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https://github.com/godotengine/godot.git
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892 lines
31 KiB
C++
892 lines
31 KiB
C++
/*************************************************************************/
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/* visual_shader_nodes.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef VISUAL_SHADER_NODES_H
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#define VISUAL_SHADER_NODES_H
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#include "scene/resources/visual_shader.h"
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/// CONSTANTS ///
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class VisualShaderNodeScalarConstant : public VisualShaderNode {
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GDCLASS(VisualShaderNodeScalarConstant, VisualShaderNode)
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float constant;
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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;
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virtual int get_input_port_count() const;
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virtual PortType get_input_port_type(int p_port) const;
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virtual String get_input_port_name(int p_port) const;
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virtual int get_output_port_count() const;
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virtual PortType get_output_port_type(int p_port) const;
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virtual String get_output_port_name(int p_port) const;
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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; //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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void set_constant(float p_value);
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float get_constant() const;
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virtual Vector<StringName> get_editable_properties() const;
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VisualShaderNodeScalarConstant();
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};
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class VisualShaderNodeColorConstant : public VisualShaderNode {
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GDCLASS(VisualShaderNodeColorConstant, VisualShaderNode)
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Color constant;
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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;
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virtual int get_input_port_count() const;
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virtual PortType get_input_port_type(int p_port) const;
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virtual String get_input_port_name(int p_port) const;
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virtual int get_output_port_count() const;
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virtual PortType get_output_port_type(int p_port) const;
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virtual String get_output_port_name(int p_port) const;
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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; //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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void set_constant(Color p_value);
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Color get_constant() const;
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virtual Vector<StringName> get_editable_properties() const;
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VisualShaderNodeColorConstant();
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};
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class VisualShaderNodeVec3Constant : public VisualShaderNode {
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GDCLASS(VisualShaderNodeVec3Constant, VisualShaderNode)
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Vector3 constant;
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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;
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virtual int get_input_port_count() const;
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virtual PortType get_input_port_type(int p_port) const;
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virtual String get_input_port_name(int p_port) const;
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virtual int get_output_port_count() const;
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virtual PortType get_output_port_type(int p_port) const;
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virtual String get_output_port_name(int p_port) const;
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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; //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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void set_constant(Vector3 p_value);
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Vector3 get_constant() const;
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virtual Vector<StringName> get_editable_properties() const;
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VisualShaderNodeVec3Constant();
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};
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class VisualShaderNodeTransformConstant : public VisualShaderNode {
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GDCLASS(VisualShaderNodeTransformConstant, VisualShaderNode)
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Transform constant;
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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;
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virtual int get_input_port_count() const;
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virtual PortType get_input_port_type(int p_port) const;
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virtual String get_input_port_name(int p_port) const;
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virtual int get_output_port_count() const;
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virtual PortType get_output_port_type(int p_port) const;
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virtual String get_output_port_name(int p_port) const;
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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; //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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void set_constant(Transform p_value);
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Transform get_constant() const;
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virtual Vector<StringName> get_editable_properties() const;
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VisualShaderNodeTransformConstant();
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};
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//////////////////////////////////
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class VisualShaderNodeTexture : public VisualShaderNode {
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GDCLASS(VisualShaderNodeTexture, VisualShaderNode)
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Ref<Texture> texture;
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public:
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enum Source {
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SOURCE_TEXTURE,
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SOURCE_SCREEN,
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SOURCE_2D_TEXTURE,
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SOURCE_2D_NORMAL
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};
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enum TextureType {
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TYPE_DATA,
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TYPE_COLOR,
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TYPE_NORMALMAP
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};
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private:
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Source source;
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TextureType texture_type;
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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;
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virtual int get_input_port_count() const;
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virtual PortType get_input_port_type(int p_port) const;
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virtual String get_input_port_name(int p_port) const;
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virtual int get_output_port_count() const;
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virtual PortType get_output_port_type(int p_port) const;
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virtual String get_output_port_name(int p_port) const;
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virtual Vector<VisualShader::DefaultTextureParam> get_default_texture_parameters(VisualShader::Type p_type, int p_id) const;
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virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const;
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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; //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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void set_source(Source p_source);
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Source get_source() const;
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void set_texture(Ref<Texture> p_value);
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Ref<Texture> get_texture() const;
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void set_texture_type(TextureType p_type);
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TextureType get_texture_type() const;
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virtual Vector<StringName> get_editable_properties() const;
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virtual String get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const;
