mirror of
https://github.com/godotengine/godot.git
synced 2024-12-09 10:09:20 +08:00
f248420a2b
Co-authored-by: QbieShay <cislaghi.ilaria@gmail.com>
284 lines
9.5 KiB
C++
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 p_port == 0 ? PORT_TYPE_VECTOR_2D : PORT_TYPE_SCALAR;
|
|
}
|
|
|
|
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 p_port == 0 ? PORT_TYPE_VECTOR_2D : PORT_TYPE_SCALAR;
|
|
}
|
|
|
|
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 p_port == 0 ? PORT_TYPE_VECTOR_2D : PORT_TYPE_SCALAR;
|
|
}
|
|
|
|
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;
|
|
}
|