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- /*************************************************************************/
- /* visual_shader_nodes.h */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /*************************************************************************/
- #ifndef VISUAL_SHADER_NODES_H
- #define VISUAL_SHADER_NODES_H
- #include "scene/resources/visual_shader.h"
- /// CONSTANTS ///
- class VisualShaderNodeScalarConstant : public VisualShaderNode {
- GDCLASS(VisualShaderNodeScalarConstant, VisualShaderNode)
- float constant;
- protected:
- static void _bind_methods();
- public:
- virtual String get_caption() const;
- virtual int get_input_port_count() const;
- virtual PortType get_input_port_type(int p_port) const;
- virtual String get_input_port_name(int p_port) const;
- virtual int get_output_port_count() const;
- virtual PortType get_output_port_type(int p_port) const;
- virtual String get_output_port_name(int p_port) const;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
- void set_constant(float p_value);
- float get_constant() const;
- virtual Vector<StringName> get_editable_properties() const;
- VisualShaderNodeScalarConstant();
- };
- class VisualShaderNodeColorConstant : public VisualShaderNode {
- GDCLASS(VisualShaderNodeColorConstant, VisualShaderNode)
- Color constant;
- protected:
- static void _bind_methods();
- public:
- virtual String get_caption() const;
- virtual int get_input_port_count() const;
- virtual PortType get_input_port_type(int p_port) const;
- virtual String get_input_port_name(int p_port) const;
- virtual int get_output_port_count() const;
- virtual PortType get_output_port_type(int p_port) const;
- virtual String get_output_port_name(int p_port) const;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
- void set_constant(Color p_value);
- Color get_constant() const;
- virtual Vector<StringName> get_editable_properties() const;
- VisualShaderNodeColorConstant();
- };
- class VisualShaderNodeVec3Constant : public VisualShaderNode {
- GDCLASS(VisualShaderNodeVec3Constant, VisualShaderNode)
- Vector3 constant;
- protected:
- static void _bind_methods();
- public:
- virtual String get_caption() const;
- virtual int get_input_port_count() const;
- virtual PortType get_input_port_type(int p_port) const;
- virtual String get_input_port_name(int p_port) const;
- virtual int get_output_port_count() const;
- virtual PortType get_output_port_type(int p_port) const;
- virtual String get_output_port_name(int p_port) const;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
- void set_constant(Vector3 p_value);
- Vector3 get_constant() const;
- virtual Vector<StringName> get_editable_properties() const;
- VisualShaderNodeVec3Constant();
- };
- class VisualShaderNodeTransformConstant : public VisualShaderNode {
- GDCLASS(VisualShaderNodeTransformConstant, VisualShaderNode)
- Transform constant;
- protected:
- static void _bind_methods();
- public:
- virtual String get_caption() const;
- virtual int get_input_port_count() const;
- virtual PortType get_input_port_type(int p_port) const;
- virtual String get_input_port_name(int p_port) const;
- virtual int get_output_port_count() const;
- virtual PortType get_output_port_type(int p_port) const;
- virtual String get_output_port_name(int p_port) const;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
- void set_constant(Transform p_value);
- Transform get_constant() const;
- virtual Vector<StringName> get_editable_properties() const;
- VisualShaderNodeTransformConstant();
- };
- //////////////////////////////////
- class VisualShaderNodeTexture : public VisualShaderNode {
- GDCLASS(VisualShaderNodeTexture, VisualShaderNode)
- Ref<Texture> texture;
- public:
- enum Source {
- SOURCE_TEXTURE,
