visual_shader_nodes.h 31 KB

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  1. /*************************************************************************/
  2. /* visual_shader_nodes.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
  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. #ifndef VISUAL_SHADER_NODES_H
  31. #define VISUAL_SHADER_NODES_H
  32. #include "scene/resources/visual_shader.h"
  33. /// CONSTANTS ///
  34. class VisualShaderNodeScalarConstant : public VisualShaderNode {
  35. GDCLASS(VisualShaderNodeScalarConstant, VisualShaderNode)
  36. float constant;
  37. protected:
  38. static void _bind_methods();
  39. public:
  40. virtual String get_caption() const;
  41. virtual int get_input_port_count() const;
  42. virtual PortType get_input_port_type(int p_port) const;
  43. virtual String get_input_port_name(int p_port) const;
  44. virtual int get_output_port_count() const;
  45. virtual PortType get_output_port_type(int p_port) const;
  46. virtual String get_output_port_name(int p_port) const;
  47. 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
  48. void set_constant(float p_value);
  49. float get_constant() const;
  50. virtual Vector<StringName> get_editable_properties() const;
  51. VisualShaderNodeScalarConstant();
  52. };
  53. class VisualShaderNodeColorConstant : public VisualShaderNode {
  54. GDCLASS(VisualShaderNodeColorConstant, VisualShaderNode)
  55. Color constant;
  56. protected:
  57. static void _bind_methods();
  58. public:
  59. virtual String get_caption() const;
  60. virtual int get_input_port_count() const;
  61. virtual PortType get_input_port_type(int p_port) const;
  62. virtual String get_input_port_name(int p_port) const;
  63. virtual int get_output_port_count() const;
  64. virtual PortType get_output_port_type(int p_port) const;
  65. virtual String get_output_port_name(int p_port) const;
  66. 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
  67. void set_constant(Color p_value);
  68. Color get_constant() const;
  69. virtual Vector<StringName> get_editable_properties() const;
  70. VisualShaderNodeColorConstant();
  71. };
  72. class VisualShaderNodeVec3Constant : public VisualShaderNode {
  73. GDCLASS(VisualShaderNodeVec3Constant, VisualShaderNode)
  74. Vector3 constant;
  75. protected:
  76. static void _bind_methods();
  77. public:
  78. virtual String get_caption() const;
  79. virtual int get_input_port_count() const;
  80. virtual PortType get_input_port_type(int p_port) const;
  81. virtual String get_input_port_name(int p_port) const;
  82. virtual int get_output_port_count() const;
  83. virtual PortType get_output_port_type(int p_port) const;
  84. virtual String get_output_port_name(int p_port) const;
  85. 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
  86. void set_constant(Vector3 p_value);
  87. Vector3 get_constant() const;
  88. virtual Vector<StringName> get_editable_properties() const;
  89. VisualShaderNodeVec3Constant();
  90. };
  91. class VisualShaderNodeTransformConstant : public VisualShaderNode {
  92. GDCLASS(VisualShaderNodeTransformConstant, VisualShaderNode)
  93. Transform constant;
  94. protected:
  95. static void _bind_methods();
  96. public:
  97. virtual String get_caption() const;
  98. virtual int get_input_port_count() const;
  99. virtual PortType get_input_port_type(int p_port) const;
  100. virtual String get_input_port_name(int p_port) const;
  101. virtual int get_output_port_count() const;
  102. virtual PortType get_output_port_type(int p_port) const;
  103. virtual String get_output_port_name(int p_port) const;
  104. 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
  105. void set_constant(Transform p_value);
  106. Transform get_constant() const;
  107. virtual Vector<StringName> get_editable_properties() const;
  108. VisualShaderNodeTransformConstant();
  109. };
  110. //////////////////////////////////
  111. class VisualShaderNodeTexture : public VisualShaderNode {
  112. GDCLASS(VisualShaderNodeTexture, VisualShaderNode)
  113. Ref<Texture> texture;
  114. public:
  115. enum Source {
  116. SOURCE_TEXTURE,
  117. SOURCE_SCREEN,
  118. SOURCE_2D_TEXTURE,
  119. SOURCE_2D_NORMAL
  120. };
  121. enum TextureType {
  122. TYPE_DATA,
  123. TYPE_COLOR,
  124. TYPE_NORMALMAP
  125. };
  126. private:
  127. Source source;
  128. TextureType texture_type;
  129. protected:
  130. static void _bind_methods();
  131. public:
  132. virtual String get_caption() const;
  133. virtual int get_input_port_count() const;
  134. virtual PortType get_input_port_type(int p_port) const;
  135. virtual String get_input_port_name(int p_port) const;
  136. virtual int get_output_port_count() const;
  137. virtual PortType get_output_port_type(int p_port) const;
  138. virtual String get_output_port_name(int p_port) const;
  139. virtual Vector<VisualShader::DefaultTextureParam> get_default_texture_parameters(VisualShader::Type p_type, int p_id) const;
  140. virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const;
  141. 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
  142. void set_source(Source p_source);
  143. Source get_source() const;
  144. void set_texture(Ref<Texture> p_value);
  145. Ref<Texture> get_texture() const;
  146. void set_texture_type(TextureType p_type);
  147. TextureType get_texture_type() const;
  148. virtual Vector<StringName> get_editable_properties() const;
  149. virtual String get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const;
  150. VisualShaderNodeTexture();
  151. };
  152. VARIANT_ENUM_CAST(VisualShaderNodeTexture::TextureType)
  153. VARIANT_ENUM_CAST(VisualShaderNodeTexture::Source)
  154. //////////////////////////////////
  155. class VisualShaderNodeCubeMap : public VisualShaderNode {
  156. GDCLASS(VisualShaderNodeCubeMap, VisualShaderNode)
  157. Ref<CubeMap> cube_map;
  158. public:
  159. enum TextureType {
  160. TYPE_DATA,
  161. TYPE_COLOR,
  162. TYPE_NORMALMAP
  163. };
  164. private:
  165. TextureType texture_type;
  166. protected:
  167. static void _bind_methods();
  168. public:
  169. virtual String get_caption() const;
  170. virtual int get_input_port_count() const;
  171. virtual PortType get_input_port_type(int p_port) const;
  172. virtual String get_input_port_name(int p_port) const;
  173. virtual int get_output_port_count() const;
  174. virtual PortType get_output_port_type(int p_port) const;
  175. virtual String get_output_port_name(int p_port) const;
  176. virtual Vector<VisualShader::DefaultTextureParam> get_default_texture_parameters(VisualShader::Type p_type, int p_id) const;
  177. virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const;
  178. 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
  179. void set_cube_map(Ref<CubeMap> p_value);
  180. Ref<CubeMap> get_cube_map() const;
  181. void set_texture_type(TextureType p_type);
  182. TextureType get_texture_type() const;
  183. virtual Vector<StringName> get_editable_properties() const;
  184. VisualShaderNodeCubeMap();
  185. };
  186. VARIANT_ENUM_CAST(VisualShaderNodeCubeMap::TextureType)
  187. ///////////////////////////////////////
  188. class VisualShaderNodeScalarOp : public VisualShaderNode {
  189. GDCLASS(VisualShaderNodeScalarOp, VisualShaderNode)
  190. public:
  191. enum Operator {
  192. OP_ADD,
  193. OP_SUB,
  194. OP_MUL,
  195. OP_DIV,
  196. OP_MOD,
  197. OP_POW,
  198. OP_MAX,
  199. OP_MIN,
  200. OP_ATAN2
  201. };
  202. protected:
  203. Operator op;
  204. static void _bind_methods();
  205. public:
  206. virtual String get_caption() const;
  207. virtual int get_input_port_count() const;
  208. virtual PortType get_input_port_type(int p_port) const;
  209. virtual String get_input_port_name(int p_port) const;
  210. virtual int get_output_port_count() const;
  211. virtual PortType get_output_port_type(int p_port) const;
  212. virtual String get_output_port_name(int p_port) const;
  213. 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
  214. void set_operator(Operator p_op);
  215. Operator get_operator() const;
  216. virtual Vector<StringName> get_editable_properties() const;
  217. VisualShaderNodeScalarOp();
  218. };
  219. VARIANT_ENUM_CAST(VisualShaderNodeScalarOp::Operator)
  220. class VisualShaderNodeVectorOp : public VisualShaderNode {
  221. GDCLASS(VisualShaderNodeVectorOp, VisualShaderNode)
  222. public:
  223. enum Operator {
  224. OP_ADD,
  225. OP_SUB,
  226. OP_MUL,
  227. OP_DIV,
  228. OP_MOD,
  229. OP_POW,
  230. OP_MAX,
  231. OP_MIN,
  232. OP_CROSS
  233. };
  234. protected:
  235. Operator op;
  236. static void _bind_methods();
  237. public:
