node);
  1709. for (int i = 0; i < params.size(); i++) {
  1710. r_def_tex_params.push_back(params[i]);
  1711. }
  1712. Ref<VisualShaderNodeInput> input = vsnode;
  1713. bool skip_global = input.is_valid() && p_for_preview;
  1714. if (!skip_global) {
  1715. Ref<VisualShaderNodeParameter> parameter = vsnode;
  1716. if (parameter.is_null() || !parameter->is_global_code_generated()) {
  1717. if (p_global_code) {
  1718. *p_global_code += vsnode->generate_global(get_mode(), type, p_node);
  1719. }
  1720. }
  1721. String class_name = vsnode->get_class_name();
  1722. if (class_name == "VisualShaderNodeCustom") {
  1723. class_name = vsnode->get_script_instance()->get_script()->get_path();
  1724. }
  1725. if (!r_classes.has(class_name)) {
  1726. if (p_global_code_per_node) {
  1727. *p_global_code_per_node += vsnode->generate_global_per_node(get_mode(), p_node);
  1728. }
  1729. for (int i = 0; i < TYPE_MAX; i++) {
  1730. if (p_global_code_per_func) {
  1731. (*p_global_code_per_func)[Type(i)] += vsnode->generate_global_per_func(get_mode(), Type(i), p_node);
  1732. }
  1733. }
  1734. r_classes.insert(class_name);
  1735. }
  1736. }
  1737. if (!vsnode->is_code_generated()) { // just generate globals and ignore locals
  1738. r_processed.insert(p_node);
  1739. return OK;
  1740. }
  1741. String node_name = "// " + vsnode->get_caption() + ":" + itos(p_node) + "\n";
  1742. String node_code;
  1743. Vector<String> input_vars;
  1744. input_vars.resize(vsnode->get_input_port_count());
  1745. String *inputs = input_vars.ptrw();
  1746. for (int i = 0; i < input_count; i++) {
  1747. ConnectionKey ck;
  1748. ck.node = p_node;
  1749. ck.port = i;
  1750. if (p_input_connections.has(ck)) {
  1751. //connected to something, use that output
  1752. int from_node = p_input_connections[ck]->get().from_node;
  1753. if (graph[type].nodes[from_node].node->is_disabled()) {
  1754. continue;
  1755. }
  1756. int from_port = p_input_connections[ck]->get().from_port;
  1757. VisualShaderNode::PortType in_type = vsnode->get_input_port_type(i);
  1758. VisualShaderNode::PortType out_type = graph[type].nodes[from_node].node->get_output_port_type(from_port);
  1759. String src_var = "n_out" + itos(from_node) + "p" + itos(from_port);
  1760. if (in_type == VisualShaderNode::PORT_TYPE_SAMPLER && out_type == VisualShaderNode::PORT_TYPE_SAMPLER) {
  1761. Ref<VisualShaderNode> ref = graph[type].nodes[from_node].node;
  1762. // FIXME: This needs to be refactored at some point.
  1763. if (ref->has_method("get_input_real_name")) {
  1764. inputs[i] = ref->call("get_input_real_name");
  1765. } else if (ref->has_method("get_parameter_name")) {
  1766. inputs[i] = ref->call("get_parameter_name");
  1767. } else {
  1768. Ref<VisualShaderNodeReroute> reroute = graph[type].nodes[from_node].node;
  1769. if (reroute.is_valid()) {
  1770. inputs[i] = get_reroute_parameter_name(type, from_node);
  1771. } else {
  1772. inputs[i] = "";
  1773. }
  1774. }
  1775. } else if (in_type == out_type) {
  1776. inputs[i] = src_var;
  1777. } else {
  1778. switch (in_type) {
  1779. case VisualShaderNode::PORT_TYPE_SCALAR: {
  1780. switch (out_type) {
  1781. case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
  1782. inputs[i] = "float(" + src_var + ")";
  1783. } break;
  1784. case VisualShaderNode::PORT_TYPE_SCALAR_UINT: {
  1785. inputs[i] = "float(" + src_var + ")";
  1786. } break;
  1787. case VisualShaderNode::PORT_TYPE_BOOLEAN: {
  1788. inputs[i] = "(" + src_var + " ? 1.0 : 0.0)";
  1789. } break;
  1790. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1791. inputs[i] = src_var + ".x";
  1792. } break;
  1793. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1794. inputs[i] = src_var + ".x";
  1795. } break;
  1796. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1797. inputs[i] = src_var + ".x";
  1798. } break;
  1799. default:
  1800. break;
  1801. }
  1802. } break;
  1803. case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
  1804. switch (out_type) {
  1805. case VisualShaderNode::PORT_TYPE_SCALAR: {
  1806. inputs[i] = "int(" + src_var + ")";
  1807. } break;
  1808. case VisualShaderNode::PORT_TYPE_SCALAR_UINT: {
  1809. inputs[i] = "int(" + src_var + ")";
  1810. } break;
  1811. case VisualShaderNode::PORT_TYPE_BOOLEAN: {
  1812. inputs[i] = "(" + src_var + " ? 1 : 0)";
  1813. } break;
  1814. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1815. inputs[i] = "int(" + src_var + ".x)";
  1816. } break;
  1817. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1818. inputs[i] = "int(" + src_var + ".x)";
  1819. } break;
  1820. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1821. inputs[i] = "int(" + src_var + ".x)";
  1822. } break;
  1823. default:
  1824. break;
  1825. }
  1826. } break;
  1827. case VisualShaderNode::PORT_TYPE_SCALAR_UINT: {
  1828. switch (out_type) {
  1829. case VisualShaderNode::PORT_TYPE_SCALAR: {
  1830. inputs[i] = "uint(" + src_var + ")";
  1831. } break;
  1832. case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
  1833. inputs[i] = "uint(" + src_var + ")";
  1834. } break;
  1835. case VisualShaderNode::PORT_TYPE_BOOLEAN: {
  1836. inputs[i] = "(" + src_var + " ? 1u : 0u)";
  1837. } break;
  1838. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1839. inputs[i] = "uint(" + src_var + ".x)";
  1840. } break;
  1841. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1842. inputs[i] = "uint(" + src_var + ".x)";
  1843. } break;
  1844. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1845. inputs[i] = "uint(" + src_var + ".x)";
  1846. } break;
  1847. default:
  1848. break;
  1849. }
  1850. } break;
  1851. case VisualShaderNode::PORT_TYPE_BOOLEAN: {
  1852. switch (out_type) {
  1853. case VisualShaderNode::PORT_TYPE_SCALAR: {
  1854. inputs[i] = src_var + " > 0.0 ? true : false";
  1855. } break;
  1856. case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
  1857. inputs[i] = src_var + " > 0 ? true : false";
  1858. } break;
  1859. case VisualShaderNode::PORT_TYPE_SCALAR_UINT: {
  1860. inputs[i] = src_var + " > 0u ? true : false";
  1861. } break;
  1862. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1863. inputs[i] = "all(bvec2(" + src_var + "))";
  1864. } break;
  1865. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1866. inputs[i] = "all(bvec3(" + src_var + "))";
  1867. } break;
  1868. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1869. inputs[i] = "all(bvec4(" + src_var + "))";
  1870. } break;
  1871. default:
  1872. break;
  1873. }
  1874. } break;
  1875. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1876. switch (out_type) {
  1877. case VisualShaderNode::PORT_TYPE_SCALAR: {
  1878. inputs[i] = "vec2(" + src_var + ")";
  1879. } break;
  1880. case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
  1881. inputs[i] = "vec2(float(" + src_var + "))";
  1882. } break;
  1883. case VisualShaderNode::PORT_TYPE_SCALAR_UINT: {
  1884. inputs[i] = "vec2(float(" + src_var + "))";
  1885. } break;
  1886. case VisualShaderNode::PORT_TYPE_BOOLEAN: {
  1887. inputs[i] = "vec2(" + src_var + " ? 1.0 : 0.0)";
  1888. } break;
  1889. case VisualShaderNode::PORT_TYPE_VECTOR_3D:
  1890. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1891. inputs[i] = "vec2(" + src_var + ".xy)";
  1892. } break;
  1893. default:
  1894. break;
  1895. }
  1896. } break;
  1897. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1898. switch (out_type) {
  1899. case VisualShaderNode::PORT_TYPE_SCALAR: {
  1900. inputs[i] = "vec3(" + src_var + ")";
  1901. } break;
  1902. case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
  1903. inputs[i] = "vec3(float(" + src_var + "))";
  1904. } break;
  1905. case VisualShaderNode::PORT_TYPE_SCALAR_UINT: {
  1906. inputs[i] = "vec3(float(" + src_var + "))";
  1907. } break;
  1908. case VisualShaderNode::PORT_TYPE_BOOLEAN: {
  1909. inputs[i] = "vec3(" + src_var + " ? 1.0 : 0.0)";
  1910. } break;
  1911. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1912. inputs[i] = "vec3(" + src_var + ", 0.0)";
  1913. } break;
  1914. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1915. inputs[i] = "vec3(" + src_var + ".xyz)";
  1916. } break;
  1917. default:
  1918. break;
  1919. }
  1920. } break;
  1921. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  1922. switch (out_type) {
  1923. case VisualShaderNode::PORT_TYPE_SCALAR: {
  1924. inputs[i] = "vec4(" + src_var + ")";
  1925. } break;
  1926. case VisualShaderNode::PORT_TYPE_SCALAR_INT: {
  1927. inputs[i] = "vec4(float(" + src_var + "))";
  1928. } break;
  1929. case VisualShaderNode::PORT_TYPE_SCALAR_UINT: {
  1930. inputs[i] = "vec4(float(" + src_var + "))";
  1931. } break;
  1932. case VisualShaderNode::PORT_TYPE_BOOLEAN: {
  1933. inputs[i] = "vec4(" + src_var + " ? 1.0 : 0.0)";
  1934. } break;
  1935. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  1936. inputs[i] = "vec4(" + src_var + ", 0.0, 0.0)";
  1937. } break;
  1938. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  1939. inputs[i] = "vec4(" + src_var + ", 0.0)";
  1940. } break;
  1941. default:
  1942. break;
  1943. }
  1944. } break;
  1945. default:
  1946. break;
  1947. }
  1948. }
  1949. } else {
  1950. if (!vsnode->is_generate_input_var(i)) {
  1951. continue;
  1952. }
  1953. Variant defval = vsnode->get_input_port_default_value(i);
  1954. if (defval.get_type() == Variant::FLOAT) {
  1955. float val = defval;
  1956. inputs[i] = "n_in" + itos(p_node) + "p" + itos(i);
  1957. node_code += " float " + inputs[i] + " = " + vformat("%.5f", val) + ";\n";
  1958. } else if (defval.get_type() == Variant::INT) {
  1959. int val = defval;
  1960. inputs[i] = "n_in" + itos(p_node) + "p" + itos(i);
  1961. if (vsnode->get_input_port_type(i) == VisualShaderNode::PORT_TYPE_SCALAR_UINT) {
  1962. node_code += " uint " + inputs[i] + " = " + itos(val) + "u;\n";
  1963. } else {
  1964. node_code += " int " + inputs[i] + " = " + itos(val) + ";\n";
  1965. }
  1966. } else if (defval.get_type() == Variant::BOOL) {
  1967. bool val = defval;
  1968. inputs[i] = "n_in" + itos(p_node) + "p" + itos(i);
  1969. node_code += " bool " + inputs[i] + " = " + (val ? "true" : "false") + ";\n";
  1970. } else if (defval.get_type() == Variant::VECTOR2) {
  1971. Vector2 val = defval;
  1972. inputs[i] = "n_in" + itos(p_node) + "p" + itos(i);
  1973. node_code += " vec2 " + inputs[i] + " = " + vformat("vec2(%.5f, %.5f);\n", val.x, val.y);
  1974. } else if (defval.get_type() == Variant::VECTOR3) {
  1975. Vector3 val = defval;
  1976. inputs[i] = "n_in" + itos(p_node) + "p" + itos(i);
  1977. node_code += " vec3 " + inputs[i] + " = " + vformat("vec3(%.5f, %.5f, %.5f);\n", val.x, val.y, val.z);
  1978. } else if (defval.get_type() == Variant::VECTOR4) {
  1979. Vector4 val = defval;
  1980. inputs[i] = "n_in" + itos(p_node) + "p" + itos(i);
  1981. node_code += " vec4 " + inputs[i] + " = " + vformat("vec4(%.5f, %.5f, %.5f, %.5f);\n", val.x, val.y, val.z, val.w);
  1982. } else if (defval.get_type() == Variant::QUATERNION) {
  1983. Quaternion val = defval;
  1984. inputs[i] = "n_in" + itos(p_node) + "p" + itos(i);
  1985. node_code += " vec4 " + inputs[i] + " = " + vformat("vec4(%.5f, %.5f, %.5f, %.5f);\n", val.x, val.y, val.z, val.w);
  1986. } else if (defval.get_type() == Variant::TRANSFORM3D) {
  1987. Transform3D val = defval;
  1988. val.basis.transpose();
  1989. inputs[i] = "n_in" + itos(p_node) + "p" + itos(i);
  1990. Array values;
  1991. for (int j = 0; j < 3; j++) {
  1992. values.push_back(val.basis[j].x);
  1993. values.push_back(val.basis[j].y);
  1994. values.push_back(val.basis[j].z);
  1995. }
  1996. values.push_back(val.origin.x);
  1997. values.push_back(val.origin.y);
  1998. values.push_back(val.origin.z);
  1999. bool err = false;
  2000. node_code += " mat4 " + inputs[i] + " = " + String("mat4(vec4(%.5f, %.5f, %.5f, 0.0), vec4(%.5f, %.5f, %.5f, 0.0), vec4(%.5f, %.5f, %.5f, 0.0), vec4(%.5f, %.5f, %.5f, 1.0));\n").sprintf(values, &err);
  2001. } else {
  2002. //will go empty, node is expected to know what it is doing at this point and handle it
  2003. }
  2004. }
  2005. }
  2006. int output_count = vsnode->get_output_port_count();
  2007. int initial_output_count = output_count;
  2008. HashMap<int, bool> expanded_output_ports;
  2009. for (int i = 0; i < initial_output_count; i++) {
  2010. bool expanded = false;
  2011. if (vsnode->is_output_port_expandable(i) && vsnode->_is_output_port_expanded(i)) {
  2012. expanded = true;
  2013. switch (vsnode->get_output_port_type(i)) {
  2014. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  2015. output_count += 2;
  2016. } break;
  2017. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  2018. output_count += 3;
  2019. } break;
  2020. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  2021. output_count += 4;
  2022. } break;
  2023. default:
  2024. break;
  2025. }
  2026. }
  2027. expanded_output_ports.insert(i, expanded);
  2028. }
  2029. Vector<String> output_vars;
  2030. output_vars.resize(output_count);
  2031. String *outputs = output_vars.ptrw();
  2032. if (vsnode->is_simple_decl()) { // less code to generate for some simple_decl nodes
  2033. for (int i = 0, j = 0; i < initial_output_count; i++, j++) {
  2034. String var_name = "n_out" + itos(p_node) + "p" + itos(j);
  2035. switch (vsnode->get_output_port_type(i)) {
  2036. case VisualShaderNode::PORT_TYPE_SCALAR:
  2037. outputs[i] = "float " + var_name;
  2038. break;
  2039. case VisualShaderNode::PORT_TYPE_SCALAR_INT:
  2040. outputs[i] = "int " + var_name;
  2041. break;
  2042. case VisualShaderNode::PORT_TYPE_SCALAR_UINT:
  2043. outputs[i] = "uint " + var_name;
  2044. break;
  2045. case VisualShaderNode::PORT_TYPE_VECTOR_2D:
  2046. outputs[i] = "vec2 " + var_name;
  2047. break;
  2048. case VisualShaderNode::PORT_TYPE_VECTOR_3D:
  2049. outputs[i] = "vec3 " + var_name;
  2050. break;
  2051. case VisualShaderNode::PORT_TYPE_VECTOR_4D:
  2052. outputs[i] = "vec4 " + var_name;
  2053. break;
  2054. case VisualShaderNode::PORT_TYPE_BOOLEAN:
  2055. outputs[i] = "bool " + var_name;
  2056. break;
  2057. case VisualShaderNode::PORT_TYPE_TRANSFORM:
  2058. outputs[i] = "mat4 " + var_name;
  2059. break;
  2060. default:
  2061. break;
  2062. }
  2063. if (expanded_output_ports[i]) {
  2064. switch (vsnode->get_output_port_type(i)) {
  2065. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  2066. j += 2;
  2067. } break;
  2068. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  2069. j += 3;
  2070. } break;
  2071. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  2072. j += 4;
  2073. } break;
  2074. default:
  2075. break;
  2076. }
  2077. }
  2078. }
  2079. } else {
  2080. for (int i = 0, j = 0; i < initial_output_count; i++, j++) {
  2081. outputs[i] = "n_out" + itos(p_node) + "p" + itos(j);
  2082. switch (vsnode->get_output_port_type(i)) {
  2083. case VisualShaderNode::PORT_TYPE_SCALAR:
  2084. r_code += " float " + outputs[i] + ";\n";
  2085. break;
  2086. case VisualShaderNode::PORT_TYPE_SCALAR_INT:
  2087. r_code += " int " + outputs[i] + ";\n";
  2088. break;
  2089. case VisualShaderNode::PORT_TYPE_SCALAR_UINT:
  2090. r_code += " uint " + outputs[i] + ";\n";
  2091. break;
  2092. case VisualShaderNode::PORT_TYPE_VECTOR_2D:
  2093. r_code += " vec2 " + outputs[i] + ";\n";
  2094. break;
  2095. case VisualShaderNode::PORT_TYPE_VECTOR_3D:
  2096. r_code += " vec3 " + outputs[i] + ";\n";
  2097. break;
  2098. case VisualShaderNode::PORT_TYPE_VECTOR_4D:
  2099. r_code += " vec4 " + outputs[i] + ";\n";
  2100. break;
  2101. case VisualShaderNode::PORT_TYPE_BOOLEAN:
  2102. r_code += " bool " + outputs[i] + ";\n";
  2103. break;
  2104. case VisualShaderNode::PORT_TYPE_TRANSFORM:
  2105. r_code += " mat4 " + outputs[i] + ";\n";
  2106. break;
  2107. default:
  2108. break;
  2109. }
  2110. if (expanded_output_ports[i]) {
  2111. switch (vsnode->get_output_port_type(i)) {
  2112. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  2113. j += 2;
  2114. } break;
  2115. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  2116. j += 3;
  2117. } break;
  2118. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  2119. j += 4;
  2120. } break;
  2121. default:
  2122. break;
  2123. }
  2124. }
  2125. }
  2126. }
  2127. node_code += vsnode->generate_code(get_mode(), type, p_node, inputs, outputs, p_for_preview);
  2128. if (!node_code.is_empty()) {
  2129. r_code += node_name;
  2130. r_code += node_code;
  2131. }
  2132. for (int i = 0; i < output_count; i++) {
  2133. if (expanded_output_ports[i]) {
  2134. switch (vsnode->get_output_port_type(i)) {
  2135. case VisualShaderNode::PORT_TYPE_VECTOR_2D: {
  2136. if (vsnode->is_output_port_connected(i + 1) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 1))) { // red-component
  2137. String r = "n_out" + itos(p_node) + "p" + itos(i + 1);
  2138. r_code += " float " + r + " = n_out" + itos(p_node) + "p" + itos(i) + ".r;\n";
  2139. outputs[i + 1] = r;
  2140. }
  2141. if (vsnode->is_output_port_connected(i + 2) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 2))) { // green-component
  2142. String g = "n_out" + itos(p_node) + "p" + itos(i + 2);
  2143. r_code += " float " + g + " = n_out" + itos(p_node) + "p" + itos(i) + ".g;\n";
  2144. outputs[i + 2] = g;
  2145. }
  2146. i += 2;
  2147. } break;
  2148. case VisualShaderNode::PORT_TYPE_VECTOR_3D: {
  2149. if (vsnode->is_output_port_connected(i + 1) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 1))) { // red-component
  2150. String r = "n_out" + itos(p_node) + "p" + itos(i + 1);
  2151. r_code += " float " + r + " = n_out" + itos(p_node) + "p" + itos(i) + ".r;\n";
  2152. outputs[i + 1] = r;
  2153. }
  2154. if (vsnode->is_output_port_connected(i + 2) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 2))) { // green-component
  2155. String g = "n_out" + itos(p_node) + "p" + itos(i + 2);
  2156. r_code += " float " + g + " = n_out" + itos(p_node) + "p" + itos(i) + ".g;\n";
  2157. outputs[i + 2] = g;
