123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989990991992993994995996997998999100010011002100310041005100610071008100910101011101210131014101510161017101810191020102110221023102410251026102710281029103010311032103310341035103610371038103910401041104210431044104510461047104810491050105110521053105410551056105710581059106010611062106310641065106610671068106910701071107210731074107510761077107810791080108110821083108410851086108710881089109010911092109310941095109610971098109911001101110211031104110511061107110811091110111111121113111411151116111711181119112011211122112311241125112611271128112911301131113211331134113511361137113811391140114111421143114411451146114711481149115011511152115311541155115611571158115911601161116211631164116511661167116811691170117111721173117411751176117711781179118011811182118311841185118611871188118911901191119211931194119511961197119811991200120112021203120412051206120712081209121012111212121312141215121612171218121912201221122212231224122512261227122812291230123112321233123412351236123712381239124012411242124312441245124612471248124912501251125212531254125512561257125812591260126112621263126412651266126712681269127012711272127312741275127612771278127912801281128212831284128512861287128812891290129112921293129412951296129712981299130013011302130313041305130613071308130913101311131213131314131513161317131813191320132113221323132413251326132713281329133013311332133313341335133613371338133913401341134213431344134513461347134813491350135113521353135413551356135713581359136013611362136313641365136613671368136913701371137213731374137513761377137813791380138113821383138413851386138713881389139013911392139313941395139613971398139914001401140214031404140514061407140814091410141114121413141414151416141714181419142014211422142314241425142614271428142914301431143214331434143514361437143814391440144114421443144414451446144714481449145014511452145314541455145614571458145914601461146214631464146514661467146814691470147114721473147414751476147714781479148014811482148314841485148614871488148914901491149214931494149514961497149814991500150115021503150415051506150715081509151015111512151315141515151615171518151915201521152215231524152515261527152815291530153115321533153415351536153715381539154015411542154315441545154615471548154915501551155215531554155515561557155815591560156115621563156415651566156715681569157015711572157315741575157615771578157915801581158215831584158515861587158815891590159115921593159415951596159715981599160016011602160316041605160616071608160916101611161216131614161516161617161816191620162116221623162416251626162716281629163016311632163316341635163616371638163916401641164216431644164516461647164816491650165116521653165416551656165716581659166016611662166316641665166616671668166916701671167216731674167516761677167816791680168116821683168416851686168716881689169016911692169316941695169616971698169917001701170217031704170517061707170817091710171117121713171417151716171717181719172017211722172317241725172617271728172917301731173217331734173517361737173817391740174117421743174417451746174717481749175017511752175317541755175617571758175917601761176217631764176517661767176817691770177117721773177417751776177717781779178017811782178317841785178617871788178917901791179217931794179517961797179817991800180118021803180418051806 |
- /**************************************************************************/
- /* visual_shader_nodes.h */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* 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, bool p_for_preview = false) 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 VisualShaderNodeBooleanConstant : public VisualShaderNode {
- GDCLASS(VisualShaderNodeBooleanConstant, VisualShaderNode);
- bool 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, bool p_for_preview = false) 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(bool p_value);
- bool get_constant() const;
- virtual Vector<StringName> get_editable_properties() const;
- VisualShaderNodeBooleanConstant();
- };
- ///////////////////////////////////////
- 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, bool p_for_preview = false) 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, bool p_for_preview = false) 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, bool p_for_preview = false) 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();
- };
- ///////////////////////////////////////
- /// TEXTURES
- ///////////////////////////////////////
- class VisualShaderNodeTexture : public VisualShaderNode {
- GDCLASS(VisualShaderNodeTexture, VisualShaderNode);
- Ref<Texture> texture;
- public:
- enum Source {
- SOURCE_TEXTURE,
- SOURCE_SCREEN,
- SOURCE_2D_TEXTURE,
- SOURCE_2D_NORMAL,
- SOURCE_DEPTH,
- SOURCE_PORT,
- };
- 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 String get_input_port_default_hint(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, bool p_for_preview = false) 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 Source {
