godot/scene/resources/visual_shader_sdf_nodes.cpp
Rémi Verschelde d95794ec8a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00

284 lines
9.5 KiB
C++

/**************************************************************************/
/* visual_shader_sdf_nodes.cpp */
/**************************************************************************/
/* 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. */
/**************************************************************************/
#include "visual_shader_sdf_nodes.h"
// VisualShaderNodeSDFToScreenUV
String VisualShaderNodeSDFToScreenUV::get_caption() const {
return "SDFToScreenUV";
}
int VisualShaderNodeSDFToScreenUV::get_input_port_count() const {
return 1;
}
VisualShaderNodeSDFToScreenUV::PortType VisualShaderNodeSDFToScreenUV::get_input_port_type(int p_port) const {
return PORT_TYPE_VECTOR_2D;
}
String VisualShaderNodeSDFToScreenUV::get_input_port_name(int p_port) const {
return "sdf_pos";
}
int VisualShaderNodeSDFToScreenUV::get_output_port_count() const {
return 1;
}
VisualShaderNodeSDFToScreenUV::PortType VisualShaderNodeSDFToScreenUV::get_output_port_type(int p_port) const {
return PORT_TYPE_VECTOR_2D;
}
String VisualShaderNodeSDFToScreenUV::get_output_port_name(int p_port) const {
return "";
}
String VisualShaderNodeSDFToScreenUV::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 {
return " " + p_output_vars[0] + " = sdf_to_screen_uv(" + (p_input_vars[0].is_empty() ? "vec2(0.0)" : p_input_vars[0]) + ");\n";
}
VisualShaderNodeSDFToScreenUV::VisualShaderNodeSDFToScreenUV() {
}
// VisualShaderNodeScreenUVToSDF
String VisualShaderNodeScreenUVToSDF::get_caption() const {
return "ScreenUVToSDF";
}
int VisualShaderNodeScreenUVToSDF::get_input_port_count() const {
return 1;
}
VisualShaderNodeScreenUVToSDF::PortType VisualShaderNodeScreenUVToSDF::get_input_port_type(int p_port) const {
return PORT_TYPE_VECTOR_2D;
}
String VisualShaderNodeScreenUVToSDF::get_input_port_name(int p_port) const {
return "uv";
}
int VisualShaderNodeScreenUVToSDF::get_output_port_count() const {
return 1;
}
VisualShaderNodeScreenUVToSDF::PortType VisualShaderNodeScreenUVToSDF::get_output_port_type(int p_port) const {
return PORT_TYPE_VECTOR_2D;
}
String VisualShaderNodeScreenUVToSDF::get_output_port_name(int p_port) const {
return "";
}
bool VisualShaderNodeScreenUVToSDF::is_input_port_default(int p_port, Shader::Mode p_mode) const {
if (p_port == 0) {
return true;
}
return false;
}
String VisualShaderNodeScreenUVToSDF::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 {
return " " + p_output_vars[0] + " = screen_uv_to_sdf(" + (p_input_vars[0].is_empty() ? "SCREEN_UV" : p_input_vars[0]) + ");\n";
}
VisualShaderNodeScreenUVToSDF::VisualShaderNodeScreenUVToSDF() {
}
// VisualShaderNodeTextureSDF
String VisualShaderNodeTextureSDF::get_caption() const {
return "TextureSDF";
}
int VisualShaderNodeTextureSDF::get_input_port_count() const {
return 1;
}
VisualShaderNodeTextureSDF::PortType VisualShaderNodeTextureSDF::get_input_port_type(int p_port) const {
return PORT_TYPE_VECTOR_2D;
}
String VisualShaderNodeTextureSDF::get_input_port_name(int p_port) const {
return "sdf_pos";
}
int VisualShaderNodeTextureSDF::get_output_port_count() const {
return 1;
}
VisualShaderNodeTextureSDF::PortType VisualShaderNodeTextureSDF::get_output_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeTextureSDF::get_output_port_name(int p_port) const {
return "";
}
String VisualShaderNodeTextureSDF::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 {