  2158. }
  2159. if (vsnode->is_output_port_connected(i + 3) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 3))) { // blue-component
  2160. String b = "n_out" + itos(p_node) + "p" + itos(i + 3);
  2161. r_code += " float " + b + " = n_out" + itos(p_node) + "p" + itos(i) + ".b;\n";
  2162. outputs[i + 3] = b;
  2163. }
  2164. i += 3;
  2165. } break;
  2166. case VisualShaderNode::PORT_TYPE_VECTOR_4D: {
  2167. if (vsnode->is_output_port_connected(i + 1) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 1))) { // red-component
  2168. String r = "n_out" + itos(p_node) + "p" + itos(i + 1);
  2169. r_code += " float " + r + " = n_out" + itos(p_node) + "p" + itos(i) + ".r;\n";
  2170. outputs[i + 1] = r;
  2171. }
  2172. if (vsnode->is_output_port_connected(i + 2) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 2))) { // green-component
  2173. String g = "n_out" + itos(p_node) + "p" + itos(i + 2);
  2174. r_code += " float " + g + " = n_out" + itos(p_node) + "p" + itos(i) + ".g;\n";
  2175. outputs[i + 2] = g;
  2176. }
  2177. if (vsnode->is_output_port_connected(i + 3) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 3))) { // blue-component
  2178. String b = "n_out" + itos(p_node) + "p" + itos(i + 3);
  2179. r_code += " float " + b + " = n_out" + itos(p_node) + "p" + itos(i) + ".b;\n";
  2180. outputs[i + 3] = b;
  2181. }
  2182. if (vsnode->is_output_port_connected(i + 4) || (p_for_preview && vsnode->get_output_port_for_preview() == (i + 4))) { // alpha-component
  2183. String a = "n_out" + itos(p_node) + "p" + itos(i + 4);
  2184. r_code += " float " + a + " = n_out" + itos(p_node) + "p" + itos(i) + ".a;\n";
  2185. outputs[i + 4] = a;
  2186. }
  2187. i += 4;
  2188. } break;
  2189. default:
  2190. break;
  2191. }
  2192. }
  2193. }
  2194. if (!node_code.is_empty()) {
  2195. r_code += "\n\n";
  2196. }
  2197. r_processed.insert(p_node);
  2198. return OK;
  2199. }
  2200. bool VisualShader::has_func_name(RenderingServer::ShaderMode p_mode, const String &p_func_name) const {
  2201. if (!ShaderTypes::get_singleton()->get_functions(p_mode).has(p_func_name)) {
  2202. if (p_mode == RenderingServer::ShaderMode::SHADER_PARTICLES) {
  2203. if (p_func_name == "start_custom" || p_func_name == "process_custom" || p_func_name == "collide") {
  2204. return true;
  2205. }
  2206. }
  2207. return false;
  2208. }
  2209. return true;
  2210. }
  2211. void VisualShader::_update_shader() const {
  2212. if (!dirty.is_set()) {
  2213. return;
  2214. }
  2215. dirty.clear();
  2216. StringBuilder global_code;
  2217. StringBuilder global_code_per_node;
  2218. HashMap<Type, StringBuilder> global_code_per_func;
  2219. StringBuilder shader_code;
  2220. Vector<VisualShader::DefaultTextureParam> default_tex_params;
  2221. HashSet<StringName> classes;
  2222. HashMap<int, int> insertion_pos;
  2223. static const char *shader_mode_str[Shader::MODE_MAX] = { "spatial", "canvas_item", "particles", "sky", "fog" };
  2224. global_code += String() + "shader_type " + shader_mode_str[shader_mode] + ";\n";
  2225. String render_mode;
  2226. {
  2227. const Vector<ShaderLanguage::ModeInfo> &rmodes = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode));
  2228. Vector<String> flag_names;
  2229. // Add enum modes first.
  2230. for (int i = 0; i < rmodes.size(); i++) {
  2231. const ShaderLanguage::ModeInfo &info = rmodes[i];
  2232. const String temp = String(info.name);
  2233. if (!info.options.is_empty()) {
  2234. if (!render_mode.is_empty()) {
  2235. render_mode += ", ";
  2236. }
  2237. // Always write out a render_mode for the enumerated modes as having no render mode is not always
  2238. // the same as the default. i.e. for depth_draw_opaque, the render mode has to be declared for it
  2239. // to work properly, no render mode is an invalid option.
  2240. if (modes.has(temp) && modes[temp] < info.options.size()) {
  2241. render_mode += temp + "_" + info.options[modes[temp]];
  2242. } else {
  2243. // Use the default.
  2244. render_mode += temp + "_" + info.options[0];
  2245. }
  2246. } else if (flags.has(temp)) {
  2247. flag_names.push_back(temp);
  2248. }
  2249. }
  2250. // Add flags afterward.
  2251. for (int i = 0; i < flag_names.size(); i++) {
  2252. if (!render_mode.is_empty()) {
  2253. render_mode += ", ";
  2254. }
  2255. render_mode += flag_names[i];
  2256. }
  2257. }
  2258. if (!render_mode.is_empty()) {
  2259. global_code += "render_mode " + render_mode + ";\n\n";
  2260. }
  2261. static const char *func_name[TYPE_MAX] = { "vertex", "fragment", "light", "start", "process", "collide", "start_custom", "process_custom", "sky", "fog" };
  2262. String global_expressions;
  2263. HashSet<String> used_parameter_names;
  2264. List<VisualShaderNodeParameter *> parameters;
  2265. HashMap<int, List<int>> emitters;
  2266. HashMap<int, List<int>> varying_setters;
  2267. for (int i = 0, index = 0; i < TYPE_MAX; i++) {
  2268. if (!has_func_name(RenderingServer::ShaderMode(shader_mode), func_name[i])) {
  2269. continue;
  2270. }
  2271. for (const KeyValue<int, Node> &E : graph[i].nodes) {
  2272. Ref<VisualShaderNodeGlobalExpression> global_expression = E.value.node;
  2273. if (global_expression.is_valid()) {
  2274. String expr = "";
  2275. expr += "// " + global_expression->get_caption() + ":" + itos(index++) + "\n";
  2276. expr += global_expression->generate_global(get_mode(), Type(i), -1);
  2277. expr = expr.replace("\n", "\n ");
  2278. expr += "\n";
  2279. global_expressions += expr;
  2280. }
  2281. Ref<VisualShaderNodeParameterRef> parameter_ref = E.value.node;
  2282. if (parameter_ref.is_valid()) {
  2283. used_parameter_names.insert(parameter_ref->get_parameter_name());
  2284. }
  2285. Ref<VisualShaderNodeParameter> parameter = E.value.node;
  2286. if (parameter.is_valid()) {
  2287. parameters.push_back(parameter.ptr());
  2288. }
  2289. Ref<VisualShaderNodeVaryingSetter> varying_setter = E.value.node;
  2290. if (varying_setter.is_valid() && varying_setter->is_input_port_connected(0)) {
  2291. if (!varying_setters.has(i)) {
  2292. varying_setters.insert(i, List<int>());
  2293. }
  2294. varying_setters[i].push_back(E.key);
  2295. }
  2296. Ref<VisualShaderNodeParticleEmit> emit_particle = E.value.node;
  2297. if (emit_particle.is_valid()) {
  2298. if (!emitters.has(i)) {
  2299. emitters.insert(i, List<int>());
  2300. }
  2301. emitters[i].push_back(E.key);
  2302. }
  2303. }
  2304. }
  2305. int idx = 0;
  2306. for (List<VisualShaderNodeParameter *>::Iterator itr = parameters.begin(); itr != parameters.end(); ++itr, ++idx) {
  2307. VisualShaderNodeParameter *parameter = *itr;
  2308. if (used_parameter_names.has(parameter->get_parameter_name())) {
  2309. global_code += parameter->generate_global(get_mode(), Type(idx), -1);
  2310. parameter->set_global_code_generated(true);
  2311. } else {
  2312. parameter->set_global_code_generated(false);
  2313. }
  2314. }
  2315. if (!varyings.is_empty()) {
  2316. global_code += "\n// Varyings\n";
  2317. for (const KeyValue<String, Varying> &E : varyings) {
  2318. global_code += "varying ";
  2319. switch (E.value.type) {
  2320. case VaryingType::VARYING_TYPE_FLOAT:
  2321. global_code += "float ";
  2322. break;
  2323. case VaryingType::VARYING_TYPE_INT:
  2324. if (E.value.mode == VaryingMode::VARYING_MODE_VERTEX_TO_FRAG_LIGHT) {
  2325. global_code += "flat ";
  2326. }
  2327. global_code += "int ";
  2328. break;
  2329. case VaryingType::VARYING_TYPE_UINT:
  2330. if (E.value.mode == VaryingMode::VARYING_MODE_VERTEX_TO_FRAG_LIGHT) {
  2331. global_code += "flat ";
  2332. }
  2333. global_code += "uint ";
  2334. break;
  2335. case VaryingType::VARYING_TYPE_VECTOR_2D:
  2336. global_code += "vec2 ";
  2337. break;
  2338. case VaryingType::VARYING_TYPE_VECTOR_3D:
  2339. global_code += "vec3 ";
  2340. break;
  2341. case VaryingType::VARYING_TYPE_VECTOR_4D:
  2342. global_code += "vec4 ";
  2343. break;
  2344. case VaryingType::VARYING_TYPE_BOOLEAN:
  2345. global_code += "bool ";
  2346. break;
  2347. case VaryingType::VARYING_TYPE_TRANSFORM:
  2348. global_code += "mat4 ";
  2349. break;
  2350. default:
  2351. break;
  2352. }
  2353. global_code += vformat("var_%s;\n", E.key);
  2354. }
  2355. global_code += "\n";
  2356. }
  2357. HashMap<int, String> code_map;
  2358. HashSet<int> empty_funcs;
  2359. for (int i = 0; i < TYPE_MAX; i++) {
  2360. if (!has_func_name(RenderingServer::ShaderMode(shader_mode), func_name[i])) {
  2361. continue;
  2362. }
  2363. //make it faster to go around through shader
  2364. VMap<ConnectionKey, const List<Connection>::Element *> input_connections;
  2365. VMap<ConnectionKey, const List<Connection>::Element *> output_connections;
  2366. StringBuilder func_code;
  2367. HashSet<int> processed;
  2368. bool is_empty_func = false;
  2369. if (shader_mode != Shader::MODE_PARTICLES && shader_mode != Shader::MODE_SKY && shader_mode != Shader::MODE_FOG) {
  2370. is_empty_func = true;
  2371. }
  2372. String varying_code;
  2373. if (shader_mode == Shader::MODE_SPATIAL || shader_mode == Shader::MODE_CANVAS_ITEM) {
  2374. for (const KeyValue<String, Varying> &E : varyings) {
  2375. if ((E.value.mode == VARYING_MODE_VERTEX_TO_FRAG_LIGHT && i == TYPE_VERTEX) || (E.value.mode == VARYING_MODE_FRAG_TO_LIGHT && i == TYPE_FRAGMENT)) {
  2376. bool found = false;
  2377. for (int key : varying_setters[i]) {
  2378. Ref<VisualShaderNodeVaryingSetter> setter = graph[i].nodes[key].node;
  2379. if (setter.is_valid() && E.value.name == setter->get_varying_name()) {
  2380. found = true;
  2381. break;
  2382. }
  2383. }
  2384. if (!found) {
  2385. String code2;
  2386. switch (E.value.type) {
  2387. case VaryingType::VARYING_TYPE_FLOAT:
  2388. code2 += "0.0";
  2389. break;
  2390. case VaryingType::VARYING_TYPE_INT:
  2391. code2 += "0";
  2392. break;
  2393. case VaryingType::VARYING_TYPE_UINT:
  2394. code2 += "0u";
  2395. break;
  2396. case VaryingType::VARYING_TYPE_VECTOR_2D:
  2397. code2 += "vec2(0.0)";
  2398. break;
  2399. case VaryingType::VARYING_TYPE_VECTOR_3D:
  2400. code2 += "vec3(0.0)";
  2401. break;
  2402. case VaryingType::VARYING_TYPE_VECTOR_4D:
  2403. code2 += "vec4(0.0)";
  2404. break;
  2405. case VaryingType::VARYING_TYPE_BOOLEAN:
  2406. code2 += "false";
  2407. break;
  2408. case VaryingType::VARYING_TYPE_TRANSFORM:
  2409. code2 += "mat4(1.0)";
  2410. break;
  2411. default:
  2412. break;
  2413. }
  2414. varying_code += vformat(" var_%s = %s;\n", E.key, code2);
  2415. }
  2416. is_empty_func = false;
  2417. }
  2418. }
  2419. }
  2420. for (const List<Connection>::Element *E = graph[i].connections.front(); E; E = E->next()) {
  2421. ConnectionKey from_key;
  2422. from_key.node = E->get().from_node;
  2423. from_key.port = E->get().from_port;
  2424. output_connections.insert(from_key, E);
  2425. ConnectionKey to_key;
  2426. to_key.node = E->get().to_node;
  2427. to_key.port = E->get().to_port;
  2428. input_connections.insert(to_key, E);
  2429. if (is_empty_func && to_key.node == NODE_ID_OUTPUT) {
  2430. is_empty_func = false;
  2431. }
  2432. }
  2433. if (is_empty_func) {
  2434. empty_funcs.insert(i);
  2435. continue;
  2436. }
  2437. if (shader_mode != Shader::MODE_PARTICLES) {
  2438. func_code += "\nvoid " + String(func_name[i]) + "() {\n";
  2439. }
  2440. insertion_pos.insert(i, shader_code.get_string_length() + func_code.get_string_length());
  2441. Error err = _write_node(Type(i), &global_code, &global_code_per_node, &global_code_per_func, func_code, default_tex_params, input_connections, output_connections, NODE_ID_OUTPUT, processed, false, classes);
  2442. ERR_FAIL_COND(err != OK);
  2443. if (varying_setters.has(i)) {
  2444. for (int &E : varying_setters[i]) {
  2445. err = _write_node(Type(i), &global_code, &global_code_per_node, nullptr, func_code, default_tex_params, input_connections, output_connections, E, processed, false, classes);
  2446. ERR_FAIL_COND(err != OK);
  2447. }
  2448. }
  2449. if (emitters.has(i)) {
  2450. for (int &E : emitters[i]) {
  2451. err = _write_node(Type(i), &global_code, &global_code_per_node, &global_code_per_func, func_code, default_tex_params, input_connections, output_connections, E, processed, false, classes);
  2452. ERR_FAIL_COND(err != OK);
  2453. }
  2454. }
  2455. if (shader_mode == Shader::MODE_PARTICLES) {
  2456. code_map.insert(i, func_code);
  2457. } else {
  2458. func_code += varying_code;
  2459. func_code += "}\n";
  2460. shader_code += func_code;
  2461. }
  2462. }
  2463. String global_compute_code;
  2464. if (shader_mode == Shader::MODE_PARTICLES) {
  2465. bool has_start_custom = !code_map[TYPE_START_CUSTOM].is_empty();
  2466. bool has_process = !code_map[TYPE_PROCESS].is_empty();
  2467. bool has_process_custom = !code_map[TYPE_PROCESS_CUSTOM].is_empty();
  2468. bool has_collide = !code_map[TYPE_COLLIDE].is_empty();
  2469. shader_code += "void start() {\n";
  2470. shader_code += " uint __seed = __hash(NUMBER + uint(1) + RANDOM_SEED);\n";
  2471. shader_code += "\n";
  2472. shader_code += " {\n";
  2473. shader_code += code_map[TYPE_START].replace("\n ", "\n ");
  2474. shader_code += " }\n";
  2475. if (has_start_custom) {
  2476. shader_code += " \n";
  2477. shader_code += " {\n";
  2478. shader_code += code_map[TYPE_START_CUSTOM].replace("\n ", "\n ");
  2479. shader_code += " }\n";
  2480. }
  2481. shader_code += "}\n\n";
  2482. if (has_process || has_process_custom || has_collide) {
  2483. shader_code += "void process() {\n";
  2484. shader_code += " uint __seed = __hash(NUMBER + uint(1) + RANDOM_SEED);\n";
  2485. shader_code += "\n";
  2486. if (has_process || has_collide) {
  2487. shader_code += " {\n";
  2488. }
  2489. String tab = " ";
  2490. if (has_collide) {
  2491. shader_code += " if (COLLIDED) {\n\n";
  2492. shader_code += code_map[TYPE_COLLIDE].replace("\n ", "\n ");
  2493. if (has_process) {
  2494. shader_code += " } else {\n\n";
  2495. tab += " ";
  2496. }
  2497. }
  2498. if (has_process) {
  2499. shader_code += code_map[TYPE_PROCESS].replace("\n ", "\n " + tab);
  2500. }
  2501. if (has_collide) {
  2502. shader_code += " }\n";
  2503. }
  2504. if (has_process || has_collide) {
  2505. shader_code += " }\n";
  2506. }
  2507. if (has_process_custom) {
  2508. if (has_process || has_collide) {
  2509. shader_code += " \n";
  2510. }
  2511. shader_code += " {\n";
  2512. shader_code += code_map[TYPE_PROCESS_CUSTOM].replace("\n ", "\n ");
  2513. shader_code += " }\n";
  2514. }
  2515. shader_code += "}\n\n";
  2516. }
  2517. global_compute_code += "float __rand_from_seed(inout uint seed) {\n";
  2518. global_compute_code += " int k;\n";
  2519. global_compute_code += " int s = int(seed);\n";
  2520. global_compute_code += " if (s == 0)\n";
  2521. global_compute_code += " s = 305420679;\n";
  2522. global_compute_code += " k = s / 127773;\n";
  2523. global_compute_code += " s = 16807 * (s - k * 127773) - 2836 * k;\n";
  2524. global_compute_code += " if (s < 0)\n";
  2525. global_compute_code += " s += 2147483647;\n";
  2526. global_compute_code += " seed = uint(s);\n";
  2527. global_compute_code += " return float(seed % uint(65536)) / 65535.0;\n";
  2528. global_compute_code += "}\n\n";
  2529. global_compute_code += "float __rand_from_seed_m1_p1(inout uint seed) {\n";
  2530. global_compute_code += " return __rand_from_seed(seed) * 2.0 - 1.0;\n";
  2531. global_compute_code += "}\n\n";
  2532. global_compute_code += "float __randf_range(inout uint seed, float from, float to) {\n";
  2533. global_compute_code += " return __rand_from_seed(seed) * (to - from) + from;\n";
  2534. global_compute_code += "}\n\n";
  2535. global_compute_code += "uint __hash(uint x) {\n";
  2536. global_compute_code += " x = ((x >> uint(16)) ^ x) * uint(73244475);\n";
  2537. global_compute_code += " x = ((x >> uint(16)) ^ x) * uint(73244475);\n";
  2538. global_compute_code += " x = (x >> uint(16)) ^ x;\n";
  2539. global_compute_code += " return x;\n";
  2540. global_compute_code += "}\n\n";
  2541. global_compute_code += "mat3 __build_rotation_mat3(vec3 axis, float angle) {\n";
  2542. global_compute_code += " axis = normalize(axis);\n";
  2543. global_compute_code += " float s = sin(angle);\n";
  2544. global_compute_code += " float c = cos(angle);\n";
  2545. global_compute_code += " float oc = 1.0 - c;\n";
  2546. global_compute_code += " return mat3(vec3(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s), vec3(oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s), vec3(oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c));\n";
  2547. global_compute_code += "}\n\n";
  2548. global_compute_code += "mat4 __build_rotation_mat4(vec3 axis, float angle) {\n";
  2549. global_compute_code += " axis = normalize(axis);\n";
  2550. global_compute_code += " float s = sin(angle);\n";
  2551. global_compute_code += " float c = cos(angle);\n";
  2552. global_compute_code += " float oc = 1.0 - c;\n";
  2553. global_compute_code += " return mat4(vec4(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, 0), vec4(oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, 0), vec4(oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c, 0), vec4(0, 0, 0, 1));\n";
  2554. global_compute_code += "}\n\n";
  2555. global_compute_code += "vec2 __get_random_unit_vec2(inout uint seed) {\n";
  2556. global_compute_code += " return normalize(vec2(__rand_from_seed_m1_p1(seed), __rand_from_seed_m1_p1(seed)));\n";
  2557. global_compute_code += "}\n\n";
  2558. global_compute_code += "vec3 __get_random_unit_vec3(inout uint seed) {\n";
  2559. global_compute_code += " return normalize(vec3(__rand_from_seed_m1_p1(seed), __rand_from_seed_m1_p1(seed), __rand_from_seed_m1_p1(seed)));\n";
  2560. global_compute_code += "}\n\n";
  2561. }
  2562. //set code secretly
  2563. global_code += "\n\n";
  2564. String final_code = global_code;
  2565. final_code += global_compute_code;
  2566. final_code += global_code_per_node;
  2567. final_code += global_expressions;