- SOURCE_TEXTURE,
- SOURCE_PORT
- };
- 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 String get_input_port_default_hint(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, bool p_for_preview = false) 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_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;
- virtual String get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const;
- VisualShaderNodeCubeMap();
- };
- VARIANT_ENUM_CAST(VisualShaderNodeCubeMap::TextureType)
- VARIANT_ENUM_CAST(VisualShaderNodeCubeMap::Source)
- ///////////////////////////////////////
- /// OPS
- ///////////////////////////////////////
- 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,
- OP_STEP
- };
- 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, bool p_for_preview = false) 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,
- OP_ATAN2,
- OP_REFLECT,
- OP_STEP
- };
- 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, bool p_for_preview = false) 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, bool p_for_preview = false) 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)
- ///////////////////////////////////////
- /// TRANSFORM-TRANSFORM MULTIPLICATION
- ///////////////////////////////////////
- class VisualShaderNodeTransformMult : public VisualShaderNode {
- GDCLASS(VisualShaderNodeTransformMult, VisualShaderNode);
- public:
- enum Operator {
- OP_AxB,
- OP_BxA,
- OP_AxB_COMP,
- OP_BxA_COMP
- };
- 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, bool p_for_preview = false) 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)
- ///////////////////////////////////////
- /// TRANSFORM-VECTOR MULTIPLICATION
- ///////////////////////////////////////
- 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, bool p_for_preview = false) 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)
- ///////////////////////////////////////
- /// SCALAR FUNC
- ///////////////////////////////////////
- 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,
- FUNC_ACOSH,
- FUNC_ASINH,
- FUNC_ATANH,
- FUNC_DEGREES,
- FUNC_EXP2,
- FUNC_INVERSE_SQRT,
- FUNC_LOG2,
- FUNC_RADIANS,
- FUNC_RECIPROCAL,
- FUNC_ROUNDEVEN,
- FUNC_TRUNC,
- FUNC_ONEMINUS
- };
- 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, bool p_for_preview = false) 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)
- ///////////////////////////////////////
- /// VECTOR FUNC
- ///////////////////////////////////////
- class VisualShaderNodeVectorFunc : public VisualShaderNode {
- GDCLASS(VisualShaderNodeVectorFunc, VisualShaderNode);
- public:
- enum Function {
- FUNC_NORMALIZE,
- FUNC_SATURATE,
- FUNC_NEGATE,
- FUNC_RECIPROCAL,
- FUNC_RGB2HSV,
- FUNC_HSV2RGB,
- FUNC_ABS,
- FUNC_ACOS,
- FUNC_ACOSH,
- FUNC_ASIN,
- FUNC_ASINH,
- FUNC_ATAN,
- FUNC_ATANH,
- FUNC_CEIL,
- FUNC_COS,
- FUNC_COSH,
- FUNC_DEGREES,
- FUNC_EXP,
- FUNC_EXP2,
- FUNC_FLOOR,
- FUNC_FRAC,
- FUNC_INVERSE_SQRT,
- FUNC_LOG,
- FUNC_LOG2,
- FUNC_RADIANS,
- FUNC_ROUND,
- FUNC_ROUNDEVEN,
- FUNC_SIGN,
- FUNC_SIN,
- FUNC_SINH,
- FUNC_SQRT,
- FUNC_TAN,
- FUNC_TANH,
- FUNC_TRUNC,
- FUNC_ONEMINUS
- };
- 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, bool p_for_preview = false) 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)
- ///////////////////////////////////////
- /// COLOR FUNC
- ///////////////////////////////////////
- class VisualShaderNodeColorFunc : public VisualShaderNode {
- GDCLASS(VisualShaderNodeColorFunc, VisualShaderNode);
- public:
- enum Function {
- FUNC_GRAYSCALE,
- FUNC_SEPIA
- };
- 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, bool p_for_preview = false) 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;
- VisualShaderNodeColorFunc();
- };
- VARIANT_ENUM_CAST(VisualShaderNodeColorFunc::Function)
- ///////////////////////////////////////
- /// TRANSFORM FUNC
- ///////////////////////////////////////
- class VisualShaderNodeTransformFunc : public VisualShaderNode {
- GDCLASS(VisualShaderNodeTransformFunc, VisualShaderNode);
- public:
- enum Function {
- FUNC_INVERSE,
- FUNC_TRANSPOSE
- };
- 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, bool p_for_preview = false) 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;
- VisualShaderNodeTransformFunc();
- };
- VARIANT_ENUM_CAST(VisualShaderNodeTransformFunc::Function)
- ///////////////////////////////////////
- /// DOT
- ///////////////////////////////////////
- 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, bool p_for_preview = false) 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();
- };
- ///////////////////////////////////////
- /// LENGTH
- ///////////////////////////////////////
- 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, bool p_for_preview = false) 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();
- };
- ///////////////////////////////////////
- /// DETERMINANT