- SOURCE_SCREEN,
- SOURCE_2D_TEXTURE,
- SOURCE_2D_NORMAL
- };
- enum TextureType {
- TYPE_DATA,
- TYPE_COLOR,
- TYPE_NORMALMAP
- };
- private:
- Source source;
- TextureType texture_type;
- protected:
- static void _bind_methods();
- public:
- virtual String get_caption() const;
- virtual int get_input_port_count() const;
- virtual PortType get_input_port_type(int p_port) const;
- virtual String get_input_port_name(int p_port) const;
- virtual int get_output_port_count() const;
- virtual PortType get_output_port_type(int p_port) const;
- virtual String get_output_port_name(int p_port) const;
- virtual Vector<VisualShader::DefaultTextureParam> get_default_texture_parameters(VisualShader::Type p_type, int p_id) const;
- virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
- void set_source(Source p_source);
- Source get_source() const;
- void set_texture(Ref<Texture> p_value);
- Ref<Texture> get_texture() const;
- void set_texture_type(TextureType p_type);
- TextureType get_texture_type() const;
- virtual Vector<StringName> get_editable_properties() const;
- virtual String get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const;
- VisualShaderNodeTexture();
- };
- VARIANT_ENUM_CAST(VisualShaderNodeTexture::TextureType)
- VARIANT_ENUM_CAST(VisualShaderNodeTexture::Source)
- //////////////////////////////////
- class VisualShaderNodeCubeMap : public VisualShaderNode {
- GDCLASS(VisualShaderNodeCubeMap, VisualShaderNode)
- Ref<CubeMap> cube_map;
- public:
- enum TextureType {
- TYPE_DATA,
- TYPE_COLOR,
- TYPE_NORMALMAP
- };
- private:
- TextureType texture_type;
- protected:
- static void _bind_methods();
- public:
- virtual String get_caption() const;
- virtual int get_input_port_count() const;
- virtual PortType get_input_port_type(int p_port) const;
- virtual String get_input_port_name(int p_port) const;
- virtual int get_output_port_count() const;
- virtual PortType get_output_port_type(int p_port) const;
- virtual String get_output_port_name(int p_port) const;
- virtual Vector<VisualShader::DefaultTextureParam> get_default_texture_parameters(VisualShader::Type p_type, int p_id) const;
- virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
- void set_cube_map(Ref<CubeMap> p_value);
- Ref<CubeMap> get_cube_map() const;
- void set_texture_type(TextureType p_type);
- TextureType get_texture_type() const;
- virtual Vector<StringName> get_editable_properties() const;
- VisualShaderNodeCubeMap();
- };
- VARIANT_ENUM_CAST(VisualShaderNodeCubeMap::TextureType)
- ///////////////////////////////////////
- class VisualShaderNodeScalarOp : public VisualShaderNode {
- GDCLASS(VisualShaderNodeScalarOp, VisualShaderNode)
- public:
- enum Operator {
- OP_ADD,
- OP_SUB,
- OP_MUL,
- OP_DIV,
- OP_MOD,
- OP_POW,
- OP_MAX,
- OP_MIN,
- OP_ATAN2
- };
- protected:
- Operator op;
- static void _bind_methods();
- public:
- virtual String get_caption() const;
- virtual int get_input_port_count() const;
- virtual PortType get_input_port_type(int p_port) const;
- virtual String get_input_port_name(int p_port) const;
- virtual int get_output_port_count() const;
- virtual PortType get_output_port_type(int p_port) const;
- virtual String get_output_port_name(int p_port) const;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
- void set_operator(Operator p_op);
- Operator get_operator() const;
- virtual Vector<StringName> get_editable_properties() const;
- VisualShaderNodeScalarOp();
- };
- VARIANT_ENUM_CAST(VisualShaderNodeScalarOp::Operator)
- class VisualShaderNodeVectorOp : public VisualShaderNode {
- GDCLASS(VisualShaderNodeVectorOp, VisualShaderNode)
- public:
- enum Operator {
- OP_ADD,
- OP_SUB,
- OP_MUL,
- OP_DIV,
- OP_MOD,
- OP_POW,
- OP_MAX,
- OP_MIN,
- OP_CROSS
- };
- protected:
- Operator op;
- static void _bind_methods();