  238. virtual String get_caption() const;
  239. virtual int get_input_port_count() const;
  240. virtual PortType get_input_port_type(int p_port) const;
  241. virtual String get_input_port_name(int p_port) const;
  242. virtual int get_output_port_count() const;
  243. virtual PortType get_output_port_type(int p_port) const;
  244. virtual String get_output_port_name(int p_port) const;
  245. 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
  246. void set_operator(Operator p_op);
  247. Operator get_operator() const;
  248. virtual Vector<StringName> get_editable_properties() const;
  249. VisualShaderNodeVectorOp();
  250. };
  251. VARIANT_ENUM_CAST(VisualShaderNodeVectorOp::Operator)
  252. class VisualShaderNodeColorOp : public VisualShaderNode {
  253. GDCLASS(VisualShaderNodeColorOp, VisualShaderNode)
  254. public:
  255. enum Operator {
  256. OP_SCREEN,
  257. OP_DIFFERENCE,
  258. OP_DARKEN,
  259. OP_LIGHTEN,
  260. OP_OVERLAY,
  261. OP_DODGE,
  262. OP_BURN,
  263. OP_SOFT_LIGHT,
  264. OP_HARD_LIGHT,
  265. };
  266. protected:
  267. Operator op;
  268. static void _bind_methods();
  269. public:
  270. virtual String get_caption() const;
  271. virtual int get_input_port_count() const;
  272. virtual PortType get_input_port_type(int p_port) const;
  273. virtual String get_input_port_name(int p_port) const;
  274. virtual int get_output_port_count() const;
  275. virtual PortType get_output_port_type(int p_port) const;
  276. virtual String get_output_port_name(int p_port) const;
  277. 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
  278. void set_operator(Operator p_op);
  279. Operator get_operator() const;
  280. virtual Vector<StringName> get_editable_properties() const;
  281. VisualShaderNodeColorOp();
  282. };
  283. VARIANT_ENUM_CAST(VisualShaderNodeColorOp::Operator)
  284. class VisualShaderNodeTransformMult : public VisualShaderNode {
  285. GDCLASS(VisualShaderNodeTransformMult, VisualShaderNode)
  286. public:
  287. enum Operator {
  288. OP_AxB,
  289. OP_BxA,
  290. };
  291. protected:
  292. Operator op;
  293. static void _bind_methods();
  294. public:
  295. virtual String get_caption() const;
  296. virtual int get_input_port_count() const;
  297. virtual PortType get_input_port_type(int p_port) const;
  298. virtual String get_input_port_name(int p_port) const;
  299. virtual int get_output_port_count() const;
  300. virtual PortType get_output_port_type(int p_port) const;
  301. virtual String get_output_port_name(int p_port) const;
  302. 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
  303. void set_operator(Operator p_op);
  304. Operator get_operator() const;
  305. virtual Vector<StringName> get_editable_properties() const;
  306. VisualShaderNodeTransformMult();
  307. };
  308. VARIANT_ENUM_CAST(VisualShaderNodeTransformMult::Operator)
  309. class VisualShaderNodeTransformVecMult : public VisualShaderNode {
  310. GDCLASS(VisualShaderNodeTransformVecMult, VisualShaderNode)
  311. public:
  312. enum Operator {
  313. OP_AxB,
  314. OP_BxA,
  315. OP_3x3_AxB,
  316. OP_3x3_BxA,
  317. };
  318. protected:
  319. Operator op;
  320. static void _bind_methods();
  321. public:
  322. virtual String get_caption() const;
  323. virtual int get_input_port_count() const;
  324. virtual PortType get_input_port_type(int p_port) const;
  325. virtual String get_input_port_name(int p_port) const;
  326. virtual int get_output_port_count() const;
  327. virtual PortType get_output_port_type(int p_port) const;
  328. virtual String get_output_port_name(int p_port) const;
  329. 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
  330. void set_operator(Operator p_op);
  331. Operator get_operator() const;
  332. virtual Vector<StringName> get_editable_properties() const;
  333. VisualShaderNodeTransformVecMult();
  334. };
  335. VARIANT_ENUM_CAST(VisualShaderNodeTransformVecMult::Operator)
  336. ///////////////////////////////////////
  337. class VisualShaderNodeScalarFunc : public VisualShaderNode {
  338. GDCLASS(VisualShaderNodeScalarFunc, VisualShaderNode)
  339. public:
  340. enum Function {
  341. FUNC_SIN,
  342. FUNC_COS,
  343. FUNC_TAN,
  344. FUNC_ASIN,
  345. FUNC_ACOS,
  346. FUNC_ATAN,
  347. FUNC_SINH,
  348. FUNC_COSH,
  349. FUNC_TANH,
  350. FUNC_LOG,
  351. FUNC_EXP,