- ///////////////////////////////////////
- class VisualShaderNodeDeterminant : public VisualShaderNode {
- GDCLASS(VisualShaderNodeDeterminant, 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, bool p_for_preview = false) 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
- VisualShaderNodeDeterminant();
- };
- ///////////////////////////////////////
- /// CLAMP
- ///////////////////////////////////////
- class VisualShaderNodeScalarClamp : public VisualShaderNode {
- GDCLASS(VisualShaderNodeScalarClamp, 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, bool p_for_preview = false) 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
- VisualShaderNodeScalarClamp();
- };
- ///////////////////////////////////////
- class VisualShaderNodeVectorClamp : public VisualShaderNode {
- GDCLASS(VisualShaderNodeVectorClamp, 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, bool p_for_preview = false) 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
- VisualShaderNodeVectorClamp();
- };
- ///////////////////////////////////////
- /// DERIVATIVE FUNCTIONS
- ///////////////////////////////////////
- class VisualShaderNodeScalarDerivativeFunc : public VisualShaderNode {
- GDCLASS(VisualShaderNodeScalarDerivativeFunc, VisualShaderNode);
- public:
- enum Function {
- FUNC_SUM,
- FUNC_X,
- FUNC_Y
- };
- 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, bool p_for_preview = false) 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;
- VisualShaderNodeScalarDerivativeFunc();
- };
- VARIANT_ENUM_CAST(VisualShaderNodeScalarDerivativeFunc::Function)
- ///////////////////////////////////////
- class VisualShaderNodeVectorDerivativeFunc : public VisualShaderNode {
- GDCLASS(VisualShaderNodeVectorDerivativeFunc, VisualShaderNode);
- public:
- enum Function {
- FUNC_SUM,
- FUNC_X,
- FUNC_Y
- };
- 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, bool p_for_preview = false) 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;
- VisualShaderNodeVectorDerivativeFunc();
- };
- VARIANT_ENUM_CAST(VisualShaderNodeVectorDerivativeFunc::Function)
- ///////////////////////////////////////
- /// FACEFORWARD
- ///////////////////////////////////////
- class VisualShaderNodeFaceForward : public VisualShaderNode {
- GDCLASS(VisualShaderNodeFaceForward, 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, bool p_for_preview = false) 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
- VisualShaderNodeFaceForward();
- };
- ///////////////////////////////////////
- /// OUTER PRODUCT
- ///////////////////////////////////////
- class VisualShaderNodeOuterProduct : public VisualShaderNode {
- GDCLASS(VisualShaderNodeOuterProduct, 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, bool p_for_preview = false) 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
- VisualShaderNodeOuterProduct();
- };
- ///////////////////////////////////////
- /// STEP
- ///////////////////////////////////////
- class VisualShaderNodeVectorScalarStep : public VisualShaderNode {
- GDCLASS(VisualShaderNodeVectorScalarStep, 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, bool p_for_preview = false) 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
- VisualShaderNodeVectorScalarStep();
- };
- ///////////////////////////////////////
- /// SMOOTHSTEP
- ///////////////////////////////////////
- class VisualShaderNodeScalarSmoothStep : public VisualShaderNode {
- GDCLASS(VisualShaderNodeScalarSmoothStep, 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, bool p_for_preview = false) 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
- VisualShaderNodeScalarSmoothStep();
- };
- ///////////////////////////////////////
- class VisualShaderNodeVectorSmoothStep : public VisualShaderNode {
- GDCLASS(VisualShaderNodeVectorSmoothStep, 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, bool p_for_preview = false) 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
- VisualShaderNodeVectorSmoothStep();
- };
- ///////////////////////////////////////
- class VisualShaderNodeVectorScalarSmoothStep : public VisualShaderNode {
- GDCLASS(VisualShaderNodeVectorScalarSmoothStep, 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, bool p_for_preview = false) 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
- VisualShaderNodeVectorScalarSmoothStep();
- };
- ///////////////////////////////////////
- /// DISTANCE
- ///////////////////////////////////////
- class VisualShaderNodeVectorDistance : public VisualShaderNode {
- GDCLASS(VisualShaderNodeVectorDistance, 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, bool p_for_preview = false) 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
- VisualShaderNodeVectorDistance();
- };
- ///////////////////////////////////////
- /// REFRACT
- ///////////////////////////////////////
- class VisualShaderNodeVectorRefract : public VisualShaderNode {
