mirror of
https://github.com/godotengine/godot.git
synced 2024-11-12 23:24:26 +00:00
Visual Shader: Add vector operations to Remap node
This commit is contained in:
parent
e4e024ab88
commit
eb5a9c3b33
@ -8,4 +8,34 @@
|
||||
</description>
|
||||
<tutorials>
|
||||
</tutorials>
|
||||
<members>
|
||||
<member name="op_type" type="int" setter="set_op_type" getter="get_op_type" enum="VisualShaderNodeRemap.OpType" default="0">
|
||||
</member>
|
||||
</members>
|
||||
<constants>
|
||||
<constant name="OP_TYPE_SCALAR" value="0" enum="OpType">
|
||||
A floating-point scalar type.
|
||||
</constant>
|
||||
<constant name="OP_TYPE_VECTOR_2D" value="1" enum="OpType">
|
||||
A 2D vector type.
|
||||
</constant>
|
||||
<constant name="OP_TYPE_VECTOR_2D_SCALAR" value="2" enum="OpType">
|
||||
The [code]value[/code] port uses a 2D vector type, while the [code]input min[/code], [code]input max[/code], [code]output min[/code], and [code]output max[/code] ports use a floating-point scalar type.
|
||||
</constant>
|
||||
<constant name="OP_TYPE_VECTOR_3D" value="3" enum="OpType">
|
||||
A 3D vector type.
|
||||
</constant>
|
||||
<constant name="OP_TYPE_VECTOR_3D_SCALAR" value="4" enum="OpType">
|
||||
The [code]value[/code] port uses a 3D vector type, while the [code]input min[/code], [code]input max[/code], [code]output min[/code], and [code]output max[/code] ports use a floating-point scalar type.
|
||||
</constant>
|
||||
<constant name="OP_TYPE_VECTOR_4D" value="5" enum="OpType">
|
||||
A 4D vector type.
|
||||
</constant>
|
||||
<constant name="OP_TYPE_VECTOR_4D_SCALAR" value="6" enum="OpType">
|
||||
The [code]value[/code] port uses a 4D vector type, while the [code]input min[/code], [code]input max[/code], [code]output min[/code], and [code]output max[/code] ports use a floating-point scalar type.
|
||||
</constant>
|
||||
<constant name="OP_TYPE_MAX" value="7" enum="OpType">
|
||||
Represents the size of the [enum OpType] enum.
|
||||
</constant>
|
||||
</constants>
|
||||
</class>
|
||||
|
@ -3600,6 +3600,16 @@ void VisualShaderEditor::_setup_node(VisualShaderNode *p_node, const Vector<Vari
|
||||
fmaFunc->set_op_type((VisualShaderNodeMultiplyAdd::OpType)(int)p_ops[0]);
|
||||
}
|
||||
}
|
||||
|
||||
// REMAP
|
||||
{
|
||||
VisualShaderNodeRemap *remap_func = Object::cast_to<VisualShaderNodeRemap>(p_node);
|
||||
|
||||
if (remap_func) {
|
||||
ERR_FAIL_COND(p_ops[0].get_type() != Variant::INT);
|
||||
remap_func->set_op_type((VisualShaderNodeRemap::OpType)(int)p_ops[0]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void VisualShaderEditor::_add_node(int p_idx, const Vector<Variant> &p_ops, const String &p_resource_path, int p_node_idx) {
|
||||
@ -7089,6 +7099,7 @@ VisualShaderEditor::VisualShaderEditor() {
|
||||
add_options.push_back(AddOption("Pow", "Scalar/Functions", "VisualShaderNodeFloatOp", TTR("Returns the value of the first parameter raised to the power of the second."), { VisualShaderNodeFloatOp::OP_POW }, VisualShaderNode::PORT_TYPE_SCALAR));
|
||||
add_options.push_back(AddOption("Radians", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Converts a quantity in degrees to radians."), { VisualShaderNodeFloatFunc::FUNC_RADIANS }, VisualShaderNode::PORT_TYPE_SCALAR));
|
||||
add_options.push_back(AddOption("Reciprocal", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("1.0 / scalar"), { VisualShaderNodeFloatFunc::FUNC_RECIPROCAL }, VisualShaderNode::PORT_TYPE_SCALAR));
|
||||
