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@ -3435,12 +3435,19 @@ String VisualShaderNodeFloatUniform::get_output_port_name(int p_port) const {
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}
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String VisualShaderNodeFloatUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
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String code = "";
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if (hint == HINT_RANGE) {
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return _get_qual_str() + "uniform float " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ");\n";
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code += _get_qual_str() + "uniform float " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ")";
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} else if (hint == HINT_RANGE_STEP) {
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return _get_qual_str() + "uniform float " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ", " + rtos(hint_range_step) + ");\n";
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code += _get_qual_str() + "uniform float " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ", " + rtos(hint_range_step) + ")";
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} else {
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code += _get_qual_str() + "uniform float " + get_uniform_name();
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}
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return _get_qual_str() + "uniform float " + get_uniform_name() + ";\n";
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if (default_value_enabled) {
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code += " = " + rtos(default_value);
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}
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code += ";\n";
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return code;
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}
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String VisualShaderNodeFloatUniform::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 {
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@ -3483,6 +3490,24 @@ float VisualShaderNodeFloatUniform::get_step() const {
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return hint_range_step;
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}
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void VisualShaderNodeFloatUniform::set_default_value_enabled(bool p_enabled) {
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default_value_enabled = p_enabled;
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emit_changed();
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}
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bool VisualShaderNodeFloatUniform::is_default_value_enabled() const {
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return default_value_enabled;
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}
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void VisualShaderNodeFloatUniform::set_default_value(float p_value) {
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default_value = p_value;
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emit_changed();
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}
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float VisualShaderNodeFloatUniform::get_default_value() const {
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return default_value;
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}
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void VisualShaderNodeFloatUniform::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_hint", "hint"), &VisualShaderNodeFloatUniform::set_hint);
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ClassDB::bind_method(D_METHOD("get_hint"), &VisualShaderNodeFloatUniform::get_hint);
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@ -3496,10 +3521,18 @@ void VisualShaderNodeFloatUniform::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_step", "value"), &VisualShaderNodeFloatUniform::set_step);
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ClassDB::bind_method(D_METHOD("get_step"), &VisualShaderNodeFloatUniform::get_step);
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ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeFloatUniform::set_default_value_enabled);
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ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeFloatUniform::is_default_value_enabled);
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ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeFloatUniform::set_default_value);
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ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeFloatUniform::get_default_value);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "hint", PROPERTY_HINT_ENUM, "None,Range,Range+Step"), "set_hint", "get_hint");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "min"), "set_min", "get_min");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "max"), "set_max", "get_max");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "step"), "set_step", "get_step");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "default_value"), "set_default_value", "get_default_value");
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BIND_ENUM_CONSTANT(HINT_NONE);
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BIND_ENUM_CONSTANT(HINT_RANGE);
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@ -3520,6 +3553,10 @@ Vector<StringName> VisualShaderNodeFloatUniform::get_editable_properties() const
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if (hint == HINT_RANGE_STEP) {
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props.push_back("step");
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}
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props.push_back("default_value_enabled");
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if (default_value_enabled) {
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props.push_back("default_value");
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}
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return props;
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}
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@ -3528,6 +3565,8 @@ VisualShaderNodeFloatUniform::VisualShaderNodeFloatUniform() {
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hint_range_min = 0.0;
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hint_range_max = 1.0;
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hint_range_step = 0.1;
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default_value_enabled = false;
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default_value = 0.0;
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}
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////////////// Integer Uniform
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@ -3561,12 +3600,19 @@ String VisualShaderNodeIntUniform::get_output_port_name(int p_port) const {
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}
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String VisualShaderNodeIntUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
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String code = "";
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if (hint == HINT_RANGE) {
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return _get_qual_str() + "uniform int " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ");\n";
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code += _get_qual_str() + "uniform int " + get_uniform_name() + " : hint_range(" + itos(hint_range_min) + ", " + itos(hint_range_max) + ")";
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} else if (hint == HINT_RANGE_STEP) {
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return _get_qual_str() + "uniform int " + get_uniform_name() + " : hint_range(" + rtos(hint_range_min) + ", " + rtos(hint_range_max) + ", " + rtos(hint_range_step) + ");\n";
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code += _get_qual_str() + "uniform int " + get_uniform_name() + " : hint_range(" + itos(hint_range_min) + ", " + itos(hint_range_max) + ", " + itos(hint_range_step) + ")";
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} else {
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code += _get_qual_str() + "uniform int " + get_uniform_name();
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}
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return _get_qual_str() + "uniform int " + get_uniform_name() + ";\n";
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if (default_value_enabled) {
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code += " = " + itos(default_value);