- GDCLASS(VisualShaderNodeVectorRefract, 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, bool p_for_preview = false) 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
- VisualShaderNodeVectorRefract();
- };
- ///////////////////////////////////////
- /// MIX
- ///////////////////////////////////////
- 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, bool p_for_preview = false) 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, bool p_for_preview = false) 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 VisualShaderNodeVectorScalarMix : public VisualShaderNode {
- GDCLASS(VisualShaderNodeVectorScalarMix, 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, bool p_for_preview = false) 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
- VisualShaderNodeVectorScalarMix();
- };
- ///////////////////////////////////////
- /// COMPOSE
- ///////////////////////////////////////
- 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, bool p_for_preview = false) 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, bool p_for_preview = false) 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();
- };
- ///////////////////////////////////////
- /// DECOMPOSE
- ///////////////////////////////////////
- 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, bool p_for_preview = false) 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, bool p_for_preview = false) 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();
- };
- ///////////////////////////////////////
- /// UNIFORMS
- ///////////////////////////////////////
- class VisualShaderNodeScalarUniform : public VisualShaderNodeUniform {
- GDCLASS(VisualShaderNodeScalarUniform, VisualShaderNodeUniform);
- public:
- enum Hint {
- HINT_NONE,
- HINT_RANGE,
- HINT_RANGE_STEP,
- HINT_MAX,
- };
- private:
- Hint hint = HINT_NONE;
- float hint_range_min;
- float hint_range_max;
- float hint_range_step;
- bool default_value_enabled;
- float default_value;
- 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, bool p_for_preview = false) 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_hint(Hint p_hint);
- Hint get_hint() const;
- void set_min(float p_value);
- float get_min() const;
- void set_max(float p_value);
- float get_max() const;
- void set_step(float p_value);
- float get_step() const;
- void set_default_value_enabled(bool p_enabled);
- bool is_default_value_enabled() const;
- void set_default_value(float p_value);
- float get_default_value() const;
- virtual Vector<StringName> get_editable_properties() const;
- VisualShaderNodeScalarUniform();
- };
- VARIANT_ENUM_CAST(VisualShaderNodeScalarUniform::Hint)
- ///////////////////////////////////////
- class VisualShaderNodeBooleanUniform : public VisualShaderNodeUniform {
- GDCLASS(VisualShaderNodeBooleanUniform, VisualShaderNodeUniform);
- private:
- bool default_value_enabled;
- bool default_value;
- 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, bool p_for_preview = false) 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_default_value_enabled(bool p_enabled);
- bool is_default_value_enabled() const;
- void set_default_value(bool p_value);
- bool get_default_value() const;
- virtual Vector<StringName> get_editable_properties() const;
- VisualShaderNodeBooleanUniform();
- };
- ///////////////////////////////////////
- class VisualShaderNodeColorUniform : public VisualShaderNodeUniform {
- GDCLASS(VisualShaderNodeColorUniform, VisualShaderNodeUniform);
- private:
- bool default_value_enabled;
- Color default_value;
- 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, bool p_for_preview = false) 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_default_value_enabled(bool p_enabled);
- bool is_default_value_enabled() const;
- void set_default_value(const Color &p_value);
- Color get_default_value() const;
- virtual Vector<StringName> get_editable_properties() const;
- VisualShaderNodeColorUniform();
- };
- ///////////////////////////////////////
- class VisualShaderNodeVec3Uniform : public VisualShaderNodeUniform {
- GDCLASS(VisualShaderNodeVec3Uniform, VisualShaderNodeUniform);
- private:
- bool default_value_enabled;
- Vector3 default_value;
- 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, bool p_for_preview = false) 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_default_value_enabled(bool p_enabled);
- bool is_default_value_enabled() const;
- void set_default_value(const Vector3 &p_value);
- Vector3 get_default_value() const;
- virtual Vector<StringName> get_editable_properties() const;
- VisualShaderNodeVec3Uniform();
- };
- ///////////////////////////////////////
- class VisualShaderNodeTransformUniform : public VisualShaderNodeUniform {
- GDCLASS(VisualShaderNodeTransformUniform, VisualShaderNodeUniform);
- private:
- bool default_value_enabled;
- Transform default_value;
- 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, bool p_for_preview = false) 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_default_value_enabled(bool p_enabled);