return " " + p_output_vars[0] + " = texture_sdf(" + (p_input_vars[0].is_empty() ? "vec2(0.0)" : p_input_vars[0]) + ");\n";
}
VisualShaderNodeTextureSDF::VisualShaderNodeTextureSDF() {
}
// VisualShaderNodeTextureSDFNormal
String VisualShaderNodeTextureSDFNormal::get_caption() const {
return "TextureSDFNormal";
}
int VisualShaderNodeTextureSDFNormal::get_input_port_count() const {
return 1;
}
VisualShaderNodeTextureSDFNormal::PortType VisualShaderNodeTextureSDFNormal::get_input_port_type(int p_port) const {
return PORT_TYPE_VECTOR_2D;
}
String VisualShaderNodeTextureSDFNormal::get_input_port_name(int p_port) const {
return "sdf_pos";
}
int VisualShaderNodeTextureSDFNormal::get_output_port_count() const {
return 1;
}
VisualShaderNodeTextureSDFNormal::PortType VisualShaderNodeTextureSDFNormal::get_output_port_type(int p_port) const {
return PORT_TYPE_VECTOR_2D;
}
String VisualShaderNodeTextureSDFNormal::get_output_port_name(int p_port) const {
return "";
}
String VisualShaderNodeTextureSDFNormal::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 {
return " " + p_output_vars[0] + " = texture_sdf_normal(" + (p_input_vars[0].is_empty() ? "vec2(0.0)" : p_input_vars[0]) + ");\n";
}
VisualShaderNodeTextureSDFNormal::VisualShaderNodeTextureSDFNormal() {
}
// VisualShaderNodeSDFRaymarch
String VisualShaderNodeSDFRaymarch::get_caption() const {
return "SDFRaymarch";
}
int VisualShaderNodeSDFRaymarch::get_input_port_count() const {
return 2;
}
VisualShaderNodeSDFRaymarch::PortType VisualShaderNodeSDFRaymarch::get_input_port_type(int p_port) const {
if (p_port == 0 || p_port == 1) {
return PORT_TYPE_VECTOR_2D;
}
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeSDFRaymarch::get_input_port_name(int p_port) const {
if (p_port == 0) {
return "from_pos";
} else if (p_port == 1) {
return "to_pos";
}
return String();
}
int VisualShaderNodeSDFRaymarch::get_output_port_count() const {
return 3;
}
VisualShaderNodeSDFRaymarch::PortType VisualShaderNodeSDFRaymarch::get_output_port_type(int p_port) const {
if (p_port == 0) {
return PORT_TYPE_SCALAR;
} else if (p_port == 1) {
return PORT_TYPE_BOOLEAN;
} else if (p_port == 2) {
return PORT_TYPE_VECTOR_2D;
}
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeSDFRaymarch::get_output_port_name(int p_port) const {
if (p_port == 0) {
return "distance";
} else if (p_port == 1) {
return "hit";
} else if (p_port == 2) {
return "end_pos";
}
return String();
}
String VisualShaderNodeSDFRaymarch::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 {
String code;
code += " {\n";
if (p_input_vars[0].is_empty()) {
code += " vec2 __from_pos = vec2(0.0f);\n";
} else {
code += " vec2 __from_pos = " + p_input_vars[0] + ";\n";
}
if (p_input_vars[1].is_empty()) {
code += " vec2 __to_pos = vec2(0.0f);\n";
} else {
code += " vec2 __to_pos = " + p_input_vars[1] + ";\n";
}
code += "\n vec2 __at = __from_pos;\n";
code += " float __max_dist = distance(__from_pos, __to_pos);\n";
code += " vec2 __dir = normalize(__to_pos - __from_pos);\n\n";
code += " float __accum = 0.0f;\n";
code += " while(__accum < __max_dist) {\n";
code += " float __d = texture_sdf(__at);\n";
code += " __accum += __d;\n";
code += " if (__d < 0.01f) {\n";
code += " break;\n";
code += " }\n";
code += " __at += __d * __dir;\n";
code += " }\n";
code += " float __dist = min(__max_dist, __accum);\n";
code += " " + p_output_vars[0] + " = __dist;\n";
code += " " + p_output_vars[1] + " = __accum < __max_dist;\n";
code += " " + p_output_vars[2] + " = __from_pos + __dir * __dist;\n";
code += " }\n";
return code;
}
VisualShaderNodeSDFRaymarch::VisualShaderNodeSDFRaymarch() {
simple_decl = false;
}