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}
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code += ";\n";
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return code;
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}
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String VisualShaderNodeIntUniform::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 {
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@ -3609,6 +3655,24 @@ int VisualShaderNodeIntUniform::get_step() const {
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return hint_range_step;
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}
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void VisualShaderNodeIntUniform::set_default_value_enabled(bool p_enabled) {
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default_value_enabled = p_enabled;
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emit_changed();
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}
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bool VisualShaderNodeIntUniform::is_default_value_enabled() const {
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return default_value_enabled;
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}
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void VisualShaderNodeIntUniform::set_default_value(int p_value) {
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default_value = p_value;
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emit_changed();
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}
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int VisualShaderNodeIntUniform::get_default_value() const {
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return default_value;
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}
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void VisualShaderNodeIntUniform::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_hint", "hint"), &VisualShaderNodeIntUniform::set_hint);
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ClassDB::bind_method(D_METHOD("get_hint"), &VisualShaderNodeIntUniform::get_hint);
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@ -3622,10 +3686,18 @@ void VisualShaderNodeIntUniform::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_step", "value"), &VisualShaderNodeIntUniform::set_step);
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ClassDB::bind_method(D_METHOD("get_step"), &VisualShaderNodeIntUniform::get_step);
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ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeIntUniform::set_default_value_enabled);
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ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeIntUniform::is_default_value_enabled);
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ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeIntUniform::set_default_value);
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ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeIntUniform::get_default_value);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "hint", PROPERTY_HINT_ENUM, "None,Range,Range+Step"), "set_hint", "get_hint");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "min"), "set_min", "get_min");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "max"), "set_max", "get_max");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "step"), "set_step", "get_step");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "default_value"), "set_default_value", "get_default_value");
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BIND_ENUM_CONSTANT(HINT_NONE);
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BIND_ENUM_CONSTANT(HINT_RANGE);
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@ -3646,6 +3718,10 @@ Vector<StringName> VisualShaderNodeIntUniform::get_editable_properties() const {
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if (hint == HINT_RANGE_STEP) {
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props.push_back("step");
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}
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props.push_back("default_value_enabled");
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if (default_value_enabled) {
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props.push_back("default_value");
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}
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return props;
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}
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@ -3654,6 +3730,8 @@ VisualShaderNodeIntUniform::VisualShaderNodeIntUniform() {
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hint_range_min = 0;
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hint_range_max = 100;
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hint_range_step = 1;
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default_value_enabled = false;
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default_value = 0;
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}
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////////////// Boolean Uniform
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@ -3686,19 +3764,68 @@ String VisualShaderNodeBooleanUniform::get_output_port_name(int p_port) const {
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return ""; //no output port means the editor will be used as port
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}
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void VisualShaderNodeBooleanUniform::set_default_value_enabled(bool p_enabled) {
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default_value_enabled = p_enabled;
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emit_changed();
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}
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bool VisualShaderNodeBooleanUniform::is_default_value_enabled() const {
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return default_value_enabled;
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}
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void VisualShaderNodeBooleanUniform::set_default_value(bool p_value) {
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default_value = p_value;
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emit_changed();
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}
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bool VisualShaderNodeBooleanUniform::get_default_value() const {
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return default_value;
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}
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String VisualShaderNodeBooleanUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
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return _get_qual_str() + "uniform bool " + get_uniform_name() + ";\n";
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String code = _get_qual_str() + "uniform bool " + get_uniform_name();
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if (default_value_enabled) {
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if (default_value) {
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code += " = true";
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} else {
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code += " = false";
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}
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}
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code += ";\n";
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return code;
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}
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String VisualShaderNodeBooleanUniform::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 {
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return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
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}
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void VisualShaderNodeBooleanUniform::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeBooleanUniform::set_default_value_enabled);
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ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeBooleanUniform::is_default_value_enabled);
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ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeBooleanUniform::set_default_value);
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ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeBooleanUniform::get_default_value);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value"), "set_default_value", "get_default_value");
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}
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bool VisualShaderNodeBooleanUniform::is_qualifier_supported(Qualifier p_qual) const {
