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Merge pull request #20176 from Chaosus/vs_namefixes

Several name fixes for visual shaders
This commit is contained in:
Rémi Verschelde
2018-07-17 13:54:22 +02:00
committed by GitHub
4 changed files with 77 additions and 77 deletions

View File

@@ -768,17 +768,17 @@ VisualShaderEditor::VisualShaderEditor() {
add_options.push_back(AddOption("VectorOp", "Operators", "VisualShaderNodeVectorOp")); add_options.push_back(AddOption("VectorOp", "Operators", "VisualShaderNodeVectorOp"));
add_options.push_back(AddOption("ColorOp", "Operators", "VisualShaderNodeColorOp")); add_options.push_back(AddOption("ColorOp", "Operators", "VisualShaderNodeColorOp"));
add_options.push_back(AddOption("TransformMult", "Operators", "VisualShaderNodeTransformMult")); add_options.push_back(AddOption("TransformMult", "Operators", "VisualShaderNodeTransformMult"));
add_options.push_back(AddOption("TransformVecMult", "Operators", "VisualShaderNodeTransformVecMult")); add_options.push_back(AddOption("TransformVectorMult", "Operators", "VisualShaderNodeTransformVecMult"));
add_options.push_back(AddOption("ScalarFunc", "Functions", "VisualShaderNodeScalarFunc")); add_options.push_back(AddOption("ScalarFunc", "Functions", "VisualShaderNodeScalarFunc"));
add_options.push_back(AddOption("VectorFunc", "Functions", "VisualShaderNodeVectorFunc")); add_options.push_back(AddOption("VectorFunc", "Functions", "VisualShaderNodeVectorFunc"));
add_options.push_back(AddOption("DotProduct", "Functions", "VisualShaderNodeDotProduct")); add_options.push_back(AddOption("DotProduct", "Functions", "VisualShaderNodeDotProduct"));
add_options.push_back(AddOption("VectorLen", "Functions", "VisualShaderNodeVectorLen")); add_options.push_back(AddOption("VectorLen", "Functions", "VisualShaderNodeVectorLen"));
add_options.push_back(AddOption("ScalarInterp", "Interpolation", "VisualShaderNodeScalarInterp")); add_options.push_back(AddOption("ScalarInterp", "Interpolation", "VisualShaderNodeScalarInterp"));
add_options.push_back(AddOption("VectorInterp", "Interpolation", "VisualShaderNodeVectorInterp")); add_options.push_back(AddOption("VectorInterp", "Interpolation", "VisualShaderNodeVectorInterp"));
add_options.push_back(AddOption("VectorConstruct", "Construct", "VisualShaderNodeVectorConstruct")); add_options.push_back(AddOption("VectorCompose", "Compose", "VisualShaderNodeVectorCompose"));
add_options.push_back(AddOption("TransformConstruct", "Construct", "VisualShaderNodeTransformConstruct")); add_options.push_back(AddOption("TransformCompose", "Compose", "VisualShaderNodeTransformCompose"));
add_options.push_back(AddOption("VectorDestruct", "Destruct", "VisualShaderNodeVectorDestruct")); add_options.push_back(AddOption("VectorDecompose", "Decompose", "VisualShaderNodeVectorDecompose"));
add_options.push_back(AddOption("TransformDestruct", "Destruct", "VisualShaderNodeTransformDestruct")); add_options.push_back(AddOption("TransformDecompose", "Decompose", "VisualShaderNodeTransformDecompose"));
add_options.push_back(AddOption("Scalar", "Uniforms", "VisualShaderNodeScalarUniform")); add_options.push_back(AddOption("Scalar", "Uniforms", "VisualShaderNodeScalarUniform"));
add_options.push_back(AddOption("Vector", "Uniforms", "VisualShaderNodeVec3Uniform")); add_options.push_back(AddOption("Vector", "Uniforms", "VisualShaderNodeVec3Uniform"));
add_options.push_back(AddOption("Color", "Uniforms", "VisualShaderNodeColorUniform")); add_options.push_back(AddOption("Color", "Uniforms", "VisualShaderNodeColorUniform"));

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@@ -477,10 +477,10 @@ void register_scene_types() {
ClassDB::register_class<VisualShaderNodeVectorLen>(); ClassDB::register_class<VisualShaderNodeVectorLen>();
ClassDB::register_class<VisualShaderNodeScalarInterp>(); ClassDB::register_class<VisualShaderNodeScalarInterp>();
ClassDB::register_class<VisualShaderNodeVectorInterp>(); ClassDB::register_class<VisualShaderNodeVectorInterp>();