  2568. String tcode = shader_code;
  2569. for (int i = 0; i < TYPE_MAX; i++) {
  2570. if (!has_func_name(RenderingServer::ShaderMode(shader_mode), func_name[i])) {
  2571. continue;
  2572. }
  2573. String func_code = global_code_per_func[Type(i)].as_string();
  2574. if (empty_funcs.has(Type(i)) && !func_code.is_empty()) {
  2575. func_code = vformat("%s%s%s", String("\nvoid " + String(func_name[i]) + "() {\n"), func_code, "}\n");
  2576. }
  2577. tcode = tcode.insert(insertion_pos[i], func_code);
  2578. }
  2579. final_code += tcode;
  2580. const_cast<VisualShader *>(this)->set_code(final_code);
  2581. for (int i = 0; i < default_tex_params.size(); i++) {
  2582. int j = 0;
  2583. for (List<Ref<Texture>>::ConstIterator itr = default_tex_params[i].params.begin(); itr != default_tex_params[i].params.end(); ++itr, ++j) {
  2584. const_cast<VisualShader *>(this)->set_default_texture_parameter(default_tex_params[i].name, *itr, j);
  2585. }
  2586. }
  2587. if (previous_code != final_code) {
  2588. const_cast<VisualShader *>(this)->emit_signal(CoreStringName(changed));
  2589. }
  2590. previous_code = final_code;
  2591. }
  2592. void VisualShader::_queue_update() {
  2593. if (dirty.is_set()) {
  2594. return;
  2595. }
  2596. dirty.set();
  2597. call_deferred(SNAME("_update_shader"));
  2598. }
  2599. void VisualShader::rebuild() {
  2600. dirty.set();
  2601. _update_shader();
  2602. }
  2603. void VisualShader::_bind_methods() {
  2604. ClassDB::bind_method(D_METHOD("set_mode", "mode"), &VisualShader::set_mode);
  2605. ClassDB::bind_method(D_METHOD("add_node", "type", "node", "position", "id"), &VisualShader::add_node);
  2606. ClassDB::bind_method(D_METHOD("get_node", "type", "id"), &VisualShader::get_node);
  2607. ClassDB::bind_method(D_METHOD("set_node_position", "type", "id", "position"), &VisualShader::set_node_position);
  2608. ClassDB::bind_method(D_METHOD("get_node_position", "type", "id"), &VisualShader::get_node_position);
  2609. ClassDB::bind_method(D_METHOD("get_node_list", "type"), &VisualShader::get_node_list);
  2610. ClassDB::bind_method(D_METHOD("get_valid_node_id", "type"), &VisualShader::get_valid_node_id);
  2611. ClassDB::bind_method(D_METHOD("remove_node", "type", "id"), &VisualShader::remove_node);
  2612. ClassDB::bind_method(D_METHOD("replace_node", "type", "id", "new_class"), &VisualShader::replace_node);
  2613. ClassDB::bind_method(D_METHOD("is_node_connection", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::is_node_connection);
  2614. ClassDB::bind_method(D_METHOD("can_connect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::can_connect_nodes);
  2615. ClassDB::bind_method(D_METHOD("connect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::connect_nodes);
  2616. ClassDB::bind_method(D_METHOD("disconnect_nodes", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::disconnect_nodes);
  2617. ClassDB::bind_method(D_METHOD("connect_nodes_forced", "type", "from_node", "from_port", "to_node", "to_port"), &VisualShader::connect_nodes_forced);
  2618. ClassDB::bind_method(D_METHOD("get_node_connections", "type"), &VisualShader::_get_node_connections);
  2619. ClassDB::bind_method(D_METHOD("set_graph_offset", "offset"), &VisualShader::set_graph_offset);
  2620. ClassDB::bind_method(D_METHOD("get_graph_offset"), &VisualShader::get_graph_offset);
  2621. ClassDB::bind_method(D_METHOD("attach_node_to_frame", "type", "id", "frame"), &VisualShader::attach_node_to_frame);
  2622. ClassDB::bind_method(D_METHOD("detach_node_from_frame", "type", "id"), &VisualShader::detach_node_from_frame);
  2623. ClassDB::bind_method(D_METHOD("add_varying", "name", "mode", "type"), &VisualShader::add_varying);
  2624. ClassDB::bind_method(D_METHOD("remove_varying", "name"), &VisualShader::remove_varying);
  2625. ClassDB::bind_method(D_METHOD("has_varying", "name"), &VisualShader::has_varying);
  2626. ClassDB::bind_method(D_METHOD("_set_preview_shader_parameter", "name", "value"), &VisualShader::_set_preview_shader_parameter);
  2627. ClassDB::bind_method(D_METHOD("_get_preview_shader_parameter", "name"), &VisualShader::_get_preview_shader_parameter);
  2628. ClassDB::bind_method(D_METHOD("_has_preview_shader_parameter", "name"), &VisualShader::_has_preview_shader_parameter);
  2629. ClassDB::bind_method(D_METHOD("_update_shader"), &VisualShader::_update_shader);
  2630. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "graph_offset", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_graph_offset", "get_graph_offset");
  2631. ADD_PROPERTY_DEFAULT("code", ""); // Inherited from Shader, prevents showing default code as override in docs.
  2632. BIND_ENUM_CONSTANT(TYPE_VERTEX);
  2633. BIND_ENUM_CONSTANT(TYPE_FRAGMENT);
  2634. BIND_ENUM_CONSTANT(TYPE_LIGHT);
  2635. BIND_ENUM_CONSTANT(TYPE_START);
  2636. BIND_ENUM_CONSTANT(TYPE_PROCESS);
  2637. BIND_ENUM_CONSTANT(TYPE_COLLIDE);
  2638. BIND_ENUM_CONSTANT(TYPE_START_CUSTOM);
  2639. BIND_ENUM_CONSTANT(TYPE_PROCESS_CUSTOM);
  2640. BIND_ENUM_CONSTANT(TYPE_SKY);
  2641. BIND_ENUM_CONSTANT(TYPE_FOG);
  2642. BIND_ENUM_CONSTANT(TYPE_MAX);
  2643. BIND_ENUM_CONSTANT(VARYING_MODE_VERTEX_TO_FRAG_LIGHT);
  2644. BIND_ENUM_CONSTANT(VARYING_MODE_FRAG_TO_LIGHT);
  2645. BIND_ENUM_CONSTANT(VARYING_MODE_MAX);
  2646. BIND_ENUM_CONSTANT(VARYING_TYPE_FLOAT);
  2647. BIND_ENUM_CONSTANT(VARYING_TYPE_INT);
  2648. BIND_ENUM_CONSTANT(VARYING_TYPE_UINT);
  2649. BIND_ENUM_CONSTANT(VARYING_TYPE_VECTOR_2D);
  2650. BIND_ENUM_CONSTANT(VARYING_TYPE_VECTOR_3D);
  2651. BIND_ENUM_CONSTANT(VARYING_TYPE_VECTOR_4D);
  2652. BIND_ENUM_CONSTANT(VARYING_TYPE_BOOLEAN);
  2653. BIND_ENUM_CONSTANT(VARYING_TYPE_TRANSFORM);
  2654. BIND_ENUM_CONSTANT(VARYING_TYPE_MAX);
  2655. BIND_CONSTANT(NODE_ID_INVALID);
  2656. BIND_CONSTANT(NODE_ID_OUTPUT);
  2657. }
  2658. VisualShader::VisualShader() {
  2659. dirty.set();
  2660. for (int i = 0; i < TYPE_MAX; i++) {
  2661. if (i > (int)TYPE_LIGHT && i < (int)TYPE_SKY) {
  2662. Ref<VisualShaderNodeParticleOutput> output;
  2663. output.instantiate();
  2664. output->shader_type = Type(i);
  2665. output->shader_mode = shader_mode;
  2666. graph[i].nodes[NODE_ID_OUTPUT].node = output;
  2667. } else {
  2668. Ref<VisualShaderNodeOutput> output;
  2669. output.instantiate();
  2670. output->shader_type = Type(i);
  2671. output->shader_mode = shader_mode;
  2672. graph[i].nodes[NODE_ID_OUTPUT].node = output;
  2673. }
  2674. graph[i].nodes[NODE_ID_OUTPUT].position = Vector2(400, 150);
  2675. }
  2676. }
  2677. ///////////////////////////////////////////////////////////
  2678. const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = {
  2679. // Spatial
  2680. // Node3D, Vertex
  2681. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "BINORMAL" },
  2682. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "camera_direction_world", "CAMERA_DIRECTION_WORLD" },
  2683. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "camera_position_world", "CAMERA_POSITION_WORLD" },
  2684. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "camera_visible_layers", "CAMERA_VISIBLE_LAYERS" },
  2685. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "clip_space_far", "CLIP_SPACE_FAR" },
  2686. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  2687. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom0", "CUSTOM0" },
  2688. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom1", "CUSTOM1" },
  2689. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom2", "CUSTOM2" },
  2690. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom3", "CUSTOM3" },
  2691. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "exposure", "EXPOSURE" },
  2692. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "eye_offset", "EYE_OFFSET" },
  2693. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "instance_custom", "INSTANCE_CUSTOM" },
  2694. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "instance_id", "INSTANCE_ID" },
  2695. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection_matrix", "INV_PROJECTION_MATRIX" },
  2696. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_view_matrix", "INV_VIEW_MATRIX" },
  2697. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_matrix", "MODEL_MATRIX" },
  2698. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "modelview_matrix", "MODELVIEW_MATRIX" },
  2699. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "node_position_view", "NODE_POSITION_VIEW" },
  2700. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "node_position_world", "NODE_POSITION_WORLD" },
  2701. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
  2702. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
  2703. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" },
  2704. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection_matrix", "PROJECTION_MATRIX" },
  2705. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
  2706. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent", "TANGENT" },
  2707. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2708. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2709. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV2" },
  2710. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "vertex", "VERTEX" },
  2711. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "vertex_id", "VERTEX_ID" },
  2712. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_index", "VIEW_INDEX" },
  2713. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "view_matrix", "VIEW_MATRIX" },
  2714. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_mono_left", "VIEW_MONO_LEFT" },
  2715. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_right", "VIEW_RIGHT" },
  2716. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "VIEWPORT_SIZE" },
  2717. // Node3D, Fragment
  2718. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "BINORMAL" },
  2719. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "camera_direction_world", "CAMERA_DIRECTION_WORLD" },
  2720. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "camera_position_world", "CAMERA_POSITION_WORLD" },
  2721. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "camera_visible_layers", "CAMERA_VISIBLE_LAYERS" },
  2722. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "clip_space_far", "CLIP_SPACE_FAR" },
  2723. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  2724. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "exposure", "EXPOSURE" },
  2725. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "eye_offset", "EYE_OFFSET" },
  2726. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
  2727. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "front_facing", "FRONT_FACING" },
  2728. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection_matrix", "INV_PROJECTION_MATRIX" },
  2729. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_view_matrix", "INV_VIEW_MATRIX" },
  2730. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_matrix", "MODEL_MATRIX" },
  2731. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "node_position_view", "NODE_POSITION_VIEW" },
  2732. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "node_position_world", "NODE_POSITION_WORLD" },
  2733. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
  2734. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
  2735. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "point_coord", "POINT_COORD" },
  2736. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection_matrix", "PROJECTION_MATRIX" },
  2737. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
  2738. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent", "TANGENT" },
  2739. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2740. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2741. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV2" },
  2742. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "vertex", "VERTEX" },
  2743. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "view", "VIEW" },
  2744. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_index", "VIEW_INDEX" },
  2745. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "view_matrix", "VIEW_MATRIX" },
  2746. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_mono_left", "VIEW_MONO_LEFT" },
  2747. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR_INT, "view_right", "VIEW_RIGHT" },
  2748. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "VIEWPORT_SIZE" },
  2749. // Node3D, Light
  2750. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "albedo", "ALBEDO" },
  2751. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "attenuation", "ATTENUATION" },
  2752. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "backlight", "BACKLIGHT" },
  2753. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "clip_space_far", "CLIP_SPACE_FAR" },
  2754. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "diffuse", "DIFFUSE_LIGHT" },
  2755. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "exposure", "EXPOSURE" },
  2756. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
  2757. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection_matrix", "INV_PROJECTION_MATRIX" },
  2758. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_view_matrix", "INV_VIEW_MATRIX" },
  2759. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light", "LIGHT" },
  2760. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_color", "LIGHT_COLOR" },
  2761. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_BOOLEAN, "light_is_directional", "LIGHT_IS_DIRECTIONAL" },
  2762. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "metallic", "METALLIC" },
  2763. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_matrix", "MODEL_MATRIX" },
  2764. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
  2765. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_BOOLEAN, "output_is_srgb", "OUTPUT_IS_SRGB" },
  2766. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection_matrix", "PROJECTION_MATRIX" },
  2767. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" },
  2768. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
  2769. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "specular", "SPECULAR_LIGHT" },
  2770. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2771. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2772. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV2" },
  2773. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "view", "VIEW" },
  2774. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "view_matrix", "VIEW_MATRIX" },
  2775. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "VIEWPORT_SIZE" },
  2776. // Canvas Item
  2777. // Canvas Item, Vertex
  2778. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_light_pass", "AT_LIGHT_PASS" },
  2779. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "canvas_matrix", "CANVAS_MATRIX" },
  2780. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  2781. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom0", "CUSTOM0" },
  2782. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom1", "CUSTOM1" },
  2783. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "instance_custom", "INSTANCE_CUSTOM" },
  2784. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "instance_id", "INSTANCE_ID" },
  2785. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "model_matrix", "MODEL_MATRIX" },
  2786. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" },
  2787. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "screen_matrix", "SCREEN_MATRIX" },
  2788. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "texture_pixel_size", "TEXTURE_PIXEL_SIZE" },
  2789. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2790. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2791. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "vertex", "VERTEX" },
  2792. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR_INT, "vertex_id", "VERTEX_ID" },
  2793. // Canvas Item, Fragment
  2794. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_light_pass", "AT_LIGHT_PASS" },
  2795. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  2796. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
  2797. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "normal_texture", "NORMAL_TEXTURE" },
  2798. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "point_coord", "POINT_COORD" },
  2799. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_pixel_size", "SCREEN_PIXEL_SIZE" },
  2800. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
  2801. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "specular_shininess", "SPECULAR_SHININESS" },
  2802. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "specular_shininess_texture", "SPECULAR_SHININESS_TEXTURE" },
  2803. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SAMPLER, "texture", "TEXTURE" },
  2804. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "texture_pixel_size", "TEXTURE_PIXEL_SIZE" },
  2805. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2806. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2807. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "vertex", "VERTEX" },
  2808. // Canvas Item, Light
  2809. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  2810. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
  2811. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "light", "LIGHT" },
  2812. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "light_color", "LIGHT_COLOR" },
  2813. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_direction", "LIGHT_DIRECTION" },
  2814. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "light_energy", "LIGHT_ENERGY" },
  2815. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_BOOLEAN, "light_is_directional", "LIGHT_IS_DIRECTIONAL" },
  2816. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_position", "LIGHT_POSITION" },
  2817. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light_vertex", "LIGHT_VERTEX" },
  2818. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "NORMAL" },