- bool is_default_value_enabled() const;
- void set_default_value(const Transform &p_value);
- Transform get_default_value() const;
- virtual Vector<StringName> get_editable_properties() const;
- 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
- };
- protected:
- 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 String get_input_port_default_hint(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, bool p_for_preview = false) 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
- virtual bool is_code_generated() const;
- virtual bool is_show_prop_names() const;
- 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 VisualShaderNodeTextureUniformTriplanar : public VisualShaderNodeTextureUniform {
- GDCLASS(VisualShaderNodeTextureUniformTriplanar, VisualShaderNodeTextureUniform);
- 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 String get_input_port_default_hint(int p_port) const;
- virtual String generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const;
- virtual String generate_global_per_func(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, bool p_for_preview = false) 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
- VisualShaderNodeTextureUniformTriplanar();
- };
- ///////////////////////////////////////
- class VisualShaderNodeCubeMapUniform : public VisualShaderNodeTextureUniform {
- GDCLASS(VisualShaderNodeCubeMapUniform, VisualShaderNodeTextureUniform);
- 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 get_input_port_default_hint(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, bool p_for_preview = false) 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();
- };
- ///////////////////////////////////////
- /// IF
- ///////////////////////////////////////
- class VisualShaderNodeIf : public VisualShaderNode {
- GDCLASS(VisualShaderNodeIf, 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, bool p_for_preview = false) const;
- VisualShaderNodeIf();
- };
- ///////////////////////////////////////
- /// SWITCH
- ///////////////////////////////////////
- class VisualShaderNodeSwitch : public VisualShaderNode {
- GDCLASS(VisualShaderNodeSwitch, 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, bool p_for_preview = false) const;
- VisualShaderNodeSwitch();
- };
- class VisualShaderNodeScalarSwitch : public VisualShaderNodeSwitch {
- GDCLASS(VisualShaderNodeScalarSwitch, VisualShaderNodeSwitch);
- public:
- virtual String get_caption() const;
- virtual PortType get_input_port_type(int p_port) const;
- virtual PortType get_output_port_type(int p_port) const;
- VisualShaderNodeScalarSwitch();
- };
- ///////////////////////////////////////
- /// FRESNEL
- ///////////////////////////////////////
- class VisualShaderNodeFresnel : public VisualShaderNode {
- GDCLASS(VisualShaderNodeFresnel, 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 get_input_port_default_hint(int p_port) const;
- virtual bool is_generate_input_var(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, bool p_for_preview = false) const;
- VisualShaderNodeFresnel();
- };
- ///////////////////////////////////////
- /// Is
- ///////////////////////////////////////
- class VisualShaderNodeIs : public VisualShaderNode {
- GDCLASS(VisualShaderNodeIs, VisualShaderNode);
- public:
- enum Function {
- FUNC_IS_INF,
- FUNC_IS_NAN,
- };
- protected:
- Function func;
- 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, bool p_for_preview = false) 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;
- VisualShaderNodeIs();
- };
- VARIANT_ENUM_CAST(VisualShaderNodeIs::Function)
- ///////////////////////////////////////
- /// Compare
- ///////////////////////////////////////
- class VisualShaderNodeCompare : public VisualShaderNode {
- GDCLASS(VisualShaderNodeCompare, VisualShaderNode);
- public:
- enum ComparisonType {
- CTYPE_SCALAR,
- CTYPE_VECTOR,
- CTYPE_BOOLEAN,
- CTYPE_TRANSFORM
- };
- enum Function {
- FUNC_EQUAL,
- FUNC_NOT_EQUAL,
- FUNC_GREATER_THAN,
- FUNC_GREATER_THAN_EQUAL,
- FUNC_LESS_THAN,
- FUNC_LESS_THAN_EQUAL,
- };
- enum Condition {
- COND_ALL,
- COND_ANY,
- };
- protected:
- ComparisonType ctype;
- Function func;
- Condition condition;
- 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, bool p_for_preview = false) 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_comparison_type(ComparisonType p_type);
- ComparisonType get_comparison_type() const;
- void set_function(Function p_func);
- Function get_function() const;
- void set_condition(Condition p_cond);
- Condition get_condition() const;
- virtual Vector<StringName> get_editable_properties() const;
- virtual String get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const;
- VisualShaderNodeCompare();
- };
- VARIANT_ENUM_CAST(VisualShaderNodeCompare::ComparisonType)
- VARIANT_ENUM_CAST(VisualShaderNodeCompare::Function)
- VARIANT_ENUM_CAST(VisualShaderNodeCompare::Condition)
- #endif // VISUAL_SHADER_NODES_H
|