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Rename Curve3Texture to CurveXYZTexture
Neither name is a perfect match but `Curve3Texture` looked too similar to `CurveTexture` and `Curve3D`, which made things confusing when picking a texture type or browsing the API reference.
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@@ -889,56 +889,56 @@ VisualShaderNodeCurveTexture::VisualShaderNodeCurveTexture() {
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allow_v_resize = false;
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}
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////////////// Curve3Texture
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////////////// CurveXYZTexture
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String VisualShaderNodeCurve3Texture::get_caption() const {
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return "Curve3Texture";
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String VisualShaderNodeCurveXYZTexture::get_caption() const {
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return "CurveXYZTexture";
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}
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int VisualShaderNodeCurve3Texture::get_input_port_count() const {
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int VisualShaderNodeCurveXYZTexture::get_input_port_count() const {
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return 1;
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}
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VisualShaderNodeCurve3Texture::PortType VisualShaderNodeCurve3Texture::get_input_port_type(int p_port) const {
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VisualShaderNodeCurveXYZTexture::PortType VisualShaderNodeCurveXYZTexture::get_input_port_type(int p_port) const {
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return PORT_TYPE_SCALAR;
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}
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String VisualShaderNodeCurve3Texture::get_input_port_name(int p_port) const {
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String VisualShaderNodeCurveXYZTexture::get_input_port_name(int p_port) const {
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return String();
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}
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int VisualShaderNodeCurve3Texture::get_output_port_count() const {
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int VisualShaderNodeCurveXYZTexture::get_output_port_count() const {
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return 1;
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}
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VisualShaderNodeCurve3Texture::PortType VisualShaderNodeCurve3Texture::get_output_port_type(int p_port) const {
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VisualShaderNodeCurveXYZTexture::PortType VisualShaderNodeCurveXYZTexture::get_output_port_type(int p_port) const {
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return PORT_TYPE_VECTOR;
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}
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String VisualShaderNodeCurve3Texture::get_output_port_name(int p_port) const {
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String VisualShaderNodeCurveXYZTexture::get_output_port_name(int p_port) const {
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return String();
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}
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void VisualShaderNodeCurve3Texture::set_texture(Ref<Curve3Texture> p_texture) {
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void VisualShaderNodeCurveXYZTexture::set_texture(Ref<CurveXYZTexture> p_texture) {
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texture = p_texture;
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emit_changed();
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}
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Ref<Curve3Texture> VisualShaderNodeCurve3Texture::get_texture() const {
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Ref<CurveXYZTexture> VisualShaderNodeCurveXYZTexture::get_texture() const {
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return texture;
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}
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Vector<StringName> VisualShaderNodeCurve3Texture::get_editable_properties() const {
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Vector<StringName> VisualShaderNodeCurveXYZTexture::get_editable_properties() const {
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Vector<StringName> props;
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props.push_back("texture");
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return props;
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}
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String VisualShaderNodeCurve3Texture::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
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String VisualShaderNodeCurveXYZTexture::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
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return "uniform sampler2D " + make_unique_id(p_type, p_id, "curve3d") + ";\n";
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}
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String VisualShaderNodeCurve3Texture::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
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String VisualShaderNodeCurveXYZTexture::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
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if (p_input_vars[0] == String()) {
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return "\t" + p_output_vars[0] + " = vec3(0.0);\n";
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}
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@@ -948,7 +948,7 @@ String VisualShaderNodeCurve3Texture::generate_code(Shader::Mode p_mode, VisualS
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return code;
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}
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Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCurve3Texture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
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Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCurveXYZTexture::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
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VisualShader::DefaultTextureParam dtp;
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dtp.name = make_unique_id(p_type, p_id, "curve3d");
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dtp.param = texture;
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@@ -957,18 +957,18 @@ Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCurve3Texture::get_def
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return ret;
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}
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void VisualShaderNodeCurve3Texture::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_texture", "texture"), &VisualShaderNodeCurve3Texture::set_texture);
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ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeCurve3Texture::get_texture);
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void VisualShaderNodeCurveXYZTexture::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_texture", "texture"), &VisualShaderNodeCurveXYZTexture::set_texture);
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ClassDB::bind_method(D_METHOD("get_texture"), &VisualShaderNodeCurveXYZTexture::get_texture);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Curve3Texture"), "set_texture", "get_texture");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "CurveXYZTexture"), "set_texture", "get_texture");
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}
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bool VisualShaderNodeCurve3Texture::is_use_prop_slots() const {
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bool VisualShaderNodeCurveXYZTexture::is_use_prop_slots() const {
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return true;
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}
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VisualShaderNodeCurve3Texture::VisualShaderNodeCurve3Texture() {
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VisualShaderNodeCurveXYZTexture::VisualShaderNodeCurveXYZTexture() {
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simple_decl = true;
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allow_v_resize = false;
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}
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