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Merge pull request #41935 from Chaosus/vs_texture3d
Added Texture3D to visual shaders
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commit
58dcde344c
49
doc/classes/Texture3D.xml
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49
doc/classes/Texture3D.xml
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@ -0,0 +1,49 @@
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="Texture3D" inherits="Texture" version="4.0">
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<brief_description>
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</brief_description>
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<description>
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="get_data" qualifiers="const">
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<return type="Image[]">
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</return>
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<description>
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</description>
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</method>
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<method name="get_depth" qualifiers="const">
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<return type="int">
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</return>
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<description>
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</description>
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</method>
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<method name="get_format" qualifiers="const">
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<return type="int" enum="Image.Format">
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</return>
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<description>
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</description>
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</method>
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<method name="get_height" qualifiers="const">
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<return type="int">
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</return>
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<description>
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</description>
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</method>
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<method name="get_width" qualifiers="const">
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<return type="int">
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</return>
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<description>
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</description>
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</method>
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<method name="has_mipmaps" qualifiers="const">
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<return type="bool">
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</return>
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<description>
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</description>
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</method>
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</methods>
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<constants>
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</constants>
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</class>
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@ -1,7 +1,7 @@
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="VisualShaderNodeTexture" inherits="VisualShaderNode" version="4.0">
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<brief_description>
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Performs a texture lookup within the visual shader graph.
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Performs a 2D texture lookup within the visual shader graph.
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</brief_description>
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<description>
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Performs a lookup operation on the provided texture, with support for multiple texture sources to choose from.
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20
doc/classes/VisualShaderNodeTexture3D.xml
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20
doc/classes/VisualShaderNodeTexture3D.xml
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@ -0,0 +1,20 @@
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="VisualShaderNodeTexture3D" inherits="VisualShaderNodeSample3D" version="4.0">
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<brief_description>
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Performs a 3D texture lookup within the visual shader graph.
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</brief_description>
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<description>
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Performs a lookup operation on the provided texture, with support for multiple texture sources to choose from.
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</description>
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<tutorials>
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</tutorials>
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<methods>
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</methods>
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<members>
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<member name="texture" type="Texture3D" setter="set_texture" getter="get_texture">
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A source texture. Used if [member VisualShaderNodeSample3D.source] is set to [constant VisualShaderNodeSample3D.SOURCE_TEXTURE].
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</member>
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</members>
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<constants>
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</constants>
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</class>
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15
doc/classes/VisualShaderNodeTexture3DUniform.xml
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15
doc/classes/VisualShaderNodeTexture3DUniform.xml
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="VisualShaderNodeTexture3DUniform" inherits="VisualShaderNodeTextureUniform" version="4.0">
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<brief_description>
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Provides a 3D texture uniform within the visual shader graph.
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</brief_description>
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<description>
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Translated to [code]uniform sampler3D[/code] in the shader language.
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</description>
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<tutorials>
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</tutorials>
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<methods>
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</methods>
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<constants>
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</constants>
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</class>
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@ -2974,12 +2974,15 @@ VisualShaderEditor::VisualShaderEditor() {
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add_options.push_back(AddOption("CubeMap", "Textures", "Functions", "VisualShaderNodeCubemap", TTR("Perform the cubic texture lookup."), -1, -1));
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texture_node_option_idx = add_options.size();
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add_options.push_back(AddOption("Texture2D", "Textures", "Functions", "VisualShaderNodeTexture", TTR("Perform the texture lookup."), -1, -1));
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add_options.push_back(AddOption("CubeMapUniform", "Textures", "Variables", "VisualShaderNodeCubemapUniform", TTR("Cubic texture uniform lookup."), -1, -1));
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add_options.push_back(AddOption("Texture2D", "Textures", "Functions", "VisualShaderNodeTexture", TTR("Perform the 2D texture lookup."), -1, -1));
