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mirror of https://github.com/DigvijaysinhGohil/Godot-Shader-Lib.git synced 2025-01-07 01:43:35 +08:00
2024-09-28 00:45:16 +05:30

225 lines
5.8 KiB
GDScript

@tool
class_name VisualShaderNodeRayMarch extends ShaderLib
func _get_name() -> String:
return "RayMarch"
func _get_category() -> String:
return "RayMarching"
func _get_description() -> String:
return "A simple ray marcher for primitive shapes."
func _get_return_icon_type() -> PortType:
return PORT_TYPE_SCALAR
func _get_input_port_count() -> int:
var sdf_index: int = get_option_index(0)
match sdf_index:
2, 3, 4:
return 9
_:
return 8
func _get_input_port_name(port: int) -> String:
var sdf_index: int = get_option_index(0)
match sdf_index:
0, 1:
match port:
0:
return "ray origin"
1:
return "ray direction"
2:
return "max steps"
3:
return "max distance"
4:
return "distance threshold"
5:
return "cube pos" if sdf_index == 0 else "sphere pos"
6:
return "cube eulers" if sdf_index == 0 else "sphere eulers"
_:
return "cube scale" if sdf_index == 0 else "sphere scale"
2, 3:
match port:
0:
return "ray origin"
1:
return "ray direction"
2:
return "max steps"
3:
return "max distance"
4:
return "distance threshold"
5:
return "capsule pos" if sdf_index == 2 else "cylinder pos"
6:
return "capsule eulers" if sdf_index == 2 else "cylinder eulers"
7:
return "capsule height" if sdf_index == 2 else "cylinder height"
_:
return "capsule radius" if sdf_index == 2 else "cylinder radius"
_:
match port:
0:
return "ray origin"
1:
return "ray direction"
2:
return "max steps"
3:
return "max distance"
4:
return "distance threshold"
5:
return "torus pos"
6:
return "torus eulers"
7:
return "torus small radius"
_:
return "torus big radius"
func _get_input_port_type(port: int) -> PortType:
var sdf_index: int = get_option_index(0)
match sdf_index:
0, 1:
match port:
0, 1, 5, 6, 7:
return PORT_TYPE_VECTOR_3D
2:
return PORT_TYPE_SCALAR_INT
_:
return PORT_TYPE_SCALAR
2, 3:
match port:
0, 1, 5, 6:
return PORT_TYPE_VECTOR_3D
2:
return PORT_TYPE_SCALAR_INT
_:
return PORT_TYPE_SCALAR
_:
match port:
0, 1, 5, 6:
return PORT_TYPE_VECTOR_3D
2:
return PORT_TYPE_SCALAR_INT
_:
return PORT_TYPE_SCALAR
func _get_input_port_default_value(port: int) -> Variant:
var sdf_index: int = get_option_index(0)
match sdf_index:
0, 1:
match port:
0, 5, 6:
return Vector3(0, 0, 0)
1:
return Vector3(0 ,0 ,-1)
2:
return 15
3:
return 15.0
7:
return Vector3(0.3, 0.3, 0.3)
_:
return 1e-2
2, 3:
match port:
0, 5, 6:
return Vector3(0, 0, 0)
1:
return Vector3(0 ,0 ,-1)
2:
return 15
3:
return 15.0
4:
return 1e-2
7:
return .5 if sdf_index == 2 else 1.0
_:
return .3
_:
match port:
0, 5, 6:
return Vector3(0, 0, 0)
1:
return Vector3(0 ,0 ,-1)
2:
return 15
3:
return 15.0
4:
return 1e-2
7:
return 0.1
_:
return 0.4
func _get_property_count() -> int:
return 1
func _get_property_default_index(index: int) -> int:
return 0
func _get_property_name(index: int) -> String:
return "SDF"
func _get_property_options(index: int) -> PackedStringArray:
return ["SDBox", "SDSphere", "SDCapsule", "SDCylinder", "SDTorus"]
func _get_output_port_count() -> int:
return 1
func _get_output_port_name(port: int) -> String:
return "distance"
func _get_output_port_type(port: int) -> PortType:
return PORT_TYPE_SCALAR
func _get_global_code(mode: Shader.Mode) -> String:
return "#include \"res://addons/ShaderLib_%s/RayMarching/SignedDistanceFunctions.gdshaderinc\"" % [version]
func _get_code(input_vars: Array[String], output_vars: Array[String], mode: Shader.Mode, type: VisualShader.Type) -> String:
var sdf_index: int = get_option_index(0)
var ray_origin: String = input_vars[0]
var ray_direction: String = input_vars[1]
var max_steps: String = input_vars[2]
var max_dist: String = input_vars[3]
var dist_threshold: String = input_vars[4]
match sdf_index:
0:
var cube_pos: String = input_vars[5]
var eulers: String = input_vars[6]
var size: String = input_vars[7]
return output_vars[0] + " = ray_march_sd_box(%s, %s, %s, %s, %s, %s, %s, %s);" % [ray_origin, ray_direction, max_steps, max_dist, dist_threshold, cube_pos, eulers, size]
1:
var sphere_pos: String = input_vars[5]
var eulers: String = input_vars[6]
var scale: String = input_vars[7]
return output_vars[0] + " = ray_march_sd_sphere(%s, %s, %s, %s, %s, %s, %s, %s);" % [ray_origin, ray_direction, max_steps, max_dist, dist_threshold, sphere_pos, eulers, scale]
2:
var capsule_pos: String = input_vars[5]
var capsule_eulers: String = input_vars[6]
var capsule_height: String = input_vars[7]
var capsule_radius: String = input_vars[8]
return output_vars[0] + " = ray_march_sd_capsule(%s, %s, %s, %s, %s, %s, %s, %s, %s);" % [ray_origin, ray_direction, max_steps, max_dist, dist_threshold, capsule_pos, capsule_height, capsule_radius, capsule_eulers]
3:
var cylinder_pos: String = input_vars[5]
var cylinder_eulers: String = input_vars[6]
var cylinder_height: String = input_vars[7]
var cylinder_radius: String = input_vars[8]
return output_vars[0] + " = ray_march_sd_cylinder(%s, %s, %s, %s, %s, %s, %s, %s, %s);" % [ray_origin, ray_direction, max_steps, max_dist, dist_threshold, cylinder_pos, cylinder_height, cylinder_radius, cylinder_eulers]
_:
var torus_pos: String = input_vars[5]
var eulers: String = input_vars[6]
var small_radius: String = input_vars[7]
var big_radius: String = input_vars[8]
return output_vars[0] + " = ray_march_sd_torus(%s, %s, %s, %s, %s, %s, %s, %s, %s);" % [ray_origin, ray_direction, max_steps, max_dist, dist_threshold, torus_pos, eulers, small_radius, big_radius]