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|
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return true; // all qualifiers are supported
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}
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|
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Vector<StringName> VisualShaderNodeBooleanUniform::get_editable_properties() const {
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Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
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props.push_back("default_value_enabled");
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if (default_value_enabled) {
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|
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props.push_back("default_value");
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|
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}
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|
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return props;
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}
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|
VisualShaderNodeBooleanUniform::VisualShaderNodeBooleanUniform() {
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|
|
default_value_enabled = false;
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|
|
default_value = false;
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}
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|
|
////////////// Color Uniform
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@ -3731,8 +3858,31 @@ String VisualShaderNodeColorUniform::get_output_port_name(int p_port) const {
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|
|
return p_port == 0 ? "color" : "alpha"; //no output port means the editor will be used as port
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}
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void VisualShaderNodeColorUniform::set_default_value_enabled(bool p_enabled) {
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|
|
default_value_enabled = p_enabled;
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|
|
emit_changed();
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|
|
}
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|
|
bool VisualShaderNodeColorUniform::is_default_value_enabled() const {
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|
|
return default_value_enabled;
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|
|
}
|
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|
|
void VisualShaderNodeColorUniform::set_default_value(const Color &p_value) {
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|
|
default_value = p_value;
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|
|
emit_changed();
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|
|
}
|
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|
|
Color VisualShaderNodeColorUniform::get_default_value() const {
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|
|
return default_value;
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|
|
}
|
|
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|
|
|
String VisualShaderNodeColorUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
|
|
|
|
|
return _get_qual_str() + "uniform vec4 " + get_uniform_name() + " : hint_color;\n";
|
|
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|
|
String code = _get_qual_str() + "uniform vec4 " + get_uniform_name() + " : hint_color";
|
|
|
|
|
if (default_value_enabled) {
|
|
|
|
|
code += vformat(" = vec4(%.6f, %.6f, %.6f, %.6f)", default_value.r, default_value.g, default_value.b, default_value.a);
|
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|
|
}
|
|
|
|
|
code += ";\n";
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|
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|
|
return code;
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}
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String VisualShaderNodeColorUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
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@ -3741,11 +3891,33 @@ String VisualShaderNodeColorUniform::generate_code(Shader::Mode p_mode, VisualSh
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return code;
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}
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void VisualShaderNodeColorUniform::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeColorUniform::set_default_value_enabled);
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ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeColorUniform::is_default_value_enabled);
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ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeColorUniform::set_default_value);
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ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeColorUniform::get_default_value);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
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ADD_PROPERTY(PropertyInfo(Variant::COLOR, "default_value"), "set_default_value", "get_default_value");
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}
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bool VisualShaderNodeColorUniform::is_qualifier_supported(Qualifier p_qual) const {
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return true; // all qualifiers are supported
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}
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Vector<StringName> VisualShaderNodeColorUniform::get_editable_properties() const {
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Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
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props.push_back("default_value_enabled");
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if (default_value_enabled) {
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props.push_back("default_value");
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}
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return props;
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}
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VisualShaderNodeColorUniform::VisualShaderNodeColorUniform() {
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default_value_enabled = false;
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default_value = Color(1.0, 1.0, 1.0, 1.0);
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}
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////////////// Vector Uniform
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@ -3778,19 +3950,64 @@ String VisualShaderNodeVec3Uniform::get_output_port_name(int p_port) const {
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return ""; //no output port means the editor will be used as port
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}
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void VisualShaderNodeVec3Uniform::set_default_value_enabled(bool p_enabled) {
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default_value_enabled = p_enabled;
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emit_changed();
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}
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bool VisualShaderNodeVec3Uniform::is_default_value_enabled() const {
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return default_value_enabled;
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}
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void VisualShaderNodeVec3Uniform::set_default_value(const Vector3 &p_value) {
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default_value = p_value;
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emit_changed();
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}
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Vector3 VisualShaderNodeVec3Uniform::get_default_value() const {
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return default_value;
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}
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String VisualShaderNodeVec3Uniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
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return _get_qual_str() + "uniform vec3 " + get_uniform_name() + ";\n";
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String code = _get_qual_str() + "uniform vec3 " + get_uniform_name();
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if (default_value_enabled) {
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code += vformat(" = vec3(%.6f, %.6f, %.6f)", default_value.x, default_value.y, default_value.z);
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}
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code += ";\n";