ClassDB::register_class<VisualShaderNodeVectorConstruct>(); ClassDB::register_class<VisualShaderNodeVectorCompose>();
ClassDB::register_class<VisualShaderNodeTransformConstruct>(); ClassDB::register_class<VisualShaderNodeTransformCompose>();
ClassDB::register_class<VisualShaderNodeVectorDestruct>(); ClassDB::register_class<VisualShaderNodeVectorDecompose>();
ClassDB::register_class<VisualShaderNodeTransformDestruct>(); ClassDB::register_class<VisualShaderNodeTransformDecompose>();
ClassDB::register_class<VisualShaderNodeTexture>(); ClassDB::register_class<VisualShaderNodeTexture>();
ClassDB::register_class<VisualShaderNodeCubeMap>(); ClassDB::register_class<VisualShaderNodeCubeMap>();
ClassDB::register_virtual_class<VisualShaderNodeUniform>(); ClassDB::register_virtual_class<VisualShaderNodeUniform>();

View File

@@ -183,7 +183,7 @@ VisualShaderNodeVec3Constant::VisualShaderNodeVec3Constant() {
////////////// Transform ////////////// Transform
String VisualShaderNodeTransformConstant::get_caption() const { String VisualShaderNodeTransformConstant::get_caption() const {
return "Transform4x3"; return "Transform";
} }
int VisualShaderNodeTransformConstant::get_input_port_count() const { int VisualShaderNodeTransformConstant::get_input_port_count() const {
@@ -681,7 +681,7 @@ VisualShaderNodeScalarOp::VisualShaderNodeScalarOp() {
////////////// Vector Op ////////////// Vector Op
String VisualShaderNodeVectorOp::get_caption() const { String VisualShaderNodeVectorOp::get_caption() const {
return "VecOp"; return "VectorOp";
} }
int VisualShaderNodeVectorOp::get_input_port_count() const { int VisualShaderNodeVectorOp::get_input_port_count() const {
@@ -905,7 +905,7 @@ VisualShaderNodeColorOp::VisualShaderNodeColorOp() {
////////////// Transform Mult ////////////// Transform Mult
String VisualShaderNodeTransformMult::get_caption() const { String VisualShaderNodeTransformMult::get_caption() const {
return "TransMult"; return "TransformMult";
} }
int VisualShaderNodeTransformMult::get_input_port_count() const { int VisualShaderNodeTransformMult::get_input_port_count() const {
@@ -971,7 +971,7 @@ VisualShaderNodeTransformMult::VisualShaderNodeTransformMult() {
////////////// TransformVec Mult ////////////// TransformVec Mult
String VisualShaderNodeTransformVecMult::get_caption() const { String VisualShaderNodeTransformVecMult::get_caption() const {
return "TransVecMult"; return "TransformVectorMult";
} }
int VisualShaderNodeTransformVecMult::get_input_port_count() const { int VisualShaderNodeTransformVecMult::get_input_port_count() const {
@@ -1150,7 +1150,7 @@ VisualShaderNodeScalarFunc::VisualShaderNodeScalarFunc() {
////////////// Vector Func ////////////// Vector Func
String VisualShaderNodeVectorFunc::get_caption() const { String VisualShaderNodeVectorFunc::get_caption() const {
return "VecFunc"; return "VectorFunc";
} }
int VisualShaderNodeVectorFunc::get_input_port_count() const { int VisualShaderNodeVectorFunc::get_input_port_count() const {
@@ -1251,7 +1251,7 @@ VisualShaderNodeVectorFunc::VisualShaderNodeVectorFunc() {
////////////// Dot Product ////////////// Dot Product
String VisualShaderNodeDotProduct::get_caption() const { String VisualShaderNodeDotProduct::get_caption() const {
return "DotProd"; return "DotProduct";
} }
int VisualShaderNodeDotProduct::get_input_port_count() const { int VisualShaderNodeDotProduct::get_input_port_count() const {
@@ -1286,7 +1286,7 @@ VisualShaderNodeDotProduct::VisualShaderNodeDotProduct() {
////////////// Vector Len ////////////// Vector Len
String VisualShaderNodeVectorLen::get_caption() const { String VisualShaderNodeVectorLen::get_caption() const {
return "VecLen"; return "VectorLen";
} }
int VisualShaderNodeVectorLen::get_input_port_count() const { int VisualShaderNodeVectorLen::get_input_port_count() const {
@@ -1362,7 +1362,7 @@ VisualShaderNodeScalarInterp::VisualShaderNodeScalarInterp() {
////////////// Vector Interp ////////////// Vector Interp
