diff options
Diffstat (limited to 'scene/resources/visual_shader.h')
-rw-r--r-- | scene/resources/visual_shader.h | 162 |
1 files changed, 84 insertions, 78 deletions
diff --git a/scene/resources/visual_shader.h b/scene/resources/visual_shader.h index 7ca4e5fc4a..0d53589fa5 100644 --- a/scene/resources/visual_shader.h +++ b/scene/resources/visual_shader.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* visual_shader.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ -/* */ -/* Permission is hereby granted, free of charge, to any person obtaining */ -/* a copy of this software and associated documentation files (the */ -/* "Software"), to deal in the Software without restriction, including */ -/* without limitation the rights to use, copy, modify, merge, publish, */ -/* distribute, sublicense, and/or sell copies of the Software, and to */ -/* permit persons to whom the Software is furnished to do so, subject to */ -/* the following conditions: */ -/* */ -/* The above copyright notice and this permission notice shall be */ -/* included in all copies or substantial portions of the Software. */ -/* */ -/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ -/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ -/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ -/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ -/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ -/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ -/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ -/*************************************************************************/ +/**************************************************************************/ +/* visual_shader.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_H #define VISUAL_SHADER_H @@ -36,7 +36,7 @@ #include "scene/gui/control.h" #include "scene/resources/shader.h" -class VisualShaderNodeUniform; +class VisualShaderNodeParameter; class VisualShaderNode; class VisualShader : public Shader { @@ -79,21 +79,22 @@ public: enum VaryingType { VARYING_TYPE_FLOAT, + VARYING_TYPE_INT, + VARYING_TYPE_UINT, VARYING_TYPE_VECTOR_2D, VARYING_TYPE_VECTOR_3D, VARYING_TYPE_VECTOR_4D, - VARYING_TYPE_COLOR, + VARYING_TYPE_BOOLEAN, VARYING_TYPE_TRANSFORM, VARYING_TYPE_MAX, }; struct Varying { String name; - VaryingMode mode; - VaryingType type; + VaryingMode mode = VARYING_MODE_MAX; + VaryingType type = VARYING_TYPE_MAX; - Varying() { - } + Varying() {} Varying(String p_name, VaryingMode p_mode, VaryingType p_type) : name(p_name), mode(p_mode), type(p_type) {} @@ -132,7 +133,7 @@ private: Shader::Mode shader_mode = Shader::MODE_SPATIAL; mutable String previous_code; - Array _get_node_connections(Type p_type) const; + TypedArray<Dictionary> _get_node_connections(Type p_type) const; Vector2 graph_offset; @@ -156,7 +157,7 @@ private: } }; - Error _write_node(Type p_type, StringBuilder *global_code, StringBuilder *global_code_per_node, HashMap<Type, StringBuilder> *global_code_per_func, StringBuilder &code, Vector<DefaultTextureParam> &def_tex_params, const VMap<ConnectionKey, const List<Connection>::Element *> &input_connections, const VMap<ConnectionKey, const List<Connection>::Element *> &output_connections, int node, HashSet<int> &processed, bool for_preview, HashSet<StringName> &r_classes) const; + Error _write_node(Type p_type, StringBuilder *p_global_code, StringBuilder *p_global_code_per_node, HashMap<Type, StringBuilder> *p_global_code_per_func, StringBuilder &r_code, Vector<DefaultTextureParam> &r_def_tex_params, const VMap<ConnectionKey, const List<Connection>::Element *> &p_input_connections, const VMap<ConnectionKey, const List<Connection>::Element *> &p_output_connections, int p_node, HashSet<int> &r_processed, bool p_for_preview, HashSet<StringName> &r_classes) const; void _input_type_changed(Type p_type, int p_id); bool has_func_name(RenderingServer::ShaderMode p_mode, const String &p_func_name) const; @@ -228,7 +229,7 @@ public: // internal methods String generate_preview_shader(Type p_type, int p_node, int p_port, Vector<DefaultTextureParam> &r_default_tex_params) const; String validate_port_name(const String &p_port_name, VisualShaderNode *p_node, int p_port_id, bool p_output) const; - String validate_uniform_name(const String &p_name, const Ref<VisualShaderNodeUniform> &p_uniform) const; + String validate_parameter_name(const String &p_name, const Ref<VisualShaderNodeParameter> &p_parameter) const; VisualShader(); }; @@ -260,6 +261,7 @@ public: enum PortType { PORT_TYPE_SCALAR, PORT_TYPE_SCALAR_INT, + PORT_TYPE_SCALAR_UINT, PORT_TYPE_VECTOR_2D, PORT_TYPE_VECTOR_3D, PORT_TYPE_VECTOR_4D, @@ -428,7 +430,7 @@ public: protected: static void _bind_methods(); - void _validate_property(PropertyInfo &property) const override; + void _validate_property(PropertyInfo &p_property) const; public: virtual int