  2819. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "point_coord", "POINT_COORD" },
  2820. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
  2821. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "shadow", "SHADOW_MODULATE" },
  2822. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "specular_shininess", "SPECULAR_SHININESS" },
  2823. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SAMPLER, "texture", "TEXTURE" },
  2824. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "texture_pixel_size", "TEXTURE_PIXEL_SIZE" },
  2825. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2826. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2827. // Particles, Start
  2828. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
  2829. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
  2830. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  2831. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom", "CUSTOM" },
  2832. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
  2833. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
  2834. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "index", "INDEX" },
  2835. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
  2836. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "number", "NUMBER" },
  2837. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "random_seed", "RANDOM_SEED" },
  2838. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
  2839. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2840. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  2841. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
  2842. // Particles, Start (Custom)
  2843. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
  2844. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
  2845. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  2846. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom", "CUSTOM" },
  2847. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
  2848. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
  2849. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "index", "INDEX" },
  2850. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
  2851. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "number", "NUMBER" },
  2852. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "random_seed", "RANDOM_SEED" },
  2853. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
  2854. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2855. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  2856. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
  2857. // Particles, Process
  2858. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
  2859. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
  2860. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  2861. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom", "CUSTOM" },
  2862. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
  2863. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
  2864. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "index", "INDEX" },
  2865. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
  2866. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "number", "NUMBER" },
  2867. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "random_seed", "RANDOM_SEED" },
  2868. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
  2869. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2870. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  2871. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
  2872. // Particles, Process (Custom)
  2873. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
  2874. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
  2875. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  2876. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom", "CUSTOM" },
  2877. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
  2878. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
  2879. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "index", "INDEX" },
  2880. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
  2881. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "number", "NUMBER" },
  2882. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "random_seed", "RANDOM_SEED" },
  2883. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
  2884. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2885. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  2886. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
  2887. // Particles, Collide
  2888. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_BOOLEAN, "active", "ACTIVE" },
  2889. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_3D, "attractor_force", "ATTRACTOR_FORCE" },
  2890. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "collision_depth", "COLLISION_DEPTH" },
  2891. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_3D, "collision_normal", "COLLISION_NORMAL" },
  2892. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "COLOR" },
  2893. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_4D, "custom", "CUSTOM" },
  2894. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "delta", "DELTA" },
  2895. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_TRANSFORM, "emission_transform", "EMISSION_TRANSFORM" },
  2896. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "index", "INDEX" },
  2897. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "lifetime", "LIFETIME" },
  2898. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "number", "NUMBER" },
  2899. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR_UINT, "random_seed", "RANDOM_SEED" },
  2900. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_BOOLEAN, "restart", "RESTART" },
  2901. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2902. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_TRANSFORM, "transform", "TRANSFORM" },
  2903. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_VECTOR_3D, "velocity", "VELOCITY" },
  2904. // Sky, Sky
  2905. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_cubemap_pass", "AT_CUBEMAP_PASS" },
  2906. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_half_res_pass", "AT_HALF_RES_PASS" },
  2907. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "at_quarter_res_pass", "AT_QUARTER_RES_PASS" },
  2908. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "eyedir", "EYEDIR" },
  2909. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
  2910. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_4D, "half_res_color", "HALF_RES_COLOR" },
  2911. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light0_color", "LIGHT0_COLOR" },
  2912. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light0_direction", "LIGHT0_DIRECTION" },
  2913. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "light0_enabled", "LIGHT0_ENABLED" },
  2914. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "light0_energy", "LIGHT0_ENERGY" },
  2915. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light1_color", "LIGHT1_COLOR" },
  2916. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light1_direction", "LIGHT1_DIRECTION" },
  2917. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "light1_enabled", "LIGHT1_ENABLED" },
  2918. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "light1_energy", "LIGHT1_ENERGY" },
  2919. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light2_color", "LIGHT2_COLOR" },
  2920. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light2_direction", "LIGHT2_DIRECTION" },
  2921. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "light2_enabled", "LIGHT2_ENABLED" },
  2922. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "light2_energy", "LIGHT2_ENERGY" },
  2923. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light3_color", "LIGHT3_COLOR" },
  2924. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "light3_direction", "LIGHT3_DIRECTION" },
  2925. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_BOOLEAN, "light3_enabled", "LIGHT3_ENABLED" },
  2926. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "light3_energy", "LIGHT3_ENERGY" },
  2927. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "position", "POSITION" },
  2928. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_4D, "quarter_res_color", "QUARTER_RES_COLOR" },
  2929. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SAMPLER, "radiance", "RADIANCE" },
  2930. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
  2931. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_2D, "sky_coords", "SKY_COORDS" },
  2932. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2933. // Fog, Fog
  2934. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "object_position", "OBJECT_POSITION" },
  2935. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_SCALAR, "sdf", "SDF" },
  2936. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "size", "SIZE" },
  2937. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2938. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "uvw", "UVW" },
  2939. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "world_position", "WORLD_POSITION" },
  2940. { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, nullptr, nullptr },
  2941. };
  2942. const VisualShaderNodeInput::Port VisualShaderNodeInput::preview_ports[] = {
  2943. // Spatial, Vertex
  2944. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "vec3(1.0, 0.0, 0.0)" },
  2945. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec4(1.0)" },
  2946. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "vec3(0.0, 0.0, 1.0)" },
  2947. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent", "vec3(0.0, 1.0, 0.0)" },
  2948. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2949. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2950. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV" },
  2951. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "vec2(1.0)" },
  2952. // Spatial, Fragment
  2953. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "binormal", "vec3(1.0, 0.0, 0.0)" },
  2954. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec4(1.0)" },
  2955. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
  2956. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "vec3(0.0, 0.0, 1.0)" },
  2957. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "SCREEN_UV" },
  2958. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "tangent", "vec3(0.0, 1.0, 0.0)" },
  2959. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2960. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2961. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV" },
  2962. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "vec2(1.0)" },
  2963. // Spatial, Light
  2964. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
  2965. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "vec3(0.0, 0.0, 1.0)" },
  2966. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2967. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2968. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv2", "UV" },
  2969. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "viewport_size", "vec2(1.0)" },
  2970. // Canvas Item, Vertex
  2971. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec4(1.0)" },
  2972. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2973. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2974. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "vertex", "VERTEX" },
  2975. // Canvas Item, Fragment
  2976. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec4(1.0)" },
  2977. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
  2978. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "UV" },
  2979. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2980. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2981. // Canvas Item, Light
  2982. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "color", "vec4(1.0)" },
  2983. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_4D, "fragcoord", "FRAGCOORD" },
  2984. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "normal", "vec3(0.0, 0.0, 1.0)" },
  2985. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "UV" },
  2986. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2987. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "uv", "UV" },
  2988. // Particles
  2989. { Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2990. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2991. { Shader::MODE_PARTICLES, VisualShader::TYPE_COLLIDE, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2992. { Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2993. { Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2994. // Sky
  2995. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_2D, "screen_uv", "UV" },
  2996. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2997. // Fog
  2998. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
  2999. { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, nullptr, nullptr },
  3000. };
  3001. int VisualShaderNodeInput::get_input_port_count() const {
  3002. return 0;
  3003. }
  3004. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_port_type(int p_port) const {
  3005. return PORT_TYPE_SCALAR;
  3006. }
  3007. String VisualShaderNodeInput::get_input_port_name(int p_port) const {
  3008. return "";
  3009. }
  3010. int VisualShaderNodeInput::get_output_port_count() const {
  3011. return 1;
  3012. }
  3013. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_output_port_type(int p_port) const {
  3014. return p_port == 0 ? get_input_type_by_name(input_name) : PORT_TYPE_SCALAR;
  3015. }
  3016. String VisualShaderNodeInput::get_output_port_name(int p_port) const {
  3017. return "";
  3018. }
  3019. String VisualShaderNodeInput::get_caption() const {
  3020. return "Input";
  3021. }
  3022. bool VisualShaderNodeInput::is_output_port_expandable(int p_port) const {
  3023. if (p_port == 0) {
  3024. switch (get_input_type_by_name(input_name)) {
  3025. case PORT_TYPE_VECTOR_2D:
  3026. return true;
  3027. case PORT_TYPE_VECTOR_3D:
  3028. return true;
  3029. case PORT_TYPE_VECTOR_4D:
  3030. return true;
  3031. default:
  3032. return false;
  3033. }
  3034. }
  3035. return false;
  3036. }
  3037. String VisualShaderNodeInput::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3038. if (get_output_port_type(0) == PORT_TYPE_SAMPLER) {
  3039. return "";
  3040. }
  3041. if (p_for_preview) {
  3042. int idx = 0;
  3043. String code;
  3044. while (preview_ports[idx].mode != Shader::MODE_MAX) {
  3045. if (preview_ports[idx].mode == shader_mode && preview_ports[idx].shader_type == shader_type && preview_ports[idx].name == input_name) {
  3046. code = " " + p_output_vars[0] + " = " + preview_ports[idx].string + ";\n";
  3047. break;
  3048. }
  3049. idx++;
  3050. }
  3051. if (code.is_empty()) {
  3052. switch (get_output_port_type(0)) {
  3053. case PORT_TYPE_SCALAR: {
  3054. code = " " + p_output_vars[0] + " = 0.0;\n";
  3055. } break;
  3056. case PORT_TYPE_SCALAR_INT: {
  3057. code = " " + p_output_vars[0] + " = 0;\n";
  3058. } break;
  3059. case PORT_TYPE_VECTOR_2D: {
  3060. code = " " + p_output_vars[0] + " = vec2(0.0);\n";
  3061. } break;
  3062. case PORT_TYPE_VECTOR_3D: {
  3063. code = " " + p_output_vars[0] + " = vec3(0.0);\n";
  3064. } break;
  3065. case PORT_TYPE_VECTOR_4D: {
  3066. code = " " + p_output_vars[0] + " = vec4(0.0);\n";
  3067. } break;
  3068. case PORT_TYPE_BOOLEAN: {
  3069. code = " " + p_output_vars[0] + " = false;\n";
  3070. } break;
  3071. default:
  3072. break;
  3073. }
  3074. }
  3075. return code;
  3076. } else {
  3077. int idx = 0;
  3078. String code;
  3079. while (ports[idx].mode != Shader::MODE_MAX) {
  3080. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == input_name) {
  3081. code = " " + p_output_vars[0] + " = " + ports[idx].string + ";\n";
  3082. break;
  3083. }
  3084. idx++;
  3085. }
  3086. if (code.is_empty()) {
  3087. code = " " + p_output_vars[0] + " = 0.0;\n"; //default (none found) is scalar
  3088. }
  3089. return code;
  3090. }
  3091. }
  3092. void VisualShaderNodeInput::set_input_name(String p_name) {
  3093. PortType prev_type = get_input_type_by_name(input_name);
  3094. input_name = p_name;
  3095. emit_changed();
  3096. if (get_input_type_by_name(input_name) != prev_type) {
  3097. emit_signal(SNAME("input_type_changed"));
  3098. }
  3099. }
  3100. String VisualShaderNodeInput::get_input_name() const {
  3101. return input_name;
  3102. }
  3103. String VisualShaderNodeInput::get_input_real_name() const {
  3104. int idx = 0;
  3105. while (ports[idx].mode != Shader::MODE_MAX) {
  3106. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == input_name) {
  3107. return String(ports[idx].string);
  3108. }
  3109. idx++;
  3110. }
  3111. return "";
  3112. }
  3113. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_type_by_name(String p_name) const {
  3114. int idx = 0;
  3115. while (ports[idx].mode != Shader::MODE_MAX) {
  3116. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == p_name) {
  3117. return ports[idx].type;
  3118. }
  3119. idx++;
  3120. }
  3121. return PORT_TYPE_SCALAR;
  3122. }
  3123. int VisualShaderNodeInput::get_input_index_count() const {
  3124. int idx = 0;
  3125. int count = 0;
  3126. while (ports[idx].mode != Shader::MODE_MAX) {
  3127. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  3128. count++;
  3129. }
  3130. idx++;
  3131. }
  3132. return count;
  3133. }
  3134. VisualShaderNodeInput::PortType VisualShaderNodeInput::get_input_index_type(int p_index) const {
  3135. int idx = 0;
  3136. int count = 0;
  3137. while (ports[idx].mode != Shader::MODE_MAX) {
  3138. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  3139. if (count == p_index) {
  3140. return ports[idx].type;
  3141. }
  3142. count++;
  3143. }
  3144. idx++;
  3145. }
  3146. return PORT_TYPE_SCALAR;
  3147. }
  3148. String VisualShaderNodeInput::get_input_index_name(int p_index) const {
  3149. int idx = 0;
  3150. int count = 0;