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VisualShaderNodeTexture();
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};
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VARIANT_ENUM_CAST(VisualShaderNodeTexture::TextureType)
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VARIANT_ENUM_CAST(VisualShaderNodeTexture::Source)
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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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public:
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enum TextureType {
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TYPE_DATA,
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TYPE_COLOR,
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TYPE_NORMALMAP
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};
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private:
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TextureType texture_type;
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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;
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virtual int get_input_port_count() const;
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virtual PortType get_input_port_type(int p_port) const;
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virtual String get_input_port_name(int p_port) const;
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virtual int get_output_port_count() const;
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virtual PortType get_output_port_type(int p_port) const;
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virtual String get_output_port_name(int p_port) const;
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virtual Vector<VisualShader::DefaultTextureParam> get_default_texture_parameters(VisualShader::Type p_type, int p_id) const;
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virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const;
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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; //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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void set_cube_map(Ref<CubeMap> p_value);
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Ref<CubeMap> get_cube_map() const;
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void set_texture_type(TextureType p_type);
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TextureType get_texture_type() const;
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virtual Vector<StringName> get_editable_properties() const;
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VisualShaderNodeCubeMap();
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};
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VARIANT_ENUM_CAST(VisualShaderNodeCubeMap::TextureType)
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///////////////////////////////////////
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class VisualShaderNodeScalarOp : public VisualShaderNode {
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GDCLASS(VisualShaderNodeScalarOp, VisualShaderNode)
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public:
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enum Operator {
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OP_ADD,
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OP_SUB,
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OP_MUL,
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OP_DIV,
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OP_MOD,
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OP_POW,
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OP_MAX,
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OP_MIN,
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OP_ATAN2
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};
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protected:
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Operator op;
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static void _bind_methods();
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public:
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virtual String get_caption() const;
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virtual int get_input_port_count() const;
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virtual PortType get_input_port_type(int p_port) const;
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virtual String get_input_port_name(int p_port) const;
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virtual int get_output_port_count() const;
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virtual PortType get_output_port_type(int p_port) const;
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virtual String get_output_port_name(int p_port) const;
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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; //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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void set_operator(Operator p_op);
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Operator get_operator() const;
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virtual Vector<StringName> get_editable_properties() const;
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VisualShaderNodeScalarOp();
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};
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VARIANT_ENUM_CAST(VisualShaderNodeScalarOp::Operator)
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class VisualShaderNodeVectorOp : public VisualShaderNode {
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GDCLASS(VisualShaderNodeVectorOp, VisualShaderNode)
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public:
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enum Operator {
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OP_ADD,
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OP_SUB,
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OP_MUL,
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OP_DIV,
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OP_MOD,
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OP_POW,
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OP_MAX,
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OP_MIN,
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OP_CROSS
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};
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protected:
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Operator op;
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static void _bind_methods();
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public:
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virtual String get_caption() const;
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virtual int get_input_port_count() const;
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virtual PortType get_input_port_type(int p_port) const;
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virtual String get_input_port_name(int p_port) const;
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virtual int get_output_port_count() const;
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virtual PortType get_output_port_type(int p_port) const;
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virtual String get_output_port_name(int p_port) const;
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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; //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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void set_operator(Operator p_op);
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Operator get_operator() const;
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virtual Vector<StringName> get_editable_properties() const;
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VisualShaderNodeVectorOp();
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};
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VARIANT_ENUM_CAST(VisualShaderNodeVectorOp::Operator)
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class VisualShaderNodeColorOp : public VisualShaderNode {
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GDCLASS(VisualShaderNodeColorOp, VisualShaderNode)
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public:
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enum Operator {
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OP_SCREEN,
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OP_DIFFERENCE,
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OP_DARKEN,
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OP_LIGHTEN,
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OP_OVERLAY,
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OP_DODGE,
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OP_BURN,
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OP_SOFT_LIGHT,
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OP_HARD_LIGHT,
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};
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protected:
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Operator op;
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static void _bind_methods();
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public:
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virtual String get_caption() const;
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virtual int get_input_port_count() const;
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virtual PortType get_input_port_type(int p_port) const;
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virtual String get_input_port_name(int p_port) const;
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virtual int get_output_port_count() const;
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virtual PortType get_output_port_type(int p_port) const;
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virtual String get_output_port_name(int p_port) const;
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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; //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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void set_operator(Operator p_op);