add_options.push_back(AddOption("Remap", "Scalar/Functions", "VisualShaderNodeRemap", TTR("Remaps a value from the input range to the output range."), { VisualShaderNodeRemap::OP_TYPE_SCALAR }, VisualShaderNode::PORT_TYPE_SCALAR));
|
||||
add_options.push_back(AddOption("Round", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Finds the nearest integer to the parameter."), { VisualShaderNodeFloatFunc::FUNC_ROUND }, VisualShaderNode::PORT_TYPE_SCALAR));
|
||||
add_options.push_back(AddOption("RoundEven", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Finds the nearest even integer to the parameter."), { VisualShaderNodeFloatFunc::FUNC_ROUNDEVEN }, VisualShaderNode::PORT_TYPE_SCALAR));
|
||||
add_options.push_back(AddOption("Saturate", "Scalar/Functions", "VisualShaderNodeFloatFunc", TTR("Clamps the value between 0.0 and 1.0."), { VisualShaderNodeFloatFunc::FUNC_SATURATE }, VisualShaderNode::PORT_TYPE_SCALAR));
|
||||
@ -7206,7 +7217,6 @@ VisualShaderEditor::VisualShaderEditor() {
|
||||
add_options.push_back(AddOption("DistanceFade", "Utility", "VisualShaderNodeDistanceFade", TTR("The distance fade effect fades out each pixel based on its distance to another object."), {}, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
|
||||
add_options.push_back(AddOption("ProximityFade", "Utility", "VisualShaderNodeProximityFade", TTR("The proximity fade effect fades out each pixel based on its distance to another object."), {}, VisualShaderNode::PORT_TYPE_SCALAR, TYPE_FLAGS_FRAGMENT, Shader::MODE_SPATIAL));
|
||||
add_options.push_back(AddOption("RandomRange", "Utility", "VisualShaderNodeRandomRange", TTR("Returns a random value between the minimum and maximum input values."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
|
||||
add_options.push_back(AddOption("Remap", "Utility", "VisualShaderNodeRemap", TTR("Remaps a given input from the input range to the output range."), {}, VisualShaderNode::PORT_TYPE_SCALAR));
|
||||
add_options.push_back(AddOption("RotationByAxis", "Utility", "VisualShaderNodeRotationByAxis", TTR("Builds a rotation matrix from the given axis and angle, multiply the input vector by it and returns both this vector and a matrix."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
|
||||
|
||||
// VECTOR
|
||||
@ -7340,6 +7350,12 @@ VisualShaderEditor::VisualShaderEditor() {
|
||||
add_options.push_back(AddOption("Refract", "Vector/Functions", "VisualShaderNodeVectorRefract", TTR("Returns the vector that points in the direction of refraction."), {}, VisualShaderNode::PORT_TYPE_VECTOR_2D));
|
||||
add_options.push_back(AddOption("Refract", "Vector/Functions", "VisualShaderNodeVectorRefract", TTR("Returns the vector that points in the direction of refraction."), {}, VisualShaderNode::PORT_TYPE_VECTOR_3D));
|
||||
add_options.push_back(AddOption("Refract", "Vector/Functions", "VisualShaderNodeVectorRefract", TTR("Returns the vector that points in the direction of refraction."), {}, VisualShaderNode::PORT_TYPE_VECTOR_4D));
|
||||
add_options.push_back(AddOption("Remap", "Vector/Functions", "VisualShaderNodeRemap", TTR("Remaps a vector from the input range to the output range."), { VisualShaderNodeRemap::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
|
||||
add_options.push_back(AddOption("Remap", "Vector/Functions", "VisualShaderNodeRemap", TTR("Remaps a vector from the input range to the output range."), { VisualShaderNodeRemap::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
|
||||