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return code;
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}
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String VisualShaderNodeVec3Uniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
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return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
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}
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void VisualShaderNodeVec3Uniform::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeVec3Uniform::set_default_value_enabled);
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ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeVec3Uniform::is_default_value_enabled);
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ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeVec3Uniform::set_default_value);
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ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeVec3Uniform::get_default_value);
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "default_value"), "set_default_value", "get_default_value");
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}
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bool VisualShaderNodeVec3Uniform::is_qualifier_supported(Qualifier p_qual) const {
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return true; // all qualifiers are supported
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}
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Vector<StringName> VisualShaderNodeVec3Uniform::get_editable_properties() const {
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Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
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props.push_back("default_value_enabled");
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if (default_value_enabled) {
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props.push_back("default_value");
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}
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return props;
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}
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VisualShaderNodeVec3Uniform::VisualShaderNodeVec3Uniform() {
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default_value_enabled = false;
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default_value = Vector3(0.0, 0.0, 0.0);
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}
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////////////// Transform Uniform
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@ -3823,19 +4040,68 @@ String VisualShaderNodeTransformUniform::get_output_port_name(int p_port) const
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return ""; //no output port means the editor will be used as port
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}
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void VisualShaderNodeTransformUniform::set_default_value_enabled(bool p_enabled) {
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default_value_enabled = p_enabled;
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emit_changed();
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}
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bool VisualShaderNodeTransformUniform::is_default_value_enabled() const {
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return default_value_enabled;
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}
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void VisualShaderNodeTransformUniform::set_default_value(const Transform &p_value) {
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default_value = p_value;
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emit_changed();
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}
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Transform VisualShaderNodeTransformUniform::get_default_value() const {
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return default_value;
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}
|
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String VisualShaderNodeTransformUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
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return _get_qual_str() + "uniform mat4 " + get_uniform_name() + ";\n";
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|
String code = _get_qual_str() + "uniform mat4 " + get_uniform_name();
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if (default_value_enabled) {
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Vector3 row0 = default_value.basis.get_row(0);
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Vector3 row1 = default_value.basis.get_row(1);
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Vector3 row2 = default_value.basis.get_row(2);
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Vector3 origin = default_value.origin;
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code += " = mat4(" + vformat("vec4(%.6f, %.6f, %.6f, 0.0)", row0.x, row0.y, row0.z) + vformat(", vec4(%.6f, %.6f, %.6f, 0.0)", row1.x, row1.y, row1.z) + vformat(", vec4(%.6f, %.6f, %.6f, 0.0)", row2.x, row2.y, row2.z) + vformat(", vec4(%.6f, %.6f, %.6f, 1.0)", origin.x, origin.y, origin.z) + ")";
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}
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code += ";\n";
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|
return code;
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}
|
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|
|
String VisualShaderNodeTransformUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
|
|
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|
|
return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n";
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|
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|
|
}
|
|
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|
|
void VisualShaderNodeTransformUniform::_bind_methods() {
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|
|
ClassDB::bind_method(D_METHOD("set_default_value_enabled", "enabled"), &VisualShaderNodeTransformUniform::set_default_value_enabled);
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|
ClassDB::bind_method(D_METHOD("is_default_value_enabled"), &VisualShaderNodeTransformUniform::is_default_value_enabled);
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|
ClassDB::bind_method(D_METHOD("set_default_value", "value"), &VisualShaderNodeTransformUniform::set_default_value);
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|
ClassDB::bind_method(D_METHOD("get_default_value"), &VisualShaderNodeTransformUniform::get_default_value);
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|
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "default_value_enabled"), "set_default_value_enabled", "is_default_value_enabled");
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|
|
ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM, "default_value"), "set_default_value", "get_default_value");
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}
|
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|
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|
|
bool VisualShaderNodeTransformUniform::is_qualifier_supported(Qualifier p_qual) const {
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|
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|
|
return true; // all qualifiers are supported
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Vector<StringName> VisualShaderNodeTransformUniform::get_editable_properties() const {
|
|
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|
|
Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
|
|
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|
|
props.push_back("default_value_enabled");
|
|
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|
|
if (default_value_enabled) {
|
|
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|
|
props.push_back("default_value");
|
|
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|
|
}
|
|
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|
|
return props;
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|
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|
|
}
|
|
|
|
|
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|
|
VisualShaderNodeTransformUniform::VisualShaderNodeTransformUniform() {
|
|
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|
|
default_value_enabled = false;
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|
|
default_value = Transform(1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0);
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|
}
|
|
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|
|
|
|
////////////// Texture Uniform
|
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|
|
|