  3151. while (ports[idx].mode != Shader::MODE_MAX) {
  3152. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  3153. if (count == p_index) {
  3154. return ports[idx].name;
  3155. }
  3156. count++;
  3157. }
  3158. idx++;
  3159. }
  3160. return "";
  3161. }
  3162. void VisualShaderNodeInput::_validate_property(PropertyInfo &p_property) const {
  3163. if (p_property.name == "input_name") {
  3164. String port_list;
  3165. int idx = 0;
  3166. while (ports[idx].mode != Shader::MODE_MAX) {
  3167. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  3168. if (!port_list.is_empty()) {
  3169. port_list += ",";
  3170. }
  3171. port_list += ports[idx].name;
  3172. }
  3173. idx++;
  3174. }
  3175. if (port_list.is_empty()) {
  3176. port_list = RTR("None");
  3177. }
  3178. p_property.hint_string = port_list;
  3179. }
  3180. }
  3181. Vector<StringName> VisualShaderNodeInput::get_editable_properties() const {
  3182. Vector<StringName> props;
  3183. props.push_back("input_name");
  3184. return props;
  3185. }
  3186. void VisualShaderNodeInput::set_shader_type(VisualShader::Type p_shader_type) {
  3187. shader_type = p_shader_type;
  3188. }
  3189. void VisualShaderNodeInput::set_shader_mode(Shader::Mode p_shader_mode) {
  3190. shader_mode = p_shader_mode;
  3191. }
  3192. void VisualShaderNodeInput::_bind_methods() {
  3193. ClassDB::bind_method(D_METHOD("set_input_name", "name"), &VisualShaderNodeInput::set_input_name);
  3194. ClassDB::bind_method(D_METHOD("get_input_name"), &VisualShaderNodeInput::get_input_name);
  3195. ClassDB::bind_method(D_METHOD("get_input_real_name"), &VisualShaderNodeInput::get_input_real_name);
  3196. ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "input_name", PROPERTY_HINT_ENUM, ""), "set_input_name", "get_input_name");
  3197. ADD_SIGNAL(MethodInfo("input_type_changed"));
  3198. }
  3199. VisualShaderNodeInput::VisualShaderNodeInput() {
  3200. }
  3201. ////////////// ParameterRef
  3202. RBMap<RID, List<VisualShaderNodeParameterRef::Parameter>> parameters;
  3203. void VisualShaderNodeParameterRef::add_parameter(RID p_shader_rid, const String &p_name, ParameterType p_type) {
  3204. parameters[p_shader_rid].push_back({ p_name, p_type });
  3205. }
  3206. void VisualShaderNodeParameterRef::clear_parameters(RID p_shader_rid) {
  3207. parameters[p_shader_rid].clear();
  3208. }
  3209. bool VisualShaderNodeParameterRef::has_parameter(RID p_shader_rid, const String &p_name) {
  3210. for (const VisualShaderNodeParameterRef::Parameter &E : parameters[p_shader_rid]) {
  3211. if (E.name == p_name) {
  3212. return true;
  3213. }
  3214. }
  3215. return false;
  3216. }
  3217. String VisualShaderNodeParameterRef::get_caption() const {
  3218. return "ParameterRef";
  3219. }
  3220. int VisualShaderNodeParameterRef::get_input_port_count() const {
  3221. return 0;
  3222. }
  3223. VisualShaderNodeParameterRef::PortType VisualShaderNodeParameterRef::get_input_port_type(int p_port) const {
  3224. return PortType::PORT_TYPE_SCALAR;
  3225. }
  3226. String VisualShaderNodeParameterRef::get_input_port_name(int p_port) const {
  3227. return "";
  3228. }
  3229. int VisualShaderNodeParameterRef::get_output_port_count() const {
  3230. switch (param_type) {
  3231. case PARAMETER_TYPE_FLOAT:
  3232. return 1;
  3233. case PARAMETER_TYPE_INT:
  3234. return 1;
  3235. case PARAMETER_TYPE_UINT:
  3236. return 1;
  3237. case PARAMETER_TYPE_BOOLEAN:
  3238. return 1;
  3239. case PARAMETER_TYPE_VECTOR2:
  3240. return 1;
  3241. case PARAMETER_TYPE_VECTOR3:
  3242. return 1;
  3243. case PARAMETER_TYPE_VECTOR4:
  3244. return 1;
  3245. case PARAMETER_TYPE_TRANSFORM:
  3246. return 1;
  3247. case PARAMETER_TYPE_COLOR:
  3248. return 2;
  3249. case UNIFORM_TYPE_SAMPLER:
  3250. return 1;
  3251. default:
  3252. break;
  3253. }
  3254. return 1;
  3255. }
  3256. VisualShaderNodeParameterRef::PortType VisualShaderNodeParameterRef::get_output_port_type(int p_port) const {
  3257. switch (param_type) {
  3258. case PARAMETER_TYPE_FLOAT:
  3259. return PortType::PORT_TYPE_SCALAR;
  3260. case PARAMETER_TYPE_INT:
  3261. return PortType::PORT_TYPE_SCALAR_INT;
  3262. case PARAMETER_TYPE_UINT:
  3263. return PortType::PORT_TYPE_SCALAR_UINT;
  3264. case PARAMETER_TYPE_BOOLEAN:
  3265. return PortType::PORT_TYPE_BOOLEAN;
  3266. case PARAMETER_TYPE_VECTOR2:
  3267. return PortType::PORT_TYPE_VECTOR_2D;
  3268. case PARAMETER_TYPE_VECTOR3:
  3269. return PortType::PORT_TYPE_VECTOR_3D;
  3270. case PARAMETER_TYPE_VECTOR4:
  3271. return PortType::PORT_TYPE_VECTOR_4D;
  3272. case PARAMETER_TYPE_TRANSFORM:
  3273. return PortType::PORT_TYPE_TRANSFORM;
  3274. case PARAMETER_TYPE_COLOR:
  3275. if (p_port == 0) {
  3276. return PortType::PORT_TYPE_VECTOR_3D;
  3277. } else if (p_port == 1) {
  3278. return PORT_TYPE_SCALAR;
  3279. }
  3280. break;
  3281. case UNIFORM_TYPE_SAMPLER:
  3282. return PortType::PORT_TYPE_SAMPLER;
  3283. default:
  3284. break;
  3285. }
  3286. return PORT_TYPE_SCALAR;
  3287. }
  3288. String VisualShaderNodeParameterRef::get_output_port_name(int p_port) const {
  3289. switch (param_type) {
  3290. case PARAMETER_TYPE_FLOAT:
  3291. return "";
  3292. case PARAMETER_TYPE_INT:
  3293. return "";
  3294. case PARAMETER_TYPE_UINT:
  3295. return "";
  3296. case PARAMETER_TYPE_BOOLEAN:
  3297. return "";
  3298. case PARAMETER_TYPE_VECTOR2:
  3299. return "";
  3300. case PARAMETER_TYPE_VECTOR3:
  3301. return "";
  3302. case PARAMETER_TYPE_VECTOR4:
  3303. return "";
  3304. case PARAMETER_TYPE_TRANSFORM:
  3305. return "";
  3306. case PARAMETER_TYPE_COLOR:
  3307. if (p_port == 0) {
  3308. return "rgb";
  3309. } else if (p_port == 1) {
  3310. return "alpha";
  3311. }
  3312. break;
  3313. case UNIFORM_TYPE_SAMPLER:
  3314. return "";
  3315. break;
  3316. default:
  3317. break;
  3318. }
  3319. return "";
  3320. }
  3321. bool VisualShaderNodeParameterRef::is_shader_valid() const {
  3322. return shader_rid.is_valid();
  3323. }
  3324. void VisualShaderNodeParameterRef::set_shader_rid(const RID &p_shader_rid) {
  3325. shader_rid = p_shader_rid;
  3326. }
  3327. void VisualShaderNodeParameterRef::set_parameter_name(const String &p_name) {
  3328. parameter_name = p_name;
  3329. if (shader_rid.is_valid()) {
  3330. update_parameter_type();
  3331. }
  3332. emit_changed();
  3333. }
  3334. void VisualShaderNodeParameterRef::update_parameter_type() {
  3335. if (parameter_name != "[None]") {
  3336. param_type = get_parameter_type_by_name(parameter_name);
  3337. } else {
  3338. param_type = PARAMETER_TYPE_FLOAT;
  3339. }
  3340. }
  3341. String VisualShaderNodeParameterRef::get_parameter_name() const {
  3342. return parameter_name;
  3343. }
  3344. int VisualShaderNodeParameterRef::get_parameters_count() const {
  3345. ERR_FAIL_COND_V(!shader_rid.is_valid(), 0);
  3346. return parameters[shader_rid].size();
  3347. }
  3348. String VisualShaderNodeParameterRef::get_parameter_name_by_index(int p_idx) const {
  3349. ERR_FAIL_COND_V(!shader_rid.is_valid(), String());
  3350. if (p_idx >= 0 && p_idx < parameters[shader_rid].size()) {
  3351. return parameters[shader_rid].get(p_idx).name;
  3352. }
  3353. return "";
  3354. }
  3355. VisualShaderNodeParameterRef::ParameterType VisualShaderNodeParameterRef::get_parameter_type_by_name(const String &p_name) const {
  3356. ERR_FAIL_COND_V(!shader_rid.is_valid(), PARAMETER_TYPE_FLOAT);
  3357. for (const VisualShaderNodeParameterRef::Parameter &parameter : parameters[shader_rid]) {
  3358. if (parameter.name == p_name) {
  3359. return parameter.type;
  3360. }
  3361. }
  3362. return PARAMETER_TYPE_FLOAT;
  3363. }
  3364. VisualShaderNodeParameterRef::ParameterType VisualShaderNodeParameterRef::get_parameter_type_by_index(int p_idx) const {
  3365. ERR_FAIL_COND_V(!shader_rid.is_valid(), PARAMETER_TYPE_FLOAT);
  3366. if (p_idx >= 0 && p_idx < parameters[shader_rid].size()) {
  3367. return parameters[shader_rid].get(p_idx).type;
  3368. }
  3369. return PARAMETER_TYPE_FLOAT;
  3370. }
  3371. VisualShaderNodeParameterRef::PortType VisualShaderNodeParameterRef::get_port_type_by_index(int p_idx) const {
  3372. ERR_FAIL_COND_V(!shader_rid.is_valid(), PORT_TYPE_SCALAR);
  3373. if (p_idx >= 0 && p_idx < parameters[shader_rid].size()) {
  3374. switch (parameters[shader_rid].get(p_idx).type) {
  3375. case PARAMETER_TYPE_FLOAT:
  3376. return PORT_TYPE_SCALAR;
  3377. case PARAMETER_TYPE_INT:
  3378. return PORT_TYPE_SCALAR_INT;
  3379. case PARAMETER_TYPE_UINT:
  3380. return PORT_TYPE_SCALAR_UINT;
  3381. case UNIFORM_TYPE_SAMPLER:
  3382. return PORT_TYPE_SAMPLER;
  3383. case PARAMETER_TYPE_VECTOR2:
  3384. return PORT_TYPE_VECTOR_2D;
  3385. case PARAMETER_TYPE_VECTOR3:
  3386. return PORT_TYPE_VECTOR_3D;
  3387. case PARAMETER_TYPE_VECTOR4:
  3388. return PORT_TYPE_VECTOR_4D;
  3389. case PARAMETER_TYPE_TRANSFORM:
  3390. return PORT_TYPE_TRANSFORM;
  3391. case PARAMETER_TYPE_COLOR:
  3392. return PORT_TYPE_VECTOR_3D;
  3393. default:
  3394. break;
  3395. }
  3396. }
  3397. return PORT_TYPE_SCALAR;
  3398. }
  3399. String VisualShaderNodeParameterRef::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 {
  3400. switch (param_type) {
  3401. case PARAMETER_TYPE_FLOAT:
  3402. if (parameter_name == "[None]") {
  3403. return " " + p_output_vars[0] + " = 0.0;\n";
  3404. }
  3405. break;
  3406. case PARAMETER_TYPE_COLOR: {
  3407. String code = " " + p_output_vars[0] + " = " + get_parameter_name() + ".rgb;\n";
  3408. code += " " + p_output_vars[1] + " = " + get_parameter_name() + ".a;\n";
  3409. return code;
  3410. } break;
  3411. case UNIFORM_TYPE_SAMPLER:
  3412. return String();
  3413. default:
  3414. break;
  3415. }
  3416. return " " + p_output_vars[0] + " = " + get_parameter_name() + ";\n";
  3417. }
  3418. void VisualShaderNodeParameterRef::_set_parameter_type(int p_type) {
  3419. param_type = (ParameterType)p_type;
  3420. }
  3421. int VisualShaderNodeParameterRef::_get_parameter_type() const {
  3422. return (int)param_type;
  3423. }
  3424. void VisualShaderNodeParameterRef::_bind_methods() {
  3425. ClassDB::bind_method(D_METHOD("set_parameter_name", "name"), &VisualShaderNodeParameterRef::set_parameter_name);
  3426. ClassDB::bind_method(D_METHOD("get_parameter_name"), &VisualShaderNodeParameterRef::get_parameter_name);
  3427. ClassDB::bind_method(D_METHOD("_set_parameter_type", "type"), &VisualShaderNodeParameterRef::_set_parameter_type);
  3428. ClassDB::bind_method(D_METHOD("_get_parameter_type"), &VisualShaderNodeParameterRef::_get_parameter_type);
  3429. ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "parameter_name", PROPERTY_HINT_ENUM, ""), "set_parameter_name", "get_parameter_name");
  3430. ADD_PROPERTY(PropertyInfo(Variant::INT, "param_type", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "_set_parameter_type", "_get_parameter_type");
  3431. }
  3432. Vector<StringName> VisualShaderNodeParameterRef::get_editable_properties() const {
  3433. Vector<StringName> props;
  3434. props.push_back("parameter_name");
  3435. props.push_back("param_type");
  3436. return props;
  3437. }
  3438. VisualShaderNodeParameterRef::VisualShaderNodeParameterRef() {
  3439. }
  3440. ////////////////////////////////////////////
  3441. const VisualShaderNodeOutput::Port VisualShaderNodeOutput::ports[] = {
  3442. ////////////////////////////////////////////////////////////////////////
  3443. // Spatial.
  3444. ////////////////////////////////////////////////////////////////////////
  3445. // Spatial, Vertex.
  3446. ////////////////////////////////////////////////////////////////////////
  3447. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Vertex", "VERTEX" },
  3448. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Normal", "NORMAL" },
  3449. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Tangent", "TANGENT" },
  3450. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Binormal", "BINORMAL" },
  3451. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "UV", "UV" },
  3452. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "UV2", "UV2" },
  3453. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Color", "COLOR.rgb" },
  3454. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha", "COLOR.a" },
  3455. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "Roughness", "ROUGHNESS" },
  3456. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "Point Size", "POINT_SIZE" },
  3457. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "Model View Matrix", "MODELVIEW_MATRIX" },
  3458. { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "Projection Matrix", "PROJECTION_MATRIX" },
  3459. ////////////////////////////////////////////////////////////////////////
  3460. // Spatial, Fragment.
  3461. ////////////////////////////////////////////////////////////////////////
  3462. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Albedo", "ALBEDO" },
  3463. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha", "ALPHA" },
  3464. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Metallic", "METALLIC" },
  3465. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Roughness", "ROUGHNESS" },
  3466. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Specular", "SPECULAR" },
  3467. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Emission", "EMISSION" },
  3468. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "AO", "AO" },
  3469. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "AO Light Affect", "AO_LIGHT_AFFECT" },
  3470. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Normal", "NORMAL" },
  3471. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Normal Map", "NORMAL_MAP" },
  3472. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Normal Map Depth", "NORMAL_MAP_DEPTH" },
  3473. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Rim", "RIM" },
  3474. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Rim Tint", "RIM_TINT" },
  3475. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Clearcoat", "CLEARCOAT" },
  3476. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Clearcoat Roughness", "CLEARCOAT_ROUGHNESS" },
  3477. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Anisotropy", "ANISOTROPY" },
  3478. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "Anisotropy Flow", "ANISOTROPY_FLOW" },
  3479. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Subsurf Scatter", "SSS_STRENGTH" },
  3480. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Backlight", "BACKLIGHT" },
  3481. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha Scissor Threshold", "ALPHA_SCISSOR_THRESHOLD" },
  3482. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha Hash Scale", "ALPHA_HASH_SCALE" },
  3483. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha AA Edge", "ALPHA_ANTIALIASING_EDGE" },
  3484. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "Alpha UV", "ALPHA_TEXTURE_COORDINATE" },
  3485. { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Depth", "DEPTH" },
  3486. ////////////////////////////////////////////////////////////////////////
  3487. // Spatial, Light.
  3488. ////////////////////////////////////////////////////////////////////////
  3489. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Diffuse", "DIFFUSE_LIGHT" },
  3490. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Specular", "SPECULAR_LIGHT" },
  3491. { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha", "ALPHA" },
  3492. ////////////////////////////////////////////////////////////////////////
  3493. // Canvas Item.
  3494. ////////////////////////////////////////////////////////////////////////
  3495. // Canvas Item, Vertex.
  3496. ////////////////////////////////////////////////////////////////////////
  3497. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "Vertex", "VERTEX" },
  3498. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_2D, "UV", "UV" },
  3499. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Color", "COLOR.rgb" },
  3500. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha", "COLOR.a" },
  3501. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "Point Size", "POINT_SIZE" },
  3502. ////////////////////////////////////////////////////////////////////////
  3503. // Canvas Item, Fragment.
  3504. ////////////////////////////////////////////////////////////////////////
  3505. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Color", "COLOR.rgb" },
  3506. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha", "COLOR.a" },
  3507. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Normal", "NORMAL" },
  3508. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Normal Map", "NORMAL_MAP" },
  3509. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "Normal Map Depth", "NORMAL_MAP_DEPTH" },
  3510. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Light Vertex", "LIGHT_VERTEX" },
  3511. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR_2D, "Shadow Vertex", "SHADOW_VERTEX" },
  3512. ////////////////////////////////////////////////////////////////////////
  3513. // Canvas Item, Light.
  3514. ////////////////////////////////////////////////////////////////////////
  3515. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Light", "LIGHT.rgb" },
  3516. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "Light Alpha", "LIGHT.a" },
  3517. { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Shadow Modulate", "SHADOW_MODULATE.rgb" },
  3518. ////////////////////////////////////////////////////////////////////////
  3519. // Sky, Sky.
  3520. ////////////////////////////////////////////////////////////////////////
  3521. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Color", "COLOR" },
  3522. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "Alpha", "ALPHA" },
  3523. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Fog", "FOG.rgb" },
  3524. { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "Fog Alpha", "FOG.a" },
  3525. ////////////////////////////////////////////////////////////////////////
  3526. // Fog, Fog.