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add_options.push_back(AddOption("Texture2DArray", "Textures", "Functions", "VisualShaderNodeTexture2DArray", TTR("Perform the 2D-array texture lookup."), -1, -1, -1, -1, -1));
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add_options.push_back(AddOption("Texture3D", "Textures", "Functions", "VisualShaderNodeTexture3D", TTR("Perform the 3D texture lookup."), -1, -1));
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add_options.push_back(AddOption("CubeMapUniform", "Textures", "Variables", "VisualShaderNodeCubemapUniform", TTR("Cubic texture uniform lookup."), -1, -1));
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add_options.push_back(AddOption("TextureUniform", "Textures", "Variables", "VisualShaderNodeTextureUniform", TTR("2D texture uniform lookup."), -1, -1));
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add_options.push_back(AddOption("TextureUniformTriplanar", "Textures", "Variables", "VisualShaderNodeTextureUniformTriplanar", TTR("2D texture uniform lookup with triplanar."), -1, -1, TYPE_FLAGS_FRAGMENT | TYPE_FLAGS_LIGHT, Shader::MODE_SPATIAL));
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add_options.push_back(AddOption("Texture2DArrayUniform", "Textures", "Variables", "VisualShaderNodeTexture2DArrayUniform", TTR("2D array of textures uniform lookup."), -1, -1, -1, -1, -1));
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add_options.push_back(AddOption("Texture3DUniform", "Textures", "Variables", "VisualShaderNodeTexture3DUniform", TTR("3D texture uniform lookup."), -1, -1, -1, -1, -1));
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// TRANSFORM
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@ -553,6 +553,7 @@ void register_scene_types() {
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ClassDB::register_class<VisualShaderNodeTexture>();
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ClassDB::register_virtual_class<VisualShaderNodeSample3D>();
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ClassDB::register_class<VisualShaderNodeTexture2DArray>();
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ClassDB::register_class<VisualShaderNodeTexture3D>();
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ClassDB::register_class<VisualShaderNodeCubemap>();
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ClassDB::register_virtual_class<VisualShaderNodeUniform>();
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ClassDB::register_class<VisualShaderNodeUniformRef>();
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@ -565,6 +566,7 @@ void register_scene_types() {
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ClassDB::register_class<VisualShaderNodeTextureUniform>();
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ClassDB::register_class<VisualShaderNodeTextureUniformTriplanar>();
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ClassDB::register_class<VisualShaderNodeTexture2DArrayUniform>();
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ClassDB::register_class<VisualShaderNodeTexture3DUniform>();
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ClassDB::register_class<VisualShaderNodeCubemapUniform>();
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ClassDB::register_class<VisualShaderNodeIf>();
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ClassDB::register_class<VisualShaderNodeSwitch>();
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@ -951,6 +951,64 @@ void VisualShaderNodeTexture2DArray::_bind_methods() {
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VisualShaderNodeTexture2DArray::VisualShaderNodeTexture2DArray() {
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}
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////////////// Texture3D
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String VisualShaderNodeTexture3D::get_caption() const {
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return "Texture3D";
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}
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String VisualShaderNodeTexture3D::get_input_port_name(int p_port) const {
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if (p_port == 2) {
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return "sampler3D";
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}
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return VisualShaderNodeSample3D::get_input_port_name(p_port);
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}
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Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture3D::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
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VisualShader::DefaultTextureParam dtp;
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dtp.name = make_unique_id(p_type, p_id, "tex3d");
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dtp.param = texture;
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Vector<VisualShader::DefaultTextureParam> ret;
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ret.push_back(dtp);
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return ret;
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}
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String VisualShaderNodeTexture3D::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
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if (source == SOURCE_TEXTURE) {
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return "uniform sampler3D " + make_unique_id(p_type, p_id, "tex3d") + ";\n";
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}
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return String();
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}
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void VisualShaderNodeTexture3D::set_texture(Ref<Texture3D> p_value) {
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texture = p_value;
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emit_changed();
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}
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Ref<Texture3D> VisualShaderNodeTexture3D::get_texture() const {
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return texture;
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}
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Vector<StringName> VisualShaderNodeTexture3D::get_editable_properties() const {
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Vector<StringName> props;
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props.push_back("source");
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if (source == SOURCE_TEXTURE) {
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props.push_back("texture");
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}
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return props;
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}
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void VisualShaderNodeTexture3D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_texture", "value"), &VisualShaderNodeTexture3D::set_texture);
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ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeTexture3D::get_texture);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture3D"), "set_texture", "get_texture");
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}
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VisualShaderNodeTexture3D::VisualShaderNodeTexture3D() {
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}
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////////////// Cubemap
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String VisualShaderNodeCubemap::get_caption() const {
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@ -4397,6 +4455,74 @@ String VisualShaderNodeTexture2DArrayUniform::generate_code(Shader::Mode p_mode,
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VisualShaderNodeTexture2DArrayUniform::VisualShaderNodeTexture2DArrayUniform() {
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}
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////////////// Texture3D Uniform
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String VisualShaderNodeTexture3DUniform::get_caption() const {
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return "Texture3DUniform";