add_options.push_back(AddOption("Remap", "Vector/Functions", "VisualShaderNodeRemap", TTR("Remaps a vector from the input range to the output range."), { VisualShaderNodeRemap::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
|
||||
add_options.push_back(AddOption("RemapS", "Vector/Functions", "VisualShaderNodeRemap", TTR("Remaps a vector from the input range to the output range. Ranges defined with scalars."), { VisualShaderNodeRemap::OP_TYPE_VECTOR_2D_SCALAR }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
|
||||
add_options.push_back(AddOption("RemapS", "Vector/Functions", "VisualShaderNodeRemap", TTR("Remaps a vector from the input range to the output range. Ranges defined with scalars."), { VisualShaderNodeRemap::OP_TYPE_VECTOR_3D_SCALAR }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
|
||||
add_options.push_back(AddOption("RemapS", "Vector/Functions", "VisualShaderNodeRemap", TTR("Remaps a vector from the input range to the output range. Ranges defined with scalars."), { VisualShaderNodeRemap::OP_TYPE_VECTOR_4D_SCALAR }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
|
||||
add_options.push_back(AddOption("Round", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer to the parameter."), { VisualShaderNodeVectorFunc::FUNC_ROUND, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_2D }, VisualShaderNode::PORT_TYPE_VECTOR_2D));
|
||||
add_options.push_back(AddOption("Round", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer to the parameter."), { VisualShaderNodeVectorFunc::FUNC_ROUND, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_3D }, VisualShaderNode::PORT_TYPE_VECTOR_3D));
|
||||
add_options.push_back(AddOption("Round", "Vector/Functions", "VisualShaderNodeVectorFunc", TTR("Finds the nearest integer to the parameter."), { VisualShaderNodeVectorFunc::FUNC_ROUND, VisualShaderNodeVectorFunc::OP_TYPE_VECTOR_4D }, VisualShaderNode::PORT_TYPE_VECTOR_4D));
|
||||
|
@ -8081,17 +8081,28 @@ int VisualShaderNodeRemap::get_input_port_count() const {
|
||||
}
|
||||
|
||||
VisualShaderNodeRemap::PortType VisualShaderNodeRemap::get_input_port_type(int p_port) const {
|
||||
switch (p_port) {
|
||||
case 0:
|
||||
return PORT_TYPE_SCALAR;
|
||||
case 1:
|
||||
return PORT_TYPE_SCALAR;
|
||||
case 2:
|
||||
return PORT_TYPE_SCALAR;
|
||||
case 3:
|
||||
return PORT_TYPE_SCALAR;
|
||||
case 4:
|
||||
return PORT_TYPE_SCALAR;
|
||||
switch (op_type) {
|
||||
case OP_TYPE_VECTOR_2D:
|
||||
return PORT_TYPE_VECTOR_2D;
|
||||
case OP_TYPE_VECTOR_2D_SCALAR:
|
||||
if (p_port == 0) {
|
||||
return PORT_TYPE_VECTOR_2D;
|
||||
}
|
||||
break;
|
||||
case OP_TYPE_VECTOR_3D:
|
||||
return PORT_TYPE_VECTOR_3D;
|
||||
case OP_TYPE_VECTOR_3D_SCALAR:
|
||||
if (p_port == 0) {
|
||||
return PORT_TYPE_VECTOR_3D;
|
||||
}
|
||||
break;
|
||||
case OP_TYPE_VECTOR_4D:
|
||||
return PORT_TYPE_VECTOR_4D;
|
||||
case OP_TYPE_VECTOR_4D_SCALAR:
|
||||
if (p_port == 0) {
|
||||
return PORT_TYPE_VECTOR_4D;
|
||||
}
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
@ -8123,23 +8134,159 @@ int VisualShaderNodeRemap::get_output_port_count() const {
|
||||
}
|
||||
|
||||
VisualShaderNodeRemap::PortType VisualShaderNodeRemap::get_output_port_type(int p_port) const {
|
||||
return PORT_TYPE_SCALAR;
|
||||
switch (op_type) {
|
||||
case OP_TYPE_VECTOR_2D:
|
||||
case OP_TYPE_VECTOR_2D_SCALAR:
|
||||
return PORT_TYPE_VECTOR_2D;
|
||||
case OP_TYPE_VECTOR_3D:
|
||||
case OP_TYPE_VECTOR_3D_SCALAR:
|
||||
return PORT_TYPE_VECTOR_3D;
|
||||
