/**************************************************************************/
/*  visual_shader_sdf_nodes.h                                             */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             GODOT ENGINE                               */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#ifndef VISUAL_SHADER_SDF_NODES_H
#define VISUAL_SHADER_SDF_NODES_H

#include "scene/resources/visual_shader.h"

class VisualShaderNodeSDFToScreenUV : public VisualShaderNode {
	GDCLASS(VisualShaderNodeSDFToScreenUV, VisualShaderNode);

public:
	virtual String get_caption() const override;

	virtual int get_input_port_count() const override;
	virtual PortType get_input_port_type(int p_port) const override;
	virtual String get_input_port_name(int p_port) const override;

	virtual int get_output_port_count() const override;
	virtual PortType get_output_port_type(int p_port) const override;
	virtual String get_output_port_name(int p_port) const override;

	virtual String 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 = false) const override;

	virtual Category get_category() const override { return CATEGORY_TEXTURES; }

	VisualShaderNodeSDFToScreenUV();
};

class VisualShaderNodeScreenUVToSDF : public VisualShaderNode {
	GDCLASS(VisualShaderNodeScreenUVToSDF, VisualShaderNode);

public:
	virtual String get_caption() const override;

	virtual int get_input_port_count() const override;
	virtual PortType get_input_port_type(int p_port) const override;
	virtual String get_input_port_name(int p_port) const override;

	virtual int get_output_port_count() const override;
	virtual PortType get_output_port_type(int p_port) const override;
	virtual String get_output_port_name(int p_port) const override;

	virtual bool is_input_port_default(int p_port, Shader::Mode p_mode) const override;
	virtual String 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 = false) const override;

	virtual Category get_category() const override { return CATEGORY_TEXTURES; }

	VisualShaderNodeScreenUVToSDF();
};

class VisualShaderNodeTextureSDF : public VisualShaderNode {
	GDCLASS(VisualShaderNodeTextureSDF, VisualShaderNode);

public:
	virtual String get_caption() const override;

	virtual int get_input_port_count() const override;
	virtual PortType get_input_port_type(int p_port) const override;
	virtual String get_input_port_name(int p_port) const override;

	virtual int get_output_port_count() const override;
	virtual PortType get_output_port_type(int p_port) const override;
	virtual String get_output_port_name(int p_port) const override;

	virtual String 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 = false) const override;

	virtual Category get_category() const override { return CATEGORY_TEXTURES; }

	VisualShaderNodeTextureSDF();
};

class VisualShaderNodeTextureSDFNormal : public VisualShaderNode {
	GDCLASS(VisualShaderNodeTextureSDFNormal, VisualShaderNode);

public:
	virtual String get_caption() const override;

	virtual int get_input_port_count() const override;
	virtual PortType get_input_port_type(int p_port) const override;
	virtual String get_input_port_name(int p_port) const override;

	virtual int get_output_port_count() const override;
	virtual PortType get_output_port_type(int p_port) const override;
	virtual String get_output_port_name(int p_port) const override;

	virtual String 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 = false) const override;

	virtual Category get_category() const override { return CATEGORY_TEXTURES; }

	VisualShaderNodeTextureSDFNormal();
};

class VisualShaderNodeSDFRaymarch : public VisualShaderNode {
	GDCLASS(VisualShaderNodeSDFRaymarch, VisualShaderNode);

public:
	virtual String get_caption() const override;

	virtual int get_input_port_count() const override;
	virtual PortType get_input_port_type(int p_port) const override;
	virtual String get_input_port_name(int p_port) const override;

	virtual int get_output_port_count() const override;
	virtual PortType get_output_port_type(int p_port) const override;
	virtual String get_output_port_name(int p_port) const override;

	virtual String 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 = false) const override;

	virtual Category get_category() const override { return CATEGORY_TEXTURES; }

	VisualShaderNodeSDFRaymarch();
};

#endif // VISUAL_SHADER_SDF_NODES_H