  3527. ////////////////////////////////////////////////////////////////////////
  3528. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_SCALAR, "Density", "DENSITY" },
  3529. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Albedo", "ALBEDO" },
  3530. { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_VECTOR_3D, "Emission", "EMISSION" },
  3531. ////////////////////////////////////////////////////////////////////////
  3532. { Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, nullptr, nullptr },
  3533. };
  3534. int VisualShaderNodeOutput::get_input_port_count() const {
  3535. int idx = 0;
  3536. int count = 0;
  3537. while (ports[idx].mode != Shader::MODE_MAX) {
  3538. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  3539. count++;
  3540. }
  3541. idx++;
  3542. }
  3543. return count;
  3544. }
  3545. VisualShaderNodeOutput::PortType VisualShaderNodeOutput::get_input_port_type(int p_port) const {
  3546. int idx = 0;
  3547. int count = 0;
  3548. while (ports[idx].mode != Shader::MODE_MAX) {
  3549. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  3550. if (count == p_port) {
  3551. return ports[idx].type;
  3552. }
  3553. count++;
  3554. }
  3555. idx++;
  3556. }
  3557. return PORT_TYPE_SCALAR;
  3558. }
  3559. String VisualShaderNodeOutput::get_input_port_name(int p_port) const {
  3560. int idx = 0;
  3561. int count = 0;
  3562. while (ports[idx].mode != Shader::MODE_MAX) {
  3563. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  3564. if (count == p_port) {
  3565. return String(ports[idx].name);
  3566. }
  3567. count++;
  3568. }
  3569. idx++;
  3570. }
  3571. return String();
  3572. }
  3573. Variant VisualShaderNodeOutput::get_input_port_default_value(int p_port) const {
  3574. return Variant();
  3575. }
  3576. int VisualShaderNodeOutput::get_output_port_count() const {
  3577. return 0;
  3578. }
  3579. VisualShaderNodeOutput::PortType VisualShaderNodeOutput::get_output_port_type(int p_port) const {
  3580. return PORT_TYPE_SCALAR;
  3581. }
  3582. String VisualShaderNodeOutput::get_output_port_name(int p_port) const {
  3583. return String();
  3584. }
  3585. bool VisualShaderNodeOutput::is_port_separator(int p_index) const {
  3586. if (shader_mode == Shader::MODE_SPATIAL && shader_type == VisualShader::TYPE_VERTEX) {
  3587. String port_name = get_input_port_name(p_index);
  3588. return bool(port_name == "Model View Matrix");
  3589. }
  3590. if (shader_mode == Shader::MODE_SPATIAL && shader_type == VisualShader::TYPE_FRAGMENT) {
  3591. String port_name = get_input_port_name(p_index);
  3592. return bool(port_name == "AO" || port_name == "Normal" || port_name == "Rim" || port_name == "Clearcoat" || port_name == "Anisotropy" || port_name == "Subsurf Scatter" || port_name == "Alpha Scissor Threshold" || port_name == "Depth");
  3593. }
  3594. return false;
  3595. }
  3596. String VisualShaderNodeOutput::get_caption() const {
  3597. return "Output";
  3598. }
  3599. String VisualShaderNodeOutput::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  3600. int idx = 0;
  3601. int count = 0;
  3602. String shader_code;
  3603. while (ports[idx].mode != Shader::MODE_MAX) {
  3604. if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
  3605. if (!p_input_vars[count].is_empty()) {
  3606. String s = ports[idx].string;
  3607. if (s.contains_char(':')) {
  3608. shader_code += " " + s.get_slicec(':', 0) + " = " + p_input_vars[count] + "." + s.get_slicec(':', 1) + ";\n";
  3609. } else {
  3610. shader_code += " " + s + " = " + p_input_vars[count] + ";\n";
  3611. }
  3612. }
  3613. count++;
  3614. }
  3615. idx++;
  3616. }
  3617. return shader_code;
  3618. }
  3619. VisualShaderNodeOutput::VisualShaderNodeOutput() {
  3620. }
  3621. ///////////////////////////
  3622. void VisualShaderNodeParameter::set_parameter_name(const String &p_name) {
  3623. parameter_name = p_name;
  3624. emit_signal(SNAME("name_changed"));
  3625. emit_changed();
  3626. }
  3627. String VisualShaderNodeParameter::get_parameter_name() const {
  3628. return parameter_name;
  3629. }
  3630. void VisualShaderNodeParameter::set_qualifier(VisualShaderNodeParameter::Qualifier p_qual) {
  3631. ERR_FAIL_INDEX(int(p_qual), int(QUAL_MAX));
  3632. if (qualifier == p_qual) {
  3633. return;
  3634. }
  3635. qualifier = p_qual;
  3636. emit_changed();
  3637. }
  3638. VisualShaderNodeParameter::Qualifier VisualShaderNodeParameter::get_qualifier() const {
  3639. return qualifier;
  3640. }
  3641. void VisualShaderNodeParameter::set_global_code_generated(bool p_enabled) {
  3642. global_code_generated = p_enabled;
  3643. }
  3644. bool VisualShaderNodeParameter::is_global_code_generated() const {
  3645. return global_code_generated;
  3646. }
  3647. #ifndef DISABLE_DEPRECATED
  3648. // Kept for compatibility from 3.x to 4.0.
  3649. bool VisualShaderNodeParameter::_set(const StringName &p_name, const Variant &p_value) {
  3650. if (p_name == "uniform_name") {
  3651. set_parameter_name(p_value);
  3652. return true;
  3653. }
  3654. return false;
  3655. }
  3656. #endif
  3657. void VisualShaderNodeParameter::_bind_methods() {
  3658. ClassDB::bind_method(D_METHOD("set_parameter_name", "name"), &VisualShaderNodeParameter::set_parameter_name);
  3659. ClassDB::bind_method(D_METHOD("get_parameter_name"), &VisualShaderNodeParameter::get_parameter_name);
  3660. ClassDB::bind_method(D_METHOD("set_qualifier", "qualifier"), &VisualShaderNodeParameter::set_qualifier);
  3661. ClassDB::bind_method(D_METHOD("get_qualifier"), &VisualShaderNodeParameter::get_qualifier);
  3662. ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "parameter_name"), "set_parameter_name", "get_parameter_name");
  3663. ADD_PROPERTY(PropertyInfo(Variant::INT, "qualifier", PROPERTY_HINT_ENUM, "None,Global,Instance"), "set_qualifier", "get_qualifier");
  3664. BIND_ENUM_CONSTANT(QUAL_NONE);
  3665. BIND_ENUM_CONSTANT(QUAL_GLOBAL);
  3666. BIND_ENUM_CONSTANT(QUAL_INSTANCE);
  3667. BIND_ENUM_CONSTANT(QUAL_MAX);
  3668. }
  3669. String VisualShaderNodeParameter::_get_qual_str() const {
  3670. if (is_qualifier_supported(qualifier)) {
  3671. switch (qualifier) {
  3672. case QUAL_NONE:
  3673. break;
  3674. case QUAL_GLOBAL:
  3675. return "global ";
  3676. case QUAL_INSTANCE:
  3677. return "instance ";
  3678. default:
  3679. break;
  3680. }
  3681. }
  3682. return String();
  3683. }
  3684. String VisualShaderNodeParameter::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
  3685. List<String> keyword_list;
  3686. ShaderLanguage::get_keyword_list(&keyword_list);
  3687. if (keyword_list.find(parameter_name)) {
  3688. return RTR("Shader keywords cannot be used as parameter names.\nChoose another name.");
  3689. }
  3690. if (!is_qualifier_supported(qualifier)) {
  3691. String qualifier_str;
  3692. switch (qualifier) {
  3693. case QUAL_NONE:
  3694. break;
  3695. case QUAL_GLOBAL:
  3696. qualifier_str = "global";
  3697. break;
  3698. case QUAL_INSTANCE:
  3699. qualifier_str = "instance";
  3700. break;
  3701. default:
  3702. break;
  3703. }
  3704. return vformat(RTR("This parameter type does not support the '%s' qualifier."), qualifier_str);
  3705. } else if (qualifier == Qualifier::QUAL_GLOBAL) {
  3706. RS::GlobalShaderParameterType gvt = RS::get_singleton()->global_shader_parameter_get_type(parameter_name);
  3707. if (gvt == RS::GLOBAL_VAR_TYPE_MAX) {
  3708. return vformat(RTR("Global parameter '%s' does not exist.\nCreate it in the Project Settings."), parameter_name);
  3709. }
  3710. bool incompatible_type = false;
  3711. switch (gvt) {
  3712. case RS::GLOBAL_VAR_TYPE_FLOAT: {
  3713. if (!Object::cast_to<VisualShaderNodeFloatParameter>(this)) {
  3714. incompatible_type = true;
  3715. }
  3716. } break;
  3717. case RS::GLOBAL_VAR_TYPE_INT: {
  3718. if (!Object::cast_to<VisualShaderNodeIntParameter>(this)) {
  3719. incompatible_type = true;
  3720. }
  3721. } break;
  3722. case RS::GLOBAL_VAR_TYPE_BOOL: {
  3723. if (!Object::cast_to<VisualShaderNodeBooleanParameter>(this)) {
  3724. incompatible_type = true;
  3725. }
  3726. } break;
  3727. case RS::GLOBAL_VAR_TYPE_COLOR: {
  3728. if (!Object::cast_to<VisualShaderNodeColorParameter>(this)) {
  3729. incompatible_type = true;
  3730. }
  3731. } break;
  3732. case RS::GLOBAL_VAR_TYPE_VEC3: {
  3733. if (!Object::cast_to<VisualShaderNodeVec3Parameter>(this)) {
  3734. incompatible_type = true;
  3735. }
  3736. } break;
  3737. case RS::GLOBAL_VAR_TYPE_VEC4: {
  3738. if (!Object::cast_to<VisualShaderNodeVec4Parameter>(this)) {
  3739. incompatible_type = true;
  3740. }
  3741. } break;
  3742. case RS::GLOBAL_VAR_TYPE_TRANSFORM: {
  3743. if (!Object::cast_to<VisualShaderNodeTransformParameter>(this)) {
  3744. incompatible_type = true;
  3745. }
  3746. } break;
  3747. case RS::GLOBAL_VAR_TYPE_SAMPLER2D: {
  3748. if (!Object::cast_to<VisualShaderNodeTextureParameter>(this)) {
  3749. incompatible_type = true;
  3750. }
  3751. } break;
  3752. case RS::GLOBAL_VAR_TYPE_SAMPLER3D: {
  3753. if (!Object::cast_to<VisualShaderNodeTexture3DParameter>(this)) {
  3754. incompatible_type = true;
  3755. }
  3756. } break;
  3757. case RS::GLOBAL_VAR_TYPE_SAMPLER2DARRAY: {
  3758. if (!Object::cast_to<VisualShaderNodeTexture2DArrayParameter>(this)) {
  3759. incompatible_type = true;
  3760. }
  3761. } break;
  3762. case RS::GLOBAL_VAR_TYPE_SAMPLERCUBE: {
  3763. if (!Object::cast_to<VisualShaderNodeCubemapParameter>(this)) {
  3764. incompatible_type = true;
  3765. }
  3766. } break;
  3767. default:
  3768. break;
  3769. }
  3770. if (incompatible_type) {
  3771. return vformat(RTR("Global parameter '%s' has an incompatible type for this kind of node.\nChange it in the Project Settings."), parameter_name);
  3772. }
  3773. }
  3774. return String();
  3775. }
  3776. Vector<StringName> VisualShaderNodeParameter::get_editable_properties() const {
  3777. Vector<StringName> props;
  3778. props.push_back("qualifier");
  3779. return props;
  3780. }
  3781. VisualShaderNodeParameter::VisualShaderNodeParameter() {
  3782. }
  3783. ////////////// ResizeableBase
  3784. void VisualShaderNodeResizableBase::set_size(const Size2 &p_size) {
  3785. size = p_size;
  3786. }
  3787. Size2 VisualShaderNodeResizableBase::get_size() const {
  3788. return size;
  3789. }
  3790. void VisualShaderNodeResizableBase::set_allow_v_resize(bool p_enabled) {
  3791. allow_v_resize = p_enabled;
  3792. }
  3793. bool VisualShaderNodeResizableBase::is_allow_v_resize() const {
  3794. return allow_v_resize;
  3795. }
  3796. void VisualShaderNodeResizableBase::_bind_methods() {
  3797. ClassDB::bind_method(D_METHOD("set_size", "size"), &VisualShaderNodeResizableBase::set_size);
  3798. ClassDB::bind_method(D_METHOD("get_size"), &VisualShaderNodeResizableBase::get_size);
  3799. ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "size"), "set_size", "get_size");
  3800. }
  3801. VisualShaderNodeResizableBase::VisualShaderNodeResizableBase() {
  3802. set_allow_v_resize(true);
  3803. }
  3804. ////////////// Frame
  3805. String VisualShaderNodeFrame::get_caption() const {
  3806. return title;
  3807. }
  3808. int VisualShaderNodeFrame::get_input_port_count() const {
  3809. return 0;
  3810. }
  3811. VisualShaderNodeFrame::PortType VisualShaderNodeFrame::get_input_port_type(int p_port) const {
  3812. return PortType::PORT_TYPE_SCALAR;
  3813. }
  3814. String VisualShaderNodeFrame::get_input_port_name(int p_port) const {
  3815. return String();
  3816. }
  3817. int VisualShaderNodeFrame::get_output_port_count() const {
  3818. return 0;
  3819. }
  3820. VisualShaderNodeFrame::PortType VisualShaderNodeFrame::get_output_port_type(int p_port) const {
  3821. return PortType::PORT_TYPE_SCALAR;
  3822. }
  3823. String VisualShaderNodeFrame::get_output_port_name(int p_port) const {
  3824. return String();
  3825. }
  3826. void VisualShaderNodeFrame::set_title(const String &p_title) {
  3827. title = p_title;
  3828. }
  3829. String VisualShaderNodeFrame::get_title() const {
  3830. return title;
  3831. }
  3832. void VisualShaderNodeFrame::set_tint_color_enabled(bool p_enabled) {
  3833. tint_color_enabled = p_enabled;
  3834. }
  3835. bool VisualShaderNodeFrame::is_tint_color_enabled() const {
  3836. return tint_color_enabled;
  3837. }
  3838. void VisualShaderNodeFrame::set_tint_color(const Color &p_color) {
  3839. tint_color = p_color;
  3840. }
  3841. Color VisualShaderNodeFrame::get_tint_color() const {
  3842. return tint_color;
  3843. }
  3844. void VisualShaderNodeFrame::set_autoshrink_enabled(bool p_enable) {
  3845. autoshrink = p_enable;
  3846. }
  3847. bool VisualShaderNodeFrame::is_autoshrink_enabled() const {
  3848. return autoshrink;
  3849. }
  3850. String VisualShaderNodeFrame::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 {
  3851. return String();
  3852. }
  3853. void VisualShaderNodeFrame::add_attached_node(int p_node) {
  3854. attached_nodes.insert(p_node);
  3855. }
  3856. void VisualShaderNodeFrame::remove_attached_node(int p_node) {
  3857. attached_nodes.erase(p_node);
  3858. }
  3859. void VisualShaderNodeFrame::set_attached_nodes(const PackedInt32Array &p_attached_nodes) {
  3860. attached_nodes.clear();
  3861. for (const int &node_id : p_attached_nodes) {
  3862. attached_nodes.insert(node_id);
  3863. }
  3864. }
  3865. PackedInt32Array VisualShaderNodeFrame::get_attached_nodes() const {
  3866. PackedInt32Array attached_nodes_arr;
  3867. for (const int &node_id : attached_nodes) {
  3868. attached_nodes_arr.push_back(node_id);
  3869. }
  3870. return attached_nodes_arr;
  3871. }
  3872. void VisualShaderNodeFrame::_bind_methods() {
  3873. ClassDB::bind_method(D_METHOD("set_title", "title"), &VisualShaderNodeFrame::set_title);
  3874. ClassDB::bind_method(D_METHOD("get_title"), &VisualShaderNodeFrame::get_title);
  3875. ClassDB::bind_method(D_METHOD("set_tint_color_enabled", "enable"), &VisualShaderNodeFrame::set_tint_color_enabled);
  3876. ClassDB::bind_method(D_METHOD("is_tint_color_enabled"), &VisualShaderNodeFrame::is_tint_color_enabled);
  3877. ClassDB::bind_method(D_METHOD("set_tint_color", "color"), &VisualShaderNodeFrame::set_tint_color);
  3878. ClassDB::bind_method(D_METHOD("get_tint_color"), &VisualShaderNodeFrame::get_tint_color);
  3879. ClassDB::bind_method(D_METHOD("set_autoshrink_enabled", "enable"), &VisualShaderNodeFrame::set_autoshrink_enabled);
  3880. ClassDB::bind_method(D_METHOD("is_autoshrink_enabled"), &VisualShaderNodeFrame::is_autoshrink_enabled);
  3881. ClassDB::bind_method(D_METHOD("add_attached_node", "node"), &VisualShaderNodeFrame::add_attached_node);
  3882. ClassDB::bind_method(D_METHOD("remove_attached_node", "node"), &VisualShaderNodeFrame::remove_attached_node);
  3883. ClassDB::bind_method(D_METHOD("set_attached_nodes", "attached_nodes"), &VisualShaderNodeFrame::set_attached_nodes);
  3884. ClassDB::bind_method(D_METHOD("get_attached_nodes"), &VisualShaderNodeFrame::get_attached_nodes);
  3885. ADD_PROPERTY(PropertyInfo(Variant::STRING, "title"), "set_title", "get_title");
  3886. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "tint_color_enabled"), "set_tint_color_enabled", "is_tint_color_enabled");
  3887. ADD_PROPERTY(PropertyInfo(Variant::COLOR, "tint_color"), "set_tint_color", "get_tint_color");
  3888. ADD_PROPERTY(PropertyInfo(Variant::BOOL, "autoshrink"), "set_autoshrink_enabled", "is_autoshrink_enabled");
  3889. ADD_PROPERTY(PropertyInfo(Variant::PACKED_INT32_ARRAY, "attached_nodes", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_attached_nodes", "get_attached_nodes");