case OP_TYPE_VECTOR_4D:
|
||||
case OP_TYPE_VECTOR_4D_SCALAR:
|
||||
return PORT_TYPE_VECTOR_4D;
|
||||
default:
|
||||
return PORT_TYPE_SCALAR;
|
||||
}
|
||||
}
|
||||
|
||||
String VisualShaderNodeRemap::get_output_port_name(int p_port) const {
|
||||
return "value";
|
||||
}
|
||||
|
||||
void VisualShaderNodeRemap::set_op_type(OpType p_op_type) {
|
||||
ERR_FAIL_INDEX(int(p_op_type), int(OP_TYPE_MAX));
|
||||
if (op_type == p_op_type) {
|
||||
return;
|
||||
}
|
||||
switch (p_op_type) {
|
||||
case OP_TYPE_SCALAR: {
|
||||
set_input_port_default_value(0, 0.0, get_input_port_default_value(0));
|
||||
set_input_port_default_value(1, 0.0, get_input_port_default_value(1));
|
||||
set_input_port_default_value(2, 1.0, get_input_port_default_value(2));
|
||||
set_input_port_default_value(3, 0.0, get_input_port_default_value(3));
|
||||
set_input_port_default_value(4, 1.0, get_input_port_default_value(4));
|
||||
} break;
|
||||
case OP_TYPE_VECTOR_2D: {
|
||||
set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
|
||||
set_input_port_default_value(1, Vector2(), get_input_port_default_value(1));
|
||||
set_input_port_default_value(2, Vector2(1.0, 1.0), get_input_port_default_value(2));
|
||||
set_input_port_default_value(3, Vector2(), get_input_port_default_value(3));
|
||||
set_input_port_default_value(4, Vector2(1.0, 1.0), get_input_port_default_value(4));
|
||||
} break;
|
||||
case OP_TYPE_VECTOR_2D_SCALAR: {
|
||||
set_input_port_default_value(0, Vector2(), get_input_port_default_value(0));
|
||||
set_input_port_default_value(1, 0.0, get_input_port_default_value(1));
|
||||
set_input_port_default_value(2, 1.0, get_input_port_default_value(2));
|
||||
set_input_port_default_value(3, 0.0, get_input_port_default_value(3));
|
||||
set_input_port_default_value(4, 1.0, get_input_port_default_value(4));
|
||||
} break;
|
||||
case OP_TYPE_VECTOR_3D: {
|
||||
set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
|
||||
set_input_port_default_value(1, Vector3(), get_input_port_default_value(1));
|
||||
set_input_port_default_value(2, Vector3(1.0, 1.0, 1.0), get_input_port_default_value(2));
|
||||
set_input_port_default_value(3, Vector3(), get_input_port_default_value(3));
|
||||
set_input_port_default_value(4, Vector3(1.0, 1.0, 1.0), get_input_port_default_value(4));
|
||||
} break;
|
||||
case OP_TYPE_VECTOR_3D_SCALAR: {
|
||||
set_input_port_default_value(0, Vector3(), get_input_port_default_value(0));
|
||||
set_input_port_default_value(1, 0.0, get_input_port_default_value(1));
|
||||
set_input_port_default_value(2, 1.0, get_input_port_default_value(2));
|
||||
set_input_port_default_value(3, 0.0, get_input_port_default_value(3));
|
||||
set_input_port_default_value(4, 1.0, get_input_port_default_value(4));
|
||||
} break;
|
||||
case OP_TYPE_VECTOR_4D: {
|
||||
set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
|
||||
set_input_port_default_value(1, Quaternion(), get_input_port_default_value(1));
|
||||
set_input_port_default_value(2, Quaternion(1.0, 1.0, 1.0, 1.0), get_input_port_default_value(2));
|
||||
set_input_port_default_value(3, Quaternion(), get_input_port_default_value(3));
|
||||
set_input_port_default_value(4, Quaternion(1.0, 1.0, 1.0, 1.0), get_input_port_default_value(4));
|
||||
} break;
|
||||
case OP_TYPE_VECTOR_4D_SCALAR: {
|
||||
set_input_port_default_value(0, Quaternion(), get_input_port_default_value(0));
|
||||
set_input_port_default_value(1, 0.0, get_input_port_default_value(1));
|
||||
