Commit Graph

63 Commits

Author SHA1 Message Date
3e1e01b7ab Added extra warning to VisualShaderNodeTexture + fix warning appearing 2020-11-26 14:53:47 +03:00
f402e1e675 Added VisualShaderNodeCurve to easy gather data from a CurveTexture 2020-10-18 09:57:15 +03:00
2d45f7ac87 Fix typo in VisualShaderNodeSample3D::generate_code 2020-10-04 10:34:58 +03:00
e3006d4064 Fix def parameter in Texture visual shader nodes for sky/particles modes 2020-10-03 22:20:45 +03:00
bebf424c80 Merge pull request #42078 from Chaosus/vs_rename_type
Renames Type to OpType in VisualShaderNodeMultiplyAdd
2020-09-29 10:34:22 +02:00
07fb960a88 Fix some bugs in visual shader editor 2020-09-21 22:19:20 +03:00
f137f14e1c Renames Type to OpType in VisualShaderNodeMultiplyAdd
To prevent possible conflicts with C# and other languages.
2020-09-15 11:06:18 +03:00
ca9b3e929b Fix triplanar texture code generation in visual shaders 2020-09-11 18:23:26 +03:00
5ba8246cfb Added Texture3D to visual shaders 2020-09-10 07:40:06 +03:00
e2aca7e047 Fix some broken visual shader nodes 2020-09-07 12:39:20 +03:00
f188c41ffd Cleanup constructor code in visual shader nodes 2020-09-05 16:13:38 +03:00
8fefdcf113 Added default value for uniforms in visual shaders 2020-07-27 15:44:22 +03:00
167f033782 Optimize code generation for fresnel node in visual shaders 2020-07-27 11:35:53 +03:00
5dfef9d8bc Removes redundant code generation in VisualShaderNodeTextureUniform 2020-07-26 04:28:07 +03:00
ecb5f7ea23 Added 'fma' function to shader language 2020-07-10 19:58:03 +03:00
cb9cbf840d Added Texture2DArray support to visual shaders 2020-06-19 18:02:05 +03:00
0ee0fa42e6 Style: Enforce braces around if blocks and loops
Using clang-tidy's `readability-braces-around-statements`.
https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2020-05-14 21:57:34 +02:00
0be6d925dc Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.

This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.

There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).

Part of #33027.
2020-05-14 16:54:55 +02:00
69de7ce38c Style: clang-format: Disable AllowShortCaseLabelsOnASingleLine
Part of #33027.
2020-05-10 13:13:54 +02:00
082542b525 Added uniform qualifiers to visual shaders 2020-05-05 11:25:48 +03:00
4a3d277623 Add support for integer type in visual shaders 2020-02-26 10:12:06 +03:00
33b5c57199 Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.

Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.

For Variant, the float datatype is always 64 bits, and exposed as `float`.

We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.

Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-25 12:55:53 +01:00
3f335ce3d4 Texture refactor
-Texture renamed to Texture2D
-TextureLayered as base now inherits 2Darray, cubemap and cubemap array
-Removed all references to flags in textures (they will go in the shader)
-Texture3D gone for now (will come back later done properly)
-Create base rasterizer for RenderDevice, RasterizerRD
2020-02-11 11:53:26 +01:00
22ad83edae Implemented hint_range for VisualShaderNodeScalarUniform 2020-02-07 17:04:24 +03:00
c8639a0013 Added missing '\n' in visual shader fresnel node code generation 2020-02-03 12:33:37 +03:00
b0f166f0c5 Few extra formatting fixes for visual shader node generation
For 'If' and 'Switch' nodes
2020-02-01 17:41:49 +03:00
bfec48abf1 Better visual shader code generation 2020-02-01 15:53:02 +03:00
4912d4c6e4 Added missed bracket to VisualShaderNodeCubeMap 2020-01-27 13:09:15 +03:00
4445f892d2 Fix VisualShaderNodeCubeMap generation 2020-01-27 12:17:06 +03:00
ce43c92208 Docs for some nodes in visual shader
Fix typo in `VisualShaderNodeCompare.ComparisonType` name.
2020-01-23 22:39:00 +01:00
ed22a4c454 Merge pull request #33817 from Chaosus/vs_fresnel
Make Fresnel node in visual shaders to use default NORMAL/VIEW
2020-01-08 12:15:46 +03:00
a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00
57441ab2c6 Added missed enum constant VisualShaderNodeTexture::SOURCE_PORT 2019-12-12 12:05:54 +03:00
7abb09ecf4 Makes Fresnel node in visual shaders to use default NORMAL/VIEW 2019-11-22 18:28:59 +03:00
8243afb0e9 Added sampler inputs for visual shaders 2019-11-03 17:59:15 +03:00
9ddb3265e1 Fix some crashes, overflows and using variables without values 2019-11-01 16:16:31 +01:00
b217babca2 [VShaders] Added sampler port to CubeMap, fixed parsing in expresssion s 2019-10-11 10:36:04 +03:00
d2fd2f32fc Uses LoD even if UV slot is not used in visual shader textures 2019-10-10 13:11:04 +03:00
fec8da3c5e Makes cube maps to be works in visual shaders 2019-10-09 12:13:53 +03:00
b11d15d5c3 Makes Texture and TextureUniform in visual shaders to use UV by default 2019-10-03 16:59:49 +03:00
f14bcd8cc5 Added sampler port type for visual shaders 2019-10-01 13:20:08 +03:00
6dcd4379ca Some formatting fixes in visual_shader_nodes.cpp 2019-09-18 19:04:40 +03:00
c188c5597f Removed useless code from Switch in visual shader 2019-09-05 09:07:13 +03:00
a79d8e3b8f Some improvements for Switch node in visual shaders 2019-09-03 15:11:02 +03:00
d0dc195da8 Some improvements to Mix visual shader function 2019-08-06 08:06:49 +03:00
c34d75b678 Fix outerProduct function in visual shaders 2019-08-01 08:29:05 +03:00
9384b6ab0e i18n: Sync translation template with current source
Fix a few typos in new strings.
2019-07-19 16:08:40 +02:00
23f5154de7 Merge pull request #30532 from Chaosus/vs_triplanar
Added triplanar uniform texture node to visual shaders
2019-07-15 07:56:06 +02:00
9d6e1e3109 Added "Is" and "Compare" functions to visual shaders 2019-07-12 13:43:37 +03:00
0727caadd1 Added triplanar uniform texture node to visual shaders 2019-07-12 12:14:34 +03:00