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}
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int VisualShaderNodeTexture3DUniform::get_output_port_count() const {
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return 1;
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}
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VisualShaderNodeTexture3DUniform::PortType VisualShaderNodeTexture3DUniform::get_output_port_type(int p_port) const {
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return PORT_TYPE_SAMPLER;
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}
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String VisualShaderNodeTexture3DUniform::get_output_port_name(int p_port) const {
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return "sampler3D";
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}
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int VisualShaderNodeTexture3DUniform::get_input_port_count() const {
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return 0;
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}
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VisualShaderNodeTexture3DUniform::PortType VisualShaderNodeTexture3DUniform::get_input_port_type(int p_port) const {
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return PORT_TYPE_SCALAR;
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}
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String VisualShaderNodeTexture3DUniform::get_input_port_name(int p_port) const {
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return "";
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}
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String VisualShaderNodeTexture3DUniform::get_input_port_default_hint(int p_port) const {
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return "";
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}
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String VisualShaderNodeTexture3DUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
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String code = _get_qual_str() + "uniform sampler3D " + get_uniform_name();
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switch (texture_type) {
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case TYPE_DATA:
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if (color_default == COLOR_DEFAULT_BLACK)
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code += " : hint_black;\n";
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else
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code += ";\n";
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break;
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case TYPE_COLOR:
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if (color_default == COLOR_DEFAULT_BLACK)
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code += " : hint_black_albedo;\n";
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else
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code += " : hint_albedo;\n";
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break;
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case TYPE_NORMALMAP:
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code += " : hint_normal;\n";
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break;
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case TYPE_ANISO:
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code += " : hint_aniso;\n";
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break;
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}
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return code;
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}
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String VisualShaderNodeTexture3DUniform::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 String();
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}
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VisualShaderNodeTexture3DUniform::VisualShaderNodeTexture3DUniform() {
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}
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////////////// Cubemap Uniform
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String VisualShaderNodeCubemapUniform::get_caption() const {
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@ -343,6 +343,29 @@ public:
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VisualShaderNodeTexture2DArray();
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};
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class VisualShaderNodeTexture3D : public VisualShaderNodeSample3D {
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GDCLASS(VisualShaderNodeTexture3D, VisualShaderNodeSample3D);
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Ref<Texture3D> texture;
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protected:
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static void _bind_methods();
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public:
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virtual String get_caption() const override;
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virtual String get_input_port_name(int p_port) const override;
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virtual Vector<VisualShader::DefaultTextureParam> get_default_texture_parameters(VisualShader::Type p_type, int p_id) const override;
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virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override;
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void set_texture(Ref<Texture3D> p_value);
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Ref<Texture3D> get_texture() const;
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virtual Vector<StringName> get_editable_properties() const override;
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VisualShaderNodeTexture3D();
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};
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class VisualShaderNodeCubemap : public VisualShaderNode {
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GDCLASS(VisualShaderNodeCubemap, VisualShaderNode);
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Ref<Cubemap> cube_map;
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@ -1855,6 +1878,29 @@ public:
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///////////////////////////////////////
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class VisualShaderNodeTexture3DUniform : public VisualShaderNodeTextureUniform {
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GDCLASS(VisualShaderNodeTexture3DUniform, VisualShaderNodeTextureUniform);
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public:
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virtual String get_caption() const override;
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virtual int get_input_port_count() const override;
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virtual PortType get_input_port_type(int p_port) const override;
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virtual String get_input_port_name(int p_port) const override;
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virtual int get_output_port_count() const override;
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virtual PortType get_output_port_type(int p_port) const override;
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virtual String get_output_port_name(int p_port) const override;
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virtual String get_input_port_default_hint(int p_port) const override;
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virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override;
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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; //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
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VisualShaderNodeTexture3DUniform();
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};
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///////////////////////////////////////
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class VisualShaderNodeCubemapUniform : public VisualShaderNodeTextureUniform {
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GDCLASS(VisualShaderNodeCubemapUniform, VisualShaderNodeTextureUniform);
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