set_input_port_default_value(2, 1.0, get_input_port_default_value(2));
|
||||
set_input_port_default_value(3, 0.0, get_input_port_default_value(3));
|
||||
set_input_port_default_value(4, 1.0, get_input_port_default_value(4));
|
||||
} break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
op_type = p_op_type;
|
||||
emit_changed();
|
||||
}
|
||||
|
||||
VisualShaderNodeRemap::OpType VisualShaderNodeRemap::get_op_type() const {
|
||||
return op_type;
|
||||
}
|
||||
|
||||
String VisualShaderNodeRemap::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";
|
||||
code += vformat(" float __input_range = %s - %s;\n", p_input_vars[2], p_input_vars[1]);
|
||||
code += vformat(" float __output_range = %s - %s;\n", p_input_vars[4], p_input_vars[3]);
|
||||
code += vformat(" %s = %s + __output_range * ((%s - %s) / __input_range);\n", p_output_vars[0], p_input_vars[3], p_input_vars[0], p_input_vars[1]);
|
||||
switch (op_type) {
|
||||
case OP_TYPE_SCALAR: {
|
||||
code += vformat(" float __input_range = %s - %s;\n", p_input_vars[2], p_input_vars[1]);
|
||||
code += vformat(" float __output_range = %s - %s;\n", p_input_vars[4], p_input_vars[3]);
|
||||
code += vformat(" %s = %s + __output_range * ((%s - %s) / __input_range);\n", p_output_vars[0], p_input_vars[3], p_input_vars[0], p_input_vars[1]);
|
||||
} break;
|
||||
case OP_TYPE_VECTOR_2D: {
|
||||
code += vformat(" vec2 __input_range = %s - %s;\n", p_input_vars[2], p_input_vars[1]);
|
||||
code += vformat(" vec2 __output_range = %s - %s;\n", p_input_vars[4], p_input_vars[3]);
|
||||
code += vformat(" %s = %s + __output_range * ((%s - %s) / __input_range);\n", p_output_vars[0], p_input_vars[3], p_input_vars[0], p_input_vars[1]);
|
||||
} break;
|
||||
case OP_TYPE_VECTOR_2D_SCALAR: {
|
||||
code += vformat(" vec2 __input_range = vec2(%s - %s);\n", p_input_vars[2], p_input_vars[1]);
|
||||
code += vformat(" vec2 __output_range = vec2(%s - %s);\n", p_input_vars[4], p_input_vars[3]);
|
||||
code += vformat(" %s = vec2(%s) + __output_range * ((%s - vec2(%s)) / __input_range);\n", p_output_vars[0], p_input_vars[3], p_input_vars[0], p_input_vars[1]);
|
||||
} break;
|
||||
case OP_TYPE_VECTOR_3D: {
|
||||
code += vformat(" vec3 __input_range = %s - %s;\n", p_input_vars[2], p_input_vars[1]);
|
||||
code += vformat(" vec3 __output_range = %s - %s;\n", p_input_vars[4], p_input_vars[3]);
|
||||
code += vformat(" %s = %s + __output_range * ((%s - %s) / __input_range);\n", p_output_vars[0], p_input_vars[3], p_input_vars[0], p_input_vars[1]);
|
||||
} break;
|
||||
case OP_TYPE_VECTOR_3D_SCALAR: {
|
||||
code += vformat(" vec3 __input_range = vec3(%s - %s);\n", p_input_vars[2], p_input_vars[1]);
|
||||
code += vformat(" vec3 __output_range = vec3(%s - %s);\n", p_input_vars[4], p_input_vars[3]);
|
||||
code += vformat(" %s = vec3(%s) + __output_range * ((%s - vec3(%s)) / __input_range);\n", p_output_vars[0], p_input_vars[3], p_input_vars[0], p_input_vars[1]);
|
||||
} break;
|
||||
case OP_TYPE_VECTOR_4D: {
|
||||
code += vformat(" vec4 __input_range = %s - %s;\n", p_input_vars[2], p_input_vars[1]);
|
||||
code += vformat(" vec4 __output_range = %s - %s;\n", p_input_vars[4], p_input_vars[3]);
|
||||
code += vformat(" %s = %s + __output_range * ((%s - %s) / __input_range);\n", p_output_vars[0], p_input_vars[3], p_input_vars[0], p_input_vars[1]);
|
||||
} break;
|
||||
case OP_TYPE_VECTOR_4D_SCALAR: {
|
||||
code += vformat(" vec4 __input_range = vec4(%s - %s);\n", p_input_vars[2], p_input_vars[1]);