- public:
- virtual String get_caption() const;
- virtual int get_input_port_count() const;
- virtual PortType get_input_port_type(int p_port) const;
- virtual String get_input_port_name(int p_port) const;
- virtual int get_output_port_count() const;
- virtual PortType get_output_port_type(int p_port) const;
- virtual String get_output_port_name(int p_port) const;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
- void set_operator(Operator p_op);
- Operator get_operator() const;
- virtual Vector<StringName> get_editable_properties() const;
- VisualShaderNodeVectorOp();
- };
- VARIANT_ENUM_CAST(VisualShaderNodeVectorOp::Operator)
- class VisualShaderNodeColorOp : public VisualShaderNode {
- GDCLASS(VisualShaderNodeColorOp, VisualShaderNode)
- public:
- enum Operator {
- OP_SCREEN,
- OP_DIFFERENCE,
- OP_DARKEN,
- OP_LIGHTEN,
- OP_OVERLAY,
- OP_DODGE,
- OP_BURN,
- OP_SOFT_LIGHT,
- OP_HARD_LIGHT,
- };
- protected:
- Operator op;
- static void _bind_methods();
- public:
- virtual String get_caption() const;
- virtual int get_input_port_count() const;
- virtual PortType get_input_port_type(int p_port) const;
- virtual String get_input_port_name(int p_port) const;
- virtual int get_output_port_count() const;
- virtual PortType get_output_port_type(int p_port) const;
- virtual String get_output_port_name(int p_port) const;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
- void set_operator(Operator p_op);
- Operator get_operator() const;
- virtual Vector<StringName> get_editable_properties() const;
- VisualShaderNodeColorOp();
- };
- VARIANT_ENUM_CAST(VisualShaderNodeColorOp::Operator)
- class VisualShaderNodeTransformMult : public VisualShaderNode {
- GDCLASS(VisualShaderNodeTransformMult, VisualShaderNode)
- public:
- enum Operator {
- OP_AxB,
- OP_BxA,
- };
- protected:
- Operator op;
- static void _bind_methods();
- public:
- virtual String get_caption() const;
- virtual int get_input_port_count() const;
- virtual PortType get_input_port_type(int p_port) const;
- virtual String get_input_port_name(int p_port) const;
- virtual int get_output_port_count() const;
- virtual PortType get_output_port_type(int p_port) const;
- virtual String get_output_port_name(int p_port) const;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
- void set_operator(Operator p_op);
- Operator get_operator() const;
- virtual Vector<StringName> get_editable_properties() const;
- VisualShaderNodeTransformMult();
- };
- VARIANT_ENUM_CAST(VisualShaderNodeTransformMult::Operator)
- class VisualShaderNodeTransformVecMult : public VisualShaderNode {
- GDCLASS(VisualShaderNodeTransformVecMult, VisualShaderNode)
- public:
- enum Operator {
- OP_AxB,
- OP_BxA,
- OP_3x3_AxB,
- OP_3x3_BxA,
- };
- protected:
- Operator op;
- static void _bind_methods();
- public:
- virtual String get_caption() const;
- virtual int get_input_port_count() const;
- virtual PortType get_input_port_type(int p_port) const;
- virtual String get_input_port_name(int p_port) const;
- virtual int get_output_port_count() const;
- virtual PortType get_output_port_type(int p_port) const;
- virtual String get_output_port_name(int p_port) const;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
- void set_operator(Operator p_op);
- Operator get_operator() const;
- virtual Vector<StringName> get_editable_properties() const;
- VisualShaderNodeTransformVecMult();
- };
- VARIANT_ENUM_CAST(VisualShaderNodeTransformVecMult::Operator)
- ///////////////////////////////////////
- class VisualShaderNodeScalarFunc : public VisualShaderNode {
- GDCLASS(VisualShaderNodeScalarFunc, VisualShaderNode)
- public:
- enum Function {
- FUNC_SIN,
- FUNC_COS,
- FUNC_TAN,
- FUNC_ASIN,
- FUNC_ACOS,
- FUNC_ATAN,
- FUNC_SINH,
- FUNC_COSH,
- FUNC_TANH,
- FUNC_LOG,
- FUNC_EXP,
- FUNC_SQRT,