get_input_port_count() const override; @@ -498,8 +500,8 @@ public: VisualShaderNodeOutput(); }; -class VisualShaderNodeUniform : public VisualShaderNode { - GDCLASS(VisualShaderNodeUniform, VisualShaderNode); +class VisualShaderNodeParameter : public VisualShaderNode { + GDCLASS(VisualShaderNodeParameter, VisualShaderNode); public: enum Qualifier { @@ -510,7 +512,7 @@ public: }; private: - String uniform_name = ""; + String parameter_name = ""; Qualifier qualifier = QUAL_NONE; bool global_code_generated = false; @@ -518,9 +520,13 @@ protected: static void _bind_methods(); String _get_qual_str() const; +#ifndef DISABLE_DEPRECATED + bool _set(const StringName &p_name, const Variant &p_value); +#endif + public: - void set_uniform_name(const String &p_name); - String get_uniform_name() const; + void set_parameter_name(const String &p_name); + String get_parameter_name() const; void set_qualifier(Qualifier p_qual); Qualifier get_qualifier() const; @@ -534,44 +540,45 @@ public: virtual Vector<StringName> get_editable_properties() const override; virtual String get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const override; - VisualShaderNodeUniform(); + VisualShaderNodeParameter(); }; -VARIANT_ENUM_CAST(VisualShaderNodeUniform::Qualifier) +VARIANT_ENUM_CAST(VisualShaderNodeParameter::Qualifier) -class VisualShaderNodeUniformRef : public VisualShaderNode { - GDCLASS(VisualShaderNodeUniformRef, VisualShaderNode); +class VisualShaderNodeParameterRef : public VisualShaderNode { + GDCLASS(VisualShaderNodeParameterRef, VisualShaderNode); public: - enum UniformType { - UNIFORM_TYPE_FLOAT, - UNIFORM_TYPE_INT, - UNIFORM_TYPE_BOOLEAN, - UNIFORM_TYPE_VECTOR2, - UNIFORM_TYPE_VECTOR3, - UNIFORM_TYPE_VECTOR4, - UNIFORM_TYPE_TRANSFORM, - UNIFORM_TYPE_COLOR, + enum ParameterType { + PARAMETER_TYPE_FLOAT, + PARAMETER_TYPE_INT, + PARAMETER_TYPE_UINT, + PARAMETER_TYPE_BOOLEAN, + PARAMETER_TYPE_VECTOR2, + PARAMETER_TYPE_VECTOR3, + PARAMETER_TYPE_VECTOR4, + PARAMETER_TYPE_TRANSFORM, + PARAMETER_TYPE_COLOR, UNIFORM_TYPE_SAMPLER, }; - struct Uniform { + struct Parameter { String name; - UniformType type; + ParameterType type; }; private: RID shader_rid; - String uniform_name = "[None]"; - UniformType uniform_type = UniformType::UNIFORM_TYPE_FLOAT; + String parameter_name = "[None]"; + ParameterType param_type = ParameterType::PARAMETER_TYPE_FLOAT; protected: static void _bind_methods(); public: - static void add_uniform(RID p_shader_rid, const String &p_name, UniformType p_type); - static void clear_uniforms(RID p_shader_rid); - static bool has_uniform(RID p_shader_rid, const String &p_name); + static void add_parameter(RID p_shader_rid, const String &p_name, ParameterType p_type); + static void clear_parameters(RID p_shader_rid); + static bool has_parameter(RID p_shader_rid, const String &p_name); public: virtual String get_caption() const override; @@ -586,40 +593,40 @@ public: void set_shader_rid(const RID &p_shader); - void set_uniform_name(const String &p_name); - String get_uniform_name() const; + void set_parameter_name(const String &p_name); + String get_parameter_name() const; - void update_uniform_type(); + void update_parameter_type(); - void _set_uniform_type(int p_uniform_type); - int _get_uniform_type() const; + void _set_parameter_type(int p_parameter_type); + int _get_parameter_type() const; - int get_uniforms_count() const; - String get_uniform_name_by_index(int p_idx) const; - UniformType get_uniform_type_by_name(const String &p_name) const; - UniformType get_uniform_type_by_index(int p_idx) const; + int get_parameters_count() const; + String get_parameter_name_by_index(int p_idx) const; + ParameterType get_parameter_type_by_name(const String &p_name) const; + ParameterType get_parameter_type_by_index(int p_idx) const; PortType get_port_type_by_index(int p_idx) const; virtual Vector<StringName> get_editable_properties() const override; 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 override; - VisualShaderNodeUniformRef(); + VisualShaderNodeParameterRef(); }; class VisualShaderNodeResizableBase : public VisualShaderNode { GDCLASS(VisualShaderNodeResizableBase, VisualShaderNode); protected: - Vector2 size = Size2(0, 0); + Size2 size = Size2(0, 0); bool allow_v_resize = true; protected: static void _bind_methods(); public: - void set_size(const Vector2 &p_size); - Vector2 get_size() const; + void set_size(const Size2 &p_size); + Size2 get_size() const; bool is_allow_v_resize() const; void set_allow_v_resize(bool p_enabled); @@ -828,7 +835,6 @@ public: virtual PortType get_output_port_type(int p_port) const override; virtual String get_output_port_name(int p_port) const override; - virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override; 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 override; VisualShaderNodeVaryingSetter(); |