  352. FUNC_SQRT,
  353. FUNC_ABS,
  354. FUNC_SIGN,
  355. FUNC_FLOOR,
  356. FUNC_ROUND,
  357. FUNC_CEIL,
  358. FUNC_FRAC,
  359. FUNC_SATURATE,
  360. FUNC_NEGATE,
  361. };
  362. protected:
  363. Function func;
  364. static void _bind_methods();
  365. public:
  366. virtual String get_caption() const;
  367. virtual int get_input_port_count() const;
  368. virtual PortType get_input_port_type(int p_port) const;
  369. virtual String get_input_port_name(int p_port) const;
  370. virtual int get_output_port_count() const;
  371. virtual PortType get_output_port_type(int p_port) const;
  372. virtual String get_output_port_name(int p_port) const;
  373. 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
  374. void set_function(Function p_func);
  375. Function get_function() const;
  376. virtual Vector<StringName> get_editable_properties() const;
  377. VisualShaderNodeScalarFunc();
  378. };
  379. VARIANT_ENUM_CAST(VisualShaderNodeScalarFunc::Function)
  380. ///////////////////////////////////////
  381. class VisualShaderNodeVectorFunc : public VisualShaderNode {
  382. GDCLASS(VisualShaderNodeVectorFunc, VisualShaderNode)
  383. public:
  384. enum Function {
  385. FUNC_NORMALIZE,
  386. FUNC_SATURATE,
  387. FUNC_NEGATE,
  388. FUNC_RECIPROCAL,
  389. FUNC_RGB2HSV,
  390. FUNC_HSV2RGB,
  391. };
  392. protected:
  393. Function func;
  394. static void _bind_methods();
  395. public:
  396. virtual String get_caption() const;
  397. virtual int get_input_port_count() const;
  398. virtual PortType get_input_port_type(int p_port) const;
  399. virtual String get_input_port_name(int p_port) const;
  400. virtual int get_output_port_count() const;
  401. virtual PortType get_output_port_type(int p_port) const;
  402. virtual String get_output_port_name(int p_port) const;
  403. 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
  404. void set_function(Function p_func);
  405. Function get_function() const;
  406. virtual Vector<StringName> get_editable_properties() const;
  407. VisualShaderNodeVectorFunc();
  408. };
  409. VARIANT_ENUM_CAST(VisualShaderNodeVectorFunc::Function)
  410. ///////////////////////////////////////
  411. class VisualShaderNodeDotProduct : public VisualShaderNode {
  412. GDCLASS(VisualShaderNodeDotProduct, VisualShaderNode)
  413. public:
  414. virtual String get_caption() const;
  415. virtual int get_input_port_count() const;
  416. virtual PortType get_input_port_type(int p_port) const;
  417. virtual String get_input_port_name(int p_port) const;
  418. virtual int get_output_port_count() const;
  419. virtual PortType get_output_port_type(int p_port) const;
  420. virtual String get_output_port_name(int p_port) const;
  421. 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
  422. VisualShaderNodeDotProduct();
  423. };
  424. ///////////////////////////////////////
  425. class VisualShaderNodeVectorLen : public VisualShaderNode {
  426. GDCLASS(VisualShaderNodeVectorLen, VisualShaderNode)
  427. public:
  428. virtual String get_caption() const;
  429. virtual int get_input_port_count() const;
  430. virtual PortType get_input_port_type(int p_port) const;
  431. virtual String get_input_port_name(int p_port) const;
  432. virtual int get_output_port_count() const;
  433. virtual PortType get_output_port_type(int p_port) const;
  434. virtual String get_output_port_name(int p_port) const;
  435. 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
  436. VisualShaderNodeVectorLen();
  437. };
  438. ///////////////////////////////////////
  439. class VisualShaderNodeScalarInterp : public VisualShaderNode {
  440. GDCLASS(VisualShaderNodeScalarInterp, VisualShaderNode)
  441. public:
  442. virtual String get_caption() const;
  443. virtual int get_input_port_count() const;
  444. virtual PortType get_input_port_type(int p_port) const;
  445. virtual String get_input_port_name(int p_port) const;
  446. virtual int get_output_port_count() const;
  447. virtual PortType get_output_port_type(int p_port) const;
  448. virtual String get_output_port_name(int p_port) const;
  449. 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
  450. VisualShaderNodeScalarInterp();
  451. };
  452. ///////////////////////////////////////
  453. class VisualShaderNodeVectorInterp : public VisualShaderNode {