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Operator get_operator() const;
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virtual Vector<StringName> get_editable_properties() const;
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VisualShaderNodeColorOp();
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};
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VARIANT_ENUM_CAST(VisualShaderNodeColorOp::Operator)
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class VisualShaderNodeTransformMult : public VisualShaderNode {
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GDCLASS(VisualShaderNodeTransformMult, VisualShaderNode)
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public:
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enum Operator {
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OP_AxB,
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OP_BxA,
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};
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protected:
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Operator op;
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static void _bind_methods();
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public:
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virtual String get_caption() const;
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virtual int get_input_port_count() const;
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virtual PortType get_input_port_type(int p_port) const;
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virtual String get_input_port_name(int p_port) const;
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virtual int get_output_port_count() const;
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virtual PortType get_output_port_type(int p_port) const;
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virtual String get_output_port_name(int p_port) const;
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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; //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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void set_operator(Operator p_op);
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Operator get_operator() const;
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virtual Vector<StringName> get_editable_properties() const;
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VisualShaderNodeTransformMult();
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};
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VARIANT_ENUM_CAST(VisualShaderNodeTransformMult::Operator)
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class VisualShaderNodeTransformVecMult : public VisualShaderNode {
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GDCLASS(VisualShaderNodeTransformVecMult, VisualShaderNode)
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public:
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enum Operator {
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OP_AxB,
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OP_BxA,
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OP_3x3_AxB,
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OP_3x3_BxA,
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};
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protected:
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Operator op;
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static void _bind_methods();
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public:
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virtual String get_caption() const;
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virtual int get_input_port_count() const;
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virtual PortType get_input_port_type(int p_port) const;
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virtual String get_input_port_name(int p_port) const;
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virtual int get_output_port_count() const;
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virtual PortType get_output_port_type(int p_port) const;
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virtual String get_output_port_name(int p_port) const;
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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; //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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void set_operator(Operator p_op);
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Operator get_operator() const;
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virtual Vector<StringName> get_editable_properties() const;
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VisualShaderNodeTransformVecMult();
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};
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VARIANT_ENUM_CAST(VisualShaderNodeTransformVecMult::Operator)
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///////////////////////////////////////
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class VisualShaderNodeScalarFunc : public VisualShaderNode {
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GDCLASS(VisualShaderNodeScalarFunc, VisualShaderNode)
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public:
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enum Function {
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FUNC_SIN,
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FUNC_COS,
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FUNC_TAN,
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FUNC_ASIN,
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FUNC_ACOS,
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FUNC_ATAN,
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FUNC_SINH,
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FUNC_COSH,
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FUNC_TANH,
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FUNC_LOG,
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FUNC_EXP,
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FUNC_SQRT,
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FUNC_ABS,
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FUNC_SIGN,
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FUNC_FLOOR,
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FUNC_ROUND,
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FUNC_CEIL,
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FUNC_FRAC,
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FUNC_SATURATE,
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FUNC_NEGATE,
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};
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protected:
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Function func;
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static void _bind_methods();
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public:
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virtual String get_caption() const;
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virtual int get_input_port_count() const;
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virtual PortType get_input_port_type(int p_port) const;
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virtual String get_input_port_name(int p_port) const;
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virtual int get_output_port_count() const;
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virtual PortType get_output_port_type(int p_port) const;
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virtual String get_output_port_name(int p_port) const;
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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; //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)
|
|
|
|
///////////////////////////////////////
|
|
|
|
class VisualShaderNodeVectorFunc : public VisualShaderNode {
|
|
GDCLASS(VisualShaderNodeVectorFunc, VisualShaderNode)
|
|
|
|
public:
|
|
enum Function {
|
|
FUNC_NORMALIZE,
|
|
FUNC_SATURATE,
|
|
FUNC_NEGATE,
|
|
FUNC_RECIPROCAL,
|
|
FUNC_RGB2HSV,
|
|
FUNC_HSV2RGB,
|
|
};
|
|
|
|
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)
|
|
|
|
///////////////////////////////////////
|
|
|
|
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();
|
|
};
|
|
|
|
///////////////////////////////////////
|
|
|
|
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();
|
|
};
|
|
|
|
///////////////////////////////////////
|
|
|
|
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 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();
|
|
};
|
|
|
|
///////////////////////////////////////
|
|
|
|
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();
|
|
};
|
|
|
|
///////////////////////////////////////
|
|
|
|
class VisualShaderNodeScalarUniform : public VisualShaderNodeUniform {
|
|
GDCLASS(VisualShaderNodeScalarUniform, VisualShaderNodeUniform)
|
|
|
|
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
|
|
|
|
VisualShaderNodeScalarUniform();
|
|
};
|
|
|
|
class VisualShaderNodeColorUniform : public VisualShaderNodeUniform {
|
|
GDCLASS(VisualShaderNodeColorUniform, VisualShaderNodeUniform)
|
|
|
|
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
|
|
|
|
VisualShaderNodeColorUniform();
|
|
};
|
|
|
|
class VisualShaderNodeVec3Uniform : public VisualShaderNodeUniform {
|
|
GDCLASS(VisualShaderNodeVec3Uniform, VisualShaderNodeUniform)
|
|
|
|
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
|
|
|
|
VisualShaderNodeVec3Uniform();
|
|
};
|
|
|
|
class VisualShaderNodeTransformUniform : public VisualShaderNodeUniform {
|
|
GDCLASS(VisualShaderNodeTransformUniform, VisualShaderNodeUniform)
|
|
|
|
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
|
|
|
|
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
|
|
};
|
|
|
|
private:
|
|
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 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
|
|
|
|
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 VisualShaderNodeCubeMapUniform : public VisualShaderNode {
|
|
GDCLASS(VisualShaderNodeCubeMapUniform, 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
|
|
|
|
VisualShaderNodeCubeMapUniform();
|
|
};
|
|
|
|
#endif // VISUAL_SHADER_NODES_H
|