- FUNC_ABS,
- FUNC_SIGN,
- FUNC_FLOOR,
- FUNC_ROUND,
- FUNC_CEIL,
- FUNC_FRAC,
- FUNC_SATURATE,
- FUNC_NEGATE,
- };
- protected:
- Function func;
- static void _bind_methods();
- public:
- virtual String get_caption() const;
- virtual int get_input_port_count() const;
- virtual PortType get_input_port_type(int p_port) const;
- virtual String get_input_port_name(int p_port) const;
- virtual int get_output_port_count() const;
- virtual PortType get_output_port_type(int p_port) const;
- virtual String get_output_port_name(int p_port) const;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
- void set_function(Function p_func);
- Function get_function() const;
- virtual Vector<StringName> get_editable_properties() const;
- VisualShaderNodeScalarFunc();
- };
- VARIANT_ENUM_CAST(VisualShaderNodeScalarFunc::Function)
- ///////////////////////////////////////
- class VisualShaderNodeVectorFunc : public VisualShaderNode {
- GDCLASS(VisualShaderNodeVectorFunc, VisualShaderNode)
- public:
- enum Function {
- FUNC_NORMALIZE,
- FUNC_SATURATE,
- FUNC_NEGATE,
- FUNC_RECIPROCAL,
- FUNC_RGB2HSV,
- FUNC_HSV2RGB,
- };
- protected:
- Function func;
- static void _bind_methods();
- public:
- virtual String get_caption() const;
- virtual int get_input_port_count() const;
- virtual PortType get_input_port_type(int p_port) const;
- virtual String get_input_port_name(int p_port) const;
- virtual int get_output_port_count() const;
- virtual PortType get_output_port_type(int p_port) const;
- virtual String get_output_port_name(int p_port) const;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
- void set_function(Function p_func);
- Function get_function() const;
- virtual Vector<StringName> get_editable_properties() const;
- VisualShaderNodeVectorFunc();
- };
- VARIANT_ENUM_CAST(VisualShaderNodeVectorFunc::Function)
- ///////////////////////////////////////
- class VisualShaderNodeDotProduct : public VisualShaderNode {
- GDCLASS(VisualShaderNodeDotProduct, VisualShaderNode)
- public:
- virtual String get_caption() const;
- virtual int get_input_port_count() const;
- virtual PortType get_input_port_type(int p_port) const;
- virtual String get_input_port_name(int p_port) const;
- virtual int get_output_port_count() const;
- virtual PortType get_output_port_type(int p_port) const;
- virtual String get_output_port_name(int p_port) const;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
- VisualShaderNodeDotProduct();
- };
- ///////////////////////////////////////
- class VisualShaderNodeVectorLen : public VisualShaderNode {
- GDCLASS(VisualShaderNodeVectorLen, VisualShaderNode)
- public:
- virtual String get_caption() const;
- virtual int get_input_port_count() const;
- virtual PortType get_input_port_type(int p_port) const;
- virtual String get_input_port_name(int p_port) const;
- virtual int get_output_port_count() const;
- virtual PortType get_output_port_type(int p_port) const;
- virtual String get_output_port_name(int p_port) const;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
- VisualShaderNodeVectorLen();
- };
- ///////////////////////////////////////
- class VisualShaderNodeScalarInterp : public VisualShaderNode {
- GDCLASS(VisualShaderNodeScalarInterp, VisualShaderNode)
- public:
- virtual String get_caption() const;
- virtual int get_input_port_count() const;
- virtual PortType get_input_port_type(int p_port) const;
- virtual String get_input_port_name(int p_port) const;
- virtual int get_output_port_count() const;
- virtual PortType get_output_port_type(int p_port) const;
- virtual String get_output_port_name(int p_port) const;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
- VisualShaderNodeScalarInterp();
- };
- ///////////////////////////////////////
- class VisualShaderNodeVectorInterp : public VisualShaderNode {