String VisualShaderNodeVectorInterp::get_caption() const { String VisualShaderNodeVectorInterp::get_caption() const {
return "VecInterp"; return "VectorInterp";
} }
int VisualShaderNodeVectorInterp::get_input_port_count() const { int VisualShaderNodeVectorInterp::get_input_port_count() const {
@@ -1401,18 +1401,18 @@ VisualShaderNodeVectorInterp::VisualShaderNodeVectorInterp() {
set_input_port_default_value(2, Vector3()); set_input_port_default_value(2, Vector3());
} }
////////////// Vector Construct ////////////// Vector Compose
String VisualShaderNodeVectorConstruct::get_caption() const { String VisualShaderNodeVectorCompose::get_caption() const {
return "VecConstr"; return "VectorCompose";
} }
int VisualShaderNodeVectorConstruct::get_input_port_count() const { int VisualShaderNodeVectorCompose::get_input_port_count() const {
return 3; return 3;
} }
VisualShaderNodeVectorConstruct::PortType VisualShaderNodeVectorConstruct::get_input_port_type(int p_port) const { VisualShaderNodeVectorCompose::PortType VisualShaderNodeVectorCompose::get_input_port_type(int p_port) const {
return PORT_TYPE_SCALAR; return PORT_TYPE_SCALAR;
} }
String VisualShaderNodeVectorConstruct::get_input_port_name(int p_port) const { String VisualShaderNodeVectorCompose::get_input_port_name(int p_port) const {
if (p_port == 0) { if (p_port == 0) {
return "x"; return "x";
} else if (p_port == 1) { } else if (p_port == 1) {
@@ -1422,40 +1422,40 @@ String VisualShaderNodeVectorConstruct::get_input_port_name(int p_port) const {
} }
} }
int VisualShaderNodeVectorConstruct::get_output_port_count() const { int VisualShaderNodeVectorCompose::get_output_port_count() const {
return 1; return 1;
} }
VisualShaderNodeVectorConstruct::PortType VisualShaderNodeVectorConstruct::get_output_port_type(int p_port) const { VisualShaderNodeVectorCompose::PortType VisualShaderNodeVectorCompose::get_output_port_type(int p_port) const {
return PORT_TYPE_VECTOR; return PORT_TYPE_VECTOR;
} }
String VisualShaderNodeVectorConstruct::get_output_port_name(int p_port) const { String VisualShaderNodeVectorCompose::get_output_port_name(int p_port) const {
return "vec"; return "vec";
} }
String VisualShaderNodeVectorConstruct::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const { String VisualShaderNodeVectorCompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const {
return "\t" + p_output_vars[0] + " = vec3( " + p_input_vars[0] + " , " + p_input_vars[1] + " , " + p_input_vars[2] + " );\n"; return "\t" + p_output_vars[0] + " = vec3( " + p_input_vars[0] + " , " + p_input_vars[1] + " , " + p_input_vars[2] + " );\n";
} }
VisualShaderNodeVectorConstruct::VisualShaderNodeVectorConstruct() { VisualShaderNodeVectorCompose::VisualShaderNodeVectorCompose() {
set_input_port_default_value(0, 0.0); set_input_port_default_value(0, 0.0);
set_input_port_default_value(1, 0.0); set_input_port_default_value(1, 0.0);
set_input_port_default_value(2, 0.0); set_input_port_default_value(2, 0.0);
} }
////////////// Transform Construct ////////////// Transform Compose
String VisualShaderNodeTransformConstruct::get_caption() const { String VisualShaderNodeTransformCompose::get_caption() const {
return "TransConstr"; return "TransformCompose";
} }
int VisualShaderNodeTransformConstruct::get_input_port_count() const { int VisualShaderNodeTransformCompose::get_input_port_count() const {
return 4; return 4;
} }
VisualShaderNodeTransformConstruct::PortType VisualShaderNodeTransformConstruct::get_input_port_type(int p_port) const { VisualShaderNodeTransformCompose::PortType VisualShaderNodeTransformCompose::get_input_port_type(int p_port) const {
return PORT_TYPE_VECTOR; return PORT_TYPE_VECTOR;
} }
String VisualShaderNodeTransformConstruct::get_input_port_name(int p_port) const { String VisualShaderNodeTransformCompose::get_input_port_name(int p_port) const {
if (p_port == 0) { if (p_port == 0) {
return "x"; return "x";
} else if (p_port == 1) { } else if (p_port == 1) {
@@ -1467,21 +1467,21 @@ String VisualShaderNodeTransformConstruct::get_input_port_name(int p_port) const