  454. GDCLASS(VisualShaderNodeVectorInterp, VisualShaderNode)
  455. public:
  456. virtual String get_caption() const;
  457. virtual int get_input_port_count() const;
  458. virtual PortType get_input_port_type(int p_port) const;
  459. virtual String get_input_port_name(int p_port) const;
  460. virtual int get_output_port_count() const;
  461. virtual PortType get_output_port_type(int p_port) const;
  462. virtual String get_output_port_name(int p_port) const;
  463. 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
  464. VisualShaderNodeVectorInterp();
  465. };
  466. ///////////////////////////////////////
  467. class VisualShaderNodeVectorCompose : public VisualShaderNode {
  468. GDCLASS(VisualShaderNodeVectorCompose, VisualShaderNode)
  469. public:
  470. virtual String get_caption() const;
  471. virtual int get_input_port_count() const;
  472. virtual PortType get_input_port_type(int p_port) const;
  473. virtual String get_input_port_name(int p_port) const;
  474. virtual int get_output_port_count() const;
  475. virtual PortType get_output_port_type(int p_port) const;
  476. virtual String get_output_port_name(int p_port) const;
  477. 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
  478. VisualShaderNodeVectorCompose();
  479. };
  480. ///////////////////////////////////////
  481. class VisualShaderNodeTransformCompose : public VisualShaderNode {
  482. GDCLASS(VisualShaderNodeTransformCompose, VisualShaderNode)
  483. public:
  484. virtual String get_caption() const;
  485. virtual int get_input_port_count() const;
  486. virtual PortType get_input_port_type(int p_port) const;
  487. virtual String get_input_port_name(int p_port) const;
  488. virtual int get_output_port_count() const;
  489. virtual PortType get_output_port_type(int p_port) const;
  490. virtual String get_output_port_name(int p_port) const;
  491. 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
  492. VisualShaderNodeTransformCompose();
  493. };
  494. ///////////////////////////////////////
  495. class VisualShaderNodeVectorDecompose : public VisualShaderNode {
  496. GDCLASS(VisualShaderNodeVectorDecompose, VisualShaderNode)
  497. public:
  498. virtual String get_caption() const;
  499. virtual int get_input_port_count() const;
  500. virtual PortType get_input_port_type(int p_port) const;
  501. virtual String get_input_port_name(int p_port) const;
  502. virtual int get_output_port_count() const;
  503. virtual PortType get_output_port_type(int p_port) const;
  504. virtual String get_output_port_name(int p_port) const;
  505. 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
  506. VisualShaderNodeVectorDecompose();
  507. };
  508. ///////////////////////////////////////
  509. class VisualShaderNodeTransformDecompose : public VisualShaderNode {
  510. GDCLASS(VisualShaderNodeTransformDecompose, VisualShaderNode)
  511. public:
  512. virtual String get_caption() const;
  513. virtual int get_input_port_count() const;
  514. virtual PortType get_input_port_type(int p_port) const;
  515. virtual String get_input_port_name(int p_port) const;
  516. virtual int get_output_port_count() const;
  517. virtual PortType get_output_port_type(int p_port) const;
  518. virtual String get_output_port_name(int p_port) const;
  519. 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
  520. VisualShaderNodeTransformDecompose();
  521. };
  522. ///////////////////////////////////////
  523. class VisualShaderNodeScalarUniform : public VisualShaderNodeUniform {
  524. GDCLASS(VisualShaderNodeScalarUniform, VisualShaderNodeUniform)
  525. public:
  526. virtual String get_caption() const;
  527. virtual int get_input_port_count() const;
  528. virtual PortType get_input_port_type(int p_port) const;
  529. virtual String get_input_port_name(int p_port) const;
  530. virtual int get_output_port_count() const;
  531. virtual PortType get_output_port_type(int p_port) const;
  532. virtual String get_output_port_name(int p_port) const;
  533. virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const;
  534. 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
  535. VisualShaderNodeScalarUniform();
  536. };
  537. class VisualShaderNodeColorUniform : public VisualShaderNodeUniform {
  538. GDCLASS(VisualShaderNodeColorUniform, VisualShaderNodeUniform)