|
||||
code += vformat(" vec4 __output_range = vec4(%s - %s);\n", p_input_vars[4], p_input_vars[3]);
|
||||
code += vformat(" %s = vec4(%s) + __output_range * ((%s - vec4(%s)) / __input_range);\n", p_output_vars[0], p_input_vars[3], p_input_vars[0], p_input_vars[1]);
|
||||
} break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
code += " }\n";
|
||||
return code;
|
||||
}
|
||||
|
||||
Vector<StringName> VisualShaderNodeRemap::get_editable_properties() const {
|
||||
Vector<StringName> props;
|
||||
props.push_back("op_type");
|
||||
return props;
|
||||
}
|
||||
|
||||
void VisualShaderNodeRemap::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("set_op_type", "op_type"), &VisualShaderNodeRemap::set_op_type);
|
||||
ClassDB::bind_method(D_METHOD("get_op_type"), &VisualShaderNodeRemap::get_op_type);
|
||||
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "op_type", PROPERTY_HINT_ENUM, "Scalar,Vector2,Vector2Scalar,Vector3,Vector3Scalar,Vector4,Vector4Scalar"), "set_op_type", "get_op_type");
|
||||
|
||||
BIND_ENUM_CONSTANT(OP_TYPE_SCALAR);
|
||||
BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D);
|
||||
BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_2D_SCALAR);
|
||||
BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D);
|
||||
BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_3D_SCALAR);
|
||||
BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D);
|
||||
BIND_ENUM_CONSTANT(OP_TYPE_VECTOR_4D_SCALAR);
|
||||
BIND_ENUM_CONSTANT(OP_TYPE_MAX);
|
||||
}
|
||||
|
||||
VisualShaderNodeRemap::VisualShaderNodeRemap() {
|
||||
set_input_port_default_value(1, 0.0);
|
||||
set_input_port_default_value(2, 1.0);
|
||||
|
@ -3068,9 +3068,29 @@ public:
|
||||
VisualShaderNodeRandomRange();
|
||||
};
|
||||
|
||||
///////////////////////////////////////
|
||||
/// Remap
|
||||
///////////////////////////////////////
|
||||
|
||||
class VisualShaderNodeRemap : public VisualShaderNode {
|
||||
GDCLASS(VisualShaderNodeRemap, VisualShaderNode);
|
||||
|
||||
public:
|
||||
enum OpType {
|
||||
OP_TYPE_SCALAR,
|
||||
OP_TYPE_VECTOR_2D,
|
||||
OP_TYPE_VECTOR_2D_SCALAR,
|
||||
OP_TYPE_VECTOR_3D,
|
||||
OP_TYPE_VECTOR_3D_SCALAR,
|
||||
OP_TYPE_VECTOR_4D,
|
||||
OP_TYPE_VECTOR_4D_SCALAR,
|
||||
OP_TYPE_MAX,
|
||||
};
|
||||
|
||||
protected:
|
||||
OpType op_type = OP_TYPE_SCALAR;
|
||||
static void _bind_methods();
|
||||
|
||||
public:
|
||||
virtual String get_caption() const override;
|
||||
|
||||
@ -3082,13 +3102,26 @@ public:
|
||||
virtual PortType get_output_port_type(int p_port) const override;
|
||||
virtual String get_output_port_name(int p_port) const override;
|
||||
|
||||
void set_op_type(OpType p_op_type);
|
||||
OpType get_op_type() const;
|
||||
|
||||
virtual Vector<StringName> get_editable_properties() const override;
|
||||
|
||||
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
|
||||
|
||||
virtual Category get_category() const override { return CATEGORY_UTILITY; }
|
||||
virtual Category get_category() const override {
|
||||
if (op_type == OP_TYPE_SCALAR) {
|
||||
return CATEGORY_SCALAR;
|
||||
} else {
|
||||
return CATEGORY_VECTOR;
|
||||
}
|
||||
}
|
||||
|
||||
VisualShaderNodeRemap();
|
||||
};
|
||||
|
||||
VARIANT_ENUM_CAST(VisualShaderNodeRemap::OpType)
|
||||
|
||||
class VisualShaderNodeRotationByAxis : public VisualShaderNode {
|
||||
GDCLASS(VisualShaderNodeRotationByAxis, VisualShaderNode);
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user