  3890. }
  3891. VisualShaderNodeFrame::VisualShaderNodeFrame() {
  3892. }
  3893. ////////////// Comment (Deprecated)
  3894. #ifndef DISABLE_DEPRECATED
  3895. void VisualShaderNodeComment::_bind_methods() {
  3896. ClassDB::bind_method(D_METHOD("set_description", "description"), &VisualShaderNodeComment::set_description);
  3897. ClassDB::bind_method(D_METHOD("get_description"), &VisualShaderNodeComment::get_description);
  3898. ADD_PROPERTY(PropertyInfo(Variant::STRING, "description"), "set_description", "get_description");
  3899. }
  3900. void VisualShaderNodeComment::set_description(const String &p_description) {
  3901. description = p_description;
  3902. }
  3903. String VisualShaderNodeComment::get_description() const {
  3904. return description;
  3905. }
  3906. #endif
  3907. ////////////// GroupBase
  3908. void VisualShaderNodeGroupBase::set_inputs(const String &p_inputs) {
  3909. if (inputs == p_inputs) {
  3910. return;
  3911. }
  3912. clear_input_ports();
  3913. inputs = p_inputs;
  3914. Vector<String> input_strings = inputs.split(";", false);
  3915. int input_port_count = input_strings.size();
  3916. for (int i = 0; i < input_port_count; i++) {
  3917. Vector<String> arr = input_strings[i].split(",");
  3918. ERR_FAIL_COND(arr.size() != 3);
  3919. int port_idx = arr[0].to_int();
  3920. int port_type = arr[1].to_int();
  3921. String port_name = arr[2];
  3922. Port port;
  3923. port.type = (PortType)port_type;
  3924. port.name = port_name;
  3925. input_ports[port_idx] = port;
  3926. }
  3927. }
  3928. String VisualShaderNodeGroupBase::get_inputs() const {
  3929. return inputs;
  3930. }
  3931. void VisualShaderNodeGroupBase::set_outputs(const String &p_outputs) {
  3932. if (outputs == p_outputs) {
  3933. return;
  3934. }
  3935. clear_output_ports();
  3936. outputs = p_outputs;
  3937. Vector<String> output_strings = outputs.split(";", false);
  3938. int output_port_count = output_strings.size();
  3939. for (int i = 0; i < output_port_count; i++) {
  3940. Vector<String> arr = output_strings[i].split(",");
  3941. ERR_FAIL_COND(arr.size() != 3);
  3942. int port_idx = arr[0].to_int();
  3943. int port_type = arr[1].to_int();
  3944. String port_name = arr[2];
  3945. Port port;
  3946. port.type = (PortType)port_type;
  3947. port.name = port_name;
  3948. output_ports[port_idx] = port;
  3949. }
  3950. }
  3951. String VisualShaderNodeGroupBase::get_outputs() const {
  3952. return outputs;
  3953. }
  3954. bool VisualShaderNodeGroupBase::is_valid_port_name(const String &p_name) const {
  3955. if (!p_name.is_valid_ascii_identifier()) {
  3956. return false;
  3957. }
  3958. for (int i = 0; i < get_input_port_count(); i++) {
  3959. if (get_input_port_name(i) == p_name) {
  3960. return false;
  3961. }
  3962. }
  3963. for (int i = 0; i < get_output_port_count(); i++) {
  3964. if (get_output_port_name(i) == p_name) {
  3965. return false;
  3966. }
  3967. }
  3968. return true;
  3969. }
  3970. void VisualShaderNodeGroupBase::add_input_port(int p_id, int p_type, const String &p_name) {
  3971. ERR_FAIL_INDEX(p_type, int(PORT_TYPE_MAX));
  3972. ERR_FAIL_COND(!is_valid_port_name(p_name));
  3973. String str = itos(p_id) + "," + itos(p_type) + "," + p_name + ";";
  3974. Vector<String> inputs_strings = inputs.split(";", false);
  3975. int index = 0;
  3976. if (p_id < inputs_strings.size()) {
  3977. for (int i = 0; i < inputs_strings.size(); i++) {
  3978. if (i == p_id) {
  3979. inputs = inputs.insert(index, str);
  3980. break;
  3981. }
  3982. index += inputs_strings[i].size();
  3983. }
  3984. } else {
  3985. inputs += str;
  3986. }
  3987. inputs_strings = inputs.split(";", false);
  3988. index = 0;
  3989. for (int i = 0; i < inputs_strings.size(); i++) {
  3990. int count = 0;
  3991. for (int j = 0; j < inputs_strings[i].size(); j++) {
  3992. if (inputs_strings[i][j] == ',') {
  3993. break;
  3994. }
  3995. count++;
  3996. }
  3997. inputs = inputs.left(index) + inputs.substr(index + count);
  3998. inputs = inputs.insert(index, itos(i));
  3999. index += inputs_strings[i].size();
  4000. }
  4001. _apply_port_changes();
  4002. emit_changed();
  4003. }
  4004. void VisualShaderNodeGroupBase::remove_input_port(int p_id) {
  4005. ERR_FAIL_COND(!has_input_port(p_id));
  4006. Vector<String> inputs_strings = inputs.split(";", false);
  4007. int count = 0;
  4008. int index = 0;
  4009. for (int i = 0; i < inputs_strings.size(); i++) {
  4010. Vector<String> arr = inputs_strings[i].split(",");
  4011. if (arr[0].to_int() == p_id) {
  4012. count = inputs_strings[i].size();
  4013. break;
  4014. }
  4015. index += inputs_strings[i].size();
  4016. }
  4017. inputs = inputs.left(index) + inputs.substr(index + count);
  4018. inputs_strings = inputs.split(";", false);
  4019. inputs = inputs.substr(0, index);
  4020. for (int i = p_id; i < inputs_strings.size(); i++) {
  4021. inputs += inputs_strings[i].replace_first(inputs_strings[i].split(",")[0], itos(i)) + ";";
  4022. }
  4023. _apply_port_changes();
  4024. emit_changed();
  4025. }
  4026. int VisualShaderNodeGroupBase::get_input_port_count() const {
  4027. return input_ports.size();
  4028. }
  4029. bool VisualShaderNodeGroupBase::has_input_port(int p_id) const {
  4030. return input_ports.has(p_id);
  4031. }
  4032. void VisualShaderNodeGroupBase::add_output_port(int p_id, int p_type, const String &p_name) {
  4033. ERR_FAIL_INDEX(p_type, int(PORT_TYPE_MAX));
  4034. ERR_FAIL_COND(!is_valid_port_name(p_name));
  4035. String str = itos(p_id) + "," + itos(p_type) + "," + p_name + ";";
  4036. Vector<String> outputs_strings = outputs.split(";", false);
  4037. int index = 0;
  4038. if (p_id < outputs_strings.size()) {
  4039. for (int i = 0; i < outputs_strings.size(); i++) {
  4040. if (i == p_id) {
  4041. outputs = outputs.insert(index, str);
  4042. break;
  4043. }
  4044. index += outputs_strings[i].size();
  4045. }
  4046. } else {
  4047. outputs += str;
  4048. }
  4049. outputs_strings = outputs.split(";", false);
  4050. index = 0;
  4051. for (int i = 0; i < outputs_strings.size(); i++) {
  4052. int count = 0;
  4053. for (int j = 0; j < outputs_strings[i].size(); j++) {
  4054. if (outputs_strings[i][j] == ',') {
  4055. break;
  4056. }
  4057. count++;
  4058. }
  4059. outputs = outputs.left(index) + outputs.substr(index + count);
  4060. outputs = outputs.insert(index, itos(i));
  4061. index += outputs_strings[i].size();
  4062. }
  4063. _apply_port_changes();
  4064. emit_changed();
  4065. }
  4066. void VisualShaderNodeGroupBase::remove_output_port(int p_id) {
  4067. ERR_FAIL_COND(!has_output_port(p_id));
  4068. Vector<String> outputs_strings = outputs.split(";", false);
  4069. int count = 0;
  4070. int index = 0;
  4071. for (int i = 0; i < outputs_strings.size(); i++) {
  4072. Vector<String> arr = outputs_strings[i].split(",");
  4073. if (arr[0].to_int() == p_id) {
  4074. count = outputs_strings[i].size();
  4075. break;
  4076. }
  4077. index += outputs_strings[i].size();
  4078. }
  4079. outputs = outputs.left(index) + outputs.substr(index + count);
  4080. outputs_strings = outputs.split(";", false);
  4081. outputs = outputs.substr(0, index);
  4082. for (int i = p_id; i < outputs_strings.size(); i++) {
  4083. outputs += outputs_strings[i].replace_first(outputs_strings[i].split(",")[0], itos(i)) + ";";
  4084. }
  4085. _apply_port_changes();
  4086. emit_changed();
  4087. }
  4088. int VisualShaderNodeGroupBase::get_output_port_count() const {
  4089. return output_ports.size();
  4090. }
  4091. bool VisualShaderNodeGroupBase::has_output_port(int p_id) const {
  4092. return output_ports.has(p_id);
  4093. }
  4094. void VisualShaderNodeGroupBase::clear_input_ports() {
  4095. input_ports.clear();
  4096. }
  4097. void VisualShaderNodeGroupBase::clear_output_ports() {
  4098. output_ports.clear();
  4099. }
  4100. void VisualShaderNodeGroupBase::set_input_port_type(int p_id, int p_type) {
  4101. ERR_FAIL_COND(!has_input_port(p_id));
  4102. ERR_FAIL_INDEX(p_type, int(PORT_TYPE_MAX));
  4103. if (input_ports[p_id].type == p_type) {
  4104. return;
  4105. }
  4106. Vector<String> inputs_strings = inputs.split(";", false);
  4107. int count = 0;
  4108. int index = 0;
  4109. for (int i = 0; i < inputs_strings.size(); i++) {
  4110. Vector<String> arr = inputs_strings[i].split(",");
  4111. ERR_FAIL_COND(arr.size() != 3);
  4112. if (arr[0].to_int() == p_id) {
  4113. index += arr[0].size();
  4114. count = arr[1].size() - 1;
  4115. break;
  4116. }
  4117. index += inputs_strings[i].size();
  4118. }
  4119. inputs = inputs.left(index) + inputs.substr(index + count);
  4120. inputs = inputs.insert(index, itos(p_type));
  4121. _apply_port_changes();
  4122. emit_changed();
  4123. }
  4124. VisualShaderNodeGroupBase::PortType VisualShaderNodeGroupBase::get_input_port_type(int p_id) const {
  4125. ERR_FAIL_COND_V(!input_ports.has(p_id), (PortType)0);
  4126. return input_ports[p_id].type;
  4127. }
  4128. void VisualShaderNodeGroupBase::set_input_port_name(int p_id, const String &p_name) {
  4129. ERR_FAIL_COND(!has_input_port(p_id));
  4130. ERR_FAIL_COND(!is_valid_port_name(p_name));
  4131. if (input_ports[p_id].name == p_name) {
  4132. return;
  4133. }
  4134. Vector<String> inputs_strings = inputs.split(";", false);
  4135. int count = 0;
  4136. int index = 0;
  4137. for (int i = 0; i < inputs_strings.size(); i++) {
  4138. Vector<String> arr = inputs_strings[i].split(",");
  4139. ERR_FAIL_COND(arr.size() != 3);
  4140. if (arr[0].to_int() == p_id) {
  4141. index += arr[0].size() + arr[1].size();
  4142. count = arr[2].size() - 1;
  4143. break;
  4144. }
  4145. index += inputs_strings[i].size();
  4146. }
  4147. inputs = inputs.left(index) + inputs.substr(index + count);
  4148. inputs = inputs.insert(index, p_name);
  4149. _apply_port_changes();
  4150. emit_changed();
  4151. }
  4152. String VisualShaderNodeGroupBase::get_input_port_name(int p_id) const {
  4153. ERR_FAIL_COND_V(!input_ports.has(p_id), "");
  4154. return input_ports[p_id].name;
  4155. }
  4156. void VisualShaderNodeGroupBase::set_output_port_type(int p_id, int p_type) {
  4157. ERR_FAIL_COND(!has_output_port(p_id));
  4158. ERR_FAIL_INDEX(p_type, int(PORT_TYPE_MAX));
  4159. if (output_ports[p_id].type == p_type) {
  4160. return;
  4161. }
  4162. Vector<String> output_strings = outputs.split(";", false);
  4163. int count = 0;
  4164. int index = 0;
  4165. for (int i = 0; i < output_strings.size(); i++) {
  4166. Vector<String> arr = output_strings[i].split(",");
  4167. ERR_FAIL_COND(arr.size() != 3);
  4168. if (arr[0].to_int() == p_id) {
  4169. index += arr[0].size();
  4170. count = arr[1].size() - 1;
  4171. break;
  4172. }
  4173. index += output_strings[i].size();
  4174. }
  4175. outputs = outputs.left(index) + outputs.substr(index + count);
  4176. outputs = outputs.insert(index, itos(p_type));
  4177. _apply_port_changes();
  4178. emit_changed();
  4179. }
  4180. VisualShaderNodeGroupBase::PortType VisualShaderNodeGroupBase::get_output_port_type(int p_id) const {
  4181. ERR_FAIL_COND_V(!output_ports.has(p_id), (PortType)0);
  4182. return output_ports[p_id].type;
  4183. }
  4184. void VisualShaderNodeGroupBase::set_output_port_name(int p_id, const String &p_name) {
  4185. ERR_FAIL_COND(!has_output_port(p_id));
  4186. ERR_FAIL_COND(!is_valid_port_name(p_name));
  4187. if (output_ports[p_id].name == p_name) {
  4188. return;
  4189. }
  4190. Vector<String> output_strings = outputs.split(";", false);
  4191. int count = 0;
  4192. int index = 0;
  4193. for (int i = 0; i < output_strings.size(); i++) {
  4194. Vector<String> arr = output_strings[i].split(",");
  4195. ERR_FAIL_COND(arr.size() != 3);
  4196. if (arr[0].to_int() == p_id) {
  4197. index += arr[0].size() + arr[1].size();
  4198. count = arr[2].size() - 1;
  4199. break;
  4200. }
  4201. index += output_strings[i].size();
  4202. }
  4203. outputs = outputs.left(index) + outputs.substr(index + count);
  4204. outputs = outputs.insert(index, p_name);
  4205. _apply_port_changes();
  4206. emit_changed();
  4207. }
  4208. String VisualShaderNodeGroupBase::get_output_port_name(int p_id) const {
  4209. ERR_FAIL_COND_V(!output_ports.has(p_id), "");
  4210. return output_ports[p_id].name;
  4211. }
  4212. int VisualShaderNodeGroupBase::get_free_input_port_id() const {
  4213. return input_ports.size();
  4214. }
  4215. int VisualShaderNodeGroupBase::get_free_output_port_id() const {
  4216. return output_ports.size();
  4217. }
  4218. void VisualShaderNodeGroupBase::set_ctrl_pressed(Control *p_control, int p_index) {
  4219. controls[p_index] = p_control;
  4220. }
  4221. Control *VisualShaderNodeGroupBase::is_ctrl_pressed(int p_index) {
  4222. ERR_FAIL_COND_V(!controls.has(p_index), nullptr);
  4223. return controls[p_index];
  4224. }
  4225. void VisualShaderNodeGroupBase::_apply_port_changes() {
  4226. Vector<String> inputs_strings = inputs.split(";", false);
  4227. Vector<String> outputs_strings = outputs.split(";", false);
  4228. clear_input_ports();
  4229. clear_output_ports();
  4230. for (int i = 0; i < inputs_strings.size(); i++) {
  4231. Vector<String> arr = inputs_strings[i].split(",");
  4232. ERR_FAIL_COND(arr.size() != 3);
  4233. Port port;
  4234. port.type = (PortType)arr[1].to_int();
  4235. port.name = arr[2];
  4236. input_ports[i] = port;
  4237. }
  4238. for (int i = 0; i < outputs_strings.size(); i++) {
  4239. Vector<String> arr = outputs_strings[i].split(",");
  4240. ERR_FAIL_COND(arr.size() != 3);
  4241. Port port;
  4242. port.type = (PortType)arr[1].to_int();
  4243. port.name = arr[2];
  4244. output_ports[i] = port;
  4245. }
  4246. }
  4247. void VisualShaderNodeGroupBase::set_editable(bool p_enabled) {
  4248. editable = p_enabled;
  4249. }
  4250. bool VisualShaderNodeGroupBase::is_editable() const {
  4251. return editable;
  4252. }
  4253. void VisualShaderNodeGroupBase::_bind_methods() {
  4254. ClassDB::bind_method(D_METHOD("set_inputs", "inputs"), &VisualShaderNodeGroupBase::set_inputs);
  4255. ClassDB::bind_method(D_METHOD("get_inputs"), &VisualShaderNodeGroupBase::get_inputs);
  4256. ClassDB::bind_method(D_METHOD("set_outputs", "outputs"), &VisualShaderNodeGroupBase::set_outputs);
  4257. ClassDB::bind_method(D_METHOD("get_outputs"), &VisualShaderNodeGroupBase::get_outputs);
  4258. ClassDB::bind_method(D_METHOD("is_valid_port_name", "name"), &VisualShaderNodeGroupBase::is_valid_port_name);
  4259. ClassDB::bind_method(D_METHOD("add_input_port", "id", "type", "name"), &VisualShaderNodeGroupBase::add_input_port);
  4260. ClassDB::bind_method(D_METHOD("remove_input_port", "id"), &VisualShaderNodeGroupBase::remove_input_port);
  4261. ClassDB::bind_method(D_METHOD("get_input_port_count"), &VisualShaderNodeGroupBase::get_input_port_count);
  4262. ClassDB::bind_method(D_METHOD("has_input_port", "id"), &VisualShaderNodeGroupBase::has_input_port);
  4263. ClassDB::bind_method(D_METHOD("clear_input_ports"), &VisualShaderNodeGroupBase::clear_input_ports);
  4264. ClassDB::bind_method(D_METHOD("add_output_port", "id", "type", "name"), &VisualShaderNodeGroupBase::add_output_port);
  4265. ClassDB::bind_method(D_METHOD("remove_output_port", "id"), &VisualShaderNodeGroupBase::remove_output_port);
  4266. ClassDB::bind_method(D_METHOD("get_output_port_count"), &VisualShaderNodeGroupBase::get_output_port_count);
