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mirror of https://github.com/godotengine/godot.git synced 2025-11-11 13:10:58 +00:00

Makes cube maps to be works in visual shaders

This commit is contained in:
Yuri Roubinsky
2019-10-09 11:29:23 +03:00
parent 87552e79ce
commit fec8da3c5e
5 changed files with 133 additions and 28 deletions

View File

@@ -468,19 +468,55 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader:
if (source == SOURCE_PORT) {
String id = p_input_vars[2];
VisualShaderNodeUniform::UniformType utype = VisualShaderNodeUniform::UTYPE_NONE;
if (id.begins_with("cube_")) {
utype = VisualShaderNodeUniform::UTYPE_CUBEMAP;
id = id.substr(5);
} else if (id.begins_with("s2d_")) {
utype = VisualShaderNodeUniform::UTYPE_SAMPLER2D;
id = id.substr(4);
}
String code;
if (id == String()) {
code += "\tvec4 " + id + "_tex_read = vec4(0.0);\n";
} else {
if (p_input_vars[0] == String()) { // Use UV by default.
code += "\tvec4 " + id + "_tex_read = texture( " + id + " , UV.xy );\n";
switch (utype) {
case VisualShaderNodeUniform::UTYPE_CUBEMAP:
code += "\tvec4 " + id + "_tex_read = texture( " + id + " , vec3(UV, 0.0) );\n";
break;
case VisualShaderNodeUniform::UTYPE_SAMPLER2D:
code += "\tvec4 " + id + "_tex_read = texture( " + id + " , UV.xy );\n";
break;
default:
break;
}
} else if (p_input_vars[1] == String()) {
//no lod
code += "\tvec4 " + id + "_tex_read = texture( " + id + " , " + p_input_vars[0] + ".xy );\n";
switch (utype) {
case VisualShaderNodeUniform::UTYPE_CUBEMAP:
code += "\tvec4 " + id + "_tex_read = texture( " + id + " , " + p_input_vars[0] + " );\n";
break;
case VisualShaderNodeUniform::UTYPE_SAMPLER2D:
code += "\tvec4 " + id + "_tex_read = texture( " + id + " , " + p_input_vars[0] + ".xy );\n";
break;
default:
break;
}
} else {
code += "\tvec4 " + id + "_tex_read = textureLod( " + id + " , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n";
switch (utype) {
case VisualShaderNodeUniform::UTYPE_CUBEMAP:
code += "\tvec4 " + id + "_tex_read = textureLod( " + id + " , " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n";
break;
case VisualShaderNodeUniform::UTYPE_SAMPLER2D:
code += "\tvec4 " + id + "_tex_read = textureLod( " + id + " , " + p_input_vars[0] + ".xy , " + p_input_vars[1] + " );\n";
break;
default:
break;
}
}
code += "\t" + p_output_vars[0] + " = " + id + "_tex_read.rgb;\n";
@@ -738,7 +774,7 @@ Vector<VisualShader::DefaultTextureParam> VisualShaderNodeCubeMap::get_default_t
String VisualShaderNodeCubeMap::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
String u = "uniform sampler2DCube " + make_unique_id(p_type, p_id, "cube");
String u = "uniform samplerCube " + make_unique_id(p_type, p_id, "cube");
switch (texture_type) {
case TYPE_DATA: break;
case TYPE_COLOR: u += " : hint_albedo"; break;
@@ -751,9 +787,9 @@ String VisualShaderNodeCubeMap::generate_code(Shader::Mode p_mode, VisualShader:
String id = make_unique_id(p_type, p_id, "cube");
String code;
if (p_input_vars[0] == String()) { //none bound, do nothing
if (p_input_vars[0] == String()) { // Use UV by default.
code += "\tvec4 " + id + "_read = vec4(0.0);\n";
code += "\tvec4 " + id + "_read = texture( " + id + " , vec3(UV, 0.0) );\n";
} else if (p_input_vars[1] == String()) {
//no lod
@@ -767,6 +803,13 @@ String VisualShaderNodeCubeMap::generate_code(Shader::Mode p_mode, VisualShader:
return code;
}
String VisualShaderNodeCubeMap::get_input_port_default_hint(int p_port) const {
if (p_port == 0) {
return "vec3(UV, 0.0)";
}
return "";
}
void VisualShaderNodeCubeMap::set_cube_map(Ref<CubeMap> p_value) {
cube_map = p_value;
@@ -3205,6 +3248,7 @@ String VisualShaderNodeTextureUniform::get_input_port_default_hint(int p_port) c
VisualShaderNodeTextureUniform::VisualShaderNodeTextureUniform() {
texture_type = TYPE_DATA;
color_default = COLOR_DEFAULT_WHITE;
set_uniform_type(VisualShaderNodeUniform::UTYPE_SAMPLER2D);
}
////////////// Texture Uniform (Triplanar)
@@ -3314,28 +3358,55 @@ String VisualShaderNodeCubeMapUniform::get_caption() const {
return "CubeMapUniform";
}
int VisualShaderNodeCubeMapUniform::get_input_port_count() const {
return 2;
}
VisualShaderNodeCubeMapUniform::PortType VisualShaderNodeCubeMapUniform::get_input_port_type(int p_port) const {
return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
}
String VisualShaderNodeCubeMapUniform::get_input_port_name(int p_port) const {
return p_port == 0 ? "normal" : "lod";
}
int VisualShaderNodeCubeMapUniform::get_output_port_count() const {
return 2;
return 1;
}
VisualShaderNodeCubeMapUniform::PortType VisualShaderNodeCubeMapUniform::get_output_port_type(int p_port) const {
return p_port == 0 ? PORT_TYPE_VECTOR : PORT_TYPE_SCALAR;
return PORT_TYPE_SAMPLER;
}
String VisualShaderNodeCubeMapUniform::get_output_port_name(int p_port) const {
return p_port == 0 ? "rgb" : "alpha";
return "sampler";
}
int VisualShaderNodeCubeMapUniform::get_input_port_count() const {
return 0;
}
VisualShaderNodeCubeMapUniform::PortType VisualShaderNodeCubeMapUniform::get_input_port_type(int p_port) const {
return PORT_TYPE_SCALAR;
}
String VisualShaderNodeCubeMapUniform::get_input_port_name(int p_port) const {
return "";
}
String VisualShaderNodeCubeMapUniform::get_input_port_default_hint(int p_port) const {
return "";
}
String VisualShaderNodeCubeMapUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
String code = "uniform samplerCube " + 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 VisualShaderNodeCubeMapUniform::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 {
@@ -3343,6 +3414,7 @@ String VisualShaderNodeCubeMapUniform::generate_code(Shader::Mode p_mode, Visual
}
VisualShaderNodeCubeMapUniform::VisualShaderNodeCubeMapUniform() {
set_uniform_type(VisualShaderNodeUniform::UTYPE_CUBEMAP);
}
////////////// If