} }
} }
int VisualShaderNodeTransformConstruct::get_output_port_count() const { int VisualShaderNodeTransformCompose::get_output_port_count() const {
return 1; return 1;
} }
VisualShaderNodeTransformConstruct::PortType VisualShaderNodeTransformConstruct::get_output_port_type(int p_port) const { VisualShaderNodeTransformCompose::PortType VisualShaderNodeTransformCompose::get_output_port_type(int p_port) const {
return PORT_TYPE_TRANSFORM; return PORT_TYPE_TRANSFORM;
} }
String VisualShaderNodeTransformConstruct::get_output_port_name(int p_port) const { String VisualShaderNodeTransformCompose::get_output_port_name(int p_port) const {
return "xform"; return "xform";
} }
String VisualShaderNodeTransformConstruct::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const { String VisualShaderNodeTransformCompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const {
return "\t" + p_output_vars[0] + " = mat4( vec4(" + p_input_vars[0] + ", 0.0) , vec4(" + p_input_vars[1] + ", 0.0) , vec4(" + p_input_vars[2] + ",0.0), vec4(" + p_input_vars[3] + ",1.0) );\n"; return "\t" + p_output_vars[0] + " = mat4( vec4(" + p_input_vars[0] + ", 0.0) , vec4(" + p_input_vars[1] + ", 0.0) , vec4(" + p_input_vars[2] + ",0.0), vec4(" + p_input_vars[3] + ",1.0) );\n";
} }
VisualShaderNodeTransformConstruct::VisualShaderNodeTransformConstruct() { VisualShaderNodeTransformCompose::VisualShaderNodeTransformCompose() {
set_input_port_default_value(0, Vector3()); set_input_port_default_value(0, Vector3());
set_input_port_default_value(1, Vector3()); set_input_port_default_value(1, Vector3());
@@ -1489,28 +1489,28 @@ VisualShaderNodeTransformConstruct::VisualShaderNodeTransformConstruct() {
set_input_port_default_value(3, Vector3()); set_input_port_default_value(3, Vector3());
} }
////////////// Vector Destruct ////////////// Vector Decompose
String VisualShaderNodeVectorDestruct::get_caption() const { String VisualShaderNodeVectorDecompose::get_caption() const {
return "VecDestr"; return "VectorDecompose";
} }
int VisualShaderNodeVectorDestruct::get_input_port_count() const { int VisualShaderNodeVectorDecompose::get_input_port_count() const {
return 1; return 1;
} }
VisualShaderNodeVectorDestruct::PortType VisualShaderNodeVectorDestruct::get_input_port_type(int p_port) const { VisualShaderNodeVectorDecompose::PortType VisualShaderNodeVectorDecompose::get_input_port_type(int p_port) const {
return PORT_TYPE_VECTOR; return PORT_TYPE_VECTOR;
} }
String VisualShaderNodeVectorDestruct::get_input_port_name(int p_port) const { String VisualShaderNodeVectorDecompose::get_input_port_name(int p_port) const {
return "vec"; return "vec";
} }
int VisualShaderNodeVectorDestruct::get_output_port_count() const { int VisualShaderNodeVectorDecompose::get_output_port_count() const {
return 3; return 3;
} }
VisualShaderNodeVectorDestruct::PortType VisualShaderNodeVectorDestruct::get_output_port_type(int p_port) const { VisualShaderNodeVectorDecompose::PortType VisualShaderNodeVectorDecompose::get_output_port_type(int p_port) const {
return PORT_TYPE_SCALAR; return PORT_TYPE_SCALAR;
} }
String VisualShaderNodeVectorDestruct::get_output_port_name(int p_port) const { String VisualShaderNodeVectorDecompose::get_output_port_name(int p_port) const {
if (p_port == 0) { if (p_port == 0) {
return "x"; return "x";
} else if (p_port == 1) { } else if (p_port == 1) {
@@ -1520,7 +1520,7 @@ String VisualShaderNodeVectorDestruct::get_output_port_name(int p_port) const {
} }
} }
String VisualShaderNodeVectorDestruct::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const { String VisualShaderNodeVectorDecompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const {
String code; String code;
code += "\t" + p_output_vars[0] + " = " + p_input_vars[0] + ".x;\n"; code += "\t" + p_output_vars[0] + " = " + p_input_vars[0] + ".x;\n";
code += "\t" + p_output_vars[1] + " = " + p_input_vars[0] + ".y;\n"; code += "\t" + p_output_vars[1] + " = " + p_input_vars[0] + ".y;\n";