- GDCLASS(VisualShaderNodeVectorInterp, VisualShaderNode)
- public:
- virtual String get_caption() const;
- virtual int get_input_port_count() const;
- virtual PortType get_input_port_type(int p_port) const;
- virtual String get_input_port_name(int p_port) const;
- virtual int get_output_port_count() const;
- virtual PortType get_output_port_type(int p_port) const;
- virtual String get_output_port_name(int p_port) const;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
- VisualShaderNodeVectorInterp();
- };
- ///////////////////////////////////////
- class VisualShaderNodeVectorCompose : public VisualShaderNode {
- GDCLASS(VisualShaderNodeVectorCompose, VisualShaderNode)
- public:
- virtual String get_caption() const;
- virtual int get_input_port_count() const;
- virtual PortType get_input_port_type(int p_port) const;
- virtual String get_input_port_name(int p_port) const;
- virtual int get_output_port_count() const;
- virtual PortType get_output_port_type(int p_port) const;
- virtual String get_output_port_name(int p_port) const;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
- VisualShaderNodeVectorCompose();
- };
- ///////////////////////////////////////
- class VisualShaderNodeTransformCompose : public VisualShaderNode {
- GDCLASS(VisualShaderNodeTransformCompose, VisualShaderNode)
- public:
- virtual String get_caption() const;
- virtual int get_input_port_count() const;
- virtual PortType get_input_port_type(int p_port) const;
- virtual String get_input_port_name(int p_port) const;
- virtual int get_output_port_count() const;
- virtual PortType get_output_port_type(int p_port) const;
- virtual String get_output_port_name(int p_port) const;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
- VisualShaderNodeTransformCompose();
- };
- ///////////////////////////////////////
- class VisualShaderNodeVectorDecompose : public VisualShaderNode {
- GDCLASS(VisualShaderNodeVectorDecompose, VisualShaderNode)
- public:
- virtual String get_caption() const;
- virtual int get_input_port_count() const;
- virtual PortType get_input_port_type(int p_port) const;
- virtual String get_input_port_name(int p_port) const;
- virtual int get_output_port_count() const;
- virtual PortType get_output_port_type(int p_port) const;
- virtual String get_output_port_name(int p_port) const;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
- VisualShaderNodeVectorDecompose();
- };
- ///////////////////////////////////////
- class VisualShaderNodeTransformDecompose : public VisualShaderNode {
- GDCLASS(VisualShaderNodeTransformDecompose, VisualShaderNode)
- public:
- virtual String get_caption() const;
- virtual int get_input_port_count() const;
- virtual PortType get_input_port_type(int p_port) const;
- virtual String get_input_port_name(int p_port) const;
- virtual int get_output_port_count() const;
- virtual PortType get_output_port_type(int p_port) const;
- virtual String get_output_port_name(int p_port) const;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
- VisualShaderNodeTransformDecompose();
- };
- ///////////////////////////////////////
- class VisualShaderNodeScalarUniform : public VisualShaderNodeUniform {
- GDCLASS(VisualShaderNodeScalarUniform, VisualShaderNodeUniform)
- public:
- virtual String get_caption() const;
- virtual int get_input_port_count() const;
- virtual PortType get_input_port_type(int p_port) const;
- virtual String get_input_port_name(int p_port) const;
- virtual int get_output_port_count() const;
- virtual PortType get_output_port_type(int p_port) const;
- virtual String get_output_port_name(int p_port) const;
- virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
- VisualShaderNodeScalarUniform();
- };
- class VisualShaderNodeColorUniform : public VisualShaderNodeUniform {