  4267. ClassDB::bind_method(D_METHOD("has_output_port", "id"), &VisualShaderNodeGroupBase::has_output_port);
  4268. ClassDB::bind_method(D_METHOD("clear_output_ports"), &VisualShaderNodeGroupBase::clear_output_ports);
  4269. ClassDB::bind_method(D_METHOD("set_input_port_name", "id", "name"), &VisualShaderNodeGroupBase::set_input_port_name);
  4270. ClassDB::bind_method(D_METHOD("set_input_port_type", "id", "type"), &VisualShaderNodeGroupBase::set_input_port_type);
  4271. ClassDB::bind_method(D_METHOD("set_output_port_name", "id", "name"), &VisualShaderNodeGroupBase::set_output_port_name);
  4272. ClassDB::bind_method(D_METHOD("set_output_port_type", "id", "type"), &VisualShaderNodeGroupBase::set_output_port_type);
  4273. ClassDB::bind_method(D_METHOD("get_free_input_port_id"), &VisualShaderNodeGroupBase::get_free_input_port_id);
  4274. ClassDB::bind_method(D_METHOD("get_free_output_port_id"), &VisualShaderNodeGroupBase::get_free_output_port_id);
  4275. }
  4276. String VisualShaderNodeGroupBase::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  4277. return "";
  4278. }
  4279. VisualShaderNodeGroupBase::VisualShaderNodeGroupBase() {
  4280. simple_decl = false;
  4281. }
  4282. ////////////// Expression
  4283. String VisualShaderNodeExpression::get_caption() const {
  4284. return "Expression";
  4285. }
  4286. void VisualShaderNodeExpression::set_expression(const String &p_expression) {
  4287. expression = p_expression;
  4288. emit_changed();
  4289. }
  4290. String VisualShaderNodeExpression::get_expression() const {
  4291. return expression;
  4292. }
  4293. bool VisualShaderNodeExpression::_is_valid_identifier_char(char32_t p_c) const {
  4294. return p_c == '_' || (p_c >= 'A' && p_c <= 'Z') || (p_c >= 'a' && p_c <= 'z') || (p_c >= '0' && p_c <= '9');
  4295. }
  4296. String VisualShaderNodeExpression::_replace_port_names(const Vector<Pair<String, String>> &p_pairs, const String &p_expression) const {
  4297. String _expression = p_expression;
  4298. for (const Pair<String, String> &pair : p_pairs) {
  4299. String from = pair.first;
  4300. String to = pair.second;
  4301. int search_idx = 0;
  4302. int len = from.length();
  4303. while (true) {
  4304. int index = _expression.find(from, search_idx);
  4305. if (index == -1) {
  4306. break;
  4307. }
  4308. int left_index = index - 1;
  4309. int right_index = index + len;
  4310. bool left_correct = left_index <= 0 || !_is_valid_identifier_char(_expression[left_index]);
  4311. bool right_correct = right_index >= _expression.length() || !_is_valid_identifier_char(_expression[right_index]);
  4312. if (left_correct && right_correct) {
  4313. _expression = _expression.erase(index, len);
  4314. _expression = _expression.insert(index, to);
  4315. search_idx = index + to.length();
  4316. } else {
  4317. search_idx = index + len;
  4318. }
  4319. }
  4320. }
  4321. return _expression;
  4322. }
  4323. String VisualShaderNodeExpression::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
  4324. String _expression = expression;
  4325. _expression = _expression.insert(0, "\n");
  4326. _expression = _expression.replace("\n", "\n ");
  4327. Vector<Pair<String, String>> input_port_names;
  4328. for (int i = 0; i < get_input_port_count(); i++) {
  4329. input_port_names.push_back(Pair<String, String>(get_input_port_name(i), p_input_vars[i]));
  4330. }
  4331. _expression = _replace_port_names(input_port_names, _expression);
  4332. Vector<Pair<String, String>> output_port_names;
  4333. for (int i = 0; i < get_output_port_count(); i++) {
  4334. output_port_names.push_back(Pair<String, String>(get_output_port_name(i), p_output_vars[i]));
  4335. }
  4336. _expression = _replace_port_names(output_port_names, _expression);
  4337. String output_initializer;
  4338. for (int i = 0; i < get_output_port_count(); i++) {
  4339. int port_type = get_output_port_type(i);
  4340. String tk = "";
  4341. switch (port_type) {
  4342. case PORT_TYPE_SCALAR:
  4343. tk = "0.0";
  4344. break;
  4345. case PORT_TYPE_SCALAR_INT:
  4346. tk = "0";
  4347. break;
  4348. case PORT_TYPE_VECTOR_2D:
  4349. tk = "vec2(0.0, 0.0)";
  4350. break;
  4351. case PORT_TYPE_VECTOR_3D:
  4352. tk = "vec3(0.0, 0.0, 0.0)";
  4353. break;
  4354. case PORT_TYPE_VECTOR_4D:
  4355. tk = "vec4(0.0, 0.0, 0.0, 0.0)";
  4356. break;
  4357. case PORT_TYPE_BOOLEAN:
  4358. tk = "false";
  4359. break;
  4360. case PORT_TYPE_TRANSFORM:
  4361. tk = "mat4(1.0)";
  4362. break;
  4363. default:
  4364. continue;
  4365. }
  4366. output_initializer += " " + p_output_vars[i] + " = " + tk + ";\n";
  4367. }
  4368. String code;
  4369. code += output_initializer;
  4370. code += " {";
  4371. code += _expression;
  4372. code += "\n }\n";
  4373. return code;
  4374. }
  4375. bool VisualShaderNodeExpression::is_output_port_expandable(int p_port) const {
  4376. return false;
  4377. }
  4378. void VisualShaderNodeExpression::_bind_methods() {
  4379. ClassDB::bind_method(D_METHOD("set_expression", "expression"), &VisualShaderNodeExpression::set_expression);
  4380. ClassDB::bind_method(D_METHOD("get_expression"), &VisualShaderNodeExpression::get_expression);
  4381. ADD_PROPERTY(PropertyInfo(Variant::STRING, "expression"), "set_expression", "get_expression");
  4382. }
  4383. VisualShaderNodeExpression::VisualShaderNodeExpression() {
  4384. set_editable(true);
  4385. }
  4386. ////////////// Global Expression
  4387. String VisualShaderNodeGlobalExpression::get_caption() const {
  4388. return "GlobalExpression";
  4389. }
  4390. String VisualShaderNodeGlobalExpression::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
  4391. return expression;
  4392. }
  4393. VisualShaderNodeGlobalExpression::VisualShaderNodeGlobalExpression() {
  4394. set_editable(false);
  4395. }
  4396. ////////////// Varying
  4397. RBMap<RID, List<VisualShaderNodeVarying::Varying>> varyings;
  4398. void VisualShaderNodeVarying::add_varying(RID p_shader_rid, const String &p_name, VisualShader::VaryingMode p_mode, VisualShader::VaryingType p_type) { // static
  4399. varyings[p_shader_rid].push_back({ p_name, p_mode, p_type });
  4400. }
  4401. void VisualShaderNodeVarying::clear_varyings(RID p_shader_rid) { // static
  4402. varyings[p_shader_rid].clear();
  4403. }
  4404. bool VisualShaderNodeVarying::has_varying(RID p_shader_rid, const String &p_name) { // static
  4405. for (const VisualShaderNodeVarying::Varying &E : varyings[p_shader_rid]) {
  4406. if (E.name == p_name) {
  4407. return true;
  4408. }
  4409. }
  4410. return false;
  4411. }
  4412. void VisualShaderNodeVarying::set_shader_rid(const RID &p_shader_rid) {
  4413. shader_rid = p_shader_rid;
  4414. }
  4415. int VisualShaderNodeVarying::get_varyings_count() const {
  4416. return varyings[shader_rid].size();
  4417. }
  4418. String VisualShaderNodeVarying::get_varying_name_by_index(int p_idx) const {
  4419. if (p_idx >= 0 && p_idx < varyings[shader_rid].size()) {
  4420. return varyings[shader_rid].get(p_idx).name;
  4421. }
  4422. return "";
  4423. }
  4424. VisualShader::VaryingType VisualShaderNodeVarying::get_varying_type_by_name(const String &p_name) const {
  4425. for (const VisualShaderNodeVarying::Varying &varying : varyings[shader_rid]) {
  4426. if (varying.name == p_name) {
  4427. return varying.type;
  4428. }
  4429. }
  4430. return VisualShader::VARYING_TYPE_FLOAT;
  4431. }
  4432. VisualShader::VaryingType VisualShaderNodeVarying::get_varying_type_by_index(int p_idx) const {
  4433. if (p_idx >= 0 && p_idx < varyings[shader_rid].size()) {
  4434. return varyings[shader_rid].get(p_idx).type;
  4435. }
  4436. return VisualShader::VARYING_TYPE_FLOAT;
  4437. }
  4438. VisualShader::VaryingMode VisualShaderNodeVarying::get_varying_mode_by_name(const String &p_name) const {
  4439. for (const VisualShaderNodeVarying::Varying &varying : varyings[shader_rid]) {
  4440. if (varying.name == p_name) {
  4441. return varying.mode;
  4442. }
  4443. }
  4444. return VisualShader::VARYING_MODE_VERTEX_TO_FRAG_LIGHT;
  4445. }
  4446. VisualShader::VaryingMode VisualShaderNodeVarying::get_varying_mode_by_index(int p_idx) const {
  4447. if (p_idx >= 0 && p_idx < varyings[shader_rid].size()) {
  4448. return varyings[shader_rid].get(p_idx).mode;
  4449. }
  4450. return VisualShader::VARYING_MODE_VERTEX_TO_FRAG_LIGHT;
  4451. }
  4452. VisualShaderNodeVarying::PortType VisualShaderNodeVarying::get_port_type_by_index(int p_idx) const {
  4453. if (p_idx >= 0 && p_idx < varyings[shader_rid].size()) {
  4454. return get_port_type(varyings[shader_rid].get(p_idx).type, 0);
  4455. }
  4456. return PORT_TYPE_SCALAR;
  4457. }
  4458. //////////////
  4459. void VisualShaderNodeVarying::_bind_methods() {
  4460. ClassDB::bind_method(D_METHOD("set_varying_name", "name"), &VisualShaderNodeVarying::set_varying_name);
  4461. ClassDB::bind_method(D_METHOD("get_varying_name"), &VisualShaderNodeVarying::get_varying_name);
  4462. ClassDB::bind_method(D_METHOD("set_varying_type", "type"), &VisualShaderNodeVarying::set_varying_type);
  4463. ClassDB::bind_method(D_METHOD("get_varying_type"), &VisualShaderNodeVarying::get_varying_type);
  4464. ADD_PROPERTY(PropertyInfo(Variant::STRING_NAME, "varying_name"), "set_varying_name", "get_varying_name");
  4465. ADD_PROPERTY(PropertyInfo(Variant::INT, "varying_type", PROPERTY_HINT_ENUM, "Float,Int,Vector2,Vector3,Vector4,Boolean,Transform"), "set_varying_type", "get_varying_type");
  4466. }
  4467. String VisualShaderNodeVarying::get_type_str() const {
  4468. switch (varying_type) {
  4469. case VisualShader::VARYING_TYPE_FLOAT:
  4470. return "float";
  4471. case VisualShader::VARYING_TYPE_INT:
  4472. return "int";
  4473. case VisualShader::VARYING_TYPE_UINT:
  4474. return "uint";
  4475. case VisualShader::VARYING_TYPE_VECTOR_2D:
  4476. return "vec2";
  4477. case VisualShader::VARYING_TYPE_VECTOR_3D:
  4478. return "vec3";
  4479. case VisualShader::VARYING_TYPE_VECTOR_4D:
  4480. return "vec4";
  4481. case VisualShader::VARYING_TYPE_BOOLEAN:
  4482. return "bool";
  4483. case VisualShader::VARYING_TYPE_TRANSFORM:
  4484. return "mat4";
  4485. default:
  4486. break;
  4487. }
  4488. return "";
  4489. }
  4490. VisualShaderNodeVarying::PortType VisualShaderNodeVarying::get_port_type(VisualShader::VaryingType p_type, int p_port) const {
  4491. switch (p_type) {
  4492. case VisualShader::VARYING_TYPE_INT:
  4493. return PORT_TYPE_SCALAR_INT;
  4494. case VisualShader::VARYING_TYPE_UINT:
  4495. return PORT_TYPE_SCALAR_UINT;
  4496. case VisualShader::VARYING_TYPE_VECTOR_2D:
  4497. return p_port == 0 ? PORT_TYPE_VECTOR_2D : PORT_TYPE_SCALAR;
  4498. case VisualShader::VARYING_TYPE_VECTOR_3D:
  4499. return p_port == 0 ? PORT_TYPE_VECTOR_3D : PORT_TYPE_SCALAR;
  4500. case VisualShader::VARYING_TYPE_VECTOR_4D:
  4501. return p_port == 0 ? PORT_TYPE_VECTOR_4D : PORT_TYPE_SCALAR;
  4502. case VisualShader::VARYING_TYPE_BOOLEAN:
  4503. return PORT_TYPE_BOOLEAN;
  4504. case VisualShader::VARYING_TYPE_TRANSFORM:
  4505. return PORT_TYPE_TRANSFORM;
  4506. default:
  4507. break;
  4508. }
  4509. return PORT_TYPE_SCALAR;
  4510. }
  4511. void VisualShaderNodeVarying::set_varying_name(String p_varying_name) {
  4512. if (varying_name == p_varying_name) {
  4513. return;
  4514. }
  4515. varying_name = p_varying_name;
  4516. emit_changed();
  4517. }
  4518. String VisualShaderNodeVarying::get_varying_name() const {
  4519. return varying_name;
  4520. }
  4521. void VisualShaderNodeVarying::set_varying_type(VisualShader::VaryingType p_varying_type) {
  4522. ERR_FAIL_INDEX(p_varying_type, VisualShader::VARYING_TYPE_MAX);
  4523. if (varying_type == p_varying_type) {
  4524. return;
  4525. }
  4526. varying_type = p_varying_type;
  4527. emit_changed();
  4528. }
  4529. VisualShader::VaryingType VisualShaderNodeVarying::get_varying_type() const {
  4530. return varying_type;
  4531. }
  4532. VisualShaderNodeVarying::VisualShaderNodeVarying() {
  4533. }
  4534. ////////////// Varying Setter
  4535. String VisualShaderNodeVaryingSetter::get_caption() const {
  4536. return "VaryingSetter";
  4537. }
  4538. int VisualShaderNodeVaryingSetter::get_input_port_count() const {
  4539. return 1;
  4540. }
  4541. VisualShaderNodeVaryingSetter::PortType VisualShaderNodeVaryingSetter::get_input_port_type(int p_port) const {
  4542. return get_port_type(varying_type, p_port);
  4543. }
  4544. String VisualShaderNodeVaryingSetter::get_input_port_name(int p_port) const {
  4545. return "";
  4546. }
  4547. int VisualShaderNodeVaryingSetter::get_output_port_count() const {
  4548. return 0;
  4549. }
  4550. VisualShaderNodeVaryingSetter::PortType VisualShaderNodeVaryingSetter::get_output_port_type(int p_port) const {
  4551. return PORT_TYPE_SCALAR;
  4552. }
  4553. String VisualShaderNodeVaryingSetter::get_output_port_name(int p_port) const {
  4554. return "";
  4555. }
  4556. String VisualShaderNodeVaryingSetter::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 {
  4557. String code;
  4558. if (varying_name == "[None]") {
  4559. return code;
  4560. }
  4561. code += vformat(" var_%s = %s;\n", varying_name, p_input_vars[0]);
  4562. return code;
  4563. }
  4564. VisualShaderNodeVaryingSetter::VisualShaderNodeVaryingSetter() {
  4565. }
  4566. ////////////// Varying Getter
  4567. String VisualShaderNodeVaryingGetter::get_caption() const {
  4568. return "VaryingGetter";
  4569. }
  4570. int VisualShaderNodeVaryingGetter::get_input_port_count() const {
  4571. return 0;
  4572. }
  4573. VisualShaderNodeVaryingGetter::PortType VisualShaderNodeVaryingGetter::get_input_port_type(int p_port) const {
  4574. return PORT_TYPE_SCALAR;
  4575. }
  4576. String VisualShaderNodeVaryingGetter::get_input_port_name(int p_port) const {
  4577. return "";
  4578. }
  4579. int VisualShaderNodeVaryingGetter::get_output_port_count() const {
  4580. return 1;
  4581. }
  4582. VisualShaderNodeVaryingGetter::PortType VisualShaderNodeVaryingGetter::get_output_port_type(int p_port) const {
  4583. return get_port_type(varying_type, p_port);
  4584. }
  4585. String VisualShaderNodeVaryingGetter::get_output_port_name(int p_port) const {
  4586. return "";
  4587. }
  4588. bool VisualShaderNodeVaryingGetter::has_output_port_preview(int p_port) const {
  4589. return false;
  4590. }
  4591. String VisualShaderNodeVaryingGetter::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 {
  4592. String from = varying_name;
  4593. String from2;
  4594. if (varying_name == "[None]" || p_for_preview) {
  4595. switch (varying_type) {
  4596. case VisualShader::VARYING_TYPE_FLOAT:
  4597. from = "0.0";
  4598. break;
  4599. case VisualShader::VARYING_TYPE_INT:
  4600. from = "0";
  4601. break;
  4602. case VisualShader::VARYING_TYPE_UINT:
  4603. from = "0u";
  4604. break;
  4605. case VisualShader::VARYING_TYPE_VECTOR_2D:
  4606. from = "vec2(0.0)";
  4607. break;
  4608. case VisualShader::VARYING_TYPE_VECTOR_3D:
  4609. from = "vec3(0.0)";
  4610. break;
  4611. case VisualShader::VARYING_TYPE_VECTOR_4D:
  4612. from = "vec4(0.0)";
  4613. break;
  4614. case VisualShader::VARYING_TYPE_BOOLEAN:
  4615. from = "false";
  4616. break;
  4617. case VisualShader::VARYING_TYPE_TRANSFORM:
  4618. from = "mat4(1.0)";
  4619. break;
  4620. default:
  4621. break;
  4622. }
  4623. return vformat(" %s = %s;\n", p_output_vars[0], from);
  4624. }
  4625. return vformat(" %s = var_%s;\n", p_output_vars[0], from);
  4626. }
  4627. VisualShaderNodeVaryingGetter::VisualShaderNodeVaryingGetter() {
  4628. varying_name = "[None]";
  4629. }