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[3.2] Optimizations for Fresnel and Texture nodes in visual shaders
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@@ -64,6 +64,40 @@ bool VisualShaderNode::is_port_separator(int p_index) const {
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return false;
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}
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bool VisualShaderNode::is_output_port_connected(int p_port) const {
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if (connected_output_ports.has(p_port)) {
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return connected_output_ports[p_port] > 0;
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}
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return false;
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}
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void VisualShaderNode::set_output_port_connected(int p_port, bool p_connected) {
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if (p_connected) {
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connected_output_ports[p_port]++;
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} else {
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connected_output_ports[p_port]--;
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}
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}
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bool VisualShaderNode::is_input_port_connected(int p_port) const {
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if (connected_input_ports.has(p_port)) {
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return connected_input_ports[p_port];
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}
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return false;
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}
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void VisualShaderNode::set_input_port_connected(int p_port, bool p_connected) {
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connected_input_ports[p_port] = p_connected;
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}
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bool VisualShaderNode::is_generate_input_var(int p_port) const {
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return true;
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}
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bool VisualShaderNode::is_code_generated() const {
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return true;
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}
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Vector<VisualShader::DefaultTextureParam> VisualShaderNode::get_default_texture_parameters(VisualShader::Type p_type, int p_id) const {
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return Vector<VisualShader::DefaultTextureParam>();
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}
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@@ -387,6 +421,7 @@ void VisualShader::remove_node(Type p_type, int p_id) {
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g->connections.erase(E);
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if (E->get().from_node == p_id) {
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g->nodes[E->get().to_node].prev_connected_nodes.erase(p_id);
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g->nodes[E->get().to_node].node->set_input_port_connected(E->get().to_port, false);
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}
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}
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E = N;
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@@ -482,6 +517,8 @@ void VisualShader::connect_nodes_forced(Type p_type, int p_from_node, int p_from
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c.to_port = p_to_port;
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g->connections.push_back(c);
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g->nodes[p_to_node].prev_connected_nodes.push_back(p_from_node);
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g->nodes[p_from_node].node->set_output_port_connected(p_from_port, true);
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g->nodes[p_to_node].node->set_input_port_connected(p_to_port, true);
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_queue_update();
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}
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@@ -514,6 +551,8 @@ Error VisualShader::connect_nodes(Type p_type, int p_from_node, int p_from_port,
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c.to_port = p_to_port;
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g->connections.push_back(c);
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g->nodes[p_to_node].prev_connected_nodes.push_back(p_from_node);
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g->nodes[p_from_node].node->set_output_port_connected(p_from_port, true);
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g->nodes[p_to_node].node->set_input_port_connected(p_to_port, true);
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_queue_update();
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return OK;
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@@ -528,6 +567,8 @@ void VisualShader::disconnect_nodes(Type p_type, int p_from_node, int p_from_por
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if (E->get().from_node == p_from_node && E->get().from_port == p_from_port && E->get().to_node == p_to_node && E->get().to_port == p_to_port) {
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g->connections.erase(E);
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g->nodes[p_to_node].prev_connected_nodes.erase(p_from_node);
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g->nodes[p_from_node].node->set_output_port_connected(p_from_port, false);
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g->nodes[p_to_node].node->set_input_port_connected(p_to_port, false);
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_queue_update();
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return;
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}
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@@ -1078,6 +1119,36 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
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// then this node
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Vector<VisualShader::DefaultTextureParam> params = vsnode->get_default_texture_parameters(type, node);
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for (int i = 0; i < params.size(); i++) {
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def_tex_params.push_back(params[i]);
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}
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Ref<VisualShaderNodeInput> input = vsnode;
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bool skip_global = input.is_valid() && for_preview;
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if (!skip_global) {
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global_code += vsnode->generate_global(get_mode(), type, node);
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String class_name = vsnode->get_class_name();
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if (class_name == "VisualShaderNodeCustom") {
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class_name = vsnode->get_script_instance()->get_script()->get_path();
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}
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if (!r_classes.has(class_name)) {
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global_code_per_node += vsnode->generate_global_per_node(get_mode(), type, node);
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for (int i = 0; i < TYPE_MAX; i++) {
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global_code_per_func[Type(i)] += vsnode->generate_global_per_func(get_mode(), Type(i), node);
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}
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r_classes.insert(class_name);
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}
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}
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if (!vsnode->is_code_generated()) { // just generate globals and ignore locals
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processed.insert(node);
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return OK;
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}
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code += "// " + vsnode->get_caption() + ":" + itos(node) + "\n";
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Vector<String> input_vars;
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@@ -1124,6 +1195,9 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
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inputs[i] = "vec3(" + src_var + " ? 1.0 : 0.0)";
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}
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} else {
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if (!vsnode->is_generate_input_var(i)) {
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continue;
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}
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Variant defval = vsnode->get_input_port_default_value(i);
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if (defval.get_type() == Variant::REAL || defval.get_type() == Variant::INT) {
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@@ -1191,33 +1265,6 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
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}
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}
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Vector<VisualShader::DefaultTextureParam> params = vsnode->get_default_texture_parameters(type, node);
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for (int i = 0; i < params.size(); i++) {
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def_tex_params.push_back(params[i]);
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}
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Ref<VisualShaderNodeInput> input = vsnode;
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bool skip_global = input.is_valid() && for_preview;
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if (!skip_global) {
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Ref<VisualShaderNodeUniform> uniform = vsnode;
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if (!uniform.is_valid() || !uniform->is_global_code_generated()) {
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global_code += vsnode->generate_global(get_mode(), type, node);
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}
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String class_name = vsnode->get_class_name();
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if (class_name == "VisualShaderNodeCustom") {
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class_name = vsnode->get_script_instance()->get_script()->get_path();
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}
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if (!r_classes.has(class_name)) {
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global_code_per_node += vsnode->generate_global_per_node(get_mode(), type, node);
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for (int i = 0; i < TYPE_MAX; i++) {
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global_code_per_func[Type(i)] += vsnode->generate_global_per_func(get_mode(), Type(i), node);
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}
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r_classes.insert(class_name);
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}
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}
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code += vsnode->generate_code(get_mode(), type, node, inputs, outputs, for_preview);
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code += "\n"; //
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