- GDCLASS(VisualShaderNodeColorUniform, VisualShaderNodeUniform)
- public:
- virtual String get_caption() const;
- virtual int get_input_port_count() const;
- virtual PortType get_input_port_type(int p_port) const;
- virtual String get_input_port_name(int p_port) const;
- virtual int get_output_port_count() const;
- virtual PortType get_output_port_type(int p_port) const;
- virtual String get_output_port_name(int p_port) const;
- virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
- VisualShaderNodeColorUniform();
- };
- class VisualShaderNodeVec3Uniform : public VisualShaderNodeUniform {
- GDCLASS(VisualShaderNodeVec3Uniform, VisualShaderNodeUniform)
- public:
- virtual String get_caption() const;
- virtual int get_input_port_count() const;
- virtual PortType get_input_port_type(int p_port) const;
- virtual String get_input_port_name(int p_port) const;
- virtual int get_output_port_count() const;
- virtual PortType get_output_port_type(int p_port) const;
- virtual String get_output_port_name(int p_port) const;
- virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
- VisualShaderNodeVec3Uniform();
- };
- class VisualShaderNodeTransformUniform : public VisualShaderNodeUniform {
- GDCLASS(VisualShaderNodeTransformUniform, VisualShaderNodeUniform)
- public:
- virtual String get_caption() const;
- virtual int get_input_port_count() const;
- virtual PortType get_input_port_type(int p_port) const;
- virtual String get_input_port_name(int p_port) const;
- virtual int get_output_port_count() const;
- virtual PortType get_output_port_type(int p_port) const;
- virtual String get_output_port_name(int p_port) const;
- virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
- VisualShaderNodeTransformUniform();
- };
- //////////////////////////////////
- class VisualShaderNodeTextureUniform : public VisualShaderNodeUniform {
- GDCLASS(VisualShaderNodeTextureUniform, VisualShaderNodeUniform)
- public:
- enum TextureType {
- TYPE_DATA,
- TYPE_COLOR,
- TYPE_NORMALMAP,
- TYPE_ANISO,
- };
- enum ColorDefault {
- COLOR_DEFAULT_WHITE,
- COLOR_DEFAULT_BLACK
- };
- private:
- TextureType texture_type;
- ColorDefault color_default;
- protected:
- static void _bind_methods();
- public:
- virtual String get_caption() const;
- virtual int get_input_port_count() const;
- virtual PortType get_input_port_type(int p_port) const;
- virtual String get_input_port_name(int p_port) const;
- virtual int get_output_port_count() const;
- virtual PortType get_output_port_type(int p_port) const;
- virtual String get_output_port_name(int p_port) const;
- virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
- Vector<StringName> get_editable_properties() const;
- void set_texture_type(TextureType p_type);
- TextureType get_texture_type() const;
- void set_color_default(ColorDefault p_default);
- ColorDefault get_color_default() const;
- VisualShaderNodeTextureUniform();
- };
- VARIANT_ENUM_CAST(VisualShaderNodeTextureUniform::TextureType)
- VARIANT_ENUM_CAST(VisualShaderNodeTextureUniform::ColorDefault)
- //////////////////////////////////
- class VisualShaderNodeCubeMapUniform : public VisualShaderNode {
- GDCLASS(VisualShaderNodeCubeMapUniform, VisualShaderNode)
- public:
- virtual String get_caption() const;
- virtual int get_input_port_count() const;
- virtual PortType get_input_port_type(int p_port) const;
- virtual String get_input_port_name(int p_port) const;
- virtual int get_output_port_count() const;
- virtual PortType get_output_port_type(int p_port) const;
- virtual String get_output_port_name(int p_port) const;
- virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty
- VisualShaderNodeCubeMapUniform();
- };
- #endif // VISUAL_SHADER_NODES_H
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