  539. public:
  540. virtual String get_caption() const;
  541. virtual int get_input_port_count() const;
  542. virtual PortType get_input_port_type(int p_port) const;
  543. virtual String get_input_port_name(int p_port) const;
  544. virtual int get_output_port_count() const;
  545. virtual PortType get_output_port_type(int p_port) const;
  546. virtual String get_output_port_name(int p_port) const;
  547. virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const;
  548. 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
  549. VisualShaderNodeColorUniform();
  550. };
  551. class VisualShaderNodeVec3Uniform : public VisualShaderNodeUniform {
  552. GDCLASS(VisualShaderNodeVec3Uniform, VisualShaderNodeUniform)
  553. public:
  554. virtual String get_caption() const;
  555. virtual int get_input_port_count() const;
  556. virtual PortType get_input_port_type(int p_port) const;
  557. virtual String get_input_port_name(int p_port) const;
  558. virtual int get_output_port_count() const;
  559. virtual PortType get_output_port_type(int p_port) const;
  560. virtual String get_output_port_name(int p_port) const;
  561. virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const;
  562. 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
  563. VisualShaderNodeVec3Uniform();
  564. };
  565. class VisualShaderNodeTransformUniform : public VisualShaderNodeUniform {
  566. GDCLASS(VisualShaderNodeTransformUniform, VisualShaderNodeUniform)
  567. public:
  568. virtual String get_caption() const;
  569. virtual int get_input_port_count() const;
  570. virtual PortType get_input_port_type(int p_port) const;
  571. virtual String get_input_port_name(int p_port) const;
  572. virtual int get_output_port_count() const;
  573. virtual PortType get_output_port_type(int p_port) const;
  574. virtual String get_output_port_name(int p_port) const;
  575. virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const;
  576. 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
  577. VisualShaderNodeTransformUniform();
  578. };
  579. //////////////////////////////////
  580. class VisualShaderNodeTextureUniform : public VisualShaderNodeUniform {
  581. GDCLASS(VisualShaderNodeTextureUniform, VisualShaderNodeUniform)
  582. public:
  583. enum TextureType {
  584. TYPE_DATA,
  585. TYPE_COLOR,
  586. TYPE_NORMALMAP,
  587. TYPE_ANISO,
  588. };
  589. enum ColorDefault {
  590. COLOR_DEFAULT_WHITE,
  591. COLOR_DEFAULT_BLACK
  592. };
  593. private:
  594. TextureType texture_type;
  595. ColorDefault color_default;
  596. protected:
  597. static void _bind_methods();
  598. public:
  599. virtual String get_caption() const;
  600. virtual int get_input_port_count() const;
  601. virtual PortType get_input_port_type(int p_port) const;
  602. virtual String get_input_port_name(int p_port) const;
  603. virtual int get_output_port_count() const;
  604. virtual PortType get_output_port_type(int p_port) const;
  605. virtual String get_output_port_name(int p_port) const;
  606. virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const;
  607. 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
  608. Vector<StringName> get_editable_properties() const;
  609. void set_texture_type(TextureType p_type);
  610. TextureType get_texture_type() const;
  611. void set_color_default(ColorDefault p_default);
  612. ColorDefault get_color_default() const;
  613. VisualShaderNodeTextureUniform();
  614. };
  615. VARIANT_ENUM_CAST(VisualShaderNodeTextureUniform::TextureType)
  616. VARIANT_ENUM_CAST(VisualShaderNodeTextureUniform::ColorDefault)
  617. //////////////////////////////////
  618. class VisualShaderNodeCubeMapUniform : public VisualShaderNode {
  619. GDCLASS(VisualShaderNodeCubeMapUniform, VisualShaderNode)
  620. public:
  621. virtual String get_caption() const;
  622. virtual int get_input_port_count() const;
  623. virtual PortType get_input_port_type(int p_port) const;
  624. virtual String get_input_port_name(int p_port) const;
  625. virtual int get_output_port_count() const;
  626. virtual PortType get_output_port_type(int p_port) const;
  627. virtual String get_output_port_name(int p_port) const;
  628. 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
  629. VisualShaderNodeCubeMapUniform();
  630. };
  631. #endif // VISUAL_SHADER_NODES_H