@@ -1528,33 +1528,33 @@ String VisualShaderNodeVectorDestruct::generate_code(Shader::Mode p_mode, Visual
return code; return code;
} }
VisualShaderNodeVectorDestruct::VisualShaderNodeVectorDestruct() { VisualShaderNodeVectorDecompose::VisualShaderNodeVectorDecompose() {
set_input_port_default_value(0, Vector3()); set_input_port_default_value(0, Vector3());
} }
////////////// Transform Destruct ////////////// Transform Decompose
String VisualShaderNodeTransformDestruct::get_caption() const { String VisualShaderNodeTransformDecompose::get_caption() const {
return "TransDestr"; return "TransformDecompose";
} }
int VisualShaderNodeTransformDestruct::get_input_port_count() const { int VisualShaderNodeTransformDecompose::get_input_port_count() const {
return 1; return 1;
} }
VisualShaderNodeTransformDestruct::PortType VisualShaderNodeTransformDestruct::get_input_port_type(int p_port) const { VisualShaderNodeTransformDecompose::PortType VisualShaderNodeTransformDecompose::get_input_port_type(int p_port) const {
return PORT_TYPE_TRANSFORM; return PORT_TYPE_TRANSFORM;
} }
String VisualShaderNodeTransformDestruct::get_input_port_name(int p_port) const { String VisualShaderNodeTransformDecompose::get_input_port_name(int p_port) const {
return "xform"; return "xform";
} }
int VisualShaderNodeTransformDestruct::get_output_port_count() const { int VisualShaderNodeTransformDecompose::get_output_port_count() const {
return 4; return 4;
} }
VisualShaderNodeTransformDestruct::PortType VisualShaderNodeTransformDestruct::get_output_port_type(int p_port) const { VisualShaderNodeTransformDecompose::PortType VisualShaderNodeTransformDecompose::get_output_port_type(int p_port) const {
return PORT_TYPE_VECTOR; return PORT_TYPE_VECTOR;
} }
String VisualShaderNodeTransformDestruct::get_output_port_name(int p_port) const { String VisualShaderNodeTransformDecompose::get_output_port_name(int p_port) const {
if (p_port == 0) { if (p_port == 0) {
return "x"; return "x";
} else if (p_port == 1) { } else if (p_port == 1) {
@@ -1566,7 +1566,7 @@ String VisualShaderNodeTransformDestruct::get_output_port_name(int p_port) const
} }
} }
String VisualShaderNodeTransformDestruct::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const { String VisualShaderNodeTransformDecompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const {
String code; String code;
code += "\t" + p_output_vars[0] + " = " + p_input_vars[0] + "[0].xyz;\n"; code += "\t" + p_output_vars[0] + " = " + p_input_vars[0] + "[0].xyz;\n";
code += "\t" + p_output_vars[1] + " = " + p_input_vars[0] + "[1].xyz;\n"; code += "\t" + p_output_vars[1] + " = " + p_input_vars[0] + "[1].xyz;\n";
@@ -1575,7 +1575,7 @@ String VisualShaderNodeTransformDestruct::generate_code(Shader::Mode p_mode, Vis
return code; return code;
} }
VisualShaderNodeTransformDestruct::VisualShaderNodeTransformDestruct() { VisualShaderNodeTransformDecompose::VisualShaderNodeTransformDecompose() {
set_input_port_default_value(0, Transform()); set_input_port_default_value(0, Transform());
} }
@@ -1658,7 +1658,7 @@ VisualShaderNodeColorUniform::VisualShaderNodeColorUniform() {
////////////// Vector Uniform ////////////// Vector Uniform
String VisualShaderNodeVec3Uniform::get_caption() const { String VisualShaderNodeVec3Uniform::get_caption() const {
return "VecUniform"; return "VectorUniform";
} }
int VisualShaderNodeVec3Uniform::get_input_port_count() const { int VisualShaderNodeVec3Uniform::get_input_port_count() const {
@@ -1694,7 +1694,7 @@ VisualShaderNodeVec3Uniform::VisualShaderNodeVec3Uniform() {
////////////// Transform Uniform ////////////// Transform Uniform
String VisualShaderNodeTransformUniform::get_caption() const { String VisualShaderNodeTransformUniform::get_caption() const {
return "TransUniform"; return "TransformUniform";
} }
int VisualShaderNodeTransformUniform::get_input_port_count() const { int VisualShaderNodeTransformUniform::get_input_port_count() const {
@@ -1730,7 +1730,7 @@ VisualShaderNodeTransformUniform::VisualShaderNodeTransformUniform() {
