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mirror of https://github.com/godotengine/godot.git synced 2025-11-17 14:11:06 +00:00

Added Texture2DArray support to visual shaders

This commit is contained in:
Yuri Roubinsky
2020-02-18 14:45:23 +03:00
parent ac2c143420
commit cb9cbf840d
6 changed files with 382 additions and 1 deletions

View File

@@ -781,6 +781,183 @@ VisualShaderNodeTexture::VisualShaderNodeTexture() {
source = SOURCE_TEXTURE;
}
////////////// Sample3D
int VisualShaderNodeSample3D::get_input_port_count() const {
return 3;
}
VisualShaderNodeSample3D::PortType VisualShaderNodeSample3D::get_input_port_type(int p_port) const {
switch (p_port) {
case 0:
return PORT_TYPE_VECTOR;
case 1:
return PORT_TYPE_SCALAR;
case 2:
return PORT_TYPE_SAMPLER;
default:
return PORT_TYPE_SCALAR;
}
}
String VisualShaderNodeSample3D::get_input_port_name(int p_port) const {
switch (p_port) {
case 0:
return "uvw";
case 1:
return "lod";
default:
return "";
}
}
int VisualShaderNodeSample3D::get_output_port_count() const {
return 2;
}
VisualShaderNodeSample3D::PortType VisualShaderNodeSample3D::get_output_port_type(int p_port) const {
return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
}
String VisualShaderNodeSample3D::get_output_port_name(int p_port) const {
return p_port == 0 ? "rgb" : "alpha";
}
String VisualShaderNodeSample3D::get_input_port_default_hint(int p_port) const {
if (p_port == 0) {
return "vec3(UV.xy, 0.0)";
}
return "";
}
String VisualShaderNodeSample3D::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;
if (source == SOURCE_TEXTURE || source == SOURCE_PORT) {
String id;
code += "\t{\n";
if (source == SOURCE_TEXTURE) {
id = make_unique_id(p_type, p_id, "tex3d");
} else {
id = p_input_vars[2];
}
if (id != String()) {
if (p_input_vars[0] == String()) { // Use UV by default.
if (p_input_vars[1] == String()) {
code += "\t\tvec4 " + id + "_tex_read = texture(" + id + ", vec3(UV.xy, 0.0));\n";
} else {
code += "\t\tvec4 " + id + "_tex_read = textureLod(" + id + ", vec3(UV.xy, 0.0), " + p_input_vars[1] + ");\n";
}
} else if (p_input_vars[1] == String()) {
//no lod
code += "\t\tvec4 " + id + "_tex_read = texture(" + id + ", " + p_input_vars[0] + ");\n";
} else {
code += "\t\tvec4 " + id + "_tex_read = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
}
} else {
code += "\t\tvec4 " + id + "_tex_read = vec4(0.0);\n";
}
code += "\t\t" + p_output_vars[0] + " = " + id + "_tex_read.rgb;\n";
code += "\t\t" + p_output_vars[1] + " = " + id + "_tex_read.a;\n";
code += "\t}\n";
return code;
}
code += "\t" + p_output_vars[0] + " = vec3(0.0);\n";
code += "\t" + p_output_vars[1] + " = 1.0;\n";
return code;
}
void VisualShaderNodeSample3D::set_source(Source p_source) {
source = p_source;
emit_changed();
emit_signal("editor_refresh_request");
}
VisualShaderNodeSample3D::Source VisualShaderNodeSample3D::get_source() const {
return source;
}
void VisualShaderNodeSample3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_source", "value"), &VisualShaderNodeSample3D::set_source);
ClassDB::bind_method(D_METHOD("get_source"), &VisualShaderNodeSample3D::get_source);
ADD_PROPERTY(PropertyInfo(Variant::INT, "source", PROPERTY_HINT_ENUM, "Texture,SamplerPort"), "set_source", "get_source");
BIND_ENUM_CONSTANT(SOURCE_TEXTURE);
BIND_ENUM_CONSTANT(SOURCE_PORT);
}
String VisualShaderNodeSample3D::get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const {
if (source == SOURCE_TEXTURE) {
return String(); // all good
}
if (source == SOURCE_PORT) {
return String(); // all good
}
return TTR("Invalid source for shader.");
}
VisualShaderNodeSample3D::VisualShaderNodeSample3D() {
source = SOURCE_TEXTURE;
simple_decl = false;
}
////////////// Texture2DArray
String VisualShaderNodeTexture2DArray::get_caption() const {