////////////// Texture Uniform ////////////// Texture Uniform
String VisualShaderNodeTextureUniform::get_caption() const { String VisualShaderNodeTextureUniform::get_caption() const {
return "TexUniform"; return "TextureUniform";
} }
int VisualShaderNodeTextureUniform::get_input_port_count() const { int VisualShaderNodeTextureUniform::get_input_port_count() const {
@@ -1848,7 +1848,7 @@ VisualShaderNodeTextureUniform::VisualShaderNodeTextureUniform() {
////////////// CubeMap Uniform ////////////// CubeMap Uniform
String VisualShaderNodeCubeMapUniform::get_caption() const { String VisualShaderNodeCubeMapUniform::get_caption() const {
return "CubeMap"; return "CubeMapUniform";
} }
int VisualShaderNodeCubeMapUniform::get_input_port_count() const { int VisualShaderNodeCubeMapUniform::get_input_port_count() const {

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@@ -621,8 +621,8 @@ public:
/////////////////////////////////////// ///////////////////////////////////////
class VisualShaderNodeVectorConstruct : public VisualShaderNode { class VisualShaderNodeVectorCompose : public VisualShaderNode {
GDCLASS(VisualShaderNodeVectorConstruct, VisualShaderNode) GDCLASS(VisualShaderNodeVectorCompose, VisualShaderNode)
public: public:
virtual String get_caption() const; virtual String get_caption() const;
@@ -637,13 +637,13 @@ public:
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) 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 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) 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
VisualShaderNodeVectorConstruct(); VisualShaderNodeVectorCompose();
}; };
/////////////////////////////////////// ///////////////////////////////////////
class VisualShaderNodeTransformConstruct : public VisualShaderNode { class VisualShaderNodeTransformCompose : public VisualShaderNode {
GDCLASS(VisualShaderNodeTransformConstruct, VisualShaderNode) GDCLASS(VisualShaderNodeTransformCompose, VisualShaderNode)
public: public:
virtual String get_caption() const; virtual String get_caption() const;
@@ -658,13 +658,13 @@ public:
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) 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 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) 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
VisualShaderNodeTransformConstruct(); VisualShaderNodeTransformCompose();
}; };
/////////////////////////////////////// ///////////////////////////////////////
class VisualShaderNodeVectorDestruct : public VisualShaderNode { class VisualShaderNodeVectorDecompose : public VisualShaderNode {
GDCLASS(VisualShaderNodeVectorDestruct, VisualShaderNode) GDCLASS(VisualShaderNodeVectorDecompose, VisualShaderNode)
public: public:
virtual String get_caption() const; virtual String get_caption() const;
@@ -679,13 +679,13 @@ public:
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) 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 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) 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
VisualShaderNodeVectorDestruct(); VisualShaderNodeVectorDecompose();
}; };
/////////////////////////////////////// ///////////////////////////////////////
class VisualShaderNodeTransformDestruct : public VisualShaderNode { class VisualShaderNodeTransformDecompose : public VisualShaderNode {
GDCLASS(VisualShaderNodeTransformDestruct, VisualShaderNode) GDCLASS(VisualShaderNodeTransformDecompose, VisualShaderNode)
public: public:
virtual String get_caption() const; virtual String get_caption() const;
@@ -700,7 +700,7 @@ public:
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) 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 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) 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
VisualShaderNodeTransformDestruct(); VisualShaderNodeTransformDecompose();
}; };
/////////////////////////////////////// ///////////////////////////////////////