return "Texture2DArray";
}
String VisualShaderNodeTexture2DArray::get_input_port_name(int p_port) const {
if (p_port == 2) {
return "sampler2DArray";
}
return VisualShaderNodeSample3D::get_input_port_name(p_port);
}
Vector<VisualShader::DefaultTextureParam> VisualShaderNodeTexture2DArray::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
VisualShader::DefaultTextureParam dtp;
dtp.name = make_unique_id(p_type, p_id, "tex3d");
dtp.param = texture;
Vector<VisualShader::DefaultTextureParam> ret;
ret.push_back(dtp);
return ret;
}
String VisualShaderNodeTexture2DArray::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
if (source == SOURCE_TEXTURE) {
return "uniform sampler2DArray " + make_unique_id(p_type, p_id, "tex3d") + ";\n";
}
return String();
}
void VisualShaderNodeTexture2DArray::set_texture_array(Ref<Texture2DArray> p_value) {
texture = p_value;
emit_changed();
}
Ref<Texture2DArray> VisualShaderNodeTexture2DArray::get_texture_array() const {
return texture;
}
Vector<StringName> VisualShaderNodeTexture2DArray::get_editable_properties() const {
Vector<StringName> props;
props.push_back("source");
if (source == SOURCE_TEXTURE) {
props.push_back("texture_array");
}
return props;
}
void VisualShaderNodeTexture2DArray::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_texture_array", "value"), &VisualShaderNodeTexture2DArray::set_texture_array);
ClassDB::bind_method(D_METHOD("get_texture_array"), &VisualShaderNodeTexture2DArray::get_texture_array);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture_array", PROPERTY_HINT_RESOURCE_TYPE, "Texture2DArray"), "set_texture_array", "get_texture_array");
}
VisualShaderNodeTexture2DArray::VisualShaderNodeTexture2DArray() {
}
////////////// Cubemap
String VisualShaderNodeCubemap::get_caption() const {
@@ -3926,6 +4103,74 @@ String VisualShaderNodeTextureUniformTriplanar::get_input_port_default_hint(int
VisualShaderNodeTextureUniformTriplanar::VisualShaderNodeTextureUniformTriplanar() {
}
////////////// Texture2DArray Uniform
String VisualShaderNodeTexture2DArrayUniform::get_caption() const {
return "Texture2DArrayUniform";
}
int VisualShaderNodeTexture2DArrayUniform::get_output_port_count() const {
return 1;
}
VisualShaderNodeTexture2DArrayUniform::PortType VisualShaderNodeTexture2DArrayUniform::get_output_port_type(int p_port) const {
return PORT_TYPE_SAMPLER;
}
String VisualShaderNodeTexture2DArrayUniform::get_output_port_name(int p_port) const {
return "sampler2DArray";
}
int VisualShaderNodeTexture2DArrayUniform::get_input_port_count() const {
return 0;
}
VisualShaderNodeTexture2DArrayUniform::PortType VisualShaderNodeTexture2DArrayUniform::get_input_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeTexture2DArrayUniform::get_input_port_name(int p_port) const {
return "";
}
String VisualShaderNodeTexture2DArrayUniform::get_input_port_default_hint(int p_port) const {
return "";
}
String VisualShaderNodeTexture2DArrayUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
String code = _get_qual_str() + "uniform sampler2DArray " + get_uniform_name();
switch (texture_type) {
case TYPE_DATA:
if (color_default == COLOR_DEFAULT_BLACK)
code += " : hint_black;\n";
else
code += ";\n";
break;
case TYPE_COLOR:
if (color_default == COLOR_DEFAULT_BLACK)
code += " : hint_black_albedo;\n";
else
code += " : hint_albedo;\n";
break;
case TYPE_NORMALMAP:
code += " : hint_normal;\n";
break;
case TYPE_ANISO:
code += " : hint_aniso;\n";
break;
}
return code;
}
String VisualShaderNodeTexture2DArrayUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
return String();
}
VisualShaderNodeTexture2DArrayUniform::VisualShaderNodeTexture2DArrayUniform() {
}
////////////// Cubemap Uniform
String VisualShaderNodeCubemapUniform::get_caption() const {